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This is the work of a Savage Worlds Fan, and I make no claims to ownership concerning the

concepts or original world depicted in the pages below. Savage Worlds is the product of Pinnacle
Entertainment, and Warhammer 40k is the product of Games Workshop. I recommend that you
check both of them out for more information.
My only request is that should you edit and republish, or otherwise derive your own work from
mine here, that you credit me as the original source of this document. I'd also appreciate it if you
posted any thoughts and comments online at RadiationSings.com.
This game references the Savage Worlds game system, available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.
Thanks!
-Jonathon Volkmer
Introduction
In the grim dark future, there is only war!
At least, thats the underlying theme of the Warhammer 40k universe. In this campaign, however,
youll be fighting a different kind of war. As part of an Inquisitorial Entourage, you fight
constantly to uproot and destroy the three great enemies of the Imperium of Man: Xenos,
Malleus, and Hereticus. That is to say, aliens, daemons, and heretics.
All characters within the campaign must be humans, although you may encounter aliens from
time to time.
Basic character creation works exactly the same as in Savage Worlds in that you start out with
$500 (or Imperial Eagles), One Edge, 5 Attribute points, and 15 Skill points. However, because
characters in the 40k universe are often larger than life, you have the option of taking an
additional Major Hindrance to gain 2 Hindrance points. This is in addition to the required 1
Major and 2 Minor Hindrances that all characters must take (the Hindrance points from these is
already calculated in.
For 2 Hindrance points you can gain a new Edge or raise an Attribute 1 die type. For 1 Hindrance
point you can gain an additional Skill point or double your starting money.
New Skills
Will
This is the skill Psykers use to manifest their warp abilities. It is linked to Spirit.
Knowledge (Astronavigation)
This is the skill used by a ships pilot or Astropath to calculate a course through the Empyrean. It
is linked to Smarts.
New Edges
No character may have more than one Adeptus Edge.
Untouchable (Background)

Requirements: Novice, Arcane Resistance


You are a psychic dead spot in the world, and as such are highly resistant to the powers and
abilities of even the strongest psykers. Everyone within a SBT centered on you gains a +6 to
resist Psyker powers and +6 armor against direct damage from Psyker attacks. Unfortunately the
deadening aura you emit puts everyone you meet on edge. You suffer a -3 to Charisma. A
character with Untouchable may not also take Arcane Background (Psyker) (or vice versa). This
edge replaces Improved Arcane Resistance.
Adeptus Astartes (Background, Adeptus)
Requirements: Novice
You are ranked among the mightiest and most feared of all human warriors: the Space Marines!
Genetically engineered to be the most lethal soldiers the human race has ever seen, the Space
Marines are the Imperiums first, and often last, line of defense. At character creation, you start
with a d8 in Vigor and a d6 in Strength, the Brawny and Fast Healer Edges, and a d6 in Guts. To
compensate for the extreme advantage this gives you over other players (with the equivalent of
30 Experience), you advance only every 10 XP until you reach 100 XP. Of course, you also have
to take orders from your higher ranking battle-brothers, not to mention the Inquisitor.
Brave (Combat)
Requirements: Novice, Spirit d8+
Theres not much out there that fazes you. Your character has +1 Grit.
Take the Hit! (Combat)
Requirements: Novice, Vigor d10+
Characters with this Edge are good at rolling with punches, are lucky, have fate on their side, or
are perhaps just really tough. They add +2 to Soak rolls made to eliminate wounds.
Sucker Punch (Combat)
Requirements: Seasoned, Fighting d8+, Intimidation or Taunt d6+
The character doesnt know the meaning of the words fair fight. If he succeeds in a Test of
Will against an adjacent opponent, the character receives a free Fighting attack. This attack does
not incur a multi-action penalty.
Combat Sense (Combat)
Requirements: Seasoned, Fighting d8+, Notice d8+
This character is adept at fighting and keeping track of multiple foes. Opponents gain no Gang
Up bonus against him.
Dirty Fighter (Combat)
Requirements: Novice, Fighting d8+, Agility d6+, Smarts d6+
You know every trick in the book, and arent afraid to use them all! You gain a +2 on all Smarts
and Agility Tricks during melee combat.
Really Dirty Fighter (Combat)
Requirements: Seasoned, Dirty Fighter
Not only did you write the book, you left a few things out for your own personal use.

You may spend a Benny to automatically get the drop on any one target in melee.
Savant (Professional)
Requirements: Novice, two or more Knowledge skills at d8+
This edge replaces the Scholar Edge from the Savage Worlds Core Book.
Interrogator (Professional)
Requirements: Novice, Smarts d8+, Intimidate d6+, Persuasion d6+
Few people can keep secrets from one such as you, trained by the Inquisition in the fine art of
interrogation. Gain a +2 on all Intimidate and Persuasion rolls. Also, you have +2 to Smarts rolls
to detect when another person is lying.
Adeptus Mechanicus (Professional, Adeptus)
Requirements: Novice, Repair d6+, Knowledge (Computers) d6+
Trained by the Imperial techpriests, you know some small portion of the Machine Gods secrets.
You gain a +2 on Repair rolls and any Knowledge rolls made concerning technology. In addition,
you may be able to call on support from other members of Adeptus Mechanicus.
Adeptus Arbites (Professional, Adeptus)
Requirements: Novice, Investigation d6+, Streetwise d6+
You are a member of the elite Imperial law enforcement corps known as the Adeptus Arbites.
Thanks to years of training and field experience, you gain a +2 on all Investigation and
Streetwise rolls. In addition, you may be able to call on support from other members of the
Arbites.
New Hindrances
Thin Skinned (Major)
Youve never dealt with pain very well. You suffer an extra -1 penalty when wounded (so -2 at
one wound, -3 at two wounds, etc.).
Warped Dreams (Major)
Every night the Warp calls out to you in your dreams, tormenting you terribly. You have one less
Benny because of your constantly tired state.
Slow (Major)
During Initiative, draw two cards and act on the lower one, unless one of them is a Joker (in
which case, lucky you). A Slow character may not also have the Quick Background Edge,
although Level Headed cancels out with this Hindrance.
Timid (Major)
You never really learned how to talk back, and have trouble holding your own in most
conversations, especially with strangers. Take a -2 when rolling for a Test of Will (Intimidate,
Taunt, Persuasion).
Grim Servant o Death (Major)
As described in the Deadlands: Reloaded sourcebook.

Heartless (Minor)
You may not enjoy killing, but you dont let it stand in the way of your goals either.
Psychic Frailty (Minor)
You are particularly susceptible to Psychic powers, and suffer a -2 on all rolls made to resist
them.
Slowpoke (Minor)
You suffer a -1 to Pace and when rolling to run. This stacks with Lame and similar Hindrances.
Tenderfoot (Minor)
Not everyone is cut out to deal with the horrors assailing mankind. You suffer a -1 to Grit. This
Hindrance may be bought off by sacrificing an Advancing opportunity.
Gear
Ranged Weapons
Ranged Weapons come in three categories: Pistol, Basic, and Heavy. A Pistol may be held and
fired in one hand. A Basic weapon may be held and fired one- or two-handed, although firing
one-handed results in a -1 to Shooting due to the weapons unbalancing weight. Heavy weapons
must be held in two hands to fire.
Las Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Laspistol

12/24/48

30

2d6

Pistol

30

Lasgun
(MP)

15/30/60

60

2d6

Basic

10

75

Lasgun
(NP)

12/24/48

1/3RB

60

2d6

Basic

10

75

Lasgun
(TP)

12/24/48

60

2d6

Basic; May increase damage by +2 by


expending an extra shot; Max: 2d6+4

12

75

Long Rifle

20/40/80

40

2d8

Basic; Snapfire;

15

100

Multilaser

15/30/60

3RB/3

30

3d6

Heavy; Snapfire; Auto or 3RB only

20

200

Projectile Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Autopistol

12/24/48

1/3

20

2d6

Pistol; Auto

100

Autogun

12/24/48

1/3

30

2d8

Basic; Auto

15

200

Revolver

15/30/60

2d6+1

Pistol; AP 2; Reload 1 turn

75

Stubber

12/24/48

1/2

15

2d6+1

Pistol; AP 2; Auto

150

Heavy
Stubber

12/24/48

3RB/3

40

3d6

Heavy; AP 2; Auto or 3RB only;


Reload 1 turn

20

350

Assault
Cannon

12/24/48

3RB/5

45

2d8+1

Heavy; 3RB or Auto only; AP 4;


Reload 2 turns

30

1000

Hunting Rifle

20/40/80

10

2d8+1

Basic; AP 2

15

200

Naval Pistol

12/24/48

2d6+1

Pistol; AP 2; Reload 1 turn; counts


as a melee weapon (Str+d4
damage)

10

Mil.

Dueling
Pistol

15/30/60

2d6

Pistol; Perfectly Weighted (+1 to


Shooting)

200

DB Shotgun

15/30/60

1-2

1-2

3d6

Basic; Auto

14

350

Sawn-off
Shotgun

10/20/40

1-2

1-2

3d6

Basic; Auto; No penalty for firing


one-handed

11

300

PA Shotgun

15/30/60

3d6

Basic

16

500

Auto
Shotgun

12/24/48

1/2

20

3d6

Basic; Auto

18

750

Special Projectile Ammo


Name

Notes

Cost

Flechette

Halves range, but increases damage by 2d4.

15 per
box of
50

Dumdum

AP -4, Damage +4

20 per
box of
50

Manstopper

AP +2, Damage +2

Mil.

Shotguns
Only

------

------

Scatter

Range becomes 5/10/20; damage becomes 5d6 at short range, 3d6 at medium
range, and 1d6 at long range

12 per
box of
20

Executioner

Shooting +2

Arbites

Inferno

+1d6 Fire damage, and may ignite flammables

Mil.

Bolt Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Bolter I

10/20/40

1/2

15

2d10

Basic; AP 4; Auto; Straight Mag

20

Mil.

Bolter II

12/24/48

1/3

30

2d10

Basic; AP 4; Auto; Belt Fed (Jams on a


Shooting roll of 1 regardless of Wild Die;
requires 2 turns to clear)

20

Mil.

Bolter III

12/24/48

1/2

20

2d10

Basic; AP 4; Auto; Sickle Mag

20

Mil.

Bolter IV

12/24/48

1/2

40

2d10

Basic; AP 4; Auto; Drum Mag (Jams on a


Shooting roll of 1 regardless of Wild Die;
requires 2 turns to clear)

22

Bolt
Pistol

15/30/60

1/2

12

2d10

Pistol; AP 4; Auto

10

Mil.

Storm
Bolter

12/24/48

1/3

30

2d10

Basic; Snapfire; AP 4; Auto

25

Mil.

Bolt
Carbine

15/30/60

20

2d10

Basic; AP 4; Auto

18

Mil.

Heavy
Bolter

20/40/80

1/3

40

3d10

Heavy; Snapfire; AP 4; Auto

30

Mil.

Special Bolter Ammo


Name

Notes

Cost

Kraken
Penetrator

AP +6

Military

Metal Storm

Damage +1d10; AP -2

Military

Inferno Shell

+1d6 Fire damage; may ignite flammables

Military

Stalker

Silent and has no muzzle flare: does not give away the firers position when in
Stealth

Military

Melta Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Meltagun

7/14/21

5d10

Basic; Snapfire; loses 2d10 of damage at

22

800

each range increment; Reload 2 full


turns
Inferno
Pistol

7/14/21

3d10

Pistol; loses 1d10 of damage at each


range increment; Reload 1 full turn

10

500

Multimelta

7/14/21

7d10

Heavy; Snapfire; loses 2d10 of damage


at each range increment; Reload 2 full
turns

30

Mil.

Thermal
Lance

12/24/36

4d10

Basic; Snapfire; loses 1d10 of damage at


each range increment; Reload 1 full
turn. May be used as a staff in melee.

20

500

Plasma Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Plasma
Gun

10/20/40

10

3d10

Basic; Snapfire; on a Shooting roll of 1


(on either die), the player must check the
Plasma Malfunction Table below

25

600

Plasma
Pistol

10/20/40

10

2d10

Pistol; on a Shooting roll of 1 (on either


die), the player must check the Plasma
Malfunction Table below

10

400

Plasma
Blaster

15/30/60

14

3d10

Basic; Snapfire; on a Shooting roll of 1


(on either die), the player must check the
Plasma Malfunction Table below

27

800

Plasma Malfunction
D6

Results

12

EXPLODES! The weapon is destroyed and the character counts as having shot himself (for resolving
damage).

34

Critical Overheat! The character drops the weapon and it may not be picked up for 1d10 rounds.

56

Overheat! The character drops the weapon.

Flamer Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Hand Flamer

Cone

2d8

Pistol; 50% chance of igniting


flammable targets; 2 turn reload; Fire
(ignores partial armor)

12

750

Flamer

Cone

2d10

Basic; Snapfire; 50% chance of igniting


flammable targets; 2 turn reload; Fire
(ignores partial armor)

20

1000

Heavy
Flamer

Cone

2d10+2

Heavy; Snapfire; 50% chance of


igniting flammable targets; 2 turn
reload; Fire (ignores partial armor)

28

Mil.

Exterminator

Cone

2d10

Must be fitted to a basic weapon; 50%


chance of igniting flammable targets; 2
turn reload; Fire (ignores partial armor)

+10

Mil.

Thrown Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Throwing
Axe

2/4/8

Str+d6

May also be used in melee combat.

15

Throwing
Knife

2/4/8

Str+d4

May also be used in melee Combat

10

Throwing
Star

2/4/8

Str+d4

Often dipped in various poisons.


Easily concealed.

5 stars = 1
lb.

20

Exotic Weapons
Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Needle
Rifle

20/40/80

2d6

Basic; A successful hit forces the target


to make a Vigor check (at -2 with a
Shooting raise), or die instantly.

15

Mil.

Needle
Pistol

12/24/48

2d5

Pistol; A successful hit forces the target


to make a Vigor check (at -2 with a
Shooting raise), or die instantly.

Mil.

Graviton
Gun

10/20/40

Special

Basic; SBT; Everyone in the template


must make a Strength (at -2 with a
Shooting raise) check or be shaken for
1d4 rounds.

25

Mil.

Neural
Shredder

Cone

Special

Pistol; Everyone in the template must


make a Smarts or Spirit (whichever is
higher) check versus the Shooting roll.
Failure shakes the target, and failure by
4 or more indicates instant death.

10

Mil.

Webgun

10/20/40

10

Special

Basic; A hit restrains the target partially,


causig -2 to Pace and skills linked to
Agility and Strength. A raise fully
restrains the target: he cannot move or

15

Mil.

use skills linked to Agility or Strength.


He may make a Str. or Agi. Roll at -2 to
break free. Other characters may
attempt to free the target with a Str. roll
at -2
Psycannon

12/24/48

30

2d6

Basic; Double damage to Psykers and


Triple damage to Daemons

23

Mil.

Grenades and Launchers


Name

Range

RoF

Shots

Damage

Notes

Weight

Cost

Frag Grenade

5/10/20

3d6

SBT; Thrown

42

Krak Grenade

5/10/20

3d8

MBT; Thrown

Mil.

Smoke
Grenade

5/10/20

MBT; Creates a cloud of smoke that


obscures vision for 2d4 rounds

30

Photon
Grenade

5/10/20

MBT; All in range must make a


Vigor roll or be Shaken for 1d3
rounds.

25

Gas Grenade

5/10/20

Special

Gas Grenades can have a variety of


effects; consult your GM.

Varies

Plasma
Grenade

5/10/20

2d10

MBT; Ignores Armor; Fire

50

Grenade
Launcher

12/24/48

Varies

Heavy; Any combination of up to 6


grenades may be loaded; Snapfire

20

Mil.

Aux. Grenade
Launcher

10/20/40

Varies

Must be fitted to a basic weapon;


Any combination of up to 2
grenades may be loaded

+10

Mil.

Rocket
Launcher

24/48/96

4d10

MBT; AP 20; Snapfire

25

Mil.

Melee Weapons
Blades and bludgeoning weapons are common all across the Imperium, and many conflicts are
resolved using well-placed steel.
Standard Weapons
Name

Damage

Knife
Short Sword

Notes

Weight

Cost

Str+d4

Str+d6

25

Sword

Str+d8

50

Axe

Str+d6

30

Flail

Str+d6

Ignores Shields

40

Spear

Str+d6

Two-handed; Parry +1, Reach 1

30

Staff

Str+d4

Two-handed; Parry +1; Reach 1; may be a wooden staff


fashioned by hand, or a metal one purchased

10/--

Hammer

Str+d6

AP 2 vs Hard Armor; Parry -1

12

60

Great Axe

Str+d10

AP 1; two-handed; Parry -1

13

75

Great Hammer

Str+d10

AP 4 vs Hard Armor (Carapace, Power, Shields); twohanded; Parry -1

15

80

Knuckle Dusters

Str+d4

10

Armored Gauntlet

Str+d6

20

Improvised (Rifle
butt, etc.)

Str+d4

-1 to Fighting rolls

Chain Weapons
Name

Damage

Notes

Weight

Cost

Chainfist

Str+d8

AP 2

120

Chainsword

Str+d10

AP 2

12

150

Chain-axe

Str+d12

AP 2; Parry -1

15

155

Eviscerator

Str+d12+1

AP 4

20

Mil.

Power Weapons
Name

Damage

Notes

Weight

Cost

Power fist

Str+d8

AP 4

Mil.

Power sword

Str+d10

AP 4

Mil.

Power axe

Str+d12

AP 4; Parry -1; two-handed

10

Mil.

Power hammer

Str+d12

AP 4; Parry -1; two-handed

12

Mil.

Power knife

Str+d6

AP 4

Mil.

Shock Weapons
Name

Damage

Notes

Weight

Cost

Shock
maul

Str+d8

On a successful hit, the target must make a Vigor roll (at -2 with a
Fighting raise) or be shaken.

20

175

Neural
Whip

Str+d6

Parry -1; Reach 1; Ignores Shields; On a successful hit, the target


must make a Vigor roll (at -2 with a Fighting raise) or be shaken.

200

Electroflail

Str+d6

Ignores Shields; On a successful hit, the target must make a Vigor roll
(at -2 with a Fighting raise) or be shaken.

140

Force Weapons
Force Weapon is a template that may be added to any standard weapon. Normally, this weapon is
no different from any other of its type; in the hands of a Psyker it can become far more lethal.
Whenever a Psyker strikes a foe with a Force Weapon he makes a Will check at -2 (or with no
penalty on a Fighting raise). If the Psyker succeeds, the weapon deals an extra 1d10 of damage.
Force weapons also deal double damage against Daemons.
Armor
Armor comes in a variety of different styles, but the basic designs are fairly universal.
Body Armor
Name

Armor

Notes

Weight

Cost

Flak Armor

+3

Torso, limbs

15

100

Carapace Armor

+6

Full body, Pace -2

30

300

Power Armor

+10

Full body; Strength +1 die type

10

Mil.

Mesh Armor

+4

Torso, limbs

18

200

Stealth Suit

+1

This padded dark grey suit fades easily into shadows, giving the
user a +2 on Stealth rolls.

12

180

Pot Helm

+3

50% chance of protecting from headshots

50

Open Plasteel
Helm

+5

75% chance of protecting from headshots

100

Closed Plasteel
Helm

+6

Protects from headshots

10

125

Armor Alterations

Name

Notes

Cost

Ceramite

The armor protects against Fire-based attacks. The armor gains +2 against Melta, Plasma,
and Flamer weapons.

+50

Reflective

The armor gains +2 against Las weapons.

+30

Ablative

This armor variation absorbs wounds whenever the wearer would take them, but doing so
reduces its armor bonus by 1 per wound. When the bonus is reduced to 0, the armor is
useless.

+20

Bonded

This variation combines one or more of the options listed above. The total cost is equal to
the combined cost of the alteration, -10 for each beyond the first. So Ablative Reflective
Ceramite Armor would cost an additional 80.

Varies

Shields
Shield bonuses only apply to the front and left/right of a character (depending on the arm holding
the shield). The shields below are rated as if made from wood/plastic. If made from reinforced
wood/plastic, they gain +1 Armor; if made from metal or armaplas, they gain +2 Armor. Double
the cost in the former case, and triple it in the latter.
Name

Armor

Notes

Weight

Cost

Buckler

+1

Parry +1; may still use hand freely

10

15

Small Shield

+2

15

20

Large Shield

+3

May be used to provide partial cover on one side

20

30

Tower Shield

+4

May be used to provide cover on one side

30

50

Bionics and Implants


Sometimes, flesh alone is not enough to wage the war against mankinds enemies. Where flesh
fails, medical science now allows humanity to fight on through the use of prosthetic limbs, and
bionic implants. The prices listed are for Crude Implants. Average ones cost double, and
Advanced cost triple. Highly Advanced cost four times as much when available.
Bionic Body Parts
Name

Notes

Cost

Single Leg

Crude: Pace -1
Average: +1 Armor
Advanced: +1 Armor, Pace +1

1000

Pair of Legs

Crude: No effect
Average: +1 Armor, Pace +1
Advanced: Armor +1, Pace +2

1500

Arm

Crude: Strength of d8, -1 on Skill rolls when using it


Average: +1 Armor, Strength d10
Advanced: +1 Armor, Strength d12, you never count as unarmed

1200

Head

Crude: +1 Armor
Average: +2 Armor, +2 on Vigor rolls against poison gasses
Advanced: +3 Armor, Immune to Poison gas, can survive in a vacuum

800

Bionic Organs
Name

Notes

Cost

Lungs

Crude: -2 on Vigor rolls made to resist Fatigue


Average: +2 on Vigor rolls against poison gasses
Advanced: Immune to poison gas, can hold breath twice as long

2000

Heart

Crude: -2 on Vigor rolls


Average: No effect
Advanced: +2 to resist poisons and toxins

2500

Brain

Crude: -2 on Smarts and Smarts-based skill rolls


Average: at the start of every session, make a Smarts check at -2; a failure indicates a glitch and
the character acts as though having a Crude Brain
Advanced: As Average, but without the -2 penalty
Highly Advanced: The character gains a +1 on all Smarts and Smarts-based skill rolls

3000

Bionic Senses
These may be used to replace damaged ears, eyes, noses, or even to repair ones sense of taste or
touch. With Crude senses (Cost: 500-1000) the character suffers a -2 on all Notice rolls involving
the Bionic sense. With Average senses (Cost: 1000-1300), the senses function normally. With
Advanced senses (Cost: 1500-2000), the character gains a +2 bonus on Notice rolls involving the
Bionic sense.
Implants
Name

Notes

Cost

Psi-booster

This implant increases activity in the part of the brain which controls Psychic
ability. The user gains a +1 on all Will rolls.

750

MIU

This implant represents a neural link-up between the character and a piece of
equipment, allowing him to operate it by thought alone out to a range of 1km.
This may be applied to ships, the Adeptus Mechanicus Titans, or shoulder
mounted weaponry.

800

Implant
Weaponry

Any pistol, basic, or one-handed melee weapon may be implanted to replace a


characters hand.

1000 + cost
of weapon

Mechadendrites

This term covers a variety of tendril-like prosthetics used by the Adeptus

Adeptus

Mechanicus to aid them in construction, maintenance, and research. A


Mechadendrite may be attached anywhere the Adeptus desires, although the
lower back is most popular for purposes of balance and convenience.
These limbs give the user a +2 on Repair, Lockpicking, and other similar tasks
requiring great manual dexterity.
They may also make a melee attack (separate from the users, but on their
initiative) with Strength and Fighting d8.

only

Combat Stimms
Combat drugs come in a few different varieties, and have varying effects. In addition, there are
three main ways to introduce stimms into ones system.
Inhaler
One deep breath is all it takes! Announce at the start of the turn that the inhaler is used. The
effects of the stimm come into effect immediately but only last for 1d3 rounds. Inhalers are good
for 10 uses.
Injector Implant
An injector normally takes one action to activate and Will continue to have an effect until it is
turned off with another action. The amount of a combat stimm in an injector is measured in terms
of rounds worth of use. A normal Injector starts with 20 rounds of use.
Gland
A character with a stimm gland is permanently affected by the combat drug. It cannot be turned
off and Will last for the entire game. Characters with glands have counteractive stabilizers and
decontaminants in their bloodstream to stave off the many debilitating effects associated with
combat stimms. A character with a gland dispenser Will avoid any negative side effects of their
combat stimms if they pass a Vigor test at the beginning of every session.
Combat Stimms
Name

Dispensers

Notes

Cost

Slaught

Inhaler
Injector

This stimm grants the benefits of the Alertness and Quick Edges, but a user is
at -2 to Smarts and Knowledge rolls for the remainder of the session.

200
250

Psychon

Inhaler
Gland

This stimm grants the user +2 Fighting, Damage, and Toughness, but they
suffer a -2 Parry.

340
460

Reflex

Inhaler
Injector
Gland

While under the influence of this stimm, a character never acts on less than an
8 during combat. Unfortunately, they also suffer a -2 to resist Pyshic powers
and influence.

220
300
500

Barrage

Injector

This particularly nasty drug grants the user +2 steps to Strength, Vigor, and
Agility while under the influence. Unfortunately, after every use he must make
a Vigor roll or suffer a permanent loss of one die type to all physical attributes.

190

Spook

Injector

A character using this stimm gains 5 Power points and a single novice level

580

Inhaler

Psyker power for the duration.

450

Spur

Injector
Gland

A character on Spur gains +2 on Fighting and Strength rolls. However, he must


pass a Vigor check at -2 at the end of every session in which he used, or suffer
a Fatigue level for the duration of the next session.

370
510

De-tox

Inhaler
Injector
Gland

De-tox grants the user +2 on Vigor rolls made to resist the effects of poison
gasses and toxins.

100
130
200

Other Equipment
Gunsights
Name

Notes

Cost

Range
Finder

This sight accurately displays the distance to the target, halving penalties due to medium
or long range when the character takes an Aim action.

50

Infrascope

This scope grants the user the benefit of Heat Vision when taking an Aim action.

50

Laser Sight

A Laser Sight grants the shooter a +1 on Shooting rolls.

20

Auspexes
This is the collective name for all of the scanners and detectors in use across the Imperium. Some
common ones include the following.
Name

Notes

Cost

Bioscanner

Grants the user a +2 on Notice rolls to locate any organic creature within 25 squares.

60

Motion
Tracker

The Motion Tracker allows the user to make a Notice roll to pinpoint the location of any
movement within a 25 square range. If a target is moving very slowly, this Notice roll is at
-2.

50

PsiTracker

This arcane device reads shifts in warp space, detecting the souls of those nearby. A user
may make a Spirit or Will check to determine the location of all sentient beings within 20
squares.

Mil.

Other Gear
Name

Notes

Weight

Cost

Backpack

--

Bedroll

--

Canteen

10

5 full/1
empty

Chronometer

A wrist watch.

1/2

12

Code-scrambler

Gives the user a +2 bonus to bypass electronic locks.

300

Data slate

A small handheld computer with a keypad and readout screen. Data


slates have a variety of functions.

40

Gas Mask

Grants immunity to Poison gasses. May not be worn with a closed


helmet.

50

Igniter

A lighter.

--

Lantern

Good lighting out to 10 squares; low light out to 15 squares.

15

Medi-pak

This kit grants the user +2 on Healing skill rolls. It may be restocked
and is good for 5 uses before restocking is necessary.

100

Obscura smokes

An addictive narcotic. When buzzing, it grants the user +1 on Spirit


rolls but a -2 on Smarts rolls. A buzz from one smoke lasts for 15
minutes.

20=1/2

10

Pict-recorder

Captures live images; can store up to 48 hours of video. May view


single frames as stills.

10

80

Pict-recorder,
miniature

Captures live images; stores up to 12 hours of video. May view single


frames as stills. Must be attached to data slate to review images. Easily
concealed.

1/2

135

Spectacles

Negate the penalties of the Bad Eyes minor Hindrance.

--

50

Re-breather

This device contains its own air supply (2 hours) and allows
comfortable breathing in a variety of toxic atmospheres.

175

Regicide

A popular board game, similar in concept to chess.

20

Rope

50 length

25

Solvent

Dissolves the sticky web from a Webgun and similar substances.

Voxlink

Allows vocal communication between parties up to 20 kilometers in


any direction (although solid objects like buildings and mountains may
reduce this range)

--

100

Vox-bug

Allows remote surveillance of all noise within its range (a LBT).


Searchers are at a -4 to spot it when it is concealed.

--

200

Arcane Backgrounds
Psykers
Arcane Background (Psyker)
Requirements: Novice
By Imperial decree all Psykers are required to be registered with the Imperial Ministorum on
penalty of death. Now, whether youre registered or unregistered is up to you, but by being part
of an Inquisitorial entourage, youd be taking quite the risk if you werent. Anyways, Psykers get
their power by tapping into the Warp of Chaos, the great Immaterium as its called. They start out
with 10 Power Points and two Powers from the Savage Worlds Core Book.
Additional Powers: Hunch (from Deadlands: Reloaded), Mind Rider (from Deadlands:
Reloaded)
Whenever a Psyker rolls a 1 on their Will die (regardless of the Wild die) they suffer one of the
following backlash effects.
Backlash
d20
Result

Effect

1-4

Brain Drain: The Psykers mind is fried with energy from the Warp. Hes shaken for 1d6 rounds and
his Will drops a die type for 24 hours.

5-8

Backlash: The Warp energy overloads the Psykers nervous system, causing 3d6 damage.

9-12

Spirit Sap: The Psyker must make a Vigor roll or be incapacitated. Even on a success she suffers a
Fatigue level.

13-15

Madness: The terrible Warp energies drive the Psyker insane. He rolls for a random Dementia from
the GMs table. He must also make a Smarts roll. If failed, the Dementia is permanent. Otherwise, it
lasts for 1d6 days before he snaps out of it.

16-19

Corruption: The power is twisted by Chaos energies to have the worst possible outcome for the
Psyker.

20

Mindwipe: A part of the Psykers soul is consumed by the Warp. Lower his Will die type by 1
permanently.

Psyker Only Edges


The Will (Weird)
Requirements: Novice, Spirit d8+, Persuasion d8+ Intimidate d8+
When making an Intimidate or Persuasion check, the Psyker may exert his warp-empowered Will
to strengthen his influence; the Psyker may even cause enemies to do things they would not
normally do, such as breaking cover or dropping their weapons. The Psyker gains a +2 on any
Persuasion or Intimidate roll in which he declares the use of this ability, but must expend 1

Power Point to do so. Other Psykers have a +1 to resist this ability, and other Psykers with The
Will have a +2.
Astrotelepathy (Weird)
Requirements: Novice, Will d8+
An astrotelepath rapidly becomes one of the most useful members of any entourage. The reason
is this: they are capable of communicating instantly across long distances through the Warp. An
astrotelepath may send a message anywhere within a single subsector by making a Will roll. To
send a message anywhere within the current sector, this roll must be made at -2. Failure indicates
the message was lost somewhere along the way.

EXAMPLE CHARACTERS
Inquisitor Amadeus Constantine
Affiliation: Imperial Inquisition, Ordo Xenos
Just 42 standard years old, newly promoted Inquisitor Amadeus Constantine is still just
beginning what looks to be a long and illustrious career. An Amalathian by inclination, he works
to preserve the Imperium of Mankind and its institutions in order to insure the future of humanity
in the galaxy.
Constantine is a Wild Card.
XP: 60
Grit +3
Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace 6, Parry 7, Toughness 10 (4), Charisma 2
Fighting d8, Shooting d8, Guts d8, Notice d8, Knowledge (Imperial Politics) d8, Persuasion d8,
Intimidate d8
Hindrances: Heartless, Loyal (God-Emperor of Man), Overconfident, Vow (Major): Seek out and
destroy all enemies of the Imperium.
Edges: Brave, Charisma, Hard to Kill, Harder to Killer, Interrogator, Marksman, Dodge, Block

Gear:
Auto Shotgun (12/24/48, RoF 1/2, Shots 20, Damage 3d6+2 AP 2 (loaded with Manstopper
rounds), Auto)
Naval Pistol (12/24/48, RoF 1, Shots 6, Damage 2d6+1 AP 2, 1 turn reload, Melee weapon
(Str+d4))
Power Hammer (Str+d12 AP 6, Parry -1)
Bonded (Ceramite/Reflective) Mesh Armor (+4, protects from fire, +2 against Melta, Plasma,
Flamer, and Las weapons)
Bio-scanner Auspex (Grants the user a +2 on Notice rolls to locate any organic creature within 25
squares.)
Chronometer
Data Slate
Pict Recorder, Mini
Re-breather
Voxlink
Inquisitorial Rosette

Ulysses, the Heretic


Affiliation: Children of the Emperor
Nearly 200 years old, Ulysses was once an honored and deadly brother of the Adeptus Astartes.
But that was before he swore his soul to Slaanesh and Chaos. Now he serves the evil Children of
the Emperor in their quest to bring down the Imperium of Man and consume the galaxy in
Chaos. Ulysses very body has been twisted by the Warp taint, giving him horns, a permanent
scowl, and unhealthy looking skin stretched over his hulking muscles.
Ulysses is a Wild Card.
XP: 80
Grit +4
Agility d10, Smarts d6, Spirit d6, Strength d10 (d8), Vigor d10
Pace 7, Parry 5, Toughness 20 (10), Charisma -2
Fighting d10+2, Shooting d10, Throwing d8, Notice d6+2, Intimidation d6, Taunt d6, Guts d6+2
Hindrances: Grim Servant o Death, Bloodthirsty, Ugly, Mean
Edges: Adeptus Astartes, Brawny, Fast Healer; Berserk, Combat Reflexes, Strong Willed, Brave
Gear:
Bolter I (10/20/40, RoF 1/2, Shots 15, Damage 2d10 AP 4, Auto)
Shock Maul (Str+d8(+2 from Psychon), On a successful hit, the target must make a Vigor roll (at
-2 with a Fighting raise) or be shaken.)

Power Armor (+10, Strength +1 die type, Space Marine auto-senses: +2 Notice, Voxlink, rebreather)
Psychon Gland (+2 Fighting, Damage, and Toughness, -2 Parry)
Bionic Left Leg (Advanced: +1 Armor, +1 Pace)

Neci Sidra, Rogue Psyker


A powerful unregistered Psyker, Neci (pronounced Nick-ee) has been selling her services to the
highest bidder for the last 5 years, ever since she escaped slavery working for a xenophile gunrunner. Short and dark-skinned, with long black hair, Necis frail appearance belies the terrible
power of her mind.
Neci is a Wild Card.
XP: 40
Grit +3
Agility d6, Smarts d6, Spirit d10, Strength d4, Vigor d6
Pace 6, Parry 4, Toughness 5, Charisma -2
Fighting d6, Shooting d6, Will d10+1, Notice d6, Persuasion d8, Intimidate d8, Guts d4+2
Hindrances: Bad Eyes, Thin Skinned, Illiterate, Outsider
Edges: Arcane Background (Psyker), The Will, Brave, Danger Sense, Power Points x2, New
Power x2, Rapid Recharge
PP: 20
Powers: Bolt (1-6), Boost/Lower Trait (2), Mind Rider (3), Blast (2-6)
Gear:
Laspistol (12/24/48, RoF 1, Shots 30, Damage 2d6)
Force Knife (Str+d4, Whenever Neci strikes a foe with a Force Weapon she makes a Will check
at -2 (or with no penalty on a Fighting raise). If she succeeds, the weapon deals an extra 1d10 of
damage. Force weapons also deal double damage against Daemons.)
Psi-booster (+1 on Will)

Backpack
Bedroll
Canteen
Chronometer
Lantern
Medi-pak
Spectacles
Voxlink

Anirbas Virgil, Rogue Trader


Anirbas Virgil is little different from most other Rogue Traders pursuing profit in dozens of
subsectors across the galaxy. Except, of course, for one little thing: Virgil is what the Inquisition
calls a xenophile. He brokers black market deals between subversive groups looking to
purchase xenos weaponry and technology and alien races interested in all manner of things, from
ancient artifacts to Imperium weaponry to directly destabilizing the Imperium itself. While he
himself is only the middle man in these deals, he undoubtedly has an extensive list of contacts
which could lead the Inquisition to dozens, if not hundreds, of heretics. Of course, Virgil is not
exactly defenseless.
Anirbas Virgil is a Wild Card.
XP: 40
Grit +3
Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace 5 (d4), Parry 6, Toughness 9 (3), Charisma 2
Fighting d8, Shooting d8, Notice d8, Piloting d8+2, Driving d6+2, Guts d8, Persuasion d8
Hindrances: Overconfident, Cautious, Greedy (Major), Obese
Edges: Luck, Ace, Dirty Fighter, Really Dirty Fighter, Connections, Charismatic, Dodge,
Improved Dodge
Gear:
Xenarch Death-arc (Basic, 12/24/48, RoF 6, Shots 24, Damage 3d4, Auto only, Reload 2 turns,
20 lbs., Laser Sight (+1 Shooting))
Eldar Digi-Shuriken Catapult (Pistol (worn on finger), 10/20/40, RoF 3RB, Shots 33, Damage
2d4, 3RB only, cannot be reloaded, 1 lb.)
Dark Eldar Agoniser (3d6, Shock: On a successful hit, the target must make a Vigor check (at -2
with a Fighting raise) or be shaken.)

Refractor Field (+8 armor vs. Ranged weapon attacks; glows slightly revealing the location of
the wearer)
Flak Armor (+3 torso and limbs)
Chronometer
Data Slate
Voxlink