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Let The Galaxy Burn

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Let The Galaxy Burn 

 
https://www.deviantart.com/fernoll 

A Homebrew Wrath & Glory Supplement for the Forces of Chaos 

   
Salvation or Damnation?
 
The Imperium is a vast place, and anything so massive and bloated has cracks and crevices for
dark things to hide within. Its infrastructure is fractured and failing; its ideologies hypocritical
and oppressive to any who would question them. The accusation of Heresy is laid freely upon
all those who desire something more than a fruitless existence, to work one's entire life and die
for no reward other than being allowed to live long enough to see your betters’ situation
improve.

Most are born into this life and lack the force of will to reject their situation, simply saying “this
is how things are”. However, some can see beyond. Some are chosen. Some gain the
knowledge that beyond what they know is a vast galaxy, and that beyond even that are beings
above mortal comprehension that look upon the Imperium’s nature and feel disgust.

They are there, and if you but desire it, they offer the freedom you desire. Your chains can be
broken. You can become your own master, free not only from the oppression of the Imperium,
but the limitations of your human form. The change may be frightening at first, but you will
come to know it for the blessing it is.

For in the eyes of those freed by Chaos, their gifts are not horrid mutations of the flesh, but
signs of favor, honors granted by the Gods, in hopes that you will finally achieve the perfection
they know you are capable of. Some fall upon the way, crashing to the ground and becoming
pitiful abominations of corrupt flesh, but you know you are worthy of more. You are capable of
greatness, to become one of the champions of the gods, or perhaps more.

Take my hand, and I will reveal to you the truth the Imperium does not want you to know. Not
because they have your best interests in mind, but because they fear that their slaves will break
their own chains and overthrow their masters.

The patience of the Gods may be infinite, but mine is not, and a slave that chooses his own
chains over the freedom I offer is nothing but a coward worthy of death.

Now. Make your choice.


Servants of the Powers
 
Any may choose to join the Forces of Chaos. in the Warp, a lone warrior with no allies is
Some hear the call from others, some from quickly slain. Thus, even a loyalist who
within themselves. For others, the inherent accepts the Primordial Truth will take up
sins and hypocrisy of the Imperium become the banner of either a legion or a warband.
too much to bear, and they fight back.
Others fall away from faith and realize that
they worshipped only a powerless corpse, Ascension Package: ​Forsake Your Chains
and then seek out something to fill that
void. No matter the cause, Chaos accepts
all, for all have a place in the Gods’ designs. Many worshippers of the Gods were once
Practically all mortal followers of the Dark loyal servants of the Imperium, and Chaos
Gods are human in some way, from the can corrupt anyone and anything. This
lowliest slave to the mightiest Chaos Lord. ascension package does not require one to
Orks already believe themselves the ascend a tier, though you may if you wish, it
greatest race in the galaxy; the Necrons lack merely represents an existing character
souls and have no interest in the deals joining the powers of Chaos, which may be
Chaos offers; the Tau’s connection to the done either mid-campaign or be part of the
Warp is so small that the Ruinous Powers backstory of an existing character. This
have little chance to corrupt them; the would be the foundation for an Inquisitor
Aeldari and Drukhari already belong to whose radical nature became too much for
Slaanesh, and to willingly worship the his superiors to bear, or a loyal commissar
Ruinous Powers has no effect; the Tyranids forcibly broken through torture and
have no individual wills and cannot forsake brainwashing. There are as many reasons
the Hive Mind. for one to choose to join Chaos as there are
worshippers of the Dark Gods.
The Archetypes listed below are divided
into Human followers of the Chaos Gods
and those Heretic Astartes who have turned BP Cost​: 10 x New Tier (Can be same as old
their back on the Imperium. While not all tier)
Chaos Space Marines were once members
of the legions that rebelled during the Prerequisites
Horus Heresy, those that rebel in the
Keywords​: Imperium
modern era usually forsake their old
heraldry and unite under a new banner, and
Attribute​: None
Legions and Warbands
Skill​: Required Skill(s) +1 (if ascending one
or more tiers)
The nine original legions to betray the
Benefits
Corpse Emperor during the Horus Heresy
Keywords​: Replace the Imperium Keyword still exist in one form or another, though
with Chaos and Heretic. they are fragmented, with small pockets of
each throughout the Immaterium. More
Replace Adeptus Astartes and <Chapter>
common are smaller warbands, often
with Heretic Astartes and <Legion>
creating their own heraldry, which fight on
Replace Cult Mechanicus and <Forge their own, gathering their strength and
World> with Dark Mechanicus. seeking to carve out their own territory in
the Warp and the Materium. Generally,
Remove all other subfaction keywords, like however, a member of a warband will
<Order>, <Regiment> or <Ordo>. either be a member of a Renegade Chapter
Remove any appropriate keywords and or an individual Marine who decided to
replace them with other appropriate forsake the Imperium, perhaps led by
keywords (GM’s decision) marines from the original legions who broke
away from their brothers for various
Gain the <Mark of Chaos> Keyword. reasons. While abandoning the Imperium
and joining Chaos are not always the same
Influence Bonus​: +1 per Tier ascended
choice, the Imperium treats all betrayals the
Story Element​: The character gains 3 same, and many who choose to leave the
corruption. Any enemy that is a part of an Emperor’s side for humanitarian or
organization the character was part of gains personal reasons soon find themselves
the Hatred talent against them. harried into the welcoming arms of the
Dark Gods, forced to join them for
Wargear​: A character only gains Wargear if protection.
they ascend a tier. Select either two items
of Rare Wargear or one item of Very Rare If a legion or warband has the ​Mark of
Wargear with a value equal or lesser than 3 Chaos​ rule, all marines from that legion
+ the new Tier. This may include cybernetics must swear loyalty to that god and replace
and must have the Imperium keyword. their <Mark of Chaos> keyword with the
appropriate god’s. For other legions, they
are free to choose as they wish.

Black Legion

Primarch​: Horus Lupercal


The largest single collection of Heretic troops as are required to wear away the
Astartes is the Black Legion under Ezekyle defenses of their target, wearing down both
Abbadon. They are the remnants of the the resolve and the resources of their
Luna Wolves/Sons of Horus, alongside enemy until neither remain.
10,000 years of others that have sworn
Siege Lords:​ An Iron Warrior is a master of
loyalty to him. Under his leadership, they
siege warfare, and is skilled in destroying
have launched thirteen Black Crusades
fortifications and enemy structures. An Iron
against the Imperium, ultimately being
Warrior may add +½ Rank to ED when
responsible for the destruction of the world
attacking fortifications and buildings, and
of Cadia.
may add +Rank to Awareness tests in order
Black Crusaders​: The Black Legion have to identify structural weaknesses.
fought with determined and steadfast will
Attrition Tactics:​ An Iron Warrior is known
over the millennia, and will never hesitate
and feared as one who is willing to sacrifice
to take the fight directly to their enemies. A
anyone and anything to achieve his goal,
Black Legionnaire may treat any Rapid Fire
and even while servants of the Imperium
weapons he wields as Assault weapons in a
they achieved victory atop piles of corpses.
turn where he ran, and may add +½ Rank
An Iron Warrior suffers a +2DN penalty to
bonus dice to any Interaction and
influence tests to acquire followers or
Leadership tests he makes towards those
servants, as few besides base slaves will
with the Heretic Astartes keyword.
follow him to the ignoble death that surely
Jealous Command​: Black Legionnaires have awaits them.
high opinions of themselves, to the point
Night Lords
that they will rarely suffer anyone to have
authority over them. A Black Legionnaire Primarch​: Konrad Kurze
will not gladly accept anyone outside his
Legion as a superior, and inflicts a +2DN Made up of some of the cruelest individuals
penalty to any Leadership tests made by the in service to the Powers, the sons of Kurze
party unless the one making the test is also are masters of the art of terrifying large
of the Black Legion. populations, attacking in the night, often
slaughtering vulnerable populations and
Iron Warriors employing tactics that even some of their
fellow heretics would consider disturbing.
Primarch​: Perturabo
Terror Troops​: Night Lords have reputations
Ancient rivals of the sons of Rogal Dorn, the
as sadistic murderers and torturers, who
Iron Warriors are masters of sieges in the
intentionally spread pain and suffering to
same way as the Fists are masters of
their enemies. A Night Lord inflicts a -½
fortification. An Iron Warrior is like a
relentless machine, sacrificing as many
Rank penalty to Willpower to any enemy up for debate. None outside the legion
within 2m of a Night Lord. know their true motives, nor their true
loyalties. Everything is hidden beneath
Stand Alone​: The Night Lords often reject
layers of deceptions and half-truths, and
the Chaos Gods and rarely, if ever use
very, very little exists of the legion that is
Daemons and their ilk. A Night Lord suffers
set in stone. Stealth, subterfuge, and
a +2DN penalty to interaction tests with
confusion are their domain, and often an
Daemonic entities and those with the Mark
Alpha Legionnaire will orchestrate a plan
of Chaos talent.
that can take months or years to execute,
Word Bearers often catching the marine’s enemies
completely unawares.
Primarch​: Lorgar
Hidden in Plain Sight:​ Alpha Legionnaires
The catalyst for the Horus Heresy, the faith are masters of stealth and decoy tactics,
of the Word Bearers has become the both on the battlefield and off it. An Alpha
foundation for practically all human legionnaire adds +½ Rank to all Stealth and
worship of the Chaos Gods, and their zeal is Deceive tests.
a religious one, seeing the Chaos Gods as
not merely a way to strike a blow against For The Emperor!:​ The Alpha Legion’s tactics
the Imperium, but also a path to salvation. are mysterious and their motives make
them suspicious to many. An Alpha
Profane Zeal​: A Word Bearer is incredibly Legionnaire suffers a -2DN penalty to
faithful, and treat their warfare as divinely non-hostile Interaction tests with members
ordained. Add +Rank bonus dice to all of other Legions.
Conviction and Resolve tests made by a
Word Bearer. Death Guard

The Path to Damnation​: The Word Bearers Primarch​: Mortarion


zeal ensures that Daemons always wait
Mark of Chaos​: Nurgle
hungrily for one to fail in their charge and
become prone to possession. If a Word Even before they entered the service of
Bearer fails a Willpower-based test, the GM Nurgle, the Death Guard had a reputation
gains 1 Ruin. for toughness and resilience, making full
use of attrition and fear tactics. Upon
Alpha Legion
becoming servants of the Plague God, their
Primarch​: Alpharius Omegon bodies grew thick and oozed with his
blessings, making any damage quickly
The twentieth legion was well known for disappear beneath pustules and corrupted
being secretive even before they flesh.
abandoned the Imperium, but even that is
Inexorable Advance: T​ he Death Guard fight Unattainable Standards​: When one seeks to
with little care for their own bodies, and are be without peer and without flaws, any
trained to continually fire without slowing failure is something that cannot be allowed.
to brace. A Death Guard marine ignores all If an Emperor’s Child rolls a Complication on
penalties to firing Heavy or Assault a test, he must pass a DN 4 Willpower test
weapons due to moving or running, and or spend a Wrath point to reroll all failures.
may benefit from the Rapid Fire trait at a
Thousand Sons
distance of up to 36m, unless the weapon’s
normal Rapid Fire range is higher. Primarch​: Magnus the Red
Slow But Purposeful​: The Death Guard’s Mark of Chaos​: Tzeentch
physical changes have resulted in a form
that does not reward haste. A Death The tragedy of the Thousand Sons’
Guard’s base speed is reduced by 1. existence is told about by those few
scholars who remember the tale, how
Emperor’s Children Magnus the Red was tricked into destroying
the Emperor of Mankind’s secret webway
Primarch​: Fulgrim
project in order to warn him of Horus’
Mark of Chaos​: Slaanesh treachery, how every non-psyker brother of
the legion was turned to dust in order to
Slaanesh’s seduction of the Emperor’s
stabilize the rampant mutations the chapter
Children began with the corruption of their
experienced and how ultimately, Tzeentch
primarch, Fulgrim, through a Daemonic
was able to ensnare the Primarch’s soul and
sword he looted from the world of the Laer.
the loyalty of his legion.
However, the rest of the legion followed his
lead and took their perfectionism and Brotherhood of Psykers​: All Thousand Sons
egotistical natures to the maximum level. that retain their sentience are psykers. A
Now, they search for the absolute pinnacle Thousand Son Astartes gains the Psyker
of whatever craft they choose to pursue, keyword and may purchase the Psychic
accepting nothing less than being the best Mastery skill and Universal psychic powers,
in the galaxy. subject to Tier restrictions, though he does
not gain any psychic powers for free. If a
Flawless Perfection:​ An Emperor’s Child
Thousand Son gains the Psyker keyword
possesses reflexes and agility beyond even
from his archetype, he may add 12m to the
that of a normal Astartes. He is never
range of any psychic powers he casts that
considered to be surprised and may act
have a range.
normally in surprise rounds, and once per
combat, he may Seize the Initiative without The Flesh Change:​ Although it has been
spending glory. mitigated to a certain extent, the Thousand
Sons’ geneseed is relatively unstable. If a
Thousand Son gains one or more Corruption would consider “charismatic”. A World
points, he gains one additional Corruption Eater suffers a +3DN penalty to all social
point. tests apart from Intimidate.

World Eaters Renegade Chapters

Primarch​: Angron A Renegade is not necessarily one that


worships Chaos, but the line is easily
Mark of Chaos​: Khorne
crossed. Betraying the Imperium is not a
Brought to a world where he was forced choice that can be made lightly, and
into gladiatorial combat as a slave, Angron tolerating traitors to live is abhorrent to the
was experimented upon with a neural Emperor’s slaves. Sometimes only a single
implant that forced out his most violent marine chooses to defect, sometimes as
impulses: the Butcher’s Nails. His lust for much as an entire chapter, but the result is
combat and hatred of all those outside his the same. A new force exists that is
legion led him to the service of Khorne, beholden to no master, and is therefore
where his sons follow his example with unprotected and often quite vulnerable.
their own sets of Nails, many taking up the The decision to join the Ruinous Powers is
mantle of the Berserker as the Blood God’s often made out of fear of destruction, in
most fervent champions. seek of refuge. While some regret the
decision, all know that the Imperium will
Butcher’s Nails:​ A World Eater is constantly never take them back.
punished with pain and annoyance
whenever he does not indulge his violent To represent a Renegade, the character
impulses. When he does, his rage and may choose either to use the rules for an
ferocity are legendary. After making a existing Space Marine Chapter (GM’s
charge move, a World Eater may ignore up Discretion, some chapters may not have
to +Rank DN of penalties to melee appropriate rules for a Chaos-based
multi-attacks he makes that turn. campaign) or pick a Skill and an Attribute.
The character adds +Rank to all tests
The Depths of Hatred:​ A World Eater’s involving the chosen Skill, and the GM gains
constant anger and rage causes him to a Ruin whenever the character fails a test
seem unstable and violent, and he rarely based on the chosen Attribute.
minces words or acts in a manner that any

Archetypes

Name Tier Description

Humans
Apostate 1 Unholy priests that preach the word of Chaos and perform dark rituals to the Powers

Cultist 1 Devotees that serve Chaos and attempt to bring down the Imperium from within

Renegade 1 Experienced warriors who fight with scavenged equipment and brutal tactics

Heretek 2 One who performs dark experiments and creates unholy machines to destroy his foes

Rogue Psyker 2 A person gifted with the power to control the Warp with their will and use dark powers

Pirate 2 A raider who sails the stars in search of gold, glory, and his own freedom from the law

Heretic Astartes

Legionnaire 3 Veterans of the Long War who fight against the hated Imperium for various reasons

Havoc 3 Specialists in heavy weapons who enjoy wanton slaughter and destruction

Raptor 3 A jump-capable marine with a focus on quick strikes and maneuverability in combat

Warpsmith 3 An artificer that forges Daemons into various machines to create horrible monstrosities

Sorcerer 3 A marine gifted with the power of the warp, devastating foes with psychic might

Noise Marine 3 A devotee of Slaanesh who fights using sound and disorientation as his weapons

Plague Marine 3 Vectors of disease pledged to Nurgle who spread disease, decay, and death

Khorne Berzerker 3 Offensive melee fighters who constantly yearn to spill blood in the name of Khorne

Dark Apostle 4 Demagogues who incite others to fight for Chaos, whipping them into violent frenzies

For every deity, there are acolytes, and the


Ruinous Powers demand special tributes
Heretic Human Archetypes from their followers. The Apostate is a
master of both the sorcerous arts and the
hunt for dark knowledge, in the hopes of
Apostate furthering the goals of their dark gods and
bringing forth their divine majesty into the
“What you desire will be yours, for the Gods Materium. Often found leading cults in
hear your call. The Emperor is deaf to your large sacrifices or whipping up devotees
suffering, but my own masters suffer no into a murderous frenzy, where the
such impairment.” Apostate goes, Chaos follows.

--Taigek Vaushor, Priest of Slaanesh Build Point Cost​: 0


Prerequisites even that much. Forced to venerate a deity
Tier​: 1 they have no chance of hearing any form of
answer from. Any request for change buried
Species​: Human
in endless bureaucracy or simply rebuffed
Attribute​: Willpower 3 by the cold enforcers of a corrupt system. It
is no wonder that many choose not to
Skill​: Scholar (1) accept Imperial rule, for what do most of
Benefits them have to lose? A Cultist can be anyone,
Keywords​: Heretic, Chaos, <Mark of Chaos> but most commonly, they are the defeated,
the downtrodden, the forgotten, those who
Influence Bonus​: +2 the system has failed. When in the depths
of their despair, a follower of the Ruinous
Corruption​: +2
powers may appear, and offer them what
Master of Rites​: An Apostate is trained in they desire--salvation, revenge, the
the conduction of various rites and rituals, destruction of the order that ruined their
and how to perform them well. When lives and kept them from their happiness.
making a test involving a Ritual, they may
Build Point Cost​: 0
reroll up to Rank dice.
Prerequisites
Wargear​: Autopistol or laspistol, knife,
Tier​: 1
clothing (ritual garb), symbol of authority
(Chaos sigil), unholy tomes containing Species​: Human
knowledge of 1+Tier rituals, ritual kit.
Attribute​: None

Cultist Skill​: Deception (1)

Benefits
“Don’t worry about those fools in the Keywords​: Chaos, Heretic, Heretic Astartes,
Arbites. We have a man on the inside who <Mark of Chaos>, <Any>
keeps them off our back. Now, swear your Influence Bonus​: +2
loyalty, and you will know true purpose.”
Corruption​: +1
--Varro, Cultist of Tzeentch
From Within​: Cultists gain +Rank to
Deception tests, including Interaction
Few appreciate the iron heel of the attacks, against targets with the Imperium
Imperium above them, and the citizenry of keyword.
the Imperium feel it most brutally. Trapped
in jobs with little reward beyond being
allowed to live another day, sometimes not
Wargear​: Lasgun OR autogun, knife, symbol Attribute​: None
of authority (unholy icon), guard issue mess
Skill​: Ballistic Skill (2)
kit, tattered blanket.
Benefits
Keywords​: Chaos, Heretic, Astra Militarum,
Renegade <Any>

Influence Bonus​: 0
“Tear his limbs off, but strip him first. That
Corruption​: +1
carapace armor is mine!”
Battlefield Scavenger​: The battlefield is a
--A Khornate renegade leader to his men
prime place to loot wargear from fallen
enemies or even allies, and the servants of
Chaos cannot afford to be picky. Add +Rank
The Imperial Guard is not a life many would
to all Influence tests to acquire wargear, so
choose, given other opportunities. Many
long as the item is Rare or more available
are led to enlist with sugared lies of glory
and shares a faction keyword with an
and honor and of enemies so weak that a
enemy recently fought in battle.
lasgun can scorch them to the bone with a
single shot. When a newly trained Wargear​: Flak Armor, lasgun or autogun,
guardsman finds that his weapon barely knife, guard issue mess kit, blanket,
singes the hide of an Ork, when he sees his grooming kit, 3 ration packs.
squadmates fall and die beside him, when
his superiors order him to charge and die so
Heretek
that his riddled corpse can clog the enemy’s
advance a moment longer, he may accept
his fate, or he may curse it. Sometimes only The Cult Mechanicus is as authoritarian an
a single guardsman rebels, sometimes organization as the Imperium itself, and
entire regiments. However, a fighting man declares many forms of scientific research
with Imperial training under his belt is a off limits, mostly due to ideological reasons.
valuable ally to Chaos, and any army This chafes many tech priests, who wish to
dedicated to the powers will accept him be free to perform whatever experiments
with open arms. they wish. Tensions broke into schism
during the Heresy, when the Fabricator
Build Point Cost:​ 0
General of Mars sided with Horus Lupercal,
Prerequisites taking a good half of the Mechanicum with
Tier​: 1 him into the Eye of Terror when the Traitor
Legions were defeated. Now, dark
Species​: Human
Hellforges craft war machines and weapons
for the servants of Chaos, and the Hereteks
oversee it all, indulging their need to The psyker has the closest link to the Warp
perform forbidden experiments, often of any servant of the Powers. Their minds
resulting in truly horrific weapons and direct its ebb and flow, their souls are open
creations. to it at all times, and their will is strong
enough to control it, else they would have
Build Point Cost:​ 60
been burnt to ash by their own hubris. Fear
Prerequisites of the psyker causes those that cannot hide
Tier​: 2 their power to seek refuge or be captured
by the Black Ships, either pressed into
Species​: Human service as Astropaths or drained of their life
Attribute​: Intellect 3 energy to sustain the Corpse Emperor a few
moments longer. Those who can run often
Skill​: Tech (3), Scholar (1) find Chaos through their connection to the
Warp, and obtain the knowledge that was
Benefits
always their birthright.
Keywords​: Chaos, Heretic, Adeptus
Mechanicus, Dark Mechanicus Build Point Cost​: 50

Influence Bonus​: +1 Prerequisites


Tier​: 2
Corruption​: +3
Species​: Human
Transformative Technology​: Hereteks
automatically reduce the time by half for Attribute​: Willpower 4
any Tech test. They also gain +Rank for Tech
interaction attacks. Skill​: Psychic Mastery (1)

Wargear​: laspistol, augmetic servo-arm, Benefits


choice of two augmetics. Keywords​: Heretic, Chaos, Psyker

Influence Bonus​: 0

Rogue Psyker Corruption​: +3

Psyker​: A Rogue Psyker begins play with


“So you’re saying that a vat of acid fell on one Minor Psychic Power, the smite power,
them, then lightning struck them, then they and may purchase additional Minor Psychic
exploded. All as they were chasing you.” Powers, Universal Psychic Powers, and
Maleficarum Psychic Powers subject to Tier
--Inquisitor Narek of the Ordo Hereticus restrictions.
Wargear​: Laspistol, psychic focus, Attribute​: Fellowship 3
guard-issue mess kit, tattered blanket.
Skill​: Cunning (1), Insight (2), Intimidation
(2), Awareness (1)

Pirate Benefits
Keywords​: Chaos, Heretic, <Any>

“Cap’n says the first one to bring him the Influence Bonus​: +2
head of the Admiral gets that wench he’s
Corruption​: +2
been keepin’ in the brig!”
Raider​: A Pirate is an expert at attacking
--Crewman of the ​Glorious Phantasm​, under
other ships, and taking their cargo and crew
Pirate Prince Nikarov
for himself. He gains +Rank to Intimidate
and Leadership tests during boarding
In the dark space between worlds, vast
actions.
bounties are carried by ships the size of
small cities. When a ship goes unprotected, Wargear​: Choice of flak coat, carapace
it must be wary of those who wish to take armor, or light power armor. Choice of one
those riches for themselves. Some pirates ranged weapon and one melee weapon up
are ex-Rogue Traders, those who fell into to Value Tier+4 (Rare), Imperial Frigate or
depravity and now must acquire continual equivalent Chaos vessel.
supplies of their favored vices. Some are
Naval captains who rebelled against the
Imperium in the same way as an Astartes or Heretic Astartes Archetypes
a Guard regiment. Some are the leaders of
mutinies, who slaughtered the true masters
of the vessel and took it for their own, now Legionnaire
searching shipping lanes for more blood to
spill. Regardless, a Pirate is a hard individual
with little interest in things that will not “I chose my own path, Loyalist. None have
increase his wealth or power, and who decided it for me, and I am master of my
fights in his own self interest or not at all. own fate.”
--Garekh the Forsaken, Chosen of Tzeentch
Build Point Cost​: 40

Prerequisites
Tier​: 2 By the conclusion of the Horus Heresy, most
Astartes in the service of Chaos had
Species​: Human changed massively from their original battle
roles. Strict specializations were abandoned
for more individual choices in combat style, and may reroll (or discard and redraw) any
and strict discipline was often abandoned critical hit effects they inflict on such
for looting and wanton destruction. targets.
However, the name of Legionnaire is still
Wargear​: Legion power armor, boltgun,
held proudly by many heretics, who use it
bolt pistol, Legion combat knife, 3 frag and
to distinguish themselves from Loyalist
krak grenades.
Astartes. Most Legionnaires are relics of the
ancient days, as time moves differently in
the Warp, and there exist many who Havoc
experienced the Siege of Terra only years or
months ago, from their own perspectives.
Those who throw off their chains and join “Yes! Unleash the fury of the Dark Gods,
the Ruinous Powers also often take up the and let vengeance rain down upon them!
mantle of Legionnaire, finding the title Burn them to a cinder!”
fitting for the unity they now find in the --Molkar Bloodthorn, Word Bearers Havoc
service of the Ruinous Powers.

Build Point Cost​: 50


A black counterpart to the Devastator
Prerequisites squads used by loyalist marine chapters, a
Tier​: 3 Havoc is a specialist in ranged combat and
the use of heavy weapons. They are not
Species​: Adeptus Astartes only masters of dealing death, but enjoy it,
Attribute​: Strength 4, Agility 4, Toughness 4 desiring nothing more than to tear hordes
of foes into chunks of meat, or to bring
Skill​: Ballistic Skill (3), Weapon Skill (3) down the largest foes present on the field
of battle.
Benefits
Keywords​: Heretic, Chaos, <Mark of Build Point Cost​: 60
Chaos>, Heretic Astartes, <Legion>
Prerequisites
Influence Bonus​: +2 Tier​: 3
Corruption​: +3 Species​: Adeptus Astartes
Veteran of the Long War​: Most Attribute​: Strength 4, Agility 4, Toughness 4
Legionnaires consider the forces of the
Imperium their greatest enemy, and Skill​: Ballistic Skill (4), Weapon Skill (3)
unleash special zeal when attacking them. A Benefits
Legionnaire gains +½ Rank to attack tests Keywords​: Heretic, Chaos, <Mark of
against targets with the Imperium keyword, Chaos>, Heretic Astartes, <Legion>
Influence Bonus​: +2 Attribute​: Strength 4, Agility 4, Toughness 4

Corruption​: +3 Skill​: Ballistic Skill (3), Weapon Skill (4)

Storm of Death​: Havocs revel in death and Benefits


causing maximum destruction to whatever Keywords​: Heretic, Chaos, <Mark of
they face, especially swarms of weaker Chaos>, Heretic Astartes, <Legion>
enemies, placing attacks where they can
Influence Bonus​: +2
deal maximum damage. When a Havoc
spends a reload to Salvo with a Heavy Corruption​: +3
weapon, the weapon gains the Spread trait.
Swooping Strike​: A Raptor makes use of its
Wargear​: Legion power armor, heavy bolter speed to deal damage in a flyby, then wheel
with ammunition backpack, bolt pistol, around for a second attack. When making a
Legion combat knife, 3 frag and krak melee attack after charging while equipped
grenades. with a jump pack, the Raptor may move up
to twice his Rank in meters after finishing
his attack, whether or not it was successful.
Raptor
Wargear​: Legion power armor, chain sword,
bolt pistol, jump pack, 3 frag and krak
“They are our prey! Fall upon them and
grenades.
feast!”

--Alathor Razorwing, Night Lords Raptor


Warpsmith

Wearing wings of fire and soaring into


“You call this work acceptable? Bring
battle, their vicious helms and clawed boots
anything of such low quality before me
giving the impression of a terrifying
again and you will find your own soul bound
monster, the Raptors are predators that
into my next masterpiece.”
sow fear in their enemies. They often revel
in that image, swooping down from the --Rakidon the Machinor, Magma Hound
shadows and dealing quick strikes in order Warpsmith
to weaken and disorient their targets.

Build Point Cost​: 55 Similar in function to the Techmarines of


the Adeptus Astartes, the Warpsmiths are
Prerequisites
those marines who choose the inherent
Tier​: 3
power of the machine over that of the weak
Species​: Adeptus Astartes flesh, and become more familiar with the
workings of such arcane devices than any “I know many who find security in arms,
other. They excel in the crafting and binding who clutch their bolters at night, praying
of Daemon Engines, and can repair such that they will never be caught unawares. I
monstrous war machines in the heat of find security in knowing the deepest secrets
battle with whirring hives of mechatendrils. of all I interact with, and having the power
to snuff their lives out at the slightest
Build Point Cost​: 85
breath of treachery.”
Prerequisites
--Kebechet, Sorcerer of the Thousand Sons
Tier​: 3

Species​: Adeptus Astartes


An Astartes who possesses the psychic gift
Attribute​: Strength 4, Agility 4, Toughness
is a powerful being indeed, combining the
4, Intellect 5
combat prowess of a Marine with the
Skill​: Ballistic Skill (4), Weapon Skill (4), Tech unlimited energies available to a Psyker.
(4), Pilot (3) Unlike the Librarians of the Adeptus
Astartes, a Sorcerer is primarily interested
Benefits in expanding his own power, both material
Keywords​: Heretic, Chaos, <Mark of and in the warp, and may either be the
Chaos>, Heretic Astartes, <Legion>, Adeptus master or the servant, depending on what
Mechanicus, Dark Mechanicus he desires.

Influence Bonus​: +2 Build Point Cost​: 80

Corruption​: +3 Prerequisites
Tier​: 3
Hellsmith​: A Warpsmith is most at home Species​: Adeptus Astartes
when tinkering with Daemonically infused Attribute​: Strength 4, Agility 4, Toughness
devices. He receives +Rank bonus dice to all 4, Willpower 5
tests related to Daemon Engines, Skill​: Ballistic Skill (3), Weapon Skill (3),
Daemonforged Armor, or Daemon Psychic Mastery (4), Scholar (4)
Weapons. Special​: May not be taken by a character
Wargear​: Legion power armor, bolt pistol or with the Mark of Khorne.
boltgun, power axe, 3 frag and krak
grenades, augmetic Mechatendril Hive Benefits
Keywords​: Heretic, Chaos, Psyker, <Mark of
Chaos>, Heretic Astartes, <Legion>
Sorcerer
Influence Bonus​: +2
Corruption​: +3 Build Point Cost​: 55

Psyker​: A Sorcerer begins play with one Prerequisites


minor or Dark Hereticus psychic power and Tier​: 3
the smite psychic power. They may
Species​: Adeptus Astartes
purchase additional Minor psychic powers,
Dark Hereticus psychic powers, and Attribute​: Strength 4, Agility 4, Toughness
Universal powers, subject to Tier 4, Initiative 3
restrictions. If the marine has or later gains
the Mark of Chaos (Talent), they may Skill​: Ballistic Skill (3), Weapon Skill (3)
choose to replace the ability to take further
Dark Hereticus powers with the Discipline Benefits
associated with their chosen god and (if Keywords​: Heretic, Chaos, Slaanesh (Counts
done during character creation) may take as <Mark of Chaos>), Heretic Astartes,
their starting power from this discipline. <Legion>

Wargear​: Legion power armor, bolt pistol, Influence Bonus​: +2


force sword or force rod, 3 frag and krak Corruption​: +3
grenades, arcane tomes containing
knowledge of Tier rituals (GM’s approval) Eternal Cacophony​: A Noise Marine is
constantly awash in a sea of sound, light,
and other sensual experiences, causing
Noise Marine external experiences to have a lessened
effect. A Noise Marine gains +Rank bonus
“THINGS SHALL GET LOUD NOW!” dice to resist Interaction Attacks based on
the senses. They also add +½ Rank to
--Anonymous Noise Marine Resilience against attacks based on sound
or light.
The first Noise Marines were Emperor’s Wargear​: Legion power armor, sonic
Children who lost themselves in the power blaster, Legion combat knife, 3 frag and
of music, and who surrendered to the krak grenades
power of Slaanesh’s excess. Now, they seek
to surpass their own sound and bring
devastation to the battlefield, using Plague Marine
specially constructed sonic devices that
shake their enemies apart, lethal blasts of “Don’t worry about it. I remember my first
sound washing over them, pulverizing their case of Groxrot like it was only yesterday.”
organs and overloading their hearing.
--Uglar, Champion of Nurgle to an infected they are incredibly hard to damage, much
Cultist less kill. A Plague Marine may Soak without
spending a shock to do so, and reduces any
loss of shock by ½ Rank (min 0).
The Death Guard’s resilience and resolve
caused them to be targeted by the forces of Wargear​: Legion power armor, boltgun,
Nurgle, and by infecting Astartes with plague knife, 3 blight and krak grenades
diseases that would not kill them, but
rather strengthen them, the first Plague
Khorne Berzerker
Marines were created. A Plague Marine is a
swollen, bloated thing that seems more like
an insect with carapace than a man in “MAIM! BURN! KILL! BLOOD FOR THE
armor. It is covered in pustules and buboes, BLOOD GOD! SKULLS FOR THE SKULL
and seeps pus from nearly every orifice. THRONE!”
However, the Plague Marines themselves
rarely seem to mind this, as they exude a --Mantra of the Berzerker
constant fatalistic cheer that unnerves most
people more than their grotesque While the World Eaters that first gave
appearance does. themselves up to rage were fueled by the
Build Point Cost​: 60 Butcher’s Nails, the service of Khorne leads
many to the path of giving up one’s sanity
Prerequisites for power. Fueled by a hatred of everything
Tier​: 3 that exists, the Berzerkers run into battle
with no concern except exsanguinating
Species​: Adeptus Astartes
whatever lies before them, tearing their
Attribute​: Strength 4, Agility 4, Toughness 5 heads from their bodies and offering the
skulls within to their God of Slaughter.
Skill​: Ballistic Skill (3), Weapon Skill (3)
Build Point Cost​: 60
Benefits
Prerequisites
Keywords​: Heretic, Chaos, Nurgle (Counts
Tier​: 3
as <Mark of Chaos>), Heretic Astartes,
<Legion> Species​: Adeptus Astartes
Influence Bonus​: +2 Attribute​: Strength 5, Agility 4, Toughness 4
Corruption​: +3 Skill​: Ballistic Skill (3), Weapon Skill (4)
Disgustingly Resilient​: Plague Marines are Special​: May never possess the Psyker
living abominations of corrupted flesh, and keyword.
and warrior in one, capable of calling entire
Benefits groups to action with impassioned speeches
Keywords​: Heretic, Chaos, Khorne (Counts and wrath-inspiring rhetoric. So long as a
as <Mark of Chaos>), Heretic Astartes, Dark Apostle is given time to speak, he can
<Legion> convince nearly anyone of anything.

Influence Bonus​: +2 Build Point Cost​: 80

Corruption​: +3 Prerequisites
Tier​: 4
Blood for the Blood God!​: A Berserker may
make two melee attacks as part of the same Species​: Adeptus Astartes
melee attack action. Treat this like the Dual
Attribute​: Strength 4, Agility 4, Toughness
Wielder talent, except both attacks are with
4, Willpower 4, Fellowship 5
the same one-handed melee weapon. If the
Berzerker also has the Dual Wielder talent, Skill​: Ballistic Skill (4), Weapon Skill (4),
they can make up to two attacks with one Intimidate (4), Persuasion (5)
weapon and one attack with the other, so
long as both weapons are one-handed Benefits
melee weapons. Simply add the damage Keywords​: Chaos, Heretic, <Mark of
from all three attacks together and Chaos>, Heretic Astartes, <Legion>
compare it to three times the target’s
resilience/AV. Influence Bonus​: +3

Wargear​: Legion power armor, bolt pistol, Demagogue​: A Dark Apostle’s abilities of
chainaxe, 3 frag and krak grenades persuasion and manipulation are legendary,
and they can whip mobs into a frenzy
through their impassioned rhetoric. A Dark
Dark Apostle Apostle gains +Rank bonus dice to
Interaction tests and Interaction Attacks
made to influence large groups. Allied NPCs
“You now serve your true purpose. Rise up
in the same combat as a Dark Apostle gain a
and take your blade. Face your true enemy,
-Rank DN bonus to Resolve and Conviction
and see them dead by your own hand.”
tests.
--Telesh the Epistle to a newly converted
Wargear​: Legion power armor, bolt pistol,
Heretic
Accursed Crozius, 3 frag and krak grenades,
Sigil of Corruption
Few are as fanatically devoted to Chaos as
the Dark Apostles. Master orators and
zealous fighters, each Dark Apostle is priest
every time--some characters have much to
TALENTS offer.

Ancient Warrior
Addictrix
Cost: ​20
Cost​: 40
Prerequisite​: Fellowship 3+, Willpower 3+,
Prerequisite​: Fellowship 5+, Persuasion 3+,
must be taken at Character Creation
Slaanesh
The character is either a veteran of the Long
The character is a master of seduction and
War or has served with those that have
manipulation, and has ways of securing
fought in its many wars down the centuries.
power over those who succumb to his
Though the character does not need to be a
wiles. The character may attempt to seduce
Chaos Space Marine to take this talent, it is
an NPC into his service, and ensure
rare for those outside their ranks to possess
continued service by making the NPC
it. The character can command special
dependent on something only the character
respect from other veterans of the Long
can offer. First, the character must defeat
War and gains a +1d to all interaction and
the chosen NPC in an interaction attack
social Tests based on when dealing with
using a social skill, and shift at least 3 icons
such NPCs. Long War weaponry is also
from the successful test. Should the
easier for him to obtain and all weapons
character succeed, he can take advantage
with the Heretic Astartes or Adeptus
of his victim’s demoralised state and
Astartes keyword count as one rarity lower
introduce him to whatever addicting
than normal (i.e. Rare becomes Uncommon,
substance the character offers. The NPC
Uncommon becomes Common, etc.).
becomes a servant of the character, and will
Finally, veterans of the Long War are
follow him so long as the provided addiction
despised by the Imperium and the Adeptus
is satisfied. This Talent is not effective on
Astartes especially, and should the
NPCs with a higher Rank than the character,
character’s past become known by these
or NPCs categorised as Adversaries. Other
powers it is likely to end in blood...
NPCs may also be unaffected at the GM’s
discretion, such as those who are inorganic
Assassin Strike
or daemonic. The character may only have a
Cost: ​40
single seduced servant in his service, but
Prerequisite​: Agility 4+, Athletics 2+
may discard him at any time by cutting off
The character’s natural agility and graceful
his supply--although the NPC may cause
martial forms turn him into a dervish of
problems for the character once he has
death on the battlefield. After making a
recovered his senses! The GM and player
melee attack, the character may make a DN
should work together to determine the
4 Athletics check. If he succeeds, he may
servant’s addiction, though it does not
move ½ his Speed as a free action, even if
necessarily need to be the same substance
he has already moved. The character’s
opponent cannot react to this move. The power and all those who wield the power of
character may only make this move once the warp. This talent may be used at any
per round. time by a character as long as he has at
least an hour to perform his ritual of
Blasphemous Incantation contempt (a player may say his character
Cost: ​40 has already performed the ritual before
Prerequisite​: Chaos, Psyker, Cannot have play begins if the GM agrees). The character
Corpus Conversion or Sacrifice must also spend one Wrath Point. During
As a realm of coherent thought and tangible the game session whenever the character is
emotion, the warp is influenced by the the subject of the effects of a psychic
minds of mortals. Using complex formulae power, daemonic ability or other warp
and ritualistic incantations to focus and based power, he may make a Willpower
direct thoughts, a mortal mind can exert test, with the DN being ½ the dice pool used
influence over the Immaterium more easily. to cast the power (make this test before
However, the tiniest slip in focus and any tests he would normally be permitted
concentration, the slightest to resist the effects of the power). If the
mispronunciation in the incantation, can Willpower test is passed the character is
result in the warp being unleashed in a unaffected by the psychic power. If the test
dangerous and destructive manner. Using a is failed then the psychic power affects him
power with an incantation increases the as normal and he becomes Frenzied in
casting time by 1 step (1 simple action addition to any other effects. The effects of
becomes 2, 2 simple actions becomes this talent only apply to powers that directly
action, action becomes full action, full affect the character (such as targeted
action completes casting at the beginning of powers or powers which catch him in their
the psyker’s next turn), as the psyker area of effect) and not powers which may
requires a few moments to speak the harm him indirectly (such as attacks from
required words. Using a power with an summoned daemons or falling or flying
invocation grants the psyker a -1DN bonus debris from a telekinetic). In
to cast the power. However, the psyker addition,powers used by friendly psykers
must add +2 to the roll if he triggers Perils must also be resisted (and also cause Frenzy
of the Warp. should he fail to resist them). A power that
is resisted by a character using this talent is
Blood God’s Contempt not nullified and others are affected by it as
Cost​: 40 normal.
Prerequisite​: Khorne, Willpower 4+
The character spends the time before battle Corpus Conversion
armoring himself against the power of the Cost​: 30
warp by cursing the names of sorcerers and
showing his fearlessness before his feeble
Prerequisite​: Psyker, Human or Nurgle, Tzeentch keyword, counting as having the
cannot have Blasphemous Incantation or <Mark of Chaos> keyword for that god, for
Sacrifice the purposes of later purchasing the Mark
To the truly dedicated Sorcerer, the flesh is of Chaos talent.
a fleeting inconvenience, a transitory shell
to contain his glory until he ascends to Into the Jaws of Hell
something greater. Such a character, Cost​: 40
whether truly blessed by the Dark Gods or Prerequisite​: Fellowship 5+
merely insane, is willing to burn his flesh in The character’s leadership is so stern and
exchange for power, gathering the terrifying that his followers would rather die
corrosive power of the Warp and holding it at the hands of a Grey Knight Terminator
within muscle, bone, sinew and hair until than disobey him. His allies become
the time comes to unleash it. A psyker with immune to the effects of Fear and Pinning
the Corpus Conversion Talent gains access as long as he is physically there to lead
to this Path to Power, and may elect to use them and they can see him leading by
it before he attempts a Psychic Mastery example. Player Characters cannot benefit
test. The psyker may gain a number of from Into the Jaws of Hell.
bonus icons no greater than his Toughness
on his Psychic Mastery test. However, for Servant of Chaos
every icon gained in this way, the psyker Cost​: 30
suffers 1 Mortal Wound and must make a Prerequisite: Leadership 4+, Tier 3+
DN 4 Corruption test as the energies of the Though various means the character has
warp poison his body from within. Heretic acquired a dedicated, loyal Servant. Such a
Astartes characters may not normally Servant is less powerful than the character,
benefit from Corpus Conversion; the though tougher than most and come in a
taint-resistant metabolism of the Astartes variety of forms such as a disturbing wyrd
makes them incapable of burning away sorcerer, a well-trained traitor guardsman,
flesh to fuel warp-based powers. However, or a bloodthirsty alien mercenary. The
those who pay homage to Nurgle have such character may take one NPC that would be
corrupted flesh that they may do so. considered a Troop at his Tier as a servant,
adding ½ the character’s Rank to all the
Dedicated NPC’s base attributes. This talent may be
Point Cost​: 10 taken more than once, each time adding
Prerequisite​: Chaos, Must not have the another Servant to the character’s Retinue,
<Mark of Chaos> keyword or the keyword up to a maximum of Tier-1 (min. 1).
of a god
The character has found his calling, and has Sacrifice
chosen to commit himself to the Dark Gods. Cost​: 30
He gains the Khorne, Nurgle, Slaanesh, or
Prerequisite: Chaos, Psyker, Cannot have
Blasphemous Incantation or Corpus
Conversion
The Chaos Gods are said to demand blood
and sacrifice from their followers, and those
on the path to glory are always eager to
offer such things in exchange for greater
power. For sorcerers in particular, the
offering of blood and life allow more
ambitious use of their powers. A psyker
with the Sacrifice Talent may ritually
prepare and slay a sacrificial victim (which
must be a human or intelligent xenos). It
takes a DN 4 Scholar test, taking 2d6
minutes to prepare and anoint a bound and
helpless sacrificial victim. Once prepared, it
takes a full action to slay the victim. In the
subsequent turn, the psyker gains +1d to
any Psychic Mastery tests for every 2 icons
shifted from the Scholar test. In addition,
should any Perils of the Warp occur, the
effects are focused through the dying
victim. Any effects that would normally
affect the psyker instead cause the body to
burn to ash in a blaze of iridescent
warp-flame, causing all within a 6m radius
to be struck as if by a weapon with the
following profile: 10+1ED; AP 0; Warp
Weapon. Increase the radius by 6m for
every +1 that was added to the Perils of the
Warp roll.
Paths to Power
 
The Chaos Gods rarely directly intercede in member of a soul-possessing race that the
the everyday lives of their followers. Most Chaos Gods have found worthy to offer
of the time, the closest a servant of the Daemonhood. Their soul is removed, kept
Powers gets to speaking to one is through by the Chaos God forever, and replaced
their creations: the Daemons. There are with an amalgam of warp energy that
several tiers of Daemons, though the corrupts their flesh and turns them wholly
distinction can become blurred. into a being of the Warp. A Daemon Prince
serves its master, whether that be a specific
Lesser Daemons are the foot soldiers of the
god or Chaos Undivided, but how that
Chaos Gods, though they are more than a
service manifests is entirely up to them.
match for the average man. Most cults that
Treachery is impossible, as the Chaos Gods
succeed in summoning Daemons will only
can at a whim revoke what they granted in
ever summon a few Lesser Daemons. By far,
the first place. Any illusion of rebellion is
these are the most numerous.
merely the whimsy of the Dark Gods,
Daemonic Beasts are wild and ferocious, enjoying the self-delusion required to think
containing little reason beyond that of that one can defeat the Ruinous Powers in a
mortal animals. However, their wild rage battle of wits.
and massive forms make them deadly
While it is the dream of most, if not all
combatants. Examples are the Juggernauts
servants of the Powers to achieve
and Fiends of Slaanesh.
Apotheosis and become a Daemon Prince,
The Greater Daemons are the true powers there are ways to obtain power that are
on any battlefield. Bloodthirsters can rend available to those of...lesser means.
the mightiest engines of war apart in a
single mighty stroke, Lords of Change
DARK PATRONAGE
unleash torrents of psychic might that can
reduce entire armies to ash and mewling
spawn. Regardless of their alignment, very Power is always available for a price, and
few mortals can stand against one alone, what serves as the price for a Dark
and any who defeats one is truly a Patronage can vary. Any entity capable of
champion amongst their kind. serving as a Dark Patron is far beyond the
Heroes, usually a Daemon Prince or a
Daemon Princes are perhaps not the most
Greater Daemon, or some warp entity far
powerful, but they are certainly the most
more ancient and dangerous. Regardless,
influential. Each Daemon Prince is a former
seeking out such a being is difficult, and
showing the Heroes’ worth to it is even also become the Heroes’ enemies, attacking
more so. It should be the focus of an entire them when they have the opportunity.
arc of the story to gain Dark Patronage, and
the task(s) assigned should be something
TRUE NAMES
that no lesser being could accomplish.

Once the Dark Patron is satisfied, the


What a Daemon calls itself is merely a label,
Heroes may be granted Dark Patronage.
nothing more than something to make
The immediate benefits of Dark Patronage
communication with others easier.
are as follows:
However, the Chaos Gods name each
● The Heroes gain 1d3 Corruption. Daemon upon its creation, and that True
● The Heroes gain -2DN to social tests Name contains true power. A Daemon’s
with NPCs aligned with the Patron's True Name is something it holds as a closely
Chaos god. guarded secret, as a Daemon hates nothing
● When attempting to obtain items more than being controlled or coerced by
from NPCs or organisations aligned mere mortals. Possessing a Daemon’s true
with the same Chaos god, treat the name grants a +3d bonus to all Daemonic
good or service as one rarity lower. Mastery tests, or +1d if the one making the
● Rites and Rituals that relate test only knows part of the name.
specifically to their patron Daemon
Obtaining a Daemon’s True Name is rarely
or are aligned with its Chaos God
simple. A Daemon will attempt to stop any
gain a +3d modifier (this is included
attempt to learn its name and will never
on the Ritual Modifiers table).
utter it willingly. Therefore, alternate
● Each time the Heroes roll for a
methods, such as finding tomes of ancient
Malignancy, they may reroll the
knowledge or making a deal with a Daemon
result if they wish, keeping the
even more powerful must be undertaken.
second result even if it would be
This can and should be the focus of an
worse.
adventure, or perhaps the reward for a task
Dark Patronage should not be undertaken set by one who knows the True Name.
lightly. If a Hero has the Mark of Chaos Regardless, should the Daemon find out
talent of a Chaos God different from the about the Heroes’ quest, it will send its
Dark Patron’s master, he loses the effect of servants to stop them, and may intercede
the talent so long as he retains the itself if necessary.
Patronage. Daemons and servants of gods
other than the Dark Patron’s master reverse
POSSESSION
many of the above effects, at the GM’s
discretion. Enemies of the Dark Patron will
Daemons cannot normally exist in the the player to come to an agreement before
Materium for more than a few minutes, the character becomes subject to it.
perhaps hours for the truly powerful.
Without a source of energy, usually the
Effects of Possession
souls of those they slaughter, they are
doomed to fade back into the Warp quickly.
This is why Daemons manipulate mortals Many worshippers of Chaos see Possession
into doing their bidding: they have the as a rapid path to power, and it is--a
freedom to act as they wish with no Daemon does have quite a bit to share with
complicated restrictions. However, there is its new host--but holding two souls in one
a way for a Daemon to remain in the body is inherently a tricky proposition. The
Materium indefinitely: by taking over the physical changes are often radical, as the
body of a soul-bearing being. In most cases, Daemon twists its host’s body into new
possession is involuntary. A Psyker opens shapes and forms to satisfy its own needs.
himself to the warp, and a Daemon takes
advantage of that channel to insert himself The immediate changes are as follows:
into the psyker’s body. Rarely is a body able ● The character gains 2d3+2
to contain the raw power of a Daemon for Corruption points. If this causes him
long, and if the possession does not end in to gain malignancies, roll and apply
the death of the host, it will inevitably lead them immediately.
to scarring and mutation. ● The character gains the Daemon
But in cases where Possession is more keyword.
controlled, sought out as a path to power, ● Unless he was possessed by a
things are different. By binding the Daemon Khornate Daemon, he gains the
more tightly, more safely channeling its Psyker keyword, gains the
essence, it becomes possible to mitigate the Psyniscience ​psychic power, and
short term downsides of possession. A may purchase the Psychic Mastery
controlled possession is usually done via the skill, as well as Psychic Powers from
Ritual of Possession, described in the the Discipline of the chosen god (if
chapter ​The Art of the Ritual​. Once a unaligned, he may only purchase
possession has been successful, however, Dark Hereticus powers). He may not
things change massively for the character. purchase other powers unless the
Because of this, a GM should not force host was already or becomes a
ritual possession on a player. Rather, it Psyker through other means.
should be a choice made by both parties. If ● The character may attempt to Soak
the GM believes that the character Mortal Wounds. Soaking does not
becoming Possessed is the natural outcome cost any Shock.
of current events, he should discuss it with
● If needed, the character can act as a to or already is a weapon from some other
Navigator, using Awareness in place mutation, it is not changed or replaced.
of Pilot.
Once per day, If a character needs a limb for
Daemons do not normally use traditional fine manipulation, he may test as described
weapons, save for certain examples such as in ​The Struggle for Control​, later in this
the plague weapons used by Nurgle chapter. If he succeeds, the Daemon relents
Daemons and the Hellblades used by and one or both of his limbs return to a
Bloodletters. When taking over a body, a usable form until the end of the current
Daemon shifts one or both limbs into more scene.
weapon-like forms, either like those of its
As the Daemon’s power grows and the
true body or representative of those
character's corruption deepens, more
favored by its god. If the character had
profound changes occur. This is described in
more than two arms, such as through a
The Path of Damnation​ later in this
separate mutation, the extra limbs are
chapter.
unaffected. If the character was missing an
arm or had a cybernetic arm, at least one of
the new limbs sprouts from the stump or THE DAEMON WITHIN
weaves itself into the metal--even a
Daemon knows the value of an intact host.
The exact form of these limbs varies, from A possessed character is really two
long, tentacle-like whips to fused axes of characters in one; the Daemon and the
bone and sinew. However, they are no Host. While they inhabit the same body,
longer useful as normal limbs, and cannot they have wildly different interests and
be used for fine manipulation, such as using goals. When a character becomes
a data slate or writing a letter. Regardless of possessed, the player and the GM work
their appearance, they have a damage together to pick a Daemon, from the
profile of (5+4ED, AP-1) and if damaged or Bestiary at the end of this document, or to
destroyed, grow back after only a day or represent a more unique Daemon, the
two. player may select an alignment, then
generate characteristics using the ​Daemon
To determine whether one or both limbs Characteristics​ table.
are affected, roll a d6. On a result of 1-5,
only one limb is changed, of the GM’s When choosing or generating a Daemon, it
choice. On a 6, both shift into weapon must be aligned to the same god as the
forms, and the character gains the Dual player or unaligned (Unaligned players may
Wielder (Weapon Skill) talent if he did not select any alignment). An unaligned
already have it. If a limb already was fused character possessed by an aligned Daemon
is considered to have the keyword of the Roleplaying the Daemon may be done by
Daemon’s god so long as he is possessed. either the player or the GM, but the
Daemon should have a wholly distinct
In general, only a Lesser Daemon or a
personality from the player. It may attempt
Daemonic Beast can be contained within a
to influence the character’s actions when
mortal form. While Heralds, Greater
he is in control, or mock the character’s
Daemons, or Daemon Princes can, of
weakness when the Daemon is in control.
course, possess a character, their essence
Perhaps the Daemon’s and the character’s
cannot be contained for long, except within
goals align, and they temporarily put aside
the greatest champions of Chaos. Of course,
their differences and work together.
these Daemons have much to offer a
character that can successfully hold them, The player acting as the Daemon works best
but such an act carries higher risks, as it is when the player has an idea for a distinct
more difficult for any mortal to oppose the character and feels comfortable potentially
will of a powerful scion of the Powers. If so acting against his and the party’s goals at
unholy a union is even allowed in your times, and the GM may rule at times that
game, the ​Struggle for Control​ should be the Daemon does not act in a way that
even more brutal, and corruption should works well for the party. If the GM wishes
rise even more rapidly than normal. Unless to keep the Daemon’s true motivations in
doing it for their own purposes, no Daemon shadow, or manipulate the character to its
with such power will suffer a mere mortal own ends, it may be best to have the GM
to command them for long, and sees them control the Daemon at most times.
merely as a puppet of meat to control while
in the Materium, to be discarded when it
has finally worn out.

Daemon Characteristics

Characteristic Khornate Nurglesque Slaaneshi Tzeentchian Unaligned

Strength 7+d3 6+d3 3+d3 3+d3 4+d3

Agility 4+d2 2+d2 7+d3 3+d3 4+d2

Toughness 6+d3 8+d3 2+d2 3+d2 4+d2

Intellect 3+d2 4+d2 3+d3 7+d3 4+d2

Fellowship 2+d2 3+d2 8+d3 6+d2 4+d2

Willpower 4+d3 3+d3 4+d2 8+d3 4+d3

Initiative 8+d3 5+d3 6+d3 2+d2 4+d3


immune to the effects of fear and
THE PATH OF DAMNATION automatically passes all Resolve and
Conviction tests. He is immune to
mind-affecting or controlling psychic
As a Daemon’s presence in the character’s
powers and abilities.
shared body grows more powerful, the
body becomes more and more alien. As a
Possessed character gains Corruption Final Destiny
Points, the Daemon gains power, and its
form and power manifests more fully, even A character that reaches 26 corruption
when the character is in full control. ​The while possessed does not become a Chaos
Possession Track ​table shows the changes Spawn. However, even if he is Rank 5, he
that occur as the character’s soul becomes does not become a Daemon Prince, as he is
more and more consumed by the already partly a Daemon and has a
Daemon’s. Daemonic soul within him. Instead, should
such a character reach the maximum level
Once the character has reached a certain
of Corruption, his body has finally given out,
point on the track, as described on the
unable to contain the Daemon within any
table, in addition to the other bonuses, the
longer. It is incinerated and the Daemon is
character gains the following abilities:
unleashed into the material realm. Due to
the power the Daemon has accumulated
over this time, it may be able to remain in
Dark Sight​: Certain Daemonic entities can the Materium for days, perhaps indefinitely
see the flow of the Warp like another if on a Daemon world or a similar place
wavelength of light, and can pick out the strong with Warp energy. Regardless, the
souls of other living things like candles in Daemon is no longer under anyone’s
the dark. Ignore any penalties to sight due control, and its actions during its foray into
to darkness, fog, or similar situations not reality are up to the GM, though it may be
caused by psychic powers or the Warp. The interesting to allow the player to control
character can see perfectly in total the Daemon until it returns to the Warp.
blackness, and can detect soul-possessing The relationship between the Heroes and
entities, even if they are hidden or invisible. the Daemon will be the main determining
Daemonic Mind​: The alien perspective of factor. Regardless, the possessed character
creatures from the Warp makes their minds is dead by Annihilation and the player
only barely resemble that of other sentient should make a new character.
creatures, and to attempt to intimidate or
control one is folly. The character is
The Possession Track

CP Toughness Fear Strength Abilities Daemonic Invoke the Daemon


Bonus Bonus Manifestations

01-09 +2 Fear (3) +2 -- 1st 2 times per session

10-14 +3 Fear (3) +3 -- 2nd 4 times per session

15-19 +4 Fear (4) +3 -- 3rd 5 times per session

20-22 +4 Fear (4) +4 Dark Sight, Daemonic -- No limit


Mind

22-25 +5 Fear (5) +5 Dark Sight, Daemonic 4th No limit


Mind

26 The Daemon has consumed the host entirely. See ​Final Destiny​.

 
Manifestations, he would gain +2 Strength,
DAEMONIC MANIFESTATIONS but once he gained a third manifestation, it
would increase to +3 Strength.

When a character gains a Daemonic Daemonic Manifestations


Manifestation as directed by ​The
Possession Track​, the character rolls on d26 Manifestation
Daemonic Manifestations​ and gains the
11 Chaos Aura
appropriate effect. To roll a d26, roll 1d2 to
determine the tens value (treat a 1-3 as 1, 12 Rending Talons
4-6 as 2) and then roll another d6 to
13 Daemonic Fire
determine the ones value. If the character is
unhappy with his result, he may choose to 14 Unholy Resilience
gain a Corruption Point in order to reroll his 15 Daemonic Strength
result, any number of times. If the character
16 Daemonic Speed
rolls a Manifestation he already has, he
must reroll (without gaining corruption) 21 Daemonic Knowledge
until he rolls one he does not have.
22 Daemonic Guile
Certain Manifestations refer to “X”; this is 23 Vorpal Claws
the number of Manifestations a character
has. So if a character had the Daemonic 24 Daemonic Venom

Strength Manifestation and had a total of 2 25 Daemonic Visage


26 Daemonic Essence not meant to know into the Possessed’s
ear. He gains +X Intellect.

Daemonic Guile
Chaos Aura
The Daemon speaks honeyed words for the
An aura of Warp energy ripples around the
Possessed to repeat, allowing him to gain
Possessed, deflecting blows and
trust and project charisma more easily. He
disintegrating bullets. The character gains
gains +X Fellowship.
AV equal to the possessing Daemon’s
Willpower attribute with the Force Shield Daemonic Venom
trait, but roll 2d6 whenever the character The Possessed’s beweaponed limbs drip
takes no damage from an attack. On with noxious, Warpspawned venom. The
doubles, he gains 1 CP. character’s natural weapons gain the Toxic
(X) trait.
Daemonic Essence
The Daemon within sustains the possessed Daemonic Visage
character’s form despite horrendous The Possessed’s appearance projects an
injuries that would kill a mortal several aura of unnatural horror. The character
times over. The character gains +X Wounds. gains a -X DN bonus to all Intimidate tests.
Daemonic Fire Rending Talons
Warp-fire spills from the Possessed’s eyes, The Possessed’s weapon-limbs are serrated
mouth, and claws. The character’s natural or barbed. His natural weapons gain the
weapons gain the Blaze trait. Further, he Brutal and Agonizing traits.
counts as being equipped with a ranged
weapon with the following profile: (10+XED, Unholy Resilience
AP -X, 12m, Salvo --, Blaze, Spread). The Possessed character’s unholy form is all
but proof against mortal weapons. He gains
Daemonic Speed +X Toughness.
The Possessed chases down prey with feral
swiftness and evades blows no mortal Vorpal Claws
could. He gains +X Agility and Speed. The Possessed’s claws are supernaturally
sharp, shearing through bone as easily as
Daemonic Strength ceramite. His natural weapons gain the
The Possessed shows an unholy strength, Penetrating (X) and Warp Weapon traits.
his mutated muscles fortified with the
power of the Daemon dwelling within. He
gains +X Strength. Invoking the Daemon

Daemonic Knowledge
The Daemon whispers secrets that man was Sometimes, it may be beneficial to allow
the Daemon within a bit more free rein, at
least enough that it can grant the host may attempt to wrest control from the
power. A Possessed character can Invoke character in order to do things its own way.
the Daemon a number of times per session
The GM decides when a Daemon attempts
as determined by ​The Possession Track​,
to seize control, based on the Daemon’s
and each time, the character chooses one
personality and the current events in the
or more of the Daemon’s attributes to
campaign. Some possible reasons include:
substitute for his own, increasing his base
attribute(s) to that of the Daemon’s. He ● The character acts against the
may also choose to gain any Abilities, Skills, Daemon’s interests or the tenets of
weapons, or other aspects of the Daemon its god.
(GM’s decision). The effects last until the ● The character Invokes the Daemon.
end of the current Scene, but when the ● The character attempts to wield a
character returns to normal, he loses one Daemon Weapon or wear
shock per attribute, ability, etc. he invoked. Daemonforged Armor.
If this causes him to reach 0 Shock, he must ● The character moves up a step on
make a test as per ​The Struggle for Control​, The Possession Track ​or gains a new
below, as the Daemon seizes its Malignancy.
opportunity.

Mastering the Daemon


THE STRUGGLE FOR CONTROL

When the Daemon attempts to assert


Even the most fervent devotee of Chaos dominance, the character must fight back if
knows that Daemons cannot be trusted. he wishes to remain in control. To do so,
They know nothing but lies and honeyed the Daemon and the Possessed make an
words, and will say anything to manipulate opposed test. The Daemon uses its
humans, who they see as lesser beings, only Willpower + the number of Manifestations
worthy of scorn and perhaps providing the character has. The character uses his
amusement. While Possession is a quick Willpower + Rank. This test requires a full
path to power, it also involves giving a action, and must be taken at the first
Daemon part of your consciousness, and opportunity, even if the character does not
the battle to remain in control of your own want to.
body can become taxing and difficult. Even
if the Daemon and the Possessed were If the Daemon wins, it gains control until
mutually interested in the partnership, the end of the current scene, or a number
differences of opinion are sure to arise, and of minutes equal to the Daemon’s
when such interests differ, the Daemon Willpower, whichever comes first. During
this period, the Daemon controls the
character’s actions, speaking through him
and acting as it sees fit. The GM may allow
the player to remain in control while the
Daemon is in command, so long as he  
understands that the Daemon’s interests
are the ones that must be served.

If the Possessed character wins, he retains


control and nothing more happens.

   
The Art of the Ritual
 
Over the millennia, scholars have result of an adventure into ancient and
discovered that certain symbols, auspicious forgotten libraries of censored lore. Either
circumstances, and mystic words can way, the ability to summon something as
channel the power of the Warp without the powerful as a Lord of Change should not be
use of psychic powers. While requiring a simple matter, and could be the focus of a
incredibly delicate preparations and segment of a campaign.
intricate knowledge of the occult, a ritual, if
Performing the Ritual
performed correctly, may grant the Ritualist
a boon of the Chaos Gods, sometimes To start, each ritual has a few basic
power, sometimes knowledge, sometimes a components.
more concrete result, such as the
temporary service of a Daemon. While Requirements​: This includes the test
many Ritualists are Sorcerers, and the terms required to perform the ritual.
are often used interchangeably, one need Alignment​: Which god the ritual is aligned
not be a psyker to perform a ritual, and to. If the ritual has the <Mark of Chaos>
certain rituals, especially those dedicated to alignment, the alignment becomes the God
Khorne, will fail if a psyker attempts them. the Ritualist is aligned to, or remains
Each ritual is unique to the power that is unaligned if the Ritualist is not aligned.
being called upon, and discovering how to Unaligned is not an alignment, and
perform that ritual is usually either the fruit therefore no bonuses are gained for being
of long and intensive research or the direct aligned to the correct god if the Ritualist is
revelation of a powerful Daemon. Rituals unaligned, but no penalties are suffered for
are also highly risky, as the margins of error the reverse, either.
are small and the consequences of failure Effects​: The results if the ritual is successful.
are dire, as many cults have discovered to
their despair. Duration​: How long the ritual’s effects last.

Learning a Ritual Cost​: The payment that must be rendered


or the condition that must be met for the
It is up to the GM to determine how a ritual ritual to go ahead. This also includes the
might be obtained. Simple rituals might be length of the Ritual itself.
outlined in profane texts, or taught by other
Ritualists. More deep and complex ones Potency​: Exalted Icons may be shifted to
might be the result of a pact with a greater add additional effects to a successful ritual,
Daemon or Daemon prince, or the end if the appropriate number of Exalted Icons
are shifted for the effect. If the effect has d66 roll. This is to account for rituals where
an asterisk before it, the added effect may the price of failure is more severe and the
be activated only once per ritual. modified result might be over 66. For
example, if the Price of Failure is a roll on
The Price of Failure​: What happens if the
the Contempt of the Warp table at a +1,
ritual fails.
then the Ritualist would add 1 to the tens
Certain results on the Contempt of the die. 21 becomes 31, 64 would become 74.
Warp table exceed the normal limits of a

Contempt of the Warp

d66 Effect

11-36 The Ritualist’s actions are beneath notice by the Dark Gods. He has failed, but emerged unscathed.

41-46 Daemons press against the veil to mock the Ritualist for his failure, using his darkest secrets and
failures as fuel for ridicule. He gains 1d3 Corruption points.

51-56 The energy meant for the ritual is uncontrollably released. He takes 10 damage with the Warp
Weapon trait, and gains 1d6 Corruption points.

61-66 The failure has offended some warp entity, and a lesser Daemon (GM’s choice) is dispatched to deal
with the Ritualist. If the ritual was to summon a Daemon, the Daemon is indeed summoned, but no
mastery test is possible and it is uncontrolled. In either case, it appears in the middle of the ritual
and attacks the Ritualist to the exclusion of other combatants.

71-86 The presumption to play so casually with the Warp rebounds on the Ritualist, and a Daemon
attempts to overthrow his mind. A lesser Daemon (GM’s choice) attempts to possess the Ritualist. If
the ritual was to summon a Daemon, that Daemon is summoned, but is not subject to a mastery test
and attempts to possess the Ritualist instead.

91+ The Ritualist has offended the Chaos Gods for the last time. His body is destroyed, turned to ash or
melted into a pool of sludge. His soul is torn into the depths of the warp. He is dead, and is
considered to have been Annihilated.

Daemonic Mastery Tests summoner, tearing its soul out and dragging
it back into the depths of the Warp.
Bringing a Daemon into the Materium is a
far cry from binding it to your will, and A Mastery Test is an opposed Willpower
Daemons inherently look down upon test performed after a successful Ritual is
mortals, seeing themselves as the supreme performed that involves a Daemon,
beings in the Galaxy. An uncontrolled between the summoner and the Daemon.
Daemon will usually seek to slay its Exalted Icons may be shifted from the Ritual
test in order to add +1d to the Ritualist’s If the failure of the test results in
test for each shift. possession, the character makes an
opposed Willpower test with the Daemon,
While being a Psyker grants only a small
no ritual modifiers involved. If the test is
inherent bonus to summoning a Daemon, it
failed, the Daemon controls the character
is another matter when attempting to bind
for its Willpower in minutes or until the end
one to your will, as the ability to impose
of the current scene, whichever comes first,
your will upon the Warp is quite similar to
acting as it pleases. At the end of this time,
imposing your will upon one of its denizens.
the Daemon departs back to the warp and
If the summoner has the Psyker keyword,
the character gains 1d3 Corruption points.
they may choose to make a Psychic Mastery
test instead of a Willpower test. The
summoner’s test may also be modified by
the conditions on the ​Ritual Modifiers
table.

Ritual Modifiers

Modifier Condition (Combine any bonuses up to the dice tier limit)

+3d ● The Ritualist knows the True Name of the Daemon


● The Ritualist has the Mark of Chaos talent and has the correct god’s keyword
● The Ritualist is a Dark Apostle aligned to the correct Chaos God
● The Ritualist has the Dark Patronage of a Chaos God or Daemon aligned with the ritual

+2d ● The “stars are right”; the circumstances are auspicious


● The Ritualist has sworn allegiance to the Daemon’s master or cause or has the keyword of
the correct god
● The Ritualist has the Psyker keyword and the Psychic Mastery skill at level 6+
● The veil between reality and the warp has been greatly weakened
● The ritual correctly uses Sacred Numbers

+1d ● The ritual site is constructed using symbols or items related to the correct god
● A suitable sacrifice has been provided for the Daemon upon arrival
● The Ritualist has an Æthéme Blade or Ritual Kit.
● The Ritualist has the Psyker keyword and the Psychic Mastery skill at level 3-5
● The veil between reality and the warp has been slightly weakened
● The Ritualist has an artifact related to the Daemon or ritual
● The Ritualist knows part of the Daemon’s True Name

No bonus ● The Ritualist knows the Daemon’s allegiance and type

-1d ● The Ritualist knows little of what he is attempting to do


● The veil between reality and the Warp is strong
● The ritual is being conducted on holy ground, or antagonistic individuals of faith
(Ecclesiarchy, Adepta Sororitas, Grey Knights, Astartes Chaplains) are present
-2d ● The Ritualist has sworn allegiance to a master or cause opposed to the ritual or has the
keyword of the incorrect god
● The ritual takes place within an active Gellar field
● The Ritualist only knows the steps for most of the ritual
● The ritual incorrectly uses Sacred Numbers or uses the Sacred Number of the incorrect
god

-3d ● The Ritualist is completely ignorant of the nature of what he is attempting to do


● The Ritualist is a Dark Apostle aligned to the incorrect god
● The Ritualist is an amateur without the appreciation for what he is attempting to do
● The Ritualist does not know what he is doing, or has been tricked into performing a ritual
he knows nothing about, or is an unwilling participant in the ritual
● The Ritualist has the Mark of Chaos talent and the keyword of the incorrect god
● The Ritualist has recently summoned, worked with or commanded Daemons or agents of
the incorrect god
● The Ritualist has the Dark Patronage of a Chaos God or Daemon not aligned with the ritual

Sacred Numbers Slaanesh​: 6 and multiples of 6.

Each Chaos God has a specific number that Nurgle​: 7 and multiples of 7.
is associated with it, and using them is a
Khorne​: 8 and multiples of 8.
simple way to increase the chances of a
ritual succeeding. Correctly using Sacred Tzeentch​: 9 and multiples of 9.
Numbers in a rite or ritual grants a +2d (or
-2d if incorrectly used) to relevant tests
(already listed on the table). Unaligned
rituals cannot gain Sacred Number bonuses
or penalties.

Rituals

Name Description

Blasphemous Offering Sacrifice the soul of a recently-killed enemy in exchange for a small boon of power

Rite of Dark Summoning Call a Lesser Daemon, Daemonic Beast, or Herald to the material plane to serve you

Rite of Terror Untold Bring a Greater Daemon or Daemon Prince into reality to accomplish a task equal to
their power

Ritual of Possession Call a Daemon to enter the body of a host in order to create a Possessed, or to harden
the soul by exorcising one.

Rite of the Hellsmith Forge a Daemon into a weapon to create a Daemon Weapon

Rite of Tempered Fury Bind a Daemon to a suit of armor in order to create Daemonforged Armor
Ritual of Bonding Fuse two souls together as master and servant, forcing absolute servitude and the
ability to share senses

Ritual of Binding Force a Daemon to fuse with a war machine in order to create a Daemon Engine

Ritual of Breaking Force a Daemonic Beast to submit to your will and allow you to ride it

Rite of Many Eyes Partially summon a Daemon in order to ask it for information

Rite of Sundering Tear open the veil between reality and the Warp, allowing Daemons to exist in the
materium and making certain rituals easier

Rite of Punishment Ward an area against the pitiful cowardice of the psyker

Ritual of Slaughter Beseech Khorne for a boon on the field of combat in exchange for a price

Ritual of Futures Foretold Delve the currents of fate for a vision of what will befall an area in the future

Rite of the Plague Gift Ask for a virulent cutting from Nurgle’s garden to be granted to you

Curses

Choking Darkness The cursed individual’s senses are shrouded in darkness.

Dark Mirror The pain the target inflicts on others rebounds upon him, causing him injury.

Endless Terror All things are terrifying to the cursed individual, who lives in constant fear.

Words of Power Several closely connected curses that each possess great power.

Alignment​: <Mark of Chaos>

Rituals Effects​: The Ritualist gains one of the


following effects:

Blasphemous Offering ● He gains a +2d bonus to the next


Test he attempts.
The Ritualist offers up a recently-slain foe as ● He gains +1 to one of his Attributes.
a tribute to the Dark Gods, and dedicates its ● He automatically passes his next
death to them. In exchange, some dark resolve test.
entity takes notice, and grants the Ritualist
a small measure of power, though the Duration​: Until the end of the Ritualist’s
energy is fleeting and passes quickly. next turn.

Requirements​: DN 3 Scholar test, modified Cost​: Must have just incapacitated or killed
by ​Ritual Modifiers​. an Elite or Adversary-tier enemy in combat
in the same turn. The ritual takes two If in an area where the Warp’s presence is
Simple Actions. strong, such as a Daemon world or in the
middle of a large battle involving the forces
The Price of Failure​: A being that finds the
of Chaos, the Daemon may remain
Ritualist presumptuous decides to send him
indefinitely, at the GM’s discretion.
a bane rather than a boon. He rolls on the
Perils of the Warp​ table. Cost​: The summoning takes at least the
Daemon’s Willpower in hours, and causes
Rite of Dark Summoning
an immediate roll on the ​Perils of the Warp
The Ritualist reaches into the Warp and table once the Ritual concludes.
calls for the aid of one of the Ruinous Additionally, the following effects result
Powers’ servants, either for war or for some based on the summoned Daemon’s patron
more sinister purpose. god.

Requirements​: Scholar test, DN equal to Slaanesh:​ ​All those participating in the ritual
the Willpower of the summoned Daemon, must make a DN 3 Willpower test or be
modified by ​Ritual Modifiers​. stunned until the beginning of their next
turn, unable to act due to the joy and agony
Alignment​: Daemon’s patron god coursing through their body. This may
Effects​: A Lesser Daemon, Daemonic Beast, prevent the Mastery test from being
or Herald (chosen before the ritual begins) attempted.
appears in the middle of the ritual site. The Nurgle​: All those participating in the ritual
Ritualist must make a ​Daemonic Mastery must make a DN 3 Toughness test or suffer
test ​to command the Daemon, otherwise it d3 Mortal Wounds from the toxic gases and
attempts to attack the summoner. It follows poisons.
to the letter any commands given by the
summoner, verbally or telepathically (if the Khorne:​ ​All those participating in the ritual
summoner is a psyker), but it may take must make a DN 3 Willpower test or enter a
liberties with unclear wording. Daemonic blood frenzy, attacking the nearest
Beasts may lack the intellect to understand available target for one turn. Similarly, this
more than basic commands, the GM may prevent the Mastery test from being
determines whether a command is too attempted.
complex for such a being.
Tzeentch:​ Add +1d3 to the​ Perils of the
Duration​: The Daemon remains in the Warp​ roll.
material realm for 1 minute. For each
Potency​: [2] The ritual summons an
sacrifice provided to the Daemon in the
additional Daemon with an identical profile
summoning ritual, or each mortal the
(An identical mastery test must be made for
Daemon slays while manifested, the
each Daemon).
Daemon remains for an additional minute.
The Price of Failure​: Roll on the​ Contempt power (GM’s decision), it may not bother
of the Warp​ table, adding +1 for each die coming at all. Either way, a single individual
result of 1 on the Scholar test. must be designated as the Host, whose
flesh will become the Daemon’s core. This
Rite of Terror Untold
character need not be Human, but it must
There are few things as horrifying, as truly be a soul-bearing being. If the Host is a
unspeakable as a Greater Daemon or willing participant, the DN of the Scholar
Daemon Prince. They bring the power of test drops to 8.
the Warp with them, embodying the very
Alignment​: Daemon’s patron god
highest ideals of their god, incarnated in a
form that can best execute their master’s Effects​: A Greater Daemon or Daemon
interests. Such a powerful being does not Prince (chosen before the ritual begins)
gladly suffer a mortal summoner and will appears in the middle of the ritual site,
only accept summoning if it wishes it. If killing the host by Annihilation. Due to the
forcibly called and bound, it will strain at its mightiness of such a task, all Heroes
bonds until it is released, either back into involved gain 1d6 Corruption and 1d6+3 BP.
the Warp or when its summoner loses The Ritualist may make a ​Daemonic
control and the Daemon is finally free to Mastery test​, with a penalty of +6 DN to
tear its would-be master asunder. command the Daemon; if successful, it
follows all orders given to the letter, vocally
Requirements​: Scholar test, DN 10,
or telepathically, but may take liberties with
modified by ​Ritual Modifiers​. In addition,
unclear wording. If failed, it strikes down all
suitable sacrifices must be provided before
present for their arrogance. Alternatively,
the Daemon will even consider arriving. For
the Heroes may attempt to bargain with the
example, the blood of 800 warriors killed in
Daemon, supplicating themselves and
ritual combat may tempt a Bloodthirster, or
offering even greater spoils should the
700 pure innocents infected with 7 of
Daemon serve them. While a Daemon
Nurgle’s most virulent diseases may be
successfully supplicated in such a way will
enough to sate a Great Unclean One. The
follow orders, it is not bound to, and may
sacrifices need not be simple slaughter; 99
ignore tasks it deems below it.
tomes of lost arcane knowledge sacrificed
on a pyre of warpflame might be enough to Duration​: As a specific task should be
entice a Lord of Change, and 6 weeks of determined before summoning the
torture on 66 captives would potentially be Daemon, it may remain in the Materium as
enough for a Keeper of Secrets. More long as needed, so long as it can complete
importantly, a Greater Daemon or Daemon its task in a reasonable time frame. If it is
Prince should not be called to win a single tasked with a task that needs a duration,
skirmish, or take a castle on a feudal world. then the Daemon remains in the material
If the task is not equal to the Daemon’s realm for 1d6+10 hours. For every 100
sacrifices provided to the Daemon in [2]: The Daemon remains for an additional
addition to the amount required to hour.
summon it (certain sacrifices may be worth
The Price of Failure​: A Greater Daemon’s
more than others), or every 100 enemies
summoning is not something that should be
the Daemon kills while manifested (GM’s
undertaken lightly, and failing it is almost
estimate), the Daemon remains for an
certainly the last thing a Ritualist will do. If
additional hour. If in an area where the
the Rite is unsuccessful, the Ritualist must
Warp’s presence is strong, such as a
roll on the ​Contempt of the Warp​ table,
Daemon world or in the middle of a large
adding +2 for each die result of 1 on his
battle involving the forces of Chaos, the
unsuccessful test. Every other character
Daemon may remain indefinitely, at the
present must also roll for ​Contempt of the
GM’s discretion.
Warp​ at a +1. Failing such an important
Cost​: A Greater Daemon or Daemon ritual will not go unnoticed, and the
Prince’s entrance into reality is an action characters are treated as 1 Rank lower until
that tears the fabric of reality asunder. The they would gain enough BP to gain a Rank.
summoning takes at least the Daemon’s Finally, if the GM is feeling cruel, the chosen
Willpower in days, and causes two Daemon manifests, but is under no form of
immediate rolls on the ​Perils of the Warp control, and will do its best to utterly
table once the Ritual concludes. annihilate those fools who dared to try to
Additionally, each character within 100m bind it.
(or larger, in particularly unstable areas,
Ritual of Possession
GM’s discretion) must make four DN 6
tests. First, Toughness, to avoid being Daemons regularly attempt to possess
blinded for 2d6 minutes by the creature’s unwary humans, especially psykers,
unnatural glory. Second, an Agility test to puppeting their bodies and making
avoid being hurled away by a shockwave mockeries of them. However, certain
that causes a d6 Mortal Wounds if the devotees of Chaos willingly invite Daemons
character fails. Third, fa Willpower test, to into their bodies, either as a sign of
avoid taking d6 Willpower damage that devotion or as a path to quick power.
lasts a week from the Daemon’s unholy Alternatively, allowing a Daemon to pass
aura. Fourth, a Strength test to avoid taking through your body tempers the soul and
1d6 Shock and being stunned for d6 rounds slows the process of physical corruption.
as the Daemon’s presence roils the air.
Requirements​: Scholar test, DN equal to
Potency​: *[3]: The Daemon is willing to the Willpower of the Daemon + 2, modified
serve without additional payment, and by ​Ritual Modifiers​.
follows orders as if it had been paid, but is
not bound as per a ​Daemonic Mastery test​.
Alignment​: That of the Daemon chosen to Contempt of the Warp​, adding the
enter the host difference between the result of the Scholar
test and the target of the test. If the ritual
Effects​: A Daemon (Chosen before the ritual
fails, the intended host must make a
begins) Possesses the host. If the subject of
Willpower or Toughness (GM’s choice for
the ritual is an NPC, see ​Duration​ and ​Cost​.
NPCs, Player’s for PCs) test (DN 4) or be
Duration​: NPC hosts rarely survive long. If immediately killed as his soul is dragged
the Daemon’s Willpower attribute is less down into the warp by the Daemon he
than the host’s, the possession lasts as sought to bring into his own body.
many hours equal ½ the host’s Willpower. If
the Daemon’s Willpower attribute is higher
Rituals of Daemonforging
than the host’s, then the possession lasts
the host’s Willpower in hours. When the
time limit runs out, the Daemon either Binding Daemons into wargear and vehicles
bursts from the host’s body, killing the host is a long and time-honored practice. Adding
before vanishing, or leaves the host and the strength of a Daemon to your own in
retreats back to the Warp (leaving the host such a way proves both the creator’s skill
scarred mentally as well as physically). and the wielder’s mental strength, for
controlling a Daemon is a difficult task in
Cost​: The Ritual of Possession takes at least
and of itself.
twice as long as summoning the Daemon
(see the ​Dark Summoning ​ritual). Once the The following three rituals (​Rite of the
host is exorcised or the Daemon leaves, he Hellsmith​, ​Rite of Tempered Fury​,​ Ritual of
permanently reduces his fellowship by 2d3 Binding​) have many things in common, and
(min 1), his wounds by 1d3, and he gains the concepts of ​Legacy of Slaughter​ and
2d3 Corruption points. He gains immunity Wargear Wrought for Purpose​ are
to Fear, adds +2d to all tests to resist explained in detail in the chapter ​The
Psychic Powers, and may no longer gain Hellforge​, later in this document. However,
malignancies (though Corruption still to make things easy, these ritual modifiers
accrues). are treated as being on the list of normal
Ritual Modifiers​ when a Daemon-infused
Potency​: [1]: Increase or decrease the
object is being crafted.
length of the possession by 1 hour.

The Price of Failure​: Failing to successfully


possess a host causes an immediate roll on

Daemonforging Modifiers

Modifier Condition (Combine any bonuses up to the dice tier limit)


+1 per Icon ● Wargear Wrought for Purpose: Exalted Icons have been shifted from the wargear’s
creation/modification

+3d ● Legacy of Slaughter: Killed more than 100,000

+2d ● Legacy of Slaughter: Killed 10,000-100,000


● Legacy of Slaughter: Daemon has encountered the wargear before
● Legacy of Slaughter: Wargear’s history is sympathetic to Daemon’s patron god
● Wargear Wrought for Purpose: Wargear is inscribed with the Daemon’s True Name

+1d ● Legacy of Slaughter: Killed 1,000-10,000


● Wargear Wrought for Purpose: Wargear’s creation reflects the nature of the Daemon’s
patron god
● Wargear lacks complex technological components (is primitive)
● Wargear has the Master-Crafted upgrade
● Legacy of Slaughter: Wargear was a holy relic of an enemy of Chaos and is being defiled

-1d ● Wargear is a common version of its type and is not special

-2d ● Wargear Wrought for Purpose: The wargear’s creation or features reflect a god different
than the Daemon’s
● Daemon is a Herald

-3d ● Legacy of Slaughter: History is sympathetic with a god opposed to the Daemon
● Legacy of Slaughter: Weapon has never drawn blood
● Daemon is a Greater Daemon or Daemon Prince

Rite of the Hellsmith has little control over. Therefore, the test to
do so is a DN 8 Scholar test.
The difficulty of binding a Daemon into a
weapon is only surpassed by that of Alignment​: That of the Daemon chosen to
wielding it. However, such tools of Chaos be bound to the weapon
are highly prized for their superior qualities
Effects​: The Daemon enters the weapon. It
and supernatural abilities, and many
is now a Daemon Weapon (See ​The
heretics will go through anything to acquire
Hellforge​ for details on Daemon Weapons)
one.
Duration​: Permanent, unless the Daemon
Requirements​: Before performing the Rite
Weapon is destroyed.
of the Hellsmith, the Ritualist must choose a
weapon. The Rite of the Hellsmith should Cost​: The Rite of the Hellsmith is most often
be built into an existing summoning ritual, incorporated into the summoning ritual,
and replaces the​ Daemonic Mastery Test and so takes no more time than the ritual to
for that ritual. A Daemon is loath to give up summon the Daemon itself. However, it is
its freedom and enter a small object that it spiritually taxing to all involved, and every
participant in the ritual suffers a -2d penalty
to all actions until they have time to Hellforge​ for details on Daemonforged
properly rest. Each participant makes an Armor)
immediate roll on ​Perils of the Warp​.
Duration​: Permanent, unless the Armor is
Potency​: [2]: The penalty to all actions for destroyed somehow.
performing the ritual is reduced by -1d.
Cost​: The Rite of Tempered Fury is most
The Price of Failure​: The binding fails, and often incorporated into the summoning
the Daemon breaks loose, attacking the ritual, and so takes no more time than the
ritual participants. The Ritualist makes an ritual to summon the Daemon itself.
immediate roll on ​Contempt of the Warp​, However, it is spiritually taxing to all
adding +1 for each die result of 1 on the involved, and every participant in the ritual
Scholar test. suffers a -2d penalty to all actions until they
have time to properly rest. Each participant
Rite of Tempered Fury
makes an immediate roll on ​Perils of the
Forging a Daemon into a suit of armor is a Warp​.
tricky and risky proposition. A Daemon so
Potency​: [2]: The penalty to all actions for
bound must be forced or tricked into such a
performing the ritual is reduced by -1d.
position, as they know that they have no
chance to spill blood. However, when The Price of Failure​: The binding fails, and
Daemonforged Armor is successfully the Daemon breaks loose, attacking the
created, it provides peerless, otherworldly ritual participants. The Ritualist makes an
protection. immediate roll on ​Contempt of the Warp​,
adding +1 for each die result of 1 on the
Requirements​: To create Daemonforged
Scholar test.
Armor, one must start with a suit of armor.
This may be any armor, so long as it Ritual of Binding
provides at least 2 AV. The ritual must be
One of the more potent ways for Daemons
combined with another summoning ritual,
to fight alongside mortals without worrying
and replaces the ​Daemonic Mastery Test​.
about a constant flow of Warp energy is for
As the Daemon knows it will not be able to
them to be bound to a physical vehicle.
slaughter or kill while bound to armor, the
Filling the empty spaces within with
test is extremely difficult; two DN 9 Scholar
Daemon flesh and enhancing or creating
tests must both be passed.
weapons, a Daemon Engine is as highly
Alignment​: That of the Daemon chosen to destructive as it is hard to control.
be forged into the armor
Requirements​: DN 8 Scholar test, modified
Effects​: The Daemon fuses with the armor. by ​Ritual Modifiers​; a specially prepared
It is now Daemonforged Armor (See ​The Shell must be present, created before the
Ritual starts. The ritual must be enacted as
soon as a Daemon is summoned via other rider’s skill at domination, and many have
methods and replaces the ​Daemonic lost their lives--and souls--at the chance to
Mastery test​ that would be used to control obtain such a mount.
it.
Requirements​: The Ritual of Breaking
Alignment​: That of the Daemon chosen to should be built into an existing summoning
be bound into the Engine. ritual, usually the ​Rite of Dark Summoning​.
This ritual replaces the normal ​Daemonic
Effects​: The Daemon is bound to the Shell
Mastery test​ made after summoning the
and fuses to it. It is now a Daemon Engine
beast. Few Daemons can be formed into a
(See ​The Hellforge​ for details on Daemon
mount, and are usually restricted to
Engines).
particularly large specimens. While the
Duration​: Permanent, at least until the most common examples are Juggernauts of
Daemon breaks free or the Engine itself is Khorne, Steeds of Slaanesh, Screamers of
destroyed. Tzeentch (Transformed into Discs), and
particularly large Plague Drones of Nurgle,
Cost​: The Ritual of Binding is most often there also exist many other Daemons that
incorporated into the summoning ritual, could potentially serve as a mount.
and so takes no more time than the ritual to Assuming the Daemon is summoned
summon the Daemon itself. However, it is correctly, the Ritual of Breaking requires a
spiritually taxing to all involved, and every DN 6 Scholar test, modified by ​Ritual
participant in the ritual suffers a -3d penalty Modifiers​, followed by an opposed
to all actions until they have time to Willpower test with the Daemon.
properly rest. Each participant makes an
immediate roll on ​Perils of the Warp​. Alignment​: That of the Daemon chosen to
be broken into a steed
Potency​: [2]: The penalty to all actions for
performing the ritual is reduced by -1d. Effects​: The Daemon is now broken to the
will of the Ritualist, and follows its orders
The Price of Failure​: The binding fails, and and allows the Ritualist (but none other,
the Daemon breaks loose, attacking the unless riding with the Ritualist) to ride it.
ritual participants. The Ritualist makes an Additionally, gaining the service of a
immediate roll on ​Contempt of the Warp​, Daemonic Steed is a noteworthy deed, and
adding +1 for each die result of 1 on the the Ritualist gains 2d3 BP.
Scholar test.
Duration​: So long as the Daemon remains
Ritual of Breaking corporeal. The Daemon must be fed
It is a symbol of great prestige to ride into regularly with warp energy, exposed to new
battle on the back of a Daemonic Beast. To sensations, bathed in the blood of the
be borne by such a beast is proof of the recently slaughtered, or whatever actions
would venerate the Daemon’s patron deity. drawn out of the Warp. Instead the rite
Should the Daemon be banished back to the attempts to give the Daemon sufficient
warp, either by death or being deprived of power to partially bleed through the veil,
sustenance, the binding is broken and must enough that it might communicate directly
be re-performed. with the Heretics. The Heretics may enact
this rite if they wish to learn something that
Cost​: The act of taming a Daemonic Beast is
cannot be learnt via normal means. If the
neither quick nor easy. It takes 10d6 hours,
knowledge could be obtained through
and the Ritualist loses d3 shock per 10
normal research, investigation, or
hours. Exalted Icons may be shifted from
interrogation, the Daemon will likely
the Opposed Willpower test to reduce this
consider the request beneath him. They
by 1 hour per Icon. The GM should feel free
could perhaps ask about immediate dangers
to have the character suffer some injuries; a
they may soon face, the location of a rare
broken bone is about the best one can
artifact that could bring them greater
expect when breaking a Juggernaut.
power, or where a hidden location lies.
The Price of Failure​: The Beast breaks loose However, one must first have knowledge of
and attacks the Ritualist before returning to an entity that could aid them. This requires
the warp. Treat this as an Ambush. a certain amount of research, represented
by a DN 6 Scholar test made over the
Rite of Many Eyes course of a few weeks, depending on how
Daemons do not see time and space in the powerful the entity they need is. If they
same way mortals do. Their viewpoints are already know of a Daemon that could help,
as varied as the forms they take, and there they may choose to question that one. The
are Daemons that have walked the paths of Rite must be performed in an area where
the Warp for endless aeons. Ancient and the warp is relatively strong, and in a
terrible, these twisted beings have seen secluded area where none can overhear
many things in their long existence, and are them. Once the ritual begins, the Ritualist
quite willing to give up their secrets for the makes a DN 6 Scholar test, modified by
right price. The Rite of Many Eyes—itself a Ritual Modifiers​, with the difficulty
ritual with many different names—allows increased or decreased based on how
those seeking knowledge to reach out to an obscure or expansive the request is. The
ancient Daemon without summoning it GM should be careful not to allow too much
directly in the hope that it might share what leeway in the questions, and the Daemon
it knows. may refuse if it does not know or does not
wish to reveal the information.
Requirements​: The Rite of Many Eyes is
similar to other rituals where the goal is to Alignment​: That of the Daemon being
summon a Daemon; the main difference, petitioned for answers
however, is that the Daemon is not being
Effects​: A ghostly apparition of a Daemon confront the daemon and explain their
appears before the Ritualist and speaks to failure, resulting in a roll on the ​Contempt
him. The Daemon will demand a purpose of the Warp​ table, modified by how
for the partial summoning, and if the extreme the failure was (failing to retrieve
Daemon accepts the answer, the an artifact might only be a +1 on the table,
questioning may begin. The Daemon will while losing the item to the Daemon’s
demand a price for his aid, in addition to sworn enemy could result in +3). Should
any sacrifices made for the ritual itself. By they simply not contact the Daemon, they
making a DN 8 ​Daemonic Mastery Test ​the run the risk of gaining the Daemon’s eternal
Ritualist may make the Daemon more enmity. The GM can represent this by
receptive to his requests, but if failed, the random attacks, bad luck, or any other
Daemon will mock the character and Warp-based phenomenon that hinders
demand an even greater price. The Daemon their progress. In either case, the Daemon
should give the characters the answers they will never help the characters again, and
seek, but can be as vague or cryptic as they they should pray they never cross paths in
like, or offer only part of the answer until the Materium.
the price is paid.
Rite of Sundering
Duration​: The ritual itself takes much less
While it is true that those cursed (or gifted)
time than calling forth an actual Daemon,
with the ability to manipulate the warp and
only about an hour, and lasts until the
draw forth its energies can use it to
Daemon has answered the questions,
cause destruction on a tremendous level,
though if the characters take too long, it
the reality is that even the most formidable
may leave on its own.
sorcerer can only use but a fraction of the
Cost​: There is no direct cost, apart from the might the warp holds. In an effort to
price that must be paid for the information. enhance the potency of their abilities, some
Once the characters have done as they sorcerers have learnt of a ritual that can
were asked, they must perform the ritual break the veil between reality and the
again, reporting their success or failure. immaterium. Known as the Rites of
Sundering, this series of risky and
The Price of Failure​: Failing the initial
potentially devastating rituals can cause
research or the ritual test simply means
raw energy to bleed through into reality,
that the characters are unable to find the
allowing the psyker greater access to the
information, or have found the wrong
warp. The effects of the rite tend to
information. If they wish to attempt the
escalate quickly, and once started the
Rite again, they must start from scratch. If
sorcerer has virtually no control over the
the characters fail to honor their bargain
scale or magnitude of what they have
with the Daemon, however, the
wrought.
consequences are much greater. They can
Requirements​: Only a character with the Scholar test (before making any shifts) and
Psyker keyword and the ​Psyniscience reduce the time by an hour for each 1
Psychic Power can perform this rite. The rolled. Every other hour, the GM should
Rite of Sundering should ideally be also randomly alter the radius and point of
performed in an area that is undergoing an origin by 1d3 hundred metres.
upheaval of some sort, such as the midst of
Cost​: Although the Rite of Sundering is
a battle, within a million-strong horde of
often used to gain an advantage, the sheer
cultists chanting before a demagogue, or
uncontrollable nature of its effects means
even during another ritual that involves
that eventually everything within the area
summoning large groups of Daemons. Once
begins to suffer. Everyone, aside from those
the correct conditions have been found, the
with the Daemon keyword, must make a DN
psyker must pass a DN 5 Scholar test,
4 Willpower test for every half hour they
modified by ​Ritual Modifiers​.
spend within the area of effect. If this Test
Alignment​: Unaligned is failed, they suffer 1 shock and suffer 1d6
Mortal Wounds (reduced by Willpower, min
Effects​: A radius equal to the value of the
0). Anyone who rolls a Complication also
psyker’s Psychic Mastery skill in kilometres
gains a random Malignancy.
(measured from the psyker) becomes
infused with the energy of the warp. All Potency​: [2]: The duration is extended by 1
psykers receive +3d on all Psychic Mastery hour.
tests, any Rites and Rituals that involve [3]: The bonus to Psychic Mastery tests
either summoning Daemons or directly increases by +1d.
accessing the warp gain a -2 DN bonus, and
The Price of Failure​: If the Rite of Sundering
any and all forms of psychic resistance
is unsuccessful, the Ritualist makes an
become half as effective. Every round this
immediate roll on ​Contempt of the Warp​.
rite remains in effect the GM should roll
Additionally, the GM rolls once on ​Perils of
once on the ​Perils of the Warp​ table. Each
the Warp​ for each die result of 1 on the
character gains 1 Corruption Point for every
Scholar test.
full hour spent within the area of effect.
Characters with the Daemon keyword do Rite of Punishment
not gain Corruption Points, but do not
dematerialize so long as they remain within Those who fight in Khorne’s name are
the area. In effect, their time limit in reality forbidden the use of psychic abilities,
is paused unless they leave or the ritual’s sorcery, and other Warp-based powers, as
effects end. to the Blood God these represent feeble
cowardice and the unwillingness to show
Duration​: 2d3 x Psychic Mastery value. To one’s true ability in combat. Some
represent the wild nature of the power, add dedicated warriors even use Khorne’s
an extra hour for every 6 rolled for the power to dominate and destroy those that
use such craven methods through a ritual that have the Khorne keyword ignore the
known as the Rite of Punishment. effects.

Requirements​: Unlike many other types of Duration​: One hour. At the start of their
rituals, the Rite of Punishment relies on the turn, any Psyker within the area can make
absence rather than the presence of the an opposed Willpower test with the
Warp, and so it must be enacted within an Ritualist, with the psyker suffering a -3d
area where the Warp is at a minimum, or an penalty. If successful, that Psyker breaks the
area where the power of Khorne warding and can act normally, though any
dominates. The characters must carefully Shock the Psyker has lost remains lost. The
prepare the area they wish to protect, ritual’s effects remain in effect for all
usually by lining the area with fresh blood, others.
or spacing skulls and other bones every
Cost: ​Whilst the power of Khorne is given to
eight metres, and so on. Properly preparing
any who seek slaughter in his name, those
the area takes 1 hour. This can be as small
that seek his shelter from sorcerous
as a single room or corridor, or as large as a
cowards are unworthy in his eyes to reap
warehouse or hangar bay, but should be
the glory of any victories they might gain.
generally self-contained with clearly
Any Corruption or BP the characters would
defined entrances and exits. Characters
have gained from encounters or events
with the Psyker keyword can involve
within the warded area is halved.
themselves in the preparation for this ritual,
but suffer the same effects should they stay Potency​: [1]: The protection lasts another
within this space. Once the area has been hour.
chosen and it is free from anything that
might disrupt the rite (usually active psychic The Price of Failure​: If the test is simply
powers), the Ritualist must take a DN 6 failed, then nothing happens beyond the
Scholar test, modified by ​Ritual Modifiers​. wasted time of all involved. If the failure
involved a Complication, then the
Alignment​: Khorne characters receive Khorne’s disdain rather
than his protection. The strength is sapped
Effects​: The prepared area is filled with the
from their bodies as the Lord of Slaughter
hatred Khorne holds for those that hide
punishes those too weak to face his
behind Warp tricks and sorcerous
enemies themselves. Each character
ceremony. Any character with the Psyker
involved in the Rite of Punishment halves
keyword within the area suffers 1 Shock for
their Strength for 8 hours. After this time,
every 2 rounds he spends inside, halves his
their Strength returns, but they must wait
dice pool for Psychic Mastery tests, and
at least 8 days before they can re-attempt
cannot cast powers above the Bound level.
the ritual.
If a character causes a roll on the​ Perils of
the Warp​ table, all those within the area
Ritual of Bonding blind character). Psychic wards such as
Gellar Fields interfere with the connection,
Loyalty is an admirable trait, desired in
and activating the link requires a DN 5
friends and servants alike. However, there
Willpower test in this circumstance. In case
are some situations where loyalty cannot be
of ambushes, neither can be surprised
left up to chance, or where a closer bond
unless both are. The servant is also now
than the standard master-servant one may
completely subservient to the master, and
be demanded. This ritual creates a
cannot disobey his orders. If the servant is
permanent psionic bond between two
killed, the master must make a DN 7
individuals, marking one as the master and
Willpower test or reduce his Willpower by
one as the servant, giving greater control as
1d3 permanently.
well as greater situational awareness.
Duration​: Bonding is permanent, severed
Requirements​: The master must have a
only by the death of the master or the
servant that is loyal to him, though he need
servant.
not be entirely willing. The Ritualist must
have the Psyker keyword, but does not have Cost​: Bonding two minds together is a
to be the master (though he may be). The stressful experience, and can leave all
ritual must also be performed in a quiet, involved exhausted for days. Regardless of
isolated place, as too much psychic noise the success of the test, all participants fall
can interfere with the mind-melding. The unconscious for 1d6 hours and lose shock
Ritualist must pass a DN 7 Scholar test, equal to their Toughness. This shock takes
modified by ​Ritual Modifiers​. Increase this four times as long as normal to regenerate
to DN 9 if the area is not quiet or isolated. If naturally.
the Scholar test is successful, the master
Potency​: [1]: The master gains +1d on the
must pass an opposed Willpower test with
opposed Willpower test.
the servant, the master’s check suffering a
-3d penalty. The Price of Failure​: If the Ritual of Bonding
is unsuccessful, the Ritualist must make a
Alignment​: <Mark of Chaos>
DN 8 Willpower test or be unable to make
Effects​: The servant is now bound to the Psychic Mastery tests for 1d6 days. The
master. The master may now see through master must make a DN 6 Toughness test or
the eyes of the servant and vice-versa, and be unconscious for 1d6 hours, blind for 1d6
may see the world as the other sees it days, and suffer 1d6 Mortal Wounds. If the
(using any talents, skills, wargear, etc.). The Ritualist was also the master, then he must
range is limited to 10 km, but physical take both tests. The servant that was to be
barriers cannot stop the effect, and it works bonded must pass a DN 4 Willpower test,
even if one of the two is blinded (though +1DN for each die result of 1 on the
neither can see through the eyes of the
unsuccessful Scholar test. If the servant fails should follow Khorne’s domains of blood,
this test, he dies. honor, slaughter, martial prowess, etc. The
Heroes should also make a pledge of what
Ritual of Slaughter
to offer in return, such as a promise to slay
It is quite common for those that fight in a certain amount of their enemies, or to
the name of Khorne to call upon the God of sunder an Imperial shrine, and similar such
Blood. Most of this pleading goes guarantees—and the GM should ensure
unanswered, as the majority of those who that the Heroes are given a chance to fulfil
march to war under the bloodsoaked this promise, or add the condition that the
banners of Khorne are but chattel to be effects of the ritual only take effect once
butchered in an endless cycle of death and they have done what they promised. The
destruction. There are some more formal ritual should be personal and secluded, with
rituals, though, that can be used to draw few other than the Heroes present, and
power from the Warp and bestow the should include a sacrifice, such as a pile of
blessing—such as it is—of Khorne or skulls or a brass cauldron of blood. A DN 6
perhaps one of his Greater Daemons. Scholar test, modified by ​Ritual Modifiers​,
Asking such a malevolent and wild entity for is then required.
his support is a dangerous game, however,
Alignment​: Khorne
and Khorne’s Favor can turn to rage should
the supplicants be found unworthy. Effects​: The Heroes receive the benefits
they asked for and the GM agreed to.
Requirements​: This Ritual is done before
the Heroes expect to enter battle, and must Duration​: Until the task the Heroes swore
be relatively specific. The blessing should to complete is finished, or as otherwise
take the form of a small combat bonus, determined when creating the terms of the
dependant on what the Heroes request. deal.
They might beseech Khorne so that their
Cost​: Gaining Khorne’s favor causes a gain
weapons grow sharper (gaining the
of 1d3 Corruption Points, but otherwise
Penetrating trait) or their reflexes quicker (a
there is no cost...should the deal be
bonus to Agility) in their next battle. They
honored.
could ask for Khorne’s protection (a small
bonus to Defense), or for Khorne’s strength The Price of Failure​: The only consequence
in the face of the insidious nature of the for failing the Scholar test is cold
Corpse-God’s followers (the ability to ignore indifference as Khorne does not deem the
Sanctified weapons, or resistance to psychic Heroes worthy of any such boon. However,
powers those loyal to the Imperium cast on should the Heroes fail to enact their end of
them). The request should not be too the bargain, then Khorne is angered. Treat
broad, such as immunity to damage or the the Rank of all Heroes as 1 lower, until they
ability to kill any enemy in one hit, but either gain enough BP to advance a rank or
perform a great and terrible act for Khorne, Effects​: An area of up to a 20m radius
for no benefit other than to regain his favor. around the Ritualist is shown as it may exist
Each character must also roll for ​Contempt in the future. The visions are unclear, and a
of the Warp​. DN 7 Awareness test is needed to hear
intelligible speech. The visions are
Ritual of Futures Foretold
immaterial and cannot be interacted with.
Many psykers harness the Ruinous Powers The vision shows events up to 1 day in the
in order to gain a glimpse into the future, future (the exact time is decided before the
hoping that even a few moments of such ritual starts). Such visions are only the most
visions will grant them dominion over their likely outcome as current events progress;
adversaries. Many fools have lost their new developments or massive upheavals
minds attempting to divine what is to come, can change the displayed fate.
and even those with the proper training and
Duration​: The visions remain for a number
discipline can risk madness from even the
of minutes equal to ½ the Ritualist’s
briefest glance into the strands of possible
Willpower.
fates.
Cost​: The Ritualist and any psyker who
Requirements​: The Ritualist must have the
helped him loses 1d6 shock. All those who
Psyker keyword, as well as the ​Psyniscience
saw the visions must make a DN 3
Psychic Power. This ritual must be
Willpower test or reduce their Willpower by
performed in an area where the Ritualists
1d3 for 2d6 days.
wish to look directly into the future and find
what is about to happen in that exact Potency​: [1]: The visions can be of up to 1
location. They may be looking for the day further ahead in the future.
identity of someone who is pursuing them, [1]: The visions last for an additional
or looking to see if something they have minute.
built will still be standing in a few days time;
The Price of Failure​: Roll on the​ Perils of
they could be looking for themselves to
the Warp​ table once for each die result of 1
ensure they survive whatever dark deed
on the unsuccessful Scholar test. The ritual
they are about to undertake, or anything
cannot be re-performed in the location for
that involves looking directly into the
2d6 hours.
future. The Ritualist must pass a DN 7
Scholar test, modified by ​Ritual Modifiers​. Rite of the Plague Gift
Any other psykers that can cast ​Psyniscience
can also help, adding +1d to the Ritualist’s While the galaxy is filled with countless
test for each present (no test is required). diseases and maladies, there is one place
where every single one can be found: the
Alignment​: Tzeentch Garden of Nurgle. Tended by his Daemons,
pruned and cared for with utmost love,
Nurgle catalogues and experiments with Cost​: The ritual itself takes at least 7 hours
variations on his plagues, giving only the to complete, and upon completion, all
most well-crafted his approval. For servants participants must make a DN 5 Toughness
of the Lord of Decay, a sample of such a test or take 1d6 Mortal Wounds from lesser
disease is all that is required, for from a diseases of Nurgle.
single point of infection, death can spread
Potency​: [2]: All participants gain a -1DN
across an entire world.
bonus to the Toughness test.
Requirements​: The Ritualist must choose a
The Price of Failure​: Nurgle is a rather
healthy sacrifice not currently infected with
generous God, and even if his followers fail
disease. This individual may be willing or
to properly ask, he grants their wishes
unwilling. The Ritualist must pass a DN 7
anyway. All participants become infected
Scholar test, modified by ​Ritual Modifiers​.
with the disease that the ritualists
If the sacrifice is willing, the test becomes
requested or that Nurgle chose.
DN 5.

Alignment​: Nurgle
Curses
Effects​: The sacrifice becomes infected with
a disease requested by the Ritualists. If they
A Curse is a special type of Ritual, designed
do not specify one, Nurgle sends one of his
to call upon the Warp to punish a targeted
choosing, but it should be one that can help
enemy for some offense, real or imagined.
or be effective in the plans of the Ritualist.
They are quite risky, and can backfire
For example, on a densely populated hive
massively if done incorrectly. Curses are
world, it could be one that spreads by
powerful and must be learned, like any
physical contact, or on a feral world with
ritual, before they can be enacted. Unlike
isolated settlements, it could be spread by
many Rituals, a Curse lasts until broken, so
insects or birds who carry the plague but
they do not have a ​Duration​.
are not affected by it, preventing the
disease from ever truly leaving. Note that Calling a Curse
the ritual offers no inherent protection Before a character can call upon a Curse, he
from the gift Nurgle sends, so preparations must have a specific target in mind. The
should be made to ensure the disease does character must have a good reason for
not spread prematurely. calling down the curse, at least equal in his
mind to the suffering he wishes to inflict. It
Duration​: The disease infects the sacrifice
should not be a battlefield tactic so much as
immediately, but few diseases can exist
an expression of pure hatred. The GM
outside of a living host for long. It must be
should determine if the character’s reasons
cultured to keep it alive until it is used for
are good enough. As they are acts of
its purpose.
personal hatred, the familiarity between
the character and the target affects the the Ritual for a number of weeks equal to
difficulty of the test. the Ritualist’s Willpower, plus a number of
days equal to the number of die results of 1
● The Ritualist has never met or seen
on the unsuccessful test. Ritualists that fail
his target (+6 DN).
to enact a Curse cannot attempt that Curse
● The Ritualist has seen and/or been
again (even to try to remove it) until they
in the presence of his target (+5 DN).
gain at least 1 BP.
● The Ritualist has spoken with his
target at least once (+4 DN).
● The Ritualist has had a number of
Choking Darkness (Curse)
minor dealings with his target (+3
DN). The Ritualist calls upon the Gods of Chaos
● The Ritualist and his target know to manifest their victim’s inner darkness as
one another (+2 DN). an impenetrable shroud of gloom. Once
● The Ritualist and his target have had afflicted, the cursed victim wanders, nearly
numerous dealings over several blind, as his own unspeakable acts cause
years (+1 DN). him to lose sight of everything he ever
● The Ritualist and his target have strived to achieve.
known one another for many years
(+0 DN). Requirements​: This Curse only affects those
that have Corruption Points; those who are
A single individual may not be under the pure or sanctified are not affected. The
effects of two curses at once. The first curse Curse requires a DN 4 Scholar test, modified
must be broken before a new curse can be by ​Ritual Modifiers ​and ​Calling a Curse​.
laid.
Alignment​: Unaligned
Curing a Curse
Curses are not like some rituals; they Effects​: The target of the Curse is Blinded
remain in place until removed. In order to and Deafened, unable to see or hear. He
remove a curse that has been laid upon an may attempt a DN 5 Willpower test in order
individual, the target must know that they to temporarily lift the curse. If successful,
have been cursed, and discover the ritual he can see and hear normally for a number
used to curse them. Then, the ritual must of rounds equal to his Corruption Level.
be performed again, but with the cursed While the curse is relatively simple and easy
individual as the target. Failure means the to enact, it is not as lasting as other curses.
Curse continues. Choking Darkness dissipates by itself in a
number of days equal to the target’s
Reap What You Have Sown Corruption Level.
If a Curse fails, it rebounds. The effects of
the Curse are laid upon the participants of Dark Mirror (Curse)
The Ritualist calls upon Slaanesh to punish one fails, then the Ritualist is subject to the
his enemies by turning their own deeds Reap What You Have Sown​ rule as normal.
back on them. As the afflicted wounds his
Endless Terror (Curse)
foes, so too does his own flesh tear. As the
afflicted burns the masses, so too does his The Ritualist calls upon the Gods of Chaos
own skin erupt into flames. The more pain to unsettle the mind of his enemy, to visit
he brings, the more he receives. terrors upon him, and to leave him cold and
cowering before the might of the Warp. A
Requirements​: The Ritualist must conduct a
foe whose mind is cursed sees every
small secluded ritual in which something
moment of every day as an endless
belonging to their target is destroyed in full
nightmare, and when rest finally arrives
view of a representation of the target. This
borne of paranoid exhaustion, sleep is light
representation might be a holopict of the
and disturbed, as the dark visions reach into
target, a wax effigy, or a painting done in
his very dreams.
his blood. After destroying the object, the
Ritualist sets the representation of the Requirements​: The Ritualist must learn
target on fire and consumes the ashes. The something of their target’s fears. This could
ritual must be conducted alone, and be anything from a figure or entity that
requires a requires a DN 7 Scholar test, genuinely terrifies the target, someone
modified by ​Ritual Modifiers ​and ​Calling a from their past, something they fear losing,
Curse​. or even an irrational phobia. Once known,
the Ritualist conducting the Curse must
Alignment​: Slaanesh
pass a DN 6 Scholar test, modified by ​Ritual
Effects​: If successful, whenever the Curse’s Modifiers ​and ​Calling a Curse​.
target causes any Damage, he must pass a
Alignment​: Unaligned
DN 4 Willpower test or immediately suffer
1d3 Mortal Wounds. If the target’s attack Effects​: If successful, the Curse’s target
killed his victim, the Test is DN 6. treats all living things as if they had the Fear
(3) ability (or increases their Fear value by 2
Bloodline Curse​: The Ritualist may attempt
if they already caused Fear). Due to the
to Curse his enemy’s entire bloodline so
target’s disrupted sleep patterns,
that all who follow suffer the same torture.
recovering Shock takes four times as long as
To do this, the object the Ritualist destroys
it normally would. Fearless adversaries
must be something highly significant to his
remain unaffected by Fear, but still suffer
target—his Favorite weapon, most trusted
the penalties associated with Fatigue.
servant, a trinket that he annihilated 10,000
souls to obtain—or something similar, and Bloodline Curse​: The Ritualist may attempt
the Ritualist must make the Scholar test to Curse his enemy’s entire bloodline so
twice. Both Tests must pass, and if either that all who follow suffer the same endless
horrors. To do this, the Ritualist must take Effects​: If successful, the Curse’s target
the Scholar test twice, and both Tests must suffers an effect determined by the Word of
pass. If either one fails, then the Ritualist is Power the Ritualist chose. Below is a
subject to the ​Reap What You Have Sown selection of words, though GMs and players
rule as normal, but the Curse’s effects cover are encouraged to create new ones as well.
not only himself, but all the Heroes.
● Bane​:​ ​Each time the victim takes
Words of Power (Curse) Damage, roll a d6. On a 1, the attack
gains the Agonizing trait.
Throughout the Immaterium, there are
● Banish​: The victim takes d3 Mortal
many words known to hold tremendous
Wounds at the end of each round in
and unholy power. Used in complex and
which he took damage but did not
intricate rituals, these mighty words bring
deal any damage. If he dies due to
forth all manner of maladies and afflictions
this, he is pulled into the warp.
upon their unfortunate victims. Ritualists
● Benumb (Slaanesh)​: The victim
must take considerable care to prepare
halves their Agility and Passive
themselves mentally, as while learning a
Awareness.
Word of Power is easy, learning the word’s
● Bewilder​: When attempting or
own ritual is extremely taxing and time
defending against Interaction
consuming. The ritual must be memorised,
Attacks, the victim suffers an
as writing any of it down would rob it of its
additional -2d penalty.
potency, but the results are always worth
● Bind​: If the victim has the Psyker
the effort.
keyword, he suffers a +X DN penalty
Requirements​: Before a Ritualist uses the to all Psychic Mastery tests, where X
Word of Power, he must learn both the is his Willpower.
Word of Power he wishes to use as well as ● Blaze (Tzeentch)​: Each time the
the specific Curse associated with it. The victim takes Damage, roll a d6. On a
former is often trivial, but the latter 1, the attack gains the Blaze trait. If
requires extensive efforts such as a dark the attack already had the Blaze
deal or through Scholar tests. Once the trait, the Agility test to put out the
Ritualist has selected the Word of Power he fire becomes DN 5.
wishes to use and learned the complete ● Bleed (Khorne)​: Each time the victim
ritual, he must recite the entire Curse from takes Damage, roll a d6. On a 1, the
memory. This requires two successful DN 7 attack causes the Bleeding
Scholar tests modified by ​Ritual Modifiers condition.
and ​Calling a Curse​. ● Blight (Nurgle)​: Each time the victim
takes Damage, roll a d6. On a 1, the
Alignment​: Unaligned (Unless stated in attack gains the Toxic (7) trait. If the
parentheses)
attack has the Toxic trait, add +7 to
the value.
Armory of the Long War
 
It is an unfortunate fact that the vast OFF-HAND
majority of the weapons usable by the Weapons with this trait are designed for
modern Adeptus Astartes cannot be wielding in pairs or alongside other
normally produced by the forges of Chaos. weapons. If wielding an Off-Hand weapon,
Such marvels as the Assault Cannon were add +1d to the attack dice pool when
developed after the Traitors had fled into making melee Dual Wielder attacks. If
the Eye of Terror, and so the only way to wielding two Off-Hand weapons, add +2d to
procure one is to capture it from an enemy the pool instead.
on the field of battle. In fact, most wargear
PLAGUE
is either a relic of the Great Crusade and
Weapons with this trait are blessed with the
Horus Heresy, or stolen during combat from
gifts of Nurgle, bathed in septic fluids, bile,
the enemy. To serve Chaos is to forsake the
pus, and other sources of rot and decay.
massive supply chains that makes the
Against organic targets, reroll all damage
Imperium’s defenders able to hold out for
die results of 1.
long against so many threats. However,
many servants have discovered the ability SONIC
to craft weapons that somewhat make up Weapons with this trait fire not bolts or
for this, embodying the nature of their plasma, but concentrated shockwaves of
favored gods. sound, rupturing eardrums and pulping
organs. Ignore any bonuses to the enemy’s
The following Traits are common to
Defense from cover when firing this
multiple weapons, and so are listed here.
weapon.
INFERNO
TAINTED
Used by the warriors of the Thousand Sons
These weapons are filled with Chaos
and often found in the hands of Rubric
energies, and respond to the wielder’s
Marines and their handlers, these weapons
internal darkness. Increase a Tainted
are enchanted to charge their ammunition
weapon’s ED by the wielder’s Corruption
with powerful fire that burns through even
Level.
ceramite with relative ease. All Inferno
weapons are considered to have the Blaze
trait. However, if not wielded by a Rubric
Marine or a Psyker, treat their AP as 0 and
they do not gain the Blaze trait.
 

Ranged Weapons 

Name Damage AP Range Salvo Traits Value Keywords

Solid Projectile Weapons

Legion Sniper Rifle 10+1ED 0 150m 0 Sniper (2) 6 Uncommon Projectile, Chaos, Heretic
Astartes

Reaper Autocannon 16+1ED -1 96m 6 Heavy 6 Very Rare Projectile, Imperium, Adeptus
Astartes, Heretic Astartes,
Chaos

Sonic Weapons

Blastmaster (Single 16+2ED -2 96m 1 Heavy, Blast (Medium), 6 Very Rare Sonic, Chaos, Heretic, Slaanesh
Frequency) Sonic

Blastmaster (Varied 10+1ED -1 72m 1 Assault, Blast (Large),


Frequency) Spread, Sonic

Doom Siren 12+1ED -2 16m 1 Assault, Blast (Large), 6 Rare Sonic, Chaos, Heretic, Slaanesh
Sonic

Sonic Blaster 10+1ED 0 48m 3 Assault, Sonic 4 Rare Sonic, Chaos, Heretic, Slaanesh

Plague Weapons

Blight Launcher 14+2ED -2 48m 2 Assault, Plague 6 Rare Plague, Chaos, Heretic, Nurgle

Plague Belcher 10+1ED 0 18m 1 Assault, Spread, Blast 5 Rare Plague, Chaos, Heretic, Nurgle
(Medium), Plague

Plague Spewer 12+1ED -1 18m 1 Heavy, Spread, Blast 6 Rare Plague, Chaos, Heretic, Nurgle
(Large), Plague

Inferno Weapons

Inferno Bolt Pistol 10+1ED -2 20m 1 Pistol, Brutal, Inferno 4 Very Rare Bolt, Inferno, Chaos, Heretic,
Tzeentch
Inferno Boltgun 10+1ED -2 40m 1 Rapid Fire (2), Brutal, 4 Very Rare Bolt, Inferno, Chaos, Heretic,
Inferno Tzeentch

Soulreaper Cannon 12+1ED -3 48m 4 Heavy, Brutal, Inferno 6 Very Rare Bolt, Inferno, Chaos, Heretic,
Tzeentch

Warpflame Pistol 7+1ED -2 12m 1 Pistol, Blast (Small), 5 Very Rare Fire, Inferno, Chaos, Heretic,
Spread, Inferno Tzeentch

Warpflamer 10+1ED -2 16m 1 Assault, Blast (Medium), 5 Very Rare Fire, Inferno, Chaos, Heretic,
Spread, Inferno Tzeentch

Missiles

Rad Missile 10+2ED 0 -- -- Blast (Large), Rad (2) 6 Very Rare Explosive, Imperium, Chaos,
Adeptus Mechanicus

Grenades and Explosives

Blight Grenade 8+1ED 0 Sx4m -- Plague, Toxic (5), Blast 4 Uncommon Explosive, Chaos, Heretic,
(Medium) Nurgle

Rad Grenade 9+2ED 0 Sx4m -- Blast (Medium), Rad (2) 5 Very Rare Explosive, Imperium, Chaos,
Adeptus Mechanicus

until he receives a DN 6 Medicae test as a


Missiles Full Action.

Rad Missile Grenades and Explosives


Almost uniquely associated with the
Destroyer squads of the Great Crusade,
Blight Grenade
these missiles employ unstable radioactive
Most commonly created using radioactive
elements to cause damage at the cellular
or biological waste, Blight Grenade is a
level, bathing large areas in a sickening
crude but deadly grenade which can poison
glow. When a character is struck by an
an area and everything within it. These
attack from this weapon (whether or not he
weapons are particularly popular amongst
suffers damage), he must immediately
the followers of Nurgle, who delight in the
make a DN 6 Toughness test or have his
use of poisons and contamination.
Toughness reduced by 2 for 1d6 days or
Rad Grenade struck by an attack from this weapon
Difficult to find or manufacture, rad (whether or not he suffers damage), he
grenades contain radioactive particles that must immediately make a DN 6 Toughness
blink out of existence within a second of test or have his Toughness reduced by 2 for
release. Despite their short-term effects, 1d6 days or until he receives a DN 6
the damage caused is often enough to leave Medicae test as a Full Action.
the toughest of foes gasping as radiation
saps their vitality. When a character is
 

Melee Weapons

Name Damage AP Range Traits Value Keywords

Unarmed Strike 0+1ED 0

Legion Combat Knife 3+1ED 0 Steadfast 3 Uncommon Blade, Chaos, Heretic


Heretic Astartes

Mono Bayonet 3+2ED -1 Penetrating (1) 3 Uncommon Blade, <Any>

Maul 4+1ED 0 Brutal 4 Rare Primitive, <Any>

Spear 4+1ED 0 2m Penetrating (1) 4 Rare Blade, Primitive, <Any>,


Two-Handed

Scythe 4+2ED 0 2m Brutal, Unwieldy (1) 4 Rare Blade, Primitive, <Any>,


Two-Handed

Chain Weapons

Chain Axe 5+2ED 0 Brutal, Penetrating (1) 5 Rare Chain, Imperium,


Adeptus Astartes, Chaos

Chain Bayonet/Knife 4+1ED 0 Brutal 4 Uncommon Chain, Imperium, Chaos

Power Weapons

Power Maul 6+1ED -1 Brutal 6 Rare Power Field, Imperium,


Chaos, Adeptus Astartes
Power Lance 6+2ED -1 2m Penetrating (1) 6 Rare Power Field, Imperium,
Chaos, Adeptus Astartes,
Two-Handed

Power Scythe 5+2ED -2 2m Brutal, Unwieldy (1) 6 Rare Power Field, Chaos,
Two-Handed

Power Bayonet/Knife 4+1ED -2 4 Rare Power Field, Imperium

Lightning Claw 5+1ED -2 Brutal, Off-Hand 7 Rare Power Field, Imperium,


Adeptus Astartes

Accursed Crozius 6+1ED -1 Brutal, Tainted 6 Very Rare Power Field, Chaos,
Heretic, Heretic Astartes

Force Weapons

Force Scythe 5+2ED -2 2m Brutal, Unwieldy (1), Force 6 Very Rare Force, Chaos,
Two-Handed

Plague Weapons

Bubotic Axe 5+2ED -2 Plague, Toxic (5), Penetrating 7 Rare Plague, Chaos, Heretic,
(1) Nurgle

Flail of Corruption 6+2ED -2 2m Plague, Toxic (6) 8 Rare Plague, Chaos, Heretic,
Nurgle

Great Plague Cleaver 7+3ED -3 2m Plague, Toxic (7), Unwieldy (2) 9 Very Rare Plague, Chaos, Heretic,
Nurgle, Two-Handed

Mace of Contagion 6+3ED -1 Plague, Toxic (5), Unwieldy (1) 8 Rare Plague, Chaos, Heretic,
Nurgle

Plague Knife 4+1ED 0 Plague, Toxic (5) 5 Rare Plague, Chaos, Heretic,
Nurgle

Plaguesword 5+1ED 0 Plague, Toxic (6), Parry 6 Rare Plague, Chaos, Heretic,
Nurgle

* The weapon grants the wielder a +1d bonus to Psychic Mastery tests while wielded

Armors
Name AV Traits Value Keywords

Basic Armors

Obsidian Plate 4 Bulk (1), Cumbersome 7 Very Rare Heavy, Chaos, Heretic

Legion Armors

Legion Power Armor 5 Powered (3) 8 Very Rare Powered, Chaos,


Heretic, Heretic
Astartes

Legion Terminator Armor 7 Powered (5), Cumbersome 10 Unique Powered, Chaos,


Heretic, Heretic
Astartes

Force Fields

Sigil of Corruption *4 Force Shield 8 Very Rare Chaos, Heretic

Infernal Star *4 Force Shield 7 Very Rare Chaos, Heretic, Heretic


Astartes

Prismatic Amulet *5 Force Shield 6 Unique Force Field, Chaos,


Tzeentch

Shimmering Robes *X Force Shield 7 Very Rare Force Field, Chaos,


Tzeentch, Psyker

Wounds inflicted by Psychic Powers, and


Basic Armors gains +2d to resist Psychic Powers. A psyker
wearing Obsidian Plate can only cast
Obsidian Plate powers at the Bound level and suffers a
Meteorite slag, voidship hulls, and even the +3DN penalty to all Psychic Mastery tests.
ruins of dead invaders are melted down and
reforged into metallic sections then
consecrated to the Dark Gods in daemonic Legion Armors
ceremonies to form this rare armour. As the
metal spurns luminosity it also refuses the It is exceptionally rare for a single suit of
weapons of cowardly sorcerers, laughing armor to have remained fully intact from
along with its wearer as their arcane tools the days of the Great Crusade. More
are reduced to base metal or wood. Double commonly, the original appearance of any
the AV provided by this armor against suit of armor has been twisted and altered
attacks from weapons with the Force by the warp’s influence, its owner’s
quality and damage caused by Psychic modifications, and battle damage
Powers. The wearer may soak Mortal necessitating repairs that may not match
the original design of the suit. Iron Halo, this creation from the Warp’s
blasphemous forges protects its user with
Regardless, each fully functional suit the power of Chaos and the scarcely
includes a helm that incorporates a vox-unit understood knowledge of the Dark Age of
(equivalent to a vox-bead), preysense Technology. Jagged, asymmetrical, and
lenses (equivalent to preysense goggles), often incorporating various skull tokens or
and a respirator. other devotional fetishes, the Infernal Star
provides a solid barrier of energy that can
keep the wearer safe from his enemies.
Legion Power Armor
Prismatic Amulet
Countless suits of Mark 2, 3, and 4 Power
These mysterious prisms are worn around
Armor were created for the purposes of the
the neck or fastened to the chest. The
Great Crusade, and most marines that serve
amulet does more than simply break light
Chaos wear modified and rebuilt suits of
apart—it is capable of splitting reality itself.
the same. However, unlike the Loyalists,
Those that attack the wielder often find
who enshrine any and all intact suits of such
their shots fractured and refracted, as they
ancient armor, Heretic Astartes take a suit
bend around the wielder and dissipate as
of armor at face value: something to put
though they never existed. It is said that to
between you and flying bolt Shells.
have a Prismatic Amulet is to have the
Legion Terminator Armor favour of Tzeentch, and that those that
Considered a highly valuable prize, anyone challenge the wearer often find themselves
that remains in possession of a suit of at the mercy of the Lord of Magic. If the
Terminator for any length of time is likely wearer of a Prismatic Amulet ever suffers a
someone that should not be taken lightly. Critical Hit, the attacker responsible for
Favored by Chaos Lords and their greatest causing the Critical Hit automatically suffers
lieutenants, the protective qualities of 1d3 Mortal Wounds as the judgement of
Terminator armor are the greatest that Tzeentch falls upon them. A Prismatic
mortal engineering can provide. Terminator Amulet only functions when the owning
Armor allows the wearer to soak Mortal character also possesses the Mark of Chaos
Wounds. talent and the Tzeentch keyword.

Shimmering Robes
Force Fields
Beautiful to behold, these finely woven
robes are quite common among sorcerers,
Sigil of Corruption especially those that call Tzeentch their
Taking the form of a dark amulet that patron. Colours dance across their surface
seems to twist and morph before one’s as they flutter on unseen winds and,
eyes, a Sigil of Corruption feeds on the dark despite their fragile appearance, they can
soul of the wearer to guard his physical stop the most powerful of blasts or turn
form. Borne by great preachers of Chaos, a aside the heaviest of blows. Should the
Sigil of Corruption also counts as a Symbol favour of Tzeentch turn against a user
of Authority. grown too arrogant in his powers, however,
they can just as easily become no more
Infernal Star than useless fabric. A set of Shimmering
A twisted parody of the Adeptus Astartes Robes has AV equal to the wearer’s Psychic
Mastery value (if a character had Psychic Psyker keyword, although they are very
Mastery at level 5, he would have AV *5 ). If attractive and other characters might desire
the wearer of a set of Shimmering Robes them purely for their aesthetic appeal.
suffers Perils of the Warp, the Shimmering
Robes cease to be more than normal
clothing until the character engages in
devout meditation for an hour to
reinvigorate their powers. If this is not done
within a day, the robes fade to a dull grey
and crumble to dust. Shimmering Robes
provide no protection to those without the

Weapon and Armor Upgrades

Name Value Keywords

Weapon Upgrades

Pain Vents 6 Very Rare Chaos, Heretic, Slaanesh

Rune Weapon 8 Very Rare Chaos, Heretic

Soul Sight 6 Very Rare Chaos, Heretic

Venom Drip 4 Uncommon Imperium, Chaos, Heretic, Scum

Armor Upgrades

Ablative 4 Uncommon <Any>

Ceramite 6 Very Rare <Any>

Devotional Iconography 5 Uncommon Chaos, Heretic

Insulated 4 Uncommon <Any>

Khornate Crest 8 Rare Chaos, Heretic, Khorne

Refractory 6 Rare <Any>


Robes of Torment 4 Rare Chaos, Heretic, Slaanesh

Sonic Shrieker 6 Unique Chaos, Heretic, Slaanesh

Spikes 4 Uncommon Chaos, Heretic

Trophy Rack 6 Rare Chaos, Heretic

Thermal 4 Uncommon <Any>

Vac-Sealed 5 Uncommon <Any>

Weapon gains the Tainted and Brutal traits.


Weapon Upgrades Upgrades​: Primitive, Blade

Soul Sight
Pain Vents The strange and unnatural materials that
Only the most skilled Warp Smiths know the make up the various worlds of the Warp
secrets of Pain Vent construction. They mean that most traditional scanning
superficially appear as nothing more than methods are useless. Warpsmiths, though
endless metallic tubes entwined throughout have created ætheric sights that detect
a weapon like mad serpents. When the souls as bright burning objects in even the
weapon fires, the vents wail and scream, blackest nights, making a mockery of
their otherworldly sound rippling across the concealment. A character making an aim
air in a crescendo of agony. When fired, the action when using a soul sight can fire at
weapon’s user gains the Fear (3) ability, ensouled targets he cannot see without
Fear (4) if the weapon has the Heavy trait. incurring the usual penalty, though he
However, if the weapon ever jams, the cannot tell which creature a soul belongs to.
wielder is Staggered for 1d3 rounds. Upgrades​: Any ranged weapon
Upgrades​: Any ranged weapon
Venom Drip
Rune Weapon Used by both Slaaneshi assassins and
Though the creation process of a Daemon Nurglesque plaguemeisters, a venom drip
Weapon is intricate and painstaking, allows the wielder to coat his weapon with
undoing one is often less so. Whether vile toxins and diseases with little risk to
through improper binding or an intentional himself. A Venom Drip, at the touch of a
exorcism, the Daemon within has been button on the weapon’s handle, will
released, and miraculously, the weapon has dispense whatever liquid the wielder loads
survived mostly intact. Technological it with along the edge of the blade. If no
weapons rarely, if ever survive this process, special substances are used, the baseline
so practically all Rune Weapons are one grants the weapon the Toxic (3) trait,
primitive blades, axes, and the like. A Rune but any disease or poison can be used.
Upgrades​: Blade This armour has been modified with cooling
regulators and fluid dispersal tubes under
the plates, to allow for greater survivability
Armor Upgrades in adverse environments. Characters with
this upgrade do not need to take Toughness
tests due to hot temperatures or
Ablative
environments (within reason, as this will
Ablative plating is constructed from thin
not protect against the extreme heat of
layers of material designed to burn or break
being struck by a flamer, for example).
off when struck as it absorbs the impact or
Upgrades​: Any armor
energy of the attack. Ablative materials
provide +3 AV to the armour upgraded. Khornate Crest
However, every wounding hit against the A Khornate Crest most often takes the form
armour’s wearer reduces the AV by one, of stylised “horns” that rise from the
until the armour is reduced to its standard wearer’s helmet. They often mimic the
AV. The upgrade must be reacquired to upper regions of Khorne’s symbol, but the
reset the AV. possible variations and embellishments are
Upgrades​: Any Heavy, Flak or Powered endless. It provides +1 AV against Called
armor Shots to the Head and a +1d bonus to all
social and leadership tests made with the
Ceramite
followers of Khorne. Only characters with
This popular heat-resistant coating offers
the Khorne keyword benefit from wearing a
excellent resistance to heat-based weapons
Khornate Crest.
such as flamers or melta weapons. Ceramite
Upgrades​: Any Powered armor
coatings adds 2 points of AV against any
such thermal weapons or heat-based Refractory
attacks. Refractory armour coatings can redirect and
Upgrades​: Any Heavy, Flak or Powered dissipate laser bolts through layers of
armor microscopic crystals embedded in its
surface. Highly expensive and hard to
Devotional Iconography
maintain (as simple mud can render it
Taking as many forms as there are followers
useless), it is also decorative and easily
of Chaos, these can be as basic as symbols
disguised as an ornamental affectation.
carved into flak armor or as lavish as
Armour upgraded in this manner counts as
jeweled runes of power that proclaim the
having 1 extra AV against attacks from Las
wearer’s loyalty. Regardless, a specific god
weapons.
must be chosen when adding Devotional
Upgrades​: Any Heavy or Powered armor
Iconography, and when dealing with those
that have the keyword of that god, the Robes of Torment
wearer gains a +1d to all social and Robes of Torment consist of long lengths of
leadership tests. However, he suffers a -1d leather or chain mail studded with serrated
to all such tests when dealing with anyone hooks and barbs. Woven through armour,
who has another god’s keyword. both inside and out, the strands inflict
Upgrades​: Any armor delightful jolts of pain with each hit. What
would be torturous agony to others only
Insulated
acts to focus a true follower of the Dark
Prince towards greater deeds. The first time These extra layers of cloth or
a character with the Slaanesh keyword electrically-powered heaters fitted under
takes damage each Round, he loses 1 regular armour allow the user to better
additional wound, but gains +2d to the next survive in arctic locations. Characters with
test he makes. The user can intentionally the thermal upgrade to their armor do not
injure themselves as a Free Action, taking a need to take Toughness tests due to cold
Mortal Wound to gain the benefit. This temperatures or environments (within
bonus is lost if not used by the end of the reason, as this will not protect against the
Heretic’s next Turn. extreme cold of a liquid nitrogen sea, for
example).
Sonic Shrieker Upgrades​: Any armor
An ancient armour modification to standard
power armour that stretches back to the Trophy Rack
early days of the Imperium, it is rumoured Many champions of Chaos proudly carry the
that the sonic shrieker draws its origins marks of their victories on elaborate racks
from xenos technology. A Character can mounted to their armour or backpacks,
activate a Sonic Shrieker after combat such as banners representing their Legion
begins but before the first Round. Everyone, or the powers they worship or to which
friend or foe (excluding the wearer) must they owe their allegiance. These often
pass a DN 6 Willpower test or treat the first include the skulls or helmets of their
Round of Combat as if they had been vanquished foes, readily visible for all to see
Ambushed. Equipment that protects against the might of the true powers and weakness
sound-based attacks functions as normal. of the False Emperor. The wearer gains +1d
Sonic Shriekers must be fitted to an existing to Intimidate, gaining an additional +1d if an
power armour helmet; they draw power enemy whose remains are on the trophy
from the suit’s power cells and require an rack shares a keyword with the intimidation
hour to recharge after each use. target.
Upgrades​: Any Powered armor Upgrades​: Any armor

Spikes Vac-Sealed
These wicked talons of metal or bone are This armour has been modified with seals
often affixed to armour, both for around joints and has a helmet rebreather
ornamentation and to inflict vicious strikes and self-contained air supply. Characters
against any foe that would dare get too with the Vac-Sealed upgrade to their
near the wearer. Anyone that rolls a armour can survive in vacuum (or other
Complication when attacking the wearer in environments with a hostile atmosphere)
melee suffers a Mortal Wound, and the for 6 hours without suffering adverse
wearer is always considered to be equipped effects. After that time, they begin to run
with a Knife. out of oxygen and suffocate.
Upgrades​: Any armor Upgrades​: Any non-Powered armor

Thermal
 

Tools and Wargear


Name Value Keywords

Æthéme Blade 7 Unique Chaos, Heretic, Blade, Primitive

Blasphemous Texts 4 Rare Chaos, Heretic

Cartograph 5 Uncommon Imperium, <Any>

Comm Leach 5 Rare Imperium, Chaos, Adeptus Mechanicus, Dark


Mechanicus

Deadspace Earpiece 6 Rare Imperium, <Any>

Demolition Charge 2 Common Imperium, <Any>

Demolitions Kit 4 Uncommon Imperium, <Any>

Disguise Kit 4 Uncommon <Any>

Explosive Collar and Controller 6 Uncommon Imperium, Chaos

Forgery Kit 5 Uncommon Chaos, Heretic

Grapnel and Line 4 Common Imperium, <Any>

Graffito Paints 1 Common Imperium, Scum

Horn of Chaos 7 Very Rare Chaos, Heretic, Daemon

Injector 3 Common <Any>

Laud Hailer 4 Uncommon Imperium, Adeptus Ministorum, <Any>

Multikey 6 Rare Heretic, Scum

Null Rod 6 Very Rare Imperium, Chaos

Pict Recorder 3 Common <Any>


Promethium 2 Common <Any>

Rendering Apothecarium 7 Very Rare Chaos, Heretic

Ritual Kit 5 Uncommon Chaos, Heretic

Scrap Code Generator 6 Very Rare Chaos, Heretic, Adeptus Mechanicus, Dark
Mechanicus

Signal Jammer 6 Rare Chaos, Heretic, Adeptus Mechanicus, Dark


Mechanicus

Soul Cage 5 Unique Chaos, Heretic, Daemon

Static Generator 7 Rare Chaos, Heretic, Adeptus Mechanicus, Dark


Mechanicus

Torture Kit 4 Uncommon Chaos, Heretic

Khorne Wargear

Bloodskull Pendant 7 Very Rare Chaos, Heretic, Khorne

Collar of Khorne 7 Very Rare Chaos, Heretic, Khorne

Icon of Endless War 8 Unique Chaos, Heretic, Khorne

Skull Mask of Ang’grath 8 Unique Chaos, Heretic, Khorne

Skull Totem 7 Rare Chaos, Heretic, Khorne

Talisman of Burning Blood 7 Unique Chaos, Heretic, Khorne

Slaanesh Wargear

Beguiling Gem 6 Rare Chaos, Heretic, Slaanesh

Icon of Silence 7 Very Rare Chaos, Heretic, Slaanesh

Nightmare Choir 6 Unique Chaos, Heretic, Slaanesh


Pendant of Slaanesh 7 Very Rare Chaos, Heretic, Slaanesh

Rapturous Standard 6 Very Rare Chaos, Heretic, Slaanesh

Shrieking Soul 7 Unique Chaos, Heretic, Slaanesh

Nurgle Wargear

Icon of Seeping Decay 7 Rare Chaos, Heretic, Nurgle

Undead Heart 7 Unique Chaos, Heretic, Nurgle

Tzeentch Wargear

Crown of Prospero 8 Unique Chaos, Heretic, Heretic Astartes, Tzeentch

Golden Eye of Tzeentch 6 Very Rare Chaos, Heretic, Tzeentch

Talisman of Tzeentch 7 Rare Chaos, Heretic, Tzeentch

Vortex Pendant 7 Very Rare Chaos, Heretic, Tzeentch

Drugs (^ indicates drug is addictive)

Alcohol^ 2 Common Imperium

Barrage^ 4 Rare Imperium, Scum

Blue Fire^ 7 Very Rare Chaos, Heretic, Psyker

Cursewine^ 4 Rare Chaos, Heretic

D-Dust^ 7 Unique Chaos, Heretic, Daemon

De-Tox 4 Rare Imperium

Final Kiss 6 Very Rare Chaos, Heretic

Frenzon^ 5 Rare Imperium, Scum


Glimmerdust^ 6 Rare Chaos, Heretic

Lho-Sticks^ 2 Common Imperium, Scum

Manic^ 4 Uncommon Chaos, Heretic

Mortis^ 6 Rare Imperium, Scum

Obscura^ 4 Rare Imperium, Scum

Plas 6 Rare Imperium, Scum

Recaf 1 Common Imperium

Rez^ 6 Rare Chaos, Heretic

Rose^ 4 Rare Chaos, Heretic

Satrophine^ 6 Rare Chaos, Heretic

Scab^ 5 Rare Chaos, Heretic

Slaught^ 5 Uncommon Imperium, Scum

Spook^ 6 Rare Chaos, Heretic, Psyker

Spur^ 4 Uncommon Imperium, Scum

Stimm^ 4 Uncommon Imperium, Scum

Sweetmeats^ 7 Very Rare Chaos, Heretic

Sweep^ 4 Uncommon Imperium, Scum

Diseases

Death’s Grasp 6 Rare Chaos, Heretic, Nurgle

Enfeeble 4 Rare Chaos, Heretic, Nurgle


Festering Shroud 4 Rare Chaos, Heretic, Nurgle

Nurgle’s Breath 7 Very Rare Chaos, Heretic, Nurgle

Æthéme Blade Cartograph


While most blades bearing the title Heretics often operate far from their
“Æthéme” are mere ritual daggers, the normal locales, and cartographs are
eight true blades crafted by Erebus himself essential in allowing them to know exactly
possess incredible power. Many other where they are so that their operations can
servants of Chaos, seeking to possess that unfold smoothly. Able to store data for
power, have attempted to replicate the multiple worlds with several overlays, and
power of the ancient weapons, though only capable of connecting to nearby comms
partial success is possible. However, even systems or orbital satellites, a Cartograph
the imitations carry some power. A gives the bearer his exact current location
character wielding an Æthéme Blade is and heading, as well as geographic features
treated as having a Ritual Kit, and may on the world. The bearer gains +1d to all
make a DN 5 Scholar test in order to open a tests made to navigate while on the surface
hole in reality, allowing instant transport of a planet.
through the warp to any location the
wielder desires, so long as he has been Comm Leach
there before or has specific knowledge of it. A heretical item unless properly
Certain locations, such as vessels shielded consecrated by Mechanicus lackeys, a
by Gellar Fields or holy ground may not be comm leach allows a character to tap into
accessible using an Æthéme Blade’s vox signals or data transmissions. It can also
transportation ability, at the GM’ discretion. copy broadcasts, allowing them to be
If necessary, the blade may also be used as hidden for later retrieval. A Tech interaction
a Knife with the Tainted trait in combat. attack may be required to intercept
encrypted traffic.
Blasphemous Texts
These items can range from dusty scrolls Deadspace Earpiece
and bound scrap-sheets to priceless books Each of these devices can limit high-volume
with vellum or skin pages hinged with sonic disturbances such as explosions by
elaborate locks. The content, though, automatically detecting and dampening the
determines what worth (or threat) such excessive noise down to a tolerable level.
texts present, from mild cautions about Users gain +2d to resist any effects caused
Imperial policy to full-blown heretical by excessive sound, and may add +2d when
screeds, and thus the GM and Heroes trying to Soak damage from Sonic weapons.
should be very clear on the exact contents
Demolition Charge
of these items. Blasphemous Texts grant a
Little more than a block of solid explosives
+2d bonus to relevant Interaction tests such
with a detonator, a Demolition Charge is
as Intimidation, Persuasion, and Deception
ideal for those whose devotion is greater
depending on the text and how it is used.
than their technical expertise. Frequently
used to demolish closed doors, landing
zones, bridges, etc., a single block is controller that can detonate the collar at
generally enough to blow a hole in a single ranges up to one kilometer, killing the
plasteel or rockrete wall. Multiple blocks wearer instantly and causing an explosion
can be rigged together to cause greater like a Frag Grenade to anyone within 4
explosions. While not usable as a thrown meters. The control unit can also remove
weapon, treat the explosion as a weapon the collar but removing the collar without
with the following profile: 16+2ED; AP-3; the controller requires a DN 6 Tech test, DN
Blast (Large). For each extra block beyond 8 if the wearer is the one performing the
the first, increase the ED by 1 up to the dice test.
tier limit. Using 5 or more blocks increases
the Blast to Very Large. Forgery Kit
The perfect accessory for a disguise kit, this
Demolitions Kit can help get a character through the most
These kits are filled with all manners of oppressive of Imperial security checks or be
supplies and materials for crafting used to create “newly found” documents
explosives, including detcord and det-tape discrediting their simpering saints. They can
along with sensory systems to trigger the be used to alter ident cards, create fake
explosion. In the hands of an expert, there work orders, or even produce travel slates
are few Imperial installations that can allowing transport across the Imperium on
withstand what such a kit can produce. official business.
Each kit includes supplies for five
demolition charges, 100 meters of det-cord Grapnel and Line
that burns at a rate of one metre per 10 Grapnels use a small launcher or gas-gun to
seconds, five simple pressure-release fire a hooked or magnetic grapnel,
detonators, and one remote manual connected to the launcher with a coiled
detonator. 100m length of thin but strong line. Once
the grapnel attaches to the desired spot
Disguise Kit such as a rooftop, a character can manually
For those attempting to overthrow the climb the line or activate a powered winch.
hated Imperium, the ability to obscure In an emergency it can also be used as a
one’s true identity is very valuable. A good crude ranged weapon in the same manner
disguise kit can ensure a character does not as a single-shot light crossbow. The
attract the improper attention and perhaps maximum load for most grapnels is 150 kg.
even throws suspicions towards others.
Contents can range from basic makeup and Graffito Paints
prosthetic flesh appliances to elaborate skin Commonly used by hive gangers to mark
dyes, vocal augmentors, and even false their turfs, the vibrant colors of these paint
dermal layering to fool gene scanners. cans provide a striking and fast way to write
words or draw pictures on practically
Explosive Collar and Controller anything, from large insults towards the
Worn by too many of those unjustly Emperor’s servants to murals venerating
imprisoned by their Imperium, these collars the Chaos Gods. While each can contains
serve to keep the so-called “penal only one color of paint, they come in
legionnaires” in check before they are hundreds of different colors, and are cheap
allowed to die for their corpse-god’s enough for even a hive ganger to barely
amusement. They come with a remote
notice the expenditure. Multikey
A multikey is the perfect accompaniment
Horn of Chaos for any character seeking entrance to
Ætheric devices of unknown provenance, locked Imperial doors, the better to pry
Horns of Chaos are usually only seen in the away the secrets hidden behind them.
hands of the daemonic legions. How such Multikeys can open almost all standard
arcane devices came into the hands of locks, making then illegal for most citizens
mortals absent their infernal masters is a to possess for understandable reasons and
mystery to most, but each horn remains a meaning most are carefully hidden away in
potent artefact. A character can use a Horn boot heels or cloak padding. A character
of Chaos to control Daemons, granting him using a multikey gains a +2d bonus to any
+2d to any test used to directly control the Tech test when trying to open locks.
denizens of the Warp. The Horn can be
used during combat as a Full Action where Null Rod
it will force those sanctified against Chaos Imperial psykers are perhaps the saddest
(such as Ecclesiarchy Priests, Grey Knights, examples of how the Imperium denigrates
Sisters of Battle, etc.) to take an DN 5 its slaves; beings who should be unfettered
Willpower test or suffer 1 Shock. Horns of to best realise their powers are shackled
Chaos need not be actual horns, and can and bound to become lapdogs for their
come in various forms, such as decaying lessers. Still, they represent a threat until
bells for the servants of Nurgle, or great war they can be swayed to the true path, and a
drums for those that fight for Khorne. null rod allows those unblessed with psychic
defences to keep their powers in check.
Injector Most often appearing as obsidian cylinders
Most specialised drugs are not in of roughly 30cm crawling with arcane
easy-to-take pill form and require injectors; energies, a null rod can dampen the powers
these can take many forms from cheap of any psykers within 10 meters, causing
low-tech disposable syringes up to them to take all tests to use any psychic
sophisticated hypo-sprays and even powers with a -3d Penalty. They also offer
bio-attuned skin patches. An injector can personal protection from psychic attacks by
hold one dose of any drug, which a increasing the DN of any power that directly
character may administer to themselves as targets the wielder by 3. A null rod also has
two simple actions. Attempting to use an such furious energy that it can be used in
Injector on an opponent who is not helpless combat. Use the following profile: 5+1ED,
is treated as an unarmed attack, and the AP -3.
drug is only injected if the unarmed attack
deals damage. Pict Recorder
Pict recorders can capture images into
Laud Hailer simple still images or holographic video
Bringing the word of truth to the masses imagery, depending on the model, with
requires great volume, and a laud hailer is playback capability on large built-in screens,
the perfect tool. Each can amplify normal perfect for exposing the hypocrisy of
speech levels such that many hundreds can Imperial rulers.
hear easily despite the best efforts of their
minders. Promethium
Promethium is the common name for
Imperial petrochemical-based liquid fuel bonus to all ritual tests (already included in
refined from a variety of raw minerals and table ​Ritual Modifiers​).
ores. It is also the catch-all brand for most
the chemicals that make flamer weapons so Scrap Code Generator
deadly, as it will burn without oxygen and Highly dangerous to possess, this
adheres to targets to excruciating burning mechanism is tech-heresy of the most
effect. It can also be used to create wondrous kind. When coupled with most
improvised anti-personnel explosives and sanctified Imperial machine spirits, it will
bombs, detonating like a weapon with the inflict electronic virus-patterns into the
following profile: 10+1ED; AP 0; Blaze, Blast datacurrents, disrupting the currents and
(Medium), Spread. For each additional unit inducing electronic seizures. The shattered
of Promethium used, increase the ED by 1 remnants of the machine spirit can be
up to the dice tier limit. If 5 or more units reformatted into a more pliable and useful
are used, increase the Blast to Large. If 10 configuration, with new loyalties and
or more are used, increase it to Very Large. functions. This device requires a DN 6 Tech
test to use, but if successful, the machine
Rendering Apothecarium operated on will give up its secrets and
The human body contains a great many obey commands in the future with no test
fluids and organic compounds that are required.
valuable components for arcane rituals or
other ceremonies. Most cultists who Signal Jammer
engage in such practices will construct or As the name suggests, this device acts to
acquire a rendering apothecarium whereby overpower local vox, data or other
a fallen comrade—or better still, the transmissions so that outsiders cannot
remains of a hated Imperial servant—can receive them. When used normally, its use
be broken apart into useful substances such is obvious, such that the transmitting
as tallow fat, sanctification oils, bonemeal, agencies will know they are being jammed.
marrowjuice, and many more delights. One It requires a DN 6 Tech test to configure the
corpse can be rendered into materials that jammer so that the jamming is undetected
will grant a +2d to rituals requiring sacrifice (apart from the inability to contact others).
or profane symbols. The device is rather
Soul Cage
large, and generally must be disassembled
The Soul Cage is a device that could only
to move it.
have been born from the demented mind of
Ritual Kit a Dark Magos—used to trap and hold
Many of those who turn their backs on the daemonic entities before they are bound to
False Emperor gather strength from the their new metal prison. A character can use
more attentive powers in the Warp. To call a Soul Cage as part of any Ritual in which his
on such fickle beings often requires intent is to summon a daemon. This can
ceremonies that frequently require include summoning a daemon that will
materials often difficult to find in many eventually inhabit a Daemon Weapon or
situations. These portable kits contain a Daemon Engine, or even a Ritual that is
plethora of useful exotic and profane items, used to summon a daemon directly into the
such as carving knives, dried blood, skin material realm. The Soul Cage grants a -2DN
parchment, and other blasphemous bonus to the test to summon the daemon.
supplies. Possessing a Ritual Kit grants a +1d At the end of the Ritual the daemon will be
contained within the Soul Cage as long as swells to a luminous red and a faint glow
the Ritualist that trapped the daemon is surrounds the wearer. Slowly he begins to
able to maintain control (via a Daemonic hover as unholy energies wrack his body.
Mastery Test taken every hour the daemon The buildup of power reaches its crescendo
is contained). A trapped daemon can be and the wearer’s arms flail outwards as a
freed intentionally and the Soul Cage can be shockwave of blood-red lightning lashes at
used to channel the daemon towards its all nearby. The wearer collapses to the
original purpose (such as creating a ground as the Bloodskull Pendant returns to
Daemon Weapon). Characters should be its flat black colour, giving the wearer time
careful though, as daemons tend not to like to recover as the bones of his victims litter
being imprisoned against their will. the ground. A character with a Bloodskull
Pendant can activate it as a Full Action,
Static Generator even if the user is in melee. Everyone,
Simple but with obvious effect, this emits a friend or foe, within a 8m radius suffers 1d6
powerful sphere of white noise across plus the user’s Corruption Level in Mortal
commonly used transmission frequencies Wounds. Each individual affected reduces
within 30 metres. Comm devices will not the Mortal Wounds they take by their
function, but it will also be clear to all users Willpower. The character must pass a DN 5
that they are being disrupted and the Toughness test each time he uses the
device can be easily backtraced and located. Pendant, however, or become stunned and
Still, when set on a timer and placed next to unable to act for 1d6 rounds. The Bloodskull
a transmission tower they are effective for Pendant takes 1d6 Rounds to recharge
short-duration sabotage. between uses, and only functions when the
owning character has the Khorne keyword.
Torture Kit
Most Imperial servants are sadly Collar of Khorne
recalcitrant when questioned and require Said to be forged from Khorne’s own rage
persuading to give up information. A skilled and hatred of all psykers, Collars of Khorne
interrogator will call on his tools in cases are gifted only to those that have given
such as these, blades of varying sharpness, their lives to the Blood God. Each protects
needles of all sizes, chemicals and drugs, the wearer from cowardly sorcery or
thermal drills, neural probes, and many psychic powers, and once attached they can
other items to enhance the dialogue never be removed as long as the champion
process. A character with a torture kit gains lives. Khorne’s terrible Flesh Hounds wear
a +2d bonus to Interaction Attacks related them, though when slain their collars return
to interrogating an individual. to their furious master. On rare occasions a
collar is stolen from a fallen warrior, and
these unattached collars are highly desired
Khorne Wargear
by those who have not yet received
Khorne’s attention and attained one for
Bloodskull Pendant themselves. Wearing the Collar of Khorne
Worn around the neck on an ornate brass grants the user the same effects as having a
chain that sizzles with relentless fury, the Null Rod, and weapons with the Force trait
Bloodskull Pendant is as black as night and do not add the psyker’s willpower to
hums with power. On command the black damage against the wearer. If a Collar is
placed on a defenseless psyker the metal Skull Totem
contracts, consigning him to an agonising, Skull Totems are the works of dedicated
choking death. blood-cults across the Warp, usually
created under the express instructions of a
Icon of Endless War Khornate warlord or champion. They
The eight Icons of Endless War were a rare consist of skulls mounted around a thick
collection of devotional symbols and brass rod, with each skull once belonging to
banners that spread throughout the Warp an important or worthy warrior the
several millennia ago. Each one is unique in champion slew. Runes of power are etched
some way, be it a crimson banner of flayed in blood across each skull, and the
skin, a symbol of Khorne that constantly otherworldly power of the Skull Totem
drips blood, or a flaming brass skull that can drives the warlord’s followers into the
never be extinguished. Despite their thickest of fighting. Most Skull Totems no
physical differences, the Icons all act to longer belong to their original
drive minions of Khorne to greater and masters—some may have even had their
more brutal acts of slaughter. An Icon of own skull added to the totem—but they
Endless War is a large banner or icon and remain highly sought after from those
must either be carried in one hand, or looking to command Khorne’s legions. A
affixed to a sturdy backpack. When aloft, all Skull Totem is an icon and must either be
those dedicated to Khorne that can see the carried in one hand or affixed to a suitable
icon may become Frenzied as a free action backpack. When held aloft, the wearer and
and gain +1d to all Attack tests as long as it all those with the Khorne keyword that can
is in their sight. An Icon of Endless War only see the totem may add their Willpower to
functions when a character dedicated to their Speed when making a Charge, and
Khorne carries it. gain a further +1d to Weapon Skill Tests
when making a Charge. A Skull Totem only
Skull Mask of Ang’grath
functions when a character dedicated to
Rumoured to be modelled after the horrific
Khorne carries it.
visage of the Lord of all Bloodthirsters, a
Skull Mask of Ang’grath is a rare and arcane Talisman of Burning Blood
device of ancient and terrible power. It is often said that Khorne cares not from
Hideous to behold, each appears to grant where the blood flows, be it from those
the wearer some of Ang’grath’s skill in who stand against him or with him, and as
combat, turning the wearer into a veritable such there are few that can be said to have
maelstrom of death. A character wearing a gained the specific Favor of the Blood God.
Skull Mask of Ang’grath gains the Fear (4) Most servants of Khorne attempt to die
Trait, or increases the level of Fear caused gloriously in battle, claiming as many skulls
by a character that already has a Fear rating in the name of their God as they can before
by two. It also allows the wearer to become they themselves are slain. However, those
Frenzied as a Free Action and +2d to rare few who Khorne actually protects from
Weapon Skill tests. A Skull Mask of death are sometimes granted a charm that
Ang’grath must rest on flesh and so cannot infuses them with the raw essence of the
be worn with a helmet, and only functions Blood God’s power. Forged from the same
when a character with the Mark of Chaos brass used in Khorne’s throne, these
talent and the Khorne keyword wears it. so-called Talismans of Burning Blood allow
the wearer to focus their aggression and excruciating that most find themselves
the aggression of those nearby to a unable to look away. Any opponent in
bloodboil, reaching levels of slaughter melee with a character who has a Beguiling
unknown to most mortal folk. Once per Gem must pass a DN 5 Willpower test
combat at the start of his Turn, a character before he can take any Actions during his
with a Talisman of Burning Blood can turn. If he fails, he cannot make any Actions
attempt to channel his rage through the but can move as normal. Once passed, the
Talisman as a Free Action. The character character has overcome the Gem and will
must pass an DN 3 Willpower Test, although not suffer its effects again that melee
if he wants the Talisman’s effects to spread encounter.
to his allies then each ally increases the
difficulty of the Willpower Test by +1DN. Icon of Silence
The effects are determined by the number Not all of Slaanesh’s followers delight in
of Exalted Icons the character shifts: sound; some seek the perfection of quiet
where air is refused vibration. Icons of
1​: The character (and allies) may re-roll Silence were forged for this purpose, and
failed damage dice in melee and deal consist of twisted amplifiers and mutated
critical hits on Wrath die results of 5 or 6. sound projectors fuelled by a glistening
purple liquid and the user’s own mental
2​: The character (and allies) gains the above desires. Each creates a disturbing zone of
benefit, and may add -1 to the AP of their utter auditory void where even thoughts
melee attacks. are muffled, becoming faintest of internal
whispers. An Icon of Silence is a large device
3​: As above, but the bonus AP is increased
and must either be carried in one hand or
to -2.
affixed to a sturdy backpack. When
4​: As above, but Critical Hits now occur on activated, all sounds are nullified within a
an 4, 5, or 6. surrounding area equal to the character’s
Willpower times 10m and Damage from
The effects last for a number of Rounds Sonic weapons is reduced by half. Those
equal to the character’s Willpower. Only a without the Slaanesh keyword must pass a
character with the Khorne keyword and the DN 3 Willpower test at the start of each
Mark of Chaos talent can use a Talisman of turn or suffer a -1d to all tests from the
Burning Blood, and any allies he chooses to unnerving void of sound. The Icon only
affect must either be unaligned or have the functions when carried by a character with
Khorne keyword. the Slaanesh keyword, and requires an
Action to activate or deactivate. The Icon’s
disturbing nature offers no aid in Stealth
Slaanesh Wargear tests, however, as those outside the
unnatural zone see vibrant light-ripples as
Beguiling Gem the sounds are violently exterminated.
Any warrior foolish enough to take even a Nightmare Choir
passing glance at the Beguiling Gem is A strange melding of Warp-spawned
instantly assaulted with visions and technology and arcane Slaanesh lore, the
sensations from every debased vice Nightmare Choir is a grotesque assemblage
imaginable. The mental assault is so resembling a large collection of pipe organs.
Worn on the back with a harness, the Slaanesh keyword who can draw line of
leering masks adorning each pipe wail and sight to the standard can re-roll up to 6 dice
moan in an utterly discordant manner. A on failed Willpower Tests and reduce all
character may use a Nightmare Choir once Wounds and Shock lost by 1 (to a minimum
per combat as a Full Action. All those of 1). A Rapturous Standard only functions
without the Slaanesh keyword within 30 when carried by a character dedicated to
metres must immediately take a DN 6 Slaanesh.
Willpower test or become Hindered for 1d6
rounds. The undulating droning also has an Shrieking Soul
energising effect upon its user, allowing him This rare and special trinket emits the
to Seize the Initiative without spending piecing wails of its entrapped souls, such
glory once per combat if desired. Only a that the wearer is completely absorbed
character with the Slaanesh keyword can with the emotional waves crashing upon his
use a Nightmare Choir, and he cannot use a psyche and ignores even his own injuries.
Nightmare Choir and a Doom Siren at the As the character slays new victims, it builds
same time as neither seem to function to a cacophonic crescendo that he can
when in close proximity to one another. unleash as a devastating psychosonic blast.
A character with a Shrieking Soul ignores
Pendant of Slaanesh the Staggered and Exhausted combat
The Pendant of Slaanesh is a powerful effects, and though he still takes Damage
device that once active buries itself deeply from Burning, he can ignore all other
within the wearer’s chest, affixing itself to penalties it would impose and does not
his heart. Each time its host is wounded, the have to test Willpower to act normally.
pendant pulses with unholy energy, infusing Each time the character kills an opponent,
its owner with rage, adrenaline, and the gem consumes the victim’s soul (should
agonising ecstasy. Each time the character he have one) to a maximum containment of
takes damage, he immediately gains +1 six. The consumed soul-energy can be
temporary Agility. At the end of combat, released once per session as a Full Action,
this bonus Agility is lost and the character creating a psychic attack with a radius equal
loses 1 Shock per point of Agility lost. Only to 10 metres for each soul stored. All those
those dedicated to Slaanesh can use a without the Slaanesh keyword within the
Pendant of Slaanesh, and once implanted it shockwave must pass a DN 6 Willpower test
cannot be removed without requiring a or become Staggered for 1d6 Rounds and
bionic heart replacement. reduce their Willpower by 1d3 until the end
of the current Scene. Only a character with
Rapturous Standard the Mark of Chaos talent and the Slaanesh
Infused with the essence of thousands of keyword can use a Shrieking Soul.
followers of Slaanesh who died in blissful
slaughter, the Rapturous Standard
overwhelms nearby allies with feelings of Nurgle Wargear
invincibility, steeling their resolve against all
opponents. Though forms vary, a Rapturous
Standard is often a large banner that must Icon of Seeping Decay
be carried in one hand or affixed to a sturdy Once-proud banners, badges, or other
mighty totems of faith, the Icons of Seeping
backpack. When aloft, all those with the Decay have long since lost any regal visage
and instead drip with the corruption of were thought to have been created long
Nurgle, slowing those that would stand ago during the Great Crusade. Those fated
against him and strengthening those that to possess a Crown find that their abilities
walk the path of filth. An Icon of Seeping further enhanced through the powers of
Decay is large and must either be carried in Tzeentch, transforming them into utterly
one hand or affixed to a sturdy backpack. invulnerable maelstroms of psychic
All characters with the Nurgle keyword destruction. Each Crown grants the wearer
within a number of metres equal to twice +2d to Deny the Witch, and may Deny the
the character’s Willpower count their Speed Witch using 2 simple actions rather than a
as 1 higher and may make a DN 5 combat action. Additionally, the Crown
Toughness Test at the start of each of their grants the wearer *3 AV with the Force
Turns to remove 1 level of Fatigue. All other Shield trait, which doubles to *6 when used
characters within that area count their to defend against psychic attacks. It is
Speed as 1 lower (to a minimum of 1) and designed to interface with and draw power
must pass a DN 4 Willpower test at the start from a suit of power armor or terminator
of each of their Turns or lose 1 Shock. The armor and does not function with any other
Icon only functions when carried by a type of armour or if the wearer lacks the
character with the Nurgle keyword. Tzeentch keyword.

Undead Heart Golden Eye of Tzeentch


Rotten to the core, those implanted with an Golden Eyes of Tzeentch are purported to
Undead Heart become living masses of be fossilized eyes of a powerful Tzeentchian
corruption. As they suffer injury, new daemon, and are said to be able to gaze
afflictions sprout to form layers of beyond the mortal realms of life and death.
scar-flesh, protecting the wearer from harm Those lucky enough to possess one can link
and healing almost any injury. A Heretic his own foresight to the orb. Using a Golden
implanted with such terrible sorcery heals Eye requires a free hand, as the user grips
1d6 wounds at the beginning of each of his the small container tightly. As a Free Action,
turns and is completely immune to the the user may make a DN 3 Willpower test,
effects of poisons, diseases, the need to and for each Exalted Icon shifted, he gains
breathe, most environmental hazards, and +1 to Defense and +1d to Stealth tests until
the Bleeding and Staggered combat effects. the start of his next Turn. A Golden Eye of
Implanting such a device requires a DN 7 Tzeentch will only function when the
Medicae test and takes hours; if the owning character is dedicated to Tzeentch.
character attempting the operation fails, A Golden Eye may only be used once per
reduce the would-be recipient’s Toughness combat, and requires 1 minute in narrative
by 1 as a result of the failed surgery. These time to recharge between uses.
arcane contraptions cannot be removed
without destroying their hosts irrevocably. Talisman of Tzeentch
These strange psychic devices allow those
dedicated to the Changer of Ways to enact
Tzeentch Wargear their master’s will and vanquish anyone
who would dare claim themselves mightier
than his own. Any psyker, friend or foe, that
Crown of Prospero wishes to use a psychic power when within
According to ancient myths, the Crowns 50 metres of a character possessing a
Talisman of Tzeentch must first pass a DN 5 subject are highly prized by the servants of
Willpower Test or suffer a -1d penalty to Chaos for many reasons. Giving a
Psychic Mastery tests for each die result of recalcitrant subject
1 on the failed test (minimum 1) lasting that
same number of rounds. This Test is taken When the same drug is used too often in a
every time they wish to use a power. A short period of time, there is a chance for it
Talisman of Tzeentch has no effect on to have a diminished effect as the user
psykers with the Tzeentch keyword, and will builds up an immunity or tolerance. A
only function when the owning character character using more than one dose of a
has the Tzeentch keyword. drug in a 24 hour period must make a DN 4
Toughness Test for each use after the first,
Vortex Pendant with a cumulative +1DN penalty. Should the
Vortex Pendants come in many forms. test fail the drug has no useful effect and
Some are jewels worn about the neck, further doses have no useful effect for a full
others are ornate silver wristbands, and can 24 hours.
even take the form of golden crowns
covered in microscopic symbols of Excessive drug use can also lead to
Tzeentch. The only common element to a Addiction. Every time the effects of one of
Vortex Pendant is the way they shift in size, the drugs indicated as Addictive wears off,
colour, and dimension--endlessly changing the user must take a DN 3 Willpower test
their form, sometimes imperceptibly like with a cumulative +1DN modifier for every
the hands on a clock. When used against an dose taken in the last week. Failure means
enemy psyker, however, a Vortex Pendant the user is Addicted.
can rip into the target’s mind, tearing his
Whenever the character must go for more
psyche apart and leaving him powerless.
than a single day without indulging their
The psyker must have line of sight to his
addiction, they begin to suffer withdrawal.
target in order to use a Vortex Pendant. It
Every day the character goes without, they
requires a Full Action, and is activated by
must make a DN 3 Willpower test or suffer
the wearer making an Opposed Willpower
a cumulative +1DN penalty. The penalty is
test with the target at -2d. For every Exalted
eliminated as soon as the character
Icon the character shifts, the target will lose
partakes of their addiction. If the
the ability to use one psychic power he
cumulative penalty exceeds the Tier limit,
possesses for the remainder of the
the character lapses into a coma until they
encounter. Randomly determine what
get to indulge.
psychic powers are lost. A Vortex Pendant
has no effect on those without the Psyker The character (should he so choose) can
keyword, and when used by a character overcome the Addiction by passing DN 6
without the Tzeentch keyword, the tests for both Willpower and Toughness
character’s penalty to the opposed test is over the course of at least 1 month in which
-3d instead. the character abstains from the drug.
Taking the drug during this time means the
character must start over from the
Drugs
beginning.

Substances that alter the physiology of a


Alcohol Blue to hive gangers, blue fire comes as
Alcohol is perhaps the oldest drug used by small crystals that shine as if they had
mankind and perhaps the most diverse in absorbed the sky on a perfectly clear day.
form. As mankind moved across the galaxy, When dropped in a vessel of water they
discovering new plant life, even more dissolve, releasing a heatless flame of an
methods of fermentation were invented. In even stronger hue. Users quickly breathe
its cheapest form, rotgut booze is the the cold fire into their lungs, where it
catchall term for the foul tasting but rapidly travels in shivering tingles through
powerful brews that are also useful as the nerveways to the brain, lighting their
industrial solvents and impromptu eyes into glowing sapphires and igniting
explosives. More refined distillations such psychic consciousness.
as amasec and raenka represent the other Effects​: Blue fire lasts for 1d6 rounds and
end of the spectrum and are usually allows the user to reroll any failed dice on
reserved for the foppish elite rather than Psychic Mastery tests made during that
the workers who toil to produce them. time. His soul burns brighter than normal
Effects​: The drinker gains +1 to Toughness during this time, however, and he must add
and may also be used in some first aid 1 Wrath die to all Psychic Mastery tests.
situations to deaden pain or cleanse a Side-Effects​: The user must make a
wound. Corruption test (DN 3). Blue fire is addictive.
Side-Effects​: Users may suffer from
drunkenness if they are not wary, and must Cursewine
take an DN 3 Toughness Test after imbibing. Imbibed as part of dark rituals, Cursewine is
Failure means they suffer a -1 to Agility, an insane combination of dangerous
Intelligence, Willpower, and Initiative for chemicals and fine wine. The power of the
1+1d6 hours. If the failure involved a mixed chemicals and alcohol reportedly
Complication, they black out for 1+1d6 grants the Favor of the Warp, but the risk is
hours. Alcohol is Addictive. incredibly high.
Effects​: Cursewine grants a +3d bonus to
Barrage performing a Curse.
Barrage enhances the users physical Side-Effects​: Cursewine is extremely
abilities to super-human levels for a short poisonous and, when ingested, the
period of time but rapidly causes damage to character suffers 1d3 Mortal Wounds and
the strained flesh. becomes Poisoned as if by a weapon with
Effects​: The character gains +3 Strength and the Toxic (3) trait. Cursewine is Addictive.
+3 Toughness for a number of rounds equal
to his base Toughness. D-Dust
Side-Effects​: Once the effect has worn, off Though its full name is daemon dust, few
the character suffers 1d6 temporary use that term openly as loyalist ears may be
Strength and Toughness damage listening. Others call it bone, for legend has
(recovering 1 point of each per day) and it that this chalky white powder flecked
becomes Staggered for 1d6 rounds. Barrage with pink threads is the milled remains of
is Addictive. those beings not native to this reality. Still
others claim it is the dusty residue they
Blue Fire exhaled in deep panting breaths, burning
Also known as Cerulean Flames to the the air with the warp-energies running
nobility and other social elites and simply through their unnatural lungs. Those who
sell it only smile softly, knowing that those suffocated, Final Kiss has an exquisite
wise enough to learn the truth are wise bouquet of despair and desperation.
enough never to use it. A dose of “dust” or Effects​: Final Kiss counts as alcohol that
“d” is commonly inhaled through the never causes drunkenness. It allows the
nostrils or rubbed into the gums and acts character to re-roll all failed dice on
quickly, transporting the arcane energies Toughness tests for a number of hours
throughout the body. equal to ½ his Toughness.
Effects​: D-dust lasts for 2d6 rounds. The Side-Effects​: None.
user must make a DN 5 Willpower test to
keep the drug under control; if successful Frenzon
the user gains the Daemon keyword and The generic name for a variety of combat
may soak Mortal Wounds, and soaking does drugs often used within penal legion units,
not cost them any shock. If he shifts 2 frenzon is also used by underhive
Exalted Icons, he also gains the ability to pit-fighters and mercenary kill-teams. Once
turn incorporeal; if he shifts 3 his unarmed administered, the subject becomes fearless
attacks also gain the Warp Weapon trait. If and fanatical in combat.
he fails his body is wracked with terrible Effects​: The character becomes Frenzied for
contortions; he falls to the ground stunned 2d6 minutes.
for the duration and must make a Side-Effects​: The character suffers a -1
Corruption test (DN 3) every round it lasts. penalty to Intelligence. Frenzon is Addictive.
If the failure involved a Complication, he
Glimmerdust
gains one Minor Mutation as well.
Cultivated from the nests of Glimmerwings,
Side-Effects​: D-dust is Addictive.
this highly addictive drug fortifies the user
De-Tox against the machinations of psykers.
A common component in many combat kits, Effects​: The character gains +1d to all tests
this powerful drug can negate the effects of made to resist Psychic Powers for a number
most dangerous toxins if administered fast of hours equal to his Willpower.
enough. Side-Effects​: Whilst under the influence of
Effects​: A dose immediately ends the Glimmerdust, everything appears blindingly
ongoing effects, both positive and negative, bright and more colourful than usual. The
of any drugs, toxins or gases affecting the character suffers -3d to all Awareness tests
character (unless the effect states that until the drug wears off. Psykers that take
de-tox is not effective against them). this Drug cannot cast their powers at the
Side-Effects​: Using de-tox is both painful Transcendent level until the drug’s effects
and debilitating, causing such subside.
unpleasantries as expulsion of fluids from
Lho-Sticks
almost every bodily orifice. Upon taking this
A commonly-used mild narcotic, lho is made
drug, a character is staggered for a number
from dried plant leaves, which when set
of rounds equal to 1d6+1 minus his
alight produce a smoke that carries the
Toughness. A result of 0 or less means the
addictive drug into the lungs. The leaves are
character suffers no ill-effects.
wrapped with special papers or whole
Final Kiss leaves to create a stick, easy to carry and
Distilled from the last gasps of chaste easy to use. Some users make their own
Imperial servants as they are slowly (perhaps not trusting others in this matter)
while most use mass-produced sticks. Obscura can be ingested in a number of
Higher-end versions may be made from ways from injection, inhalation, skinpatch,
compressed whole leaves wrapped and more.
together into a thicker stick, or instead use Effects​: Obscura users enter a pleasant
special pipes to hold the burning leaves. dream-like state for 1d6 hours (if required
Effects​: Inhaling lho puts the user in a mildly to engage in combat consider them
relaxed state for 1d6 hours but otherwise Hindered and Staggered.
has no in-game effects. Side-Effects​: Once they wake, they enter a
Side-Effects​: Lho is Addictive. deep depression for 2d6 hours unless
another dose of obscura is taken. Obscura is
Manic Addictive.
A Favorite of depraved princelings, Manic
induces exactly the emotional state its Plas
name suggests. Feelings and sensations Most wastrels of the nobility use this
become exaggerated and uncontrolled as biomorphic chemical to mildly alter their
the user feels a sense of boundless energy. facial features for such frivolities as
Effects​: The character adds +3d to any romantic assignation or humour. Others
Willpower-based tests, ignores any apply it in stronger doses to let them meld
penalties due to being lightly or heavily their flesh more painfully, rearranging the
wounded, and cannot be Pinned. These flesh into new forms and new identities for
effects last for 4d6 minutes. clandestine rendezvous or other more
Side-Effects​: Once the drug wears off, the serious applications.
character falls unconscious for 1d6 hours Effects​: When applied to the skin, plas
unless he can pass a DN 5 Toughness Test. softens it to the consistency of soft wax for
Manic is Addictive. roughly five minutes, allowing the user to
reshape it into new forms. Multiple
Mortis applications allow even the flesh
Mortis acts to shut down metabolic underneath to be moulded but with intense
processes to a near death level, rendering pain. This gives the subject a +3DN penalty
the user a corpse to all but the most against any Awareness tests to determine
dedicated of examiners. his true identity and +3d to Deception tests
Effects​: Users who have taken Mortis are so to fool anyone into believing the false one.
near death for the following 5d6 minutes Side-Effects​: Plas will gradually wear off
that any tests to determine the user’s status over 3+1d3 days, causing pain proportional
suffer a +3DN penalty, with failure to the extent of modification.
indicating the user is dead.
Side-Effects​: Mortis is Addictive. Recaf
Technically not a drug, this popular
beverage does contain natural chemicals
Obscura that act as a mild stimulant. As it is primarily
One of more common illegal narcotics, made from native ground and boiled plant
obscura is widespread due to the many leaves, the flavour and effects will vary
smugglers and distributors operating across depending on the world of origin (and
Imperial space and beyond. As an old and sometimes even depending on the locale on
established drug, the effects have become the planet). Recaf has no in-game effects.
standardised and are relatively dependable.
Rez Most users become Shells of their former
This unnatural drug is also known as selves, and some believe that the Warp
resonate. Users emit a balm of soothing itself drains the user’s soul as they slip
psychic energies, placating denizens of the deeper and deeper into Satrophine
aetheric realms and calming unruly Warp addiction.
disturbances. Only few care to know how it Effects​: The character gains +3 to Agility,
is made, as only the most powerful of slain Perception, Strength, and Toughness for 1
sorcerers can provide the raw ingredients. hour.
For it is their ground bones, especially from Side-Effects​: Characters addicted to
those who summoned but were consumed Satrophine do not suffer normally from
by daemons, that make up each dose. withdrawal. Instead they gain 1 Corruption
Effects​: Rez requires a DN 3 Willpower test point every day until they take their next
to activate after taking a dose and lasts for dose. Satrophine is Addictive.
10 minutes plus 10 minutes for every
Exalted Icon shifted. During that time, the Scab
user may subtract 2 from any rolls on the Scab is a Favorite drug for those who follow
Perils of the Warp table he makes. the Lord of Plagues. Each dose of the thick
Side-Effects​: Failing the Willpower Test purplish liquid worms into the user’s body
forces a roll on the Perils of the Warp table. with the sickening sensation that the
Rez is Addictive. gelatinous mess is somehow alive. For one
hour the skin turns a sickly greyish-green
Rose and crusts over.
Many a Chaos worshipper has had to depart Effects​: Though the user looks deathly ill,
from the strict confines of Imperial society the drug actually gives him +1 to Toughness
as their desires for new sensations become for one hour. Multiple doses do not stack.
too extreme. For such adventurers, Rose is Side-Effects​: Every use past the first in a 24
the drug of choice, as it heightens all hour period reduces the user’s Agility by
sensory input to a thrilling degree. The 1d3 (recovering 1 point per day) as the user
slightest touch becomes a razor’s caress, is wracked by crippling pain. Scab is
the softest whisper a sonic dagger of Addictive.
delight.
Effects​: A dose of rose lasts for roughly Slaught
three hours. During that time the user gains Also known as “onslaught,” this drug
the ability to see in the dark and gains a +2d heightens awareness and improves reaction
bonus to Awareness tests. time, speeding up the user but causing
Side-Effects​: If the user ever passes such a fatigue and neural damage with prolonged
test with a 6 on the Wrath Die, however, he use.
becomes overloaded by sensations and Effects​: A dose grants the user +3d to Agility
must take a DN 4 Willpower test or become and Awareness tests for 3d6 minutes.
unable to take any action for 1d6 rounds. Side-Effects​: After use, the user must take a
Rose is Addictive. DN 4 Toughness Test or suffer a -2d penalty
to Agility and Awareness tests for 1d6
Satrophine hours. Slaught is Addictive.
Satrophine is a tremendously powerful drug
that enhances the user’s reflexes, strength, Spook
and endurance, but does so at a dire cost. Spook is one of the more illegal drugs in the
Imperium, for it allows the user to Effects​: Each dose lasts 3d6 minutes, during
temporarily augment or channel that most which the user cannot be Staggered and
dangerous of abilities—psychic powers. ignores any loss of Shock.
Effects​: The character gains a random Side-Effects​: After Spur wears off, the
power generated from the table below. character suffers a -2d Penalty to
Characters without the Psyker keyword Toughness and Agility-based tests for one
manifest the power by passing a DN 5 hour and loses one shock for every two they
Willpower test. Characters with the Psyker would have lost while the drug was active.
Trait also gain +2d to Psychic Mastery tests, Spur is very Addictive, and tests to resist
but must add +2 to any rolls made on the Addiction must be taken at a +1DN penalty.
Perils of the Warp table. The effects of
Spook last for 1d6 hours. Stimm
Side-Effects​: characters without the Psyker Stimm provides short-term energy and
keyword must pass two Corruption tests stamina to users, allowing them overcome
(DN 4) once the drug takes effect as their pain and bodily harm in order to keep
mind is exposed to the horrors of the Warp. fighting no matter what.
Spook is Addictive. Effects​: On a successful Medicae test,
Stimm restores 1d3+6 Shock rather than
Roll (d66) Minor Power 1d3+3.
Side-Effects​: Stimm is Addictive.
11-13 Chameleon
Sweetmeats
14-16 Compel
Sweetmeats are made from the harvested
21-23 Create Flame progenoid glands of captured loyalist Space
Marines, deliberately removed prior to their
24-26 Dull Pain
death. Carefully soaked in rare oils and
31-33 Fortune slowly roasted as the dying Space Marine
watches, such delicacies are sometimes
34-36 Inflict Pain seen as insulting to Chaos Space Marine
41-43 Levitation Legions desperate to use them for creating
new members, but for true gourmands this
44-46 Phantom Grip is of little concern.
51-53 Shove Effects​: Each morsel consumed quenches a
hearty appetite and the character recovers
54-56 Voices 4 wounds at the start of his turn for 1d6
61-64 Roll twice, gaining both Powers rounds.
Side Effects​: Sweetmeats are Addictive.
65-66 Pick any one power and gain 1d3 CP
Sweep
Sweep is a bizarre chemical commonly used
Spur to cure addiction to other drugs. Ironically,
Spur is a powerful stimulant that increases Sweep is itself quite addictive, and dulls the
overall stamina, ideal for nasty firefights or senses of those who consume it.
assaults where a quick burst of energy is Effects​: A single dose of Sweep allows the
literally a lifesaver, but with a serious character to remove any addictions he
depressive crash occurring afterwards. currently has. Note it does not eliminate
any other side effects a drug may impart. boiling the water causes infection.
Side-Effects​: The character suffers -1d to all
Agility and Awareness tests for 1d6 hours. Foodborne​: The disease lives in food,
Sweep is Addictive. Removing an addiction infecting anyone who eats it without
to Sweep has a +2DN penalty to both tests. properly cooking it, spreading to any food
Sweep cannot be used to cure an addiction stored near it.
to Sweep.
Animalborne​: The disease is carried by one
or more species of beasts, birds, or insects,
Diseases and is spread by their bite or from eating
food the animal has eaten from.

Nurgle’s tallymen spend hours upon hours Generally, once infected, the character
seeking out and cultivating the most dire must make a DN 4 Toughness test (the GM
diseases that can be found, and many rolls this test in secret), to determine if the
servants of the Plague God desire to acquire disease is able to cause symptoms. If
samples of his most virulent and disgusting successful, the disease was defeated by the
maladies. Diseases are acquired in sealed character’s immune system and he is now
capsules that contain 5 doses of the unable to be reinfected until the disease
disease, 1 dose being enough to infect a has mutated enough. Whether he resists
single person. the disease or the disease runs its course,
he receives +2d to resist the disease in the
How one contracts a disease is based on its future.
Vector​. Examples include:
The disease’s ​Onset​ is how long after
Airborne​: The air around those infected is infection it takes for symptoms to manifest.
filled with pathogens, spread as they A character is infectious starting 1 hour
breathe. Anyone within the designated from the moment he is infected, but he may
range of an infected person is at risk for be invisibly spreading the disease even
infection, but environmentally sealed armor before he knows he is infected. This is part
offers full protection so long as the armor is of what makes a disease so much more
intact. insidious than a mere toxin.

Bloodborne​: The disease is spread through The ​Treatment​ of a disease describes what
the bloodstream or other bodily fluids. efforts can be made to mitigate the effects
Contact with the target’s blood, spit, feces, of a disease, and how long it lasts if
etc. can cause infection. A wounding hit untreated.
from a weapon that is covered with a
Bloodborne disease causes infection. Dried Altering a disease takes time and effort, but
fluids cease to be infectious. can be done. It requires a DN 7 Medicae
test, over the course of at least 1 week, and
Waterborne​: This disease lives in stagnant only one dose may be altered at a time.
water and other locales. Entering water Success means that the disease has been
infected with this disease without altered. This can mean that it now has a
environmentally-sealed power armor or slightly different effect, can use a different
drinking from the water source without Vector, or characters previously immune
are now no longer immune. All alterations
are at the GM’s discretion and should be keyword can be infected by this Disease,
approved ahead of time. Failing to alter a but can still recover shock naturally as
dose means one of three things. If the normal while infected.
failure did not involve a complication or a 6 Treatment​: Curing Death’s Grasp requires
on the wrath die, nothing happens, the constant rest for at least a week, at the end
character has simply wasted his time. If the of which the character may make a DN 3
failure involved a Complication, roll a d6. Toughness test; if he succeeds, he recovers,
On a 2-6, the disease was killed by the but if he fails, he remains infected and loses
character’s experimentation, and the dose 1 Shock.
he used is lost. On a 1, he accidentally
infects himself with the disease. If the Enfeeble
failure involved a 6 on the Wrath Die, he Enfeeble is a brutal malady that slowly
has failed to add the alteration he desired, corrodes the victim’s bones. Many of
but he has instead altered the disease in an Nurgle’s most dedicated devotees inject
unexpected way. The GM changes one themselves with the virulent plague, seeing
aspect of the disease. death as the ultimate expression of
devotion.
Growing more of a disease is much easier Vector​: Bloodborne
than changing it. By using at least 1 dose of Onset​: 1d3 days
the disease, one can incubate it in small Effects​: A character infected by Enfeeble
containers of broth or other mediums, has his Agility reduced by 1 each time he
maintaining its favored conditions in order takes a full action or a move and combat
to encourage it to multiply. A character action during one of his turns during
must make a DN 4 Medicae test in order to combat, or whenever he takes strenuous
incubate a disease over the course of the action outside of combat. Characters with
week. At the end of the week, if successful, the Nurgle keyword suffer the effects of this
the disease’s quantity doubles; 1 dose Disease as normal, though they rarely view
becomes 2, 4 becomes 8, and so on. You it as “suffering,” instead revelling in the
culture 1 additional dose of the disease for wracking affliction.
every Exalted icon you shift for that Treatment​: To be cured of Enfeeble, a
purpose. character must allow his Agility to recover
naturally (he regains 1 each day the
character takes no actions but to rest). A
DN 4 Medicae test made by another
Death’s Grasp
doubles this rate of recovery.
Victims unfortunate to contract Death’s
Grasp live a pathetic life at the very edge of Festering Shroud
death. Sapped of all energy, any task they Festering Shroud is an insidious blight first
perform might be their last. encountered by voidship crews.
Vector​: Airborne (3m) Exceptionally contagious, those that
Onset​: 1d6 hours contract the disease find their bodies
Effects​: A character infected with this converted into chimneys of pestilence,
Disease cannot recover shock naturally. If a spreading a vile miasma wherever they go.
character becomes Exhausted due to being Vector​: Airborne (7m)
at 0 Shock while infected with this Disease, Onset​: 1d3 hours
he perishes. Characters with the Nurgle Effects​: A character infected by Festering
Shroud constantly emits an unnatural green Onset​: 1d3 hours
fog that spreads around him in a 7-metre Effects​: A character infected by Nurgle’s
diameter cloud. At the end of each 24-hour Breath gains a new attack with the
period for which he has the disease, a following profile: 10+1ED; AP 0; 10m; Pistol,
character must make a DN 4 Toughness Spread, Toxic (5). This attack never runs out
test; if he fails, his flesh putrefies, collapsing of ammunition, but if the character ever
in on itself in a vile torrent. Whenever rolls a Weapon Jam complication, he
another character enters the cloud without immediately explodes in a disgusting
environmentally sealed armor, he becomes shower of pus and slimy gore. Obviously, he
infected. Characters with the Nurgle dies, and each character within 28 metres
keyword can carry this Disease but subtract suffers an immediate hit from the weapon.
2 from the roll on the Critical Hit table. Any character who fails a Toughness test to
Treatment​: Curing Festering Shroud resist the Toxic trait from Nurgle’s Breath
requires constant rest for at least a week contracts the Disease. Characters with the
and a successful DN 4 Medicae test on the Nurgle keyword suffer the effects of this
part of the character or a healer. Disease as normal, though they rarely view
it as “suffering.”
Nurgle’s Breath Treatment​: Curing Nurgle’s Breath requires
Sometimes seen as a boon, Nurgle’s Breath constant rest for at least two weeks and a
is popular among many Plague Cults for its successful DN 6 Medicae test on the part of
ability to propagate quickly. However, those the character or a healer.
who understand the infection know that
death lurks around the corner each time the
afflicted use this most contagious “gift.”
Vector​: Bloodborne

Cybernetics

Name Value Keywords

Cybernetics

Mechatendril Hive 7 Very Rare Chaos, Heretic, Adeptus


Mechanicus, Dark
Mechanicus

Mechatendril Hive Mechatendril Hive gains +2d to Tech tests


A whirring array of smaller mechadendrites, involving building, repairing, or
a Mechatendril Hive grants the operator disassembling machines and other
significantly enhanced abilities when technology. He is also always considered to
manipulating technology, but can also use be equipped with a weapon with the
the cruel implements on the end of each following profile: 10+2ED; AP 0; 2m [M];
mechadendrite to ravage his enemies and Parry, Ignores up to +2ED of penalties when
block attacks. A character equipped with a
making melee multi-attacks. 

The Hellforge
 
Of the many tools available to the servants favor the Daemon’s form, then the step to
of the Ruinous Powers, few are as powerful acquire materials can be skipped.
or dangerous as those that involve
After acquiring the materials or the item,
Daemons. While Daemon Weapons and
make a Tech test, DN being the base value
Daemonforged Armor provide
of the item, duration being based on the
extraordinary protection and grant other
item’s rarity, as listed below. At the end of
abilities, and a Daemon Engine is an ally any
the designated time frame, if the test is
would be happy to have, one should
successful, then the item has been
remember that Daemons actively despise
successfully created. Record the number of
being controlled by humans. Therefore,
Exalted Icons available to shift, as each one
crafting such a piece of wargear and being
shifted grants a +1d bonus to the ritual used
able to use it are two separate things.
to forge the Daemon into the weapon.
Icons shifted to reduce the time taken are
Wrought With Purpose not available to shift for the Wrought With
Purpose modifier.

While any item can be infused with the Rarity Time Needed
essence of a Daemon, the Daemon prefers
a shape pleasing to it, a form that includes Common 1 day
symbols of its patron god, or perhaps
Uncommon 1 week
designed to make its abilities more
effective. Rare 1 month

Regardless, it is easier to coax a Daemon Very Rare 3 months


into a piece of wargear that has been
Unique 1 Year
crafted or reforged into a new shape. If
starting from scratch, the first task is to
acquire the materials. Determine the total Legacy of Slaughter
DN needed to acquire the item, and then
halve it. This becomes the DN of acquiring As an alternative to creating a weapon that
the materials. If the desired item is already is custom-made for the Daemon, one can
in hand, and needs only to be shaped to seek out a weapon that has a dark history,
whose psychic echoes are sympathetic to
those sensitive to such things. A dagger which point he may re-attempt the test. If
bathed in the blood of hundreds of successful, he may wield the weapon
assassinations might be favored by a normally.
stealthy Daemon of Slaanesh, and a scythe
At points in the future, at the GM’s
once held by a champion of Nurgle would
discretion, the Daemon within may attempt
naturally interest a Plaguebearer.
to assert control, forcing another ​Daemonic
Finding such an item is of course, difficult, Mastery Test​. Examples of when this should
and can take quite some time to take place include:
accomplish. When a candidate has been
● When the bearer is knocked
discovered, a DN 7 Psychic Mastery test
unconscious or otherwise rendered
must be made to appraise the presence,
helpless
absence, and strength of any emotional
● When the bearer’s Willpower is
charge. Many factors can be important,
damaged or reduced
such as the bond between a wielder and a
● When the bearer takes actions that
weapon, or important events a suit of
are in opposition to the goals of the
armor was present at, but basking in the
Daemon’s patron god
afterglow of a soul is one of the fastest and
strongest ways to create such a vessel.
Daemonic Weapons and Armor
Note that Armor, as it cannot be used to
kill, cannot possess a bonus due to Legacy
of Slaughter, but armor never used in battle After creating a weapon or suit of armor, it
that has not seen death gains the “Legacy of is fundamentally changed in many ways.
Slaughter: Weapon has never drawn blood”
penalty. ● If a Weapon, the base DR of the
weapon is increased by half the
Daemon’s Willpower modified by
Wielding the Daemon Binding Strength. Its AP increases to
this amount, maximum AP-5.
● If Armor, the AV provided is
When a character first picks up a Daemon
increased by half the Daemon’s
Weapon or puts on a suit of Daemonforged
Willpower modified by Binding
Armor, he must make a ​Daemonic Mastery
Strength.
Test​. This test is not modified by any Ritual
● The item gains one or more
Modifiers, like similar tests made during
Weapon/Armor Attributes (covered
rituals, but rather the Binding Strength of
later in the chapter).
the wargear.
● A ranged Daemon Weapon produces
If he fails, he is controlled by the Daemon its own ammunition. Start each
for the Daemon’s Willpower in rounds, at session with an additional Reload,
that may only be used by the While Daemonforging, it is important to
Daemon Weapon. If out of reloads, understand that power is not everything. A
the weapon may still be fired Daemon almost completely unrestrained
(though not for any actions that grants intense power to the weapon.
require a Reload be spent), and it is However, it is much harder to control than
never affected by Out of Ammo or one whose power is sealed.
Weapon Jam complications.
While creating a piece of Daemonic
● Daemonforged Armor cannot gain
Wargear, the Ritualist must decide on the
sustenance by slaughtering enemies,
Binding Strength​. The Binding Strength may
and so must be fed. For each day
not be higher than the Daemon’s
without a soul being fed to it, reduce
Willpower, but it must be at least 1. In
the AV provided by the Daemon by
effect, the Daemon’s Willpower is
1. For each day after the AV hits 0,
considered to be reduced by the item’s
make a ​Daemonic Mastery Test​.
Binding Strength for all purposes. For
Feeding the armor a soul resets the
example, if a Daemon with a Willpower of 5
AV to full. If a suit of Daemonforged
was bound in a weapon with Binding
Power Armor is starving in such a
Strength 2, it would be treated as if it had
manner, it will deal a Mortal Wound
Willpower 3. This, of course, makes
to the bearer each day as it fights
Daemonic Mastery Tests​ easier, but
him physically using the servos in
reduces the overall strength of the weapon.
the armor.
● Daemonic Wargear is remarkably
resistant to damage. If subjected to Daemonic Attributes
an effect that would damage or
destroy it, roll a d6. The wargear is
only affected on a die result of 1. An item containing a Daemon is twisted and
Regardless, damage to a Daemon shaped by the creature that inhabits it, and
Weapon that does not destroy it is either consciously or unconsciously, it
repaired over time. makes the item more effective. When
● If the item is somehow destroyed, generating a Daemon Weapon or
roll on ​Perils of the Warp​. If a Daemonforged Armor, first determine how
Daemon manifests because of this, it many Daemonic Attributes it has. Those
is the Daemon in the item, who is created using Lesser Daemons or Daemonic
not happy at its bearer. Otherwise it Beasts should have 1 Attribute. Those
simply returns to the Warp. containing Heralds should have 2. If a
Ritualist somehow successfully binds a
Daemon Prince or Greater Daemon into a
Binding Strength weapon or suit of armor, it has 3 Attributes.
Attributes are split into those suitable for
armor and those suitable for weapons.
UNALIGNED WEAPON ATTRIBUTES
When generating either, the Ritualist may
roll either on the table associated with the Accursed
Daemon’s patron god or the Unaligned The Daemon bound within this weapon is
table, but at least one Attribute must be terrifyingly powerful, almost too powerful
rolled from the former. Unaligned weapons to be contained in this way. The creature’s
and armor can only roll from the Unaligned fury at being bound into an inanimate
tables. When rolling for the first Daemonic object, and the inhuman hatred it feels for
Attribute, half the Daemon’s Willpower all mortals, result in the weapon becoming
may be added to the tens value of the d66 far deadlier than it would normally be.
roll. For example, a Daemon with Willpower Effects​: A weapon with this attribute
4 and Binding Strength 1 would increase a increases its ED by half the Demon’s
d66 result of 43 by +3, to 73. To account for Willpower, and adds +1 to the die result of
especially powerful Daemons or each ED (this stacks with traits like Brutal
exceedingly good rolls, the tables list values and Rad).
higher than 66.
Howling
If a weapon or armor already has an ability, The Daemon’s displeasure manifests as a
or if it would not be appropriate for the savage, unsettling howl whenever the
type of weapon it is, you may reroll the weapon is used. The sound is one not
result. swiftly or easily forgotten, and those who
hear it fi nd that it haunts their nightmares,
accompanied by fleeting glimpses of the
Unaligned Daemonic Attributes creature that created that terrible noise.
Effects​: A weapon with this attribute grants
d66 Weapon Armor
the wielder the Fear (3) ability (or increases
11-16 Voidchill Eternal Embrace any Fear he may already have by +2) on any
turn where he attacks with the weapon.
21-26 Vicious Hellflesh

31-36 Piercing Deathwhisper


Impervious
The Daemon within the weapon is a
41-46 Wounding Warpfueled powerful creature indeed, unconcerned by
51-56 Impossibly Sharp Bound in Blasphemy the trivial blows of mortal weapons. This
unholy resilience is conferred not only to
61-66 Impervious Impervious
the weapon, but to the wielder as well, who
71-76 Howling Unreality will find that the attacks of his enemy will
81+ Accursed Soul Trap
be deterred by the shifting energies of the
warp.
Effects​: A weapon with this attribute grants trait, then it gains the Penetrating (4) trait,
the wielder the benefits of a Force Field or increases any existing Penetrating value
with AV equal to ½ the Daemon’s Willpower by +4.
with the Force Shield trait. Roll 2d6 each
Voidchill
time the wielder is hit; on doubles, roll on
The Daemon bound within this weapon is
the ​Perils of the Warp​ table.
content to sit out its imprisonment with
Impossibly Sharp nothing but patient malice and cold
Sharper than the keenest mono-edge blade, detachment. So icy is its demeanour that
these weapons glide through armor with the weapon it inhabits plunges to
contemptuous ease. The creatures bound impossibly cold temperatures and bears
within these weapons hold the protection with it an aura of killing cold.
of mortal armor in the greatest of scorn, Effects​: Whenever a weapon with this
honing their edges to impossible sharpness. attribute inflicts a wounding hit, reduce the
Effects​: A weapon with this attribute has Toughness of the target by 1 until the end
the Warp Weapon trait. of the current scene.

Piercing Wounding
The Daemon within this weapon seeks flesh Dark splinters mar the edge of this weapon,
eagerly, desiring only to rend and tear at or form from its ammunition, or otherwise
skin and muscle, and to shatter bone. Its find their way into the wounds this weapon
vile urges lead it to drag itself deep into the inflicts, working their way deep into the
bodies of those it wounds, injuring them flesh of the enemy, driven by the bound
greatly. Daemon’s spite. These slivers of hate do
Effects​: Whenever a weapon with this little alone, but can cause agonising pain if
attribute inflicts a Critical Hit, add ½ the the victim moves too swiftly.
Daemon’s Willpower to the tens die when Effects​: Any that take a wounding hit from a
rolling for critical effects. weapon with this attribute suffer a Mortal
Wound if they move more than their speed
Vicious
in a turn. This lasts for the Daemon’s
This weapon is twisted, barbed, and
Willpower in rounds.
serrated in ways that make it seem
particularly savage. Powered melee UNALIGNED ARMOR ATTRIBUTES
weapons growl or hiss with an animalistic
Eternal Embrace
malice, while guns snarl and bark as they
Like a hard outer carapace, the armor has
fire. Weapons so altered cause vicious
woven itself into a protective singular unit
wounds, faintly and impossibly reminiscent
as to keep the physical world at bay. This
of those caused by a wild animal.
just happens to have positive benefits for
Effects​: A weapon with this attribute gains
the bearer.
the Brutal trait. If it already has the Brutal
Effects​: The armor is environmentally trait if it does not have it already, or
sealed, and so long as the Daemon is increases the value of that trait by +2 if it
providing even one bonus point of armor, does. The character’s unarmed strikes gain
the Daemon can sustain (food, water, air) AP -2.
the character indefinitely. In addition, if the
Bound in Blasphemy
wearer takes a Critical Hit, reduce the tens
Defiance is always the nature of
die result by 1 when rolling for critical
Daemonkind. They chafe at all restraint and
effects.
seek not to be curtailed. So bound in one of
Hellflesh the most confining of hosts, the Daemon
The armor moves and bends as if made of expresses its indignant rage in rebellion
flesh and bone. The Daemon has made the against the material universe and its laws.
armor familiar to itself and sheathed it in a The armor blazes with heretical sigils and
simulacra of physical meat. arcane blasphemies.
Effects​: While wearing the armor, increase Effect​: The character increases his
the character’s base Resilience by 1, and he Fellowship (and therefore Influence) by 1
may soak Mortal Wounds. He is also when dealing with Daemons and servants of
immune to the Staggered combat effect. Chaos. In addition, the character gains the
Fear (3) ability or increases its value by +2 if
Deathwhisper
he already had it.
The laws and rules of the real universe
mean nothing to a Daemon, and so that Impervious
unreality has been bestowed upon the Pain, suffering, and even death are minor
armor, and by extension, the bearer. The inconveniences to Daemons, and so they
armor is breathlessly silent and cool to the are not worried about those things which
touch. would end a mortal life. The Daemon within
Effect​: Add +1d to all Stealth tests. The the armor casts away anything that would
character cannot be detected by dare harm themselves or their host.
technological means (such as an auspex or Effects​: Armor with this attribute grants the
preysense) and is invisible to those with the wielder the benefits of a Force Field with AV
Dark Sight ability. equal to ½ the Daemon’s Willpower with
the Force Shield trait. Roll 2d6 each time
Warpfueled
the wearer is hit; on doubles, roll on the
The energy of the Immaterium is vast and
Perils of the Warp​ table.
Daemons are beings of unrelenting fury.
Combining these factors into one tight Unreality
housing, the armor glows and crackles with The warp breaks boundaries and acts on
an orange-yellow light and it is forever rules that make little sense to the mind of a
powered by the impossible. sane mortal. As such this armor breaks
Effect​: The armor gains the Powered (2) down its own laws and abilities by sheer
fact that it is both real and not. 71-76 Skulltaker Stream of Hate
Effect​: Once per round as a free action, the
81+ Fueled by Fueled by
character may increase the AV covering a
Slaughter Slaughter
specific body part (limbs, head, torso) by
reducing it in another part of the body. You
cannot have more than double the armor’s KHORNE WEAPON ATTRIBUTES
original AV on a single body part. The
transfer is permanent until the armor’s Bloodlust
wearer transfers them back. Only the This weapon craves battle, and constantly
armor’s original AV can be transferred in seeks to drive its wielder into combat.
this manner. Additionally, the armor is Nothing but endless conflict will sate this
immune to the Warp Weapon trait. weapon’s desires, and it will do everything
it can to achieve that goal.
Soul Trap Effects​: A weapon with this attribute forces
Only the most potent of the warpspawn can the wielder to make a DN 3 Willpower Test
drink in so deeply the souls of the dead that or become affected by the Frenzied combat
their faces wail against the surface of the effect when drawing the weapon. The
armor, forever yearning to be free from the wielder may attempt, as a Full Action at any
clutches of the Daemon within. later point, a DN 4 Willpower Test to
Effect​: Whenever the character reduces a sheathe the weapon and end the Frenzied
being to 0 wounds, it must subtract 1 from state.
the die result for its Defiance tests. If the
character ever dies while wearing the Blood Tracker
armor, they may permanently lose this Khorne’s hounds can track any foe, any
ability, freeing the trapped souls, to return prey, over any distance, across space and
to life with d6 wounds remaining. time. No creature can elude Khorne’s
hunting dogs forever, and weapons bound
with these Daemons are renowned for their
ability to find foes anywhere.
Khorne Daemonic Attributes
Effects​: A weapon with this attribute grants
d66 Weapon Armor the wielder +½ the Daemon’s Willpower to
all Awareness tests and all tests made to
11-16 Bloodlust Cruel
track a target.
21-26 Thirsting War Fiend
Fuelled By Slaughter
31-36 Blood Tracker Blood Tracker This blade contains the roaring, bellowing
41-46 Null Null essence of one of Khorne’s most powerful
Daemons, driven by bloodshed and
51-56 Rampage Brass Juggernaut
slaughter. Its essence suffuses the weapon,
61-66 Spiteful Reckless Abandon drawing upon the death and carnage it
inflicts to strengthen the wielder. target and any other creatures, friend or
Effects​: Whenever a weapon with this foe, within 2m of the original target, are
attribute is used to slay a living creature considered to be hit and take full damage if
(the GM determines what a “living” the attack test exceeds their Defense.
creature is; creatures with the Daemon or Furious Impact may only be used once
Necron keywords are not living), the every other round.
wielder immediately regains 1d6 wounds,
Skulltaker
up to his normal maximum.
The weapon desires nothing but to rend the
Null flesh and take the skulls of mortals, and it
Khorne’s loathing of wizards and witchcraft guides its wielder to that grisly end.
knows no limits, and many of the Blood Effects​: A weapon with this attribute
God’s Favored creatures share that hatred. reduces the penalty to perform a Called
When bound into a weapon, that hatred Shot attack by 2 so long as it is targeted
manifests as a disbelief in the power of against the enemy’s head.
sorcery that defines that power rendering
Spiteful
witches and wyrds powerless against the
These weapons contain the bound and
weapon’s wielder.
furious spirit of an unwilling Daemon,
Effects​: Any psychic power which includes
imprisoned for the sole purpose of inflicting
the wielder of this weapon as a target
terrible injuries as these spirits lash out at
suffers a +2 DN penalty to the Psychic
any and all within reach. Such weapons are
Mastery test.
vicious, spiteful things, railing against their
Rampage imprisonment.
Many of Khorne’s servant creatures are Effects​: A weapon with this attribute treats
monstrosities of brass and bone and blood, the target’s base resilience as 2 lower than
creatures for whom slaughter is not the it actually is.
murder of one creature at a time, but
Thirsting
rather a bloodbath of gouged and trampled
Khorne cares not from whence the blood
bodies, a maelstrom of carnage. When
flows, and neither does the Daemon within
bound into a weapon, these creatures leave
this weapon. The desire to spill blood is this
nothing but destruction in their wake.
weapon’s only instinct, and the weapon
Effects​: When making a Charge using a
struggles against all restraint to slake that
weapon with this attribute, the weapon’s
singular desire. With every wound it inflicts,
wielder may instead make a Furious Impact.
the weapon drinks deeply of the victim’s
When using Furious Impact, the wielder
blood, leaving them drained and lethargic.
moves its normal charge distance in a
Effects​: A weapon with this attribute drains
straight line towards a single target. If the
1 Shock with every wounding hit.
weapon’s wielder engages the target, make
a single attack test with the weapon. That
KHORNE ARMOR ATTRIBUTES ability to find foes anywhere.
Effects​: Armor with this attribute grants the
Cruel
wielder +½ the Daemon’s Willpower to all
Khorne knows his warriors must be girded
Awareness tests and all tests made to track
for battle and so, why not make that which
a target.
protects into something that also sheds
blood? The Daemon, in a fit of rage, forces Null
the armor to produce large, jagged brass Khorne’s loathing of wizards and witchcraft
spikes from the outer surface of the armor. knows no limits, and many of the Blood
Effects​: The armor gains the Spikes upgrade God’s Favored creatures share that hatred.
and if the character spends a Glory, they When bound into armor, that hatred
can make the spikes explode in a radius manifests as a disbelief in the power of
equal to the Daemon’s Willpower times sorcery that defines that power rendering
2m. This deals 10 damage with ED and AP witches and wyrds powerless against the
equal to ½ the Daemon’s Willpower to all weapon’s wielder.
enemies within the affected area. Treat this Effects​: Any psychic power which includes
damage as having the Spread and Brutal the wearer of this armor as a target suffers
traits. a +2 DN penalty to the Psychic Mastery test.

War Fiend Brass Juggernaut


Infinite aggression does not sit well in a Bound in the molten hide of a Khornate
bound piece of metal and leather; it has no Daemon, great brass rivets clamp tight and
ability of its own to take the skulls for the lend the wearer impossible durability and
Blood God. As such, the Daemon morphs strength. In the fires of war, none will stay
the armor into having large, jagged claws their wrath.
and bovine hooves, as to allow for ease of Effect​: The armor ignores any weapon trait
slaughter. that increases an attacker’s AP or ED
Effect​: While the character wears this (Melta, Penetrating, etc). Other abilities not
armor, they treat their unarmed attacks as inherent to the weapon are not affected.
having ED and AP equal to ½ the Daemon’s Additionally, the character can lift and carry
Willpower, and they increase the bonus four times as much weight as normal.
dice to hit when charging by the same
Reckless Abandon
amount.
The rage of the warp beast within the
Blood Tracker armor rails against its confinement and
Khorne’s hounds can track any foe, any tempts the bearer to perform great acts of
prey, over any distance, across space and slaughter, even at the slightest provocation.
time. No creature can elude Khorne’s Effect​: The character may enter the
hunting dogs forever, and armor bound Frenzied combat effect as a free action.
with these Daemons are renowned for their Additionally, for every enemy killed by the
character while Frenzied, increase the ED of 41-46 Swiftness Alacrity
all attacks by +1, to a max of the Daemon’s
51-56 Soporific Musk Soporific Musk
Willpower.
61-66 Glittering Ecstatic Emulation
Stream of Hate
Bubbling and boiling like a molten cauldron 71-76 Entrancing Aura Aching Allure
of lava, the hate of the Daemon spills forth 81+ Commanding Commanding
from the character’s armor in a gout of Presence Presence
flame and corruption.
Effect​: The character is considered to be
equipped with a weapon with the following SLAANESH WEAPON ATTRIBUTES
profile: (10+½ Daemon’s Willpower ED; AP
Envenomed
0; Range 8m; Blaze, Spread, Brutal). The
The weapon appears to be made, in part, of
Daemon provides AV equal to its full
fragile bone or glass, with many tiny
Willpower, not half, against attacks with the
openings from which seep a translucent
Blaze trait.
fluid. Its touch is deadly, its bite more so, as
Fuelled By Slaughter Daemonic venom is transferred into the
This armor contains the roaring, bellowing target’s wounds.
essence of one of Khorne’s most powerful Effect​: A weapon with this attribute gains
Daemons, driven by bloodshed and the Toxic Trait, with a rating equal to ½ the
slaughter. Its essence suffuses the suit, Daemon’s Willpower.
drawing upon the death and carnage it
Lashing
inflicts to strengthen the wielder.
The weapon, like the Daemon within it, has
Effect​: Whenever the wearer of this armor
an ophidian quality to it, writhing and
slays a living creature (the GM determines
shifting with sinuous grace in the wielder’s
what a “living” creature is; creatures with
hands. When it attacks, it lashes out,
the Daemon or Necron keywords are not
extending far further than it should be able
living), the wielder immediately regains 1d6
to reach.
wounds, up to his normal maximum.
Effects​: A melee weapon with this attribute
ignores the bonus to defense from the
Parry trait and gains a Range equal to twice
Slaanesh Daemonic Attributes the Daemon’s Willpower, attacking like a
whip. A ranged weapon with this attribute
d66 Weapon Armor
adds twice the Daemon’s Willpower to its
11-16 Envenomed Brilliance normal range.
21-26 Lashing Mirror Darkly
Shrieking
31-36 Shrieking Shrieking The weapon’s construction is bizarre,
containing many tiny hollows and furrows
that catch the air as it moves, emitting grasps the target’s attention at the last and
noises that sound faintly like the wrathful most crucial moment.
howls of the Daemon within. Upon striking Effects​: Attacks from a weapon with this
an enemy, this wailing reaches a crescendo, attribute reduce the target’s defense by 1
driving deep into the target’s mind and for that attack.
causing intense pain.
Commanding Presence
Effects​: When a weapon with this attribute
The Daemon’s force of personality and
hits a target, they must make a Strength
innate charisma produce a weapon which
test, DN being the Daemon’s Willpower, or
almost glows with undeniable authority,
be Staggered.
making the wielder difficult to dismiss.
Swiftness Effects​: A weapon with this attribute, when
This weapon may contain one of Slaanesh’s drawn, increases the wielder’s Fellowship
beasts, swift creatures that can outpace by ½ the Daemon’s Willpower.
most mortal beasts. Its presence within this
SLAANESH ARMOR ATTRIBUTES
weapon confers some of the creature’s
fleet nature to its wielder. Brilliance
Effects​: A weapon with this attribute, when Vainglorious is the Daemon that is housed
drawn, increases the wielder’s Agility and within; the armor gleams with an unnatural
Speed by ½ the Daemon’s Willpower. shine and always appears pristine.
Effects​: Increase the armor’s AV by ½ the
Soporific Musk
Daemon’s Willpower vs. weapons with the
The Daemon’s presence causes the weapon
Las keyword or other light-based attacks.
to exude a thin, iridescent pink mist that
Once per session, the character may spend
clouds reality in a dream-like haze. For
a Glory to add icons to a Fellowship-based
those devoted to the Prince of Sensations,
test equal to ½ the Daemon’s Willpower.
this is of no concern, but for others, this
delusion occludes the senses and slows Mirror Darkly
reaction time. The Daemons of the Dark Prince only wish
Effects​: A weapon with this attribute, while to show others as they truly are and so
drawn, causes all creatures within twice the grant the armor an appearance like an
Daemon’s Willpower in metres to suffer a obsidian mirror, revealing the darkest
-2 penalty to Agility and Initiative. This horrors of the attacker’s soul.
penalty does not apply to creatures with Effect​: Any attacks made within twice the
the Slaanesh keyword. Daemon’s Willpower in meters against the
wearer suffer a +1DN penalty.
Glittering
The Daemon cannot help but entice and Shrieking
enthral, and its essence causes the weapon Daemons of She Who Thirts howl, cry, and
to shine with a distracting iridescence, that moan to distract, allure, and confuse their
enemies. As the armor is now home to a for a time, so as to force the mortal to
Daemon, every time it is struck it lets out a greater and greater acts of excess.
hellish shriek as if to demand retribution. Effects​: Once per scene, the armor can
Effects​: Each time the wearer is struck in inject a drug of the wearer’s choosing into
melee, the attacker must make a Toughness the wearer with no chance for addiction.
test with DN equal to the Daemon’s Negative side-effects from the drug itself
Willpower or be Staggered. Those struck by still apply.
the wearer’s unarmed attacks must pass
Aching Allure
the same test or be Staggered.
The temptation of the Prince is without
Alacrity question. One of these tempters par
The thrill of battle is its own unique high. In excellence is now housed within this
no place is anyone, Daemon or mortal, so appealing armor, seeking to bring all within
close to the razor’s edge of oblivion. No its master’s deadly trap.
beings know this better than those of Effect​: Once per round as an Action, the
Excess, and as such seek to further the wearer may target an individual that can
bearer towards the extremes of combat. see the armor and force an opposed
Effect​: The wearer gains a +1 bonus to Willpower test with the Daemon. If the
defense, and may take an additional simple target loses, they can take no action this
action each turn. round, staring longingly at the armor.

Soporific Musk Commanding Presence


The Daemon’s presence causes the armor The Daemon’s force of personality and
to exude a thin, iridescent pink mist that innate charisma produce an armor which
clouds reality in a dream-like haze. For almost glows with undeniable authority,
those devoted to the Prince of Sensations, making the wielder difficult to dismiss.
this is of no concern, but for others, this Effects​: Armor with this attribute increases
delusion occludes the senses and slows the wearer’s Fellowship by ½ the Daemon’s
reaction time. Willpower.
Effects​: Armor with this attribute causes all
creatures within twice the Daemon’s
Willpower in metres to suffer a -2 penalty
Nurgle Daemonic Attributes
to Agility and Initiative. This penalty does
not apply to creatures with the Slaanesh d66 Weapon Armor
keyword. 11-16 Bile-Quenched Plaguefather’s
Console
Ecstatic Emulation
The Daemon knows and has sensed much in 21-26 Enfeebling Choking Cloud
its near infinite lifespan, far greater than 31-36 Degeneration Atrophy
any mortal. It can share those experiences,
41-46 Embodiment of Primordial Growth until the target receives a DN 7 Medicae
Decay test.
51-56 Plague Carrier Filthy Embodiment of Decay
61-66 Stream of Inevitable A vile mucous clings to this weapon, and
Corruption bloated, mutant flies seem perpetually to
71-76 Pestilent Stench Bile Retribution
buzz around it, yet no other living thing
seems able to tolerate its presence, with
81+ Herald of Decay Irradiated plants and small animals nearby sickening
and dying from mere proximity.
Effects​: Any mundane plant, and any
Bile-quenched
creature with a size of Tiny or smaller or a
During the process of this weapon’s
Toughness of 2 or less will sicken and die if
creation, it was heated in a furnace fuelled
it remains within a number of metres equal
by the flesh of lepers and quenched in the
to twice the Daemon’s Willpower for more
bile of those who have died from plagues,
than one round. All other creatures suffer a
forever making it a tool of the Plague God
-1 penalty to Toughness within that
and sealing the Daemon deeply within it.
distance.
The Daemon’s vile nature, emanating
through disease-forged metals, causes Enfeebling
nausea and distress in those it strikes. The weapon’s jaundiced appearance, and
Effects​: A weapon with this attribute causes the way it writhes as if in pain, suggest it
any creature it wounds to be unable to take bears a vile malaise. The Daemon within
more than a single action or move next saps the strength of those it wounds,
turn, as nausea and dizziness overwhelms leaving them sluggish and feeble.
the creature’s concentration. Creatures Effects​: A weapon with this attribute
without a biology or creatures with the reduces the target’s Strength by 1 with
Daemon keyword are unaffected. every wounding hit. This is a disease effect,
lasting until the target receives a DN 7
Degeneration
Medicae test.
The weapon is corroded and discoloured,
tainted irrevocably by the Daemon within. Herald of Decay
With every blow, a foe’s body becomes The weapon exudes an aura that promises
increasingly palsied and disoriented, unable disease and decay to all nearby, which
to act to the fullest of their ability. manifests as a noxious vapour, filled with
Effects​: A weapon with this attribute buzzing of verminous insects and echoing
reduces the target’s Agility by 1 with every with the death-rattle of the diseased. Only
wounding hit. This is a disease effect, lasting the greatest of Daemons could create such
a foul aura, which makes every wound a
potentially lethal one.
Effects​: A weapon with this attribute DN 4 Toughness test or also have their
produces an aura of decay that leaves a Toughness reduced by 2 and become
rancid film within open wounds, causing contagious for the next seven rounds, as
greater pain as the slightest scratch can described above. The contagion requires a
become infected. This aura extends around DN 7 Medicae test to remove.
the weapon, when drawn, a number of
Stream of Corruption
metres equal to twice the Daemon’s
The weapon, bloated and distended by the
Willpower. Within this range, all attacks
Daemon’s presence, drips with black bile
(even by other weapons) gain the Toxic (X)
and diseased blood. Upon depressing a
trait, where X is the Daemon’s Willpower.
bony stud near the weapon’s grip, it expels
Pestilent Stench a spray of vile, polluted fluids towards the
The weapon is cursed with a foul smell that enemy, coating them in rancid, corrosive
drives others to distraction. Few creatures filth.
can bear to stand near the rancid stench of Effects​: A weapon with this attribute gains
rot and corruption. an additional form of attack, which may be
Effects​: All creatures within an area with a used instead of the weapon’s normal
radius of twice the Daemon’s Willpower in attack; the weapon may not be used to
metres, except those with the Nurgle attack using both the Stream of Corruption
keyword, suffer a -1d penalty on all tests and its normal method in the same turn.
due to feelings of nausea and revulsion. The weapon has a profile as follows: 10+(½
the Daemon’s Willpower)ED; AP 0; Range
Plague Carrier
24m; Salvo 0; Assault, Spread, Toxic (5),
Sealed within this weapon by runes of
Warp Weapon.
entropy and decay and bound by litanies of
contagion written upon human skin and NURGLE ARMOR ATTRIBUTES
sealed with wax of human fat is one of
Plaguefather’s Console
Grandfather Nurgle’s creations, a plague in
The Lord of All does not wish its children to
the form of a Daemon that chuckles to itself
suffer needlessly, and so blesses the armor
as it spreads from victim to victim.
with an outer, tough layer of cancerous
Effects​: A weapon with this attribute
tumors.
contains a virulent disease that spreads to
Effects​: The armor gains additional AV
anything it wounds. The weapon gains the
equal to ½ the Daemon’s willpower, which
Toxic (X) trait, where X is the Daemon’s
is reduced by 1 each time the wearer is
willpower, which reduces the target’s
struck (after damage is resolved), until this
Toughness by 2 rather than causing the
additional AV is gone. This additional AV
target to lose wounds. Failing the test also
regenerates at the beginning of each
makes the target contagious for the next
session.
seven rounds. Any who touch his flesh or
bodily fluids within that time must pass a
Choking Cloud wearer by slowing down and mitigating the
A cloud of flies, gnats, filth, and other overt destruction of the armor.
foulness hovers and clings in the air about Effect​: The wearer reduces the AP of any
the bearer. incoming attack by ½ the Daemon’s
Effects​: Any mundane plant, and any willpower (minimum AP 0).
creature with a size of Tiny or smaller or a
Inevitable
Toughness of 2 or less will sicken and die if
As a cancer slowly devours a person from
it remains within a number of metres equal
the inside out, visible only months or weeks
to twice the Daemon’s Willpower for more
before a mortal’s death, the wearer is
than one round. All other creatures suffer a
imbued with that deep inevitability of their
-1 penalty to Toughness within that
enemy’s downfall.
distance.
Effects​: The wearer cannot be harmed by
Atrophy diseases, poisons, or toxins, has no need to
All power wanes, all strength fades. This is a breathe, and can survive unaided in a
truth of Nurgle, so cherish not what can be vacuum. It is immune to any effects that
taken away. The armor’s Daemon is a would reduce its toughness.
contemplative sort and seeks to teach those
Bile Retribution
that would dare strike its wearer the simple
This armor is so bloated by the vitriol and
lessons of its Grandfather.
bile of the Plaguefather’s essence that a
Effects​: Each time the wearer is struck in
simple breaching wound can bring forth the
melee, the attacker must pass a Toughness
foulest of regurgitations, choking and
test, DN being the Daemon’s willpower or
befouling those that are caught within its
have its Strength reduced by 1 until it
excretion.
receives a DN 7 Medicae test.
Effects​: Whenever the wearer suffers a
Primordial Growth wounding attack, if the attacker is within
Life everlasting is the gift of Nurgle and his 14m, it is struck by an attack with the
servants, and so cherished is the Daemon following profile: 10+(½ the Daemon’s
housed within the confines of the armor Willpower)ED; AP -2; Spread, Toxic (5).
that it bestows the Plaguefather’s
beneficence upon the bearer.
Effects​: The wearer heals ½ the Daemon’s
Tzeentch Daemonic Attributes
Willpower in wounds each turn, so long as
the Daemon provides at least 1 bonus point d66 Weapon Armor
of AV. 11-16 Mutating Crystalline

Filthy 21-26 Spellbound Adaptability


Muck, mire, and offal coat the armor,
31-36 Mind Eater Spellbound
preventing those that would harm the
41-46 Warp Flame Mutating Psychic Mastery tests equal to the ½ the
Daemon’s Willpower.
51-56 Illusory Mirage
Mind Eater
61-66 Living Magic Living Magic
The weapon leaves no visible wounds, no
71-76 Sorcerous Phaseshift mark to demonstrate its passage. It appears
Force
as a baroque, impossible construct of
81+ Fateweaver Fateweaver smoke and crystal, and the Daemon within
does not feed upon flesh and blood, but
upon intellect and awareness.
TZEENTCH WEAPON ATTRIBUTES Effects​: A weapon with this attribute deals
no physical damage, but each time it hits
Fateweaver
the target, reduce the target’s Intellect and
The Daemon within the weapon is
Passive Awareness by 1 (until the enemy
well-versed in the evershifting tapestry of
has had time to rest and recover). If it hits 0
fate that influences all things, and knows
Intellect, it falls unconscious. If it hits 0
how to influence destiny for its own ends.
Passive Awareness, it becomes Deafened
Effects​: The possessor of a weapon with
and Blinded.
this attribute generates an additional Wrath
per session. Mutating
The weapon’s form is inconstant,
Illusory
perpetually shifting and changing, as if
The Daemon within the weapon is a master
constantly in flux. The Daemon within,
of lies and deception, twisting reality about
railing against its confinement, seeks to
the weapon in order to conceal its nature
change its prison, yet can find no
and purpose.
contentment in any one form, and inflicts
Effects​: The weapon appears to be a normal
this unending change upon those it wounds.
weapon of its type unless the observer
Effects​: A weapon with this attribute forces
passes a DN 6 Awareness test. In addition,
any creature wounded by it to make a DN 4
the weapon’s deceptive nature imposes a -1
Toughness test or roll for a Malignancy and
to the enemy’s Defense.
apply the results immediately as their forms
Living Magic are altered by the power of the weapon. At
Tzeentch is the master of sorcery, and many the GM’s discretion, lesser creatures may
of its Daemons are skilled in the arcane arts. be mutated directly into a vile but harmless
From deep within the weapon, the Daemon spawn and count as killed.
whispers the secrets of sorcery to the
Spellbound
wielder, for reasons all its own.
Etched onto this weapon, and bound within
Effects​: While a weapon with this attribute
the weapon alongside the malefic will of its
is drawn, the wielder gains a bonus to
Daemonic inhabitant, is a single spell that
can be unleashed upon the wielder’s the Blaze, Steadfast and Warp Weapon
enemies. traits.
Effects​: A weapon with this attribute
TZEENTCH ARMOR ATTRIBUTES
confers upon the wielder a single psychic
power, chosen when the weapon is created, Crystalline
which is cast using the Daemon’s Willpower Millions upon millions of minute gems
characteristic, and any levels in Psychic create a lattice-work across the armor in a
Mastery it may have, requiring the normal glittering display of arcane understanding,
action to use that psychic power. The all woven together to protect the Daemon
power chosen must have a BP cost less than and its wearer from a myriad of dangers.
twice the Daemon’s Willpower. The Effects​: The armor ignores the effect of the
Daemon may not add extra Wrath to its Melta trait, and the Daemon provides AV
Psychic Mastery tests. equal to its full Willpower, not ½, against all
attacks with the Blaze or Melta qualities.
Sorcerous Force
Additionally, if the character is targeted by
The weapon crackles with arcane power,
a Psychic Power, the wearer may spend a
indicating a greater power lurking just
Wrath to force the psyker to reroll his
beneath the surface, barely suppressed.
successful Psychic Mastery test.
Upon tasting the flesh of its foes, the
Daemon within can unleash that power, Adaptability
blasting them with the raw power of the That which refuses to change, dies.
warp. Tzeentch’s brood molds themselves to
Effects​: A weapon with this attribute may, accommodate their wearer and the threats
upon dealing Damage, make an Opposed they face, always striving to outdo their
Willpower Test using the Daemon’s enemies by always turning their strength
Willpower and that of the target. Success into a weakness.
means the target takes ½ the Daemon’s Effect​: For each successful hit that does
Willpower in Mortal Wounds. damage to the character, the next hit with
the same type of weapon (energy, solid
Warp Flame
projectile, etc) increases the AV the
Unnatural fires are a frequent part of the
Daemon provides by 1, up to a max of the
arcane lore related to Tzeentch, and many
Daemon’s Willpower. The AV is reset to half
of Tzeentch’s Daemons are wrought from
the Daemon’s Willpower if the character is
the fires of the warp. The Daemon within
successfully damaged by a different weapon
the weapon is one such creature, giving the
type.
weapon a lambent glow that rises to a
hellish inferno when it is used to attack. Spellbound
Effects​: A weapon with this attribute gains Etched onto the armor, and bound within
the weapon alongside the malefic will of its
Daemonic inhabitant, is a single spell that who would attempt to attack the character.
can be unleashed upon the wielder’s Unless they can pass the above Awareness
enemies. test, the character gains +1 to Defense.
Effects​: Armor with this attribute confers Each enemy may only make the test once
upon the wielder a single psychic power, per combat.
chosen when the weapon is created, which
Living Magic
is cast using the Daemon’s Willpower
Tzeentch is the master of sorcery, and many
characteristic, and any levels in Psychic
of its Daemons are skilled in the arcane arts.
Mastery it may have, requiring the normal
From deep within the armor, the Daemon
action to use that psychic power. The
whispers the secrets of sorcery to the
power chosen must have a BP cost less than
wearer, for reasons all its own.
twice the Daemon’s Willpower. The
Effects​: While armor with this attribute is
Daemon may not add extra Wrath to its
worn, the wearer gains a bonus to Psychic
Psychic Mastery tests.
Mastery tests equal to the ½ the Daemon’s
Mutating Willpower.
Daemons do not operate like mortal beings
Phaseshift
and as such, when they exist in such a
The boundaries between reality and
hollow piece of material, they warp and
unreality are thin within the edges of the
change it to suit their warped sensibilities.
armor. So close are these paradoxical
Effect​: The character gains a random minor
spaces that the Daemon can transfer
mutation, rolled when the armor is created.
between these realms.
The tens result of the d66 may be modified
Effect​: The character may phase out of
(in either direction) by ½ the Willpower of
reality once per session, becoming
the Daemon. By spending a Wrath and
intangible and able to pass through material
taking a day’s rest, the mutation may be
objects (but not barriers or wards created
rerolled (and modified as the first roll).
by/against psychic powers). While so
Mirage phased out, he is invulnerable to attack
The Daemon within the armor is a master of unless the attacker is similarly incorporeal,
lies and deception, twisting reality about but he may attack enemies in melee range
the armor in order to conceal its nature and without phasing back in. He may sustain
purpose. this ability for the Daemon’s Willpower in
Effect​: The armor looks like a perfectly rounds.
normal suit of the armor type that it is
Fateweaver
unless an observer passes a DN 6
The Daemon within the armor is
Awareness test. In addition, when the
well-versed in the evershifting tapestry of
character wills it, the armor looks as it is
fate that influences all things, and knows
supposed to, but begins to showcase faint
how to influence destiny for its own ends.
illusionary doppelgangers, throwing off any
Effects​: The possessor of armor with this Shell from a hellforge is most common, as
attribute generates an additional Wrath per the adepts of the Dark Mechanicus are
session. most familiar with the process of creating
one, but if there exists a character with the
skills and ambition, creating your own Shell
is possible. The creation process should be
treated as a Combined Action involving
multiple tests, taking weeks, if not months
or years for larger engines, as the entire
DAEMON ENGINES surface of the Shell is rebuilt to house a
Daemon. While the DN of the tests can
vary, it should be at least the base value of
Across the vastness of the gulf between the vehicle you are attempting to rebuild,
stars, wars rage on millions of worlds. though the difficulty can be lessened if the
Warriors and machines power forth to vehicle already has some affinity to the
crushing victories and punishing defeats, Ruinous Powers (See ​Legacy of Slaughter​).
each breakthrough fuelled by the deaths of
thousands. Yet the forces of Chaos possess
an advantage unmatched by mortal armies, Once a Shell is created, it can be infused
unholy fusions of fire and steel that stalk with a Daemon. This is done through the
battlefields killing everything in their path. Ritual of Binding​, described in the chapter
Sorcery merged with technology, Daemon The Art of the Ritual​. If the ritual is
Engines represent the unfettered power of successful, then the vehicle is now a
the Warp made manifest. Daemon Engine, and is treated as a
Monstrous Creature, rather than a vehicle.

At the most basic level, a Daemon Engine is The speed of the Daemon Engine is equal to
in principle no different than a Daemon ½ the Cruising Speed of the Shell. The
Weapon or Daemonforged Armor; a Engine’s physic attributes are based on the
physical vessel is bound with the essence of size of the Shell; with a base Strength and
a Daemon, creating a monstrosity with the Toughness of 8 for Huge Shells (Rhino,
advantages of both. While certain Chimera, Predator, Stormraven) or 10 for
mass-produced engines are created, from Gargantuan Shells (Land Raider, Baneblade,
the Defiler to the Brass Scorpion, practically Thunderhawk). All other attributes and
any vehicle can become a Daemon Engine. skills are the same as the Daemon bound
However, preparing the Shell for a Daemon inside the Engine. A Daemon Engine gains ½
Engine is on an entirely different scale than the Resilience of the Shell as its new AV. Its
reshaping a single piece of wargear for a Defense becomes the Shell’s. Its wounds
Daemon Weapon. Purchasing a ready-made
are the Vehicle’s wounds + the Daemon’s Powers and similar abilities that affect the
Willpower. mind. It also increases its Toughness and
Strength by ½ the bound daemon’s
If the Shell was made from an existing
Willpower. However, it is considered a
vehicle, its weapons may be modified by
vehicle for the purposes of abilities such as
the Daemon for its personal use, otherwise,
the Arc trait. Its weapons never jam or run
they are either destroyed by the shifting
out of ammunition, and it generates ½ its
form of the engine or the new weapons the
Strength in Reloads at the beginning of each
Engine grows. Success on the ​Ritual of
session. It also does not heal damage
Binding​ ensures that one weapon mounted
normally, and must be repaired as if it were
on the Shell will become an attack usable by
a vehicle.
the Daemon Engine, plus an additional
weapon for every 2 Exalted Icons shifted to A Daemon Engine may retain any abilities
that result. the Daemon within had, so long as the GM
rules them appropriate.
Shells created for the purpose of being
infused with a Daemon, such as Defilers or A Daemon Engine also generates a number
Forgefiends, automatically gain all the of abilities based on the power of the
Shell’s weapons as attacks. Daemon within, from the table ​Daemon
Engine Traits​ below. A salvaged engine,
Much like a Daemon Weapon, a Daemon
created from an existing vehicle, can be
Engine must have a chosen ​Binding
modified by the Daemon, and so generates
Strength​. This value is subtracted from the
1 more ability than custom-forged Engines.
Daemon’s Willpower, reducing the power
of the engine slightly, but making it easier A Daemon Engine containing a Lesser
to control. The Binding Strength must be at Daemon or Daemonic Beast generates 2
least 1, but can be any number, so long as Abilities, one containing a Herald generates
the Daemon has at least 1 Willpower left. 3, and if somehow a Greater Daemon or
Daemon Prince is trapped within a Daemon
Engine, it generates 4.
All Daemon Engines gain the following
These traits can be rolled from either the
ability:
Unaligned table or the table of the
Daemon Engine​: This creature’s body is a Daemon’s patron god (Unaligned daemons
mechanical Shell infused with the power of roll exclusively on the Unaligned table), but
a Daemon. It has the Daemon keyword and if the Daemon is aligned, it must roll its first
the Keyword of its patron god (if it has one). ability from its patron’s table. Regardless of
It is immune to abilities that do not affect alignment, add ½ the daemon’ Willpower to
organic targets, such as the Toxic trait, the first roll it makes.
disease, poisons, etc, as well as Psychic
Melee weapons gained through these traits
do not have the Engine’s strength already
applied, so be sure to apply it.

Daemon Engine Traits

d66 Unaligned Khorne Slaanesh Nurgle Tzeentch

11-26 Helcaster Blood-Soaked Fury Beguiling Mists Hideous Visage Warpflame Vents

31-36 Helram Butcher Scythes Devourer Lash Eternal Decay Warp Shroud

41-56 Helmaw Mark of Contempt Allure of Darkness Pestilent Fog Third Eye

51-66 Slaughterer Limb Ash Cloud Sensory Overload Cloud of Flies Empyrean Touch

64-76 Dire Harpoon Harvester Nightmare Mines Flesh Cage Warp Accelerator

81-93 Star of Chaos Black Fire Whispers of Pit of Despair Time Sphere
Promised Ecstacy

94+ Daemonic Corridor Bellow of the Battle Serpentine Ray of Silver Tower
Lord Decomposition

AP -1; Brutal, Unwieldy (2). It can only use


Unaligned Daemon Engine Traits this weapon as a part of a Charge, and
enemies struck by this weapon must pass
an Opposed Strength test with the Engine
Helcaster
or be knocked prone.
Flooding the mind with garbled promises of
power, a Helcaster distracts and befuddles Helmaw
all around it. All characters within a number The Daemon Engine’s mouth or entire head
of metres equal to 10 times the Daemon transmutes into a Warp-fuelled weapon
Engine’s Willpower suffer a -1d penalty on capable of unleashing torrents of molten
all tests. skulls or bolts of sparkling energy. The
Daemon Engine gains a weapon with the
Helram
following profile: 12+2ED; AP -2; Range
Spiked struts of bone and metal form at the
36m; Salvo 2; Heavy, Blast (Medium), Blaze,
front of the Daemon Engine to create an
Crippling.
enormous ram. The Daemon Engine gains a
weapon with the following profile: 7+3ED;
Slaughterer Limb Daemon’s Willpower are immune to Fear
At the moment of binding, a long, flexible and Pinning.
limb tipped with a deadly blade bursts
Daemonic Corridor
outwards from the Daemon Engine’s Shell.
The engine’s form opens itself, revealing a
The Daemon Engine gains a weapon with
portal through which daemonic entities
the following profile: 5+2ED; AP-1; Parry,
sometimes emerge. In combat, at the
Penetrating (1). On its turn, it may spend
beginning of each of the Engine’s turns, roll
two simple actions to make an attack with
a d6. On a 1 or 6, nothing happens.
this weapon in addition to its normal attack.
Otherwise, a single daemon appears from
Dire Harpoon the portal:
A twisted amalgamation of flesh and metal, 2 -- Bloodletter
the Dire Harpoon whips around as it seeks 3 -- Daemonette
new prey. The Daemon Engine gains a 4 -- Plaguebearer
weapon with the following profile: 12+1ED; 5 -- Pink Horror
AP -4; Range 20m; Salvo 0; Unwieldy (1). The Corridor is highly lethal to mortals, and
When a Daemon Engine hits a target with a any who attempt to enter it die of
Dire Harpoon, the weapon’s spike becomes Annihilation.
embedded in the target, and remains there
until the target or the Daemon Engine
Khorne Daemon Engine Traits
shakes the harpoon loose as a Full Action.
So long as the spike is embedded, the
Daemon Engine may not fire the weapon Blood-Soaked Fury
again, but it may make an Opposed The Daemon Engine drips with burning
Strength Test against the target as an blood, driving it to reckless acts of
Action; if it wins the Opposed test, it drags slaughter. Whenever the Daemon Engine
the target 3d6 metres toward itself, plus fails a Weapon Skill test that involves a
1d6 additional metres per Exalted Icon Complication, it immediately inflicts a single
shifted on the Test. hit with the same weapon upon one
randomly determined target (including the
Star of Chaos
intended target, potentially) within range.
The Star of Chaos drenches the area with
unnatural power, granting unholy vigour to Butcher Scythes
followers of the Ruinous Powers whilst The Daemon Engine is adorned with dozens
smashing foes apart like an enormous of wickedly sharp hooks and blades that
wrecking ball. The Daemon Engine gains a lash out at anyone nearby. The Daemon
weapon with the following profile: 6+2ED; Engine gains a weapon with the following
AP-1; 10m [M]; Agonizing. All those with the profile: 6+2ED; AP -2; Penetrating (2),
Chaos keyword within 10m times the Crippling. Whenever the Daemon Engine
makes a Charge using this weapon, it inflicts Black Fire
a single hit with this weapon upon each Searing fire of utter darkness hangs on the
enemy it passes within 4 metres of on the Daemon Engine’s weapons, burning away
way to its target. the vitality and armour of its targets. All of
the Daemon Engine’s weapons gain the
Mark of Contempt
Blaze and Rad (2) traits.
Khorne abhors psykers, and many engines
of Khorne feature engraved or painted Bellow of the Battle Lord
runes to ward off sorcerous attacks. The Daemon vents its fury with an almighty
Whenever a Psyker targets the Daemon roar that triggers the fear response in all
Engine with a Psychic Power, the Daemon living things. As a full action, the Daemon
automatically makes a Deny the Witch Engine may unleash a roar that causes all
attempt, using a dice pool of 8 dice or the characters within 30 metres to make a Fear
Daemon’s Willpower, whichever is higher. If Test against a Fear Rating equal to its
the power is successfully denied, the Psyker normal Fear Rating plus 1.
suffers d3 Mortal Wounds.

Ash Cloud Slaanesh Daemon Engine Traits


The Daemon Engine constantly emits clouds
of ash, each speck of dust part of some
Beguiling Mists
vanquished foe. Any living creature
An unearthly pleasant scent surrounds the
engaged in melee with the Daemon Engine
Daemon Engine, beguiling and confusing
begins to Suffocate, unless it does not need
any who stray into range. At the end of
to breathe or has environmentally sealed
each of the Daemon Engine’s Turns, each
armour.
living creature within 6 metres of the
Harvester Daemon Engine must pass a DN 5
An enormous rotating blade capable of Toughness Test or be Hindered until the
reducing adversaries to mulch in seconds Engine’s next turn.
pushes its way out from the Daemon
Devourer Lash
Engine. The Daemon Engine gains a weapon
A long fleshy tail or tongue sprouts from the
with the following profile: 8+3ED; AP 0;
Daemon Engine. Infused with
Unwieldy (2). When attacking a Mob with a
sense-shattering chemicals and
Harvester, the weapon kills twice as many
ever-changing vibrations, the lash leaves its
troops in that mob as it would normally.
victims reeling with sensation. The Daemon
Whenever the engine kills a living creature
Engine gains a weapon with the following
with the Harvester, it heals 8 Wounds at the
profile: 5+1ED; AP 0; Agonizing, Arc (2),
beginning of its next turn.
Brutal.
Allure of Darkness Whispers of Promised Ecstacy
Strange and lights sounds emanate from As the Daemon Engine strides the
the Daemon Engine’s Shell confusing and battlefield, the lies of Slaanesh follow in its
tempting any who take but a fleeting wake. Enticing and frightening, the soft
glance. All adversaries suffer a -1 penalty to voices promise power and endless
Defense against the Daemon Engine’s sensation to all who submit. The first time a
attacks. Enemies engaged in melee with the living creature moves within 30 metres of
Daemon Engine must make a DN 4 the Daemon Engine, it must make a DN 6
Willpower test to move away from it. Willpower test. If a target succeeds, it
becomes immune to this Daemon Engine’s
Sensory Overload
falsehoods and need never Test for them
Foul devices designed to overwhelm the
again. If a target fails, however, it gains 1
senses of all nearby cover the Daemon
Corruption point and is Staggered for 1
Engine’s Shell. Strobe lights, dirge casters,
Round. Additionally, it must make the test
and pheromone spouts all act to confound
again during its next Turn or suffer the
enemy combatants. The first time during an
effects of this Trait again. This continues
encounter that a living being moves within
until the target passes the Willpower Test
6 metres of the Daemon Engine, it must
during one of its Turns or succumbs to
make a DN 6 Willpower test or be unable to
Spawndom.
act on its next turn. This applies to each
creature that enters this proximity, but can Serpentine
only trigger once per combat per target. Wracked by uncontrolled energy at the
moment of binding, the Daemon Engine’s
Nightmare Mines
Shell twists and contorts into the form of a
As the Daemon Engine moves, small
massive serpent. The Daemon Engine’s
metallic creatures dislodge and skitter
structure reforms, drastically altering its
towards nearby targets. These repulsive
movement method. Regardless of whether
organisms seize anyone within reach,
the original Shell was Tracked, Wheeled,
flooding their victims with nightmarish
had legs or flew/hovered, the Daemon
visions before exploding in a blast of
Engine loses any abilities it had from those
energy. Instead of firing Nightmare Mines
types of Shells and moves as if it were a
like a normal weapon, these malicious
serpent, gaining +3 Agility as a result. It may
walking explosives spread automatically. At
also recover from being knocked prone as a
the end of each of the Daemon Engine’s
free action and may Seize the Initiative once
turns, each other character within 1d6+6
per combat without spending Glory.
metres automatically suffers a single hit
from a weapon with the following profile:
10+1ED, AP -2; Crippling. Nurgle Daemon Engine Traits
Hideous Visage profile: 12+1ED; AP 0; Range 42m; Salvo 1;
This Daemon Engine’s “face” is bloated or Blast (Large), Toxic (5). Any character hit by
skeletal, scabrous or raw, and whatever the the Flesh Cage must immediately make a
specifics, utterly horrifying. To all who Fear Test against Fear (5), and must make a
behold it, this Daemon Engine is a grim DN 5 Strength or Agility test or be unable to
reminder of the fate of all things that draw move. This test may be re-attempted each
breath. Increase the value of this Daemon round.
Engine’s Fear ability by +1.
Pit of Despair
Eternal Decay The Daemon Engine’s mouth opens to
Armoured panels fall away to reveal the reveal a gaping pit of nothingness. A
constantly regenerating toxic mess within moment later, anything unfastened races
the Daemon Engine’s Shell. The Engine towards the Daemon Engine, vanishing into
heals 1d6 wounds at the beginning of each the darkened maw. The Daemon Engine
of its turns, but reduces its defense by 1. gains a weapon with the following profile:
10+1ED; AP 0; 20m; Salvo 0; Spread. Any
Pestilent Fog
creature with a Size smaller than that of the
Mists of putrescence surround and follow
Daemon Engine that is struck by this
the engine in its wake, causing slow death
weapon must make a DN 3 Strength Test or
to those who inhale the fumes. Any living
be pulled 1d6 meters toward the entropic
creature not protected by an environmental
abyss yawning open before it. If a creature
seal that begins its Turn within 14 metres of
is pulled into the void, it is slain by
the Daemon Engine must make a DN 6
Annihilation. Any unsecured objects in
Toughness Test or treat its Toughness as 1
range that are smaller than the Daemon
lower until it leaves that area.
Engine are sucked into its maw as well,
Cloud of Flies vanishing forever.
Surrounding the engine is a visible and
Ray of Decomposition
tangible aura made of maggot-flies,
The engine is capable of harnessing the
poisonous wasps, and corpse locusts. The
power of the Warp into a short but potent
Daemon Engine always counts as being in
blast that astronomically accelerates the
Cover.
rate of entropy in anything it touches. The
Flesh Cage Daemon Engine gains a weapon with the
The Flesh Cage launches sticky knots of following profile: 14+2ED; AP-3; Range 42m;
decaying bodies fused together with Salvo 0, Plague, Toxic (7).
noxious sludge. However, its true terror
comes from the victims it leaves alive, stuck
Tzeentch Daemon Engine Traits
in the mass of atrophied limbs. The Daemon
Engine gains a weapon with the following
Warpflame Vents its Psychic Mastery rating increases by +2
Brightly coloured gargoyles appear and and it gains two additional Psychic Powers.
disappear at random all over the Daemon
Empyrean Touch
Engine’s shell, venting gouts of multihued
The raw stuff of the Warp seeps from the
fire at anyone that gets too close. The
Daemon Engine’s gun barrels and slides
Daemon Engine gains a weapon with the
down its blades. Even the thickest armour
following profile: 10+1ED; AP -1; Range
presents no challenge to a beast so blessed
10m; Salvo 1; Blaze, Spread. Any character
with Tzeentch’s fickle flames. The Daemon
struck by this weapon must pass a DN 4
Engine’s weapons gain the Blaze and Warp
Willpower test or be Hindered until its next
Weapon traits, but if the Engine ever suffers
turn. Whenever a character uses the Charge
a combat Complication, the weapon that
action against the Daemon Engine, that
caused it cannot be used again for d3 turns.
character suffers a single automatic hit
from the weapon. Warp Accelerator
Floating ominously above the Daemon
Warp Shroud
Engine, this indigo crystal rotates slowly as
The Warp Shroud sheaths the Daemon
it sparks with scarcely contained energy. At
Engine in a nimbus of coloured flame that
the Daemon’s whim, vast bolts of energy
blocks incoming damage much like a Void
arc away from the crystal, reducing
Shield. At the start of each combat, the
anything they strike to primordial sludge.
Daemon Engine gains 1d6 additional points
The Daemon Engine gains a weapon with
of armour until the end of combat. Psychic
the following profile: 16+3ED; AP 0; Range
Powers and attacks with the Force or
20m; Salvo 0; Agonizing. When the Engine
Sanctified trait ignore this armour.
attacks with it, the Warp Accelerator also
Third Eye automatically inflicts 1 hit upon 1d6 other
The Daemon Engine grows a large randomly chosen targets within range and
Warp-eye somewhere on its head or chest. line of sight. The Warp Accelerator requires
The eye sees everything as it pulses with a round to recharge after attacking.
power and sends tendrils of psychic energy
Time Sphere
rippling across the Daemon Engine’s shell.
Often appearing as a looping gyroscope
The Daemon Engine gains the Psyker
with an ever-moving liquid core, the Time
keyword and the Psychic Mastery skill at a
Sphere channels the energy of the Warp to
rating equal to its Willpower. The GM
shift the Daemon Engine back and forth in
chooses three Psychic Powers from any of
time, if only for a few seconds. The Daemon
the following disciplines: Tzeentch,
Engine can activate the Time Sphere once
Telepathy, or Divination. If the Daemon
per combat after it is hit by an attack, but
Engine also receives the Silver Tower Trait,
before damage is rolled. The Daemon
Engine instantly vanishes (negating the
attack), appearing 1d6 turns later in the
same location. It suffers 1d6 Mortal
Wounds upon returning, however.

Silver Tower
The Daemon Engine’s back reshapes to
form a short conical tower of shining silver.
Within, bonded Thralls chant praises to
Tzeentch as arcs of lightning fly in every
direction. The Daemon Engine gains the
Psyker keyword and the Psychic Mastery
skill at a rating equal to its Willpower. The
character creating the Daemon Engine
chooses two Psychic Powers from any of
the following disciplines: Tzeentch,
Telepathy, or Divination. See the Third Eye
trait for what happens if both traits are
generated on the same engine.   
Rewards of the Dark Gods

While many who serve the Dark Gods do so the new Corruption Level as the DN. If they
with little to show for their efforts, content succeed, they may roll on the appropriate
to lick up the scraps their betters provide table below. Otherwise, they generate a
them, the Ruinous Powers do look down malignancy as normal. Glory may not be
with favor at those who do their duty well spent to increase the dice pool for this test,
and achieve great things. Such individuals but one Wrath may be spent to add +1 to
are often granted a measure of their dark the result of each die. If a character already
power, gifted occasionally a powerful boon has a Reward, they reroll until they receive
rather than a mere corruption of the flesh. one they do not already have.

Eventually, those truly worthy may A character that changes their alignment
accomplish the ultimate goal, and be loses the effects of any Rewards they may
recognized as Champions of their respective have, but they may gain new ones from
gods, perhaps even offered Apotheosis, the their new patron, if there is one. The
chance to become an immortal Daemon exception is if a character was Unaligned
Prince and serve as a general of their god’s and then became Aligned; they may retain
Daemon hordes until the end of time. any Rewards they obtained while
Unaligned, but they gain any further
When a character would reach a new
rewards from their new master.
Corruption Level, they may make a test. Use
the character’s Rank as the dice pool and

Rewards of Chaos

d6 Khorne Slaanesh Nurgle Tzeentch Unaligned

1 Daemonic Name Daemonic Name Daemonic Name Daemonic Name Daemonic Name

2 Daemon Weapon Daemon Weapon Daemon Weapon Daemon Weapon Daemon Weapon

3 Flesh-Fused Weapon Hermaphrodite Corpulent Flaming Arm Blasphemous Icon


Immensity

4 Collar of Khorne Beguiling Mask Nurgle’s Rot Massive Intellect Infernal Will

5 Purity of Aggression 1,001 Senses Nurgling Infestation Ecstatic Duplication Daemonic Aspect

6 Mark of Khorne Mark of Slaanesh Mark of Nurgle Mark of Tzeentch Mark of Chaos
Undivided
fusing it with the champion’s own body.
Rewards of Khorne One of the character’s primary weapons
fuses with one of the character’s arms. This
weapon may not be removed, but it counts
Daemonic Name
as having the Master-Crafted upgrade if it
The Blood God turns his vast consciousness
did not previously, never requires
towards the character for but the briefest
maintenance, cannot be destroyed, and
instant, and recognises the mortal as one of
gains the Tainted trait. If the weapon is
his own. He bestows, or reveals, the
ranged, it cannot jam and never runs out of
character’s true name, as he is known to
ammunition, even if out of Reloads. If the
the denizens of the Realm of Chaos. He
weapon chosen was a Daemon Weapon,
gains 1d6 BP and +1d to all Interaction and
the daemon is harmlessly removed before
Leadership tests made with servants of
the weapon is fused.
Khorne. However, when fighting someone
who knows one of the character’s True Collar of Khorne
Names, the GM gains 1 Ruin. Truly powerful A brass collar, cruelly spiked and engraved
servants of Chaos have many names, and as with the sigils of the Blood God,
such this Reward can be obtained multiple materialises around the character’s neck.
times. Forged in Khorne’s weapons-foundries, it
may never be removed, but its blessings will
Daemon Weapon
protect the recipient from enemy sorcerers.
The character is gifted with one of the most
The character gains +3d to resist Psychic
cherished blessings a servant of the Ruinous
Powers, and once per combat, they may
Powers can ever receive—a Daemon
negate a single psychic power that includes
Weapon, imbued with the essence of a
them in its effect, treating it as if it were
daemon of Chaos. The character may
never cast.
generate a Daemon Weapon, bound with
the essence of a Bloodletter. The weapon Purity of Aggression
may be one the character already The character is blessed with the utter
possesses, or he may receive one of his clarity of Khorne’s will, all emotions other
choice with a value no greater than 4+Tier, than those that fuel bloodshed driven from
and a maximum rarity of Rare. He may his mind. No foe is beyond his hatred, and
choose the Binding Strength of the weapon. the feeling is mutual. The character gains
the Hatred (Everyone) Talent.
Flesh-Fused Weapon
The Blood God answers the champion’s Mark of Khorne
prayers by instilling one of his favored The fell skull-rune of Khorne is branded on
weapons with a portion of his power and the character’s flesh, claiming his soul for
the Blood God for all time and marking him female, and neither, for mere mortal
as one of Khorne’s Chosen, a warrior perception cannot begin to quantify its true
beyond compare, capable of bringing nature and such terms are but pale
armies to ruin and spilling oceans of blood. shadows of the terrible truth. The
He gains the Mark of Chaos talent. character’s body is changed to reflect
something of this state, assuming the
characteristic single breast so common
Rewards of Slaanesh
amongst the servants of the Dark Prince of
Chaos, as well as features that are
Daemonic Name disturbingly attractive yet ultimately
The character is granted a secret name, sexless. The character becomes an object of
derived from the impossible vowels and adoration to all around him, whether male
consonants voiced in the sibilant, lilting or female, and finds his own identity
tongue of the servants of Slaanesh. He assuming an amorphous, genderless quality
gains 1d6 BP and +1d to all Interaction and where such petty mortal qualities as
Leadership tests made with servants of masculinity and femininity become
Slaanesh. However, when fighting someone meaningless. Whenever the character
who knows one of the character’s True attempts any Interaction test, add +1 to the
Names, the GM gains 1 Ruin. Truly powerful result of each die.
servants of Chaos have many names, and as
Beguiling Mask
such this Reward can be obtained multiple
Slaanesh grants the character a solidified
times.
shard of his own duplicitous nature, in the
Daemon Weapon form of a mask that hides his true nature
The character is gifted with one of the most and intentions. When worn, it melds with
cherished blessings a servant of the Ruinous his own features, and allows him to appear
Powers can ever receive—a Daemon in any way he desires, from a lowly worker
Weapon, imbued with the essence of a to a pompous noble, changing his voice,
daemon of Chaos. The character may face, even hiding his mutations and
generate a Daemon Weapon, bound with corrupted soul. He gains a +3d bonus to any
the essence of a Daemonette. The weapon tests made to maintain the false character,
may be one the character already and he may prevent anyone from
possesses, or he may receive one of his determining his Corruption Level without
choice with a value no greater than 4+Tier, passing a DN 6 Willpower test first.
and a maximum rarity of Rare. He may
1,001 Senses
choose the Binding Strength of the weapon.
Those most touched by the power of the
Hermaphrodite Dark Prince are driven to ever-greater
Slaanesh is said to be both male and extremes of experience, the sensations of
the material universe growing duller by the
year. Most find themselves prisoners of Nurgle’s bountiful Garden of Decay. He
their own senses and unable to experience gains 1d6 BP and +1d to all Interaction and
sensations beyond those perceptible to the Leadership tests made with servants of
mortal body they were born into. The Nurgle. However, when fighting someone
character has been gifted with an entirely who knows one of the character’s True
new and previously unheard of array of Names, the GM gains 1 Ruin. Truly powerful
sensory perceptions, the merest of which servants of Chaos have many names, and as
makes those he was born with pale into such this Reward can be obtained multiple
insignificance. Armed with his new times.
perceptions, he sets out into the universe
Daemon Weapon
once more, determined to experience each
The character is gifted with one of the most
to the fullest extent possible. Whenever the
cherished blessings a servant of the Ruinous
character attempts an Awareness test, add
Powers can ever receive—a Daemon
+1 to the result of each die.
Weapon, imbued with the essence of a
Mark of Slaanesh daemon of Chaos. The character may
So driven is the character, so darkly does his generate a Daemon Weapon, bound with
soul shine in the stygian depths of the Sea the essence of a Plaguebearer. The weapon
of Souls, that he attracts the fleeting notice may be one the character already
of the Dark Prince of Chaos. Slaanesh possesses, or he may receive one of his
touches the character, bestowing upon him choice with a value no greater than 4+Tier,
his mark and claiming his soul for all and a maximum rarity of Rare. He may
eternity. Having been touched in such a choose the Binding Strength of the weapon.
manner, the character is driven to such
Corpulent Immensity
extremes of ambition and desire that entire
The character’s frame swells and distorts
worlds will tremble to hear his name, and
until he comes to resemble the massive
no experience is forbidden to his dark
form of Papa Nurgle himself. His innards
desire. He gains the Mark of Chaos talent.
bloat and swell, his skin sloughs off, and pus
weeps from open sores, yet he is blessed
Rewards of Nurgle with a vigour and strength entirely at odds
with his appearance. The character gains an
additional +3 Wounds, but may not make a
Daemonic Name
Run Action. His size category increases by
Nurgle’s tallymen know the name of every
one step (Average becomes Large).
disease ever to beset the mortal realm and
they know the true name of the character Nurgle’s Rot
too. The name is revealed to the recipient Nurgle’s Rot is the most virulent and
and bestowed upon him, granting him pleasing of all of Nurgle’s countless plagues,
equal status to the denizens of Father and the character is blessed to be its host.
While the character himself does not fall
victim to the rot, his very touch can bestow Rewards of Tzeentch
it upon another, consuming and destroying
it. The character may spend a Full Action to
Daemonic Name
make a test using his Corruption Level as
The character calls upon Tzeentch and
both the dice pool and the DN. If he
Tzeentch recognises one of his own,
succeeds, everyone within a number of
revealing to the recipient the name by
metres equal to twice his Corruption Level
which he is known in the Realm of Chaos.
is considered to have been hit by a weapon
He gains 1d6 BP and +1d to all Interaction
with the following profile: 10+1ED; AP 0;
and Leadership tests made with servants of
Tainted, Toxic (7). This damage ignores
Tzeentch. However, when fighting someone
Armor unless it is environmentally sealed.
who knows one of the character’s True
Those with the Nurgle keyword are
Names, the GM gains 1 Ruin. Truly powerful
unaffected by this disease.
servants of Chaos have many names, and as
Nurgling Infestation such this Reward can be obtained multiple
The character’s skin stretches and writhes times.
as loathsome shapes gestate beneath its
Daemon Weapon
surface. Soon after, the shapes become
The character is gifted with one of the most
boils and then seeping pustules from which
cherished blessings a servant of the Ruinous
tiny Nurglings are hatched. These tiny
Powers can ever receive—a Daemon
creatures live in the recesses of the
Weapon, imbued with the essence of a
character’s body, finding warmth and
daemon of Chaos. The character may
sustenance in the most unlikely of places.
generate a Daemon Weapon, bound with
They are fiercely loyal to their host and fight
the essence of a Pink Horror. The weapon
viscously to defend their home from attack.
may be one the character already
Once per combat the character may spill its
possesses, or he may receive one of his
distended guts and, in so doing, instantly
choice with a value no greater than 4+Tier,
summon a Mob of Nurglings, equal in
and a maximum rarity of Rare. He may
number to its Toughness.
choose the Binding Strength of the weapon.
Mark of Nurgle
Flaming Arm
The character is branded as a servant of
One of the character’s arms is replaced with
Grandfather Nurgle, a great corruptor of
the arm of a Flamer of Tzeentch, and he is
flesh and souls, and a place in the eternal
able to project from its blunt tip a stream of
cavalcade through the Gardens of the
mutating flame. One randomly determined
Plaguefather is reserved for him. He gains
arm is replaced by that of a Flamer of
the Mark of Chaos talent.
Tzeentch, a twisting limb capped with a
hand that can become a gaping,
tooth-ringed mouth that belches flame. The cinder. The character is marked forever, the
character may use it to make ranged attacks arcane rune of Tzeentch burned into his
as if it was a weapon with the following flesh and his soul claimed by the God of
profile: 10+(½ Intellect) ED; AP 0; 18m; Change. He gains the Mark of Chaos talent.
Pistol, Spread, Blaze, Tainted, Warp
Weapon.
Rewards of Chaos Undivided
Massive Intellect
Exposure to the will of Tzeentch gifts the
Daemonic Name
character with a vastly swollen intellect,
The Dark Gods turn their gaze upon the
enabling him to perceive something of the
character and grant him a name, a fusion of
God of Change’s great scheme and align his
the tongues of the Ruinous Powers, marking
own thoughts and deeds with it. Whenever
him as no individual god’s possession. He
the character attempts a Scholar test, add
gains 1d6 BP and +1d to all Interaction and
+1 to the result of each die.
Leadership tests made with servants of
Ecstatic Duplication Chaos. However, when fighting someone
The character is granted a most bizarre who knows one of the character’s True
reward—one that truly reflects Tzeentch’s Names, the GM gains 1 Ruin. Truly powerful
inscrutable ways. Upon reaching 0 wounds, servants of Chaos have many names, and as
the character’s body dissolves and melts, such this Reward can be obtained multiple
running in greater shimmering rivulets until times.
its mass reforms into two Pink Horrors, the
Daemon Weapon
lesser daemons of Tzeentch, which the
The character is gifted with one of the most
player may control for the remainder of the
cherished blessings a servant of the Ruinous
Encounter. Don’t forget that these two
Powers can ever receive—a Daemon
lesser daemons each become two Blue
Weapon, imbued with the essence of a
Horrors should they be slain, and Brimstone
daemon of Chaos. The character may
Horrors after that. If any of these Daemons,
generate a Daemon Weapon, bound with
even a single Brimstone Horror, remain
the essence of a minor warp entity (treat it
alive at the end of combat, then he returns
as an Undivided Daemon with Willpower 4).
fully intact, congealing out of the remains of
The weapon may be one the character
the daemons he became. If they are all
already possesses, or he may receive one of
killed, then he is also killed by Annihilation.
his choice with a value no greater than
Mark of Tzeentch 4+Tier, and a maximum rarity of Rare. He
Tzeentch shares with the character but a may choose the Binding Strength of the
minute portion of his grand scheme for the weapon.
universe, just enough to empower the
recipient without blasting his soul to a
Blasphemous Icon Daemons. However, should he be damaged
The character embodies all that is in a round where he deals no damage, he
blasphemous to those who blindly worship suffers a Mortal Wound at the end of the
the False Emperor of Mankind. His round as his daemonic essence ebbs.
blasphemies take many forms, from
Mark of Chaos Undivided
iconoclastic scripts tattooed upon his skin
Perhaps one of the greatest achievements
to a mocking resemblance to a figure such
available to a servant of the Powers, the
as an Imperial Saint. Some are capable of
character has managed to embody the
channelling their very essence into their
nature of Chaos without dedicating himself
blasphemies, and these are truly a scourge
to any individual god, and as such has
on the weakling Imperium of Man. Once per
earned the positive attention of all four
session, he may unleash the force of his
gods. He gains the Mark of Chaos talent.
Blasphemy. For a number of rounds equal
to his Corruption Level, he gains the Fear
ability, with a rating equal to 4 + his APOTHEOSIS
Corruption Level.

Infernal Will All Daemon Princes were once mortal


The needs and desires of the mortal realm servants of the Dark Gods, but they shed
hold no power over the character, and his their forms and ascended to Daemonhood,
drives and passions are entirely those of the becoming some of the most powerful
warp. He is motivated by the will of the individuals in service to Chaos, rivaled only
empyrean, and his deeds make little sense by the Greater Daemons.
to mere mortals, driven by a cold
determination that is unhindered by mere Most, if not all who follow the Ruinous
morality. The character is immune to Fear Powers hold the desire to reach Apotheosis,
and Pinning and gains +2d to resist any and ensure their immortal existence and
effects that would affect his mind. power. However, for every champion who
ascends, countless thousands fail, dying
Daemonic Aspect inglorious deaths or being overwhelmed by
A gift held by many as both a curse and a their own corruption, becoming miserable
blessing, the character’s very nature Chaos Spawn.
becomes melded with the warp and his
perception of the material universe fades Once a character reaches Rank 5, they are
while that of the unreal beyond is magnified no longer at risk for Spawndom. They have
a thousand-fold. Parts of his body change to succeeded long enough that their soul will
reflect his new, partly daemonic nature. The not be overwhelmed by the raw force of
character gains +2 to one attribute of his Chaos. Some choose to stay in this state,
choice and gains a -2DN bonus to remaining mortal but free from the direct
appropriate social and interaction tests with control of the Chaos Gods. A character who
reaches 26 Corruption Points while also level, and unless everyone in the party is
being Rank 5 does not become a Chaos equivalently powerful, it may be wise to
Spawn, but instead simply stops gaining retire the character and make him into an
Corruption (locking it at 26). NPC who may be able to assist or guide the
PCs. However, it is entirely possible to have
Once a Rank 5 character has reached 26
a game where one or more of the PCs is a
Corruption, he may begin to make
Daemon Prince, and act as a loose alliance
preparations for his Apotheosis (if he
of Daemonic patrons to other mortal
desires). This generally takes the form of a
servants and daemonic hordes.
massive venerating act, something greater
than any deed he has accomplished so far, Almost without exception, Daemon Princes
that will give him the ability to conduct a manifested in the material universe are
grand sacrifice of souls. This should be the massive beings, as befits such powerful
pinnacle of his mortal exploits, and should entities. Daemon Princes also gain a
be appropriately challenging. For example, number of abilities to reflect their nature as
a Khornate seeking Apotheosis could creatures of the Warp. A character who
single-handedly slaughter an entire becomes a Daemon Prince gains the
company of Astartes, or a Tzeentchian following benefits:
could conduct a great ritual that steals the
● Increase Strength and Toughness by
souls of everyone in a hive city. The
+2; +3 if it was Human.
venerating act need not be on his
● Increase its Wounds by 10.
own--leading servants is something every
● Increase its size to Huge.
Daemon Prince needs to be able to do--but
● Dark Sight​: Ignore any penalties to
other player characters should not directly
sight due to darkness, fog, or similar
assist the character beyond helping him
situations not caused by psychic
make preparations. When the time comes
powers or the Warp. The character
for the aspirant to prove himself, he must
can see perfectly in total blackness,
be the one to carry out his own dark deed.
and can detect soul-possessing
Should the gods look upon the character entities, even if they are hidden or
and find him worthy, they may offer him invisible.
Apotheosis. If he accepts, he is raised to the ● Daemonic Mind​: The character is
position of Daemon Prince. immune to the effects of fear and
automatically passes all Resolve and
Conviction tests. He is immune to
Daemon Princes
mind-affecting/controlling psychic
powers and abilities.
Becoming a Daemon Prince is a ● Daemonic​: This character may
fundamental change to a character’s power attempt to Soak Mortal Wounds.
Soaking does not cost any Shock for melee attack, any character that
this character. loses a wound from the attack also
● Fear (6)​: The character causes fear. gains the Bleeding condition.
Enemies are required to pass a Fear ● Rage of Khorne​: A Daemon Prince of
test (DN 6) to act normally. Khorne can become Frenzied as a
● Immunity to poisons, diseases, and free action. In addition, while
the Toxic trait, as well as not Frenzied, a Daemon Prince of
needing to breathe and being able Khorne gains an additional +1d
to survive in the vacuum of space. bonus to Weapon Skill tests.
● Due to his size and power, a
Daemon Prince’s unarmed attacks
have the following profile: 6+2ED; Daemon Prince of Nurgle
AP -2.
● Psyker​: A Daemon Prince not Daemon Princes of Nurgle increase their
aligned to Khorne gains the Psyker Toughness or Willpower by +1. In addition,
keyword and the ​Smite ​power. He they choose one of the following abilities:
may purchase the Psychic Mastery ● Aura of Pestilence​: All mortals
Skill, Minor Psychic Powers, and within 30 metres of the Daemon
powers from the associated Prince who do not have the Nurgle
Daemonic Discipline (Dark Hereticus keyword suffer a -1 penalty to
for Unaligned princes) Toughness.
● Might over Magic​: A Khorne ● Unnatural Resilience​: The Daemon
Daemon Prince adds +2d to Weapon Prince may re-roll any failed dice on
Skill tests. He loses the Psyker Toughness and Soak tests.
keyword and all Psychic Powers if he
somehow had them.

Additionally, Daemon Princes gain the Daemon Prince of Slaanesh


following abilities based on Alignment.
Daemon Princes of Slaanesh increase their
Fellowship or Agility by +1. In addition, they
choose one of the following abilities:
Daemon Prince of Khorne
● Beguiling Aura​: All mortals within 30
Daemon Princes of Khorne increase their metres of the Daemon Prince who
Strength or Initiative by +1. In addition, they do not have the Slaanesh keyword
gain both of the following abilities: suffer a -1d penalty to Willpower
● Blood for the Blood God​: If a tests. Additionally, all affected by
Khornate Daemon Prince rolls a 6 on this ability treat their Defense as 1
the Wrath dice when making a lower against the Prince’s attacks.
● Impossibly Persuasive​: The Daemon Daemonic Beasts, and they need not
Prince may re-roll any failed dice on share an alignment, but all are loyal
Interaction tests. to the Prince, and should any die,
they are replaced at the end of the
current scene with new daemons,
Daemon Prince of Tzeentch which need not be of the same type
as before.
Daemon Princes of Tzeentch increase their ● Lord of Terror​: The unholy,
Willpower or Intellect by +1. In addition, unnerving nature of the Daemon
they choose one of the following abilities: Prince is such that individuals that
● Master of Fate​: Whenever the are normally immune to fear are
Daemon Prince spends a Wrath, roll affected by the Prince’s Fear ability.
1d6. On a result of 6, the Daemon Enemies that are fearless because
Prince gains the benefit of the they are mindless remain fearless.
Wrath, but it does not count as
spent. In addition, the Daemon Daemon Princes and Gear
Prince starts each session with an
additional Wrath and adds an extra
1d6 Glory to the pool at the Although Daemon Princes wield
beginning of each game session. near-limitless power and are beyond such
● Master of Sorcery​: The Daemon mortal concerns as pain and death, they do
Prince may re-roll any failed dice on face certain limitations, primarily as a result
Psychic Mastery tests. He is of their increased size. In addition to the
unaffected by the negative effects of problems posed by small spaces, the main
Perils of the Warp, though those drawback is a restriction on the equipment
around him might be. and weapons the Daemon Prince can use.
For most champions of Chaos, such
concerns pale in comparison to the rewards
Daemon Prince of Chaos Undivided of Apotheosis.

Daemon Princes of Chaos Undivided Due to their size, Daemon Princes have
increase one attribute of their choice by +1. significant restrictions in their use of
In addition, they choose one of the weapons, armor, and other gear. This is
following abilities: ultimately at the discretion of the GM, but
as a guideline, Daemon Princes cannot use
● Champion Undivided​: The character weapons or armor manufactured for
may gain up to Tier+3 Daemonic human-sized creatures or even for Chaos
Servants. These may be any
combination of Lesser Daemons or
Space Marines, with the exceptions noted fuses with the existing bionics. In either
below. case, the benefits of bionic limbs are
subsumed in the advantages of becoming a
Due to the whims of the Warp and the
Daemon Prince.
nature of the transformation a character
undergoes when he becomes a Daemon
Apotheosis and Mutations
Prince, some weapons and armor in his
possession at the time of his Apotheosis
remain usable in his new form. Depending Although it may resemble its previous form
on the item in question, this might mean in many ways, a Daemon Prince is no longer
that the item actually transforms along with a creature of flesh and blood. The
the Daemon Prince, increasing in size, form, mutations that afflicted the mortal frame,
or even melding with his daemonic flesh. All for good or ill, vanish, though they might be
Daemon Weapons remain usable, echoed in the new form.
regardless of their size or type.
Upon his ascension, a Daemon Prince may
In addition, at the player’s choice, any choose to remove any number of his
armor worn by the character at the time of Malignancies of his choice; the effects of
his Apotheosis melds with the Daemon the chosen Malignancies, positive and
Prince, becoming a part of his new form. negative, are removed from the character.
The Daemon Prince retains the Armor For each Malignancy he removes in this
Points and any other benefits provided by way, the Daemon Prince gains 5 Favor,
the armor (subject to the GM’s discretion), which he can immediately use to purchase
but no longer has the option of removing it. Daemonic Gifts.
If the player chooses not to retain the
armor this way, the character’s expanding Daemonic Servants
form shatters the armor, destroying it.

Bionics and cybernetics remain a part of the Upon joining the infernal legions, a Daemon
character, although they inevitably fuse Prince leaves behind many trappings of his
with his Daemonic flesh in unnatural and former existence, from equipment to allies
disturbing ways, making the division and contacts, and perhaps even his most
between machine and flesh far from clear. loyal followers. It is perhaps ironic that a
In game terms, a Daemon Prince retains the character who has spent his life acquiring
benefits of implants, unless the GM rules followers and building a warband for the
that a particular benefit is not appropriate goal of becoming a Daemon Prince might
for a Daemon. However, a Daemon Prince find himself abandoning those very mortal
does not retain any benefits of bionic followers to lead dread legions of Daemons.
replacement limbs. In effect, the character’s
new Warp-flesh restores his lost limbs or
Many servants that might accompany fixed at 26. Instead, Daemon Princes gain
mortals are less appropriate for a Daemon Favor, representing their position in the
Prince. This might be because the Daemon eyes of their god, which translates into
Prince now traverses environments that are increased power over the Warp and
lethal to mortals, because it finds itself in mastery of their own Daemonic abilities.
need of more potent followers, or simply
Unlike Corruption, which can be gained as a
because those who it once considered its
reward or as a punishment for a failing,
loyal followers now find themselves
Favor is always a positive thing. However, a
beneath its notice, for Daemon Princes do
Daemon Prince who fails his patron can lose
not view the universe as does a mortal. In
Favor, as his god takes back a measure of
lieu of mercenaries, beasts, servitors, and
the power and authority over the Warp
other mortal followers, Daemon Princes
previously granted to the Daemon Prince.
often amass retinues of subservient
Daemons to follow them. As befits their new status, the expectations
on Daemon Princes, both in the eyes of
These Daemons might represent soldiers
mortals and the gods, are higher.
placed at their command by their patron
Consequently, Daemon Princes must
god, rivals defeated and forced into
generally accomplish suitably more
obedience, or for the most potent of
impressive feats than a mortal in order to
Daemon Princes, lesser entities formed
gain BP or Favor.
from the Warp through sheer force of will.
As a foremost leader in the Daemonic
A Daemon Prince with the Devotees talent
legions, a Daemon Prince has the eye of his
may take Lesser Daemons of his god (any
god far more than he ever did as a mortal.
Lesser Daemon for Unaligned princes) as
This is both a boon and a hindrance, for just
Devotees, using their full profile rather than
as the Chaos Gods reward and punish their
using a dice pool based on his rank. The
mortal followers, so do they their Daemonic
number of Devotees remains the same.
servants. A Daemon Prince gains Favor by
advancing his god’s cause, whether by
Advancing as a Daemon Prince slaying the servants of the Corpse-God,
leading his legions in battle against the
Daemons of rival gods, or corrupting
Daemon Princes continue to gain and spend
mortals. Likewise, a Daemon Prince loses
BP just like any other character. As
Favor when he fails his god or acts contrary
Daemons, Daemon Princes are creatures of
to his god’s path. Daemon Princes gain
the Warp—walking embodiments of
Favor by advancing the cause of Chaos, and
Corruption. Consequently, Daemon Princes
of their god in particular. The possibilities
no longer gain Corruption, nor can they
for obtaining the Favor of the Ruinous
decrease it; their Corruption is permanently
Powers are endless, but some examples are Chaos God. And whereas service to Chaos
shown below. can be worthy of Favor, Daemon Princes
primarily win the rewards of their patron
Slaying a powerful champion of the 1–2 deity by advancing its interests. This can
Imperium, such as a Space Marine Chapter Favor
Master or Ordo Malleus Inquisitor. bring the Daemon Prince into opposition
with the servants and Daemons of rival
Leading an army of mortal servants of Chaos 3–5
to victory in battle over the forces of the Favor gods just as readily as it can the forces of
Imperium; defeating a rival Daemon Prince
in battle; overtaking a cult of a rival god.
the Imperium. A Daemon Prince is a player
in the Great Game between the Chaos
Leading a Daemonic legion to victory 6–7
against the forces of a rival Chaos God; Favor Gods, and conflict with the servants, both
corrupting a defender of the Imperium, such mortal and Daemonic, of the other Ruinous
as a Space Marine Captain or Inquisitor.
Powers is inevitable.
Converting a world to the worship of 8–9
the Daemon Prince’s god; orchestrating a Favor
major daemonic incursion into reality.
Daemon Princes and Other Characters
Conquering a sector capitol in the name 10+
of Chaos; launching a Black Crusade; Favor
engineering the fall of a loyalist Space
Marine Chapter to Chaos. Daemon Princes pose certain challenges for
players and the GM as part of a group of
These are examples and guidelines, and it is characters. Daemon Princes are mighty
always the GM’s decision as to whether or entities and, even in the Screaming Vortex,
not a particular action is worthy of Favor, likely to inspire terror or worship (or both)
and how much. In some cases, the GM wherever their dreadful footsteps fall.
might determine that a random amount is There are times when a Daemon Prince
appropriate, representing the fickle nature might simply not be able to go where other
of the Chaos Gods. In these cases, 1d6 is characters can, or to do so might
usually sufficient, possibly modified by +1 or undermine the group’s very intentions.
-1 based on the deed. When subtlety is called for, a Daemon
Prince is problematic. Daemon Princes
As a prominent leader amongst the might not always be able to accompany the
Daemonic legions of his god, a Daemon other characters. This could be for reasons
Prince faces higher expectations than nearly of discretion as described above. When this
any mortal follower of Chaos. Actions that happens, the GM should try to keep the
would win considerable Corruption for an Daemon Prince involved through telepathic
aspiring champion of Chaos are simply communication or some other method.
expected for a Daemon Prince, but might However, players might have to accept that
nonetheless be worth 1 or 2 Favor. While such instances are just the price to pay for
mortal servants of the Ruinous Powers having such a powerful and extraordinary
often pay homage to all of the gods, a character. These cases also serve as a
Daemon Prince is a sworn vassal of one reminder that the “ordinary” characters still
have a purpose and certain advantages over When a Daemon Prince fails three Defiance
the Daemon Prince. It can be easy for the checks, takes damage equal to double his
other players to feel that the Daemon maximum wounds, or is otherwise “killed,”
Prince overshadows their characters, due to he does not die but is banished back to the
its prestige and numerous abilities. Making Warp. A Daemon Prince can sacrifice Favor
the Daemon Prince’s limitations and to avoid this fate.
drawbacks a part of the ongoing narrative is
When a Daemon Prince is “killed,” the
one way the GM can ensure the other
player can choose to pay 2d6+5 Favor. If he
characters have a chance to shine.
does, the Daemon Prince is banished, but
only for a short time. The Daemon Prince is
The Great Game effectively powerless for the remainder of
the session, while it gathers its strength,
and can take no further part in combat
Daemon Princes must constantly be aware
encounters or similar scenes. At the GM’s
of their status in the eyes of their patron.
discretion, the Daemon Prince might be
This is reflected mechanically in the Favor
able to communicate with the other
rules, but should also be incorporated in
characters and with NPCs, appearing to
roleplaying. A Daemon Prince is a leader of
them in dreams or visions, speaking
his god’s Daemonic forces, and has a high
through a medium or Daemonic emissary,
visibility. As well as the advantages that
or through other, even more esoteric,
come with greater power, this has the
means. The Daemon Prince cannot be
disadvantage of his god being more likely to
banished again or otherwise harmed for the
notice and respond to any failings on the
remainder of the session. After the session
character’s part. The GM and player should
(or at the beginning of the next session,
keep this in mind, using it both to drive
depending on the needs of the campaign),
roleplaying and create plot hooks.
the Daemon Prince claws its way back into
reality.
Banishment
It is up to the players and GM to determine
how this comes about, but it should be a
As beings of the Warp, Daemon Princes suitably remarkable event—possessing a
cannot be truly killed like flesh-and-blood rogue psyker, having its servants or allies
mortals. However, like any Daemon, a orchestrate a great ritual to summon it, or
Daemon Prince can be banished, cast back some other appropriate event.
into the depths of the Warp until such time
Alternatively, the player can choose to pay
as it gathers enough power to again
2d6 Favor. With this option, the Daemon
manifest in the material universe.
Prince remains in reality and is restored to
1d6 Wounds. It can continue to take part in
combat encounters and other scenes, but and may purchase Aligned gifts, but at +5 to
this also means it can be “killed” again, their cost. Each Daemonic Gift can only be
requiring a further sacrifice of Favor. selected once unless noted, and cost the
Regardless of which option he chooses, If listed amount of Favor to purchase.
this reduces his Favor to 0 (or if it is already
0), the Daemon Prince also loses one Daemonic Gifts

randomly determined Daemonic Gift. Unaligned Daemonic Gifts Cost

If a Daemon Prince does not have sufficient Armor of Chaos 12


Favor to sacrifice (the loss of Favor would Daemonic Aura 15
reduce its Favor to 0), or chooses not to, it
Daemonic Flight 10
is banished to the Warp for an interminable
period. Although not truly dead, the Daemonic Rune 15

Daemon Prince has so failed its god, or lost Daemon Weapon 20


so much power, that it cannot again
Khornate Daemonic Gifts Cost
manifest in realspace for centuries,
millennia, or longer. While time has little Adorned in Brass 15

meaning in the Warp, for purposes of the Hellfire Gaze 15


game, the Daemon Prince is assumed to be
Khorne’s Favor 16
banished for a long enough period that it
plays no further part in the current Obsidian Star 15

campaign. Slaaneshi Daemonic Gifts Cost

Ecstatic Devotion 6

Daemonic Gifts Siren’s Call 18

Slaanesh’s Favor 12

To exist as a Daemon Prince is to live as a Soul Shrive 15


mortal made something more, and to
Nurglesque Daemonic Gifts Cost
embody the dark machinations of the Chaos
Gods. The few infamous enough to rise to Death’s Hand 5

this rank have been given the Dark Gods’ Noxious Touch 7
ultimate gift, and the rewards for such
Nurgle’s Favor 14
service are great. This section covers
Daemonic Gifts, powerful new abilities Unbreakable 20

available only to Daemon Princes. Tzeentchian Daemonic Gifts Cost

Aligned Princes can take Gifts from their Arcane Wisdom 30

Patron’s list or Unaligned Gifts. Unaligned Lord of Lies 20


Princes pay half price for Unaligned Gifts,
Spectral Blade 20
Tzeentch’s Favor 9 Prince, absorbing or turning aside even the
mightiest blows. He gains *3 AV with the
Warpfire Nimbus 25
Force Shield trait.

Daemonic Flight
Unaligned Daemonic Gifts Two massive wings burst from the Daemon
Armor of Chaos Prince’s back. They take forms dependant
upon the Prince’s patron, such as feathered
The Daemon Prince’s armor glows with wings for Tzeentch, or the wings of a fly for
unholy power, contorting to take a form no Nurgle, but are all functionally identical. His
mortal could ever hope to wear. The base Speed is doubled and he gains the
Daemon Prince’s AV increases to 6. The ability to Fly (this does not stack with items
armor gains additional properties based on such as jump packs).
the Prince’s alignment:
Khorne​: Vicious spikes grow from the Daemonic Rune
armor. Anyone that suffers a combat The Daemon Prince bears an unholy rune of
Complication when attacking the wearer in immense power that acts as a tether and
melee suffers a Mortal Wound in addition sustains his form in the mortal realm.
to any other effects. Once per session, the Daemon Prince may
Slaanesh​: The armor gleams and reflects spend a Wrath completely negate an attack
incoming light. The armor gains +1 AV that would hit him. He may do this after
against Las weapons and any light-based damage is rolled, but must do it before the
attack. attacker’s turn ends.
Nurgle​: Dishevelled and cracked, the armor Daemon Weapon
falls away when damaged only to scab over The Gods of Chaos grant the Daemon Prince
and heal itself after festering for a time. The a rare prize: a mighty Daemon Weapon!
armor gains an additional 3 AV, which is The Daemon Prince generates a Daemon
reduced by 1 each time the wearer is struck Weapon. The chosen type of Daemon must
(after damage is resolved), until this be either Unaligned or Aligned with the
additional AV is gone. This additional AV same Chaos God as the Daemon Prince, and
regenerates at the beginning of each can be any Daemon other than another
session. Daemon Prince, even a Greater Daemon,
Tzeentch​: The armor changes of its own but it cannot be one with a higher
accord to better protect the wearer. The Willpower than the Prince. The weapon
armor negates any weapon trait that adds may be one the character already possesses
to the die result of damage dice, such as (even an existing Daemon Weapon,
Brutal, Rad, or Melta. replacing its current inhabitant), or he may
Daemonic Aura receive one of his choice with a value no
A crackling glow surrounds the Daemon greater than 5+Tier, and a maximum rarity
of Very Rare. He may choose the Binding adornment fit for a pet, not a loyal vassal
Strength of the weapon. who has proven his ferocity time and time
again in blood. Entrusted only to the most
dedicated Daemon Princes, the Obsidian
Khornate Daemonic Gifts Star protects its wearer against the
cowardice of psykers far more than any
Adorned in Brass slave’s collar. Psykers within 64 metres of
Khorne grants his favoured servant a suit of the Daemon Prince subtract 2 from each die
gleaming brass armour etched with symbols when making Psychic Mastery test and
of power. His armor’s AV increases to 8, he Force Weapons lose the Force trait.
gains +1d to tests to resist Psychic Powers, Additionally, any character with the Khorne
and any enemy he charges must make an keyword within 64 metres of the Daemon
opposed Strength test with him or be Prince (including the Daemon Prince
knocked Prone. himself) gains a +4d bonus to tests to resist
Hellfire Gaze Psychic Powers.
The Daemon Prince channels his rage and
hatred into a searing lance of crimson Slaaneshi Daemonic Gifts
Warpfire that leaps from his eyes. He is
always considered to be armed with a Ecstatic Devotion
weapon with the following profile: 16+3ED; The Daemon Prince’s mere presence fills his
AP-4; 20m; Salvo -; Heavy, Blaze, Melta. followers with waves of delight. They hang
Hellfire Gaze never jams or runs out of on his every word, willing to do his bidding
ammunition, requires no hands to use, and with no concern for life or limb. The
cannot be destroyed. However, reloads Daemon Prince doubles the number of
cannot be spent on it. Devotees (if he has the talent) he can have.
Additionally, he may take servants aligned
Khorne’s Favor to another Chaos God, although these
The Daemon Prince receives a lesser boon minions suffer a +1DN penalty to
of Khorne that, whilst still powerful, acts as Leadership tests involving them.
a reminder that neither mortal nor Daemon
stands above the Blood God himself. The Siren’s Call
Daemon Prince selects a single Reward of The Daemon Prince’s voice takes on such a
Khorne of his choice. He can select this Gift soothing tone that even the most vengeful
multiple times, but may not select a Reward adversaries stand utterly incapable of
he already has. attacking such a majestic creature. The
Daemon Prince gains a +4d bonus to
Obsidian Star Persuasion tests. As a Full Action, he may
Many Khornate Champions bear the Collar call to a single enemy in line of sight. If the
of Khorne, but it is a symbol of servitude; an target fails an Opposed Persuasion vs.
Conviction Test, it loses the ability to target cannot be Disarmed or destroyed and does
the Daemon Prince with any attacks for a not prevent the hand from performing
number of Rounds equal to 1 plus 1 for other tasks. The Daemon Prince chooses
every Exalted Icon the Prince shifts. The which hand gains this Gift.
target can apply any bonuses to this
Noxious Touch
Opposed test that would apply to resisting a
Riddled with nauseating diseases, touching
psychic power against it.
the Daemon Prince’s skin causes instant
Slaanesh’s Favor infections. Anyone who touches the
The Daemon Prince receives a lesser boon Daemon Prince must test as if damaged by
of Slaanesh that, whilst stimulating, a weapon with the Toxic (7) Trait. His
provides only a hint of the true delicacies unarmed attacks gain the Penetrating (2),
the Pleasure God provides. The Daemon Toxic (7), and Rad (2) Traits.
Prince selects a single Reward of Slaanesh
Nurgle’s Favor
of his choice. He can select this Gift multiple
The Daemon Prince receives a lesser boon
times, but may not select a Reward he
of Nurgle that, whilst putrid, provides only a
already has.
hint of the joyous putrefaction the Plague
Soul Shrive God provides. The Daemon Prince selects a
To a Daemon, nothing tastes as sweet as single Reward of Nurgle of his choice. He
the soul of a mortal, and the power to can select this Gift multiple times, but may
simply pluck the living essence from an not select a Reward he already has.
unwitting victim is one of Slaanesh’s
Unbreakable
greatest gifts. He is always considered to be
Swelling to massive proportions, the
armed with a weapon with the following
Daemon Prince transforms into a mountain
profile: 12+3ED; AP 0; Heavy, Agonizing,
of rotting flesh. The Daemon Prince
Brutal, Warp Weapon. Soul Shrive never
increases his Size by one step, gains AV 7
jams or runs out of ammunition, requires
(replacing existing armour), heals 7 Wounds
no hands to use, and cannot be destroyed.
at the start of his turn, and ignores
However, reloads cannot be spent on it.
penalties to movement due to rough
terrain. He reduces his Agility by 4 (to a
minimum of 1). A Daemon Prince with this
Nurglesque Daemonic Gifts
Gift cannot use or benefit from Daemonic
Death’s Hand Flight.
One of the Daemon Prince’s hands swells
and drips with all manner of fetid liquids,
Tzeentchian Daemonic Gifts
gases, and slimes. The Daemon Prince gains
a weapon with the following profile: 7+2ED; Arcane Wisdom
AP -2; Plague, Toxic (7). Death’s Hand The unlimited knowledge of Chaos floods
the Daemon Prince’s mind, granting him energy, capable of bypassing nearly any
knowledge beyond his ken and beyond his armor. Once per round as a free action, the
control. The Daemon Prince gains +3d to all Daemon Prince may summon a weapon
Scholar tests. Once per session, he may with the following profile: 9+2ED; AP -5;
expend a Wrath point to add 9 icons to a Force, Parry. He may only have one Spectral
Scholar test he makes. However, if he rolls a Blade manifested at once.
Complication on a Scholar test, he is unable
Tzeentch’s Favor
to track down the information he seeks
The Daemon Prince receives a lesser boon
within his labyrinthine intellect, and fails
of Tzeentch that provides the smallest hint
the test automatically.
of the Architect of Fate’s grand plan. The
Lord of Lies Daemon Prince selects a single Reward of
By focusing his energy, the Daemon Prince Tzeentch of his choice. He can select this
forcibly alters his appearance to that of a Gift multiple times, but may not select a
normal human. The effects are fleeting, but Reward he already has.
such subterfuge opens up many paths to
Warpfire Nimbus
deception. Once per session, the Daemon
A shining vortex of multicoloured fire whips
Prince can take the form of a regular human
around the Daemon Prince, protecting him
(age, gender, and physical attributes chosen
from harm. The Daemon Prince gains a
by the player). The effect lasts a number of
Force Field with *1 AV with the Force Shield
hours equal to his Intellect, or until he uses
trait for every 5 points of Favor the Daemon
any of his Rewards or Daemonic Gifts, or if
Prince has, rounding down. The AV changes
any character detects the Daemon Prince
as his Favor changes. Daemon Prince’s
through the Psyniscience power, though
unarmed attacks gain the Blaze trait, but he
any attempts to do so suffer a +4DN
automatically fails all Stealth tests.
penalty.

Spectral Blade
Tzeentch gifts the Daemon Prince with the
ability to conjure a blade of pure psychic
   
The Path of the Sorcerer
 

Name Point DN Activation Duration Range Multi- Keywords Effect


Cost Target

Dark Hereticus Discipline

Infernal Gaze 15 Target’s Action Instant 40m Yes Heretic Astartes, Chaotic energies damage
Defense Chaos, Psychic those the psyker casts his
eyes over

Death Hex 15 8 Action 1 Round 24m No Heretic Astartes, A dark curse strips away
Chaos Psychic arcane and technological
protections

Gift of Chaos 15 6 Full Action Instant 12m No Heretic Astartes, The power of Chaos forces
Chaos, Psychic mutation and reshapes the
target

Prescience 15 7 Action Sustained 40m Yes Heretic Astartes, The ability to glimpse a few
Chaos, Psychic seconds into the future offers
enemies no escape from
attacks

Diabolic Strength 15 6 Action Sustained 24m Yes Heretic Astartes, The energies of Chaos grant
Chaos, Psychic the targets the strength of
darkness

Warptime 15 6 Action Instant 6m Yes Heretic Astartes, Reality disjuncts from the
Chaos, Psychic flow of time allowing the
targets to reposition freely

Weaver of Fates 15 6 Action Sustained 40m Yes Heretic Astartes, The targets gain a
Chaos, Tzeentch, precognitive ability to dodge
Psychic as fate itself favors them

Discipline of Slaanesh

Cacophonic Choir 15 6 Action Instant 40m No Daemon, Chaos, The psyker emits harrowing
Slaanesh, Psychic screams that tear apart the
targets’ psyche
Symphony of Pain 15 6 Action 1 Round 40m Yes Daemon, Chaos, The targets are wracked with
Slaanesh, Psychic pain that makes them less
effective in battle

Hysterical Frenzy 15 8 Action 1 Round 40m Yes Daemon, Chaos, The psyker’s allies enter a
Slaanesh, Psychic frenzy that drives them to
inflict pain and agony

Delightful Agonies 15 6 Action Sustained 40m Yes Daemon, Chaos, The targets are tortured with
Slaanesh, Psychic pain that obscures any
physical damage taken

Pavane of Slaanesh 15 6 Action Instant 40m No Daemon, Chaos, A small group of enemies tear
Slaanesh, Psychic themselves apart in a brutal
dance

Phantasmagoria 15 6 Action Sustained 24m No Daemon, Chaos, All nearby the psyker suffer
Slaanesh, Psychic visions that weaken their wills

Discipline of Nurgle

Stream of 15 Target’s Action Instant 14m No Daemon, Chaos, The psyker spews forth a
Corruption Defense Nurgle, Psychic stream of disease on his
enemies

Fleshy Abundance 15 5 Action Instant 40m No Daemon, Chaos, Fleshy growths cover and heal
Nurgle, Psychic the target’s injuries

Nurgle’s Rot 15 7 Action Instant 14m No Daemon, Chaos, All nearby are struck by one
Nurgle, Psychic of Nurgle’s worst plagues

Shriveling Pox 15 6 Action Instant 40m Yes Daemon, Chaos, The targets find their bodies
Nurgle, Psychic wasting and their resilience
waning

Virulent Blessing 15 7 Action Sustained 40m Yes Daemon, Chaos, Coat the targets’ weapons
Nurgle, Psychic with horrible diseases

Miasma of 15 6 Action Sustained 40m Yes Daemon, Chaos, A choking fog of flies obscures
Pestilence Nurgle, Psychic the targets’ outlines, causing
attacks against them to miss
more easily

Discipline of Tzeentch
Boon of Change 15 7 Action 1 Round 40m Yes Daemon, Chaos, The target gains a random,
Tzeentch, temporary mutation that give
Psychic him power.

Bolt of Change 15 3 + Target’s Action Instant 40m No Daemon, Chaos, The target is struck with a
Defense Tzeentch, blast of raw energy that
Psychic damages and corrupts

Gaze of Fate 15 6 2 Simple Instant Self No Daemon, Chaos, The psyker gains a vision that
Actions Tzeentch, lets him avoid a potential
Psychic misstep

Treason of 15 Target’s Full Action 1 Round 40m No Daemon, Chaos, The target is controlled into
Tzeentch Willpower Tzeentch, serving the psyker
(Opposed) Psychic temporarily

Flickering Flames 15 5 Action 1 Round 40m Yes Daemon, Chaos, Flames surround the weapons
Tzeentch, of the psyker’s allies, granting
Psychic them unholy power

Infernal Gateway 15 8 Action Instant 24m No Daemon, Chaos, The psyker rips a hole in
Tzeentch, reality and exposes his enemy
Psychic to the Warp’s power

Effect​: Unholy power streams from the psyker’s


Dark Hereticus eyes, charring and melting everything caught in
its path. If successful, roll 3d6. For each die
result of 4 or higher, the target suffers a Mortal
Most commonly used by Heretic Astartes Wound.
Sorcerers, the Dark Hereticus discipline contains Potency​: [2] Add another d6 to the pool.
mostly powers that lack an alignment.
Therefore, unaligned Sorcerers generally draw Death Hex
from this discipline, as do aligned sorcerers that
wish to branch out their options without taking Point Cost​: 15
powers associated with a rival god. DN​: 8
Activation​: Action
Infernal Gaze Duration​: 1 Round
Range: ​24m
Point Cost​: 15 Multi-target​: No
DN​: Target’s Defense Keywords​: Heretic Astartes, Chaos, Psychic
Activation​: Action Effect​: The Sorcerer places a dire hex upon his
Duration​: Instant enemies. Wards and energised shields flicker
Range: ​40m and fail, leaving the foe exposed. If successful,
Multi-target​: Yes the target may not benefit from AV with the
Keywords​: Heretic Astartes, Chaos, Psychic
Force Shield trait, and may not attempt to soak attack tests made by affected targets.
Mortal Wounds. Potency​: [3] Increase the bonus by +1d.
Potency​: [3] The duration is extended by 1
Round. Diabolic Strength

Gift of Chaos Point Cost​: 15


DN​: 6
Point Cost​: 15 Activation​: Action
DN​: 6 Duration​: Sustained
Activation​: Full Action Range: ​24m
Duration​: Instant Multi-target​: Yes
Range: ​12m Keywords​: Heretic Astartes, Chaos, Psychic
Multi-target​: No Effect​: The unholy energies of Chaos course
Keywords​: Heretic Astartes, Chaos, Psychic through the recipient, swelling his frame with
Effect​: As the power of the warp surges through the strength to tear a tank in two. If successful,
the psyker’s victim, bones snap and flesh rips as the targets gain +2 Strength and may ignore up
a new form takes shape. If successful, make a to +2 DN of penalties on melee multi-attacks.
Willpower Test, opposed by a Toughness Test Potency​: [3] Increase the bonus to Strength by
by the target. If the test is successful, deal d3+3 +1.
Mortal Wounds to the target, otherwise,
nothing happens. If the target takes the damage Warptime
but survives, they must make a Corruption test
Point Cost​: 15
or suffer an immediate Minor Mutation. If an
DN​: 6
Elite or Adversary-tier threat is reduced to 0
Activation​: Action
wounds by Gift of Chaos, it is killed by
Duration​: Instant
Annihilation, and from its body, a Chaos Spawn
Range​: 6m
(see Bestiary in the Core Rulebook) springs. The
Multi-target​: Yes
Chaos Spawn does not follow your orders, but is
Keywords​: Heretic Astartes, Chaos, Psychic
not hostile to you.
Effect​: The power of the immaterium bursts
Potency​: [2] You get +1d to the Willpower test.
from the psyker, warping time and heightening
Prescience the speed of his allies. If successful, all targets
may move up to their speed immediately.
Point Cost​: 15 Potency​: *[3] All targets move twice their speed
DN​: 7 instead.
Activation​: Action
Duration​: Sustained Weaver of Fates
Range: ​40m
Point Cost​: 15
Multi-target​: Yes
DN​: 6
Keywords​: Heretic Astartes, Chaos, Psychic
Activation​: Action
Effect​: By focusing his warp-sight the psyker can
Duration​: Sustained
guide the aim of his allies, bringing a swift and
Range​: 40m
merciless death to their foes. Add +2d to all
Multi-target​: Yes
Keywords​: Heretic Astartes, Chaos, Tzeentch,
Psychic
Effect​: The psyker traces the skeins of the Discipline of Slaanesh
future to see the fates of battle. Forewarned of
imminent danger, warriors dodge bullets and
sword blows with seemingly supernatural The Dark Prince’s servants, both mortal and
reflexes. If successful, all targets may soak immaterial have taken their psychic abilities to
Mortal Wounds so long as the power is the same extremities as they do everything else
sustained. If they already have this ability, they in their lives, allowing for sensations and
gain +2d to soak tests. agonies greater than any others.
Potency​: [3] All targets gain +1d to soak tests.
Cacophonic Choir
Delightful Agonies
Point Cost​: 15
Point Cost​: 15 DN​: 6
DN​: 6 Activation​: Action
Activation​: Action Duration​: Instant
Duration​: Sustained Range​: 40m
Range​: 40m Multi-target​: No
Multi-target​: Yes Keywords​: Daemon, Chaos, Slaanesh, Psychic
Keywords​: Heretic Astartes, Chaos, Slaanesh, Effect​: The psyker emits an ear-piercing chorus
Psychic of screams that shatters the sanity of its foes. If
Effect​: Those whose minds are touched by the successful, the psyker makes an opposed
psyker’s caress are wracked by waves of Willpower test with the target. If the psyker
exquisite pain, over which physical trauma has wins, the target suffers a Mortal Wound, plus
no hold. If successful, each time the targets take one for each icon by which the psyker’s result
damage, roll a d6 for each wound lost. On a die exceeds the target’s.
result of 5 or 6, the wound is not lost. Potency​: [2] The psyker gains +1d on the
Potency​: *[3] The wounds are not lost on a die Willpower test.
result of 4, 5, or 6 instead.
Symphony of Pain

Point Cost​: 15
DAEMONIC DISCIPLINES
DN​: 6
Activation​: Action
The following disciplines were created by those Duration​: 1 Round
Daemons that serve gods that make use of Range​: 40m
Psychic Powers. Despite their origins, mortal Multi-target​: Yes
sorcerers are sometimes able to make some of Keywords​: Daemon, Chaos, Slaanesh, Psychic
these powers their own. A Daemonic Discipline Effect​: The psyker’s chants unleash destructive
may be taken by a mortal psyker only if he has Chaos energy. If successful, the targets are
the keyword of the appropriate god. wracked by unbearable pain and suffers a -2d
penalty to all attack tests.
Potency​: [2] The targets’ penalty increases by
-1d.
Hysterical Frenzy themselves to death. Roll a d6 for the target
and up to 1d6 enemies nearby. For each result
Point Cost​: 15 of 6, the targets suffer a Mortal Wound.
DN​: 8 Potency​: *[3] The targets suffer a mortal wound
Activation​: Action for each die result of 5 or 6 instead.
Duration​: 1 Round
Range​: 40m As the psyker sings, its spasming victims’ flesh
Multi-target​: Yes tears and bones snap as they dance themselves
Keywords​: Daemon, Chaos, Slaanesh, Psychic to death.
Effect​: The psyker sends out a psychic lash that
goads its allies. The targets become Frenzied Phantamagoria
and add +1 ED to all melee attacks.
Point Cost​: 15
Potency​: [2] Add an additional +1 ED to all
DN​: 6
targets’ melee attacks.
Activation​: Action
Delightful Agonies Duration​: Sustained
Range​: 24m
Point Cost​: 15 Multi-target​: No
DN​: 5 Keywords​: Daemon, Chaos, Slaanesh, Psychic
Activation​: Action Effect​: The psyker summons illusions to terrify
Duration​: Sustained and entice their foes. Reduce the Willpower of
Range​: 40m all enemies within range by 1 as long as they
Multi-target​: Yes remain within range.
Keywords​: Daemon, Chaos, Slaanesh, Psychic Potency​: [3] The Willpower of all affected is
Effect​: Those whose minds are touched by the reduced by an additional 1.
psyker’s caress are wracked by waves of
exquisite pain, over which physical trauma has
no hold. If successful, each time the targets take Discipline of Nurgle
damage, roll a d6 for each wound lost. On a die
result of 5 or 6, the wound is not lost.
Those who serve the God of Decay use a set of
Potency​: *[3] The wounds are not lost on a die
unique powers that reflect their gods’ nature
result of 4, 5, or 6 instead.
well, grinding down their enemies while
Pavane of Slaanesh bolstering their own resilience.

Point Cost​: 15 Stream of Corruption


DN​: 6
Point Cost​: 15
Activation​: Action
DN​: Target’s Defense
Duration​: Instant
Activation​: Action
Range​: 40m
Duration​: Instant
Multi-target​: No
Range​: 14m
Keywords​: Daemon, Chaos, Slaanesh, Psychic
Multi-target​: No
Effect​: As the psyker sings, its spasming victims’
Keywords​: Daemon, Chaos, Nurgle, Psychic
flesh tears and bones snap as they dance
Effect​: The psyker spews forth a stream of
disease on his enemies. If successful, the target Point Cost​: 15
suffers d3 Mortal Wounds. If the target is a mob DN​: 6
with 10 or more members, d6 of them suffer a Activation​: Action
Mortal Wound instead. Duration​: Instant
Potency​: [3] +1 Mortal Wound or +1 member Range​: 40m
hit (if a mob). Multi-target​: Yes
Keywords​: Daemon, Chaos, Nurgle, Psychic
Fleshy Abundance Effect​: Muttering an unholy chant in a blighted
tongue, the psyker calls down poxed blessings
Point Cost​: 15
on a chosen foe. If successful, reduce the
DN​: 5
targets’ Toughness by 1 until the psyker’s next
Activation​: Action
turn.
Duration​: Instant
Potency​: [3] Reduce the targets’ toughness by
Range​: 40m
an additional 1.
Multi-target​: No
Keywords​: Daemon, Chaos, Nurgle, Psychic Virulent Blessing
Effect​: Nurgle’s bountiful energies surge
through the target, healing their wounds Point Cost​: 15
beneath new growths of swollen flesh. If DN​: 7
successful, the target heals d3 wounds. Activation​: Action
Potency​: [2] The target heals 1 additional Duration​: Sustained
wound. Range​: 40m
Multi-target​: Yes
Nurgle’s Rot Keywords​: Daemon, Chaos, Nurgle, Psychic
Effect​: The psyker blesses its allies with a
Point Cost​: 15
bounty of fresh diseases with which to infect
DN​: 7
their enemies. If successful, add +1 to the die
Activation​: Action
results of all melee damage rolls the targets
Duration​: Instant
make. Any target that deals a Critical Hit in
Range​: 14m
melee automatically inflicts a Mortal Wound on
Multi-target​: No
the target of its attack.
Keywords​: Daemon, Chaos, Nurgle, Psychic
Potency​: [3] Add +1 ED to the targets’ melee
Effect​: Gurgling praise to its god, the psyker
attacks.
exudes a wave of soul-pox that rapidly kills
those who lack Nurgle’s blessings. If successful, Miasma of Pestilence
all who lack the Nurgle keyword within range
suffer a hit as if from a weapon with the Point Cost​: 15
following profile: 10+1ED; AP 0; Tainted, Toxic DN​: 6
(7). This damage ignores Armor unless it is Activation​: Action
environmentally sealed. Duration​: Sustained
Potency​: *[3] The range becomes 21m instead. Range​: 40m
Multi-target​: Yes
Shriveling Pox Keywords​: Daemon, Chaos, Nurgle, Psychic
Effect​: As the psyker chants in a phlegm-choked
drone, a dark cloud of filth and flies shrouds his Multi-target​: No
allies from view. If successful, all targets gain +1 Keywords​: Daemon, Chaos, Tzeentch, Psychic
to defense. Effect​: The psyker unleashes a bolt of roiling
Potency​: [2] All targets gain an additional +1 to warp energy that wracks the foe with sickening
defense. and uncontrollable mutations. If successful, the
target takes d3 Mortal Wounds and must make
a DN 5 Corruption Test or suffer d3 Corruption
Discipline of Tzeentch Points. If an Elite or Adversary-tier threat is
reduced to 0 wounds by Bolt of Change, it is
killed by Annihilation, and from its body, a
Created by those Daemons in service to the
Chaos Spawn (see Bestiary in the Core
Lord of Fate, the Discipline of Tzeentch is mostly
Rulebook) springs. The Chaos Spawn does not
made of powers that pay tribute to the
follow your orders, but is not hostile to you.
ever-changing nature of Tzeentch, and his
Potency​: [3] +1 Mortal Wound and +1
abilities to understand and manipulate reality to
Corruption Point (if the target’s test is failed)
his own ends.
Gaze of Fate
Boon of Change
Point Cost​: 15
Point Cost​: 15
DN​: 6
DN​: 7
Activation​: 2 Simple Actions
Activation​: Action
Duration​: Instant
Duration​: 1 Round
Range​: Self
Range​: 40m
Multi-target​: No
Multi-target​: Yes
Keywords​: Daemon, Chaos, Tzeentch, Psychic
Keywords​: Daemon, Chaos, Tzeentch, Psychic
Effect​: The psyker uses his powers of
Effect​: As the psyker chants, his minions begin
precognition to unravel the strands of destiny,
to twist and new forms take shape as the will of
and in doing so discovers the one true path to
Tzeentch demands. If successful, all targets roll
victory. If successful, the psyker may reroll all
a d3 and receive the appropriate bonuses.
failed dice on a single test he makes before his
1 Shifting Form​: +1 Defense next turn.
2 Mystic Strength​: +1 Strength Potency​: [2] The psyker adds +1d to the dice
3 Iron Skin​: +1 Toughness pool when rerolling the chosen test.

Potency​: [2] The bonuses increase by +1 for all Treason of Tzeentch


targets.
Point Cost​: 15
Bolt of Change DN​: Target’s Willpower (Opposed)
Activation​: Full Action
Point Cost​: 15 Duration​: 1 Round
DN​: 3+Target’s Defense Range​: 40m
Activation​: Action Multi-target​: No
Duration​: Instant Keywords​: Daemon, Chaos, Tzeentch, Psychic
Range​: 40m Effect​: The psyker reaches into the mind of its
victim, subverting their will and turning them
upon their own allies. If successful, the target
acts as if it were an ally for the rest of the
round, and will attack its allies if ordered to by
the psyker.
Potency​: *[3] The control lasts until the end of
the current scene.

Flickering Flames

Point Cost​: 15
DN​: 5
Activation​: Action
Duration​: 1 Round
Range​: 40m
Multi-target​: Yes
Keywords​: Daemon, Chaos, Tzeentch, Psychic
Effect​: Cackling madly, the psyker’s allies are
wreathed in pink and blue flames that leap
forth to consume their foes. If successful, add
+1ED to all ranged attacks made by the targets.
Potency​: [2] Increase the bonus ED by 1.
*[3]: The weapons also increase their AP to -2.

Infernal Gateway

Point Cost​: 15
DN​: 8
Activation​: Action
Duration​: Instant
Range​: 24m
Multi-target​: No
Keywords​: Daemon, Chaos, Tzeentch, Psychic
Effect​: The psyker opens a portal to the warp, a
tear in the fabric of the mortal plane that sucks
foes into certain oblivion. If successful, the
target and all within 6m (friend or foe) suffer d3
Mortal Wounds and must make a DN 4
Corruption test.
Potency​: *[3] The power deals d6 Mortal
Wounds instead.
Bestiary and Vehicles
 
field of battle, hordes of cultists can be goaded
MORTAL SERVANTS into battle before a Chaos Space Marine.

Threat Classification​: Troops for all tiers


Most those who do the will of the Gods in the
material realm are human, at least in some Strength 3 Intellect 2
respect. From the lowliest Cultist to the
greatest Chaos Space Marine, many pledge Agility 2 Willpower 3
their loyalty to the Ruinous Powers in exchange
Toughness 2 Fellowship 2
for merely the opportunity to obtain glory and
strength. Initiative 4 Defense 3

Optional Rule: Mark of Chaos Speed 6 Wounds 1


Certain threats can be granted the Mark of
Chaos, giving them slightly modified Shock 2 Soak 2
characteristics. These threats are marked with Resolve 2 Conviction 2
the <Mark of Chaos> keyword, which is
replaced with the keyword of one of the gods. Passive Awareness 2
The threat then modifies the listed attribute.
Resilience 6 (Robes 2)
Khorne​: +1 Strength
Skills Deception 5, Stealth 5,
Slaanesh: ​+1 Agility Weapon Skill 5, Default 3

Nurgle: ​+1 Toughness Size Average

Tzeentch​: +1 Willpower Keywords Human, Heretic, Chaos,


<Mark of Chaos>
Cultist
Attacks
Anyone can free themselves from their chains,
but most have little value other than fodder, Autopistol: ​Damage 7+1ED; AP 0; Range 20m
never seeing any great achievements or power. (R); Salvo: 2; Pistol
Some willingly sacrifice themselves to summon
daemons, others brutalize and mutilate Knife: ​Damage 5+1ED; AP 0
themselves in their worship, desperately
Special Abilities
begging for a shred of the gods’ favor.
Devotion​: Any time a cultist is slain by a Critical
Often, these cults are led by a priest of the Dark
Hit, the GM gains 1 Ruin.
Gods, serving much the same purpose as the
Corpse Emperor’s own zealots. However, on the
Shoot and Stab​: Cultists take no penalty for a
Shock 4 Soak 5
multi-action where they fire their pistol and
stab with their knife in the same turn. Resolve 3 Conviction 4

Variant: Ranged Cultist Passive Awareness 4

Some Cultists are better equipped for ranged Resilience 7 (Robes 2)


attacks than for melee. Replace their Autopistol
Skills Intimidate 7, Default 6
with an Autogun, their skills as follows, and
their Shoot and Stab ability with For the Dark Size Average
Gods:
Keywords Human, Heretic, Chaos,
Skills​: Deception 5, Stealth 5, Ballistic Skill 5, <Mark of Chaos>
Default 3

Autogun​: Damage 7+1ED; AP: 0; Range: 48m Attacks


(R); Salvo 3; Rapid Fire [1]
Autopistol: ​Damage 7+1ED; AP 0; Range 20m
(Mob) (Wrath) For the Dark Gods​: Whenever a (R); Salvo: 2; Pistol
mob attack rolls a 6 on the Wrath Die, the GM
gains 2 Ruin instead of 1. Chainsword:​ Damage 9+1ED; AP 0; Brutal, Parry

Cult Leader Special Abilities

A cult needs a leader, a force of personality and Harbinger of Ruin​: A Cult Leader generates 1
a charismatic anchoring point that inspires and point of Ruin per round for every 6 cultists
motivates his followers. Often present at the start of each turn.
promising the galaxy to his followers, he seeks (Ruin) Kneel Before the Dark Gods!​: As an
his own glory and power above all else, or action, the Cult Leader may make an Interaction
simply legitimately wants to do the work of the Attack against all targets who do not possess
Dark Gods. In any case, a group of cultists led by the Chaos keyword within 15 metres. Any
their idol are driven to greater and greater acts character affected by the Interaction Attack is
of depravity. considered prone in addition to the normal
Threat Classification​: Adversaries for Tier 1, effects.
Elites for Tier 2-3 (Ruin) Kill them All!:​ As a free action, the Cult
Leader may spend a point of ruin to let a mob of
Strength 4 Intellect 4 Cultists within 3 metres take one combat
action.
Agility 3 Willpower 4

Toughness 5 Fellowship 4 Variant: Priest of the Dark Gods

Initiative 4 Defense 3 Some Cult Leaders depend more heavily upon


their oratory skills than their physical abilities.
Speed 6 Wounds 5
In this case, replace their skills as follows and
Keywords Human, Heretic, Chaos,
add the following special ability: <Mark of Chaos>
Skills​: Deception 7, Default 6
Attacks
(Wrath) The Unseen​: The Cult Leader gains +2d
to all Interaction Attacks. Autogun​: Damage 7+1ED; AP: 0; Range: 48m
(R); Salvo 3; Rapid Fire [1]
Renegade Guardsman
2 Frag Grenades​: Damage: 10+1ED; AP 0; Range
A guardsman’s life is hard. Forced to obey 12m (T) ; Salvo –; Blast [Medium]
arbitrary and pointless rules and regulations,
recruited on false promises, and when they Knife: ​(Damage 5+1ED; AP 0)
finally reach the front lines, they find that the
In mobs of up to 10 Renegades, one Renegade
propaganda fed to them their entire lives has
Guardsman may wield a Flamer, Melta Gun,
left them ill-prepared for facing the horrors of
Grenade Launcher, or Plasma Gun. Two
the galaxy.
Renegade Guardsmen may act as a team to
It is then of little surprise that many guardsmen wield one of the following options: Lascannon,
who gain the opportunity defect, sometimes Autocannon, Heavy Bolter, or Missile Launcher.
simply fleeing, sometimes slaughtering their
Special Abilities
handlers and taking over. Regardless, treason
leaves them with few allies, and most are (Wrath) Death to the Carrion Emperor!​:
forced to swear themselves to Chaos to survive. Whenever an attack rolls a 6 on the Wrath Die
against a target with the Imperium keyword,
Threat Classification​: Troops for all tiers
the GM gains 2 Ruin instead of 1.

Strength 3 Intellect 3 (Mob) Tear It Apart!: ​When the mob makes a


combined attack, it gains +2ED to damage.
Agility 3 Willpower 3
Variant: Renegade Commander
Toughness 3 Fellowship 3

Initiative 3 Defense 2 Often found leading squads of renegades, these


heretics are often the most cunning and
Speed 6 Wounds 3 ruthless members of their warband. They work
well as Elites, or Adversaries for Tier 1-2.
Shock 3 Soak 3
Renegade Commanders are changed as follows:
Resolve 4 Conviction 4
Resolve​: 4
Passive Awareness 3
Passive Awareness​: 4
Resilience 8 (Flak Armor 3)
Skills​: Ballistic Skill: 7, Default 6
Skills Ballistic Skill 6, Default 5
Special Abilities
Size Average
(Ruin) Do Their Will!​: A renegade commander
Resolve 3 Conviction 4
can spend one Ruin to make a Leadership Test
as a free action. Passive Awareness 5

Slaughter Them!​: As an action, the renegade Resilience 8 (Flak Coat 3)


commander can order his troops to focus their
attention on firing their ranged weapons. Skills Psychic Mastery 8, Default 5
Choose one mob within 6 meters of the Size Average
renegade commander. The selected mob may
use a Salvo action on their next turn. This action Keywords Chaos, Heretic, Human,
does not cost a Reload. Psyker, <Mark of Chaos>

Rogue Psyker
Attacks
Within the Imperium, few opportunities exist
Laspistol: ​Damage 7+1ED; AP 0; Range 24m;
for those with the psychic gift. Those too weak
Salvo 1; Pistol, Steadfast
to be pressed into service as interstellar vox
units are fed to the Corpse Emperor, to sustain Special Abilities
what dregs remain of his power. The Black Ships
deny these individuals any freedom; to be a Psyker​: The Psyker knows S​ mite​ and two other
psyker is to be issued either a death sentence or powers from either a Universal discipline,
be pressed into slavery. Maleficarum, or (if aligned to a god) the
appropriate Daemonic Discipline.
Those who manage to awaken to their power
and evade the Inquisition often find themselves Warp Touched: ​Normally, the Rogue Psyker
offered deals by Daemons, offered a place rolls a number of bonus Wrath dice equal to the
amongst the forces of Chaos. Most are game’s Tier when making a Psychic Mastery
consumed by such energies or become vessels Test. At the GM’s discretion, he may also use his
for possession, but some achieve true power powers at the Bound or Unbound levels.
and become champions of the gods they
(Ruin) Champion: ​This threat may take Ruin
venerate.
Actions.
Threat Classification​: Adversaries for Tier 1–3,
(Ruin) Psychic Storm: ​As a Ruin Action, the
and Elites for Tier 4+.
Rogue Psyker may activate a psychic power.

Strength 3 Intellect 3 Bloodcaller

Agility 3 Willpower 4 Strength, fury, honour, martial prowess--Khorne


demands these from those that would call upon
Toughness 3 Fellowship 2
his power--but above all of them is the demand
Initiative 5 Defense 4 for blood. The followers of Khorne do not
dabble in the arts of Warp-magic and psychic
Speed 6 Wounds 5 trickery as the minions of the lesser Chaos Gods
would. Even the most bloodthirsty champion
Shock 4 Soak 3
knows though that the Warp is a psychic realm, abilities listed in this profile. They are still
and that his promises of skulls and endless war replaced as normal when they die.
are not often enough to bring Khorne’s legions
into the mortal plane. Sometimes blood is Bloodcaller​: The presence of a Bloodcaller
needed, and this need for blood has created a allows Khorne-dedicated characters or any
slave caste of pathetic, mewling psykers called group that lacks a psyker to make use of any
Bloodcallers, all of whom have only one Ritual that would require a character with the
purpose in life—to give their lives to Khorne. Psyker keyword. The character enacting the
Ritual still makes all the relevant Skill Tests for
Threat Classification​: Troops for all Tiers that Ritual, but the Bloodcaller fills any Psyker
requirements. Keep in mind that Bloodcallers
Strength 1 Intellect 3 are always sacrificed to Khorne during these
rituals, and once they have fulfilled their
Agility 3 Willpower 1 purpose they are treated as a devotee that has
been killed.
Toughness 2 Fellowship 1

Initiative 1 Defense 1 Brass Binding Chains​: Bloodcallers are unwilling


slaves to be split open at the will of their cruel
Speed 6 Wounds 1 masters. To bind them in place and keep them
from running, each Bloodcaller is locked in a
Shock 2 Soak 2 harness of brass chains that leeches his psychic
Resolve 2 Conviction 2 abilities. This also makes them excellent human
shields when their masters need to avoid
Passive Awareness 2 psychic attack. Whenever the master loses
wounds from a psychic attack, even Mortal
Resilience 3
Wounds, half of the lost wounds can be bled
Skills Scholar 3, Default 2 away to the Bloodcaller as long as it is within a
number of meters equal to the master’s
Size Average Willpower. This kills the Bloodcaller instantly no
matter the damage, and he is treated as a
Keywords Chaos, Heretic, Human,
devotee that has been killed.
Psyker, Khorne
Chaos Space Marine
Attacks
Few servants of the Ruinous Powers are as
None feared as the Heretic Astartes, or the Chaos
Space Marines. Either a member of the original
Special Abilities nine legions that rebelled during the Horus
Heresy, or a member of a loyalist chapter that
Mewling Slaves​: Any character with the Khorne
became disillusioned and betrayed the
keyword and the Devotees talent may take
Emperor.
Bloodcallers instead of the normal troops the
talent grants. They use the full statistics and In either case, these marines have all of the
physical and combat prowess of a loyalist
marine combined with the ruthlessness and Marine a number of Bonus Damage Dice equal
malice of a servant of the gods. to the game’s Tier to all attacks for one round.

Threat Classification​: Adversaries for Tier 1–2, Variant: Raptor


and Elites for Tier 3+.
Brutal, twisted marines that swoop down from
above and tear apart unsuspecting prey,
Strength 7 Intellect 3
Raptors often engage in hit and run tactics.
Agility 5 Willpower 4 They gain a jump pack. They replace their
boltgun and Legion Combat Knife as follows:
Toughness 6 Fellowship 2
Bolt Pistol​: Damage 10+1ED; AP 0; Range 20m
Initiative 4 Defense 3 (R); Salvo 1; Brutal, Pistol
Speed 7 Wounds 10
Chainsword​: Damage 13+1ED; AP 0; Brutal,
Shock 10 Soak 6 Parry

Resolve 4 Conviction 4 Variant​: ​Havoc

Passive Awareness 7 Heavy weapons specialists, Havocs enjoy


brutally unleashing storms of fire and turning
Resilience 12 (Power Armor 5) their enemies into scrap and shattered gore.
They replace their boltgun as follows:
Skills Ballistic Skill 8, Weapon Skill
8, Default 7 Heavy Bolter​: Damage: 12+2ED; AP -1; Range
Size Average 60m (R) ; Salvo 3; Brutal, Heavy

Keywords Chaos, Heretic, Heretic Variant: Aspiring Champion


Astartes, <Mark of Chaos>
An Aspiring Champion is a Chaos Space Marine
who has led at least a small band of peers. This
Attacks variant may be combined with the Raptor or
Havoc variants. They may exchange their
Boltgun: ​Damage 10+1ED; AP 0; Range 40m (R);
weapons as follows and gain the following
Salvo 2; Brutal, Rapid Fire [2]
special abilities:
Legion Combat Knife:​ Damage: 10+1ED; AP 0;
Bolt Pistol​: Damage 10+1ED; AP 0; Range 20m
Steadfast
(R); Salvo 1; Brutal, Pistol
Special Abilities
Power Sword​: Damage: 13+1ED; AP: -3; Parry
Harbinger of Ruin​: A Chaos Space Marine
(Ruin) Champion​: This threat may take Ruin
generates 1 point of Ruin per round.
Actions.
(Ruin) Veteran of the Long War​: The GM may
(Ruin) Death to the False Emperor​: As a Ruin
spend a point of Ruin to give the Chaos Space
Action, the Aspiring Champion may make a
special Charge attack, which grants a +2d attack Psyker​: A Chaos Sorcerer knows ​Smite​ and two
bonus. powers from a universal Discipline or Dark
Hereticus.
Chaos Sorcerer
(Ruin) Champion: ​This threat may take Ruin
Manipulative, subtle, and incredibly powerful, Actions.
Chaos Sorcerers wield blade, bolt, and the warp
with equal skill, allowing them to fight every (Ruin) Psychic Storm: ​As a Ruin Action, the
power Rogue Psyker may activate a psychic power.

Threat Classification​: Adversary at all Tiers. Daemon Prince

A Daemonic form containing the cunning and


Strength 7 Intellect 5
ruthlessness of a champion of the Chaos gods, a
Agility 5 Willpower 6 Daemon Prince is what nearly all who serve the
powers strive to become. However, to prove
Toughness 6 Fellowship 3 oneself worthy of the honor of becoming an
Initiative 5 Defense 3 immortal Daemon, a mortal must perform
countless worthy deeds in the name of their
Speed 7 Wounds 14 god, or in the name of Chaos Undivided in the
case of an unaligned Daemon Prince. This
Shock 12 Soak 6 profile can be used as is, or tweaked to create a
Resolve 6 Conviction 6 more unique character, as Daemon Princes are
highly individual and rarely fit into a mold.
Passive Awareness 7
Threat Classification​: Adversary at all tiers
Resilience 12 (Power Armor 5)
Strength 8 Intellect 8
Skills Ballistic Skill 10, Weapon
Skill 10, Psychic Mastery 12 Agility 8 Willpower 8
Default 8
Toughness 8 Fellowship 8
Size Average
Initiative 8 Defense 7
Keywords Chaos, Heretic, Heretic
Astartes, <Mark of Chaos>, Speed 8 Wounds 16
Psyker
Shock - Soak 8
Attacks Resolve - Conviction -
Bolt Pistol​: Damage 10+1ED; AP 0; Range 20m Passive Awareness 8
(R); Salvo 1; Brutal, Pistol
Resilience 14 (Armor of Chaos 6)
Force Sword​: Damage: 16+1ED; AP: -3; Parry
Skills Weapon Skill 16, Default 14
Special Abilities
Wings​: A Daemon Prince may have wings. If it
Size Huge
does, increase its speed to 12, and it may fly.
Keywords Chaos, Heretic, Daemon,
<Mark of Chaos> Daemonic​: This threat may attempt to Soak
Mortal Wounds. Soaking does not cost any
Shock for this threat.
Attacks
Daemonic Rewards​: A Daemon Prince aligned
Malefic Talon​: 14+2ED; AP -2; If the character
to a specific god gains an ability related to that
has two Malefic Talons, it may add +2d to the
god.
combined attack dice pool if making a Dual
Wielder attack. ● (Khorne) Unstoppable Ferocity​: If this
threat charges or is charged, increase its
The Prince may also take:
Strength and the ED of all its melee
Warp Bolter​: Damage 10+2ED; AP -1; 40m; weapons by 1 for the rest of the round.
Salvo 2; Assault, Brutal ● (Slaanesh)​ ​Quicksilver Swiftness:​ This
threat may act first in the Initiative
A Daemon Prince may choose any of the order without spending Ruin. It also
following weapons in addition to its Malefic does not require spending Ruin to Seize
Talon. It may attack with one or both, at the the Initiative.
same target or different ones. If attacking the ● (Nurgle) Disgustingly Resilient​: This
same target with both weapons, resolve it as if threat may Soak without spending a
the Daemon Prince had the Dual Wielder point of Ruin.
(Melee) talent. ● (Tzeentch) Ephemeral Form​: This threat
gains AV *4 with the Force Shield trait.
● Daemonic Axe​: 16+3ED; AP -3; ● (Unaligned) Exalted​: This threat’s
Unwieldy (2) Prince of Chaos ability applies to those
● Hellforged Sword​: 15+3ED; AP-2 with the Chaos keyword, rather than a
● Malefic Talon​: 14+2ED; AP -2; If the specific god’s.
character has two Malefic Talons, it
may add +2d to the combined attack Prince of Chaos​: All those with the same
dice pool if making a Dual Wielder alignment keyword as the Daemon Prince
attack. within 12m may reroll dice results of 1 on attack
tests (but not complications).
Special Abilities

Psyker​: A Daemon Prince not aligned to Khorne


gains the Psyker keyword and knows ​Smite​ and KHORNE
one power from its aligned Discipline (Dark
Hereticus for unaligned princes)
Bloodthirster
Might over Magic​: A Khorne Daemon Prince
adds +2d to hit when making melee attacks. The ultimate embodiment of Khorne’s
unflinching rage, a Bloodthirster charges into
combat with a fervor only outstripped by its
ferocity. Tearing through hordes of soldiers like ○ Mighty Strike: Damage 28+4ED;
a farmer reaps wheat, no amount of slaughter is AP-4
enough for this juggernaut. ○ Sweeping Blow: Damage
14+1ED; AP -2; Spread
Threat Classification​: Monstrous Creature
Wrath of Khorne
Strength 10 Intellect 7
● Bloodflail:​ Damage 16+3ED; AP -3; 16m
Agility 8 Willpower 8 [M]
● Axe of Khorne: ​Damage 20+3ED; AP -4;
Toughness 9 Fellowship 6 Brutal
Initiative 10 Defense 6 Relentless Hunter​: This threat may
Speed 12 Wounds 32 reroll up to 8 dice on melee attack rolls
when targeting enemy Elites or
Shock - Soak 8 Adversaries (This includes player
characters)
Resolve - Conviction -
Unfettered Fury
Passive Awareness 6
● Lash of Khorne:​ Damage 14+3ED; AP -3;
Resilience 18 (Armor of Rage 8)
16m [M]; can make up to d3 attacks,
Skills Weapon Skill 18, Default 14 cannot attack the same target twice
● Axe of Khorne: ​Damage 20+3ED; AP -4;
Size Gargantuan Brutal
Keywords Chaos, Daemon, Khorne Special Abilities
Attacks
Daemonic​: This threat may attempt to Soak
Hellfire​: Damage 12+1ED; AP -1; 16m; Salvo 1; Mortal Wounds. Soaking does not cost any
Assault, Blaze, Blast (Large) Shock for this threat.

A Bloodthirster may choose one of the following Fear (8)​: This threat causes fear. Enemies are
packages. If the package comes with multiple required to pass a Fear test (DN 8) to act
weapons, it may attack with one or both, at the normally.
same target or different ones. If attacking the
same target with both weapons, resolve it as if (Wrath) Blood for the Blood God​: If a
the Bloodthirster had the Dual Wielder (Melee) Bloodthirster rolls a 6 on the Wrath dice when
talent. attacking with its weapons, any character that
loses a wound from the attack also gains the
Insensate Rage Bleeding condition.

● Great Axe of Khorne​: When attacking Greater Daemon​: All those with the Khorne
with this weapon, choose one of the keyword within 12 metres of a Bloodthirster
following damage profiles:
(including itself) automatically pass Resolve or
Keywords Chaos, Daemon, Slaanesh,
Fear tests. Psyker
(Ruin) Deathbringer: ​A Bloodthirster may spend
a Ruin to activate this ability until the end of its Attacks
turn. All exalted icons shifted to damage
A Keeper of Secrets has both of the following
produce 2 ED each, rather than 1.
weapons. It may attack with one or both, at the
same target or different ones. If attacking the
same target with both weapons, resolve it as if
SLAANESH the Keeper of Secrets had the Dual Wielder
(Melee) talent.

Keeper of Secrets Snapping Claws​: Damage 14+3ED; AP -2;


Penetrating (2), A Keeper of Secrets may roll a
A being of lithe and agile grace and a form both d3 each time it attacks with this weapon. Either
disturbing and strangely alluring, a Keeper of add ED equal to the result to the weapon’s
Secrets is as lethal as it is enticing. As its name damage dice, or the Keeper of Secrets may
implies, it hears the innermost fears and desires make up to that many additional attacks at
of mortals, and uses them to toy with them and targets in melee with it (no more than one
torment them, reveling in their agony and attack per enemy with this weapon).
tortured mental states, before tearing them
apart with wicked blades and claws. Witstealer Sword: ​Damage 15+3ED; AP -3; Any
enemy that has lost any wounds due to this
Threat Classification​: Monstrous Creature weapon suffers a -2d penalty to all tests until
the next time it has to rest.
Strength 6 Intellect 8
Special Abilities
Agility 10 Willpower 8
Psyker​: A Keeper of Secrets knows ​Smite​ and
Toughness 7 Fellowship 10 two powers from the Discipline of Slaanesh. If it
Initiative 8 Defense 8 would trigger Perils of the Warp, it itself is
unaffected, but those around it might be.
Speed 12 Wounds 24
Daemonic​: This threat may attempt to Soak
Shock - Soak 7 Mortal Wounds. Soaking does not cost any
Shock for this threat.
Resolve - Conviction -
Fear (8)​: This threat causes fear. Enemies are
Passive Awareness 6
required to pass a Fear test (DN 8) to act
Resilience 7 normally.

Skills Weapon Skill 16, Default 14 Mesmerising Aura​: Anyone attempting to


attack a Keeper of Secrets in melee must make
Size Gargantuan
a DN 6 Willpower test, or suffer a -2d penalty to
Passive Awareness 7
all attack tests against the Keeper.
Resilience 13
Greater Daemon​: All those with the Slaanesh
keyword within 12 metres of a Keeper of Skills Weapon Skill 16, Default 14
Secrets (including itself) automatically pass
Resolve or Fear tests. Size Gargantuan

Keywords Chaos, Daemon, Nurgle,


Quicksilver Swiftness:​ A Keeper of Secrets may
Psyker
act first in the Initiative order without spending
Ruin. It also does not require spending Ruin to
Seize the Initiative. Attacks

A Great Unclean One may choose one weapon


for each hand. It may attack with one or both,
NURGLE at the same target or different ones. If attacking
the same target with both weapons, resolve it
as if the Great Unclean One had the Dual
Great Unclean One Wielder (Melee) talent.
Swollen beyond any logical ability to even walk, Right Hand
much less fight, covered in pus, bile, slime, and
with massive gashes that reveal its infected, ● Bilesword​: Damage 16+3ED; AP -3;
distended internal organs, a Great Unclean Plague, Toxic (7)
One’s disgusting appearance is crowned with a ● Doomsday Bell​: Damage 16+2ED; AP -1;
constant, eerie grin that never leaves it. A Great Unclean One equipped with a
Bringing the many plagues of Nurgle in its wake Doomsday Bell may spend a Ruin as a
and wielding massive, infectious blades, such a free action to ring it. Doing so summons
creature is the ultimate harbinger of decay and a mob of 7 troop-tier Nurgle Daemons
death. of the GM’s choice anywhere within
14m of the Great Unclean One.
Threat Classification​: Monstrous Creature
Left Hand
Strength 10 Intellect 7
● Plague Flail​: Damage 14+2ED; AP-3;
Agility 7 Willpower 7 14m [M]; Spread, Plague, Toxic (7)
● Bileblade​: Damage 14+2ED; AP -3;
Toughness 12 Fellowship 7 Plague, Toxic (7); A Great Unclean One
equipped with a Bileblade may use it to
Initiative 9 Defense 6
sacrifice a portion of its own body any
Speed 7 Wounds 36 time it casts a psychic power. The Great
Unclean One takes a Mortal Wound
Shock - Soak 12 (which it may attempt to soak), and the
Resolve - Conviction -
Great Unclean One gains a -1DN bonus
to cast the power.
TZEENTCH
Special Abilities

Psyker​: A Great Unclean One knows ​Smite​ and Lord of Change


two powers from the Discipline of Nurgle. If it
would trigger Perils of the Warp, it itself is Some call themselves the masters of the arcane,
unaffected, but those around it might be. sorcerers beyond compare. To such notions, a
Lord of Change offers nothing more than a
Daemonic​: This threat may attempt to Soak condescending cackle. Magic made manifest,
Mortal Wounds. Soaking does not cost any one of these creatures is capable of psychic
Shock for this threat. feats that border on miracles, the full unleashed
might of the Master of Fate.
Disgustingly Resilient​: This threat may Soak
without spending a point of Ruin. Threat Classification​: Monstrous Creature

Fear (8)​: This threat causes fear. Enemies are


Strength 8 Intellect 10
required to pass a Fear test (DN 8) to act
normally. Agility 8 Willpower 10

Greater Daemon​: All those with the Nurgle Toughness 9 Fellowship 9


keyword within 12 metres of a Great Unclean
One (including itself) automatically pass Resolve Initiative 7 Defense 7
or Fear tests.
Speed 12 Wounds 32
(Wrath) Crushing Bulk​: A Great Unclean One
Shock - Soak 8
that rolls a 6 on the Wrath Die when making a
charge attack inflicts an immediate d3 Mortal Resolve - Conviction -
Wounds to the target of the charge.
Passive Awareness 8
Nurgling Attendants​: A Great Unclean One is
constantly surrounded by a massive swarm of Resilience 14 (Ephemeral Form *4)
Nurglings. Do not treat them as independent Skills Weapon Skill 15, Psychic
threats, and any that die are constantly Mastery 16, Default 14
replenished so long as the Great Unclean One is
alive. If the Great Unclean One ends his turn Size Gargantuan
while within 2m of any enemies, roll a d6.
Keywords Chaos, Daemon, Tzeentch,
Divide that many hits with the following profile
Psyker
amongst the eligible enemies (no attack test is
needed): (Damage 7+1ED; AP 0; Plague, Toxic Attacks
(5))
Staff of Tzeentch​: Damage 14+3ED; AP -2; Any
Elite or Adversary-tier threat or PC reduced to
zero wounds by this weapon is killed by
Annihilation, and a Chaos Spawn springs forth
from their corpse. It is loyal to the Lord of
Change. VEHICLES

A Lord of Change may wield either of the


following in addition to its Staff of Tzeentch: Unless stated otherwise, a character with a
jump pack takes up two Passenger slots instead
● Baleful Sword​: 16+3 ED; AP-3, Unwieldy of one, and and cannot be Crew without
(2) removing said wargear.
● Rod of Sorcery​: The range of any ​Smite
powers the Lord of Change casts are Many vehicles offer a list of options for
increased to 60m. weapons on the vehicle. The overall value of the
vehicle may be increased if more valuable
Special Abilities weapons are taken.
Sorcerer Supreme​: A Lord of Change knows all Certain vehicles list “Upgrade Options”. These
Minor psychic powers, ​Smite​, and three powers are additions that may be added to the vehicle
from the Discipline of Tzeentch. In addition to in order to increase its fighting strength. A full
the normal number of actions it gets per turn, it list of Upgrade Options, as well as their rarity
may cast one extra psychic power that takes can be found at the end of this section. Upgrade
less than a full action to cast, or it may hold this Options may be acquired after the vehicle has
action to Deny the Witch. If a Lord of Change been obtained, and the influence test to acquire
generates Perils of the Warp, it itself is them includes the installation of the upgrade on
unaffected, but those around it might be. the vehicle.
Reduce the DN of all Psychic Powers the Lord of
Change attempts to cast by 2. If this reduces a Optional Rule​: ​Weapon Facing
power's DN to 0, the Lord of Change cannot fail
to cast the power, though he still rolls to Vehicles may state that a weapon is specifically
determine how many icons he can shift. located on a vehicle somewhere. While this
usually does not matter in theater of the mind,
Daemonic​: This threat may attempt to Soak if using a battle map and actual miniatures,
Mortal Wounds. Soaking does not cost any remember that Sponsons are mirrored on the
Shock for this threat. left and right of a vehicle and can only fire at a
target on their side of the vehicle, and a Hull
Ephemeral Form​: This threat gains AV *4 with weapon may only be fired at a target in front of
the Force Shield trait. the vehicle. Turret and Pintle mounted weapons
may be fired in any direction, as can any
Fear (8)​: This threat causes fear. Enemies are
weapon where its facing is not stated.
required to pass a Fear test (DN 8) to act
normally.

Greater Daemon​: All those with the Tzeentch


keyword within 12 metres of a Lord of Change
(including itself) automatically pass Resolve or
Fear tests.
Drop Pod

One of the most immediate signs of the arrival


of Astartes to a battlezone is the sight of drop
pods falling like steel rain to the ground, striking
like thunder, releasing Space Marines to bring
bloody destruction to the Emperor’s foes.

Crew​: None, Machine Spirit is considered to


have Pilot 8 and Ballistic Skill 8
Passengers​: 10 or 1 Dreadnought

Cruising Speed​ --; ​Defence 1


​ ; ​Wounds 1
​ 3;
Resilience ​15; Crash-Webbing, Vacuum
Hardened

Weapons​: One of the following:


Transports
● Storm bolter (10+1ED; AP 0; Range
40m; Salvo 4; Brutal, Rapid Fire [2])
Chaos Rhino ● Deathwind launcher (12+1ED; AP 0;
Range 24m; Salvo 2; Assault, Blast
Often scavenged from loyalists and decorated
(Medium))
with spikes and symbols of devotion, Rhinos are
the most commonly found transport in service Drop Pod Assault​: Unlike traditional vehicles, a
to the Chaos Space Marines. Drop Pod is mostly moved by gravity, fired from
an orbiting vessel and falling to the world
Crew​: 1 Pilot, 1 Gunner
below. It is equipped with thrusters on the top
Passengers​: 10
and retro-rockets on the bottom, as well as
Cruising Speed​ 24m; ​Defence ​3; ​Wounds ​15; guidance fins that direct the pod to its intended
Resilience ​15; Crash-Webbing, Sealed, Tracked destination. While falling, the drop pod’s
Defense is considered to be 6. After getting
Weapons​: Combi-bolter (10+1ED; AP 0; Range closer to the surface, the Machine Spirit will
40m; Salvo 4; Brutal, Rapid Fire [2]) attempt to direct the pod to land in what it
determines to be the safest area closest to the
Upgrade Options​: Combi-weapon, Havoc pre-programmed destination. It will make a DN
launcher 3 Pilot test. If the test is successful, it lands in
the area it selected with no issue. If the test is
Value​: 10 (Uncommon)
failed, the pod scatters. Treat this like a grenade
Keywords​: Chaos, Heretic, Heretic Astartes, scattering (CRB page 217), but the deviation is
<Legion> 1d6 times twenty meters, not 1d6 times two
meters. If the Pilot test involved a complication,
all passengers take d3 shock from the rough
landing, and potentially other problems. If the Upgrade Options​: Combi-weapon, Havoc
pod lands on top of something, treat it as a launcher
successful Ram attempt at above 2x cruising
speed. After landing, the pod will automatically Value​: 15 (Very Rare)
open its doors, allowing the occupants to leave.
Keywords​: Chaos, Heretic, Heretic Astartes,
From this point forwards, the Drop Pod is
<Legion>
completely immobile. The Machine Spirit will
fire the Drop Pod’s weapon at the nearest
available enemy (if there is one) every turn,
using a reload to Salvo each turn until the Heavy Support
vehicle is out of reloads.

Value​: 10 (Uncommon)
Chaos Predator
Keywords​: Chaos, Heretic, Heretic Astartes,
Brutal and rugged in construction, the
<Legion>
Predator’s common usage by the accursed
loyalists means that quite a few are scavenged
from the battlefield and put into the service of
Chaos Land Raider the Heretic Astartes.

A brutal vehicle with a deadly arsenal and the Crew​: 1 Pilot, 1 Gunner
lightest ground vehicle capable of carrying
squads of Terminators. Each Chaos Land Raider Cruising Speed​ 24m; D​ efence ​3; ​Wounds ​17;
carries a corrupted machine spirit that strains to Resilience ​15; Crash-Webbing, Sealed, Tracked
slaughter more and more, guiding its weapons
Weapons​:
towards its foes.
One of the following:
Crew​: 1 Commander, 1 Pilot
Passengers​: 12 ● Predator autocannon (16+3ED; AP -1;
Range 96m; Salvo 8; Heavy [8])
Cruising Speed​ 20m; ​Defence ​3; ​Wounds ​25;
● Twin lascannon (18+3ED; AP -3; Range
Resilience ​19; Sealed, Tracked
150m; Salvo 2; Heavy [8], Steadfast)
Weapons​: Twin heavy bolter (12+2ED; AP -1;
A predator may take one pair of sponsons:
Range 60m; Salvo 6; Brutal, Heavy [6])
● 2x Sponson heavy bolters (12+2ED; AP
2x Sponson twin lascannons (18+3ED; AP -3;
-1; Range 60m; Salvo 3; Brutal, Heavy
Range 150m; Salvo 2; Heavy [8], Steadfast)
[6]) (Value +1)
Daemonic Machine Spirit​: Those operating a ● 2x Sponson lascannons (18+3ED; AP -3;
Land Raider’s weapons suffer no penalties to hit Range 150m; Salvo 1; Heavy [8],
due to moving faster than the vehicle’s cruising Steadfast) (Value +2)
speed.
Upgrade Options​: Combi-weapon, Havoc
launcher
Value​: 12 (Uncommon) become one, the power gained is tremendous.
Suspended in a device known as a sarcophagus,
Keywords​: Chaos, Heretic, Heretic Astartes, the Dreadnought moves as if it were the
<Legion> traitor’s own arms and legs.

Becoming a Dreadnought
Chaos Vindicator Not all Chaos Space Marines become
Dreadnoughts when they fall. Most are simply
Favored by legions and warbands such as the
not worthy to possess the power, to take up
Iron Warriors, little can stand before the power
one of the valuable Sarcophagi that are
of the mighty Demolisher cannon, and even the
required to pilot a Dreadnought.
Fortress Worlds of the Imperium must bow to
extended bombardment. To become a Dreadnought, a character should
have the Adeptus Astartes keyword and be at
Crew​: 1 Pilot, 1 Gunner
least Rank 3. They must also have the resources
Cruising Speed​ 20m; ​Defence ​3; ​Wounds ​17; to acquire a Dreadnought shell, or one may be
Resilience ​17; Crash-Webbing, Sealed, Tracked salvaged from a loyalist marine.

Weapons​: Demolisher cannon (20+3ED, AP-3, If a Heretic Astartes that meets these conditions
Range 48m, Salvo 1; Heavy [8], Spread, Blast would die (from something other than
(Large) annihilation), he may instead choose to remain
barely alive. He loses all Wrath points and no
Upgrade Options​: Combi-weapon, Havoc longer starts sessions with Wrath points
launcher (though he may earn them over the course of a
session). So long as he is brought to a sufficient
Value​: 13 (Uncommon)
medical facility within his Toughness in hours,
Keywords​: Chaos, Heretic, Heretic Astartes, he can be stabilized, placed into a Dreadnought
<Legion> sarcophagus. Surviving the transition is a
Toughness test, with DN 4.

A Sarcophagus is like a mini-vehicle, with no


Dreadnoughts mobility, but a Defense of 1, 5 wounds, and a
Resilience of 10. It is equipped with a sensorium
While technically vehicles, a Dreadnought is
equivalent to an Auspex, as well as vox-coders
unique in that it is directly connected to the
for hearing and speaking to those outside. If it is
senses--and more importantly, the battle
reduced to 0 wounds, the marine inside dies,
prowess--of an Astartes, damaged beyond the
with no chance for revival. A marine inside a
ability to move his body, but still alive enough
sarcophagus is immune to shock loss while
to serve the Chaos Gods. Only those with the
inside a dreadnought.
will to live on after grievous injuries can become
a dreadnought, as the process is agonizing, and After being placed into a sarcophagus, the
even after it is complete, the isolation from the character may be placed into a Dreadnought
world outside can affect even the strongest chassis. Dreadnought chassis are
minds. However, for those who can successfully interchangeable, and if needed, he can be
removed from a wrecked chassis and placed ● Reaper Autocannon (16+1ED; AP -1;
into a new one. Range 96m; Salvo 6; Heavy [8])
● Heavy plasma cannon (15+2ED; AP -3;
Though Dreadnoughts do have melee weapons, Range 72m; Salvo 2; Heavy [8], Blast
they have a fixed strength, and do not add the (Medium), Supercharge)
pilot’s strength to their own. Any Strength tests ● Multi-melta (16+3ED; AP -4; Range
made while in a dreadnought use a default 48m; Salvo 1; Heavy [8], Melta)
value of 8. ● Twin lascannon (18+3ED; AP -3; Range
150m; Salvo 2; Heavy [8], Steadfast)

Value​: 12 (Rare)
Chaos Dreadnought
Keywords​: Chaos, Heretic Astartes, <Legion>
While considered the most basic chassis, only a
fool would underestimate it. Able to be
equipped with a variety of weapons, most who
are reborn as a Dreadnought start with this as Hellforged Contemptor Dreadnought
their new body.
Ancient and rare, a Contemptor Dreadnought is
Crew​: 1 Pilot an elite walker that carries some of the
strangest, most powerful, and most esoteric
Cruising Speed​ 12m; ​Defence ​4; ​Wounds ​14; weapons available.
Resilience ​15; Sealed, Walker, Gyro-Stabilized
Crew​: 1 Pilot
Weapons​: Left Arm Options:
Cruising Speed​ 18m; D​ efence ​4; ​Wounds ​15;
Dreadnought close combat weapon (22+3ED, Resilience ​16; Sealed, Walker, Gyro-Stabilized
AP-3) ​with
Underslung Storm bolter (10+1ED; AP 0; Range Weapons​: Dreadnought close combat weapon
40m; Salvo 4; Brutal, Rapid Fire [2]) ​or (24+3ED, AP-3) ​with
Underslung heavy flamer (12+2ED; AP -1; Range Internal combi-bolter (10+1ED; AP 0; Range
16m; Salvo 2; Blast [Large], Blaze, Heavy [6], 40m; Salvo 4; Brutal, Rapid Fire [2])
Spread)
Right Arm:
● Dreadnought missile launcher (Choose
● Kheres-pattern assault cannon (16+2ED;
one mode per attack)
AP -1; Range 48m; Salvo 6; Heavy [8])
○ Frag missile (10+2ED;
● Multi-melta (16+3ED; AP-4; 48m; Salvo
AP 0; Range 150m;
1; Heavy, Melta)
Salvo –; Blast [Large])
● Dreadnought close combat weapon
○ Krak missile (16+3ED;
(24+3ED, AP-3) ​with
AP -2; Range 150m;
Internal combi-bolter (10+1ED; AP 0;
Salvo –; Blast [Small])
Range 40m; Salvo 4; Brutal, Rapid Fire
Right Arm Options: [2])
Atomantic Shielding​: This vehicle may attempt ● Twin heavy bolter (12+2ED; AP -1;
to soak Mortal Wounds. Range 60m; Salvo 6; Brutal, Heavy [6])
● Twin heavy flamer (12+2ED; AP -1;
Unstoppable Fury​: If this vehicle is equipped Range 16m; Salvo 4; Blast [Large], Blaze,
with two Dreadnought close combat weapons, Heavy [6], Spread)
the pilot may re-roll unmodified dice results of
1 when rolling to hit in melee. Shoulders:

Value​: 16 (Unique) ● Greater Havoc launcher (14+2ED; AP-1;


Range 96m; Salvo 3; Heavy [8], Blast
Keywords​: Chaos, Heretic, Heretic Astartes, (Medium), may target enemies not
<Legion> visible to the vehicle)
● Hellfire Veil: (Allies within 12m of the
Hellforged Deredeo Dreadnought
Deredeo Dreadnought may attempt to
A brutal fire support platform, the Deredeo soak Mortal Wounds)
provides a storm of fire, carrying several
Helical Targeting Array​: At the beginning of the
powerful ranged weapons. It can be upgraded
pilot’s turn, it may activate or deactivate its
with either an artillery missile system or a veil
Helical Targeting Array. While it is active, the
of energy that shields not only the
dreadnought may not move, but all weapons
dreadnought, but nearby allies.
mounted on it gain +2d when attacking flying
Crew​: 1 Pilot targets, but -2d when attacking anything else.

Cruising Speed​ 14m; ​Defence ​4; ​Wounds ​19; Hellfire Reactor​: This vehicle may attempt to
Resilience ​15; Sealed, Walker, Gyro-Stabilized soak Mortal Wounds. It receives a +2d bonus
when attempting to soak wounds from melee
Weapons​: Choose one from each slot: attacks.

Arms: Machina Malifica​: At the end of each of the


pilot’s turns, roll 1d6 for each enemy slain by
● Butcher cannon array (16+2ED; AP -1;
this vehicle. For each die result of 5 or 6, this
Range 72m; Salvo 8; Heavy [8], any mob
vehicle heals 1 wound.
that has lost members to this weapon
suffers -2d to Resolve tests) Value​: 17 (Unique)
● Dual Malignatas saker (--;--; Range 96m;
Salvo 2; Heavy [8], If an enemy is hit by Keywords​: Chaos, Heretic, Heretic Astartes,
this weapon, roll 2d6. If the result is <Legion>
higher than the target’s Willpower, they
suffer d3 Mortal Wounds.)
Hellforged Leviathan Dreadnought
● Ectoplasma battery (16+3ED; AP-3;
Range 48m; Salvo 5; Heavy [8]; Reborn in the flames of dark forges, a Leviathan
Supercharge) Dreadnought is an almost-invulnerable killing
machine, carrying strange and arcane
Body:
technologies long forgotten by most hereteks.
Crew​: 1 Pilot Value​: 20 (Unique)

Cruising Speed​ 16m; ​Defence ​5; ​Wounds ​19; Keywords​: Chaos, Heretic, Heretic Astartes,
Resilience ​18; Sealed, Walker, Gyro-Stabilized <Legion>

Weapons​: 2x Hellflamer (12+2ED; AP -1; Range


16m; Salvo 2, Blast (Large), Blaze, Heavy [6],
Spread) Flyers

Choose two from the list below (the same


weapon may be chosen twice)
Thunderhawk Assault Gunship
● Soulburner Ribaudkin (--; --; 36m; Salvo
Absolutely massive and with the ability to bring
2; Heavy [8], Blast (Medium), Any
an entire army to bear, as well as carrying an
enemy hit by this weapon suffers a
arsenal of its own weapons, the Thunderhawk is
Mortal Wound instead of regular
rarely deployed into combat except when a
damage)
large portion of a chapter’s forces are involved.
● Grav-flux bombard (18+2ED; AP-5; 36m;
This is mainly due to the enormous quantities of
Salvo 2; Heavy [8], Grav, Blast
resources required to field one, and their
(Medium), Increase this weapon’s Salvo
relative rarity amongst even well-equipped
rating by 2 for every 5 enemies in a
chapters. However, the effect of such a craft
targeted mob)
dropping multiple squads of marines directly to
● Hellforged siege claw (26+3ED, AP-3;
the front lines cannot be denied.
Brutal) ​with
Underslung meltagun (16+2ED; AP -4; Crew​: 1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Navigator
Range 24m; Salvo 1; Assault, Melta) Passengers​: 30 (May carry dreadnoughts, each
● Hellforged siege drill (26+4ED, AP-4) takes 5 spaces)
with
Underslung meltagun (16+2ED; AP -4; Cruising Speed​ 50m; D​ efence ​4; ​Wounds ​50;
Range 24m; Salvo 1; Assault, Melta) Resilience ​21; Hover, Vacuum Hardened
● Butcher cannon array (16+2ED; AP -1;
Weapons​: Four of the following (any
Range 72m; Salvo 8; Heavy [8], any mob
combination)
that has lost members to this weapon
suffers -2d to Resolve tests) ● Twin heavy bolter (12+2ED; AP -1;
Range 60m; Salvo 6; Brutal, Heavy [6])
Hellfire Reactor​: This vehicle may attempt to
● Reaper Battery (16+1ED; AP -1; Range
soak Mortal Wounds. It receives a +2d bonus
72m; Salvo 6; Heavy [8])
when attempting to soak wounds.
One of the following:
Machina Malifica​: At the end of each of the
pilot’s turns, roll 1d6 for each enemy slain by ● Balefire missiles (14+2ED; AP-1; Range
this vehicle. For each die result of 5 or 6, this 72m; Salvo 2; Heavy [10], Blast
vehicle heals 1 wound. (Medium), Ignores cover)
● Hellstrike battery (16+3ED; AP-3; Range Value​: 6 Rare or the value of the most
150m; Salvo 4; Heavy [10]) valuable weapon, whichever is higher.
● Thunderhawk cluster bombs: Once per ● Havoc launcher​: A multi-tube missile
deployment, at the start of its turn, launcher that supplements a vehicle’s
choose up to 12 targets or one normal firepower. It can be fired by any
vehicle/monstrous creature. So long as of the vehicle’s occupants. A Havoc
the Thunderhawk manages to fly over launcher has the following profile:
the target(s), roll a d6 for each target (if 12+1ED; AP 0; Range 100m; Salvo 2;
targeting infantry) or 3d6 for the Blast (Medium).
vehicle/creature. For each die result of Value​: 6 Uncommon
5 or 6, the target suffers d3 mortal
wounds.

One of the following:

● Thunderhawk heavy cannon (16+3ED,


AP-2; Range 200m, Salvo 1; Heavy [10],
Spread, Blast (Very Large)
● Turbo-laser destructor (30+6ED, AP-4;
Range 200m, Salvo 2; Heavy [10], Target
takes d3 mortal wounds for each
damage die result of 6)

Daemonic Machine Spirit​: Those operating a


Thunderhawk’s weapons suffer no penalties to
hit due to moving faster than the vehicle’s
cruising speed.

Hardened Hull​: This vehicle may attempt to


soak Mortal Wounds.

Value​: 50 (Unique)

Keywords​: Chaos, Heretic, Heretic Astartes,


<Legion>

Upgrade Options

● Combi-Weapon​: The vehicle gains a


pintle-mounted combi-weapon
mounted to one of the top hatches. This
may be any bolter combi-weapon,
including a combi-bolter (storm bolter).

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