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Codex Astartes: The Space Marines (version 1.4) Table of Contents Introduction - Why Space Marines? - What is in this Sourcebook? 1. Character Generation Stage One: Homeworld Stage Two: Generating Characteristics Stage Three: Determine Career Path Stage Four: Spending Experience Points, Buy Equipment 2. Space Marine Career Path 3. New Skills 4. New Talents 5. New Psychic Powers 6. Astartes Chapter Armoury New Craftsmanship New Weapon Special Qualities Ranged Weapons Melee Weapons Weapon Upgrades Ammo Armour Armour Upgrades Gear Cybernetics 7. Vehicles Ground Vehicles Air/Space Vehicles Special Vehicles Vehicle Upgrades 8. The Chapters The First Founding The Second Founding Subsequent Foundings Feature: The Red Hunters Chapter 9. Life in the Chapter Life in & out of combat (i.e. character downtime) Roleplaying aspects Inquisition, Ecclesiarchy, IG, Planetary Govt 10. Aliens, Heretics & Traitors xenos traitor marines

Introduction Designer’s Note: This is a conversion of information from the years of Space Marine literature printed by Games Workshop into the DH system. This is the Space Marines as the superhuman protectors of the


Imperium and is not balanced against the 8 established careers in the DH core rulebook. Although there is a suggestion for allowing a Space Marine in an acolyte group (see Game Master’s Notes), these rules are recommend for an all Space Marine campaign which would proceed from characters being recruited together and proceeding all the way up to company leadership or Deathwatch membership.

Chapter I: Character Creation Stage One: Homeworld See DH core rulebook page 13 for details. Stage Two: Generating Characteristics (Modified for Space Marine Recruitment) Game Master’s Note: Before generating characteristics, determine how your Space Marine characters will be part of your campaign. If they are going to be superhuman individuals assisting the Inquisition for the honour of their Chapter in a mixed character campaign, then use Table 1-3: Generating Characteristics on page 23 of the DH Core Rulebook. If you are planning a Space Marine campaign where the majority of the characters will be Space Marines (maybe going through recruitment together) or balance with other party members is not an issue, then use the following table to generate characteristics. Note that the following table falls roughly within human starting standards but is designed to decrease variability and skew the final numbers upwards. Generating Characteristics Characteristic Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Will Power Fellowship

Base 1d10+ 1d10+ 1d10+ 1d10+ 1d10+ 1d10+ 1d10+ 1d10+ 1d10+

---Homeworld Modifiers--Feral World Imperial World 35 30 30 35 35 25 35 30 30 25 25 35 30 30 30 35 25 30

Hive World 35 35 30 25 30 30 30 25 35

Stage Three: Determine Career Path Space Marines “One hundred Space Marines or one thousand Guardsmen, either will do.” Space Marines are the most powerful human warriors of the 41st Millennium. They are no longer human but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Being few in number compared to the legions of the Imperial Guard, Space Marines are organized into small independent armies called Chapters. Each Chapter is responsible for its own recruitment, training, equipment, organization and strategy, although many follow the Codex Astartes written by the Ultramarines Primarch, Roboute Guilliman. Their unswerving loyalty is to the Emperor of Mankind and no other. Starting Skills: Common Lore (War), Ciphers (War Cant), Speak Language (Low Gothic) Staring Talents: Melee Weapon Training (primitive), Pistol Training (Bolt), Basic Weapon Training (Bolt), Basic Weapon Training (Las) or Basic Weapon Training (Primitive) or Basic Weapon Training (SP) Starting Gear: Reinforced BDUs (AP 2, arms, body, legs), knife, Bolt Pistol (Common Quality) with 2 extra clips, sword or axe or hammer or club, backpack


Starting Rank: Recruit Stage Four: Spend Experience Points, Buy Equipment Starting Wealth, Monthly Income & Buying Equipment Space Marines do not begin play with money and do not receive a monthly income. Space Marines receive all the listed starting gear from their career at no cost. They do not buy additional weapons, armour or wargear. Space Marines are automatically issued standard gear appropriate to their Rank and specialized weapons and gear based on mission parameters and their training and talents. Game Master’s Note: In a campaign where the Space Marine is operating outside of the normal Chapter organization, use the “Military Class” entry on Table 5-1: Income and Social Class on page 124 of the DH Core Rulebook to determine income. The Space Marine still qualifies for the Standard and Modified Wargear Talents per his Rank, but he must be able to meet with his Chapter to receive these benefits, which may be very unlikely and very time consuming to make possible. When playing a Marine campaign, equipment should be limited to the Chapter Armoury list as the weapons, armour and wargear are “approved” by the Codex Astartes; in a mixed campaign or with a non-Codex Chapter, the Chapter Armoury section is only a basic guideline of standard issue items. Starting Experience Space Marines begin play with 450 xp, which they may use to increase Characteristics, acquire or improve Skills, acquire new Talents and so on. Game Master’s Note: If a Space Marine character is included with a party of acolytes, then the GM may decrease his starting XP to 200 and award the character half the XP earned by acolytes to help balance character progression with the Space Marine’s Talents and Wargear. Stage Five: Bringing Your Character to Life See DH core rulebook page 30 for details.

Chapter II: Career Path Space Marines “Forget all that you know. You are nothing. The Chapter is everything.” The Legion Astartes (Space Marines) are the Imperium’s elite fighting troops, a corps of mobile troops trained to fight anywhere. On the battlefield, Space Marines are entrusted with all sorts of perilous missions, such as lightning raids, infiltration and recon and kill-team missions. They also undertake voyages of planetary exploration and conquest on behalf of the Imperium, earmarking planets that can be attacked later with the support of the Imperial Guard. In the 30th Millennium, research and development was undertaken leading to the creation of Space Marines. The first of these warriors were used by the Emperor to reconquer Earth and subjugate the factions fighting for control of the planet. Later, the Emperor created twenty beings knows as the Primarchs, which snatched from Earth by a Chaos vortex and scattered around the galaxy while they were still infants; surprising, the Emperor was later reunited with all 20 of his creations. While recruitment various with each Chapter, most of its troopers are recruited from feral planets, where traditional warrior castes compete for the honour of becoming a “warrior of the gods”. Because the feral planets are rough, primitive and untamed, their inhabitants make excellent fighting material. The aggression and killer-instinct of hive gangers can make ideal Space Marines and whole gangs have been


hunted and captured for this purpose. Some recruits come from the civilized areas of the Imperium, but not many. Like the Inquisition, the most of the great Chapters of the Adeptus Astartes answer only to themselves and the Emperor of Mankind. Like all faithful citizens of the Imperium, the Space Marines give due reverence to the Emperor of Mankind. However, here their orthodoxy ends. They also raise their voices in prayer to their Primarchs while they offer up praise for the founding of their Chapter and the gift of the gene-seed that sustains them. The manner of this praise takes a different form in every Chapter, although Chapters with a common genealogy will often adhere to similar beliefs and traditions. This aspect, at times brings Chapters at odds with the Inquisition, but some chapters have long associations with the Ordos. In some cases these allegiances may stretch back over nine millennia, kept alive by Librarians recording each oath and honour given and received. An Inquisitor would not call upon such precious allies lightly. What is presented here is based on the Codex Astartes, which was written following the Horus Heresy. The Codex covers every aspect of the Adeptus Astartes, from the genetic banks used to create implants and training to the formation of a Chapter and tactical roles, equipment specifications and uniform identification markings. Space Marines that follow this system unmodified are considered to be from Codex Chapters, the most famous being the Ultramarines. Most Chapters do not stick so rigidly to the Codex and have their own variations of organization, tactical roles or other processes established by the Codex Astartes. Many Chapters are largely organized according to the Codex but have slight variations, such as the Blood Angels and Dark Angels. A small number of Chapters are completely structured without consideration for the Codex Astartes; most famous of these are the Space Wolves, who have only followed the will of their Primarch Leman Russ. Space Marine Ranks Recruit I Scout I Battle Brother I -------------------------------------I I I Assault Marine Tactical Marine Devastator Marine I I I -------------------------------------I Veteran Brother I -------------------------------------------------------------I I I Lexicanium Sergeant Driver/Pilot I I I -------------------------------------I I I I I Codicier Medic/Apothecary Veteran Sergeant Chaplain Techmarine I I I I I Epistolary Veteran Apothecary Captain Reclusiarch/Champion Veteran Techmarine

Characteristic Advancement Characteristic Weapon Skill Ballistic Skill Strength Toughness

Simple 100 100 500 500

Intermediate 250 250 750 750

Trained 500 500 1000 1000

Expert 750 750 2500 2500


Agility Intelligence Perception Will Power Fellowship

250 250 250 100 500

500 500 500 250 750

750 750 750 500 1000

1000 1000 1000 500 2500

Recruit “From the remote wilds to the concrete jungles where you were the best, know that you are now nothing until you prove otherwise.” Recruits are taught the Chapters basics on warfare and weaponry before they are sent on training missions where sometime the objective is simply to survive. It is here where strangers, friends and rivals are broken down to simply men and the last time they will be truly human. Recruit Advancements (Rank 1) Advance Cost Awareness 100 Climb 100 Dodge 100 Survival 100 Swim 100 Sound Constitution* 100 Thrown Weapon 100 Training (Primitive) Literacy 200 Ambidextrous 200 *You may take this Talent up to three times at this Rank.

Type S S S S S T T

Prerequisites ---------------

S T

--Ag 30

Scout “Nothing like the first drop into the unknown.” In the Codex Astartes, a Chapter’s 10th Company is its Scout company consisting of a varying number of Scout squads. Scouts are youths who have been recruited and have begun the transformation into Space Marines. Until their physical transformation and training is complete, they fight as Scouts. They wear lighter armour than full Space Marines and are less heavily armed, relying more on skills and stealth than firepower. Scout Advancements (Rank 2) Advance Implants Group 1 Standard Scout Wargear Awareness +10 Climb +10 Concealment Dodge +10 Navigation (Surface) Silent Move Survival +10 Swim +10 Tracking Basic Weapon Training (SP)

Cost Free, Mandatory Free, Mandatory 100 100 100 100 100 100 100 100 100 100

Type Trait Trait S S S S S S S S S T

Prerequisites Scout (Rank 2) Scout (Rank 2) Awareness Climb --Dodge ----Survival Swim -----


Sound Constitution Drive (Ground Vehicle) Medicae Exotic Weapon Training (Astartes Sniper Rifle) Martial Arts Training Two-Weapon Wielder (Ballistic) Two-Weapon Wielder (Melee) Heavy Weapon Training (Bolt) Heavy Weapon Training (Launcher) Heavy Weapon Training (SP)

100 200 200 200

T S S T

---------

200 200

T T

S 35, Ag 35 ---

200

T

WS 35, Ag 35

300

T

BS 35, Ag 35

300

T

---

300

T

---

Battle Brother “Our enemies fear the crack of the lasgun and the boom of the cannon, but know Terror has arrived by the sound of our bolters firing together.” Upon receiving the final implants and the Black Carapace and after years of training, indoctrination and therapy, the man has becomes more than human, a Space Marine. A Battle Brother will be issued armour and weapons meticulously maintained and handed down throughout the centuries. He will then take his place among the Emperor’s Finest and protect mankind from its enemies within and those throughout known space and beyond. Battle Brother Advancements (Rank 3) Advance *Chapter Traits*

Cost Free, Mandatory

Type Trait

Implants Group 2 “And They Shall Know No Fear” Standard Space Marine Wargear Common Lore (War) +10 Intimidate Scholastic Lore (Adeptus Astartes) Secret Language (Chapter) Chem Geld Jaded Rapid Reload Sound Constitution Common Lore (Imperium) Crack Shot Crushing Blow Mighty Shot Quick Draw Sprint

Free, Mandatory Free, Mandatory

Trait Trait

Prerequisite Battle Brother (Rank 3), Non-Codex Chapter Battle Brother (Rank 3) Battle Brother (Rank 3)

Free, Mandatory

Trait

Battle Brother (Rank 3)

100

S

Common Lore (War)

100 100

S S

-----

100

S

---

100 100 100 100 200

T T T T S

--WP 30 -------

200 200 200 200 200

T T T T T

BS 40 S 40 BS 40 -----


Swift Attack Technical Knock

200 200

T T

WS 35 Int 30

Assault Marine “Death from Above!” Fast attack, mobile infantry riding on jump pack rockets, Assault Marines believe in being up close and in the thick of battle. Whether it is a hit-and-run strike to disable enemy defenses with melta bombs or landing straight into enemy lines, these Marines rely on speed and ferocity to win the day. Assault Marine (Rank 4) Advance Standard Assault Marine Wargear Demolitions Pilot (Jump Pack) Berserk Charge Quick Draw Sound Constitution Double Team Dual Shot

Cost Free, Mandatory

Type Trait

Prerequisite Assault Marine (Rank 4)

100 100 100 100 100 200 200

S S T T T T T

Dual Strike

200

T

Furious Assault Gunslinger

200 200

T T

Melee Weapon Training (Chain) Pistol Training (Flame) Pistol Training (Plasma) Sure Strike

200

T

------------Ag 40, Two-Weapon Wielder (Ballistic) Ag 40, Two-Weapon Wielder (Melee) WS 35 BS 40, Two-Weapon Wielder (Ballistic) ---

200 200 200

T T T

----WS 30

Tactical Marine “Fail not in any task given.” The Brothers of the Tactical Squads are the basic combat unit of most Chapters. They are versatile fighters able to move forward in vehicles or provide supporting fire with heavy weapons. Operating in squads of five to ten troopers, Tactical Marines fulfill a number of widely differing roles with a range of basic and heavy weapons. Tactical Marine (Rank 4) Advance Standard Tactical Marine Wargear Search Silent Move +10 Marksman Rapid Reaction Sound Constitution Concealment +10 Dodge +20 Basic Weapon Training

Cost Free, Mandatory

Type Trait

100 100 100 100 100 200 200 200

S S T T T S S T

Prerequisite Tactical Marine (Rank 4) --Silent Move ------Concealment Dodge +10 ---


(Flame) Basic Weapon Training (Plasma) Deadeye Shot Double Team Heavy Weapon Training (Bolt) Basic Weapon Training (Melta) Heavy Weapon Training (Las)

200

T

---

200 200 200

T T T

BS 30 -----

300

T

---

300

T

---

Devastator Marine “May the Emperor bless my weapon and guide my aim.” A Devastator Marine is an infantry trooper wielding the firepower of a tank. They are mobile enough to take up firing positions on high cliff tops or in dense foliage where armoured vehicles can not go. Devastator Marines focus their skills by learning the heavy weapons the Chapter possesses and the talents to bring these guns to bear on the enemy with accuracy. Devastator Marine (Rank 4) Advance Standard Space Marine Wargear Awareness +20 Bulging Biceps Marksman Sound Constitution Concealment +20 Deadeye Shot Heavy Weapon Training (Bolt) Heavy Weapon Training (Las) Heavy Weapon Training (Launcher) Heavy Weapon Training (Melta) Heavy Weapon Training (Plasma) Independent Targeting

Cost Free, Mandatory

Type Trait

100 100 100 100 200 200 200

S T T T S T T

Prerequisite Devastator Marine (Rank 4) Awareness +10 S 45 BS 35 --Concealment +10 BS 30 ---

200

T

---

200

T

---

200

T

---

200

T

---

200

T

BS 40

Veteran Brother “Honour and Duty are your life.” Veteran Brothers have years of battlefield experience, having served in one of the three main squads. Some have continued their educational training and will move forward into specialized programs, others take up leadership roles in the squads they once served while the rest fight on as a Battle Brother in the First Company with many of these learning to use the Terminator suits. Veteran Brother (Rank 5) Advance Standard Space Marine

Cost Free, Mandatory

Type Trait

Prerequisite Veteran Brother


Wargear Ciphers (War Cant) +10 Common Lore (War) +20 Intimidate +10 Scholastic Lore (Adeptus Astartes) +10 Survival +20 Arms Master

100 100

S S

100 100

S S

100 100

S T

Sound Constitution 100 Common Lore 200 (Imperium) +10 Demolitions 200 Blind Fighting 200 Combat Master 200 Hardy 200 Hatred (Choose One)+ 200 Iron Jaw 200 Marksman 200 Nerves of Steel 200 Rapid Reaction 200 Sharpshooter 200 Steady Hand 200 Sure Strike 200 Marksman’s Honour 300 Drive (Terminator 400 Armour)* Purity Seal* 400 Terminator Honours 400 + Denotes Talent Group *You may take this Talent up to three times at this Rank.

T S S T T T T T T T T T T T T S T T

(Rank 5) Ciphers (War Cant) Common Lore (War) +10 Intimidate Scholastic Lore (Adeptus Astartes) Survival +10 BS 30, Basic Weapon Training (any two) --Common Lore (Imperium) --Per 30 WS 30 T 40 --T 40 BS 35 --Ag 40 BS 40, Deadeye Shot BS 45 WS 30 BS 40, Marksman Ag 40, WP 40, Terminator Honours WP 40 WP 40

Sergeant “To me my Brothers and throw back this scum!” The Sergeant is a Veteran Brother whose experience has been augmented by additional training and has been placed in command of a squad. Typically, they lead a squad type they once served in, but others are chosen to lead Scout squads. In the beginning, the squad consists of the Sergeant and four Brothers but it will eventually increase in size to the Codex standard of the Sergeant and nine Brothers. Sergeant (Rank 6) Advance Standard Space Marine Wargear Ciphers (War Cant) +20 Command Intimidate +20 Navigation (Surface) +10 Scholastic Lore (Tactica Imperialis) Secret Language

Cost Free, Mandatory

Type Trait

Prerequisite Sergeant (Rank 6)

100 100 100 100

S S S S

Ciphers (War Cant) +10 --Intimidate +10 Navigation (Surface)

100

S

---

100

S

Secret Language


(Chapter) +10 Silent Move +10 Sound Constitution Common Lore (Imperial Creed) Demolitions +10 Tech-Use Blademaster Hard Target Melee Weapon Training (Chain) Iron Skull

(Chapter) Silent Move -----

100 100 200

S T S

200 200 200

S S T

200 200

T T

Demolitions --WS 30, Melee Weapon Training (any) Ag 40 ---

300

T

T 40, WP 40

Apothecary/Medic “Peace now my Brother and know from you I shall take the seed for the next generation.” Space Marines rarely go to battle without an Apothecary. If a Brother falls, the Apothecary can tend the wounds that their enhanced body cannot handle on its own. Not all the wounded can be saved and the Apothecary eases the dying if possible and ensures the survival of the Chapter by removing the progenoid organs from fallen Brothers. The Apothecary is a warrior of supreme bravery, whose ultimate role is to save what he can of the Chapter’s gene-seed. Apothecary/Medic (Rank 7) Advance Standard Apothecary Wargear Awareness +20 Chem-Use Medicae +10 Scholastic Lore (Chymistry) Pistol Training (Flame) Pistol Training (Melta) Pistol Training (Plasma) Sound Constitution Forbidden Lore (BioTech) Tech-Use +10 Disarm Hard Target Hip Shooting Precise Blow

Cost Free, Mandatory

Type Trait

100 100 100 100

S S S S

Prerequisite Apothecary/Medic (Rank 7) Awareness +10 --Medicae ---

100 100 100 100 200

T T T T S

-----------

200 200 200 200 200

S T T T T

Tech-Use Ag 30 Ag 40 BS 40, Ag 40 WS 40, Sure Strike

Veteran Apothecary/Command Squad Apothecary “Do not fail in your duties for you cannot fail yourself without failing us all. The future of every Space Marine Chapter is dependent upon the organic implants, which turn young Recruits into Space Marines. Without these implants and the bio-engineering skills which are needed to use them, the Chapter would die. The Veteran Apothecary oversees the memory banks of the Apothacarion that contains the Chapter’s genetic history and oversees the process of implantation and therapeutic programs to create Space Marines. Veteran Apothecaries also continue to serve in the field but generally they are part of a command squad or lead their own squad on very specific missions, which require their expertise.


Veteran Apothecary/Command Squad Apothecary (Rank 8) Advance Modified Apothecary Wargear Chem-Use +10 Command +10 Medicae +20 Scholastic Lore (Chymistry) +10 Sound Constitution Dodge +20 Forbidden Lore (BioTech) +10 Forbidden Lore (Mutants) Forbidden Lore (Xenos) Tech-Use +20 Counter Attack Crippling Strike Master Chirurgeon Melee Weapon Training (Power) Step Aside Takedown Talented (Medicae)

Cost Free, Mandatory

Type Trait

100 100 100 100

S S S S

100 200 200

T S S

200

S

Prerequisite Apothecary/Medic (Rank 7) Chem-Use Command Medicae +10 Scholastic Lore (Chymistry) --Dodge +10 Forbidden Lore (BioEngineering) ---

200 200 200 200 200 200

S S T T T T

--Tech-Use +10 WS 40 WS 50 Medicae +10 ---

200 200 200

T T T

Ag 40, Dodge --Medicae

Veteran Sergeant “Risk only what can be lost without jeopardizing the mission!� Veteran Sergeants are the survivors of many campaigns and bring with them a wealth of experience and battle knowledge. By this point, they have seen more in one lifetime than an entire Imperial Guard regiment and have lost track of the foes that have fallen before them. The Veteran Sergeant is not only a squad leader, he is also greatly admired for his service to the Chapter. On the battlefield, the Veteran Sergeant follows orders knowing that if his Brother Captain falls, it is his duty to continue the mission and uphold the honour of the Chapter. Veteran Sergeant (Rank 7) Advance Modified Space Marine Wargear Command +10 Navigation (Surface) +20 Scholastic Lore (Tactica Imperialis) +10 Silent Move +20 Iron Discipline Sound Constitution Common Lore (Imperial Creed) +10 Common Lore (Imperium) +20

Cost Free, Mandatory

Type Trait

Prerequisite Sergeant (Rank 6)

100 100

S S

100

S

100 100 100 200

S T T S

200

S

Command Navigation (Surface) +10 Scholastic Lore (Tactica Imperialis) Silent Move +10 WP 30, Command --Common Lore (Imperial Creed) Common Lore (Imperium) +10


Demolitions +20 Forbidden Lore (Choose One)* Scholastic Lore (Adeptus Astartes) +20 Tech-Use +10 Air of Authority Exotic Weapon Training (Choose One) Melee Weapon Training (Power) Pistol Training (Flame) Pistol Training (Melta) Pistol Training (Plasma) Resistance (Psychic Powers) Step Aside Bolter Drills

200 200

S S

Demolitions +10 ---

100

S

200 200 200

S T T

Scholastic Lore (Adeptus Astartes) +10 Tech-Use Fel 30 ---

200

T

---

200 200 200 200

T T T T

---------

200 300

T T

Ag 40, Dodge BS45, Marksman’s Honour *You may take this Skill up to two different times at this Rank. Each time must be with GM’s permission. Brother Captain “Command is earned with blood, for when You make mistakes, people die.” A Brother Captain is looked upon as a Hero among other Brothers and has earned the honour to lead multiple squads or even an entire company through years of service and countless displays of initiative and planning. He has served through the ranks, survived countless campaigns and will always be a member of the Veteran First Company regardless of which company he now serves. A Brother Captain has earned the right to wear his own heraldry upon a banner pole and may choose his wargear from the some of the finest pieces the Chapter’s armory has available. Game Master’s Note: A Veteran Sergeant cannot progress to the Rank of Brother Captain, regardless of experience, unless he possesses the Terminator Honours Talent marking his membership in the First Company. Brother Captain (Rank 8) Advance Modified Space Marine Wargear Command +20 Scholastic Lore (Tactica Imperialis) +20 Speak Language (High Gothic) Foresight Into the Jaws of Hell Sound Constitution Charm Common Lore (Imperial Creed)+ 20 Secret Language (Chapter) +20 Armour of Contempt Exotic Weapon Training

Cost Free, Mandatory

Type Trait

100 100

S S

100

S

100 100 100 200 200

T T T S S

200

S

200 200

T T

Prerequisite Brother Captain (Rank 8) Command +10 Scholastic Lore (Tactica Imperialis) --Int 30 Iron Discipline ----Common Lore (Imperial Creed) +20 Secret Language (Chapter) +10 WP 40 ---


(Choose One) Lightning Attack Master Orator Personal Heraldry Strong Minded Talented (Command) Total Recall True Grit Unshakeable Faith Wall of Steel Iron Halo Forbidden Lore (Choose One)

200 200 200 200

T T T T

200 200 200 200 200 300 400

T T T T T T T

Swift Attack Fel 30 Fel 50 WP 30, Resistance (Psychic Powers) Command Int 30 T 40 --Ag 35 WP 50 ---

Chaplain “Faith is your Armour, Purity your Shield. Zeal is your Sword, your Soul is the price for failure!� The first Space Marine Chapters were founded centuries before the development of the Imperial Cult and the Ecclesiarchy. As a result, every Chapter has its own practices and its own priests, known as Chaplains. While civilian cults are constantly denounced and destroyed by witch hunters for even minor variations, Chaplains continue to preach and bless their Brothers in age-old traditions, usually honouring both Emperor and their Primarch. These spiritual leaders care nothing for the teachings of the Ecclesiarchy for they know the tales of when the Emperor led the Space Marines in battle. Chaplains accompany their Brothers into war, chanting litanies in battle as they lead the way. Chaplain (Rank 7) Advance Standard Chaplain Wargear Common Lore (Ecclesiarchy) Interrogation Intimidate +20 Scholastic Lore (Imperial Creed) Scholastic Lore (Adeptus Astartes) +20 Scrutiny Speak Language (High Gothic) Armour of Contempt Fearless Sound Constitution Hatred (Choose One)* Command +10 Scholastic Lore (Legend) Berserk Charge Disturbing Voice Frenzy Furious Assault Hard Target

Cost Free, Mandatory

Type Trait

Prerequisite Chaplain (Rank 7)

100

S

---

100 100 100

S S S

--Intimidate +10 ---

100

S

100 100

S S

Scholastic Lore (Adeptus Astartes) +10 -----

100 100 100 100 200 200

T T T T S S

WP 40 ------Command ---

200 200 200 200 200

T T T T T

------WS 35 Ag 40


Iron Discipline 200 Melee Weapon Training 200 (Power) Pistol Training (Flame) 200 Pistol Training (Melta) 200 Pistol Training (Plasma) 200 Resistance (Psychic 200 Powers) *You may take this Talent up to three times at this Rank.

T T

WP 30, Command ---

T T T T

---------

Reclusiarch/Champion “While traitors, mutants and aliens live, so must you to bring about their destruction!� Reclusiarchs and Champions are Heroes of the Chapter, inspiring Brothers to greatness and beyond by their presence alone. These honoured Brothers administer the rites of their Chapter, performing the ancient ceremonies, as well as leading the companies through prayers in the name of the Emperor and of their Primarch. On the battlefield, Reclusiarchs and Champions can be found fighting independently or leading squads, but they are always found in the thickest of fighting, exhorting their Brothers to even greater acts of bravery for the glory of the Emperor Reclusiarch/Champion (Rank 8) Advance Modified Chaplain Wargear Common Lore (Ecclesiarchy) +10 Interrogation +10 Scholastic Lore (Imperial Creed) +10 Scrutiny +10 Speak Language (High Gothic) +10 Sound Constitution Unshakeable Faith Command +20 Scholastic Lore (Legend) +10 Tech-Use +10 Air of Authority Battle Rage Counter Attack Insanely Faithful Into the Jaws of Hell Litany of Hate* Lightning Attack Master Orator Step Aside Strong Minded

Cost Free, Mandatory

Type Trait

100

S

100 100

S S

100 100

S S

100 100 200 200

T T S S

200 200 200 200 200 200 200 200 200 200 200

S T T T T T T T T T T

True Grit 200 Wall of Steel 200 *You may take this Talent up to three times at this Rank.

T T

Prerequisite Reclusiarch / Champion (Rank 8) Common Lore (Ecclesiarchy) Interrogation Scholastic Lore (Imperial Creed) Scrutiny Speak Language (High Gothic) ----Command +10 Scholastic Lore (Legend) Tech-Use Fel 30 Frenzy WS 40 --Iron Discipline Hatred Swift Attack Fel 30 Ag 40, Dodge WP 30, Resistance (Psychic Powers) T 40 Ag 35


Lexicanium “Knowledge is Power. Guard it Wisely.” The Lexicanium is the lowest battlefield rank of Space Marine Librarian, the trained psykers of the Adeptus Astartes. Unlike the Sanctioned Psykers of the Imperial Guard, these highly trained marines have no need to undergo ritual testing or the Soul Binding of the Adeptus Astra Telepathica, such is the strength of their will. It is the job of the Lexicanium to act as a record keeper, creating the reports to be added to the Librarium; these summary accounts chronicle the history of the Chapter, varying in nature from campaign and battle details to the beliefs and discoveries of the Chapter. On the battlefield, the Lexicanium provides psychic support to aid his Brothers. Lexicanium (Rank 6) Advance Standard Librarian Wargear Ciphers (War Cant) +20 Forbidden Lore (Psykers) Forbidden Lore (Warp) Invocation Psyniscience Scholastic Lore (Adeptus Astartes) +20 Scholastic Lore (Tactica Imperialis) Secret Language (Chapter) +10 Speak Language (High Gothic) Meditation Minor Psychic Power* Psy Rating 1 Psy Rating 2 Sound Constitution Total Recall Command Blademaster

Cost Free, Mandatory

Type Trait

Prerequisite Lexicanium (Rank 6)

100 100

S S

Ciphers (War Cant) +10 ---

100 100 100 100

S S S S

100

S

------Scholastic Lore (Adeptus Astartes) +10 ---

100

S

100

S

100 100 100 100 100 100 200 200

T T T T T T S T

Melee Weapon Training 200 (Force) Pistol Training (Plasma) 200 Resistance (Psychic 200 Powers) *You may take this Talent up to four times at this Rank.

Secret Language (Chapter) ---

T

------Psy Rating 1 --Int 30 --WS 30, Melee Weapon Training (any) ---

T T

-----

Codicier “Learn from all things, especially the destruction of your foe.” Codicier is the next Rank of Librarian and is awarded to older, more experienced Space Marine Librarians. These Librarians collect the reports of the Lexicaniums for evaluation and finalize the report for archiving in the Librarium. Although much of their time may be spent in the Librarium, many Codiciers prefer to remain in the field seeing history up close instead of reading about it. A Librarian, although feared and mistrusted as a psyker, is always a powerful force in any Space Marine squad.


Codicier (Rank 7) Advance Standard Librarian Wargear Forbidden Lore (Daemonology) Forbidden Lore (Psykers) +10 Forbidden Lore (Warp) +10 Invocation +10 Psyniscience +10 Scholastic Lore (Tactica Imperialis) +10 Secret Language (Chapter) +20 Speak Language (High Gothic) +10 Minor Psychic Power* Psy Rating 3 Sound Constitution Command +10 Logic Corpus Conversion Favoured by the Warp Melee Weapon Training (Power) Pistol Training (Flame) Pistol Training (Melta) Psy Rating 4 Psychic Power^ Power Well Step Aside Strong Minded

Cost Free, Mandatory

Type Trait

Prerequisite Codicier (Rank 7)

100

S

---

100

S

100

S

Forbidden Lore (Psykers) Forbidden Lore (Warp)

100 100 100

S S S

100

S

100

S

100 100 100 200 200 200 200 200

T T T S S T T T

200 200 200 200 200 200 200

T T T T T T T

Invocation Psyniscience Scholastic Lore (Tactica Imperialis) Secret Language (Chapter) +10 Speak Language (High Gothic) --Psy Rating 2 --Command --Psy Rating 2 WP 35 ------Psy Rating 3 --Psy Rating 2 Ag 40, Dodge Resistance (Psychic Powers)

*You may take this Talent up to three times at this Rank. ^You may take this Talent up to three times at this Rank. Epistolary “Space Marines fear nothing for we are Fear!� The Epistolary is the last Rank a Librarian achieves before becoming the Chief Librarian of the Chapter. Epistolaries wield far greater power than the lesser ranks and fill roles in the Chapter from the ultimate warrior mystic on the battlefield to providing psychic communication. Many act as trusted counselors to Brother Captains during campaigns. Epistolary (Rank 8) Advance Modified Librarian Wargear Forbidden Lore (Daemonology) +10

Cost Free, Mandatory

Type Trait

Prerequisite Epistolary (Rank 8)

100

S

Forbidden Lore (Daemonology)


Forbidden Lore 100 (Psykers) +20 Forbidden Lore (Warp) 100 +20 Invocation +20 100 Psyniscience +20 100 Scholastic Lore (Tactica 100 Imperialis) +20 Speak Language (High 100 Gothic) +20 Minor Psychic Power* 100 Sound Constitution 100 Command +10 200 Dodge +20 200 Logic +10 200 Air of Authority 200 Disciplined Focus 200 Foresight 200 Psy Rating 5 200 Psy Rating 6 200 Psychic Power 200 Psychic Power 200 (Telepathic Communication) Mental Fortress 200 *You may take this Talent up to three times at this Rank. ^You may take this Talent up to two times at this Rank.

S

T T S S S T T T T T T T

Forbidden Lore (Psykers) +10 Forbidden Lore (Warp) +10 Invocation +10 Psyniscience +10 Scholastic Lore (Tactica Imperialis) +10 Speak Language (High Gothic) +10 ----Command Dodge +20 Logic Fel 30 Psy Rating 3 Int 30 Psy Rating 4 Psy Rating 5 -----

T

WP 50, Strong Minded

S S S S S

Driver/Pilot “The Machine Spirit is ready for battle. All icons green and guns at the ready. Formation Delta and advance upon the enemy.” Every Chapter sends Brothers to the Adeptus Mechanicus homeworld of Mars to learn the Rites of the Machine. Some prove they possess the analytical mind and studious nature to be inducted into the rites of the Machine Mysteries, while others never undergo the initiation. The best the uninitiated can become is a Driver or Pilot of the Chapter’s armoured vehicles, bikes, skimmers and even the Thunderhawk Gunships. These are not Techmarines, but Brothers who have been chosen to take the fast attack options or mobile artillery necessary to support their Brothers on the battlefield. Pilot (Rank 6) Advance Standard Space Marine Wargear Common Lore (Tech) Drive (Ground Vehicle) +10 Drive (Hover Vehicle) Literacy Navigation (Surface) +10 Pilot (Military Craft) Sound Constitution Logic

Cost Free, Mandatory

Type Trait

Prerequisite Driver/Pilot (Rank 6)

100 100

S S

--Drive (Ground Vehicle)

100 100 100

S S S

----Navigation (Surface)

100 100 200

S T S

-------


Navigation (Stellar) Pilot (Spacecraft) Search Tech-Use +10 Foresight Talented (Choose One Pilot or Drive Skill) Total Recall Sense-Link

200 200 200 200 200 200

S S S S T T

--------Int 30 Drive or Pilot

200 400

T T

Int 30 ---

Techmarine “The Primarchs were the greatest men we ever made but still suffered the frailties of the flesh.” Those Marines sent to Mars for training and become inducted into the Rites of the Machine Mysteries are no longer just Battle Brothers, but are also Tech-Priests of the Adeptus Mechanicus. These few Brothers return to the Chapter with the secret knowledge of the Omnissiah and serve both the Chapter and Mars. On the battlefield, Techmarines serve as mechanics and security specialists and in rare cases, may even lead a Chapter’s gun servitors. Techmarine (Rank 7) Advance Standard Techmarine Wargear Machina Opus Chem-Use Common Lore (Tech) +10 Drive (Ground Vehicle) +20 Drive (Hover Vehicle) +10 Forbidden Lore (Adeptus Mechanicus) Literacy +10 Logic +10 Navigation (Surface) +20 Pilot (Military Craft) +10 Secret Language (Tech) Tech-Use +20 Sound Constitution Demolitions +10 Scholastic Lore (Chymistry) Scholastic Lore (Cryptography) Search +10 Security Autosanguine Binary Chatter Cranial Circuitry Implant

Cost Free, Mandatory

Type Trait

Prerequisite Techmarine (Rank 7)

Free, Mandatory 100 100

Trait S S

Techmarine (Rank 7) --Common Lore (Tech)

100

S

100

S

Drive Ground (Vehicle) +10 Drive (Hover Vehicle)

100

S

---

100 100 100

S S S

100

S

Literacy Logic Navigation (Surface) +10 Pilot (Military Craft)

100 100 100 200 200

S S T S S

--Tech-Use +10 --Demolitions ---

200

S

---

200 200 200 200 200

S S T T T

Search ---------


Electro Graft Implant Exotic Weapon Training (Choose One) Logis Implant Melee Weapon Training (Power) Servo Arm Use

200 200

T T

-----

200 200

T T

-----

200

T

Techmarine Only

Veteran Techmarine/Command Squad Techmarine “Fear not Brother, for I can rebuild you better in the image of Omnissiah’s perfection.” Veteran Techmarines have years of experience and oversee the Chapter’s ability and resources to conduct war, serving in the Manufactorum and shipyards to commanding the retainers that serve in the corps of technicians and builders for Chapter bases. These Brothers of dual loyalty often become a mystery to other Battle Brothers as their knowledge expands and they strive to seek the perfection of the Omnissiah. On the battlefield, many of the Veteran Techmarines serve in the field but generally they are part of a command squad or lead their own squad on very specific missions, which require their expertise. Veteran Techmarine/Command Squad Techmarine (Rank 8) Advance Modified Techmarine Wargear Chem-Use +10 Common Lore (Tech) +10 Drive (Hover Vehicle) +20 Forbidden Lore (Adeptus Mechanicus) +10 Literacy +20 Logic +20 Pilot (Military Craft) +20 Secret Language (Tech) +10 Sound Constitution Demolitions +20 Forbidden Lore (Archeotech) Scholastic Lore (Chymistry) +10 Scholastic Lore (Cryptography) +10 Search +20 Security +10 Electro Graft Use Exotic Weapon Training (Choose One) Orthoproxy Prosanguine Rite of Pure Thought Servo Arm Use* Talented (Tech-Use)

Cost Free, Mandatory

Type Trait

Prerequisite Veteran Techmarine (Rank ) Chem-Use Common Lore (Tech) +10 Drive (Hover Vehicle) +10 Forbidden Lore (Adeptus Mechanicus)

100 100

S S

100

S

100

S

100 100 100

S S S

100

S

Literacy +10 Logic +10 Pilot (Military Craft) +10 Secret Language (Tech)

100 200 200

T S S

--Demolitions +10 ---

200

S

200

S

200 200 200 200

S S T T

200 200 200 200 200

T T T T T

Scholastic Lore (Chymistry) Scholastic Lore (Cryptography) Search +10 Security Electro Graft Implant ----Autosanguine --Techmarine Only Tech-Use


*You may take this Talent up to three times at this Rank. Deathwatch Space Marine “The only good Xenos is one crushed dead under my boot!” The Deathwatch is the Chamber Militant of the Ordo Xenos and is not a Chapter like those defined in the Codex Astartes or even a unified Chapter such as the Space Wolves or Grey Knights. The Deathwatch Space Marines come from many different Chapters, joined together by sacred oaths and for the sole purpose of eradicating any xenos threat. Some serve in secret bases scattered throughout the galaxy, ready to bring death when called while others stay with their Chapters but remain constantly at the ready to redeploy into the Deathwatch should the need for more troops arise. After completing their service to the Deathwatch, which has no set length of time, a Marine returns back to his Chapter bringing knowledge and honour back to his Brothers. All Deathwatch Space Marines have their armour ritually repainted black, leaving only the right shoulder to signify their original Chapters. The left shoulder bears the great “ I “ of the Ordo Xenos. A Deathwatch Marine is a Veteran and bears whatever arms with which he is familiar, although the commander of a Deathwatch team has the Inquisition behind him and requisition whatever equipment he deems appropriate for his team to fulfill its mission; the Deathwatch has access to the most advanced weapons, ammunition and equipment the Imperium as to offer. The most common deployment is a killteam consisting of one Brother Captain and four to nine Deathwatch Space Marines, which may include specialists such as Librarians, Apothecaries or Techmarines. Game Master’s Note: Any Space Marine at Rank 7 (Codicier, Medic/Apothecary, Veteran Sergeant, Novice Chaplain, or Techmarine) maybe be chosen to serve in the Deathwatch upon spending 9,900 XP with permission from the GM. With the next expenditure of XP, the character must buy the Deathwatch Honours Talent (100 XP) and is then free to choose any advancement from either his current Rank 8 list or the Deathwatch Space Marine list. (Example: Gaius is a Codicier (Rank 7) in the Ultramarines. When he spends up to 9,900 XP he receives permission from his GM to be honoured into the Deathwatch. The next time he spends XP, he must spend 100 XP to purchase the Deathwatch Honours Talent. Having done that, he is now a Rank 8 Epistolary in the Ultramarines and can choose his next advancements from the Epistolary list or the Deathwatch Space Marine list, or both. He has 400 XP left and chooses Psy Rating 5 (200 XP) from the Epistolary list and Forbidden Lore (Ordo Xenos) from the Deathwatch Space Marine list. Even though he can choose from either chart, or both, he must meet the prerequisites for any advances he chooses and follows the rules for Skill Mastery on pg 96 of the DH core rulebook. ) Deathwatch Space Marine Advancement (Rank 8) Advance Awareness Common Lore (Imperium) Intimidate Silent Move Command Demolitions Dodge +20 Forbidden Lore (Ordo Xenos) Forbidden Lore (Xenos) Medicae Tech-Use Tracking Basic Weapon Training (Choose One)

Cost 100 100

Type S S

Prerequisite -----

100 100 200 200 200 200

S S S S S S

--------Dodge +10 ---

200 200 200 200 200

S S S S T

-----------


Blademaster

200

T

Counter Attack Crippling Strike Exotic Weapon Training (Choose One) Furious Assault Good Reputation (Adeptus Astartes) Hatred (Xenos – Choose One)* Lightning Attack Mental Fortress Peer (Ordo Xenos) Pistol Training (Choose One) Resistance (Psychic Powers) Step Aside Strong Minded

200 200 200

T T T

WS 30, Melee Weapon Training (any) WS 40 WS 50 ---

200 200

T T

WS 35 Fel 50, Peer

200

T

---

200 200 200 200

T T T T

Swift Attack WP 50, Strong Minded Fel 30 ---

200

T

---

200 200

T T

Sure Strike True Grit Unshakeable Faith

200 200 200

T T T

Ag 40, Dodge WP 30, Resistance (Psychic Powers) WS 30 T 40 ---

Chapter III: New Skills Skill Descriptions Scholastic Lore (Advanced, Investigation) Intelligence Adeptus Astartes: Knowledge of the various Chapters and their Successors, their equipment and vehicles, the Codex Astartes. This includes the history of the Adeptus Astartes, from the Great Crusade, through the events of the Horus Heresy and the Traitor Chapters, up to present time. Drive (Advanced, Operator) Agility Skill Group: Terminator Armour Forbidden Lore (Advanced, Investigation) Intelligence Bio-Tech: A general understanding of biology and genetics and its application in modifying DNA to cause variants of a biological baseline, such as gene-seed used in engineering Space Marines or the genetics involved in Genestealer reproduction.


Chapter IV: New Talents Talents Table 4-1: Talents Talent Name “And They Shall Know No Fear” Bolter Drills Chapter Traits Exotic Weapon Training (Astartes Sniper Rifle) Exotic Weapon Training (Lightning Claws) Implants Group 1 Implants Group 2

Prerequisite Space Marine Battle Brother (Rank 3) BS45, Marksman’s Honour Space Marine Battle Brother (Rank 3) ----Space Marine Scout (Rank 2) Space Marine Battle Brother (Rank 3)

Iron Halo

WP 50

Iron Skull Machina Opus

T 40, WP 40 Techmarine (Rank 7)

Marksman’s Honour

BS 40, Marksman

Martial Arts Training

S 35, Ag 35

Modified Apothecary Wargear Modified Chaplain Wargear

Veteran Apothecary Marine (Rank 8) Reclusiarch/Champion (Rank 8)

Modified Librarian Wargear

Epistolary (Rank 8)

Modified Space Marine Wargear

Veteran Sergeant (Rank 7)

Modified Techmarine Wargear

Veteran Techmarine (Rank 8)

Personal Heraldry

Fel 50

Purity Seal

WP 40, Veteran Brother (Rank 5)

Sense-Link

Pilot (Rank 6)

Servo Arm Use* Standard Apothecary Wargear

Techmarine Only Apothecary Marine (Rank 7)

Standard Assault Marine Wargear

Assault Marine (Rank 4)

Standard Chaplain Wargear

Space Marine Novice Chaplain

Benefit Resistance to Fear Tests and Shock Re-roll missed Attack Action with a Boltgun in Short Range Varies by Chapter Use an exotic weapon without penalty Use an exotic weapon without penalty Varies by implants Continuation of the Chapter’s gene-seed and ability to use Space Marine Power Armour Permits Space Marine to have Iron Halo installed in his Power Armour Re-roll a Command Test Gain +20 bonus on Fel Tests to interact with Adeptus Mechanicus Improve the difficulty to firing at short range to Routine (+20) You are considered armed even when not wielding weapons and your unarmed attack does 1d5 damage Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Doubles your Fel Bonus when using the Command Skill Re-roll failed Fear and Pinning Tests Cybernetic implant for improved piloting. You can use a type of Servo Arm. Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and


Standard Devastator Marine Wargear Standard Librarian Wargear Standard Scout Wargear Standard Space Marine Wargear Standard Tactical Marine Wargear Standard Techmarine Wargear

(Rank 7) Devastator Marine (Rank 4) Lexicanium or Codicier (Rank 6 or 7) Space Marine Scout (Rank 2) Space Marine Battle Brother (Rank 3) Tactical Marine (Rank 4) Techmarine (Rank 7)

Steady Hand

BS 45

Terminator Honours

WP 40

equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank Determines weapons, armour and equipment options for this Rank You can fire a boltgun onehanded without penalty. You are a member of the First Company and are able to fight in a suit of Terminator armour as the mission demands it or your Rank permits it.

*Denotes Talent Group “And They Shall Know No Fear” Prerequisites: Space Marine Battle Brother (Rank 3) Through indoctrination, training and faith, you are more resistant to Fear and its effects. You gain the Talent Resistance (Fear) and can never roll above 100 on Table 8-4: The Shock Table (on pg 232 of the DH Core Rulebook). Any roll of 101 or higher, regardless of degrees of failure, is automatically reduced to 100 when using this table. Bolter Drills Prerequisites: BS45, Marksman’s Honour Through decades of firing a boltgun, your aim is rarely in question. Once per round, you may re-roll any failed roll to hit using a standard boltgun (this does not include bolt pistols, heavy bolters, storm bolters or combi-bolters) firing at a target within Short Range. Chapter Traits Prerequisites: Space Marine Battle Brother (Rank 3), Chosen Chapter These are additional benefits and weaknesses gained from being a Brother of a chosen Chapter. For some Chapters, there are no additional changes made when taking this Talent. (In the Works) Exotic Weapon Training Talent Group: Astartes Sniper Rifle, Lightning Claws You have received Exotic Weapon Training in a single exotic weapon and can use it without penalty. Implants Group 1 Prerequisites: Space Marine Scout (Rank 2) You have progressed in your training and have undergone many invasive surgeries to implant new organs to improve your physical and mental abilities. Not all Chapters have the original gene-seed and organs, many being lost to mutation over time. Roll 2d5 +7 and choose that number of implants and their benefits from the following list:


Phase 1 – Secondary Heart: A secondary heart boosts your circulatory and respiratory system and save you from traumatic injury. You gain +5 Toughness. Phase 2 – Ossmodula: The secretion of hormones by this organ increases ossification of the skeleton, strengthening long bones and causing the ribs to form a solid mass. You must have Phase 4 – Haemastamen to take this implant. You gain +10 Toughness. Phase 3 – Biscopea: The secretion of hormones by this organ greatly increases muscle mass throughout the body. You must have Phase 4 – Haemastamen to take this implant. You gain +10 Strength. Phase 4 – Haemastamen: This organ monitors and controls Phase 2 and Phase 3 implants and alters the chemical make-up of your blood. You are able to take Phase 2 and/or Phase 3 implants. Phase 5 – Larraman’s Organ: This organ generates Larraman cells which increase the clotting factor of your blood and greatly increases the rate of scar tissue formation. You gain the Talent Die Hard. Phase 6 – Catalepsean Node: This organ influences sleep deprivation allowing you to “switch off” areas of your brain and still remain awake. You gain the Talent Light Sleeper. Phase 7 – Preomnor: This organ is a pre-digestive stomach that assesses ingested poisons and toxins and neutralizes them. You gain the Talent Resistance (Poisons) which only applies to ingested poisons, not injected, inhaled or contact poisons. Phase 8 – Omophagea: This organ can absorb genetic material from animal tissue and provide rough memory and instinctual sensations. Consumption of an animal’s tissue provides you with the Skill Survival +20 while in the animal’s native environment. Phase 9 – Multi-lung: This “third” lung protects your lungs in toxic environments. You gain the Talent Resistance (Poisons) which only applies to inhaled poisons and toxins and you double your Toughness Bonus when determining the number of minutes you can hold your breath (see Suffocation, pg 210 in DH Core Rulebook). Phase 10 – Occulobe: Although this organ does not improve your eyesight by itself, it has made your responsive to optic-therapy and allowed the technicians to adjust growth patterns in your eyes. You can see in low light conditions just as well as in daylight and you treat the light level of Shadow as Bright light. Phase 11 – Lyman’s Ear: This organ greatly improves your natural ears and can even filter out background noises. It also keeps you from become dizzy or nauseated as a result to extreme movements. With this implant, you receive +20 to any Toughness Test to resist extreme sound and deafness and you are immune to the effects of high-sonic and space travel sickness. Phase 12 – Sus-an Membrane: This organ is implanted on top of your brain, underneath the dura mater, merges with your natural brain tissue. Through chemical and mental training, you slow down your metabolism well beyond a comatose state. You are able to consciously enter a state of suspended animation or the GM may place you in a state of suspended animation when you suffer damage that would be fatal. Note that you cannot revive yourself once you are a state of suspended animation; only through the appropriate chemical therapy and auto-suggestion can you be brought back to consciousness. Phase 13 – Melanchromic Organ: This organ monitors radiation levels and changes the pigmentation of your skin and even hair colour to protect you. You receive +10 to any Toughness Test to resist the effects of radiation. Note this organ has lead to many Chapters being identical in skin and hair coloration or even mutated into albinism. Phase 14 – Oolitic Kidney: This organ is extremely efficient at filtering your blood. You must have Phase 1 – Secondary Heart to take this implant. You gain the Talent Resistance (Poison). In the event you fail a Toughness Test to resist a poison with an effect Speed other than Instant, you are rendered unconscious for 2d10 minutes as your circulation increases and the Oolitic Kidney filters out the poison; therefore, you are effectively immune to any poison that does not have an effect Speed of Instant. Phase 15 – Neuroglottis: This organ, implanted in the back of the mouth, gives you ability to detect poisons and chemicals in food by tasting them. It does not provide any protection but allows you to stop before consuming a potential poison or toxin and forcing a Toughness Test. Phase 16 – Mucranoid: This organ modifies your sweat glands. When activated by chemotherapy prior to a mission, you secrete an oily substance across the surface of your skin. You gain the Talent Resistance (Heat) and the Talent Resistance (Cold) which lasts for a number of days equal to your Toughness Bonus. Note that this ability must be activated each time by specific chemotherapy treatments. Phase 17 – Betcher’s Gland: These are a pair of glands implanted in the hard palette or alongside the salivary glands and allow you to secrete an acidic poison into your saliva. This acidic poison does 1d5 points of damage. You are able to use this as an Attack Action to spit at a target in an adjacent 1m square.


If the target is hit in the head and is not wearing eye protection (enclose helmet, infra-red goggles, photovisors, etc.) then the target must make a Hard (-20) Toughness Test or become blinded permanently (gains the Blind Trait, pg 329 of the DH Core Rulebook). Implants Group 1 Prerequisites: Space Marine Battle Brother (Rank 3) You have reached the final stage of your Initiation and have received the final two implants, making you a Space Marine. You gain the following: Phase 18 – Progenoids: There are two of these implanted in you. The one in your neck will take five years to mature, while the one in your chest will take 10 years to mature. Once mature, they represent your Chapter’s only source of gene-seed to continue producing new Space Marines. Although these implants provide no game play benefit, their value to your Chapter (and that of Traitorous Chapters) is immeasurable. Phase 19 – Black Carapace: This implant is growing in tanks as a black sheet, which is cut and implanted beneath the skin of your torso. After a few months, it has grown and matured and the technicians cut and implant contact points, which interface with the Space Marine Power Armour. Without the Black Carapace, the suit of Space Marine Power Armour is useless. Iron Halo Prerequisites: WP 50 This honour is awarded to Space Marines for demonstrating initiative and courage under fire. With this Talent, a Space Marine is permitted to have his power armour augment with an Iron Halo, usually mounted behind the head, which provides a defensive energy field in the same fashion as the Chaplain’s Rosarius. Iron Skull Prerequisites: T 40, WP 40 This honour is awarded for leadership and is displayed on a Space Marine’s power armour, sometimes in red. You may roll twice for any Command test and take the better result. Machina Opus Prerequisites: Techmarine (Rank 7) Following your training on Mars, you are awarded the Machina Opus honour, the skull and cog, to be displayed on your armour. Bearers of the Machina Opus are highly respected and given the rights of visiting Tech-Priests when dealing with the Adeptus Mechanicus. In game terms, your training and honour grants you a +20 bonus on all Fellowship Tests when interacting with a member of the Adeptus Mechanicus. Marksman’s Honour Prerequisites: BS 40, Marksman This honour is awarded for consistent accuracy and performance with a firearm and the badge is displayed on a Space Marine’s power armour as a golden boltgun shell. You skill with a firearm improves the combat difficulty of shooting at targets in Short Range from Ordinary (+10) to Routine (+20). Martial Arts Training Prerequisites: S 35, Ag 35 You have undergone the rigorous training to learn the secret art of hand-to-hand combat. Each Chapter has its own style created from a mixture of the martial arts schools of ancient Terra, but all of them accomplish the same thing. You count as being armed even when not wielding a weapon. Your unarmed attack does 1d5 points of damage and counts as Primitive damage. Although you are able to attack as if you were armed, this Talent does not grant you the ability to Parry.


Modified Apothecary Wargear Prerequisites: Veteran Apothecary (Rank 8) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, which includes the following modifications: Apothecary paint scheme, Prime Helix designation on a shoulder pad and the addition of the Narthecium and Reductor. Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons. Modified Chaplain Wargear Prerequisites: Space Marine Reclusiarch/Champion (Rank 8) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your crozius arcanum and a rosarius. You retain your personal suit of Space Marine Power Armour, now painted in the Chaplain paint scheme (usually jet black). Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons. Modified Librarian Wargear Prerequisites: Space Marine Epistolary (Rank 8) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You are issued a force weapon and you may also choose an additional melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Librarian paint scheme (usually blue) and may replace the helmet for a psychic hood. Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons. Modified Space Marine Wargear Prerequisites: Veteran Sergeant (Rank 7) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon or exotic weapon or heavy weapon you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons. Modified Techmarine Wargear Prerequisites: Veteran Techmarine (Rank 8) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, auspex, signum and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon or exotic weapon or heavy weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Techmarine paint scheme (usually red), displaying the Machina Opus and modified with a servo arm (when you take the Talent Servo Arm Use). Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons.


Personal Heraldry Prerequisites: Fel 50 You have acquired enough honours and rank to be permitted to carry your own personal heraldry into combat on a banner pole. With your Personal Heraldry displayed you double your Fellowship Bonus when figuring the number of affected targets of a Command Test. Purity Seal Prerequisites: WP 40 You have been singled out for a personal blessing by the Chapter’s Chaplains and have undergone the litanies and invocations of faith and protection. This started out as parchment streamers attached to your armour by a wax seal but it has been cast in electrum and permanently attached to your personal power armour or other piece of wargear you choose. A Purity Seal allows you to re-roll and failed Fear Test or Test to avoid Pinning. Each time you take Purity Seal, you may re-roll the Test again, but the final dice roll always stands. Servo Arm Use Talent Groups: Ballistic, Manipulator, Utility You have been given the appropriate training, initiation and hypnodoctrination to use a particular type of servo arm. Sense-Link Prerequisites: Pilot (Rank 6) You have been chosen for cybernetic implantation to improve all aspects of vehicular control and combat. You are implanted with a Mind Impulse Unit (Good Craftsmanship). Standard Apothecary Wargear Prerequisites: Apothecary/Medic (Rank 7) You have been issued a bolt pistol (Good Quality) with 2 extra clip, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip. At the GM’s discretion, you may replace your bolt pistol with a plasma pistol or hand flamer or inferno pistol if you have the appropriate Weapon Training Talent. You may also choose basic melee weapon (sword or axe or club or hammer) or chain weapon if you possess the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, which includes the following modifications: Apothecary painted scheme, Prime Helix designation on a shoulder pad and the addition of the Narthecium and Reductor. Any additional equipment or variation is by requisition and GM’s discretion. Standard Assault Marine Wargear Prerequisites: Assault Marine (Rank 4) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, 2 frag grenades and 1 krak grenade. At the GM’s discretion, you may also take a plasma pistol if you have the appropriate Weapon Training Talent. You may also choose basic melee weapon (sword or axe or club or hammer) or chain weapon if you possess the appropriate Weapon Training Talent. You retain the use of your personal suit of Space Marine Power Armour, which can include the Space Marine Jump Pack if you have the appropriate Pilot Skill. Any additional equipment or variation is by requisition and GM’s discretion. Standard Chaplain Wargear Prerequisites: Space Marine Novice Chaplain (Rank 7) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may retain your boltgun with 2 extra clips. You may also choose basic melee weapon (sword


or axe or club or hammer) or chain weapon if you possess the appropriate Weapon Training Talent. In addition, you are issued a crozius arcanum and a rosarius. You retain your personal suit of Space Marine Power Armour, now painted in the Chaplain paint scheme (usually jet black). Any additional equipment or variation is by requisition and GM’s discretion. Standard Devastator Marine Wargear Prerequisites: Devastator Marine (Rank 4) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you may keep your boltgun and 2 extra clips or you may replace it with a heavy bolter, lascannon, missile launcher, multimelta or plasma cannon if you possess the appropriate Weapon Training Talent. You retain the use of your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and GM’s discretion. Standard Librarian Wargear Prerequisites: Space Marine Lexicanium or Codicier (Rank 6 or 7) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, Chapter approved psyfocus and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Librarian paint scheme (usually blue). Any additional equipment or variation is by requisition and GM’s discretion. Standard Scout Wargear Prerequisites: Space Marine Scout (Rank 2) You have been issued a bolt pistol with 1 extra clip, a knife, a re-breather, 1 krak grenade and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you are issued a boltgun with 2 extra clips, but you may replace it with a combat shotgun and 36 rounds or with a Astartes sniper rifle with 1 extra clip if you possess the appropriate Weapon Training Talent. At the GM’s discretion and with the appropriate Weapon Training Talent, you may replace your boltgun with a Heavy Bolter, an Autocannon or a Missile Launcher. You receive a suit of Space Marine Scout Armour. Any additional equipment or variation is by requisition and GM’s discretion. Standard Space Marine Wargear Prerequisites: Space Marine Battle Brother (Rank 3) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you are issued your boltgun (Good Quality) with 2 extra clips. You receive your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and GM’s discretion. Standard Tactical Marine Wargear Prerequisites: Tactical Marine (Rank 4) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you may keep your boltgun (Good Quality) with 2 extra clips or replace it with a flamer, meltagun or plasma gun if you possess the appropriate Weapon Training Talent. Additionally, at the GM’s discretion you may replace your boltgun with a heavy bolter, missile launcher or MP lascannon. You retain the use of your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and GM’s discretion.


Standard Techmarine Wargear Prerequisites: Techmarine (Rank 7) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, auspex, signum and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Techmarine paint scheme (usually red) and displaying the Machina Opus. Any additional equipment or variation is by requisition and GM’s discretion. Steady Hand Prerequisites: BS 45 You have spent years practicing on and off the battlefield with your boltgun. Because of the pistol grip design, you are able to fire it one-handed with only some lose of accuracy. With this Talent, you are able to fire a boltgun one-handed without a penalty to hit, instead of the normal –20 penalty to hit when firing a basic weapon one-handed. This talent does not change the fact that the boltgun is still a basic weapon normally requiring two hands and therefore does not qualify for any benefit that pistol weapons provide. Terminator Honours Prerequisites: WP 40 Your experience and Rank has promoted you into your Chapter’s First Company and as such, you have been awarded Terminator Honours, also known as the Crux Terminatus. With this honour, you are permitted to take the Skill Drive (Terminator Armour) starting at Veteran Brother (Rank 5) and again, once at any rank afterwards (to the maximum Skill Mastery of +20). Note that Terminator Armour is available for use only at GM’s discretion, based on the mission and the character’s Rank.

Chapter V: New Psychic Powers Telepathy Table 5-1: Telepathic Powers Name

Threshold

Telepathic Communication

25

Focus Time 1d10 minutes

Sustain Yes

Telepathic Communication Threshold: 25 Focus Time: 1d10 minutes Sustain: Yes Range: Unlimited You are able to “placed send” or “broadcast” your thoughts out across the Galaxy and receive those of others in similar fashion as the Adeptus Astra Telepathica to communicate with the Chapter. You are trained to use the Secret Language of the Chapter to communicate through iconic images and coded symbols to keep outsiders from interpreting your messages. This roll should be made by the Game Masters as the degrees of success or failure determine how well the message will be received (or how misinterpreted it will be upon receipt). This is a very exhausting power and 1 Level of Fatigue when completed.

Chapter VI: Astartes Chapter Armoury


Weapon Special Qualities Weapon Craftsmanship Master-Crafted: These weapons are centuries old and the art to their craftsmanship has been lost. Each of these items is unique, with its own history recorded by the Librarians of the Chapter. Ranged weapons of the Master-Crafted quality never suffer from jamming or overheating; if a roll would result in either of these occurrences, simply count it as a miss instead. In addition, they have the Accurate quality. Melee weapons of Master-Crafted quality add a +10 to tests made to attack, add 3 to the damage they inflict, and add 1 to their Penetration value. These weapons are ONLY available by GM discretion and should be rewards for exemplary action in battle (and role-playing). These weapons are ancient have are never for sale; a Chapter would go to war to recover one if stolen. Artificer Armour: These suits of Space Marine Power Armour were built by master craftsmen centuries ago and are maintained with the highest possible attention. Artificer Armour weighs half the normal amount of Space Marine Power Armour and increases the AP by 5. These suits of armor are ONLY available by GM discretion and should be rewards for exemplary action in battle (and role-playing). These weapons are ancient have are never for sale; a Chapter would go to war to recover one if stolen. Weapon Special Qualities Combi-Weapon Basically, Combi-Weapons are boltguns joined together with another weapon, usually a flamer, meltagun or plasma gun, increasing the Marine’s offensive options. The boltgun retains its standard weapon characteristics but the second weapon loses half of its clip size (rounded up); all other weapon characteristics remain the same. Both weapons cannot be fired in the same Round. Focused Power These weapons are devastating at Short Range to armoured targets. Against targets within Short Range, these weapons increase their Penetration by half (rounded up). Force These weapons are special power weapons inlaid with matrices of crystal and rare metal wires that are attuned the energy field to a psyker’s natural powers. They act as a focus and allow a psyker to channel his power into pure destructive force, striking his enemies in a flash of unleashed energy. When used by a psyker, he may add his Psy Rating as a bonus when rolling damage. These weapons ignore the Daemonic Trait (pg. 329, DH core rulebook) and act as a Psy-Focus (pg. 151, DH core rulebook). In the hands of a non-Psyker, they act as power weapons. Graviton Graviton weapons are designed to immobilize their targets by using the same gravitic reaction principles that allow land speeders to fly. By reversing the reaction, graviton weapons increase the local gravitational field and apply extreme stresses upon the target. When a living target is hit, it is immediately immobilized and must make a Toughness Test or suffer one level of fatigue; it must repeat this Test each turn it is subjected to the graviton weapon. A living target may also make a Strength Test each turn to move half its Agility Bonus (rounded up) as a Full Action. Vehicles that are hit with a graviton weapon immediately roll on Table 1-5: Structural Damage (pg. 7, Apocrypha Vehicles & Beasts) due to the instantaneous structural stresses it causes; graviton weapons ignore armour. Salvo This weapon has the ability to fire multiple missiles in a single attack. Each missile strikes the same area causing a saturation effect by increasing the blast’s area of effect. All missiles are fired with 1 Ballistic Skill Test to hit. Every two missiles after the first increase the blast radius by 1m but the overall damage remains the same as a single missile.


For example, 3 Frag missiles would hit for 2d10+2 and have a Blast (7) rating, while 7 Krak missiles would hit for 3d10+8 but have a Blast (3) rating.

WEAPONS Table 6-1: Ranged Weapons Las Weapons Name Astartes Lascannon

Class Heavy

Range 300m

RoF S/-/-

Dam 5d10 +10 E

Pen 10

Clip 6

Rld 3Full

Special ---

Wt 57 kg

Cost 6,000

Availability Very Rare

Solid Projectile Weapons Name Astartes Combat Shotgun Astartes MP Autocannon

Class Basic

Range 30m

RoF S/3/-

Dam 1d10 +4 I

Pen 0

Clip 18

Rld Full

Special Reliable, Scatter

Wt 6.5 kg

Cost 450

Availability Rare

Heavy

200m

-/5 /10

2d10 +2 I

5

50

4Full

---

45 kg

5,000

Rare

Range 30m

RoF S/2/-

Pen 4

Clip 8

Rld Full

Special Reliable

Wt 4kg

Cost 750

Availability Rare

90m

S/2/-

4

24*

Full

Reliable

7.5 kg

1,500

Very Rare

90m

-/4/10

4

40

Full

Reliable

14 kg

7,500

Very Rare

120m

-/-/10

Dam 1d10 +5 X 1d10 +5 X 1d10 +5 2d10 X

5

60

2Full

Reliable

42 kg

6,000

Very Rare

Class Pistol

Range 10m

RoF S/-/-

Dam 2d10 +4 E

Pen 12

Clip 4

Rld Full

Special ---

Wt 3 kg

Cost 8,000

Availability Very Rare

Basic

20m

S/-/-

12

6

2Full

---

8.5 kg

5,000

Very Rare

Heavy

30m

S/-/-

2d10 +4 E 2d10 +6 E

12 (18)

10

6Full

Focused Power

60 kg

10,000

Very Rare

Class Pistol

Range 30m

RoF S/-/-

Dam 1d10 +6 E

Pen 6

Clip 10

Rld 4Full

Special Overheats, Recharge

Wt 4.25 kg

Cost 5,000

Availability Very Rare

Basic

90m

S/2/-

6

20

6Full

S/-/-

7

5

8Full

11.5 kg 55 kg

Very Rare

120m

Overheats, Recharge Blast (3), Overheats, Recharge

4,000

Heavy

1d10 +6 E 2d10 +2 E

8,000

Very Rare

Class Pistol

Range 10m

RoF S/-/-

Pen 2

Clip 4

Rld 2Full

Special Flame

Wt 4.5 kg

Cost 500

Availability Very Rare

Basic

20m

S/-/-

3

5

2Full

Flame

7 kg

1,000

Rare

Basic

20m

S/-/-

4

6

4Full

Flame

18 kg

4,000

Very Rare

Bolt Weapons Name Class Astartes Bolt Pistol Pistol Astartes Basic Boltgun Astartes Basic Storm Bolter Astartes Heavy Heavy Bolter *Varies by magazine

Melta Weapons Name Astartes Inferno Pistol Astartes Meltagun Astartes Multi-Melta

Plasma Weapons Name Astartes Plasma Pistol Astartes Plasma Gun Astartes Plasma Cannon

Flame Weapons Name Astartes Hand Flamer Astartes Flamer Astartes Heavy Flamer

Dam 1d10 +4 E 1d10 +4 E 1d10+ 6E


Launchers Name Class Range RoF Dam Pen Clip Rld Special Wt Astartes Heavy 250m S/-/* * 4 4Full * 25 kg Devastator Missile Launcher Astartes Heavy 250m S/-/* * 1 2Full * 12 kg Tactical Missile Launcher Boltgun Basic 50m S/-/* * 1 Full * 2.5 kg Auxiliary Grenade Launcher *Damage, Penetration and Special Qualities are determined by the ammunition (i.e. the grenade or missile) fired.

Cost 6,000

Availability Very Rare

4,000

Very Rare

500

Scarce

Grenades Name Blind Grenade Frag Grenade Krak Grenade Photon Flash Grenade

Class Thrown Thrown Thrown Thrown

Range SB x3 SB x3 SB x3 SB x3

Dam --2d10 X 2d10+4 X Special

Pen 0 0 6 0

Special Smoke Blast (4) -----

Wt 0.5 kg 0.5 kg 0.5 kg 0.5 kg

Cost 25 10 50 60

Availability Scarce Common Rare Scarce

Class Heavy

Range 250m

Dam 2d10+2 X

Pen 0

Special Blast (6)

Wt 12 kg

Cost 100

Availability Scarce

Heavy

250m

3d10+8 X

8

---

12 kg

500

Rare

Missiles Name Astartes Frag Missile Astartes Krak Missile

Terminator Only Weapons Name Astartes Assault Cannon Astartes Plasma Blaster Cyclone Missile Launcher

Class Heavy

Range 90m

RoF -/-/10

Dam 2d10 +2 I

Pen 5

Clip 80

Rld 4Full

Special Wt Cost Terminator 50 kg 15,000 only, Unreliable Basic 100m S/2/1d10+ 6 20 6Full Overheats, 25 kg 10,000 6E Terminator only Heavy 400m S/-/* * 12 Special Accurate, 60 20,000 Salvo, Terminator only Terminator Heavy 30m S/-/2d10+ 4 8 4Full Flame, 20 kg 5,000 Heavy 2E Terminator Flamer only *Damage, Penetration and Special Qualities are determined by the ammunition (i.e. the grenade or missile) fired.

Availability Very Rare

Very Rare

Very Rare

Very Rare

Exotic Weapons Name Class Range RoF Astartes Exotic 200m S/-/Sniper Rifle Graviton Exotic 15m S/-/Gun *See weapon description for Special details.

Dam 1d10 R *

Pen 1d5

Clip 10

Rld 2Full

*

10

2Full

Special Accurate, Toxic Graviton

Wt 10 kg

Cost 3,000

Availability Very Rare

10 kg

50,000

Special

LAS WEAPONS Astartes Lascannon Slightly larger than the Imperial Guard man portable lascannon, the Astartes Lascannon performs the same in the field. It is designed to be fired by a single Space Marine and has a slightly larger power pack and a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. It is a standard weapon for Devastator Marines and a special weapon option for Tactical Marines.


SOLID PROJECTILE WEAPONS Astartes Combat Shotgun Used primarily by Scouts, and some old-school Veteran Sergeants, the Astartes Combat Shotgun is virtually identical to the combat shotguns used by the Adeptus Arbites. It is capable of automatic fire and stores ammo in an internal magazine. Astartes MP Autocannon The largest of the solid projectile weapons, the Astartes Autocannon is one of the support weapons used by Scout squads. It has greater range and damage output than the Astartes Heavy Bolter, but suffers from a smaller clip size, increased reload time and lacks the heavy bolter’s reliability in combat.

BOLT WEAPONS Astartes manufactured Bolt Weapons are designed from blueprints over 10,000 years old and have proven their worth time and again. All Astartes Bolt Weapons gain the Reliable weapon special quality. Astartes Bolt Pistol The Astartes Bolt Pistol is standard issue for all Space Marines, from Recruit to Brother-Captain. Recruits and Scouts start with the basic model, which is returned to the Chapter armoury upon promotion to the Rank of Battle Brother. During the ceremony, the new Battle Brother will be issued his personal Astartes Bolt Pistol to serve as his sidearm until death in service to the Emperor. Astartes Boltgun Boltguns were designed by the Emperor and his technicians to serve his elite, superhuman warriors and have continued to do so ever since. The Astartes Boltgun is the standard issue basic weapon for all Space Marines and a Marine will be issued his personal Astartes Boltgun upon promotion to the Rank of Battle Brother. Astartes Storm Bolter Initially designed as a combi-weapon incorporating two boltguns, the Astartes Storm Bolter has become the standard issue firearm for Terminator armour due to its increased size and weight. Duty to the Astartes Storm Bolter’s increase rate of fire, many Veteran Sergeants and Chaplain requisition this weapon for assault missions. Astartes Heavy Bolter The Astartes Heavy Bolter is the primary support weapon in Scout and Tactical squads. Most of the time, it is fitted with a 60 round magazine, but when used by Devastator squads it is belt-fed from an automatic loader mounted on the Marine’s power armour, increasing the clip size to 120 rounds. The Astartes Heavy Bolter’s increased weight and design are the only differences between it and its Imperial Guard counterpart.

MELTA WEAPONS Astartes Inferno Pistol An ancient and highly prized weapon, the Astartes Inferno Pistol is a very rare example of lost technology. It is designed with a larger gas canister than most models, but performs the same in combat. Commander Dante, Lord of the Blood Angels Chapter carries one of these powerful pistols into battle. Astartes Meltagun Like other melta weapons manufactured by the Adeptus Astartes Chapters, the Astartes Meltagun is heavier due to a larger gas canister. They serve as an anti-armour support weapon in Tactical squads. The Astartes Meltagun comes with a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size.


Astartes Multi-Melta The largest of the infantry portable melta weapons, the Astartes Multi-Melta is the chosen anti-armour weapon of Devastator squads deployed into cities or other terrain with decreased sight lines. Its power is so great, that its ability to penetrate enemy armour is improved against targets within short range. The Astartes Multi-Melta comes with a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. The Salamanders Chapter employs of these weapons more commonly within its Devastator Squads than other Chapters.

PLASMA WEAPONS Astartes Plasma Pistol Because most of these weapons are of an ancient design, there is little difference between the Astartes Plasma Pistol and those used by other Imperial agents. Most Chapters have lost the ability to manufacture one of these powerful weapons, which makes them a highly prized weapon. Astartes Plasma Gun Slightly heavier than the standard Imperial Guard model, the Astartes Plasma Gun only been improved with quicker flask release to decrease reload time and a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. It still requires time to recharge and suffers from overheating. Astartes Plasma Cannon The Astartes Plasma Cannon is one of the most destructive weapons in the Chapter Armoury. Because of its decent armour penetration, high damage rating and ability to damage multiple targets in a superheated blast, the Astartes Plasma Cannon is still used regularly by Devastator squads even with the risk of overheating. It comes with a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. It still requires time to recharge and suffers from overheating.

FLAME WEAPONS Astartes Hand Flamer The Astartes Hand Flamer is designed with larger fuel tank and is a favorite among the Assault Marines for its ability to clear our bunkers during assault missions. It is heavier, but not a concern for the power armoured Astartes. Astartes Flamer The Astartes Flamer is one of the primary support weapons used by Tactical Squads, especially in close quarters environments or against forces known for their massed combatants, such as the savage Orks or deadly Genestealers. Like the Astartes Hand Flamer, it is designed with a larger fuel tank, but unlike the Imperial Guard versions, the Astartes Flamer does not have the ability to be connected to a backpack and fuel line system. Astartes Heavy Flamer Basically a double stacked flamer system, the Astartes Heavy Flamer uses a modified jet system to engulf a wider range in burning promethium. This increases the arc of the cone of flame to 45 degrees, instead of 30 degrees for the basic flamer.

LAUNCHERS, MISSILES AND GRENADES Astartes Devastator Missile Launcher The Astartes Devastator Missile Launcher is the standard Marine missile system used by Devastator squads. It utilizes a pre-loaded missile-magazine allowing 4 consecutive shots before being reloaded with another magazine. Magazines tend to be loaded with all Frag Missiles for anti-infantry or all Krak Missiles to destroy enemy armour.


Astartes Tactical Missile Launcher Much smaller than the Devastator system, the Astartes Tactical Missile Launcher is used as a versatile support weapon for Scout and Tactical squads. Normally, the launcher is loaded with a single missile while 3 additional missiles of mixed types are locked into a carrying frame. Boltgun Auxiliary Grenade Launcher The Boltgun Auxiliary Grenade Launcher is not a true combi-weapon, but an attachment designed to mount under the barrel of a boltgun to increase the offensive capabilities of a Space Marine’s standard issue weapon. Because of its size and design, it lacks the range and clip size of the grenade launchers frequently used by the Imperial Guard or Adeptus Arbites. Blind Grenade See DH core rulebook page 136 for details. Frag Grenade See DH core rulebook page 136 for details. Krak Grenade See DH core rulebook page 136 for details. Photon Flash Grenade See DH core rulebook page 137 for details. Astartes Frag Missile The Astartes Frag Missile is the standard anti-infantry missile used in both the Devastator and Tactical missile launchers. Its propellant system and larger sized causes are larger blast area. Astartes Krak Missile The Astartes Krak Missile is the standard anti-armour missile used in both the Devastator and Tactical missile launchers. Although lacking the power and the range of the Astartes Lascannon, these missiles are cheaper in the long run to manufacture when compared other amount of maintenance the complex lascannon requires.

TERMINATOR ONLY WEAPONS Due to design, mass or bulk of these weapons, Terminator Only Weapons are not practical when used at an infantry level, even by superhuman Marines in power armour. Most of these weapons were specially designed to be used only by Terminators (as known as Tactical Dreadnought Armour) to broaden their offensive options. Astartes Assault Cannon Only Terminator Armour has the ability to carry an Astartes Assault Cannon into battle; a weapon usually found mounted on armoured vehicles. This six-barreled autocannon lacks the range of the basic Astartes Autocannon but makes up for it with increased damage. Unfortunately, its high rate of fire also increases the chance of the weapon jamming. Astartes Plasma Blaster After the success of the Astartes Storm Bolter, Chapter artificers applied the same principles to plasma weapons in an attempt to overcome the recharge delay. They successfully came up with what is now called the Astartes Plasma Blaster. By combining 2 plasma guns, the Astartes Plasma Blaster is able to make an attack each round; basically one gun recharges while the other fires. The problem is these weapons are extremely difficult to maintain and if it critically overheats, both plasma guns are destroyed. Additionally, the cumbersome sized due to the bulk of the multiple flasks required to power it, the Astartes Plasma Blaster can only be effectively handled by Marines in Terminator Armour; it is possible for a Marine in power armour to fire the weapon but at a –30 penalty to hit because of its size and lack of a forward grip to


stabilize the weapon. Theses may be one of the rarest weapons in the Adeptus Astartes arsenal and most Chapters no longer possess one. Cyclone Missile Launcher Developed exclusively for Terminator armour, the Cyclone Missile Launcher is actually 2 launcher racks holding 6 missiles each. The left-hand weapon is replaced with a laser-guided targeting system increasing the accuracy of the launchers; because of the design, the Cyclone Missile Launcher can still fire without the integrated targeting system, but it loses the Accurate special quality. With the ability to fire a salvo of missiles in a single attack, the system is a devastating area effect weapon. Because of the complexity of the system and all of the rituals required, it cannot be reloaded in the field and must return to the Chapter Armoury to be reloaded by trained technicians. Terminator Heavy flamer More massive than the Astartes Heavy Flamer, the Terminator Heavy Flamer uses a modified jet system to increase its power and projection range. It sacrifices the wider arc for longer range, perfect for lighting the long sections of dark passageways and tunnels of a space hulk.

EXOTIC WEAPONS Graviton Gun The ability to construct and repair the Graviton Gun has been lost to the Chapters nearly 10,000 years making this weapon more of a legend. A number of them do exist and the Adeptus Mechanicus still possesses a few ancients capable of repairing one, but none of the Adeptus Astartes Chapters, with the possible exception of the Iron Hands, are able to repair this highly complex weapon. Graviton Guns are only ever entrusted to senior Techmarines and represent one of the greatest honours a Chapter can bestow upon a Brother trained by the Adeptus Mechanicus. Due to their complexity and design, these weapons do not jam. Instead, when an unmodified result of 96 to 00 is rolled, the weapon ceases to function. It cannot be fired again until it is repaired. Repairing a Graviton Gun is a Full Action, which requires a Hard (-20) Tech-Use Test. If the Test is successful then it has been fixed, though the weapon needs to be reloaded and any power remaining in the clip is lost. If the Test is failed, the weapon still does not function, though the character can attempt the Tech-Use Test again next Round. If an unmodified result of 90 to 00 is rolled for the Tech-Use Test, them weapon is broken beyond repair and will be a significant loss to the Chapter. Astartes Sniper Rifle The Astartes Sniper Rifle was most likely the basis for the Needle Rifle used by private assassins. It is larger and built on a much heavier frame than the civilian Needle Rifle, incorporating an expanded clip and more powerful laser beam. To keep the laser, fired fractions of a second before the toxic sliver, in the invisible spectrum, it must be focused into a narrow, low-powered beam. This creates the problem with the inconsistent armour penetration of the weapon, since the slightest shift of the barrel causes the laser to move and diffuse its power over a larger surface area. When shooting through fog, mist or smoke, the laser is dispersed resulting in an Armour Penetrate of 1. This weapon’s primary use is to take out enemy leaders by recon Scout squads prior to an assault and comes standard with a Telescopic Sight. Table 6-2: Melee Weapons Primitive Weapons Name Axe

Class Melee

Range ---

Dam 1d10+1 R

Pen 0

Combat Shield Halberd^

Melee

---

1d5 I

0

Melee

---

1d10+4 R

1

Hammer

Melee

---

1d10+1 I

0

Spear

Melee, Thrown

10m

1d5 I

0

Special Good Quality, Primitive, Unbalanced Defensive, Good Quality, Primitive Balanced, Good Quality, Primitive Primitive, Good Quality, Unbalanced Good Quality, Primitive

Wt 4 kg

Cost 60

Availability Scarce

3.5 kg

100

Scarce

6.5 kg

200

Rare

4 kg

30

Average

3 kg

45

Average


Staff^

Melee

---

1d10 I

0

Sword

Melee

---

1d10 R

0

Balanced, Good Quality, Primitive Balanced, Good Quality, Primitive

3 kg

30

Common

3 kg

50

Average

Special Power Field, Tearing Balanced, Tearing, Unwieldy Tearing

Wt 22 kg 6 kg

Cost 12,000 275

Availability Special Rare

13 kg

450

Very Rare

Special Force, Power Field, Unbalanced Balanced, Force, Power Field Force, Power Field. Unbalanced Balanced, Force, Power Field Balanced, Force, Power Field

Wt 4 kg

Cost 5,000

Availability Very Rare

7.5 kg

6,500

Very Rare

4 kg

5,000

Very Rare

3 kg

4,000

Very Rare

3 kg

5,000

Very Rare

Wt 3.75 kg

Cost 25,000

Availability Special

4.5 kg 1.5 kg

3,000 1,750

Very Rare Very Rare

^This weapon requires two hand to use. Chain Weapons Name Chainfist Chainsword

Class Melee Melee

Range -----

Dam 2d10 +4 R 1d10+2 R

Pen 8 2

Chain Axe

Melee

---

1d10+4 R

2

Force Weapons Name Force Axe

Class Melee

Range ---

Dam 1d10+1 R

Pen 0

Force Halberd^ Force Hammer Force Staff^

Melee

---

1d10+4 R

1

Melee

---

1d10+1 I

0

Melee

---

1d10 I

0

Force Sword

Melee

---

1d10 R

0

^This weapon requires two hand to use. Power Weapons Name Crozius Arcanum Power Axe Power Blade Power Fist Power Halberd^ Power Maul Power Sword Storm Shield Thunder Hammer

Class Melee

Range ---

Dam 1d10+7 E

Pen 6

Melee Melee

-----

1d10+6 E 1d10+3

6 6

Special Best Craftsmanship, Power Field, Unbalanced Power Field, Unbalanced Power Field

Melee Melee

-----

2d10+5 E 2d10 E

6 7

Power Field Balanced, Power Field

12.5 kg 8 kg

10,000 5,000

Very Rare Very Rare

Melee Melee

-----

1d10+4 1d10+5

6 6

Power Field Balanced, Power Field

3 kg 3.5 kg

2,000 2,500

Very Rare Very Rare

Melee

---

1d5 E

2

Defensive, Power Field

9.5 kg

5,000

Special

Melee

---

1d10+5 E

6

Power Field, Shocking, Unwieldy

15 kg

8,000

Special

Pen 6

Special Balanced, Power Field

Wt 11 kg

Cost 8,000

Availability Special

^This weapon requires two hand to use. Exotic Weapons Name Lightning Claw

Class Melee

Range ---

Dam 2d10+3 E

PRIMITIVE WEAPONS All Astartes manufactured primitive weapons are Good Craftsmanship or better.

CHAIN WEAPONS Chainfist A Chainfist is a Power Fist with a short chain blade attached, designed to cut through vehicle armour and starship bulkheads. It can do considerable damage as an offensive weapon, but due to its design and poor weight distribution it cannot be employed quick enough for defense. Although it is possible to have a


Chainfist attached to a Marine’s powered armour, the Codex Astartes defines it as “…the sinistral (lefthanded) attachment for Tactical Dreadnought Armour (Terminator Armour) when boarding unknown vessels…” Chainsword See DH core rulebook page 140 for details. Chain Axe See DH core rulebook page 140 for details.

FORCE WEAPONS Force Axe Primarily an offensive weapon, the Force Axe is less able to turn aside blows. These weapons can be single or double headed. Force Halberd The Force Halberd is a large, two-handed weapon with excellent offensive and defensive ability. Force Halberds tend to be rare because of their length and weight. Force Hammer A favorite weapon as a symbol of justice, the Force Hammer is used to inflict heavy blows on opponents. Because of its top-heavy design, it lacks a sword’s natural ability to parry enemy attacks. Force Staff A Force Staff is a well-balanced two-handed weapon, usually consisting of a long shaft topped with an archaic or chapter icon of power. Force Sword Balanced like its primitive counterpart, the Force Sword is the most common of the Force weapons designed for one-handed use.

POWER WEAPONS Crozius Arcanum The Crozius Arcanum is the symbol of righteous authority carried by all Space Marine Chaplains. They are sacred power weapons designed inspire Brothers in battle and smite the Emperor’s enemies. Because of their design, they are poor at parrying enemy weapons. Power Axe Brutally effective, Power Axes sunder armour and cleave foes that get in the way but suffer as a defensive weapon. Power Axes are especially popular with the Blood Angels and their successors. Power Blade See DH core rulebook page 140 for details. These additionally find service as bayonets with Veteran Sergeants. Power Fist A massive, heavily armoured gauntlet, the Power Fist is the standard left hand weapon used with Terminator armour, although many veteran Assault Marines prefer it for its ability to literally crush enemies to death. The power field surrounding it allows a Marine to smash through walls and simply raise an arm to parry melee attacks. Because of its design and size, Power Fists suffer a -20 to tests to manipulate objects when worn. Power Halberd


Power Halberds are very rare weapons in the Legions Astartes, but the White Scars Chapter uses a modified version with their bike squadrons as lances. They are a two-handed weapon with the ability to cut through all but a full suit of power armour Power Maul Similar in design to the Shock Maul, the Power Maul gives up the ability to stun opponents for sheer destructive power. While other power weapons cut through armour, Power Mauls pulverized it with brute force. Power Sword See DH core rulebook page 140 for details. Storm Shield A Storm Shield is dense, metal shield with a built-in power field generator, for this reason they are sometimes referred to as power shields. These weapons are designed to offer melee protection against enemy chain and power weapons. Storm Shields are normally paired with Thunder Hammers and used by close assault Terminator squads, but some Veterans and Champions prefer the protection offered against elite enemy opponents. Thunder Hammer A massive hammer with an overcharged power field generator built into it, a Thunder Hammer is based on an ancient design. Use primarily by close assault Terminator Squads (with a Storm Shield in the left hand), Thunder Hammers get their name from the loud crack of discharged energy when they strike. This not only stuns an enemy, but opponents without ear protection are deafened for 1d10 rounds. They size makes them unable to parry melee attacks (hence the Storm Shield).

EXOTIC WEAPONS Lightning Claws A Lightning Claw looks like a Power Fist with long slashing blades reaching out from the dorsal (back) surface of the gauntlet. They are normally worn in pairs and require a specialized fighting style to use effectively to attack and defend against opponents. When properly trained and wearing a pair of Lightning Claws, the character gains the Ambidextrous Talent and the Two-Weapon Wielder (Melee) Talent for these weapons. Because of the non-retractable blades, Lightning Claws imposes a –30 to tests to manipulate objects.

WEAPON UPGRADES Table 6-3: Weapons Upgrades Name Boltgun Fire Selector Duplus X Melee Attachment Mk II Astartes Boltgun Magazine Mk III Astartes Boltgun Magazine Mk IV Astartes Boltgun Magazine Mono Red-Dot Laser Sight Targeter & Auto-Sense Link Telescopic Sight

Weight +1 kg 0 +2 kg 0

Cost 50 10 25 15

Availability Rare Rare Plentiful Scarce

0

30

Scarce

0

50

Rare

0 +0.5 kg +0.5 kg

40 50 250

Scarce Scarce Rare

+1 kg

35

Average


Boltgun Fire Selector Similar to fire selector systems for other guns, the Boltgun Fire Selector allows a boltgun to have two additional clips loaded. At the start of the Marine’s Turn, he can use the Fire Selector as a Free Action to choose which clip he wishes to draw ammo from that round. Upgrades: A basic boltgun. Duplus X This X-shaped set of clips is designed to attach two Mk II or 2 Mk III boltgun magazines together. This setup reduces the reload time by half (Half Action) when used with two loaded magazines. Upgrades: A basic boltgun. Melee Attachment See DH core rulebook page 142 for details. Mk II Astartes Boltgun Magazine The Mk II is the standard straight magazine designed to hold 24 bolts for an Astartes Boltgun. Upgrades: A basic boltgun Mk III Astartes Boltgun Magazine The Mk III is the sickle-shaped magazine designed to hold 32 bolts for an Astartes Boltgun. Upgrades: A basic boltgun Mk IV Astartes Boltgun Magazine The Mk IV is the drum-shaped magazine designed to hold 64 bolts for an Astartes Boltgun. Upgrades: A basic boltgun Mono See DH core rulebook page 142 for details. Red-Dot Laser Sight See DH core rulebook page 142 for details. Targeter & Auto-Sense Link This system connects a Marine’s weapon to an array of senses mounted to his power armour’s helmet (usually covering the helmet’s right eye port) to improve his aim by combining a motion predictor logis engine with a complex array of optics. It grants a +20 bonus to Ballistic Skill Tests when the weapon is linked to the armor. Any hit to the head, regardless of actual Wounds received, will damage the sensitive Targeter & Auto-Sense Link requiring a Hard (-20) Tech-Use Test to repair it. Upgrade: Any Basic or Heavy weapon. A Targeter & Auto-Sense Link counts as a sight and a gun may only have one sight. Telescopic Sight See DH core rulebook page 142 for details.

AMMO Table 6-4: Ammo Name Bullets Shells Charge Pack (Heavy) Fuel (Pistol) Fuel (Basic)

Cost/Amount 1/20 1/20 30/full clip 8/full clip 10/full clip

Availability Plentiful Common Rare Scarce Scarce


Fuel (Heavy) Bolt Shells Melta Canister (Pistol) Melta Canister (Basic) Melta Canister (Heavy) Plasma Flask (Pistol) Plasma Flask (Basic) Plasma Flask (Heavy) Exotic Executioner Shotgun Shells Hellfire Bolt Shells Inferno Bolt Shells Kraken Bolt Shells Metal Storm Bolt Shells Stalker Silenced Bolt Shells

20/full clip 16/1 20/full clip 15/full clip 30/full clip 24/full clip 18/full clip 40/full clip 20/1 30/1 50/1 55/1 60/1 50/1 75/1

Scarce Rare Very Rare Rare Very Rare Rare Rare Very Rare Very Rare Rare Very Rare Very Rare Very Rare Very Rare Very Rare

Bullets See DH core rulebook page 143 for details. Shells See DH core rulebook page 143 for details. Charge Pack See DH core rulebook page 143 for details. Fuel See DH core rulebook page 143 for details. Bolt Shells See DH core rulebook page 143 for details. Melta Canister See DH core rulebook page 143 for details. Plasma Flask See DH core rulebook page 143 for details. Exotic See DH core rulebook page 143 for details. Executioner Shotgun Shells Essentially the same shells used by the Adeptus Arbites, Executioner Shotgun Shells grant the Accurate Special Weapon Quality when used. Hellfire Bolt Shells These bolt shells are have their cores filled with a mutagenic acid and do horrific damage to biological tissue. Hellfire Bolt Shells add the Toxic Weapon Special Quality when used but reduce the Penetration value of the gun by 1. Inferno Bolt Shells These bolt shells have their core filled with oxy-phosphorous gel and explode into bright white fire on contact. A target hit by an Inferno Bolt Shell must make an Agility Test or catch on fire, in addition to suffering damage as normal. Inferno Bolt Shells may also be used to very expensively set things on fire besides people at the GM’s discretion.


Kraken Penetrator Bolt Shells These bolt shells have an adamantine core and concentrated explosive charge and are designed to punch through power armour. Kraken Penetrator Bolt Shells double the Penetration value of the gun. Metal Storm Bolt Shells These bolt shells have a modified proximity detector, an increased charge and a fragmenting case. Metal Storm Bolt Shells cause damage in a Blast (2) but reduce the Penetration value of the gun to zero. Stalker Silenced Bolt Shells These bolt shells are propelled by gas cartridges and do not detonate on impact, but have a solid slug. Stalker Silenced Bolt Shells make less noise and flash, so an Awareness Test to hear these shots suffer an additional –20 penalty and can only be attempted at half the normal distance for detecting gunshots.

ARMOUR Table 6-5: Armour Armour Type

Location(s) Covered

AP

Wt

Cost

Availability

Arms, Body, Legs

2

6 kg

150

Average

Arms, Body, Legs

5

12 kg

1,200

Very Rare

All

9 (10)

80 kg

45,000

Special

Flak Armour Reinforced Battle Dress Uniform (BDUs)

Carapace Armour Astartes Scout Armour

Power Armour Astartes Power Armour

Flak Armour Reinforced Battle Dress Uniform (BDUs) The Reinforced Battle Dress Uniform for Recruits varies from Chapter to Chapter, sometimes done in the Chapter’s primary colours and other times in complex pixilated camouflage patterns. There are made from a double-layer of rip-stop fiber cloth and flexible plasteel plate covering the arms, legs and body.

CARAPACE ARMOUR Astartes Scout Armor The Astartes Scout Armour uses the basic Reinforced Battle Dress Uniform but replaces the flexible plasteel plates with dense, armaplas plates. It is heavier and has padded joints wear the inflexible armaplas does not cover.

POWER ARMOUR All seven suits of Space Marine power armour where in production up to and during the Horus Heresy and even each model has slight variations to it. Predominantly, the Mk VI, Mk VII and Mk VIII are the most common models in use because most of their components are interchangeable but many Chapters still use the first five models make sure each Marine is properly outfitted for war. All Space Marine Power Armour adds +20 to the Marine’s Strength Characteristic and increases his size to Hulking. Each helmet contains a vox-caster, an internal chrono, an external speaker, infra-red vision and photo-visor (See DH core rulebook page 147 for details) and an auto-sense array, which gives the wearer +10 to Awareness Tests and includes. Because of the bonded Ceramite-plasteel outer skin, Astartes Power Armour has a slightly higher AP against Flame, Las, Melta and Plasma weapons. The armour contains its own power supply and could


operate at full capacity for months without needing a recharge if it wasn’t for the stress of combat and maintenance require to keep it functional. Astartes Power Armour Mk I Called the Thunder Pattern for the thunderbolt and lightning emblem (the Emperor’s personal badge during the Age of Strife), the Astartes Power Armour Mk I was the first attempt at a powered suit of armour. In reality, only the upper body was powered as combatants fought primarily in melee combat. The legs were a mix a tough leather or simple armoured greaves and boots. The helmet is not enclosed and the Mk I has no life-support systems. No Chapter in the 41st Millennium is known to field this model, but some of the oldest Chapters proudly display these rare suits in their stronghold fortresses. Astartes Power Armour Mk II Crusade Pattern power armour, earned its name from the fact that it was the developed and issued to the entire Space Marine Legion near the end of the Age of Strife and the beginning of the Great Crusade. Astartes Power Armour Mk II was the first enclosed armour with life-support to allow the crusader forces to fight in space and on worlds with hostile environments; it also was the first helmet designed with sensory equipment. The fact that these suits were designed with easy maintenance in mind as allowed many of the Mk II suits to remain in use into the 41st Millennium. Astartes Power Armour Mk III Not a replacement for the Mk II, the Astartes Power Armour Mk III was designed to provide a heavy assault model suitable for starship boarding actions and close tunnel fighting. It was designed with thicker frontal armour and lightened rear armour to reduce the weight. Since modern Chapters focus more on versatile, the Mk III suits have been taken out of combat service and are now common as ceremonial guard armour. Because of the addition armour plating and great resistance to damage, the Astartes Power Armour Mk III is knows as the Iron Pattern or Armorum Ferrum in High Gothic. Astartes Power Armour Mk IV Also known as the Maximus Pattern, the Astartes Power Armour Mk IV was designed by the Adeptus Mechanicus of Mare to replace the Mk II and Mk III suits, which were quickly being destroyed during the Great Crusade. Using technological secrets gained during the crusade across the galaxy, the armour was of higher quality and lower weight than the previous models. Its main change was in its use of inflexible armour plating and an entirely new helmet design allowing the helmet to move with the wearer’s head. Astartes Power Armour Mk V The Heresy Pattern was a rushed attempt to provide armour for as many Marines as possible during the events of the Horus Heresy. The Mk IV pattern ceased production immediately and its components were used up quickly, so most of the suits of Astartes Power Armour Mk V were make from re-used components. Many development programs were stopped and their resources used to produce differing components for the Mk V. The most distinguishing characteristics of this power armour are the many studs on the helmet, lower legs and shoulder pads and its extra weight which caused the power pack to overheat if the power levels were not reduced to sub-optimal combat levels. Astartes Power Armour Mk VI The Astartes Power Armour Mk VI was in production before it had completed development due to the advancement of Horus and the Traitorous Legion. Designed the Corvus Pattern (also known as the “Beakie armour” due to the hooked nose of the helmet), many suits of this armour date back to the Horus Heresy. It was the first design to cover the main power cables and incorporate dual technology circuits allowing sophisticated functions to be brought back online using simpler technology available. On a more complete suit of Mk VI armour, the left arm retains the studded shoulder pad. Astartes Power Armour Mk VII The most common Space Marine power armour in the 41st millennium is the Astartes Power Armour Mk VII, also knows as the Aquila (Eagle) or Imperator Pattern. It is essentially the final production model that the Mk VI started and the components are readily interchangeable. It is recognizable large external vox-


caster in the helmet and presents the Imperialis (winged skull) or the Aquila (two headed eagle) on the chest. Astartes Power Armour Mk VIII Called the Errant Pattern, the Astartes Power Armour Mk VIII is an updated version of the Mk VII with a raised collar and armoured plating covering the torso power cables.

ARMOUR UPGRADES Space Marine armour can be given upgrades to enhance its performance and characteristics. Which weapons and how many upgrades can be applied are noted in the upgrade description. A character with the Trade (Armourer) Skill may upgrade weapons by making a successful test. The cost and availability for each upgrade refers to the component and not the cost of attaching it, which characters must pay for separately. For armour purchased with upgrades already attached, simply add the cost of the upgrade to that suit of armour. This does not change the availability of the armour. Upgrades also modify a suit of armour’s weight as noted below. Table 6-6: Armour Upgrades Name Weight Cost Assault Marine Jump Pack +90 kg 10,000 Banner Pole +9 kg 500 Conversion Field +3.5 kg 10,000 Devastator Stabilizers +23 kg 2,000 Displacer Field +5 kg 50,000 Iron Halo +2.5 kg 20,000 Narthecium +45 kg 4,000 Refractor Field +2 kg 5,000 Servo Arm – Ballistic +24 kg* 750* Servo Arm – Manipulator +25 kg 500 Servo Arm – Utility +21 kg 750 Signum +1 kg 1,000 Weapon Power Port +5 kg 1,500 *This value does not include the Weight or Cost of the pistol added.

Availability Very Rare Scarce Very Rare Very Rare Very Rare Special Very Rare Very Rare Rare Rare Rare Rare Very Rare

Assault Marine Jump Pack An Assault Marine Jump Pack consists of the power pack of an Astartes Power Armour suit, a small graviton system (a simplistic version of those used in Land Speeders) to decrease the Marine’s total weight and a pair of booster rockets for forward movement. This system allows a Marine to move quickly by clearing obstacles with a series of long, powered jumps over the ground and obstacles. This does not grant the wearer the ability of controlled flight, but the jump pack can reach great heights with a prolonged burn of the booster rockets. The jump pack allows movement in a straight line. After the total distance to be covered is declared, divide the distance in half (rounded up) to determine the jump height required covering this distance; the jump height can be decreased by half but requires a successful Pilot Test. Plotting a precise jump can be difficult and any Full Action, Charge Action or Full Burn Jump requires a successful Pilot Test to land exactly, modified by the environment as follows: Mud or Shallow Water (Challenging); Darkness, Snow or Underbrush (Difficult); and Dense Fog, Rubble or Trees (Hard). If the test is failed, the Marine scatters (see DH core rulebook pg. 196) 1m for each degree of failure and may cause a collision; a failed Charge Action causes the wearer to lose his/her attack this Turn. On a successful Charge Action, the Marine is considered on Higher Ground for the attack and his Weapon Skill Test is made with a +10 bonus. As a special manoeuvre, the Assault Marine Jump Pack can propel the wearer straight up the full distance of the declared Movement Action and forward 2m.


Space Marines equipped with Assault Marine Jump Packs can drop from any height and can activate the jump pack in the final seconds to land safely, taking no damage. A Full Burn Jump can be sustained for 4 Rounds for a maximum jump distance of 200m and requiring only a single Pilot Skill Test to land on target. Because of the improved strength of Astartes Power Armour and the graviton system in the Assault Marine Jump Pack, a Space Marine can make his normal movements on the ground. If he is knocked prone, the Space Marine uses a Full Action to stand. An Assault Marine Jump Pack has an AP value of 9. Upgrade: Any suit of Astartes Power Armour, excluding the Mk I and the Mk III. Table 6-7: Assault Marine Jump Pack Movement

Distance Moved Manoeuvre Difficulty Collision Damage

Half Action 4m to 10m +10

Movement Action Full Action 11m to 20m 0

Charge Action 11m to 25m -10

Full Burn Jump 21m to 50m -20

1d10

1d10+1

1d10+2

1d10+5

Banner Pole Affixed to the back of suit of armour, a Banner Pole usually carries the squad or company designation. It may also carry a high-ranking Marine’s Personal Heraldry; in some Chapters, Librarians and Chaplains also carry Banner Poles. A Banner Pole increases the character’s visibility and grants a +10 bonus to Command Skill Tests. Upgrade: Any suit of Astartes Power Armour or Terminator Armour. Conversion Field The Conversion Field sees very limited use, regardless of its ability to defend against all attacks, because of its dramatic effect. It is installed directly into a suit of power armour or Terminator armour. When activated, it provides an additional 4 AP against all physical attacks for up to 5 minutes. During this time, when the wearer is struck by a physical attack, the Conversion Field discharges a blinding light and anyone within 10m of the wearer must succeed on a Toughness Test or be blinded for 1d5 Rounds. After it is turned off, the Conversion Field generator cannot be turned back on for 1 hour as it recharges. Upgrade: Any suit of Power Armour or Terminator Armour. A Conversion Field counts as an energy field generator and a suit of armour may only have one energy field generator. Devastator Stabilizers This system is added on to the Astartes Power Armour worn by Devastator Marines. The stabilizers allow the Space Marine armed with a heavy weapon to be considered Braced at all times, even when moving. Upgrade: Any Mk IV or later suit of Astartes Power Armour. Displacer Field Displacer Fields are an example of lost technology, which some believe may be xenos in origin. They are extremely rare and many Successor Chapters do not possess a single one in their armoury. This device is actually a miniaturized warp drive generator with such a highly sensitive proximity generator that it works against all physical. It must be installed into a suit of power armour or Terminator armour to work. When activated, the Displacer Field causes the wearer to teleport 1d10m in a random direction (see DH core rulebook pg. 196) and will cause the attack to miss unless it has the Flame or Blast weapon special quality and the field fails to move the character out of the area of effect. Once activated, it can be used up to 5 times (5 different shifts) or up to 5 minutes (whichever happens first); after it is turned off, the Displacer Field generator cannot be turned back on for 24 hours as it recharges. Upgrade: Any suit of Power Armour or Terminator Armour. A Displacer Field counts as an energy field generator and a suit of armour may only have one energy field generator. Iron Halo


An Iron Halo is a high honour given to a Space Marine who has demonstrated bravery, honour or initiative in battle were their actions have turned the tide or guaranteed victory. This device is actually a powerful energy field generator, similar to the Rosarius worn by Chaplains, installed into the Marine’s power armour. When activated, it provides an additional 5 AP to the power armour for up to 5 minutes; after it is turned off, the Iron Halo generator cannot be turned back on for 1 hour as it recharges. This item is never available for purchase and can only be rewarded by a Space Marine Chapter. Upgrade: Any Mk II or later suit of Astartes Power Armour. An Iron Halo counts as an energy field generator and a suit of armour may only have one energy field generator. Narthecium/Reductor The Narthecium is the sacred medipack worn by all Apothecaries. It is a highly modified Astartes Power Armour power pack containing advanced bio-tech equipment, basic medical chymicals and surgical tools to complete battlefield surgery. An Apothecary that uses a Narthecium gains a +30 bonus to his Medicae Skill Test. Nartheciums come standard with an a re-useable, self-sterilizing injector, 2 tubes of Astartes Nutrient Paste, 4 doses of De-Tox and 4 doses of Stimm, which must be replaced separately when used. A Reductor is worn on the forearm and used to retrieve the sacred progenoid glands for fallen Battle Brothers. It contains a very short power blade or chain blade to cut away armour and a pneumatic extractor to remove and seal the glands. The blade can be used in melee combat as an Improvised Weapon doing 1d5+2 Rending or Energy Damage (depending on the type of blade) with an Armour Penetration of 4 (both types). The Reductor has an AP value of 12; because of the bonded Ceramite-plasteel outer skin, it has an AP value of 14 against Flame, Melta and Plasma weapons. A Reductor can hold up to 10 progenoid glands in separate, sealed containers.

Refractor Field An ancient design, the Refractor Field provides additional protection from high-energy weapons by dispersing the incoming energy across the surface area of the field. It is usually installed directly into a suit of power armour or Terminator armour; because of its small size (roughly that of a laspistol), it can be worn on a belt and powered by a laspistol charge pack. When activated, it provides an additional 3 AP against Las, Melta and Plasma weapons for up to 5 minutes; after it is turned off, the Refractor Field generator cannot be turned back on for 1 hour as it recharges (or a new laspistol charge pack is loaded). One drawback is that when it is activated, it covers the wearer in a hazy blue light increasing the difficulty of the wearer’s Concealment Test to Very Hard (-30). Upgrade: Any suit of armour or worn as gear. A Refractor Field counts as an energy field generator and a suit of armour may only have one energy field generator. Servo Arm – Ballistic This Servo Arm is essentially an oversized mechadendrite with a type of pistol mounted on a suit of power armour. Any Las, Melta or Plasma pistol can be attached and powered directly from the power armour’s power pack for an unlimited clip size. Any Bolt, Flame or SP pistol can be attached, retaining their basic characteristics. The Techmarine may use this Servo Arm as if it were his off-hand, but suffers no penalties to hit. Note that this weapon can have any upgrades as it is mounted into the Servo Arm. Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour can have up to four total Servo Arms. Servo Arm – Manipulator This Servo Arm is essentially an oversized mechadendrite designed for heavy lifting mounted on a suit of power armour. It has a reach of 2m. When using this Servo Arm, the Techmarine gains a +30 bonus to Strength Tests. The manipulator tends to be a screw-driven clamp and as a Half Action can lock onto fixed anchor point to immobilize the Techmarine. In melee combat, the Techmarine may use this Servo Arm as if it were his off-hand, but suffers no penalties to hit; a successful hit deals 1d10+3 Impact Damage and it is considered a Primitive weapon. This Servo Arm may not be used for any task requiring fine manipulation. Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour can have up to four total Servo Arms.


Servo Arm – Utility This Servo Arm is essentially an oversized mechadendrite with a variety of tools and attachments mounted on a suit of power armour. It counts as a Combi-tool, granting a +10 bonus to all Tech-Use Tests. It includes a lascutter unit. The limb also houses four injector pistons, each of which may be filled with one does of Sacred Machine Oil and replaced separately when used. This Servo Arm also contains a knife blade with the Mono weapon upgrade; when used in melee combat, the Techmarine may use this Servo Arm as if it were his off-hand, but suffers no penalties to hit; Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour can have up to four total Servo Arms. Signum A specialized communication and telemetry device, the Signum is used by Techmarines in combat to collect data from all of his Battle Brothers. This allows the Techmarine to relay tactical information to his or other squads to increase combat performance. In game terms, the Techmarine can use the Signum as a Full Action to make a Tech-Use Skill Test coordinate fire on enemy targets. On a successful Test each Marine, after the first, to fire on the same target gains a +10 bonus to his Ballistic Skill Test as long as they are in radio contact with the Techmarine. This effect can work across multiple targets with multiple Marines in combat to a maximum of ten +10 bonuses received. For example, with one Techmarine using a Signum, the following scenario is possible: Marine 1 fires on Enemy 1, Marines 2 through 4 fire on Enemy 1 with a +10 bonus each, while Marine 5 fires on Enemy 2 and Marines 6 through 8 fire on Enemy 2 with a +10 bonus each and finally Marine 9 fires on Enemy 3 and Marines 10 through 13 fire on Enemy 3 with a +10 bonus each. Any additional Marines firing on Enemies 1 through 3 would not receive a bonus from the Techmarine with the Signum. Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour. Weapon Power Port A Weapon Power Port is actually a power coupling and cords, which allows a Marine to connect weapon to the power pack of his armour. Any weapon connected directly to the power pack of suit of power armour has unlimited ammo and does not need to be reloaded. Upgrade: Any Basic or Heavy Las, Melta or Plasma weapon and any Mk IV or later suit of Astartes Power Armour.

GEAR CLOTHING Table 6-8: Clothing & Personal Items Name Adamantine Mantle Backpack Cameleoline Cloak Chrono Clothing Filtration Plugs Infra-Red Goggles Photo-Visors Psychic Hood Re-Breather Recoil Glove Respirator/Gas-Mask Rosarius Void Suit

Weight

Cost

Availability

1 kg 0.5 kg ------0.5 kg 0.5 kg 2.5 kg 1 kg 0.5 kg 0.5 kg 2 kg 8 kg

10 500 40 Varies 15 275 100 3,000 50 85 25 20,000 100

Plentiful Rare Abundant Abundant Common Rare Scarce Very Rare Scarce Common Average Very Rare Plentiful


Adamantine Mantle Typically limited to Chapter leaders and heroes, an Adamantine Mantle takes various forms depending on the Chapter, but usually it is a cloak or cape made of scales, mesh or other durable materials. A character wearing an Adamantine Mantle gains a +2 AP bonus from any ranged attack from behind. Because melee combat is fluid, with opponents constantly try to face off against one another, the Adamantine Mantle does not provide its bonus unless the Marine is Surprised and struck from behind. Backpack See DH core rulebook page 146 for details. Cameleoline Cloak See DH core rulebook page 146 for details. Typically only Scout squads use this item. Chrono See DH core rulebook page 147 for details. Clothing See DH core rulebook page 147 for details. The Chapter provides clothing for all of its members with Marines usually wearing robes or such and retainers wearing a standardized uniform determined by their trade and rank. Infra-Red Goggles See DH core rulebook page 147 for details. Typically only Scout squads use this item. Photo-Visors See DH core rulebook page 147 for details. Typically only Scout squads use this item. Psychic Hood A Psychic Hood a special array of psychically attuned crystals and wires worn by Chapter Librarians instead of a helmet (usually clipped to the Marine’s belt incase of emergency). This complex headgear allows the Librarian to nullify the powers of enemy psykers. When an opponent declares he/she is using a Psychic Power within line of sight of the character wearing a Psychic Hood, the character, as a Reaction, can choose to make an Opposed Willpower Test to nullify the Psychic Power. Both parties make Willpower Tests as normal. Whoever succeeds on the Test wins. If both participants succeed, the one with the most degrees of success wins. If the degrees of success are the same, the higher Characteristic Bonus wins out. And if this still results in a tie, then the lowest dice roll wins. If the wearer of the Psychic Hood wins, the Psychic Power is nullified and the opponent is Stunned until his/her next turn from the backlash of power. If the opponent wins or if both parties fail, the psyker processes to use his Psychic Power as normal. Re-Breather See DH core rulebook page 147 for details. Typically only Scout squads use this item. Recoil Glove See DH core rulebook page 147 for details. Typically only Scout squads use this item. Respirator/Gas-Mask See DH core rulebook page 147 for details. Typically only Scout squads use this item. Rosarius The Space Marine Chaplains are given the honour of wearing a Rosarius, which is bestowed upon them by a member of the Ecclesiarchy. This device is a powerful energy field generator set into a gorget or large amulet worn by the Chaplain. When activated, it provides an additional 5 AP to the power armour for up to 5 minutes; after it is turned off, the Rosarius generator cannot be turned back on for 1 hour as it recharges. A character may only have one energy field generator.


Void Suit See DH core rulebook page 147 for details. Typically only Scout squads use this item.

DRUGS AND CONSUMABLES Table 6-9: Drugs and Consumables Name Weight Astartes Nutrient Paste* --De-Tox* --Injector --Medikit 2 kg Sacred Machine Oil* --Stimm* --*Cost indicates 1 does for drugs or 1 package for paste or oil.

Cost 20 65 5 150 150 20

Availability Average Rare Abundant Common Very Rare Average

Astartes Nutrient Paste Astartes Nutrient Paste is a thick, brownish food paste that contains all the nutrients, calories and hydration required for single day of full activity. It has no taste to speak of. It is usually packaged in soft plastic tubes to be squeezed out for consumption. De-Tox See DH core rulebook page 148 for details. Typically only Scout squads use this item. Injector See DH core rulebook page 148 for details. Typically only Scout squads use this item. Medikit See DH core rulebook page 148 for details. Sacred Machine Oil See DH core rulebook page 149 for details. Only Techmarines use this item. Stimm See DH core rulebook page 148 for details. Typically only Scout squads use this item.

TOOLS Table 6-10: Tools Name Auspex/Scanner Combi-tool Data-slate Demolition Charge Grapnel Lascutter Liquid Line Canister Magnoculars Melta Bomb Micro-bead Multikey Pict Recorder Personal Torch

Weight 0.5 kg 1 kg 0.5 kg 1 kg 2 kg 4 kg 0.25 kg 0.5 kg 2 kg ----1 kg ---

Cost 145 200 25 250 30 65 50 55 500 20 150 100 10

Availability Scarce Rare Common Scarce Common Average Scarce Average Rare Average Scarce Average Common


Psy-focus Screamers Stummers Teleport Homing Beacon Vox-Caster

--2 kg 2 kg 40 kg 4 kg

100 140 25 2,500 300

Rare Scarce Average Very Rare Scarce

Auspex See DH core rulebook page 150 for details. Combi-tool See DH core rulebook page 150 for details. Typically only Techmarines use this item. Data-slate See DH core rulebook page 150 for details. Demolition Charge See DH core rulebook page 150 for details. Grapnel See DH core rulebook page 150 for details. Lascutter See DH core rulebook page 150 for details. Liquid Line Canister Based on studies of now-extinct arachnids from Holy Terra, a Liquid Line Canister ejects a liquid that solidifies into a flexible cable. A single canister contains enough liquid to produce a 15m cable, which can support up to 1000 kg. This chymical is similar to that used in web weapons, but is not sticky or constricting. It breaks down after 1d5 hours. Magnoculars See DH core rulebook page 150 for details. Melta Bomb A Melta Bomb is a specialized explosive device used to breach armoured bulkheads and destroy vehicles and bunkers. When a Melta Bomb detonates, it deals 2d10+6 Energy Damage with an Amour Penetration of 18 to a blast radius of 3m. For setting and defusing explosives see the Demolitions Skill in the DH core rulebook page 101. Micro-Bead See DH core rulebook page 151 for details. Typically Scout Squads use this item. Multikey See DH core rulebook page 151 for details. Typically only Techmarines use this item. Personal Torch A Personal Torch is a small, cylindrical flame system using compressed promethium and an ignition system to start small fires. It is possible to use this item in melee combat, but when doing so, the character is considered Unarmed because the flame jet is so small. A Personal Torch does 1d5-2 Energy Damage with an Armour Penetration of 1. Opponents struck must succeed on an Easy (+30) Agility Test or be set on fire. A Personal Torch contains enough fuel for 10 uses before it must be refilled. Pict Recorder See DH core rulebook page 151 for details. Typically Scout Squads use this item.


Psy-Focus See DH core rulebook page 151 for details. Only Librarians use this item. Screamer See DH core rulebook page 151 for details. Typically Scout Squads use this item. Stummers See DH core rulebook page 151 for details. Typically Scout Squads use this item. Teleport Homing Beacon A Teleport Homing Beacon consists of a power supply and coded signal generator that can be locked onto by a teleporter to send down troops. When a teleporter is locked onto a Teleport Homing Beacon, all teleportation capable units will appear within 1d10m of the beacon without the possibility of catastrophic failure. Vox-Caster See DH core rulebook page 151 for details. Typically Scout Squads use this item.

CYBERNETICS All Astartes cybernetics are Common Quality or better and are primarily used for replacement of lost body parts. Table 6-11: Cybernetics Name Bionic Arm Bionic Leg Bionic Respiratory System Auger Arrays Cortex Implants Cranial Circuitry Cybernetic Senses Electro-Graft Mind Impulse Unit Targeter Cybernetic Eye

Cost 1,000 1,500 800 1,000 5,000 1,000 2,250 1,250 1,750 3,000

Availability Scarce Scarce Rare Rare Very Rare Scarce Rare Scarce Rare Rare

Bionic Arm This implant is reserved for the injured Marines of the Chapter. See DH core rulebook page 153 for details. Bionic Leg This implant is reserved for the injured Marines of the Chapter. See DH core rulebook page 154 for details. Bionic Respiratory System This implant is reserved for the injured Marines of the Chapter. See DH core rulebook page 154 for details. Auger Arrays This implant is reserved to honour an injured Marine of the Chapter or Techmarine for his service. See DH core rulebook page 154 for details. Cortex Implants This implant is reserved for the injured Marines of the Chapter. In extremely rare cases, a Cortex Implant of Good Quality may be given to Techmarine for his exemplary service. See DH core rulebook page 155 for details.


Cranial Circuitry Only after completing his training with the Adeptus Mechanicus on Mars, can a Techmarine acquire this sacred implant. See DH core rulebook page 27 for details. Cybernetic Senses This implant is reserved for the injured Marines of the Chapter or to honour a Techmarine for his service. See DH core rulebook page 155 for details. Electro-Graft Only after completing his training with the Adeptus Mechanicus on Mars, can a Techmarine acquire this sacred implant. See DH core rulebook page 27 for details. Mind Impulse Unit This implant is reserved for the Pilots of the Chapter. See DH core rulebook page 156 for details. Targeter Cybernetic Eye This is a Good Quality cybernetic eye that grants the recipient the Heightened Senses (Sight) Trait, a +20 bonus to Tests made to resist blindness and incorporates a targeting system, which provides a +10 bonus on Ballistic Skill Tests.

Chapter VII: Vehicles The Motor Pool and Air Support of a Chapter consists of a compliment of vehicles designed for everything from fast attack to long distance fire support. Many of the vehicles used by the Adeptus Astartes are designs from the ancient Standard Template Constructs and have been modified for specialized purposes and combat roles over the millennia. The best example is the basic Rhino design, which serves as the base chassis for many armoured vehicles in the Adeptus Astartes, Adeptus Arbites and the Adepta Sororitas.

NEW VEHICLE TRAITS Heavy Salvo This weapon has the ability to fire multiple missiles in a single attack. Each missile strikes the same area causing a saturation effect by increasing the blast’s area of effect. All missiles are fired with 1 Ballistic Skill Test to hit. Every missile after the first increases the blast radius by 1m but the overall damage remains the same as a single missile. For example, 3 Vengeance missiles would hit for 2d10+4 and have a Blast (10) rating, while all 6 Vortis missiles would hit for 2d10 but have a Blast (9) rating. Minefield Some missile weapons are designed to deliver an instant minefield, setting up a defensive perimeter, denying the enemy an area or cutting off its retreat. The missile does no damage; instead it covers a blast area with dozens of proximity mines. Any character moving through this area must succeed at a Hard (-20) Agility Test for every meter he/she moves through the affected area (i.e. 3m move equals 3 separate Tests). On a failed Test, the character must stop his/her movement and takes damage per the mine. Vehicles are automatically hit once for each meter they move through the minefield. Skimmers and jump packs flying over the area are unaffected. Teleporation Option Unique to the Terminator Tactical Dreadnought Armour in a combat role, the ability to teleport is provided by ancient technology, its comprehension nearly, if not completely, lost in the 41st Millennium. Using a massive power source, usually only available on a starship or military complex, a teleportation unit can move material from near its power source to nearly any point on a straight line. This limitation requires Strike Cruisers and Battle Barges to be above a planetary target location.


Due to the inherently complex calculations used in targeting the teleportation unit, appearance at the designated location can vary. When a Terminator is teleported to a location, it scatters 3d10m from its intended target if an exact location is required (see DH core rulebook pg. 196); in narrative game play, this rule may not apply. When a Terminator rolls three 9’s on the dice used to determine the scatter distance, the calculations are horribly off and the Terminator simply disappears from existence. Each suit of Terminator Armour has a built in Teleport Homing Beacon (meaning only the first brave soul runs the risk of annihilation) and safety sensors that keep the Marine from teleporting into solid objects. Teleportation unit beams can be blocked by 5m of solid material and by energy fields..

GROUND VEHICLES Astartes Combat Bike The Astartes Fast Attack Bike is the basic combat motorcycle used by the Space Marine Chapters. It has increased armour plating, oversized tires and twin linked, forward-firing boltguns. Both Scout bikers and Space Marine bikers use the same model. Type: Ground Vehicle Size: Hulking Armour: Hull 10 Traits: Open, Twin Mounted Weapons, All-Terrain Narrative Speed: 60 kmph/ 150 kmph Combat Speed: 20/ 50/ 100/ 150/ 200 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Twin boltguns, fixed firing forward Crew: 1 (Driver) Passengers: 0 Access Points: An Astartes Combat Bike is open-topped and can be boarded and disembarked from any point. Astartes Attack Bike An Astartes Attack Bike combines the basic Astartes Combat Bike with an armoured sidecar to provide heavy fire support to bike squadrons. Weapons that can be mounted on the sidecar: Heavy bolter, multi-melta Type: Ground Vehicle Size: Hulking Armour: Hull 10, Sidecar 10 Traits: Open, Twin Mounted Weapons, All-Terrain Narrative Speed: 50 kmph/ 140kmph Combat Speed: 15/ 50/ 100/ 150/ 200 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Twin boltguns, fixed firing forward, heavy weapon mounting Crew: 1 (Driver), 1 (Gunner) Passengers: 0 Access Points: An Astartes Attack Bike is open-topped and can be boarded and disembarked from any point. Astartes Rhino Armoured Personnel Carrier MkIIc Mars Pattern The earliest known record show that the Rhino APC started out as an exploration vehicle as Mankind spread throughout the galaxy. Because of its reliability, military units began to arm the vehicle and use it as a troop transport. Its chassis is the basis for most vehicles of the Adeptus Astartes, such as the Razorback and Whirlwind. In the 41st Millennium, the Rhino serves as the standard ground transport of the Adeptus Astartes, Adeptus Arbites, Adepta Sororitas and members of the Inquisition. The Rhino comes standard with 800 rounds of ammunition for the storm bolter.


Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18 Traits: None Narrative Speed: 35 kmph/ 70 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Pintle-mounted storm bolter Crew: 1 (Driver) Passengers: 10 Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear. Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Astartes Rhino Armoured Personnel Carrier MkIb Mars Pattern Although no longer constructed, the Astartes Rhino APC MkIb is the oldest surviving version still in service in the 41st Millennium. Many Chapters still use the MkIb and its variants, usually in secondary roles, due to their long, successful service records and the sheer number of these APCs that were constructed. All Rhino-chassis MkIb based vehicles lack the MkIIc’s powerful engine and redundant systems design. The Rhino comes standard with 600 rounds of ammunition for the storm bolter. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18 Traits: None Narrative Speed: 35 kmph/ 60 kmph Combat Speed: 10/ 20/ 40/ 65/ 80 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Pintle-mounted storm bolter Crew: 1 (Driver) Passengers: 10 Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear. Astartes Damocles Command Rhino MkIIc Mars Pattern The Astartes Damocles Command Rhino is a specially modified Rhino used to command and coordinate large Space Marine forces. It has room for the Driver, a Communications Officer, a Tactical Coordinator and a seat for the Force Commander, although it is rarely used, since most Space Marine commanders lead from the front. This is not a front line vehicle and is usually well away from combat zones and concealed. From this vehicle all communications, both planetary and orbital, can be monitored, it provides a Teleport Homing Beacon, and monitors bio-readouts from the power armour of all Space Marine’s in the conflict. There are no known Astartes Damocles Command Rhinos built from the MkIb Rhino-chassis. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18 Traits: None Narrative Speed: 35 kmph/ 70 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Crew: 1 (Driver), 2 (Controllers) Passengers: 1 Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear. Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.


Special: Teleport Homing Beacon: When a teleporter is locked onto a Teleport Homing Beacon, all teleportation capable units will appear within 1d10m of the beacon without the possibility of catastrophic failure. Special: Advanced Communications Command: Using this system to receive or transmit signals requires a successful Easy (+30) Tech-Use Test.

Astartes Razorback Armoured Personnel Carrier MkIIc Mars Pattern Filling the tactical role better the Rhino APC and the Predator Tank, the Astartes Razorback APC sacrifices passenger space for a heavy weapons turret and additional ammunition. It use on the battlefield varies by Chapter, some seeing it as heavy recon or armoured escort vehicle, while other Chapter Masters note that it cannot carry a full Marine squad and lacks the armour to go toe-to-toe with enemy battle tanks. The turret replaces the passenger section top hatch. Weapons that can be mounted: Twin heavy bolters (standard pattern, 1600 rounds of ammunition), multi-melta, twin lascannon. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18 Traits: None Narrative Speed: 35 kmph/ 70 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Heavy weapons turret Crew: 1 (Driver) Passengers: 6 Access Points: A hatch on each side of the hull, two hatches on the top and one ramp at the rear. Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Astartes Razorback Armoured Personnel Carrier MkIb Mars Pattern Still in use with some Chapters, the Astartes Razorback APC MkIb is inferior in design for two reasons. The first is the standard differences in speed and system redundancy. The second flaw is a gunner outside in the open turret must man the heavy weapon turret, thus requiring an additional crewmember and exposing him to danger. Weapons that can be mounted: Twin heavy bolters (standard pattern, 1200 rounds of ammunition), multimelta, or a co-axial mounted lascannon and twin plasma guns. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18 Traits: None Narrative Speed: 35 kmph/ 60 kmph Combat Speed: 10/ 20/ 40/ 65/ 80 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Heavy weapons turret Crew: 1 (Driver), 1 (Gunner) Passengers: 6 Access Points: A hatch on each side of the hull, two hatches on the top and one ramp at the rear. Astartes Vindicator Urban Assault Tank MkIIc Mars Pattern The Astartes Vindicator Urban Assault Tank was designed during the Dark Age of Technology to provide armoured support and heavy firepower during city fights. Another design built on the Rhino-chassis, this armoured tank is used to clear a path, by cannon or dozer blade, through enemy-held city streets. When deployed in Codex squadrons of three or more, Vindicators can reduce enemy bunkers or builds to rubble.


The Vindicator comes standard with 18 shells of ammunition for the demolisher cannon (1 in the breach, 1 on the loading ramp and 16 in the ammunition racks). Usually, it has an Assault Dozer Blade mounted on the front. Type: Ground Vehicle Size: Enormous Armour: Front 27, Hull 21, Top 21, Rear 18 Traits: None Narrative Speed: 30 kmph/ 64 kmph Combat Speed: 5/ 15/ 25/ 50/ 75 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Demolisher Cannon Crew: 1 (Driver), 1 (Gunner) Passengers: 0 Access Points: A hatch on each side of the hull, one hatch on the top and one ramp at the rear (access to ammunition rack). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Special: Demolisher Cannon: This short ranged cannon fires high-explosive ordinance shells. Table 7-1: Demolisher Cannon Name Demolisher Cannon

Class Ordinance

Range 100m

RoF S/-/-

Dam 6d10 +12 X

Pen 10

Clip 18

Rld 6Full

Special Blast (8)

Astartes Vindicator Urban Assault Tank MkIb Mars Pattern Rarely seen in the 41st Millennium, the Astartes Vindicator Urban Assault Tank MkIb has almost been completely replaced by the MkIIc model. Only Chapters with limited armoured support still use this ancient variant. The Vindicator comes standard with 14 shells of ammunition for the demolisher cannon (1 in the breach, 1 on the loading ramp and 12 in the ammunition racks). Usually, it has an Assault Dozer Blade mounted on the front. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18 Traits: None Narrative Speed: 25 kmph/ 50 kmph Combat Speed: 5/ 10/ 20/ 40/ 60 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Heavy weapons turret Crew: 1 (Driver), 1 (Gunner) Passengers: 0 Access Points: A hatch on the top and one ramp at the rear (access to ammunition rack). Special: Demolisher Cannon: This short ranged cannon fires high-explosive ordinance shells.

Astartes Predator Destructor MkIVb Mars Pattern The Astartes Predator Destructor is the standard Adeptus Astartes tank, based on the Rhino-chassis. Originally, all Predators were Destructor models, but over the millennia other variants have come into production. The main turret weapon is an autocannon with an automatic ammunition feed system controlled by the gunner. Sponson weapons can vary based on the objective and opponent expected to be encountered and is remotely operated by the gunner through targeting surveyors.


The Predator Destructor comes standard with 120 rounds of ammunition for the heavy autocannon. Weapons that can be mounted on the sponsons: Heavy bolters (standard pattern, 1100 rounds of ammunition) or a lascannons. Type: Ground Vehicle Size: Enormous Armour: Front 30, Hull 23, Rear 20 Traits: None Narrative Speed: 35 kmph/ 68 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Turret mounted heavy autocannon, optional - 2 sponson heavy weapons Crew: 1 (Driver), 1 (Gunner) Passengers: 0 Access Points: A hatch on each side of the hull and three hatches on the top (Optional sponsons replace side hatches). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Special: Sponson Surveyor: Sponsor weapons may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each sponson has a Ballistic Skill of 25. Special: Heavy Autocannon: Much larger, vehicular model of the Astartes MP Autocannon. Table 7-2: Heavy Autocannon Name Heavy Autocannon

Class Vehicular

Range 300m

RoF -/5/-

Dam 4d10 +4 I

Pen 6

Clip 120

Rld ---

Special ---

Astartes Predator Destructor MkIIIc Phaeton Pattern The Astartes Predator Destructor MkIIIc Phaeton Pattern is the older, yet most common version, after the MkIVb Mars Pattern. Designed on the forge world of Phaeton using the MkIb Rhino-chassis, this tank has the same stats as above except for the following: Narrative Speed: 35 kmph/ 60 kmph Combat Speed: 10/ 20/ 40/ 65/ 80 Also, it does not have the Special: Robust quality. Astartes Predator Annihilator MkIVb Mars Pattern The Space Wolves Iron Priests created the first Astartes Predator Annihilators during Skarath Crusade in M.36. It took nearly 200 years for the Adeptus Mechanicus to overcome their outrage, test and finally accept this new pattern. This has become the standard anti-armour variant for most Space Marine Chapters. The Predator Annihilator twin lascannon runs so hot if fired regularly that the barrels are good for about a 1000 shots each before warping and needing to be replaced. Weapons that can be mounted on the sponsons: Heavy bolters (standard pattern, 1100 rounds of ammunition) or a lascannons. Type: Ground Vehicle Size: Enormous Armour: Front 30, Hull 23, Rear 20 Traits: None Narrative Speed: 35 kmph/ 68 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Turret mounted twin heavy Lascannons, optional - 2 sponson heavy weapons Crew: 1 (Driver), 1 (Gunner) Passengers: 0


Access Points: A hatch on each side of the hull and three hatches on the top (Optional sponsons replace side hatches). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Special: Sponson Surveyor: Sponsor weapons may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each sponson has a Ballistic Skill of 25. Special: Heavy Lascannon: Much larger, vehicular model of the Astartes Lascannon. Table 7-2: Heavy Lascannon Name Heavy Lascannon

Class Vehicluar

Range 500m

RoF S/-/-

Dam 6d10 +12 E

Pen 10

Clip Unlimited

Rld ---

Special ---

Astartes Predator Annihilator MkIId Skarath Pattern The Astartes Predator Annihilator MkIId Skarath Pattern is the older model based on the original template that the Adeptus Mechanicus created from the Space Wolves modifications. Named after the Skarath Crusade where it first saw combat, it uses the MkIb Rhino-chassis and has the same stats as above except for the following: Narrative Speed: 35 kmph/ 60 kmph Combat Speed: 10/ 20/ 40/ 65/ 80 Also, it does not have the Special: Robust quality.

Astartes Predator MkIVb Baal Pattern The Astartes Predator Baal Pattern is based on an ancient STC template recovered by the Blood Angels during the early part of the Great Crusade, which was never turned over to the Adeptus Mechanicus, who continues to claim that this is an unsanctioned deviation. This pattern suited the Blood Angels close combat style, providing excellent close support firepower. Except for the turret weapon and the use of heavy flamers in the sponsons, it is assumed that this pattern remains consistent with all other Predator patterns. Blood Angels and its Successors are the only Chapters to use this pattern. The Predator Destructor comes standard with 1200 rounds of ammunition for the assault cannons. Weapons that can be mounted on the sponsons: Heavy bolters (standard pattern, 1100 rounds of ammunition) or heavy flamers (fuel for 60 shots). Type: Ground Vehicle Size: Enormous Armour: Front 30, Hull 23, Rear 20 Traits: None Narrative Speed: 35 kmph/ 68 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Turret mounted twin assault cannons, optional - sponson heavy weapons Crew: 1 (Driver), 1 (Gunner) Passengers: 0 Access Points: A hatch on each side of the hull and three hatches on the top (Optional sponsons replace side hatches). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Special: Sponson Surveyor: Sponsor weapons may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each sponson has a Ballistic Skill of 25.


Astartes Predator MkIIIc Baal Pattern The Astartes Predator MkIIIc Baal Pattern is the older model based the MkIb Rhino-chassis and has the same stats as above except for the following: Narrative Speed: 35 kmph/ 60 kmph Combat Speed: 10/ 20/ 40/ 65/ 80 Also, it does not have the Special: Robust quality. Very few of these remain in active duty. Astartes Whirlwind MkIIc Helios Pattern The Helios Pattern is the current Whirlwind standard used by most Chapters in the 41st Millenium for indirect fire support. Designed from the MkIIc Rhino-chassis, it is topped by a 6-tube launch system. The Vengeance missiles used in the Astartes Whirlwind MkIIc Helios Pattern are larger than prior versions and are equipped with a proximity fuse causing the missile to detonate approximately 5m from a target, covering the area in deadly shrapnel. They are also able to fire the Castellan missile variant to create minefields and the Vortis (named for the its first use by the Iron Fist Chapter bombardment of Hive Vortis) missile variant, which significantly increases the missile’s range at the cost of destructive power. Once fired, the gunner must make an Ordinary (+10) Tech-Use Test to determine if the missile actually hit the target. If the test is failed, the missile scatters in a random direction 1d10m per degree of failure. Although the Helios Pattern Whirlwind contains a total of 60 missiles (6 loaded and 54 stored internally), it takes roughly a half-hour for two Marines to unpack and reload the system by hand. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18, Launcher 16 Traits: None Narrative Speed: 35 kmph/ 68 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Turret mounted missile launcher (6) Crew: 1 (Driver), 1 (Gunner) Passengers: 1 Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear (access to ammunition rack). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat. Table 7-3: Helios Missiles Name Vengeance Missile

Class Ordnance

Range 3000m

RoF S/-/-

Dam 2d10 +4 X

Pen 5

Clip 6

Rld Special

Castellan Missile Vortis Missile

Ordnance

2500m

S/-/-

2d10 X*

0*

6

Special

Ordnance

4500m

S/-/-

2d10

4

6

Special

Special Blast (8), Heavy Salvo Blast (10), Minefield Blast (4), Heavy Salvo

*Damage and Penetration are listed for the proximity mine, as the Castellan Missile does not do direct damage.

Astartes Whirlwind MkIb Mars Pattern & MkIb Thalia Pattern The Astartes Whirlwind MkIb Mars Pattern and the Astartes Whirlwind MkIb Thalia Pattern are both older models based the MkIb Rhino-chassis. The Mars Pattern uses two round launchers of 5 missiles each and the Thalia Pattern uses a single rectangular launcher holding 12 missiles. Both fire the Astartes Frag Missile or the Astartes Krak Missile. Each has the same stats as above except for the following: Armaments: Turret mounted missile launcher (10 or 12)


Narrative Speed: 35 kmph/ 60 kmph Combat Speed: 10/ 20/ 40/ 65/ 80 Also, it does not have the Special: Robust quality. Very few of these remain in active duty. Table 7-4: Mars & Thalia Missiles Name Class Range RoF Dam Astartes Heavy 2000m S/-/2d10+2 X Frag Missile Astartes Heavy 2000m S/-/3d10+8 X Krak Missile *It takes 15 minutes for two Marines to reload the launcher.

Pen 0

Clip 10 or 12

Rld Special*

8

10 or 12

Special*

Special Blast (6), Heavy Salvo Heavy Salvo

Astartes Whirlwind MkIIc Hyperios Pattern The Astartes Whirlwind MkIIc Pattern is a variant specialized to fire anti-aircraft missiles. It is equipped with an automated target-and-track system to increase accuracy and a programmable onboard guidance system, similar to the one used in Astartes Hunter-Killer Missiles. Once fired, the gunner must make a Routine (+20) Tech-Use Test to determine if the missile actually hit the target. On a failed Test, the missile misses the target and detonates harmlessly in the air. Although the Helios Pattern Whirlwind contains a total of 40 missiles (10 loaded and 30 stored internally), it takes roughly an hour for two Marines to unpack and reload the system by hand. Type: Ground Vehicle Size: Enormous Armour: Hull 21, Top 18, Rear 18, Launcher 16 Traits: None Narrative Speed: 35 kmph/ 68 kmph Combat Speed: 10/ 25/ 50/ 75/ 100 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Turret mounted missile launcher (10) Crew: 1 (Driver), 1 (Gunner) Passengers: 1 Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear (access to ammunition rack). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus. Table: 7-5: Hyperios Missile Name Hyperios Anti-Aircraft Missile

Class Ordnance

Range Up to Medium Altitude

RoF S/-/-

Dam 4d10+8 X

Pen 10

Clip 10

Rld Special

Special ---

Astartes Land Raider MkV Phobos Pattern Originally known as “Land’s Raider” due to the discovery of the STC information by Techno-archaeologist Arkhan Land, the Land Raider was originally the main battle tank for all the of the forces of the Imperium. During the Horus Heresy, many forge worlds were lost and the Emperor recalled all of the remaining Land Raiders and placed them under the command of his Adeptus Astartes; the decree remains in effect to this day. Land Raiders are the most advanced ground vehicles in the Astartes arsenal. Each comes is a machine spirit (the M32 “Cyclops” class for the MkV Phobos Pattern), advanced squad monitoring and


communications and multiple layers of adamantium, thermo-plas and ceramite armour with an ablative layer (providing an additional AP of 4 against Flame, Las, Melta and Plasma weapons). The Land Raider comes standard with 2,600 rounds of ammunition for the heavy bolters. Type: Ground Vehicle Size: Massive Armour: Front 33 (37), Hull 32 (36) Traits: Interface Controls, Void Capable Narrative Speed: 30 kmph/ 55 kmph Combat Speed: 5/ 10/ 20/ 40/ 60 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Forward firing turret mounted twin heavy bolters, 2 sponson turret twin lascannons (either in front of or behind the side access hatch). Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 10 (or 5 Terminators) Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp. Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final. Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35. Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test. Astartes Land Raider MkIIb The Astartes Land Radier MkIIb is an older model and has the same stats as above except for the following: MkIIIb has sponson mounted twin lascannons (non-turret, non-elevating) always mounted in front of the side access hatches. Astartes Land Raider MkV Crusader Pattern The Techmarines of the Black Templars Chapter originally conceived the Crusader Pattern Land Raider in 304.M39 but it wasn’t until 763.M39 that the Adeptus Mechanicus of Mars approved the pattern. Designed to break enemy defensive lines, it improves the twin heavy bolters to twin assault cannons and replaces the sponson turrets with “hurricane� pattern bolters, which are six linked boltguns on either side for a grand total of twelve. Later, the pintle-mounted multi-melta was added to destroy anti-armour barricades and reinforced bunker doors and the frontal frag launchers were added to disrupt enemy troops, thereby increasing the success of assault teams.. The removal of the twin lascannon sponson turrets decreased the generators required and increased the troop transport capacity. The Crusader comes standard with 4,000 rounds of ammunition for the hurricane bolters and 2,000 rounds of ammunition for the assault cannons. Type: Ground Vehicle Size: Massive Armour: Front 34 (38), Hull 32 (36) Traits: Interface Controls, Void Capable Narrative Speed: 30 kmph/ 50 kmph Combat Speed: 5/ 10/ 20/ 40/ 60 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Forward firing turret mounted twin assault cannons, 2 sponson turret hurricane bolters (6 linked boltguns in front of the side access hatch), pintle- mounted multi-melta, forward fixed frag launchers. Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 15 (or 8 Terminators) Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp.


Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final. Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35. Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test. Special: Frag Launchers: Explosive charges mounted on the armour plating over the tread, frag launchers explode outward in a 180 degree arc. There are 6 charges on each side and must be reloaded at the Chapter armoury. Special: Hurricane Pattern Bolters: Six linked boltguns are fired together creating an autofire effect with each attack. Although less overall damage than heavy bolters, this pattern of boltguns is able to carry significantly more ammunition in combat. Table 7-6: Frag Launchers Name Frag Launchers

Class Vehicular

Range Melee

RoF S/-/-

Dam 2d10+2 X

Pen 0

Clip 6/6

Rld Special

Special Blast (6)

RoF -/-/10

Dam 1d10 +6 X

Pen 4

Clip 2,000

Rld Special

Special ---

Table 7-7: Hurricane Pattern Bolters Name Hurricane Pattern Bolters

Class Vehicluar

Range 90m

Astartes Land Raider MkV Helios Pattern Designed by the Red Scorpions Chapter during the “Siege of Helios”, the Astartes Land Raider MkV Helios Pattern forgoes anti-infantry weaponry for long-range artillery support. This pattern is rarely used by any Chapter and normally deployed in addition to the Chapter’s Whirlwinds. Although the Helios Pattern Land Raider contains a total of 24 missiles (6 loaded and 18 stored internally), it takes roughly a half-hour for two Marines to unpack and reload the system by hand. This is significant less than the Helios Pattern Whirlwind because of the twin lascannon generators and limited troop transport capacity. Type: Ground Vehicle Size: Massive Armour: Front 33 (37), Hull 32 (36), Launcher 18 Traits: Interface Controls, Void Capable Narrative Speed: 30 kmph/ 55 kmph Combat Speed: 5/ 10/ 20/ 40/ 60 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Turret mounted missile launcher (6), 2 sponson turret twin lascannons (either in front of or behind the side access hatch). Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 6 Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp. Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final. Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35.


Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test. Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat. See Table 7-3: Helios Missiles. Astartes Land Raider MkIIa Helios Pattern The Astartes Land Radier MkIIa Helios Pattern is an older model and has the same stats as above except for the following: MkIIIb has sponson mounted twin lascannons (non-turret, non-elevating) always mounted in front of the side access hatches.

Astartes Land Raider Promethius MkV Macragge Pattern The Land Raider Promethius Pattern is an enigma. It is unsure when or where this variant first came into service and even in the 41st Millennium no account shows how many are in operation among the Chapters. Not only does it change the standard Land Raider weaponry to an anti-personnel focus, the Promethius Pattern uses an improved command and communications suite, similar to the Astartes Rhino Damocles Pattern. Where the Astartes Rhino Damocles is a dedicated support vehicle, the Astartes Land Raider Promethius moves at the front. The Promethius comes standard with 4,800 rounds of ammunition for the heavy bolters and 1,000 rounds of ammunition for the storm bolter. Type: Ground Vehicle Size: Massive Armour: Front 33 (37), Hull 32 (36) Traits: Interface Controls, Void Capable Narrative Speed: 30 kmph/ 55 kmph Combat Speed: 5/ 10/ 20/ 40/ 60 Handling Modifier [Drive (Ground Vehicle)]: 0 Armaments: Pintle-mounted storm bolter, 2 sponson turret quad heavy bolters (either in front of or behind the side access hatch). Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 6 Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp. Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final. Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35. Special: Advanced Communications Command: Using this system to receive or transmit signals requires a successful Easy (+30) Tech-Use Test. Special: Advanced Decryption Algorithms: Using this system to intercept and decrypt signals requires a successful Routine (+20) Scholastic Lore (Cryptology) Test. Special: Long-Range, Multi-Spectral Auspex: This works just like the Auspex/Scanner (DH core rulebook, page 150) except that it provides a +30 bonus to Awareness Tests and it may be used to make an Ordinary (+10) Tech-Use Test to spot things not normally detectable by human senses alone at a range up to 200m.

AIR & SPACE VEHICLES Astartes Land Speeder Another of Arkhan Land’s famous discoveries, anti-gravitic plates provide the lift system for the Astartes Land Speeder. Originally used by all of the Emperor’s forces, the remaining Land Speeders (and the rare


new ones) are all under the command of the Adeptus Astartes Chapters. The Astartes Land Speeder has a max altitude around 100m, but usually fly nap-of-the-Earth using terrain as cover when used as a reconnaissance vehicle. The Land Speeder comes standard with 500 rounds of ammunition for the heavy bolters. Type: Military Craft Size: Hulking Armour: Hull 18 Traits: Anti-Grav, Open Narrative Speed: 200 kmph/ 350 kmph Combat Speed: 20/100/200/300/400 Handling Modifier [Pilot (Military Craft)]: +10 Armaments: Forward mounted heavy bolter Crew: 1 (Pilot), 1 (Gunner) Passengers: 0 Access Points: An Astartes Land Speeder is open-topped and can be boarded and disembarked from any side or from above. Astartes Land Speeder Tornado Pattern The Astartes Land Speeder Tornado is simply a more heavily armed Land Speeder, mounting a heavy weapon under the nose of the skimmer. Tornado Pattern Land Speeder options comes standard with 500 rounds of ammunition for heavy bolters, 10 bursts of fuel for heavy flamers and 1,000 rounds of ammunition the assault cannons. Type: Military Craft Size: Hulking Armour: Hull 18 Traits: Anti-Grav, Open Narrative Speed: 200 kmph/ 350 kmph Combat Speed: 20/100/200/300/400 Handling Modifier [Pilot (Military Craft)]: +10 Armaments: Forward mounted heavy bolter or multi-melta, under-carriage mounted assault cannon or heavy flamer Crew: 1 (Pilot), 1 (Gunner) Passengers: 0 Access Points: An Astartes Land Speeder is open-topped and can be boarded and disembarked from any side or from above. Astartes Land Speeder Typhoon Pattern The Typhoon Pattern is a Land Speeder variant mounting a missile launch system on either side of the hull. The additional weight decreased the max speed by 20 kmph but significantly increases the skimmer’s firepower. The Typhoon Pattern Land Speeder comes standard with 500 rounds of ammunition for the heavy bolter and 12 missiles. Type: Military Craft Size: Hulking Armour: Hull 18. Launchers 16 Traits: Anti-Grav, Open Narrative Speed: 200 kmph/ 330 kmph Combat Speed: 20/100/200/300/400 Handling Modifier [Pilot (Military Craft)]: +10 Armaments: Forward mounted heavy bolter, fixed firing forward missile launchers Crew: 1 (Pilot), 1 (Gunner) Passengers: 0 Access Points: An Astartes Land Speeder is open-topped and can be boarded and disembarked from any side or from above.


Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat. Table 7-8: Typhoon Missiles Name Class Range RoF Dam Astartes Heavy 2000m S/-/2d10+2 X Frag Missile Astartes Heavy 2000m S/-/3d10+8 X Krak Missile *Must be reloaded after combat at appropriate armoury facilities.

Pen 0

Clip 12

Rld Special*

8

12

Special*

Special Blast (6), Heavy Salvo Heavy Salvo

Astartes Land Speeder Tempest Pattern The Land Speeder Tempest Pattern is a larger, more heavily armed and armoured Land Speeder variant. It was first used by the White Scars Chapter in M38 and is still the least common pattern in use. The Tempest Land Speeder has a crew of one and uses a fire control system to assist as a gunner. It has increased armour and weight with a very noticeable decrease in speed. Tempest Pattern Land Speeder comes standard with 1,000 rounds of ammunition the assault cannon and 8 missiles. Type: Military Craft Size: Hulking Armour: Front 20, Hull 18 Traits: Anti-Grav, Open Narrative Speed: 150 kmph/ 300 kmph Combat Speed: 20/75/175/250/350 Handling Modifier [Pilot (Military Craft)]: +0 Armaments: Forward mounted assault cannon, fixed firing forward missile launchers Crew: 1 (Pilot) Passengers: 0 Access Points: Single hatch on top. Special: Fire Control Surveyor: Any weapon may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each weapon has a Ballistic Skill of 30. Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat. Table 7-9: Tempest Missiles Name Class Range RoF Dam Astartes Heavy 2000m S/-/2d10+2 X Frag Missile Astartes Heavy 2000m S/-/3d10+8 X Krak Missile *Must be reloaded after combat at appropriate armoury facilities.

Pen 0

Clip 8

Rld Special*

8

8

Special*

Special Blast (6), Heavy Salvo Heavy Salvo

Astartes Orbital Drop Pod Lucius Pattern Drop pods represent the fastest and most diverse means of planetary invasion used by the Chapters. While it is true, teleporters are near instantaneous, the power needed, the margin for error and the limit to Terminators only makes the Orbital Drop Pod the rapid deployment standard. Drop pods are a one-way shot to the planet and its descent speed makes them difficult to detect and track and near impossible to destroy with anti-aircraft fire or interceptors.


There are no flight controls on a Drop Pod. The Machine Spirit coordinates with the battle barge or strike cruiser releasing it and can be tasked to make minor adjustments in flight by using stabilizer fins or short bursts of its retro rockets. Variant sizes can carry one Dreadnought, a five-man squad or a ten-man squad. Type: Military Craft Size: Enormous Armour: Hull 22 Traits: Void Capable Narrative Speed: 12,000 kmph (descent) Combat Speed: N/A Handling Modifier: N/A Armaments: None Crew: 0 Access Points: Five dropdown side hatches.

Passengers: 5 or 10

Astartes Orbital Deathwind Drop Pod Lucius Pattern Not truly a vehicle, the Astartes Orbital Deathwind Drop Pod is a rapid assault pod designed to rain death on a drop site. These variants are armed with five missile launchers or five assault cannons, which fire upon any moving or pre-programmed target until it is destroyed or ammunition is depleted. Chapters have used these to soften up landing sites, grind down entrenched positions or as deadly decoys for the real assault elsewhere. Deathwind Pattern Drop Pod comes standard with 5,000 rounds of ammunition the assault cannon (1,000 rounds per cannon) or 200 missiles (40 per rotating launcher). Type: Military Craft Size: Enormous Armour: Hull 22, Heavy Weapons 8 Traits: Void Capable Narrative Speed: 12,000 kmph (descent) Combat Speed: N/A Handling Modifier: N/A Armaments: Five fixed assault cannons or five fixed missile launchers Crew: 0 Passengers: 0 Access Points: Five dropdown side hatches deploy the weaponry. Special: Fire Control Surveyor: Each weapon can be set to fire independently at pre-programmed targets designated prior to launch. They can also be set to fire on any moving target within a 75m radius. Each weapon has a Ballistic Skill of 25. Table 7-10: Deathwind Missiles Name Astartes Frag Missile

Class Heavy

Range 200m

RoF S/-/-

Dam 2d10+2 X

Pen 0

Clip 8

Rld Special*

Special Blast (6), Heavy Salvo

Astartes Thunderhawk Gunship MkIV The Thunderhawk Gunship is the orbital dropship of the Adeptus Astartes. It may be the most versatile vehicle the Chapter possesses and serves multiple combat roles; Chapters use these as planetary transport, tactical insertion and extraction vehicle (a concept from an M2 vehicle called a “Helo”), ground support gunship, medium bomber and various specialized roles. The Astartes Thunderhawk Gunship contains some of the Chapter’s most highly sophisticated equipment. Each comes is a machine spirit (the M33 “Cygnus” class for the MkV), advanced communications, synchronized manoeuvreing wings and multiple layers of adamantium, thermo-plas and


ceramite armour with an ablative layer (providing an additional AP of 4 against Flame, Las, Melta and Plasma weapons). The Astartes Thunderhawk Gunship MkIV comes standard with 28 rounds of ammunition for the battle cannon and 2,400 rounds of ammunition for the heavy bolters. Type: Military Craft Size: Massive Armour: Front 22 (26), Hull 20 (24), Wings 18 (22) Traits: Interface Controls, Void Capable Narrative Speed: 1100 kmph/ 2000 kmph Combat Speed: 5/15/150/500/2500 Handling Modifier [Pilot (Military Craft)]: 0 Armaments: Forward dorsal mounted battle cannon or turbo-laser, 2 fixed firing forward wing mounted lascannons, sponson mounted twin heavy bolters (2 sets total) Crew: 1 (Pilot), 1 (Co-Pilot), 1 (Navigator), 1 (Gunner) Passengers: see below Access Points: A hatch on each side of the forward hull, one rear ramp and a front assault ramp. Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. Dar Skarbilus Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35. Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test. Special: Carrying Capacity: The Thunderhawk Gunship MkIV can carry the following: 30 Marines, 15 Terminators, one Dreadnought (reduce Marine capacity by 5), a single Bike Squadron (4 Marines with combat bikes, reduce Marine capacity by 12), a single Attack Bike Squadron (6 Marines, 2 per attack bike, reduce Marine capacity by 12). Special: Decoy Flare Launchers: The Pilot or Co-pilot can use the Decoy Flare Launchers anytime the gunship is fired upon. These flares burn white-hot and cause a cloud of reflective, metallic fragments. As a Reaction, the Pilot or Co-pilot can use Decoy Flare Launchers causing an opponent’s Ballistic Skill Test to be re-rolled. The results of the re-roll are final. Special: Dorsal Mounted Weapon: The standard is the Battle Cannon but other Chapters prefer the Turbo-laser. Both weapons take up the same space (with generators or shells) and do not change the stats for the gunship Special: Payload Options: The Thunderhawk gunship’s wings contain a total of 6 hard points for various weapon payloads. Options here include: 2 sets of twin heavy bolters under each wing (1,200 rounds of ammunition for each set), 6 Hellstrike air-to-surface missiles, or 18 medium bombs (on 6 triple mount pylons). Table 7-11: Dorsal Mounted Weapons Name Class Range RoF Dam Astartes Vehicular 500m S/-/5d10 +10 X Battle Cannon Astartes Vehicular 600m S/-/6d10 +12 E Turbo-laser *Must be reloaded after combat at appropriate armoury facilities.

Pen 8

Clip 28

Rld Special

Special Blast (6)

12

6

---

Blast (2)

Table 7-12: Payload Options Name Astartes Hellstrike Missiles Astartes Medium

Class Ordnance

Range 2000m

RoF S/-/-

Dam 3d10+3 X

Pen 10

Clip 6

Rld Special*

Ordnance

1000m

S/-/-

3d10+8 X

8

18

Special*

Special Blast (4), Heavy Salvo Blast (8), Heavy


Bombs *Must be reloaded after combat at appropriate armoury facilities.

Salvo

Astartes Thunderhawk Transporter MkIV This is the vehicle transporter variant of the Thunderhawk gunship. It has the same stats as the Astartes Thunderhawk Gunship MkIV except: Armour: Front 20 (24), Hull 18 (22), Wings 16 (20) Armaments: 2 sets of twin heavy bolters (1,100 rounds of ammunition for each set) Crew: 1 (Pilot), 1 (Co-Pilot) Passengers: see below And it lacks the following Specials: Deus Ex Machina, Machine Spirit, Dorsal Mounted Weapon and Payload Options, but gains the following: Special: Lift Capacity: One Land Raider or two Rhino-chassis vehicles. I can also be fitted with a supply pod to drop off ammunition and supplies.

SPECIAL VEHICLES The special vehicles of the Adeptus Astartes are both of its Dreadnought walker types. Both represent highly sophisticated suits of armour that operate more on the lines of a vehicle than the standard Astartes Power Armour. Astartes Tactical Dreadnought Armour (Terminator Armour) Tactical Dreadnought Armour, commonly called Terminator Armour, is an ancient suit of armour so powerful that it is actually more akin to a combat walker than personal armour. Due to their value and age, Terminator armour is only available to Veteran Marines who have been awarded the Crux Terminatus (Terminator Honours), are trained in its use and by special (honoury) issue orders; in most Chapters, these are the warriors of the First Company. Terminator Armour is a full exo-skeleton powered by dynamic fibre systems and covered in plasteel and ceramite, which provides a higher AP against Flame, Las, Melta and Plasma weapons. The suit contains main features and is able to use specialized weaponry unavailable to Marines in standard Astartes Power Armour. This pinnacle of human infantry armour has the unique ability to be teleported into its destined area of operation. Type: Walker Size: Hulking Armour: Hull 16 (18) Traits: Interface Controls, Void Capable Narrative Speed: 1.5 kmph/ 2kmph Combat Speed: 1/ 2/ 3/ 4 Handling Modifier [Drive (Terminator Armour)]: +0 Armaments: None Crew: 1 (Driver) Passengers: 0 Access Points: Driver is assisted to don and doff this armour by technicians. Special: Improved Physical Power: Terminator armour adds +40 to the wearer’s Strength Characteristic and increases his size to Hulking. Special: Terminator Only Weapons: The ability to use Terminator Only weapons listed in Table 6-1. Special: Teleporation Option: Terminators can be teleported from Strike Cruise or Battle Barge into any non-void shielded area.


Special: Integrated Communications: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test. Special: Teleport Homing Beacon: Integrated Teleport Homing Beacon per page ___ in the Gear Section. Special: Advanced Targeting & Auto-Sense Link: This system connects a Terminator’s ranged weapon to an array of senses mounted in the armour of his shoulder to improve his aim by combining a motion predictor logis engine with a complex array of optics. It grants a +20 bonus to Ballistic Skill Tests when the weapon is linked to the armor. Astartes MkV Dreadnought The Dreadnought war machine represents the pinnacle of man-machine technology and yet little to nothing is known about its development and early stages, except for maybe by those of the highest order in the Adeptus Mechanicus. Outside of combat, a Dreadnought is kept in safe in a stasis vault while the Brother enshrined inside sleeps the years away. When awakened for battle, the Astartes Dreadnought is a front-lines fighter, armed with a vase array of weaponry and inspiration to his Brothers. Due to their unique nature, Dreadnoughts have a varying Characteristic Scores with examples listed below. The Dreadnoughts’ form defines their Strength (which is used in calculating melee damage) and movement and they do not use a Drive Skill, instead using their Agility Score. The Dreadnought’s ceramite armour plating provides a higher AP against Flame, Las, Melta and Plasma weapons. They have the following Traits: Auto-Stablised, Brutal Charge, Dark Sight, Natural Weapons, Sturdy and Unnatural Strength from the DH Core Rulebook Chapter XII. When rolling for Structural Damage on Table 1-5 in the DH Apocrypha Vehicles, re-roll any result effect that causes wound damage to crew. Table 7-13: NPC Space Marine Dreadnought Brother Characteristics Space Marine Dreadnought WS BS S 50 50 75

T N/A

Ag 40

Int 40

Per 40

WP 50

Fel 40

Skills: Awareness (Per), Common Lore (War), Ciphers (War Cant), Speak Language (Low Gothic) (Int) Talents: Ambidextrous, Basic Weapon Training (Any), Combat Master, Heavy Weapon Training (Any), Melee Weapon Training (Power), Swift Attack, Two-Weapon Wielder (Ballistic, Melee) Type: Walker Size: Hulking Armour: Front 25 (27), Hull 25 (27), Rear 20 Traits: Interface Controls, Void Capable Narrative Speed: 6 kmph/ 10 kmph Combat Speed: 1/ 2/ 4/ 7/ 14 Handling Modifier: N/A Armaments: See Below Crew: 1 (Interred Driver) Passengers: 0 Access Points: N/A Special: Advanced Targeting: This system connects all of the Dreadnought’s ranged weapons to sensor array to improve his aim by combining a motion predictor logis engine with a complex array of optics. It grants a +20 bonus to Ballistic Skill Tests. Special: Liquid Cooling System: Used to decrease the risk of jamming and overheating inherent in many of the Dreadnought’s weapons. Any of the Dreadnought’s heavy weapons (excludes the storm bolter or heavy flamer options) gain the Reliable weapon special quality on top of the weapon’s normal special qualities when a weapon Jams or Overheats. Special: Heavy Weaponry: The standard weapons set for a Dreadnought is as follows: Left Arm: Power Claw with built-in storm bolter (500 rounds of ammunition) or built-in heavy flamer (20 bursts of fuel). This arm can be changed for a missile launcher (8 missiles). Right Arm: Assault cannon (2,000 rounds of ammunition) or twin heavy lascannons (2 power


packs with 100 shots each) or twin heavy bolters (2,000 rounds of ammunition total) or a multi-melta (2 canisters with 75 shots each) or a plasma cannon (1 heavy flask with 55 shots) or twin heavy autocannons (150 rounds of ammunition total). Table 7-14: Dreadnought Weaponry Name Astartes Frag Missile Astartes Krak Missile Heavy Lascannon Heavy Autocannon Astartes Multi-Melta Heavy Assault Cannon Astartes Plasma Cannon Astartes Heavy Bolter Power Claw

Class Heavy

Range 2000m

RoF S/-/-

Dam 2d10+2 X

Pen 0

Clip 8

Rld Special*

Special Blast (6), Heavy Salvo Heavy Salvo

Heavy

2000m

S/-/-

3d10+8 X

8

8

Special*

Vehicluar

500m

S/-/-

6d10 +12 E

10

200

Special*

---

Vehicular

300m

-/5/-

4d10 +4 I

6

150

Special*

---

Vehicular

30m

S/-/-

2d10 +6 E

12 (18)

150

Special*

Vehicular

90m

-/-/10

2d10 +2 I

5

2,000

Special*

Focused Power Unreliable

Vehicular

120m

S/-/-

2d10 +2 E

7

55

Special*

Heavy

120m

-/-/10

2d10 X

5

2,000

Special*

Melee

---

---

2d10 +5 I

10

---

---

Astartes Basic 90m -/4/10 1d10 +5 Storm Bolter Heavy Heavy 30m S/-/2d10+2 E Flamer Meltagun Basic 20m S/-/2d10 +4 E *Must be reloaded after combat at appropriate armoury facilities.

4

500

Special*

Power Field Reliable

4

20

Special*

Flame

12

30

Special*

---

Blast (3), Overheats, Recharge Reliable

Astartes MkIV Venerable Dreadnought Truly ancient, the Brothers interred in the sarcophagus of a Venerable Dreadnought are the oldest members of the Chapter; the most famous of these legends is Bjorn the Fell-Handed of the Space Wolves Chapter who fought beside his Primarch, Leman Russ over 9 millennia ago. The Venerable Dreadnought represents a Brother great in years and honour. Use the rules for the Astartes MkV Dreadnought with the following changes: Table 7-15: NPC Space Marine Dreadnought Brother Characteristics Space Marine Dreadnought WS BS S 65 65 75

T N/A

Ag 40

Int 50

Per 40

WP 55

Fel 35

Skills: Awareness (Per), Common Lore (War), Ciphers (War Cant), Speak Language (Low Gothic) (Int) Talents: Basic Weapon Training (Any), Combat Master, Heavy Weapon Training (Any), Lightning Attack, Melee Weapon Training (Power), Two-Weapon Wielder (Ballistic, Melee) Special: Divine Endurance: Some Venerable Dreadnoughts are many millennia old, such as Bjorn the Fell Hand who walked with the Primarch Leman Russ. Through skill, divine grace or pure willpower, these Dreadnoughts can survive hits that should have stopped them in their tracks. Once per round, the Venerable Dreadnought can cause any roll to cause Structural Damage to be re-rolled. The result causing the least amount of damage is applied.


Astartes MkV Dreadnought Furioso Pattern This Dreadnought variant is a pattern used only by the Blood Angels Chapter and its Successor Chapters. Following the combat style of these Chapters, the Furioso Pattern forgoes the standard right heavy weapons arm for a second Power Claw and secondary weapon. Commonly, the secondary weapons are the built-in storm bolter and the built-in meltagun. It has the same stats as the Astartes MkV Dreadnought except it gains the Berserk Charge Talent and the following: Special: Rip Asunder: After making a successful Grapple Attack, the Furioso Dreadnought can make a damage roll for each Power Claw each turn after the initial Grapple Attack as it crushes and rips its opponent to pieces. Astartes MkV Dreadnought Mortis Pattern Unique to the Dark Angels Chapter and its Successor Chapters, the Mortis Pattern always uses two heavy weapon arms of identical weapons. The available options are all designed for long-ranged combat and can be two twin heavy lascannons, two twin heavy autocannons, two twin heavy bolters or two missile launchers. It has the same stats as the Astartes MkV Dreadnought except it gains the Independent Targeting Talent and the following: Special: Linked Fire: As a Free Action, the Mortis Dreadnought can declare that both weapons are linked and firing together as Twin or Quad Mounted Weapons per DH Apocrypha: Vehicles page 9.

VEHICLE UPGRADES Assault Dozer Blade Assault Dozer Blades are mounted on vehicles for two purposes. The first is that they can clear obstacles and break up difficult terrain. Secondly, they provide additional front armour and increase the damage caused when colliding with another object. With the blade down, the vehicle can move at a max Combat Speed of Slow, it allows the Driver to re-roll any Drive Skill required by Difficult Terrain and increases the vehicle’s size by 1 when calculating collision damage. The attachment of an Assault Dozer Blade increases the Front armour value by 4. Upgrade: Any Rhino-chassis vehicle. Hunter-Killer Missile The Hunter-Killer Missile is a very rare, but powerful upgrade due to its complexity and cost in construction. The operator, usually the Gunner, locks on a target and fires the H-K missile. In game terms, the Marine must make take a successful Tech-Use Test to lock-on a target and fire the weapon. Once fired, the missile’s limited programming homes in on the target, making a Ballistic Skill Test using its Ballistic Skill of 45. It will continue to attack for up to 3 Rounds before its thrusters burn out and it falls to the ground or is shot out of the air; attacks against the missile have a –30 penalty to Ballistic Skill Tests due to its speed. If it fails to hit its target or is shot out of the air, it crashes to the ground without detonation. Upgrade: Any Rhino-chassis vehicle or Land Raider. Table: 7-16: Hunter-Killer Missile Name HunterKiller Missile

Class Ordnance

Range 2000m

RoF S/-/-

Dam 3d10 +10 X

Pen 10

Clip 1

Rld Special

Special Special


Pintle-Mounted Storm Bolter This upgrade mounts an Astartes Storm Bolter on a hard point near one of the top access hatches to be used as anti-infantry defense. The Pintle-Mounted Storm Bolter is always considered Braced and can traverse in any direction. This Storm Bolter uses a large, box magazine containing 80 rounds of ammunition and requiring two Full Rounds to reload. Upgrade: Any Rhino-chassis vehicle or Land Raider. Photon Searchlight This vehicle upgrade provides illumination in roughly a 3m wide beam out to 30m effectively. Used this way it eliminates all darkness penalties and provides a +30 bonus to Awareness Tests made by the user to spot targets within the beam. Because of the high-power output, the Photon Searchlight can be focused as a Half Action. It decreases the effectiveness of the beam to 15m and causes all targets in the beam to succeed on a Toughness Test or be blinded for 1d5 Rounds. Upgrade: Any Rhino-chassis vehicle or Land Raider. Reinforced Armour This upgrade covers all structural upgrades and the addition of more armour plating. It provides an additional 4 points of armour to all locations, but decreases Narrative Speeds by 10%. Upgrade: Any Rhino-chassis vehicle or Land Raider. Smoke Launchers Some vehicles are upgraded with Smoke Launchers as a defensive measure. Smoke Launchers fire three Blind Grenades (DH Core Rulebook, page 136) which are larger, creating a cloud of smoke that is roughly 6m wide and 4m tall and lasts 4 Rounds. The launcher is mounted to fire the grenades 2m away and in the firing arc in which they are mounted. The grenades can be fired one at a time or in multiples; when two grenades are fired they fall 2m or 4m apart and when all three are fired they each fall in a line 2m apart. Upgrade: Any Rhino-chassis vehicle, Land Raider, Dreadnought, or Thunderhawk. Spaced Armour Spaced Armour is both an armour upgrade and structural integrity overhaul to make the vehicle space worthy. With this upgrade, the vehicle gains the Void Capable Trait and provides an additional 2 points of armour to all locations. Upgrade: Any Rhino-chassis vehicle or Land Raider.

More To Come

Chapter VIII: The Chapters Chapter variants - Description, Codex Chapter/Variant/Independent?, unique gear, persons Create your own rules The Red Hunters!

Chapter IX: Life in the Chapter

Chapter X: Aliens, Heretics & Traitors


Citation List Barnes, Owen et al. Dark Heresy Core Rulebook. Nottingham, UK: BL Publishing, 2008. Cook, Chris et al. Index Astartes. Nottingham, UK: Games Workshop, 2002. Chambers, Andy et al. Indext Astartes II. Nottingham, UK: Games Workshop, 2003. Haines, Peter et al. Warhammer 40,000 Codex: Space Marines. Nottingham, UK: Games Workshop, 2004. Cottrell, Tony & Kinrad, Warwick. Imperial Armour Volume Two – Space Marines & Forces of the Inquisition. Nottingham, UK: Forge World, 2004. Dark Heresy Oubliette of Knowledge, Curators of. Dark Heresy Apocrypha: Vehicles & Riding Beasts. http://www.blackindustries.com/?template=40k&content=dh-gamingaids, 2008. Chambers, Andy & Priestly, Rick. Warhammer 40,000 Wargear. Nottingham, UK: Games Workshop, 1993. Chambers, Andy et al. Warhammer 40,000. Nottingham, UK: Games Workshop, 1998. Chambers, Andy et al. Warhammer 40,000. Nottingham, UK: Games Workshop, 2004. Priestly, Rick. Warhammer 40,000: Rogue Trader. Nottingham, UK: Games Workshop, 1987. Thorpe, Gav. Inquisitor. Nottingham, UK: Games Workshop, 2001 Johnson, Jervis & Priestly, Rick. Codex: Ultramarines. Nottingham, UK: Games Workshop, 1993. Chambers, Andy et al. Codex: Space Marines. Nottingham, UK: Games Workshop, 1998. Thorpe, Gav. Codex: Blood Angels. Nottingham, UK: Games Workshop, 1998. Hoare, Andy & McNeill, Graham. Codex: Witch Hunters. Nottingham, UK: Games Workshop, 2003. Chambers, Andy et al. Codex: Armageddon. Nottingham, UK: Games Workshop, 2000. Chambers, Andy et al. Codex: Eye of Terror. Nottingham, UK: Games Workshop, 2003. Johnson, Jervis & Thorpe, Gavin. Codex: Imperial Guard. Nottingham, UK: Games Workshop, 1999. Chambers, Andy et al. Codex: Imperial Guard. Nottingham, UK: Games Workshop, 2003. Thanks to all the people involved in the creation of this universe.

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