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Dark Heresy: Adeptus Astartes

Space Marine Character Creation


The rules are for creating Space Marines are for Ultramarines and their successor chapters. As time goes
on more chapters will be added to reflect their nature better. Certain Chapters have lost gene-seed while others
suffer from malfunctioning gene-seed. In the interest of presenting a more accurate depiction of Space Marines it
has been deemed to constrain ourselves with the rules for only Ultramarines at this point in time.
All Space Marine characters are created as normal following the rules presented in Dark Heresy. Their
basic stats are all rolled as per Dark Heresy, but Space Marines must have a minimum of 30 in the following
characteristics: Weapon Skill or Ballistic Skill, Strength, and Toughness. What makes Marines different from
normal humans is the implants they receive. All Space Marines will start with all the implants associated, but they
must spend experience in order to activate the organ.
Implants will be allowed to be purchased at certain ranks and a Marine must have bought all of the
implants in order to progress to the Marine Rank. Neophytes will have available the following implants for
activation: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman's Organ, and Catalepsean Node.
Scouts will have available the following implants for activation: Preomnor, Omophagea, Multi-lung, Occulobe,
Lyman's Ear, and Sus-an Membrane. Brother Scouts will have available the following implants for activation:
Melanochrome, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher's Gland, Progenoids, and Black Carapace.
Due the relatively low cost of the implants there will be a trade off for a chance that a critical hit will
destroy the implant. Once the implant is destroyed the Marine no longer gains the benefit for the talent. The only
implants not affected by this are the Ossmodula, Biscopea, and the Progenoids. See Space Marine Critical Hit
Charts.
Table 1-1 Space Marine Implants
Implant Talent or Skill
Phase 1 – Secondary Heart Die Hard, Resistance: Low Oxygen
Phase 2 – Ossmodula Size Increase +1
Phase 3 – Biscopea Unnatural Strength, Unnatural Toughness
Phase 4 – Haemastame +1 healing of damage to Autosanguine
Phase 5 – Larraman's Organ Autosanguine
Phase 6 – Catalepsean Node Light Sleeper
Phase 7 – Preomnor Resistance: Poisons
Phase 8 – Omophagea Learning by eating
Phase 9 – Multi-lung +5 Resistance: Poisons
Phase 10 – Occulobe Unnatural Senses: Sight
Phase 11 – Lyman's Ear Unnatural Senses: Hearing
Phase 12 – Sus-an Membrane Suspended Animation
Phase 13 – Melanochrome Resistance: Radiation
Phase 14 – Oolitic Kidney +5 Resistance: Poisons
Phase 15 – Neuroglottis Detect Poisons
Phase 16 – Mucranoid Resistance: Heat and Cold
Phase 17 – Betcher's Gland Spit Acid
Phase 18 – Progenoids No in game effect.
Phase 19 – Black Carapace Enables advanced life support, targeting, communication, and internal medic
functions of Power Armor.

Prerequisites: Weapon Skill 30+ or Ballistic Skill 30+, Strength 30+, and Toughness 30+.
Starting Skills: Speak Language (Low Gothic), Common Lore (Imperium), Navigation (Ground), Carouse,
and Awareness.
Starting Talents (All Paths): Melee Weapon Training (Varies see notes), Pistol Weapon Training (Varies
see notes), and Basic Weapon Training (Varies see notes).
Librarian Specific Talents: Psy Rating 1, 1 Minor Psychic Power, 2 Insanity Points, and 2 Corruption
Points.
Techmarine Specific Talents: Electro-Graft Use
Techmarine Starting Traits: Mechanicus Implants
Notes: Training is defined by the world the Marine comes from and in the case there are multiple
types the player decides which weapon type to learn. Feral Worlds grant primitive only weapons training for
Melee, Pistol, and Basic. All other world types grant Melee Weapon Training (Primitive), Pistol Weapon Training
(Primitive, Las, or SP), and Basic Weapon Training (Primitive, Las, or SP).
Starting Equipment: Robes of the Chapter, Flak Jacket, Flak Helmet, Weapons based upon world type.
Feral: Sword or Axe, Flintlock Pistol with 6 rounds of ammunition, and Musket with 6 rounds of
ammunition.
Hive: Sword or Axe, Las Pistol or Stub Revolver with 6 rounds of ammunition, Las Carbine or Autogun
with 1 magazine of ammunition.
Imperial and Void Born: Knife, Las Pistol or Stub Revolver with 6 rounds of ammunition , Las Carbine or
Autogun with 1 magazine of ammunition.
Starting Rank: Neophyte
Throne Gelt: 50+1d10
Advances Note: In certain paths it will say Choose one and list off the allowed choices for weapon talents.
This talent can only be taken once and the player must choose a specific weapon type. Once selected the talent can
never be chosen again from the list of advances for that Rank.
Table 1-2 Space Marine Characteristic Advances
Characteristic Simple Intermediate Trained Advanced
Weapon Skill 100 250 500 750
Ballistic Skill 100 250 500 750
Strength 100 250 500 750
Toughness 100 250 500 750
Agility 250 500 750 1,000
Intelligence 500 750 1,000 2,500
Perception 500 750 1,000 2,500
Willpower 500 750 1,000 2,500
Fellowship 500 750 1,000 2,500

Space Marine Advances


Neophyte Advances
Advance Cost Type Prerequisites
Awareness +10 100 S Awareness
Climb 100 S -
Concealment 100 S -
Common Lore (Imperial 100 S -
Creed)
Common Lore (Chapter 100 S -
History)
Common Lore (Imperium) 100 S Common Lore (Imperium)
+10
Common Lore (War) 100 S -
Climb 100 S -
Dodge 100 S -
Navigation (Ground) +10 100 S Navigation (Ground)
Silent Move 100 S -
Survival 100 S -
Swim 100 S -
Activate Secondary Heart 25 T -
Activate Ossmodula 25 Stats Must be bought with
starting experience
Activate Biscopea 25 Stats Must be bought with
starting experience
Activate Haemastamen 25 T -
Activate Larraman's Organ 25 T -
Activate Catalepsean Node 25 T -

Chem-Geld 100 T -
Basic Weapon Training 100 T -
(SP)
Basic Weapon Training 100 T -
(Bolt)
Heavy Weapons (Bolt) 100 T -
Heavy Weapons 100 T -
(Launcher)
Minor Psychic Power‡ 100 T Psy Rating 1
Pistol Weapon Training 100 T -
(SP)
Pistol Training (Bolt) 100 T -
Sound Constitution* 100 T -
Technical Knock 100 T Techmarine, Int 30
*May take this Talent three times at this Rank.
‡May take this Talent one time at this Rank.
Scout Advances
Advance Cost Type Prerequisites
Awareness +20 100 S Awareness +10
Climb +10 100 S Climb
Concealment +10 100 S Concealment
Common Lore (Imperial 100 S Common Lore (Imperial
Creed) +10 Creed)
Common Lore (Chapter 100 S Common Lore (Chapter
History) +10 History)
Common Lore (Imperium) 100 S Common Lore (Imperium)
+20 +10
Common Lore (War) +10 100 S Common Lore (War)
Climb +10 100 S Climb
Dodge +10 100 S Dodge
Navigation (Ground) +20 100 S Navigation (Ground) +10
Silent Move +10 100 S Silent Move
Survival +10 100 S Survival
Swim +10 100 S Swim
Activate Preomnor 25 T -
Activate Omophagea 25 T -
Activate Multi-lung 25 T -
Activate Occulobe 25 T -
Activate Lyman's Ear 25 T -
Activate Sus-an Membrane 25 T -
Basic Weapon Training 100 T -
(Las)
Pistol Weapon Training 100 T -
(Las)
Deadeye Shot 100 T BS 30
Lumen Charge 100 T Techmarine
Lumen Shock Techmarine
Minor Psychic Power‡ 100 T Psy Rating 1
Rapid Reload 100 T -
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
‡May take this Talent one time at this Rank.
Brother Scout Advances
Advance Cost Type Prerequisites
Acrobatics 100 S -
Carouse +10 100 S Carouse
Climb +20 100 S Climb +10
Concealment +20 100 S Concealment +10
Common Lore (Imperial 100 S Common Lore (Imperial
Creed) +20 Creed) +10
Common Lore (Chapter 100 S Common Lore (Chapter
History) +20 History) +10
Common Lore (War) +20 100 S Common Lore (War) +10
Climb +20 100 S Climb +10
Dodge +20 100 S Dodge +10
Silent Move +20 100 S Silent Move +10
Survival +20 100 S Survival +10
Swim +20 100 S Swim +10
Activate Melanochrome 25 T -
Activate Oolitic Kidney 25 T -
Activate Neuroglottis 25 T -
Activate Mucranoid 25 T -
Activate Betcher's Gland 25 T -
Activate Progenoids 25 T -
Activate Black Carapace 25 T -
Blind Fighting 200 T Per 30
Lumen Blast 200 T Techmarine
Mechadendrite Use 200 T Techmarine
(Utility)
Minor Psychic Power‡ 100 T Psy Rating 1
Sound Constitution* 200 T -
Two Weapon Wielder 200 T BS 35, Ag 35
(Ballistic)
*May take this Talent one time at this Rank.
‡May take this Talent one time at this Rank.
Marine Advances
Advance Cost Type Prerequisites
Acrobatics +10 200 S Acrobatics
Carouse +20 100 S Carouse +10
Ciphers (Astartes War 100 S -
Cant)
Drive (Ground Vehicles) 100 S -
Drive (Hover Vehicles) 100 S -
Forbidden Lore (Chapter 100 S -
History)
Forbidden Lore (Chaos) 100 S -
Forbidden Lore (Xenos) 100 S -
Literacy 100 S -
Scholastic Lore (Imperial 100 S -
Creed)
Secret Tongue (Astartes 100 S -
Signage)
Speak Language (High 200 S -
Gothic)
Arms Master 100 T -
Catfall 200 T -
Lightning Reflexes 100 T -
Meditation 100 T -
Rapid Reaction 100 T -
Sound Constitution* 100 T -
*May take this Talent two times at this Rank.
Brother Marine Advances
Advance Cost Type Prerequisites
Acrobatics +20 200 S Acrobatics +10
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +10 Cant)
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +10 History
Forbidden Lore (Chaos) 200 S Forbidden Lore (Chaos)
+10
Forbidden Lore (Xenos) 200 S Forbidden Lore (Xenos)
+10
Literacy +10 200 S Literacy
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +10 Creed)
Secret Tongue (Astartes 100 S Secret Tongue (Astartes
Signage) +10 Signage)
Speak Language (High 200 S Speak Language (High
Gothic) +10 Gothic)
Speak Language (Low 200 S Speak Language (Low
Gothic) +10 Gothic)
Combat Master 100 T WS 30
Crack Shot 100 T BS 40
Double Team 100 T -
Fearless 100 T -
Leap Up 100 T Ag 30
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
Assault Marine Advances
Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +20 Cant) +10
Contortionist 200 S -
Demolition 100 S -
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Forbidden Lore (Chaos) 100 S Forbidden Lore (Chaos)
+20 +10
Forbidden Lore (Xenos) 100 S Forbidden Lore (Xenos)
+20 +10
Literacy +20 200 S Literacy +10
Pilot (Jump Pack) 100 S -
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +20 Creed) +10
Scholastic Lore 200 S -
(Chymistry)
Scholastic Lore (Spearhead 100 S -
Assaults)
Search 100 S -
Shadowing 100 S -
Tracking 100 S -
Berserk Charge 100 T -
Disarm 100 T Ag 30
Furious Assault 100 T WS 35
Melee Weapon Training 100 T -
(Chain)
Sound Constitution* 100 T -
Sure Strike 100 T WS 30
Swift Attack 100 T WS 35
Two Weapon Wielder 200 T WS 35, Ag 35
(Melee)
*May take this Talent one time at this Rank.
Assault Veteran Advances
Advance Cost Type Prerequisites
Contortionist +10 200 S Contortionist
Demolition +10 100 S Demolition
Forbidden Lore (Warp) 100 S Forbidden Lore (Warp)
Pilot (Jump Pack) +10 100 S Pilot (Jump Pack)
Scholastic Lore 100 S Scholastic Lore
(Reconnaissance) (Reconnaissance)
Scholastic Lore 200 S Scholastic Lore
(Chymistry) +10 (Chymistry)
Scholastic Lore (Spearhead 100 S Scholastic Lore (Spearhead
Assaults) +10 Assaults)
Search +10 100 S Search
Shadowing +10 100 S Shadowing
Tracking +10 100 S Tracking
Ambidextrous 200 T Ag 30
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Counter-attack 100 T WS 40
Dual Shot 200 T Ag 40, Two Weapon
Wielder (Ballistic)
Dual Strike 100 T Ag 40, Two Weapon
Wielder (Melee)
Frenzy 100 T -
Heavy Weapon Training 300 T -
(Flame)
Jaded 100 T WP 30
Lightning Attack 100 T Swift Attack
Melee Weapon Training 100 T -
(Power)
Sound Constitution* 100 T -
Step Aside 100 T Ag 40, Dodge
*May take this Talent one time at this Rank.
Assault Sergent Advances
Advance Cost Type Prerequisites
Command 100 S -
Contortionist +20 200 S Contortionist +10
Demolition +20 100 S Demolition +10
Forbidden Lore (Warp) 100 S Forbidden Lore (Warp) +10
+10
Pilot (Jump Pack) +20 100 S Pilot (Jump Pack) +10
Scholastic Lore 100 S Scholastic Lore
(Reconnaissance) +10 (Reconnaissance)
Scholastic Lore 200 S Scholastic Lore
(Chymistry) +20 (Chymistry) +10
Scholastic Lore (Spearhead 100 S Scholastic Lore (Spearhead
Assaults) +20 Assaults) +10
Search +20 100 S Search +10
Shadowing +20 100 S Shadowing +10
Tracking +20 100 S Tracking +10
Assassin Strike 200 T Ag 40, Acrobatics
Blademaster 100 T WS 30, Melee Weapon
Training (any)
Crippling Strike 100 T WS 50
Hard Target 100 T Ag 40
Iron Discipline 100 T WP 30, Command
Melee Weapon Training 200 T -
(Shock)
Peer (Chapter) 100 T Fel 30
Precise Blow 100 T WS 40, Sure Strike
Quick Draw 100 T -
Sound Constitution* 100 T -
True Grit 100 T T 40
Wall of Steel 100 T Ag 35
*May take this Talent one time at this Rank.
Tactical Marine Advances
Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +20 Cant) +10
Drive (Ground Vehicles) 100 S Drive (Ground Vehicles)
+10
Drive (Hover Vehicles) 100 S Drive (Hover Vehicles)
+10
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Forbidden Lore (Chaos) 100 S Forbidden Lore (Chaos)
+20 +10
Forbidden Lore (Xenos) 100 S Forbidden Lore (Xenos)
+20 +10
Literacy +20 200 S Literacy +10
Pilot (Civilian Craft) 200 S -
Pilot (Military Craft) 100 S -
Pilot (Spacecraft) 200 S -
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +20 Creed) +10
Scholastic Lore (Tactica 100 S -
Imperialis)
Scholastic Lore 200 S -
(Philosophy)
Secret Tongue (Astartes 100 S Secret Tongue (Astartes
Signage) +20 Signage) +10
Security 100 S -
Speak Language (High 200 S Speak Language (High
Gothic) +20 Gothic) +10
Ambidextrous 200 T Ag 30
Die Hard 100 T -
Dual Shot 100 T Ag 40, Two Weapon
Wielder (Ballistic)
Gunslinger 100 T BS 40, Two Weapon
Wielder (Ballistic)
Hip Shooting 100 T BS 40, Ag 40
Sound Constitution* 100 T -
Thrown Weapon Training 100 T -
(Primitive)
*May take this Talent one time at this Rank.
Tactical Veteran Advances
Advance Cost Type Prerequisites
Drive (Ground Vehicles) 100 S Drive (Ground Vehicles)
+20 +10
Drive (Hover Vehicles) 100 S Drive (Hover Vehicles)
+20 +10
Forbidden Lore (Warp) 100 S -
Pilot (Civilian Craft) +10 200 S Pilot (Civilian Craft)
Pilot (Military Craft) +10 100 S Pilot (Military Craft)
Pilot (Spacecraft) +10 200 S Pilot (Spacecraft)
Scholastic Lore (Tactica 100 S Scholastic Lore (Tactica
Imperialis) +10 Imperialis)
Scholastic Lore 200 S Scholastic Lore
(Philosophy) +10 (Philosophy)
Scholastic Lore 200 S -
(Bureaucracy)
Security +10 100 S Security
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Hard Target 100 T Ag 40
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Jaded 100 T WP 30
Melee Weapon Training 200 T -
(Chain)
Mighty Shot 100 T BS 40
Quick Draw 100 T -
Sound Constitution* 100 T -
Sprint 100 T -
*May take this Talent one time at this Rank.
Tactical Sergent Advances
Advance Cost Type Prerequisites
Command 100 S -
Common Lore 200 S -
(Administratum)
Forbidden Lore (Warp) 100 S Forbidden Lore (Warp)
+10
Pilot (Civilian Craft) +20 200 S Pilot (Civilian Craft) +10
Pilot (Military Craft) +20 100 S Pilot (Military Craft) +10
Pilot (Spacecraft) +20 200 S Pilot (Spacecraft) +10
Scholastic Lore (Tactica 200 S Scholastic Lore (Tactica
Imperialis) +20 Imperialis) +10
Scholastic Lore 200 S Scholastic Lore
(Philosophy) +20 (Philosophy) +10
Scholastic Lore 200 S Scholastic Lore
(Bureaucracy) +10 (Bureaucracy)
Security +20 100 S Security +10
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Exotic Weapon Training 300 T -
(Choose one: Needle
Pistol, Web Pistol, Needle
Rifle, or Webber)
Furious Assault 100 T WS 35
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Independent Targeting 100 T BS 40
Iron Discipline 100 T WP 30, Command
Marksman 100 T BS 35
Pistol Training (Choose 300 T -
one: Flame, Launcher,
Melta, or Plasma)
Peer (Chapter) 100 T Fel 30
Sharpshooter 100 T BS 40, Deadeye Shot
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
Marine Devastator Advances
Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +20 Cant) +10
Ciphers (War Cant) 100 S -
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Forbidden Lore (Chaos) 100 S Forbidden Lore (Chaos)
+20 +10
Forbidden Lore (Xenos) 100 S Forbidden Lore (Xenos)
+20 +10
Forbidden Lore (Warp) 100 S -
Literacy +20 200 S Literacy +10
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +20 Creed) +10
Scholastic Lore (Tactica 100 S -
Imperialis)
Scholastic Lore 100 S -
(Cryptology)
Scholastic Lore 100 S -
(Communication
Networks)
Scholastic Lore (Sensors) 100 S -
Secret Tongue (Astartes 100 S Secret Tongue (Astartes
Signage) +20 Signage) +10
Speak Language (High 200 S Speak Language (High
Gothic) +20 Gothic) +10
Tech-Use (Communication 200 S -
Gear)
Tech-Use (Sensors) 200 S -
Basic Weapon Training 100 T -
(Flame)
Basic Weapon Training 100 T -
(Launcher)
Basic Weapon Training 100 T -
(Melta)
Basic Weapon Training 100 T -
(Plasma)
Bulging Biceps 100 T S 45
Die Hard 100 T WP 40
Hip Shooting 100 T BS 40, Ag 40
Independent Targeting 100 T BS 40
Quick Draw 200 T -
Sound Constitution* 100 T -
*You may take this Talent up to three times this Rank.
Devastator Veteran Advances
Advance Cost Type Prerequisites
Ciphers (War Cant) +10 100 S Ciphers (War Cant)
Drive (Ground Vehicles) 200 S Drive (Ground Vehicles)
+10
Drive (Hover Vehicles) 200 S Drive (Hover Vehicles)
+10
Forbidden Lore (Warp) 100 S Forbidden Lore (Warp)
+10
Scholastic Lore (Tactica 100 S Scholastic Lore (Tactica
Imperialis) +10 Imperialis)
Scholastic Lore 100 S Scholastic Lore
(Cryptology) +10 (Cryptology)
Scholastic Lore 100 S Scholastic Lore
(Communication (Communication
Networks) +10 Networks)
Scholastic Lore (Sensors) 100 S Scholastic Lore (Sensors)
+10
Scholastic Lore (Armored 100 S -
Vehicles)
Scholastic Lore (Artillery) 100 S -
Tech-Use (Communication 200 S Tech-Use (Communication
Gear) +10 Gear)
Tech-Use (Sensors) +10 200 S Tech-Use (Sensors)
Cleanse and Purify 100 T Basic Weapon Training
(Flame)
Heavy Weapon Training 100 T -
(Flame)
Heavy Weapon Training 100 T -
(Launcher)
Heavy Weapon Training 100 T -
(Melta)
Heavy Weapon Training 100 T -
(Plasma)
Insanely Faithful 100 T -
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
Devastator Sergent
Advance Cost Type Prerequisites
Ciphers (War Cant) +20 100 S Ciphers (War Cant) +10
Command 100 S
Forbidden Lore (Warp) 100 S Forbidden Lore (Warp) +10
+20
Scholastic Lore (Tactica 100 S Scholastic Lore (Tactica
Imperialis) +20 Imperialis) +10
Scholastic Lore 100 S Scholastic Lore
(Cryptology) +20 (Cryptology) +10
Scholastic Lore 100 S Scholastic Lore
(Communication (Communication
Networks) +20 Networks) +10
Scholastic Lore (Sensors) 100 S Scholastic Lore (Sensors)
+20 +10
Scholastic Lore (Armored 100 S Scholastic Lore (Armored
Vehicles) +10 Vehicles)
Scholastic Lore (Artillery) 100 S Scholastic Lore (Artillery)
+10
Tech-Use (Communication 200 S Tech-Use (Communication
Gear) +20 Gear) +10
Tech-Use (Sensors) +20 200 S Tech-Use (Sensors) +10
Iron Discipline 100 T WP 40, Command
Iron Jaw 200 T T 40
Marksman 200 T BS 35
Melee Weapon Training 200 T -
(Chain)
Mighty Shot 200 T BS 40
Pistol Weapon Training 100 T -
(Flame)
Pistol Weapon Training 100 T -
(Launcher)
Pistol Weapon Training 100 T -
(Melta)
Pistol Weapon Training 100 T -
(Plasma)
Peer (Chapter) 100 T Fel 30
Sharpshooter 200 T BS 40, Deadeye Shot
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.

Medicae Initiate Advances


Advance Cost Type Prerequisites
Chem-Use 100 S -
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +20 Cant) +10
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Forbidden Lore (Chaos) 100 S Forbidden Lore (Chaos)
+20 +10
Forbidden Lore (Xenos) 100 S Forbidden Lore (Xenos)
+20 +10
Forbidden Lore (Gene- 100 S -
Seed)
Forbidden Lore (Mutants) 100 S -
Forbidden Lore (Space 100 S -
Marine Anatomy)
Forbidden Lore (Warp) 200 S -
Literacy +20 100 S Literacy +10
Medicae 100 S -
Scholastic Lore (Imperial 200 S Scholastic Lore (Imperial
Creed) +20 Creed) +10
Scholastic Lore (Gene- 100 S -
Seed)
Scholastic Lore (Space 100 S -
Marine Anatomy)
Scholastic Lore (Human 100 S -
Anatomy)
Scholastic Lore 100 S -
(Chymistry)
Scholastic Lore 100 S -
(Pharmacology)
Tech-Use (Apothecary 100 S -
Tools)
Trade (Apothecary) 100 S -
Ambidextrous 100 T Ag 30
Die Hard 200 T -
Dual Shot 200 T Ag 40, Two Weapon
Wielder (Ballistic)
Gunslinger 200 T BS 40, Two Weapon
Wielder (Ballistic)
Hip Shooting 200 T BS 40, Ag 40
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
Medicae Internist Advances
Advance Cost Type Prerequisites
Chem-Use +10 100 S Chem-Use
Forbidden Lore (Gene- 100 S Forbidden Lore (Gene-
Seed) +10 Seed)
Forbidden Lore (Mutants) 100 S Forbidden Lore (Mutants)
+10
Forbidden Lore (Space 100 S Forbidden Lore (Space
Marine Anatomy) +10 Marine Anatomy)
Forbidden Lore (Warp) 200 S Forbidden Lore (Warp)
+10
Medicae +10 100 S Medicae
Scholastic Lore (Gene- 100 S Scholastic Lore (Gene-
Seed) +10 Seed)
Scholastic Lore (Space 100 S Scholastic Lore (Space
Marine Anatomy) +10 Marine Anatomy)
Scholastic Lore (Human 100 S Scholastic Lore (Human
Anatomy) +10 Anatomy)
Scholastic Lore 100 S Scholastic Lore
(Chymistry) +10 (Chymistry)
Scholastic Lore 100 S Scholastic Lore
(Pharmacology) +10 (Pharmacology)
Tech-Use (Apothecary 200 S Tech-Use (Apothecary
Tools) +10 Tools)
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Hard Target 200 T Ag 40
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Jaded 100 T WP 30
Melee Weapon Training 300 T -
(Chain)
Mighty Shot 200 T BS 40
Quick Draw 200 T -
Sound Constitution* 100 T -
Sprint 100 T -
*May take this Talent one time at this Rank.
Field Medicae Advances
Advance Cost Type Prerequisites
Chem-Use +20 100 S Chem-Use +10
Forbidden Lore (Gene- 100 S Forbidden Lore (Gene-
Seed) +20 Seed) +10
Forbidden Lore (Mutants) 100 S Forbidden Lore (Mutants)
+20 +10
Forbidden Lore (Space 100 S Forbidden Lore (Space
Marine Anatomy) +20 Marine Anatomy) +10
Forbidden Lore (Warp) 200 S Forbidden Lore (Warp) +10
+20
Medicae +20 100 S Medicae +10
Scholastic Lore (Gene- 100 S Scholastic Lore (Gene-
Seed) +20 Seed) +10
Scholastic Lore (Space 100 S Scholastic Lore (Space
Marine Anatomy) +20 Marine Anatomy) +10
Scholastic Lore (Human 100 S Scholastic Lore (Human
Anatomy) +20 Anatomy) +10
Scholastic Lore 100 S Scholastic Lore
(Chymistry) +20 (Chymistry) +10
Scholastic Lore 100 S Scholastic Lore
(Pharmacology) +20 (Pharmacology) +10
Tech-Use (Apothecary 200 S Tech-Use (Apothecary
Tools) +20 Tools) +10
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Exotic Weapon Training 300 T -
(Choose one: Needle
Pistol, Web Pistol, Needle
Rifle, or Webber)
Furious Assault 200 T WS 35
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Independent Targeting 200 T BS 40
Marksman 200 T BS 35
Pistol Training (Choose 300 T -
one: Flame, Launcher,
Melta, or Plasma)
Peer (Chapter) 100 T Fel 30
Sharpshooter 200 T BS 40, Deadeye Shot
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.

Chaplain Career Advances

Chaplain-Novite Advances
Advance Cost Type Prerequisites
Blather 100 S -
Charm 200 S -
Ciphers (Astartes War 100 S -
Cant)
Drive (Ground Vehicles) 200 S -
Drive (Hover Vehicles) 200 S -
Forbidden Lore (Heresy) 100 S -
Forbidden Lore (Chapter 100 S -
History)
Inquiry 100 S -
Literacy 100 S -
Performer (Musician) 200 S -
Performer (Singer) 200 S -
Scholastic Lore (Imperial 100 S -
Creed)
Scholastic Lore (Legend) 200 S -
Scrutiny 100 S -
Arms Master 100 T -
Catfall 200 T -
Lightning Reflexes 100 T -
Meditation 100 T -
Rapid Reaction 200 T -
Sound Constitution* 100 T -
*May take this Talent two times at this Rank.
Chaplain-Priest
Advance Cost Type Prerequisites
Blather +10 100 S Blather
Carouse +20 100 S Carouse +10
Command 200 S -
Deceive 100 S -
Forbidden Lore (Cults) 200 S -
Scholastic Lore (Legend) 100 S Scholastic Lore (Legend)
+10
Scholastic Lore (Occult) 100 S -
Ambidextrous 200 T Ag 30
Die Hard 200 T -
Dual Shot 200 T Ag 40, Two Weapon
Wielder (Ballistic)
Fearless 100 T -
Gunslinger 200 T BS 40, Two Weapon
Wielder (Ballistic)
Hip Shooting 200 T BS 40, Ag 40
Melee Weapon Training 100 T -
(Shock)
Sound Constitution* 100 T -
Thrown Weapon Training 200 T -
(Primitive)
*May take this Talent one time at this Rank.
Chaplain-Confessor
Advance Cost Type Prerequisites
Charm +10 100 S Charm
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +10 Cant)
Forbidden Lore (Heresy) 100 S Forbidden Lore (Heresy)
+10
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +10 History)
Forbidden Lore (Psykers) 200 S -
Inquiry +10 100 S Inquiry
Interrogation 100 S -
Air of Authority 100 T Fel 30
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Crushing Blow 100 T S 40
Iron Discipline 100 T WP 30, Command
Hatred (Traitor Legions) 100 T -
Hard Target 200 T Ag 40
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Jaded 100 T WP 30
Melee Weapon Training 200 T -
(Chain)
Mighty Shot 200 T BS 40
Quick Draw 200 T -
Sound Constitution* 100 T -
Sprint 100 T -
*May take this Talent one time at this Rank.
Chaplain-Exorcist
Advance Cost Type Prerequisites
Command +10 100 S Command
Deceive +10 100 S Deceive
Interrogation +10 100 S Interrogation
Forbidden Lore (Chaos) 100 S -
Forbidden Lore (Cults) 200 S Forbidden Lore (Cults)
+10
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Literacy +10 100 S Literacy
Performer (Musician) +10 200 S Performer (Musician)
Performer (Singer) +10 200 S Performer (Singer)
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +10 Creed)
Scholastic Lore (Occult) 100 S Scholastic Lore (Occult)
+10
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Crushing Blow 100 T S 40
Exotic Weapon Training 300 T -
(Choose one: Needle
Pistol, Web Pistol, Needle
Rifle, or Webber)
Furious Assault 100 T WS 35
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Independent Targeting 200 T BS 40
Pistol Training (Choose 300 T -
one: Flame, Launcher,
Melta, or Plasma)
Peer (Chapter) 100 T Fel 30
Resistance (Psychic 100 T -
Powers)
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.

Reclusiarch Advances
Advance Cost Type Prerequisites
Blather +20 100 S Blather
Charm +20 100 S Charm +10
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +20 Cant) +10
Command +20 100 S Command +10
Deceive +20 100 S Deceive +10
Forbidden Lore (Chaos) 100 S Forbidden Lore (Chaos)
+10
Forbidden Lore (Cults) 200 S Forbidden Lore (Cults) +10
+20
Forbidden Lore (Psykers) 200 S Forbidden Lore (Psykers)
+10
Forbidden Lore (Heresy) 100 S Forbidden Lore (Heresy)
+20 +10
Forbidden Lore (Traitor 100 S -
Legions)
Inquiry +20 100 S Inquiry +10
Interrogation +20 100 S Interrogation +10
Literacy +20 100 S Literacy +10
Scholastic Lore (Legend) 100 S Scholastic Lore (Legend)
+20 +10
Scholastic Lore (Occult) 100 S Scholastic Lore (Occult)
+20 +10
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +20 Creed) +10
Combat Master 200 T WS 30
Crippling Strike 100 T WS 50
Hatred (Heretics) 200 T -
Into the Jaws of Hell 100 T Iron Discipline
Litany of Hate 100 T Hatred
Litany of Awe 100 T -
Litany of Pure Thought 100 T -
Master Orator 100 T Fel 30
Sound Constitution* 100 T -
Strong Minded 100 T WP 30, Resistance (Psychic
Powers)
Swift Attack 100 T WS 35
Talented (Scholastic) 100 T -
Total Recall 200 T Int 30
*May take this Talent one time at this Rank.

Librarian Career Advances

Librarium Sanctionite Advances


Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S -
Cant)
Drive (Ground Vehicles) 200 S -
Drive (Hover Vehicles) 200 S -
Inquiry 100 S -
Forbidden Lore (Heresy) 100 S -
Forbidden Lore (Chapter 100 S -
History)
Forbidden Lore (Mutants) 100 S -
Literacy 100 S -
Logic 100 S -
Scholastic Lore 100 S -
(Astromancy)
Speak Language (High 200 S -
Gothic)
Tech-Use 200 200 -
Ambidextrous 200 T Ag 30
Arms Master 100 T -
Catfall 200 T -
Fearless 100 T -
Lightning Reflexes 200 T -
Meditation 100 T -
Minor Psychic Power‡ 100 T -
Psy Rating 2 100 T Psy Rating 1
Psychic Power† 100 T -
Rapid Reaction 200 T -
Sound Constitution* 100 T -
Thrown Weapon Training 200 T -
(Primitive)
*May take this Talent two times at this Rank.
‡May take this Talent two times at this Rank.
†May take this Talent two times at this Rank.

Librarium Neonate Advances


Advance Cost Type Prerequisites
Ciphers (Occult) 100 S -
Common Lore (Librarium) 100 S -
Forbidden Lore (Mutants) 100 S Forbidden Lore (Mutants)
+10
Forbidden Lore (Psykers) 100 S -
Forbidden Lore 200 S -
(Inquisition)
Inquiry +10 100 S Inquiry
Invocation 100 S -
Scholastic Lore (Legend) 200 S -
Scholastic Lore 100 S -
(Numerology)
Ambidextrous 200 T Ag 30
Corpus Conversion 100 T Psy Rating 2
Die Hard 200 T -
Dual Shot 200 T Ag 40, Two Weapon
Wielder (Ballistic)
Gunslinger 200 T BS 40, Two Weapon
Wielder (Ballistic)
Hip Shooting 200 T BS 40, Ag 40
Melee Weapon Training 200 T -
(Shock)
Minor Psychic Power‡ 100 T -
Power Well 100 T Psy Rating 2
Psychic Power† 100 T -
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
‡May take this Talent two times at this Rank.
†May take this Talent one time at this Rank.

Librarium Militant Advances


Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +10 Cant)
Inquiry +20 200 S Inquiry +10
Forbidden Lore (Heresy) 100 S Forbidden Lore (Heresy)
+10
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +10 History)
Forbidden Lore (Mutants) 100 S Forbidden Lore (Mutants)
+20 +10
Literacy +10 100 S Literacy
Logic +10 100 S Logic
Scholastic Lore 100 S Scholastic Lore
(Astromancy) +10 (Astromancy)
Scholastic Lore (Heraldry) 200 S -
Speak Language (High 200 S Speak Language (High
Gothic) +10 Gothic)
Tech-Use +10 200 200 Tech-Use
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Crushing Blow 200 T S 40
Discipline Focus (Choose 100 T Psy Rating 3
One)
Hatred (Traitor Legions) 200 T -
Hard Target 200 T Ag 40
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Jaded 100 T WP 30
Melee Weapon Training 300 T -
(Chain)
Mighty Shot 200 T BS 40
Minor Psychic Power‡ 100 T -
Power Well 100 T Psy Rating 2
Psychic Power† 100 T -
Psy Rating 3 100 T Psy Rating 2
Quick Draw 200 T -
Sound Constitution* 100 T -
Sprint 100 T -
*May take this Talent one time at this Rank.
‡May take this Talent two times at this Rank.
†May take this Talent two times at this Rank.
Librarium Savant Advances
Advance Cost Type Prerequisites
Ciphers (Occult) +10 100 S Ciphers (Occult)
Common Lore (Librarium) 100 S Common Lore (Librarium)
+10
Forbidden Lore (Mutants) 100 S Forbidden Lore (Mutants)
+20 +10
Forbidden Lore (Psykers) 100 S Forbidden Lore (Psykers)
+10
Forbidden Lore 200 S Forbidden Lore
(Inquisition) +10 (Inquisition)
Invocation +10 100 S Invocation
Scholastic Lore (Legend) 100 S Scholastic Lore (Legend)
+10
Scholastic Lore 100 S Scholastic Lore
(Numerology) +10 (Numerology)
Scholastic Lore (Heraldry) 100 S Scholastic Lore (Heraldry)
+10
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Exotic Weapon Training 300 T -
(Choose one: Needle
Pistol, Web Pistol, Needle
Rifle, or Webber)
Furious Assault 200 T WS 35
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Independent Targeting 100 T BS 40
Minor Psychic Power‡ 100 T -
Pistol Training (Choose 300 T -
one: Flame, Launcher,
Melta, or Plasma)
Peer (Chapter) 100 T Fel 30
Power Well 100 T Psy Rating 2
Psychic Power† 100 T -
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
‡May take this Talent two times at this Rank.
†May take this Talent two times at this Rank.
Lexicanium Advances
Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S Ciphers (Astartes War
Cant) +20 Cant) +10
Ciphers (Occult) +20 100 S Ciphers (Occult) +10
Common Lore (Librarium) 100 S Common Lore (Librarium)
+20 +10
Command 200 S -
Forbidden Lore (Heresy) 100 S Forbidden Lore (Heresy)
+20 +10
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Forbidden Lore (Psykers) 100 S Forbidden Lore (Psykers)
+20 +10
Forbidden Lore 200 S Forbidden Lore
(Inquisition) +20 (Inquisition) +10
Invocation +20 100 S Invocation +10
Scholastic Lore (Legend) 100 S Scholastic Lore (Legend)
+20 +10
Scholastic Lore 100 S Scholastic Lore
(Numerology) +20 (Numerology) +10
Scholastic Lore (Heraldry) 100 S Scholastic Lore (Heraldry)
+20 +10
Scholastic Lore 100 S Scholastic Lore
(Astromancy) +20 (Astromancy) +10
Speak Language (High 200 S Speak Language (High
Gothic) +20 Gothic) +10
Tech-Use +20 200 200 Tech-Use +10
Combat Master 200 T WS 30
Crippling Strike 200 T WS 50
Hatred (Heretics) 100 T -
Iron Discipline 100 T WP 30, Command
Minor Psychic Power‡ 100 T -
Power Well 100 T Psy Rating 2
Psychic Power† 100 T -
Psy Rating 4 100 T Psy Rating 3
Sound Constitution* 100 T -
Swift Attack 200 T WS 35
Talented (Scholastic) 100 T -
Total Recall 200 T Int 30
*May take this Talent one time at this Rank.
‡May take this Talent two times at this Rank.
†May take this Talent two times at this Rank.

Techmarine Career Advances


Apprentum Advances
Advance Cost Type Prerequisites
Ciphers (Astartes War 100 S -
Cant)
Common Lore (Machine 100 S -
Cult)
Common Lore (Tech) 100 S -
Drive (Ground Vehicles) 100 S -
Drive (Hover Vehicles) 100 S -
Forbidden Lore (Chapter 100 S -
History)
Literacy 100 S -
Scholastic Lore (Imperial 200 S -
Creed)
Secret Tongue (Astartes 200 S -
Signage)
Speak Language (High 200 S -
Gothic)
Trade (Copyist) 100 S -
Trade (Scrimshawer) 100 S -
Arms Master 200 T -
Binary Chatter 100 T -
Catfall 200 T -
Feedback Screech 100 T Techmarine
Lightning Reflexes 200 T -
Meditation 100 T -
Rapid Reaction 200 T -
Sound Constitution* 100 T -
*May take this Talent two times at this Rank.
Weaponsmith Advances
Advance Cost Type Prerequisites
Ciphers (Astartes War 200 S Ciphers (Astartes War
Cant) +10 Cant)
Common Lore (Tech) +10 100 S Common Lore (Tech)
Common Lore (War) 200 S -
Evaluate 100 S -
Forbidden Lore 100 S -
(Archeotech)
Forbidden Lore (Adeptus 100 S -
Mechanicus)
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +10 History)
Logic 100 S -
Scholastic Lore 200 S -
(Astromancy)
Scholastic Lore 100 S -
(Chymistry)
Scholastic Lore 100 S -
(Numerology)
Security 200 S -
Secret Tongue (Tech) 100 S -
Tech-Use 100 S -
Trade (Armorsmith) 100 S -
Combat Master 200 T WS 30
Concealed Cavity 100 T -
Crack Shot 200 T BS 40
Double Team 200 T -
Fearless 100 T -
Ferric Lure 100 T -
Leap Up 200 T Ag 30
Mechadendrite Use 100 T Techmarine
(Manipulator)
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.
Armorsmith Advances
Advance Cost Type Prerequisites
Common Lore (Machine 100 S Common Lore (Machine
Cult) +10 Cult)
Common Lore (Tech) +10 100 S Common Lore (Tech)
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +10 History)
Literacy +10 100 S Literacy
Navigation (Stellar) 200 S -
Scholastic Lore (Imperial 100 S Scholastic Lore (Imperial
Creed) +10 Creed)
Secret Tongue (Astartes 200 S Secret Tongue (Astartes
Signage) +10 Signage)
Speak Language (High 200 S Speak Language (High
Gothic) +10 Gothic)
Tech-Use +10 100 S Tech-Use
Trade (Armorsmith) +10 100 S Trade (Armorsmith)
Trade (Copyist) +10 100 S Trade (Copyist)
Trade (Scrimshawer) +10 100 S Trade (Scrimshawer)
Trade (Miner) 100 S -
Trade (Smith) 100 S -
Ambidextrous 200 T Ag 30
Die Hard 200 T -
Dual Shot 200 T Ag 40, Two Weapon
Wielder (Ballistic)
Gunslinger 200 T BS 40, Two Weapon
Wielder (Ballistic)
Hip Shooting 200 T BS 40, Ag 40
Mechadendrite Use (Gun) 100 T Techmarine
Sound Constitution* 100 T -
Thrown Weapon Training 200 T -
(Primitive)
*May take this Talent one time at this Rank.
Tech-Initiate
Advance Cost Type Prerequisites
Ciphers (Astartes War 200 S Ciphers (Astartes War
Cant) +20 Cant) +10
Common Lore (Tech) +20 100 S Common Lore (Tech) +10
Common Lore (War) +10 200 S Common Lore (War)
Evaluate +10 100 S Evaluate
Forbidden Lore 100 S Forbidden Lore
(Archeotech) +10 (Archeotech)
Forbidden Lore (Adeptus 100 S Forbidden Lore (Adeptus
Mechanicus) +10 Mechanicus)
Forbidden Lore (Chapter 100 S Forbidden Lore (Chapter
History) +20 History) +10
Logic +10 100 S Logic
Scholastic Lore 100 S Scholastic Lore
(Astromancy) +10 (Astromancy)
Scholastic Lore 100 S Scholastic Lore
(Chymistry) +10 (Chymistry)
Scholastic Lore 100 S Scholastic Lore
(Numerology) +10 (Numerology)
Security +10 200 S Security
Secret Tongue (Tech) +10 100 S Secret Tongue (Tech)
Tech-Use +10 100 S Tech-Use
Trade (Miner) +10 100 S Trade (Miner)
Trade (Smith) +10 100 S Trade (Smith)
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Gun Blessing 100 T Techmarine
Hard Target 200 T Ag 40
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Jaded 100 T WP 30
Maglev Grace 100 T Techmarine
Mechadendrite Use 100 T Techmarine
(Optical)
Melee Weapon Training 300 T -
(Chain)
Mighty Shot 200 T BS 40
Quick Draw 200 T -
Sound Constitution* 100 T -
Sprint 100 T -
*May take this Talent one time at this Rank.
Tech-Wright
Advance Cost Type Prerequisites
Command 200 S -
Common Lore (War) +20 200 S Common Lore (War) +10
Evaluate +20 100 S Evaluate +10
Forbidden Lore 100 S Forbidden Lore
(Archeotech) +20 (Archeotech) +10
Forbidden Lore (Adeptus 100 S Forbidden Lore (Adeptus
Mechanicus) +20 Mechanicus) +10
Logic +20 100 S Logic +10
Scholastic Lore 100 S Scholastic Lore
(Astromancy) +20 (Astromancy) +10
Scholastic Lore 100 S Scholastic Lore
(Chymistry) +20 (Chymistry) +10
Scholastic Lore 100 S Scholastic Lore
(Numerology) +20 (Numerology) +10
Security +20 200 S Security +10
Secret Tongue (Tech) +20 100 S Secret Tongue (Tech) +10
Tech-Use +20 100 S Tech-Use +10
Trade (Armorsmith) +20 100 S Trade (Armorsmith) +10
Trade (Miner) +20 100 S Trade (Miner) +10
Trade (Smith) +20 100 S Trade (Smith) +10
Trade (Mason) 100 S -
Trade (Technomat) 100 S -
Trade (Wright) 100 S -
Basic Weapon Training 300 T -
(Choose one: Flame,
Launcher, Melta, or
Plasma)
Disturbing Voice 100 T -
Energy Cache 100 T Techmarine
Exotic Weapon Training 300 T -
(Choose one: Needle
Pistol, Web Pistol, Needle
Rifle, or Webber)
Ferric Summons 100 T Techmarine, Ferric Lure
Furious Assault 200 T WS 35
Heavy Weapon Training 300 T -
(Choose one: Flame, Las,
Launcher, Melta, or
Plasma)
Independent Targeting 200 T BS 40
Iron Discipline 200 T WP 30, Command
Maglev Transcendence 100 T Techmarine, Maglev Grace
Marksman 200 T BS 35
Pistol Training (Choose 300 T -
one: Flame, Launcher,
Melta, or Plasma)
Peer (Chapter) 200 T Fel 30
Rite of Awe 100 T Techmarine
Rite of Fear 100 T Techmarine
Rite of Pure Thought 100 T Techmarine
Sharpshooter 200 T BS 40, Deadeye Shot
Sound Constitution* 100 T -
*May take this Talent one time at this Rank.

New Skills

This section contains new skills for Space Marine characters. They can be added to any career as an elite
advance if the character has spent significant amount of time with Space Marines.

Ciphers (Astartes War Cant): Used by members of the Adeptus Astartes to communicate with special codes and
phrases.
Common Lore (Chapter History): Understanding of the Chapter's hierarchy, its ranks, structure, greetings, and
general practices.

Common Lore (Librarium): Knowledge of the inner workings, data storage systems, rites, and practices of the
Librarium.

Forbidden Lore (Chapter History): Secret knowledge of the Chapter of its rites, initiations, and combat doctrines.

Forbidden Lore (Gene-Seed): Secret knowledge of the Chapter's gene-seed, known mutations, implantation
procedures, and tithing rituals.

Forbidden Lore (Space Marine Anatomy): Specialized knowledge of a Space Marines biological, chemical, and
neural composition.

Forbidden Lore (Traitor Legions): Secret knowledge of the Traitor Legions and their heresy against the Emperor.

Pilot (Jump Pack): This skill allows a character to use a jump pack. Tests are not needed to be made under normal
conditions. However, Tests will be needed to be made during combat, storms, or attempting a dangerous maneuver.

Scholastic Lore (Armored Vehicles): An understanding of an armored vehicle, its features, strengths, weaknesses,
and how to best to attack against them.

Scholastic Lore (Artillery): An understanding of how to operate and crew artillery weapons. This also includes
how to lay down various types of fire and firing solutions.

Scholastic Lore (Communication Networks): An understanding of communication networks to transmit coded


signals and to breach enemy networks.

Scholastic Lore (Gene-Seed): An understanding of the Space Marine gene-seed, its maintenance, and removal from
dead Space Marines.

Scholastic Lore (Human Anatomy): In depth knowledge of the human anatomy and known illnesses. It also
encompasses how the body died and what was used to kill it.
Scholastic Lore (Pharmacology): In depth knowledge of drugs, their composition, and interaction with various
organisms.

Scholastic Lore (Reconnaissance): In depth knowledge on how to perform reconnaissance, collect data, and tactics
on operating behind enemy lines.

Scholastic Lore (Sensors): An understanding of sensors and how to understand their readings.

Scholastic Lore (Space Marine Anatomy): In depth knowledge of the Space Marine anatomy and known illnesses.
It also encompasses how the body died and what was used to kill it.

Scholastic Lore (Spearhead Assaults): In depth tactical and strategic knowledge on performing spearhead assaults.
The skill also covers logistics and other support for operations.

Secret Tongue (Astartes Signage): Used by the Adeptus Astartes to communicate with each other using hand
signals and other signs.

Tech-Use (Apothecary Tools): This is a specialized form of Tech-Use in that it only grants the ability to repair
Apothecary Tools. It also allows for a character with the skill to build replacement tools. Furthermore, the skill
allows the character to understand how Apothecary Tools work.

Tech-Use (Communications Gear): This is a specialized form of Tech-Use in that it only grants the ability to
repair Communications Gear. It also allows for a character with the skill to build replacement communicators.
Furthermore, the skill allows the character to understand how communications gear work.

Tech-Use (Sensors): This is a specialized form of Tech-Use in that it only grants the ability to repair Sensors. It
also allows for a character with the skill to build replacement sensors. Furthermore, the skill allows the character
to understand how Sensors work.

New Talents

Activate Implant: Activates a specific implant to grant the bonuses the implant contains.

Hatred (Traitor Legions): Extends the Hatred talent to encompass the Traitor Legions.

Litany of Awe: You recite the ancient Litany of Awe to inspire the troops around you and strike fear into your
enemies. Functions identically to Rite of Awe, except that the references to infrasonic sound is ignored.

Litany of Pure Thought: You recite the ancient Litany of Pure Thought to clear your mind and to center yourself in
the Emperor's grace. All humans and Space Marines, regardless of their ability to hear, within a 50 meter radius
are immune to Pinning, Fear, and any effects that cause emotional disturbance.

Peer (Chapter): Extends the Peer to talent to Space Marine Chapters.

Space Marine Critical Hit Charts


Due to the nature of Space Marines and the fact they are tougher then normal humans due to their
implants. Space Marines have a chance of losing their implants to compensate for the low experience cost they pay
for them. Not all implants can be affected from critical damage like the Ossmodula and Biscopea due to their
passive nature.

When a Space Marine character suffers critical damage roll on the standard Critical Hits tables as normal
then consult the following tables to determine if an implant has been damaged or destroyed. When an implant
suffers a damaged result the Space Marine character loses the talent(s) associated with it until it is repaired by an
Apothecary. When implants that are destroyed the character loses the talent(s) permanently. The only way to
regain the talent(s) is through spending money on cybernetics or to pay for a new organ. The cost for replacing an
organ is 15,000 Thrones per Talent. Thus for the secondary heart to be replaced will cost 30,000 Thrones.

Energy – Head
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 Inside the skull, the Melanochrome is damaged by the heat.
6 The intense heat spreads to the throat, and damages the Omophagea and Betcher’s Gland.
7 The Occulobe is completely destroyed by the fiery conflagration
8 The Progenoid in the throat can still be harvested.
9 The Progenoid in the throat can still be harvested.
10+ The flames destroy both Progenoid Glands. Not even the most competent Apothecary can harvest
them.

Impact – Head
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The Lyman’s Ear is damaged.
6 The force of the blow damages the Sus-An Membrane.
7 Fragments of the skull destroy the Catalepsean Node.
8 The Progenoid in the throat can still be harvested.
9 The Progenoid in the throat can still be harvested.
10+ The Progenoid in the throat can still be harvested.

Explosive – Head
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The force of the explosion damages the Neuroglottis.
6 The explosion destroys the Lyman’s Ear and damages the Betcher’s Gland.
7 The Progenoid in the throat can still be harvested.
8 The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest
them.
9 The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest
them.
10+ The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest
them.

Rending – Head
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The rending affects the throat area as well, damaging the Neuroglottis in the process.
6 The Melanochrome implant is damaged.
7 The Occulobe and Omophagea are ripped apart and destroyed by the violence of the hit.
8 The Progenoid in the throat can still be harvested.
9 The Progenoid in the throat can still be harvested.
10+ The Progenoid in the throat can still be harvested.

Energy – Body
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The shock of the attack affects the Secondary heart, damaging it.
6 The Larraman’s Organ shuts down, damaged, due to the excessive heat.
7 The Multi-Lung is burned to a crisp and destroyed by the intense heat.
8 The Mucranoid is overloaded by the heat and gives in, completely destroyed.
9 The flames cook and destroy both Progenoid Glands. Not even the most competent Apothecary can
harvest them.
10+ The flames cook and destroy both Progenoid Glands. Not even the most competent Apothecary can
harvest them.

Impact – Body
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The Mucranoid is affected by the violent impact and considered damaged.
6 The force of the blow damages the Preomnor.
7 The Black Carapace is cracked and damaged.
8 The violence of the impact shatters and destroys the Oolitic Kidney.
9 Both Progenoids can still be harvested.
10+ The Progenoid in the chest cavity can still be harvested.
Explosive – Body
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The Oolitic Kidney is damaged by the explosion’s pressure waves in the body.
6 The concussive shock damages the Black Carapace.
7 The violence of the shock destroys the Haemastamen and damages the Larraman’s Organ.
8 The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest
them.
9 The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest
them.
10+ The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest
them.

R
ending – Body
Roll Added Result
1 No additional damage.
2 No additional damage.
3 No additional damage.
4 No additional damage.
5 The wound reaches the Multi-Lung and damages it.
6 The Haemastamen is damaged and rendered inert by the violent shock.
7 The Preomnor is damaged from the tears running through it.
8 The Secondary Heart is ripped out and destroyed.
9 The Progenoid in the chest cavity can still be harvested.
10+ The Progenoid in the chest cavity can still be harvested.

New Equipment
Armor
Armor Type Location(s) Covered AP Wt Cost Availability

Power Armor All 8 65kg 150,000 Very Rare


Terminator All 12 130kg 500,000 Very Rare
Armor

Adamantine All Special 2.5kg 500,000 Very Rare


Mantle

Combat Shield Arm 2 5kg 50,000 Very Rare

Iron Halo All 4 2kg 100,000 Very Rare

Storm Shield Arm 4 7kg 100,000 Very Rare

Adeptus Astartes MK VII Eagle Power Armor


Adeptus Astartes power armor is a more advanced version of power armor containing many enhancements
that can only be used due to the implantation of black carapace. Adeptus Astartes Power Armor has the following
qualities and stats: Dark Light Vision, Heightened Senses (Hearing), Enhanced Communications Gear, Red-Dot
Laser Sight, Sealed Environment, Advanced Life Support, Recoil Gloves, HUD Tactical Map, Internal Medicae
Functions, and Strength +30. The Strength bonus is unaffected by unnatural strength so it grants a +3 bonus
instead of +6.
Dark Light Vision: Allows the Space Marine to see in total darkness up to 50m and follows the rules for
the trait of the same name.
Hearing Auspex: Allows the Space Marine to hear up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in onto targets 300m away and fire without penalty. It
follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space Marine to communicate to ships up in the upper
atmosphere in a tight beam and to communicate over land distances of 2 kilometers.
Targeting Auspex: Functions identically to a Red-Dot Laser Sight.
Sealed Environment: The suit is sealed completely and can allow for a Space Marine to survive in a vacuum.
Advanced Life Support: The suit contains the equipment to produce a breathable atmosphere for up to 5
days.
Recoil Gloves: As per the rules for the equipment of the same name in the Dark Heresy rulebook.
HUD Tactical Map: The helmet contains the ability to project a tactical map into the visor to give a Space
Marine combat awareness of the surrounding area. This helps them coordinate their attacks by showing the position
of every squad member, that are in power armor, as well their life sign status. The map is downloaded via the
communications gear from orbiting satellites or pre-downloaded before the mission begins. Grants a +1 bonus to
Initiative.
Internal Medicae Functions: This equipment automatically dispenses medication to injured areas. It also
can seal injuries by applying foam bandages to the injured area to stop blood loss. It has a Medicae and Chem-Use
skills of 30 and all attempts to apply drugs or to stop blood loss must test against it. Failure means that the suit has
malfunctioned and no further rolls can be made until the suit is repaired. The equipment always tests at routine.
Artificer Armor: When a Marine player buys armor and get Best Quality it is classified as Artificer
Armor.

Adeptus Astartes Terminator Armor MK IV


Terminator armor or Tactical Dreadnought armor is the toughest and most powerful form of personal
armor humanity has ever developed. The scarcity and expense to maintain Terminator suits means they are available
only to the elite troops from the veteran companies of the Adeptus Astartes Space Marine Chapters.

Adeptus Astartes Terminator Armor has the following qualities and stats: Dark Light Vision, Infra-red
Goggles, Heightened Senses (Hearing), Enhanced Communications Gear, Red-Dot Laser Sight, Sealed
Environment, Advanced Life Support, Recoil Gloves, HUD Tactical Map, Internal Medicae Functions, and
Strength +40. The Strength bonus is unaffected by unnatural strength so it grants a +4 bonus instead of +8.

Dark Light Auspex: Allows the Space Marine to see in total darkness up to 100m and follows the rules for
Dark Light Vision.

Infra-red Auspex: Allows the Space Marine to see into the infra-red spectrum up to 100m and follows the
rules for Infra-Red Goggles.

Hearing Auspex: Allows the Space Marine to hear up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in onto targets 400m away and fire without penalty. It
follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space Marine to communicate to ships up in the upper
atmosphere in a tight beam and to communicate over land distances of 2 kilometers.
Targeting Auspex: Functions identically to a Red-Dot Laser Sight.
Sealed Environment: The suit is sealed completely and can allow for a Space Marine to survive in a vacuum.
Advanced Life Support: The suit contains the equipment to produce a breathable atmosphere for up to 5
days.
Recoil Gloves: As per the rules for the equipment of the same name in the Dark Heresy rulebook.
HUD Tactical Map: The helmet contains the ability to project a tactical map into the visor to give a Space
Marine combat awareness of the surrounding area. This helps them coordinate their attacks by showing the position
of every squad member, that are in power armor, as well their life sign status. The map is downloaded via the
communications gear from orbiting satellites or pre-downloaded before the mission begins. Grants a +1 bonus to
Initiative.
Internal Medicae Functions: This equipment automatically dispenses medication to injured areas. It also
can seal injuries by applying foam bandages to the injured area to stop blood loss. It has a Medicae and Chem-Use
skills of 30 and all attempts to apply drugs or to stop blood loss must test against it. Failure means that the suit has
malfunctioned and no further rolls can be made until the suit is repaired. The equipment always tests at routine.
Massive Strength: Due to the armor's massive strength, firing any heavy weapon does not incur a penalty
since the Space Marine is always classified as being braced.
Sensorium: Allows all of the squad members to see exactly what the Marine in terminator armor sees. If
the entire squad is outfitted with terminator armor they gain a +1 bonus to Initiative since they are able to
coordinate uncannily.
Slow: Terminator armor is bulky and slow. As such terminator armor halves the movement of the
character to a minimum of 1m and makes running impossible.
Adamantine Mantle
Adamantine Mantles are cloaks made from threads of Adamantine, a tough and resistant material that can
provide excellent protection for its wearer. The cloak often protects the wearer from high strength attacks,
allowing the wearer to survive very heavy firepower which would normally fell any other warrior. On any attack
that does critical damage re-roll the amount of damage taken and take the lowest. When rolling on the critical hits
chart it adds a -2 to the roll.
Combat Shield
A Combat Shield is a lighter and more maneuverable version of the Storm Shield. A character carrying a
Combat Shield can carry a second weapon. The shield may be used to block incoming attacks and functions like a
parry with a power weapon. The Combat Shield can only be used with Terminator Armor.
Iron Halo
The Iron Halo is a special reward given to Space Marines who show exceptional bravery and initiative on
the battlefield. It is a power field that encompasses the body of the character wearing it and grants additional
protection to attacks. An Iron Halo cannot be combined with either a Combat Shield or a Storm Shield.
Storm Shield
The Storm Shield is used by the Space Marines and Daemonhunters and is a more advanced and bulky
version of the Combat Shield, providing better defense. It is however, much larger and requires the use of one hand
and so preventing the use of two combat weapons. The shield itself incorporates a small energy field generator
which is too small for use against ranged weaponry but is useful in combat. The shield may be used to block
incoming attacks and functions like a parry with a power weapon, but grants a +10 to the parry roll. The Storm
Shield can only be used with Terminator Armor.

Melee Weapons
Name Class Dam Pen Special Wt Cost Availability
Chainfist Melee 1D10+6 R 10 Cumbersome, Power Field, 70kg 5,000 Very Rare
Tearing, Unwieldy
Crozius Melee 1D10 6 Power Field 15kg 5,000 Very Rare
Arcanum
Force Melee * * *, Psychic Weapon 3.5 150,000 Very Rare
Weapons
Lightning Melee 1d10+6 E 6 Power Field, Balanced, Tearing 60kg 5,000 Very Rare
Claw
Power Fist Melee 1d10+7 E 8 Cumbersome, Power Field, 50kg 5,000 Very Rare
Unwieldy
Thunder Melee 2d10+1 E 10 Cumbersome, Power Field, 70kg 5,000 Very Rare
Hammer Shocking, Recharge
* See specific entry for rules.
Chainfist
The Chainfist is a variant of the Power Fist equipped with a small chainsword blade. This powerful but
cumbersome (and so slow moving) weapon is often used by Space Marine Terminators, especially by tank hunter
specialists or boarding parties because of the great capacity of the weapon to cut through the thickest armor, both
vehicles and buildings included.
It is essentially a power glove with a built in chainsword with the cutting edge encased in a glowing energy
field. When the weapon impacts, the energy field leaps across to the target, shattering anything it comes across and
then the teeth of the blade cut through the remaining flesh and armor with ease.
Rules: Can only be carried by Marines in terminator armor. If the Marine spends two full round actions
double the damage from the weapon when trying to go through an immobile object like a bulkhead.
Cumbersome: A weapon with this special quality suffers a +10 to all rolls for blocking and parrying by
opponents. A character carrying a cumbersome weapon suffers a -6 to their Agility.
Force Weapons
Force weapons are powerful close combat weapons that are only effective in the hands of a trained psyker.
Force weapons effectively act as deadly, psychic extensions of the wielder's own powers. They are designed to allow
a psyker to channel deadly warp energies into their victim, acting as a conduit between the wielder's mind and the
flesh of his target. Large alien monstrosities and daemons that are resilient to conventional weapons can be slain
outright by a single wound, as their bodies and minds are destroyed by the unearthly powers of the Immaterium.
Force weapons take the forms of swords, spears or other close combat weapons. Within the structure of the weapon
is interwoven a powerful psi-convector, formed into a precise serpentine shape which concentrates and directs
psychic energy. This sometimes appears as a pattern on the blade.

Psychic Weapon Rules: Psychic Weapons on a successful opposed Psy roll adds additional damage on any
successful attack. The target rolls their WP while the psyker can roll up to the number of dice in their Psy Rating.
If the psyker's dice total beats the margin the target made their WP roll the target is hit by a spike of psychic
energy that causes an addition 1d10 of damage for every two levels in Psy Rating. If the psyker's dice total doesn't
beat the margin the target made their WP roll takes the force weapon's regular damage as normal. The psyker is
subject to the rules concerning Psychic Phenomena and Perils of the Warp.
Example: Josef, a Librarian, attacks a Jolee, a scum, with his force sword and hits. Jolee has a WP of 35 and
rolls a 22 which makes the roll by 13. Josef has a Psy Rating of 3 and rolls 3d10 getting a 6, 3, and a 9 for a total of
18. This beats Jolee's roll by 5, so Jolee takes 2d10+5 of damage. Due to Josef rolling a 9 on 1d10 he must make a
Psychic Phenomena check.
To build a Force Weapon select a weapon from the Melee Weapons Table in the Dark Heresy rulebook.
This will give the weapon its base damage and special qualities. Add Psychic Weapon to the special qualities. In
the hands of a non-psyker treat the force weapon as a normal weapon unless the base weapon is a power weapon.
Lightning Claw
A Lightning Claw is a specialized type of Power Weapon. It consists of a power gauntlet and four blades
that crackle with matter-disruptive energy. These blades are the equivalent of small power weapons which carve
through armor and flesh with ease. They are most commonly used by Space Marine Terminator Assault Squads;
the entire squad can be armed with them, but can also be used by anyone with access to the armory.
Rules: Lightning claws can be wielded in pairs and can be carried by Marines in Power Armor. They follow
the rules for power fields and power weapons. The character cannot use any other weapon in the hand that has the
lightning claw. When used in a pair, lightning claws gain the balanced trait.
Power Fist
A Power Fist (aka Power Glove) is a large metal gauntlet surrounded by an energy field that disrupts solid
matter. It is large and slow in combat, and so the bearer must be willing to take damage before they can strike back.
Rules: The power fist follows the rules power fields with a change. The character cannot use any other
weapon in the hand that has the power fist. If the Marine spends two full round actions double the damage from
the weapon when trying to go through an immobile object like a bulkhead.
Cumbersome: A weapon with this special quality suffers a +10 to all rolls for blocking and parrying by
opponents. A character carrying a cumbersome weapon suffers a -6 to their Agility.
Thunder Hammer
Thunder Hammers are weapons of ancient design, utilizing a power field similar to a power sword or fist,
and used by Space Marines and Daemonhunters, primarily by Terminator Assault Squads and characters with
access to the relevant armory. Where other power weapons emit a constant energy field, the Thunder Hammer is
designed to energize the power field only upon impact, enabling it to conserve energy until it is actually needed, and
allowing the weapon to deliver a particularly devastating blow. Between impacts the Hammer builds up the power it
generates ready to destroy the next opponent. Upon impact a blue energy field explodes with a thunderous crack,
more often than not smashing through armor, and leaving a smoking hole that crackles with blue sparks.
Rules: A thunder hammer follows the rules power fields. Unless the crew can pass a Toughness test the
crew of the vehicle are stunned for a round. A vehicle with stunned crew will continue in a straight line at it's
current speed.
Recharge: Due to its slow charging nature of the power cells the thunder hammer can only be used every
other round.

New Vehicles

RHINO

Originally derived from the Rh1 N0 Standard Template Construct pattern, the ubiquitous Rhino is
basically a transport vehicle for squads of Space Marines.

Type: Ground Vehicle


Size: Enormous
Armor: Hull 21, Top 18, Rear 18
Traits: -
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter
Crew: 1 (Driver)
Passengers: 10
Access Points: Hatches on both sides, several on the roof, ramp at the rear
Special: Robust. Tests to repair a Rhino have a +10 bonus
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra armor (+5 armor to all locations)

PREDATOR DESTRUCTOR

The Predator was first designed for Space Marines as a cavalry tank, appropriate for the Marines' rapid-
strike tactics. It is based on the Rhino’s chassis.

Type: Ground Vehicle


Size: Enormous
Armor: Front 26, Hull 21, Rear 18
Traits: -
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Autocannon
Crew: 2
Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra armor (+5 armor to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson
option is applied, the side hatches are unavailable

PREDATOR ANNIHILATOR
Type: Ground Vehicle
Size: Enormous
Armor: Front 26, Hull 21, Rear 18
Traits: -
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Turret-mounted Twin-linked Lascannons
Crew: 2
Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra armor (+5 armor to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson
option is applied, the side hatches are unavailable

RAZORBACK

The Razorback was developed as a more-heavily-armed variant of the Rhino chassis that sacrifices a portion
of its troop capacity for additional firepower.

Type: Ground Vehicle


Size: Enormous
Armor: Hull 21, Rear 18
Traits: -
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Twin-linked Heavy Bolter or Twin-linked Lascannon
Crew: 1
Passengers: 6
Access Points: Hatches on both sides, two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra armor (+5 armor to all locations)

WHIRLWIND
The Whirlwind is essentially an artillery-support vehicle, based on the Rhino template. It is a post-Heresy
design, and so is not found among the Traitor Legions.

Type: Ground Vehicle


Size: Enormous
Armor: Hull 21, Rear 18
Traits: -
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Whirlwind multiple missile launcher, with either Vengeance or Castellan missiles
Crew: 2
Passengers: 0
Access Points: Hatches on both sides, one on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra armor (+5 armor to all locations)

VINDICATOR

The Vindicator is an armored, short-ranged siege tank. Space Marines attacking heavily fortified positions
often rely on Vindicators to break through.

Type: Ground Vehicle


Size: Enormous
Armor: Front 26, Hull 21, Rear 18
Traits: -
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter and Demolisher Cannon
Crew: 2
Passengers: 0
Access Points: One on top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra armor (+5 armor to all locations)

LAND RAIDER

The Land Raider is the most powerful tank in the Space Marine's arsenal, used for spearhead assaults or as a
mobile bunker. It is heavily armed for anti-tank and anti-personnel, with all-around thick armor, and able to
transport at least 10 marines in power armor or 5 terminators.

Type: Ground Vehicle


Size: Massive
Armor: Hull 43
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Heavy Bolters, two side sponsons with twin-linked Lascannons
Crew: 3
Passengers: 10 (or 5 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raider’s Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25.
Options: Extra armor (+5 armor to all locations)

LAND RAIDER CRUSADER

Originally developed by the Black Templars Space Marine Chapter. The Crusader was eventually approved
by the Adeptus Mechanicus as an authorized design, allowing other Space Marine chapters to field them in
abundance.

Type: Ground Vehicle


Size: Massive
Armor: Hull 48
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Assault Cannon,hull-mounted Multi-Melta, two side sponsons with
Hurricane Bolters
Crew: 3
Passengers: 15 (or 8 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raider’s Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25 Explosive Charges: The front ramp is studded
with explosive charges, which deal the damage of a Frag Grenade when disembarking.

BIKE

The Space Marine Bike is a relatively common two-wheeled vehicle.

Type: Ground Vehicle


Size: Hulking
Armor: Hull 9
Traits: Open, All-Terrain
Narrative Speed: 50 kph/150 kph
Combat Speed: 15/50/100/150/200
Handling Modifier: Drive (Ground Vehicle): +10
Armaments: Twin-linked Bolters
Crew: 1 (Driver)
Passengers: 0
Access Points: Open-topped
Options: Instead of the twin-linked Bolters, the Bike can mount a Flamer, Melta Gun, or Plasma Gun
ATTACK BIKE

The Attack Bike is a bulkier, more heavily-armed version of the Bike, with a second rider in a sidecar and a
mount for heavier weapons.

Type: Ground Vehicle


Size: Hulking
Armor: Hull 12
Traits: Open, All-Terrain
Narrative Speed: 50 kph/110 kph
Combat Speed: 15/35/70/105/140
Handling Modifier: Drive (Ground Vehicle): +10
Armaments: Twin-linked Bolters, plus sidecar-mounted Heavy Bolter or Multi-Melta
Crew: 1 (Driver)
Passengers: 1
Access Points: Open-topped
Options: Instead of the twin-linked Bolters, the Bike can mount a Flamer, Melta Gun, or Plasma Gun

LAND SPEEDER

The Land Speeder is a light flying vehicle, often used as fast-response unit, quickly dropping down from
orbiting transports to add its firepower to the Space Marine forces on the ground. As the Land Speeder's STC was
discovered after the Horus Heresy, its is not available to the forces of the Chaos Space Marines.
Type: Hover
Size: Hulking
Armor: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta
Crew: 1 (Pilot)
Passengers: 1
Access Points: Open-topped
Options: Tornado Pattern: Add an Assault Cannon or a Heavy Flamer. Typhoon Pattern: Add a Typhoon Multiple
Missile Launcher

Vehicle Weapons
Name Type Range RoF Dmg Pen Clip Rld Special
Bolter, Twin- Basic (Bolt) 90m S/4/4 1d10+5 X 4 48 +30 to hit on
Linked Full Auto
Hurricane Basic (Bolt) 90m S/6/6 1d10+5 X 4 72 +30 to hit on
Bolter Full Auto
Storm Bolter Basic (Bolt) 90m -/4/8 1d10+5 X 4 60 -
Heavy Bolter Heavy (Bolt) 120m -/-/10 2d10 X 5 60 -
Heavy Bolter, Heavy (Bolt) 120m -/-/20 2d10 X 5 120 +30 to hit on
Twin-Linked Full Auto
Lascannon Heavy (Las) 300m S/-/- 5d10+10 E 10 5 -
Lascannon, Heavy (Las) 300m -/-/2 5d10+10 E 10 10 Blast (10)
Twin-Linked
Autocannon Heavy (SP) 180m -/-/6 2d10+6 I 5 120 -
Demolisher Heavy (SP) 100m S/-/- 7d10 I 10 1 -
Cannon
Assault Cannon Heavy (SP) 100m -/-/10 2d10+2 I 5 100 -
Assault Heavy (SP) 100m -/-/20 2d10+2 I 5 200 -
Cannon, Twin-
Linked
Melta Gun Basic (Melta) 20m S/-/- 2d10+4 E 12 5 -
Multi-Melta Heavy 40m S/2/- 2d10+4 E 12 10 -
(Melta)
Flamer Basic (Flame) 20m S/-/- 1d10+4 E 3 3 Flame
Heavy Flamer Heavy 40m S/-/- 1d10+6 E 4 5 -
(Flame)
Plasma Gun Basic 90m S/2/- 1d10+6 E 6 20 Recharge,
(Plasma) Overheats
Typhoon Heavy 300m S/-/- - - - -
Missile (Launcher)
Launcher
Vengeance Heavy 300m S/-/- 2d10+5 X 6 6 Blast (10)
Missile (Launcher)
Castellan Heavy 300m S/-/- - 4 6 Blast (10),
Missile (Launcher) Minefield*
*Minefield: All the area of the blast is considered to be covered in Frag Grenades, dealing 2d10 X damage (Pen 0)
to anyone stepping on them.

Credits: Richard Littles, Emanuele Sacchi, Klaus Wichmand