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True Warhammer 40,000

True20 adventure in the Warhammer 40,000 setting


Version 6 January 2008

Table of Contents
INTRODUCTION................................................................................................................................................................6

The Background in a Nutshell.........................................................................................................6


HISTORY.............................................................................................................................................................................7

Timeline...........................................................................................................................................7
THE IMPERIUM OF MAN...............................................................................................................................................10

The Emperor..................................................................................................................................10 The High Lords of Terra................................................................................................................11 Culture...........................................................................................................................................12 Organisations.................................................................................................................................12 The Adeptus Mechanicus..........................................................................................................12 The Administratum...................................................................................................................12 The Adeptus Terra....................................................................................................................12 The Adeptus Astartes................................................................................................................13 The Adepta Sororitas................................................................................................................14 The Officio Assassinorum........................................................................................................14 The Inquisition..........................................................................................................................15 The Navis Nobilite....................................................................................................................17 Imperial Governors...................................................................................................................17 Human Subraces............................................................................................................................17 Mutants......................................................................................................................................17 Navigators.................................................................................................................................18 Ogryns.......................................................................................................................................18 Ratlings.....................................................................................................................................18 Squats........................................................................................................................................18 Language........................................................................................................................................18 Technology....................................................................................................................................19
THE FORCES OF CHAOS................................................................................................................................................20

History...........................................................................................................................................20 Culture and Organisation...............................................................................................................20 Khorne.......................................................................................................................................20 Nurgle........................................................................................................................................20 Slaanesh....................................................................................................................................21 Tzeentch....................................................................................................................................21 Language........................................................................................................................................21 Technology....................................................................................................................................21
THE ELDAR......................................................................................................................................................................21

History...........................................................................................................................................22 Culture...........................................................................................................................................22 Organisations.................................................................................................................................23 Dark Eldar......................................................................................................................................23 Language........................................................................................................................................23 Technology....................................................................................................................................23


NECRONS..........................................................................................................................................................................24 ORKS..................................................................................................................................................................................24

Biology...........................................................................................................................................25 Culture...........................................................................................................................................25 Organisations.................................................................................................................................26 Technology....................................................................................................................................26


THE TAU EMPIRE............................................................................................................................................................26

Culture and Organisations.............................................................................................................27 Other Species.................................................................................................................................27 Kroot.........................................................................................................................................27 Vespid.......................................................................................................................................27 Humans.....................................................................................................................................28 Other Species............................................................................................................................28 Language........................................................................................................................................28 Technology....................................................................................................................................28
TYRANIDS........................................................................................................................................................................28

Culture...........................................................................................................................................28 Organisations.................................................................................................................................29 Language........................................................................................................................................30 Technology....................................................................................................................................31


THE GALAXY...................................................................................................................................................................31

Astrography...................................................................................................................................31 World Types..................................................................................................................................31 Major Worlds.................................................................................................................................32 Segmentum Solar......................................................................................................................32 Segmentum Obscurus...............................................................................................................32 Segmentum Pacificus................................................................................................................33 Segmentum Tempestus.............................................................................................................33 Ultima Segmentum...................................................................................................................33 Tau Empire................................................................................................................................34 Minor Worlds.................................................................................................................................35
HERO CREATION............................................................................................................................................................36

Backgrounds..................................................................................................................................36 The Imperium of Man...............................................................................................................36 Eldar and Dark Eldar.................................................................................................................37 Orks...........................................................................................................................................38 Tau............................................................................................................................................38 Chaos Space Marines, Necrons and Tyranids...........................................................................39 Skills and Feats..............................................................................................................................39 Armour Training, Powered (General).......................................................................................39 Benefit (General).......................................................................................................................39 Dedicated (General)..................................................................................................................40 Diehard (Warrior).....................................................................................................................40 Exotic Weapon Training (General)...........................................................................................40 Familiar.....................................................................................................................................40 Hard-Wired Systems.................................................................................................................40
EQUIPMENT.....................................................................................................................................................................41

Tech Ratings..................................................................................................................................41 Weapons.........................................................................................................................................41 Weapon Notes...........................................................................................................................43 Armour...........................................................................................................................................45 Powered Armour.......................................................................................................................46 Personal Equipment.......................................................................................................................46 Drones, Familiars and Servitors.....................................................................................................48 Drones.......................................................................................................................................48 Familiars....................................................................................................................................48 Servitors....................................................................................................................................49 Animals..........................................................................................................................................49 Attack Squig..............................................................................................................................49 3

Kroot Hounds ...........................................................................................................................49 Krootox.....................................................................................................................................50 Vehicles.........................................................................................................................................50 Eldar Wave Serpent..................................................................................................................50 Imperial Chimera Transport......................................................................................................50 Imperial Rhino Transport..........................................................................................................51 Tau Stealth Suit.........................................................................................................................51 Tau Crisis Battlesuit..................................................................................................................51 Tau Devilfish Troop Carrier.....................................................................................................52
PSIONICS..........................................................................................................................................................................52

Psychic Powers..............................................................................................................................52 Quick and Dirty Psychic Powers..............................................................................................52 Eldar Powers.............................................................................................................................53 Human Powers..........................................................................................................................53 Necron and Tau Powers............................................................................................................53 Types of Imperial Psyker ..............................................................................................................54 Alpha-Level Psykers.................................................................................................................54 Astropaths.................................................................................................................................54 Sacrifices...................................................................................................................................54 Navigators.................................................................................................................................54 The Tainted...............................................................................................................................55 Psykers of Other Races..................................................................................................................55 Necrons and Tau.......................................................................................................................55 Tyranids....................................................................................................................................55
SHIPS.................................................................................................................................................................................55

Distances and Travel Times...........................................................................................................56 The Webway..................................................................................................................................56 The Shadow in the Warp...............................................................................................................57 Unusual Ship Types.......................................................................................................................57 Craftworlds................................................................................................................................57 Space Hulks...............................................................................................................................57 Tyranid Ships............................................................................................................................57 Ship Systems..................................................................................................................................57 Ship Combat..............................................................................................................................57
ALLIES AND ADVERSARIES........................................................................................................................................58

Ability Points.................................................................................................................................58 Conviction......................................................................................................................................58 Generic...........................................................................................................................................58 Target........................................................................................................................................58 Redshirt.....................................................................................................................................58 Chaos.............................................................................................................................................59 Chaos Cultists and Cult Champions..........................................................................................59 Chaos Space Marine and Aspiring Champion..........................................................................59 Daemons and Other Nastiness..................................................................................................59 Eldar...............................................................................................................................................59 Exarch.......................................................................................................................................59 Guardian....................................................................................................................................60 Dark Eldar......................................................................................................................................60 Warrior and Sybarite.................................................................................................................60 Imperial Inquisition........................................................................................................................60 Inquisitor...................................................................................................................................60 Stormtrooper / Adeptus Arbites................................................................................................61 4

Sister of Battle...........................................................................................................................62 Imperial Guard...............................................................................................................................62 Junior Officer............................................................................................................................62 Guardsman................................................................................................................................62 Space Marines................................................................................................................................63 Veteran Sergeant.......................................................................................................................63 Space Marine.............................................................................................................................63 Space Marine Scout..................................................................................................................63 Necrons..........................................................................................................................................64 Necron Warrior.........................................................................................................................64 Orks................................................................................................................................................64 Ork Nob.....................................................................................................................................64 Ork Boyz...................................................................................................................................64 Tau.................................................................................................................................................65 Ethereal.....................................................................................................................................65 Shas'la and Shas'ui....................................................................................................................65 Gun Drone.................................................................................................................................65 Kroot Carnivore Squad Member...............................................................................................66 Human Auxiliary.......................................................................................................................66 Tyranids.........................................................................................................................................66 Genestealer................................................................................................................................66 Genestealer Broodlord..............................................................................................................67 Termagaunt...............................................................................................................................67
CAMPAIGNS AND ADVENTURES...............................................................................................................................67

For the Greater Good.....................................................................................................................67 Adventures................................................................................................................................67 Kill Team.......................................................................................................................................68 A Plague On Both Your Houses....................................................................................................69 No-One Expects The Imperial Inquisition!...................................................................................69 Adventures................................................................................................................................70 Truth, Justice and the Imperial Way!.............................................................................................71 Adventures................................................................................................................................71
DARK SECRETS...............................................................................................................................................................71

The Emperor's Soul........................................................................................................................71 The Black Library of Chaos...........................................................................................................71 The Legacy of the Old Ones..........................................................................................................72
APPENDIX A: RESOURCES...........................................................................................................................................73

Official Materials...........................................................................................................................73 Fan Materials.................................................................................................................................73 Recommended Reading and Viewing............................................................................................73


APPENDIX B: CONVERSION GUIDELINES................................................................................................................74

Statlines..........................................................................................................................................74 Weapon and Ballistic Skill........................................................................................................74 Armour Save.............................................................................................................................75 Weapons.........................................................................................................................................75 Wargear..........................................................................................................................................75 Feats and Skills..............................................................................................................................75 Vehicles.........................................................................................................................................76
APPENDIX C: VERSION HISTORY...............................................................................................................................76 APPENDIX D: LEGAL DISCLAIMERS..........................................................................................................................76

OPEN GAME LICENSE Version 1.0a.....................................................................................77

INTRODUCTION
At the time of writing, my two main gaming interests are True20 roleplaying and Warhammer 40,000 wargaming. It seemed natural to combine the two, if only out of sheer laziness. Since both rules systems are simple, and the setting is extensively documented elsewhere, this is a relatively short worldbook. Individual adventures are much like the Kill Team missions in the Warhammer 40,000 rulebook bigger battles are better done as wargames. So, this worldbook focuses on infantry units and wargear that might be carried by an adventuring party, for the most part ignoring vehicles, ordnance weapons and so on. Thanks to all the people on the True20 Forum who contributed ideas and comments! And to the other Warhammer 40,000 webpages and forums I mined for ideas. Andy Slack - December 2007 sablemage@yahoo.co.uk

The Background in a Nutshell


In the grim darkness of the far future, there is only war. In the 41st Millennium, humanity has settled much of the Galaxy, but due to an extensive period of civil war known as the Age of Strife has lost most of its technological base. This is a fantasy/horror setting with daemonic powers, psionics, and strong Gothic and World War I influences; it just happens to be set in space, in the distant future. Mankind is beset by numerous adversaries:

The forces of Chaos, inhabitants of hyperspace drawn to psionic activity. These generally work through human sympathisers. Eldar and Dark Eldar, factions of an incomprehensible and dying race. Necrons, ancient robots with the sole aim of destroying all life in the Galaxy. Orks, the warrior caste of a long-vanished interstellar empire. Lacking any other direction since the demise of all the other castes of their race, they are locked in continuous combat with everyone, including each other. The Tau, a young and expanding race, and their allies, the Kroot and the Vespid. Tyrannids, big space bugs from another Galaxy,controlled by a hive mind, who want to consume all organic matter and use it to create more of their species.

HISTORY
Bear in mind that very few characters know anything about the history below. In particular, knowledge of what happened prior to the Fall (c. -4,000,000) is restricted to Eldar Harlequins and other visitors to the Black Library.

Timeline
As an example of the Warhammer 40,000 date format, 745.M41 means the 745th year of the 41st Millenium, or 40,745 AD. Date c. -60,000,000 c. -60,000,000 Events Old Ones (also called the Old Slann) flourish, create the Webway, and use it to colonise the Galaxy, seeding it with life. Necrontyr arise and flourish, and develop technology superior even to that of the Old Ones. War between the races ensues. However, without access to the Webway, the Necrontyr cannot win, and are pushed back into the Halo Stars. Necrontyr establish contact with C'tan energy vampires, and create metallic bodies for them. C'tan establish themselves as gods to the Necrontyr, and offer them immortal robot bodies. However, the conversion process destroys their intellects and souls, and they are reborn as the Necrons. C'tan-led Necron armies destroy the Old One empire, leaving only isolated bastions. C'tan begin to fight amongst themselves. Old Ones nurture many warrior races, including the Eldar and the Krork (forerunners of the Orks), imbuing them with psychic powers. The previouslyplacid Warp begins to reflect the psychic warfare in realspace, and the formless energies of the Immaterium coalesce into psychic, predatory lifeforms, which break through into normal space and eradicate the Old Ones and their Young Races. Necrons and C'tan retire to their stasis Tombs, planning to wait until the invading Warp entities have consumed all other life, then starved to death. Warp entities consume almost all life in the Galaxy, and then either starve to death or return to the Warp. Rise of the Eldar, who learn their technology from the Old Ones. Eldar rule the Galaxy. The Fall. Eldar decadence and misuse of psychic powers creates Slaanesh, the first God of Chaos, the most powerful Warp entity to date. Slaanesh destroys the Eldar core worlds, replacing them with the Eye of Terror. Passing of the Old Slann. c. 2000 AD. Timeframe of the players, rather than their characters. Initial human colonisation of the Galaxy. Dark Age of Technology. Humanity's Golden Age, with its highest technological achievements. Human subspecies such as navigators, ogryns, ratlings and squats develop naturally by mutation, or are genetically engineered for specific roles. Navis Nobilitie (Navigator Houses) founded. Sol System is isolated by warp storms for much of this period. 7

c. -60,000,000

c. -60,000,000 c. -60,000,000

c. -60,000,000 ? c. -4,000,000 c. -4,000,000

? c. M2 c. M20. ?-M25

Date M26-M31

Events Age of Strife. Extended warfare between humans gradually destroys their technological base. The Emperor realises that humanity's emerging psychic powers must be unified and regulated to protect them from the creatures of the Warp, and plans the Great Crusade to unite humanity. Space Marines created from warrior stock by genetic engineering and elective surgery. Foundation of the Imperium of Man. Space Marine Primarchs mysteriously scattered across the Galaxy, but slowly re-contacted. Great Crusade. Emperor attempts to cleanse the Maelstrom of Chaos, but fails. Warmaster Horus strikes a bargain with the Dark Gods of Chaos, wipes out all life on Istvaan III, and attempts a coup. The Emperor kills Horus thanks to the sacrifice of Primarch Sanguinius, but is mortally injured in the fighting, and survives only thanks to complex life support equipment and regular human sacrifice. Horus' surviving troops withdraw to the Eye of Terror to plot their revenge. Inquisition founded. Visionaries appear throughout the Imperium, preaching that the Emperor still watches over the faithful. Roughly 2/3 of the Imperium united by worship of the Emperor. Temple of the Saviour Emperor recognised as the state religion and renamed the Adeptus Ministorum, or Ecclesiarchy. Ongoing cold war between the Administratum and the Ecclesiarchy for control of the Imperium.

c. M30.

M32

M34 Present

781.M31-999.M41 The Black Crusades. Every 200 years or so, the hordes of Chaos emerge from the Eye of Terror led by Abaddon the Despoiler, heir to Horus. So far, each has been beaten off. In the wake of the first Black Crusade, which reaches the Imperium via the Cadian Gate, Cadia is fortified and some 20 additional Space Marines chapters are founded specifically to repel Chaos incursions. M35 Ecclesiarchy relocates Holy Synod and other senior bodies to Ophelia VII to escape interference by the Administratum, effectively abandoning Terra to the control of their rivals, but after some 300 years moves back. Tiger Claws Space Marines chapter (also known as the Astral Claws) founded to guard the Maelstrom. Imperial explorers make first contact with Tau, then in a Stone Age level of development. Routine extermination and colonisation is prevented by freak warp storms and Vandire's Reign of Blood, allowing the Tau to develop unmolested. Age of Apostasy. Goge Vandire attempts a coup, leading to civil war in the Imperium.Vandire's Reign of Blood and the associated Wars of Faith kill millions over a 70 year period. Eventually Vandire's bodyguard, the Brides of the Emperor, are persuaded to execute him, and thereafter form the core of the Sisters of Battle, the Chamber Militant of the Inquisition's newly-formed Ordo Hereticus the Witch Hunters. The Reformation. Sebastian Thor, leader of the Confederation of Light which broke Vandire's power, is appointed Ecclesiarch; his reforms include the Decree Passive, which forbids the Ecclesiarchy from having armed forces of its own, with the exception of the Adepta Sororitas or Sisters of Battle.

598.M35 789.M35

200.M36

Mid to Late M36

Date Early M37

Events Elijah of Mephisto VII, greatest Imperial scholar of Chaos, executed by the Inquisition for heresy. His works remain the definitive descriptions of Chaos, but are esoteric almost to the point of insanity. Tau develop gunpowder and city states. Tau race unified by Ethereals. First Tau phase of expansion, colonising the First Sphere of worlds. Tau develop spaceflight, then starflight, and expand rapidly to control a volume of space 300 lightyears in diameter, with eight heavily-settled core worlds. Tau ally with Kroot to defeat Ork warbands, and encounter other alien races. Second phase of Tau expansion reaches Imperial borders, and begins to absorb human worlds, persuading them to join the Tau Empire. The Gothic War. Chaos warmaster Abbadon the Despoiler leads a fleet out of the Eye of Terror to capture the Blackstone Fortresses; he is driven back by the Imperial Navy at great cost. First War for Armageddon. Rebellion in Armageddon hive cities is a precursor to a Chaos invasion, eventually defeated at great cost by the Grey Knights Space Marines. Imperium launches the Damocles Gulf Crusade to exterminate the Tau, but is forced to withdraw its forces to fight the Tyranids before the Crusade can be completed. Some humans, left behind in the withdrawal, offer allegiance to the Tau; these become known as Gueve'sa, and are used as mercenary troops amongst other roles.

Late M37 M38

Late M38 143-160.M41

444.M41

742.M41

745.M41 Present The Tyrannic Wars. Tyranid super-organism launches repeated invasions by Hive Fleets. 745.M41 780.M41 897.M41 901-912.M41 Battle of Macragge. Hive Fleet Behemoth defeated. Fourth Quadrant Rebellion. First Contact between Imperium and Necrons, when Necron raiders wipe out an Adepta Sororitas sanctuary in the Eastern Fringe of the Galaxy. The Badab War. Master Lufgt Huron of the Space Marines Tiger Claws (also known as the Astral Claws) Chapter sides with Chaos and initiates a rebellion, eventually involving numerous Chapters on both sides. At length the Imperium crushes the revolt, although 200 Tiger Claws manage to escape; Huron takes the name Huron Blackheart and renames the Chapter the Red Corsairs. Several Chapters who aided the Tiger Claws are granted forgiveness, subject to completing a 100 year Crusade as a penance. Hive Fleet Kraken attempts to infiltrate Ichar IV and other nearby worlds as a prelude to full-scale invasion. Ultramarines Space Marines from Macragge eventually crush the Tyranids and force them back.

993.M41

Date 997.M41

Events Kryptman Census attempts to contact all known Imperial worlds by psykers, to confirm which ones have not been overrun by Tyranids. This reveals the full extent of Hive Fleet Leviathan. Inquisitor Kryptman temporarily halts the Fleet with bioweapons, then razes hundreds of worlds to create a firebreak. He is expelled from the Inquisition for genocide, and forced into hiding. Orks claim many worlds in the firebreak and fight invading Tyranids to keep them. Kryptman deliberately infests a nearby Ork empire with Genestealers to lure the Fleet away from the Imperium. The Armageddon War. Hive world of Armageddon is invaded by Chaos forces, then twice by Orks, over a period of less than a century. The present day. Third phase of Tau expansion.

998.M41 Late M41

THE IMPERIUM OF MAN


If you want a vision of the future, imagine a boot stamping on a human face forever. - George Bernard Shaw The Imperium rules over a million worlds, spread throughout the Galaxy (with the exception of the Eastern Fringe, almost directly opposite Earth). Interstellar travel within the Imperium depends on the Astronomican, a powerful psychic beacon directed by the Emperor himself, and used by Navigators to chart courses through warp space. This beacon allows human starships to travel much farther, faster and more reliably than those of other races; compared to most species, humanity is spread thinly over a very large volume of space. While the Imperium considers all other races than humanity as alien scum fit only for enslavement or death, Ratlings, Squats and Ogryns are currently accepted as abhumans human subspecies which evolved naturally from the base stock during the Dark Age of Technology and the Age of Strife, and so are worthy of being treated as humans proper. Humans no longer understand how their technology works, and since much of it has a rudimentary self-awareness, complex devices are treated as if they contained spirits; for example, the Machine Spirit of a powerful war machine may be propitiated by sacrificing animals to it, preferably predators. Equipment which is shown proper respect and care, using the appropriate rituals, functions not because it is correctly maintained, but because you have pleased its spirit. The rituals work not because they are checklists, but because they are prayers. The Imperium is a religious dictatorship devoted to the worship of the God Emperor; it is the most brutal and oppressive fascist regime imaginable. The only thing to be said in its defence is that if it were not, humanity's enemies would have wiped it out by now.

The Emperor
The God-Emperor of Mankind was born a mortal man, in a time so distant only he now remembers it. A powerful psyker, he concealed his powers and lived in secret amongst the mass of humanity for many centuries for one of his most important psychic attributes was immortality. He came to know and understand the powers and dangers of the Warp, and that humanity was on the verge of evolving to its next level, that of a race of psykers. He decided that for the race to survive this crucial period, he must unite it and arm it against the powers of Chaos. So began the Great Crusade. Amassing power, the Emperor created the Space Marines, genetically engineered super-warriors, to enforce his will, and unified the worlds of Man into the Imperium by conquest. However, on the eve of his triumph, one of his most trusted Warmasters, Horus, attempted to stage 10

a coup. Thanks to the intervention of Warmaster Sanguinous, the coup failed; but the final battle left Sanguinous dead and the Emperor mortally wounded and crippled. Horus fled with his troops into the Eye of Terror, where constant exposure to Warpspace rapidly tainted them with Chaos. Since then, the Emperor has been confined to the Golden Throne, a huge life-support mechanism of ancient technology. He retains absolute power over humanity, and directs the Astronomican, which is essential to Warpspace navigation, and thus to the continued existence of the Imperium. The Emperor survives only by his enormous force of will, and his psychic powers. Unfortunately, maintaining these requires the sacrifice of hundreds of lesser psykers every day. After ten millenia of Godlike powers and human sacrifice, many ordinary citizens see the Emperor as a living God. This view is not officially recognised, but is accepted, and encouraged by the Ecclesiarchy, who would also like the man in the street to believe that it is the mouthpiece of the Emperor, and consequently is locked in a centuries-old cold war of Galactic scale and glacial pace with the Administorum, the Imperial Bureaucracy. The Adeptus Astartes (Space Marines) and Adeptus Mechanicus (Tech Priests) still consider the Emperor an unusually gifted human, but these are organisations which worked with the Emperor during the Great Crusade, rather than having grown up millenia afterwards.

The High Lords of Terra


This council of twelve high lords rules the Imperium in the Emperor's name. Nine posts are always present on the council, and the remaining three are selected from seven optional candidates. The Emperor selects one of the council as the Master of the Adeptus Terra, who leads the High Lords. The nine permanent members of the council are as follows; note the heavy bias towards interstellar transport and secret service interests:

The Master of the Administratum, representing the Imperial bureaucracy. The Inquisitorial Representative. The Ecclesiarch of the Adeptus Ministorum, representing the Ecclesiarchy. Technically, this person is subordinate to the Master of the Administratum, but his power is sufficient to warrant a separate seat. The Fabricator General of the Adeptus Mechanicus, representing the Tech-Priests of Mars. The Grand Provost Marshal of the Adeptus Arbites, representing Imperial law enforcement. The Paternoval Envoy of the Navigators. The Master of the Astronomican. The Grand Master of the Officio Assassinorum, controlling the Imperium's assassins. The Master of the Adeptus Astra Telepathica.

The three optional members of the council are chosen from among these individuals; note the military and religious emphasis:

The Lord Commander of the Segmentum Solar, representing the Imperial Navy in general and the Segmentum Fleet defending Terra in particular. The Lord Commander Militant of the Imperial Guard. One or more Cardinals of the Holy Synod of Terra. The Abbess Sanctorum of the Adepta Sororitas (Sisters of Battle), the military arm of the Ecclesiarchy. The Captain-General of the Adeptus Custodes, representing the Emperor's personal guards. 11

The Chancellor of the Estate Imperium. (One of the surest signs that the Imperial mind-set is different from that of 20th-century Earth; the representative of the Imperial Treasury is not part of the inner circle of decision-makers.) The Speaker for the Chartist Captains, representing the Imperium's merchant fleets.

Culture
Humanity is in a new Dark Age. The Imperium of Man is beset on all sides by hideous enemies, and Mankind has forgotten how most of its technology works. The typical citizen of the Imperium has a different world view and mind set than the players, formed by the following facts and beliefs:

Facts: Demons, monsters and witches really do exist, and they really do want to kill you and consume your soul. Belief: War against these dark forces is a religious duty. Facts: Humanity has fallen from grace. Its period of greatest achievement and highest standard of living are far in the past. Belief: These great achievements were the cause of the fall, and any attempt to reproduce them will bring death and destruction. Facts: The Emperor is an immortal being of enormous psychic power. His powers are vital to the continued integrity of the Imperium, and he requires hundreds of human sacrifices per day to maintain them. Belief: The Emperor is a god, and should be worshipped as such.

Consequently, the average Imperial citizen is paranoid, superstitious and xenophobic; his thoughts and beliefs are more like those of a Mediaeval peasant than those of a contemporary inhabitant of the industrialised and democratic Western nations. The Imperium does not solve problems with rational thought and applied technology; it solves them with brute force and ignorance. Scientific investigation and open-mindedness are at best viewed with suspicion, and at worst lead to an unpleasant and untimely death.

Organisations
The Imperium is a religious autocracy, ruled by the twelve High Lords of Terra in the name of the God-Emperor of Mankind. Their commands are executed by a number of subordinate organisations.

The Adeptus Mechanicus


Also known as the Tech-Priests, these are partly scientists, and partly an arcane cult. They guard and apply what little technical knowledge Mankind still possesses, without really understanding it. Their headquarters are on Mars. The Adeptus Mechanicus acknowledges the Emperor as ruler of Mankind, but does not consider him a god; for them, all creatures and devices which embody knowledge are holy, and the Emperor is holiest of all because he knows so much.

The Administratum
This organisation administers the Imperium, maintaining records, collecting taxes, distributing resources and so on.

The Adeptus Terra


This is the God-Emperor's priesthood, which interprets the Emperor's will for the masses, and thus controls the Imperium on a day-to-day level. It is subdivided into numerous groups. The Adeptus Ministorum, or Ecclesiarchy, is devoted to furthering the worship of the Emperor. It has numerous churches, missionaries and so on, as well as its own armed forces the Adeptus Sororitas and Adeptus Fratis which it uses to mount crusades. The Adeptus Custodes are the Emperor's palace guards, and are a sizeable unit since the palace 12

covers a significant fraction of the planet Earth. The Companions are a select group of 300 troops who act as the Emperor's personal bodyguard. The Adeptus Astropathica recruits and trains psykers, especially the Astro-Telepaths used for communications between Imperial worlds. Messages sent in this way are not instantaneous, but are fast enough to be useful, and much faster than any technological means of communication. Astropaths (recognisable by their green habits and white staves) undergo rigourous training, followed by painful mind-shaping at the hand of the Emperor himself; a side-effect of this is considerable damage to the optic nerves, so most Astropaths are blind. However, their psychic powers allow them to sense objects and creatures within 20 metres as if they were sighted. Within the Adeptus Astropathica there are several further divisions of interest:

The Scholastia Psykana is the teaching organisation with the Adeptus. The League of Blackships is the recruiting arm of the Adeptus, which collects levies of psykers from various Imperial worlds. Each world can expect to be visited at least once per century. The Chosen are a group of Astropaths granted the signal honour of helping to operate the Astronomican, the vast psychic beacon on which Imperial star travel depends. This drains their life force over a period of about three months; dozens die each day, and are constantly replaced.

The Adeptus Arbites are the Imperium's police force, with a status exceeding that of planetary police. Note, however, that they are technically clergymen, the martial arm of the priesthood, empowered to act as judge, jury, and (if need be) executioner. They are commonly known as Judges, and handle situations which are too serious for the local police, but not soluble by either assassinating a single key figure, or outright war. Common citizens have no rights in the face of the Arbites, and must accept whatever decision or punishment they hand out; only high-status individuals such as priests or inquisitors could successfully demand a trial. Rogue Traders are trusted Imperial servants whose role combines that of explorer, merchant and conquistador. Equipped by the priesthood with a ship, a crew, several companies of troops, and carte blanche to explore beyond the Imperial borders in search of knowledge and artefacts useful to the Imperium. This role is sometimes assigned by the priesthood as a sort of benign exile for troublemakers with influential families, or whose talents may be needed in future.

The Adeptus Astartes


The Adeptus Astartes begin as ordinary human beings, but years of genetic modification, elective surgery, and intensive training render them effectively a separate subspecies. There are approximately 1,000 Chapters of Space Marines in the Imperium, each with roughly 1,000 Marines. Each Chapter is self-sufficient, with its own fleet of ships, home world, rituals and distinctive livery. The original Marines were created in the late 30th Millennium by the Emperor's scientists, as shock troops for the First Crusade. The first twenty Marines were known as Primarchs, and each present-day Marine contains some genetic material from one of these. Over the millennia, some genetic drift has occurred, and the therapy is nowadays conducted by Chapter Apothecaries who don't really understand what they're doing. Consequently, the efficiency of the individual processes varies from Chapter to Chapter. Space Marines are created in several stages, and are always male, as some of the gene therapies are keyed to the Y chromosome. Many do not survive the process, becoming horribly crippled or mentally unstable; these are culled. Initiates are selected at the age of 16-18 from the many warrior cultures on the Imperium's more primitive worlds, and undergo several years of treatment before becoming Brother Marines. It is normal for the Initiate to spend some time as a Scout before being given the final set of implants, the Black Carapace, which acts as an interface to the Marine's 13

powered armour. There are 19 distinct stages of therapy, which give the Marine the following benefits:

Increased size and strength. Accelerated healing. Natural torso armour (caused by the ribs growing into an interlocking shield). Control over whether, or when, he sleeps. This extends to voluntary suspended animation lasting months or years at need. Ability to eat almost anything he can swallow, and absorb some of a creature's memories by eating its flesh. Ability to detect poison by taste, and track by smell. Immunity to most poisons. Improved eyesight and hearing. Ability to spit corrosive acid, either to blind foes in melee or to chew through iron bars. The ability to wear and use powered armour effectively.

The typical Marine is in combat, or combat training, 23 hours 30 minutes per day, 365 days per year; this leaves little time for non-military adventures. (Some Chapters believe that allowing their Marines 30 minutes a day to themselves is dangerous and distracting, and refuse to allow it.)

The Adepta Sororitas


Founded at the end of the Age of Apostasy from the remains of Vandire's bodyguard, the Sisters of Battle are the only armed force permitted to the Ecclesiarchy. Their day-to-day duties include guarding important Ecclesiarchy sites, responsibility for the safety of pilgrims, escorting hierarchs, and ensuring that the general populace provide suitable deference and finance to the Emperor's clerics. When the Ecclesiarchy declares a War of Faith, it is the Adepta which persecutes the enemies of the Imperial Creed, by whatever means necessary, up to and including planetary obliteration. However, the Ecclesiarchy is never completely comfortable with the Sisters, as they are also the military arm of the Ordo Hereticus, that section of the Inquisition charged with ensuring the Ecclesiarchy itself remains loyal. Like Space Marines, Sisters of Battle spend their time when not actually in combat either training or in prayer. The majority are warriors, but there are a number of non-militant orders: The Orders Famulous act as advisors, diplomats and chatelaines to noble families; the Orders Hospitaller provide medical personnel to all arms of the Imperial military except the Space Marines; and the Orders Dialogous are scholars and translators.

The Officio Assassinorum


This group recruits, trains and deploys assassins to further Imperial policy. Normally this requires them to remove key individuals in a conspiracy or revolt. The Inquisition has close ties with the Officio, and the two often work together. The Officio has four main divisions, known as Temples.

The Callidus Temple specialises in disguise and infiltration, masquerading as members of the target's retinue and using close-range weapons and poisons to dispose of them. The Culexus Temple choses assassins for their lack of visible presence in the Warp, rendering them difficult for psykers to detect. To all intents and purposes, a Culexus Temple Assassin has no soul. Ordinary people can barely stand to be in the same room as these beings; psykers find them intolerable. Their powers are contained between uses by a huge 14

helm known as an Animus Speculum.

The Eversor Temple uses tactics of shock, terror and overkill to instill fear of Imperial retribution into the powerful. An Eversor operation is as much a propaganda action as it is an assassination, and will be accompanied by extensive collateral damage to make absolutely certain that heresy or corruption are stamped out completely, root and branch. Eversor assassins have a heightened metabolism, and move with uncanny speed. Vindicare Temple assassins are snipers, skilled in stealth, evasion and marksmanship. They are most often used to kill those suspected of harbouring a daemon, hopefully before it can emerge onto the material plane.

The Inquisition
Innocence is no excuse. In such an incredibly large and bureaucratic state as the Imperium, there must be people with the authority to cut through the red tape and deal with emergencies promptly. Those people are the Inquisition, and they have absolute authority over Imperial forces and personnel, answering only to the Emperor. An Inquisitor's authority is limited only by that of other Inquisitors, and they are organised at an individual level; there are factions, and Ordos of like-minded Inquisitors, but the Inquisitor essentially stands alone, and acts alone, in what he considers the best interests of humanity at large. Inquisitorial Conclaves of two or more Inquisitors are occasionally called to share information, debate the proper course of action, or hold an Inquisitor to account for his actions; invitations are sent by the calling Inquisitor either to specific invitees, or to all Inquisitors willing and able to attend. Some threats may require the continued attention of multiple Inquisitors, who then form an ad-hoc group called a cell, which works on the problem until it is resolved to their satisfaction. Often, a threat can be contained or eliminated by the Inquisitor alone, or by his retinue of followers. If this is not possible, the Inquisitor can requisition whatever forces he needs from local officials, or from the Imperial Navy or Imperial Guard. In theory, the Space Marines can also be drafted, but historically their chapters have been extended a great deal of latitude and are fiercely independent, answering only to their Chapter Masters and the Emperor himself. Theoretically, an Inquisitor has enormous power, but in practice he is limited by several factors. First, the size and bureaucracy of the Imperium means that while he can requisition anything, it can easily arrive far too late to be of any use. Second, the more dangerous the corruption and treason, the more senior those involved; asking for help may simply tip off the quarry. The Inquisition is officially divided into several main arms:

The Ordo Hereticus, or Witch Hunters, tasked with rooting out and eliminating rogue psykers, heretics, and mutants. Amongst other things, this makes them the group which monitors the rest of the Inquisition, the Ecclesiarchy, the Space Marines and other Imperial organisations, ensuring that doctrinal and physical purity are maintained. The Adepta Sororitas acts as their Chamber Militant, as well as being the Ecclesiarchy's primary armed force. The original intent of this organisation was to ensure that the Ecclesiarchy never again breeds a serpent such as Vandire, and that the Age of Apostasy never returns. The Ordo Malleus, or Daemon Hunters, who exist to seek out and destroy Chaos daemons. These are the most formidable and righteous of the Inquisition, and their dedicated Space Marines chapter, the Grey Knights, are exceptionally skilled and well-equipped even by Space Marines standards.

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The Ordo Xenos, or Alien Hunters, whose purpose is to investigate alien races, and destroy those which threaten humanity. This original purpose has expanded over time, so the Ordo is now also responsible for policing those who negotiate or trade with aliens. The Ordos Minoris are a variety of small, specialised Ordos focussed on particular tasks. They include:

The Ordo Sepulturum, operating around the Eye of Terror and dedicated to investigating and containing the Zombie Plague, a Chaos disease which degenerates its victims and turns them into Zombies. The Ordo Sicarius, which investigates and controls the Officio Assassinorum. By ancient decree, no assassin may be deployed without direct authorisation from the High Lords of Terra; however, the Ordo Sicarius has been known to forge such edicts to ensure a sufficiently rapid response to threats.

Informally, there is the division between Radicals and Puritans. Radicals believe that the end justifies the means, fire should be fought with fire, and thus the weapons and powers of Chaos can and should be channelled in the service of the Emperor. The Puritans believe that even considering such actions is, itself, treasonous. In truth, the line between the Radical and the heretic is a fine one, and easily crossed without recognising one has done so; but the most extreme Puritans feel that even Navigators and Space Marine Librarians are witches, fit only to burn, and if they had their way, the Imperium would collapse. Individual Inquisitors can be found at any point along the spectrum from extreme Radical to extreme Puritan. Finally, there are differing philosophies and approaches, made manifest in various factions.

The Amalathians believe that change should be avoided unless absolutely necessary, and if it is essential, then it must be conducted slowly and in a measured manner. In this way, the Emperor's divine plan can unfold as he decreed. The Amalathians are thus less concerned with crimes against the Imperium, and more interested in minimising political infighting and intrigue, holding to a doctrine of strength through unity. Amalathians are liberal Puritans, and work well in support of other Imperial organisations. They can be found in any of the Ordos, and have close ties with the Adeptus Arbites. The Amalathians are arch-enemies of the Recongregators, as the two philosophies are diametrically opposed. The Istvaanians believe that humanity is at its strongest in its times of greatest adversity, and thus encourage warfare and strife of all kinds to improve the race. Often they will support Chaos cults purely so that they can also encourage a pro-Imperial cult to fight them. These are a Radical faction, widely distrusted by other Inquisitors, but found in all Ordos. The Istvaanian's stock in trade is paranoia, superstition and violence, and it's all for your own good in the long run. The Monodominants believe that the survival of the Emperor's loyal servants can only be ensured by exterminating everyone and everything else. These are the most extreme of Puritans. To the Monodominants, blasphemy, witchcraft and even civil disobedience are crimes that deserve death; no excuses and no exceptions. If everyone and everything else is killed, then humanity will fulfill its manifest destiny of ruling the Galaxy. Monodominants are ruthless, unforgiving, inflexible and intolerant; they also tend to be young. They can be found in any of the Ordos, or even acting independently. The Recongregators hold that the Imperium is a corrupt, decaying state which should be rebuilt in a form which better serves Mankind, before it collapses under the weight of its own bureaucracy. Recongregators work to replace the conservative or corrupt officials with those of greater initiative and more radical views. In extreme cases, this may mean subverting anti-Imperial sects or Chaos cults so that they serve the Recongregators' purposes. Members of this Radical faction are most often found in the Ordo Hereticus, as 16

this gives them access both to their targets, and those suitable to replace them. Recongregators and Amalathians work towards mutually exclusive and opposing goals, and so are great enemies.

The Thorians, named for Saint Sebastian Thor, who overthrew Lord Vandire in the Age of Apostasy, believe that the Emperor acted through Thor and that his soul can be reborn again, if a person of suitable piety and holiness is found. Thorians are mostly Puritan in outlook, and believe that the Emperor walks amongst humanity in secret once more, as he did before the Imperium was founded. However, his current vessels are weak avatars. The Thorian goal is to find or create an immortal body worthy of the Emperor, and guide his soul back from the Warp to inhabit it. The Thorians' opponents argue that this is too dangerous, as even the Emperor's soul must have been changed and corrupted by the Warp, and that his return will both deactivate the Astronomican and cause civil war. Most Thorians are found in the Ordo Malleus, with a few in the Ordo Hereticus. The Xanthites are a Radical faction who believe that Chaos, being at least partly a reflection of the human psyche made manifest in the Warp, can never truly be defeated; however, it can be harnessed for Mankind's benefit. Xanthites strive to understand and tame Chaos, rather than destroy it. The Horusians are a group within the main Xanthite faction, who believe that a second Horus could be created, a new Emperor embodying all that was good of the old, and also all the powers of Chaos. Most other Inquisitors describe the Xanthites, and especially Horusians, as Meddling With Things Man Was Not Meant To Know. Their study of daemons and the Warp means that most Xanthites are found in the Ordo Malleus. However, they have been known to deal with Chaos cults to expand their knowledge.

The Navis Nobilite


These are the Great Families of Navigators, a human subspecies. They alone can pilot starships through warp space at faster-than-light speeds.

Imperial Governors
Individual worlds are governed by hereditary Imperial Commanders, who control insystem spacecraft, but not starships. Given the sheer scale of the Imperium, it is inevitable that each Commander rules in a different way; the Imperium tolerates this, so long as taxes are paid, levies are provided on time, and the Commander does not involve himself with the enemies of the Imperium. If he fails in his duty, sanctions range from intervention by the Inquisition or the Adeptus Arbites, through assassination and outright war, up to total planetary obliteration.

Human Subraces
Over the millennia, evolution, genetic engineering, and mutation have resulted in a number of subraces splitting off from the purestrain human genome.

Mutants
Commonly known in the Imperium as twists, these are the result of millennia of exposure to alien environments and industrial pollutants. Even the best pure-bred Imperial families risk nearly a 5% chance that any specific child will be a mutant; unfortunates with obvious deformities are often quietly disposed of in one way or another, especially among the upper classes. The survivors are at best second-class citizens, eking out a precarious living in the worst slums of the Imperium; and at worst hunted, down and killed. The superstitious see little difference between a warp-tainted minion of Chaos and a mutant.

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Navigators
Navigators are a human subspecies who eventually develop the ability to steer ships through the Warp. In the early stages of their lives, they have no psychic powers. They are identifiable by the third eye in the middle of their foreheads, which they often cover to avoid unwanted attention, and may (but need not) have other mutations. The third eye allows Navigators to see into the Warp even when in the material universe; it is believed that this constant exposure to the Warp is the cause of their other mutations. The third eye is rumoured to have other powers, which develop as the Navigator ages. It is said that mature Navigators can kill a man with the stare from the third eye, that they can see into the future, and that duels between them are settled with spectacular bursts of energy from it.

Ogryns
These are a human subspecies which were either genetically engineered for strength and toughness, or developed those characteristics during long isolation from the mainstream of human culture. However, their intellects leave much to be desired. Ogryns are typically from cold, harsh worlds with rocky, barren terrain.

Ratlings
Ratlings have developed along the lines of small stature, speed, and stealth. They are renowned for their marksmanship and culinary skills.

Squats
Squats (many of them prefer to be called Dwarfs) are the descendants of miners and technicians sent to heavy-gravity worlds in the Galactic core millennia ago to mine them for minerals. The most effective way to colonise these inhospitable planets was by building underground cities. At some point, the proto-Squats were cut off from the rest of humanity by warp storms, and developed their own culture, based on guilds and feudal rulers. During this period, they were assaulted by Orks, and are still engaged in low-level fighting with them; they also developed skill in maintaining their aging equipment, and creating new devices. There are some things that skill, hydroponics, and mines can't produce, so the Squats prefer to remain neutral in order to trade for these items. Traditionally they are hostile to Orks, and neutral to the Imperium and Eldar, although if the Council of Strongholds or the Confederation of Homeworlds are threatened, the Squats will fight anyone. While officially human, the last Squat Stronghold seceded from the Imperium during the Age of Apostasy. So, although they are not aliens, the Squats are rebels and heretics. For this reason it would be unusual to find a live Squat in the Imperium.

Language
The Imperium of Man uses three main languages:

Tech: Also known as Ancient Gothic, this is a distant descendant of English, European and Pacific languages, the lingua franca of the Dark Age of Technology. Ancient works such as operating manuals for Dark Age devices are written in Tech. It is represented in the game by pseudo-Latin, to show its ancient nature and links to religion and ritual. High Gothic: This is the language of rule, a further descendant of Tech, with additional borrowings from various Asian languages. This, too, is represented by pseudo-Latin. Low Gothic: A debased form of High Gothic, represented in the game by English. This is 18

the language of trade and daily life, spoken as a first language on many planets, and as a second language on all but the most isolated and barbaric ones. It is also called Imperial.

Technology
Humans no longer understand how their technology works, and since much of it has a rudimentary self-awareness, complex devices are treated as if they contained spirits; for example, the Machine Spirit of a powerful war machine may be propitiated by sacrificing animals to it, preferably predators. Equipment which is shown proper respect and care, using the appropriate rituals, functions not because it is correctly maintained, but because you have pleased its spirit. The rituals work not because they are checklists, but because they are prayers. The designers and developers of Warhammer 40,000 took a conscious decision not even to attempt to explain the game's devices, as the technology of the 41st Millenium is as far in advance of our own as we are in advance of the Stone Age. Further, no-one currently alive understands how the equipment works, anyway. What's important to the game is what a device can do, not how it does it. Noteworthy items of Imperial technology include:

Dreadnoughts: Heavily-armed suits of powered armour, operated by a dead soldier. Cybernetic Implants: These serve a variety of purposes, but typically are bulky and obtrusive, often deliberately so. Electoos: Electronic tattoos inserted between skin layers. Citizens of Earth each have an electoo containing credit and security ratings, amongst other data; buildings are able to read these, and grant or deny access as appropriate. Other popular electoos include subcutaneous watches and the thief's light, a small light-generating patch on the user's palm. Electrografts: Electoos tattooed directly onto the brain, used to pass on information (such as languages) without training. Much of the Imperium's remaining technical knowledge is passed on it this way. However, it's a risky process which can result in personality disorders, memory problems or mental breakdowns. Gravity Reactors: These are used to create antigravity effects. The knowledge of creating them has been lost, and only a limited stockpile remains, so they are rarely encountered. Servitors: These are the Imperial equivalent of robots; mechanical bodies controlled by a lobotomised human brain. The Adeptus Mechanicus makes extensive use of such cyborgs as slave labour, typically created from mind-wiped criminals or others who have offended them in some way. Cherubim are servitors which take the form of small, flying children; they are a fashion statement or status symbol as much as they are a useful tool. Servo-Skulls: The engraved and gilded skulls of those whose service to the Imperium was so valuable that they are granted the honour of continuing to serve after death. Servo-skulls are able to fly, and are used for military reconnaissance, as assistants to surgeons, and so on, and are equipped with sensors, laser scalpels, quill pens etc. as appropriate to their role. Standard Template Construct System (STC): STCs were developed to provide a font of all knowledge for human colonies in the Dark Age of Technology. In essence, they were automated factories with blueprints for any item a colony might want, allowing them to build high-technology items from local materials without the need for skilled professionals to design or assemble those items. During the Age of Strife all known STCs were destroyed or broke down, but some designs survived, in the form of manuscript copies of original printouts; these are ardently collected, and jealously guarded, by the Adeptus Mechanicus. Equipment build from an STC template design is intended to work effectively when assembled and operated by unskilled labour, which is exactly what the Imperium needs, and explains the bizarre juxtaposition of technologies often encountered a war machine may 19

have laser cannons, but a diesel power plant. A working STC system would be a treasure beyond price, if one were ever discovered.

Titans: Massive humanoid war machines, tens of metres high and bristling with weapons. Originally created to defend Mars by the Adeptus Mechanicus.

THE FORCES OF CHAOS


History
Since its beginning, the Imperium of Man has been threatened by Chaos from within, by rebel Chaos Space Marines and by cults of Chaos-worshippers.

Culture and Organisation


The culture of Chaos forces is essentially an evil version of that found in the Imperium proper, since the bulk of Chaos forces are subverted Imperial citizens. Organisation is a loose term when applied to the forces of Chaos, but cultists and traitor Space Marines alike each follow one of the four main Chaos gods the most powerful of the intelligences adrift in warpspace. Mortal followers are useful both because their worship provides psychic sustenance to the gods, and because the gods themselves are unable to enter the material universe to further their plots. Mortals may advance to become Champions of their god, and possibly even daemons. The majority of each Chaos God's followers live in the Eye of Terror. The gods of Chaos are fierce rivals, and their armies fight each other more than any other foes. However, when one marches to war against the Imperium, or another interstellar state, the rest follow, to prevent one god gaining an advantage over the others.

Khorne
God of battle, anger and destruction. Khorne has no temples as such; he is worshipped on the battlefield. Followers of this god have a certain twisted sense of honour; since Khorne's power grows each time one of his followers kills a foe on the field of battle, they avoid killing innocents this robs Khorne of potential future warriors, either as followers or sacrifices. They do not build temples or idols; Khorne would prefer that they did not waste effort in those activities when they could be out killing for him. He is, however, fond of the number 8; followers often form groups of 8 as a consequence. Khorne is particularly fond of those who kill their friends and allies, and the more violent death a being has caused, the better a sacrifice it becomes. Consequently followers of Khorne are a suspicious lot, prone to internecine strife, whose alliances are guarded and temporary at best. On every human world, there are warriors, driven by pride, honour and courage. These are a short step away from the hatred, vengeance and bloodlust upon which Khorne thrives, and these warrior elites are a ready source of Khorne cultists. Followers of Khorne despise the decadence of Slaanesh worshippers, and consider Tzeentch cultists scheming cowards.

Nurgle
God of plague, pestilence, decay and corruption; and also of the cycle of life, and rebirth, although rebirth is often in a form humans find unpleasant. Followers of Nurgle preach that happiness and endeavour grow from acceptance of the inevitable decay of all things, and that the proper response to despair is defiance. The number 7 is sacred to Nurgle followers. Nurgle worshippers are usually gifted with repulsive diseases and deformations, which eventually kill them. The god does not care, so long as his gifts are spread in the meantime. 20

Tzeentch, who sponsors change and evolution, is in conflict with Nurgle, as decay and entropy oppose those forces.

Slaanesh
Slaanesh is the god of hedonism, whose followers abandon all restraint and inhibition. He is the enemy of Khorne, since death and destruction have no place in a life devoted to sensual pleasure. The number 6 carries symbolic weight for Slaanesh worshippers. They see the followers of Khorne as crude barbarians, and are often gifted with exceptional skill in some field, or physical beauty, which Slaanesh uses as lures for the unwary.

Tzeentch
God of change, luck, destiny and fate, Tzeentch is known for the convoluted nature of his plots, which are so subtle and far-reaching that none of his followers are sure of his ultimate purpose. Tzeentch feeds upon humanity's dreams of a better future and desires for change; his Champions are often powerful psykers. Since Tzeentch favours excitement and ambition, he is in opposition to Nurgle, who nurtures defiance born of hopelessness and despair. His sacred number is 9. Where Tzeentch strives to build and evolve, Nurgle strives to break down and decay, so the two cults are opposed. Tzeentch cultists are normally lured into his worship by promises of forbidden knowledge or political power, as he is the god of sorcery, scheming and manipulation. The temporary alliances of the various Chaos cults are normally controlled by a Tzeentch worshipper who has brokered the necessary deals; however, the plot will always be designed to further Tzeentch more than the other gods.

Language
The main languages of the forces of Chaos are the High and Low Gothic of the Imperium. However, each god of Chaos has its own tongue, used mostly by daemons and sorcerers.

Technology
The bulk of the technology used by the forces of Chaos would be recognisable to, and usable by, an ordinary Imperial citizen or trooper. However, Chaos is Chaos; any number of weird devices or exotic upgrades can be justified by daemonic possession.

THE ELDAR
The Eldar are based not on planets, like other species, but in a series of giant slower-than-light starships, the craftworlds, floating in interstellar space throughout the galaxy. These are connected to each other, and to planets, by a labyrinth of wormholes and dimensional portals collectively known as the Webway. The Webway is between warpspace and realspace, part of both; it was inherited by the Eldar from an earlier race who created it. Only the Eldar Seers know some of the safe paths through it. Webway tunnels vary in size from those passable only by Eldar on foot, up to those capable of passage by giant starships. The former location of the Eldar homeworlds is now the Eye of Terror, a rent torn in spacetime where warpspace and realspace overlap. There are four surviving factions of Eldar:

The Eldar proper, descendants of puritans who opposed the decadence of the mainstream Eldar civilisation. Their motives are not clearly understood by other races, who perceive them as a random force, which may help them or hinder them unpredictably. Young Eldar 21

hope to rebuild the ancient Eldar empire; older ones hope only that their race may survive.

The Dark Eldar, descendants of that mainstream civilisation, lurking in unknown corners of the Webway and emerging only to feed their darker urges for slaughter, or capture slaves for torture later on. The Exodites, survivalists who foresaw the Fall and evaded it by reverting to more primitive lifestyles. Note that just because they don't use Eldar technology doesn't mean they don't understand it. Outcasts; those who, for whatever reason, leave the constraints of Eldar society to wander the galaxy. Some eventually return home and take up a normal life again; some do not.

The Eldar are all but extinct. The warp hungers for their souls. Their gods are dead, consumed by the Chaos Gods they themselves created in their pride and folly. The wargod, Khaine, was torn into fragments and driven out of the warp forever; each shard of his spirit came to rest in a craftworld, growing over time into an Avatar to lead the Eldar to war.

History
The now-vanished Old Slann acted as mentors to the Eldar, granting them knowledge of the Webway amongst other matters. The Old Slann also taught the Eldar that upon death, one's soul passes into the Warp. If sufficiently strong, it retains consciousness and individual identity, becoming a spirit in warpspace. However, if weak, or too closely aligned to its baser impulses, it is absorbed into one of the Powers of the Warp. Unfortunately, most Eldar failed to heed their warnings about the dangers of a lifestyle of ease and pleasure. The Eldar are a highly psychic race, and their collective psyches, immersed in hedonism, caused a positive feedback loop in one Power of the Warp, which over millenia developed an intelligence and motives of its own. At length, it burned out the minds of the Eldar, draining their souls into itself, and transformed their worlds into the Eye of Terror. Thus was Slaanesh, God of Pleasure, born. The aftershocks of what Eldar now refer to as the Fall cleared storms from warpspace, allowing humanity to travel between the stars once more after millennia of isolation; the death of the Eldar cleared the path for the Imperium of Man to be born.

Culture
Eldar live both faster and longer than other races. Their minds and bodies operate at twice the speed of a human, and continue to do so for ten times as long before age claims them. Thus they experience all emotions to a depth unknown by lesser races; to yield to their desires would destroy them, so their way is one of dedication and discipline. Most of the surviving Eldar are those whose ancestors chose a more spartan life, and fled the home planets aboard their Craftworlds. These Eldar know that when they die, they have no chance of surviving as individual entities; their souls will be inexorably drawn into the Power that became Slaanesh, further invigorating that which is the eternal shame of their race. Before the Fall, the Eldar terraformed the so-called Maiden Worlds for their own later occupation; but after the Fall, other races settled them, most of all humans. Eldar see this is invasion of their territory, pure and simple, which must be repelled. The Eldar are an old race, long-lived, but slow to reproduce. Their population is slowly declining, and they are sometimes called the Dying for this reason. Some hope that when all Eldar souls are stored in Spirit Stones (see Technology below), they will unite to form a new and virtuous Power of Chaos, able to overthrow Slaanesh and free the spirits he consumed. Such a Power must necessarily focus on Eldar virtues, so the Eldar focus themselves with grim determination on a virtuous and 22

monastic existence.

Organisations
Eldar are organised into clans, each associated with a specific Craftworld. The Eldar life of discipline and purpose, together with the troubled times they find themselves in, predisposes them to military careers, and the Craftworlds are most often characterised by their armed forces. The best-known craftworlds are these:

Craftworld Alaitoc relies on a large number of Rangers to scout ahead, both as it travels through space and in battle. Craftworld Biel-Tan has a large professional military, with a large number of Aspect shrines. Militia units of artisans, farmers etc. are used less often than by other craftworlds. The Biel-Tan Eldar have an unparalleled hatred of Chaos, and are rumoured (probably incorrectly) to hold the legendary Black Library of Chaos, the repository of all surviving Eldar knowledge. Craftworld Iyanden treats war as an exercise in surgical strikes at command centres; cut off the head, they reason, and the body poses no threat. Currently engaged with the Tyrannids of Hive Fleet Kraken. They have an unusually large number of Wraithlords, battle-suits directed by the Spirit Stones of dead warriors. Craftworld Lugannath was almost completely destroyed four centuries ago by warp gate failures, which allowed the forces of Chaos aboard their Craftworld. Since then they have rebuilt, and even increased, their power. Craftworld Saim Hann Eldar are stereotypically selfless, heroic and self-sacrificing. Their military is biased towards jetbikes and skimmers for hit-and-run attacks. Craftworld Ulthwe is near to the Eye of Terror, and has an unusually high proportion of Farseers and Warlocks. The Craftworld's military are in almost continuous action against Chaos, Orks, the Imperium, and the mysterious Sleeping Ones.

Dark Eldar
At the time of the Fall, some Eldar withdrew to a realm called Commoragh, in the furthest reaches of the Webway, rather than taking sanctuary on the Craftworlds. In their isolation, they became warped, and addicted to causing pain. They are now known as the Dark Eldar, and raid the other races mostly for captives to enslave and torture, but also partly just because they enjoy it. Dark Eldar are physiologically and technically much the same as other Eldar, although their skin tends to be paler. They are organised into Kabals, each ruled by a Kabal Leader. The Kabal's second-in-command is known as a Hierarch, and his principal duty is to guard the Kabal Leader against coups and assassination attempts. Betrayal and intrigue are staples of Dark Eldar life, and members of one's Kabal can be trusted only slightly more than outsiders.

Language
All Eldar and Dark Eldar share a single common language, named for their race.

Technology
Eldar technology is ancient beyond belief, and based on the psychic manipulation of matter. Knowing that in death they cannot be immortal spirits, but will be subsumed into the life-force of their greatest enemy, the Eldar devised a technology known as the Infinity Circuit. Each Craftworld has its own Infinity Circuit, which consists of a number of Spirit Stones, each of which contains one 23

or more spirits of dead Eldar. The combined experience and wisdom of their ancestors guides the Eldar constantly from their Craftworld's Infinity Circuit. Each Eldar constantly wears a Way Stone, a device which captures his spirit at death, and can maintain it in the material plane for a short time hopefully long enough for it to be transferred into a Spirit Stone. Spirit Stones housing a few spirits are used as the guiding intelligences of vehicles or spacecraft, in much the same way that human craft have artificial intelligences called Machine Spirits. The most extreme use of this technology is in Avatars, battle-suits directed by the embodied spirit of an Eldar archetype or Principle. An Eldar crewing such a suit forgets his own personality, and becomes part of the gestalt embodying that Principle; when he dies, his spirit is absorbed into the Stone controlling the suit, which then awaits a new operator. Acquiring Spirit Stones is extremely hazardous, as they are found only in regions where the Warp overlaps real space, such as the Eye of Terror. The primary sources of Stones are the Crone Worlds former Eldar worlds now contained within the Eye.

NECRONS
Necrons are all that remains of the Necrontyr, manipulated by the energy beings known as the C'tan into becoming their soulless slaves 60 million years ago, and encased in robot bodies. The C'tan themselves are vampires who savour the essence of sentient creatures, feeding on their emotions (especially terror) and consuming their souls. They have spent the last few tens of millions of years in stasis tombs, waiting for the fallout from the war with the Old Ones to settle, and for new life to arise upon which they can feed. Necrons are a mysterious race to most others in the Galaxy; they are not interested in seizing territory, and primarily manifest themselves in raids to harvest sentient life for consumption by the C'tan. Necron technology is far in advance of any of the other races, and effectively grants them the capability to use the Phase or Teleport powers at will. Note that not all Necrons have access to these powers, but Necron raiding forces make extensive use of them to strike without warning, and disappear if the tide of battle turns against them. The Tyranid invasion of the Galaxy appears to be diverting around specific worlds; these are possibly the sites of Necron stasis tombs, capable of defending themselves even against the hive fleets.

ORKS
I's in charge, 'cos I's the biggest! Orks are green-skinned humanoids, the relic of a formerly powerful and widespread culture, which they served as a genetically-engineered warrior subrace. This vanished species was ruled by a caste of great intelligence, known to orks in the 41st millenium as Da Brain Boyz. It is possible that the Brain Boyz were in fact the Old Ones, also known as the Old Slann. On realising that their time was nearly over, the Brain Boyz further engineered ork DNA so that it carried certain types of useful professional knowledge, for example medicine. Individual orks in which this latent knowledge becomes manifest can thus call upon some skills without having studied them. At present, Orks are the most numerous, widespread and violent race in the Galaxy. Fortunately, with no purpose or interest other than war, and no oversight from more strategically-minded masters, they spend most of their time fighting each other, just for the fun of it. 24

Biology
Ork biology is sufficiently different from other races to be worthy of note. It is thought that these differences stem from their origins as a genetically-engineered race of slave soldiers. Ork DNA is a mixture of what might be expected for a humanoid species, and algae or fungi. Orks are constantly shedding fungal spores, which contain the entire genetic code of all Orkoid races. These can be detected by Ork noses at distances of several miles, allowing them to locate each other and mob up easily; at close range, they also allow Orks to rate each other in terms of status, age and so on by smell. In wounded Orks, the algal structures respond to damage, granting them the ability to heal wounds which in other races might be mortal. (It's also worth noting that Orks seem designed for ease of organic and cybernetic grafting, so that bionic or transplant surgery has almost no risk of rejection.) However, the main purpose of the spores is reproduction. Those which settle in dark, dank locations such as caves or forests spawn first surface fungi, and then subterranean cocoons where Orkoid embryos develop. Smaller Orkoids mature more quickly, so the spawning ground will first develop squigs, which breed quickly to provide a food source for the others, and then Snotlings, which begin to prepare the area for their larger cousins. Next come the Gretchin, who set up the community, and finally the Orks themselves, who occupy it. The whole process takes about one standard year. Older and larger Orks shed more spores, with a mass release of them on death. This means that areas where Orks have been killed in large numbers are more likely to suffer repeat infestations. It's notable that the denser the Ork population, and the more intense the violence around them, the bigger and stronger Orks become, both individually and as a group.

Culture
The orks are a nomadic warrior culture; brutal, savage, and anarchic. They live for war, and have little use for other pastimes. Further, orks live entirely in the present; they have no interest in the past, and act without thought for the future. If they thought in terms of slogans or vision statements, the ork motto would be If it feels good, do it! - and what feels good to an ork is violence. All Orks emerge from their cocoons knowing basic military skills at a subconscious level; they no more need to learn these than a human child has to learn how to breathe. Some, such as Meks or Doks, also express crude engineering or medical skills. As these skills are subconscious, Orks often have no idea what they are doing, or why; and being Orks, they don't care, and waste no time on introspection. Each ork community is a warband or tribe united by a powerful Warboss, composed of clans. Tribes may wander through space in ramshackle ships, or settle on planets. Ork society is composed of several related species. Orks, the biggest and toughest group, form a warrior elite by virtue of their size and viciousness. The typical ork is muscular, rugged, and stands about about human height, despite a hunched posture. The best fighters are referred to as Nobz, and form a sort of non-hereditary aristocracy. The biggest and meanest Nob enjoys the title of Warboss, and rules the tribe. While most orks are warriors, pure and simple, there are several specialist castes, recognisable by the tools they carry:

Mekboyz act as armourers and mechanics. Doks or Painboyz are battlefield surgeons, and also implant the orks' primitive bionics. Weirdboyz are ork psykers. Runtherds breed and train the Gretchin and Snotlings.

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Gretchin are smaller and weaker, but alert and cunning. Gretchin are the slaves of the warrior class, and operate Orkish society at the day-to-day level. Snotlings are small, mischievous creatures, mainly employed to gather food, cultivate fungus and so on. Squigs are half-flesh, half-fungus, but mostly teeth, claws and a bad attitude. There are many variations, which differ enormously in form, although all have a recognisably squig-like (and cavernous) toothy maw. They are used in ork society as food, guard beasts, and even wigs. The largest commonly-encountered version is the Squiggoth, which is occasionally laden with armour plates and guns, and pressed into service as a kind of war elephant.

Organisations
Each ork community is independent, although a sufficiently terrifying Warboss can unite several tribes for an orkish crusade or Waaagh! Organisation within the community is simple; bigger orkoids dominate smaller ones through violence. However, every 200-300 years, the orks organise on a higher level, in a great wave of migration and conquest known as a Waa-Ork. The imminent onset of a Waa-Ork can be recognised by the spontaneous construction of giant humanoid war machines called Gargants by Mekboyz. On the fringes of ork society, the remnants of devastated tribes often band together as freebooters, conducting random acts of piracy and hiring themselves out as mercenaries.

Technology
Devices built by the orks themselves rely on simple technology and massive firepower. Ork cybernetics are rough and ready devices, easily visible from a distance. Vehicles tend to be painted red, because their drivers believe that red ones go faster. In addition to their own creations, orks need regular supplies of arms and other technology which they cannot provide for themselves. Their usual solutions are slave labour, raiding parties, and demanding weaponry with menaces (and more weaponry).

THE TAU EMPIRE


A place for everyone, and everyone in his place. The Tau are a young and dynamic race, whose society is based on efficiency and harmony. Their Empire occupies a small volume of space on the other side of the Galaxy from Earth, about 300 light-years in diameter. Uniquely in the Warhammer 40,000 universe, the Tau Empire accepts other species as full members; even so, it is effectively a religious dictatorship, combining features of Stalinist Russia and Conquest Arabia. The Tau are densely packed into a small volume of space by human standards, as their technology for interstellar travel is relatively inefficient. However, unlike human starships, Tau ones do not draw the attention of the hostile Chaos entities which live in hyperspace. Since the other thing which summons Chaos is psychic activity, and the Tau are completely non-psychic, they are fortunate enough to know little of Chaos and the Warp. The Tau believe they are destined to rule the Galaxy for the Greater Good of all species. Those who resist must be persuaded of the error of their ways, or conquered for their own good, of course. The Third Wave of Tau expansion is nearing completion; they will probably consolidate their holdings before expanding again.

26

Culture and Organisations


Tau society is based on five main castes; Tau are born into their castes, and do not change caste later in life.

The Air Caste were originally couriers, but now operate Tau air and space vehicles. The Air Caste typically live in orbital habitats, and are rarely seen by outsiders. They are rumoured to have membranous wings, much like a flying squirrel. The Earth Caste are the builders and scientists. Like the Adeptus Mechanicus of the Imperium, they are responsible for creating and maintaining their race's technology; unlike the Adeptus, they understand that technology, and are capable of extending it, rather than simply recovering and replicating existing designs. The Ethereals are the rulers of the Tau Empire, exerting pheromone-based control over the other castes, who obey them without question in all matters, up to and including instant suicide. For example, the Ethereals forbid marriage between castes, and have ordered the Earth Caste to arrange all Tau reproduction, matching couples for optimum genetic contribution to the race; yet the Tau have no objection to this practice. The Fire Caste are the warriors of Tau society, protecting the other castes. Since the Tau are not well suited to melee, Fire Warrior tactics stress ranged combat and mobility over handto-hand combat. The Water Caste negotiate, trade, and administer on behalf of all castes. They manage the interfaces between the Tau castes, and between the Tau and other races, so that all proceeds smoothly.

Tau education makes extensive use of technology, notably the so-called didactic learning modules. There is some evidence (in the novel Fire Warrior) that Tau use these cybernetic implants to learn languages and other knowledge-based skills.

Other Species
While the other races in the Tau Empire are subservient to the Tau, they are not mistreated; the Tau are benevolent masters, so long as their rule is not challenged.

Kroot
Kroot are descended from an arboreal, avian species, and have been part of the Tau Empire since a Tau expeditionary force helped liberate several Kroot enclaves from Orks, early in the Tau expansion into space. Kroot don't fight or adventure for idealism or noble causes, but for personal reward. They are also voracious carnivores, and given half a chance will eat the bodies of fallen enemies. Their allies and mentors, the Tau, find these traits disturbing, but respect the Kroot for their skill at arms. The avians serve the Tau as shock troops in exchange for access to Tau technology, especially weapons, and the corpses of their foes. Tau scientists theorise that Kroot can actually take on some of the characteristics of the creatures they eat, thus accelerating their evolution; and that this process is consciously directed by the Kroot leaders known as Shapers. Whether this is true or not, the rank-and-file Kroot believes it.

Vespid
The Vespid are flying insectoids, loyal allies of the Tau. While the Kroot fight for the Tau in exchange for material benefits, the Vespid do so because they share a belief in the Greater Good. As their language is so alien, their leaders have been given Communion Helms so that they can 27

communicate with the Tau; the idea that these contain mind-control devices is, of course, a vile rumour spread by the Imperium of Man.

Humans
Humans in the Tau Empire are descendants of military units left behind by the Imperium of Man when its armies retreated from Tau space at the end of the failed Damocles Crusade; they were allowed to settle some Tau worlds in exchange for swearing allegiance to the Greater Good.

Other Species
The Tau Empire is the best place to introduce new minor races, as the Tau are the only major power which would grant them citizenship rather than wiping them out. So, if you have a favourite race, cool miniatures, or anything else you want to add to the W40K universe, this is where to put it.

Language
The Tau share a single language, also called Tau. However, a number have learned the Kroot language or human tongues to communicate with their neighbours.

Technology
Tau cybernetics includes a variety of implants, granting the user night vision, the ability to control drones by thought alone, and so on. Tau implants are less obtrusive than those of other races, and often not detectable without medical examination.

TYRANIDS
The Tyranids are a swarm of biological constructs from another galaxy, controlled by the Hive Mind, a single alien entity controlling billions of creatures. Individual creatures take an infinite variety of forms, each genetically engineered by the Hive Mind for a specific purpose, from cat-size rippers to individual warrior-forms to huge living starships. Having exhausted the possibilities of the genetic stock in its original Galaxy, the Hive Mind has now invaded this Galaxy in search of new material to absorb. Entering from several points in Segmentum Tempestus and Ultima Segmentum, the Tyranids are destroying planets one by one, all organic matter on each new world being absorbed into the hive's genetic stocks, eaten as food, or discarded as useless, leaving only sterile balls of rock behind. The Tyranids cannot be reasoned or bargained with; one can only defeat them, or die. Most Tyranids have a basic six-limbed body plan, with four arms, two legs tipped in bony hooves, and a head armed with powerful jaws. Their bodies are armoured with chitinous plates, and ooze slime continuously to lubricate the joints between plates, minimising wear and tear. The lower arms are equipped with fearsome claws for fighting, and the upper arms with more delicate appendages for manipulation. Depending on their role in the Hive, individual Tyranids range from automata to quite sophisticated beings, capable of rational thought and able to reach decisions without guidance from the Hive Mind, although they still obey it without question. However puny a Tyranid's intellect, it still retains a spark of consciousness and a psychic connection to the Hive Mind. Tyranids which somehow lose contact with the Hive Mind revert to animalistic behaviour, unless they are aware of a Synapse Creature (Broodlord, Hive Tyrant, etc) nearby, in which case they fall back towards that creature for further orders.

Culture
Tyranids have no culture humans would understand. They simply live to eat, and eat to live. 28

Organisations
Tyranid organisation is largely unknown. However, the following main types of bio-construct are known:

Biovores are large, mobile nurseries for clusters of Spore Mines (see below), which they carry into combat and release. They appear as quadrupeds with a ventral egg-sac holding spore mines, and a dorsal cannon barrel for launching the mines. Broodlords are larger and more powerful versions of the Genestealer (see below), often found in command of Genestealer broods. Carnifexes are a genus of large, combat life-forms. The basic body plan is heavily modified with weapon symbiotes and upgrades of all types, so it is difficult to describe an average Carnifex. Coffin Crawlers exist to gather up the bodies of the fallen, of whatever species, and carry them to the Norn Queens for processing. Gargoyles are flying versions of Termagants (see below). They are used to terrify opponents and drive them out into the open, where the rest of the Tyranid swarm can assimilate them at leisure. Gaunts are the rank-and-file Tyranid troops, armed with claws and various weapon symbiotes. They are of no more value to the Hive Mind than rounds of ammunition are to a human commander. Genestealers are six-limbed, human-sized creatures used as infiltrators and shock troops, an advance guard preparing new worlds for conquest. They insinuate themselves into the population, using their hypnotic powers to interbreed, creating hybrid Genestealers which bide their time until a sudden appearance and uprising can help the Tyranid invasion. In the Imperium, they often form the upper levels of secret cults, which worship the Tyranids as gods. Their leader, known as a Patriarch, also provides a psychic beacon on which the Hive Fleet can home in. Once the Fleet arrives, Genestealers are used to destroy enemy command and control capabilities. Grabber-Slashers are assassins, thought to be created from Ork DNA. In their natural form they have a powerful tail, used to propel them in a leap towards their target, a strong hand used to grab the target, and a vicious, razor-sharp claw used to disembowel it. However, they are able to temporarily assume other forms, helping them gain access to their victim. Hive Tyrants are large Tyranids with multiple weapon symbiotes grafted to their six-limbed frames. They are highly psychic, and believed to be combat leaders the equivalent of human platoon commanders. Hormagaunts are roughly man-sized close combat forms, fast and tireless, and capable of leaping great distances to the attack. Hunter-Slayers are fast, vicious creatures some two metres high, generally humanoid in form but with the usual six limbs. They are normally encountered as ship's troops aboard Tyranid starships. Lictors are infiltrator units, waylaying the unwary and absorbing their brains, then transmitting knowledge of the enemys weaknesses to the Hive Mind. Mind-Slavers are crablike organisms. Their normal function is to take over the minds of malfunctioning constructs, bringing them back under the thrall of the Hive Mind. The peasized larva is implanted near the brain stem of the victim, and grows into a Mind-Slaver, gradually taking over the host. Eventually the Mind-Slaver grows so large that the host dies, 29

consumed as the Slaver feeds before metamorphosis into its adult form. They can also be used to enslave captives.

Norn Queens, or Splicer Beasts, are huge, immobile, living factories. They live only in deep space, never landing on planetary surfaces. They produce the eggs and larvae of existing Tyranid constructs, and also analyse and manipulate the DNA of newly encountered races to create new types of construct. Norn Queens destroyed by enemies of the Tyranids emit a psychic pulse which triggers reproduction in other, nearby Queens the so-called Hydra Effect, as killing one Norn Queen simply creates many more. Raveners are combat Tyranids which move by burrowing quickly underground, before emerging next to their foes, opening fire with their weapon symbiotes, then closing to melee with vicious talons. Ripper Swarms are found during the later stages of a Tyranid invasion. They consume all organic matter voraciously, before immersing themselves in giant pools of digestive juices, bringing all they have eaten back to the Hive. The resulting goo is piped through capillary towers to Tyranid ships, which then convey it to the Norn Queens for processing. The famous Catachan Devils of the Catachan Deathworld are thought to be devolved Rippers, abandoned by some earlier Tyranid incursion. Shroud-Spinners are used to create anaesthetising coccoons around captives the Tyranids want to keep fresh and whole for some reason. Boarding parties entering Tyranid ships may find serried ranks of cocoons containing prisoners. Spore Mines resemble flying jellyfish, which are attracted to heat or movement, and detonate if their tentacles contact a non-Tyranid, filling the air nearby with shrapnel or toxic spores. They are deployed from high in the atmosphere, and drift down into areas ripe for infestation. Termagants are the basic Tyranid infantry life-form, roughly man-sized and armed with claws and a weapon symbiote, usually the fleshborer, which fires heat-seeking beetles. Tyranid Warriors are large, powerful Tyranid combat forms some 12 feet high. However, their primary role is as psychic relay stations, strengthening the bond between the Hive Mind and lesser Tyranids to allow finer control. Tyrant Guards are large, blind Tyranids which act as living shields for synapse creatures. They are able to absorb terrific punishment; they are blind, half-sentient and ferocious. Zoanthropes are living psychic artillery, large snakelike Tyranids which move by levitation and attack with bolts of psychic energy. They appear to have been engineered to project the psychic power of the Hive Mind directly onto the battlefield. Zoats are thick-skinned, six-limbed constructs bred for communication. Their function is to learn the languages of the newly conquered, so as to learn about them and thereby unlock any special capabilities they may have.

Tyranids are controlled psychically by Synapse Creatures these are the more intelligent Tyranids such as Broodlords, Hive Tyrants, Tyranid Warriors, and some (but not all) Zoanthropes. If in any doubt what to do next, lesser Tyranids will fall back towards the nearest Synapse Creature for further instructions.

Language
Tyranids have no language as such, since they communicate psionically.

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Technology
Tyranid technology is based on genetic manipulation of living tissue, rather than mechanical or electronic devices. The Norn Queens are a type of Tyranid used to engineer and manufacture other types, in effect living factories. Initially, Tyranid warriors encountered by the Imperium carried their weapons, although those weapons were themselves smaller creatures. More recently, the weapon symbiotes have fused into their carrier organisms, and it is hard to tell where one creature ends and another begins. The rounds fired by Tyranid weapons are themselves alive, heat-seeking worms or beetles which bore into the targets flesh to devour it.

THE GALAXY
The majority of habitable worlds are 10-40 thousand light-years from the Galactic hub, in the spiral arms. Those of the major races tend to specialise in a particular aspect of the race's economy; the minor races tend to occupy one, or a few, planets which are self-sufficient and not specialised to the same extent. Roughly one star system in 100,000 has a habitable world, so they are far apart and somewhat isolated. Warp storms may also block safe access to any given world for months, years or even centuries at a time, which is one factor driving worlds to low levels of population and technology they must be able to sustain both in the absence of interstellar commerce. Human worlds are governed as feudal fiefs by Imperial Commanders, who can rule as they please so long as tithes and levies (of troops and psykers) are provided on time, and the rule of the Imperium is maintained. A certain amount of rivalry, or even outright fighting, is accepted by the Imperium for the simple reason that it can't completely stamp it out.

Astrography
The Imperium of Man views the Galaxy as divided into five Segmenta: Segmentum Solar, Segmentum Obscurus, Segmentum Pacificus, Segmentum Tempestus, and Ultima Segmentum. Each Segmentum is divided into sectors of roughly 7 million cubic lightyears (which may, or may not, be cubes some 200 lightyears on a side), which in turn are divided into subsectors, each containing 8-10 star systems of interest. Subsectors are groups of worlds, not divisions of volume; consequently there are large tracts of empty space between subsectors.

World Types

Agri-world: An Imperial farming planet, dedicated to raising food for other worlds. Cardinal World: An Imperial world where every building is given over to the Emperor's worship. Civilised World: The default world type one with a balance of industry and agriculture in its economy. Populations are predominantly urban, though they live in cities rather than hives, with some rural population still remaining. Present-day Earth would be classed as a Civilised World. Crone World: Eldar term for a former Eldar planet, now subsumed in the Eye of Terror. Daemon World: A world where Chaos reigns supreme. Daemons and other manifestations of Chaos are able to travel easily between the Warp and Daemon Worlds, which are effectively their colonies in the material universe. Generally these worlds are locked in conflict between the daemonic armies of the four Chaos Gods. Deathworld: An Imperial world noted for its hostile environment and hardy inhabitants. 31

Feral World: Generally a lost colony which has regressed to Stone Age levels of technology, or worse. The majority of Imperial Assassins are recruited (read abducted) from such worlds at around the age of 5 for extensive training and bio-enhancement. Forgeworld: An Imperial world devoted to munitions production, generally controlled by the Adeptus Mechanicus. Hive World: A high-population Imperial world. Inhabitants generally live in gigantic, crumbling arcologies known as hives; higher-status families live on higher levels, with the highest spires being reserved for the ruling class. Most Imperial Guard recruits come from the rough areas of the lower levels on Hive Worlds. Industrial World: A mining or manufacturing colony. Differs from a Forgeworld in not being wholly devoted to arms production. Maiden World: Eldar term for a world which they seeded with life long ago. Most of these have been occupied since by human or Ork squatters. Mediaeval Worlds: Typically these are lost colonies which have regressed to a Mediaeval level of technology.

Major Worlds
With 400 billion stars in the Galaxy, and one in every 100,000 having a habitable world, the Milky Way contains roughly 4,000,000 habitable planets, of which over one million have human populations. No document could hope to discuss all of them. Even the Imperium of Man does not know for certain how many worlds it claims to rule, what they are called, or where they are. However, an educated Imperial Human, with Knowledge (Current Affairs) or Knowledge (Earth Sciences), probably knows the names of the worlds listed below, and can offer a one or two sentence summary of their most important characteristics.

Segmentum Solar
This is the volume of space centred on Holy Terra.

Armageddon: A jungle planet, polluted by millennia of heavy industry, and the site of an ongoing war between Imperial forces and Ork invaders. Holy Terra: A Hive World. Capital of the Imperium. Mars: A Forgeworld. Home world of the Adeptus Mechanicus, and primary source of hightechnology manufactured goods in the Imperium. Titan: One of Saturn's moons, and the home of the Grey Knights, a Space Marine chapter dedicated to the service of the Inquisition.

Segmentum Obscurus
This volume is to spinward of Terra. It includes the Eye of Terror, where real space and warp space overlap.

Cadia: Imperial Guard homeworld (Cadians). Cadia lies on the only reliable warp route in or out of the Eye of Terror, known as the Cadian Gate. It is the first line of defence against Black Crusades, and consequently has developed an entire culture devoted to the military virtues; on Cadia, the birth rate and the enlistment rate are identical. Cypra Mundi: Segmentum capital and Imperial Navy base.

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Dimmamar: Cardinal World. Homeworld of Sebastian Thor, leader of the Confederation of Light, which overthrew Goge Vandire and ended the Age of Apostasy. Eye of Terror: This volume of space includes numerous worlds and star systems, but each is somehow twisted, a unique and nightmarish sub-reality, due to the overlap between real space and the Warp. Their inhabitants may be human, or may have been grotesquely deformed by exposure to Chaos. Existence in the material universe is easier for daemons and other powers of Chaos in the Eye than elsewhere. Fenris: Space Marine home world. Caliban: Deathworld, Space Marine home world. Medrengard: Daemon World. Mordian: Imperial Guard home world (Mordian Iron Guard, famous for their discipline). Port Maw: Imperial Navy base. Nemesis Tessera: Inquisition stronghold.

Segmentum Pacificus
This segment is to rimward of Terra; beyond it lie the impossibly ancient Halo Stars.

Chiros: Cardinal World. Hydraphur: Segmentum capital and Imperial Navy base. Joura: Imperial Guard home world. Macharia: Imperial Guard home world.

Segmentum Tempestus
This lies to antispinward of Terra, and includes both the Veiled Region and the Hell-Stars of the Garon Nebula.

Bakka: Segmentum capital, and Imperial Navy base. Gryphonne IV: Forgeworld. Ophelia VII: Cardinal World. The Holy Synod and other senior bodies of the Ecclesiarchy temporarily relocated themselves here from Terra in M35 to create a power base less easily contained by the Administratum. Pavonis: Imperial World. San Leor: Cardinal World.

Ultima Segmentum
This segmentum is to coreward of Terra, and includes the Galactic Core, the Ghoul Stars, the Storm of the Emperor's Wrath, the Gates of Varl, the Mordant Zone, the Eastern Fringe, and the Dominion of Storms. Towards its far edge lies the Tau Empire.

Attila: Imperial Guard home world. Baal: Space Marine home world (Blood Angels, famous for their berserker rages and blood rituals). Baal has two moons, and was devastated millennia ago by nuclear and biological warfare. Warmaster Sanguinius was born here, and even today the Blood Angels are recruited from among the hardy warriors of Baal's moons. Calth: Cavern World. 33

Clax: System rendered inaccessible in late M36 by a gigantic warp storm, still raging and now known as the Storm of the Emperor's Wrath. This storm destroyed Goge Vandire's warfleet en route to Dimmamar, and thus triggered the end of the Age of Apostasy. Kar Duniash: Segmentum capital and Imperial Navy base. Iax: Garden World. Ichar IV: Site of a rebellion in 993.M41, fomented by Genestealers infiltrated by Hive Fleet Kraken. The Tyranids were eventually routed by Ultramarines Space Marines, with surviving splinters of the Hive Fleet heading for the Galactic Core. Istvaan III: Former Hive World, devastated by Warmaster Horus as his first act of Rebellion c. M30. Konor: Adeptus Mechanicus research base. Macragge: Space Marines home world (Ultramarines). Successfully repelled an attempted invasion by Tyranids in 745.M41, though with heavy casualties. The Maelstrom: A volume of space riven by intense warp storms, and thus nearly impassable by starships. The difficulty of navigation here has turned the Maelstrom into a haven for pirates and bandits of all kinds, and it is home to an estimated twenty plus Ork empires, as well as countless human pirate bases. It is also said to house a contingent of Chaos Space Marines of the Word Bearers chapter. Masali: Agri-world. Mundus Planus: Space Marines home world (White Scars chapter). Necromunda: Hive World. Parmenio: Space Marines training base (Ultramarines). Prandium: Dead world. Quintarn: Agri-world. Talasa Prime: Inquisition stronghold. Talassar: Ocean world. Tarentus: Agri-world. Thandros II, Thandros III: Former mining colonies, close to Tyran, and overrun by Tyranids soon after that world. Tyran: Former Adeptus Mechanicus outpost, first Imperial world overrun and consumed by Tyranid Hive Fleet Behemoth. (Tyranids are so named because they were first encountered by humans at Tyran. At least, by humans who survived to tell of it.) Valhalla: Imperial Guard home world. The Ymga Monolith: Classified.

Tau Empire
First Phase colonies:

Bork'an: A stronghold of the Earth caste, rich in academic institutions and research labs. Dal'yth: A centre of Water caste operations, a cosmopolitan trading centre which has more contact with alien races than any other Tau world. D'yanoi: A tidally-locked world with twin moons, in a perpetual half-light. The colonists 34

were isolated from the mainstream Empire for many years, and are still regarded as rustic and backward.

Fal'shia: Famous for the skill and innovation of its artisans and engineers. Sa'cea: Hot, densely populated, and highly militarised. The stereotypical Sa'cean is disciplined and honourable. Tau: The Tau homeworld. Largely arid, leading to the Tau preference for hot, dry worlds. Inhabitants are considered to be learned and wise by other Tau. Tau'n: This was the first Tau colony system, and consequently Tau from this world are considered to have a pioneering spirit. Vior'la: Site of the oldest and most respected Fire caste military academy, whose graduates are famous for their skill and aggression. Au'taal: A beautiful and verdant world, and a popular tourist attraction. Locals are easygoing and laid-back by Tau standards. Elsy'eir: A world or intellectuals, poets and artists. Ke'lshan: The colonists of this world, near the Perdus Rift, have suffered greatly in raids and attacks from various other races. They are consequently taciturn and unfriendly. N'dras: This colony was abandoned for unknown reasons 50 years ago. Survivors are typically irritable, brooding and untrustworthy. Tash'var: On the current frontiers of Tau space, and subject to repeated piracy by Orks and others. The inhabitants have grown tenacious and pragmatic as a result. T'olku: Home of famously wise Ethereals, who are adept at negotiating with aliens. Vash'ya: A centre of the Air caste, which provides most of the pilots and ship crews for Tau starships. Fi'rios: A former Ork colony, conquered by the Tau at great cost. Ksi'm'yen: The first of the Third Phase colonies, Ksi'm'yen was taken from the Imperium by stealth, with numerous Second Phase cadres moving in while Imperial troops were occupied offworld. While yet to emerge as a distinct society, the rest of Tau space sees its inhabitants as lucky, subtle and opportunistic.

Second Phase colonies:


Third Phase colonies:


Minor Worlds
These are simply worlds which have not so far been significant enough in the unfolding story of the 41st Millennium to have been mentioned in official materials. The Narrator should add minor worlds as necessary for his campaign, using whatever means of generation appeals to him.

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HERO CREATION
"We sleep safe in our beds because rough men stand ready in the night to visit violence on those who would do us harm." - George Orwell.

Backgrounds The Imperium of Man


Imperial citizens are divided into humans, abhumans, and mutants. The latter two are very much second-class citizens; mutants form an underclass, not even permitted to join the military. Space Marines are technically human, but so altered by genetic engineering and surgery as to need a specific background. Sisters of Battle are again human, but require their own background to reflect their upbringing and training. Humans Humans are the baseline species against which all others are measured. See True20 Adventure Roleplaying (the rulebook) pp. 16-17 for the relevant background. Abhumans Abhumans are those who have adapted to conditions on their homeworlds: Ogryns, Ratlings and Squats. This adaptation may have been evolutionary, or due to genetic engineering during the Dark Age of Technology; no-one is sure.

Ogryns use the Ogre statistics on p. 137 of the rulebook. They are not suitable as player characters; if sent to get medical supplies for a wounded comrade, they are strong enough to drag a wrecked APC across the battlefield, but also stupid enough not to realise they could just take out the first aid kit and bring that back. Ratlings are space hobbits actually, they are closer to the members of the Hobbits' Guild in Fineous Fingers, or Boggies in Bored of the Rings. To quote the designer of the revised Imperial Guard Codex, If Sergeant Bilko were in the Imperial Guard, he would be a Ratling. They use the Halfling background from p. 17 of the rulebook. Squats are asteroid-mining dwarves, and use the Dwarf background from p.17 of the rulebook. Squats are not much talked about since they seceded from the Imperium; it is not desirable that the masses should learn the Squats wanted to secede, and even less desirable for it to be known that they succeeded.

Mutants Mutants are the result of genetic damage caused by thousands of years of exposure to radiation, pollution, and industrial waste. They are treated as Calibans (rulebook pp. 132-133). Player Characters may be mutants, but only if not obviously so obvious mutants are rigorously suppressed, and would not be allowed the necessary skills or opportunities to become adventurers. Navigators Player Character Navigators are assumed to be young members of one of the Great Families, waiting for their mental talents to mature to the point where they can take up their ordained role. They are created as if normal humans, but tend to be pilots of high social status. Sisters of Battle Members of the Adepta Sororitas are a good choice for the player looking for a stereotypical Amazon Warrior PC. Their Acts of Faith are represented in the game by their use of Conviction, so even NPC Sisters will always have Conviction. 36

Members of the Adepta Sororitas are humans, but to represent their cloistered upbringing, regimented training and the elective surgery needed to wear powered armour, Adepta PCs have a specific background of their own. Note that unlike standard humans, Sisters of Battle do not receive an addition skill or an additional feat of their choice; their training is too restrictive to permit this.

Ability Adjustments: None. Bonus Feats: Armour Training (Light, Heavy and Powered). Bonus Skills: None.

Space Marines Space Marines are recruited from among hardy Warriors born on the Imperium's harsher worlds, and gradually transformed into superhumans by extensive gene therapy and elective surgery. Space Marines are not recommended as player characters; as the ultimate human killing machines, they are likely to unbalance scenarios, and in the setting they are depicted as fighting, or training to fight, 24 hours a day, 365 days a year, which leaves little time for adventuring. Further, in an Imperium of over a million worlds, there are no more than a million Space Marines at any one time; the average citizen even the average soldier will live his entire life without seeing one. However, Space Marine PCs are likely inevitable, so...

Ability Adjustments: Str +1, Dex +1, Con +1. Bonus Feats: Diehard, Talented (Notice and Search). Bonus Powers: Body Control. Favoured Powers: Body Control. Level Lag: 1. Space Marines count as one level higher than their actual level for purposes of party balance and setting up encounters.

Almost all Space Marines have the Warrior role. However, they replace the Warrior's normal core ability (Determination) with the Fearless core ability from the True20 Companion (And They Shall Know No Fear...) This means that:

Space Marines are immune to effects that cause fear (including supernatural powers). Space Marines are immune to the effects of the Intimidate skill unless the user's total level exceeds theirs by at least 4 levels. Space Marines can remove a fear-induced condition from an ally by spending a Conviction point and standing up to the source of the fear (usually by issuing a war cry such as For the Emperor! and attacking).

This description covers the generic Space Marine. Narrators interested in creating different roles for the various Chapters should refer to Chapter One of the True20 Companion.

Eldar and Dark Eldar


When the Galaxy-spanning Eldar Empire was destroyed during the period known as the Fall, the survivors took refuge on gigantic sublight spacecraft called Craftworlds. Faster-than-light travel remains available to them via the Webway, a labyrinth of tunnels through warp space. Eldar are generally humanoid in appearance, but abnormally tall and thin by human standards, with pale skin and pointed ears. Their metabolism is faster than the human norm, giving them greater dexterity and a quick intellect; but they are physically fragile. Eldar are essentially space elves, and use the Elf background on p. 17 of the rulebook. Dark Eldar are created in the same way as other Eldar, but their sadistic tendencies are likely to 37

isolate them from other PCs, and they are better suited as villains. It's difficult to say what their Virtues are, if any, but Vices abound; the more popular are devious, vain, self-serving, and sadistic.

Orks
Orks are the degenerate remnants of a much more advanced race. They are spread widely throughout the Galaxy, a testament to the achievements of their forebears. Orks are brutal, aggressive and anarchic, unable to organise at any level above that of the simple warband; considering their martial prowess, this is just as well. Orks are space orcs; use the half-orc background on p. 17 of the rulebook. Gretchin are not suitable for use as player characters, as they are too small, weak and cowardly; but they will be encountered frequently as NPCs. Use the goblin statistics from pp. 135-136 of the rulebook.

Tau
The Tau Empire includes members of several races, most notably the Tau themselves, the Kroot, the Vespid, and renegade humans. Tau Tau are generally humanoid in appearance, although the legs end in hooves, they are noseless (the nostrils being placed above the eyes in the middle of the forehead), the hands have only three fingers and a thumb, and the skin is a bluish-grey colour. Tau prefer arid climates. Fire Caste Tau must be Warriors. Other Tau Castes must be Experts. No Tau may be an Adept.

Ability Adjustments: Dex -1, Wis +1. Bonus Feats: Connected (other Caste members), Dedicated (to the Greater Good). Favoured Feats: Familiar (gun, marker or shield drone). Typical Virtues: Co-operative, determined, efficient, obedient. Typical Vices: Arrogant, dislike inefficiency, gullible, naive.

Kroot Kroot are tall, slender, avian humanoids; they have beaked faces and prominent crests, used for signalling each other. Their limbs end in hands or feet with two fingers and an opposable thumb, like the claws of parrots. Kroot may not be Adepts. They are most at home in forest or jungle environments.

Ability Adjustments: Str +1, Cha -1. Bonus Feats: Cleave, Rage. Favoured Feats: None. Typical Virtues: Honourable, loyal. Typical Vices: Bloodthirsty, cannibal, impolite, mercenary, rude..

Vespid Vespid can fly, and have diamond-hard claws.


Ability Adjustments: Dex -1, Wis +1. Bonus Feats: Dedicated (to the Greater Good), Fly (30 ft, Poor), Natural Attack (Claws, +1 38

damage).

Favoured Feats: Move-By Action. Typical Virtues: Not known. Typical Vices: Not known.

Humans These are descendants of Imperial military units cut off during the abortive Damocles Gulf Crusade and subsequently absorbed into the Tau Empire. They use the same background as Imperial humans, and for the most part are armed and equipped like the Imperial Guard.

Chaos Space Marines, Necrons and Tyranids


These races are not suitable for use as player characters. Expect to meet them only as monsters; they will attempt to kill you, and consume your body (Tyrannids), your soul (Necrons), or both (Chaos Space Marines). Examples of these races are to be found in the Adversaries section.

Skills and Feats Armour Training, Powered (General)


Prerequisites: Armour Training (Light) and Armour Training (Heavy). This feat is required to operate powered armour safely and effectively. It is taken by Space Marines and Sisters of Battle to represent the Black Carapace elective surgery which allows them to interface to their powered armour. It is also taken as a normal feat by Tau battlesuit pilots.

Benefit (General)
Additional potential Benefits for this setting are:

Commissar. (Imperial humans only.) You are an officer of the Imperial Guard charged with maintaining the morale and loyalty of the troops. While technically a staff officer, you fight on the front lines as an example to the ordinary soldier. You are probably an Imperial zealot, so you may wish to consider taking Dedication (The Emperor) at some point. You were most likely raised in the Schola Progenium, the orphanages for the children of Imperial servants. You have the power to order, or carry out, summary executions in combat conditions. This can result in a certain unpopularity with the Guardsmen in your care, so beware of accidents. Ethereal. (Tau Ethereals only.) Your body exudes pheromones which render other Tau calm and obedient, and they are indoctrinated from birth with the myth of your supremacy. Other Tau (not other Ethereals) will obey you instantly and without question. However, if you are rendered Unconscious, Disabled or Dying, any other Tau in line of sight must make a DC15 Will save or flee in terror. Harlequin. (Eldar only.) You are one of the warrior-troubadours who wander the Webway, retelling stories of Eldar mythology through mime and acrobatics. You are one of the keepers of the Black Library and its terrible secrets, and know where it is. You should really take some ranks in Perform (Dance) to go with this Benefit. Inquisitor. (Imperial human Adepts only.) You are a member of the Imperial Inquisition. You can do what you like, to whom you like, when you like, up to and including ordering the obliteration of entire planetary populations; the only official check on your powers is the view other Inquisitors take of your actions. However, you work alone, or with a small group of companions, and often undercover; so unofficially, the corrupt thugs, bandits and Chaos 39

cultists you are tasked with eliminating might eliminate you first. You carry an Inquisitorial Seal, which is a ring, pendant or other device you can use to prove your identity.

Dedicated (General)
Tau Fire Warrior teams who have performed the Ta'lissera ritual and bonded as a group are Dedicated to the team, and must all have the Dedicated feat; the team leader carries a ceremonial sword known as a Bonding Knife to make this obvious to other Tau, or if he is a battlesuit pilot, he may have a representation of the Bonding Knife painted on the outside of his suit.

Diehard (Warrior)
Humans taking the Diehard feat may optionally state that this is due to bionic limbs replacing arms or legs amputated following combat wounds. Imperial bionics are large, obvious, and not at all good-looking; but nobody seems to mind. A serving Imperial soldier with the Diehard feat earns the Medallion Crimson the first time he uses that feat in battle. This medal denotes those who fought on despite severe injury.

Exotic Weapon Training (General)


To discourage PCs from collecting and using the best weapons from their fallen foes, each weapon type not available to their species requires a separate Exotic Weapon Training feat. For example, Tau human mercenaries are armed and equipped like the Imperial Guard. It's possible, though rare, for their leaders to be issued with Tau pulse rifles, but to make use of them the humans would need Exotic Weapon Training (Pulse Rifle). As another case in point, an Ork wanting to use an Eldar Triskele he captured in battle would need Exotic Weapon Training (Triskele) to do so. Bear in mind that being an Imperial human who prefers the weapons of alien scum pretty much guarantees awkward questions from the Inquisition.

Familiar
Imperial Inquisitors and similar Adepts may take the Familiar feat. The Familiar may be an augmented animal, a Cherubim, a Servitor, or a servo-skull. See Personal Equipment for details, or choose an animal from Chapter 8 of the rulebook. Tau characters may take the Familiar feat as a Hard-Wired System; see below.

Hard-Wired Systems
Tau characters (only) acquiring the following feats at second level or higher do so by having cybernetic upgrades implanted. The cost for this is waived, since the character would get the feat anyway; it is provided solely to give a view of the relative status of the users within their caste.

Night Vision: A blacksun filter implant improves the character's low-light vision. Cost 18. Familiar: A drone controller implant allows the character to control one or two AI drones by thought alone. Cost 15 for the implant; gun drones cost 25 each, marker drones cost 45 each, shield drones cost 30 each. One drone comes with the implant; replacements, or second drones, must be purchased. Skill Training: Didactic learning modules implanted by the Earth caste allow the character to learn new languages or Knowledge skills. Cost 15. Note: Uniquely, this implant may be taken at first level, since it is routinely provided to Ethereals and low-ranking Fire Warriors. Two-Weapon Fighting: A hard-wired multi-tracker allows the character to fight effectively with two weapons, reducing the penalty for doing so by 2 for the primary hand and 6 for the 40

off hand. Tau normally use this feat with ranged weapons. Cost 20. The hard-wired target lock has no real equivalent in True20, as all characters can attack different targets should they so wish.

EQUIPMENT
Tech Ratings
TR Description Examples TR 5 6 7 8 Kroot, Orks 9 Description Information Age Fusion Age Gravity Age Energy Age Examples Present-day Earth Imperium of Man (standard items) Eldar, Tau Imperium of Man (relics) 0 Stone Age 1 Bronze / Iron Age 2 Middle Ages 3 Age of Reason 4 Industrial Age

Beyond Comprehension Necrons

Weapons
RI = Range Increment. * = item from True20 Adventure Roleplaying. ** = item from True20 Companion. Simple Weapons Damage Critical Knife* +1 Descriptor RI Size Cost 7 Users Everyone Size Medium Medium Medium Large Large Cost Users 19-20 / +3 Piercing 10 ft Tiny

Martial Weapons Bonding Knife (Sword*) Chainsword** Close Combat Wpn (Sword*) Gauss Flayer (melee) Honour Blade (Spear*) Power Weapon (High Frequency Sword**) Firearms Autopistol (Heavy Pistol*) Bolt Pistol Digital Weapon Fleshborer Hellpistol, Laspistol (Laser Pistol**) Plasma Pistol** Pulse Pistol

Damage Critical Descriptor RI +3 +5 +3 +3 +3 +6 19-20 / +3 Slashing 20 / +4 20 / +4 Slashing Slashing 19-20 / +3 Slashing 19-20 / +4 Piercing 19-20 / +3 Slashing -

11 Tau 13 Imperium 11 Everyone 9 6 Necrons Tau

20 ft Large

15 Imperium

Damage Critical +4 +6 +5 +6 +5 +6 +7

Descriptor

RI

Size

Cost 18 15 27 17 17 17 15

Users Imperium Imperium Imperium Tyranids Imperium Imperium Tau

20 / +3 Ballistic 20 / +3 Ballistic 20 / +3 Energy 20 / +3 Ballistic 20 / +3 Energy 20 / +3 Energy 20 / +3 Energy

40 ft Medium 30 ft Medium 25 ft Fine 30 ft Medium 50 ft Medium 60 ft Medium 30 ft Medium

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Firearms Shuriken Pistol Slugga Splinter Pistol Shotgun* Autogun (Assault Rifle*) Boltgun Gauss Flayer (ranged) Hellgun, Lasgun (Laser Rifle**) Kroot Rifle Neutron Blaster Plasmagun (Plasma Rifle**) Pulse Carbine Pulse Rifle Shuriken Catapult, Standard Shuriken Catapult, Avenger Shoota Splinter Rifle Sniper Rifle* (and Eldar Ranger Long Rifle) Rail Rifle (Railgun**) Ripper Gun Exotic Weapons Burst Cannon

Damage Critical +6 +6 +5 +5 / +6 +5 +6 +6 +6 +6 +7 +8 +7 +7 +6 +6 +6 +5 +5 +7 +6 / +7 Damage +7

Descriptor

RI

Size

Cost 15 15 15 15 16 16 15 19 15 15 19 15 15 15 15 15 15 22 24 15 Cost 15

Users Eldar Orks Dark Eldar Imperium Imperium Imperium Necrons Imperium Kroot Vespid Imperium Tau Tau Eldar Eldar Orks Dark Eldar Imperium, Eldar Tau Imperium Users Tau

20 / +3 Ballistic 20 / +3 Ballistic 20 /+3 Ballistic 20 / +3 Ballistic 20 / +3 Ballistic, Autofire 20 / +3 Ballistic, Autofire 20 / +3 Energy, Autofire 20 / +3 Energy, Autofire 20 / +3 Ballistic, Autofire 18-20 / Energy +3 20 / +3 Energy 20 / +3 Energy, Autofire 20 / +3 Energy, Autofire 20 / +3 Ballistic, Autofire 20 / +3 Ballistic, Autofire 20 / +3 Ballistic, Autofire 20 / +3 Ballistic, Autofire 19-20 / Ballistic +4 20 / +3 Ballistic 20 / +3 Ballistic Critical 20 / +3 Descriptor Ballistic, Autofire

30 ft Medium 30 ft Medium 30 ft Medium 40 ft Large 50 ft Large 50 ft Large 50 ft Large 60 ft Large 50 ft Large 30 ft Medium 80 ft Large 60 ft Medium 40 ft Large 30 ft Large 40 ft Large 50 ft Large 50 ft Large 250 ft Large 170 ft Large 30 ft Large RI Size

40 ft Large

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Exotic Weapons C'tan Phase Sword (High-Frequency Sword**, but ignores armour) Flamer, Incinerator, Burna (Flamethrower*) Grenade Launcher* Kroot Rifle (in melee) Missile Launcher (Rocket Launcher*) Explosive Frag Grenade* Photon Grenade (FlashBang*)

Damage +6

Critical

Descriptor

RI -

Size Medium

Cost -

Users Imperium, Necrons

19-20 / +3 Slashing

+6 +5 +3 +10

20 / +4 -

Fire Explosive Slashing Explosive

Large

17 14 15 15

Imperium, Orks, Tau Imperium Kroot Imperium

70 ft Large Large 150 ft Large

Effect +5 damage explosion Blinding/deafening

Radius Reflex Save Size Cost 50 ft 20 ft 15 14 20 Tiny Tiny Small

Users

15 Imperium 16 Tau 30 Imperium

Demolition Charge (Plastic +10 damage explosion 100 ft Explosive*)

Weapon Notes
Boltgun: A stockless longarm much like a 20th century SMG. Fires .75 calibre rocket-propelled explosive rounds; the mechanism is similar to that of the 20th century Gyrojet. Bolt Pistol: A smaller, lighter version of the boltgun, intended for use in one hand. Bonding Knife: A ceremonial knife carried by leaders of Fire Warrior teams who have performed the Ta'lissera ritual and bonded as a group. See Skills and Feats. Effectively a short sword. Burst Cannon: A light support weapon, carried by various types of battlesuit, and used as a defensive weapon on Tau vehicles. Chainsword: A combination of sword and chainsaw, used as a close combat weapon. Eviscerators are a heavier, two-handed version, used only by Imperial priests. Close Combat Weapon: A generic term for a variety of swords, axes, maces etc. used for close combat. Since most models seem to have swords, by default they are treated as swords. This category includes Ork Choppas. C'tan Phase Sword: These items are never found for sale, but must be recovered from Necron stasis tombs. They are occasionally used by Imperial assassins of the Callidus Temple. Phase swords ignore any physical armour, like the Psychic Weapon power; an application of the Necrons' advanced technology. Digital Weapons: These powerful miniaturised weapons are ancient relics, and almost priceless. They are small enough to be disguised as rings, or even implanted in the user's fingers. In game terms they have the statistics of energy pistols (for example, a laspistol), except that their range increment is halved, they have a size of Fine, and a cost 10 higher than usual. Diresword: A Eldar Close Combat Weapon, a diresword has a spirit stone in the hilt. This unleashes a Psychic Blast (rulebook p. 68) on the target should the weapon hit. Flamer: A basic flamethrower, counts as an area attack in an area 5 feet wide and 25 feet long in 43

front of the firer. Fleshborer: The basic Tyranid infantry weapon symbiote; fires heat-seeking, flesh-boring beetles. Force Weapon: Only usable by Adepts, force weapons are permanently imbued with the Psychic Weapon power, and so do not require fatigue saves to activate or maintain. They are otherwise treated as Psychic Weapons (see rulebook p.68). Gauss Weapons: A technology unique to the Necrons, Gauss weapons use intense magnetic fields to strip the target's constituent atoms from its surface, pulling them towards the weapon. No other race is sufficiently advanced to manufacture these items, even reverse-engineering them from captured units. The most common variant is the Gauss Flayer carried by the stock Necron warrior, which is fitted with an axe blade below the muzzle and can be used as a battleaxe in melee. Grenades, Grenade Launcher: These have changed little since the 20th century. Frag grenades are general-purpose anti-infantry items, krak grenades are intended for heroic (and probably suicidal) close combat attacks against tanks. Hellgun, Hellpistol: More powerful versions of the standard lasgun and laspistol, respectively. The differences are insignificant in True20 terms. Honour Blade: A ceremonial spear used by members of the Ethereal cast to settle disputes in bloodless duels. Kroot Rifle: A primitive slugthrower, firing bullets enhanced by Tau technology; the standardissue battlefield weapon for Kroot carnivore squads. The Kroot rifle may be used either as a ranged weapon, or as a vicious melee weapon, since it has blades at either end; it requires an Exotic Weapon Proficiency feat to use without injuring oneself on the blades. Lasgun: The basic weapon of the Imperial Guard. Essentially an energy version of the assault rifle. Laspistol: The standard Imperial Guard officer's sidearm, an energy version of the heavy pistol. Lightning Claw: One of many types of power weapon, see below. Normally used in matched pairs with the Two Weapon Fighting feat. Meltagun: A fusion gun, used as a squad support weapon. Missile Launcher: A squad support weapon using either armour-piercing (krak) or fragmentation (frag) rounds. Fired from the shoulder. Needlegun, Needle Pistol, Needler: Lightweight weapons which fire poisoned darts rather than conventional ammunition. Treat these as the equivalent standard weapon except for damage, for which see rulebook p. 130. Neutron Blaster: A hybrid of Vespid and Tau technology, firing radiation blasts. Plasma Gun, Plasma Pistol: These fire balls of superheated plasma at their targets. However, they are prone to overheating; on a natural roll of 1-3 when rolling to hit, the weapon explodes, rendering itself useless and applying its damage to the operator rather than the intended target. Power Fist, Power Weapon: Gloves or weapons sheathed in a disruptive energy field, increasing their armour penetration. Power weapons ignore physical armour just like the Psychic Weapon power, but gain none of that power's other benefits. Pulse Pistol: An energy pistol used for close-in personal defence. Pulse Carbine: A short-range version of the pulse rifle, sacrificing range for easier handling and an underslung photon grenade launcher; sometimes provided to senior members of allied races. Instead of making a normal attack, the user can instead fire a single photon grenade using the same range increment.

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Pulse Rifle: The basic longarm of the Tau armed forces, sometimes provided to senior members of allied races; fires a plasma pulse. Rail Rifle: An experimental, limited-issue Tau military weapon. Ripper Gun: An oversized and exceptionally rugged shotgun, designed for Ogryn use. Shotgun, Sniper Rifle: These are identical to the standard True20 weapons of the same names. Shuriken Weapons: Ranging from pistols to tank main weapons, these all use the same principle; the mechanism slices disks from a plastic crystal cylinder, and accelerates them through the weapon's barrel at high speed. Singing Spear, Witchblade: Witchblades and Singing Spears are Eldar Close Combat Weapons with ignore physical armour like the Psychic Weapon power, but gain none of that power's other benefits. Splinter Weapons: Ranging from pistols to cannons, these are the Dark Eldar standard weapons. An energy pulse propels an ammunition crystal down the barrel, shattering it along the way. The target is showered with high-velocity, crystalline shrapnel, often impregnated with poisons or other toxins. Splinter weapons have remarkably low recoil. Storm Bolter: Designed for close assaults, this is simply two ordinary bolters combined into one weapon. Triskele: An Eldar power weapon which can also be thrown.

Armour
It's more convenient to group non-powered armour into classes based on the Warhammmer 40,000 armour save than to list many individual armour types. W40K Toughness Cost Armour Bonus Save 6+ 5+ 4+ +0 +2 +4 +6 13 17 21 Examples

Civilian clothing, basic uniform. Eldar Shimmershield*, Imperial Catachan armour, Imperial Refractor Field (weak version)*, Kroot armour, Ork armour. Eldar Guardian armour, Imperial Guard flak jacket, Imperial Refractor Field (strong version)* Eldar Aspect Warrior armour, Imperial carapace armour; Imperial Rosarius*; Fire Warrior armour; Tau shield drone* or shield generator*, Imperial Storm Shield*. Enhanced Eldar Aspect Warrior armour. Imperial Terminator armour, Tau Broadside battlesuits, Tau Iridium armour.

3+ 2+

+8 +10

24 27

Items marked * in the armour table above provide Invulnerable saves. A character wearing armour and using such an item adds together their two bonuses. For example, a Tau Fire Warrior with a 4+ armour save and carrying a shield generator with a 4+ Invulnerable save has a Toughness Bonus of 6 + 6 = 12. However, a character may not claim protection from more than one Invulnerable save item at a time; if the Tau had two shield drones, he would still only have a +12 Toughness Bonus.

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Powered Armour
Several races have some form of powered armour; the statistics below are for suits designed using the True20 Companion rules. Figures in ( ) are Construction Point costs. Tau battlesuits cannot be designed as powered armour by the time all the features are added, there aren't enough CP left for the armour so they have been designed as vehicles. Space Marine Powered Armour Space Marine powered armour is pretty basic stuff, using most of its CP to give good armour protection. TR6 powered armour, 10 CP. Features: +8 Toughness Bonus (8). Accessories: Communication Unit (1). Options: Jump Pack Class II Personal Flight Jets (1). Vindicare Temple Stealth Suit The secretive Vindicare Temple of the Officio Assassinorum has access to a limited number of these suits. Their origin is uncertain, since they are neither the TR6 of standard Imperial equipment nor the TR8 of relics from the Dark Age of Technology. TR7 powered armour, 11 CP. Features: +6 Toughness Bonus (6), Holoscreen (3). Accessories: None. Options: None. The Holoscreen allows the operator to disguise himself as any Medium sized object, and counts as 20% concealment if attacked.

Personal Equipment
A selection of Warhammer 40,000 wargear of use to the adventuring party... Item Auspex Users Imperium Cost Description 17 A handheld sensor used to detect hidden enemy troops, ambushing predators and so on. While active, it grants the user the Talented (Notice and Search) feat, giving +2 to those rolls. 17 Several races have masks or other items which strike fear into the hearts of their opponents. In game terms, these grant the ability to use the Heart Shaping power (rulebook p. 63) to cast Despair on their foes 23 Essentially a tablet-style laptop, used to display tactical maps etc. 15 Typical effects include: +3 Strength, +3 Dexterity, Cleave, or Improved Initiative. They last for two turns. Users must make a modified Toughness save against +0 damage on taking the drugs; armour does not count, but Tough and Constitution do. 16 The Imperial equivalent of a PDA, used to store and transfer information, such as orders. 15 These count as appropriate medical equipment, allowing the use of Medical skill at no penalty. The kit's name varies with the user; the Imperial Guard call one of these a Medi-Pack, the Space Marines, a Narthecium, and so on.

Banshee Mask, Gruesome Talismans, Hell Mask Chart Table Combat Drugs

Eldar, Dark Eldar

Imperium Dark Eldar

Dataslate

Imperium

Field Medical Everyone Kit

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Item Flying Device

Users Dark Eldar, Eldar, Imperium, Orks Imperium

Cost

Description

35 A number of races have Large devices, worn on the back, which allow them to fly (30 ft, Poor). These include Eldar Swooping Hawk wings, Imperial Jump Packs etc; in game terms, they are all much the same. 4 7 Standard Imperial Guard-issue flashlight, can be hand-held or fitted to a lasgun's bayonet lugs. Imperial officer's binoculars. More expensive models may have rangefinders, azimuth readouts, or infrared sensors.

Lamp-pack

Magnoculars Imperium Markerlight Tau

25 A laser target designator, usually mounted on a longarm. Works like a targeting scope (rulebook p. 84), except that the user's comrades benefit from the bonus to hit, not the user himself. 7 Standard Imperial commlink, usually only available on industrialised worlds, small enough to be worn in the ear.

Microbead

Imperium

Polymorphine Imperium

15 A rare, shape-altering drug used by the Callidus Temple of the Officio Assassinorum. Conveys the Self-Shaping power on the user, without requiring them to have the Body Control power. Regular doses are required to maintain the changed shape. 35 Grants the wearer the Psychic Shield power. 18 Witch-finding eyepieces used to detect the presence of psykers. Grant the user Second Sight while worn. 15 The bearer of a Purity Seal gains the Iron Will feat. 17 These grant the user the Skill Focus (Notice) feat, namely he enjoys a +3 bonus on Notice rolls. Again, various users give these devices different names: Auspex, Surveyor, etc. 30 Targeting and communications device issued to Enginseers. The user, or one of his Servitors, benefits from the Hope effect of Heart Shaping. (The user's level counts as his Adept level.) 25 Made from wraithbone looted from the bodies of dead Eldar, and used in splinter weapons; ignores the effects of cover. All craftworld Eldar wear a spirit stone, which captures their soul at death, avoiding the terrible fate of being consumed by the Chaos Gods. The Eldar use the spirits of their ancestors, held in these stones, in the same way that other races use computers. Cost 0 for Eldar, unavailable to other races (except by looting).

Psychic Hood Imperium Psyocculum Purity Seal Sensors Imperium Imperium Everyone

Signum

Imperium

Soul-Seeker Ammunition Spirit Stone

Dark Eldar Eldar

Targeter Vox-Caster

Imperium Imperium

11 Essentially a targeting scope as per rulebook p. 84 7 A commlink as described on p. 78 of the rulebook. A Master-Vox is similar, but is larger and has more features; cost 15.

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Drones, Familiars and Servitors Drones


Drones are flying disks, extensively used by the Tau. They are equipped with antigrav units and Artificial Intelligence, and programmed to protect their owners. In game terms, they are essentially cybernetic familiars. A drone will manoeuvre so as to stay within 10 feet of its owner, or as close to this as it can manage. Drones are not intended to fight in melee, but can do so if necessary, ramming their opponents. Gun Drones are the commonest type of drone, equipped with twin pulse carbines for ranged combat. Type: 1st level construct. Size: Medium. Speed: Fly 60 ft (Poor). Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Notice 4 (+4), Pilot 4 (+4). Feats: Firearms Training, Improved Initiative, Night Vision. Traits: Construct traits, Flight 60 feet (Poor). Combat: Attack +0 (+0 base, +0 Dex), Damage +0 unarmed or +7 (energy, autofire) pulse carbine, Defence +0 (+0 Dex), Initiative +4 (+0 Dex, Improved Initiative). Saving Throws: Toughness +6 (+0 Con, +5 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis). Marker Drones are equipped with a markerlight (see Personal Equipment, above), and used to paint targets for their owners. Type: 1st level construct. Size: Medium. Speed: Fly 60 ft (Poor). Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Notice 4 (+4), Pilot 4 (+4). Feats: Firearms Training, Improved Initiative, Night Vision. Traits: Construct traits, Flight 60 feet (Poor). Combat: Attack +0 (+0 base, +0 Dex), Damage +0 unarmed, Defence +0 (+0 Dex), Initiative +4 (+0 Dex, Improved Initiative). Saving Throws: Toughness +6 (+0 Con, +5 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis). Shield Drones are defensive units, protecting their owner with a personal force field; the drone's owner may add its Toughness Bonus (+6) to his own while it is within 10 feet of him. Type: 1st level construct. Size: Medium. Speed: Fly 60 ft (Poor). Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Notice 4 (+4), Pilot 4 (+4). Feats: Firearms Training, Improved Initiative, Night Vision. Traits: Construct traits, Flight 60 feet (Poor). Combat: Attack +0 (+0 base, +0 Dex), Damage +0 unarmed, Defence +0 (+0 Dex), Initiative +4 (+0 Dex, Improved Initiative). Saving Throws: Toughness +6 (+0 Con, +5 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis).

Familiars
Human Adepts (such as Inquisitors or Space Marine Librarians) may be accompanied by one or more Familiars. These take various forms; cherubim, psyber-creatures, or servo-skulls, but all have roughly the same attributes. They are encountered as often in high society as on the battlefield, and are as much a fashion statement or status symbol as they are a tool. Cost: Free on taking the Familiar feat, 25 to replace if destroyed or lost. Type: 1st level construct. Size: Medium. Speed: 30 ft, fly 30 ft (Perfect). Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Any four of the owner's choice. Feats: Any one of the owner's choice, plus Night Vision. Traits: Construct traits. Combat: Attack +2 (+0 base, +2 Dex), Damage +2 unarmed, Defence +2 (+2 Dex), Initiative +2 (+2 Dex). Saving Throws: Toughness +1 (+1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis).

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Servitors
Servitors occupy the same niche in the Imperium that robots do in most science-fiction settings. However, rather than being completely artificial beings, servitors are the bodies of lobotomised humans, surgically enhanced with cybernetic upgrades. Imperial citizens take a certain superstitious comfort from the fact that servitors are not soulless machines, but are partly constructed from real (if naughty) people who once had souls. Combat Servitor. These are built for close combat, and deployed in support of battlefield specialists such as Enginseers to defend them while they work. Cost 40. Type: 1st level construct. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Notice 4 (+4), Search 4 (+4). Feats: Attack Focus, Night Vision, Weapons Training. Traits: Construct traits. Combat: Attack +1 (+0 base, +0 Dex, +1 Attack Focus), Damage +0 unarmed or +3 close combat weapon, Defence +0 (+0 Dex), Initiative +0 (+0 Dex). Saving Throws: Toughness +6 (+5 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis). Gun Servitor. These are used to provide fire support for Enginseers and similar. Their cost depends on the weapons they carry; cost 50 if armed with a multi-melta, 40 if a heavy bolter, 60 for a plasma cannon. An unarmed gun servitor would cost 25. Type: 1st level construct. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Notice 4 (+4), Search 4 (+4). Feats: Attack Focus, Firearms Training, Night Vision. Traits: Construct traits. Combat: Attack +1 (+0 base, +0 Dex, +1 Attack Focus), Damage +0 unarmed or by weapon type, Defence +0 (+0 Dex), Initiative +0 (+0 Dex). Saving Throws: Toughness +6 (+5 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis). Technical Servitor. These are a common sight in the Imperium, and are used to repair and maintain equipment. They are neither armed nor programmed for combat, and come in a wide variety of shapes and sizes. Cost 25. Type: 1st level construct. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Craft (any two) 4 (+6). Feats: Improvised Tools (represents built-in toolkits), Night Vision, Talented (any two craft skills). Traits: Construct traits. Combat: Attack +0 (+0 base, +0 Dex), Damage +0 unarmed, Defence +0 (+0 Dex), Initiative +0 (+0 Dex). Saving Throws: Toughness +4 (+3 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis).

Animals Attack Squig


The Ork equivalent of dogs, vicious predators trained to attack on command and armed with razorsharp fangs. Some species are also poisonous. Squighounds (used to control unruly mobs of Gretchin) are essentially similar, but with Dex +0, and corresponding reductions in other statistics. Type: 2nd level animal. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +3, Con +0, Int -4, Wis +0, Cha +0. Skills: Notice 2 (+2), Survival 4 (+4). Feats: Improved Initiative, Night Vision. Traits: Scent. Combat: Attack +4 (+1 base, +3 Dex), Damage +0 (fangs), Defence +3 (+3 Dex), Initiative +7 (+3 Dex, +4 Improved Initiative). Saving Throws: Toughness +0 (+0 base, +0 Con), Fortitude +2 (+2 base, +0 Con), Reflex +5 (+2 base, +3 Dex), Will +0 (+0 Wis). Cost: 21.

Kroot Hounds
The Kroot equivalent of dogs, armed with ferocious fangs, and used to harry retreating enemies. Type: 2nd level animal. Size: Medium. Speed: 30 ft. Abilities: Str +3, Dex +2, Con +0, Int -4, Wis +0, Cha +0. Skills: Notice 2 (+2), Survival 4 (+4). Feats: Improved Initiative, Night Vision. Traits: Scent. Combat: Attack +3 (+1 base, +2 Dex), Damage +3 (fangs), Defence +2 (+2 Dex), Initiative +6 (+2 Dex, +4 Improved Initiative). Saving Throws: Toughness +0 (+0 base, +0 Con), Fortitude 49

+2 (+2 base, +0 Con), Reflex +4 (+2 base, +2 Dex), Will +0 (+0 Wis). Cost: 21.

Krootox
Large quadrupeds which look much like a gorilla knuckle-walking. They are used by the Kroot as beasts of burden, notably to carry Kroot Guns into battle. Type: 3rd level animal. Size: Large. Speed: 30 ft. Abilities: Str +9, Dex +0, Con +0, Int -4, Wis +0, Cha +0. Skills: Notice 4 (+4), Survival 4 (+4). Feats: Endurance, Night Vision. Traits: None. Combat: Attack +1 (+2 base, +0 Dex, -1 Size), Damage +9 (fangs), Defence +0 (+0 Dex), Initiative +0 (+0 Dex). Saving Throws: Toughness +2 (+0 base, +0 Con, +2 Size), Fortitude +3 (+3 base, +0 Con), Reflex +3 (+3 base, +0 Dex), Will +0 (+0 Wis). Cost: 38.

Vehicles
Here are some common vehicles rated using the True20 Companion rules; figures in ( ) are Construction Point costs. A roleplaying scenario shouldn't really include more than a couple of vehicles; their costs are deliberately left high to keep them out of the reach of PCs. Note that Tau battlesuits have been designed as vehicles powered armour doesn't have enough CP for the armour and features. Legs are considered to have the same statistics as tank treads, although realistically they should have a higher minimum TR. House Rule: To make sure that troop carriers have less powerful weapons and thinner armour than tanks, each passenger carried consumes 4 CP if human-sized, and 8 CP if a Wraithguard, or in Terminator armour.

Eldar Wave Serpent


The standard Eldar APC, the Wave Serpent has a crew of two (pilot and commander) and can carry up to 12 passengers. It normally has twin-linked shuriken catapults, and twin-linked shuriken cannon (although other weapons can be fitted in place of the cannon). A variety of sensor and ECM upgrades are possible, and 12 CP are reserved for these. The statistics below assume a crew of level 1 Guardians. Type: TR7 vehicle, 100 CP. Size: Gargantuan. Speed: 100 mph. Abilities: Str +15, Dex -, Con -, Int -, Wis -, Cha -. Skills: -. Feats: -. Traits: -. Combat: Attack +2 (crew +1 Base, +1 Dex), Damage +6 (shuriken catapult) +8 (shuriken cannon), Defence +6 (+10 Base, -4 Size), Initiative +1 (crew Dex +1). Saving Throws: Toughness +17 (+11 Base, +6 armour), Fortitude -, Reflex -, Will -. Cost 90 plus options. Motivators: Class III Hover Unit (5). Features: Communications Unit (1), Deflection Shield +4 (4), Environmental Seal (1), Life Support (1), 12 passengers (48). Armour: +6 Toughness (6). Weapons: Twin shuriken catapults (2 x 6), twin shuriken cannon (2 x 8). Options (6 CP available): Autopilot Comp (Drive bonus +4) (2) and Gunner Autocomp (+1 attack bonus) (4), which between them represent the Spirit Stone upgrade.

Imperial Chimera Transport


The amphibious Chimera is the standard Imperial Guard battlefield troop transport. The statistics below assume a crew of 1st level Imperial Guardsmen. Type: TR6 vehicle, 70 CP. Size: Huge. Speed: 50 mph. Abilities: Str +5, Dex -, Con -, Int -, Wis -, Cha -. Skills: -. Feats: -. Traits: -. Combat: Attack +1 (crew +1 Base, +0 Dex), Damage +7 (heavy bolter), Defence +8 (+10 Base, -2 Size), Initiative 0 (crew Dex +0). Saving Throws: Toughness +13 (+9 Base, +4 armour), Fortitude -, Reflex -, Will -. Cost 70 plus weapons. Motivators: Class II Tank Treads (3), Class I Water Turbines (1). Features: Communications Unit 50

(1), 12 passengers (48). Armour: +4 Toughness (4). Weapons: Heavy Bolter (7). Options (6 CP available): Smokescreen/Displacer (2); other weapons (varies).

Imperial Rhino Transport


The Rhino is the standard transport for mechanised Space Marine and Chaos Space Marine squads. The statistics below assume a crew of 2nd level Space Marines. Type: TR6 vehicle, 70 CP. Size: Huge. Speed: 50 mph. Abilities: Str +5, Dex -, Con -, Int -, Wis -, Cha -. Skills: -. Feats: -. Traits: -. Combat: Attack +5 (crew +2 Base, +3 Dex), Damage +6 (storm bolter), Defence +8 (+10 Base, -2 Size), Initiative 3 (crew Dex +3). Saving Throws: Toughness +14 (+9 Base, +5 armour), Fortitude -, Reflex -, Will -. Cost 50 plus options. Motivators: Class II Tank Treads (3). Features: Communications Unit (1), 10 passengers (40). Armour: +5 Toughness (5). Weapons: Storm Bolter (6). Options (15 CP available): Autopilot Comp (Drive bonus +4) (2) and Gunner Autocomp (+1 attack bonus) (4), which between them represent the Power of the Machine Spirit upgrade; Smokescreen/Displacer (2); second storm bolter (6).

Tau Stealth Suit


Tau XV-15 and XV-25 Stealth Suits are used in small groups of 3-6 suits for scouting and infiltration. The statistics below assume a 3rd level Fire Warrior as pilot. Type: TR7 vehicle, 40 CP. Size: Medium. Speed: 25 mph. Abilities: Str +2, Dex -, Con -, Int -, Wis -, Cha -. Skills: -. Feats: -. Traits: -. Combat: Attack +2 (crew +3 Base, -1 Dex), Damage +7 (burst cannon), Defence +10 (+10 Base, +0 Size), Initiative -1 (crew Dex -1). Saving Throws: Toughness +8 (+5 Base, +3 armour), Fortitude -, Reflex -, Will -. Cost 30 plus weapons and options. Motivators: Class I Jet Engine (12), Class I Legs (Tank Treads) (2). Features: Communication Unit (1), Engine Strength Boost +2 (1), Environmental Seal (1), Holoscreen* (3), Life Support (1). Armour: +3 Toughness (3). Weapons: Burst Cannon (7). Options (9 CP available): +3 Gunner Autocomp (8), representing Targeting Array wargear; Fusion Blaster (10, but 7 of these are gained by removing the burst cannon, so effectively 3). * The Holoscreen provides 20% concealment, and allows the operator to disguise himself and the suit as any Medium sized object. The suit normally carries a burst cannon (damage +7/20, +3) as listed under Weapons.

Tau Crisis Battlesuit


XV-8 Crisis Suits are the rapid response units of the Tau military, normally worn by commanders or elite troops. The statistics below assume a 3rd level Fire Warrior as pilot. Type: TR7 vehicle, 60 CP. Size: Large. Speed: 25 mph. Abilities: Str +7, Dex -, Con -, Int -, Wis -, Cha -. Skills: -. Feats: -. Traits: -. Combat: Attack +2 (crew +3 Base, -1 Dex), Damage +9 (missile pod) +8 (plasma rifle), Defence +10 (+10 Base, -1 Size), Initiative -1 (crew Dex -1). Saving Throws: Toughness +8 (+5 Base, +3 armour), Fortitude -, Reflex -, Will -. Cost 50 plus weapons and options. Motivators: Class I Jet Engine (12), Class I Legs (Tank Treads) (2). Features: Communication Unit (1), Engine Strength Boost +2 (1), Environmental Seal (1), Life Support (1). Armour: +3 Toughness (3). Weapons: Missile Pod (9), Plasma Rifle (8). Options (22 CP available): +3 Gunner Autocomp (8), representing Targeting Array wargear; Anti-Accident System (2), representing Ejection System wargear; increase Toughness bonus to +6 (+3), representing Iridium Armour Plates; Absorption Shield +6 (6), representing Shield Generator; other weapons*. * The standard weapons can be replaced by others, such as Fusion Blasters. In this case, deduct the CP for the weapon removed before adding the CP for the weapon added. 51

Tau Devilfish Troop Carrier


The workhorse of the Tau military, the Devilfish has a crew of two (pilot and commander) and can carry up to 12 passengers. It normally has a burst cannon (damage +7/20, +3) in a chin turret, and two gun drones carried in external cheek mounts. A variety of sensor and ECM upgrades are possible, and 12 CP are reserved for these. The statistics below assume a crew of level 1 Fire Warriors. Type: TR7 vehicle, 80 CP. Size: Huge. Speed: 100 mph. Abilities: Str +10, Dex -, Con -, Int -, Wis -, Cha -. Skills: -. Feats: -. Traits: -. Combat: Attack +0 (crew +1 Base, -1 Dex), Damage +7 (burst cannon), Defence +8 (+10 Base, -2 Size), Initiative 0 (crew Dex +0). Saving Throws: Toughness +14 (+9 Base, +5 armour), Fortitude -, Reflex -, Will -. Cost 80 plus options. Motivators: Class III Hover Unit (5). Features: Communications Unit (1), Environmental Seal (1), Life Support (1), 12 passengers (48). Armour: +5 Toughness (5). Weapons: Burst Cannon (7). Options (12 CP available): +3 Gunner Autocomp (8), representing Targeting Array wargear; Sensor Cloak/Jammer (1 CP, +5 to Difficulty); Sensors +5 (5); Smokescreen/Displacer (2).

PSIONICS
Warp space is composed of psychic energy. Psykers individuals gifted with psionic powers are able to channel this energy from the Warp into real space to achieve specific effects. However, warp space is home to a number of hostile entities, known as Daemons, which hunger after mortal flesh and souls. It is difficult for these beings to enter real space, as they need some kind of portal to do so. The largest known portal is the Eye of Terror, which encompasses the locations of the former Eldar home worlds; the smallest and commonest portals are the minds of individual psykers. Untrained psykers are a danger to themselves and others, as they are prone to unwittingly allowing Daemons to enter real space to wreak havoc. For this reason, most cultures register, train, and control their psykers closely; further, witch-hunts by Inquisitors or angry mobs are a fact of life on many Imperial worlds. The Imperium's fleet of Blackships travels from world to world, collecting the levy of registered psykers planetary governors are obliged to provide.

Psychic Powers
Using psychic powers in this setting risks drawing the attention of vile Chaos creatures from the Warp, who will attempt to fry the Adept's brain or worse. Whenever an adept tries to use a supernatural power and fails, he suffers the perils of the Warp. (This can be rationalised by saying that the reason he failed was because Something Man Was Not Meant To Know was nibbling on his cortex, attracted by the psychic emanations.) The adept must expend a Conviction point to avoid being immediately destroyed in a gruesome way; exploding head, dragged screaming through a portal to Chaos by gibbering demons, etc. knock yourself out. If the adept spends a Conviction point, he is merely attacked by a Psychic Blast with a power rank twice his own stronger adepts attract more powerful Chaos nasties. PCs are advised to keep a Conviction point in reserve against this risk; minions, having no Conviction, are doomed.

Quick and Dirty Psychic Powers


Narrators pressed for time, or desiring a simpler approach, should note that Warhammer 40,000 Psykers powers are most often Heart Shaping or Elemental Blast, but with different names.

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Eldar Powers
Powers Conceal Destructor Doom Eldritch Storm Embolden, Enhance Fortune, Guide True20 Equivalent (Prerequisites) Illusion, Widen Power Elemental Blast (Energy Shaping) Heart Shaping Despair Elemental Blast (Energy Shaping), Weather Shaping Heart Shaping Hope Heart Shaping Hope Users Warlocks Warlocks Farseers Farseers Warlocks Farseers

Human Powers
Powers True20 Equivalent (Prerequisites) Users Banishment, Severance; success against a daemon forces Ordo Malleus Inquisitors Destroy Daemon it to leave realspace, either temporarily or permanently as the Narrator sees fit. Divine Heart Shaping Fear Pronouncement, His Will Be Done, Word of the Emperor Hammer of the Witches Hammerhand Holocaust Lightning Arc Machine Curse Purgatus Widen Power and Psychic Blast, used to disrupt enemy psykers Enhance Ability, used to increase Strength Elemental Aura (Energy Shaping) Elemental Blast (Energy Shaping) Inquisitors (any Ordo)

Ordo Hereticus Inquisitors Inquisitors (any Ordo) Ordo Malleus Inquisitors Imperial Guard Sanctioned Psykers

Computer Link, used to trigger self-destruct Imperial Guard Sanctioned Psykers or shutdown sequences. Dominate (Mind Touch). The target is being asked to do something against his nature, and so gets a saving throw. Harm Ward Ward Elemental Blast (Energy Shaping) Ordo Hereticus Inquisitors

Psychic Lash Psychic Ward Sanctuary Scourging

Imperial Guard Sanctioned Psykers Imperial Guard Sanctioned Psykers Ordo Malleus Inquisitors Inquisitors (any Ordo) Imperial Guard Sanctioned Psykers

Telepathic Order Mind Touch, Widen Power

Necron and Tau Powers


These races have no psykers, and consequently no powers.

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Types of Imperial Psyker Alpha-Level Psykers


Also called Primary Psykers, or the Chosen, these are the most powerful psionics, strong enough to withstand daemonic taint or possession under most circumstances. They are trained for five years in the Scholastia Psykana. The youngest are then assigned as Librarians to various Space Marine Chapters; Librarians have a range of powers, but their primary role is battlefield communications, using their telepathic abilities to coordinate their Chapter's actions. The most powerful are allocated to the Grey Knights, or become Inquisitors.

Astropaths
Astropaths are selected from the second rank of psykers, and have considerable power, but lack the strength to withstand daemonic possession. Astropaths always have the Astro-Telepathy power, enabling them to send and receive psychic messages over a range of up to 50,000 lightyears with a base 50% chance of success (DC 15 for the average first level psyker). They typically have up to five other powers in addition, usually related to warp travel, and conferred by the Emperor during his shaping of their minds. Astropaths are unusually resistant to warp creatures and psychic attacks. Typical powers include:

Locate Warp Gate/Portal: This gives the Astropath a base 10% chance (i.e., DC 23 for the average level 1 psyker) of locating any portal between warp space and real space within 10 lightyears if he is in warp space; in real space, success is automatic. Psychic Beacon: The Astropath can create a psychic beacon, allowing any Navigator within 10 lightyears to navigate starships through the warp, even if out of range of the Astronomican. The Astropath himself must be in real space to use this power. Warp Space Trail: This allows the Astropath to embed a harmless psychic beacon in the mind of a ship's crewman, allowing the psyker to sense the ship's destination if it enters warp space within 1,000 kilometres of him.

Astropath adepts may select these powers in the normal way. They are all fatiguing.

Sacrifices
Those whose minds are too vulnerable, or whose powers are too random, cannot be allowed to wander the Imperium freely. They are too likely to become portals by which daemons can enter the material universe. Also, the Emperor must feed upon raw psychic energy if he is to survive. Consequently, such unfortunates are sacrificed to the Emperor. Confusingly, these too are sometimes called the Chosen.

Navigators
Navigators are a human subspecies, created either by mutation or genetic engineering (no-one is sure which) during the Dark Age of Technology. They are able use psychic powers to navigate through warp space, although they have no other psionic abilities. Navigators tend to be tall and spindly; all have a third eye in the centre of their foreheads, and may have one or other more mutations such as large eyes, eyes without an iris, under-developed facial features, large or webbed hands and feet, or no body hair. Young Navigators generally work as pilots while their mental capabilities mature, which happens at around the age of 50. As Navigators have greatly extended lives (typically 300-400 years), this long apprenticeship is not an issue.

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Navigator Houses (also called Great Families, or collectively the Navis Nobilite) are powerful families, with traditional alliances (usually by marriage) and rivalries. Each maintains a large fortified mansion as its base of operations.

The Tainted
Any of the above types of psyker may have become Tainted by daemonic influence. Despite all the efforts of the Imperium, these may burrow deep into Imperial organisations, biding their time until the moment is right to strike.

Psykers of Other Races Necrons and Tau


While they are aware of the existence of psychic powers, the Necrons and Tau themselves have no such abilities. No Necron or Tau may be a psyker.

Tyranids
All Tyranids are linked psionically into the Hive Mind. Genestealers are able to hypnotise the other races, which they do to implant their genetic material so as to create hybrids by which they can infiltrate other cultures.

SHIPS
Starships are propelled at faster-than-light speeds by warp drives, which enable them to leave the material universe (also called real space or the Materium) and enter warp space (also called the Immaterium, the Empyrean or the Void). Once in warp space, the ship is carried along by the currents and tides of the warp. Since the Materium and the Immaterium are in constant motion relative to each other, when (after an appropriate time) the ship again uses its engines to return to normal space, it has moved significant distances in real space. However, this motion cannot be detected within warpspace, which means that longer jumps are progressively more unpredictable and dangerous. Warp space is a swirling mass of raw energy and emotion; in a sense, it is the collective unconscious mind of the universe. Dangerous warp storms are common, with the effects of entering one ranging from ships being thrown thousands of light-years off course to being utterly destroyed. Some localised nodes of this chaotic energy achieve sentience; they are mostly hostile, and referred to as Daemons. Starships in the Warhammer 40,000 universe are kilometres long, weighing many thousands of tons, and often thousands of years old. The smallest escort is roughly the size of a 20th century cruiser. While insystem craft are owned by planetary governors or small organisations, starships are typically owned and operated by interstellar navies or governments. Commercial starships represent 90% or more of the fleet operated by a typical major race. Merchant ships of the Imperium are licensed by the Administratum for a fixed period, usually 100 years; since no-one wants their licence to expire while they are in warpspace, merchantmen tend to avoid long jumps. Each commercial ship operates under one of these four types of charter:

Hereditary Free Charter. The ship is licensed to trade as the captain sees fit anywhere within a specified Segmentum. The captain nominates his successor. Hereditary Charter. The ship is licensed to trade on a specified route within one Segmentum. The captain nominates his successor, who inherits not only command, but also the route. 55

Free Charter. The ship is licensed to trade as the captain sees fit, across all Segmentae. The ship's owner (normally a corporation) nominates the captain's successor. Fleet Charter. The ship is licensed to trade on a specific route within one Segmentum. The ship's owner (normally a corporation) nominates the captain's successor.

Military starships are 10% or less of a race's spacecraft. The Imperium assigns one Segmentum Fleet (commanded by a Warmaster) to each Segmentum. Each sector has a Sector Fleet (commanded by a Space Commander), and within this are the sub-fleets, commanded by Group Commanders and tasked with patrolling and defending individual subsectors or the spaces between them. Engagements are fought by task forces known as Battlefleets; usually these are composed of whatever fighting ships can be found within 10-20 light-years of the action, although for especially important actions which can be planned far in advance, ships may be gathered from within a 50 light-year radius.

Distances and Travel Times


Insystem travel times are measured in days or weeks. Time passes at a different, and variable, rate in warpspace; it is only when a ship returns to normal space that the journey's duration as observed in real space is known. Durations in ship time are typically 1-4 days per thousand light-years of travel, while to someone left in real space, they appear to last for 1-6 months per thousand light-years. The Imperium is some 75,000 light-years across; a starship could theoretically cross this distance in 75-300 days of ship time, which would be 6-40 years in real time. Since roughly one star system in 100,000 has a habitable world, they are on average about 280 light-years apart. Consequently the average travel time to the next nearest system is roughly a day in ship time, or 4-6 weeks in real time. Stars without habitable worlds are much closer together an average of 12 light-years. There are two types of warpspace jump: Calculated and piloted. Calculated jumps assume that the tides and currents of warpspace do not change significantly during flight; in practice, this limits them to short hops of 4-5 lightyears. Piloted jumps are controlled by members of the human subspecies called Navigators, who can use their psychic powers to sense the Astronomican, a psychic beacon maintained on Earth by the continuous concentration of thousands of psykers, and directed by the mind of the Emperor himself. A piloted jump can be up to 5,000 light-years, or more. The Astronomican's signal can be distorted by warp storms, and has a range of only 50,000 light-years, meaning that the edge of the Galaxy furthest from Earth is out of range. However, possession of this unique resource gives humanity a distinct edge over most other races; it is for this reason that the Imperium has footholds across most of the Galaxy, while other races tend to occupy a relatively small spherical volume of space centred on their homeworld.

The Webway
The Eldar, and the Old Slann before them, have never used warp drives as humanity knows them; instead, their ships fly between the stars along sealed tunnels driven through warpspace. This protects Eldar shipping from the ravages of the Warp. Portals to the Webway vary in size, from large ones capable of passing multi-kiloton spacecraft, to the smallest, barely large enough for a single Eldar to enter. Some gates lead to former Eldar worlds in the Eye of Terror; these are now sealed by impenetrable wraithbone bonds, and warded with powerful runes.

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The Shadow in the Warp


Any ship travelling through the warp makes a small disturbance, which can be detected by Astropaths. The Tyranid Hive Fleet is so vast that the disturbances from its individual ships merge into a huge shadow in the Warp, blocking all psychic detection and communication. As each world is enveloped by the Tyranids, to the Imperium it simply disappears, with no clue as to what has happened. The miniscule percentage of the population which escapes is the only source of information on the Tyranids.

Unusual Ship Types Craftworlds


These are the giant sublight spacecraft, meandering endlessly through real space, which serve as the last remaining homes of the Eldar. They range from city-sized to ships built on a planetary scale. All have numerous gates to the Webway, including at least one large enough for spacecraft to use.

Space Hulks
These are derelict starships, trapped by some mysterious current of the Warp. There is no telling when or where they will appear out of warpspace, or how long they will remain before returning there. They may be empty, they may have valuable cargoes, or they may be inhabited by the descendants of the original passengers and crews. Some have been drifting in this way since the Dark Age of Technology, and hold valuable machinery or information. Tyranids have infected some hulks with Genestealers in cryogenic suspension, awaiting a boarding party which they can take over and use to infiltrate the boarders' society. Orks occasionally board hulks, which can then carry them to random parts of the Galaxy.

Tyranid Ships
Tyranid starships are huge living creatures, feeding on the debris left over from solar system formation (such as comets) and swimming slowly through the Warp between systems. In transit, the Tyranids within sleep in suspended animation, only waking when the ship enters a star system. At this point, the ship is briefly vulnerable, as its defences must literally awaken.

Ship Systems
Starships are spacegoing cities, often thousands of years old, in a state of constant repair and renewal. Ship systems range from newly-installed, clean and functional, to units as old as the Pyramids, only maintained by dint of constant effort. Up to one-third of a ship's volume is taken up by drives, fuel, and associated infrastructure. Warp drives are discussed above under Distances and Travel Times. Sublight propulsion is by means of plasma drives, which drive starships to the edge of star systems, so that the rents they tear in space will not wreak havoc on planets.

Ship Combat
Due to the size of warships and their crews, adventuring characters will have little to do in a fleet action; they will likely sit helpless somewhere, waiting for the crew to win or die, and are unlikely to get involved personally unless a boarding action must be conducted or repelled.

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ALLIES AND ADVERSARIES


These are brutes and bosses from Kill Team, and assorted other NPCs of interest. Excepting the Generic Target for assassination missions, they are Minions unless the Narrator rules otherwise.

Ability Points
Allies and adversaries are built on varying numbers of points, depending on how common they are. Points 0 3 6 9 Rarity One in every platoon or company. One or two per division. One in every few million men. Examples Eldar Exarchs, Imperial Guard Senior Officers, Tau Shas'vre and above. Beginning PCs, Inquisitors, Space Marines Independent Characters The average man; found everywhere. Imperial Guard, Fire Warriors, Eldar Guardians

Conviction
Wounds in Warhammer 40,000 are represented by Conviction in True20. Models with one Wound have no Conviction; those with multiple Wounds have the Conviction for their role and level.

Generic Target
This represents a corrupt governor or other high-ranking official, selected for assassination by the PCs' patron. The Target is built on 0 ability points, but is never a Minion. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +3. Skills: Bluff 4 (+4), Diplomacy 4 (+4), Knowledge (Current Events) 4 (+4). Feats: Armour Training (Light), Benefit (Status assassination target!), Firearms Training, Weapon Training. Combat: Attack +1 (+1 Base, +0 Dex), Damage +0 (unarmed) +3 (close combat weapon), Defence +1 (+1 Base, +0 Dex), Parry +1 (+1 Base, +0 Str), Initiative +0 (+0 Dex). Saving Throws: Toughness +2 (+0 Con, +2 undercover shirt), Fortitude +2 (+2 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Two close combat weapons (damage +3/20, +3). Armour: Undercover shirt (+2 toughness, -1 armour check penalty). Wealth: 5.

Redshirt
The Redshirt is a useless NPC foisted on the player characters for the duration of the scenario; the suit from head office, the patron's brother-in-law, etc. They must not only complete their assigned mission, but keep him alive as well. The Redshirt is built on 0 ability points, or less. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+4, +1 in armour), Drive 4 (+4), Jump 4 (+4, +1 in armour), Swim 4 (+4, -2 in armour). Feats: Armour Training (Light, Heavy), Firearms Training, Weapon Training. Combat: Attack +1 (+1 Base, +0 Dex), Damage +0 (unarmed), Defence +1 (+1 Base, +0 Dex), Parry +1 (+1 Base, +0 Str), Initiative +0 (+0 Dex). Saving Throws: Toughness +4 (+0 Con, +4 flak jacket), Fortitude +2 (+2 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Whatever is appropriate for his race. Armour: Flak jacket (+4 toughness, -3 armour check penalty). Wealth: 5. 58

Chaos
Chaos figures are essentially evil versions of standard Imperial units; the quick and dirty way to represent them is to add Caliban features to ordinary adversaries. For simplicity when handling Minions, the Narrator may rule that those features are cosmetic only, making the opponent look weird and evil without changing his statblock.

Chaos Cultists and Cult Champions


These are essentially evil versions of the Imperial Guard, often sponsored by the Alpha Legion of Chaos Space Marines as a Fifth Column inside the Imperium. Use the statblocks for Imperial Guardsmen and Junior Officers (see below under Imperial Guard).

Chaos Space Marine and Aspiring Champion


These have the same statistics and equipment as the Space Marine and Veteran Sergeant, respectively (see below under Space Marines). Optionally, the Narrator may grant them features from the Caliban Mutation Table on p. 133 of True20 Adventure Roleplaying. Higher-level Chaos Space Marines are likely to have feats depending on the god they serve; followers of Khorne favour Rage, those worshipping Nurgle may take Great Fortitude (to better resist the diseases they spread). Higher-level followers of Tzeentch are likely to have at least some levels of Adept.

Daemons and Other Nastiness


There is no limit to the number of rapacious warp entities eager to feast on the flesh and souls of the living. They have infinite different forms and equally infinite malice. Codex: Chaos Space Marines. While the tabletop Chaos armies have only a few types of daemon and daemonic beast in play, the Narrator of a roleplaying campaign need not limit himself to those; pretty much any Aberration or Outsider can be pressed into service as a Chaos entity to oppose the PCs. True20 Adventure Roleplaying offers the Caliban, Crypt Wight and Dire Rat as possibilities; the True20 Bestiary has a wide range of suitable creatures, including the Avatar of Decay (obviously aligned to Nurgle), Dire Animals (clearly normal creatures mutated by the effects of Chaos), the complete set of Fiends, Flesh Freaks, Hell Hounds, Jade Eviscerators, Liches (particularly good as cult leaders), Oozes of all descriptions, Ropers, Shambling Mounds, and others. These work better if you describe them without giving a name, invent a new name, or modify some features, to maintain at least the illusion that they arent just retreads of d20 monsters.

Eldar Exarch
The Exarch is a warrior-priest who has become lost on the path of the warrior, unable to change role. Exarchs are built on 3 ability points. Role: Warrior 5th. Size: Medium. Speed: 30 ft. Abilities: Str +1, Dex +2, Con +1, Int +0, Wis +0, Cha +0. Skills: Climb 8 (+9, +2 in armour), Drive 8 (+10), Jump 8 (+9, +2 in armour), Swim 8 (+9, -5 in armour). Feats: Armour Training (Light, Heavy), Cleave, Dedicated (Khaine), Endurance, Firearms Training, Night Vision, Run, Talented (Notice and Search), Weapon Training. Combat: Attack +7 (+5 Base, +2 Dex), Damage +1 (unarmed), Defence +7 (+5 Base, +2 Dex), Parry +6 (+5 Base, +1 Str), Initiative +2 (+2 Dex). Saving Throws: Toughness +9 (+1 Con, +8 armour), Fortitude +5 (+4 Base, +1 Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1 Base, +0 Wis). Reputation: +1. Conviction: 5. Weapons: Any two Eldar ranged and/or melee weapons. Armour: Enhanced Aspect 59

Warrior Armour (+8 toughness, -7 armour check penalty). Wealth: 5.

Guardian
Eldar militia, called up for temporary military service when there aren't enough Aspect Warriors to meet tactical requirements. (For this reason, the Narrator might want to replace some of their skills with civilian ones such as Craft.) Guardians are built on 0 ability points. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +1, Con -1, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+4, +1 in armour), Drive 4 (+5), Jump 4 (+4, +1 in armour), Swim 4 (+4, -2 in armour). Feats: Armour Training (Light and Heavy), Firearms Training, Night Vision, Run, Talented (Notice and Search), Weapon Training. Combat: Attack +2 (+1 Base, +1 Dex), Damage +0 (unarmed) +6 (shuriken catapult), Defence +2 (+1 Base, +1 Dex), Parry +1 (+1 Base, +0 Str), Initiative +1 (+1 Dex). Saving Throws: Toughness +4 (+0 Con, +4 armour), Fortitude +1 (+2 Base, -1 Con), Reflex +0 (+0 Base, +0 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Shuriken catapult (damage +6/20, +3). Armour: Guardian Armour (+4 toughness, -3 armour check penalty). Wealth: 5.

Dark Eldar Warrior and Sybarite


Dark Eldar warriors are the basic raiders most often encountered by other races. Sybarites are their squad leaders; essentially similar, but typically 2nd level Warriors, with slightly higher skill levels and combat statistics, and the Cleave feat. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +3, Con -1, Int +0, Wis -1, Cha -1. Skills: Climb 4 (+4, +1 in armour), Jump 4 (+4, +1 in armour), Pilot 4 (+7), Swim 4 (+4, -2 in armour). Feats: Armour Training (Light and Heavy), Firearms Training, Night Vision, Run, Talented (Notice and Search), Weapon Training. Combat: Attack +4 (+1 Base, +3 Dex), Damage +0 (unarmed) +5 (splinter rifle), Defence +4 (+1 Base, +3 Dex), Parry +1 (+1 Base, +0 Str), Initiative +3 (+3 Dex). Saving Throws: Toughness +4 (+0 Con, +4 armour), Fortitude +1 (+2 Base, -1 Con), Reflex +3 (+0 Base, +3 Dex), Will -1 (+0 Base, -1 Wis). Reputation: +0. Conviction: 0. Weapons: Splinter rifle (damage +5/20, +3). Armour: Warrior Armour (+4 toughness, -3 armour check penalty). Wealth: 5.

Imperial Inquisition Inquisitor


The Inquisitor is the secret policeman of the Imperium, always an abnormally powerful psyker and often a trained warrior as well. An Inquisitor is built on 6 points, and has Conviction, just like Player Characters. His first level is in Adept, lending him the Talent as his core ability; relatively junior Inquisitors such as the one shown below rely on using Conviction to gain access to the Elemental Blast and Heart Shaping powers, more senior Inquisitor Lords will have those as specific powers, and probably Second Sight as well. The Medicine skill is an adjunct to torture, and is used to keep victims alive, not necessarily to heal them. Role: Adept 2nd/Warrior 3rd. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +3, Cha +3. Skills: Diplomacy (8) +11, Intimidate (8) +11, Knowledge (Supernatural) (8) +8, Medicine (8) +11, Sense Motive (8) +11. Feats: Armour Training (Light and Heavy), Cleave, Firearms Training, Great Cleave, Improved Initiative, Iron Will, Weapon Training. Powers (key ability Charisma, power rank 5, save DC 11): Energy Shaping. Combat: Attack +3 (+3 Base, +0 Dex), Damage +0 (unarmed) +5 (laspistol) +3 sword, Defence +3 (+3 Base, +0 Dex), Parry +3 (+3 Base, +0 Str), Initiative +0 (+0 Dex). Saving Throws: Toughness +8 (+0 Con, +8 armour), Fortitude 60

+3 (+3 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +7 (+3 Base, +2 Wis, +2 Iron Will). Reputation: +2. Conviction: 5. Weapons: Lasgun (damage +5/20, +3), sword (damage +3/19-20, +3). Armour: Inquisitor's armour (+8 toughness, -7 armour check penalty). Wealth: 10. An Inquisitor may accompanied by a retinue of up to 12 followers, especially if he takes the Leadership feat. Except as noted otherwise below, henchmen are built on 0 points, and do not have Conviction.

Acolytes are Inquisitors in training, junior Adepts specialising in torture, but hoping to reach the rank of Inquisitor themselves one day. Inquisitors who attract Acolytes to their retinue have generally served for over a century, and built a solid reputation for success. Acolytes are first level Adepts, built on 6 ability points, with Conviction. They always have Medicine as a skill (they start as torturers, and must learn anatomy for that role), and will generally have Energy Shaping or Heart Shaping as powers. Alternative powers are Elemental Blast and Second Sight. Chirurgeons have extensive medical training, and assist the Inquisitor to inflict as much pain on his interrogation subjects as they can survive, then nurse the subject back to health for the next torture session. Chirurgeons are Ordinaries with Medicine skill. (Ordo Hereticus only.) Familiars are Cherubim, servo-skulls or psyber-eagles attuned to the Inquistor's mental signature. See the Equipment section for details. Hierophants are priests or exorcists, whose litanies steady the faithful in the Inquisitor's band and also repel daemons. In game terms, these are first level Adepts with Heart Shaping and Ward. (Ordo Malleus only.) Mystics are human psychics with precognitive powers, who accompany the Inquisitor to give him advance warning of daemons emerging from the Warp. They are generally used by Inquisitors who have limited psychic powers of their own, as bloodhounds, advisors, psychic shields, or bait. These are first level Adepts with Scrying and Second Sight; daemons materialising are considered to use the Plane Shift power, and can be detected shortly before they appear by using Scrying or Second Sight. (Ordo Malleus only.) Penitents are reformed rogue psykers, used as psychic lightning rods to protect the Inquisitor from the psychic powers of his enemies. Penitents are first level Adepts or higher, built on 0 ability points, with the Ward power. More senior penitents may have Severance. Sages are savants or academics, generally with implants allowing them to store and process vast quantities of information swiftly. In the field, they serve the Inquisitor as translators and calculators. Sages are Ordinaries or first level Experts, built on 0 ability points, with a wide range of Knowledge skills and possibly Eidetic Memory, Skill Focus or Talented. Warriors are the Inquisitor's bodyguard, either personal armsmen, Imperial Guard veterans, or servitors. Use the Guardsmen statistics (first level warriors) for NPC armsmen or veterans, and the Servitor statistics in the Equipment section for Servitors.

Stormtrooper / Adeptus Arbites


Inquisition Storm Troopers are used to garrison the Inquisition's numerous overt and hidden bases, as well as acting as security troops on the Black Ships. Squads are led by veteran Sergeants who have distinguished themselves in battle; these are 2nd level warriors with the Cleave feat in addition to those listed for the basic trooper. Storm Troopers are built on 0 ability points and have no Conviction. Members of the Adeptus Arbites have the same statistics as a Storm Trooper, but carry a shotgun rather than a hellgun and targeter. 61

Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+4, -1 in armour), Drive 4 (+4), Jump 4 (+4, -1 in armour), Swim 4 (+4, -6 in armour), Intimidate 4 (+4). Feats: Armour Training (Light and Heavy), Attack Focus (Hellgun or Shotgun), Firearms Training, Weapon Training. Combat: Attack +1/+2 (+1 Base, +0 Dex, +1 Attack Focus), Damage +0 (unarmed) +6 (Hellgun) or +5/+6 (shotgun), Defence +1 (+1 Base, +0 Dex), Parry +1 (+1 Base, +0 Str), Initiative +0 (+0 Dex). Saving Throws: Toughness +6 (+0 Con, +6 carapace armour), Fortitude +2 (+2 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Hellgun with targeter (damage +6/20, +3) or shotgun (damage +5/+6/19-20, +3). Armour: Carapace armour (+6 toughness, -5 armour check penalty). Wealth: 5.

Sister of Battle
NPC Sisters of Battle are built on 3 ability points, and always have Conviction (to represent their Acts of Faith). Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +1, Con +0, Int +0, Wis +2, Cha +0. Skills: Climb 4 (+4, -3 in armour), Drive 4 (+5), Jump 4 (+4, -3 in armour), Intimidate 4 (+4). Feats: Armour Training (Light, Heavy, Powered), Attack Focus (Boltgun), Firearms Training, Greater Attack Focus (Boltgun), Weapon Training. Combat: Attack +2/+4 (+1 Base, +1 Dex, +2 Attack Focus), Damage +0 (unarmed) +6 (boltgun), Defence +2 (+1 Base, +1 Dex), Parry +1 (+1 Base, +0 Str), Initiative +1 (+1 Dex). Saving Throws: Toughness +8 (+0 Con, +8 powered armour), Fortitude +2 (+2 Base, +0 Con), Reflex +1 (+0 Base, +1 Dex), Will +2 (+0 Base, +2 Wis). Reputation: +0. Conviction: 3. Weapons: Boltgun (damage +6/20, +3). Armour: Powered armour (+8 toughness, -7 armour check penalty). Wealth: 5.

Imperial Guard Junior Officer


The junior officer is more experienced, and probably richer, than the Guardsmen he leads, but like them is built on 0 ability points. This Junior Officer is a minor aristocrat, while his Guardsmen (below) are commoners from a Hive world. Consequently, they have different skills and feats. Role: Warrior 3rd. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0. Skills: Diplomacy 6 (+6), Drive 6 (+6), Knowledge (Tactics) 6 (+6), Notice 6 (+6), Pilot 6 (+6). Feats: Armour Training (Light and Heavy), Attack Focus (Laspistol and Sword), Connected, Firearms Training, Weapon Training. Combat: Attack +3/+4 (+3 Base, +0 Dex, +1 Attack Focus), Damage +0 (unarmed) +4 (laspistol) +3 (sword), Defence +3 (+3 Base, +0 Dex), Parry +3 (+3 Base, +0 Str), Initiative +0 (+0 Dex). Saving Throws: Toughness +6 (+0 Con, +2 Tough, +4 flak jacket), Fortitude +3 (+3 Base, +0 Con), Reflex +1 (+1 Base, +0 Dex), Will +1 (+1 Base, +0 Wis). Reputation: +1. Conviction: 4. Weapons: Laspistol (damage +5/20, +3), sword (damage +3/20, +3). Armour: Flak jacket (+4 toughness, -3 armour check penalty). Wealth: 5.

Guardsman
The ordinary bloke with a gun, and the benchmark against which all other characters are measured. The Guardsman is built on 0 ability points. He is probably an underhive ganger from a Hive world, or possibly a feral warrior from a low-tech planet. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+4, +1 in armour), Drive 4 (+4), Jump 4 (+4, +1 in armour), Swim 4 (+4, -2 in armour), Intimidate 4 (+4). Feats: Armour Training (Light and Heavy), Endurance, Firearms Training, Weapon Training. Combat: Attack +1 (+1 Base, +0 Dex), Damage +0 (unarmed) +5 (lasgun) +1 (knife), Defence +1 (+1 Base, +0 Dex), Parry +1 (+1 Base, +0 Str), Initiative +0 (+0 62

Dex). Saving Throws: Toughness +4 (+0 Con, +4 flak jacket), Fortitude +2 (+2 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Lasgun (damage +5/20, +3), knife (damage +1/19-20, +3). Armour: Flak jacket (+4 toughness, -3 armour check penalty). Wealth: 5.

Space Marines Veteran Sergeant


Veteran Sergeants have proven themselves superior combatants, and as a result are entitled to carry wargear from the Chapter's armoury. They are built on 6 ability points, and have Conviction. Role: Warrior 3rd (level lag = 1). Size: Medium. Speed: 30 ft. Abilities: Str +3, Dex +3, Con +3, Int +0, Wis +0, Cha +0. Skills: Climb 6 (+9, +2 in armour), Drive 6 (+9), Jump 6 (+9, +2 in armour), Intimidate 6 (+6). Feats: Armour Training (Light, Heavy, Powered), Attack Focus (Boltgun), Cleave, Diehard, Firearms Training, Talented (Notice and Search), Weapon Training. Powers (Wisdom-based, +0 bonus, Save Difficulty 10) Body Control. Combat: Attack +6/+7 (+3 Base, +3 Dex, +1 Attack Focus), Damage +3 (unarmed) +6 (boltgun), Defence +6 (+3 Base, +3 Dex), Parry +6 (+3 Base, +3 Str), Initiative +3 (+3 Dex). Saving Throws: Toughness +11 (+3 Con, +8 powered armour), Fortitude +6 (+3 Base, +3 Con), Reflex +4 (+1 Base, +3 Dex), Will +1 (+1 Base, +0 Wis). Reputation: +1. Conviction: 4. Weapons: Boltgun (damage +6/20, +3). Armour: Powered armour (+8 toughness, -7 armour check penalty). Wealth: 5.

Space Marine
NPC Space Marines are built on 6 ability points, and have Conviction, just like PCs. Role: Warrior 2nd (level lag = 1). Size: Medium. Speed: 30 ft. Abilities: Str +3, Dex +3, Con +3, Int +0, Wis +0, Cha +0. Skills: Climb 5 (+8, +1 in armour), Drive 5 (+8), Jump 5 (+8, +1 in armour), Intimidate 5 (+5). Feats: Armour Training (Light, Heavy, Powered), Attack Focus (Boltgun), Diehard, Firearms Training, Talented (Notice and Search), Weapon Training. Powers (Wisdombased, +0 bonus, Save Difficulty 10) Body Control. Combat: Attack +5/+6 (+2 Base, +3 Dex, +1 Attack Focus), Damage +3 (unarmed) +6 (boltgun), Defence +5 (+2 Base, +3 Dex), Parry +5 (+2 Base, +3 Str), Initiative +3 (+3 Dex). Saving Throws: Toughness +11 (+3 Con, +8 powered armour), Fortitude +6 (+3 Base, +3 Con), Reflex +3 (+0 Base, +3 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 3. Weapons: Boltgun (damage +6/20, +3). Armour: Powered armour (+8 toughness, -7 armour check penalty). Wealth: 5.

Space Marine Scout


Scouts are generally Space Marine acolytes, proving their worth and gaining combat experience before receiving the Black Carapace implant to interface them with their powered armour. Scouts are built on 6 ability points, and have Conviction like PCs. Role: Warrior 1st (level lag = 1). Size: Medium. Speed: 30 ft. Abilities: Str +3, Dex +3, Con +3, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+7, +2 in armour), Drive 4 (+7), Jump 4 (+7, +2 in armour), Intimidate 4 (+4). Feats: Armour Training (Light, Heavy), Attack Focus (Boltgun), Diehard, Firearms Training, Talented (Notice and Search), Weapon Training. Powers (Wisdom-based, +0 bonus, Save Difficulty 10) Body Control. Combat: Attack +4/+5 (+1 Base, +3 Dex, +1 Attack Focus), Damage +3 (unarmed) +6 (boltgun), Defence +4 (+1 Base, +3 Dex), Parry +4 (+1 Base, +3 Str), Initiative +3 (+3 Dex). Saving Throws: Toughness +9 (+3 Con, +6 carapace armour), Fortitude +5 (+2 Base, +3 Con), Reflex +3 (+0 Base, +3 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 3. Weapons: Boltgun (damage +6/20, +3). Armour: Carapace armour (+6 toughness, -5 armour check penalty). Wealth: 5.

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Necrons Necron Warrior


The Necron warrior is the most frequently encountered form of Necron, the mainstay of their stasis tomb garrisons and raiding parties. Role: Construct 1st. Size: Medium. Speed: 30 ft. Abilities: Str +3, Dex +3, Con +3, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+4). Feats: Firearms Training, Weapon Training. Traits: Construct traits, regeneration. Combat: Attack +3 (+0 Base, +3 Dex), Damage +3 (unarmed) +6 (Gauss flayer), Defence +3 (+0 Base, +3 Dex), Parry +3 (+0 Base, +3 Str), Initiative +3 (+3 Dex). Saving Throws: Toughness +10 (+3 Con, +7 natural armour, +1 construct), Fortitude +3 (+0 Base, +3 Con), Reflex +3 (+0 Base, +3 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: None. Weapons: Gauss flayer (damage +6/20, +3 ranged; +6/20, +4 melee). Armour: None. Wealth: None. Necron regeneration applies to all damage types; there is nothing that acts as lethal damage on them, except for a coup de grace as per rulebook p. 130. However, once 75% of a Necron group has been reduced to Unconscious, the entire group will phase out and disappear without a trace.

Orks Ork Nob


Ork Nobz command the Orkish equivalent of squads or platoons by virtue of being bigger and meaner than their subordinates. They are built on 3 ability points, and have conviction, but are otherwise similar to their underlings. Role: Warrior 2nd. Size: Medium. Speed: 30 ft. Abilities: Str +4, Dex -1, Con +3, Int -1, Wis -1, Cha -1. Skills: Climb 5 (+9, +8 in armour), Drive 5 (+4), Jump 5 (+9, +8 in armour), Intimidate 5 (+4). Feats: Armour Training (Light), Cleave, Firearms Training, Great Cleave, Weapon Training. Combat: Attack +1 (+2 Base, -1 Dex), Damage +4 (unarmed) +6 (shoota or slugga) +7 (choppa), Defence +1 (+2 Base, -1 Dex), Parry +6 (+2 Base, +4 Str), Initiative -1 (-1 Dex). Saving Throws: Toughness +5 (+3 Con, +2 armour), Fortitude +5 (+2 Base, +3 Con), Reflex -1 (+0 Base, -1 Dex), Will -1 (+0 Base, -1 Wis). Reputation: +1. Conviction: 3. Weapons: Shoota (damage +6/20, +3), or Slugga (damage +6/20, +3) and Choppa (damage +7/20, +3). Armour: Ork armour (+2 toughness, -1 armour check penalty). Wealth: 5.

Ork Boyz
The rank-and-file of Ork warbands, found in disorganised mobs of various sizes. Ork Boyz are armed with either a shoota, or a slugga and a choppa. They are built on 0 ability points and have no Conviction. The conversion guidelines in the Appendices suggest -3 Dexterity, but this is too much of a handicap in True20, so has been reduced to -1. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +1, Dex -1, Con +3, Int -1, Wis -1, Cha -1. Skills: Climb 4 (+5, +4 in armour), Drive 4 (+3), Jump 4 (+5, +4 in armour), Intimidate 4 (+3). Feats: Armour Training (Light), Cleave, Firearms Training, Weapon Training. Combat: Attack +0 (+1 Base, -1 Dex), Damage +1 (unarmed) +6 (shoota or slugga) +4 (choppa), Defence +0 (+1 Base, -1 Dex), Parry +2 (+1 Base, +1 Str), Initiative -1 (-1 Dex). Saving Throws: Toughness +5 (+3 Con, +2 armour), Fortitude +5 (+2 Base, +3 Con), Reflex -1 (+0 Base, -1 Dex), Will -1 (+0 Base, -1 Wis). Reputation: +0. Conviction: 0. Weapons: Shoota (damage +6/20, +3), or Slugga (damage +6/20, +3) and Choppa (damage +4/20, +3). Armour: Ork armour (+2 toughness, -1 armour check penalty). Wealth: 5.

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Tau Ethereal
The Ethereal caste act as priest-kings for the Tau, and command instant, unquestioning obedience from Tau of other castes. However, if an Ethereal is rendered Unconscious, Dying or Disabled, all other Tau in the area must make a DC15 Will save or flee. Ethereals are built on 6 ability points, and have Conviction. Higher-level Ethereals will usually have the Inspire feat, with either Courage or Competence as the effect, and the Language skill, to communicate with other races. Role: Expert 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex -1, Con +0, Int +0, Wis +3, Cha +4. Skills: Concentration 4 (+7), Diplomacy 4 (+8), Knowledge (Civics) 4 (+4), Knowledge (Current Events) 4 (+4), Knowledge (Theology & Philosophy) 4 (+4), Notice 4 (+7), Perform (Oratory) 4 (+8), Sense Motive 4 (+7). Feats: Benefit (Ethereal), Connected, Dedicated (Greater Good), Weapon Training. Combat: Attack -1 (+0 Base, -1 Dex), Damage +0 (unarmed) +2 (wand of office) +3 (honour blade), Defence -1 (+0 Base, -1 Dex), Parry +0 (+0 Base, +0 Str), Initiative -1 (-1 Dex). Saving Throws: Toughness +0 (+0 Con), Fortitude +0 (+0 Base, +0 Con), Reflex -1 (+0 Base, -1 Dex), Will +5 (+2 Base, +3 Wis). Reputation: +1. Conviction: 3. Weapons: Two wands of office (count as clubs, damage +2/20, +3) or one honour blade (ceremonial spear, damage +3/20, +3). Armour: None. Wealth: 5.

Shas'la and Shas'ui


The basic Tau grunts, encountered anywhere within the Tau Empire or along its borders. This statblock is for the lowest-ranking Fire Warriors or Shas'la; a squad leader (Shas'ui) would be 2nd level, with a +2 combat bonus, rank 5 in all the skills, and Cleave (representing the extra close combat attack on his statline). Basic warriors such as these are built on 0 ability points. While the Tau Fire Warrior statline suggests Initiative (and therefore Dexterity) of -3, this is too much of a disadvantage in True20 combat, so the penalty is limited to -1. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +0, Dex -1, Con +0, Int +0, Wis +1, Cha +0. Skills: Climb 4 (+4, -1 in armour), Jump 4 (+4, -1 in armour), Pilot 4 (+3), Swim 4 (+4, -6 in armour). Feats: Armour Training (Light and Heavy), Connected, Dedicated, Firearms Training, Weapon Training. Combat: Attack +0 (+1 Base, -1 Dex), Damage +0 (unarmed) +7 (pulse rifle), Defence +0 (+1 Base, -1 Dex), Parry +1 (+1 Base, +0 Str), Initiative -1 (-1 Dex). Saving Throws: Toughness +6 (+0 Con, +6 armour), Fortitude +2 (+2 Base, +0 Con), Reflex -1 (+0 Base, -1 Dex), Will +1 (+0 Base, +1 Wis). Reputation: +0. Conviction: 0. Weapons: Pulse rifle (damage +7/20, +3). Armour: Fire Warrior (+6 toughness, -5 armour check penalty). Wealth: 5.

Gun Drone
The commonest type of drone, equipped with twin pulse carbines for ranged combat. They will typically be encountered as guards in facilities behind the front lines, or as Familiars acting as bodyguards to senior Tau of all castes. Type: 1st level construct. Size: Medium. Speed: Fly 60 ft (Poor). Abilities: Str +0, Dex +0, Con -, Int +0, Wis +0, Cha +0. Skills: Notice 4 (+4), Pilot 4 (+4). Feats: Firearms Training, Improved Initiative, Night Vision. Traits: Construct traits, Flight 60 feet (Poor). Combat: Attack +0 (+0 base, +0 Dex), Damage +0 unarmed or +7 (energy, autofire) pulse carbine, Defence +0 (+0 Dex), Initiative +4 (+0 Dex, Improved Initiative). Saving Throws: Toughness +6 (+0 Con, +5 natural armour, +1 construct), Fortitude -, Reflex +0 (+0 Dex), Will +0 (+0 Wis).

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Kroot Carnivore Squad Member


While the Kroot statline suggests a Strength of +3 under the conversion guidelines, remember that Rage gives the Kroot +2 Strength when activated as it would be on charging into close combat. Role: Warrior 1st. Size: Medium. Speed: 30 ft. Abilities: Str +1, Dex +0, Con +0, Int +0, Wis +0, Cha -1. Skills: Climb 4 (+5), Jump 4 (+5), Stealth 4 (+4), Swim 4 (+5). Feats: Armour Training (Light), Cleave, Exotic Weapon Training (Kroot Rifle), Firearms Training, Rage, Weapon Training. Combat: Attack +1 (+1 Base, +0 Dex), Damage +1 (unarmed) +6/+4 (kroot rifle), Defence +1 (+1 Base, +0 Dex), Parry +1 (+1 Base, +0 Str), Initiative +0 (+0 Dex). Saving Throws: Toughness +0 (+0 Con), Fortitude +2 (+2 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +0 (+0 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Kroot rifle (damage +6/20, +3 ranged or +3/20, +4 melee). Armour: None. Wealth: 5.

Human Auxiliary
Use the statblocks for the Imperial Guard, above.

Tyranids
Like the forces of Chaos, the Tyranids are capable of fielding a much wider range of troops than those listed in their Codex. Tyranids are generally seen as bug-like or lizard-like, so any giant insectoid is fair game. In the basic rulebook, this would include Giant Cockroaches or Mosquitoes; users of the True20 Bestiary could deploy various Aberrations or Animals against their players, including Ankhegs; Giant Ants, Ant Lions, Bees, Beetles, Dragonflies or Praying Mantis; Dinosaurs of every stripe; Ettercaps; some, but not all, Fiends (standing in for the larger creatures such as Carnifexes a Vrock would fit well, but its harder to imagine a Tyranid Succubus); Purple Worms; Remorhaz; and the larger Centipedes, Scorpions and Spiders. These work better if the Narrator adjusts the descriptions, names, and possibly features somewhat, to conceal the fact that they are stock monsters. All Tyranids are effectively in constant Mental Contact with each other. The larger and more intelligent Tyranids (e.g. Hive Tyrants) are Synapse Creatures, allowing them to Dominate their lesser brethren at will. In the absence of a Synapse Creature, Tyranid behaviour reverts to animal instincts.

Genestealer
Originally thought to be native to Ymgarl, Genestealers are now known to be vanguards of the Hive Fleets, used to infiltrate potential prey worlds and prepare them for invasion; thus they are likely opponents for Inquisitorial PC groups. They are encountered singly, or in groups of 6-12, and are renowned for their lightning reflexes, vicious claws, and ferocity in close combat. This statblock is for a basic Genestealer. Variants can have improved natural armour, acid saliva, poison fangs and claws, or other upgrades. The Armour Training feats normally granted to an Aberration have been replaced by Greater Attack Focus, as better suiting the creature concept. The Dominate power is used to represent the Genestealers well-known ability to hypnotise humans and other sophonts so that it can breed with them, creating Genestealer hybrids to infiltrate the target society. Role: Aberration 5th. Size: Medium. Speed: 30 ft. Abilities: Str +3, Dex +2, Con +3, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+7), Jump 4 (+7), Notice 4 (+4), Stealth 4 (+6). Feats: Attack Focus (Claws), Cleave, Greater Attack Focus (Claws), Improved Initiative. Powers: Dominate (Wisdom based, Rank 8, save DC 13). Traits: Darkvision 60 ft. Combat: Attack +7 (+3 Base, +2 Dex, Greater Attack Focus), Damage +3 (claws), Defence +5 (+3 Base, +2 Dex), Parry +6 (+3 Base, +3 Str), 66

Initiative +6 (+2 Dex, +4 Improved Initiative). Saving Throws: Toughness +4 (+0 Con, +4 natural), Fortitude +4 (+1 Base, +3 Con), Reflex +3 (+1 Base, +2 Dex), Will +4 (+4 Base, +0 Wis). Reputation: +2. Conviction: 0. Weapons: None. Armour: None. Wealth: N/A.

Genestealer Broodlord
This is a larger, more powerful Genestealer, often found in command of Genestealer broods. Note that unlike normal Genestealers, it has Conviction. This statblock is for a basic Broodlord; more powerful ones exist, with weapons symbiotes or other upgrades. Role: Aberration 6th. Size: Medium. Speed: 30 ft. Abilities: Str +4, Dex +3, Con +4, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+8), Jump 4 (+8), Notice 5 (+5), Stealth 5 (+8). Feats: Attack Focus (Claws), Cleave, Great Cleave, Greater Attack Focus (Claws), Improved Initiative. Powers: Dominate (Wisdom based, Rank 9, save DC 13). Traits: Darkvision 60 ft. Combat: Attack +9 (+4 Base, +3 Dex, Greater Attack Focus), Damage +4 (claws), Defence +7 (+4 Base, +3 Dex), Parry +8 (+4 Base, +4 Str), Initiative +7 (+3 Dex, +4 Improved Initiative). Saving Throws: Toughness +10 (+4 Con, +6 natural), Fortitude +6 (+2 Base, +4 Con), Reflex +5 (+2 Base, +3 Dex), Will +5 (+5 Base, +0 Wis). Reputation: +2. Conviction: 5. Weapons: None. Armour: None. Wealth: N/A.

Termagaunt
The basic warrior form of the Tyranid Hive Fleets, armed with a fleshborer weapon symbiote, which fires heat-seeking, flesh-boring beetles. They are often deployed in wave attacks to exhaust the defenders resources before more valuable units assault the enemy positions. Termagaunts are fast, agile, cunning, and deadly, though smaller than most Tyranid combat lifeforms. The Armour Training feats granted to a normal Aberration have been swapped for two levels of Improved Speed, which better fit the creature concept as a being with only its carapace for armour, high Initiative, and Fleet of Claw. Broods of Termagaunts encountered as garrison units by Kill Teams may be led by a mutant gaunt weapon beast; this is similar to a basic Termagaunt, but with a higher level (with levels above first usually taken in the Warrior role) and genetic upgrades such as Improved Strike, Talented (Notice and Stealth) or Toughness. Role: Aberration 1st. Size: Medium. Speed: 50 ft. Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0. Skills: Climb 4 (+4), Jump 4 (+4). Feats: Improved Initiative, Improved Speed x 2, Weapon Training. Traits: Darkvision 60 ft. Combat: Attack +0 (+0 Base, +0 Dex), Damage +0 (claws) +6 (fleshborer), Defence +0 (+0 Base, +0 Dex), Parry +0 (+0 Base, +0 Str), Initiative +4 (+0 Dex, +4 Improved Initiative). Saving Throws: Toughness +2 (+0 Con, +2 natural), Fortitude +0 (+0 Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +2 (+2 Base, +0 Wis). Reputation: +0. Conviction: 0. Weapons: Fleshborer (damage +6/20, +3), claws (damage +0/20, +3). Armour: None. Wealth: N/A.

CAMPAIGNS AND ADVENTURES


For the Greater Good
This was the original concept for the campaign; a mixed crew of humans, Tau, and Kroot spying and trading for the Greater Good along the eastern fringe of the Imperium. Ksi'm'yen would make a good base planet for the party; relatively newly-settled by a variety of Septs, with human colonists (thus presumably Gueve'sa as well), and on the border of Imperial space.

Adventures

Certain Eldar factions see the Tau Empire as their protege, destined to replace the Eldar as 67

the rulers of the Galaxy. The characters must convey a Water Caste envoy to the nearest Eldar craftworld to negotiate for valuable information; but not all the Eldar think it a good idea to pass their technology on to a potential rival.

Imperial planets on the eastern frontier trade with the Tau for improved agricultural and construction machinery. The characters are negotiating just such a deal when the Imperial authorities arrive, to kill them, confiscate their goods, and remove their trading partners to a penal colony. Will they try to escape, and if so, can they rescue any of the planetary population? Can they beat off the Imperial assault? Can they alert the Tau fleet in time to bring this planet of Gue'la into the Empire? Ork raiders have struck a nearby Kroot enclave. As the crew of the nearest Tau-owned vessel, the characters are honour-bound to render such aid as they can. The Spyre Hunter gangs of the Necromunda hive complexes are bored aristocrats who fight in the underhive gang wars as a diversion and a means of honing their combat skills. To give themselves an edge, they wear hunting rigs armoured battlesuits provided by the Tau, selfsustaining, self-repairing, and (unknown to their wearers) able to record the user's every action. The characters are on a covert mission to sell and upgrade hunting rigs and recover the recording modules. Unknown to them, the Inquisition is also en route to confiscate the rigs. However, some of the best prices, and most valuable footage, are to be found in the dangerous underhive itself. This will pit the characters against criminal gangs, embattled police squads, the Adeptus Arbites and the Inquisition as they search for their clients who may well betray them. While en route to their next trading deal, the characters are surprised by a space hulk emerging from the Warp. Does it contain a treasure trove of riches, Tyranid genestealers in stasis, a marooned Ork boarding party, cannibal descendants of the original crew, or all of the above? Gathering intelligence for the coming war with the Imperium is of vital importance. The Tau rely heavily on surveillance for this, with recording devices hidden in technology which has already spread into the Imperial Segmentum Solar, and perhaps even to Earth itself. The PCs must travel covertly into the heart of the Imperium, recovering surveillance data, suborning cultists, and otherwise making a nuisance of themselves. The Tau have come into possession of a Spirit Stone, and the Ethereals select the party to return it to the nearest Craftworld. A radical Inquisitor wishes to capture the Stone for investigation; and though it may take the party a while to work out, the disturbing dreams they have during the mission are caused by the Stone itself trying to communicate a warning but of what?

Kill Team
This campaign is focussed more on military skirmishes. Storylines can be taken directly from those in the Kill Team section of the Warhammer 40,000 rulebook. Other possible adventures include:

To buy time to evacuate a nearby world threatened by Tyranids, the Team must first capture a live Tyranid (one of the bigger and nastier varieties, naturally, and heavily guarded by lesser beasts), then protect a scientist while he analyses the prisoner and prepares a biological weapon tailored to this Hive Fleet, and finally deliver the resulting toxin to a massively-defended site deep inside the target Fleet. Inquisitor Kryptmans plan of luring the Tyranids away from the Imperium into Ork territory may bear terrible fruit. Orks and Tyranids both become larger and more terrifying when exposed to continuous combat, and now that they are fighting each other, who knows what disgusting hybrid the Tyranids will produce, or just how big and vicious the Orks will 68

get? Inquiring minds want to know, and your Kill-Team is ordered to infiltrate a suitable planet and find out. Getting your data out for analysis is top priority, and if you survive for debriefing, that would be a bonus.

A Plague On Both Your Houses


The most powerful figures in the Great Families of the Navis Nobilite are the Heirs Apparent, those who aspire one day to the role of Paternova the ruler of all the Navis Nobilite. The Paternova may potentially come from any House and from any station within that House, but tends to be one of the oldest Navigators in his family. When the existing Paternova dies, several things happen. First, all Navigators suffer a reduction in their powers until a new Paternova appears. Second, the Heirs Apparent begin to grow and change; for example, they begin to develop armoured skin and gill structures allowing them to survive underwater indefinitely, or in hard vacuum for extended periods. Finally, the Heirs Apparent begin to fight each other. As each is killed, the others change more radically, until finally only one is left alive. The survivor becomes the new Paternova, appointing his chief servant as one of the High Lords of Terra and restoring full powers to other Navigators, although preferentially; members of their own House find their powers enhanced, those of the old Paternova's House find theirs permanently impaired. Naturally, the power and influence accruing to the Paternova's role make it highly desirable, and lead to a certain amount of rivalry between Houses. While the Imperium discourages outright war between the Great Families, vendettas and minor skirmishes are tolerated. This leads to a constant low-level cold war between some of the Houses. The PCs are retainers of one such House, charged with advancing the cause of their Heir Apparent by any means necessary so long as this does not invoke Imperial retribution. Eliminating potential rivals before the existing Paternova dies minimises the risk to their patron. For inspiration, read Frank Herbert's Dune and its sequels.

No-One Expects The Imperial Inquisition!


Imperial Inquisitors are figures of great power (they can order the destruction of entire planets if they deem it necessary). However, they are riven by internal factional strife. The primary difference of opinion is along the Puritan-Radical axis; Puritans believe that any use of Chaos, psychic powers or alien beings makes the user as evil as the Chaos Daemons themselves; Radicals believe that the end justifies the means, and that fire should be fought with fire. There are many intermediate factions between these two extremes. Further, the Inquisition is divided into the Ordo Xenos, who fight alien subversion; the Ordo Malleus, who combat Chaos daemons, act as watchdogs on Inquisition itself, and dispose of Chaostainted Inquisitors; and the Ordo Hereticus, who hunt rogue psykers and rebel cultists. Since Chaos does not recognise such neat divisions, jurisdictional debates are common. The Inquisition has its own Space Marines Chapter, the Grey Knights. Then there are the various other organisations of the Imperium, who range from fanatical support of the Inquisition to equally fanatical opposition. The PCs are retainers of a single Inquisitor; one of them may be the Inquisitor. This is a highpowered espionage campaign, where the group works to defend the Imperium against aliens, mutants, heretics, and the daemons of Chaos, as well as those well-intentioned but misguided souls who oppose their approach to doing that. For inspiration, read Dan Abnett's Eisenhorn novels, or Games Workshop's Inquisitor.

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Adventures

Seek out covens of Chaos cultists, who have sold their souls to the Gods of Chaos in exchange for worldly power. Opponents include fanatical cultists, cynical cult bosses, powerful psykers, and daemons they have summoned to serve them or so they think. Hunt down Tyrannid genestealers who are using their hypnotic powers to impregnate Imperial citizens, creating foul hybrids who can pass for human and infiltrate society to pave the way for Tyrannid invasion. Heretics led by a charismatic (and possible psychic) leader are bent on seizing an Imperial facility to further their nefarious plans. The Inquisition must first find out about this, and then stop it. A holy icon or important person has been seized by rogue psykers/aliens/traitorous Imperial forces. Recover the relic or VIP, and ensure the perpetrators of this outrage are in no condition to repeat their offence. A Cardinal of the Imperial Creed is preaching sermons that border on heresy. Determine whether he has strayed too far to be saved, and either save him, or make an example of him. (If in doubt, make an example; there are plenty more Cardinals where he came from.) The mutant underclass is rioting. Infiltrate their ranks to determine if this is a mere labour dispute or something more serious, then put them firmly in their place. Mutie scum; who do they think they are? An Imperial Guard regiment is behaving oddly. Is this combat fatigue, an unusual custom of their homeworld, alien influence or corruption by the forces of Chaos? Find out, and deal with it appropriately. A newly arisen charismatic leader claims to be a reincarnated saint. Find out if this is true, and if not, eliminate him. A certain Space Marine chapter's gene-seed is suspected to have grown debased and corrupt. Obtain a sample for analysis. You may expect strong resistance, and possibly violence, from the Marines. A Space Marine chapter's Librarians are now able to summon powers they could not previously use. Find out how they came by this learning, and whether Chaos is involved. A Radical Inquisitor is bent on capturing an Eldar Farseer so that he may learn how to see into the future, thus better serving the Emperor. Support him, or eliminate him, depending on how Radical your faction is. The Inquisition would dearly love to know how the Tau Ethereals exercise such absolute control over so many willing subjects. The group must capture one and return him for interrogation and vivisection. The Tau are unlikely to co-operate. An operative of the Officio Assassinorum Callidus Temple has gone rogue, and must be eliminated before she succeeds in her mission and secretly, to avoid embarrassing the Officio. Favours are called in, and the Inquisition finds itself tracking her down. Unfortunately, she has extensive supplies of polymorphine, and could be disguised as absolutely anyone. Recover a C'tan phase sword from a Necron stasis tomb and deliver it to the Officio Assassinorum. Opposition is likely to include deranged cultists worshipping the C'tan, Necron warriors, and heretic Tech-Priests who see the Necrons as embodiments of the Machine God. Investigate rumours of Ork sightings in a Hive World undercity. If there is any truth to 70

them, eliminate the Orks, taking special care to exterminate spores. Opposition may include gangers, creatures of the undercity, any Orks present, and corrupt governors who want to keep the situation quiet.

Truth, Justice and the Imperial Way!


Just as the Gods of Chaos have their Champions, so too does the Emperor. A Champion of the Emperor is called a Sensei, and is part of his bloodline; all Sensei are descendants of the Emperor, although the converse is not true. Sensei are immune to the taint of Chaos, and largely invisible to its creatures; they are immortal, and have amazing powers of healing as well as strong psychic abilities. The typical Sensei wanders the Imperium with a small band of devoted followers, fighting repression and injustice in all its guises. Unfortunately these guises are often the Imperium itself, so the Sensei is seen as a heretical nihilist, threatening the fabric of the state. This draws the attention of the Inquisition and other ruthless Imperial servants. This campaign suits players who want adventure in the style of Star Wars or Robin Hood. The Sensei may be a PC, as initially he is likely to be ignorant of the true extent of his powers.

Adventures

Protect innocent citizens against rapacious tax collectors. Rescue those wrongfully arrested by the local police, the Adeptus Arbites, or the Inquisition, depending on how hard you think you are. Raid an Imperial Guard base for weapons, armour and supplies. Try to establish a link with a friendly faction of the Inquisition, if one exists, and if they are not simply agents provocateur.

DARK SECRETS
There are some secrets too dark for even the Inquisition; terrible knowledge that only the being known as the Narrator can look upon without losing his sanity...

The Emperor's Soul


Unknown to anyone save a shadowy secret society called the Illuminati, the Emperor's soul is currently adrift in warpspace, awaiting rebirth. The Emperor did not wholly die in the fight with Warmaster Horus, but neither is he entirely alive; his soul is still tethered to the broken husk of his body, allowing it to operate the Astrononican and condemning him to an eternal life-in-death. The Illuminati work to prepare the Imperium for the Emperor's return, but are considered heretics by the Inquisition, so theirs is a dangerous path. Assorted factions within the Inquisition act to speed up or prevent the rebirth, according to their views of what is right.

The Black Library of Chaos


This is said to be located aboard a dark Craftworld far from Imperial space, enclosed in an impenetrable psychic barrier and protected by Guardian-Scribes. It contains all the knowledge the Eldar have preserved from their Fall, including many secrets of the dark Powers of Chaos. Only those who have faced and mastered the Chaos within them may enter; the Library has a mind of its own, and refuses all other supplicants. Eldar Harlequin Solitaires and human Illuminati are the only ones who can come and go at will. One of the secrets in the Library is the origin and history of the Necrons and the C'tan, bequeathed 71

to the original Eldar by the Old Ones. The Eldar, being among the first and most favoured of the Old Ones' warrior races, are the next best thing for Necrons to Old Ones as a target.

The Legacy of the Old Ones


Unknown to almost everyone, there are a few isolated and decaying outposts of the Old Ones left in the Galaxy. Some versions of the Warhammer 40,000 background include the idea that the Warhammer World, wherein Warhammer fantasy battles and roleplaying take place, is one such settlement, with the few surviving Old Ones ruling the Lizardmen in Lustria. As a generic system, True20 is good for such a crossover game; the Necrons relish hunting down and destroying any remnant of the Old Ones, for whom they bear a special hatred, and could find and attack the Warhammer World. Their preparations could arouse interest from the Eldar, the Inquisition, and many other factions.

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APPENDIX A: RESOURCES
Official Materials

Games Workshop's site http://uk.games-workshop.com/warhammer40000/

Fan Materials

The Warhammer 40,000 Fluff Bible and the Alternity W40K Campaign Book. Free to download at http://www.electric-rain.net/w40kRPG/Alternity-index.html The Wiki at http://en.wikipedia.org/wiki/Warhammer_40,000 A very nice online map at http://enroth.org/wh40k/map.html Sebastian Stewart's Eastern Empire, home of the Shea'shi: http://www.eastern-empire.com/

Recommended Reading and Viewing


Reading: The setting is much like an amalgamation of Frank Herbert's Dune novels, Nemesis the Warlock from the comic book 2000AD, H P Lovecraft's Cthulhu mythos, and Mervyn Peake's Gormenghast trilogy. There are any number of W40K novels out there, and the range is growing all the time. Viewing: Aliens, The Chronicles of Riddick.

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APPENDIX B: CONVERSION GUIDELINES


These guidelines assume that an Imperial Guardsman, built on 0 ability points and armed with a lasgun, is the default human first level warrior, and aim to give him the same chances of doing things that such a model would have. Conversion is not an exact science, as the game systems differ greatly in purpose, rules and level of detail, so feel free to adapt or ignore these to suit your view of the W40K setting.

Statlines
W40K Statistic WS, BS True20 Statistic Attack bonus Conversion Guidelines See Weapon and Ballistic Skill table below. Often WS and BS will give a character different levels; in this case, use the one which gives the correct BS. Strength = 3 x (S-3) W of 1 means no Conviction; W of 2+ means character has Conviction according to his level. Initiative Bonus = 3 x (Initiative 3). This means most characters with Initiative 4+ have the Improved Initiative feat. A1 means no such feats; A2 means Cleave; A3+ means Cleave plus Great Cleave. Not applicable. See Armour Save table below.

S T W I

Strength Conviction Initiative Bonus

Constitution plus Toughness Con + Tough = 3 x (T-3)

A Ld Sv

Cleave, Great Cleave No equivalent Armour Toughness Bonus

Weapon and Ballistic Skill


True20 level and combat feats are derived from Warhammer 40,000 WS. The table below assumes the model is a Warrior with Dexterity +0, and has a high enough level and appropriate Feats to give it a Combat bonus which gives it the same chance of hitting an Imperial Guardsman. Where WS and BS give different levels, take the higher of the two. Weapon Skill determines the character's attack bonus with his primary melee weapon; Ballistic Skill determines his attack bonus with his primary ranged weapon. WS BS Level 1 1 2 1 3 5 7 Feats (Cumulative) None (Ordinary character) Firearms or Weapons Training Attack Focus Greater Attack Focus No new feats Dexterity Total Hit Bonus +0 +0 +0 +0 +0 +1 -4 -3 +1 +4 +7 +10

N/A None. -4 to hit.

2-3 3 4-5 4 6-7 5 8-9 6

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Armour Save
True20 Toughness bonus (and thus armour) are derived from the Warhammer 40,000 Armour Save, and are calculated assuming that the model has +0 Constitution. Armour Save Armour Toughness Bonus None 6+ 5+ 4+ 3+ 2+ +0 +2 +4 +6 +8 +10 Example No armour Kroot armour Imperial Guard flak jacket Fire Warrior armour Space Marine powered armour Broadside Battlesuit

Weapons
Converting weapons is not an exact science, and where these guidelines conflicting with an obviously identical weapon already existing in True20, use the True20 statistics instead. This may lead to weapons that look underpowered compared to other W40K wargear; in this case, use the guidelines below to beef them up. Since W40K uses d6, and True20 uses d20, a +1 bonus in the former (covering a 17% range of probabilities) can be justified as a -1, +0, +1 or +2 bonus or penalty in the latter. True20 Statistic Damage Critical Warhammer 40,000 Str + 2 AP AP 5, 6 or -: Critical is 20, +3 except for bladed weapons which are as for the closest True20 equivalent. Critical threat range increases by one per point of AP below 5, e.g. AP2 gives critical range of 17-20. Note that flamers do not critical in True20. Round up to the nearest 10 ft. Notes

Damage Descriptor Not Applicable Range Increment Size Cost Not Applicable Range x 2 Not Applicable Points cost (as an upgrade) + 15 Type Rapid Fire means the weapon can use autofire combat options. Template weapons have area effects, either flame or Explosive. Heavy or Melta weapons do +4 damage if they critical.

Wargear
Generally, wargear gives the wielder a suitable Feat. True20 Wealth cost = Warhammer 40,000 points cost (as an upgrade) + 15.

Feats and Skills


Feats:

Models with the Night Vision/Acute Senses special rule have the Night Vision feat. 75

Models with Fearless or Stubborn special rules have the Iron Will feat. Models with the Preferred Enemy or Tank Hunters special rules have the Favoured Enemy feat for the appropriate enemy race, or for tanks. Models with the Infiltrate universal special rule have the Stealth skill.

Skills (models always take skills at the maximum rank possible for their level):

Vehicles
In True20 Adventure Roleplaying, since a vehicle's statistics are essentially defined by its size, and the size chart gives examples including tanks, trucks and motorcycles, no detailed rules are necessary. If (for example) the difference between side and front armour becomes important, or there are more than one or two vehicles in play, use the Warhammer 40,000 rules. If you have the True20 Companion, you can also use the vehicle creation rules in section 3. Most vehicles are Huge. The main guideline you need is for armour; assign a Toughness bonus equal to the side armour value minus 6 for example, a Rhino has side armour 11, so a +5 Toughness bonus; as a Huge vehicle it has a base Toughness of 9, giving it a final Toughness save of +14.

APPENDIX C: VERSION HISTORY


Version 1 2 3 Date Comments January 2007 Initial version; includes topics from the Space Marines, Tau and Imperial Guard codices. March 2007 May 2007 Includes Eldar, Targets, Redshirts, and feedback from the True20 forum. Thanks guys! Includes much more background information, a change of title, more feedback, first draft of psychic powers and vehicles, and reworking of backgrounds and equipment in line with the True20 Companion. However, the range of weapons listed is reduced, as they were taking over the book! More feedback from the True20 forum, most significantly reducing the number of ability points used to build stock characters. More vehicles (including Tau battlesuits, redesigned as vehicles rather than powered armour). Added the Inquisition from the Daemonhunters and Witchhunters codices, and the Inquisitor narrative wargame. Added Dark Eldar, Necrons, Orks, Shea'shi, Tau Ethereal. Added Chaos Space Marines and Tyranids. Removed Shea'shi to save space.

May 2007

5 6

June 2007 December 2007

APPENDIX D: LEGAL DISCLAIMERS


True20 Adventure Roleplaying is 2005, 2006 Green Ronin Publishing, LLC. All rights reserved. This document is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space

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Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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