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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.
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.
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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.
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.
Adeptus Ministorum
These additional archetypes represent other roles and professions relating to the Adeptus Ministorum and the
Imperial Creed.
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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.
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.
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Adeptus Astartes
These additional archetypes cover other common specialisations of Space Marine and Primaris Space Marine alike.
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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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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.
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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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.
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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.
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
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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.
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.
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
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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.
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.
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.
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)
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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.
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.
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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.
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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.
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.
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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.
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.
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.
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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.
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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.
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
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
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
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
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
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Lightning Assault Luminen Defiler
Build Point Cost: 20 Build Point Cost: 20
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Master Artisan Only in Death Does Duty End
Build Point Cost: 25 Build Point Cost: 50
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
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Saga of the Bear Strike From The Shadows
Build Point Cost: 20 Build Point Cost: 30
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
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
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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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
Influence Bonus: +2
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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.
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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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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
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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.
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
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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.
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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.
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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
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
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
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
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.
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.
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
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
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>
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.
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.
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
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.
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
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.
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.
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: 5 (Rare)
Keywords: Imperium, Adeptus Astartes
Value: 5 (Rare)
Keywords: Imperium, Adeptus Astartes
Page 137 of 283
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.
Value: 4 (Rare)
Keywords: Imperium
Page 138 of 283
An Abundance of Apocrypha
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.
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
Value: 4 (Uncommon)
Keywords: Imperium, Adeptus Mechanicus, Imperial
Navy
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Page 175 of 283
An Abundance of Apocrypha
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.
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.
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.
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.
‘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.
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.
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.
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.
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.
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.
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.
Melee weapons listed in this section include the Cryptek’s Strength in their damage values.
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.
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.
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.
Randomly determine or choose two of the following powers for a C’Tan Shard present in your game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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>
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.
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.
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.
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.
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.
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.
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.
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.
• Size: Small
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.
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.
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.
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.