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Influence: 4
Wealth: 5
WUGCE: Wrath & Glory Character Editor
Ranged Weapons
Name Damage AP Salv Range Traits Keywords Upgrades
o
Melee Weapons
Name Damage AP Range Traits Keywords Upgrades
Armours
Name AR Traits Keywords
Talents
Name Effect
- -
Cybernetics
Name Effect
Sub-Dermal Armour The rigid metal plates and impact resistant fibre weaves of this implant
distort the recipient’s skin. The recipient gains a +1 bonus to armour. This
bonus stacks with worn armour.
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Psychic Powers
Name Activation, Multi- Potency Effect
(Group) Duration, Target
Range
Regenerate Action, No [1] +1 Shock healed The psyker does not distinguish their body from
(Biomancy) Sustained, per round. the warp itself—to them they are one and the
Self [2] +1 Wound healed same, and they are master of both. Once
per round. activated, this power not only allows the psyker
to heal injuries at a phenomenal rate, but can,
in time, even regrow lost limbs or body parts.
While this power is sustained, the psyker heals
1 Wound per round, and then once fully healed,
1 Shock per round. Once completely healed,
they may regenerate whole body parts, though
this process is much slower. A smaller body
part, such as a finger or eye, can be
regenerated in an hour, but regenerating a
whole limb takes an entire day.
Smite Action, Yes [3] +1 Mortal Wound. The psyker concentrates destructive power
(Universal) Instant, through the lens of their will, summoning lethal
35m bolts of raw psychic energy that blast their
enemies into ash. The psyker targets one
enemy with a psychic ranged attack. If hit, the
target suffers 1d3 Mortal Wounds.
Enfeeble Action, Yes [1] +1 Strength The air grows thick and sticky as the psyker
(Biomancy) Sustained, reduction. opens a slight tear in the fabric of reality to
10m [3] +1 Shock damage drain away the life of their enemies. The psyker
per round. targets one enemy with a psychic ranged
attack. If hit, that target’s Strength is reduced by
1 and they suffer 1 Shock each round at the
beginning of their turn while the power is
sustained (regained once the power ceases).
Life Leech Action, No [1] +1 Shock. The air chills around the psyker as they draw
(Biomancy) Instant, [2] +1 Wound. the life from their enemy in ephemeral wisps.
5m *[3] Damage is Mortal The psyker targets one enemy with a psychic
Wounds. ranged attack. If hit, that target suffers 1d6
Shock and 1d3 Wounds. They heal half the
Shock and Wounds (rounded up) infl icted on
the target.
WUGCE: Wrath & Glory Character Editor
Mental Trauma
Name Special Text Effect
- - -
Minor Mutations
Name Effect
- -
Severe Mutations
Name Effect
- -
WUGCE: Wrath & Glory Character Editor
Keywords
Imperium Adeptus Astartes Primaris <Chapter> Armageddon Steel Legion Psyker
Wargear
Name Amou Description
nt
Auspex 1 An auspex, a versatile handheld scanner, detects energy emissions, motion, and life
signs up to a range of 50 metres with a high degree of accuracy. An auspex grants
+2 bonus dice to Awareness tests.
Combi-Tool 1 Ubiquitous among the Adeptus Mechanicus, these versatile devices are the right tool
for virtually every technical job. A Combi-Tool can build, repair, maintain, and
sabotage technology.
Cameleoline Cloak 1 Woven from photo-reactive mimic fibres, the shifting colours of a cameleoline cloak
blur the outline of the wearer. A cameleoline cloak grants a +1d bonus to Stealth
tests and a +1 bonus to Defence when in shadow or in cover.
Respirator 1 Respirators take many forms: a flexible polyplas hood, a visored helmet, or a
sophisticated face-mask. They use replaceable oxygen canisters and internal breath
recyclers to protect the wearer from hostile atmospheres and toxic gasses. A
respirator renders the wearer immune to breathable poisons, toxic atmospheres, and
drowning. One canister contains enough oxygen for two hours of continuous
breathing.
Vox Unit 1 Vox-Units can be mounted inside the helmet of most kinds of armour. Vox-units
operate up to 10 km. Adverse conditions and environment can reduce the range.
Ascension Notes
Name Corruption Keywords
Backgrounds
Name Group Description
Void Born Origin You grew up aboard an Imperial transport craft that travelled through the warp, visiting
different Imperial worlds. You are accustomed to the containment of bulkheads and
sturdy walls, finding the light and open sky of a planet disorienting.
Forge Origin You are accustomed to life in the shadows of the enormous manufactories of the
World Adeptus Mechanicus. You have slaved away performing your work for the glory of the
Machine God, accepting the noisome din and the noxious gases necessary for
production. Examples: Cypra Mundi, Mars, Konor.
Feral Origin Technology regressed from the Imperial standard on your home world, where humanity
World constantly fights one another and the planet’s native species to survive. You learned to
depend upon your small group of close friends and family to help you survive in the wild.
Examples: Fenris, Ithaka, Typhon Primaris.
Memorable Injuries
Battle Scar