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Rogue Trader

1. Warhammer 40,000 is a tabletop wargame set in a dystopian sci-fi universe where players create armies of miniatures to battle each other. The game provides rules for combat, vehicles, weapons, characters and more to simulate futuristic warfare. 2. Models represent individual soldiers, vehicles or buildings, and distances on the tabletop represent distances in the game world. Players roll various shaped dice to resolve actions and combat. 3. In addition to miniatures, terrain, and the rulebook, players need dice, measuring tools, and paper/pens to record stats and play the game.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
88% found this document useful (8 votes)
10K views288 pages

Rogue Trader

1. Warhammer 40,000 is a tabletop wargame set in a dystopian sci-fi universe where players create armies of miniatures to battle each other. The game provides rules for combat, vehicles, weapons, characters and more to simulate futuristic warfare. 2. Models represent individual soldiers, vehicles or buildings, and distances on the tabletop represent distances in the game world. Players roll various shaped dice to resolve actions and combat. 3. In addition to miniatures, terrain, and the rulebook, players need dice, measuring tools, and paper/pens to record stats and play the game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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'.

UHAMMBR 40,000, ROGUE TRADER IS A


G.OO:SV!ORXSHOP PliBUCAl10N.
OOIES ~HOP LTD. CHBWJON STRE.ET, HILL
'Ill EASTWOOD. NOI'TINGHAM, NGI6 3HY, U.K.
The Field of Banlr
ltoop CharaClerisucs
Models for the Game
The 1\Irn Sequence
.\1ovcment
Shooting
Hand-to-hand Combat
Rou t and Pursuit
Reserves
Psychology
Buildings
Vehicles
Dreadnought Suit~
Robots
,'\erial Movement and Combat
Personalities

1. Bas•c \\l::apons
2 . Close Combat \\l::apons
3 . .Heavy \\l::apons
4. \-l!ry Heavy \\\:a pons
5. Grenades and ,\\issiles
o. Mines
7 Suppon \\l::apons
8 Summary of \'.l!apons
Vehicle Profiles
Armour Profiles
Robot Profiles
Dreadnought Profiles
Bionics
Miscellaneous

1. The Emperor
2. Humans
3. The Adeprus ~rra
4 The Inquisition
5. Psykers
o. The Meprus AStra ~lepath•cus
7 Navigators
8 . The Legiones AStaneS
9. V.'atricrs of the Army
10. The Rogue Trader
II The Assassins
12. Abhumans
The Eldar Race and the Craft-worlds
Ork Space and the Ork Domains
The Ancient Slann and their rnh,•rir,o nr.. l
lYranrds and the liiw-neelS
Zoats
warp Crt~arures
t Astralhound
2 Astralspwrc
3 Enslaver
q Psychncuc•n
5 vamp1rc
o 'h';up Emiry
7 ZOmbie

A lien Creatures
I Ambull 207
2. Bouncer 202
3. Carnivorous Sand Clam 207
4 Catachan Dev•l 208
5. C<uachan Rue CdtCI 208
6. Crawler 209
7 Crotahd 209
8 C1hellean Cudbear 210
9 Dmosaur 210
10 fcrrobeast 210
11 Cenes~alcr 211
12 Giant lnse.. 11>id.' 211
13 Gtanl Sp1dcr 2 12
14 Grox 212
15. Gyrmx 2 13
16. ~torsc 213
17 Lashworm 2 14
18 \\IOliCS 2 14
19 Plcrasqwrcl 215
20 Ral.Drwmg 2 15
21 Rlppyflsh 2 15
22 Swarm 215
23 sunworm 216

Car;u:han Bra•n Plant


Creepers
Floaters
GdSfungu;
nrunsporc
o. IU.bberrnoss
7 Spiker
8. Spincthorn
9 Sponge 1\t>cd
1o 1'angle FUngus
I I Thcrmo1roplc Vmc
12 \~nus Man Trap
Death \\Qrlds
fyou've ever left the cinema or turned details so that you can make your own buildings against a side controlled directly by the GM. Of
from the 1V screen, wishing that you as well as offering some examples of how scenery course, this does rely on the GM to make the game
could invent your own death-stars, can be constructed . as fair as possible. One-sided games against the GM
......,_ :.. . . . J storm-troopers, whirring orni.thopters, should be conducted with the aim of finding how
and wild-eyed heroes then this is for you! Summary lisrs aU of the major charts together, well the plzyers perform, rather than by aiming to
warhammer 40,000 is the game that lets you create and provides you with a selection of combat defeat them.
an kinds of exciting, futuristic adventure on a templates, building plans, record sheers, and paper
tabletop. You will need a few models, a little scenery, counters.
and the odd accessory such as dice and a ruler -
but most importantly you will need a smattering The game uses a number of different shaped dice,
of creative genius. The fu.ct that you are reading this as wen as the normal six sided dice with whlch we
is a sure indication that you are eminently qualified warhammer -10,000 has been designed around are all familiar. Players will find it useful to have ~
on thar score. a ground scale of 1 tabletop inch - 2 merres of real at least one each of the 4 sided, Ssided, 10 sided,
distance. Thbletop distances are expressed fn inches 12 sided and 20 sided dice. You will need a number
warhammer 40,000 is a fantasy game set in the and imperial unitS within the rules. ·~ · distances
fu.r future. Fantasy games are a relatively recent of 6 sided dice, preferably about a dozen.
are expressed in mettle measurements: so a target
invention, but, as with so much that is new and 10 inches distant on the tabletop is 20 metres away The standard notation is to write 'D' for dice,
innovative, they stem from familiar and well in 'real' terms. There is no reason why you shouldn't followed by the number of sides. SO, when you see
understood ideas. For many years, historical modify this scale to suit your own collection of '04 · in the text you know we are referring to a 4
wargamers have re-enacted famous battles from models and the size of your playing area. sided dice - similarly, a 06 is a normal six sided
history, using model soldiers, scenery and carefully dice, and so on. Sometimes you will need to ron more
worked out rules to simulate warfare in their chosen Each model represents a single man, alien, vehicle, than one dice of a ldnd. This is indicated by a number
era. Fantasy games abandon the idea of re-creating building or whatever. Large groups of very small preceding the D. For instance, 2D8 means you throw
historical events, allowing the imaginative player creatures, such as thousands of locusts, can be two DSs and add the scores tog~:tber - throw a D8
to stage games set in mythical worlds, on strange, represented by a smaller number of models. In cases twice ifyou are short of dice. The following examples
surreal continents or amongst the stars. But even such as this, one model can be regarded as illustrate the method.
places that derive from the imagination need rules. representing 100 creatures ifthey are appoximately
That is where \\l:lrhammer 40,000 comes in. This rat sized, or 1000 creatures if they are tiny insects. Dice Rolled· Score Procedure Result
book provides yru with a comprehe.nsive framework So, 2 model rats - 200 individual rats; 2 model
of rules with which you can represent futuristic locusts - 2000 individual locusts. 304 3 04s 1,3,2 Add scores 6
combat. Later you'll discover a complete and The ranges and effectiveness of weapons have
enthralling background for the game, a universe of 206 2 06s 2,5 Add scores 7
been calculated from the basis of individual weapons
the fu.r future where bloodshed and battle form an firing a single shot or blast at a single target. Most Sometimes you will need to modify the dice score.
integral part of a strange and violent sociery. of the rules used for historical wargames assume For example D6+1, this means throw a 06 and add
wa.rha.mmer 40,000 employs the proven and
popular game mechanics of the Warhammer
massed ranks of firers blasting away at a massed
target. For this reason, the ranges and effectiveness
of Wa rhammer 4 0 000 weapons may seem
1 to the result. 304+2 means throw 3 D4s, add the
scores, and then add 2 to the combined result. 06Xl0
means roll a D6 and multiply the score by 10.
I.
Games s ystem. Warba.mmer 40,000 and
warhammer Battle Rules can therefore be used comparatively low, but we bel.ieve that this is

II
in conjunction; you will find creatures and weapons reasonably aCCW"ate. and it does give a better game.
from one game will be perfectly usable in the other.

~--~-.~---
Even magic, psionics, aliens, monsters and
equipment have been designed so that they can be
transplanted berween the two games. Players who Apart from these rules and a selection of models
are already familiar with warhammer will find the and scenery, you will need dice, rulers, scrap paper
combat rules of warhammer 40,000 follow the and pencils. Dice ate used during combat, and it
same format as the warha.mmer rules. 1M: hope is a good idea to have several of these. A cup will
experienced warhammer players wi.l! bear with us make a useful shaker. As an alternative to models
through the basic explanations. These same we have provided a selection of counters for you Everybody knows how to throw a 06 - the score ~
experienced garners will no doubt also notice the to copy and use. Though they are in no way as is the number fu.cing upwards once the dice has been
vital points of difference on some rules and attractive or as substantial as metal models, these
will allow you to fight out your first few battles for
roUed. The D8, D10, 012 and 020 are read in exactly r
procedures, points which are intended to reflect the the same way. ~
awesome power of weapons and the strange no additional cost or effort.
environment of the fu.r future.

You also needt>layers! Games are usually fought ')I


The warham.mer 40,000 book is divided into five between rwo opposing sides, each side represented
main sections containing rules, background by one or more players. For larger games it is
information and other details to aid play. convenient to have more than one player on each
combat gives rules, suggestions and useful hints side, as this makes dice throwing and troop
for staging your own tabletop battles using movement quicker and easier. The co-commanders
miniatures and dice. Movement, shooting, close can agree to divide their forces between them as Scores are 5, 7, 9, 12 and 15.
combat, rout and pursuit, reserves and psydlology they wish.
are an covered, and an extended set of rules is The 04 is pyramid shaped, and so has no upper
provided for vehicles, dreadnoughts, aerial surface. The score is the number on the base ed~
movement, personalities and psionics. of the pyramid - this number is the same on aU thret
'lb fight a w.uhammer 40,000 game you will need
Equipment provides you with a wide variety of an extra person called the gamesmaster, usually fu.ces of the base edge.
fascinating futuristic weapons, armour types, referred to simply as the GM. He will act as the
vehicles, robots and many other features for umpire or referee, and it is his task to enforce the
inclusion in the game. rules of the game; interpreting them where
lb.e A~ of the lnlperium explalns how the necessary. The GM should make sure that the players
warhammer 40,000 universe works, how the have sufficient dice, pencils, paper and any other
different races act and fight, and how the different items needed during play.
sorts of troops are organised and equipped. lt is possible to fight a game without a GM, so
The Advanced Gamer provides extra rules for long as the p1ayers are willing to cooperate a Uttle,
players, including advice on campaigns, game plots adopt a reasonable attitude and are honest in their
and multiplayer games. Also covered are collecting record keeping. It is also possible to fight games
and painting models, and we provide modelling in whlch all of the pl;zyers are on the same side, Score is 3
either as plastic or metal kits. Alternatively, you can make your own
using pine-cones, or pipe cleaners and sponge. Plastic aquarium plants
make especially good alien trees. Sprinkle the wood area liberally with
In the warhammer 40,000 universe, battle and advenrure can take lichen and scenic flock to produce the effect of undergrowth.
place on any one of over a million worlds, and who is to say what
form the environment might take on any one of them? Whatever the Hedges provide 'soft' cover for troops behind them. Hedge models
basic terrain, you will need to set up the field of battle, for which you can be bought from your local model shop, or home made using sponge
will need a fairly large games table or area of floor. Six feet by four or a loofah cut into sections. Hedges can also be represented by a
feet is a fair size; larger tables are difficult to reach across properly. line of lichen. A section of hedge should be about 1" wide and at
Many garners (including the author on occasions) improvise by using least 4" long. Smaller sections wouldn't provide any real cover or
the dining room table. Once your area is clear, it is up to the barrier, as troops could too easily avoid or go round them. 1\vo or
gamesmaster or players to place model scenery. more hedge sections can be placed together to make long hedges or
field systems.
Walls are exactly like hedges but provide ·hard· cover. You can buy
plastic walls from model shops, or make your own from card, plasticine
You may have already seen the elaborate set-ups of other garners, or Das.
or the special display games featured at one of the big hobby Ditches, like walls, provide 'hard cover' for occupying troops. It
conventions- such as Games Day. If so. then you will have a good is assumed ditches are shallow enough to allow weapons to be fired
idea of what to aim for. If not, then the photos in this book may serve from them without any penalty. Troops attacking a ditch have the
to inspire you! Remember, a game that looks attractive and interesting advantage of being on a higher level than their opponents. On the
will be that much more enthralling for the players and the games master. wargarnes table, ditches are hard to represent.The best med10d is to
It is easy to provide rules for 'normal' scenery, such as hills, rivers cut strips ofcard 2" wide into convenient lengths, then use plasticine
and woods. These features may take on strange or twisted fomlS to to build up a slope on the front and rear of the ditch, leaving a 1"
those we know on our own world, but they will still be comparable gap down the centre which forolS the ditch itself.
for our purposes. In addition the Warhammer 40 000 game includes Debris and ruins are small areas of broken ground, perhaps an
many types of special scenery. For the moment we'll just concern old decaying building, a crashed vehicle or a spoil tip. The easiest
ourselves with the following basic features. The Advanced way to represent debris on the wargames table is to scatter a few pieces
Gamesmaster section contains rules for special scenery. of cork around the desired area. More ambitious modellers can build
Hills are common and useful scenic items. Models stood on hills their own 'ruins' from card, polystyrene or plasticard.
receive a combat advantage and can see over the heads of troops below Buildings form vital strong points with commanding arcs of fire
them. Hills for the games table can be made from chipboard or over the battlefield. They can be bought from model shops or home
polystyrene ceiling tiles cut to shape, or even books piled on top of made from polystyrene or plasticard. The Citadel range of card
each other to get the right effect. When making hills, remember to buildings has been especially designed with Warhammer and
make them in steps so that models will stand on them. Several warhanuner 40,000 in mind and are highly recommended. With a
companies now make stepped hills for wargames. these are polystyrene bit of modelling skill you can turn almost any food or cosmetic container
with a special textured finish and look very good once sprinkled with into a convincing building. Many 'toy' construction kits can be quite
flock to disguise the joints. useful too.
\\bods are useful for blocking off areas, as they are difficult to move Rivers. Model river sections are available from shops. but the best
or lire through. Model trees can be from your hobby shop way to make rivers is to cut card strips to shape and make banks out

1 \\00<1
2 Rocks
3 Ditches
4 Hedge
5 Stalagmites
6 River & Ford
1 Wcllls
8 Polystyrene Hill
9 Ruins
10
11
Buil!:ls
A s "scene"
12 Pool
13 cork Tile Hill
COMBAT

of plastiscene. The best size is about 12" long and between 3" and is the usual method, and, so long as the GM is fair, the best
5" wide. Rivers must run from one table edge to another, they cannot way of designing your battlefield.
simply stop. Remember, rivers don't have to be water- boiling lava,
molten sulphur, even liquid nitrogen could all flow like liquid under
@ The GM can set up the scenery so it is symmetrical, in this
way no advantage is conferred to either player. This is a good
certain conditions, making for a colourful spectacle. method for a strictly competitive game.
Bridges and fords can be of any width, but 3 'l4" is recommended:
narrower bridges tend to be too cramped . Bridges can be bought, or
homemade from plasticard, polystyrene or wood. Fords can be
® The players can arrange to choose scenery using the following
rules. Each player secretly nominates how many items of
scenery he wants on his half of the table. The maximum number
represented by a section of pale coloured card without banks, showing d1at can be nominated by each player is 1 for every full 1' of
where the river shallows. table length. The GM then rolls a 06 for each side.
Pools can provide obstacles on the table, and even refuges for aquatic 1-2 The player receives one less item than nominated.
creatures. Pools can be made from card painted blue, green, red or
whatever colour best represents the liquid they contain. 3-4 The player receives the number of items nominated.
Bogs are similar to ponds, but can be crossed with a little difficulty. 5-6 The player receives one more item than nominated.
They can be made from card painted dark green or any suitably Each player then chooses his own scenery. A single item should
disgusting colour. be no larger than 6 "x6" in the case of woods, buildings, bogs,
Stalagmites are tall pointed formations rising from the ground. etc. No linear item should be longer than 12 ",although hedges
Whether they are true stalagmites formed by precipitation, or merely or walls chosen as items may be split into smaller sections.
unusual rock formations doesn't matter for our purposes. They can A number of scenic items of the same type can be positioned
be made from any suitable modelling material - papier mache for together to make an extra large, or extra long, feature, such
example - or clay, Das or Milliput. Large stalagmites can be made as a large wood, a long hedge or a river. Players may position
easily using plaster of paris. Buy a big bag of plaster from a chemists their scenery anywhere within their own half of the table. The
- the cheap stuffl 'lake a bucket and fill it with sand. Make a good player with the most items places one item first, then the other
sized hole in the sand of the shape you want and prepare a suitable player places one item, then the first player again, and so on.
quantity of plaster. Pour the plaster into the hole and let it set before Once one player has run out of scenery, the other positions
removing your stalagmite from its mould. All sorts of interesting rock his remaining items. The table is now set for battle!
formations can be made quite cheaply using this method. With a little Using this method the players have a lot of say over the terrain
powdered paint you can dye the plaster too. Also by adding coloured they are fighting over. 'lb offset this the GM may, if he wishes,
sand, or aquarium gravel, you can produce some very startling effects. reposition or remove one item ofscenery from each or both sides.
Rocks are rocks and can come out of the garden. Alternatively, you
can buy glass fibre rocks from aquarium shops. The plaster and sand
@ If the players have no GM then one player can set up the scenery,
and the other may choose which table edge he wishes ro start
casting method can also be used. from . The player who sets up the scenery then starts from the
opposite edge.
·· s•llta\lll\gJ.JiltallilllliiBiilr~:i
Scenery can be placed on the table in a number of different ways
as described below.
G) The GM places the scenery entirely at his own discretion. This
COMBAT
COMBAT

the whole unit's fighting abilities to some extent.


•TROOP Intellipce (Int). This shows a creatln'e's ability to think and use
CHARACTERISYICS~' . technical equipment. The lowest:Int Is 1, and the highest 10. creatures
with a really low Int are unable to use certain pieces of equipment.
This section desctibes the characteristics that are common to the Cool (Cl). This characteristic reflects a crearure's tempercunent, and
~Games system: WlrbanunerBattleBules, WUbanuner its ability to stay calm and wtder control. values 3> from 1 to 10.
Fantasy Roleplay and Wcuha.mmer 40,000. If:you are already fum.iliar Creatures with a very low a may lose control of their actions, and do
with the system there is no need to read this section; although you unpredictable or hysterical things. Creatures with a high a are just the
may like to note the change in name of what is bowsldO in Wcu'bammer opposite; they can be unaffected by sights and experiences that reduce
to ballistic skill in Warbammer 40,000. The common abbreviation is frail characters to jelly.
BS in both cases.
WID power (WP). This is a measure of mental resistance. a creature
In the warhammer 40,000 game every type of creature has with a high WP can often awid or escape the effects of psychic attack.
characterlstlcs particular to its race. Each characteristic represents values 3> from 1 to 10.
one aspect of the creature, and is given a value of one or more. The
characteristics are described below, but don't worry about remembering
them an right now. • 0 LEVEL CHARACTERISTICS
Sometimes a creature has been given a characteristic score of '0'. This
t FIGHTING indicates that the creature or individual concerned has no ability in that
CHARACTERISTICS field whatsoever. This is most commonly applied to BS. Rlr example,
a creature with a BS of 0 may not use any long range weapons at all,
MoVement allowance (M), often just referred to as move. This even improvised weapons such as thrown rocks.
characteristic determines how far a creature may move across the
lllbletop in inches. For example. a model with a M of 4 moves 4 " a
tum, whilst a model with aM of 6 moves 6". This distance will • ' PROFILE
sometimes be reduced to take into account difficult teaain, obstacles
and other fuctors. A creature or character's characteristics can be given all at OIX» in
what we call a creature or character prome.
\\tapon skill (US). This indicates a creature's ability to handle close f'llrsonel Characteristics
Fighting Characteristics
combat weapons, or its chances of landing a telling blow by biting or
clawing. The lowest "-5 is 1 and the highest is to. The higher the "-5 M WS BS S T W A Lei lnt Cl WP
tre easier it is to strike a blow in combat, and the harder it is for your For example the creature profile for a Human is:
opponent to strike back.
Ballisdc skill f/3S). This indicates a creature's ability to use long~
weapons, such as guns, laWlChets, rifles or even thrown stones. Some
aeatures can spit poison, or acid, and their BS determines haw acaJiate
they are. The lowest BS is 1 and the highest is 10. The higher the BS
the easier it is to score a hit with your weapon.
Strength ~. This characteristic shows how easily a creature can There are comparable prollies for every creature. including Orks,
~~in hand-to-hand combat, a creature with a highS causes Squats, Enslavers, Gretchins and other alien races. Creature profiles
~ relatively easily, a creature with a law S wouki be less likely only give the~ values typical of thatspedes. and thi5 is the value
to damage an opponent. The ~ S Is 1 and the highest 10. applied to creatures fighting in units. Some members of a unit migb:t
be stro~r. taster or tougher than others, but these tiling; are assumed
'Jbugb.ness (1). This characteristic measures a creature's natural to ave~ out.
rtsistance to ~ It Is very hard to darnagt! a creature with a high
T, and relaiMly easy to hurt a creature with a law T. Models representing heroes, unit leaders and other individuals can
be given special. character profiJes. which refled their individual strengths
\\bonds (""). Some creatures can take more dama~ than others, and weaknesses. For now it is only important to bear in mind that
cilber because they have more stamina, or because they have UttJe regard character profiles can, and do, differ to some extent from the basic
ilr, or sense of, pain. This Is represented by the number of MJWlds creature pro~.
aatature can take before he, she or it is removed from the game. Every
QQtUre can take at least 1 wound, but some exceptk>nal creatures
can take more. Theoretically, there is no upper limit.
IDltlatlve (I). This characteristic determines a creature's speed of
lboogbt and action. A creanue with a law I will be slaw and dullwitted,
aatature with a high I will be fast. In hand-to-hand combat. creatures
will high I wm be able to strike before their enemies. The lowest 1 is
I, the hlghest 10.
Attacks (A).1bis characteristic shows the number of hand-to-hand
mdlat attacks that a aeature can deliver at once. Most aea!Ures have
only I, but some can bite, daw and lash with their tails an at once,
~ lhem llllitiple attacks. This characteristic never applies to missile
atllds.

I PERSONAL CHARACTERISTICS
leadership (Ld). This characteristic indicates a creature's ability
" command, and to react to commands. It reflects innate sense of
11\qh and obedience. vabJes 3> from 1, the lowest, to 10, the highest.
IDis d troopS have leaders whose Ld cbaracterist:ic score will affect
COMBAT

e MODE(S FOR THE GAME


Citadel Miniatures manufucture a large and comprehensive range
of warhammer 40,000 metal models. At your local games shop you
will find Space Marines, Gretchins, Squats and all the other types of
warrior described in this book, hwnan and otherwise. In addition, many
ofaradel 's other models are ideally suited for use as •primitive' creatures,
or weird aliens. After all, the W'liverse is big: there is plenty of room
for the old-fashioned, the unexpected and the downright odd. The same
goes for conversions of your own. With a tirtle modelling skill and
imagination you can create whole alien races, mutations and monsters.
Of course you will have ro invent rules for your creations - and persuade
your feUow players of the tmdoubted world-destroying mega-powers
of your creature! Unusual monsters and large creatures can often be
bought as plastic kits or toys: carefuUy remodelled, such acquisitions
will provide you with an interesting and W'lique creation.
The warhammer 40 000 W'liverse is a vast and wild place. There
are over a million planets within the Imperium - fully devebped industrial
planets, partially settled frontier worlds, and the dreaded Death W>rlds,
where life forms are armed with poison, spines, tooth and claw - and
they're all out to get you! These are just some of the planets of the
Imperium and who knows how many more planets are home ro renegade
and lost human groups, not to mention the countless varieties ofspace-
faring aliens. No-one really knows whar's out t.here.lfyou wantro invent
your own races. or create your own flora and fauna - then do itl

• ORGANIS•.NG TROOPS .
Models are organised inro fighting units. A W'lit can be any number
of models from 5 upwards, but you will find it most convenient to have
units of either 5 or 10 models. Standard unit organisations are given
in the BackgroWtd section, where W'lit organisation, command structure
and uniforms are discussed in some detail.
A W'lit fights and operates as a single body of troops. For instance,
9 Space Marines and a Sergeant make up a 10 man Squad of Marines.
Units always have a leader; usually an officer or NCO, or a tribal chieftain
amongst primitive creatures. Because a W'lit acts as a single body, tmder
the command ofone of the unit, individual members are not supposed
to just wander off on their own. No member of a unit may move
more than 2" away from at least one other member of the same
unit.
For example, a squad of Space Marines are moving across dear ground
in Fairly 'open' formation. No model is more than 2" away from at
least one other.

.(!)
®
COMBAT

Sometimes a unit will become dispetsed i>r reasons be)ood the player's 'I1lls sequence may sometimes be changed to accomodate specific
control. For example, one of the models may be eaten unexpectedly happenin~ SUch instances are dealt with in the main body of the
by a hWtgry Umus Man uap or a hidden carnivorous Sand Clam. In rules: for example. see the section on mines p 97. The G\\ must always
such a case the player must arrange his W1it back into an acceptable be prepared to use common sense in all situations, and be prepared
formation as soon as possible, preferably during the following rum. to make exceptions to the standard sequence where necessary.
Members of a unlt will usually be equipped and armed in the same
way, and have Identical profiles. lt is not necessary to have identical
models. and minor discrepancies in a model's equipment can be e MOVEMENT
overlooked and make no difference to the unit as a whole. Some units During your side's tum you may move your own models during the
incorporate lndlvlduals who carry a different weapon, often a heavy movement pan of the turn sequence. Everything that can move has
suppon weapon. A separate note must be made of this and any other a movement aJJowance characteristic. 11lis represents the maximum
oddities. distance, in Inches. that the model can be moved. A crearure with
an M of 4 can move up to 4 ". Models may be moved less than their
•BASES full move, or not at all if the player wishes, so long as they are not
Most Cttadel models are now sold wilh a separate plastic base of the subject to some compulsory movement rule (such as routs- see later).
correct dimensions for use with this game. The purpose of a base is Allhough the rules given here cover most evenrualities, sooner or later
to estabLish which models can fight in hand-to-hand combat. Equally you will encounter a new situation. ln such a case it is up to the GM
imponant, a base will stop models from falling over, which is not only to invent his own rules, or apply an unbiased judgement within the
irritating but can also damage your painstaking anwork. As most spirit of the existing rules.
combat takes place at a distance. and hand-to-hand combat is ofonly
secondary signi.6cance. the acrual dimensions of the base are not aitical.
A base should allow a model enough room to move and fight, without
being so large that it looks rid.iculous. The actual shape of the base ln cenain circumstances a model's move is reduced to take into
itselfis not important- and )W can employ any of the round, ~nal account the weight of armour and equipment. This is called
or square bases available from Citadel. encumbrance, and can seriously stow down lhe speed ofyour troops.
Armour and other equipment that reduces a model's move is calJed
e THE TURN
SEQUENCE
The turn sequence Is standard for Wclrbam.mer Battle Rules and
Wcuhammer 40,000.
Games are fought between two opposing sides. Each side is
represented by one or more players. In large games it is useful to
have the extra players to move troops and throw dice.
Each side takes a tum in strict rotation. Flip a coin to see which
side has the first tum. The side to go first (side A) takes a mm, then
the second side (side B), then the first again (A) and so on.
During your turn you may move your troops and fire any permitted
weapons (though some weapons cannot be moved and fired in the
same rurn as explained later) . Both sides may then light hand-to-
hand combat with enemy troops as explained ln the hand-to-hand
combat rules.
Each tum sequence should follow the order laid out below.

Movement If It is yow- tum }W m<\Y ll'IOYe


your troops. If it is not your tum
your troops I1I.&St remain
stationary.
Shooting If k Is yow- tW"n )OU ~ shoor
wtlhany~as
awoprtate.
Hand-to-band Combat Both sides may 8ght with any
troopS ~ In hand·to-hand
combat.
If it Is your turn )00 ~ Jl)l.lYe
uncoi1UPitted troops. 1his ema
moo.oe represents lhe bdnging up
of reserves.
lf lt Is your tum l'W ~ me
any psionic powers as
appropriate.
lf it is your tum )W may attempt
to rally any of )'OUr routing
tr
COMBAT

heavy (H-type) equipment. See the Equipment section for details of Fords and shallow streams
the actual penalties for specific items. Soft sand or thick dust
For example - a human wearing a suit of mesh armour suffers a Brush, scrub or other clinging vegetation
penalty of-~"· Standard hwnan M is 4. so the adjusted move distance Stairs, steps and ladders
wUl be3W'. Building debris, wrecka~. loose rocks or boulders
Marsh, bog and thick mud
Inside cluttered buildings and cramped vehicles

Difficult ground is an area of scenery that is especially difficult to


aaverse. This might be for any number of reasons, such as clinging
~tation, soft sand, uneven rocks, unstable lava crusts, etc. The .• v•:...V otfilleuL"tWBOUNI?K
GM must decide before the game which areas or features constitute Some terrain Is even more difficult to get through than difficult
difficult ground and would normally indicate these to the players. ground. Moving through scenery of this type Is at quarter-rate. So,
Models crossing difficult ground do so at half-rate. So, a model which a model with an M of 4 may move 1" through very difficult ground.
normally has a mo~~e of 4 will travel only 2" over difficult ground. TWo kinds of difficult terrain can be combined to form very difficult
ltls convenient and acceptable to round all fractions of an inch up ground. For example:
10 the nearest %• to prevent unnecessary complication. lf a model
crosses normal and difficult ground during the movement part of the \\bods on treacherous slopes
turn, then remember that it will move at half rare only over the difficult Bog and dense folia~
ground. Clinging ~tation and wreckage
fur example • a model with an M of 4 would be able ro move 1"
through diflirult terrain and 2 " through normal terrain on its move. 1
These are examples of difficult ground. Impassable terrain is just that! It cannot be passed under normal

-
W:>ods and other dense foliage circumstances. Troops or creatures may fly over or tunnel under
Steep or treacherous slopes impassable terrain if suitably equipped or naturally able to do so.

Look to your
banle-gear and it will
protect you
We suud it
with our lives

Your armour is
your Soul.
and your Soul's
dedication
its armour
The soul of~ wurior
is the shield of hum~airy
'
Honour the craft
of death
Oalv the Emperor
is hisher in our devotion

Honour the
banle-gear
of the Dead
We Jsk only to scn·e

Put of the Wmior's


CJtcclusm of Worship
COMBAT

• SPLITTING UNITS fractions up to the nearest Y.. ~. Models wWch approach an obstacle
and then have Jess than half their move remaining cannot cross. They
lf a player wishes. pan of a unit may be split off inro one or more must halt. They do not count as •half-way across·. They may be able
smaller units: this is an exception to lhe normal rules on organising touseReserveMovementtogetacross(SCeReserveMovementp ).
units. These units may be of any number of models, even one. Each Examples of obstacles:
division takes lhe unit an entire rum spent without moving, firing
or doing anything at all. During this time lhe unit's leader will be A door or window
explaining what he wants done, who is to go where, and so on. The A hedge. fence or low wall
unlt leader remains wilh the parent body. The new unlt has no leader, A ditch or narrow crevasse
and cannot be split further. Geeting on/ofT a veWcle or riding animal
Each new unlt must be given a brief written instruCtion - such as
'hold the ravine and give cover' or 'scout to the ridge and report enemy • UNIT COHERENCE
activity'. The instruction can be agreed verbally with the GM if the
player wishes. The new unlt must now obey its instructions - as Models operating as a unit must sray reasonably close together. No
interpreted by the GM. mod.el may stray further than 2 from at least one other member of
H

the unit. The dJagram Ulustrates a unlt moving in a loose formation.


A unlt can, at any time, stop obeying its instruction and return to,
and merge with, its parent body. If forced to abandon its ordered task
it will always attempt to rerum to the parent body if possible.
\--
• DIRECTION Of: FACING )
Models are assumed to be facing in the direction as indicated by @® ® <>

®... ®
.. L~
the position of the figure. This can be important, as most weapons
have only a limited fire arc. T Troopttr
0 OIIKIK

•TURN I NG 2"
Any model can be turned once up to 90° either before. after or at
some point during movement. This incurs no penalty. Each additional
turn of up to 90° incurs a penalty of-'h ~ from the total move distance.
Example. A Space Marine is being pUISued byhis foes. He is facing
e SHOOTING
them, and muse mdke a 180° cum co face in the opposite direcdon During the shooting part of his turn a player may shoot once wilh
(a -M* penalty - the first 90° is free). The player moves the model any appropriately armed model. Alternatively, a model may be
a further 2M" and turns 180 ° co face Ius enemies once more (a 1" assumed to lhrow a hand-held projectile. such as a grenade. There
penalcy). 1blal J2+2SS+I - a move of 4. are some exceptions, and some special cases. as discussed later.

•OBSTACLE S • FIRE ARCS


An obstacle is a crossable linear feature, such as a hedge. wall, ditch, The direction in which the model is lacing is assumed to be the acrual
etc. Some other activities, such as climbing through a window and direction fuced by the individuaL Common sense will tell you !hal
getting into a vehicle, arc also treated as ifbypassingobstaeles. Crossing it is not possible to fire a weapon directly behind you. A weapon may
an obstacle costs a model half of Its total move distance. Again, as be fired at a target within a 90° arc to the front of the model. The
with difficult ground, it is convenlentand acceptable to round remaining diagram below illustrates the 90° arc. Occasionally, players mll)
COMBAT

dispute whether a~ lies within the accepted fire-arc. Where doubt begins. Especially ~ vehicles or creatures may be visible over a
exists, the GM must decide and the players must abide by his decision. linear obstacle, and may even be able to see and flre over it; again,
this is at the GM's discretion.
W>ods will block a line of sight if the firer and target lie on either
side of the \\00<1. If the targEt lies inside the \\00<1, the line of sight
The firer must be able to draw a clear line of sight to the intended is blocked if there is more than 2 ~ of woodland between firer and
target: a firer cannot shoot at a ta.rget that he could not theoretically target. If the target is within 2 " of the edge of the wood he can be
see. This is the basic rule - and you must use your common sense seen and fired at from outside as normal (unless he is hiding) .
when you interpret it. Interposing models, like interposing terrain, block the line ofsight.
Hills, large boulders and buildings will normally block the line of It is not possible to fire through another model at a targEt beyond.
sight totally. Assume the ridge or high point of a hill runs down its
exact middle. Where there is doubt the GM must decide. Often It is
necessary to get down low over the table for a model's eye view!
In appropriate circumstances a model can use a piece of cover to
Unear obstacles, such as hedgi!S and walls, block a firer 's line of
sight on level ground. However, it is possible to draw a line of sight hide behind. nus can be thought of as ducking behind a wan or the
to a model in cover behind a wan or hedgl! (so long as it is not hiding
corner ofa building. This makes the model impossible to see or ta.rget
upon, but does not restrict its own vision at all. lt is assumed that
-see later). Similarly, if the firer is in cover behind a hedge or wan the
he can draw a line of sight over it. Especially high walls or hedges hiding trooper can just steal a glance from his cover.
may block a line of sight totally; this is at the GM's discretion. It is The player must declare that the model is hiding during his turn
best to point out any especially high walls/hedges before the game - it cannot then be targetted upon during the ene~·s following tum.
COMBAT

..
'
6
~I

0
I. .
® .'0 " .· ®
The Tl!rpat hides
6~ ®
~

....,___,.
Terget 1 mey hide
beh~~-~~~ he~ge ®~ ' . / nside e wood. The Terget hides
inside e cteter. •

<~...,...... , ..,, ... ; ' ..


• Terget 2 may not. IS ,..· ·.··
, ..
•'
H!J1B the Terget . /
...
.
htdes et e w indow.
-,.-
~

.
~
. ..
i

If surrounded by enemy models, it is possible to be hidden from some


but not others. The GM must give a ruling where necessary.
The following rules apply to hiding.
(':;\ A model is only hidden behind a vehicle, wall (or other linear Troops on hills, the upper storeys of buildings, aerial vehicles or
'-V obstacle) ifwithin 1" ofit. The model is only hidden from troops in any elevated position, can draw a line of sight over lower terrain
on the other side ofcowse! The hidden trooper can see nonnally features, linear obstacles or models. This means that they may be
by peeking over the edge of his cover. able to fire at targets which would otherwise be hidden, or obscured

,
by interposing models.
® A model may be hidden inside a wood (or comparable cover).
lf within 2" of the edge it is able to see outside perfectly
normally. . .. .
~ A model may be hidden in a crater, trench, pit, bog (or other
t/. . . . :...·.. 0 " ~ ."... ·.
~ hole in the ground) and still see out normally. .
~· ·:· . ·:.·
.
.

(";;\ A model in a building may be hidden at a window or entrance


~ (or comparable opening) and see out normally.
~ A model cannot fire a weapon and rg:> into, or remain in, hiding
\.::!) during the same tum. A model which fires a \\oeapon always
gives away its position, and can be targetted by enemy in their
following tum.
(;;;\ A model cannot rg:> into hiding during or after a reserve move.
~ Reserve moves represent a dash or hurried movement of a kind
that would easily gM! away a model's position. A model in Similarly, it is possible to draw a line of sight to these over lower
hiding may not make a reserve move for the same reasons. terrain features.

There are t'M> kinds ofcover- hard cover and soft cover. Hard cowr
comprises walls. ditches, trenches, vehicles, rocks and other features
A space ore is in hiding behind a wall. A small marker suitably placed which not only block a firer's vision to some extent, but which alsO
can be used as a reminder. offer some form of real physical protection. Soft cover comprises
features which block a firer's vision to a d~ee. but which offer, a1
COMBAT

best, only flimsy protection. Often the GM will have to give a ruling
as to whether a particular feature counts as soft or hard cover. ~ .... . ...
®~
0

f

, ~r·.....
0 .•
:
• • • 0 0

Here the trench ollefS cover from


Firer t but not from firer 2•
c. ~- ..
0 . ..... -

T61get is within f H of the 0 ·..- . . 6


hedge end is thtuefore • O 0 . ·.
behind cover.
; 0
'" .\
~ Troops at windows and doors (and other comparable features)
"'' II ,.. II I '.:::J count as behind cover from outside fire.
0
IT\.. ·& ·~ o
® ground.
trooper may take cover simply throwing himself to the
Any by
suitable marker may be placed next to the model
A

~~..· ....
to indicate this, or the model can be carefully laid down. This
counts as soft cover. It takes a model half a tum to get down,
and half a tum to get up again. This counts as movement and
0 may restrict firing with some weapons. Once a target is within
File1 6nd Tsrget within 1" 0 4" range of the firer it cannot claim cover in this way.
• cover is C6nce/led out.• ·
0 . . . . .-..- •.. ...
.;

1111 II

Troops who are behind cover are not restricted in what they can
see or fire at. However, if they are biding, they will give away their
(;;\ 1b claim protection from linear cover (hedges, walls, etc), that positions by Bring, and can then be targetted in the enemy's following
\V cover must lie between the target and firer, and the target must tum.
be within 1~ of the cover. 1f the firer and target are both within
1" of the cover it is effectively cancelled out and is ignored.

In woods, and \rood-like ~nor dense crystal forests, visibility


and all firing ranges are reduced to 2" maximum. The onlyexceptions
He111 rhe TB1get cleims
cover !1om the comer
are models firing from within 2" of the edge, who may see and fire
of e building. outside normally.
Troops who are inside a~ and are more than 2" from an edge
cannot be seen or shot at from outside the wood at all.

If troops can get close enough to enell\Y who are hiding, they will
see them, and be able to fire on them even although theyhavn'tgiven
® beThe comer of a building, vehicle or large rock (or similar)
counted as cover. The model is placed at the edge, so that
it is partly but not wholly obscured.
can
away their position in any other way. Creatures will automatically
spot enemy creatures who are hiding within their initiative
characteristic number of inches. So, for example, humans (I3) will
spot hiding enemy within 3".

---
--. --yo Some technical equipment also enables creatures to detect hidden
enemies from a greater distance - such as a bio-scanner. See the
Equipment section for details.

® to~ (and other similar features) offer automatic protection


troops inside them.
@) Trenches and pits offer automatic cover from outside fire.
COMBAT

All weapons have a maximum range. and targets must be within The firer's dice roll is modified to reflect how easy or difficult the
this range. In addition, it is usually easier to hit a target at short ran&'! shot is.
than it is at long ran&'!. The actual range bands are different for +1 Firing at a large target Generally anything over 3 metres
different weapons. Details ofeach weapon's maximum, short and long high or long counts as a large
ranges are given in the Equipment section. Here are a few examples, target.
to give you the idea.
-1 Firing at a small target Normally anything under 30cm
\\eapon Short Maximum high and long counts as a small
Range Range target.
Bolt pistol D-8" 16" -1 Firing from a moving su.rflu SUch as a vehicle, from horse-bock,
Plasma pistol 0-6" 6-18" 18" etc.
Lasgun 0-12" 12-24" 24" ·1 Firing ar a fast moving target If the target is in motion. This
Before firing. measure the range. Decide whether the target is in modifier is applied for every full
range, and, if so, whether it is at short or long range. 10" moved during its previous
rum.
-1 If the firer is wounded The firer has suffered any WOWlds
a an, unless healed or regenernted.
'lb see whether a shot hits its target roll a 06. The dice roD needed -1 The target is behind soft cover Soft cover comprises vegetation,
depends on how good a shot the firer is - ie his ball1stlc sklll woods or uees fCX" a figure lying
characteristic, orBS. The chart shows the minimum 06 roD needed down.
to score a hit. Stones, bricks, pottely and other
-1 Throwing improvised weapons
BS 1 2 3 4 5 6 7 8 9 10 impromru missiles count as
SCOre 6 5 4 3 2 0 -1 -2 -3 improvised.
So, for example, if a character has a BS of 3, the player must ron -2 'l1le targer is behind hard cover Hard cover comprises stone or
a 4 or more on a 06 to score a hit. An easy way of remembering brickwork, walls and metal
this chart is to think of a character with a BS3 as having a •3 in 6' bulkheads, models standing in a
chance of a hit (ie - hits on a 4, 5 or 6). Similarly, a character with trench, etc.
a BSl has a 1 in 6 chance of a hit (ie- hits on a 6).

Some weapons are more simple to use than others, making it easier
or more difficult to score hits. ln some cases a weapon's design might
make it relatively effective at short ran~ but Less so at Long range.
1b allow for this, every weapon has its own set of ' to hit' modifiers.
For example:
\\eapon Short Range Long Range
Las pistol +2 -1
Bolt pistol +2
Bolt gun +1
Most 'pistol' type weapons are relatively more effective at short
range, because they are handy, easy to use and fuirl.y mobile. On the
other hand they are virtually useless at long range.

The minimum score required to hit is 2. There is no such thing as


an automatic hit. No modifier ma,y take the score needed to below 2.

Sometimes a score of 7 or more is needed to hit. In such cases it


is up to the GM to permit the shot or not. Generally, speaking, it is
best to ignore such shots from normal troopers in large games. but
to allow them in small games, or from spedal character models.
Obviously. it is not possible to roll 7 or more on a 06. So, to see if
a hit is scored first roll a 06. Ifthe result is a 6, then there is a chance
that the shot might have hit, and a further 06 roll is made. The chart
below gives the score required.
Score needed to hit
7 8 9
06 score needed 6+ 4 5 6
Thus a hit on an 8 requires a ron of 6 followed by a 5 or 6. Hits
cannot be scored if 10 or more is needed.
COMBAT

A.mlour Minimum score required to save


•DAMAGE
Flak armour 6
Once )00 have established rhat a hit has been scored you lllllSt decide
whether the shot causes damage or not. Not all hits cause damage. Mesharmour 5
some mlght just graze the ~. or maybe strike a piece ofequipment carapace armour 4
and glance off harmlessly. 1b decide whether a hit causes damage Example: A character receives 1 wound and is considered ro be a
you must compare the suengch of the weapon with the toughness casualty. However, he is wearing mesh armour (a flexible if rather
of the target. heavy material ofconsiderable roughness) . The player rolls the dice,
Consult the chart below. cross reference the weapon'sstrengtb with needing a 5 or 6 to save. The dice is a 5 - a save.
the ~·s~ (1). The number Indicated is the minimum score
on a D6 needed to cause wound damage. W>und damage from most
weapons or creatures is 1 point (or 1 wound). Some weapons. however, ~ SAVE MODIFIERS
are more powerful. and cause 0 4, 06, 010 or even more wounds. Some of the weapons of the far future are very powerfuland just
A~ can only take so many wounds. Usually this is 1. the aaual cannot be stopped by some typeS ofarmour. Adjust the saving throw
amounr is indicated on the creature profile (W). Once the target has dice score by !he modifier Indicated for the weapon being tired. Often
received this many wounds it is out of combat. The aeature is asswned this will make the save Impossible.
to be dead, unconscious. or otherwise incapacitated, and can be The foUowin.g are examples. Note that the needier has a positive
removed as a casualty. modifier - this weapon is easily stopped by armour. even a character
Note that N on the chart means no effect. A creature or target of with no armour has a save of 6 against this weapon.
!he roughness indicated cannot be affected by a hit of that strength
IM!. \\eapon Modifier Basic Save Modified
with mesh Save
Bolt gun -1 5 6
~-
• SAVING THROWS Las-cannon -6 5 no save
Needler +I 5 4
Most warriors of the future wear some sort of protective armour.
ilsimulate the effects of this armour a ·~ is allowed~~
received. lf a save is successful the shot bounces off or is absorbed
by !he armour. Only one save is attempted for any one shot, no matter e AREA EFFECT WEAPONS
~many aaual wounds the shot mlght cause. 1fthe save is successful
no damage is taken. Some weapons, notably grenades, explode causing damage over a
Different sorts of armour~ different saving rolls, and some sorts fairly large area. Other weapons scatter shot over a wide area with
of armour can be used together to give better protection. saving rolls a similar effect.
are always on a 06. 1b save successfully the result of a 06 roll must
be the same or higher than the number given for the armour type. iJ.. AREA EFF.CT MARKER 4A<"i fi .
All the types of protection available are described in the Equipment
section on pxx - the following are examples. Area effect is represented by a card drtle with a radius of 1/2" or
COMBAT

more. These are called area effect markers. 'lake the marker appropriate areas ofcover with no real visible tar~ts- then he can impose a further
for the weapon and place it with centre over your tar~t point. The +1 on the deviation dice. Thls is left to the GM's discretion.
tar~t point must be theoretically visible tD the firer, but a target need Area weapons thrown or fired into a dosed room or vehicle, wiD
not be an actual model or vehicle - it could be a spot of ground or hit all occupants automatically so long as the area is equivalent tD
visible terrain feature such as the ed~ of a wood. a single building section (approx 4x4" or less). See Buildings page36.

Area effect weapons Iru\Y sometimes miss the tar~t point, and
posssibly hit another target. This is called deviation. At short range a firer may choose whether be wants to shoot at
The chances of a weapon deviating from its tar~t are related to a crew member ofa vehicle, or at the vehicle itself. The same applies
the size of the marker - weapons with smaller markers are more tD riders and horses (and other riding beasts).
accurate. \\eapons with la.!ger markers are more difficult to place
At long range a shot may hit either crew/riders or vehicle/mount.
precisely - but it is less necessary to do so. In the case of thrown Dice randomly as follows. Roll a 06.
grenades those with larger markers are heavier or may be less suitable
for throwing, in either case they are more prone to deviate. 1, 2 or 3 A crew member/rider
4 , 5 or 6 The vehicle/mount
Marker Radius Deviates on the 06 score of
If a vehicle has a crew of several creatures, then dice randomly
~ 6
amongst them tD see which is hit. The GM can always use his common
1 5 or 6
sense to adjust the chances of hitting vehicle or crew; depending on
1~ 4, 5 or 6
the vehicle or mount design and size for example.
2 3, 4, 5 or 6
2~+ 2, 3, 4, 5 or 6 'khicles and mounts which are destroyed will usually crash or fall ,
posibly causing damage on the crew. see leh/c/es p38.
lb discover the direction of deviation, nominate one direction as
12 o'clock and roll a 012. This will give a standard direction relative
to a clock face.
lb discover the distance deviated roll a 06. The score is the deviation
distance in inches. Extreme deviation may effectively increase a
weapon's range. No weapon may deviate by more than half the Normall.y this is not allowed; models engaged in hand-to--hand
measured ~= an 8" grenade toss may never deviate by more combat are not eligible as ~ts. This is because it would be very
than 4". easy tD hit the wrong person! However, some entitles are sadly lacking
in moral judgement on such matters and may wish tD fire, even though
they run the risk of hitting their own friends. In cases such as this
decide which models are hit by dicing randomly among the possible
targets. A roll of 1-3 hitting the enemy, and 4-6 hitting the firer's
Once the position of the marker has been established you can see friends.
which models are targets. AJJ'j model whichlies wholly or even partially
within the area marker is a target. Roll to hit each tar~t in tum. It
is not always dear how maey models are encompassed by a marker,
and the GM must be prepared to give a ruling.ln dear fifty-fifty cases
throw a dice to decide. Alternatively, allow partially covered models
tD count as ta(gets, but at -1 tD hit. This is left to the GM's discretion Troops who have entered hand-to--hand combat may not fire dwing
tD decide, and is largely a matter of personal taste. the shooting part of the tum. Some shooting is allowed as part of
hand-to-hand combat, but this is resolved later.

Models which are hiding may not be tar~tted by a shooter. However, lt is especially di.flicult to fire ifyou cannot remain still long enough
a shooter with an area weapon can always aim at an area of cover, to draw a bead on your ~t. Models firing from a moving vehicle
or an adjacent visible target. In this w;ry it is possible tD hit a tar~t or riding animal may do so at short ran~ only. This does not apply
which, theoretically, cannot be seen. The deviation rules prevent to weapons mounted on or in vehicles as part of their armament, but
players from taking advantage of this too much. However, if the OM only tD fire from troops in or on the vehicle. Properly mounted weapons
considers a player to be using this rule unfairly - blasting away at have stabilising systems to compensate for vehicle movement .

,..
.. . .(') ~
:.-···
• ... 0 .
..,.... :

• .:. •
. (~""')
·.
@

G.
•••· ••·· ::)' ~: •· Shots devls~~ D~j·"'
•; ••
••
... .
'o~••~:.: ·::;·:< .. •
~~ecording ro
..
1.> '
s D 12 roll.
~··~·
: ' -"
COMBAT

Slow weapons (5-type) are generally slow to load, or slow to operate.


\\eapoos of the kind ace indicated in the Equipment section. It is
not possible for an individual to move and fire a 5-type weapon during Even in the distant future, hand-to-hand combat, the close physical
the same rum, eitherduringmovementorreserves. Even turning the struggle between enemies, is still important. In many alien environments
"~pon around counts as moving, and so makes shooting impossible. long range fire becomes difficult, or even impossible. Then foes must
Slow weapons can be fired from moving vehicles, so long as the settle their differences in the bloody, flesh-tearing slaughter of close
crew remain stationary on the vehicle. combat.

Some weapons are capable of followfug fire, these are called


foUowing-fire weapons (F-type) . Following fire is a lengthy, continuous A model can enter hand-to-hand combat by a move called a charge.
burst, which can be used to sweep an area, or cut a swathe of During the movement part of the turn, a model may charge an enemy
destruction. model within reach. For the purposes ofa charge the maximum distance
When using an F-type weapon select the target, roll to hit and cause a model can move is doubled. A model with a normal move of 4"
damage as normal.lfwound damage is caused (even if this is saved) may make a charge of up to 8" - even if the distance covered is only
then the weapon may be fll'ed again, either at the same target, or 2 or 3" the move is still a charge. 'lerrain and other modifers apply
at a new target within 4" of the original. lf wound damage is caused as usual. No model may simply wander into close combat - it must
once more the process continues, each new target must be within charge, and the player must say that It is charging, even if the distance
4• of the previous one. You may keep rolling to hit until either a target
involved is only a fraction of an inch.
is missed, or a shot falls to score a wound (saving throws do not count Once models ace in actual physical base-to-base contact they ace in
for this). hand-to-hand combat. AD models in hand-to-hand combat may fight,
no matter whose rum it is, no matter whose side they ace on.
lf, for some reason, a chaxger falls to make contact with his enemy
then he may do nothing at an for the rest of that rum. He cannot shoot,
COMBAT

perfonn pslonlcs, rallying, etc. This applies only to that model - not fighting at close quarters, such as power swords, chainswords. power
the whole unit. axes. etc. If the model has no suitable weapon then it will use a rifle
butt, fists, feet, etc - this is called an improvised attack.
During dose combat each model may make as many attacks as
indicated on its profile. Usually this is 1.
Models which are charged may always tum to face their attacker/s.
this is an exception to the normal rum sequence. 1bJs does not affect
the model's next J:DOYe. or its ability to sta.OO and fire as described below. i 'MUD'IPU! WEAPO. . .if~.~ "' l t
A model being charged may stand and fire at its charger/s. This is lroops may carry a weapon in both hands - two pisto~ for example.
pennitted even though it isn't the model's rum. This is an exception In this .case the model may make its normal number of attacks with
to the normal rum sequence. Models rnay not fire if they are carrying each weapon. SO, a character with 1 attack will in fact make 2.
slow weapons. \\brk out all firing before the ~ start to move Most weapons require two hands to use. A model cannot be carrying
(or at maxinrum ~). The firers are subject to a minus 1 mod.ifer technical equipment (or anything else) in a hand and have that hand
on their •to hit' dice to represent the fact that they will be hurried and free for a weapon.
possibly flustered.
A model being charged may opt to run away. It will make an
immediate double rate move directly away from the charger. modifying
for terrain and rums as usual. Models which opt to run away and who In a similar way as with shooting, it is not possible to strike a blow
have Insufficient J'l'IOVe distance to escape their~ are automatically in one direction whilst facing in another. A model may only attack
routed (see p32). A model may not 'stand and fire' and 'run away'.

A unit of troops does not have to charge in its entirety. Some models
might~ while the remainder ju$t plod akJngbebind; possibly giving
covering fire. Remember - membets of a unit must remain within 2"
of at least one other member of the unit. This applies equally wen to 0
charging troops as to others. '·.
On occasion, some membeiS of a unit being charged may wish to •1 Norms/ 90° Close Combat Arc
run away leaving the rest of the unit to fight. In this ca-;e the chaiger ·· .Shown with different Bases
may always ~ ~ts, fPing for aoother enemy model that lies "fJ . () .....
within its charge distance. This ~ too may elect to run away, so 'Y. Indicates the Base Front.
it is possible for a single attacker to force several models to run away
:. . ;

during a single charge.

tAiiJihl·· coJ!•. ~~:W~,.;


.. . ••II!Br~r£m~
.. . .., ...
. --=.
.
6
~~x...~m H .....

, .
0 •
COMBAT

another model ifit is within a 90° attack arc to its front. These diagrams
illustrate the arc with different shaped bases. Also like a scocpion, the tail has a poisoned barb, successful hits
cause D6 points of~ tJj}!Jinst living~ts (1 point otherwise).
An assailant in a position outside the arc cannot be struck. Remember, On older male atachan 1kvi!s, the front pairoflegs becomesgrossly
models can usually rum to face an attack. enlarged, taking on the appeatance ofcrab daws: Often one claw
wiD be much larger than the other. and the locals refer tc these
creatures as 'fiddlets'. Each dawgivesoneattackcausingD4points
of~: liddlerscauseD6 poiiUsofdarr'la# with theirla![J!daw.
Normally, attacks are made to the front only. Attacks~ some creatures The catachanDevD.'s head issmaO andpointed, with luminousgreen
can sometimes be exceptions to tWs rule:- eyes. In front of the eyes, and surrounding the creature's mouth,
are rir1f:s ofshort tent;u;Jes, these are used to grab the Devil.'s prey
and draw it towards the l1IOUlb. The tentacles have stinging ceJJs
which subdue the victim. Because of their smaO ~ the tenracle
mass has only 1 attack, but causes D4 darnafJ: on sw::essfW hits.
Tbe mouth itself is extendible, comprising two rasping lateral
mandibles. although the creature has no teeth as such, boay hooks
lining the mouth serw the same purpose and can leavean eytremeJy
ugly woWtd.
flg)lUng <ll.uactcrisllcs lffsonal Charactertsnc.s

Small " " M tvvs BS s T w I A l.d lnt Cl MlE


4 3 0 5 5 4 8 *a 10 2 10 7
Medium 5 3 0 6 _6 _a _8 ~ L1o_ 2 1Q_ ~
Large
v
6 3 0 7 7 _8_ Jl ~ 10 2 10 7

'li 2 stDmpS. I uil. 1 tmeadc:, l ~ - liOQ/ 5


•b 4 StOmps, I QliJ, l ~ ! lite • liOQ/ 7
t 6 StOmp.\ 1 mB. 1 ll!fl~ 1 ~ • uxaJ 9
There is a SO% chanCe ofa I~ Devil being an adult male wich
2 addidonal daw <Jttacks: 'Ihere is a 10% chance ofa male being
. .a fiddler with a niore ~claw. • · :
. · Stomps aod bl1i!s /a~ 1 po/J:J~ ~damage eaeJr.'' ·
'Dli/ attacks cause
iJ6 points ofdamage aga/ilst li~ targets.
Claw aaadcs cause D4 points of damage (D6 for iiikoers).
Ttntade attacJcs cause D4 points of damage.
Stomp. A stomp is a general term applied to many large creatures. 71le catachan dtM1 is a.ll'iatMJ;y complk:ated amrure; ichas several
It is assumed to be a combination of treading on things. knocking them attack types, and does variable damage with each type. Most
0\tr, llaillng and kicking. Stomp attacks can be made in any direction creatures are far simpler with on)y 1 or 2 attack types. Tbe
· front, sides or rear. JJaclcgroundsecticn ~details for men aearures and, ofcourse.
Bite. A bite is delivered ~ a creature's jaws. This is normally to the ..wu are £tee to inverft .ww own.
.., . .. ,.. : ' '
front only.
Gore. Creatures with horns or tusks sometimes have a !}'Jre attack,
although usually it is assumed !}:>ring talles place as part of a bite.
Creatures can {Pre to the front only.
aaw. A claw is an attack from a creature's claws or talons. This is
nonna1Jy to the front or sides only.
Tclil. Thillashing speaks for itself, it comprises lashing about with
aheavy or strangling tail. Thil attacks can be to the rear or sides, but
not to rhe front.

• J EXAMPLEa:
THE. c:;ATACHAN DEVI
Agxxlexample ofa~ with diiletent attack$ is the catadiari
Devil. These ktociousanimals are~ teoitorla/ cart11vores..They
rKigtnate trom the Cala€han ~m. but have been~
lrroduced onto stNef'al ~ catachan Devils are SI{JeCblyadaplfd
to life anJOa&St the hot, damp jungles oftheir home planet. 111eir ........-:r-....,-
~are segmented. themid-secticns each having a pair ofleg$.
laccrlJng to the t1iJ.! ofthe aeature the number ofseai®.s, legs,
Df the~s tMJallsize J.a!Y-~ irr1ivlduaLs can .have twmty
sedions. a ~ pairs ofJe&s and read1 over 30 metrts long.
Depending on the size of die ~ the legs ccnfec a nuinbec:
rfbasic stomp atJ3dcs.·'l1:1e ~· seetl«<l$ modJJJed Jnto;Jk>Qg.tall
whth CUJ\.fS over the ~s back Jn the tnaniJCr Ofa SCOFJ1.1bn·
....·,.-.
Cross reference the M of the attacker with the M ci the defender.
• PROCEDURE FOR HAND=FO- The chart glws the minimum score needed on a 06 ro score a hit.
HAND COMBAT
Each comOOt. proceeds as follows. • DISADVANTAGED OPPONENTS
11\ Order of attack Models attack in strict order. Those with Sometimes a model will be dlsadvama~ in some way, and unable
\V higheSt initiatives strike first. followed by ro fight back. It might be W'ICOn.scious, asleep, or routing. An opponent
those with progressively lower initiatives. who is Wlable ro fight back has irs M autOmatically rated at 1.
® Throw to hit RDil 06 to see if the blow hits.
@) Throw ro <laln¥ For each hit scored the aa.acker rolls a 06 • TO HIT MODIFIERS
ro see if hits h<M! scored \WUlld damage.
In some cl.rrumstances it will be easier, or harder, ro score a hit than
@ saving throw Models which are wearing armour may tty in others. For example, it would be easier to hit someone from above,
to <M>id the etrects of wound damage by and harder if they were behind a wall.
making a saving throw.
1b simulate this the folla.Ying dlce rnodifielS are used. The modifier
Combat results After both sides hlM! attacked, models may is added ro the 06 dlce made 'to hit'. All modlfiers are cumulative. For
be forced back or routed. example, a +1, +2 and · 1 modifier result in an overall +2 .
• o 'R OER bF AT'tACK '"*f.l'j.itt·~ .' . '+dttF:<t 1 ModifY your score as follows.
+2 Frenz.led• In a stare of Frenzy.
Models attack in strict order, those with lhe highestinftiatives striking
first, followed by those of successively~ initiatives. +1 Charging tfthe model~ into corn.00t thls tum

1f a creature has more than one attack, all of its attacks take place +1 Uphill lf the model is on a higher slope. sralr or
at the same time. rampart.
Any trOOps killed before they have a chance to strike because ofhaving +1 Following up 1f the model pushed back its combat
a k:M'el' inir:ladl-.re than their opponents may not fight back. opponent in the previous rum (explalned
tf combatants have the same initiatives, then treat their attacks as larer) .
simultaneous. So. any casualties incurred may strike back before the ·I Crossing a defended lf the enemy Is behind a hedge. waD,
models are !'ei'OO\Ied. Altemadvely, each side rolls a dlce and the highest obstacle barricade or odler linear obstacle.
score~ first. tf combatants have identk::al initiatives, but one side ·I Using more than one Such as a sv.ml or pistol in each band
has charged, the chargm should be permitted to a.ttack first. weapon at once Apply this modifier to boch (all) attacks.

\THROW TO HIT · 1 lf using a weapon ln the left hand if right handed. or ~


wrong handed versa. Apply this modifier ro wrong
Roll a 06 for the aaacldng model. The minimum dlce score needed handed attackJs only. This also applies
ro cause a hit will depend upon the J.i5 of the rwo combatants. M in addition to using more than one
is used for an hand-to-hand combat, even if the combatants are using weapon.
C·type pistols or other tireanns. The ckl5e swflle ofhaod-urhand combat •2 Improvised weapons Except for crearures using spedal unarmed
places great emphasis on reactions, brute force and nerve, so M is attacks - such as claw, bite, etc.
used • not BS.
• ~enzy Is a psychological effect described under Psjdlology (see~
COMBAT
same chart is used (refer back to pa~ 21 if in doubt)
Some close combat (C. type) weapons ha\e their owns. If the attacker
is using a vtype weapon, and that weapon has a higher S than the
creature itself, use the higher weapon value. For example, the s of a
power sword is 5, which is higher than the standardS of most hwnans
(which is 3).
Ifa creature's ownS is higher than that of the C-type weapon carried
use the creature's S, not that of the weapon. Obviously, a weapon can
only do so much dama~ no matter who uses it- however, the b~.
stron~r creatures can often force a blow or shot that is more telling.

Note that some pistol weapons have shooting modifiers when used
for normal shooting. These do not apply during hand-to-hand combat
but only when the weapon is being used at range.

At the end of each tum's dose combat, units which ha\e caused more
There is no such thing as an automatic hit - each attack requires a wounds than they have received have won that round. A unit which
minimum score of 2 to hit. No modifier will take the score needed to receives more wounds than it causes has lost that round. Fach tum's
below 2. close combat is referred to as a round, irrespective of which side's rum
it is.

Sometimes a score of 7 or more is needed to hit. Obvbu51y, it is not


~·~--
~ ~ If ~ 1ob's "·orth domg Jt's worth dymg for.
possible to roll a 7 or more on a 06. So, to see if a hit has been scored Prmcrb
first roll a 06.lf the result is a 6, the blow might have hit, and a further
06 dice roll is made. The chart below gives the scores required.
Score necessary to hit • PUSH-BACKS
7 8 9 If a unit loses a round of dose combat models still in contact with
their enemies are forced to retreat - they are said to have been pushed
D6 score needed 6+ 4 5 6 back. The losing models must retreat 2 w, moving away from their
opponents. This simulates agradualretreatmade during the fight. and
it is assumed models remain facing the same direction. No deduction
is made for this 2 w move- it is additional to normal movement. Modify
For each hit caused roll a 06. The dice score required to cause wound for terrain as appropriate. Pushed back models may not move through
~ wm depend upon the roughness (7) ofthe ~and the strength doors, windows or into buDdings. Instead the unit halts with its back
(S) of the attacker. This is ocact.ly the same as for shooting and the to the buDding, but is still COWlted as being pustled - back.
COMBAT

.. -~ ' ' LOST\ CAUS;;;---· . o· cj:Jr@


g· · "' ..........
~ .-;_~·1 1 LOSES 3 0 .. . ;.c> o
2
q o

K2 ~
~~ 1
W2fc e- "o
0(,

. . . ._20~ ~~g· o.-. ·.~ •.:


t..

.: ·9~ 9 ' . ' .' · ; vo


.. w1Ns ..-1

~:·· ' AoW


INS

~-... ... ' '


/'
& : ...
....
~· w. •~.Q .• . ..·.
•• A
...... .... . .. .. · 0 ~
llll!flll'!!llllll

This is another situation in the which the GM's common sense is


important. It is preferable to enforce the 2 w rule. If a tmit becomes
If a unit wins a rotmd of close combat its opponent will be pushed scattered as a result of close combat the GM must give a ruling. The
back. Unless defending a linear obstacle or prepared clefensM! position, following options cover most situations, they are arranged in order of
ttoops must follow-up retreating foes. Mo\e the models back into close preference.
combat in the ~ew position. Models whose opponents have been slain
will not follow-up other enenw models, but remain stationary for the 1. If a model is more than 2 w from the rest of the unit, but is able
rest of that nnn. to move to within 2 w of the present pooition of another member
of the unit in the player's next turn, ignore the discrepancy. The
A tmit not wishing to follow-up may try to remain stationary instead.
1b find out if they do so, or whether they are taken up by the battle stray model must move towards its tmit in the following turn. If
andcompeDed to advance. ron 206.lfthe score is equal to or less than necessary the main body must slaw down or halt to allow it to
the unit's leadership (Ld) characteristic then the unit will remain catch up.
Sl3lionaiy for the rest of that turn. If the score is greater than the unit's 2. If a model is more than 2" from the rest of the unit, and is in
l.d then models still fudng opponents must follow-up. hand-to-hand combat, ignore the discrepancy tmtil the combat
has been resolved and the model is free to move. Then see 1 above.
t MESSY COMBATS Ifa model is more than 2 w from the rest of the tmit, and is unable
Sometimes units will become mixed up. In this situation it is possible to move to within 2" of the present position of another member
!hat opponents might both win, or both lose, the combat round. This of the tmit next turn, and is not in band-to-hand combat. that
might happen because of a unit is fighting more than one enemy tmit model is considered 'split' from its tmit- see page xx.lt may rejoin
at once. ft may push back one tmit, but be itself pushed back by another. the Wl.it exactly as an intentionally split trooper. A small group
When this happens, that particular rotmd is a draw, and the models of models may be split in this way, forming two or more tmits.
from the unlt remain in plare. Unintentionally split troopetS have no orders and will try to rejoin
their main body wherever possible. If they cannot see or
comrntmicate with their tmit, they will act according to the GM's
instruction. Split troopers will usually adopt a defensive pooition
During a pU5h-back, or a follow-up, try to ensure that models remain and sit tight.
within the statutory 2" of at least one other member of the unit. 4. In all situations the leader is considered to be the focus of the
Sometimes this will not be possible. In these circumstances it is unit. If the leader strayS beyond 2" range it is the rest of the unit
permissible for a model to be separated from the rest of the unit by that is split not him. If a tmit is truly leaderless then the largest
more than 2 w. faction can be considered as the main body.
COMBAT

If a model begins a rum in dose combat with an enemy, it may not


simply be mDYed away. The usual thing 10 do is 10 resolve the rowtd
and abide by the results as normal.
However, a unit wishing to leave dose combat during the mowment
pan of the tum may do so. This is called breaking off. The player
must declare his intention 10 break otf and take a rout test. If this Is
failed the reneat turns into a rout, and the rout and pursue rules apply
(see the following section). If the test Is passed the unit may retreat
at double-pace away from hand·ro-hand combat. The unit may not
~ new opponents, shooc or do anything else for the rest of that rum.
Models whose opponents break from hand-ro-hand combat must
remain stationary for the rest of that rum. Becauc;e their foes have their
backs rumed, they mays~ a blow as they tum. nus is like a close
combat blow, but is taken immediareJy. Only one blow is sauck by each
model - no matter how 11lili"\Y attacks the model actually has. Y.brk
out hlts and wounds as normal except that, as opponents have their
backs llltllfd. their ~ counts as 1.
COMBAT
COMBAT

made out of sequence, and is intended to represent the initial panic


• ROU1$JA ND PURSUIT and flight of the routers. Iffriendly Wlits are blocking the routers' path,
the routers will move through them. A Wlit moved through in this way
A rout represents a total breakdown in discipline. Even the bravest will not be able to reserve move that tum.
troops can only take so much. and can be forced to rout in the fuce
ofsuperior nunilers or tmexpected horrors. Routing troops stop fighting. After the initial 4" IIlOVl!, routers are moved in the movement part
and run away from the battle with all haste. of their own turn as normal. A routing Wlit always moves at double
nonnal rate. ~ Wlit must move away from the nearest enemy, or cause
of their rout, and must head towards the nearest table edge where
possible. taking the most direct route. If~ in hand-to-hand combat
they are unable to fight back.
A Wlit must make a rout test in the following situation.
1 The Wlit has just lost a round of hand-to-hand combat. • ROUTERs >l.EAVING
2 The Wlit suffers casualties of 1/3 or more of its current numerical THE TA8£E
strength to shooting and/or psychic attack during a single turn.
3 As indicated elsewhere in the rules. R>r example, while breaking
away from hand-to-hand combat.
4 Anytime at the GM's discretion.
The test is made on the Wlit's leadership (Ld) characteristic. If the
unit's leader has a different Ld value then the rest of the unit test on It is possible that a routing unit will manage to pull itself together
this instead - even if it is lcmer. ~ as follows. and return to the fray. During the rallying part of his tum after the
turn in which the rout occured, a player may attempt to rally routers
1 Roll 206. remaining on the table, so long as they are not still in base-to-base
2 If the result is more than the Ld the test is failed and the unit will contact with enemy models.
rout. If the result is equal to or less than the Ld the test is passed, 1b do this roll 206. If the dice score is equal to or less than than
and the unit will continue to fight normally. the unit leader's Ld they are rallied and are no longer routing. The unit
A unit which has no leader - because it has been killed. for example must spend its entire following turn stationary, re-organising and re-
- must still take a rout test, in which case use the Ld value of the troops grouping. This is called the rallying turn. Troops can tum to fuce any
themselves. direction the player wishes during the rallying turn, and may adopt
any formation. They may fire weapons normally, except that they may
not use 5-type weapons.
•:W.Qlf.iitil··-~·;- :;,;fiQiipJiill®ti.! A Wlit which has no specific leader model for some reason, if be is
The whole unit is turned away from their enemy and immediately killed for instance. may still test to rally. The troops own Ld is used
moved 4" away from the fight or nearest threat. This movement is instead.
COMBAT

• Ifa unit has been unintentionally split (see page 16). any portion not
containing a leader suffers a -1 uJ penalty for the purposes of rallying.
Any single model, either a solitary survivor or a model more than 2"
If!he routers pass through other units from the same side, the pursuers from another in its unit, suffers a -2 uJ penalty for purposes of rallying.
y.rj]] char~them. This is out of the normal sequence.

• NQT ;JN($.RIS,~*~E~\1B.$11~t¥C.¥.¥1 Ifa unit wins a round oft1a0d-to-hand combat and aD of its opponents
If a player does not wish a unit to pursue a routing enemy, he may rout, that unit must normally pursue. Pursuit represents the sudden
inunediately make a test on their Ui. Roll 206- if the score is more loss of control and unit co-ordination that occurs as an enemy takes
!han the mlit's uJ they have fuiled to control themselves and must flight. It is a mixture of impulse, enthusiasm and sheer battle-fury. A
pursue. If the result is equal to or less than their uJ the test is passed, unit will not pursue routers whilst it is still fighting other unrouted enemy.
the troops snap to order and hold steady. A unit which does not pursue
must spend the remainder of that tum and its entire following tum
stationary- except that mo&els mey tum to face any direction the player
chooses, and stragglers beyond the 2" distance can be regrouped. As the routing unit routs 4" out of hand-to-hand combat the pursuing
However, the unit may fire normally. unit will follow. Even models from the unit not taking part in the close
combat round will become caught up in the pursuit. Pursuers are
immediately rmved 4 ". 1Joops whose~ move is less than 4 n never
pursue, they will remain stationary for the remainder of the turn instead.
In the pursuers' own turn the pursuing unit is still in hand-to-hand Pursuers who are still in contact with routers during the next, or
combat and may not move at all (except to face a fresh charge). If a subsequent, turns, will strike blows during the hand-to-hand combat
player wishes to stop a pursuit, he must make a test against his unit's part of the turn as normal. Routers cannot fight back, and their w.S'
Ld. This is made as the pursuers move away duri..'lg their tum. 'Jest counts as 1.
as described for Not WIShing to Pursue. During their next tum routers will move away at double their normal
Ifsuccessfully halted, the unit must spend its following tum st:at:ionary movement rate. If the pursuers' own double-rate move is sufficient to
·except that nxx:lels can tum to face any direction and stragglers beyond stay in contact they may continue the pursuit. SeeNot WIShing ro Pursue
the 2• distance can be regrouped. below. Even though it is the routers' turn, the pursuers must follow
the~ remaining in physical contact at all times.

Pursuers who pursue a routing unit off the table may come back at
the same place in any of their subsequent turns providing the controlling
player rolls a 4, 5 or 6 on a 06.
COMBAT

Routing troops may not reserve move. Their normal movement


1he ~ part of the tum allows lliiCOlllil1itt modeJs to be moved already takes into account their extra speed, and so they do not get
and repositioned. This represents the bringing up of fresh bodies of this additional movement as wen.
troops, and introduces the concept of reeping tactical reserves. A
reserve m<M! can be thought of as a dash or headlong advance. It Routing troops have a disturbing Influence over units who see them.
is additional movement that may be made if the coast is clear. Because of this, any unit that Is within 4 ~ of routers, whether from
their own or their opponent's side, may nor reserve move.
Although Included here in the main body of the rules, the GM may
wish to dispense with the reserve rules in some situations. You may
wish to do this to begin with in any case, only introducing the reserve •:R•~ausww-.~[••~•~t:ttt.INkt\ttlt]'~
move once players and GM are familiae with the rules for movement,
shooting and hand-to-hand combat. In small games there is little to A reserve move takes place exactly like ordinary m011ement. The
be gained from using the reserve movement rules, and they may be move allowances and movement penalties all remain the same. Models
ignored. may reserve move up to the normal movement allowance. subject to
the usual penalties. A unit may move less than its full allowance or
not at all if the player wishes, unless it is subject to a compulsory
reaction, such as baaed (see page 35)

~1aeae1tV11· ~-~••vcat~·Ltillv
Psychology tests (see page 35) made earlier in the turn hold good
for the reserve move. So a unit subject to hatred during normal
movement will be subject to the same readion during the reserve lllOYe.
Uncommitted troops are those to whidt all of the following apply: If troops become exposed to a new pS)'thological threat during the
reserve move, test immediately.
1. The model belongs to a unit with no members within 4" of any
enerey.
2. The model did not shoot in the shooting part of the tum.
3. The model is not already in/behind cover.
4. The model Is not hiding.
These cowtt as reserves and may move during the reserve part
of their tum, they may make this extra lllO're even if they have already
moved during movement . This Is called a reserve move.
Models already in cover~ not reserve move, butmodels may move
into 009ef, including into v.oods. during their reserveJDO\Ie. They may
not claim to be hiding, howerer, as their sudden tum of speed does
not leave them enough time to get their heads down.
A unit reserve moving may not approach any closer than 4" to
any enenzy troops. may not charge, and cannot enter hand-to-hand
combat. Unit 2 Is subject to hatred against unit C which it cannot yet see.
The foUowing examples illustrate which units may reserve move During the reserve move unit 2 rounds the corner, sees cand thrcrws
and which may not. immediately lbr a hatred reaction.
COMBAT

dance of death and destruction that is alroost unstoppable. Even


humans are capable of this - although special drugs or training are
necessary to achieve it.
It Is not always possible to rely on troops to do exactly what is desired
of them. Fear, hatred, racial motivation or just the instinct for self- Models which are affected by frenzy must test whenever enenzy
preservation will sometimes dictate their actions. At other times they approach to within 15", or at the beginning of their turn if enenzy
will suffer from psychological attacks which make them do things are already within 15". Frenzy lasts tmtil the beginning of the player's
which are totally out of character. next turn unless troops are in hand-to-hand combat (see fbelow) .
So long as enemy remain within 15", the unit will have to continue
This is simulated by the confusion, fear, frenzy and hatred rules. testing each turn.
Some races suffer more than others from these effects. as discussed
in the racial descriptions of the major races from page 130onwards. As soon as troops become frenzied they obey the following rules:
Although included here in the main body of the rules, the GM may a +2 to hit in hand-tcrhand combat.
wish to dispense with the psychology rules in some situations. You b The unit must move at double pace towards the nearest enemy,
may wish to do this during your initial games and then introduce and char~ any enemy within reach.
psychology once players and GM are familiar with the rules for c The unit must always foll.aw-up in hand-tcrhand combat (even
movement, shooting and hand-tcrhand combat. if defending a prepared position).
d The unit ignores an rout tests. ltoops cannot be routed whilst
frenzied.
ltoops in frenzy ignore an further psychology tests.
Once in combat the unit re.mains frenzied automatically, so long
Sometimes se\ll!ral of the psychological rules might potentially apply as at least one model is In base-tcrbase contact with an enemy.
at once. In this case test in the following sequence.
I Confusion
2 Frenzy
3 Fear
4 Hatred

Thsts are based on the cool (C/) characteristic of the troops. It is


usual to test for all of the potentiaily-affected models in a unit at once.
RoD one set ofdice. The result applies to an potentially-affected models.
If the unit bas a leader, test on the a of the leader (an individual
hero character can always act as a leader of a unit he is with). If the Fear. The appearance and reputations of some creatures can
unit has no leader (ie - the normal leader is dead, or it is a split unit) seriously unnerve other races. Some weapons have a similar effect.
then rest on the Cl of the troops. Ifthe models have different a values Some races fear only other specific races, or weapons, as discussed
test on the lowest. in detail in the appropriate sections.
Mounted models and creatures under the direct supervision of a A fear test is usually made for whole units at a ti.nv!. 'lest when
handler are tested on the rider or handler's characteristic. The results a unit wishes to charge something that it fears, or when it is charged
apply to the rider/mount or handler/animal combination. or attacked by anything that it fears.
A unit failing a fear test is subject to these rules:
a If attempting to charge, the unit may not do so but must halt
Roll 206. instead.
b If charged by something that it fears, the unit is routed
2 Ifthe score is equal to or less than the troops' a.the testis passed automatically. There is no need to take a rout test.
and no effects are suffered. c If attacked by weapons that it fears, the unit must take an
If the score is more than the troops' a the test is failed and the immediate rout test and honour the resuft.
unit is affected as described below. Hatred ~rs all forms of inter-racial animosity, traditional rivalry
Confusion represents muddle-headedness, mild delusion or and innate aggression. Some creatures just hate everything, while
intoXication, physical feebleness and ~neral incompetence. Some many races bear long-standing grudges against others. Races subject
gases cause confusion; some creatures have hypnotic powers which to hatred are detailed in the racial descriptions.
cause confusion. 'lest whenever hated enenzy appear in sight, or at the beginning
Make the test when models are fired on by a weapon or creature of your turn if already in sight. As with fear, the test ls usually made
with a confusion attack. A creature which is confused in one turn for the whole unit at once.
must automatically test for oonfusion at the beginning of its next turn. Units which fail their test must abide by the following rules:
So, it is possjble for a model to be confused for many turns from a
single attack. a The unit must move at full normal rate towards their hated
enemies. ltoops behind fortifications or prepared defences may
11le following effects last until those affected can make a successful instead remain halted, but they may not retreat.
test: b noops must~ aqy hated enenwwithin charge reach. noops
a -1 to hit with an shooting. behind fortifications or prepared defences may lnst.ead remain
b -1 to hit in hand-tcrhand combat. halted, but they may not retreat.
t May use no psychic powers. c So long as the unit Is subject to a hatred reaction it cannot be
d Movement allowance is halved. routed by hated enemy. No rout test ls made so long as the unit
e The unit may not be split. is in hand-to-hand combat against a hated eneiJ'IY.
f The unit ignores all further psychology tests whilst confused. Fortifications include all forms of prepared defences, such as
Frenzy. Some races are unusually violent, hot-tempered and barricades, trenches and bunkers.ltalsoi.ocludes anyllnearobstacle,
uncontrollable. They are capable of going into a frenzy, a whirling building or vehicle which gives cover.
COMBAT

e BUILDINGS
Buildings and other constructions ace an important part of the game
for several reasons. Not least of these is that they provide cover for
uoops, inviting many variations of ambush, assault and in-depth
defence. Equally important is their appear.mce. Building; help to make
the game look interesting, challenging and ultimately more enjoyable
for the GM and players.
Constructions need not be simply houses, or even industrial
complexes such as oU refineries and mines. Constructions might be
bunkers, built for defence: andent tombs, the remnants of a dead
dvillsation: or vehicles so vast that an individual can move around
inside as lf it were a building.
There are nw different ways ofdealing with buildings in the game.
These are by mapping and by section .
building with more than 2 sections on the ground Boor would be
• . MAPPING comparatively rare. Before the game, the GM must dec.ide and nore
down how many sections each construction has.
This is the most time consuming and complex of the two methods, During their tum, models may be moved from any section to another
but It is both more realistic and more rewarding. Before the game. adjoining it. If their way is blocked by interposing locked doors, or
the GM draws derailed maps of the buildingls, including fearures such other barriers, these must be dealt with first. Usually this will cause
as doors, stairs, windows and all internal fittings. a delay of 1 tum.
As models enter buildings, the GM describes where they are inside,
A unit occupying a building must remain coherent. Models may be
what they can see and other details he thinks relevant. The GM then placed in adjacent building sections, but me occupied sections mus1
plots the position of the models as they move through the building. form a coherent link. There must be no unoccupied sections separating
1be players do not see the map at any cime, but can make rough plans the unit: lf this happens the player must rectify lhe situation in Jus
from the GM's description. foDowing tum, or else the unit is considered split.
If close combat or shooting occurs within lhe building, it is best
to move the action onto a side table. The interior of the building can
be improvised or imagined, while the relative positions of the • HAND-TO-HAND COMBAT
antagonists are indicated by the models themselves. WITHIN BUILDINGS
These rules deal with hand-to-hand combat and special situations
when using the section method described above. This is the normal
approach to buildings in all but me smallest 'skirmish' type of games.
Models m<\)' charge into a house in order to attack enemy within:
they may do this even if they are not sure enemy are inside. Tht
defenders count as being behind hard cover, as they have the advantaW
of protection offered by windows, doors, furniture, etc. All enemits
withln the san1e section are assumed to be in close combat.
lf the defenders win the fi.rst round of hand-to-hand combat the
attackers are pushed out of the house. The defenders may foDow·up.
bul do not have to. If the attackers win the first round of band·to-
hand combat they have forced their way inside lhe building, and the
defenders lose the advanta~ ofcover in subsequent rounds of hand-
to-hand combat.
Normal hand-to-hand combat rules apply. Shooting from section
to section is not normally allowed, it being assumed doors and walls
block the line of sight. Grenades, however, can be thrown from ont
section to an adjacent one.

e AREA WEAPONS WITHIN


BUILDINGS
Any area weapon fired into a building section automatically causes
This map was used 10 conuol a boarding action on a spacecraft.
a hlt on all models, equipment, etc, within the section. This is dut
to the effeas of an explosion in a confined space. \Vhen firing«
throwing from outside througll a smaU opening, such as a door«
window, the firer should roD for deviation as appropriate. and the!;
•sECTION roD once to hit, 10 determine whether the shot/throw actually~
lhrough the gap. If successful 1 automatic hjt is scored on e\'el)'
This method Is quicker and easier than mapping and is more occupant of the section. lf a model is throwing a grenade throu~
appropriate for larger games, in which buildings are not the main focus a window, but is so close that it obviously wouldn' t miss, then the~
of the action.
is no need to roU for deviation or to hlt - success is assumed 1bis
Each building on rl1c table is divided into one or more sections. A applies to troops outside a building but within 2" of their targe1, and
section corresponds to a single level, approximately 4x4 n in area. to troops within buildings throwing grenades from one section tD an
Most small buildings can be considered to be 1 section per level. A adjoining one.
COMBAT

a hole big enough to allow the passage of one human sized creature
per turn. This does not count as damage to the building itself.
Buildings take on many different forms, but the typeS described below 1bughness of walls is as follows:
are common throughout the universe. . AD buildings have a toughness
rating and a damage rating. The dama~ rating is similar to the ootmds Surface type 1bughness
characteristic ofcrearures, it represents how many points of damage Solid timber wall 8
a single section of that building can take before it collapses. Plexi-glass 8 Used in plexi-shelters
Mud/straw huts, light wooden and tin shacks. primitive but Light wooden 6
inexpensive. 7bughness 7. Damage 2 per section. Sheet steel 7
Corrugated iron 7
Plexl-shelter. A one-man, self-supporting habitation unit. made Most flooring 7 W>oden, sheet steel or synthetic
of tough plastic. Used by the military and exploration teams world- Light flooring 6 Reeds or matting over wooden frame
wide. 7bughness 8. Dama~ 3 per section. wattle and daub 6
Timber/stone/concrete building. Cosy and old fashioned . Thaoch 6
7bughness 8. Dama~ 5 per section.
Stone/concrete tower or emplacement. A building constructed
to stand up to the ravages of time, weather and invading aliens.
7bughness 8. Damage 10 or more per section. Bolting, locking, opening or closing a door, or any combination of
two of these. reduces a model's move distance by half. Ariy combination
Free-standing brick/stone/concrete wall. Each 4" length ofsuch of three or four of these reduces movement ro zero. More is not possible.
a wall has 7bugbness 8 and Dama~ 5.
Only so many models can pass through a door during a turn. As
\\OO<ten or improvised barricade. As favoured by the citizens of
Paris (Paris 477 otherwise known as Barricade Planet.) Each 4" length
a rough guide, allow 4 models to pass through a normal sized door
per turn if their move is 3 ~ " or more. Models moving 2~-3~" allow
of such a barricade has 7bughness 6 and Dama~ 5. 3, 1~-2~ allow 2, any slower allow 1. If a door is locked, or bolted
from the other side, it will have to be broken down.

Brick, stone, concrete and comparable synthetic structures have a


basic 06 saving roll of a 5 or 6 against damage suffered.

t WALl;; SECTIONS'
Each 4• length of free-standing wall is a separate section. All walls
which are not structurally part ofa building are free-standing, although
they may butt onto a building, or form part of an open enclosure -
such as a field boundary or cattle pen.

tCOLU\.PSE OF BUILDINGS .
A building/section which loses all of its damage will collapse. Models
inside or on top of a collapsing section may attempt a normal save
for any armour they are wearing, but if this fails they are killed, no
matter how many points they have. 'khicles inside buildings receive
aDIOstrength hit - causing06 wound damage ifsuccessful. 'khicles
wiD be trapped in debris on a 06 roll of a 6.

t HACl<tNG THRQ'( JGH WAL...S


Iftroops are appropriately equipped they can force their way through
interior walls, spacecraft bulkheads, ro0fs, floors, etc. Hits are
automatic. Any single successful damaging blow on a wall area creates
COMBAT

All doors have a toughness of 6. and a variable number of damage Air Minimwn Speed. Some flying vehicles are capable of hovering
points depending on their size and construction. The GM is at liberty mid-air, but most are not. 'Ihe speed indicated is the slowest a vehicle
to invent doors which are tougher or which have more damage. can travel without falling out of the sky.
Door Damage Air N;c/d«. This is the same as for land movement.
Solid timber door 4 Tum Radius Ratio (TRR). A non-hovering vehicle turns by
P~tic 2 wbeefing rather than by making precise angular tums. The radius
'Ibughened glass 2 of the wheel always equals the forward speed of the vehicle in inches
Light wooden door 1 Used in domestic interiors multiplied by 1he turn radius ratio. The distance travelled by the vehicle
Light steel 3 Used in industrial interiors, is measured along the inside of the curve.
vehicle hatches and spacecraft
Heavy steel 5 Main doors to banks, spacecraft
air· locks and public buildings
'Ibughened steel 10 \Taults, military shelters

Troops firing from buildings cO\mt as being behind cover. Troops


tiring from rooftops are behind cover to troops on the ground, but
not to flying troops or models on a higher building level . The GM must
use his discretion when allowing firing from windows.

There are no specific model vehicles available for the warhammer


40,000 game at the time of writing. Citadel plan to release a number
of small vehicles, including jet-cycles. Large vehicles are almost
impossible to manulacture as white metal kits, and, in any case, the
cost would be prohibitive.
However, there are a vast number of plastic kits on the market that
fill our needs superbly. Not only is there a tremendous variety of types
available, but they are also fairly cheap. At the time of writing kits
for veh.ldes, giant robots and spacecraft are easily obtainable, although
many of the more useful ones are becoming bard to find . It is impossible
to s<zy for haw long specific models are ~ing robe available, but there
will doubtless be new ranges to replace old ones, and the market will
probably continue to supply us with usable and attractive vehicles. capacity (Cp). This is the maximum number of human sized models
The rules for vehicles are designed so that almost every type is that can be carried by the vehicle, including driver and any other creo.~:
00\leCed. However; finding models to represent specific types may pr~ 'Jbughoess (T} . As with creatures and buildings, vehicles have a
tricky, and It ~ a ~ idea to keep your eyes peeled for potentially rougimess 1.&ld to determine whether they suffer damage.
useful kits. With a little imaginative remodelling. initially unsuitable- Damage (D). Also as with creatures and buildings, vehicles can
looking models can be turned into presentable and original vehicles. only take a finite amount of damage before they are destroyed.
save (Sv). Most vehicles are made from a fairly res (lent material;
many are armrured. 1b reflect this, most vehicles have a saving tll.rol!'
against datil¥·
Every kind of vehicle h~ a vehlde profile. This determines how
it moves, how many crew it has, and what equipment it carries. Equlpment (Eq}. This cohunn indicates the capacity of the vehic:l
to carry equipment. It is given as a number, which is the maximum
number of points of equipment which can be carried. Most items d
equipment gererally count as 1 point - but Lar~ and bulky items att
worth more. Examples of these can be fotmd in the Equipment sectloo.
~pons {W). This indicates the capadty of the vehicle to mo!W
weapons. It is given as a number: this is the number of basic typt
weapons that can be installed. One heavY weapon can be installed
for every 2 points. and a single very heayY weapon can be instaDed
for 6 points. R>r example, a vehicle with 3 weapon points might have
a lasgun (basic weapon) and a las-cannon (/Jeavy weapon). The actual •
Land Max Speed. This represents the fustest move possible to the combination of weapons can and does vary tremendously. A random
vehicle witOOut running the risk of losing control. A vehicle may be generation chart in the Equipment section provides you with a way
driven at speeds of twice the maximum indicated, but to do so would of establishing the armament for vehicles.
be dangerous.
Land AJ;c/d«.. This indicates the amount by which a vehicle can
accelerate each tum. A vehicle can decelerate at twice this rate. So,
for example, a vehicle whichbas an ace/dec of6 can increase lts speed
by 6 11 or slow down by 1211 • \\!hides may be moved only during the movement part of the tum.
Air Max Speed. This represents a vehi.de's maximum flight speed. \\!hides are rever moved during the reserve part of the turn. This
As with land movement the vehicle may be driven up to twice as fast is to reflect their lack of precise mobility oompared to the averagt! foot·
• but this is risky. trooper.
COMBAT

happened roll a 010 and consult the special damage effects chart.
If the vehicle receives more than one damage point during the tum,
just make one 06 roll to see if special damage has ocrured, and one
Models may be embarked or removed from a vehicle at any point 010 roll to determine what that damage is. However, for each damage
during its move. This does not reduce the vehicle's move, but it does point above 1 add +1 to both the 06 and 010 rolls. SO, a vehicle which
reduce the troopers' move by a half. suffers 4 damage points adds +3 to both dice, and would therefore
suffer special damage on the 06 roll of a 3 or more. It follows that
lf a vehlcleJs moving faster than 10" during a tum, then it is a vehicle suffering 6 or more damage points at one time automatically
~rous to leave or enter. Models attempting to do so suffer an suffers special damage. This rule can easily be recalled if)Uu remember
automatic hit (no saving thrOW) with a strength equivalent to the speed that the number of damage points represents the chance on a 06 of
of the vehicle minus 10. suffering special damage - ie, 3 damage is 3 in 6, 1 is 1 in 6.
The number of models which can leave/enter a vehicle during the Note that ahhough a vehicle may have a vast number of damage
nun depends on doors and hatches which are treated in the same points, it is possible to destroy a vehicle by special damage effects.
W1:f as doors on buildings. The chan bebw summarises this. Also, because of the 06 and 010 modifiers be high~ any vehicle
Move of troops Number that can leave/exit taking 6 points ofdamage in a turn will always suffer a special effect,
and any vehide taking 12 damage points in a tum will always be
3~ or more 4 destroyed.
2~ or more 3
1~ or more 2
Less than 1~ 1
This chart assumes a normal door, which one man-sized creature Dice roll Effect
can comfortably move through at a time. The GM can adjust for larger
or smaller doors at his discretion.
Open-topped vehicles do oot restrict the number of troops who can AuXiliary Power If the vehicle has turretS of any
leave/exit. kind one has jammed solid and
canrot be used. Ifthe vehicle has
no turrets see 3-4 below.
Thmporary Loss The vehicle gpes out of control
of Control for the next tum only.
\ehlcles must be driven, and a driver requires to use at least one Power Loss Halve move allowance and
hand to control a vehicle. This leaves one hand free for a pistol shot, ace/dec rates. This tan have
or to throw a grenade. A character who is driving and shooting in cumulative effectS:
this way counts as using both hands and suffers the -1 to hit penalty.
Mechanical Jam Whatever action was made last
tum (rncNing, fuingor~
t BUILT-.N W-RONS it will keep on happening from
now on. Weapons firing on
Forward firing built-in weapons can be fired by the driver. Both of automadc continue to fire in the
his bands will then be occupied throughout the turn ( one to drive same direction. If the vehicle is
and one to fire weapons): otherwise, there is no penalty. Any built-in moving it continues in the same
weapons can instead be fired by an additional crew member. direction at the same speed.
v.ectpc)ns Loss 1 built-in weapon system Is
destroyed - ron randomly.
Troops can fire from open-topped vehicles or through weapon ports Systems Failure Everything stops! Automatic
or hatches on closed vehicles. All firing from a moving vehicle is systtms lock. the vehicle moves
restricted to short range only, including the throwing of grenades. 06 • directly forward and grinds
However, the firing can be asswned to take place at any time. and to a bah.
from any point during the vehicle's move. Control Loss The vehicle gpes out of control
from next turn onwards.
• HITS ON "&!K{C;.LES smen of Burning The vehicle experiences a
\ehldes can be shot at in the same WifJ as other taxgets. Note the
'ro hit' modl.Oers for size and speed. Exposed crew members of open-
lOpped vehicles can be tar~tted and shot at within short range if the
p•
systems failure (see 9 ). The
nils a D6 at the beginning
ofhis subsequent tw:ns. Ifa 6 is
scored the vehicle wtn·explode
firer prefers. At long range. shots will randomly hlt either the vehicle as 12 below.
or exposed crew members. Shots at enclosed vehicles always hit the
\'dticle itself - never the crew inside. BANGf Vehicle explodes, slaying any
crew members who fall to make
As with creatures, vehicles which are hit will suffer damage their basic saving throw (or
depending on their toughness and aey saving rolls. As vehicles have eject). Saved models may be
Iars of dama~ points they can usually take several hits before their placed anywhere next to the
damage is used up. A vehicle with no damage left is destroyed and vehicle and may move in their
all weaponry and other equipment will cease to function. Crew next tum.
members are automatically killed unless they can make their basic
saving throw on a 06. SOme vehicles have ejector seats - and this
entitles crew to an ejector seat saving roll (see Equipment) .
If a vehicle sustains ~ge during the turn, there is a chance that For each vehicle moving out of control, roll at the beginning of the
some special damage effect might occur. Roll a 06 - a score of 6 tum to determine speed and direction changes during mJVement. The
indicates a problem of some kind has occurred. 1b find out what has player has no control whatsoever over the path or speed. Roll to
COMBAT

determine speed using two DtOs, one standing for acceleration, the emit constant pleas to, 'please fasten your safety belt' and, ·have
other for deceleration. The combined result gives the overall increase a nice day'.
or decrease in the vehicle's speed compared to the previous turn. For
example, if the speed last rum was 14", and the acceleration dice The standard abbreviations for each type are Ad, Aa and Af
scores 3 and the deceleraoon dice scores 8, then the vehicle slows respectively.
down to 14-5 - gw this turn. An 'out of control' vehicle which
decelerates to a halt remains halted so long as it remains out ofcontrol.
Direction is determined using a 06. ~hicles either go straight ahead
or turn with a radius equal to their speed in inches.
1-2 Thm to the left.
3-4 Thm to the right.
5-6 Go straight ahead.
Many of the types of armour described in the Equipment section
~des moving out of control should be JDJVed before other models, offer almost complete immunity - at least from the conunon weapons.
and damage from collisions worked out immediately. However, there is one kind of armour which is even more powerful
A vehicle colliding with another vehicle or a solid object will go out than any of these- the dreadnought suit (also known as batde suits,
of control for tfie duration of its foUowing turn (unless battle armour, mech suits and mech armour). These suits are quite
destroyed/immobilised by resulting damage). literally one-man tanks; and it would, perhaps, be better to think of
them as small, mobile vehicles rather than as normal armour. A man
(or other creature) wearing a dreadnought suit is a force to be reckoned
with; quite capable of taking on twenty times his own number of
ordinary troops.
A vehicle attempting to travel over its maximum speed will go out Dreadnought suits usually stand between 3 and 4 metres tall. It
of control for the duration of its following turn on the 06 score of is possible to manufacrure even larger suitS. but it is doubtful whether
a 6. If turning, chis is increased to a 5 or 6, if out of control in the the gain in physical aura compensates for the inevitable loss in mobility.
previous tum it is increased to 4, 5 or 6. The wearer, or pilot, sits in an enclosed cockpit - usually contained
in the mid-section of the suit. His arms and legs do not fit into the
robotic limbs themselves. Instead, the pilot crouches in a foetal
position, suspended in a protective amniotic jelly. Information from
the suit's sensors (vision, sound, touch, etc) is fed directly into his
Iftwo vehicles collide, the damage suffered by each equals 04 points consciouness by means of a spinal link. Impulses from the pilot are
per 5" (or part) of the combined speed, plus the oppOiSing vehicle's translated instantly into bio-mechanical instructions that move the
toughness minus its own touglmess. suit's limbs, fue the weapons, etc. 1b the pilot, the suit feels and
A vehicle hitting a scenic feature, such as a wall, hedge, building behaves just as if it were his own body, even though his real body
or boulder, receives 04 damage points for each 5" (or part) that it remains inactive and senseless. The suit and pilot exist in a complete
moved plus the object's toughness minus the vehicle's toughness. symbiosis that cannot easily be broken- once accustomed to the suit's
The feature receives 04 damage for each 5" (or part) moved by the functions and senses it is very hard for a pilot to readapt to normal
vehicle plus the vehicle's toughness, minus the object's toughness. life. 'Iiying to do so often causes severe mental damage, represented
Rocks and similar solid objects can be assumed to have a toughness by a reduction ofD4-l points from one randomly determined personal
of 10. characteristic every time the suit is removed.
If a vehicle hits a creature it receives D4 damage points for each
5" (or part) that it moved plus the creature's toughness minus the
vehicle's toughness. The creature receives 04 damage for each 5"
(or part) moved by the vehicle plus the vehicle's toughness, minus
the creature's toughness.
Because of the unique nature of these suits, they have their own
profile - the only change is that wowzds are replaced by damage poinrs
e A\JT0-8VSTEMS as we are dealing with a machine rather than a crearure. Profiles val)
a great deal, as there are many different types of suit, and even
Most vehicles incorporate robotic systems that are capable of examples of the same type may differ in many respects. One of the
performing one or more tasks normally accomplished by driver or reasons for this is that systems are extremely complex and never
crew. The effect of these is simply to remove the need for an associated absolutely reliable. Suits often contain salvaged parts from other suits.
crewman. The following systems are available. improvised repairs or field modifications. The Equipment section gives
a random generation system so you can design your own dreadnoughts.
Aato-drlve. The vehicle will drive itself according to a verbal A typical dreadnought suit is Imperial Battle Armour.
instruction. Auto-drives are sophisticated, intelligent computers, and
will avoid danger, take evasiw action and otherwise behave in a manner
comparable to a living driver.
Auto-aim. An auto-aim unit can fire and contol one mounted
weapon. It is activated verbally, and will select appropriate targets
as instructed.
Auto-fac. This unit provides automatic facilitles such as opening
doors, hatches and operating other equipment. Saving throw 3, 4, 5 or 6
Allauto-t.mits can relay information via telescreens or verbally, and Thchoical level 8
are sufficiently discriminating to ask for information, or alert the crew Weapons 4 points
in the event ofa malfunction or possible danger. They can be thought Equipment 4 points
of as small robotic devices with a degree of sentience, but limited
spheres of interest. Auto-units can speak to crew members and each The number of weapons carried and the types of equipment are
other, and may even possess a built in 'friendly' personality. This described in the same way as for vehicles. The suit described above
is especially true of units built for civilian vehicles, whose auto-units can cany 4 basic weapons, 2 heavy weapons or I heavy and 2 basic.
COMBAT

t THE EFFECT ,OF., I>:I\IY.I-A~'1= QN y,


DREADNOUGHT SUITS · . .
Onle all of the suit's damage poin£S are gone it is considered
!ksuo;t'd. The pilot is dead unless he can make his ejector seat saving
roll assuming he has one (see Equipmenc for details).
:\s with vrhicles. a dreadnought suit may suffer special damage
~ftetts. In any u1rn that the suit suffers one or more damage points
roll a Db. A score of 6 indicates that something has malfunctioned.
RDR a010 and consult the chart to determine what has gone wrong.
\S \lith \'t>hides, if the suit suffers more than 1 damage poinc during
the rurn add +1 to the 06 and 010 dice for each additional point.
Dice roll Effects
Right/Left arm The power for l entire arm fails,
losing any in-built weaponry and the
ability to use that arm (determine
which arm is affected randomly).
Loss of Subtract 1 from all to hlt dice. From
coordination now on, the move rate is
randomised, roU a 06 to determine
the number of inches the model
must be moved.
Pov,rer loss Halve the model's move aUowance.
Subtract 1 for aU to hit dice. Subtract
04 from the suir initiative as the suit
slmvs down.
Mechanical jam Whatever action took place this
turn, moving. firlng, etc, must
continue from now on. 'A\!apons
continue to f~re in the same target,
movement continues in the same
direction at the same speed, etc.
'M:apons Lost I (random) in-built weapon system
is destroyed. The pilot becomes
confused (seePsydwlogy- no need
to roll, the effect happens
automaticallY).
Systems Failure Everything stops! auto-systems lock
and the suit grinds to an immediate
halt.
Control Loss The suit goes berserk, moving out
of control, firing and moving in an
amusing manner randomly
determined by the GM.
Smell of The suit suffers a systems failure as
Burning for 9, the inside fills with smoke,
whilsr sparks fly and flames gush
from the casing. Roll a 06 at the
beginning ofeach rum from nmv on.
On the roU of a 6 the suit explodes
as described below.
BANG! The suit explodes killing the pilot
unless he can make his basic saving
throw or use his ejector seat if he
has one. Saved models can be placed
anywhere next to the wrecked suit.
COMBAT

Robots are a part of everyday life in human and alien society. G) Robots can fire all of their weapons during their tum. but may
Vehicles and any comparable machines can be effectively turned into use no more than one weapon from any one arm or limb. So,
robots by the installation of appropriate auto-systems (am:o-drive, in the case of the Imperial Battle Robot, two weapons may be
auto-aim and auto-fac) . These auto-systems provide the equivalent used - two bolters for example, or a bolter and the missile
ofa human opeJator, and are fully capable ofd.iscriminating, making launCher. The usual rules about !OOV'i.ng and firing apply. ~
decisions and taking appropriate action. So, for example, a las-cannon robots mounting weapons in turrets are treated as vehicles in
with auto-aim can be fired just as if it had a crewman. this respect. and may move and fire without penalty. A robot's
inceiJigence is irrelevant to its use of in-built weapons and
equlpmmt.
@ In-built weaponry does not affect the robot's movement rate,
The greater majority of robots are simple runarounds, workmen or even if such weapons are heavy weapons.
toys, and h<M no place on the battlefield. WMiior robots, however, @ Robots never rout. Their leadership has been given a nominal
are different. They are machines created specifically for war as the value of 10. but rout tests are never taken.
soldiery by proxy for a living, biological nee. In human space, the @ All robots have communicatol:S and auto-senses. Tbey are
Emperor's Thch-priests are continually experimenting with and immune to blinding weapons.
improving thm dread warrior legions of robots -machines implanted
with the will to slay and despoil. @ Robors and sentient creatures cannot be mixed in the same
unit, although a creature is permitted to lead a unit of robots.
Robots are not governed by the normal 2" unit cohecance
restriction, and a unit can be divided as the player wishes.
Robots have prollies Uke living creatures, except the wounds @ Although possessing a near perfect memory and computing
ch.aracteristic is replaced with~ points as this is more appropriate ability. robots lack the intuitive insight which makes gllOd
for machines. All robots have a saving thow of at least 6. Warrior warriors. They may be slow when speed is of the essence. they
robots will often carry a certain amount ofintegral equipment and/or are often brash and chmlsy when what is reaDy needed is st.eal!h
weapons. Examples are given in the Equipment section, as well as and patience. The speed with whiCh a robot can act and make
roles for randomly creating robots of small, medium and large size. decisions is governed by itsintellig:nce, and with the limited
The followl.ng example is of an Imperial Battle Robot. capacity of the robot brain smaller robots tend to be more
intelligent than latg! ones. This Is simulated in the roles by
advanced orders. A player controlling robots must write down
the direction in which each robot Is to move at the end of his
previous tum. (This can be expressed as 1, 2 o'clock, etc relative
to a direction nominated as 12 o'dock). Robots ofintelJJgence
7 or less are even slower and their player must write down his
Saving throw 2, 3, 4, 5 or 6 Intended move direction nw turns in advance. Robots with
~hnicallevel 8 intelligence of 5 or less are really slow and cumbersome, and
~pons Left arm: bolter and missile launcher their player is obliged to write down move orders three turns
Right arm: bolter and ball-and-chain in advance. Once move direction has been written down it
cannot be changed, although a player may instead elect not
to move at all ifhe wishes. Robots always end their movement
facing in the direction of movement (they may not then tum).
Robots which are stationary must be turned to fare the direction
In which they were ordered to move. Only ifordered to remain
stationary they can be turned in any direction. If large robots
have nu:rets their direction of fire nnst be noted with~.
and their ~g rue is 90 centredon the nominated direction.
(?) Robots may target against enemy troops In the same way as
other firers, except that their fire-arcs are reduced with
inceiJigmce. As robots always end movement facing In the
direction of ordered movement fhic; is important. Robots with
I of 7 or less have a 45 arc of Bre (half normal) and those with
I of 5 or less a 22 ~ arc (quarter normal). 1\lrrets have a 90
arc centred on a nominated direction, or the direction of travel
If no other Is given. Within this arc they will always target at
the nearest hostile model. If a friendly model lies within their
fire arc, and is nearer than the hostile model. there is a chance
of the robot accidental]y targetting the wrong model. The firer
rolls 206 against the robot's inr.ell.igmce needing to score equal
or less to target correctly. Incorrectly taJ:getted shots are worked
out as normal, but against the wrong target!

As with vehicles, a robot is destroyro once all of its damage poinls


are gone. A robot may also suffer special damage in the same Wif'J
as vehicles and dreadnought suits. lf damage is taken during the tum
roll a 06 - a score of 6 indicates that a malfunction ofsome kind has
occurred. Roll a 010 and consult the chart to find out what bas gone
COMBAT

wrong. If the robot receives more than 1 damage pcint during the or not - but should decide before the battle so that the players are
IUm do not roll (or each one, but add +1 to the 06 and 010 dice aware of the capabilities of their troops.
for every additional damage point suffered. Robots suffer continuous battering during their existence and are
Effects consequently prone to malfunction, especially under battlefield
Right/Left ann The power for 1 entire arm fails, conditions where the stresses are that much greater. 1be GM should
losing any In-Wilt weaponry and the allot a chance of each robot suffering a malfunction every turn - this
ability to use that arm. Randomly can be as low as 1 In 20 or as high as 1 In 4. 1 in 6 would seem
determine which arm is affected. a good average for an interesting game. Once it has been established
that a malfunction occurs roll a 01o and consult the special damage
Loss of Subtract 1 from all to hit dice. From effects chart as if normal damage had been caused. Malfunctions
co-ordination now on, the move rate is last only for that turn, they do not last for the rest of the game as
randomiSed, roll a 06 to determine do the effects of normal damage.
the number ofinches the robot must
bern~ .
Power Loss Halve the model's move allowance.
Subtract 1 from all to hit dice.
Subtract 04 from the initiative If you are ~lng to use robots a lot it is worth making a series of
characteristic. templates to regulate their fire. Thmplates should consist of triangular
Mechanical Jam Whatever action took place this wedges of 22¥.1°, 45° and 90° to allow for the d.itl'erentintelligence
tum, moving, firing. etc, continue ratings. Ideally ea.ch template should be of sufficient length to allow
from now on. \\eli pons continue to you to fire the common weapons - 24 ~ should be adequate. 'II:> allow
fire on the same target, movement for long range fire the template can alWC\YS be extended using rulers.
continues In the same direction at
the same speed.
~pons Lost 1 (random) in-built weapon system
is destroyed. The robot's cirruits are
scrambled as a result of the hit, and some aeanres are winged and can fly in suitable aunaspheres. Some
it becomes confused (see
types of vehides can also fly,
whilst jet-packs provide Individual aerial
Psychology -no need to roll, the
mobility.
effect happens automatically).
l;;;./aa~a'ii1@-.;M4Y.·,Q't.f--..· · · .dv: ,: -·*AAW# <.·. ,\
Systems Failure Everything stops! Auto-systems all ~}'~~·-~fi·!!:!i&!l!;EjWit•$Yw~a,,to(1~~~t}kt"f©'ff&t;\
lock and the robot grinds to an
ineffectual halt. Flyers are ~ during the standard movement part of the turn.
They may not move during the reserve part of the tum. It is assumed
Control Loss The robot~ berserk, moving out that aerial IllO\eiDent takes place continuously throughout the p~·s
of control, firing and moving In a tum and that of the opposing side. H~. for game purposes this
random manner determined by the is represented by a slngie move.
GM.
Sme!l of Burning The robot suffers a systems failure
as for 9. Roll a 06 at the end ofeach Aerial l1l0Vt'1Tlellt is limited by the maximum Oigbt speed of the
of your turns from now on . On the creature/equipment. This is given In Inches on the appropriate profile.
roll of a 6 the robot explodes as Fl,yers are also limited by a minimum ftl~ speed. Models attempting
described below. to fly below this rate will fall from the s)\y and crash.
BANG! The robot is destroyed in a As with vehicle movement, an aedal m01.ement is controlled by the
spectacular explosion. The blast ace/dec and the turning radius ratio.
causes an automatic strength 3 hit
on any carget within 1" of the robot.

t ROBOTIC MA~UNCTION , ,.1[®1 The ace/dec rate of the creature or equipment is represented by a
number. This is the nwnber of inches by which the Oyer can Increase
A robot mlght be 100% reliable, but it is more Interesting if rules speed from rum to tum. A fJ)er can decrease speed at twice the ace/dec
are introduced for malftmction. The GM may decide to use these rules rate.
COMBAT

During their movement, fl)ers may choose to climb, dive or fly level.
Flyers can move up one level for each 20" of forward movement (or
The turning radius ratio indicates how sharply a flyer can turn. All part thereof) . Flyers can diw by one level for each 10" of forward
aerial1llm.S are made using a turning radius in the same way as ground movement (or part thereof). Flyers attempting to dive at faster rates
vehicle mowment. The diagram below illustiates how this is done. A will crash. Flyers capable of hovering may move up or down by a singk
ruler is placed at a right-angle to the flyer, and a tape measure or ruler level per turn with no need to move horizontally.
is then used to measure the distance moved.

----~
-- C
Models capable of flight can take-olfinsteadofmaking aground mo\'e.
They may newr move on the ground and in the air during the take-off
turn. During the take off tum they will fly no faster than their ace/dec rare.

Fljers can land safely only iftravelling within their nonnal deceleration
rate (ace/dec x2). 1b land, a model must end its aerial movement at
attack level, the player declares that the model is 'landed and on the
ground'. Once landed the mxiel is treated like any other for purposes
of ground movement, and may make a reserve move that turn as
appropriate. ~hides never make a reserw move, they may move from
the following turn and their ground speed is asswned to be the same
The radius always equals the flyer's speed times the turning radius as their final air speed modified by the ace/dec for ground movement
ratio. For most flyers the ratio is 1 - so a flyer moving 8" has a turning as normal.
radius of 8 ".

Flyers at attack level are always shot at~ ifthey were normal ground
targats - there is no modifer for the additional vertical distance which
is no more than a few metres in any case.
The air is divided into levels. These are attack level - corresponding
to the first few metres or so of vertical dista.oce, level +10 - corresponding Flyers at level +10 can be shot at from the ground and count as being
to a maximwn height of 20 metres, level +20, +30, +40, etc 10" further away than the horizontal distance.
corresponding to successiwly greater vertical distances in 20 metre Flyers at level +20 can be shot at from the ground and count as
bands. In theory you can add as many bands as you wish (+50, +60, being 20" further away than the horizontal ili.stance.
etc) but +40 is the greatest altitude nonnally required. Although as
described the bands correspond to fixed heights, in fact they serve only Flyers at level +30 can be shot at from the ground and count as
as ~ modifers - adding +10 •, +20 •, etc to the ranga from the ground. being 30" further away than the horizontal distance.
Anyone with a rudimentary knowlectga of gaometry will inunediately F1yers at level +40 can be shot at from the ground and count as
realise that this doesn't reflect the literal distances bet\\een the firer being 40" further away than the horizontal distance.
and flying targat at various ranges. For example, a flyer at level +10
would be exactly 10" away from a firer immediately underneath, but 1&1&L~IBIIIi§lt'HM-..gr<if.:A¥~l~lfu~~:m-'
only 15" (rounding up to nearest inch) away from a firer 10" away
- not 20" as the rules would indicate. Think of this discrepancy as Flying crearures can throw or fire weapons at the ground from any
an additional penalty imposed due to the difficulty of targating at distant height. If at attack level, level +10 or level +20 they count the~
flying targats - the further away the targat the proportionately more as the horizontal distance between the shooter and targat. If at level
difficult it is to hit. +30 they count the horizontal distance plus 10". If at higher levels
they count the horizontal distance plus an additional 10" per level.
If the modified distance outrangas their weapon there is no chance of
hitting.

Flying shooters can fire at other aerial targets. When firing at aerial
targats up to two levels l<m!r, measure the horizontal range only (eg
level +30 to level +iO). When firing at higher levels add 10" to the
horizontal distance for each height level difference (eg lewl +10 to lel'el
+30 - +20"). When firing at lower levels more than two levels distant
(eg level +40 to level +10) add 10" for each level difference in excess
of two (+40 to +10 - +10"). Thrgets and firers at attack level are
considered as if they were normal ground targats (eg attack level to
level +20 is 2 levels difference) .

Most flyers cannot hover over an enemy to strike a blow, but instead
will simply 5\WCP over their targat, delivering a blow as they pass. 'Ill
simulate this, a flying model is allowed to fight in commt against any
enemy that it ovectlies during its turn. Ground models attacked by an
overflying enemy may strike back just as in nonnal combat.
A flyer overflies all models touched by the model's base as it passes
and may attack any targat (or several if it has two or more attacks to
distribute anxmgst different targats). The flyer must be at attack level.
COMBAT

Flying models, other than those capable of hovering, cannot sustain and they do not suffer 'blows as they tum'. Mia~ troops are ofien obliged
a combat for more than one rum. If flying models just happen to be to break off a combat to comply with their minimum move distance.
positioned on top of enemies at the end of their movement, it is best
to move the flyers to just behind - so that it is dear they may not fight
in the following (other player's) rum.
If a flyer moves over a unit, suitable missiles may be dropped. This
Flyers with a minimum move of 0 may hover above their enemy, can be done from attack level, level +10 or level +20 but not if the
prolonging an engagement over several turns if they wish. flyers are in hand-to-hand combat.
Dropping an object takes place during shooting instead of normal
weapons fire. A tlyer cannot shoot a weapon and drop an object during
the same turn. Dropped objects include, stones, bricks and other
A unit attack.ed by aerial troops has the 1.l5lla1 options. i.ocluding stand improvised items as well as grenades.
and fire and nm away. Often, a wlit will be attacked from the air whilst A unit of flying troops may land to collect suitable items to drop.
already enga~ against ground troops. When this happens, models This may mean ~ing to some theoretical off-table position, landing,
l1ll\Y fight against either the tlyers or their ground opponents. collecting and rerurning with a full load. A unit leaving the table to
do this must wait for one full rum. At the beginning of each subsequent
• PROCED\iRE FOil tum roD a 06. A score of6 indicates that the unit rerums with replenished
G"OUNQ(A.IR QOMBA"{¥, supplies of rocks, bricks, etc. Place the unit at any point along their
own table ed~ and move as normal. A unit may give up looking for
The procedure for working out combat is the same as for normal missiles, and rerum to it's own player's table edge at the beginning
combat with the following exceptions and special rules. Flyers may be of their next tum.
fired at prior to dose combat under the normal stand and fire rules.
Order of attack. 'n"oops attacldng from the air alwczys strike first.
• " fJ:S FBOM .Df!OPPJiJ;~ ITE;~S
Throw to hit. Modifiers apply as normal except that flying troops Follow this procedure for each attacker.
receive no bonus for charging or following up. 1. Nominate a tar~t point for each attacker.
COOlbat results. Ifaerial troops lose a combat the entire unit is pushed 2 . Roll a 06.
back one height level- this will automatically end the combat. Ground 3. Deduct 1 at level +20
troops cannot follow up; e\oeil if they can tly themselves they have 2 at level +10
insufficient time in which to get airborne. 3 at attack level
If ground troops lose a combat they must make an immediate rout The result is the distance in inches the object lands ~ from its
rest as oormal. They are not actually pushed back physically. and remain ~t. A score of zero or less is a direct hit. D~ from rocks, bricks,
in position unless routed. If routed, the unit will move~ from their etc causing hits is resolved by taking the strength of the crearure dropping
enemy, in a direction decided by the GM where this is not obvious. the missile, plus 1 for ever level above attack (eg 1 at +10, 2 at +20,
Aerial troops will pursue routers as normal if physicaDy ~ible. often, etc). In the case of grenades the burst circle is placed with the centre
hu.Yever, this is not the case. and the flyers may simply continue their over the point where the object strikes the ground, it does not deviate
lllOVement. from that point. A noanal ' to hit' roll is then required for each ~t,
followed by 'to wound' rol.ls as appropriate.
Dropped objects which do not land directly on ~t land in a random
position at the distance from their t:arg!lt indicated by the initial dice
Flyers at the same level and in base-to-base contact during combat throw. If a dropped object strikes a target accidentally 'MX"k out damage
will fight in the same way as normal ground troops. Flyers cannot as before.
'0\-erfl.y' other tlyers and strike blows, they must be in base-to-base
Missiles dropped from higher altitudes (+30 upwards) are unlikely
contact to fight. to hit their target. Proceed as before but instead of a 06 roll a D20
\\brk out combat as normal. Tclke strikes in order of initiative, as and deduct 1 - this indicates the distance in inches from the target.
}00 would during ground combat. The charge and foUCtW up modifiers
~RA-u'aN- ,.,. if ·.
do not apply. \\brk out combat results as normal, including follow-ups • -~,. -.-.~.~... ~ .'\$"''~'*..
and push-backs. Make any rout tests, and work out subsequent routs A flying vehicle crashing to the ground, or any aerial debris, causes
and pursuits in the same way as against ground opponents.
04 wounds/damage to itself and anything it lands on for each height
band oforiginal altitude. The chart below summarises tbe~ caused
• BREAKING OFF,, FROM~:COM¥!' from various heights.
During their movement, aerial troops can break off from a combat Attack 04
against ground or other aerial troops. They do not have to test for routing, +10 204 +20 304 +30 4D4 +40 504

.}1 · .~·
,..._111(® 1:. , -:-:. ... ~-· _. : ·.~·.'"'~~ /Ai\
" ' • .: . . ..

.7 ·~~- ~.___.._._..\!:'•
"•4··~___. . :.·~· ~-.~-)·
~ .. ..:·.- ··· - 'CI
.. • . -> 0 v. ····~..
J ..,......·~· • 0 0

.. ®
COMBAT

1b determine where a pb.unmetting object falls, move it D12" in a


- -random direcmn. lfit shouldland on another vehicle, model, building,
etc, modifY the ~/wounds caused on the grotmd target (but not
the fulling object). The damage/wounds equals D4 per height band plus A personality model may assume command over any friendly Wlit,
the falling object's tcuglmess minus the target's tcughness. A falling so long as his own leadership is not less than that of the unit's current
hwnan would be unlikely to harm a tank. -whereas a fulling tank would leader. 1b assume command the personality model must be moved
make a rather unpleasant ~ of any hwnan it might land on. so that it is in base-to-base contact with the leader for 1 tum. If a
unit has no living leader any personality mxlel may assume command
automatically. Once a personality model has taken over the command
of a unit he remains with it as its leader. He is considered to be part
of the unit for all purposes, including routs and psychology.
This chart shows the relationship bet\Wen altitude levels for flying
creatures or \dli.cles, and hdght ~ for buildings. Obviously, buildings Often a personality model and a unit will be subject to different
can vary a great deal, and sometimes it may be necessary for the GM psychological effects- especially if they are of.different races. In such
to specify the altitude level of a structure. a case the whole unit, including the personality model, becomes subject
to the combined effects. It is assumed that a leader will become carried
Height ~ Building Level away and entangled in the reactions of his troops, whilst he will take
Grotmd First storey windows every opportunity to avoid or indulge his own psychological traits.
Attack The roof of the first storey. In all cases the psychology tests are made on the leader's cool
+1o From the windows of the second storey to the roof characteristic.
of the 5th storey. While adveiSely affected by a psychology test, a personality model
+20 From the windows of the 6th storey to the roof may not relinquish command ofa unit. Otherwise, a personality model
of the lOth storey. may choose to relinquish command at the beginning of any turn.
+30 From the windows of the 11th storey to the roof
of the 15th storey. . _. . . . . .11181.181
+40 From the windows of the 16th storey to the roof A personality model can be created in a number of ways using the
of the 20th storey. basic creature profile for its race. From the GM's point of view, the
A flyer can take off from an elevated platform and is then at the easiest way of doing this is to select one of the standard personality
equivalent height level. types given below: the champion, the minor hero and the major hero.
Each one of these has standard characteristics for its race, plus the
modifiers indicated. No modifier may take any characteristic above
10, apart from attacks and wounds .
As described in the rules so far, troops fight in units, and are not
free to move about or make decisions independently ofothers in their ' '
.. .

.' '
unit. Personality models are different: they represent individual
characters. Personality models move, .fight and shoot independently Champior ·
of units, and are often more powerful than ordinary troopers of their
race. A personality model may be thought ofas representing the player Minor he p .
himself, or at least a major part of the player's persona. Each side Major he
may have several personality models, but, to some extent, each one
"'v M ws BS $ ~ .T
+1 +1 +1 +1
w I A Ld lnt Cl WP

+2 +2 +1 +1 +1 +2 +1 +1 +1 +1 +1
+3 +3 +1 +1 +2 +3 +2 +2 +2 +2 +2
is a part of the controlling player. A side may win a battle - but if These standard personality types are only a rough and ready
a player's best personality is killed it is a hollow victory indeed. classification of variations in characteristics typical of a personality
model. However, it is a convenient system. especially where the GM
has only a little time in which to set up a battle.

A unit's leader may be a personality model, representing a tough,


battle·hardened sergeant or a brave, ymmg commander. SUch a leader
is still a member of his unit, and may not leave it. Apart from having No characteristic, apart from wounds and att3cks, can ever be
superior fighting abilities he is treated like any other leader model. increased to more than 10. No creature can ever have a fighting
characteristic score greater than that indicated for a major hero of
its race. A creature can have any or all of its personal characteristics
COMBAT

increased to the maximum of 10, but must have psychic powers if


they are to be increased bey>nd the levels indicated for a major hero
of that race. Rather than allowing players to distribute the points of advance
The chart below summarises the maximum possible scores attainable amongst their heroes· characteristics, It Is possible to randomly allot
by a human and a human with psychic powers. each point. This Is a better system for creating personalities controlled
.. .. by the GM, and can be used by the GM to create characters for the
players before the game. . .
w
Slandard
"'M ~ IRS s T I A . I rl l int Cl WP Roll a 020 for each point ofadvance and allot it to the charactensnc
Human
Maximum
Human
Maximum
1'5)dllc
v 4

4
4
3
6
6
3
6
6
3
4

4
3
4

4
1
3
3
3
6
6
1
3
3
7
9
7
9
10 10 10 10
7
9
7
9
lndica.ted. Once a characteristic has reached its maximum value re-
roll any duplicates.

11lis is an alternative system that allows players to create their own


heroes. It takes quite a long time to prepare a personality model in
this way, but it is more interesting and will create a unique hero.
The GM decides before the game how many heroes each side is to Although \Yarhammer 40,000 is primarily concerned with mass
have. He also decides how many points of advance each hero is to combat, battle and large scale carnag~:. provision is made ~or generating
have. For example - each side might be allowed two heroes with 10
single characters which represent the players as idealistic, young,
points each and 1 with 15. Each point of advance can be used to
inexperienced adventurers. This is a useful way ofcreating characters
Increase any of the permitted characteristics by 1 point, up to the
for small-scale skirmishes, or adventures in which all of the players
normal maximum amount. Points of advance cannot be used to are on the same side· fighting opponents controlled by the GM.
increase a model's characteristics to more than its theoretical Each player starts off by controlling a single model which represents
maximum. the character he has chosen. He may also control ordinary troops
nus chart illustrates how the different standard personality types under his command, followers, employres. etc, but only the personality
correspond to a random number of points of advance. This is for model is really important. 1b begin with the character profile Is
reference only - obviously there is no reason why you cannot create genera.ted from the basic creature profile. with D6· 2 points ofadvance
characters with in-between values. distributed randomly. Players rolling a 1 or 2 receive only a basic profile.
1}'pe
Champion
Points
4
Random Points
06

Minor Hero 14 406 In a campaign a player's own personality, his player character,
Major Hero 23 706 may Increase one of his characteristics after each game. At the end
ofeach game the character receives 1 point ofadvance which Is placed
An alternative system is to give each player a fixed nwnber of points by the p~. No characterlstlc may be increased ~nd the maximum
of advance. and allow him to create as many personality models as permitted level, which is thatofamajor hero of that race. A character
he likes, or as ma.ny as the GM permits. Normal maximum levels apply, who is ~undedduring the game. or who tbeGM ~to be \JlMOOby
but !he player is free to create either one extremely good personality, of the advance. does not receive it.
rwo fairly good ones, three average characters, or whatever. It is a This is a simple way ofallowing heroes to~ power and importance.
~idea for the GM to stipulate the maxinrum number of personalities It should not be compared to the far more complex and Involved
allowed • otherwise the pl~r may feel tempted to create a mass of methods utilised In role-playing games such as w.trharnmer Fantasy
weak, but rather annoying, personalities. \\\!would suggest 10%, Role Play. However, GMs are at liberty to 4evelop the system further
or t in 10, of normal forces should be the maximum number of as suits their needs.
personalities for a large game.
Instead of the GM deciding the numbers of points available. this
can be randomly determined by dice if he prefers. Each side can be
given 206, 306. or whatever number of points as the GM sees fit . For most races. personality characters have been given a percentage
\~ would suggest 106 points for every 20 models on that side - but chance ofhaving psychic powers. Details of generating these abilities
this can be varied by the GM at his discretion. are discussed in the PslonJcs section on pages 48 and following.
COMBAT

to select his own abilities, up to lhe number indicated. The third W3)
is r.o generate the abilities randomly.
The use of psycltic powers is encompassed by the term psionics. 1b determine which abiltles are possessed by a psyker roO on tm
Individual creatures capable ofemploying such powers are described random charts, noting down the abilities on a piece of scrap papet
as psychic or as psykers. There are. ofcourse, countless other names Ifan ability is rolled twice the result may be ignored. No creature may
applied to these creatures (some rather derisory). Within human have more abilities than its intelligence characteristic.lftheintelligencr
society they might be called witches, warlocks, telepaths or any one characteristic is lowered, for some reason, then random abilities wii
of countless other names. be lost to bring the total in line.

-t .,.. r i -. . · a •·~m,c
lliJteJII.~pm~A ..... 1.,.)" Jffi'f'•''·· tt41'T ..
· J'2 s
Some psyker:s are more powerful than others, this is reflected in their Random psychic abilities can be generated from each level using
psychic mastery or mastery for short. There are four grades, each a 010. Random levels can be determined using a 04. Random
corresponding to a progressively more powerful individual. So, for, determination between three or two levels can be made using M'f
example, a first mastery psyker is the least powerful, whilst a fourth appropriate dice (such as a 06).
mastery psyker is the most powerful.
It would be possible to imagine psykers of even greater powers than Level 1 Level3
those encompassed by the founh grade of mastery - the Emperor of 1 AuraofResistance l Aura of Recalcitrance
the Imperium is an individual of that rank, and many psykers believe 2 Cure Injury 2 Animate \\eapon
the voids of warp-space to be populated by comparable entities. 3 Hamrnerhand 3 cause COnfusion
However. for our purposes the four grades will suffice. 4 Immunity from Polson 4 cause Fear
5 Mental Blow 5 Destroy Aura
6 Steal Mind 6 Mental BUtz
7 'telekinesis I 7 Rout
As psychic powers are used the psyker will tire. If he continues to Thlepathy 1
8 8 Thleldnesis 3
use his powers he will literally run out of energy and will have to rest Thleport I
before he can use his abilities again. This psychic energy is measured
9 9 'telepathy 3
10 Wind Blast 10 Transfer Aura
for~ purposes in psychic points, or just psi-points. The maximum
number of psi-points a character may hold at one time is called his Level2
psionic level, or psi-levcl. Level4
1 Aura of Protection 1 Aura of Invulnerability
This chart summarises the typical amount of energy available to 2 Ectoplasmic Mist
an average psyKf!r ofeach of the mastery grades. The random column 2 Change Allegiance
3 jinx 3 Cure Wmnds
shows how you can perate a random psi-levcl for a psyker of a given 4 Mental Bolt
mastery. 4 Umbo
5 Rally 5 Mental Blast
Mastery Psi-level Random Psi-level 6 Sense Presence 6 Stasis
Mastery1 10 306 7 Smash 7 Strength of Mind
Mastery 2 20 606 8 Thleldnesis 2 8 Thleldnesls 4
Mastery 3 30 906 9 Thlepathy 2 9 'telepathy 4
Mastery4 40 L206 10 'Ieleport 2 10 'temporal Distort
As a psyker uses his abilities, psi-points are deducted from his total
until he has none left.

All psykers are sensitive to psychic vibrations and auras, and hmoe
There are 40 distinct psychic powers or abilities described in this certain abilities because of this. These are additi.onal to the normal
section. Not all psychics can use all of the powers described, very 'level' abilities, and do not count towards the individual's maximum
few psychjcs have move than 10 distinct abilities. The number of number of psychic abilities. A psyker can employ one of these abilities
abilities is limited by the creature's inrelligence characteristic, the during his turn, he may not use another ability at the same rime.
normal maximum being 10. Innate abilities work automatically and do not require the expenditure
A psyKf!r can only employ abilities of a level equal to or less than of psi-points - there is no need to test for success.
his own mastery. So for example, a character with a mastery of 2
may employ only level 1 and level 2 psychic abilities.

The number of abilities can be taken from the chart below. Th.is
gives typical values and a randomly generated number to be used
if you prefer.
Mastery 'JYpical number Random number
Mastery 1 3 106
Mastery 2 6 206 (max 10)
Mastery 3 9 306 (max 10)
Mastery 4 10 406 (max 10)
There are several ways ofdetermining abilities for a psychic creature.
When he works out the scenario, the GM can decide for himself what
abilities psykers should have. Alternatively, the player can be allowed
COMBAT

Psythlc sense. If a psyker touches an object which has psychic score is equal to or less than the model's wlO power the ability bas
powers. or which has been affected by psychic powers, this will be no effect. If the score is more than the wiD power the save has f'ailed
apparent. The psyker will not be aware of the function or purpose and the ability has full effect.
of the power, only that it is present. A psyker will be able to sense
lhatanotbel-crearureis psychic by rouching, such as by shaking hands.
Psychic Awareness. A psyker who remains totally Inactive for an
entire rom, neither moving, fighting or using other psychic powers, A psyker under psychic attack may use psi-points to augment his
will beawafe of the presence and rough direction ofany other psykers own psyclllcsaving chrow. Before making his saving throw the player
~ithln 48". must declare how many psi-points he is ~ing to use to augment his
save. Each psi-point used adds one to the psyker's will power foe the
purposes of that save. After the save has been resolved the wiD power
returns to C10flffil1. and c:Jre psi-potrtts used en augment it are deducted.
Each ability includes the following Information.
l.t\'1!1 Abilities are divided into 4 levels of complexJty
equivalent to the 4 grades of mastery. Level 1 A psyker making a psychic attack may use psi-points to lower his
abilities are easiest and require least expenditure target's will power. The psyker dedares how many psi-points he is
of psi-points, level4 abilities are the hardest and using, and the target's will power is temporarily reduced by one for
require the greatest expenditure of psi-points. each psi-point. Once the save has been determined the target's wiD
~·points When a psyker attempts to employ his powers power reverts to nocmal.
he uses energy in the form of psi-points, the Where an enhanced attack and an augmented save are to be made
amount used varies from ability to ability. The psi- at the same time it is best to have each player secretly write down
points are deducted from the psyker's remaining the number of psi-points used in each case.
psi-points total. A character's will power temporarlly lowered or increased during
Description Each ability is different In Its effects, range, etc. psionic attack is altered only for the purposes of the psychic save.

A psyker may attempt to employ any of his abilities during the


psionlcs pan of his tum. If the psyker has 12 or more psi-points A psyker who rests from the beglnningofhis turn until the beginning
rtmainlng he can use his powers without testing for success- they of his next tum regains 1 psi-point. Resting psykers must be totally
wiD always work. If the psyker has less than 12 points remaining inactive. they cannot move. fight or even speak.
!hen he must test to see if his powers work or not.
lstforsuccess by rolling 206. If the result is equal to or less than
e.JN"tELL( (IJtNfi ~D ~BJLI'TIES
rbe psyker's remaining psi-points the ability can be used. A score Psykers are limited In the number of abilities they can have by their
ot'roorethan the psyker's remaining psi-points Indicates that the ability intelJJgence. No psyker may have more than he has inte/Ugence. Innate
has fulled. abilities do not count towards the total.
After attempting ro use psychic powers, and whether the psyker
succeeds or fails, deduct the psi-points required for the ability from
lhe remaining total. A psyker draws power from within himself. Psychic power is Inherent
in many living organisms and can be channelled or retained within
specially constructed objects. \\eapons designed to channel or enhance
psychic powers are usually called force weapons after tbe fozce •
Arrj individual suffering from psychic attack may attempt to make a common term for psychic energy and its use. A typical weapon of
asaving throw. The player rolls 206 for each model affected. If the this ldnd is the force sword.
COMBAT

Psi-points 4
I Psl·points 2 This abilty enables a psyker 10 reach
...--.:....-.., into the mind of an enemy and 10
Auras are powerful emanations that
temporarily discoMect all higher
=~~~'e/
..-:--..,.....,-, protect the psyl<er from harm. The
functions. The victims appears 10 be Desai ti
aura provides a physical barrier • a a slavering idiot. remaining aware of
son of force-field - that gives the of protection operateS
what is happe~. although unable exoept that the
psyker a basic saving throw of a 6
on a 06. This can be combined \'oith 10 do anything about it. The target basic saving throw
existing armour as a +I save. Auras
must be within 12•. The victim can This can be combined
do little other tha-t sit on the ground. ~ur as a +2 5a\'e.
may be destroyed by some
psychlcaJJy arruned weapons. and so gibber. dribble and eat grass. The
are not a guararue of irMllnerablity.
effect Is only temporary, lasting for Ectoplasmlc Mist
06 of the affected model's rums. The
A character may only bear one aura 2
dice can be roUed by the GM In secret.
at a tlme. and can remove his own and the result not revealed untU the
aura whenever he wishes. Bearing effect wears off.
an aura does not prevem a psyl<er
..._..;;.o.;._,.__._.
• from using other abilities. A mindless creature cannot defend
Cure InJury " ,..,,. :""'"''" itself and has a de!Cnsive ~ of 1.
"-ll!..:li:<W!l!:..J lr will move randomly at half· pace.
I Psi·polnts 3
Ttis ability can be used by the psyker
~.,....,_._,., 10 heal either himself or one character Psi·polnts
by touch. 1 wound is instantly
~lekinesis Is the power to move
restored on the dlaracter. This ability ,....,.~=".--. objects by pure wi.ll . A psyl<er with
wiU not work on a character who Is this ability may move any one
suffering from more than 1 wound unsecured object within 12 •,
·It wiD not even~ a single wound.
/'-~.....~ 1 weighing a kilo or less. up to a
A psyl<er who iC!empts 10 use this distance of 6". Alternatively. the
abiity and fails wil cause 1 wound object may be made 10 hover. or
rather than heal: there Is no psychic suspend ir.self mid-air. Most hand·
or other saving throw. This ablllty held equipment, lnduding &renades.
wil not work on a aearure that is weigh less than a kllo. and lever
~--I.!.Z-J....J already slain. pulling and buuon pressing can be
Ham.merhand - combat attack 1 '-'=~o:::::::;:::~ idlieved by meatS of this ability.

Level Psl·points Rlepathy - telepathy 1


This ability allows the psyl<er to Level Psi·polnts
..--..............-... dlannel raw psychic energy through
This ability enables the psyl<er to
his body· tumlng him Into a powerful .---.,..----. establish momentary one-way
~ner. He may ~t In hand-LO-hand
COIIaCl between himselfand another
oombat with twice as many attacks individual within 24 •. A brief
as normal, and blows srruck will be message may be given • the
at +2 strength. The abUity takes
L.:;.:;::=.=::::;..~ equivalent of abolll 10 words.
effect immediately and lasts until the
• } psyker is wounded , when it is Rleport - teleport 1
~' 1· 1 destroyed.
1 Psl·points
Immunity from Polson
Description A psyl<er with this ability can use It
Psi·polnts to teleport a distance or up 10 24 •.

B
This ability gives the psyker the 'lllls·happens immedlately. the model
~~-=~ power to tcansmute poisons and disappearing and remateriallslng all
other harmful cbemicals into wil.tin the psionicpation ofthe tum.
harmless ones. 11Us power may be Characters cannot teleport through
glven 10 the psy~r himself or any walls, solid objects. etc.
other single creature within 3 •. u
cakes effect imme<iately and gives Wmd Blast
the bearer complete immunity from Level I Psl·polnts 2
poisons, anlmal venoms, choke. The psyker generateS a sudden and
'L~•-o...::.•n hallucinogen, scare. srumm. IOXIn ....---..----. powerful disturbance of the
and virus grenades, web toxins. illllOSphere by releasing a burst of
needier chemicals, frenz.on and psychic energy. The wind blast Is
111
,.,..,.,'\1,.., 1
stimulant for the remainder of the treated like an a~ea weapon with a
LC&L<e.:.a.&.:ll day. radius of 2 • - b~ does not deviate.
Maximum range Is 24 •.
I Psi-poii11S I Thoops hit will be knocked 10 the
11Us ablllty en..bles the character 10 grouod and IDiiY not rnoYe or fire. The
r--.-=-.,.., directly attaCk the rrind ofhis target effect lasts for as lmg as the psyker
with a boh of mental energy - a sort wants, so long as the character does
of psychic punch!~ restrictions not use other abilities. move or Is
apply In the same way as for normal engaged In hand·to-hand combat.
• missile fire. A menial blow has a Troops behind hedges. walls. in
·' maximum range of24 •, There is no buildin~ or COVf:1 ofany kind are not
need to roll to hit. the blow affected. If the tiast is directed 1n10
aucomatlcally hiLs Its target, causing units which are engaged In hand·LO- the
a hit with a srrengch of 3. A hand combat both sides will be the unit is rallied aut•OIII<Itial••
damagingstr'lkecauses 03 wounds. affected: the coral number of combat without recourse co a w•<'u"'"'·"•
A psychic save ca1 be attempted, but hits caused by each side during the ~hie saving throw is made.
no armour saving throws are next round of combat wiU be halved
=..::=2-"~ allowed. {rounding down) .
COMBAT

2 Psi-points 3 Psi-points 3 Psi-points 5


ll!scnpdon This ability enables the psyker to This is a greatly improved Yersion of Auras can only be created by and
,.....,.,.:,.-...., sense lhe presence and location of ,...,.__.-...,.....,,..., the aura ofresiscanre. It operates in arrund the psyker limself. However,
f
.tfi llving creatures wi thin 12 • of the same way, except that it allows an existing aura can be uansferred
f.~ himself. This ability can be used to the psyker a basic saving throw of onto any other character within 2 • .
locate a hidden target prior to 4 . 5 or 6 on a 06. this can be
shooting at It • In which case the combined with existing armour as a
character takes hls · pslonlc • part of o:;_::.....;;:....:t-= +3 save. 3 Psi-points
the tum out of sequence (before he Using this much-lmpCOio'ed version of
L-..;..:.<........J shoals). the telekinesis abUity, a psyker may
Psi-points 5 move any one or more unsecured
This ability opens up the~ unit ·s objects with a total weight
2 Psi-points
lb.ls ability utilises raw psychic
=---i""EE mind tO a barrage of confusing. approxlmately equlvalent to that of
a small vehicle. The abillly has a
oonfticting and thought-destroying
--=.,.;,....,.,...., energy to desuoy material objects. Pi~~~ data. The unit becomes Instantly range of 24 • and the distance 1110\'ed
such as a door or wan. It will not confused. as If it has just failed a can be up to 12 •. If used against a
~on a Uvlng crecrure. The psyker ,..,...,. ,..._..._, confusion test. A subsequent test Is moving small vehide it must test to
m~ touch lhe surfuce to be alfected. made during each succeeding turn gp out of control. Alternatively, the
The ability causes a strength 10 hit • until the unit makes a successful \ object may be made to hover. or
on the target, causing 04 suspend Itself mld·air. An
0 f' WOWids/damage If successful. assonment ofloose objects used as
a missile attack causes a satmgrh 5
lkkioesls • telekinesis 2 bit, and 06 IVOIInds If damage is
Psl·points 5
I..Mi 2 Psi-points 1--- --J scored.
The psyker induces fear into a unit
l.'mipoonlt'ling tttis Improved version of the ,--- - - - , of troops within 24 •. The unit
,...--.., tdeJdnesis allility a psyker may move becomes subject to fear against all
lilY one or more unsecured objects potentlal hand·t~hand combat 3 Psi-points 6
weighing less than 10 kilos in toea! opponents. and must make the This abltlty enables the psyker to
up to a distance of6 •. The ability has appropriate psychological test ..-----, estabUsh two way contact between
a range of 12•. Ahernatively, the himself and another Individual
whenever they~orare~.
' object may be made to hover. or within 24 •. The lndlviduals remain
suspend Itself mid-air. An in contact for as long as both pallies
assortment of loose objects can be '(: / wish, but the Unk Is severed Ifeither
employed as a missie attack causing L......;~;::;.__-J suffers Wl?und damage.
a sm~ngrh 3 hit, and 04
L.--~ IIOWidsldamage if successful.
3 Psi-points 4
i~li.E-EL':4 AB.t.tTIEji?
This ability enables the psyker to Aura of Invulnerablllcy (+4 awa)
2 Psi-points r=--v:;:'!'"' make a direct attack aplnst another
Level
4 Psi-points
This Is a longer-ranged, more character bearing an aura of levels
..--....--. powerful version d the first level 1 or 2. The maxicmm range Is 24 •. This Is the most powerful version of
Description
ltleponabllity. lt aDOY.-s a psyka" to The character does not receive a the aura ofresJscJnce. It operates in
ltlepona~eduptoamilein psychic saving throw, the aura Is the same way as the level 1 aura
any dlrectlon. This is achieved instantly dispeUed.,Note that thls except that It gives the psyker abasic
irnlrediately. !.he malel disappearing abilfty does not a!Tect auras of a saving throw of a 3, 4, 5 or 6 on a
and rematerialising all within the ~:...:...:=-:~~ higher la-eL [ ] 06. This can be combined with
psionic part of the turn. He is able existing armour as a +4 save.
to teleport through walls, solid
objects, etc, so long as the thickness 3 Psi-points Change Allegiance
ofintetpoSingmatter is no more than This Is a powerful version of the 4 Psi-points
~..:......::..:..~ a metre. ,.....--:-:-::=:--.. nrncal bole. A mental bUtz enables This ability allows the psyker to
the character to directlY attack the tamper with the fundamental
mind of a target~ a bolt of mental personality of the target unit or
energy. ~t restrictions apply in character, changing rnodvatlons and
the same way as for normal loyalties. The ablley has a ran&ll! of
:lid 3 l'si·points 6 + 2 per turn to mairuain shooting. The maximum ran&ll! of a 24 •. The~ has a normal psionic
, mental blitz is 24 •. There Is no need saving throw. If al'iaed, the ~
11$ ability allows a psyka" to pass
to ron to hit. the bdt automatically
=-..,..,.-= on a llule of his power into an hits Its target. cau9.ng a hit with a
cl'lcln&II!S sides b II'£ rest ofthat day,
lnarimate object • Slrl1 as a weapon. and can now be cootroUed by the
strength of 6. A damaging strike ~ as If it was one of his own
The weapon. or olher single piece of causes 06 Wl?wxfs. A psychic save
equipment, can now act m.lts/charaaers.
can be attempted. but no armour
Independently ofeither the psyker or
ll....l.;..Do_.._. saving throws are allowed.
other operator. Where appropriate
the weapon can be considered as 4 Psi-points 10 per wound
having a profile of M6. WS6. BS6. 1bls ability can be used by the~
54, T6,16 and/\!. The weapon can 3 Psi-points to heal either hlrnselor one character
not only fire ofits own accord but This ability is the Inverse of the rally by touch. 1 wound Is Instantly
may move about. floating in the air r------, abltlty. The psyka" forms a brief resiDred for each tO psi-points used.
if It has no obvious means of telepathic link with the target unit,
propulsion. The effect lasts until the Thls ability wW 110( work on a slain
instilling a sense of lllreaSOtling fear
begjnnlng of the psionic part of the and panic. This ablliy is used apinsl
crearure.
psyker's foUowiJ1g turn. After the a~ unit. Maxilrum rarcge Is 24 •.
first turn the psyker must expend a The unit will ro~ automatically if It
funher 2 psi-points to mairuain the fails a psychic saving throw, as if It
J e!Tect until the psionic part of hls had just been rOII.ed during hand-to-
following turn. This does not prevent hand combal. This does not affect
lim from using ocher psychic pOY.'etS any other units in any way, not even
a1 the same time. units In combat with the one being
.,;.::......__._........, routed.
COMBAT

4 4 4
8 6 12
nus abiliry enables the psyker to This abllll)' cbannels psydllc energy 111e psyk.er can udllse his powers ro
disassemble the p!1yslcal pan of lito the mind of the psyker. allowlng ~..,......,..,.,., create a disturbanre in the f'abrlc of
11mself, twnlng lito a phanl3SID. As 11m Ill lnctease one of his personal space. causing repetitions and
such he Is absorbed lnllllhe psychic characterisdcs (Ld, lnt, Cl and WP) negations of the time stream. A
llllversc, unable to act upon or CYeJ~ by t . This can take leYels to abcM skilful Individualcan manlpulat.e lhls
realise what Is happming In the ·~· the theoredcal maximum of 10. The to his advant¥-
univase. 1be psylr6 remains in lhls dfea lasts lOr the rest of the day, and Once this abilll)' has been used. the
inoorporeal Slate fa" D6 days. after wW have worn ofT by the next psyktr p~r can alter the game
which he may rematerlallse momlng. lbls ~cannot be used
anywhere wlthln the universe. ~In arl)'ontoflbef~
repeatedly. so tong as one ways. At lhe end of lhar tum all the
Altemadvely, he may remain as a character1stlc remains enhanced lhe
models on lhar side may repeal 311Y
phantasm. adrift upon the pS)Otlc ability wiD not ~rk again.
winds for as long as he chooses. 1be one part of the turn sequence •
llle of lhls abilitY has a weakening Thlekinesis - telekinesis 4 moving. shooting. hand-to-hand
effect upon the psym. Everytime lt combat or pslonlcs. If repeadng
l..eYd 4 hand-to-hand combat only models
Is used D6 points are lost from the Psi-points 9
~....l:..--l p;l~ IOClll.
on the same side~ the psyker strike
Descripdon 111e mosr powerful form of the , \\ blows. A.lternadvely, during the
rdeldnesis abiliry. This allows the ._- , , enemy's next nrn, lhe psyker can
psyker to move aey one or more ~ cause all of the models on lhar side
4 W1SeCUitd objeas with a IOC3l weight • ·, Ill miss a part of the sequence. If
10 approxlmatdy equlvalen1 to lhar of • hand-to-handcanbat Is ml.ssed the
1hl> 1s the most p<MUful of an the a~ vddde (two medium. or d!ree _-....q .... ~may notsaW: blows. bul the
merJal aaacks enalilng thec:baraf:ur small vehicles). lbe range of the psyker's own side still fights as
to cl.rectly anack the mind of his abilty Is 24. and !bedislanoe mcMd ..___ _..J normal.
!iiCFl with a bolt d mental energy can be up to 12•. tf used against
· a sort of psychic punch. 1\uger movtng vehicles they must test to tgJ
restrlcdons apply In the same WilY out of control. Alternatively, the
as for normal shooting. The object m~ be made to hover. or
maximum range of a menial blast Is suspend Itself mld·alr. An
24 •. There Is no need to roll to hit, assortment of loose objects used as
the blaw auromadcaltY hits ils ~ a m.lsslle atlaCI\ causes a stmrgtb 1
causing a hit wtth a strength of 8. hit. and 010 ~ lf damage Is
A. damaging strike causes 06 scored.
wounds. A psychic save can be
attempted, bur no armour saving
~S::al.:.a::.u.J throws are allowed. 4
8
'!'1m ablllcy enables the psyker to
4 establish two-way contact between
12 himself and allY or an Individuals
This abi.li1y ~ the psyker Ill alter within 24 •. The Individuals remain
..,..---... the laws of dme and space, In contact for as long as all pardes
temporarily creating a stasis wish, but the Unk wiD be severed lf
oomparable !DIM caused by a Slasls ~...u....:..u.~ allY suffers WOI6Id damage.
~eoade. The~ Is 24•. and an
area is affected wtth a radius of 2 •.
r .>.'J/111.- 1 . n Models fai.Ung dle!r saving throw
within the affected area will remain
In Slalis lOr a pcr1odclapproximafdy
24 hours. and may not do aeythlng
ar all during lhls dme. Other models
may not fire or move through the
stasis this time.

or even groups of planets for a short period. Usually, however.


retaliation is swift and effective.
Since the 1\Yentieth century mankind has suffered constant mutation Mutation is widely regarded as a mark of deviance that should~
as a result of exposure to various typeS of genetically damaging supressed. However, some mutations are not apparent immediate~):
rad.ioactive and chemical pollution. Nuclear wars ravagro maey worlds and in such cases a mutant may rise to a position ofsocial or mi1itr)
during the Dark Age of 71lchnology and the ensuing Age of Strife. promlnance. When this happens individuals may be powerful e~
As a result, the human gene-stock is far less stable than it was during to maintain their position despite a generally known or wide~
the pre-atomic age and mutation is common. Families with no record rumoured mutation.
of mutation might reasonably expect to run a 5% risk of mutated
offspring. Amongst mutant parents the chances are over 90%. 11\ese
same factors also affect aliens, although they may be more or less
susceptible to mutation than humans. You can create mutants by taking any basic creature and addiJl
The position of mutants within the Imperium varies from world to a number of the mutations described below. An average number d
world. On the majority of primitive and medieval worlds they are slain mutations can be determined by rolling a 03. Mutants occasionally
as soon as they are born. on the majority of technically advanced act In cohesive groups - perhaps as space pirates, rebels or bandits.
worlds they are permitted to live, but rarely enjoy the boon of full Long isolated planets mzy develop populations which are allno&
citizenship. On maey worlds they are segregated from the normal entirely mutant. A group of these crearures may take a while to~
population, outlawed, or forbidden to live In certain areas. Generally in detail, but the result will provide an interesting and unusualp
speaking, they form a huge downtrodden portion of the population Roll a 0100 for each mutation. Note the results as you go along.
of the Imperium. Their dissatisfaction occasionally erupts as rebellion. Many mutations Involve some sort of characteristic modifications or
SUCh revolts occasionally allow the mutants to take control of planets special rules. 11\ese must be noted down by the player concerned.
COMBAT

IANDOM CHAKJ'
Atrophication of limbs results in general loss of coordination and
01 N:ld excretion 51·52 Limb transference
balance. For each limb lost reduce the creature's inltia.dve by 1. Limb
02 Nbino 53 Long legs
OJ AlmS dong;lce at wiD 54 Long neck loss is also indicative of a broader deficiency. 1b represent this reduce
04 Atrophied limbs 55 Long nose the creature's toughness by 1 for every 2 llnlbs lost.
05 !leaked 56 Long spines
06-07 llestlal fact 57 Mace tail Beaked. The creature has a horny beak similar to that of a bird.
oe Beweaponed extremities 58 Massive Intellect In dose combat the creature gains a single bite at normal strength.
09 Big ears 59 Metal body This does not count as an improvised attack.
10 Bird feet 60 Mindless
II Black skin 61 Moronic Bestial face . This mutation changes the facial structure so that it
U Btea!hes fire 62·63 Multiple arms resembles that of a beast. It is extremely common amo~t mutated
13 Brightly patterned skin 64 MullipUcation humans and has spawned the sub-race of Beastmen. Apart from
14 Bulging eyes 65 One eye
15 Bum!ng body 66 Overgrown body pan leaving its victim in a state ofsickening ugliness this mutation is neither
16 Cloud of ffies 67 Pin head harmful nor benefidal.
li-18 OoYen feet 68 Pointed head
19 Cowardice 69 Powerful Beweaponed extremities. The creature's arms or normal
20 Ctest 70 PrehensUe tail manipulative limbs are formed into the shape of clubs. often with spikey
21 Q}s131llne body 71 Quadrupedal/bipedal nodules or exposed bone. Although useless for holding weapons, these
22 Emits cloud of poisonous gas 72 Rapid regeneration do make excellent hand-weapons in their own right, so that the crearure
23 Enormous Jnvolumary noise 13 Razor sharp claws
24 Enormous leonine mane of hair 74 Rear:rangOO face need never worry about counting as improvised in combat.
25 Enormously fat 75 Regeneration Big ears. This mutation affects the tissue of the ears. wh.ich become
lb Extra Joints 76 Rotting Oesh
27 Evil eye 77 Scaly skin so swollen and prominant as to resemble those of an elephant. This
28 Extremely thin 78 Scorpion tail is rather inconvenient to put it mildly, making it almost impossible
29 E)'estalks 79 Shon legs to wear a helmet for instanceI However. the creature's hearing becomes
JO Fealhered hide 80 Shrink quite acute, so that the slighteSt sound can be detected easily. This
31 Feantreless face 81 SWy vola:
32 f\Jrry 82 Silly walk allows the creature to function as if equipped with a bio-scanner
33 Great fan~ 83 Skull face sensitive to any anJmal source.
34-35 Greai horns 84 Snake tail
36 Growth 85 Spies acid Birds feet. The creature suffers from a mutation that leaves the
37 Headless 86 Subject 10 fits feet clawed and scaled like those of a bird. This confers no advanta~
38 Hideous ap,.,.~ee 87 Suckers or disadvantage but is unattractive.
39 Hopper 88 Thll
40 Honib!e stench 89 ~ntades Black skinned. This is an abnormal mutation affecting the skin
41 Huge head 90·91 Three eyes structure. All light reaching the skin is completely absorbed, without
42 Hunchback 92 Timeline sUp reftecting even the tiniest amount. The creature is seen only as a black
43 Hypnodc gaze 93 Transparent skin
44 Ulusion of normality 94 \try agile shape, with no actual detail or structure apart from a pitch-black
45 lovlslbility 95 \try fast outilne. This does not affect the creature in any way, adler than making
4il Iron hard skin 96 \try strong it totally invisible in darkness.
47 Irrational fear 97 Wry wany skin
48 Irrational hatred 98 VIvidly coloured skin Breathes fire. This terrible mutation permits the creature to breathe
49 l..evltadon 99 Wcllking head flame. Fire breath can be used in close combat or at a dlstance with
50 Um.b loss 100 Wangs a maximum range of 8". The saength of all attacl<s is the same as
Add ex.credon. '111e creature's skin exudes a repulsive and extremely the mutant. SUCcessful attacks cause 1 wound.
Jkl(alt acid. The creature itself is not affected by this vile substance, Brightly patterned skin. 1be creawre ~a brighdy patterned skin,
~ af\YOlle or anything else will be horribly bumed.lfthe crearure striped, spotted, parti-coloured, etc. Such mutations are odd looking.
caland a successful combat blow then the strength of the blow is even occasionally attractive, but are only superfidal. They have no
ik::reased by +4 and the damage caused is increased from 1 to 06 associated advantages or disadvantages.
IOOllds (or by +06 if more than 1 alreadn. If faced with steel, or
a solid barriers, the aeatuce can melt through given time - typically Bulgingeyes. This mutant has huge, goggling, frog· like eyes. Aside
laking 1 turn to penetrate 1Ocm of hardened steel or its equivalent. from looking rather stran~ this mutation confers the advantage of
infra-vision upon creatures that would not otherwise have it.
Albino. The creature Is a perfect albino with eerie white skin and
glowingred eyes. Such creatures generally suffer from poor eyesight, Burning body. The creature's body chemistry is distorted in a very
stran~ and unnaroral way, the skin burning constantly. A creature
especlally In dim light. Albinos never have infra-vision, even if their
rn normally has this attribute, and cannot use infra-vision equipment. with a mutation of this kind is invulnerable to normal fire and takes
In addition' their eyes are especially sensitive to light, and only halfdamage from all heat based weapons (laser, plasma, melta-
pxxochromatic eye protection is less effective than normal. Saving guns). Odd half-wounds can be resolved by rolling a 06, a score of
rolhre always counted as 1 'pip' less to allow for this, ie a normal 1·3 indicatingno ~ ascoreof4-6 ls 1 wound. Inclose combat
save might be 5 or 6 and an albino saves on a 6. the creature's immense body heat causes discomfort and panic. in
opponents, who must deduct 2 from their 'to hit' dice. A.rry wounding
Arms elongate at will. The creature has a complex system of hits inflicted by the mutant automatically cause +1 wound above
lgaments and muscle instead of normal arm bones. This peculiar nonnal.
~ment permits the individual to elongate the arms a distance
rll +06 • in order to make a single close combat attack. The victim Cloud of rues. This mutation is espedally unpleasant, affecting
may not fight back. Having made the attack, the arms immediately the skin.in such a way that the flesh becomes loose and putrescent.
wilbdraw and the tar~ is free to move, shoot, etc as normal. The creature is permanently surrounded by a great swirling mass of
flies which live off its disgusting h.ide. The flies not only feed from
Atrophied limbs. Th.is mutation affects the limbs and/or bead the semi-liquid mess. but lay their eggs upon it and maggpts can be
allling in imperfectly formed and often useless body parts. Roll a seen wriggling beneath the skin. The flies do give one advantage,
D6 to see how many parts are deformed. however; any hand-to-hand combat opponent will be so disoriented
1·3 1 3·5 2 6 3 RoU a 06 10 determine which pans are affected. that he suffers a -1 'to hit' penalty as flies gather around his mouth,
I Head The creature is a moronic pinhead (see moronic.) crawl around his eyes and fly up his nose.
H Arm One arm is useless Cloven feet. This is another common Beastman mutation. The
s-6 Leg One leg is useless. A creature with 1 leg may move at creature has feet cloven like those ofa pt. In addition legs are often
half-rate. A creature with no legs is immobile. hairy and sometimes the whole lower torso may be ~at-like.
COMBAT

Cowardice. The creature is ~netk:ally chicken! tt willnever willingly Feathered hide. This is a mutation which affects the crearure's skin.
enter close combat and if charged will run aW<\)' if possible. The crearure is covered with feathers, often of a garish pattern, and
crest. This mutant has a hu~ crest like that of a bird. Mutations may have vestigial wing membranes between arm and body.
of this kind mimic many of the popular hair-styles of the hive-worlds, Featureless face. This rather sad mutation leaves the creature ~ilh
and are not always looked upon with disfavour. no facial features at all. Such crearures are blind. They are forced tc
Crystalllne body. The crearure's body appears to be made from eat and breathe via an additional orifice, often situated upon so~
a form ofUvingglass. It Is tough but in1le:xible. The creature's toughness hidden or embarrassing part of the body.
is increased by +1. At the same time its ~rounds are reduced to a Furry. lbe crearure•s body Is covered in long. dense fur. If natural~)
maximum of 1. All saving rolls made by this crearure are at a -1 furry, then a mutated crearure Is even more so, its fearures and e.om
modifier, I.e. a normal save ofa 5 or 6 becomes a modified save ofa 6. ~era! shape are completely obscured.
EmJts clouds of poisonous gas. The crearure emits noxious gases Great fangs. The crearure has huge fangs. These are so large thai
from one or more of Its bodily orifices. Each cloud is represented by the crearure can use them in close combat without having to COUDI
a 2" radius burst marker. The creature can emit a single cloud during as improvised "''Capons.
any turn on the 06 roO of a 5 or 6. Up to 06 such douds can be released
in a game. (The si2.e and frequency of gas clouds can be varied at Great horns. This mutation is fairly common amongst beasnnen
the GM's whim- ifd1e crearure Is eSpecially large for example). Clouds Huge pointed horns grow menacingly from the crearure's skull. This
move 06" per rurn in a random direction, or follow the course of any confers the same advantages as great tangs.
wind where appropriate. There are 6 different typeS of gas. Roll for Growth. Unnatural growth affects the creature's body so that a
each cloud as it is emitted. becomes 03+1 tinles tar~ than normal. Characteristics are increased
1-2 Poisonous. Automatically kills by inhalation. All models
as foUows.
suffering a hit are slain. Assume '1-\.53 for this and all subsequent Growth M WS S T W
gas attacks. x.2 xl~ +2 +1 xlY, -1
3 Paral,ysls. Automatically paralyses by inhalation. All models x3 x.2 -1 +3 +2 x.2 -3
suffering a hit are paralysed and can do nothing. A recovery x4 x2~ -2 +4 +3 x2~ -5
can be made on the 06 roll of a 6 made at the beginning of Headless. The creature has no visible head, all of its normal cranii
the victim's turn. organs and functions are accomodated within the torso.
4 Noxious. This causes sickness and diz.tiness. All models Hideous appearance. This mutation \eaves the creature in Sid
suffering a hit must subtract - 1 from all dice roDs made for the a disgustingly sickening condition that It causes fear in all intellip
rest of the game. crearures (Inc 5 or more).
5 Oily black gas. This cannot be seen or targeued through by Hopper. The creature has but a single hu~ foot, moving along by
any troops - even those with lnfra.-vision. hopping. This does not affect movement other than making a
6 Hallucinogen. RoO for effects as ~u would for hallucinogen gas. inlpossible to scale ladders.
Enormous Involuntary nolse. This is a singularly embarrassing Horrible stench. The crearure·s metabolism is savagcly disto~
mutation that affects the digestive system. Periodically the creature producing a variety of fetid and unpleasant odours. Roll a D6 to
produces an unexpected, involuntary and very loud noise. This establish the ~ of the stench in inches. All models within dli
happens on any turn on the 06 roll of a 6. Ifthe crearure is a member range are subject to a disadvantageous -1 modifier on all dice rolls.
of a fighting unit its fellows will have grown accustomed to its members of the crearure•s own unit are Immune, having beecome
peculiarities and are not affected by the odd beldlings, burblings, accustomed to the horrible smell.
n.unblings, etc. Other creatures within 6 • will be startled by the sudden Huge bead. The creature has a vast, balloon-l.ille head that \Wbi*s
noise and must subtract -1 from all dice rolls made that turn. ridiculously on top of its narrow deformed shoulders. IntelJJgenct i
Enormous leonine mane of hair. The creature sports an enormous increased by +1.
leonine mane like that of a lion. Th.ls may extend to the head ~netally, Hunchback. Th.ls mutant has a terrible, oonspicuous and ugly h~
which may be Uonlsh with a great deal of facial hair. right in the middle of Its back. Although gross and a grtJI
Enormously tat. This mutati.on affects the creature's metabolism inconvenience to Its tailor, this mutation in oo WirJ affucts the cteallltl
so that It becomes enormously fat and bloated. This mutation affects fighting pr~.
Ogres to a certain extent, but In Its more extreme form there are Hypnotic gaze. This Is a vecy special power which enables acrea1111
associated disadvanta~. Individuals occupy twice as much space to aansfix an enemy model once per turn. Maximum range is 12"
as normal (i.e. counts as 2 vehicle crew). Pcltties attempting to~ The victim must make a saving roD against its wf11 power,
through a normal stud door, harch, etc, will~ sruck on the 06 roO to score equal to or less than WP on 206. If this Is failed
ofa 4,5 or 6 andean only free themselves on the subsequent roUofa 6. Is transfixed and may do nothing until released by dle mutant
Evil eye. This weird mutation enables the crearure to make a single Is automatic once the mutant either moves to more than 12"
gaze attack instead of normal shooting. The gaze has a ran~ of 4" or attempts to transfix a further enemy.
- the crearure must roD 'to hit' as normal. If hit by the evil eye, a muslon of nonnallty. This mutant has at least 1 other
character's karma will be severty disturbed, suffering a -1 dice modifier but appears perfectly normal. The appearance is kept up
on all rolls made during the rest of the game. the crearure Is touched, when its true form will become
Extra joints. This mutation endows the limbs of the creature with tnvlslbillty. By some freak of cell structure this mutant
extra joints in its arms and/or legs. Despite making the individual invisible. The GM must carefully record the crealllre's
appear rather odd, this confers no real advantage/disadvantage. times. Only by using equipment, carrying things. ere will the
Extremely thin. The crearure Is unnaturally thin and emaciated, glve itself away.
bones protrude through skin, ribs stick out like keys on a plano, eyes Iron hard skin. The creature has hard, chitinous. often
b • comically. Such crearures have their strength reduced by 1 (to scaly skin. This confers a basic 06 saving throw of 5 or 6, or
a minimum of 1) and ftnd it impossible to buy clothes in chain stores. 2 'pips' to the crearure's normal saving throw.
Eyestalks. This mutation deprives the creature of normal eyes, Irrational fear . This mutant suffers from a severe mental
replacl.ng them with stalk eyes llke those of a crab. Such creatures that renders It subject to fear against one of dle following.
cannot use the normal r~ of Infra-vision or photochromatic ~·
COMBAT

1 Any creature larger than itself Multlplicatlon. This bizarre mutati.on enables the creature to split
2 Any alien crearure into two or more entities for a limited time. This can be done only
3 Any crearure of its own race in moments of stress - if the creature is fired upon for example. At
4 Crearures making loud noises or firing guns such times roll a D6, a score of 6 indicates that the crearure has split
5 Plants into 06 additional parts, each identical to the original. All personal
6 Other mutants equipment, dothing and weapons are also duplicated. At the end of
Irrational hatred. The creature has a mental disorder similar to 06 turns the creatures reunite into a single entity at a point equldistant
irr.Wonal fear but this time manifested as hatred. Use the chart for becween all of the parts. As Long as one part survives the mutant
is restored to full health. This can happen only once during a battle.
irrational fear to establish what the creature hates.
Levitation. The creature may levitate by up to lm from the floor On.e eye. This mutation gives the creature a single large eye like
and also move horizontally at normal move rates. a cyclops. Eyesight Is unimpaired, except that all shooting becomes
more difficult and shots at over short range are subject to a further
Limb loss. The creature loses 1 or more limbs determined as follows. -1 'to hit' modifier.
1 Both arms 2 Both legs Overgrown body part.Throw a 010 to determine the part affected.
:H One arm
Roll Part Growth Bonus (if any)
Umb transference. This Is a common mutation. Creatures have 06
!heir Umbs swopped around. Not only limbs but also facial features
can be affected. Detennine how many parts are affected with a 06. Arm 1-2 X2 none
3-4. x3 +1 strength
1-4 1 part 5 2 parts 6 03+1 parts 5-6 X4 +2 strength - 1 initiative
Determine which parts are affected with a 010: 2 Arms 1-2 x2 +1 strength
1·2 Head 5-7 Arm 3-4 X3 + 1 strength + 1 attack
3 Eyes 8-0 Leg 5-6 x4 +2 strength +l attack -1 initiative
4 Mouth 3 Leg 1-2 X2 half movement
Determine the location the part is moved to as follows: 3-4 X3 - 1 weapon skJJJ and half movement
5-6 x4 -2 weapon skJJJ and half movement
I Head 6 Groin
2 Chest 7 Elbow 4 Legs 1·2 X2 movement increased by 50%
3 Back 8 Knee 3-4 X3 movement increased by 100%
4 Stomach 9 Hand 5-6 x4 movement increased by 150%
5 Hip 10 Foot 5 Head 1-2 x2 no effect
Long legs. The creature has enormously Long legs. This Is quite J-4 X3 -2 initiative
advantagoous In some situations, allowing the creature to traverse 5-6 x4 -4 initiative
dillkult and very dillicult ground with only half the normal penalty. 6 Hand 1-2 x2 no effect
Long neck. The crearure has a long giraffe-like neck. J-4 x3 no effect
5-6 x4 +1 strength -2 initiative
LDng nose. This mutation endows the creature with a Large. bulbous,
extremely long nose or snout. 7 Hands 1-2 X2 no effect
3-4 X3 + 1 strength -1 initiative
Long spines. The creature's body is covered with long spines or
5-6 X4 +1 strength -2 initiative
spikes. Any dose combat opponent will find it difficult to get near
lhe crearure and must subtract -1 from ·to hit' rolls. 8 Foot 1-2 x2 -~ "movement and -1 initiative
3-4 x3 -1" movement and -2 initiative
Mace tail. The creature has a tail, often with a knobbly or spiked
5-6 X4 -2" movement and -J initiative
erul rather like some dinosaurs. This can be used in dose combat.
~ an additional attack at the creature's basic strength. 9 Feet 1-2 x2 -1 initiative
3-4 X3 +1 n movement and -2 initiative
Massive intellect. This mutation boosts the creature's intelligence 5-6 x4 + 1~ " movement and -J initiative
1010. This is irrespective of normal maxhnum levels. The mutant may
Y~tO suffer from preceptible bulging of the cranial region. 10 'lbrso 1-2 X2 +1 strength
3-4 x3 +1 strength +1 toughness -1~ movement
Mdal body. The crearure's skin Is formed from some sort of naturally 5-6 x4 +1 strength +1 toughness +1 wound and
deposited metal, making him very tough indeed! The creature has
half movement
a +I toughness on normal.
Pin bead. The crearure has a tiny bead barely big enough to support
Mindless. This mutant is totally without a brain. Lt will obey the
its shrunken little face. lnte/Jigence Is reduced by -1.
commands of anyone within 4" - usually the nearest but if two are
equally dose determine randomly. The creature .is too thick to respond Pointed head. The creature's bead is pointed in such a way that
10 psychological threats. Intelligence is o. makes it difficult to obtain a decent helmet. This affects intelligence,
reducing the creature's normal score by - 1.
Moronic. The creature is congenitally dense. The inteUigence score
remains as normal, but everytirne the creature uses a piece of Powerful legs. The creature has immense kangaroo legs and can
tqllipment lt must test to see if the task is accomplished correctly. leap a clear distance equivalent to its normal movement allowance,
1bis applies no matter how simple the item- eg door handle, sword, either vertically or horizontally. Normal movement (by hopping) is
!woo. The creature is completely unable under any circumstances unaffected.
ID open cartons of milk or yoghurt. Prehensile tall. The crearure has a mobUe tail, easily able to wield
Multiple arms. Th.is creature is blessed with extra arms. These an additional dose combat weapon .
enable additional close combat weapons to be carried and hense give QuadrupedaJ/btpedal. If normally bipedal the creature becomes
additional attacks. Only one weapon may be used during shooting quadrupedal, losing the use of its arms. If normally quadrupedal the
00wever. creature becomes bipedal, gaining the use of arms.
1-4 2 extra arms Rapid regeneration. This is a very useful mutation that affects the
){) 4 extra arms creature's metabolic functions and ability to heal itself. lt can only
COMBAT

be used by creatures with more than 1 wound on their profi1e. A with a barbed sting. This is used in combat giving an extra artad
crearure which has taken mund dama~ will automaticaDy recover at a strength of 1 point higher than the creature's normal saengh.
1 wound pee tum until it reaches irs normal total. This ability is no Short legs. The crearure·s legs are amazingly and improbably shoo.
use once all of the creature's wounds are ~me - In which case the AD difflcult and vezy difflcult ground cotmts as twice ac; difficult kt
individual is dead and cannot regenerate. this mutant.
Razor sharp claws. The crearure has steely claws that can be used Shrink. The creature is shrunken and generally small and shrivelk'd.
in close combat Instead of another weapon. The mutant need never 1b determine the extentofsh.rinka~ roll a03+1, the curountshowl
count as using improvised weapons in close combat. is the fraction of the crearure's normal size - Le. 2 - ~. 3 - 1J
Rearranged face. The creature's fearures are all jumbled up - the 4 • !4. Consult the chart for effect. No characteristic may fall robeD
eyes may be below the mouth, the nose on the forehead, the mouth 1.
positioned vertically, etc. Size Move Strength lbughness 'Mlunds lnitlati\'t
Regeneration . This is a similar mutation to rapid regeneration, ~ -~ -1 +l
although not quite as effective. It affecrs only crearures with multiple
wounds in the same way as rapid regeneration. lt the mutant suffers ~ -1 -1 ·1 -1 +2
wound damage, but still has at least 1 wound left, it can try to % -1 ~ -2 ·I -2 +3
~nerate 1 wound at the beginning of its rum. Roll a 06 • if the
score is 5 or 6 one wound is recovered, otherwise there is no chan~ Silly voice. The mutant speaks with a squeeky, stuttering.
but the creature may try again next turn. This power cannot be used trumpeting, honking or other unusual noise.
by a creature with zero wounds - such a creature is dead and beyond
regeneration. Silly walk. An extreme mannerism in the crearure's peram.b~
technique endows it with a ridiculous gait.
Rotting flesh. This mutation causes the flesh to rot visibly upon
the crearure's body. This is a sickening sight and the creature smells Skull face . The creature has a head in the form of a slrull.
pretty awful as well. Digirs may be missing from hands and feet, the Snake taU. This mutant has a tail terminating in the head ofa snait
face is barely recognisable and internal organs may be seen poking With such a tall the crearure may make an additional close co!W
through ruprures in the weakened flesh. The mutant suffers -1 attack at the crearure's normal saength.
initiative, · 1 strength and ·1 toughness. Spits acid. This unusual mutation aiJows the creature to spi!
Scaly skin. The creature's skin is scaly l.ike that of a reptile. On corrosive acid. This can be used in close combat as an additional atzad
the 06 roll ofa 4, 5 or 6 this will be hard and horny enough to increase at +2 saengrh to the creawre's normal, and with a saving thrill
its toughness by +1. modifier of -2.
SCorpion tail. The crearure has a tail UN! that ofa scorpion, equipped Subject to fits. This creature is subject to firs brought about cy
COMBAT

suess. When it is charged the creature must make a test against its away - quite disconcerting in fact!
cool. RoO 206- If the score is equal to or less than the cool the test
Very agile. The creature is astoundingly fast and agile. .It has +2
5 passed and allis well. If the score is greater than the cool the test
aaacks and may add + 1 to any saving throw to account for its
IS failed and the creature is thrown into a convulsive fit rendering it
additional moblllty.
completely useless. This lasts until a 6 can be roUed on a D6 at the
beginning of a subsequent round. very fast . This creature can perform actions at incredible speeds
- drawing guns. moving, tying shoe laces, etc. 1l:> an observer the
Sackers. The creature's limbs and body are entirely covered with
creature appears as a blur moving far too fast for the eye to follow.
po~~trful suckers. The mutant can use these suckers in close combat
toanach irselfto its opponent which it does automatlcallywhen scoring The creature moves four tinleS as fast as normal (movement x4), and
may saike in combat with four times as rrtany blows (actacks x4).
illuqwhether the hie causes damage or not is lmmacerial). Once the Otherwise an actions can be done approximately four times as fast
atarure Is attached Lc doubles Its number ofattacks whilst the opponem
as normal. A slow-loading weapon can move and fire with a-% rate
'Mf make no attacks at all. A 'suckered· opponent may try to escape
movement penalty. Psion.ics and thought processes are not speeded up.
~ rolllng the equlvalent of a normal combat 'to hit' and is then
~ to be free from the begjnnl.ng of the following round. very strong. The creature is fabulously strong for its racial type.
r.lll. This mutant has a long tail.
Add +D4 points onto Its strengch characteristic. Such creatures are
usually large and weD muscled, with bulging torsos aodbugeaushlng
'tntades.lostead ofarms this creature has long curling tentacles. hands. CreanRS with a +3 or more automatically add 1 to toughness
:'ar.se function in the same way as normal manipulative organs. as well.
Three eyes. This common mutation endows the mutant with three very warty sldn. This mutation affects the creature's skin which
~ 1bis makes it very hard to buy spectacles. but makes no difference becomes CO\.Ued in large. ugly warts.
"the crearure otherwise. Vividly coloured sldn. This affects skin pigmentation. Not only
TlmeUne slip. This unusual mutation gives the creature the ability can skin be coloured in 31\Y one of a number of vivid and unusual
~mrany jump out of time for a brief period. At the beginning of colours, but it might also be striped, spotted or patterned in some
ll)'Ofits rums the mutant m<ft disappear from the table -the individual entertaining fashion.
~ jwnped ahead of time and will reappear in the same position 06 walking bead. This mutation rums the creature into a simple
::ms larer. The mutant has a degree ofcontrol over the time jumped, walldng head with anns and~ d.irectly attached to its <We~Sized skuD.
Dl so may add or subtraCt t from the dice roll - this roll should be Wings. The creature acquires a pair of wings which can be used
rtp! secret from the opposi[ion for obvious reasons.
to fly. These may be feathered, bat-ll.ke or reptilian in form. Crearures
ll'ansparent skin. This is a fairly nauseating mutation rendering with wings can hover and so have no minimum flight speed. Thelr
::1t creature's skin and much of its organic tissue completely maximum flighi speed can be determined as 4x204 ".~is always
~t. Deeper organs can clearly be seen pulsating and throbbing % of the maximum tUght speed. 1\trn radius ratio is always 1.
COMBAT

+10%of the total including modifiers - whichever is the greater). RouDI


fractions from the flying bonus down to give a whole number.
Many garners find it difficult if they don't have a third person to Burrowing creatures such as Crawlers are subject to the saar
act as their GM, and are forced to reson to doing without, relying modifer as flying creatures.
instead upon their own honesty and knowledge of the rules. Whilst Creatures with saves similar to armour saves but given to talrl
it is a simple matter for two opponents to deal with the mechanics into account horny skin, ere, cost an additional +14 point per 'pip'
of fighting a battle, designing a scenario for the game is always tricky. before the modifers are applied. So a S or 6 save is +1, for example.
In a normal game it is l~ly up to the GM to determine the sides,
because only the GM is fully aware of the capabilities and objectives Riding/draught creatures such as horses have a minimum vallt
of the opponents, or of any special obstacles, problems and other of S pts.
siruations in the scenario. Without a GM how can the players ensure
that their sides are fail'? The obvious answer is to use a points system. •WEAPQNS
Each creature, weapon and piece ofequipment is given a points value.
When two opponents meet it is possible for each side to consist of The basic points cost is assumed to include a single non·ran~
an evenly balanced value of troops. close-combat weapon. This will usually be a sword, combat-knifr.
club, a combat-attachment or other comparable weapon. It may lkX
.• THE PQ.JN7!4l,SYSTEM.'' ~tk\fit'f.;).'J;J}/'~, · "' be a pistol or any weapon which has a range effect. Other weapons.
Points for creatures are worked out from the profile. Points values including small close-combat weapons, cost additional points. Tht
are given for all of the creatures listed in the Background section. points values are summarised below.
The human profile as given below is considered to be average and Weapon Points value
has been given a base value of 5 points. The values of other creatures Auto-gun I }S
are worked out relative to this. Bolt gun 2
.' . .. Bow Yl

~
olll!J.W ' '
Crossbow 1
M ws BS s T w I A ld lnt Cl WP

v 4 3 3 3 3 1 3 1
1b work out the cost ofother creatures constder each characteristic
7 7 7 7
flamer
Gravitongun
Handbow
Lasgun
2
2
Yl
1~
in turn. For each unit of characteristic which is higher than the base Melta-gun 1
level add the modifier shown. For each unit of characteristic below Musket 1
the base level subtract the modifier shown. Needle gun
. . .. .. Plasma gun 5Yl

~
!JW. . .. ' Shotgun 1
M ws BS s T w I A Ld tnt Cl WP Shuriken catapult 2

v~ Yl % 1 1 4 y. 4 % % % % Sling
Antique pistol
~

~
For example - a SCfUB:t bas a profile as given below and has a points Auto-pistol 1
value modilied as mdicated.
Bolt pistol 1~

' ! .. ' .. . . .
..
Chainsword
Combat accessory
l Yl
~
ws ,s w

""
M BS T I A Ld lnt Cl WP Force rod 40
3 4 3 3 4 1 2 1 9 7 9 9 Force sword 40

v
1btal
-Y• +%
s-~+Yl+1-%+Yl+Yl+l4 -
+1 -Y•
7 14 points
+% +% +Y. Hafted weapon
Hand flamer
Hand weapon
Yl
2
Yl
Minimum points value. The mirlimum points value for creatures is 1. jokaero digital so
Laspistol }S
Maximum points value. There is no maximum points value. Needle pistol 14
Neuro-disrup!Or s
. Plasma pistol 4}S
• POINTS . VALUE MODIFIERS Power axe 6
values worked out from the formula given above tend to undervalue Power glove 1S
the larger creatures. 1b compensate for this a modifer is applied to Power sword 7
any creature whose points value works out greater than 10. This is Sawn-off shotgun 14
done before adding weapons, equipment or other factors. Firsdy, rotmd Stub gun Yl
the value up to the nearest whole number. Then apply the following Sword 14
multiplier. Ykb gun 2
Score as formula Multiply by Auto-cannon 35
Co~rsion Beamer 50
ll-1S l }S 61-70 7
Distortion cannon 40
16-20 2 71-80 8
Grenade launcher 15
21-30 3 81-90 9
Heavy bolter 15
31-40 4 91-100 10
Heavy plasma gun so
41-SO s per +1 '+1
Heavy stub 10
S1-60 6 Heavy webber 20
The result gives the actual points value of the creature, it does not Las-cannon 45
include weapons, equipment, armour. vehicles or mounts. Missile launcher 30
Multi-laser 40
Flying creatures are subject to an extra cost of +5 of the total (or l..------...!:W!!!;!!l~~---~-----'
COMBAT

Power canopy (vehicle) 5 Syn-skin (each use)


MaCrO-:~n Power field generator to e Suspensor
Plasma ciruton Rad·counter 3 Thrgeter
And-plant ~ Rad-suit 2 Thleport homer
Blind 1 Sealed suit 1 Thndril-sensors
y,

:'=:w
Choke ' ,, Y% .•. Stimulant (dose) \\eb-anaesthetic
swmm antidote (dose) y,
.Frag
g~ 1;1,<: ~
t ·. ·.
• per 1" radius
\\eb solvent (each use)

~ 2 •ARNlOUft
Haywire 4
tcnock~ · ¥.t carapace 1% Plate
Mdta-boilib . :4 ·,, Conversion field 3 Powered armour
Photl:)li. :<;': : : 1/ l Chain mail % Refractor field
Plasma {1} . 1' Displacer field 2 Shield %
~~~) 10 Flak y, Stasis field 25
Rad 4 Mesh 1
Scare~ ·· 1·
Smoke , .,,., ~,.
StasiS<: .,. ~·
Arm (each) 30 if bio-scanner +10
srumm Yz Ears 30 if energy-scanner +10
'Jangldoot 1 Eyes 30 Legs 30
'R:Ixin gi:IS. Yz if targeter +10 Lungs 50
Virus (4) 4
\brtt,x (lf . 25 ..
As per sbett typt f<lr 1 .indiVidUal mint.
Double coSt for a 2X2" area. Points for dreadnoughts and vehicles are worked out from the basic
~bomb (l) 250 profile with equipment and weaponry added. The points for
Bio-wire bomb (1) 8S dreadnoughts are worked out in the same way as for creatures, with
Disruptor·beacon (1) 3S the additional modifier given.
HolognlphS (1) . 10 Dreadnought +25
Homing beacOn (1) 20
Mine missile (1) 50+ to x shell COi$'t The points for vehicles are worked out as follows.
~ (1) SO+{shdl cost X Maximum land speed !4 per 1"
Nigbtlight (1) 10 Ace/dec rate Y. per 1 "
Plasma bomb (1) 500 Maximum air speed 1 per 1 "
Scatter niiS$iJe (1) SO+(sbeD cost X 6) Minimum air speed -1 per 1n
Ace/dec air speed ~ per 1n
'Except for grenades and shells marked with. a mmtber tbe point$
buys sufficient quantity so that there is no need ro record
ltzpm11ture during a normal game. These grenades and sheDs
llily<Xlmpar-ed to their modem equiv.ileots. and a trOOper migbt
30 with no moreeffort than a single 20th ceoll.lrJrgrenadle 1
If neceSSa~Y ron SDto or assume 25.
a number are more expensM, ~ ot availlallle
quantities, the amount shown is tbe quantity carried for
indicated. reaxded ix such ilelm.

Equlpment also has to be added to the basic cost. The cost of


equipment ls as follows.
!lem Points value
\lito-sense % injections 5
Auto-system 10 each Flight pack 4
Sio-scanner 5 Frenzon (dose) y,
Bombot 5 Gravity chute 1
&talhlng apparatus Immune (dose) 1
Artificial gill lnfra·vision
Filters % Surgery 30
Gills 5 Visor 1
Mask % Contacts %
Respirator % Jump pack 2
Wleleoline % Las-cutter 35
:ooununtcator % Medi-pack 5
~ seats (vehicles) 5 Needler chemical 1
£)t protectors Parawing 1
V'JSOrs Ya Phase-field generator 50
Contacts 1 Polymorphine (dose) 15
Drops % Porta-rack 7
Power board 3
COMBAT

Maximum land speed ~ per 1"


Ace/dec rate Ylperl"
1\lm radius ratio Yl +10
1 +5
2 +2
capacity X2
'Ibughness X3
Damage x5
Save 10 per 'pip' (i.e. 5 or 6 = 20)
Example. The Vincent Black Shadow bike without rider, weapons
or equipment works out as follows.
Hero
Human 5 7 36
Human Marine 8 9 69
Beastman 6 8 38
Haltllng 2'% 4'% 18
Ogryn 21 32 124
Squat 7Y.t 9Y.t 63
Elder 8 10 63
Ork 5% 7% 38
1btal 8+8+10+2+15+5+20 - 68 +equipment/weapons Gretchin 2% 4% 32
Slann 7 9 40
jokaero 34
Tyranid 152
Points for robots are based on their individual profile and any Zoat 152
weaponry as if they were normal living creatures. Most robots have
their own builtin save cosred at +Yl per saving roll 'pip' before modifiers
are applied (i.e. 6 is +Yl).

Astral Hound
Enslaver 69
The points for psychic creatures are worked out in the same way Psychneuein (adult) 83
as other troops and then modified by psythic mastery, psi-level and Psychneuein (grub) 3
the number of abilities they have. Vampire 124 + poinlS for psychic
AmbuU 78
Each level of psychic mastery 10
Each point of psi-Level 1 Bouncer
Each level 1 ability 5 carnivorous sandclam
Each level2 ability 10 catachan Devil (small)
Catachan Devil (medium) 348
Each level 3 ability 20 600- male 74 7
Each level 4 ability 40 catachan Devil Oarge)
Catachan Face-eater I
Example. A basic psyker with a normal human profile and a psychic Crawler I
mastery of1, with psi-level of12 and 3 abilities works out as follows. Crotalid 63
Baskhuman 5 128
Psychic mastery of 1 10 38
Psi-level of 12 12 Grox 78
3 level 1 abilities 15 Gyrinx
Horse (riding)
1btal 42 Horse (draught)
A creature which has psychic abilities not expressed in terms of Lashworm
Levels and points (such as the Psychneuien) is given a bonus of +5 Dinosaur (small)
points or 10% of the total cost (whichever is greater) Round fractions Dinosaur {medium)
from this bonus down to give a whole number). Dinosaur (large)
Ferro· beast
Giant lnsectoid (small)
Giant Insectoid (medium)
Points values have been included as an alternative to experience Giant Insectoid (large)
and intelligent consideration on the part of the GM. If }UU don' t have Giant Spider (small)
a GM then a points system does at least provide a basis for what should Giant Spider (medium)
be a fair game. Similarly, if the GM is new to wathammer 40,.000 Giant Spider (large)
the points values will help towards his selection of sides. However, Mimic
the points values do not (and indeed cannot) guarantee to give a fair Ptera·squirrel
game in an situations. There are so many special effects and special Razorwing
vulnerabilities that it is impossible for any points system to cope. The Rippy· fish
best method of setting up a game is for the GM to design his scenario Sunworm
and then carefully think about the forces involved. This is ea5y to Swarm (10 models)
do once }UU have playro Warbammer 40,000 a few times, and should
enable the GM to produce a fairer, more evenly balanced and more
satisfying result than any points based system.
THE BATTLE AT THE FARM

e SCENARIO ~ - TfiE
Before evezy game the gamesmaster should prepare a
BATTLE A-r: T.HE· FARM for each player and one for himself coo. Each player's
The battle at the farm represents a typical encowuer between a group aD the information the player would k:ru7.v ifhe were
of Orks and a force of Space Marines. The baaJe bas been designed on the spot - so aD the GM needs do is presem
to inrroduce players and gamesmaster to warbam.mer 40,000 and own brief and allow them to read it. A brief contains a des4:ripiJI.
can be easily resot~ ~a single evening. \bu will reed one person of the background to the scenario, a run down of the
to act as the GM and two players. one to represent Orks and the other represenred by the battle. profiles for the player's own
Space Marines. Apart from a rabletop you will need a few scenic of weapons, equl.pment, and objectives fa the game.
fearures and models. Scenezy can be improvised using books if you brief allows the player to kfep an accurate check of his
makes It unnecessary for the GM to keep on explaining impOCQI•I
wish, whilst you can use the counrers provided instead of models.
The counterS have been prlnred Into the book. and rather than cut details. The brief also makes it easy for each player to
your copy ofWlrham.mer 40,000 we \\Wid suggest photocopying details and objecdves confidential, for this reason it is imn"""'"'
the page and gluing the sheet onto a piece of card. You can ~ players see onty their own brief. Sometimes the GM will need to
as many counters as you llke, and can always make some more if a detail with a player, or the player may wish clarification on
the originals get tatty. point, In which case the GM and player can leave the room tO
giving anyth.lng away to the opposition. Another ~ful
Uke all battles, this one has a story to it. Similarly, every game should the written brief is that it can be used to record details during
have a storyllne or plot • the outcome of which will depend on the game. and n01es about the bartle afterwards. If players or GM kt!f
result of the battle Itself. n-.e story and aD game details are referred old briefs, an Interesting record of each battle can be maintained fa
to simply as the scenario. future reference.
THE BATTLE AT THE FARM

~ :V,VHI£li;tr;Htd~ IYIOJJI:"DQ;1?!!1]~,:.
1lle GM's briefsimply records all the details of the game not given Read through the entire scenario at least once. As the GM you must
• rht ~IS' briefs. The brief for The Battle at the .Rlrm is quire be familiar with the basic details of the game and the troops Involved.
tailed. When )'011 Invent your own scenarios you will find you can It is your responsibility to arrange the time and plaoe of the game
aeaiJer most of the information, and all you will need are a few with the pla)ers and to prepare the tabletop for action. This scenario
dSIO 'jog' your memory. Whereas the player's briefs describe the has been designed so that you need only a little scenery. t.f necessary,
lbalion from the point of view of the Individual commander, the you can always improvise by using books to represent hills, card to
Ql's brief describes the situation as It really is. There is no reason represent walls or ruins, and plasticine to represent anything else you
lky i player's brier can't contain deliberately misleading or wrong want! Set up the table befOre the pla,yets arrive, and make sure you
llbmdon · but the GM's brief must be accurate! When playing a have all the paperwork to band. There are three 'brief sheets'; one
written by someone else (as in the battle that foUows) the for you as the GM, and one lOr each player. Each brie.fsheet contains
must be extremely thorough. all the Information the GM or player requires in order to play !.he game.

':
..,
(1

.0
THE BATTLE AT THE FARM

The player's brief sheets are printed in the perforated section at the their positions recorded. Because the game is fairly open you \\OO't
back of the book. These may be removed from the volwne without have to do too much recording.
~ging the binding, and given to the players at the stan of the
The game starts with the Ork player moving his troops onto lbr
game. Ntematively, should you not wish to rear out these sections battlefield. They can appear anywhere along the eastern table~
you may copy or photocopy them. You will also need to prepare one and do not have to all come on at once. Units may be kept in reserw
area effect .radius marker - a card circle 1~" radius. A1 the back of and moved onto the table during a later tum if the pll!yer wishes
the book you will find a page of cut-out templates which you may Only whole units may be kept back in this way. All troops measUR
use if you wish. their first move from the table's edge.
Don't forget. ~u will need dice, rulers, tape measures, pencils/pens
and scrap paper. lfyour gaJre is ~ing to~ on into the evening, make
sure you have access to some sort of refreshments -you can ask your
players to cont:ribure by bringing something along.
When the pla)e!S arrive. present them with their briefs. Players must
be allowed ten minutes or so to read through them and thoroughly
1. The tabletop set for play. lnltlal
digest the.ir contents. It is important that players remain unaware of dispositions of the Space Marines and
the details of their opponent's brief. tf players have any questions Orks.
the GM can answer them now, before the game starts. lt may be
necessary to rake a player aside to answer any confidential questions. 2. Relationships between humanity and Orks
have always been somewhat strained.
•tBEGINNING• 'THE GAME 3. Thugg Bull.neclts Ork RaJders - metal
models from the Citadel boxed set.
The Marine player begins with his troops effectively out of sight 4. The game mderwayt 1n this hypothetical
in the buildings. or otherwise hidden. Models do not, therefore, have fllst turn tbe Orks advan~ wfuist the
to be placed on the table from the stan. Before play begins the player Space Marines move to fa~ them. A shot
may record the positions ofhis troops on a copy of the map - however from the missile-launcher Is aimed fairly
he is still obliged to place his troops as indicated on the dispositions amongst the front rank of attackers.
map. Once a model has fired, or moved within sight of an enemy,
it is placed on the table; otherwise models can be moved secretly and
THE BATTLE AT THE FARM

If the Orks win they rerum to their base bearing suitable trophies
• including Pedro cantor's head. Thrugg Bullneck's victoty is brought
The game will probably end with the total defeat of one sidj! • with to the attention of no less a person than Warlord Snagrod, he is elevated
an !he Orks or Marines dead or routed. 'noops routing from the table to the rank of Captain of Charadon and given command of the force
lake no funher part In the game. Ho~r. any Orks that escape the besieging New f\Ynn City. The fate of the jewels remains a mystery
battle could conceivably fetch reinforcements and prevent the Marines • but both Thrugg and Hruk may be seen sporting new armour and
from reachiog New f\Ynn City. This could be pointed out to the Marine weapons.
pla)oer as an incentive to prevent Orks from escaping. but so long If the Space Marines win they press on with all haste to the city.
as no Ork personalities escape you can assume routers desert, get The Ork siege lines are scattered and remote. and there is still some
lost or are unable to remember exactly where they \\ere when the fighting going on In the unwalled sectors (part of the shantytowns
batde took place. normally occupied by the poorer classes). The Marines easily avoid
COMBAT

the Orks and soon run uuo a group of human militia. If cantor is still Main building • a rectangular series of walls counting as obstacles
alive he is whisl<ed olf to meet the planers ~mor in the iP\Iemmental to cross and as hard cover to troops behind them.
palace. from where the two join forces to organise the city's defence. Walls · obstacles and hard cover
Orchard · counts as a wood and consequently difficult ground
e THE GM 'S BRIEF
Wreckage of ~necator · oounts as an obstacle and hard cover.
Introduction. The invasion of Rynns \\brld by the Ork warlord
Snagrod the Arch-arsonist of Charadon came as no surprise to anyone. Dispositions. The Space Marines scan the game within the mam
In fact, Snagrod's eternal boasting about his conquest of the building where they have been sleeping. Make a copy of the
neighbouring system ofBcdlanding had oome to the attention of even dispositions map and present it to the Marine player with his brief.
Commander Pedro Cantor, Chapter Leader of the Crimson Fist Space The 3 sentries (split 1 man units. 1 from each of the main units) are
Marines. But. in cornmvn with the rest of the population. the Marine positioned as indicated on the dispositions map. It is the east senuy
leader had always maintained that, 'it oouldn't happen here'. and that, that first sees the Orks and oommunlcares the alarm to the remaining
·no stinking little Ork Warlord was going to mess with the Crimson troops. The Orks enter play on the eastern cable edge. At this point
Fists.' In common with the rest of the population he was dead wrong. the pl<l}'er does not know the farm is occupied, and Thrugg's uppennost
lf Cantor had taken the Ork's threats a little more seriously things thought must be entering the main building and recovering his booty.
might have been different, if the planet's defences had even been at However. the player must be rightly suspicious and will probably want
full alen things would certainly have been different. and bad the stray
to advance cautiously to see if the farm hides enemy troops.
defence missile not fallen to the ground directly on top of the Marine's VIctory conditions. The Space Marines must slay all of their
Arsenal things would have been very different indeed. R>r one thing. opponents to prevent them informing other Orks of their presence.
Cantor wouldin be holed up for the night in a burnt out farm, waiting Thrugg and Hruk are only interested in their treasure. lb recover this
for an oppomme moment to sneak into New f\Ynn City · the largest they must spend 1 entire~ turn alone in the main building · stuffing
settlement on the world and the only one still in human hands. The the jewels into their pockets and packs. Alternatively, one Ork can
Ork patrols had passed increasingly frequently as the surviving recover the loot in 2 turns. lb win the game the Ork player must recover
Marines approached the dty, and it was inevitable that sooner or later the jewels and either Hrukor Thrugg must survive.lfthe Ork p~r
they would have to fight. our battle recreates that conflict, a typical elects to communicate the Marines· whereabouts and succeeds he
small encounter such as might take place in any battlezone. The sides will be ordered to stand back and await reinforcements. Once he has
are Orks and Space Marines, but might equally weD be Eldar or any done this the Marines have 4+06 rums in which to leave the cable
of the other antagonists described in the Background section. by the eastern ed~. Any troops failing to do this are caught by an
1be situation. Commander Pedro Cantor and the survivors of the overwhelmingly superior force of Orks and slain automatically. Once
disaster at the marine base are trying to ~t to New Rynn city - the this time Umit is up Thrugg has blown his last chance of recovering
lasr dty still in human hands. For a description of the Space Marine the jewels • the Ork in charge of the relief force decides to build a
forces see the Player's Brief. They are only S kilometres away from parking lot on the site!
the dry walls: finding Ork patrols numerous and alen they hid Many players prefer to gauge how weD they have done in terms of
overnight in·an abandoned farm. Meanwhile Ork Leader Thrugg 'victory points'. These must be worked out by the GM before the game
Bulineck leads his weary patrol directly for the farm • the rest of the and are an optional system. They make no dllference ro the game.
patrol believing chis to be a regular assignment. In faa, Thrugg has One advan~ of using \his system Is that you can get a result If you
been here before, when the farm was originaUy attacked and its agree to play for a set number of periods, or length of time. without
homesteaders slaughtered. During the massacre Thrugg found and necessarily having to finish the game. The victory points for the players
hid what he believes to be a great treasure of precious stones. Only in th.is game are as follows.
one of his patrol knows of this (Sergeant Hruk) and the plan is to
recover the treasure and split it between them. The two forces clash
totally unexpectedly, and a fierce battle ensues in which the objective
is survival (ahhough Th.rugg and Hruk probably have other things Each surviving Marine trooper
in mind!). Commander Cantor survives
1be battleground. See the map for details. The farm Ues in ruins All Orks slain
foUowing the initial assault some days earlier. The main building has All Orks either stain or routed
survived only as a sheD of broken walls about t ~ metres hJgh, It is Each surviving Ork trooper
built ofstone. OUthouses and cattlepensexist only as low stone walls. Hruk survives
The small Jadeberry Orchard is lar~ly intact, providing what little Thrugg survives
cover exists in the basically open battlefield. A low hiD (BUltha's Rise) ll'easure recovered
protects the farm buildings from prevailing winds, upon its top are Marines all stain or routed
the remains of the farm's wind powered electricity generator. Situation communicated to base
EQUIPMENT

his section lists weapons, vehicles, Mines and mine laying.


armour and other equipment
available to the armies and SUPPORI' Planetary defences, anti·
adventurers of the far future. Rules spacecraft weaportS and rear·
are included for each item, as well The amazing variety and complexity of the area battlefield support
as a thorough description, many pictoral ~ns of these future times require that each
weapons.
examples, and other details necessary to should be described in some detail. Special
incorporate them into the game. rules have been included in the text where Each weapon has been given a profile chan
necessary. A summary of these rules appears Uke the one below. The information presenttd
~r'l5.mtMJ~~14;1,.Vif$ at the end of the section and can be on the chart summarises the weapon's effeciS
and special features.
Where appropriate, Items have been anotu:d photocopied for easy reference. The weapon
a technical level of between 1 and 10. ThiS profiles have been divided into seven
tech level represents how easy or difficult the categories.
item is to use. It does not reflect in any way
how difficult the irem is to manufacture, install BASIC Which are fired at a distance warhammer 40,000 is a skirmish gamei
or maintain. Many artifacts of unfathomable WEAPONS using two hands - like a is intended to represent clashes of relati\'elj
construction are accually quite easy to use, modem rifle. small bodies of troops. Within this context thr
whereas some easily made items require largest weapons seem pretty awesome,
considerable practice or skill. In some CLOSE Which includes purely hand- especially the support weapons, some of
instances, a separate tech level has been given COMBAT to-hand combat weapons, which are capable of levelling whole dlies.
for installation, special use, etc. WEAPONS such as swords, as well as These have been included out of a sensed
weapons which can be used completeness, but players and GMs sh?uldrfl
No creature may use a device with a tech at a distance and in hand-to-
level greater than its own intelligence feel that they have to use such weapons tn thei
hand combat: pistols, for games. A more appropriate use for a really
characteristic. Most animals have an example.
intelligence rated at 1-4. The base level for heavy weapon is for it to repres~nt a ~
using very simple artifacts (such as clubs, for a raid, much Uke a medieval stege ensw
HEAVY Heavy versions of basic might become the target for a midnight sally
maces and axes) Is 4. Obviously, mere WEAPONS weapons - powerful, but
intelli~nce is not always enough to guarantee by the defenders of a castle.
cumbersome, giving a
that a creature can use a given artifact - the movement penalty of Y. w or
creature must be physically able to employ the more.
weapon or item.
VERY HEAVY 'kry heavy versions of the
WEAPONS basic weapon types, suitable
only for use on lar~ vehicles, \\e've already mentioned in the introduclioo
The GM has two options regarding the use or as emplaced defences. that ranges and effects have been deliberate~
of unfamiliar equipment. The first is to assume GRENADES & Grenades suitable for kept low to make the game playable. SOmt
that a player can use all equipment of a SHELlS people find this very hard to accept. Try ~
technical level no higher than the user's throwing or use in launchers, remember that the universe of the future IS
intelligence. This may not be realistic, but in and shells suitable for use in very different than that of today, brute fom
large battles it is practical. Ifan excuse needs missile launchers. and fear are the most potent of an weapons.
to be found, then the GM may wish to cite
previous military ~ing, standar~a~on of
systems, or just plam luck. More realistt~y, lb hit modifier at long ran!lf! - ' - - - -- --- "' The strength of a hit from the weapon
the GM can allow a user to employ unfamiliar
equipment only after a period of familiarisation lb hit modifier at shon ran!lf! -'--------
followed by a successful dice roll. As before,
the character carmot employ items with a tech
level greater than the intelligence
characteristic. Familiarisation takes 1 full,
stationary, inactive turn per tech Jeve! of the The short ran!lf! of the weapon ..:.___t~~~~~~~~~~==--~~~m
item. After this period make a test agamst the asstming it has one.
user's intelligence using 206. 'R> successfully 'C' illdlcateS a purely
unl'letstmdthe lleoilce, the dice roil must score t~~·~ ·
equal to orless than intelligence; so, ifi is 7,
a score ofberneen 2 and 7 indicates success.
1f the test is fulled a character may continue
mar
!~ ji~-~=~~~i~;~~~~
to study the item, and the p~r roll again
every turn until a successful roll IS made or
he gives up. During this time a character can savingrothrow
Theapplied modiller
the tar!lf!t __
do nothing other than study the device. He
'l)lpe which can be · ..! "'~----------/
may study only one device at a time, and time
Close combat • can be used in hand-to-hand
spent in study must be c~ntinu.ous. If
combat
concentration is troken (by lllCMI1g, firing, etc)
H~ • the number represeniS the 1110\'emem
the character must start again from scratch.
once familiar with an item, the character can
use an items of that design, and can show Slow
penalty• the weapon cannot be lllOIIed and fired
mlnGhes ~~~~~~~~~
r ~~~~~~~
:;
Following llre - the weapon can llre repeatedly on
another character how It functions (cutting
study time to 1 turn and modifying the I successful wounds
characteristic by +1 for purposes of the test) .
EQUIPMENT

The hand-to-hand fighting reptttation ofa unit


may be in Itself sufficient to put down a •INDEX 'I!CJ • CLOSE COMBAT
rtbellioo! Thehnology and sophisticated WEAPONS WEAPONS
W4pOO systems ha9e no place in this wtiverse AND RANDOM
equipment m~ work and, where possible, it GENERATION 1 GM decides Antique pistol
IDllSt be easy to manutacrure on worlds where
2 01-10 Auto-pistol
lbe only building materials are wood, stone The index lists each weapon within its 3 11-20 Bolt pistol
and me!al ores. Try to remember to that a general group. A column for randomly 4 21-25 Chainsword
wrapon·scombateffectlvenessis measured in generating weapoos is also incl\.xled. This isn' t 5 26-40 Combat accessory
rmns or durability and ease of production as a true random chart because it has been 6 GM decides R>rce rod
deliberately biased ro reflect the popularity and 7 GM decides R>rce ~rd
moch as itS theoretical performance - hence
availability of the different weapons. A true 8 GM decides Hafted weapon
lbe relatively low powered laser is the most
rommoo weapon. It is true that twentieth random weapon can be obtained by using the 9 41-45 Hand flamer
index number and any appropriate dice. Some 10 46-55 Hand weapon
anrury weapon systems may outrange or even
rutperfonn some of the weapons described in of the weapons would be so unlikely to be used
by technologicaUy advanced warriors that they
11 -
12 56-57
Improvised weapon
.Jokaero digital weapoc
lbelilllowing ~ (in theory), but then some
have not been given a % chaJu. Such weapons 13 58-70 Laspistol
of !he lateSqlJmeration of combat rUles and Needle pistol
Wles may be outranged and (m practice) can only be introduced at the GM's discretion. 14 11·15
out-perfonned by older models. For example, 15 16·11 Neuro-disruptor
16 78-80 Plasma pistol
the old 303 rUle was designed to operate at • BAs·I C:ijjf.'eA.PONS 17 81·83 Power axe
far greater ranges than the modern' Bullpup',
1 01-25 Aur.o-gun 18 84-85 Power glove
its sighting mechanism and general
2 26-35 J3olt gun 19 86-87 Power sword
construction were also much srurdier - not 3 GM decides BoW sawn-off shotgun
20 88·90
fdaors included in the performance statistics GM decides
4 Ctossbow 21 91·93 Stub gun
but vitally Important under battlefield 5 36-40- Flamer
conditions. 22 94-96 Sword
6 41-45 Gr.Mton gun 23 97·00 Y.tb gun
In the warbammer 40,000 universe a battle 7 46-47 .Handbow
IS often decided at close quarters, and the 8 48-65 Lasgun
~rJven foc the weapons reflect this. Even 9 66-70 Melta-gun
so. most weapons would be capable of longer 10 GM decides Musktt
~ fire than allowed under the rules. The 11 71-75 Needle gun • HEAVY WEAPONS
usual explanation for this is that although 12 76-85 P1asma gun 1 01-15 AlmH:annon
itapOl\S could be fired at ranges perhaps ten 13 86-90 Shotgun 2 16-20 Coowrsion beam
limes as far, the chances of scoring a hit at 14 91-00 Shuriken catapult ~
llXb ranges are negl.igible. ~. lf pllzyers 1S GM decides Sling 3 21·25 Dislonion cannon
1'611 to take longer ranges into consideration 4 26-35 Grenade laund:ler
this is possible using the following rules 5 36-45 Heavy bolter
modifications. 6 46-5() Heavy plasma gun
1 Heavy stub
6) Ranged v.eapons have a further range
band up to ten times the normal
maximum range for bolters, auto-
• 8
9
51·55
56-51
58-75
tavy~
Las<annoo '

=~~~"
guns, mlsslle-launchers and all 10 76-90,
weapons which fire a physical t1 91~5
projectile. Bows, crossbows, sLings 12 9~ Mutti-metca •
and energy weapons have a range five
times as long as their stated
maximum. Note that beamers and
grenades have no ocrended range - the
maximum remains as given.
@AI this range a 06 roll ofa 6 is required
before the nonnal 'to hit' roll is made.
All s~ of hits are reduced by
I beyond their normal maximum
range.
EQUIPM E N T

are the standard ann in some less advanced


eVERY HEAVY cultures.
WEAPONS
1 01·34 Defence laser
2 35-67 Macro-cannon
3 68·00 Plasma cannoo

e GRENADES
1 01.02 Anti-plant
2 03-05 Blind
3 06-10 Choke gas
4 11-20 Crack
5 21·30 Frag
6 31·35 Hallucinogen gas Bolt gun. The bolt gun, also known as the
7 36·40 Haywire bolter or blaster, fires small bolts or shells
8 41-45 Knock-out gas having explosive or armour piercing tips. Bolt
9 46-55 Melta-bomb guns are popular with pirates and criminals Bow. The bow is an easily made and practbl
10 56-60 Photon because they~ a loud, violent and suitably weapon common on fera1 and primitive wod:ls.
11 61·63 Plasma satisfying noise. For the same reason they are
12 64-65 Psyk-out (GM's popular with Orks · and represent the most
discretion) common weapon used by those loathsome
13 66-68 Rad creatures.
14 69·73 scare gas
15 74·80 Smoke
16 81-82 StaSis
17 83-85 Stumm gas
18 86-93 Tclnglefoot
19 94-96 1bxin gas
20 97·99 Virus
21 00 \brtex (GM's
discretion)
Explosive tipped arrows can be emp~
instead of the standard steel, etc. These cu
e SUPP O R T saength 4 hits with a ·1 save modifier.
1 OHO Barrage bomb Crossbows. Crossbows are reasonabl!
2 11·20 Blo-wire bomb effective and easy to make. Accordingly, they
3 21·30 Disruptor beacon are quite common on feral and primitivt
4 31·40 Holographs planets. Crossbows are mostly used~
5 41·50 Homing beacon humans, but other races are capable
6 51·60 Mine missile manufacturing comparable weapons.
7 61·70 Missile BOW
8 71·80 Nlghtlight
9 81·90 Plasma bomb
10 91·00 Scatter missile

• BASIC i
WEAPONS
The vast majority of weapons carried by the
military and dvil.ians are hand-held, carbine·
sized guns designed to be fired from the
shoulder or hip. These are not practical to use
one-handed. ln combat they count as
improvised weapons unless they have some
fonn of combat accessory (see aose Combat
~pollS).

Auto-gun. An auto-gun is comparable to a BOLTER


twentieth century automatic rifle in
appearance and operation • although it uses
caseless, small calibre ammunition and has a
rate of fire far outweighing that ancient
weapon. Its main advanta~ is that It has a
long effective ~· n.ese weapons often find
their~ Into the hands of human militia, and
EQUIPMENT

The normal missile is a shon bolt with a


steel, plastic or ceramic tip. In addition it is
~le to fix a tip which explodes on impact.
Explosive tips cause strength 4 hits with a -1
~modifier.
f1amer. The flamer fires a burst of super- CROSS BOW
~ chemical which sticks to the target and
bums it up. A target hit by a flamer receives
anaddilionalautomatichitduringeveryhand-
to-hand combat pan of each turn while the
chemical bums. This means a target will
receive 2 hits during the first turn, one from
shooting and one from hand-to-hand combat. A creature which is burning cannot do struck by a graviton gun crashes to the ground
Pla)'m roll a 06 at the start of their turn to anything. Friends in contact can help to beat causing 06x normal damage on itself and
determine whether burning models continue out the flames (+1 on the dice per beater). anything it lands on. A hit on a vehicle does
to bum. Crearures in frenzy ignore the fact that they not reduce movement, but halves the ace/dec
are dying horribly and just keep on fighting rate and doubles the turning radius due to the
1·5 The chemical still bums until they die or the Oames 3> outof their own increased mass. A hit from a graviton gun
6 It goes out accord. always takes effect- there is no saving throw.
Graviton gun. The graviton gun is a curious
weapon, it was originally developed for
peaceful purposes in low gravity
environments. Any target hit by the gun
acquires added mass- becoming much heavier
almost instantly. This does not physically
change or harm the target but it does make
movement difficult. The target receives a
movement penalty of 06" for the rest of the
game. If this reduces movement to zero the
model is helplessly pinned to the ground and
can take no physical action. A flying target

,-- ---
~
,-----r -·
~~ --,
/1
It
/f
" II
II

; ~)
I
'
I
I
4' II I
/1 II I
'{. \ I
<.,.......
,..._.._ ___
'--..,
EQUIPMENT
EQUIPMENT

Handbow. The han elbow is a pistol weapon, Lasgun . A useful application of the laser
but because of its construction can only be principal with fPXI availability and reliability.
used at range; it cannot be used in hand-to- Lasguns are fairly low-powered weapons, but
hand combat. The weapon resembles a small are popular with all military forces because
crossbow, and fires a bolt slmi1ar to that of a they are easy to maintain and cheap to
crossbow. How~r. it is held in one hand and manufacture.
fired like a pistol. Only the use of advanced
fibre tension arms and a servo-assisted
mechanism allows the weapon to function -
the tension would break a weapon built from
Inferior materials. After every shot the weapon
needs to be re-tensioned, which makes it slow
to use.

Melta-gun . The melta-gun, melter, or


fusion-gun, is designed to melt its target away
with a blast of near-unstoppable super heat.
The weapon needs to be accurately pr~set.
and so cannot be moved and fired in the same
rum. It has a short ran~ but its high strength
and damage make it a useful weapon to carry.

D8

,.
Musket. A primitive weapon, still used uu

--
--
-
some feral and backward planets, of which

---
Birmingham is the most well known
(Birmingham -aka The Black Planec- receives
almost no visible light and as a resuic no-one
wants to fJJ there. Its inhabitants bave become
linguistically and cultutally isolaced).

Needle gun. Needlers propel small slivers


of poisoned chemical. These dissolve almost
instantly on contact, slaying or paralysing the
target. The propulsion unit is a small laser.
Needlers are favoured by hunters, sportsmen
and others who need carcasses or live animals
In good condition. An individual using a
needier can employ a paralysing instead of a
lethal chemical - in which case victims are
removed from play, but can be considered alive.
Needlers are sUent and flashless, and may be
EQUIPMENT

fired by hidden troops without giving away weapons. On many civilised worlds they are and bone quite effortlessly. The weapon i
their positions. Note the positive saving throw carried by police or militia. They are equally easily recognisable by the two polar
modifier - needlers are easily stopped by popular with outlaws, bandits and, on hive- its muzzle, it is these fins which create
armour, and even unarmoured troops have a worlds, with the scum of the city-bottom. powerful magnetic vortex which draws
save of a 6 on a 06. Three types ofammo are described here, others accelerates ammunition from the 1Ud~,.,_, 11
are in use but rarer. The magazine itself is flat, circular
on top of the weapon. Some variants
Gas sheDs release a deadly gas that disperses
shuriken catapult have fms or ma1zazlarl
by the end of the turn. There is no save for
armour. Creatures with breathing apparatus positioned in the vertical plane, cuu•u111,., ..,.
is less common.
or wearing sealed suits or other atmosphere
1 proof clothing or armour are immune.
Sburlken catapult. The shuriken catapult
utilises the same technical systems that enable
some vehicles to hover or move within a
planet's gravity field. This principleofgravitic
reaction can also be used to fire a small metal
projectile. In the case oftheshuriken catapult
the projectile Is a circular or star shaped disc
Plasma gun. The plasma gun fires a hail which has a mono-molecular cutting edge.
· ofplasmabolts; smallpacketsofsuper-heated Every burst of weapon fire catapults a hail of
energy. The weapon uses a vast amount of these missiles; each fully capable of cutting
power, and for this reason needs to be through steel, and able to slice through flesh
energised for two whole turns before firing.
The weapon cannot be used at all during this
two turn power build up.

Shotgun. Theshotgunisasmooth-bore, bw
velocity weapon capable offiring a variety of
different ammunition. This versatility makes
them useful tools for farmers or settlers. They
are relatively easy to manufacture and
maintain, ammunition can be produced by
almost any planet or outpost, no matter how
poorly equipped or badly ·supplied. Designs
vary, although performances are comparable.
Some shotgunS are magazine fed, others are
pump action whilst a few are single shot
EQUIPMENT

Sling. The sling is a time honoured and


versatile weapon and one easily improvised
from any snip of material or leather. Although
only in common usage on primitive or feral
planets, slings are sometimes seen in action
during citizen riots and other scenes of civil
disturbance. A grenade may be thrown by a Close combat weapons are fundamentally of
sling functioning as an impromptu missile two kinds, pistols and hand-held impact
launcher. The profile given is for a normal weapons such as swords, clubs, bottles, etc.
slingshot or stone. Antique pistol. Althoughnotcommon, this
sort of primitive ball and powder weapon is
still made and used on some backward planets.
Short Long Shootir to hit Stteng!b ~
lranoe range Shon Long

0-12" ~2-18 " ·1 3 1 Short Long Shooti" to hit Streng~~~ Dlmlge


renoe ranae Short Lon a
0-6" 6-12" ·1 ·2 3 1

Auto-pistol. Auto-pistols are rapid-firing


automatic pjstols similar to twentieth century
sub-machine guns, but more compact. Still
occasionally built on human frontier worlds,
and carried by less sopbjsticated aliens, these
are deadly weapons at short range.

J9.

Bolt pistol. These are smaller and more


compact versions of the basic bolt gun and lind
Cavour amongst the same sort of creatures -
i.e. those who prefer ugly, cumbersome
weapons which make a lot of noise and cause
a great deal of obvious damage. A character
carrying one of these things means business!

SHOTGUN
Chalnsword. nus is a popular weapon wilh
pirates. in effect a high-powered chainsaw that
can easily rip through flesh or metal.
EQUIPMENT

never increase his psi-points over his


normal psi level limit.
2. A psyker may instantly use
any points.,
augment/enhance psychic attacks.
3. A psyker may use the rod in combat.
points used in the attack indicate tbt
strength of successful hits. Unsu~
hits use no points.
All force weapons, including rods, are
psychically attuned and- whether wielded L,
a pysker or non-psyker - will destroy a
protective psychic aura on contact (such a1
COmbat accessory. Many weapons nave a hand-to-hand combat hit) .
built in blades, spikes or clubs. Often these are
very large and heavy, and are used with a
chopping motion rather like axes. Many
examples are illustrated throughout these lists.
~pons with these attachments do not count
as impr-ovised in hand-to-hand combat. This
means a weapon which is not a C·type weapon
can be effectiwly converted into a club, axe.
etc, by the addition of a combat accessory.

Force rod. This is an unusual weapon of


alien origin. lt is made from a black substance
wllich is physically indestructable and
impenetrable by X-rays or probes of any kind.
Rods are nearly always about 15 • long and
weigh about a pound. Occasionally, rods turn
up in other forms; daggJ!rs. weird figurines and
round circlets like a wrist bangle.

~·~ ""' '""' ''""~'


~
.
the mould o{ \our , .;·
:\ttubutcd to lc m•n Ru"

Force sword. A force sword can only be a


by a psyker - in the hands of a non-psylrlrl
counts as a nonnal sword. A force swoi
resembles a nonnal carbon-steel, plastic cr
ceramk blade - in fact it is very different.ln5ii
Force rods are useless to normal creatures; the structure is interwoven a powerful J1!t
only individuals with p~hic powers can convector, a special material formed inroa
utilise them. They fi.mction as sto~ batteries precise serpentine shape which concent:rai!J
for psychic energy. A psyker may store psi- and directs psychic energy. 'Ibis sornetimls
points in the rod for future use. his own points appears as a pattern on the blade. AJlS)ilr
are used up as if he had employed psychic scoring a successful hit with the weapon aa
powers, but may be regained by resting as use psi points to add to the basic strength((
normal. The psyker may store up to 10 points the hit (i.e. that of the user). In addition eat
for each mastery grade of psychic power he point of psi power used reduces the taiJI'I
has. The power may be used as follows. saving throw by 1. So a psyker with a S«
1. A psyker can draw points back from the 3 can use 2 psi-points to give him a strengi
rod, taking one of his own turns. He may 5 attack with a -2 save.
EQUIPMENT

Hafted weapon. This includes all primitive


weapons held and used in both hands. Ma>t
of these weapons comprise a blade and a
wooden, metal or synther:lc shaft; such as a
spear, halberd or double-handed axe. Double-
handed swords are comparable in effect. These
are cumbersome weapons, but none the Jess
deadly for all that, and a good blow can easily
split armour and slwll alike.

Hand flamer. This is a smaller and more


compactversionofthe basic flamer. The same
rules about burning and additional damage
apply.

Hand weapon. Many parts of the universe


are prlmir:lve and barbaric, where warfare is
still a matter of battling it out with axes, dubs
and other simple weapons. A hand weapon
is considered to be any weapon used in one
hand to strike an enemy. It includes axes, clubs,
crude swords, hammers and flails. These
weapons may often be found in the bands of
degenerates, prlmlr:lve aliens, and all manner
ofcreatures who prefer simple. uncomplicated
answers to the problems of the universe.

AU force weapons, including swords, are


p~hically attuned and, wheclter wielded l1y
a psyker or non-psyker, will destroy a
protective pS)dtic awa on contact (such as
a combat hit). 1

Improvised weapon . lf a model has no


weapon suitable for hand-to-hand combat it
will do its best with fists. feet, gunbutts, stones
and anything else to hand (or foot). These
count as improvised weapons and suffer a -1
to hlt modifier. Many creatures have special
EQUIPMEN T

attacks and do not need weapons in order to


fight, they never count as improvised. IMP Ref.

LAS-PISTOL

Jokaero digital weapons. The Jokaero are


a strange race who manufacture equally
strange artifacts. Amongst these are the
various digital \Wapons. A dlgital weapon fits
either onto a fin~ or on the knockle. 'M!apons NEEDLE PlSTOL
are activated by fingers, and can be fired either
one at a time, several at a time or all at once.
Because they are so tiny they can be employed
in addition to a normal weapon in hand-to-
hand combat· irrespective of what a character
has in his hands already. Each weapon used,
therefore, gives +I attack.
The Jokaero make digital versions of the
needle pistol, laspistol and hand flamer. Each

------..--- -
has exactly the same effects as its larger
counterpart. }okaero weapons are very rare
• most people would never see one and they ''
are almost impossible to buy. When offered '
for sale they conunand Just about any price
the owner cares to name. These weapons
would never 6J¥l their way into general service,
but personality models might be equipped with Needle pistol. The needle pistol is a small
them • if they are lucky! and elegant version of the basic needier
weapon. As it is silent and tlashless it is used
JOKAERO DIGITAL WEAPON in all kinds of Wlderhand and secretive work
I
• assassination, 'doping' and kidnapping are
missions for which the weapon is ideal.
Creatures carrying these weapons are often
regarded with suspicion.

Lasplstol. Laser pistols, known also as


las pistols, blazers and bloogers, are cheap and
easy to obtain. They are carried openly on
many planets, and most citizens know how
to use one. All sophisticated aliens are fumiliar
with laser technology. and produce weapons
of a comparable kind. The examples turned
out by the Eldar craftsmen are generally
regarded as the most reliable, as well as being
beautiful works of art.

Neuro-disrnptor. This is another weapon


which is, or was, manufactured by unknown
aliens. Examples occasionally turn up for
trade, and are much sought after. The disruptor
is made from a transparent crystalline
material, a bit 1ille glass. Disruptors have no
obvious power source or internal workings,
although occasionally lights and misty shapes
appear within the crystal body. A neuro·
disruptor works by intent, victims hit by the
weapon become confused· as if they had failed
a confusion test. No dice roll is made. Mlllillliilli•lllil.,..llliiiiiiiililillllllll
EQUIPMENT

Plasma pistol. This is a pistol version of the Power sword. A power sword consists of
• plasma gun. Like its larger counterpart a powerful enetgy field surrounding a thin, taut
die weapon uses vast amounts of energy, and wire. Power swords - and the shorter power
~ to be recharged for one rurn after use. knives - are activated when drawn from their
Once fired, the weapon cannot be used until protective sheaths, which are often disguised
d!e firer's tum after next. to resemble ordinary sword scabbards.

Power axe. 'Ihis weapon resembles a large


axe or halberd, but is powered from a Power glove. Fbwer gloves consist of a metal
qack. The cutting edge of the weapon gauntlet surrounded by a powerful energy
n"brates at a high frequency, enabling the field. Fbwer gloves can tear and punch through
;Me axe to cut straight through any surface, thick metal, bulkheads and even the toughest
Mil steel. These weapons are much prized sorts ofarmour. 1hey may be turned on or off
~pirates. and are extremely useful in assaults 89700. at will at any time during the tum. It is not
and slegework amongst buildings and possible to employ an activated power glove
spa<:ecraft. and use the hand for anything else.
EQUIPMENT

\\eb gun. The webber fires a chemical


rapidly expands into a mass of Pnr"""'n
sticky fibres. As these strike home,
tightenS. and the more the victim ~JMI'( mrl,l
tighter the web gets. Once bit, a~
get free unless the web Is sprayed with a
web-solvent which destroys il. Victims
an inte111gence of 1-4 will always struggle
the ex:tem where the web tightens so mid
they are crushed to death. Other victims cat
be considered to be alive. but physlcaDy
helpless. There is no need to roU to cu
woundlda.rrlag!. and there is no saving ret
sawn-off shotgun. The sawn-off shotgun Webbing does not prevent psykers fr01
is a useful WUl)Ot\. \tis slow to load, but can employing their powers. Some webbers can fit
fire several different rypes of shot (see the an aneasthetised web, which k:rocks the vXlil
shotgun for details). ShotgtmS are common unconscious. This means crearures witb
on agricultural and primitive worlds. inteiJ.igence are not crushed, corlSe<Juelltl)
is better suited for hunting.

Stub gun. Thls weapon, also known as a


slug gun or hand gun, is similar to a twentieth
cenwry automat¥:. Stubs are adaptable, easily
repaired, and ammo is relatively easy to make.
Consequently these guns are still used on
many colonial, agricultural worlds where off-
world supplies are rare.

sword. A~ old-fashioned carbon steel


or plastic blade! Regarded as the mark of a
gentleman on many worlds. The carrying of
swords Is generally accepted in a hostile
universe.

SWORD
EQUIPMENT
EQUIPMENT

t• HEAvY
WEAPONS
Heavy weapons are designed to give
battlefield support where needed, espedally
against fortified positions and -.ehides. Many
are simply heavy versions of basic weapons.
I IIJ97f9•r 1
All are larg~e and require careful positioning I I

if they are ro have maximum effect.


Auto-cannon. Auto-cannon are similar in
concept ro twentieth century tank guns. They
are rapid firlng and use mass-reactive
explosive ammunition. They are mostly
vehicle mounted because of their great weight.

COnversion beam projector. These are also


known as beamers. They can only be tired if
the operator ls stationary • the weapon will
not work on board a moving vehicle. In order
ro ensure stability, troops using beamers are ·
often equipped with special stabilising boots
and ground claws.
The weapon functions by converting matter
into energy, aeatinganenetgy field ro its front.
The energy field Increases in Intensity as the
beam extends further. lnllially, the field builds
up very slowly • so that troops in the path of
the beam can avoid It fairly easily. At its
maximum extent the matterlenergy conversion
becomes so ~cful so as ro cause a violent
explosion. Normally this will be at a range of
so metres (40 Inches) . However, any solid
object which ls In the path of the beam will
feed the energy field causing a premature
explosion • and a ~ deal of~~

The strength of the weapon varies according


ro the mass of the target. 'Ib represent thls,
the strength of the attack alw.zys equals the
roughness of the target plus 1. This means
beamers cause wounds/damage on the 06 roll
of a 3, 4, 5 or 6.
The save modifier varies according to the
range. Because of the slow Initial build-up,
EQUIPMENT

alert, agile tatgets can avoid irs effects. The


saving roll, therefore depends on the distance
the model can move, and not its armour. The
chart summarises the various saves. For
example, a model that can move 3" has a 5
or 6 saving throw at short range.
06 save based on movement
Range 'lacget's move distance
0-2" 2-4~ 4~+

Short 6 5,6 4,5 or 6


Long 6 5 or 6
lbe area effect ofa beamer varies according
10 range. At short range it is onJy 1!4 ". but
ar long range the area is extended to 3 ".

A beamer cannot miss a target and not


explode somewhere. If deviation causes it to
miss ~ther, simply extend the line of fire
until a target presents itself. or the maximum
range is reached.
Remember, a bearner will destroy not only
troopers and vehicles, but also bull~ and
scenic features. A bearner pointed down into
the ground will create a crater 1-4 ~ in diameter
at short range and 1-8 ~ in diameter at long
range.
Distortion cannon. The distortion cannon,
also known as the displacer cannon, displacer,
D-cannon, warp cannon or warper, uses the
same principle as a spacecraft's warpspace
driVes. The target is 'warped' slightly lruo
hyperspace, and lhen back again. This occurs
in an WlCOntroDed fashion, exposing the ~t
either to the deadly cold of interstellar vacuum
or the inferno of the heart of a sun . This
DISTORTION CANNON automatically kiDs or destroys the target once
a hit is scored.

'~--------------------------• theThewea.
only
ponhope-ofavoiding
is to dive out ofthe
thefull effect
main of
area
before the distort field reaches full intensity.
1b represent this, targets which are hit have
a saving throw based on how quick and agile
they are. ntrgets with a move aDowance of
0-2" save on the D6 roll of a 6, move of2-4 ~
save on a 5 or 6, faster troops save on a 4,
5 or 6. \\!hides cannot save if stationary, and
save on a 6 otherwise. Troops making a saving
roll are sdll caught up In the field, but ace noc
killed. Instead they are mowd sparially 06"
- ..--.. in a random direction. \ehicles moved spatially
automatically go out of control in their
following tum.

2"
EQUIPMENT

Grenade launcher. Alight tubular launcher


that is capable of firing any grenades. There
are many designs. but the pdnciple shape is
universal. Many of these launchers are
designed to fire from a modified automatically-
fed backpack. Grenade launchers perform a
similar role to mortars in twentieth century
warfare in that they can fire Indirectly, and
don't need a visible target to fire (see The
Advanced Gamer).

Heavy bolter. The heavy bolter, or heavy


blaster, is a heavy version of the basic bolter,
and fires a burst ofexplosive bolts. Although
heavy and rather slow to use, the weapon is
very etrecpve at laying down a curtain of fire.

Short Long Shoom tohit Strength Dlm~ge


11008 ranoe Short Long
~20 " 2()...4()" 5 04

Heavy plasma gun. Like other plasma


weapons, this fires a hail of super-heated
plasma energy packets. It is heavier and more
lethal than the standard plasma gun. Most of I soon I Long Shoom to hit IStrengthIo.n.oe I
its bulk is taken up by the power packs needed range range Short long
to feed it. These are large; far larger that the 0-20" 20-40" 7 04
basic energy packs. Because of this, the heavy
plasma gun can fire either of two different 0-20" 20-72" 10 010
kinds ofshot: sustained fire and maximal fire.
SUstained fire uses only a small amount of the
available energy, so there is no need for the
weapon to build up power. Maximal fire is an
all out J>urst. releasing all of the stored energy
in a single cataclysmic shot. If used like this
the weapon cannot be fired for a further 3
turns, whilst the power-packs generate more
energy. Sustained fire causes 04
wounds/damage, maximal fire 010.
The weapons has two sets ofstats. The first
for sustained fire, the second for maximal fire.
EQUIPMENT

Heavy stub. Heavy stubs are clumsy just Missile launcher. This weapon ls simllar in
tike the twentieth century heavy machine guns appearance to the grenade launcher but ls
!bey resemble. Their use ls mostly confined larger, and is fired direct - usually off the
to }~kel militia units. shoulder. They fire any of the missile shots
listed under Grenades and Missiles.

Heavy webber. This ls a large version of the


standard web gun. This weapon fires a
considerable quantity of web material,
covering an area several metres in diameter.
Once hit a model cannot get free except by use
of the special web solvent generally carried by
all webber crews. The rules regarding
intelligence, saving throws, etc, apply as for
ordinaiy web guns.

D
EQUIPMENT

Las-cannon. The las-cannon, laser cannon


or blazooga, Is a weighty, tubular weapon
usually fired otf the shoulder, or from a mount
of some kind. It is frequently mounted on
vehicles as their main armament.

Multi-laser. The multi-laser Is a rapid-fuing


combination laser chamber designed to slice
its way through compact bodies of troops. In
operation this makes it comparable to a
twentieth century quadrupedally mounted
bofors gun - delivering a hail of fire against
its target. It is a weighty device and usually
vehicle mounted.

01 • 39487 • !..BD · 479

00009.
Multi-melta. Like the multi-laser, this is a
combination weapon that has a number of
melta-barrels. It is a vicious and effective
weapon, ifrathershortranged. Thrgetsarejust
19.J<t.oot I MULTI MELIA 009
melted away • turning creatures into pools of ~ ~3 I 001
steaming protoplasm, and vehicles into so No Mercy. No Rcmonc. }n1 Kill
much twisted ~-

,0.8 .75
EQUIPMENT

against ground targets - giving a practical Macro-cannon . Macro-cannon are the


I VERY HE range of under a mile at ground height. largest and heaviest versions of the auto-
cannon. They fire explosive shells of
WEAPON Very heavy weapons usually take up 6
weapon points on a vehicle. Defence lasers considerable size and potency. A macro-
however, are so large that they take up 10 cannon can be mounted on a large vehicle
Defence laser. Defence lasers are very large (taldng up 6 weapon point$) but they are more
weapons indeed, with a laser chamber over points. This is greater than most of the
15 metres long, and an overall weight ofmany standard vehicle profiles will permit. commonly used in emplacements and for static
defence. They can be used for indirect fire (see
tons. They are usually set inside permanent
The Advanced Gamer). MaXimum range is
and immovable concrete silos. ~ power drain
about 40 kilometres, but is regarded as
of these weapons is enormous, and special unlimited for purposes of the game.
,nerators are integral to their design. They
can be built into vehicles, asswning you can
find one bigeoough, but this is not usual. Their
main purpose is to fire off-planet, into the
upper-atmosphere against incoming missiles
and spacecraft. Positioned on top of high
buildings they can be used against ground 2010
tar~. clt1d are ideal for siege warfare. Their
~ Is limited only by the curvature of the
planet. This factor limits their usefulness

..'•'
' Plasma cannon. This weapon employs a
sheD that energises into boiling plasma as it
is fired. As with other plasma weapons, a
massive energy drain is Involved. Power
reserves are enormous, but even so a plasma
cannon cannot be fired for two turns in
succession.

Ddik t!.c Meuat.

MARCO CANNON
EQUIPMENT
EQUIPMENT

A grenade can be thrown by hand, sling or


fired by a grenade launcher. The profiles given
are for hand-thrown ran~. For the rnnges and
modifiers of weapon-launched greoac;es see
the relevant weapon entry. All of the weapons
available in grenade form are also available as
missiles- which must be fired from a missile
launcher.
These weapons rake three basic forms. These
are - blast, gas and field-effect.
EQUIPMENT

Blast grenades and missiles have an acrual


physical effect- they explode! Models caught
within the effett area may be hit, and wiD suffer
damage worked out in the normal way.
Gas weapons affect the target's tissue or
nervous system - killing or disabling. Gas does
not necessarily need to be inhaled to work,
any exposure to unprotected skin will usually
suffice. Only troops wearing sealed suits or
armour, or inside sealed buildings or vehicles
will be unaffected. Roll to hit all targets as
usual. Once hit a target is automatically
affected, the effects and saving throws vary
depending on the type of~ used.
Field-effect weapons produce a short-lived
energy field on detonation. The effects of the
field vary according to the weapon. Roll to hit
all targets in the normal manner. Once hlt the
target is automatically affected, the effects and
saves varying according to the weapon type.
Gas and field-etrect weapons can be designed
so that they have a very brief active life (a
single tum). Others may hang around as dense
clouds, persistent energy fields or llngering
areas of deadly danger. When deallng with
longer-lasting effect areas, leave the burst
marker in position. Cotton \\001 can be fixed
to a card circle to produce a useful gas marker.
At the begirutingofeach tum (no matter which
side's turn it is) roll a D6.
1 Disperses - remove the marker
2-5 Remains as it is
6 Drifts off D6" in the direction
of the wind as determined by
theGM
A persistent gas weapon released into a
sealed room or vehicle cannot disperse. lf a
~or field-effect area lasts for more than one
turn, targets will often be within it at the start
of their own tum. \\brkoutadditionaldamage
or effect during shooting or combat, so a model
which moves out of a gas area during its
movement is not affected. This is a general rule
-and the GM is free to change it if he judges
the situation appropriate. R'>r example. a model
couldn't move right through a gas cloud during
the movement part of the turn and then claim
to be unaffected.
Anti-plant. Anti-plant grenades release a
~that instantly destroys an foliage. depriving
concealed troops ofcover, and killing harmful
vegetation types. Anti-plant will even destroy
bio-wire. The GM shoUld remove appropriate
scenery from within the affected area - there
is no need to roll dice to hit/damage etc. Trees
EQUIPMEN"l'

and other hardy vegetation will be left as Crack. These shells and grenades are Now's your chancel You've been
7
blackened stumps, possibly providing designed for 'cracking· open armour - walling ror a moment (i)(e !his ror
iOOividual cover. accordingly they need to be placed more months .... jl& run c:Hbehind those
86nd. Blind is a sophisticated kind ofsmoke carefully than most grenades and their buildings and leave these mugs.
You· U be home within a week and
genade, releasing dense smoke and broad throwing range is half normal. As well as the nevtr see them agaln . The modd
spemum electro-magnetic interference. normal crack shell, there is also a special crack breaks ;rw.r.y from its unit and takes
Characters cannot see onarget through blind, to the hills. The errea can only be
missile which is more po~oerful - this is only overcome by a successful rally.
ind psykers cannot use their powers to available in missile form and mU5t be fired from
8 The stcy·s so big and wide!lt would
penetrate it. 1\"oops in hand-to-hand combat a missile launcher. be great to just jump up Into it and
lllily strike blows only on the D6 score of a fly around !ike a prera-squirrel. The
6. Blind affects all troops within its effect area characttr stands on the spol and
·lbere is no need to roll to hit/damage etc. leaps Into the al.r as high as he can.
Why are your comrades looking a1
you like thai? You smile and ask
them If they want to fly too. The
model is lncapatltaled until nexl
turn, then roll for II again If
remalnltlg within the gas cloud.
9 TheenCif\Yl They'realla.roundyou.
fire, throw grenades. shou~
warnings 10 your friends.
Randomise ftrlng and other
weapons use. detennlne hit.s on
friends as approprtaie. The effectS
last until the model's next rum, then
roll atflln ifit remains within the gas.
10 joneS never liked you .... look at him
walking in front .... steals your
money, lies, cheats .... You hate
him. Serve him rlgltt Ifyou blew his
Choke gas. Choke is a lethal gas that must head olf. The charaaer fires at his
be inhaled to have any effect. Models wearing nearest friend • yeUing abuse and
sbootlng anyone who ~IS in his
I!Spirators are unaffected. The gas is dense way (they're on jones· side). The
and green, and exposure causes damage in the effectS last until next tum, then re-
same way as normal weapons. Roll to hjt and Frag. are standard anti-personnel roll If themodd remains within the
IIW!td/damage. There is no save. grenades - they explode scattering fragments gas.
of casing over an area.
Troops already suffering the effects of
hallucinogen gas will re-roll ifexposed during
a second or subsequent turn. They count
scores of 1-4 ct> the same as their original score
- making it SO% likely that they wiD continue
their current lunacy.
The creative GM will invent effects of his own
to substitute for some or all of those described.

1 ~"

Hall:ud.nog~m gas. Hallucin~n gas is used


as a psychological weapon, it causes delusion,
hallucination and, sometimes, madness. The
effects are diftlcult to predict, but are usually
short-lived. RoO to hit targets as normal. The
GM rolls aD10 to establish the effect for each
target, describing the result in the following
graphic detail.
1-4 \bur ha1ds are~ 1ml3des- )01.11'
~ IWisted worms! This is an
halludnalion • snap out of it! Roll
for confusion .
5 \bU'resuu you felt ~drop
onto )01.11' head! \Yhal is that tickling
your ncda .... 1~ !«Is U)(e a spider
.... spiders .... bund.reds of ·em!
1l!ar offaJJ your clolhing. discard aJJ
equipment and scra!dl. The model
is totally immobilised and Inactive
until the next nun. and must then
be rolled for again If it remains
within the gas.
6 That rreelbulldlng/othcr suitable
object moved .... why can' t the
othets see Ia \bU'U have to save the
day .... blast heD out oCitl Thedfect
lasts until next rum. then roll again
if themodel remains within the gas.
EQUIPMENT

Haywire. When haywire shells/grenades it obviously shouldn't be. Ultimately, it Is up Melta-bomb. This grenadeJmissile expbi!
detonate they release a massive burst of to the GM to give a ruling on specific items. with a blast ofsuper-heat- the intense thema
electro-magnetic energy. This is sufficient to energy melting away the target. This is a'!!!
cause damage to living tissue, but is really deadly device indeed, and is especially usd\1
aimed at electrically operated machinery. for attacking vehicles and buildings.
Position the area marker as usual and roll to
hit and cause wounds/damage against living
creatures as with a normal weapon. There is
no saving throw. In addition roll a 010 - the
score representS the effectiveness of the shell,
a low number corresponds to a high effect, a D6
high number a relatively low effect. All
technical equipment in the area (including
weapons and equipment) with a tech level
higher than the number rolled is immediately
rendered inoperative. Even bio-units are ,.
affected - the energy surge scrambles their Knock-out gas. Knock-out is a BPS weapon.
neuro-fibres just as it bums out electrical It must be breathed in to have any effect, and
cables and fuses small components. models wearing respirators or the equivalent
are not affected. Other targets are affected if Photon. A photon shell releases a bwst«
light energy sufficient to seriously damaf
Equipment inside vehicles derives a certain hit. Thrgets are simply rendered unconscious. visual organs. This causes blindness in ~
amount of protection from the armour and Titey remain unconscious whilst within the BPS creatures within the effect area, and deslro'jl
vehicle-shell -giving each item of equipment area, but recover at the beginning of any of light-sensitive equipment (including infi1.
inside a saving throw equivalent to the basic their turns on the 06 roll of a 5 or 6 once the equipment and targeters). There is no needll
armour of the vehicle. A vehicle's engines, BPS has gone. roll to hit - all troops within the area aa
power-supply, etc, can be affected. Make a automatically hit and affected. Troopers
normal armour saving throw, if this is failed wearing protective visors may be unalfecttC
roll an unmodified o10 on the spedal damage (depending on the saving throw of the visa
effects chart.
- see Miscellaneous Equipment). Crearum
It is not always obvious which items are inside buildings or vehicles, or behind bali
affected by haywire - especiallylow-tech items cover, have a D6 save of a 4, 5 or 6. Blindtt
which may or Iru\Y not have electrically driven creatures may recover their sight within llt
components. Obviously. clubs, swords and days SO%of the time. In any case, troops a
similar weapons have no moving parts or blinded for the duration of the game, and 13
electrical components and couldn't be affected. be considered to be unconscious due to tlr
Antique firearms and stub-guns are purely effects ofshock. Models may be removed ftoa
mechanical and cannot be harmed. Generally play at the GM 's discretion - they take 1»
speaking, assume somethingis affected unless further part in the game.
EQUIPMENT

Psyk-out. When Psyk·out shells detonate landing point, roll a 06+04. This is the
they release fine dust particles which are radiation level of the 'radiation hotspot'. The
heavily impregnated with negative psychic area effect radius of a rad shell is equivalent
energy. This form of psychic energy is to half its rad level. rounding up to the nearest
extremely rare- in the whole of human space half inch. Represent the hotspot with a
it can be obtained only as a by·product of the coloured marker • it will remain in place
Emperor's unique metabolism. Using this indefinitely (most of these charges lose llevel
material to make anti-psychic weapons is per 24 hours).
considered by many to be a great waste, and
their issue and use is strictly controlled. Any Creatures passing through a radiation
hotspot receive one automatic hit, with a
psyker within the effect area of this shell loses strength equal to the radiation level.
06 psi·pointsimmediately, and 1 point of psi·
level permanently. ln addition any psychic The GM can opt to secretly record the
powers being employed from the area, through position and strengths of hotspots. Players are
Plasma. A plasma shell releases a cloud of the area or into the area are instantly negated then free to blunder into danger without
~h-boiling plasma over its effect area. The • including any protective pSJl:hic zones or realising it- very inconvenient for the players,
effect area remains until it disperses, but auras. The energy is dispersed at the end of but extremely amusing for the GM.
shrinks by Yz n radius each tum after the first. the turn.
So, a plasma shell never lasts longer than 3
rums (including enemy turns)_ Plasma can be
represented by an area marker covered in flame Short long Shootin to hit Strength Damage
effect cotton wool· three sizes will be needed Short long Shooting to hit Strqth Oam.ge range rangeShort long
or course. range range Short I long
see 0-4" 4-8" variH
0-4" 4-8" always hits text

Rad. Radiation shells release dangerous scare gas. This causes a state of panic if
1%" radioactivity from their landing point. absorbed by the skin or breathed. Models who
Nominate your target point and roll for are within a cloud, or who pass through a
deviation assuming a radius of 2" (deviates cloud during the turn, are hit automati~
on a 3 or more). Having established the and must test for fear . Troops wearing
EQUIPMENT

Smoke. The area is covered in dense smoke


and will remain so until it disperses. Models
may not see or target through smoke (unless
they have infra-vision). Models in hand-to-
hand combat may only strike a blow on the
06 score of a 6.

Stasis. A stasis shell detonates creating a


stasis field within which time is distorted and
virtually ceases to exist. A field is unaffected
by all events around it, it cannot be fired into
or through. Models inside a field are instantly
frozen and may do nothing, but are not
destroyed and will resume their activity once
the field passes. Flying objects are frozen in
mid-air. The effect lasts until the field disperses.

lbxin gas. lbxin is a gas that can bt


absorbed through the skin or breathed ln.~
troops in sealed clothing are safe. Other •
are instantly slain if hit; their body tissws
erupting into a putrescent mass of green aDil
bubbling corruption. Roll to hit as nortn.11·
Stumm gas. Used widely by police - this there is no saving throw. The gas remains wd
detonates to dispe.rse a debilitating gas over Area it disperses.
an area. Models within the area, or passing
through the area during the turn are 1 %.
automatically hit and must test for confusion.
The cloud remains until it

Tanglefoot. Tanglefoot shells detonate


producing a minor distortion effect in the fabric
of space. This causes gravitic disturbance,
spacial displacement and a certain amount of
time distortion. Models caught in the field
move at half-rate. Models firing into or outfrom 1Yl.
the field suffer a -1 to hit penalty. Effects last
until the field disperses. troops within the field
are automatically hit - there is no need to dice. Virus. Virus shells are germ warfu
weapons, perfected to a reasonably safe n
controlled degree. The types of virus used Cill.
and do, vary a great deal, and it would bt
theoretically possible to manufacture spedtJ
discriminating types. However, the rated
mutation is such that it would be impossiNr
to guarantee this, so the weapons are rattly
used for strategic decimation.
Place the marker as normal and roll 10 hi
all targets. Only troops in protective clothq
or in a sealed building/vehicle are immune·
respirators are no protection. Thrgets whidl
EQUIPMENT
EQUIPMENT

are hit are killed - with no saving throw. As


a model is killed the virus will mutate and may
spread to unaffected troops. Roll a 06, this is
the radius centred on the dead body over which
the virus will now spread. Immediately roll to
hit new targets within this area - this may
include troops who were lucky enough to avoid
being hit by the initial blast. Continue rolling
new effect radii and new casualties until no
hits are scored or no potential targets remain.
The virus is genetically programmed to
mutate into a harmless form once the killing
spree has stopped. Note - although considered
instantaneous, a virus would normally spread
no faster than half a mile from the detonation
point during a single game turn. Also,
although the effects of virus are assumed to
last only one tum, in fact in 1% of all uses it
will break out again at a random moment
within the next 10 years.

vortex . A vortex shell creates a small


disruption in tbe space/time fabric, a spinning
whirlpool of destruction like a tiny black-hole.
The disruption is called a vortex field. You
cannot see or fire through a vortex field. All
buildings, scenery and models caught in the
area are destroyed automatically - a vortex
destroys all matter and all energy. There is no
need to roll to hit, and normally no saving
throw. A character may be allowed a
discretionary saving throw to represent his
chances of leaping aside at the last minute
(usually a 06 roll of a 6).
\brtex fields are actually spherical in shape
and leave a crater where they have been, a
moving field cuts a trench. The problem with
these weapons is that they are unpredictable
(they are also very rare and extortionately
expensive).
When initially thrown/fired the vortex shell
deviates on the 06 roll of a 2 or more. \brtex
fields remain in play, vanish or move as A vortex clipping a building or vehicle will
indicated on the chart below. At the beginning cause 04 damage for each full Y. " the vortex
ofeach tum (irrespective ofwhich side's turn penetrates. So a vortex of 1Y. " radius (3"
it is) roll a 010 and consult the chart below. diameter) ~ing straight through a building will
cause 6D4 dMnage. If more than 50% of the
1-3 The vortex field vanishes ground area is destroyed the building will
4-7 The field remains unchanged collapse anyway. If more than 1" of a vehicle
8 The vortex field moves off 06" in a is affected it is assumed destroyed unless it
random direction is a juggernaut. There is no saving throw.
9 The vortex splits into two fields of On the games table a vortex field is
equal size - dice again foe each represented by a card marker painted black to
10 The vortex instantly expands to radius look suitably threatening. A black hemisphere
3" and disappears, leaving a giant would be visually more accurate (halfofa ball),
crater but finding a ball of the right size would be
EQUIPMENT

t MINES
Mines are oompacable in effect ro grenades
and shells. In fact, all of the grenade type
~tapans can be adapted ro mine form by the
liSt of a simple pressure, temperature or
poxlmity fuse or a slmllar device. It iso•t really
!13Clical to lay mines during a game except
~U$ing the spedalmine missile descn'bed in
d!r next section. If the GM wants ro include
llirdareas in the~ a map must be drawn
~g their extent and type. Most mines are
roin·sized 'micro-mines', usually Laid in
l.bters or scattered groups. finding them is
almost impossible - except by accident of
ause. Consequently, a mined area remains
~rous, even once some of the mines have
fKOlf.lf the CM wishes, he can assume that
oolyasingleminehas been planted. in which
case it will detonate and is then removed from
dltmap. Crack, melta-bombs and other hard-
billing mines are the most likely to be Laid
ql)•. orin small numbers, often across a road
ro catch vehicles.
Any model wandering into a mined area, or
tmdlingovera mined area of road, is a target.
~ may choose to set up mines so that
d!eywill only be activated by weight- in which All off-table support weapons are Large. They
case anything ofsmall vehicle Yteight or more may be ftred from silos many miles away, or
d be a target. RoU once to ltir, using a BS from orbitting spacecraft or overflying aircraft.
({ 3 • this usually means bits are scored on Some of the larger missiles can be launched
d!rrollofa 4, 5 or 6 on a D6. Wxk out damage from the edge ofa solar system rowards planetS
asifthe model had been hit by the equivalent many millions of miles away. The availability
,made/sheU type. H is assumed that mines of such support weapons must be decided by
~eslighdy less powerful than the equivalent the GM before the game. and~ depend upon
pmade typeS. and do not have effect areas. the wider game context or scenario. It is not
ror the same reason the effects never last recommended that these huge and powerful Bio-wire bomb. Missiles are used to
longer than 1 turn, gas and field-effect weapons are used too frequently, and when despatch this strange weapon. Each bomb
weapons dispersing immediately. they do appear in games they are better contains special seeds, growth medium and
Mines can be detected by using an energy employed as the target ofsome raid or the focus nurrients: the plant that grows from this
scanner (described under Miscellaneous of capture or destruction. They are included material is called bio-wire. Bio-wtre grows
f4uipmenC). Any model using an energy in t:he rules out of completeness. Any poten- almost instantly, it is extremely tough,
scanner reduces its chances of being hit to a tial hits from support weapons can be worked regenerates very quickly, and its sharp thorns
6 on a 06. Alternatively, any area effect out with a BS of 3. will penetrate most armour or lacerate expos-
txplosive cype grenade or she!J can be used ed flesh. Rapid speed of growth allows the
ro dear an area equivalent to its own effect Barrage bomb. A barrage bomb is a long thick tendrils to move with animal precision,
uea marker. This does not guarantee range tactical missile designed to be used entangling and strangling living creatures.
drstroying alJ mines, but reduces the chances primarily against cities or emplacements. Once caught, acidic secretions will reduce a
iibeing hit to a 6 on a 06. Range is practically unlimited. A barrage bomb man-sized creature to bones inside a minute.
can be fitted widt drives, enabling it to be laun-
ched from theedgeofasolarsystem at a target Nominate the landing point of the missile.
. on a distant planet. Before striking its target The missile deviates in a random direction by
the missile divides into 6 fragments. 020" on a roll of 2 or more on a 06. Once
you have established where the missile comes
When using this weapon nominate your down, mark out a2" radius area with licnen,
target point and determine where the first frag- or other suitable scenic material. This is ~ry
ment lands. Place a 2" area effect marker and difficulc terrain, reducing movement to a
roll for deviation - bombs deviate on the 06 quarter. In addition. any model moving
score of a 2 or more. Deviation distance is through the b.io-wi.re receives an automatic hit
020". The remaining 5 fragments deviate at strength 5 causing 06 wounds. Even
automatically from the position of the first one vehicles will be affected- suffering 06 points
- so roll a 012 for direction and 020 for of damage if hit.
distance in inches from the centre of the
original marl<e:r, Once all markers are in posi- Bio-w!re is even more deadly because it can
tion. work out damage. lf markers overlap it grow. The GM rolls at the beginning of each
is usual ro work out damage only once - but side's rurn. Growth will occur on the 06 dice
the GM can allow damage to be worked out roll of a 6 · the radius of the clump increasing
for each overlapping fragment if he judges the by a further 1-1 ".
situation appropriate. Note that the weapon Bio-wire cannot be affected by most
has no range bands as such. weapons. A chainsword, power axe or power
EQUIPMENT

sword will cut a path, enabling movement at


half-rare - but thls does not stop the bio-wire
anacklng. Fire based weapons and plasma will
clear an area equivalent to the effect area, as
will and-plane grenades or missiles.
Dlsruptor beacon. These are missile laun-
ched devices. They serve a tactical role on the
battlefield, making communication difficult.
A disruptor beacon emits a constant signal that
dampens all other radio signals emanating
from within 100". Afi communication becomes
impossible whilst the beacon is intact.
Nominate the landing point - on the 06 roll
ofa 5 or6 beaconswilldeviare 020" in a ran-
dom direction. Beacons can be destroyed by
causing 1 point of damage . They have a
toughness of 8.
Holographs. Holographic lasers, or sky-
writers, project ~rds or picrures onto cloud
cover, and can be seen by anyone on the table.
A$ such they have no burst marker or physical
effecL A projected image lasts for 06 rums,
and during that time any psychological tests
taken by the enemy are subject to a minus 1 Range is practicaily unlimited. A p~
dice modifier. Sky-writers are designed to have bomb can be fitted with drives enabling ·
a morale effect, reminding the enemy of past be launched from the edges of a solar S)
defeats, taUnting individual soldiers, or pro- against a target on a distant planet- a
mlsmg comfort and safety as a P.O.W. missile of this kind Is sometimes k.nownas
plasma torpedo, or plasma lance.
Homlng beacon. A homing beacon emits
a constant signal that can be subsequently When using this weapon nominate Ylll
tracked using a communicator or other target point anywhere on the table, and dne
receiver. Additional off-table support weapons mine the position of the first fragment I'll:!
can be fued onto the position of a beacon and a 2" radius effect area and roll for dev~a~
will home-in to the signal - negating any Plasma bombs deviate on the 06 score ofl
chance of deviation. Whether the homing 2 or more. Deviation distance is 020" ina ran
beacon lands on target or not IS another mat- dom direction. The remaining fragmenrs
ter! Beacons will deviate on the 06 roll of a automatically de\iare from the landing pc&
5 or 6 by 020" in a random direction A tion of the first one - so for each of the .xhe:
beacon will be destroyed by any damage 5 fragments roll a 012 for direction and 02
received, it has a toughness of 8. for distance in inches. Once all the mar~
are in position ~rk out~ lfthe maAlt!
Mine missile. This is a large parent misSile overlap it is usual to work out damage
which shatters above its target, scattering an once - bUI the GM can allow damage 10 t!
area 12" radius with thousands of tiny, coin- worked out for each overlapping fragmeml
sized, micro-mines. Nominate the target point he judges the siruation appropriate. Notetlll
and roll for deviation. Mine missiles deviate the weapon has no range bands and that .r
by 020" in a random direction on the 06 roll to hit dice are modified by + 2.
of a 2 or more. Fbtential targets are hit with
a 8S equivalent of 3, which usually gives a
hit on the score of 4, 5 or 6. Mines remain
active until they are cleared by explosive area
fire.
Missiles. In theory there is no reason why
any of the grenade and missile types shouldn't
be available in lar~r support versions. It would 10+010
be possible to manufacture a missile of any
size: from a weapon little l~r than a nor- In daylight they are ineffective except as pre-
mal launcher sheU, to one capable of wiping arranged signals.
out a city, province or continent. ALl large Plasma bomb. A plasma bomb Is a large
mlssUes deviate on a 06 score of 2 or more, ritissile typically used by or against spacecraft.
deviating in a random direction by 020 ~. Area They are also used for planetary sieges. The
markers are multiples of the grenade rype - missile energises ar launch, converting into
x2. x3, x4, etc. It is convenient to refer to such a mass of seething plasma - each missile Scatter missile. This missile breaks 1.;
~missiles as 'x5 scare missile', or 'x3 toxin
becomes a baD of boiling energy sufficient to before impact, scattering 6 standard t}>pr
missile', etc. Effects are the same as the melt a city-block. As it converts to plasma, grenades. Nominate the target point and r~
grenade equivalent. the missile divides Into 6 fragments. this for deviation. Deviation is 06" on a 06so.-:r
Nlgbcligbt. These are relatively small enables the plasma to spread out and sarurare of a 5 or 6. All grenades (including theM:'
missiles, usually around 2-3 metres long. They irs target. A target under plasma attack automatically deviate 06" from this point.
are fued into the sky where they fully il- becomes a blazing inferno which only the very Scatter missiles can contain any standatd
luminate the area of the game for 203 turns. fortunate survive. grenade type or types.
EQUIPMENT
THE BATTLE AT THE FARM

e VEHICLE The vehicle's maximum The ratio of tuning ci'cle


safe flight ~peed redius to current speed
PROFILES
The slowest po..ible flight speed
The galaxy is a big place- containing more
worlds than one can easily imagine. The amount the
Transporting materials between so many vehicle can
distant star systems Is not easy. so most accelerate. X2 to The amount tha
vehicles are built and used on de same planet. gi... the \41hlcle C81'1 aocelemt
deceleration rete In ffigbt 1 X2 to glw
SOme designs ha<.e gained a certain popularity
the tete
and are used throughout human space, often
Thb is the faatalt
with local variations. Improvements or risk·free mow
adaptlons. More often local demand creates posstble to the
a market for home-built vehldes to accomodate ...hicle
not only local conditions but also local tastes.
Amongst the human military one might
imagine vehicle design to be srandardlsed - but
this is only partially the case. \ehlcle provision
is often the perogalive of individual
commanders, whilst most units prefer to
modifY their vehicles - sometimes completely
rebuilding them to meet their needs. \ehicle
provision is often so difficult that commanders
are all too pleased to take what they can get.
~hides pose a problem for the gamer - or
rather a challengellt is not possible for Citadel
Miniatures to manufacrure ~hides in lead for
technical reasons (not to mention the cost). emo1.1nt of weapons 'polnll'
It is unlikely that we'll ever see a full range the vehicle can carry
of plastic vehicles for Wclrhammer 40,000
from Citadel eider. SO, we are forced to rely
on making our own vehicles, or adapting
vehicles available as plastic kits from other Used to calculate d1mage Basic 06 saving throw agamst dama_ge
manufacturers. At the time ofwriting there are
many excellent kits available - but who can
say for how long shops will continue to stock to record damage
these useful ire~ Because we can't be sure
of what models will be available in the furure
this section has been designed around the • GENERATING In this way the GM can be sure his sctnR
concept of 'generic types'. ~ch generic type WEAPONRY wiU work, and that there will b~
corresponds to a vehicle's propulsion or FOR VEHICLES unbalancing element introdtad by the
general form, and each of these is sub-divided or a random dice throw. However, for
into three ca~des of ·small', ·medium' and A vehide's armament can either be dedded who like to ~nerate details randomly. lhe chit
' large·. You should be able to flt any kit by the GM before the game, chosen by the below gives details of how a vehicle's weapc.
currently available, or any conversions ofyour player, or generated randomly using the points ace divided up be~n vety he~y.
own, into one of these categories. Specific generation charts for weapons. u is heavy and basic weapons. Basic we<ipoi1SIIa~ •1
details ofarmament and addlticnal equipment recommended that where a GM has designed worth 1 point, heavy weapons 2 points n
are left as variables in the descriptions, and a scenario he actually decides all details of very heavy weapons 6 points (except b
can be randomly generated if you wish. vehicles incluclng armament prior to the game. defence lasers which are 10 points).
EQUIPMENT

loll randomly on the weapons charts to Weapon po1nts


lllrmine lheweaponfs carried. When rolling
ir vdlicles capable of mounting a defence 06 1 2 _3_ 4 5 6 ,,] 8 _.9_ 1Q. 11 12
1m. il is best to roll for the very heavy weapon 1 1b 2b 3b 4b 5b 6b 7b Sb 9b 10b 11b 12b
b. as lhe installation of this weapon will 2 1b 2b 1ltlh 21i1h 3ltlh 41i1h 3b2h 4b2h
3b3h 4b3h 3b4h 4b4h
mulhe number ofother ~pons that may 3 1b 2b 1ltlh 21i1h 1b2h 2 b2h 1b3h 2b3h
1b4h 2b4h 1b6h 2b5h
lie carried. If a roll indicates the presence of 4 1b 2b 1ltlh 2h 1b2h 3h 1b3h 4h
1b4h 6h 1b6h 6h
adefmce laser on any other vehicle ignore the 5 1b 1h 1ltlh 2h 1b2h 1v 1ltlv 21i1v
1ltlh 2Mv 1b2h 3h1v
tault and roD again. 1v • 1v• •
6 1b 1h 1ltlh 2h 1b2h 1v 1ltlv 1h1v 1ltlh 2h1v 1b2h 2v
1v • 1v• •
b- baSJc. h&heavy, v=very heavy, • - only veh1cles of th1s SIZe are perm1tted to mount a 10 pant defence
laser - In which case the remaining point.s are made up in basic weapons.
Gamily speaking, fire arcs should make
• relative to the model itself- so, a vehicle
lill aweapon mounted to its front may fire
Dis front, a vehicle with a turret can fire all
round, and so on. A fire arc from a fixed > Fixed Weapon Fire Arc: .!.'
weapon should be 90° calculated from the · calculated forward from
ax~ centre of the vehicle and facing straight centre of vehicle
imrd, backwards or directly to either sid.e. 0

;GENERATING ~
0 . . 0()
0 •

EQUIPMENT • ~- G
'";)
110R VEHICLES
As ~ilh armament, additional equipment 66-70 Ejector seats 7 61-65 Road-wheeler
uy be selected by the GM or randomly 71-75 Las-rutter (3 points) 8 66-85 Track/wide-wheeler
prated from the equipment tables. Much 76-80 Phase field generator (2 points) 9 86-00 Wcllker
lirhe equipment has little or no significance 81 -85 Power canopy (2 points)
when appUed to vehicles, in which case the 86-95 Thr~ter
ldlicleeilher has an emptyeqUipment space, i~ r.."::'ftfij!:d:bs
~t'n ...- .
96-00 Other equipment (random)
or the equipment indicated is carried in
llll¥ and may be used by the crew if they Bikes are small vehicles designed to carry
lish. eiNDE XAND a single passenger and a small amount of
RANDOM equipment, they may be wheeled, hoverers or
Al!tmatively, this shortened chart can be one of the other main vehicle types, and may
ad 10 determine a vehicle's equipment. The G E NE~TION OF
ill includes only items which would most VEHICLE TYPES
ldy be carried by a vehicle, plus a cover-all
cattgDry for more exotic equipment. Rolls 1 01-10 Bike
mh indicate other equipment can be re- 2 11-20 Crawler
roled on the random equipment charts. If the 3 21-25 Flyer
same equipment is rolled more than once it 4 26-40 Hoverer
may be taken or re-rolled as the player wishes. 5 41-45 Juggernaut
6 46-60 Landing-pod
OHO Au~alm
11·30 Au~drive
31..f0 Au~facilities
41-45 Bio-scanner
46-65 COmmunicator
EQUIPMENT

be capable of flight. Most bikes, however, are crawler attempts to emerge once
either wheeled or hoverers. Special rules apply Deviation can never exceed half rht L:
as for their main cype as weD as the foDowing. distance traveUed. During the tum in ~
LAND AIR lt emerges, a cra\\1er may fire its weapo::s
1 Bikes are open targets in the same way Max k.c/ Max M111 k.c/ TRR nonnal. Lt may also disgorge crew, but
as open-topped vehicles. At short speed dec soeed speed dec at half-rate.
range the bike or rider may be 32 16 Yt
targeted, at long range shots are TYPICAL CRAWLER
randomised between the rider and
bike. CpT DSvEqW
2 Although bikes are nO( intended to
carry passengers. it ls possible to 515.82 2
carry a single pillion passenger. Such
a passenger may not do anything
whilst on the bike, but may leap off
in the same way as an individual 'Aeaponry varies a great deal, but typically
exittlng from a vehicle. Whilst comprises either two bolters or a single heavy-
carrying a passenger a bike's turn bolter. Standard equipment is one auto·drlve
radius ratio ls increased to 1.
unit and one communicator.
3 A stationary bike may be rurned on • ·CRAWLERS
the spot so that it faces any direction.
Crawlers are designed to operate on the
TYPlCAL BIKE surface or underground by means of
burrowing. On the surface they are
comparatively slow and cumbersome.
Howa.u, they can traVel un~und through
most types ofson and loose rock, or over sea
LAND AIR bottoms and river beds.
Max k.c Max Mtn k.c/ TRR
speed dec speed speed dec L Crawlers cannot move overland
through woods or equivalent terrain
32 16 Yt Other dilficulc ground Is ignored.
2. Crawlers can move through linear
D Sv Eq W obstacles, demolishing or t1artening
them in the process. They can move
through or up or underneath
buildings. taking only half normal
coOlsion damage.
3. Crawlers can tunnel underground at
RANDOM BIKE full rate through loose soil, sand,
gravel, marsh and comparable
material. They can tl.Ulnel through
compacted soil and earth at half·rate.
l LAND AIR
1 I
Max k.cl Max Min k.c/
speed dec Sl)!l_ed s~ed dec
TRR
SOlid rock, concrete and comparable
materials are impassable.
Crawlers usuaOy begin a game undergrol.Uld,
206+ 206+ 25% chance Yt runnel into position, and emerge during the
20 4 of flight game. The best way to represent this Is for the
GM to ask the player where and when each
crawler is going to break surface. So, for
Cp T example, the player might declare that one of
• 1 D3 1
his crawlers is goitg to etTle1lJ! •<!rectJy in front
+2 of the launching pad in tum 4·. or '12" due
north of the compound in turn 3 '. Whlls t
crawling underground it Is unlikely that
crawlers will be able to communicate or
Saving throws of 7 or more tndiclle no seve. manoeuvre rotaJJy effectively, so the GM
should introduce a chance ofdelay or ofgoing
offcourse. A1k:Jw each crawler a 1 in 6 chance
of noc appearing dming Its nomlnated turn and
e THE VINCENT each subsequent rum. The chances of going
BLACK SHADOW off course should be greater, so allow only a
1 in 6 chance of the vehicle not going ofT
This famed ferro-beast ls the fabled mount course. Course deviation is worked out in the
of many of the mercenary bike-warriors that same way as area fire deviation, with the
West the forgotten, distant and lawless parts vehicle being positioned D6" from its Intended
of the galaxy. Its huge road wheels are armour point in a random direction. Once placed on
plated, its armament considerable, and its the table a crawler may be moved underground
riders can be col.Ulted an10ng the most vicious again, further movement can be \'.'Orked out
scum in the unlwrse. by map. Roll for delay and deviation when the
EQUIPMENT

RANDOM CRAWLER spades. The main grinders also serve to edge


• THE SAND the \'ehicle forward. and provide a degree of
CRAWLER directional control.
This is a small but powerful vehicle, bullt to

TRR
carry two crewmen over or under the earth.
Like all crawlers, it has a tough outer sheD; LAND AIR
,"'
this helps to prOleet the crew and sensitive
equipment from the massive heat build-up
Max Ace! Max Min Ace! T"'
2 soeed dec soeed soeed dec
caused by ttavelling undergrowv:l. Most of the
friction derived heat is blasted away via the 16 4 2
rear tail unit· which also provides the overall
Eq W forward thrust. The main heat shield ls at the

~
front, just above the forward grinders. Earth Cp T D Sv Eq w
06 010 Is loosened uslng a high frequency sound 6eld.
Loose soil is men drawn lDlder the forward 2 I 20 6-8 2 2
grinders, through the main grinders and is
pushed behlnd the vehicle by the revolving
EQUIPMENT
EQUIPMENT

ln flight, all terrain is averfuwn and therefore


ignored. The examples below are pure aircraft,
AI R with no ground movement. The maximum and Hoverers are vehicles which hover just above
minimum speeds, ace/dec rates and tum ratios ground level. They may be powered by hover-
Max Min Ace/ · TRR can be transferred onto any small, medlum or
dec thrust jets, or by a combination ofjets and anti-
largl! vehicle of~ type to tumit into a vehicle gravity fields. In either case the effect is the
2 capableofboth ground and aerial movement. same. giving a maximum ground clearance of
The remaining statistics then come from the up to 1 metre.
ground movement type (capacity, toughness,
damage, etc). 1. Hoverers can cross linear obstacles
Due to their high speed, it Is possible for a such as hedges or low walls without
flyer to literally enrer and leave the table in risk at speeds of up to ~ maximum.
a single turn - completing a single fly-past. At greater speeds vehides will go out
Stlndard annamenr comprises 2 auto-guns. During such a turn weapons can be fired or of control during the following rum.
Slandard equipment is 1 communicator and dropped from any position along the flight 2. Hoverers are not able to operate inside
110-aim for one of the auto-guns. path. Similarly. troops on the ground may fire woods, or amongst areas of large,
at the flyer at ~ position it occupied during irregular mineral formations (such as
its turn. crystal forests and dosely packed
Ayers are \~hides which are capable of full stalagmites) .
&;u, like aeroplanes and helicoprers. They 3 . Bogs. water and othet marshy or loose
.ay also be walkers, hoverers, tracked or This model is a conversion from plastic ground incur no penalty.
wheeled as well. Even some crawlers can fly spares. The fly is a light strike vehicle, typical
{allhough this is rare) . Flight is achi.eved by of the sort of thing thar might be used to scout TYPICAL HOVERERS
floltr·thrust jets, sometimes with anti-gravity ahead of an advancing force, or to offer support
lfttrs or gravitic reaction motors. vehicles to troops on the ground.
wbrh fly can usually hover, although some
may be incapable of any mode other than full "'' l AND ·~,, . AtR .
l;tt (such as the aeroplane).
Max Ace/ Max Min Ace/ TRR'
TYPICAL FLYERS speed dec soeed soeed dec
24 8 1
20 8 1
18 4 1
,.,;,
Ace/ TRR ~

dec CP. I 'l :• \0 J'f Eg


,,,,,
w,,,.
2 4 30 4 4

Standard weaponry is a las-cannon and a


missile launcrer. Standard equipmentincltxles
auto-drive, a targeter for the las-cannon, a
communicator and ejector seats for the crew.

Ace/ TRR
dec
6D6 D4+1

c, T Pil Sv -~ iv
f.;
•• 04 4011 04 04
+3 +20 +2 +2

' 10% chance of 0 . Otherwise 606.


" 50% chance of 2. Otherwise 2010.
EQUIPMENT

RANDOM HOVERER Equipment carried as standard is 1 designed as huge fighting machines are bufu
communicator unit, 1 targeter for the main by all major races. Such vehicles are so Jar,
armament, 1 auto-drive and 1 auto-aim for they are not really viable for military use -1101
the main armament. Weapons carried as would such a vast machine fit easily ontD rht
standard are 1 melta-gun and 1 multi-melta wargames table! A ~me might be foughr
Accl TRR each with 360° traverse. inside a juggernaut in the same way as grunt'S
dec can be fought inside buildings or spacecraft.
1 Vehicles of this size are usuaOy wheeled.
tracked or of crawler type - but the profiles
for them can all be generated from the charts
LAND AIR below.
Max ~ Max Mtn "«/ TRR
CpTOSv£qW
speed dec SJI'ed speed dec
Even a small juggernaut would be quite Iarr
208 04 406 03 08 08 on the tabletop. A model in the region of24'
+ 4 +10 +4
24 8 1 long would be necessary. Although a game
involving a juggernaut is possible. such aganr
~Cp T 0 so~ Eq w would be an oddity. Games involving the
'/If
A save is generated using a 03 (half the
largest juggernauts would be impractical as
2 7 15 6 4 3 they are larger than table sized. However -for
score of a 06 rounding up) plus 4. those who want to try the profiles are
A score of 7 equals no save.
provided.
eTHELAND 1. All difficult ground may be traversed
SPEEDER normally, including sea beds. bedrock,
·• ..J"UGGERNAUT under marshes, etc.
The land speeder Is a patrol, recce and light VEHICLES
battle vehicle. It is fast. manoeuvrable and has 2. juggernauts can move through woods.
a crew of two. Land speeders are used on many \ehicles can be constrUCted that are far larger other scenic features and linear
planets. and are especially corrunon on desert than anything described so far. Factory obstacles, demolishing or flattening
worlds, swamplands and other large flat areas. vehicles, mining vehicles, and vehicles them in the process. They may
EQUIPMENT

attempt to move through or over s. The larger juggernauts are best


e A ..JUGGERNAUT
buildings. taking only half normal represented by the tabletop itself, with
damage. features, turrets, and so on placed A typical juggernaut is the great city·
directly onto the table. The vehicle crushing sie~ juggernaut of the Imperium. It
3. Juggernauts are~ large that they can interior can be drawn up as a map, is extremely Jar~ bristles with \\eaporuy, and
act as garages for other vehicles. This and the whole game conducted in a
is in addition to equipment space has enough space inside for 3 other large
similar way as an attack on a large vehicles. The vehicle is far too large to be
given and routine car~ space. A smaD building. represented on the table, although its upper
juggernaut can house up to 3 smallf2
medil.un or 1 large vehicles. A medium TYPICAL JUGGERNAUf surface could well make a~ oottlefield, with
juggernaut can house twice this many,
crewmen emerging from hatches as assault
teams cry to blow their way inside.
a large juggernaut three times as
many.

4. Juggernauts are solar~ that they can LAN D AIR


survive almost any amount of damage Max Poccl Max Min ~I TRR LAND AIR
without taking special darna~ effects. soeed dec Sneed l sneed dec Max ~e) Max Min kr.J TliR
Do not roll for special damage effects. speed dec speed $peed ~
12 4 3
Instead, consider each turret. track,
etc to be a separate target which can 12 4 4
take damage equivalent to 10% of the 12 4 5 ~ Cp T DSv£gW
~
vehicle total. Shots against specific
bits of the vehicle do damage only 10010140 3-6 .. 32
against those bits • not against the
vehicle itself. Doors, hatches, etc can
be blown out hit with sufficienc Iii
power. The vehicle's armour can be
cut through in the same way as a e LANDING PODS
building wall.
Landing pods are futuristic landing-craft
used to transport men and materials onto a
planet's surface. Once landed they are
immobile. Larger landing pods often
RANDOM JUGGERNAUT incorporate weapons, and are designed to form
strongpoints for their crews. Most however,
are just delivery vehicles, and once they have
landed can merely await future reclamation
when the battle is over. These vehicles are used
TRR by all races, including humans, and especiaDy
by the marines. ~leportation is more common,
04+2 but is not always practical, especially if
spacecraft cannot get close enough to the
target planet • as is often the case in the face
·Cp T 0 Sv Eq w of hostile defenders and powerful ground
2x 10 3• 3-6 1006 1004 bases. Landlng pods can be launched towards
0100 100 HO +10 their target from almost any distance, even
from the very edge of a solar system. They
have fuel enough to manoeuvre, but are poorly
EQUIPMENT

armed and armoured. An assault of landing 1. Road-wheelers cannot cross linear A save is i!J!nerated using a OJ (half the scat
pods relies on numbers to i!J!t through, their obstacles ofany kind. Attempting to of a D6 rounding up) plus 4. A srore of 7
small size making them difficult targets for do so counts as a collision, and brings equals no save.
ground based attack. the vehicle to a halt.
A landing pod assault is represented as 2 . Vehicles cannot enter woods or
follows. Roll for each pod at the beginning of comparable terrain features. Those
your turn. A score of 5 or 6 indicates .that it doing so are considered to have hit a This is a popular form of road transport in
has landed somewhere on the table. A score solid barrier, the vehicle is baited and large cities and is typical of the vehicles seen
of 1 indicates that it has landed off-table. damage worked out as for a collision. on the streets. It carries no armament, whidl
Scores of 2-4 indicate that it has not landed would attract attention on most worlds, and
yet, and should be re-rolled in the following 3. All diflicult ground and vezy difflcult
ground is impassable at speeds
has little in the way of military hardware. It's
tum. Pods landing on the table hit the ground just a fuirly ordinary car in fact! Inconspietw
at a randomly determined point (this can be greater than 4 ". In addition roll a 06
evecy tum, a t> \nt.K.atmg that the enough for a bank raid- fast enoogh for a dash
done anyway )QU like - one method is to divide to the spaceport - common enough to re-sell
the x and y axis of the table up and roll vehicle has become stuck and cannot
move of its own accord. wth no questions asked.
randomly along each). They will be travelling
in a randomly determined direction and will
plough through 06" ofground before coming
to a dead halt. \\Ork out damage from collisions
immediately (pods cannot go out of control -
once stopped they remain stationary).
Surviving pods will immediately burst open,
and the crew can disembark to any position
within half a normal move of the pod. Pods
landing off-table are assumed to survive intact.
and the troops will enter at a random point
on a random table edge in the player's
following turn.
The smallest pod carries only a single man,
but most pods are large enough to carry 5
troops including 1 with a heavy weapon.
Medium sized and larger pods burst open to
form protective ramps, which count as hard
cover. These may incorporate a small weapons
bunker with a toughness the same as the pod,
and 5 points of dama~. Large pods may carry
a single small vehicle (or the equivalent
amount of equipment) including crew. Tracked vehicles are designed to be able to
TYPICAL LANDING PODS cope with dif/icultground. They are generally
mobile, but fairly slow compared to hoverers
or road-wheelers. Wide-wheelers are vehicles
whJch employ wheels, but are designed to
travel overdiJilcultground, and are comparaNe
to tracked vehicles in performance. Usually
wheels will be very large, or there will be a
great number of them, giving extra-ordinary
traction. Sometimes wheels and tracks may
be combined on the same vehicle.

RANDOM LANDING PODS 1. Tracked vehicles can move over most


diflicult ground without penalty or
risk.

Road-wheelers are wheeled vehicles


designed for use on roads, or over good, solid
ground. Most civilian vehicles are of this type.
On many frontier worlds, civilian vehicles are
frequently modified to incorporate weaponry
and other military hardware. The number and
placement of wheels can vary, but has little
effect on performance.
THE BATTLE AT THE FARM

2. 'M>odland or equivalent terrain is


impassalie. A vehicle lOOVing through
~or very loose gromd will become
stuck on a 06 roll of a 6, and cannot
then move unaided.
3. near oootables can be moved over
<'ilhout penalty, exceptfor stone walls
tnd the equivalent. These can be
crossed without risk at speeds of up
10 half maximwn. At greater speeds
the vehicle goes out ofcontrol for the
duration of the following tum.
4. Streams and rivers can be crossed
without penalty.

lYPICAL TRACKS

• TIM Is a 1 in 6 chance of this being ~.


Ohrwisa ae given.
Asave Is ~mated using a 03 (half the score
ia D6 roWlding up) plus 3.
EQUIPMENT

kd TRR
dec

Cp T 0 Sv Eq w

10 8 30 >6 3 5
EQUIPMENT
EQUIPMENT

e WALKE RS RANDOM WALKER Standard ~pons are 2 forward firingJas.


cannon • firing together under a single uo-
Walkers are vehicles which have legs. These aim system. Standard equipment is 1
can be represented on the gaming table by
many of the robot type kits. When selecting
kits you will have to be discriminating· many k.c/ TRR communicator, 1 auto-aim and 1 ~ b
of those available are far too humanoid to be dec the las-cannons. The las-cannons must be em
credible. Walkers have two or more legs. They 2D6
together at the same target.
are mobile and can penetrate most forms of +8
terram. ~--~--~----------~~
t. Walkers ignore all types of terrain Cp T D Sv Eq w
except for woods and deep water. kcl Till
2. Walkers cannot walk on water, but 2D6 D4 606 03 06 06 dec
they can walk along the bottom ofsea- +5 +10 +3
beds at half-rate. St:rearm and shallow
rivers incur no penalty.
3. \\bods, and equivalent terrain types,
are passable at half-rate or less.

TYPICAL WALKERS This can bebased on any multi-limbed plastic


model kit. If)QUare an accomplished modeller
you can even build your own!
EQUIPMENT
THE BATTLE AT THE FARM

carapace body armour. carapace armour Blinded models remain blinded until dr
e ~AMOUR compdses especially thick plares of flexible
plastic reinforced by synthetic fibre or ceramic.
beginning of their next rum. While blind lbc!
PROFILES Each plate is moulded to fit a part of the body.
cannot shoot. take pan in hand-ro-bDi
combat. etc, and count their Mas 1 for tla
The purpose of body annour is to protect rhe It gives very good protection . but is own defence in hand-to-hand combat
wearer from harm. Most anrour rakes the form cumbersome. It offers a basic saving throw of Thehnical level 6.
ofa physical barrier that absorbs or dissipates 4. 5 or 6 on a 06.
Dlsplacer field . This is an all-enclosq
the energy ofa bb.v or weapon hit. Other sorts carapace armour cowlls as heavyequipmem energy field , but is quite invisible until it tale
ofarmour are more advanced, and operate on with a movement penalty of 1". 1r Is not effect. The field responds to any combat«
different principles. The most technically practical to combine carapace with other sorts shooting damage by activating a tiny warp-
advanced typeS of armour are the various of physical armour due to Its bull<. The main drive mechanism c~ntained in a belt poiXi
kinds of protective energy fields. advantage of this form of protection is that it On a successful save the model is in.sr;mdy
Energy fields can be combined with physical is air-sealed, offering protection from gas Iransported 06 inches in a totally ranOOtl
armour, but t\\0 or more energy fields cannot weapons when worn with a res pirator. direction. A safecy mechanism prevents dr
be used rogerher at rhe same time. Nor can Thchnicallevel 5. model transporting into a wall or other soii
armour- energy fields be combined wirh orher Chalnmail. Chain mail is a primitive type of object. This Is accompanied by a flash ofliglt
sorts of energy field generated by other armour consisting of inter-linked metal chains which although not harmful will expose hWeD
equipment; models attempting to use both at fonned into a suit and worn over a thick padded troops in the same way as shooting. The tal
rhe same time will destroy both Items. jerkin. Against the weapons of the is not totally effective - giving a basic saviJ1
Wclrhammer 40,000 universe these offer only throw of a 4, 5 or 6. Saving throws f01
When the various types of armour are dis placer armour should be taken separately
combined It is best to take saving throws minimal protection, and suffer from being
heavy with a •~" movement penalty. A suit from normal armour saves, and should bt
separately in most cases. Where convenient taken first . Thchnicallevel 6.
rhe GM may combine the saving throws into of chainmail gives a basic saving throw of a
a single saving throw equivalent. 6. Thchnicallevel 5. f1ak. This is a common type of body a.rtn011
Conversion field . This is an energy field , it Is often worn by civilians with dangeroos
and except when actually taking effect it is manual jobs. It has an outer Layer ofabla!M
•INDEX OF invisible. The field converts all energy to light, material. Ifstruck by energy weapons this d
ARMOUR AND including combat and shooting damage. A burn away thus dissipating most of tilt
RANDOM successful save causes a Oash that illuminates damaging heat. The middle layer comprisa
GENERATION a circular area with a radius equal to the a honeycomb of interconnected air bullt*1
strength of the attacker/weapon in inches. which absorb the energy of a physicallh
Within this area Iroops will be blinded on the The inner lining is a special, thick plastic
1 01-15 carapace 06 throw of a 4, 5 or 6 unless wearing some Under normal conditions this is fairly plialt
2 16-20 Cbairunail kind ofeye prorection. A conversion field will somewhat like canvas, but it responds Ill
3 21· 25 Conversion field protect the wearer's eyes, so that no ill effects physical pressure by becoming hard and tot;~.
4 26· 30 Displacer field are suffered from his own Ught blast. This It is very effective at stopping shots already
5 31·50 Flak counts as a phoro-chromadc visor to other sl()'.\.'ed down by the outer Layers. flak \m
6 51-70 Mesh blinding lights. Conversion fields are fairly on Its own gives a basic saving throw of ao
7 71-75 Plate reliable, giving a basic save (foUowed by a on a D6.lts main advantage is rhatitdoesn«
8 76-85 Powered flash) on a 4, 5 or 6. restrict movement at all. Thchnicallevel5.
9 86-90 Refractor field
10 91·95 Stasis field
11 96·00 Shield

• FIELDS
1 Conversion
01·25
2 26-50 Dis placer
3 51-75 Refractor
4 76-oo Stasis

• PRIMITIVE
1 01·33 Chalnmail
2 34-66 PLare
3 61·00 Shield

• MODERN
1 01·20 carapace
2 21-45 f1ak
3 46·70 Mesh
4 71-90 Powered
(5) 91·00 Shield plus pistol
(optional)
EQUIPMENT

Mesh is very tough, and is quite heavy, worn over a thick padded undergarment, and
counting as heavy equipment with a sometimes chainmail as weU. The saving
movement penalty of ~ "· Models wearing throw already takes this into account. It is
mesh have a basic saving throw of a 5 or 6 extremely he;rvy, with a movement penalty
on a 06. Mesh can be worn in conjunction with of -1 "· ltoffers quite good protection from light
flak to give a combined saving throw of 4, 5 weapons, with a basic saving throw of 5 or
or 6, but the added bulk increases the 6 on a 06. Thehnicallevel 5.
movement penalty to a wtal of 1". Thchnical
Powered armour. Powered armour consists
l~clr5~·------------------~ ofan all-enclosing protective suit, life-suppon
Mesh. Mesh armour is made from the same Though snver in your palm weighs light
plastic material used in the lining of flak system, and ma1,1y technically advanced
ComJ»rcd 10 dntb by blur •nd s..-ord.
lmlr. 'Ibis material is fonned into very small Do oot 5hy the hopcleu light.
features. The natural weight and
bpes, usually hexagons or octagons about For endcYOur is its own rcwu d. cumbersomeness of the anrour is overcome
2mm across. These are fastened together, or by a system of electrically motivated fibre-
me$rled, with further material to produce a "Plate armour. Plate armour is another bundles which replicate in every way the
Oexible l'abric. This gives the appearance of primitive type of defence, comparable to a suit muscular movements of the wearer. So,
rqxile scales, or old-fashioned mail armour. of mectieval armour. Such suits are usually although heavy, the wearer is free to move
EQUIPMENT

although heavy, the wearer is free to move cannot be slung or taken up halfway through GMs should have no difficulty fitting any ol
without penalty. Auto-senses and a turn. Thchnicai level 4. the available plastic model kits into the rules.
communicator are included, together with Stasis field. This is an all-enclosing energy
respirators which enable the suit to be used field. It works on a similar principle to warp-
in any atmosphere or hard vacuum. COntrols drives as used on spacecraft. The field can be
are minimal. mast of the suit functions are turned on at the beginning of the player's turn All robots have auto-senses, infra-vision and
automatic. Control messages and hazard and remains active until the beginning of his completely effective photo-chromatic
warnings can be given by the suit either next tum- approximately 10 seconds of real protection. This is assumed, and does 001
audibly or visually, and the suit's built-in time. The effect is to generate a complete stasis occupy equipment points. Equipment points
computer will respond to weal commands. around the wearer. The user becomes ethereal, may be filled with other suitable equipment
The armour gives a saving throw of 4, 5 or and cannot be harmed in any way at all: he generated from the chart below.
6 on a 06. lt does not count as heavy appears transparent and hazy. Whilst the
equipment and confers no movement penalty. effect lasts, the model can do absolutely 01-10 Bio-scanner
Like carapace·armour it is air-sealed. Powered nothing. As ru as the wearer is concerned, 11-40 COmmunicator
armour can be combined with flak (but not time simply does not exist tbr that 1o second 41-50 Field armour (random type)
mesh) giving a save of 3, 4, 5 or 6 and a ~ " period. The annour cannot be used two turns 51-55 f1ight pack
movement penalty. Thchnicallevel6. in a row - if a character attempts to do so he 56-65 Jump pack
is instantly transported into interstellar space 66-70 Lascutter (3 points)
Refractor field . This is an all-enclosing 71-75 Phase field generator (2 points)
energy field powered from a small pack. When and destroyed (rrost units have a safety feature
which prevents this). Thchnicallevel 6. 76-80 Racl-counter
it is turned on, the wearer is surrounded by 81-00 Targeter
a hazy band of light. This gives away hidden
troops in the same way as weapon fire.
~pon and hand-to-hand combat damage is
partially refracted around the field, dampening
its effects. The field offers a basic saving throw
Robot design varies every bit as much as
of a 5 or 6 on a 06. Thchnicai level 5. vehicle design. so a similar system has been
Shield. A simple shield will offer a degree 1 01-25 Hover robots
used to describe the various types. Humanity 2 26-50 '!tacked robots
of protection against·attacks made from the and robots have a long history, but the current
model's front. It is no use at all against any 3 51-75 Wllker robots
trend towards superstition and scientific denial 4 76-00 Wheeled robots
area type ofattack or against an attack made has led mankind to distrust robots and neglect
from the side or rear. A model carrying a shield their full potential. Human life is cheap,
has a basic save of a 6. This can be combined whereas the andent sciences are practiced • I;JOVER Roti.OTS
with any other form of physical armour, only by a few, principally by the members of
increasing the basic save by 1. Note that a theAdeptus Mechanicus- the so-called Thch- These robots hover just above ground IN!
model carrying a shield caMot use that arm priesrs whose sk:iils are mostly directed in other propelled by hover-thrust jets, or by a
for anything else, and can only use pistol type directions. combination of jets and anti-gravity fields.
weapons accordingly. Robots have been classified into four basic Maximum ground clearance is about I meat.
Not all shields originate from primitive types depending on their means oflocomotlon, Uke hovering vehicles, robots can cross~
cultures. Advanced forms of the principle may each is sub-divided into three basic sizes - water and other marshy or loose ground wlh
even include a built-in pistol \\eapon (which small, medium and large. Small robots are no penalty. Unlil<e vehicles. normal rules appy
can then be used as normal in hand-to-hand man-sized or smaller, medium ones between for movement within woods and over lira
combat only). A shield can be slung on the 2 and 4 metres tall. and large robots are taller obstacles.
back to free both hands, but then counts as than 4 metres. The descriptions include
a ~ ff move penalty. Shields must either be on random charts for each type, typical profiles
the arm or slung for the whole turn - they for each type. and an example of the class.

Like vehicles, each robot has a number d


weapon points which can be filled wiO
appropriate weapons. Basic and close contr.
weapons are 1 point each, heavyweapons2.
and most very heavy weapons 6. In hand·to-
hand combat robots never count as ll1akq
an improvised attack, it is assumed that they
have some sort ofbuilt in dose combat impll
weapon in addition to other weapons aM
taking up no points. Generate weaporuyir
robots using the weapon points table from Ill
vehicle section, and the random weapoas
tables from the weapons section. You will fill
all useful charts summarised at the end of Ill
book. Large robots (those with 6 or IIIOft
wounds/damage) may mount their weapc11
in turrets. affording a wider arc of fire.

There os no roght or wrong LD our profcssoon


The present chan!!"• the p.st from moment
to moment. Only pray for the future to
vondocJie your actoon.
EQUIPMENT

t TYPICAL Nor can these robots enter woods or e TRACKED ROBO~ t


comparable terrain features. Those doing so
HOVER ROBOT are considered to have hit a soUd barrier, are This cate~ry also includes robots with
halted. and damage is worked out as for a special all·terraln wlleels. multiple wheels, and
vehicle colllsioo. very large wheels; all of which are designed
All diffirulc ground and very diDirulc ground to nave a similar performance to tracks. A
MWs las
S T w I A lrl lnt is impassable at speeds greater than 4 ". ln mixture of wheels and tracks can be combined
addition roll a 06 every rum, a 6 indicating on the same robot.
4 5 5 5 5 1 5 1 10 10
that the robot has become stuck and cannot Movement through woods and equivalent
Is 5 5 5 5 5 5 2 10 8 move of its own accord. terrain is not possible excepc: by use of roads
8 6 5 5 5 10 5 3 10 5 and trackway.;. A robot moving over a bog,
or other very k>ose ground, will become stuck
• TYPICAL on the 06 roD of a 6 and cannot then move
WHEEI!ED ROBOT unaided.
Most other vegetation can be moved over
without penalty, including loose scrub and
hedges. Similarly, rivers and screams can be
M ws BS s T W I A lrl tnt moved through {or under) with no movement
reduction . Linear obstacles, other than stone
6 6 6 5 5 _1 6 1 10 10 or concrete walls, can be moved over without
8 6 5 5 5 5 5 2 10 8 penalty. Walls can be moved over without
12 5 5 5 5 10 6 3 10 6 causing damage at half-rate or less. At higller
speeds work out damage as for a vehicle
collision.

Mlws BS s T W I A llrl lnt


2 2 2 2 2 pt~ 2 04 . ~~
04 04 04 04 0 4 04 lw•
' lmex 101

• RANDOM
WHEELED ROBOT

t WHEELED ROBOTS
MWS BS S T WI A llrl lint
Wheeled robots are mostly confined to @ 2 2 2 2 2 010 2 04 • ~06
milian usa~ but rules have been included to& 04 04 04 04 04 lw•
for those interested. Robots with multiple
lfheels, or especially large wheels. are
coosldered in the same ca~ry as tracked
robors.
\\heeled robots cannot cross linear obstacles
1 aD, and cannot climb stairs. Attempting to
&so counts as a collision, worked out in the
SDe way as a vehicle colllsion.
EQUIPMENT
EQUIPMENT

2 Dreadnought suits are completely


sealed, lire-supporting units, and are
~Milker robots have legs - androids and other impervious to gas attacks and other
humanoid robots are of this type. Walkers are atmospheric effects.
very mobile, and can move rapidly over most Pilots have very little space inside
.. forms of terrain. Walking robots ignore all 3
..•.');
.M ws BS s T ·wt . At ;Uf fm terrain penalties except for woods and deep
water. They cannot walk on water, but can
the suits and so may carry no
personal equipment other than a
6 5 5 5 6 1 5 1 10 10 single pistol weapon.
walk along the bottom of a sea-bed, or other
8 5 5 5 6 5 5 2 10 8 Dreadnoughts suffer no movement
deep water, at half-rate. Streams and shallow 4
12 5 5 5 6 10 5 3 10 5 rivers incur no penalty. Woods and the penalty for carrying heavy weapons
equivalent terrain are passable at half-rate or or equipment.
less. 5 A dreadnought may tire all of its
weapons during the turn. Slow
loading weapons may not fire and
move.

•TYPICAL
M ws BS ··s· r :w I ' A &l 'lnf DREADNOUGHT
4 5 5 5 5 1 5 1 10 10 SUIT
6 5 5 5 5 5 5 2 10 8 Imperial battle armour is fairly common
amongst the ranks of the imperial forces
8 5 5 5 5 10 5 3 10 5 - marine chapters occasionally having
several suits, armies having a pool of up
to a half-dozen suits in various states of
repair.
MWS BS · si· ·r w. I•.
A tt·· Iii{
® 2 2 2 2 204 D10 2 D4 -
D_6 04 04 04 +1 04 ~
F1gh1irg cha~actenstlcs Personal charactenS1les

Saving throw 3-6


Thchnical level 8
\\eapons 4 points
Equipment 4 points
The numbers of weapons carried and the
types of equipment are described in the
same way as for vehicles. So, the imperial
battle armour can carry 4 basic weapons,
2 heavy weapons or 1 heavy and 2 basic.
Roll up armour and equipment as for a
vehicle.

•RANDOM
DREADNOUGHT
SUITS
Fig/1!111J charaC!tllstJCS l'el!onal chaiBC!enSilcs

Dreadnought suits are used by many races,


although their size and general appearance is
similar regardless of origin. Most intelligent
creatures are man-sized, hence most Saving throw D4+2
dreadnought suits are between 3 and 4 metres Thchnicallevel 6+04
high. Suits are complex, and rarely reliable. 'Aeapons D4+2
Constant battlefield repairs and improvision Equipment D4+2
of spare parts means that few suits are alike. Chance of tlight 10%
Although generically known as dreadnought Dreadnought suits capable of tlight have
suits in the Imperium, they are also called characteristics in the same way as flying
battle suitslbatde armour, mech suits/mech vehicles - use the flying vehicles chart to
armour or mechs. Other special rules re.lating generate them.
to these suits can be found in the main Hand-
to-hand Combat section.
1 Dreadnought suits have full auto-
senses as standard, occupying no
equipment points.
THE AGE OF THE IMPERIUM

e BIONICS vision. There is a 50% chance of a bionlc eye


being able to function as a wgecer - giving
Although superficially similar co robotics, +1 co hit with aD weapons. There Is a 10%
bionics are in fact quire different. nue - both chance of an eye being able to function as a
imolve similar technology, but whereas robots bio-scanner, allowing detection of hidden
are self-supporti\e. thinking machines, bionic troops, and equal chance ofan eye being able
implants are merdy mechanical substirutes for to act as an energy-scanner, alla.ving detection
biological organs or limbs. So, a human might of functional devices, mines, etc.
have a bionic hand, arm, eye, etc, but still be ~- Bionic legs allow extra speed, doubling
essentially human, no matter what he looks a character's normal move rare. Characters
likel Most technological races are capable of with bionic legs may also deliver a single
producing bionic parts, which may or may not strength +3 hand-to-hand combat 'klck' in
be cosmetically designed co march original addition to their normal attacks. 06
organs. Generally speaking, bionics are a wounds/damage are caused with a saving
rather special acquisition, and would not be throw of -2. Olaracrers may also leap fissures
available normally to the poor or even and other horizontal gaps of up to 04 +2"
moderately well off. Personality models might width, and the equivalent oft storey in height.
conceivably have bionic parts, the higher Leaping takes the equivalent of a whole
ranking (and thus more experienced) a movement turn.
personality, the m>re IJkely he \Wuld be co have Lungs. Bionic lungs enable a character to
a bionic replacement. This can be done at the avoid the effects of all poisonous or hannful
GM's discretion, allotting parts to characters gases, and will act as a complete respiracor
when working out the scenario or, for 12 hours, permitting survival underwater
alternatively, the following chan can be used. or in severely de-oxygenated atmospheres.

Number of Blonlc Parts

Personality 0 1 2 3 4 4+04
e MISCELLANEOUS
Champion 01·90 91·95 96-98 99 ()()
EQUIPMENT
MllOr Hero 01·1> 81·90 91-95 96-98 99 ()() This section gives details and rules for
equipment not covered in the other sections. 3 07-09 Bi<>-SalllllCC
MajotHero 01·70 71·85 86-90 91·95 96-99 00 It incorporates as many useful Items as 4 I0.11 Bombot
possible - far more in fact than any single game 5 12-14 Breathing appararus
01-20 Artifidal gill
could comfortably accommodate. Even so,
there is nothing co scop the GM inventing 21-40 Filters
eiNDEX AND 41-60 GUI
further equipment. This is often a gpod idea,
RANDOM especially ifyour game has a technical setting 61-80 Mask
GENERATION OF in which certain items would be of value. For 81-<X> Respirator
BIONIC PARTS 6 15-16 cameieoline
example, imagine that a game is being fought
in a secret missile installation between a force 7 17-26 Conummicator
8 27-28 Ejector seats
of raiders and an assortment of scientists,
9 29-30 Energy-scanner
1 Ol-10 Single arm civilian workers and other defenders. 'Abuldn' t
10 31-32 Eye protectors
2 11-25 Both anus the raiders need special gad~ts to force code-
sequence locked doors, destroy or confuse 01-25 Photochromatic
3 26--35 Earh.; ,
missile control equipment, cut through visor
4 36--60 Eyeh.;
26-50 Phorochromatic
5 61-85 Legs bulkheads, etalfthe GM feels it is necessary,
any extra equipment can be invented before contacts
6 86-00 ~ 51-75 Photochromatic
the game and any special rules worked out.
drops
Arm. Each bionic ann allows the character 76-00 Pbotoehromatic
co make a single hand-to-hand combat attack •INDEX AND injections
with a suengch of +1 (not counting as an RANDOM II 33-34 f1lgbt pack
improvised weapon) . Successful damage GENERATION OF 12 35 f'renzoo
causes 06 wounds/damage with all saving 13 36 Gravity chute
throws at -1 . The arm cannot be used to wield
MISCELLANEOUS
14 37-38 lmm!UX!
further close combat weapons, except for EQUIPMENT IS 39"-41 lnfra-\.isioO
digital weapons. There is a 10" chance of a 01-33 Infra-vision
bionic arm having 1 inbuilt or close combat surgery
weapon with a 1" chance of 04 digital This chart lists each item of equipment 34-66 Infra-vision
weapons in addillon. by index number. A random generation visor
column has been provided, enabling 67-oo Infra-vision
Ears. Bionic hearing is only useful when not players or GM to randomly select
wearing a full helmet, and allows a character contacts
equipment. 16 42-44 Jump pack
to hear living creatures breathing, hearts
beating, and so on. This functions as a bio- 1 01-o3 Auto-sense 17 45·46 Las,rutter
scanner. Excessive background noise may 2 04-06 Auto-systems 18 47-48 Medl-pack
serve to block out this ability - this is left to 01-33 Auto-aim 19 49 Needler chemicals
the GM to decide at the time. 34-66 Auto-drive 20 50-52 Parawing
67-00 Auto·facllitles 21 53 Phase field generator
Eyes. Bionic <¥5 are immune to the effects
of blinding flashes and have automatic infra-
THE AGE OF THE IMPERIUM

Communicator. A communicator is a multi-


22 54 Polymorphine drug purpose radio transmitter and receiver. Most
23 55-56 Porta-rack communication is achieved using pre-set
24 57-59 ~r-board channels, and communication is
25 60-62 ~r canopy instantaneous. Otannels can also be 'closed'
26 63 ~r field generator so that the signal can only be received on
27 64·66 Rad-counter Breathing apparatus. There are several another corruritmicator programmed with a
28 67·69 Rad·suit types of breathing apparatus allowing pre-arranged descrarnbling code. Otherwise,
29 7o-72 Sealed suit individuals to breath alien atmospheres or a channel can be established between two
jO 73-75 Stimulant harmful gases. Most of the gases used as communicatoiS on the D6 roD. ofa 6. Maximum
31 76-78 Srumm antidote weapons are absorbed through the skin, and range is about 50 miles. High-powered
32 79 Syn·skin equipment of the type described here is not versions have a longer range, but are larger
33 80·84
34 85·89
35 90
-ter
Suspensor

Thleporter
effective on its own. The exceptions are choke,
knock-out and scare (modified save).
1 Artificial gill. An artificial gill extracts
and are carried as backpacks - these count as
heavy equipment with a Y1" move penalty for
every additional so miles of range. Vehicle
36 91·93 Thleport homer mounted units take up the equivalent of 1
oxygen from oxygenated water or gas,
37 94-95 Thndcil sensors enabling a character to breathe equipment point and have planet-wide
38 96-97 \lkb anaesthetic underwater or in any polluted or poorly broadcast and reception capabilities, with a
39 98-00 \lkb solvents oxygenated environment - such as a total range of about ten million miles - local
fire. It is worn as a backpack and counts conditions will usually moderate this
as heavy equipment with a 2" move maximum. Thchnicallevel5.
Auto-sense. These are a combination of penalty. 'Jechnicallevel 6. Ejector seats. These can be fitred to any
ilfferent artificial sensory organs that relay vehicle, taking up 1 equipment space for an
2 Filters. Filters are inserted into the
Information directly into the brain, bypassing nostrils. They filter out harmful gases entire system (sufficient to eject an crew and
lht creature's own natural sensory organs but do not enable a character to breathe passengers). An ejector seat can be used as
*>lther. Characters wearing dreadnought underwater or in a vaa.mm. Thchnical a saving throw on models caught inside
!1lils receive information in this way. Auto- destroyed vehicles. Roll a 06 for each
stnSe can be fitred into helmers, vehicles or
levelS.
3 Gills. Gills are an internal, bio- individual, scores of 4, 5 or 6 indicate a
arostany item ofequipment, and have safety successful eject to a random position within
lrd!ani.sms that prevent extremes ofsensory engineered implant that enable a
character to breathe ~nared water. 06" of the vehicle.
stimulation . This means that weapons
lisigned to blind (such as a photon grenade) The implantation has to be done in Energy-scanner. An energy-scanner
will !lave no effect. Auto-senses are not surgery. Thchnicallevel (implant) 10. detects energy emissions within 4" of a
nonnally capable of infra-vision, but can be 4 Masks. Masks are worn over the whole nominated point not more than 10" ;may from
dfied with suitable visors (see infra vision) face and are conspicuous. They function the user. This will indicate the position of
lchnicallevel 7. in the same way as filters. Thchnical functioning equipment, vehicles, robots,
level 5. weapons, etc. It will not detect ordinary life
Auto-systems. Auto-systems are simply functions, but psychic activity will show up
robotic systems that negate the need for a 5 Respirators. Respirators have a supply as an extremely high reading. Radiation
Imnan operator. They can be fitred to vehicles of oxygen contained in a canister. A sources will not srow up as distinct from other
In the guise of auto-drive (replacing the need character can breathe normally from emissions. Thchnicallevel 7.
ilr a driver), auto-aim (taking the place of one canister for up to 12 hours.
weapon crewmen) and auto-fac (which Additional cylinders count as a Y1 " Eye-.protectors. There are several different
operates all other facilities - radios, doors, etc) . move penalty. Thchnicallevel 6. types of visor. chemical and device that offer
Allto-systems can be fitted to any equipment, protection for the eyes against photon
no matter how small or large. Automatic cameleollne. cameleoline is a substance weapons and such like.
robotic defence guns featuring auto-aim are that can be woven into the structure of most
fubrics.ltis unusual in that it offers chameleon- 1 Photochromatic visors tit onto an forms
commonly used to defend all sorts of ofheadgear or can be worn as goggles.
Installations as well as public buildinss. jails, like protection - appearing to merge into the
background. The material is fashioned into They darken almost instantly, offering
etc. Auto-systems have no technical level
because they are independently functioning cloaks, coverings, ponchos and canopies of an a 4 , 5 or 6 saving throw against
kinds. A statiroary model wearing cameleoline blindness. 'Iechnicallevel s.
machines, they require no operator as such.
presents a difficult target, giving a -1 to hit 2 Photochromatic contacts are simple
Blo-scanner. A bio-scanner detects living modifier. The spotting distance for detecting contact lenses that darken to protect the
matter of any kind within 4" of a nominated hidden troops is modified ~ -1" for targets eyes against sudden light. They are
point not more than 10" away from the user. wearing carneleoline. invisible under normal conditions, and
Readings will indicate abnormal
concentrations of tissue, such as large
creatures or close groups. The scanner can
differentiate between animal<; and vegetation,
and can read through rock or metal up to 5
metres thick. Thchnical level 7.

•ed
Bombot. A bombot is a simple robot. lt is
to ~WJe towards a ~t and explode.
Bombots has a move of 4 ", subject to the usual
modifiers, and are moved just like ordinary
uoops. Outing his own turn a player can elect
to explode his bornbot at any convenient (or
incomenient) moment. Bombots explode with
the etfect ofany of the grenade types. Thchnical
le\tl7.
EQUIPMENT

offera3, 4, 5or6savingthrowagainst
blindness. A creature requires a
rechnical level of 5 to wear contacts.
3 Photochromi\tic drops ace a chemical
that is dropped into the eyes and which
is normally transparent. The chemical
remains~ for about 24 hours. Under
a sudden light stimulus the chemical
darkens dramatically, giving the user
a save of a 5 or 6. Thchnical level s to
apply the chemical.
4 Photochromatic injections are made
into the eyes using a light sensitive
chemical. This cannot be detected in
any way and remains effective for about
28 days. lt affords the user a saving fastened to their bodies and controlled by an
throwof3, 4, Sor6 against blindness. officer via a closed-channel communicator.
'Iechnicallevel 7 to make the injection. 'Iechnical levels.
If any of these protective measures are
combined, take each save in rum. Gravity chute. A gravity chute is a pack-
sized suspensor that allows a character to float
Flight pack. A flight pack is worn on the safely to the ground from any height. Such
back. It can be controlled either by a manual devices can be used to drop troops onto a
control (which requires a free hand) or by direct battlefield. either from a low flying aircraft or
mind-impulse link. The pack enables the from the upper atmosphere. Models dropped
wearer to fly. using a small thrust jet combined in this way land at a random position on the
with suspensors. Minimum speed is o- so the table. Models dropped from stationary flying
wearer can hover at a dead standstill ifdesired. vehicles land within 06" of a point immed-
Maximum speed varies but is typically only iately underneath them. Thchnical level 4.
in the region of 30" with an ace/dec rate of
6 ". AltematM!Iy. this can be generated using Immune. Immune is a broad spectrum
806 and 204 respectively. Then radius ratio immunisation that offers some protection
is 1. A flight pack will lift one man and a against virus attacks, as well as from general
reasonable amot.mt ofequipment including one disease and ill health. A single dose remains
heavy weapon. If excessively loaded the GM effective for about 100 days, offering a saving
should impose a suitable modifier on throw of 4. 5 or 6 on a 06 against disease
perfonnance (~ loads halve all details, three and. specifically, from a virus grenade/shell/
loads divide by three, and so on) . Also. heavy missile or mine. 'Iechnical level 4.
loading is risky and should inwlve a chance Infra-vision. This is a form of enhanced Jump pack. Ajump pack permits its wearer
of crashing every turn (two loads a 6 on a 06, vision- it enables creatures to see heat, and ro make a long, powered jump instead of a
three loads 5 or 6 and soon). Thchnical levelS. to see through most forms of soft cover as if normal move. Unlike a flight pack, a model
Frenzon. Frenzon is the generic name given it weren't there. This means that an enemy using a jump pack does not remain airborne,
to a number of psychologicalcontrol drugs that can often be targeted even if it is otherwise but takes off. jumps and then lands all as pan
are available to high level officers of the hiding. Infra-vision enables a creature to see of its movement. A trooper can jump imo
Imperium. Comparable dru~ may be available in the dark as if it were normal ~tight. Engine hand-to-hand combat if desired. This couniS
ro other advanced races too. A single dose of exhausts, fires and other heat sources will all as charging, he is not considered to be an aerial
one of the specific types can be used to induce be blatantly visible, and the GM can intrepret combatant. A model may shoot from a position
a state of frenzy. confusion, fear or hatred. this ability further if he wishes. Infra-vision at any point during its jun1p. Grenades can be
Effects ace auromatic and no test is made. A can be gained in one of the following three dropped at any point directly under the jump
single dose of the antidote negates the ways (note- there is no infra-vision equivalent (even though they are slow weapons and
psychological state. Frenzon drugs are to the photochromatic chemical) . moving and firing is not norm{illy allowed).
favoured by some fighting units of the Reserve moves ace not permitted.
priesthood. They are administered by means 1 Infra-vision surgery is used to graft A jump can be made up to a distance of IS'.
of a device that resembles a wristwatch, but artificially cultured heat-sensitive tissue
reaching a maximum height sufficient to clear
which actually contains a supply of frenzon on or in the recipient's eyes. As the linear obstacles, vehicles and human-siud
drugs which are injected directly into the skin. ability becomes a physical part of the troops. ~and single storey buildings C3ll
The wearer can control his own mental state creature there is no technical level , be cleared, but the horizontal <ffitance jumpel
by use of these drugs. Repeated use. however, although the surgery ~uld require a is reduced to 12" to account for the greattr
has a detrimental effect- every time the device level of 10 to accomplish.
vertical height. Higher buildings can be jumpel
is used after the first time a test is made. On 2 Infra-vision visors can be fitted to all over at the GM's discretion. typically red~
the 06 roll of a 6 the character's metabolism forms of headgear (including those with horizontal movement to 6".
gives out under the constant pressure of auto-senses). or worn as goggles. Before a model is •jumped· the player miN
repeated doses, and the individual collapses, giving full infra-vision to wearers. indicate the intended landing point and then
taking 04-1 ~unds. Characters who are still Thchnical level 5. roll for deviation as for area effect weapons.
alive remain unconscious for 04 turns. 3 Infra-vision contact lenses are Jumpers deviate on the 06 roll of a 4. 5 or 6.
Frenzon is used extensively amongst the colourless and cannot normally be Non-deviators are moved as indicated.
penal legions; army units consisting entirely seen. They are not totally effective, Deviators are moved in a random direction
of convicted aiminais, debtors. liberals and giving only a restricted range of vision, from their target point within 06". Itls not
other social transgressors. In their case, this being 20n. A creature requires a possible to deviate by more than half the rota!
however, the wristdespensers ace permanently rechnical level of 5 to wear contacts. distance jumped. 'Iechnicallevel 5.
EQUIPMENT

Las-<utter. Al.a<;-cutter is an industri.al tool han.dling characteristics of hang-gliders. They either by hand, or by use of a former ofsome
uis used to cut through solid metal, rock, are used to drop from low flying aircraft, kind. It can only be used by individuals who
s:.l! has a range of only 3 ", but within this enabling their pilots to glide into battle. It is have undergone sub-muscular surgery to
ilaoce will automatically cut a hole into a possible to control a parawing in flight, and loosen their muscle structure. Even so, special
llilding or spacecraft (or pretty much landing can be accomplished with great training is required, and no ordinary creature
l!ylhing else!) sufficiently large to allow the accuracy. Pilots are free to fire their weapons could benefit from the drug. Only the
~ofonehuman-si.zedcrearure per rum. from the air, and are only restricted in that they Assassins of Earth can really make use of it.
llsareauromalic. The weapon could feasibly are unable to use weapons during their landing Any other crearure attempting to use
lr!B:d against vehicles or crearures (although rum. Once larded the parawi:ngs are removed, polymorphine would suffer tortuous agony
dis is not the intention). When used in this and the troopers can fight on foot. A parawing whilst thelr facial and other muscles writhe
II)' the cutter automatically hits with a non- has a maximum airspeed of 12 ". a minimum out of control, settling inro a disgusting and
Nllgareaelfectof ~ " radius, each target speed of 6" and an ace/dec of3 w. 1\tm radius horcilYing distortion of their original fearures.
~DIOautomatic wounds/damage with. ratio is Y.a . Parawings are not capable of Thchnical level 7.
; ·6 save modifier. Las-cutters are large, carrying heavy weapons or equipment. Porta-rack. The porta-rack is an essential
llllllting as heavy equipment with a move 'Technical Level 4. tool of the Inquisitor - lt is used for extracting
,mal!)' of 3 " or as 3 points of vehicle rhe truth from recalcitrant subjects. It
eppmeot. 'IOChnical level6. Phase field generator. This useful tool was resembles a small black box, from which
originally developed for use in the mining protrude many hundreds of fine wires. Placed
Medi-pack. A medi-pack is an advanced industry, being another technical spin·olf from against the skin these extend. delving deep
.romatic medic-machine capable of the warp drives employed on spacecraft. The within the subject's central nervous system,
lliisteringtoa wounded or disabled character. machine projects a small area into warp space, enabling the Inquisitor to control the
tis contained in a case about the size of a and holds it there for a short period- possibly individual's emotions and state of mind. With
pmble typewriter. Allow a full stationary ntrn several minutes. Living creatures caught in the a lirrJe fine tuning, uncooperative individuals
kacharacter to use a medi·pack either on affected area will be killed. Solid objects literally soon become compliant.
liEelf or another model. It can achieve the disappear, opening up a gap or hole through
ii:lwing. which troops can move. Once the machine has The device takes a turn to operate, and the
stabilised the field, creatures or objects can victim must then save againSt his will power
1Negate or cause any of the move into the affected area without being every turn (rolling equal to or less than WP
ps}thological states (e.g. confusion) . affected themsel\les. The only problem with on 206). Once failed. the victim will
2 Regenerate 1 wound on any living the device is that material can only be held automatically tell all. Thchnlcallevel 8.
character (models with only 1 wound in warp space for a limited amount of time. Power-board. A power-board is
to start with are beyond help I) . The unpredictability of the machine is a major fundamentally a toy. It is used in the
drawback • individuals caught in the area dangerous, but highly popular, sport of sky-
3 Instantly negate any temporary surfing, in which athletes fly across the skies
disability (primarily blindness, but also during a sudden and unexpected re·
materiallsation of the warped material are balanced on flying boards, controlling their
the effects of some gases, such as flight with body weight and a pressure foot
hallucinogen, and paralysing poisons killed lnstan tly.
throttle. The boards also have a military use.
from needle guns). The phase field generator has a range of6 ". although only amongst unbalanced,
Fmnanent disabilities cannot be helped. Within this range it can open up a hole in any maladjusted and battle-crazed troops. A fUght
llbunded models may only regenerate 1 solid material sufficient to allow entry by two
human-sized models. or a single small or pack is a better, saner, alternative. Minimum
JRI!llld from a medi-pack, never more no speed is 0, so the board can hover at a dead
11111tr bow many times it is used. Medi-packs
medium vehlde, per rum. This can be thought standstill. Maximum speed varies .... but is
are heavy equipment and there is a 1" of as a I • radius area effect marker. The always fast! A typical board has a top speed
!I'AlVement penalty. A vehicle-based unit weapon takes a complete stationary tum to of about 60", with an ace/dec rate of 12".
«rupies 1 equipment point and can be used set-up and prepare for firing at a pre-selected Alternatively, this can be generated using
10 !Teat up to 4 characters simultaneously area. lt can then be activated during any of 10010 and 504. Turn radius ratio is %. A
•1hin the vehicle - ifthe vehicle also has auto- its following turns. During the activation rum, board can carry one man and a reasonable
f«i!ities the machine will function without an all material within the affecred area is warped amount of equipment, but no heavy items. If
operaror. Thchnical level 7. away, including IllOGels that rrove into the area excessively loaded the GM should impose a
Needler chemicals. The needle pistol and during the tum. ln following rums the area suitable modifier on performance (two loads
atedle gun fire small slivers of chemical - a is safe, and models may be moved through the halve all derails, three loads divide by three,
rJny toxic crystal that penetrates skin to kill resultant gap. The generator must remain
stationary at all times. If moved or turned off, and so on - a single heavy item counts as a
"paralyse. Both effects are described along full load). Also, over-loading is risky and
wttb the weapons themselves in the ~pon the warp material will instantly reappear. At involves a chance ofcrashing e.;ery turn (two
l'roliles. Although a variety of toxins are the beginning ofeach of his turns, the player loads will crash on a 06 roD of 6, three loads
available, and variable chemicals can always using the generator must roll a 06 to establish a 5 or 6, and so on). 'Iechnical level 5.
be developed, there are basically two types; that all is well. A score of 6 indicates that the
lbt killers and the paralysers. Paralysing field has broken down , and the warped
dlemicals effectively take a model out of the material returns immediately. Models caught
pme, but do not kill . The effects of the in the field are killed horribly as their primal
chemical will wear off naturally within 24 atoms are crushed and blended with the
OOurs, or can be neutralised at any lime by returning material, producing a horrible,
applying an antidote. Needler chemical mutated conglomerate of the two.
antidote is generally effective against all A phase field ~aerator is a heavy piece of
bmulations of the basic paralysing a~nt, and equipment, counting as a 2" move penalty for
will "~rk on any score of a 2 or more made ordinary troops and as 2 points ofequipment
oo a D6. lt mkes a whole turn to administer on a vehlcle. 'Technical level 7.
~hand, or can be fired from a needle weapon.
tchnical level 7. Polymorphine drug. Polymorphine is a
shape altering chemical that breaks down a
Parawings. Parawings are sophisticated crearure's natural muscle structure for a few
l'trsions of parachutes, with many of the minutes, allowing new features to be moulded
EQUIPMENT

Power canopy. A power canopy is a field


generated screen that can be used to seal off
a vehicle from the atmosphere - especially
open-topped ~hides. lt is a heavy piece of
equipment, taking up 2 equipment points
when installed. It can be turned on or offonce
during the player's turn. Once activated the
vehicle is totally sealed off. and it is not
possible for the crew to fire v.eapons out. The
screen offers no protection for the vehicle from
normal damage. Thchnicallevel 5.
Power field generator. This is a device
which creates a barrier of pure energy around
itself. The resultant field can be any size,
depending on the amount of power fed into
it. It is invisible, and takes the form of a
spherical bubble centered on the generator.
Any object encountering the field will feel a
slight shock; this is usually sufficient to
discourage animals. Any object or creature
trying to force a way through the shield will
be stopped, whether originating from within Rad-sult. A rad-suit is an all-enclosing and ear insertions. It takes 1 turn to re1001t
or without the enclosed area. It is impossible sealed suit which will protect the wearer sufficient to prevent suffocation, 5 turns •
to destroy a barrier except by overloading its against all damage from radiation. It is very remove the lot - syn-skin solvent is requil!d
power source. Power sources are graded loose-fitting, and can be worn over armour or for this.
according to the radius of bubble they can other clothing. Thchnicallevel 5. As well as protecting the body against t1r
maintain. For the sake of the game this is atmosphere. the syn-skin layer also f~il
expressed in inches (6", 12". etc). However sealed suit. Sealed suits are simply self-
SUStaining life support suits. They are usually a booster chemical that heightens the weara's
a bubble may be many miles in radius and senses, speeds his reactions and in~
encompass a considerable area. 1b cause an tUmsy and transparent, and always include
respirators. SUCh a suit isolates the wearer from all of his physical functions. This has theefia
overload it is necessary to cause of increasing w.>, S, T and I by +1. Syn·skia
wound/damage. For each point of damage all gases and harmful atmospheres. A sealed
sult is very loose fitting and can be worn over also protects the eyes completely against al
caused the field radius shrinks by 06 • during damage by blinding lights. Syn-skin can be ;q
that next turn only. A field which shrinks to armour or other clothing. 'lechnicallevel 5.
colour or transparent - it is usually btaa.
0 or less is destroyed permanently. A field Stimulant. A general purpose stimulant is Thchnicallevel 9.
reduced in size will automatically recover to a chemical that can be injected, ingested or
full size during the following tum. Power fields inhaled. It takes a whole turn ro administer Suspensors. Suspensors are small anD-
have a touglwess of 1o. Power field generators and will awaken an individual who is gravity generarors. similar to those used in
are heavy items and ocrupy 1 equipment space unconscious. lt can be used to counter the hover vehicles. flight packs, power-boards, et.
for every 3" (or part) of field radius. Radius effects of web anaesthetic or knock-out gas, They are quite small, usually no more 1M!
can be randomly generated as 06 " for vehicle and will dispel amfusion. Onre it has taken 1ocm across, and are usually round and Ill
mounted units, a 406" for average units effect, the individual can be knocked-out, like a yo-yo. A single suspensor attached 11
(usually emplaced). Larger fields are possible. webbed or confused again from that time on . a piece of heavy equipment will reduce !hr
Thchnicallevel 7. Thchnical level 5. associated movement penalty. Each susperu«
will 'Ughten' the load by the equJvalent oh
Rad-<:ounter. A rad-counter is a hand-held Stumm antidote. Stumm antidote protects ~" penalty, so an item with a normal 2'
meter that allows a character ro detect areas the nervous system against the confusing penalty will be reduced to 1Y.r • by a singlt
of harmful radiation. The range of the device effects of stumm gas. 1t takes a turn to suspensor or to nothing by four. A modd
is 18 ". and it will measure the tad level at any administer, but will remain effective for about cannot be made to move in excess ofits nornul
point within the range. The user indicates the 24 hours, during which time the character move allowance by means of a suspensor. In
point where he wants a reading and the GM cannot be harmed by Stumm gas. Thchnical theory, with the use of sufficient suspellSOIS
can reveal any radiation hotspots present. levels. any weight can be lifted. Each suspens«
Thchnicallevel 5. cancels out the equivalent to 10 kilos. An itell
Syn-skin. Syn-skin is a spray-on second
skin. It is airtight. watertight and proofagainst under suspension will float freely, and wt
aU gases. Syn-skin can be used to seal a move around if pulled or pushed. Thchnici
character's natural skin, covering mouth, ears, level S.
eyes, etc, and will provide protection against Thrgeters. A targeting device enables a nm
hard vacuum or gas weapons. Syn-skin feeds accurate shot to be made, giving a +I toli
the body with oxygen for up to 12 hours, after score. These devices combine various optial
which the user will collapse and die if the and electronic sights. rogether with a guidara
material is not removed. If the character is to system in the case of missiles. Thrgeters m
survive for move than 12 hours. some heavy items with a Y.r" movement penalty. M
provision must be made for him to breathe. vehicle mounted equipment they occupy 1
Internally worn oxygen/carbon dioxide equipment space. Thrgeters are specific 10
exchangers can be inserted inro the throat, and weapons - a vehicle mounting a las-canm~
will keep a living creature alive for a further and a plasma gun can have a taxgeter for eith!r
12 hours. Speech and hearing is afforded by or both, but they are not inte~hangeable. A
a small communicator inserted into the throat single targeter can be used if two or more of
and at the base of the ear. Syn-skin takes 10 the same weapon are mounted to fire ill
turns to spray on, including fitting the throat unison. Thchnicallevel 7.
EQUIPMENT

~leporters. A teleporter is a large piece of


equipment and must be built into a spacecraft
or building. It comprises a set of central
controls and a teleport chamber. Objects more
than cwice man-height can never be teleported,
and any attempt to do so will alwccys cause
a malfunction. ~leporters will transport
~ from shlp to ship. ship to planet or
vice versa. They cannot be used to move
objects from one part of a planet to another.
Thleport beams can penetrate only a limir.ed
amount of solid matter (about 5 metres) but
always travel in straight lines. This is why
planet to planet transport is not possible - !he
curvarure of the plilnet Imposes a signillcant
blocking thickness.
Up to 6 man-sized objects or creatures can
be teleported from !he teleport chamber at
once. A teleporter will rarely place its cargD
100% accurately, although safety features do
prevent materi.a.l&don inside another object.
The player must nominate his landing point
on the games table and roD a 06. A score of
2 or more lndkates !hat the Landing position
has deviated from the nominated spot by 06"
in a random d.irectlon. At the GM's discretion,
large numbers of groups being teleported at
once can be teleported onto the games table
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
EQUIPMENT

randomly - dividing the table into segments damage to a single random limb, signal. The user can activate the
as appropriate. This is a useful method for necessitating amputation. using the homer. The source
staging large invasions, where the teleporters Living creatures are fundamentally stationary for 1 turn as usual.
wouldn't be overly bothered about exact 5 unaffected. but skin tissue is scarred so is always successful and no dice is
location anyway. that flesh appears red and twisted as user can ch~ to teleport
"'eleporting oock into the chamber is similar. if badly burned. 3 ~ radius like a nonnal teleport, OrJu:>l.nuua
The teleporter must be locked on with a 6 A single creature is mutated into a bag and his equipment. Thchnicallevel 7.
homing signal (a conununicator will provide of heaving protoplasm, but will not die
a source). All creatures and associated objects or lose any characteristics other than "Dm.drfi sensors. 'lendril sensors areaspedll
within 3" of the signal source will be teleported A , MandBSwhichdroptoO. Psionic type of implant, similar to a bionic
at once. 1b properly locate a signal, the signal powers remain as before, and the but functioning in a radically
. .Wi. source must remain stationary for at least 1 individual is still sentient and mentally normal human senses. Each sensor is
whole tum. At the end of such a tum, a D6 unchanged . Senses will probably from a metallic tnmk about half a metre
is rolled a score of 5 or 6 indicating that the remain in some form, albeit badly 6cm thick, and terminating in a bulb of
teleporter has successfully locked on and mangled and damaged. These sensors are permanent
teleported Its targets. A score of 2, 3 or 4 are usually positioned around a
indicates that nothing has happened - the Multiple creatures are combined into a in groups of 6 or more. All normal senses
player may try again next turn. A score of 1 single, living organism with multiple destroyed, but the tendril senses allow
indicates a problem - the targets are not limbs, heads and other organs but only character to be aware ofeverything within
teleported but may try again next turn. once a single (faintly disturbed) personality. no matter whether hidden or obscured by
a problem has been indicated the chance of Combine the highest characteristics objects, and everything within 60" as
a successful teleport from that signal source from all the original creatures. The new normally sighted. Radiation, heat and
is reduced t> a 6. However, if a further 1 is creature always has at least 1 cooununicatlon beams/waves can be
rolled on a subsequent attempt, this indicates functioning manipulative limb from up to 60~ as if visible. A psyker,
a transporter aa::ident. Roll a 06. each component creature. force, can be detected by touch.
The maximum range of a teleporter is 100 be perceived if emanating within 12'.
1 The subject/s are reduced to primal kilometres (about 50,000 tabletop inches!). Thchnicallevel 3.
atoms and their substance scattered 'Ieleportation is the standard method of moving
forever to the cosmic wind. fighting men onto a planet's surface quickly ~b anaesthetic. The ~b material use!
2 The subjectJs are reduced to their primal and with the least danger. 1echnical level in the web gun can be augmented by •
atoms, and reconstituted as a single (console use) is 8. anaesthetic material that knocks out a laiJl
heaving mass of tangled ftesh and other Note: - all teleport.ers are built so that a as it binds it. This chemical is absorld
material. On arrival the protoplasmic harmful weapon or creature teleported into the through the skin, and will not take effea f
mess expires more or less immediately. chamber can be safely dealt with, usually the target is wearing a sealed-suit,
3 Living creatures and material remain stunned by a chemical dart or picked off by or airtight armour. The
separate, but are twisted - limbs are an auto-aim controlled laser. Grenades and countered by a general stimulant.......u ...... _
misshapen and tissues scarred so that other explos~ (apart from vortex grenades) level 7.
they form sickening parodies of faces are surpressed by an automatic power field and
and expressions. The individual does will not harm the teleporter - although they
not die, but all characteristics are will affect creatures in the same cargo.
reduced by 1 (to a minimum of 1). 'Ieleport homer. A teleport homer is a
4 Living creatures remain generally tracl~able transmitter that remains in contact
intact, but suffer extreme localised with its teleporter, giving a constant strong
THE AGE OF THE IMPER IUM

m his section inrroduces the players to the Age of the


Imperium- the background to the warhammer 40,000
game. Whilst the rules can be used to represent any film
or book-based universe, the descriptions that follow have
evolved along with the game itself. The scene is our own galaxy, a
galaxy largely populated and dominated by humanity, although
humans with very different attitudes and expectations to our own.
The very size of the galaxy means that, despite the use of fas!tl
than light warp drives, most of it remains unknown. Even the human
controlled Imperium, by far the largest and most widely distributed
ofaU steUar empires, contains only a tiny fraction of the gaJaxy·s s£arS.
New worlds are constantly being discovered and investigated, along
with their attendant civilisations, creatures and resources. Even so,
there is no possibility of either humans or aliens exhausting the
In addition to the countless masses of mankind, there are intelligent galaxy's potential to provide new worlds for habitation and
alien races. Many of these are relatively timid, easily dominated, and exploitation.
worthy of only a brief mention in the pages that follow. Other races
are as ambitious and ruthless as humanity itself, and are its most
bitter enemies. All of these races live within our galaxy. of extra-
galactic races virtually nothing is known, for the distances between
the galaxies are so vast that they have so far defeated aU but the most Wclrp space is the medium through which faster-than-light spacecraft
cursory examination. travel between the stars. It is, in a sense, an alternate reality or parallel
dimension in which the laws of time and space are different from those
The background material presented in this section of the book has of our own universe. Movement within warp space bears a distinct
been evolved during the author's games and campaigns over several relationship to distance travelled in normal space, and this relationship
years. In that time many of the races, their worlds, civilisations and can be manipulated to make faster-than-light travel possible. It is not
attitudes have been worked out in considerable detail. Not least among strictly true to say that distances in warp space are 'shrunk' compared
these is humanity and the vastness of human controlled space known to those of normal space. A more accurate analogy would be to think
as The Imperium . Much of this information is presented here, while of warp space as a dense fluid medium which is subject to constant
further material awaits publication in the form of individual game movement, currents, undertows, etc. This is not perceptible in warp
scenarios and supplements. It is for you -as games masters and players space itself ofcourse, because the fluidity is only relative to our own
- to use this information as you see fit. There is nothing to prevent reality. A spacecraft can exploit this phenomenon by entering warp
you from expanding or altering the material given. ln some cases this space, aUowing itself to be shifted along by its natural flow, and then
will be necessary if you are to derive the full benefit from the re-entering normal space a distance away from the starting point.
background, because- even within a single political body such as A metaphor commonly used to explain how warping works is that
the Imperium -each planet has its own unique flora, fauna and distinct of the fast flowing stream. The stream represents warp space, moving
civilisation. Within the guidelines given you will be able to devise rapidly along its motionless banks, representing real space. A leaf
your own worlds, placing the stamp of your own imagination upon dropped into the water upstream will move along, floating on the
the gan1e. surface of the water. The leaf does not move relative to the water,
but is merely carried by it until it lodges at some point downstream
from Its original location. This is a useful metaphor as far as it goes,
but it must be remembered warp space is far more complex in itS
The galaxy contains some four hundred thousand million stars of movements than the linear stream, for it can move in aU sons of
various types. Of these only a fraction are presumed to have habitable convoluted and bewildering patterns. Spacecraft are also able to make
planetary systems, and only a fraction of these have been investigated. corrective movements in warp space and can enter or leave warp space
Most are situated within the spiral arms between ten and forty at a chosen moment. Even so, warp travel is never totaUy predictable,
thousand light years from the galactic centre. either in its duration or eventual destination.
THE AGE OF THE IMPERIUM

Warp space is closely linked to psychic phenomena. There is a school of perceived time and 206 days of real time to traverse distances of
of lhought which believes psychic powers to be an ability to tap energy up to 4 light years. Most warp gates appear to be within the region
from warp space. According to this theory, a psykcr has a mental of 20·30 l~ght years apart.
or spiritual link with a point or points in warp space. If this is true, ;:~:i
then it explains how man,y psychically aware creatures are able to
'home-in' to psychic vibrations, or even to traverse warp space itself

~~
in some cases. certainly the relationship between the two kinds of The term warp portal is often coined to differentiate these warp
space is a complex one, and is not fully understood . space/real space interfaces from warp gates. A warp portal is simply
an entrance into, and exit from, warp space. It does not lead to a
tunnel. and a spacecraft entering a portal is cast to the chance currents "..~ '•,,.__,,,oL•''

Awarp drive, or warp engine, is a device that enables a spacecraft of warp space. With careful manoeuvring it may be possible to re- ,..,,_.,.,

enter normal space using the same portal from the other side. Again. 131
10 enter and leave the medium of warp space. warp drives incorporate
their own navigational units, able to briefly glimpse into warp space the exact nature of the portals is not understood; are they mere
in order to observe its current movements. From these movements accidents or natural occurences, or have they some secret purpose?
11 is possible to calculate a course. any corrective manoeuvres that
some aliens use warp portals to r:raveJ between warp space to real
may have to be made whilst in warp space, and the moment to rerum space. specifically the creatures known as Enslavers which live within
10 real space. The distance travelled in this way is called a jump, and
warp space itself. Like warp gates, portals occur in aU sizes and places
a jump may be of 1 to 4 light years depending on the conditions and may appear on a planet's surface. Some have a definite physical
prevalent in warp space. Such a journey typically takes between 1 constituent. whilst others are invisible or a mere hole in the ground.
and 6 days of real space time, contracted into 1·4 hours of perceived warp portals do have their use, for there are many recorded instances
lime for the spacecraft. Aspacecraft plunged into warp space at random of spacecraft with damaged warp drives, trapped inside warp space
will travel at 1-4 light years per hour of perceived tirne/36 hours of and doomed to destruction, suddenly locating a warp portal enabling
real space time. Whilst in warp space a craft is isolated from real space. them to return to real space.
However, psychics are able to maintain or establish telepathic contact
ifthey are sufficiently strong, if they are hwnan astropadlS for example.
It is dangerous for spacecraft to leave warpspace close to the
proximity ofstars. The mass of a solar body possesses a comparable It has already been mentioned that the creatures known as Enslavers
mass in warp space, and acts as an irresistible attractive force to bodies actually Uve in warp space. Enslavers are not alone in this, and many
near it. This makes it almost impossible to leave or re-enter normal other creanrres appear to have their natural homes in warp space.
space within a solar system without being drawn inside the sun itself. some creatures seem comfortable in either type ofspace. or have limited
Even with the utmost care. occasional accidents do happen, and this abilities to transcend both. The linking factor between the two sorts
IS one of the constant dangers of warp travel. The usual practice is of realities seems to be psychic, the creatures of warp space are dosely
10 aim on breaking warp space well outside a solar system and complete associated with psychic power. Many of them actually feed on psychic
a journey using conventional space drives. energy. or the natural life-energy of living creatures. or are drawn
to feed by emissions of such energy. AU these creatures are a threat
to the races of the galaxy, but especially to humans. Humans are not
a developed psychic race, the Slann and Eldar are more likely to have
A warp gate is a point in real space which is J.inked to another point psychic powers. However, humanity is undergoing a serious
in real space by a tunnel through warp space. The runnel somehow evolutionary change into a far more psychically capable race, and so
a\'oids the normal disturbances of warp space. allowing a journey the incidence of these powers is becoming increasingly common. 1b
10 be made within a fixed time and in perfect safety. The existence date, humans lack the ability to properly control their powers. especially
of warp gates represents something of a mystery; are they a natural as they are first developed in early adulthood. This causes profound,
feature or artificial? If artificial, who or what created them and for localised psychic disturbances, far greater than anything associated
what purpose? Some warp gates have certainly been artificially with a fully mature human psyker or any psychic alien. These
enhanced, because their entrances are delineated by mechanical disturbances attract psychically-attuned warp creatures like moths
constructions whose exact function can only be guessed at. Other to a candle, except that these moths are often deadly carnivores, soul-
warp gates are mere black holes in space. feeders and highly dangerous. Using the psychic link established by
Warp gates occur in different sizes. They occur in the depths ofspace. the emergent psyker, man,y aliens are able to open up temporary warp
at the boundaries of solar systems, within solar systems and even portals and push their way into the real universe. Others are simply
on planets. The largest are easily big enough to permit the passage drawn against their will , but still cause problems once they are in
ofspacecraft, and are usually situated at the edge of a solar system, real space.
or amongst its outer planets. Other gates are only large enough to
permit the passage of small vehicles, or perhaps human-sized
creatures. These occur mostly on planet surfaces and lead directly
10 other gates on the surfaces of other planets. AU gates are rare,
the smaller typeS extremely so. Planetary gates are often disguised,
or respond only to electrical, psychic or other signals, which would
seem to indicate a certain amount of intended secrecy on the part
of their builders.
All space-going races are prepared to utilise warp gates when they
find them, although discovering where they lead can often be
hazardous. Many gates appear to be defective. and can dump a ship
randomly into warp space. Others can lead to places which may once
have been stars or planets, but which are now no more than empty
aacts ofspace. the possibility of emerging inro a distant, hostile alien
star empire also has ro be considered. It may be that craft vanishing
into warp space have been transported beyond the galaxy itself. warp
gates have the disadvantage of being pre-determined, permitting travel
only within a fixed lane. They are also quite slow, taking 204 hours
THE AGE OF THE IMPERIUM

e WARP S T ORMS e HUMANITY AND


warp space is an extremely volatile medium, and can represent a
dangerous one for spacecraft within it. occasionally, the normal current
THE ~ tM,PERIUM · ·
movements of warp space become amplified into raging storms of The purpose of this section is to introduce the reader to the general
savage and destructive ferocity. Such storms may last for only a few history and organisation of the Imperium. ln all the galaxy, the
moments, or they may last for many years. At best, a warp storm Imperium is the most powerful and influential political entity. Even
might throw a ship off course or delay it, at worst a warp storm can the most prolific of alien races cannot compare in sheer numbers \\ith
make warp travel impossible in some parts of the galaxy. Storms are the mass of humanity. Nor can any single alien race be said ro wield
constantly forming and dying down, at any time at least 10% of the even a fraction of the power available to mankind. Each of the
galaxy's solar systems will be inaccessible because of storms. Half organisations, factions and sub-races mentioned here are descn'bed
of these systems are cut off for less than a year, but many remain fully Later.
isolated for many years or even centuries. Indeed, some systems have
always been isolated, and show no sign of becoming otherwise.
• THE IM~ERIUM
• THE H~ NJ~N NAVIGAT OR . ' Over ten thousand years ago the Great Emperor of Mankind
Unlike the closely packed empires of other races, the Imperium is ascended to the Golden Throne of Earth. Of the wars he waged to
flung wide across the entire galaxy, its worlds are often hundreds get there. of the countless ag>nies of battling worlds, there is no record.
ifnot thousands of light years distant. Normally it would be impossible Only the Emperor remembers - lf indeed even that strange and ancient
to maintain such a vast area ofspace as a single political entity. What creature can recall those distant times.
makes it possible to do so is the existence of human navigators.
Navigators are a sub-species of humanity some of whom resemble
humans so closely that they are indistinguishable, others are so
physically alien that the relationship is hardly apparent. AD navigators
are capable of entering a trance-like dream state in which they are
able to mentally steer a spacecraft through the medium of warp space.
Under the intuitive guidance of the navigator, a ship is able to traverse
distances of tens of thousands of light years in a single jump. Perceived
journey time is 1-4 days per thousand light years, equivalent to 1-6
months of real time. Even so, a journey from one edge of the galaxy
to the other would take between 85 and 510 months of real time.
For these reasons, worlds remain self-governing even within the
lmperium.
;;..- -.·
e TME ASTRONOMICAN
In order to guide their spacecraft through warp space, navigators
require a signal to steer by; a sort of real space reference point which The ascent of the Emperor marked the end of a long era of hu.inan
can be perceived from warp space. As only psychic signals penetrate history, an age typified by inter-human warfare and a gradual d~
both real and warp space. this signal has to be a psychic one. Some of the acculumatedknowl~ofmillennia. This was the Age ofStrife.
psychics are capable of broadcasting a short range signal of this type The high point of scientific achievement had occured thousands of
(10 light years) but the principal signal is centered upon Earth and years before, in the yet older age known now as the Dark Age of
is called the Astronomican. Further details about the Astronomican Thehnology. Through the Dark Age of 'Iechnology and the A'IJ! or
and the psykers who maintain it (the Adeptus Astronomica) are Strife, mankind has come to the present age - that of the Imperium.
discussed later. For the moment it is only important to bear in mind In many respects it is a time of superstition, in which a great and
that the Astronomican permits navigators to utilise their powers. The unfathomable tedmology has been ensl<Mld to the forces ofmysticism
range of the Astronomican is far greater than 1o light years although and madness. 1b the ordinary humans of these times, the peasants
it is not infinite. Warp storm activity can also affect the total range, in the fields and the warriors amongst the stars, scientific thought
but about SO thousand light years is the usual distance. As the galaxy represents an abhorrent perversity: a corruption of honour and
has a diameter of about 85 thousand light years, with Earth religious virtue. Even to those few humans who deal with the material
approximately 30 thousand light years from the centre in the galactic of technology, the science and the magic have become largely
west, this means that the Astronomican does not co~r the eastern inseparable; the warp engine must have runes upon its side, the laser
fringe of the galaxy at aD. The Astronomican marks the effective gun requires the blessing of the Gods of Battle.
boundaries of human space: human groups existing beyond it are
rare, isolated and comprise an unknown quantity. This is a universe in which the gods, mysticism and magic are real.
For this is a time of great change within humanity itself, a time when
more and more humans are developing powers and a vision far beyond
those of !heir ancestors. Humans developing these abilities are known
as psychics, or psykers, and by many less flattering names - the most
common being that of witch. Psykers are men and women who have
the ability to transcend the normal laws of space, placing them in
touch with great universal forces which lie far beyond the
understanding of their kin. Their gifts defy explanation; telepathy,
telekinesis, illusion, and countless others. Many ordinary humans
attribute these powers to a divine origin. Some psykers claim their
powers enable them to tap forces which lie under the control of entities
existing outside of the real universe - beyond normal time and space.
Others seek a rational explanation for these phenomena - but this
is not a rational age and they are few and their voice is weak.
THE AGE OF THE IMPERIUM

t THE IMPERIAL HIERARCHY The Admlnistratum represents the bulk ofadministrative staffand
the countless non-specific. faceless members of the priesthood. They
TheMasrerofManldnd, !heEmperorofthetmperium, hassatupon administrate the Imperium at every level, from assembling war-fieets
tilt Golden Throne of Earth for ten millennia. His body is kept alive to levying raxes. The priesthood organisation as a whole is sometimes
~means ofandent teChnology and sheer effort of will, for the Emperor referred to as the Administratwn.
is !he greatest psyker of all, an almost bottomless repository of psychic The Inquisition Is the only organisation in the entire Imperium that
energy. He Is no ordinary man - in many respectS he Is a god. and lies outside the power of the Adeptus ~rra. The Master of the
is worshipped as such by untold biiiJons. Ultimarely, the Emperor has Inquisition Is a very important person, so much so In fact that be
absolute power within the Imperium. However, the Imperium is so is even gran red automatic access to the Emperor- the only individual
vast and the task of directing the fare of humanity such an important other than high-up members of the Adeprus Mechanicus, Adeptus
~ that running the day-r.o-day business of empire is as beneath CUstodes and the Master of the Adeprus Thera himself who is so
!he Emperor as Is the fare ofa singfe planet or a mere handful ofbillions honoured. The Inquisition itself is answerable only to the Emperor,
rl people. for this reason the will of the Emperor is executed via two for its duties necessirate absolute loyalty and complete dedication.
colossal organisations - the Adeprus ~era (also known as the Like the priesthood, the members of the Inquisition are divided Into
priesthood) and the Inquisition. various ranks, with defined areas of responsibility, but the ordinary
lbe Adeprus Thera Is commonly known as the priesthood, it Inquisitor Is a free agent compared to the desk-bound pries!hood saibe
comprises millions of devoted imperial servants, quasi-religious or record-keeper. Inquisitors are feared men. Their role Is to investigate.
foOowers of the Emperor whose duty is to interpret and enforce the to uncover dissent and inefficiency, to destroy hostile aliens and to
imperial will. It is the priesthood that actually controls the workings protect humanity from the thousand perils that threaten its destruction.
of the lmperlwn. This vast organisation is sub-divided into countless The chief threat to humanity is posed from within its own ranks, by

lueaucratic departments. the most important ofwhich are the Adeprus the continual emergence of mutants and pyskers. Left uncontroUed,
Clsodes. the Adeprus Mechanicus, the Adeprus ArbiteS, the Adeprus free psykers represent a real and deadly threa.t - for they are wlnerable
.W!Onomlca, the Adeprus Astra ~lepathica and the Administrarum. to theattentionsofmanystrange, hostile aliens; crearures which will
lbeAdeptus CUStodes is the Emperor's inner guard, the members utilise the mind of an untrained psyker for their own purposes. The
of which are privileged In being permitted to serve upon the Emperor, Inquisition works hand-in-hand with the priesthood, uncovering
itttnding to his needs, receiving and recording his directions. These danger so that the run might of the Adeprus ~rra may be rumed against
men never leave Earth and only rarely leave the Imperial Palace- an it.
erxlless, black hive of forbidden technology and subrerranean passages Planetary AdmlnJstration Ues in the hands of governors called
delving deep within the bowels of the planet. Imperial Commanders- a title which corresponds roughly to the term
'Lord'. The Commander Is appointed by the Administrarum to oversee
The Adeptus Mechanicus are also known as the Thch-prtests. a planet or. more rarely, a continent or a special project ofsome kind.
tbey are the guardians of all the ancient arcane technology, the last The position is often regarded as an hereditary one, associated with
rtrnnants of what (in a more primitive age) would have been called an ancient title (Dul<e ofcalaco, Baron ofYmgarl. Lord of Lambs Y.brld.
science. Chief amongst their tasks is the servicing and maintaining etc). Although duty-bound to the priesthood, the Commander Is
of !he machinery that gives the Emperor life. essentially an independeru govemor, and so long as his taxes come
The Adeprus Arbites are commonly called the judges. judges form through, his quotas are met and his planet kept In order, be is free
OOth a warrior elite and a law-enforcement body with powers over to run things in any manner he chooses. Commanders can recruit
aD planetary ~vemments and local poUce forces. The judges are the and maintain their own annies and inter-planetary fleers, and may
uoopsofrhe priesthood- the soldiers and poUce of the Adeprus Thrra. even be penriitted access to inrer-stellar spacecraft.
1be Adeptus Astronomlca are the members of the priesthood The L.egiones Astanes is known always as the Space Marine, It
directly responsible for maintaining the psychic homing-signal used comprises 1000 Independent fighting units ca11ed Chapters, each of
by navigators throughout the tmpedum - the Astronornlcan. The roughly 1000 fighting t:roops. Each Chapter has its own Commander,
process ofconstantly transm.itting mental energy evenrually destroys one of whom holds the tide of Master of Marines. Each Commander
!hem, but there are always more to take their place. is subject to the orders of top-ranking members of the priesthood -
The Adeptus Astra ~lepathlca are commonly known as but only In a general, non-military sense. SO. whilst a Commander
Astropaths, they are psychic servants of the Imperium, psykers who may receive orders to destroy a rargec, the means to be employed are
ba\le~ne ritual soul-binding with the Emperor, the process that
left to the Commander- his only duty is to succeed! The Space Marines
passes some of the Emperor's strength of will into his servant- thus represent the Imperium's main strike-force of mobile warriors, ready
protecting the servant from evil, psychically attuned enemies. some. to travel anywhere at any time. Amongst men and aliens alike they
¥tl)' few, Astropaths are judged strong enough to serve their Emperor
are popularly called Angels of Death.
~ilhout the soul-binding ritual- they are the lucky ones, for the riruaJ The Imperial Army constitutes a reserve of garrison troops whlcb
is ~nising and results In blindness. can be moved into major conllicts where needed, but which is
THE AGE OF THE IMPERIUM

essentially an immobile defensive body. Army units are often allotted settlement in the Imperium. The people inhabit urban centres supplied
to imperial Commanders for duties such as defending important by the planet's own narural resources and agriculture. These workh
installations. The army has its own system oforganisation, but Army are self-sufficient, and have reasonable. but not excessive. populations.
Commanders are ultimately responsible to the Adeprus lerra. The social and technological base varies from world to world, although
The imperial Fleet. Practically all inter-stellar travel is administeredaccess to fully-developed technology is usually possible. Although
through the priesthood, who sanction routine journeys and direct craft these planets are civilised - in that their inhabitants live in cities ·
to suit their purposes. There are a few independent ships capable of the humans that inhabit them are as bound by superstition, mysticism
inter-stellar flight but these are very rare indeed. The fleet moves cargoand barbarism as are many others in the Imperium. In the cities,
and personnel from system to system, according to the dictates of sophisticated urbanites pray to the same gods and incant the same
imperial need. The fleet also has routine duties to perform, such as rituals as dull peasants in isolated villa~s. For urban warriors and
patrolling frontier worlds and scouting for alien intrusion. In all, the technological barbarians. rationality and science are as abhorrent as
fleet numbers many thousands of ships. and the lmperium has a to the most hide-bound rural farmer.
considerable capacity to build and operate spacecraft. Death worlds are planets on which the native flora and fauna bas
evolved into naturally aggressive and dangerous forms. These eco-
The Rogue Tra ders fulfil a vital role within the Imperium as free- systems are finely balanced between continual destruction and
lance explorers, conquistadors and merchants. A Rogue Trader is a
trusted imperial servant, he is given a ship, a crew, a contingent of lightning-fast reproduction. Humans can. and do, live on th~ ~YO~
but it is a never-ending struggle. On many death worlds 1t IS as if
marines and carre blanche to roam the \\Urlds beyond the imperium. the entire bio-mass of the planet were consciously motivated agains1
Other organisations. The priesthood also controls (either directly human settlement- concentrating forces against intruders to destroy
or otherwise) a number of permanent bodies and temporary them. Death worlds are not usually inhabited unless there is some
commissions. The latter would typically involve the creation of task good reason to do so- such as outstanding mineral wealth.
forces to undertake political missions. Mal\}' organisations ace secretive, Feral planets are worlds which have reverted to savagery, either
or secret, such as the Assassins - whose duties are to remove enemies because of neglect, a naturally inadequate eco-system, or long
of the Imperium including wayward and failed servants. isolation. Human groups roam the surface as wandering hunters, using
primitive tools and weapons - these people have a barbaric and
aggressive view of life that makes them ideal material for the Legiones
Astartes. Imperial commanders on such \\Urlds tend to live as isolated
'gods', perhaps in a single civilised city inhabited by outsiders, mostly
military staff and their families. Apart from recruiting for the Space
Marines, and keeping a check on emerging psykers, the Commander
will usually leave his subjects alone.
Hive worlds are distinguished by vast, continent-spanning cities,
often built high into the sky and deep below the ground. Their
~trDII
populations are enormous. and almost all food needs to be imported.

=
A hive world rendered temporarily inaccessible through warp space
I
Ugtma
¥
Il'tanttaty
I
A"'!Y
I
lltn ~ will suffer a devastating famine within a very short space of time.
llst7rlta GawntaJ It will become a vast catacomb of lunatics driven to excesses or
' -· anarchic, urban savagery by starvation and claustrophobia. Hi\~
,·.....~'"'~ ~· worlds are dangerous, being too large to monitor safely, and their
citizens are typically unbalanced, if not utterly crazed. It has been
known for the Adeptus Arbites to cull these planets in order to bring
their populations down to manageable levels.
Industrial worlds are given over to industrial processes such as
There are over one million worlds in the Imperium, all of which are manufacturing and mining. They are only sparsely populated, as most
inhabited by humans or human descended creatures such as beastmen work is carried out by machinery and robots. Most industrial worlds
and squats. The imperial administration may choose to consider these are developed only for mining and, even then, a planet must be
mutations as human or otherwise. ln any case, they are all citizens extremely mineral-rich if the effort is to be justified. Normally,
of the Imperium - although citizenship confers no rights, only manufacturing of goods takes place on ordinary, inhabited planets.
responsibilities. because the costs and hazards of inter-stellar flight are considerable.
The worlds of the imperium are scattered throughout the galaxy; Medieval worlds are feral planets in which a level of medieval
they are not confined to a specific area or territory. The distances technology has been reached, and the culture has stabilised. Imperial
involved are vast, and many human worlds will be inaccessible, or Commanders ofsuch worlds will often stand aside from their subjects,
have been so in the past, due to warp storms or governmental apathy. and may even remain aloof in orbital space-stations or on a nearby
For these reasons the Imperium includes a vast variety of cultural moon. Medieval worlds are self-sufficient, but are ofliule use to the
and technological levels. Planetary governors and other Imperial Imperium. The true position of their place in the universe may
Commanders always maintain a fuirly high level of personal technology, constitute something of a culture-shock to the inhabitants, a factor
but the worlds they run may be inhabited by primitive savages, or which makes them poor material for imperial service - although
overrun by mutants and native creatures. The worlds of the Imperium selective recruitment into the Space Marines ls possible. Control or
can be classified into the following broad categories: psyk.ers has to be maintained- but this can be achieved in a clandestine
Agricultural worlds are little more than farming planets on which manner: by infiltrating religious and social bodies, or by more blatant
a sizable pan of the surface is given over to producing food for other, means such as kidnapping and assassination.
less fertile, oorlds. They tend to be sparsely populated. The Imperial Paradise planets are worlds of outstanding natural beauty and
Commander ofsuch a planet has the added responsiblities of protecting abundance. rather than develop all of these planets, some are retained
his harvests and meeting his quotas. Inter-commander rivalry often in an almost completely narural state and used as recreational bases
results in enemies attempting to destroy or steal crops or meat animals, for imperial servants. On such planets, warriors may train their minds
often blaming raids on pirates or bandits. Such petty rivalries are of and bodies for war, studying arcane battle-philosophy and practising
no concern to the Adeptus 'terra - who only demand that quotas are martial arts.
met and conflict contained.
Research stations are recently inhabited. often newly accessible
Civilised worlds are by fur the most common of all the types of planets in the process of being assessed for development and full
THE AGE OF THE IMPERIUM

settlement. 'lb this end, rhey initially become research stations, small hiding, creating the Age of the Imperium over ten millennia ago in
farming centtes, experimental settlements, test mines. etc. Mostly a series of wars now remembered by none save their victor. His rule
they are just wilderness - a whole planet awaiting exploration. has been a long and harsh one, for there is much at stake - the life
of humanity itself. The strain of his constant vigilance has taken a
heavy toll upon the man that was once human, for now his body
can no longer support life, and his shattered carcass remains intact
only because it is held by a spirit itself sustained by the strangest
The Emperor of the Imperium, Master of Mankind, Lord ofHumanity of machinery - ancient artifacts constructed by the Emperor in an
and God of the human race, has ruled his vast spacial realm for longer elder age.
than any living man can remember. Countless millennia ago he was
born to mortal parents, grO\ving into manhood little realising the fate It is ironic that this creature, whose will extends to over a million
awaiting him. As a youth he began to manifest sttange powers, powers worlds, is now unable to leave the life-giving machinery ofhis imperial
which intensified and multiplied as he grew older. Not least amongst throne, unable to so much as lift a shrivelled finger or twitdl a sh.nmken
lhese powers was that of longevity - a virtual immortality that gave eye. The living carcass of the Emperor is immobile. held fast within
him time to develop his abilities fully. For long ages he lived secretly the bio-machine that sustains his spirit. The mass of this machine
amongst mankind, as empires grew and fell, and mankind discovered is contained within the imperial palace; room upon room of twisted
how 10 conttol and exploit the Earth. As his powers evolved he learned technology, pulsing with a life and will of irs own -living, breathing,
of the dangers beyond his own world, of the psychically attuned reproducing and writhing like a giant, mincfiess organism. Held within
creatures that roamed the voids inbetween space, hungering and this perversion of science lies the Emperor himself, or rather what
clawing for the life-stuffof living creatures. For countless ages he hid now remains of his carcass, the seat of his omnipotent will.
Within humanity, nurturing his powers and waiting. At last, over ten
thousand years ago he began his struggle. for he knew that humanity The Emperor understands the dangers that face his race, and has
was on the verge ofa revolution, a genetic revolution that would create assumed the role which seems pre-ordained for him, that of its
a new psychically aware race, a race of which he was the first and guardian. Perhaps he is a freak, or perhaps nature created him as
most powerful. Without his guidance he realised the emerging race the protector of her metamorphosis. Either way, the Emperor is now
of psychics ,-.,uld fall prey to the dangers he had already faced, the the custodian of his race, and he alone bears the knowledge of its
perils ofentities that fed upon psychic energy, or who used that energy fate. 'lb this end the Emperor maintains strict control over the
for !heir own horrific purposes. So, the Emperor emerged from long development of humanity and contributes directly to its survival by
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

utilising his powers. He plays a vital role In space travel within me Profile. The standard creacure profile for a human is given below.
Imperium. ln order to steer a craft over great distances, a human
navigator uses a mental homing signal, a sort of psychic beacon to
guide him through warp space. 'Jb provide a mental signal chroughout
human controlled space would not be possible to any otdinary psyker.
However, rhe Emperor is no ordinary psyker- his ~rs ~ beyond
those of mortals. Even so, the suain of tranSmitting a continuous
signal would prove far too strenuous, and he merely concentrates his Standard personality typeS have the following profiles.
powers on directing a signal created by others. These are the imperial
servants known as the Adeprus Astronomica, psy1<ers whose bodies
and souls are leeched ofenergy. This energy is projected by me mind
of the Emperor in the form of the psychic beacon known as the
Asl!onornican. The sheer quantity of mental energy is vast, and only
the mind of rhe Emperor is suffident to handle so much raw power.
llle fate of the Adeptus Astronomica is a sad one, for their effortS
Human personalities can be created using any of the me!:hods discussed
soon reduce them to empry husks of bone and dry flesh. Many die in the Personalides section of the combat rules. ~rsonalities have a basic
every day. They are not the only psykers who are asked to make the 5% chance of having psychic abilities. This applies generally to all human
ultimate sacrifice. for the Emperor cannot eat as men eat, or drink personalities. with a few exceptions as noted in the descriptions of each
fluids or breathe alr. His life has passed beyond a point where such human type.
chings can sustain him. For the Emperor lhe only viable sustenance
is human life-force- soul- and he has a great and insatiable appetite. Typical humans. With such a variel}' of culture and teChnology Ills
Nor will just any human suffice for this purpose. for the soul-donor not strictly appropriate 1.0 talk in terms of a rypical human.
must be a very special person in their own light, someone with p5}tltjc
powers. The Inquisition scours the lnlperium In a tireless search for
emergent psyters. Individuals too vulnerable to be left alone. Some
of these men and women will be recruited Into the Adeptus Thrra
(especiaUy the Adeprus Astronomica and Adeprus Astra Thlepathica)
but many more will serve their Emperor In a more gruesome way.
Given up to the weird machinery that surrounds the Master of Mankind,
their souls will be gradually leeched from their bodies to feed the
Emperor's spirit. Hundreds must die in this way every day if the
Emperor. the Imperium and humaniry are to survive.
It ~uld be simple to think of the Emperor as an evil conuption
of nature. Yet, as the Adeptus Thrra teach, the sorrow and slaughter
that feeds his divine corpse is a trifling price to pay for the survival
of the race. Without the Emperor there ~uld be tittle space travel
and no protection in a hostile universe. Left uncontrolled, the emerging
race of psychic humans ~uld become the unwitting vehicle of
humaniry's destruction. For there are many foul aliens which not only
feed upon the life-force of other races, but which use that life-force
as a means of opening portals in warp space. infiltrating populated
planets via the poorly protected minds of inexperienced psykers. The
Master of Mankind knows that to protect his race he must survive.
must Uve forever If necessary, or until such time as psychic humans
have evolved sufficient strength to withstand the dangers they face.
If thousands much endure pain and death for his sake, how
considerable must be the ag:>ny of a creature whose body is aU but
destroyed, whose mind is encased inside a rotting sheD and whose T be cdebntioa of the Fast of M11edictioa by the Duk Angels
every thought is enslaved to the task of serving his race. Clupter of Space MarineS. This great annuli e~t takes place
in the Seclusiam of the Duk Angels" space fortress which orbi1s
the giaat plaaet Delaboa. Tbe feast celebntes the founding of
•HUMANS the Chapter by Lyyn Elgonscn at the beginning of the lmpctial
Crusades almost tea thousmd years ago. T he Duk Angels ue
Humanity is spread throughout the galaxy In untold billions, upon boaoured as the first Marine Chapter. They were fouaded by
a million habitable worlds, even buried inside the very hearts of cold the Emperor at a time whea be still lived in the coaveatiotul
and air less planets. Within the realm of the Imperium are countless s~ Within the Clupter the title o( the Duk Angdi leader
culcures. numberless levels of sophistication and barbarism. from the is Custodi~n. an booour which ac.bowledges the Emperor u
crowded technological jungles of the hive worlds, to the stone age the Clupter's true ludeL The Cup of Retribution used in the
hunter-gatherers of the feral planets. AU of these worlds have one ritual is said to be the actual vessel from which the: Emperor
thlng in common - humanity. drank at the original (ouading of the Chapter. At the culmination
The humans of me Age of the Imperium differ in no fundamental of the feast. the Custodim takes a small knife and cuts his thumb
way from the creatures that evolved on Eanh In ages past. PhysicaUy so tlut a drop of blood uDs into the cup. The cup is then puscd
and mentally they remain an adaptive race, capable of living in around the aU the usemhlcd (igbting brethren who uch add
conditions as varied as arid deserts and freezing ice-wasres. Although a little of their owa blood. Oace every warrior has contributed.
time and exposure to alien environments has created many mutations the coatcats of the cup ue mixed with wiae in a aumbcr of
amongst the human stock, the greater majority remain untainted . lngc open burds. The cup is thea pused from wmior to wmiat.
uch Glli.ng it and drinking £rom the wine in tum. This ancieat
ritual is sacred to the Duk Angels aad it is considered a bad
omen if a . or sudden battle the feast.
THE AGE OF THE IMPERIUM

I THE ADEPTUS TERRA The Adeptus Arbltes are commonly called the J~ and their
organisation represents the manial arm of the priesthood- the soldiers
In !he vast. asttal realm of the lmperilml, the Adeptus Thrra is aD and police of the Adeptus ~rra . Although planets are mainly self-
powerful. Known amongst mankind as 'the priesthood', its members ~ and self-poUctng this arrangement sometimes breaks down,
rule humanity in the name of the Emperor. The organisation comprises or proves unsatisfactory for one reason or another - rebellious
ID)tiad departments and branches. some of which are so secret their Commanders may be tempted to plot treasOn against the Imperium,
aislmce is known only to the Emperor himself. The prind,pal of dtese or rivals may overstep the bounds of petty feud. There is still an
divisions are described below. important role for a universal law-enforcing af}!Ocy, and the Judges
fill that role ruthlessly. Their dudes usually faD between those of the
The Adeptus CUStodes forms the Emperor's inner guard whose Assassins, who may be obli'l}!d to deal with a single troublemaker.
duties are to serve and pro teet the Master of Mankind. A continuous and the Arnr:f, which would be called in to wage outright war. Without
rola ensures that there are always several hundred of these select mercy and utterly dedicated, the Judges are feared throughout the
warriors active within the palace, as well as a small elite ofguardians galaxy · for they are the agents of a harsh law, where failure and
who never leave the Emperor's slde. Their unlforms are uaditional incompetance are crimes, and the only punishment is death. Judges
but effective, leather breeches and boots with a long black cloak over are empowered to act as Jud8e. jury and executioner • citizens have
naked torso. Their helmets are ancient worKs of art: aD-enclosing and no rights. only members of the priesthood or Inquisition could claim
!all they Impart a threatening, Impersonal appearance as well as anything so elaborate as a aial. judges work from their headquarters
providing a battery of protective equipment and communicators. The on Earth, but their very nature takes them aD over human space (and
weapons carried by these guards look very much Uke spears or spear- beyond). Often a small JudW. squad mlght be placed upon a planet
~ but are in fact lasers bullt to resemble the traditional and symbolic to work with an Imperial Commander (sometimes to keep a dose watCh
guardian-spear which has long association with the Adeptus CUstodes on his activities). Their uniforms are basically black leather breeches
and which appears on their banners, badges and other regalia. The and jacket, with extra padding at the elbows, knees and shoulders
guards themselves never leave Earth, and only rarely leave the imperial • this helps to emphasise their already considelable bulk. Heavy gloves
palace where their dudes lie • their place is by the Emperor's side. and boots pror.ea the hands and feet, whDst the head is encased within
a simplified and practical version of the helmet worn by the Adeptus
The Adeptus Mechanicus are the servitors of technology, they are Custodes. The uniform conceals an undervest of mesh armour,
often known as the 'Tl:ch·priescs. Their organisation is monasterial although some judges may wear carapace or even powered armour
and ascetic, their devotion to technical research is S\15talned by a instead. A cloak is worn as pan of the fun unifonn but is often discarded
driving dedication which may be likened to religious zeal. ln the AW. in action . Always carried and displayed prominendy is the Judw.'s
of the Imperium science and technology walk hand-in-hand with badgl! - his symbol ofoffice and power. Standard weaponry comprises
magic, mysticism and superstition - not least in the collew.s of the ofeither a laspistol or bolt pistol, the ammunition for which is carried
Adeprus Mechanicus. Consequently, the Thch·priests are regarded by around the waist.
many as devilish wizards, dabblers In the old sciences left over from
!he Dark A'lJ! of Thehnology. The prindpal colleges of the Adeptus
Mechanicus are on Earth, and most Thclt-priests live on the imperial The Adeptus AstronomJca is the section of the priesthood
planet. Their chief dur.y is the servicing, maintaining and operating responsible for maintaining the psychic beacon known as the
ofthe machinery that gives the Emperor lifu, a task which is becoming Astronomlcan. It is this psydlic signal that allows navigators to guide
increasingly ruduous as the millennia pass. Theh-priests wear a simple their ships through warp space at lrrunense speed. The organisation
uniform that echoes their monastic life-style, comprising a habit comprises an administrative elite and a vast pool of young tralnees
(usually white and often double breasted) and sandals. Their hair is who will one day join the ten-thousand strong corps that actually
IDOSuced as a symbol of their status. powers the Astronomlcan. Trainees are taught how to release their
THE AGE OF THE IMPERIUM

psychic potential by mental exercise, a process which takes but a few Personalities can be generated from the standard profile for humans
months. From that time onwards they are ready to join the ranks of - note that the Adeptes Custodes and Arbites have minimum profiles
the psychic battery in the Hall of the Astronomican, and can be called as minor hero and chanlpion, but personalities are still generated from
upon at any time, as old members fail and die. Few last more than basic human profiles.
two or three months in this state, up to 100 individuals die every day organisation. While the individual divisions have independent
in the great spherical chamber where they sit. tastened into their chairs, ranking systemS all are subordinate to the High Lords of'IOO"a, amongst
arranged in circular tier upon tier, physically inen, their life-forces whose ranks are the leaders of the major divisions. Members of the
being slowly drained by weird apparatus at the focal centre of the Adeptus Custodes are theoretically answerable only to their own leaders
spherical hall. 11leir ultimate sacrifice is sad but necessary ifhumanity and tlle Emperor. The judges are Likewise not constitutionally
is to survive. Members of the Adeptus Astronomica are rarely seen responsible to other division members, but in practice no Judge would
away from Earth, although its leaders (responsible for ensuring the act against a high ranking member of the priesthood without good
continuance of the Astronomican) may travel the Imperium freely. reason. A Judge has authority over other individual members of the
Like the Adeptus MechanlCU5, their organisation is monastic, and they priestllood as he has over all Imperial citizens, but at the higher levels
also wear attire derived from that of religious devotees. Habits form no ordinary Judge would attempt to use that authority. Of the other
the main item of cloth in~. usually blue and hooded. Fully trained divU:.ionc, th~ Administratum is t~garded as the least prestigious, but
members of the order have shaven heads - ready to receive the neural high ranking members ace probably among the most powerful men
implants that will one day drain their life-forces. in the galaxy, and the Master of the Adeptus Thera is usually selected
The Adeptus Astra Thlepathica are commonly known as from an1ongst its members.
Astropaths- their role within the Imperium is one ofcommunication. Equipment. With the exception of the Judges and the Guard, the
As the Imperium is so vast the only practical means ofcommunication members of the Adeptus Thera ace not warriors. It is true that the most
is by telepathy, and telepathy over interstellar distances can be achieved irnportan t amongst its ranks habitually carry weapons for their own
only by the Astropath. This vast and supren"M!Iy important organisation protection (it is a hostile universe after all). but such weapons would
is too diverse to discuss fully here, and is described in more detail generally be small, easily concealed pistols or hand arms. The only
within its own section (see The Adeprus Astra 'lhlepathica p 147). weapon carried by all members is the knife - and this is a utilitarian
tool as much as a weapon. High ranking members of the Adeptus
The Admlnlstratum represents the vast bulk of the multi-million Thera would be at liberty to carry what weapons, armour and other
strong priesthood. Its members are stratified into countless ranks and equipment they liked.
sub-divisions. with responsibilities that extend to every aspect of life
in the Imperium. At the lowest level are humble scribes and clerks, A typical member of the Admln.istratwn is illustrated below; this
at the highest level are the mighty High Lords of'R:rra- an inner council scribe wears a sleeveLess black habit with separate hood. At his waist
whose task is to interpret the Emperor's instructions and formulate he wears a broad belt carrying his long knife- encrusted with the
policies based on them. The most powerful of all Lords of'Ieera is mark of his depanrnent and office.
the Master of the Adeptus Thera, chosen by the Emperor himself and A typical member of t he Adeptus Arbites stands beside our
the practical figurehead of the whole Imperium. Whilst the main humble scribe, his uniform is considerably more threatening, and he
administtative cemre is Earth, the Mministtarum also have countless is menacingly armed and armoured. His thick padded jacket conceals
minor posts scattered throughout the galaxy- these are called temples, a protective 'mesh' vest, whllst his shoulders, elbows and knees have
and each temple houses a staff comprising members from several their own separate pads. The weapon is a 'bolter' - a rapid firing
divisions of the Adeptus 'Jeera as well as the Adrninistratum. These automatic gun with explosive an1munition.
buildings combine the functions of church, fonress, barracks, jails
and office for the members of the priesthood that inhabit them. Like
ot11er non-combatant servants, the members of the Administratum
wear a monastic style ofdress, but their habits vary in colour according
to rank and, to some extent, area of responsibility. The basic colour
for the lowliest scribe is black, whilst as an individual's standing
increases so his clothing is lighter, various shades of grey and
eventually pure white. Only the High Lo!tls of'R!rra wear red robes,
but they may wear pure white for informal occasions and daily use.
Higher ranking members ace llkely to carry weapons, and even the
lowest ranks may carry weaponry if tlley are away from Earth.
Members of the Mministratum ace a common sight throughout tlle
galaxy- gathering information, assessing taxation, productivity and
making reports for appraisal back on Earth.
Other divisions ace numerous and sometimes obscure. Of most
interest are the Assassins, a group judged important enough to warrant
their own descriptive section (see Assassins on page 170 ).
Profile. Obviously the priesthood is such a large organisation that
its members encompass the full spectrum of human profiles, from
basic to major hero. The following stats ace the minimum for divisions
descn"bed.

~ MW5BSS T W
I A ld lnt Cl IWP
4 5 5 4 4 2 5 2 8 8 8 8
4 3 3 3 3 1 3 1 7 7 7 7
~ 444431 4 1 7 7 7 7
4 3 3 3 3 1 3 1 7 7 7 7
4 3 3 3 3 1 3 1 7 7 7 7
THE AGE OF THE IMPERIUM

Uniforms have been discussed under the specific description ofeach \\eapon generation . This section contains charts which you can
of the main divisions of the priesthood. In addition to these basic use to randomly arm and equip members of the various divisions.
uniforms there are additional honour badges or merit awards which
are sewn onto the habit. Older members of the priesthood might boast
Chart 1 - l.DW level Adeptus Mechanicus
se\'eral such badges. The countless deparonents and sub-divisions and Administratum
of lhe Admim.instratum also have their own badges, including rank Knife/sword Always
ilsignia and indications of responsibility. The chart below summarises Plus 50% chance of 1 of the following
the habit colours and badge markers for each of the major divisions.
Laspjstol 01-60
Habit colour Needle pistol 61-85
Department Hand flamer 86-95
Adeptus CUStodes Black ~bber 96-00
Adeptus Mechanlcus White Chart 2 - Low level Adeptus Custodes
Adeptus Arbires Black Knife/sword Always
Adeptus Astronomica Blue Plus 1 of the following
Adeptus Astra Thlepatbica Green Plus a 50% chance of a second of the following
Administratum Blacklgrey/white Lasgun 01-75
Laspistol 76-85
High Lords of Thrra Red Bolt gun 86-90
Bolt pistol 91-95
Hand flamer 96-97
Plasma pistol 98-99
Adeptus Astra Thlepathica Adeptus Astronomica ~bber 00
Chart 3 - Low level Adeptus Arbites (see also chart 6)
Knife/sword Always
Plus 1 of the following
Bolt pistol 01-75
Bolt gun 76-85
Las pistol 86-90
Lasgun 91-95
Voebber 96-00
Plus a 50% chance of 1 of the following
Administratum Hand ftamer 01-20
Plasma pistol 21-40
Flamer 41-60
Plasma gun 61-80
Power axe 81-00
Plus 1 item of armour
Mesh armour 01-90
Carapace armour 91-95
Powered armour 96-00
Plus a 50% chance of refractor field armour
Chart 4 - Ordinary members of the Adeptus Mechanicus
and Adeptus Astronomica
Knife/sword Always
Plus a 10% chance of one of the following
Laspistol 01-75
Needle pistol 76-95
Bolt pistol 96-00
Individual high-level members of the priesthood have access to the
full armouries of their division and could have almost any equipment.
The chart below will enable you to generate such a character - but
other weapon combinations and equipment variations are equally
possible.
Chart 5 - High level members of the Adeptus lerra
Knife/sword Always
Plus 1 of the following
Sword 01-50
Chalnsword 51-60
Neuro-disruptor 61-62
Power axe 63-65
Power glove 66-70
Power sword 71-00
THE AGE OF THE IMPERIUM

Plus 2 of the following


Laspistol 01-50
Needle pistol 51-60
Hand fiamer 61-80
Plasma pistol 81-90
Ykbber 91-00
Plus 1 of the following typeS of armour
Mesh armour 01-25
carapace armour 26-50
Powered armour 51-00
Plus the following as indicated
Refractor armour Always
Conversion annour 10% chance
Oisplacer armour 10% chance
Stasis armour 10% chance
Members of the Adeprus Arbites engaged on active service would
carry a certain amount of military hardware in addition to the
equipment indicated on chart 3. This can be generated for each
individual as follows.
Chart 6 - Adeptus Arbltes combat equipment
1item from the following
Bionic part (random) 01-10
Chainmail armour 11-20
Crossbow 21-30
Frenzon 31-40
Hafted weapon 41-50
Jump pack 51-60
Plate armour 61-70
Power board 71-80
Shield 81-90
Shotgun 91-00

Prome. Inquisitors often come from the ranks of the priesthood.


They have human profiles. but only an extraordinary human could
take on the responsibilities of the Lnquisitor. Therefore, profiles
Inquisitors are special agents of the Imperium; free-roaming trouble-
shooters bound by no laws or authority. Every Inquisitor is empowered correspond at least to minor heroes.
to investigate any possible or potential threat to the future ofhurnanity, F•ght•ng Charactenst•cs Personal Charactens!lcs
whether that threat comes in the form of political aggression,
administrative inefficiency or genetic deviation. There are no bounds
to the Inquisitor's field of operation: allen plots, mutation, corruption,
crime and incompetance all come under his jurisdiction. Inquisitors
usually operate alone, but where necessary they will requisition, hire This represents a fairly average inquisitor. Because Inquisitors are
or purchase men and materials to help with their duty. Many Inquisitors individuals they are best represented by personality models and it
maintain a small personal staff to aid them in their work. They may is better to generate their profiles randomly. Use the chart below to
also request the cooperation of the Adeptus Thrra in matters where determine the number of e«Jvance points available - remember the
their special forces are required. maximum is still 23 points (the most for any human).
The most common threat posed to humanity, and therefore the most
common problem faced by the Inquisitor, is that of psykers. The 010 Advance points (max 23)
Inquisitor must be on his guard not only for individual psykers (who 1-4 406
are mostly hannless) but for organisations, secret cults and other, 5-7 506
so-called rewlutionary groups working to protect and hide emergent 8-9 606
psykers. Although such groups migbt start with good intentions, they 0 706
always fall under the sway of psychically attuned aliens - creatures
that wish only to destroy or enslave mankind. Another great threat Allocate points randomly as described in the Personalities chaprer
to humanity which the Inquisition labour to expose is that of mutation of the Combat rules.
- the constant pollution of the human t}!fle-pool. AJthougb most
mutations are harmless, if the race is to develop into the new, Inquisitors are often drawn from the ranks of psychic members of
psychicaiJy aware creature envisioned by the Emperor, other sinister the priesthood - so any Inquisitor has a 50%chance of having psychic
and potentially dangerous mutations must be destroyed. Mutations powers. Psychic Inquisitors are also individuals who have been jud~
which affect psykers can produce creatures almost as great a threat by the Adeptus Astra 'n:lepathica as mentally strong enough not to
as some of the psychically attuned aliens. require ritual soul-bonding with the Emperor (see the Adeptus AstJa
TeJepathica for a full description of this process) .
His work through the galaxy has earned the Inquisitor the name
of witch-hunter, torturer and worse. Where necessary he is both of Organisation. Every Lnqulsltor is a free agent, operating
these. and things more terrible, for any means justifies an end so vital independently of other Inquisitors or central authority. They would,
and so endangered. however, regard it as a matter of honour to repond to fellow Inquisitors
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

however, regard it as a matter ofhonour to repond to fellow Inquisitors ~pon generaclon. Suitable personal equipmem can be generated
in trouble or requiring assis~ance. Similarly, the first loyalty of every from the following chart.
Inquisitor is to the Emperor, and an imperial command would be obeyed
whatever the circumstances. Of all the Inquisition agents only one, Chart 1 - pistols
the Master of the Inquisition. may be sald to rank above the others. 04 pistols from the following
He works directly with the Emperor on Earth. and has direct access
to the Emperor hlmself. His task is to report on the Inquisition's mission
Auto-pistol OHO
to the Emperor, and to communicate the Emperor's commands to Bolt pistol 11-50
Hand flamer 51-60
scattered agents throughout the lmperium.
Laspistol 61-70
Needler 71·75 + chemicals
Neuro-disruptor 76-80
Plasma pistol 81-90
\\tbber 91-00 + chemicals
Chart 2 - Jokaero digital weapons
04 digital weapons with a 10% chance of a further 06
Needler 01·33
Laser 34-66
Flamer 67-00

Chart 3 - close combat weapons


04 from the following
Equipment. There is no Item of equipment which is unavailable
to the Inquisition. Their very duty places them in constant contact Chain sword 01-15
with exotic, often alien, technology. Equipment carried by each agEnt Power axe 16· 20
is a matter of individual choice, and might be varied depending on Power glove 21-40
circumstances. Most Inquisitors wear powered armour, often disaeedy Power sword 4 1-80
hidden under a tabard and worn without a helmet. An armour energy- SWOrd 81-00
field of some kind would feature on the equipment list of almost aU Chart 4 - grenades
ag!Cnts. \\\!apons carried at aU times would include at least one pistol
(usually a bolter) and a sword (often a chain sword or power sword). 206 randomly selected grenades (see equipment lists)
Older. richer or luckier agents might even boast Jokaero d.if)talY.~ns,
even as many as ten, although 1-4 (04) would be more usual.
A typicallnquJsitor is represented here by the renowned Obiwan
Sherlock Oousseau - a tireless exposer ofpsychic misdeeds and genetic
deviance. He wears a suit ofskin tight powered aonour under a long,
enveloping cloak. Like most Inquisitors, he distains the open wearing
of a helmet in favour of civilian head-wear (Inquisitors tend to be
eccentric in their dress as well as their life-styles). Under his cloak
are hidden various energy-neld devices - conversion field:. stasis field
and refiactor field (only one can be used at once ofcourse). His favoured
weapon is the bolt pistol, although he also carries a power sword and
three )okaero dlgital weapons; hand flamer, Iaspistol and needle pistol.
He has several grenades secreted about his person, including two each
of blind, choke, h-'\)'Wire and knock-out, and one each ofcrack, plasma,
stumm, canglefoot and vortex. He also has a communicator, bio-
scanner, energy-scanner, nose filters, photochromaric eye drops, an
immune injector, infra-vision contacts, chemicals for the jokaero
needler, a porta-rack, a rad-cowuer, a stimulant chemical, a syn-skin
applicator and sufficent chemical for three uses. three suspensors and
a can of web solvent. As can be seen, Obiwan Sherlock Clousseau
is equipped for just about anything - but then he has to be - he's an
Inquisitor.
Uniforms. Inquisitors do not wear uniforms, instead they wear
civilian dress - itself variable throughout the Imperium. They do wear
a badge of office as a sign of authority, but as often as not they will
be working under cover and would not it.
THE AGE OF THE IMPERIUM

Communicator Always
Energy-scanner 90% chance
eye-protection 90% chance
01-10 01-10 visor
11-20 11-45 contacts
carapace 21-30 46-75 drops
1\M'ered 31-00 76-00 injection
Flight pack 10%- unlikely to be worn as a
Chart 6 - armour energy-fields
matter of course
04 of the following
Immune 75% - 06 doses
Conversion 01-25 Infra-vision 75% chance
Displacer 26-40 01-50 surgery
Stasis 41-60 51-75 visor
Distort 61-00 76-00 contacts
Porta-rack 95% chance
Chart 7 - additional equipment Power board 1% chance
The following chart states the chance ofan Inquisitor possessing each Rad counter 75% chance
item Rad suit 10% - usually packed away
Stimulant 95% - 506 doses (essential to
8io-scanner 90% chance most Lnquisitors)
Breathing Apparatus 90% chance Stumm antidote 50%- 06 doses
01-50 filters syn-skin 25%- 06 uses
51-75 gills Suspensors 50% chance 04
76-80 mask Thleport homer 1 if teleported down
81-00 respirator (intplant) 'M!b solvent Always if webber carried,
cameleoline 10% chance cloak/tabard otherwise 90% 06 uses
THE AGE OF THE I MPERIUM

·• .. PSYKERS described fully in their own section). Profiles can be as given, or


randomly generated as normal. lf randomly generated, remember lha1
Psykers are humans, but humans who differ from the normal run a psyker may have personal characteristics of up to 10 (the limit for
of mankind in that they possess a strange and dangerous mutation non-psychic humans being 9).
- they rnanitest psychic pcmers. This mt.aation reflects a general trend
amongst humanity and is becoming increasingly common, presaging F1ght1ng CharactenSIICS Personal Charactenst•cs
the emergence ofa new, psychically aware race. The mutation usually
develops between the ages of ten and twenty. although it has been
known for psykers to ·emerge' during infancy or even middle-age. On
the countless different worlds of the Imperium psykers are known
by many names, and their role in society varies greatly. On feral worlds Standard personality types have profiles as follows.
they are shamans or magicians, on medieval worlds witches or

~
warlocks, amongst more sophisticated societies telepaths or mediums.
M ws BS s T w I A ld lnt Cl WP
By whatever name they are known they are both a threat and a boon
to the Imperium. 4 4 4 4 3 1 4 1 7 7 7 7

~
Psykers represent humanity's future, the ideal creature into which 4 5 5 4 4 2 5 2 8 8 8 8
manklnd will evolve, a more powerful, more intelligent and more 0 4 6 6 4 4 3 6 3 9 9 9 9
capable life form. However, as yet the new race is weak, its members
lacking the mental strength needed to face the dangers of the psychic
universe. For there are maey psychically attuned creatures living either Weapon generation. Psykers will have weapons and equipmem
in the galaxy or within the strange, fluid medium of warp space. Some typical of their position - ie as Space Marines. Inquisitors. Navigators,
feed upon psychic energy itself, others prey upon all of humanity - etc. A psychic character operating indepeJ1dently, or as an individual
using psykers as the vehicles by which they infiltrate human society. agent of the Imperium can be allotted equipment from the following
The most dangerous ofall are entities which can travel through space, charts.
homing in to the mind of a psyker and coming to rest within his Chart 1 - Pistols
personality and, in effect, taking him over. Vierethenew~ofpsykers
permitted to develop free and unprotected, the whole of humanity Always I wilh a 25% chance of a second
would soon be destroyed. Auto-pistol 0 1- 10
For this reason, the forces of the Imperium ensure that psykers are Bolt pistol 11 -30
tracked down by whatever means are necessary. Once detected they Hand Flamer 3 1-40
must be protected. Those strong enough to stand alone will be recruited Laspistol 4 1-70
into the Adeprus Thrra, the army or other Imperial service. Of the Needler 7 1-75 + chemicals
remainder the most able will receive the protection of the Emperor Neuro-disruptor 76-80
and join the ranks of the Adeptus Astra Thlepathica. the rest are Plasma pistol 81-90
doomed to serve their fellow man as members of the Adeptus 'M!bber 9 1-00
Astronomica or as nourishment for the Emperor himself. Death may Chart 2 - Close combat weapons
seem a harsh form of protection, but is often the only alternative. 75% chance of 1 of the following with a 25% chance of I additional
even those protected by the Emperor are not 100% safe and his powers Chainsword 01-10
are too precious to waste on any but the most deserving. Force sword 11-1 5
Psykers. The following profiles are for humans as psykers, including Force rod 16-20
members of the Adeptus Astronomlca but not Astropaths (who are Power axe 21-2 5
THE AGE OF THE IMPERIUM

Fowerglove 26-40
Power sword 41-80
Sword 8 1-00

Chart 3 - Grenades
10% chance of 04 grenades determined from the following
frag 01-50
Clack 51-75
Blind 76-90
Random 91-00

Cha.r t 4 - Armour
25% chance of 1 of the following
Flak 01-50
Aiesh 51-00
Chart 5 - Armour energy-fields
25% chance of 1 of the following
Conversion 01-25
Displacer 26-40
Stasis 4 1-60
Distort 61-00
Chart 6 - additional equipment
Bio-scanner 50% chance
Breathing apparatus 50% chance
01-50 fJ.!ters
51-75 gills
76-80 mask
81-00 respirator (implant)
cameleoline I0% chance cloak/tabard
Communicator 90% chance
Energy-scanner 90% chance endangering the rest of humanity as well as themselves. However,
Eye protection 50% chance the Imperium has a use for them. An Asrropath is an Asrro-telepath,
01-10 visor an individual capable of communicating with others of his kind over
11-35 contacts vast interstellar distances. In the Age of the Imperium, where worlds
36-75 drops are light-years apart, this is the only practical means ofcommunication.
76-00 injection For this reason the network of Astropaths is very important to the
Flight pack I0% - wilikely to be worn as a Imperium, and every spacecraft, research station, ourpost, etc, has
matter of course its own Asrropath. Even small planets need hundreds of these useful
Immune 75% - 06 doses servants, while large worlds may have thousands and Earth itself is
lnfra-vislon 50% chance home to tens of thousands.
01-50 surgery AU Asrropaths undergo a special process which moulds their powers
51-75 visor and at the same time strengthens them against pyschic danger. This
76-00 contacts is called the soul-binding ritual and only the Emperor has the power
Rad coWlter 50% chance to perform it. lt takes place in the great palace, where the psykers
Rad suit 10%- usually packed away are led before the Emperor one hundred at a time. Knelt before the
Suspensors 10% chance - 04 Emperor they must endure several hours ofagony whilst the Emperor
Thleport homer 1 if teleported down uses his powers to reshape their minds - mingling a little of his
\~b solvent Always if webber carried - immeasurable power with their own. Unfortunately, the Emperor's
otherwise 90% 06 uses mind is so powerful that not all candidates survive the ritual. Some
are driven insane, and all have their personalities altered to some
extent. The raw energy of the Emperor's will also has another effect,
so powerful are the forces involved that many of the more delicate
nerves can be damaged, especially the optic nerves. COnsequently
Psykers are vigorously controlled by the Imperium, some may escape
detection, but the vast majority are fated to serve the Imperium in
one way or another. Many are given up to the Emperor as sustenance,
whilst countless others are executed because they are too dangerous
to live. The remainder are recruited into the imperial organisation in
some way, but only a tiny proportion of the very best are judged strong
enough to survive withoutsome form of psychic protection. So psykers
can be found throughout the Adeptus Thrra, the Inquisition, the
Lfgiones Astartes, the army and the fleet. However, over 90% of
psykers in imperial service are members of the Adepms Astra
Thlepathica, known commonly as Asrropaths. Astropaths are created
from those psyke[s who have considerable powers, but who are not
mentally strong enough to withstand the attentions of psychically
anuned warp creatures. \\ere they simplyallowed to develop without
interference they would quickly find themselves in serious trouble,
T HE AG E OF THE IMPERIUM

allAstropathsare blind, whilst many may also lack any sense ofsmell. messages over distances up to so thousand light
touch or hearing. years. The message must be brief, taking a single
Profile. Astropaths have the same basic profile as other humans. turn to transmit and receive, and being no Jon~
than 10 words. The use of this ability is successful
F1 htm CharactenstiCS Personal CharacteristiC only 50% of the time. Messa~ are often distorted
or lost.

Locate Warp Gate/Portal


Level Special
Personality types can be any of the standard profiles, or randomly Psi-points 4
generated. Randomly generated characters differ from normal non- Description This ability allows the Astropath to locate the
psychic humans only in tbat the upper limit for an Astropath's personal position of any warp gate/portal within 10 fight
characteristics is 10 and not 9 as normal. years. Within warp space this ability can be used
Special rules to locate warp portals through to real space 10\
1 An Astropath is psycltically strengthened to withstand the of the time. Otherwise the ability is always
attentions of warp creatures. This doesn't affect the rules of successful. assuming a gate/portal is present.
play, except in that most of the psycrucally parasitic creatures
can only warp into normal space through a non-protected Psychic Beacon
psyker. ~ is indicated in the creature's description. Astropaths Level Special
are psychically protected and thus cannoc be utilised by crearures Psi-points 4
in warp space. They can, however, still be harmed by psycltic Description An Astropath with this ability is able to broadcast
attacks made from normal space. a psycltic beacon similar to the Astronomican but
2 Astropaths are blind but have a form of near-sense wruch allows far less powerful. The range of the signal is a 10
them to sense normally visible objects within 20 metres (10 light year radius around the position of the
tabletop inches). Up to this distance they may shoot, fight etc Astropath. Within this sphere of space a
normally. Navigator can guide a sltip even without access
Organisation . The Adeprus Astra 'Ielepathica is a vast organisation to the Astronomican, beyond the galaxy for
whose central administrative core is based upon Earth. It exists purely example. The ability cannot be used from inside
to serve the needs of the Imperiwn, its leaders have no task to perform warp space, so an Astropath on board a spaceaaft
other than ensuring the necoork operates as smoothly and efficiently is unable to provide a signal (although iftwo ships
as possible. Because of their very nature, Astropaths often work in were making alternate jumps it would be possible
cooperation with the other branches of the Adeptus 'Ierra, the for each to derive coordinates from the othe~.
Inquisition, fleet, army and Imperial Commanders. Every priesthood
temple woukl have its own staff of Astropaths, relaying and receiving
the messages of their masteiS. gathering and disseminating information Resist Psychic Attack
throughout the galaxy.
Level Special
Equipment. Astropaths carry no equipment as a rule - their ability Psi-points 4
to use most types of equipment is hindered by the fact that they are Description This ability can be used at any time, during either
blind, but they do carry a long white stickor staff. One of the abilities your own or the enemy's rum. Astropaths using
gained during the soul-binding is near sense - an awareness that allows this ability may discount damage from any psychic
the Astropath to detect nearby objects, to sense (if not exactly see) attack that tum, whatever form it takes, whether
the world about him. Some Astropaths have mechanical eyes from a normal ability or a special attack from a
connected directly into their brains, but this is not common - few warp creature. Examples include: catatonia
Astropaths have the money or influence to restore their sight. caused by Astral Hounds, possession by an Asrral
Uniforms. Astropaths wear a hooded robe or habit, belted at the Spectre, life-force drain from a SOul-stealer or
waist. Personal possessions are kept in a sling bag, often ornamented Vampire, enslavement by a n Enslaver and
With religious motifs. The colour adopted by Astropaths as a symbol influence by a "Warp Demon.
of their starus is green, although a robe will often incorporate several
shades of the colour, ranging from pale near-grey to almost black. Warp Space Trail
Astropath Abllites. Asuopaths have psychic abilities in exactly Level Special
the same way as other psykers. In addition they have between 1 and Psi-points 4
5 other abilities conferred during the soul-binding. Astropaths always Description This ability allows an Astropath to place a psyth.ic
have the Astrotelepatlry ability with a 50% chance of having 04 other homer into the mind of a member of a spacecraft
abilities generated on the following chart. Note that many of these crew. It doesn't matter wltich crewman is affected,
abilities relate to spacecraft and warp travel, and so have little direct the victim wouldn't even be aware of his
relevance to the tabletop game. They are given here to illustrate the predicament. The homer can only be placed from
sort of powers available to these powerful psykers. a short distance away (up to lC~ kilometres in
0 1-25 Locate Warp GateiPortal clear space, but as little as 1okilometres in a busy
26-50 Psychic Beacon spaceport). Once placed the homer lasts for 06+4
5 1-75 Resist "Warp Creature days and its signal can be detected within 1000
76-00 Warp Space Trail kilometres by the Astropath. 1f during this time
the ship makes a warp jump the Astropath will
Astrotelepathy be able to sense its destination. Of course, to
Level Special successfully trail a ship through warp space the
Psi-points 4 trailing craft must remain within 1000 kilometres
Description This is an extremely long-range telepathy that in real space. otherwise the signal will be too weak
permits Astropaths to receive and transmit to follow.
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

• NAVIGA"Ifo.RS Profile. Navigators have profiles identical to other humans and may
be any of the personality types described for ordinary humans.
Navigators are mutants of a very special kind, and although their
appearance can vary a great deal they always have the power to F•ghtrng CharactenstJCS Personal Charactenst1cs

navi~te through warp space. Although this is a psychic abilicy,


navigators never have other psychic poweiS and are no more vulnerable
to psychically attuned warp creatures than any normal human. The
origin of navigators goes back to the Dark Age of Thchnology, to a As well as the standard personality types, navigators may also be
time of genetic experimentation when many kinds of mutants were Space Marines in which case they nave appropriate profiles. The chart
engineered to fulfill roles envisaged by their creators. Whether below summarises the basic human personalities.
navigators were created deliberately or by accident matters little in
the Age of the Imperium, they are a fact of life and an important

~
resource. M ws BS s T iW I A t.n lnt let WP
4 4 4 4 3 1 4 1 7 7 7 7

~..
The mutation is a consistent one and is passed down from generation 4 5 5 4 4 2 5 2 8 8 8 8
to generation. The gene is only transferable when both parents are 4 6 4 4 9
navigators, so navigators tend to intermarry, forming a number of 0 6 3 6 3 9 9 9
powerful and influential navigator families. These families are mostly As With 1nqws1tors, navtgators are very much mdivtduals, and 1t
•• <

resident on Earth. These is no imperial control over navigators, and may be more appropriate to generate personalities randomly. You can
many pursue civilian careers as traders. Most gravitate into the ranks determine the number ofpoints ofadvance available on the chart below.
of the imperial network hO\\e\'er, for these families have a long history SO% of navi~tors have normal unmodified profiles- otherwise roll
ofservice to humanity. Many past Masters of the AdeptUS 1£rra have a 0 10.
come from their ranks, and they occupy positions throughout the
1-3 D6
Imperium as members of the priesthood,Inquisition, army, fleet, ecc.
4-5 206
It is in the fleet that their powers can be put to fulJ use. working aboard
spacecraft as warp pilots. 6 306
7 406
8 506
The physical appearance ofnavigatoiS can vary a great deal, although 9 606
families tend to resemble each other. Some are identical to ordinary 10 706
humans and cannot be told apart. However, there is a tendency for
navigators to be tall and spindly, and their flesh may have a peculiar Allocate the points randomly as described under Personallties in
transparent quality which is rather disturbing. Eyes may be extremely the Combat section. Navigators never have psychic powers.
large and may lack the iris, while other facial features are often small Organisation . Navigators are more of a sub-species than an
and under developed. Hands and feet can appear ridiculously large organisation, and they can be found throughout the Adeptus 'Il!rra
and are frequently webbed. Body hair is commonly absent altogether. and other imperial bodies. However, each family is very close (and
Only an extreme form of navigator would exhibit all of these often very large), and different families are often allied by marriage.
characteristics, but most have some traits. As such the family organisation can be vezy important- and a navigaror
THE AGE OF THE IMPERIUM

may feel entitled to call upon a relative to 'pull a few strings' where Chart 2 - Jokaero Digital Weapons
possible. Conversely, some famUies ace deadly rivals and open
25% chance of I from the foUow chart
hostilities (away from Eanh) ace not infrequent.
Equipment. Navigators ace individuals, and the equipment they Needler 01-33
L.aser 34-66
carry will reflect their personal fortune and success as much as
anything. Navigators from the more influential families would be on flamer 67-oo
the whole more wealthy and better equipped. Those in imperial service
would be equipped accordingly of course. Chart 3 - Close Combat Weapons
Navigators ~ civilian dothes, but, as they spend a greac deal 75% chance of I from the following chan
of time in space, often wear a sealed suit. Their weapons reflect their Plus a 25% chance of a second
environment too - powerful blasting weapons could easily damage
aspacecraft and are generally avolded. The most convenient weapon C~ord 01-15
ro cany, and thus a weapon typically used by the navigar.or, is the Power axe 16-20
laspistol. Navigators are not usually fighters by inclination. Power glove 2 1-40
Power sword 41-80
A typical navigator. The lot of the independent navigator is typified Sword 8 1-00
by our friend Lustram Locarno. Lustram has been travelling the
spaceways for a decade. Although only 27 he looks far older (years
of deep space travel often causes premature ageing). ~ most spacers Chart 4 - Armour
be wears a sealed suit, the heintet of which is fully equipped with
aur.o-senses. He packs a standard laspistol i.n a conspicuous hoister, 25% chance of 1 of the foUowing
and another ore less obviously rucked into his right boot. His remaining Flak 01-20
Mot is home to a knife. Aside from the oommunicator built into his Mesh 2 1-40
helmet, he has another in one of his suit pockets. carapace 41-60
Random generation. Profiles can be generated as described above. Powered 61-00
pn:sonal equipment can be generated as foDows.
Chart 1 - Pistols
Chart 5 - Armour Energy Fields
.~ 1 with a SO% chance of a second
.is% chance of 1 of the folloWing
Auto-pistol 01-10
Converslon 01-25
Bolt pistol 11-20
Dis placer 26-40
Hand l1amer 21-30
Laspistol 31-70
Srasis 41-60
~eedler 71-75 + chemicals Distort 61-00
Seuro-disruptor 76-80
Plasma pistol 81-90
\\tbber 91-00 Chart 6 - Additional Equipment
The following % chance as indicated
Bio-scanner 50% chance
Breathing apparatus 50% chance
01-50 filters
51-75 gills
76-80 mask
81-oO respirator (implant)
cameteoline 10% chance cloak/tabard
Communicator Always
Energy-scanner 50% chance
Eye proteCtion SO% chance
01-10 visor
11-45 contacts
46-75 drops
76-oo injection
Flight pack 10% - unlikely to be worn as a matter of
course
Immune 75% chance - 06 doses
Infra-vision SO% chance
01-50 s~ry
51-75 visor
76-00 contactS
Rad counter 90% chance
Rad suit 90%- usually packed away
Sealed suit Always - plus helmet with auto-senses and
comrmmlcator
Suspensors 25% chance 04
'R:Ieport homer 1 if teleported down
'Aeb solvenL Always ifwebber carried- otherwise 90%
06 uses
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

The Legiones Asrartes is the official title of the warrior organisation


more commonly known as the Space Marines. It is the most powerful
and most feared fighting arm in the Imperium. Most of its troopei'S
are recruited from the feral planets, wllere ttaditional warrior castes
compete for the honour ofbecomlng a ' warrior of the IJX!s'. Because
the feral planets are rough, primitive and unearned, their inhabimnts
make excellent fighting material. For true aggression and psychotic
killer-instinct, however, few recruits can best the murderous followers
of the dry-sam that roam the darkest pits of the hive-wodds. Driven
to extremes ofinsanity by the colossal pressures ofhive-oorld living,
rhese merciless killers are usuaUy Ignored by the authorities (indeed
their warrens are so vast it would be Impractical to eradicate them
completelY). They make ideal Space Marines, and whole ~gs ofdry-
scum are sometimes hunted and caprured for this purpose. Some
recruits come from the civilised areas of the lmperium- but not very
many.
Young recruits are subjected to many hours of intensive training
and indoctrination, leading to physical and mental changes. Their
bodies are toughened by bio-chem, and their resolve is hardened by
psycho-sur~ry. A special black plasLic carapace is merged with their
natural flesh, forming a sort of identity tag as well as permanent
protection. AD this preparation is Intended to turn the prospective
Marine into a disciplined killer, or aLleast a controllable one.
The Space Marines differ from the ordinary army In many respects:
its organisational base and mode of operation are totally different.
The basic uniL, called a Chapter, is led by its own Imperial Commander.
Each Chapter is lille a smaD army in Itself, and, although it contains
only a thousand fighting Marines, the Olaprer has the f4tlting potential
of many times that number of ordinary troops. Chapters have their
own uniforms. tran.spon, noo-combamnt staff, etc and are fully capable
of travelling to their destination using their own spacecraft. Because
they are mobDe, the Space Marines are USI.ally the first troops to arrive
at a scene of conflict, and they are used to mount strikes, raids and
surprise attacks. Their reputation for savage ferocity and complete
lack of mercy has earned them the nickname Angels of Death.
Each ChapLer has a home base, which may be an imperial planet,
or possibly a deserted moon or asLerold. Some Chapters go to great
lengths to keep the location of their home base a secret, whilst othei'S
are quite open. The preferred location is an imperial planet, where
the Chapter's leader will usually make a bargain wilh the planet's
governor, p~g a tithe in return for being allowed to build and occupy
their own fortresses. Go\-Cmors often appreciate having a Marine
Chapter right on their doorstep. It certainly discoura~ unwelcome
visitoi'S.
THE AGE OF THE IMPERIUM

This is the basic creature profile for Marines. Personalities can be


generated from this in the same way as for other humans. Normal
human maximum values apply (so S never g;>es above 4, for example).

4·8 of each

- Astropath, &plle
Organisation. Marines belonging to the same Chapter are calJed Physician and Thchnician
battle-brothers or battle-kin. Each Chapter comprises administrative with each
staff, maintenance teams, transport teams and about a th>usand Space
Marines. Each Chapter is led by a veteran Marine with the rank of
Imperial COmmander. The warriors the019!1ves are divided into fighting Thn$qu.id5
squads of t 0 troopers, each led by a Ser~ant. 10 such squads make I
- sergean~
up a COmpany led by a captain. Non-combatant staff perform all the
support roles and are organised accordingly into mechanics, spacecraft
crew, etc. Each Chapter has its own associated Asrropaths and
9 ~es
Navigators. Medical and COmmunications officers are organised at
Chapter level, but operate as individuals on the battlefield
(corresponding to minor heroes. Each Chapter would have between
4 and 8 medical officers and communications officers.
THE AGE OF THE IMPERIUM

Each of the thousand Chapters has its own history, rituals and
Many have been in existence since the Af!J! d the Imperium
their names are associared with legendaiy battles and heroic
Each Chapter has ils own banners, and some chapters even
iniD bartle - although this is beoomlng less conmon. O:lapter
frequently have their own banJ¥:rs, especially If they come
~where such things are usual. and these too may be carried
battle. Individual Chapter Commanders are free to organise or
their regular troops in any way they see fit. and a variety
instruments may be brought into the fray.
THE AGE OF THE IMPERIUM

Equipment. The Marines' Javoured weapon is the boltgun, preferably with The chart below summarises the main colour, banner and badge for eleven
some sort of close combat flgh~ accessory- sud!. as an axe blaa!.ln addition, Space Marine Chapters. As there are 1000 such Chapters in the Imperium it
all Marines cany a long knife a shon sword, <11d most employ a bolt pistol would be futile trying to list them all, so ~ers should feel free to invent
as wen. their own.
Heavy weapons and other spedalist equipment are evenly spreal throughout Chapter COlour
each company. Occasionally, a Chapter Leader may wish to instigate the
formation of heavy-weapons co~anies, but this is rare. SUch a company would Blood An~ls Red
be formed from the weapon teams normally distributed throughout the ten
companies of a Chapter. Blooddrinkers Red-brown
The Space Marines wear a Standard form ofarmour, which, cithough varying Crimson Fists Blue and red
in appearance a great deal, is basically the same for each Chapter. This
corresponds to powered armour as described in the AnnourfXOtiles. The suit Dark Angels Black
helmet includes auto-senses, communicator and respirators. 1be suit is totally
insulated from the atmosphere and functions as a space suit as wen as battle Flesheaters Red
armour.
'JYplcal Squad. A typical Marine squad com(Xises a Sergeant, two special Flesh tearers Black
weapons Marines and 7 others (total tO). TheSergeant and ocdinary Marines
are equippee ·.•.1th a knife, a bolt pistol and a bolt gun. The two special weapons Iron Hands Black
marines have no bolt gun but instead substitute a flamer (ex graviton gun) Rainbow Warriors Multi-coloured
for one, and missile launcher (or beamer or heavy bolter) foc the other. All
are equipped with powered armour, including built-in communicator and auto- Silver Skulls Steel
senses.
Specialist staff. Specialist combat staff are essentially medical and Spacewotves Grey
communications officers. These are equipped in the same way as standard
Marines, but carry additional equipment appropriate for their job. Medics carry Ultramarines Blue
abii>-SCaiJile[, immune, medi·p;d, rad-counter,stimulant, and !reb solvents.
Two suspensors are usually carried to negate the move penalty associated Whitescars White
with the medi-pack. communications persoMel carry the same equipment
as the ordinary Marines plus energy-scanner, bio-scanner, irlra-vision visor ~pon generation. 1b randomly generate a Marine squad of 10 men first
(which operates through the normal helmet auto-senses) and a high powered roO to determlre how many special weapons it contains. Roll a 06.
commanica«:r with a range ci 320 kilometres and associatt'rl move penalty
of 1~·. This is offset by three suspensors. I I
2·5 2
Uniforms. Each Chapter has its own distinctive variation of the basic Marine 6 3
powered armour. Armour is fabricated by the Chapter's own weapon-smiths, The squad contains 1 Setgeant, the number of special ~pon Marines
who are not alxm embellishment and improvisation. Marines also consider indicated and ordinary Marines making a total of 10.
it a matter of honour to acquire trophies in the form of equipment, armour
and even weapons from their COllJUCred enemies. This tends to give the Marines Generate the weaponry foc each ordinary Marine as follow.;. Alternatively,
a non-standard appearance, although in reality their basic equipment is the assume all are i~ntically armed (as would usually be the case). It is assumed
same. each trooper has sufficient grenades of the type generated to lasthim the entire
Nevertheless, an approximate uniform of sorts exists for each Chapter, battle- these grmades are very small and·dozens can be carried quite effortlessly.
although often this will spedfy nothing more that a general overall colour or Chart t - Ordinary Marines
distinguishing badge. COlour is the main i~ntifying mark. There are 1000 Knife Always
Marine Chapters, so it would be impractical to list all of their uniforms and Bolt pistol 90% chance
idiosyncracies. The Whitescars, for example, wear white armour; the
Blooddrinkers \\ear a dark red<ish·brown; and the Dark Angels wear only Plus 1 of the following
black. The Crimson Fists have roo glove armour. Other Chapters have colours Bolt gun 01-95
with no relevanre to their names. Additional distinctive 'uniform' features may Lasgun 96-98
arise from the particular initiation rites of eacb Chapter - for example, the Auto-gun 99-00
Whitescars bear the long facial scar running from forehead to chin, whilst
the lronhands have their rigtlt hands repi<K:ed with a rolxnc limb. Plus a 25% chance of 1 of the following grenades cypes
Uniforms are also decorated with runes and devices, often traditional within Blind 01-15
a Olapter. A selection of lhese decorative emblems are ilhmated below. In Crack 16-40
most Chapters, Sergeants are distinguished~ stripes of offire -but these can Frag 41-90
vary in design and positioling, often acor<ing to the wearer's taste. Random 9 1-00 not psyk-out or vortex

Battle starldartt reflect insignia and often have~ releYance to the Chapter's Chart 2 - sergeants
name. The banrer and badge of the Spacewolves, for example, illustrates the Knife Always
head of a snarling wolf; the Dark Angels carry an all black baMer, and the Bolt pistol Always
Crimson Fists have a clenched fist device.
Plus 1 of the following
Bolt gun 01-50
Bolt pistol 51-90
Hand flamer 91-00
Plus the % chance of each of the following
Chainsword 25% chance
Power axe 5% chance
Power glove 5% chance
THE AGE OF THE IMPERIUM

Plus a 25% chance of I of the following grenade types Auto-senses and communicator are built into the standard armour
Blind 01-15 and helmet, and the complete suit includes respirators and is proof
Crack 16-40 against poisonous atmospheres and gas weapons. Specialist mission
Frag 41-90 weapons are subject to the GM's interpretation and may be allowed
Random 91-00 not psyk-out or vortex or not depending on circumstance. Other equipment can be disttibuted
amo~t the troops. but sman hand-held devices, such asbio-scanners,
Chart 3 - Special weapon Marines are typically retained by the Sergeant.
Knife Always 'Ihlnsport. Every Chapter has its own transport pool (as well as
Bolt pistol Always its own spacecraft), and seYeral types of vehicle are generally available.
Special weapons can be eirher basic or heavy. Roll for each in rum However, there are obviously limits on resources, and Marines favour
using a 06. a general purpose, medium-sized vehicle for troop transport. This is
typically driven by one of the Marines. Each Chapter also has one
1-3 Basic medium or small vehicle for medical and communication staff use.
4-6 Heavy Generate type as follows.
Basic Heavy 01-25 Hoverer
Flamer 01-25 Beamer 01-10 26-75 '!tacked/wide-wheeler
Graviton gun 26-40 0-cannon 11-20 76-00 Wcllker
Needler 41-50 Grenade launcher 21-30
Melta-gun 51-60 Heavy plasma gun 31-40 Road-wheelers are not used. Crawlers are reserved for special
Plasma gun 61-80 Heavy Bolter 41-50 missions when approximately 10 (or 306) are available per Chapter.
Shuriken catapult 81-00 Las-cannon 51-60 Large vehicles are also not generally used - although each Chapter
Missile launcher 61-80 will typically keep a pool of 04 of each of the three types; hoverer,
Multi-laser 81-90 tracked and walker. Small vehicles are used extensi~ly, one of the
Multi-melta 91-00 three main typeS being attached to each company as standard, and
often used by the captain. ln addition, each Chapter could call upon
A Marine squad would not normally carry additional close combat 35 (1006) such vehicles at one time. Medical vehicles always include
weapons other than as given above. Ho\\eVer, that is not to say that a vehicle sized medi-kit as part of their equipment, communications
!he Marines are not trained in their use, or able to call upon such vehicles always include a large cornmunJcator with planet-wide
weapons as necessary. A Marine unit equipped for close combat will broadcast and reception capability.
substitute its normal main armament for a weapon generated from
the table below. A squad -oould normally be equipped in the same Tclctics. The tactics adopted will vary according to the situation
way throughout (75% chance), otherwise roll for each individual in faced . lfthe silllation demands a headlong rush the Marines arealwqys
rum. As 90%of Marines carry bolt pistols anyway, this will mean willing, for they desire nothing more than to lay down their lives for
a typical armament of two such weapons. the Gods of Battle. The basic 10 man squad is the main element in
any battle, but can prove unwieldy in small skirmishes. Io these
Chart 4 - Additional close combat weapons situations it is usual for the unit to split into two groups of 5 -often
1 of the following before the actual fighting starts. Each 5 man group can be regarded
as a separate unit, and each can be further split if desired.
Bok pistol 01-50
Chainsword 51-60
Hand flamer 61-65
L.aspistol 66-70
Needle pistol 71-72
Plasma pistol 73-75
Power axe 76-85
Power glove 86-87
Power sword 88-91
Sword 92-98
\\ebber 99-00
Chart 5 - Additional equipment
The following % chance of each of the following
Rlwered armour Always
Bio-scanner 50% chance of 1 per squad
Canteleoline 10% chance - all troops or none
Energy-scanner 50% chance of 1 per squad
Flight pack Specialist missions only - all troops or
none
Infra-vision 25% chance of a squad's leader
having suitable visor attachment
operating through the helmet auto-
senses.
Phase field generator Specialist missions only - all troops or
none
Rad counter 50% chance of 1 per squad
Rad suit Specialist missions only - all troops or
none
Suspensors 10% chance of 04 per squad
'IMgeters 50% chance for each heavy weapon
Thleport homer 1 per squad if teleported down
THE AGE OF THE IMPERIUM

0 Assimularum
® Reclusiam
® Refectory
(4) Oratorium
@ Librarium
@ Cells
G) Company Chapel
@ Penitorium
@ Private Chambers
8 Communal Dormitories
8 Guest Chambers
8 Foundries
8 Shuttle Silos
8 Teleportorium
8 Launcher Pads
8 Armoury
8 Apothacarion
8 Hydro-culture
8 Terrarium
8 Scriptory
8 Solitorium
8 Dungeon
8 Generatorum
8 Defence Laser
8 Local Defences
9 Missile Silos
8 Catacombs
8 Great Hall
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

CompUJy C!upcl - C\ery compmy bu its own dupe! 1n1chcd tons £,ery CbJpter oltbc Adcptus Astartcs bas its own budquarten orbs::
company block. This is the most commonly used puce o£worship. Here The: lootions of some arc widely known. such as tbc Crimson tlst
the bmlc·brothm reate LturgJCS. 1nd inant the bmlc-pnycrs tMt form monastery on Rynu World. The exact locations o£ many Cluptc:r
put of their regime oi duciplil1c. uc closely guarded sccn:ts. Many uc so secret C\'CD the impcrul·~·•-- ,•
bl\e no tdca ,.,here they uc. Some uc not situ11cd on planets ataR.
P(Jlfrooum • brothers gu~ty o£ UJY kind of trasgrcssion Ulldago rcmcdiu uke the form of orbintng spacecraft or hoUowccH>ut asteroids.
con!incment and penitence in the penitorium.
A typlcU Mar10e base IS tb1t of the Space Woh·es ot1 the planet L.a:.
Pm•ate Ch1mbcrs · these private olficcs and rooms are used by the mious The leader of the Space Wohes.lmpeml CommUJdcr Enoch. iliot.old.
Masters of the Order. The Muter of the Ships. the Master of the Forge. the gO\emonbtp of tbe planet. The Space Wolves' ludcr is knon
and the Muter of the Ordiuncc h1vc of£ices here. lord Lucan. Of Lucan. {or this rcuoo. The base is a giant fortress-mOIIlSlat
dedicated both to battle and wonhip. As in aU Mari1X Cluptcrs. tbe f.ghbaj
Commun1l Dormitories · this is where the servants. admioiJtntors. troops of the s~ Woh-cs arc WarrlOf•monks. Ordinary Muincs uc &t:it
technimns. naval personnel and other non-comb1t1nt still live and sleep. Brothers whilst Sergeants. Capt~ns and the Commander m spirituUI!
These arcu uc far less spartan tbUJ tbc cdls of the banlc.brothcrs tbc:msdYcs. v.•cllu martial leaders. The exact nature of Marine religious rituu. bdic!
and expression. vmcs from Chapter to Chapter. but i:s centred aroalld
Cucsr Chambers · these compu1to·cly luxurious 1pputments uc re,scrved the tenets of the Imperial Cult and the spiritual hegemony o£ the Ecclesilrtl
for important visitors. A private cbJpd is atucbcd. Visiting members of
the admtn!Stntum would st1y in rooms such as this. Assimul~rum • as1de from tbe Great Hall itself. this is the largest hal
in the base. The entire Chapter em be gathered inside this vut and It&\
Foundries · this is where the Muiocs manufacture and rcp1ir their weapons vaulted room. The assunuhrum is used for mass meetings. religious (CSU\~
and equipment. The foundries of the Space Wolves arc U!gc and well and special feastS. Spe.akcrs addn:ss the assembly (rom the raised dill
provisioned. The skilled workers m special Marines u.lled Brother Artisans. in front of the liter. During {casts the high t~ble is placed on the
The mUJ 10 charge of the we~poo-sbop 1S the Muter of tbc Forge. Beyond where Commlodcr Enoch and the Mutcrs o£ the Chapter stt. Wbca
the foundries arc the testing UJd we~pon grounds wbcrc equipment is usimularum is used for cult ceremonies. the screens CO\W& the
C\·aluatcd. arc rcmo\ed rC\elltDg the rcdusiam behind.

Rcclus11m - the redusiam IS normally partitioned from the ass1m~wn ;•


Shunk Silos - the Space Wohcs'lugc and wcll-cquipped Occt is maintained
by a screen. This IS an uca rcser\'Cd exclusively {or cult actiTiuo.
10 orbit around Lucan. The monast«)"fortress M5 only a small number
rcc.lusiam is looked after by a religious officer caDed a ReclusiuclL
of ships. These arc used u courier \·cssds md u tnnsports betll'ccn Lucan
and the Oeet. CbJpter's holy reLcs and many oi their most precious bai1Ue·lrophlcs r.:1•
kept here. The Redusiucb bu an office off to one side. and
three pnntc chapels dcd1c11ed to Leman Russ (the Clupter's
Tclcpononum • there arc four scpmtc tdcporter l'tlOim in the Space Woh'CS' The Emperor Deified. md The Empc:ror Oracu!ar.
base. They uc the piUil1ry mcans ol rnO\"iog betwccn the fortress-monastery
and the Occt. Tc.lcportorium O ne is use (or the reception of guests and Refectory - thts is tbe !JUlJI dining uca used dunng ordinary meals. Th
hu numerous secret defences. kitchens. stOfe-roorns. disposal units and purificatioo '4ts lie bcyood.
members of the Oupter follow a strict and simple diet. This is
hunchcr P1ds · twenty-four airwft an: housed in underground hangars by the complex bio-chem necessary to maintain tbeiJ physically
bene~th the buncher pads. including {our large transportS and eight high- bodies. Meals are eaten io silence following prayers of thanks oHcrcd Ill
speed scouts. The m~ntcnancc hanger and fuel tanks arc surrounded by the most senior Marine present.
diamantine umour casing.
Omotium - there are seven! such rooms throughout the lort!C$s-rnlOIIliSiel1~•
They are used for private meetings. briefing~ lectures md small asscm.t1~ :•
Armoury • the umoury is a large but crowded underground 'omplex. Its of aU kinds.
main lih shaft 15 shielded by double-thickness ccnmitc-corcd doors.
Ammunition is stored 10 four scpmte maguincs. each wnppcd 10 an Lbrmum · the library is more than a collection of books. it is the
individuu sUs•s field and protected by seven byers o [ laminated armour. record oHice and ilia the nuio scat of communications. The P~--·-·- ·•
E\'al tf an awdcnt were to destroy one maguinc the damage would be Astropatbs spend many hours here. monitoringl!ld broadcasting the psychic
contained. The security of the umoury is tbe rcp<lllSibility of the Muter messages that allow lucan to commuruutc with the rest of the lmpcnta.
of Ordm.aocc. Tbc umoury may ooJy be entered in his pi'CScncc. the doors The Chief Llbmiao is an important figure. He is responsible oot
opeDIDg to Ius gc:ne-P'int and coded signaL Only the Comnundcr of the for matDtaiDIDg the Ouptcr's lustonc wnncn. micro. and bolo
Chapter knows the secret spoken formula which will open tbe doors in but also £or communications within the base and with the outside
an emergency. He IS ilia respons1ble {Of the base's defence systems. Tbcse arc
from a specul armoured room in the Liburium. T he
ApothlwiotJ - the apothaurion is an ad\-anccd medic11 bcility combining Commurucallons Officers arc based here too. as ,.ell as a a SIZeable suff
ill the resources of a hospital. rescucb csublishmcnt 1!ld b.~uh. The o£ ltbnmns. astropatbs a.nd tcchnic11 assistants.
Doctors and Surgeons have pri,•atc quarters on the upper levels. Servants.
nurses. and other supcroumcnaries share a dormitory on a lo.-cr IC\'d. In Cells • each of tbc (ighttog brethren M5 Ius OWll cell. a simple mom &
charge of the facility is the Muter of tbc Apothacarion. He is a very which be sleeps. Tbe ceJh are uranged in blocks of ten corres~
•mportant member of the Chapta.lt is here that tbc warriors uc surgically to the me:mhcrs ola fighting squad. each ten blocks represent the contmgar
altered into supef'human warrior using sophisticated bio-c.hcm and psych~ of a company. Each compa.ny block incorporates a small adminrstr1111':
surgery. office and pnva tc chambers (or the Uptain.
THE AGE OF THE IMPERIUM

Hydro-culture - Lucan is a productive world. The Space Wolves take a


tithe of food grown on the planet and alw;ays have ;a supply of fresh local
produce. In addition. oxotic or seasonal vegetables are grown in the hydro-
culture vats. Many other Chapters maintain far larger hydr<><ulture facilities.

Tawium - the terrarium comprises several large rooms given over oxclusively
to the maintenance and propagation of plants from aU over the gahxy.
As well as providing a pleasant area. showpiece. and reference collection.
the terra.rium also provides the raw ingredients for several of the potent
drugs used in the apothacarion.

Scriprory • this small room is one of several such scattered around the
base. Scriptories provide instant access to unclassified codices from the
librarium files. A computing terminal allows the user to select and consult
files ;and record entries in the main library itself_

Solirorium -the solitorium is situated a short distance from the fortress-


monastery itself. In this retreat banle-brethren may spend days or even
years in private contemplation. Marines seeking promotion are expected
to undergo weeks of self-deprivation and soul-searching in the solitorium.

Dungeon • the dungeons of the Space Wolves lie deep below the
Apothacarion. Prisoners may be safely installed in the diamantine reinforced
cells of the dungeon, from where they ouy be taken to the apothacarion
for subsequent interrogation.

Genmrorum ·the fortress-monastery derives its power from the deep layers
of Lucan itself. Four huge crystal-piles penetrate many miles into the planet's
core. converting subterranean heat to comoentional energy via a phased crystal
interface.

Defence lm:r · the base is protected by a formidable array of defence


lasers mounted in armoured turrets. Thirty-two lasers remain permanently
on line. The remaining eighty-eight we;apons may be brought to a state
of readiness within {our days.

ltxa/ defences· the base perimeter is protected by an auto-system controlling


three hundred and se\-entcen separate weapon turrets. Each turret houses
four laser cannon and a missile launcher.

Missile silos - the main punch of the Space Wolves' ground-to-space defence
system is housed in a complex of missile silos situated beyond the perimete.rs
of the base itself. There are over four hundred silos like this scattered
over the surface of Lucan, each controlled !rom an annoured ddence room
in the libmium.

Catacombs- the burial ground of the Space Wolves and last resting place
of many heroes of old.

Great hall - tbc main entrance to the base leads directly into the high-
vaulted great ball. The ball is intended to impress. It is the largest single-
room structure on the entire planet. Inside are arrayed many of the battle-
trophies of the Chapter. Paintings of famous banles line the walls. Ancient
weaponry and armour shines from ploxi-glass cases. From the ceiling.
sp;anoiog the {ull length of the hall. bangs the spacecraft 'Medusa' flown
by Leman Russ the founder of the Space Wolves.

Barbican · before visitors may enter the fortress-monastery they must pass
through the gate-house or barbican. This is always guarded so that visitors
may be properly received. Not all visitors come overland. so the barbican
has its own lan.ding and lauch pads to facilitate the reception of airborne craft.
THE AGE OF THE IMPERIUM

~
M~ lws BS s*' T lw I A'' lld lnt Cl twP
4 4 4 4 3 1 4 1 7 7 7 7

~
The army is the backbone of imperial might, numbering millions 4 6 5 4 4 2 5 2 8 8 8 8
offightingwarriors. Uo.l.!ke the Marines, these warriors are recruited 0 4 6 6 4 4 3 6 3 9 9 99
on human wodds by draft. The draft, administered by the priesthood,
is a hated and feared instirution. Almostanyoneoutsideofthe imperial Human personalities can be created using any of the methods
administration may find themselves drafted into the army. Service discussed in the Personalities section of Combat.
is always for life, often in some far-flung corner of the galaxy. The Organlsation. Warriors are organised into squads of 10 men
role of the army is to garrison human \\Orlds, and to form the main including a special weapon trooper and Sergeanc. 10 such squads
fighting force in prolonged conflicts. comprise a company led by a Captain. Any number of companies can
Warriors are nowhere near as tough or ruthless as the battle-brothers be combined to make an army, approximately 100 being about average
of the Legiones Astartes, nor are they as insanely dedicated as the (10,000 troops). Ancillary non-combatant staff are integral to each
Adeptus Arbites who form the fighting arm of the priesthood. company, and each army has its complement of coordinating non·
Nevertheless, they are Wghl,y trained and usually, well equipped and combatant staff. Additional officers forming intermediate levels of
led. command are included as required. Tbe army leader would be an
Profile. Warriors have standard human profiles as follows: Imperial Commander and be and his personal sraffwould usually be
appointed from the ranks of the priesthood. The disposition, supply
and command of the imperial armies lies totally within the hands of
the Adminlstratum. forming a further tool of the all-powerful
priesthood. Non-combatant staff include a number of Astropaths,
maintenance crews, and such like, but no spacecraft crews. Armies
never have their own inter-stellar spaceships (unlike M.arlnes) and
rely totally on the fleet for transport. This is a deliberate policy of
the priesthood, aimed at curbing the individual power of army
commanders and discouraging potential rebels.

·~ • Cm·iton Cun
..
--
---
• The Big o~ • 22nd Rcgt • 55 Rcgimcot
Tr>eked

(j@@; G
Bt.ck Arrow :f.• Ycloo, ...••10 • ·~.~ !:".'-"'~~
• Plasma
Hoo,'<:n:r
Regimental Colour,;
detJiling aU Comblls
woo by Regiment

I'

~ CAPTAIN
• SERGEANT
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

Although armies are the basic unit of organisation, smaller task


forces of 1 or more companies may be detached to fight independently
under a senior captain.
Equipment. Lasguns are favoured by the army because they are
simple to maintain, operate and produce. Imperial Commanders can,
and do, keep varied stocks of weapons for special use as the occasion
demands. Ordinarily, ho~r. a trooper will carry a lasgun and a
short-sword or knife. Laspistols are considered to be officers' weapons,
and are employed by sergeants and captains.
Special Equipment is distributed evenly throughout the squads. each
squad usually employing a single special weapon - either a basic or
heavy weapon. On occasions special weapons squads can be
improvised, or even special weapon companies, although these
instances would be rare.
F1ak armour is standard. A helmet may be worn, or a hood, although
often head protection is altogether absent. Eye protection and breathing
devices are not carried as standard. Communicators are carried by
sergeants and high ranking officers, but not by the rank and file.
Typical squad. A typical squad of imperial warriors comprises a
sergeant, a special weapon trooper and 8 others. The sergeant and
ordinary warriors are all equipped with a knife, lasgun and Hak armour.
The Sergeant also carries a laspistol. The special weapon equipped
warrior substitutes his lasgun for a flamer or missile launcher. Other
special weapons are less common.
Uniforms. Armies have their own arrnourers, weapon-smiths and
technicians (chawn from the ranks of the priesthood). These individuals
do not manufacture all equipment by any means, most being obtained
from planet-based suppliers, but their personal vagaries and
preferences do shape the overall appearance of the army. Equipment
is individualised by its users to some extent, and no exact control
is maintained over a squad's appearance.
The badge of the army is displayed prominently upon the chest or
right breast. Basic clothing comprises a sturdy pair of breeches and
jacket, often of leather but occasionally canvas or other suitable
synthetic. Civilian clothing is frequently substituted by the troops in
any case. Honour badgi!S. religious motifs and personal ornamentation
abound amongst the superstition ridden peoples of the Imperium.

Weapon generation. A squad comprises a sergeant, a special


weapon warrior and 8 ordinary warriors and may be generated
randomly. Generate the weaponry for each trooper as follows.
Alternatively, assume each is identically armed (as would usually be
the case). Where grenades are carried it is assumed each trooper has Plus a 25% of 1 of the foUowing
sufficient·of the type indicated to last the entire battle- grenades are
quite small and dozens could be carried effortlessly. Chainsword 01-75
Power axe 76-80
Power glove 81-85
Chart 1 - \\eaponry for all troopers Power sword 86-90
Knife Always Hafted weapon 91-95
Hand weapon 96-00
Plus 1 of the following
Auto-gun 01-05 Chart 3 - Special weapons
Bolt gun 06-10 warriors with special weapons substitute their basic weapon or either
Lasgun 11-00 a basic or heavy weapon generated from the foUowing charts. RoU
Plus a 15% chance of 1 of the following grenade cypes a 06 to determine which.
01-15 Blind 1-3 Basic weapon
16-40 Crack 4-6 Heavy weapon
41-90 Frag Basic Heavy
91-00 Random not psyk-out or vortex Flamer 0 1-25 Bean1er 01- 10
Chart 2 - Additional weaponry for Sergeants Gravitongun 26-40 D-cannon 11-20
Needler 41-50 Grenade launcher 21-30
1 of the following
Melta-gun 5 1-60 Heavy plasma gun 31-40
Bolt pistol 01-10 Plasma gun 61-80 Heavy bolter 41-50
Hand flan1er 11-20 Shuriken 81-00 Las-cannon 51-60
Las pistol 21-95 Missile launcher 61-80
Plasma pistol 96-99 Multi-laser 81-90
'v\ebber 00 Multi-melta 91-00
THE AGE OF THE IMPERIUM

Mesh armour 10% chance- worn in addition to flak


Bio-scanner 50% chance of 1 per squad
Cameleoline I 0% chance - all troops or none
Communicator Always - 1 per squad
Energy-scanner 50% chance of 1 per squad
Eye-protectors 25% chance of photochromatic visors - all
troops or none
Flight pack Specialist missions only - all troops or
none
Phase field generator Specialist missions only - 04 per army
Rad counter SO% chance of 1 per squad

Chart 4- Additional close combat weapons Rad suits Specialist missions only - all troops or
Asquad ~uld not normally carry additional close combat weapons none
other than as already given. However, a unit may be equipped for Suspensors 10% chance of 03 per squad
close combat by substituting the normal main armament for a weapon Thrgeters 25% chance per heavy weapon
~erated from the table below. A squad would normally be equipped Thlepon homer 1 per squad if teleported down
in lhe same way throughout (75% chance), otherwise roll for each Equipment can be distributed amongst the troops, but small hand-
individual in rum. held devices, such as bio-scanners, are typically retained by the
1of the following Sergeant.
Laspistol 01-50 nansport. Transpon is held in an army pool, and several types
Chainsword 51-60 are available. However, with limited resources, and supply often erratic,
Hand flamer 61-65 the army prefers to maintain a number of multi-purpose, medium sized
Bolt pistol 66-70 vehicles for troops transpon. Generate type as follows.
~eedle pistol 71-72 01-25 Hoverer
Plasma pistol 73-75 26-75 Tracked/road-wheeler
Fbwer axe 76-85 76-00 Wall<er
Power glove 86-87
Power sword 88-91 Road-wheelers are not used. Crawlers are reserved for special
SWord 92-98 missions where approximately 10 (or 306) are available per army.
\lebber 99-00 Large vehicles are also not generally used - although each army will
usually keep a pool of04 of each three types; hoverer, tracked and
Chart 5 - Additional equipment walker. Small vehicles are used extensively, one of the three main
The given % chance of each of the following. types being attached to each company as standard, and often used
by the Captain. In addition each army could call upon up to 35 (1006)
Flak armour Always such vehicles at one time.
THE AGE OF THE IMPERIUM

Penal legions. Military service as a warrior of the Imperium is a Inquisitors and rebellious Imperial Commanders. A Rogue Trader's
common sentence for minor criminals. Their offences might include profile reflects his status as an experienced individual. l1:te profile
filling out tax returns incorrectly (wilful fraud, however; is a capital given may be regarded as typical of the level of advancement.
offence), overdue library books, failure to maintain drains, littering,
etc. service is for life. Soldiers in penal legions suffer an even harsher F1ght1ng Charactenst1cs Personal Charactenst1cs
existence than the ordinary warriors - officers are sadistic and ~ 4vit~ wa issW ,tS:1~f:f4%,. Jw i1t1:0 ;t;~., ;tit i'rr\1. 'd ' wp·
uncompromising. In some legions the warriors are deliberately ~ 4 5 .. 5 4 4 . 2 5 2 8 8 8 8
controlled by use of frenzon injectors fastened around their wrists.
Officers cany control equipment, and can induce various psychological A better way of representing a Rogue Trader is to generate his profile
states in their troops. A penal unit has a 25% chance of being so randomly. The minimum number of advance points availabl.e is 4.06
controlled. ranging up to the full 7D6 (or 23 points) for the most highly advanced
Tc:lctics. The army is ready to modify its approach depending on characters. 1b create a Rogue Trader decide the number of points using
the calibre of opposition, the environment and the nature of the a 04.
equipment they have at their disposal. On the whole they prefer a 1 4D6
more cautious approach than the elite Marines, being less ready to 2 506
lay down their lives for a cause they probably don't understand and 3 606
would care little about if they did. Aliens are a different matter. With 4. 706
typical human bigotry and xenophobic blood-lust, the army can be
relied upon to vigorously attack and destroy alien life forms. Then allocate the points randomly as described under Personalities
in the Combat section. Rogue Traders are frequently possessed of
The 10 man squad is the basic fighting unit - with special weapons psychic powexs, 30% are psykers compared to 5% of normal human
often detached early during a battle to hold important positions or characters. Non-psychic Rogue Traders maybe Navigators, there being
give covering fire. A cautious advance into close range is preferred, a 5% chance of this.
but hand-to-hand combat is generally awided.
Organisation. The Rogue Trader works under instruction from the
priesthood - but his brief is a wide one. Furthermore, once contact
with Earth has been lost, the Rogue Trader is effectively independent.
l1:te Imperium is a vast, scattered realm, extending over almost the
entire galaxy, impinging itself upon the roore compact areas of alien Equipment. Equipment can be of any type. often alien or otherwise
settled space. l1:te Imperium contains a million inhabited worlds, but unavailable within the Imperium. In battle a Rogue Trader would
even this is but a tiny fraction of the galactic whole. l1:ten there is typically appear in powered armour and some sort of armour energy
the eastern fringe, the remote area of the galaxy where the field. \\eaporuy carried at all times would be at least one pistol weapon,
Astronomican does not reach, and where the only human settlers usually a bolter, and a power sword or chainsword. Digital weapons
are renegades or pioneering groups whose ancestors were forgotten are regarded with high favour too.
millennia ago. Most of the~ remains unexplored, unknown and
dangerous.
A typical Rogue nader. Jan Van Vastobaa! enjoyed a successful career
l1:te potential of new worlds, alien civilisations and unimaginable in the Administratum before reaching the supreme position oflligh
resources has stimulated the growth of free-ranging imperial agents Lord of'Ierra. It was old a~ that finally spurred this tireless warrior
known as Rogue Traders. Licensed and equipped by the priesthood, into the outer galaxy, where he quickly gained a reputation of being
the Rogue TI:ader is free to explore the far regions of the galaxy, the particularly successful at finding and plundering alien worlds. His
areas where the Astronomican does not reach, and those areas within suit of powered armour is worn underneath a sleeveless tabard. His
its range as yet unvisited. &>gue Traders have even attempted to cross helmet is moulded into a horned skull. He carries a stasis field and
the voids of inter-galactic space, but over such distances even the refractor field defences, and his weaponry includes a bolt pistol, auto-
Astropaths' powers ofcommunication are useless, and whether such pistol, laspistol, power sword and three Jokaero digital weapons (1
missions have succeeded is unknown. Operating in isolation from the each of laser. needier and 6amer). Additional equipment includes a
central authority of the Imperium, the Rogue Trader must decide how communicator, bio-scanner. nose filters, photochromatic eye drops,
to react to alien cultures, new discoveries and threats. If he judges an immune injector, infra-vision contacts, chemicals for the Jokaero
a race to be potentially dangerous he rruw attempt to destroy it, or needier, a rad-counter, a stimulant chemical, a syn-skin applicator
gather as mudt information about it as be can so that others may and sufficient chemical for 3 uses, 3 suspensors and web solvent.
do so. lfhe decides a race may be of use to humanity he may attempt
to make contact and establish relations. If merely technologicaily or \\eapon generation. A Rogue Trader's personal equipment is likely
minerally rich, a planet may be plundered, and the Rogue n:ader will to be extensive and can be generated as follows.
return to Earth laden with the treasure ofspace; alien artifacts, rare
and precious minerals and undreamed of technology. Chart 1 - Pistols
Needless to say, the Rogue Trader requires a fair compliment of 04 of the following
spacecraft, troops and other staff if he is to complete his mission. Auto-pistol OHO
His total responsibility may extend to a dozen spacecraft, often huge. Bolt pistol 11-50
lumbering cargo vessals crammed with a small army, a full crew of Hand flamer 51-60
technicians and volunteer settlers to establish colonies on new worlds. Laspistol 61-70
Most important, however, are the fighting troops, for it is they who Needler 71-75 +chemicals
will have to deal with any potential threat. Neuro disruptor 76-80
Prome. Rogue Traders are individuals who have reached a position Plasma pistol 81-90
of power within the imperial hierarchy. They come from the ranks ~bber 91-00 + chemicals
of the Adeptus Thera, the Inquisition, army or fleet- a few are influential
civilians, amongst whom the navigator families are the most famous. Chart 2 - Jokaero digital weapons
Politics sometimes obliges this course, for free of imperial command
the Rogue Trader is also coiiVeniently out of the way. be)ond the centre 04 of the following with a 10% chance of a further 06
of real power. Rogue Traders have a reputation as outcasts, many are Flamer 01-33
people whom the priesthood deems better kept at a safe distance; Laser 34-66
vociferous Space Marine lecders, influential Navigators, liberal-minded Needler 67-00
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

Cha rt 3 - Close combat weapons


D3 of the folk>wing
Chainsword 01-15 The very siZe of the Imperium means that planetary government
Power axe 16-20 is frequently Left to its own devices, often for centuries. The imperial
Power glove 21-40 administration may call in perhaps only every ten or twenty years
Power sword 41-80 to collect taxes or tithes. SOmetimes ~n this becomes impossiblt
Sword 81-oo due to warp storms, or pressing business elsewhere. As a resuh
planetarygovemmentsoiretimes breaks down, or a planetary~
Chart 4 - Armour may start to think he can do without the protection of the Imperium.
1 of the following sometimes standard anti-psyker routines are allowed to slip, and
imperial taxeS are forgotten . Bringing wayward planets back Into the
Flak 01-10 imperial fold can be achieved in many ways. Outright war is one (moch
Mesh 11-20 favoured) method, extermination is another. At the other end of the
carapace 21-30 scale it may sometimes be beneficial to court a ~mor ~diploma!¥:
Powered 31-00 means, perha~ support his rivals or infiltrate anti-government, pro-
Chart 5 - Armour energy fields imperial organisations. If a planet can be restored to the lmperium
by clever diplomacy an expensive, troublesome and destructive war
D4 of the following will be avoided. Imperial agents are fully versed in all the tricks of
Conversion 01-25 diplomacy, Including clandestine ones such as bribery, popular
Dis placer 26-40 agitation, economic sabotage. terrorism, torture, murder and
StaSis 41-60 assassination.
Distort 61-00
The Assassin is one of the most useful of these diplomatic agenrs.
Chart 6 - Additional equipment His job is simple, he is there to eliminate key individuals among the
The stated % chance of each of the following opposition. SOmetimes a rebellion centres around a single personality,
and a planet can be brought to heel ~ that person's death or
Bio-scanner 90% chance disappearance. If done cleverly, ate bel leader can be quietly slain and
Breathing apparatus 90% chance replaced by an exact duplicate. Assassins may even provide such a
01-50 filters duplicate themselves, as they are able to change !heir physical
51-75 gills appearance using the shape changing drugpolymorphine. Assassins
76-80 mask are masters of disguise, and can assurre almost any human shape
81-00 respilator (implant) as well as that of some aliens. They are trained to use the protective
cameleoline 50% chance cloak/tabard black syn-ski.n, the synthetic skin layer that protects the Assassin
Communicator Always from the environment as \\ell as feeding sense enhancing chemicals
Energy-scanner Into his body.
90% chance
Eye protection 90% chance Assassins are recruited from the feral worlds as infants and undet»>
01-10 visor ten years exte~ive training at ):he School of Assassins on Earth, from
11-45 contacts then on they continue to live at and operate from the secre1
46-75 drops headquarters of the Assassins said to lie somewhere on the imperial
76-00 injection planet. This .is one of the lmperium's better known 'secret' divisions
of the AdeptUS ~rra . Here the prospective Assassin is put through
Flight pack Unlikely to be worn as a matter of a decade of gruelling tests, receiving psychic implants to heighten
course - but always available senses and strengthen resolve, as weD as sub-muscular acoustic
Immune 75% chance - D6 doses
lnfra-vision surgery to enable him to survive the use of the shape-altering drug
75% chance polymorphine. Every Assassin must master the weaponry and
01-50 surgery equipment of his trade, he must know how to drive and maintain all
51-75 visor kinds of vehick: from a bike to a spaceship, he must be a technological
76-00 contacts expert, and be must have professorial knowledge of the Imperium's
Had-counter 75% chance history, organisation and languages. This is a tall order by anybody's
Rad suit 10% chance- usually packed away standards, and not all young recruits survive their training.
Stimulant 95% chance - 506 doses
srumm antidote 50% chance - D6 uses Proffie. Once he has emerged from training, an Assassin will have
Syn·skin 25% chance - D6 uses characteristics equivalent to at least a minor hero.
Suspensors 50% chance - D4
'leleport homer 1 if teleported down
\\kb solvent Always if webber carried - otherwise
90% D6 uses
This is personal equipment. The equiprrent carried alxmd ship would
include at least one example of every irem of equipment, including
vehicles. advance points. Most Assassins would be more powerful than this,
however, and can be randomly generated. Roll a D4 to determine
Retinue. Rogue Traders do not take to the empty voids of space advance poinrs.
alone - each commands a small fleet, a contingent ofwarriors, settlers,
and all manner ofsupport personnel. With them ~ supplies to last 1 406
for several years, vehicles, prefabricated research stations, housing, 2 506
transport, weaporuy, etc. A typical retinue would be an entire company 3 606
4 706
of Space Marines (100 warriors) plus two companies of ordinary
imperial troops all with standard vehicles and auxiliary equipment. Then allocare the points randomly as described under R!rsonalities
These can be generated in the normal manner should you wish. in the Combat section. An Assassin has a 25% chance of having
THE AGE OF THE IMPERIUM

psydtic powers (always consklered to be protected from ps}dlic aliens). of a trained Assassin, undertak.ing her first mission at the age of
Navigators are sometimes recruited into me Assassins and there is sixteen. She was part of a three-man hit squad aboard an imperial
a 5% chance of an Assassin being a Navigator. transport. Their mission was to m.ake sure the craft disappeared, taking
Organisation. The Assassins are based at their secret headquarters with it certain junior members of the priesthood suspected of being
somewhere on Earth. Their leader is the Master of Assassins, a under alien domination. Thanks to camaru 's quick thinking and fast
mysterious figure, never seen by ordinary members of the priesthood, reactions, all three of the Assassins manag!d to escape the spacecraft
but rumoured to have personal access to the High Lords of~rra. if once it was discovered that a Vampire was on board and all the crew
not the Emperor himself. His loyalty to the Emperor nrust be beyond were under Its evil influence. Thking to a life raft only moments before
doubt, for he single-hancledly controls an organisaoon that could exploding a melta-bomb, the trio drifted helplessly in space for almost
feasibly topple even the imperium should he so wish. The organisation a month before being picked up. Only self-induced hibernation saved
includes a number ofancillar;y sraff, as wen as Astropaths, Navigators their lives. Camaru is tall, well muscled and, like all Assassins,
and other servants. Although not Assassins as such, these characters extremely strong and athletic. She is pictured here as she appeared
li~ entirely within the organisation, and have no contact with the
before the rebellious Lord ofOklru, a treacherous Imperial Commander
outside world. The Assassins themselws are stratified into Lord who was selling his subjects to the Ork steUar-slavers for personal
Assassins woo are no longer involved direcrly in their work, but plan, wealth. The Lord ofOkku did not benefit from the meeting. his tongue
OlgClltise. research and watch over missions for the younf1!r Assassins. cut from his head, he was the last Okkurian to be sold to the Ork
The bulk of Assassins are unranked, although some are obviously sl.a'rers. camaruwears blacksyn-skin, around her waist she has wound
more experienced agents than others. a scarlet sash concealing a knife. bio-scanner. communicator, sufficient
phials of polymorphine for 3 uses, syn-skin solvent, and a garrotte.
She carries ten Jokaero digital weapons (1 on each fin3!r); 3 flamers,
EmP.eror 3 needlers and 4 lasers. The needlers are all loaded with deadly poison.
Around her head camaru wears a white scarf secreting yet another
High LDl or Tcm garrotte.
I
Ma.Sicr o{ Assassins
~pon generation. An Assassin's armament can be randomly
generated from the charts below. Tilis will provide a variety of weapons.
I
Lord Asslssin.s
some of which can be dlscarded at the player's discretion.
Chart 1 - Pistol
Auxiliary Staff 04 of the following
Navigatots Astroplths Ship crl etc
Auto-pistol
Bolt pistol
01-10
11-50
Hand flamer 51-60
Laspistol 61-70
Needler 71-75 + chemicals
Equipment. Assassins have access to all equipment. Jokaero digital Neuro dlsruptor 76-80
weapons are nruch favoured, polymorphine and syn-skin are almost Plasma pistol 81-90
mandatory. Armour is not usually worn because it is inappropriate W!bber 91-00 + chemicals
10 most of the S!uations in which an Assassin operates. Where needed,
armour is available. Chan 2 - Jokaero digital weapons
A typical Assassin. camaru was taken from her parents at the 04 of the following plus a 10% chance of a further 06
age of three. and now only vaguely recalls her early life amongst the flamer 01-33
srooe-age hunters of the Cristo system. ~tinguishing herself amongst Laser 34-66
her fellow would-be Assassins, she quickly progressed to the full status Needler 67-00
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

Chart 3- Qose combat weapons eBEASTMEN -


04 of the following HOMO SAPIENS VARIATUS
Chainsword 01-15 The popular term Beastman is used to describe mutations of lhe
Power axe 16-20 human stock which combine the physical appearances of humans
Power glove 21-40 and animals, usually ~ats. Beastmen do not necessarily look alike,
Power sword 41-80 and different animal traits can manifest themselves, but apart from
Sword 81-00 this they are genetically fairly stable, and are considered to be a form
Chart 4 - Grenades of abhuman rather than an unpredictable mutation. ln temperament
as well as appearance they are often bestial, having a reputation foe
206 randomly generated grenades (use chan in Profiles section). crudity, aggression and Indiscipline. Companies ofBeasrmen in the
Chart 5 - Armour imperial army are regarded as useful fighters, and are ideal for suicidal
25% chance of 1 of the foDowing assaults where brawn rather than brains is required. Other warriors
dislike them as they are r~y and Insanitary.
Flak 01-25
Mesh 26-40 tg ttng aractensttcs Personal aractenstiC

Cl ~ l~sl s:l:l! I ~ I ~ I; I~ l';tl ;'l~pl


carapace 41-60
Powered 61·00
Chart 6 - Armour energy fields
04 of the folknving units This represents an average Seastman. Personalities can be generated
from this in the same way as for other humans and aliens. The standard
Conversion 01-25 profiles for Beastman personality types ls given below.
Displacer 26· 40
StaSis 41·60

~
Diston 61-oo M ws :as s T w I A ildlnt Cl WF
Chart 1 - Additional equipment 4 5 4 4 4 _t 4 1 7 6 7 6

~
The following % chance of each item 4 6 5 4 5 2 5 2 8 7 8 7
Blo-scanner 90% chance 0 4 7 6 4 5 3 6 3 9 8 9 8
Breathing apparatus 90% chance
Beastmen personalities can be created using any of the methods
01·50 filters discussed In the Personalities section ofCombat. The maximum values
51-75 gills for non-psychics is that of the major hero. Beastmen personalities
76·80 mask
81·00 respirator (implant) have a 3% chance of having psychic abilities.
Cameleoline 90% chance · doak • HALFLINGS -
Communicator Always
Energy-scanner 90% chance HOMO SAPIENS MINIMUS
Eye-protection 90% chance Halflings are the smaDest of all abhumans- their ancestors having
0 1-50 surgery become srunted by thousaros of years of Inbreeding upon worlds with
51-75 visor naturally soporific climates and abundant harvestS. They rarely reach
76·00 contacts 1.3 metres in height and rend to be dumpy, although not especially
Polymorphine drug 90% chance - 06 uses strong or muscular. They are idle, hedonistic, gregarious, over-friendly
Rad counter 75% chance and sexually promiscuous. Their size and remperament does not accord
Rad suit 10% chance - usually packed away well with the warrior i.deaJ, though they do fight in the armies of the
Stimulant 95% chance • 506 doses Imperium where necessary. Most of their home mrlds are agricultural
Stumm antidote 50% chance· 06 uses planets or small, self-supporting, medieval worlds. Their lives are spent
Syn·skin Alwa,ys • 06 uses eating until sick, drinking copious amounts of intoXicating liquid, and
Suspensors 50% chance • 04 procreating WlCOntrollably. These small, loud, hungry and lecherous
~epon homer 1 if teleported down crearures call themselves Halflings - but other humans know them
\\eb solvent Always if webber carried - otheiWise as Run~ Stunties and Ratlings (arnong>t other th.ingsj. They havt
90% chance of 06 uses earned themselves a role amongst the StarS working on spacecraft
as cabin crew and runarounds, in which capacities their sJze and ability
eABHUMANS to live happily in cramped conditions make them ideally suited.
Abhumans are crearures evolved from human stock, but changed Ft httn Charactensttcs rson1 aractens ocs

~ ~ ~~sj S: I; I; 17 1! I ~ l~ l';t li' ~~P~


or mutated to a greater or lesser degree. They differ from ordinary
mutants in that they conform to a recognisable physical standard,
breed true, and are no more prone than normal humans to further
mutation. There are many millions of these creatures living within This is the profile for an average Halrung. Personalities can be
the Imperium, and they are tolerated or exploited by the authorities generated from this in the same way as for other humans and allens.
very much like the rest of the popula!:lon. It ls rare for abhumans to The standard promes fbr Halfling personalities are given below.
reach positions ofgreat~ within the imperial hierarchy. and many
forms are subject to popular derision, fear or prejudice. They are
recruited into the armies, fleets and other hnperiaJ se.rvices (although
not the Marines) . tn r:he army they are often placed in companies,
or squads, along with other abhumans, aro segregated from human
warriors.
Abhumans have their own distinct profiles. However, their
equipment, dress and other details wiD tend to follow the standard Halfling personalities can be created using any of the methods
for the organisation to which they belong, be it the army, the dlscussed In the Personalities section of Combat. The maximum
priesthood, inquisition, etc. characteristic values are those of the major hero.
THE AGE OF THE IMPERIUM

Halfling personalities can be created using any of the methods


dlscussed in the Personalities section of Combat. The maximum
characteristic values are those of the major hero.

It is rare, though not unknown, for Halflings to develop psychic GeneratiollS of life on high-gravity worlds has caused changes in
powers. A Haltling personality has a 1% chance of having psychic the physique of long-established humaooid populations. They have
powers. a tendency to become short (averagjng 1.4 metres), but also very
squat, bull-necked and generally muscular. Humans of this appearance
are known as Squats - but also as Dwarfs and by other often less
• oa·~NS ;_· S:f~f1~~~:~.f;;. . ; x::::;;;~¥~c:~;> ·~;··?=]ji;;f:~~ than compli.Irentary names. Along with physical~ Squats have
HOMO _SAPIENS GIGANTUs·,:. associated psychologjcal adaptations which make them extremely
practical and skilful with weapons and technical equipment. They
On many \\Orlds the human stock has mutated into a larger, bulkier, are also very abrupt, taciturn and difficult to befriend, preferting the
but less intelligent form. 11tis is especiaDy common on high gravity company of other Squats. They are especially intolerant of aliens,
worlds but can occur anywhere, apparently as a standard variant on especially Orks who they loathe and despise. In the Imperium, Squats
lhe human type. These crearuces are always large. 2 ~-3 metres being are the only abhuman type commonly seen occupying positions of
average. Appearance varies from world to world, some forms being authority, even entering the (Desthood and the ranks of tre Inquisition.
large, rotund and flabby, others equally large but weD-muscled and They are tough fighrers, and are regarded by many as the most reliable
rough. Generally, their appearance is one of obese stupidity, factors warriors in the army.
which have earned them the names ofFars, f1abs and Slobs. Although
Ogryns rarely reach the heights of imperial administration, they have F1ghting Characteristics Personal CharacteristiCS
!heir uses, especially in the army where their large size and lack of
ioteUecrual curiosity make them ideal warriors.

This is the profile of an· average Squat. Because Squats are small,
but extremely tough and resilient, they are able to carry a considerable
weight without it affecting them. So, a Squat can carry up to 2"
movement penalty's worth of heavy equipment without penalty. A
This is the profile for an ~ Ogryn. Personalities can begenerated Squat canying equipment with a normal penalty of2~·. for example,
from this in the same way for other humans and aliens. The standard willonlysutrerapenalcyof ~". givinganacrualmoveof3- ~" - 2Y.t•.
profiles for Ogryn personalities are gjven below.
Over the years Squats have developed a distinct racial dislike for
Orks and Gretchins - feelings generated as a result of numberless wars
and atrocities by the races concerned. Their natural aggression and
lack of patience has caused them to become involved in many long
and arduous conflicts, especially against the Orks. Squats are subject
to psychologjcal hacred of Orks and Gretchins. Selected units can be
subject to hatred against other alien types too. This is left for the GM
Ogryn personalities can be created using any of the methods to decide before the game, or can be re~ded as a 10% chance of
discussed in the personalities section of Combat - the maximum hating the enemy to be fought.
characteristic values are those of the major hero. Personalities can be generated from the basic profile in the same
0gryns are notoriously prosaic creatures and do not, as a rule, way as for other humans and aliens. The standard profiles for Squat
develop psychic powers. personalities are gjven below.
THE AGE OF THE IMPERIUM

5 3 5

Squat personalities can be created using any of the methods discussed


in the Personalities section of combat - the maximum characteristic
values are those given for the major hero.
Squat personalities have a 3% chance of having psychic powers,
but they have a marked tendency to be less powerful than other human
psykers. This is reflected in their psi-level, which is only half that
of a standard human.
Mastery Psi-level Random Ps~level
06+1
306
406
606
THE AGE OF THE IMPERIUM

Of all the ¢axy's ancient races the fldar most clooely resemble
mankind. Averaging just over two metres they are a little taller than
humans, more slightly built and more delicately featured . In human
terms most fJdar are radiantly beautiful. Skin colour is pale, in some
cases almost white. Their ears are delicately pointed, but otherwise
there is little physical difference between Eldar and humans. Indeed,
the two races are geneticaDy so close that it is even possible for them
to interbreed. Viable offspring are rare but not wtheard of, combining
the physical appearance and mental attrirutes of both races. several
theories have been advanced to explain the physical traits shared with
humans, the rrost commonly held of which is that the two share a
common ancestor. The truth will in all probability never be known.
THE AGE OF THE IMPERIUM

The Eldar are almost unique in that they inhabit no worlds. Instead Adventurers, as individuals or small groups, are not uncommon in
they live in great craft-worlds, huge spacecraft tens of miles across the Imperium. They are tolerated by most authorities. and always at·
and usually circular in shape. Each craft is an independent E1dar na- tract a good deal of attention. Occasionally they will take employ·
tion, with its own eulture. leaders, history, traditions and attitudes ment as bounty-hunters, treasure seekers or warriors. Larger groups
to other races. Each is home to several thousand Eldar-often as many ofEldar sometimes organise themselves into mercenary bands, which
as ten thousand individuals. Craft-worlds travel only very slowly, drif- are both feared and respected. Mercenaries are unwelcome on peaceful,
ting the currents of space or rwming before the solar winds, their well-ordered planets, but are often sought and employed by malcon·
great sails billowing before them. Inside the craft-world thousands tent factions, warring Imperial Commanders, or even as protection
of miles of tunnels and passages connect palaces, huge artificial against alien raiders. The most famous, or rather infamous, mercenaries
gardens, wilderness caverns miles across and sealed factory areas are composed of renegades from Eldar society; the psychotic, the
where material goods are produced, and air and wastes recycled. malcontent, murderous or evil; characters at odds with their kin and
Sometimes a craft will orbit a star for years, or journey to a planet shunned by other Eldar they may meet. Such groups may even turn
for some specific reason; mostly, however, craft-worlds drift aimless- to piracy, becoming enemies of the Imperium and humanity.
ly through the voids of space, self-sufficient and altogether heedless Relations between the craft-worlds are sometimes good, sometimes
of other races and worlds. Although craft-worlds do have their own non-existant and occasionally hostile so that Eldar from one craft·
spacecraft these are incapable offaster than light travel and are used world will ignore or even attack Eldar from a rival craft. All this can
only for investigating local planetary bodies or inspecting the fabric appear very mysterious to humans. Eldar are usually secretive about
of the craft's solar sails. Yet the Eldar do travel throughout the galaxy their homes and history, and are generally unwilling to discuss details
and are frequently encountered as traders and merchants on human of their society with aliens. Whilst they share a common heritage and
worlds. They are able to move from world to world by means of an language, the social aspects of each craft-world vary a great deal.
amazing system ofwarp-gates. Gates are hyper-spatial tunnels leading Eldar legends tell of craft worlds lost for millennia, and who is to say
directly from one part of the galaxy to another. All Eldar craft-worlds what direction these societies may have taken? However, most Eldar
are known to have warp-gates situated inside, leading to worlds societies seem to be aristocratic. Many of the Eldar adventurers en·
throughout the Imperium and beyond. Some gates connect to other countered in human space clairn titles ofone sort or another whereas
craft-worlds, or to void areas of space. A typical craft-world has malcontents often claim to have been disinherited or cheated of a
thousands of these gates - although not an may be functional at any rightful title.
given time. Normally it is only the Eldar who are able to use these
gates, most of which must be opened by a special ·key' or series of
keys carried by Eldar travellers. The extent of the warp-gate system
is a matter of conjecture. but it must be very vast to enable the Eldar
to move so freely from one place to another.
The Eldar are clever traders and are unusual in that their craft-world
societies need very little from the rest of the universe. Many trade
not out of necessity but simply as entertainment or as a means to
travel amongst alien societies. For many Eldar the peaceful, idyllic
monotony of the craft-worlds becomes so dull and uninspiring that
they are driven to associate with other, youn~r and more hot-blooded This is the basic profile for Eldar. Personalities can be generated
races. Aside from the traders and merchants, there are some Eldar from this in the same way as for humans and other aliens. The chart
who throw themselves wholeheartedly into alien society, becoming below summarises the standard personality profiles. These can be
adventurers or mercenaries. used instead of randomly generating characters if you wish.
THE AGE OF THE IMPERIUM

troops, three carry shuriken catapults while the fourth carries a special
weapon, typically a las-cannon or a melta--gun. All have long knives
~ MWSIBS s T w I A lw lnt lc1 WP and carry laspistols.
4 5 5 4 3 1 7 1 8 9 9 8 'l)'plcal squad - Eldar pirates. Eldar who turn to piracy often in-

? 0
4
4
6
7
6
7
4
4
4
4
2
3
8
9
2 9 10 10 9
3 10 10 10 10
dude the worst elements of the race; misfits, lunatics, sadists and
the seriously disturbed. A typical squad of pirates numbers 5 war-
riors equipped with mesh armour and carrying a refractor field defence
device. Some piratical groups adopt deliberately awesome dress, with
Eldar are a psychically sensitive race, and a fair proportion oftliem
all kinds of weird, convoluted and distorted designs. Each pirate's dress
develop psychic powers as they mature. The chance of an Fldar per-
sonality having psychic powers is 75%. may also echo some theme, for example a screaming face, a howling
wolf or th.ronling !lands. The helmet includes a communicator,
All Eldar share a racial ttait called infra-vision. This functions in
photochromatic visor and breathing mask.
exactly the same way as an infra-vision visor, allowing an Eldar to \o\eaponry includes long knives throughout. The squad leader may
perceive radiation from a wider spectrum than other creatures. This carry a brace of laspistols, or hand flamers, in addition to his main
enables them to see in the dark as If it were normal daylight. armament of a plasma gun or flamer. Three warriors have shwiken
Organisation. Few craft-v.urlds have armies as such, and the most catapults, and the remaining warrior carries a special weapon.
common organisation amongst mercenary bands is based around Favoured special weapons are the flamer, melta-gun, heavy plasma
squads of 5 warriors, ten squads making a company led by a captain. gun and multi-melta.
The size ofa company can vary a great deal, however, including more Uniforms. Uniforms are not common, although in some cases a
or less squads. Company leaders are the highest recognised rank. The company will be equipped by a single patron and will then present
natural aristocratic ranking provides leaders of various levels. a fairly homogenous appearance. Although uniforms in the strict sense
Equipment. The Eldar have access to every manner ofequipment, are rare, racial taste does di:t.ate colours to some extent. Eldar clothing
including much of the rarer and more expensive gear generally and equipment is often bright and features an amazing variety of tex-
ture and pattern. Mercenary and pirate groups prefer dark colours
unavailable to most aliens. Eldar tend to be self-equipped or equipped
by a patron in the case of mercenary units. For defence they favour
- black, dark blue, dark green, purple, etc.
acomblnatlon of mesh anrour and refractor fields, sometimes a shield Weapon generation - FJdar adventurer. An Eldar adventurer
~carried in addition. Helmets are frequently very ornate, and include
wouldn't launch himself upon a hostile universe without taking along
a built-in communicator, breathing mask and photochromatic visor. a few precautionary measures. As individuals, their equipment can
\'kaponry usually includes at least one long knife and one other include anything - but the charts presented here will give a typical
weapon, often a shuriken catapult. Other favoured main armament range of weapons and gear.
includes lasguns, melta-guns and needlers. Some Eldar are especial- Chart 1 - Pistols
ly fond of flamers and plasma guns. 2 of the following
Auto-pistol 01-10
'JYplcal squad - mercenary Eldar. A typical squad of mercenary Bolt pistol 11-50
Eldar comprises five warriors including a squad leader. All are equip- Hand flamer 51-60
ped in finely decorated mesh armour and carry a refractor field device. Las pistol 61-70
Their helmets include photochromatic visors, communicators and Needler 71-75 + chemicals
breathing masks. Neuro disruptor 76-80
The squad leader carries a shield with built-in laspistol, an addi- Plasma pistol 81-90
tional las pistol at his belt and a shuriken catapult. Of the remaining \o\ebber 91-00
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

Chart 2 - Jokaero digital weapons


1 of the following
Flamer 0 1-33
Laser 34-66
Needler 67-00
Chart 3 - Close combat weapons
1 of the following
Chainsword 01-15
Power axe 16-20
Power glove 21-40
Power sword 41-80
Sword 8 1-00
Chart 4 - Grenades
06 randomly generated grenades from the following list
Anti-plant 01-02
Blind 03-05
Choke 06-10
Crack 11-20
Frag 2 1-30
Hallucinogen 31·35
Haywire 36-40
Knock-out 41-45
Melta-bomb 46-55
Photon 56-60
Plasma 6 1-63
Psyk-out 64-65
Rad 66-68
Scare gas 69-73
Smoke 74-80
Stumm 81-85
Thnglefoot 86-93
lbxin 94-96
Virus 97-99
\\:>rteX 00

Chart 5 - Armour
1 of the following
01-10
11-70
71-90
Powered 91-00
Chart 6 - Armour energy fields
1of the following
COnversion 01-20
Displacer 21-30
Refractor 31-80
Stasis 81-00
Chart 7 - Additional equipment
The given % chance of each of the following
Bio-scanner 90% chance
Breathing apparatus 90% chance
01-50 filters
51-75 gills
76-80 mask
81-()0 respirator (implant)
Cameleoline 50% chance cloak/tabard
COmmunicator Always
Energy-scanner 90% chance
Eye- protection 90% chance
01-10 visor
11-45 contacts
46-75 drops
76-00 injection
Flight pack SO%- unlikely to be worn as a matter
or course
THE AGE OF THE IMPERIUM

Immune 75% - 06 doses GrnWtongun ~-40 41-45


1\lwer board 5% chance Melta-gun 41-70 46·75
Rad counter 75% chance Needler gun 71-75 76·80
Rad suit 50% chance - usually packed away Plasma gun 76-00 81-00
5rum.m antidote 50% chance - D6 doses
Syn-slcln 25% chance - D6 uses Chart 5 - Heavy special weapons
Suspensors 50% chance - 04 Weapon Mercenaries Pirates
Ykb solvent Always if webber carried - otherwise
Auto· cannon 01-10 01-10
90%- 0 6 uses
Beamer 11-15 11-15
\\Upon generation - Eldar warriors. A squad contains a leader, Oisplacer cannon 16-20 16·20
the number of special weapon warriors indicated and additional war- Grenade launcher 21-30 21-25
riors making a total of 5. Roll a 06 to determine the number ofspecial Heavy bolter 31·40 26·30
1'12pon warriors. Heavy plasma 41-45 31-60
06 Number of special weapons Las-cannon 46-75 61-70
Missile launcher 76-90 71-85
1~ 0
3-4 1 Multi-laser 91-95 86·90
6 2 Multi-melta 96-QO 91-00

Generate the weaponry for each ordinary trooper from the follow- Other equipment is generated from the following charts.
ing charts. Alternatively, assume all are identically armed. Each war- Chart 6 - Annour
rior is presumed to have sufficient grenades of the type/s generated
1 of the following
ro last the entire battle - these grenades are very small and dozens
can be carried quite effortlessly. Flak 01-10
Chart 1 - Basic weapons Mesh 11-70
carapace 71-90
\\tapon Mercenaries Pirates Powered 91-DO
Sword/knife Always Always Chart 7 - Annour energy fields
Laspistol SO% chance 50% chance
Refractor 90% chance
Plus 1 of the following
Auto-gun 01-20 01-20 Chart 8 - Additional equipment
Bolt gun 21-30 21-30 The given % chance of each item
l..asgun 31-40 31-40 Bio-scanner 90% chance of 1 per squad
Shuriken catapult 41-00 41-00
cameleoline 20% chance - all or none
Chart 2 - Grenades Energy-scanner 90% chance of 1 per squad
25%chance of 1 randomly generated grenade type, but excluding flight pack 10% chance - unlikely to be worn as a
psyk-out. If vortex grenades are indicated only a single grenade is matter of course
carried by any warrior. Power board 5 % chance in Pirate squa~ only - all
or none
Eldar leaders cany the same equipment as their men, with the ad- Rad counter 75% chance of 1 per squad
dition of 1 extra close combat weapon and 1 extra pistol weapon. Thrgeters 90% chance per heavy weapon
1be latter is combined into a shield 50% of the time. Pirate leaders 'teleport homer 1 per squad if telet><>rted down
substitute their main armament for one of the weapons indicated plus
2 pistol weapons and 1 additional close combat weapon. Helmets automatically include photochromatic visor, communicator
and breathing equipment.
Chart 3 - Leader's weapons
Transport. Eldar use h<Mrers almost exclusively, other types be-
\\tapon Mercenaries Pirates ing a distinct minority. Eldar vehicles are elegant and waspish, but
Plasma gun 01-75 they are no less powerful or deadly for all that. Craft-worlds have the
flamer 76·00 ability to fabricate vehicles from raw materials gathered automatical-
Auto-pistol 01-20 01-15 ly by robot scavenging and recycling systems. Using a design and
Bolt pistol 21-30 16-20
construction computer requirements are duplicated within seconds
Hand flamer 31-40 21-40 using patterns preserved in the craft-~rld's memory.
Laspistol 41-60 41-60 01-75 Hoverer
Needle pistol 61-70 61·65 76-80 Road-wheeler
Neuro disruptor 71-80 66-75 81-85 Tracked/wide-wheeler
Plasma pistol 81-90 76-90 86-00 Wcllker
\\ebber 91·00 91-00 Tclctics. Eldar are cunning tacticians and very clever at enticing their
Chainsword 01-10 01-20 foes into complex and deadly traps. When pressed, however, they
fuwer axe 11-30 21·40 are by no means afraid of phmging into hand-to-hand combat, shriek-
Rrwer glove 31-50 41-60 ing their blood-chilling battle cries and laying into their enemy with
R1wer sword 51-DO 61-00 great ferocity and courage.
Special weapon troopers have either basic or heavy weapons in- ii;;!l~l!~!:ii:.
stead of the usual main armament. Roll for each in rum using a 0 6.
1-3 Basic weapon
4-6 Heavy weapon
Chart 4 - Basic special weapons
~pon Mercenaries Pirates
f1amer 01-33 0 1-40
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

The savage race known as Orks, and their underling slave-race of


Gretchins, were probably the first extra-terresrial civilisation
encountered by humanity. That was a long time ago (quite when,
no-one remembers) . People say on their first meeting Man and Ork
exchanged a long, hard look, didn't much care for what they saw,
and began the long interstellar conflict that has gone on ever since.
Orks and their servants are mankind's principle enemies. Ork
spacecraft ravage and plunder the Imperium, and Ork armies bring
death and destruction to hlUilan worlds. Similarly, humans crusade
against Orks on their own worlds and in the depths of space. A
continual state of war exists between them and shows no sign of
abatement.
Orks are large humanoids, averaging 2 metres tall, with long.
powerful limbs. Their heads are bald and brutish, with strong thrusting
jaws and beetling brows. Their noses are puggish and flat, and their
ears large and pointed (except where they have been bitten offduring
some brawl or other). Orks are basically carnivorous, with huge,
pointed teeth • often forming vicious tusks of considerable size and
ferocious appearance. Their skin is greenish, ranging from a sickeningly
livid green to a drab olive colour.
Orks are an extremely violent race, they have a deep, irrational dislil<e
of all other life forms. They despise weaklings, respecting only power
and insane courage. No Ork ever learned to be patient. They speak
in short bursts, swear continuously and laugh hysterically whenever
something strikes them as funny (sudden accidents, news of terminal
illness, struggles of a doomed victim, etc). Orks always appear angry,
their faces twisted into a permanent snarl, their eyes stabbing
resentment and loathing, their teeth continually chomping and
grinding. Orks are difficult to befriend; they even fight amongst
themselves. When an Ork kills another in a brawl it is not regarded
as a crime, rather the victim is blamed for being careless, stupid or
just weak.
Ork space comprises a large compact area to the west of the galactic
pole. In all it probably numbers as many as ten thousand habitable
solar systems. Humans and Orks share a similar physiology, and
require the same sort of worlds on which to live. Orkoid technology
is not particularly sophisticated or reliable, but they have warp drives
of a standard alien type. They have no central governing body, and
THE AGE OF THE IMPERIUM

shouldn't be considered as representing a single nation in any sense. similar to that used by humans, and they are quite prepared to
Instead, their worlds are divided into rival inter-warring empires, most cannibalise or copy equipment manufactured by other races.
comprising only one or rwo planets, with the largest about twenty l)rplcal squad. A typical Ork squad consists of 10 Orks, induding
worlds. There are thousands of these small empires. each ruled over a squad leader and at least 1 special weapon trooper (usually a missile
by a strong warlord. ThrriiOries change hands continuously. alliances launcher or heavy blaster) . They are all equipped in mesh armour,
are made, pacts signed and broken (often on the same day). and old formed in bizarre and barbaric shapes, and often including pateltes
rulers displaced by young, ambitious warriors. Tbe power ofa warlord
is represented by the size of his fleets. and by the strength of his armies.
The sole purpose of every self-respecting Ork warlord is 10 fight,
especially when the battle is against the despised humans.
As ln the Imperium there are many levels of civilisation throughout
the Ork domains. Most of their worlds are self-sufficient semi-medieval
planets where technology is largely ignored or reserved purely for
me arts of war. Orks regard technological competance as unbecoming
a real warrior, preferring to rely on brute force wherever possible.
Fighteng Characterisllce Personal Charactemtics

I~ ~~s I ~ I: I~ I I~ I; l ;t l ~1 ~PI
85
3 J 2 J

This is the basic creacure proftle for Orks. Personalities can be


generated from this in the same way as for humans and other aliens.
The chart below summarises the profiles for the standard personallty
types. These can be used instead of randomly generating charaCters
if you wish.
M lws Iss s T w I A ll.d lnt Cl lwp
Champion 4 4 4 4 4 1 3 1 7 6 7 7
Minor hero 4 5 5 4 5 2 4 2 8 7 8 8
Major hero 4 6 6 4 5 3 5 3 9 8 9 9
Orks are so quick tempered and hot blooded that they are considered
to hate all enemy on the games table. Tbis can be waived at the GM·s
discretion, but Orks always bate Squats no matter what. Squats and
Orks ~ a long hisrory of rivalry and animosity.
Orks can develop psychic powers, although this is relatively rare
compared with humans. An Ork personality has a 2% chance ofhaving
psychic powers.
Organisation. Each Orkrealm is controlled by its own Wclrlord and
is effectively independent. OCcasionally two Wclrlords will combine
forces against a common foe. The Wclrlord's most rrusted servants
are his Captains. These poY.~rful individuals form a lesser nobility
whose iniluence depends on their personal following and courage.
Wclrlords and Captains maincaln their own Independent fleets and
armies, and most Wclrlords rely on the support of allied Captains or
factions 10 stay ln power. Needless to say, Capcains are always rebelling
and ropplingWarlords. J\.1ost Ork worlds remain in a state of perpetual
civil war. Every Captaln has his own warrior officers or commanders,
each responsible for a force of warriors and non-combatant
functionaries. The size of each force mczy vary - few captains would
trUSt thelr underlings with too big a force! Individual forces are divided
up inro squads led by squad leaders. Squads are usually 10 strong.
but in practice any size between 4 and 10 is possible.
...,...-- - - - ,

Wclrlord
I
Cap~
COmmanders
Non-combatants Squad Leaders
I
w.miors

Equipment. Ork warriors prefer to wear mesh or flak armour, their


favourite weapons are bolt gun types. Other weapons are used too,
Including missUe and grenade launchers. Their equipment is very
• THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
Ork trooper is presumed to have sufficient grenades of the type
generated to last the entire battle - these grenades are quite smaD
and dozens could be carried without causing encumbrance.
Chart 1 - warriors
The stated % chance of each of the following items
Sword/knife Always
Bolt pistol 50% chance
Plus 1 weapon generated from the following list
Bolt gun 01-95
Auto-gun 96-00
Plus a 25% chance of 1 of the following grenade types
Crack 01-25
Frag 26-75
Melta-bomb 76-80
Random 81-00 but not vortex or psyk-out
Chart 2 - Leaders
The stated % chance of each of the following items
Sword Always
Bolt pistol Always
Chainsword 50% chance
Power axe 25% chance
Power glove 5% chance
Plus 1 weapon generated from the following list
Auto-pistol 01-40
Bolt gun 41-60
Hand flamer 61-80
Plasma pistol 81-00
Plus a 25% chance of 1 of the following grenade types
Crack 01-25
Frag 26-75
Melta-bomb 76-80
Random 81-00 not vortex or psyk-out
Chart 3 - Special weapons troopers
Special weapons troopers can have either basic or heavy weapons.
Roll a 06 to determine which.
1-3 Basic
4-6 Heavy
The stated % chance of each of the following weapons
Knife Always
Bolt pistol Always
Plus 1 of the following special weapons
Basic Heavy
of pure metal. As well as their main armament they have a short sword Flamer 01-40 Auto-cannon 01-10
or knife and, usually, a bolt pistol. Graviton gun 41-60 Grenade launcher 11-25
Uniforms. Orks are not really impressed with uniforms- every Ork
Melta-gun 61-80 Heavy bolter 26-40
Plasma gun 81-00 Heavy plasma 41-50
likes to do thJngs his own way. They proudly wear the armour ofslain
enemies (even when it doesn't fit too well), and also like to wear scalps Las-<:annon 51-60
or other bits of their defeated foes - which can make Ork units look Missile launcher 61-80
rather frightening and messy. warlords and raider captains often issue Multi-laser 81-90
Multi-melta 91-00
clothing in a standard colour or design, but most Orks prefer to stick
to their traditional tribal patterns of plain reddish colours. Chart 4 - Close combat alternatives
Weapon generation . 1b randomly generate an Ork squad of 10 Many Orks prefer close combat to shooting. 25% of all troops will
troops first roll to determine how many special weapon troopers its substitute their main armament for a close combat weapon. This
contains. Roll a 06. frequency may be increased during street fighting or spacecraft
boarding actions.
06 Number of special weapon warriors
1 of the following
1 1
2-5 2 Auto-pistol 01-10
6 3 Bolt pistol 11-30
Chainsword 31-40
The squad contains 1 leader, the number ofspecial weapon warriors Hafted weapon 41-45
indicated and troopers to make a total of 10. Hand flamer 46-50
Generate the weaponry for each ordinary trooper using the charts Hand weapon 51-65
below. Alternatively assume all are identically armed and equipped. Laspistol 66-75
THE AGE OF THE IMPERIUM

Plasma pistol 76-80


1\Jwer axe
1\lwer glove
81-83
84-85
e GRETCHINS
1\Jwer sword 86-88 Gretchins are a smaller breed ofOrk, but are otherwise very similar.
Stub gun 89-94 They share the same general skin tones, physical characteristics and
SWord 95-00 psychological traits as their larger cousins. It is likely that the two
Other equipment can be generated from the charts below. races evolved on a common world from the same distant ancestor,
and they can interbreed to produce intennediate types. Gretchin vary
Chart 5 - Armour in height from 1 to 2 metres but most are around 1.7 metres. They
1of the following
are thin and wiry, agile and quite athletic but not particularly strong
Mesh 01-60 or resiliant. They are also cruel and sadistic, perhaps even more so
flak 61-80 than their larger relatives. They have no respect for life, and enjoy
carapace 81-90 torturing, maiming, slaying and eating their captives. Although
RJII'el'ed 91-95 cannibalistic, they will eat any meat but relish the taste of human
None 96-00 flesh above an others.
Chart 6 - Additional equipment Gretchin live almost entirely within the Ork domains, frequently as
Bio-scanner 25% chance of 1 per squad slaves, workers, vassals or underlings ofsome kind. In any case, they
cameleoline 5% chance - all troops or none form the lowest rank of Orkish society. Orks use Gretchins with the
Communicator 1 per squad same readiness with which a human might use a draught animal,
Energy-scanner SO% chance of 1 per squad with the added bonus that Gretchin make quite passable warriors if
flight pack Specialist missions only - all troops or lashed often enough. Every Ork warlord recruits warriors from amongst
none his Gretchin workforce, although they are regarded as untrustworthy
lump pack 25% chance - all troops or none (and expendable). There are a number of Gretchin worlds, and even
Phase field generator Specialist missions only - 1 per Empire small empires, actually controlled by the Gretchin, and these ape the
Radcounter 25% chance of 1 per squad empires of the Orks in almost every respect. Like Orks, Gretchin are
Rad suit Specialist missions only - all troops or extremely quarrelsome and will rarely co-operate with others of their
none kind.
Suspensors 5% chance 04 per squad F1ght1ng Charactensllcs Personal Charactenst1cs
lelepon homer 1 if teleported down
Powered armour includes conununicator, life-support, etc. Specialist
missions are subject to the GM's discretion. Other equipment can be
dlstributed amongst the squad, but small hand-held devices such as
bicrscanners are typicaiJy retained by the leader. As Orks have typically This is the basic creature profile for Gretchins. Personalities can be
low intelligence some items may have to be restricted to personalities. generated from this in the same way as for humans and other aliens.
'D'ansport. Orks favour rugged, tracked vehicles. Often these are The chart below swnmari.ses the profiles for standard petSOnality types,
captured rather than manufactured by the Ocks, but they do make these can be used instead of random generation if you wish.
lheir own crude and ugly vehicles.
01·15
16-75
Hoverer
Tracked/wide-wheeler ~ M WS BS S T lw I A l..d lnt Cl WP
76-00 walker p 4 3 4 4 3 1 3 1 5 5 5 5

~
Road wheelers are not used. Crawlers are reserved for special 4 4 5 4 4 2 4 2 6 6 6 6
missions when approximately 10 (306) are available within each 0 4 5 6 4 4 3 5 3 7 7 7 7
empire. Large vehicles are used quite commonly, and 25% ofall vehicles
will be of this type. Small vehicles are also used to some extent, with Gretchins rarely develop psychic powers. The chance of a Gretchin
approximately one available for every 3 squads. They are intended personality having psychic powers is 1%.
as scouts, pursuit and hunting vehicles. Organisation. Gretchins follow the standard Orkish administrative
Tactics. Orks don't like tactics. Their minds are usually just on the pattern. Every warlord has his own court offollowers and sub-ordinate
point of boiling with anger, hatred and blood-lust, and this makes captains controllinga variable number ofwarrior squads. Squads are
il difficult for them to concentrate. All they can really manage is a made up of 10 warriors, including a squad leader and, usually, 1 special
bbld-curdling scream and a headlong charge. In the slaughter that weapon ttooper. Gretchins serving under Ork masters will have Ork
illlows, blood flows like water and the fills with insane battle- rather than Gretchin leaders. and these can be gJ!Ilerated in the Standard
laughter. That's about as tactical as get. way for Ork leaders.
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

Equipment. Equipment also follows the Orkish mould. Gretchins Special weapon troopers have either basic or heavy weapons. roll
prefer to wear mesh or flak armour. Because of their low intelligence for each in turn using a 06.
they prefer to use shotguns, bows, crossbows and simple close combat 1-3 Basic
weapons rather than bolt guns. More exotic weaponry is usually carded 4-6 Heavy
only by personalities (as they are the only ones capable of
understanding it). Their favoured weaponry includes missile and Chart 3 - Special weapon warriors
grenade launchers. The given % chance of the following
'l)'plcal squad. A typical squad consists of 10 warriors including Knife Always
I squad leader who may be an Ork. Some squads have either 1 or Bolt pistol 25% chance
2 special weapon troopers who are usually armed with a missile
1 of the following
launcher or heavy blaster and must have at least minor hero status.
All troops are equipped with crude mesh anmur. Their main armament Basic Heavy
is supplemented by a short knife and antique pistols. Flamer 01-40% Auto-cannon 01-10%
Uniforms. Gretchins wear what they find, steal or fabricate from Gravitongun 41-60% Grenade launcher 11-25%
their fallen comrades/enemies. They present little uniformity- even Melta-gun 61-80% Heavy bolter 26-40%
less than Orks. Scalping is common, teeth necklaces are prized, and Plasma gun 81-00% Heavy plasma 41-50%
the sexual organs of some aliens also hold a peculiar fascination for Las-cannon 51-60%
these creatures. Clothing Is generally drab, often brown and always Missile launcher 61-80%
dirty. Multi-laser 81-90%
\lkapon generadon. 1b randomly generate a squad of 1o Gretcbins Multi-melta 91-00%
first roll to determine how many special weapon warriors it contains. Like Orks, Gretchins prefer close combat to shooting, and will often
RoU a D6. substitute their main armament for a close combat weapon (25%
06 Number of special weapon warriors chance), especially during close street fighting or spacecraft boarding
l-3 0 actions (when the percentage chance can be increased at the GM's
4-5 1 discretion).
6 2 Chart 4 - Close combat alternatives
The squad contains 1 leader, the number ofspecial weapons warriors 1 of thefollowing
indicated and troopers making a total of 10. Special weapons warriors Hafted weapon 01-50%
must have at least minor hero status. Hand weapon 51-75%
Generate the weaponry for each ordinary trooper using the following Power axe 76-78%
charts. Alternatively, assume all are identically armed. Each trooper Power sword 79-80%
is assumed to have sufficient grenades of the type generated to last SWord 81-QO%
the entire battle -grenades are small and easily carried and concealed.
Chart 1 - warriors Chart 5 - Armour
1 of the following
lbe given % chance of tl-te following
carapace 01-10 %
SWord/knife Always Flak 11-30%
Antique pistol 01-50%
Mesh 31-90%
1 of the following Powered 91-95%
Bow 01-10% None 96-00%
Crossbow 11-30% Chart 6 - Additional equipment
Handbow 31-35%
Musket 36-50%
The given % chance of each of the following items
Shotgun 51-00% Bio-scanner 25% chance of 1 per squad
Plus a 25% chance of 1 of the following grenade typeS Cameleoline 5% chance - all troops or none
Communicator 1 per squad
Crack 01-25% Energy-scanner 25% chance of 1 per squad
Frag 26-75% Flight pack Specialist missions only - all
A\elta-bomb 76-80% troops or none
Random 81-00% not including vortex or psyk-out Jump pack 25% chance - all troops or none
Chart 2 - Leaders of Hero status Phase field generator Specialist missions only- 1 per empire
The given % chance of the following Rad counter '25% chance of 1 per squad
Rad suit Specialist missions only - all
SWord Always troops or none
Bolt pistol Always Suspensors 5% chance of D3 per squad
Otainsword SO% chance ~leport homer 1 if teleported down
Power axe 50% chance
Powered anmur includes communicator, life-support, etc. Spedalist
Power glove 5% chance
mission weapons should only be included at the GM's discretion. Other
1 of the following equipment can be distributed amongst the troops, but small hand-
Auto-pistol 01-40% held weapons, such as communicators, are typically retained by the
Bolt gun 41-60% squad leader. As with Orks, some equipment must be carried by
Hand flamer 61-80% personalities whose inteiJigence Is sufficient to use it.
Plasma pistol 81-00% 1\'ansport. \ehicles are crude copies of Orkish ones (themselves
often crude copies of human or other vehicles). 'Crude' is a adjective
Plus a 25% chance of 1 of the following grenade types that describes most aspects of Gretchln accomplishment (and social
Crack 01-25% behaviour).
Frag 26-75% 01-15 Hoverer
Melta-bomb 76-80% 16-75 'Itacked/wide-wheeler
Random 81-00% not vortex or pysk-out 76-00 WcUker
THE AGE OF THE IMPERIUM

Road-wheelers are not used. Crawlers are reserved for special •: .


missions when approximately 10 (or 306) are available per empire. S T W A l..d
Large vehicles are used, approximately 20% of lhe vehlde stock being
of this cype. Small vehicles are also used ro some extent, with I per 2 3 4 1 3 1 8 7
3 squads. As with Orks, lhese vehicles are used for scouting, hunting This is lhe basic profile for Slann, personalities can be generated
and pursuit. from this in the same way as for humans and other aliens. The chan
'Pclctics. Gretchln are disadvantaged in almost every military situation below summarises the profiles of the standard personality types for
in that lhey are utterly cowardly. Once seriously threatened, lhey Stann. These can be used instead of randomly generating characters
cannot be retied upon to stand their ground. Orks frequently use if you wish.
Gretchin troops to clear mine fields (by forcing lhe Gretchln ro walk
on lhem) and for olher undemanding but tenninal duties.

·~
M ws BS s T w I A l..d lnt Cl WF
4 4 3 4 4 1 4 1 8 7 9 9

~
4 5 4 4 5 2 5 2 9 8 10 10
0 4 6 5 4 5 3 6 3 10 9 10 10

Slann personalities have a 90% chance of having psychic powers.


Of alllhe races in the galaxy lhe Slann claim ro be, and may actually Organisation. Slann warriors are called braves, and a number of
be, lhe oldest. The days of their bright empire are waning, but still braves plus a leader makes up a warband. The number of warriors
lhey remain amongst the most enigmatic creatures of known space. in a band varies, but is usually between 6 and 8, although it can vary
The Slann evolved, matured and spread throughout the galaxy many between 2 and 12. This can be randomly determined using 206. A
hundreds of thousands of )earS ago. During lhe heyday of their empire senior officer called a warleader commands a group of warbands.
lhey discovered and nurtured many primitive creatures, encouraging Where armies are large it will have many warleaders. all of whom
the evolutionary process on countless \Wrlds, eradicating or moving will meet before a battle to make plans and exchange ideas with
dangerous species, and seeding many planets wilh promising stock. experienced warleaders, chiefs and mages. The wadeader in overaD
For millennia they experimented and played wilh lhe galaxy, possibly charge is the warchlef - selected from and by the other warleaders.
creating many of the races of modem times in the process. But their The greatest and most respected individuals in Slann society are the
empire dwindled, me pace oflheir civilisation slowed, and their genetic Great Mages. Their aid would be sought in battle, for lheir knowled~
experiments \\ere largely abandoned. The Stann retired from an active of magic, philosophy and lhe arcane sciences is fotrnidable. The Great
role in galactic affairs. falling into a long dream of indolence and Mages remain aloof from society, although their advice is constantly
introspection. They do not seem to have suffered from any physical sought by the social leaders. Slann society is tribal, and the leader
conflict, there are no records ofdestructive wars or disasters. Instead, of each tribe is known as the Mage Chief. Except amongst primitive
their racial motivations appear to have undergone a sudden and drastic Slann, tribes never fight each other and tribal relations are peaceful.
change, so that they have lost interest in material conquest and power. A schematic diagram of Stann society is reproduced below.
Perhaps the Siano discovered something yet unkown 10 other races,
some secret of lhe universe. a spiritual trulh or supreme mystical
insight. In lhe realms of psychic-philosophy and mystic-technology
me Slann certainly have no equals, fulfilling themselves by study of
spiritual life-forces and the secret powers of other realities. Great Mages
The Stann originally evnlved from amphibian stock, and even today
traces of their ancestry are not hard to distinguish. Their hands and
feet are long and webbed, their skins cool and moist, and their heads
I
Chiefs and other social .....~ ••.,
large with protruding eyes. They are quite at home in the water, and
are capable ofbreathing ~n from water (or other poorly ~nated
atmospheres) directly through lheir skin. Slann vary in colour a great
I
deal- green and blue are common, yellow is fairly well represented, Warchiefs
and there is a scattering ofother, rarer colour morphs as well as albino
and melanistic forms. Brightly pigmented Slann are often extrovert,
talented or especially noteoorthy in some way. Skins are sometimes
I
Warleaders
mottled, striped or olherwi<;e marked. On some Slann worJds, and
especially amongst primitive Slann, these markings represent tribal I
divisions. Height is fuirly constant, with N.Ut Slann reaching 2 metres, WarIband
females are slightly larger and bulkier.
The Slann inhabit an area to the norm of the galactic pole, living
upon a number of proximate. prosperous \Wrlds. Their society remains
I
l...eader Braves
I
dosed to olher races, but appears to be homogenous throughout, with
a similar technical base, language and culture on each planet.
Exceptionally, groups ofSiano live as primitive savages on a number
of worlds beyond Stann space, including planets of the Imperium.
Strangely enough, these primitive Slann are scattered throughout the The concept of the warband is important to the Slann attitude to
galaxy, and probably comprise lhe remnants of what was once a much life. Every Slann is expected to live its life according to a strange. mystic
larger pattern of Stann settlement. These primitives have little or no and largely tmfathomable ritual, as part of which the individual passes
contact with their technologically advanced kin. The Siano are a through life-stages. The calling ro a life-stage would seem a real and
curious people, rarely trading wilh olher races and unpredictable when almost unsroppable thing ro a Slann. and can happen at any time,
dealing wilh territorial disputes or any form of rivalry. There is little so that a peaceful technician may become a wanderer, a warrior, a
mat the Slann want or need, and traders often get the feeling that hermit, etc. Once a S1ann feels lhe call to become a warrior it joins
they are being watched and studied, and that the exchange of goods one of its tribe's warbands, or forms a warband of its own. Because
is of no Importance to the Stann. of this unpredictable recruiting method, warbands change all the time.
THE AGE OF THE IMPERIUM

Equipment. Every tribe maintains a huge srock of weapons and only for a short time, before belng called to some other activiry,
equipment - aibes often exchange items as f).fts. and many pieces warbands are always in a state of flux and uniforms are impermanent.
are ofincalculable age. Some equipment kept in this way derives from
ancient alien cultures now dead or forgotten. However, very tittle of \\tapoo generation. A warband comprises 206 warriors. Each
lhls equipment ever liters through to the braves, most of whom use warband contains a leader, the number of special ~pon braves
weapons similar to those employed by humans and other races. A indicated and additional braves making up the total already established.
typical warband will be equipped with lasguns, and may include up Roll a 06 to determine the number of special weapon braves.
10 iliree individuals with special weapons. Favoured special weapons 06 Number of special weapon braves
are beamers, D-cannon and graviron guns, although heavy lasers and
other weapons are used too. Slann braves all carry some sort of close 1-2 1
combat weapon, often a simple hand weapon such as a mace or club. 3-5 2
Leaders have neuro-disruptors and may have a power axe or glove. 6 3
The Stann prefer to rely on energy field armour rather than physical Generate the weaponry for each brave using these chartS.
prorection. Armour is ·worn, but has mostly a mystic rather than Alremarively, assume all are identically armed. Each warrior is
practical function. This takes the form ofa padded chestplate. similar presumed to have sufficient grenades of the type/s gererated to last
10 flak armour and giving the same protection (a 06 save of a 6). the entire battle except wrtex and psyk-cut. Where generated a warrior
Oisplacer field armour is standard amongst Slann braves. In addition only has 1 of these grenade types.
aDSlann carry comrnunicarors, and warriors are given photo-chromatic
injeCtions.
A typical warbaod. A typical warband comprises 7 warriors
Including leader, 2 special weapon braves and 4 others. The leader
is equipped with Jasgun, neuro-disruptor and power glove, and wears
displarer 6eld on top of flak armour. The braves have Jasguns. displacer
6eld and flak armour. The special weapon braves replace their Jasguns
v.ilh a beamer and a graviton gun. All carry a hand ~pon, such
as an axe or dub, and all carry crack and Crag grenades. COmmunicators
and eye proteCtion are standard throughout.
Uniforms. Slann costume is very exotic. At first glance this makes
them look very primitive, with fur skins, feathers and rel.iglous tokens
hanging from their bodies and equipment. The lmpressioo is reinforced
by the skin paint with which they decorate their bodies, and by ritual
ranooing and scarring. In fact, all of these practices are connected
v.ilh the esoteric Slann philosophies and are somehow meshed up
'loith their whole attirude ro life. the universe and their part in it.
Individual warbands adopt oolour schemes. As braves will often fi t

·~·- . - ... ',"r~· . ..,,t~-., .. _ t


THE AGE OF THE IMPERIUM

Chart 1 - Leaders and braves Rad counter Always - 1 per warband


All braves carry a hand weapon plus 1 of the following Rad suits Always available
Auto-gun 01-10 Suspensors SO% chance of D4 per warband
Bolt gun 11-15 Thrgeters All heavy weapons have targeters
Lasgun 16-90 leleport homer 1 per warband if teleported down
Shuri.ken catapult 91-00 Transport. Slann use vehicles entirely of their own design, most
Plus the following grenades of which are walkers or combined hoverer/flyers. As with weapons,
01-50 1 random type excluding pysk-out the Slann maintain a vast reserve of vehicles which are available to
51-90 2 random types excluding psyk-out those forming warbands. The type of vehicle a warband might be
91-00 D6 random types permitted to requisition depends upon the leader's standing in society.
various aspects of his life so far, and, most importantly, upon mystic
Chart 2 - Additional weapons for leaders divination. Selecting a vehicle which will bring the warband luck
D3 weapons generated from the following necessitates careful calculation similar to that of casting a horoscope.
The Slann re~d the vehicle as a member of the warband, and have
Hand flamer 01-25 a ritual.istic regard for all of their equipment. Determine the vehicle
Laspistol 26-35 type as follows.
Neuro disruptor 36-60
Plasma pistol 61-70 01-50 Hoverer/flyer
Power axe 71-80 51-60 nacked or wide-wheeler/flyer
Power glove 81-85 61-85 Walker
Power sword 86-95 86-00 Walker/flyer
~bber 96-00 Crawlexs are reserved for special missions but are not regarded as
Slann with psychic powexs always carry a forcesword, and may carry appropriate for normal warband use. The size of the vehicle must
a forcerod (10% chance per mastery). accommodate the warband, and so will usually be medium or
occasionally large (take the crew capacity as equal to the warband
Special weapon braves have either basic or heavy weapons instead size). Individual personalities may have their own vehicles (SO%
of the usual main armament. Roll for each in turn using a D6. chance) - which will always be small. All Slann vehicles have auto-
1-3 Basic weapon drive, auto-aim and complete auto-facilities, making them
4-6 Heavy -weapon independently operating members of the warband. \ehicles are always
painted or decorated in a manner similar to the warband uniform,
Chart 3 - Special weapons making them look extremely barbaric.
1 of the following Tclctics. The Slann fight for reasons beyond the understanding of
Basic Heavy other races. A warrior is fulfilling an important part of its life-cycle;
Crossbow 01-15• Auto-cannon 01-10 it sees the inunediate goal as fighting, and wouldn't think it appropriate
Flamer 16-30 Beamer 11-35 to consider why this is. A Slann would no more think of tactics than
Graviton gun 31-55 D-cannon 36-65 it would question the act ofwar, and a p~r controllingSlann should
Melta-gun 56-75 Grenade launcher 66-75 use his forces in a way that would fulfil the 'warrior code'. If troops
Needler 76-80 Heavy plasma gun 76-85 are obviously doomed they should die fighting, attacks should be
Plasma gun 81-00 Heavy webber 86-90 decisive and not half-hearted. Defeat is not a Slann concept. Slann
• with explosive bolts Laser-cannon 91-00 fight for the love of fighting not to win or lose, and a gallant defeat
Chart 4 - Armour is just as good as a glorious victory. Many Stann believe that they
are fated to die as warriors and are perfectly happy to do so.
1 of the following
carapace 01-05
Flak 06-80
Mesh 81-95 The Jokaero are a fascinating race. For one thing, no outsider has
Powered 96-00 ever decided whether they are intelligent. They are certainly capable
Chart 5 - Armour energy field oftremendot5 feats of engineering, construction and problem-solving,
1 of the following yet they have no language. culture or motivation higher than survival.
Conversion 01-25 Their physical appearance is of a heavy. orange-furred ape, similar
Displacer 26-75 to the orang-utang which roamed ancient Earth. This may or may
Refractor 76-90 not be coinddence, for it is an established fact that the Slann created
Stasis 91-00 and modified many races at the dawn of time, and appear to have
visited the Earth on numerous occasions. The most amazing thing
Chart 6 - Additional equipment about the Jokaero is their technical brilliance - they appear to have
The given % chance of each of the following items an innate, genetically structured understanding of technology. Given
Bio-scanner Always - 1 per warband sufficient pieces of battered machinery, a group of}okaero can make
Breathing apparatus Masks or filters are always available almost anything, from a spaceship to a las-cannon. Their
Artificial gills are available 10% of the comprehension of astro-plzysics is baflling, they seem able to tap
time, respirators 10% of the time power-currents which flow imperceptibly through the galaxy. Their
cameleoline 25% chance cloak- all or none understanding ofsuch matters goes far beyond that ofeven the most
Energy-scanner 90% chance of 1 per warband advanced of other known races, with the possible exception of the
Flight pack 10% chance - unlikely to be worn as a Great Mages of the Stann. Jokaero spacecraft are a case in point. A
matter of course Jokaero spacecraft looks like no other form of space transport,
Eye protection Always - injection (D6 save of 3) consisting entirely of an open framed lattice structure, forming a unique
Jump pack 25% chance- all troops or none polyhedral shape. This structure draws energy from the galactic power·
Las-cutter Specialist missions only - usually 1 in currents simply by virtUe ofits shape, in a similar way to which force
any game weapons channel psychic energy by virtue of their spiral patterns.
Phase field generator Specialist missions only - usually 1 in }okaero spacecraft move, manoeuvre, and transcend warp-space by
any game means of making physical changes to the ship's shape, thereby altering
THE AGE OF THE IMPERIUM

the craft's relationship to the universal powers it employs, and to either leave a vehicle characteristic unchanged or generate it anew
modifying its place in the natural galactic order. using the vehicle profiles. SO, for example, a player might elect to leave
jokaero live in large family groups, roaming the galaxy at random, a vehicle's equipment and weapons unchanged, but to randomly
concentrating on survival. They frequently land on inhabited worlds, determine its new toughness, speed, ere. large vehicles can be built
usually to scavenge for oddments or specific components they require. from smaller ~hides so long as the component vehicles are not more
Ifnecessary they will band together and attack oth.er creatures in order
than 1 level smaller.
to gain what they need. Because of their extraordirnuy talents, they Equipment can be rebuilt into any other equipment, but always
use weapons, equipment and tactics in a similar way to intelligent requires at least 2 items to make 1 new irem. Ifthe new item is especially
crearures, and are capable of mounting coordinated and complex large. the GM may rule that more components are necessary. The GM
attacks. Usually they will single out a lone station, a farmstead or may also rule that specific components are needed, which may or
adistant mining ship as their target, attacking, looting and making may not be available.
~their escape before they attract retaliatocy action. It is impossible Rebuilding is worked out as foUows. In addition to the personality,
to argue or reason with a Jokaero. Even giving them what they want at least 2 other jokaero are needed. At the end of each tum spent
is difficult, since they are incapable of communicating. stationary and working, roll a 06. For each additional ]okaero working
Ifthe jokaero could be controlled they \\Ould be very useful to other on the project add 1 to the dice, up to a minimum requirement of a
races. However, this has proved largely impossible. They rend to build 2 on the di.ce. Rebuilding items larger or more complex than a heavy
lhings which meet their own immediate needs. Attempts at capturing vehicle is possible, but would take longer than the average game. GMs
jokaero and compelling them to work can have disastrous effects - are at liberty to improvise additional rules for exotic or especiallylarge
they build things with which to escape. rebuilds.
Otganisatioo. }okaero live in family groups averaging about a dozen
individuals. Related families often travel and work together, and band
together where there is fighting to be done. Each family is headed
by a patriarch or matriarch. In combat, families form the basic units.
It is usual for each family to have its own vehicle as well as a stock
This is the basic profile for Jokaero. Note that the characteristic score of equipment.
for inreJligence has not been given. Any necessary rolls made against
intelligence may assume a score of 10. Jokaero are communal creatures,
Equipment. Equipment is no real problem to the Jokaero .... if they
and personalities take the form of patriarchal or matriarchal leaders,
need it they build it. If specific parts are required they search them
elders. and especially strong or forceful individuals. Personalities can out, scavenge or steal them. Equipment is, therefore, completely
be generated from the basic profile in the same way as for other
random - ]okaero are not known to favour any one type of weapon
creatures. The chart belowgives the standard values for personalities. or vehicle.
~ro never develop psychic powers. Uniforms. jokaero are capable of manufacturing sealed suits and
otheressentialiternsofequipment, butnormallythey~aroundnaked;
their thick fur protecting them against the cold and wet. jokaero
M ws BS s T w I A Ld lint lei WP spacecraft, although open to space. retain a breathable atmosphere
Champion 4 2 4 3 3 1 4 1 9 7 7 7 by virtue of a surrounding power-field, and so protective clothing is
Minor hero 4 3 6 3 4 2 5 2 10 1 8 8 unnecessary.
Major hero 4 4 6 3 4 3 6 3 10 1 9 9 Generation. A Jokaero family group can be generated as follows.
A group comprises 04-1 personalities {minimum 1) and 306 other
1be jokaero aWity to build complex devices is represented by aDowing ]okaero. Personalities can be determined as follows using a 06.
them to rebuild weapons and equipment during the game. 1b do this
!here must be a personality model present to act as coordinator and 1-3 Cllampion
designer, whilst the other jokaero concentrate on the \\Ork itself. The 4-5 Minor hero
pkaero may attempt to build any weapon, any vehicle, any item of 6 Major hero
equipment, etc- they can try to build a spacecraft If they wish! They V\eapons carried tend to be random. Generate the weapons for each
are limited only by the resources at hand and the time available - on individual in turn. It is possible for a }okaero to be unarmed. V\eapons
agames table both are likely to be in short supply. for personalities are generated in the same way as for other ]okaero.
Each is presumed to have sufficient grenades of the type generated
\leapons may be rebuilt as follows. Any basic weapon can be rebuilt to last the entire battle. as these are very small and easily carried.
ruo any other basic weapon. Pistol type combat weapons can be rebuilt Where \Urtex or psyk-out are generated only 03 are carried.
into other pistol weapons. Heavy weapons can be built into other heavy
weapons. \ery heavy weapons can be rebuilt into other vecy heavy Chart 1 - }okaero weapons and armour
weapons. It is possible to break weapons oown into smaDer weapons. 75% chance of 1 random pistol weapon
It is also possible to combine some weapons to make larger or more 75% chance of 1 random basic weapon
pol\"erful versions. The chart below shows the ratios of the various 25% chance of 1 random grenade type
~ries. When building heavier weaponcy, component weapons 25% chance of 1 random armour type
cannot be more than one level lighter. So, for example. combat pistols Jokaero without basic weapons have a 75% chance of 1 random heavy
can only be used to build basic weapons, not heavy or very heavy weapon
weapons. Chart 2 - Jokaero personal equipment
Combat Basic Heavy very Heavy Defence laser Equipment carried is generated for each individual as follows
~ 1 2 6 10 Bio-scanner 25% chance
Breathing apparatus 25% chance
Note that the defence laser ls especially large, it requires more than 01-50 filters
tbe ordinary amount of components. Defence lasers can only be built 51-75 gills
from other very heavy weapons and/or las-cannon. 76-80 mask
\thlcles can be rebuilt in a similar way to weapons. 1 heavy vehicle 81-00 respirator {implant)
equals 2 medium vehicles equals 4 light vehicles equals 16 bikes. cameleoline 10% chance cloak
~hides of a given size category can be rebuilt into other vehicles Dreadnought armour 5% chance
of !he same size. This may involve a change in traction, weaporuy, Energy-scanner 25% chance
tqllipment, etc. This can be represented by allowing the }okaero player Eye protection 25% chance
THE AGE OF THE IMPERIUM

.... _
\.
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

01-50 visor by their secondary eyes which grow from stalks along their neck.
51-75 contacts These are often mistaken for ears by ignorant humans, but the
76-90 drops creature's real ears are set into deep 'canals' along the 1Jranid's neck.
91-00 injection Having evolved in a low-gravity, low density atmosphere, the 'I}'ranid's
Flight pack 25% chance sense of hearing Is extremely poor, but they are remarkably sensi!M
Power board 5% chance to changes in aanospheric pressure and vihation. '!yran.im are entirely
Rad cowtter 25% chance carnivorous, extremely intelligent, and totally merciless.
Rad suit 5% chance Most advanced races utilise bio-engineering to some extent. crea~
suspensor 75% chance creatures/machines from biological components. Tyranids, howeo.'tt.
'&lrgeters 75% chance of 1 If heavy weapon use very little conventional mechanical technology. Alroost all of their
carried needs are met by cultured biological components. Equiptrent, ~
\\eb solvent Always If webber carried - otherwise and even spacecraft are organic. Many are grown from specially
90%- 06 uses engineered slave creatures raised aboard the lar~st Hi\.e ships or even
ln addition the family has 06 random items of equipment which in surrounding space itself. Many simple artifacts are plant derived.
may be distributed as the player sees fit. Complex devices require more biologically complex raw material, often
in the form of higher animals. The most sophisticated of all
Transport. 'khicles can be generated randomly for their type. Roll
a 010. constructions require sentient life-forms such as humans and the o!M
intelligent races. Both plants and animals can be reduced to maleable
1 No vehicles protoplasmic components before being tailored to specific uses, soch
2 06 bikes as extending the hive fleet. From piles of raw and heaving tlesh the
3 1 small vehicle equivalents of computers, lasers, control systems and even warp
4 2 small vehicles engines are created. Many components can only be rna~ from specilk
5-8 1 medium vehicle creatures. Specialised items such as warp engines, hull material,
9 1 medium and 1 small vehicle communications systems and life-support units for example.
10 1 large vehicle Component creatures are merged and reformed to produ::e the desired
The type of vehicle can be randomly determined as follows. Roll result - in the process of which the individual consciousness of the
a 010. component creatures is almost destroyed. What remains of !he
component's identity Is vital to its functioning- allowing a spacecraft
1-2 Crawler to draw power from warp space.
3-4 Hoverer
5-6 Road-wheeler Because of their singular technology, '!yranid equipment, vehicles
7-8 Track/wide wheeler and spacecraft have an oddly biological appearance. Being inside one
9·0 Walker of the spaceships of the hive fleet Is rather like exploring the innards
of some gigantic living animal. Exposure to 'I)rranids tends to caUSt
Tclctics. jokaero have a natural aversion to close combat, preferring insanity am>ngst other races.
to fight from a safe distance. They dislike to endanger members of
their family group, and will rarely fight unless they desperately need The 1Jranid threat to the universe is impossible to measure but is
something, or are acting in self-defence. potentially very great indeed. Their whole attirude ro other races can
only result in war wherever they are met, a war which only the 'I}'ranids
can win.
Fighting Characteristics Personal Charactel'i$tic$

The Inhabitants of the Hive Fleets are amongst the most strange,
enigmatic and dangerous ofall creatures known to the Xenobiologers
of the Administratum. No-one knows how many Hive Fleets there
I ~ lv;s la; Ia I! I~ 14 1~ I; I~n~ ~-~~~~~
are buried deep within the darkness of interstellar space. The best This Is the basic creature proffie for 1Jranids. Personalities can be
efforts of the Imperium to soout out the Hive Fleets have so far revealed generated from this in the same way as for humans and other aliens.
thirteen scattered throughout the western part of the galaxy. However, The chart below summarises the profiles of the standard personality
the galaxy Is wtcompromisingly large. and there may be many more types, these can be used instead of randomly generating characters
which remain undetected. The movements of the Hi\.e Fleets are of if you wish.
great interest to all other life-forms. Each tleet comprises millions upon
millions of craft, resembling a huge cloud of cosmic locusts. Like IM lw~ BS s T w I A l.d lnt Cl lwt
locusts, every world within their path Is laid waste, every star-system
stripped and all resistance crushed. The motivating force behind the Champion 5 6 5 4 3 2 5 2 7 10 8 Ia
Hive f1eets are the 'I}'ranids. These creatures together with their Minor hero 6 6 6 4 4 3 6 3 8 10 9 19
numerous biologically cultured slave races have no use for the worlds Major hero 5 7 7 4 4 4 7 4 9 10 10 10
they ravage and make no permanant settlements. A oorld Is nothing
more than a resource to the Hive Fleets, a mine of minerals, fuel and 'JYranids are moderately psychic and personalities have a 5% chance
biological material. The 'JYranids find a use for everything- from each of having psychic powers.
tiny living creature to the \.ery atmosphere of the planet, nor do they Organisation. Hive fleets are like huge mobile worlds, comprising
leave a world wttil it Is reduced to a bare core of airless rock. hundreds, sometimes thousands ofships of all shapes and sizes. The
Tyranids are weirdly distinctive creatures. They have evolved over hive is ruled over by a Hive-tyrant. 1Jranid society is similar to that
countless millennia within their Hive Fleets. They are centauroid in of social insects (such as ants and termites) and the Hive-tyrant
appearance, with six spindly limbs. The rear limbs have webbed represents the hive in more than name, for all the 'JYranids of a hive
appendages which serve as both hands and feet, helping to stabilise are the children of the Hive-tyrant. Hive 'I)rrants are hermaphrodites,
the creature in the low-gravity conditions aboard Hive Fleet ships. other 1Jranlds are sterile. The death of a Hive-tyrant means the
The front limbs are manipulative with double-thumbed bands, whilst dispersion of the hive itself, and the propergation of new Hive-tyrants
the middle leg; are hooved and form the primary locomotory limbs. from infant Tyranids. Hive-tyrants are always psychic with a mastery
A1Yfanid can move using its central legs alone, although when moving of 4. Hugely bloated with eggs, the Hive-tyrant is largely immobile,
slowly they tend to use any free limb to grasp onto the irregular walls the day-to-day affairs of the hive are conducted via a sub-strata of
of the Hive Fleet ships. All 'JYranids have excellent vision afforded Hive-lords. Hive Lords function as army and unit leaders in times of
THE AGE OF THE IMPERIUM

war, as ship commanders, sectional administrators, etc. warrior units Plus a 25% chance of 1 of the following grenade types
are based on fours, with a squad of three warriors and a leader.
Crack 01-25
'l)tranid armies always include a fair number ofslave races, the most Frag 26-75
common of whom are the ~netlcally engineered Zoats. Any 'JYfanid Melta-bomb 76-80
me must have at least half its numbers made up by Zoats. Random 81-00 not pysk·out or vortex
Equipment. 'JYranid equipment is manufactured from biological Chart 2 - '!yranid leaders
oomponents • however, it functions in the same way as mechanical
fqllipment, and is easily as effective. f\lncoons performed by electrical The following
or mechanical devices are replicated by their biological equivalents; Sword 10
ralking orifices for commWlicators, muscles for levers, etc. The Bolt pistol Always
equipment tends not to have hard edges or precise angles, but is not
IOiaiJy dissimilar in appearance to normal equipment, and simpler Plus 1 of the following
&\ices may look superficially the same. Armour ofall types is worn, Auto-pistol 01-10
ilc!uding powered armour and the various field devices. Favoured Bolt pistol 11-50
mpons are blasters • these having the unique ability to grow their Hand flamer 51-60
\Mil ammunition! Combat weapons are frequently carried in shreaths Laspistol 61·65
anached to a straps along the creature's side. Needle pistol 66·70
l)'pical squad. A typical squad comprises four individuals including Neuro disruptor 71-80
!leader and, usually, 1 special weapon warrior. Clothing takes the Plasma pistol 81-90
bm ofa harness providing holter positions for various weapons. The V\ebber 91-00
basic weapon carried is a bolter, the special weapon in a heavy bolter. Plus the given % chance of each of the following
1be officer also has a bolt pistol. Chainsword SO% chance
Uniforms. 'JYranids do not normally wear clothing, although they Hafted weapon tO% chance
may have a complex harness containing pockets and equipment Power axe 25% chance
pouches. Belts are often worn in a purely decorative mode and are Power glove 5% chance
carefully grown from cultured skin or fur. A unit usually has the same Power sword 10% chance
kind of armour throughout (where present, forming a kind of Plus a 25% chance of 1 of the following grenade types
unifonnity, although officers may vary to some extent.
Crack 01·25
\lkapon generation. 1b randomly generate a squad of 4 'JYranids Frag 26·75
first roU to determine how many special weapons it contains. Roll a 06. Melta·bomb 76-80
1-2 0 Random 81-00 not psyk-out or vortex
2-6 1
Special weapons troops ha\e either basic or heavy weapons instead
The squad contains 1leader, the number ofspecial weapon troopers of the normal main armament. Roll for each in turn using a 06.
indicated and warriors to a total of 4. 1-3 Basic
Generate the weaponry for each ordinary warrior as follows. 4-6 Heavy
Alttmatively, assume all are identically armed (as would usually be
!he case). Each warrior is presumed to have sufficient grenades of Chart 3 - Special weapons
!he type generated to last the entire battle • these grenades are very Basic Heavy
smaU and dozens could be carried without penalty. Flamer 01-25 Auto-cannon 01-10
Chart 1 - 'l)'ranid warriors Gravitongun 26-35 Beamer 11-15
Melta-gun 36-50 0-Cannon 16-20
The given % chance of the following Needler 51-60 Grenade Launcher 21-30
Sword 10% Plasma gun 61-00 Heavy bolter 31-50
Bolt-pistol 30% Heavy plasma gun 51-60
Plus 1 of the following Las-cannon 61-70
Missile launcher 71-90
Auoo-gun 01-25 Multi-laser 91-95
Bolt gun 26·75 Multi·melta 96-00
Shuriken catapult 76-00
THE AGE OF TH E IMPERIUM

Chart 4 - Armour Although they are a slave race. Zoats occupy important positioos
An 80% chance of 1 of the following throughout the Hive Fleets and individual Zoats can gain great~·
Rebellion from Tyranid control is not unknown. but is extremely rare.
carapace ot-25
This is because 1Yfanlds secrete a special slave-hormone whitt'
Flak 26-60
supresses the Zoats' natural sense ofindependance. Ho\~ reoega.Y
Mesh 61-90
Zoats do exLc:t throughout the unverse. where they h<M! broken awa)
Powered 91-QO
from the Hive Fleets or have become lost during scoutingor expJorm
Chart 5 - Additional equipment missions. Without the inhibiting influence of the 'JYTanid sla\'e·
hormone. Zoats are able to develop strong psychic ~rs. The pa!l:
The given % chance of each of the following of independent Zoat dvilisation is incredibly diverse, with sman gl'OI;S
Blo-scanner 25% chance of 1 per squad isolated from each other on widely scattered planets.
cameleoline 5 % chance- all or none
Qlmro.IJ.t\i.c.att)c t Qer squad
Energy-scaruter 25% chance of 1 pee squad
Flight pack Specialist missions only Zoat
Jump pack J0 % chance - all or none
Phase field generator This Is the basic creature profile for Zoats. Personalities can be
Specialist missions only - 06 per generated from this in the same way as for humans and other aliens
hive The chart below summarises the pro fLies of the standard personalicy
Rad counter 25% chance of 1 per squad
Rad suit types, these can be used instead of randomly generating characteiS
Specialist missions only - all or lf you wish.
none
Suspensors 5% chance 0 4
Thrgeters 25% chance per heavy weapon
M lws
BS s T w I A Ld lnt Cl MtF
Thlepon homer I lf teleported down Champion 7 6 4 5 6 3 6 2 10 9 9 9
:a'-~red armour includes ~mmunicator. life-suppon. etc. Specialist Minor Hero 7 7 5 5 6 4 7 3 10 10 10 10
rrusstons weapons are subject to the GM. Other equipment can be Major Hero 7 8 6 5 6 5 8 4 10 10 10 0
distributed amongst the troops, but small hand-held devices, such
as bio-scanners, are typically retained by the squad leader. Zoats of the Hive Fleets are never psychic. Independent zoats m
too diverse to include here in any detail, but a typical population •
Transpon. 'JY!"anid vehJcles are usually of the hover type or walkers, result in personalities having a 50% chance of psychic powers. Some
and haw the typically l}'ranid biological appearance. Determine type populations are more psychic than others.
randomly.
Organisation. Zoats fight in military Wlits offour.lkir unit leaders
01-75 Hoverer are Zoats. although the higher ranks and more technical positions
76-80 Tracked/wide-wheeler are likely to be filled by Tyranids. Any 1)traitid force must ba\~ a1
81-00 Wcllker least half its numbers made up by Zoats.
Crawler type vehJcles are reserved for specialist missions and are Equipment. Zoats use standard Tyrand equipment. ZoatunitSand
readily available. \thlcles ofan sizes are employed and can be generated leaders can be equipped using the same charts as for 'l)lranids.
as follows using a 06.
1 Small 'JYplcal squad. A typical squad comprises four individuals lncludi::g
2-5 Medium 1 leader and, usually, 1 special weapon warrior. Clothing takes me
6 Large form of a harness providing hotter positions for various weapons.111e
basic weapon carried is a bolter, the special weapon in a heavy bol£lf
T.lctics. Tyranids prefer to use shock tactics to quickly subdue their The offi~er also has a bolt pistol. This is exactly as for 'I)rranids.
enemy. ensuring as high a surrender rate as possible. wars are fought
for prisoners whho will go to form the raw material for the fleets and Uniforms. Zoats wear the same harness as '!yranids.
further equipment. ~pon generation. Generate weapons and equipment using die
'JYTanid charts.
eZOATS Transport. Generate vehicles using the Tyranld charts.
~ats are the most conunon of all the Tyranid's many specially
engineered slave races. Other slave races are liaJe more than animals, Thctlcs. Zoats form the warrior-corps of the Hive Fleets and are
mere blobs of protoplasm dedicated to cleaning and maintaining the fotmd In the capadty ofguards and police a<> well as fighting warrio!'5
Hive f1eets of whJch they are a part. Even the hulking spacecraft that They are extremely potent fighters and fit well into the 1Jranid et~
compose the Hive f1eets are in a sense races as they are grown and of the fast, hard strike.
nurtured from a common, albeit much modified, biological stock.
Spacecraft are mindless mostrosides and the vast majority of other e WARP CREATURES
slave races are so dedicated to a single purpose it would be This section Is concerned with the many different creatures existq
inappropriate to think of them as creatures. Zoats, on the other hand, wholly or partially within the medium of warp space, or which ha\t
are completely independent living creatures much like !heir masters. special abililies. powers or interests derived from there. These crearms
The Xenobiologers of the Administrannn believe that Zoats were may be ofan altogether dilbent order to those of the mar.eriall.lllive&
created purely for combat. 'JYTanids, being creatures ofspace. suffer or they may be essentially normal crearures with limited warp spaa
discomfon lf they spend too long on a planet. Zoats, however, are access. The number and variety of warp aearures can only be guessal
stocky animals that feel quite at home in a wide variety ofatmospheric at, and those presented here represent only a useful core of beinp
and gravl.tational conditions. Uke 'fYran1d$. Zoats are centauroid. Their for inclusion Ln the game. Others may be invented by imaginative GM~
~rear sets of Umbs are heavily built and muscular providing the as desired . Because warp creatures present players with spedl!
creature with its means oflocomotlon. The front limbs are manipulative problems. it is a p i idea to occasionally invent new ones. or 10 l1lO<if)
or~ of gr~t strength ~d are used to wield a variety of weapons. the powers of existing types. In this way players will remain unsure
Unlike 'JYTanids, Zoats will eat anything although they largely subsist of exactly what they are facing , and that's an important part of tht
on a dally dlet of three reconstituted protein based woven biscuits game!
called Zoatibix. Zoats are common Hive-Fleet inhabitants often Many of the creatures described in the following section prey upon
equalling the nuntber of 'I)'ranlds themselves. ' or exploit psychic creatures in some way. ln particular many are
THE AGE OF THE IMPERIUM

confounding friends and neighbours. Astral Hounds are ferocious


combat opponents, and are capabk. :>f making shon warp space jumps
of several metres, suddenly appl'.aring behind or beside their enemy.

Astral Hound ~~~~~~~~~~~~~~~~

Astral Hounds hunt in packs of 1-6 animals. For a pack to manifest


itself within the material universe, the GM or controlling player rolls
206 and compares the score to the pysker's WP characteristic. If the
score is more than the WPthe Hounds materialise. If not, the psyker
resists their intrusion , and the Hounds will try again in the following
rum. Once in the material universe, the Hounds appear within 06+4"
of their prey and attack in a pack (equivalent to a unit). ln combat,
any hits from an Astral Hound cause paralysis unless the standard
armour saving roll is made. Once disabled the victim can be removed
to warp space along with its attacking Hound. If there are then no
psykers (unprotected or otherwise) within 100 metres, the entire pack
returns to warp space to share in the feast. Psykers within 100 metres
will be attacked as before, the hunt continuing anew!
Astral Hounds have the ability to shift themselves momentarily via
warp space. The controlling player nominates his aiming point
anywhere within 12 " of the Hound's current position. The Hound
will land within 06-2" of this position - Hounds not landing bang
on target are positioned randomly at the specified distance from it.

• ASTRAL SPECTRE , I
The term Spectre covers a variety ofentities which ha"'e no physical
bodies, but which exist primarily within the medium of warp space.
They are able to impinge upon the material world only through the
activities of psychics, following the psychic trail either deliberately,
described as being able to use an unprotetted human psyker in certain or being drawn to it unintentionally. Unprotected human psykers
ways. Unprotected psykers are human psykers whose uncontrolled cannot help but attract these creatures. giving rise to poltergeist
p5}-thic emanations act like a beacon in warp space. Some human activity, apparent insanity, etc. Spectres have intelligence, but of an
psykers are strong enough to control their powers, and these do not
order ~ry different from hwnans, and in many ways incomprehensible.
COWlt as unprotected, such psykers are often recruited into the imperial
They have no respect for living creatures, utilising psykers only to
setvices in some form. Only about 10%ofall psykers are this strong. survive. Once divorced from warp space a Spectre needs a constant
The remainder count as unprotected unless they undergo the soul-
supplyof psychic energy or else it is destrO)'ed. They only way a spectre
binding ritual with the Emperor and become Astropaths. As a mle, can obtain this energy is to occupy the body of an intelligent living
psychic characters controlled by the players will not be unprotected. creature (Int 5 or more). E~ry day that the Spectre ocrupies a body
06 points of the victim's WP are drained, until the body is completely

• Astral h01mds resemble large, dark, shadowy dogs. They are


drained and then useless. Abandoned bodies do not die, but become
mindless shells. The body of a psyker is more useful to the Spectre
because psi-points can be drained as \\'ell as WP. The host cannot
replenish psi-points lost to the Spectre, and will eventually be drained
carnivorous and extremely predatory, but are not intelligent. Brute
instinct allows them to track the psychic aura of their prey through and abandoned as with other creatures.
warp space. Although hounds can track the psychic aura of any 'lb manifest within the body of an unprotected psyker a Spectre must
creature with psychic abilities, the srron~tand mosr attractive scent score more than the psyker's WP on 206. A spectre failing to take
isthatofthe unprotected human psyker. So strong is their compulsion over a psyker in this way ~uld normally seek a new victim, and
ro seek out the source of this aura that the Astral Hound is the single may make one such roll a rum until a suitable host is found. Once
most dangerous foe of the emergent psyker. They use the psyker's installed in a material body, the Spectre may transfer to a new victim
0\\'11 powers to take form within the material universe. Astral Hounds by physical contact, new victims need not be unprotected psykers
attack with a numbing bite. paralysing their victim. Once helpless, but can be ordinary psykers or even non-psykers. A funher 206 test
unfortunate vi:tims are taken back into warp space, where the hounds is made against the new victim's WP for success. A combat hit will
feed upon their psychic energy. The poor psyker simply disappears, suffice for transfer to take place. A Spectre acquires a cenain amount
of knowledge from its host. enabling it to speak the same language
and accomplish the same daily routine. Only dose friend'> and relatives
would easily spot the change in character. A Spectre cannot survive
in the material universe without a body, and a bodiless Spectre will
be destroyed on the 06 roll ofa 6 made every turn. A Spectre withom
a body cannot be harmed in any way.

Astral Spectre L-....L..:...=J...:....;::;j~...L..:.,..;...~..;~...:....;.;L.,;..~""-~-.;...;;...JL...;.;;....L..:.,;;..,


The Spectre'stighdng characterisdcs are derived from its host with
the modifiers as indicated.
T HE AGE OF THE IMPERIUM

Every day a Spectre will draw 06 points of WP/Psi-poincs from its Enslavers. Because the gate has been formed by three specifiC
host. lf the host has insufficient resources left for the Spectre a new Enslavers, only they may use it, although they are unrestricted and
host must be found. Disembodied Spectres are desaoyed on the 06 may enter and exit as they wish.
roll of a 6 made every turn. If a host bo<ly is slain the Spectre is Once on a world Enslavers can create more warp gates from any
automatically slain too. psyker that they enslave - even protected psykers such as Astropaths.
These new warp gates are identical in appearance to the orignal one,
and will permit the passa.ge of three more Enslavers. As before, the
new portal will permir only the passage ofa specific three Enslave!S.
The three Enslavers permitted to use a warp gate may indude creatures
already on the planet's surface, such as its creator. dearly, once il
has begun, an infiltration of these creatures is very difficult w halt.
Enslavers are incapable of using weapons or tools, but they have
a natural weapon in the form of a psychic shock. This has a ran~
of 50 metres. Normally, hOYJever, Enslavers remain hidden and let
their slaves do their fighting.

Fighting Characteristics Parsonal Charactenstics

Enslavers are a remarkably uniform race, and it is doubtful whether


The origin of these creatures, known to humanity only as Enslavers, individuals ever attain any significant advance on their characteristics
is a complete mystery. Their ability to transcend normal space enables Therefore, profiles remain as given, and personality Enslavers haw
them to move easily throughout the galaxy and perhaps beyond. They basic charaCteristic scores.
have physical bodies, although un.like any other known life form.
Enslavers are basicially spheroid or barrel shaped, approximately 2 Psychic shock. This has a range of24 tabletop inches, it is an area
metres tall, with tough leathery skin. At the very top of their bodies weapon with a ra.dius of t• but never deviates from theairningpoiru
is a single large sensory organ sometimes called an eye, although its In close combat the area template may be placed over the Enslaver,
exact function can only be guessed at. Around the top of the creature's so that all models in contact are potential targets. The psychic shod
body is a duster of tentacles, typically from 8 to 12, each about 1 y, attacks with aS of 5 and ignores all annour. Psychic characters, but
metres long, often two of these tentacles are longer than the others no others, rereive a saving roll based on their WP, needing equal to
and end in suckered pads. These tentacles function as both sensory or more than their WP on 2D6 for success.
and manipulative organs. Enslavers have no legs but move by floating, Eoslaving.lt is possible to enslave enemy within 12 ". Each Ensi<Mr
sometimes assisted by their tentacles for fast or precise movement. may enslave up to 1o creatures at one time. lf the Enslaver has less
They can move quite rapidly by this means and can change direction that 10 thrall creatures, it may attempt to enslave the difference·
and speed ina way comparable to humans and other more orthadox I.e. if it controls 8 creatures it may attempt to enslave 2 more, Ifonly
creatures. Enslavers will float at up to 3 metres above the ground or 3 it may attempt to ens.lave a furth.er 7. The Enslaver may not arrempt
floor surface. but cannot fly as such. They can climb using their to take over any one victim more than once in any turn. 1b take 0\'ef
tentacles. Enslavers can change their colour at will, but the normal a creature (whether psychic or otherwise) the Enslaver player mUSI
colouradon is a leathery brown with paler. sometimes white, tentacles. roll more than the victim's WP on 206- roll separately for each attempt
The eye organ is red, orange or pinkish. Once taken over, a slave must remain within 24" of its master.
ln human terms it is impossible to say whether Enslavers are otherwise the psychic link is broken and the victim returns to normal.
intelligent. 11ley certainly act in a rational manner, and seem able Enslavers may release slaves at any time they wish. A slave releasal
to make reasonable decisions about their actions. However, if they from control for whatever reason may do nothing for 1 whole rum.
are able to communicate with other races they make no attempt to Note for GMs. The movement of slaves is not easy to control and
do so, and they use no tools or equipment of any kind. Even though requires good, adaptive games mastering on your pare. Once an
they may theoretically be physically capable of using weapons, they individual has been enslaved the Enslaver player may declare that
never do. Manual work is conducted by their slaves, it being their the model is now 'on his side'. From that moment the slave is l)l(}'.'t:d
ability to enslave other creatures that gives them their name. These and controlled by the Enslaver player. Slaves may continue to aa in
creatures enslave other races by mental control, each Enslaver can the other player's tum for so long as this is convenient, but should
take over and control the minds of up to 10 other creatures. Victims be switched over to the Enslaver player's tum at an opportune monm.
retain all of thelr knowledge. abilities and physical attributes, but are They do not miss a turn to compensate, so the Enslaver player has
directed by the will of their Enslaver. This mind control ability has the opportunity to exploit a brief period of hyper-activity. As Ensla\m.
a range of up to so metres. often remain safely hidden, it may be necessary to make ensla\ill
Enslavers travel through warp space by utilising the psychic dice rolls in secret (so as not to give away positions). Because of this.
vibrations of other creatures. As usual, the strongest and most easily the Enslaver player may find it a~ idea to secretly take over~
tracked psychic emanations come from unprotected human psykers. allowing them to remain under the control ofhis opponent until needed.
Enslavers can detect such vibration from tens of light years distance. ln th1s way, the opposition remain unsure whether their troops hiM
and can home in to and exploit unprotected psykers in a particularly been iaken over or not, and are unable to work out exactly whm
gruesome WifJ. Once they have traced a victim, three Enslavers band the Enslavers are hiding.
together to fonn a mental bond. The victim may be unaware of this Gate creation . This can be effected using any enslaved psyker.Tht
at first, but gradual changes are forced upon his body chemistry, he controlling Enslaver must have no other slaves at the time, and mUSI
becomes tired and lethargic and his skin begins to discolour. After remain within 12n of the psykeruntil the gate ls formed. The psym
a period of 50-75 hours the victim swells as his body tissues will instantly be transmuted into a gate on the 06 roll of a 6, the rol
disintegrate and reform into the shape of a living, pulsing gate of may be repeated each rum until successful. A gate created in ths WlJ
ruptured flesh. This is the end of the victim to all intents and purposes, allows the passage of three more Enslavers during a following rum
he has been transformed into a special form of warp gate. a physical on the 06 roll of a 4 or more. These gates are fleshy repositories d
link through warp space between the pysker's world and thar of the psychic force. directing and drawing the Ensl.awrs through the media
THE AGE OF THE IMPERIUM

of warp space. They cannot be used to transport anyone or anything


else. Gates can be destroyed but are ve.ry tough. M ws BS s T w I A ld lnt Cl WP
Adult 4 6 0 5 6 2 6 3 10 3 10 ~ 0
Gate characteristics
Grub 2 3 0 2 2 1 3 1 10 3 10 ~0

I~ l:sI~ I~ I,: lw IoI: I~ l'~t I~ l~p I The Psychneuein is a creature that can easUy be played ~ the GM
as pan of a scenario, although it has potential to be run ~ a player,
perhaps with a group of the creatures being attacked in a cavernous
Enslavers in games. are tricky creatures to use, it is not always nest site.
easy ro regulate movement, combat, and firing once models have been A typical dutch will raise 06 creatures split 50/50 male and female.
taken over. It is recommended that GMs steer clear of these creatures Adult Psychneuein take 06 days to reach sexual maturity and mate,
Wltil used to the game mechanics. Then introduce them in a small, the chances of finding a receptive unprotected psyker for egg-laying
easily controlled and shon scenario. Enslavers played properly will will depend upon the general population of the planet. On human
remain hidden, usually inside buildings. This means that the GM may planets there will generally be suffident tmprotected psykers about
have ro record hidden movement, and will have to oversee the various for this to be no real problem. Victims will usually be close ~·
enslavement rolls and record their results. All this poses problems
for the GM and players, but, properly controlled, makes for a very
interesting game that really challenges both sides.
The ancient legends of Old Earth were for long a~ discredited as
invention, folk-lore and myth. The reality, however, was to prove far
more disturbing. vampires are polymorphic entities able to change
their metabolism in order to resemble the creatures amongst whom
they live. Their natural shape (if such it can be called) is bat-like,
although approximately human sized. vampires exist within the
societies of most established intelligent races, and often assume
positions of authority. They naturally aave for power amongst the
intelligent races, regarding even fellow vampires as threatening rivals.
They have no home world. Where they evolved and why they have
come to ocrupy a parasitic position within alien societies is unknown.
vampires live amongst their chosen rare after the manner of that
race, and cannot easily be singled out. They have psychic powers of
a level comparable to humans. vampires maintain their lives by
absorbing the life-force of other creatures, achieved by prolonged
physical contact (a simple combat blow will not suffice). Life-force
is drained in the form of WP and, if the victim is a psyker, psi-points.
Victims drained of all WP will die. Psi-points may be recovered as
normal, but WP may only be recovered if the host is permitted 010
days complete rest, after which 1 point is recovered for each subsequent
day's rest. Fortunately, Vampires can derive some sustenance by
normal eating and drinking. and so only require a little stolen vitality
to survive.
1fa victim is completely drained of WP it can be revived as a ZOmbie
The Psychneuein resembles a huge, spindly wasp: it is not intelligent, -a will-less servant completely under the Vcunpire's control. ZOmbies
and is a voracious hunter and klller. It is also possessed of unique,
sickening, reproductive habits. Like maJ'\}' other warp creatures, the
Psychneuein is sensitive to psychic emanations. Although capable
of responding to aJ'\Y such emanations. the most attractive and powerful
come from the unprotected human psyker. Female Ps}dmeuein use
lhese emanations to materialise a clutch of eggs directly into the mind
oftheir victims. The normal range of this ability is only a tOO metres,
but is increased to ten light years in the case of unprotected human
psykers. Each egg is tiny, and no initial disoomfort is felt~ the psyker,
but, as the eggs grow into larva, they begin to feed upon the psyker's
brain. So rapid is their growth from that point, the victim may suffer
oo more than a mild headache in the morning, yet~ evening he would
be dead, his sklill writhing with plump ~ts. Insanity, a~ny and
death follow in rapid succession. Within hours the grubs will have
picked the carcass clean, and will seek a safe, dark refuge in which
ro pupate. By the following day they are ready to emerge as adult
Ps}dmeuein- carnivorous winged predators. Once in adult form they
are relatively easy to destroy, having no compulsion to hide. However,
they are still dangerous because they are capable of breeding more
of their kind within the minds of nearby unprotected psykers. Over
short distances (of up to 100 metres or SO tabletop inches) all pyskers
are vulnerable whether protected or not, and aJ'\Y psyker exposed
during a game will be infected on the 06 roll of a 6. _.,......,r
The adult Psychneuein Is vividly coloured in yellow and black.,
wings are transparent. Grubs are white and generally maggot-like in
appearance. The adult is 2 ~ metres long, grubs reach a maximum
size of ~ a metre before they pupate.
THE AGE OF THE IMPERIUM

are corpses, and will slowly rot and decay until their usefulness
becomes somewhat limited. Creating a ZOmbie is not something
casually undertaken.
Rghtlng Characteristics Personal Characteristics

I
8
I ILd lintICl I I
A
3 10 10 10
WP
10
The Vampire must drain at least 1 point of WP or psi-points from
a living host every day. If this is not done vampires will lapse into
a catatonic state and can only be revived by the sacrifire ofa member
of the host race conducted over their sleepingfonn. 1b drain its victim
a vampire must establish close physical contact with the host over
a period ofat least a minute. The Vampire must them roll greater than
his victim's WP to drain up to 06 points of WP or psi-points. Points
cannot be stored from day to day, at least 1 point must be drawn every
day. A vampire drawing roore man 1 point may add me surfeit to
his own psi-points, which may increase the tota1 to over the normal
psi-level.
vampires have psychic powers. Determine mastery, psi-level and
details of ~rs in the same way as for humans and other psychic
races. vampires may recover psi-points in me normal way, as wen
as by draining energy from their victims. is released only as a psychic creature dies. Wclrp entities will manipulate
the creatures around them, playing upon their superstitions and fears
Shape changing is a natural ability of vampires, they are able to and forcing them to help gather victims. Amongst primitives
assume the shape of any familiar human sized creature. The cooperation is usually absolute, in more sophisticated societies the
transformation takes 06 turns to complete. Once transformed the entity may have to reson to using influential psychic powers. Wcup
vampire gains physical abilities associated with the creature. such entities will often be drawn into the real universe In groups, the largest
as being able to fly, swim, hover, etc. The Vampire does not gain any and most powerful becoming their leaders. Entities will often cooperate
of the creature's psychic powers or special attacks. The vampire's if they can derive mutual advantage.
characteristics remain unchanged.
Proftle. A Wup Entity's proffie reflects general size and power. It
is most convenient to generate these randomly, although GMs may
invent suitable characteristics if they wish.
Personal Characteristics

This will give a fairly powerful creature. A smaller, servile entity


can be generated as follows.
Personal Characteristics

Influence. Wclrp Entities can exen influence over creatures. They


Many entities exist within the medium of warp space, creatures of will remain loyal to the Entity at all times irrespective of distance or
an altogether diJferent order from those of the real world. Spectres ciraunstance. Only the death or return of the Entity to warp space
represent one such group of creatures, and are described elsewhere. will break the link. 1b estab~h influence. the victim needs to be within
Only a powerful psychic link enables a warp entity to enter the real 6", and the p~r must roU higher than h5 victim's WPon 206. Only
universe. and even then few warp entities come willingly. Such a link one attempt may be made per tum. Creatures acting under influenct
may be provided intentionally by the combined efforts ofsick-minded retain all their knowledge and personal identity. but perceive their
psykers combined with the sacrifice of living souls. More often, the interests as lying with their master.
link is provided unintentionally by unprotected human psykers. 1b
survive in the real universe, dle warp entity needs to asswne a phsyical Energy draining is automatically achieved upon the death of a
shape. which is achieved via the mind of the linking agent. On many psyker within 6". The psyker's psi-points pass directly into the Wcl1p
worlds, and in many times, the manifestation ofsuch entities has given Entity. This may take the Entity's store of psi-points over the normal
rise to religions, demon worship and other supernatural beliefs. Once psi-Level.
it has been manifested in this universe, the warp entity is effectively Return to warp space can be achieved by any Wclrp Entity who has
marooned, stranded in an unfamiliar body in an unfamiliar reality, a surfeit of 100 psi-points over and a.b<M his normal maximum psi·
among5t stran~ and barbaric creatures. Small wonder that many of level. Entities may delay returning in order to help other stranded
these entities are very angry indeed. Entities, but v.ould be unwilling to do so for very long.
The only dtance a warp entity bas of returning to warp space is Wclrp Entities may choose to cause fear or terror in al'\Y intelligenl
to amass pS}dtic energy from the creatures around it. Such energy living creature should they so wish.
THE AG E O F THE IMPERIUM

A map of the area can be retained by the GM, and defenders moved
t ZOMBIES around in secret, enacting out individual fights as they occur. The
Ambulls are still around of course, and may well be attracted by the
A Zombie is essentially a mindless corpse of any race or creature, noise of battle!
animated by the psychic power of a controlling entity, such as a
vampire. ZOmbies continue to decay, their bodies gradually
disintegrating over a period of time. Having no will of their own,
Zombies need to be controned at all times. The range over which they
can be controlled is just under 50 metres (24 tabletop inches), atgreater
distances the Zombie is destroyed forever.
ProfiJe. Zombies have profiles as for their creature type. Zombies
bse any psychic or special !)(7t'JCrs they had when alive, and are unable
to speak (except perhaps for a strained rattle or two). Zombies are
automatons, and never make rout or ps}{:hologica1 tests. lt is not
necessary to retain unit formation with Zombies, and they may be
split and regrouped at any time.

•The galaxy is a big place - it includes over a mlillon known habitable


planets with developed ecological systems. Each is unique and
populated by countless creatures of all shapes and sizes. For the GM
nmning a warhammer 40,000 game or campaign, there is no reason
to limit the scope only to creatures desaibed here. However, you'll
find plenty in the following pages to provide you with many novel
and challenging games. And, if necessary, you can invent new
creatures or change existing ones as you go along. A cunning variant
of an old monster will be just as unexpected and worzying for the
players as a brand new creature, perhaps more so, as they may be
tempted to underestimate its true powers.

tAMBULL t. Bouncers are an unusual life-form from the planet Chbal. They are
spherical, 1-2 metres in diameter, red with yellow viens, and have
Ambulls originate from the dangerously hot polar rock-desertS of no organs or limbs apart from their normally invisible claw-like feet.
Luther Mcintyre IX. They can survive extremely hot temperatures A bouncer's body is light, its skeleton being formed from inflated
for long periods, a factor which has led to attempts at domestication sections of tissue. In the windy atmosphere ofChbal, Bouncers travel
on several desen planets. As a consequence, Ambulls can be found vast distances, following the wind patterns, floating across oceans
on many planets throughout human space. Ambulls heM! huge barrel- and bouncing their way from continent to continent. They are lively
chested bodies and an ape-like stance. Two arms reach almost to the and inquisitive creatures with playful natures and alen minds. They
ground whilst two legs are crooked and short. Both arms and legs have an intelligence somewhat lower than any truly sentient race,
end in iron-hard claws used for tunnelling through the soft stone that but can mimic speech and take great interest in the activities ofother
covers their native land. Arnbulls will excavate tunnels in which to creatures. Bouncers are not hostile unless provoked, when they will
Uve, spending much of their time underground, sheltering from the attack by bouncing onto their victim and delivering an attack with
direct heat of the sun. This subterranean lifestyle is shared with many their long, taloned claws. These creatures are quite fragile and any
ofLuther Mcintyre's inhabitants, including the Ambull's fuvow:ite food, rupture in their skin will usually deflate and kill them.
lhe Crawler. Ambulls will pursue Crawlers and other prey through
the soft rock by tunnelling at considerable speed. The Ambull's huge
expandable jaws are then used to grab and yank the food from the Bouncer
loose rubble. These jaws make the creature look extremely ferocious
and are its tmSt characteristic feature. The Ambull 's eyes are adapted Bouncers have a single stomp attack. They move and attack rather
to sense heat, giving infra-vision at all ranges. The creatures live in differently to most creatures. Bouncers literally bounce about, each
family groups, often occupying the same tunnel system for years on bounce being up to 12 ~ long and sufficiently high to reach a second
end, slowly excavating a vast underground network many miles long. storey window. In appropriate wind conditions this bounce can be
While specially evolved to live below the surface, they adapt well to extended considerably. When attacking, the Bouncer simply bounces
IOOSt environments and will eat all manner of living creatureS. onto its victim and straight otfagain, fighting a single round ofcombat.
Bouncers in games. Bouncers make a good random creature,
suddenly appearing on the battlefield, bouncing about and
disappearing. For a more involved game two sides could be battling
Am bull it out. one side defending a cliff-side cave site. Unknown to either
~ide. this is a Bouncer nesting site, and th.e aeatures (naturally) choose
Ambulls have 2 claw attacks and 1 bite. They can be employed by JUSt that moment to return.
the GM as random monsters if desired. In a similar ~ to Crawlers,
they can be positioned randomly on the table. tunnelling up through
wtder;ground passages to attack models on the surface. See the section
on Crawlers for suggestions on possible ways of accomplishing this.
AmbuiJs in games can be used as standard Death V.Orld monsters.
Amore interesting idea is co exploft dteirandergroand tmmels co farm
the basis for a scenario. For example, bandits are hiding out in a series This creature evolved on the mostly aquatic world of Salutation,
of Ambull tunnels. The authorities must go in and flush them out. where it lives on the wide coastal margins. preying on the many fonns
THE AGE OF THE IMPERIUM

ofsemi-aquatic animals that inhabit them. The clam Is about 2 metres


across, with two large serrated valves. It spends most of its life M ws BS s T w I A Ln fnt Cf 'm
submerged in the sticky mud ... waiting. Ifa small aminal strays within Small 4 3 0 6 6 4 8 a• 10 2 10 7
its grasp, the clam feels the vibrations of movement above and rapidly
Medium 6 3 0 6 6 6 8 b* 10 2 10 7
opens, drawing sand and victim into its sheD. Although too large to
be fully drawn inside, man-sized creanu-es can easUy be trapped, and Large 6 3 0 7 7 8 8 c• 10 2 10 7
can then only escape by destroying the creature. A sand clam is a
powerful animal, and its jaws can crush a leg or sever an arm. a• 2 stomps. 1 caiJ acmck, I tentade attack, I bite - totill s
b• 4 stomps, I caiJ attack. 1 centade attack, 1 bite - rotill 7
c• 6 stomps, I tail attack, I tentade attack, 1 bite - rotaJ 9
Sand Clam There is a 50% chance ofa large catachan Devil being an adult male
with 2 additional claw attacks. There is a 10% chance ofa male being
Sand dams are immune to all psychological effects and, because a fiddler with a more powerful claw. Stomps and bites cause 1 poim
they are immobile. cannot be routed or otherwise dri\en away. They of damage each. Thil attacks cause 06 points of damage against liv·
attackautomaticaOyshouldanythingpassoverthem, trappingavictim ing targets, 1 point otherwise. Claw attacks cause 04 points ofdamage
ifthey score a hie. Should victims be hit bur. not killed, they wiD remain (06 for fiddlers). 'tentacle attacks cause 04 points of damage.
trapped untn the clam is destroyed. Although in theory the dam and
catachan Devils In games are rather~ creatures. They~
victim are in close combat, any available weapon can be used against excellent Death W:>rld creatures and can be guaranteed to give the
the clam. The use of area weapons, however. is not recommended, players a hard time.
lest the victim suffer further damage. Once it has a victim trapped,
the clam attacks once per tum until the prey is dead, when it will
re·submerge beneath the sand. e fCATAeH~·N
Sand Clams in games can be positioned along any sandy stretch f/FAeEo.!tEA"EER
just like mines • the GM can either plot cheir position or simply make
a note of the area in which they lurk. Any models wandering over This is a creature native to the Death W>rld of catachan, but has
the area are attacked on the 06 roD ofa 5 or 6. The problem becomes colonised se\eral other worlds, though whether by accident or design
even more interesting as two sides clash over possession of a valuable is unknown. The Face-eater is one of the most unpleasant species
object lying smack in the middle of clam community - a spacecraft on this generally rather dangerous world. ln its natural environmenl
wreck for example. Even better - your teleport homer was attached the creature hangs from trees, or lies in walt by crackways and watering
to your commander- your commander has been eaten by a sand clam holes. When a likely looking victim approaches. the ftlce-eater poWlCtS.
- but which one? a powerful muscle spasm propelling the animal several metres towards
the head of its victim. Powerful digestive enzymes combine with !he
• e~ACHAN DEVI~'i ;' creature's rasping body surface, enabling the Face-eater to feed whilst
suffocating its victim. Once dead, the victim becomes the repository
These ferocious animals are large, territorial carnivores. They for a clutch of several hundred eggs which hatch within a matter oC
originate from the catachan system. but have been introduced onto hours. The errecglng offspring pass through a maggot-like larval stage
several worlds. catachan Devils are superbly adapted to life in the during which they feed upon the body of their host. Face-eaters hCI\t
hot, damp jungles of their home planet. Their bodies are segmented, been known to nu-n up even on civilised worlds, and their rapid life-
the mid-sections each haVing a pair of legs, and the number of sec- cycle can lead to an outbreak which takes weeks to bring under control.
tions. legs, and the creature's overall size varies according to the They naturally seek warm, damp conditions, hence their propensity
creature's age. Large individuals can have twenty sections, twenty to turn up in bathrooms where their resemblance to a face-flannel
pairs of legs, and reach over thirty metres long. The rear section is has led to several unpleasant and weD publicised accidents.
modified into a long tail and poisoned barb which curves over the
creature's back in the manner ofa scorpion. On older, male catachan
Devils, the front pair of legs becomes grossly enlarged, taking on the
appearance of crab claws. Often one claw wiD be much larger than Face-eater
the other, and locals refer to such crearures as fiddlers. The catachan
Devil's head is small and pointed, with luminous green eyes. ln front
of the eyes, and surrounding the creature's mouth Is a ring of shon
tentacles. Ecah tentacle is studded with stinging cells which subdue
the prey. The mouth itself is extendable. comprising two rasping man-
dibles. Although the creature has no teeth as such, bony hooks lining
the mouth serve the same purpose and can leave an extremely ugly
wound.
T HE AGE OF THE IMPERIUM

underneath their target and attack immediately. Crawlers forced to


retreat in combat will immediately tunnel underground and remain
inactive for 1 rum. Crawlers have a single bite attack.

Crawlers ln games are a standard Death 'M:lrld creature, providin!!


the GM with a fine. and rather unusual, monster. Their ability to tunnel
up through the soil is partirularly disconcerting, and can provide the
Face-eaters attach r 'lSelves in close combat on a successful hit, basis for a special scenario in which players are never quite sure
and then cause an autOmatic hit every turn unless removed. Once whether they are safe. One side cowd be defending an installation
attached they can only be hit by an improvised attack and can only in the middle of a desert (an oil refinery perhaps) . They know about
be removed once killed. \<\eapons. whilst effective. will always cause the Crawlers and so live entirely in buildings raised~ the ground.
damage to the victim as well as the Face-eater. The creature can move The attackers arrive in landing pods, only to discover that they must ._
4" per turn but may not reserve move. They can leap SHinto close fuce enemies from below as well as above. 1 11111
combat and the target may not run-away. No creature is too big for
acatachan Face-eater, but irs lows will prevent it harming especially
large creatures. Once a Face-eater has positioned Itself the victim can e CROTALID
do nothing other than attempt to remove it, though large, non- The Crotalid is a semi-aquatic carnivore that lives in large tropical
intelligent creatures (such as dinosaurs) may panic and move about and sub-tropical rivers. In appearance and general habits it is very
randomly, possibly causing damage accidentally. Creatures wearing much like a crocodile, except that it is considerably larger. Crotalids
fuUy enclosed helmets are immune. live in large numbers along river banks and mud-flats, feeding on fish,
Face-eaters in games can be positioned by the GM, or a general other aquatic animals and creatures drinking from the river. Crotalids
area can be noted as being infested with the creatures. Any models are prolific and will quickly come to dominate any area they inhabit.
moved to within attack range of the Face-eater will be attacked on Once populations reach saturation point they become subject to a
lhe 06 roU ofa 4 or more. A blob of plasticine can be used to represent Lemming-like migration, a subconscious instinct to move on. Crotalid
the Fllce-earer. Once on the table, Face-eaters can be moved by the migrations are unique in that they move through the medium of warp
GM, always moving towards and attacking victims with 8" or space, drawn by the instinctive need for food and room. A migrating
otherwise moving randomly. group seems able to excercise a collective ability to transcend warp
space, making a jump of up to 10 light years from world to world.
What controls this ability, and what mechanisms enable it to occur,
I CRAWLE,R S are completely unknown. However it is apparent that the power is
Crawlers are subterranean burrowing creatures that live in soft dry not consciously manipulated, and the creatures frequently end up
sand and other loose soil. They evolved in the extensive polar deserts on worlds not entirely suitable for them. A typical migrating group
of Luther Mcintyre IX, but were subsequently transported to many is about 100 individuals. Migrations occur only once every few decades,
other desert worlds in an attempt at domestication. Crawle~ feed on and once a group has migrated it will not do so again for several
sub-soil micro-plankton, but will also attack and eat larger~. generations. The ability seems to be generated by population pressure
including humans and similarly sized creatures. Fanning these strange alone. Crotalids occupy ma.ey planets in a compact cluster, which would
animals proved fairly easy, however, the effect on the ecology of their seem to indicate an origin somewhere in the region of the Lost Hope
host worlds was often disastrous, and all experiments ceased after Death 'M:lrld.
afew decades. Unfortunately, many Crawlers ran wild, and have since
~oped thriving colonies on several hundred worlds. They resemble
squids or cuttlefish, whose rear body section has been formed into
asingle driving screw. This propels the Crawler undergrowtd, or along
the surface ofloose soil. Crawlers feed by grasping their prey with
their tentacles and drawing their victims into their gaping, beak-like,
maw. They can detect vibrations on the surface from a considerable
distance, and will home on to unusual or excessive vibration.

Crawler
Crawlers are most often employed by the GM. One way ofintroducing
lbem into the game is to position a specified number eNery rurn (D4.
06, DS, etc) and randomise the position at which they enter play.
Obviously, as Crawlers can move underground, they can enter the
rable at any point. Alternatively, decide which of all potential targets
the crawlers might attack and position them randomly within 06·1"
or this point, a score of 1 indicating that they emerge directly

Crotalid
Crotalids have 2 bite attacks. The creatures are fierce predators, but
are unlikely to stray far from their river homes. In games based around
rivers, water travel or similar circumstances, they provide a useful
hazard to both the combatants.
CrotaUds ln games are useful antagonists providing yet another
variant on the encountered m:>nster theme. Their mlgratatory instincts
also present the possibilities of a short, enjoyable scenario in which
a group suddenly migrate onto an occupied planet. The creature was
inspired by the availability and relative cheapness of toy 'WO crocodiles.
THE AGE OF THE IMPERIUM

The Cudbear is a vicious carnivore originating from the Cthelle Death


\\brld. Its natural habitat is cool woodland and m01mtain, and its
shaggy coat is ideal for keeping out the cold and wet. The same coat
also gives the creature the appearance of a large, purple, excessively
furry bear with gaping tooth-filled mouth and long rending talons.
CUdbears are highly territoral and ruthless killers, and think nothing
of attacking even large numbers of well armed troops.

Cudbear
The Cthellean CUdbear is a useful example of a typical Death \\Orld
carnivore. Any number of similar creatures can be represented with
the same profile and habits. It can be controlled by the GM, moving
towards and attacking the nearest models at all times.
The CUdbear in games is a powerful creature, strong and difficult
to Kill. lts most appropriate use is simply as a Death \\brld nasty.
An interesting scenario could involve a CUdbear sneaking aboard a
spacecraft prior to take off and fallJng asleep in a remote corner.
Unnoticed by the crew, the CUdbear wakes in deep space and instantly reptiles has prompted the generic title of Dinosaurs to be used to
starts looking for food, finding and eating the navigator before describe them. This is, however, a mere convenience, and no biological
rampaging through the ship! relationship is implied. Dinosaurs vary in size from animals no larger
than a cat to monsters well over 30 metres long. Profiles are given
for small, medium and largJ! Dinosaurs, corresponding to beasts up
to 5 metres, up to to metres, or more. Whatever their exactdimensions,
Dinosaurs rend to be dim and unpredictable. 1b reflect this they move
at a random rate, but never receive a reserve move, nor any bonus
for charging. In combat they are allotted a random initiative score,
and so may strike prior to, or after, their opponents. They also have
a random number ofattacks, making them potentially very dangerous
indeed.
Before moving a Dinosaur- roll the dice indicated to give your move
rate. This is the maximum distance that will be moved (since the
Dinosaur lll<\Y move less if its progress is halted by close combat,
impassable terrain, etc). Once in close combat, the player (or GM)
controlling the Dinosaur will determine its initiative and the number
ofattacks for that round. This is repeated for every round ofcombat.
M ws BS s T w I A ld lnt Cl WF
Small 2D4 6 0 5 5 2 D6 D3 9 1 9 9
Medium 206 6 - 6 6 3 D6 D4 9 1 9 9
Large 206 6 0 7 7 4 D6 D6 9 1 9 9
Dinosaurs fight with stomp attacks, which means they can fight
all round. Theyhaveabasicsavingthrowofa 5 or6onaD6 to account
for their tough, scaly skin.
Dinosaurs in games are always something of an unknown factor,
their random habits posing a reaJ problem to all sides. Apart from
using them as a standard heavy monster for Death \\brlds, they can
also be introduced into scenarios in the guise of ·farm animals'.
Dinosaur meat is a valuable commodity, making farming practical.
if rather dan~rous.

The Ferro-beast originates from the world ofYimbo-bim, a planet


generally poor in minerals of all kinds and ferric minerals in particular.
So acute is this deficiency that one form of native animal has evolved
specific feeding mechanisms to enable it to digest ferric metals directly
from mineral ores. The Ferro-beast is about 2 metres long. quadrupedal
and armadillo-like with a tough knobbly shell. Its mouth is surrounded
by short tentacles covered in suckers, these secrete addle juices and
Giant reptiles are a common life-form throughout the galaxy, allow the creature to turn metal ores into digestible 'soup'. The Ferro-
especially on Death \\brlds where they are often the main predator beast has evol~d complex sensory organs that enable it to smell metal
type. The similarity of these creatures to various kinds of ancient Earth ores over a distance of many miles. The presence of pure refined metals,
THE AGE OF THE IMPERIUM

such as are commonly used on spacecraft and as component parts Genestealers exploit a large leech-like creature called a CSith which
on vehicles and equipment, will attract Ferro-beasts from many miles is the usual mate. Matings with a Csith always produce natural
around. Crazed by the nearness of refined metal, the normally placid Genestealers, no matter what its parentage otherwise.
lffro-beast becomes insanely heedless of danger, fighting its way
du:ougb almost any obstacle to feed . At such times the creatures are
aggressive and dangerous. Genestealer
The profiJe given is that ofa pure Ymgarl GenestealeL A Genestealer
Ferro-beast
of human or other parentage will have characteristics which are a
cross between the pure form and the alien parent. 1bis means that
The GM should consider all crearures carrying any equipment, all Genestealers may even acquire a degree of intelligence. Depending
~~hides, and all artificial structures to contain at least some ferric on the type of Genestealer, the GM should run the creature as either
metal. Ferro-beasts are best controDed by the GM, moving towards a random monster, or as an Intelligent, weapon-using creature.
and feeding upon the nearest source offerric metal at all times. Ferro- Genestealers can be represented by a third player, and are an interesting
reasts will always ay to eat the most exposed metallic pans from creature to pli\}1 as part of a campaign, or series of games, because
buildin~ vehicles and other strucrures - often such parts will be doors, they change an the time.
weapons, orotherconvenientiterns. A Ferro-beast will automatically A Genestealer landing a blow in combatcan implant an egg capsule
damage any ferric metallic object It is In contact with - a 06 is roDed instead of doing damage. The egg will hatch in any subsequent tum
el'el)' turn and a score of 4 or more indicates the item is useless. The on the 06 roD of a 6. Immature Genestealers are incapable of breeding,
Ferro-beast can eat a hole big enough to allow passage of a human- but otherwise act like their parents. A Genestealer matures only once
sized creature by making three successful eat-damage rolls. Damage it has killed and eaten three human-sized creatures (taking 1 full tum
from eating metal is additional to any normal close combat attacks to eat each) .
· the Ferro-beast defends itself by stomping opponents.
Genestealers in games lend thernsel..es to all sorts of interesting
Ferro-beasts in games are a definite nuisance monster, although siruations. Their vampirish habits can be exploited to enact games
!heir unique habits lend them to Interesting siruations. A Ferro-beast with vampiric plots, in which, for example, a human/genestealer
can easily render a spacecraft unspacewon:hy, or destroy an important lordling is being attacked in his castle by rutraged peasants supported
lle3jlOfl or installation. Imagine the havoc caused at a spaceport should by an Inquisitor and imperial troops. The Genestealer has a few of
agroup of Ferro-beasts be purposely let loose by some irresponsible his offspring to help him defend his home, perhaps including a few
individual! curious cross-breeds such as Wolf-Genestealers, Razorwing/
Genestealers, etc. Remember - Genestealers are not necessarily evil
or stupid, cross-humans will have many human traits, may socialise
with humans, and may even help humans in some cirrumstances.
There is a chance ofGenestealers developing powers ifthey are crossed
with normally psychic races. A pure Genestealer has a 0% chance
ofdeveloping powers, but in crearures ofmixed parentage the chance
is an average of their parents.

This enigmatic monster originates from one of the moons ofYmgarl,


but has spread throughout space and is threatening to become a real
menace. ln its native state it is blue, has two pairs of clawed arms,
along muscular tail and a tough leech-like body. Its head is a simple
rube full ofslobbering tendrils and sharp inward-pointing teeth. What
makes the Genestealer truly unique is its deadly and extremely rapid
reproductive cycle. Genestealers are of a single gender, and are
incapable of reproducing amongst themselves. 1b reproduce they
require another creature. any creature will suffice. of any gender. For
aD the Genestealer requires is the basic genetic material which is
conlained in every living ceO of the mate. A Genestealer implants its
own genetic material in the form of an egg capsule. which is forced
iJuo the body of the host by an extendible ovipository normally secreted
inside the head. The implantation does not kill the mate immediately,
hut the implanted egg quickly grows until ready to burst out as an
• GIANT INSECTOIDS
immature Genestealer. Needless to say, this kills the parent/host. lnsectoid creatures are common on many worlds, often reaching
Inrerestinglyenough, newly born creatures, although fundamentally large sizes and dominating the planet's .fauna. Although their exact
Genestealers, will have characteristics inherited from the host parent. appearance may vary a great deal, such creatures are typified by their
Thus a Genestealer/human may have a vaguely humanoid head, or bony exoskeletons, multiple limbs, and remarkably small brains. They
only two arms instead of the usual four, and perhaps its tail will be may be carnivorous hunters or simple ve~tarians, but most will fight
shortened or missing. A Genestealer of four or more generations if pressed. They are cold-blooded, and require a weD OX)'l:J!nated, warm
consistent human parentaf!~! would pass for a human on cursory environment, such as is common on many Death \\brlds. ProfiJes are
inspection, although a closer look would reveal a bluish skin, sharp given for small, medium and large sized crearures of up to 1 metre,
pointed teeth and rather disturbing stare. On their home world, up to 2 metres and over 2 metres respectively.
THE AGE OF THE IMPERIUM

will nor intrude. although they might attack someone else. Spidm
M ws BS s T w I A ld lnt Cl WP can be controUed by the GM who can designate web areas, possibiJ
Small 4 3 3 3 3 1 3 1 8 2 8 8 ln secret. Models moved within web areas become stuck on the DO
Medium 5 3 3 4 4 2 3 2 8 2 8 8 roO of a 6. and can only release themselves on a further D6 roD ci
Large 6 3 3 5 6 3 3 3 8 2 8 8 a 6. \1\ebs can be burned by a successful hit from a flamer or plasma
gun. and this will release trapped characters. \\ebbed creatures a1t
Insects may have a missile attack in the form ofa poisonous, acidic automar!cally attacked by a single Spider during the following tum.
or otherwise lethal 'spit'. There is a 10% chance of this, range 6'' Spiders can use web strands to parawing from tree tops or other
and strength as the creature. There is also a I 0% chance of insects high spots, such as roofs. When working out this movement, nominate
being able to fly with the foUowing characteristics. a target point Y.'ithin 12", the Spider will deviate from this position
Maxlmum Oigbt speed 24" on the 06 roU ofa 4 or more • reposition in a random direction '1\'illur.
Mlnlmurn fllgbc speed 6" 06" of the target point.
Ace/dec 6" Spiders In games are another good Death \\brld creature. Because
Turn radius ratio 1 they tend to stay in their own areas they can be used to infest patdles
InseCts have hard, chitinous skins, giving a basic saving throw of of the table. producing a tactical problem for anyone who wanrs to
5 or 6 on a 06. They have a mixture of bite and gore anacks. ~radous get through. Players should always be given a chance of!})ing around
insects will ace coope.ratively, moving towards and attacking the nearest a spider-den.
target. They can be controUed by the GM, or moved randomly once
there arc no targets within charge reach.
Insects in the game make a good standard Death W>rld monster.
They are not amazingly powerful, but are suffidently dangerous to The Grox Is a large. reptilian creature native to the Soloman system
warrant a certain amount ofconsideration on the part of the players. Many years ago this system was absorbed into the Imperium, and
it was quickly discovered that the animal possessed several remarkable
and potentially useful qualities. Grox proved extremely palatable and
nuuitious, and experimentS at farming ~re largely successful, slna
Grox thrive on just about any food, no matter how poor or indigestible.
Apart from being able to eat vegetable or animal matter, Grox m
capable of digesting minerals directly from rocks and soil, and can
survive for a good many weeks on such a diet. The only drawback
discovered to wholesale exploitation of the grox was their
temperamem. Grox were mean! An adult averages approxlmately5
metres long. is well muscled, fast, aggressive and likes its privacy.
By nature territorial and loners, it was difficult to keep the animals
together without driving them into a rage in which Grox and their
handlers were likely to lose Ufe or limb. The solution to the problem
was to lobotomise most of the stoCk. while keeping breeding animals
supressed by using eJearo..pulsers wired directly into their rather smal
brains. Chemlcal sedation is also used, but Is less predictable. Even
with these sensible precautions accidents still happen and it is usual
for Grox to be kept on isolated agricultural worlds, or as far as possible
from human settlement.

Grox

Giant SpldeJs. and other similar aeatures. are another oonunon Death Grox have a basic saving throw of 5 or 6 on a 06 to accowu for
\\brld Ufe form. They are extremely large, with bodies often 2 metres their tough skins. They have 3 attacks in total, 2 claw attacks and
in diameter and legs many metres long. Unlike insects, they have the 1 stomp.
ability to spin webs in which they trap their victims. A web from a Grox have very low intelligence and should be moved by the GM
creature of this size is no mere gossamer thread, and creatures as as animals. They are moved randomly. bW-always towards the nearest
large as the spider itself may become entangled. Spiders can also use creature within 12 •, charging if possible. Grox will only move towards
web-thread to parawing upon the wind, this works in a similar way and attack other Grox if no other crearures are in sight. On the 06
to the parawing equipment used by humans and some ocher creatures. roO of a 6 a Grox will do nothing for the entire tum, but will simply
This gives them a degree of mobility, making them even more stand motionless, glaring around stupidly. Grox are simple ccearures
dangerous. Profiles are given for small, medium and large sized
creatures of up to 1 metre, up to 2 metres and over 2 metres body
diameter respectively.

M ws 8 5 s T w I A ld lnt Cl lwP
Small 4 3 3 5 4 1 3 1 10 2 10 10
Medium 5 3 3 6 6 2 3 2 10 2 10 10
Large 6 3 3 7 6 3 3 3 10 2 10 10
Spiders have stomp attacks. Unlike Insects. spiders are territorial
individuals and will rarely intrude upon the space of another. When
using them in games it is best to site their homes amongst trees, debris.
or some other likely spot. The GM should then allot a chance (e.g.
4 or more on a 06) of a Spider emerging and attacking any model
within this area. Once a Spider has attacked a victim other Spiders
THE AGE OF THE IMPERIUM

and occasionally get overwhelmed by events going on around them. and the like. Even evil aliens might own Gyrinx- the creatures inherit
Lobo10mised. sedated or wired-up Grox will adopt a passive state on their morality from their owner so they can be pretty mean! GMs can
:!It roD of a 2 or more on a 06. allow players ro befriend Gryinx If they are patient. A succ.essfu12D6
Grox tn games. An unexpected alien attack on a Grox breeding ron against their Cool (needing ro score equal or less) can be taken
station might leave the aliens in control and a lot of Grox wandering as a favourable indication.
3bom- rhe sedated and wired ones becoming more dangerous as the
«ugs wear off and the batteries on the electro-pulsets wear down.
kD.lgine the resultant game when a group ofSpace Marines are dMrred
e HORSE
10 investigare the disrurbance. In such a siruation, and most games With lhe spread of humanity throughout the galaxy many of
ivthar matter, Grox are best controlled by the GM and exploited for mankind's domesticared animals found new roles amongst the stars.
!heir (considerable) nuisance value. Horses and other equines \\ere to prove invaluable on worlds where
fuel resources were not always available whilst natural animal fodder
was abundant. Natural selection and mutation were ro play a part
.m, ill~ .~"SeS~\:ko}·~ G.7 ~ c1'Cl'flk~ mdt&odsofmany
different habitats. Riding aninlals were developed that \\ere faster and
had more endurance than any earth-bound horse. Draught animals
grew ro great sizes so that they would have dwarfed ancient Shires
or Percherons. At the other end of the scale horses the size of cacs
came ro be bred as meat animals and pets. Nor are horses restricted
to human space, for they have been adopted as riding or draught
animals by other races roo. especially by the orks (who also like ro
eat them) .
Either draught or riding animals may be ridden, although the former
are rather slow and large to negotiate some typeS of rerrain. Draught
animals are more commorey used ro puU carts or carriages.

M ws BS s T w I A Ld lnt Cl WP
Riding 8 3 0 4 3 1 3 Oil 2 2 2 2
t GYRINX Draught 8 2 0 5 4 3 2 0/1 2 2 2 2
AGyrinx resembles a large cat, with very thick and fluffy ginger Horses are usually under the control of a dder or, in the case of
:<r ccanf!J! fur and lxighc blue eyes. Tltey can grow co as mucb as a carts. a driver. In both cases pyschology foDows the rider/driver, there
mre in length. Gyrinx are not intelligent as such, bl.ll they have an is no need ro make separate rests of this kind for riding aninlals. \Vhere
astounding ability ro ernpalhise with other crearures. Conning a mental the GM considers a test should be made (tf someone were deliberately
l.ood with their owner which is comparable ro true friendship. This trying ro scare a horse) chen any tests are made on the rider/driver's
mual empathy is of great benefit ro the creature's owner, whose perscnal characcerisric. Horse and rider combinations are subject ro
~n speed of thought and action are acruaUy improved whilst the
the following shooting rules.
G)Tinx is in close pro:ximlty. What benefit the Gyrinx obtains from
dlt relationship is unclear, but there is plainly some deep-seated need t A1 short range either horse or rider may be selected as the target.
king fulfilled, because an ownerless Gyrinx will actively seek out At long range the shot will hit either rider or horse randomly.
and adopt some other crearure. Oddly enough, Gyrinx show a slow Area etfect weapons may hit both.
mabolk: change so that they come to resemble their owner physically,
ltmperamentally and in habit.

Gyrinx
Gyrinx have personal characteristics derived from their owner, or.
ilhey have no owner, of 7. They have a single claw attack.
Gyrinx are moved and controUed by tJ1e player representing their
master. They are capable of understanding instructions given by their
llliiSief, and can communicate sinlple messages. Unless ordered away,
they will remain perched on their owner's shoulder or at his heels.
So long as the Gyrinx remains within 6", Its owner receives a +1 ro
libonus for shooting and dose dombat. and may add +I roinitiative.
f's}thic owners can use relepathy ro make contact with their Gyrinx
Jill expend no psi-points in the process. Psykers may also use their
G)Tinx as a srore for psychic energy, placing up to 5 psi-points in
rhe Gyrinx and retrieving them at a future time. For purposes ofstorage
Jill retrieval, the Gyrinx and owner must be within 2 ". If a Gytin:x 's
twner dies it will defend the body for 06 rums. and will then either
nDl away or allow itself to be adopted by one of its former owner's
fiimds or associates. It takes a period of several weeks ro establish
acomplete relationship with a new owner; this can be taken as 06
weeks, but might be less Ifthe old and new owners were close friends
IX relations.
Gyrinx in games are a very useful means of making powerful
characters more so. Obviously, these are creatures of great value, and
llllikely 10 be owned by ordinary people. 'fYplcally they would be owned
by Inquisitors, Rogue 'n'aders, high· level members of the priesthood
THE AGE OF THE IMPERIUM

2 A mounted character may only fire a weapon from short range is up to 5 metres long (compared with the body which is about the
and is then subject to the additional-1 modifier for firing from size of a cricket ball). It is thin, whip-like and saw-edged. Widt
a moving platform (see page 20 · for full detalls) , astounding accuracy it strikes the target, rasping away a portion of
3 Horses may cany one human-sized rider plus a reasonable flesh and vanishing back into irs hole. There the meal is digested and
amount of non-heavy equipment and/or weapons without the Lashworm will not attack again for several hours.
penalty. Heavy equipment and/or weapons may be added with
the usual movement penalty. Each additional rider halves the
move rate for riding animals and deducts a quarter for draught Lashworm
animals.
A Lashworm is immobile by nature and cannot be forced to retreat
4 A harnessed animal {Wls at half rate. No specific ratio to burden or rout in combat. It is essentially mindless and reacts only by instinct.
is given for pulling loads, and the GM should ensure that models Its attack is so quick that it always strikes first irrespective of relative
look reasonable (i.e. 1riding horse cannot pull a triple-caaiaged initiative scores. Its victims may only strike back if th.e Lashworm
road-juggernaut). misses. Once the turn is over the Lashworm cannot itself be attacked
5 The characteristics given for attack is 0/1. Most horses have as it is safely hidden inside its lair. Because lashworms are one-strike,
no attack but will defend themselves if specifically struck. immobile creatures, the best method of introducing them into a game
However, a specially trained warhor:se has 1 attack, an all-round is for the GM to mark out an area infested with them. Then, every
stomp that represents kicking and biting. Such animals are rare, time a model is placed within 2" of a potential hiding place, roD a
and should be introduced by the GM only with due 06-3, - the score indicating the number of Lashworms that attack
consideration . the model during the turn.
Horses in games are used as prime roovers in primitive societies, I..asbwonns in games are rarely deadly; but will keep players on
frontier worlds and on some advanced planets where motorised their toes. They can be used as described above to provide dangerous
transport is undesirable for some reason. Human planets with histories areas, or a group ofLashwocms can be placed so as to cause maximum
of protracted isolation often come to rely on the horse, and sometimes inconvenience at an unexpected moment (such as around an old
develop a reUgious or deeply-felt taboo against mechanical transport. abandoned door entrance, along the walls of a tunnel, or around a
Orks are especially enthusiastic horse users, and on most Ork worlds valuable piece of equipment) .
they form the usual mode of transport. Ork horses tend to be hot-
bloodied and bad-tempered (as would anyone who was forced to endure
an Ork sitting on them). On the tabletop mounted models give a fast
moving game not entirely unlike a 'western' movie! Riding horse
models are provided by any of the standard sized Otadel horses.
Draught horses are far laqlp", in a similar way to Ogrons and humans. Mimics are small, ape-like creatures from the planet of Yamnan.
It is recommended that the toy model horses are used, requiring only They resemble gibbons, are inquisitive. fairly intelligent and friendly.. .a1
m.in.imal remodelling and a coat of paint. least, most of the time they are. Mimics have developed an unusual
survival mechanism whereby they can shape-change to resemble any
other creature ofcomparable size and bulk. A mimic can shape-~
into a human, Ork or other man-sized alien, but will always be cather
small compared to the real thing. They can even make their skin
resemble clothing or equipment - although the deception would 001
pass close examination. As well as mimicking a creature's appearance.
they can mimic its behaviour, even ~ing as far as to use weapons
and tools. Mimics Just can't help copying creatures around them,
reverting to their normal form only when the copied creatures fP ~-

ln copied form mimics have as many attacks as the creature they


are copying (not counting as improvised), have the same movement,
and can accomplish the same general things (flying, tunnelling, etc).
They do not have any special powers, chemical attacks, psychological
attacks, etc. Mimics will automaticaily copy the appearance and general
behaviour ofcreatures with 6", but will always revert to type ifthm
is nothing to copy within 12". Mimics will always try to steal or obtain
any equipment that their copled creature is usiJ1g, also successfully
Lashworms are Death \\brld monsters and have become common wresting weapons from creatures they push back in co mOOt. Similarly,
on many planets following accidental introduction along with other ifthey observe troops driving vehicles, entering buildings or sneaking
car~. They originate from the Lost Hope Death \\Odd where they about in hlding they will attempt to do the same. They never a£t
Uve amongst boles of trees, rock crevices and anywhere they can gain aggressively unless attacked, but will try and take equipment (wbidt
a footing. They are very adaptable and, as well as Uving in natural usually provokes a fight). lbey scavenge abandoned and dropped
fissures, will settle quite readUy into the comers of buildings and equipment from casualties too, and the GM can allow for this if be
spacecraft. The creature has two distinct parts - the main part, or wishes. Mimics are •fun' creatures, and should be controlled by lht
'anchor', comprises all of the vital organs includlng mouth and GM. How mimics act will always depend on circumstances, it Is best
stomach, the second part is the long tongue-like lash and is normally for the controller to simply pretend he is a mimic and tty to inlaP
kept tightly wound. The creature secretes itself safely within a crevice, what they would do.
and normally only the sensitive lip of the lash, known as the trigger, Mlmlcs ln games are not just Ught relief, but can help make a game
protrudes outside. The tri~ .looks like a bundle of lichen or fine especially interesting for the players. The problems of having a troop
plant growth, but is in fact a sensory organ that can detect vibration of fascinated mimics following you around can be exasperating! 11tis
in the immediate vicinity. As a creature passes the Lashworm·s lair, is espedaDy true when trying to conduct:secret undercover wod<, tl¥M
the trigger picks up the vibcations and activates the lash. The lash from hidden positions or indulge in nerve-wracking espionage.
THE AGE OF THE IMPERIUM

Razorwings are gregarious birds and will flock together, acting as


if in units on the tabletop. They will not attack other Razorwings,
but will otherwise attack targets as they present themselves, moving
The Ptera-squirrel was once thought to be a peaceful and harmless towards the nearest if possible.
animal- its cute furry appearance making it a popular pet throughout
the Imperium. Then the truth emerged ... the Ptera-squirrel is merely Razorwings in games are best suited to Death W>rlds, although
one stage in the life-cycle of the creature. Ptera-squirrels live for they could provide an interesting basis for a scenario. Imperial troops
generations as soft-furred bundles of fun, and then for another cycle might be sent on a desperate mission to collect Razorwing eggs for
of ~erations as dangerous blood-drinking carnivores. What prompts scientific research. Perhaps the eggs are required by an alien trade
the change between the too forms is not known, as a result of which delegation for food, or maybe a whimsical Imperial Commander wishes
Prera-squirrels have become a common pest throughout the Imperium. to add them to his collection.
They resemble a fluffy squirrel, but have thin membranes between
their extremely long fore-limbs and their rear-limbs enabling them
to fly.
The Rippy-fish is a pirahna-like aquatic creature with pirahna-like
habits. It co~ from the Lost Hope Death \\brld, though many similar
creatures exist on other planets. It is not large, rarely more than 30
ern in length, but its uncompromisingly carnivorous appetite and
Maximum flight speed 18" fearless disposition make it deadly. Rippy-fish form shoals of several
Minlmum flight speed 6" hundred creatures. They can live in salt or fresh water, and are immune
AJ.:c/dec 6" to most poisons, extremes of temperature and pollution.
nunra~usratio 1
Ptera-squirrels can be treated as individuals for the purposes of
movement, always moving towards and attacking the nearest target. Rippy-fish L..:.4.....L..::....J.-=-.L....::....~-::....L....:..J-=...1.......:....L..:~-=-~...:.::..~...:.:.~
Ptera-squirrels will not attack other Ptera-squirrels. Rippy-fish are usually found in huge shoals, numbering hundreds
Ptera-squirrels in games make exceUent nuisance creatures and or even thousands of individuals. Because of this, the most sensible
can be controlled by the GM. They can even form part of the game method of representing them is for the GM to work out a rough area
plot. For example, anarchists release a flock of Ftera-squirrels at a where they are gathered - usually a stretch of river. Models moved
crowded spaceport, in the ensuing confusion they mount a daring into the river will automatically be attacked by D6 fish every turn.
attack on a refuelling spacecraft. A shoal cannot be forced back from combat, routed or otherwise baited.
Frag or crack grenades thrown into the water will kill or drive offsome
of the fish, reducing the chance of being attacked to a score of 4 or
more on a 06.
'Razorwing' has become accepted as a generic term for a number Rippy-fish In games can be just a hazanl for the players, or worked
of geneticaUy unrelated species which are otherwise similar in into the scenario as the guardians ofa defensive moat, small island, etc.
appearance and habit. These are bird-like animals, usually no more
than 3 feet long, with carnivorous appetites. Prey are grasped with
beak and talons, but the creature's main attack comes from its wings.
Raz.orwings have modified wings, forming a sharpened, serrated edge
which can be compared to a saw. They attack by swooping down on
There are many small creatures that congregate together for defence.
hunting or to gather food. Examples include voracious insects, rodents,
tbe target, aiming to slice or seriously cut with a sweep of the wings. birds and fish. Such swarms are common on many worlds, often
Astrike from one of these creatures can easily kill a man-sized target.
comprising hundreds, thousands or millions ofcreatures, occasionally
reaching plague proportions and posing a threat to settlement.
Razorwing

Maximum flight speed Swarms


24"
Minimum flight speed 6" Swarms are represented by a number of models attached by means
AJ.:c/dec 6" of a temporary adhesive to a circular card base sornm in ~eter.
nun ra~us ratio 1 Each model represents between 100 and 1000 individual creatures
THE AGE OF THE IMPERIUM

rather than just 1, and the scale of the model isn't too important-
it's just there to Indicate the type of creature making up the swarm.
Swarms are always made up of a single creature type, never mixed.
The swarm is moved and fights as If it were a single model, with 1
wound and 1 attack for each model fixed to it. As casualties occur, This plant is unusual in that it is possessed of what appears to be
the number of atcackslwormds drops, and models are removed from animal-like Intelligence, albeit of a Fairly low, instinctual level. The
the base to indicate this. Swarms are immune to all psychology and plant itself is a small tree. not particularly conspicuous amongst the
can never be forced from combat or routed. Swarms can move through other flora of catachan, the plant's home planet. What makes this
troops, obstades. houses and most forms ofscenery without penalty. plant remarkable is its ability to deta.ch its leaves, whlch are capable
Aquatic or flying swarms can move over water. They have stomp of flying through the for many metres, propelled by a wing-like
attacks. undulation. Each leaf is a macro-ceO, and part of the plant's overall
Swarms In games are moved randomly by the GM and attack all in~ce. Equipped with rasping hooks and intrusive nerve bundles.
creatures they come into contact with. They move 06" per tum. a leaf aims to attach itself to a living creature, injecting fibres which
grow tbrouglx>ut the host's nervous system until it becomes a mere
roo I of the plant. Whilst incapable of high intellect, a Brainleaf can
direct its victims in a sensible and rational way, enabling them to utilise
Sunworms ~ native to Luther Mdncyre, an extremely arid planer weapons and equipment.
r-~~~--r-~~~--r-~~~_,
Largely covered by barren desen. These creatures resemble nothing
so much as large, fat and somewhat oily maggots. with no eyes an.d S BS S T W I A l.d lnt Cl
only a rudimentary sense of hearing, touch and smell. What tittle Brainleaf
food a SUnworm requires is absorbed directly through the skin. waste The Brainleaf atta.cks animals coming witblo 12", but can
products being excreted in the same wey. They are adapted to feed discriminate between various creatures and may choose not to attack
directly upon soLar energy. In daylight each crearure assumes a position if it so wishes. Attacked creatures will be successfully taken over on
partly in direct light and partly in shadow, utilising its body as a photo- the D6 roll ofa 4 or more. but basic armour saving throws are allowed.
electric cell. A considerable charge is built up over a shon time, and Once taken over a crearure comes completely under the control of
this allows the creature to survive the hours of darkness. Sunworms the Brainleafand cannot be freed from its domination tnless the plant
use their electric energy for defence, instinctively directing a burst itself is killed.
of power towards any creature that gets too close. Depending on the Bralnleaves In games have a ce.naln potential to be oontrolled by
size of the worm it can deliver more than one attack per rum. a separate pla)er, but can be run by the GM quite easily. Because they
are inconspicuous amongst the general flora there is no need to have
them represented by models, although the GM should know exactly
Sunworm where they are. A character would certainly recognise a Brainleaf if
he saw one. Although not intelligent, the BralnleafshouJd be allowed
Sunworms are creatures of brute instinct, and will not be affected to utilise some (although not all) of the knowledge of its victim ·
by any compulsion to retreat from close combat. They will not follow allowing psykers to continue using their powers, navigators to fly
a retreating opponent, for they are essenlially peaceable creatures spacecraft, etc.
which atta.ck only to defend themselves. Their habit of hlding under
rocks means that they are difficult to see except at the last moment,
by whlch time it is too late of course! They have 1 attack in combat
for each 30cm of body length (this can be determined for each crearure Creepers are plants possessed ofan animal-like ability to move their
as D6x30cm or 06 attacks). long, sinuous limbs. This response lc; not consdously exercised, but
sunworms in games can be reserved as a nasty surprise- especially is a basic reaction to the presence of animals. A likely victim will be
for troops desperately seeking cover behind rock formations. A seized, draW!d towards the immobile main pan of the plant and
Sunworm's natural abilities nrust interest the authorities, and perhaps crushed to death by its ~rfullimbs. There the body will quickly
an expedition to capture some examples might provide the basis for rot, dissolved by powerful enzymes secreted from the tnmk.
a game. can the power of the Sunworm be used to supply equipment,
life-support systems and living quarte.rs? Perhaps it could, but having
the creatures around for pets would prove less than comfortable. Creeper
The creeper wiD. automatically auack a maximum of 4 animals within
6 ". Each tar~ is attackedonlyonceinthe rum. Roll to hit as normal,
any hit indicating that the target has been entwined and dragged onto
the trunk. Unless the captured creature can score a ~unding hit in
the following turn it will be .crushed to death irrespectlve of size. If
a wounding hit is scored the creature escapes. but may be hit and
recaptured.
Creepers in games are a powerful plant monster and make an
interesting feature in a game. On a Death.\\brld the creeper may be
kept hidden, unrecognised amongst the background fotiage until it
begins to attack.

As with animals, plants take many and varied forms throughout Floaters are plants whlch synthesise hydrogen, store it inside their
the galaxy. While simi.lar forms have evolved independently on widely ceUui¥ tissue and, by virtue of their extreme lightness. float through
separated worlds, none are absolutely identicaL The plants given here the air on the prevailing wind currents. They are basically sphetical
can be regarded as a stock ofcommon types which ocrur throughout and are covered with a number of short, sensitive t:riggl:!r nodules.
the galaxy in various guises. You can use these as part of your own Should one of these nodules come into contact with a physical object.
games, or you can modify specific details, or you can Invent wholly the Floater bursts, scattering seeds whlch form new Floaters within
new allen plants. GMs shouldn't be afraid of inventing new material, a few days. Bursting Floaters can be quite explosive, and form the
as this will help to keep the game fresh and the players on their toes! chief danger associated with these otherwise harmless plants.
THE AGE OF THE IMPER IUM

generally appears as a mushroom and is often quire large and may


reach over 2 metres in height. The Luther Mcintyre IX version is purple
Floaters with livid red spots. A Gas FUngus has a simple but effective defence
against predation by hungxy animals. Should an an1mal approach too
floaters move 06" in the direction of prevailing winds. This can closely (6 metres) the fungus releases a store of poisonous gas. This
be established before the ~e or when necessary. Provision for a
dlange in wind direction can be made. say on the 06 roll of a 6, or store is built up within the plant's tissues and once released takes
several hours to r~erate. The gas persists for about an hour, leaving
as the GM sees fit. floaters coming within l" ofany object are asswned the fungus unprotected only for a short time. The gas itselfis deadly,
to explode. causing an automatic strength 5 hit. Floaters hit by any
although the specific toxicity varies from species to species.
weapon explode automatically and are destroyed. Floarers hit by a
llarner, plasma gun, bolter, laser. or any explosive or heat based
weapon will explode violently, causing a strength 8 hit on any target
within 3". Gas Fungus
Floaters in games can be used by the GM to give either or both The gas is released as soon as any creature, vehicle or anything
U5 a few extra problems. especially if the wind is deliberately allowed likely to cause detectable vibration, approaches within 3 ~ of the plant
1o \'eer randomly from tum to tum. A good way of randomising wind model. The gas covers an area with a 3" radius centred on the fungus,
roovement is to allow it to veer 06 points clockwise and 06 points all creatures within this area receive an automatic strength 4 hit unless
anti-clockwise, the points difference corresponding to changes of they are wearing some sort of breathing appararus. Once the gas is
position on the clock face. So, 3 clockwise and 6 and-clockwise - released it lasts for an hour - which can be taken as the rest of the
3 anticlockwise, such as fiom 9 to 6 dclock. game in normal circumstances.
Gas Fungus in games can be mixed in with other types of fungus
to provide an unexpected hazard. It is not important that the fungus
t GAS-- FUNGUS looks any different from other types, in fact it is better if the players
remain uncertain about the various kinds of fungus as this makes
This Is a fairly widespread type of fungus, occuring in various them more careful. Gas Fungus models can be made from Flmo, Milliput
unrelated but essentially similar forms throughout the galaxy. It or any similar modelling compound.

t GAS FUNGUS

2 CREEPER

3 SPTKER

4 FLOATER

5 RAIN SPORE f1JNGUS

6 A SINGLE BRAINLEAP

7 VENUS MANTRAP
THE AG E OF THE IMPERIUM

take intelligent actions, cannot fire weapons, etc. A further score of


a 5 or 6 indicates that the change is complete and another marure.
immobile Spiker plant has been formed. Whilst mobile the
Rain Spores are a type of fungus, looking much Like a giant Spiker/crearuce cannot fire spikes, but any creature touched or engaged
mushroom. Their unique attribute is to lie in the ground throughout in combat is infected. Mobile Spiker/creatures have the same profile
periods of drought and desiccation only becoming active once it starts
as their creature component. Once mature a Spiller takes on the
to rain. With the fust sign of water, the fungus erupts from the ground approximate size and shape of the creature from which lt was formed.
in a frenzy of uncontrolled growth, reaching marurtty and releasing
fresh spores within a matter of moments, quickly settling into the Splkers In games are a good surprise plant, they can be hidden
ground to produce new fungus or await the next cycle of drought. amongst foliage and revealed only at a vital moment. Once a creature
Spores are poisonous to living creatures if breathed in. begins to transmute it is a real pest! Often a player ~deem It better
to slay his own model rather than let the transformation begin. GMs
will find it best to move transforming Spik.ers before other models-
and then any physical contact will be apparent. Models touched by
Rain Spore the Spiker ~ be allowed a discretionary chance of moving out of
the way (perhaps a 4.5 or 6 on a D6).
Rain Spores respond only to water, and so can be used either in
conjunction with the spedal rules for atmospheric disturbance, or
as part of a general scenario background featuring rain, flooding,
irrigation, etc. Once the rain begins roll a 06 every turn to establish The Spinethom is a bush that grows in dense clumps or long rows.
how many of the fungus pop up. These are positioned randomly on It Is black, tough and extremely thorny with no leaves. If left alone
the table. Arrj creatures with 3" of an emergeant fungus will be hit it is harmless, but is almost impossible to move through. Once touched
by spores unless they have breathing apparatus. Creatures who are its horny branches begin to writhe and constrict, causing the sharp
hit receive an automatic strength 4 hit. Not only will fresh fungus thorns to slash and stab at anything amongst them.
appear every turn, but the the old ones will remain, and continue
to produce spores so long as it is raining.
Spinethorn

Rubber Moss is a very dense, resilient moss-like plant growth. It Spinethoms count as diffirult ground. Air; creature attempting to cross
carpets large areas of many worlds, its microscopic spores travelling a patch of Spinethorns takes 1 automatic strength 5 hit for every rum
the galaxy on spacecraft, amongst carg:>, on persona} equipment, spent within the spiny mass.The Spinethorn can be cleared by causing
clothing, etc. Its defence against being eaten by herbivores is that damage, 1" of bush being destroyed for every wound caused.
it is almost impossible to move over. being incredibly bouncy and Spinetboms in games make good defensive barriers, whether natural
unstable. lt is also impossible to destroy except by use of anti-plant or planted deliberately to discourage visitors.
grenades or shells - hence no profile is given.
Models mo\ling over Rubber Moss may move up to 1" a turn without
penalty (reserve moves are not allowed). Models attempting to move
at a faster pace will start to bounce on the 06 roll of a 4, 5 or 6. Sponge \\eed is adapted to survive periods ofdrought by shrinking.
Bouncing models are moved randomly 06" per turn until they are once rehydrated the plant expands rapidly, scattered clumps expanding
into a single dense clump covering a considerable area.
thrown off the Rubber Moss. Boundngtroops and vehicles are helpless
and may do oothing else.

The Spiker is one of the most dangerous plant forms in the entire •The Sponge v.ee<1 has 1 ~-Wund per square 1"· The presence of water
galaxy. A Spiker can be any size, but tends to be man-sized, about causes the plant to expand, doubling its size every turn until dumps unile
2 metres tall and upright. They have a vaguelycylindr¥:alshape, and into a single body. Movemem over the newly formed sponge carpet is
are covered with a thick~ ofhair-like leaves, out of which proaude at Y. rate, vehicles are automatically trapped and cannot move.
countless thin, sharp spikes. These spikes are what make this plant
dangerous. ~ercing the skin of an animal, they release a genetically
intrusive chetnlcal that litetally starts to reform the victim's body tissue
into that of a Spiker. A human taking a spike in the arm will soon "Jangle Fungus grows over the surface of the ground in a mass of
find his arm becoming hairy and immobile, and within a short time entangling hyphae which may be several feet thick. It is not dangl!rous,
his whole body will be covered in spikes. Although the victim remains but counts as vezy dilticuk teaain red~ movement to quarter pace.
mobile for some time, the physiological changes destroy the mind,
so that the victlm wanders aimlessly. Eventually all mobility is Lost
and another Spiker will have been created.
Tangle Fungus I~ ~S~ I~ I:I;I~ I: Ii ~l~t I~I ~
8
:

Spiker

A Spiker can fire spikes up to 6" at any available animal target.


Spikes have a strength of 4 and any hit initiates the plzyslcal change
from animal to Spiker. Normal saving throws are allowed, stopping
the spikes bei>re any~ is done. Arrjone foolish enrugh to~
a Spiker in close combat is automatically hit, though saving throws
are allowed. Once hit a character is liable to begin changing at any these fast growing vines come from cold worlds where heat is a
time, a D6 roll is made every tum and a soore of a 5 or 6 means that valuable resource. Accordingly, they are adapted to find heat. Avine
the change has started. Affected creatures move randomly, cannot will respond to any heat source within 6" by sending out a tendrt
THE AGE OF THE IMPERIUM

which seizes the target, grows rapidly around it and creates another Plants. There is a 75% chance of there being dangerous plants on
clump of vine. The vine does not kill or harm its tar~t other than the planet. If present D2 types can be generated from plant chart 1 .
making it immobile and unable to do aeything. Models have a D6 Environment. The weather is unstable and subject to constant
savingthrowor 4 or more on a D6, vehicles have a saveof3 or more. change. There is a 1 in 6 chance of a weather feature every turn.
1b.is represents the chances of avoiding the vine in the first place.

Many Death \\brlds are dangerous because their creatures are


extremely ferocious or powerful. Where the eco-system is finely
•Thermotropic vine has 1 WOWJd for every 1" square of area. balanced, as in a tropical rain forest , such creatures may be hard to
eliminate. Such worlds are best left unsettled. Dangerous creatures
can be of many types, from small but deadly rodents and insects to
huge ilinasaur.5. "Wheresettlement ls necessaryfor reasons ofresearch,
The ~nus Mantrap is named not after its planet of origin but after defence or exploitation, hostile animals can often be kept at bay by
the venus flytrap plant of Earth which it so closely resembles in all power screens and other defences.
but size. Its size is considerable, often reaching twenty or thirty metres Animals: Animals for the planet can be generated from animal chart
in height. \enus Mantraps are rampant on steamy, jungle infested 3 . The chance of animals appearing on the table is 1 in 6 per turn.
Death \\Orlds, where they prey on various types of animal life. Its
leaves are modified into the form of a powerful toothed trap. Traps Plants: There is a 25% chance of there being a dangerous plant
are activated by careless creatures wandering onto the sensitive hair present. Generate the type of plant from plant chart 1 .
triggers. Unlike the static tlytrap of Earth the Mantrap can move its Environment: There is a 10%chance of the weather being subject
leaves to attack. to change. Where this is the case there is a 1 in 6 chance ofa weather
feature every turn.
Venus
Mantrap

The standard Mantrap's 6 attacks come from each ofsix leaves, although Plants can be easily as dangerous as animals. On some Death \\Odds
aMantrap can have any number ofleaves, and always has 1 attack with plants have evolved into competitive, aggressive killers, ready to take
each leaf. Because the leaves are mobile they are represented by a separate advantage of other life forms be they animal or vegetable. Often a
model, made out of card and suitably pain!ed. Each JeafJDDI.l'S D6" towanis world of this type can be cleared by chemicals or exposure to radiation,
the nearest prey every tum, but may not move further than 18" from but in some situations this is not possible - the plants are simply too
the main body of the plant to which it is connected. Each leaf has 1 attack. resilient! A Death \\Orld jungle may be able to grow up literally
Any victim taking a wounding hit is trapped and cannot escape unless overnight, reaching a height of several hundred metres within days.
ilor another model causes a woonding hit on that leaf or the adjoining stem. Some worlds are so choked by plants that it is impossibl.e to reach
the planet's surface, the vegetation forms a multi-layered series of
~nus Mantraps in games are extremely powerful - having more than habitats with lakes, rivers and other featrues contained within or upon
one in a game is certainly a real teaser. Positioning on the tabletop wi1J the plants themselves.
determine whether the plant will be a hazard or simply something to be
avoided. At the beginning of the game it is a good idea to have the leaves Animals: There is a 75% chance of the planet having dangerous
'hidden', only revealing them to make an attack. animals. Ifpresent there is a 1 in 6 chan.ce per turn ofanimals making
an appearance. Use animal chart 1 to ~nerate details.
Plants: A games table can be populated with D6 types of plant
generated from plant chart 3.
What is a Death \\brld? For starters there are many different sorts, Environment. There is a 5% chance of the weather being subject
and no two Death \\Orlds are the same. But they aiJ have one thing to change. Where this is the case there is a 1 in 6 chance ofa weather
in common - they are ~roust A game featuring a Death \\Orld feature every turn.
can be very entertaining for all concerned. From the GM's point of
view they are easy to run, as well as providing constant things to
do • randomly determining the actions of the plants, animals and
weather. Several types of Death \\Odd are descnbed below, together The majority of known Death \\Orlds combine deadly plants with
with generation details for flora, fauna and atmospheric conditions. perilous animals. This makes for a lethal combination of dan~r. \\Orlds
of this kind are usually densely forested, virtual jungles from pole
to pole. Every life form is competitive, and may have evolved complex
relationships with its fellows. Such worlds are very difficult to settle,
although research stations, military installations and other vital bases
During the Dark Age of 'Iechnology humanity evolved techniques may be set up and defended ~g;Unst the planet's inhabitants. These
of terra-forming and astra-engineering that enabled hitherto barren settlements wili last only for a while and are almost always associated
11\ldds to be turned into habitable planets. Since those times many with heavy attrition among men and material.
of these worlds have become environmentally unstable; creatures, Animals: There is a 1 in 6 chance per turn of animals making an
plants and landscape have unde~ne chang!!S not anlidpated by their appearance. use animal chart 2 to generate details.

•rsed
designers. On these planets vegetation is often patchy, and may be Plants: A games table can be populated by D6 types of plant
between areas of bedrock, lava-flow or desert. The animals generated from plant chart 2 .
and plants are not usually extremely dan~rous, but the weather is
·
subject to continuous disturbance and the atmosphere may be
dangl!rously thin, allowing radiation and meteors to penetrate to t..'le
surface.
It has been demonstrated on several occasions that the animals,
Animals. Animals for the planet can be ~nerated from animal chart even plants, inhabiting a Death \\Orld can form part of a collective
I. The chance of animals appearing on the table is 1 in 6 per tum. or group consciollSness. This is often combined with an ability to evolve
THE AGE OF THE IMPERIUM

rapidly and consciously, so that an apparently tranquil world might the area of a marker ace automatically hit at strength 10, causing
suddenly spawn a generation ofhitherto unknown animals and plants. Dto damage with any saving throws at -3. vehicles become stuck
The most deadly feature of these worlds is that their inhabitants can on the 06 score of a 4, 5 or 6 (except for hoverers), while foot rroops
act co-operatively against what the collective consciousness perceives simply may not cross. Buildings undermined by lava will coUapse
as an external threat. With the resources of an entire planet to fight, automatically. A lava How exploding into a dver bed, or other natural
such a threat stands little chance of survival - whatever it may be! depression, will follow it at the GM's discretion- typically advancing
Animals: There is a 1 in 6 chance per rum of animals making an by 1" per turn along a channel. Lava will continue to erupt for 06
appearance. Use animal chart 3 to generate details. turns, after which it will continue to erupt until a 06 score of a 6
is rolled at the beginning of a subsequent turn.
Plants: A games table can be populated with 06 types of plant
generated from plant chart 3. Meteor: Where a planet's arrnosphere is thin, meteors can post
problems for its inhabitants. Once it has been established that meteors
Environment: There is a 50% chance of the weather being subject have struck, roll a 04 to derermi.ne how many. Each strike is represented
to change. Where this is the case there is a 1 in 6 chance of a weather by a card circle 2 n in radius and positioned randomly on the rable.
feature every turn. Within the area ofeach card marker, each target receives an automatic
Note: On a senti.ent Death V.Urld the creatures do not simply wander strength 10 hit, causing 010 damage with any saving throws at-3.
about, and never attack each other. They may be represented by the vegetation is automatically destroyed and a crater is created with a
GM or by an additional ptqyer whose job it is to 'defend the planet rim which will serve as hard cover. Models within 6" of a meteor
and destroy the invaders'. impact are affeCted too, and will not be able to do anything else dwing
their following turn (they ace too surprised!). All vehicles within 6'
of impact (including those which survive a direct hit) automatically
go out of control in their following turn.
A weather feature occurs from the beginning of a tum in which the
GM rolls the appropriate environment sccre on a 06. The feature lasts Radiation: A thin or structurally unstable planetary atmosphere
until it disperses, which ~ not be for several turns, and so several is frequently unable to proteCt the surface from the effects of harmful
weather features may co-exist on the board at the same time. The radiation. Once it has been established that this has occured roll a
GM should excercise discretion in allowing some combinations of 06, thls indicates the strength of the radiation. Every exposed living
weather features. Determine the fearure from the chart below. creature takes an au.tomalic hit at the strength indicated. \\!hides and
rroops in vehicles or buildings ace unaffected. as are troops wearing
01-15 Cyclone radiation suits. Otherwise no anal physical armour saving throws apply.
16-29 Earthquake The effect lasts for one turn only.
3()-43 Fog
44-57 Lava flow
Rain storm: A sudden squall reduces visibility to only 12". except
58-72 Meteor for troops with infra-vision who may see normally. Roll a 06 each
73-86 Radiation
subsequent tum, a 6 indicating that the min has lessened by !level.
A I indicates that the rain has worsened by 1 level. 2 to 5 indicates
87-00 Rain storm
that it stays the same.
cyclone: A <)done is represented by a card drcle 04+2" in diameter.
This whirling vortex. of destruction enters the board at a random Stops Resume normal rules
position from one side, moving randomly about the table 010" per Initial level Visibility reduced to 12 n
tum. It will not move off table during its first turn, but may do so AD movement half-rate
subsequentlyand will not return. Cyclones cause an automatic strength
I0 hit on all targets within their area, including targets passed through 2 All movement ~ rate. Wheeled vehicles and
during its movement. Damage equals 06 points and any saving throws walkers become bogged down on a roll of 5 or
are made at ·1. Models inside buildings or vehicles ace nor affected 6. Tracked vehicles become bOgged down on the
unl.ess structures collapse on top of them. Models not kllled outright roll of a 6. Rivers double their width and become
by a cyclone ace picked up and deposited randomly within 06" of uncrossable save by medium or heavy vehicles.
their present position. They may do nothing during their following medium vehicles attempting a crossing are swept
tum. Moving ve.hicles automatically go out of control during their away on the 06 roll of a 6 (moving 6 n per rum
foDowing tum. downstream).
Earthquake: An earthquake is a brief tremor lasting 1 tum. During 3 No movement is possible. All vehicles sink in mud
this tum all movement is at halfrate. and moving vehicles automatically and become permanently immobile. Laser, flamer,
go out of conrrol in their foUowing turn. In addition 04 fissures open rnelra and plasma flee are reduced to short~
upon the table. each Dl0" long and 1n wide. These are placed randomly only.
by the GM. Models occupying these spaces ace killed unless they can Once a rain storm has stopped conditions are assumed to be preuy
make a basic 4, 5 or 6 saving throw - this includes vehicles unlucky normal, except that vehicles stuck in level 3 cannot move for the rest
enough to be caught. Fissures are impassable, bottomless and very, of the game.
very black. Buildings undermined by fissures collapse immediately
without a saving throw.
Fog: SUdden temperatu.re changes and humidity levels cause dense These charts provide the GM with a useful tool whereby he can
fog to cover the table. persisting until a 6 is rolled on a D6 at the randomly determine a type of creature and its num.bers. There are
beginning of a subsequent turn. Normal visibility is reduced to 6" three sets of charts corresponding to progressively more dangerous
in fog. Troops with infra-vision can see as normal. Reserve moving situations. Each chart has two columns for random ~neratlon; the
is no longer possible, and the GM may introduce hidden movement
first includes every creature/plant on the chart, the second excludes
by mapping if be wishes.
creatures which are specific to certain planets such as the Cthellean
Lava flow: Eruptions beneath the planet's surface force molten CUdbear. The GM may include planet-specific creatures onto an
magma onto the games table. forming small, rapidly expanding pools unknown world if desired, indicating a wider range for the creature
ofsearing death. Lava flows can be represented by a 1n diameter card than originally thought, either because of accidental or deliberate
which has been painted red. Unless lhe eruption ceases, the diameter introduction either recently or in ages past. Parallel evolution might
of the card circle increases by 1~ per tum, potentially covering the also produce a creature comparable to one of those given, and the
whole table. Once it has been determined that a lava flow has occured, same rules could be used for it. As weD as oorning from specific worlds.
place a single marker on the table in a random position. Models within some creatures are specific to certain habitats, and may bt
THE AGE OF THE IMPERIUM

inappropnate tor your game. For example, carnivorous Sandclams


will be rare on desert worlds being basically aquatic (although a similar
non-aquatic version could theoretically exist on such a world).
Creatures restricted to specific environments are indicated in the colwnn Random Random Creature
ID the right of the chart. The GM should bear in mind that modifications 1 2
ID the rules, or minor changes to the creature's descdption, may be
needed under some circumstances. 01-07 01-07 Am bull D8 Desert
08-14 08-15 Catachan Devil - small D4 Jungle
Once it has been determined that creatures will appear, roll on the 15-21 16-22 Catachan Devil - medium D3 Jungle
appropriate chart to find which kind and 00w many. The GM can alter 22-28 23-30 Catachan Devil - large 1 Jungle
charts to suit individual games, or add new creatures as required. 29-35 Cthellean Cudbear D3 Cold
Creatures can be placed randomly either at the edge of the table, or 36-42 31-37 Dinosaur • small 06
at the edge of cover (forest, etc) behind which they might have been 43-49 38-45 Dinosaur - medium D3
hiding. Flying and tunnelling creatures may be placed anywhere 50-57 46-53 Dinosaur - large 1
randomly. Unless creatures are described as being hostile to others 58-64 54-60 Genestealer D4
of their kind, models appearing together do so In a loose pack and 65-71 61-68 Giant Insect • medium 2D6
move !OgWler as a unit. They will not attack each other, but will always 72-79 69-76 Giant Insect - large D6
move towards the nearest target and attack it, be it a model belonging 80-86 77-83 Giant Spider - medium 2D6
roapIayerorano ther Death W>rld creature · . On sentient Death W>rlds 87-93 84-91 Giant Spider • large D6
the creatures never attack each other and can be moved by the GM 94-00 92-00 Grox 2D6
in any manner he sees fit. On these worlds creatures are assumed
ID have a sense of purpose and intelligence that goes far beyond the
intelligence of individual creatures.

.. \,: . ,,.
CREATURE CHART 1 · · t · :"%t+j~·-1it~r
·''· ~

Random Random Creature Number Environment


1 2 type

01-06 Bouncer 010


07-12 Carnivorous Sandclam 06 Aquatic
13-19 01-09 Catachan Face Eater 04 Jungle
20-26 10-18 Crawler 06 Desert
27-33 19-27 Crotalid D6 Aquatic
34-40 Ferro-beast D3
41-47 28-37 Giant Insect - small D6
48-54 38-46 Giant Insect - medium D4
55·61 47-55 Giant Spider - small D6
62-67 56-64 lashworm D20
68-73 Mimic D6
74-80 65-73 Ptera-squirrel D10
81-87 74-82 Razorwing D10
88-93 83-91 Rippy-fish Area Aquatic
94-00 92-00 Sunworm D3 Desert

o=
CR£RURE CHART 2 ..·.<·f,·"'\,'. )~)il·

Rlndom Random Creature Number Environment


1 2 type

01-07 01-07 Am bull D4 Desert


08-14 08-15 Catachan Devil - small 1 Jungle
15-21 16-22 Crotalid D8 Aquatic
22-28 23-30 Dinosaur - small D4
29-35 Ferro-beast D6
36-42 31-37 Genestealer 1
43-49 38-45 Giant Insect - small D10
50-57 46-53 Giant Insect - medium D6
58-64 54-60 Giant Insect - large D3
65-71 61-68 Giant Spider - small D10
72-79 69-76 Giant Spider- medium D6
II 80-86 77-83 Grox D6
87 93 84.91 Ptera-squ1rrel 2D10
94-00 92-00 Razorwing 2D10
THE AGE OF THE IMPERIUM

e PLANT CHARTS PLANT CHART 2


Death Yobrki plants can be rolled up before the game and positioned Random Rendom Crutwe Number Environment
on the table or marked on a map and kept hidden tmtil needed. The 1 2 type
tables below can be used 10 populate your table and will give a ~
spread of low, medium and powerfully dangerous vetJ:tation. Most 01-14 Creeper 03
plants remabl stationary, or move only limbs. vines. etc. The only 15-28 Floater 06
exception ro this is the Spiker, which moves during its early stagES. 29-42 Gas Fungus 06
This can be done randomly by the GM. 43-57 Rubber Moss Area
Many plants flOW In patChes covering an area rather than in numbers 58-72 Spiker 1
of individual plants. Where applicable !:hi$ has been noted and the 73-86 Tangle Fungus Area
...~..;~ exre.~t of tbe :J.re.? ~ Je.l1 Ullhe GM 10 determine. 87.00 Thermotropic vine 1
'

.. , '1F ·::<~<
•.. PLANT CHART 3 \;
PLANT Ct!fR't 1,~*'~£1\\,· .Ja. '*"' 4~ §<

Rllldom Random Creature Number Environment


Random Random Creature Numb er Environment
1 2 type
1 2 type

01.07 Rain Spore See text See text 01-17 Catachan Bralnleaf 1
08-34 Rubber Moss Area 18-34 01-20 Creeper 03
35-51 Spinethorn Area 35-51 21-40 Floater 206
52-68 Sponge Weed 06 Desert 52-68 41-60 Gas Fungus 08
69-84 Tangle Fungus Area 69-84 61-80 Spiker 03
85.00 Thermotropic vine 03 85.00 81.00 Venus Mantrap 1
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM

The tides o{ wup-spKe blow in unpredicu.ble -.ys.


Sometimes. settlements become isohted b)
smpcoetrable warp storms. denying access or esupc
for their mhlbiuots. At otbct times. ,..orJds isobted
for millennia arc &llddeoly and inexplicably freed from
the grip of tbc storm.
The Lost WorJds lie deep within the epitcorre of 1
persistent warp storm known to Navigators as the l:yc
of Tenor: For years this raging storm fults ill tn\cl
within its warp-space boundaries. Then. once cvcty four
to teo yc:us. the eye blinks. aod Cor a few d~ys only.
ships of all nccs fly to and from the Lost World.!.
Mtny 1mperU! phocts lie deep within the Eye oi Tmor.
and so too do alien. and anucbic The
THE AGE OF THE IMPERIUM

lmperi.tl Order Ius no mc.~ning. bum~ns Uld


lhclios cc~ost in societies moulded by aJWtby. viole.nce
self-interest. FortuMtcly the very warp storms tb~t
out Imperial agents also keep out psychic~lly
warp-entities.

World is ~ typic~( example amongst the Lost


Upon its buren and waterless surface live meo
Orks. often fighting, sometimes trading. at times
coopcn,,~-DII to overcome the hostile environment.
THE AGE OF THE IMPERIUM
THE AGE OF THE IMPERIUM
~f'IJ'}:'·~ .
N 1;.\' "¥,/ '.
~
N ...II-.;:?/'"·--· /
•v ~- :z:
m
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0
~
2
n
m
HOVERBUS CANCMEN
0
Q

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i
m
:D
THE ADVANCED GAMER

ow you've read, played and, hopefully, enjoyed the rule work? can rules be improved? Are more rules needed? ny to reach
Wcuhammer 40,000 game. If you've taken the role of the a consensus with your players - it helps if everyone is playing the
GM in any of the games. you will have made on-the-spot same game!
decisions - perhaps modifYing the existing rules slightly,
or maybe inventing a new rule of your own to cope with
some unforseen s ituation. You will have noticed how the
inclusion of vehicles and buildings makes the game faster and more As we have said, dice can be used to resolve argument amongst
exciting, and have had the opportunity to try out some of the more players, the GM allotting suitable probabilities depending on the
unusual weapons, armour and alien races. Of course, it is important situation. One of the most useful applications of this idea is random
to walk before you can run; Wcuhammer 40,000 is not an easy game direction. Often, you will want something or someone to move, fire.
to master an in one go, and ifyou start with toO many weapons, different etc in a random direction. This can easily be done using a 012.
vehicles and all kinds of aliens, you may well find your initial games conveniently corresponding to the 12 positions on a clock face. All
rather slow and tmSatisfying. You may also miss some of the subtleties the GM has to do is nominate one direction as 12 o'clock and roD
of the game ifyou dive in headfirst without getting used to the basic the dice. Where this is not accurate enough the direction can be further
rules. However, once you've become used to the procedures and refined usin~ other dice, but this is rarely necessary.
responsibilities of gamesmastering it is time to consider developing lf you are randomising a direction of fire. the basic 12 positions may
the game further. I have no doubt you will have already come up with prove too restrictive- all too often a shot goes in between two models
some good ideas of your own, and maybe you have formulated without hitting either! 1.l:> compensate for this, the shot automatically
additional rules to cover some of the things discussed in this chapter. targets upon the nearest model within 2" of the line of fire.
For this reason, the rules that follow are not hard and fast, but are
presented as ideas for you to experiment with as you wish.
Players often ~ to roll one dice at a time - choosing their targets
it THE UP Rift HAND and rolling to hit, checking damage and then making any appropriate
In a competitive environment, players may try to force your hand saving throw. However, in a game of any size this is too slow, and
over some point, hoping for a judgement in their favour. Often, their dice must be rolled in batches. For example. a squad of 5 troops are
minds clouded by lust for victory, players attempt to get away with firing at an enemy squad at long range. The dice roll needed to hi!
things they would never permit were they running the game. As a is the same for each trooper, so there is no point in rolling one dice
general rule. the GM must be tough - but fair. 1\y not to let a player's at a time. Roll all five dice to hit, pick out any successful hits and
obstinacy prejudice your decision. It is important that you, as GM, roll again for damage, then make any appropriate saving rolls. This
keep the upper hand, and that the players know it! will establish the number ofenemy killed and these models can then
be removed. Occasionally, some firers may be armed with different
An especially good way of resolving a dispute is to put the matter weapons, at a longer range, or need a different to hit score for some
to the Gods ofChance- roll a dice. Players will accept a decision backed reason. tn such a case you can either roll separately or use a different
up by a dice roll far more readily than an arbitary judgement. For coloured dice to represent that particular shot. If the target uni!
example, if you're not quite sure whether a model is caught by a incorporates variously armed or equipped individuals then you can
grenade blast, why not simply roll a dice, giving the model a fifty- dice randomly to determine which are removed.
fifty chance of being hit. Dice can be rolled to decide most points of
dispute, but never roll dice to resolve a procedural problem. For e RANDOM ·TARGETTING.·'
example. ifyour game includes an open type offence, you must decide
whether it can be seen through or not (I would rule that it could be Games will tend to become bogg!d down if players insist on ~tting
seen through and cannot be hidden behind, but does count as soft every shot at specific enemy models. If this is to be allowed, the player
cover). nominates the target for each firer before rolling any dice. It is not
When improvising rules you must use common sense and be acceptable to fire each model in turn, re-selecting targets every time.
reasonable. lt is a good idea to write down rules you make up and ln reality everyone would open up more or less simultaneously,
discuss them with players before or after the game. Does the new probably going for the nearest opponent rather than 'the man with
the las-cannon because if I don'tkill him he'D blow up rey transporter'.
The larger the game the more inconvenient it becomes to nominate
targets for every firer. A far better idea is to roll for entire units (as
described above) and randomise hits or casualties amongst eligible
targets. It is preferable to randomise casualties amongst the front rank
of a target unit, only going on the rearward models once the closest
ones have been eliminated.
For example, in the illustration below, a squad of Space Marines
is being attacked from right and left by two enemy squads. The player
decides to split fire between the two enemy units (he is allowed to
do this so long as the targets are within his 90° fire arc). Three Marines
fire bolters at the attackers on the left, two fire at the attackers on
the right- the first using a bolter, the second a plasma gun.
The three bolters need a 2 to hit (short range. BS4). They rolll, 4
and 5 scoring 2 hits. They need 3s to cause damage (54 vs 1'3) and
roll 2 and 6 which equals 1 kill - the enemy have no armour and
consequently no saving throw. There are three enerey within the first
wave of attackers - including one who is an officer, so a 06 is used
to determine which is hit. There being a 1 in 3 chance of killing the
officer, represented by a score of 5 or 6. The dice rums up a 6, and
the officer is duly removed.
On the right flank the plasma gunner and bolter both require 2s
to hlt, but the plasma gun has aS of 5, so it is important to differentiate
on the dice roll. A green dice is used for the plasma gun and a red
THE ADVANCED GAMER

one for the bolter (the dice could equally well have been rolled screams for his men co follow and they leap out at the guards, fanning
individuallY) . The results are green 5 and red l - a hit for the plasma two rows of four men. The guards lire scoring two hits, there being
gun. A 2 is needed to cause damage (SS vs 7"3), a score ofs indicates a 1 in 4 chance of Clemp being hit by each sbot. The GM resolves
!hat the target is weD and truly plasmeredl There are three potential this by using two D4s - scores of 4 indicating a hit on Clemp. The
rargets: an ordinary trooper, an officer, and a trooper canying a heavy- dice tum up a 3 and 2 - and the shots are resolved against two of
oolrer. ll:> determine which has been slain a 06 is roUed allotting scores Clemp's henchmen.
ol' l-2, 3-4 and 5-6 to each target in rurn. A score of 4 indicates the
Note d:tat in the example above we have allowed for the possibility
middle model, and the officer is removed amidst an imagined inferno of both shots striking the personality model. Alternatively, this could
of super-heated flame. have been resolved as a single fifty-fifty chance. Both methods are
1b what extent you allow your players to select targets, and to what equally valid.
degree you should insist on randomising fire is up to you. The author
prefers to randomise all fire. Personality mod.els, however, should
always be allowed to choose their own targets, representing as they
do a part of the player - his own initiative, instinct and thought. It
is fairly easy ro allow specific targening with special weapons (such
as the plasma gun in the example above) whilst randomising the greater
mass of fire. ·

The rules don't prevent a player from bringing aUof hls guns to
bear on enemy personalities. In small games this doesn't matter: after
aD, troops would probably have orders to shoot at unusual or powerful-
looking individuals. In large games this tends to have the unfortunate
result that personalities spend all of their time skulking behind screens
oflackies, or curled up inside some building or vehicle. All this is most
unbecoming in a real hero - but then what choice does the character
have if every gun on the table is pointing between hls eyeS?
uis a good policy to ban models which are not personalities from
specifically targetting at enemy personalities, unless the target
personality is more than 2" away from any other model and is the
cklsest target. Otherwise, personalities can only be b1t randomly, taking
!heir chances along with the rest of the troops.
RJr example: Giovani Clemp, rabid inter-planetary bank robber, is
leading his gang of chugs against a squad of bank-guards. Clemp

\ I

, I 3 Bolters fireet Enemy 1 • • Plesme Gun fi~ 1 •


. \ ' · ' 8tEnemy2 .:

.'t· .
'. ~ ·
.ID @ @ ~a.® fJ/. ::;.;
THE ADVANCED GAMER
THE ADVANCED GAMER

e SCENIC INS:ANITV
Scenery of various types is described in the sections entitled The
Field of Battle and you have probably experimented by using the
different terrain, buildings, linear obstacles, etc. However. there are
many worlds in the galaxy, each with its own type of terrain and special
hazards. You can introduce all sorts of weird and interesting scenery
into your games, often allowing these features to form an unpleasant
surprise or a tactical trap for the players. Here are some ideas.
Bolling mud. lakes or rivers of boiling mud provide the players
with the combined possibilities ofdrowning and being sca!ded to death.
lakes are deep. and can be crossed only by hover-vehicles or speciaiJy
protected boats. Rivers can be crossed at half-rate. Models falling into
or moving through the mud must make their basic saving throw every
turn or die.
Crumble rock. Crumble rock is extremely porous and crumbly -
the slightest pressure causes it to collapse into a relatively small
quantity of dust. A surface of crumble rock counts as very difficult
ground reducing movement to quarter rate. Vehicles become trapped
and cannot free themselves except by aerial movement. Boulders of
A game in which one side is advancing upon positions held by
crumble rock can be destroyed by any area effect weapon, and can
another wW be greatly enhanced by the use of hidden movement. be tunnelled through with any weapon or even bare hands. A heavy
This is not overly complex to work out, and does add a novel dimension rainstorm wlll destroy it. On some planets crumble rock crystalises
10 the game - one in which the attacker and defender are forced to
and grows during dry spells and is destroyed by periodic rain.
predict the strategy of their opponent. Crystal forests. Super-heated magma forced to the surface under
Before the game the defender makes a map of the table. The GM pressure and suddenly cooled can form geometric patterns of huge
!hen describes in general terms the nature of his opponent's forces crystals. These are obstacles comparable to forests or scrubland,
and expected direction ofattack. ibis information need not be accurate reducing movement to half rate.
of course! The defender than marks the positions of his troops on Dust seas. Fine dust flows almost like water, forming a surface that
!he map, checking with the GM to make sure they both appreciate looks solid, but which is actually no more so than a river or lake.
where models are. For movement penalties treat the dust as water.
The attacker then places his troops onto the the table in accordance
with his own instructions from the GM (usua!Jy starting at the table
alge). Defending models which would be visible to the attackers are
rt:~ov placed on the table, the rest of the models remain hidden.

Models which are not visible will usually be hiding inside buildings,
behind cover or behind terrain features such as hills. These models
may be moved by the player on his map, remembering to inform the
GM of his moves at aiJ times. Secret written notes can be used for
this, or the GM and player can leave the room to discuss their plans.
Airj models which would become visible for any reason must be placed
on the table immediately, including models which become visible
~ause they fire. Models firing needle guns may fire and remain hidden
· !hese weapons are silent and emit no noise or flash.
Once placed on the table, models are usually left in view. However,
if the player wishes, they can be re-hidden, and once more moved
secretly using the map.

t DUCKBACK ~D SHOCK
This is an optional rule that simulates how difficult it is to move
and fight when being shot at! Any individual hit during the tum, but
not slain, will be so taken aback by their scrape with death that they
may not fire the following turn. In addition the model becomes subject
10 fear against any enemy for the duration of its following turn, and
will have to make the appropriate test ifcharged or wishing to charge.
Asmall 'shocked· counter can be placed against the model to indicate
its condition.
If a model is 'shocked· whilst behind cover it becomes subject to
lhe additonal 'duckback effect'. This means the model gets its head
trwn and stays down! The model may not do anything during its
lll'Xt rum, but remains stationary and inactive. The other 'shock' rules
apply as described above.
Models may attempt to save against the effects of shock by rolling
equal to or less than their Cool characteristic. One roll is made
irrespective of how many limes the model has been hit.
THE ADVANCED GAMER

Fluff beast. This is a creature that resembles a giant ball of fluff, Pancake amoeba . This is as much a life form as it is a scenic feature,
weighs almost nothing, and moves about by floating on gentle air being, infact, a vast single-celled creature spread across the landscape
currents. Each creature is about 1-2" in diameter, and counts as soft like a pancake. The an10eba will entrap anything that moves over it,
cover, enabling troops to hide behind it. lt is impossible to destroy reducing movement to half rate and causing 1 automatic wound eNery
by normal weapon fire with the exception offlamers and plasma guns, turn - normal saving throws apply.
which cause them to instantly rocket skywards emitting a loud whining Rubber moss. This naturally rubbery foliage is difficult to move
noise. The GM can allow these creatures a 1 .in 6 chance every turn over, anyone attempting to do so will find that, unless they are very
of moving D6" in the direction of the prevailing wind. careful, they bounce around totally out of control. Models may move
Glass plain. Under even pressure molten rock can solidify into the up to 1" a rum without penalty (reserve moves are not allowed). Models
form ofa perfectly smooth plain with a surface as frictionless as glass. attempting to move at a faster pace will start to bounce on the D6
Glass plains provide poor traction for vehicles, and are difficult for roll of a 4, 5 or 6. Bouncing models are moved randomly 06" per
all troops to move over, reducing movement to half rate as they skid turn until they are thrown off the rubber moss. No damage is caused
over the surface. Models hit but not killed are knocked to the ground, as the moss acts as a huge cushion. Bouncing troops and vehicles
and may only rise on the 06 score of a 4 or more. These features are unable to do anything until they bounce off the moss.
may be difficult to see, often being covered by a layer of fine dust. Spacecraft wreck. scattered wreckage can make a good battlefield,
Honey lake. A honey lake is created by bee-like insects which store with interesting bits ofengine, exposed cabins and semi-intact sections.
their 'honey' in great open pools (sometimes underground caves). Generally speaking. an area of scattered wreckage can be counted
This forms lakes ofsticky, sweet yuk. Movement is reduced to quarter as difficult terrain. reducing movement by a half.
pace in the shallows of these lakes, and they are impassable at any Spawn soup. Spawn soup is literally the spawn offrog-like creatures
greater depth. which congregate in their millions to fill whole lakes (if not seas!)
Lava crust. As magma reaches the surface and solidifies, a crust with floating eggs or spawn. This stuff can be moved over, counting
may form, beneath which the rock is still molten. Such crusts may as ditlicult terrain, but vehicles and comparably heavy items will fall
be difficult to detect from above. Troops passing over them will fall through never to be seen again. ·
through the crust on a 06 roll of 6, and must make their basic saving Sponge weed. Ordinarily, sponge weed can be conSidered in the
throw or die. Vehicles and heavy items always fall through and are same light as other hedges and undergrowth. Rainfall, however,
destroyed. Crew may attempt to escape as normal. initiates a frenzy of unreasonable and uncompromising botanic growth.
Magnetic fields. These are areas of extreme magnetic disturbance doubling the size of the weed every rum until clumps unite to form
in which not only metallic objects but also the body's composite cell one huge plant mass. Movement over the clumps is at half rate. vehicles
structure is affected. Models are affected on the 06 roll of a 6, or a are automatically trapped and cannot move.
5/6 if they are wearing powered armour, and must then spend an Thngle fungus. This fungus grows on the surface in a tangle of
entire rum inactive. Vehicles, dreadnoughts and robots are affected hyphae several feet thick. It is not dangerous, but counts as very
on the roll of a 4, 5 or 6 and must then roll for special damage as ditlicult terrain, reducing movement to quarter rate.
if they had suffered 1 damage point (an unmodified roll on the special
damage chart). Thermotropic vine. These fast growing vines crave heat - engine
exhausts, weapon fire, body heat - they love it! A clump of vine will
Morpho-rock. Morpho-rock is rock under normal circumstances, respond to any heat source within 6" by sending out a tendril, seizing
but liquifies under the slightest pressure, resolidifying again once the hold of its target and then growing around it, creating another clump
pressure is removed. A surface of morpho-rock will appear perfectly of vine. This rarely kills or destroys the target, but does make it
solid, bur becomes liquid as soon as it is trodden on or moved onto. impossible to move or actually do anything. Models have a 06 saving
Models blundering onto morpho-rock will usually be lost, but can throw of a 4, 5 or 6; 3, 4, 5 or 6 in the case of moving vehicles.
be permitted a single 06 saving throw of 6 to represent their chances
of scrambling away at the last minute. Boulders will be destroyed in Travel tubes. A travel mbe is a fumristic version of a lift or moving
pavement. It is a hollow, clear plastic tube, running either horizontally
the same way as crumble rock, and can be moved through by troops along the ground, between buildings, or vertically up the side of a
equipped with suitable breath.ing apparatuS. building. A model stepping into the tube is instantly moved along

Plastic sceni.c boards, brown flock


Not really needed · carpet riles perhaps
Slottabases arranged into patterns or
stood projecting into the air
Grey flock, carpet tile or card
COtton wool
Plasticard or perspex
Honey coloured card
cardboard or slottabases
!Dvisiblel
COrk, rocks, kitty litter
Plastic bag, shrink-wrap
Flock, ~een carpet tile
Model kits. scratch built
Dried tapioca or peas
Spange
Shredded toora
\\001, string
Plastic tube or pipe
THE ADVANCED GAMER

:Jupwards by up to 4 building levels vertically or 16" horiwntally


~rum. Horizontal rubes usually have entry/exit points every 12"
:mical rubes at every level. 1\.tbes have a toughness of 8 - if any
:• section cakes 10 points of damage or more it is destroyed, and
' OCI\oel beyond that point is sropped.
Entering or leaving a rravel rube counts as moving tluough a
hlrway, and the number of models permitted to use a rube during
l :urn is restricted in me same v.-ay as models moving through a door
mally 4). Emering a rube takes a half move. leaving cakes a half
DJ'o"e. A model enrering and leaving a rube during the same rum has
!'lade all Qf its movement.
tiNDIRECT FIRE
So far. shoolers have been restricted in what they can target ac by
l'bat !:hey can see. Whilst this Is perfectly reasonable for line-of-sight
mpons, it isn't entirely satisfactory for high-trajectory weapons.
High trajectory weapons arc lhc futuristic equivalents of mortars and
001\'itzers, which ·Job' shots over the tops of buildings, woods and
~er scenic fearures, ar targets beyond. This Is called Indirect fire.
Obviously, a trooper wouldn't have to be able to see into, say rhe
middle of a wood, in order to fire a high trajectory weapon into it.
Of course, me chances of hitting anything are fairly remote, but this
ibouldn't preclude trying.
High uajectory weapons Include thrown objects, grenade launchers,
01110-Callnon, macro-cannon and most large missiles. The firer rakes chaos as two rival gangs rum up to rob the same bank or hijack the
~JS effect radius and places it anywhere withln his maximunt range same spacecraft! Such a game will need to be run very care.fully,
be doesn't have to be able to draw a tine-of-sight to hit me target. because the normal rum sequence is suited only ro games between
aline-of-sight can be drawn workouttheshotas normal. Otherwise two sides.
for high ttajectory deviation - high trajectory shots deviare on The normal rum sequence must be modified somewhat for multi-
~ 06 score of a 2 or more, by 206 inches In a randomly detennined
sided games. Each side takes a tum in order just as if fighting a two-
.:aection. 'Abrk out hits and damage as normal. Shots never deviate sided game. The order of play should be determined by the GM
'If more than half of the total range - irrespective of the dice roll. beforehand (by rolling dice if necessary) . During the hand-to-hand
combat pan ofeach side's rum, hand-to-hand combats are onty fought
ICORRECTIVE AIMING
by and against troops from that side. So, for example, in a three-sided
Shooters who do not move, and continue to fire on the same game (sides A, Band C) during side A.'s rum, a unit of A troops are
stationary target may add +1 to their chances of hitting for the second in hand-to-hand combat with a unit of c troops, hand-to-hand combat
l!ld subsequent shots. This does not apply to area effect weapons, cakes place as normal.lf during the same (A's) tum, a unit ofB troops
:ut these may, instead, subtract -1 from their deviation dice. This are In band-to-band combat with a unit of C troops then there is no
~ applies to hlgh trajectory fife if the shot is observed by the hand-to-hand combat fought.
;hooters, or by another friendly model who can communicate
;nfonnation to them.
ICOMPULSORV MOVING ;Wi.
Models subject to some compulsory movement, such as a hatred
;action, routing, pursuit or a vehicle which goes out of control, are
resr moved before ocher models. This is not an unbreakable rule, but
! 11ill allow you to work out potential damage from collisions, ere.

1MULTI-81DED GAMES
Agame In which there are three, or even more, opposing sides, or
nons, can be extremely fascinating for all involved. Imagine the
THE ADVANCED GAMER

In the diagram below three units marked A, Band care in hand-to-


hand combat. Those models eligible for hand-to-hand combat during
each player's rum are shaded.
A rum B curn c rum
A, Band C fight A and B fight A and C fight

drunken salesmen and barstaff. The following models are involved:


the miners (4 players with 1 character each), the freighter crew (4
players with 1 character each). and the bystanders {6 characters all
played by the GM). The situation is made more interesting by secret
orders given ro the players by d1e GM. During the /igilc the freighter
pilot wiD try ro kiJJ the captain, hoping to blame the incident on the
miners and earn a quick promotion. Meanwhile, the captain nurses
a secret grudg! against one ofthe other aew members, who he feels
sure is stealing cargo. If he comes within 2" of the thief, and there
are no miners within 4 "; he will aruck his own crew member. Also,
unknown to anyone other dlan the GM, one of the miners will gJ
crazy as soon as anyune hits him, lashing out indiscriminately and
arucking those in his way. 7b further complicate matteJS, Greasy Kim
the proprieterhas a laser pistol secreted urrler the cowrter and intends
using it if anyone gets within s" of her.

This system allows the GM to regulate a planetary assault without


fighting a space battle. A fucure warhammer 40,000 supplement
will deal with war in space. Only weapons capable of firing out of
the planet's atmosphere are considered - thes<: being defence lasers,
barrage bombs and plasma bombs (if fitted with spare drives). The
availability of such weapons to a defending player is left to the GM
to decide. The defences for a typical imperial world are 1 defence site
This rule allows the GM to run games with three or more sides. It per 1000 miles of planetary diameter. Each site houses ten defence
is worth noting that the more sides are involved the slower the game lasers, or ten launchers capable of firing plasma or barrage bombs.
will become from the point of view of the players. The chances of more than a single site being able to bear on an assault
An alternative method of fighting multi-sided games is possible In force at one time are remote.
situations where each player is controlling only a few models (say The attacker will try to make an assault either by using landing-
4 or less). Instead of each side taking a lllrn in order, every model pods or spaceaaft. No ship \\Ould remain In teleporter range ofa hostile
~ts to move, shoot and fight within the tum The cum sequence would
be as follows.

1 Movement All models move


2 Shooting All mode~ shoot
3 Hand-to-hand combat All mode~ fight
4 Reserves All models reserve move
5 Psionics AU models employ psionic powers
6 Rallying AU routers try to rally
Within each of the six phases each model takes its cum in the order
determined by its initiative score. During shooting, combat, psionics
and rallying, models with high initiative always go first. If models
have the same I, dice may be thrown to determine who goes first.
During the movement and reserve moverrent phases, models with
high 1 may move before models with lower I or they m(\Y defer until
after models with lower I have moved. In effect this usually means
that models with lower I are forced to move first, thus giving away
their Intentions.
For example. A light has broken out at Greasy Kim's Bar and Diner
where a group of asteroid miners are having a little trouble with a
freighter crew. The bar is packed, but most of the other customers
have made a break for it, leaving only a half-dozen solo-truckers,
THE ADVANCED GAMER

KTENDED BA,1,11J.!'«'«,·x,
.ND CAMPAIGNs·,
At first pla}ers and GMs will want to fight simple encounter battles
in which the whole action is over during an evening's play. tt is quite
easy to invent a plot for a short battle, and the GM doesn't have to
work too hard to balance forces and set up terrain. Games of this
kind can always be rewarding and are ideal for initiating new players.
However - as players and GM gain experience they will inevitably
yearn for greater challenges. When this happens it is time to start
some son of campaign. '-ili"""''lll

titC~MPAIGNS ' . f.t'i%?1~$111


A campaign is a means by which you can fight several OOttles, testing
world - the risks are too great. Players may try, but this isn't the player's strategic as weD as tactical skills. Players will have to
recommended. Small card counters are used to represent each of the learn how to conserve their forces, how to make the best of defeat
assaulting player's landing-pods and spacecraft. As spacecraft are and how to select specific objectives when presented with a choice.
much larger than pods a different sized or coloured counter is used, In the single battle it may be alright to let a whole unit die horribly
but all pods and all spacecraft look the saJre. Each counter is numbered if it wiU achieve your aim - but in the campaign troops must be
and its contents secretly recorded by the attacking player. Once this conserved to fight again.
is done the attacker simply places his ships and pods in a row on campaigns must be organised and run by a GM - it's hard work
the table.
tool Not only will the GM have to thlnkofasuitable plot, but he must
The defender may shoot once with each of his weapons - each select and balance forces, make sure he has enough participants and
wpon may be targetted against any one of the enemy's counters. that players are reliable. campaigns involve a lot of paperwork for
Hirs are scored on the 06 dice roll of a 4 or more, and damage is the GM - each player must be presented with a brief sheet at each
\lUrked out as usual. Most hits will totally destroy their target- even stage of the campaign and a constant record is needed of troop losses
spacecraft. The profiles for spacecraft can be worked out in the same and achievements.
W'irJ as for other flying craft, and they can be small, medium or large
in rhe same way as vehides - although physically they will tend to 'STARTING A CAMPAIGN ,;,,~ i
belarger than a corresponding vehicle. Really huge spaceships don't 1b begin with you must think of a plot - the plot or story behind
land because they have no landing gear - they may stand off and the campaign should be compatible with models at the disposal of
teleport troops as described later. the players, and must aim at providing ~ or more games. If fighting
Once the defender has made his attacks he may roll to see ifa second your first campaign don't make it too long or complex. Thinking of
defence site can be brought to bear - requiring a 6 on a D6 for success. a plot doesn·t mean inventing every trivial detail, only a general outline
If this proves to be the case the routine is repeated. Once the defender is needed, specific details can be made up as the need arises -
has llnished, the surviving pods and ships may be landed in the normal campaigns "M>rk best if the GM is flexible. The special Plot Generator
way. Spaceships enter play like other flying vehicles. Pods may land described later may help to inspire you.
off-table or be lost altogether (see the Equipment section). A typical plot would take a shape something like the following. A
An assault may be launched from a spacecraft, With the troops being planetary gowrnor has become over ambitious and has overthrown
beamed down via a teleport. A teleport chamber can beam down up the imperial authorities on his planet. He has declared himself the
10 6 troops a turn, and the defence site/s may fire once per turn. For sole King of the planet and surrounded his royal palace with a power
purposes of an assault, spacecraft too large to land can be treated fleld. An imperial Inquisitor Was on the planet together with other
as juggernauts. representives of the priesthood. The Inquisitor tried to lead a counter-
revolution, but this was a complete failure. The Inquisitor and his
supporters are now in a maximum some miles from the
THE ADVANCED GAMER

palace and may or may not be alive. Before he was captured the some or all of his units between games. Further features could include
Inquisitor got a message to the imperial authorities through an - the vault contains weapons which could be used against the power
Astropath. The message is fragmented and reads: •...Commander Baal field, the vault contains extra equipment, the Marines meet friendly
is now in sole authority and we await the final assault. Cannot now natives at some stage and thus gain reinforcements, ditto - but the
reach secret tunnel under palace, but have memorised the palace plans natives are unfriendly and an extra ambush is fought during the march.
and made a tape copy which I am placing in the 'Iemple vaults.' The The GM would have to prepare briefsheets for each pla~r explaining
reference to a secret tunnel dearly refers to a previous message which the situation as he finds it. Forces would need to be carefully worked
was not received. The 'Jemple is the HQ of the planet's priesthood out- the Marines musm't be too strong or too weak. They must not
and appears to have formed the last bastion of defence against have weapons that could easily destroy the power field- the weapons
Commander Baal's rebels. in the vault must be worth having- perhaps they could tip the balance
There are two sides in this campaign - Commander Baal's rebels in favour of an open assault onto the palace. The Inquisitor and the
and a force of Space Marines sent to put down the rebellion. Baal Marine Commander are essential if the vault is to be opened. The vault
has control of the planet's small habitable area, including the capital is the key to success. lf both characters are killed the Marines have
with the palace, the distant jail and the 'Jemple building (now much almost certainly failed - although if either one is alive the vaults can
battered) . The Baal player has imprisoned the Inquisitor and a number be opened or the tunnel used. If the jail is assaulted the local
of rebels in the jail. Baal is reluctant to kill the Inquisitor because he commander may wish to kill the Inquisitor - this requires a contradiction
wants access to the 'Iemple vaults containing scientific manuals and of his orders from Baal himself, and will take time. A suitable time
other technical treasures belonging to the priesthood - he knows should be allowed for this. lf things are ~ing too badly or too weU
nothing of the secret tunnel that leads from the 'Iemple building to for the Marines the friendly/unfriendly native encounter can be added
the palace. Only the Inquisitor knows the code words that will open as the GM thinks best (see what I mean about keeping things fluid!
the sound-sensitive vault, and it is likely only the Inquisitor's voice - the players needn't know that this wasn't planned all along).
will open the lock (true although Baal cannot know this for sure).
The Baal player has his own household troops (which can be any
models - if the planet was feral it might include natives of any
technological stage as well as properly armed warriors) . The player
is free to distribute his forces between any of the three points - the Between each battle the GM should prepare new brief sheets
jail, palace and 'Jemple. explaining the situation to each player, perhaps outlining current
options and summarising the 'story so far'. It is important to maintain
The Space Marines are equipped with landing-pods for a planetary a sense of continuity. This can be used to extend the campaign even
landing, but cannot bring their ships too dose to the planet because more. At the close of a campaign the vicrors might be suddenly faced
of its extensive defences (teleporters are therefore out). The controlling with a new peril - a further assault, a new mission, etc. Suitably
player must decide what he wants to do. His options are: go straight reinforced, the victor starts a new campaign - but the sense of
for the palace and try to destroy the power field, rescue the Inquisitor continuity is maintained, the san1e characters and the same troops
and his captiw army and gain access to the secret tunnel, go for the are launched upon another adventure. lf the advancement system is
'Jemple and try to open the vaults. The attacking forces should include used, characters will gain in power during each game, and each new
a few weapons which stand a chance of penetrating the power field campaign can be made tougher and more exciting.
- but only a remote one. The jail or 'Iemple option should be more Players will readily identify with characters they have nurtured
attractive. The vaults can be opened by the Inquisitor. lf anyone else through a whole campaign, and will usually be very careful how they
tries it the vault computer says, 'Bleep! Correct authorisation required use them. This makes the game more realistic - characters start to
for entry - this unit will self destruct in the event of plzysical assault'. behave like real people...carefully!
The Marine Chapter leader has authority to override the system - but
must be present! There is a chance of finding the tunnel without the
map - but this should be a last resort only - perhaps taking several
days of searching the 'Jemple and grounds (the Marines don't know
the tunnel leads from the 'Jemple in any case, and would be unlikely
to waste so much time looking for it) . Models removed as casualties during the game are asswned to indude
the dead, injured and temporarily disabled. It is highly likely, therefore,
The campaign will probably start with an assault either on the jail that some models may in fact still be alive, and will be ready ro fight
or 'Iemple. Depending on the results of the fu:st battle. tl1e Marines in the next battle. A simple way to represent this is to assume that
may wish to make a further assault, either to rescue the Inquisitor half the models removed are in fact only slightly hurt, knocked out
or to take him to the Thmple. Once the Marines have taken the Thmple or otherwise temporarily disabled. A side which wins a battle may
and opened the vault, they have access to the secret tunnel which recover all of these troops and deploy them in the next battle. Of the
takes them straight into the Royal Palace for a final shoot-out. The remainder, half are assumed dead, whilst the rest are suffering from
player controlling Commander Baal may be given the opti.on of moving injuries. Injuries can be generated from the chart below. lf a player
THE ADVANCED GAMER

111hes to del~ action during a campaign to allow for recovery, his


~em should be given the option of making further plans, re-
isposition or even counter-assault. It is quite important to decide
mat has happened to character models - so roU as follows.
Roll a 0 100 and consuh the following chan. All Injuries require
• ·50 Knocked out- ready for action next game and fully fit barring a cenaln reeD\'a)' t1rne: this has been gi\.'tll In cb}'S (2 4 hour
scratches and bruises. periods) whlch Is a generally coovenient unit of time when dealing
Injured - roll on chart with campaigns. If a player choses to wait a day whilst troops
Dead recover. his opponent has a~ in which to reposition troops and
make plans.
.\side which loses a batlle will recover casualties in the same way Noo-combilant Ptoa1ty dwlng
bUI these will become prisoners of the victors. Their fate, therefore. tlmt (days) DOIKOII dale
IS in the hands of the opposing player. May not use None
light·
Recovery times assume advanced technological medication left arm arm
at the very least the availability of a medi-kit. Multiply all times light· May not use None
'1f 010 if untreated, by 06 if only primitive or emergency nght arm
onedication is available. It Is assumed professional troops carry Ught· Helve move None
apersonal emergency kit as part of their standard equipment left leg
Mn if it's only a bit of sticky plaster). Ught injuries are bruises, light· Halve move None
right leg
;prains and lacerations of one klnd and another. TI1e GM may wish Light· All character· None
~elaborate on specific injuries to add colour to the game. head lstics reduced
Severe injuries have permanent effects and usually inwlve broken by 1.
~es. ruptured organs and other traumatic injury. Limbs affected Severe· 06 May not use May not use
r !his way become useless, and may be rorn away, crushed or may left arm arm arm
rquire an1putadon (50 %) otherwise they are useless. A figure with Severe· 06 May not use May not use
lOOt legs affected cannot move ofits own accord. Severe head injuries right arm arm arm
my involve loss of eyes, ears, etc as detailed below (50% chance). Severe· 06 Quarter move Halve move
left leg
'IOO Organ Effect
Severe· 06 Quarter move Halve move
l1·20 Eye One random eye is blinded. All shooting is at a riglt leg
- 1 to hit modifier. Spotting hidden troops is Severe· 010 Comatose ·1 on an
reduced ro half ran~. head
:1-40 Ear One random ear is deafened - a character may Severe 010 All character· ·1 on S and T
be deafin one ear without suffering any additional body ISIICSreduced
to 1
penalcy, but a character deafened in both ears
cannot communicate.
li.OO Nose The character's nose is smashed in and looks
really awful. This doesn't affect the game but it
certainb' spoils the character's good looks.
~1·80 Mouth 'Terrible injuries to the mouth and teeth make it
difficult for the character to speak- there is only
a 75% chance ofanything the character say being
understood. Looks fairb' nasty too.
SI.OO Face The character's skin is horribly scarred, hair
missing, me face terribly disfigured. This is not
a pretcy sight by any means, but has no effect
in the game itself.
tLOSS OF VEHICLES
AND EQUIPMENT
IN THE CAMPAIGN
As it is possible to recover living casualties it is possible to recover
eppment and vehicles. \'Ita pons carried by models will usually be
istroyed iftheir user is slain, but players may roD separately for special
~rapons. There Is a SO% chance of a weapon or other item of
eppment surviving the death of its user. This basic figure can be
mfied by the GM to retlea. the circumstances- for example a weapon
light weU survive if its operator was slain by a poisoned dart, but
lllUld be far less likely to emer~ unscathed from a vortex blast.
When rolling for vehicles deal with each in rum. If the first is
~oyed beyond recovery its partS can be used to repair other vehicles.
11add 10% to further vehicle rolls. The more,vehicles are consigned
Dlhe scrap pile the greater ilie opportunil}' foe cannibalisation - adding
10% for each wreck. A vehicle suffering only local damage at the end
ithe game can always be made fuUy mobUe, but specific damaged Alien vehicles and "''capons may be recovered, but the chances of
~ms mUSt be ueated separately. The +10% per wreck rule applies being able to use mem are less. Instead of the basic 50% chance. there
only ro vehicles of comparable size or greater - a wrecked bike is of is only a 25% chance of an aUcn enemy vehicle being usable. Alien
IItie use in repairing a juggernaut. vehicles can onb' be repaired using other allen vehicles, but equipment
and \\'eapons can be substiruted where opportunity permits.
THE ADVANCED GAMER

A midnight raid should be easy. although how the


Brangwen's neigbbours the ,Joneses will react to the resuil:ant
The charts below have been designed to help the GM invent plots stench is anybody's guess!
for games and campaigns. These are only starting points of course 51-60 The world is new and unexplored - the small team of
- and it is up to the GM to let his Imagination take over, filling in gaps scientists hll\le so far uncovered nothing of any interest.
and inventing extra detail to complete the story. Two or more plotlines You, Lucan Dork - technical assistant third class - could run
can be me~ together, the number of possible combinations is thus things better on your own. The others hate you. that's why
very large indeed. they locked you in the steel room and put you in a straight-
jacket - but they didn't know you had progranuned an the
R>rces have only been referred to in ~neral terms. as it would be unit's robots to obey only you. It was foolish of them to
pointless to try and cover every permutation of alien type and force leave the base unguarded, and you have easily taken control.
size. The GM must adapt the plot specifically to utilise the models When the others tiy to~ back inside they are in for a shock!
available to ~rs. The points system can be used as a basis for
providing fair sides, although any special plot related objectives or 61-70 An alien attack has just destroyed the capital's hydroponic
problems should be born in mind. gardens, condemning its inhabitants to eating reconsituted
jungle-slime for yet another year. The planet is inhospilable
Chart 1 Player Motives and the settlers are not doing too weD, alien attacks such
A roll on this chart will give a broad mod..e which acts as the starting as this are not helping. A small force has been assembled
point of the plot. to mount an attack on the alien controlled moonllocal woC:d
01-10 Reprisal or city. Their main settlement is heavily derended. but its
t t-20 Investigate new world 'fresh water coJreS from holding tanks in the mountains to
21-30 Investigate oddity on imperial planet the north. The tanks are only lightly guarded and a sudden
31-40 QueU a rebellion on imperial planet attack would le<M: the city without water for several weeks.
41-50 Suppon a rebellion on Imperial planet 71-80 On a medieval world a local King has just refused ~ cranky
51·60 Raid and destroy an Important target old wizard (psyket) his daughter's hand in marriage (he's
61-70 Raid and kill an Important person/people got to be four ~ her age and ought to ha..e been burnt
71-80 Raid and capture/rescue an important person or item at the stake years ago) . The wizard is put out, and plans
81-90 capture anc' hold an installation or site to invade the castle and kidnap the girl.
91 -00 Oddballs and special operations
81-90 Abdul Goldberg stole your ship off you - the poker game
Chart 1 Reprisal was rigged and you're sure he put something in your drink.
Aliens, pirates or somebody who is definitely out to get you has Your crew are unhappy - having been turfed from their ship
succeeded. Redress the balance by an act of petty revenge! ~er with their possessions. The ship and its new aew
01-10 The governor of a farming world has lost most of his leaves tonight - unless you can steal it back!
crop/herds to a raiding party from a rival imperial world. 91-00 As the ~rnor of a hive-\\Orld you find it difficult to k.eep
The authorldes on Earth are not interested in local squabbles order at the best of times. Things hav : been getting worse
or excuses and will replace the ~mor ID'lless his quotas since a madman started a new rellgion based around the
are me .. A counter raid must be mounted to recover the premise that a vast tloating pudding would appear to make
stolen stock. life better for everyone - the people have stopped wo[king,
Relations betYA:en the human and alien farmers of the newly even the militarY has been affected and you can't rely on
settled planet have never been good. The Imperium has your own staff aJ1YIOOre. ~tenl1)' you caught your mother
promised to send forces to deal with the problem but so reading a pamphlet entitled, '1'..1e Pudding is coming - ten
far nothing has happened. This morning the humans awoke reasons why you should believe'. 1bday the prophet of this
to find 'Hairless apes eat Grox dung' sprayed across the insane religion, the Rev. )eronlnx> Kipling, will be conducting
compound wall. It just so happens the aliens have just a whistle stop tour of the run-down city bottom district of
erected a statue to their founding member - if the settlers Tumbler.own. You ltave positioned a special unit to attack
could capture this It would really put the allens' backs up! and kiD hlm. The troops are dressed in civilian gear as you
intend blaming the whole thing on a rival rellgious group
The governor's daughter has been held-up, robbed and (possibly the Anadentists or The Church of the Lucid Shirt
maliciously assaulted by a gang of outlaws on a recent trip Button). The .arget will be surrounded by the usual
to visit her mother on the other side of the slime-jungle. bodyguards an J mobs, and his \ehicle may be weD protected.
The outlaw band are known to be couabornting with some
of the local villagers. As the outlaws spend all their time Chart 2 New \\brlds
in the Inaccessible slime-jungle they are difficult to root out, The new world corresponds to the following type.
but the villagers who cultivate the jungle clearings are 01-10 A lost human group occupying a small self-sufficient world
vulnerable. A small force of household troops has been sent (technical advancement can be decided by the GM bearing
to raze the vi1Ja9! and take prisoners - with the villagers in mind available models). The Imperium has decided to
as hostageS the outlaws may be compelled to surrender. If conquer the world and establish a planetary gpvemmeru.
the outlaws dare to put in an appearance the household
troops should have no difficulty in defeating them -should 11-20 The new world is rich and fertile. but unfortunately already
oa;upied by aliens. Troops are required to aid colonisation
they7 and protect settlers against alien attack.
The Imperial p-ernor of a stone-age feral world bas just
witnessed the completion ofa mlgbty tubeway connecting 21-30 The planet is a Death W:>rld. n-oops are needed to protect
a group of scientists whilst they take air/soil and mineral
the capital to an important military station. The local samples.
primitives are aghast at the desecration of their sacred
'stomping grOWlds' (no-one thought to ask them). They. 31-40 Imperial troops and settlers arrive at a new world only to
are resolved to slay the great white worm that has appeared find a rival settlement of hostile allens (such as Orks).
on their soil using whatever means they can muster. Human troops must protect their own settlers whilst
The scattered homesteaders d a newly settled farming world attempting to destroy enemy settlements and troops.
are not getting on too well. There is only one bar and It 41-50 The new world is occupied by aliens in a medieval state,
is the scene of constant brawt.ing as the ,Joneses argue with but living amongst the ruins of a great technologically
the Smlths over whose tum It is to use the autoplough, and advanced dvilisadon. Troops are required to fight hostile
the Brangwens bicker with the jamesons over who makes natives while a scientific team makes preliminary
the best Yam scotch. The surplus of Yam SCOtch Is not investigation.
helping matters. The Brangwens, hoping to finish their 51-60 The world is occupied by primitive alle.ns who resist your
competitors, have recently wr~ the }anlesons' stills. The attempts to build a landing base. Troops must fight
}amesons are out for revenge. and have hatched a cunning constantly whilst engineers struggle to build the planet's
plot to polson the algae In the Brangwens sewerage plant. first spacepon.
THE ADVANCED GAMER

61-70 The world Is already the subject of several colonisation system Is dominated by warp entitles which must be
anemprs by d.Liferent aliens - as an additional force you may hounded and destroyed.
~ any temporary altiances necessary to establishing 4 1-50 The gpvemorofa smaD ferallmedievallresearch or farming
C\'Cnrual domination of the planet. world Is In fact a vampire (substitute other warp entity if
71-80 The world Is home to a lost human or lsolaled allen group you wtsh) . This fact was discovered by some individuals
who have rtverted to a technically low level (clcctded by the and a brief, bla non-sped.flc request forb~ was broadcast.
GM according to figure availability). However, the Unfortunately, before further details could be supplied,
inhabitants have become totally dominated by warp clashes between the human and alim-domlnated factions
crearures (GM decides which type) and only a war of destroyed the former. The warp entity Is now In control.
extermination can ~ this world fit for re-colonlsalion. recent fighting being put down to rebeDion.
81-90 There Is deftnittly something odd about this planet. Within 5 1-60 The ~rnor of an Imperial planet bas requested aid in
irs atmOSphere and on irs surface all tedlnical equipment dealing with an outbreak of psykers. These haYe suddenly
faDs to work. COmmunication Is impossible. ships crash and started to appear in great numbers, forming open groups
only lucky landing pods mal<~! lt to the sudace. Once landed which ~the counuyslde/dty·bottom. Groups may
all technical equlpment falls to function . The planet is already be under the influence of psychic aliens.
inhabited by a lost human (or allen) group whose complex 61-70 A farming world is under allen attack and Its ~mor has
religion Is based around a great mountain spirit. This spirit requested aid In dealing with the aliens befOre vital crops
Is in fact a ~rful warp endtywhose abDity to use a planet are destroyed.
wide psychic 'jinx' Is the root of the problem. The entiry
71-8 0 A research star.!on has failed to make Its regular report and
IJves in a remple fortress surrounded by guards. priests and
worshippers. Without technical aid the marooned invaders troops are sem In to lnvesdgate. The statlon's Astropath
has been rumedlntoa warp ~te by Enslavers, three ofwhom
must battle the cndty Lf they arc C\'Cr to escape. The invaders now have total control of the station's remalnlng 30 staff.
should have at least 1 psyk.er wilh a jinx ability - this can
be used as normal (I Item 24" range) or 0\U a 6" area Armed and dan~rous. lbe enslaved staff wW open fire on
and attempt to destroy any Invaders.
to counter the effect of the planet-wide jinx for a single rum.
8 1-90 Civil war has broken our on a hive-world and a state of
91...()() Close examination reveals the world to be home to a secret anarchy prevails. The planet's gwemor has requested help
allen base • furthermore the base Is heavily stocked and in ridding vital areas of lnsuqJmts.
provisioned, with evidence of many troops and ships. Clearly
this Is an advanced force up to no~- Until reinforcemenrs 91...()() A small research stallon has reported findings of a dead
can be rushed to the wor1d you l11ISl do your best. anempting civilisation tnves~ the runs and ma11t sure they are
to do as muc'h damage as )'OU can to Installations and ships. safe for scientists to explore. The ruins can be populated
\\oith aey allen. pirate or robotic dan~.
Chan 3 Investigate
Something odd is happe~ on an Imperial planet - the pla)w has Chart 4 - Quell Rebellion
been given the task of Investigating and dealing with any r:hreat. Rebels are a constant threat within the lmperium. Dissatisfaction and
insanity are rife arno~t the hive-worlds. and independently minded
01-10 Pirates have landed on a ferallmed.ieval world and enslaved fanners often~ a tinle too Independent fOr theu ov.11 tpOd. Throw
a community. The f!PYeCIIOC has requested assistance In In a few mmraDy unstable tp.'mlOrS and It Is easy to see why la!eping
destroying them order Is a full ume occupation.
11-20 Aliens have destroyed or seriously reduced the pmunent 0 1-10 A popular!rel4Pus or natlonalisdc rising on a feral/medieval
on a medieval/feral world and have effectively taken over.
The ~r has requested assistance in overcoming !he world has driven the planet's ~mor, his small staff,
guards and members of the priesthood Into the imperial
aliens and establishing order.
~- The lrq)ertal Coo:es are under siq)e and the locals
2 1-30 A popular rebellion on a feraUmedieval world has destroyed look sure to win. but lucidly a lOree ofSpace Marines \\-"ere
an forms of planetary ~mment and reduced the planet nearby and have been diverted to help restore order.
to chaos. Clear and secure gpvernment buildings to make
way for a new administration. 11-20 A shortage of food on a hive world has sparked off
widespread rebeDion - factions are fighting factions and
3 1-40 Disease or dlsasrer some decades past, has destroyed the everyone Is lighting the punment as billions of psychotic
orbital ~mment on a medieval world. Left uncontrolled. ddzens lJ' on the rampage. Government croops have sec\.U'ed
psykers have grown In numbers and power and have most of the military establishments. but the planet's
established control of the world. The current ~ntal ~mor and his personal Staff are trapped In his palace.
The surrounding hordes must be destroyed and the palace

~~~~~~~~:============~=secur
~~ed=as=th=e=firs~t s~ In restoring order.
THE ADVANCED GAMER

21-30 A popular rising on a small agricultural world/research via the sewers in an attempt to secure the building and
statlon bas divided the population. The workers feel lnitiate a full scale rebellion.
aggritMd and are determined to OYerthrow the management 11-20 An and-imperial ~ent has taken control of the wor\1.
and establish a co-operative. At the moment each side At first the population rejoiced Wider an enlightened r~
controls halfd the planet's rew settlements, but the workers but after a few months the liberally minded ~twas
at the water-recycling plant remain Wlcommitted. Control lnfiltrated by psychically hostile forces. Facing decay, chaos
dthe plant means control of the planet, so a three cornered and cenain death, many humans realised the dangt.:r in tift
battle ensues br its possession. and took to the hills as rebels. Pro-government factions
threaten to desrroy their bases, and only relnforcemems in
31-40 Political rebels have taken control of the spacepon hours the form of Space Marines can rum the tide in favour ot
before the arrival of an important member of the priesthood lhe rebels.
from Earth. Delaying thls imponant person would be
W1t:blnkable, any sign of inability to control the planet would 21-30 Religious/nationalist forces have overthrown the fpJeCTllllM
be tantamount to resignation (at the~ least!). Recapture and taken control of the planet. Pro-imperial troops and
the spacepon quickly. sympathisers have been killed or await death in one of~
high securicy camps built by the new rulers. A force ofSpact
Marines is despatched to liberate friendly troops and help
41-50 A long civfi war ~ drawing to a dose, with the last rebel lead a resistance force.
stronghold now located and under attack. The rebels are
entrenched In an old ruined building deep In an inhospitable 31-40 Pro-imperial rebels await an imperial landing pod bringing
forest and only direct assault will win the war for good. supplies and troops. The rendezvous polnt is a deserted
forest glade. As the pod approaches government troops
51-60 Anti-imperial forres have almost succeeded in raking conrrol, spring from the forest edge and a battle promptly ensues
thclr liberal poUdcs concerning freedom of speech, human (suspect treachery!).
rights, and especially the rights of psykers have won much 41 -50 Imperialist rebels wait in ambush alongside an exposed
sympathy amongst the soft-bellied populace. The wvernor
section of roadway. A government supply column is due
is dead, and only a small force of mixed troops led by any minute, containing food and weapons needed
surviving members of the Adeptus Arbires is left to oppose desperately by both sides.
the new regime. 1b make matters worse, the survivors now
know that the whole rebellion was engineered by warp-enticy 51-60 A rebellion on a feral world has established a new ann·
controlled factions, and that the planet is almost cenalnly Imperium government. Pro-imperial rebels have taken 10
doomed now that the customal)' anti-psyN:r laws have been the hills where they are trying to persuade a stone age mk
relaxed. From their hideouts ln the sewers the survivors to help them. Only by helping the piinl.ith'CS overcome tilt
decide to laWlch a last desperate attack against the fearsome dirla;aur that has destroyed their village can their
headquarters ofthe maJn rebel group- the prime architects support be gained. The dinosaur is tracked down tO a
of the revolt now known to be aliens or alien-controlled. complex cave S)Stem where it lives with others of its kind
- this cave would mal<e a~ headquarters once its curren1
61-70 A rebel faction ofdubious political/religious background has occupiers have been evicted.
broken into the fP\I'(!ffiOr's palace and is holding the whole 61-70 An extreme religious facti.on has taken over an imperial
household prisoner. The planet is also a Marine base, and world, resulting in widespread carnage. persecution of
the Marine commander has resolved to mount a full assault minorities and a strictly enforced religious code based around
In the sure k.oowledgt.: that the ~mor wouldn't want being nice to people. Thousands have been stoned tO death
<XlllSideration dbis own safecy, or that ofhis family, to srand as unbelievers. critics or deviants. Thousands more halt
In the wa,y of law and order. been maimed or inprisoned for failing to observe the
scriptures. The pro-imperial rebels have considerable support
71-80 Discipline amongst the household troops of the planet's from amongst the farming communities, on whom they
governor has broken down, wlth many of the military bases depend for food and shelter. The government has started
now lying totally under the control of a coalition of army to destroy villages as a result, and a column of ~mment
officers. The planet's ~rnor, loyal troops and a small force rroops is even now heading rowards one of the larger villa~
of Marines must try to wrest control of the prlnciple bases The rebels must help the villagers to defend their homes
before a full scale civil war begins. if they are to keep their trust.
81-90 The unexpected death of the planet's governor has initiated 71-80 The antHmperial government has grown weary of fighting
a civil war between the military commander and social the numerous rebels and has decided to launch a huge virus
leaders backed by secretly pro-alien factions. The military missile into the atmosphere. As the world's cities are
control the bases and most of the weapons. but the planet's enclosed and merefore protected, this will destroy the rebels
population is behind the rebels who therefore have control Uving amongst the forests and farmlands, but leave tilt
of the food and water suppUes. The military musr secure ~nt inracL. The missile is currently being assembled
vital food and water producing installations if they are to at a secret launching site whose whereabouts has been
defeat the civilians. leaked to the rebels by an infiltrator. 1bday the spedaDy
91-()() The planet's governor has flipped, declaring himself engineered virus is belng delivered by an armed convoy
completely independent of the Imperium and seeking disguised to look like a routine supply delivery. The convoy
suppon from aliens. By relaxing laws controlling psykers, and its car~ must not reach the missile site. lfitdoes, only
the Imperial draft and tax collecting he has gained a desperate assault against heavy defences can possibly
considerable popularicy- although the dangt!r from psychic save the cause.
aliens is great and is undoubledlygrowing. A force ofSpace 81-90 Ci<M!mment troops have cornered a pro-imperial rebel fort:t
Marines has been despatched to rake the governor's In an old building. Amongst the rebels is one of their lOp
headquarters and kill/capture the rebellious commander leaders, so both sides are rushing reinforcements intO tilt
before the world is completely l.o st. area In an attempt to capture/rescue him.
Chart 5 - Support Rebellion 91-00 A pro-imperial rebel force has penetrated a munitions factor;
Often a world gains lndependence from the Imperium as a result of and has only a brief time to plant vortex charges and destroy
rebellion, enemy action, alien invasion, etc. The Imperium is vast, it before reinforcements arrive. The plant's own guards
and it is not always possible to diven troops or ships to avert disaster. continue to put up a stiff fight, but only by planting a certain
Pro-imperial dements amongst the planer's population may struggle number of chargt!S in vital locations can the whole factory
on, and help from the Imperium may tip the balance. be brought down.
01-10 The world has been conquered by aliens, and the human
population enslaved. Human rebels have gained access to Chart 6 - Raid and Destroy
secret plans of the alien governor's headquarters, and A special target is posing a threat to the Imperium's plans and mUS1
together with a squad of Space Marines they gain access be dealt with immediately.
THE ADVANCED GAMER

01-10 A world has been identified as a base ofan infamous pirate planet and will arrive at Its principal spaceport within hours.
group which has plagued the locality for many years. A force Imperial ttoops bave Invaded the spacepon and now lie in
of imperial ttoops has been sent LO desttoy the pirates' wait for the unsuspecting leader and his bodyguards.
beadquaners. ships and/or landing facilities. 11-20 An important member of the Adeprus 1ma is behaving oddly
11-20 An imperial planet is in a state of civU war, with ~t and shows sure indication of being under alien dominance.
rroops besieged in the capital. The rebel siege train includes lbday be ttavels via spaceship on an inSpection tour of
a number of mighty defence lasers, rom from their concrete Imperial worlds. Amongst the ship's crew is an Assassin
silos and ~ in great earthworks sunoundlng !he city. squad with orders ro kill the official and his bodyguard -
They have already done much damage. and only a daring no-one must know about the incident.
mldni.ght raid by a party ofgpvemmenr troops can save the 21-30 A planers governor has been showing recent signs of
day. Their objective is simply to desttoy the guns - their incompetance. Taxes have beenlate. and it is rumouted that
own survival is irrelevant. laws controlling psykers and the imperial draft have been
21-30 A routine car~ vessel has just landed at the spaceport but relaxed. The planet has a presence of officials from the
is making no attempt to unload cargo or communicate. Adeptus Thrra, including members of the Adeprus Atbites
Psychic investigation has revealed a crew of aliens and a and an Inquisitor. In the interests of the planet's future and
hold containing sufficient explosives to destroy the inhabitants it is decided to storm the ~mor's palace and
surrounding city. The aliens clearly intend to blow up the replace him with a more loyallndlvidual. The ~or's
ship, and any delay must be put down to inoperative palace is In facr guarded by a secret alienlpsyk.er force who
equipmem. A party of troops must storm the ship before have taken control of/replicated the ~mor.
the aliens can activate their bomb. 31-40 An alien technologist is de\leloping Important new space
31-40 A secret installation on an alien wodd is rumoured to be drives, devices which could conceivably give them the edge
involved In new weapon research. You must destroy the in a battle. The individual and his staff are working deep
whole inStallation and any secrets it may conlain. in a secret bunker, but the Imperium has learned of its
existence and pbns to invade the complex and kill the alien.
41-50 An alien race is building a huge war fleet, abnost certainly This is a suicide mission for a force of Space Marines and
for use against human planets. The situation Is too Assassins armed with vortex grenades.
dangerous to continue. and you have been asigned to raid
the buDding yards, causing as much damage as possible. 41-50 An imperial Inquisitor has tmcovered an alien attempt to
invade the Emperor's own palace on Earth. The Inquisitor
51-60 An especially large and powerful spacecraft has been landed and a group of other powerful characters (Inquisitors,
on a alien world to undergo re-fitting in a specially PSykers. Navi~rs, etc:) have successfully thwarted the plor
constructed yard. This ship has already claimed the lives - but in the process the lnquistll>r gained aa:ess to a detailed
of countless humans and is one of the single most powerful plan of the lmperial palace. The plan was immediately
crafl in the galaxy. The chance to destroy it is too ~ to destroyed, but the possibility of the Inquisitor remembering
miss, the yard must be raided and the sbip destroyed if even part of it is too dangerous to risk. A force of Assassins
possible. bas been sent to kill the lnquisiror and any who try to aid
61-70 An alien world is preparing for war against the lmperium. him.
Troops and resouces are being assembled ar a huge 51-60 A friendly a~nt/important leader has been captured by
launching sire via the planet's over-land craveI rube system enenzy authorities and is being taken for interrogation at
(enclosed motorways). The terrain is dangerous a secure prison. Once inside, the character's knowledge will
desen!Jungle. ere, so the enclosed ttavel rubes are vital in endanger the rebel cause. 1be ch.aracte:r is being transported
connecting the scattered areas ofsettlement. The main site to the prison in an annoured convoy via a covered tubeway.
is coo weU protected for assault. but the trciVel rubes are
Rebel forces ambush the tubeway and lly to destroy the
vulnerable, and a force has been despatched to cause as vehicle containing the agent/leader before the superior
much damage as possible. hopefully disrupting the aliens' ~mment force can act to prevent lt.
plans.
71-80 Aliens warring against the Imperium are engaged in a bitter
61-70 The ~mor of a medieval world bas discovered that one
of the local aristocrats is a Vcunpire. The planet's Inhabitants
space battle in the solar system. Ground based spaceports know nothing of the lmperium, although imperial agents
are a vital link in the alien's saategy, and if these can be are active within society pro100ting anti-psyker propaganda
destroyed their fighting ships would be deprived of a safe and ensuring mutants and other undesirables are properly
base. The bases are scattered and of v.uying sizes. conttoned. A i>rce of Imperial troops dressed and equipped
81-90 An allen planet is abou~ to be invaded by a mighty ttotiJla in local manner (but wtth the advantage ofcommunlcators,
of human ships and troops. However, the world's defences teleport homers and similar low proftle equipment) assaults
are formidable, and the flotilla would be shot to pieces if the aristocrat's castle with the Intention of slaying the
an immediate assault were launched. A small force of elite vampire.
ttoops mUSt try and destroy as many missile and defence 71-80 A mystedous spacecraft has suddenly appeared on an
laser sites as possible before the main force goos ln - they lmperlal planet, how it ~t there is a mystery. lts Inhabitants
will land by landing-pod and must hold out until the lnvasiDn
are either members of a vastly superior alien race from
starts. anod:ler galaxy or time !I3Yelers from the far future. In either
91-QO Aliens engaged in a bitter war with the Imperium have built case they are lost. The Emperor has decided that the threat
a doomsday device designed to desttoy their planet in the they pose to the stability of the Imperium is coo great to
event of defeat. The Imperium would like to take the planet, risk, and the inSurgents should be desttoyed and their
as it occupies an important sttafegic positk>n and is rich remains reduced to moleculat components. Failure to
in minerals. The device is housed in a military bunker in eradicate the tai&ef could result in widespread panic and
the middle of nowhere, suitably protected by a ~ force rebellion. The secrets of the future and of advanced aliens
of well armed troopers. As yet it is incomplete. but unless are best left unknown.
it can be destroyed It will soon be finished.
81-90 A small group of loyal troops are holding out agalnsta rebel
Chart 7 - Raid and Kill. army · it is only a matter of time before the rebels destroy
The future of the Imperium is th reatened by an indi.vidual. Tile them. lbe lmpedal troopS are composed ofrhe planet's bee
elimination of the threatening person Is vital to the well-being of of Adeptus ltml, whJch inc!OOes Astropath. The rebels nrust
humanity. kill the Astropath before he is able to broadcast details of
the rebellion to Earth (total time required muld be 2 or more
01-10 An aUen leader (Ock Wclrlord) has succeeded ln uniting broadcasts).
several planets and is poised ~n further e:xpansioo. 1be
activities of this Individual do not present an immediare 91-00 Abdul Goldberg .has crossed you for the last time - it was
threat, but left unchecked may be of long term harm to the pure luck that your paths should cross on this jsoJated planet
Imperium. The leader is ttavelling to a newly cooquered outside of Imperial conttol. He and his aew are relaxing
THE ADVANCED GAMER

down at Greasy Kim's Bar and Diner, unaware that you and governor the only interested party, or wiD me thieves 6nd
your crew are ready to pounre. The Diner is mostly deserted, themselves persued by other ooUectors? Strange writing in
with only a few lonely vac-heads and spacers to witness fo~tten languaw:s has power to summon or dispel demons
me fight. (so they say) and a man who oould control !he demons of
warp space would be a very powerful man indeed.
Chart 8 - Raid and capture.
Sometimes it is necessary to possess an Important person or item 71-80 Recently government forces caprured a number of rebels,
In order to achieve your aims. one of whom is undoubtedly their leader - although they
remain silent and it is impossible to say which it is. Before
The solar system supports two Imperial farming worlds, they could be properly interrogated they escaped into the
perhaps satellites orbitting a gas giant. Each world has its jungle when the hover vehicle tranSporting them to a high-
CIWTl governor, and rivalry between them is keen. There have
security prison crashed . Each prisoner had an open
been numeroU'> sldrmlshes between household 1roops from communicator bracelet fitted to his right wriSt (impossible
both worlds, and rights <Mr an uninhabtted third world to reJliOIIe except by coded signaJ) and it Is kMwn the group
containing an important mineral/water supplies etc remain is heading into me jungle. The rebels must be recaptured.
a bone of contention. One of me p.oemors has succeeded The rebel leader has vital information and should be
in deYeloping a fast growing, extra-~ and reputably very interrogated as soon as possible. the others are unimportant
tasty Grox. The other is furious. and prepares a raiding squad - but it is impossible to say which is which. The jungles
to land on a small farm, slay any workers and capture at are dangerous and Inhabited by hostile natives as well as
least one pair of the new Grox. Their effons are impeded
by the fuct that none of the Grax are sedated or controlled.
An unusual character has appeared In the city - a grinning
maniac with strange habits and clothes. His questions and
talk have caused considerable disturbance - especially as
he claims to be a time traveDer from the far future. The
governor is W\Sute how to deal with the problem and send
a detachment of his guards to capture the time traveUer and
any friends be mlght have.
An alien race has just completed a vast spaceship of
undeniable polmcy. The t.mperlum is keen 1D obtain the ship,
both to remm.e it from the arsenals of their enemies and
to study its method of con.struclion. The spaceship is sliD
undergoing tests, and the plan Is to steal it from the top
secret research station before it can be launched into space.
A team of undercover agents led by an
A.ssassin/na.vigator/psyker makes a desperate bid to steal
the ship right from under the noses of technlclans and
guards.
Two spacecraft have crashed on a barren waterless world
-one a human craft and the other alien. Each crew regards
the other with a degree.of hostility. Each ship is badly
damaged, but with parts from the other may be made
spaceworthy. The humans' Water recycling equipment has
broken down and they must capture the aliens' solar-sliD
(set up near their ship) within 10 days or they wiD die. The
aliens' are suffering from an ailerglc reaction to the
annosphere whkh they could alleviate if they oould capture
a human medl-kit - until they do there Is a 5% chance of
each dying every day. Cooperation would solve their
problems - but if players attempt It one or more ordinary
warriors/crew members will always spoil things by
sabotaging gifts, shooting or flghting during negotiations,
etc.

41-50 An imperial Assassin has sua:essfully taken lhe place of


a planetary p.oemor hostile to the Imperium. The real
~r. a rabid nationalist bitterly opposed to imperial
rule, was captured and placed aboard a freighter bound for
Earth. Unfortunately. he escapul from tbe specially prepared
crate used to transpon hlm, and ls now at large in the
spaceport tenrinal. It Is vital that he is recaptured at once
- tbe ~Is aNe to control the security guards.
and there are several imperial ag,ents ready to recapture the
miscreant. However, the ggvemor has a gun and there ls
a chance of hl9 bel.ng recognised by security In which case
they could easqy switch loyalties.

51-60 A spacecraft carrying documents or scientific data of great


importance has crashed on a Death Y.brld. Two factions
(say humans and Orks) arrM: simultaneoU'>ly to claim the
prize and a battle ensues. Survivors may wish to pitch in,
and then there are the planet's own inhabitants of course.
Should the ship have crashed on a marsh and be slowly
sinking the whole thing acquires a suitable sense ofUllJlllcy.
61-70 A planet's g!J\effi()r sends a fOrce of troops to £aid a museum
on another world and steal an Important \\Ork of art. ls the
governor an.enthuslastlc collector of objet d'art or does he
know something? Could the item contain secret plans, a
treasure map, or some unfuthomable secret. If so, is the
THE ADVANCED GAMER

animals and plants. Rebel forces are known to be looking homer at some random point In the jungle. Are )UU sure
for the escapees too. all those aliens are dead - didn't trooper Douglas say
The ~mor has caprured members of an outlaw gang. something about a green siln\Y thing with a big gun aawting
their leader's friends, mother, favourite pet alsatian or lnoo the bush?
innocent villagers. Unless the rebels surrender oo the
~or the hostages will be slain. Chortling evilly, the Chart 9 - capture and hold.
~mor awaits the rebels' surrender. As an outlaw group A~ scale Invasion often necessitates a preUminary action to secure
moves r.owards the prison compound pretending to give vital sttongpolnts or defences.
themselves up, others gain entrance iniD the prison by a 01-10 A mighty river Ues between a retreating army and its
secret tunnel - their objective oo find and free the captives homeland. ~ enemy are p\.I'SIIIng, and It is only a question
and make ~ their escape. of time before the aney Is rut off from the last bridge. The
The mission to desttoy an alien Infested research station bridge commander has orders ID desttoy It, cutting off the
went smoothly undl Sergeant York strayed a little too close aney but denying possession ID the enerey. However, his
ID the jungle and ended up as a 'fYrannosaur's dinner. If personallncllnadon Is ID use hls small garrison ID keep the
only he wasn' t~ the telepon-homer, ifonly the ship's bridge open for as long as~ A small ~spearhead
communJcatorwasn'tout, ifonl,ywarpstonnsweren'tabout Is meanwhlle heading toWards the bridge - with orders to
ID Isolate the planet for~ - if only they could find that caprure Lt. When the crunch comes the bridge commander
"%71 dinosaur before Its ~stive system deposited the decides to mine the bridge but his equipment proves faulty.
THE ADVANCED GAMER

decides w mine the bridge but his equipment pCO\.'es faulry. 81-90 A force of troopers Is sem w capture an enemy water
can the attackers take the target before the commander processing plant and polson the water that It pumps to the
actlvates his mines? nearby ciry. u will take quite a whlle to polson each of the
11-20 The enemy are almost defeated. but as a last desperate act holding tanks. and the base Is heavUy guarded. 1b make
of revenge ha\~ developed a virus strain which they intend sure the polson Is fully effective the attackers must ensure
launching at your settlement/world. There is ooly one the defenders do not reach the tanks for a specific time (say
misslle. in a secluded silo deep in the desen. As a large force 3 or 4 turns after the poisoning starts) . All tanks must be
would alert the enemy to the fact you know about the mJssile. dealt wlr.h. and any reserve water located and similarly
a smaD weD-equipped team has been assigned to land and treated.
hold the weapon/base untll reUef arrives. 91-00 The planet's atmosphere Is highly corrosive and protecthoe
21-30 The war has reached a large clry which houses Important suits must be worn outside - even so !.hey offer only a few
weapon buDding factories. Now, a Dreadnought factory Is hours prot.ection. The life-supporting bubble housing the
under artaek. Although Its besieged workers are turning out research team is the only safe place, it is divided Into
Dreadnoughts at the rate of I every game rum, can the numerous sealed sections and is quite~ An enemy fottt
attackers overwhelm the factory and destroy the defenders lands whilst most of the team are away, and must penetrate
ability to bulld reinforcemeru51 Or can the defenders hold r.he Wilding, (M{O)ote the remaining defendets. and prepare
out until troopS can be di\'tfted from an adjoiring dryscctoc7 to defend the base against the original inhabitants as they
rerum. Enuance to r.he building m~ be gained "'1thin a
31-40 The raid was a success and your crew of hardy set number of rums by each side, and any building sections
outlaws/pirates/rebels ~ to get away with substantial damaged in !he siege may lose their protective ability.
quandtles of money and/or other goodies. The authorities
chased you all the way to the spaceport where Abdul Chart 10 - Oddball situtatlons and special operations.
Goldberg was waiting with the getaWay ship, however, the 01-10 Preliminaty investigadon ofa newly accesstie planet reveals
double-dealing rat had done a bunk leaving you and the a lost human group which has somehow developed a
gang stranded. \budid the only logical thing- jumped into mysterious physical or mental trait (for example • almost
a ship being refuelled. One ofyou needs w activate the ship's all the population are psykers, but they are invulnerable to
systems from inside whilst others guard the fuel pumps. pyschicaDy ammed alien dominalion). Back on eanh, tht
How much fuel will you need7 How long will it take tO get Adeprus Mechanicus are fascinated and requue a few
the ship ready for space? IS It em pry - what does the hold hundred samples for experimentation. Unforrunately, the
contain? The authorites are closing ln. Has Goldberg planet's population also suffers from another mutation-
panicked and left, or has he betrayed you? they are all psychotic axe-wielding maniacs with an
41-50 \'.tirdcultlsts worship warp entities in an old cellar complex intelligence somewhat less than a ChtheDeanJwnplng-jeUy.
deep beneath the dry. These Insane psykers make regular A force ofImperial troops is sent to escort scientists as they
sacrifices of yomg psykers, onserv!ng strict riruals which select and capture samples for shipment back w Earth.
they believe necessary to their perverse religion. A group 11-20 A robot building factory M; ~me crazy for some reason
ofImperial agerus has tracked the group dcMn. only to find The robots are wandering aboul killing people, and sornt
them im'Oived in anempts to summon more warp entities have escaped into the clry where they are causing
using ancient artl.faas and human sacrilice '\bu don't know considerable panic. Enter the factory, destroy any rogue
lf thiS Is possible - but their power Is considerable. Now, robots and shut down the production Unes before the whole
one of your own agents has been captured and Is being dry Is flooded with them.
prepared for sacrifice in a final riruaJ that wiD summon an
entiry ofsupposedly world destroying power. The cultists 21-30 Your crashing amongst the Death \\Odd jungles couldn't
are ready to make the sacrifice at a specified time Important have happened at a worse time. Within hours the wholt
lO their rtrual- your objective Is to rescue your feUow agent, planet Is due to be sterilised by a potent virus bomb whlcb
or at least to pfe\el\1 the accomplishment of the rirua1 within )'OU have no way of escaping - the blast alone wiD almost
the appointed time. certainly kill )IOU and your crew. '!bur only hope is to reach
the equatOrial station and dismantle the bomb before ltl)'eS
Travelling the galaxy in search of salvage isn't the easiest off.Th reach the station you'D have tO fight your way through
way to make a living, so when the opportuniry tO obtain the jungles, and once there the robot defences must be
the wrecked alien spaceship carne along you were there like overcome before you can deal with the bomb.
a shot! The planet is a Death \\Orld, but the ship must be
worth a fortune - so you quickly l.lnded nearby and set up 3 1-40 It was a daring escape from the high security jall, but you
a dismantling yard. The robots were busy hacking the ship managed to reach the spaceport and steal a ship before the
to pieces and crating it when you were attacked by a bunch authorites realised you or your gang were ~oe. First stop
of)okaero. What are they aftes7 One thing's be sure they're was to travel ro your secret hideout artd recO\.'eC the hoard
not gen!ng your scrap. and you hastlly prepare defences. ofstolen money/goodies you hld before )'Our capture. YOU'
can you and your robots defend the scrap, dismantle the beuayal by Abdul Goldberg cost you your liberty, but he'd
ship, load It aboard your freighter and take off before the never get his bands on the loocl As you begin to recover
)okaero over-run your camp? the stash from its burial place in the jungle ruins you are
suddenly attacked. u Is none other Lhan the treacherous
The natives are converging on the ancient pyramid even Goldberg who probably engineered your escape just so he
as your exploration team ~the inner chamber. 8uried could follow you and steal )'Our!()()( .
deep inside Is the object of your mission - the alien time
capsule that has lain in the darkness for almost so thousand 41-50 A member of the ship's crew Is a Vampire/Genestealer or
years. The telepon homer has been lost, and a spacecraft olher unpleasant alien and has taken over most of the aew.
has been dispatched to pick the team up. But unless r.he The remaining crew must destroy this menace before it
natives can be kepr away from the entrance they will re- destroys them!
seal the pyramid, trapping the explorers inside forever. Are 51-60 An inquisitor has discovered that strange alien artefactS have
there other entrances, and If so could the explorers face been found in the old ruins. These artl.facts have an WlUSual
greater dangers than they anticipated? power (Which the GM can invent - for example they could
The conwy Is heading sualght for the dry. unaware that bring back the dead If used within a day). Some artifacts
a battle rages over possession of the terminal bulldlng. Few have fallen into the hands of brigands, others are owned
people reallse that r.he &Ovemor Is on board, but somehow by religious groups. private colleaors. etc. Aliens or other
rebels have found out and have caprured the terminus - hostUes are reported to be interested and have landed
where the comoy is due tO~ any minute Having planted amongst the jungle to search !he ruins. You must use local
explosives, the rebels have only to wait for the arrival of forces to caprure/buy/steal or otherwise repossess these
the convoy before destroying themselves and their enemy objects whilst denying them to enemies of the Imperium.
• If they can hold out agal.nst the gpvernment troops that The local natives are pr!mltJ..e - do they knc7.Y aeythlng about
oppose them. the objects and do they ha~ arrf1 Are they hostile to thls
THE ADVANCED GAMER

desecration of the sites of their ancestors, or can they be 01-05 One of the p~rs' models has unknowingly contracted a
persuaded to help in the mission? dose of MACS (Mysteriously Acquired Crazy Syndrome).
61-70 An admistrative error has dispatched two identical forces
The disease take hold instantly and without warning,
to an alien controlled world. Both have identical orders • causing me victim to act In a totaDy uncontroDed, murderous
to destroy all armed resistance on the planet. The planet's and unpredic!ably ~ous manner until mercifully slain.
MACS may be mysteriously transmitted through any sort
inhabitants might be mimics or have hallucinogenic powers of protective clothing, walls, armour plating etc. Any
or its atmosphere might produce comparable effects. As a
result each force has orders to maintain strict creature of!he same race has a 1 in 6 chance of contracting
the disease ifIt comes within 2 • ofme victim. This manifests
communications silence. to disll11St everything they see. and
to totally destroy the opposition. Not only has each human itself at the beginning of any following tum on the D6 roll
force got to deal with aliens, but they will naturally regard of a 6.
the ocher as panoftlte alien threat.1b make matters worse. 06-10 .A military unit is unhappy with its leader, who is brutal,
me aliens could be given p<W.ers which enable chem tc incompetant, stupid, dishonest or otherwise subject to some
appear like human troops, this could take the form of an defect which makes him extremely unpopular. If asked to
illusion generator or it could be a natural mutated-ability draw a Un.e oftire that passes within 2 • of their leader, there
associated with the planet's inhabitants. is a 50% chance of a fJier targetting against him
71-80 The Ambull tunnels seemed like. a good place to hide out. 'accidentally'. The player remains unawareof the situation
Uttle did you imagine that they were still inhabited, a fact and rolls to hlt his intended tuget • the GM makes a secret
50% roll and if the player's dice score Is enoogh to hlt the
which became apparent only when the gun battle attracted
the attention of the creatures. \bur rebels/outlaws know the officer !he shot Is retugetted. Unless the shot hits the leader
tunnels inside out, but now they're infested with Ambulls, the attempt will!P unnoticed and !he shot will be discounted
and the auchorities have penetrated the outer defences (are as an ordinary miss. The player controlling the troops will
they in for a surprise!) . Perhaps some of the western exits be unaware of any problem or redirected shots until the
are still open? can you fight your way through before the officer is hit.
authorities or the Ambulls get )Uu? Have you time to visit 11-15 A vehicle is subject to mechanical problems and will break
the stores, va.ults and other chambers to rescue important down becoming immobilised on the secret 06 dice roll of
artifucts/loot/secrets or get more weapons? a 6 made evezy tum. It will start to work again on a further
81-90 A wealthy imperial official is keen to bag some of me local 06 roll of a 6 made whether mechanical attention is given
wildlife for his office wall · as the planet is overrun with or not, but will continue to break down/recover throughout
all manner oflcuge and predatory creatures this should be the game. v.tapons and equipment are unaffected.
no problem, and he hires a team of experienced locals to 16-20 Unknown to either side unexploded mines litter the area
guide him to the hean of the jungle where the biggest and of the battle.
most ferocious creatures live. Natives worshipping !helargest 21-25 One of the charac:ters taking part in the conflid is the subject
and meanest of these creatures ambush the party, but from of a personal vendetta · perhaps he is blamed for causing
them the offidal learns of the existence of this King Kong someone's death, perhaps he is an unconvicted drog dealer,
sized creature - he wants it! Meanwhile a team of animal or has fled owing money. Whatever the reason his enemies
conservationists have discovered the whereabouts of the have hired free-lance killers to track him down and kill him.
hunters and are searching for the creature. As hunters, This they do at any opportune moment dudng the game.
natives, conservationists and creantre conwrge the official's
resolve hardens into an insanity !hat becomes his primary 26-30 One of the playe.r's main characters meets someone from
obsession. the past· an old girlfriend, wife, relative, fellow conspirator,
enemy, long-lost Gyrlnx, etc. Their presenoe causes an
91-00 A mysterious strang\![ has hired a party of disreputable types Interesting problem or introduces new possibilities for the
to break into the fortress/home of an important Navigator player.
family and kidnap its head. Supplied with a map of the
fortress and several means of entrance. the adventurers set 31-35 The scene of the battle has been unexpectedly chosen by
off. Once inside. however, their task becomes complicated, a crim1naJ gang as a place to conduct a secret deal ofsome
as not only is the fortress ~u guarded, but there appear kind · meet fel.low smugglers, exchange hostages, swap
to be several characters identically dressed and answering money, drugs, \reapons, etc.
the description of the target. The mysterious stranger is in 36-40 One character bears a previously unexplained grudge against
fact the jealous brother of the family head, who has another and becomes subject to hatred as soon as he
confessed his misdeeds to his brother's wife with whom recognises his enemy. These can be characters from the same
he is conducting a secret affair. Not wishing to alert her side or opposing sides, ordinary troopers, personalities or
husband to his brother's treachery (or her own infidelity), any models. Suitable reasons might be .killing a friend or
she has drumd me family head (asleep fn his room) and relative, stealing a valuable item, treachery. or ClC(Ythingthe
has disguised herself to resemble him. She has also ordered GM thinks appropriate.
several young maidservants to do likewise, and has
compelled her treacherous lover to adopt similar garb. Her 41-45 Onoe every 30 thousand years a huge comet emerges from
plan is that the adventurers will kidnap the wrong person, deep space and unexpectedly wreaks havoc on the planet.
and that either she or her laver will then rendezvous with The comet chooses just that moment to arrive, producing
the adventur~rs as arranged and 'collect' the victim in rerum atmospheric effects, as described for Death W>rlds, every
for the promised reward. Most of the servants have been tum.
given the day off, and any casualties amongst the guards 46-50 Creatures or plants of which the players \\ere previously
will be put down to an attempted burglary. The journey to unaware attack. creating addililnaJ probletns for both sides.
and from the fortress involves potential battles with creatures Fa-haps a herd is due to make its annual mlgralion, the battle
living in sewers, local police, mobs, etc. lies lnbetween creatures and their waterhole, or maybe a
group of predatory creatures are just attracted by gunfire.
Whilst the players battle it out a further alien force lands
and enters the fray • perhaps hoping to take advantage of
the disorder to fulfiil some llliBsion of their own.
A main game plot can be enhanced by a su~plot, the ramifications
of which are known only to the GM. ~plots are put into effect by One or more of the characters Is in fact controlled by or
the GM and often involve the GM taking over a player's models or actually Is a warp entity and may choose to take advantage
lntroducingnew opponents. Any plot can be livened up~ the addition ofthis at some point dwing !hegame. The controlling player
of a~plot, minor incidents of this kind can suddenly become pivotal is disorder to fulfil some mission of their own.
10 lhe success of a mission. One player has been supplied with a batch ofmalfundionlng
\bu can randomly generate a su~plot from the following chart if weapons. Airy natural to hit ron of a 1 means the weapon
you wish· or you can sub5titute an original idea of your own. is now useless.
THE ADVANCED GAMER

66-70 Aey buildings or artifacts belonging to an ancknt civilisation of the Adeptus ~cus ifhl.D11all). The android functions
have unexpected powers. Characters entering buildings or exactly like a human until hit, when there is a 50% chance
touching artifacts gain/lose characteristic score, become of it going crazy • moving. shooting and attacking in a
totally passive/subject to hatred against evef)Qne else, their random manner. At the same time its power circuits~ out
minds are taken~ by the non-material minds of an ancient of oontrol increasing all characteristics by +1. After 010
race, they become mutated, receive special abilites not rums the android explodes with a 2 • blast radius causing
covered by the rules, etc. The GM can choose or invent any a 55 hit any anyone in the blast zone.
suitable effect.
91-95 A camera crew belonging to a local media company has
71-75 Refugees from the wars are trapped in the conflict, somehow arrived on the battlefield and is wandering around
individuals amongst them may wish to fight, others simply trying to interview the troops and film their activities. All
run around and obscure the field of fire. troops within 4 • of the crew will be distraCted and suffer
76·80 Prior to the outbreak of hostilities the area was visited by a ·1 penalty on all dice rolls. Unit leaders and personalities
Dr Gostello's Amazing lntergalactiac Ps~ho·circus. The may shoot these troublemakers • other troops would be
circus has now got caught up in the fight, and its collection reluctant to do so.
of dangl!rous creatures, weird aliens, frightening mutants 96-00 Unknown to the players a building on the table houses a
and psychic clowns are trying to defend their collection ofantique vehicles- all are in working order, and
circus/escapekrurvive. can be studied and activated in the same way as other
81·85 The fighting zone is unexpectedly riddled with a maze of unfamiliar equipment.
tunnels just below the surface. \ehicles, heavy equipment
and even models can unexpectedly fall in, where they may The publishers ofwarhammer 40,000 invite you to send in your
find themselves ~g not only enemy models. but whatever own ideas for plots or sub-plots suitable for inclusion on these charts.
built the runnels in the first place. lf you've got a real hum-dinger winner of an Idea please send h in,
86-90 Unknown to either side one of the personality models on using a separate envelope from any other correspondence and
the battlefield is an experimental android (a constrUCtion enclosing a stamped S.A.E ifyou want your submission returning.

The subject of collecting, painting and converting metal and plastic


figures is a vast one, and one which could quite easUy fill a whole
book. This chapter covers the basics of buying, assembling and
painting models, be they metal or plastic. Citadel Miniatures have
Long been known as the foremost producer of metal gaming miniatures
- combining the talents ofsome of the world·s best miniature sculptors
and the most advanced production techniques. Otadel 's excellent ran~
of warhammer 40,000 figures has been produced in close co-
operation with the game's designers and contributors - in fact some
of the sculptors are avid Warbammer 40,000 players and have helped
to design and test the game. As well as the metal models, Citadel have
produced a limited number of plastic models which are available at
greatly reduced cost compared to their metal counterparts. Once
painted they cannot be told apart. until picked up.

Although it is very easy to buy a new model on impulse (and I know


of no-one who doesn't!), it is more efficient to think about your forces
and plan your purchases carefully. lf you are a member of a regular
gaming group it is a good idea for each player to stick to a particular
theme or race - one player concentrating on Space Marines whilst
another dedicates resources to Eldar or Orks, for example. Of course,
most of your battles will involve humans. so several (or all) members
ofa group could collect some human troops. There are lots of human
types to collect anyway • varying from medieval feral worlders to
imperial troopers. the household troops of planetary governors. pirates,
etc. One player might like to concentrate on monsters and 'weird'
aliens - it always seems to be the GM who ends up coUecting these
more way-out creatures!
Players should try to build up a comprehensive force of their chosen
race. The best way to do this is to buy a whole unit at once - usually
ten models. In the case of most races d:tis will mean 6 or 7 basic
troopers, an officer and 2 or 3 special weapons. The variety in weapons
THE ADVANCED GAMER

I W.mors of the penal legion


2 The imperial army d•shes with Eldar
3 4 ~ A selection of Squat troopers
6 A g•me in progress
7 A long t•pe is useful when it comes to awnard masuring
8 Eldar mercenuy .,..niors
9 Tbe edge of a city is the setting Cot this W1 p•ccd usault
THE ADVANCED GAMER

and poses will make painting more interesting. and once finished you in a neutral shade ofgrey or brown. This will look reasonable in most
will have a useful unit. It is also quicker to paint lots of models at circwnstances. The texture is applied by mixing PVA glue with sand
once. so your armies will grow faster than they would if you were or fine grit- this gunucy mixture can be pasted onto the base's upper
buying in dribs and drabs. surface using a cocktail sticl<or something similar. ny to avoid getting
Citadel figures are now widely available, and any good model shop the glue mixture onto the model itself. An alternative finish can be
and even some High Street retailers will be able to offer you a wide obtained by using a ready mixed filler, such as 'Ietrion. 11tis can be
selection. Wherever you obtain models, try to choose those which left plain or sprinkled with sand, grit or fine modeller's flock when
are the cleanest and most perfect castin~. Because rubber moulds wet. If you like, patches of flock or sand can be glued to the 'Ietrion
are flexible and soft they do not last forever, and the models they surface once it is dry - this gives the effect of sparse vegetation or
produce may vary slightly from batch to batch - although all those broken ground. Whatever method you adopt it is best to leave the
offered for sale should have crisp detail and no malformities. Some sides of the base plain and undecorated.
degree of excess metal originating from air vents in the mould, or
from metal seepage within the mould, is unavoidable and such models
can be easily cleaned up before painting. Plastic models are moulded in high-resolution rigid polystyrene and
come as kits for the modeller to assemble. This format allows a certain
latitude in poses and equipment, so that no two models need look
exactly alike. Firstly wash the whole kit with warm water and a little
washing-up liquid to remove any grease remaining from the steel
Before painting, all metal models should be cleaned up with a small moulds. Before construction separate the pieces from the supporting
modelling file and/or modelling knife. The moulds used to make metal frame using a modelling knife and clean up any mould lines in the
figures come in two halves, and seepa~ between them will result same way as for metal figures. Assembly is easy using standard
in a slight ·mould line' -a thin ridge of metal running round the model polystyrene cement- the liquid sort is recommended. Carefully apply
from top to bottom. If this seepage is extensive it may form a film a small amount of glue to both parts to be joined, wait a few seconds
offoil-thin metal between the model's extremities and it is then called for the glue to take hold, and firmly press both parts to~ther.lfthe
'flash'. Both mould lines and flash can be dealt with using your parts remain loose or spongy you are using too much glue - only a
modelling knife- the singleroost useful tool you can own! Thin strands tiny amount is necessary for a firm grip. 11te model can be glued to
of metal sometimes adhere to models and should be cut off - these its base at any convenient stage, and the base textured in exactly the
are where air vents have been cut or drilled in the mould to let air same way as for metal figures. Plastic models will feel somewhat
escape, they are easi}y removed with knife and file. These venting lightweight compared to those made from metal, and may be weighted
strands are not imperfections in the model but a good sign - if the with plastiscene pressed underneath the base. This will stop them
air vents fill with metal this means no air has been trapped in the falling over quite so much and gives a much nicer feel.
mould to produce a little bubble or cavity. Ifyou find any little cavities
of this kind you know it is due to a tiny bubble of trapped air in the
mould - but small holes may be acceptable as they are easi}y filled
in or painted over.
As Citadel models come with a separate plastic base, they will have
to be fixed before you can start painting. Use a fast setting two part
epoxy resin glue such as Araldite for this - spread the glue in the
prepared slot and on the corresponding tab before pressing the model
home. If the figure won't stand up in the slot you can support it with
plasticine for a few minutes to give the glue a chance to work. Don't
worry about ~tting glue on the top of the base, as any excess will
be covered over at the next stage.
Once the figure has been attached to its base a decorative ground
coating can be applied. The base should match in with your gaming
set up, and must be done so that it won't appear incompatible whether
your game is fought in a jungle or on the streets. This is a matter
of taste - you can make }Our bases look like paving slabs but this
will look fuMy amongst jungles, you can make you bases look like
foliage but this will look odd amongst the city streets. A good
compromise is to apply a rough texture finish to the base and paint
THE ADVANCED GAMER

batch of models at once as this will save time. materials and effort.
Almost any white paint will do for the job - enamel, acrylic or Plaka.
Whelher IOOdels are metal or plastic they will accept paint much Th1s can be applied with a largish brush {a size 3 for example) and
more readily if properly wulercoated first. If this is not done the colours the aim should be .to completely cover the model with a thin coat.
won·t show up properly. the bare surface may show through. and If the undercoat is too thick it will obscure the underlying detall. If
the paint will wear away very quickly. An undercoat is simply an all- the paint Is too thick straight from the pot dilute it so that it produces
over covering of white paint. Experienced painters will know that a nice thin white coat.
special effects can be achiewd using coloured undercoats, but for most Perhaps the most efficient way to undercoat a batch of models Is
purposes white is the best.lt is most convenient to undercoat a whole to use a car repair spray can of matt white primer. Place the models
in a tray or box to contain the spray and go outside {spraying indoors
is definitely out - the fumes are horrible and it Is impossible to fully
contain the spraY). When spraying out of doors remember your box
will not contain all of the paint - so whatever you place your box on
will end up with a nice white ring! It is best to lay down paper - and
avoid spraying onto patio paving and concrete floors at all costs.
Making sure there is no wind (or rain, snow, volcanic eruptions, etc)
hold the can about a foot from the models and spray with light, smooth
strokes. Don't aim to soak or completely cover the models at one go.
Then rum your box around and spray the other side. Once dry you
can reposition figures to catch undercuts and awkward angles -each
coat will build up the overall covering without drenching the models.
Any difficult bits can be filled in with a brush later.

Old fashioned oil and enamel based colours are rarely used these
days. since there are many excellent water based paints now available.
These are thinned with water and brushes can be cleaned with water
-avoiding the need for smelly. brush-destroying, rurps and white spirit.
Readers who are familiar with and used to using ena.rrel paints and
THE ADVANCED GAMER

rurps will fmd these are perfectly good for metal models, and all the
reclutiques described for warer paints can be applied to enamels. Most
garners will wish to use water based paints, however. and so only
types of this kind have been described.
Acrylic paints are based on water but are waterproof once dry. AD
the hobby paints are of this type, including Citadel Colour whlch is
specially made for pain ring Citadel models. AU acrylics are mixable
and interchangeable - so if you find a shade you like from one
manufacturer it will mix perfectly easily with paints produced by
someone else. As well as the modelling paints sold in hobby shops,
you can buy acrylics in tubes from art shops. These are generally
thicker than modelling paints and may lose covering po'Ner ifthinned,
but are useful all the same.
Plaka is a special craft paint sold in art shops - it comes in large
jars which \'Klrkout at good value ifyou need lots of paint. It is water
based like acrylic and can be intermixed with it. If you undercoat by
brush a large pot of white Plaka is the best material to use. Like acrylic Painting textured bases, applying undercoat. varnishing and dry·
it is waterproof once dry. brushing are very hard wearing on brushes - so use an old brush or
Gouache is an old-fasnioned sort of water colour with a 'glue' base. buy a cheap one for these purposes. A cheap number 2 or 3 will prO\oe
It can be bought in art shops and usually comes in small tubes. Until useful for large areas and brush undercoating.
recently gouadle provided the best colour range for water based paint. lt goes without saying that having spent a king's ransom on brushes
However, as this is no longer quite as true, gouache is best avoided you \vill want to look after them! Never leave brushes standing in
as it is not waterproof when dry and tends to rub off if handled too water as this will bend the bristles completely out of shape. Clean
much. Some gouache mixes with other water based paint. brushes after use with soapy water and stand them points upwards
Poster paints are a little coarse for our purposes and, like gouache, in a jar. Make sure tlle bit where the bristles meet the metal ferrule
are not waterpoof when dry and llandle badly. However, the metallic is clean, and tweak off any rogue bristles as they appear.
paints from these ranges are often excellem and well worth buying.
Your choice of colours will depend on your subject matter, but you • B4SlC TECHNIQUES .
will need a minimum of black, white, red, blue. yellow, green, and
brown. The Citadel Colour Paint Set 1 provides all of these colours You will need a steady flat surface such as a table, good light (daylight
at a bargain price and is highly recommended. By mixing the various is best), at least 1 jar of water and a mixing palette (an old plate or
colours you can produce different shades, and you can always add rile is ideal) . Protect your \'Klrk surface with a thick layer of newspaper
more colours at a later date. Difficult colours to mix (and therefore and place your paints and water aroWld )00 so that they can be reached
good ones to buy) are dark blues, dark reds/crimson, and all strong comfortably. Water should be clean to avoid fouling paint, and it is
shades of brown. Flesh is \'Klrth buying if you find yourself mixing a good idea to have a separate jar for cleaning and thinning metallic
this colour a lot. colours (othenvise metallic bits will start appearing in all your other
paints). The palette is used for mixing and storing the paint you are
using, and should ideally be white to show the colours.
Brushes are tlle single most important irem in the painter's armoury, It is easier to paint several figures at once rather than to start and
- all paint is precry much the same, but you can' t expect to produce complete one at a time. \\brk through your batch of models painting
a good paint job with an 'orrible bit of Yak's tail on a stick. A good all the blue bits, all the red bits, etc. By the time you have worked
brush makes painting easier, faster and more fun. Agood brush should through the batch tlle first figures will be dry and ready for the nex1
be made from sable, it should come to a nice point when moistened colour. It is usually easiest to paint a figure from tlle inside out- starting
between fin~r and thumb, and it shouldn't have any odd, sticking with the skin and working outwards through the layers of clothing.
out or overlong bristles. Examine your brush carefully in the shop finishing \virh equipment. Initially, just concentrate on getting the
- art shops will often provide a dish of water so that buyers can point paint in the right places and don't worry too much about shading
brushes: artists take buying a brush seriously and so should you. or highlighting. By painting outwards from the skin you'll make il
Good brushes don't come cheap, so choose carefully. You will need easier to cover up mistakes as you go along - but only practice will
a number 1 for general work and a number 0 or 00 for fine detail. improve your technique.
However, a good number 1 should come to a fine point and will give The last thing to paint is the base - which can be any neutral shade
as good detail as the smallest brush - it's just that a small brush is of grey, brown or even green. The edges of the base are best painted
easier to llancDe when painting unusually fine or recessed detail. black, which will show the model off against the terrain.
THE ADVANCED GAMER

There are many ·tricks of the trade', those interested are best referred
to the many articles that appear in the Citadel Journal and White Dwarf
magazines.
Black lining is a simple form ofshading used to emphasise contrast.
Basically any change in colour or material is marked by painting a
black line (or very dark shade of some other colour). For example,
where a model's hand appears from its cuff a black line is painted
where the two join, and where a hand grips a gun a black line painted
to separate the flesh from the metal. This technique looks very good
if done carefully and can be combined with other shading techniques
discussed below.

Shading creases ln clothing and recessed detail can be painted with


a darker shade of the surrounding colour to represent shadow. Where
a progressive gradation is required two or more darker shades can
be used, each shade representing a deeper area of shadow. Painting
areas of shadow is time consuming and most painters prefer to use
washes as described below.

Highlighting raised areas will catch the light and so appear lighter
than their surroundings. This can be represented by painting such
areas with a lighter shade of the base colour, in exactly the opposite
way to shading. As this takes rather a long time many artists prefer
PAIN11NG to use drybrushing to achieve the same result.
1 FWsh<d model ...ailil1g base ueaunem
2 S.e m<ta1
3 Uroe«oat
4 Ba9e colours Washing is a quick and effective way of representing shadows. A
s Bas< colow • black Unlng wash is prepared by using a dark shade of the base colour and diluting
6 Bas< colours ; black linlng + highlighdng
7 Basi: (<)louts
8 Bas< colo.a. + dark.et wash
this with water. The ideal consistency is very dirty water rather than
9 Bas< c~.·o.~~~h~brushlng thin paint- but you must experiment to obtain the right consistency
11 Bru>hcs should com< "' a nlct polnt IJke 11\ooe on the left
12 flllnlil1g ditecuy from 1he pot Is a swe way to 1\1111 .)'011' brush. P.1r better CD
for your needs. This wash is painted all over the area to be shaded.
use a palem. and the paint naturally falls into the cracks and detail forming a
realistic, graded shadow. Raised areas can be wiped with tissue or
finger to remove any residue of paint - but this is not necessary if
your wash is sufficiently thin. Some artists use water based inks to
make washes as these give a harsher shadow, but these are expensive
and only recommended for the experienced.
THE ADVANCED GAMER

Drybrushlng is a and pleasing way of representing higlilights.


Prepare a lighter shade of the base colour and dip the brush into the
paint. Then wipe away most of the paint,leavingonlyaslightresidue
of the light colour. Drawing the brush acra;s the whole area, pigment
is deposited only on the raised areas producing instant highlights.
It is important to experiment to find the right amount of paint to use.
SUccessively lighter shades can be built up if you are careful.
Emphasising detail such as buttons, buckles, and other small raised
items can be accomplished by painting the whole item, plus a small
area around it, black. The item can then be painted a different colour,
leaving a very tine black line around it. This technique can be applied
to larger areas before painting, providing a similar finish to black lining.
Metallics and difficult shades may need a spedal undercoat.
Metallic paint and some light shades of brown and yellow do not sit
well on top ofwhite paint. The white will show tluough and the finish
is patchy. 1b compensate for this another colour is painted onto the
area first as a sort of second undercoat. In the case of silver the best
colour is black or grey, in the case of red metals the best colour is
brown. Light yellows willS§' over pale browns or darker shades of
the same colour. Paint varies and you may be able to find better colours
to suit your purposes.

This chart shows how )t>U can use lighter or darker shades to produce
highlights and shadows - it can be used with all the techniques
described above. When mixing shades remember lighter tones are
lighter not whiter, and darker tones are deeper not blacker. Adding
white and black will work to some extent, but ifoverdone will simply
produce a shade that looks either washed out or dirty.
BASIC COLOUR DARK SHADE UGHT SHADE
Grey, blue·grey White
or pale brown
Black Dark blue
Black White
Crimson Scarlet, orange or yellow
Dark blue or Pale blue or white
black
Yellowish browns Pale )ellow or white
pale red-browns or
orange
Dark green, blue Light greens and yellow
or black
Most red-browns Add white or pale yellow
Yellow-brown Darker red-brown Lighter brown, yellow or
white
Red-brown Darker red-brown Yellow-brown
Darker shades of red may be obtained by adding a small amount
of green to the base colour. Similarly a darker shade of green may
be produced by adding a small amount of red. Neither will give as
pure a tint as a real crimson or bottle green pigment. Blue is difficult
to darken and it is best to buy a separate dark blue colour (such as
an artist's cobalt or blue or an eau11vaJ1em
THE ADVANCED GAMER
THE ADVANCED GAMER

e MODELLING • THE HOARDING IMPLUSE


Enthusiastic fantasy modcllers can easily be told apan from the rest The author tries ooc to just srore any and every interesting looldng
of humanity- the signs are all too plain ro see. The first indications box and packet that enters the household - tries - but somehow neo.-er
may go unnoticed - a rendency to hoard pieces of polystyrene quite mana~s ro throw away the offending item. There is a definite
packaging uroer the bed, a marked and irtational preference for yogurt boomerang effect, just when one is about to throw away a p1ece of
in oddly shaped pots, unexpticable urges to collect deodorant boaJe polystyrene it suddenly become apparent that this is jus£ what yo1fve
rops- but by now the~ has a firm hold. 1b the deran~d mind been looking for to make that much needed refuelling point (etc, eu:).
of the mode!ler the world takes on a strange and different appearance, Ifyou ace lucky enough to have almost infinite space to store household
pieces of poly.;tyrene packaging become ruildings and bl.mkers. dessert junk then this is fine. You'D be amazed just bow quickly ~uc spare
and magarine rubs are components for towers, tins and cardboard rooms, outhouses, ceDars and actics till up with expanded polystyrene.
rubes assume 1he proportions of mighty buildings. It is doubtful carrons, boxes, bottle tops and assorted junk. If. however, ~u are
whether there Is any cure for this condition, the author has been a unfortunate enough to have to share your habitation with other
sufferer for many years and knows several other individuals with the (possibly normal) people compromise may be necessary. ln such a
same malady (some occupying Important positions of authority in situation It is important to plan your projects carefully, ttying to acquire
society, professional people and even one or two rumoured to be the various components without taking over the whole house.
free masons}. Clearly the Impulse bridges social classes and Expanded polystyrene is definitely the worst offender on this point.
~nerations. and it Is necessary to develop an Icon wiD when it comes to throwing
This section is devoted to modelling. Mention has already been made out whatever the washing machine/central heating/cooker/cleaner/
of some modelling techniques during the descriptions of terrain, but stereo/etc arrived in.
in the~ that follow sped.fic techniques and methods r:i construction Apart from polystyrene packaging, a.Ima;tevery plastic pot, pacJ<¥
and embellishment are discussed in detail. This information is solid and container can be made to serve a purpase. Even the IOOSt mundane
practical stuff- you won't need any special skills or experience to and unconvincing bit of plastic will be found to have its uses. The
attempt most of the projects. You probably will need a few special srucdier the container the more suited Lt will be for our purposes·
modelling IOOI.s, and you'D definirely need access to a basic toolkit but even quite flimsy packaging can be re-inforced where necessary.
including pliers, screwdrivers and a srucdy craft knife. As with any Small rubs containing ~rine. desserts, cream, etc, make qwr.e
handycraft or construction hobby you must be careful and sensible. excellent little rowers If stacked together. If made from clear plastic
both with r~ to your own safety and that of others. You must you have ready made windows! Plastic drinks bottles can also be
also be considerate of ·work surfaces and environment - some of the pressed into service as buildings or covered 'rubeways' Other
processes are fairly destructive, produce copious waste products or household debris which ~ prove useful includes cardboard robes
cause unpleasant smells. Ifyou share your home with others you must from kitchen rowelling, toilet rolls, foil, etc. Srucdy cant or metal tins
also think about how you're going ro store your creations - it's (of the kind used for some milky bedtime drinks, milk shakes and
surprising how much space scenery takes up and how much dust it dried milk} make the basis for fPOd £0\\.-ers (modeDers are advised
coDeciS just sitting on a shelf. to develop a taste for milk if they want to take full advanta~ ofsuch
THE ADVANCED GAMER

:ontainers). If you buy toothpaste, soap or other toiletries in rigid craft knife. Card walls can be joined using adhesive
;Qstic dispensers these will make excellent bullding features or the tape, and joints can be strengthened using triangular
:asis for defence towers, etc. '!bps are often more useful than the acrual butting sections glued into place. Sections of balsa
:ontainers. Pressurised metal containers are best avoided, but their wood add rigidity and can be fixed in place with PVA
llps make perfectly good turrets and observation domes. Soft plastic glue and pins. Any contact adhesive will glue card
washing up bottles are a bit too pliable and light-weight (unless you adequately. A base will considerably add to the
lll them with plaster of paris!) and rigid detergent bottles usually take general strength of the structure. Edges tend to fmy
'lllpleasing or difficult shapes. If left exposed, and can be taped over or covered at
Small plastic components are easier to store and collect and can the 'texture' stage (see later) .
lrlude bottle tops, caps and packaging. Some supergtue bottles are Hardboard Hardboard is more difficult to work than cardboard
~ shaped like large r:tmsiles, whilst the ubiquitous toothpaste but more durable. It can be bought in sheets from
:ap can be used for engine vents. When throwing away electrical any DIY store in sizes of up to 4 ' x 8'. The main
tquipment don't forget to gut it of interesting looking internal disadvantage of working this material is that it is far
:nmponents, put them all in a shoe box somewhere and start a tougher than card. lt is cut using a steel ruler and
oollection ·you'Dbe surprised how little bits and pieces can inspire craft knife. first marking out the section to be cut,
awhole model. then lightly scoring the tine and then repeatedly
scoring until a cut is made. This doesn't take long,
but does involve some effort. Joins can be made in
the same way as for card, wooden batons will be
Many of your raw materials can be supplied by household junk as needed to hold the walls in place. CUt edges tend to
((scribed above. The disadvantage of using other materials to make
look tatty, and the unfinished side will always look
iWl models is that they cost money! However, if you want to bulld
bad. This material also has a nasty habit of warping
1complete mega-dty over a weekend the only really practical way if it gets wet or hot.
1:1 do it is to buy what you need. Some }{>U will have to buy anyway Ply Plywood is probably the most hard wearing material
·glue. pins, nails, paint, etc, so there is no way you can avoid making to use as a basis for construaion. It is available from
I! least a minor invesanent to satisy your needs. Fortunately, most DIY stores and in the same sizes as hardboard. Ply
~the items needed are quite cheap, and those which are expensive is quite rigid and won't warp in the same way as card
ran often be substituted by household junk. The list below represents or hardboard, but using it does require a few
~t about every material the author has used over the years, and woodworking skills. Although ply can be cut with
oodellers shouldn't feel obliged to use all of these materials (at least a craft knife this isn't recollllrended for large sections,
oot on the same model!). and a jig-saw or hack-saw will be needed. On the
Buildings ai¥1 artifidal constructions usually have flat slab-like sides, plus side. quite small and intricate shapes can be cut,
:urved or cylindrical surfaces or are amorphous and ill~efined. Flat and there is no danger of the edges frayng. lbe actual
!Uifaces are the easiest to construct and a variety of materials can finJsh is quite rough, and requires the addition of a
le used. proper texture, but the result is well worth the effort.
Ply can be joined with PVA glue and pins, supporting
rani Thick card is perhaps the easiest material to work batons will help to keep walls in place.
with. The best sort to use is mounting board which Polystyrene
you can buy from any art shop. Card can be cut Sheet Expanded polystyrene intended for insulation can be
cleanly ai¥1 without distorting using a steel ruler and bought from large DIY stores in 8' x 4 • sheets about
1~ n thick. ceiling tiles can be used too, although
these are much thinner, usually about lcm.
Polystyrene is a devil to cut - bits go everywhere! It
is also delicate and inclined to break exact.ly where
you don't want. A special polystyrene cutter is
available (using a hot wire to cut the material), this
makes a very neat job ai¥1 will save you a lot ofeffort.
Otherwise the best tool is a bread knife. Joins are made
using PVA glue and cocktail sticks as pins, roost glues
melt expanded polystyrene so be careful. Because
this material is so light a base may be needed to stop
the construction falling over. It is necessary to put
a proper finish on polystyrene, otherwise it has a
THE ADVANCED GAM E R

nasty habit of looking like polystyrene! A proper Plant pots Plastic plant pots are cheap and readily availabr.
finish will also prevent bits falling off and help to They don't glue too well, but are fairly easy to cut
lengthen the model's life. using a craft knife and can be drilled to take
Sheet Plastic Most modeUers will be familiar with 'plasticard' the supporting structures. There are now available some
thin plastic sheeting used by vehicle enthusiasts to rigid plastic planters, which are either cylindrical or
make their own tanks, trucks, etc. This is too square, but these are rather expensive. As weD as
expensive and flimsy to use for buildin~ (although the actual pots use can be made ofdrip trayS (sbalbf
it can be used lbr detail), but the larg!er, thicker sheets, plastic dishes) and window trays (very shall()lr;,
sold at DIY shops are ideal. Plain, clear, unpattemed usually larg!e dishes which are usuallylongandthinl.
sheets are sold for temporary double glazing and Whilst buying your plant pots at your bcal gardenlng
making Ught-~igbt partitions and doors. COloured centre you might also find some seed trayS, which
plastic is also available, and some is heat resistant make excellent low bulldin~.
(important ifyou are contemplating rigging out your Kitchen items Drying racks and cutlery trays and drainers may
bulldin~ with electrics!) . This material can be cut sound unpromising, but some are quite suitable for
o/ scoring and snappingor ey cutting with a suitable conversion. Wishing up bowls can be used for tar,r
saw- a modelling saw or small hacksaw is ideal. It bulldin~ in the same way as buckets and bins. Oleap
can also be drilled like wood and cut into curving plastic storage jars are very good, often coming in
shapes ifyou have a suitable saw attachment for an a rigid plastic that is easier to glue and which will
electric drill. Joins are made using plastic glues, and bear more weight.
additional plastic batons or triangular fillets can be Amorphous shapes can ofteu be produced by using unexpec!ed
used for increased rigidity. The finish does not readily pieces ofstandard containers, cutting cylinders offat strange angles,
accept further paint or texture, although holding etc. The following materials are all useful.
power is improved if sheets are sanded or scored
before construction. Plaster Plaster of paris is an excellent material for making
bull~ of any shape. It can be bought fairly cheaply
Plastic Boxes Plastic kitchenware is available in an sorts ofshapes, from larger chemists and only requires mixing with
including squarish lunch boxes, freezer tubs and the water before it is ready for use (add the plaster to
like. Although it is relatively expensive to buy in water rather than the other way round). Solid plaster
quantity, these do provide an almost ready made basis bull din~ have the disadvantage of being relatively
for your building. Unfortunately the plastic is soft heavy, and all plaster constructions dama~ easily.
and difficult to glue, but can be cut easily with a craft It is impossible to avoid chips and scratches. but a
knife. Supposedly, '1\Jpperware' provided the basis proper wooden base will help. 1b make a plaster
for much of the scenery in at least one SF 1V series building you will need some sort of moold or former.
- who am I to argue. A cheaper alternative is freezer The easiest method is to cast the piece into damp
ice-cream tubs. cat litter trczys and pet food dishes sand. A bucket or other container of damp sand is
are cheap, convenient and come in various sizes. the basis ofttm method. Hollows and various shapes
Round, cylindrical or curved surfuces can often look more pleasing are carved into the sand by pressing in differently
than a simple flat surface. Styles of architecture vary tremendously shaped objects until a negative image ofyour building
throughout the lmperium, so anything goes really. 1t is almost is formed. Chikl.ren's toys are ideal for this, differently
impossible to make a cylinder from flat sheets, so only ready made sized balls are espedally useful for maJdng domes.
cylinders are considered. The plaster mixture is poured in and allowed to dry.
card Heavy duty card cylinders are used to store many The completed casting can be mounted on a base and
industrial items such as shrink wrapping, paper and painted - further texturing is not necessary as the
cloth. lfyou know someone who works anywhere grain of the sand leaves a naturally roughened
where such materials are used they may be able to surface.
acquire the waste cylinders for you. Otherwise you Modelling There are several materials on the market which can
are restricted to the lighter versions used for toilet compounds be used to make smaller buildin~ or features. These
tissue, kitchen rowel, etc. include the two-part epoxy putty Milliput, Das
Drainpipe Plastic plumbing can be bought from building modelling clay (which hardens on exposure to air),
suppliers, and from some of the larger DIY stores. Fimo (which is oven baked to harden) and good old
The different diameters of the pipes can be exploited fashioned plasticine. Plasticine cannot be hardened,
to give varied building shapes. Large soil pipes are but is still useful for making small improvised items
the best (these are the ones that connect the toilet on the battlefield - it can of course be reused almost
to the~ system). This material is fairly tough, indefinitely. All the other materials are relatively
and you will need a saw to cut it. Drainpipe is difficult expensive and their use is best confined to derailing
to glue, and sections will need to be drilled and well your creations.
supported if they are to s~ in place. Papier mache Papier mache is rather messy but finished buildings
cans Metal or plastic bottles, cans or containers are ideal areUght. Usedoverawooden, wireorpaperandcanl
for most purposes and readily obtainable as junk. former it gives an irregular surface. This means it
Epoxy adhesives may be required to join pieces can be used to make irregular shapes otherwise
together. impractical or difficult. Slmi.lar results can be obtained
by wrapping plaster soaked cloth around a former.
Bins A plastic garden bin or domestic dustbin provides Buildings made in this way look somewhat like termitr
the basis for a good, big building. The bottom can mounds and are ideal for representing the artificial
be cut off to a height of about 12" and inverted to accretions of insects or similarly minded crearures.
form the base of the building, whilst the remaining
sections can be put to use as terracing. Better still.
although expensive, are water butts and brewing bins.
The same~ for regularly shaped waste paper bins,
paint tins and ether larg!e cans, buckets, tins and pans.
THE ADVANCED GAME R

the bits is rather expensive, so choose your model


carefully. warships are probably the most useful,
The secret of making a mundane tin or tub into a convincing building especially if they ha~ large turrets and lots of
is finish and detail. Finish refers to the acrual texture of the surface, deck equipment.
whereas detail refers to the various blrs m:l pieces that represent doors. Plasticard, card can be used to scratch build surface features of
pipes and other paraphanalia. Many of the modelling materials and paper all kinds, panels, doors, hatches, vents, etc. A
discussed above give a totally featureless or 'tlat' finish, especially simple scattering ofoblong panels on the surface
is they are plastic based. This never looks right and the illusion of will make a plain building or vehicle look more
scale is destroyed by the way the flat, shiny surface reflects light. interesting. Ifyour building is ofan old fashioned
1b overcome this a separate finish is applied, the aim of which is to type. a scattering of slab shapes will give the
provide a roughened texture. Even a slightly roughened texture will impression of brick or stone. Key stones at comers
improve the model, and all surfaces should be treated in this way, will help to disguise whe.re walls join, and will
even vehicle hulls and other metallic surfaces. neaten doorways and windows. Individual pieces
Thxture is usually applied with a fairly large and old brush- brushes of card, paper or plasticard can be used to make
subjected to this treatment \\Un'tlastlonganyway. The texture mixture roofing tiles for rustic buldings, and can be made
can be varied from fine to coarse. depending on the required finish regular or irregular depending on the effect you
·experiment until you find a finish you like. The basis for the mixture want. Paving slabs can also be represented in this
is a ready mixed plaster such as Thtrion, but any comparable product way. All slabs and panels should be finished in
will do. This can be thinned to an almost paint-like consistency or the same way as the general surface. Clear plastic
thickened with anything from fine dust to sand, scouring powder is can be used for windows if glued on the inside
ideal. Mix your chosen components and test the mixture out on a of holes cut into the building walls.
piece of scrap before deciding on a final finish. Finer mixtures can Pins and Many pins have decorative heads which are ideal
be prepared with ordinary modelling paint and scouring powder, this ball bearings for representing small knobs, buttons or rivets.
gives the best finish for vehides and smooth surfaces. Covering a~ Ball bearings come in various sizes and can be
area will require a lot of paint, however. Areas which are to form used in a similar wo.y to provide extra detail. Beads
windows can be left untextured, and the slight depth of material can be used too and are easier to fasten usingwire.
surrounding them will help to make the window look recessed. Drawing pins make excellent ventilation covers
if pushed half-way into the surface.
A ~ finish makes the job of painting easier and the final model Spoons The spoon part of plastic spoons make excellent
far more convincing. Rough textures are ideal for dry brushing. Dense domes or cockpits. Medicine spoons are best (save
textures will overcome faults in construction or unwanted finishes 'em) and any clear spoon can be used to make
on raw materials. a clear dome. Plastic cutlery picnic sets are cheap.

•DETA IL
Adding detail to your basic shape will transform it from a tub or
can into a building. Lots of detail also helps cover up any modelling
mistakes and untidy construction. Collecting materials for detailing
is a bit like collecting the basic components - a full time profession!
Fortunately parts required for detailing are generally small and don't
take up so much space.
Drinking straws Possibly the most useful things ever invented -
use them for all kind of piping. Assorted sizes are
available, and some ha\.e flexible ben~ which look
good.
Flexible hosing Small bore flexible air-line can be bought from pet
shops which sell aquatic supplies together with
interesting CO Meeting bits. ~bore piping can
be carefully scavenged, bits of garden hose for
example. Being flexible these items don't take Buildings, vehicles and other scenery can be painted using ordinary
finishes too well. This can be overcome by using modelling paint- although large buildings may require so much paint
wire inside the tubes, which also keeps them in it is a better idea to invest in a tin of emulsion or a car body spray.
shape. Paint the model in the basic colour and let the whole thing dry. Shading
Wire and highlighting can rhen be applied, simulating the natural fall of
Wire is absolutely essential for most modelling shadow and light on the construction. Shadows are applied using a
projects, and can be used both as a construction thinned down dark version of the basic colour. This can be painted
aid and for detail. Modelling shops sell wire in
assorted sizes, fuse wire can be bought from around doors, panels and any bits that stick out. representing shadows
that appear on such surfaces. Complex griiis and detail can be shaded
electrical shops, and welding rod is available from by painting the whole area with thinned dark paint. and then quickly
some DIY and hardware shops. Wire is useful for wiping the raised areas with a clean cloth or tissue. The effect is to
making smaller pipes, catches, handles, aerials,
roD-bars for ~hicles, gun barrels, etc. leave dark pigment in the recesses, but the detail is the same colour
as before and will stand out. A similar idea is lining. This is best
Model kits Model construction kits are a ready source of bits explained by painting a white number or logo onto your model and
and pieces - professional model makers use then carefully outlining the white with a thin line of black or other
existing kits in just the same way (look carefully dark colour. The contrast between the number and the wall is now
next time you watch an SF film or 1V series). You much more obvious, correctly simulating the way large areas ofcolour
may be able to pick up discounted kits from your contrast with each other in real life. Once you have finished any dark
local model shop or }OU may have old models that shades you can apply the light shades - or highlights. This is done
can be cannibalised. Buying new models just for by drybrushing. Prepare aUght shade ofthe bask colour. Thke a good
THE ADVANCED GAMER

sized brush and dip it into the paint then wipe away most of the pigment
-leaving only a suggestion of the colour on the brush. Now draw PRO.JECT ...........,.,.,
the brush across raised areas of the building, and you will see how A PLASTE
particles of paint stick to the surface, giving a feeling of depth to the
This building is made entirely from plaster with additional detail
model. The same process can be used on a textured surface to improve
the impression ofsolidity. Using progressively lighter shades, a correct provided only by painting.
simulation of depth can be built up. Even vehicles will benefit from
this treatment and will take on the appearance of real model, rather
than toys or kits.
Extensions of shading and highlighting can be used to add detail
to a building - dark areas will look recessed and light areas willlO<'k
.._..,.. raised even if they are not. In this way you can painton a bas reliet
frieze, building stones and even doors and windows. Practice and
experience will be needed before you become an expert.

A bucket of damp sand, plaster and variously shaped formers


are needed. In our case the formers were two small balls and
a cereal packet.
This simple project shows how an attractive control tower can be @ Using the larger ball a dish shape was pressed into the sand,
made from junk components. The tower can be used as part of a then the corner of the cereal packet was used to make an
complex or as a building component, its actual height can be varied 'entrance turtnel' and the small ball was used to make a small
by adding more or less sections. dome on top.
The plaster was mixed and poured into the mould- the plaster
® is allowed to slightly overfill the mould.
@ Once dry the piece is removed - it is quite solid, rather heavy
and the sand has lefi a nice grainy texture.
@ The piece is painted with shading and lining used to represent
hatches and panels. The rough surface is ideal for highlighting,
and careful use of this is made to accentuate the building's
shape.

This building block is constructed from 6" radius plastic piping and
is intended to form part of a larger residential block comprising several
such constructions.

First assemble your raw materials. In this case 5 dessert tubs


- but any 5 tubs of comparable kind will do. These are clear
plastic, a fact that will be exploited later to make windows.
® The tubs are glued one on top of the other as shown. Ordinary
contact adhesive was used, with care taken to ensure a strong
bond at each stage. The pipe is cut to a suitable length using a saw. Additional
® Extra detailing was added in the form of wire piping- the rubs 0 materials are a sheet of mounting card and milliput.
are pierced to take the pipes and the whole thing secured using The roof is cut from the mounting card using the inside of tbe
epoxy glue. A door is made by cutting a suitable aperture and
gluing a plasticard door behind.
® pipe as a template. This fits inside the building leaving a low
wall around the top. 1b make sure the roof stays in place it is
The whole surface was lightly textured using a mixture of paint supported by milliput from underneath.
and scouring powder - leaving sections in the top of the building
clear to represent windows. ® The whole building is textured leaving the areas for windows
clear.
@ The windows were painted over a basic black, and the rest of
@ Windows are painted black and the rest of the building a basic
the building given a coat of tan. The building was then suitably colour with shading, lining and highlighting to accentuate tbe
embellished with numbers and coloured banding before shading window li:ames. A decorative vertical band is given an additional
and highlighting were applied. FUrther decoration was then heavy texture and painted in a contrasting colour before
added in the form of bullet holes and blast scars (as we wanted decorating with 'advertising sign'.
the tower to look war tom) .
SUMMARY

Hidden models may not be targetted upon in the enemy's following turn. Hiding
models may not fire without coming out of hiding. As hidden troops are always
Each side takes a turn alternately- First side 'N !hen side ' B', !hen 'A', ·s·, 'A', etc. within cover they may not reserve move.
MOVEMENT Pieces are moved in the pl;zyer's own turn
SHOOTING Models may shOO( in the plqyer's own turn
HAND-10-HAND COMBAT All models in close combar fight The following chart gives the D6 score needed to score a hit. Memory aid- each
RESERVES Uncommitted troops may be moved in th.e point of weapon skill equals 1 'pip' on the dice.
pll!Yer's own turn
PSlONlCS ~hie models may use abilities in the pl;zyer's WS I 2 3 4 5 6 7 8 9 10
own turn 06 6 5 4 3 2 1 0 -t -2 -3
RALLYING Routers may be rallied In the player's own turn
+I Large target (+3m)
Compulsory movement and actions precede the normal turn sequence -1 Small target (·30cm)
-t Firing from a moving surface
-t Moving tar~t (per full 10" tabletop distance)
-1 Firer wounded
-1 T.lrget in soft cover
The standard move distance is the m£Mmlent allowance of lhe creature In inches. -1 Improvised weapons
Heavy equipment or weapons reruce a model's nxm by ~ • or more. Thmlin reduces -2 Tcu:get in hard cover
a model's move distance <1:! folbws.
Diflicult ground Reduces movement to half rate
~ difficult ground Reduces movement to quarter rate
Impassable ground Is impassable except by tly!ngltun,nell!ng etc The following chart gives the minimum score needed on a 06 to convert a hit
Obstacles Reduce the total move distance by half into wounds/damage.
Turns The fust turn up to 90° is free. Each
subsequent turn reduces movement by Y. • per Memory aid- equalS and T needs a score of 4: ifS is higj:Jer the required score
is 4-1 per lew:/ higher. down co a minimum of2: if Tis liigher che dl/ference Is
90° or part the.reof. 4+1 up tc 2 blgher and ifT is 3 higher a 6 is needed. 1fT is 4 greater than 5 it
is impossible tc cause diJm~.

Toughness

'n:oops may hide in or amongst the following scenic featu.res. Strength 1 2 3 4 6 6 7 8 9 10


1 4 5 6 6
Linear obstacle lf the obstacle lies between target and firer and 2 3 4 5 6 6
the target is Within t •. 3 2 3 4 5 6 6
v.oods All models inside woods count as in cover. ~ ~ R R
Craters, holes and di.tches Models inside count as behind cover to those
4
' ' 4
~ R R
outside.
6
6
'2 '2 '2 2
4
3 "4 5 6 6
Building windows and doors Models inside count as behind cover to those 7 2 2 2 2 2 3 4 5 6 6
outside. 8 2 2 2 2 2 2 3 4 5 6
9 2 2 2 2 2 2 2 3 4 5
10 2 2 2 2 2 2 -2 2 3- 4

The following chart gives th.e minimum D6 score needed to score a hit in hand-to-
hand combat. Compare the w.; of the attacker with the w.; of the defender.
Memory aid - 1{ rhe WSS of two antagOnists are equal, the sa>re needed is 5.
lfchedefender's Mis 1 higherchescore is also5; 2or 3 higher6; 4 or 5 higher
7; 6 or 7 higher 8; 8 or 9 higher 9. Ifche defender's w.; is 1 or 2 lower che sccre
is 4; 3 or 4 lower 3; 5 or IO'M!t 2.
Attacker's Defender's Weapon Skill

"7 --.--., ..
Weapon ·s kill 1 2 3 ... --;- It Q I 10
R
-
J. Q 9
1
" " " 7
2 4
" " 7R
" 8
A
7 7
A 9

4" "
3 4 4 5 R 8
4 R
6
3
3
4
3 4 4
6
6 "5 6 67 77
5 8
7
8 ? ~ ~
• • " "
4 4 7
7
'2 2' 2 ~
4 ~

~
• '' .
~
4 R 6
8 4 4
~
" 6
9
10
'2 '2 22 2 2 "
2 4 4
4 "4 ~
5
5
+ 2 Frenzied
"
-1 Crossing defenaed obstacle
+1 Charging -1 Using more than 1 weapon
+ 1 Uphill -1 Using a weapon wrong handed
+ 1 Following up ·2 Improvised attack

Make a 206 rest against Ld when indicated below.


Unit has just lost a round of combat.
Unit suffers more than t/3 of current strength as shooting/psychic casualties in
a single turn.
GM's discretion and as otherwise indicated in the rules

Th reserve move a model must meet the following requirements.


Th.e model must belong to a unit with no members within 4 • of an enemy.
The model must not shoot In its own turn.
The model must not be in or behind cover
The model must not be hiding.
SUMMARY

TRR Cp T D Sv Eq W

This is the fastest risk-free move possible to the vehicle


11te amount the vehicle can accelerate. x2 to give the deceleration rate
11te vehicle's maximum safe Hight speed
11te slowest possible flight speed
The amount the vehicle can accelerate in flight, x2 to give che deceleration rate
11te ratio of ruming circle radius to current speed
11te maximum number of human sized crew that can be carried
Used to calculate~
Used to record damage
Basic 06 saving throw against damage
The amount of equipment •points' che vehicle can carry
The amount of v.eapons 'points'· the vehicle can carry

A vehicle's armament can either be decided by the GM before the game, chosen
by che player, a generated randomly using the generation charts for weapons.
It is recommended that where a GM has designed a scenario, he actually decides
prior to the game all details of vehicles inclufutg armament.ln this wey the GM
can be sure the scenario will work, and that there will be no mbalancing element
introduced by che players a a random dice throw. However; for those who like
to generate details randomly. the chart below gives details of how a vehicle's 14eaJX'O
points are divided up betwem vezy heavy, heavy and basic ~ns. Basic weapons
are worth 1 point, heavy ~ns 2 points aiXI veJ:Y heavy weapons 6 points (exrept
for defence lasers which are 10 points).
06 Weapon points
1 2 3 4 5 6 7 8 9 10 11 12
1 lb 2b 3b 4b 5b 6b 7b Sb 9b 10b 11b 12b
2 lb 2b lblh 2b1h 3b1h 4b1h 3b2h 4b2h 3b3h 4b3h 3b4h 4b4h
3 lb 2b lblh 2blh 1b2h 2b2h 1b3h 2b3h 1b4h 2b4h 1b5h 2b5h
4 lb 2b lblh 2b1h 1b2h 3h 1b3h 4h 1b4h 5h 1b5h 6h
5 lb lh lblh 2h 1b2h lv lblv 2b1v lblh 2h1v 1b2h 3h1v
lv lv"
6 lb lh 1b1h 2h 1b2h lv 1b1v 1h1v lblh 2h1v 1b2h 2v
lv 1v•

b-basic, h-heavy, v-ve!)'heavy, •-onJ.yvehiclesoflhls siZe are permitted to mount


a tO point defence laser- in which case there~ points are made up in basic
weapons.
As with armament. ada!tlonal equipment may be selected by the GM or randomly
Roll randomly on the weapons dtarts to determine che weapons carried. When generated from the equipment tables. Much of the equipment bas little or' no
rolling for vehicles capable of mowttin~ a defence laser, it is best to roll for the signilicance when applied to veh.i:les, in which case the vehicle either has an empty
very heavy weapon first, as the iostallauon of this v.eapon will reduce the number equipment space, or the equipment indicated is carried in stoWage and may be
of och.er weapons char may be carried. Ifa roll indicates the presence of a defence used by the crew if chey wish.
laser on any other vehicle ignore the result and roll again.
Altemalively, this shortened chart can be used to dete.rmi.ne a vehicle's equipment.
The list includes only items which would most likely be carried by a vehicle, plus
a cover-an ca~IY for more exnticequipment. Rolls ..m.tch indicate other equipment
can be re-roD.ed on the random eqapment charts.Jf the same equipment is roUed
more than once it may be taken or re-rolled as the player wishes.
Generally speaking, fire arcs shoold ma1<e sense relative to the model itself- so, OHO Auro·alm
a vehicle with a weapon mounted to Its front l1ll\Y fire to its front, a vehicle with 11-30 Auto-drive
a turret on:&~ fire all round, and so on. A fire arc from a fixed weapon should 31-40 Auto-facillties
be 90 • cal from the exact centre of the vehicle and facing straight forward, 41-45 Bio-scanner
backwards or directly to eirher side. 46-65 COmmunlcator
66·70 ~tor seats
71-75 l.aHutter (3 points)
• 76-80
81-85
~ase field generator (2 points)
Power canopy (2 points)
86-95 Thrgeter
Fixed Wespon Fire Arc·.:<· Other eqlllipmtent
calculated forward from
centre ·o f vehicle

01-10 Bike
11-20 crawler
21-25 Flyer
26-40 Hoverer
41·45 Juggernaut
46-60 Landing pod
61-65 Road-wheeler
66-85 nacklwide-wheeler
86-00 walker
SUMMARY

5. Photochromatic injections are impossible w detect and


•ARMOUR protect the eyes for 28 days. Save on a 3, 4, 5 or 6. 'td1
level 7 w inject.
save Heavy 'Itch
F1ight pack Backpa:k fined wilh gr.Mlic reactors and 00\ler jets afilnq
Carapace 4,5,6 1" 5 flight. Min speed 0. max speed 30", accldec 6". 1\lm ~
CbainmalJ 6 5 ratio is 1. ll!ch level 5.
COnversion field 4.5.6 6 Blinds on 4+ radius - S
Displacer field 4,5,6 6 Displacement of 06" Frenzon Drugs causing fimzy. fear, harred« coafusion. Effects azr
flak 6 5 auromatic. Drugs may be adminisTered by any med·pack.
Mesh 5.6 !6" 5 needier weapon. or by special injector. second and
Mesh plus F1ak 4.5,6 I" 5 subsequent use causes creature w coUapse for 04 lllllS
Plate 5,6 I" 5 on score of 6. laking 04-1 \1/'0unds.
Powered armour 4,5,6 6 Gravity chute Gravl.tic reacrors that low-er crearures or objects slowly ID
Powered + flak 3,4,5,6 6 the ground. Models dropped from moving aircraft land
Refracwr field 5,6 5 randomly on table. models dropped from stationary aaft
Shield 6 !6"slung 4 land within 06" of point underneath.
Stasis field iiMII.nerable 1 tum 6
Immune Broad-spectrum lmmunisation offering protection against
disease and virus \11-eap<>ns. Saves on a 4. 5 or 6. l.asiS
*1t.810NIC8 t 00 d3,ys. 'Jech level 4.
Infra-vision Enhanced vision devices permitting crearures to see heat
Arm 1 close combat attack +1 s. 06 damage. saves -1. and other broad spectrum radiation. May see through soft
Ear DeteCts sllgb test noise over area radius 4 •. Range to•. cover and in darl<.
Eyes Immune w blinding. wgerer +I to hit. bio--scanneras ear.
energy scanner detects energy emissions over area 4 • rad. Infra-vision s~ry is used w graft heat sensitive tissue
Range 10•. on or in the eyes.
Legs Double move. 1 cbse combat attack +3 S, 06 daillaw. S<MS Infra-vision visors may be fitted to headgear or worn as
-2. Leap D4+2". goggles. 'Jech level 5.
Lungs Immune w harmful gases. Acts as respirator for up to 12
hours. lnfra·vislon contacts give less effective vision than visors

s.
but are difficult to detect. lbtal range ofheat-vision is 20'.
ll!ch level 5.
~ MISCELLANI!OUS Jump pack A gravitic moror enabling its user w ~a long powered
leap. W>m as a backpack. Max jump is 18". 12 • if\IOOds
Autl>-senses Mechani:al senses which bypass narural organic senses, or storey buildings are to be cleared. Nominate~
making it impossible w W.Od (etC) a creature so equipped. point and deviate 06" on a rollof4. 5 or6 (max deviation
Also standard sensory fitting w robots, ete. replicating is ~ rotal distance). 1tch level 5.
normal organic senses. 1tch level 7.
l..as-<:utter An industrial cutter with a range of 3 •. Used to CUI holes
Auto-systems Robotic systems negating the need for an operator. Auw- in buildings (ete) permitting enay of 1 aearure per tml.
drives replace drivers, Auw-aims replace weapon aews. Used against vehkles hits automatically with non-de\iaq
Auw-Elcs replaces g~:naa! functions such as communicawr area effect of !6" radius. Each target receives 010
and equipment operaror - doors. hatehes and all other wounds/damage with a -6 modifier. Large and bulky, thest
facilities. items count as heavy equipment with a 3 • move penal!)'
Blo--scanner Detects living matter over 4 • radius of nominated point and oocupy 3 vehicle equipment spaces. 1tch level 6.
within 10". Reads through rock/metal up !D 5m (211.") thick. Medi-pack A small portable 'cure-all' device that takes a rum to use.
Bombot A simple walklng bomb that can carry any of the grenade can be used w negate or cause any pyschological effect.
typeS. Will regenerate 1 wol!M (only) on li~ crearures. Will
negate iii\Y temporary <isability including blindness, eticts
of haDucinogen and non-lethal needle gun chemicals.
Altho~ smalJ medi·packs are heavy and count ashtaV)'
equipment with a -!6 • penalty. M!di-packs installed in
vehicles occupy I equipment space and can treat up to~
casualties simultaneously. 'Jech level 7.
Breathing Apparatus ArtilklaJ gills extract oxygen from poorly ox;ygenated Needle Needle guns may flee lethal or non-lethal chemicals- nlldels
air/water or other dan~rous or polluted armospheres. 2 • suffering from tl'e effects of the latter are removed from
move penalty. 'Jech level 6. play but considered alive. Needle guns may also be used
Filters are inserted inro the nose or upper respirarory tract to flee iii\Y of the Ftenzon chemicals, or iii\Y chemical antidort
and filter out harmful substances. l«h level 5. or imnllllisatlon.
Gills are bio-engineered implants that enable a aearure w Parawings Sophisticated one-man gliders permittingcontroUed llig!lt.
Max speed 12 •, min speed 6 •, ace/dec 3 •, rum radius ratio
breathe und~rwarer.
!6 . Thd1 level 4 .
Masks function as filters but are conspicuous.
Phase field Generator Thmp«ariiy warps away a 1• radius sphere ofground/waD.
Respirators suppl,y oxygen from a canister, each lasting for ete. Range Is 6 •. Originally developed as a mining tool, it
12 hours. Additimal canisters have !6 • 010\-e penalty each. takes a complete rum ro set up and prepare for firing. All
Fabric additive with chameleon ~ abilities. \A.earers are models and material in target area are warped aW1:j and
cameleoline des!JOyed. Creates a hole in solid objects sufficient to allow
difficult w see -1 ·to bit· penalry foc shooting. Spot bidden
distance reduced by t•. 2 crearures or a single smaiJimedium \>Chicle to pass per
rum. 1be device OIISt remain acti~e w maintain any hok.
COmmunicawr Genelal purpose multl-te.nd device max r:lii!J! 80 kilometres and wlll collapse on the 06 roll of a 6, destroying
(SO rri.les). COntact is established on D6 ron of 6. Larger anyone/thing usiJl: the hole at that time. Heavy equipment
versions have greater r.wtge but are heavy (+50 miles range with a 2 • move penalty counting as 2 points ofequipment
+!6 • penalty). l«h IM:I 5. space on vehicles. l«h level 7.
Ejec!Dr seats A complete system ejects each occupam on 06 roll of a Polymorph iDe Shape altering drug used by the Assassins of Earth. 1tdl
4, 5 oc6. conferringanadditionalsavingthrowon vehicle level 7.
aews. etc. Porta-rack Emotion manipulation device used by the Inquisition (and
Energy-scanner Oeteets energy emisSions within 4" of a nominated point others). Victims failing a 206 test agaimt WP will r~
within to•. 'Jech level7. Information as required.
Eye-proteerors Photochromaric viscrs darken w protect the eyes from Power-board Sports roy turned war machine - a gravitic reacror and jtt
danger. 4.5 or 6 5aiiC against blin~ weapons. Theil level 5. driven surf· board that permits fast flight. Max speed 60',
Photoehcomadc am races are more efficient than visors and min speed o•. ace/dec 12•, rum radius ratio is \4. M lelel
easily concealed. Save on a 3, 4, 5 or 6. 'Jech level 5. 5.
Photod1romaric drops are impossible w detect and offer Power canopy Energised barriers with T of 10. Each point of damage
proteaion for 24 bours. Save on a 5 or 6. Thch level 5 w reduces radius by 1• for that rum only. Fields reduced to
apply. zero size are destroyed. Generawrs are heavy equipment
SUMMARY

occupying 1 velme space per 3 • or pan maximum lield by small cornrrrurdies of'isolalionists'. These eccentrlCgroups were often selffinaoced
radius. Usually emplaced- not man-portable. ~level 7. and their journeys unrecorded, ~ were of racial ainoritles attempting to reaeate
a sense of national identity away from the overpopulated F.arth. Some of l:hese
Rad-counter Meastres the rad level«any point within 18 •. ~ leYe!S. groups made a dellbetate attempt to revive long dead or moribund languages.
Rad-suit Offers protection against radladon. Thdllevel s . perceiving them as a source of national identity and communal strength.
sealed suit offers protection against harmCul atmospreres. ~levels.
Stimulant General purpose stimulant raking I urn to administer.
Counters web anaesthetic and knock-out gas and wakens
unconscious characrer:s. WUJ dispel confusion. Thch levelS.
Stumm antidote Protects the ner;ous system against stumm gas. It takes
one turn to administer, lasts 24 oours. Thch level s.
Syn·skln Spray-on second skin which acts as a life-supporting
symbiote for up to 12 hours. It lal<es 10 turns to apply, can Except on the occasions where a technical explanation or desaiption was felt
only be remaYed with special solvent. Olem.icallayer boosts useful to an understanding of the rules. such explanations have ~nerally been
body fuoaions increasing 11-S ~ T. and 1 by +1. Protects avoided. The boci< coruains few descriptions ofhowspeclflc Items are used or ftmaion
the eyes against aD blinding v.oeapons. ~ level 9. - 11 is enough within the context of the game th_. the item has the effects attributed
to it. This has been a deliberate policy throughout the rules. The main reason for
SUSpensor SrnaD anti-gravity ~erators as used in gravidc reaaion this Is simp\}' that the Afj! «the Imperium Is not a teehnlcally inclined age. to
motoiS, in flight-packs, power boards. etc. Each suspensor have included descrlpdons of 'head-up displays', 'computer links', etc, would have
negates IS • movement penalty. 'Itch I~Mi S. given the wrong Impression entirely. This is an • where problems are solved
An electro-visual tar~t enhancing and aimer guided by brute force and Ignorance, where dan~rs are either too gross or too unthinkable
probability modifying ~tern functlo~ so as to make to elicit any adler response. The other reason why technlcal de.scrlption has been
it easter to hltl \\eapons so fitted add +1 to their to hit avoided Is that the Af!- of the lmoerium Ues arore than forty thousand years in
dlce scores. Heavy equipment with a IS" move penalty, the future - at a sra~ m history ~en those head-up di.sp/ays and romputers are
occupying 1 eqlipment space on vehlcles. ~ level 7. about as Innovative as stone circles. What scientiJlc knowled~ persists from the
Dark AfJ! of ~chnology is far above and beyond Cll\}'lhlng we can imagine from
ltleporrers ~ship "r ground based devices used to transport men the perspective ofthe '!Wenlieth cenrury.1har undeJStanding lies only with a select
and/or materials a distance of up to 100 lo1ometres. few - the Adeptus Mechanlcus - the Thch-prlests of the Imperium. Even their
Maximum single load is 6 menA:omparable volume of knowledge Is so~hat debased. and the popula: Image of technology can be
objects. Load deviates from nominated ~t position on compared with that of wirchcraft in medieval dmes. Those who come Into contact
06 score of 2 or more by 06 •. Loads may be picked up with technology use It with. reservations and a r~nce that are almost religious.
by communicator contact on the score of a s or 6. Loads The Space Mannes. for exa!J1)1e. treat their ~pmeru and armour as if it were
are aD crearures/items within 3 • of the signal source up imbued with a Will of its awn- a fine chest-plae, well looked al1er and constantly
to maximum load quantity. Scores of 1 m attempted pick maintained may reward its wecrer by saving his life; whereas a Maine who neglects
up imply potential problems as described in main rules. his equipment may be struck down by a ~ suit or malfunaloning weapons.
~leport horner Pennits instant and trouble free pick ups by associated Such is the will of the Gods.
teleporter. Loads can be indlviduals or the usuaiJ• radlus. While it Is Impossible to specW!te with any certainty on the techrical developments
Tendril sensors Artlfidal sensory orgam providlng extr.rordlnary sensory of the next forty mUJennla, it has obviously been necessary to make assumptions
abllides. Normal senses ere destroyed. Creaures so equipped during the consrructlon of this game. The greatest assumption has involved the
can see as normal within 60" and hear as normal within creation of a broad history and a universe popula!M by a variety of~· The
12 •. In addition they can sense everything within 12 • people of the far future are mentally very different from those of~- they have
irrespective of barriers. radiation. heat and a way of looking_.~ in which twentiethcenturykleasofefficiencyandmoollity
communlcationlldeportlerc beams ce perceived as ifvisible are irrelevant. ~lr technology reflects both their past (an • of discovery and
within 60 •. Psychic forces can be detected by touch. ~ achievement) with their future (an • of danger and survival).
level 3 (to use - 10 to fit)
1\tb anaesthetic An anaesthetic marerlal used in some web guns. 1llrgets
are knocked-om as the web tightens. enabliilg struggling
creanres to be taken undamaged. ~ level 7. Electrlclty fonned the single most important i>rm of aansmissible ~ for
lleb solvent A spray solvent that will dissolve web rnaterlal. One can a very long dme and still plays a role in the IllllUJ'um. It Is one of the primary
will free up to 10 models. Thch level 7. motivating forces in nature, and has applications which make It Ideal as an interface
~--...-....---........,
between tlle biological and pilYsical worlds. The most significalt. advance in the
field of electronics was the development of SlaCked Atomic Chains - or 'stacks'.
Atoms within a srnaD piece ofmaterial are ar~d In rows and patterns, forming
the basis for molecular leYel circuitry. Using this technique mlnlaturlsalion reached
its ultimate form - so that few devices have to be any larger than necessitated by
controls or aesthetics. Stacks use an extremely low voltage, depending on perfect
The common language of the Imperium is represented in the book by English, refining techniques for their raw materlals. and perfect insulation during operadon.
JXIlPtt names hlM been rendered in an angllcised imn. Mal\}' of the titles ofancient The narural electricity radiated by a human would destroy an unprotected stack
institutions and organlsaDoos are p!'esented as Latlrised Engl.ish (such as the Adepms based system.
lma). This represents an older tongue, itself a development of'l\Yentieth century
languages. not necessarily Latin as StiCh. Photon llnes are an extremely refined development of the fibre opdc principle.
1'1exible hair-fine strands made frau ceramlc based materials are~ to transmit
This older tongue Is known in the Imperium as ·~·. being a version of the laser Ught signals to photon-~ed actUatOrs. A s.ingle strand can handle a lot
language In which technical manuals and anciett works are recorded. This Ian~ of Information, llut most systems are so complex they require a bundle of cables
developed during the Dark A~ ofThchnology (in fact a gplden age from the point to function.
of view of science - It Is only dark in the minds of the men who now fear it). lt
derives from the common tongue of the time, an assimilation of English, European Phased Ceystals use aystal techrology to tranSmit a signal- although they provide
and Pacific~ which developed over maey cenrurles in the American/Pacific no power. The conductive material is crystalline. explOiting th.e way in which a
region. This was the universal medium of wri.tten record until the Aft}! of Strife, chain ofcrystals change shape when subjected to varying heat/pressure or energy
and was spoken as a first tan~ by many and as a second language by almost fields. Phased crystals are the chief components In monitoring devices, and act
everyone. Its ldloms and vocabulary now appear lllcl!aic and mystic. maey of its as regulators of other systems.
words have acqui'ed reUgious significance over the years. It Is the language of the Hydroplastlcs aansmlt ~ directly by pressure. or activate other systems
~h·prlests and of forbidden books. by the same means. Hydroplastic lines ofa suitably small bore are highly efficient,
The common toogue of the Age of the Imperium Is spoken as a 6rst ~ yet technlcally simple, means of powering a ~tem . Bore dJameters are on the
on almost aD dvillsed planets, and is accepted as a second language on planets molecular level. Hydroplastic acruators (srilall morocs which uansmil energy Into
within lmperlal control with the exception of sane medlevaJ and feral worlds. This physical movell1ftlt) are perhaps the most common type.
is a bastardised version of Thdl, combining additional elements from several of Sucrosol ls the usual abbreviaWn for Sucrose based solution. lt is a synthetic
the orientallangua~ of 3!1cient Earth. Over the millennia it has changed gready, blood designed to feed cultured bio-lissues by means ofos.motic pressure. Sucrosol
and now beals almost no reseoi>1ance to the~ from which Itderived. Aldlougb is used by aD mechanisms Incorporating ~ pans. lnclOOing robots.
acommon 1anguagr.. lt varies from planet to planet (and even from region to region) . lt Is usually while.
so that it Is not always easy i>r two characters to communicate Ifthey are from
different worlds. Radio si~l ls essentlaiJy the same as In prlor ages, although equipment now
has the ability 10 utilise far narrower wave bands.
Medieval, feral and worlds suffe~ from long periods of Isolation may haveseveral
indigenous langua~ derlved either from 'lllch or one of the andent F.arth tongues.
It was quite common during the Quk A~ ofThchnology for worlds to be settled
THE ADVANCED GAMER

The Empcrot is I being of sod-like powas. !Meed. it a commoo fOI' citizeDs


of tbc lmpaivm 10 ~ their ~ u 1 ROd. especially vpoo primitiYc
01' dcgc:omtc plmcu. This dcifiutioll of !lie Emp=ror is DOl o{fic.ially
recogllised but is a«eptcd aod cveo eocoungcd withm the t.dcptus Tcm.
The Emperor. fOI' his put, suffcn t'rom DO illUJioo about bis huawlity
aod sees binud{ only u the first tcmDI o( nunkiDd. However. even tbose
wbo work clolc to the Empaor. membcn of the t.deJ'US Custodes and
the J.dcptus Mcdwicvs. arc riddled by superstition aod fcnoar. This b.u
Jed to a I{CDCtllaeeepbDCC o( the Empc:a's dci!icatio.o. aod the estlbl.ishmeot
of the fmpcrial Cult. The cult was covisaged u 1 mcaos of rdo!orc.ing
loyUty amoogst prinitivcs. {cral worlds aod the uneducated levels of IOcicty.
However. over the ccoturies the cult hu become more generally a«cptcd
aod cveo its adaCistntotS ha~ become 'believers:
Tbc cult org&Ais.dioo. sometimes blo9D as the J.dcptus Mlllistorum. is
1 division of the !dmio.istntum. Tbc 'Ministry' is run by the HolT. Synod
of Tern whose members all hold tbc nnk o£ Cudiml The cbic , kllown
u the Ecde~ilrc:b. is dccted t'rom amoogt1 tbdr numbe.r by the Synod.
The Of'8Wsaboo is also kllown u the Ecdesiarcby (01' this rcuoo. Although
tecllllicilly JUboniinne to the Master ri.the t.dmicistntlm. the EcdesiJrch
is extremely io!luential1nd is almost innriably included amoogt1the High
Lords of Tcm as 111 Mministntum representative. The working priests of
the Ecde:siarc:hy are fuUy ioitutcd mc:rnbcrs of the lmpcriJI Cult kllown
u Prac:has. Sc:!Uor Prac:hcn may be placed in c.h.ugc of 1 Missioo of
up to sewnl buoc~Jcd Prac:hat aod despltcbed to spod tbc word ~
onadightcocd worlck The prioc.ipal kocts o( the Imperial Colt arc the
pcrsec:utioo of mutants. the 1bhomocc of alicos and die WOI'Ihip o( both
the Empcrot aod ~ idul& By ilcrcuiog the 1warcoess o( tbt~t danscrs.
albeit in a rdativdy uosopbi.sticated way. tbe J.dcptus Mioistorum makes
the job of the Inquisition that much easier. However. missio111ries do
sometimes come illo c.oofiid with laquisit:ors u their fidds o( rcspoosibility
overhp.
Tni.ocd Pracbcn admi!Ustcr tbe rites o( the Imperial Cult to devotees
all over tbc Imperium. The army. 111vy. aod all baoc.hes of the t.dcptvs
Tern have Pruc:hcrs within their rWc.s. As well u aMnmOD Preachers there
are special omccrs cmpowucd to roaduct the most ~nl Cult rites.
The most common o( these are the ConCcsson. Coliessors arc highly
expcricocc:d individuals whose success 11!1 Preachers bas led to their elevation
to ConCcssors. They tnvcl t'rom pllllct·to-planct, spreading the Caith and
boldiog mngcl.ial n11id. New Clllt rccrurts arc CDCOongCd to 'conCess'
pcr-.lcnutatiolll u well u cnvutioDJ 01' stnnge behniow Amoogt'l their
Crieods aod rdati-a. Coo!ession is oot DC«SAtiiy good (01' the -t... bot
it does help the poccss o( mutlllt control which is vital to the future o(
humaorty.
As tbc power o£ the t.dcptvs Ministntum hu grown. so a multitude or
sub-orpnisatioos ba-.e dt\·dopcd withiltbe compass of the Ecdeswchy.
Ao intcrc:stiDs CXJmplc o( this il the J.dcpu Sororitu. 111 ada o( dCYOtioo.al
wuriOI' women. Tbc t.depta is Of'8lniscd along similu &.ncs to the SJ»CC
Marines. The Sisterhood. as it is generally knowo. is led by 111 Abbess
aod includes mliiY lesser nnk.s and offices in 1 similu "RY to the t.deptvs
Aswtes.. There arc two coa~at-(onrCISCS: the SIIICtOnlcn oo Earth aod
the PrioN oo O~hcW 4. The pcooand aod Outs of each (orucss are
co.mmandcd by a PnOI'css under the direct JUpcrvisioo of the Abbess oo
Earth. The J.depta Sororitu i• 1 penitent orgao.imion where coosunt
hardship. deprivation llld arduous work arc put or Ill lllJ'deoting dcvotioo.al
regime. The slightest dmtion t'rom approved strictvre resultJ in the scvcrCSI
c.hutiscmcnL Unqocstiolled loyalty to the lmpaUI Cult is vital because
the Sisters arc cxpcc1cd to maio!Ua 1 clolc eye opoo aD scmnts of the
Imperium. Every single day. tqoads of banlo-sisccn descend upoo
unsuspecting departments of the J.dcptus Tern. adroioiJteriog genetic and
psycboloAic.tJ tests in Ol'der to CXJX* W\'0118 doers. mutants and malcoateotJ.
\VboJc cOmpanies o{ battk-tiJicrs tn..cJ 001 tO WU·ZOIICS. 10 the £ortrc:s.
moGUtcties o! the J.dcptus Aswtes. to the ll«ts aod to the JQttcrcd wOOds
of the Imperium. No-ooe ;, Cree t'rom their vigilance.
THE ADVANCED GAMER
THE ADVANCED GAMER

crystal Barurtes are based on specially engineered cryslai stru::tures with the A development ofcrystal technology is its use for personal ornamenratlon. Many
ablllcy to absorb energy modllYing their crystalline fonn In !he process. The absorbed races apply paint or tattoos and wl.thin the l.mperlum the practice is common.1bli
energy is released slowly as the material's structure revertS back to its original Is true of an levels of society, from the lowly dey-scum of the hi\e-worlds 10 the
form. Units of such cryslais l11iiY be rechar~ amost indeftnitety. some units can most sophisticated of the Adeptus Thrra. Amongst government servaniS and
be rechar~ by heating (even exposure to dayight), whilst the roost powerful are employees of the Navigator families these marks serve as idellilication as vd
designed to ix>ld an electric chage and must be rechar8ed from an electric generator. as ornament. Devices are also used as secret signs by gPYemrnemal and anatdllsl
Plasma is the purest form of energy it is possible to generate - essentially the ~nts. psyd:Jlc covens and pirces. 'Illttooing is oommonly acbie\oai using nwerlills
component material of stars. II Is completely iorUed matter consisting of free sub- and technology of a very andent kind - although the inks used cal be ofany cololr
atomic. panicles maintained at incredibly high temperatures. Plasma must be (including fluorescent) and can be removable, temporary or degenerative wbm
!I~nutted ~ong armoured rolls and contained within a magretic field. Plasma exposed to sunUght, laser light, heat. etc.
IS tittle used m the Af/! of the l.rq,Jerlum, the safery margins necessary for its Sklnplants are sophisticated tattoos - very sophisticated. The minlaturlsallon
containment are 1oo tight. Regarded as old fashioned, it Is still used to power steam possible using cry.; tal technology makes it possible to create a functioning ~ct
or photon based generators and ~ used for space drives. between layers ofskin. The device cannot include mechanical componentS or utilise
Ccnvendonal -on most worlds electric or photon power Is generated by wind large amounts ofpower. The most popular application of this idea is to power w
!Ide. p~U or by burningsomething. On many ofthe remoter worlds machinerY control an electrically sensitive tattoo. SO, any dtfzen with suffident credit can
Is powered directly by wind, steam. combustible fuels or~ old animal power. have a device or ~on their forehead which acruaJJy tights up and !lasheS! Tbis
Isolated settlements make the best use of local resources. can be either controllable. Ught-sensitive or a permanent ilxture. The subc:utaneous
wristwatch is a standard way of carrying the time - tight pressure on the wrist
activates the digital display beneath the skin. A character colid even ~ to the
:• NJQJ.~~~~~¥-f:fl,\'mftM*tt.i.~£1¥, lengths ofhavingan entire Umbor his whole boc1y glow lfhewanred! A UghtemittiJl
patch on the palm will illuminate a small area wl!hin tOcmand is popularly known
as the 'thiet's light', providingsuffident Ught 10 pick locks, operate switches. etc.
Hydraulic acruators rely on h)d.roplastic pressure to power components. These
are C?mmonly used in robotic systems and to power sub-systems on vehicles. In Electoos also utilise cryslai technology, but involve a lor more work and a great
buildings, etc. deal of skill to create. An inert layer of condoctive material is inserted btneath
Electrlca11y Motivated Fibre Bundles are made from a fibre thea contracts under the skin, sometimes It is injected and allowed time to form before the process can
continue. Cryslai stacks are built up on this 6Jm aro waste material IS dlssoMd
the lnftuence of an electrlc chatge. replicating the actions of living muscles. They out. The Electoo can then be prognunmed to function as any control or moni~
fonn the chief components ofbionlc pans. and are used In many robots. Powered device. On Earth everyone carries an electoo conlaining personal details, credit
~ur and Dreadnoughts use this technology almost exclusively, as it is far more ratings, securicy grades and de~ of social record - these act as police rues w
eflictent and taster than equlvalent hydraulic or mechanical S}Stems - it is also automatic credit facilities. Sensors at building entrances read the details of every
difficult to produce and therefore rare. electoo carrying individual that passes them - so a constant record can be bW!t
Gravtdc Reactors. ~e powered from a surroundilg magnetic field - such as a planet. up of~ne•s mcmments. SimilarlY when an indivkklal buys anylhing. a dll·sensor
They have the al:ility to counteract gravitational affects, and form the basis for automatically modifies the credit rating of the electoo accordingly. The system ls
gravicy based motors and suspensors. The technology used in their manufacture also used thrrughout the Adeprus 1hia and on some imperial wadiS either~
belongs to the past. Fortunately a vast reserve of raw material still remains on or within specific social levels. As electoos are invisible they are ideal for tarl}ing
Earth, from whlchgravitic reactors can be made utilising conventional technology. secret ~ - information is coded so as 10 be almost useess except to the
Once this store ofmaterial is used ~ howeve!, further production wiD be Impossible. Intended recipient. A character carrying a Elea:oo need not be aware of the fact,
and certainly wouldn't beawareofitscontents. Electoos carryingsecret ~
can be sptit between several people and only work when joined.
Electrografts are a special form of electoo engineered directly onto the recipient's
cerebellum. This involves cutting ;may a portion of skuU and creating the electoo
The actual appearance of equipment Is as variable as the populations ofthediJferent directly on the lraln tissue before (usuallY) replacing the section of cranium or
planets. With OOJer a mllllon worlds in the l.mperiurn, local tastes and materials covering with synthetic material. An electrograft reacts with the brain to alter a
will inevitably produce a riot of different forms. some worlds favour an archaic
creature'S t.nemor)t personalicy and know~ Many of the Imperium's ~
pattern of Instrumentation, believing that the ~ments of buttons and levers
fonn pan of a runic partern Itself Important to proper functioni!g. Other worlds secrets are passm on by this means. and it is certan.ly a quick and easy Yo"l(! to
prefer to mlnic the higher technical achievema1ts of their ancestoiS, utilising the learn how to speak new !an~ operate machilery, etc. On the other hand.
more advanced (although no more etfec:tive) pure cryslai or hdographic control interferance with the mind tends to cause personality disorders, problems wllh
rnernoty recaD and occasionallY totli mental breaJidoonn. Once inserted an ele.aropft
systems. When It comes down to it. an are forms of pushing a button and are can be reprogrammed almost inde.finitely, although repeated re-use accelerates the
equally effective. Only if chlncterS encounter a system radically diff~ent from degenerative process.
one they are used to will problems arise.
Archaic contrds are basically btnons, levers. swilthes and dials set into a panel
and monitored by video, digital or dial displlzy. ~ Is the sort of lhing anyone
from the Twentieth Century could easily understand and use.
Pwe Clystal 'R!chnology and stacked atomic cllalns have no visible components
-control panels often take the form of either black slabs of material or transparent During the OC.k Af1! of Thchnology humanity traveUed throughout the gaLuy,
sheets like glass. Held by suspensors, an inactive rontrol panel could appear as founding new oolonles and exploring new worlds. Many of these colonies faikd
a lloaring_pane d glass or slab of stone - the same panel could be recessed into to estabUsh themselves, others were lost, whll<;t a few grew into Independent
lloor or ceiling and rilight float ltlo posidon by \0011. command, rado-signal, pressure civilisations with distinctive cultures. Most ~r. esrablisbed a subslsttnce
sensors, presence detectors, etc. A panel is activated by coded radio-signal, voice economy and simply stopped.ln such an environment !he impetus for change was
or simply by touch. An active panel displays Information visuauy like avid-screen. very low; everything the citizens needed was at hand, their new world suppUed
Its equivalent of buttons are differently coloured lights which are touch or heat them with food, and the store of knowledge brought from Earth enabled them to
sensitive. maintain a high technological base without a technologiCal society. In part lhls
was a result of the Standard ~mplate Constru::t system carried by every colony.
Holographic Projection emelops the user in holographic imaWS somewhat like
a three-dimensional wraj)'roood vid-screen. Aa.ivation Is usuaJty by presence, or The heart dthe Sit system v.as an erolved canputer program desbmed to pw.'idt
by any of the methods used for crystal technology - so the operator simply sits coriStruction detals for the colonists. Its prime funC1lon was to enable the colonists
in a contrOl seat to activate the ' pard'. The projection can be manipulated to provide to build effident shelters, ~nerar.ors and tranSportS without any prior~
monitoring or corttol functions. Projectors sense the movement of tbe user's eyes and using almost any locally available materials. The user simply asked how to
and limbs and translate !hese Into instructions - the user only has to press imaginary built a house or a tractor and the computer suppUed au t.he necessary plans · In
buaonsl ~.is the most specialised type of tactile panel, being almost impossible short It was idiot proof. Many humans attribute the entire Orkish dvillsation to
for the unlnittated to use. The slightest wsture will change the entire set-up, and early STC systems - but the truth will never be known.
Wllque ~and eye lllO\ements form the IBsis ofthe operating procedure. The AYJ! ofThchnology ended in inter-human war and anarchy. The src sysltms
Mind Impulse dispenses with any sort of panel or control ~. allowing the that had helped to bulfcfIt either lapsed into disuse or decayed so that they becatne
user to control and monitor a S)Stelll by thoug)lt alone. These systems are r.echnlcally increasingly mrellable and quirky. On some wodds they were maintained, but mos1
complex and producing them is difficult. Consequently they are rare. Their most suffered ~ by enthusiastic software spedalists or subsequent jury-rl~
common application is In Dreamougbt suits: soxre spacecraft employ mind impulse or
Hard copies the information they___contained survived much longer, and 11Ut
Unks but this is not usual. Soch devices requi"e considerable training to use at frequently copied and passed down from generation to generawn. 1bday, In the
all, and a grear deal of practice if they are to be used efficiently. The ph,ysical Af/! of the l.mperiurn, the fani1iar designs of the STC are still <iscernable In the
component is a headring whldt picks up and cmpUftes the wearer's iriStructions. shapes of vehicles, spacecraft and buildings. The Adeptus Medtanlcus on Eanh
A cruder, tn. equally etfectivt. version is the spinal rap. This Is .engineered Into make it their business to coUare and utillse src material - it is their equivalent to
the wearer's spinal conex and wocks in the same \\QY as the h~ but Is difficult a holy text. a font of au knowledge (which Is exactly what It was intended to be).
to remove without causing physical or mental dama~.
THE ADVANCED GAMER
SUMMARY

One result of the src system and its pivotal place in human development is that threat to the stability of human space. All at
many worlds now utilise designs and machinery of a similar type. Of course, the once two things happen simultaneously ·
.· millennia have \\oTOught changes in the basic utilitarian devices proscribed by the humans with psychic powers begin to appear
src. but InaJW lrumans adhere religiously to the old designs. src designs were on almostevery 'MJrld. and civilisation begins
intended to be alie to cope with ~g- by the standards of the day they were to crumble as a result ofwidespread insanicy.
rough and ready, big and brutish, hard to darn~ and easy to repair. Because they demonic possession and anarchy. A1 this time
were intended for use by unqualified people thar power-plants \\ere based around the existence of warp Creatures and lhe
commonly obtainable materials, employing steam power, wind p<:M<er, water power dangers they pose to the human mind are not
and combustion engines. High-tech material was described too (although rarely fully understood.
used) and designs were provided for full-scale nuclear power-grids and fission
processors. However, few people understood these, and the need for power was Humanity explores and settles the galaxy
: supplied quite easily by conventional means. Consquently hard ropies were rarely D
A encountering many of the races of space ill
taken and gradually written rexts became lost or hopelessly distorted. the same time. A golden age for scientific
R
The weapons, ~ehicles and much oflhe equipment described in this book have 20 millennia before K acblewment and expansion, perfection of the
their roots in thesrc system. Fighting vehicles often look like tractors and prime present src system now permits an almostexplosh~
movers because !hat's exactly what they were copied from! src designs can be A expansion as humanity heads for the starS
produced in almost any material; wood, plastic, concrete, steel, plastic, etc. and G and a new beginning.
can be replicated on almost any world that has raw materials of some kind. E Development and subsequent cullivadoo of
Uncorrupted src 5)'Sterns are unknown and after so many years will probably remain the navtgptor gene allows human pilots w
so. Nonetheless. finding such a system is regarded by many Thch-priests as their T make longer, faster warp jumps than
ulitrnate goal - a son of quest for the holy grail. Legends surround dte existence E previously thought possible. Navigator
oflost, fuilclioning src systelffi, but whether they have any basis in truth is an~ne•s c families, initially controlled by industrial and
guess. H trading cartels, evenrually become
N independent forces in their own right.
0
L
Discovery of warp drives accelerates !he
0 colonisation process. early independent or
G corporate colonies become ~ted to Earth.
y The first alien races encountered. The fust
alien \vars begin.
Years Af!f.!
IS millennia before Humanity begins to colonise nearby solar
The present Humanity is bound within the organisations present systems using convencional sub-light
and societies of the Imperial administration. spacecraft. A1 fust progress is slow and the
The Emperor has now reached the end of his new colonies must survive as independent
natura! life, his existence is maintained only units isolated from the mother world by up
by artificial means and human sacrifice. to ten generations of travel.
I Imperial servants work for the furtherance
M of humaniry and its survival against the
p myriad perils that threaten to destroy it.
E Psykers and the horrors of warp Space are
R controlled by the vigilance of Inquisitors,
I planetary governors and other imperial
u servants. Psykers continue to emerge in
M growing numbers, anarchic, anti-
governmental and predatory groups
associated with warp creanre domination are
steadUy gaining ground in spite of the best
efforts of the Emperor.

10 millennia before From amongst lhe chaos of th.e A'i§! ofStrife


present one faction emer'i§!s as the victor. Slowly all
the galaxy is taken within its before present
fold and the Imperium is founded. The leader
of the Imperium is known only as the Emperor
- at this time still capable of independent life.
With the foundi~ of the Astronomican, a
psychic navigational beam directed by the
Emperor himSelf, interstellar travel becomes
easier and quicker. The repression and control
ofpsykers and warp crearures releases much
of humanity from its hellish bondage.
Thrrible wars tear human civilisation apart.
LOCalised empires and !actions fight amongst
A themselves as well as against the countless
G aliens who now flock to take part in the
E sacking of human space. Many ~rids tall
to the dominance of warp Creatures wbJ!st
0 others reven to barbarism. Humans survive
Iii millennia before F only on ~rids where psykers are suppressed
present or controlled. During this lime Earth becomes
s enbroiled in terrible warp storms, isolating
T the home world for several thousand years
R and further adding to the ruin of humanity.
I Human cultures diversifY and many
F mutations appear including the ancestors of
E Homo Sapiens Gigantus, Rotundus and
Minimus.
Humanity reaches the far edf!f.!S of the
galaxy rompleting the push to the sllll:S begun
over five thousand years before. Human
civilisation is now widely dispersed and
divergent- with rountless small colonies as
well as many larfJ!, overpopulated planets.
Wars with alien xaces continue, but pose no
Toughness
MOVEMENT
SHOCYnNG Strength 1 2 3 4 6 6 7 8 9 10
IIAND·TCHIAND COMBAT 1 4 5 6 6
RESERVES 2 3 4 5 6 6
PSIONICS
3 2 3 4 5 6 6
RALLYING
4 2 2 3 4 5 6 6
Compulsory mcl\:ement and aclions prec~ tile normal tum ~quence
6 2 2 2 3 4 5 6 e
e 2 2 ! 2 2 3 4 5 e e
7 2 2 2 2 2 3 .. s 6 6
8 2 I 2 2 2 2 2 3 4 5 6
~1a\~mem is atllalf ratt
\1a\~t is at '• ratt
8 212121212 2 2 3 4 5
Qossmg an obst3Cle ~ a model half 10 2 I 2 I 2 2 L2 2 2 2 3 4
distance
The first 90° as fm, • cao;h add1uonal 90• or
pan is ·II"

Defender's Weapon Skill


Linear obstacle - If It l~ ~tv.een Wll!'t and firer wrgct within I" 1 2 3 4 5 6 7 8 9 10
v.oods • Inside 1 5 5 6 6 7 7 8 8 9 9
Craters, holes and d1«:hes • inside 2 4 5 5 6 6 7 7 8 8 9
Bulldlng wtn<bws and doors · inside
3 4 4 5 5 6 6 1 7 8 8
Htdtng models may not fire or reserve move "uhout com1ng out of hiding 4 3 4 4 5 6 8 8 7 7 8
6 3 3 4 4 5 5 6 8 7 7
• SHOOTI NG TO HtT CHART 6 2 3 3 4 4 5 5 8 6 7
7 .212 3 3 4 4 5 5 6 6
12345678910 8 2 2 2 _3 3 4 4 5 5 .6
b 5 4 3 2 I 0 ·I ·2 ·3 8 2 I 2 2 2 3 3 4 4 5 5
+I Larll!' wgt'r (+3m) 10 2 I 2 2 2 2 3 3 4 4 5
·I Small wgt't (·30cm\
·I Moving 5Ufface frenzied
·I Moving rarll!'t (per full 10") Charldng
·I Firer \YOll'lded Up hil i
·I Thrgct In soft CO\iet Followtng up
·I Improvised weapons Crossing defended obstacle
•2 Thrgl'r in hard c~r Uslng mae th an 1 weapon
Usmg a 'M'apon wrong handed
ImprOVISed artaek

A unu must make a rour test "ilen.


•R8 etiRVES
Thr unu has last a combat round
The urut <ulTers more than 1·3 of CUJR"nr sm~h as ~hoormg and lor psyrluc lb rrsn-~ lllO\~ a model must ·
casualues tn a Single rum Btlong to a unit "-1lh no~ "-ithtn 4 " of an ennny
GWs diScreuon and as IRhcated tn ruJe,: Nor shoot m 11S own rurn
Nor ~ In 01 ~1nd cover
Not be hidtntt
• BABIC W E .... I .,,,, .,.'''' "'
Shooting to Hit l'yj)8
S hort Long S~nngth DIIN!II Seve Ar• • Tech
Range Rang• s l M od. c IH
hlto·®O
,. ·1 ..

~
ll.

Itl
• -
•1

HEAVY WEAPONS
long Shooting to Hit Slnngth Seve l'yp•
Short Oomlfll Area Tech
Rang• Range M od. c s
s l H F
""'•O·C- 2 • 20.72' 8 M
·'
. ,.
Y n 1 v rl "7
' r

'
. . .
,, ''" .
" 2().40'
. •
I +1 "'8
It -m«tltl 12·~··· +1 ~oe 4 •
e C LOS E COM8AT W IR .A,.PONS
Short long S hooting to Hit Stroogth Oomoa• Seve Type Area Tech
Range Range Mod .
s l c F s
An'"'" l'lstOI ().ft• ..... ·1 ·2 3 ..l l.

~
().8'

..
!- GRENADES AND MISSILES
Short l ong _!t>c>o~~ to Hit Stroogth Oomoao Seve l'yj>8 Area Tech

....
'"" ,..
Range
o••• ....
Rang.
_
s Mod. H S F
X HI' 4

z· 4

.,......... •
for a thorough description of OrkDid space. Orks and their slave Skin · an Ork'S skin is usually greenish, although the acrual shade
race of Gretchins, see page 186 of the Background section. Orks are varies from almost black 10 a sickening bright yellowish colour. Apart
large, powerful, vulgar, aggressive and one of humarucy·s grearest from being very wany and greasy, Ork skin is extremely rough •
enemles. Their lnabllicy 10 get on with each other prevents them somewhat like sandpaper ..sandpaper with stubble.
overrunning the Imperium (fortunately they're not too bright either). Dentition • impressive. Orks are carnivores by nature and
Thrugg and Hruk lead a force of typical Ork warriors. The drawing canru'balistic by Inclination Humans rank high on their list of favourite
below illustrares their equipment and grneral appearance (nascy isn't food , whilst Halflings are considered a great delicacy. but cause
it:?). Of course. Orks l.iU 10 embellish their equipment. steal other flatulence.
people's gear and add Interesting bits of their ""-'ll, so no ~"O Orks
e\'er look exaaly the same. Most of their equipment is looted from Eyes • small. beady and red. but comparable in efficiency to those
human worlds and is often quite tatcy. (Orks think nothing of bashing of humans.
a helmet lnlO a crude shape to lit their misshapen heads; some Orks Stance • An Ork's arms are rather long. legs distinaly bent and
think nothing of bashing their heads to lit helmets... ) back stooped. This results In a shambling gait and mal<es the head
appear 10 stick out in front (rather than on lOp) of the shoulders.
Helmet • Orks don't really need helmets because their skulls are
very thick and their brains rather tough and difficult 10 damage. On Sartortal taste • Orks have a retarded sense of hygiene and
the other hand. helmets are a symbol of warrior starus, so most Orks considerable tolerance of holes. tears and stains. Most of their clothes
v.oear them. some Orks even carry spares! arc made from crudely WO\otn narural fabrics. leather or fur. The rest
are stolen from other races and modified 10 fit.
Flak armour · Flak armour combines energy-absorbent material with
pneumatic padding and a g:xxilayer of impact-reactive plastic (a
material which Is normally soft and pliable but which goes rock hard
if struck by a high Impact blow). Orks can make this sruff themselves,
but mostly they steal it from humans and modiJY it 10 lit. ~ M WSIBS S T W I A ltrllnt CliwP
Backpack · Backpacks may be made from cloth, hide, metal or just I Troop~ 4 3 3 3 I 4 1 2 1 7 6 7 7
about anything. Space Marine issue packs are favoured • although
paning the pack from its owner is a task no Ork would relish. What I Hruk ~ 4 4 4 4 4 1 3 1 7 6 7 7
does an Ork keep In his backpack7 Packs are used to carry personal ~g 4 6 5 4 5 2 4 2 8 7 8 8
effects, momen10s, food and assorted brik·a-brak. In shon. as far as
Orks are concerned. it is better not to ask.
Bolter • Orks are unsophisticated creatures. They prefer weapons
that make loud bangs and large holes. Such a v.oeapon is the bolter! Orks have a diJferent profile 10 humans • reOectlng their Individual
It has a fairly shon range. but fires a hail of explosive bolts. Each strengths and weaknesses. As you can see. the average Ork trooper
bolt is like a tiny P""''ered missile, the effects of which meet fully with is slightly 10ug1ter than the average human with a UJUghness of 4
Ork.preferenres. You can lind a full description of the Bolter on page rather than 3. He is a b11 slower though, with an inidative of only
70 of the Equipment section . Its stats are as follows. 2 rather than 3. As we have noted before. Orks are not aU that bright
• v..;th an a\'erage intelligence of only 6 as opposed 10 the average
human score of 7.
Hruk and Thrugg are far better than average Orks • Hruk has been
gi\oen the profile for an Ork champion whilst Thrugg has the profile
for an Ork minor hero.
Space Mannes are the ultimate human warriors • specially selecred Bolter • the standard !\'Iarine weapon is the bolt gun or bolter · a
from amongst the galaxy's toughest psychopaths, trained for years short ranged weapon that fires a burst ofself· propelled explosive bolts.
to ignore aU feelings of pity, surgicaUy altered to be suonger and faster Bolters are efficient weapons. they malie lots of noise and cause lots
than any normal man. and equipped with the finest "~a pons in the of damage.
Imperium. They live Ul warrior clans caUed Chapters · and C\~1)' Chapter Bolt Piswl · as weU as the ordinary bolter. Marines Carl)' an additional
has its own tradiuons. its own home base and an independent pistol version called a bolt pistol. This IS a useful weapon because
commander. Chapter leaders owe allegiance to the Emperor directly it can be used in close combat. Note that the +2 to lut modifier is
and it tS thetr warriors that form the sharp cuning edge of the for shooting only • It does not apply in hand-to-hand combat.
lmpenum's war machine For further details see page t53 of the
Background. Knife· you can't be too well armed' Marines always carl)' a knife
or short sword for emergencies.
Insignia . the Crimson fists are easily recognised because the gauntlet
Po\\.'!!red Armour • :\ll Marines wear an all-enclosing fighting suit. of their power armour is red. The basic suit is dark blue · and furrher
Suits not only provide prote<lJon. but arc also self-powered. containing detail is red to match the gloves. The red fiSt emblem is carried on
neuro·fibre bundles and intricate sensors that enable them to function the Chapter badge and banner.
as mobile exoskeletons. Titc suit contains its own air supply and
environment. and offers protection against gas weapons. poisonous
atmospheres and even the vacuum of space.
As we have already said. Space Marines are far rougher and meaner
than ordinal)' men • even normal soldiers. Their profiles reflect this
Helmet · the Marine helmet is pan of h1s powered suit, and fact. whilst Marine Commander Pedro Cantor has the characteristics
incorporates the following items. Auco-senses are special sensors that
of a Marine major hero
bypass the normal senses. relaying information directly w the brain.
This makes it impossible to blind, deafen or otherwise damage the
wearer's own senses A Communicawr allows Marlnesw talk to each IM lwsles s r 'l w 1 A ll.d l,t i('J WP
other at all times. It has a range of 50 miles and can also be used 4 4 4 4 3 1 4 1 8 8 8 8
to tl)' and contact other communicawrs. Respirators are built directly
into the helmet. permitting the wearer to breathe good clean air. 4 6 6 4 4 3 6 3 9 9 9 9
ltl'especuve of local conditions.
lntroductlon. The planet ofRynn·s W>rld lies on the ed~ofhuman Marine w1th Launcher

[d 41~1 ~ 1:I; I ~ I! I ~ I~ I';' I;' I~I


space. within easy striking range of the countless Ork Warlords that
rule the neighbouring systems. Orks are loathcsome and disorganised
aliens. crearures with Unle inteUi~nce and no sense of pity. Until now
Rynn's W>rld has been left in peace. The main reason for this is almost Armou,· Power Armour
certainly chat it is the home of the Crimson Fist Chapter of Space EQu•pment M•ss•te l•unchet w plltml shells. bolt o•stol. Jtntfe.
Marines • whose fonressm10nastery has stood on the rocky soil of
Rynn's \\Orld for over a thousand years. However. last ~k the planet Pedro Cantor
was invaded ~a force from the Ork Empire of Charadon. The insane
Ork V.rulord, one SnagJod the Arch-arsonist. has already conquered
the human world of Badlandmg. not to mention several minor Ork
Empires. Rynn's W>rld is only sparsely populated, but (prior to the
l>l41vsslC ers:A1
Armour
:1: i~ I! I; I ~ i';'I~ lw:l
rmour
invasion) had a complete and effective missile-defence system designed Equ•pment 2 bolt p•stols. PO'Ner glove. tehacto' hek:t armour.
to deler would be invaders. Confident in the power of their defences
(and forgetting the irrational behaviour of Orks) no-one anticipaled The l\.1arines are organised into three squads of five men • but each
the invasion. Even so. ali would have been weU were it nO[ for the squad has contributed a sentry to the watch Each squad has a leader
freak accident that caused a defence missile to glance off-course and with the same profile as his men. One squad includes the missile
plunge down right on top of the Space Marine Arsenal. The Marine launcher. The sentries may uy to rejoin their units or may remain
base and its complement ofHghting men and machines was complelely split throughout the game.
destroyed. The only survivors were the Chapler leader Commander
Pedro Cantor and fifteen Marines. Without the Marines the human Powered Armour is standard protection for Marines offering a basic
settlers were quickly slain and their townships overrun . Now only saving throw of 4. 5 or 6 on a 06. Because this armour Is self-powered
the planet's capital, New fo/nn City, remains in human hands. there is no movement penalty despile the high degJee of prolection.
The sltuaUon. You are Commander Pedro cantor · and also tired, Armour includes l'uU respirator (the wearer breathes pure air and
hungry and somewhat dispirited. Of your originally awesome cannot be affecled by gas/polson/vacuum/etc), auto-senses (a link
command only flfieen warriors remain. Since the disaster at your base into the wearer's brain bypasses his own sensory organs making him
you have been making your way towards New Rynn City, travelling invulnerable to bUnding weapons) and communicator (so every Marine
quietly at night to avoid the numerous patrols of Orks. As long as in a force can communicale with any other at all times).
New Rynn holds out there is still hope • the planers governor and
Bolt gun • bolt guns or boilers fire a haD of explosive bolts rather
his household troops are stiU a formidable fighting force. and there
is always an outside chance of help from nearby S)''Slems. Although lille small missiles. They are favoured by most •serious' warriors.
causing a gJeat deal of damage and noise.
you are few. Hft.een Marines represent a force far more powerful than
mere numbers suggest, while you are an experienced warrior and
commander of inest:lmable value. If you can reach New Rynn your Shon long ShootlllOIOM ~ O....ave Save Type• Alea
aid might weU malle ali the diJTerence. Now it is dawn. and you have range range Shon I t.ong Mod~ .. CIHIS IF
reached asmali burnt-out farmslead . You decide tocali a halt, posting
sentries while the remainder try to rest. R>r hours you cannot sleep,
0.12 " ~2-24" +1 I 4 1 ·1 III
and then, just as your eyes begin to gJOW heavy, a crackling warning As you can see the bolter is a powerful v.eapon. It has a total range
signal from your helmet communicator tells you something is of only 24 •. but at shon range (up to 12"} there is a +I 'to hit' to
wrong .... 'All • All • StiJrlon one • Ork patrol approaching from the ta}(e into account the concentrated hail ofsheDs. Any hits are resolved
east · 21 suong. ligJuly armed. intercept 3 minutes · Commander at a strength of 4. whilst any opponents receiving damage have their
· Commander • request inscruccion · End'. Your troops are already savmg throw reduced ~ I .
on their feet awaiting your command.
Your forces comprise ftfteen Space Marines plus you· Commander Bolt pistol. This is a pistol \'trsion ot the ordinary boiler. and has
Cantor. Profiles are as follows. the advantage that it can be ftred in hand·to-hand combat as weU
as at a distance. Its range is limiled · but within this distance it is
Troops a very deadly weapon indeed.

[:;1 ~ ~~~ ~s 14131 V: 14 1~ I~~~~' I ~~ I:PI Short l.on9 Slloollll!l to h•t Strqth 1>1"'19' Save
range tange Sho<l I Long
Type•
Moc!lf1et C I HI 5 IF
Area

Armour; POwer A.mour


EqUipment: Soh gun, bolt pistol and kni fe o.s· 8-16" ... 2 I 4 1 ·1 X Ilj
The bolt pistol uses the same ammunition and has similar Power gi!M!. This IS an extremely powerful and \'try desirable band·
characteristics to the bolter· except that its r:an~ is shorrer (16" rather to-hand combat weapon. It takes the form of a gl011e surrounded by
than 24").1ike most pistols is is very 'handy' and because of this an energy f~eld which disrupts anything the wearer touches. 5o
is easier to use at wry close distances (+ 2 to hit at the short r:an~ equipped. a man .:an punch through the thickest walls or armour,
of up to 8 ").The mark~ the ·c· coh.mn indicates that the ~n tear whicles apart and cause coCISiderable panic amongst combat
can be used in hand-to-hand combat. Nate that the +2 to bit modifier opponents'
only applies to shooting and does not apply in hand· to-band combat.
Power glove
Knife Every Marine carries a knife or comparable weapon. ensuring
that they will never be caught defenceless in close-combat. Shan,!
Long Shoot~~~~ttolvt Sl.'tflOIJI 0..,. Save tvPt• Are8
l~lrange Shonj_~ t.Wfit•l C I HI S Lf
MissDe launcher. This is an advanced form of launcher capable
offiring a varletyofdi.fferent missiles. Normally this isabt>.n.y'.I.Up<>n.
eloM~OMbat
l _8 1 ·5 Jl I I
and there is an associated m011e penalcy, but this particular weapon
has built in suspensars • anti·gravicy devices that offset the weight. Dlsposllions. At the start of the game )'UUC forces are hidden
The weapon is loaded only with plasma shells· sheDs which energise by their CO\-tr, and are not placed on the table. As soon as a model
on contact producing a burst ofionised matter. very hot stuff indeed! shoots or exposes itself 10 the sight of the enemy it is placed on the
table. Until that time models may be kept aside and any m011ement
recorded uslng,>-Uur map. You must make all )'Uur hidden m<MS known
Shalt Lot~; ShooliM !0 hat ~~ 0~ Saw ~· s
tanae renae Short I loi1Q ModJ!iel CIHISIF
AttJ to the GM, who will wrlfy the position of models when they are finally
placed on the table.
io-20" ~().72" I 6 1 -2 1,., xj1%
Objectives. Your objective is to survive. Ifyou can lie low and avoid
the Ork patrol so much the better · but )'UUr instincts tell )'UU this
This weapon has a very long range and is more powerful than the isn't going to happen. If a fight breaks out you will have to eCISure
normal bolterS. NO! only do plasma shells have a strength of 5, but that no Orks escape to warn their friends. Equally Important, )'UU
there is a ·2 save modifier tool The normal t• move penalty is must try to make sure the patrol doesn't communicate )'Uur position
discounted The mark agalnst the'S' column means this is a slow and bring down reinforcements. As an experienced commander you
loading l'.'eapon • so it cannot be m011ed and fired during the same know that only Ork leaders carry communicators. '!bur forces are
rum. This weapon also has an area effect • sheDs having an area effect already depleted· any further loss of life would seriously reduce )'Uur
marker of I y, • radius. chances of reaching NN Rynn.
Refractor field armour iS a special sort of armour · c~mprising GM Players
an all-enclosing energy field that protects the wearer. lt is powered
by a small belt-pack and adds +I to a character's basic saving throw.
Commander cantor already has a save of 4, 5 or 6 because of his
powered armour. with the refractor field in addition this becomes 3.
4, 5 or 6.

Noce: 1}'pe refers to (C) a close combat weapon • the ....-eapon may
be used in hand-to-hand combat, (H) a heavy weapon · the amount
shown is the mO\-ement penallY in mches. (S) a slow loading weapon
• the weapon may not m!M! and fife in the same rum, (f) a following
fire weapon· if damage is caused the weapon may be fired again until
it either It nusses or faDs 10 cause damage.
torroduclion. You are Thrugg Bullneck- an Ork Commander of the Your troops are organiSed into four squads of five - each squad has
Charadon invasion force. Only last week The Warlord of Charadon, a squad leader With normal characteristics excepr for HmJ..'s squad.
one Snagrod the Arch-arsonist, launched his army (including you) Each squad leader has a communicator linked directly to that ofThmgg
at the human planet ofRynn's \o\brld. During the initial lighting you • only Thrugg is able to use his communicator ro caUback to base
led your troops against a small farm where you slaughtered the human for reinforcements.
defenders before firi.'lg the buildings. During that fight. you and one
of your squad leaders (an Orkcalled Hruk) ~a cacheofjewl>ls. Bolt gun · bolt guns or bolters fire a hail of explosive bolts rather
Not Y."anting to alen the rest of your command about this highly like small missiles They are favoured by most ·serious· warriors.
desirable loot, you buried the tewcls in a black metal box underneath causing a great deal of damage and noise.
the floor of the main building. There the jewels would be safe umil
you could go back and get them. You don't lruSt Hrukand, to be fair,
he doesn't trust you. You have both spent the past week watching
each other very closely indeed .
Now you hil\~ been orden.'<lto take your troops on a sweeping patrol
of the arta The farm bes close to the main fighting around the last
human stronghold - the planet capllal New Rynn City - so you must As you can see the bolter Is a powerful weapon. It has a total range
keep a good look out for stray humans. A small diversion takes you of only 24". but at short range (up to 12") there Is a tl ·ro hit' to
past the burnt out farm, where. with any luck. you w!U be able to take into account the concentrated hall of shells. Any hits arc resolved
retrieve the jewels without causing undue suspicion among your at asuengch of 4, whilst any opponents receiving damage have their
quarrelsome troops sal'ing chrow reduced by I.
The situation As you approach the farm something strikes you
Bolt pistol 11us is a pistol version of the ordinary bolter, and has
as bemg not quare right. Your keen nose has smelt that faint smell the advantage that it can be fired in hand-to-hand combat as weU
before- humans! Perhaps their stench lingers around this place even
as at a distance. Its range is limited but within this distance it is
though its inhabitants are dead. Whatever the reason. it's making a very deadly weapon indeed.
your troops restless. You can see no obvious signs oflife. but a cautious
advance would be a good idea.
Your forces. \our forces are comprL"Cd of the followmg troops and
equipment As this is a small foot-patrol you are not hea\.ily armed
or equipped • worse luck! If there's any fightmg to be done you ·u
probably be at a disadvantage Normally JUU'd use )Uur communicator
to call for help, but under the circumstances that might be unwise The bolt pistol uses the same ammunition and has similar
-after all you never know when you'll be back this way again. cnaracterlstics w the bolter-except that Its range Is shorter ( 16 • rather
Troopers ' than 24"). Uke most pistols it IS very 'handy' and because of this
eas1er to use at very close distances (+2 to hit at the short range of

Pihs!s: I: I: I~ I ~ I ~ I~ l';t I;'!~PI


Armour Flak
up to 8 "). The mark againSt the ·c colunm mdicares that the weapon
can be used in hand·to·hand combal. ~ote that the +2to hit modifier
applies onl>•for shooting and does not apply in hand-to-hand combat.
Equipment' Bolt gun. kn•f"
Plasma pistol. This a very powerful weapon indeed - 1t fires a ball
Hruk of super-healed plasma (ionised matter at incredible temperature •

f¥J7i S: ! I! l; I J ~ I ~ !;t! ;' jv;rj


the stuff of whkh stars are composed) Its range is not wry great,
1 and 1t IS difficult to use except at close range, but most targets are
Instantly vapourlsed!
Armour Flak
Equopmont Bolt gun. bolt poatol ar>d kn•fa Short long ISboot1oo 10 hit S!rtnQ!h ~ Salle l yp6' Atu
Thrugg range lange S~ort I long Modi!iel CJHISIF
·I l l·
I~ 1;:";I : I! I~ 1.1~ I~ II;• I~ '~PI 1 -1
()..6" 6-18 " +2 6 1 -1

Special rule - because plasma pistols use \"aSt amounts of energy


Armour lak to conven matter into plasma they mll~t be aUowed ro cool down and
regenerate every lime they are fired. Once the gun has been flred it
mus1 be aiiOI\'t'd to regenerate for the following rum and cannot be
used for rhis period So. once fired the weapon ·will not be ready again
until the begmnlng of the player·s rurn after nex1.
The plasma pistol is a deadly weapon. but its unpredictable narure 1 -1
means 11 Is difficult to hit at long range (0\'t'r 6 "). lr can be used in
hand· to·hand combat (as indicated by the mark against the ·c Your objective is to recO\~r the hidden ~Is from the main building
column). and can also use the ·followmg file' rules (as indicated by \Yithom any of }'Our troops finding out. You arc supposed to be on
the mark against the 'F' column). Sec the relevant rules sections for pa1rol ·your orders are to cluninate stray enemy troops or report their
derails. !l:ote that the .. 2 and ·I to hn modifier and the follo\\ing file presence if they are too powerful to deal with. Howt\.'er, bringing in
rule apply only for shooting and do not apply in hand-to-hand combat. more troops would make 11 almost 1mpossible to recO\-er your je\\'eis.
Flak annour IS a lightweight protective material much favoured so this should be avoided if at aU possible. To recover the hidden loot
by light rroops. It offers a basic saving throw of 6 on a 06. both Thrugg and Hruk must spend an entire inactive rurn alone in
the main buildlng • or any one of them must spend two rums.
CommunJcator. This is a small device used to transmiureceive radio
waves. Each squad leader has a communicator lirtked directly to GM Players
Thrugg·s. Thrugg and his leaders are 1herefore in constant
communication. and anything one can see is assumed to be known
by all. It is therefore possible to send one leader ahead as a scout
(guinea pig!). Thrugg can communicate back to base • it takes an
entire turn to attempt this followed by a 06 roll of a 6 for success.
Knife. Every Ork carries a knife or comparable weapon, ensuring
that lhey will never be caught defenceless In dose-combat. Note: Type refers to (C) a close combat weapon - \\.'eapon may be
used In hand to-hand combat. (H) a heavy weapon· the amount shown
Chalnsword. The challlSword is a motor driven saw-edged sword is the movcmem penalty in inches. (S) a slow loading weapon· the
Wilh mono· molecular cutting surfaces. That means it can cut through weapon may not move and f1re m the san1e rum, (F) a following fire
most things fairly easilyl lt is a close combat weapon and can only weapon · if damage is caused the \\-eapon may be fired again until
be used in hand·to·hand combat. it either misses or fails to cause damage.
-
I
OVERALl COMMANDER SQUAD/UNJT

Savel Weapons Other Equipment I Points

Armour ISave I Weapons Other Equipment I Points

Other Equipment

Armour ISave
I I

Savel Weapons Other Equipment I Pomts

Armour sa,·e Weapons Other Equipment I Points

Armour Save Weapons Other Equipment I Points

Armour Save Weapons Other Equipment

Armour Save Weapons Other Equipment Points

Armour Save w~annns Other Enuinment Points

Thought for the day.


-
I
OVERALl COMMANDER SQUAD/UNJT

Savel Weapons Other Equipment I Points

Armour ISave I Weapons Other Equipment I Points

Other Equipment

Armour ISave
I I

Savel Weapons Other Equipment I Pomts

Armour sa,·e Weapons Other Equipment I Points

Armour Save Weapons Other Equipment I Points

Armour Save Weapons Other Equipment

Armour Save Weapons Other Equipment Points

Armour Save w~annns Other Enuinment Points

Thought for the day.


10 launch the Wctrhanuner 4o,ooo range of
miniatures and tabletop accessories CITJ\DEL
MlNlATuru:S have produced t\\0 exciting boxed sees
and the tlrst models in a comprehensive blisrerpacked
range that Will ultimately COver all the major milir.ary
and racial warriors of the far-future.
l1i.E IMPERiAL SPACE MAluNEs boxed set Is the
ultimate in miniatures kits. Each box contains 1 7
sprues of incredibly detailed, hard styrene plastic
components. There are enough pieces to construct
a veritable army of the Empire's major troopers.Jo
complete models in fact! There are suitable
COmponents for ruuding Special Weapon and
personality models as weu as standard troopers and
the range of possible variations Is almost endless, as
evidenced by the numerous photographs of these
models throughout chis volume.
l1i.E SPACE ORK RAIDERs lx>Xed sec prOVides a
selection of mOdels of the most popuLar alien race
- the ORKS! ~ an~nlsts 6x the Space Marines
Set, the box COnrains 17 CXpeniy aafted metal models
including four pefSalality models and thlrteen Ork
troopers anned With bolters. ltoopers are supplied
With randomly asSOrted head Yariations and agam
the complete set has been featured in various of the
battle photographs throughout this book.

CITADa·s ~ 4o,ooo r.lllgeof~


~
Is available from all games stores and hobby
Stockists worldwide. In case of difflcuiry. p/easC
COntact: GAMEs \.\.'ORKSHOP liD, ChewtOo Street,
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Ifyou live in the US or Canada please concacr: Games
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MD21045, US, 8920 Route 108, COLUMBIA,
THE WARHAMMER FAMILY OF GAMES
Warhammer 40,000 is the third member of the War hammer family, joining the best-
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Number of Players: 2 or more
Age: 16 to Adult
Playing Time: I or more hours
Cover Art: john Sibbick

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