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An Abundance of Apocrypha

A Collection of Unofficial Rules for Warhammer 40,000: Wrath & Glory


Written and Compiled by Nathan Dowdell

The rules here are a labour of love. I’ve been a fan of the Warhammer 40,000 universe for most of my life. Working
on the Fantasy Flight Games 40k RPGs was my first job in the RPG industry. Getting a chance to be involved, even only
peripherally, in Wrath & Glory was a joy, but as with any new rulebook, there’s only so much of this vast setting that
can be crammed into the pages.

But I like to tinker with rules, and to come up with my own ways of representing different things. Doing that with the
40k universe is how I got into writing RPGs to begin with, so of course I’m going to dabble with that sort of extra
content now that there’s a new 40k RPG to play with. It doesn’t hurt that I find Wrath & Glory quite easy to create
stuff for.

The rules content here is all my own work, and not official in any way—any resemblance it may bear to official rules
that come out later is purely coincidental. If official rules resemble the ones found here, then it’s just a case of “great
minds think alike”. The background, of course, is a mixture of Games Workshop’s intellectual property and my own
spin on a few less-explored things.

First Complete Version: 25th August 2019

Version 2: 5th January 2020 – added Primaris Vanguard archetypes and gear, redefined Priest abilities, Asuryani Exarch
powers, added Runes of Fortune and Revenant psychic disciplines, removed Strength from Death talent, added
Reborn (Ynnari) ascension package and associated Ynnari talents, minor adjustments and clarifications.

GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-
headed Eagle logo, Space Marine, 40K, 40,000, Necromunda, Space Hulk, Battlefleet Gothic, Inquisitor, Epic,
Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably
registered around the world. All Rights Reserved. Used Without Permission.
An Abundance of Apocrypha
Contents
Contents ............................................................................................................................................................................ 2
New Species .................................................................................................................................................................... 10
Human Homeworld Options ....................................................................................................................................... 10
Death World ............................................................................................................................................................ 10
Hive World .............................................................................................................................................................. 10
Voidborn ................................................................................................................................................................. 10
Forge World ............................................................................................................................................................ 11
Schola Progenium ................................................................................................................................................... 11
Shrine World ........................................................................................................................................................... 11
Adeptus Astartes Options ........................................................................................................................................... 12
Black Templars ........................................................................................................................................................ 12
Crimson Fists ........................................................................................................................................................... 12
Grey Knights ............................................................................................................................................................ 12
Emperor’s Children <Legion> .................................................................................................................................. 13
Iron Warriors <Legion> ........................................................................................................................................... 13
Night Lords <Legion> .............................................................................................................................................. 13
World Eaters <Legion> ............................................................................................................................................ 14
Death Guard <Legion> ............................................................................................................................................ 14
Thousand Sons <Legion>......................................................................................................................................... 14
Black Legion <Legion> ............................................................................................................................................. 15
Word Bearers <Legion>........................................................................................................................................... 15
Alpha Legion <Legion> ............................................................................................................................................ 15
Pariahs......................................................................................................................................................................... 16
Pariah Roles............................................................................................................................................................. 16
Squats .......................................................................................................................................................................... 17
Squat Roles.............................................................................................................................................................. 17
Beastman .................................................................................................................................................................... 18
Beastman Roles ....................................................................................................................................................... 18
Base Attribute Maximums by Species......................................................................................................................... 18
New Archetypes .............................................................................................................................................................. 19
Adeptus Ministorum ................................................................................................................................................... 22
Frateris Militia ......................................................................................................................................................... 22
Confessor ................................................................................................................................................................ 22
Adepta Sororitas ......................................................................................................................................................... 23
Sister Dialogous ....................................................................................................................................................... 23
Sister Famulous ....................................................................................................................................................... 23

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Sister Seraphim ....................................................................................................................................................... 24
Sister Repentia ........................................................................................................................................................ 24
Astra Militarum ........................................................................................................................................................... 25
Imperial Guard Medic ............................................................................................................................................. 25
Imperial Guard Officer ............................................................................................................................................ 25
Adeptus Astartes ......................................................................................................................................................... 26
Assault Space Marine .............................................................................................................................................. 26
Devastator Space Marine ........................................................................................................................................ 26
Grey Knight.............................................................................................................................................................. 27
Primaris Hellblaster ................................................................................................................................................. 27
Primaris Inceptor..................................................................................................................................................... 28
Primaris Reiver ........................................................................................................................................................ 28
Primaris Incursor ..................................................................................................................................................... 29
Primaris Infiltrator ................................................................................................................................................... 29
Primaris Eliminator.................................................................................................................................................. 30
Primaris Aggressor .................................................................................................................................................. 30
Codicier ................................................................................................................................................................... 31
Epistolary................................................................................................................................................................. 31
Apothecary .............................................................................................................................................................. 32
Techmarine ............................................................................................................................................................. 32
Chaplain .................................................................................................................................................................. 33
Agents of the Imperium .............................................................................................................................................. 34
Astropath ................................................................................................................................................................ 34
Sister of Silence ....................................................................................................................................................... 35
Arbitrator ................................................................................................................................................................ 35
Eversor Assassin ...................................................................................................................................................... 36
Callidus Assassin...................................................................................................................................................... 36
Culexus Assassin...................................................................................................................................................... 37
Vindicare Assassin ................................................................................................................................................... 37
Adeptus Mechanicus ................................................................................................................................................... 39
Corpuscarii Electro-Priest........................................................................................................................................ 39
Fulgurite Electro-Priest ........................................................................................................................................... 39
Skitarius Vanguard .................................................................................................................................................. 40
Sicarian Infiltrator ................................................................................................................................................... 40
Sicarian Ruststalker ................................................................................................................................................. 41
Lexmechanic............................................................................................................................................................ 41
Transmechanic ........................................................................................................................................................ 42

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Magos...................................................................................................................................................................... 42
Genetor ................................................................................................................................................................... 43
Logis ........................................................................................................................................................................ 43
Renegades ................................................................................................................................................................... 44
Chaos Space Marine ................................................................................................................................................ 44
Chaos Space Marine Raptor .................................................................................................................................... 44
Chaos Space Marine Havoc ..................................................................................................................................... 45
Khorne Berzerker .................................................................................................................................................... 45
Nurgle Plague Marine ............................................................................................................................................. 46
Slaanesh Noise Marine............................................................................................................................................ 46
Sorcerer ................................................................................................................................................................... 47
Warpsmith .............................................................................................................................................................. 47
Dark Apostle ............................................................................................................................................................ 48
Khorngor ................................................................................................................................................................. 48
Pestigor ................................................................................................................................................................... 49
Slaangor .................................................................................................................................................................. 49
Tzaangor .................................................................................................................................................................. 50
Aeldari ......................................................................................................................................................................... 51
Guardian.................................................................................................................................................................. 51
Dire Avenger ........................................................................................................................................................... 51
Dark Reaper............................................................................................................................................................. 52
Fire Dragon .............................................................................................................................................................. 52
Howling Banshee..................................................................................................................................................... 53
Shining Spear........................................................................................................................................................... 53
Striking Scorpion ..................................................................................................................................................... 54
Swooping Hawk ....................................................................................................................................................... 54
Warp Spider ............................................................................................................................................................ 55
Bonesinger .............................................................................................................................................................. 55
Kabalite Warrior ...................................................................................................................................................... 56
Wych ....................................................................................................................................................................... 56
Harlequin Player ...................................................................................................................................................... 57
Harlequin Troupe Master........................................................................................................................................ 57
Harlequin Shadowseer ............................................................................................................................................ 58
Harlequin Death Jester............................................................................................................................................ 58
Harlequin Solitaire .................................................................................................................................................. 59
Orks ............................................................................................................................................................................. 60
Mekboy ................................................................................................................................................................... 60

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Painboy.................................................................................................................................................................... 60
Burna Boy ................................................................................................................................................................ 61
Flash Git................................................................................................................................................................... 61
Tankbusta ................................................................................................................................................................ 62
Runtherd. ................................................................................................................................................................ 62
Weirdboy................................................................................................................................................................. 63
Squats .......................................................................................................................................................................... 64
Squat Strongholds and Leagues .............................................................................................................................. 64
War-Pledged Warrior .............................................................................................................................................. 65
Guild Engineer ......................................................................................................................................................... 65
Hearthguard ............................................................................................................................................................ 66
Ancestor Lord .......................................................................................................................................................... 66
New Talents .................................................................................................................................................................... 67
New Ascension Packages ................................................................................................................................................ 78
Agent of the Inquisition .............................................................................................................................................. 78
Apocryphon Oath ........................................................................................................................................................ 78
Betrayal ....................................................................................................................................................................... 79
Crux Terminatus .......................................................................................................................................................... 79
The Rubicon Primaris .................................................................................................................................................. 80
Lost Upon The Path of the Warrior ............................................................................................................................. 81
Lost Upon The Seer Path ............................................................................................................................................. 81
Possession ................................................................................................................................................................... 82
Reborn......................................................................................................................................................................... 82
New Wargear .................................................................................................................................................................. 84
New Weapon Traits .................................................................................................................................................... 84
Ranged Weapons ........................................................................................................................................................ 85
Bolt Weapons .......................................................................................................................................................... 90
Grav Weapons ......................................................................................................................................................... 92
Plasma Weapons ..................................................................................................................................................... 92
Grenades and Grenade Launchers .......................................................................................................................... 93
Flame Weapons....................................................................................................................................................... 94
Exotic Ranged Weapons.......................................................................................................................................... 95
Chaos Ranged Weapons.......................................................................................................................................... 98
Aeldari Ranged Weapons ........................................................................................................................................ 99
Ork Ranged Weapons ........................................................................................................................................... 104
Melee Weapons ........................................................................................................................................................ 107
Ordinary Melee Weapons ..................................................................................................................................... 109

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Force Weapons ..................................................................................................................................................... 109
Power Weapons .................................................................................................................................................... 110
Exotic Melee Weapons ......................................................................................................................................... 111
Chaos Melee Weapons ......................................................................................................................................... 112
Aeldari Melee Weapons........................................................................................................................................ 113
Ork Melee Weapons ............................................................................................................................................. 115
Weapon Upgrades .................................................................................................................................................... 116
Upgrades ............................................................................................................................................................... 116
Reloads and Ammunition ...................................................................................................................................... 117
Armour ...................................................................................................................................................................... 121
Basic Armour ......................................................................................................................................................... 122
Astartes Armour .................................................................................................................................................... 124
Force Shields ......................................................................................................................................................... 128
Chaos Armour ....................................................................................................................................................... 130
Aeldari Armour...................................................................................................................................................... 131
Ork Armour ........................................................................................................................................................... 133
Squat Armour ........................................................................................................................................................ 133
Tools & Equipment.................................................................................................................................................... 134
Combat Drugs and Consumables .......................................................................................................................... 138
Eldar Equipment.................................................................................................................................................... 141
Cybernetics................................................................................................................................................................ 144
Exarch Powers ............................................................................................................................................................... 147
Prayers and Litanies ...................................................................................................................................................... 154
Invoking Prayers .................................................................................................................................................... 154
Litanies of Devotion .................................................................................................................................................. 154
Prayers to the Dark Gods .......................................................................................................................................... 155
New Psychic Powers...................................................................................................................................................... 157
Sanctic Discipline <Grey Knights> ............................................................................................................................. 157
Librarius Discipline <Adeptus Astartes> ................................................................................................................... 159
Sanguinary Discipline <Blood Angels> ...................................................................................................................... 161
Interromancy Discipline <Dark Angels> .................................................................................................................... 163
Tempestas Discipline <Space Wolves> ..................................................................................................................... 165
Psykana Discipline <Adeptus Astra Telepathica>...................................................................................................... 167
Dark Hereticus Discipline <Heretic Astartes> ........................................................................................................... 169
Runes of Fate Discipline <Asuryani Farseers>........................................................................................................... 171
Runes of Shaping Discipline <Asuryani Bonesingers> ............................................................................................... 174
Runes of Fortune Discipline <Asuryani Psykers> ...................................................................................................... 175

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Phantasmancy Discipline <Harlequin Shadowseers> ............................................................................................... 177
Revenant Discipline <Ynnari> ................................................................................................................................... 179
WAAAGH! Discipline <Orks> ..................................................................................................................................... 181
Ancestral Rites Discipline <Squats> .......................................................................................................................... 183
Expanded Bestiary......................................................................................................................................................... 185
Necrons ..................................................................................................................................................................... 185
Necron Encounters................................................................................................................................................ 185
Common Necron Special Rules ............................................................................................................................. 186
Necron Dynasties .................................................................................................................................................. 186
Canoptek Scarabs .................................................................................................................................................. 187
Necron Warriors.................................................................................................................................................... 188
Necron Immortals ................................................................................................................................................. 189
Flayed Ones ........................................................................................................................................................... 190
Destroyers ............................................................................................................................................................. 191
Deathmarks ........................................................................................................................................................... 192
Lychguard .............................................................................................................................................................. 193
Necron Lord........................................................................................................................................................... 194
Necron Overlord ................................................................................................................................................... 195
Necron Destroyer Lord.......................................................................................................................................... 196
Armouries of the Royal Courts .............................................................................................................................. 197
Necron Cryptek ..................................................................................................................................................... 199
Cryptek Techno-Sorcery ........................................................................................................................................ 200
Triarch Praetorians................................................................................................................................................ 203
Triarch Stalker ....................................................................................................................................................... 204
Canoptek Wraith ................................................................................................................................................... 205
Canoptek Spyder ................................................................................................................................................... 206
C’Tan Shard of the Deceiver.................................................................................................................................. 207
C’Tan Shard of the Nightbringer ........................................................................................................................... 208
Powers of the C’Tan .............................................................................................................................................. 209
Ghost Ark............................................................................................................................................................... 210
Doomsday Ark ....................................................................................................................................................... 210
Annihilation Barge................................................................................................................................................. 211
Catacomb Command Barge .................................................................................................................................. 211
Monolith................................................................................................................................................................ 212
Tyranids ..................................................................................................................................................................... 213
Tyranid Encounters ............................................................................................................................................... 213
Common Tyranid Special Rules ............................................................................................................................. 214

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Tyranid Hive Fleets ................................................................................................................................................ 214
Powers of the Hive Mind....................................................................................................................................... 216
Hormagaunt .......................................................................................................................................................... 218
Termagant ............................................................................................................................................................. 219
Gargoyle ................................................................................................................................................................ 220
Ripper .................................................................................................................................................................... 221
Genestealer, Belligerum-Strain ............................................................................................................................. 222
Broodlord .............................................................................................................................................................. 223
Lictor ..................................................................................................................................................................... 224
Tyranid Warrior ..................................................................................................................................................... 225
Tyranid Prime ........................................................................................................................................................ 226
Bio-Weapons ......................................................................................................................................................... 227
Carnifex ................................................................................................................................................................. 229
Zoanthrope............................................................................................................................................................ 230
Neurothrope ......................................................................................................................................................... 231
Biovore .................................................................................................................................................................. 232
Spore Mine ............................................................................................................................................................ 233
Pyrovore ................................................................................................................................................................ 234
Hive Tyrant ............................................................................................................................................................ 235
Tervigon ................................................................................................................................................................ 236
Tyrannofex ............................................................................................................................................................ 237
Haruspex ............................................................................................................................................................... 238
Exocrine ................................................................................................................................................................. 239
Hive Guard ............................................................................................................................................................ 240
Tyrant Guard ......................................................................................................................................................... 241
Ravener ................................................................................................................................................................. 242
Maleceptor ............................................................................................................................................................ 243
Toxicrine ................................................................................................................................................................ 244
Venomthrope ........................................................................................................................................................ 245
Trygon ................................................................................................................................................................... 246
Mawloc.................................................................................................................................................................. 247
The T’au Empire ........................................................................................................................................................ 248
T'au Encounters..................................................................................................................................................... 249
Common T’au Special Rules .................................................................................................................................. 249
T’au Septs .............................................................................................................................................................. 250
T’au Technology .................................................................................................................................................... 252
Fire Caste Strike Shas’la ........................................................................................................................................ 255

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Fire Caste Breacher Shas’la ................................................................................................................................... 256
Fire Caste Pathfinder Shas’la ................................................................................................................................ 257
Fire Caste Team Leader Shas’ui ............................................................................................................................ 258
DS8 Tactical Support Turret .................................................................................................................................. 258
Fire Caste Cadre Fireblade Shas’el ........................................................................................................................ 259
Drones ................................................................................................................................................................... 260
Drone Variants ...................................................................................................................................................... 261
Firesight Marksman Shas’la .................................................................................................................................. 264
Shas’ui in XV-15 Stealthsuit................................................................................................................................... 265
Shas’ui in XV-25 Stealthsuit................................................................................................................................... 266
Shas’ui in XV-8 Crisis Suit ...................................................................................................................................... 267
Shas’ui in XV-88 Broadside Suit............................................................................................................................. 268
Shas’vre in XV-15/XV-25 Stealthsuit ..................................................................................................................... 269
Shas’vre in XV-8 Crisis Suit .................................................................................................................................... 269
Shas’vre in XV-88 Broadside Suit .......................................................................................................................... 269
Fire Caste Commander in XV-85 Enforcer Suit ..................................................................................................... 270
Ethereal Caste Advisor .......................................................................................................................................... 271
Earth Caste Worker Fio’la ..................................................................................................................................... 272
Air Caste Pilot Kor’la.............................................................................................................................................. 273
Water Caste Envoy Por’ui ..................................................................................................................................... 274
Kroot Carnivore ..................................................................................................................................................... 275
Kroot Shaper ......................................................................................................................................................... 276
Kroothound ........................................................................................................................................................... 277
Krootox .................................................................................................................................................................. 278
Vespid Stingwing ................................................................................................................................................... 279
Shas’vre in XV-95 Ghostkeel Battlesuit ................................................................................................................. 280
Shas’vre in XV-104 Riptide Battlesuit.................................................................................................................... 281
TY-7 Devilfish......................................................................................................................................................... 282
TX-4 Piranha .......................................................................................................................................................... 282
TX-7 Hammerhead Gunship .................................................................................................................................. 283
TX-78 Skyray Gunship............................................................................................................................................ 283

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New Species
The following additional species options may be used at your GM’s discretion, and function in the manner described
from page 85 of the Wrath & Glory Core Rulebook.

Human Homeworld Options


This section provides a number of additional options for human characters, providing varying abilities for the
assortment of different types of homeworld found across the Imperium. These options all count their species as
human, and they can use the all the archetypes and options available to human characters. They have the same
characteristic maximums as any human character.

Death World millennia old, for their entire lives. The


Born to harsh, savage worlds, which are hostile to character gains +1 to Tech tests.
human life. To survive in such places creates people as Hivebound: Hivers are unaccustomed to the ways of
wild, untamed places. Even the wilderness of
fierce and unforgiving as the worlds that raised them,
underhive levels and abandoned habs is still
and many of the mightiest defenders of the Imperium
built around artificial structures. Hiveworlders
hail from worlds where existence is a daily struggle for suffer +1DN on all Survival tests made when
survival. not in an urban or manufactured environment.
Species Abilities
Build Point Cost: 10
Voidborn
Base Tier: 1 Born and raised in the darkness between the stars, the
Speed: 6 voidborn are a strange breed. Accustomed to the
Attribute Modifications: +1 Strength or +1 Toughness peculiar life aboard city-sized voidships and vast orbital
(chosen during when this homeworld is stations, they are often seen as warp-touched, and the
selected) weird, insular customs of life in space often set them
Bitter Survivor: The character clings onto life and is apart from planetborn people.
well-versed in eluding death’s grasp. The
character receives +1d on all Soak tests and Species Abilities
may re-roll one Defiance roll per scene. Build Point Cost: 10
Not One of Us: Deathworlders don’t easily trust those Base Tier: 1
who haven’t endured the same kind of hostile Speed: 6
environments. They suffer +1DN to all Attribute Modifications: +1 Willpower or +1 Initiative
Interaction tests with those who aren’t (chosen during when this homeworld is
Deathworlders. selected)
Voidwise: The character is accustomed to the vagaries
Hive World of life aboard ship or station and is well-versed
Towering, overcrowded megacities dominating in protective rites and emergency doctrines.
polluted worlds, even the smallest hive city is home to The character gains +1d on all tests to resist
radiation and ignores all penalties to action
billions of souls. These people toil in obscurity, slaving
caused by low- or zero-gravity environments.
away for their entire lives in vast manufactories, or
Ill-Omened: Voidborn are considered strange and
battling for survival in breadline riots or territorial inauspicious by others, who look for even the
skirmishes. For most, the only hope of seeing open sky slightest sign of ill-fortune. When attempting
is to leave their homes and fight for the Imperium. an interaction test with a non-Voidborn, two
dice are treated as Wrath dice, rather than
Species Abilities
one, and the character is unable to score
Build Point Cost: 10
criticals on these tests.
Base Tier: 1
Speed: 6
Attribute Modifications: +1 Agility or +1 Initiative
(chosen during when this homeworld is
selected)
Caves of Steel: The character has been surrounded by
technology, some of which may be centuries or
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Forge World Species Abilities
You hail from a domain of the Adeptus Mechanicus and Build Point Cost: 25
were raised invoking psalms to the Omnissiah rather Base Tier: 2
than prayers to the God-Emperor. You are a cog within Speed: 6
a grand machine that contains trillions of souls, honed Attribute Modifications: +1 Toughness, +1 Willpower
to serve your specific purpose. Schola Education: The character was groomed from a
young age to be an example to others. You gain
Species Abilities +1d on any two of the following skills, chosen
Build Point Cost: 10 during character creation: Insight, Intimidate,
Base Tier: 1 Leadership, Scholar.
Speed: 6 Cloistered Upbringing: Progena have little patience
Attribute Modifications: +1 to any one Attribute for, or understanding of, the dregs of society.
(chosen during when this homeworld is The character suffers +2DN on all non-hostile
selected) Interaction tests made when dealing with
Ave Omnissiah: The character has memorised characters who have the Scum keyword.
countless operation litanies and maintenance
hymnals, giving them an innate familiarity with Shrine World
machines and the Cult Mechanicus. They You were raised on a world which exists to exalt the
receive +1d on all Tech tests and Scholar tests God-Emperor. You were raised amidst faith and fury,
relating to the Adeptus Mechanicus. exposed to lore of saints and martyrs and the
Stranger to the Church: Forgeworlders are unfamiliar Emperor’s righteousness at every moment of every
with the ways of the Ministorum and the day.
Imperial Creed and suffer +2DN on all Lore
tests relating to the Imperial Creed. The Species Abilities
character may not take any archetypes with Build Point Cost: 10
the Adeptus Ministorum keyword. Base Tier: 1
Speed: 6
Schola Progenium Attribute Modifications: +1 Willpower or +1
You were an orphaned child of a notable servant of the Fellowship (chosen during when this
Imperium, raised in one of the Schola Progenium homeworld is selected)
abbeys scattered across the galaxy. Under the tutelage The Scorn of the Devout: The character is filled with
of Drill-Abbots and other stern teachers, young holy hatred and fury. They receive +1 to
Progena are honed into devout, highly capable Resolve and Conviction, and +1d on all
Weapon Skill tests made to attack enemies
servants of Him-on-Terra. Many of the most renowned
with the Heretic keyword.
figures in Imperial history are former Progena,
Abhor the Unhallowed: The character is filled with an
recruited into positions of status and power. instinctive revulsion for the unholy or unclean.
At GM’s discretion, the Adepta Sororitas, Tempestus They suffer +1DN on all Scholar or Tech tests
Scion, and Commissar archetypes may only be selected relating to items or characters with the Heretic
or Chaos keywords, or with any keyword
by Progena.
belonging to a Xenos species.

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Adeptus Astartes Options
This section provides additional choices for which Chapter an Astartes character belongs to, following the same rules
as on page 96 of the Wrath & Glory rulebook. Some of these are successor chapters of the original Legiones Astartes,
which have specialised or deviated from their progenitor’s traditions in some way.

Some of the options below are marked <Legion>. These are not options for loyal Adeptus Astartes, but are instead
options for Heretic Astartes characters, representing the legacy of the Traitor Legions. That said, Belisarius Cawl,
creator of the Primaris Marines, believes that the geneseed of the Traitor Legions can still be salvaged, and may have
experimented with the idea against the wishes of Roboute Guilliman.

Black Templars have been welcomed for they renew the strength of
Following the example set by First Captain Sigismund these fierce Sons of Dorn.
of the Imperial Fists Legion, the Black Templars are No Matter The Odds: When making an attack while
eternal crusaders, having devoted themselves utterly outnumbered at least two-to-one, a Crimson
to the continued war against the enemies of the Fists Space Marine may add +1/2 Rank dice to
Emperor. The Black Templars’ crusades have lasted the their Ballistic Skill or Weapon Skill test.
hundred centuries since their formation, making it the No Retreat (Tradition): Like their Imperial Fists
longest Astartes crusade ever carried out, and the progenitors, Crimson Fists are tenacious and
Black Templars’ fanaticism and righteous fury is stubborn. If a Crimson Fists Space Marine fails
legendary. Because of the far-ranging nature of their a Willpower test, the GM gains 1 Ruin.
eternal crusades, groups of Black Templars can be
found across the Imperium and beyond, from crusades Grey Knights
consisting of several fighting companies of marines, to An ancient Chapter, founded in secret at the Emperor’s
individual squads or lone warriors on detached duty or bidding during the Horus Heresy, the Grey Knights exist
penitent mission. to combat the threat of the daemonic, and to this end
they serve as the Chamber Militant of the Ordo
Characters with the Black Templars keyword may not, Malleus. Few even know that the Grey Knights exist, for
under any circumstances, take the Psyker keyword: the witnesses to their actions are mind-wiped or executed
Black Templars accept no psykers within their ranks. to ensure that the secret is not revealed. Every Grey
Righteous Zeal: When charging, a Black Templars Knight is a psyker, trained and conditioned to wield
Space Marine may re-roll up to 1/2 Rank dice their mental powers to ward themselves from
on their Weapon Skill test. corruption and drive back the daemons they battle.
No Retreat (Tradition): Like their Imperial Fists
As of yet, the Grey Knights do not count any Primaris
progenitors, Black Templars are tenacious and
Marines amongst their number.
stubborn. If a Black Templars Space Marine
fails a Willpower test, the GM gains 1 Ruin. Daemonbane: When attacking a creature with the
Daemon keyword in melee combat, a Grey
Crimson Fists Knights Space Marine adds +1/2 Rank ED to the
The other Second Founding Chapter formed from the attack’s damage. The character also gains the
Imperial Fists, the Crimson Fists were formed from Psyker, Inquisition, and Ordo Malleus
those Imperial Fists who were calm, level-headed, and keywords, if their archetype does not already
willing to embrace the logic and reason of the Codex provide them.
Astartes. In the millennia since, the Crimson Fists have Secretive (Tradition): Grey Knights do not trust
earned a reputation as stalwart, fierce warriors outsiders, and their nature cannot be
permitted to be known to any outside the
devoted to the preservation of the Imperium. But fate
chapter. They suffer a +2DN penalty for
has not been kind: they were almost wiped out during
Interaction tests involving anyone who lacks
an Ork invasion of their homeworld. In recent days, the Grey Knights or Inquisition keywords.
they have been brought back from the brink by
reinforcements from Roboute Guilliman’s Indomitus
Crusade, and the new Primaris additions to the Chapter

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Emperor’s Children <Legion> Primarch: Perturabo
One of the nine Legions that betrayed the Emperor Siege Masters: Iron Warriors know fortifications. An
during the Horus Heresy, the Emperor’s Children were Iron Warriors Space Marine may add his Rank
once a shining example of what the Legiones Astartes bonus to damage when attacking any building
or fortification. An Iron Warriors Space Marine
could be. Driven to the pursuit of perfection in all of
may spend a Glory point to ignore any bonuses
their endeavours, the Emperor’s Children pushed
to an enemy’s Defence from cover on any
themselves to the very limits of their abilities in the
attack.
performance of their duties. During and after the Scorn for the Weak (Tradition): Iron Warriors despise
Heresy, the Emperor’s Children and their Primarch weakness in their comrades. If an ally of an Iron
became creatures of excess and sensation, twisting Warriors Space Marine fails a Resolve test, the
their pursuit of perfection into a desire to experience Iron Warrior must pass a Willpower test (DN 3).
ever-greater sensations, and no debauchery is beneath On a failure, the Iron Warrior feels a strong
their appetites. urge to punish that ally. If the failure involves a
complication, the Iron Warrior may not resist
Characters with the Emperor’s Children keyword must this urge. The GM may alter the DN based on
take Slaanesh as their <Mark of Chaos> keyword. the severity or significance of the failure.
Legion: III
Primarch: Fulgrim
Night Lords <Legion>
In Pursuit of Perfection: Each Emperor’s Children Always regarded with some wariness and suspicion,
Space Marine seeks to perfect a single aspect the Night Lords were one of the nine Legions that
of the arts of warfare. Select one of the betrayed the Emperor. Focussed on spreading terror,
following skills: Awareness, Ballistic Skill, the Night Lords believed that only fear could keep a
Leadership, Pilot, Weapon Skill. The character populace compliant, based on their Primarch’s
gains +1/2 Rank as a bonus to all uses of that experiences on the Legion’s crime-infested homeworld
skill. of Nostramo. Their excesses and brutality earned them
Fear of Imperfection (Tradition): The Emperor’s censure during the Great Crusades, but the Horus
Children cannot abide the imperfect and fear Heresy broke out before any punishment could be
the notion that a flaw may mean perfection is
delivered, and the Night Lords sided with Horus. Since
unattainable. Whenever an Emperor’s
their fall, the Night Lords have become reavers and
Children Space Marine suffers a complication
on the skill chosen for Pursuit of Perfection, pirates, taking satisfaction from the terror they spread.
above, the GM gains 1 Ruin, in addition to any Legion: VIII
other results. Primarch: Konrad Curze
Ave Dominus Nox: Night Lords revel in the fear of
Iron Warriors <Legion> others and are swift to spread it. While under
One of the nine Legions that betrayed the Emperor cover of darkness, a Night Lord Space Marine
during the Horus Heresy, the Iron Warriors were siege- may add +1/2 Rank to Defence and Speed. A
masters, specialising in the destruction of fortified Night Lord Space Marine may spend one Glory
positions. Even while loyal, they were rivals to the to cause Fear for the duration of a scene;
Imperial Fists, and their fury and resentment went enemies who encounter the Night Lord must
hand-in-hand, making them ferocious and merciless in pass a Fear test (DN 2+Rank).
battle. Since their fall, they have grown crueller still, Blood of Nostramo (Tradition): Night Lords often
recruit from amongst the criminal element and
creating twisted fortifications that entrap and punish
have little love for a fair fight. A Night Lords
their foes, using slaves as cannon fodder to expend an
Space Marine who sees an ally fail a Resolve or
enemy’s ammunition, and exploiting whatever Fear test must attempt a Resolve test
technological abominations they can create to gain an themselves (DN 3) or become pinned.
advantage.

Iron Warriors are known to despise mutation, and


often replace mutated flesh with augmetics.

Legion: IV
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World Eaters <Legion> Intractable (Tradition): Death Guard are slow and
One of the Legions that betrayed the Emperor during purposeful, never given to needless haste
the Horus Heresy, the World Eaters were always known when they could instead grind their foes down
for their ferocity and brutality. The Twelfth Legion with inexorable force. A Death Guard Space
Marine must spend a point of Glory to take the
always applied maximum force to every conflict,
Sprint action.
leaving mountains of corpses in their wake, and they
were only unleashed against enemies who could not be
Thousand Sons <Legion>
reasoned with or forced to yield. During the Heresy,
A Legion of psykers, being sanctioned by the Emperor
their brutality grew, turning them into bloodthirsty
for their reckless use of sorcery when the Heresy broke
berserkers who would struggle to tell friend from foe
out, it was inevitable that the Thousand Sons turned to
in the crimson haze of their frenzy.
Horus after the Space Wolves sacked and razed their
Characters with the World Eaters keyword must take homeworld. Always a legion of scholars and savants,
Khorne as their <Mark of Chaos> keyword. knowledge was at the heart of the Thousand Sons’
existence, but they were punished for delving too
Legion: XII
deeply in lore that was forbidden, and in their
Primarch: Angron
desperation, they found a patron in Tzeentch.
Incarnate Violence: When attacking in melee combat,
a World Eaters Space Marine may reroll up to However, the instability of their geneseed made
Rank damage dice on every attack. mutation rife amongst the Legion, and devotion to the
Butcher’s Nails (Gene-Seed): After engaging in melee Changer of Ways made this worse, leading the Legion’s
combat, World Eaters become frenzied (see Chief Librarian, Ahriman, to perform a great ritual to
pages 230-231 of the Wrath & Glory rulebook) burn this flaw from his brethren. This ritual led to all
for the rest of the scene. The Willpower test to those with psychic power becoming mightier, but
restrain their frenzy increases by +1 for every turned the rest of the Legion into automata, their
enemy they have killed during the scene. bodies turned to dust within their armour.

Death Guard <Legion> These rules reflect those who possess psychic abilities,
One of the Legions that betrayed the Emperor during rather than the Rubricae automata that accompany
the Horus Heresy, the Death Guard were a grim, stoic, them into battle.
and implacable force, consisting primarily of rank after Characters with the Thousand Sons keyword must take
rank of remorseless infantry. They believed that Tzeentch as their <Mark of Chaos> keyword.
oppression could be overcome with an iron will and
stern resolve, a reflection of their Primarch’s struggle Legion: XV
for freedom on the world of Barbarus. During the Primarch: Magnus the Red
Heresy, after purging their ranks of any lingering The Rubric: A Thousand Sons Space Marine gains the
Psyker keyword and may reroll up to Rank dice
loyalist presence, this was twisted into a belief that any
on any Psychic Mastery tests.
who were too weak to fight for themselves were not
Gift of Mutation (Gene-Seed): Thousand Sons Space
deserving of freedom, and this shift was accompanied
Marines gain an additional +1 Corruption
by unleashing armouries of proscribed toxic and whenever they would gain one or more
radioactive weaponry. Corruption points. They also increase the DN of
Characters with the Death Guard keyword must take all tests to resist Corruption or Malignancy by
+1.
Nurgle as their <Mark of Chaos> keyword.

Legion: XIV
Primarch: Mortarion
Inexorable Advance: A Death Guard Space Marine may
count as being within close range of an enemy
if within 3/4 of the weapon’s listed range (so,
30m for a boltgun, instead of 20m, for
example).

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Black Legion <Legion> The Will of the Gods (Tradition): Word Bearers follow
Once the Luna Wolves, and later the Sons of Horus, the the will of the Chaos Gods, as interpreted
Black Legion are what remains of the legion that Horus through their prayers and visions, and through
commanded during the Heresy. The Luna Wolves were the guidance of their Apostles, and must strive
to walk the path the Dark Gods set before
a proud force, that exemplified the best qualities of the
them. A Word Bearers Space Marine begins
Legiones Astartes, but when they came became the
each session with one fewer Wrath. The
Sons of Horus, a darker character has overcome them,
character regains this lost Wrath point if he
a spiteful savagery that has only grown deeper and accomplishes his Objective during the session
darker since the Heresy ended. The survivors reforged (in addition to the normal benefits of
themselves as the Black Legion, to expunge the stain of accomplishing an Objective).
Horus’ defeat, and their hatred for the Imperium is
greater than ever. Alpha Legion <Legion>
The mysterious, secretive Alpha Legion have always
Legion: XVI
Primarch: Horus Lupercal been deceptive and manipulative, using compelled
The Tip of the Spear: A Black Legion Space Marine agents to do much of their work while lone Alpha
gains an additional +1/2 Rank on all Ballistic Legionnaires and scattered squads deal with more
Skill tests made with a ranged weapon at close difficult objectives. Often operating without heraldry,
range. or under the colours of other Legions, the Alpha
Bitter Pride (Tradition): The Black Legion have little Legion’s actions during the Great Crusade and Horus
love for those outside their ranks. They suffer Heresy are largely unknown, as is why they chose to
a +2DN penalty for Interaction tests involving side with Horus. Since the Heresy, the Alpha Legion
anyone outside the Black Legion, unless those have continued to be a thorn in the side of the
people are subordinate to the Black Legion Imperium, establishing cults and committing acts of
character.
terrorism and sabotage on countless worlds,
performed by small autonomous warbands scattered
Word Bearers <Legion>
across the galaxy. None even know if their Primarch
Long ago, they were devout servants of the Emperor,
still exists, as sightings of Alpha Legionnaires claiming
faithful in an age where faith was scorned. They
to be Alpharius have occurred intermittently for
brought the Emperor’s light to many worlds, building
millennia.
great monuments to the Imperium and converting
populations to the Imperial Truth. But, when the Legion: XX
Emperor rebuked their worship, the Word Bearers Primarch: Alpharius Omegon
turned to other, darker gods, and set in motion events Mutable Tactics: After each Respite, select one of the
that would tear the Imperium asunder. The Legion now following skills: Athletics, Cunning, Deception,
consists of warbands of daemon-worshipping zealots, Intimidation, Persuasion, Stealth, or Tech. The
Alpha Legionnaire may re-roll up to Rank dice
sorcerer-priests, and the possessed.
on any test involving the chosen skill.
Legion: XVII I Am Alpharius (Tradition): The Alpha Legion rely on
Primarch: Lorgar Aurelian deception and misdirection, and disdain direct
Profane Zeal: A Word Bearers Space Marine may reroll tactics. An Alpha Legionnaire suffers a +2DN
any failed Resolve test. In addition, a Word penalty to any combined action with anyone
Bearer is immune to fear caused by creatures who lacks the Alpha Legion keyword.
with the Daemon keyword.

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Pariahs
Pariahs, also known as untouchables, nulls, and blanks, Pariah Roles
are a rare form of human mutant that possess no Though extremely rare, the Imperium seeks out
presence in the Warp. Indeed, their souls actively blot pariahs to serve the Imperium. Most who are
it out, disrupting psychic phenomena in their proximity discovered are found in orphanages and similar,
and rendering them utterly impervious to psychic abandoned by parents who found themselves
effects. instinctively disgusted by their child.
Most sentient beings have an innate connection to the Those who are discovered are a rare and valuable tool
Warp, and their conscious minds and emotions are in the war for humanity’s survival. The Adeptus Astra
reflected within it. This echo, this signature presence, Telepathica employs many to help contain and
is commonly thought of as the soul by humans and suppress rogue psykers – the Silent Sisterhood served
Aeldari alike. Psykers – and Aeldari – have especially in this capacity during the Great Crusade and Horus
strong connections to the Warp, and thus their souls Heresy, and have recently returned in a time of dire
are bright flames in the Immaterium compared to the need – and both the Inquisition and the Officio
flickering sparks of the average human. Pariahs, Assassinorum employ them to hunt and slay witches
however, have no connection to the Warp at all; and sorcerers.
indeed, their spirits somehow repel the Warp, like an
oppressive shadow that swallows the lights nearby. However, not all pariahs are so fortunate, and tend to
live lives of isolation on the edges of society, often
In practice, this means that a pariah dampens the eking out an existence by doing solitary work, or work
effects of psychic and warp-spawned powers occurring where the revulsion they inspire is little impediment. A
nearby. A psyker standing in the area will find their few discover that the extent of their abilities and hire
powers weakened or nullified entirely. The pariah themselves out as freelance witch-hunters and wyrd-
themselves is immune to all direct psychic effects banes, or as bodyguards to the paranoid.
(though not indirect ones, such as having a boulder
Species Abilities
telekinetically dropped or hurled at them). They are
entirely immune to daemonic possession and Build Point Cost: 30
Base Tier: 2
corruption by the powers of Chaos. They cannot be
Speed: 6
detected by most psychic means, though especially
Attribute Modifications: None
perceptive psykers may infer a pariah’s presence by the Abhorrent Presence: +2DN to all interaction tests with
absence they produce. non-pariah characters. +4DN to interaction
Ensouled beings perceive the universe as much tests with psykers. Pariahs reduce their
Influence by 1.
through their immaterial spirit as through their
Indistinguishable from Human: Pariahs are considered
physical senses. Many humans think of this as instinct,
to be Human for all purposes.
intuition, gut feeling, or as an ability to judge character. Psychic Abomination: A pariah cannot be directly
To such perceptions, a pariah creates a feeling of deep affected by psychic powers or other warp
unease and foreboding, and even revulsion or hostility. phenomena, whether positive or negative. A
These feelings are relatively mild in most people, but to pariah can never gain the Psyker keyword, nor
psykers these feelings are amplified a hundredfold, can they ever gain Faith points or any other
creating an instinctive disgust that borders on pain. ability that requires drawing upon the Warp for
Needless to say, pariahs are often driven to the fringes power. Any psychic powers attempted or
of society, leading short, unhappy lives – ironically, targeted within a number of metres of the
many are persecuted as witches, when nothing could Pariah equal to their Willpower increase their
be further from the truth. DN by twice the Pariah’s Rank.

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Squats Squat Roles
An Abhuman breed from the inhospitable high-gravity Squats could be found in all walks of life during the days
worlds near the galactic core, the Squats once ruled of their civilisation, and many left the Homeworlds in
empires of their own. Descended from the colonists seek of glory, adventure, or wealth, often aligning
sent to mine the resource-rich worlds of that region themselves with Rogue Traders, Adeptus Mechanicus
long ago, they were cut off from humanity during the Explorators, and others who range across the stars.
Age of Strife, and evolved to suit their environments, Now, such wandering Squats are all who remain.
becoming short, solid, and hardy folk.
Many Squats are miners and prospectors by trade, but
The Squats are a tenacious, grim people, hardened by all Squats are trained and armed to defend their homes
the harsh environments of their stronghold-worlds, but from aggressors. In addition to being hardy, they’re
they’re also loyal, hard-working, and honourable, and strong and dextrous, and with unyielding resolve,
with an intellect and technical aptitude not often found especially now that they have so little left to lose. Some
in Abhumans. Indeed, so successful were they in Squats have taken this to extremes, swearing oaths of
settling their worlds that by the time the Great vengeance and ruin upon the enemies of their kind,
Crusades discovered them, they were given permission pledging to seek the destruction of those who have
to remain autonomous of the Imperium, as allies rather harmed the Squats with their dying breaths.
than subjects. How they achieved such a feat is lost to
Squats have a natural aptitude for technology, at least
time. Even then, the Squats were isolationist and
compared to most in the Imperium. Anyone looking at
inward-looking, seldom involving themselves in the
Squat technology in detail would see many things in
affairs of the wider galaxy unless the galaxy came to
common with the technology of the Imperium, but also
them.
many differences. Squat Engineers and the Priesthood
During the Age of the Imperium, the many Leagues and of Mars have a similar technological base—humanity’s
Strongholds of the Squats saw a slow decline, their technical achievements in the distant past—but they
civilisation eroded by feuds and grudge-wars, to say have developed these technologies differently,
nothing of the malign incursions of Xenos breeds – through different conflicts and struggles, and to suit
especially the Orks, who seemed to always find the different circumstances. Millennia of living without the
Strongholds an enticing target – and the servants of strictures of the Adeptus Mechanicus allowed the
Chaos. The populations of many failing Strongholds Squats to develop technologies unseen within the
migrated to nearby Imperial worlds, integrating into Imperium, and Squat Master Engineers were able to
the Imperium. When the Cicatrix Maledictum opened, rival the Magi of Mars in their artifice.
tearing the galaxy in two, the Squat Homeworlds were
Species Abilities
caught within the middle of the rift, and precious few
Build Point Cost: 15
of the remaining Squats survived the cataclysm. Those
Base Tier: 1
who remained were offworld in expeditionary groups,
Speed: 5
were those who had joined the Imperium, or were Attribute Modifications: +1 Toughness, +1 Willpower
outcasts and exiles in mercenary bands, and they are Abhuman: +1DN to all Interaction tests with characters
far too few to rebuild what they have lost. possessing the Imperium keyword.
Grudges: +1d to all melee attacks against characters
Squats are, as their name suggests, a short, sturdy
possessing the Ork or Chaos keywords. +2DN
people. They tend to have hard, broad features, with
penalty on all non-hostile Interaction skill tests
prominent noses, and male Squats always bear long, vs. targets possessing the Ork or Chaos
thick facial hair, often elaborately braided or styled. keywords.
Though shorter than most humans, their broad frames Technology Without Superstition: +1d bonus to all
and solid bodies suggest that they are far from weak or Tech tests.
frail – indeed, the average Squat is more resilient than Legacy of the Cataclysm: You begin play with +3
a baseline human. corruption.

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Beastman On those worlds which see a use for the Beastmen,
Often regarded as mutants, rather than Abhumans, they’re often used as auxiliary troops for PDF and Astra
Beastmen possess numerous bestial features. Militarum forces, driven into a zealous, flagellating
However, unlike mutants, Beastmen are relatively frenzy and herded towards the enemy as expendable
stable in form, and tend to possess similar features. shock troops.
The average Beastman has a thick hide covered in
On any other world, they’re driven to the edges and
patches of wiry fur, the head of a ruminant mammal,
depths of society. In these places, they may find work
with sturdy horns, and digitigrade legs ending in cloven
as mercenaries and hired guns, or they may find their
hooves. They stand slightly taller and broader than the
ways to cults devoted to the Dark Gods, where they
average human, and are generally stronger, faster, and
revel in their bestial degeneracy.
more resilient, but their intellect is as close to the
beasts they resemble as it is to that of humans. Species Abilities
Build Point Cost: 20
What they lack in intelligence, they make up for in
Base Tier: 1
ferocity and determination, however. They are quick- Speed: 7
tempered, and despite their resemblance to Attribute Modifications: +1 Strength, +1 Toughness, -
herbivores, they are decidedly carnivorous beings, and 1 Intellect, -1 Fellowship, +2 Wounds
bloodthirsty ones. Many are easily swayed to the Reviled Abhuman: +2DN to all Interaction tests with
worship of Chaos, often mutating further and characters who do not possess the Chaos
becoming even more monstrous. Some, however, are keyword.
taught devotion to the God-Emperor, and instructed in Horns: You may make melee attacks with your horns
a crude form of the Creed; these devout Beastmen (5+1ED; AP 0). Thus, you are always armed.
believe the sin of their twisted existence and seek to Bestial Savagery: +1d to all Intimidation tests.
atone for their shameful nature by spilling the blood of Child of Chaos: You begin play with +3 corruption.
the Emperor’s enemies.
Base Attribute Maximums by
Beastman Roles Species
Before the Cicatrix Maledictum opened, nearly a third Attribute Pariah Squat Beastman
of the Imperium regarded Beastmen as mutants, rather Strength 8 9 10
than Abhumans. On most of the others, Beastmen Agility 8 7 10
populations were considered to be a source of itinerant Toughness 8 10 12
labour at best. Today, their numbers are greater than Intellect 8 8 6
ever – perhaps as some consequence of the rift’s Willpower 8 10 8
opening – and desperate times have called for Fellowship 8 8 6
Initiative 8 7 10
desperate measures.
Speed 8 6 9

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New Archetypes
The following additional Archetype options may be used at your GM’s discretion, and function in the manner described
from page 100 of the Wrath & Glory Core Rulebook.
List of New Archetypes
Archetype Tier BP Cost Description
Adeptus Ministorum
Frateris Militia 1 0 A faithful citizen whipped into a fervour and eager to slay in the
Emperor’s name.
Confessor 3 40 A high-ranking priest whose rhetoric inspires zeal and piety wherever
they go.
Adepta Sororitas
Sister Dialogous 1 0 A devout scholar of language, ensuring that the Emperor’s Word is
understood by all.
Sister Famulous 1 10 A pious advisor to those of noble birth and ancient bloodlines.
Sister Seraphim 3 55 An elite and zealous warrior, faithful even compared to other Sisters of
Battle.
Sister Repentia 2 40 A penitent soul, seeking atonement for her sins through death and pain.
Astra Militarum
Imperial Guard Medic 1 0 A disciplined soldier trained to treat the injuries of their comrades.
Imperial Guard Officer 1 15 A stern commander trained to inspire and lead others into the fray.
Adeptus Astartes
Assault Space Marine 3 55 A deadly shock trooper, taking the fight to the enemy.
Devastator Space 3 55 A ruthless heavy weapons specialist, delivering death at a distance.
Marine
Grey Knight 3 60 A member of a secretive order of elite psychic daemon-hunters
Primaris Hellblaster 4 60 A specialised warrior, armed with sophisticated, powerful weapons to
deal with the toughest foes.
Primaris Inceptor 4 70 An airborne warrior, dealing death from above.
Primaris Reiver 4 50 A cunning warrior, spreading death and terror to the enemy.
Primaris Incursor 4 50 Aggressive, close-assault shock troops, wearing advanced sensors that
expose enemies.
Primaris Infiltrator 4 50 Saboteurs and marksmen, used to operating far from support
Primaris Eliminator 4 60 Expert snipers, laying down supporting fire from concealed positions
Primaris Aggressor 4 80 A mighty warrior, overwhelming foes at close range.
Codicier 3 60 A potent warrior-mystic, whose minds are deadly weapons.
Epistolary 4 80 A veteran battle-psyker with greater command of his deadly mind
Apothecary 3 50 A warrior-healer, guardian of his brothers’ lives.
Techmarine 3 55 A warrior-savant initiated into the mysteries of the Machine Cult.
Chaplain 4 60 A devout warrior, who tends to the spirits of his comrades.
Agents of the Imperium
Astropath 2 60 Soul-bound to the Emperor, blinded by His light, and able to
communicate between worlds.
Sister of Silence 3 40 A pariah trained and honed as a deadly hunter of witches.
Arbitrator 2 30 An enforcer of Imperial laws, unflinching in their devotion.
Eversor Assassin 5 150 A living weapon altered and engineered to spread terror and death.
Callidus Assassin 5 150 The perfect infiltrator, able to reach even the most protected target.
Culexus Assassin 5 150 Witch-slayer, wyrd-bane, living nightmare to all psykers.
Vindicare Assassin 5 150 A master sniper, able to slay any target, anywhere.
Adeptus Mechanicus
Corpuscarii Electro- 2 40 Charged with sacred energy, these warrior-priests blaze with lightning.
Priest

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Archetype Tier BP Cost Description
Fulgurite Electro-Priest 2 40 These warrior-priests tear the bioelectricity from their foes to fuel their
march.
Skitarius Vanguard 2 50 Radiation-soaked warriors for the Machine Cult.
Sicarian Infiltrator 3 60 Augmetic scouts, cloaked in disruptive signals that overwhelm their
foes’ senses.
Sicarian Ruststalker 3 50 Augmented killers, their blades humming with transonic vibrations.
Lexmechanic 2 30 Techno-savants who consume data as easily as most people breathe
Transmechanic 2 30 Communications technicians and cryptographers.
Magos 4 80 High-priests of the Omnissiah, feudal lords of the Mechanicus
Genetor 4 80 Geneticists and physicians, who view the body as an organic machine
Logis 4 80 Statistician-prophets, who calculate futures with mechanical precision
Renegades
Chaos Space Marine 3 50 Monstrous traitors and savage posthuman killers
Chaos Space Marine 3 55 Cruel hunters who descent upon shrieking wings of fire
Raptor
Chaos Space Marine 3 55 Heavy weapon specialists who revel in endless destruction
Havoc
Khorne Berzerker 3 80 Frenzied, bloodthirsty killers who have devoted themselves to the
Blood God
Nurgle Plague Marine 3 70 Nigh-unstoppable foot-soldiers of the God of Disease
Slaanesh Noise Marine 3 60 Sensation-addicted warriors of the Prince of Pleasure, armed with sonic
weaponry
Chaos Sorcerer 3 60 Warrior-mystics who have dabbled in the blasphemous powers of the
Warp
Warpsmith 3 55 An artisan who blends warpcraft and engineering to create daemonic
machines of war.
Dark Apostle 4 60 A furious zealot-priest, speaking blasphemous prayers from blood-
flecked lips.
Khorngor 1 20 Savage beastmen, driven to a berserk rage by the scent of blood
Pestigor 1 20 Monstrous beastmen, uncaring to pain or fear
Slaangor 1 20 Beastmen who glory in the name of the Prince of Pleasure,
Tzaangor 1 20 Twisted, cunning Beastmen who serve sorcerous masters
Aeldari
Guardian 1 0 Citizen-soldiers, taking up arms in their defence of their homes.
Dire Avenger 3 50 Aspect warriors, skilled in the arts of aggressive defence.
Dark Reaper 3 60 Aspect warriors, merciless and deadly at range.
Fire Dragon 3 55 Aspect warriors, turning all in their path to molten ruin.
Howling Banshee 3 55 Aspect warriors, swift shock troops whose shriek freezes the hearts of
their foes.
Shining Spear 3 70 Aspect warriors, jetbike-mounted lancers who slay the mightiest foes.
Striking Scorpion 3 55 Aspect warriors, stealthy killers who strike with unseen power.
Swooping Hawk 3 55 Aspect warriors, flitting across the skies to deal vengeance.
Warp Spider 3 65 Aspect warriors, appearing from nowhere to cut down their prey.
Bonesinger 2 40 Seers skilled in growing the psychoreactive wraithbone from which
Aeldari technology is made.
Kabalite Warrior 1 0 Deadly, murderous raiders, who excel at bringing pain.
Wych 1 10 Graceful, ruthless gladiators, for whom war is sport.
Harlequin Player 4 100 All worlds are a stage to these enigmatic warrior-troubadours.
Harlequin Troupe 5 150 The masterful leaders of Harlequin Troupes, enigmatic and deadly.
Master
Harlequin Shadowseer 5 150 Seers who specialise in illusion, misdirection, and performance.
Harlequin Death Jester 5 150 Skull-faced killers with grim humour and deadly aim.
Harlequin Solitaire 5 150 Accursed, for their soul goes to She Who Thirsts, and terrifyingly deadly.
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Archetype Tier BP Cost Description
Orks
Mekboy 2 30 Engineers and mechanics, whose understanding of technology is in his
blood.
Painboy 2 30 Healers, of a sort, who patch the wounds of their kin.
Burna Boy 2 30 Pyromaniacs, obsessed with fiery destruction
Flash Git 3 60 Big, wealthy, gun-obsessed Orks
Tankbusta 2 30 Orks obsessed with explosions and hunting armoured vehicles
Runtherd 2 30 Slave-drivers who coerce and direct the weakling creatures under their
charge.
Weirdboy 3 60 Ork Psykers, who crudely direct the ravening power of the WAAAGH!
Squats
War-Pledged Warrior 1 0 The rank and file of a Squat Stronghold
Guild Engineer 3 50 Masterful artisans, creating the devices necessary for survival.
Hearthguard 3 40 Doughty elite warriors pledged to defend hearth and home.
Ancestor Lord 4 100 Ancient sages, wise enough to tap into the Warp with care and listen to
the voices of the dead.

New Archetypes by Tier


Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Frateris Militia Sister Repentia Confessor Primaris Hellblaster Eversor Assassin
Sister Dialogous Astropath Sister Seraphim Primaris Inceptor Callidus Assassin
Sister Famulous Arbitrator Assault Space Marine Primaris Reiver Culexus Assassin
Imperial Guard Corpuscarii Electro- Devastator Space Primaris Aggressor Vindicare Assassin
Medic Priest Marine
Imperial Guard Fulgurite Electro- Grey Knight Primaris Incursor Troupe Master
Officer Priest
Guardian Skitarius Vanguard Codicier Primaris Infiltrator Shadowseer
Kabalite Warrior Lexmechanic Apothecary Primaris Eliminator Death Jester
Wych Transmechanic Techmarine Epistolary Solitaire
Hearthguard Bonesinger Sister of Silence Chaplain
Khorngor Mekboy Sicarian Infiltrator Genetor
Pestigor Painboy Sicarian Ruststalker Logis
Slaangor Runtherd Dark Reaper Magos
Tzaangor Burna Boy Dire Avenger Chaos Sorcerer
Tankbusta Fire Dragon Dark Apostle
Guild Engineer Howling Banshee Harlequin Player
Shining Spear Ancestor Lord
Striking Scorpion
Swooping Hawk
Warp Spider
Chaos Space Marine
Chaos Space Marine
Raptor
Chaos Space Marine
Havoc
Khorne Berzerker
Nurgle Plague Marine
Slaanesh Noise Marine
Warpsmith
Flash Git
Weirdboy
Hearthguard
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Adeptus Ministorum
These additional archetypes represent other roles and professions relating to the Adeptus Ministorum and the
Imperial Creed.

Frateris Militia Confessor


During Wars of Faith, and when temples and shrines Confessors are fiery individuals whose powerful
are under attack, the priests of the Ministorum have oratory can stir a population to rise up against a
the right to unlock secret arms-vaults and raise a militia heretical lord or convince rebellious armies to lay down
from amongst the faithful. Not officially part of the arms and surrender to the Emperor’s mercy (which is
Church—as the Decree Passive bans the Ecclesiarchy always brief and bloody). They can be found wandering
from having any ‘men under arms’—these Frateris the Imperium, berating the faithless and imploring the
Militias are often little more than mobs of zealots, Emperor-fearing citizenry of the Imperium to
especially when drawn from local Redemptionist cults denounce those who have sinned and blasphemed.
and other fringe sects of the Church.
They do not only operate amongst the masses,
A priest only raises a militia when absolutely necessary. however. Confessors are often advisors to high-ranking
Without proper guidance, these groups can turn into Astra Militarum and Imperial Navy officers, Imperial
violent vigilante mobs. However, when directed by the Commanders, and other important personages, and
will and personality of an inspirational figure, they can sometimes, with special dispensation from the
be stalwart and valorous fighters. Ecclesiarchy, they may even lead Wars of Faith against
the sworn foes of the Emperor’s Light.
Since the opening of the Cicatrix Maledictum, worlds
across the Dark Imperium have raised Frateris Militias Each Confessor approaches their duties differently.
as a last-ditch defence against the darkness that has Some prefer fiery speeches and rabble-rousing to incite
enveloped them. There are more souls who march populations into a zealous fervour, while others use
beneath the banners of the Ecclesiarchy than have quieter words in the ears of guild leaders and other
done so since the Age of Apostasy, and few in the clergy organisations to form alliances and coalitions against
are entirely comfortable with the notion. the enemies of Man and guiding them along the paths
approved by the Ministorum.
Build Point Cost: 0
Build Point Cost: 40
Prerequisites
Tier: 1 Prerequisites
Species: Human Tier: 3
Attribute: Willpower 2 Species: Human
Skill: Ballistic Skill (1) or Weapon Skill (1) Attribute: Willpower 4, Fellowship 4
Skill: Persuade (3), Scholar (2)
Benefits
Keywords: Imperium Benefits
Influence Bonus: 0 Keywords: Imperium, Adeptus Ministorum, Priest
Fervour: When within hearing range of a character Influence Bonus: +3
with the Adeptus Ministorum keyword, a Incite Zeal: A Confessor adds +Rank to all Persuade
Frateris Militiaman increases their Resolve by Interaction attacks against targets with the
½ Rank. In addition, if that Adeptus Ministorum Imperium, Scum, or Heretic keywords. In
character has suffered any wounds during the addition, a Confessor may spend a Wrath point
current scene, the Frateris Militiaman’s Soak is to make themselves frenzied; If they do so,
increased by ½ Rank while they remain within they may also make all allies with the Imperium
ten metres. keyword within 15+Rank metres frenzied too.
Wargear: One ranged or melee weapon of Value 3 or Wargear: Laspistol, one melee weapon or one ranged
less of up to Common rarity, knife, symbol of weapon of up to Value 7 and a rarity of up to
devotion (tin aquila, devotional scroll, etc.).

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Rare, Rosarius, knife, clothing (Ministorum
robes), missionary kit, symbol of authority.

Adepta Sororitas
These additional archetypes cover other Orders within the Adepta Sororitas, as well as other specialisations to be
found in the Orders Militant.

Sister Dialogous Wargear: Laspistol, clothing (Sororitas vestments),


Speech and language are the speciality of the Orders copy of the Rule of the Sororitas, collection of
Dialogous. Those with an aptitude for translation find reference books, vox-caster.
their way into its ranks where they learn countless
Sister Famulous
languages and dialects. While there are branches of the
Sisters of the Orders Famulous are dedicated to the
Adeptus Terra dedicated to the study of linguistics, the
organisation of households. They serve the nobles and
Orders Dialogous use their talents in more practical
Imperial Commanders of the Imperium as advisors and
ways.
chatelaines. They run their client family’s affairs and
Though the all the Imperium converses in Imperial direct their businesses, ensuring both success and
Gothic, there are millions of dialects, creoles, argots, propriety. In this way, the Ecclesiarchy maintains
pidgins, and ethnolects, some of which may as well be control over the most powerful individuals in the
distinct languages, so far have they diverged from the Imperium.
Emperor’s Gothic. When a missionary finds a new
The Orders Famulous maintain their own ascetic
civilisation, a Sister Dialogous will be assigned to help
lifestyle and strive to contain the excesses of those
him learn the local language and communicate with the
they are assigned to. They arrange marriages and
newly discovered people. Similarly, the Dialogous
agreements between wealthy and noble families, quell
accompany the Astra Militarum and Imperial Navy,
long-term feuds and disputes, and settle matters that
translating the orders of high command into the varied
might otherwise jeopardise the stability of the region.
tongues of the common soldiers.
Build Point Cost: 10
The Sisters of the Orders Dialogous are also skilled
negotiators and mediators, and often work within the
Prerequisites
Adeptus Terra to aid discussions between disparate
Tier: 1
groups and individuals.
Species: Human
Build Point Cost: 0 Attribute: Intellect 2, Willpower 3, Fellowship 3
Skill: Leadership (1), Scholar (1)
Prerequisites
Tier: 1 Benefits
Species: Human Keywords: Imperium, Adeptus Ministorum, Adepta
Attribute: Intellect 2, Willpower 3 Sororitas, <ORDER>
Skill: Persuasion (1), Scholar (2) Influence Bonus: +1
Major-domo: A Sister Famulous adds +Rank to Scholar
Benefits tests to know information about noble families
Keywords: Imperium, Adeptus Ministorum, Adepta and similar high-status groups. In addition, a
Sororitas, <ORDER> Sister Famulous may, when acting on behalf of
Influence Bonus: +1 a client, add +Rank to Influence tests and
Linguist: A Sister Dialogous knows three additional interaction skills where social status is
languages and adds +Rank on Scholar tests relevant.
relating to language. In addition, an ally may Wargear: Laspistol, clothing (Sororitas vestments),
attempt Persuade or Intimidation tests against copy of the Rule of the Sororitas, collection of
characters who do not share a common reference books, vox-caster.
language so long as a Sister Dialogous is
present and knows the target’s language – the
Sister translates for her ally.
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Sister Seraphim Sister Repentia
Even amongst the highly skilled warriors of the Orders Those Sisters of the Adepta Sororitas who fail in their
Militant, the Seraphim are those who have proven duties or fall short of the standards of the Adepta
themselves exceptional. They are taught ancient Sororitas seek to repent their sins by casting aside their
martial techniques passed down from the founding of status, their arms, and their armour, and seeking
the Daughters of the Emperor, heightening their absolution in death. To their sisters, they are nameless,
coordination and agility and allowing them to move faceless outcasts, clad in chains, hoods, and tattered
and fight with exceptional swiftness. vestments, and only in death will their exile end.

Armed with a brace of pistols, and sophisticated jump Many Sisters Repentia travel in loose warbands led by
packs, Seraphim are known to be able to strike an overseer, but others travel alone, seeking out the
anywhere, descending from above amidst a hail of fire, enemies of the Imperium in dark places, waging one-
hitting hard and fast before moving to their next target. woman wars against the forces of darkness until they
are slain and go unto the Emperor’s judgement. When
Build Point Cost: 55
not in battle, they punish and purify themselves with
fasting, meditation, and self-flagellation.
Prerequisites
Tier: 3 Rarely, they can find redemption before death, often
Species: Human by receiving visions from the Emperor or with the
Attribute: Strength 3, Agility 5, Toughness 3, Willpower judgement of their former peers, but as most Sisters
4 Repentia chose their punishment, few seek to survive
Skill: Scholar (2), Ballistic Skill (4), Weapon Skill (3), Pilot
their atonement.
(3)
Build Point Cost: 40
Benefits
Keywords: Imperium, Adeptus Ministorum, Adepta Prerequisites
Sororitas, <ORDER> Tier: 2
Influence Bonus: +2 Species: Human
Angelic: Sisters Seraphim and allies within 15 metres Attribute: Strength 3, Agility 3, Toughness 4, Willpower
and line of sight add +Rank to Corruption tests. 3
Sisters Seraphim gain +Rank to any dice pool to Skill: Scholar (2), Weapon Skill (4)
resist psychic powers and effects. Sisters
Seraphim also have +1 Faith. Benefits
Wargear: Sororitas power armour, Chaplet Keywords: Imperium, Adeptus Ministorum, Adepta
Ecclesiasticus, two bolt pistols (with Matched Sororitas, <ORDER>
Pair upgrade), jump pack, clothing (Sororitas Influence Bonus: -2
vestments), writing kit, copy of the Rule of the Outcast: Sisters Repentia add +2DN to all interaction
Sororitas tests with other characters with the Adeptus
Ministorum or Adepta Sororitas keywords and
may not benefit from their Adepta Sororitas
keyword in social situations.
Penitent: Sisters Repentia add +Rank to Corruption
tests and all dice pools to resist psychic powers
and effects. Sisters Repentia may become
frenzied at will and may re-roll up to Rank dice
on Soak rolls.
Wargear: Eviscerator, clothes (tattered penitent
robes).

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Astra Militarum
These additional archetypes cover other common personnel found within the ranks of the Imperial Guard.

Imperial Guard Medic regional equivalents – command steadily more


Soldiers of the Astra Militarum who have been trained personnel.
in combat medicine, Medics are responsible for In its basic form, this archetype represents a
providing first response and front-line medical care to Lieutenant. Ascending the career to higher tiers will
their fellow guardsmen on the battlefield. They are create higher-ranking officers.
fighting chirurgeons, as comfortable with a medikit kit
as with their Lasguns. In battle, they fight shoulder-to- Build Point Cost: 15
shoulder with their comrades, only stopping to treat
wounds and, where necessary, administering the Prerequisites
Emperor’s Peace. Tier: 1
Species: Human
Build Point Cost: 0 Attribute: Fellowship 3
Skill: Ballistic Skill (2), Leadership (2)
Prerequisites
Tier: 1 Benefits
Species: Human Keywords: Imperium, Astra Militarum, <Regiment>,
Attribute: Intellect 3 Officer
Skill: Ballistic Skill (2), Medicae (2) Influence Bonus: +1
Voice of Command: An Officer may spend an action
Benefits giving an order to a character with the Astra
Keywords: Imperium, Astra Militarum, <Regiment> Militarum keyword who is within hearing
Influence Bonus: 0 range and subordinate to the officer. This
Field Medic: When an Imperial Guard Medic stabilises requires a Leadership test (DN 3). A successful
a dying character, each shifted Exalted Icon test allows the ordered character to gain one
restores one additional wound in the character of the following benefits (Officer’s choice) on
being stabilised. their next turn:
Regimental Affiliation: Select a regiment to which the
character belongs (see Regiments on page 114 • Reduce the DN penalty for taking a Multi-
of the Wrath & Glory rulebook). action by the Officer’s Rank.
Wargear: Flak armour, Lasgun, knife, guard issue mess • Add the Officer’s Rank as a bonus on one test
kit, blanket, grooming kit, Uplifting Primer, 3 they attempt.
ration packs, medikit.
• Add the Officer’s Rank as +ED on the damage
of one successful attack they make.
Imperial Guard Officer
Regimental officers hail from the same world as the An officer may issue orders to multiple characters,
troops they command, assuming officer rank at the adding +2 to the DN of the leadership test for
initial formation of the regiment. Prior to this, they may each character after the first being orders. All
have help positions of leadership within their world’s characters ordered must receive the same
PDF, or otherwise had some other status or authority. benefit.
This ensures that the common rank and file can look up Regimental Affiliation: Select a regiment to which the
character belongs (see Regiments on page 114
to familiar leaders, which ensures that the regiment is
of the Wrath & Glory rulebook).
a cohesive unit.
Wargear: Flak armour, Laspistol, chainsword, knife,
Lieutenants are the most junior officers on the field, guard issue mess kit, blanket, grooming kit,
controlling platoons and similarly sized groups. More Uplifting Primer, 3 ration packs.
senior officers – Captains, Majors, Colonels, and their

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Adeptus Astartes
These additional archetypes cover other common specialisations of Space Marine and Primaris Space Marine alike.

Assault Space Marine Devastator Space Marine


Assault Marines are those Space Marines equipped Devastators provide vital covering fire and long-ranged
with weapons for melee and close quarters combat, support for their brethren. This may take the form of
fighting as part of an Assault Squad. These warriors eliminating prime targets, heavy suppressive fire,
excel at close quarters fighting and are equipped with counter-battery fire against enemy heavy weapons, or
powerful jump packs that allow them to leap forwards the destruction of enemy armour. Each Devastator is
across the battlefield, closing the distance quickly and an expert at selecting the most important target, and
descending upon their foes at high speed and with they are all skilled marksmen. Their timely application
incredible force. of overwhelming firepower has been a crucial part of
countless victories.
Assault Marines normally form the vanguard of a Space
Marine attack, striking hard and fast against weak The long reach of a Devastator means that they are
points in the enemy formation. Infantry are torn apart largely static in the field, moving from a firing position
by blade and pistol, while krak grenades and other only to relocate to a new one. This is a rare occurrence,
demolition devices are used to break open enemy as the bulk of their weapons means that they are not
armour and fortifications. as effective when fired on the move, even with the
prodigious strength of their bearers, and a Devastator
Assault Marines are ever in danger of being outflanked redeploying is one who cannot lay down fire to support
and overwhelmed every time they range ahead of their his brethren.
brothers. Thus, even while they butcher their foes in
melee, they must remain aware of the situation around Devastators are trained to employ a wide range of
them, ready to withdraw and redeploy to avoid being different heavy weaponry, from heavy bolters that lay
stranded in in a sea of foes. down curtains of fire, to armour-piercing lascannons,
and versatile missile launchers, to more exotic plasma
In addition to being melee shock troops, Assault cannons, multi-meltas, and grav-cannons.
Marines are taught to operate the Chapter’s fast attack
vehicles, such as Bikes and Land Speeders. In these Build Point Cost: 55
roles, they still range ahead of the army to strike at the
enemy’s weak points, but the methods are very Prerequisites
different. Tier: 3
Species: Adeptus Astartes
Build Point Cost: 55 Attribute: Strength 4, Agility 4, Toughness 4
Skill: Ballistic Skill (3), Tech (3)
Prerequisites
Tier: 3 Benefits
Species: Adeptus Astartes Keywords: Imperium, Adeptus Astartes, <Chapter>
Attribute: Strength 4, Agility 4, Toughness 4 Influence Bonus: +1
Skill: Weapon Skill (3), Pilot (3) Unrelenting Devastation: When a Devastator Marine
sacrifices their move action to brace, and then
Benefits makes a ranged attack, they add 1/2 Rank to
Keywords: Imperium, Adeptus Astartes, <Chapter> their Ballistic Skill test and 1/2 Rank bonus ED
Influence Bonus: +1 to the weapon’s damage.
Hammer of Wrath: When an Assault Marine charges Wargear: Aquila power armour, bolt pistol, 3 frag and
into melee using his jump pack, all enemies krak grenades, and one of the following heavy
within 2m of the point where he lands must weapons (all of which are accompanied by an
pass an Agility test (DN 2+Rank) or be knocked ammunition backpack, barring the missile
prone. launcher): heavy bolter, missile launcher with
Wargear: Aquila power armour, bolt pistol, 6 frag and 6 krak missiles, lascannon, multi-
chainsword, 3 frag and krak grenades, jump melta, plasma cannon, or grav-cannon.
pack.
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Grey Knight Primaris Hellblaster
The Grey Knights are anathema to Daemons, their very Armed to provide heavy fire support to their brethren,
presence raw and painful to the creatures of the Warp. Hellblasters are all armed with sophisticated Plasma
No other warriors of the Emperor are so adept at Incinerators, functioning similarly to the Tactical
fighting Daemons, and each Battle-Brother is expertly Support Squads that once fought in the Legiones
trained in the many methods of banishing and Astartes. Witnesses have compared the firepower of a
destroying these deadly yet ephemeral foes. There are Hellblaster squad to that of a solar flare: those caught
many ways to banish a Daemon, almost as many as in their searing, blinding volley are swiftly annihilated,
there are Daemons themselves. So it is that the Grey reduced to ash, molten ruin, and acrid smoke.
Knights possess a myriad means for vanquishing the
The only real drawback of their lethal barrage is the
denizens of the Warp, though not every method works
relative scarcity and instability of their weapons. Thus,
on every Daemon, or even twice on the same creature.
Hellblasters are amongst the finest marksmen
The Chapter is therefore always adapting to combat
available, and they will only overcharge their weapons
the ever-changing face of their foe. It is a constant war
when absolutely necessary. However, such dire
of escalation that has been waged since the inception
circumstances are not uncommon in these dark times,
of the Chapter and before, when the Emperor first
and more than one squad has consigned themselves to
began unravelling the secrets of the Warp. For every
fiery martyrdom in the name of maximising their
weapon and tactic that the Grey Knights develop and
firepower
employ, the Daemons counter with Warp-sorcery and
trickery. Build Point Cost: 60
Build Point Cost: 60
Prerequisites
Tier: 4
Prerequisites
Species: Primaris Astartes
Tier: 3
Attribute: Strength 4, Agility 4, Toughness 4
Species: Adeptus Astartes (Grey Knights chapter only)
Skill: Ballistic Skill (4), Tech (4)
Attribute: Strength 4, Agility 4, Toughness 4
Skill: Weapon Skill (4), Psychic Mastery (2), Scholar (2)
Benefits
Keywords: Imperium, Adeptus Astartes, Primaris,
Benefits
<Chapter>
Keywords: Imperium, Adeptus Astartes, Grey Knights,
Influence Bonus: +1
Psyker, Inquisition, Ordo Malleus
Hellblaster Focus: When firing a plasma incinerator
Influence Bonus: +1
(including assault plasma incinerators and
Rites of Banishment: A Grey Knight begins play with
heavy plasma incinerators), Hellblasters gain
the Rites of Banishment psychic power and one
+1/2 Rank bonus ED to weapon damage.
minor psychic power. He may also purchase
Wargear: Mark X Tacticus power armour, plasma
additional minor psychic powers and Sanctic
incinerator, heavy bolt pistol, Astartes combat
Psychic powers, subject to Tier restrictions.
knife, 3 frag and 3 krak grenades.
Wargear: Aquila power armour, aegis, nemesis force
sword, storm bolter, 3 psyk-out grenades,
armoured copy of the liber daemonica.

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Primaris Inceptor Primaris Reiver
The swiftest Primaris Marines, Inceptors are spearhead Reivers are infiltration, assault, and terror specialists,
troops, arriving in battle from the skies and delivering creeping up upon an enemy before unleashing a brutal
a massive blow that leaves the enemy reeling as the and terrifying attack. A Reiver assault is an abrupt
second wave of troops arrive to drive home the attack. cacophony of bolter fire, grenade detonations, and
Equipped with heavy jump packs and the sturdy Gravis vox-amplified battle-cries, which ends as suddenly as it
armour variant, Inceptors are able to withstand re- begins, leaving any survivors stunned into inaction as
entry from the edge of a planet’s atmosphere, the Reivers withdraw to find new prey.
plummeting into battle from far above at break-neck
The Reivers’ armament is perfectly suited to this end.
speeds. Many Inceptor squads use this to their
Their armour is a stripped-down variant which allows
advantage, descending within debris from orbital
for greater mobility, while being modified for
battles to disguise their approach.
completely silent running; a modification adopted from
When they make planetfall, striking the ground with Raven Guard armourers. Their skull-mask helms also
thunderous force, Inceptors unleash a torrent of fire broadcast the roars and battle cries of the wearer,
from their twinned Assault Bolters, tearing foes apart amplifying them in such a way as to inspire fear and
in moments before the Inceptors leap to the skies panic. They pair this with grav-chutes that allow them
again, seeking a new target. to descend silently into position, and grapnel guns that
allow them to scale obstacles like buildings easily.
Build Point Cost: 70
These are then accompanied by the sound and fury of
debilitating shock grenades, and compact bolt
Prerequisites
carbines, heavy bolt pistols, and combat knives for the
Tier: 4
Species: Primaris Astartes actual killing.
Attribute: Strength 4, Agility 4, Toughness 4 Build Point Cost: 50
Skill: Ballistic Skill (4), Pilot (4)
Prerequisites
Benefits Tier: 4
Keywords: Imperium, Adeptus Astartes, Primaris, Species: Primaris Astartes
<Chapter> Attribute: Strength 4, Agility 5, Toughness 4
Influence Bonus: +1 Skill: Ballistic Skill (4), Stealth (3), Weapon Skill (4)
Meteoric Impact: When an Inceptor charges into
melee using his heavy jump pack, all enemies Benefits
within 2m of the point where he lands must Keywords: Imperium, Adeptus Astartes, Primaris,
pass an Agility test (DN 2+Rank) or be knocked <Chapter>
prone and suffer a Mortal Wound. Influence Bonus: +1
Wargear: Mark X Gravis power armour with jump pack Terror Troops: Enemies who encounter a Reiver must
and grav-chute, two Assault Bolters make a Fear test (DN 2+ ½ Rank).
Wargear: Mark X Phobos power armour, heavy bolt
pistol, bolt carbine, Astartes combat knife,
grav-chute, grapple gun, 3 shock grenades, 3
frag grenades, 3 krak grenades

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Primaris Incursor Primaris Infiltrator
Incursor Squads fulfil an aggressive, close-quarters Clad in Mark X Phobos Armour, Infiltrators are
gunfighting role within Astartes forces. Their mission responsible for disrupting enemy communications and
typically sees them storming defended positions, sabotaging targets of opportunity. Their back-mounted
flanking, or spearheading advances to rapidly knock Omni-Scramblers intercept signals across a broad
out key enemy assets such as power generators and spectrum, scrambling frequencies and shutting down
communication centres. Key to this role are their enemy communications. When the time comes for the
Occulus Bolt Carbines. and the Divinator-class Infiltrators to fight directly, they emerge from their
Auspexes that feed directly into their highly advanced hiding places under cover of smoke grenades and cut
transpectral combat visors. This remarkable down their foes with disciplined volleys from their
combination of visual and multi-spectral observation marksman Bolt Carbines.
and analysis technology gathers every scrap of data
Infiltrators are drilled extensively in survival and self-
from the wearer's surroundings. It employs a slaved
sufficiency techniques due to the long lengths of time
Machine Spirit to collate the findings at a thousand
they spend behind enemy lines.
times the speed of human thought and feed the
resultant information to the Incursor's field of vision. Build Point Cost: 50
Armed with this tightly controlled flood of intelligence,
Incursors fight in an almost precognitive fashion. Prerequisites
Tier: 4
The visors of the Incursors also allow them to see foes Species: Primaris Astartes
through solid walls, smoke, and absolute darkness. Attribute: Agility 5, Toughness 4, Intellect 4
They can detect high-altitude drop troops, the Skill: Stealth (4), Survival (3), Tech (3)
signatures of teleporting foes before they materialize,
the tectonic tremors that indicate an enemy is about to Benefits
emerge from a tunnel, and even the predictive models Keywords: Imperium, Adeptus Astartes, Primaris,
of their opponents' fighting patterns in real time. They <Chapter>
coupled this ability with constant training in Combat Influence Bonus: +1
Knife techniques and heavy duty Haywire Mines to Voxbane: When an Infiltrator makes a Tech interaction
knock out enemy armor. attack against enemies, the range of the attack
is multiplied by 1+Rank.
Build Point Cost: 50 Wargear: Mark X Phobos power armour, bolt pistol,
Marksman bolt carbine, Astartes combat knife,
Prerequisites 3 smoke grenades, 3 frag grenades, 3 krak
Tier: 4 grenades
Species: Primaris Astartes
Attribute: Strength 4, Agility 5, Initiative 4
Skill: Ballistic Skill (4), Stealth (3), Weapon Skill (4)

Benefits
Keywords: Imperium, Adeptus Astartes, Primaris,
<Chapter>
Influence Bonus: +1
Close Quarters Assault: When making a melee attack,
or a ranged attack at short range, against an
enemy in cover, an Incursor may re-roll up to
Rank dice.
Wargear: Mark X Phobos power armour, bolt pistol,
Occulus bolt carbine, Divinator-class Auspex,
two Astartes combat knives (with Matched
Pair upgrade), 3 smoke grenades, 3 frag
grenades, 3 krak grenades

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Primaris Eliminator Primaris Aggressor
Dedicated marksmen, these fire support Primaris Clad in heavy Gravis power armour, and armed with a
Marines haunt the shadows of the battlefield, seeking fearsome array of weaponry, Primaris Aggressors are
out high-value targets and bringing them down with warriors armed to unleash overwhelming firepower at
pinpoint volleys of bolt rounds. close range. They are used to counter-attack against
enemy assaults, or to spearhead heavy advances into
Eliminator Squads utilize a version of the Mark X
dense terrain, where the short range of their weaponry
Phobos Armour, allowing them to operate with
is of little detriment. Any who get past the fusillade of
maximum stealth. These warriors serve as dedicated
shells from the Aggressor’s Boltstorm Gauntlets and
marksman and fire support specialists that haunt the
grenade launchers are met by the gauntlets themselves
shadows of the battlefield seeking out targets of
– a pair of crackling power fists, that tear through
opportunity and bringing them down from a range.
armour and crush flesh and bone with ease.
Their primary armament is the Mark III Shrike Pattern
Bolt Sniper Rifle, Las Fusil, or Instigator Bolt Carbine. Unlike other fire support troops, Aggressors’ armour
allows them to fire effectively on the move, making
The optical sights of this weapon can be tailored for any
them ideal for battles in confined spaces.
situation, from thermoscopic vision to precision auspex
scans that can penetrate several feet of solid matter. Build Point Cost: 80
Once locked on to, there is nowhere for an Eliminator's
prey to hide. Each member of the squad carries spare Prerequisites
magazines filled with special ammunition, tailored for Tier: 4
every eventually. Hyperfrag rounds detonate in a Species: Primaris Astartes
shower of shrapnel, Executioner rounds are Attribute: Strength 5, Agility 3, Toughness 4
sophisticated self-guided missiles slaved to a Skill: Ballistic Skill (4), Weapon Skill (4)
miniaturized cogitator that can seek their target from
Benefits
behind cover, while mortis rounds spew self-replicating
Keywords: Imperium, Adeptus Astartes, Primaris,
mutagenic toxins into the flesh of a target.
<Chapter>
Build Point Cost: 60 Influence Bonus: +1
Fire Storm: Aggressors who sacrifice their move to
Prerequisites Brace may double the Salvo rating of their
Tier: 4 weapons until the start of their next Turn.
Species: Primaris Astartes Relentless Advance: Aggressors do not suffer any DN
Attribute: Strength 4, Agility 5 increase when fire an Assault weapon as part
Skill: Ballistic Skill (4), Stealth (4) of a Run action.
Wargear: Mark X Gravis power armour with Fragstorm
Benefits grenade launcher and ammunition backpack,
Keywords: Imperium, Adeptus Astartes, Primaris, two Auto Boltstorm Gauntlets.
<Chapter>
Influence Bonus: +1
Precision Fire: When an Eliminator aims, they may add
+1/2 Rank additional dice to their next ranged
attack, in addition to other benefits.
Wargear: Mark X Phobos power armour, bolt pistol,
bolt sniper rifle, Astartes combat knife, camo
cloak, 3 frag grenades, 3 krak grenades

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Codicier Epistolary
Librarians are the psykers of the Space Marines who While most Librarians never rise above the rank of
survive an Adeptus Astartes Chapter's rigorous Codicier, a few continue to develop their gifts and grow
screening and training to bend the powers of the Warp in strength until they attain the rank of Epistolary.
to their will for the benefit of their fellow Battle- Epistolaries fulfil two main roles within the Chapter:
Brothers and in service to the Emperor of Mankind. firstly as potent battle psykers who can combat the
Beyond their psychic duties, the Librarians of the deadliest of foes, and secondly as psychic
Astartes are also expected to record the great deeds of communications officers for their Chapter's fleet.
their Chapter and maintain the Chapter's storehouse of
In this role they form the basis of the Chapter's
ancient lore, the functions for which they are named.
strategic command and control, directing fleets,
Within the Chapter, all Librarians hold a rank based on coordinating mass planet-drops, and providing vital
their level of training and their standing amongst their intelligence during invasions and assaults.
peers. In part these ranks indicate their principal role,
Even on the battlefield an Epistolary can send and
be it on the battlefield or in the Librarius, but they are
receive psychic messages. Epistolaries have more
also used to establish a clear chain of command from
mastery over their psychic powers than other, lesser-
the Chief Librarian down to the lowest Lexicanium. By
ranked Librarians, which allows them to use their
the time a Librarian reaches the rank of Codicier, his
abilities more effectively in combat.
command of his powers is almost fully realised and only
the truly gifted will advance beyond this point. Build Point Cost: 80
Build Point Cost: 60
Prerequisites
Tier: 4
Prerequisites
Species: Adeptus Astartes or Primaris Astartes
Tier: 3
Attribute: Strength 5, Agility 5, Toughness 5, Willpower
Species: Adeptus Astartes or Primaris Astartes
3
Attribute: Strength 4, Agility 4, Toughness 4, Willpower
Skill: Ballistic Skill (3), Weapon Skill (3), Scholar (3),
2
Psychic Mastery (4)
Skill: Ballistic Skill (2), Weapon Skill (2), Scholar (2),
Psychic Mastery (3)
Benefits
Keywords: Imperium, Adeptus Astartes, <Chapter>,
Benefits
Psyker. Primaris Astartes also receive the
Keywords: Imperium, Adeptus Astartes, <Chapter>,
Primaris keyword.
Psyker. Primaris Astartes also receive the
Influence Bonus: +2
Primaris keyword.
Potent Psyker: An Epistolary begins play with the smite
Influence Bonus: +1
and telepathy psychic powers and one minor
Psyker: A Codicier begins play with the smite psychic
psychic power. He may also purchase
power and one minor psychic power. He may
additional minor psychic powers, Universal
also purchase additional minor psychic
Psychic powers, and either Librarius psychic
powers, Universal Psychic powers, and either
powers or powers from another Astartes
Librarius psychic powers or powers from
discipline according to their Chapter, subject to
another Astartes discipline according to their
Tier restrictions. In addition, an Epistolary
Chapter, subject to Tier restrictions.
reduces the DN penalty caused by sustaining
Wargear (Adeptus Astartes): Aquila power armour,
multiple psychic powers by Rank.
force sword, psychic hood, bolt pistol, 3 frag
Wargear (Adeptus Astartes): Aquila power armour,
and 3 krak grenades.
force sword, psychic hood, bolt pistol, 3 frag
Wargear (Primaris): Mark X Tacticus power armour,
and 3 krak grenades.
force sword, psychic hood, heavy bolt pistol, 3
Wargear (Primaris): Mark X Tacticus power armour,
frag and 3 krak grenades.
force sword, psychic hood, heavy bolt pistol, 3
frag and 3 krak grenades.

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Apothecary Techmarine
The Apothecary's role is to serve as a field medic and Space Marine Chapters identify prospective
bio-researcher. Along with being highly trained in Techmarines from within their own companies,
medicine, they are elite warriors, the better to protect favouring those who show the greatest affinity for
their brothers where the battle is hardest. machines. These aspirants are then sent to Mars for
thirty years of training, where they are taught the lore
Apothecaries are greatly honoured within the Chapter,
of the Machine God, how to divine the Runes of
as they are responsible for maintaining the purity of its
Engineering and the Liturgy of Maintenance. The
gene-seed. If its gene-seed were to become mutated,
rituals, furthermore, have variations to cover every
it could well bring the Chapter's extinction or its fall to
conceivable circumstance in battle. A fully-fledged
Chaos. Their skills and equipment, when combined
Techmarine is expected to be able to "feel" the pain of
with the added organs and resilience of a Space
a damaged machine and heal it. Techmarines pledge
Marine, allow an Apothecary to perform battle surgery
allegiance to both the Cult Mechanicus and their
with a good chance of success.
Chapter, which makes them something of an oddity
It is also the Apothecary's duty to harvest from the among their battle-brothers.
bodies' of fallen Marines the two implanted Progenoid
A Techmarine's armour is modified to accommodate
glands, allowing for the gene-seed material to be
his cybernetic enhancements and his armour's
cultivated and re-implanted in a Neophyte. Marines
backpack is also upgraded with several servo-arms and
rarely go into battle without an Apothecary being
mechadendrites. His armour bears the rust-red colours
available, as every Marine is a valuable resource and to
of the Adeptus Mechanicus, but his Chapter badge is
lose any of their gene-seed would be a blow to the
retained and displayed on one of the shoulder guards,
Chapter.
so as not to disrespect the armour's spirit.
Build Point Cost: 50
Build Point Cost: 55
Prerequisites
Prerequisites
Tier: 3
Tier: 3
Species: Adeptus Astartes or Primaris Astartes
Species: Adeptus Astartes or Primaris Astartes
Attribute: Strength 4, Agility 4, Toughness 4
Attribute: Strength 4, Toughness 4, Intellect 3
Skill: Weapon Skill (3), Ballistic Skill (3), Scholar (2),
Skill: Weapon Skill (3), Ballistic Skill (3), Scholar (1),
Medicae (3)
Tech (3)
Benefits
Benefits
Keywords: Imperium, Adeptus Astartes, <Chapter>.
Keywords: Imperium, Adeptus Astartes, <Chapter>,
Primaris Astartes also receive the Primaris
Adeptus Mechanicus, Cult Mechanicus.
keyword.
Primaris Astartes also receive the Primaris
Influence Bonus: +2
keyword.
Battlefield Medic: When an Apothecary attempts a
Influence Bonus: +1. Techmarines may use their
Medicae test, they may choose to gain two of
Intellect instead of their Fellowship to
the benefits listed on page 166 of the Wrath &
determine their Influence.
Glory rulebook (remove a combat effect,
Rite of Repair: Techmarines automatically reduce the
stabilise a dying character, heal a wounded
time by half for any Tech test. They receive
character, heal shock) rather than one. The DN
+Rank on Tech tests to fix or repair damaged
for this is equal to the highest DN for either of
machines.
the options chosen, +2.
Wargear (Adeptus Astartes): Aquila power armour,
Wargear (Adeptus Astartes): Aquila power armour,
bolt pistol, Omnissian Axe, 3 frag and krak
bolt pistol, chainsword, 3 frag and krak
grenades, augmetic servo-arm, choice of two
grenades, Narthecium, Reductor.
augmetics.
Wargear (Primaris): Mark X Tacticus power armour,
Wargear (Primaris): Mark X Tacticus power armour,
Absolvor bolt pistol, chainsword, 3 frag and
heavy bolt pistol, Omnissian Axe, 3 frag and
krak grenades, Narthecium, Reductor.
krak grenades, augmetic servo-arm, choice of
two augmetics.
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An Abundance of Apocrypha
Chaplain
Each Chapter has its own unique cult, which is often
thousands of years old. As these cults often predate the
rise of the Ecclesiarchy, the Chapter cults are not
simply facets of the common Imperial Cult. While the
Ecclesiarchy and its lay followers worship the Emperor
of Mankind as a deity, several Chapter cults regard him
as merely a brilliant and inspirational man, though with
scarcely less reverence. As in all things, this view of the
Emperor's divinity, or lack thereof, varies from Chapter
to Chapter. The chapter's own Primarch is also a major
part of the Chapter's specific cult, revered as much as
the Emperor.

A formal sign of entente between the Ecclesiarchy and


the Space Marines is the Rosarius, a holy symbol, taking
the form of a necklace, amulet or brooch which often
displays the Imperial Eagle or the Crux Terminatus, or
other shapes to suit the particular devotional qualities
of the Chapter concerned. Gifted to Space Marine
Chaplains by the Ecclesiarchy, this blessing represents
the brotherhood of the Imperial Faith and formally
marks the continuance of religious concord between
the two groups. In practice, though, the link between
the organisations remains rather tenuous.

Build Point Cost: 60

Prerequisites
Tier: 4
Species: Adeptus Astartes or Primaris Astartes
Attribute: Strength 5, Agility 5, Toughness 5,
Fellowship 3
Skill: Weapon Skill (4), Scholar (4), Intimidation (3)

Benefits
Keywords: Imperium, Adeptus Astartes, <Chapter>,
Adeptus Ministorum, Priest. Primaris Astartes
also receive the Primaris keyword.
Influence Bonus: +3.
Spiritual Leaders: A Chaplain, and all allies with the
Imperium keyword within 15+Rank metres,
may add +Rank to their Resolve.
Wargear (Adeptus Astartes): Aquila power armour,
bolt pistol, Crozius Arcanum, 3 frag and krak
grenades, Rosarius.
Wargear (Primaris): Mark X Tacticus power armour,
Absolvor bolt pistol, Crozius Arcanum, 3 frag
and krak grenades, Rosarius.

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An Abundance of Apocrypha
Agents of the Imperium
Those who serve the Imperium come in many forms, and a few more of those forms are covered by these additional
archetypes.

Astropath Prerequisites
Astropaths are psykers collected by the Imperium's Tier: 2
Black Ships whose powers are considerable, but who Species: Human
lack the mental strength to resist the dangers of the Attribute: Willpower 4
Skill: Psychic Mastery (1)
Warp.

They are trained at the Adeptus Astra Telepathica, Benefits


where they undergo years of training and extensive Keywords: Imperium, Adeptus Astra Telepathica,
indoctrination. At the end of this period, they undergo Psyker, Scholastica Psykana
a techno-arcane ritual, known as Soul Binding. They Influence Bonus: 0
prepare for months, fasting and praying; then they are Psyker: An Astropath begins play with one minor
psychic power and the telepathy psychic
brought a hundred at a time in procession to the
power. They may purchase additional Minor
Emperor's Palace and the ritual takes place: they kneel
Psychic Powers, Universal Psychic powers, and
before the Emperor and he himself (being the only
Psykana psychic powers, subject to Tier
psyker powerful enough to complete such a task) restrictions.
reshapes their very minds. Soul-Bound: An Astropath permanently has the
blinded condition, but they are able to perceive
On one side, Soul Binding shapes their powers,
the world using their psychic senses and are
allowing them to safely interact with the Warp and to
treated as if able to see normally (including
broadcast messages through it and preventing them
colour, detail, and being limited by
from being tainted by the Warp: they resist easier than obstructions) so long as nothing prevents them
other psykers to daemonic possession and daemons' using their psychic powers. They gain +Rank to
powers and they are even less prone to the Perils of the all tests to resist corruption or possession.
Warp. In fact, after the ritual they are linked to the Finally, by entering a trance-like state (a
Emperor and their new abilities are a result of the process taking ten minutes to prepare, during
combination of their powers with a fraction of the which time they cannot move or take any other
Emperor's. physical action), they may use the telepathy
power to transmit distances over light years,
On the other side, Soul Binding is not an absolutely safe instead of metres.
measure, so Astropaths still face the risk of succumbing Wargear: Laspistol, staff, Psykana mercy blade,
to daemons. In addition, during the ritual they must clothing (Astropath’s robes), blanket,
endure several hours of agony and this results in a real grooming kit, 2 ration packs.
trauma. In general, all have their personalities altered
to some extent. Touching the mind of the God-Emperor
himself is also such an intense sensory experience that
it completely overloads their sensory organs, to the
point that some of the Astropaths are killed or driven
insane during the process. Those who survive are
permanently blinded and most of them even suffer
from nerve damage, which results in a loss of smell,
touch or hearing. Although blinded, Astropaths make
up for their sensory lacks with the help of their psychic
abilities: they develop a sort of "near-sense", which
means that few of them choose to have mechanical
eyes implanted.

Build Point Cost: 60

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Sister of Silence Arbitrator
The Sisters of Silence, also known as the Anathema The Adeptus Arbites are the police force of the Adeptus
Pskyana or Silent Sisterhood, are an ancient, anti- Terra, devoted to enforcing Imperial law throughout
psychic militant order. They were the militant arm of the entire Imperium. Utterly dedicated and without
the Adeptus Astra Telepathica during the Great mercy, the Arbites are feared throughout the galaxy,
Crusade and were internally referred to as the for they are the agents of a harsh law, where failure
organization's Departmento Investigates. Together and incompetence are crimes, and the only
with the Adeptus Custodes they represented the punishment is death. Arbites are empowered to act as
Talons of the Emperor being the left hand of the judge, jury and executioner – citizens have no rights,
Emperor. Fragmented and scattered after the Horus and only members of the Priesthood of Terra or the
Heresy, they were brought back under Imperial control Inquisition could claim anything so elaborate as a trial.
by Roboute Guilliman in M41. Its ranks consist entirely
The Adeptus Arbites enforce the Lex Imperialis,
of Pariahs.
embodied within the great Book of Judgement. Their
The Sisters of Silence have a long history, originally organisation represents the soldiers and police of the
operating from the Somnus Citadel on Luna. They were Adeptus Terra. Each of the Imperium's worlds have
an all-female order, in much the same way as the their own government, laws, and their own local police
Adepta Sororitas; the major difference is that the forces to enforce those laws. The Arbites concern
Sisters were all Blanks. Recruited from Untouchable themselves only with the enforcement of the broader
stock, the Sisters are anathema to psykers. Their very laws to which the entire Imperium is subject. The
presence disrupts psychic activity and they are common duty of the Arbites is overseeing that the
presumed to have been immune to most forms of Governor of each world is regularly paying his planets
psychic assault. The main purpose of the Sisters of Tithe. In the event of a rogue Governor or a major
Silence is therefore to seek out and apprehend psykers. revolt which threatens Imperial rule, the Arbites will
As warrior-investigators they were involved in all brutally intervene to restore order. As a result of their
aspects of the capture and transportation of psychic constant oversight the presence of Arbites are often a
individuals and still are found among the crew of the source of discontent for Governors, but something
Black Ships. they must nonetheless tolerate.

Build Point Cost: 40 Build Point Cost: 30

Prerequisites Prerequisites
Tier: 3 Tier: 2
Species: Pariah Species: Human
Attribute: Agility 3, Willpower 3, Initiative 3 Attribute: Initiative 3, Strength 3, Toughness 3,
Skill: Weapon Skill (3), Ballistic Skill (3), Investigation (2) Intellect 2
Skill: Ballistic Skill (2), Investigate (2), Intimidation (2)
Benefits
Keywords: Imperium, Adeptus Astra Telepathica, Benefits
Silent Sisterhood Keywords: Imperium, Adeptus Arbites
Influence Bonus: +1 Influence Bonus: +1
Witch Hunter: A Sister of Silence gains +Rank on all I Am The Law: When making an Intimidation
attacks made against characters with the Interaction attack, an Arbitrator may affect
Psyker keyword. multiple targets, increasing the DN by +2 for
Wargear: Light Power Armour, Psyk-out Grenades, each target after the first. The Arbitrator may
knife, and one of the following: boltgun, reduce the total DN penalty by Rank.
flamer, executioner greatblade. Wargear: Arbites Carapace, combat shotgun or shock
maul and suppression shield, magnacles, Book
of Judgement (abridged).

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Eversor Assassin Benefits
The Templum Eversor is one of the temples that makes Keywords: Imperium, Officio Assassinorum, Templum
up the Officio Assassinorum. Where other Temples Eversor
produce assassins, who specialize in stealth and Influence Bonus: 0
subtlety, Eversor assassins are berserk killing machines, Dodge: An Eversor Assassin may Soak mortal wounds
trained to wipe out entire command hierarchies or and may roll Agility rather than Toughness
when doing so.
heretic families, in spectacular fashion. The Eversor
Terror Incarnate: Enemies who encounter an Eversor
Temple itself is located in one of the magnetic poles of
Assassin must make a Fear test (DN 2+Rank).
Terra. Alchemical Metabolism: When an Eversor Assassin
Eversor Assassins are the most gruesome products of suffers one or more Wounds in melee, roll 1d6;
the Officio Assassinorum. They are drug crazed killing on a 4+, the attacker suffers a Mortal Wound.
If an Eversor is slain, the Eversor detonates
monsters, enhanced by bio-engineering and
with a Small Blast, inflicting 10+2ED damage
experimental surgical procedures. Their state of mind
with AP-2.
is amplified to turn a mere dislike for the enemy into Wargear: Augmetic viscera, cardioproxy, reflex
raging hatred, or the wish to serve the Imperium into catalyst, sinew armature, executor pistol,
suicidal determination. Their main objective on the sentinel array, neuro-gauntlet, power sword, 3
battlefield is to rip out the heart of an enemy operation melta bombs, Eversor combat drugs (3 doses
in the most unsubtle way. By slaughtering all enemies of Fury, 3 doses of Destroyer, 1 dose of
in the vicinity, they ensure the command structure is Terminus), Bodyglove
entirely destroyed.
Callidus Assassin
These psychotic assassins are trained to be utterly
The Callidus Assassins are the most cunning of all the
ruthless and completely dedicated to the Imperium. In
assassins. Their greatest asset is their ability to use the
addition, specialized use of genetics and human
shape-changing drug Polymorphine. This drug, coupled
biology result in the Eversors' modification to be more
with special training, allows Callidus agents to change
efficient killers making them almost superhuman. Their
their very shape and appearance allowing them to
bodies are modified to make them superb killing
impersonate other persons, members of the opposite
machines and include augmentations that strain the
sex, and even humanoid xenos like Orks and Eldar.
limits of their human physiology through the use of
Meh'Lindi, one of the most cunning agents, managed
bionics and genetic alterations; the assassin is
to successfully impersonate a Genestealer Hybrid at
implanted with adrenal ducts, which speed up the
least twice (though she required additional surgery to
brain's higher functions, allowing the Eversor to make
complete the illusion).
complex calculations and tactical decisions in seconds.
The adrenal ducts are also able to feed the brain, This makes them experts at getting close to their
allowing the assassin to work briefly in a hard vacuum. targets, be they rebellious Imperial Governors, corrupt
In addition, a secondary heart is implanted in order to Imperial high officials, heretic prophets, or alien
help the assassin's body cope with the various changes leaders. This allows them to manipulate the enemy's
and to act as a fail-safe in case the primary heart is plans and eventually assassinate the main target at the
damaged in combat. best possible moment. Once the target is eliminated,
the Assassin may even replace the victim by assuming
Build Point Cost: 150
his appearance. Polymorphine works better with
women, and therefore the vast majority of the temple
Prerequisites
operatives are female.
Tier: 5
Species: Human The traitor Primarch Konrad Curze, aka "Night
Attribute: Strength 5, Agility 5, Toughness 5, Initiative Haunter", was assassinated by M'Shen, a Callidus
5 Assassin. However, he allowed her intrusion as he
Skill: Weapon Skill (5), Ballistic Skill (5), Intimidation (5), wanted to die - to show that his rebellion was justified.
Stealth (5)
Build Point Cost: 150

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Prerequisites sun, and which is beyond the reach of the
Tier: 5 Astronomican. The Eldar, whose leaders are usually
Species: Human psychics, fear the Culexus greatly. Farseer Alladrios
Attribute: Agility 5, Fellowship 5, Toughness 5, Kulcassian of Craftworld Alaitoc coordinated a
Initiative 5 centuries-long effort to locate and destroy this temple.
Skill: Weapon Skill (5), Cunning (5), Deception (5), Somehow, he discovered the location and dispatched
Stealth (5) the Legacy of Eldanesh, a Shadow-class cruiser.
However, using his precognitive powers, he discovered
Benefits
to his amazement that the temple's destruction would
Keywords: Imperium, Officio Assassinorum, Templum
lead to the Annihilation of Alaitoc. Choosing the lesser
Callidus
of two evils, he re-called the cruiser home.
Influence Bonus: 0
Evade: A Callidus Assassin increases her Defence by ½ Build Point Cost: 150
Rank; in addition, she may Soak mortal
wounds, and may roll Agility rather than Prerequisites
Toughness when doing so. A Callidus Assassin Tier: 5
may Disengage from combat as a Free Action. Species: Pariah
Sow Discord: When under the effects of Polymorphine Attribute: Strength 5, Agility 5, Initiative 5, Willpower
or otherwise disguised as someone else, a 5
Callidus Assassin gains +Rank to all Deception Skill: Weapon Skill (5), Ballistic Skill (5), Stealth (5)
Interaction Attacks.
Wargear: C’Tan Phase Sword, Neutral Shredder, Benefits
Polymorphine (2 doses), Poison Blades,
Keywords: Imperium, Officio Assassinorum, Templum
Bodyglove
Culexus
Influence Bonus: 0
Culexus Assassin
Dodge: A Culexus Assassin may Soak mortal wounds
The Culexus Assassins are the most sinister, feared, and and may roll Agility rather than Toughness
hated of all Imperial Assassins. They are null-entities in when doing so.
the warp, and their unnatural lack of a presence Life Drain: A character with the Psyker keyword who
inspiring a sense of unease even in non-psykers. To ends their turn within 2m of a Culexus Assassin
psykers their mere presence is terrifying, invoking must pass a Willpower test (DN is the Culexus
panic. In the confusion caused by this fear, the assassin Assassin’s Willpower) or suffer 1d3+2 Shock.
can move in on its target and eliminate them. To purely Wargear: Etherium, Force Matrix, Animus Speculum,
psychic entities like daemons, they are nigh-invisible. Psyk-Out Grenades, Bodyglove

The Culexus Assassins possess the "Pariah Gene", Vindicare Assassin


making them for all intents, "soulless," accounting for The Vindicare Assassins specialise in vengeance and
their lack of warp-presence. This gene manifests itself revenge killings. They make use of a specially designed,
very rarely, in a single individual among a billion, or long-range Sniper Rifle called the Exitus Rifle. The
more. This extreme rarity, coupled with the inevitable Vindicare Assassin brings inglorious death to the
losses during training, makes the Culexus assassins the Emperor's enemies with a Sniper's bullet. Vindicare
rarest of all Imperial assassins. The Culexus temple is Assassins have been known to wait in a position for as
known to hunt down and recruit these Pariahs but also long as two weeks before taking a shot. Many
to vat-grow them. Due to the nature of being rebellions and cults have been ended with one, perfect
parentless, combined with the pariah gene making shot from a Vindicare's rifle.
them seem soulless, these Culexus struggle with social
interaction. Whilst able to mimic predictive human The Vindicare Temple teaches the assassin the art of
behaviour of a character they are playing as part of a patience and the perfection of marksmanship. These
mission they are unlikely to actually feel emotions. stoic assassins are conditioned by their temple to be
unflinchingly loyal to the Imperium, often being trained
The location of the Culexus temple is a closely guarded to limit their vocabulary only to words that are useful
secret, said to be located on a planet which orbits no for their profession, cutting off all emotional

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attachments to other humans so that they will never
hesitate to eliminate any target. The intense training of
a Vindicare Assassin enables them to pick out a single
target even amongst roving hordes of enemies on the
battlefield.

In one celebrated (but carefully concealed)


engagement, a massed Eldar assault in the Lammas
Campaign was halted by a lone Vindicator Assassin
hiding in a ruined tower. The Eldar advance in the face
of this tower was stalled again and again by a hail of
deadly sniper fire which slew Exarchs, Warlocks, and
Support Weapons crews in quick succession.
Eventually, the Eldar called in their scouts to clear the
tower, but when they entered it they found it full of
grenade traps ready to meet them.

Build Point Cost: 150

Prerequisites
Tier: 5
Species: Human
Attribute: Agility 6, Initiative 6, Willpower 5
Skill: Ballistic Skill (6), Cunning (5), Awareness (6),
Stealth (5)

Benefits
Keywords: Imperium, Officio Assassinorum, Templum
Vindicare
Influence Bonus: 0
Dodge: A Vindicare Assassin may Soak mortal wounds
and may roll Agility rather than Toughness
when doing so.
Expert Shot: A Vindicare Assassin increases the range
of all ranged weapons they wield by +50%.
Perfect Shot: If a Vindicare aims, they may add +Rank
to their Ballistic Skill test, in addition to any
other benefits.
Hipshooting: A Vindicare may make an attack with
their Exitus Pistol while running, as if the Exitus
Pistol had the Assault quality. They do not
suffer any DN penalty for this attack.
Wargear: Exitus Longrifle, Exitus Pistol, Exitus
Ammunition (one Reload Shield-Breaker, one
Reload Turbo-Penetrator, one Reload Hellfire),
Stealth Suit, Spy Mask

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Adeptus Mechanicus
The Cult of the Machine is a diverse and strange organisation, and its members and servants take many forms, covered
by these additional archetypes.

Corpuscarii Electro-Priest Influence Bonus: +1


Electro-priests are fanatic cult warriors, responsible for Fanatical Devotion: An Electro-Priest add +Rank to
supporting other Tech-priest warriors in battle. Their Soak rolls, and Soaking does not cost them any
Shock.
skins are engraved with a metallic electoo circuit which
Wargear: Luminen capacitor, electrostatic gauntlets,
spirals around their bodies and interfaces with their
Voltagheist field generator, choice of two
minds, allowing them to build up a tremendous current augmetics.
of electrical energy. Electro-Priests are capable of
channelling energy through anything they touch. Fulgurite Electro-Priest
Cybernetic grafts in their nervous system allow them to These Electro-Priests belong to the Brotherhood of
channel electrical energy through their copper-etched Petrified Light and exist to tear the life energy from the
palms, the charge building quickly as the Electro-Priest galaxy, particularly the bioelectricity that animates the
works themselves into an ecstatic frenzy. At the heights living. Surrounded by a protective veil of lightning,
of their religious mania, the truly devout can destroy clutching Electroleech Staves, the Fulgurite Electro-
enemies of the Machine God with bolts of living Priests believe that there is no greater blasphemy than
lightning. the waste of energy. Striding into battle at the height
Long ago, the Electro-Priests were divided into two of religious mania, they are capable of draining
factions known as Corpuscarii and Fulgurite. The whatever electrical energy exists within their foes,
forefathers of the Corpuscarii focused their worship storing it in powerful capacitors as the enemy drops to
upon the Machine God—they believed his light should the ground, cold and inert as stone. This stolen energy
be brought to the galaxy and expended great resources will later be used to power their holy march across the
in subsequent Crusades. Meanwhile, those who would galaxy, everything behind them falling into permanent
become the Fulgurites were aghast at the cost and darkness.
were jealously protective of the Motive Force. The two Build Point Cost: 40
factions have battled many times in what has become
known as the Conduit Wars. Prerequisites
Literally filled with the Motive Force, the Corpuscarii Tier: 2
Species: Human
spread the blessing of illumination in the name of the
Attribute: Toughness 3, Willpower 3
Machine God. Blazing with lightning, electrosurgically
Skill: Weapon Skill (2), Scholar (1), Tech (2)
prepared for the unimaginable power coursing through
what was once their veins, a Corpuscarii Electro-Priest Benefits
discharges incredible, sparking bursts of thrumming Keywords: Imperium, Adeptus Mechanicus, Cult
energy, shaking apart enemies in an ecstatic religious Mechanicus, <Forge World>
fervour. Influence Bonus: +1
Fanatical Devotion: An Electro-Priest add +Rank to
Build Point Cost: 40
Soak rolls, and Soaking does not cost them any
Shock.
Prerequisites
Wargear: Luminen capacitor, Electroleech staff,
Tier: 2 Voltagheist field generator, choice of two
Species: Human augmetics.
Attribute: Toughness 3, Willpower 3
Skill: Weapon Skill (1), Ballistic Skill (2), Scholar (1),
Tech (2)

Benefits
Keywords: Imperium, Adeptus Mechanicus, Cult
Mechanicus, <Forge World>
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Skitarius Vanguard Sicarian Infiltrator
The Skitarii Vanguard, informally known as "Rad Heavily augmented into more machine than man, the
Troopers," serve as the vanguards of the Skitarii Sicarian Infiltrators are a hideous, frightening strike
cohorts of the Adeptus Mechanicus Forge Worlds. They force - the height of Adeptus Mechanicus posthuman
are feared throughout the Imperium, for they use the engineering. When hunting, they emit from their
baleful energies of the Forge Worlds as their weapon. domed helmets a white noise that fills all sensory
Equipped with pack generators that bleed potent spectra with static, leaving their foe disorientated and
radioactive by-products, these Omnissian martyrs are helpless. Enemies fall, deafened and blinded by the
so saturated with radiation that even to approach them scree of a brutally disruptive audiovisual assault;
is to succumb to their peculiar curse. Their baroque battles are often decided before even a single kill is
carbines fill the air around their foe with harmful confirmed. Infiltrator squads can bypass enemy
emanations, corrupting the atmosphere itself even as defences with ease, though not because of their stealth
they punch hyper-irradiated shot into the flesh of their but rather their disruptive wavelengths they broadcast
victims. Should their foes survive the worst of the when on the move. Regular Skitarii warriors sent to
shooting, critical levels of rad-poisoning may still be fight alongside Infiltrators are given null-codes that can
achieved by the very proximity of the Skitarii Vanguard, transmute their disorientated wavelength frequencies,
who will look on in silent interest as an enemy that allowing for efficient combined-arms assaults.
thought the worst was over stumbles, chokes, and dies.
Every Sicarian was once a Skitarii who was grievously
Build Point Cost: 50 injured in battle, such as losing all their limbs or being
extensively burned. If these fallen are judged still fit to
Prerequisites serve the Omnissiah, they are not incinerated but
Tier: 2 instead taken back to be augmented into lethal killing
Species: Human machines. This process can take place as long as a Tech-
Attribute: Toughness 3 Priest possesses a head, torso, and some limb-stumps.
Skill: Ballistic Skill (2), Tech (1)
Build Point Cost: 60
Benefits
Keywords: Imperium, Adeptus Mechanicus, Skitarii, Prerequisites
<Forge World> Tier: 3
Influence Bonus: 0 Species: Human
Heavily Augmented: The Skitarius’ body is designed to Attribute: Strength 4, Toughness 3, Initiative 4
withstand the rigours of war. Skitarii do not Skill: Weapon Skill (3), Stealth (2), Tech (2)
bleed and gain +1/2 Rank to Soak tests.
Rad-saturated: Characters without the Adeptus Benefits
Mechanicus keyword within 2m of a Skitarii Keywords: Imperium, Adeptus Mechanicus, Skitarii,
Vanguard count their Toughness as 1 less for <Forge World>
all purposes. Influence Bonus: +1
Wargear: Radium carbine, data-tether, Skitarii auto- More Machine Than Man: The Sicarian’s body is more
cuirass. steel than flesh. Sicarians do not bleed, and
they increase their maximum Shock by +1/2
Rank.
Neurostatic Aura: A Sicarian Infiltrator may generate a
Neurostatic aura. While the aura is active,
characters without the Adeptus Mechanicus
keyword within 10 metres of a Sicarian
Infiltrator increase the DN of Awareness,
Intellect and Resolve tests by +Rank.
Wargear: Augmetic arms (two), data-tether, Sicarian
skull, augmetic legs, augmetic viscera, Skitarii
auto-cuirass, stubcarbine, power sword.

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Sicarian Ruststalker Lexmechanic
Initially an elite assassination squad, the Sicarian Lexmechanics, also known as Calculus Logi, are a lower
Ruststalkers proved so effective at the art of killing that order of Tech-Priest devoted to gathering and
they were repurposed as front-line, physics- compiling data so that it can be entered into a central
manipulating commandos. Their Transonic Weapons Cogitator repository, noospheric archives, infocrypts,
hum and resonate with sickening efficiency, passing or other stores of information. Lexmechanics are the
through the strongest armour as if it simply didn't exist, librarians and scribes of the Mechanicus. They work
though the effect of the damage often takes several with computer-like speed and accuracy, assembling
seconds to manifest. These highly trained and battle reports, economic statistics, planetary reports,
augmented squads known as Killclades are led by and other masses of necessary if mundane data
Princeps. required to keep the massive bureaucracy of the
Imperium functioning from day to day. Outside of the
As with their Infiltrator brothers, every Sicarian was
Adeptus Mechanicus, their skills are valued across the
once a Skitarii who was grievously injured in battle. If
Imperium, but they are most concentrated in the
these fallen are judged still fit to serve the Omnissiah,
Adeptus Administratum.
they are not incinerated but instead taken back to be
augmented into lethal killing machines. Build Point Cost: 30

Sicarian Ruststalkers also called "shivs", a reference to Prerequisites


a way they repeatedly plunge their transonic weapons Tier: 2
into their enemies, visible only as a blur of blue and Species: Human
arcing sprays of scarlet blood. Attribute: Intellect 3, Willpower 2
Skill: Investigation (1), Scholar (3), Tech (2)
Build Point Cost: 50
Benefits
Prerequisites
Keywords: Imperium, Adeptus Mechanicus, Cult
Tier: 3
Mechanicus, <Forge World>
Species: Human
Influence Bonus: +1
Attribute: Strength 4, Toughness 3, Initiative 4
Infovore: The Lexmechanic has perfect recall and can
Skill: Weapon Skill (3), Stealth (2), Tech (2)
sift through data as easily as breathing.
Investigation and Scholar tests to research
Benefits
information take only half as long, and they
Keywords: Imperium, Adeptus Mechanicus, Skitarii,
may re-roll up to Rank dice on any
<Forge World>
Investigation or Scholar test.
Influence Bonus: 0
Wargear: Calculus Logi implant, choice of two
More Machine Than Man: The Sicarian’s body is more
augmetics.
steel than flesh. Sicarians do not bleed, and
they increase their maximum Shock by +1/2
Rank.
Wargear: Augmetic arms (two), data-tether, Sicarian
skull, augmetic legs, augmetic viscera, Skitarii
auto-cuirass, transonic razor, chordclaw.

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Transmechanic Magos
Transmechanics are those Tech-priests who specialize A Magos (Magi plural) is a high ranking member of the
in the repair, operation and maintenance of the Adeptus Mechanicus and are devoted disciples of the
Imperium's various forms of communications principles associated with the Machine God. These
technology. Their implants and conditioning permit individuals have perfected as well as refined their field
them to perceive and transmit vox signals, tightbeam of expertise making them masters of a certain
las-casts, holopulses, and a variety of other discipline.
electromagnetic transmission media, and they have a
Their dedication has led to them sacrificing great
deep understanding of the technologies which produce
portions of their body in order to emulate the sacred
and receive these signals.
form of the machine. After decades of service, a Magos
For this reason, they’re invaluable as communications has replaced many of his organs and limbs with
technicians aboard Imperial Navy vessels and amongst superior cybernetic implants. As is fitting with the Cult
Imperial Guard forces, as well as working alongside the Mechanicus, these replacement limbs and organs
Adeptus Arbites and Inquisition when intercepting never tire or grow weak with age, thus highlighting the
seditious or heretical communications is vital. greatness of the Machine. Many senior Magi barely
resemble the humans they once were, having
What is less well-known is the degree to which a
discarded the frailties of their flesh long ago.
Transmechanic can interact with these signals: even
the least adept Transmechanic is a master of linguistics These senior Tech-Priests attend the Machine Altars of
and ciphers, able to decipher almost any signal, and the Forge Worlds which contain the sum of knowledge
able to analyse and even manipulate the signals they of the Adeptus Mechanicus which in turn represents
decipher. the will of the Omnissiah.

Build Point Cost: 30 Build Point Cost: 80

Prerequisites Prerequisites
Tier: 2 Tier: 4
Species: Human Species: Human
Attribute: Intellect 3, Willpower 2 Attribute: Intellect 4, Willpower 3
Skill: Investigation (2), Scholar (2), Tech (2) Skill: Tech (4), Scholar (3)

Benefits Benefits
Keywords: Imperium, Adeptus Mechanicus, Cult Keywords: Imperium, Adeptus Mechanicus, Cult
Mechanicus, <Forge World> Mechanicus, <Forge World>
Influence Bonus: +1 Influence Bonus: +4
Comms-Savant: The Transmechanic can silently High Priest of the Machine: Tech-Priests reduce the
communicate with any vox or similar time by half on any Tech test and receive +Rank
communications device within Rank x10 on Tech tests to fix or repair a damaged
Kilometres. They may also make Awareness or machine. In addition, they may use their Tech
Investigation tests (DN at GM’s discretion) to skill instead of their Leadership skill when
detect and study intercepted communications commanding other Adeptus Mechanicus
signals. They add +Rank to any test to decipher characters.
a code or translate a language, or to create a Wargear: Omnissian Axe, augmetic servo-arm, choice
new cipher. of four augmetics, choice of two cybernetics of
Wargear: Augur array, data tether, choice of two up to Availability 7 (Unique), light power
augmetics. armour, and any two weapons of up to
Availability 7 (Unique).

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Genetor Logis
Essentially geneticists, a Genetor is a high-ranking A Logis is a high-ranking Tech-priest skilled in
Adeptus Mechanicus Tech-priest who studies all mathematics and data analysis who serves in the role
matters genetic and biological. Sometimes referred to of a logistician, data analyst, or statistician. Their
as a Magos Biologis, a Genetor is a member of the purpose is to predict future large-scale demographic,
Adeptus Mechanicus’ ruling Priesthood, possessing sociological or demographic trends and make forecasts
access to knowledge and resources far beyond that of about the required expenditure or other strategic
the lesser members. needs. They are regarded as prophetic figures by the
Cult Mechanicus.
A Genetor's obsession with organic life often makes
them seem strange to their more mechanically-inclined The skills of a Logis cannot be overstated. Through
brethren. For the most part, Genetors differ little from processing of vast amounts of data, a Logis is able to
other Tech-priests—they bear the same manner of accurately determine possible futures to a degree of
augmetic implants, venerate information and accuracy normally only seen amongst psykers
understanding as the manifestation of divinity, and specialising in divination. In conjunction with
engage upon the Quest for Knowledge in much the information gathered by Mechanicus informants
same way. The difference is that they are not so quick across the Imperium, a Logis can discern opportunities
to judge flesh and blood as inferior to steel and plasma and crises before they happen and determine the most
and view living creatures as extremely complex and effective uses for a Forge World’s resources. Given that
adaptable machines. Where some are content to make a Forge World’s resources include Skitarii legions and
this observation distantly, others embrace it, seeking Titan Legions, many Logis serve as strategists,
to improve their forms not with steel, but with better calculating the doctrine-imperatives that guide the
flesh and better blood. Omnissiah’s forces to victory.

Build Point Cost: 80 Build Point Cost: 80

Prerequisites Prerequisites
Tier: 4 Tier: 4
Species: Human Species: Human
Attribute: Intellect 4, Toughness 3 Attribute: Intellect 5
Skill: Tech (4), Medicae (3) Skill: Investigation (4), Scholar (3), Tech (3)

Benefits Benefits
Keywords: Imperium, Adeptus Mechanicus, Cult Keywords: Imperium, Adeptus Mechanicus, Cult
Mechanicus, <Forge World> Mechanicus, <Forge World>
Influence Bonus: +3 Influence Bonus: +3
Magos Biologis: Genetors reduce the time by half on Technoprophecy: A Logis may purchase psychic
any Medicae test and receive +Rank on powers from the Divination discipline as if they
Medicae tests to stabilise a dying character or were a psyker. Using these powers requires an
treat injuries or disease. In addition, a Investigation test rather than the normal
Genetor’s augmetics are at least partially Psychic test, they cannot choose to use
organic, and their augmentation increases the additional Wrath dice, and their use is not
Genetor’s Wounds and Shock by +Rank. considered to be a psychic power (they cannot
Wargear: Omnissian Axe, Augur Array (diagnostor), be stopped by Deny the Witch or other anti-
Medicae Mechadendrite, choice of four psyker methods). A complication on a test to
augmetics, choice of one cybernetic of up to use one of these abilities inflicts 1d3+1 Shock
Availability 7 (Unique), light power armour, on the Logis, as logic errors strain their minds
and any one weapon of up to Availability 6 and implants.
(Very Rare). Wargear: Omnissian Axe, Calculus Logi implant, choice
of four augmetics, choice of two cybernetics of
up to Availability 7 (Unique), light power
armour, and any one weapon of up to
Availability 6 (Very Rare).
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Renegades
Varied are those who walk the Eightfold Path to Glory, and who swear themselves to the Dark Gods. This section
contains a few additional archetypes for Chaos characters.

Chaos Space Marine Chaos Space Marine Raptor


A Chaos Space Marine, also sometimes called a Traitor Chaos Space Marine Raptors are the dedicated assault
Marine, a Renegade Marine, or a Heretic Astartes, is a infantry of the Chaos Space Marine Traitor Legions.
former Loyalist Space Marine of the Imperium of Man Raptors consider themselves to be elite shock troops
who has chosen to abandon the service of the Emperor similar to the warriors who comprise the Loyalist Space
of Mankind and dedicate himself to the service of Marine Assault Squads, although they are far more
Chaos to achieve his own ends. Such corrupt Astartes egotistical and self-centred. As Raptors are used to
normally belong to one of the nine original Traitor strike at the weakest point in an enemy line, this
Legions that betrayed the Emperor during the ancient tactical usage has been expanded into an outright
civil war called the Horus Heresy more than 10,000 philosophy dedicated to the concept of preying on the
standard years ago, while others come from Space weak, making them vicious hunters.
Marine Chapters created long after the Heresy ended
Build Point Cost: 55
that have turned Renegade. Chaos can corrupt Astartes
of any time and place just as its siren call leads many Prerequisites
lesser men to their damnation. Tier: 3
Build Point Cost: 50 Species: Adeptus Astartes
Attribute: Strength 4, Agility 4, Toughness 4
Prerequisites Skill: Weapon Skill (4), Pilot (3), Intimidate (2)
Tier: 3
Benefits
Species: Adeptus Astartes
Attribute: Strength 4, Agility 4, Toughness 4 Keywords: Heretic, Chaos, <Mark of Chaos>, Heretic
Skill: Ballistic Skill (3), Weapon Skill (3) Astartes, <Legion>

Influence Bonus: +2
Benefits
Corruption: +3
Keywords: Heretic, Chaos, <Mark of Chaos>, Heretic Cruel Hunters: Enemies within 15m of a Chaos Space
Astartes, <Legion> Marine Raptor add +1/2 Rank to the DN of any
Influence Bonus: +2 Resolve tests they are required to make.
Corruption: +3 Wargear: Aquila power armour, bolt pistol,
Masters of Slaughter: The cruelty and malice of a chainsword, 3 frag and krak grenades, jump
Chaos Space Marine knows no limit, and few pack
can endure their wrath. When making a critical
hit, they count as improving the severity of the
critical hit as if they had spent one Glory. They
may still spend additional Glory to increase the
severity further.
Wargear: Aquila power armour, boltgun or
chainsword, bolt pistol, Astartes combat knife,
3 frag and 3 krak grenades.

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Chaos Space Marine Havoc Khorne Berzerker
Chaos Space Marine Havocs are the Chaos variant of Khorne Berzerkers are Chaos Space Marines dedicated
the Space Marine Devastator, heavy weapon to glorifying the Chaos God Khorne through brutal
specialists who are trained to annihilate the foe at melee combat. Driven solely by their raging desire to
range. Squads of Havocs provide devastating anti- spill blood and take lives, a Berzerker's sole purpose in
infantry and anti-armour firepower, dominating large life is to destroy their enemies in the name of the Blood
swathes of the battlefield with volley after punishing God and take life in the most brutal and barbaric
volley. Such is the blood-pounding thrill of pouring fashion imaginable. Berzerkers refuse to use most
heavy fire into the enemy ranks that many Havocs forms of ranged weaponry and usually make almost
become obsessed by the power their weapons afford exclusive use of close combat melee weapons, in
them. They see themselves as gods of the battlefield, particular the chainaxe, as the axe is the favoured
blasting the insect vermin of the enemy into oblivion weapon of Khorne. However, Khornate Berzerkers will
with each twitch of the finger. use any weapon they can get their hands on, even their
own bodies, as long as they can continue to engage in
Build Point Cost: 55
bloodshed.
Prerequisites Build Point Cost: 80
Tier: 3
Species: Adeptus Astartes Prerequisites
Attribute: Strength 4, Agility 4, Toughness 4 Tier: 3
Skill: Ballistic Skill (4), Tech (3) Species: Adeptus Astartes
Attribute: Strength 4, Agility 4, Toughness 4
Benefits Skill: Weapon Skill (5)
Keywords: Heretic, Chaos, <Mark of Chaos>, Heretic
Astartes, <Legion> Benefits
Influence Bonus: +2 Keywords: Heretic, Chaos, Khorne, Heretic Astartes,
Corruption: +3 <Legion>
Addicted to Destruction: When a Chaos Space Marine Influence Bonus: +1
Havoc rolls a 6 on their Wrath die when making Corruption: +3
a ranged attack, they may forego their critical Blood for the Blood God! When a Khorne Berzerker
hit and spend a reload in order to make a makes an All-Out Attack, they may choose up
second ranged attack with that weapon. This to 1/2 Rank dice in their dice pool to be Wrath
second attack may not allow them to make any dice, in addition to the normal Wrath die. If any
additional attacks. of these Wrath dice are 6s, then the character
Wargear: Aquila power armour, bolt pistol, 3 frag and scores a critical hit. They gain one level of extra
krak grenades, and one of the following severity on that critical hit, as if a Glory had
weapons: autocannon, flamer, heavy bolter, been spent, for every Wrath die after the first
missile launcher with 6 frag and 6 krak missiles, which rolls a 6.
lascannon, melta gun, or plasma gun. Wargear: Aquila power armour, chainsword or chain
axe, bolt pistol, 3 frag and 3 krak grenades.

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Nurgle Plague Marine Slaanesh Noise Marine
Plague Marines are those Chaos Space Marines who Noise Marines, also known as Kakophoni, are Chaos
have wholly dedicated their lives and souls to the Space Marine foot soldiers deeply dedicated to the
service of the Chaos God Nurgle. Within their corpulent Chaos God Slaanesh who are most commonly found in
and disgusting Power Armour their bodies are bloated the Emperor's Children Traitor Legion, but also in other
with disease, swollen with corruption and rank with Slaanesh-devoted Heretic Astartes warbands such as
decay even as they no longer are capable of feeling the Flawless Host. Their trademark is the use of
pain, the greatest mutational "gift" given to them by devastating Sonic Weapons that confuses and
the Plague Lord. demoralizes enemy forces in a wild show of
"deafeningly loud, psycho-sonically and
Build Point Cost: 70
pyrotechnically explosive attacks."
Prerequisites Build Point Cost: 60
Tier: 3
Species: Adeptus Astartes Prerequisites
Attribute: Strength 4, Agility 3, Toughness 5 Tier: 3
Skill: Ballistic Skill (4) Species: Adeptus Astartes
Attribute: Strength 4, Agility 5, Intellect 3
Benefits Skill: Ballistic Skill (4), Awareness (4)
Keywords: Heretic, Chaos, Nurgle, Heretic Astartes,
<Legion> Benefits
Influence Bonus: +1 Keywords: Heretic, Chaos, Slaanesh, Heretic Astartes,
Corruption: +3 <Legion>
Disgustingly Resilient: Plague Marines are Influence Bonus: +1
extraordinarily durable, as they feel no pain Corruption: +3
and they draw their nauseating vitality from Cacophony and Ecstasy: Noise Marines gain +Rank on
their patron god. A Plague Marine may Soak all skill tests that relate specifically to hearing,
mortal wounds and does not cost them any and can pick out sounds, and variations in
Shock. sounds that a normal human cannot. Further,
Bulky and Bloated: Plague Marines reduce their Speed a Noise Marine heals 1/2 Rank shock at the end
by 1. of every turn, as they revel in the sensations of
Wargear: Aquila power armour, bolt gun, plague knife, battle. However, a Noise Marine who is
3 blight grenades and 3 krak grenades. reduced to 0 Shock is staggered as well as
exhausted, as they are overcome by sensation.
Wargear: Aquila power armour, bolt gun or sonic
blaster, Astartes combat knife, 3 frag and 3
krak grenades.

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Sorcerer Warpsmith
A Sorcerer or Chaos Sorcerer is the most powerful type A Warpsmith is a fallen Chaos Space Marine
of psyker found among the Chaos Space Marines and Techmarine who now serves the Ruinous Powers
the other Forces of Chaos, serving the same role as through the creation of daemonic war engines. As the
Librarians do for Loyalist Space Marine Chapters and master of the soul forges to be found within the Eye of
Sanctioned Psykers do for the Astra Militarum, though Terror, it is by their hands that the Daemon Engines
many powerful Sorcerers can also be considered such as the Maulerfiend and the Forgefiend come to
psychically-gifted Champions of Chaos. Instead of the life, an unholy union of daemon and machine, ready to
subtle psychic manipulation and divination used by the fight alongside the armies of Chaos.
Farseers of the Eldar or the strength-boosting powers
Though each Warpsmith is an expert in battlefield
of the Space Marine Librarians, the Sorcerers of Chaos
repair and siege craft, his true calling lies in the soul
wield death, destruction, and mutation, the mightiest
forges of the Warp, especially those in the Eye of
powers of the Warp.
Terror. There, the spirits of captured Imperial machines
Sorcerers of Chaos shape destiny itself with arcane are driven to madness as their physical forms are
rituals and unspeakable pacts with the malefic entities rebuilt into bestial and terrifying new shapes. Daemons
of the Empyrean. They channel the soul-blasting are thrust into the cogs of giant, mechanoid birth-
energies of the Warp into potent hexes and blasts of factories that crank out red-hot engines of destruction
wyrdflame, and they mould the fabric of the material from their cabled wombs.
universe with little more than a hate-filled curse.
Build Point Cost: 55
Because of their constant exposure to the power of
Chaos, Sorcerers are inevitably haunted by the
Prerequisites
prospect of eventually succumbing to crippling
Tier: 3
mutation or insanity. Though they believe they are Species: Adeptus Astartes
above mortal concerns, the truth is that they, too, are Attribute: Strength 4, Toughness 4, Intellect 3
only pawns, raised up and then expended by the Dark Skill: Weapon Skill (3), Ballistic Skill (3), Scholar (1),
Gods for their own amusement. Tech (3)
Build Point Cost: 60
Benefits
Prerequisites Keywords: Chaos, Heretic Astartes, <Legion>, <Mark of
Chaos>, Dark Mechanicus.
Tier: 3
Influence Bonus: +1
Species: Adeptus Astartes
Corruption: +3
Attribute: Strength 4, Agility 4, Toughness 4, Willpower
Master of Mechanisms: Warpsmiths automatically
2
reduce the time by half for any Tech test. They
Skill: Ballistic Skill (2), Weapon Skill (2), Scholar (2),
receive +Rank on any test to summon or bind a
Psychic Mastery (3)
daemon into a machine, or to command a
daemonic machine.
Benefits
Wargear: Fleshmetal armour, bolt pistol, power axe, 3
Keywords: Chaos, Heretic Astartes, <Legion>, <Mark of frag and krak grenades, augmetic servo-arm,
Chaos>, Psyker. Sorcerers may never choose choice of two augmetics.
the Khorne keyword.
Influence Bonus: +3
Corruption: +3
Psyker: A Sorcerer begins play with the smite psychic
power and one minor psychic power. He may
also purchase additional minor psychic powers
and Universal Psychic powers, Maleficarum
Psychic Powers, or Dark Hereticus discipline,
subject to Tier restrictions.
Wargear: Aquila power armour, force sword, bolt
pistol, 3 frag and 3 krak grenades.

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Dark Apostle Khorngor
Dark Apostles make up the priesthood of the Dark Beastmen devoted to the Chaos God Khorne, Khorngor
Gods. Just as the Chaplains of the Loyalist Space are bloodthirsty monstrosities even by the standards of
Marines uphold the creeds of their Chapters, the Dark their bestial kind. Khorngor tend to have ruddy flesh
Apostles devote their lives to the propagation of the and dark fur, and many find that their features mutate
unholy word, actively spreading the worship of Chaos to become more canine or ursine. They are often
across the galaxy. Their efforts do not go unrewarded - herded into battle by Khornate warbands as cannon
- Dark Apostles are surrounded by daemonic auras of fodder, driven into a berserker rage by the scent of
protection that shimmer and writhe as they chant their spilled blood.
blasphemous prayers.
Build Point Cost: 20
The Dark Apostles preach that, compared to the blood
and thunder of their own faith, the falsehoods of the Prerequisites
Ecclesiarchy are but cobweb-thin tissues of Tier: 1
superstition. These are more than idle words -- most Species: Beastman
Dark Apostles can act as direct conduits through which Attribute: Strength 3, Agility 3
the Ruinous Powers can speak to mortal men. Skill: Weapon Skill (2)

Build Point Cost: 60 Benefits


Keywords: Chaos, Heretic, Khorne
Prerequisites Influence Bonus: 0
Tier: 4 Corruption: +3
Species: Adeptus Astartes The Scent of Blood: After an enemy has been killed in
Attribute: Strength 5, Agility 5, Toughness 5, a scene, a Khorngor becomes frenzied, and
Fellowship 3 must make WP tests to restrain themselves.
Skill: Weapon Skill (4), Scholar (4), Intimidation (3) While frenzied, however, they add +1/2 Rank
ED to all melee damage rolls they make.
Benefits Wargear: Two axes, or chainaxe and Autopistol, flak
Keywords: Chaos, Heretic Astartes, <Legion>, <Mark of armour
Chaos>, Priest
Influence Bonus: +3
Corruption: +3
Demagogue: A Chaplain, and all allies with the Chaos
keyword within 15+Rank metres, may add
+Rank to their Resolve.
Wargear: Aquila power armour, bolt pistol, Accursed
Crozius (Crozius Arcanum), 3 frag and krak
grenades, Sigil of Corruption.

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Pestigor Slaangor
Filthy, disease-ridden creatures, Pestigor are Beastmen With sleek fur, gleaming horns, and lithe, supple flesh,
devoted to Nurgle. Their fur and flesh are decaying and Slaangor appear almost as if they had been perfected.
filled with parasites, their horns and claws are yellowed Yet the spittle in their maws and the mania in their eyes
and deformed, and they are variously wasted or show that, for all their glorified appearance, they are
bloated depending on the diseases that infest them. still the same savage creatures. Slaangor are marked as
Pestigor are often used as the guardians of temples and beloved creatures of the Prince of Pleasure and given
other profane sites devoted to Nurgle, and as status as protectors and guardians of the cults and
bodyguards for cult leaders. temples they dwell within; for their status, they are
gaudily adorned with jewellery and fine fabrics.
Build Point Cost: 20
Build Point Cost: 20
Prerequisites
Tier: 1 Prerequisites
Species: Beastman Tier: 1
Attribute: Toughness 3 Species: Beastman
Skill: Weapon Skill (2), Intimidate (1) Attribute: Agility 3
Skill: Weapon Skill (2), Persuasion (1)
Benefits
Keywords: Chaos, Heretic, Nurgle Benefits
Influence Bonus: +1 Keywords: Chaos, Heretic, Slaanesh
Corruption: +3 Influence Bonus: +1
Inured to Suffering: Pestigor know no pain or fear, and Corruption: +3
little can dissuade them from their task. They Distracting Musk: Slaangor exude a faintly soporific
increase both their Resolve and their Soak by musk that disrupts the concentration of any
+1/2 Rank. who stray too close. Characters within 5m of a
Wargear: Autogun, plague knife, flak armour Slaangor increase the DN of all Willpower and
Resolve tests by 1/2 Rank. This does not affect
characters with the Slaanesh keyword, who’ve
already built up a resistance to it.
Wargear: Two swords, mesh armour.

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Tzaangor
Tzaangors are bright of colouration and sharp of
intellect. Their beaks clack as they chant blasphemous
refrains in their dark tongues, gimlet eyes glowing in
their aquiline skulls. They look to transcend their
existences by seeking out the most powerful artefacts
and priceless relics – in serving sorcerous masters, they
may earn the chance to elevate themselves. However,
a cruel streak resides within the soul of every Tzaangor,
and their artistic pretensions are often set aside in
favour of sheer, shocking brutality.

Build Point Cost: 20

Prerequisites
Tier: 1
Species: Beastman
Attribute: Intellect 3
Skill: Weapon Skill (2), Scholar (1)

Benefits
Keywords: Chaos, Heretic, Tzeentch
Influence Bonus: +1
Corruption: +3
Aura of Change: Tzaangor are wreathed in an aura of
warp energy and twisted probabilities, which
shields them from harm. A Tzaangor may Soak
Mortal Wounds and increases their Resilience
by +1/2 Rank. This increase to their Resilience
is considered to be a force field, and thus
cannot be reduced by an attack’s AP.
Wargear: Two swords, or chainsword and autopistol.

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Aeldari
The ways of the Eldar are strange to humans. These additional archetypes cover just a sample of the different kinds of
Eldar out in the galaxy.

Note: Aeldari characters who have the Drukhari keyword may not purchase the Psychic Mastery skill or any psychic
powers and may not gain the Psyker keyword—the Dark Eldar do not develop their psychic potential. They instead
add +1d to all Intimidate tests, as they are beings who deliberately cultivate the fear of those around them.

Guardian Dire Avenger


With their population in decline and their Craftworlds The Dire Avengers trace their lineage back to Asurmen,
beset on all sides by merciless enemies, Guardians the first of the Phoenix Lords and founder of the Aspect
form an essential part of the Eldar military assets. They Shrines. It is because of Asurmen that the Dire
are primarily a defensive force, guarding their Avengers are the most common of the Aspect
Craftworlds from direct attacks, but will also Warriors, as he founded more Shrines on more
accompany Aspect Warriors on offensive operations. Craftworlds than any other Phoenix Lord. The Dire
Guardians are raised on an as-needed basis, and each Avengers' signature weapon is the Avenger Shuriken
unit will be led by an Eldar who has already walked the Catapult, a modified version of the typical Shuriken
Path of the Warrior. These former Aspect Warriors are Catapult with an extended barrel, power feed and
effectively an officer corps for the Guardians, and while inbuilt rangefinder. To wield a shuriken is considered
they cannot fully revive their previous battle skills, they an art form by Dire Avengers, who use the deadly
nevertheless retain the experience required to weapons in battle to create impenetrable storms of
organize and lead the Guardians into battle. Other monomolecular blades which slice their enemies to
Eldar who have yet to travel the Warrior Path, or who ribbons. Even when a Dire Avenger has removed their
were forced from it for various reasons, also relish the armour and left their shrine, they will keep these razor-
opportunity to go to war as Guardians. sharp discs hidden under their clothing, never truly
unarmed.
Build Point Cost: 0
Build Point Cost: 50
Prerequisites
Tier: 1 Prerequisites
Species: Eldar Tier: 3
Attribute: Agility 3, Willpower 2 Species: Eldar
Skill: Weapon Skill (2) or Ballistic Skill (2) Attribute: Agility 4, Willpower 3
Skill: Weapon Skill (4), Ballistic Skill (4), Leadership (2)
Benefits
Keywords: Aeldari, Asuryani, <Craftworld> Benefits
Influence Bonus: 0 Keywords: Aeldari, Asuryani, <Craftworld>, Aspect
The Last Line: Guardians march to war only when Warrior
necessary, for the Eldar are few and their lives Influence Bonus: +2
are precious. This grim necessity means that a Defensive Tactics: When a Dire Avenger makes a
Guardian increases their Resolve by +Rank. ranged attack using a held action, they ignore
Wargear: Eldar Mesh Armour, Shuriken Catapult, up to Rank penalties on the attack.
mono-knife, 3 plasma grenades, spirit stone. Wargear: Aspect Armour, Avenger Shuriken Catapult,
targeting vane, mono-knife, 3 plasma
grenades, spirit stone.

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Dark Reaper Fire Dragon
The Dark Reapers are descended from Maugan Ra, the The Fire Dragons are one of the forms of Eldar Aspect
Harvester of Souls, a mighty Phoenix Lord and the Warriors, who represent a different aspect of the Eldar
founder of their Shrines. It was from him that the Dark war god Kaela Mensha Khaine. Embodying the
Reapers learned that even the mightiest of weapons writhing, sinewy dragon of Eldar myth, Fire Dragons are
can be wielded with the precision of a scalpel, and so aggressive and warlike close combat fighters who
they take pride in the accuracy with which they use utilized heat weapons to destroy enemy vehicles and
their signature weapon, the Reaper Launcher. Spitting strongpoints.
forth a hail of armour-piercing missiles capable of
The founder of the Fire Dragons was Fuegan, the first
taking down even the best-protected foes, these
of the Phoenix Lords who learned the ways of war from
weapons allow the Dark Reapers to exert total control
Asurmen and established his own Shrines on many
over the battlefield and destroy targets at will.
Craftworlds to school new pupils in the art of fire and
The Dark Reapers pride themselves on their accuracy. flame. When the Fallen Pheonix Arhra betrayed his
To absorb the recoil of firing the Launcher and maintain fellows and attacked the Shrine of Asur, Fuegan
a steady firing position, the powered limb supports refused to leave and was thought lost when the shrine
include lower leg armour and boots fitted with was destroyed until he reappeared centuries later.
stabilisers and clamps to secure the Dark Reaper to the Tradition has it that Fuegan will call together the
ground. Their helmet incorporates specialised range- Phoenix Lords for the Rhana Dandra, the Final Battle,
finding sensor vanes which extends out of the helmet and be the last one to fall in this epic confrontation.
of their Aspect Armour and allows a Dark Reaper to
Build Point Cost: 55
achieve target lock on even fast-moving vehicles.

Build Point Cost: 60 Prerequisites


Tier: 3
Prerequisites Species: Eldar
Tier: 3 Attribute: Strength 3, Agility 4, Willpower 2
Species: Eldar Skill: Ballistic Skill (4), Tech (3)
Attribute: Strength 3, Agility 3, Willpower 2
Skill: Ballistic Skill (5), Awareness (3) Benefits
Keywords: Aeldari, Asuryani, <Craftworld>, Aspect
Benefits Warrior
Keywords: Aeldari, Asuryani, <Craftworld>, Aspect Influence Bonus: +1
Warrior Assured Destruction: When attacking a vehicle,
Influence Bonus: +1 monstrous creature, or structure, a Fire
Inescapable Accuracy: When a Dark Reaper makes a Dragon gains +1/2 Rank bonus ED.
ranged attack, they ignore up to Rank DN Wargear: Heavy Aspect Armour, Fusion Gun, 1 melta
penalties from Ballistic Skill tests. bomb, knife, spirit stone.
Wargear: Heavy Aspect Armour, Reaper launcher, Dark
Reaper Rangefinder, knife, spirit stone.

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Howling Banshee Shining Spear
Howling Banshees are one of the types of Eldar Aspect The Shining Spears are a rare type of Eldar Aspect
Warrior who represent a facet of the war god Kaela Warrior, embodying the spear of Kaela Mensha Khaine
Mensha Khaine. These lightly equipped warrior- which struck like lightning and kill an enemy with a
women are fearsome close combat specialists who single blow. The Shining Spears carry the fight directly
draw their inspiration from the unearthly creature with to the enemy, pouncing upon them without warning to
which they share a name. What they may lack in brute deliver a killing blow.
strength they more than make up for in precision and
The Shining Spears have only a tiny presence on a few
efficiency, and their piercing war cry has signalled the
Craftworlds, including the major ones such as Ulthwé,
doom of countless foes.
but are regarded as an elite force, glittering exemplars
According to Eldar mythology, banshees are the of the warrior way. While Shining Spear squads are
harbingers of woe and death whose cry it is said relatively small, just three to five warriors, a number
heralds’ ill fate, calling forth dead spirits from the Warp which sometimes includes an Exarch to lead them,
and forewarning certain death. A more sinister their mastery of the Eldar Jetbike is so complete that
implication of the banshee's call is that it may even each one can execute complex high-speed manoeuvres
tempt spirits out from their Spirit Stone and thus lure with but a single gesture. In this way, even a small unit
them into the arms of Chaos. What is known is that the of Shining Spears can turn the tide of battle, delivering
release of a spirit is accompanied by a shrieking call, a devastating charge against the enemy before
one which is felt rather than heard, and that spirits wheeling around for another attack, much like Exodite
have been known to disperse unexpectedly during the Dragon Knights. Apart from the twin-linked Shuriken
transference between spirit stones. Legend says that Catapults incorporated into their jetbikes, the ritual
the creation of the Aspect came when the Crone weapon of the Shining Spears is the Laser Lance, an
Goddess Morai-Heg desired the knowledge contained elegant weapon used to deliver short-ranged energy
within her divine blood and thus sent her daughters to blasts sufficient to pierce even the thickest armour.
haunt their father, the war god Kaela Mensha Khaine,
Build Point Cost: 70
as he was the only being capable of harming another
god. Seeking to end his torment, he decided to grant
Prerequisites
Morai-Heg her wish and severed her hand which
Tier: 3
allowed her to drink the knowledge contained within. Species: Eldar
In exchange for his help, Khaine was granted the Attribute: Agility 5, Willpower 2
Howling Banshee Aspect and thus it came into being. Skill: Weapon Skill (4), Ballistic Skill (3), Pilot (4)
As such, it is only fitting that the Howling Banshees are
perhaps the most feared of all of the Aspect Warriors. Benefits
Keywords: Aeldari, Asuryani, <Craftworld>, Aspect
Build Point Cost: 55
Warrior
Influence Bonus: +1
Prerequisites
Ride the Wind: A Shining Spear gains +Rank bonus to
Tier: 3 Piloting tests for Aeldari Jetbikes.
Species: Eldar Wargear: Heavy Aspect Armour, laser lance, Aeldari
Attribute: Agility 5, Initiative 4, Willpower 2
jetbike, spirit stone.
Skill: Athletics (2), Weapon Skill (5), Intimidation (3)

Benefits
Keywords: Aeldari, Asuryani, <Craftworld>, Aspect
Warrior
Influence Bonus: +1
Swift Death: A Howling Banshee increases her Speed
by +Rank when running, sprinting, or charging.
Wargear: Aspect Armour, shuriken pistol, power
sword, banshee mask, spirit stone.

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Striking Scorpion Swooping Hawk
The Striking Scorpions are one of the forms of Aspect The Swooping Hawks are a type of Aspect Warrior,
Warriors used by the Eldar, focusing on the close Eldar who fight according to one of the aspects of Kaela
combat aspect of battle. They epitomise the deadly Mensha Khaine. The Swooping Hawks take their name
attributes of their namesake, which can sting and kill a from the wild hunting birds of Eldar mythology, who
creature many times its size. Preferring to stalk their symbolize revenge and retribution. Just as the birds of
enemy and strike at them from the shadows, they are legend contain the spirit of a murdered Eldar, hovering
merciless killers who revel in the hunt and the kill. over their killers as a mark of guilt, so too do the
Swooping Hawks fly across the battlefield, dealing swift
The history of the Striking Scorpions is shrouded in
death to their enemies.
infamy from their very beginning. The founder of their
Aspect Shrine, Arhra, was lured to darkness and The Swooping Hawks were founded by Baharroth, the
betrayed Asurmen and the other, Asurya, by bringing Winged Phoenix, said to be the finest student of
daemons into the First Shrine to wage war upon his Asurmen. Like the other Phoenix Lords, he is as old as
fellow Phoenix Lords. Those loyal to Asurmen were The Fall itself, but it is foretold he will die his final death
defeated and scattered across the stars, but Arhra during the Rhana Dandra, the last battle against Chaos.
himself would eventually flee into the Webway, Of all the Aspect Shrines the Swooping Hawks are
becoming "the Fallen Phoenix who burns with the dark among the most mobile, thanks to their Swooping
light of Chaos." In his place rose Karandras, Arhra's Hawk Wings, which allow them to lift off into the air at
greatest pupil, who would give the Striking Scorpions a moment's notice and fly across the battlefield. The
their current form by tempering the murderous nature speed and agility this give the Swooping Hawks more
instilled by the former master with the patience than makes up for the fact that their Aspect Armour,
necessary to become consummate hunters. Karandras compared to that worn by other Shrines, is thinner and
would be responsible for spreading this new teaching offers less protection. The armour is typically coloured
and installing new Aspect Shrines on the Eldar like the sky, such as a pale blue or grey, with
Craftworlds. contrasting colours as well, especially on the wings.

Build Point Cost: 55 Build Point Cost: 55

Prerequisites Prerequisites
Tier: 3 Tier: 3
Species: Eldar Species: Eldar
Attribute: Agility 5, Initiative 4, Willpower 2 Attribute: Agility 5, Initiative 4, Willpower 2
Skill: Weapon Skill (4), Stealth (4) Skill: Ballistic Skill (4), Pilot (4)

Benefits Benefits
Keywords: Aeldari, Asuryani, <Craftworld>, Aspect Keywords: Aeldari, Asuryani, <Craftworld>, Aspect
Warrior Warrior
Influence Bonus: +1 Influence Bonus: +2
Herald of Victory: A Swooping Hawk’s presence in
Hunt in the Shadows: A Striking Scorpion may reroll up battle is a rousing, triumphant sight.
to Rank dice when making a Stealth test. In addition, Characters with the Asuryani keyword within
they may add +1/2 Rank to Weapon Skill tests to attack 10m of a Swooping Hawk gain a bonus to their
unaware enemies. Resolve equal to 1/2 the Swooping Hawk’s
Rank.
Wargear: Heavy Aspect Armour, scorpion chainsword, Wargear: Aspect Armour, Swooping Hawk Wings,
shuriken pistol, mandiblasters, 3 plasma grenades, Lasblaster, knife, grenade pack with 6 plasma
spirit stone. grenades, spirit stone.

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Warp Spider Bonesinger
The Warp Spiders are one of the types of Aspect Bonesingers are members of the Eldar race able to
Warriors, Eldar who represent a facet of their war god psychically manipulate Wraithbone.
Kaela Mensha Khaine. Taking their name from the
These Eldar follow one of the many Paths along which
same creatures who protect the Infinity Circuits of their
their kind journey. Rather than focusing on combat, the
Craftworlds, Warp Spiders epitomise aggressive
Bonesinger is instead tasked with the construction and
defence and make use of their teleportation devices to
maintenance of Eldar structures and machinery. They
attack the enemy suddenly and disappear before they
do this through the psychic manipulation of
can retaliate.
Wraithbone, shaping and moulding it into various
Warp Spiders are deadly warriors who model their items. While Wraithbone naturally repairs itself, the
weaponry and armour on those of the warp spiders, process can be accelerated by the psychic abilities of a
which swarm and destroy any intruding psychic Bonesinger.
presence within the Wraithbone skeleton of their
Build Point Cost: 40
Craftworld. The signature piece of equipment used by
Warp Spiders is the Warp Spider Jump Generator, a
Prerequisites
compact device housed within the armoured backpack
Tier: 2
of their Aspect Armour which allows for short journeys Species: Eldar
through the Warp. Using this warp-generator Warp Attribute: Intellect 3, Willpower 3
Spiders can unexpectedly materialize right next to their Skill: Psychic Mastery (2), Tech (2)
foes and fire their ritual weapon, the Death Spinner,
which easily slices through flesh and bone. Benefits
Keywords: Aeldari, Asuryani, <Craftworld>, Psyker
Build Point Cost: 65
Influence Bonus: +1
Path of the Shaper: A Bonesinger begins play with the
Prerequisites
Psyniscience, smite, and Vaul’s Song psychic
Tier: 3 powers, and may purchase additional minor
Species: Eldar
psychic powers, universal psychic powers, and
Attribute: Agility 5, Intellect 3, Willpower 3 Runes of Shaping psychic powers, subject to
Skill: Ballistic Skill (4), Awareness (3), Tech (3) Tier restrictions.
Wargear: Rune armour, psytronome shaper, a set of
Benefits wraithbone runes, Bonesinger shard, spirit
Keywords: Aeldari, Asuryani, <Craftworld>, Aspect stone.
Warrior
Influence Bonus: +1
Flickerjump: When equipped with a Warp Jump
Generator, a Warp Spider may employ it for
defence as well as mobility, flickering into and
out of reality as enemies fire upon them. When
targeted by a ranged attack, a Warp Spider
may increase their Defence by +Rank.
However, when they do this, roll a d6; on a 1,
they also suffer d6 Mortal Wounds from the
horrors of the Warp.
Wargear: Heavy Aspect Armour, Warp Jump
Generator, Death Spinner, knife, spirit stone.

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Kabalite Warrior Wych
Kabalite Warriors are the basic soldiers of a Dark Eldar Wyches, also known as Hekatarii are gladiatorial
Kabal. They make up the vast majority of the soldiers in warriors of the Dark Eldar, they each belong to one of
a Kabal and perform any and all tasks too important to the various Wych Cults of Commoragh. Wyches fight in
leave to the slaves. arenas in duels with one another and with various
captured aliens and beasts; few survive their first duel
The innate danger of simply living in Commorragh gives
but those who live learn quickly. Ruled over by their
its citizens training as warriors from birth, their entire
Succubi, the Wyches are highly proficient at close-
lives a constant fight for survival leaving even women
quarters combat, practising their skills for their entire
and children to be better able to defend themselves
lives. Wyches often use a cocktail of combat-enhancing
than their Craftworld cousins. Kabalite Warriors are
drugs to improve their performance on the battlefield.
those who that have excelled enough to be noticed by
a Sybarite. They are then granted increased status and Because of Dark Eldar's unending need to bathe in
inducted into the warriors of the Kabal. The Kabal murderous sensations, the Dark Eldar have evolved the
furnishes weapons and armour in return for lifetime Hekatarii, known in common parlance as the Wych
service to the Kabal. Despite this, the new warrior Cults. Each Wych Cult is a thousands-strong
generally has no loyalty to the Sybarite, seeing him or organisation of gladiators that put on nightly displays
her as just another steppingstone to power in the of the most incredible violence; not only for the
Kabal. edification of the masses, but also for their literal
sustenance. Such is the scale of the carnage staged by
Build Point Cost: 0
these armies of warrior-athletes that their audiences
leave the arena with the glow of well-fed predators. In
Prerequisites
this way the populace is kept from full-scale anarchy –
Tier: 1
Species: Eldar at least, those portions of Commorragh wealthy
Attribute: Agility 3, Initiative 3 enough to attend the Wych Cults’ nightly
Skill: Ballistic Skill (2), Cunning (1), Intimidation (2) performances.

Build Point Cost: 10


Benefits
Keywords: Aeldari, Drukhari, <Kabal> Prerequisites
Influence Bonus: +1
Tier: 1
Tormentor: A Kabalite Warrior is a master of cultivating
Species: Eldar
fear. A Kabalite Warrior adds +Rank to all
Attribute: Agility 3, Initiative 3
Intimidation Interaction attacks.
Skill: Athletics (2), Weapon Skill (2), Intimidation (2)
Wargear: Kabalite warsuit, splinter rifle, mono-knife
Benefits
Keywords: Aeldari, Drukhari, <Wych Cult>
Influence Bonus: +1
Glancing Blow: Wyches rely on speed and skill to avoid
the blades of their foes. Unless immobilised or
restrained, they may attempt to Soak Mortal
Wounds, and may use their Agility for their
Soak when doing so.
No Escape: Enemies attempting to disengage from a
Wych must pass an Agility test (DN 2+Rank);
failure means that they cannot disengage this
turn; the enemy may still attempt to leave
combat without disengaging.
Wargear: Wychsuit, Hekatarii blade, splinter pistol, 3
plasma grenades, three doses of Hekatarii
combat drugs.

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Harlequin Player Harlequin Troupe Master
The Harlequins, or Rillietann, are a unique subset of the A Troupe Master, also known as the "Leaders of the
Eldar race, who split their time between being talented Dance," and the "Avatars of the Laughing God" and
battlefield fighters and theatrical performers. They athair in the Aeldari Language, are the officers of the
exist outside of normal Eldar society and hold no Harlequins, with each troupe led by a Troupe Master.
allegiance to any Craftworld, Kabal, or other form of Amidst the mayhem of battle, the masque's elite leader
authority other than to their own belief in the Eldar choreographs the carnage. Each Troupe Master directs
deity Cegorach, the Laughing God. their Players with the skill of an impresario and the
strategic genius of a seasoned general.
No Eldar is born a Harlequin, all of their number are
recruited from other parts of Eldar society. Some are It is he that decides where the Troupe goes next, what
supposedly drawn from amid bustling crowds, dances are performed, and what messages they
beckoned into the shadows by a masked figure only deliver. If the Shadowseers are the heart and soul of a
they can see. Others simply vanish from their personal Troupe, the Troupe Master is its mind and cunning.
chambers. Others are swept up in a Harlequin
When performing, a Troupe Master invariably plays the
performance and stolen away, lose a wager with a
story's hero or major protagonist. In the Dance
Troupe Master, or follow mysterious laughter into a
Without End, the Troupe Master takes the role of the
Webway Gate. Every Eldar culture has strange and
Laughing God himself, striving against She Who Thirsts
cautionary tales regarding the Harlequins as a result.
and thwarting the newly birthed god's unceasing
Whatever the means of becoming a Harlequin, to hunger.
become one means erasing all that has come before
Build Point Cost: 150
including friends, family, and purpose. However, it
happens, once an Eldar becomes a Harlequin, every
Prerequisites
aspect of their old identity is erased. Each joins a Light,
Tier: 5
Twilight, or Dark Troupe and assumes a new role at the Species: Eldar
direction of their Troupe Master. These roles—each Attribute: Agility 6, Strength 4, Fellowship 5
known by a ritual character name such as the Sun Skill: Athletics (5), Weapon Skill (5), Deception (2),
Prince or Shaimesh the Poisoner or Webway Witch— Intimidation (2), Scholar (2), Leadership (3)
inform every facet of the Harlequin's new personality.
Known as the Theyldh, this process of becoming their Benefits
"true" self is far more intense than anything Keywords: Aeldari, Harlequin, <Masque>
experienced by any other performer in the galaxy. Influence Bonus: +5
We Dance The Dance Of Death: A Harlequin increases
Build Point Cost: 100 their Speed by +Rank and may disengage from
combat as a free action.
Prerequisites Choreographer of War: Characters with the Harlequin
Tier: 4 keyword within 10m of you gain +ED on their
Species: Eldar melee attacks equal to half your rank.
Attribute: Agility 5, Strength 4, Fellowship 4 Wargear: Holo-suit, Agaith, flip-belt, harlequin’s blade,
Skill: Athletics (4), Weapon Skill (4), Deception (2), shuriken pistol, plasma grenades, Webway
Intimidation (2), Scholar (2) keystone.

Benefits
Keywords: Aeldari, Harlequin, <Masque>
Influence Bonus: +4
We Dance The Dance Of Death: A Harlequin increases
their Speed by +Rank and may disengage from
combat as a free action.
Wargear: Holo-suit, Agaith, flip-belt, harlequin’s blade,
shuriken pistol, plasma grenades.

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Harlequin Shadowseer Harlequin Death Jester
A Shadowseer, known in the Aeldari language as an A Death Jester, also known as a margorach ("death-
esdainn, is a powerful Aeldari Harlequin psyker whose head" in the Aeldari Language), is a heavy weapons
abilities are centred around spreading confusion and specialist of the Aeldari Harlequins. Death Jesters make
fear during both a Harlequin performance or Masque use of a wide array of heavy weaponry; from the
and on the battlefield. As the spiritual guides of the humble Shuriken Cannon of the Craftworld Aeldari, to
Harlequins, Shadowseers are enigmatic and mysterious the specialised Firepike, or the morbid Shrieker
individuals. Though not affiliated to a Troupe, they Cannon. The Shrieker Cannon is the trademark weapon
perform alongside them as part of a masque, using of the Death Jesters, as only they can create and
their psychic powers to subtly enhance a performance. maintain them. Greatcoat billowing, bells jingling with
In battle, however, the Shadowseer turns his psychic obscene cheer, the Death Jester lets fly, the hissing
might upon the enemy, invading their minds and souls report of his weapon counterpointed by the screams of
to cause terror and mayhem. his dying foes.

Illusion, misdirection and terror whirl about the Through it all the Death Jester looks on with avid
Shadowseer like a psychic tempest. With a subtle twist amusement, keenly watching for any way in which to
of the mind, these warrior mystics can erase the make his victims' deaths more darkly comedic. It is a
memory of the Harlequins from their enemies' credit to his twisted ingenuity that he will normally
thoughts, clouding their perceptions with confusion or succeed.
horror. Wherever the Shadowseer treads the
Build Point Cost: 150
battlefield, shards of illusory light and shadow blind the
foe, while clouds of hallucinogenic gas send them into
Prerequisites
paroxysms of terror or bewildered joy. Discipline
Tier: 5
collapses, replaced by a bedlam of screams, gibbering Species: Eldar
and panicked, aimless gunfire. Warriors stagger Attribute: Agility 5, Strength 4, Willpower 4
drunkenly, slashing their blades at phantom foes. Skill: Athletics (5), Ballistic Skill (5), Intimidation (3),
Scholar (2)
Build Point Cost: 150
Benefits
Prerequisites
Keywords: Aeldari, Harlequin, <Masque>
Tier: 5
Influence Bonus: +4
Species: Eldar
We Dance The Dance Of Death: A Harlequin increases
Attribute: Agility 5, Fellowship 4, Willpower 4
their Speed by +Rank and may disengage from
Skill: Athletics (5), Weapon Skill (5), Deception (4),
combat as a free action.
Intimidation (2), Scholar (2), Psychic Mastery
Death is Not Enough: A Death Jester gains +Rank on
(4)
Ballistic Skill tests against enemies currently
under the effects of Fear, Pinning, or Terror.
Benefits
Wargear: Holo-suit, Agaith, flip-belt, shuriken cannon
Keywords: Aeldari, Harlequin, <Masque>, Psyker
with shrieker ammunition.
Influence Bonus: +5
We Dance The Dance Of Death: A Harlequin increases
their Speed by +Rank and may disengage from
combat as a free action.
Illusory Accompaniment: A Shadowseer begins play
with the smite psychic power, and may
purchase additional minor psychic powers,
universal psychic powers, and Phantasmancy
psychic powers, subject to Tier restrictions.
Wargear: Holo-suit, Agaith, flip-belt, miststave,
shuriken pistol, pack grenade launcher,
hallucinogen grenades.

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Harlequin Solitaire
Solitaires are the strangest and most dangerous of all
the Aeldari Harlequins. Called arebennian in the Aeldari
Language, they are doom incarnate, for they play the
part of She Who Thirsts in the Dance Without End, and
once their path is chosen no one can stay their hand.
The Solitaires, as their name implies, are solitary
individuals who roam the Webway, only joining a
Harlequin masque for a battle or performance when
the fancy takes them.

Just speaking to a Solitaire outside the Dance is


tantamount to death, for he treads the Path of
Damnation, and his soul is forfeit to the Chaos God
Slaanesh. Indeed, a Solitaire's role is afforded the
utmost fear and respect by other Aeldari of any faction,
for only the bravest, strongest and most incorruptible
of their race could play the part of their greatest
nemesis and remain sane.

Build Point Cost: 150

Prerequisites
Tier: 5
Species: Eldar
Attribute: Agility 5, Fellowship 4, Willpower 4
Skill: Athletics (5), Weapon Skill (5), Intimidation (3),
Scholar (2)

Benefits
Keywords: Aeldari, Harlequin, <Masque>
Influence Bonus: +0
Impossible Grace: A Solitaire increases their Speed and
Defence by +Rank and may disengage from
combat as a free action.
The Path of Damnation: Other Aeldari characters will
avoid a Solitaire’s presence, and a Solitaire
suffers a +6DN penalty on all interaction tests
with Aeldari outside of ritual circumstances or
performances. Meeting a Solitaire causes all
Aeldari—even allied ones—who lack the
Harlequin keyword to make a Fear test (DN 3)
to act normally.
Blitz: Once per scene, a Solitaire may spend a point of
Wrath to perform a Blitz. The Solitaire’s Speed
is doubled, and they reduce the DN penalties
for Multi-Attack action in melee by Rank.
Wargear: Holo-suit, Agaith, flip-belt, harlequin’s
caress, harlequin’s kiss.

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Orks
The following additional archetypes cover a selection of Ork “Oddboyz”, specialists who provide the Ork Hordes with
expertise and unusual skill.

Mekboy Painboy
A Mekboy, also known as a Mek, is a type of Ork An Ork Painboy, also known as a Mad Dok, is a member
Oddboy who build all the weapons, vehicles, and other of a special class of Ork Oddboy who are responsible
advanced technology used by the Greenskins. Mekboyz for fixing injuries even the highly regenerative Ork
are especially important to Ork Speed Freeks, as they physiology cannot repair, such as severed limbs and
maintain the prodigious number of bikes and vehicles brain damage. They use "Stabby Bits" as their medical
used by Ork warbands. Ork Meks go to war festooned tools. An Ork will only go to a Painboy when he has no
in clanking, smoke-belching contraptions of their own other choice, as these Oddboyz are infamous for trying
design. These eccentric inventions confound friend and out experimental procedures (such as the greatly
foe alike, as their purpose often remains a mystery feared Squig brain transplant) on patients while they
until the big red button gets pushed. When triggered, are under anaesthesia (known as a "concussion" to
a Mek's latest invention might fire blasts of energy that other intelligent races). Painboyz are responsible for
immolate swathes of the enemy, or project wobbling attaching crude bionics to Ork patients that have been
bubbles of gravitic force to protect nearby Boyz from created by the Mekboyz, although sometimes they are
harm. On the other hand, it might belch showers of not paying attention and replace the wrong part of the
sparks before engulfing its operator and everyone patient's body. This is often distressing to a patient who
nearby in a roiling ball of flame. Yet occasional is the lucky recipient of an exploding leg, especially if it
malfunctions are forgiven by the Orks, for even when a was his arm that needed attention. High-ranking
Mekboy's temperamental new wotsit does decide to Painboyz are called Painbosses and are known to be
explode, at least it gives the Boyz a good laugh. accompanied by Cybork bodyguards. Orks are
surprisingly resilient and have had arms, legs and even
Build Point Cost: 30 heads swapped around and the Ork in question has
survived to tell the tale!
Prerequisites
Tier: 2 Build Point Cost: 30
Species: Ork
Attribute: Toughness 3, Intellect 3 Prerequisites
Skill: Tech (3) Tier: 2
Species: Ork
Benefits Attribute: Toughness 3, Intellect 3
Keywords: Ork, <Clan> Skill: Medicae (3)
Influence Bonus: +1
Fix It Proppa: A Mek gains +Rank on Tech tests to fix Benefits
any weapon, vehicle, or other machine with Keywords: Ork, <Clan>
the Ork keyword. In addition, during a regroup Influence Bonus: +1
or respite, a Mek may tinker with a weapon, Make It All Betta: A Painboy may add +1/2 Rank to all
vehicle, or other machine with the Ork Medicae tests made on characters with the Ork
keyword. Weapons gain ED equal to ½ the keyword. In addition, a successful Medicae test
Mek’s Rank. Vehicles gain +1/2 Rank to their to stabilise a dying character with the Ork
Cruising Speed, Wounds, or Resilience. Other keyword restores Rank wounds rather than 1.
machines gain a bonus of the GM’s discretion. Wargear: ‘Urty Syringe, Choppa, Ork Flak armour, Dok
These bonuses last until the Mek’s next Bag
respite, or until the machine suffers a
complication, whichever comes first.
Wargear: Kustom Mega Blasta, Choppa, 3 Stikkbombs,
Ork Flak armour, Mek Toolz

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Burna Boy Flash Git
Burna Boyz are those pyromaniacal Greenskins whose Flash Gitz are an elite breed of Ork Nobz who are
desire to burn and destroy grows to consume them obsessed with their lovingly customised, ostentatiously
entirely. Often, they join forces with Mekboyz who polished and painted weapons known as Snazzguns
they depend on to keep them supplied with that can potentially wipe out entire squads of infantry
Promethium fuel and the heavy blow in a hail of fire. Unlike other Nobz, Flash Gitz prefer
torch/flamethrowers known as Burnas that give them "more dakka" to being "stompier," that is to say, they
their name. These dedicated arsonists take great prefer ranged fire over melee combat. They are
delight in setting fire to the enemy (and anybody and powerful ranged heavy infantry troops for an Ork
anything else they can lay their hands on if no enemy is WAAAGH! Many Flash Gitz are members of the Bad
available) and it takes a strong Warboss or the Moons Clan, where they serve as the clan's elite
blackmailing powers of the Meks to keep them in line. infantry. In addition to their powerful armament, Flash
However, the benefits of these lunatics in any Ork Gitz often wear garish armour, adorned with bionic
warband just about outweigh the risks of getting eyes (usually called Gitfindas) and skull trophies
anywhere near them. The Burna Boyz can be a mounted on their weapons or upon their back. Due to
powerful asset on the battlefield, whether in small their hulking size and powerful musculature, which is
team or large mobs; their mass incendiary firepower typical for Ork Nobz, they are still capable close
can prove devastating, particularly against enemy combatants with their Choppa Bayonets and Sluggas.
infantry, flushing out foes from defended positions and Flash Gitz consider themselves to be at the top of Ork
bringing down bestial creatures. Also, with their society, having accumulated large numbers of Ork
weapons turned to the searing hot point of a blowtorch teeth. Many Flash Gitz love to flaunt their powerful
flame, they can wield them to hack and slice up enemy weapons to other Orks, and they are often
armour and vehicles. They serve a vital secondary role accompanied by well-dressed Grots who often boast of
in this regard, cutting up battlefield salvage for later their master's achievements. Flash Gitz are sometimes
use. kicked out of Ork tribes for their wealth and general
obnoxious behaviour though, which can lead to them
Build Point Cost: 30
going down the path of a Freebooter.
Prerequisites Build Point Cost: 60
Tier: 2
Species: Ork Prerequisites
Attribute: Toughness 3, Intellect 2 Tier: 3
Skill: Ballistic Skill (2), Weapon Skill (2) Species: Ork
Attribute: Strength 4, Toughness 3
Benefits Skill: Ballistic Skill (3), Cunning (2)
Keywords: Ork, <Clan>
Influence Bonus: +1 Benefits
Da Burny Dance: Burnas revel in the flames they Keywords: Ork, <Clan>
spread. A Burna gains +1 icon on Resolve tests Influence Bonus: +2
for every creature they can see who is Gun Crazy Show-Offs: If a Flash Git rolls a 6 on their
currently burning. Wrath die during a shooting attack, they may
Wargear: Burna, Ork Flak armour, 3 stikkbombs spend a Reload to immediately make a second
shooting attack with that weapon at the
nearest target.
Wargear: Snazzgun, ‘Eavy armour, 3 stikkbombs,
ammo runt

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Tankbusta Runtherd.
A Tankbusta (pl. Tankbustaz) is an Ork Boy who has Runtherdz are Ork Oddboyz who exhibit a trait
become completely addicted to the thrill of destroying extremely uncommon amongst Orks: patience. Only
the armoured fighting vehicles of his foes. A they have the right mindset to "care" about their
Tankbusta’s desire to hunt down and slay the biggest, smaller Orkoid cousins, the Gretchins and Snotlings,
most dangerous tanks they can find echoes the primal and the patience to perform the task of training them
instinct of the big game hunter. to be more efficient at their tasks. Where the average
Ork only yells his orders and beat his underlings if the
Indeed, as primitive hunters might claim a gruesome
orders are not fulfilled to his liking, a Runtherd has a
trophy from a fallen beast to better brag of its demise,
more "reasonable" approach of carrot-and-stick
so Tankbustaz will strip the choicest loot from the
treatment. He explains to those under his care what is
wreckage of a ruined tank.
expected of them, and those that perform efficiently
Colourful hull plates are hammered into crude armour, are rewarded, while only those that perform poorly are
internal gubbins worn proudly as warrior jewellery, and beaten. The simplest and most menial tasks are
the flayed skins of crewmen are draped round the undertaken by the tiny Snotlings. Snotlings are not
Tankbustaz' shoulders like pelts. particularly easy to train because they are slow
learners and need to be slowly and carefully
They equip themselves extensively for dealing death to conditioned to perform even the simplest tricks.
enemy armour—their whistling volleys of Rokkits, and Runtherdz train Snotlings to cultivate fungus and tend
lethal Tankbusta Bomb assaults can spell annihilation Squigs and take extraordinary pride in their tiny
for even the heaviest enemy tanks. charges.
Build Point Cost: 30 Build Point Cost: 30
Prerequisites Prerequisites
Tier: 2 Tier: 2
Species: Ork Species: Ork
Attribute: Toughness 3, Agility 2 Attribute: Toughness 3, Fellowship 3
Skill: Ballistic Skill (2) Skill: Intimidation (3), Leadership (2)
Benefits Benefits
Keywords: Ork, <Clan> Keywords: Ork, <Clan>
Influence Bonus: +1 Influence Bonus: +1
Tank Hunters: When making a ranged attack against a Slaver: A Runtherd is accompanied by a mob of
vehicle, a Tankbusta may re-roll failures on Gretchin (Rank x 3 Gretchin in total). Gretchin,
their attack. Snotlings, and Squigs owned by the Runtherd
Wargear: Rokkit Launcha, Ork Flak armour, 3 within 10+Rank metres add the Runtherd’s
stikkbombs, 1 tankbusta bomb Leadership to their Resolve, and as a bonus on
any skill test they are commanded to make by
the Runtherd.
Wargear: Slugga, grabba-stikk, 3 stikkbombs, grot lash,
Ork Flak armour.

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Weirdboy
A Weirdboy is one of the Orks' psykers, unique in that
he acts as a psychic sponge, absorbing and channelling
the natural psychic energies constantly emanated by
other Orks. Weirdboyz are the most psychically
attuned of all Orks. They are capable of vomiting blasts
of Warp energy that can reduce foes to molten goop in
seconds. Weirdboyz unconsciously channel the
background mental emissions of nearby Greenskins.
Even a close-run Squig-eating contest between two
rowdy Boyz will cause waves of energy to pulse
through any Weirdboy that strays near. Unless the
Weirdboy finds some way to release this pent-up
energy his head will explode, detonating the heads of
nearby Orks into the bargain. This can prove highly
inconvenient. Any Weirdboy lucky enough to reach
maturity will have learned how to release his powers in
a searing energy blast or destructive wave. Though this
makes the Weirdboy feel fantastic, it can result in a
messy death for anyone in his vicinity.

Build Point Cost: 60

Prerequisites
Tier: 3
Species: Ork
Attribute: Toughness 4, Willpower 4
Skill: Psychic Mastery (2)

Benefits
Keywords: Ork, Psyker, <Clan>
Influence Bonus: +1
The Power of the WAAAGH! Weirdboyz begin play
with the shove, inflict pain, and smite psychic
powers, and they may purchase additional
Power of the WAAAGH psychic powers, subject
to Tier restrictions. A Weirdboy may not gain
additional Wrath dice by drawing on the Warp
as other psykers do. Rather, they gain one
additional Wrath die for every five Orks (but
not other greenskins such as Gretchin,
Snotlings, and squigs) within 20 metres. They
must use these Wrath dice—they cannot
choose not to. Each 1 rolled on a Wrath die for
a Weirdboy using a psychic power inflicts one
Mortal Wound to the Weirdboy instead of a
roll on the Perils of the Warp table, and a
Weirdboy who is reduced to 0 wounds by this
damage explodes, inflicting 1d3 Mortal
Wounds to all Orks within 15m.
Wargear: Weirdboy Staff, Ork Flak armour.

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Squats
The following archetypes are intended to be used with the Squat species, described earlier in this document.

Squat Strongholds and Leagues


There were once several thousand Homeworlds, each A character with the <League> keyword may select one
of which was home to one or more Strongholds. Each of the Leagues or Strongholds listed on the table below,
Stronghold was a largely independent community, with or the player may work with the GM to create one of
its own laws, traditions, and armies. If a world had their own. The selected League or Stronghold then
more than one Stronghold – as many did – it was typical replaces the <League> keyword on the character sheet.
for one to be preeminent, so that it has nominal rule
League Description
over the others. Each Stronghold is built over a
League The most powerful and influential
labyrinth of mine workings which delve deep into the
of Thor League, once containing more than
rock. The Strongholds were vast, some as vast as Hive three hundred Strongholds. What
Cities, and self-sufficient in almost all ways. remains is a fleet of a thousand ships,
The inhospitable environments of the Homeworlds sailing through the inky void of the
Imperium Nihilus, seeking allies.
meant that their surfaces were mostly barren and
League The furthest League from the galactic
uninhabited, with the Strongholds as havens amongst
of core, lying near to the Eye of Terror. The
plains of solid rock and seas of dust. Their atmospheres Emberg remnants gathered up with survivors
are mostly composed of inert gases, so it was only from Cadia and are currently waging a
possible to survive within the Strongholds or in one of crusade of vengeance against any of the
their outposts scattered across the planet. forces of Chaos they encounter.
League The League with the greatest number of
Although each Stronghold is independent, they often
of member Strongholds, though none so
have strong ties with one another. Some Strongholds Kapellar influential as those within the League of
had alliances that endured for thousands of years, Thor. The remnants are scattered far
bonded so tightly that they were almost one people. and wide and can normally be found
Others were loose collections of individual fiefs, hiring themselves out as mercenaries as
sharing the duty of patrolling nearby systems and they search for signs of their kin.
defending outlying worlds against rampaging Orks or League The first of the Leagues to be discovered
Chaos reavers. These alliances were normally formed of Norgyr by the Great Crusades, due to its relative
for defence or trade, but they also define political proximity with Earth. Most of the
power amongst the Homeworlds, where the most survivors rallied to the Imperium after
powerful rivals gather together the other Strongholds the cataclysm, and now scour the
western edge of the rift looking for other
into mutually supportive Leagues.
Squats and for Chaos raiders.
Each League is dominated by a single powerful League A rival to the League of Thor, who waged
Stronghold – normally the Stronghold for which the of war against them in the 39th Millennium
League is named – and includes other Strongholds that Grindel until they united in the face of WAAAGH
either rely upon their leader for trade and defence, or Grunhag. Few survived the cataclysm,
which identify with their League on cultural or historic and the survivors have tried to settle a
world near the rift in the Imperium
grounds. There were once as many as seven hundred
Nihilus.
Leagues, but the number varied from century to
century. Today, the legacies of the Strongholds persist
in scattered families who are constantly listening for
other survivors, and the Leagues are little more than
battered flotillas of exploratory ships and transports,
but no living Squat would forget their ancestry and the
bonds that united those ancestors together.

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War-Pledged Warrior Guild Engineer


The primary military force of a Squat Stronghold was The Engineer’s Guild – Endrinkalan – had branches in
known as the War-Pledged, a translation of the original every Stronghold, on every Squat Homeworld. Their
Squat term, Kazakbarazi, though some Imperial influence ran parallel to the Leagues that bound
linguists have translated it as “Brotherhood” in the Strongholds together, and no Lord would turn away a
past. Each Squat is obliged to enter service once they Guild Engineer in good standing. The technology they
have raised at least two children to maturity, ensuring create rivals the artifice of the Adeptus Mechanicus,
that military service does not threaten the continuity and while Guild Engineers have their share of “Guild
of the hold, and this service lasts for at least three secrets”, they do not wreathe their works in the
decades. Upon returning home after their service, a superstition and mystery of the Cult Mechanicus…
Squat takes up a place within their family’s interests. much to the consternation of many a Magos.
Even after leaving service, however, the bonds formed
There was at least one engineer in each company of
in a War-Pledged Company last for generations, with
War-Pledged, hired to oversee the maintenance of
each warrior forming a link in a chain that binds
arms, armour, vehicles, and war machines. There are
Strongholds together.
others aboard each Squat vessel, maintaining the
Companies of War-Pledged were often loaned out as complex systems that keep them voidworthy. Thus,
mercenary companies or expeditionary forces to even after the cataclysm, many of the Engineer’s Guild
further the goals of their Stronghold, and it was these remain, and though some of their most carefully
ranging forces that survived the cataclysm, when the guarded secrets were lost with the Master Engineers,
rift opened and swallowed the Homeworlds. These enough survived, with enough lore to maintain the old
forces are now scattered and isolated, often searching traditions.
for other survivors or seeking vengeance on the
Needless to say, the Adeptus Mechanicus are eager to
enemies of their people.
obtain the knowledge of these scattered abhuman
Squat warriors gained a reputation for their fondness artisans.
for guns, and even before the cataclysm, no Squat
Build Point Cost: 50
away from home would travel without at least one
sidearm, typically a large-calibre pistol of some kind. Prerequisites
Build Point Cost: 0 Tier: 3

Species: Squat
Prerequisites
Tier: 1 Attribute: Intellect 3
Species: Squat
Attribute: Toughness 4, Willpower 3 Skill: Tech (3), Scholar (1)
Skill: Weapon Skill (2), Ballistic Skill (2), Cunning (1) Benefits
Keywords: Squat, <League>
Benefits Influence Bonus: +2
Keywords: Squat, <League> Guild Techniques: Guild Engineers receive +Rank on
Influence Bonus: 0 Tech tests to repair a damaged machine. They
War-Pledged: A War-Pledged Warrior is bound by may re-roll up to ½ Rank dice on any skill test
oaths of loyalty and duty and stands united to use a device that they have personally built
with their comrades-in-arms. Whenever a or repaired. They are considered to have built
War-Pledged Warrior attacks an enemy who all of their starting wargear.
has been attacked by an ally already during this Wargear: Bolter, Power Axe, augmetic servo-arm,
round (including Interaction attacks), they gain Ionclad Carapace armour, Refractor field, Guild
a bonus of +1/2 Rank to their attack. Engineer’s tools.
Wargear: Bolter, hand-cannon, mono-knife, Flak
armour, 3 frag and 3 krak grenades.

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Hearthguard Ancestor Lord
In each company of War-Pledged, there is an elite The typical lifespan for a Squat is about 300 years.
cadre of warriors, the Hearthguard. These are the However, a small portion of the population can live up
personal companions of the company’s Jarl, and to join to 800 years. This select part of Squat society are
such esteemed ranks comes only at invitation. Each treated with enormous respect, being known as Living
Hearthguard has fought as part of the company for at Ancestors or Spirit Lords. They are treated as living
least a century, and each has proven their value time members of the ancestor group which forms the basis
and again. of Squat religion. Their long lives have filled them with
wisdom, as well as enhanced their psychic potential,
Hearthguard serve several roles within a company.
which begin to manifest at around 500 years old. The
Outside of battle, they provide counsel to the Jarl,
fact that psychic powers are practically unknown
rendering advice and ensuring that the Jarl’s decisions
amongst other Squats makes the Living Ancestor
are sound. One amongst the Hearthguard will bear the
doubly venerated.
Jarl’s banner, serving as herald, and the banner-bearer
and three others will form the Jarl’s personal When a Squat reaches Living Ancestor status, he
bodyguard and closest advisors both on and off the surrenders his name and his goods to his descendants,
battlefield. The rest are spread throughout the and even has a funeral ritual held by his clan. After, the
company, leading squads of warriors in battle and Living Ancestor goes to live with the rest of his kind and
serving as an example for others to follow. will often advise Lords of various Squat strongholds.

As befits their status, they are equipped with the finest Only a handful of Ancestor Lords remain, and it is
wargear, and their arms, armour, and personal effects unlikely that any other Squats will survive long enough
are of the highest quality, lovingly crafted and as to attain that lofty status. Their knowledge and power
aesthetically pleasing as it is effective. are highly prized in these dark days, for they are often
the strongest link back to a sundered past.
Build Point Cost: 40
Build Point Cost: 100
Prerequisites
Tier: 3 Prerequisites
Species: Squat Tier: 4
Attribute: Toughness 4, Willpower 3, Fellowship Species: Squat
Skill: Weapon Skill (4), Ballistic Skill (4), Leadership (2) Attribute: Willpower 5, Fellowship 4
Skill: Leadership (3), Psychic Mastery (3)
Benefits
Keywords: Squat, <League> Benefits
Influence Bonus: +2 Keywords: Squat, <League>, Psyker
Bodyguard: A Hearthguard is unstinting in their Influence Bonus: +4
devotion to their comrades, and they will not Psychic Protector: An Ancestor Lord begins play with
permit their allies to come to harm if it can be the Psyniscience and smite psychic powers
helped. When an enemy makes an attack (which do not count towards the maximum),
against a character within 5m of the and may purchase additional Minor Psychic
Hearthguard (and who is one of the Powers, Universal Psychic Powers, and
Hearthguard’s allies), the DN of the attack is Ancestral Rites Psychic Powers, subject to Tier
increased by ½ the Hearthguard’s Rank. restrictions.
Wargear: Bolter, Power Axe, Bolt Pistol, mono-knife, Wargear: Master-Crafted Force Rod, Ionclad Carapace
Ionclad Carapace Armour, 3 frag and 3 krak armour, clothing (Ancestor’s robes).
grenades.

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New Talents
This section contains an assortment of new Talents, many of which have been designed for use with character options
presented elsewhere in this document.

Talent Cost Prerequisite Effect


‘Ere We Go 30 Ork +1/2 Rank to Speed and +1ED when charging
Abhor the Witch 30 Black Templars +1/2 Rank DN to psychic powers used on you
Acolyte of Ynnead 25 Aeldari, Psyker, Ynnari Spend 1 Soul token to gain +Rank to Psychic
tests.
Anathema 45 Pariah, Willpower 4+ Inflict Mortal Wounds on Daemons and
Psykers in melee.
And They Shall 10 Adeptus Astartes Re-roll failures on Resolve tests.
Know No Fear
Armour of 20 Adeptus Astartes, Toughness 5+ +Rank dice on Soak rolls.
Contempt
Armour-Monger 30 Adeptus Mechanicus +1/2 Rank to Armour Rating of your armour
A Taste for Death 20 Aeldari, Ynnari Spend 1 Soul token to gain +Rank to attacks.
Back from the Brink 25 Aeldari, Ynnari Re-roll Defiance checks.
Battle Focus 20 Aeldari, Asuryani May run and shoot more easily
Blood for the Blood 40 Chaos, Khorne Spend Wrath to make a bonus melee attack
God
Bolter Discipline 10 Adeptus Astartes Use Bolters more effectively
Bolter Drill 30 Imperial Fists or Crimson Fists Criticals with Bolt weapons allow additional
attacks
Brotherhood of 20 Grey Knights +1d per nearby Grey Knight when attempting
Psykers a Psychic Test
Codex Discipline 20 Ultramarines +1/2 Rank to Conviction and Resolve
Conqueror 30 Skitarii +Rank on melee attacks, but +3DN to ranged,
Imperative for 1 turn
Death to the False 30 Chaos, Heretic Astartes Criticals on melee attacks against Imperials
Emperor grant extra attacks
Death Visions 20 Blood Angels +1/2 Rank to charge attacks, but the Red
Thirst gets harder to resist
Deceptive Retreat 30 Aeldari Spend 1 Glory to disengage after making a
melee attack
Ded ‘Ard! 40 Ork, Toughness 5+ +1/2 Rank Resilience, re-roll failed Defiance
Checks
Descent of Angels 30 Blood Angels Inflict mortal wounds when charging with a
jump pack.
Dreadful Vigour 35 Chaos, Nurgle Spend 1 Wrath to regain 1d3+2 Wounds.
Excruciating 30 Chaos, Slaanesh Take Shock to get bonuses on Awareness and
Sensation Insight tests
Fallen Angel 15 Chaos, Heretic Astartes, Dark +Rank to Scholar tests about history, +2d on
Angels melee attacks against Dark Angels
Fix Bayonets! 20 Astra Militarum +Rank to damage of bayonet attacks when
charging or charged
Indomitable Belief 20 Adepta Sororitas, may not possess +2 Resilience to Adepta Sororitas within 15m,
the Chaos keyword gain Faith for passing Defiance checks
Inner Circle 40 Dark Angels, Willpower 5+ Auto-pass all fear and terror tests and are
immune to intimidation. Re-roll Rank dice on
melee attacks against Fallen.

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Talent Cost Prerequisite Effect
Jink 30 Dark Angels, Agility 5+ +1/2 Rank to defence of Bike or Land Speeder
when travelling above Cruising Speed. Re-roll
Rank dice on melee attacks against Fallen.
Lightning Assault 20 White Scars +1/2 Rank to Speed when you run or sprint.
+Rank to speed of vehicles you pilot.
Lightning-Fast 30 Aeldari When attacked, spend 1 Wrath to add +Rank
Reactions to Defence.
Luminen Blast 20 Adeptus Mechanicus, Cult Shoot blasts of lighting from your implants
Mechanicus, Luminen Capacitor
Luminen Defiler 20 Chaos, Dark Mechanicus, Luminen Corrupt the charge of your Luminen Capacitor
Capacitor
Luminen Shock 20 Adeptus Mechanicus, Cult Channel electricity through your implants in
Mechanicus, Luminen Capacitor melee
Machine Empathy 20 Iron Hands Bonus to Tech tests, and Piloting tests for
Astartes vehicles, equal to the number of
cybernetics you have.
Master Artisan 25 Salamanders When using your own weapons, re-roll up to
½ Rank dice.
Maglev 20 Adeptus Mechanicus, Cult Use Maglev Coils to float more effectively
Transcendence Mechanicus, Maglev Coils
Munitionsmith 30 Adeptus Mechanicus +1/2 Rank ED with Melta, Plasma, Arc, Power,
or Adeptus Mechanicus weapons
Not Another Step 25 Squat When you fail a Resolve test, take 1
Back Corruption to pass instead.
Only in Death Does 50 Adeptus Astartes, Toughness 5+, Keep fighting when at 0 Wounds instead of
Duty End Willpower 5+ falling unconscious.
Power Through 20 Aeldari, Drukhari Gain increasing benefits by inflicting pain and
Pain fear
Properly Prepared 20 Squat Carry 5 Reloads instead of 3, and can spend
Wrath to reveal a secret back-up gun.
Prosanguine 20 Adeptus Mechanicus, Cult Push implants to heal your wounds faster.
Mechanicus, Autosanguine
Protector 30 Skitarii +Rank on ranged attacks, but +3DN to melee,
Imperative for 1 turn
Purity of Faith 30 Adeptus Ministorum or Adepta Gain 1 Faith. Spend 1 Faith and roll Conviction
Sororitas, Willpower 5+, must not +Rank to prevent nearby psychic powers.
possess the Chaos keyword
Reborn Together 10 Aeldari, Ynnari Add +2 Resolve while within 10m of other
allied Ynnari.
Quell the Warp 30 Pariah, Willpower 5+ You may Deny the Witch, using Willpower
+Rank, even though you’re not a Psyker
Saga of Majesty 30 Space Wolves, Fellowship 6+ Spend 1 Wrath to pass a Resolve test. Spend
Glory to inspire others to recover Shock.
Saga of the Bear 20 Space Wolves, Toughness 6+ When you Soak, spend Glory to reduce Shock
suffered
Saga of the Warrior 20 Space Wolves, Agility 5+ When you spend Glory to add dice to a melee
Born attack, you may re-roll the added dice.
Sorcerous Might 45 Chaos, Tzeentch, Psyker Spend Wrath to gain extra Exalted Icons to
shift on psychic tests.
Strength from 50 Aeldari Take extra action when nearby characters die.
Death
Strike and Fade 30 Aeldari After a ranged attack, spend 1 Glory to move.

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Talent Cost Prerequisite Effect
Strike From The 30 Raven Guard When attacking unaware enemies, your target
Shadows becomes Vulnerable
Take Cover! 20 Astra Militarum When targeted by a ranged attack while in
cover, sacrifice next turn’s move to add +1/2
Rank to Defence
War Hymns 30 Adeptus Ministorum Sing hymns of war to give nearby allies +2d on
melee attacks.
Whispering Spirits 25 Aeldari, Ynnari Enemies near the character reduce Resolve
Witch’s Nightmare 40 Pariah You cause Terror to psykers and daemons,
even ones immune to terror.
Wonders of the 20 Squat, Tech 5+ You’re familiar with Imperial and Adeptus
Engineer’s Guild Mechanicus technology, and can repair it
better than they can.

‘Ere We Go! Anathema


Build Point Cost: 30 Build Point Cost: 45

Prerequisites: Ork Prerequisites: Pariah, Willpower 4+

Little can compare to the momentum of a charging Ork. Your mere presence is bane to daemons and psykers.

When you charge into melee, increase your Speed by Whenever you succeed at a melee attack against a
+1/2 Rank. In addition, you gain +1 ED on your attacks creature possessing the Daemon or Psyker keywords,
when you charge. your attack inflicts mortal wounds equal to your Rank
in addition to any other damage inflicted. In addition,
Abhor the Witch
creatures with the Daemon keyword within a number
Build Point Cost: 30
of metres of you equal to your Willpower may not use
Prerequisites: Black Templars their Daemonic special ability.

Your disdain for sorcery is palpable, repelling the vile And They Shall Know No Fear
arts of wyrd and witch. Build Point Cost: 10

When a psyker attempts to target you with a psychic Prerequisites: Adeptus Astartes
power, increase the difficulty of their Psychic Mastery
You are one of the Defenders of Humanity, a bulwark
test by +1/2 Rank. This applies to both friendly and
against terror forged in the furnace of war.
enemy psykers – you consider no psyker your ally.
You may re-roll any failures on any Resolve test you
Acolyte of Ynnead
make.
Build Point Cost: 25
Armour of Contempt
Prerequisites: Aeldari, Psyker, Ynnari
Build Point Cost: 20
Those psykers amongst the Ynnari hosts can use the
Prerequisites: Adeptus Astartes, Toughness 5+
souls of the recently dead to focus their powers.
You will not yield while there is still a battle to be won,
When you attempt a Psychic Mastery test, you may
nor while an enemy of the Imperium still draws breath.
spend 1 Soul token to add +Rank dice to the test.
When you choose to Soak, you may add +Rank dice to
the roll.

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Armour-Monger Blood for the Blood God
Build Point Cost: 30 Build Point Cost: 40

Prerequisites: Adeptus Mechanicus Prerequisites: Chaos, Khorne

Your craft allows you to enhance the effectiveness of You are a blood-soaked devotee of the Lord of Skulls,
your armour. and your desire to slay cannot be sated.

You increase the armour rating of any armour you wear You gain +1 Corruption. After you make a melee attack,
by +1/2 Rank. You must be able to spend at least an you may spend 1 Wrath to make an additional attack.
hour a day maintaining and adjusting the armour in
Bolter Discipline
order to gain this bonus.
Build Point Cost: 10
A Taste for Death
Prerequisites: Adeptus Astartes or Heretic Astartes
Build Point Cost: 20
The bolter is the customary weapon of your kind, and
Prerequisites: Aeldari, Ynnari
in your hands, it is mighty indeed.
When one of the Reborn sees the soul of their foes
When you make an attack with a Bolt weapon with the
departing their bodies, they feel a renewed sense of
Rapid Fire trait, you gain bonus dice equal to the trait’s
purpose.
rating if you meet one of the following conditions. This
The Ynnari character may spend a Soul token to add is instead of the normal benefits of the Rapid Fire trait.
+Rank dice to their next attack.
• You are making an attack at close range.
Back from the Brink • You did not move this turn.
Build Point Cost: 20 • You are in Terminator Armour, Centurion
Armour, or the weapon is mounted on a
Prerequisites: Aeldari, Ynnari
Vehicle.
Those infused with death are not easy to slay.
Bolter Drill
The Ynnari character may re-roll any Defiance Checks Build Point Cost: 30
they make.
Prerequisites: Imperial Fists or Crimson Fists
Battle Focus
Your aim is guided by years, even decades, of
Build Point Cost: 20
marksmanship training, and you can unleash a
Prerequisites: Aeldari, Asuryani devastating fusillade of bolter fire.

The warriors of the Craftworlds are swift and certain, When you make a successful attack with a weapon with
able to fight on the move with startling effectiveness. the Bolt keyword, and you roll a 6 on your Wrath die,
instead of inflicting a critical hit you may choose to
When you Run, you may make a ranged attack with any
make an additional attack with that weapon
weapon, as that weapon had the Assault quality. You
immediately, at the same target or another within
do not suffer the normal +2DN on the attack for doing
2+Rank metres of the initial target. This additional
this. This does not apply to weapons with the Heavy
attack may not generate any further attacks.
keyword.

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Brotherhood of Psykers Death Visions
Build Point Cost: 20 Build Point Cost: 20

Prerequisites: Grey Knights Prerequisites: Blood Angels

Your mind is a piece of a greater weapon against the Your mind and soul are upon the precipice, tormented
darkness, one that is only complete alongside the wills by visions of Sanguinius’ demise and barely able to
of your brothers. slake the rage and bloodlust in your heart.

When you attempt a Psychic Mastery test, you may add When you charge into melee, you may add a bonus of
+1 bonus dice for every Grey Knight with this Talent 1/2 your Rank to your attack. However, you increase
within 10m of you. the Difficulty of any Willpower test to resist The Red
Thirst by an amount equal to your Rank, and a
Codex Discipline
Complication suffered in combat may cause you to
Build Point Cost: 20
hallucinate that you are Sanguinius himself, battling
Prerequisites: Ultramarines traitors in the Horus Heresy. Primaris Space Marines
who take this talent become subject to The Red Thirst
The tenets of the Codex Astartes are sacrosanct to you, despite being Primaris.
and you lean upon their guidance to see you through
the worst of times. Deceptive Retreat
Build Point Cost: 30
You increase your Conviction and Resolve by 1/2 your
Rank. Prerequisites: Aeldari

Conqueror Imperative Aeldari in battle wield deception like a blade, slipping


Build Point Cost: 30 from the fray in feigned retreat only to follow their
flight with another attack.
Prerequisites: Skitarii
After you make a melee attack, whether successful or
Though doctrina imperatives are normally initiated by not, you may spend one Glory to Disengage as a free
a Tech-Priest overseeing the Skitarii in action, you have action.
been equipped with protocols for independent action.
You can engage an imperative which enhances your Ded ‘Ard!
ferocity and aggression for short bursts. Build Point Cost: 40

At the start of any of your turns, you may activate the Prerequisites: Ork, Toughness 5+
Conqueror Imperative. This adds +Rank to any melee
Injuries that would slay even other Orks are mere flesh
attacks you attempt during that turn but increases the
wounds to you.
DN of any ranged attacks you attempt that turn by +3.
At the end of a turn in which you activate the Your Resilience is increased by +1/2 Rank, and you may
Conqueror Imperative, you suffer 1d3+2 Shock. re-roll any failed Defiance Check.
Death to the False Emperor Descent of Angels
Build Point Cost: 30 Build Point Cost: 30

Prerequisites: Chaos, Heretic Astartes Prerequisites: Blood Angels

Endless is your spite. Eternal is your hate. You emulate your winged Primarch as you descend
from the skies into the heart of the enemy.
When you make a successful melee attack against a
character with the Imperium keyword and roll a 6 on If you charge into melee while using a Jump Pack, roll a
the Wrath die in the process, you may choose to make number of dice equal to your Rank. For each 6 rolled,
an additional melee attack instead of inflicting a critical you inflict a single Mortal Wound upon one of the
hit. This additional attack cannot be used to gain more enemies you have charged.
attacks.

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Dreadful Vigour Indomitable Belief
Build Point Cost: 35 Build Point Cost: 20

Prerequisites: Chaos, Nurgle Prerequisites: Adepta Sororitas, must not possess the
Chaos keyword
Grandfather Nurgle bestows life and vitality upon his
children. Your wounds knit with tumorous growths, Your faith is such that you will not yield before the
and vile ichor bubbles forth to replace spilt blood. Emperor’s enemies.

You gain +1 Corruption. At the start of any of your You, and all Adepta Sororitas characters within 15m of
turns, as a free action, you may spend 1 Wrath to you, gain +2 to Resilience. In addition, whenever you
regain 1d3+2 Wounds. succeed at a Defiance test, gain 1 Faith. If you die, all
characters with the Adeptus Ministorum or Adepta
Excruciating Sensation
Sororitas keywords gain 2 Faith and recover 1d3+1
Build Point Cost: 30
Shock, as they are spurred on by your martyrdom.
Prerequisites: Chaos, Slaanesh
Inner Circle
The Prince of Pleasure has granted you the greatest Build Point Cost: 40
depths of awareness, to better appreciate the
Prerequisites: Dark Angels, Willpower 5+
sensations of existence. Your mind burns with glorious
agony as you open your senses to perceive more You have been granted true knowledge of the
deeply than any mortal should. Unforgiven’s quest for absolution, and you bear that
burden with solemnity and furious purpose.
You gain +1 Corruption. When you attempt an
Awareness or Insight Test, you may choose to suffer 1, You automatically pass all Fear and Terror tests. You
2, or 3 Shock in order to gain that many additional dice are also immune to Interaction attacks made using
on the Test. Intimidation. Further, you may re-roll up to your Rank
dice on any melee attacks made against characters
Fallen Angel
with the Heretic Astartes and Fallen keywords. Finally,
Build Point Cost: 15
you gain the Deathwing keyword.
Prerequisites: Chaos, Heretic Astartes, Dark Angels
Jink
You broke faith with The Lion of Caliban during the Build Point Cost: 30
Imperium’s darkest hour. Or perhaps he broke faith
Prerequisites: Dark Angels, Agility 5+
with you.
You are a paragon of high-speed mounted combat, and
Due to your ancient origins, you gain +Rank to Scholar
few foes can draw a bead upon you when you’re at full
tests regarding historical events. You gain +2 dice on
speed.
any melee attack made against characters with the
Adeptus Astartes and Dark Angels keywords, and they When you pilot a Space Marine Bike, Attack Bike, or
gain +2 dice on melee attacks against you. You replace Land Speeder, the vehicle’s Defence increases by 1/2
the Dark Angels keyword with the Fallen keyword. your Rank if you are travelling faster than the vehicle’s
Cruising Speed. In addition, you gain the Ravenwing
Fix Bayonets!
keyword.
Build Point Cost: 20

Prerequisites: Astra Militarum

Sharp steel, with some guts behind it, is a vital part of


defending the Imperium.

You increase the total damage of attacks with a


bayonet by +Rank when you charge, or when you
attack an enemy who charged you since your last turn.

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Lightning Assault Luminen Defiler
Build Point Cost: 20 Build Point Cost: 20

Prerequisites: White Scars Prerequisites: Chaos, Dark Mechanicus, Luminen


Capacitor
You are a master of the hunt, and your fury is
inescapable. You have found ways to alter and twist the energies of
your Luminen Capacitor, imbuing it with the hellish
When you take the Run or Sprint action, you increase
light of Chaos and your own twisted spirit.
your speed by 1/2 your Rank. Any vehicle you pilot
increases its Cruising Speed by your Rank. You gain +1 Corruption. When you use a charge from
your Luminen Capacitor, you may suffer a Mortal
Lightning-Fast Reactions
Wound (which you cannot Soak) to corrupt the energy
Build Point Cost: 30
you unleash. If you are using this to power a machine,
Prerequisites: Aeldari then the machine is also tainted and corrupted, and the
GM will work with you to determine the effect. If you
The Aeldari process thought and emotion far faster are using that corrupted power to make an attack
than a human, and their physical reactions are so quick (using the Luminen Blast or Luminen Shock talents, or
that they can slip past flickering blades and fusillades any weapons which use your Luminen Capacitor), then
of gunfire with astonishing ease. the attack gains the Rad (2) trait.
When you are targeted by a ranged or melee attack, Luminen Shock
you may spend 1 Wrath to increase your Defence by Build Point Cost: 20
+Rank until the start of your next turn.
Prerequisites: Adeptus Mechanicus, Cult Mechanicus,
Luminen Blast Luminen Capacitor
Build Point Cost: 20
You may channel the energy of your Luminen Capacitor
Prerequisites: Adeptus Mechanicus, Cult Mechanicus, into your fists.
Luminen Capacitor
When you make an unarmed attack, you may spend 1
By reciting the proper litanies, you can channel the charge from your Luminen Capacitor to increase the
energy of your Luminen Capacitor through your damage by your Willpower, and to gain bonus ED equal
electoos and other implants and direct it at your to your Rank. This attack gains the Agonizing trait.
enemies.
Machine Empathy
You may make a ranged attack using this talent by Build Point Cost: 20
spending one charge from your Luminen Capacitor. The
attack has a range of 10m, and inflicts damage equal to Prerequisites: Iron Hands
twice your Willpower, plus Rank ED, with the Agonizing
You spurn the weakness of flesh and embrace the
and Spread traits, and a Salvo rating of 1. Instead of
purity of steel, forging a unique bond with the spirits of
reloads, this attack uses charges from your Luminen
the machines you work with. You gain a bonus to Tech
Capacitor.
tests, and to Piloting tests for vehicles with the Adeptus
Astartes keyword, equal the number of cybernetic
replacement parts you have, up to your Rank.

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Master Artisan Only in Death Does Duty End
Build Point Cost: 25 Build Point Cost: 50

Prerequisites: Salamanders Prerequisites: Adeptus Astartes, Toughness 5+,


Willpower 5+
The Salamanders are craftsmen of renown, and their
weapons are crafted and maintained to an exceptional You will not allow so trivial a thing as a mortal wound
standard. interfere with delivering death to the enemies of the
Imperium.
Whenever you make an attack with one of your own
weapons (i.e., any weapon with which you began the When you are reduced to 0 Wounds, you may spend a
current adventure), you may re-roll up to ½ Rank dice point of Wrath to become exhausted (and be reduced
on the attack. to 0 Shock) instead of becoming unconscious. You must
still make Defiance Checks as normal while at 0
Maglev Transcendence
Wounds. If you roll a 4 or more on a Defiance Check
Build Point Cost: 20
while using this ability, you may choose to either fall
Prerequisites: Adeptus Mechanicus, Cult Mechanicus, unconscious and stabilise or remain conscious but keep
Maglev Coils making Defiance Checks. If you roll a 6 on a Defiance
Check, you stabilise and regain 1 Wound as normal, but
You have proven your devotion to the Machine God by you remain exhausted until you regroup.
expanding the network of gravitic and magnetic coils
throughout your flesh, allowing you to defy gravity Power Through Pain
more easily. Build Point Cost: 20

You may now run and sprint while using your Maglev Prerequisites: Aeldari, Drukhari
Coils to fly, and your flying speed is increased to twice
Your soul slips away, little by little, and you replenish it
your Willpower.
by drinking deep of the anguish and despair of others.
Munitionsmith
You gain one Pain point whenever an enemy does one
Build Point Cost: 30
of the following within Willpower+Rank metres of you:
Prerequisites: Adeptus Mechanicus a character suffers three or more Wounds from a single
attack, you affect an enemy with an Intimidation
You are an expert in the science of weaponry, and the interaction attack, a character fails a Resolve test, a
most advanced munitions are all the deadlier in your character becomes Exhausted.
worthy hands.
You immediately recover 1d3 Shock whenever you gain
When you use a weapon with the Melta, Plasma, Arc, a Pain point. Further, you gain an increasing bonus for
Power, or Adeptus Mechanicus keywords, you may add the number of Pain points you’ve obtained, as
+1/2 Rank ED to the weapon’s damage. described on the table below. You lose all accumulated
Not Another Step Back Pain points upon taking a Regroup or Respite.
Build Point Cost: 25 Total Effect
Prerequisites: Squat Pain
Points
You have lost too much, and retreat tastes like the 1 Inured to Suffering: +1/2 Rank to Soak
ashes of the dead. tests.
2 Eager to Flay: +1/2 Rank to Speed.
When you fail a Resolve test, you may take 1 3 Flensing Fury: +1/2 Rank to Weapon Skill
Corruption in order to count as having succeeded. tests.
4 Emboldened by Bloodshed: Increase
Resolve by +Rank.
5+ Mantle of Agony: You cause Fear (DN 2+
1/2 Rank).

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Properly Prepared Purity of Faith
Build Point Cost: 20 Build Point Cost: 30

Prerequisites: Squat Prerequisites: Adeptus Ministorum or Adepta


Sororitas, must not possess the Chaos keyword,
You’re never without a few extra magazines and a
Willpower 5+
back-up sidearm or two. Can’t be too careful.
Your faith guards you and your allies against witchcraft.
You may carry up to 5 reloads as standard, rather than
3; this may be increased by equipment as normal. In This talent grants 1 Faith. When a psyker attempts to
addition, you may spend a Wrath point to declare that use a psychic power within 50m of you, and you are
you’ve still got a back-up gun, which you immediately aware of this attempt, you may spend 1 Faith to resist.
produce from its hiding spot. This is a hand cannon with Roll your Conviction, with a bonus equal to Rank; for
a single reload, and it’s better not to ask where you every two icons you score, increase the DN of the
were keeping it. psyker’s Psychic Mastery test by +1.
Prosanguine Quell the Warp
Build Point Cost: 20 Build Point Cost: 30

Prerequisites: Adeptus Mechanicus, Cult Mechanicus, Prerequisites: Pariah, Willpower 5+


Autosanguine
You can focus your mind to still disturbances in the
Between your iron will and your devotion to the Warp nearby.
Omnissiah, you are able to accelerate the effects of
You gain the ability to use the Deny the Witch option,
your Autosanguinator systems. You may attempt a
described on page 348 of the Wrath & Glory Core
Tech test (DN 3) to do this, and if successful, you regain
Rulebook, even though you are not a psyker. Instead of
1d3+1 Wounds immediately, +1 per Exalted Icon you
a Psychic Mastery test, you make a Willpower test with
shift. Once you have attempted this, you cannot
a bonus of +Rank.
attempt it again until you have received a Respite.
Reborn Together
Protector Imperative
Build Point Cost: 10
Build Point Cost: 30
Prerequisites: Aeldari, Ynnari
Prerequisites: Skitarii
The goal of the Ynnari is to save every member of the
Though doctrina imperatives are normally initiated by
Aeldari race, whatever their previous allegiance.
a Tech-Priest overseeing the Skitarii in action, you have
been equipped with protocols for independent action. Add +2 to Resolve when within 10m of another allied
You can engage an imperative which heightens visual Aeldari.
acuity, fine motor control, and reflexes.
Saga of Majesty
At the start of any of your turns, you may activate the Build Point Cost: 30
Protector Imperative. This adds +Rank to any ranged
attacks you attempt during that turn but increases the Prerequisites: Space Wolves, Fellowship 6+
DN of any melee attacks you attempt that turn by +3. You are like the warrior-kings of Fenris, wise and
At the end of a turn in which you activate the Protector mighty, inspiring others to acts of valour and greatness.
Imperative, you suffer 1d3+2 Shock.
You may spend a point of Wrath to immediately pass a
Resolve test. In addition, you may spend one or more
Glory to rally and inspire others: all characters with the
Imperium keyword within 15m heal Shock equal to
twice the amount of Glory spent.

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Saga of the Bear Strike From The Shadows
Build Point Cost: 20 Build Point Cost: 30

Prerequisites: Space Wolves, Toughness 6+ Prerequisites: Raven Guard

You are as massive and unyielding as the mountains of The Sons of Corax emerge from the shadows and fall
Asaheim. upon their prey in a swift, deadly strike that leaves the
enemy dead before they can respond.
When you attempt to Soak damage, you may spend
Glory to reduce the amount of Shock suffered. Each When you attack an enemy unaware of your presence,
point of Glory spent reduces the amount of Shock or make an attack during an ambush, your target
suffered by 2. becomes Vulnerable with a rating of 1/2 your Rank.
Saga of the Warrior Born Take Cover!
Build Point Cost: 20 Build Point Cost: 20

Prerequisites: Space Wolves, Agility 5+ Prerequisites: Astra Militarum

You are as deadly as you are savage, and few can stand If you mean to survive to fight another day, it helps to
before your blade. put something between you and the enemy.

When you spend one or more Glory to add extra dice When you are targeted by a ranged attack while
to a melee attack, you may re-roll those extra dice. concealed in cover, you may sacrifice your next turn’s
movement to increase your Defence by +1/2 Rank.
Sorcerous Might
Build Point Cost: 45 War Hymns
Build Point Cost: 30
Prerequisites: Chaos, Tzeentch, Psyker
Prerequisites: Adeptus Ministorum
You have seen the maddening truth of the Changer of
Ways and emerged with your mind intact and surging Your voice is heard above the clamour and clangour of
with knowledge. battle, rallying the servants of the Emperor to greater
heights of piety and fury.
Gain +1 Corruption. When you succeed at a Psychic
Mastery test, you may spend a point of Wrath to gain You may sing war hymns as a free action, and all allies
+1/2 Rank additional exalted icons to shift. with the Imperium keyword within 15 +Rank metres
gain +2d to all melee attacks until the start of your next
Strike and Fade
turn.
Build Point Cost: 30
Whispering Spirits
Prerequisites: Aeldari
Build Point Cost: 25
The Aeldari are elusive, withdrawing from battle mere
Prerequisites: Aeldari, Ynnari
moments after striking with full force, then rallying to
strike once more. The Ynnari are surrounded by the souls of the dead,
whose sibilant whispers distract and unnerve nearby
After making a ranged attack, whether successful or
foes.
not, you may spend one Glory to move up to your
speed. Enemies within 3m of the character reduce their
Resolve by 1 for every two Soul tokens the character
has.

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Witch’s Nightmare Wonders of the Engineer’s Guild
Build Point Cost: 40 Build Point Cost: 20

Prerequisites: Pariah Prerequisites: Squat, Tech 5+

Your presence is an impossible void to psykers, and Your forebears taught you the ways of technology far
they cannot bear your presence. better than the craft of those superstitious tech-
priests, and you’re not afraid to show it.
Creatures possessing the Daemon or Psyker keywords
must make a Terror test with a DN equal to 2+Rank You never count technology with the Imperium or
when they encounter you, even if they’re normally Adeptus Mechanicus keywords as being foreign or
immune to terror. As you cause terror to them, you are unfamiliar. When you roll a 6 on your Wrath die when
immune to fear, terror, or Intimidation Interaction making a Tech test to repair a technological device of
attacks caused by daemons and psykers. Imperial or Adeptus Mechanicus origins, you may
declare that the device now “works properly”, and that
Tech-Priest nonsense was interfering with it before.
The GM will determine the precise extent and effect of
this improvement with you.

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New Ascension Packages


This section contains additional Ascension Packages that you can use to elevate your characters to higher Tiers. The
follow the rules for Ascension Packages found from page 196 onwards in the Wrath & Glory rulebook.

Agent of the Inquisition Apocryphon Oath


You have been recruited by an Inquisitor to continue You have sworn to serve the Deathwatch, perhaps for
the ongoing fight against the Enemies of the Imperium. a decade-long Vigil, perhaps in perpetuity. Either way,
You’re not merely an informant or minion bearing the you are amongst the mightiest of Astartes, and you
Inquisition’s mark, but a trusted associate and shall not suffer the alien to live.
confidante of an Inquisitor, with valued skills,
Build Point Cost: (New Tier x 10)
experience, and insights, and the ability to wield some
measure of their authority. Prerequisites
Minimum Campaign Tier: 5+
Build Point Cost: (New Tier x 10)
Attribute: Willpower 5
Prerequisites
Minimum Campaign Tier: 2+ Skill: Ballistic Skill 5 or Weapon Skill 5

Attribute: Willpower 3 Keywords: Adeptus Astartes

Skill: Insight (2) or Awareness (2) Benefits


Keywords: Deathwatch, Inquisition, Ordo Xenos
Keywords: Imperium
Influence Bonus: +1 per Tier ascended
Benefits
Keywords: Inquisition, <Ordo> Story Element: You join the ranks of the Deathwatch,
and you are initiated into secrets that allow you to hunt
Influence Bonus: +1 per Tier ascended
Xenos more effectively. You receive the normal benefit
Story Element: The character’s status means that they for having the Ordo Xenos keyword (page 119 of the
may invoke the name and authority of their Inquisitor Wrath & Glory core rulebook) and have access to
to gain +Rank to an Influence or Interaction skill test special Deathwatch arsenals containing rare and
involving a being with the Imperium keyword. specialised equipment. In addition, so efficiently do
However, because of the character’s experiences, they you coordinate with your Kill-Team that at any time
gain 3 Corruption points or a Memorable Injury of their you may spend one Wrath in order to give one Wrath
choice. to any other character with the Deathwatch keyword.

Wargear: Inquisitorial Rosette (symbol of authority), Wargear: One reload each of Dragonfire, Hellfire,
plus up to two items of Rare Wargear, or one item of Kraken, and Vengeance bolt rounds, and one Weapon
Very Rare Wargear, with a Value up to 3 + the new Tier. Upgrade with a value of up to 7 (Very Rare).

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Betrayal cruciform. The Crux Terminatus is almost always worn
You have seen that the Emperor is a False God, and you on the left shoulder pad, though it may also be worn
have forsaken the Imperium for the Dark Gods. on one knee pad (this is usually done only in
combination with the shoulder pad, however). Legend
Build Point Cost: (New Tier x 10)
has it that the first Crux Terminatus ever crafted
Prerequisites contained a tiny fragment of the Emperor's own
Minimum Campaign Tier: 2+ armour within it, an honour granted to commemorate
a squad of Imperial Fists Terminators who aided the
Attribute: None Emperor in the battle against Horus. Whether or not
Skill: None this is true it means that ancient suits of power armour
bearing Terminator Honours are considered even more
Keywords: Imperium rare and precious to a Chapter as a result of their
Benefits reputed connection to the Master of the Imperium.
Keywords: Heretic, Chaos, <Mark of Chaos>. Note that Build Point Cost: 50
gaining the Chaos keyword means you gain 2
Corruption. Prerequisites
Minimum Campaign Tier: 4+
Influence Bonus: +1 per Tier ascended
Attribute: None
Story Element: You lose the Imperium keyword. If you
had the Adeptus Astartes keyword, you replace it with Skill: Required Skills +1
the Heretic Astartes keyword. If you had the Adeptus Keywords: Adeptus Astartes
Mechanicus keyword, you replace it with the Dark
Mechanicus keyword. If you had any talents that Benefits
required you not to have the Chaos keyword, the build Influence Bonus: +2
points from those talents are refunded. The recent Story Element: The character is regarded as an
nature of your betrayal means that you gain +2d on all honoured veteran amongst the Adeptus Astartes, and
Deception tests to pretend that you are still loyal. even when not wearing Terminator Armour, they are
Wargear: None. seen as some of the mightiest and most dedicated
warriors in the Imperium. The character’s Resolve is
Crux Terminatus increased by +2, and whenever the character makes a
The Crux Terminatus is a stone medallion awarded to successful Weapon Skill, Ballistic Skill, or Leadership
highly skilled and experienced Space Marine Veterans. test, they may shift a single exalted icon to allow
All members of a Chapter trained in the use of themselves and all allies with the Imperium keyword
Terminator Armour will have been first awarded the within 15m to heal 1+Rank Shock.
Crux Terminatus. These badges, set into the left
shoulder plate of Terminator armour, are highly Wargear: The character may request the use of
distinctive and usually fashioned from stone. In Codex Terminator Armour and accompanying weapons
Chapters, members of the Chapter's veteran First (normally a Storm Bolter and Power fist, but other
Company are the exclusive users of Terminator combinations are common, including a Thunder
armour. Hammer and Storm Shield, or a pair of lightning claws)
from their Chapter’s armoury before embarking upon
This Honour appears most commonly as a skull set onto a mission. Primaris Astartes cannot use Terminator
a cruciform shape of red iron or bone. Terminator Armour, as no suits of it exist which fit their enhanced
sergeants often add crossed bones behind the skull, stature.
whilst lightning bolts behind the skull are often added
for Terminators trained as Assault units wielding
lightning claws and thunder hammers with storm
shields. Variations include the size and dimensions of
the skull and the removal of the crossed lightning bolts
or bones or their scale in relation to the shape of the
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The Rubicon Primaris Debate raged as to whether such an act was even
The induction of the Primaris Marines into the Adeptus possible without having deadly consequences for the
Astartes was not an easy process by any means. The recipient -- for data that Archmagos Cawl had already
Chapters of the Space Marines are arch traditionalists, amassed on the subject suggested there would be a
and some are conservative in the extreme, having 61.6% failure rate at such a transformation until the
upheld the same warrior traditions for thousands of process could be perfected, which would take time.
Terran years. Of course, the express command of Then there was the moral concern of whether the
Roboute Guilliman as the Lord Commander of the process should be attempted at all.
Imperium eased the transition into the new era.
The dilemma proved divisive. There were those who
For the Ultramarines and the vast majority of their claimed that this was the ultimate destiny of all
Successor Chapters, the word of their risen Primarch Adeptus Astartes, while from other quarters came
was good enough, and many Chapters welcomed the whispers of rejection, even mutiny, at the prospect.
Primaris Battle-Brothers gladly. But there were those
The lords of the Ultramarines concluded that to ease
especially secretive or wilful Chapters who saw the
the transition from centuries of Imperial tradition to a
incorporation of the Primaris Marines into their ranks
new order, the theoreticals of that raging debate
as a dilution of their gene-stock and a betrayal of their
needed to be put into practice. It was Marneus Calgar
long-held culture.
who stepped forward as the first test subject from the
Some amongst the Adeptus Astartes suspected that ranks of his storied Chapter. It was a process he did not
the Primaris Marines, being stronger, more durable survive—though like his Primarch before him, he was
and closer in blood to the Primarchs themselves, to rise from the threshold of death once more.
represented the obsolescence of the traditional
You have chosen to follow this example, and survived
Astartes. No amount of reason—of pointing out that
the process, emerging anew with greater strength and
what the Primaris offered in raw ability, they lacked in
vitality.
experience and versatility—could salve the spiritual
wound dealt by the sight of the newcomers wearing Build Point Cost: 50
their Chapter heraldry.
Prerequisites
The Primaris Marines of the Ultima Founding had been Minimum Campaign Tier: 4+
swiftly inducted into brotherhoods that the incepted
Attribute: Toughness 5
Aspirants of yesteryear had given everything they had
to join. Questions, heavy with the weight of Mankind's Skill: None
destiny, hung in the air. Would the Primaris Marines
ultimately render the traditional Space Marines Keywords: Adeptus Astartes (but may not have the
extinct? Would the identity of each Chapter's Primaris keyword)
homeworld be diluted, with so many thousands of new Benefits
recruits sourced from the stasis vaults of Mars? And Keywords: Primaris
was it possible for a Space Marine to be transformed
into a Primaris, inheriting the benefits of Adeptus Influence Bonus: +1
Mechanicus arcanoscience whilst retaining his Story Element: Change your Species from Adeptus
personality and experience? Astartes to Primaris Astartes, with all the
This last question had been raised in Adeptus Astartes accompanying benefits. The cost of this has already
Chapters across the galaxy. It was a query Marneus been accounted for in the cost of this ascension
Calgar, Chapter Master of the Ultramarines, had asked package.
of Belisarius Cawl himself, and had discussed with Wargear: You replace your weapons and armour with
those of his fellow Chapter Masters he was able to the nearest equivalents which have the Primaris
meet in person. keyword. At the GM’s discretion, unique wargear may
be altered or upgraded as well.

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Lost Upon The Path of the Lost Upon The Seer Path
Warrior A Farseer is the most potent and respected form of
An Exarch is a former Eldar Aspect Warrior who has lost Eldar psyker or Seer. A Farseer has become lost upon
himself upon the Eldar Path of the Warrior and is the Path of the Seer forever in the same way as the
unable to ever leave it again. At this point he is Exarchs are wed eternally to the Path of the Warrior. A
considered to have abandoned the Eldar Paths with council of the most powerful Farseers generally
their promise of new experiences and development of governs a Craftworld. Farseers possess a wide diversity
new skills in favour of a constant life of bloodshed. The of psychic specialities with divination being the most
Eldar becomes the elite warrior called an Exarch; common skill. They are most often known for using
simultaneously, an Exarch is a priest of Kaela Mensha their vast psychic powers to see the possibilities of the
Khaine, the Eldar God of War as well as a caretaker of future so that they can manipulate events to better
the individual warrior shrine, and trainer, teacher, and ensure the survival of the Eldar species in the wake of
instructor for other Aspect Warriors. The sacrifice of an the Fall.
Eldar Exarch can summon an Avatar of Kaela Mensha
Build Point Cost: (New Tier x 10)
Khaine. He is equipped with ancient and powerful Eldar
weaponry and armour. Each Eldar Warrior Aspect has Prerequisites
its own particular kind of Exarch. On the battlefield, an Minimum Campaign Tier: 4+
Exarch commands an individual squad of Eldar Aspect
Attribute: Willpower 6
Warriors. Exarchs are formidable opponents, and most
of them can use their often-potent psychic and combat Skill: Insight 6, Psychic Mastery 6
abilities to help the whole squad of Aspect Warriors
under their command. Keywords: Aeldari, Asuryani, Psyker

Build Point Cost: (New Tier x 10) Benefits


Keywords: Farseer
Prerequisites
Minimum Campaign Tier: 4+ Influence Bonus: +3. You may use your Willpower
instead of your Fellowship to determine your
Attribute: Required Attributes +1 Influence.
Skill: Required Skills +1 Story Element: You gain the Prophetic Visions and Scry
psychic powers. In addition, you may purchase
Keywords: Aspect Warrior
additional Runes of Fate psychic powers, subject to Tier
Benefits restrictions. Your maximum number of Psychic Powers
Keywords: Exarch is increased by 2. If you wish, you may trade in psychic
powers you already possess, regaining the points spent
Influence Bonus: +1 per Tier ascended
on them, in order to buy new powers.
Story Element: You can no longer empathise with
Wargear: Ghosthelm, Runes of Witnessing, Runes of
those who have not devoted their existence to war.
Warding.
You increase the DN of all Interaction tests against non-
warriors by +2, and they suffer the same penalty in
return. In addition, you may now purchase and use
Exarch Powers.

Wargear: You replace your Aspect Armour with Exarch


Armour, which provides the same functions but has an
AP of 6 and loses the Bulky (X) or Cumbersome traits (if
it had them). You may also replace one of your
weapons with a weapon of up to Unique rarity and a
Value of up to 5 plus your new Tier. The GM may create
a unique weapon, an ancient relic of the Aeldari, for
this purpose.
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Possession Round (or minute) you used the daemon’s power, and
Daemonic Possession is the act of the essence of a gain +1 Corruption. While using the daemon’s power,
Daemon possessing and controlling the body of the character also gains the Horns, Spines, Fangs, or
another being. As Daemons can only exist in the Claws minor mutation (page 373 of the Wrath & Glory
Materium for a limited period before being forced back rulebook), and a single major mutation, chosen when
into the Warp, Daemonic Possession is one of the most the character first became possessed.
common methods for Daemons to enter the material
Daemonic: The character may attempt to Soak Mortal
realm. Daemonic Possession can occur involuntarily to
Wounds, and Soaking does not cost this character any
those of psychic potential, but the host sometimes
Shock.
willingly gives themselves over to Daemonic
Possession, as is the case with Possessed Chaos Space Wargear: None. While manifesting the daemon’s
Marines and certain Cultists. Possessed individuals can power, it tends to meld your wargear and your flesh
often be used as gateways to the Warp, allowing together, but this effect is normally reversed when you
Daemons to spill into the Materium. revert to your mortal state.
A character selecting this Ascension Package has Reborn
invited a daemon into their flesh, granting them The Ynnari are the members of a newly formed
tremendous power, at the cost of subjecting their eponymous Eldar group that worship the God Ynnead
body, mind, and soul to the ravening touch of the and believe their race can be saved from the
Warp. Few who become possessed can endure it for depredation of Slaanesh by helping to bring about the
long, often finding their bodies degenerating into birth of the slumbering god of the dead.
spawndom or becoming purely a vessel for the
daemon’s will, but some can find a degree of symbiosis Under the leadership of the prophet Yvraine, the
with the daemon they are host to, becoming a singular "Daughter of Shades," the Ynnari seek to fully awaken
mighty entity. the Aeldari god of the dead Ynnead, who they believe
can defeat Slaanesh and restore the Aeldari species'
Build Point Cost: (New Tier x 15) unity and its lost glory.
Prerequisites They aim to achieve this in a ritual that would not
Minimum Campaign Tier: 3+ require the sacrifice of the entire Aeldari species, using
a method known as the "Seventh Path" or the "Seventh
Attribute: Willpower 4+
Way."
Skill: None
A great many Aeldari, hailing from every sub-faction
Keywords: Chaos and allegiance save the most conservative and
entrenched, have joined their cause. No abstract
Benefits
philosophy is this, for the effects of their new deity can
Keywords: Daemon
be seen manifesting around them -- the Reborn can
Influence Bonus: +3 draw upon the souls within the Spirit Stones they wear
to bolster their own abilities, can siphon the power of
Corruption: +3 those slain nearby to invigorate their attacks, and turn
Story Element: The character is now possessed by a their foes to ashes with the strange weapons and
daemon of Chaos. The character gains the Daemonic psychic powers they wield.
special rule, described below. In addition, the character Build Point Cost: (New Tier x 10)
may draw upon the daemon’s power. Select three
attributes when the character first becomes possessed; Prerequisites
as a free action you may gain a number of bonus dice Minimum Campaign Tier: 2+
to those attributes equal to the campaign’s Tier. You
Attribute: Willpower 3+
may sustain this for as many rounds as you wish (or
minutes, if outside of combat), but when you stop Skill: None
using this power, you suffer 1d3 Shock, +1 for each
Keywords: Aeldari
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Benefits
Keywords: Ynnari.

Influence Bonus: +2

Story Element: The character has been reborn as one


of the Ynnari, and now has a powerful connection to
the spirits of the dead. The character may attempt a
Psychic Mastery test in order to communicate with the
spirits of Aeldari dead (contained within spirit stones,
infinity circuits, Exodite world-spirits, and similar).
Further, they gain the Strength From Death ability,
below:

Strength from Death: Once per round, when a player


character, or an Adversary or Elite, or three Troops,
dies within 15m of you, you immediately gain +1 Soul
token. You may carry a number of Soul tokens up to
your Willpower, and unused Soul tokens are lost when
you regroup or take a respite. Soul tokens may be used
as if they were Glory points, but only by the owning
character, or by other allied Ynnari within 10m.

Wargear: Spirit Stone. When carried by an Ynnari


character, a Spirit Stone may be used to generate
1d3+1 Soul tokens as a free action once every 24 hours
– the character taps into the powerful spirits within,
which then take some time to recover their strength.

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New Wargear
New Weapon Traits
Blessed Mortal (X)
This weapon is bane to the unholy. The weapon adds The weapon deals horrific, deadly wounds that are
+1 to each ED result against enemies with the Daemon nigh-impossible to withstand. For each Exalted Icon
keyword. you roll on a Mortal weapon’s ED, you inflict X Mortal
Wounds, in addition to any damage the attack inflicts.
Cacophony
Cacophony weapons use destructive wavelengths of Nemesis
sound to tear targets apart, and it is nigh-impossible to Nemesis weapons are created to be bane to daemons.
hide from them. Attacks with a Cacophony weapon The daemonic cannot bear the touch of their rune-
ignore cover bonuses to defence. etched, silvered steel. Daemons may not Soak wounds
or mortal wounds inflicted by Nemesis weapons.
Corrupting
This weapon directs the corrupting power of the Warp. Paired
For each Exalted Icon rolled on the weapon’s damage The weapon is designed to be used in a pair—two
roll, the target gains 1 Corruption. weapons of that type, one in each hand. When a
character makes an attack while wielding both of the
Grav weapons in a pair, they may re-roll any failures on the
Grav weaponry projects a stream of gravitons at the attack.
target, turning their own mass against them. This is
especially useful against heavily armoured targets, who Tangle (X)
find themselves crushed by the weight of their armour. This weapon ensnares and entraps its target, leaving
The weapon increases its base damage rating by an them unable to move or defend themselves effectively.
amount equal to the target’s Armour Rating (before A creature hit by a Tangle weapon is immediately
modifying the Armour Rating by the weapon’s AP), and Restrained (see page 231 of the Wrath & Glory core
the target is staggered until the end of its next turn if rulebook); they may attempt a Strength or Agility test
they suffer any wounds or shock from the attack. with a DN of X to break free on their turn.
Against a vehicle, the weapon adds half the vehicle’s Tearing (X)
Resilience instead.
The weapon rips and tears at their enemies, inflicting
Haywire (X) horrific wounds. When you roll for damage with this
Haywire weapons generate destructive weapon, you may re-roll up to X ED.
electromagnetic pulses. When attacking a vehicle or Tesla
mechanical foe, roll a number of d6 equal to the trait’s
The weapon discharges in arcs of crackling lightning,
rating. Each roll of 4+ inflicts a Mortal Wound.
which leap from foe to foe. When you shift Exalted
Indirect Icons from a successful attack, you may shift Exalted
The weapon can be fired at enemies which are not Icons to hit enemies within 3m as well as the main
visible to the bearer, adding +2 to the DN. Enemies target, using the weapon’s normal damage and AP.
attacked indirectly do not receive any bonus to Each Exalted Icon shifted may only be used to hit
Defence for being in cover. additional enemies or to gain +ED, not both.

Luminagen Torrent (size)


Phosphor weapons have an effect known as The weapon functions as a blast weapon, but does not
Luminagen, where those struck by the weapon’s deviate if it misses; instead, they simply strike the
effects are illuminated with a searing light. A character intended area, but characters avoid being hit by
hit by a Luminagen weapon cannot benefit from being leaping out of the way.
in cover until the start of their next turn.

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Ranged Weapons
Name Damage AP Range Salvo Traits Value Keywords
Bolt Weapons
Absolvor Bolt Pistol 12+2ED -1 35m 1 Brutal, Pistol 8 Very Rare Bolt, Imperium,
Adeptus Astartes,
Primaris
Auto Bolt Rifle 10+1ED 0 40m 3 Assault, Brutal 7 Very Rare Bolt, Imperium,
Adeptus Astartes,
Primaris
Bolt Carbine 10+1ED 0 40m 2 Assault, Brutal, 6 Rare Bolt, Imperium,
Steadfast Adeptus Astartes,
Primaris
Bolt Sniper Rifle 12+1ED 0 75m 1 Heavy (6), Sniper 8 Very Rare Bolt, Imperium,
(2), * Adeptus Astartes,
Primaris
Instigator Bolt 10+2ED -1 40m 1 Assault, Brutal, 7 Rare Bolt, Imperium,
Carbine Sniper (1) Adeptus Astartes,
Primaris
Marksman Bolt 10+1ED 0 40m 1 Brutal, Rapid Fire 6 Rare Bolt, Imperium,
Carbine (1), Sniper (1) Adeptus Astartes,
Primaris
Occulus Bolt 10+1ED 0 40m 1 Brutal, Rapid Fire 6 Rare Bolt, Imperium,
Carbine (1), * Adeptus Astartes,
Primaris
Stalker Bolt Rifle 10+2ED -2 75m 1 Brutal, Heavy (4), 7 Very Rare Bolt, Imperium,
Sniper (1) Adeptus Astartes,
Primaris
Boltstorm Gauntlet 10+1ED 0 24m 3 Brutal, Pistol 8 Very Rare Bolt, Power Field
Imperium, Adeptus
Astartes, Primaris
Auto-Boltstorm 10+1ED 0 24m 3 Assault, Brutal, 8 Very Rare Bolt, Power Field
Gauntlet Paired Imperium, Adeptus
Astartes, Primaris
Stalker-pattern 10+1ED 0 60m 2 Brutal, Heavy (4), 6 Rare Bolt, Imperium,
Boltgun Sniper (1) Adeptus Astartes
Grav Weapons
Grav-pistol 8+2ED -3 20m 1 Grav, Pistol 6 Very Rare Grav, Imperium,
Adeptus Astartes,
Adeptus Mechanicus
Grav-gun 8+2ED -3 48m 2 Grav, Rapid Fire 6 Very Rare Grav, Imperium,
(1) Adeptus Astartes,
Adeptus Mechanicus
Grav-cannon 8+2ED -3 48m 4 Grav, Heavy (8) 7 Very Rare Grav, Imperium,
Adeptus Astartes,
Adeptus Mechanicus
Plasma Weapons
Plasma Incinerator 15+1ED -4 60m 2 Rapid Fire (1), 7 Very Rare Plasma, Imperium,
Supercharge Adeptus Astartes,
Primaris
Assault Plasma 13+1ED -4 48m 3 Assault, 7 Very Rare Plasma, Imperium,
Incinerator Supercharge Adeptus Astartes,
Primaris

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Name Damage AP Range Salvo Traits Value Keywords
Heavy Plasma 16+2ED -4 72m 1 Heavy (6), 7 Very Rare Plasma, Imperium,
Incinerator Supercharge Adeptus Astartes,
Primaris
Plasma 15+2ED -3 35m 1 Blast (Small), 7 Very Rare Plasma, Imperium,
Exterminator Heavy (4), Adeptus Astartes,
Supercharge Primaris
Plasma Caliver 15+1ED -3 35m 3 Assault, 6 Very Rare Plasma, Adeptus
Supercharge Mechanicus
Grenades and Grenade Launchers
Fragstorm Grenade 10+1ED 0 35m 3 Assault, Blast 6 Very Rare Explosive, Imperium,
Launcher (Medium) Adeptus Astartes,
Primaris
Melta Bombs 16+3ED -4 Str x2m – Blast (Small), 6 Rare Explosive, Imperium,
(T) Melta Aeldari
Psyk-Out Grenades 8+1ED 0 Str x4m – Blast (Medium) 8 Unique Explosive, Imperium,
(T) Inquisition, Grey
launcher Knights, Silent
(R) Sisterhood,
Templum Culexus
Shock Grenades – – Str x4m – Blast (Medium) 7 Very Rare Explosive, Imperium,
(T) Adeptus Astartes,
launcher Primaris
(R)
Smoke Grenades – – Str x4m – Blast (Large) 4 Common Explosive, Imperium
(T)
launcher
(R)
Flame Weapons
Flamestorm 10+1ED 0 16m 2 Assault, Blast 8 Very Rare Fire, Power Field,
Gauntlet (Medium), Blaze, Imperium, Adeptus
Paired, Spread Astartes, Primaris
Incinerator 13+2ED -1 16m 2 Blast (Large), 7 Rare Fire, Imperium,
Blaze, Blessed, Adeptus Astartes,
Heavy (6), Spread Grey Knights
Exotic Ranged Weapons
Animus Speculum 12+1ED -4 36m 3 Agonizing, 10 Unique Exotic, Imperium,
Assault Officio
Assassinorum,
Templum Culexus
Deathwatch Frag 14+2ED -1 16m 2 Assault, Blast 8 Very Rare Explosive, Projectile,
Cannon (Shrapnel) [Large], Heavy Imperium, Adeptus
[6], Spread Astartes,
Deathwatch
Deathwatch Frag 16+2ED -2 48m 2 Assault, Heavy [6] — —
Cannon (Solid Shell)
Exitus Longrifle 12+1ED -3 150m 1 Sniper [3], 9 Unique Projectile, Imperium,
Steadfast Officio
Assassinorum,
Templum Vindicare
Exitus Pistol 10+1ED -3 25m 1 Pistol, Steadfast 9 Unique Projectile, Imperium,
Officio
Assassinorum,
Templum Vindicare
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Name Damage AP Range Salvo Traits Value Keywords
Flechette Blaster 7+2ED 0 24m 5 Pistol, Spread 5 Rare Projectile, Adeptus
Mechanicus
Macrostubber 10+1ED 0 24m 5 Pistol 6 Rare Projectile, Adeptus
Mechanicus
Needle Pistol 8+1ED 0 24m 1 Penetrating (1), 5 Rare Needle, Imperium
Pistol, Toxic (5)
Needle Rifle 10+1ED 0 120m 1 Penetrating (1), 6 Rare Needle, Imperium
Sniper (2), Toxic
(5)
Phosphor Blast 12+1ED -1 24m 1 Blaze, 6 Rare Phosphor, Adeptus
Pistol Luminagen, Pistol Mechanicus
Phosphor Serpenta 12+1ED -1 36m 1 Assault, Blaze, 7 Very Rare Phosphor, Adeptus
Luminagen Mechanicus
Psilencer 10+2ED 0 48m 6 Force, Heavy (6) 7 Very Rare Force, Adeptus
Astartes, Grey
Knights
Psycannon 13+ED -1 48m 4 Blessed, Brutal, 7 Very Rare Bolt, Force, Adeptus
Force, Heavy (6) Astartes, Grey
Knights, Inquisition,
Ordo Malleus
Stubcarbine 10+1ED 0 36m 3 Pistol 5 Rare Projectile, Adeptus
Mechanicus
Transuranic 16+2ED -2 120m 0 Heavy (6), Sniper 7 Very Rare Projectile, Adeptus
Arquebus (3) Mechanicus
Volkite Serpenta 13+1ED 0 20m 1 Blaze, Pistol, 8 Unique Volkite, Adeptus
Mortal (1) Mechanicus
Volkite Charger 13+1ED 0 40m 2 Assault, Blaze, 8 Unique Volkite, Adeptus
Mortal (1) Mechanicus
Volkite Blaster 15+1ED 0 48m 3 Blaze, Heavy (6), 8 Unique Volkite, Adeptus
Mortal (1) Mechanicus
Chaos Weapons
Blastmaster 16+2ED -2 100m 1 Blast (Medium), 7 Very Rare Sonic, Chaos,
(Single Frequency) Cacophony, Slaanesh
Heavy (6)
Blastmaster (Varied 10+1ED -1 72m 3 Blast (Large), — —
Frequency) Cacophony,
Heavy (6), Spread
Blight Grenades 10+1ED 0 Str x4m – Blast (Medium), 4 Explosive, Chaos,
(T) Toxic (5) Uncommon Nurgle
launcher
(R)
Blight Launcher 15+1ED -2 48m 2 Assault, Blast 7 Very Rare Explosive, Chaos,
(Medium), Toxic Nurgle
(5)
Doom Siren 12+1ED -2 16m 1 Assault, 6 Rare Sonic, Chaos,
Cacophony, Slaanesh
Torrent
(Medium)
Heavy Warpflamer 12+2ED -3 16m 2 Blast (Large), 6 Rare Fire, Chaos,
Blaze, Corrupting, Tzeentch
Heavy (6), Spread

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Name Damage AP Range Salvo Traits Value Keywords
Plague Belcher 10+1ED 0 16m 1 Assault, 7 Rare Plague, Chaos,
Corrupting, Nurgle
Torrent
(Medium), Toxic
(5)
Plague Spewer 12+2ED -1 16m 2 Corrupting, 7 Rare Plague, Chaos,
Heavy (6), Nurgle
Spread, Torrent
(Large), Toxic (5)
Sonic Blaster 10+1ED 0 48m 3 Assault, 6 Rare Sonic, Chaos,
Cacophony Slaanesh
Warpflame Pistol 7+1ED -2 12m 1 Blast (Small), 6 Rare Fire, Chaos,
Blaze, Corrupting, Tzeentch
Pistol, Spread
Warpflamer 10+1ED -2 16m 1 Assault, Blast 6 Rare Fire, Chaos,
(Medium), Blaze, Tzeentch
Corrupting,
Spread
Aeldari Weapons
Aeldari Missile By missile 150m – Heavy (8) 6 Rare Explosive, Aeldari,
Launcher type Asuryani, Anhrathe
- Sunburst 10+2ED -1 – – Blast (Large) – –
- Starshot 16+3ED -2 – – Blast (Small) – –
Avenger Shuriken 10+1ED 0 36m 3 Assault, 7 Rare Shuriken, Aeldari,
Catapult Penetrating (3) Asuryani
Blast Pistol 16+2ED -4 12m 1 Brutal, Pistol 7 Rare Darklight, Aeldari,
Drukhari
Blaster 16+3ED -4 24m 1 Assault, Brutal 7 Rare Darklight, Aeldari,
Drukhari
Bright Lance 16+3ED -4 72m 1 Heavy (4), Sniper 7 Rare Las, Aeldari,
(1) Asuryani
Dark Lance 16+3ED -4 72m 1 Brutal, Heavy (4) 7 Rare Darklight, Aeldari,
Drukhari
Deathspinner 14+2ED 0 24m 3 Assault, Brutal, 7 Very Rare Monofilament,
Penetrating (4), Aeldari, Asuryani
Tangle (3)
Dragon’s Breath 12+2ED -1 16m 3 Assault, Blast 7 Unique Fire, Aeldari,
Flamer (Large), Blaze, Asuryani
Spread
Firepike 16+3ED -4 36m 2 Assault, Blast 7 Unique Melta, Aeldari,
(Small), Blaze, Asuryani
Melta
Fusion Pistol 16+2ED -4 12m 1 Pistol, Melta 7 Very Rare Melta, Aeldari
Hallucinogen –* – Str x4m – Blast (Large) 7 Very Rare Gas, Aeldari,
Grenades (T) Harlequins
launcher
(R)
Hawk’s Talon 12+2ED 0 48m 4 Assault, Steadfast 7 Unique Las, Aeldari,
Asuryani
Haywire Grenades – – Str x4m – Blast (Small), 6 Rare Explosive, Aeldari
(T) Haywire (3)
launcher
(R)
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Name Damage AP Range Salvo Traits Value Keywords
Laser Lance 14+2ED -4 12m 1 Assault 7 Very Rare Las, Aeldari,
(Ranged) Asuryani, Exodite
Laser Lance (Melee) 3+1ED* -4 2m (M) – – – –
Neuro Disruptor 4+2ED* – 24m 0 Pistol 8 Very Rare Exotic, Aeldari,
Harlequin
Pack Grenade By grenade 36m – Assault 7 Very Rare Explosive, Aeldari,
Launcher type Harlequins
Reaper Launcher By missile 100m – Heavy (5) 7 Very Rare Explosive, Aeldari,
type Asuryani
- Starswarm 12+2ED -2 – 3 – – –
- Starshot 16+3ED -2 – – Blast (Small) – –
Scatter Laser 14+2ED 0 75m 6 Heavy (8) 7 Very Rare Las, Aeldari
Shardcarbine 8+1ED 0 36m 3 Assault, Toxic (4) 6 Rare Splinter, Aeldari,
Drukhari
Shredder 14+2ED -1 24m 1 Assault, Blast 7 Rare Monofilament,
(Medium), Brutal, Aeldari, Drukhari
Tangle (3)
Shuriken Cannon 14+2ED 0 48m 3 Heavy (6), 7 Rare Shuriken, Aeldari,
Penetrating (3) Asuryani
Spinneret Rifle 14+2ED -4 36m 1 Rapid Fire (1), 8 Unique Monofilament,
Mortal (1) Aeldari, Asuryani
Splinter Cannon 10+1ED 0 72m 6 Rapid Fire (3), 7 Rare Splinter, Aeldari,
Toxic (4) Drukhari
Splinter Pistol 8+1ED 0 24m 2 Pistol, Toxic (4) 5 Splinter, Aeldari,
Uncommon Drukhari
Splinter Rifle 8+1ED 0 48m 2 Rapid Fire (2), 5 Splinter, Aeldari,
Toxic (4) Uncommon Drukhari
Star Lance (Ranged) 16+3ED -4 12m 1 Assault 9 Unique Las, Aeldari,
Asuryani
Star Lance (Melee) 5+2ED* -4 2m (M) – – – –
Starcannon 15+2ED -3 75m 4 Heavy (8) 7 Very Rare Plasma, Aeldari
Sunrifle 8+2ED -2 48m 8 Assault* 8 Unique Las, Aeldari,
Asuryani
Swooping Hawk By grenade * – Assault 6 Very Rare Explosive, Aeldari,
Grenade Pack type Asuryani
Tempest Launcher 10+2ED -2 75m 3 Blast (Large), 8 Unique Explosive, Aeldari,
Heavy (6), Asuryani
Indirect
Ork Weapons
Deffgun 14+2ED -1 96m 1d3 Heavy (6), 6 Rare Ork, plus one of:
Waaagh! Las, Plasma,
Projectile, or
Explosive
Kustom Mega- 16+2ED -3 48m 1 Assault, 7 Rare Kustom, Plasma, Ork
Blasta Supercharge*,
Waaagh!
Kustom Mega- 16+1ED -3 24m 1 Pistol, 7 Rare Kustom, Plasma, Ork
Slugga Supercharge*,
Waaagh!
Rokkit Pistol 14* -2 24m – Blast (Small), 7 Rare Explosive, Ork
Pistol, Waaagh!
Tankbusta Bomb 16+3ED -2 * – Blast (Small), 7 Rare Explosive, Ork
Waaagh!
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Bolt Weapons Bolt Carbine


There are countless different forms, patterns, marks, A more compact version of the Bolter used by Primaris
and models of bolt weapon in use across the Imperium. Reiver Space Marines. Bolt Carbines are easier to wield
Those included in the Wrath & Glory rulebook are a than full-size Boltguns, due to their lighter, simpler
small sample. Below are a number of other variants. construction and recoil suppressors.

Absolvor Bolt Pistol Bolt Carbine (10+1ED; AP 0; Range 40m; Salvo 2;


A heavier form of bolt pistol, with far more range and Assault, Brutal, Steadfast)
stopping power, the Absolvor-pattern bolt pistol is Value: 6 Rare
Keywords: Bolt, Imperium, Adeptus Astartes, Primaris
normally used as a sidearm by officers and specialists
amongst Primaris Astartes.
Bolt Sniper Rifle
Absolvor Bolt Pistol (12+2ED; AP -1; Range 35m; Salvo A sophisticated and potent variant of bolt weapon, the
1; Brutal, Pistol) Mark III Shrike-pattern Bolt Sniper Rifle is versatile and
Value: 8 Very Rare deadly. It uses advanced targeting augurs to lock in on
Keywords: Bolt, Imperium, Adeptus Astartes, Primaris a target before the wielder fires and can support a
range of specialised ammunition suited to a variety of
Auto Bolt Rifle target profiles.
A variant of the Primaris’ Bolt Rifles, the Auto Bolt Rifle
emphasises rate of fire and mobility over penetration A Bolt Sniper Rifle includes a Monoscope, Preysense
or range. Sight, and Silencer as standard.

An Auto Bolt Rifle is fitted with an Ammunition Drum Bolt Sniper Rifle (12+1ED; AP 0; Range 75m; Salvo 1;
as standard. Heavy [6], Sniper [2])
Value: 8 Very Rare
Auto Bolt Rifle (10+1ED; AP 0; Range 40m; Salvo 3; Keywords: Bolt, Imperium, Adeptus Astartes, Primaris
Assault, Brutal) Special: When firing a Bolt Sniper Rifle, choose a single
Value: 7 Very Rare ammo type: Executioner (AP -1, +2d to the
Keywords: Bolt, Imperium, Adeptus Astartes, Primaris attack roll and ignore cover), Hyperfrag (add
the Blast [Small] trait), or Mortis (+1ED, AP -2,
Auto-Boltstorm Gauntlet add Toxic [5] trait)
Larger, and more stable than the conventional
Boltstorm Gauntlet, the bolter component of these Boltstorm Gauntlet
weapons allows them to sustain a higher rate of fire A rapid-firing bolt pistol mounted on the underside of
while on the move, compared to the close quarters a power fist.
burst fire of the smaller version. Auto Boltstorm
The profile below describes the pistol component,
Gauntlets are normally wielded in pairs by Primaris
though the Value and Keywords apply to the whole
Aggressors; when operated as a pair, they may fire as a
weapon. The power fist uses the profile found on page
single weapon, but with a Salvo value of 6.
293 of the Wrath & Glory rulebook.
The profile below describes the gun component,
Boltstorm Gauntlet (10+1ED; AP 0; Range 24m; Salvo
though the Value and Keywords apply to the whole 3; Brutal, Pistol)
weapon. The power fist uses the profile found on page Value: 8 Very Rare
293 of the Wrath & Glory rulebook but gains the Paired Keywords: Bolt, Power Field, Imperium, Adeptus
trait. Astartes, Primaris
Auto Boltstorm Gauntlet (10+1ED; AP 0; Range 24m;
Salvo 3; Assault, Brutal, Paired)
Value: 8 Very Rare
Keywords: Bolt, Power Field, Imperium, Adeptus
Astartes, Primaris

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Instigator Bolt Carbine Stalker Bolt Rifle
An artificer-crafted form of Bolt Carbine, the Instigator A variant of the Primaris’ Bolt Rifles, the Stalker Bolt
is quiet and precise, without sacrificing mobility Rifle emphasises range and precision over rate of fire.

Instigator Bolt Carbines are fitted with silencers as A Stalker Bolt Rifle comes with a Monoscope as
standard. standard.

Instigator Bolt Carbine (10+2ED; AP -1; Range 40m; Stalker Bolt Rifle (10+2ED; AP -2; Range 75m; Salvo 1;
Salvo 1; Assault, Brutal, Sniper [1]) Brutal, Heavy [4], Sniper [1])
Value: 7 Rare Value: 7 Very Rare
Keywords: Bolt, Imperium, Adeptus Astartes, Primaris Keywords: Bolt, Imperium, Adeptus Astartes, Primaris

Marksman Bolt Carbine Stalker-pattern Boltgun


Employed mainly by Primaris Infiltrators, the A modified boltgun, used by specialised snipers within
Marksman Bolt Carbine is designed to lay down short, the Adeptus Astartes. Not a dedicated sniping weapon,
precise bursts of fire. it serves as a mid-point between boltgun and sniper
rifle.
Marksman Bolt Carbines are fitted with a Monoscope
as standard. A Stalker-pattern Boltgun comes with a Monoscope as
standard.
Marksman Bolt Carbine (10+1ED; AP 0; Range 40m;
Salvo 1; Brutal, Rapid Fire, Sniper [1]) Stalker-pattern Boltgun (10+1ED; AP -1; Range 60m;
Value: 6 Rare Salvo 2; Brutal, Heavy [4], Sniper [1])
Keywords: Bolt, Imperium, Adeptus Astartes, Primaris Value: 6 Rare
Keywords: Bolt, Imperium, Adeptus Astartes
Occulus Bolt Carbine
Similar to the Marksman Bolt Carbine, the Occulus
differs mainly with the addition of a potent array of
sights that connect to an auspex for swift target
acquisition.

Marksman Bolt Carbines are fitted with a Preysense


Sight as standard.

Occulus Bolt Carbine (10+1ED; AP 0; Range 40m; Salvo


1; Brutal, Rapid Fire)
Value: 6 Rare
Keywords: Bolt, Imperium, Adeptus Astartes, Primaris
Special: If used by a character equipped with a
Divinator-class Auspex, attacks with an Occulus
Bolt Carbine ignore all modifiers for the target
being in cover.

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Grav Weapons Grav-cannon
Grav-weaponry, also called Graviton weapons, are The power of the Graviton Cannon is sufficient to
devastating graviton-based weapons employed by the rupture organs and crack bones even inside armor, but
Adeptus Astartes based on ancient and forgotten its primary use is to counter enemy machinery without
technology dating back to the time of the Dark Age of the risk of secondary explosions.
Technology. Manipulating the very nature of gravity
Grav-pistol: (8+2ED, AP-3, Range 48m; Salvo 4; Grav,
itself, Grav-weaponry turns a target's mass against it,
Heavy [8])
crushing it to pulp under its own weight. This is Value: 7 Very Rare
especially shocking when used against heavily Keywords: Grav, Imperium, Adeptus Astartes, Adeptus
armoured infantry like Terminators, as the hapless Mechanicus
warrior is brutally crushed by the bulk of their ceramite
plates until only a crimson trickle remains. Space Plasma Weapons
Marine Chapters are among the few warriors of the Plasma weaponry are as varied as they are unstable,
Imperium to be gifted with the use of Grav-weaponry, with countless different ways of delivering the searing
and it is considered a sacred honour to wield such a doom that a plasma weapon can unleash.
potent weapon.
Plasma Incinerator
Grav-pistol A more advanced version of the standard plasma gun,
The most compact form of Graviton weapon, the Grav- the Mark III Belisarius-pattern plasma incinerator is the
pistol is a potent sidearm able to incapacitate the primary weapon of Primaris Hellblasters, used to
heaviest of adversaries. deliver death and destruction to armoured targets
from afar.
Grav-pistol: (8+2ED, AP-3, Range 20m; Salvo 1; Grav,
Pistol) Plasma Incinerator (15+1ED; AP -4; Range 60m; Salvo
Value: 6 Very Rare 2; Rapid Fire [1], Supercharge)
Keywords: Grav, Imperium, Adeptus Astartes, Adeptus Value: 7 Very Rare
Mechanicus Keywords: Plasma, Imperium, Adeptus Astartes,
Primaris
Grav-gun
A rifle-sized Graviton weapon, this device is doom to Assault Plasma Incinerator
heavy infantry and armoured vehicles that stray too This variant of the Plasma Incinerator incorporates
close to the wielder. Each gun is a rare relic left over fast-targeting systems and a stabilising mechanism that
from the Dark Age of Technology and are now sacredly allows it to unleash bursts of accurate fire on the move,
guarded by the Adeptus Mechanicus, and very rarely at the cost of some stopping power.
will they allow one to leave their armouries, but some
Space Marine Chapters still field a handful of such Plasma Incinerator (13+1ED; AP -4; Range 48m; Salvo
weapons. 3; Assault, Supercharge)
Value: 7 Very Rare
Grav-gun: (8+2ED, AP-3, Range 48m; Salvo 2; Grav, Keywords: Plasma, Imperium, Adeptus Astartes,
Rapid Fire [1]) Primaris
Value: 6 Very Rare
Keywords: Grav, Imperium, Adeptus Astartes, Adeptus
Mechanicus

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Heavy Plasma Incinerator Melta Bombs
This variant of the Plasma Incinerator requires a larger A Melta Bomb is a type of explosive device that makes
backpack power supply to operate but can deliver use of nuclear fusion based Melta Weapons technology
more potent blasts at longer ranges. and is employed by both Imperial and Aeldari military
forces. Typical examples have dimensions analogous to
A Heavy Plasma Incinerator comes with a backpack
that of an Imperial or Aeldari grenade but can be
ammunition supply.
manufactured larger with a resulting increase in
Plasma Incinerator (16+2ED; AP -4; Range 72m; Salvo explosive force. When activated, a Melta Bomb
1; Heavy (4), Supercharge) explodes with an intense blast of thermal energy,
Value: 7 Very Rare literally "melting" the target away.
Keywords: Plasma, Imperium, Adeptus Astartes,
Primaris Melta Bomb (16+3ED; AP -4; Range Strength x 2 metres
[T]; Salvo –; Blast [Small], Melta)
Plasma Exterminator Value: 6 Rare
A bulky plasma weapon built to be used one-handed by Keywords: Explosive, Imperium or Aeldari
Special: Any target within a Melta Bomb’s blast is
Primaris Inceptors, a Plasma Exterminator is short
considered to be within close range for the
ranged but extremely powerful.
purposes of the Melta trait. Melta Bombs
Plasma Incinerator (15+2ED; AP -3; Range 35m; Salvo cannot be used in a grenade launcher. In
1; Blast (Small), Heavy (4), Supercharge) addition, they may be placed onto a vehicle
Value: 8 Very Rare within 1m rather than thrown, requiring a Tech
Keywords: Plasma, Imperium, Adeptus Astartes, test with a DN equal to the vehicle’s Defence.
Primaris Placed melta bombs do not detonate
immediately and can be detonated as a free
Plasma Caliver action at the start of any of the character’s
The volatility of plasma weaponry is of little concern to subsequent turns.
the Adeptus Mechanicus, at least when arming their
Psyk-Out Grenades
Skitarii forces. A plasma caliver fires at a considerable
Psyk-out grenades are anti-psyker weapons. When
rate, and Skitarii squads armed with them are
they detonate, they release fine dust particles which
illuminated by the firepower they unleash, but this fury
are heavily impregnated with negative psychic energy.
comes at the cost of lives… a cost that the Adeptus
This form of energy is extremely rare; in all of human
Mechanicus are only too willing to pay.
space it can be obtained only as a by-product of the
Plasma Caliver (15+1ED; AP -3; Range 35m; Salvo 3; Emperor's metabolism. Using the material to create
Assault, Supercharge) anti-psyker weapons is considered by many to be a
Value: 6 Very Rare great waste, and their issue is strictly controlled. Psyk-
Keywords: Plasma, Adeptus Mechanicus out weapons are nigh-useless against non-psychic
targets. Against psychic creatures such as daemons and
Grenades and Grenade Launchers psykers, however, their effects are devastating.
Fragstorm Grenade Launcher
Utilised by Primaris Aggressors and aboard certain Psyk-Out Grenade (8+1ED; AP 0; Range Strength x 4
Astartes vehicles, Fragstorm grenade launchers fire metres [T] or as launcher [R]; Salvo –; Blast
salvoes of charges similar to frag grenades, though [Medium])
Value: 8 Unique
somewhat denser and more compact, raining down
Keywords: Explosive, Imperium, Inquisition, Grey
fire and shrapnel upon the enemy.
Knights, Silent Sisterhood, Templum Culexus
Fragstorm Grenade Launcher (10+1ED; AP 0; Range Special: Against a character with the Psyker or Daemon
35m; Salvo 3; Assault, Blast [Medium]) keywords, a Psyk-Out Grenade inflicts an
Value: 6 Very Rare automatic 1d3 Mortal Wounds.
Keywords: Explosive, Imperium, Adeptus Astartes,
Primaris

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Shock Grenades The profile below describes the gun component,
Carried by Primaris Reivers, shock grenades detonate though the Value and Keywords apply to the whole
in bursts of sound and light carefully tuned to weapon. The power fist uses the profile found on page
overwhelm the senses and send the target reeling. 293 of the Wrath & Glory rulebook.
They are normally used just before a squad of Reivers
Flamestorm Gauntlet (10+1ED; AP 0; Range 16m; Salvo
begins their assault – one Reiver will hurl a grenade in
2; Assault, Blast [Medium], Blaze, Paired,
to signal an assault, and the others will take aim or
Spread)
prepare to charge. Value: 8 Very Rare
Shock Grenade (–; AP –; Range Strength x 4 metres [T] Keywords: Fire, Power Field, Imperium, Adeptus
or as launcher [R]; Salvo –; Blast [Medium]) Astartes, Primaris
Value: 7 Very Rare
Keywords: Explosive, Imperium, Adeptus Astartes,
Primaris
Special: Shock Grenades do not inflict damage. Rather,
to use a Shock Grenade, make a Ballistic Skill
test as an Interaction Attack against your
targets’ Resolve (make one test and compare it
individually to the Resolve of each enemy in
the blast). This inflicts the normal results from
an Interaction Attack on each affected target,
and all targets must either be hindered or
vulnerable – you can’t mix and match.

Smoke Grenades
Smoke grenades are not deadly; rather, they are
canisters of chemicals which produce plumes of thick
smoke which can be used to obscure line of sight or
signal to distant allies. Most forms of smoke grenade
contain nano-chaff particles which interfere with
Preysense, thermoptics, and other forms of seeing
through concealment, making them effective even
against foes who might ignore ordinary smoke.

Shock Grenade (–; AP –; Range Strength x 4 metres [T]


or as launcher [R]; Salvo –; Blast [Large])
Value: 4 Common
Keywords: Explosive, Imperium
Special: Smoke Grenades do not inflict damage.
Rather, to use a Smoke Grenade, make a
Ballistic Skill test to target a specific location; if
it hits, that is where the smoke emerges, filling
the blast area. Attempts to see, or make
ranged attacks, through the smoke suffer +4
DN. The smoke dissipates over time, reducing
the DN penalty by 1 at the end of each round.

Flame Weapons
Flamestorm Gauntlet
Similar to the Boltstorm Gauntlet, these weapons are a
flamer mounted upon a power fist, used to gain
supremacy at close quarters. Flamestorm Gauntlets
are normally wielded in pairs by Primaris Aggressors.
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Incinerator Executor Pistol
Loaded with prometheum blended with blessed oils, an The executor pistol is the standard sidearm of all
incinerator is a specialised weapon used by the Grey Eversor assassins, consisting of a master-crafted bolt
Knights. Incinerators unleash radiant blue-white flames pistol combined with a needle pistol.
that burn the substance of daemons as effectively as
This functions as a combi-weapon (Wrath & Glory
mortal flesh.
rulebook, page 296) composed of a master-crafted bolt
Incinerator (13+2ED; AP -1; Range 16m; Salvo 2; Blast pistol and a needle pistol, fitted with a gene-grip bio-
[Large], Blaze, Blessed, Heavy [6], Spread) veritor, and a silencer.
Value: 7 Rare
Keywords: Fire, Imperium, Adeptus Astartes, Grey Value: 9 Unique
Knights Keywords: Bolt, Needle, Imperium, Officio
Assassinorum, Templum Eversor
Exotic Ranged Weapons
Exitus Longrifle
Animus Speculum
The Exitus Longrifle is a purpose-built high-calibre
A helmet-mounted psychic weapon, the animus
sniper rifle, hand-crafted for each individual Vindicare
speculum focusses the negative psychic presence of
assassin. Their ammunition is as rare and carefully
the wearer into bolts of energy that overwhelm the
manufactured as the weapon, with each formed from
minds and souls of others. They draw additional power
a unique high-density alloy with armour-piercing tips.
from nearby psykers, becoming deadlier with each
Specialised ammunition also exists in this form, and
psyker nearby.
Vindicare assassins are equipped with several such
Animus Speculum (12+1ED; AP -4; Range 36m; Salvo 3; specialised rounds.
Agonizing, Assault)
Value: 10 Unique Exitus Longrifle (12+1ED; AP -3; Range 150m; Salvo 1;
Keywords: Exotic, Imperium, Officio Assassinorum, Sniper [3], Steadfast)
Templum Culexus Value: 9 Unique
Special: the animus speculum draws power from the Keywords: Projectile, Imperium, Officio Assassinorum,
assassin’s Force Matrix, described later in this Templum Vindicare
document. It does not use normal Reloads.
Exitus Pistol
Deathwatch Frag Cannon Exitus pistols are a counterpart for the Longrifle, hand-
A specialised firearm that projects adamantium shells, made sidearms that utilise the same high-powered
either solid or broken into a cloud of razor-sharp ammunition as the rifles. Each Exitus Longrifle and
shrapnel. Though short-ranged, the weapon is Exitus Pistol is made as a pair for a specific Vindicare
extremely effective at slaying all manner of alien Assassin.
monstrosities. Exitus Pistol (10+1ED; AP -3; Range 25m; Salvo 1; Pistol,
Frag Cannon (Shrapnel) (14+2ED; AP -1; Range 16m; Steadfast)
Salvo 2; Assault, Blast [Large], Heavy [6], Value: 9 Unique
Spread) Keywords: Projectile, Imperium, Officio Assassinorum,
Frag Cannon (Solid Shell) (16+2ED; AP -2; Range 48m; Templum Vindicare
Salvo 2; Assault, Heavy [6])
Value: 8 Very Rare Flechette Blaster
Keywords: Explosive, Projectile, Imperium, Adeptus An arcane weapon used by Skitarii assault troops, a
Astartes, Deathwatch flechette blaster hurls hundreds of tiny darts towards
Special: When firing a Deathwatch frag cannon, select the enemy. When a dart strikes, it generates a pulse
either shrapnel or solid shell mode. When the that draws other airborne darts to that same target,
solid shell mode is used, add +2ED to the shredding flesh and armour in moments.
damage, and increase the AP to -3 when the
target is within half the weapon’s range. Exitus Pistol (7+2ED; AP 0; Range 24m; Salvo 5; Pistol,
Spread)
Value: 5 Rare
Keywords: Projectile, Adeptus Mechanicus
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Macrostubber Phosphor Blast Pistol
A common sidearm for Tech-Priests, a macrostubber Though a pale reflection of the horrific phosphex
fires rapid bursts of high-calibre ammunition, allowing weaponry used during the Great Crusade and the
it to scythe through nearby foes with ease. Horus Heresy, the illuminating blasts of these weapons
are nonetheless potent, and if they do not kill the
Stubcarbine (10+1ED; AP 0; Range 24m; Salvo 5; Pistol)
enemy, they light the target up such that they cannot
Value: 5 Rare
hide from the Omnissiah’s wrath. These pistols are
Keywords: Projectile, Adeptus Mechanicus
often carried by high-ranking Skitarii, and few outside
Needle Pistol the Adeptus Mechanicus are given leave to touch such
Also called a needler, needle pistols have been used by arcane weaponry.
would-be assassins since long before the Imperium was Phosphor Blast Pistol (12+1ED; AP -1; Range 24m;
founded. Compact, silent, elegant, and deadly, they are Salvo 1; Blaze, Luminagen, Pistol)
beloved of the wealthy and powerful to defend Value: 6 Rare
themselves from, or eliminate, rivals. Each needler Keywords: Phosphor, Adeptus Mechanicus
propels a tiny sliver of crystallised neurotoxin using a
laser pulse. Against hardened targets, the pulse Phosphor Serpenta
intensifies, burning through armour before the sliver Firing the same kinds of burning blasts as the smaller
hits. The sliver then dissolves after piercing the target’s pistol, the Serpenta resembles something between
flesh, delivering the toxin. long-barrelled pistol and a carbine. They’re favoured by
Skitarii cavalry units—those mounted upon dragoon-
Needle Pistol (8+1ED; AP 0; Range 24m; Salvo 1; walkers—and Tech-Priests seeking to defend
Penetrating [1], Pistol, Toxic [5])
themselves.
Value: 5 Rare
Keywords: Needle, Imperium Phosphor Serpenta (12+1ED; AP -1; Range 36m; Salvo
Special: Needle pistols are almost completely silent 1; Assault, Blaze, Luminagen)
and add +5DN to any Awareness tests to hear Value: 7 Very Rare
a shot with this weapon. Keywords: Phosphor, Adeptus Mechanicus

Needle Rifle Psilencer


A longer-barrelled, higher-powered version of the A weapon of mysterious origin, which focusses the will
needler, the needle rifle, also called the needle sniper of the user through a crystalline capacitor and
rifle, is a precision instrument for generates bolts of pure psychic energy. Used
exclusively by the Grey Knights, these weapons are a
Needle Rifle (10+1ED; AP 0; Range 120m; Salvo 1;
Penetrating [1], Sniper [2], Toxic [5]) potent tool against daemonic hordes and other
Value: 6 Rare enemies of mankind.
Keywords: Needle, Imperium Psilencer (10+2ED; AP 0; Range 48m; Salvo 6; Force,
Special: Needle rifles are almost completely silent and Heavy [6])
add +5DN to any Awareness tests to hear a Value: 7 Very Rare
shot with this weapon. Keywords: Force, Adeptus Astartes, Grey Knights
Special: A Psilencer will not function in the hands of any
character who does not have the Psyker
keyword.

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Psycannon Volkite Serpenta
The Psycannon is a specialised form of bolt weapon Volkite Weapons is an arcane term used by the
used by the Grey Knights and the Ordo Malleus, loaded Adeptus Mechanicus to refer to a class of powerful
with blessed and sanctified bolt shells. The Grey thermal ray weapons whose technology is pre-Imperial
Knights are trained to channel their own psychic power in origin and dates back to the Dark Age of Technology
into the shells, making them even more potent. or the Age of Strife. These weapons possessed
considerable killing power, surpassing most other
Psycannon (13+2ED; AP -1; Range 48m; Salvo 4;
armaments of their size. Volkite Weapons in the
Blessed, Brutal, Force, Heavy [6])
present time are exceedingly rare and are scarcely ever
Value: 7 Very Rare
Keywords: Bolt, Force, Adeptus Astartes, Grey Knights, seen amongst the Chapters of the Adeptus Astartes in
Inquisition, Ordo Malleus the late 41st Millennium.

The pistol variant of a Volkite Weapon wielded single-


Stubcarbine
handed, the Volkite Serpenta was sometimes carried
A Stubcarbine is a compact, solid projectile weapon
by high-ranking soldiers of the Imperial Army and the
commonly used Skitarii assault troops. The stubcarbine
Tech-priests of the Mechanicum during the Great
uses similar high-calibre ammunition to heavy
Crusade era.
stubbers, rather than the more common small-arms
calibres used in other stub guns. Volkite Serpenta (13+1ED; AP 0; Range 20m; Salvo 1;
Blaze, Pistol, Mortal [1])
Stubcarbine (10+1ED; AP 0; Range 36m; Salvo 3; Pistol) Value: 8 Unique
Value: 5 Rare Keywords: Volkite, Adeptus Mechanicus
Keywords: Projectile, Adeptus Mechanicus
Volkite Charger
Transuranic Arquebus The Volkite Charger was the assault weapon variant of
A Transuranic Arquebus is a long-barrelled infantry a Volkite Weapon carried by Legiones Astartes infantry
weapon which epitomises the precision and inhuman and the military forces of the Mechanicum. Whilst not
efficiency that typify the cyborg Skitarii legions of the benefiting from the range or power of its larger
Adeptus Mechanicus. Firing a bullet of ultra-dense cousins, the Charger retained the Volkite thermal ray's
transuranic metal, the high-velocity shot contains deflagrating effects and allowed its wielder a greater
immense kinetic energy, allowing it to pierce most degree of movement.
armour – and anything inside the armour – with ease.
Volkite Charger (13+1ED; AP 0; Range 40m; Salvo 2;
Transuranic Arquebus (16+2ED; AP -2; Range 120m; Assault, Blaze, Mortal [1])
Salvo 0; Heavy [6], Sniper [3]) Value: 8 Unique
Value: 7 Very Rare Keywords: Volkite, Adeptus Mechanicus
Keywords: Projectile, Adeptus Mechanicus
Special: A Transuranic Arquebus cannot be fired if the Volkite Blaster
wielder has moved in the same turn. Volkite Blasters are a potent form of heavy Volkite
weapon occasionally seen in use by high-ranking
members of the Adeptus Mechanicus.

Volkite Serpenta (15+1ED; AP 0; Range 48m; Salvo 3;


Blaze, Heavy [6], Mortal [1])
Value: 8 Unique
Keywords: Volkite, Adeptus Mechanicus

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Chaos Ranged Weapons Doom Siren
Blastmaster A doom siren is a close-quarters sonic weapon that is
The Blastmaster is a heavy Sonic Weapon that when used by noise marines, along with vehicles and daemon
fired focuses a throbbing bass note into an explosive engines that are dedicated to the service of Slaanesh,
sonic crescendo that can burst eyeballs and rupture the chaos god of pleasure and excess. The doom siren
internal organs. By varying the frequency of the blast, is fitted to the chaos space marine's power armour
the effect of the weapon can be altered to produce with a complex arrangement of pipes and tubes around
different effects. The Blastmaster is used alongside the their helmets which can project short-ranged sonic
smaller Sonic Blaster weapon. attacks. These assaults are launched against opponents
as they close with the noise marine during melee
Blastmaster (Single Frequency) (16+2ED; AP -2; Range combat and are usually powerful enough to kill or at
100m; Salvo 1; Blast [Medium], Cacophony,
least temporarily stun their target, allowing the
Heavy [6])
attacker to quickly finish the foe off while they are
Blastmaster (Varied Frequency) (10+1ED; AP -1; Range
72m; Salvo 3; Blast [Large], Cacophony, Heavy stunned.
[6], Spread) Doom Siren (12+1ED; AP -2; Range 16m; Salvo 1;
Value: 7 Very Rare Assault, Cacophony, Torrent [Medium])
Keywords: Sonic, Chaos, Slaanesh Value: 6 Rare
Keywords: Sonic, Chaos, Slaanesh
Blight Grenades
Also known as a Death’s-Head of Nurgle, Blight Heavy Warpflamer
Grenades are explosive devices bloated and swollen Used by the servants of Tzeentch, warpflamers unleash
with pathogens used by Plague Marines. When they the corrosive power of the warp, burning not only the
explode the resulting shrapnel carries deadly toxins body, but the soul as well. The Heavy Warpflamer is a
and contagions that can penetrate cracks in armour, more potent and powerful version of the Warpflamer,
cause flesh to boil and slough away, and fill the air with similar to a standard Imperial Heavy Flamer but with
blinding spores, all the while keeping the victim alive the ability to project the mutagenic Warpflame
until the very end. Some versions of Blight Grenades provided by the blessings of the Lord of Change.
resemble maggot-filled shrunken heads, while others
are made from the actual heads of slain enemies. Heavy Warpflamer (12+2ED; AP -3; Range 16m; Salvo
2; Blast [Large], Blaze, Corrupting, Heavy [6],
Blight Grenade (10+1ED; AP 0; Range Strength x 4 Spread)
metres [T] or as launcher [R]; Salvo –; Blast Value: 6 Rare
[Medium], Toxic [5]) Keywords: Fire, Chaos, Tzeentch
Value: 4 Uncommon
Keywords: Explosive, Chaos, Nurgle Plague Belcher
Plague Belchers spray a vile stream of pestilential
Blight Launcher fluids, and a cloud of disease-riddled fog. Any who
Blight Launchers are heavy grenade launchers, touch this miasma will fall victim to some the foulest
bombarding the enemy with toxin-filled grenades. plagues Nurgle’s servants can concoct.
Little can withstand the virulence of the diseases that
infest these grenades. Plague Belcher (10+1ED; AP 0; Range 16m; Salvo 1;
Assault, Corrupting, Spread, Torrent
Blight Launcher (15+1ED; AP -2; Range 48m; Salvo 2; [Medium], Toxic [3])
Assault, Blast [Medium], Toxic [5]) Value: 6 Rare
Value: 7 Very Rare Keywords: Plague, Chaos, Nurgle
Keywords: Explosive, Chaos, Nurgle

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Plague Spewer Aeldari Ranged Weapons
Plague Spewers are larger counterparts to Plague Aeldari Missile Launcher
Belchers, which hurl forth great streams of vileness and The Aeldari Missile Launcher is commonly used by
clouds of filth. Few can survive contact with this Asuryani and Anhrathe forces. Instead of the primitive
weapon’s unholy emissions. launching-tubes favoured by the Imperium, they use
complex chambered pods designed to contain several
Plague Spewer (12+2ED; AP -1; Range 16m; Salvo 2;
Corrupting, Heavy [6], Spread, Torrent [Large], types of ammo, greatly decreasing the need to reload.
Toxic [5]) The ammunition held in its internal magazines is in fact
Value: 7 Rare so compact that they can fit scores of projectiles inside
Keywords: Plague, Chaos, Nurgle a single launcher. While portable, they are most
commonly mounted on Grav Platforms and Eldar
Sonic Blaster vehicles. Sunburst missiles generate a high-energy
The Blastmaster is a heavy Sonic Weapon that when pulse that blasts and sears infantry, while Starshot
fired focuses a throbbing bass note into an explosive missiles produce a concentrated blast which can
sonic crescendo that can burst eyeballs and rupture overcome armoured targets.
internal organs. By varying the frequency of the blast,
Aeldari Missile Launcher (Damage by missile type; AP
the effect of the weapon can be altered to produce
by missile type; Range 150m; Salvo —; Heavy
different effects. The Blastmaster is used alongside the [8])
smaller Sonic Blaster weapon. Sunburst Missile (Damage 10+2ED; AP -1; Range –;
Sonic Blaster (10+1ED; AP 0; Range 48m; Salvo 3; Salvo —; Blast [Large])
Assault, Cacophony) Starshot Missile (Damage 16+3ED; AP -2; Range –;
Value: 6 Rare Salvo —; Blast [Small])
Keywords: Sonic, Chaos, Slaanesh Value: 6 Rare
Keywords: Explosive, Aeldari, Asuryani, Anhrathe
Warpflame Pistol
Avenger Shuriken Catapult
Used by the servants of Tzeentch, warpflamers unleash
The Avenger Shuriken Catapult is a weapon unique to
the corrosive power of the warp, burning not only the
the Dire Avengers Aspect Warriors shrine. This
body, but the soul as well. The Warpflamer is the
upgraded version of the Shuriken Catapult features an
standard Warpflame weapon, similar to a standard
extended barrel, additional power feeds, in-built
Imperial Flamer but with the added mutagenic power
rangefinders, a greater firing range and more
of Tzeentch.
sophisticated targeting systems, as befits high status
Warpflame Pistol (7+1ED; AP -2; Range 12m; Salvo 1; troops. Most commonly Dire Avengers use these
Blast [Small], Blaze, Corrupting, Pistol, Spread) weapons in aimed semi-automatic fire, but in the heat
Value: 6 Rare of an assault or a close-range firefight, the weapon's
Keywords: Fire, Chaos, Tzeentch fully automatic function can empty its magazine in
seconds.
Warpflamer
Used by the servants of Tzeentch, warpflamers unleash Avenger Shuriken Catapult (10+1ED; AP 0; Range 36m;
the corrosive power of the warp, burning not only the Salvo 3; Assault, Penetrating [3])
body, but the soul as well. The Warpflamer is the Value: 7 Rare
standard Warpflame weapon, similar to a standard Keywords: Shuriken, Aeldari, Asuryani
Imperial Flamer but with the added mutagenic power
of Tzeentch.

Warpflamer (10+1ED; AP -2; Range 16m; Salvo 1;


Assault, Blast [Medium], Blaze, Corrupting,
Spread)
Value: 6 Rare
Keywords: Fire, Chaos, Tzeentch

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Blast Pistol Dark Lance
The Drukhari utilise potent streams of darklight in The most commonly seen example of Darklight
some of their weaponry. A blast pistol is the most Weaponry is the Dark Lance. Similar in construction to
compact form of this, able to project flickering dark the Bright Lance of their Eldar cousin's forces, a Dark
beams of energy that sear through flesh, bone, and Lance is redesigned to allow for the use of Darklight
armour alike. ammunition. It's commonly found mounted on Raiders
and Ravagers, although Kabalite Warriors are seen
Blast Pistol (16+2ED; AP -4; Range 12m; Salvo 1; Brutal,
carrying them across the battlefield as well. The device
Pistol)
uses magnetic containment and stabilization fields to
Value: 7 Rare
Keywords: Darklight, Aeldari, Drukhari prevent the Darklight from damaging the weapon or its
user. The Darklight is accelerated very rapidly down the
Blaster barrel by these same containment fields. Upon striking
A Blaster is a smaller, lightweight version of a Dark its target, it reacts violently, tearing through armor
Lance, which includes a semi-liquid stabilizer like that regardless of thickness or composition, and in the
found in the Dark Eldar Splinter Cannon. This allows for event of the Dark Lances use on infantry, it's incredibly
Warrior squads to launch volleys of this devastating rare that any sign of the unfortunate target is left
energy while on the move. whatsoever.

Blaster (16+3ED; AP -4; Range 24m; Salvo 1; Assault, Bright Lance (16+3ED; AP -4; Range 72m; Salvo 1;
Brutal) Brutal, Heavy [4])
Value: 7 Rare Value: 7 Rare
Keywords: Darklight, Aeldari, Drukhari Keywords: Darklight, Aeldari, Drukhari

Bright Lance Deathspinner


A refined laser weapon, similar to an Imperial The Death Spinner is an Eldar Monofilament gun and
lascannon, the Bright Lance is extraordinarily precise. It the ritual weapon of the Warp Spider Aspect Warriors.
operates similar to its Imperial counterpart, firing a Often just referred to as a 'Spinner', it uses the same
concentrated laser-blast for destroying enemy basic technology as weapons such as the Harlequin's
vehicles, however the weapon is far more efficient Kiss and the Shadow Weaver, projecting a long thread
thanks in part to the use of psychically grown crystals. of single-molecule chain, or monofilament wire. The
It is also more accurate than a lascannon, making weapon uses a magnetic containment field to spool the
armor below a certain thickness redundant. wire together and discharge it as rapidly expanding
mist-like mass called a "spinner cloud". Targets within
Bright Lance (16+3ED; AP -4; Range 72m; Salvo 1; the cloud are sliced apart as the wires' own tension
Heavy [4], Sniper [1]) causes it to writhe and lash, slicing through not only
Value: 7 Rare exposed flesh but also seeking out gaps in their armour,
Keywords: Las, Aeldari, Asuryani
where it uncoils within and liquefies their innards.

Deathspinner (14+2ED; AP 0; Range 24m; Salvo 3;


Assault, Brutal, Penetrating [4], Tangle [3])
Value: 7 Very Rare
Keywords: Monofilament, Aeldari, Asuryani

Dragon’s Breath Flamer


A relic found in some temples of the Fire Dragon Aspect
Warriors, Dragon’s Breath flamers are lightweight but
powerful weapons, turning their foes to ash.

Dragon’s Breath Flamer (12+2ED; AP -1; Range 16m;


Salvo 3; Assault, Blast [Large], Blaze, Spread)
Value: 7 Unique
Keywords: Fire, Aeldari, Asuryani

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Firepike Haywire Grenades
A sophisticated form of Eldar fusion weapon, these Unleashing a burst of electromagnetic energy, these
long-barrelled devices are commonly used by Fire grenades damage and destroy machines while doing
Dragon Exarchs to deliver burning ruin over a very little to living creatures. They are commonly used
considerable distance. by Aeldari assault troops to disable enemy vehicles.

Firepike (16+3ED; AP -4; Range 36m; Salvo 2; Assault, Haywire Grenade (–; AP –; Range Strength x 4 metres
Blast [Small], Blaze, Melta) [T] or as launcher [R]; Salvo –; Blast [Small],
Value: 7 Unique Haywire [3])
Keywords: Melta, Aeldari, Asuryani Value: 6 Rare
Keywords: Explosive, Aeldari
Fusion Pistol
A compact form of fusion gun, these weapons are Laser Lance
commonly used by Harlequins and corsairs for their The Laser Lance is an Eldar laser weapon, the signature
tank-busting power, granting the ability to blast weapon of the Shining Spears Aspect Warriors as well
through even the toughest armour in a compact as the Exodite Dragon Knights. The laser lance fires a
package. highly focused laser beam to deliver an intense blast of
energy, discharged either at short range or upon
Fusion Pistol (16+2ED; AP -4; Range 12m; Salvo 1; physical contact with the enemy. This makes the
Pistol, Melta)
weapon ideal for the devastating charges employed by
Value: 7 Very Rare
Shining Spears and Dragon Knights, but the weapon is
Keywords: Melta, Aeldari
far less potent after the charge has concluded.
Hallucinogen Grenades Laser Lance (Ranged) (14+2ED; AP -4; Range 12m;
The Harlequins are known to use carefully cultivated Salvo 1; Assault)
hallucinogenic gases alongside holographic lightshows Laser Lance (Melee) (3+1ED; AP -4; Range 2m [M])
and psychic manipulation in their performances. This Value: 7 Very Rare
extends to warfare as well as the stage, where these Keywords: Las, Aeldari, Asuryani, Exodite
grenades release hissing clouds of mind-altering gases Special: When a character wielding a laser lance
and glittering bursts of kaleidoscopic light, spreading charges while mounted (upon a vehicle or
dread and confusion. creature), the laser lance’s damage in melee is
14+2ED, though it is not modified by the user’s
Hallucinogen Grenade (–; AP –; Range Strength x 4 Strength.
metres [T] or as launcher [R]; Salvo –; Blast
[Large]) Neuro Disruptor
Value: 7 Very Rare A Neuro Disruptor is an elegant psychocrystalline
Keywords: Gas, Aeldari, Harlequins weapon that fires beams of energy capable of burning
Special: Any creature caught in the blast of a away nervous tissue in an agonising instant. Armour
Hallucinogen Grenade must pass a Terror test offers no protection from these weapons, for it is
(TN 5). Further, if a creature suffers a
simply bypassed altogether. Indeed, foes hit by a Neuro
complication on this test, then they also suffer
Disruptor show no outward sign of injury, excepting
1d3 mortal wounds.
their sudden, violent convulsions as they tumble to the
Hawk’s Talon floor. This is a weapon which is, or was, manufactured
The Hawk’s Talon is an ancient and highly potent form by unknown aliens. Examples occasionally turn up for
of Lasblaster. Few examples of this type of weapon trade and are much sought after. Some examples of
remain, and they are reserved for use by only the most this weapon are made entirely from the transparent
exceptional warriors. crystalline material, a bit like glass. Disruptors have no
obvious power source or internal workings, although
Hawk’s Talon (12+2ED; AP 0; Range 48m; Salvo 4; occasionally lights and misty shapes appear within the
Assault, Steadfast) crystal body.
Value: 7 Unique
Keywords: Las, Aeldari, Asuryani

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Imperial assassins of the Callidus temple are known to Scatter Laser
use a similar device called a Neural Shredder, the The Scatter Laser, called a sierbahn in the Eldar
origins of which are also unknown. language, is a heavy laser weapon commonly used by
the Eldar. Originally created for use on War Walkers
Neuro Disruptor (4+2ED; AP N/A; Range 24m; Salvo 0;
and Wraithlords, they are also used as a support
Pistol)
weapon for Guardian squads, where it is mounted on a
Value: 8 Very Rare
Keywords: Exotic, Aeldari, Harlequin Grav Platform. The weapon is comprised of six separate
Special: A Neuro Disruptor uses no ammunition and laser chambers which can be fired simultaneously or in
cannot run out of ammunition. It just works. bursts, at either the same or different targets, and uses
Nobody knows entirely how. The damage of a crystalline power cells to store energy. It is similar in
Neuro Disruptor is compared to the target’s some respects to the Imperium's Multi-laser, but far
Resolve, rather than Resilience, and each point more refined and energy efficient.
of damage inflicted is a Mortal Wound instead
of a normal wound. It has no effect against Scatter Laser (Damage 14+2ED; AP 0; Range 75m; Salvo
mindless creatures or inanimate objects. 6; Heavy [8])
Value: 7 Very Rare
Pack Grenade Launcher Keywords: Las, Aeldari
Harlequin Shadowseers carry back-mounted grenade
Shardcarbine
launchers known as creidann to hurl hallucinogen
The Shardcarbine is a splinter weapon with an enlarged
grenades into battle. These bombardments are always
barrel able to launch even greater volleys of toxic
perfectly timed to accompany the ebb and flow of
crystal-ammunition than the normal Splinter Rifle
battle.
without interrupting the shooter at all. This weapon's
Pack Grenade Launcher (–; AP –; Range 36m; Salvo —; range is somewhat reduced, but this is of little concern
Assault]) to the warriors who choose to use it, who prefer to face
Value: 7 Very Rare their enemies at close quarters.
Keywords: Explosive, Aeldari, Harlequins
Special: A Pack Grenade Launcher can carry up to 6 Shardcarbine (8+1ED; AP 0; Range 36m; Salvo 3;
grenades, and additional grenades cannot be Assault, Toxic [4])
loaded during battle. Value: 6 Rare
Keywords: Splinter, Aeldari, Drukhari
Reaper Launcher
A Reaper Launcher is a unique heavy weapon utilised Shredder
exclusively by the Eldar Dark Reapers Aspect Warriors. The Shredder is a weapon used primarily by the
With this deadly weapon the Dark Reapers are the Drukhari, similar to the monofilament weapons used
undisputed masters of delivering death from afar. This by the Asuryani. When the gun is fired at its target, it
long-barrelled Missile Launcher can create a blistering unleashes an expanding mesh of monofilaments with
firestorm with a single salvo. The armour-piercing miniscule barbs along their length. The mesh entangles
missiles its fires are powerful enough to take down all the victim in an invisible net that slices apart the target
but the most heavily protected foe. as it struggles.

Reaper Launcher (Starshot Missile) (16+3ED; AP -2; Shredder (14+2ED; AP -1; Range 24m; Salvo 1; Assault,
Range 100m; Salvo –; Blast [Small], Heavy [5]) Blast [Medium], Brutal, Tangle [3])
Reaper Launcher (Starswarm Missile) (12+2ED; AP -2; Value: 7 Rare
Range 100m; Salvo 3; Heavy [5]) Keywords: Monofilament, Aeldari, Drukhari
Value: 7 Very Rare
Keywords: Explosive, Aeldari, Asuryani

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Shuriken Cannon Splinter Pistol
The large Shuriken Cannon works in a similar way to the The Splinter Pistol is the sidearm of choice for most
Shuriken Catapult but has an ammunition coil to load Dark Eldar, finding frequent use across the Dark City.
the weapon more quickly and uses a triple accelerator Usually paired with a blade or used as a pair for added
field for improved rate of fire and power. While the effectiveness in assaults. The Splinter Pistol uses the
Shuriken weapons above are all hand-held weapons, same ammunition and firing mechanisms as the rifle,
the Shuriken cannon is very large and needs stabilising although compacted and therefore have shorter range,
gyroscopes to allow any accuracy. They are commonly and with a smaller ammunition crystal to reduce the
found mounted on Guardian heavy weapon platforms weight even further.
and Aeldari vehicles.
Splinter Pistol (8+1ED; AP 0; Range 24m; Salvo 2; Pistol,
Splinter Cannon (14+2ED; AP 0; Range 48m; Salvo 3; Toxic [4])
Heavy [6], Penetrating [3]) Value: 5 Uncommon
Value: 7 Rare Keywords: Splinter, Aeldari, Drukhari
Keywords: Shuriken, Aeldari, Asuryani
Splinter Rifle
Spinneret Rifle The most common weapon in the Dark Eldar Armoury,
The Spinneret Rifle is a monofilament weapon used by the Splinter Rifle is used by nearly every citizen of
Exarchs of the Warp Spider Aspect Shrines. Compared Commorragh at some point in their lives. It is the
to the normal Death Spinner which releases a mist-like standard weapon of choice for Kabalite Warriors. The
cloud of monofilament to slice through enemies, the weapon is lightweight and usually sports
Spinneret Rifle fires a single, rigid strand of Monomolecular Blades for added functionality in
monomolecular wire which punches straight through melee combat. It features a medium sized ammunition
armour and then recoils in a tight spiral. crystal to reduce weight while still maintaining a
decent amount of ammo before the user needs to
Spinneret Rifle (14+2ED; AP -4; Range 36m; Salvo 1;
reload.
Rapid Fire [1], Mortal [1])
Value: 8 Unique Splinter Rifle (8+1ED; AP 0; Range 48m; Salvo 2; Rapid
Keywords: Monofilament, Aeldari, Asuryani Fire [2], Toxic [4])
Value: 5 Uncommon
Splinter Cannon Keywords: Splinter, Aeldari, Drukhari
The Splinter Cannon is the largest and most lethal of
splinter weapons, and much more expensive to Star Lance
produce, as it incorporates several additions to allow A high-powered form of laser lance, star lances are
the user to fire this large, bulky weapon even while named for the legendary weapon of the Phoenix King,
charging into assault. Asuryan, when he rode into battle during the War in
Heaven. Like their namesake, they deliver punishing
Splinter Cannon (10+1ED; AP 0; Range 72m; Salvo 6;
strikes that even the mightiest foes cannot resist.
Rapid Fire [3], Toxic [4])
Value: 7 Rare Star Lance (Ranged) (16+3ED; AP -4; Range 12m; Salvo
Keywords: Splinter, Aeldari, Drukhari 1; Assault)
Star Lance (Melee) (5+2ED; AP -4; Range 2m [M])
Value: 9 Unique
Keywords: Las, Aeldari, Asuryani
Special: When a character wielding a star lance charges
while mounted (upon a vehicle or creature),
the star lance’s damage in melee is 16+3ED,
though it is not modified by the user’s
Strength.

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Starcannon Swooping Hawk Grenade Pack
The Starcannon is a plasma weapon designed by the The Swooping Hawk Grenade Pack is an Eldar grenade
Eldar, using sophisticated electromagnetic pulses to launcher used by Swooping Hawks Aspect Warriors.
guide bolts of destructive plasma to a target. Though Each of these basic launchers is strapped to a warrior's
its plasma core produces the incandescent heat of a leg and allows grenades to be released downwards as
star, unlike its crude and clumsy Imperial counterparts the warrior fly’s overhead. Grenade packs can carry a
the Starcannon uses containment fields to not only variety of grenade types for attacking different targets.
prevent the weapon overheating but keep it cool to the For anti-personnel work, plasma grenades are used.
touch. That humanity uses a weapon which could maim Against armoured targets, the Swooping Hawk can
or kill the wielder is seen by the Eldar as a testament to launch Haywire Grenades, which release a burst of
their idiocy. electromagnetic energy to disrupt energy systems.

Starcannon (Damage 15+2ED; AP -3; Range 75m; Salvo Swooping Hawk Grenade Pack (Damage by grenade
4; Heavy [8]) type; AP by grenade type; Range special; Salvo
Value: 7 Very Rare –; Assault)
Keywords: Plasma, Aeldari Value: 6 Very Rare
Keywords: Explosive, Aeldari, Asuryani
Sunrifle Special: A Swooping Hawk Grenade Pack can only
A Sunrifle is a form of las-weapon most often wielded launch grenades downwards, and the user may
by Aeldari Swooping Hawk Exarchs, potent enough to launch grenades at any point while flying. This
assault whole squads of enemy troops with a burst of is done as part of the character’s move, rather
dazzling laser beams. While less potent than the bolts than as a distinct attack action.
from a Hawk’s Talon, the Sunrifle has an exceptionally
Tempest Launcher
high rate of fire, and often leaves survivors blinded by
The Tempest Launcher is a rare weapon sometimes
the fusillade.
carried by the Dark Reaper Exarchs. This weapon
Sunrifle (Damage 8+2ED; AP -2; Range 48m; Salvo 8; differs from the standard Reaper Launcher in that it is
Assault) used to saturate an area with smaller, armour-piercing
Value: 8 Unique missiles via indirect fire in swarming, foe-seeking
Keywords: Las, Aeldari, Asuryani volleys.
Special: An enemy who is hit by a Sunrifle is blinded
until the end of their next turn. Tempest Launcher (Damage 10+2ED; AP -2; Range
75m; Salvo 3; Blast [Large], Heavy [6], Indirect)
Value: 8 Unique
Keywords: Explosive, Aeldari, Asuryani

Ork Ranged Weapons


Deffgun
Deffguns are heavy Ork weapons, fine examples of the
Mek's craft that are made from all kinds of materials,
mainly scavenged heavy weaponry of other races.
Deffguns are so large they must be mounted on a
special firing rig strapped to an Ork's broad shoulders.
No man could hope to fit into a Deffgun's rig without
heavy augmetics or thick slabs of vat-grown muscle.
This cumbersome rig is needed to absorb bone-
breaking recoil each time the Deffgun is fired.

Deffgun (14+2ED; AP -1; Range 96m; Salvo 1d3; Heavy


[6], Waaagh!)
Value: 6 Rare
Keywords: Ork, plus one of: Las, Plasma, Projectile,
Explosive
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Kustom Mega-Blasta Tankbusta Bomb
Ork Mekboys sometimes build a weapon that is far Tankbusta Bombs are heavy magnetic discs size and
greater than the sum of its parts, a marvel of Ork shape of manhole covers. They are directional and are
technology that fires a focused blast of pure energy at used when Stikkbombs simply aren't sufficient to
its targets. Known as Kustom Mega-Blasta, it instantly destroy something (and as such are more attractive to
vaporises targets even if they wear terminator armour. many Orks). They are attached to the vehicles by
Needless to say, it is also highly effective against magnetic clamps and detonated with deadly efficiency.
vehicles. However, like many Ork weapons, a Kustom
Tankbusta Bomb (16+3ED; AP -2; Salvo –; Blast [Small],
Mega-Blasta is very unreliable and prone to
Waaagh!)
overheating. It can even kill the greenskin after a
Value: 7 Rare
particularly unlucky shot. Keywords: Explosive, Ork
Kustom Mega-Blasta (16+2ED; AP -3; Range 48m; Salvo Special: Cannot be thrown or fired from a launcher.
1; Assault, Supercharge, Waaagh!) They are placed as a melee attack against a
Value: 7 Rare vehicle. An Ork placing a Tankbusta bomb may
Keywords: Kustom, Plasma, Ork immediately Disengage as a free action.
Special: The Supercharge trait is always in effect on a
Kustom Mega-Blasta—the firer cannot choose
not to use it.

Kustom Mega-Slugga
Kustom Mega Slugga is an experimental energy
weapon, essentially a pistol-sized version of Kustom
Mega-Blasta, sometimes used by Ork Mekboys.

Kustom Mega-Slugga (16+1ED; AP -3; Range 24m;


Salvo 1; Pistol, Supercharge, Waaagh!)
Value: 7 Rare
Keywords: Kustom, Plasma, Ork
Special: The Supercharge trait is always in effect on a
Kustom Mega-Slugga—the firer cannot choose
not to use it.

Rokkit Pistol
A smaller, hand-held version of an Ork Rokkit Launcha,
Rokkit Pistols are an ideal anti-tank weapon for any
individual unaware of the idea of “minimum safe
distance”, and thus they’re commonly wielded in pairs
by Ork Tankbustas.

Rokkit Pistol (14*; AP -2; Range 24m; Salvo –; Blast


[Small], Pistol, Waaagh!)
Value: 7 Rare
Keywords: Explosive, Ork
Special: When firing a Rokkit Pistol, roll 1d3 and use
that result in extra damage dice.

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Melee Weapons
Name Damage AP Range Traits Value Keywords
Ordinary Melee Weapons
Axe 3+2ED 0 Penetrating (1) 3 Common Blade, <Any>
Flail 3+2ED 0 Brutal 3 Common <Any>
Greataxe 5+2ED 0 2m Penetrating (1) 3 Common Blade, <Any>, Two-Handed
Greatsword 5+1ED 0 2m Parry 3 Common Blade, <Any>, Two-Handed
Spear 3+1ED 0 2m 2 Common <Any>
Force Weapons
Nemesis Daemon 6+2ED -3 2m Force, Nemesis, 7 Very Rare Force, Imperium, Two-
Hammer Unwieldy (2) Handed, Adeptus Astartes,
Grey Knights
Nemesis Falchion 5+1ED -2 Force, Nemesis, 6 Very Rare Force, Imperium, Adeptus
Paired, Parry Astartes, Grey Knights
Nemesis Force 5+2ED -2 2m Force, Nemesis 6 Very Rare Force, Imperium, Adeptus
Halberd Astartes, Grey Knights
Nemesis Force 5+1ED -3 Force, Nemesis, 6 Very Rare Force, Imperium, Adeptus
Sword Parry Astartes, Grey Knights
Nemesis Warding 5+2ED -1 2m Brutal, Force, 7 Very Rare Force, Imperium, Adeptus
Stave Nemesis Astartes, Grey Knights
Power Weapons
Crozius Arcanum 5+2ED -1 Brutal 6 Very Rare Power, Imperium, Adeptus
Astartes
Executioner 5+2ED -3 Parry 6 Very Rare Power, Imperium, Silent
Greatblade Sisterhood, Two-Handed
Lightning Claws 5+2ED -2 Paired, Tearing 7 Very Rare Power, Imperium, Adeptus
(2) Astartes
Power Lance 5+1ED* -1 2m 6 Very Rare Power, Imperium, Adeptus
Astartes
Relic Blade 7+2ED -3 2m 8 Very Rare Power, Imperium, Adeptus
Astartes, Two-Handed
Exotic Melee Weapons
C’Tan Phase Sword 5+2ED - 10 Unique C’Tan Phase Weapon, Officio
3* Assassinorum, Templum
Callidus
Chordclaw 4+3ED 0 Brutal, Mortal (1) 6 Rare Transonic, Adeptus
Mechanicus, Skitarii
Electroleech Staff 6+2ED -2 Agonizing, 6 Rare Luminen, Adeptus
Brutal* Mechanicus, Two-Handed
Electrostatic 12+1ED 0 25m Assault, Tesla, 6 Rare Luminen, Adeptus
Gauntlets (Ranged) (R) Salvo 3* Mechanicus, Two-Handed
Electrostatic 12+1ED* 0 Tesla – –
Gauntlets (Melee)
Neuro-Gauntlet 6+2ED -1 Toxic (7) 9 Unique Imperium, Officio
Assassinorum, Templum
Eversor
Taser Goad 7+2ED 0 Agonizing, Tesla 5 Rare Taser, Adeptus Mechanicus,
Skitarii
Transonic Blade 6+1ED 0 Mortal (1) 6 Rare Transonic, Adeptus
Mechanicus, Skitarii
Transonic Razor 4+1ED 0 Mortal (1) 6 Rare Transonic, Adeptus
Mechanicus, Skitarii
Chaos Melee Weapons

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Name Damage AP Range Traits Value Keywords
Bubotic Axe 5+2ED -2 Penetrating (1), 7 Rare Pestilent, Chaos, Nurgle
Toxic (7)
Flail of Corruption 4+3ED -2 2m Brutal, Spread, 7 Rare Pestilent, Chaos, Nurgle
Toxic (7)
Great Plague 7+3ED -3 2m Brutal, Toxic (7), 7 Rare Pestilent, Chaos, Nurgle, Two-
Cleaver Unwieldy (2) Handed
Mace of Contagion 6+2ED -1 Toxic (7), 6 Rare Pestilent, Chaos, Nurgle
Unwieldy (2)
Manreaper 7+3ED -3 2m Spread, Toxic (7) 7 Unique Pestilent, Chaos, Nurgle,
Heretic Astartes, Two-Handed)
Plague Knife 3+1ED 0 Steadfast, Toxic 5 Pestilent, Chaos, Nurgle
(7) Uncommon
Plague Sword 5+1ED 0 Parry, Toxic (7) 7 Rare Pestilent, Chaos, Daemon,
Nurgle
Aeldari Melee Weapons
Harlequin’s Blade 4+1ED 0 Parry, 4 Blade, Aeldari, Harlequin
Penetrating (2) Uncommon
Harlequin’s Caress 7+2ED -2 Brutal 6 Very Rare Power Field, Aeldari, Harlequin
Harlequin’s 5+2ED -3 6 Very Rare Monofilament, Aeldari,
Embrace Harlequin
Harlequin’s Kiss 5+2ED -1 Mortal (d3) 6 Very Rare Monofilament, Aeldari,
Harlequin
Hekatarii Blade 3+2ED -1 Penetrating (2) 5 Rare Blade, Aeldari, Drukhari
Hydra Gauntlets 4+1ED 0 Tearing (2) 6 Very Rare Exotic, Aeldari, Drukhari
Impaler 4+2ED -1 2m Brutal 6 Very Rare Blade, Aeldari, Drukhari
Psytronome Shaper 3+1ED 0 Force 5 Rare Force, Aeldari, Asuryani
Razorflail 4+1ED 0 2m Spread* 5 Rare Blade, Aeldari, Drukhari
Shardnet 4+2ED 0 4m Agonizing, Tangle 6 Rare Exotic, Aeldari, Drukhari
(4)*
Miststave 5+2ED -1 Agonizing, Force 7 Very Rare Force, Aeldari, Harlequin
Biting Blade 6+2ED -1 2m Brutal, Parry, 8 Unique Chain, Aeldari, Asuryani, Two-
Tearing (3) Handed
Diresword 5+1ED -3 Force, Mortal (1), 9 Unique Power, Force, Aeldari,
Parry Asuryani
Executioner 7-2ED -3 Parry* 9 Unique Power, Aeldari, Asuryani, Two-
Handed
Mirrorswords 5+1ED -2 Paired, Parry 9 Unique Power, Aeldari, Asuryani
Power Blades 5+1ED -2 Paired 7 (Very Power, Aeldari, Asuryani
Rare)
Scorpion’s Claw 7+2ED -3 Brutal 9 Unique Power, Aeldari, Asuryani
Ork Melee Weapons
‘Urty Syringe 4+2ED 0 Toxic (4), 4 Exotic, Ork
Waaagh! Uncommon
Grabba Stikk 5+1ED 0 2m Tangle (3), 4 Exotic, Ork
Waaagh! Uncommon
Grot Prod 7+1ED -1 Agonizing, 5 Rare Exotic, Ork
Waaagh!

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Ordinary Melee Weapons Nemesis Falchion
Axe Wielded in a pair, Nemesis Falchions are smaller
An ancient weapon or tool, common across the galaxy. variants of the Nemesis Force Sword. By triggering the
circuitry within each Falchion, a Grey Knight can swing
Axe (3+2ED; AP 0; Penetrating [1]) the Force Weapon with incredible speed, striking
Value: 3 Common
several blows with pinpoint accuracy.
Keywords: Blade, <Any>
Nemesis Falchion (5+1ED; AP -2; Force, Nemesis,
Flail Paired, Parry)
An ancient weapon or tool, common across the galaxy. Value: 6 (Very Rare)
Keywords: Force, Imperium, Adeptus Astartes, Grey
Flail (3+2ED; AP 0; Brutal) Knights
Value: 3 Common
Keywords: <Any> Nemesis Force Halberd
A Nemesis Halberd is a two-handed weapon that
Greataxe
consists of a long adamantium haft with an iron and
An ancient weapon or tool, common across the galaxy.
silver blade set upon the top. This extra reach often
Greataxe (5+2ED; AP 0; Range 2m [M]; Penetrating [1]) allows a Grey Knight to land a fatal blow, killing the
Value: 3 Common enemy before coming within reach of its weapons.
Keywords: Blade, <Any>, Two-Handed
Nemesis Falchion (5+2ED; AP -2; Range 2m [M]; Force,
Greatsword Nemesis)
Value: 6 (Very Rare)
An ancient weapon or tool, common across the galaxy.
Keywords: Force, Imperium, Adeptus Astartes, Grey
Greatsword (5+1ED; AP 0; Range 2m [M]; Parry) Knights
Value: 3 Common
Keywords: Blade, <Any>, Two-Handed Nemesis Force Sword
The most common type of weapon wielded by the Grey
Spear Knights is the Nemesis Force Sword. It exemplifies the
An ancient weapon or tool, common across the galaxy. mixture of magick and science utilized by the Grey
Knights. The blade is tempered iron, flecked with
Spear (3+1ED; AP 0; Range 2m [M])
shards of silver and inset with ancient runes of daemon
Value: 2 Common
slaying. Advanced power field generators are also
Keywords: <Any>
contained within.
Force Weapons Nemesis Falchion (5+1ED; AP -3; Force, Nemesis,
Nemesis Daemon Hammer Parry)
An enhanced form of the Force Hammer, these Value: 6 (Very Rare)
weapons are forged only for the Grey Knights to fell the Keywords: Force, Imperium, Adeptus Astartes, Grey
mightiest of daemonic foes. Knights

Nemesis Daemon Hammer (6+2ED; AP -3; Range 2m


[M]; Force, Nemesis, Unwieldy [2])
Value: 7 (Very Rare)
Keywords: Force, Imperium, Two-Handed, Adeptus
Astartes, Grey Knights

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Nemesis Warding Stave Lightning Claws
Unlike most of the Nemesis Force Weapons used by the Lightning claws consist of a power gauntlet and four
Grey Knights, the Nemesis Warding Stave has abilities blades that crackle with matter-disruptive energy.
used in defensive situations. The wielder of the stave These blades are the equivalent of small power
can channel his psychic might into the haft to activate weapons which carve through armour and flesh with
the refractor fields within. The refractor fields, once ease. Lightning claws are most often wielded in pairs.
activated, then project a force field around the wielder,
Lightning Claw (5+2ED; AP -2; Paired, Tearing [2])
softening any blows and thus increasing the chance for
retaliation. Value: 7 (Very Rare)
Nemesis Falchion (5+2ED; AP -1; Range 2m [M]; Brutal, Keywords: Power, Imperium, Adeptus Astartes
Force, Nemesis)
Value: 7 (Very Rare) Power Lance
Keywords: Force, Imperium, Adeptus Astartes, Grey A Power Lance, also known as a Power Spear or Power
Knights Glaive, is a special type of power weapon, a power
Special: Against melee attacks, a Nemesis Warding blade mounted on the end of a long shaft. Like most
Stave also counts as armour providing an power weapons, it can tear through all manners of
Armour Rating of *2, with the Force Shield and material with ease thanks to its disruptive energy field
Shield traits. generated around the blade. They’re commonly used
as ceremonial weapons by honour guards, or by lancers
Power Weapons mounted on bikes or war-beasts.
Crozius Arcanum
Serving as both a sceptre of office and a weapon for Power Lance (5+1ED; AP -1; Range 2m [M])
Astartes Chaplains, each Crozius Arcanum is a staff or Value: 6 (Very Rare)
maul with a head shaped like an aquila or other symbol Keywords: Power, Imperium, Adeptus Astartes
Special: When used from a moving open-topped
of significance to the Imperium or the chapter. Inside
vehicle or other mount, increase the power
this sceptre is a power field generator, allowing it to
lance’s damage by +2ED.
function similarly to a power maul.

The Dark Apostles of Heretic Astartes forces use a Relic Blade


debased counterpart to this weapon, the Accursed A Relic Blade is an ancient and incredibly powerful two-
Crozius. handed melee weapon used by the superhuman
warriors of the Adeptus Astartes that often takes the
Crozius Arcanum (5+2ED; AP -1; Brutal) form of a master-crafted sword or axe. Only a precious
Value: 6 (Very Rare) handful have survived the passage of time and these
Keywords: Power, Imperium, Adeptus Astartes are reserved for Astartes of long and faultless service
who have earned the right to wield a Relic Blade. These
Executioner Greatblade
elite veterans are warriors without peer, who have
Large, expertly crafted two-handed power swords,
proven themselves many times over in countless
used by the Silent Sisterhood. Each Greatblade was
battles and have defeated the direst of the Imperium's
perfectly weighted for the martial style of its wielder
foes.
and once the Sisters were schooled in their use, they
could strike with the speed of a duellist combined with Power Lance (7+2ED; AP -3; Range 2m [M])
the killing might of a veteran executioner. Value: 8 (Very Rare)
Keywords: Power, Imperium, Adeptus Astartes, Two-
Executioner Greatblade (5+2ED; AP -3; Parry) Handed
Value: 6 (Very Rare)
Keywords: Power, Imperium, Silent Sisterhood, Two-
Handed

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Exotic Melee Weapons Electrostatic Gauntlets
C’Tan Phase Sword Some Electro-Priests wield a set of metal apparatus
A C'Tan Phase Sword is a metal blade of unknown around their wrists that channel tremendous
composition that, through the use of seemingly electrostatic potential from their capacitors. This can
impossible physics, is capable of phasing through any be discharged in a cascade of deadly lightning.
object irrespective of its physical properties. Energy
Electrostatic Gauntlets (ranged) (12+1ED; AP 0; Range
shields, armour and even daemonic bodies are of no 25m; Salvo 3; Assault, Tesla)
defence against a Phase Weapon. Electrostatic Gauntlets (melee) (12+1ED; AP 0; Tesla)
C’Tan Phase Sword (5+2ED; AP -3*) Value: 6 (Rare)
Value: 10 (Unique) Keywords: Luminen, Adeptus Mechanicus, Two-
Keywords: C’Tan Phase Weapon, Officio Assassinorum, Handed
Templum Callidus Special: Only a character with a Luminen Capacitor may
Special: Invulnerable armour rating does not apply wield Electrostatic Gauntlets. Electrostatic
against attacks made by this weapon. Gauntlets do not use normal reloads – instead,
the wielder may expend charges from their
Chordclaw Luminen Capacitor to gain the benefits of
spending a reload, with each charge spent
A deadly, needle-fingered gauntlet, where each blade
counting as one reload. In melee, Electrostatic
can be set to vibrate at the resonant frequency of
Gauntlets do not add the wielder’s Strength to
anything they strike, quickly tuning themselves upon their damage.
impact, tearing through flesh, bone, and armour as
they destructively vibrate. A single strike can obliterate Neuro-Gauntlet
large parts of an enemy. The Neuro Gauntlet is a specialised weapon only used
Chordclaw (4+3ED; AP 0; Brutal, Mortal [1]) by the Eversor Assassins of the Imperium of Man's
Value: 6 (Rare) Officio Assassinorum. The weapon is a glove or
Keywords: Transonic, Adeptus Mechanicus, Skitarii gauntlet comprised of a hyper-alloy glove whose
fingers end in sharp hypodermic needles that inject a
Electroleech Staff potent neurotoxin into the Assassin's victim. When the
Electroleech Staves are used by some Electro-Priests. glove strikes an opponent, the needles immediately
The powerful capacitors built into the length of each inject their toxin into the person's bloodstream. The
electroleech staff allow them to drink every iota of lethal effect is almost instantaneous and causes a
electric force from those they strike - be they living or horrifically painful death as the victim is completely
machine. This bioelectric energy is siphoned into the paralyzed while his organ systems shut down one by
user’s Luminen capacitor, where it can charge their one.
implants further.
Neuro-Gauntlet (6+2ED; AP -1; Toxic [7])
Electroleech Staff (6+2ED; AP -2; Agonizing, Brutal) Value: 9 (Unique)
Value: 6 (Rare) Keywords: Imperium, Officio Assassinorum, Templum
Keywords: Luminen, Adeptus Mechanicus, Two- Eversor
Handed
Special: Only a character with a Luminen Capacitor may
wield an Electroleech Staff – in the hands of
anyone else, it counts as a normal staff. Each
point of Shock inflicted by an Electroleech Staff
adds 1 point of charge to the user’s Luminen
Capacitor.

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Taser Goad Flail of Corruption
Taser Goads are a type of esoteric close combat This massive flail is heavy with rusted chains and filth-
weapon utilised exclusively by the warriors of the encrusted spikes, weights, and barbs. Impact from the
Skitarii Legions of the Adeptus Mechanicus. Powered flail is dangerous enough, but the virulent diseases
by hyperdynamo capacitors, a Taser Goad stores an living upon the weapon’s surfaces kill any who aren’t
incredible amount of potential energy. A solid impact slain by the weapon itself.
will cause this energy to be discharged in a scorching
Flail of Corruption (4+3ED; AP -2; Range 2m [M];
blast, only to be harnessed once more by the
Brutal, Spread, Toxic [7])
electrothief prongs at the weapon's tip.
Value: 7 (Rare)
Taser Goad (7+2ED; AP 0; Agonizing, Tesla) Keywords: Pestilent, Chaos, Nurgle
Value: 5 (Rare)
Keywords: Taser, Adeptus Mechanicus, Skitarii Great Plague Cleaver
A massive, heavy axe that can cleave a man in two,
Transonic Blade coated in the deadliest plagues and vilest toxins
Used by Sicarian Ruststalkers, these long, slender imaginable.
blades tune themselves to destructively resonate
Great Plague Cleaver (7+3ED; AP -3; Range 2m [M];
through anything they strike. Normally wielded in
Brutal, Toxic [7], Unwieldy [2])
pairs, these weapons allow a Ruststalker to scythe Value: 7 (Rare)
through foe after foe. Keywords: Pestilent, Chaos, Nurgle, Two-Handed
Transonic Blade (6+1ED; AP 0; Mortal [1])
Value: 6 (Rare) Mace of Contagion
Keywords: Transonic, Adeptus Mechanicus, Skitarii These cumbersome censer-maces emit a sickly miasma
of disease. A Mace of Contagion combines heavy blows
Transonic Razor with a sickly fog that turns blood rancid and flesh
Slender, elegant dagger-like blades, which are often necrotic.
used by some Sicarian Ruststalkers as a secondary
Bubotic Axe (6+2ED; AP -1; Toxic [7], Unwieldy [2])
weapon. Like larger transonic weapons, they can rip Value: 6 (Rare)
through flesh, bone, and armour with terrifying ease. Keywords: Pestilent, Chaos, Nurgle
Transonic Razor (4+1ED; AP 0; Mortal [1])
Value: 6 (Rare) Manreaper
Keywords: Transonic, Adeptus Mechanicus, Skitarii An iconic weapon of the Death Guard Legion, even
during the days of the Great Crusade. Where once
Chaos Melee Weapons these grand power scythes were deadly weapons
Bubotic Axe wielded in the Emperor’s Name, now they are filth-
A favoured weapon of some melee specialists amongst encrusted reapers of souls, slaying in the name of the
the servants of Nurgle, the Bubotic Axe is a savage, vile Lord of Plagues.
weapon that inflicts horrendous wounds. Manreaper (7+3ED; AP -3; Range 2m [M]; Spread, Toxic
Bubotic Axe (5+2ED; AP -2; Penetrating [1], Toxic [7]) [7])
Value: 7 (Rare) Value: 7 (Unique)
Keywords: Pestilent, Chaos, Nurgle Keywords: Pestilent, Chaos, Nurgle, Heretic Astartes,
Two-Handed

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Plague Knife Harlequin’s Embrace
A Plague Knife is a long-bladed, dagger-like weapon A Harlequin's Embrace is a wrist-mounted close
wielded by Plague Marines and other devotees of the combat weapon utilised exclusively by the mysterious
Chaos God Nurgle. It possesses the capability of Eldar Harlequins. This weapon boasts similar
"blessing" anyone it touches with the daemonic technology to that found in the other Aeldari
infection known as Nurgle's Rot. These long, pitted monofilament weapons. They are triggered a second
knives are encrusted and dripping with the most before the wearer charges into close combat, and
virulent of toxins, viruses and other pathogens. Their project a cloud of monofilament wire that quickly
wielders believe that they have been directly blessed contracts around the foe, slicing them to bloody chunks
by the Plague God himself, for the rot the weapons in mere seconds.
carry and spread is so powerful that it can lay low even
Harlequin’s Caress (5+2ED; AP -3)
the most monstrous or powerful of enemies in
Value: 6 (Very Rare)
seconds.
Keywords: Monofilament, Aeldari, Harlequin
Plague Knife (3+1ED; AP 0; Steadfast, Toxic [7])
Value: 5 (Uncommon) Harlequin’s Kiss
Keywords: Pestilent, Chaos, Nurgle A Harlequin's Kiss is one of the more horrifying close
combat weapons employed by the Aeldari and is used
Plague Sword only by Harlequins. Arguably the most iconic weapon
Plague Swords are a type of Daemonic weapon used by that the masques carry to war, the Harlequin's Kiss is
followers of Nurgle such as Plague Bearers and Plague horrifically lethal. This weapon consists of a sharpened
Marines. These weapons are infused with foul tube containing a tightly coiled retractable
infections and toxins that can make the merest scratch monofilament wire. When activated, usually by a
fatal. forward punching motion, the wire is violently
released. If the wire penetrates its victim it instantly
Plague Sword (5+1ED; AP 0; Parry, Toxic [7])
uncoils and lashes around violently, liquefying bones
Value: 7 (Rare)
and internal organs, and causing immediate death in a
Keywords: Pestilent, Chaos, Daemon, Nurgle
spectacular and bloody fashion. The wire then retracts
Aeldari Melee Weapons back into the Kiss for another use.
Harlequin’s Blade Harlequin’s Caress (5+2ED; AP -1; Mortal [d3])
These perfectly balanced swords are so light as to be Value: 6 (Very Rare)
almost weightless, and so sharp that those who are cut Keywords: Monofilament, Aeldari, Harlequin
may not realise it for several seconds. They seem
almost to sing as they pass through the air, their tune Hekatarii Blade
an accompaniment to the Harlequins’ deadly dance. Each Wych owns an elegant dagger made individually
for her only by artisans of Commorragh. These knives
Harlequin’s Blade (4+1ED; AP 0; Parry, Penetrating [2]) are kept in a sheath with an inbuilt sharpening field to
Value: 4 (Uncommon)
ensure it stays eternally keen.
Keywords: Blade, Aeldari, Harlequin
Hekatarii Blade (3+2ED; AP -1; Penetrating [2])
Harlequin’s Caress Value: 5 Rare
These unassuming vambraces worn by some Keywords: Blade, Aeldari, Drukhari
Harlequins can sheathe the wearer’s hand in a phase
disruption field, similar to that used on power
weapons. With the aid of this field, a Harlequin can
literally reach into someone’s chest and rip their heart
out, with no more effort than picking a flower.

Harlequin’s Caress (7+2ED; AP -2; Brutal)


Value: 6 (Very Rare)
Keywords: Power Field, Aeldari, Harlequin

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Hydra Gauntlets Shardnet
Hydra Gauntlets are bizarre weapons used by Dark Shardnets are Hekatarii weapons which entrap foes,
Eldar Wyches called Hydrae. These gauntlets are making them vulnerable to other attacks – they’re
extremely strange weapons made from a flexible normally used in conjunction with an Impaler, which
weave of semi-sentient, extraplanar crystals. They are are used to eviscerate an ensnared victim. The
smooth and glassy when inert, but it can be made to Shardnet is electrified, barbed, and designed to tighten
grow and shed impossible profusions of lethal and constrict once they have caught their prey, causing
crystalline blades while in combat. intense pain and cruel lacerations.

Hydra Gauntlet (4+1ED; AP 0; Tearing [2]) Shardnet (4+2ED; AP 0; Range 4m [M]; Agonizing,
Value: 6 (Very Rare) Tangle [4])
Keywords: Exotic, Aeldari, Drukhari Value: 6 (Rare)
Keywords: Exotic, Aeldari, Drukhari
Impaler Special: A Shardnet may not be used to make a multi-
The Impaler is a Dark Eldar weapon used by both Kabals attack.
and Wych Cults. It is a large monomolecular melee
weapon resembling a short spear with twin blades. Miststave
They are frequently used by Wyches called Yraqnae in A Miststave is an exotic melee weapon that is utilised
combination with a Shardnet. exclusively by the enigmatic Aeldari Harlequins,
particularly the powerful psychic players known as
Impaler (4+2ED; AP -1; Range 2m [M]; Brutal) Shadowseers. Traditionally, every Shadowseer carries
Value: 6 (Very Rare) this iconic weapon—its complex manufacture channels
Keywords: Blade, Aeldari, Drukhari their mental force to crush armour plates and shatter
bones.
Psytronome Shaper
A bizarrely shaped device, almost more musical Against living victims, even a glancing blow from such a
instrument than weapon, the psytronome shaper is a stave scrambles their perceptions, clouding the mind
tool of Aeldari Bonesingers, used to focus and direct with contradictory illusions and reducing sight to a
their powers. slow-motion blur. The Miststave is the Shadowseer's
staff of office, and its tip is a totem of the Laughing God;
Psytronome Shaper (3+1ED; AP 0; Force)
the front a laughing face, the back a grinning skull.
Value: 5 (Rare)
Keywords: Force, Aeldari, Asuryani Miststave (5+2ED; AP -1; Agonizing, Force)
Value: 7 (Very Rare)
Razorflail Keywords: Force, Aeldari, Harlequin
Wyches known as Lacerai wield a pair of razorflails, a
kind of retracting sword which can be wielded either as Biting Blade
a solid blade or as a flexible whip-like series of Biting Blades are large, two-handed, long-bladed
segmented blades. Razorflails are a difficult weapon to Chainswords wielded by the Craftworld Aeldari Striking
counter, as they are almost impossible to block or Scorpions Aspect Warriors reminiscent of the massive
parry. Eviscerators used by religious zealots within the
Imperium. However, where Imperial Eviscerators are
Razorflail (4+1ED; AP 0; Range 2m [M]; Spread)
heavy, noisy machines, Biting Blades are slender and
Value: 5 (Rare)
Keywords: Blade, Aeldari, Drukhari quiet, but no less deadly for their relatively light
Special: Multi-attacks made with this weapon reduce weight.
the DN penalty by 4. Enemies may not benefit Biting Blade (6+2ED; AP -1; Range 2m [M]; Brutal,
from the Parry trait when you attack them with Parry, Tearing [3])
a razorflail. Value: 8 (Unique)
Keywords: Chain, Aeldari, Asuryani, Two-Handed

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Diresword Power Blades
A Diresword is an Aeldari Power Weapon only wielded A set of forearm-mounted blades, similar in length to
by Exarchs of the Dire Avengers Aspect. These one- swords but worn in such a way as to leave the wielder’s
handed, single-edged Power Swords are crafted in the hands free for other activities.
graceful Aeldari style, into which a potent Aeldari spirit
Power Blades (5+1ED; AP -2; Paired)
has been placed through the incorporation of a Spirit
Value: 7 (Very Rare)
Stone into the blade.
Keywords: Power, Aeldari, Asuryani,
Any target wounded by a Diresword may also have
their mind assailed by the spirit residing within the Scorpion’s Claw
Spirit Stone. When a blow is struck, the spirit within the Resembling the claw of a scorpion, this weapon is, in
sword will attempt to destroy the enemy's mind. essence, the Aeldari version of a Power Fist, giving the
bearer vastly increased strength and armour
Diresword (5+1ED; AP -3; Force, Mortal [1], Parry) penetration with no sacrifice to speed, unlike the
Value: 9 (Unique) weapons of the younger races.
Keywords: Power, Force, Aeldari, Asuryani
A Scorpion’s Claw also mounts a shuriken catapult on
Executioner the back. The wielder may fire the shuriken catapult
The Executioner is a large two-handed glaive, axe, or instead of making a melee attack with the claw.
halberd, commonly used by Howling Banshee Exarchs,
Scorpion’s Claw (7+2ED; AP -3; Brutal)
which is capable of slicing an opponent in half with a
Value: 9 (Unique)
single blow. Despite their size, they are lightweight and
Keywords: Power, Aeldari, Asuryani,
extremely swift in the hands of their wielders, and their
blades are often a blur as they move from Ork Melee Weapons
impenetrable defence to unstoppable attack. ‘Urty Syringe
Executioner (7+2ED; AP -3; Parry) This massive metal syringe superficially resembles a
Value: 9 (Unique) tool of the chirurgeon’s craft and tend to be filled with
Keywords: Power, Aeldari, Asuryani, Two-Handed whatever toxic sludge the Painboy is able to find or
Special: The Parry trait of an Executioner adds +2 to the create.
wielder’s Defence in melee, rather than +1.
‘Urty Syringe (4+2ED; AP 0; Toxic [4], Waaagh!)
Mirrorswords Value: 4 (Uncommon)
A Mirrorsword is a type of Aeldari Power Sword Keywords: Exotic, Ork
commonly employed by a Howling Banshee Exarch.
Grabba Stikk
Two Mirrorswords are commonly employed by those
Grabba Stikks are the traditional tool of Runtherdz,
Howling Banshee Exarchs who have mastered a deadly
used for throttling anything in arm's reach. Consisting
ambidextrous style of combat that uses the paired
of a sturdy metal pole, a deceptively simple pulley
blades to unleash a dazzling flurry of swift strikes and
system, and an articulated barbed claw, grabba stikks
parries.
are used to capture and restrain potential slaves. In
Mirrorsword (5+1ED; AP -2; Paired, Parry) battle, Runtherdz often use them to throttle enemies
Value: 9 (Unique) within the weapon's reach.
Keywords: Power, Aeldari, Asuryani
Grabba Stikk (5+1ED; AP 0; Reach 2m [M]; Tangle [3],
Waaagh!)
Value: 4 (Uncommon)
Keywords: Exotic, Ork

Grot Prod
The more progressive Runtherdz use a simple Mek
invention known as Grot-Prod to deliver a short, sharp
shock to an errant Grot's vulnerable parts. It is similar

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to a cattle-prod and works by delivering jolts of Grot Prod (7+1ED; AP -1; Agonizing, Waaagh!)
electricity into a Grots body. These electric prods can Value: 5 (Rare)
also be made into a formidable close combat weapons Keywords: Exotic, Ork
by increasing the voltage to lethal levels.

Weapon Upgrades
Name Value Keywords
Upgrades
Exterminator Cartridge 5 Uncommon Flame, Imperium, Scum, Adeptus Ministorum
Independent Weapon Mount 6 Rare <Any>
Matched Pair 4 Uncommon <Any>
Overcharge Capacitor 5 Uncommon Imperium, Astra Militarum, Scum
Sanctified 7 Rare Imperium, Adeptus Ministorum
Suspensor Rig 8 Very Rare <Any>
Reloads and Ammunition
Amputator Rounds 6 Rare Imperium, Astra Militarum
Bolt Shells 4 Uncommon Scum
Dragonfire Bolt Rounds 7 Rare Imperium, Adeptus Astartes
Executioner Shells 7 Rare Imperium, Adeptus Arbites
Exitus Hellfire Rounds 10 Unique Imperium, Officio Assassinorum, Templum Vindicare
Exitus Shield-breaker Rounds 10 Unique Imperium, Officio Assassinorum, Templum Vindicare
Exitus Turbo-Penetrator Rounds 10 Unique Imperium, Officio Assassinorum, Templum Vindicare
Flechette Rounds 5 Uncommon Imperium, Scum
Hot-shot Charge Pack 5 Uncommon Imperium, Astra Militarum, Scum
Incendiary Shells 5 Uncommon Imperium, Adeptus Arbites
Inferno Bolt Rounds 7 Rare Chaos, Heretic Astartes, Tzeentch
Micro-blast Needles 7 Very Rare Imperium
Shrieker Bio-Explosive Discs 9 Unique Aeldari, Harlequin
Soulseeker Splinters 7 Very Rare Aeldari, Drukhari
Stalker Silenced Bolt Rounds 7 Rare Imperium, Adeptus Astartes
Upgrades
Exterminator Cartridge Independent Weapon Mount
Common amongst some of the most destructive This heavy bracing allows a single ranged weapon to be
zealots and redemptionist sects in the Imperium, an mounted along the arm, on a shoulder, or somewhere
Exterminator cartridge is a compact, improvised flame- else on the character’s body or armour. It allows the
projector—similar to a hand flamer—affixed to a larger user to keep both hands free to use other weapons or
weapon. tools.

An Exterminator may be mounted onto any two- You must own the weapon to be mounted before you
handed melee weapon, or onto any rifle or heavy take this upgrade. You may mount any ranged weapon
weapon, and counts as a hand flamer which may only with the Pistol quality using this upgrade. If you’re
be fired once. wearing power armour, you may instead mount any
ranged weapon which lacks the Heavy keyword.
Value: 5 (Uncommon)
Keywords: Flame, Imperium, Scum, Adeptus Value: 6 (Rare)
Ministorum Keywords: <Any>

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Matched Pair Sanctified
This weapon is part of a set, designed with an identical Having weapons blessed by a priest or other blessed
counterpart to be wielded in the other hand. servant of the Throne is a common enough practice in
the Imperium, particularly amongst those going into
This modification may be applied to a pair of identical
battle against the unholy. Some weapons, however,
melee weapons (which may not be two-handed), or to
are etched and engraved with devotional sigils, inlaid
a pair of identical pistols. If either weapon has any
with blessed and purified materials, and anointed with
other upgrades, both must have that upgrade.
holy oils, the blood of the martyred, or the tears of the
Effect: The weapons gain the Paired trait. sainted, remaking them as instruments of holy wrath.
Value: 4 (Uncommon)
This quality may not be applied to unique weapons, or
Keywords: Any
weapons of Xenos or Chaos manufacture.
Overcharge Capacitor Effect: The weapon gains the Blessed trait.
This modification to a las weapon increases the energy Value: 7 (Rare)
of each shot, though at the cost of reduced reliability Keywords: Imperium, Adeptus Ministorum
and a lowered refire rate. While sanctioned patterns of
high output lasgun exist, most instances of Suspensor Rig
overcharged las weapon are illegal modifications, A set of anti-grav motors and support gyroscopes
which the Adeptus Mechanicus does not look kindly stabilise the motion of a heavy weapon, allowing it to
upon. be operated effectively even on the move. This
advanced technology was once commonplace, but it is
This modification may be applied to any las weapon
difficult to produce today. The Aeldari produce similar
which lacks the Heavy keyword.
devices, though far more efficiently.
Effect: +2 ED, weapon loses the Steadfast trait and
This quality may be applied to any Heavy weapon. The
reduces Salvo by 1.
weapon is now always considered to be braced, even
Value: 5 (Uncommon)
Keywords: Imperium, Astra Militarum, Scum when the user is moving.

Value: 8 (Very Rare)


Keywords: <Any>

Reloads and Ammunition


Amputator Rounds These shells may be used with a shotgun or combat
Filled with explosive micro-shrapnel, these bullets and shotgun.
shotgun shells are designed to shred flesh and shatter
Effect: Damage is changed to 10+1ED, add the Brutal
bone, causing limbs to be blown away. trait, lose the Spread trait.
These rounds may be used by weapons with the Value: 4 (Uncommon)
Projectile keyword. Weapons with the Heavy keyword Keywords: Scum
may not use this ammunition.
Dragonfire Bolt Rounds
Effect: +1 ED and the Brutal trait. These bolt rounds detonate in a wash of flame near
Value: 6 {Rare) their targets, allowing the firer to flush enemies out of
Keywords: Imperium, Astra Militarum cover.

Bolt Shells Effect: Weapon gains the Blast (Small) and Spread
Many hive gangers and others cannot afford a proper traits, and the Fire keyword.
bolter, but they often jury-rig scavenged bolt rounds to Value: 7 (Rare)
Keywords: Imperium, Adeptus Astartes
be fired from a shotgun. These are a little unreliable,
but nevertheless effective.

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Executioner Shells Exitus Turbo-Penetrator Rounds
Executioner shells are most commonly used by the Vindicare Assassins are often entrusted with Turbo-
Adeptus Arbites. They contain a tiny machine spirit that Penetrator rounds for dealing with heavily armoured
allows them to home in on their target. However, it targets, enemies in fortified bunkers, and enemies in
takes a moment for them to acquire their target and so armoured vehicles. These rounds contain a powerful
are more accurate at longer ranges. explosive charge that propels a secondary sabot dart
through even the toughest armour.
These shells may be used with a shotgun or combat
shotgun. Effect: The weapon gains the Brutal and Penetrating [4]
traits.
Effect: Weapon loses Spread, but gains +1ED. A Single Shot: A reload of Exitus special ammunition
shotgun using Executioner shells gains +1d on consists of a single round. Using this
attacks at Long range but gain no bonus at ammunition requires spending that reload,
Short range. which grants none of the normal benefits of
Value: 7 (Rare) spending a reload.
Keywords: Imperium, Adeptus Arbites Value: 10 (Unique)
Keywords: Imperium, Officio Assassinorum, Templum
Exitus Hellfire Rounds Vindicare
Vindicare Assassins are often entrusted with Hellfire
rounds for dealing with especially resilient targets. Flechette Rounds
These rounds contain a concentrated payload of These bullets are finely engineered to fragment into a
volatile corrosive toxins which can burn a target’s body bundle of razor-sharp flechettes in flight, inflicting
to ash. numerous nasty lacerations instead of single gunshot
wounds. They’re often favoured by gunslingers and
Effect: +2ED, +3ED against organic targets. In addition,
the weapon gains the Toxic [5] trait. bounty hunters who can afford them, to even the odds
Single Shot: A reload of Exitus special ammunition against numerous foes.
consists of a single round. Using this These rounds may be used by weapons with the
ammunition requires spending that reload,
Projectile keyword. Weapons with the Heavy keyword
which grants none of the normal benefits of
may not use this ammunition
spending a reload.
Value: 10 (Unique) Effect: The weapon gains Spread and may re-roll up to
Keywords: Imperium, Officio Assassinorum, Templum 2 dice when making an attack while spending
Vindicare one or more Reloads.
Value: 5 (Uncommon)
Exitus Shield-breaker Rounds Keywords: Imperium, Scum
Vindicare Assassins are often entrusted with Shield-
breaker rounds for dealing with targets which are
known to be protected by force fields. These rounds
contain a concentrated energy field generator which
overloads force field projectors and similar defences.

Effect: The weapon completely ignores any Resilience


provided by armour with the Force Shield trait.
Single Shot: A reload of Exitus special ammunition
consists of a single round. Using this
ammunition requires spending that reload,
which grants none of the normal benefits of
spending a reload.
Value: 10 (Unique)
Keywords: Imperium, Officio Assassinorum, Templum
Vindicare

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Hot-shot Charge Pack Micro-blast Needles
Modified, high-output charge packs for lasguns and An exceedingly rare creation, these tiny metallic
laspistols, favoured by snipers and elite shock troops in needles contain miniature explosive charges, which
the Imperial Guard. These are similar to the charge detonate a split-second after embedding themselves in
packs used for Hot-shot las-weapons, hence the name, the target’s flesh. Some assassins prefer the explosive
but they’re used instead in conventional lasguns. impact of these needles to the toxic payload of a
However, this increased intensity without the sturdier conventional needler, particularly against targets that
construction of hot-shot lasguns means that they burn may not be felled by envenomed darts.
out more quickly as well.
Any Needle Pistol or Needle Rifle may use this ammo.
This ammo may only be used in a Lasgun, Laspistol,
Effect: +ED and Brutal, lose Toxic trait.
Duelling Laspistol, or Long Las.
Value: 7 (Very Rare)
Effect: The weapon gains +1ED, and the Brutal and Keywords: Imperium
Penetrating (2) traits, but it loses the Steadfast
trait. Shrieker Bio-Explosive Discs
Single Shot: A Hot-shot Charge Pack is expended after Named Margrech by the Eldar, these discs are laden
a single shot. Using this ammunition requires with a potent bioweapon. The centripetal force of the
spending that reload, which grants none of the shell’s spinning is sufficient to inject the serum into the
normal benefits of spending a reload. victim through the barbs of the disc, after which it
Value: 5 (Uncommon) wreaks havoc upon the victim’s biology, causing their
Keywords: Imperium, Astra Militarum, Scum organs to react violently with one another. Those who
succumb fully to the serum are slain in an explosion of
Incendiary Shells
viscera. It is most commonly loaded into Shuriken
Filled with a promethium gel, a phosphorine
Cannons by Harlequin Death Jesters.
compound, or some similar incendiary, these shells
ignite whatever they strike. They’re sometimes utilised This ammo may only be used in Shuriken weapons.
by the Arbites and the Inquisition for dealing with
Effect: The weapon gains the Toxic [7] trait. Anyone
targets which require incineration.
slain by the Toxic effect explodes with a
These shells may be used with a shotgun or combat Medium blast, inflicting 9+2ED damage to
shotgun. anyone in that blast. Any of the victim’s allies
must attempt a Resolve test (DN7) or suffer the
Effect: The weapon gains the Blaze trait, and the Fire effects of Terror.
keyword. Single Shot: A reload of Shrieker ammunition consists
Value: 5 (Uncommon) of a single round. Using this ammunition
Keywords: Imperium, Adeptus Arbites requires spending that reload, which grants
none of the normal benefits of spending a
Inferno Bolt Rounds reload.
Imbued with the sorcerous power of Tzeentch, Inferno Value: 9 (Unique)
bolts are a weapon favoured by warriors of the Keywords: Aeldari, Harlequin
Thousand Sons Legion, but the secrets of their
manufacture have spread to other servants of the
Changer of Ways as well. A bolter loaded with Inferno
bolts can blast through all but the toughest armour
with a burst of iridescent blue flame.

Effect: AP -2, and the Fire keyword.


Value: 7 (Rare)
Keywords: Chaos, Heretic Astartes, Tzeentch

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Soulseeker Splinters Stalker Silenced Bolt Rounds
With the proper treatment of Wraithbone, Drukhari Utilising a compressed gas propellant instead of the
are able to create these alternatives to the standard- conventional rocket engine and replacing the warhead
issue Splinter Crystal rounds for their basic weapons. with a high-density liquid metal core to increase impact
These soulseeker splinters are shaved from crystals force, Stalker bolt rounds are designed to make
impregnated with tortured Wraithbone. When broken minimum noise when fired.
down by the gun to form projectiles, the souls trapped
Effect: Bolt weapons firing Stalker bolt rounds are
in the crystal, driven mad during the treatment
extremely difficult to hear, adding +4DN to any
process, seek to enact revenge on the first living thing
Awareness test to hear the weapon firing.
they can find, and imparts so much force in this Value: 7 (Rare)
endeavour that it can change the trajectory of the Keywords: Imperium, Adeptus Astartes
round, even so much as to be able to curve around
trees and bushes.

This ammo may only be used in Splinter weapons.

Effect: Targets do not receive the benefits of cover


when attacked by a splinter weapon loaded
with soulseeker splinters.
Value: 7 (Very Rare)
Keywords: Aeldari, Drukhari

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Armour
Name Armour Traits Value Keywords
Rating
Basic Armour
Arbites Carapace 4 6 Very Rare Heavy, Imperium, Adeptus Arbites
Riot Shield 1 Shield 4 Light, Imperium
Uncommon
Suppression Shield 2 Bulk (1), Shield 6 Rare Heavy, Shock, Imperium, Adeptus
Arbites
Vindicare Stealth Suit 2 10 Unique Light, Imperium, Officio
Assassinorum, Templum Vindicare
Astartes Armour
Thunder Mark I 5 Bulky (1), Powered (4) 12 Unique Heavy, Powered, Relic, Imperium,
Adeptus Astartes
Crusade Mark II 5 Powered (4) 10 Unique Powered, Relic, Imperium,
Adeptus Astartes
Iron Mark III 6 Bulky (1), Powered (4) 10 Unique Heavy, Powered, Relic, Imperium,
Adeptus Astartes
Maximus Mark IV 5 Powered (3) 9 Unique Powered, Imperium, Adeptus
Astartes
Heresy Mark V 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus
Astartes
Corvus Mark VI 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus
Astartes
Errant Mark VIII 6 Powered (3) 9 Unique Powered, Imperium, Adeptus
Astartes
Gravis Mark X 5 Bulk (1), Powered (4) 9 Very Rare Powered, Imperium, Adeptus
Astartes, Primaris
Phobos Mark X 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus
Astartes, Primaris
Aegis Armour 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus
Astartes, Grey Knights
Artificer Armour 6 Powered (4) 11 Unique* Powered, Imperium, Adeptus
Astartes
Cataphractii 8 Bulk (2), Cumbersome, 11 Unique Heavy, Powered, Relic, Imperium,
Terminator Armour Powered (5) Adeptus Astartes
Tartaros Terminator 7 Bulk (1), Powered (5) 11 Unique Powered, Relic, Imperium,
Armour Adeptus Astartes
Aegis Terminator 7 Cumbersome, Powered 11 Unique Powered, Imperium, Adeptus
Armour (5) Astartes, Grey Knights
Force Shields
Boarding Shield *2 Cumbersome, Force 8 Unique Heavy, Force Field, Imperium,
Shield, Shield Adeptus Astartes
Combat Shield *1 Force Shield, Shield 6 Rare Force Field, Imperium, Adeptus
Astartes
Displacer Field *0 Force Shield 10 Unique Force Field, Imperium
Hexagrammic Wards *3 Force Shield 6 Very Rare Ward, Imperium, Inquisition,
Adeptus Astra Telepathica
Iron Halo *4 Force Shield 7 Very Rare Force Field, Imperium, Adeptus
Astartes
Pentagrammic Wards *5 Force Shield 8 Unique Ward, Imperium, Inquisition,
Ordo Malleus
Voltagheist Field *3 Force Shield 6 Rare Force Field, Adeptus Mechanicus,
Generator Cult Mechanicus
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Name Armour Traits Value Keywords
Rating
Chaos Armour
Fleshmetal 6 Powered (4) 8 Unique Mutated, Chaos, Heretic Astartes
Sigil of Corruption *4 Force Shield 8 Unique Daemonic, Chaos
Aura of Dark Glory *3 Force Shield 5 Rare Daemonic, Chaos
Aeldari Armour
Aspect Armour 4 5 Very Rare Aeldari, Asuryani, Aspect Warrior
Heavy Aspect Armour 5 Bulk (1) 5 Very Rare Aeldari, Asuryani, Aspect Warrior
Clone Field 0 8 Unique Hologram, Aeldari, Drukhari
Force Shield *3 Force Shield, Shield 8 Unique Force Field, Aeldari
Ghostplate 4/*1 Force Shield 6 Very Rare Light, Aeldari, Drukhari
Holo-Suit *1 Force Shield 7 Very Rare Hologram, Light, Aeldari,
Harlequin
Kabalite Armour 3 4 Rare Light, Aeldari, Drukhari
Shadowfield *8 Force Shield 8 Unique Force Field, Aeldari, Drukhari
Wychsuit 1 3 Rare Light, Aeldari, Drukhari
Ork Armour
Kustom Force Field 0 7 Very Rare Force Field, Kustom, Ork
Projekta
Sparky Wotzitz *3 Force Shield 7 Very Rare Force Field, Kustom, Ork
Squat Armour
Exo-Armour 7 Powered (5) 10 Unique Heavy, Powered, Squat
Ionclad Carapace 5 6 Rare Heavy, Squat
Armour
Basic Armour
Arbites Carapace which is usually magnetised to the belt when not in
The appearance of the Adeptus Arbites strikes fear into use.
the hearts of criminals and the lawless. Their armour is
The armour includes built-in vox-bead and a respirator.
constructed from dense plasteel plates overlaying a
The versions worn by senior Arbites personnel, such as
synthetic polyplastic fibre weave produced by the
Judges, often include a symbol of authority as well.
Adeptus Mechanicus using methods they do not
disclose to outsiders. The carapace armour is designed Armour Rating: 4
to be clipped together and worn over a light, Value: 6 (Very Rare)
breathable bodyglove, the armour carefully Keywords: Heavy, Imperium, Adeptus Arbites
constructed and tailor-made to the proportions of the
Arbitrator concerned. Given that the armour must be Riot Shield
worn for hours at a time, often during periods of These lightweight shields are favoured by planetary
extreme physical exertion, it must be light and law enforcement during riot suppression and similar
comfortable, and it succeeds surprisingly well on these conflict. Normally a simple piece of tempered
fronts. armourplas fitted with a handle or wristlock, these
shields are found in a variety of forms across the
The armour is completely unpowered, though it is Imperium.
often equipped with a number of mag-strips which
permit weapons and other equipment to be attached Armour Rating: 1, Shield
directly to the armour without the need for clumsy Value: 4 (Uncommon)
Keywords: Light, Imperium
straps and external clips. The Carapace helm is
equipped with a micro-bead (or “vox-torc”) and is open
at the mouth to allow easier verbal communication.
The helm is, however, capable of being hermetically
sealed in seconds; and has mountings for a rebreather,

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Suppression Shield Vindicare Stealth Suit
The suppression shield is a type of shock weapon. It is The Stealth Suit worn by Vindicare assassins combines
similar to a storm shield but replaces the power field cameleoline layers with the normal synskin bodyglove
generator with an electro-shock unit. It acts as both a worn by other Imperial Assassins. Combined with their
weapon and protection. Its electricity is discharged into training, these suits mean that a Vindicare is almost
the first unfortunate individual the shield contacts impossible to detect.
squarely. It is used along with the shock maul by
Armour Rating: 2
Adeptus Arbites shock troops for crowd and riot
control. Some patterns of suppression shield are Cameleoline: The photoreactive mimic-fibres in the
designed with mag-strips along the left and right sides, suit blur’s the wearer’s outline, granting a +2d bonus to
allowing them to interlock with adjacent shields, Stealth tests and a +2 bonus to Defence when in
creating a solid wall of shields. shadow or in cover.
Armour Rating: 2, Bulk (1), Shield Value: 10 (Unique)
Discharge: An enemy who fails a melee attack against
someone wielding a suppression shield Keywords: Light, Imperium, Officio Assassinorum,
immediately suffers 1 Shock. Anyone suffering Templum Vindicare
a complication on a melee attack against
someone wielding a suppression shield suffers
1d3 Shock.
Value: 6 (Rare)
Keywords: Heavy, Shock, Imperium, Adeptus Arbites

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Astartes Armour
During character creation, any Adeptus Astartes character who has Aquila Mark VII armour may exchange that for
Mark IV, Mark V, or Mark VI armour. Earlier marks may be obtained as rewards during play, and the later pattern,
Mark VIII, can be obtained as an upgrade during Ascension. Heretic Astartes characters can choose Mark III, Mark IV,
or Mark VI armour to replace their Mark VII, as these are the armours most common amongst the Traitor Legions.

Mark X armour is issued according to battlefield role, but some Primaris officers (Lieutenants, Captains, Librarians, etc)
can choose freely between Tacticus, Gravis, or Phobos armour depending on their mission.

Some of the armour below has the Relic keyword. Armour with the Relic keyword is ancient and harkens back to the
earliest days of the Imperium of Man, granting +1 to the Resolve of characters with the Imperium keyword within 10m
if worn by a loyal Space Marine. If worn by Traitor Astartes, it instead calls back to the start of the Long War, and it
adds +1 Resolve to characters with the Heretic keyword within 10m.

Thunder Mark I Crusade Mark II


Thunder armour was first worn by the Emperor’s Following the conquest of the Sol System, the Emperor
Thunder Warriors during the reunification wars on re-equipped his Space Marine Legions with Crusade
Terra. Neither fully enclosed nor airtight, it cannot be armour, the first iteration of true power armour.
considered true power armour, but paved the way for Environmentally sealed, it could protect the wearer
future designs. It featured a powered and heavily from the very worst battlefield conditions, even in the
armoured torso that gave the wearer immense upper- depths of space. It featured articulated sections of
body strength for grappling and subduing their foes. hoop-shaped armour, both on the torso and legs,
The power required to keep the suit working came giving the Space Marine unparalleled mobility, and a
from a backpack, a technological innovation that has more efficient power system to prevent overheating.
been incorporated into every mark of power armour Regarded by many as the most effective suit of power
since. Its name was derived from the thunder and armour, it was notoriously difficult to maintain and
lightning symbol on the armour’s plastron, a common dropped out of common use by the 41st Millennium.
symbol of the Emperor’s reunification in that era. A
Armour Rating: 5; Powered (4)
handful of suits remain in Astartes armouries, mainly Revered: The wearer of this armour gains +2d on all
as relics of the earliest days of the Imperium than as interaction tests made with other characters
practical forms of armour. with the Adeptus Astartes keyword.
Troublesome Machine Spirit: If Crusade armour is
Armour Rating: 5; Bulky (1), Powered (4)
damaged in some way, the DN for any Tech
The Emperor’s Presence: The few remaining suits of
tests to repair it increase by +2.
Thunder Armour are sacred relics of the
Value: 10 (Unique)
Emperor’s reunification of Terra and the
Keywords: Powered, Relic, Imperium, Adeptus
earliest days of the Great Crusades, and to
Astartes
falter while wearing it is to dishonour the
heroes who came before you. Anyone wearing
Mark I Thunder armour may re-roll a single
Defiance roll per scene.
Value: 12 (Unique)
Keywords: Heavy, Powered, Relic, Imperium, Adeptus
Astartes

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Iron Mark III Heresy Mark V
Iron armour was developed during the Great Crusade, With the outbreak of rebellion, supply lines fell into
not to replace Crusade armour, but to be used turmoil and it became difficult to repair and maintain
alongside it in close quarters boarding actions and the advanced Mk4 suits. Mk5 was created as a stopgap,
tunnel fighting. Ostensibly a suit of modified Crusade a style with the flexibility to use new or old materials
armour, it featured additional armour panels on the depending on availability. In many cases older, heavy
greaves, forearms, thighs, chest and groin, plus larger power cabling was used, which created a weak point
shoulder pads and a more angular helm to deflect on the chest. The armour was reinforced with an extra
bullets away from the face. To compensate for the skin plate fitted over the top using molecular bonding
heavy front plates, Iron armour was not reinforced at studs, thus giving “Heresy Armour” its distinctive
the back, making it ideal for frontal assaults and battles appearance. After the Heresy, most examples of the
in claustrophobic environments, but unsuitable for armour were dismantled and used for spares—the
regular combat duties. It is now mainly worn as Chapters perhaps preferring not to be reminded of
ceremonial armour. those dark days. However, it is still commonplace
among the hated Traitor Legions.
Armour Rating: 6; Bulky (1), Powered (4)
Revered: The wearer of this armour gains +2d on all Armour Rating: 5; Powered (3)
interaction tests made with other characters Rugged: The tough, studded outer shell of Heresy
with the Adeptus Astartes keyword. armour was ideal for the brutal combat of the
Vulnerable Rear: Attacks from the rear reduce the Heresy itself. The wearer of this armour may
Armour Rating by 2. add +1d to Soak rolls.
Value: 10 (Unique) Suspicious: This armour remains common amongst the
Keywords: Heavy, Powered, Relic, Imperium, Adeptus Traitor Legions and draws the incisive gaze of
Astartes the Inquisition. The wearer adds +1DN to all
non-hostile interaction tests with members of
Maximus Mark IV the Inquisition.
As the Great Crusade expanded across the galaxy, and Value: 9 (Very Rare)
the size of the Imperium reached what was to be its Keywords: Powered, Imperium, Adeptus Astartes
zenith, a new variant of armour was produced by the
Mechanicus of Mars. The main development of the Corvus Mark VI
“Maximus” suit was to abandon the use of abutting The Mk6 “Corvus Suit” also saw much action during the
plates in favour of larger, inflexible armoured casings. Horus Heresy. It featured dual technology circuits that
These were considerably easier to produce and allowed the replacement of rare or sophisticated parts
maintain, with only a slight reduction in mobility, and with common or basic alternatives. It also included fail-
thanks to technology uncovered as the Crusade safes such as duplicate power cabling. The left shoulder
progressed, were lighter as well as being more efficient pad, which always took the brunt of enemy fire,
protection. The helmet was a new design that allowed retained the studded Mk5 construction so as to be
easier movement, while retaining an environmental easily replaced.
seal. Armour Rating: 5; Powered (3)
Many legions maintained their own distinctive variants Nimble: Corvus armour is favoured by assault
of this armour, such as the Ultramarines’ Praetor- specialists, who find the light weight and
smooth movement well-suited to their work.
pattern armour, but these distinctions are superficial at
The wearer adds +1d to all Agility based tests.
best.
Light Construction: The lighter materials used in
Armour Rating: 5; Powered (3) making Corvus armour are not quite as durable
Revered: The wearer of this armour gains +2d on all as those used in later marks. Any called shot
interaction tests made with other characters against Corvus armour counts the attack’s AP
with the Adeptus Astartes keyword. as 1 better.
Value: 9 (Unique) Value: 9 (Very Rare)
Keywords: Powered, Imperium, Adeptus Astartes Keywords: Powered, Imperium, Adeptus Astartes

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An Abundance of Apocrypha
Errant Mark VIII Phobos Mark X
In the millennia between the Horus Heresy and the Phobos armour is a lightweight variant of Mark X
Indomitus Crusade, only one new mark of armour was power armour, with lighter plating and tuned servos
developed, a clear demonstration of how much that operate silently and virtually no loss of protection,
progress and innovation have stagnated. “Errant” though the reduced bulk of the armour does mean it
armour is a development on the Mk7 design, mainly provides less of a boost to the wearer’s strength. It’s
addressing some of the flaws and weak points of that favoured by Reivers and other Vanguard Primaris, who
type. It adds extra plating on the torso to further operate deep behind enemy lines and rely on stealth
protect the energy cabling, and a high gorget, or collar, and evasion to wage war.
covering the weak point at the neck join (the only
Armour Rating: 5; Powered (3)
drawback is that older helmets are not easily
Silenced: The wearer may re-roll up to two dice when
compatible). It has had limited deployment thus far, so
making a Stealth test.
tends to be reserved for veteran Space Marines as a Value: 9 (Very Rare)
sign of rank. Keywords: Powered, Imperium, Adeptus Astartes,
Armour Rating: 6; Powered (3) Primaris
Sign of Authority: The wearer adds +1d to Leadership
tests to command other characters with the Aegis Armour
Adeptus Astartes keyword. Aegis Armour is a specialized form of Astartes Power
The Benefits of Advancement: A Space Marine Armour worn by members of the Grey Knights chapter.
character may replace their power armour Worked into their Armour, each Aegis Suit contains a
with armour of this mark when they take an lattice of psycho-conductive filaments and protective
ascension package, as their advancement amulets, wrought into hexagrammic wards and
demonstrates their worthiness for this scarce inscribed with anti-daemonic prayers. Aegis Armour
and potent armour. allows Grey Knights to better combat Warp Entities and
Value: 9 (Unique) Rogue Psykers by protecting them from psychic attack.
Keywords: Powered, Imperium, Adeptus Astartes The technology incorporated into The Aegis represents
the most potent anti-psychic defences in the Imperium
Gravis Mark X
of Man.
Mark X power armour comes in a number of varieties,
as the underlying armour system is designed to be Armour Rating: 5; Powered (3)
modular and customisable according to battlefield The Aegis: Enemy psychic powers which target the
role. The heavier variant is known as Gravis armour, wearer suffer +2DN. In addition, the wearer
which incorporates additional cowling, and ablative adds +1d when rolling to Soak any attack from
armour layers to increase the wearer’s durability in a Daemon.
battle, at the cost of reduced mobility. Value: 9 (Very Rare)
Keywords: Powered, Imperium, Adeptus Astartes,
Armour Rating: 5; Bulk (1), Powered (4) Grey Knights
Reinforced: The wearer adds +2 to their Toughness
while wearing this armour.
Value: 9 (Very Rare)
Keywords: Powered, Imperium, Adeptus Astartes,
Primaris

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An Abundance of Apocrypha
Artificer Armour Tartaros Terminator Armour
Artificer armour is not a pattern of armour, but rather Developed during the Great Crusade alongside Mark IV
a catch-all term for individually crafted or carefully Power Armour, Tartaros-pattern Tactical Dreadnought
modified suits of power armour, often worn by the Armour trades some of the resilience of Cataphractii-
chapter’s heroes. The oldest of these suits were pattern armour for greater mobility. Providing
created for the Primarchs themselves, and many comparable protection to the more common
legendary Chapter Masters and Captains of the Indomitus-pattern armour (the standard Terminator
Adeptus Astartes wear artificer armour custom- Armour on page 303 of the Wrath & Glory core
engineered for them, with ornate representations of rulebook), Tartaros is easier to move in. However, the
personal or Chapter heraldry and construction that is technical and resource requirements to make each suit
as much artwork as functional protection. The were prohibitive, and they were never produced in
drawback to such unique craftsmanship is that each large numbers. After the Heresy, only a few of these
suit requires extensive attention to maintain, meaning suits remain in active service.
that only senior officers (or Techmarines, who often
Armour Rating: 7; Bulk (1), Powered (5)
wear less-ornate artificer armour of their own
Tartaros Field Generator: This armour allows the
construction).
wearer to attempt to soak Mortal Wounds.
Armour Rating: 6; Powered (4) Value: 11 (Unique).
Value: 11 (Unique). Techmarines reduce this to 9 (Very Keywords: Powered, Relic, Imperium, Adeptus
Rare) instead. Astartes
Keywords: Powered, Imperium, Adeptus Astartes
Aegis Terminator Armour
Cataphractii Terminator Armour Crafted exclusively by the Artisans of the Forge World
An ancient and revered form of Tactical Dreadnought of Deimos for the Grey Knights, these customised suits
Armour, Cataphractii armour was the first form to be of Terminator Armour contain similar psychic
issued to Astartes Terminator squads, this armour is protections as Aegis-pattern Power Armour. Grey
nigh-indestructible due to heavy adamantium plating Knights frequently take to battle in Terminator armour,
and high-powered force field generators, but this came as they require the protection when facing the
at the expense of mobility. Few of these suits remained mightiest and deadliest of daemonic foes.
in active service after the Horus Heresy—most
Armour Rating: 7; Cumbersome, Powered (5)
Terminator squads used one of the other patterns of Aegis Terminatus: This armour allows the wearer to
Tactical Dreadnought Armour—but a small number of attempt to soak Mortal Wounds. Further,
them remain in Chapter armouries. enemy psychic powers which target the wearer
suffer +2DN. Finally, the wearer adds +1d when
Armour Rating: 8; Bulk (2), Cumbersome, Powered (5)
rolling to Soak any attack from a Daemon.
Cataphractii Field Generator: This armour adds +2d to
Value: 11 (Unique).
the wearer’s Soak and allows the wearer to
Keywords: Powered, Imperium, Adeptus Astartes,
attempt to soak Mortal Wounds.
Grey Knights
Value: 11 (Unique).
Keywords: Heavy, Powered, Relic, Imperium, Adeptus
Astartes

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Force Shields
Boarding Shield through the Warp to another position in the local
Used extensively during the brutal tunnel fighting and realspace that is out of harm's way.
boarding actions of the Great Crusade, boarding
However, the use of this device carries several risks. All
shields fell out of use after Terminator armour and
teleportation technology is inherently dangerous, since
Storm Shields were developed to fight in those same
it moves an individual through the Warp. Even the brief
conditions. Massive bulky shields fitted with a power
exposure of a few solar milliseconds can be dangerous
field generator, these shields were designed to be used
if the local Warp is infested by daemons or other
in close quarters firefights as much as in melee, with
dangerous denizens of the Empyrean. Second, for the
most designs having a cut-out where a bolter or other
Displacer Field to function properly, it must be set to
weapon can be placed without exposing the wielder.
automatically teleport its user, and that user will not be
Most Chapters retain stores of these for unusual
able to control the moment of teleportation or exactly
situations, but the dedicated Breacher Squads that
where the device will teleport him or her. Finally, the
used to wield them were phased out with the Codex
user will return to realspace moving at the exact same
Astartes.
speed and in the same direction with the same
Armour Rating: *2; Cumbersome, Force Shield, Shield momentum as when the field was activated.
Value: 8 (Unique). Depending upon where the user ends up, this can be
Keywords: Heavy, Force Field, Imperium, Adeptus extremely dangerous in itself.
Astartes
Armour Rating: *0; Force Shield
Combat Shield Displacement: When hit by an attack while protected
by a displacer field, roll a number of dice equal
A smaller, more mobile form of shield, Astartes combat
to the number of ED used on the damage roll.
shields were another precursor to the Storm Shield,
If any of them roll Icons, then the field
albeit one that still sees use. Their smaller design activates, moving the character a number of
allows them to be mag-locked to the wielder’s metres equal to the number of Icons rolled in a
vambrace while leaving their hand free to use random direction instantly. If the field
equipment or another weapon—many warriors favour activates, the attack misses, unless it was a
a pistol in their shield hand—and they do not blast or area effect (in which case, it still affects
significantly hinder the wielder’s movement. However, the area, which the character may still be
they also do not provide anywhere near as much within). If this effect would place you within a
protection as their larger counterparts. solid object, reduce the distance teleported
until you are no longer in a solid object.
Armour Rating: *1; Force Shield, Shield Value: 10 (Unique).
Wrist-mounted: The wearer may still wield weapons Keywords: Force Field, Imperium
with the hand carrying this shield, as the shield
is affixed to their arm. Hexagrammic Wards
Value: 6 (Rare). Protective glyphs and sigils inscribed upon amulets and
Keywords: Force Field, Imperium, Adeptus Astartes other charms and inlaid with blessed substances can be
used to protect against the attacks of psykers. They are
Displacer Field
extensively used by Ordo Hereticus Inquisitors and the
A Displacer Field is a teleportation device used as a
League of Blackships to contain witches and sorcerers.
form of personal defence by important Imperial agents
such as Inquisitors and their chosen Acolytes. Unlike Armour Rating: *3, Force Shield
other forms of personal protection, a Displacer Field Witch-proof: Any attempt to use a psychic power upon
emitter is something of an unreliable technology, since a target protected by Hexagrammic Wards
it relies on the manipulation of the Warp for its increases the difficulty by +4 DN. Hexagrammic
function. When an individual wearing a Displacer Field wards provide no protection—not even
emitter is struck by a blow from a melee weapon or fire Armour Rating—against non-psychic attacks.
Value: 6 (Very Rare).
from a ranged weapon that carries sufficient force, the
Keywords: Ward, Imperium, Inquisition, Adeptus Astra
Displacer Field will activate and teleport the user
Telepathica
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An Abundance of Apocrypha
Iron Halo Voltagheist Field Generator
Normally mounted within a metal ring mounted on the Connected into the implants and electoos of an
wearer’s backpack, appearing like the halo it is named Electro-Priest, these generators tune the voltaic
for, the Iron Halo is a forcefield generator commonly Motive Force to generate a pulsing, crackling field of
issued to Astartes officers, typically those of Captain (or electromagnetic power that repels physical projectiles
equivalent) rank or higher. The field is quite potent, as and energy alike. This energy is not purely defensive, as
it can draw directly from the power supply of the arcs of bioelectricity can leap away to strike any who
wearer’s armour. stray too near.

Armour Rating: *4; Force Shield Armour Rating: *3; Force Shield
Symbol of Authority: A character wearing an Iron Halo Discharge: When you charge while wearing a
gains +2d on all Leadership tests to command Voltagheist Field generator, roll a d6 for each
characters with the Adeptus Astartes keyword. enemy within 2m of you when you finish the
Value: 7 (Very Rare). charge. For each 6 rolled, that enemy suffers a
Keywords: Force Field, Imperium, Adeptus Astartes Mortal Wound. Any enemy who rolls a 1 on
their Wrath die when making a melee attack
Pentagrammic Wards against you also suffers one Mortal Wound.
Sometimes known as a shield of faith, a Pentagrammic Luminen Charge: A Voltagheist field generator will not
Ward is a collection of psychoreactive symbols and function unless you have a Luminen Capacitor
patterns, inlaid and inscribed using sacred materials, implant with one or more charges. If the
which repels daemons. The Inquisition regards Capacitor has more charges than its normal
amount, then add +1 to the Armour Rating of
knowledge of Pentagrammic Wards as extremely
the field for every additional charge you have,
sensitive, as heretics can use the same techniques to
to a maximum Armour Rating of 6.
capture and bind daemons. Value: 6 (Rare).
Armour Rating: *5; Force Shield Keywords: Force Field, Adeptus Mechanicus, Cult
Daemonbane: Any creature with the Daemon keyword Mechanicus
attempting to attack or interact with
Pentagrammic Wards (or something warded
with them) must take a Terror test (DN 5).
Pentagrammic wards provide no protection—
not even Armour Rating—against attacks from
non-Daemons.
Value: 8 (Unique).
Keywords: Ward, Imperium, Inquisition, Ordo Malleus

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Chaos Armour
Fleshmetal Aura of Dark Glory
A warp-spawned fusion of muscle and powered steel, The mightiest servants of the Dark Gods are often
Fleshmetal forms a hideous exoskeleton to those wreathed in an aura of abhorrent power, their
followers of Chaos whose armour has long since fused corruption obvious in its foul majesty. With this aura,
with their body. In most cases, Fleshmetal was once the blades and shots of the champion’s foes are
power armour, but it has grown and mutated to the resisted by a shimmering nimbus of warp energy.
point where there is no clear distinction between the
Armour Rating: *3, Force Shield
wearer’s flesh and the armour plate they once wore. Chaos Gift: An Aura of Dark Glory cannot be removed.
Fleshmetal is not so much obtained as equipment as it When the character gains an Aura of Dark
is bestowed by the powers of the Warp. Glory, they gain +1 Corruption point.
Value: 5 (Rare).
Armour Rating: 6; Powered (4)
Keywords: Daemonic, Chaos
Hideous Symbiosis: Fleshmetal armour cannot be
removed. Whenever the wearer rolls a 6 on a
Wrath die, they regain 1 Wound.
Value: 8 (Unique).
Keywords: Mutated, Chaos, Heretic Astartes

Sigil of Corruption
A blasphemous icon or talisman, defiled with profane
rites and horrific sacrifices, and then worn as an amulet
or worked into flesh or armour, can be a potent source
of protection for the servants of Chaos, turning attacks
away as reality recoils from the champion’s presence.

Armour Rating: *4, Force Shield


Blasphemy: The first time a character dons a Sigil of
Corruption, they gain +2 Corruption Points.
Value: 8 (Unique).
Keywords: Daemonic, Chaos

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An Abundance of Apocrypha
Aeldari Armour
Aspect Armour Ghostplate
Aspect Armour is manufactured by the Eldar for use by Ghostplate Armour is worn elite Dark Eldar who can
their specialist Aspect Warriors. They use psychic afford the price to combine substantial protection with
engineering to construct a psycho-sensitive material great mobility. The armour itself is fashioned from
which reacts instantly to movement by the wearer and hardened resins containing pockets of lighter-than-air
moulds and reshapes itself to provide a tight fit, making gas. It also incorporates mini-forcefield projectors for
it ideal for combat. It stiffens on impact much like Mesh additional protection.
Armour although it also includes further rigid plating to
Armour Rating: 4/*1, Force Shield
reinforce it further. Field Projectors: Ghostplate has an Armour Rating of 4,
Several Aspect Shrines use a heavier version, but even plus an invulnerable Armour Rating of *1,
this is lightweight and flexible compared to similar which do not stack.
Value: 6 (Very Rare)
armour worn by other species. Aspect Armour contains
Keywords: Light, Aeldari, Drukhari
technology equivalent to a vox-bead and a rebreather.

Armour Rating: 4 Holo-Suit


Variants: Heavy Aspect Armour has an Armour Rating Holo-suits (dathedi in Eldar, translated as "between
of 5 and the Bulk (1) trait. colours") are used by the Harlequins. Each contains a
Value: 5 (Very Rare). programmable holo-field which breaks up the outline
Keywords: Aeldari, Asuryani, Aspect Warrior of the wearer as they move. Whenever anyone wearing
this armour moves, it appears that their outline
Clone Field explodes in a flash of light and when he stops the image
A form of defensive field used by powerful Dark Eldar, reconstitutes itself. It is also known as a jigsaw field or
Clone Fields provide no physical protection, but rather domino field. Also, when the wearer stops moving his
deceive enemies by generating realistic holographic outline blends into the surrounding landscape. This
simulacra of the wearer which deceive attackers. Until makes them very hard to fight in combat, easily
the moment a shot or blade makes contact, it is disorientating their enemies.
impossible to know if an attack is at the intended target
or merely a duplicate. Armour Rating: *1, Force Shield
Domino Field: A Holo-Suit increases the wearer’s
A Clone Field cannot be worn with Force Field armour, Defence by +3 if they moved during the
as energy fields disrupt the holographic decoys. previous turn. If they remained stationary,
they add +1 to their Defence instead.
Armour Rating: 0 Value: 7 (Very Rare)
Deceptive Defence: Whenever you are attacked while Keywords: Hologram, Light, Aeldari, Harlequin
wearing a Clone Field, roll a d6. On a 4, 5, or 6,
the attack strikes a holographic decoy instead,
and is considered to have missed.
Value: 8 (Unique).
Keywords: Hologram, Aeldari, Drukhari

Forceshield
Worn by Asuryani Autarchs and other Eldar of
importance—at least, the ones who don’t have
another form of protection—these tiny energy field
generators are normally mounted on the vambrace of
armour, where the field they project can be directed
and positioned to deflect incoming attacks.

Armour Rating: *3, Force Shield, Shield


Value: 8 (Unique)
Keywords: Force Field, Aeldari

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An Abundance of Apocrypha
Kabalite Armour Wychsuit
When going to war, each Warrior girds himself with a Wyches wear a flexible bodyglove known as a
sophisticated bodysuit of segmented armour. These Wychsuit. The most notable feature of this suit is that
suits are donned during lengthy and unnecessarily it has been designed to particularly protect one side of
painful pre-battle rituals, the better to ensure the the wearers body (usually the side they most often
wearer's psyche is honed to a single point of expose to their opponents) whilst the other side has
murderous intent. Much of the bodysuit is held in place sections cut away, baring naked flesh. Wyches are
with long metal barbs and hooks that penetrate deep generally disdainful of the use of armour and prefer to
into the wearer's nerve bundles, sharpening his senses rely on their skill and agility to defend themselves.
with the constant sting of pain.
Armour Rating: 1
Kabalite Armour contains a vox and a rebreather, or Value: 3 (Rare)
Dark Eldar equivalents of these items. The blades on a Keywords: Light, Aeldari, Drukhari
suit of Kabalite Armour can be used in a fight as a
mono-knife.

Armour Rating: 3
Value: 4 (Rare)
Keywords: Light, Aeldari, Drukhari

Shadowfield
The most powerful Dark Eldar often wreath themselves
in a miasma of protective gloom. This is not merely a
form of concealment, however: advanced force field
generation is intermingled with the deceptive
darkness. Few attacks can effectively strike the wearer
of a Shadowfield, and those few that do seldom strike
true. However, they are not infallible, and once they
have failed, they leave their wearer defenceless.

Armour Rating: *8, Force Shield


Near-Perfect Defence: The wearer of a functioning
Shadowfield may Soak without spending
Shock, and always rolls 9 dice when Soaking.
Overload: If the wearer of a Shadowfield takes any
damage (after Soak), the field overloads and
will not function again until repaired and
recharged. It takes a Tech test with a DN of 5
to repair a Shadowfield, and this cannot be
done in combat.
Value: 8 (Unique)
Keywords: Force Field, Aeldari, Drukhari

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Ork Armour
Kustom Force Field Projekta Sparky Wotzitz
Big Meks often build and customise powerful force Some ingenious Meks—normally on orders from a
field projectors they use to protect themselves as well Warboss—figure out how to create personal force field
as their Boyz and vehicles in the vicinity. It will absorb generators. These field generators are unpredictable
enemy fire, crackling with energy and protecting and prone to failure, but when functioning properly
everything under its bubble. These devices are carried they can withstand tremendous assaults.
on a Big Mek's back or are sometimes attached to
Armour Rating: *3, Force Shield
Mekboy Junkas, walkers—from Killa Kans to Stompas— Unreliable: Whenever you roll to Soak when wearing
or even buildings Sparky Wotzitz, include a Wrath die. If a 6 is
Armour Rating: 0 rolled on this Wrath die, the attack is entirely
Big Bubble: The generator produces a bubble which ignored with a flash of light and a thunderous
covers everything within 20m of the wearer. boom. If a 1 is rolled on this Wrath die, the
Any creature within the bubble receives +2 force field fails entirely, and will not function
Defence and +2 Resilience (which cannot be until repaired. It takes a Tech test (DN5) to
reduced by AP) against any attack which repair the field, which cannot be done in
originated outside the bubble. combat.
Value: 7 (Very Rare) Value: 7 (Very Rare)
Keywords: Force Field, Kustom, Ork Keywords: Force Field, Kustom, Ork

Squat Armour
Exo-Armour Ionclad Carapace Armour
During the Great Crusade, the Mechanicum of Mars While seeming like ordinary carapace armour—a suit
reverse-engineered the technology of ancient of thick plates of ceramite and plasteel—Ionclad
protective suits used in extremely hostile armour represents the cunning artifice of the Squats.
environments, such as starship reactor cores or debris- Each layer of the armour, crafted using alloys and
strewn orbits. They were not the only ones to do so, alchemical processes only Squat Engineers can
however. The Engineers Guilds of the Squats perform, is configured to conduct a potent
engineered Exo-Armour in much the same way, electromagnetic charge that hardens the armour and
creating a tough armoured suit that can withstand allows it to resist attacks more effectively than material
phenomenal punishment and extreme conditions, such strength alone would permit.
as those found upon the Squat Homeworlds. These
During the height of Squat civilisation, Ionclad armour
suits are lavishly decorated to display the honours and
was commonly used by elite soldiers such as
accomplishments of the wearer, and their
Hearthguard—at least, those who couldn’t afford Exo-
predecessors, and each suit has been handed down
Armour—and by the rank-and-file War-Pledged from
through the generations.
wealthier Strongholds.
Once, long before their slow decline or the cataclysm
Armour Rating: 5
that shattered their society, the Squats produced Value: 6 (Rare)
copious quantities of this armour in their forges. These Keywords: Heavy, Squat
days, they are the prized possessions of the most elite
Hearthguard, and while a few of the surviving fleets can
still manufacture small quantities of the armour, many
who knew the secrets have been lost.

Armour Rating: 7; Powered (5)


Impervious: Wearing Exo-Armour allows you to Soak
mortal wounds.
Value: 10 (Unique)
Keywords: Heavy, Powered, Squat

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Tools & Equipment
Name Value Keywords
Book of Judgement (Abridged) 2 Uncommon Imperium, Adeptus Arbites
Divinator-class Auspex 8 Very Rare Imperium, Adeptus Astartes, Primaris
Etherium 11 Unique Imperium, Officio Assassinorum, Templum Culexus
Force Matrix 11 Unique Imperium, Officio Assassinorum, Templum Culexus
Grapple Gun 2 Uncommon <Any>
Liber Daemonica 8 Very Rare Imperium, Inquisition, Ordo Malleus
Magnacles 3 Uncommon Imperium, Adeptus Arbites, Inquisition
Narthecium 5 Rare Imperium, Adeptus Astartes
Psychic Hook 7 Very Rare Imperium, Adeptus Astartes, Inquisition
Reductor 5 Rare Imperium, Adeptus Astartes
Sentinel Array 11 Unique Imperium, Officio Assassinorum, Templum Eversor
Vindicare Spy Mask 11 Unique Imperium, Officio Assassinorum, Templum Vindicare
Combat Drugs and Consumables
Alcohol 2 Common <Any>
De-tox 4 Rare Imperium
Eversor Combat Drugs 11 Unique Imperium, Officio Assassinorum, Templum Eversor
Frenzon 6 Rare Imperium, Scum
Lho-Sticks 1 Common Imperium, Scum
Obscura 3 Uncommon Chaos, Scum
Polymorphine 11 Unique Imperium, Officio Assassinorum, Templum Callidus
Recaf 1 Common Imperium
Slaught 4 Rare Imperium, Scum
Spook 4 Rare Chaos, Scum
Aeldari Equipment
Agaith 7 Very Rare Aeldari, Harlequin
Banshee Mask 7 Very Rare Aeldari, Asuryani
Dark Reaper Rangefinder 7 Very Rare Aeldari, Asuryani
Flip-Belt 7 Very Rare Aeldari, Harlequin
Ghosthelm 9 Unique Aeldari, Asuryani
Hekatarii Combat Drugs 6 Rare Aeldari, Drukhari
Mandiblaster Helm 7 Very Rare Aeldari, Asuryani
Runes of Warding 9 Unique Aeldari, Asuryani
Runes of Witnessing 9 Unique Aeldari, Asuryani
Seer’s Spirit Stone 9 Unique Aeldari, Asuryani
Swooping Hawk Wings 7 Very Rare Aeldari, Asuryani
Targeting Vane 7 Rare Aeldari, Asuryani
Warp Spider Jump Generator 7 Very Rare Aeldari, Asuryani

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An Abundance of Apocrypha
Book of Judgement (Abridged) Etherium
The Book of Judgement is the legal code of the The Etherium is a highly advanced form of the same
Imperium, enforced by the Adeptus Arbites. It has been kinds of psychic-resistant technology found in
painstakingly collected over centuries and has long ago Hexagrammic Wards, Null Rods, and the Aegis-pattern
spread beyond the confines of a single literal volume as armour worn by the Grey Knights. This, in combination
it embodies every decree ever passed by the High Lords with the Culexus Assassin’s innate abilities, is so
of Terra. Its most ancient decrees are written upon psychically disruptive that most minds struggle to
parchments of human skin, inscribed in unknown perceive the assassin, as physical senses and psychic
tongues by nameless functionaries of a forgotten age. instincts conflict.

Every day a hundred new volumes of encoded Whenever an enemy attempts to attack a Culexus
holoscript are added to its number. Volume upon Assassin, they must pass a Willpower test (DN 7).
leather-bound volume sits upon rows of iron shelves Failure means that they refuse to believe the Culexus
that fill the Hall of Judgement. In this vast body of laws, exists and cannot continue their attacks. The Culexus
rulings and precedents compiled through the loses this ability while wounded.
Imperium's existence, the Judges find the resolution to
Value: 11 (Unique)
uphold the Lex Imperialis (Imperial Law) from the
Keywords: Imperium, Officio Assassinorum, Templum
words of the Emperor himself from the days he walked
Culexus
among men, to the most recent decrees of the High
Lords of Terra. Force Matrix
Individual Arbitrators routinely carry around concise, The Force Matrix consists of a series of psychic conduits
abridged volumes. These are not binding legal texts, which are made of a material similar to that used in the
but serve as a symbol of the Arbitrator’s duty, and it is construction of Force Weapons. When connected to a
common to read passages from it during an arrest, Culexus Assassin, the Force Matrix gathers excess warp
interrogation, or when passing judgement. energy drawn upon by nearby psykers, storing it so that
it can be used to fuel the assassin’s Animus Speculum.
Value: 2 (Uncommon)
Keywords: Imperium, Adeptus Arbites Whenever a Psyker within 25m of the wearer attempts
to use a psychic power (other than Deny the Witch),
Divinator-class Auspex the Force Matrix gains a single charge. If a Psyker within
These sophisticated forms of auspex provide a that range suffers psychic phenomena, then the Force
remarkable combination of visual and multi-spectral Matrix gains one additional charge. Charges may be
observation-and-analysis technologies, which gather used as Reloads for the Animus Speculum.
every scrap of data from the wearer's surroundings.
Charges gained dissipate after a few minutes, and thus
The auspex’s machine spirit to collate the findings far
cannot be carried over from fight to fight.
faster than human thought, feeding the resultant data
into the wearer's visor. Value: 11 (Unique)
Keywords: Imperium, Officio Assassinorum, Templum
With training, this flood of information allows the Culexus
wearer to fight in an almost precognitive fashion,
responding to situations far more swiftly than they Grapple Gun
would be able to unaided. These devices, appearing similar to a normal firearm,
A Divinator-class Auspex functions like a normal use gas pressure or magnetic impulse to propel a
Auspex in all regards. In addition, the wearer may sturdy metal hook attached to a cable. They’re
spend 1 Glory when an enemy within 25m moves; if favoured by shock troops fighting in dense terrain, as it
they do so, they may make an immediate ranged allows them to attack from unexpected directions and
attack, at +2 DN, against that enemy. position themselves in hard-to-reach vantages.

Value: 7 (Very Rare) Value: 2 (Uncommon)


Keywords: Imperium, Adeptus Astartes, Primaris Keywords: <Any>

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An Abundance of Apocrypha
Liber Daemonica Magnacles
The Liber Daemonica is the Grey Knights Chapter's Magnacles are pieces of equipment frequently used by
sacred book that contains prayers, battle rituals, the Adeptus Arbites. These are magnetised
litanies, funeral rites, and Chaos lore. Inquisitors of the handclamps—a snap-open hoop constructed of
Ordo Malleus are also known to possess copies of the hardened and tempered steel that seals around a
book. While it may appear to be a normal book, suspect’s wrist and locks. They are designed to lock
opening it will reveal a series of wafer-screens that together, but they can also be locked onto any other
contain instructional hololiths and reactive picts which magnetic surface: suspects mag-locked onto a
respond to the reader’s needs. Page after page transport vehicle, or bound to the table in an
discusses tactics and how to fight the denizens of the interrogation cell, or even locked to the armour of the
Immaterium, as well as listing the True Names of a Arbitrator escorting them are all common ways these
great many Daemonic entities, information collected devices are used.
from the Librarium Daemonica, and the repository of
Breaking free of magnacles’ magnetic lock requires a
dangerous knowledge pieced together by the Ordo
Strength test (DN 7).
Malleus over the millennia. The book pulls no punches;
it includes an extensive discourse of when to terminate Value: 3 (Uncommon)
compromised allies and a whole chapter discussing the Keywords: Imperium, Adeptus Arbites, Inquisition
moral implications and appropriate use of
Exterminatus. Narthecium
A Narthecium is a tool of a Space Marine Apothecary's
Each Grey Knight fights with a copy of the book trade, containing implements specially designed for
displayed in a ceramite case fastened to his breastplate treating the Astartes' genetically engineered
or hanging from a chain around his neck. The book is physiology and for performing first aid without having
also represented in Grey Knight iconography, on the to remove the patient's Power Armour.
chestplate and pauldron of both power armour and
Terminator Armour. It is a symbol of the greatest It also comprises various counterseptics, synthderm
weapon against the forces of Chaos - an unshakable patches, transfusions and other compounds
faith in the Emperor of Mankind. engineered for the Space Marines’ physiology, and
several stasis tubes for storing any recovered gene-
A character reading from the Liber Daemonica may add seed taken from a dead Space Marine's Progenoid
+2d to any Scholar test regarding combating Daemons Glands.
and their allies. A character who keeps the book on
their person and reads from it routinely gains +2 In battle, an Apothecary carries a number of specialised
Conviction. items of equipment, integrating a variety of tools into
a customised backpack, with delivery systems in a
Value: 8 (Very Rare) device mounted on the Apothecary’s vambrace. The
Keywords: Imperium, Inquisition, Ordo Malleus
Apothecary may have crafted many of these tools
himself according to his own needs.

A Narthecium provides all the means to treat


battlefield injuries and perform medical procedures in
the field. It also adds +2 to Medicae tests to treat the
injuries of characters with the Adeptus Astartes
keyword. On characters who lack the Adeptus Astartes
keyword, use of a Narthecium can cause problems, as
the equipment within is not meant for frail mortal
physiology: a complication will inflict 1 Mortal Wound
on a non-Astartes patient.

Value: 5 (Rare)
Keywords: Imperium, Adeptus Astartes

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An Abundance of Apocrypha
Psychic Hood Sentinel Array
The Psychic Hood is an arcane device utilised by Space Connected to an Eversor’s mask is a sophisticated
Marine Librarians to amplify the wearer's psychic collection of augurs, auspexes, and microcogitators
powers and protect against an assault by enemy which gather and process readings from the wearer’s
psykers. Most importantly, a Psychic Hood renders the surroundings at all times. While short-ranged, this still
wearer more able to counter the effects that other provides the Eversor with a detailed 360° view of their
psykers have on the Warp nearby. Distinguished by the immediate environment: they can see in all directions
trademark metal hood that rises from the backplate of simultaneously, and thus foes cannot try to sneak
a Librarian's Power Armour, a Psychic Hood uses a set away.
of interwoven, intricately aligned crystals to nullify an
The Eversor may choose to make a ranged attack or a
opponent's psychic attacks.
melee attack – at the assassin’s discretion – as an
A character wearing a psychic hood may attempt to attack of opportunity whenever an enemy attempts to
Deny the Witch once per round as a Free Action in move away while engaged, even if those enemies use
response to an enemy psyker using a power. Further, the Disengage option to do so.
they may add +2d on their Psychic Mastery test to use
Value: 11 (Unique)
Deny the Witch.
Keywords: Imperium, Officio Assassinorum, Templum
Value: 7 (Very Rare) Eversor
Keywords: Imperium, Adeptus Astartes, Inquisition
Vindicare Spy Mask
Reductor A Vindicare’s mask is a vital tool for their missions. It
A Reductor is a special tool used by Adeptus Astartes contains hyper-concentrated nutrient and hydration
Apothecaries and Primaris Apothecaries to retrieve the pellets which allow them to serve without support for
crucial gene-seed of their fallen Battle-Brothers so that long periods, and a multi-channel vox-thief for
new Astartes might be raised from among their monitoring enemy communications. However, the
Chapter's Aspirants. Retrieval and storage of a fallen main feature is the broad-spectrum visor, which allows
Battle-Brother's gene-seed is so critical that the wearer to pick out targets at extreme distances.
Apothecaries carry a special tool for this operation, The mask renders the wearer immune to penalties due
often included as part of the Narthecium. to darkness and fog and allows the wearer to ignore
any modifiers to the targets’ Defence from being in
While a Reductor is not required for Progenoid cover.
removal, it significantly reduces the time. This surgical
implement fastens under the wrist and is often Value: 11 (Unique)
integrated into the Apothecary’s Narthecium. It Keywords: Imperium, Officio Assassinorum, Templum
includes a monomolecular saw for penetrating Power Vindicare
Armour and Ossmodula-enhanced rib cages, and a
diamantine-tipped extractor drill.

As an action, an Apothecary can use a Reductor to


remove the gene-seed of a deceased Space Marine.
This requires a Medicae test (DN 3). Though a grim task,
it is a vital one, and an Apothecary who extracts a fallen
brother’s gene-seed gains 1 Wrath immediately, as
their duty drives them to press on.

In addition, if the gene-seed recovered belonged to a


player character, then that player’s next character
receives an additional 25 BPs during character creation,
in honour of their sacrifice.

Value: 5 (Rare)
Keywords: Imperium, Adeptus Astartes
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An Abundance of Apocrypha
Combat Drugs and Consumables
Administering the drugs and substances in this section—to yourself or another character—requires an action, unless
otherwise noted.

Alcohol Eversor Combat Drugs


Most intelligent species have developed some form or In addition to their extensive biomechanical
other of alcoholic drink, and most cultures have augmentation, Eversor assassins employ an
devised countless methods of creating beverages that assortment of potent combat stimulants and
include alcohol in some form, from crude rotgut augmentative serums which massively heighten their
distilled in engine machinery (itself an offence to the prowess. At the start of an Eversor’s turn, they may use
Machine Spirit), to carefully aged and precisely a single dose of one of the following combat drugs. A
flavoured concoctions reserved for only the most single dose of any of these combat drugs taken by
powerful and most deserving. Consuming alcohol anyone other than an Eversor Assassin inflicts 1d6
tends to loosen inhibitions and provide “liquid mortal wounds instead of their normal effect.
courage”, but overconsumption can lead to other
Fury: The Eversor’s Speed is doubled for the duration
problems.
of this turn.
A single purchase contains 6 doses. A character gains
Terminus: If the Eversor would be reduced to 0
+1 Resolve for the next hour after drinking. A character
Wounds before the start of their next turn, they do not
who takes a number of doses exceeding their
become unconscious. They must still take Defiance
Toughness gains +2 Resolve instead, but also suffers
checks, however: a successful defiance check allows
+1DN on all other activities, and will suffer 1d3 Shock
the Eversor to stabilise and continue fighting. If the
when they awaken after their next sleep. The GM may
Eversor is slain before the start of their next turn, or
rule that excessive drinking may lead to other side-
before they have stabilised, they die, and explode.
effects, such as nausea, poor decision-making, and/or
unconsciousness. Destroyer: During this turn, if the Eversor scores a
critical hit or reduces an enemy to 0 Wounds, they may
Note that different species’ liquor may have different
immediately move up to half their Speed and make one
effects: only Orks can stomach their kind’s fungus
additional melee attack if they are within reach. If this
brew, while Aeldari concoctions may have
or any subsequent attack this turn also scores a critical
hallucinogenic or psychoreactive effects on other
hit or reduces an enemy to 0 Wounds, roll a d6: on a 4
species.
or more, the Eversor may make another half-Speed
Value: 2 (Common) move and another attack.
Keywords: <Any>
One combat drug dispenser has three doses each of
De-Tox Fury and Destroyer, and a single dose of Terminus.
A common drug distributed by the Departmento Value: 11 (Unique)
Munitorum and other organisations to those likely to Keywords: Imperium, Officio Assassinorum, Templum
face chemical warfare, poisonous environments, or Eversor
similar dangers, this drug can negate the effects of
most dangerous toxins and poisons if administered
quickly.

A dose of de-tox immediately ends the effects of any


poison or drug currently in the user’s system. However,
the effects of this rapid cleansing are debilitating in
their own right, and the recipient may not take any
action during their next turn and are immediately
reduced to 0 Shock. A single purchase contains 3 doses.

Value: 4 (Rare)
Keywords: Imperium
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Frenzon Obscura
A generic name for an array of combat drugs often Though prohibited across much of the Imperium,
administered to penal legionnaires, pit fighters, arco- obscura is a widely abused narcotic at all levels of
flagellants, and similar combatants. A character who society, smuggled from world to world by criminals,
takes a dose of frenzon immediately becomes frenzied. hedonist cults, and others. It produces a pleasant
This frenzied state cannot be resisted for a number of dream-like state which lasts a few hours, but then turns
rounds equal to 10 minus the recipient’s Toughness into a deep depression once it wears off unless another
score, but after that, the character may attempt to dose is taken. It is highly addictive and has been known
resist the frenzy to end the effect. A single purchase to be smoked and injected directly into the
contains 3 doses. bloodstream.

Value: 6 (Rare) A character who takes obscura is essentially


Keywords: Imperium, Scum unconscious for 1d3+3 hours, though they are still (just
about) capable of walking slowly and talking
Lho-Sticks incoherently in this narcotic stupor. Once the drug’s
Lho-sticks are common with Imperial Guard troopers, effects end, the character becomes exhausted for twice
menial workers, and others with tiring, stressful work. as many hours as the drug’s effects lasted, which can
Each stick is a rolled paper tube filled with a scented, be alleviated by taking another dose of obscura. A
mildly-narcotic (and addictive) substance, which is single purchase contains one dose.
ignited, and the resulting smoke is inhaled. These come
in varying sizes, and the substance within is normally Value: 3 (Uncommon)
made from a variety of different plants depending on Keywords: Chaos, Scum
where in the galaxy they were made. Like most
Polymorphine
luxuries, they vary immensely in quality between those
All of the Assassins of the Callidus Temple are trained
used by the wealthy and those used by everyone else.
in the use of Polymorphine. With this specialised drug
A character who smokes lho-sticks during a regroup alone a Callidus Assassin may masquerade as any
adds +1 to their Resolve for the next hour, as the human being she may choose, from a beautiful young
narcotic substance and familiar habit eases their stress woman to a crippled old man. However, in addition,
and calms them. The character must then pass a the Medicae Adepts of the Imperium have developed a
Toughness test (DN equal to the number of times the range of surgical implants to allow Callidus Assassins to
character has smoked) or become addicted. A mimic members of alien races, like the Orks and
character who is addicted to lho-sticks suffers -1 Aeldari.
Resolve when not under the effects of the drug.
These implants consist of flex-cartilage and hardened
Cumulative overuse may also lead to other health
synskin. When the Assassin is in their normal form
issues. A single pack of lho-sticks (or the materials to
these implants lie dormant under their flesh and within
roll one’s own), contains 10 doses.
their bones. It is only when Polymorphine is injected
Value: 1 (Common) that these implants react to the stimulants within the
Keywords: Imperium, Scum drug and transform into genetically encoded shapes
that allow the Assassin to restructure their body into
the grotesque and hunched form of an Ork, or the lithe
and graceful form of an Aeldari.

A Callidus may take a single dose of Polymorphine at


the start of a Regroup (page 269 of the Wrath & Glory
core rulebook), and spend the following hour adjusting
their form in the desired way. A Callidus can take on
the appearance of any humanoid creature of Average
size (though they require additional surgical assistance
to take on forms with more than the human number of
limbs, such as Genestealer Cultists). Creating the
Page 139 of 283
An Abundance of Apocrypha
appropriate form requires a Deception test (DN 3, or Spook
DN 5 if the creature is Xenos), and once the form has Spook is an addictive and highly illegal psychic combat
been successfully assumed, it adds +4 to the DN of any drug manufactured in a number of Hive Cities, normally
Awareness or Insight test an attempt to determine that from ingredients too unpleasant to mention. When
the assassin is not who they seem. The GM will assign drunk in small amounts, spook awakens the imbiber's
a list of Keywords which the assumed form possesses. psychic abilities. When drunk in quantity it opens the
channel between a person's physical body and their
Resetting to the assassin’s initial form can be done
soul in the warp. It is for this reason that spook is a very
within one round. A single purchase contains two
dangerous substance, and its use viciously repressed
doses: one to transform, and a second to revert to
by the Imperium.
normal.
When taken by a character with the Psyker keyword,
Value: 11 (Unique)
spook adds a +2d bonus to all Psychic Mastery tests
Keywords: Imperium, Officio Assassinorum, Templum
attempted in the next hour, but they also add +20 to all
Callidus
rolls on the Perils of the Warp table. At the end of the
Recaf hour, the character must take a Corruption test.
Recaf is a popular hot beverage in the Imperium made When taken by a character who does not have the
from crushed and brewed leaves or beans. Its Psyker keyword, the character must immediately take
composition, preparation—and common name—can a Corruption test, with failure adding 1d3 Corruption
vary depending on the planet it is found, but most instead of 1. If the character succeeds, they gain the
blends contain some form of mild stimulant such as Psyker keyword, and a Minor Psychic Power (randomly
caffeine or detoxified pharamoxine compounds. The determined on the following table) for the next 1d3+2
stimulant effect is often sufficient to help the drinker hours. A single purchase contains 1 dose.
wake up in the morning, or to keep them alert during a
long night. Value: 4 (Rare)
Keywords: Chaos, Scum
A character who drinks recaf during a regroup adds a
+1d bonus to any test to remain awake or resist the D66 Roll Minor Psychic Power
effects of fatigue or sleeplessness for the next 1d3 11-12 Chameleon
hours. Each successive drink of recaf reduces the 13-14 Compel
duration of the benefit by 1 hour, as sleep eventually 15-16 Conceal Phenomena
catches up. A single purchase contains 10 doses. 21-22 Create Flame
23-24 Dull Pain
Value: 1 (Common) 25-26 Flash Bang
Keywords: Imperium 31-32 Fortune
33-34 Inflict Pain
Slaught
35-36 Jam Mechanism
Short for “onslaught”, this drug amplifies awareness 41-42 Levitation
and reaction time, speeding up the user but taking a 43-44 Orb
nasty toll in the process. Taking a dose of slaught adds 45-46 Phantom Grip
+3 to the user’s Agility and Initiative for the next 3d6 51-52 Psyniscience
minutes. Once the drug’s effects end, the user must 53-54 Shove
pass a Toughness test (DN 3) or add +2 to the DN of all 55-56 Voices
Agility- and Initiative-based tests for the next 1d3+2 61-62 No power. Instead, for the duration, roll on
hours. A single purchase contains 3 doses. the Perils of the Warp table whenever you fail
a Resolve test.
Value: 4 (Rare) 63-64 Gain +1 Corruption points and pick any one
Keywords: Imperium, Scum power.
65-66 Gain +1 Corruption points and roll twice,
gaining two powers (ignore future this result
on future rolls).

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Eldar Equipment
Agaith Dark Reaper Rangefinder
All Harlequins wear a highly ornamented mask called The Dark Reaper Range Finder is a specialized Eldar
an Agaith (“false face”, in one Aeldari language), which targeting system used by Dark Reapers. Composed of a
present a gruesome visage. During a performance, complex array of sensory and range-finding equipment
these masks display patterns, colours, and features to incorporated into the helms of their Aspect Armour
support the Harlequin's role, but in battle, they take on and tied directly into their weapon, Dark Reapers are
a darker purpose. Each mask is highly psychoreactive, able to target their enemies swiftly and accurately
responding not only to the thoughts of the wearer, but thanks to this equipment.
showing a different visage to all who look upon it, and
The Reaper Rangefinder allows the wearer to see even
in battle, this always displays some aspect of the
in complete darkness or through fog with no penalty.
viewer’s worst fears. Some players within a masque
In addition, when a Dark Reaper aims before making a
have stranger masks still, such as the skull visage of the
ranged attack, they add +3d to their attack.
Death Jester, the mirrored face of the Shadowseer, or
the death-masks of Troupe Leaders, which depict the Value: 7 (Very Rare)
dying moments of the wearer’s past victims. Keywords: Aeldari, Asuryani

The wearer of an Agaith causes Fear (DN 3). Flip-Belt


Value: 7 (Very Rare) A Flip Belt or Inertia Pivot (known as geirgilath or a
Keywords: Aeldari, Harlequin "belt of speed" in the Eldar language) is an item worn
exclusively by the mysterious Eldar Harlequins. This
Banshee Mask device is a wonder of Eldar technology, a portable anti-
A Banshee Mask is a war helm worn by the Howling grav generator keyed to trigger upon the mental
Banshees Eldar Aspect Warriors in battle. Each Warrior command of its wearer. So incredibly lightweight are
Aspect has its own distinctive helmet, and within each Flip Belts that they do nothing to hamper their wearer's
shrine the helmet may vary in form slightly, with natural agility. Instead, they heighten it to the point
correspondingly more elaborate versions for the that Harlequins can leap clean over all but the most
shrine's Exarchs. A standard Howling Banshees Aspect towering obstacles, springing and bounding through
Warrior's Banshee Mask is tall in profile, with long rubble and wreckage with supernatural ease.
flowing hair spilling from the top of it like a lion's mane.
A Harlequin wearing a Flip-Belt ignores the effects of
Their distinctive design contains psychosonic amplifiers difficult terrain, and any obstacles less than 2m tall,
that magnify the keening battle screams of their during their movement. In addition, a Harlequin
wearers into mind-destroying shockwaves. This inflicts wearing a flip-belt may use their Agility to determine
severe damage to the central nervous system of an jump distance, they cannot be knocked prone, and they
Eldar warrior's foe, inspiring a feeling of mortal terror do not suffer falling damage unless unconscious.
and causing momentary paralysis. By custom, it is this
Value: 7 (Very Rare)
helmet that marks the Howling Banshee Aspect Keywords: Aeldari, Harlequin
Warriors as the protectors and avengers of their
Craftworld. The helm traditionally bears the Howling
Banshees Aspect rune traced upon its forehead.

When a Howling Banshee charges, all enemies within


3m of the Banshee’s target are paralysed by the war-
cry, gaining the Hindered (2) and Vulnerable (2) combat
effects until the end of their next turn.

Value: 7 (Very Rare)


Keywords: Aeldari, Asuryani

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Ghosthelm speeds. While under the drug’s effect, the
A Ghosthelm is an Aeldari device worn by Asuryani character’s Speed is increased by +2.
Farseers. This helmet, fashioned in the typical Asuryani Painbringer alters the user’s pain receptors, increasing
style, incorporates highly intricate, psychic circuitry their capacity for pain without dulling their
crafted from crystal that is capable of masking the experience of it. While under the drug’s effect,
presence of the wearer's soul in the Immaterium. the character’s Resilience is increased by 2,
and they recover 1d3 Shock at the start of each
This is a crucial protection for potent psykers like the turn.
Aeldari, whose souls shine like blazing beacons in the Serpentin amplifies the user’s killer instincts and
Warp, drawing the attentions of daemons and other sharpens their bloodlust. While under the
hostile Warp entities. drug’s effect, the character adds +3d to all
melee attacks.
Any Daemon or other warp entity attempting to Splintermind help the user’s mind compartmentalise
perceive, attack, or otherwise interact with a Farseer and disassociate from the parts which feel fear.
wearing a Ghosthelm suffers a +2DN penalty to any While under the drug’s effect, the character’s
tests they attempt. In addition, the Farseer gains a +2d Resolve is increased by +2.
bonus on any test made to resist any effects of Perils of Value: 6 (Rare)
the Warp, and reduces all Shock suffered from Perils of Keywords: Aeldari, Drukhari
the Warp by 2, to a minimum of 0.
Mandiblaster Helm
Value: 9 (Unique) Mandiblasters are an Eldar weapon system in the form
Keywords: Aeldari, Asuryani of pods built into either side of the helmets of Striking
Scorpions. Known also as the Scorpion's Sting or the
Hekatarii Combat Drugs Sting of the Scorpion, Mandiblasters are activated by
Though they dramatically reduce the lifespan of any neural impulses to fire a hail of deadly metallic shards.
Aeldari that uses them, performance-enhancing These shards, while capable of cutting and lacerating
combat drugs are commonly used in the gladiatorial flesh, are not particularly powerful alone; they act as a
arenas of the Hekatarii, as well as by Wyches entering conductor to a follow-up intense laser burst. The laser
real battle. The user may administer a single dose as a flashes the slivers of metal into plasma, which can
free action, which will last for about an hour or until cause significant injury or death.
the character takes a Regroup (after which, withdrawal
symptoms set in, and the character is reduced to 0 When the wearer of a Mandiblaster Helm charges into
Shock until they take a Respite). A single dose of any of combat, and at the start of each turn they are engaged
these combat drugs taken by anyone who is not Aeldari in combat, roll 1d6. On a 4+, one enemy within 2m
inflicts 1d6 Shock instead of their normal effect. suffers 1d3 Mortal Wounds.
Anyone using these combat drugs must also make a Value: 7 (Very Rare)
Corruption test. Taking a second dose of these combat Keywords: Aeldari, Asuryani
drugs, whether a second dose of the same drug or a
different drug, inflicts 1d6 Shock instead of having the Runes of Warding
desired effect. The drug dispenser contains 3 doses, of Runes of Warding are special items used by Eldar
whichever of the drugs below the user wishes. Farseers. These tiny wraithbone runes allow the
Farseer to divine when an enemy psyker is attempting
Adrenalight accelerates the user’s attacks into a
blistering tempo. While under the drug’s to use his powers and then produce psychic
effect, whenever the character makes a interference strong enough to hinder them.
successful attack, they may spend a point of Once per round, when an enemy psyker attempts to
Glory to make a second attack.
use a psychic power within 36m, you may force them
Grave Lotus massively heightens the tensile strength of
to re-roll a number of dice on their Psychic Mastery test
the user’s muscles, allowing them to exert
equal to your Psychic Mastery skill rank.
greater force. While under the drug’s effect,
the character’s Strength is increased by +3. Value: 9 (Unique)
Hypex augments the fast-twitch fibres in the user’s Keywords: Aeldari, Asuryani
muscles, allowing them to move at far greater
Page 142 of 283
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Runes of Witnessing Targeting Vane
Runes of Warding are special items used by Eldar Mounted over the shoulder of a Dire Avenger’s armour
Farseers. These runes allow the Farseer to better guide is an advanced targeting system which connects both
their psychic perceptions along the twisting strands of to the warrior’s Avenger Shuriken Catapult and to the
fate, which improve their psychic abilities, reveals new warrior’s warhelm. This multispectral rangefinder
flows and currents of power, and exposes enemies operates autonomously, identifying targets and
hidden from their sight. distinguishing friend from foe, and feeding this
information to warrior’s visor.
Once per round, when you attempt to use a psychic
power, you may re-roll a number of dice on your A warrior wearing a Targeting Vane reduces range DN
Psychic Mastery test equal to your Psychic Mastery skill penalties by 2. In addition, if the warrior aims, they add
rank. an additional +1d bonus to the following ranged attack.

Value: 9 (Unique) Value: 7 (Rare)


Keywords: Aeldari, Asuryani Keywords: Aeldari, Asuryani

Seer’s Spirit Stone Warp Spider Jump Generator


Eldar Farseers often carry the spirit stone of a A Warp Spider Jump Generator is an Eldar
venerated predecessor or long-dead ancestor. These teleportation device used by Warp Spider Aspect
stones can be a source of wisdom and guidance during Warriors housed within the armoured backpack of
times of strife, and a source of power in times of their armour. This compact and complex device allows
desperation. for instantaneous travel through the Warp, giving their
prey no warning as they appear right beside them. The
When you attempt to use a psychic power, you may
distances which can be travelled in this manner are
draw upon the power of the soul within the stone. This
relatively short, but it is an unpleasant experience for
grants one of two effects: either you gain a +3d bonus
the wearer as visions of the Warp sweep across their
on the Psychic Mastery test, or you may use the psychic
vision and a great hungering maw tugs at their spirit.
power as a free action. Once used, the stone’s
For the Eldar to spend even a short amount of time
inhabiting soul goes dormant, and requires a day to
within the Warp is not only a danger to their body but
recover.
their very soul, and the possibility of a fate worse than
Value: 9 (Unique) death means the Warp Spiders are counted among the
Keywords: Aeldari, Asuryani bravest of all Aspect Warriors.

Swooping Hawk Wings A warrior wearing a Warp Spider Jump Generator may
Swooping Hawk Wings are specialized Eldar jump packs activate it when they move. If they do so, then they
used exclusively by the Swooping Hawk Aspect vanish from the battlefield, and instantly reappear
Warriors. Composed of vibrating feather plates, these anywhere within 25m. When they reappear, make a
wings combine an anti-gravity lifter with jet propulsion Resolve test (DN 3) for the warrior: if they fail, they
motors to give the Swooping Hawks their impressive suffer 1d3 Shock from the harrowing experience, and 1
flight speed and manoeuvrability. In addition, the large Mortal Wound if a Complication was rolled.
wings allow the user to glide for long distances, and The distance jumped may be increased; for every 10m
provide added lift for an increased flight ceiling, while of increased range, add +2 to the DN of the Resolve test
the vibrating feathers emit a distinctive shrieking that follows and +1 to the number of Mortal Wounds
sound. inflicted on a Complication.
A warrior wearing Swooping Hawk Wings gains the Teleporting in this way is done instead of normal
ability to fly, and a flying speed equal to twice their movement, and you may not Run or Sprint on a turn
normal movement speed. when you teleport.
Value: 7 (Very Rare) Value: 7 (Very Rare)
Keywords: Aeldari, Asuryani Keywords: Aeldari, Asuryani

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Cybernetics Baleful Eye


Name Value Keywords A baleful eye is a legendary archaeotech bionic eye that
Autosanguine 6 Very Rare Adeptus incorporates a tiny las weapon, which sacrifices some
Mechanicus, Cult of the normal abilities of a cybernetic vision implant in
Mechanicus order for this device to be included. Each baleful eye
Baleful Eye 8 Unique Imperium, Adeptus has been passed from recipient to recipient across
Mechanicus centuries or millennia, reclaimed by the Machine Cult
Blade-Tines 5 Rare Chaos, Dark whenever its owner dies. As might be imagined, it is
Mechanicus
very intimidating when used as a part of negotiations
Calculus Logi 6 Very Rare Imperium, Adeptus
with primitive societies.
Implant Mechanicus
Chem Injector 5 Rare Imperium, Adeptus A character with a Baleful Eye is considered to have a
Mechanicus, Hot-Shot Laspistol within the eye. The weapon runs
Adeptus from an internal power source, and never runs out of
Ministorum ammunition, but this also means that reloads may not
Data-Tether 3 Adeptus
be spent on the weapon’s attacks.
Uncommon Mechanicus, Skitarii
Enhanced 5 Rare Adeptus Value: 8 (Unique)
Data-Tether Mechanicus, Skitarii Keywords: Imperium, Adeptus Mechanicus
Interface Port 7 Rare Adeptus
Mechanicus Blade-Tines
Luminen 7 Very Rare Adeptus Long, thin blades are mounted within the recipient’s
Capacitor Mechanicus, Cult hands, razor-sharp and useful as scalpels or other
Mechanicus
cutting implements. The hand must be completely
Maglev Coils 8 Very Rare Adeptus
rebuilt to accommodate this, and most versions
Mechanicus, Cult
Mechanicus feature long, spindly fingers that can extend past the
Memorance 6 Rare Adeptus blades to perform other dextrous tasks.
Implant Mechanicus Blade-tines grant the recipient +1d on all Medicae
Omnispex 6 Rare Adeptus
tests, and they can be used as a Mono-Knife in melee.
Mechanicus, Skitarii
Scribe-Tines 4 Imperium, Adeptus Value: 5 (Rare)
Uncommon Mechanicus, Keywords: Chaos, Dark Mechanicus
Adeptus
Administratum Calculus Logi Implant
Voidskin 4 Imperium, Adeptus These bionics are internal cogitator implants which aid
Uncommon Mechanicus, in data retention and processing. The user can rapidly
Imperial Navy sift through stacked data-slates and parchments,
Autosanguine applying intuition to vast reams of data far beyond the
Ancient and blessed technology filters and augments capabilities of a normal man.
your blood. Handed down from generations past, this
technology allows you to recover from harm more The recipient has a +2d bonus on all Investigation and
quickly. Whenever you regain one or more Wounds, Scholar tests.
you regain one additional Wound. You also ignore the
Value: 6 (Very Rare)
penalty for being Lightly Wounded and suffer only Keywords: Imperium, Adeptus Mechanicus
+1DN for being Heavily Wounded.

Value: 6 (Very Rare)


Keywords: Adeptus Mechanicus, Cult Mechanicus

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Chem Injector Interface Port
This implant allows a dose of a drug or stimulant to be The recipient has a mechanical port implanted in their
auto-injected into the recipient’s body. Once loaded body, commonly in the rear of the neck, which can be
with a dose of a drug—and a character may have connected to cogitators, data storage devices, and
multiple chem injector implants to deliver multiple other advanced machines via a data cable or info-
drugs—the character can administer that dose at will tether. This allows the user faster and smoother access
as a free action on their turn. Some characters with this to the valuable information within, and grants a +1d
implant do not have control over them, such as arco- bonus to Scholar, Investigate, and Tech tests while
flagellants and other penitents; their injectors are connected to a relevant mechanism or data-spool.
controlled by another character, who operates the
Value: 7 (Rare)
injectors over a vox link.
Keywords: Adeptus Mechanicus
Value: 5 (Rare)
Keywords: Imperium, Adeptus Mechanicus, Adeptus Luminen Capacitor
Ministorum The recipient’s internal energies are channelled into
capacitors buried within their flesh and connected to
Data-Tether their various implants. This energy can be tapped to
This implant serves a similar function to a vox, allowing recharge items or serve as a power source for weapons
rapid communication over a distance. However, that is and potent attacks.
where the similarity ends: a data-tether transmits
assorted data from the recipient’s mind, implants, and A luminen capacitor contains a number of charges
other wargear in a highly compressed binaric form, equal to the recipient’s Toughness. With a successful
Toughness test, and a minute of meditative focus, the
understandable only by the Skitarii legions and the
Tech-Priests who command them. Characters with a character may spend charges to recharge or power
data-tether may communicate silently to similarly- machinery. The DN of this test is equal to 2 plus the
equipped characters within 1km, transmitting their number of charges spent, and the number of charges
thoughts and status through the implant to one required varies based on the system being charged.
another. A data-tether may be tuned to receive normal • 1 charge: simple power cell, illuminator
vox transmissions from non-Skitarii allies, though this • 2 charges: weapon charge pack, data-slate,
is less efficient. starship bridge terminal
Value: 3 (Uncommon) • 3 charges: shuttle electronics, servo skull
Keywords: Adeptus Mechanicus, Skitarii • 4 charges: heavy weapon charge pack, servitor,
hololithic projector
Enhanced Data-Tether • 5 charges: cogitator core, reactor machine
An enhanced data-tether has a longer range and is spirit, xenos technology
more powerful than the common form and can send
If a character would suffer Shock from using an implant
and receive data at distances of up to 100km. Further,
or cybernetic, then they may spend charges to reduce
as enhanced data-tethers are used by Tech-Priests to
this, suffering one fewer Shock for each charge spent.
impart directives to their Skitarii troops, those who
bear them are regarded with reverence for they speak The luminen capacitor regains its full charges during a
for the Omnissiah’s servants. As a result, the recipient Regroup. The character may also siphon power from
and anyone in the group with a normal data-tether may powered devices and power sources, requiring a
re-roll failures on Resolve tests. Toughness test (DN 3) and an action. Success means
the character regains 1d3 charges, plus 1 for each
Value: 5 (Rare)
Keywords: Adeptus Mechanicus, Skitarii Exalted Icon shifted. At the GM’s discretion, this may
depower the device, and complications may cause
damage to the device or the recipient.

Value: 7 (Very Rare)


Keywords: Adeptus Mechanicus, Cult Mechanicus

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Maglev Coils Omnispex
Archaeotech systems of powerful gravimetric and An omnispex is a form of auspex that carries a Raptor-
magnetodynamic coils are implanted within the class machine spirit that can read heat emissions, data
recipient’s lower body, allowing them to become signatures, and other biological electromagnetic
unshackled from gravity’s grasp for short periods. waveform emissions even at extreme range. Should it
When activated, the character gains the ability to fly, at be kept focussed for an extended period of time, an
a speed equal to their Willpower (rounded up), but omnispex will determine the weak points of those it
they may not Run or Sprint while flying in this manner. scrutinises and pass them on to its master.
Each turn the character remains aloft, they suffer 1
An omnispex functions as an auspex (page 306 of the
Shock. The character may also use this implant to slow
Wrath & Glory core rulebook). In addition, if the
their descent while falling, suffering 1d3 Shock, plus 1
recipient aims at an enemy, then they ignore any
additional Shock for every 10 meters fallen, instead of
Defence bonuses from cover on their next ranged
the normal falling damage.
attack. If the recipient is equipped with a data-tether,
Value: 8 (Very Rare) they may share this bonus with any allies equipped
Keywords: Adeptus Mechanicus, Cult Mechanicus with data-tethers within 10m.

Memorance Implant Value: 6 (Rare)


A neurally-linked datavault and pict-capture array is Keywords: Adeptus Mechanicus, Skitarii
built into the recipient’s brain and eyes (which are
Scribe-Tines
normally replaced with augmetics), which records
The hand and lower forearm are replaced with
information on people or scenes viewed. These images
specialised and sensitive tools for page-turning,
can later be replayed, or the implant can apply data
autoscribing, data-slate manipulation, and other
from previous recordings as an overlay onto the
invaluable activities for a sage. While disquieting in
present view. It is a tool of remembrancers,
appearance, they are a sign of significance amongst
chroniclers, and any who need detailed information
scholars, lexmechanics, and others who must sift
close at hand.
through ancient tomes and archive slates for lore.
The recipient always has a perfect visual record of
The user gains a +2d bonus on Investigation tests, as
everything they see, which may be transferred to other
they are able to record and retrieve information
data storage if they have a way to connect to those
quickly.
devices (such as an interface port). Further, they gain a
+1d bonus on any Investigate or Scholar tests based on Value: 4 (Uncommon)
information they have already witnessed and Keywords: Imperium, Adeptus Mechanicus, Adeptus
recorded. Administratum

Value: 6 (Rare) Voidskin


Keywords: Adeptus Mechanicus Subdermal skin tissue is treated with flakweave and
chemical toughening agents, such that the recipient
can tolerate exposure to the void for longer before ill-
effects occur. Synthetic chem-glands also help
minimise tissue and pressure damage to internal
tissues and absorb radiation.

The character gains a +3d bonus on all tests to resist


the effects of exposure to hard vacuum, extreme cold,
and radiation.

Value: 4 (Uncommon)
Keywords: Imperium, Adeptus Mechanicus, Imperial
Navy

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Exarch Powers
The following abilities are unique powers and combat techniques exhibited by Exarchs, mighty Aeldari warriors who
lead the Aspect Warrior shrines into battle and maintain those shrines during the all-too-rare times of peace.

An Exarch may purchase up to two of these powers, at the costs listed, so long as the Exarch meets the listed
prerequisites. Some of the powers in this section are distinct to Exarchs of particular Aspect Temples, and they may
only be selected by an Exarch of that temple.

Many of the powers in this section affect the Exarch’s students as well, granting a benefit to the Aspect Warriors under
their command. An Exarch may consider all Aspect Warriors of the same type as the Exarch within 10m as being part
of the Exarch’s squad.

Ambush Blademaster
Build Point Cost: 30 Build Point Cost: 50

Prerequisites: Striking Scorpion, Stealth 6+ Prerequisites: Weapon Skill 6+

The Exarch has a perfect sense of precision and timing, The Exarch’s mastery of the blade is incomparable, and
and their ambushes are virtually impossible to detect. few foes can overcome their defences or withstand
The Exarch and their squad may re-roll any Stealth tests their attacks. The Exarch doubles the bonus to Defence
made to set up an ambush, and enemies may not from weapons with the Parry quality and adds +2ED to
spend Ruin to become aware of the ambushing Striking damage with all bladed melee weapons.
Scorpions. Finally, the Exarch and any member of their Bladestorm
squad may add +1ED to all attacks made during the first
Build Point Cost: 40
round of combat, if they are ambushing.
Prerequisites: Dire Avenger, Ballistic Skill 5+
Avenging Strikes
Build Point Cost: 20 Little can withstand the tempest of blades that issues
forth from shuriken weapons under the Exarch’s
Prerequisites: Dire Avenger, Willpower 4+
command. When the Exarch, or any member of their
Little can withstand the Exarch’s cold fury when they squad, rolls a 6 on their Wrath die when making a
avenge their fallen. If the Exarch’s squad has taken any ranged attack with a weapon with the Shuriken
casualties during the current day, then the Exarch and keyword, they may choose to make a second attack
any remaining member of the squad add +2d to all with that weapon instead of inflicting a critical hit.
melee and ranged attacks they make for the remainder These additional attacks may not generate extra
of the day. attacks of their own.

Battle Fortune Bounding Leap


Build Point Cost: 25 Build Point Cost: 30

Prerequisites: Dire Avenger Prerequisites: Athletics 5+

The Exarch is protected by fate and fortune, warded The Exarch’s speed and grace are superlative, and little
from death until their purpose is done. The Exarch may can match the pace at which they cross the battlefield.
Soak Mortal Wounds, and they add +3d to their Soak The Exarch may use their Agility instead of their
rolls. Further, when Soaking damage, the Exarch Strength for all Athletics tests, and they count their
suffers only one Shock for every two Wounds negated. Agility is twice its normal value for the purposes of
determining how far they can jump. Finally, the Exarch
may disengage as a free action at the start of their turn.

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Burning Heat Defend
Build Point Cost: 25 Build Point Cost: 50

Prerequisites: Fire Dragon, Toughness 5+ Prerequisites: Dire Avenger, Weapon Skill 5+

Enemies who close with the Exarch find their strength The Exarch is well-versed in the principles of unyielding
and their will to fight sapped by searing, stifling heat. defence, and their squad are well-drilled to ensure that
Whenever an enemy makes a melee attack against the no enemy can overcome them without great sacrifice.
Exarch or a member of the Exarch’s squad, they add +2 The Exarch, and their squad, increase both their
to the DN required to hit. Defence and Resilience by +2.
Crack Shot Disarming Strike
Build Point Cost: 30 Build Point Cost: 30

Prerequisites: Ballistic Skill 6+ Prerequisites: Weapon Skill 6+

The Exarch’s precision and lethality with ranged The Exarch does not leave battle to chance and
weapons is incomparable. The Exarch may re-roll all eliminates their foe’s weapon at the first opportunity.
rolls of 1 whenever they make a ranged attack. The Exarch ignores the normal DN penalty for a called
shot when making a melee attack, so long as they are
Crushing Blow
making the called shot to disarm the opponent.
Build Point Cost: 25
Distract
Prerequisites: Strength 5+
Build Point Cost: 30
The Exarch’s physical might is bolstered by their will to
Prerequisites: Athletics 5+
overcome the foes arrayed before them, and little can
withstand the impact of their blows. The Exarch’s The Exarch’s motions in battle are misleading, even
Strength is increased by +2 in melee. entrancing, leaving enemies off-balance and unable to
perceive when the true attack will come. Once per
Deadly Touch
round, as a free action on their turn, the Exarch may
Build Point Cost: 35
make an Athletics Interaction attack.
Prerequisites: Weapon Skill 6+
Dragon’s Bite
The Exarch knows the myriad ways in which living Build Point Cost: 20
creatures can be slain, and with precision they can
Prerequisites: Fire Dragon, Weapon Skill 5+
deliver death with but a touch. When the Exarch hits
with a melee attack, each ED which rolls a 6 inflicts 1 The Exarch and their squad are adept at bringing their
Mortal Wound, in addition to the attack’s normal weapons to bear even in the closest confines. The
damage. Exarch and their squad may treat their Fusion Guns or
any other weapon with the Melta keyword, as if they
Decapitating Strikes
had the Pistol trait.
Build Point Cost: 30
Evade
Prerequisites: Weapon Skill 6+
Build Point Cost: 30
The Exarch’s sweeping strikes seldom fail to find their
Prerequisites: Swooping Hawk or Shining Spear or
mark, leaving maimed and butchered foes in their
Crimson Hunter, Agility 5+
wake mere moments after the charge. When the
Exarch scores a critical hit with a melee attack, the Your airborne movement is difficult for the eye to
severity of that critical hit automatically increases by 2, follow or predict, making you and exceptionally
as if two Glory had been spent. The Exarch may still difficult target. When you move through the air –
spend Glory to increase the severity further, if yourself, or while operating a flying vehicle – add +3 to
necessary. your Defence until the start of your next turn.

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Expert Hunter Focussed Fire
Build Point Cost: 30 Build Point Cost: 30

Prerequisites: Weapon Skill or Ballistic Skill 5+ Prerequisites: Dark Reaper

Like the heroes of old, the Exarch is foe to the mightiest The Exarch directs their attention – and their firepower
enemies on the battlefield. When the Exarch makes an – at a single foe, seeking to eliminate them utterly,
melee attack, or a ranged attack at close range, against regardless of other factors or distractions. The Exarch
a vehicle or a Monstrous Creature, they add +2ED to may nominate a single enemy – not a mob, but any
the attack’s damage and may re-roll any ED which individual threat – within 35m as a priority target as a
result in failures. free action at the start of their turn. Until the start of
the Exarch’s next turn, any ranged attacks from the
Fast Shot
Exarch or members of their squad at that priority target
Build Point Cost: 50
may re-roll any dice which roll 1 on their skill test and
Prerequisites: Ballistic Skill 6+ on their damage roll. Further, the enemy may not use
any Ruin spends or special abilities which would
The Exarch is a master at making the most of their redirect the attack to another target.
firepower, laying down lethally-accurate volleys of fire.
When the Exarch makes a ranged attack, they may Graceful Avoidance
count their weapon’s Salvo value as 2 higher than Build Point Cost: 30
normal. In addition, when making a ranged attack, the
Prerequisites: Howling Banshee
Exarch may spend 1 Reload to make a second attack
with that weapon. The Exarch’s motions make it almost impossible to land
a telling blow upon them. When attempting to Soak
Fighting Fury
damage inflicted by a melee attack, the Exarch or a
Build Point Cost: 40
member of their squad may use their Agility instead of
Prerequisites: Weapon Skill 6+ their Toughness to Soak, and they may Soak mortal
wounds.
The Exarch remains in perpetual motion in melee,
never missing an opportunity to strike. When the Grim Visage
Exarch makes a melee attack, they may spend 1 Glory Build Point Cost: 25
to make a second melee attack. In addition, when the
Prerequisites: Willpower 5+
Exarch makes a multi-attack with a melee attack, halve
the normal DN penalty for each target (i.e., each target The Exarch’s presence inspires feelings of foreboding
adds +1DN rather than +2DN). and dread in their foes. Characters within 12 yards of
the Exarch reduce their Resolve by 1. Members of the
Flickering Assault
Exarch’s squad are immune to this effect.
Build Point Cost: 30
Immortal Endurance
Prerequisites: Warp Spider
Build Point Cost: 30
The Exarch slips between reality and the Warp
Prerequisites: Toughness 4+
seamlessly, stepping out to strike and then
withdrawing to find a new target. When the Exarch, or The Exarch is supernaturally resilient and wears their
any member of their squad, makes a multi-attack as armour like a second skin. The Exarch’s Resilience and
part of a melee attack, they may count their speed as Soak are both increased by +2.
double its normal value when determining if they can
reach their targets. Characters benefiting from this
ability must be wearing Warp Spider Jump Generators.

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Intercept Mighty Strike
Build Point Cost: 20 Build Point Cost: 25

Prerequisites: Agility 6+, Swooping Hawk Prerequisites: Strength 4+

The Exarch is a peerless aerial combatant, effortlessly The Exarch can channel all their fury and all their
proficient at fighting opponents in the sky. When the concentration into well-placed blows which splinter
Exarch, or a member of their squad, makes an attack armour and shatter bone. When making a melee
against a flying enemy, they may re-roll any failures on attack, the Exarch may make a Mighty Strike, choosing
their skill test. to suffer a DN penalty to increase the damage; each
+2DN penalty they accept adds +2 to the attack’s
Lancer
damage. A mighty strike may not be combined with a
Build Point Cost: 20
multi-attack.
Prerequisites: Shining Spear
Nerve-Shredding Shriek
The Exarch wields a lance as if it were an extension of Build Point Cost: 30
their arm. When the Exarch hits with an attack with a
Prerequisites: Howling Banshee
Laser Lance, Star Lance, or similar weapon while
charging, and they roll a 6 on their Wrath die, they may The Exarch leads their students in a war-cry that not
choose to make an additional attack with the weapon only overwhelms their minds, but also inflicts lasting
instead of inflicting a critical hit. This additional attack neurological and psychological harm. When the Exarch,
cannot produce further attacks. or a member of their squad, charges while using a
Banshee Mask, roll 1d6 for each enemy affected by the
Long-Ranged Fire
mask; any enemy which rolls a 4+ suffers 1d3 Mortal
Build Point Cost: 30
Wounds in addition to the mask’s other effects.
Prerequisites: Dark Reaper, Ballistic Skill 6+
Pass Unseen
The Exarch’s eyes can pick out a target at a Build Point Cost: 20
considerable distance, and they are an excellent judge
Prerequisites: Striking Scorpion, Stealth 6+
of just how to fire to catch such far-flung foes. The
Exarch, and any members of their squad, may ignore The Exarch’s body, mind, and soul are wreathed in
the DN penalty for firing at long range. In addition, they deceptive mists and illusory shadows, such that they
may fire their ranged weapons at extreme range, which cannot easily be detected, even by the most vigilant of
is a distance equal to or less than three times the listed sentries. The Exarch adds an Exalted Icon to all Stealth
range of the weapon. Ranged attacks made at targets tests they attempt.
at extreme range suffer a +2 DN penalty.
Piercing Strike
Martial Adept Build Point Cost: 30
Build Point Cost: 30
Prerequisites: Howling Banshee, Weapon Skill 5+
Prerequisites: Dire Avenger, Weapon Skill 5+, Ballistic
The Exarch’s blade is always perfectly placed to cut
Skill 5+
down the mightiest foes. When the Exarch uses an
The Exarch is a well-rounded combatant, a master of Executioner or other two-handed melee weapon to
warfare in hand-to-hand and at range. Whenever the make a melee attack, they may attempt a Piercing
Exarch makes an attack, they add one exalted icon to Strike. This adds the Brutal and Unwieldy (2) traits to
the attack, in addition to any they roll. the weapon and increases the weapon’s damage by
+4ED.

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Rain of Death Shredding Fire
Build Point Cost: 30 Build Point Cost: 20

Prerequisites: Dark Reaper, Ballistic Skill 5+ Prerequisites: Dire Avenger

The Exarch is a master at delivering precision barrages The Exarch understands their weapons instinctively,
that few enemies can escape. When the Exarch uses a understanding the way to make the most from every
Tempest Launcher or other Indirect ranged weapon to shot. When the Exarch makes a ranged attack with a
make a ranged attack, they may increase the Blast trait Shuriken weapon, the weapon changes its AP to -3, but
of the weapon by one step. In addition, enemies hit by loses the Penetrating (3) trait.
the blast must pass a Resolve test (DN = Exarch’s
Skilled Rider
Ballistic Skill ranks) or become pinned.
Build Point Cost: 25
Rapid Assault
Prerequisites: Shining Spear, Pilot 6+
Build Point Cost: 30
The Exarch controls their jetbike with effortless ease,
Prerequisites: Swooping Hawk, Weapon Skill 4+
dodging and weaving between incoming attacks like a
The Exarch hurtles into the fray, flitting between leaf caught in a summer’s breeze. When the Exarch
opponents and delivering a storm of attacks. When the attempts a Stunt, or attempts to Soak damage from a
Exarch charges while flying, they may ignore up to 4 ranged attack, they gain an automatic Exalted Icon.
points of DN penalty when making a multi-attack.
Spider’s Bite
Further, damage from their melee attacks against
Build Point Cost: 20
mobs carry over to additional threats in that mob, as if
their weapons had the Spread trait. Prerequisites: Warp Spider, Weapon Skill 5+
Scorpion’s Grasp The Exarch’s blades thrust and stab like the mandibles
Build Point Cost: 30 and forelimbs of a spider, scything through foes with
ruthless efficiency. When the Exarch makes a melee
Prerequisites: Striking Scorpion
attack using Power Blades or similar weapons, add the
The Exarch’s claw is especially deadly, tearing foes Brutal trait and increase the weapons’ damage by
apart in a spectacular fashion. When the Exarch makes +2ED.
a melee attack using a Scorpion’s Claw or similar
Spider’s Lair
weapon, add the Mortal (1) trait to the weapon.
Build Point Cost: 30
Scorpion’s Sting
Prerequisites: Warp Spider
Build Point Cost: 30
The Exarch is deadly in dense terrain, weaving tangles
Prerequisites: Striking Scorpion
of monofilament wire around their location to ensnare
Through extensive training and profound combat and eviscerate the unwary foes who stumble through
instinct, the Exarch’s charges are carefully planned to the nearly-invisible wires. When the Exarch is in terrain
create as many opportunities as possible for their which provides cover, or which counts as difficult
mandiblasters to fire. When the Exarch or a member of terrain, they may spend 1 Glory as a free action during
their squad charges, and their Mandiblasters fire, roll their turn to trap that location. Characters other than
two d6 for the Mandiblaster Helm instead of one, the Exarch or their squad who enter that terrain must
inflicting 1d3 Mortal Wounds for each die which rolls pass an Awareness Test with a DN of 7, or immediately
4+. suffer 1d3 Mortal Wounds and the Restrained
condition. A trap created dissolves at the start of the
Exarch’s next turn.

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Stalker Sustained Assault
Build Point Cost: 30 Build Point Cost: 25

Prerequisites: Striking Scorpion, Stealth 4+ Prerequisites: Striking Scorpion, Weapon Skill 5+

The Exarch is evasive and shadowy, never directly The Exarch is unrelenting, landing blow after ferocious
observed, only ever glimpsed out of the corner of an blow upon their foes. When the Exarch succeeds at a
enemy’s eyes; aiming at such a target is nigh- melee attack and rolls a 6 on their Wrath die, they may
impossible. The Exarch, and all members of their choose to make a second attack instead of inflicting a
squad, add their Stealth skill ranks to their Defence critical hit. This second attack cannot generate further
when in cover, instead of the normal bonus to defence attacks.
for cover.
Swiftstep
Stand Firm Build Point Cost: 20
Build Point Cost: 30
Prerequisites: Agility 6+
Prerequisites: Willpower 5+
The Exarch leads their warriors across the battlefield at
The Exarch possesses absolute certainty and leads with a tremendous pace, delivering them to battle swiftly.
unbreakable conviction: nothing short of death will see When the Exarch, or a member of their squad, takes
their duty unfulfilled. When the Exarch, or any of their the Run or Sprint action, they increase their Speed by
Squad, attempts a Resolve or Conviction test, they +3. Further, they do not suffer any Defence penalty for
automatically succeed without needing to roll. In sprinting.
addition, any attack or effect which uses the Exarch’s,
Swooping Barrage
or a member of their Squad’s Resolve as a DN
Build Point Cost: 20
automatically fails.
Prerequisites: Swooping Hawk
Suppressing Fusillade
Build Point Cost: 30 The Exarch’s munitions are always well-placed for
maximum effect. When the Exarch, or a member of
The Exarch’s volleys are a staccato torrent of fire,
their squad, makes an attack using their grenade pack
carefully timed and aimed to disorient and demoralise.
or grenades, they may add an automatic Icon to the
When the Exarch spends a Reload make a Suppressive
attack.
Fire attack, they score one automatic Exalted Icon.
Further, if a target becomes pinned as a result of this Swooping Dive
attack, they also become Staggered while they’re Build Point Cost: 25
pinned.
Prerequisites: Shining Spear
Surprise Assault
Build Point Cost: 40 The Exarch descends from the skies upon their shining
steed, to tremendous effect. When the Exarch, or a
Prerequisites: Warp Spider, Stealth 4+ member of their squad, moves with their jetbike with
the intention of charging into melee, they increase the
The Exarch is a master of capitalising on the ignorance
normal charge bonus to their melee attack to +3d, and
of their foes. The first time each scene that the Exarch,
ignore the DN penalty for moving faster than the
or a member of their squad, makes an attack against an
vehicle’s cruising speed.
enemy who was previously unaware of them, they may
re-roll any failures on their skill test.

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Tank Killer Web of Deceit
Build Point Cost: 25 Build Point Cost: 50

Prerequisites: Fire Dragon Prerequisites: Warp Spider

The Exarch has an eye for the flaws in armoured targets The Exarch knows hidden paths through the Warp and
and can fine-tune the use of their weapons to exploit Webway and can lead their students to places where
these flaws easily. When the Exarch makes an attack their skills are most necessary. Once per scene, the
with a Firepike or similar weapon, they may choose to Exarch may perform a warp jump by spending a point
exchange the Blast trait for the Sniper (2) trait. of Wrath and taking a Full Action. The Exarch, and any
members of their squad, immediately vanish from the
Turn Aside Blow
battlefield, reappearing anywhere within 500 metres,
Build Point Cost: 20
though they may not reappear within 20m of an
Prerequisites: Weapon Skill 5+ enemy.

The Exarch is a master of parrying and deflecting Whirling Blades


incoming attacks and has even modified their armour Build Point Cost: 30
to include additional parrying surfaces on their hands
Prerequisites: Howling Banshee
and forearms. The Exarch’s Defence is increased by +2
against melee attacks. The Exarch is a razor-edged whirlwind in battle, slicing
apart any foe who steps within reach. If the Exarch is
Wall of Fire
wielding a pair of Mirrorswords or a similar weapon,
Build Point Cost: 25
they may ignore up to 4 points of DN penalty when
Prerequisites: Fire Dragon making a multi-attack or multi-action in melee.
Further, when making a multi-action in melee, they
The Exarch leaves flaming ruin in their foes’ path, may make up to three melee attacks with their
hindering their attempts to get close. When the Exarch Mirrorswords, each as separate actions within a multi-
is armed with a Dragon’s Breath Flamer or similar action.
weapon, they may spend 1 Glory when an enemy
declares a charge to create a wall of flame within 8m, Withdraw
which is up to 5m wide. Any enemy who moves Build Point Cost: 30
through this wall of flame immediately suffers 1d3
Prerequisites: Agility 5+
Mortal Wounds and gains the Burning condition. This
wall of flame will last until the start of the Exarch’s next The Exarch is elusive and cannot be held in any battles
turn. but the ones they choose to fight. After making a melee
attack, whether successful or not, the Exarch, or any
War Shout
members of their squad, may disengage as a free
Build Point Cost: 40
action.
Prerequisites: Howling Banshee

The Exarch’s war-cry leaves enemies shocked and


scarcely able to retaliate. When the Exarch, or a
member of their squad, charges using a Banshee Mask,
enemies charged suffer the Hindered (4) condition,
rather than Hindered (2).

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Prayers and Litanies
Prayers and Litanies are a new form of special ability Build Points: 10
for Wrath & Glory. They may be selected by any Effect: If this Prayer is successful, you and all allies with
character with the Priest keyword, representing those the Imperium keyword within 12m of you may
with the righteous (or blasphemous) zeal to inspire and re-roll up to Rank dice on melee attacks, while
rally others in the names of their gods. the Prayer remains in effect.

A character may select a maximum number of Prayers, Litany of Faith


for which they must meet all other prerequisites, equal You exhort your charges to steel themselves against
to the game’s Tier. the most dangerous weapons the enemy can bring to
bear.
Invoking Prayers
A character who knows one or more Prayers may spend Build Points: 10
an action to invoke one of the Prayers they know. Effect: If this Prayer is successful, you and all allies with
Prayers also require an intensity of focus and fervour the Imperium keyword within 12m of you may
which is draining to maintain – it is not merely Soak mortal wounds, and they may add +1/2
sufficient to speak the words; one must embody them Rank dice to any Soak rolls, while the Prayer
remains in effect.
in order to inspire others.

Invoking a Prayer requires a Persuade test with a DN of Catechism of Fire


3 and requires that the Priest suffer 1d3 Shock due to You call upon your comrades to unleash a relentless
the fervour required. If this test is successful, then the storm of close-range firepower.
Prayer grants the listed effect. If the Wrath die is a 6
Build Points: 10
when invoking a Prayer, then the Prayer does not inflict
Effect: If this Prayer is successful, you and all allies with
any Shock. the Imperium keyword within 12m of you may
Each Prayer lasts for a single round – until the end of add +1/2 ED to all ranged attacks against the
your next turn. However, if you have shifted one or closest enemy, while the Prayer remains in
effect.
more Exalted Icons on your Prayer roll, each one
increases the duration by one round, to a maximum
Exhortation of Rage
number of rounds equal to your Persuade rank.
You bellow your fury at the enemy, and your allies
Litanies of Devotion surge forwards to strike them down.
Space Marine Chaplains are exemplars of righteous
Build Points: 10
wrath. Powerful orators and accomplished warriors Effect: If this Prayer is successful, then while it remains
both, they provide bellicose counsel to their comrades in effect, whenever you or any ally with the
and act as spiritual bastions for their Chapter. The Imperium keyword within 12m of you makes a
litanies that Chaplains intone on the battlefield imbue successful melee attack and roll a 6 on the
those around them with fresh determination and Wrath die, they may choose to make an
martial fury. additional melee attack instead of inflicting a
critical hit. These additional attacks cannot
Prayers from the Litanies of Devotion may only be themselves grant additional attacks.
selected by Priests with the Imperium keyword, and
who do not possess the Chaos keyword. They are most Mantra of Strength
commonly used by Astartes Chaplains, Ministorum You focus your mind on the purity of your faith, and
Confessors, and other righteous firebrands devoted to your humanity, and your connection to saints, heroes,
the glory and might of the God-Emperor and the and the Emperor Himself.
Imperium of Man.
Build Points: 10
Litany of Hate Effect: If this Prayer is successful, then while the Prayer
You call upon your allies to summon their hatred of the remains in effect, you add +1/2 Rank to your
foes before them. Strength, and +1/2 Rank ED to any melee
attacks you make.
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Recitation of Focus Build Points: 10
You recite creeds that focus the minds of the faithful to Effect: If this Prayer is successful, you and all allies with
ensure their shots strike true. the Chaos keyword within 12m, gain +1/2 Rank
to Defence against ranged attacks while the
Build Points: 10 Prayer remains in effect.
Effect: If this Prayer is successful, you and all allies with
the Imperium keyword within 12m add +1/2 Litany of Despair
Rank bonus dice to ranged attacks while the You call upon the Dark Gods to offer your foes all
Prayer remains in effect. manner of whispered temptations, sapping their will to
fight.
Canticle of Hate
Bellowing your hatred of the foe, you lead your allies Build Points: 10
to the wholesale destruction of the enemy. Effect: If this Prayer is successful, all creatures without
the Chaos keyword within 12m, add +1/2 Rank
Build Points: 10 the DN of all Resolve tests while the Prayer
Effect: If this Prayer is successful, you and all allies with remains in effect.
the Imperium keyword within 12m of you may
add +1/2 Rank to Speed when charging until Omen of Potency
the end of your next turn. You begin to radiate the unbridled power of the Warp.

Prayers to the Dark Gods Build Points: 10


The Dark Apostles of Chaos have a singular connection Effect: If this Prayer is successful, then while the Prayer
with their deities. It is not for warrior glory nor for self- remains in effect, you gain +Rank bonus dice to
aggrandisement they fight, but for the furtherance of melee attacks you make, and you count all
their patron god’s cause – as such they can call upon melee weapons you wield as having AP -4.
the favour of the Ruinous Powers to lend them
Warp-sight Plea
strength at a critical moment.
You entreat your dark masters to guide your followers’
Prayers to the Dark Gods may only be selected by aim, granting their shots unerring accuracy.
Priests with the Chaos keyword. They are most
Build Points: 10
commonly used by Dark Apostles of the Heretic
Effect: If this Prayer is successful, then while the Prayer
Astartes, Cult Leaders, and other perfidious wretches
remains in effect, you and all allies with the
devoted to the Ruinous Powers and the downfall of the Chaos keyword within 12m add 1/2 Rank
Imperium. bonus dice to ranged attacks.
Each Prayer purchased from this list inflicts 1
Soultearer Portent
Corruption on a character. Further, if the Wrath die
Your flock strike at their victim’s very souls, the better
rolls a 1 when a Prayer is being Invoked, then the Priest
to release them from their mortal bonds as an offering
suffers 1 Mortal Wound, as the Dark Gods punish their
to the glory of Chaos.
devotee’s insolence.
Dark Zealotry Build Points: 10
Effect: If this Prayer is successful, then while the Prayer
All of your hatred, all of your spite, issues forth in a
remains in effect, you and all allies with the
vitriolic exhortation to destroy. Chaos keyword within 12m ad +1/2 Rank ED to
Build Points: 10 all melee attacks.
Effect: If this Prayer is successful, you and all allies with
the Chaos keyword within 12m of you may re- Illusory Supplication
roll up to Rank dice on melee attacks, while the Chanting un-words that would drive most mortals mad,
Prayer remains in effect. you bend and distort the fabric of reality, creating
shadowy doppelgängers of nearby allies.
Benediction of Darkness
Build Points: 10
As your words grow louder, inly blackness pours from
your eyes, forming a swirling mist around your allies.
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An Abundance of Apocrypha
Effect: If this Prayer is successful, then while the Prayer ongoing duration – once the effect has
remains in effect, you and all allies within 12m occurred, the Prayer is done.
add +Rank to their Defence.
Feculent Beseechment
Wrathful Entreaty You beg the Grandfather of Pestilence to bless your
Drawing blood from your palm, you request that the form with wondrous disease, every syllable expelling a
Lord of Skulls impart a measure of his furious strength cloud of flies.
to you.
Only Priests with the Nurgle keyword may purchase
Only Priests with the Khorne keyword may purchase this Prayer.
this Prayer.
Build Points: 10
Build Points: 10 Effect: If this Prayer is successful, then while the Prayer
Effect: If this Prayer is successful, then while the Prayer remains in effect, you add +1/2 Rank to your
remains in effect, you add +1/2 Rank to your Toughness.
Strength.
Blissful Devotion
Mutating Invocation You ask your beloved Prince of Pleasure to grant you
Speaking riddles, you bargain with the Master of Fate the unnatural swiftness of their daemonic children.
to make your flesh flow like liquid, unmaking the harm
dealt to you. Only Priests with the Slaanesh keyword may purchase
this Prayer.
Only Priests with the Tzeentch keyword may purchase
this Prayer. Build Points: 10
Effect: If this Prayer is successful, then while the Prayer
Build Points: 10 remains in effect, increase your Speed by
Effect: If this Prayer is successful, then you instantly +Rank when advancing or charging.
regain 1d3 Wounds. This Prayer has no

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New Psychic Powers
Sanctic Discipline <Grey Knights>
Each Grey Knight is an accomplished psyker, trained to channel his mental energies into protective wards and an array
of battle-sorceries. The mightiest Grey Knights of all can banish Daemons with but a touch, conjure psychic defences
to protect their allies and unleash the destructive power of the warp itself upon their foes.

Grey Knights psykers possess the Rites of Banishment power instead of Smite.

Creatures with the Daemon keyword may not Soak any Mortal Wounds inflicted by a Sanctic power.

Astral Aim Hammerhand


Point Cost: 20 Point Cost: 20
DN: 5 DN: 6
Activation: Action Activation: Action
Duration: 1 Round Duration: 1 Round
Range: 5m Range: 5m
Multi-Target: No Multi-Target: No
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Grey Knights Prerequisite: Psyker must have the Grey Knights
keyword. keyword.
Effect: The psyker reaches to the minds of his Effect: Focusing the raging power of his mind,
battle-brothers, guiding their aim to the the psyker augments the strength of his
chosen target. The psyker, and all allies within comrades to the point where they can crush
5m, may make ranged attacks against enemies flesh and bone with a single blow. The psyker,
they cannot see, and ignore any bonuses to and all allies within 5m, add +1ED to the
Defence from cover on those ranged attacks, damage of all melee attacks they make until
until the start of your next turn. the start of the psyker’s next turn.
Potency: [2] +1d bonus to ranged attacks Potency: [2] +1ED to damage.
[3] +5m range. [3] +5m range.

Gate of Infinity Purge Soul


Point Cost: 20 Point Cost: 15
DN: 6 DN: Target’s Resolve
Activation: Full Action Activation: Action
Duration: Instant Duration: Instant
Range: 500m Range: 25m
Multi-Target: No Multi-Target: Yes
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Grey Knights Prerequisite: Psyker must have the Grey Knights
keyword. keyword.
Effect: The psyker punches a corridor through Effect: The psyker draws upon all of his
the roiling immaterium, allowing him to cross willpower to purge the evil of his foes’ souls,
great distances in the blink of an eye. The scouring every trace of corruption even if it
psyker, and all allies within 5m immediately destroys them in the process. The psyker
vanish, and reappear anywhere within range, targets one enemy with a psychic ranged
which must also be more than 20m from an attack. If hit, the target suffers 1 Mortal Wound
enemy. and is staggered until the start of its next turn.
Potency: [3] +500m range. Potency: [1] +1 Mortal Wound.

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Vortex of Doom
Rites of Banishment Point Cost: 30
Point Cost: 0 (10 if buying this power separately) DN: 8
DN: Target’s Defence Activation: Full Action
Activation: Action Duration: 1 Round
Duration: Instant Range: 25m
Range: 25m Multi-Target: No
Multi-Target: Yes Keywords: Psychic
Keywords: Psychic Prerequisite: Psyker must have the Grey Knights
Prerequisite: Psyker must have the Grey Knights keyword.
keyword. Effect: The psyker tears a rift between
Effect: The psyker utters prayers and litanies realspace and the Warp, condemning his foes
of detestation and antipathy, which sever the to oblivion. The power affects all creatures in a
bonds holding Daemons to the material Medium Blast, dragging them into a howling
universe, banishing them to the roiling vortex. Every creature within the area suffers
hellscape from whence they came. The psyker 1d3 Mortal Wounds.
targets one enemy with a psychic ranged Potency: [2] +1 Mortal Wound per target.
attack. If hit, the target suffers 1d3 Mortal *[2] Increase the area of effect to a
Wounds, or 1d3+3 Mortal Wounds if they have Large Blast.
the Daemon keyword. *[2] Time to activate reduced to an
Potency: [2] +1 Mortal Wound. Action.

Sanctuary
Point Cost: 25
DN: 6
Activation: Action
Duration: 1 Round
Range: 5m
Multi-Target: No
Keywords: Psychic
Prerequisite: Psyker must have the Grey Knights
keyword.
Effect: Chanting words of warding, the psyker
creates a zone of light around him that can
protect him from harm and repel daemonic
creatures. The psyker, and all allies within 5m,
add +1d to all Soak tests, may Soak Mortal
Wounds, and do not suffer Shock when they
Soak damage, until the start of next turn.
Further, creatures with the Daemon keyword
treat the area within range of the psyker as
difficult terrain until the start of your next turn.
Potency: [2] +1d to Soak rolls
[3] +5m range.

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Librarius Discipline <Adeptus Astartes>
Space Marine Librarians are wise and powerful psykers, voices of reason and authority within their Chapters as much
as they are deadly foes upon the battlefield. In the heat of combat, they harness their surging psychic energy, erecting
psycho-kinetic shields before their allies or summoning storms of aetheric energy to sear the flesh from their foes.

Fury of the Ancients Null Zone


Point Cost: 15 Point Cost: 30
DN: 7 DN: 8
Activation: Action Activation: Full Action
Duration: Instant Duration: Sustained
Range: Special; see below Range: 12m
Multi-Target: No Multi-Target: No
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Adeptus Astartes Prerequisite: Psyker must have the Adeptus Astartes
keyword. keyword.
Effect: Calling upon the myths and legends of Effect: The psyker unleashes the full might of
his Chapter’s homeworld, the Librarian sends his mind to cast down his opponent’s defences,
forth a terrifying monstrosity wrought from both technological and mystical. While this
psychic energy. If successful, roll a number of power remains in effect, enemies within range
d6 equal to the psyker’s Willpower. This power of the psyker may not attempt to Soak and
projects a monstrous psychic projection two increase the DN for all Psychic Mastery tests by
metres wide in a straight line which extends +4. This power is taxing to sustain, so the
out a number of metres equal to the total psyker suffers 1 Shock each turn they sustain
rolled. Any enemy touched by the projection the power.
suffers 1d3 Mortal Wounds. Potency: [2] +6m range.
Potency: [2] +1 Mortal Wound per target. *[2] Time to activate reduced to an
[2] Increase the range by +1d6. Action.

Might of Heroes Psychic Fortress


Point Cost: 20 Point Cost: 15
DN: 6 DN: 5
Activation: Action Activation: Action
Duration: 1 Combat Duration: Sustained
Range: 25m Range: 35m
Multi-Target: No Multi-Target: Yes
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Adeptus Astartes Prerequisite: Psyker must have the Adeptus Astartes
keyword. keyword.
Effect: The psyker cages the immense power Effect: Drawing on boundless reserves of
of the immaterium within his physical form and inner strength, the psyker shields his battle-
becomes the Emperor’s vengeance given flesh. brothers from mortal fears and the threat of
If successful, select an ally with the Adeptus sorcerous assault. If successful, select an ally
Astartes keyword (which may include yourself) within range. That ally will automatically
within range. While the power remains in succeed at all Resolve tests and are immune to
effect, the chosen character increases his fear, terror, and intimidation-based Interaction
Strength and Toughness by +4, and he ignores attacks. Further, each time the ally Soaks to
up to 4 points of DN increase for taking the resist damage from a psychic power, they gain
Multi-Attack or Multi-Action options. bonus dice equal to your Psychic Mastery, and
Potency: [2] Bonuses to Strength, Toughness, may Soak Mortal Wounds.
and DN reduction increase by +1. Potency: [2] +5m range.
*[2] The target is also automatically
successful on Conviction tests.

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Psychic Scourge Veil of Time
Point Cost: 15 Point Cost: 20
DN: Target’s Resolve DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: Instant
Range: 35m Range: 35m
Multi-Target: Yes Multi-Target: Yes
Keywords: Telepathy, Psychic Keywords: Psychic
Prerequisite: Psyker must have the Adeptus Astartes Prerequisite: Psyker must have the Adeptus Astartes
keyword. keyword.
Effect: The psyker pits his superhuman Effect: The psyker projects their will beyond
willpower against that of his enemies in a the regular passage of time, taking in the
battle of mental fortitude, seeking to destroy strands of fate before returning to the present
their minds in a burst of psychic fury. The to sway the tide of battle. If successful, select
psyker targets one enemy with a psychic an ally within range. That ally increases their
ranged attack. If hit, the target suffers 1d3 Speed by +2 when charging, advancing, or
Mortal Wounds. running. In addition, it does not cost Glory for
Potency: [1] +1 Mortal Wound. that ally to Seize the Initiative.
Potency: [2] Bonus to Speed increases by +1

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Sanguinary Discipline <Blood Angels>
The Librarians of the Blood Angels combine the deadly energies of the warp with the slivers of rage and bloodlust that
lurk deep within their own psyches. They can manipulate the minds, bodies and souls of those around them with a
mere thought or conjure golden barriers and bloody weapons from thin air through sheer force of will.

Blood Boil Shield of Sanguinius


Point Cost: 20 Point Cost: 15
DN: Target’s Toughness DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: 1 Round
Range: 12m Range: 25m
Multi-Target: Yes Multi-Target: Yes
Keywords: Psychic Keywords: Telekinesis, Psychic
Prerequisite: Psyker must have the Blood Angels Prerequisite: Psyker must have the Blood Angels
keyword. keyword.
Effect: The Librarian drives his enemy’s Effect: The Librarian wills a shimmering
lifeblood into a seething frenzy, causing it to golden barrier into existence, shielding his
boil in the victim’s veins a split-second before brothers from harm. If manifested, choose an
bursting from every pore with explosive force. ally within range. While this power remains in
The psyker targets an enemy with a psychic effect, the affected ally gains +1 Defence, +1
ranged attack. If hit, the target suffers 1d3 Resilience, and may Soak Mortal Wounds.
Mortal Wounds and 1d6 Shock. Potency: [2] Bonus to Defence increases by +1
Potency: [2] +1 Mortal Wound. [1] Bonus to Resilience increases by +1
[1] +1 Shock.
The Blood Lance
Quickening Point Cost: 20
Point Cost: 25 DN: 6
DN: 7 Activation: Action
Activation: Action Duration: Instant
Duration: 1 Battle Range: 25m
Range: Self Multi-Target: No
Multi-Target: No Keywords: Psychic
Keywords: Psychic Prerequisite: Psyker must have the Blood Angels
Prerequisite: Psyker must have the Blood Angels keyword.
keyword. Effect: The Librarian conjures a mighty lance,
Effect: The Librarian channels his psychic infused with his innermost rage. Hefting this
might and the deadly powers of the empyric projectile, the Librarian hurls it with all
immaterium flow through him, heightening his of his psychokinetic might, sending it hurtling
speed and lethality. While this power remains through the enemy ranks to maim and impale.
in effect, the psyker’s Speed is increased by +3, This is a psychic ranged attack, which hits all
and he ignores up to 2 points of DN increase enemies along a straight line 25m long and 1m
when making a Multi-Attack or Multi-Action. wide, running from the psyker. Each enemy
Potency: [2] Bonus to Speed increases by +1 along this line suffers 1d3 mortal wounds and
[3] DN reduction for Multi-Attack and is staggered.
Multi-Action increased by 2. Potency: [2] +1 Mortal Wound.

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Unleash Rage Wings of Sanguinius
Point Cost: 20 Point Cost: 10
DN: 6 DN: 5
Activation: Action Activation: Action
Duration: Instant Duration: Sustained
Range: 25m Range: Self
Multi-Target: Yes Multi-Target: No
Keywords: Telepathy, Psychic Keywords: Psychic
Prerequisite: Psyker must have the Adeptus Astartes Prerequisite: Psyker must have the Blood Angels
keyword. keyword.
Effect: The Librarian reaches into the minds of Effect: Blood-red wings of psychic energy
his fellows and stokes the fires of anger lurking spring from the back of the Librarian, allowing
in their psyches, pushing them into a frenzied him to soar across the battlefield like an
rage. If successful, select an Adeptus Astartes avenging angel. The psyker gains the ability to
ally who has Blood Angels geneseed. That ally fly, with a speed equal to his normal speed plus
immediately becomes frenzied. his Psychic Mastery skill. He may immediately
Potency: [1] The affected ally adds +1d to all move as part of the action used to manifest
Weapon Skill tests while frenzied. this psychic power.
[2] The affected ally adds +1ED to Potency: [2] Flying Speed increases by +1
melee attacks while frenzied.

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Interromancy Discipline <Dark Angels>
In order to aid the Interrogator-Chaplains in their cruel labours, the Librarians of the Dark Angels have mastered a
sinister and invasive form of telepathy. Few sensations are more horrific for a victim than the insidious slither of the
Librarian’s thoughts as they writhe through the gaps in his mental defences, flaying and twisting his psyche at will.

Aversion Keywords: Telepathy, Psychic


Point Cost: 10 Prerequisite: Psyker must have the Dark Angels
DN: 6 keyword.
Activation: Action Effect: The Librarian scourges the mind of his
Duration: 1 Round foe, dragging out every memory that makes
Range: 50m them who they are and reducing them to
Multi-Target: No hollow shells of what they once were. The
Keywords: Telepathy, Psychic psyker must win at an opposed Willpower test
Prerequisite: Psyker must have the Dark Angels against the target; if the power is successful,
keyword. the target’s mind goes entirely blank, and they
Effect: The librarian sends waves of cold fear count all their skills as having a rating of 0 for
washing outwards. The foe finds themselves as long as the power remains in effect. This
unable to focus upon the psyker, their power is somewhat taxing to maintain, so the
subconscious screaming at them to look away psyker suffers 1 Shock for each round it is
for fear of what they will see. The power sustained.
affects all creatures in a Medium Blast within Potency: [1] The target also suffers 1 Shock.
range. Affected targets are Hindered until the
start of the Librarian’s next turn. Mindworm
Potency: [2] Increase Hindered effect by +1. Point Cost: 20
*[2] Increase the area of effect to a DN: Target’s Willpower
Large Blast. Activation: Action
Duration: Instant
Engulfing Fear Range: 25m
Point Cost: 15 Multi-Target: Yes
DN: 6 Keywords: Telepathy, Psychic
Activation: Action Prerequisite: Psyker must have the Dark Angels
Duration: Sustained keyword.
Range: 12m Effect: The Librarian burrows his
Multi-Target: No consciousness into the screaming victim’s
Keywords: Telepathy, Psychic brain, ripping free secrets in a spray of gore. If
Prerequisite: Psyker must have the Dark Angels successfully manifested, the power inflicts 1
keyword. Mortal Wound and 1d3 Shock to the target,
Effect: The Librarian inveigles his way into the and the psyker gains the answer to one
minds of his foes. Subtly, he twists and question, in the form of memories, images, or
heightens their fears. While this power other experiences from the target’s mind. In
remains in effect, all enemies within range addition, if the target has not yet acted this
treat all 6s on Resolve tests as 1s. round, they may not take a turn until after all
Potency: *[2] Enemies within range must also other characters in the scene have acted; if
take a Fear test (DN 5), treating the Librarian as they have acted this round, then they will act
the source of their fear. last during the next round instead.
Potency: [2] +1 Mortal Wound.
Mind Wipe [1] +1 Shock.
Point Cost: 20 [2] The target answers one additional
DN: Target’s Willpower (Opposed) question.
Activation: Full Action
Duration: Sustained
Range: 35m
Multi-Target: No

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Righteous Repugnance Trephination
Point Cost: 20 Point Cost: 15
DN: 7 DN: Target’s Resolve
Activation: Action Activation: Action
Duration: 1 Round Duration: Instant
Range: 25m Range: 25m
Multi-Target: Yes Multi-Target: Yes
Keywords: Telepathy, Psychic Keywords: Telepathy, Psychic
Prerequisite: Psyker must have the Dark Angels Prerequisite: Psyker must have the Dark Angels
keyword. keyword.
Effect: Reaching into the minds of his Effect: The Librarian gathers his thoughts into
brothers, the Librarian stokes the fires of their a white-hot spike to plunge straight into his
hate, and the Dark Angels respond with a surge victim’s mind, leaving the foe’s brain matter
of cold, furious violence. If manifested, pick an dribbling from their ears. The psyker targets
ally with Dark Angels geneseed within range. one enemy with a psychic ranged attack. If hit,
Until the start of your next turn, the chosen ally the target suffers 1 Mortal Wound and is
may re-roll all failures on melee attacks and exhausted until the start of its next turn.
melee damage rolls. Potency: [1] +1 Mortal Wound.
Potency: [1] Chosen ally also receives +1d on
melee attacks while under the power’s effect.

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An Abundance of Apocrypha
Tempestas Discipline <Space Wolves>
The elemental powers unleashed by the Rune Priests of the Space Wolves blast their enemies with the fury of the
storm, take the form of creatures from legend that fight alongside the shamans, or shroud the Sons of Russ in a cloak
of roiling clouds.

Fury of the Wolf Spirits Living Lightning


Point Cost: 10 Point Cost: 15
DN: 7 DN: 6
Activation: Action Activation: Action
Duration: 1 Round Duration: Instant
Range: Self Range: 35m
Multi-Target: No Multi-Target: No
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Space Wolves Prerequisite: Psyker must have the Space Wolves
keyword. keyword.
Effect: Invoking the spirits of Freki the Fierce Effect: Sentient electricity crackles amid the
and Geri and Cunning, the Rune Priest sets the brooding skies above as the Rune Priest calls
charcoal-black phantasms upon their foes. The forth the elements to smite his foes. At the
psyker creates a melee weapon with the psyker’s command, lightning arcs into the
following profile: Damage 12+2ED, AP -3, ranks of the enemy, leaving a trail of blackened
Range 3m (M), Force, Spread. The psyker then corpses in its wake. The psyker targets the
immediately makes a melee attack with that nearest enemy within range with a psychic
weapon as part of this action. ranged attack, inflicting 1d3 Mortal Wounds. If
Potency: [1] Reduce the penalty for making a the target is reduced to 0 Wounds by this, then
multi-attack with the summoned weapon by 2. the nearest enemy within 35m to the previous
[1] Add +1ED to the weapon. target also suffers 1d3 Mortal Wounds. If they
in turn are reduced to 0 Wounds, then the next
Jaws of the World Wolf nearest enemy within 35m to them is affected,
Point Cost: 20 and so on until an enemy suffers Mortal
DN: 7 Wounds from this power but is not reduced to
Activation: Full Action 0 Wounds or there are no enemies remaining
Duration: Instant within range.
Range: 35m Potency: [1] +1 Mortal Wound.
Multi-Target: No
Keywords: Psychic
Prerequisite: Psyker must have the Space Wolves
keyword.
Effect: The Rune Priest implores the spirit of
the world upon which he walks to open its
rock-fanged maw, and a chasm cracks open
under the feet of his chosen enemy, sending
them tumbling to their death below. The
power affects all creatures in a Medium Blast
within range. Affected targets must make an
Agility test (DN 5) or suffer 1d6 Mortal Wounds
and be knocked prone.
Potency: [2] +1 Mortal Wound.
[1] +1 DN to Agility test.
*[2] Affected area is a Large Blast.

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An Abundance of Apocrypha
Murderous Hurricane Tempest’s Wrath
Point Cost: 10 Point Cost: 10
DN: 5 DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: 1 Round
Range: 35m Range: 50m
Multi-Target: No Multi-Target: No
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Space Wolves Prerequisite: Psyker must have the Space Wolves
keyword. keyword.
Effect: The Rune Priest bellows an ancient Effect: The Rune Priest brings the rage of the
curse, and within moments his foes are all but storm to a roaring crescendo, frost-fingered
consumed in a hurricane of freezing shards, a wind spirits whipping at his enemies, tearing at
thousand blades of psychically formed ice their eyes and snatching weapons from hands.
plunging into their flesh. The power affects all The power affects all creatures in a Medium
creatures in a Medium Blast within range. Roll Blast within range. Enemies affected are
1d6 for each enemy affected: for each roll of a Hindered (2) until the start of the psyker’s next
6, that enemy takes 1 Mortal Wound and is turn.
Vulnerable until the start of the psyker’s next Potency: [1] +1 to Hindered effect.
turn. *[2] Affected area is a Large Blast.
Potency: [2] Enemies suffer 1d3 Mortal Wounds
instead of 1.
[1] +1 to Vulnerable effect.
*[2] Affected area is a Large Blast.

Storm Caller
Point Cost: 20
DN: 8
Activation: Full Action
Duration: Sustained
Range: 25m
Multi-Target: Yes
Keywords: Psychic
Prerequisite: Psyker must have the Space Wolves
keyword.
Effect: The Rune Priest chants and ancient rite
that builds into a terrifying howl. Roaring winds
and furious blizzards rage about him in a vortex
of ice and snow that obscures him from sight.
The psyker, and all allies within range, add +2
to their Defence due to the wind and snow that
surrounds them.
Potency: [1] +1 Defence.
*[1] Enemies within the power’s range
count as in difficult terrain.

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An Abundance of Apocrypha
Psykana Discipline <Adeptus Astra Telepathica>
The Savants-Militant of the Adeptus Astra Telepathica perform a variety of battlefield roles, but each one is a deadly
tool of war. Whether channelling the energies of the warp to protect and embolden their allies, or to confound and
destroy the foe, each commands power capable of turning the tide of battle.

Gaze of the Emperor Nightshroud


Point Cost: 10 Point Cost: 10
DN: 6 DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: Sustained
Range: Special; see below. Range: 25m
Multi-Target: No Multi-Target: No
Keywords: Psychic Keywords: Psychic
Prerequisite: Psyker must have the Adeptus Astra Prerequisite: Psyker must have the Adeptus Astra
Telepathica keyword. Telepathica keyword.
Effect: The psyker cages the immense power Effect: Calling on the power of the empyrean,
of the immaterium within his physical form, the psyker cloaks their allies in a flowing
and his eyes blaze with the Emperor’s vengeful curtain of shadow, concealing them from the
fury. Roll a number of d6 equal to the psyker’s enemy. Select a number of allies equal to your
Willpower: this is the power’s range. Draw a Willpower within range. While this power
straight line 1m wide from the psyker to the remains in effect, affected allies add +1 to their
power’s range. Any enemy touched by this line Defence against ranged attacks.
suffers a Mortal Wound. Potency: [2] +1 Defence.
Potency: [2] +1 Mortal Wound. [1] +1 affected ally.
[1] +1d6 to range.
Psychic Barrier
Mental Fortitude Point Cost: 10
Point Cost: 10 DN: 6
DN: 4 Activation: Action
Activation: Action Duration: Sustained
Duration: Sustained Range: 25m
Range: 25m Multi-Target: No
Multi-Target: No Keywords: Telekinesis, Psychic
Keywords: Psychic Prerequisite: Psyker must have the Adeptus Astra
Prerequisite: Psyker must have the Adeptus Astra Telepathica keyword.
Telepathica keyword. Effect: The psyker weaves an aegis of pure
Effect: Drawing on boundless reserves of psychic energy around their allies, against
inner strength, the psyker wards their allies’ which enemy fire sparks and spatters
minds from mortal fears. Select a number of harmlessly. Select a number of allies equal to
allies equal to your Willpower within range. your Willpower within range. While this power
While this power remains in effect, affected remains in effect, affected allies add +2 to
allies automatically pass all Resolve tests and Resilience.
are immune to fear, terror, and intimidation- Potency: [1] +1 Resilience.
based Interaction attacks. [1] +1 affected ally.
Potency: [2] Affected allies also automatically
pass Conviction tests.
[1] +1 affected ally.

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Psychic Maelstrom Terrifying Visions
Point Cost: 15 Point Cost: 10
DN: 7 DN: 7
Activation: Full Action Activation: Action
Duration: Sustained Duration: Sustained
Range: 35m Range: 35m
Multi-Target: No Multi-Target: No
Keywords: Telekinesis, Psychic Keywords: Telepathy, Psychic
Prerequisite: Psyker must have the Adeptus Astra Prerequisite: Psyker must have the Adeptus Astra
Telepathica keyword. Telepathica keyword.
Effect: The psyker unleashes the full might of Effect: The psyker fills their enemies’ minds
their mind, summoning a roiling psychic with nightmarish images and visions of
tempest that envelops their foes, lifting them torment, seeking to unman them and make
from the ground and wrenching them about them prone to panic. This power affects all
like a ragdoll. This power affects all enemies in enemies in a Medium Blast within range.
a Medium Blast within range. Affected Affected creatures reduce their Resolve by 2.
creatures must pass a Toughness test (DN 5) or Potency: [2] The affected area is a Large Blast.
be knocked prone and suffer 1d3 Mortal [2] -1 Resolve
Wounds. Creatures who remain within the
area at the beginning of the second or
subsequent turn of this power’s effect must
attempt the Toughness Test again or suffer the
same effect.
Potency: [2] The affected area is a Large Blast.
[2] +1 Mortal Wound.
*[1] Targets are also staggered if they
fail the Toughness test

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An Abundance of Apocrypha
Dark Hereticus Discipline <Heretic Astartes>
Chaos Space Marine psykers open their minds fully to the horrors of the warp, drawing immense power from this
nightmare dimension to rip apart their enemies and infuse their allies with strength. Only those already inured to the
maddening taint of Chaos can wield such raw power without losing all remnants of sanity.

Death Hex Gift of Chaos


Point Cost: 20 Point Cost: 25
DN: 8 DN: Target’s Toughness
Activation: Action Activation: Action
Duration: 1 Round Duration: Instant
Range: 25m Range: 12m
Multi-Target: No Multi-Target: No
Keywords: Chaos, Psychic Keywords: Chaos, Psychic
Prerequisite: Psyker must have the Heretic Astartes Prerequisite: Psyker must have the Heretic Astartes
and Chaos keywords and Chaos keywords
Effect: The Sorcerer places a dire hex upon his Effect: As the power of the warp surges
foes. Wards and shields flicker and fail, leaving through the psyker’s victim, bones snap and
the foe exposed. The power affects all enemies flesh rips as a new form takes shape. This
in a Medium Blast within range. Affected power targets a single character within range.
enemies may not Soak until the start of the The target suffers 1d3+3 Mortal Wounds, and
Sorcerer’s next turn. an equal number of Corruption points. If the
Potency: *[1] The area affected is a Large Blast. target is reduced to 0 wounds by this power
[1] -1 Resilience to the affected and subsequently dies, the target mutates into
enemies. a Chaos Spawn instead of dying.
Potency: [2] +1 Mortal Wound and +1
Infernal Gaze Corruption.
Point Cost: 15
DN: 5 Prescience
Activation: Action Point Cost: 15
Duration: Instant DN: 7
Range: 35m Activation: Full Action
Multi-Target: Yes Duration: Sustained
Keywords: Chaos, Psychic Range: 35m
Prerequisite: Psyker must have the Heretic Astartes Multi-Target: No
and Chaos keywords Keywords: Chaos, Psychic
Effect: Unholy power streams from the Prerequisite: Psyker must have the Heretic Astartes
Sorcerer’s eyes, charring and melting and Chaos keywords
everything caught in its path. Roll three dice; Effect: By focusing his warp-sight, the psyker
for each Icon rolled, the target suffers 1 Mortal can guide the aim of his allies, bringing a swift
Wound. and merciless death to their foes. Select a
Potency: [1] +1 die rolled. number of allies with the Chaos keyword
within range equal to your Willpower. Affected
allies add +2d to all attacks they make while
the power remains in effect. The psyker gains
1 Shock each round this is sustained.
Potency: *[2] Double the number of affected
allies
[1] Increase the bonus to attacks by
+1d.

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An Abundance of Apocrypha
Diabolic Strength Select a number of allies with the Tzeentch
Point Cost: 15 keyword within range equal to your Willpower.
DN: 6 Until the start of the psyker’s next turn, the
Activation: Action affected allies add +2 to their Resilience and
Duration: Sustained may Soak Mortal Wounds.
Range: 25m Potency: *[2] Double the number of affected
Multi-Target: No allies
Keywords: Chaos, Psychic [1] +1 Resilience
Prerequisite: Psyker must have the Heretic Astartes [1] +1d on Soak rolls.
and Chaos keywords
Effect: The unholy energies of Chaos course Miasma of Pestilence
through the recipient, swelling their frame Point Cost: 15
with the strength to tear tanks asunder. Select DN: 6
an ally with the Chaos keyword within range. Activation: Action
The ally’s Strength is increased by +4, and they Duration: 1 Round
receive +2d on melee attacks, while this power Range: 35m
remains in effect. Multi-Target: No
Potency: [1] +1 Strength Keywords: Chaos, Nurgle, Psychic
[1] +1ED to the affected ally’s melee Prerequisite: Psyker must have the Heretic Astartes
damage. and Nurgle keywords
Effect: As the Sorcerer chants in a phlegm-
Warptime choked drone, a dark cloud of filth and flies
Point Cost: 20 shrouds his allies from view. Select a number
DN: 6 of allies with the Nurgle keyword within range
Activation: Action equal to your Willpower. The affected allies
Duration: Instant count as in Cover, adding +2 to their Defence,
Range: 5m until the start of the psyker’s next turn.
Multi-Target: No Potency: *[2] Double the number of affected
Keywords: Chaos, Psychic allies
Prerequisite: Psyker must have the Heretic Astartes
and Chaos keywords Delightful Agonies
Effect: The power of the immaterium bursts Point Cost: 15
from the Sorcerer, warping time and DN: 6
heightening the speed of his allies. The Activation: Action
Sorcerer, and all allies with the Chaos keyword Duration: 1 Round
within range, may immediately move up to Range: 35m
their Speed. Multi-Target: No
Potency: [1] +1 Speed to all affected characters. Keywords: Chaos, Slaanesh, Psychic
Prerequisite: Psyker must have the Heretic Astartes
Weaver of Fates and Slaanesh keywords
Point Cost: 15 Effect: Those whose minds are touched by the
DN: 6 Sorcerer’s caress are wracked by waves of
Activation: Action exquisite pain, and the real injuries of battle
Duration: 1 Round are trivial by comparison. Select a number of
Range: 35m allies with the Slaanesh keyword within range
Multi-Target: No equal to your Willpower. Until the start of the
Keywords: Chaos, Tzeentch, Psychic psyker’s next turn, the affected allies do not
Prerequisite: Psyker must have the Heretic Astartes need to pay Shock in order to Soak, and may
and Tzeentch keywords Soak Mortal Wounds.
Effect: The Sorcerer traces the skeins of the Potency: *[2] Double the number of affected
future to see the fates of battle. Forewarned of allies
imminent danger, warriors dodge bullets and [1] +1 Resilience
blades with seemingly supernatural reflexes. [1] +1d on Soak rolls.

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Runes of Fate Discipline <Asuryani Farseers>
The mightiest of those who walk the Witch Path are able to perceive and influence the warp and weft of fate itself,
manipulating events by discerning possible futures and the most effective ways to create or avoid them. That is not to
say that they lack other, more visceral powers… indeed, a Farseer’s wrath in battle is something that few can
withstand.

Asuryani Farseers using Runes of Fate powers may re-roll up to one 1 on a Wrath Dice in any Psychic test they make.
However, if they suffer Perils of the Warp, they must roll two dice and keep the highest for the first digit of the d66
roll.

Doom subsequent turns, immediately take 7+3ED


Point Cost: 25 damage with an AP of -2 and the Agonizing, Arc
DN: 7 (2) and Warp Weapon traits.
Activation: Action Potency: *[1] The area affected is a Very Large
Duration: 1 Round Blast.
Range: 50m [1] +1ED to all attacks against the
Multi-Target: No affected enemies.
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari and Executioner
Farseer keywords. Point Cost: 30
Effect: With a simple manipulation of that DN: 7
which is to come, the Farseer grants a Activation: Action
darkened fate to a chosen foe. While this Duration: Instant
shadow rests upon the enemy’s soul, death Range: 35m
seeks them out above all others, and each blow Multi-Target: Yes
or shot that comes their way is rendered Keywords: Aeldari, Psychic
inescapably deadly. The power affects all Prerequisite: Psyker must have the Aeldari and
enemies in a Medium Blast within range. All Farseer keywords.
attacks made against the affected enemies Effect: The Farseer summons an astral
gain +3ED and may re-roll any failures. doppelgänger and unleashes it upon the foe.
Potency: *[1] The area affected is a Large Blast. This vengeful apparition carves a path through
[1] +1ED to all attacks against the the enemy’s ranks, each kill spurring it on as it
affected enemies. rips apart flesh in a blaze of psychic energy. The
nearest enemy within range immediately takes
Eldritch Storm damage as if struck by the psyker in melee
Point Cost: 30 (using a melee weapon of the psyker’s choice).
DN: 7 If that enemy is reduced to 0 Wounds, then the
Activation: Full Action nearest enemy within 5m of the previous
Duration: Sustained target suffers that hit as well, and if they are
Range: 50m reduced to 0 Wounds too, then the next
Multi-Target: No nearest enemy within 5m suffers that hit also,
Keywords: Aeldari, Telekinetic, Psychic and so on until there are no enemies left within
Prerequisite: Psyker must have the Aeldari and 5m of the last kill, an enemy is hit but not killed,
Farseer keywords. or a number of hits has been inflicted equal to
Effect: The Farseer summons a swirling the psyker’s Willpower.
corona of energy that assails the foe with bolts Potency: [1] +1ED to each hit.
of lightning and psychic shockwaves. Entire
platoons are devastated beneath the
onslaught of the roiling tempest as the Farseer
channels more and more power into their
storm of destruction. The power affects all
enemies in a Large Blast within range. All
enemies within the affected area when the
power is used, and at the start of the Farseer’s
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Fortune Mindwar
Point Cost: 30 Point Cost: 25
DN: 7 DN: Target’s Willpower (opposed)
Activation: Action Activation: Full Action
Duration: 1 Round Duration: Sustained
Range: 50m Range: 35m
Multi-Target: No Multi-Target: No
Keywords: Aeldari, Psychic Keywords: Aeldari, Telepathy, Psychic
Prerequisite: Psyker must have the Aeldari and Prerequisite: Psyker must have the Aeldari and
Farseer keywords. Farseer keywords.
Effect: The Farseer scries possible futures to Effect: The Farseer reaches out to attack the
foresee imminent danger, then aids his allies in mind of an enemy in a desperate mental duel.
avoiding it. The terrors of the warp recoil from Foes find their thoughts invaded by the
the Farseer’s mind, while shots pass through crushing presence of their invader, whose
thin air where Asuryani warriors stood a ancient and inscrutable will triggers cascades
moment before. Select a number of allies of psychosomatic trauma and crushes the
equal to twice Willpower within range. Until victim’s personality with terrifying ease. The
the start of the Farseer’s next turn, the Farseer makes an opposed Willpower test
affected allies may Soak Mortal Wounds, and against the target when the power is used, and
add bonus dice equal to the Farseer’s Psychic at the start of each subsequent turn while the
Mastery on all rolls to Soak. Further, Soaking power is sustained; the Farseer may always
does not inflict Shock on the affected allies. add their Psychic Mastery ranks to this. If the
Potency: [1] +1d to all Soak rolls made by the Farseer wins an opposed test, then the target
affected allies. suffers 1d3 Mortal Wounds, and the Farseer
may choose to sustain the power. If the target
Guide wins the opposed test, the power’s effects end
Point Cost: 25 immediately.
DN: 7 Potency: [1] +1 Mortal Wound on each
Activation: Action successful opposed test.
Duration: 1 Round *[1] If the target has the Psyker
Range: 50m keyword, then a successful opposed test by the
Multi-Target: No Farseer means the enemy psyker loses the use
Keywords: Aeldari, Psychic of one of the psychic powers they know
Prerequisite: Psyker must have the Aeldari and (Farseer’s choice) until they next Regroup, in
Farseer keywords. addition to suffering Mortal Wounds.
Effect: The Farseer twists the strands of
destiny to their will, picking out targets from
amidst the swirling chaos of battle and guiding
the shots of their allies to where they might do
the most harm. Select a number of allies equal
to twice Willpower within range. Until the start
of the Farseer’s next turn, affected allies may
re-roll all failures on ranged attacks.
Potency: [1] +1d to the ranged attacks of
affected allies.

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Will of Asuryan
Point Cost: 20
DN: 5
Activation: Action
Duration: 1 Round
Range: 12m
Multi-Target: No
Keywords: Aeldari, Telepathy, Psychic
Prerequisite: Psyker must have the Aeldari and
Farseer keywords.
Effect: Sensing an approaching crux of
destiny, the Farseer summons the certainty
and confidence of ancient days. Doubt and fear
are washed away, and those nearby gain
impervious resolve from this indomitable aura.
All friendly characters with the Aeldari
keyword within range will automatically pass
all Resolve tests and are immune to fear,
terror, and intimidation-based Interaction
attacks until the start of the Farseer’s next
turn. In addition, the Farseer may Deny the
Witch as a free action in response to an enemy
psychic power once before their next turn.
Potency: *[2] Affected allies also automatically
pass Conviction tests.

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Runes of Shaping Discipline <Asuryani Bonesingers>
Bonesingers apply the psychic talents of the Aeldari in more creative ways than most, weaving telekinetic
manipulation, psychosonic harmonies, and aethyric resonance into something which is equal parts art and craft,
shaping the psychoreactive materials the Eldar use in their constructions with haunting melodies that are felt as much
as heard.

Asuryani Bonesingers using Runes of Shaping powers may re-roll up to one 1 on a Wrath Dice in any Psychic test they
make. However, if they suffer Perils of the Warp, they must roll two dice and keep the highest for the first digit of the
d66 roll.

Vaul’s Song ease, without the use of a gate. The Bonesinger


Point Cost: 10 vanishes and reappears a few moments later at
DN: 5 any point within range. The Bonesinger must
Activation: Action reappear standing on solid ground or another
Duration: Instant object sturdy enough to support their weight.
Range: 5m Potency: [1] The Bonesinger may bring along +1
Multi-Target: No (Yes for small items of technology) ally who is within 3m when the power is used.
Keywords: Aeldari, Psychic [2] Increase the range by 25m.
Prerequisite: Psyker must have the Aeldari keyword.
Effect: The Bonesinger invokes the Wraithtomb
psychosonic ringing of Vaul’s anvil, knitting Point Cost: 15
together wraithbone and psychoreactive DN: 7
crystal in moments. Select a single Aeldari Activation: Action
vehicle or wraith-construct within range. The Duration: Sustained
target regains 1d3+3 Wounds. Alternatively, Range: 10m
target one other pieces of Aeldari technology Multi-Target: No
within range: the device is repaired, and any Keywords: Aeldari, Psychic
malfunctions or jams are fixed instantly. Prerequisite: Psyker must have the Aeldari keyword.
Alternately, as a Full Action and increasing the Effect: The Bonesinger conjures and weaves a
DN to 9, target one Aeldari warship you are tangle of wraithvines, psychic constructs that
aboard: the ship regains 1 Wound or removes take the form of thorny tendrils which enwrap
one Critical Hit effect. themselves around the target. Though they
Potency: [1] +2 Wounds (vehicle or wraith- will not remain coherent without wraithbone
construct). or psychocrystal to make the structure
tangible, the vines are solid enough for the
Webway Step moment. This power targets a single creature,
Point Cost: 20 vehicle, or structure within range. If a creature
DN: 6 or vehicle, the target is restrained and hindered
Activation: Action (3) while the power remains in effect. If a
Duration: Instant structure is the target, then the wraithvines
Range: 25m wrap themselves around and into the structure
Multi-Target: No in a manner determined by the Bonesinger and
Keywords: Aeldari, Psychic the GM: it may seal over or force open doors,
Prerequisite: Psyker must have the Aeldari keyword ensnare and shut down automated defences,
and must be holding a Webway key to use this create a climbable surface, or something
power. similar.
Effect: The Bonesinger is highly attuned to the Potency: [1] +1 Hindered.
Webway, and can slip within its reaches with

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Runes of Fortune Discipline <Asuryani Psykers>
Those who walk the Path of the Seer can harness psychic energies to manifest a great many powers. Whilst their
effects can be subtle, when applied at the correct moment, Aeldari lives may be saved and fate turned to a more
favourable path.

Asuryani psykers may select powers from the Runes of Fortune, which count towards their limit of Minor Psykers.
Asuryani psykers using Runes of Shaping powers may re-roll up to one 1 on a Wrath Dice in any Psychic test they
make. However, if they suffer Perils of the Warp, they must roll two dice and keep the highest for the first digit of
the d66 roll.
Crushing Orb
Point Cost: 10
DN: Target’s Strength
Activation: Action
Duration: Instant
Range: 36m
Multi-Target: No
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari keyword.
Effect: The psyker crushes their foe in a sphere of a kinetic energy. The psyker targets a single enemy within
range with a psychic ranged attack, inflicting 1d3 Mortal Wounds and the restrained condition. If the target is
reduced to 0 Wounds by this, then the nearest enemy within 35m to the previous target also suffers 1d3
Mortal Wounds.
Potency: [1] +1 Mortal Wound.

Fateful Divergence
Point Cost: 10
DN: 4
Activation: Action
Duration: 1 Round
Range: 12m
Multi-Target: Yes
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari keyword.
Effect: Exerting their will upon destiny, the psyker shifts the paths of fate. The psyker selects a single ally
within range. Until the start of the psyker’s next turn, the target may re-roll a single die in any dice pool.
Potency: [1] The target may re-roll one additional die during this power’s effect.

Focus Will
Point Cost: 10
DN: 6
Activation: Action
Duration: 1 Round
Range: 12m
Multi-Target: No
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari keyword.
Effect: The psyker channels their mind to aid a fellow seer. The psyker selects a single Aeldari Psyker within
range. Whenever the target attempts a Psychic Mastery test before the end of their next turn, they may add
+1d to their test.
Potency: [1] The target may add an additional +1d to their Psychic Mastery test.

Ghostwalk
Point Cost: 10
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DN: 4
Activation: Action
Duration: 1 Round
Range: 12m
Multi-Target: No
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari keyword.
Effect: Channelling energies from their runes, the psyker imbues their allies with ethereal speed. The psyker
selects a number of allies within range equal to their Willpower. Until the end of the psyker’s next turn, the
targets increase their Speed by +2.
Potency: [1] Affect one additional target.
[2] The targets’ Speed is increased by a further +1.

Impair Senses
Point Cost: 10
DN: 6
Activation: Action
Duration: 1 Round
Range: 36m
Multi-Target: No
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari keyword.
Effect: The psyker dims the foe’s senses. The power affects all enemies in a Medium Blast within range. Until
the start of the psyker’s next turn, the affected enemies add +2DN to all Awareness tests and may only make
ranged attacks at the closest target.
Potency: *[1] The area affected is a Large Blast.
[1] An additional +1DN to the targets’ Awareness tests.

Witch Strike
Point Cost: 10
DN: 4
Activation: Action
Duration: Sustained
Range: Self
Multi-Target: No
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Aeldari keyword.
Effect: Focusing a still greater portion of their power into their weapon, each strike from the psyker blasts
foes with potent aetheric energies. Until the end of their next turn, the psyker adds +2ED to the damage of
one weapon they are wielding which has the Force trait.
Potency: [1] An additional +1ED.

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Phantasmancy Discipline <Harlequin Shadowseers>
The psychic abilities of the Shadowseers focus upon illusion and misdirection, the manipulation of fate and the turning
of the enemy’s mind upon itself with lethal consequences. So subtle are they that many foes do not even recognise
their peril.

Harlequin Shadowseers using Runes of Shaping powers may re-roll up to one 1 on a Wrath Dice in any Psychic test
they make. However, if they suffer Perils of the Warp, they must roll two dice and keep the highest for the first digit
of the d66 roll.

Fog of Dreams Shards of Light


Point Cost: 20 Point Cost: 20
DN: 6 DN: 7
Activation: Action Activation: Action
Duration: 1 Round Duration: 1 Round
Range: 35m Range: 35m
Multi-Target: No Multi-Target: No
Keywords: Aeldari, Telepathy, Psychic Keywords: Aeldari, Telepathy, Psychic
Prerequisite: Psyker must have the Harlequin Prerequisite: Psyker must have the Harlequin
keyword. keyword.
Effect: The Shadowseer sends forth their Effect: Blades of polychrome energy dazzle
consciousness like a creeping mist, baffling the the foe, inflicting horrific and disorienting
senses of the enemy. The power affects all psychosomatic wounds. The power affects all
enemies in a Medium Blast within range. All enemies in a Medium Blast within range. Each
attacks made by the affected enemies suffer +2 target suffers 1 Mortal Wound and is blinded
DN until the start of the Shadowseer’s next and pinned until the start of the psyker’s next
turn. turn.
Potency: *[1] The area affected is a Large Blast. Potency: *[1] The area affected is a Large Blast.
[1] DN penalty increases by +1. [1] +1 Mortal Wound per target.

Mirror of Minds Twilight Pathways


Point Cost: 25 Point Cost: 15
DN: 7 DN: 6
Activation: Action Activation: Action
Duration: 1 Round Duration: Instant
Range: 50m Range: 5m
Multi-Target: No Multi-Target: No
Keywords: Aeldari, Telepathy, Psychic Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Harlequin Prerequisite: Psyker must have the Harlequin
keyword. keyword.
Effect: A maddening clash of wills consumes Effect: Eerie half-lit tunnels blink into
the victim’s mind as reality falls away. Select an existence, opening new paths of manoeuvre
enemy within range, and both the psyker and and attack. The psyker and allies within range
the target roll 1d6. If the psyker rolls equal to may immediately move up to their speed.
or higher, then the target suffers 1 Mortal Potency: [1] +1 Speed to all affected characters.
Wound. Repeat this until either the target is
reduced to 0 Wounds or they roll higher than
the psyker.
Potency: [2] If the power reduces the target to 0
Wounds, select another target within 5m of
the first, and begin the process again. Each
target after the first requires this potency
option be selected again.

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Veil of Tears
Point Cost: 15
DN: 7
Activation: Action
Duration: 1 Round
Range: 35m
Multi-Target: No
Keywords: Aeldari, Telepathy, Psychic
Prerequisite: Psyker must have the Harlequin
keyword.
Effect: Sketching a gesture in the air, the
Shadowseer snatches the image of their allies
form the minds of their foes, hiding them from
sight. Select a number of allies equal to the
psyker’s Willpower within range. The affected
allies gain +2 Defence and +2d on Stealth tests.
Potency: [1] Affected allies gain +1d on Stealth
tests.
[1] Affected allies gain +1 Defence.

Webway Dance
Point Cost: 25
DN: 7
Activation: Action
Duration: 1 Round
Range: 12m
Multi-Target: No
Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Harlequin
keyword.
Effect: The veil between realspace and the
Webway grows thin, allowing Harlequins to
jink away from danger in directions that
shouldn’t exist, only to reappear unharmed
moments later. Until the start of the psyker’s
next turn, the psyker and any allies within
range may Soak without paying Shock.
Potency: *[2] Whenever an ally rolls to Soak,
they may move up to half their speed
afterwards.
*[2] Whenever an ally rolls to Soak,
they may use their Agility instead of their
Toughness for the roll.
[1] +1d on all Shock rolls for affected
characters.

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Revenant Discipline <Ynnari>
Amongst the Reborn, even those psykers who have honed their powers for centuries will find their abilities augmented
by the god of death.

Only Aeldari psykers with the Ynnari keyword may select these powers. Aeldari psykers using Revenant powers may
re-roll up to one 1 on a Wrath Dice in any Psychic test they make. However, if they suffer Perils of the Warp, they must
roll two dice and keep the highest for the first digit of the d66 roll.

Ancestor’s Grace Shield of Ynnead


Point Cost: 20 Point Cost: 20
DN: 5 DN: 7
Activation: Action Activation: Action
Duration: 1 Round Duration: 1 Round
Range: 12m Range: 10m
Multi-Target: No Multi-Target: No
Keywords: Aeldari, Psychic Keywords: Aeldari, Psychic
Prerequisite: Psyker must have the Ynnari keyword. Prerequisite: Psyker must have the Ynnari keyword.
Effect: Drawing upon the greatness that is the Effect: The psyker manifests a shield of
genetic and spiritual legacy of all Aeldari, the spiritual energy around their allies. The psyker
psyker bolsters their fellows. Select a number and all allies within range gain +2 Defence and
of allies with the Aeldari keyword equal to the +2 Resilience until the start of the psyker’s next
psyker’s Willpower within range. Until the start turn.
of psyker’s next turn, the affected Aeldari may Potency: [1] Affected allies gain +1 Resilience.
re-roll all 1s on any skill tests they attempt. [1] Affected allies gain +1 Defence.
Potency: *[2] Affect a number of allies up to
twice the psyker’s Willpower. Storm of Whispers
[1] Affected allies gain +1d on all skill Point Cost: 20
tests. DN: 6
Activation: Action
Gaze of Ynnead Duration: 1 Round
Point Cost: 20 Range: 12m
DN: 6 Multi-Target: No
Activation: Action Keywords: Aeldari, Telepathy, Psychic
Duration: Instant Prerequisite: Psyker must have the Ynnari keyword.
Range: 35m Effect: The psyker’s voice joins with those of
Multi-Target: Yes the dead to drive the foe insane. All enemies
Keywords: Aeldari, Psychic within range must make a Fear test (DN 5);
Prerequisite: Psyker must have the Ynnari keyword. enemies who fail this test suffer 1d3+1 Shock,
Effect: The psyker’s eyes blaze with fire as and 1 Mortal Wound if they suffer a
they channel the power of Ynnead. The psyker complication on their Fear Test.
targets one enemy with a psychic ranged Potency: [2] Fear test DN increased by +1
attack. If hit, the target suffers 1d3+2 Mortal [1] Shock inflicted increased by +1
Wounds.
Potency: [2] +1 Mortal Wound.

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Word of the Phoenix
Unbind Souls Point Cost: 15
Point Cost: 20 DN: 5
DN: 6 Activation: Action
Activation: Action Duration: Instant
Duration: Instant Range: 35m
Range: 35m Multi-Target: No
Multi-Target: No Keywords: Aeldari, Psychic
Keywords: Aeldari, Psychic Prerequisite: Psyker must have the Ynnari keyword.
Prerequisite: Psyker must have the Ynnari keyword. Effect: The psyker calls upon the rebirthing
Effect: The psyker reaches out with their energies of the mythical phoenix. The power
powers to weaken the bond between soul and affects one ally within range; that ally regains
body. The power affects all enemies in a 1d3 wounds. If the ally is on 0 wounds, they are
Medium Blast within range. All attacks made instead restored to 1 wound and become fully
against the affected enemies gain +1ED and conscious, as if they had rolled a 6 on their
may re-roll any failures. Defiance Check.
Potency: *[1] The area affected is a Large Blast. Potency: [1] +1 Wound healed.
[1] +1ED to all attacks against the
affected enemies.

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WAAAGH! Discipline <Orks>
Weirdboyz channel the power of the Waaagh! into glowing green blasts of psychic destruction, or else yoke those
roiling energies to create crude but spectacular results—if, that is, the attempt doesn’t cause their heads to explode
like they swallowed a stikkbomb.

‘Eadbanger Da Krunch
Point Cost: 20 Point Cost: 15
DN: 8 DN: 8
Activation: Action Activation: Action
Duration: Instant Duration: Instant
Range: 35m Range: 35m
Multi-Target: No Multi-Target: No
Keywords: Ork, Psychic Keywords: Ork, Psychic
Prerequisite: Psyker must have the Ork keyword. Prerequisite: Psyker must have the Ork keyword.
Effect: A bolt of raw power erupts from the Effect: Green energies erupt form the
Weirdboy’s forehead and rockets across the Weirdboy’s eyes, ears, nose, and mouth, and
battlefield, causing the head of the first coalesce into a roiling cloud above the enemy.
unfortunate victim caught in its path to That cloud then solidifies into the vast green
explode in a shower of brains and gore. This foot of Gork (or Mork) himself, which
power targets the closest enemy, who must commences to stamp down upon the foe. This
pass a Toughness test (DN 3) or reduced to 0 power affects all enemies in a Medium blast
Wounds immediately. within range. Affected enemies take 1d3
Potency: [1] +1 DN to the target’s Toughness Mortal Wounds and are knocked prone. Foes
test. who were already prone become staggered as
well. Then, roll a d6: on a roll of a 6, repeat the
Da Jump power’s effects as the foot stamps down again.
Point Cost: 15 Potency: [2] +1 Mortal Wound.
DN: 7 [2] +1 on the roll to repeat the effect.
Activation: Full Action [3] Roll to repeat the power’s effects
Duration: Instant an additional time.
Range: 25m
Multi-Target: No Fists of Gork
Keywords: Ork, Psychic Point Cost: 8
Prerequisite: Psyker must have the Ork keyword. DN: 6
Effect: The Weirdboy closes his eyes tight Activation: Action
and, in a storm of flashing green light, teleports Duration: 1 Round
a mass of confused greenskins to another part Range: 25m
of the battlefield. Select a number of allies with Multi-Target: No
the Ork keyword equal to the psyker’s Keywords: Ork, Psychic
Willpower within range. Those allies vanish, Prerequisite: Psyker must have the Ork keyword.
and then reappear moments later anywhere Effect: The Weirdboy channels Waaagh
within 500m. They must reappear more than energy into his own fists or those of another
20m from an enemy, and they forfeit their Ork, providing strength enough to punch
move action in their following turns. through the armour of tanks. This power
Potency: [2] +Willpower allies affected. affects the psyker or one ally with the Ork
keyword within range. Until the end of the
psyker’s next turn, the affected character’s
Strength is increased by +4 and they receive
+2d on all melee attacks.
Potency: [1] +1 Strength
[1] +1ED on melee attacks.

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Roar of Mork
Point Cost: 10
DN: 8
Activation: Full Action
Duration: Sustained
Range: 35m
Multi-Target: No
Keywords: Ork, Telepathy, Psychic
Prerequisite: Psyker must have the Ork keyword.
Effect: The Weirdboy opens his gob
impossibly wide and gives vent to a bellowing
roar that reverberates through his enemies’
minds. Coherent thought becomes nigh-
impossible, and as the roar thunders on, panic
begins to spread. While this power remains in
effect, all enemies within range reduce their
Resolve by 2.
Potency: [1] Enemies suffer an extra -1 Resolve.
*[2] Enemies within range must make
a Resolve test (DN 3) or become pinned.

Warpath
Point Cost: 10
DN: 7
Activation: Action
Duration: Instant
Range: 35m
Multi-Target: No
Keywords: Ork, Psychic
Prerequisite: Psyker must have the Ork keyword.
Effect: The Weirdboy disperses the Waaagh
energy coursing through his frame into the Ork
warriors around him, stoking their already
bellicose nature into a roaring fever pitch.
Select a number of allies with the Ork keyword
within range. The affected allies add +2d to all
melee attacks they attempt until the start of
the psyker’s next turn, and they may ignore up
to 2 points of DN increase for taking the Multi-
Attack or Multi-Action options.
Potency: [1] Increase DN reduction by 1.
[1] +1d to melee attacks.
[2] +Willpower allies affected.

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Ancestral Rites Discipline <Squats>
The phenomenal willpower of Squat Ancestor Lords means that their powers are potent, if lacking in versatility or
subtlety.

Domination Force Dome


Point Cost: 20 Point Cost: 20
DN: Target’s Willpower (Opposed) DN: 8
Activation: Full Action Activation: Action
Duration: Instant Duration: Sustained
Range: 25m Range: 50m
Multi-Target: No Multi-Target: No
Keywords: Squat, Telepathy, Psychic Keywords: Squat, Kinetic, Psychic
Prerequisite: Psyker must have the Squat keyword. Prerequisite: Psyker must have the Squat keyword.
Effect: The Ancestor Lord turns his immense Effect: At the Ancestor Lord’s command, a
willpower on the mind of a single enemy and dome of energy erupts from the ground, and it
takes over its body for a moment. Select an is as unyielding as the Ancestor Lord’s own
enemy within range: if the psyker wins an mind. The dome appears at anywhere within
opposed willpower test against the target, the range, with a radius of 5m (so, it’s 10m across
target immediately takes a single action of the and 5m tall). The dome blocks all line of sight,
Ancestor Lord’s choice, following all the and ranged attacks cannot damage it. The
normal rules. This power cannot force a dome can be attacked in melee: attacks
creature to take an action which would kill automatically hit, and the dome has a
them. The Ancestor Lord suffers 1d3+1 Shock Resilience equal to three times the Ancestor
after this power is used. Lord’s Willpower, and Wounds equal to twice
Potency: *[1] Activation reduced to an Action. the Ancestor Lord’s Psychic Mastery score. It
collapses and dissipates when reduced to 0
Wounds. The Ancestor Lord suffers 1 Shock at
the end of each turn they sustain this power.
Potency: [1] +1m radius.
[1] The dome’s Resilience is increased
by +1.
[2] The dome has +1 Wound.

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Hammer of Fury Mental Fortress
Point Cost: 20 Point Cost: 10
DN: 8 DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: Sustained
Range: 18m Range: 25m
Multi-Target: No Multi-Target: No
Keywords: Squat, Kinetic, Psychic Keywords: Squat, Psychic
Prerequisite: Psyker must have the Squat keyword. Prerequisite: Psyker must have the Squat keyword.
Effect: The Ancestor Lord unleashes a mighty Effect: The Ancestor Lord weaves a powerful
psychic hammer blow against their foes, mental barrier around themselves and those
smashing them back with an inexorable kinetic nearby, warding them from mental assault.
impact. All enemies within range suffer 1d3+1 While this power remains in effect, any hostile
Mortal Wounds. In addition, enemies must psychic power targeted at the Ancestor Lord or
pass a Strength test (DN 5) or be knocked an ally within range suffers +4 DN.
prone and moved away from the Ancestor Lord Potency: [1] +1 DN to enemy psychic powers.
a number of metres equal to the number of
Mortal Wounds they suffered.
Potency: [1] +1 DN to the targets Strength tests.
[2] +1 Mortal Wound.

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Expanded Bestiary
Necrons
The Necrons are a mysterious race of robotic skeletal the Aeldari, the wonders of Archaeotech, or the latest
warriors that have lain dormant in their stasis-tombs prototypes of the T’au are crude compared to the
for more than 60 million Terran years and who are the techno-sorcery of the Necrons.
soulless creations and former servants of the ancient
Necrons are inexorable, indefatigable, and utterly
C'tan, the terrible Star Gods of Aeldari myth.
without hesitation or doubt. They are not, however,
The Necrons are ancient beyond reckoning, predating mindless. The lower Canoptek machines are merely
even the birth of the Aeldari. At long last, however, automata, and the lower tiers of Warriors have only
they are beginning to awaken from their Tomb Worlds, the tiniest spark of self-determination left, but Necrons
for the galaxy is ripe for conquest and the restoration above that are capable of complex thought and even
of the Necron Empire since the disappearance of the emotion, ranging from the highest peaks of clarity to
Old Ones more than 60 million standard years ago. the darkest depths of madness. Many of the Lords of
the Necrons are eccentric or even mad, often plagued
The Necrons are a completely robotic humanoid
by the horror of their immortal mechanical bodies or
species whose technological prowess is
the memories of aeons past. Thus, a Necron
probably unmatched by any of the other
adversary can be as driven by personal foibles
intelligent species of the galaxy. Yet out of a
and as filled with personality as you want.
desire for vengeance against the more
fortunate long-lived ancient xenos race While they regard themselves as
called the Old Ones, and the trickery of absolutely superior to all younger
the godlike intelligences known as the species, they are not always driven to
C'tan, the Necrons shed their original war and slaughter. Like any force,
organic forms and lost all forms of Necrons are capable of prioritising
compassion and empathy, becoming threats, and they hold grudges as well as
ruthless, undying killing machines who any flesh-and-blood being. In particular,
are determined to exert their mastery the Necrons despise the influence of the
over the galaxy once more. Warp and the powers of Chaos, as well as
the oncoming devastation wrought by the
Across the galaxy, an ancient and terrible
Tyranids, and they will often set aside battles
race is stirring back to life. Entombed in
for territory to combat those greater foes.
stasis-crypts for millions of Terran years, they
Further, the Necrons waged war against the
have slumbered through the aeons, waiting for
ancestors of the Orks and the Aeldari long ago,
the galaxy to heal from the wounds of a long
and old rivalries do not diminish for the Necrons
and bloody war. Now, after sixty million years of
(and in turn, the oldest legends of the Aeldari speak of
dormancy, a great purpose begins. On desolate worlds
the Necrons as an ancient foe from prehistory), and
thought long-bereft of all life, ancient machineries
most Necron territories include ancient gateways
wake into grim purpose, commencing the slow process
which break into the Webway, much to the rancour of
of revivification that will see those entombed within
the Eldar.
freed to stride across the stars once again. The
unstoppable, undying Necron legions are rising. Let the Strategically, Necrons are slow and methodical, yet
galaxy beware. capable of surprising mobility when needed. Many
Necrons can hover or fly, while others can slip into and
Necron Encounters
out of pocket dimensions and folds in reality, bypassing
Adventures which use the Necrons as adversaries physical obstacles by moving in directions that don’t
should emphasise the horror and impossibility of the otherwise exist. Teleportation is a common tool in the
Necrons. Even the tiniest scarab is an impossibly- Necron arsenal, moving units of troops instantly from
ancient machine, complex beyond the capacity of place to place, without the risks inherent in Imperial,
other species to produce. Even the ancient marvels of Aeldari, or Ork teleportation.

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Common Necron Special Rules Mephrit
Necron NPCs share a number of common special The Mephrit have harnessed the power of captive suns
abilities. Necrons with either of these abilities will list to power their weapons. This raging solar energy can
them in their entries, and some Necrons have special sear through even the thickest armour with ease.
abilities which refer to or alter these abilities in some Necrons of this dynasty improve the AP of their ranged
way. weapons by 1 if they attack a target within Close range.
Ancient Machines Nephrekh
The frailties of flesh are a distant memory at best for The bodies of the Nephrekh are crafted from metagold.
the Necrons. This rare and wondrous alloy allows them to transform
Necrons cannot suffer Shock, and abilities which inflict into beams of pure light to teleport across the
Shock have no effect on Necrons. Necron NPCs do may battlefield, even phasing through solid matter.
not roll to Soak unless they have an ability which If a Necron of this dynasty takes a Run or Sprint action,
permits them to, such as Living Metal. they vanish, and instantly reappear anywhere within a
Living Metal distance equal to their Speed, or twice their Speed if
The composite materials that comprise a Necron’s they sprinted. They must reappear on solid ground or
skeletal form are all but impervious to destruction, and another surface stable enough to stand upon.
even reform over time, ensuring that little can lay these Nihilakh
ancient beings low. Regal and arrogant, the warriors of the Nihilakh will not
Soaking does not cost any Shock for this Threat. In give a single inch to their foes. They stand their ground
addition, if it ever scores more Icons when Soaking defiantly, unleashing a formidably accurate hail of fire
than is necessary to negate all the damage being which cleanses the stain of younger species from their
inflicted, it regains 1 lost Wound for each surplus Icon, rightful lands.
up to its normal maximum. Necrons of this dynasty may re-roll any dice which roll
Reanimation Protocols 1s on their ranged attacks, provided that they did not
The moment a Necron is laid low, its metal body enacts move in the same turn.
complex self-repair routines, reattaching severed limbs Novokh
and fusing together shattered armour plating. The crimson hosts of Novokh remember well the
Roll 1d6 for each slain Necron with this rule at the start sacred rites of blooding performed by their warriors in
of each round: on a 1, the Necron’s remains vanish, ancient times. The dynasty’s proud martial heritage
either self-destructing or teleporting away (it is awakes a spark of violent pride within its legions,
impossible to tell which). On a 5 or 6, however, the lending power and ferocity to their attacks.
Necron regains all lost Wounds and stands back up. On Necrons of this dynasty may re-roll all failures on melee
any other result, the Necron’s remains stay on the attacks made when they charge, or if they were
battlefield, but may roll again next round, unless no charged since their last turn.
other Necrons of that type remain active on the
battlefield, in which case they teleport away. Necrons Sautekh
which have been Annihilated immediately vanish. Nothing can halt the inexorable march of the Sautekh.
These disdainful conquerors will stop at nothing to
Necron Dynasties retake their ancient domain, obliterating any who dare
The following groups are the largest and most powerful defy them in a storm of death and destruction.
of the awakening Necron dynasties. If you wish, you
may select one of these dynasties for your Necrons to When a Necron of this dynasty Runs, it treats all
belong to. They gain the dynasty’s name as an weapons as if they had the Assault trait. In addition,
additional Keyword, and the associated special rule, Necrons of this dynasty ignore the Heavy trait on
below. Necrons with the Triarch keyword do not and weapons.
cannot belong to any dynasty.

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Canoptek Scarabs
A Canoptek Scarab is a small, silver, beetle-like Necron Threat Classification: Troops for any Tier (up to 5 per
construct, about the size of a Space Marine’s armoured mob per Tier)
fist. These robotic Scarabs are the most numerous and
Strength 1 Intellect 1
diverse of the Necrons' Canoptek machine servants.
Agility 4 Willpower 6
They are designed to break down organic and non-
Toughness 3 Fellowship 1
organic matter into raw energy, which can then be
Initiative 3 Defence 4
woven into fresh construct forms at the direction of the
Speed 10 (Flight) Wounds 3
Scarabs’ controller.
Shock — Soak 3
Essentially mindless feeding and replication machines Resolve 2 Conviction 3
of various sizes and functions, their swift, darting Passive Awareness 3
movements and their high-pitched chittering mimic in Resilience 5 (1 Armour)
form and behaviour organic invertebrates but, directed Skills Awareness 7, Tech 7, Default 6
by the will of a Cryptek or slaved to the more complex Size Tiny
artificial intelligence of a Canoptek Spyder, they are Keywords Necron, Canoptek, <Dynasty>
capable of staggering feats of construction and Attacks
destruction. It is for this latter function they are used Feeder Mandibles: (Damage 5+1ED; AP 0; Arc [2],
by the Necron Lords as weapons of war -- an all- Warp Weapon)
devouring tide of skittering metal launched ahead of a
Necron phalanx that can break down tanks and Special Abilities
fortifications and force an enemy to expend its Ancient Machines (see above)
firepower in frantic efforts to halt the onslaughts. (Ruin) Self-Destruct: A lone scarab (one not in a mob)
may spend 1 Ruin when it attempts a melee
However, Canoptek Scarabs lack a true hive mind. A attack; if the attack is successful, it inflicts
swarm of Scarabs has no more true intelligence than 1d3+1 Mortal Wounds and is then destroyed.
one Scarab alone -- which is to say none at all. All they (Mob) Devouring Swarm: While in a mob, scarabs add
are driven by are simple instructions and even simpler +2ED to their melee attacks.
instincts. Nevertheless, their highly sophisticated auto-
routines and construct-patterns allow them to build
Necron weapons and vehicles of immense power in a
surprisingly brief time. Canoptek Scarabs are fearsome
enemies in swarms due to their horrifying nature as
mindless feeding machines.

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Necron Warriors
Necron Warriors are the primary infantry troops of the Threat Classification: Adversaries at Tier 1, Elites at
soulless, undying mechanical monstrosities known as Tiers 2-3, Troops at Tier 4+ (5 per mob at Tier
the Necrons. They were created from the majority of 4, +5 per mob at each Tier above)
the ancient humanoid Necrontyr species who agreed
to be bound to the will of their Star Gods, the terrible Strength 7 Intellect 2
entities known as the C'tan. The Necrontyr's Agility 3 Willpower 6
consciousnesses were transferred into robotic bodies Toughness 5 Fellowship 1
made of the living metal called necrodermis. Over a Initiative 3 Defence 2
long period of time, the new unliving bodies dulled the Speed 5 Wounds 5
Shock — Soak 5
Necrontyr's minds and their abilities to feel emotion or
Resolve 5 Conviction 6
pleasure. Over many millennia, the ultimate outcome
Passive Awareness 4
of this process of gradual desensitization was that the
Resilience 10 (4 Armour)
Necron Warriors became little more than soulless
Skills Ballistic Skill 8, Default 7
automatons, the warrior-slaves of the still-sentient
Size Average
Necron royalty and military elite who seek to rebuild
Keywords Necron, <Dynasty>
their star-spanning empires across the portions of the
galaxy now controlled by the "lesser races." Attacks
Gauss Flayer: (Damage 10+1ED; AP -1; Range 48m;
Hundreds of thousands of Necron Warriors form the Salvo [2]; Rapid Fire [1])
cold heart of a Tomb World's armies. They are Combat Blade: (Damage 10+2ED; AP 0; Penetrating [1])
implacable, emotionless and terrifying soldiers -- the
inexorable emissaries of death itself. Yet on closer Special Abilities
inspection of a Necron Warrior, aberrant details Ancient Machines (see above)
become visible that act against the image of the Reanimation Protocols (see above)
inevitable reaper. Its reactions, though precise, are (Ruin) Disruption Field: Spend 1 Ruin when a Necron
slow. Its limbs, though strong and sleek, are pitted and Warrior attempts a melee attack, to add +2ED
to the attack’s damage.
corroded, covered with an oily fluid seeping from aged
joints. Its movements are jerky, and every so often it
struggles as corroded and eons-old engrammatic
synapses misfire. In truth, the Necron Warrior would
almost be pitiable were it not for the merciless gleam
flickering in its eyes and the pervasive sense that it is
less a sentient creature than it is one of the walking
dead.

Grim and remorseless machine-creatures, each Necron


Warrior carries the dimly echoed remains of a living
mind bound into eternal servitude. They are
implacable and ruthless killers, largely ignorant of their
own nightmarish condition. But despite their
shambolic gait, they are all but unstoppable; their
bodies able to repair almost any harm done to them
and, compelled by the will of their lords, they are
tireless as agents of destruction.

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Necron Immortals
The Immortals were the favoured servants of the Threat Classification: Adversary at Tiers 1-2, Elites at
Necron dynasties in ancient days and now form the Tier 3-4, Troops at Tier 5+ (5 per mob at Tier 5,
vanguard of their undying legions. When the Necrons +5 per Mob at each Tier above).
first conquered the galaxy, they did so through the
unfaltering and implacable onslaught of legion upon Strength 7 Intellect 3
legion of Immortals. These were the very elite of the Agility 3 Willpower 6
Necrontyr armies and are the true fighting strength of Toughness 6 Fellowship 2
the Necron dynasties; hardened veterans of ancient Initiative 3 Defence 2
wars born anew in tireless, undying necrodermis Speed 5 Wounds 6
Shock — Soak 6
bodies.
Resolve 5 Conviction 6
Still able to think and respond with a chill echo of Passive Awareness 4
intelligence, their martial power remains undimmed, Resilience 12 (5 Armour)
as does their unflagging loyalty. Within the engrammic Skills Ballistic Skill 8, Default 7
circuitry of each Immortal, there lingers a spark of the Size Average
mortal soldier he once was. Though heavily suppressed Keywords Necron, <Dynasty>
by the obedience protocols of his master, an Immortal Attacks
can remember the triumph of the kill and the pleasure Necron Immortals are armed with either a Gauss
of humbling its foes. The transition from mortal flesh Blaster or a Tesla Carbine. The Gauss Blaster is fitted
to undying alien metal has only deepened the with an axe-like combat blade.
Immortals' hatred of their enemies. Stripped of
weaknesses such as remorse and pity, and bereft of any Gauss Blaster: (Damage 12+1ED; AP -2; Range 48m;
fear of death, an Immortal kills without hesitation. Salvo [2]; Rapid Fire [2])
Tesla Carbine: (Damage 12+1ED; AP 0; Range 48m;
For hundreds of Terran years, the Immortals were a Salvo [2]; Assault, Spread, Tesla)
scourge upon all who stood between the Necrons and Combat Blade: (Damage 10+2ED; AP 0; Penetrating [1])
galactic domination. Now, the Immortal legions are but
an echo of what they once were, for countless trillions Special Abilities
were destroyed in the final days of the War in Heaven. Ancient Machines (see above)
Yet billions more survived, and now wait only to be Reanimation Protocols (see above)
(Ruin) Disruption Field: Spend 1 Ruin when a Necron
awakened from their Tomb Worlds to begin the
Immortal attempts a melee attack, to add
reconquest of the galaxy for the Necrons. An
+2ED to the attack’s damage.
Immortal's only desire is to enforce the will of his
Necron Overlord and reclaim the glory
of the Necron Empire.

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Flayed Ones
Flayed Ones are twisted and ghoulish Necron terrors Threat Classification: Adversary at Tier 1, Elites at Tier
afflicted by an ancient infection that breeds a hunger 2-3, Troops at Tier 4+
for organic flesh in them. Flayed Ones act as specialised
close combat troops. They appear from an unknown Strength 7 Intellect 2
pocket dimension of their hideous kind to join the Agility 4 Willpower 6
Necron armies in battle, though never by invitation Toughness 5 Fellowship 1
from the Necrons themselves. Initiative 4 Defence 3
Speed 5 Wounds 5
These loathsome creatures were once Necrontyr who Shock — Soak 5
managed to retain some of their original consciousness Resolve 5 Conviction 6
when they were transferred into their living metallic Passive Awareness 4
bodies of necrodermis, but were cursed with a terrible Resilience 10 (4 Armour)
disease, manifesting a hunger for flesh that cannot be Skills Weapon Skill 8, Default 7
satisfied and that eventually drove them to madness. Size Average
Keywords Necron, Flayed One, <Dynasty>
Advancing before a Necron force, these stooped yet
terrifyingly agile automatons excel at infiltrating and Attacks
spreading terror like a plague within the ranks of their Talons: (Damage 12+2ED; AP 0; Tearing [2],
Penetrating [1])
foes. They are quite capable melee fighters and make
use of flensing blades that extend from their fingers
Special Abilities
and can flay a man alive in seconds. Thin and wiry, they
Ancient Machines (see above)
habitually adorn themselves with the still-wet pieces of
Reanimation Protocols (see above)
skin and hide they have stripped from their victims, Fear (3): This threat causes fear. Enemies are required
leaving behind the skinned corpses to sow fear and to make a fear test (DN 3) to act normally.
confusion. (Ruin) Haunting Horror: Spend 1 Ruin to have a Flayed
One emerge from their charnel dimension,
In such a state they are a terrifying sight to behold, so
drawn by slaughter and bloodshed. Regain 1
much so that enemy combatants lose their nerve when
Ruin to have a Flayed One vanish back into that
they see pieces of old squad-mates hanging from the dimension.
undying machines approaching their lines. In addition (Ruin) Disruption Field: Spend 1 Ruin when a Flayed
to their wicked claws, some Flayed Ones utilise Necron One attempts a melee attack, to add +2ED to
Disruption Field technology that allows them to rip the attack’s damage.
even armoured vehicles apart.

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Destroyers
A Necron Destroyer is a deranged agent of annihilation Threat Classification: Adversary at Tiers 1-2, Elites at
whose sole reason for existence is centred around an Tiers 3+
unshakeable yearning to quench the flames of life. A
Destroyer cares not for borders or dynasty allegiance, Strength 8 Intellect 2
nor does he make any distinction between the Agility 3 Willpower 6
innocent and the damned -- all life is his enemy, and all Toughness 8 Fellowship 1
living creatures are his prey. To this end, Destroyers Initiative 4 Defence 3
regularly engage in modifications to their bodies that Speed 10 (Flight) Wounds 12
other Necrons would consider self-mutilation. This Shock — Soak 8
Resolve 5 Conviction 6
most commonly takes the form of replacing arms with
Passive Awareness 4
weapons, legs with grav-platforms, and modifying
Resilience 14 (5 Armour)
heads and neural circuitry with advanced targeting
Skills Weapon Skill 9, Ballistic Skill 9, Default
systems.
7
The result is a single-minded killing machine able to Size Large (+1d to hit and detect)
track its quarry across any terrain and under any Keywords Necron, Destroyer, <Dynasty>
conditions, that quarry being any biological creature Attacks
unfortunate enough to draw the Destroyer’s attention. Necron Destroyers are armed with a Gauss Cannon.
The insane Destroyers are shunned and feared even by Heavy Destroyers are armed with a Heavy Gauss
their fellow Necrons. These outcasts gather on the Cannon.
fringes of Tomb Worlds to form Destroyer Cults of the
Red Harvest, said to be led by Necron Lords afflicted Gauss Cannon: (Damage 14+2ED; AP -3; Range 48m;
Salvo [4]; Heavy [5])
with the same madness. These so-called Destroyer
Heavy Gauss Cannon: (Damage 18+3ED; AP -4; Range
Lords combine the intellect, cunning, and nigh-
72m; Salvo [1]; Heavy [5])
invulnerability of a Necron noble with the deadly
purpose and enhanced systems of a Destroyer. Special Abilities
In essence, a Destroyer is a heavily altered variant of Ancient Machines (see above)
the Necron Immortal. Their torso is fused to a Reanimation Protocols (see above)
skimming anti-gravity flyer that enables them to attack Hardwired Hatred: A Destroyer may re-roll all rolls of 1
on any attack it makes.
faster and further than the standard Immortals.
(Ruin) Extermination Protocols: By spending 1 Ruin, a
Destroyers are equally broad with a more pronounced
Destroyer may add the game’s Tier as bonus
spine from which their terrible weapons draw their dice to all attacks it makes for one round, and
power. as bonus +ED to those attacks.
Ferociously quick, the most common use for
Destroyers is as mobile fire support platforms.
Remaining at the forefront of the Necron force's
bloody harvest, they reap a heavy toll on the enemy,
the speed and ferocity of their attacks undiminished by
their antiquity. Destroyers are equipped with a Gauss
Cannon that is capable of extensive devastation and is
especially effective against light infantry forces.
Destroyers are even capable of reliably damaging light
armoured vehicles. With their superior anti-gravity
technology their mobility equals that of an Eldar
Jetbike.

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Deathmarks
A Deathmark is one of the highly-skilled snipers and Threat Classification: Adversary at Tiers 1-2, Elites at
assassins of the Necron forces, appearing from Tier 3+
apparently nowhere and striking with terrible
precision. The name is fitting, for once given the Strength 7 Intellect 3
"hunter's mark", a Deathmark's targets are almost Agility 3 Willpower 6
certain to meet their deaths scant moments later. Like Toughness 6 Fellowship 2
most Necrons, the Deathmarks' technology lies far Initiative 3 Defence 2
beyond the realm of human comprehension and they Speed 5 Wounds 6
can effectively phase in and out of normal space-time Shock — Soak 6
at will. Resolve 5 Conviction 6
Passive Awareness 5
Their victims will assume that they have been Resilience 12 (5 Armour)
ambushed and that the Deathmarks teleported onto Skills Ballistic Skill 10, Awareness 9,
the battlefield. The reality is that they were already Stealth 8, Default 7
there, waiting out of phase for just the right moment Size Average
to slaughter their victims. Few enemy commanders Keywords Necron, <Dynasty>
encounter Deathmarks and live to tell the tale. Attacks
Synaptic Disruptor: (Damage 10+1ED; AP 0; Range
In appearance, Deathmarks are more akin to Necron
48m; Salvo [0]; Agonizing, Mortal [1], Sniper
Immortals in the craftsmanship of their mechanical
[3])
bodies. They are distinguished by a single, large green-
glowing optic sensor and the arcane orbs projecting Special Abilities
from their spines. These orbs flare with an unnatural Ancient Machines (see above)
light as a Deathmark utilises its occult powers. In Reanimation Protocols (see above)
keeping with their role, Deathmarks display a Death’s Mark: As a free action at the start of a
propensity for stealth that is all but unique amongst Deathmark’s first turn, it places a mark on one
the Necron ranks. Moving as they do with the eerie enemy character it can see. This mark is
silence that is the hallmark of the Necron legions, invisible to everyone but the Deathmark, who
Deathmarks can be surprisingly stealthy for their slow, can perceive it over any distance or through
deliberate movements. any obstacle. The mark fades after an hour or
when the target is dead. Against a marked
target, a Deathmark adds +4d to Awareness
tests, and adds +3 to the result of all ED it rolls.
(Ruin) Hunters from Hyperspace: Spend 1 Ruin to have
a Deathmark emerge from their hyperspace
oubliette, drawn by slaughter and bloodshed.
Regain 1 Ruin to have a Deathmark vanish back
into that dimension.

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Lychguard
The Lychguard are the elite protectors and emissaries Threat Classification: Adversary at Tiers 2-3, Elites at
of the Necron nobility. In order to serve as a bulwark Tier 4+
against those who would harm their charges,
Lychguard were gifted with the highest quality living Strength 9 Intellect 4
metal necrodermis bodies, equal in resilience and Agility 3 Willpower 6
power to those inhabited by the Necron Lords and Toughness 8 Fellowship 3
Overlords they protect. Lychguard are tall and broad, Initiative 4 Defence 3
larger even than Immortals; as befits their status, Speed 5 Wounds 8
Lychguard are marked out with tall crests or Shock — Soak 8
headdresses and often wear segmented metal tabards Resolve 5 Conviction 6
Passive Awareness 5
or capes.
Resilience 14 (5 Armour)
In addition to serving as wardens, Lychguard often act Skills Weapon Skill 10, Awareness 9,
as messengers and envoys for their masters. In order Default 8
to better serve in this capacity, the personality and Size Average
intellect of the Lychguard was preserved through the Keywords Necron, <Dynasty>
process of bio-transference to a much greater extent Attacks
than the Necron rank-and-file. As with other Necrons, Lychguard are equipped with either a Warscythe or a
the Lychguard fulfil the same roles following the Hyperphase Sword and Dispersion Shield
transfer of their consciousness into their undying form
as they did in life, though the capability for Hyperphase Sword: (Damage 15+1ED; AP -3; Parry)
Warscythe: (Damage 17+3ED; AP -4; Range 2m [M];
disobedience has been removed. The Necron Lords and
Brutal)
Overlords of the late 41st Millennium need never
worry about a treacherous knife in the back from a Special Abilities
supposedly loyal guardian, making their Lychguard the
Ancient Machines (see above)
last defence against the machinations of rival nobles. Living Metal (see above)
Reanimation Protocols (see above)
(Ruin) Guardian Protocols: When a Necron with the
Royal Court keyword within 5m is the target of
an attack, a Lychguard may spend 1 Ruin to
interpose and become the target of the attack
instead, and then roll to Soak any damage
received.
Dispersion Shield: A Lychguard with a Dispersion Shield
adds 2 to its Defence and Resilience, and it may
Soak Mortal Wounds. For each Exalted Icon
rolled on a Soak roll from a ranged attack, one
enemy within 12m suffers a mortal wound as
an attack is redirected.

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Necron Lord
Only the most powerful and strong-willed of the Threat Classification: Adversary at Tiers 3+
Necron nobility had access to necrodermis bodies that
were sophisticated enough to allow them to maintain Strength 9 Intellect 5
their full sentience in the face of the growing dullness Agility 3 Willpower 7
of their minds. A Necron Lord is a high-ranking member Toughness 8 Fellowship 3
of a Necron dynasty's noble hierarchy and is usually Initiative 4 Defence 3
placed by the dynasty's Phaeron or his own Overlord in Speed 5 Wounds 8
control of an entire Tomb World. Clad in crumbling Shock — Soak 8
vestments and wielding ancient, arcane staff weapons, Resolve 6 Conviction 7
the Necron Lord is a chilling sight to behold on the Passive Awareness 5
battlefield as they direct their Necron Warriors in Resilience 14 (5 Armour)
unnatural silence. Their ancient metallic bodies are Skills Leadership 12, Intimidate 11
Default 10
marred by the patina of age and they wear the
Size Average
accumulated power of millennia like a robe. With every
Keywords Necron, Royal Court, <Dynasty>
silent gesture, glittering arcs of viridian energy
surround them as their empty eye sockets burn with Attacks
soulless fire. Necron Lords commonly arm themselves with Staffs of
Light, but they have access to a range of other weapons
Each Necron Lord is a wilful individual with its own and tools.
personality and goals. Many Lords desire to elevate
their status within the Necron hierarchy, perhaps to Staff of Light (Ranged): (Damage 12+1ED; AP -2; Range
one day rise to the position of Phaeron and rule over 25m; Salvo [3]; Assault)
Staff of Light (Melee): (Damage 14+1ED; AP -2; Range
an entire dynasty. Others desire to expand the
2m [M])
boundaries of their dynasty’s domain through
conquest. While some such Lords and Nemesors may Special Abilities
exterminate the inhabitants of the worlds they
Ancient Machines (see above)
conquer, others are perfectly willing to accept oaths of Living Metal (see above)
allegiance and servitude from the lesser races. Still (Ruin) Champion: This threat may take Ruin Actions.
others desire to undo the curse of biotransference, or The Lord’s Will: Necrons within 15m of the Lord may
perhaps to eliminate their age old enemies, the Eldar. re-roll any ED which roll 1s.
Some Lords are consumed by strange obsessions, such (Ruin) Entropic Strike: Spend 1 Ruin when a Necron
as collecting objects of historical significance or Lord attempts a melee attack (but not a multi-
cataloguing every life form in the galaxy. Necron Lords attack); each die shifted on that attack inflicts
are easily marked out through the elaborate 1 Mortal Wound instead of becoming an extra
decorations with which they are adorned. In some damage die.
cases, these take the form of ancient, mouldering (Ruin) Resurrection Protocols: Spend 1 Ruin when the
Lord is slain to roll the Lord’s Soak; they regain
robes, possibly dating from before biotransference.
1 Wound for each Icon rolled and is
Others are clad in tabards and cloaks of shining,
immediately revived if it regains 1 or more
segmented metal. Perhaps this choice of attire gives Wounds.
some insight into the minds of these immortal rulers,
differentiating those who long for a return to flesh
from those who embrace their undying form.

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Necron Overlord
A Necron Overlord is one of the greatest and most Threat Classification: Adversary at Tiers 4+
powerful leaders of the Necron race, and the ruler of
many Tomb Worlds. More powerful than even a Strength 9 Intellect 6
Necron Lord, at a Necron Overlord's command are Agility 3 Willpower 8
uncountable legions of Necron Warriors, terrifying war Toughness 8 Fellowship 5
machines, and a vast array of devastating weaponry. Initiative 5 Defence 4
Speed 5 Wounds 12
Normally equipped with a Staff of Light, Necron Shock — Soak 8
Overlords are brilliant strategists, capable of Resolve 7 Conviction 8
calculating every possible outcome in the ensuing Passive Awareness 6
conflict and formulating strategies to ensure that Resilience 14 (5 Armour)
everything goes to plan. Only the most unlikely of Skills Leadership 14, Intimidate 13
tactical or strategic situations can baffle a Necron Default 12
Overlord and only the most potent foes have any Size Average
chance of beating one in combat. Keywords Necron, Royal Court, <Dynasty>
Attacks
Masterful generals and warriors, bedecked in ancient
and powerful battle gear of such potency it might seem Necron Overlords commonly arm themselves with
the product of magic rather than science, an Overlord's Staffs of Light, but they have access to a range of other
robotic body is the finest construct of its kind; weapons and tools.
armoured enough to withstand anti-tank weaponry Staff of Light (Ranged): (Damage 12+1ED; AP -2; Range
and strong enough to crush the life from his foe with 25m; Salvo [3]; Assault)
remorseless efficiency. The most powerful Necron Staff of Light (Melee): (Damage 14+1ED; AP -2; Range
Overlords are those that rise to the rank of Phaeron, 2m [M])
ruling over an entire sector of the galaxy.
Special Abilities
Ancient Machines (see above)
Living Metal (see above)
(Ruin) Champion: This threat may take Ruin Actions.
My Will Be Done: Necrons within 15m of the Overlord
add +1 Speed when they Run or Sprint, and
they add +2d on all attacks they make.
(Ruin) Entropic Strike: Spend 1 Ruin when a Necron
Overlord attempts a melee attack (but not a
multi-attack); each die shifted on that attack
inflicts 1 Mortal Wound instead of becoming
an extra damage die.
(Ruin) Resurrection Protocols: Spend 1 Ruin when the
Overlord is slain to roll the Overlord’s Soak;
they regain 1 Wound for each Icon rolled and
is immediately revived if it regains 1 or more
Wounds.

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Necron Destroyer Lord
A Necron Destroyer Lord is a sentient member of the Threat Classification: Adversary at Tiers 4+
Necron elite, a former Necron Lord or Overlord, who
has fallen prey to the madness of the Necron Strength 9 Intellect 5
Destroyers. Even the Necron nobility are not safe from Agility 3 Willpower 7
the madness that consumes the Destroyers. When a Toughness 10 Fellowship 3
Necron Lord or Overlord succumbs, a great threat to all Initiative 5 Defence 4
life is born. Ironically, the only reason the Imperium is Speed 5 Wounds 15
not aware of the extent of this threat is precisely Shock — Soak 10
because these Destroyer Lords are so aptly named. No Resolve 6 Conviction 7
one has borne witness to the atrocities committed by Passive Awareness 6
these steel harbingers of apocalypse and lived, and so Resilience 16 (5 Armour)
it can only be guessed at the threat stirring on barren Skills Leadership 14, Intimidate 13
Default 12
worlds scattered across the galaxy.
Size Average
While many Necron Lords and Overlords are afflicted Keywords Necron, Royal Court, Destroyer,
by "eccentricities," the insanity that consumes the <Dynasty>
mind of a Destroyer Lord is something else entirely. Attacks
Like other Destroyers, Destroyer Lords modify their Necron Destroyer Lords commonly arm themselves
bodies and minds, so that they might be better suited with Staffs of Light, but they have access to a range of
to their overarching purpose, to cleanse the stars of all other weapons and tools.
life. While this most often includes the attachment of
Staff of Light (Ranged): (Damage 12+1ED; AP -2; Range
an anti-gravitic suspensor platform in place of legs,
25m; Salvo [3]; Assault)
Destroyer Lords tend to forgo the ranged weaponry
Staff of Light (Melee): (Damage 14+1ED; AP -2; Range
favoured by other Destroyers in favour of melee
2m [M])
weapons. The Warscythe is a particular favourite, as a
Destroyer Lord hovering above the heads of his Special Abilities
enemies can take full advantage of the reach afforded Ancient Machines (see above)
by these massive melee weapons. Curiously, Destroyer Living Metal (see above)
Lords forgo the decorative finery commonly worn by (Ruin) Champion: This threat may take Ruin Actions.
Necron royalty. Whether this is representative of their Hardwired Hatred: A Destroyer may re-roll all rolls of 1
single-minded obsession, an intentional statement, or on any attack it makes.
a simple matter of practicality, none can say, for the United in Hate: Necrons with the Destroyer keyword
Destroyer Lords are avoided by their former peers as within 15m of the Destroyer Lord may add
much as the other Destroyers, and are not keen to +2ED to all attacks they make.
engage in conversation (except to learn the location of (Ruin) Entropic Strike: Spend 1 Ruin when a Destroyer
potential targets). Lord attempts a melee attack (but not a multi-
attack); each die shifted on that attack inflicts
1 Mortal Wound instead of becoming an extra
damage die.
(Ruin) Resurrection Protocols: Spend 1 Ruin when the
Destroyer Lord is slain to roll the Destroyer
Lord’s Soak; they regain 1 Wound for each Icon
rolled and is immediately revived if it regains 1
or more Wounds.

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Armouries of the Royal Courts
Necron Lords, Overlords, and Crypteks often make use test, against a DN of the target’s Leadership or Resolve,
of strange, esoteric, and deadly wargear, beyond the whichever is higher. If the Necron succeeds, then the
eerie Staff of Light. target is Hindered or Vulnerable, as normal, but they
are also now host to the Mindshackle Scarabs.
As a rule of thumb, a Necron Lord, Destroyer Lord, or
Overlord may select a number of these items equal to The Necron may activate the scarabs as a free action at
the game’s Tier. Only one item may be taken to replace the start of any of the host’s subsequent turns. When
the bearer’s Staff of Light, however. the scarabs are activated, the Necron chooses the
host’s actions that turn. If the actions are immediately
All melee weapons below include the Strength of a
aggressive or hostile, such as making an attack, then
Necron Lord or Overlord (9) in their damage values.
the scarabs burn themselves out or are rejected by the
Gauntlet of Fire host’s immune system at the end of the host’s turn.
This armoured glove and vambrace crackles with green Otherwise, the scarabs remain in effect for 1d3 hours.
flame. The gauntlet’s mechanisms are controlled by
Keywords: Necron
filaments that interweave themselves into the wearer’s
necrodermis, granting the wielder unparalleled control Phase Shifter
over the device. A Phase Shifter causes the bearer to flicker in and out
A Necron Lord or Necron Overlord may replace their of phase with the reality around it. If improperly timed,
Staff of Light with a Gauntlet of Fire. attacks at the bearer of the Phase Shifter instead pass
through thin air.
Gauntlet of Fire (Melee): (Damage 14+2ED; AP 0;
Blaze, Spread, Tearing [2]) Armour Rating: *4; Force Shield
Gauntlet of Fire (Shooting): (Damage 10+2ED; AP 0; Out of Phase: A Phase Shifter increases the bearer’s
Range 16m; Salvo 1; Assault, Blast [Medium], Defence by +2.
Blaze, Spread) Keywords: Force Field, Necron
Keywords: Fire, Necron
Phylactery
Hyperphase Sword This inconspicuous talisman is a potent self-repair
The energy blade of a Hyperphase Sword vibrates device, filled with nano-scarab swarms which swiftly
across dimensional states, and it can easily slice repair the bearer’s body.
through armour and flesh to sever the vital organs
The bearer of a phylactery does not need to spend Ruin
within.
to Soak. Further, the bearer adds +1 to the result of
A Necron Lord or Necron Overlord may replace their each die when rolling to Soak.
Staff of Light with a Hyperphase Sword.
Keywords: Necron
Hyperphase Sword: (Damage 15+1ED; AP -3; Parry)
Keywords: Power Field, Necron Resurrection Orb
This glowing sphere focusses energy into the
Mindshackle Scarabs regeneration circuits of nearby Necrons, hastening
Mindshackle Scarabs are one of the Necrons’ methods their repair.
of controlling alien species. At the bearer’s command,
The bearer may spend 1 Ruin as a free action on their
a swarm of micro-scarabs bury into the victim’s brain
turn to allow all slain Necrons within 15m to make an
and central nervous system, turning the victim’s body
additional Reanimation Protocols roll immediately.
into little more than a puppet under the control of the
scarabs’ master. Keywords: Necron
A Necron Lord or Overlord with Mindshackle Scarabs
may deploy them as a form of Interaction Attack,
against an enemy within a number of metres equal to
the Necron’s Intellect. The Necron makes a Leadership
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Sempiternal Weave Voidscythe
Only the finest Cryptek artificers know the secret of The Voidscythe is a larger, more imposing form of the
crafting a Sempiternal Weave. These gossamer-thin Voidblade, capable of cleaving through matter as a
plates are formed from phase-hardened amaranthine normal scythe does wheat.
and threads of adamantium. They are then layered
A Necron Overlord may replace their Staff of Light with
over the bearer’s carapace of living metal, and when
a Voidscythe.
struck they stiffen and contract, turning aside energy
blades, bolt shells and even the searing heat of a Voidscythe: (Damage 20+3ED; AP -4; Range 2m [M];
plasma burst. Unwieldy [2], Mortal [d3])
Keywords: Exotic, Necron, Two-Handed
The Lord or Overlord’s Toughness and Wounds are
both increased by +1. This also adds +1 to their Warscythe
Resilience. Warscythes are energy-bladed battle-staves—the
Tachyon Arrow favoured weapons of many Necron Lords and their
The tachyon arrow is an intricate wrist-mounted bodyguards for aeons. A Warscythe is incredibly heavy,
energy caster. When activated, it transmutes a sliver of utilising materials found in the hearts of dead stars, and
inert metal into an unstoppable hypervelocity in the hands of a lesser creature it would be too
thunderbolt capable of piercing the heart of a unwieldy to pose much threat. In the tireless
mountain. mechanical grasp of a Necron, it is a deadly weapon
indeed.
A tachyon arrow may only be fired once during a battle.
Warscythe: (Damage 17+3ED; AP -4; Range 2m [M];
Tachyon Arrow: (Damage 20+4ED; AP -5; Range 240m; Brutal)
Salvo –; Assault) Keywords: Power Field, Necron, Two-Handed
Keywords: Power Field, Necron

Tesseract Labyrinth
A Tesseract Labyrinth is the physical manifestation of a
pocket-dimensional prison gateway. Once caught
within its folds, there can be no escape.

As a Full Action, the bearer of a Tesseract Labyrinth


may open it and attempt to trap a creature within. The
creature must be within 2m, and they must make a
Strength test with a DN of 5 to avoid being dragged in.

Once dragged within the Tesseract Labyrinth, a


creature can move around freely, but the Labyrinth is
essentially an infinite, maze-like alternate dimension,
so escape is far from easy.
Voidblade
The impossibly black surface of a Voidblade seems
misaligned with reality, and its touch causes molecular
bonds to disintegrate and matter to lose cohesion.

A Necron Lord or Necron Overlord may replace their


Staff of Light with a Voidblade.

Voidblade: (Damage 14+1ED; AP -3; Mortal [1])


Keywords: Exotic, Necron

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Necron Cryptek
A Cryptek is one of the technologists and engineers of Threat Classification: Adversary at Tiers 2+
the Necron race, and they are responsible for studying
Strength 7 Intellect 7
and maintaining the technology of the Necron
Agility 3 Willpower 6
dynasties. A Cryptek's powers seem to resemble that
Toughness 5 Fellowship 4
of the psykers found amongst the other intelligent
Initiative 4 Defence 3
species of the galaxy.
Speed 5 Wounds 5
However, while psykers channel the energies of the Shock — Soak 5
Warp to accomplish their seemingly supernatural feats, Resolve 5 Conviction 6
a Cryptek uses his highly advanced knowledge of Passive Awareness 6
science and technology to manipulate the universe's Resilience 10 (4 Armour)
fundamental forces and produce many of the same Skills Tech 12, Awareness 11, Default 10
seemingly magical effects. Size Average
Keywords Necron, Royal Court, <Dynasty>
What a Cryptek often accomplishes with his technology Attacks
is nothing short of magical to the eyes of the lesser
Necron Crypteks commonly arm themselves with Staffs
intelligent races. With his knowledge of arcane
of Light, but they have access to a vast range of other
sciences, a Cryptek can transmute a foe into liquid
weapons and tools.
adamantium, turn him into a speck of dwarf star
matter, set the air ablaze, call down eldritch bolts of Staff of Light (Ranged): (Damage 12+1ED; AP -2; Range
lightning and other equally impressive feats of 25m; Salvo [3]; Assault)
technological arcana. Staff of Light (Melee): (Damage 12+1ED; AP -2; Range
2m [M])

Special Abilities
Ancient Machines (see above)
Living Metal (see above)
Technomancer: Slain Necrons within 10m of a Cryptek
may add +1 to their Reanimation Protocols
rolls.
(Ruin) Resurrection Protocols: Spend 1 Ruin when the
Cryptek is slain to roll the Cryptek’s Soak; they
regain 1 Wound for each Icon rolled and is
immediately revived if it regains 1 or more
Wounds.

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Cryptek Techno-Sorcery
The disciplines of techno-sorcery are many and varied. It is rare for two Crypteks to demonstrate exactly the same
abilities, but there are a number of broad disciplines commonly observed amongst Necron forces. Presented below
are items of wargear and abilities connected to those common disciplines. Crypteks do not typically mix disciplines—
such a thing is almost unheard of as it indicates an undisciplined mind.

Melee weapons listed in this section include the Cryptek’s Strength in their damage values.

Harbingers of Despair interaction attack must immediately make a Terror test


Accomplished psychomancers are amongst the most (DN 5).
keenly retained of all Crypteks. If their abilities are Veil of Darkness
properly employed, the morale of their enemies will be Activated with a thought, the veil causes space and
shattered within moments of the first shots being fired. time to warp around its user and those near them,
Abyssal Staff enfolding them in a swirling darkness. As the darkness
To succumb to the swirling ebon mists called by an fades, the user and their comrades appear elsewhere
abyssal staff is to be swallowed by impenetrable on the battlefield, transported through a miracle of
madness. arcane science.

A Necron Cryptek of this discipline may replace his Staff A Cryptek with a Veil of Darkness may spend 1 Ruin to
of Light with an Abyssal Staff. use it instead of moving normally. The Cryptek, and all
Necrons within 5m immediately vanish, and reappear
Abyssal Staff (Shooting): (Damage 8+2ED; AP 0; Range anywhere within 500m which is more than 20m from
16m; Salvo [1]; Assault, Torrent [Medium], an enemy.
Spread)
Shroud of Despair: When determining damage for an Harbingers of Destruction
Abyssal Staff’s shooting attack, the damage is Plasmancers are not subtle beings, for they choose to
reduced by the target’s Resolve, rather than wield raw energy rather than go to the trouble of
their Resilience. Any creature who suffers one binding it into other forms. Thus, they are known as
or more Wounds from an Abyssal Staff must Harbingers of Destruction, as that is their gift to the
immediately make a Terror test with a DN
galaxy.
equal to the damage suffered.
Abyssal Staff (Melee): (Damage 12+1ED; AP -2; Range Eldritch Lance
2m [M]) This staff can emit a blast of furious energy whose
passage makes even the air scream in agony.
Nightmare Shroud
This heavy cloak of living-metal scales was forged by A Necron Cryptek of this discipline may replace his Staff
Ut-Hekneth the Unsleeping during his million-year of Light with an Eldritch Lance.
madness. The cloak itself is virtually indestructible,
Eldritch Lance (Shooting): (Damage 16+3ED; AP -4;
each scale formed from quantum-folded layers of void- Range 72m; Salvo [1]; Assault, Blaze)
hardened adamantium bonded with a hyper-flexible Eldritch Lance (Melee): (Damage 12+1ED; AP -2; Range
energy weave. This is a by-product of its primary design 2m [M]; Blaze)
however, which is to project the worst excesses of Ut-
Hekneth’s madness, assailing nearby enemies with Gaze of Flame
phantasms of dread as potent as any mortal danger. Flickering witch-fires blaze from the Cryptek’s eyes,
causing even the bravest attacker to falter.
A Cryptek with a Nightmare Shroud increases his
armour by +1, for a total Resilience of 10 (4 Armour). A Cryptek with a Gaze of Flame causes Fear. Enemies
who encounter him are required to pass a Fear test (DN
In addition, the Cryptek may use the Nightmare Shroud
5) to act normally.
to make a Tech Interaction Attack against one or more
enemies within 15m (he may use the multi-attack rules Solar Pulse
to target multiple foes). Enemies affected by this The Cryptek’s staff unleashes a flash of searing light,
blinding his enemies and illuminating the battlefield.

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The Cryptek may spend 1 Ruin as a free action at the Ether Crystal
start of its turn. All creatures which lack the Necron Still air comes howling to life in the presence of an
keyword who are able to see the Cryptek directly must ether crystal, buffeting the Cryptek’s foes with crushing
immediately pass a Toughness test (DN 5) or be blinded pressure waves and bolts of lightning.
until the end of their next turns. For the next 1d3+1
The Cryptek may spend 1 Ruin as an Action to active an
rounds, if the battlefield had been dark or poorly-lit
Ether Crystal, causing a storm to gather in moments,
before, it will now be brightly-lit.
covering 500m in every direction. The intense storm
Harbingers of Eternity adds +2 to the DN of all ranged and melee attacks, and
Chronomancers are known as Harbingers of Eternity, to Awareness tests, and all characters treat open
as knowledge of the future flows through their every terrain as difficult. Characters attempting to move via
act. Few Harbingers of Eternity are trusted, as they jump pack, flight, or similar airborne means must pass
always have a shrewd idea of how any event will an Agility (or Operate) test or crash to the ground,
unfold. suffering falling damage. The Cryptek and anyone
within 5m is unaffected, as they are at the eye of the
Aeonstave storm.
The sapphire head of an Aeonstave contains a massive
chronal charge which, when unleashed, can force a foe While the storm persists, the Cryptek may choose one
into an alternative temporal flow. enemy he can see each turn, and roll 1d6. On a 4 or
more, the enemy is struck by lightning, and suffers 1d3
A Necron Cryptek of this discipline may replace his Staff
Mortal Wounds.
of Light with an Aeonstave.
The storm continues as long as the Cryptek spends an
Aeonstave: (Damage 12+1ED; AP -2; Range 2m [M])
Action each turn sustaining it, and it dissipates in 1d3+1
Temporal Dissonance: A creature which suffers one or
rounds once it is no longer being sustained.
more Wounds from an Aeonstave reduces
their Agility, Initiative, and Speed to 1 until the Lightning Field
end of their next turn. This formidable adaptation of tesla weapon technology
is a defensive shield that surrounds the bearer with a
Chronometron web of emerald lightning. Any foe that attempts to
The Chronometron allows the bearer to act out of
draw close is engulfed in this living electricity, and
phase from the normal flow of time, permitting him to
swiftly transformed into a blackened, smoking
make minor, but potent, alterations to the immediate
skeleton.
future.
The Cryptek’s Resilience is increased by +2, and he may
The Cryptek, and all Necrons within 5m, add +3 to their
Soak Mortal Wounds. In addition, roll 1d6 whenever an
Defence. In addition, each round, the Cryptek or one
enemy moves to within, or starts their turn within, 5m
Necron within 5m may re-roll a single test; this may
of the Cryptek. Each roll of a 4+ means that the enemy
include re-rolling a 1 on the Wrath Dice.
suffers 1d3 Mortal Wounds.
Timesplinter Cloak Voltaic Staff
The Cryptek is encased in shards of crystallised time,
Blazing arcs of lightning continuously ripple down the
each splinter containing an alternate moment where
shaft of this onyx stave, and the bearer can send these
an attack failed rather than succeeded.
electrostatic beams hurtling towards his enemies with
The Cryptek’s Resilience is increased by 2. In addition, fearsome rapidity. Living targets are enveloped in a
the Cryptek may Soak Mortal Wounds, and adds +2d on searing halo of bone-charring voltage, while vehicles
all Soak rolls. find their guidance systems burned out and their hulls
peeled open.
Harbingers of the Storm
Harbingers of the Storm are ethermancers, with the A Necron Cryptek of this discipline may replace his Staff
fury of the turbulent skies at their command. They can of Light with a Voltaic Staff.
summon lightning or set enraged winds upon the foe.

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Voltaic Staff (Shooting): (Damage 12+2ED; AP -3; Seismic Crucible
Range 24m; Salvo [3]; Agonizing, Arc [2], A skilled geomancer with a Seismic Crucible may
Assault, Mortal [1]) command the very earth beneath his feet and, more
Voltaic Staff (Melee): (Damage 12+1ED; AP -2; Range importantly, the feet of his enemies. The Harbinger of
2m [M]; Agonizing, Arc [2]) Transmogrification can precipitate a powerful,
localised quake.
Harbingers of Transmogrification
Harbingers of Transmogrification are adepts at As a free action at the start of any of his turns, a Cryptek
geomancy and masters of the science once known as with a Seismic Crucible may produce a powerful,
alchemy. They specialise in the transmutation of localised earthquake. Until the start of the Cryptek’s
matter from one form to another and the instilling of next turn, all area within a number of metres equal to
animus in the inanimate. the Cryptek’s Intellect is considered to be difficult
terrain, and any enemy attempting to run, sprint, or
Harp of Dissonance charge through that area must pass an Agility test or
Many an enemy has underestimated the power of this
fall prone unless they can avoid touching the ground
strange weapon, most often fatally. An irregularly
(by flying, hovering, teleportation, etc).
shaped metallic casket, a Harp of Dissonance is laced
with numerous strings of different materials, each Tremorstave
perfectly calibrated to a precise level of tension. A A large staff enclosing numerous gyro-engines, grav-
correctly played note, when amplified and focused flux generators, and other sophisticated devices, a
through the arcane technology housed within the Tremorstave is as deadly a weapon as it is
Harp, can burst the molecular bonds of nearly any unconventional. When a Cryptek drives the tip of his
material, transmuting it to brittle porcelain. Tremorstave into the ground, a wave of energy is
released, travelling in a straight line directly towards
Harp of Dissonance: (Damage 14+2ED; AP 0; Range his intended target, splitting the very ground open and
Infinite; Salvo [0]; Assault, Mortal [d3]) sending shards of stone and sprays of dirt blasting out
Molecular Dissonance: Anything which suffers 1 or
with deadly velocity; knocking any survivors sprawling.
more Wounds or Mortal Wounds from a Harp
of Dissonance reduces its Armour Rating by 1 A Necron Cryptek of this discipline may replace his Staff
for each Wound or Mortal Wound suffered. of Light with a Tremorstave.
This is permanent, but can be repaired outside
of battle with a Tech test (DN = Armour Rating Tremorstave: (Damage 10+2ED; AP 0; Range 72m;
lost) Salvo [0]; Assault, Blast [Large])
Quake: Enemies hit by a Tremorstave are knocked
prone and staggered.

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Triarch Praetorians
The Triarch Praetorians are a specialised caste of Threat Classification: Adversary at Tiers 2-3, Elites at
Necrons who serve as the judges and enforcers of Tier 4+
ancient Necrontyr law. They are tasked with ensuring
that every Necron dynasty upholds the terms of the Strength 9 Intellect 4
ancient codes of law of the Necrontyr Empire to ensure Agility 3 Willpower 7
that they are never forgotten nor ignored. Toughness 8 Fellowship 3
Initiative 4 Defence 3
Unlike other Necrons, Triarch Praetorians are not Speed 10 (Flight) Wounds 8
vassals of a particular Necron Lord or Overlord. As in Shock — Soak 8
ancient times, they possess the right to censure nobles Resolve 6 Conviction 7
who act against the interests or dictates of the Triarch Passive Awareness 5
and the Necrontyr codes of honour. From their initial Resilience 14 (5 Armour)
creation in the eons before the War in Heaven to the Skills Ballistic Skill 10, Default 9
end of the 41st Millennium, their task has remained Size Average
unchanged, and they strive endlessly to see the Keywords Necron, Triarch
Necrontyr Dynasties of old restored. Attacks
Luckily for the rest of the sentient races of the galaxy, Triarch Praetorians are equipped with either a Rod of
Triarch Praetorians are a rare sight on the battlefield. Covenant or a Voidblade and Particle Caster
Often, their only contribution is to determine whether Rod of Covenant (Melee): (Damage 14+1ED; AP -3;
an opponent is an honourable one according to the Range 2m [M])
ancient Necrontyr laws or not, and to remind the Rod of Covenant (Shooting): (Damage 12+1ED; AP -3;
commanding Necron Overlord or Necron Lord to act in Range 25m; Salvo [1]; Assault)
accordance with them should it be the case. Voidblade: (Damage 14+1ED; AP -3; Mortal [1])
Particle Caster: (Damage 14+2ED; AP 0; Range 25m;
Salvo [1]; Brutal, Pistol, Spread)

Special Abilities
Ancient Machines (see above)
Living Metal (see above)
Reanimation Protocols (see above)
A Purpose Unshakeable: Triarch Praetorians
automatically succeed at all Resolve tests, and
any effect targeting their Resolve
automatically fails.
(Ruin) Judgement of the Triarch: When a Triarch
Praetorian makes a shooting or interaction
attack, spend 1 Ruin to add dice equal to the
Tier to the attack of that Triarch and all other
Triarch Praetorians within 15m for their next
attacks.

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Triarch Stalker
Triarch Stalkers are a form of hexapedal combat walker Threat Classification: Monstrous Creature at Tier 3+
utilised by Necron Triarch Praetorians in battle. Like an
enormous mechanical spider, a Triarch Stalker looms Strength 11 Intellect 4
over the battlefield with its multiple slicing limbs and Agility 4 Willpower 7
devastating weaponry. Triarch Stalkers are often Toughness 10 Fellowship 3
piloted by a high-ranking Triarch Praetorian and are Initiative 4 Defence 3
primarily employed against enemy heavy armour and Speed 10 Wounds 15
to provide close fire support to other Necron units. Shock — Soak 10
Resolve 6 Conviction 7
Passive Awareness 5
Resilience 16 (5 Armour)
Skills Ballistic Skill 12, Awareness 11,
Default 10
Size Huge (+2d to hit and detect)
Keywords Necron, Triarch
Attacks
Triarch Stalkers are equipped with a Heat Ray but may
replace it with a particle shredder or twin heavy gauss
cannon. It strikes with massive forelimbs in melee.

Massive Forelimbs: (Damage 16+2ED; AP -1; Range 2m


[M])
Heat Ray (Dispersed): (Damage 12+1ED; AP -1; Range
16m; Salvo 2; Blast [Large], Blaze, Spread)
Heat Ray (Focused): (Damage 16+3ED; AP -4; Range
48m; Salvo 1; Blaze, Melta)
Particle Shredder: (Damage 14+2ED; AP -1; Range
48m; Salvo 6; Spread)
Twin Heavy Gauss Cannon: (Damage 18+3ED; AP -4;
Range 72m; Salvo 2)

Special Abilities
Ancient Machines (see above)
Living Metal (see above)
Terror (3): This threat causes terror. Enemies are
required to pass a Terror test (DN 3) to act
normally.
Quantum Shielding: Soaking does not cost Ruin for this
threat. In addition, it receives a number of
bonus dice on any Soak roll equal to the
number of ED on the attack.
Targeting Relay: When this threat makes a successful
shooting attack, all other Necrons who make
shooting attacks at an enemy within 5m of this
threat’s target may re-roll 1s on their Ballistic
Skill test.

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Canoptek Wraith
A Canoptek Wraith is an automated robotic Necron Threat Classification: Adversary at Tier 2, Elite at Tier
construct that serves as the eyes and ears of the central 3+
operating system of any Tomb World, patrolling for
intruders and inspecting the Necron sanctuary's Strength 10 Intellect 2
ancient systems for signs of damage and decay. Its Agility 5 Willpower 6
primary tool is its Phase Shifter, a Dimensional Toughness 8 Fellowship 1
Destabilisation Matrix that allows a Wraith to phase in Initiative 5 Defence 6
and out of sync with the normal space-time continuum. Speed 12 Wounds 8
Shock — Soak 8
Though the primary purpose of this device is to allow a Resolve 5 Conviction 6
Canoptek Wraith to reach into and repair solid Passive Awareness 4
machinery, it is equally effective when used to deal Resilience 14 (5 Armour, invulnerable)
with intruders who have breached the protections of a Skills Tech 10, Weapon Skill 8, Stealth 8,
subterranean Necron stasis facility. In such a case, a Default 7
Canoptek Wraith can phase its claws and tendrils inside Size Large (+1d to hit and detect)
an opponent, and resolidify them to sever arteries, Keywords Necron, Canoptek, <Dynasty>
nerve clusters and other vital pathways without leaving Attacks
an external mark of what caused the victim's death. Canoptek Wraiths have vicious claws. Some are also
fitted with a particle caster, Transdimensional beamer,
While a Necron Tomb World slumbers fitfully in eternal
or whip coils.
stasis, the Necron constructs known as Canoptek
Wraiths serve as its eyes and ears. They flit silently Vicious Claws: (Damage 13+2ED; AP -2)
through the dusty halls of the Necron installation, Particle Caster: (Damage 14+2ED; AP 0; Range 25m;
patrolling for intruders and inspecting the ancient Salvo [1]; Brutal, Pistol, Spread)
systems for damage and decay. Canoptek Wraiths are Transdimensional Beamer: (Damage 10+1ED; AP -3;
primarily probe mechanoids, programmed to report Range 25m; Salvo [0]; Blast [Small], Heavy [6];
back to their Canoptek Spyder controllers via an Mortal [1])
interstitial interface rather than act under their own Whip Coils: (Damage 13+2ED; AP -2; 2m [M])
direction. When orders are received, a Canoptek
Special Abilities
Wraith carries them out with the unfaltering resolve of
Ancient Machines (see above)
the machine. Whether it is commanded to strike
Wraith Form: Soaking does not cost Shock for this
against an intruder, or conduct repairs in the heart of
threat. In addition, this threat may move freely
an eons-old collapsing tomb, the Wraith will follow its through people, obstacles, and other
instructions until its task is completed or it is destroyed. hindrances as if they were not there, even
moving vertically if it desires.
Whip Coils: A Canoptek Wraith armed with whip coils
may make one single attack with the whip coils
when it is reduced to 0 wounds.
(Ruin) Repair Subroutines: Spend 1 Ruin as a free
action on this threat’s turn to restore 1d3
wounds to this threat.

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Canoptek Spyder
Canoptek Spyders are massive robotic Necron Threat Classification: Monstrous Creature at Tier 3+
constructs, their immense weight effortlessly
propelled by sophisticated anti-gravitic engines. Their Strength 11 Intellect 3
bodies are large and rounded in the shape of a hooded Agility 2 Willpower 6
carapace, in order to accommodate the internal Toughness 11 Fellowship 1
systems that construct Canoptek Scarabs as needed. Initiative 2 Defence 1
This is combined with their multiple limbs and many Speed 6 (Flight) Wounds 16
compound visual sensors which stare out from a Shock — Soak 11
featureless, metallic block to give an arachnoid aspect Resolve 5 Conviction 6
that enhances the fearful appearance of these Passive Awareness 4
monstrous robots. All Canoptek Spyders have a Resilience 17 (5 Armour)
Fabricator Claw Array that allows them to effect repairs Skills Tech 10, Default 8
on a Necron tomb’s systems, and these also make for Size Huge (+2d to hit and detect)
frighteningly destructive weapons. Canoptek Spyders Keywords Necron, Canoptek, <Dynasty>
also sometimes sport additional weaponry to better Attacks
repel crypt intruders. When the Necrons rise from their Canoptek Spyders have automaton claws. Some are
crypts, Canoptek Spyders often follow them in battle, also fitted with twin particle beamers.
both for their combat abilities and their capability for
Automaton Claws: (Damage 14+2ED; AP -2)
repairing damage that is beyond even the abilities of Particle Beamer: (Damage 14+2ED; AP 0; Range 48m;
their Necron masters’ advanced regenerative systems. Salvo [6]; Assault, Brutal, Spread)
Unlike their Necron masters, Canoptek Spyders never
Special Abilities
sleep, but wile away the aeons servicing the structures
Ancient Machines (see above)
of their Tomb World, guarding their slumbering
Fabricator Claw Array: Some Canoptek Spyders are
superiors and maintaining the complex stasis machines
fitted with this technology. They may spend a
that house them. Even in their prime, these systems
Full Action repairing a Necron vehicle or
required constantly looped maintenance cycles lest structure and attempt a Tech test (DN =
they degraded beyond repair, and the withering wounds lost). Success restores 1d3 Wounds, +1
centuries have only hastened this natural decay. It is a per Exalted Icon shifted.
task both endless in scope and thankless in nature, but Gloom Prism: Some Canoptek Spyders are fitted with
Canoptek Spyders are patient unto eternity. After the this technology. They may attempt to Deny the
tomb’s primary sentinel computer, Canoptek Spyders Witch as if they were a Psyker but use their
are the chief coordinators of a Necron tomb’s Tech skill instead of Psychic Mastery.
guardians. (Ruin) Scarab Hive: Spend 1 Ruin as a free action on
this threat’s turn to spawn a mob of 5+Tier
Canoptek Scarabs within 2m. Roll 1d6
afterwards: on a 1, the threat suffers 1d3
Mortal Wounds.

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C’Tan Shard of the Deceiver
A C'tan Shard is all that remains of the once mighty Star Threat Classification: Adversary/Monstrous Creature
Gods of Necron antiquity. They are now only echoes of at Tier 5+
their former selves, splinters of energy that survived
their Necron servants' ancient betrayal and were Strength 13 Intellect 9
enslaved in turn. Most now languish in unbreakable Agility 8 Willpower 9
servitude to their former vassals, utterly incapable of Toughness 13 Fellowship 9
acting without commission. Should a C'tan Shard rebel, Initiative 8 Defence 7
or a fault develop in its control relays, then fail-safe Speed 8 (Flight) Wounds 20
mechanisms automatically activate, whisking the Shock — Soak 13
creature back to its tomb, there to languish for long Resolve 8 Conviction 9
Passive Awareness 7
Terran centuries until times are dire enough that the
Resilience 18
Necrons must call upon its services again. Even with
Skills Deception 16, Default 14
these precautions, the Necrons are wary of employing
Size Gargantuan (+3d to hit and detect)
C'tan Shards in battle. Though the chance of escape is
remote, the possibility remains, so the day must be Keywords C’Tan Shard
dark indeed for the Necron cause before the Tesseract Attacks
Labyrinths are opened and the C'tan unleashed upon Star-god’s Fists: (Damage 16+3ED; AP -4)
the galaxy once again. In the late 41st Millennium, the
foes of the Necrons have so far only encountered two Special Abilities
types of C'tan Shard, those of Aza'gorod the A Caged God: A C’Tan Shard does not suffer Shock
when Soaking, and it may Soak Mortal
Nightbringer and Mephet'ran the Deceiver.
Wounds. If it is reduced to 0 Wounds, roll a d6.
The Deceiver, also known as Mephet'ran or On a 4+, all enemies within 5m suffer 1d3
Mephet'ran the Deceiver, is the C'tan or Necron Star Mortal Wounds as its damaged form damages
God of trickery, lies, manipulation, and deception. the fabric of reality.
Many millions of standard years ago, it was the Bending Reality: A C’Tan Shard adds 1 to Ruin at the
start of each of its turns.
Deceiver that presented himself before the ruling
Terror (7): This threat causes terror. Enemies are
Necrontyr Triarch and offered the Silent King Szarekh
required to pass a Terror test (DN 7) to act
knowledge of the biotransference process, granting
normally.
the Necrontyr bodies of Necrodermis to help them Grand Illusion: The threat’s Deception interaction
fight against their ancient enemies, the Old Ones. attacks may affect a number of enemies equal
The Necrontyr agreed and their consciousnesses were to its Fellowship (9), plus one more for every
+2DN accepted as per the Multi-Attack rules.
transferred into waiting Necrodermis bodies by the
Roll once and compare the total to the DN of
C'tan. This transfer ultimately dulled the minds and
each foe individually to see who is affected.
eliminated the emotions and compassion of the The targets of the threat’s Deception
majority of the species, and they became the horrific, interaction attack do not have to be able to see
soulless Necrons, harvesting life energy across the or hear the threat, only the illusions conjured.
galaxy to feed their C'tan masters. Powers of the C’Tan: The threat possesses two Powers
of the C’Tan, described later in this section.
Despite its legendary guile, in the end Mephet'ran was
(Ruin) Champion: The threat may take Ruin actions.
betrayed and tricked like his fellow C'tan by the
revolting Necrons, his essence shattered into
fragments, each entombed within a Tesseract
Labyrinth. However, recent, scattered events hint at
the fact that one or more of the C'tan Shards of the
Deceiver might still be at large in the galaxy.

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C’Tan Shard of the Nightbringer
The Nightbringer, known by the ancient Necron name Threat Classification: Adversary/Monstrous Creature
of Aza’gorod, and as Aza'gorod the Nightbringer, is one at Tier 5+
of the C'tan, and was once the mighty Star God of
death, darkness, and destruction. Legends tell of the Strength 15 Intellect 9
Nightbringer as the first and most powerful of the Agility 8 Willpower 9
C'tan, and in ancient Necrontyr hiero-scripts it is Toughness 13 Fellowship 9
depicted as an ever-hungering god of death, feasting Initiative 8 Defence 7
upon the pain and anguish of entire species. Star Speed 8 (Flight) Wounds 20
systems, planets and civilisations have all fallen before Shock — Soak 13
Resolve 8 Conviction 9
its dark scythe, and even the Necrons fear it.
Passive Awareness 7
The Nightbringer is one of the C'tan who was defeated Resilience 18
by the Necrons during their great rebellion against the Skills Weapon Skill 16, Intimidate 16,
C'tan masters who had forced the biotransference of Default 14
their minds into their undying mechanical forms. The Size Gargantuan (+3d to hit and detect)
Nightbringer's essence was divided into dozens if not Keywords C’Tan Shard
hundreds of C'tan Shards, each held captive within a Attacks
device known as a Tesseract Labyrinth. Scythe of the Nightbringer: (Damage 18+4ED; AP -4;
Range 5m [M]; Agonizing, Spread)
Each C'tan Shard is only released by the Necrons when
Gaze of Death: (Damage 9+4ED; AP -4; Range 24m;
the contingencies of the battlefield have so turned Salvo 0; Agonizing, Assault, Blast [Medium])
against them that no other weapon will prove able to
carry the day. In such circumstances, the Necrons will Special Abilities
release a C'tan Shard, whose constituent energy has A Caged God: A C’Tan Shard does not suffer Shock
been sealed within a mechanical body composed of the when Soaking, and it may Soak Mortal
same living metal Necrodermis as the Necrons Wounds. If it is reduced to 0 Wounds, roll a d6.
themselves. On a 4+, all enemies within 5m suffer 1d3
Mortal Wounds as its damaged form damages
The Nightbringer's C'tan Shard is armed with a the fabric of reality.
powerful C'tan Phase Scythe, and it usually manifests Bending Reality: A C’Tan Shard adds 1 to Ruin at the
as a dark, towering cloaked reaper that shines with start of each of its turns.
dark light, with gray and black colours similar to the Death Incarnate: Against living creatures, the
traditional human mythological image of death known Nightbringer’s attacks add +3 to the roll of all
as the "Grim Reaper." It is an image that resonates ED.
deeply in the primal subconscious of many "lesser Terror (9): This threat causes terror. Enemies are
races," and all who look upon the shard feel the cold required to pass a Terror test (DN 9) to act
fingers of death upon their throats, for in its terrible normally.
and majestic form is the inevitability of their Powers of the C’Tan: The threat possesses two Powers
of the C’Tan, described later in this section.
destruction.
(Ruin) Champion: The threat may take Ruin actions.

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Powers of the C’Tan
To the shards of the C’tan, reality is merely another weapon to be turned against their foes. It is within the prodigious
powers of the god-fragments to summon forth storms of annihilating negative matter, shatter the foundation of a
planet, or cast their enemies out of existence with but a thought.

Randomly determine or choose two of the following powers for a C’Tan Shard present in your game.

Antimatter Meteor Sky of Falling Stars


The C’Tan Shard gathers an orb of roiling antimatter, Savagely beautiful orbs of coruscating light plummet
before hurling the crackling projectile into the midst of from the cold depths of space, growing to roaring bale-
the foe. stars as they approach.

As an action, spend 1 Ruin to use this power. This ability As an action, spend 1 Ruin to use this power. Place
affects the closest enemies within a Very Large Blast three Medium Blasts within 35m. Each enemy within
within 50m. Each enemy within the blast suffers 1d3+2 one of the blasts suffers 1d3+1 Mortal Wounds and is
Mortal Wounds. blinded until the end of their next turn.

Cosmic Fire Time’s Arrow


At the C’Tan Shard’s gestured command, a pillar of Mutating the flow of causality and remoulding time
black fire streaks down from the heavens to consume itself, the C’Tan Shard erases a foe from existence.
the foe.
As an action, spend 1 Ruin to use this power. Select a
As an action, spend 1 Ruin to use this Power. All single enemy within 35m and roll 1d6, adding the Tier
enemies within 18m of the C’Tan Shard suffer 1d3+1 to the total. If the total exceeds the maximum Wounds
Mortal Wounds and are burning. of the target, the target ceases to exist. A Player
Character may spend 1 Wrath to resist this, suffering
Seismic Assault 1d3+3 Mortal Wounds instead.
Stone fractures and ores melt as the C’Tan Shard drags
up tides of magma from deep below. Transdimensional Thunderbolt
The C’Tan Shard projects a crackling bolt of energy
As an action, spend 1 Ruin to use this power. This ability from its outstretched palm, blasting its foe into
affects all enemies within a Large Blast within 50m. All oblivion.
within the blast suffer 1d3 Mortal Wounds, and they
are knocked prone and restrained until the end of their Select a single enemy within 48m. That enemy suffers
next turn. 1d3+3 Mortal Wounds. Then, roll 1d6 for every other
target within 5m of the selected enemy; on a 4+, they
suffer a 1 Mortal Wound.

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Ghost Ark Doomsday Ark
More so even than other Necron skimmer vehicles, a A Doomsday Ark is a Necron skimmer vehicle used as a
Ghost Ark bears a resemblance to their architects both massive, mobile weapons platform. A Doomsday Ark is
in skeletal appearance and in their slow, inevitable no more or less than a mobile carriage for a Doomsday
progress. Looking somewhat like a fleshless floating rib Cannon, perhaps the most powerful weapon in the
cage pointing skyward, a Ghost Ark lacks the Necrons’ formidable arsenal. Powerful enough to bring
overwhelming firepower sported by many Necron down an Adeptus Munitorum-standard M.39 “Scutum”
vehicles; however, the rows of linked Gauss Flayers prefabricated bunker in a single bombardment, a
along each flank are more than capable of defending Doomsday Ark, when encountered, must be dealt with
against most attackers. before it can move into firing position; for a single salvo
can leave an entire army in ruins.
As with many Necron vehicles, a Ghost Ark’s delicate
appearance belies its robust manufacture, constructed Crew: 1 Pilot (1 Necron Warrior).
as it is of living metal and protected by layers of Cruising Speed: 24m; Defence 4; Wounds 20;
Quantum Shielding. Ominously trawling the battlefield Resilience 13; Gyro-Stabilised, Hover, Open
in the wake of a Necron advance, Ghost Arks provide Top
Weapons: 2x Gauss Flayer Arrays (Damage 10+1ED; AP
yet further insurance that the legions continue their
-1; Range 48m; Salvo [10]; Rapid Fire [1])
fight until the foe is utterly overwhelmed.
Doomsday Cannon (see below).
Crew: 1 Pilot (1 Necron Warrior). Passengers: 10 Keywords: Necron
(Necron Warriors only)
Cruising Speed: 24m; Defence 4; Wounds 20; Special Abilities
Resilience 13; Gyro-Stabilised, Hover, Open Living Metal: Whenever this vehicle Soaks, any Icons
Top which do not cancel out a wound inflicted
Weapons: 2x Gauss Flayer Arrays (Damage 10+1ED; AP instead restore 1 wound suffered previously,
-1; Range 48m; Salvo [10]; Rapid Fire [1]) up to the vehicle’s normal maximum.
Keywords: Necron Quantum Shielding: Soaking does not cost Ruin for this
vehicle. In addition, it receives a number of
Special Abilities bonus dice on any Soak roll equal to the
Living Metal: Whenever this vehicle Soaks, any Icons number of ED on the attack.
which do not cancel out a wound inflicted Doomsday Cannon: A Doomsday cannon may fire with
instead restore 1 wound suffered previously, the following profile: (Damage 16+2ED; AP -2;
up to the vehicle’s normal maximum. Range 72m; Salvo –; Blast [Medium]). If the
Quantum Shielding: Soaking does not cost Ruin for this vehicle remains stationary, the Doomsday
vehicle. In addition, it receives a number of Cannon may instead fire on high power:
bonus dice on any Soak roll equal to the (Damage 20+3ED; AP -5; Range 144m; Salvo –;
number of ED on the attack. Blast [Large])
Repair Barge: Necrons regain 1d3 Wounds if they
began their turn aboard a Ghost Ark. If a Mob
of Necron Warriors is aboard, it instead regains
1d3 slain Necrons, up to a maximum of 10.

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Annihilation Barge Catacomb Command Barge
Not so much a tank but a mobile weapons platform, a A Catacomb Command Barge, whilst similar in
Necron Annihilation Barge is so-named for its extreme appearance and structure to an Annihilation Barge,
destructive potential. Whilst slow moving and serves a very different purpose for Necron forces;
ponderous, mobility is not its purpose. It excels instead whereas Annihilation Barges bring ruination upon the
in its aptly named role -- annihilation. Using its living from a distance, Catacomb Command Barges
devastating Tesla lightning weapons, an Annihilation close on the foe as quickly as possible so that the
Barge can eradicate entire formations of enemy embarked Necron Overlord can strike at his enemies
infantry in mere moments; its bolts of electricity with sword and scythe. Catacomb Command Barges
incinerating target after target. An Annihilation Barge serve solely as conveyors for Necron nobility,
is crescent shaped in appearance, with its main payload particularly those with a propensity for melee combat.
mounted atop its keel. Its open form is kept aloft by a Catacomb Command Barges are swifter than
sophisticated anti-gravitic engine, which allows the Annihilation Barges, so that the barge’s master might
Barge to hover over any intervening terrain that might be conducted to wherever he is most needed, and to
otherwise hamper its movement. ensure that no foes escape their intended fate. It is a
near-universal truth that the nobility of every thinking
It is difficult to imagine a vehicle more unlike those
race seeks to showcase their status, and the Necrons
manufactured by the Imperium of Man. In many ways,
are no exception.
an Annihilation Barge bears even less resemblance to
an Imperial tank than the similar anti-gravitic vehicles Crew: 1 Pilot (1 Necron Warrior), 1 Gunner (1 Necron
of the Tau Empire. Like the Necrons themselves, the Warrior); Passenger: 1 Necron Overlord.
Annihilation Barge is merely a skeletal frame for Cruising Speed: 26m; Defence 4; Wounds 20;
supporting its weapons. While it may appear to lack Resilience 13; Gyro-Stabilised, Hover, Open
armour, this is not quite true. The bulk of its protection Top
takes the form of Quantum Shielding, which only exists Weapons: Gauss Cannon (Damage 14+2ED; AP -3;
Range 48m; Salvo [4]; Heavy [5])
at the moment of impact of enemy projectiles; thus
May replace Gauss Cannon with Tesla Cannon
leaving the vehicle light and manoeuvrable.
(Damage 14+2ED; AP 0; Salvo 3; 48m; Assault,
Crew: 1 Pilot (1 Necron Warrior), 1 Gunner (1 Necron Heavy [5], Tesla)
Warrior). Keywords: Necron
Cruising Speed: 24m; Defence 4; Wounds 20;
Resilience 13; Gyro-Stabilised, Hover, Open Special Abilities
Top Living Metal: Whenever this vehicle Soaks, any Icons
Weapons: Gauss Cannon (Damage 14+2ED; AP -3; which do not cancel out a wound inflicted
Range 48m; Salvo [4]; Heavy [5]) instead restore 1 wound suffered previously,
Twin Tesla Destructor (Damage 16+2ED; AP 0; up to the vehicle’s normal maximum.
Range 48m; Salvo 8; Assault, Heavy [10], Tesla). Quantum Shielding: Soaking does not cost Ruin for this
May replace Gauss Cannon with Tesla Cannon (Damage vehicle. In addition, it receives a number of
14+2ED; AP 0; Salvo 3; 48m; Assault, Heavy [5], bonus dice on any Soak roll equal to the
Tesla) number of ED on the attack.
Keywords: Necron Noble Conveyance: When aboard a Catacomb
Command Barge, a Necron Overlord’s My Will
Special Abilities Be Done ability increases in range to 30m.
Living Metal: Whenever this vehicle Soaks, any Icons
which do not cancel out a wound inflicted
instead restore 1 wound suffered previously,
up to the vehicle’s normal maximum.
Quantum Shielding: Soaking does not cost Ruin for this
vehicle. In addition, it receives a number of
bonus dice on any Soak roll equal to the
number of ED on the attack.

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Monolith Crew: Unknown (4 actions per round, Default skill 10)
A Monolith is a massive mobile fortress used by the Cruising Speed: 12m; Defence 2; Wounds 40;
Necrons as their primary planetary assault craft. A Resilience 20; Gyro-Stabilised, Hover, Vacuum
Monolith combines the properties of a transport craft, Hardened
Weapons: 4x Gauss Flux Arc (Damage 12+1ED; AP -2;
armoured destroyer and icon of undying Necron
Range 48m; Salvo 3)
power. Its ponderous form can float across a battlefield
Particle Whip (16+2ED; AP -2; Range 48m;
upon its anti-gravitic engines, whilst its crystal core
Salvo 0; Blast [Large]).
pulses with sickly energy that can be manipulated into Keywords: Necron, Titanic
powerful beams of Gauss lightning which whip out
from its weapon mounts. Special Abilities
When its massive silhouette looms over a battlefield, it Living Metal: Whenever this vehicle Soaks, any Icons
which do not cancel out a wound inflicted
will lay waste to entire armies with strobing torrents of
instead restore 1 wound suffered previously,
gauss fire and the deafening crack of its particle whip.
up to the vehicle’s normal maximum.
Few armies can stand long before the immense Eternity Gate: The gateway on the front of the
firepower of a Monolith. Living troops are reduced to Monolith is a direct link to an equivalent portal
their component atoms by its punishing gauss flux arcs, on a Necron Tomb World or a Tombship in
while tanks rupture and explode in showers of molten orbit. Stepping through one portal, from either
steel as it focuses its energies upon them. direction, transports creatures instantaneously
to the other portal. If an enemy is within 2m of
By contrast, enemy ordnance has little effect on the
the portal, the Monolith may use one of its
shell of a Monolith. When damaged, the war machine’s actions to attempt to drag that enemy in: the
Necrodermis armour reflexively enacts self-repairs; enemy must pass a Strength test (DN 5) or be
sparking rents in its hull are sealed by living metal and dragged through the portal to the other side,
impact craters smooth over as the reactive substance and whatever unpleasant fate awaits them
seeks to reassert its original form. there.
Death Descending: A Monolith suffers no damage from
The true power of a Monolith, however, lies not in its being dropped from orbit.
in offensive capabilities or phenomenal endurance, but
in the entrance to a captive wormhole that flickers at
its core. This Eternity Gate links the Monolith to the
vessels and Tomb Worlds of its Necron Dynasty --
allowing reinforcements to appear at the Monolith’s
location almost instantaneously. Via these space-
folding corridors, an Overlord can summon forth legion
after legion of Necron Warriors from the very heart of
his Tomb World, with which to drown an enemy planet
in its own dead.

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Tyranids
The Tyranids are an extragalactic composite species of bio-mass. As a result, Norn-Queens can be found only
hideous xenos that is actually a space-faring ecosystem at the heart of the largest and most-well defended
comprised of innumerable different bioforms which Tyranid Hive Ships.
are all variations on the same genetic theme. The
Tyranid Encounters
Tyranid race is ultimately dedicated solely to its own
survival, propagation and evolutionary advancement. Adventures which use Tyranids as adversaries are
The Tyranids collectively form a monstrous frequently akin to “monster movies”, where the heroes
superorganism that travels across the universe in their are pursued by cunning-but-animalistic monsters, or
great Hive Fleets of biomechanical Hive Ships, desperate last stands against onrushing, innumerable
systematically consuming all other biomatter to enable hordes. While capable of stealth and guile, the Tyranids
its own rapid evolution and reproduction. All Tyranid are always predatory in their actions, so their capacity
organisms are synaptic (psychically-reactive), and each for subterfuge and deception is directed more towards
Tyranid creature within a Hive Fleet shares and stalking prey than conspiracies. If you’re interested in
contributes to a communal Hive Mind, which allows using Tyranids as a conspiratorial foe, Genestealer
the trillions of beings comprising the Tyranid Hive Cultists are the better bet, and a Genestealer Cult
Fleets to communicate and organise instantaneously uprising as a prelude to a Tyranid invasion can allow a
on a staggering scale. campaign to wildly change tone and scope part-way
through.
The mentality of the Tyranid
approach to warfare can be Tyranids are innumerable, and they
described with the phrase cannot be deterred. Killing an
"quantity has a quality all its own". individual Tyranid may lessen the
From the "lowly" Ripper, to the immediate threat, but it doesn’t
deadly Hive Tyrant and stop the larger one that their
beyond, the signature of the presence represents, and the
Tyranid species is that they creatures that are fewer in
overwhelm their foes with number and more important to
sheer numbers, reproducing kill are also invariably much harder
massive numbers of highly virulent to kill. So, the priority in a Tyranid-
organisms in record time from the focussed game is survival, along
biochemical soup that they derive with surgical strikes against specific
from the biospheres of the worlds that priority targets such as Synapse Creatures,
they consume. The components of a Tyranid Hive capillary towers, and similar.
Fleet travel almost exclusively in large groups known as Tyranids cannot be reasoned or bargained with, and
swarms that possess specialized biomechanical they regard other life as prey at best, and an auto-
creatures for destroying and consuming a wide variety immune response at worst. As the Tyranids are driven
of prey life forms. Tyranids have evolved sophisticated by a collective Hive Mind, the intellect driving a Tyranid
methods for facilitating genetic transfer across species attack is one that humans cannot fathom, and it has no
boundaries. As a result, a significant goal of any Tyranid inclination or capacity to relate to the individual
invasion is acquisition of useful new biological traits creatures that dwell on a world being consumed except
from other lifeforms. These are used by the Hive Mind as obstacles or sources of biomass. Further, it has as
to enhance the Tyranids' effectiveness in consuming little regard for the individual creatures it commands as
new worlds to gain more of the necessary organic raw it does the ones which oppose it—all Tyranid creatures
materials for further reproduction. All Tyranids are will be reduced to biomass and consumed when the
reproduced by a single, highly intelligent female planet dies, to be reborn to assail the next world, and
bioform known as a Norn-Queen. A Hive Fleet's Norn- individual Tyranid lifeforms will be expended to
Queens are the most important Tyranids within the achieve an objective as readily as a Guardsman
fleet, for if they are injured or killed the Tyranids expends charge from a lasgun.
cannot reproduce their numbers from the captured

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Common Tyranid Special Rules
Tyranid NPCs share a number of common special Synapse Creature
abilities. Tyranids with any of these abilities will list Some Tyranids serve as synaptic conduits or nodal
them in their entries, and some Tyranids have special relays through which a portion of the Hive Mind’s iron
abilities which refer to or alter these abilities in some will flows, overriding the natural instincts of the swarm.
way.
Tyranids automatically pass Resolve tests if they are
Biomorphs within 25m of a friendly Synapse Creature. Further,
Tyranids are extremely adaptable, and two spawnings Tyranids within range of a Synapse Creature cannot
of the same creature may differ significantly. suffer Shock, as they are driven to action without
regard for fear, pain, fatigue, or the limits of their own
Tyranid creature entries list Biomorphs as a separate
bodies. Naturally, a Synapse Creature also receives
section from weapons or special rules, showing
these benefits, as they are always considered to be
common variants and adaptations of that particular
“within range of a Synapse Creature”.
species of Tyranid.
Tyranid Hive Fleets
Instinctive Behaviour
The following groups are the largest and most well-
Unless controlled or coordinated by the domineering
known of the Hive Fleets invading the galaxy. If you
will of the Hive Mind, many Tyranid organisms will
wish, you may select one of these Hive Fleets for your
revert to animalistic instincts.
Tyranids to belong to. They gain the Hive Fleet’s name
Tyranids with this ability will have one of two forms of as an additional Keyword, and the associated special
base instinct: Feed or Lurk. At the start of the rule, below.
creature’s turn, it must pass a Resolve test (DN 3) or act
Behemoth
according to that instinct; if the Resolve test is passed,
Driven by a frenzied hunger, Hive Fleet Behemoth
the creature may act freely. If the creature is part of a
unleashes the full might of its swarms in an
mob, then the whole mob makes a single Resolve test.
overwhelming frontal assault.
• Tyranids with the Feed instinct are driven by a
Tyranids of this Hive Fleet add the game’s Tier as a
voracious need to attack and consume, and
bonus to their Speed when they charge.
they will rampage towards the nearest prey
without thought for anything but sating Gorgon
appetites that will never be satisfied. A Tyranid The toxins produced by Hive Fleet Gorgon’s swarm-
with the Feed instinct becomes frenzied. creatures adapt with terrifying speed to any foe,
• Tyranids with the Lurk instinct are driven by agonizing and ravaging the bodies of their unfortunate
their survival instincts to seek out cover, hiding victims.
themselves away and attacking only when
Tyranids of this Hive Fleet add Toxic (X), where X is the
threatened. A Tyranid with the Lurk instinct
game’s Tier, to all their melee attacks. If their melee
becomes pinned.
attacks already have the Toxic trait, increase the rating
Shadow in the Warp of the trait by the game’s Tier.
The unfathomable presence of the Hive Mind radiates
Hydra
out from its synapse creatures, smothering the ability
Hive Fleet Hydra’s super-swarms overwhelm their prey
of the psykers who stand before them to draw upon
with sheer weight of numbers, drowning them in a tide
their mystic powers.
of chitin, flesh, and slashing claws.
Whenever a Psyker uses a psychic power while within
Mobs of Tyranids from this Hive Fleet add a bonus
35m of a Tyranid with this ability, they must count all
equal to the game’s Tier to all melee attacks they make.
6s on their Wrath dice as 1s. Psykers with the Tyranid
keyword are not affected.

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Jormungandr Leviathan
The warrior-organisms of Hive Fleet Jormungandr Hive Fleet Leviathan’s synaptic network is so strong
instinctively dig into cover and burrow through the that its organisms can be compelled by the Hive Mind
terrain around them, making them extremely difficult to fight in spite of injuries that would incapacitate or
to target until it is far too late. slay them outright.

Tyranids from this Hive Fleet, other than those able to Tyranids from this Hive Fleet add the game’s Tier as
fly, receive a bonus to their Defence equal to the bonus dice when rolling to Soak, and they may Soak
game’s Tier. They lose this bonus until the start of their Mortal Wounds whilst within range of a Synapse
next turn if they run, sprint, or charge, however. creature. Mobs of Tyranids within range of a Synapse
creature instead roll a d6 for each creature slain by an
Kraken
attack: each roll of a 6 means that one dead creature is
The Kraken harries and unbalances its foes with
returned to the mob.
lightning-fast flanking attacks, before encircling them
for the final, bloody massacre.

Tyranids from this Hive Fleet add the game’s Tier to


their Speed when they run, sprint. Further, a Tyranid
from this Hive Fleet may disengage from combat at the
start of its turn as a free action.
Kronos
Hive Fleet Kronos obliterates its foes at range by
unleashing devastating barrages of bio-plasma and
living missiles.

Tyranids from this Hive Fleet which aim before making


a ranged attack may add a bonus equal to the game’s
Tier to their attack.

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Powers of the Hive Mind
Tyranid psyker-beasts draw their horrific powers from a fragment of the Hive Mind’s gestalt will. They can utilise this
psychic might to empower their lesser kin or obliterate the minds of their opponents with skull-shattering force.

Tyranid Psykers do not suffer Perils of the Warp as other Psykers do. Instead, whenever a Tyranid Psyker rolls one or
more 1s on their Wrath Dice on Psychic tests, they suffer 1 Mortal Wound for each 1 rolled on a Wrath die, as the
creature’s mind is overloaded by the power of the Hive Mind coursing through their neural matter.
Dominion The Horror
DN: 5 DN: 6
Activation: Action Activation: Action
Duration: 1 Round Duration: 1 Round
Range: 75m Range: 50m
Multi-Target: No Multi-Target: No
Keywords: Tyranid, Psychic Keywords: Tyranid, Psychic
Prerequisite: Psyker must have the Tyranid Prerequisite: Psyker must have the Tyranid
keyword. keyword.
Effect: The Tyranid uses its prodigious psychic Effect: The terrifying psychic presence of the
strength to channel and amplify the will of the Hive Mind radiates from the synapse creature,
Hive Mind. The power affects one mob or a flooding the minds of the Tyranids’ enemies
number of individual creatures equal to twice and causing them to quail and panic. The
the Psyker’s Willpower within range. Affected power affects all enemies in a Large blast
allies ignore their Instinctive Behaviour rule within Range. Until the start of the psyker’s
and automatically succeed at Resolve tests next turn, the target unit must add +2 to the
until the start of the psyker’s next turn. DN of all Resolve tests and attacks they
attempt.
Catalyst
DN: 6 Onslaught
Activation: Action DN: 6
Duration: 1 Round Activation: Action
Range: 35m Duration: 1 Round
Multi-Target: No Range: 35m
Keywords: Tyranid, Psychic Multi-Target: No
Prerequisite: Psyker must have the Tyranid Keywords: Tyranid, Psychic
keyword. Prerequisite: Psyker must have the Tyranid
Effect: Through its synaptic conduits, the Hive keyword.
Mind reaches out to infuse the organisms Effect: The synapse creature reaches out its
under its control, invigorating their mind and seizes control of the lesser creatures’
metabolisms with such unnatural vitality that weapon symbiotes, guiding their fire whilst
they can ignore the most grievous of wounds. simultaneously driving the swarms towards
The power affects one mob or a number of the enemy at a breakneck pace. This power
individual creatures equal to twice the Psyker’s affects one mob or a number of individual
Willpower within range. Affected allies do not creatures equal to twice the Psyker’s
have to spend Ruin to Soak, and they may Soak Willpower within range. Until the start of the
Mortal Wounds until the Psyker’s next turn. If psyker’s next turn, the affected allies treat all
a mob was the target, then until the start of the its weapons as if they had the Assault trait, and
Psyker’s next turn, roll 1d6 for each member of they may ignore the +2 DN for running and
the mob slain: on a 5+, that creature is not shooting with an assault weapon.
slain.

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Paroxysm Psychic Scream
DN: 5 DN: 5
Activation: Action Activation: Action
Duration: Instant Duration: Instant
Range: 35m Range: 35m
Multi-Target: No Multi-Target: Yes
Keywords: Tyranid, Psychic Keywords: Tyranid, Psychic
Prerequisite: Psyker must have the Tyranid Prerequisite: Psyker must have the Tyranid
keyword. keyword.
Effect: The Hive Mind debilitates its enemies Effect: Through its vassal, the Hive Mind
by triggering every nerve and pain receptor in unleashes a piercing shriek of undiluted
their bodies, overwhelming their senses with psychic energy which shreds the minds of
wracking fits of agony. The power affects all those caught in its wake. The nearest enemy
enemies in a Medium blast within Range. within range immediately suffers 1d3 Wounds.
Affected enemies all suffer 1d3+2 Shock, and In addition, if the target is a Psyker, they must
they may not Keep the Initiative until the start pass a Willpower test with a DN of 3; if they fail,
of the psyker’s next turn. then randomly choose one of their psychic
powers: they cannot use that power until they
have regrouped.

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Hormagaunt
Hormagaunts (subspecies name: Gaunti gladius) are Threat Classification: Troops at all Tiers (5 per mob per
fearsome but expendable Tyranid creatures used in Tier)
their billions which often precede a main Tyranid
attack. They are a subspecies of Tyranid Gaunt armed Strength 4 Intellect 1
with razor-sharp Scything Talons and move on Agility 5 Willpower 5
powerful hind legs in a series of exceptionally fast, Toughness 3 Fellowship 1
bounding leaps that appears as a skittering, insect-like Initiative 5 Defence 4
gait. Speed 8 Wounds 3
Shock 3 Soak 3
Before the full attack of a Tyranid Hive Fleet, Resolve 4 Conviction 5
Hormagaunts are often dropped in Mycetic Spores in Passive Awareness 3
such large numbers that even if many are destroyed by Resilience 5 (Tyranid Carapace: 1)
orbital defences those that make planetfall will pose a Skills Athletics 6, Weapon Skill 6, Default 5
serious problem to any inhabitants. Size Average
Keywords Tyranid, Gaunt, <Hive Fleet>
Hormagaunts have a deadly instinctual ability to hunt
that needs little direction from the Tyranid Hive Mind. Attacks
They are so single-minded in hunting that they will Scything Talons: (Damage 7+1ED; AP 0; +1d to attack)
ignore personal injury and tiredness until they have run
Biomorphs
down their quarry. Hormagaunts will then feed upon
Adrenal Glands: Tyranids with Adrenal Glands add +1
their prey, ripping pieces of flesh apart with razor sharp
to their Speed.
teeth. However, their extremely fast metabolism will
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
always drive them to constantly seek out new victims. Toxic (3) to their melee attacks.
They are usually left to their own devices once a
Tyranid attack is underway, though occasionally the Special Abilities
Hive Mind will intervene and direct them towards a Instinctive Behaviour (Lurk) (see above)
more distant and more important target. Bounding Leap: Whenever a Hormagaunt runs, sprints,
or charges, it adds +2 to its Speed, and may
Hormagaunts, unlike other Tyranid creatures, have the
leap over gaps and obstacles up to 2m high and
ability to lay hundreds of eggs in the ground and so
up to 4m wide.
reproduce independently of a Hive Fleet. Each (Mob) Hungering Swarm: Whilst in a mob,
Hormagaunt has a short lifespan—days at most—but Hormagaunts gain a +2d bonus to melee attack
once one generation has died a fresh wave will have rolls.
hatched and grown to maturity, ready
to carry on ravaging a world where the
previous generation left off.

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Termagant
A Termagant serves as the standard infantry unit of any Threat Classification: Troops at all Tiers (5 per mob per
Tyranid swarm. Speed, agility and survival are the main Tier)
characteristics of the Termagant bioform (Gaunti
virago). These small xenos warriors most commonly Strength 3 Intellect 2
carry the dreaded Fleshborer Biomorph but have been Agility 5 Willpower 5
known to carry other more potent weapon Biomorphs Toughness 3 Fellowship 1
into battle. While not very effective in combat as a Initiative 5 Defence 4
small group, they are most powerful when swarming in Speed 6 Wounds 3
large broods across a target planet once the Great Shock 3 Soak 3
Resolve 4 Conviction 5
Devourer's invasion reaches its high tide. The
Passive Awareness 3
desperate need to survive makes them a menace even
Resilience 5 (Tyranid Carapace: 1)
if their synaptic control with the Tyranid Hive Mind is
Skills Ballistic Skill 6, Stealth 6, Default 5
broken, as they run to cover and will lurk waiting to kill
whatever threatens their hiding spot. Size Average
Keywords Tyranid, Gaunt, <Hive Fleet>
Termagants are naturally cunning and have a strong Attacks
sense of self-preservation. Often, they will skirt an Termagants are normally armed with Fleshborers, but
enemy ambush and instead find a way to assail their some carry Devourers or Spinefists instead. In a mob,
foe from an unexpected quarter, or they will seek out one Termagant in every 10 may carry a Spike Rifle or
and exploit enemy weak points. If cut off from the Hive Strangleweb instead.
Mind's influence, a Termagant's self-preservation
instinct will take control and they will typically abandon Devourer: (Damage 10+1ED; AP 0; Range 36m; Salvo 3;
the fight in search of shelter. This seeming weakness Agonizing, Assault, Spread)
means however that Termagants remain a threat once Fleshborer (Damage 10+1ED; AP 0; Range 24m; Salvo
1; Assault, Brutal)
a Tyranid assault has been defeated since every cave,
Spinefists (Damage 8+1ED; AP 0; Range 24m; Salvo 2;
ruin, or path of undergrowth that surviving defenders
Paired, Pistol)
pass by could conceal a nest of Termagants ready to Spike Rifle (Damage 8+1ED; AP0; Range 36m; Salvo 1;
attack upon discovery. In some circumstances the Hive Assault, Sniper [1])
Mind will suppress the survival instincts of Termagants Strangleweb (Damage 5+1ED; AP 0; Range 16m; Salvo
to instead send them rushing forward for the sole 0; Assault, Blast [Small], Tangle [3])
purpose of depleting enemy ammunition stores. Claws (Damage 5+1ED; AP 0)

Biomorphs
Adrenal Glands: Tyranids with Adrenal Glands add +1
to their Speed.
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
Toxic (3) to their melee attacks.

Special Abilities
Instinctive Behaviour (Lurk) (see above)
(Mob) Hail of Living Ammunition: Whilst in a mob,
Termagants gain +1ED on all shooting attacks.

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Gargoyle
A Gargoyle is a vicious winged Tyranid bioform that is Threat Classification: Troops at all Tiers (5 per Mob per
often the first species of Tyranid seen in battle. Their Tier)
prime purpose seems to be seeking out the enemy and
sowing terror and confusion amongst them. Thus, fire Strength 3 Intellect 2
and the flap of the Gargoyles' membranous wings Agility 5 Willpower 5
precede the Tyranid hordes, driving the enemy out into Toughness 3 Fellowship 1
the open to be absorbed by the swarm, spitting death Initiative 5 Defence 4
from their Fleshborers. Speed 12 (Flight) Wounds 3
Shock 3 Soak 3
Physically, Gargoyles strongly resemble the Resolve 4 Conviction 5
Termagants from which they are genetically derived, Passive Awareness 3
with compact but lithe bodies encased in a lightly Resilience 5 (Tyranid Carapace: 1)
armoured exoskeleton. They have wide, leathery Skills Ballistic Skill 6, Stealth 6, Default 5
wings, raking claws and barbed tails. They also display Size Average
the same animal cunning as their ground-dwelling Keywords Tyranid, Gaunt, <Hive Fleet>
counterparts, and instinctively assail the foe from an Attacks
unexpected quarter whenever the situation allows. Fleshborer (Damage 10+1ED; AP 0; Range 24m; Salvo
1; Assault, Brutal)
Winged manoeuvrability gives the Gargoyles a distinct
Blinding Venom (Damage 7+1ED; AP 0; Range 2m [M];
advantage over the majority of opponents, who for the
Agonizing, Toxic [3])
most part rely on technological assistance to fly. As a
Claws (Damage 5+1ED; AP 0)
result, Gargoyles have earned a dread reputation, a
legend that, in truth, far outstrips their physical threat. Biomorphs
Wherever Gargoyles are abroad, defenders look Adrenal Glands: Tyranids with Adrenal Glands add +1
fearfully to the skies, for they know that every sky- to their Speed.
borne shadow could be a flock of Gargoyles about to Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
attack. Toxic (3) to their melee attacks.
While they are built for ranged combat, Gargoyles are Special Abilities
not helpless in melee. They are capable of spitting a
Instinctive Behaviour (Lurk) (see above)
toxic fluid, which they instinctively aim at the eyes of Blinding Venom: A creature which becomes Poisoned
their opponents in order to blind them. Then they tear from a Gargoyle’s Blinding Venom is also
into the foe with barbed tails and talons until either blinded.
they or their prey are slain, or the Hive Mind (Mob) Hail of Living Ammunition: Whilst in a mob,
relinquishes its control. Termagants gain +1ED on all shooting attacks.

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Ripper
Rippers (Minoris omniphagea) are a small, maggot-like Threat Classification: Troops at all Tiers (10 per mob at
species of Tyranids that serve as the primary means of Tier 1, +5 per mob per additional Tier)
devouring bio-mass from a planet for a Tyranid Hive
Fleet. Indeed, Ripper swarms facilitate the speed and Strength 2 Intellect 1
scale that Tyranids are infamous for in the stripping of Agility 4 Willpower 4
a planet of all of its natural resources. Rippers are the Toughness 2 Fellowship 1
most numerous of the Tyranid creatures, and in great Initiative 5 Defence 6
swarms they can pull down and consume creatures Speed 12 (Flight) Wounds 3
many times their own size. However, they are Shock 3 Soak 3
Resolve 3 Conviction 4
completely mindless and will perish if they lose a
Passive Awareness 3
synaptic link with the Hive Mind, although while under
Resilience 4 (Tyranid Carapace: 1)
its guidance they are utterly relentless and pose a truly
Skills Weapon Skill 5, Stealth 5, Default 4
horrifying threat. During the final stages of a Tyranid
planetary invasion, they scour the entirety of a planet, Size Tiny
ingesting all biological material on the planet and Keywords Tyranid, <Hive Fleet>
leaving only an empty and desolate wasteland. Attacks
Eventually, the Rippers will become bloated full of Rippers attack using their claws and teeth, but some
biomass, unfit for combat. At this point, they simply swarms are adapted with spine-maws as well.
crawl into Tyranid Reclamation Pools at the bases of Claws and Teeth (Damage 5+1ED; AP 0)
impossibly tall Capillary Towers that project beyond Spine-Maw (Damage 7+1ED; AP 0; Range 12m; Salvo 1;
the atmosphere, where they and the bio-mass they Pistol)
have fed upon are broken down and absorbed by the
Hive Fleet for the creation of new Tyranid organisms Special Abilities
and structures. However, in some cases they may be Instinctive Behaviour (Feed) (see above)
evolved by a Norn-Queen to perform more advanced (Mob) Swarm and Consume: Whilst in a mob, Rippers
functions for the swarm depending on the genetic add +2ED and the Brutal trait to their melee
material they have absorbed. attacks. In addition, any enemy attacked by a
Ripper mob must pass an Athletics test (DN 3)
or be knocked prone.

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Genestealer, Belligerum-Strain
A Genestealer (Corporaptor hominis) is a bioform of the Threat Classification: Adversary at Tier 1-2, Elites at
Tyranids that was genetically designed by the Hive Tier 3-4, Troops at Tier 5+ (5 per mob, +5 per
Mind for the infiltration of other intelligent species' mob per additional Tier)
settled worlds. Genestealers serve as the vanguard
organisms of the Hive Fleets. The first Tyranids to be Strength 8 Intellect 2
discovered by the Imperium, their true nature is Agility 6 Willpower 9
obscured by a confusing multitude of legends. They are Toughness 6 Fellowship 1
known as "Snatcher-devils" on some Imperial worlds, Initiative 6 Defence 5
"Cave Nightmares" on others and "Clawed Speed 8 Wounds 8
Shock 7 Soak 6
Changelings" on yet more. Every conceivable
Resolve 8 Conviction 9
interpretation of the Genestealer Curse has been
Passive Awareness 4
posited across Mankind's domain, but even the most
Resilience 9 (Tyranid Carapace: 2)
outlandish story does no justice to the awful truth
Skills Athletics 10, Awareness 8, Stealth 8,
behind these creatures and the reproductive cycles of
Weapon Skill 9, Default 6.
genetic damnation they propagate.
Size Average
Genestealers are also used by the Hive Mind as a Keywords Tyranid, Genestealer, <Hive Fleet>
primary shock assault unit for Tyranid swarms during Attacks
surface and void battles. Countless archivists and Genestealers attack with their Rending Claws. Some
xenographers have studied the variance and mutability variants also have scything talons, and a few individuals
of Genestealers extensively, and while there are many may have flesh hooks or acid maws.
theories about different genetic strains, it has been
Rending Claws (Damage 12+1ED; AP -1; Penetrating
identified that those encountered as part of a Hive
[4])
Fleet are subtly different to those found infesting other
Scything Talons (Damage 11+1ED; AP 0; +1d to attacks)
worlds. Where a Genestealer is part of a larger Hive Acid Maw (Damage 11+1ED; AP -3; Brutal)
Fleet, it will operate as part of a single brood of Flesh Hooks (11+1ED; AP 0; Range 12m; Salvo 2;
normally around a dozen kin (sometimes fewer, Assault, Pistol)
sometimes more). The brood communicates via
telepathy, operating semi-independently of the Hive Biomorphs
Mind. Extended Carapace: Tyranids with Extended Carapace
add +2 to their Resilience (this increase is
This broad tendency, though debated, has been
Armour).
categorised by some as the Belligerum-Strain, to Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
distinguish it from Genestealers demonstrating Toxic (3) to their melee attacks.
different proclivities in different situations, such as the
leaner, faster Vectori-Strain identified on some Space Special Abilities
Hulks, and Purii or Purestrain Genestealers identified Lightning Reflexes: Genestealers may attempt to Soak
as gene-stock within cult infestations. Belligerum- Mortal Wounds. This ability is lost if the
strain Genestealers are bulkier, hardier, and more Genestealer has Extended Carapace.
suited to front-line battlefield conditions. Swift and Deadly: Genestealers add +2d when they
charge (instead of +1d).
Speculation exists that these forms of Genestealer are Flesh Hooks: A Tyranid with Flesh Hooks adds +2d to
different phases of life, adaptations made during the any Athletics test to climb.
course of a Genestealer’s lifespan to suit different (Mob) Flurry of Claws: Whilst in a mob, Genestealers
situations. Other claims maintain that Hive Fleets gain a +2d bonus to melee attack rolls.
produce different subspecies of Genestealer for
different purposes. The truth is a mystery, as studying
these creatures is a deadly matter.

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Broodlord
The Broodlord, or Corporaptor Primus, is the ultimate Threat Classification: Adversary at Tier 3+
product of Genestealer evolution. The Broodlord is
immensely strong, agile and durable, which makes it a Strength 10 Intellect 4
superb frontline warrior. In addition to their already Agility 6 Willpower 10
potent combat abilities, the Broodlord also has a few Toughness 8 Fellowship 1
Tyranid Biomorphs or biomechanical weapon- Initiative 7 Defence 6
symbiotes to choose from beyond just its standard Speed 8 Wounds 12
rending claws and scythe-like talons. Shock — Soak 8
Resolve 9 Conviction 10
Broodlords act as commanders for Tyranid assault Passive Awareness 5
forces, personally leading attacks. They bear the Resilience 12 (Tyranid Carapace: 3)
"synapse" ability frequently observed in higher forms Skills Athletics 12, Awareness 10, Stealth
of Tyranids, which allow them to coordinate the Hive 10, Weapon Skill 11, Default 8.
Mind's psychic commands over less-intelligent Tyranid Size Large
species. Keywords Tyranid, Genestealer, Psyker, <Hive
Fleet>
This is unlike the traditional Genestealer Cults which
Attacks
grow and rise on infested Imperial worlds to take its
Monstrous Rending Claws (Damage 14+2ED; AP -3;
followers from among the local populace, and
Brutal, Penetrating [6], Tearing [2])
psychically dominate them and be worshiped as gods.
The army led by the Broodlord is an infiltrating Special Abilities
vanguard operating in a similar manner to the Tyranid Synapse Creature (see above)
Lictor. A Broodlord at the heart of a telepathic link can Shadow in the Warp (see above)
track its foes with the senses of many and employs its Fear (3): This threat causes fear. Enemies are required
greater intellect to coordinate and command the lesser to pass a Fear test (DN 3) to act normally.
Genestealers. Lightning Reflexes: Genestealers may attempt to Soak
Mortal Wounds.
Swift and Deadly: Genestealers add +2d when they
charge (instead of +1d).
Brood Telepathy: Genestealers within 12m of the
Broodlord add +2d to melee attacks.
Psyker: The Broodlord knows the smite psychic power,
and one power from the Hive Mind psychic
discipline.
(Ruin) Champion: The Broodlord may take Ruin
actions.

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Lictor
The Tyranid bioform known as the Lictor (Tyranicus Threat Classification: Adversary at Tier 2-3; Elite at Tier
chameleo) is a specialised evolutionary development of 4+
the Tyranid Warrior, highly adapted to a role as a scout
in the vanguard of any Tyranid swarm's advance. Strength 12 Intellect 4
Lictors move ahead of the swarm, seeking out pockets Agility 6 Willpower 9
of resistance to be eradicated and native life forms to Toughness 6 Fellowship 1
be absorbed. Able to move swiftly and without sound Initiative 6 Defence 5
through even the densest terrain and concealed by a Speed 9 Wounds 12
chameleonic carapace that renders it all but invisible to Shock 9 Soak 6
Resolve 8 Conviction 9
the naked eye, a Lictor can remain hidden until it
Passive Awareness 6
chooses to strike. It can wait motionless for days,
Resilience 9 (Tyranid Carapace: 2)
unnoticed by its victims, an unseen herald of
Skills Athletics 12, Awareness 11, Stealth
approaching disaster.
12, Weapon Skill 11, Default 9.
Lictors are the lone hunters of the Tyranid swarm, Size Large
roving ahead of the Hive Fleet, seeking out prey and Keywords Tyranid, <Hive Fleet>
leading the Hive Mind to concentrations of enemies. As Attacks
tall as a Tyranid Warrior, Lictors are distinct in Rending Claws (Damage 16+1ED; AP -1; Penetrating
appearance from other Tyranid creatures in a number [4])
of ways, such as a pair of long mantis-like claws Grasping Talons (Damage 15+2ED; AP -1; Range 2m
extending over the creature's shoulders which it can [M])
use for climbing and impaling its prey; long, drooping Flesh Hooks (15+1ED; AP 0; Range 12m; Salvo 2;
feeder tendrils that hang from its maw and greatly Assault, Pistol)
increase its senses, and shimmering chameleonic
Special Abilities
scales which allow it to hide with ease. A natural
predator, the Lictor is patient and stealthy and can Chameleonic Skin: The Lictor’s skin grants it a +2d
bonus to Stealth tests, and a +2 bonus to
move past even the most alert foes, or spend days
Defence when in shadow or cover.
hiding immobile, waiting for a chance to strike once its
Terror (3): This threat causes terror. Enemies are
prey's guard is down. This behaviour has given the required to pass a Terror test (DN 3) to act
Lictor an almost mythical reputation amongst its foes, normally.
as a ghost-like horror which can strike at any time and Flesh Hooks: A Tyranid with Flesh Hooks adds +2d to
place, before vanishing into thin air just as easily. any Athletics test to climb.
Feeder Tendrils: As an action, a Lictor may drain
A Lictor's primary purpose is to lead the Tyranid swarm
knowledge and memory from the brain of a
to fresh prey and seek out large groups of foes that creature it has killed. This adds 1 to Ruin.
might be hiding or fleeing before the swarm. In this (Ruin) Champion: This threat may take Ruin Actions.
role, they move silently and almost completely invisibly (Ruin) Invisible Predator: As a Ruin Action when not
across all kinds of terrain, using their enhanced senses engaged in melee, the Lictor may move up to
to find their foes. These opportunistic hunters tend to its Speed and make a Stealth test to hide (DN is
avoid confrontations where they would be nearest foe’s Passive Awareness).
outmatched, silently stalking their prey from the Pheromone Trail: When a Lictor is slain, the Game
shadows. Stalking Lictors also serve another deadly Master gains 2 Ruin, as there are sure to be
purpose than simple slaughter; exuding a potent more Tyranids arriving soon.
pheromone trail which draws other Tyranid bioforms
to the slaughter. The larger the concentration of prey,
the stronger the response and the more irresistible the
lure. As scouts, Lictors are able to operate outside the
Hive Mind's synaptic web, so they do not need to
always remain close to a controlling Tyranid synapse
creature.
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Tyranid Warrior
The Tyranid Warrior, or Tyranicus gladius, is one of the Threat Classification: Adversary at Tier 1-2; Elite at Tier
most common type of troops used by a Tyranid swarm. 3+
As Tyranids are constantly biologically adapting their
forces to match their enemies' shifting strategies, Strength 8 Intellect 3
Tyranid Warriors are often seen in combat in many Agility 4 Willpower 9
different sub-species intended for different battlefield Toughness 6 Fellowship 1
functions. Tyranid Warriors are among the most Initiative 4 Defence 3
important Tyranid species deployed by a Hive Fleet in Speed 6 Wounds 9
battle, as not only are they powerful and deadly Shock — Soak 6
creatures in their own right, but they also serve as Resolve 8 Conviction 9
Passive Awareness 5
Tyranid synapse creatures, the important species
Resilience 9 (Tyranid Carapace: 2)
intended to direct lesser Tyranid species and forming
Skills Weapon Skill 10, Awareness 9,
the focal points of the Tyranid Hive Mind's system of
Default 8
telepathic command.
Size Large
Tyranid Warriors are large creatures, but still smaller Keywords Tyranid, <Hive Fleet>
than the massive Tyranid Hive Tyrants. They are fast Attacks
and powerful, with the capability to be strong at Tyranid Warriors have been encountered armed with a
ranged combat or in close quarters in a similar fashion wide range of weapons. Commonly, they carry a
to the Hive Tyrant. Devourer and a pair of Scything Talons. The Devourer
may be exchanged for a Basic Bio-Weapon or Melee
According to Imperial research conducted by the
Bio-Weapon. The Scything Talons may be exchanged
Adeptus Mechanicus, the Tyranicus gladius species
for a Melee Bio-Weapon. One in three replace their
itself is highly adaptable to any battle role, with over
Devourer with Bio-Cannon instead. Some Tyranid
212 known variants of Tyranid Warriors having been
Warriors have Flesh Hooks. See Bio-Weapons, later, for
observed - combining flying, walking, leaping
details on other Tyranid weapon options.
biomorphs, with biomechanical symbiotes that serve
as ranged weapons like the Deathspitter or assault Devourer: (Damage 10+1ED; AP 0; Range 36m; Salvo 3;
symbiotes like scything talons or rending claws or both. Agonizing, Assault, Spread)
This has caused one Imperial researcher, Magos Scything Talons (Damage 11+1ED; AP 0; +1d to attacks)
Biologis Locard, to claim that the Tyranid Warrior is the Flesh Hooks (11+1ED; AP 0; Range 12m; Salvo 2;
most adaptable of any Tyranid species yet Assault, Pistol)
encountered.
Biomorphs
Adrenal Glands: Tyranids with Adrenal Glands add +1
to their Speed.
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
Toxic (3) to their melee attacks.

Special Abilities
Synapse Creature (see above)
Shadow in the Warp (see above)
Fear (3): This threat causes fear. Enemies are required
to pass a Fear test (DN 3) to act normally.
Flesh Hooks: A Tyranid with Flesh Hooks adds +2d to
any Athletics test to climb.

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Tyranid Prime
The Tyranid Warrior Prime (Tyranicus gladius primus) Threat Classification: Adversary at Tier 3+
serves as a powerful synapse creature for Tyranid
swarms and is a potent commander of Tyranid Strength 10 Intellect 4
attacks. The Tyranids' leadership caste is difficult for Agility 4 Willpower 10
Imperial commanders to identify, and there is often Toughness 8 Fellowship 1
the mistaken assumption that the larger a Tyranid Initiative 5 Defence 4
creature is, the more important it is to the swarm. Speed 6 Wounds 12
Shock — Soak 8
This is a mistake that has cost more than one Imperial Resolve 9 Conviction 10
officer his rank and countless men their lives. This is Passive Awareness 5
especially true for Tyranid Warrior Primes, an Resilience 14 (Tyranid Carapace: 5)
evolution of the standard Tyranid Warrior genus that Skills Weapon Skill 10, Awareness 9,
has an elevated intelligence and a stronger link to the Default 8
Tyranid Hive Mind. Size Large
Keywords Tyranid, <Hive Fleet>
In military function, Tyranid Warrior Primes take on
Attacks
the role of junior officers within a Tyranid swarm.
Much in the same way as a Hive Tyrant might lead a Tyranid Primes have been encountered armed with the
full host of Tyranids, a Warrior Prime will oversee a same array of weapons as other Warriors. Commonly,
smaller section of the battlefield or direct a smaller they carry a Devourer and a pair of Scything Talons. The
strike force of warriors. When close to a more Devourer may be exchanged for a Basic Bio-Weapon or
powerful synapse creature they will defer their Melee Bio-Weapon. The Scything Talons may be
control, acting instead like non-commissioned exchanged for a Melee Bio-Weapon. One in three
officers, often personally leading broods. However, replace their Devourer with Bio-Cannon instead. Some
should they find themselves alone, they can easily Tyranid Warriors have Flesh Hooks. See Bio-Weapons,
bind together those Tyranid creatures nearby into an later, for details on other Tyranid weapon options.
effective fighting force and carry on with little trouble. Devourer: (Damage 10+1ED; AP 0; Range 36m; Salvo 3;
In this way, a Tyranid Warrior Prime is just as capable Agonizing, Assault, Spread)
of directing a swarm as a Hive Tyrant and many an Scything Talons (Damage 13+1ED; AP 0; +1d to attacks)
Imperial officer has suffered as a result of Flesh Hooks (13+1ED; AP 0; Range 12m; Salvo 2;
underestimating their ability to project the Hive Mind Assault, Pistol)
and lead lesser Tyranid creatures.
Biomorphs
Adrenal Glands: Tyranids with Adrenal Glands add +1
to their Speed.
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
Toxic (3) to their melee attacks.

Special Abilities
Synapse Creature (see above)
Shadow in the Warp (see above)
Alpha Warrior: All Tyranid Warriors within 12m of a
Tyranid Prime add +2d to all their attacks.
Fear (3): This threat causes fear. Enemies are required
to pass a Fear test (DN 3) to act normally.
Flesh Hooks: A Tyranid with Flesh Hooks adds +2d to
any Athletics test to climb.
(Ruin) Champion: The threat may take Ruin actions.

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Bio-Weapons
Basic Bio-Weapons Venom Cannon
Scything Talons The Venom Cannon fires out salvos of deadly, corrosive
These long, razor-edged blades of fused chitin and crystals. Most victims die from the impact or from the
serrated bone-like substances are a common way for toxins carried by the poisonous crystalline fragments.
Tyranids to slash and stab. Each is powered by The plating of some armoured vehicles may also be
whipcords of fast-twitch muscle that allow them to punctured by the crystals, with the splinters destroying
eviscerate in a single swipe, and attacks with these the interior equipment and killing the crew members
weapons are usually a flurry of lightning-fast blows. inside.

Scything Talons (Damage 3+1ED; AP 0) Venom Cannon (Damage 16+2ED; AP -2; Range 72m;
Special: A creature armed with a single pair of scything Salvo 2; Assault, Blast [Medium], Toxic [5])
talons adds +1d to all melee attacks using
them. A creature armed with two pairs of Melee Bio-Weapons
scything talons receives the Paired trait, and Rending Claws
thus may re-roll failures on attacks with them. Short and incredibly deadly, the claws and talons of
many Tyranid creatures are tipped in extremely dense
Spinefists diamond-hard chitin. Combined with the musculature
This weapon-creature is typically carried in pairs by of the Tyranids bearing these claws, they are capable
Tyranids. A spinefist has a long tube-like tail that of shredding even the thickest armour with frightening
burrows into the host, deriving power from their body. ease.
Thus, larger Tyranids will exhale more spines per salvo.
Rending Claws (Damage 4+1ED; AP -1; Penetrating [4])
Spinefists (Damage 8+1ED; AP 0; Range 24m; Salvo X;
Paired, Pistol) Boneswords
Special: The Salvo of Spinefists is equal to half the Boneswords are blades of living chitin that wear away
Toughness of the Tyranid using it, rounded up. and grow back. They crackle with the Hive Mind's
psychic energy and are very effective against armoured
Deathspitter
units.
This multi-creature symbiote fires maggot-like
organisms with corrosive innards. A spider-jawed set of Boneswords (Damage 5+1ED; AP -2; Force, Paired,
fangs drags an organism from the weapon's brooding Parry)
chamber and strips off its shell, before the Deathspitter
reacts to the caustic flesh with a spasm, firing the Lash Whip & Bonesword
maggot to explode in a shower of caustic slime against Lash Whips are cords of muscle that move at lightning
its target. speed to slash prey. Some Tyranid creatures wield both
a Lash Whip and a Bonesword as a deadly symbiotic
Deathspitter (Damage 12+1ED; AP -1; Range 48m; combination.
Salvo 3; Assault)
Bonesword (Damage 5+1ED; AP -2; Force, Parry)
Bio-Cannons Lash Whip (Damage 3+2ED; AP -1; Range 2m [M];
Barbed Strangler Tangle [3])
These weapons fire seed pods that grow to maturity in
seconds, spreading out hooked tendrils in all
directions.

Barbed Strangler (Damage 12+1ED; AP -1; Range 72m;


Salvo 1; Assault, Blast [Large], Tangle [3])
Special: Enemies hit by a Barbed Strangler must take a
Resolve test or become pinned.

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Monstrous Bio-Weapons Stranglethorn Cannon
Monstrous Rending Claws Stranglethorn Cannons are larger versions of the
Just like their smaller counterparts, these claws can Tyranid Barbed Strangler. This heavier version of the
tear through plasteel and ceramite plate with ease, but Biomorph fires a larger and more aggressive seed pod.
they are especially terrifying in the hands of creatures The tendrils grow at alarming rates, choking infantry.
so large that they can tear apart tanks with their bare Sometimes a Stranglethorn Cannon will render lightly
hands. armoured vehicles ineffective by damaging the crew or
weapons.
Monstrous Rending Claws (Damage 4+2ED; AP -3;
Brutal, Penetrating [6], Tearing [2]) A Tyranid may only have a single Stranglethorn cannon
or Heavy Venom Cannon.
Monstrous Boneswords
Normally seen carried by Hive Tyrants, these massive Barbed Strangler (Damage 16+2ED; AP -1; Range 72m;
Salvo 1; Assault, Blast [Large], Tangle [5])
blades channel the psychic will of the Hive Mind and
Special: Enemies hit by a Stranglethorn Cannon must
can cleave through almost anything.
take a Resolve test or become pinned.
Monstrous Boneswords (Damage 5+3ED; AP -2; Force,
Paired, Parry) Heavy Venom Cannon
These weapons are far larger and more deadly than
Monstrous Lash Whip & Monstrous normal venom cannons, launching forth a greater
Bonesword crystalline payload to supersonic speeds. The
As with their smaller counterparts, a monstrous lash projectiles collide with enough force to cave in an
whip and bone sword makes for a deadly pairing. enemy battle tank and are accompanied by a lethal
blast of electrical energy, residue of the electrostatic
Monstrous Bonesword (Damage 5+3ED; AP -2; Force,
pulse used to fire the weapon.
Parry)
Monstrous Lash Whip (Damage 3+2ED; AP -1; Range A Tyranid may only have a single Stranglethorn cannon
3m [M]; Tangle [5]) or Heavy Venom Cannon.

Monstrous Bio-Cannons Heavy Venom Cannon (Damage 18+3ED; AP -2; Range


Twin Deathspitters with Slimer Maggots 72m; Salvo 2; Arc [2], Assault, Blast [Small],
These symbiotes, normally found on larger creatures, Toxic [5])
uses a deadlier strain of the corrosive larvae found in
normal Deathspitters, which produce a more viscous,
more corrosive slime.

Twin Deathspitters with Slimer Maggots (Damage


15+1ED; AP -1; Range 48m; Salvo 6; Assault)

Twin Devourers with Brainleech Worms


The devourers wielded by the largest Tyranid
organisms are teeming with hives of Brainleech worms,
a more aggressive and voracious devourer worm.

Devourer: (Damage 14+1ED; AP 0; Range 36m; Salvo


12; Agonizing, Assault, Spread)

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Carnifex
The Carnifex (Carnifex voracio, Carnifex vorantii, Monstrous Scything Talons: (Damage 16+3ED; AP -3;
Carnifex ululare, Carnifex arbylis, and Carnifex bilius) is Range 3m [M]; Spread, Paired [if two pairs
a monstrous creature that essentially acts as an organic present])
main battle tank for the Tyranid Hive Fleets. It is armed Crushing Claws (Damage 20+3ED; AP -3; Brutal,
with the most advanced Tyranid Bio-Weapons and is Unwieldy [2])
used primarily as a shock trooper to carry out starship Bio-Plasma (14+1ED; AP -3; Range 25m; Salvo 0;
Assault, Blast [Small])
boarding actions, frontal shock assaults on entrenched
Monstrous Acid Maw: (Damage 15+2ED; AP -5; Brutal)
positions and for besieging fortified locations or enemy
Thresher Scythe: (Damage 12+1ED; AP -1; Range 2m
armour formations. [M], Spread)
As Tyranids are constantly evolving their forces, many Bone Mace: (Damage 16+2ED; AP -1; Range 2m [M])
different species of the Carnifex exist. However, all
Biomorphs
Carnifex share some common characteristics: they are
Adrenal Glands: Tyranids with Adrenal Glands add +1
very large creatures, standing significantly larger than
to their Speed.
a man; they have a thick carapace, which provides
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
excellent protection from damage, and they frequently
Toxic (3) to their melee attacks.
use some of the bio-weaponry utilized by the Tyranids. Chitin Thorns: Enemies who attack the Tyranid in
Threat Classification: Monstrous Creature at Tier 3+ melee and suffer a complication suffer a
Mortal Wound.
Strength 12 Intellect 2 Spine Bank: (Damage 12+1ED; AP 0; Range 12m; Salvo
4; Assault, Pistol, Spread)
Agility 3 Willpower 6
Spore Cysts: The Tyranid receives +2 Defence against
Toughness 12 Fellowship 1
shooting attacks, as if it were in cover.
Initiative 3 Defence 2
Enhanced Senses: The Tyranid adds a bonus of +2d to
Speed 7 Wounds 16
all ranged attacks.
Shock 12 Soak 12
Resolve 5 Conviction 6 Special Abilities
Passive Awareness 3
Instinctive Behaviour (Feed) (see above)
Resilience 18 (Tyranid Carapace: 5) Terror (3): This threat causes terror. Enemies are
Skills Weapon Skill 8, Intimidate 8, required to pass a Terror test (DN 3) to act
Default 6 normally.
Size Huge Living Battering Ram: When a Carnifex charges, roll a
Keywords Tyranid, <Hive Fleet> d6 for each enemy within 2m of it along the
Attacks path of its charge; each enemy that rolls a 4+
A Carnifex is armed with two pairs of Monstrous suffers 1 Mortal Wound and is knocked prone.
Scything Talons. It may replace one or both of those The Carnifex adds +2d to melee attacks when
with a weapon from the Monstrous Bio-Cannons list. It it charges.
(Ruin) Sweeping Tail: When an enemy moves or
may replace one pair of Monstrous Scything Talons
attacks while within 2m of the Carnifex, it may
with a pair of Crushing Claws.
make an attack with a Thresher Scythe or Bone
It may also take one of the following: Bio-plasma, Mace as a Ruin action.
enhanced senses, or monstrous acid maw. It may also
have a thresher scythe or a bone mace on its tail.

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Zoanthrope
Zoanthropes (Tyranicus animus-aborrens) are perhaps Threat Classification: Adversary at Tier 2-3; Elite at Tier
the strangest and most bizarre of the Tyranids’ myriad 4+
breeds. They are powerful psykers, apparently
engineered from harvested Aeldari DNA to form living Strength 6 Intellect 3
conduits for the focused power of the Tyranid Hive Agility 4 Willpower 9
Mind. So extreme is their development that their Toughness 6 Fellowship 1
atrophied bodies and bulbous heads are entirely Initiative 4 Defence 3
energised by psychic force. Speed 5 (Flight) Wounds 9
Shock — Soak 10
They can shoot an extremely powerful Warp blast and Resolve 8 Conviction 9
rival the Aeldari in their psychic prowess. They can Passive Awareness 5
move only by psychically levitating themselves, drifting Resilience 12 (Warp Field: *5 invulnerable)
across the battlefield to rain bolts of incandescent Skills Psychic Mastery 10,
psychic power on the enemy or relay the Synapse Default 8
commands of the Hive Mind to its lesser breeds. Size Large
Keywords Tyranid, Psyker, <Hive Fleet>
Zoanthropes are without a doubt one of the more
Attacks
effective psychic creatures among the Tyranids. Their
Claws and Teeth: (Damage 9+1ED; AP 0)
primary means of defence is a Warp blast psychic
power that can even kill the mighty Space Marines.
Special Abilities
Zoanthropes are a potent addition to a swarm of
Synapse Creature (see above)
smaller Tyranid breeds as they have extended synaptic Shadow in the Warp (see above)
control and provide hard-hitting ranged psychic Fear (3): This threat causes fear. Enemies are required
attacks. to pass a Fear test (DN 3) to act normally.
Psyker: The Zoanthrope knows the smite psychic
Despite their power, however, Zoanthropes sometimes
power, and one power from the Hive Mind
seem to be victims of their own massive energy
psychic discipline.
reserves and there have been numerous after action
Warp Blast: When a Zoanthrope manifests the smite
reports of Zoanthropes psychically "burning out" in psychic power, the power’s range is increased
battle. After hurling numerous psychic bolts or to 50 metres, and it inflicts 1d3+1 Mortal
sustaining their shield for an extended period, their Wounds, plus an additional 2 for each
craniums have been observed to burst and bleed out, Zoanthrope within 5 metres.
sending them crashing limply to the ground. Warp Field: A Zoanthrope is protected by a Warp Field,
which provides an invulnerable Armour Rating
of 5 (included above). In addition, the
Zoanthrope may roll its Psychic Mastery
instead of Toughness when rolling to Soak, and
it may Soak Mortal Wounds.

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Neurothrope
Neurothropes are further evolved versions of the Threat Classification: Adversary at Tier 4+
standard Zoanthrope. These alpha beasts have the
ability to leech the very life force from their foes to Strength 6 Intellect 3
power their attacks. There are some who belief the Agility 4 Willpower 9
Neurothrope strain to be the progeny of the unique Toughness 6 Fellowship 1
entity The Doom of Malan'tai, which is a truly Initiative 4 Defence 3
horrifying concept for all sentient races. Speed 5 (Flight) Wounds 12
Shock — Soak 14
Neurothropes can also use their parasitic power to heal Resolve 8 Conviction 9
nearby Zoanthropes, which helps to safeguard against Passive Awareness 5
the overload of psychic energy that commonly Resilience 12 (Warp Field: *5 invulnerable)
overwhelms these creatures. A combined host of these Skills Psychic Mastery 14,
psychic bioforms is a formidable threat indeed. Default 10
Size Large
Keywords Tyranid, Psyker, <Hive Fleet>
Attacks
Claws and Teeth: (Damage 9+1ED; AP 0)

Special Abilities
Synapse Creature (see above)
Shadow in the Warp (see above)
Fear (5): This threat causes fear. Enemies are required
to pass a Fear test (DN 5) to act normally.
Psyker: The Neurothrope knows the smite psychic
power, and one power from the Hive Mind
psychic discipline.
Spirit Leech: Each time a Neurothrope slays an enemy
using the smite psychic power, it may heal 1d3
Wounds on a Zoanthrope within 15m.
Warp Blast: When a Neurothrope manifests the smite
psychic power, the power’s range is increased
to 50 metres, and it inflicts 1d3+1 Mortal
Wounds, plus an additional 2 for each
Zoanthrope within 5 metres.
Warp Field: A Neurothrope is protected by a Warp
Field, which provides an invulnerable Armour
Rating of 5 (included above). In addition, the
Zoanthrope may roll its Psychic Mastery
instead of Toughness when rolling to Soak, and
it may Soak Mortal Wounds.
Warp Siphon: Zoanthropes within 15m of a
Neurothrope add +2d to their Psychic tests.

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Biovore
The Tyranid bioform called the Biovore (Tyranicus Threat Classification: Adversary at Tier 1; Elite at Tier
patris-boletus) is a powerful "living artillery" weapon 2+
for the Tyranid swarms. Deep within its squat, lumpen
form, the Biovore nurtures a clutch of Spore Mines -- Strength 6 Intellect 2
living bombs that clouds the battlefield and covers Agility 2 Willpower 5
enemies in acids, poisons and pieces of chitin. A Toughness 6 Fellowship 1
Biovore launches these mines from a dorsal aperture Initiative 3 Defence 2
by means of a powerful muscle spasm. Even if the shot Speed 5 Wounds 9
misses its target, the danger is far from over, for the Shock — Soak 10
Resolve 4 Conviction 5
Spore Mines are possessed of a rudimentary
Passive Awareness 5
intelligence and detonate not on impact, but when
Resilience 10 (Tyranid Carapace: 3)
they sense the proximity of a non-Tyranid lifeform.
Skills Ballistic Skill 6,
Fortunately, the Biovore's relative rarity amongst the
Default 4
Tyranid swarms is taken as a sign that the Hive Mind
Size Large
prefers to win its battles in bloody melee, but the truth
Keywords Tyranid, <Hive Fleet>
is subtly different.
Attacks
Over time, as the Hive Fleets pressed ever deeper into Claws and Teeth: (Damage 9+1ED; AP 0)
the galaxy, their victories were much harder won as Spore Mine Launcher: (Damage special; Range 100m;
their enemies began to concentrate on destroying the Salvo –; Heavy [10])
swarm from great distance. In response, the pragmatic
Hive Mind recognised the need for a bioform that could Special Abilities
neutralise the enemy's long-range weaponry, thus Instinctive Behaviour (Lurk) (see above)
leading to the birth of the Biovore. Imperial savants Spore Mine Launcher: A Biovore grows and launches
believe that the Hive Mind may have made use of spore mines. This is treated as firing an area
Orkoid genetic material to create the Biovore. Thus, affect weapon: they target a point within
range, rolling to hit against a DN of 3. If they
this creature is not merely a powerful weapon in the
miss, roll to determine scatter using the rules
Hive Mind's arsenal, it is living proof of the adaptive
on page 217 of the Wrath & Glory core
nature of the Tyranid menace. rulebook. However, instead of rolling to inflict
damage, place a single Spore Mine (of a type
chosen by the Biovore) at the final location
(either the location targeted, or the point it
scattered to). A Biovore contains as many
Spore Mines (reloads) as it needs, as it grows
them within itself at all times.

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Spore Mine
Spore Mines (Boletus minoris), are used by the Tyranids Threat Classification: Troops at all Tiers (individual at
as living, floating mines which explode if any non- Tier 1, mobs of up to 3 at Tier 2-3, mobs of up
Tyranid lifeform gets too close to one. Spore mines are to 6 at Tier 4, and Mobs of up to 10 at Tier 5).
grown and launched by Biovores and a few other
Tyranid creatures. They grow deep inside a Biovore's Strength 1 Intellect 1
body and are then launched via a powerful muscle Agility 1 Willpower 1
spasm through the Biovore's dorsal aperture and Toughness 1 Fellowship 1
hurled across the battlefield. Initiative 1 Defence 1
Speed Special Wounds 1
An internal gas bladder in the spore mines inflates Shock — Soak 1
allowing them to drift down towards the ground, Resolve 0 Conviction 1
where they do not detonate upon impact but when Passive Awareness 0
they sense the proximity of a non-Tyranid. They have Resilience 2
been known to drift for solar days, weeks or even Skills None
Terran years until an unwary foe comes too near. Size Small
Alternatively, spore mines can also be seeded onto Keywords Tyranid, Spore Mine, <Hive Fleet>
worlds from orbit. Attacks
Spore Mines come in one of three forms:
Spore mines possess a rudimentary animal intelligence
and are full of poisons, toxins, viruses and corrosive Poison: (Damage 11+2ED; AP 0; Blast [Large], Toxic [5])
chemicals and are covered in sensitive feelers which Frag: (Damage 11+2ED; AP 0; Blast [Large], Brutal)
seek out heat and vibrations. They are also able to Bio-Acid: (Damage 11+2ED; AP -2; Blast [Large], Mortal
sense nearby enemies' weapon fire and will explode in [1])
the hope of killing the enemy firing.
Special Abilities
Mindless: Spore Mines have only a basic degree of
sentience, and will drift towards sources of
loud noise, heat, and light in hope of finding a
target. On a Spore Mine’s turn, determine the
biggest source of heat, light, and/or sound on
the battlefield—vehicle engines, gunfire,
shouting, and similar are all good examples of
this—and roll on the scatter diagram on page
217 of the Wrath & Glory core rulebook,
treating the direction of attack as towards the
chosen source of heat, etc. They will drift 2d6
metres in that direction. If a Spore Mine comes
within 5 metres of an enemy (creature or
vehicle), roll 1d6: on a roll of a 4+, the mine
explodes, using the profile above. If it does not
explode, it will drift in place, but roll again to
see if explodes if any enemies within 5 metres
move or attack.
(Mob) Spore Mine Cluster: If multiple spore mines are
clustered together, they will move as a group,
and detonate all at once. This increases their
Blast to [Very Large] if the cluster contains up
to 5 mines, or Huge if it contains more than 5
mines. In addition, for every two mines in the
cluster, add +1ED to their damage.

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Pyrovore
A Pyrovore is a species of Tyranid which pre-digests Threat Classification: Adversary at Tier 1; Elite at Tier
biomass to provide minerals and fuel for a Tyranid Hive 2+
Fleet. Its body is a complex array of bladders and
stomachs, driven by the instinctive need to feed, with Strength 10 Intellect 2
a deadly maw dripping with corrosive acids strong Agility 3 Willpower 5
enough to break down flesh, bone and armour into a Toughness 6 Fellowship 1
smouldering mucous. They are often found on Initiative 4 Defence 3
battlefields feasting on the dead and wounded and can Speed 5 Wounds 9
even devour metals and rocks. Shock — Soak 10
Resolve 4 Conviction 5
When facing an enemy, a Pyrovore can launch a searing Passive Awareness 5
fireball from the dorsal flamespurt bio-weapon that Resilience 10 (Tyranid Carapace: 3)
grows out of its own flesh. If injured, the acidic Skills Weapon Skill 7,
contents of a Pyrovore's various stomachs sprays out Default 4
of its wounds over its enemies; if killed, the volatile Size Large
ichors of a Pyrovore's insides have a good chance of Keywords Tyranid, <Hive Fleet>
igniting in a tremendous explosion, engulfing Attacks
everything around it. A Pyrovore has limited Acid Maw (Damage 13+1ED; AP -3; Brutal)
intelligence, driven only by the need to feed. Its Flamespurt: (Damage 12+2ED; AP -1; Range 20m; Salvo
flamespurt weapon-symbiote has a separate brain that 2; Assault, Blast [Large], Blaze, Spread)
functions independently from the Pyrovore, unlike
many other Tyranid organisms which bond their minds Special Abilities
with their bio-weaponry. The flamespurt weapon Instinctive Behaviour (Feed) (see above)
actually possesses a larger mental capacity than its Of Two Minds: A Pyrovore may fire its Flamespurt even
host, instinctively attacking any nearby non-Tyranid while frenzied due to instinctive behaviour,
lifeforms whilst the Pyrovore gorges itself. and it takes no penalty for a multi-action when
it fires its Flamespurt.
Acid Blood: Whenever a Pyrovore suffers 1 or more
wounds in melee, roll a d6: if the roll is equal
to or less than the number of wounds inflicted
by that melee attack, the attacker suffers a
Mortal Wound.
Volatile: If a Pyrovore is slain, roll a d6 for each
creature within 5m; each one that rolls a 4+
suffers a Mortal Wounds and are burning.

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Hive Tyrant
A Hive Tyrant (Tyranicus praefactor) is the massive Attacks
Tyranid bioform that serves as the main battlefield A Hive Tyrant is armed with two pairs of Monstrous
commander of a Tyranid swarm, a synapse creature Scything Talons and a prehensile pincer tail. It may
that stands above the rank and file Tyranids. replace one or both of those with a weapon from the
Monstrous Bio-Cannons or Monstrous Bio-Weapons
They wield potent psychic powers but are unaffected
lists.
by the daemons of the Warp, a condition that would
indicate a lack of a soul at the individual level for most Monstrous Scything Talons: (Damage 16+3ED; AP -3;
Tyranids. However, the species' collective Range 3m [M]; Spread, Paired [if two pairs
consciousness brings into being a truly potent psychic present])
presence in the Immaterium called the Tyranid Pincer Tail: (Damage 15+2ED; AP 0; Range 2m [M])
"Shadow in the Warp" which is produced by the
collective Tyranid Hive Mind. Biomorphs
Adrenal Glands: Tyranids with Adrenal Glands add +1
Unlike most other Tyranid creatures, Hive Tyrants are to their Speed.
completely self-aware, incredibly intelligent, and can Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
learn from their mistakes. Some possess an instinctive Toxic (3) to their melee attacks.
cunning that borders on tactical genius. Though in the Wings: Tyranids with Wings may fly, with a flight speed
end they are still ultimately slaved to the Hive Mind, equal to twice their walking speed.
their relationship with it is closer than that of any other
Tyranid creature. Special Abilities
Synapse Creature (see above)
Hive Tyrants are essentially immortal, as their Shadow in the Warp (see above)
experiences, character and knowledge are stored The Will of the Hive Mind: A Hive Tyrant’s Synapse
within the collective consciousness of the Hive Mind. Creature rule affects Tyranids within 35m,
Should one be slain in battle, a replacement body can rather than 25m. In addition, it generates 1
be grown and imbued with the same experiences as its Ruin at the beginning of each of its turns.
predecessor. (Ruin) Champion: A Hive Tyrant may take Ruin Actions.
(Ruin) Death Throes: When the creature is slain, it may
Threat Classification: Adversary and Monstrous spend 1 Ruin to make a single shooting or
Creature at Tier 4+ melee attack as a Ruin action before it dies.
Terror (5): This threat causes terror. Enemies are
Strength 12 Intellect 8 required to pass a Terror test (DN 5) to act
Agility 6 Willpower 10 normally.
Toughness 12 Fellowship 1 Psyker: The Hive Tyrant knows the smite psychic
Initiative 7 Defence 6 power, and two powers from the Hive Mind
Speed 9 Wounds 16 psychic discipline.
Shock – Soak 12 Psychic Barrier: The Hive Tyrant may Soak mortal
Resolve 9 Conviction 10 wounds.
Passive Awareness 6 (Ruin) Sweeping Tail: When an enemy moves or
Resilience 18 (Tyranid Carapace: 5) attacks while within 2m of the Hive Tyrant, it
may make an attack with its Pincer Tail.
Skills Weapon Skill 14, Intimidate 12,
Awareness 12, Psychic Mastery 12,
Default 10
Size Huge
Keywords Tyranid, Psyker, <Hive Fleet>

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Tervigon
The Tervigon is a massive creature, with a towering, Attacks
spined carapace that shields a swollen abdomen. This A Tervigon is armed with massive scything talons,
massive Tyranid organism serves as a living incubator which it may replace with massive crushing claws. It
capable of spawning Termagants. Beneath a Tervigon's can also fire stinger salvoes.
lumpen carapace dozens upon dozens of Termagants
slumber in a state of hibernation. The Tervigon spawns Massive Scything Talons: (Damage 18+3ED; AP -3;
its dormant broods at will, so that a foe engaging it will Range 3m [M]; Spread)
Massive Crushing Claws: (Damage 22+3ED; AP -3;
soon find itself assailed by waves of skittering
Brutal, Unwieldy [2])
Termagants.
Stinger Salvo: (Damage 12+1ED; AP -1; Range 48m;
The only way to end this menace is to concentrate all Salvo 4; Assault, Spread)
firepower on the Tervigon and slay it. The resulting
symbiotic backlash through the Hive Mind inevitably Biomorphs
kills its spawn. Despite its massive size, the Tervigon Adrenal Glands: Tyranids with Adrenal Glands add +1
to their Speed.
can be deadly in close-combat, shifting its weight onto
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
its rear legs and scything its claws back and forth in
Toxic (3) to their melee attacks.
crushing arcs. The Tervigon should also not be
underestimated at range -- its carapace conceals banks Special Abilities
of cluster spines that can be fired at a considerable Synapse Creature (see above)
distance. Shadow in the Warp (see above)
Whilst traveling through space, Tervigons do not Terror (3): This threat causes terror. Enemies are
required to pass a Terror test (DN 3) to act
slumber in a dormant state. Instead, they roam the
normally.
Hive Ship's cavernous innards. Should they detect
Psyker: The Tervigon knows the smite psychic power,
intruders, they can spawn an army of frenzied and one power from the Hive Mind psychic
Termagants to repulse the foe whilst using their potent discipline.
synaptic links to awaken additional warriors. Brood Progenitor: Termagants within 15m of a
Tervigon may re-roll 1s on their shooting
Threat Classification: Adversary and Monstrous
attacks.
Creature at Tier 3+
Synaptic Backlash: If a Tervigon is slain, all individual
Termagants within 15m suffer 1d3 Mortal
Strength 14 Intellect 5
Wounds, while mobs of Termagants within
Agility 4 Willpower 9
that distance suffer 1d6 casualties
Toughness 16 Fellowship 1 immediately.
Initiative 4 Defence 3 (Ruin) Spawn Termagants: As an action, a Tervigon can
Speed 8 Wounds 20 spend 1 Ruin to spawn a mob of 2d6+6
Shock – Soak 16 Termagants with Fleshborers within 15m.
Resolve 8 Conviction 9
Passive Awareness 6
Resilience 22 (Tyranid Carapace: 5)
Skills Weapon Skill 12, Psychic Mastery 11,
Default 10
Size Gargantuan
Keywords Tyranid, Psyker, <Hive Fleet>

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Tyrannofex
The Tyrannofex is a massive Tyranid creature that Threat Classification: Monstrous Creature at Tier 4+
exists purely to spread destruction to the Hive Fleet's
foes. Created for service on the most gruelling Strength 14 Intellect 3
battlegrounds, the Tyrannofex is clad in a dozen layers Agility 4 Willpower 7
of ablative chitinous armour and supported by three Toughness 16 Fellowship 1
pairs of massive legs. It is as unyielding in battle as any Initiative 3 Defence 2
war engine constructed of steel or crafted from more Speed 6 Wounds 20
conventional technology. The Tyrannofex has the Shock – Soak 16
armour and fortitude of a living battle fortress and its Resolve 6 Conviction 7
bio-weaponry eclipses that of its foes' most powerful Passive Awareness 6
main battle tanks in both quantity and destructive Resilience 22 (Tyranid Carapace: 5)
potential. Worse, its body houses several breeding Skills Ballistic Skill 12, Awareness 11,
Default 10
chambers, nurturing all manner of ferocious Tyranid
Size Gargantuan
organisms that it can unleash onto any enemy foolish
Keywords Tyranid, <Hive Fleet>
enough to come too close. Its main weapon is a
massive Bio-Cannon fused with its torso, the largest Attacks
and most destructive of any of the Tyranid bio- A Tyrannofex is armed with an acid spray, a Fleshborer
weapons carried by a Bio-Titan. The precise nature of hive, or a rupture cannon. It may also attack with a
this weapon differs from Tyrannofex to Tyrannofex. stinger salvo and its powerful limbs.
Each represents a particular pinnacle of Tyranid bio- Acid Spray: (Damage 14+2ED; AP -1; Range 36m; Salvo
weaponry and is as efficient as it is unearthly in its 2; Heavy [20], Spread, Torrent [Large])
design. Fleshborer Hive: (Damage 12+1ED; AP 0; Range 36m;
Salvo 10; Heavy [20], Spread)
Given its massive size, the Tyrannofex is ungainly and
Rupture Cannon: (Damage 20+3ED; AP -3; Range 96m;
prone to being overwhelmed when engaged in a long Salvo 2; Brutal, Heavy [20])
melee battle. However, the Tyranid Hive Mind has Powerful Limbs: (Damage 17+2ED; AP -1; Unwieldy [2])
adapted this biomorph to compensate for this Stinger Salvo: (Damage 12+1ED; AP -1; Range 48m;
weakness. When the Tyrannofex finds itself in Salvo 4; Assault, Spread)
difficulty, it can emit a stress pheromone that attracts
other Tyranid bioforms more suited to close combat. Biomorphs
Once the primary threat is eradicated, the Tyrannofex Adrenal Glands: Tyranids with Adrenal Glands add +1
can then return to its primary goal of blasting the to their Speed.
enemy with its fearsome bio-weaponry. Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
Toxic (3) to their melee attacks.

Special Abilities
Instinctive Behaviour (Lurk) (see above)
Terror (3): This threat causes terror. Enemies are
required to pass a Terror test (DN 3) to act
normally.
Bio-Tank: A Tyrannofex suffers no penalties for firing
Heavy weapons.
Weapon Beast: A Tyrannofex which aims may make
two ranged attacks rather than only one. It
must make both attacks with the same
weapon, but both attacks gain the aiming
bonus.
(Ruin) Death Throes: When the creature is slain, it may
spend 1 Ruin to make a single shooting or
melee attack as a Ruin action before it dies.

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Haruspex
The Haruspex is a ferocious Tyranid beast created by Threat Classification: Monstrous Creature at Tier 4+
the Hive Mind to consume biomass at a sickening pace
in the later stages of a planetary invasion by the Hive Strength 14 Intellect 3
Fleets. It is possessed of a rapacious appetite, driven by Agility 6 Willpower 6
the need to sate an infinite hunger. Toughness 16 Fellowship 1
Initiative 4 Defence 3
Few foes are foolish enough to stand before a feeding Speed 7 Wounds 20
Haruspex, for it can devour an entire platoon of Shock – Soak 16
soldiers in a matter of moments, shovelling victim after Resolve 5 Conviction 6
victim into its three-jawed craw without ever slowing Passive Awareness 5
down, while also taking on vehicles and even Resilience 22 (Tyranid Carapace: 5)
fortifications without slowing down. Any morsel that Skills Weapon Skill 12, Default 10
proves too large to be swallowed in one gulp is seized Size Gargantuan
with the Haruspex's gargantuan claws and ripped, Keywords Tyranid, <Hive Fleet>
crushed or battered apart with negligent ease. Attacks
Buildings are smashed open, battle tanks torn asunder Grasping Tongue: (Damage 13+2ED; AP -3; Range 24m;
and the unfortunate prey sheltering inside hungrily Salvo 0; Assault, Pistol, Tangle [5])
Ravenous Maw: (Damage 17+2ED; AP -1; Tangle [5])
devoured. A series of large, chimney-like spines on the
Shovelling Claws: (Damage 22+3ED; AP -3; Range 2m
back of the creature help to vent the excessive
[M]; Brutal)
metabolic heat released as it so rapidly devours its
foes. Only those that turn and flee have any hope of Special Abilities
survival, and only then if they can avoid the Haruspex's Instinctive Behaviour (Feed) (see above)
grasping tongue as it lashes out to grab hold of its prey Terror (3): This threat causes terror. Enemies are
and drag it, kicking and screaming, into its vast maw. required to pass a Terror test (DN 3) to act
normally.
Acid Blood: Whenever a Haruspex suffers 1 or more
wounds in melee, roll a d6: if the roll is equal
to or less than the number of wounds inflicted
by that melee attack, the attacker suffers a
Mortal Wound.
Rapacious Hunger: An enemy who is restrained by one
of a Haruspex’s attacks is immediately dragged
into the creature’s mouth to be devoured. Any
creature being devoured suffers 1d3 Mortal
Wounds at the start of each of the Haruspex’s
turns, until they die or are freed by removing
the restrained effect (if the Haruspex dies, any
living characters within it are freed). The
Haruspex regains 1d3 Wounds whenever it kills
a creature it is devouring.
Ravenous Maw: When a Haruspex makes a multi-
attack with its Ravenous Maw, it ignores 1d3+3
points of DN increase (roll each time).
(Ruin) Death Throes: When the creature is slain, it may
spend 1 Ruin to make a single shooting or
melee attack as a Ruin action before it dies.

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Exocrine
Little more than a living artillery platform, the Exocrine Threat Classification: Monstrous Creature at Tier 4+
is controlled by the brain of its Bio-Plasmic Cannon
Biomorph, a giant weapon able to unleash a vast ball of Strength 14 Intellect 3
plasma, or several focussed streams of fire from its Agility 6 Willpower 6
multiple barrels. The Exocrine itself is purely a means Toughness 16 Fellowship 1
of transportation for the bio-plasmic cannon nested Initiative 4 Defence 3
into its flesh. Only when the larger beast remains still Speed 6 Wounds 20
can the symbiote focus all of its mental resources into Shock – Soak 16
targeting and destroying its prey. Because of their Resolve 5 Conviction 6
ability to deliver powerful long-ranged firepower, Passive Awareness 5
Exocrines are perhaps the most feared gun-beast in the Resilience 22 (Tyranid Carapace: 5)
Tyranid swarms. Skills Ballistic Skill 10, Default 8
Size Gargantuan
Keywords Tyranid, <Hive Fleet>
Attacks
Bio-plasmic Cannon (Volley): (Damage 14+2ED; AP -3;
Range 72m; Salvo 6; Heavy [20])
Bio-plasmic Cannon (Blast): (Damage 14+2ED; AP -3;
Range 72m; Salvo 1; Blast [Large], Heavy [20])
Powerful Limbs: (Damage 17+2ED; AP -1; Unwieldy [2])

Special Abilities
Instinctive Behaviour (Lurk) (see above)
Terror (3): This threat causes terror. Enemies are
required to pass a Terror test (DN 3) to act
normally.
Bio-Tank: An Exocrine suffers no penalties for firing
Heavy weapons.
Weapon Beast: An Exocrine which aims may make two
ranged attacks rather than only one. It must
make both attacks with the same weapon, but
both attacks gain the aiming bonus.
Symbiotic Targeting: An Exocrine currently under the
effects of its Instinctive Behaviour suffers no
DN penalty when firing its Bio-Plasmic Cannon.
(Ruin) Death Throes: When the creature is slain, it may
spend 1 Ruin to make a single shooting or
melee attack as a Ruin action before it dies.

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Hive Guard
Hive Guard play a crucial role in the final stages of a Threat Classification: Elite at Tier 3+
Tyranid invasion, when all of the planetary bio-mass
the xenos have harvested and partially digested must Strength 8 Intellect 3
be transported to the Hive Ships. In these last stages, Agility 4 Willpower 7
enormous capillary towers and spore chimneys emerge Toughness 8 Fellowship 1
from the ground, the former growing with astounding Initiative 4 Defence 3
speed past the upper reaches of the planet’s Speed 5 Wounds 12
atmosphere, to channel the processed organic soup to Shock 10 Soak 8
orbiting Hive Ships. Resolve 6 Conviction 7
Passive Awareness 6
As these towers and chimneys enable the Tyranids to Resilience 12 (Tyranid Carapace: 3)
achieve the ultimate goal of their planetary invasions, Skills Ballistic Skill 12, Awareness 11,
the Tyranids take particular care to defend these Default 10
structures well. Indeed, the Hive Mind seems to have Size Large
developed the Hive Guard specifically to fulfil the Keywords Tyranid, <Hive Fleet>
important function of standing watch over these Attacks
towers. Typical of the ever-efficient Tyranids, Hive Hive Guard are armed with either an Impaler Cannon
Guard have a very short incubation period and are or a Shockcannon. They have claws and teeth for
spawned only when needed in the final stages of the melee.
harvest and only when the capillary towers and spore
chimneys face an enemy threat. Impaler Cannon: (Damage 15+2ED; AP -2; Range 72m;
Salvo 2; Heavy [10], Indirect)
Shockcannon: (Damage 13+2ED; AP -1; Range 48m;
Salvo 1; Arc [2], Blast [Medium], Heavy [10])
Claws and Teeth (Damage 11+1ED; AP 0)

Biomorphs
Adrenal Glands: Tyranids with Adrenal Glands add +1
to their Speed.
Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
Toxic (3) to their melee attacks.

Special Abilities
Instinctive Behaviour (Lurk) (see above)
Fear (3): This threat causes fear. Enemies are required
to pass a Fear test (DN 3) to act normally.
Clairsentient Link: A Hive Guard can see any creature
which can be seen by any other Tyranid within
100m. Enemies do not gain the benefits of
cover against shooting attacks from Hive
Guard.
Sentry Beasts: A Hive Guard will automatically pass
Resolve tests while within 50m of whatever it
has been ordered to guard. It will not leave
that area unless ordered to by the Hive Mind.

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Tyrant Guard
Warriors who attempt to slay a Tyranid leader-beast Threat Classification: Elite at Tier 3+
are confronted with a wall of chitin-armoured bodies
that bristles with huge, scything blades and crushing Strength 10 Intellect 1
claws. There is no way past this deadly obstacle, and Agility 4 Willpower 6
those who approach are clubbed to death or hacked Toughness 8 Fellowship 1
apart, their ruptured bodies joining the moat of gore Initiative 4 Defence 3
that surrounds the xenos shield wall. Not a single one Speed 5 Wounds 12
of these organisms moves to chase a fleeing enemy; Shock 10 Soak 8
they stand immovable, ignoring the storms of fire that Resolve 5 Conviction 6
ricochet from their thick hides. Passive Awareness 6
Resilience 14 (Tyranid Carapace: 5)
Tyrant Guard are the ultimate bodyguards; it is the Skills Weapon Skill 12, Awareness 11,
entire purpose of their creation. They are driven by a Default 10
bestial consciousness that knows little save for a Size Large
ferocious loyalty to the Hive Tyrant they protect. Keywords Tyranid, <Hive Fleet>
Bodyguards from other species defend a charge out of Attacks
a feeling of duty, suppressing their own survival Tyrant Guard are armed with rending claws and
instincts to do so -- a fundamental conflict that slows scything talons. Some replace the scything talons with
reaction times. crushing claws, or a lash whip and bonesword.
Tyrant Guard suffer no such limitations, for they are Scything Talons (Damage 13+1ED; AP 0; +1d to attacks)
near-mindless beasts engineered for but a single task. Rending Claws (Damage 14+1ED; AP -1; Piercing [4])
Their instincts tend not towards self-preservation, but Crushing Claws (Damage 18+2ED; AP -3; Unwieldy [2])
to the defence of the Hive Tyrant to which they are Bonesword (Damage 15+1ED; AP -2; Force, Parry)
bonded. Should the Hive Tyrant come under attack, its Lash Whip (Damage 13+2ED; AP -1; Range 2m [M];
Tyrant Guard hurl themselves into the path of incoming Tangle [3])
fire without thought or concern, sheltering their
master with their own bodies until the threat is ended Biomorphs
or death takes them. Adrenal Glands: Tyranids with Adrenal Glands add +1
to their Speed.
These organisms are blind, possessing no discernible Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
means of seeing the enemy. However, eyes are not Toxic (3) to their melee attacks.
necessary for these bodyguards, for when they are
guarding a Hive Tyrant, they become extensions of Special Abilities
their master's own body. The synaptic control of their Instinctive Behaviour (Feed) (see above)
ward provides the rudimentary direction these Fear (3): This threat causes fear. Enemies are required
creatures need, alerting them to nearby threats and to pass a Fear test (DN 3) to act normally.
Clairsentient Link: A Tyrant Guard can see any creature
arranging them to best fend off any enemy assault.
which can be seen by their Hive Tyrant; in the
Furthermore, eyes would present a weak and
absence of a Hive Tyrant, they can see with the
vulnerable target for a canny foe to attack. Such a
sight of any other Tyranid within 50m.
weakness would only expose a chink in the Tyrant (Ruin) Shieldwall: When a Hive Tyrant within 5m is the
Guard's otherwise impenetrable armour, target of an attack, a Tyrant Guard may spend
compromising the role for which it was created. 1 Ruin to interpose and become the target of
the attack instead, and then roll to Soak any
damage received.
Blind Rampage: If a Hive Tyrant is killed while within
15m of a Tyrant Guard, the Tyrant Guard
immediately becomes frenzied. While frenzied
from this ability, they will focus their attention
on reaching and killing whomever killed the
Hive Tyrant.
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Ravener
The Ravener (Tyranicus ophidius subterra) is a Tyranid Threat Classification: Elite at Tier 3+
bioform that is a variant of the standard Tyranid
Strength 8 Intellect 1
Warrior specialised for assault. It is capable of digging
Agility 6 Willpower 5
underground to launch surprise ambushes upon
Toughness 6 Fellowship 1
unsuspecting foes from beneath their own feet. They
Initiative 6 Defence 5
have spade-like Scything Talons for digging, snake-like
Speed 12 Wounds 9
bodies for agile movement, and thorax-mounted
Shock 8 Soak 6
bioweapons. They also bear some resemblance to the Resolve 4 Conviction 5
Tyranid Warrior species. Passive Awareness 6
Raveners have highly sensitive auditory and visual Resilience 14 (Tyranid Carapace: 5)
senses that can detect a broad range of vibrations and Skills Weapon Skill 12, Awareness 11,
energy bands, allowing them to hear small tremors on Default 10
a planet's surface and also giving them the unique Size Large
ability to "see" energy-forms emitted by Vox Keywords Tyranid, <Hive Fleet>
transmissions, sensor-stealth technology and even Attacks
Teleport Homers. They can effectively hunt prey by Raveners are armed with two pairs of Scything Talons.
detecting an unguarded signal and tracking it back to They may exchange one pair with Rending Claws. They
its origin. Thus, the enemy's technology is turned may also take spinefists, a devourer, or a deathspitter,
against them, and any concealed outposts or mounted in their thorax.
infiltrators are not hidden from a Ravener.
Two Pairs of Scything Talons (Damage 11+1ED; AP 0;
Raveners, like many Tyranid organisms, are essentially Paired)
unthinking beasts when not under the influence of the Scything Talons (Damage 11+1ED; AP 0; +1d to attacks)
Hive Mind. They lose all sense of priority, reverting to Rending Claws (Damage 12+1ED; AP -1; Piercing [4])
Spinefists (Damage 8+1ED; AP 0; Range 24m; Salvo 3;
the animalistic joy of chasing down a panicked and
Paired, Pistol)
fleeing foe rather than attacking closer stationary
Devourer: (Damage 10+1ED; AP 0; Range 36m; Salvo 3;
targets. Agonizing, Assault, Spread)
Deathspitter (Damage 12+1ED; AP -1; Range 48m;
Salvo 3; Assault)

Special Abilities
Instinctive Behaviour (Feed) (see above)
Vox Sensitivity: A Ravener can detect any vox signals,
electromagnetic fields, and similar signs of
technology in use within 25m, even when
underground.
Fear (3): This threat causes fear. Enemies are required
to pass a Fear test (DN 3) to act normally.
Burrow: Raveners can travel beneath the ground,
burrowing through earth and stone. A Ravener
burrows at their normal speed, though they
cannot run or sprint while underground unless
travelling along an existing tunnel or through
soft ground (loose dirt, sand, etc.). They must
surface before they can charge.

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Maleceptor
The Maleceptor is the purest embodiment of the Hive Threat Classification: Adversary and Monstrous
Mind’s psychic power. As it advances into battle, Creature at Tier 4+
psychic energy spears from its cranium and vaporizing
all in its path. Bullets and energy bolts fired at the Strength 14 Intellect 6
Maleceptor are consumed by a formidable psychic Agility 6 Willpower 9
barrier or deflect harmlessly from its thickly armoured Toughness 14 Fellowship 1
hide. Ethereal pseudopods reach forth from the Initiative 7 Defence 6
creature’s glistening brain-array and the merest brush Speed 7 Wounds 20
from one of these psychic tendrils overloads the Shock – Soak 14
victim’s consciousness with a fraction of the Hive Resolve 8 Conviction 9
Passive Awareness 6
Mind’s unimaginable energies, causing their heads to
Resilience 20 (Tyranid Carapace: 5)
explode.
Skills Psychic Mastery 12, Awareness 11,
Maleceptors are the response of the Hive Mind to Default 10
some of the more psychically gifted races that populate Size Gargantuan
the galaxy. Embedded in the beast’s torso are Keywords Tyranid, Psyker, <Hive Fleet>
glistening orbs of encephalic tissue, from which Attacks
protrude twisting coils of shadowy energy. These Massive Scything Talons: (Damage 18+3ED; AP -3;
tendrils are manifestations of the Tyranids’ nullifying Range 3m [M]; Spread)
psychic presence—the Shadow in the Warp—and to
touch one is to come into contact with the horrifying Special Abilities
immensity of that psychic phenomenon. For nearly Shadow in the Warp (see above)
every living creature, this spells a spectacularly violent Synapse Creature (see above)
end. Terror (5): This threat causes terror. Enemies are
required to pass a Terror test (DN 5) to act
It is fortunate that Maleceptors are such complex and normally.
valuable organisms that the Hive Mind rarely deploys Psyker: The Maleceptor knows the smite psychic
more than a few such creatures. A single Maleceptor is power, and one power from the Hive Mind
capable of obliterating the minds of several enemy psychic discipline.
psykers and gathered in sufficient numbers they Psychic Barrier: The Maleceptor may Soak mortal
possess the power to tear entire cities to the ground. wounds.
To enhance their already prodigious abilities, (Ruin) Psychic Overload: Instead of using any Psychic
Powers, a Maleceptor may spend 1 Ruin and
Maleceptors are often accompanied into battle by
unleash deadly psychic tendrils. Each enemy
drifting hosts of Zoanthropes and Neurothropes. The
within 15 metres of the Maleceptor
resultant neural nodes not only bolster the resilience immediately suffers 1d3+2 Mortal Wounds.
and ferocity of the swarms surrounding them, but also
focus and direct the baleful effects of the Shadow in
the Warp, unleashing roiling tides of psychic force.

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Toxicrine
Physically imposing, the Toxicrene accompanies Threat Classification: Monstrous Creature at Tier 4+
Tyranid broods into battle and uses its tentacles to
thrash at those who venture too close. However, its Strength 14 Intellect 6
most feared weapon is the choking clouds of spores Agility 6 Willpower 7
that blast out from its dorsal chimneys. Each cloud is Toughness 14 Fellowship 1
composed of millions of tiny spore organisms that Initiative 7 Defence 6
possess a predatory sentience, deliberately forcing Speed 8 Wounds 20
themselves into the respiratory systems of non-Tyranid Shock – Soak 14
organisms. There they nestle and embed, feeding on Resolve 6 Conviction 7
the moisture of their host and growing an astonishing Passive Awareness 5
rate, causing organs to rupture, airways to close, and Resilience 20 (Tyranid Carapace: 5)
lungs to fill with blood. Skills Weapon Skill 12, Default 10
Size Gargantuan
So effective is the Toxicrene’s poisonous emission that Keywords Tyranid, Psyker, <Hive Fleet>
not even those wearing protective gear or clad in Attacks
power armour are safe. Millions of spores seep into Choking Spores (Damage 7+2ED; AP 0; Salvo 0; Torrent
respirator tubes and clog gas mask filters, feeding upon [Medium], Spread, Toxic [5])
the moisture of their host and growing at a rapid rate. Massive Toxic Lashes: (Damage 17+2ED; AP -2; Range
Toxicrenes are typically sent forth by a Hive Fleet after 8m [M]; Toxic [7])
the initial swarms of gaunts and other basic warrior-
forms have forced the prey world to expend the Special Abilities
majority of its firepower. Accompanied by broods of Instinctive Behaviour (Feed) (see above)
Venomthropes, they begin the process of seeding the Terror (3): This threat causes terror. Enemies are
planet’s atmosphere with spore clouds, altering its required to pass a Terror test (DN 3) to act
environment and ecosystems to ensure efficient normally.
breakdown of biomass. Acid Blood: Whenever a Toxicrene suffers 1 or more
wounds in melee, roll a d6: if the roll is equal
to or less than the number of wounds inflicted
by that melee attack, the attacker suffers a
Mortal Wound.
Hypertoxic Miasma: Every non-Tyranid creature within
5 metres of a Toxicrene at the start of their
turn must pass a Toughness Test (DN 5) or
suffer 1d3 Mortal Wounds. Objects and
abilities which resist poisons and gases help
this toughness test.
(Ruin) Death Throes: When the creature is slain, it may
spend 1 Ruin to make a single shooting or
melee attack as a Ruin action before it dies.

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Venomthrope
The Tyranid Venomthrope serves as a living chemical Threat Classification: Adversary at Tier 2-3; Elite at Tier
weapon dispenser for the swarms of the Tyranid Hive 4+
Fleets. The Venomthrope's whip-like tentacles drip
with a multitude of alien poisons. Indeed, so potent are Strength 6 Intellect 3
these toxins that it is believed that a Venomthrope's Agility 4 Willpower 5
very touch means certain death. Under a Toughness 6 Fellowship 1
Venomthrope's heavy carapace is a network of bulging, Initiative 4 Defence 3
gas-filled bladders that emit yellowish spore clouds. Speed 5 (Flight) Wounds 9
These clouds are lethal to non-Tyranid organisms and Shock — Soak 10
Resolve 4 Conviction 5
dense enough to obscure nearby Tyranid organisms.
Passive Awareness 5
These numerous gas-filled bladders (also the source of
Resilience 9 (Tyranid Carapace: 2)
the toxic cloud that fills the air around it) allows the
Skills Weapon Skill 10,
Venomthrope to move along by using its tentacle-like
Default 8
hooked tendrils to drag its lighter-than-air body across
Size Large
any surface. These same tendrils are also used to snare
Keywords Tyranid, <Hive Fleet>
enemies and drag them into its poison cloud, where it
holds them fast until their feeble struggles cease and it Attacks
can devour them at its leisure. Not as powerful a Toxic Lashes: (Damage 10+2ED; AP 0; Range 6m [M];
Toxic [5])
combatant as a Tyranid Warrior or Ravener, the
Venomthrope relies mostly on its poisons to do its
Special Abilities
work, expecting only mild resistance from its prey once
Instinctive Behaviour (Feed) (see above)
it gets close enough to envelope them with its cloud or
Fear (3): This threat causes fear. Enemies are required
touch them with its deadly tendrils. to pass a Fear test (DN 3) to act normally.
Venomthropes are not just toxic to non-Tyranid life Shrouding Spores: The Venomthrope, and all Tyranids
forms, but also to any environment they enter. Over within 15m, add +2 to Defence as if in Cover.
Increase this range by +5m for every additional
time their miasma of toxic spores infects the ground
Venomthrope within 15m.
and air of a world unlucky enough to feel its venomous
Toxic Miasma: Every non-Tyranid creature within 3
touch, rendering it hostile to even its own indigenous metres of a Venomthrope at the start of their
species. The Hive Mind uses this aspect of the turn must pass a Toughness Test (DN 3) or
Venomthrope by gathering them together in large suffer 1 Mortal Wound. Objects and abilities
numbers and unleashing them on a region to gradually which resist poisons and gases help this
poison it, making it harder for non-Tyranid life forms to toughness test.
continue to resist. Venomthropes can be especially
deadly in enclosed areas or underground, where their
toxins can fill ventilation systems and foul air
scrubbers, making the corridors and chambers of a
fortress or spacecraft deadly to its garrison or crew. In
efforts to combat these tactics, the Adeptus
Mechanicus has tried repeatedly to study the
Venonthrope and develop either more sure methods
of protecting troops against its venoms or to discover
an antidote to them. So far, no successes have had any
lasting effects on the Imperium’s efforts against these
creatures, and as soon as a new method or antidote is
found to counter the Venomthrope, it seems the
creature quickly adapts and overcomes it.

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Trygon
A Trygon is a species of Tyranid that is similar to the Attacks
smaller Ravener and often leads their hordes into A Trygon is armed with a bio-electric pulse, three pairs
battle. It creates huge burrows to tunnel behind enemy of Massive Scything Talons, and a toxinspike tail. Some
lines and uses its acute senses to detect the presence replace their toxinspike with a biostatic rattle or a
of enemies above it. It is a deadly close combat prehensile pincer.
specialist making use of six clawed arms, razor sharp
teeth and a bio-electric field that flows through its Bio-Electric Pulse (Damage 12+1ED; AP 0; Range 24m;
armour and can incapacitate attacking enemies. It is Salvo 6; Agonizing, Assault)
Massive Scything Talons: (Damage 18+3ED; AP -3;
also a very good stealth operative for the Tyranids,
Range 3m [M]; Paired, Spread)
popping up behind enemies and slaughtering them
Toxinspike (Damage 10+2ED; AP 0; Range 3m [M];
where they stand. Toxic [5])
The Trygon is a vast serpentine creature, so colossal Biostatic Rattle (Damage 17+1ED; AP -1; Range 3m
that it towers over even the mighty Carnifex. It is a [M]; Agonizing)
Prehensile Pincer: (Damage 17+2ED; AP 0; Range 3m
heavily armoured monster, covered from head to tail
[M])
with a thick carapace of shifting plates. As the Trygon
moves, these plates generate a potent bio-static Biomorphs
charge that courses along the length of the beast’s Adrenal Glands: Tyranids with Adrenal Glands add +1
body and wreathes its bladed forelimbs with crackling to their Speed.
power. The Trygon can direct this energy as a lethal Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
high-voltage discharge – unleashing pulsing arcs of Toxic (3) to their melee attacks.
lightning that leave its prey as little more than a
charred pile of scorched bones. Special Abilities
Instinctive Behaviour (Feed) (see above)
Trygons excavate a massive network of underground
Terror (3): This threat causes terror. Enemies are
tunnels as they burrow beneath the surface of a prey required to pass a Terror test (DN 3) to act
world. Other Tyranid creatures use the passageways normally.
left in the Trygon’s wake, scuttling unseen as battle Vox Sensitivity: A Trygon can detect any vox signals,
rages overhead. The emergence of a tunnelling Trygon electromagnetic fields, and similar signs of
therefore often heralds a larger Tyranid attack, with technology in use within 25m, even when
hordes of creatures pouring out of the tunnel shortly underground.
after its emergence. Burrow: Trygons can travel beneath the ground,
burrowing through earth and stone. A Trygon
Threat Classification: Monstrous Creature at Tier 4+ burrows at their normal speed, and it leaves
behind a tunnel large and stable enough for
Strength 14 Intellect 3 other creatures to follow. They must surface
Agility 8 Willpower 7 before they can charge, however.
Toughness 10 Fellowship 1 (Ruin) Death Throes: When the creature is slain, it may
Initiative 7 Defence 6 spend 1 Ruin to make a single shooting or
Speed 9 Wounds 20 melee attack as a Ruin action before it dies.
Shock 10 Soak 10 (Ruin) Sweeping Tail: When an enemy moves or
Resolve 6 Conviction 7 attacks while within 2m of the Trygon, it may
Passive Awareness 6 make an attack with its Pincer Tail.
Resilience 16 (Tyranid Carapace: 5)
Skills Weapon Skill 12, Awareness 11,
Default 10
Size Gargantuan
Keywords Tyranid, <Hive Fleet>

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Mawloc
A Mawloc is a huge, worm-like Tyranid organism that Attacks
acts as an outrider for a Tyranid swarm. They are A Mawloc is armed with distensible jaws, three pairs of
burrowing creatures that travel deep underground to Scything Talons, and a toxinspike tail. Some replace
bypass enemy defences and then emerge behind their toxinspike with a biostatic rattle or a prehensile
enemy lines to run rampant through supply lines, pincer.
command posts, or artillery batteries, only to vanish
back underground to evade retaliation. Severe earth Distensible Jaws (Damage 16+3ED; AP -3; Blast
tremors are the only warning of a Mawloc attack. [Medium], Mortal [d3])
Scything Talons: (Damage 15+3ED; AP 0; Paired,
Physically, the Mawloc is an incredibly simple organism Spread)
with most of its known bio-morphs geared solely Toxinspike (Damage 10+2ED; AP 0; Range 3m [M];
towards burrowing into the earth where possible. It Toxic [5])
has six incredibly powerful limbs employed to gain Biostatic Rattle (Damage 15+1ED; AP -1; Range 3m
traction underground, but they are small and lack the [M]; Agonizing)
Prehensile Pincer: (Damage 15+2ED; AP 0; Range 3m
reach to be efficient in combat. Instead, it attacks by
[M])
swallowing prey whole with its massive razor-toothed
maw, or it pounds larger foes flat with its muscular tail Biomorphs
before eventually devouring them as well. These Adrenal Glands: Tyranids with Adrenal Glands add +1
victims are often digested within its stomach over to their Speed.
several long days. Despite its immense size and mass, a Toxin Sacs: Tyranids with Toxin Sacs add +1ED and
Mawloc is incredibly agile and able to weave through Toxic (3) to their melee attacks.
incoming fire with fluid grace.
Special Abilities
A Mawloc is almost entirely blind and relies on a series
Instinctive Behaviour (Feed) (see above)
of pressure-sensitive organs that run the length of its
Vibroception: A Mawloc can detect even the tiniest
flank, which provide the Mawloc with a many-layered vibrations through air, liquid, or solid surfaces,
and ever-changing picture of the world around it. A and pinpoint the location of enemies with
Mawloc's senses are so delicate that it can absorb and accuracy.
interpret pressure waves as they travel through both Terror (3): This threat causes terror. Enemies are
solid and liquid matter. Mawlocs are able to detect required to pass a Terror test (DN 3) to act
even the slightest tremor and intercept their quarry normally. Add +2 to this DN the first time the
with unerring speed and accuracy. Added together, Mawloc emerges from the ground.
these qualities allow a Mawloc to home in on its prey Burrow: Mawlocs can travel beneath the ground,
even whilst burrowing through ground. burrowing through earth and stone. A Mawloc
burrows at their normal speed, and it leaves
Threat Classification: Monstrous Creature at Tier 4+ behind a tunnel large and stable enough for
other creatures to follow. It may not normally
Strength 12 Intellect 3 charge while underground, except with the
Agility 8 Willpower 7 Terror from the Deep ability.
Toughness 10 Fellowship 1 (Ruin) Terror from the Deep: As a Ruin Action, a
Initiative 7 Defence 6 Mawloc may spend 1 Ruin while underground
Speed 9 Wounds 20 to make a special Charge attack, emerging
Shock 10 Soak 10 from beneath the ground to attack with its
Resolve 6 Conviction 7 distensible jaws. It adds a +2d bonus to the
Passive Awareness 6 attack.
Resilience 16 (Tyranid Carapace: 5) (Ruin) Death Throes: When the creature is slain, it may
spend 1 Ruin to make a single shooting or
Skills Awareness 12, Weapon Skill 11,
melee attack as a Ruin action before it dies.
Default 10
(Ruin) Sweeping Tail: When an enemy moves or
Size Gargantuan
attacks while within 2m of the Mawloc, it may
Keywords Tyranid, <Hive Fleet>
make an attack with its Pincer Tail.

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The T’au Empire
The T'au Empire, also spelled Tau Empire, is a rapidly is led by a Shaper, one Kroot with an intuitive
expanding alien stellar empire situated within the understanding of the DNA absorption process all Kroot
Imperium of Man's Ultima Segmentum, near the possess, and responsible for guiding the evolution of
Eastern Fringes of the Milky Way Galaxy. The Tau their Kindred. The Shaper, upon identifying a beneficial
Empire was founded by the Tau caste called the Aun, genetic trait, will instruct his Kindred to hunt and
or Ethereals, who lead the Tau Empire in the name of consume that animal, and then control the breeding of
the philosophy they have named the Greater Good. the Kindred to ensure that the offspring are born with
the selected trait. Often, Kindreds will band together
Several intelligent alien races (the Kroot, Vespid,
and their respective Shapers will form a Council, of
Nicassar, Demiurg and even some humans who have
which the most influential Kindred's Shaper will be
turned their backs on the Imperium, known as
made leader of the entire group. On rare occasions, a
Gue'vesa in the Tau language) have allied themselves
Chief will unite a large number of Kindreds underneath
with the Tau. The Tau Empire borders the Imperium of
him. Kroot dwell in warm, temperate conditions on the
Man and lies within the reach of the Astronomican. It
worlds they inhabit, and construct large tree houses
has suffered many raids from the Orks, and also seems
from animal hides, bound together by regurgitated
to lie in the path of several Tyranid splinter fleets of
dead wood. Some Kindreds prefer to reside in the ruins
Hive Fleet Kraken.
of the Imperium's Hive Cities on former human worlds
Each species within the Tau empire has a conquered by the Tau Empire.
unique and different society. However,
The Vespid
all member species have one common
The Vespid are an insectoid alien race
belief in the Greater Good. The
allied to the Tau who are native to
Greater Good, or Tau'va, is the
the benighted gas giant world of
founding principle of Tau society.
Vespid. Vespid warriors, called
The Tau'va system is based on
Stingwings, form tactical units
Castes and is designed to allow for
referred to as Strains. Each Strain is
the advancement of the entire Tau
lead by a Strain Leader. Because the
society together towards a more
Vespid language is so complex
successful, prosperous and easier
(presumably because of their
existence in the future.
complex mouthparts) and only the
The T’au Strain Leaders are given the technological
T’au society is centred around the concept of the apparatus required to translate their language to
Greater Good, where individual T’au sacrifice personal their Tau allies, Vespid Strains are very close knit and
gain in favour of benefiting the T’au civilisation as a the Tau military relies heavily on Strain Leaders to help
whole. It is from this philosophy that the T’au's all- both sides coordinate. Stingwing Strains are highly
purpose motto, "For the Greater Good!", is derived— sought after in Tau Hunter Cadres because of their high
often spoken as an exhortation of “Tau’va!”. The level of manoeuvrability. They are often used by Tau
castes, although different in role and organisation, commanders alongside XV8 Crisis Battlesuits, or in
work together for the benefit of all T’au: the Fio, or scouting roles backing up Tau Pathfinders. In the Tau
Earth caste, provide and produce, the Por, or Water language, the Vespid are referred to as "Mal'kor,"
caste, communicate and distribute, the Kor, or Air which comes from the Tau words "Mal" meaning
caste, connect the worlds of the Tau Empire, and the "insect" and "kor" meaning "air".
Shas, or Fire caste, protect, united under the wisdom
Humans
of the Aun. The external image of the T’au is that they
The Tau Empire hosts a growing population of humans,
are altruistic and idealistic, believing in the unification
known in the Tau Language as Gue'vesa, who were
of all "for the Greater Good".
once a part of the Imperium of Man. Ranging from
The Kroot ideological defectors who hate the brutality and
Kroot society is divided into tribes, known as Kindreds. corruption of the Imperial government to captured
Each Kindred is an extended family group of Kroot and Imperial Guardsmen and their children who have
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known no other life than that among the Tau, they Common T’au Special Rules
have been fully incorporated into the Empire. While T’au Empire NPCs share a number of common special
the humans from recently conquered worlds are abilities. T’au with any of these abilities will list them in
usually bitter, they do often have Tau supporters their entries, and some T’au have special abilities which
amongst them from the start, and the number of these refer to or alter these abilities in some way.
Tau sympathisers only grows larger as they realise the
For the Greater Good
manifest economic benefits that the advanced
technology of the Tau Empire can provide. For the most The T’au are driven by their belief in the unifying
part, the Gue'vesa humans are content and treated superiority of the Greater Good, and they place the
well, and are even allowed to continue the worship of collective benefit of their civilisation over personal
the God-Emperor—though the Tau Water Caste moves concerns.
subtly to discourage this religion and replace it with the T’au receive a different benefit for this rule depending
Greater Good. on their caste. Ethereals have their own distinct rules
T'au Encounters separate from this.
Adventures which use the T’au as adversaries can vary • Fire: When an enemy declares a charge against
widely, but most often place a distorted mirror up to a T’au ally within 12m of you, you may spend a
the protagonists. The T’au Empire is a civilised, Reload to make a shooting attack against the
technologically advanced society populated by charging enemy, adding +4 to the DN and
intelligent, highly-motivated people devoted to a resolving the attack before the enemy moves.
common cause. In that way, they aren’t actually that This ability may only be used once per round.
dissimilar to the Imperium, or any of the splinter- • Water: When a T’au ally attempts a Cunning,
kindreds of the Aeldari. They differ, however, in that Deception, Insight, or Persuasion test, and you
they are new to the galaxy, still ascending towards assist them, you add icons to their test for your
heights which the Imperium and the Eldar have fallen, assistance, rather than dice.
and as such are driven more by a hope for the future • Air: When making an attack from a vehicle or
rather than cleaving to what has been lost and spacecraft, shifts from your roll may be used to
struggling to preserve what remains. increase the DN of your target’s next attack
The T’au are willing to employ diplomatic and against a T’au ally by +1 per shift.
economic methods to further their goals, and often • Earth: When a T’au ally attempts a Medicae,
send ambassadors and merchants to nearby worlds Scholar, or Tech test, and you assist them, you
seeking to spread their influence peacefully. Even add icons to their test for your assistance,
when provoked into military action, the T’au are willing rather than dice.
to accept surrenders and ceasefires, and they are Ta’lissera Bonding Ritual
capable of mercy. This means that the T’au can be The Ta’lissera is a T’au ceremony which bonds teams of
adversaries in political and diplomatic situations as well colleagues or comrades together, whereby unity and
as foes on the battlefield. loyalty are pledged to one another. This is most
In spite of their willingness to show mercy and talk commonly performed by Fire caste warriors and Earth
things out, they can be extremely dangerous foes. caste work teams, and the team’s leader carries the
Intelligent and resourceful, the T’au are willing to bonding knife or embellishes a knife design on their
employ a range of advanced technologies—many of armour or garb to signify the bond.
which are prototypes still being developed—to support Any T’au with this rule are part of a bonded team (the
their goals, and they are entirely capable of complex, GM should determine which T’au are part of which
layered strategies and tactics in whatever team for roleplaying purposes). Whenever a T’au with
circumstances they find themselves. In warfare, this this ability attempts a Resolve or Conviction test, and
results in a sophisticated combined-arms approach rolls a 6 on their Wrath die, then the test is
where individual T’au—armed and equipped with automatically successful, regardless of how many icons
potent weapons and wargear—contribute to different were rolled.
parts of a broader plan.

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T’au Septs
The following groups are the largest and most well-known of the Sept worlds of the T’au Empire: their major colonies.
If you wish, you may select one of these Septs for your T’au to belong to. They gain the Sept name as an additional
Keyword, and the associated special rule, below, which varies by caste (not all castes receive benefits from all Septs).
Only T’au units receive the Sept benefit: alien auxiliaries such as Kroot, Vespid, and Humans do not.

Bork’an Sept +2 to their Defence (as if in cover) until the


Bork’an is a centre of learning and academia, and it is start of their next turn.
the home to many of the T’au Empire’s universities and • Water caste T’au from Dal’yth add +2 to their
research facilities. Many of the most distinguished Cunning, Deception, Insight, and Persuasion
Earth caste hail from this world, and the most skills.
advanced and ingenious prototypes emerge from
The Farsight Enclaves
Bork’an’s laboratories.
The Farsight Enclaves are a series of heavily-fortified
• Air caste T’au from Bork’an add +1 to the T'au colony worlds that are independent and indeed
Cruising Speed, Wounds, or Resilience of their opposed to the rule of the T'au Empire. They are led or
vehicle or spacecraft, due to advanced ruled by the legendary T'au Fire Caste Commander
prototype systems. If their vessels are armed, Farsight and lie on the far side of the Damocles Gulf
they also increase the range of all weapons region of the Segmentum Ultima in the Eastern Fringe
with the Rapid Fire or Heavy trait by 12 metres. of the Milky Way Galaxy.
• Earth caste T’au from Bork’an add +2 to their
• All T’au from the Farsight Enclaves are rebels,
Medicae, Scholar, and Tech skills.
free from the dogma and deceptions of the
• Fire caste T’au from Bork’an use advanced Ethereals, and add +2 to their Conviction.
prototype weaponry, increasing the range of
• Fire caste T’au from the Farsight Enclaves are
all weapons with the Rapid Fire or Heavy trait
drilled to engage enemies at close range: they
by 12 metres.
may re-roll any failures on their extra damage
• Water caste T’au from Bork’an are practical dice for shooting attacks against enemies
and reliable; they may re-roll a 1 on their within 12m.
Wrath die when attempting a Cunning,
Deception, Insight, or Persuasion test. Sa’cea Sept
Sa’cea is a hot, densely-populated world, once overrun
Dal’yth Sept
by fearsome predators which the Fire caste’s warriors
Dal’yth is a hub of trade and commerce for the T’au had to slay before the settlers could land. A highly-
Empire, and it is home to countless merchant guilds, militarised world, it contains a large population of Fire
embassies, and markets. Many of the Water caste hail caste warriors, and its people are grim and highly-
from this world, and even its warriors have a disciplined.
reputation for misdirection and subtle cunning.
• All T’au from Sa’cea add +1 to their Resolve.
• Air caste T’au from Dal’yth add +2 to the
• Air caste T’au from Sa’cea hone their skills in
Defence of their vehicles or starships when
the skies above dense cityscapes, where
they take the Evasion or Evasive Action actions,
absolute precision is needed: they may re-roll
respectively.
any 1s rolled (even on a Wrath die) for Pilot
• Earth caste T’au from Dal’yth carry devices tests.
which are cunningly-wrought with hidden
• Earth caste T’au from Sa’cea are keenly
functions or secret countermeasures: double
observant, almost to a point of wariness, and
the range of the character’s Tech interaction
add +2d to all Awareness tests.
attacks.
• Fire caste T’au from Sa’cea have exceptional
• Fire caste T’au from Dal’yth employ advanced
fire discipline: they may re-roll one die on any
camouflage systems to obscure their presence;
Ballistic Skill test they attempt.
if they do not move during their turn, they add

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T’au Sept
The birthworld of the species which shares its name,
T’au is a world of traditions, for everything within the
T’au Empire has an origin there. Its people have a
reputation for wisdom and reverence, building upon
the experiences of whose who founded the T’au
Empire in everything they do.

• All T’au from T’au reduce the DN of tests using


a single skill by 2, determined by caste.
• Air: Pilot
• Earth: Tech
• Fire: Ballistic Skill
• Water: Persuasion
Vior’la Sept
Vior’la means “hot-blooded” in the T’au language, and
its people live up to that moniker, for they are
passionate, quick to anger, and even aggressive.

• Air caste T’au from Vior’la have a knack for


high-speed manoeuvres that other T’au might
balk at: they ignore the DN increase that comes
from operating a vehicle or voidship at above
its Cruising Speed, and may move a vehicle or
voidship a maximum of to two and a half times
its Cruising Speed, rather than only twice its
Cruising Speed.
• Earth caste T’au from Vior’la are quick to
experiment and jury-rig the devices they use:
they may add a second Wrath die to any Tech
test they attempt, and thus have the potential
for two criticals, two complications, or one of
each.
• Fire caste T’au from Vior’la are adept at firing
on the move: they may treat any Rapid Fire
weapon as if it had the Assault trait.
• Water caste T’au from Vior’la are fast-talking
and effusive: they may add a second Wrath die
to any Persuasion test they attempt, and thus
have the potential for two criticals, two
complications, or one of each.

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T’au Technology
The advanced technology of the T’au is constantly changing and improving, in ways both tiny and monumental.
Weapons in use today by the T’au may have only been prototypes a generation ago and may have been only theoretical
a generation before that. This section describes a number of T’au technologies which are used by elite troops such as
battlesuit pilots.

Markerlights Burst Cannon


A key element of T’au military technologies, the A Burst Cannon is a form of multi-barrelled Tau Pulse
markerlight projects a near-invisible holo-beam at a Weapon and utilises the same plasma induction
target, and then calculates the range between the technologies found in a Pulse Rifle to fire micro-pulses
projector and the target. This information is of plasma accelerated to near-light speeds. With four
transmitted into the tactical battle network of the T’au rotating barrels to mitigate thermal stress, Burst
Hunter Cadre, which calculates firing solutions and Cannons are able to sustain ferocious rates of fire,
suggested aiming vectors, and then transmits them albeit at the expense of the long ranges that many
back to the T’au on the front lines. This allows them to other Pulse Weapons possess. However, this drawback
attack with unerring accuracy, and deliver pin-point is usually offset by the Burst Cannon’s portability, and
accurate supporting fire, even against difficult or the manoeuvrability of units commonly armed with
heavily-entrenched targets. them. The most common Burst Cannon design leaves
the weapon’s four barrels exposed to the environment,
Markerlight: (Damage none; Range 72m; Salvo 0; though certain Tau units make use of Burst Cannons
Heavy [5], Sniper) that are fully enclosed with an armoured sheathing.
Special: A Markerlight inflicts no damage upon hitting
a target. A target hit by a Markerlight is marked Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
and suffers the Marked (1) condition or Salvo 4; Assault, Steadfast)
increases any existing Marked condition by +1. Keywords: Plasma, T’au
The Marked condition fades at the end of the
target’s next turn, as the targeting data quickly Cyclic Ion Blaster
becomes obsolete. A Cyclic Ion Blaster is an experimental Tau XV8 Crisis
Marked (X): All shooting attacks by T’au characters Battlesuit Ion Weapon system developed during the
against a target which has been marked add a Tau Empire’s Third Sphere Expansion. The Cyclic Ion
bonus of +Xd. Blaster was developed using Ion Weapon technology
acquired as part of a fruitful alliance between the
Weapons Syrr’Tok Brotherhood of the Demiurg and the Water
Airbursting Fragmentation Projector Caste of the Dal’yth Sept. Early prototypes of the
An Airbursting Fragmentation Projector is an weapon combined the designs of a Burst Cannon and
experimental weapon developed by the T'au Empire Ion Rifle, and were developed to combat multiple,
during the Third Sphere Expansion. The weapon lightly-armoured enemies at short ranges, and
operates by firing a proximity-fused explosive functioned by generating a rapid stream of ionised
projectile on a trajectory computed by a simple on- radiation before unleashing it through its four barrels.
board Drone intelligence within the warhead itself.
Cyclic Ion Blaster: (Damage 14+1ED; AP -1; Range 36m;
This AI full calculates the precise height and distance of Salvo 3; Assault, Supercharge)
each submunition it fires so as to provide optimum Keywords: Ion, T’au, Experimental
explosive damage across a wide area. The Airbursting
Fragmentation Projector is currently still undergoing
field tests and thus is considered a special-issue
weapon to T'au forces due to its experimental nature.

Airbursting Fragmentation Projector: (Damage


10+1ED; AP 0; Range 36m; Salvo –; Assault,
Blast [Medium], Indirect, Spread)
Keywords: Explosive, T’au, Experimental

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Flamer Plasma Rifle
The Earth Caste developed Flamers designed for use as Whilst Plasma Weapon technology is employed by
a weapon system for XV8 Crisis Battlesuits. Most often many of the civilisations of the 41st Millennium, the
equipped when Battlesuit teams are expected to be T’au favour a form of technology in their Plasma Rifles
fighting massed, lightly-armoured opponents, Tau that uses lower overall temperatures of plasma gas.
Flamers are lethal weapons when used against foes in This exchanges a degree of damage output for
dense terrain. They are little different in practical terms increased safety for the user by almost completely
than the flamers used by the Imperium or the Aeldari. eliminating the risk of a potential catastrophic
overheat of the weapon. Nevertheless, T’au Plasma
Flamer: (Damage 10+1ED; AP 0; Range 16m; Salvo 1;
Rifles are still extremely effective against targets such
Assault, Blast [Medium], Blaze, Spread)
as heavy infantry and are able to melt even Ceramite
Keywords: Fire, T’au
with ease.
Fusion Blaster Plasma Rifle: (Damage 14+1ED; AP -3; Range 48m;
A Fusion Blaster is a short-ranged T’au Weapon that Salvo 2; Rapid Fire [2]
agitates the sub-atomic particles of the target, causing Keywords: Plasma, T’au
a massive build-up of heat. Living targets are often
completely vaporised and non-living targets, even the Support Systems
most heavily armoured vehicles and fortifications, can Advanced Targeting System
be reduced to slag in the blink of an eye with its nuclear An Advanced Targeting System is a Tau Battlesuit
fusion-powered blast. The Fusion Blaster is most Support System available to most types of Tau
commonly utilised as a weapon system on Battlesuits. Battlesuits, as well as a Tau vehicle support system. An
The Fusion Blaster is similar both technologically and Advanced Targeting System is a specialised target
tactically to an Imperial Meltagun or the Aeldari Fusion acquisition computer that identifies and picks out high-
Gun. priority targets of value in the midst of battle before
plotting efficient fire plans to counter them. With this
Fusion Blaster: (Damage 16+2ED; AP -4; Range 24m;
Salvo 1; Assault, Melta) system, tactically-important enemy figures such as
Keywords: Melta, T’au squad leaders, special weapon wielders, and
commanders can all be more effectively pinpointed as
Missile Pod specific targets for elimination by a Battlesuit pilot or
A Missile Pod is a relatively simple T'au multiple missile vehicle gunner.
delivery system able to engage targets at long range. A
A character or vehicle equipped with an Advanced
T'au Missile Pod typically consists of a small silo of
Targeting System reduces the DN modifier of a Called
semi-intelligent missiles that are extremely effective
Shot by 2.
against both heavy infantry and light vehicles. Missile
Pods are most commonly used as medium to long- Counterfire Defence System
range mobile fire support weapons by T'au Battlesuits A Counterfire Defence System is a valuable T'au
and T'au aircraft. artificial intelligence (AI) sensor suite that was first
designed to counter the threat of charging Ork hordes.
Missile Pod: (Damage 14+2ED; AP -1; Range 72m; Salvo
The system incorporates predictive logic circuits that
2; Assault, Blast [Small])
further enhance T'au Battlesuits targeting systems,
Keywords: Explosive, T’au
ensuring that large groups of assaulting enemies are
met with a withering curtain of unerringly accurate
firepower. A Counterfire Defence System is a Support
System available to most forms of T'au Battlesuit.

A character or vehicle equipped with a Counterfire


Defence System may spend a Reload to make a ranged
attack as a Free Action against a charging enemy,
resolving the attack before the enemy begins their
move. This attack’s DN is increased by +2.

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Drone Controller Target Lock
A Drone Controller is an electronic device that is used A Target Lock is a sophisticated T'au target acquisition
by the Tau to control their robotic Tau Drones, as it acts system. Infantry and Battlesuit versions of the Target
as a hub of digital communications between the Lock aid the user by identifying potential targets and
operator and any Drones that are nearby the user. plotting fire plans to counter them, thus allowing the
Through this connection, it serves as an advanced bearer to target multiple enemies at once with ease.
interface between the operator and the artificial
A character or vehicle with a Target Lock suffers only
intelligence (AI) combat programs of the Drones and is
half the normal DN increase for making a Multi-Attack
used to direct the Drones’ firepower far more
(+1 DN per additional target, rather than +2).
efficiently and with a level of accuracy far greater than
would otherwise be possible on the battlefield. A Velocity Tracker
Drone Controller is a Tau technology most commonly A Velocity Tracker is an advanced T'au sensor suite that
employed by a variety of Tau units, whether it is in the consists of sophisticated motion detecting and heat
form of a Support System for a Tau Battlesuit, or a seeking sensor systems designed to track the
hard-wired piece of wargear for Tau infantry or movements of airborne targets such as aircraft. With a
Battlesuit pilots of the rank of Shas'vre or higher. Velocity Tracker system, the bearer can accurately
bring his weapons to bear on otherwise hard-to-hit
A character with a Drone Controller may be
high-flying targets before blowing them out of the sky.
accompanied by up to three Drones. Drones within 12
A Velocity Tracker is a Support System available to
metres of a character or vehicle equipped with a Drone
most forms of T'au Battlesuit, although certain T'au
Controller add +2d to all skill tests.
skimmers such as the Skyray also make use of vehicle-
Multi-Tracker mounted versions.
A Multi-Tracker is a sophisticated T'au fire control
A character or vehicle with a Velocity Tracker adds a
system mounted in a sensor node. Infantry and
+2d bonus to all shooting attacks against targets which
Battlesuit versions of the Multi-Tracker aid the user by
are flying.
coordinating the firing of multiple weapon systems
simultaneously, thus allowing the bearer to make full
use of their wide armament and become more
formidable opponents in a wide variety of battle
conditions.

A character or vehicle with a Multi-Tracker may ignore


up to 2 points of DN increase for taking a Multi-Action
to fire multiple different ranged weapons.
Shield Generator
A Shield Generator is a Tau defensive technology that
projects a cohesive energy field around its bearer,
protecting him from assaults that might otherwise slay
him outright by redirecting them away from the
projector, dissipating and absorbing an energy blast, or
robbing them of all kinetic energy. Shield Generators
are employed at varying scales, from infantry-portable
versions to the shields that protect Tau starships.

A character or vehicle with a Shield Generator has an


Armour Rating of *4 with the Force Shield trait. This
Armour Rating is invulnerable, and cannot be modified
by an attack’s AP. The character may also Soak Mortal
Wounds.

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Fire Caste Strike Shas’la
Having been bred and trained to be soldiers at birth, Threat Classification: Troops at all Tiers (6-12 per mob)
Tau Fire Warriors strictly follow both the Greater Good
and the Code of Fire and represent the best fighters of Strength 3 Intellect 3
their species. They are soldiers outfitted with a wide Agility 2 Willpower 3
variety of advanced technology. As basic infantry, they Toughness 3 Fellowship 3
are deployed in smaller numbers than other races' Initiative 3 Defence 2
infantry because of the superior firepower they can Speed 6 Wounds 3
bring to bear. Fire Warriors are known to be efficient, Shock 3 Soak 3
professional, but cautious fighters. Often deployed Resolve 4 Conviction 4
from a Devilfish APC, they are able to rapidly deploy Passive Awareness 3
and way down withering barrages of fire against their Resilience 8 (Armour: 4)
foes. The basic team is made up of six Fire Warriors, but Skills Ballistic Skill 6, Weapon Skill 4, Default
5
it is not uncommon for them to contain up to twelve
Size Average
including a Shas'ui team leader, as well as drone and
Keywords T’au, Fire Caste, <Sept>
turret support.
Attacks
The Strike Team is the most common type of Tau Fire Fire caste Strike teams are armed with Pulse Rifles and
Warrior deployment. A Fire Warrior Strike Team is a Photon Grenades. They sometimes exchange their
high-speed detachment of shock troops who lay down Pulse Rifles for Pulse Carbines and may carry additional
sheets of withering pulse rifle fire, throwing photon armament like Pulse Pistols and/or EMP Grenades.
and EMP Grenades, and aiming powerful tactical
support turrets at a rapidly-depleting foe. Pulse Rifle: (Damage 12+1ED; AP 0; Range 60m; Salvo
1; Rapid Fire [2], Steadfast)
Pulse Carbine: (Damage 12+1ED; AP 0; Range 36m;
Salvo 2; Assault, Steadfast; includes Photon
Grenade Launcher Range 36m)
Pulse Pistol: (Damage 12+1ED; AP 0; Range 24m; Salvo
1; Pistol, Steadfast)
Photon Grenades: (Damage –; Range 12m [T]; Salvo –;
Blast [Medium]; enemies hit are blinded until
the end of their next turn, and must test to
avoid being pinned)
Haywire Grenade (Damage –; AP 0; Range 12m [T];
Salvo –; Blast [Small], Haywire [3])

Special Abilities
For the Greater Good! (Fire) (see above)
Ta’lissera Bonding Ritual (see above)
(Ruin) (Mob) Turret Support: A mob of Fire Warriors
which did not move may spend 1 Ruin to have
a DS8 Tactical Support Turret air-dropped on
their position. The turret lands at the end of
their turn but may not act until the mob’s next
turn.

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Fire Caste Breacher Shas’la


Having been bred and trained to be soldiers at birth, Threat Classification: Troops at all Tiers (6-12 per mob)
Tau Fire Warriors strictly follow both the Greater Good
and the Code of Fire and represent the best fighters of Strength 3 Intellect 3
their species. They are soldiers outfitted with a wide Agility 2 Willpower 3
variety of advanced technology. Fire Warriors are Toughness 3 Fellowship 3
known to be efficient, professional, but cautious Initiative 3 Defence 2
fighters. Often deployed from a Devilfish APC, they are Speed 6 Wounds 3
able to rapidly deploy and way down withering Shock 3 Soak 3
barrages of fire against their foes. The basic team is Resolve 4 Conviction 4
made up of six Fire Warriors, but it is not uncommon Passive Awareness 3
for them to contain up to twelve including a Shas'ui Resilience 8 (Armour: 4)
team leader, as well as drone support. Skills Ballistic Skill 6, Weapon Skill 4, Default
5
The Breacher Team is a type of Tau Fire Warrior Size Average
deployment. The Fire Warriors Breacher Team Keywords T’au, Fire Caste, <Sept>
specializes in brutally effective close-range assaults, Attacks
clearing buildings of threats in a tight, tactical Fire caste Breacher teams are armed with Pulse
formation and delivering sharp, shockingly sudden Blasters and Photon Grenades. They sometimes carry
frontline displays of raw incendiary power that grind additional armament like Pulse Pistols and/or EMP
enemy soldiers into dust, discharging Pulse Blasters Grenades.
and hurling Photon Grenades until they are certain
every path is clear. Pulse Blaster: (Damage 12+1ED; AP -1; Range 20m;
Salvo 2; Assault, Steadfast) The weapon
becomes Damage 14+1ED and AP -2 at short
range. It becomes Damage 10+1ED and AP 0 at
long range.
Pulse Pistol: (Damage 12+1ED; AP 0; Range 24m; Salvo
1; Pistol, Steadfast)
Photon Grenades: (Damage –; Range 12m [T]; Salvo –;
Blast [Medium]; enemies hit are blinded until
the end of their next turn, and must test to
avoid being pinned)
Haywire Grenade (Damage –; AP 0; Range 12m [T];
Salvo –; Blast [Small], Haywire [3])

Special Abilities
For the Greater Good! (Fire) (see above)
Ta’lissera Bonding Ritual (see above)
(Ruin) (Mob) Turret Support: A mob of Fire Warriors
which did not move may spend 1 Ruin to have
a DS8 Tactical Support Turret air-dropped on
their position. The turret lands at the end of
their turn but may not act until the mob’s next
turn.
(Mob) Breach and Clear! When any member of a
Breacher team attacks enemies who are in
cover and under the effects of a Photon
grenade, they may add a +2d bonus to their
shooting attacks, and +2ED to the damage of
those attacks.
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Fire Caste Pathfinder Shas’la
Pathfinders are the main scouting infantry forces for Threat Classification: Elite at Tier 1, Troops at Tier 2+
the Fire Caste of the Tau Empire. As light
reconnaissance units, Pathfinder Teams are the eyes Strength 3 Intellect 3
and ears of their Tau Commander in a way no Tau Agility 3 Willpower 3
Drone can yet emulate. Toughness 3 Fellowship 3
Initiative 4 Defence 3
A Pathfinder's role is not to engage the enemy, but Speed 7 Wounds 3
instead to maximise the efficiency of the rest of their Shock 3 Soak 3
Hunter Cadre with their Marker Lights which designate Resolve 4 Conviction 4
priority enemy targets and guide the fire of their Passive Awareness 3
comrades. Resilience 7 (Armour: 3)
Skills Ballistic Skill 6, Awareness 6, Stealth 6,
Pathfinders often operate ahead of the main body of
Weapon Skill 4, Default 5
Tau forces and close with the foe to accurately scout
Size Average
the enemy. In such a position, a Pathfinder's life is
Keywords T’au, Fire Caste, <Sept>
always under threat. For this reason and more,
Attacks
Pathfinders are held in high regard by the members of
every Tau caste. Pathfinders are armed with Pulse Carbines,
Markerlights, and Photon Grenades. Some exchange
their Pulse Carbine and Markerlight for an Ion Rifle or
Rail Rifle.

Pulse Carbine: (Damage 12+1ED; AP 0; Range 36m;


Salvo 2; Assault, Steadfast; includes Photon
Grenade Launcher Range 36m)
Markerlight: (Damage none; Range 72m; Salvo 0;
Heavy [5], Sniper)
Photon Grenades: (Damage –; Range 12m [T]; Salvo –;
Blast [Medium]; enemies hit are blinded until
the end of their next turn, and must test to
avoid being pinned)
Ion Rifle: (Damage 15+1ED; AP -1; Range 60m; Salvo 1;
Rapid Fire [1], Supercharge; using the weapon
on Supercharge adds the Blast [Medium] and
Heavy [5] traits)
Rail Rifle: (Damage 14+2ED; AP -4; Range 60m; Salvo 1;
Mortal [1], Rapid Fire [1], Sniper [1])

Special Abilities
For the Greater Good! (Fire) (see above)
Ta’lissera Bonding Ritual (see above)
Vanguard: A Pathfinder increases their Speed by +2
when they Run or Sprint. They do not reduce
their Defence when they Sprint.

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Fire Caste Team Leader Shas’ui
When a Fire Warrior is old enough, he or she enters • Skills: Leadership 8, Ballistic Skill 8
service as a Shas'la, or line trooper. After four years 'on • Willpower: 4
the line', each Fire Warrior then undertakes the Trial by • Resolve: 5
Fire. If they pass this ancient ritual (which varies • Conviction: 5
depending on sept), they are fit to become a Shas'ui, • Wounds: 4
who are able to pilot Battlesuits. Team leaders are • Wargear: As Fire Warrior type; may also take a
Shas’ui who have chosen to remain with their teams, Pulse Pistol (Damage 12+1ED; AP 0; Range
or to lead teams of younger T’au, rather than becoming 24m; Salvo 1; Pistol, Steadfast), and/or a
battlesuit pilots. This time spent in a leadership role is Markerlight (Damage none; Range 72m; Salvo
considered extremely valuable, for it places the future 0; Heavy [5], Sniper). May take a Drone
of the T’au way above personal advancement. Controller or Target Lock.
One member of a team of Shas’la will normally be the • Team Leader: T’au from the Team Leader’s
Shas’ui Team Leader. They modify their profile as team may use the Team Leader’s Resolve and
follows: Conviction instead of their own while the Team
Leader is within 5 metres.
• Threat Classification: Adversary at Tier 1, Elite
at Tier 2+

DS8 Tactical Support Turret


DS8 Tactical Support Turrets are a type of light Drone- Attacks
operated Turret used by Fire Warrior teams. They are A DS8 Tactical Support Turret is armed with either a
deployed rapidly to the field carrying in racks along the Missile Pod or a Smart Missile System.
flanks of Orca Dropships and most commonly are
armed with a Seeker Missile pod. DS8 Tactical Support Missile Pod: (Damage 14+2ED; AP -1; Range 72m; Salvo
Turret programmed to self-destruct should their 2; Assault, Blast [Small])
Smart Missile System: (Damage 12+1ED; AP 0; Range
sensors register that the enemy could capture or
60m; Salvo 4; Blast [Small], Heavy [6], Indirect)
tamper them.

Threat Classification: Troop at all Tiers Special Abilities


For the Greater Good! (Fire) (see above)
Strength – Intellect 2 Immobile: Once deployed, a DS8 Tactical Support
Agility – Willpower 3 Turret cannot move, except to rotate its turret
Toughness 3 Fellowship 1 and sensors to face different directions.
Initiative 1 Defence 1 Drone: The destruction of a Drone will not cause a
Speed – Wounds 3 Resolve test. It is immune to fear, terror, and
Shock – Soak 4 all interaction-based skills.
Safeguards: If there are no living T’au within 5 metres
Resolve 2 Conviction 3
of a DS8 Tactical Support Turret, the turret
Passive Awareness 3
immediately self-destructs.
Resilience 8 (Armour: 4)
Skills Ballistic Skill 6, Awareness 6
Size Average
Keywords T’au, Drone, <Sept>

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Fire Caste Cadre Fireblade Shas’el
A Cadre Fireblade is the most grizzled and seasoned Threat Classification: Adversary at Tier 2+
Tau Fire Warrior of a Hunter Cadre, whose
extraordinary skill at the Fire Warrior's art of battle Strength 4 Intellect 5
leads him to eschew Tau Battlesuit technology and Agility 4 Willpower 6
remain as a leader of the Tau infantry. Cadre Fireblades Toughness 4 Fellowship 5
are excellent field leaders and their long experience at Initiative 5 Defence 4
war has taught them exactly where to place shots to Speed 6 Wounds 7
maximise damage, and fire with pinpoint accuracy. It is Shock 9 Soak 4
on the firing line that Cadre Fireblades really comes Resolve 7 Conviction 7
into their own. There, they radiate a steadying calm, Passive Awareness 4
directing their Fire Warriors to maintain accurate fire Resilience 9 (Armour: 4)
no matter the circumstances, instilling each Tau Skills Ballistic Skill 9, Leadership 9, Weapon
Skill 7, Default 8
trooper with the precision and efficiency that is the
Size Average
hallmark of thousands of Terran years of martial
Keywords T’au, Fire Caste, <Sept>
training.
Attacks
Whether breaking the impetus of an advancing horde Pulse Rifle: (Damage 12+1ED; AP 0; Range 60m; Salvo
of Ork Greenskins or seeking to bring down the heavily 1; Rapid Fire [2], Steadfast)
armoured Space Marines of the Imperium, no one Markerlight: (Damage none; Range 72m; Salvo 0;
knows a Fire Warrior's strength better than a Cadre Heavy [5], Sniper)
Fireblade. A Cadre Fireblade will always extol a focus Photon Grenades: (Damage –; Range 12m [T]; Salvo –;
upon what they believe to be the Tau's primary military Blast [Medium]; enemies hit are blinded until
strength -- overwhelming infantry firepower! Theirs is the end of their next turn, and must test to
the ability to drive and direct Fire Warriors as they pour avoid being pinned)
volley after volley of merciless pulse fire onto the
A Cadre Fireblade may also take one item from the
target.
Support Systems section.
Experts in the standard Fire Caste tactical doctrine as
Special Abilities
laid down in the Code of Fire, Cadre Fireblades will also
For the Greater Good! (Fire) (see above)
instruct all warriors nearby to fight closely together,
Ta’lissera Bonding Ritual (see above)
with each member of a team doing his utmost to
(Ruin) Champion: This threat may take Ruin actions.
protect not just his comrades, but also nearby teams in (Ruin) Directed Fire: As a free action, spend 1 Ruin to
his cadre. All teams then provide mutual support on add +2ED to the shooting attacks of all Fire
the battlefield when the enemy launches a major Warriors within 15 metres. This bonus lasts
assault, helping to annihilate the foe with mutually until the beginning of the Cadre Fireblade’s
reinforcing fields of overlapping firepower. next turn.
Volley Fire: Allied Fire Warriors within 15 metres may
add +2 to the Salvo of their Pulse Rifles, Pulse
Carbines, and Pulse Rifles when firing at a
target within close range.

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Drones
Drones, known as Kor’vesa (lit. “flying helper”) are AI- Threat Classification: Troop at all Tiers
controlled light hovering vehicles that perform a
variety of civilian and military roles for the Tau. Unlike Strength 3 Intellect 2
the Imperium of Man, the Tau make extensive use of Agility 5 Willpower 3
these and other machine intelligences. Toughness 4 Fellowship 1
Initiative 4 Defence 3
Drones are conventionally disk-shaped, well-armoured Speed 8 (Flight) Wounds 3
and equipped with an anti-gravitic generator and jet Shock – Soak 4
motors for propulsion. Their advanced processor unit Resolve 2 Conviction 3
has only a basic intelligence, similar to that of a small Passive Awareness 2
animal, which requires regular orders from their Resilience 8 (Armour: 4)
masters, often through a Drone Controller. It is also Skills Awareness 4, Default 3
programmed for self-preservation and will typically Size Average
flee in the face of danger. However, Drones can Keywords T’au, Drone, <Sept>
network together, increasing their intelligence and Attacks
procession speed. This allows them to operate in a Drones are equipped according to their role, and many
group, independent of a controller for long periods of drones are not equipped with weaponry at all.
time.
Special Abilities
Typical civilian jobs for Drones include message
For the Greater Good! (see above; Caste is chosen by
delivery or domestic services, as well as dangerous or
user)
tedious duties. This latter ability makes Drones popular
Drone: The destruction of a Drone will not cause a
for use by the Tau military in support of their organic Resolve test. It is immune to fear, terror, and
forces. Despite this, the Tau do not treat their military all interaction-based skills.
Drones as expendable forces, instead as a way to (Mob) Networked: A mob of drones increases its
augment and support their Fire Warriors in the field. Passive Awareness by half the number of
Drones, rounded down, and adds +2d to all skill
tests.
Saviour Protocols: Drones are programmed to protect
T’au lives. If an allied T’au within 5 metres is the
target of an attack, a drone may attempt an
Agility test (DN 3). If it succeeds, it interposes
itself between the attacker and target, and
becomes the target of the attack instead. If
multiple Drones are within range to do this,
only one Drone may make the attempt.

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Drone Variants
The following section is a selection of common Drone types used by the T’au.

DX-4 Technical Drone • Aide: If the designated user is within 5 metres


The DX-4 Technical Drone is used by Tau commanders of the Escort Drone, the user receives +2d on
and Fire Warrior teams on the battlefield as a mobile Awareness, Insight, and Scholar Tests.
engineering unit or a sentry, and by Earth caste • Messenger: The drone can be instructed to
engineers and technicians as an assistant. In place of convey recorded messages to specific
weaponry each Technical Drone carries repair and individuals. The drone will seek out the
sensor equipment and can be used to fix damaged or individual by the shortest and safest available
destroyed equipment in the field. path, project the message. Afterwards, as
instructed in advance by its user, the drone will
• Skill: Awareness 5, Tech 5 either allow the recipient to record a reply
• Repair Protocol: As an action, a Technical message, escort the recipient to the drone’s
Drone may attempt a Tech test (DN 3) to user, or depart having delivered its message.
perform repairs on a T’au unit with the • Skill: Ballistic Skill 4.
Battlesuit keyword within 1 metre, restoring 1
• Weapons: Twin pulse pistols (Damage 12+1ED;
Wound, plus +1 for each shift.
AP 0; Range 24m; Salvo 2; Pistol, Steadfast),
• Surveillance Protocol: As an action, select a which it will only use if the user is in danger or
group of enemies under a Medium Blast within when specifically commanded to attack.
range, and attempt an Awareness test (DN 3);
on a success, the selected enemies gain no Hover Drone Platform
bonus to Defence from being in Cover until the Hover drones are larger units, used as anti-gravity
start of the Drone’s next turn. transports.
• Technical Assistant: When assisting an Earth
• Size: Large.
caste T’au, the assisted character receives +2d
• Platform: A single Average-sized T’au not
on Awareness and Tech tests.
wearing a Battlesuit may stand upon a Hover
Escort Drones Drone platform. This changes the mounted
Escort Drones are a type of small drone that often character’s Speed to 8 (Flight). While used as a
accompany Tau Water Caste negotiators and platform, the drone loses the Saviour Protocols
incorporate both defensive as well as minor offensive rule, and does not take any actions of its own:
capabilities. They are nimble and compact, making use it is slaved entirely to the rider’s actions.
of small efficient anti-grav units which are similar in
MB3 Recon Drone
design to larger drones. They not only act as protectors
Pathfinder teams are often accompanied by a Recon
for their charge but as tools for trade as they are
Drone, which provides both additional supporting
programmed to record and deliver complex messages.
firepower and a range of sensor data which is
They are also used to guide prospective clients to the
invaluable in the field.
Water Caste negotiator and record every exchange
that takes place. This information is then used for later • Skill: Ballistic Skill 4
study and dissection in order to better tailor to the • Weapons: Burst Cannon (Damage 12+1ED; AP
individual in question. To serve them in their role, the 0; Range 36m; Salvo 4; Assault, Steadfast)
escort drone makes use of a simple projector array that • Recon Suite: Pathfinders within 5 metres of
displays information in a simple holographic Recon Drone add +2 to Awareness tests, and
projection. They are also equipped with twin Pulse they may ignore any defence increase from
Pistols which take up a majority of the space in the cover when they make shooting attacks.
small drone.

• Size: Small

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MV-1 Tactical Gun Drone MV4 Shield Drone
Gun Drones are often utilized by Fire Warrior teams, Shield Drones are unarmed drones equipped with a
mounted onto drone ports on vehicles, or found in Shield Generator, which are used to provide close
dedicated squadrons of their own. protection to VIPs, battlefield commanders, and
battlesuits. They sometimes also accompany line
• Skill: Ballistic Skill 4
infantry units, though this is less commonplace.
• Weapons: Twin pulse carbines (Damage
12+1ED; AP 0; Range 36m; Salvo 2; Assault, • Shield Generator: The Armour Rating of a
Steadfast) with Photon Grenade Launchers Drone with a Shield Generator is invulnerable,
(Damage –; Range 36m; Salvo –; Blast and cannot be modified by an attack’s AP. In
[Medium]; enemies hit are blinded until the addition, whenever a Shield Drone would be
end of their next turn, and must test to avoid
destroyed, roll 1d6: on a 5, the Shield Drone
being pinned).
has 1 Wound remaining.
MV31 Pulse Accelerator Drone MV5 Stealth Drone
Pulse Accelerator Drones are frequently used by Stealth Drones project an advanced adaptive
Pathfinder teams. Their Pulse Accelerators augment holographic camouflage over the immediate vicinity,
the effectiveness of Pulse weapons used nearby, concealing itself and their nearby operator. So far
extending their effective range. exclusively used by the Shas’vre piloting XV95
‘Ghostkeel’ Battlesuits, MV5 Stealth Drones also have
• Pulse Accelerator: Allied T’au within 5 metres
a higher-powered propulsion system that allows them
of a Pulse Accelerator Drone add 12m to the
to keep pace with their charge.
range of their Pulse Pistols, Pulse Carbines, and
Pulse Rifles. • Speed: 12 (Flight)
MV-33 Grav-Inhibitor Drones • Stealth Field Projector: The Stealth Drone’s
Grav Inhibitor Drones are often utilized by Pathfinder Defence is increased by +2. In addition, if the
Teams. These drones are equipped with Gravity Wave drone’s user is within 5 metres of one or more
Projectors. It hovers above the operator and throws of their Stealth Drones, the user adds +2 to
their Defence as well.
back the enemy with its graviton waves.
MV52 Advanced Shield Drone
• Gravity Wave Projector: Enemies attempting
An advanced prototype of Shield Drone currently being
to make a charge move within 24m of a Grav-
issued only to the highest-priority VIPs and field
Inhibitor drone reduce their Speed by 1d3 (roll
commanders, though plans for wider deployment will
for each enemy).
follow once the current round of field testing is
MV36 Guardian Drone completed.
Guardian Drones are used for defence by Fire Warrior
• Advanced Shield Generator: The Armour
squads. Their emitters generate a protective energy
field around nearby allies, which is especially effective Rating of a Drone with a Shield Generator is
in conjunction with the field amplifiers fitted to increased by +2 and is invulnerable, meaning
Breacher Teams’ armour. that it cannot be modified by an attack’s AP. In
addition, whenever a Shield Drone would be
• Guardian Field: The Resilience of the Drone is destroyed, roll 1d6: on a 5, the Shield Drone
increased by +2. Allied Fire Warriors within 5 has 1 Wound remaining.
metres increase their Resilience by +1, or by +2
if they are a Breacher team.

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MV-62 Command-link Drones MV8 Missile Drone
Command-link Drones accompany commanders into Missile Drones are normally found in support of heavy
battle. They allow the commander to better direct the units such as XV88 ‘Broadside’ Battlesuits, though their
battle by networking them to squad leaders and other use in other contexts is being evaluated. Each Missile
officers under their command. Drone mounts a single Missile Pod.

A T’au Commander or Fireblade with a Drone • Skill: Ballistic Skill 4


Controller may be accompanied by a Command-link • Weapons: (Damage 14+2ED; AP -1; Range
Drone. It has the following abilities: 72m; Salvo 2; Assault, Blast [Small])

• Command-link: If within 5 metres of its MV84 Shielded Missile Drone


designated user, as a free action the user may Deployed in support of the experimental XV104
designate a single T’au mob or a number of ‘Riptide’ Battlesuit, the Shielded Missile Drone uses a
individual T’au equal to their Intellect; until the state-of-the-art power supply to support high-powered
start of the user’s next turn, the selected allies propulsion, a weapon system, and a shield generator in
may re-roll 1s on tests using a single skill the standard Tactical Drone chassis. Their difficulty of
chosen by the user. manufacture ensures that they are rare, for now.
MV7 Marker Drone • Skill: Ballistic Skill 4
Marker Drones are fitted with a markerlight projector • Weapons: (Damage 14+2ED; AP -1; Range
and are frequently used alongside other T’au forces to 72m; Salvo 2; Assault, Blast [Small])
mark priority targets for elimination. • Shield Generator: The Armour Rating of a
Drone with a Shield Generator is invulnerable,
• Skill: Ballistic Skill 4
and cannot be modified by an attack’s AP. In
• Weapons: Markerlight (Damage none; Range
72m; Salvo 0; Heavy [5], Sniper). addition, whenever a Shielded Missile Drone
• Stable Platform: A Marker Drone ignores the would be destroyed, roll 1d6: on a 5, the Shield
effects of the Heavy trait on its Markerlight. Drone has 1 Wound remaining.

MV71 Sniper Drone


Sniper Drones are Drones which are armed with a
sniper variant of the pulse rifle and a low-powered
stealth field generator to obscure their position. Sniper
Drones operate in teams of three, directed by a single
T’au spotter, called a Firesight Marksman. In this
configuration, they can provide pin-point accurate fire
across a wide area.

• Skill: Ballistic Skill 6


• Weapons: Longshot Pulse Rifle (Damage
12+1ED; AP 0; Range 96m; Salvo 1; Mortal [1],
Rapid Fire [1], Sniper).
• Sniper Drone Stealth Field: A Sniper Drone
adds +2 to its Defence against enemy attacks
from attackers more than 24 metres away.

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Firesight Marksman Shas’la


Ensconced in cover far from the front lines of battle, a Threat Classification: Elite at Tier 2+
Firesight Marksman scans the battlefield, using
advanced optical sights to select prime targets. Above Strength 3 Intellect 4
him float the rest of his team—a group of Sniper Agility 3 Willpower 3
Drones, each of them equipped with an underslung Toughness 3 Fellowship 3
Longshot Pulse Rifle. The Longshot Pulse Rifle is a lethal Initiative 4 Defence 3
weapon that can send its plasma pulse over a great Speed 5 Wounds 3
distance. A well-placed shot is capable of taking out any Shock 3 Soak 3
target, and there are many accounts of Sniper Drone Resolve 4 Conviction 4
Teams single-handedly throwing enemy forces into Passive Awareness 3
disarray with their ability to rain down sniper fire from Resilience 8 (Armour: 4)
long range or clear skies. As a result, Sniper Drone Skills Ballistic Skill 7, Awareness 6, Stealth 6,
Weapon Skill 4, Default 5
Teams are a deadly addition to any cadre as they are
Size Average
adept at picking off enemy leaders or eliminating key
Keywords T’au, Fire Caste, <Sept>
infantrymen, such as those carrying heavy weapons.
Attacks
Although the Sniper Drones are equipped with Pulse Pistol: (Damage 12+1ED; AP 0; Range 24m; Salvo
impressive artificial intelligence, it is the Firesight 1; Pistol, Steadfast)
Marksman, a Shas'la, who is the brains behind the Markerlight: (Damage none; Range 72m; Salvo 0;
operation. They are masked by a small stealth field Heavy [5], Sniper)
generator, meaning that they can secret themselves
into dense terrain where they will blend in, minimising Special Abilities
the threat of return fire. The marksman is equipped For the Greater Good! (Fire) (see above)
with a drone uplink, with which they command their Drone Uplink: A Firesight Marksman is equipped with
deadly charges, seeking out the most vulnerable an advanced form of Drone Controller and
quarry, and a markerlight to mark priority targets for accompanied by three MV71 Sniper Drones.
The Marksman’s Sniper Drones add +2d to all
both the drones and the rest of the Cadre.
Awareness and Ballistic Skill tests they
attempt, as long as the drones remain within
250 metres of the Marksman.
Marksman Stealth Field: Designed to blend into the
surroundings, a warrior with a Marksman
Stealth Field doubles the bonus to Defence
from being in cover.
(Ruin) Uplinked Markerlight: When a Firesight
Marksman hits an enemy with a markerlight,
they may spend 1 Ruin as a Free Action to mark
the enemy an additional 1d3 times as the data
is flash-uploaded to the T’au command
network.

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Shas’ui in XV-15 Stealthsuit
The XV15 Stealthsuit is the smallest of all the various Threat Classification: Elite at Tier 3+
Tau Battlesuit variants and is designed for use in
operations requiring a high degree of stealth. Fire Strength 6 Intellect 4
Warriors serving in a Stealth Team specialise in covert Agility 5 Willpower 4
operations such as infiltration, sabotage, Toughness 5 Fellowship 3
reconnaissance and ambush. Stealth Teams are Initiative 5 Defence 6
essentially the Fire Caste's special operations units. Speed 8 (Flight) Wounds 6
They are the "lone wolves" of the Tau military, typically Shock 4 Soak 5
operating independently of their Hunter Cadre. Resolve 5 Conviction 5
Suddenly appearing, as if stepping out from nowhere, Passive Awareness 3
a Stealth Team unleashes a hail of gunfire to cripple or Resilience 11 (Armour: 5)
eliminate their selected targets. Theirs is a secretive Skills Ballistic Skill 8, Stealth 8, Weapon Skill
6, Default 7
way of war, as they infiltrate enemy lines, seeking
Size Average
vulnerable targets to destroy. In order to pass unseen
Keywords T’au, Fire Caste, <Sept>, Battlesuit
into enemy territory, Stealth Teams use light-bending
disruption technology embedded in their sleek Attacks
Battlesuits to camouflage themselves. Additional Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
cloaking fields deaden sound and shield them from Salvo 4; Assault, Steadfast)
heat-detecting sensors, allowing them to penetrate
Special Abilities
deep into hostile regions before launching precisely
For the Greater Good! (Fire) (see above)
timed ambushes.
Ta’lissera Bonding Ritual (see above)
The XV15 Stealthsuit is designed to be worn by a single Battlesuit Mobility: A Battlesuit may Disengage as a
member of the Fire Caste and is the smallest of all the free action at the start of their turn.
various Battlesuit variants of the Tau: a Tau in an XV15 Camouflage Field: A Stealthsuit increases the wearer’s
Stealthsuit is hardly larger than a Fire Warrior in Defence by +2 (included) and increases the DN
to observe or detect the wearer by +2. Any
standard Tau Combat Armour; even though it offers far
Drones accompanying the Stealth Team also
greater protection. However, this perfectly suits the
benefit from this.
XV15's role as the preferred Battlesuit of Tau (Ruin) Active Jamming: At the start of their turn, the
infiltrators and saboteurs. XV15 Stealthsuits are threat may spend 1 Ruin as a Free Action to use
significantly smaller than the XV8 Crisis Battlesuits, active jamming. This doubles the bonuses
and, because of this, carry less weaponry. What provided by the Camouflage field to +4, but it
Stealthsuits lack in firepower, however, they more than will reveal that Stealthsuits are present to
make up for with the ability to move almost unseen by anyone using an auspex, Preysense sight, or
the enemy until the very last instant. XV15 Stealthsuits similar scanning and targeting equipment.
are currently being phased out of mainstream use and
being replaced by the XV25 Stealthsuit.

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Shas’ui in XV-25 Stealthsuit
The XV25 Stealthsuit is designed to be worn by a single Threat Classification: Elite at Tier 3+
member of the Fire Caste and is one of the smallest of
all the various Battlesuit variants of the Tau, as a Tau in Strength 7 Intellect 4
an XV25 Stealthsuit is only a little larger than a Fire Agility 4 Willpower 4
Warrior in standard Tau Combat Armour; even though Toughness 6 Fellowship 3
it offers far greater protection. However, this perfectly Initiative 5 Defence 6
suits the XV25's role as the preferred Battlesuit of Tau Speed 8 (Flight) Wounds 6
infiltrators and saboteurs. XV25 Stealthsuits are Shock 4 Soak 6
significantly smaller than the XV8 Crisis Battlesuits, Resolve 5 Conviction 5
and, because of this, carry less weaponry. What Passive Awareness 3
Stealthsuits lack in firepower, however, they more than Resilience 12 (Armour: 5)
make up for with the ability to move almost unseen by Skills Ballistic Skill 8, Stealth 8, Weapon Skill
6, Default 7
the enemy until the very last instant. XV25 Stealthsuits
Size Large
are a relatively recent development of the Tau Earth
Keywords T’au, Fire Caste, <Sept>, Battlesuit
Caste and shares many of the same features of its
predecessor in the Tau armoury, the XV15 Stealthsuit. Attacks
The XV15 Stealthsuit is currently being phased out of Most XV-25 Stealthsuits are armed with a Burst
use by the Fire Caste and is being replaced by the XV25 Cannon. 1 in 3 may be armed with Fusion Guns instead.
Stealthsuit, which will serve as the new standard for all Any XV-25 Stealth Suit may take an item from the
Tau forces in the years to come. Support Systems list.

XV25 Stealthsuits differ from XV15 Stealthsuits mainly Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
through the additional space provided due to the Salvo 4; Assault, Steadfast)
Fusion Blaster: (Damage 16+2ED; AP -4; Range 24m;
slightly larger and bulkier form of the suit. This extra
Salvo 1; Assault, Melta)
space allows an XV25 to take a Battlesuit Support
System to boost its combat effectiveness, whether it be Special Abilities
through improved weapon accuracy, the ability to
For the Greater Good! (Fire) (see above)
identify and target multiple targets independently, or Ta’lissera Bonding Ritual (see above)
enhanced defensive measures. Most XV25 Stealthsuits Battlesuit Mobility: A Battlesuit may Disengage as a
are armed with a Burst Cannon which is integrated into free action at the start of their turn.
the suit's upper arm. This befits the Stealthsuit's role, Camouflage Field: A Stealthsuit increases the wearer’s
as its wearer can lay down a hail of suppressive anti- Defence by +2 (included) and increases the DN
infantry firepower using the weapon. One in three to observe or detect the wearer by +2. Any
XV25 Stealthsuits in a squad, however, can replace Drones accompanying the Stealth Team also
their Burst Cannon with a Fusion Blaster, which can benefit from this.
provide the squad with the ability to hunt down and (Ruin) Active Jamming: At the start of their turn, the
effectively destroy heavy tanks and elite infantry. threat may spend 1 Ruin as a Free Action to use
active jamming. This doubles the bonuses
provided by the Camouflage field to +4, but it
will reveal that Stealthsuits are present to
anyone using an auspex, Preysense sight, or
similar scanning and targeting equipment.

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Shas’ui in XV-8 Crisis Suit
The XV8 Crisis Battlesuit is the mainstay general Threat Classification: Elite at Tier 3+
combat T'au Battlesuit utilised by the warriors of the
Fire Caste of the T'au Empire. It mounts a vast array of Strength 9 Intellect 4
fearsome ranged weaponry as well as a complement of Agility 4 Willpower 4
technologically advanced support systems on a Toughness 8 Fellowship 3
comparatively small and agile frame that offers the Initiative 5 Defence 4
T'au pilot within exceptional protection. Of all the Speed 8 (Flight) Wounds 12
weapons systems employed by the T'au, the XV8 Crisis Shock 8 Soak 8
Battlesuit is easily the most distinctive and Resolve 5 Conviction 5
recognisable due to its reputation as an efficient and Passive Awareness 3
lethal weapon of war. Resilience 14 (Armour: 5)
Skills Ballistic Skill 8, Weapon Skill 6,
The XV8 Crisis Battlesuit strikes a perfect balance Default 7
between offensive capability, armoured protection, Size Huge
speed, manoeuvrability and utility. It is a towering T'au Keywords T’au, Fire Caste, <Sept>, Battlesuit
Battlesuit, easily twice the size of the Fire Warrior who Attacks
wears it. A wonder of Earth Caste engineering, only the XV8 Crisis Battlesuits are extremely versatile, and each
T'au could master the secrets of producing the dense may be fitted with up to three items, chosen from the
nanocrystalline alloy that forms the thick protective Ranged Weapons and/or Support Systems lists.
armour of the XV8. When it comes to deflecting and
withstanding damage, the XV8's armour is comparable Airbursting Fragmentation Projector: (Damage
to the ceramite used by Imperial Space Marines but 10+1ED; AP 0; Range 36m; Salvo –; Assault,
Blast [Medium], Indirect, Spread)
weighs substantially less.
Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
Agile for its size, the XV8 is extremely manoeuvrable as Salvo 4; Assault, Steadfast)
it mounts a Jetpack with repulsor jet engines -- another Cyclic Ion Blaster: (Damage 14+1ED; AP -1; Range 36m;
unique Earth Caste invention that combines the Salvo 3; Assault, Supercharge)
functionality of a jet with antigravitic technology. Flamer: (Damage 10+1ED; AP 0; Range 16m; Salvo 1;
Assault, Blast [Medium], Blaze, Spread)
These powerful thrusters allow the XV8 to vault
Fusion Blaster: (Damage 16+2ED; AP -4; Range 24m;
battlefield obstacles and to make bounding leaps to
Salvo 1; Assault, Melta)
gain advantageous firing positions, or to avoid Missile Pod: (Damage 14+2ED; AP -1; Range 72m; Salvo
incoming shots. By firing off the jets to slow descent, it 2; Assault, Blast [Small])
is possible for a warrior in a XV8 Crisis Battlesuit to Plasma Rifle: (Damage 14+1ED; AP -3; Range 48m;
make a combat drop -- arriving to the battlefield Salvo 2; Rapid Fire [2])
suddenly by leaping from an airborne Orca or Manta
transport aircraft. Special Abilities
For the Greater Good! (Fire) (see above)
While its protective armour and mobility are highly
Ta’lissera Bonding Ritual (see above)
valued by the T'au, it is the ability of the XV8 Battlesuit Battlesuit Mobility: A Battlesuit may Disengage as a
to carry multiple weapons and support systems that free action at the start of their turn.
makes them so incredibly dangerous and versatile. (Ruin) Multi-Spectrum Sensors: When making a
Designed to compensate for the recoil of light weapons ranged attack against an enemy in cover, the
fire, the XV8's weapon loadout can be easily altered to suit’s pilot may spend 1 Ruin. For this attack,
reflect mission requirements or the pilot's own the enemy does not receive any benefits from
personal preference. being in cover.
(Ruin) Fail-Safe Detonator: When the Battlesuit is
reduced to 0 Wounds, spend 1 Ruin and roll
1d6 for each creature within 3m. Each creature
which rolls a 4+ suffers 1d3 Mortal Wounds.

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Shas’ui in XV-88 Broadside Suit
An XV88 Broadside Battlesuit is one of the most heavily Threat Classification: Elite at Tier 4+
armoured infantry units that can be fielded by the Tau
Fire Caste, and as such are only worn by the most Strength 9 Intellect 4
experienced of Tau veterans. Whilst similar in design to Agility 4 Willpower 4
the more common XV8 Crisis Battlesuit, the Broadside Toughness 8 Fellowship 3
sacrifices mobility and manoeuvrability to be armed Initiative 5 Defence 4
with some of the most devastating weapons in the Tau Speed 5 Wounds 15
arsenal. In this way, they can engage and destroy the Shock 8 Soak 8
heaviest of enemy targets. Each Broadside Battlesuit Resolve 5 Conviction 5
carries firepower comparable to that of a battle tank, Passive Awareness 3
and these incredibly resilient Battlesuits are most Resilience 16 (Armour: 7)
commonly deployed to provide punishing long ranged Skills Ballistic Skill 8, Weapon Skill 6,
Default 7
fire support to Tau infantry in battle.
Size Huge
XV88 Broadside Battlesuits are small enough to utilise Keywords T’au, Fire Caste, <Sept>, Battlesuit
cover well on the battlefield in comparison to other Attacks
vehicles, which makes them ideal for supporting Fire XV8 Broadside Battlesuits are armed with a Heavy Rail
Warriors with much needed anti-tank firepower on the Rifle and two Smart Missile Systems. It may replace the
frontline. This rates favourably in comparison to the Heavy Rail Rifle with two High-Yield Missile Pods,
XV8 Crisis Battlesuit, which often bears the brunt of an and/or the Smart Missile Systems with two Plasma
enemy attack. XV88 Battlesuits are most commonly Rifles. It may also select one item from the Support
deployed alongside Fire Warriors to form a static Systems list, and it may carry a single Seeker Missile.
defence line, or to provide the equivalent of mobile
artillery to support a Tau advance. In open terrain, as Heavy Rail Rifle: (Damage 16+3ED; AP -4; Range 120m;
occurred on Taros or upon the ice plains of Issenheim, Salvo 2; Heavy [10], Mortal [1])
Smart Missile System: (Damage 12+1ED; AP 0; Range
a small number of XV88 Broadside Teams were
60m; Salvo 4; Blast [Small], Heavy [6], Indirect)
sufficient to negate the advance of entire armoured
High-Yield Missile Pod: (Damage 14+2ED; AP -1; Range
tank companies, quickly turning them into smoking 72m; Salvo 4; Blast [Small], Heavy [10])
wreckage. Plasma Rifle: (Damage 14+1ED; AP -3; Range 48m;
Broadside Battlesuits are commonly fielded in teams of Salvo 2; Rapid Fire [2])
Seeker Missile: (Damage 16+3ED; AP -2; Range 144m;
one to three and can be carried by Tau Orcas or Mantas
Salvo –; Blast [Small], Heavy [10], Guided: fired
for transport to the battlefield on a planet's surface
at Ballistic Skill 4 unless target is Marked, do
from a Tau fleet in orbit, where they can provide heavy not require line of sight to target if Marked)
fire support for Tau Hunter Cadres. Occasionally, a
single Broadside may be tasked with providing fire Special Abilities
support for a smaller Tau infantry force. However, once For the Greater Good! (Fire) (see above)
deployed, XV88s are slow-moving units in comparison Ta’lissera Bonding Ritual (see above)
to Crisis Battlesuits, due to their lack of a Jetpack. Their (Ruin) Multi-Spectrum Sensors: When making a
need for a static firing position means they must be ranged attack against an enemy in cover, the
deployed with care and only when an engagement is suit’s pilot may spend 1 Ruin. For this attack,
imminent; for it takes valuable time for them to the enemy does not receive any benefits from
reposition; and while doing so, their main armament is being in cover.
far less accurate. Their standard secondary weapon (Ruin) Fail-Safe Detonator: When the Battlesuit is
system—a Smart Missile System—was chosen to make reduced to 0 Wounds, spend 1 Ruin and roll
1d6 for each creature within 3m. Each creature
up for this shortcoming. The Heavy Rail Rifle and Smart
which rolls a 4+ suffers 1d3 Mortal Wounds.
Missile System are complementary tools of destruction
that are system-linked on Broadside Battlesuits to
provide lethal accuracy.

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Shas’vre in XV-15/XV-25 Stealthsuit • Resolve: 6
Stealth Teams are normally led by a Shas’vre Team • Conviction: 6
Leader, a veteran T’au warrior whose experience and • Wounds: 14
wisdom are highly valued. • Team Leader: T’au from the Team Leader’s
team may use the Team Leader’s Resolve and
A Shas’vre Team Leader in XV-15 or XV-25 Stealthsuit
Conviction instead of their own while the Team
modifies their profile as follows:
Leader is within 5 metres.
• Skills: Leadership 10, Ballistic Skill 10 • (Ruin) Champion: A Shas’vre may take Ruin
• Willpower: 5 Actions.
• Resolve: 6 • (Ruin) Sworn Protector: When a T’au
• Conviction: 6 Commander within 5m is the target of an
• Wounds: 8 attack, a Shas’vre Bodyguard may spend 1 Ruin
• Wargear: Armed with a Markerlight and a to interpose and become the target of the
Target Lock, in addition to other armament. attack instead, and then roll to Soak any
• Team Leader: T’au from the Team Leader’s damage received.
team may use the Team Leader’s Resolve and • Threat Classification: Adversary at Tier 3, Elite
Conviction instead of their own while the Team at Tier 4+
Leader is within 5 metres. Shas’vre in XV-88 Broadside Suit
• (Ruin) Champion: A Shas’vre may take Ruin
Crisis Teams are normally led by a Shas’vre Team
Actions.
Leader, a veteran T’au warrior whose experience and
• (Ruin) Strike and Fade: A Shas’vre may wisdom are highly valued, though sometimes a Crisis
command their comrades to withdraw as a Suit will operate as an individual, called a Monat for
Ruin action when not engaged in melee; the specialised missions.
Shas’vre and all members of their team within
5 metres immediately move up to their Speed A Shas’vre Team Leader in XV-8 Crisis Battlesuit
and take a Stealth test to hide (DN is nearest modifies their profile as follows:
foe’s Passive Awareness).
• Skills: Leadership 10, Ballistic Skill 10
• Threat Classification: Adversary at Tier 3, Elite
• Willpower: 5
at Tier 4+
• Resolve: 6
Shas’vre in XV-8 Crisis Suit • Conviction: 6
Crisis Teams are normally led by a Shas’vre Team • Wounds: 14
Leader, a veteran T’au warrior whose experience and • Team Leader: T’au from the Team Leader’s
wisdom are highly valued, though sometimes a Crisis team may use the Team Leader’s Resolve and
Suit will operate as an individual, called a Monat for Conviction instead of their own while the Team
specialised missions. Shas’vre in Crisis Suits are often Leader is within 5 metres.
also called to serve as adjutants and bodyguards to • (Ruin) Champion: A Shas’vre may take Ruin
T’au commanders; these bodyguards will not rest while Actions.
their charge is in peril, and it is considered a grave • (Ruin) Focus Fire: As a Ruin action, spend 1
dishonour for a bodyguard to survive when their Ruin to add +2ED to the shooting attacks of the
charge dies. Shas’vre and all members of their Team within
5 metres. This bonus lasts until the beginning
A Shas’vre Team Leader in XV-8 Crisis Battlesuit
of the Shas’vre next turn.
modifies their profile as follows:
• Threat Classification: Adversary at Tier 4, Elite
• Skills: Leadership 10, Ballistic Skill 10 at Tier 5+
• Willpower: 5

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Fire Caste Commander in XV-85 Enforcer Suit
A Tau Commander is the name given by the Imperium Threat Classification: Adversary at Tier 4+
in Low Gothic to the two highest ranks of the Tau Fire
Caste -- Shas'O and Shas'el. All Tau Commanders Strength 10 Intellect 5
possess the authority to lead a Hunter Cadre into Agility 6 Willpower 6
combat. A Tau Commander is a hero of the Tau Empire Toughness 10 Fellowship 5
-- he has dedicated his life utterly to the pursuit of the Initiative 6 Defence 5
Greater Good. Each is wise and insightful, and an Speed 8 (Flight) Wounds 18
inspirational figure to his troops, whilst also being a Shock 8 Soak 8
battle-scarred warrior and a supremely dangerous foe Resolve 7 Conviction 7
to the enemies of the Tau. Tau Commanders maintain Passive Awareness 3
their heroic presence by piloting a sophisticated suit of Resilience 16 (Armour: 5)
battle armour known as a Tau Battlesuit, and whilst Skills Ballistic Skill 12, Leadership 12,
Weapon Skill 8, Default 10
they may utilise similar weapons and wargear as their
Size Huge
subordinates, their rank and importance often gives
Keywords T’au, Fire Caste, <Sept>, Battlesuit
them access to more non-standard equipment, like
different hard-wired Battlesuit Support Systems, Attacks
Battlesuit wargear, and/or upgraded weapons XV85 Enforcer Battlesuits are extremely versatile, and
systems. A Tau Commander is a fearsome adversary, a each may be fitted with up to four items, chosen from
warrior that the enemies of the Tau Empire have the Ranged Weapons and/or Support Systems lists.
learned to respect. Airbursting Fragmentation Projector: (Damage
The XV85 Enforcer Battlesuit is a larger and sleeker 10+1ED; AP 0; Range 36m; Salvo –; Assault,
Blast [Medium], Indirect, Spread)
variant of the standard XV8 Crisis Battlesuit that
Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
provides better protection and joint movement for the
Salvo 4; Assault, Steadfast)
pilot and can mount additional support systems or Cyclic Ion Blaster: (Damage 14+1ED; AP -1; Range 36m;
weapons due to its more powerful reactor. It is Salvo 3; Assault, Supercharge)
produced in limited numbers and is issued almost Flamer: (Damage 10+1ED; AP 0; Range 16m; Salvo 1;
exclusively to T'au Commanders. The XV85 is favoured Assault, Blast [Medium], Blaze, Spread)
by many as its distinctive design allows allies and Fusion Blaster: (Damage 16+2ED; AP -4; Range 24m;
enemies alike to quickly identify its wearer as a warrior Salvo 1; Assault, Melta)
to be feared and respected. Missile Pod: (Damage 14+2ED; AP -1; Range 72m; Salvo
2; Assault, Blast [Small])
Plasma Rifle: (Damage 14+1ED; AP -3; Range 48m;
Salvo 2; Rapid Fire [2])

Special Abilities
For the Greater Good! (Fire) (see above)
Ta’lissera Bonding Ritual (see above)
Battlesuit Mobility: A Battlesuit may Disengage as a
free action at the start of their turn.
(Ruin) Champion: A Shas’vre may take Ruin Actions.
Master of War: Once per scene, a Commander may
declare either Kauyon or Mont’ka as a free
action at the start of their turn. The effect lasts
until the end of the Commander’s next turn.
• Kauyon: All T’au within 15 metres who do not
move may re-roll all failures on their attacks.
• Mont’ka: All T’au within 15 metres may Run as
a free action on their turn, and do not count as
having moved for the purposes of their attacks
during that turn.
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Ethereal Caste Advisor
An Ethereal is a member of the fifth caste of the Tau Threat Classification: Adversary at Tier 2+
species, forming a ruling elite above the Fire, Earth, Air,
and Water Castes that make up the bulk of the T'au Strength 4 Intellect 6
population. Known as the Aun in the Tau Language, Agility 4 Willpower 8
their name translates variously as the "Celestial" or Toughness 4 Fellowship 8
"Ethereal Caste." Though their numbers are small Initiative 5 Defence 4
compared to the other castes, the Ethereals are the Speed 6 Wounds 7
rulers of the T'au Empire, and command near total Shock 11 Soak 4
authority and loyalty from every other Tau. Born to Resolve 9 Conviction 9
counsel, advise and steer their comrades towards the Passive Awareness 4
chosen path, the Ethereals embody the roles of royalty Resilience 7 (Armoured Robes: 2)
and the priesthood, and the deference paid to them is Skills Leadership 12, Persuasion 11,
Weapon Skill 11, Default 10
the closest thing to mysticism in T'au society.
Size Average
For weighty decisions, a wise Ethereal will take counsel Keywords T’au, Ethereal Caste
from the senior members of each caste, although Attacks
ultimate sovereignty falls upon him and him alone. The An ethereal carries one of two symbols of their office,
Ethereals find themselves in a binding role -- guiding an honour blade, or a pair of sceptres known as
the other castes to work together for the Greater equalizers.
Good, and they are headed by a council on T'au of the
wisest Ethereals called the Ethereal High Council that is Honour Blade: (Damage 12+1ED; AP 0; Range 2m [M])
headed by a presiding officer with the rank of Ethereal Equalizers: (Damage 7+1ED; AP -1; Paired)
Supreme. Their unique role is a combination of spiritual
Special Abilities
and political command, and their declarations shape
Failure is Not an Option: T’au within 12 metres of an
and steer every facet of the Tau Empire in an
Ethereal may use the Ethereal’s Resolve and
indisputably complete way. An Ethereal must be a
Conviction instead of their own. If the Ethereal
consummate leader and motivator in every way: is slain, add 1 to Ruin.
pushing the Earth Caste for more practical innovations, (Ruin) Champion: This threat may take Ruin actions.
setting firm negotiation goals for the Water Caste to Invocation of the Elements: As an action, an Ethereal
strive for, giving perimeters to the great fleets of the may invoke one of the four elements in order
Air Caste and directing the sometimes overzealous to guide and inspire the T’au nearby. Select a
aggression of the Fire Caste. number of T’au within 12 metres equal to the
Ethereal’s Fellowship to gain this benefit:
• Calm of Tides: Affected T’au may re-roll 1s on
Willpower and Fellowship tests (including
Resolve and Conviction tests).
• Storm of Fire: Affected T’au may re-roll 1s on
attacks (melee, ranged, or interaction).
• Sense of Stone: Affected T’au add +2 to their
Resilience.
• Zephyr’s Grace: Affected T’au add +2 to their
Speed when they run or sprint.

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Earth Caste Worker Fio’la
The T'au Earth Caste is primarily made up of farmers, Threat Classification: Troops at Any Tier
labourers, and technicians responsible for building the
machines, cultivating the food, and erecting the Strength 4 Intellect 4
dwellings that allow the Tau to survive. The Earth Caste Agility 2 Willpower 3
also includes artisans, scientists, and engineers. Toughness 4 Fellowship 2
Initiative 3 Defence 2
The sophisticated machinery and technology that drive Speed 5 Wounds 7
the T'au Empire are created by the foremost minds of Shock 11 Soak 4
the Earth Caste, including the legendary XV8 Crisis Resolve 2 Conviction 3
Battlesuit. The T'au of the Earth Caste are stouter of Passive Awareness 2
build than the normal T'au phenotype and tend to have Resilience 7 (Protective Gear: 2)
calloused hands and a pragmatic outlook on life. Their Skills Tech 6, Default 4
speech is very literal and matter of fact, often Size Average
appearing to be quite monotonous to those not of their Keywords T’au, Earth Caste, <Sept>
caste. Attacks
The Fio’la, or Worker, rank perform the routine and Earth caste technicians are not trained or equipped to
day-to-day labours required to maintain T’au fight, but if cornered, they may use whatever
infrastructure and technology. They are, however, not dangerous tools they have to hand, such as those
quite the same as the ordinary working masses found below.
on Imperial worlds. Even the least of the Earth caste Cutting Blade: (Damage 6+1ED; AP 0)
are practitioners of skilled trades, operating as part of Industrial Bludgeon: (Damage 8+2ED; AP 0; Brutal,
work crews, labour guilds, etc., while drones perform Unwieldy [1])
the unskilled labour, with each crew led by a Fio’ui, a Fusion Torch: (Damage 16+2ED; AP -4; Range 2m [M];
senior worker, and several work crews will work on a Melta, Unwieldy [2])
single larger project under the auspices of a Fio’vre, an
overseer. In turn, the Fio’vre will be assigned to work Special Abilities
on the projects of Fio’el scientists and engineers, at the For the Greater Good (Earth) (see above)
discretion of Fio’O planners who direct the technical Ta’lissera Bonding Ritual (see above)
and industrial direction of the T’au Empire as a whole…
with the guidance of the Ethereals, of course. Higher-Ranking Earth Caste
For each rank above Fio’la, increase the character’s
Intellect by +1, their skills by +2 each, and their Wounds
and Shock by +1 each. At Fio’vre rank, they also gain
Leadership 10, and they gain Scholar 12 at Fio’el rank.
At Fio’ui and above, they are Elites, rather than Troops,
and at Fio’el, they are Adversaries.

Any Earth caste NPC may have Medicae instead of


Tech, to reflect medical personnel – Fio’la orderlies and
paramedics (normally accompanied by medic drones),
Fio’vre nurses, and Fio’el doctors and surgeons.

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Air Caste Pilot Kor’la


The Air Caste of the T'au traditionally functioned as Threat Classification: Elites at Any Tier
messengers, but now fill the ranks of the T'au
Protection Fleet (the Kor'vattra) and the T'au Merchant Strength 2 Intellect 3
Fleet, working as pilots and starship crews. Agility 4 Willpower 3
Toughness 2 Fellowship 2
The Air Caste lives almost entirely off-world, and due Initiative 4 Defence 3
to their constant exposure to zero and low-gravity Speed 7 Wounds 7
environments have developed long, slender limbs and Shock 11 Soak 4
hollow bones and so possess a skeletal and muscular Resolve 2 Conviction 3
structure of reduced strength compared to the T'au Passive Awareness 2
genetic baseline. Resilience 7 (Flight Suit: 2)
Skills Pilot 6, Ballistic Skill 6, Default 4
Prior to the unification of the T'au castes, during the
Size Average
time of the Mont'au, the Air Caste were said to possess
Keywords T’au, Air Caste, <Sept>
membranous wings, allowing them to glide on warm
air currents. The T'au use the titular prefix of "Kor" to Attacks
designate someone of the Air Caste. Pulse Pistol: (Damage 12+1ED; AP 0; Range 24m; Salvo
1; Pistol, Steadfast)
They are amongst the least encountered of the T'au
castes by outsiders, presumably because of their Special Abilities
reduced muscle mass and duties within the merchant For the Greater Good (Air) (see above)
and military fleets of the T'au Empire, unlike the Water Ta’lissera Bonding Ritual (see above)
and Fire Castes' members who more often operate Void-dwellers: Air caste characters ignore any
outside of the borders of the empire. difficulty increases caused by low- or zero-
gravity environments. However, they suffer
Air caste pilots are amongst the few T’au 1 Mortal Wound immediately upon a
outside the Fire caste who routinely engage Complication on any Athletics test in
in combat, though this is normally done normal gravity.
from within the cockpit of an aircraft or
within a voidship, rather than face-to-face Higher-Ranking Air Caste
on the battlefield as with the Fire caste. For each rank above Kor’la, increase the
Nevertheless, boarding actions and crash- character’s Agility by +1, their skills by +2
landings do necessitate that some Air caste each, and their Wounds and Shock by +1
pilots receive personal defence training and each. At Kor’ui rank, they also gain
carry sidearms for protection. Leadership 8. At Fio’vre, they are
Adversaries.

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Water Caste Envoy Por’ui
The T'au Water Caste is made up of merchants, Threat Classification: Elites at Any Tier
diplomats, and administrators. They are responsible
for maintaining effective interaction between the Strength 2 Intellect 5
castes, as well as communicating with and supervising Agility 3 Willpower 3
the integration of alien species into the T'au Empire. Toughness 3 Fellowship 5
The Water Caste are consummate diplomats, Initiative 4 Defence 3
manipulators and fences, able to procure a rare plasma Speed 6 Wounds 7
weapon for a handful of Kroot toenail clippings or talk Shock 11 Soak 4
a drug-crazed mutant into quiet subservience before Resolve 2 Conviction 3
convincing it to savagely assault its former master. Passive Awareness 3
Resilience 5 (Concealed armour: 2)
Members of the Water Caste tend to be taller and more Skills Persuasion 8, Insight 8, Default 6
slender than other T'au, and their features are softer Size Average
and more expressive. Water Caste T'au will frequently Keywords T’au, Water Caste, <Sept>
adopt the mannerisms and other cultural habits of the Attacks
intelligent races they deal with, although this is often Unarmed: (Damage 2+1ED; AP 0)
done to promote communication with these other
species. Special Abilities
Water Caste members are bureaucrats, politicians, For the Greater Good (Water) (see above)
(Wrath) Silver-tongued: The Envoy is especially
negotiators and administrators. They are the
persuasive, keenly observant, and willing to
merchants and diplomats of the T'au Empire, moving in
exploit every weakness or opportunity.
and around the other castes to ensure that T'au society Whenever you suffer a complication on an
functions smoothly, always in the service of the interaction test against the threat, or they roll
Greater Good. Water Caste members often accompany a 6 on their Wrath die when using an
T'au expeditionary forces to negotiate safe conduct interaction test against you, you lose a point of
through alien star systems and smooth the passage of Glory, if you have any.
T'au merchants and colonists. (Ruin) Holographic Projector: The Envoy carries a
holographic projector unit, which can project a
Servants of the Imperium of lifelike hologram of others (such as a message
Man should be aware that from the Envoy’s superior), or any other pre-
these T'au are exceptionally recorded image. In combat, as an action, the
skilled at manipulating weak- Envoy can spend 1 Ruin to make a special
willed individuals and every Interaction Attack using Deception or
remark addressed to a Intimidation against all enemies who can see
member of the Water Caste the hologram.
must be carefully considered Polyglot Hedron: The Envoy carries an advanced
and phrased to prevent any translation device, and is considered to speak
sensitive information from and understand all mortal languages.
being divulged.
Higher-Ranking Water Caste
For each rank above Por’ui, increase the character’s
Fellowship by +1, their skills by +2 each, and their
Wounds and Shock by +1 each. At Por’vre rank, they
also gain Cunning, Deception, or Leadership 10, and
they gain another of those skills at 12 at Fio’el rank. At
Fio’el, they are Adversaries.

Any Water caste NPC may exchange Persuasion for


Cunning or Deception instead, to represent different
styles and approaches to their skills.

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Kroot Carnivore
The Kroot are a species of savage humanoids who are Threat Classification: Troops at Any Tier
a member species of the T'au Empire who evolved from
avian creatures. Kroot are tall aliens (a good half-meter Strength 5 Intellect 3
taller than most humans), their avian ancestry giving Agility 4 Willpower 3
them a bird-like beak and long quills protruding from Toughness 4 Fellowship 2
their heads like hair. Smaller quills, possibly the Initiative 5 Defence 4
evolutionary remnants of feathers, can be found Speed 7 Wounds 4
scattered over their bodies. Shock 3 Soak 4
Resolve 2 Conviction 3
A unique feature of the Kroot is that they evolve by Passive Awareness 3
selecting traits of their defeated foes to absorb by Resilience 6 (Crude armour: 1)
eating them. Due to this, the many Kroot warbands Skills Awareness 6, Weapon Skill 6, Survival
across the galaxy often look radically different. Kroot 6, Stealth 6, Default 4
leaders are known as Shapers; they are generally the Size Average
Kroot with the best ability for recognizing desirable Keywords Kroot
traits in defeated foes and tell his Kindred (the word for Attacks
a Kroot clan) what to eat to suit the task at hand. For Kroot Rifle: (Damage 10+1ED; AP 0; Range 48m; Salvo
instance, a Shaper who wants his Kroot to gain muscle 1; Rapid Fire [1], Steadfast)
mass will take on campaigns against Orks to acquire the Kroot Rifle Blades: (Damage 9+2ED; AP 0; Range 2m
right DNA, while extensive feeding on flying predators [M])
will allow the Kroot to grow wings. This eating of their
foes ties in with the religious beliefs of the Kroot: they Special Abilities
believe that when a warrior of any race dies, his warrior Arboreal: Kroot ignore difficult terrain in forests and
spirit should be kept, and the only way to do this is by jungles, and they can climb at full Speed. In a
eating his flesh. The Kroot practice this in their "burial" forested environment, they add a +2d bonus to
customs, in which the body of the deceased is all Survival and Stealth tests.
Keen Senses: Kroot may re-roll 1s on all Awareness and
consumed by the kindred.
Survival tests.
Kroot who prey extensively on a particular species will (Mob) Hunter Tactics: Kroot add +2ED to attacks
begin to take the characteristics of that creature. In against surprised foes when acting as a mob.
sentient species such as Orks and Humans, they may Carnivores: Kroot devour the flesh of other creatures,
also take on cultural aspects of that race as well. Kroot often not waiting until those creatures are
dead first. If Kroot kill an enemy in melee, they
who have fed on Drukhari, for example, soon begin to
will begin consuming the flesh immediately
show signs of the cunning and intense cruelty the Dark
(unless that enemy has the Chaos or Tyranid
Eldar are known for. keywords, or is not a living creature), and any
Kroot Carnivores are the basic infantry for the Kroot. characters who witness this must pass a Fear
Carnivores have the ability to absorb characteristic test (DN 3).
traits from the food or remains of any enemy they
consume. It has been reported that Kroot Carnivores
can become tainted by Chaos by eating the flesh of
those serve the Ruinous Powers.

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Kroot Shaper
Shapers command kindreds of Kroot on the field of Threat Classification: Adversary at any Tier
battle and perform most of the functions associated
with interaction with other groups such as the T'au. Strength 6 Intellect 4
However, more significantly, they play a vital role Agility 5 Willpower 5
within Kroot society which shapes the fate of the entire Toughness 5 Fellowship 4
species. Initiative 6 Defence 5
Speed 7 Wounds 6
The Kroot have at some distant point in their past Shock 8 Soak 5
gained the ability to absorb the genetic characteristics Resolve 4 Conviction 5
of their prey, inheriting many of their physiological and Passive Awareness 3
anatomical features. This is achieved by way of the Resilience 8 (Crude armour: 2)
Kroot's unique DNA, which is able to store far more Skills Awareness 8, Weapon Skill 8, Survival
information than that of other species, allowing them 8, Stealth 8, Medicae 7, Default 6
to incorporate useful DNA strands into their own Size Average
genotype in Lamarckian fashion. Keywords Kroot
Attacks
It is the task of the Shaper to oversee this process. At
some point in the species' past, the riot of uncontrolled Kroot Shapers are armed with Kroot Rifles, and a ritual
evolution must have produced the ancestors of the blade. Many Shapers exchange their Kroot Rifles for a
current incarnation, and they, uniquely amongst their Pulse Rifle gifted by their T’au allies.
entire genus, were sentient and capable of exerting Kroot Rifle: (Damage 10+1ED; AP 0; Range 48m; Salvo
some control over their own genetic fate. 1; Rapid Fire [1], Steadfast)
Kroot Rifle Blades: (Damage 9+2ED; AP 0; Range 2m
Were they not, they would have been a short-lived
[M])
passage in the species' genetic history, and the Kroot Ritual Blade: (Damage 9+1ED; AP 0)
would no doubt have succumbed to random evolution. Pulse Rifle: (Damage 12+1ED; AP 0; Range 60m; Salvo
When some quirk of evolution blessed the Kroot with 1; Rapid Fire [2], Steadfast)
sentience, they gained the ability to control their own
destiny, and the Shapers are those in whom Special Abilities
responsibility for this process is vested. Arboreal: as Kroot Carnivores, above.
Keen Senses: as Kroot Carnivores, above.
Shapers have the instinctive ability to sample and
Carnivores: as Kroot Carnivores, above.
analyse the genetic characteristics of any creature they Wisest of their Kind: Kroot within 12 metres of an
eat. They are able to isolate the prey's DNA so that it allied Kroot Shaper may use the Shaper’s
does not corrupt their own and interpret which of its Resolve and Conviction instead of their own.
characteristics might be favourable to Kroot evolution Further, no Kroot will consume the flesh of a
and which might be detrimental. The Shaper then creature if the Shaper has decreed it
warns his Kindred against eating particular prey and forbidden.
directs them towards others. Ritual Blade: If the Kroot Shaper kills a creature with
the ritual blade, allied Kroot within 12 metres
automatically succeed on Resolve tests until
the start of the Shaper’s next turn.
The Shaper’s Command: allied Kroot within 12 metres
of the Shaper add +1ED to all attacks.
Genetic Sense: A Shaper can instinctively determine
the genetic makeup of any organic matter by
tasting it, instantly becoming aware of positive
traits, flaws, and mutations possessed by that
species. Kroot Shapers are immune to any
negative genetic or mutative effects from
tasting a sample of flesh.

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Kroothound
Kroot Hounds are an evolutionary dead end of the Threat Classification: Troops at any Tier
Kroot species, xenos who are allied with the T'au
Empire. They are quadrupedal, canine-like Kroot who Strength 5 Intellect 2
excel at running down prey. They are the size of a large Agility 4 Willpower 3
dog, with a series of sensory ganglia running along their Toughness 4 Fellowship 1
spine. They have wiry frames, just like the related Initiative 6 Defence 5
humanoid Kroot species, and possess a toughness that Speed 12 Wounds 4
belies their apparent fragility. Shock 3 Soak 4
Resolve 2 Conviction 3
While Kroot Hounds are an evolutionary dead-end of Passive Awareness 3
the Kroot species, they are not hunted to extinction by Resilience 6 (Thick hide: 1)
other Kroot as is common with such variant species. It Skills Awareness 6, Weapon Skill 6, Survival
is likely that the Kroot Hounds came into existence 6, Default 5
when a Kroot Kindred consumed too many Size Average
quadrupedal animals and its body was phenotypically Keywords Kroot
transformed by the Kroots' ability to mimic the Attacks
genomes of whatever they consume into a Ripping Maw: (Damage 10+2ED; AP -1; Brutal)
quadrupedal form that became the first of the Kroot
Hounds. Special Abilities
Arboreal: as Kroot Carnivores, above.
Kroot Hounds are capable enough to fight enemies
Keen Senses: as Kroot Carnivores, above.
larger and stronger than themselves. They are usually Carnivores: as Kroot Carnivores, above.
deployed in packs and can have a Kroot Shaper (Mob) Hunter Tactics: Kroot add +2ED to attacks
amongst them to boost their fighting spirit. Using their against surprised foes when acting as a mob.
agility, sharp claws and powerful jaws, they are able to The Scent of Blood: Kroot Hounds add a +2d bonus to
wound or kill almost any opponent, even armoured Awareness and Survival tests to detect or track
Space Marines in certain instances. This, coupled with wounded creatures and add +1d6 to Speed
the fact that Kroot Hounds can take an incredible when they charge a wounded creature.
amount of punishment before being killed, means that
Kroot Hounds can survive and deal terrible damage
during prolonged melees, and will often survive long
enough to run down the enemy should they try to flee.

Kroot Hounds are ferocious in battle and are


notoriously bad-tempered as beasts. Even when not in
battle, it is not unheard of for a Kroot Hound to turn on
its Kroot handler if that handler is foolish enough to
mistreat it or let his guard down. While the T'au value
the strength and viciousness of their Kroot allies, they
find the Kroot Hounds distasteful. Kroot Hounds are
intelligent if bad-tempered, though it is unknown if
they still retain the sentience of their original Kroot
forebears.

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Krootox
Krootox are the result of a dead-end branch of Kroot Threat Classification: Elites at Tier 1-3, Troops at Tier
evolution, but like the Kroot Hound they are used by 4+
their humanoid cousins' mercenary forces as fire
support weapons. If not for the Kroot using them as Strength 10 Intellect 2
beasts of war, the Krootox might have died out Agility 3 Willpower 4
generations ago, but instead, they are a common sight Toughness 8 Fellowship 1
all over the T’au Empire and beyond. Initiative 4 Defence 3
Speed 7 Wounds 12
In battle a Krootox is used as a primitive mobile Shock 3 Soak 4
weapons platform. The Kroot latch a saddle to the back Resolve 3 Conviction 4
of the Krootox and are guided by a single Kroot rider. A Passive Awareness 3
Kroot Gun, effectively a larger version of the Kroot staff Resilience 10 (Thick hide: 1)
rifle, is mounted on the shoulder of the Krootox as a Skills Awareness 6, Weapon Skill 6, Survival
heavy weapon. 6, Default 5
Size Large
Krootox are most commonly seen individually
Keywords Kroot
accompanying a small group of Kroot warriors on the
Attacks
frontline, providing cover fire for the Kroot to advance
Krootox Fists: (Damage 13+2ED; AP 0; Brutal)
under and close with the enemy. Once engaged, the
Krootox and rider will either hold back and provide
A Krootox is normally accompanied by a Kroot
heavy fire support, or charge into the fray, scattering
Carnivore riding on the back, guiding the Krootox and
any foes unfortunate enough to stand in the way. On
operating a Kroot Gun.
occasion, the Kroot mass several Krootox together to
form a nigh unstoppable vanguard of muscle and Kroot Gun: (Damage 14+2ED; AP -1; Range 96m; Salvo
sinew, laying down a withering hail of gunfire and 1; Rapid Fire [1])
smashing through even the most heavily fortified
positions. Special Abilities
Arboreal: as Kroot Carnivores, above.
Keen Senses: as Kroot Carnivores, above.
Carnivores: as Kroot Carnivores, above.
Surprisingly Agile: A Krootox adds +2 to its Speed when
it runs or sprints.
Krootox Rider: The Krootox’s rider has the normal
profile of a Kroot Carnivore and adds +2 to
their Defence while mounted on the Krootox.
The Krootox and the rider act on the same turn
and have one set of actions between them. The
Krootox becomes frenzied if the rider is slain,
and can only be calmed by another Kroot.

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Vespid Stingwing
The Vespid are a unique race of insect-like aliens who Threat Classification: Elites at Tier 1-2, Troops at Tier
are members of the T'au Empire. In the T'au Language, 3+
they are called "Mal'kor." This derives from the T'au
words for insect, "Mal," and air, "Kor." The soldiers of Strength 4 Intellect 4
the Imperium of Man often refer to them as Agility 6 Willpower 3
"Stingwings." The Vespids' homeworld is a gas giant Toughness 6 Fellowship 4
also called Vespid, three light years to the galactic Initiative 6 Defence 5
south of the T'au's D'yanoi Sept. Speed 14 (Flight) Wounds 6
Shock 4 Soak 6
By gifting senior Vespid with "Communion Helms" Resolve 2 Conviction 3
fitted with the interface device, the T'au are able to Passive Awareness 3
communicate with the species at large. The will of the Resilience 11 (armour: 4)
T'au Ethereals is disseminated to those Vespid under Skills Athletics 7, Ballistic Skill 7, Awareness
the command of these "strain leaders," and they 7, Default 6
become able to decipher their role as befits the Greater Size Average
Good. Needless to say, certain factions within the Keywords Vespid
Inquisition would very much like to learn more about Attacks
the workings of this Communion Helm device. Neutron Blaster: (Damage 12+1ED; AP -2; Range 36m;
Salvo 2; Assault, Rad [2])
The Vespid Stingwings are Vespid auxiliary troops that
Diamond-Hard Claws: (Damage 7+1ED; AP 0; Piercing
serve alongside their Fire Caste and Kroot allies in the [2])
military forces of the T'au Empire in pursuit of the
Greater Good. The Vespid provide auxiliary troops to Special Abilities
T'au armies, who value them for their skill at Multispectrum Sight: Vespid may re-roll failures on
negotiating dangerous ground at high speed. Awareness tests.
Fly Away: Vespid who begin their turn engaged in
melee may Disengage as a free action.
Strain Leader: One Vespid within any group is a Strain
Leader, who is equipped with a Communion
Helm. This Communion Helm adds +3 to the
Resolve of the wearer and all other Vespid
within 10 metres.

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Shas’vre in XV-95 Ghostkeel Battlesuit
The XV95 Ghostkeel Battlesuit is the pinnacle of Tau Threat Classification: Adversary at Tier 3-5, Elite at Tier
stealth technology, a Battlesuit created specifically for 5+
use behind enemy lines in the most gruelling
conditions. These mighty Battlesuits loom several Strength 11 Intellect 4
times the height of a Fire Warrior, and mount a full Agility 6 Willpower 5
array of repulsor jets. They are equipped with an Toughness 10 Fellowship 4
arsenal of heavy weaponry, and are supported by a Initiative 6 Defence 5
wealth of high-technology hardware and counter- Speed 12 (Flight) Wounds 16
sensory warfare suites. XV95 Ghostkeel Battlesuits can Shock 8 Soak 10
Resolve 6 Conviction 6
tear apart entire armoured squadrons and massacre
Passive Awareness 4
rank upon rank of enemy infantry in sudden ambushes.
Resilience 16 (Armour: 5)
The firestorm of their onslaught is such that the foe
Skills Ballistic Skill 10, Stealth 10, Weapon
often believes a whole army must be attacking them
Skill 8,
from an unexpected quarter.
Default 9
The tactical applications of the Ghostkeel are many and Size Huge
varied, ranging from unleashing devastating strikes Keywords T’au, Fire Caste, <Sept>, Battlesuit
behind enemy lines to ambush-hunting alongside Attacks
Hunter Cadres. XV95 Ghostkeel Battlesuits can be seen XV95 Ghostkeel Battlesuits are armed with a Fusion
as the epitome of the Tau Mont'ka "Killing Blow" Collider and two flamers. They may replace the Fusion
stratagem -- striking precisely where they need to with Collider with a Cyclic Ion Raker. They may replace the
unerring accuracy and overwhelming force. Used to flamers with burst cannons or fusion blasters. They
sow confusion and destruction in the enemy ranks, the may also take up to two items from the Support
XV95 is a terror weapon designed to leave the enemy Systems list.
in a state of panic and disorder as they search in vain
Fusion Collider: (Damage 16+3ED; AP -4; Range 36m;
for their mysterious attacker. Enveloped by
Salvo 1; Blast [Medium], Heavy [10], Melta)
overlapping stealth fields projected by its attendant
Cyclic Ion Raker: (Damage 14+1ED; AP -1; Range 48m;
Drone, the XV95 Ghostkeel is virtually invisible even in Salvo 6; Heavy [10], Supercharge)
open terrain. Targeting arrays and scopes simply slide Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
off its holophoton projectors, while scanners and Salvo 4; Assault, Steadfast)
Auspexes are baffled by the Battlesuit's electrowarfare Flamer: (Damage 10+1ED; AP 0; Range 16m; Salvo 1;
suite, pinging back false readings and contradictory Assault, Blast [Medium], Blaze, Spread)
data. Fusion Blaster: (Damage 16+2ED; AP -4; Range 24m;
Salvo 1; Assault, Melta)

Special Abilities
For the Greater Good! (Fire) (see above)
Ta’lissera Bonding Ritual (see above)
Battlesuit Mobility: A Battlesuit may Disengage as a
free action at the start of their turn.
Ghostkeel Electrowarfare Suit: Enemies making
attacks against the Ghostkeel from 12 metres
or more away add +2 to the DN of the attacks.
(Ruin) Champion: The threat may take Ruin actions.
(Ruin) Fail-Safe Detonator: When the Battlesuit is
reduced to 0 Wounds, spend 1 Ruin and roll
1d6 for each creature within 3m. Each creature
which rolls a 4+ suffers 1d3 Mortal Wounds.

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Shas’vre in XV-104 Riptide Battlesuit
The XV104 Riptide Battlesuit is one of the latest Tau Attacks
Earth Caste innovations, designed to combat the most XV104 Riptide Battlesuits are armed with a Heavy Burst
dangerous enemies of the Tau Empire. Powered by an Cannon and two Smart Missile Systems. It may replace
experimental Dark Matter Nova Reactor and equipped the Smart Missile Systems with Plasma Rifles or Fusion
with an arsenal of highly advanced weapon systems, Blasters. It may replace the Heavy Burst Cannon with
the XV104 Riptide is the pinnacle of Tau Battlesuit an Ion Accelerator. It may take up to two items from
technology. Standing twice the height of an XV8 Crisis the Support Systems list.
Battlesuit, its long, back-jointed legs hold up a heavily
armoured torso that houses the Riptide’s Dark Matter Heavy Burst Cannon: (Damage 14+2ED; AP --1; Range
Nova Reactor—an experimental power generator that 72m; Salvo 12; Heavy [10], Spread)
Ion Accelerator: (Damage 16+2ED; AP -2; Range 48m;
can be activated should the Shas’vre pilot require extra
Salvo 1; Blast [Large], Heavy [10], Supercharge)
power to sustain his heavy rate of fire. The XV104
Burst Cannon: (Damage 12+1ED; AP 0; Range 36m;
carries a sleek Riptide Shield Generator on one arm and Salvo 4; Assault, Steadfast)
a Heavy Burst Cannon, which can be exchanged for an Smart Missile System: (Damage 12+1ED; AP 0; Range
Ion Accelerator, on the other. To provide 60m; Salvo 4; Blast [Small], Heavy [6], Indirect)
manoeuvrability, the XV104 Riptide Battlesuit is also Plasma Rifle: (Damage 14+1ED; AP -3; Range 48m;
equipped with a large Jetpack that juts out from its Salvo 2; Rapid Fire [2])
shoulder blades. Fusion Blaster: (Damage 16+2ED; AP -4; Range 24m;
Salvo 1; Assault, Melta)
A Riptide’s pilot is an elite Shas’vre -- chosen to don the
mightiest Battlesuit and fight for his Cadre mates; he is Special Abilities
an exemplar amongst his peers. On the battlefield, a For the Greater Good! (Fire) (see above)
Riptide can jet quickly to plug gaps in Tau lines and give Ta’lissera Bonding Ritual (see above)
covering fire for its colleagues whilst shielding its allies Battlesuit Mobility: A Battlesuit may Disengage as a
with its armoured bulk. The pilot can also willingly risk free action at the start of their turn.
using the Riptide's Nova Reactor—even though Riptide Shield Generator: The Riptide may Soak Mortal
exposure to its radiation may kill him—so that he can Wounds.
better serve his comrades and ensure a perfected Nova Reactor: At the start of the Riptide’s turn, as a
reactor is developed for future generations. Such self- free action, it may use the Nova Reactor. This
sacrifice highlights the nobility of the Greater Good and inflicts 1d3 Mortal Wounds, which cannot be
Soaked, and provides one of the following
the heroic natures of XV104 Riptide Battlesuit pilots.
effects until the start of its next turn:
Threat Classification: Adversary at Tier 4+ • Nova Shield: The Riptide does not need to
spend Shock or Ruin to Soak.
Strength 14 Intellect 4 • Boost: The Riptide’s Speed is increased to 18.
Agility 6 Willpower 5 • Nova-Charge: Heavy Burst Cannon gains
Toughness 14 Fellowship 4 Piercing [3] trait or Ion Accelerator changes
Initiative 6 Defence 5 Blast [Large] to Blast [Very Large].
Speed 12 (Flight) Wounds 22 (Ruin) Branched Nova Charge: The Riptide may choose
Shock 10 Soak 14 two effects when it uses the Nova Reactor,
Resolve 6 Conviction 6 rather than one.
Passive Awareness 3 (Ruin) Champion: The threat may take Ruin actions.
Resilience 22 (Armour: 7)
Skills Ballistic Skill 10, Weapon Skill 8,
Default 9
Size Gargantuan
Keywords T’au, Fire Caste, <Sept>, Battlesuit

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TY-7 Devilfish TX-4 Piranha
A TY7 Devilfish armoured troop carrier is the primary A TX4 Piranha is a type of lightly armoured combat
anti-gravitic skimmer transport utilised by Tau ground scout skimmer used by the Tau Fire Caste - a mobile
forces and can carry twelve Fire Warriors or weapons platform that is capable of great speed and
Pathfinders into combat in relative safety, and then manoeuvrability. Using its jet-thrusters and anti-
provide mobile fire support once they disembark. gravitic engine, a Piranha is a fast moving craft that is
extremely hard for a foe to hit, its twin crew well able
A resilient and versatile transport, it is the TY7 Devilfish to hug the terrain and make the best use of any cover.
that allows Fire Caste ground forces to successfully Furthermore, a Piranha's weaponry allows it to punch
execute many of their strategies, whether by rapidly well above its own weight, either using its Burst
relocating Fire Warriors to new coordinates as part of Cannon to slaughter enemy infantry, or using a Fusion
grand strategic manoeuvres, or punching through Blaster to blow apart battle tanks many times its own
enemy lines, guns blazing, to extract Pathfinder teams size. Along with a nose-mounted main armament, a
before they can be overwhelmed. These ubiquitous Piranha carries two Gun Drones -- either retained on
transports are exceptionally popular with the Fire the vehicle to add firepower or detached into AI
Caste, and their courageous pilots are offered great (Artificial Intelligence) mode to perform some other
respect. mission. When operating as lone hunters, Piranhas are
Crew: 1 Pilot (1 Fire Warrior). Passengers: 12 (cannot dangerous enough, but it is when they are fielded in
carry Battlesuits), plus two attached MV1 Gun teams that they become truly lethal.
Drones.
Crew: 1 Pilot, 1 Gunner (2 Fire Warriors). Passengers:
Cruising Speed: 24m; Defence 5; Wounds 15;
two attached MV1 Gun Drones.
Resilience 15; Gyro-Stabilised, Hover, Sealed,
Cruising Speed: 32m; Defence 6; Wounds 12;
Crash Webbing
Resilience 14; Gyro-Stabilised, Hover, Open
Weapons: Burst cannon (Damage 12+1ED; AP 0; Range
Topped, Crash Webbing
36m; Salvo 4; Assault, Steadfast), May replace
Weapons: Burst cannon (Damage 12+1ED; AP 0; Range
Gun Drones with two Smart Missile systems
36m; Salvo 4; Assault, Steadfast) or Fusion
(Damage 12+1ED; AP 0; Range 60m; Salvo 4;
Blaster (Damage 16+2ED; AP -4; Range 24m;
Blast [Small], Heavy [6], Indirect). May mount
Salvo 1; Assault, Melta). May mount two
two Seeker Missiles (Damage 16+3ED; AP -2;
Seeker Missiles (Damage 16+3ED; AP -2; Range
Range 144m; Salvo –; Blast [Small], Heavy [10],
144m; Salvo –; Blast [Small], Heavy [10],
Guided: fired at Ballistic Skill 4 unless target is
Guided: fired at Ballistic Skill 4 unless target is
Marked, do not require line of sight to target if
Marked, do not require line of sight to target if
Marked)
Marked)
Keywords: T’au
Keywords: T’au

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An Abundance of Apocrypha
TX-7 Hammerhead Gunship TX-78 Skyray Gunship
The TX7 Hammerhead gunship is the anti-gravitic main The TX78 Sky Ray Missile Defence Gunship is a
battle tank of the Tau Empire. First encountered by the specialised variant of the more common Tau
Imperium of Man during the Damocles Gulf Crusade, it Hammerhead gunship, and replaces its turret gun with
has since been deployed in almost all campaigns an array of deadly Seeker Missiles; shifting its role to a
against the enemies of the Tau. Like a hungry predator dedicated missile platform that is used by the Tau Fire
on the prowl, the Hammerhead gunship is a menacing Caste to provide point attack fire support for Fire
sight. It skims over a planet's surface with its massive Warrior Teams, who lack their own heavy weaponry.
turret-mounted main gun swivelling back and forth to
When guided by the Marker Lights of Tau Pathfinder
track potential targets.
teams, the TX78 Sky Ray makes an exceptional
The Hammerhead gunship is the main battle tank of perimeter and air defence missile system. The Sky Ray
the Tau, and all enemies who have encountered it is often regarded as the Tau equivalent of an artillery
quickly grow to respect, if not outright fear, the might platform, as they lack standard mobile heavy artillery
of its main armament -- the dreaded Railgun. platforms like the Basilisk vehicles that the Imperium
Hammerheads combine the twin principles of utilises. Originally designed to neutralise enemy
manoeuvrability and overwhelming firepower so aircraft, the Sky Ray has also proven its value in a
valued by the Tau, and squadrons of Hammerheads combined arms approach; fulfilling a supporting role
accompany most Hunter Cadres in the field; tasked where its ballistic arsenal can be called in by any Tau
with the swift elimination of enemy tanks, armoured with a Marker Light to carry out a remote strike on a
walkers, and hulking monsters that might otherwise sufficiently valuable target. Alternatively, a Sky Ray can
threaten a Tau advance. Hammerheads are a welcome use its own Networked Marker Lights to direct its
sight among Fire Warrior and Battlesuit teams alike, for weaponry, most commonly when it meets an
their crews are dead-eye shots and their powerful unexpected enemy breakthrough with a sudden volley
weaponry more than sufficient to reduce even the of high explosive warheads.
most fearsome enemy war machines to smouldering
Crew: 1 Pilot, 1 Gunner (2 Fire Warriors). Passengers:
wrecks.
two attached MV1 Gun Drones.
Crew: 1 Pilot, 1 Co-Pilot, 1 Gunner (3 Fire Warriors). Cruising Speed: 24m; Defence 5; Wounds 18;
Passengers: two attached MV1 Gun Drones. Resilience 18; Gyro-Stabilised, Hover, Sealed,
Cruising Speed: 24m; Defence 5; Wounds 18; Crash Webbing
Resilience 18; Gyro-Stabilised, Hover, Sealed, Weapons: Twin Markerlights (Damage none; Range
Crash Webbing 72m; Salvo 0; Heavy [5], Sniper, Paired) and six
Weapons: Railgun (Damage 20+3ED; AP -4; Range Seeker Missiles (Damage 16+3ED; AP -2; Range
144m; Salvo 1; Heavy [15], Mortal [d3]) or Ion 144m; Salvo –; Blast [Small], Heavy [10],
Cannon (Damage 14+2ED; AP -2; Range 120m; Guided: fired at Ballistic Skill 4 unless target is
Salvo 3; Heavy [15], Supercharge [changes to Marked, do not require line of sight to target if
Salvo 1, adds Blast {Large}]). May replace Marked). May replace drones with either two
drones with either two Burst Cannons Burst Cannons (Damage 12+1ED; AP 0; Range
(Damage 12+1ED; AP 0; Range 36m; Salvo 4; 36m; Salvo 4; Assault, Steadfast) or two Smart
Assault, Steadfast) or two Smart Missile Missile Systems (Damage 12+1ED; AP 0; Range
Systems (Damage 12+1ED; AP 0; Range 60m; 60m; Salvo 4; Blast [Small], Heavy [6], Indirect).
Salvo 4; Blast [Small], Heavy [6], Indirect). May Keywords: T’au
mount two Seeker Missiles (Damage 16+3ED; Special: The Skyray is fitted with a Velocity Tracker,
AP -2; Range 144m; Salvo –; Blast [Small], which grants the vehicle a +2d bonus to all
Heavy [10], Guided: fired at Ballistic Skill 4 shooting attacks against targets which are
unless target is Marked, do not require line of flying.
sight to target if Marked)
Keywords: T’au
Special: Railgun may fire in Submunitions mode
(Damage 12+1ED; AP -1; Range 144m; Salvo 1;
Blast [Large]; Heavy [15], Spread)

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