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BETHESDAN WEAPONS

Weapon Special Qualities

High Impact Weapon Quality


Apply a +2 modifier to the weapon’s Damage when it is fired with the benefit of an Aim Action.

Irradiated
When a character is struck by an attack from this weapon (whether or not he suffers Damage) he must immediately make a
Challenging (+0) Toughness Test with penalty equal to 10 times X or suffer 2d10 Toughness Damage.

Short Range
Apply a –2 modifier to the weapon’s Damage when it is fired at targets outside of Short range.

Ranged Weapons
Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Wattz-pattern Laspistol Pistol 40m S/2/- 1d10+2 E 0 30 Half Reliable, Short Range 1.5 kg Uncommon
Laser Musket Basic 90m S/-/- 1d10+3 E 0 60 Full Accurate, Reliable 3.5 kg Average
Wattz-pattern Lasgun Basic 150m S/-/- 1d10+3 E 1 30 Full Accurate, Reliable, Crippling (2), Felling (4) 4.5 kg Uncommon
"Gatling" Multi-laser Heavy 150m -/-/5 2d10+10 E 2 100 2 Full Storm, Inaccurate, Ogryn-Proof, Reliable 35 kg Extremely Rare
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt
Fidelis-pattern Pistol Pistol 30m S/2/- 1d10+3 I 0 12 Full 1.5 kg Average
Mag-Pistol Pistol 30m S/-/- 1d10+4 I 0 9 2 Full High Impact 3 kg Very Rare
M72 Mag-Rifle Basic 220m S/-/- 1d10+5 I 3 20 2 Full Accurate, High Impact, Reliable 7 kg Very Rare
Ogryn Rifle Basic 100m S/-/- 1d10+4 I 1 15 Full Ogryn-Proof, Reliable 7.5 kg Rare
Stormgun Basic 80m S/3/10 1d10+3 I 0 30 Full Short Range 3.5 kg Average
Stub Rifle Basic 120m S/-/- 1d10+3 I 1 5 Full Accurate 5.5 kg Average
Anti-Materiel Rifle Heavy 300m S/-/- 3d10+8 I 6 5 2 Full Accurate, Proven (2), Reliable 43 kg Very Rare
Minigun Heavy 100m -/-/10 1d10+4 I 3 100 1 Full Storm, Inaccurate, Ogryn-Proof, Unreliable 35 kg Very Rare
Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt
Plasma Thrower Basic 20m S/-/- 1d10+7 E 6 20 5 Full Flame, Maximal, Overheat, Spray 18 kg Extremely Rare
Plasma Caster Heavy 120m S/-/- 2d10+10 E 8 16 5 Full Blast (1), Maximal, Overheat, Ogryn-Proof 40 kg Extremely Rare

Las Weapons

Wattz-pattern Laspistol
Discovered by the Tech-priest Wattz, this pattern is considered a low-powered weapon when compared to other
laspistols. This is because it uses a laser focusing diode instead of a crystal array which allows the resulting
pulse of energy to travel further, but at the cost of losing some coherency beyond 20 meters. The weapon still
sees use, however, due to it’s reliability and overall range. The Wattz-pattern Laspistol benefits from the lasgun
variable setting rule (see M36 lasgun).

Laser Musket
This unusual weapon gained popularity on Bethesda due to ease of manufacture and is
somewhat more sophisticated than the typical Laslock. The use of a manual crank to prime
the lasing chamber allows it to "step-up" it's fire in the manner of more sophisticated
lasguns, but limits the weapon's rate of fire. As the weapon was an artefact of necessity
and with new Lasgun parts now in greater supply, this weapon has fallen out of regular use and is primarily favoured by militias
and old hands who appreciate a weapon that can drop an Orgyn in the hands of a skilled marksman. After each shot, a
character using a Laser Musket must spend a half-action to reprime the weapon before firing again. A character with the rapid
reload talent ignores this requirement on a Laser Musket. The Laser Musket benefits from the lasgun variable setting rule (see
M36 lasgun).

Wattz-pattern Lasgun
A variant on the Long Las, this weapon suffers for it’s dramatically reduced
ammunition capacity but this is because each shot burns slightly longer, the resulting
wounds continuing to burn and cripple the target. The Wattz-pattern Lasgun benefits
from the lasgun variable setting rule (see M36 lasgun).

"Gatling" Multi-las
Legend has it that the name comes from the ancient tech-priest who first recovered the STC
fragment for this weapon, but no evidence to support that claim has ever been found. Using a
rotating series of las-barrels, this pattern of Multi-las is capable of extremely tight groupings but
the torque generated hinders any attempts to place it's fire. This rare model suffers an
additional -20 penalty to any acquisition tests outside of Bethesda, in addition to other
modifiers.
Solid Projectile Weapons

Fidelis-pattern Stub Pistol


Rugged, dependable and ubiquitous, the Fidelis-pattern is often the first firearm any Bethesdan learns to use and
many prefer to hold on to one as a dependable sidearm. So rugged is the design that it may be used as an improvised
weapon without risk with the following profile: Melee; 1d10 I; Pen 0; Ogryn-proof, Primitive (8).

Mag-Pistol
Based on the same maglev impeller design of the M72 Mag-Rifle, this heavy sidearm offers considerable range and
firepower in exchange for needing to replace it's charge pack along with the ammunition magazine when reloading.
Anyone known to use the Mag-Pistol or Mag-Rifle suffers from a -10 to all interaction tests with members of the
Adeptus Mechanicus who are not native to Bethesda.

M72 Mag-Rifle
The M72 Mag-Rifle uses powerful magnetic fields in order to propel it's ammunition at great speed instead of
relying on the chemical reactions that normally propel bullets and shells. This heavy sniper rifle requires it's
charge pack to be replaced along with the ammunition magazine when reloading, but offers the ability to build
extra charge while aiming in order to deliver a high impact shot. Anyone known to use the Mag-Pistol or Mag-Rifle suffers from a
-10 to all interaction tests with members of the Adeptus Mechanicus who are not native to Bethesda.

Ogryn Rifle
Easy to manufacture, this simple design is known as the Ogryn Rifle due to it being so well designed
and rugged that even an Ogryn can use it. A heavy calibre rifle, it is favoured by wastelanders who
prefer reliability above all else in their guns. An Ogryn Rifle may be used as an improvised weapon without risk with the following
profile: Melee; 1d10 I; Pen 0; Ogryn-proof, Primitive (8).

Stub Rifle
Similar in design to rifles common across the galaxy, this is a hunting rifle firing large-bore stub
rounds. Like most solid projectile weapons, its primary benefit is ease of construction and
maintenance. Though dismissed as a pitiful civilian weapon by some, the accuracy of a stub rifle and
it's ability to load unusual ammunition has made it favourite amongst the inhabitants of the Bethesdan Wastelands for whom
resupply is an issue, as the ammunition is in plentiful supply among the various wasteland ruins and settlements.

Stormgun
Popular amongst wasteland savages, the Stormgun is a cut-down autogun designed to fire heavy calibre
ammunition as rapidly as possible. The Stormgun is most effective at close-range by unleashing a hail of bullets,
but is next to useless at longer ranges. The Stormgun simply has too much spread to be of much use beyond
close-range combat. Another downfall of the Stormgun is its ammunition consumption; if ammunition is not
properly managed, the Stormgun can eat through rounds at alarming speeds. Even so, it's a common weapon that packs a
nasty punch; a very valuable thing. The Stormgun's pistol grip allows a character to fire it one-handed without the usual -20
penalty, but at half the listed range.

Patentia-pattern Anti-Materiel Rifle


With limits on available Las weapon technology, Bethesdan gunsmiths were forced to look
elsewhere for an alternative to the Lascannon. While not as damaging, the Patentia-pattern Rifle
offers excellent damage and penetration, particularly in the hands of a skilled marksman, while
being lighter and therefore easier to carry. Additionally, the Patentia doesn't require reloading as
often, allowing a gunner to provide supporting fire for longer periods than with the Lascannon. With a Telescopic Sight, bipod
mount and the ability to use unusual ammunition, the Patentia has proven itself against light-to-medium vehicles as well as
large, organic targets and many Bethesdan units prefer it for it's flexibility.

Rockwell-pattern "Minigun" Heavy Stubber


A rotary-barrel weapon, the Rockwell-pattern heavy stubber is known as a "minigun" to Bethesdans for
reasons that are no longer known, even to them. Capable of a very high rate of fire, ammunition is fed by
means of a belt supplied by a pre-packed box held underneath the weapon. This arrangement allows the
weapon to be reloaded rapidly and eases the clearing of an all-to-frequent jam. The Rockwell's distinctive
report, it's ability to lay down heavy fire and the tendency for the barrels to heat to incandescence make this
readily identifiable and has become a favourite of Ogryn units that have it issued to them. It has, unfortunately, also caught the
attention of those few Ork Lootas who have had the opportunity to acquire one.
Plasma Weapons

Plasma Thrower
An unusual weapon, the plasma thrower forgoes several magneto-restrictive containment
systems common to plasma weaponry so that instead of launching a coherent bolt, the
weapon projects short, intense bursts of superheated, ionized gas in a manner akin to a
flamer. Capable of melting through most armour, similar weapons have been created by
altering pre-existing plasma weaponry. This practice is illegal and has caused the Adeptus
Mechanicus to look upon this intentional design with suspicion. Anyone known to use the Plasma Thrower suffers from a -10 to
all interaction tests with members of the Adeptus Mechanicus who are not native to Bethesda.
Plasma Caster
This ruggedly build plasma cannon is a favourite of Bethesda’s Ogryns but limited production has
made this weapon a rare sight off of Bethesda. This rare model suffers an additional -20 penalty
to any acquisition tests outside of Bethesda, in addition to other modifiers.

Melee Weapons
Chain Weapons
Name Class Range Dam Pen Special Wt Availability
Auto Axe Melee -- 1d10+3 R 4 Tearing, Razor Sharp, Unwieldy 11 kg Rare
Force Weapons
Name Class Range Dam Pen Special Wt Availability
Gehenna-pattern Force Sword Melee -- 1d10+1 R 2 Force, Balanced, Flame† 6 kg Unique
Low-Tech Weapons
Name Class Range Dam Pen Special Wt Availability
Pneumo-Fist - Charging Melee -- 1d10+4 I 1 Concussive (2), Inaccurate, Ogryn-Proof 18 kg Rare
Pneumo-Fist - Charged Melee 2d10+5 I 1 Concussive (5), Felling (2), Inaccurate, Ogryn-Proof, Recharge
Shishkebab Melee -- 1d10 R 2 Balanced 4 kg Scarce
Super-Sledge Melee -- 1d10+3 I 3 Concussive (0), Ogryn-Proof, Unbalanced 5.5 kg Rare

†: A Psyker with at least three powers from the Pyrokinesis Discipline does not need to refuel this weapon.

Chain Weapons

Auto Axe
Not truly a weapon, but a salvage tool pressed into service by Reclaimators, the Auto Axe
enjoys some popularity in resolution arenas and spectator combats. Designed to be wielded
two-handed, it's rapidly spinning blade has proven extremely effective at slicing through even
ceramite plating and provides a +10 bonus to skill checks for removing components from
destroyed vehicles.

Low-Tech Weapons

Pneumo-Fist
Similar in design to the common Mace-fist, this Bethesdan variant incorporates a piston and ram
built in above the wearer's fist. It's weight, however, tends to restrict it's use to Ogryn and Power
Armour equipped characters. When activated, the piston shoots the ram forward with a punch,
allowing the fist to deal more damage and transfers tremendous concussive force into the target.
The actuators derive their power from the wearer's own motion, removing the need for any charge
packs but the weapon operates as a standard mace-fist while in a charge cycle. When the Pneumo-
Fist is charged, the first attack made uses the charged profile and all subsequent attacks use the charging profile. The Pneumo-
Fist starts any combat charged and recharges when no charged attacks were made in the previous round of combat.

Shishkebab
This finely crafted, single-edged monosword has been further augmented with the
inclusion of promethium vents along it's back, allowing it to incinerate foes with
each strike. The promethium reservoir is limited and must be engaged in order to
ignite the blade. As a free action, a Shishkebab may gain the flame quality for one
round. This ability may be used up to ten times before the reservoir needs refilling.
Many Bethesdans have taken to wearing a Backpack Ammo Pack in order to offset this. Note: A persistent rumour is that this
style of promethium venting has been applied to a force sword, referred to by Bethesdan Pyrokineticists as the Gehenna-
pattern, that only needs refuelling if wielded by non-psykers.

Super-Sledge
With the ability to create power field generators being limited, Power Weapons proved to be
extremely rare on Bethesda, moreso than on other Imperial worlds. Depsite this, the need for a
heavy hitting melee weapon still existed and the Super-Sledge is the answer. Manufactured from
high-strength, ultra-light, ultra-dense materials, this two-handed weapon also includes a kinetic
energy storage device to increase knockback. The Super-Sledge counts as reinforced and has
only a 60% chance of being destroyed when parried by a weapon with a power field.
BETHESDAN PROTECTIVE GEAR
Armour
Name Locations Covered AP Weight Availability
Brahmin Leathers Arms, Body, Legs 2 5 kg Rare
Mirelurk Carapace Body 6 20 kg Very Rare
Ranger Armour All 4 13 Very Rare
Ultra-light Power Armour All 6 30 kg Extremely Rare

Force Fields
Name Protection Rating Weight Availability
Field Wall Generator 65 5 kg Extremely Rare

Primitive Armour
Brahmin Leathers and Mirelurk Carapace are often employed by those Bethesdans who lack the facilities of a Bunker or more
established surface settlements. While Brahmin leathers are generally considered to offer little in the way of protection against
small arms, the Mirelurk Carapace is well regarded and counts as 1 AP higher against Damage from Las weapons.

Ranger Armour
Composed of several layers, Ranger Armour is used by those brave souls that scout out the wastelands for potential
threats such as savages and beasts, often eliminating them without the communities under their watch ever being
aware of the danger. Ranger Armour consists of a survival suit with light carapace chest plate and helmet, with flak
pants and flak coat rounding out the ensemble. The armour counts as 1 AP higher against Damage from weapons
with the Blast Quality, while the Head and Body counts as an additional 1 AP higher against Damage from all
weapons. Ranger Armour incorporates a respirator and survival suit, each of the same craftsmanship as the armour,
with good craftsmanship suits adding photo-visors (good craftsmanship photo-visors in best craftsmanship suits).
Poor craftsmanship suits lack the functions of the survival suit and the respirator's filters must be replaced after 10
hours of usage as the filters become clogged and unusable.

Ultra-light Power Armour


Surprising many when contact with Bethesda was re-established by the Imperium, this suit of Power Armour
barely deserves the name. Offering no better protection than heavy carapace armour, Ultra-light Power
Armour has a unique solution to the power supply problem by incorporating a thermal reactor. All suits
include a photo-visor and respirator of equal quality to the suit and characters wearing the power armour
gain the Unnatural Strength (1) Trait (or increases the value of this Trait by 1) and increases their Size Trait
by 1 (usually to [5]). Character's wearing Ultra-light Power Armour treat it's weight as zero. Any time a
character wearing Ultra-light Power Armour suffers Critical Damage, that damage is 1 higher.

Nautis-Pattern Repulsor Field Wall Generator


A rarity, even on Bethesda, this device creates a force field with a wide protective scope. The wall consists of two or more
generators. Activating or deactivating a generator requires a Full Action, which also activates all other linked generators. A linear
force field then forms between each generator, 1.5 metres high and up to 8 metres in length. The barrier acts as cover, so only
parts of the body protected by the field wall gain force field protection. If a wall section overloads, then only that portion between
the two generators shuts down, and any other linked sections remain unaffected. Any character attempting to pass through the
field wall must make a Challenging (+0) Agility Test to do so. Failure not only means that the field wall repulses the attempt
but also harms the character, causing them to suffer 1d10 points of Energy Damage (armour and toughness bonus apply) for
every degree of failure.

BETHESDAN TOOLS
Name Weight Availability
Wrist Data-slate 0.5 kg Common

Wrist Data-slate
A peculiarity of Bethesdan Bunker-dwellers is the ubiquitous use of a variant pattern of data-slate which is worn on the wrist.
Like most other models, the wrist data-slate the primary means of storing and reading printed text and audio recordings,
although limitations on this particular model preclude the viewing of video. The wrist data-slate can also re-record new
information or transmit and receive data from other devices and the user may use the device as light-source, albeit limited to
approximately half the illumination of a glow-globe or lamp-pack. The device is especially renown for it's ability to readily
incorporate various upgrade modules. Good craftsmanship wrist data-slates include either a multi-compass or an
auspex/scanner and weigh 1.5 kg, best craftsmanship wrist data-slates incorporate both features and weigh 2kg. While common
enough on Bethesda, this rare model suffers an additional -20 penalty to any acquisition tests outside of Bethesda, in addition to
other modifiers.
Adversaries and NPC's
TRAIT DESCRIPTIONS
Radioactive
A creature with this trait is radioactive. Anyone that successfully deals Damage to a Radioactive creature must make a
Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer 1d10 points of Damage (of the same
type as the weapon which inflicted the hit) not reduced by Armour or Toughness. For example, a creature with Radioactive (4)
would impose a -40 on Toughness Tests.

BETHESDAN BEASTS
BIGHORNER
The second most common herd animal on Bethesda, this hearty herbivore is far less temperamental than
a Grox while being resistant to the local radioactive environment. Mostly bred for meat and wool,
Bighorner Milk is generally considered to be entirely unpalatable. While usually quite docile they can be
temperamental in specific circumstances, such as when their young are threatened causing them to
become extremely aggressive. They also cannot be used as beasts of burden, refusing to take pack,
saddle, harness or collar. "They just lie down until you take it off," is the comment of most herders on the
subject.

WS BS S T Ag Int Per WP Fel


24 -- 55 60 20 16 30 40 --
Movement: 5 / 10 / 15 / 30 Wounds: 22; Armour: None; Total TB: 6
Skills: Awareness (Per)
Talents: Resistance (Radiation)
Traits: Bestial, Natural Weapons, Quadruped, Size (5; Hulking), Stampede, Sturdy
Weapons: Horns (1d10+5 I; Pen 0; Primitive [7])

BRAHMIN
The most common herd animal on Bethesda, the two-headed Brahmin serves a vital
environmental niche for the surface of Bethesda, forming the foundation for survival for surface
communities. Brahmin can pull carts, old cars, plows, and dead bodies. They can be driven into
herds then used as stampedes on rival tribal villages. Brahmin droppings are great fertilizer and
fuel for campfires - the fumes from their feces are also used to synthesize a local variety of
Slaught. Their hide and hair can be used to make tents, clothing, belts, saddle bags, shoes,
leather armor, leather jackets and, with correct processing, even carapace armour. These factors, combined with their superior
resistance to the local radioactive environment is why the Grox, which is common to many Imperial worlds, is not very common
on Bethesda.

WS BS S T Ag Int Per WP Fel


24 -- 40 55 (7) 25 16 30 40 --
Movement: 4 / 8 / 12 / 24 Wounds: 17; Armour: Natural (AP 2; All); Total TB: 7
Skills: Awareness (Per)
Talents: Resistance (Radiation)
Traits: Bestial, Enduring, Natural Armour (2), Natural Weapons, Quadruped, Size (4; Average), Stampede, Sturdy, Unnatural
Toughness (2)
Weapons: Horns (1d10+4 I; Pen 0; Primitive [7])

DEATHCLAW - A.K.A. "THE TERROR OF THE WASTES"


One of the most dangerous things to encounter in the wastes of Bethesda. Deathclaws are highly
intelligent for an animal and are very fast, taking down most other wasteland creatures with but a
single swipe. The sharpness of their claws has been likened to obsidian and when combined with
a very tough hide that can resist small arms fire, the Deathclaw is a threat to any who encounter it.
While typically encountered alone, these individuals are most often scouts or foragers for a nest
that is ruled by a Matriarch and protected by her chosen mate, the Patriarch.
Unconfirmed reports exist of variant Deathclaws, including glowing and chameleonic varieties, but
no evidence has been found of such abominations. Some have even suggested the existence of a
more intelligent, sapient variety, but such heretical murmurings are swiftly quashed.

WS BS S T Ag Int Per WP Fel


58 -- 60 65 45 26 50 45 --
Movement: 4 / 8 / 12 / 24 Wounds: 23; Armour: Natural (AP 5; All); Total TB: 6
Skills: Awareness (Per), Dodge (Ag), Survival (Per)
Talents: Berserk Charge. Heightened Senses (Sight), Lightning Attack, Resistance (Radiation), Swift Attack, Thunder Charge
Traits: Bestial, Brutal Charge (2), Darksight, Deadly Natural Weapons, Natural Armour (5), Size (5; Hulking)
Weapons: Claws (1D10+6 R; Pen 3; Razor Sharp)
GLOWING DEATHCLAW
Supposedly a myth, this creature is very much real. However, almost nobody ever survives an
encounter due to it's ferocity and it's preferred habitat - the most highly radioactive regions of
Bethesda. As a result, those few who have survived an encounter soon perish from the radiation
poisoning they received and any mention of a larger, glowing Deathclaw are disregarded as mere
insane ramblings.

WS BS S T Ag Int Per WP Fel


58 -- 65 (8) 60 (8) 40 26 50 45 --
Movement: 5 / 10 / 15 / 30 Wounds: 28; Armour: Natural (AP 5; All); Total TB: 8
Skills: Awareness (Per), Dodge (Ag), Survival (Per)
Talents: Berserk Charge. Heightened Senses (Sight), Lightning Attack, Resistance (Radiation [3]), Swift Attack, Thunder
Charge
Traits: Bestial, Brutal Charge (2), Darksight, Deadly Natural Weapons, Natural Armour (5) , Radioactive (3), Size (6; Enormous),
Unnatural Strength (2), Unnatural Toughness (2)
Weapons: Claws (1D10+8 R; Pen 3; Razor Sharp, Irradiated [1])

MIRELURK - A.K.A. "BETHESDAN GARTHIM"


"Think of a crab, crossed with a tank, with a bad hangover." - Bethesdan Hunter

This crablike scavenger can pose a deadly threat to Reclaimators searching the surface of
Bethesda, especially as they can be found near any sizable body of water. It's tendency to lurk
beneath the mud and muck of their habitat allows them to ambush their prey and gives them
their name, but their primary source of nutrition is from scavenging various dead and dying
plants or animals near the water. A peculiar aspect of their shells is it's refractory nature which
lends it added defence against las weapons and makes intact shells a prize amongst some of
the more savage surface communities. Their meat is considered to be quite succulent and can
be safely consumed if properly prepared and their eggs can be excellent sources of sustenance.

WS BS S T Ag Int Per WP Fel


40 -- 36 36 40 16 40 35 --
Movement: 4 / 8 / 12 / 24 Wounds: 15; Armour: Natural (AP 5; All [+1 AP vs. Las Weapons]) ; Total TB: 3
Skills: Awareness (Per), Stealth (Ag) +20, Survival (Per)
Talents: Resistance (Radiation)
Traits: Bestial, Natural Armour (3 [4 vs. Las Weapons]), Natural Weapons, Size (4; Average), Sturdy
Weapons: Claws (1d10+3 R; Pen 0; Primitive [7])

MIRELURK HUNTER
The more aggressive cousin to the common Mirelurk, the Mirelurk Hunter can often be seen in the
company of it's scavenging brethren. Two factors mark them as different, however. The first is that
they actively seek out prey that strays too close to water and the second is their ability to spit a
barb which is coated with a highly acidic and radioactive compound. This, along with the abilities
of the more common Mirelurk has left many Bethesdans somewhat wary open sources of water.

WS BS S T Ag Int Per WP Fel


48 30 45 40 40 16 40 45 --
Movement: 4 / 8 / 12 / 24 Wounds: 18; Armour: Natural (AP 5; All [+1 AP vs. Las Weapons]); Total TB: 3
Skills: Awareness (Per), Stealth (Ag) +20, Survival (Per)
Talents: Resistance (Radiation)
Traits: Bestial, Natural Armour (3 [4 vs. Las Weapons]), Natural Weapons, Projectile Attack, Size (4; Average), Sturdy
Weapons: Claws (1d10+4 R; Pen 0; Primitive [7]);
Spit (15m; 1d10+3 E; Pen 0; Crippling [1], Irradiated [1])
NIGHTSTALKER
Resembling a bizarre cross between some form of canine and a Terran Rattlesnake, Night
Stalkers can pose a deadly threat to the unprepared. Preferring dark caves and the more arid
regions of Bethesda, these nocturnal pack hunters will hiss and use the rattles on their tails to
startle and unnerve their prey, herding them until they are ready to pounce. Combined with
extremely acute senses and deadly venom, the Night Stalker has proven to be a significant
threat to Brahmin and Bighorner herds alike.

WS BS S T Ag Int Per WP Fel


40 -- 26 26 40 16 40 35 --
Movement: 6 / 12 / 24 / 48 Wounds: 10; Armour: None; Total TB: 2
Skills: Awareness (Per), Intimidate (S), Stealth (Ag), Survival (Per)
Talents: Disturbing Voice, Resistance (Radiation)
Traits: Bestial, Dark-sight, Natural Weapons, Quadruped, Size (3; Weedy)
Weapons: Fangs (1d10+2 R; Pen 0; Primitive [7], Toxic [1])

CHAMELEONIC NIGHTSTALKER
Nobody knows where this, thankfully rare, variety of Night Stalker originated, but their ability to distort the visible spectrum
around their form gives them even greater ability to stalk and take down their prey.

WS BS S T Ag Int Per WP Fel


40 -- 26 26 40 16 40 35 --
Movement: 6 / 12 / 24 / 48 Wounds: 10; Armour: None; Total TB: 2
Skills: Awareness (Per), Intimidate (S), Stealth (Ag) +20, Survival (Per)
Talents: Disturbing Voice, Resistance (Radiation)
Traits: Bestial, Dark-sight, Natural Weapons, Quadruped, Size (3; Weedy)
Weapons: Fangs (1d10+2 R; Pen 0; Primitive [7], Toxic [1])

RADSCORPION
Radscorpions are large, fast and quite venomous. Despite this, various antidotes have been
derived from their venom. Radscorpions are fast runners, extremely aggressive, extraordinarily
well armored, and will use their powerful claws and poisoned tails to attack enemies quickly and
relentlessly. With their ability to burrow underground and traverse large distances seemingly
instantaneously, retreating from an encounter is often impossible and their only weak spot is
their relatively small face.

WS BS S T Ag Int Per WP Fel


48 -- 45 40 40 16 40 45 --
Movement: 12 / 24 / 36 / 72 Wounds: 18; Armour: Natural (2; All); Total TB: 4
Skills: Awareness (Per), Stealth (Ag) +20, Survival (Per)
Talents: Resistance (Radiation), Swift Attack
Traits: Bestial, Burrower (4), Natural Armour (2), Natural Weapons, Quadruped (8 legs), Size (4; Average)
Weapons: Claws (1d10+4 R; Pen 0; Primitive [7])
Stinger (1d10+4 I; Pen 0; Primitive [7], Toxic [1])

GIANT RADSCORPION
The size of a Tauros Assault Vehicle, this is a larger and much more dangerous variant of
radscorpion that is faster, as well as rarer than the usual radscorpion. With armour comparable to
carapace, they are particularly difficult to kill for inexperienced or otherwise poorly equipped
wastelanders. Giant radscorpions can be found anywhere that radscorpions will gather or
sometimes can be found alone.

WS BS S T Ag Int Per WP Fel


48 -- 55 50 30 16 40 45 --
Movement: 14 / 28 / 42 / 74 Wounds: 28; Armour: Natural (5; All); Total TB: 5
Skills: Awareness (Per), Stealth (Ag) +20, Survival (Per)
Talents: Resistance (Radiation), Swift Attack
Traits: Bestial, Burrower (5), Natural Armour (5), Natural Weapons, Quadruped (8 legs), Size (6; Enormous)
Weapons: Claws (1d10+5 R; Pen 0; Primitive [7])
Stinger (1d10+5 I; Pen 0; Primitive [7], Toxic [1])
Deathskull Radscorpion
A rare but dangerous radscorpion, Deathskull radscorpions have a noticeable reddish colour. These
creatures are extremely powerful and Deathskull radscorpions are easily one of the most dangerous
creatures one can encounter while exploring the Bethesdan wastelands, completely capable of killing
an explorer clad in power armour.

WS BS S T Ag Int Per WP Fel


48 -- 45 40 40 16 40 45 --
Movement: 12 / 24 / 36 / 72 Wounds: 18; Armour: Natural (4; All); Total TB: 4
Skills: Awareness (Per), Stealth (Ag) +20, Survival (Per)
Talents: Resistance (Radiation), Swift Attack
Traits: Bestial, Burrower (4), Deadly Natural Weapons, Natural Armour (4), Natural Weapons, Quadruped (8 legs), Size (4;
Average)
Weapons: Claws (1d10+4 R; Pen 3; Razor Sharp)
Stinger (1d10+4 I; Pen 3; Toxic [1])

BETHESDAN NPCS
BETHESDAN RECLAIMATOR (TROOP)
Reclaimators are the the most-skilled and certainly least trusted of the Adeptus Mechanicus' minor
ranks of Tech-priests. It is their task to redeem raw materials from old and damaged systems, to
scavenge parts and be tasked with the endless cycle of minor repairs needed to keep the mighty
bunkers operating. By necessity, a Reclaimator’s skills begin to stray into a higher understanding of
machinery and technology than most of their brethren and many learn to worship the Machine God in
a fragmentary and superstitious manner, marking them apart from their fellows.

WS BS S T Ag Int Per WP Fel


22 32 29 32 21 32 32 19 15
Movement: 2 / 4 / 6 / 12 Wounds: 9; Armour: Flak Cloak (AP 3; Arms, Body, Legs [AP 4 vs. Blast]); Total TB: 3
Skills: Awareness (Per), Common Lore (Adeptus Mechanicus, Tech) (Int), Forbidden Lore (Adeptus Mechanicus) (Int),
Linguistics (Low Gothic), Tech Use (Int), Trade (Technomat) (Int)
Talents: Foresight, Resistance (Poisons, Radiation), Technical Knock, Weapon Training (Chain, Las, Low-Tech)
Weapons: Wattz-pattern Laspistol (Pistol; 40m; 1d10+2 E; Pen 0; S/-/-; Clip 30; Rld: Half; Reliable, Short Range), Auto-axe
(Melee; 1d10+5 R; Pen 4; Tearing, Razor Sharp, Unwieldy)
Gear: Reclaimator Robes, Basic tool kit, 4 Laspistol Charge Packs

FERAL OGRYN (ELITE)


"Your here...YOUR HERE! STOP HIDING!" - Ogryn Raider

Descendants of the original Ogryn workers brought in for mining operations, these Ogryn have
been driven mad by the radiation and harshness of the Bethesdan wastelands. Hated by all,
including the loyal Ogryn of Bethesda, these twisted abhumans engage in cannibalism and the
belief that humans made them the way they are and should be punished. With skulls and bloody
remnants of their enemies adorning their camps, most have fallen to simplistic worship of the
Chaos God, Khorne, with much of their personal adornment being in the form of ritual
disfigurement. Their existence is a point of shame for loyal Bethesdans and many attempts have
been made to purge them from the wastelands, to no avail.

WS BS S T Ag Int Per WP Fel


40 25 52 (7) 53 (7) 33 22 28 25 25
Movement: 4 / 8 / 12 / 24 Wounds: 26; Armour: Scrap Armour (AP 3; Body, Arms, Legs); Total TB: 7
Skills: Athletics (S), Intimidate (S) +10, Parry (WS)
Talents: Berserk Charge, Furious Assault, Resistance (Radiation), Weapon Training (Low-Tech, Solid Projectile)
Traits: Clumsy, Size (5; Hulking), Unnatural Strength (2), Unnatural Toughness (2).
Weapons: Great Weapon (Melee; 2d10+7 R; Pen 0; Ogryn-proof, Unbalanced), Ogryn Rifle (Basic; 100m; 1d10+4 I; Pen 1);
Clip 15; Ogryn-proof, Reliable)
Gear: Bone charm, 2 clips for Ogryn Rifle

RANGER (ELITE)
"As you haven't pissed yourself I'll assume that you don't know who we are - next time I'll bring my
scythe and wear my black cloak." - Unnamed Ranger

Although the Rangers constitute an elite branch of the Bethesdan military, they are considered to
be a distinct organization in their own right, separate from the regular Bunker Guard. Their
members are generally well-trained and highly motivated. The Rangers are hand picked from the
standard Bunker infantry for their combat and stealth abilities, and often work closely with the
Adeptus Arbites. They are well known for their ability to infiltrate enemy territory and successfully
complete missions with great efficiency, with a common statement being that they "chew nails and
spit promethium." Their force of will and general determination has made them famous across
Bethesda as expert troops.

WS BS S T Ag Int Per WP Fel


39 44 35 35 35 28 38 32 30
Movement: 3 / 6 / 9 / 18 Wounds: 10; Armour: Ranger Armour (5 Body, Head; 4 Arms, Legs); Total TB: 3
Skills: Athletics (S) +10, Awareness (Per) +10, Common Lore (Imperium, War) (Int), Dodge (Ag) +10, Linguistics (Low Gothic),
Parry (WS), Scholastic Lore (Law) (Int) +10, Stealth (Ag) +10, Survival (Per)
Talents: Deadeye, Nerves of Steel, Resistance (Radiation), Takedown, Weapon Training (Low-Tech, Solid Projectile)
Weapons: Sniper Rifle w/ Telescopic Sight (Basic; 200m; 1d10+4 I; Pen 3 [6 w/ man-stopper]; S/-/-; Clip 20; Rld: Full; Accurate,
Reliable), Stub Revolver (Pistol; 30m; 1d10+3 I; Pen 0; S/-/-; Clip 6; Rld: 2 Full; Reliable), Knife (Melee/Thrown; 5m; 1d5+3 R;
Pen 0)
Gear: Ranger Uniform, micro-bead, 4 clips for Sniper Rifle (3 standard, 1 man-stopper) , 2 clips for Stub Revolver

WASTELANDER SAVAGE (TROOP)


"I HAVE THE SHINIEST MEAT BICYCLE!" - Random Savage on a Slaught/Stimm rush.
Mutants, Rapist, Sadists, Cannibals, Slaught-addicts, Marauders, Cultists and Slavers. The
Savages of the Bethesdan wastelands are a constant problem for loyal Bethesdans, ranging from
nuisance to menace, and are seemingly without number. Rangers and Militias fight a constant
battle to keep their activities in check, but it seems that no matter how many warlords, petty
tyrants and false prophets are put down, another inevitably rises to replace them. If not for the
loyalty of the Bunkers and related surface communities, these scum would condemn the entire
planet to heresy and a second cataclysm - Exterminatus.

WS BS S T Ag Int Per WP Fel


35 30 35 35 32 22 30 20 20
Movement: 3 / 6 / 12 / 24 Wounds: 10; Armour: Scrap Armour (AP 3; All); Total TB: 3
Skills: Athletics (S), Awareness (Per), Linguistics (Low Gothic), Survival (Per)
Talents: Resistance (Fear, Radiation), Weapon Training (Low-Tech, Solid Projectile)
Weapons: Stub Rifle (Basic; 120m; 1d10+3 I; Pen 1; Clip 5; Accurate), Axe (Melee; 1d10+4 R; Pen 0; Unbalanced)
Gear: 1 Dose of Slaught, 2 Doses of Stimm, 3 clips for Stub Rifle.
REGIMENTS OF NOTE
BETHESDAN 1ST RANGER EXPEDITIONARY GROUP, "THE REGULATORS"
REGIMENT RULES
Characteristic Modifiers: +2 Ballistic Skill, +3 Perception, -3 Fellowship, and an additional +3 to any two of the following
Characteristics: Ballistic Skill, Weapon Skill or Perception
Starting Skills: Awareness, Common Lore (Imperial Guard), Common Lore (War), Linguistics (Low Gothic), Stealth, Survival
Starting Talents: Ambush, Deadeye Shot, Resistance (Fear, Radiation)
Starting Aptitudes: Ballistic Skill
Resourceful: Characters from Bethesda are used to getting by with whatever is at hand — scavenging food, equipment or
whatever else they might need. Bethesdans gain a +10 to Survival Tests to obtain potable food and water, and to Tech-Use
Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.
Horrors of the Past: Despite having happened before living memory, all Bethesdans are scarred mentally, and perhaps
physically, by the nuclear bombardment that scoured Bethesda; yet have gained strength from surviving this adversity.
Bethesdans start with 1d5 Insanity Points.
Limited Numbers: The Bethesdan Rangers are very particular about who they recruit. With the majority washing out of training
and being sent to retrain with other units, the pool of replacements available for the 1st Bethesdan REG is extremely limited.
When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics
Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is
not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails,
the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can
put in another request for troop support.
Starting Wounds: Members of this Regiment generate their wounds normally.
Standard Regimental Kit: One sniper rifle and four clips per Player Character (Main Weapon), one telescopic sight per Player
Character, one stub revolver and 12 rounds per player character, one suit of ranger armour per Player Character, one knife per
Player Character, two blind grenades, two stun grenades and two frag grenades per Player Character. 1 set of field gear
(uniform, cold weather gear, bandolier, rucksack, set of basic tools, mess kit and water canteen, blanket and sleep bag,
rechargeable lamp pack, grooming kit, set of ident tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player
Character.
Favoured Weapons: Anti-Materiel Rifle (Heavy), Long Las (Basic)

The moment Bethesda's tithe level was determined, the


Rangers immediately put forward a regiment as part of their
homeworld's contribution to the Grand Harvest, eager to pay
a share of Terra's Due and show the enemies of mankind
that even atomic annihilation is not enough to dissuade the
righteous fury of humanity. Initially unsure of how to use this
new force, the Astra Militarum has since found the 1st REG
(known as The Regulators) to be especially useful in
guerrilla and scouting operations. Deployed as infiltrators,
assassins and saboteurs, these stealthy soldiers spend
much of their time well behind enemy lines carrying out
clandestine missions that typically include killing or capturing
enemy leaders, interrogations and harassment of enemy
support units.
BETHESDAN 5TH INFANTRY REGIMENT, "WASTERS"
REGIMENT RULES
Characteristic Modifiers: +3 Strength, -3 Intelligence, and an additional +3 to any two of the following Characteristics: Ballistic
Skill, Weapon Skill or Perception
Starting Skills: Athletics, Awareness, Common Lore (Imperial Guard), Common Lore (War), Linguistics (Low Gothic), Survival
Starting Talents: Die-Hard, Rapid Reload, Resistance (Fear, Radiation)
Starting Aptitudes: Toughness
Resourceful: Characters from Bethesda are used to getting by with whatever is at hand — scavenging food, equipment or
whatever else they might need. Bethesdans gain a +10 to Survival Tests to obtain potable food and water, and to Tech-Use
Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.
Horrors of the Past: Despite having happened before living memory, all Bethesdans are scarred mentally, and perhaps
physically, by the nuclear bombardment that scoured Bethesda; yet have gained strength from surviving this adversity.
Bethesdans start with 1d5 Insanity Points.
Ogryn Weapons: Wasters include a large number of Ogryn - mostly to keep the human soldiers in line, but those same human
soldiers also enjoy using the very same weaponry that is intended of their abhuman comrades. Wasters gain an additional +10
on all Logistics Tests to obtain items with the Ogryn-Proof Weapon Quality. In addition, Ogryn characters in the regiment may
add a Common Craftsmanship ripper gun and two clips (Main Weapon) to their kit, if it does not already include one.
Scavengers and Thieves: The soldiers of the Bethesdan 5th Infantry Regiment often cannot give up old habits and will often try
to "expedite logistics" when they feel that the Departmeno Munitorum isn't giving their supply requests the priority they
deserve. Wasters may choose to gain a +10 bonus on any Logistics Test. However, on any test where this bonus is used, if
any doubles are rolled (22, 33, 44, etc.) whether the Test was a success or a failure, then the scavenging and stealing attracts
unwanted attention from higher authorities within the Imperial Guard or the Departmento Munitorum.
Bad Reputation: It does not take long for other regiments to figure out where a large amount of their misplaced supplies are
ending up, and just what traits qualify a guardsman for recruitment into the regiment. As such members of the Wasters suffer a
–10 penalty to all Fellowship-based Skill Tests made when interacting with members of other Imperial Guard regiments, the
Departmento Munitorum, and other officials both local and Imperial who would have likely heard of the regiment’s reputation.
Additionally, its members add 1d5 additional Degrees of Failure to all failed Logistics and Commerce Tests.
Starting Wounds: Members of this Regiment generate their wounds normally.
Standard Regimental Kit: One M36 lasgun (with Chain Attachment upgrade) and four charge packs per Player Character (Main
Weapon), one suit of Imperial Guard flak armour per Player Character, one knife per Player Character, two frag grenades and
two krak grenades per Player Character, one respirator Player Character, one set of field gear (uniform, cold weather gear,
bandolier, rucksack, set of basic tools, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming
kit, set of ident tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player Character.
Favoured Weapons: Combat Shotgun (Basic), Ripper Gun (Heavy), Stormgun (Basic)

"They may be scum - liars, murderers and thieves, the lot of them - but they are the Emperor's scum. And may the Emperor
have mercy on his enemies for they have none to give!" - Commissar Joseph Hayes.

Recruited from the surface settlements of Bethesda, the


majority of the 5th Bethesdan Infantry Regiment are
wastelanders who simply saw an opportunity to get off of their
homeworld. While many are genuinely loyal soldiers, the
majority are former thieves and cutthroats who have a hard
time restraining themselves in the heat of battle, or from
stealing anything that catches their eye. The Commissars,
Officers and Sergeants of the "Waste Brigade", or "Wasters" as
they are most commonly known, are constantly having to
discipline their troops for theft and contraband. Unfortunately,
those who grew up in the Bethesdan Wastelands faced the
promise of death on a daily basis, and the usual punishments
are simply having little to no impact on such practices. The
regiment's saving graces have been that it's soldiers have
proven to be some of the toughest that the planet has
produced to date and that, when battle is joined, the regimental Commissars often have to run in order to keep up with their
eager charges as they rush into battle. Waster Guardsman favour getting in close to the enemy and have adopted chain-
bayonets that they affectionately refer to as "Rippers," and it is not unusual to find them covered in the blood and gore of their
opponents after a battle.
BETHESDAN 13TH BUNKER GUARD
REGIMENT RULES
Characteristic Modifiers: +3 Agility, +3 Toughness, +2 Intelligence, -3 Fellowship, and an additional +3 to any two of the
following Characteristics: Ballistic Skill, Weapon Skill or Perception
Starting Skills: Awareness, Command, Common Lore (Imperial Guard), Common Lore (War), Linguistics (Low Gothic), Operate
(Aeronautica), Security, Survival, Tech Use +10, Trade (Technomat)
Starting Talents: Bombardier, Drop Trooper, Resistance (Fear, Radiation), Technical Knock
Resourceful: Characters from Bethesda are used to getting by with whatever is at hand — scavenging food, equipment or
whatever else they might need. Bethesdans gain a +10 to Survival Tests to obtain potable food and water, and to Tech-Use
Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.
Horrors of the Past: Despite having happened before living memory, all Bethesdans are scarred mentally, and perhaps
physically, by the nuclear bombardment that scoured Bethesda; yet have gained strength from surviving this adversity.
Bethesdans start with 1d5 Insanity Points.
Sappers: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from
this regiment gain a +10 bonus to Tech-Use and Trade (Technomat) Tests to construct or disassemble a structure.
Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a
Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant
portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the
GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier
on until its members can put in another request for troop support.
Starting Wounds: Members of this Regiment generate their wounds normally.
Standard Regimental Kit: One Lascarbine (Main Weapon) w/ 4 charge packs per Player Character, one Auxiliary Grenade
Launcher per Player Character, one Laspistol w/ 2 charge packs per Player Character, one Suit of Light Carapace Armour per
Player Character, three Frag Grenades, two Krak Grenades, two Smoke Grenades and one Tube Charge per Player Character,
one Deadspace Earpiece per Player Character, one Respirator per Player Character, one Grav-Chute per Player Character, one
Lascutter per Player Character, one Autosanguine Implant per Player Character, one set of field gear (uniform, cold weather
gear, bandolier, rucksack, set of basic tools, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack,
grooming kit, set of ident tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player Character. Two Grenade
Launchers per Squad
Favoured Weapons: Plasma Gun (Basic), Sentinel with Autocannon, Chain Blade and Orbital Deployment Package (Heavy)

Comprised primarily of Reclaimators and Technomats from


Bunker 13, this regiment was only recently raised and, as
such, has yet to earn a moniker. It's soldiers are extremely
specialised infantry, employing grav-chutes and attached
Imperial Navy Valkyrie assault carriers to perform raids deep
behind enemy lines, away from the comfort of supply lines and
heavy support. Their missions are usually to either act as
powerful heavy shock troopers (striking into the rear of the
enemy lines and using their heavy weapons to deny areas,
destroy lightly armoured fighting vehicles, and shatter close-
packed groups of enemy infantry) or to prepare the way for
other units by erecting fortifications, building bridges and other
structures, setting or clearing minefields, and tunnelling under
enemy emplacements. The 13th Bunker Guard often goes
beyond the theoretical limits of their duties and abilities, using
whatever is to hand when resources become scarce. While
such actions might violate Departmento Munitorum edicts, it is
usually overlooked by officers so long as the results are
worthwhile. The most curious aspect is the regiment's heavy use of drop-capable sentinels equipped with cutting equipment,
allowing them to quickly create a path through rough terrain for units that would otherwise have difficulty traversing.