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Warhammer 30K:
The Horus Heresy CYOA
v0.01
By SJ-Chan w/AbraxesAnon
Welcome to the formative years of the Grimdarkness that is Warhammer 40K. This is the
dawn of the dawn of war, the time of the events that shaped the Imperium of Man into what it
was to become, and doomed mankind to 11,000 years of war. The story of the Horus heresy is
one of secrets and betrayal, glory and tragedy, misunderstanding, murder, and treason most
foul. The air of distrust and fear runs thick, and makes the quieter moments just as tense as the
heat of battle between clashing forces.
In the closing days of the Great Crusade, the Emperor of Man retreats to his palace on Terra,
leaving his sons, the Primarchs, under the command of the first among princes, Horus the
Warmaster, to fend for themselves. He has faith in his sons, faith in Horus’s leadership… but
not enough faith to tell them of the threat posed by Chaos.
And yet, Chaos, that same force which scattered the 20(21) princes across the galaxy, has not
forgotten about them. By corrupting first Lorgar, the most fanatical of the Primarchs, the
Ruinous Powers, the Chaos Gods themselves, will slowly twist the hearts and minds of many
within the Legions of the Adeptus Astartes… even the Warmaster himself in time. Soon… soon
will come a civil war to shake the Imperium to its core and drive its forces to their knees.
Billions will die in fire and flame.
This tragic passion play will open on the fields of the rebellious world of Isstvan III, where the
Traitor Horus and his allies will openly declare their defiance of the Emperor and will rid
themselves of the loyalists within their own ranks, setting brother against brother, fathers
killing their own sons. The battle of Isstvan III is a long one, an epic and vicious tale of
bloodshed and betrayal like unto an ancient Greek tragedy. Nothing will ever be the same
again.
You arrive in these twisted threads of fate just after the first Primarch, Horus Lupercal, has
been found by the Emperor. It is the year 800.M30. During the year 005.M31, unless something
changes it, the Horus Heresy, begun in secret, will rage openly across the galaxy for a decade
until 014.M31.
Let the galaxy burn… or don’t… it’s all up to you. Here are 1000 Crusade Points to help you
make your choice. You’ll be here at least 250 years.
TABLE OF CONTENTS
Racial Origins [RO]
-100% Human, Ratling, Squat, Ogryn, Eldar
Evolutionary Lines [EL]
-Baseline, Psyker, Blank, Navigator Gene, Sensei, Perpetual, Geneson
Evolutionary Perks [EP]
-Psyche Unlocked, Pariah Gene, Warp Eye, Sensei’s Gifts, Perpetual Revival, Phoenix Lord
+Phoenix Lord Scenario
Labworks [LW]
-First Generation Legionnaire, Thunder Warrior, Adeptus Custodes, Son of Not-God
+Primarch Scenarios
Psyker Powers & Abilities [PP]
-Astropath & Navigator Sections
Psyker Specializations [PS]
-WIP
Transhuman Abilities [TA]
-WIP
100% Human Abilities [HA]
-WIP
Eldar Ways [EW]
-WIP
Companions [CM]
-Empty
Faction of Choice [FC]
-WIP
Items & Relics [IR]
-WIP
Drawbacks [DB]
-WIP
Notes & Reference [NR]
++ RACIAL ORIGINS ++
Choose Only One
[RO]
100% Pure Human [Free]
You even get a certificate proving to all and sundry that you are, indeed, human… which will
be accepted by any relevant authorities, no matter what you look like. You may choose to have
no memories of this not yet festering wound of a universe, if you so choose. Your age can be set
to anything between 15 and 50 Terran years and your Gender is your choice. Humans of this
period have a natural lifespan of about 140 years, but life extension and rejuvenation
techniques are common in this day and age and several people from this era are still alive 11,000
years later.
Certificate of Humanity [200] (Free 100% Pure Human): This document proves to any
relevant authority that you are (no matter what you may look like or no matter what genome
scans may say) 100% Pure Human. Once per jump, you can change the species included in the
certificate. While you are carrying the certificate, everyone around you will act as if your
appearance is not atypical for a member of that included race. So yes, be Sir Bearington. Only
children and the insane will be able to see through this.
Abhuman - Ratling [+200]
Look, there’s no nice way to say this. You’re a halfling. A Hobbit in space. For the entire jump
you will be approximately three feet high and constantly hungry… you’ll need to eat at least
twice as much as a normal human. You’ll also have a nigh impenetrable accent and the
compulsion to… er… loot anything that isn’t nailed down… and anything you can pry up… and
the nails… and whatever it was nailed to. You will also find that you are exceptionally virile /
fertile (this has the force of a drawback for the duration of the jump). However, you do get the
perk “Half Man, Half Stomach” for free. Your age can be set to anything between 14 and 40
years of age, but people will probably assume you’re a child regardless… at least until you open
your gob, you gobshite. Your choice of Gender. Ratlings have a fairly normal human lifespan.
Half Man, Half Stomach [200] (Free for Ratling): You can eat three times as much as a
normal human, and store the calories for later use. You can sleep twice as much as what you
need and bank the sleep for later use. You can party tirelessly without ill effects (besides
intoxication). And you can turn anything edible into actual food… good food, in fact. Oh, and
you’re a crack shot with a rifle of any kind. The soles of your feet are as tough as leather if you
want them to be.
Abhuman - Squat [+100]
Dwarves. Space Dwarves. You don’t exist. I mean, you did exist… but then Games Workshop
wrote your entire race out of continuity because of reasons. Still, you’re a member of a race that
(when they existed) were genetically engineered to survive on highly radioactive worlds with
gravity values as high as 6g. Because of that, Squats are incredibly hardy, tough, and strong. You
gain the “Squat Hard” perk for free and everyone keeps forgetting you exist whenever it would
be inconvenient for you, points out that you don’t exist every so often, and in general is too
damned tall. Your height is maxed out at 4’3” for this entire jump and for some reason people
being taller than you is deeply annoying to you. It is probable that there are female Squats…but
no one can tell the difference, so what does it matter? Your age is somewhere between old
enough to know better and old enough to have forgotten how old you are. Squats don’t so much
die of old age as eventually petrify, though this takes ages.
Squat Hard [200] (Free for Squat): Your body is geared for a 6g world, meaning that
you’re several times stronger and tougher than a normal human, immune to all mineral toxins,
and have nearly limitless stamina. Also, you’re all but impervious to background radiation.
Abhuman - Ogryn [+100]
Big, strong… dumb. That’s the Ogryn Way. These Abhumans are a mutant strain of mankind
that is tolerated because they are really good in a fight and fairly good at following orders.
However, they are kinda… well… ugly… and stupid. And prone to violence. While you might
not be saddled with an Ogryn’s brains or lack of impulse control, you will find yourself acting a
little more foolish and impulsive than you otherwise would be and people will treat you like a
moron who might go berserk at any moment… yes, even if you change forms. However, you do
gain the ‘OGRYN STRONGK!’ perk for free. Your age is unknown, your maximum age is
naturally about 40-50 years, and your gender is your choice, but many Ogryn are sterile. Since
this jump is longer than most Ogryn live, assume you’re special and won’t die of old age if you
take this option.
OGRYN STRONGK! [200] (Free for Ogryn): You aren’t just strong… you’re flip Battle
Tanks strong. You’re fight people wearing power armor (while not wearing it yourself) strong.
You are as strong as you think you are (without violating physics). You are also tough enough
to shrug off any wounds that wouldn’t damage an armored vehicle.
Eldar [200]
If humanity has any potential ally among the Xenos of this Galaxy, it would be the Eldar Race,
for they alone hate Chaos as much as Humanity. However, they are a race driven to the brink
of extinction thanks to the recent birth of the fourth Greater God of Chaos, Slaanesh. In being
born, Slaanesh has birthed the Eye of Terror and consumed all the Eldar homeworlds. Now, the
last of this once great people flee across the galaxy in their Craftworlds or take refuge in the
shattered ruins of their Webway. Will you find yourself on one of the nascent Paths of a
Craftworld Eldar, seduced by the darkness and pain of the Dark Eldar, or will you throw away
eons of culture to become an Exodite. Whatever your choice, your soul is forfeit to Slaanesh if
you die in this jump. Eldar gain the ‘Psyche Unlocked’ perk and +300 CP to spend in the
Technology Section, but have limited options in the Evolutionary Lines Section below. Eldar
do have two sexes. It is somewhat tricky to tell them apart. Feel free to be either.
++ EVOLUTIONARY LINES ++
[EL]
You may only purchase one modifier from this list unless stated otherwise.
Eldar cannot purchase Psyker, Navigator, or Geneson.
They can purchase Blank if they take Solitaire as well.
Humanity in this universe has evolved at different rates & times and under a variety of circumstances. Some
are blessed with powerful minds, capable of channeling the Warp in mysterious ways. Many are those
mutated to see within the Empyrean and chart ships to their destination. Others are stranger still with blood
ties to the Emperor himself, or perhaps a side evolution, one of the most peculiar specimens... men and women
who cannot be killed save by a mysterious substance known as Fulgurite. Which one are you?
Baseline [Free/100]
Eldar must buy this if they want it.
You are a normal human / ratling / squat / ogryn of this period and there is nothing
remarkable about your genome. If you have genetic abilities from elsewhere, during this jump
they fail to show up in any genetic scan. For 100 CP, you can keep this protection in all future
jumps, and pass it on to all your offspring, even those you already had when entering this jump.
You may be either gender, at your discretion.
Psyker [100]
Ratling Psykers may take Living Ancestor. Squat Psykers must take it.
Ogryn Psykers must buy BRAIN STRONGK!
Neither count against the Drawback total.
Not exactly a side branch, but somewhere more along the evolutionary chain than the
common human, a psyker is a dangerous entity in mankind’s ranks. Just prior to the Horus
Heresy, the Council of Nikea will outlaw the use of all psyker abilities, but that has not
happened yet. This will happen for good reason, so they say... I mean who would want all that
power at the risk of having one gain a demon inside their head? This comes with access to the
Psychic Abilities Section. Normally Squats, Ratlings, and Ogryn can’t be Psykers… but see the
options below. Psyker potential is a genetic legacy and can be found in both genders.
Living Ancestor [+100] (Squat or Ratling Psyker Only): Well, good for you, you’re
super-duper old… how old? So old you’ve gained psychic powers! Your age is now “FUCKING
OLD AS SIN AND REALLY DECREPIT AND CRANKY!” For the entire jump you will find
yourself demanding people who look younger than you speak up and turn down that horrible
music and get a haircut and a real job. Oh… and you don’t carry the gene for being a psychic…
you’re just that old.
BRAIN STRONGK! [+300] (Mandatory for Ogryn Psyker): It says here that you’re an
Ogryn… and a Psyker? Umm… sure. Let’s go with that. Since Ogryn typically have the
willpower of a marshmallow and the impulse control of a ferret on meth, an Ogryn Psyker
would normally have all the survival potential of a Daemonette in the Imperial Palace of Terra.
But apparently you’re immune to the negative effects of the Warp, because your brain is really
really strong… kinda. Your psychic powers will never, ever, harm you during this jump… but
your intelligence and impulse control are reduced to that of a typical Ogryn. However, because
this is funny as hell, you are effectively guaranteed to survive no matter what happens during
this jump. Oh, and just because you’re immune to all the problems with your psychic powers…
nothing around you is any more resistant to the warp spasms and daemons you keep
summoning than they otherwise would be.
Blank [+200]
An Eldar who wants Blank must buy Solitaire for 300cp as well.
You possess the pariah gene and have no soul… or rather your soul is stored somewhere
inaccessible to anyone or anything (yourself included) for the duration of this jump. This
means that not only do you have no presence in the warp, psychic powers tend to fizzle out
around you. Unfortunately, since your mere presence makes those who have souls feel a bit off,
they tend to dislike being in your presence and may actively shun you... though word is, if you
are a female willing to be trained and take an oath of silence… there may be a place for you in
the emperor’s service. Or perhaps in a certain clade of assassins… You gain one free purchase of
the Pariah Gene perk, but you may not purchase any psyker powers, nor make use of any
outside psychic powers during this jump, nor any powers that require you to have a soul. Being
a blank is genetic (no comment on if they all have red hair, but every picture of a Sister of
Silence seems to be a redhead)... and Blanks can be of either gender, and can be found amongst
the Abhumans.
Solitaire [300] (Mandatory for Eldar Blanks): You’re one of the exceptionally rare
Eldar Blanks… kinda. It’s not that they don’t have Souls… it’s that they’ve already consigned
those Souls to Slaanesh… even as they oppose him/her/it with every action they take. Still, the
effect is largely the same. Of course, you won’t be actually called a Solitaire until some time in
M33 when the first performance of ‘The Fall’ will be staged, but a Solitaire is an Eldar
Harlequin who plays the role of ‘She Who Thirsts’ (i.e. Slaanesh). Even by Harlequin standards,
Solitaires are dangerous and insane… and insanely dangerous. As a Solitaire, you are a master
assassin, skilled in all manner of covert attacks and of remaining inconspicuous until the
moment comes to strike. As a Blank you are exceptionally hard to target with psychic attacks…
and once per combat you may pull off some almost certainly improbable feat of physical agility
or killing prowess as long as others are watching. Your visage, when you choose to reveal your
true self, can be unsettling to even the most hardened of hearts and will terrify most normal
beings. Solitaires are boogeymen. A normal Solitaire has pledged their soul to Slaanesh, but
your benefactor has given you a proxy that will fool Slaanesh long enough for you to be sent
home or activate a 1-up. As a Solitaire, you get the ‘Mask of the Harlequin’ perk free. You can
find it in the Eldar Perks Section. A Solitaire Phoenix Lord can take the Death to Slaanesh
Scenario.
She Thirsts for you [+400] (Solitaire Only): Remember that proxy soul thing? Yeah…
it’s on backorder. If you die in this jump Slaanesh gets to eat your soul for real… Cegorach isn’t
winning it back. Taking this negates 1-ups and the protection from Perpetual. This does not
count against drawback limits.
Navigator Gene [200]
You are a member the human subspecies known as Homo Navigo… one of the Navis Nobilite,
the utterly indispensable Great Houses of the Imperium… and a mutant. An Imperially
sanctioned mutant… a Navigator. Unlike most mutants, the Navigator Gene which defines a
Navigator always manifests the same way… to wit, the formation of a third eye located in the
middle of their foreheads. This eye, known as ‘The Warp Eye’ gives a Navigator the unique
ability to steer a faster-than-light starship accurately through Warpspace and allows them to
perceive the psychic light of the great beacon of mankind known as the Astronomican and the
myriad and (to others) maddening currents of the Warp. This ability makes Navigators
absolutely essential to the Imperium's continued survival and to all interstellar transportation,
communication, and commerce. Although this is a psychic ability, and has many
manifestations, Navigator Powers are not found in other psykers and, conversely, Navigators
never possess any psychic abilities beyond the powers their Warp Eye affords them. They have
a natural lifespan of roughly four standard terran centuries and, as they grow older, their
abilities steadily grow more powerful. As this happens, their Eye matures in a predictable
pattern as the white and iris of the eye gradually disappears, leaving only a hardened black orb.
All Navigators belong to a large group of noble families based on Terra in the great district of
that world-city known as the Navigator's Quarter. These dynasties are known collectively as
the Great Families of the Navis Nobilite. Navigators may access the Psyker Powers section if
you purchase access, but do not natively gain access to it. You do gain the ‘Warp Eye’ perk
which unlocks the ability to purchase skills from the Navigator Skills Section. Navigators can
be of either gender and are apparently quite fertile.
Sensei [500]
The Sensei are said to be the direct genetic descendants of the Emperor, but if they are, no proof
of this can be found. Whatever the truth of the situation, their exact nature is a mess of
contradictions… they are psykers, but are invisible to the warp, they are human but also
transhuman... what is clear is that they are ageless - though they can be killed, they do not age
past their prime and they have inherited great power… possibly from the Emperor. They also
possess unique abilities of their own. Because they harbour none of the emotions or concepts
embodied by the Chaos Powers, they are largely invisible to them, and can draw on the energies
of the Warp to use their psychic powers without attracting daemons or other malicious Warp
entities. In fact, due to their harmonious relationship with the Warp, the Sensei are invisible to
psychic senses, even to those of the Emperor. You gain the ‘Sensei’s Gifts’ perk and one free
purchase of ‘Psyche Unlocked’, as well as a discount on Psychic Specializations. You must be
100% Human to buy this (or Eldar if you believe the Emperor had a bit of Xenos strange).
However, be aware those of the Imperium and Chaos aligned might still want your blood to be
able to rend you down into anti-psychic weaponry. Sensei are not sterile and can be of either
gender… possibly both. No one knows!
Daddy’s Little Bastard [+400] (Optional for Sensei Only): The God Emperor of
Mankind, aka, dad, thinks you’re a total fuck up and hates you… a lot. I mean, not enough to
want you dead, but enough to constantly be thinking low level angry thoughts about you…
which of course shape reality and… This wouldn’t be so bad if you were a Primarch, but you’re
one of the Sensei, the Emperor’s byblows… and an embarrassing one at that. Whenever you
think about dad or have to deal with dad or any of his people your emotional control cracks
and Chaos starts noticing you. And Dad doesn’t really trust you out of his sight much.
Perpetual [400]
Perpetuals are a vestigial side-branch of humanity born with many gifts. Naturally or
artificially created, their most notable gift is their effective immortality which is sustained
through rapid cellular regeneration. Perpetuals are capable of surviving dismemberment,
suffocation, and even decapitation, eventually regenerating each time. The only known way of
killing a perpetual is with a mysterious artifact known as the Fulgurite… and even that might
merely stop them from regenerating for a time. Humans can either be born as a Perpetual
naturally, or become one through alien technology. The Cabal is capable of artificially
producing human Perpetuals. You are considered a natural one. You gain the ‘Perpetual
Revival’ perk for free. Senseis, Psykers, Navigators, Genesons, and Blanks can all be Perpetuals.
Abhumans can be Perpetuals. Perpetuals can also be of any gender.
Perpetual Reset [+200]: Every time the Perpetual Revival triggers, you will forget
roughly 1/4th of all your memories from before the reset. You will also have general trouble
remembering more distant memories or things older than a few centuries. You’ll also be a little
scatterbrained at times as you try and remember things you did in the distant past. Not when
it’s super important, but in general. Total cost with Perpetual is 200 CP.
Geneson [600]
Congratulations! You are a child of the Emperor of Mankind…‘s science. You may be a Thunder
Warrior, a Custodes, a Space Marine… or, maybe, just maybe, you are one of the elite of the elite
of the elite… you could be one of the two missing Primarchs. This cannot be purchased with
Sensei or by an Abhuman. It can be purchased with Psyker, Navigator, Blank, or Perpetual.
Grants unfettered access to the Transhuman Abilities and a floating discount on any two perks
from anywhere else in this document. A second discount will make it free, but you may not
apply the discounts from this to anything it already discounts, nor both of these floating
discounts on the same item. Please select your type from the Labworks section below. There is
no evidence that any of the Emperor’s Genesons are not sterile, and it is, in fact, quite likely
they are. That said, I will not officially rule either way, leaving it up to you. Regardless of what
you decide, the organelles which define them are not included in the genome of any of the
Genesons, so they would not pass to later generations through breeding.
++ EVOLUTIONARY PERKS ++
You do not require the linked Evolutionary Line to buy these.
[EP]
Psyche Unlocked [200]
Free & Mandatory for Psyker, Sensei, and Eldar.
Additional Purchases Discounted for Sensei & Eldar.
You possess the genetic potential to be a powerful psyker, a being capable of touching the warp
and using it as fuel to generate phenomena in the material world. This can be passed on to your
descendants (including all those you have already had). This can be purchased multiple times to
shift Gamma potential to Beta, Beta to Alpha, and Alpha to Alpha Plus. Additional Purchases
cost 100 CP, 50 CP if you have a discount or are a Geneson and use your discount. If you are an
Eldar or a Psyker, you start with the potential to reach the power of a Gamma Level Psyker. If
you are a Sensei or a Primarch, you start with the potential to reach the power of an Beta Level
Psyker. Sensei and Primarchs who are Alpha Plus do not necessarily become the ‘Star Child’ as
the Emperor is still alive. There are no recorded Alpha Plus Eldar. If you buy this while being a
Baseline Human or Abhuman, you don’t carry the gene but you have a massively reduced Warp
Signature. The maximum guaranteed potential that can be passed on is Beta. Anything higher
depends on the vagaries of fate. If you do not purchase a specialization, you are considered an
Astropath by default (which gets you a discount on Astropath Abilities), unless you are a Sensei
or Eldar. Sensei and Eldar cannot receive formal Astropath training since the first don’t
officially exist as far as the Imperium is concerned and the second are filthy Xenos. Of course,
they can still buy Astropath Abilities, since those aren’t exactly impossible to learn.
Pariah Gene [200]
Free & Mandatory for Blanks
You possess the genetic anti-psyker genome and can pass it on to your descendants… even ones
that were born before you arrived here. You have no presence in the Warp and are invisible to
all psychic powers, but also cannot use any psychic powers during this jump. After this jump
ends, you can choose to toggle this off to use your psychic powers, but doing so removes your
protection from psychic attacks and senses. If you bought this without being a Blank, you do
not radiate the sense of ‘Offness’ that normal Blanks generate. For 200 CP you can upgrade this
from Psi-Plus (simply invisible to psy) to Omega (causes pain to any psykers or psychics within
a few meters) and for 200 CP more you can upgrade this to Omega Minus, where you become
similar to a Black Pariah with a null-aura so strong that it drives even normal humans insane
(before they simply die as their brains shut down) and psykers and psychic artifacts within
your aura simply disintegrate, falling to dust in a matter of seconds as their very essence / souls
are ripped out and obliterated.
If you are an Omega Minus, you cannot control this ability for the duration of the jump, but
afterwards you will be able to toggle it on and off at will, but it will be less effective against
psychic individuals and artifacts that don’t rely on the Warp for power, merely causing them
extreme pain or damage, rather than obliterating them in moments. Even in this Jump,
extremely powerful Warp Entities and Alpha level psykers may be able to resist this effect
long enough to move away from you, and incredibly powerful entities such as Alpha Pluses
and Chaos Gods may even be able to ignore it for a time, though it will still cause them extreme
discomfort. Regardless, any psychic effect generated within your field will be instantly
negated, no matter how powerful the source, and any psychic effect that enters your field will
be instantly disrupted, no matter how powerful the source.
Warp Eye [300]
Free & Mandatory for Navigators
You possess the third eye of a Navigator and can see the currents of the Warp. Your psychic
powers are fundamentally different from those of a normal Psyker and not subject to the same
chance of possession or daemon summoning, though there are other attendant risks, as the
Warp is ever maddening and the Astronomican burns brightly in your mind’s eye. As a
Navigator, your kind is tolerated by the Emperor's treaties with their houses but watched
closely in the Imperium, even during the Crusade era. This is a genetic trait and may be passed
down to your descendants, even those you had before coming to this universe. If you are not a
Navigator when you buy this, you get the version that doesn’t manifest as an actual physical
third eye and are not a registered member of any of the Navis Nobilite Houses. This perk grants
a 500 CP stipend from the Navigator Abilities Section and is required to purchase anything
from within it.
Sensei’s Gifts [600]
Free & Mandatory for Sensei
You have been gifted with a body similar to the Emperor’s and are nigh-impossible to detect
when drawing upon warp energies for any reason. Even trained witch-hunters, so long as they
don't actually witness you throwing around psychic blasts or what have you, wouldn't be able
to tell the difference between you and a Pariah at a casual glance, though you do not cause the
negative emotions or pain a normal Pariah generates. Unlike a Pariah, a Sensei does, in fact,
have a soul… a powerful one… but they don’t have any negative emotions at all… no hatred, no
fear, no anger, no lust... allowing them to manipulate the warp in complete safety.
As a Sensei, you may pass on your traits to your descendants, even those you had before
showing up in Warhammer’s charming reality. The Sensei genome is fundamentally perfect,
possessing no hidden or recessive traits. Sensei aren’t just peak human in every way, they’re as
good as humanity dreams itself to be. Every one of them is preternaturally gorgeous,
supernaturally charismatic, at least three times stronger than the strongest human, heals from
any wound in a matter of hours, and is a genius in all fields of study. If you are not a Sensei but
bought this anyway, you get all the advantages without being hunted by all the primitive
screwheads and evil chaos fucks and you can freely switch your negative emotions on and off
during this jump. Sensei gain this toggle only after the jump ends.
Perpetual Revival [400]
Free & Mandatory for Perpetual
Perpetuals are hard to kill. Really really hard to kill. Pretty much impossible, really. Any
wound heals in moments (if you’re also a Sensei your wounds heal instantly) and once per year
you may recover from something that had definitely killed you, maybe even completely
atomized you. If you do not die at all in a jump (that includes with other one-up perks) then
you gain an “extra” revival you can stockpile. Up to nine extra “revivals” may be stocked this
way for a total of ten. Stocked revivals will not deplete when other one-up type perks are used.
Some Perpetuals had memory issues from living so long through so many lifetimes. This does
not protect against that. If you are not a Perpetual and bought this, it does not include the
vulnerability to Fulgurite, but you count (if it matters) as an artificial Perpetual and the Cabal
knows you exist… even if they don’t exist yet. Being a Perpetual cannot be passed on to your
offspring. To be clear, the revival effect of Perpetual keeps death from counting as a chain-fail.
Phoenix Lord [600]
Eldar Only
Embodying some aspect of the Eldar God Khaela Mensha Khaine, Lord of Rage and Fire and
Battle, The Phoenix Lords will rise over the next few centuries to found the Path of the Aspect
Warrior. Each Phoenix Lord is a powerful fragment of a living god, an immortal who rises
from death time and time again to protect the Eldar People. As a Phoenix Lord, you can call
upon the power of Khaine to empower you, guide Exarchs and Aspect Warriors down the Path
of the Warrior, and (thanks to your symbiotic armor) survive the death of your body. Your
soul now resides in your Phoenix Lord Armor (which you receive free of charge) and anyone
who puts on that armor becomes you, their personality being overwritten by your own (as
long as their mental defenses aren’t stronger than you can overcome). Most of the time this will
be an Exarch of your path.
Fuck that Bitch [Mandatory]: Quick, go to YouTube and do a search for “AM’s Hate
Speech, I have no mouth and I must Scream’’. Did you do it? Good. Now replace the word
‘Humans” with ‘Slaanesh”. That is how you feel about the Chaos God that destroyed your people
and is, even now, waiting to devour the souls of the scattered remnants of the Eldar Race. This
is not a minor amount of dislike. You will do anything and everything to bring about
his/her/its destruction. Anything. Up to and including bringing about the final end of your
own race if it means killing Slaanesh once and for all.
Phoenix Lord Armor [400] (Free for Phoenix Lord): The finest example of
Wraithbone Armor ever crafted… or at least one of them. This practically indestructible suit of
Eldar Power Armor fits so perfectly you could wear it for 10,000 years and never have to take it
off. It is self-cleaning, responds to your thoughts, opens and closes to allow you to step into or
out of it at a moment’s notice, has full life-support, and can sustain your bodiless soul
indefinitely. It will also quadruple your native strength, no matter how good that already is
and is tough enough to shrug off rounds that would destroy a Leman Russ Battle Tank. This
armor comes with a signature wraithbone relic weapon that matches your prefered fighting
style and has an awesome and super edgy name. You may import another armor you already
possess into this armor, and a weapon into this weapon, functionally combining the two.
Spirit Stone Garden [200] (Phoenix Lord Only): Need Spirit Stones? Well, now you
don’t. This handy crystalline pool produces a small but unending supply of them, as well as
providing a limitless supply of raw wraithbone if you take the Down with Slaanesh Scenario.
Without the scenario, it produces 20 soulstones every Terran month… no one knows why it is
linked to the cycle of Terra’s moon. With the scenario, it also produces up to 25 tons of raw
wraithbone every Terran week. In case you’re not up on the lore and think this sounds useless,
the only source of Spirit Stones are the Crone Worlds… the Eldar homeworlds that currently
lie inside the Eye of Terror. Spirit Stones are vital to keeping an Eldar’s soul from being
consumed by Slaanesh upon death. EVERY Eldar wears one all the time (except Harlequins
who are protected by Cegorach and Solitaires, who’ve already pledged their souls to Slaanesh).
My Little Exarchs [200] (Phoenix Lord Only): Every Phoenix Lord needs Exarchs to
live the path… and now you’ve got them. Up to 8 of your companions get 1000 CP and start as
Eldar, with the Aspect Warrior and either the Exarch or Warlock Perks for free. If you take
the Down With Slaanesh Scenario, this changes to all of your companions instead of just 8…
plus you may create up to 8 new Exarchs if you so desire. All created Exarchs are absolutely
devoted to you and will willingly allow you to take over their bodies and minds should you fall
in battle. If you slip and fall in the shower and die, they’ll still do it… but they’ll feel really
embarrassed about it.
Warriors of the Path [300] (Phoenix Lord Only. Free with the Down with Slaanesh
Scenario): All of your Exarch Followers gain their own cadre of a thousand Aspect Warriors of
your Path.
Craftworld Jum’Par [400] (Phoenix Lord Only. Free with the Down with Slaanesh
Scenario): You get your very own Eldar Craftworld, a massive worldship capable of housing
millions and fighting off a Tyranid Hive Fleet… for a while. You may import any other ship
that is not an Eldar Craftworld into this.
Crone World [600] (Phoenix Lord Only. Free if you complete the optional objective
in the Down with Slaanesh Scenario): You get your very own Eldar Crone World, restored to
its pre-fall glory but not consumed by its pre-fall decadence. It will follow you from jump to
jump and is chock full of Eldar of all types and power level.
[Optional Phoenix Lord Scenario] Down with Slaanesh, Up with Who?
Well, this sucks. Your race is doomed. Maybe you should give up, but you’re a Phoenix Lord,
and giving up really goes against the grain. This scenario is simple. You cannot leave this
universe until Slaanesh is either dead or has been replaced by a New Chaos God who doesn’t eat
Eldar Souls! If you can free the Crone Worlds (the Eldar Homeworlds) from the Eye of Terror,
that would be a definite bonus.
Of course, a challenge isn’t a worthy challenge if you don’t have some ground rules… so
here are yours. You have 12,000 years to bring this to fruition. If, during that time, Chaos
destroys the Emperor of Mankind or he gets taken out of play, you lose. If, during that time,
every Eldar who is not directly allied with you is dead, you lose… and no you can’t just shove
them into stasis or launch a craftworld into intergalactic space. They have to remain active in
the galaxy. You can try and get help from one of the other Ruinous Powers.
You must select one of the following limitations.
1) All your knowledge of the coming events has been erased… including
knowledge of the existence of Chaos, Tyranids, and Necrons. You know only
what your background in this Warhammer Universe would let you know about
the setting. All your out of jump memories are secure as long as they don’t relate
to Warhammer.
2) All your out of jump powers and abilities are initially reduced to 10% of their
full power and you will recover your power at the rate of 1% every century.
Your tech level is fixed to the same as starting Eldar tech, and your warehouse
and all gear is sealed away unless the items are comparable to Imperial tech or
limited the same way your powers and abilities are.
3) Slaanesh & Tzeentch are fully aware of your presence, your powers, and your
plans to screw with their plans. Yes, Tzeentch’s plans include Slaanesh not being
dead.
4) You are now the Phoenix Lord of the Pink Ponies, the cutest, most adorable
Aspect Warriors in the entire universe. Your weapon of choice is the cream pie
cannon. No one takes you seriously. No, you don’t get a more serious theme once
the jump is over.
++ LABWORKS ++
You may only Purchase one selection from this list and must be a Geneson to do so.
[LW]
Aside from the genetic evolutions humanity has undergone over the millennia, there have been several
attempts by the Emperor to create the perfect warrior. In what way did he fashion you? You are one of his
limited number of success stories.
First Generation Legionnaire [Free]
You are a member of the Adeptus Astartes. A first generation Astartes made before the
Emperor reclaimed Saturn and Jupiter from the alien tyrants who held them under their
dominion, one brought into being without the hasty growth measures which later culminated
in defects like the red thirst with perhaps a touch of the Emperor's own attention. You were
designed to be more stable, and longer lived than the violent Thunder warriors of old. Your
geneseed is pure. Choose any legion number to belong to, though you do not get any of the
specialized mutations of those legions, as they haven’t happened yet. When they do, you may
choose to gain a copy of the impure geneseed. Your body contains all the Space Marine
upgrades in working condition or better. In addition to your physical attributes, you are also a
genius level intellect, an intuitive tactical genius, have nearly unbreakable morale, monstrous
willpower and the ability to withstand any amount of physical abuse without flinching. You’re
7-10 foot of solid bioenhanced muscle and bone and are trained in literally every weapon
known to mankind. You are biologically immortal, though you do age visibly, it happens
incredibly slowly and is only skin deep. Violence will still (maybe) kill you. There are, by
official decree of GW “NO FEMALE SPACE MARINES’’. While this is Jumpchain and all things
are possible… not this time. If you want to be female, you’ll need gender-shifting powers or to
make a deal with a certain Ruinous power. Or be a primarch instead.
Where in the Galaxy is Carmen Sandiego? [+200]: You no longer have the faintest clue
where any of the Primarchs were scattered to, or which Primarchs will be traitors. You still
remember the Heresy is coming… but not when. Sometime in the next 300 years… you think.
*The Legions (incomplete)
As a First Generation Space Marine, you were transformed from one of the Elite Soldiers of
Terra by the Emperor, each of you carrying not only the Geneseeds common to all Space
Marines, but the genetics of your Primarch, making that as yet unfound (barring one) demi-god
your spiritual and genetic father. You must select one of the twenty (yes, all twenty at this
point) Primarchs to be your lord and master. Below you will find the complete list as far as
records go and the name of their legion and the general period they will be located. Their status
as Traitor or Loyalist is not included because there were Loyalists and Traitors among all
legions. For purposes of this jump, #2 will be called ‘The Purged’’ and #11 “The Forgotten’’, under
the assumption that they are listed in that order because they are in numbered in that order.
● I. Lion El’Jonson (Primus aka The First) [#11, 840-969.M30]: Full of grim determination
and a relentless persecution of their foes, their combat records are full of selfless
heroism… and the fact that they are obsessed with secrets and often tasked with
missions that are later expunged from the records should not cast a doubt on their
loyalty or devotion to the Emperor or the Empire. They were, before their
reunification with the Lion, once the most numerous and powerful of the Legions, the
wedge of the Emperor’s Spear, but decades of savage warfare will deplete their numbers
until the first Generation can be reinforced from Caliban, the Lion’s Homeworld. Their
Warcry is (or will be once he’s found) “For the Lion!’’ and their colors are Black &
White. As a First Generation Primus Legionnaire, you have been in service longer than
any of the others, since your legion was the first created, the proto-legion. You
currently serve under the Command of the Emperor Himself. It will probably be at least
50 (and no less than 40) years before your Primarch is discovered.
○ The Fallen [+200]: Some secrets are not meant to be known… a fact that you just
can’t live with. You will find yourself drawn to darkness and mystery, always
wanting to explore deeper, push further, know just a little more. Secret cabals
will seek to play on this desire and may even convince you to side against the
Emperor and the Lion if you aren’t eternally vigilant.
● II. The Purged [#3 or 19, 831-840.M30 or 840-969.M30]: Known to History as the
Forgotten or the Purged, nothing is known of the II and XI legions by the time
Alpharius was found in 981.M30. It is strongly implied that Leman Russ killed at least
one of them, possibly both, and both times one of them disappeared the Ultramarines
received a large number of new Marines. It is thus likely that, when the Primarch of
this legion was killed (because this one was called Purged, we can assume that if only
one was killed, this is the one). Officially deleted as of either 965.M31 or 969.M31. If you
decide that this is your Legion, then sometime prior to 965.M30 your Primarch will do
something to piss off the Emperor so badly he sends Leman and the Space Wolves to
obliterate your Primarch and force those of your brother Space Marines who were
deemed innocent of whatever happened to undergo re-education (hurray for
Hypno-Conditioning) to become Ultramarines.
○ Save the Primarch, Save the World? [+200] (Optional Drawback): If you
choose this option, you can make it a +200 CP drawback which erases your
knowledge of these coming events and may make you complicit in whatever
fuckup or treachry was so egregious. If you don’t make it a drawback, the event
will still happen, since you have no way of knowing what it was, but maybe you
can change the eventual aftermath. If you take the drawback version but
manage to legit save your Primarch anyway, you can take them as a companion
if they agree to it… but they aren’t going to just let you stuff them in the
warehouse. The non-drawback version allows you to create your own Primarch
and Legion only. Do try to be reasonable.
● III. Fulgrim (The Emperor’s Children) [#5, 831-840.M30]: Allowed to bear the
Emperor’s own name and his own icon, the Palatine Aquila, given to them by his own
hand to honor their martial perfection, they were honored above all other legions. They
were noble in action and aspect, excelling in all matters, strong, civilized, firm of
purpose and loyal to the core. Their Warcry is “Children of the Emperor! Death to His
Foes!’’ or “For the Emperor!’’ and their colors are Purple & Gold. By the time your
primarch is found, there will be barely 200 of you, thanks to a serious geneflaw.
○ Excess of Virtue [+200]: To be so good and fall so far? What the hell is wrong
with you? The temptations of the flesh will plague you throughout this jump, a
fact you must keep secret from all who know you… until the Heresy becomes
Manifest. This all but guarantees you will not be considered a loyalist by your
fellows, but extreme and public dedication may change that.
● IV. Perturabo (The Iron Warriors) [#12, 840-969.M30]: Designed to be the siege-masters
and fortress-busters of the Imperial war-machine, the Iron excelled at shattering enemy
defenses… often at any cost. Your primarch disdains personal attachment, preferring
tangible things to emotional connection. Their Warcry is “Iron Within, Iron Without!’’
and their colors are Silver & Black with Gold Trim.
○ At Any Cost [+200]: The defining philosophy of the Iron Warriors is that
winning isn’t everything… it’s the only thing. The temptation to win at any cost,
to prove that no one can stand against you is exceptionally strong within you
and any perceived failure rankles you, gnawing at you. Winning matters more
than the lives of your followers, which might cause you to make questionable
choices… but maybe those choices need to be made.
● V. Jaghatai Khan (The Fifth / Lords of War) [#15, 840-969.M30]: A poetic and savage
Legion, the Fifth became the White Scars following their unification with their
Primarch… with whom they were an almost perfect match, as they were a fast strike
group drawn from a primarily asiatic background, though they were still extremely
ethnically diverse. Under Jaghatai, this legion became even more focused on rapid, some
would say ‘lightning fast’ deployment, hit and run tactics, and versatility in combat.
They also have their own specific language, Khorchin, which is spoken only on
Chigoris, the White Scar’s homeworld. Their Warcry is “For the Emperor and the
Khan!’’ and their colors are Red & White. It bears noting that Jaghatai’s closest
relationships amongst his brothers were with Horus and Magnus and the White Scars,
Luna Wolves, and Thousand Sons shared close ties as well. They did not get along with
the Death Guard or Space Wolves. The White Scars Primarch also wrote up the basic
doctrine and structure for psyker Space Marines, i.e. Librarians.
○ Lack of Purpose [+200]: More than any other legion, the Khan’s people lived
only for the hunt. They were not dedicated to the cause of the Great Crusade, or
of building a better tomorrow. Indeed, the great cause of civilization was, in
many ways, disdained by the Chigorsian Khan and his people. The way of the
warrior, of riding into battle and bringing destruction to one's enemies was
often all the White Scars cared about, and it led some of them right into the
hands of Chaos.
● VI. Leman Russ (The Space Wolves) [#2, ~831.M30]
○ Feral Savagery [+200]: The primal fury barely held in check by the mind of the
warrior rages most strongly in the often berserk sons of the Wolf-father. Even
when not berserk, you will have to constantly battle the wolf-within to keep
your more feral instincts in check, to suppress the desire to take what you want
and burn the rest. You are a Wolf in Sheep’s Armor, and will never be able to
forget it.
● VII. Rogal Dorn (The Imperial Fists) [#7, 831-840.M30]
○ Inflexibility: the inability to adjust to rapidly evolving situations without
predefined options.
● VIII. Konrad Curze (The Night Lords) [#16, 840-969.M30]:
○ Dark Desires [+200]: The need to inflict terror and suffering upon others is
strong on this legion, the terror troops of the Imperium. Utterly ruthless,
merciless, and efficient, the Night Lords use fear as their weapon and (strangely
for a Traitor Legion) are among the most resistant to the pull of Chaos. Still, this
brutality of spirit will infect your brother Legionnaires and the desire to cause
terror will grow stronger within you as time passes.
● IX. Sanguinius (The Blood Angels) [#10, 840-969.M30]
○ The Bloodthirst [+200]: A desire to spill blood is encoded into your very genetic
makeup and as the stress of combat builds, there is a chance it will burst forth in
the form of the Red Thirst, a near berserk battle rage that causes you to consume
the blood of your enemies and slaughter them to a man. This is a manifestation
of the rage of Khorne, but strangely does not make you more vulnerable to
Chaos, but rather more resistant. However, if you become lost to the Red Thirst,
you may be granted the Emperor’s Mercy.
● X. Ferrus Manus (The Storm Walkers) [#4, 831-840.M30]
○ Lure of the Machine [+200]: Even Space Marines are still mortal and as they fall
in battle, some are rescued to be encased in cybernetic Dreadnaught armor,
becoming a walking tank that continues to serve the Legion. Alone among the
Space Marine Legions, the soon to be Iron Hands did not view with horror the
prospect of being entombed forever in the walker life-support systems that
define a Dreadnaught’s existence. Indeed, most members of the legion viewed
machines as stronger and more lasting than mere flesh and became more and
more cyborged out as they set aside flesh for steel. This lure will be constant and
you’ll feel your humanity slipping away a little bit with each part of your flesh
you replace. This process will, oddly enough, harden you against the lure of
Chaos.
● XI. The Forgotten [#3 or 19, 831-840.M30 or 840-969.M30]: Most of the details are the
same as II above, but this Primarch may or may not have been killed by Leman.
Sanguinius believed that, should the Blood Rage found in his Blood Angels, be
discovered by the Emperor, he would erase the Blood Angels as he had one of the two
Lost Legions. We are assuming that the Emperor would not view such a necessity as
being the Primarch or Legion’s fault and, if we assume that it wasn’t the entire legion
(since the Ultramarines got bigger after this too) we’re going to assume that this
Primarch is the Forgotten, erased from history to hide this Imperial Mistake.
○ What is Wrong With You!? [+200]: If you choose to be of this Legion, you may
take this as a +200 CP drawback. This erases your memory of this particular
aspect of the coming shitstorm and guarantees that your geneseed is tainted in
some way which makes the Emperor think you need to be erased from history.
Again, if you can somehow save your Primarch you can ask him to join you and
no, the Medbay can’t just fix the geneflaw. It’s permanent without some way of
editing living genetics. If you can somehow convince the Emperor that you have
found a way to fix the problem so that a) no one ever finds out there was a
problem, b) it won’t happen again, and c) that you did all that while being a
perfectly normal Space Marine, you get declared an Imperial Saint and get to
recruit your Primarch… oh, and the Emperor himself will make you a new suit
of armor. The Imperial Saint perk can be found in ‘The Pious One’ Scenario
below.
○ If you don’t take the drawback, you will have no way of knowing if you are one
of the ones who have a geneflaw… or even if the XIth Legion even has a
geneflaw until whatever happens happens. Solving the problem this time just
gets you the satisfaction of a job well done, plus you still got to design your own
legion and primarch, right?
● XII. Angron (The War Hounds) [#17, 840-969.M30]
○ Nail it Down [+200]: While all War Hounds will get Butcher’s Nails installed
once Angron renames the legion ‘The World Eaters’... unless something happens
to stop that… you no longer have the option to stop that from happening. You’ve
got them, real or imagined, and boy oh boy do they work on you. You’re a
frothing berserker on a very short leash. Even the slightest irritant can cause
you to fly wildly off the handle and combat always sends you into a titanic
murderfury fueled rampage. While this doesn’t guarantee your fail to chaos… it
ain’t going to make resisting Khorne easy.
● XIII. Roboute Guilliman (The War-Born) [#8, 831-840.M30]
○ Rigid Thinking [+200]:
● XIV. Mortarion (The Dusk Raiders) [#13, 840-969.M30]
○ Stubborn [+200]. The Death Guard are resilient, unyielding, and strong as hell!
...Which applies to their minds, as well, and a flawed one is nigh impossible to
shift in opinion, and will hold a grudge if you do it for him.
● XV. Magnus the Red (The Student-Aspirants) [#9, 840.M30]
○ Forbidden Knowledge: Enquiring Minds want to Know… and few are as
inquisitive as you
● XVI. Horus Lupercal (The Luna Wolves) [#1, ~800.M30]:
● XVII. Lorgar Aurelian (The Imperial Heralds) [#14, 840-969.M30]
○ Need to Believe [+200]: There must be something higher and the Word Bearers
will find it and worship it. Doesn’t really matter what it is, as long as it is willing
to be worshipped. Nothing offends you worse than a god that will not be
worshipped. That’s saying you’re not worthy. Where do they get off? This very
much will draw you to Chaos if the Emperor rejects your veneration.
● XVIII. Vulkan (The Dragon Warriors) [#6, 831-840.M30]
○ Pyromania
● XIX. Corvus Corax (The Pale Nomads) [#18, 840-969.M30]
○ Morose Moose [+200] a pervasive sense of futility and resignation, lowering your
self preservation.
● XX. Alpharius Omegon (The Hydra) [#20, 981.M30]
○ Overplanning Kills [+200]: To the Alpha Legion, nothing is ever simple. No
plan can take only three steps when ten can do it with twice the overkill. This
means you tend to be overly machiavellian and may even, at times, fall prey to
analysis paralysis. This means that you’ll plan for the enemy’s behaviour… and
like as not be boned if that enemy don’t do what you thought he would. It will
take you longer to formulate plans and there will be more things that can go
wrong. Still, when things go right, they go very right.
The Geneseed Organs
Your body contains 19 unique organs that grant special abilities… however, they have their
own DNA and thus cannot be passed on via breeding. They can be transplanted into acceptable
hosts. Your biological offspring are guaranteed to be compatible with your geneseed and to be
acceptable as prospective Astartes. After the jump ends, each of these can be installed into any
one of your altforms at your discretion, though once installed they become part of that altform.
Not all 18 (the progenoid is not copied) need to be installed in the same altform, though the
Haemastamen, Biscopea, and Ossmodula must be placed in the same Alt. Your Space Marine
altform retains a copy of all 19.
● A Secondary Heart which activates when you are under stress to pump blood faster
or as a backup if the first is, say, ripped out and eaten by an Ork Meganob.
● The Ossmodula which makes your skeleton hard enough to withstand bolter
rounds and which repairs your bones faster when they do get damaged. Your bones
are now ceramic composite.
● The Biscopea which triggers muscle growth, making putting on muscle incredibly
easy if you’ve got the nutrients for it.
● The Haemastamen which turns your blood bright red and increases the amount of
oxygen it carries by a massive amount. It also regulates the Ossmodula and Biscopea.
● The Larraman’s Organ creates Larraman’s Cells, super-platelets which can seal
wounds in minutes, isolate poisons before they can spread through your systems,
and generally make you immune to all but the most virulent toxins and diseases.
● The Catalepsean Node which lets you go up to two weeks without sleep at need and
reduces the amount of sleep you need to stay healthy by a half. Normally it would
also make you more vulnerable to brainwashing, but yours has been edited so it does
not have this function. Any other Astartes you share your blood with will develop a
similar resistance.
● The Preomnor which allows you to decontaminate any food you eat so it can be
safely digested. This makes you immune to all but the most virulent ingested
poisons, toxins, and pathogens.
● The Omophagea which allows you to eat brains and absorb the information
contained within. Normally this is somewhat traumatic to the Space Marine and
sends them into a torpor as they process the information… and sometimes the
memories are hard to forget… but yours is a special model that just makes you a
little distracted while processing and has better emotional blocks so you don’t get hit
as hard. The squick factor of eating some dude’s brain is entirely up to you.
● The Multi-Lung is an additional lung that allows you to breathe underwater, in low
oxygen environments, and filter out toxic gasses… making you immune to inhaled
toxins as well (as long as they aren’t powerful enough to, you know, eat through
your flesh).
● The Occulobe gives you supervision and adjust to changes in light almost instantly.
● Lyman’s Ear gives you super-hearing and makes you immune to motion sickness
and concussions.
● The Sus-an Membrane allows you to enter a state of suspended animation (hence the
name) when critically hurt or starving. Normally you would be unable to leave this
state on your own and require the use of special drugs to bring you out of it… but
that’s boring so you can now wake yourself up from suspended animation if you
would be in danger from not waking up or if rescue is at hand… or if you just put
yourself into suspended animation to avoid having to listen to your chapter
commander tell you how awesome Horus is again… for the fifty fifth time this
week.
● The Melanochrome which augments your lymph nodes and allows your skin to
darken in response to radiation. This protects you from both UV and Gamma
radiation. This means you can tan up in moments… but you pale right back up again
once you’re in armor.
● The Oolitic Kidney which super-cleans toxins (and booze) from your system,
making you even more resistant to non-super toxins.
● The Neuroglottis which grants you a massively improved sense of smell and taste,
allowing you to ID chemicals with ease and track enemies like a blood-hound.
● The Mucranoid which grants you the power of super-sweat (yeah I know, eewww)
but it makes you practically immune to extremes of hot and cold and can harden
into a vacuum-proof shell that is still flexible enough for you to move freely in.
Essentially, anything short of 1400 degrees C and above -200 C and you’re golden.
● Betcher’s Gland gives you acid spit that is powerful enough to dissolve ceramite…
but you can modulate it down to merely being caustic to flesh if you like.
● The Progenoids are what make more Geneseed. You have two sets, one in your neck
(which matures in five years) and one in your chest (which matures in ten).
Normally you have to be dead to harvest these, but that’s just silly, so you can have
yours surgically removed once they mature and they’ll grow back again every 5 or
10 years.
● The Black Carapace which not only functions like a biological flak jacket on its
own, but which allows you to fight in Space Marine Power Armor as if it were part
of your own body.
Thunder Warrior [Free]
Remember how I said you were a success? Well, that’s not really quite accurate. You are a
Thunder Warrior, one of the Emperor’s first batch of bio-engineered soldier-fanatics, and
much more physically adept then the later produced Astartes. Thunder Warriors were large,
greater in size than most Space Marines. Even the few that survived the end of the Unification
Wars were easily more than a match for an Astartes and even the mighty Custodes in single
combat. They were made highly resistant to psychic attack, perhaps because of the sorcery they
would regularly face during the Age of Strife. They had tremendous upper body strength that,
when coupled with their early model of power armor, made them virtually unbeatable in close
combat. Unfortunately, they were not nearly as intelligent as their later ‘cousins’ and many
were on the more uncontrollable side. It was even suspected by a survivor of their breed that
the Emperor had deliberately engineered his kind with a limited lifespan, though he personally
hoped it was simply a defect; Thunder Warriors that did not die in battle suffered from cellular
degeneration or mental instability, and often had relatively short lifespans. That survivor
eventually found the means and enough knowledge of the techniques used in his creation to
cure the genetic instability of the Thunder Warriors, though not before suffering considerable
degeneration himself. You, however, have been given a boon, as by some fluke or act of your
benefactor, you never possessed said genetic instability in the first place making you
biologically immortal barring someone killing you and protecting you from the onset of
degenerative mental decay. You have all the advantages of the geneseed organs for a Space
Marine (besides the Progenoids)… but they are genetically part of you, and for an additional 100
CP, can be passed on to your descendants since your genome is stabilized. Although there are no
canonical female Thunder warriors, it is (in theory) possible there were some, and as such you
may make your gender female if you wish. You stand between 10 and 12 feet tall and could
break a normal Space Marine in half while they were wearing power armor and you weren’t.
Society’s Shadow (Mandatory for Thunder Warriors): You are an aberration, a
monster out of legends to the masses of the Galaxy and a relic of a past age to those who have
replaced you. The Emperor himself is, at best, unsure what do with you, since he never
intended for any of your kind to survive, and his minions will treat you with distrust and
disdain, since they are the new and improved models. While you were a servant of the great
Emperor, and will be afforded all the requisite courtesies by his followers, they will never trust
you and all aid will be grudging. You find that, for the duration of your stay here, that the call
to do battle sings in your very synapses and surges through your veins, making it somewhat
difficult to lead a normal existence. If only there were a war to fight in.
Adeptus Custodes [200]
From the start, you were made for a different purpose than conquering the battlefields of Terra
and Mars. You were fashioned as a protector with the changes starting in infancy. You possess
biological immortality that won't let you age past your prime. You always get the best of the
best equipment and are as much superior to a Thunder Warrior as a Thunder Warrior is to a
normal Space Marine. It is not a stretch to say that you are halfway to being a Primarch, as your
genome was the basis for theirs. Not only do you possess all the geneseeds of an Astartes (besides
the Progenoids), they are genetically part of you and can be passed on to your descendants. Oh,
and while Space Marines are smart and skilled in tactics and weaponry… you’re a freaking
genius compared to them, and can easily master any weapon in minutes… if you haven’t
already. Your loyalty is utterly and completely unbreakable and unquestionable to any you
give it to, and any time outside this jump you apply to be a body guard, you will be hired
instantly… unless you’ve betrayed your charge ever. In which case fuck off. Although there are
no known examples of a Female Custodes, you may be one if you so desire.
What do you Mean, Go Outside? (Mandatory for Adeptus Custodes): You were made
for a purpose… and that purpose was not to go galavanting around the universe being all
adventury and stuff. That purpose was to protect the Emperor from all threats, at all times.
When you are not on a mission the Great Golden One has sent you on, you will mostly stand
around being intimidating and amazing, tending your armor and weapons (which are the best
in the entire fucking universe besides the Necrons… who aren’t awake yet) and generally
serving his glorious golden majesty. Without direct orders from the Emperor, you will not be
leaving the Palace… or at least Terra.
Son of Not-God [400]
You are a Primarch, either the 2nd (Forgotten) or 11th (Purged)... your pick. As a product of the
Primarch Project, you were crafted with the care and skill of the Emperor of Man himself in a
secret lab deep in the Himalayas. You are 8-12 feet tall, super intelligent, super strong,
incredibly powerful in mind and body, a born leader the likes of which even the greatest
mortals of human history would pale before. You are a nearly matchless warrior in all forms of
combat, especially melee. Oh, and you’re immortal. As in fuck death right in the skull with a
chain sword immortal… unless killed by one of your brothers, your father, or a god of Chaos…
at least in this universe. Outside of it, similarly superhuman and divine forces can kill you…
but once per jump you’ll get better anyway because Fuck Death Right in the Skull with a Chain
Sword. Taking this sets your start date to either 832.M30 or 940.M30, making you either the 3rd
Primarch found or the 19th. You may not select ‘Just the War, Please’. As the name implies, all
of these dudebros are, in fact, of the dangly persuasion (except Roboute, who is a guuurl). As
such, unless you choose to be The Forgotten and make your geneflaw that you’re female (along
with your whole legion), you default to male as do all your genesons.
Father Issues [Mandatory or +200]: Daddy loves you and you love Daddy… but Daddy
loves Horus more and you hate Horus… and some of the others are talking about going over to
this cool Khorne guy’s house. He’s associated with something called Chaos, but if Chaos was
bad, clearly Daddy would have said something, right? So Chaos can’t be all that bad… even if
they seem a bit weird. You’d ask some of your other brothers, but Lemonhead is a psycho-furry
and Magnus is red and nerdy and Jaghatai won’t let you borrow his speeder and Korvus keeps
lurking like a lurking lurker… is everyone’s family this fucked up? How much this actually
affects you is entirely up to you. After all, Horus was a super daddy’s boy and Angron fucking
hated the man. For +200 CP, you’re in the Angron / Lorgar camp. You either blindly worship
the great golden asshole or you hate him so much it makes you bleed tears of rage. Either way,
you aren’t going to be thinking about him or anything to do with him in anything approaching
a logical fashion.
Terrible Childhood [Mandatory or +300]: As an embryo, you were kidnapped by the
forces of chaos and dumped on some really really terrible world where you were forced to
adapt or die. Clearly, you’ve survived, but at what price to your psyche? How much this
actually affects you is up to you. Roboute seems fairly well normal… others much much less so.
For +300 CP, instead of just having memories of that terrible childhood… you get to live it.
Your start date is pushed back either 40 or 108 years to the point you arrived on your brand
new homeworld as an infant, with only the powers you bought here. You’ll have to survive
somehow until the Emperor locates you and only then will all your other abilities unlock
(unless locked by some other drawback). If you take the Drawback Version, your childhood is
definitely going to be in the bottom 5, not something nice like Magnus or Roboute got.
Tainted Genome [Mandatory for The Forgotten, +200 for the Purged]: Your
Geneseed has a specific and serious genetic flaw, one that is passed down to all members of your
legion. Remember, this is a flaw bad enough that dear old Dad has decreed your extermination
along with the destruction of your entire legion. This does not wear off at the end of jump. It
can be anything that you honestly think would make the Emperor deem you unfit for
existence… it can even be something cool but worrying. You may decide that your geneseed’s
flaw is that it only can be implanted in women if you like. This allows you to be a female
primarch. Or that you have batwings. Or horns. Whatever you pick, all your gene-children
will be bound by it.
The Executioner [Mandatory for The Purged, +200 for the Forgotten]: You are being
hunted by Lemon Rash and the Vulka Furries. He cannot be killed or reasoned with. He’s an
asshole and a psychopath and smells like a dog. He can be tricked into believing you are dead,
but that won’t fool him forever. Of course, if the Heresy gets off the ground, he’ll have much
bigger issues than catching you if you’re not on the side of Chaos. If you are on the side of
Chaos, he’ll hate you more than he hates Magnus. If you take the Only War Scenario and side
with Chaos, you can kill him once the others are all dealt with… or he can be converted to
Chaos at any time before that. He’ll still want to kill you however. Just because he’s for Chaos
doesn’t mean he likes you.
Zeroth Primarch [600]: Before the Emperor made the 21 Primarchs, he made you. You
were the first. The Custodes Primarch. Unlike your hulking brothers, you were not kidnapped
by the forces of chaos and shared the Emperor’s private council and were privy to his secrets.
You are the size of a Custodes but as powerful as a Primarch. You automatically gain the
‘Psyche Unlocked’ perk and start as a Beta Psyker with a discount on Divination or Biomancer
specialization (found in the Psyker Disciplines section below), and a discount on the Sigillite’s
Will perk (found in the Transhuman Perks section below). You gain all the abilities of a
Custodes and command of the Imperial Bodyguard. If you take the Only War Scenario, you
may take Terra or Mars as your homeworld and must side with the Emperor. If you buy Zeroth
Primarch, you cannot take either Tainted Genome or The Executioner, and do not have the
Terrible Childhood Drawback. You still have the Father Issues, as those 21 idiots are still your
brothers, even if they don’t realize you exist yet. But at least you secretly know daddy loves you
best of all… he actually listens to you. This cannot be bought by a Companion for any reason…
if you don’t buy this, this guy / gal doesn’t exist. Taking this option sets your start date to the
day Father and Horus meet in 800.M30… and your location is approximately three meters to
the left and slightly in front of the Emperor. You’re the head of his bodyguard, after all.
Geneseed [200] (Primarch Only): You gain a regenerating supply of your own
Gene-Seed… it’s inside you. Every month you generate enough gene-seed to implant 20 new
Space Marines, and it can be vomited up so you don’t have to have it surgically removed. If you
are the Zeroth Primarch, your geneseed makes Custodes. Although this Geneseed is fiat backed,
it is not 100% effective. The candidates must be human (normally male unless your geneflaw is
females only, or you’re the Zeroth and choose to allow females and or males to inherit… Dad
won’t be happy, but this is your choice)... and they must be physically and psychologically
prepared. Human means they have a non-mutant human alt-form. Being a mutant of any kind
(aside from all the tiny pointless mutations we all have) or abhuman makes the chance of
rejection higher… but if you buy the God-Seed Notes in the Relics section, you can use them to
change who can receive your seed. This is also possible if you make your Primary Genius
“Biogenetics’’ or something similar (See Genius & Brilliance in the Transhuman Section below).
Your perks and powers do not transfer via your Geneseed unless you buy “Enhanced Geneseed’’
in the Transhuman Section below.
Captains Courageous [200] (Primarch Only): You can import 8 of your companions as
members of your legion. They get 800 CP and Geneson - First Generation Free, and must choose
a Space Marine Specialty. They are 100% Human. If you took the Only War Scenario, this is no
longer limited to 8 of your companions, but rather applies to all your companions. They too are
limited by whichever version of the Scenario you took. If you’re the Zeroth Primarch, your
Companions become Custodes instead of First Generation Space Marines.
Legion [300] (Primarch Only. Free for Primarch with the Only War Scenario): You
can assign up to a Company of Space Marines to each of your Space Marine Companions. These
are not companions, but generic Marines. You may promote individual marines to companion
at your discretion, but they take up a companion slot once promoted and cannot be demoted.
Generic Marines lost are not replaced automatically, and must be recruited and trained the
hard way. If you’re the Zeroth Primarch, your companions get a Squad of Custodes instead of a
Company of Space Marines. Yeah, it’s less, but there are only 10,000 Custodes total.
Brother in Arms [300] (Primarch Only, Free for Primarchs with the Only War
Scenario): You can import your most trusted companion as the other missing Primarch. If you
go over to Chaos, they will remain Loyal and vice versa. They will hate you and try to destroy
you for the entirety of your stay… but, they gain any of the Primarch Perks and Items you buy,
except with regards to their own legion or Zeroth Primarch. You’ll have a touching
rapprochement once you’ve won or reached the end of the jump. Alternatively, you may use
this to buy one of the other Primarchs as a companion, but they must belong to the faction you
don’t belong to. Alpharius/Omegon always count as belonging to a rival faction, and as a single
primarch for this and this alone.
Glory Everlasting [600] (Discount Primarch, Free for Primarch with the Only War
Scenario): You get your own custom designed flagship, a Gloriana Class Grand Battleship. You
can import any other ship you own into this role with the exception of another Gloriana Class
Ship, since that would be a wasted effort. Seriously, you have a Gloriana and you want to make
it a Gloriana? Just have two Glorianas. If you really must have your original Gloriana as your
Flagship, you can stick this one in mothballs and use that one instead. For 200 CP more, you can
upgrade this to an Abyss Class Grand battleship (making yours the Abyss IV).
Homeworld [800] (Discount Primarch, Free for Primarch with the Only War
Scenario): You get whatever world you begin this jump on as your homeworld (you can’t pick
Terra, Luna, or Mars), and get to keep it with you in all future jumps. Its people are fairly
normal residents of the year 30,000 (Hive Worlder, Death Worlder, Agra Worlders…) and, if
you’re lucky, won’t all be dead by the end of the Heresy. If you’re unlucky and someone kills
everyone on your homeworld or blows it up, it will be fully repaired at the start of your next
jump. In jumps where there might be trouble fitting an extra planet, it appears somewhere
nearby but out of the way… maybe on the other side of the sun?
[Optional Primarch Scenario] Only War
You must pick a side in the coming civil war, Chaos, Humanity, or Freedom. If you side with
Humanity, you cannot leave this universe until every last Traitor Primarch has either been
forced to repent or has been destroyed utterly without hope of resurrection. The Emperor of
Mankind must sit upon the Golden Throne in all his glory with at least 11 Loyal Primarchs, or
at least 10 loyalist Primarchs must kneel before the eleventh of their brothers and acknowledge
that individual as the new Emperor (it doesn’t have to be Roboute). If you side with Chaos, the
Emperor must be dead beyond all hope of resurrection and all loyalist Primarchs must either be
destroyed definitively or converted to Chaos by any means. If you choose Freedom then you
must see the Empire of Man shattered, the Inquisition and Ecclesiarchy never born or
obliterated... And humanity must remain secure from Orks, Tyranids, Chaos, & Necrons for the
next 12,000 years.
You have 12,000 years to accomplish your goal. 12,000 years which will be dominated by
war both grand and grim. You must also choose one of the following options.
1) All your knowledge of the coming events has been erased… including
knowledge of the existence of Chaos, Tyranids, and Necrons. You know only
what your background in this Warhammer Universe would let you know about
the setting. All your out of jump memories are secure as long as they don’t relate
to Warhammer. If you choose this, you will start (mostly) loyal to the Emperor…
or at least as loyal as Angron was.
2) All your out of jump powers and abilities are initially reduced to 10% of their
full power and you will recover your power at the rate of 1% every century.
Your tech level is fixed to the same as starting Imperial tech, and your
warehouse and all gear is sealed away unless the items are comparable to
Imperial tech or limited the same way your powers and abilities are.
3) The Ruinous Powers are fully aware of your presence, your powers, and your
plans to screw with their plans. Can only be taken if you’re on Humanity or
Freedom’s side.
4) The Emperor knows who you are, what you can do, and has had 10,000 years
advanced warning to plan. Can only be taken if you’re on Chaos’s side or
Freedom’s side.
5) You are a Squat Primarch who everyone calls stumpy and you will spend the
entire jump speaking in an accent so thick no one besides your genesons will
understand anything that comes out of your mouth… or telepathy. As a Squat,
you are less than 6 feet tall, and as a primarch, you are now so wide you don’t fit
through doors. Yes, your shoulders are still more than a meter and a half wide.
And you’ve got wee little legs to carry your giant ego around. And it is giant.
You’re absolutely convinced of the rightness of all your actions and only
manifest disaster will prove you wrong to your own satisfaction. Everyone else
in the galaxy is (according to you) a giant fukin’ idjit.
[Very Optional Primarch Scenario] My 21 Sons
Clearly this all too much work and darkness and grimness. Instead of the Grimdarkness of the
Future, you’re now in a strange sitcom version of the Great Crusade, one where Korvus and
Konrad try to out emo/goth each other, Angron gets suspended from the Military Academy for
fighting, Leman is a Furry, Magnus is actually a giant nerd, Roboute is an Alpha Jock, and
Jaghatai thinks he’s the Fonz. I have no idea why you’d do this. There’s no reward, but it’s here
if you want. Oh, and Chaos is still trying to destroy humanity. If taken with the Only War
Scenario, it becomes the Only Football Scenario (soccer for you americans), but all the same
rules apply, just things are all settled by Space Marines playing Soccer or something else equally
ludicrous. No, Not Bloodbowl… that would almost make sense.
Gets progressively more and more unfinished below this point. Please bring up “Outline” under
Tools if it is not already there. Anything marked with an asterisk is incomplete.
*++ PSYKER POWERS AND ABILITIES ++
You must be a Psyker to buy anything in this section (or a Navigator for that sub-section, obviously)
[PP]
*Astropath Skills
If you do not purchase a Psyker Specialization below, and you are not a Sensei or an Eldar, you get a discount
on everything in this section and are considered a formally trained Imperial Astropath.
Astropaths are psykers who are responsible for carrying out all of the superluminal communications that tie
the Imperium of Man together using their telepathic abilities. Astral Telepathy - As part of the Soul Binding
process, astropaths become able to send and receive messages across vast distances using the warp as a medium.
Using astro-telepathic abilities in this way requires careful concentration, meditation, and freedom from
distraction, and so cannot be done "on the move," let alone during combat or strife. Astropathic communication
in this way is a matter of sending and receiving messages that must themselves be encapsulated and encrypted
lest they become lost in the warp, hopelessly garbled, or worse yet, intercepted. As a result, messages sent over
long distances are often "packets" of information, akin in some ways to letters or brief recordings from the
real world absorbed and sent on their way to be (hopefully) caught and possibly relayed on by other astropaths
to their intended destination. This process is not instantaneous. However, it is considerably faster than warp
travel -- an astropathic signal will cross a solar system in moments, across a subsector in hours, a sector in days
and, if strong enough, a Segmentum in weeks and so on. An astropath's "signal strength" broadly refers to how
far, in average conditions in the warp, they are able to clearly transmit with a successful focused use of their
power. You may buy from the following Astropath subsection.
[200]Voidfrost Discipline: As they travel the far stars, often shrouded from even the sacred
glow of the Astronomican, many Astropaths spend countless hours searching for any psychic
resonance among the void. As they stretch their minds ever further into the darkness, many
begin to study the emptiness that surrounds them. A few even come to embrace the chill of the
vacuum that extends endlessly beyond the boundary of their vessel's hull. It is believed that
psykers who came to grips with the essence of the void were the first to develop the Voidfrost
Discipline. The sharp distinction between the icy, uncaring void and the warm glow of the
Emperor's embrace became a focal point for their new studies.
Ward the Chill - As psykers begin to embrace the ways of the Void, they must first
grasp the necessities for unprotected survival amidst the very environment that they
seek to master. The most crucial first step to this is learning to overcome the risks
inherent in survival without a pressurised atmosphere and without the warmth
necessary for life. Establishing the necessary techniques for calling forth a survivable
environment from the depths of the Warp is a rite of passage for those who seek to
master the Voidfrost Discipline. For some psykers, this first step is simply an intuitive
reaction -- their understanding of the void naturally compels them to create a liveable
environment. However, some psykers inadvertently exhibit this ability under life and
death conditions -- such as being involuntarily expelled from their vessel. (Free with
Voidfrost Discipline Purchase):
(100) Embrace of Emptiness - Within the depths of the void, it is not uncommon for a
vessel to suffer a catastrophe that leaves its crew injured and the craft distant from any
aid. By exercising his understanding of the void, a psyker who has mastered this power
can wrap himself or an ally in the void's icy embrace, stabilizing the target and allowing
it to survive the harshest of conditions for some time. This technique requires delicate
focus to take its full effect, and so it cannot place an unwilling target into the protective
sleep it grants to allies. However, in a pinch, some Astropaths have used it to slow and
disorient attackers. The psyker activates this technique intuitively. If he succeeds and
his target is a willing ally, the target's core body temperature drops and all of his
metabolic processes virtually cease. The character immediately enters a trance, which
lasts for a number of days at which the power was activated (the psyker chooses the
number of days at the time of activation). For this time, the target does not need to
breath or eat, ignores environment effects including that of the vacuum, and he can
even survive ongoing negative effects such as blood loss. Under the effects of Embrace
of Emptiness the Astropath appears dead to all mundane senses. (Free with Voidfrost
Discipline Purchase):
(200) Quest for Warmth - Many psykers who embrace the Voidfrost Discipline do so as
part of an effort to find other minds amongst the expanse of the void. This is typically a
reaction to their desperate need for respite from their isolation -- particularly common
among those Astropaths who man facilities that are distant from all of humanity. As
these characters continue to extend their minds into the void, they become ever more
capable at identifying any signs of sentient life -- including the minds of xenos. A
psyker who activates this power extends his mind deeply into the void, searching for
any other active minds. If successful, the Astropath can sense from any direction and
distance, any concentrations of sentient life within range and are immediately
identified, regardless of any shielding or attempt at concealment.
(200) The Void's Touch - As a psyker's relationship to the dark chill of the void grows
stronger, he often gains the ability to draw upon its inherent nature. One of the first
stages of this process is in the mastery of a technique that siphons warmth from objects
or individuals into himself, ripping the heat out of any objects between himself and his
target, creating a frozen path straight to his foe. The attack seems slow-moving at first,
but rapidly accelerates as the psyker directs it on towards the object of his enmity. It is
also notoriously difficult to avoid this power, as the psyker can easily redirect the trail
of frost with his mind, trapping his foe within an ever-shrinking cage of cold.
(100) Breathstealing Barrage - The void is tranquil, but that desolate quiet can kill. Life
can hardly survive without some shelter from the lifeless emptiness. Some psykers
embrace this destructive nature as a method to overcome their foes, while they
maintain their own composure through contact with the icy chill of the void. The
psyker focuses his will as a cluster of energy bolts. These bolts are a physical
manifestation of the cold energy drawn from the depths of the void. These bolts first
appear near the psyker, then must physically travel the distance to his target or targets.
(100) Black Sheep - The embrace of the void can offer comfort to an isolated psyker, but
those who master its ways soon discover that it can also be a powerful ally. The chill of
the void offers a myriad of options to those who commune with it to such a degree that
its nature becomes an inherent part of their psyche. Critical among these abilities is the
knack for inflicting the void's essence upon a foe's mind by forcing him to confront his
insignificance in the vast, cold universe. While a psyker who has come to understand
the nature of the void may find such truths comforting, other individuals who are less
accustomed to the perspective rarely find it so pleasant.
Void Substantiation - Through discipline, practice, and self-affirmation a psyker can
come to embody the chill of the void. In doing so, he can learn not just to dwell within
its isolation, but to find unity with the emptiness in doing so. A character who masters
this ability becomes capable of surviving and acting normally without warmth,
pressure, or breathable air, and can also use this power to blunt the effects of extreme
cold or toxic atmospheres.
(400) Freeze the Soul - There are few prodigies of the Voidfrost Discipline, but legends
circulate of those who have completely mastered its ways. The stories tell that they
drop the temperature in a room with their entrance and can freeze a man solid with a
stare. The most terrifying of these tales are likely based upon the few psykers capable of
using techniques like this one upon their opponents. The psyker is said to draw a chill
wind from the lightless depths of the void down upon his foes, surrounding them with
enveloping layers of ice and freezing their blood even as it pumps through their veins.
Targets of this power die an agonising and rapid death, wracked by hours of exposure
in the blink of an eye, shattering or crumbling in the unforgiving ethereal gale. This is a
rare power, yet it has caused countless nightmares for those who have seen it used. Few
can speak firsthand of the horror it inflicts upon its targets, for those who find
themselves trapped within its pitiless blast rarely survive to recount the tale.
Soul Ward Discipline:
Basic Technique: The Emperor's Guidance - Psykers who learn the Soul Ward Discipline expect
to rally their allies so that they can hold the line against any threats to the Imperium. While a
portion of this ability comes from their divine faith in the Emperor, a far greater portion
comes from their direct connection to His grace in the form of their Soul Binding. By calling
upon the power of the Warp through this connection, they can share the power of His grace
with their allies. This can swiftly bolster their faith in their cause, so that their opponents
might be vanquished.
Know Thy Place - Through the majesty of the Emperor, the psyker comes to understand his
place in the galaxy, particularly with reference to the majesty of the Emperor and the terrors
of the Warp. This understanding represents a reassurance for a psyker who has come to grips
with it, but to the uninitiated, the perspective may be terrifying.
Heresy's Price - Those who oppose the Emperor cannot hope to stand before His majesty. The
divine grace of the Astropath's soul bond represents a manifestation of His presence. A psyker
who has studied the discipline of the Soul Ward is often capable of focusing the Warp's energy
to display this glory in a way that may distract his foes. As they lose focus, they often become
prone to mistakes in battle, so that His presence serves as their downfall.
Bastion of the Imperium - A psyker who has begun to master the discipline of Soul Warding
may pass the protection of the Emperor on to those who most need it. After focusing his will
through a moment of prayer, the psyker hones in upon the essence of his Soul Binding.
Channelling the energies of the Warp through his focus, he grants the target a temporary
physical manifestation of that sacred protection.
Chorus of the Righteous - Drawing upon his connection to the Emperor through his Soul
Binding, the psyker may motivate his companions to fight with ever greater fervour. The
psyker and all emblems of the Imperium briefly flare with a blinding white light. As this
happens, targets can hear the voices of an Astropathic Choir join in song, in praise of their
mission, and casting damnation upon their foes. All targets immediately sense a powerful rush
of vindication in their battle against those who would dare to oppose their sacred cause.
Strength of Truth - Those who choose to master the skills of the Soul Ward invariably have an
incredible degree of trust in their abilities and in the cause of the Emperor. For some, this faith
was instilled in childhood; for others, it came as part of their life experience. In all cases, an
individual's survival of the Soul Binding process served as a confirmation of this faith. With
this power, the psyker gains the ability to share his faith with others, using the Warp to make
it physically manifest within the bodies and minds of allies.
Enduring Faith - It is said that the Emperor lends his strength to those who display the faith
required to help themselves. A psyker who has learned this ability may grant a restorative
boon to those who have served Him already, that they might continue to do His most holy
work without the need for rest. Legends say that some Astropathic Choirs have remained
continuously active for years by sharing this technique amongst their members.
Reward of the Renegade - Those who would dare to act against the Imperium do so with the
knowledge that they are in opposition to the divinely mandated will of the God Emperor. To
undertake such a path is to betray all of Mankind. This treason is a folly of the highest order,
and yet there are those who continue to follow this path towards destruction. With this
technique, the psyker uses his Soul Binding to punish these offenders, shielding his allies with a
luminescent corona and turning the wickedness of his foes back upon them.
Glory of the Just - As an Astropath's mastery of the Soul Ward school grows, so to do the
methods by which he may grant the Emperor's blessing upon his allies. There are no limits to
the number of ways that the Emperor may bless those who act in his name. He may reach
across time and space to aid those who act in his service for the good of all Mankind. Those
who receive the blessing bestowed by this technique may begin to realise just how far his reach
can extend. Targets can feel the flow of time slow for their enemies as they become more
capable of granting justice to those who have offended Him.
Call of Faith - Those who have faith in the Emperor are often capable of performing actions of
superhuman endurance. While many do so through nothing but their faith, those under the
influence of this technique are aided by the energy of the Warp as focused through a psyker's
Soul Binding. In this way, they may continue to serve the Imperium, overcoming even the most
potent of foes.
Control the Mind - The Astropath reaches out and temporarily controls the mind of a gunner
on the enemy ship, making him fire on a chosen target.
Dark Labyrinth - The Astropath disguises the interior of his ship, shrouding it with dark
shadows and illusory twists and turns.
Flash Fire - The Astropath attempts to cause psychic flames to burst alight aboard the enemy
vessel.
Ill-Omens - The Astropath spreads unnatural terror among enemy boarders, blunting their
assault by eroding their will to fight.
Mask of the Void - The Astropath makes his ship appear to perform a manoeuvre to trick his
foes. The vessel shimmers and warps, seeming to be in more than one place at once.
Psychic Deflection - The Astropath attempts to deflect an incoming shot with his psychic
might, turning aside a blow that might fell his ship.
Quell Flames - The Astropath dampens a fire within the ship with his mind, willing the flames
to sputter and die.
Unnatural Resolve - The Astropath dampens the crews' primal instincts with psychic energy,
making them supernaturally fearless.
*Navigator Abilities
Requires Warp Eye
Aether Doldrums - A skilled Navigator can use this power to mark a point of calm in even the
most tumultuous Warp Storm. On a smaller scale, they can also use this ability to find a
stillness in the Immaterium flowing around them that dampens psychic powers and pushes
Daemons back towards the edge of the dark pit from whence they came. Many Navigator
Houses teach their progeny how to seek this calm in the Warp, as it may be the only thing that
stops the Navigator from being torn to shreds and their soul devoured by daemons in the case
of a failure in the Gellar Field.
Baleful Watcher - The power sometimes called "Baleful Watcher" or "Piercing Gaze" is a
technique taught to Navigators to help them to penetrate the densest of Warp Storms and find
a safe path. However, when turned on an individual, this power allows the Navigator to look
past the facade of material reality, and thus exploit the knowledge he gains from staring so
deeply into his foe's soul.
A Cloud in the Warp - By understanding and perceiving the "currents" of the Warp, the
Navigator can hide his presence from those who would use the Immaterium to detect him.
Whilst it does not in any way mask his presence in the material universe, it can ably hide him
from detection by psykers and confuse creatures whose essence and existence are linked to the
Warp, such as daemons and other Warp entities. As the Navigator grows in power, he will
become harder to detect, as well as being able to mask others' Warp signature if they stand
nearby.
Corrupting the Flesh - A vile power that is generally only used by Shrouded or Renegade
Houses. Navigators can use this power to channel the corrupting power of the Warp and bathe
their targets with its malign power. This power not only inflicts excruciating pain, but it also
can lead to spontaneous mutation or even death. However, the power is not without cost, as
Navigators who make use of this power on a regular basis risk losing their grasp on reality.
Disrupting the Empyrean - Navigators possess an almost innate sense of the Warp. Through
little-understood methods of psychic manipulation, the Navigator is able to churn up the local
area of Warpspace, in essence, creating something akin to a miniature Warp Storm in local
space. This has an effect on voidships attempting to exit and enter the Warp. Ships wishing to
enter the Warp will need to travel out of the area of disturbance or risk damage. Those
voidships wishing to exit the Warp must do the same.
Ebb and Flow - Time can flow in a strange manner when travelling through the Immaterium,
and over the years many Navigators have learned to move with the temporal unpredictability
of the Immaterium that underlies reality. By unleashing a vision that strips away the
presumptuous facade of linear time before an attacker's eyes, the Navigator can slow an enemy
to a crawl. Even if the power's effect is extraordinarily subtle, many have found it to be just
enough to stay an assassin's blade by a few precious moments or prevent a foe escaping the
judgement of the Navis Nobilite.
Evil Eye - On many worlds, three-eyed mutants who can peer into your soul are thought of as
bogeymen to scare children into obedience and people whisper that they are a tainted breed
that can curse good, Emperor-fearing citizens with but a glance. These legends likely do not
truly refer to Navigators, but they do echo with the truth of the matter, as techniques exist that
can cause a person to attract the malign spirits of the Warp, drawing hungry things to them
that slowly siphon away at their very mind and soul. The use of this power is reserved for the
Navigator Houses' most loathed enemies, and these unfortunates soon find that their luck fails
them and their allies treat them with disdain.
Eye of Oblivion - The Navigator snaps open his Warp Eye and traces the vital lines that bind a
creature's animating force to its mortal shell. By psychically striking these places with the
utmost precision, the Navigator can inflict harm on his target's very essence, and thus defeat
foes that might otherwise seem inviolable.
Foreshadowing - By using his third Warp Eye to filter small secrets from the near future, the
Navigator can choose to make slight adjustments to his actions to avoid harm and manipulate
the course of events. Only if the Navigator tries to dig too deep into the near future for secrets
does this power become so unpredictable that the Navigator may become a victim of the
Warp’s lies.
Gaze into the Abyss - This power allows a Navigator to see a creature's or object's reflection in
the Warp and learn things hidden from the real universe. This power is most useful in
unmasking both psykers and daemons, but has other applications, such as reading residual
psychic taint on objects and tracking powerful psychic entities.
Held in my Gaze - The unflinching third eye of a Navigator locks a creature in place with a gaze
that pierces flesh and bone to see the immaterial essence of all things. Most commonly
employed against psykers, this ability can be used to render them effectively powerless and
prevent them from calling upon their abilities. It is also undeniably effective against creatures
with a strong connection to the Warp, such as daemons, upon which it can have spectacular
and devastating consequences.
Immolate the Soul - Navigators have the ability to tap into the Warp and bend it to their will
through their Warp Eye. By carefully channelling the power of the raw Immaterium, a
Navigator can cause flesh to blister and spontaneously combust. In fact, it seems that the more
corrupt a person is the quicker and more savage the burning process. It is powers such as this
that can cause the uneducated to rightly fear the Navigators and give cause to hunt them down
as witches and sorcerers. However, the more pious members of the Navis Nobilite feel that this
power has been bestowed upon them by the Emperor Himself so that they may prosecute His
enemies with cleansing flame, and it is rumoured that these pious members of the Navigator
Houses use this power to hunt down errant members of the Navis Nobilite.
Inward View - There are many myths about the Navigators' "third eye", its origins supposedly
harking from the ancient past of Old Earth itself. The Navis Nobilite knows that such stories
are not wholly mythical, though, and that it is entirely possible to discover hidden knowledge
and a degree of inner calm using the Navigators' own unique brand of introspective
meditation. Many of the older, more cloistered members of the Navigator dynasties spend
prolonged periods in their Reclusiam Chapels, meditating upon philosophical issues and
esoteric lore.
Obliterating the Immaterial Wake - Using arcane knowledge of Warp physics and even special
techno-arcane devices (such as a ship's Warp Vanes), the Navigator can influence tides in the
Warp and attempt to obliterate any trail left from his voidship's passing through the
Immaterium and even realspace, making it difficult, if not impossible, to track. Using this
ability is distracting and physically taxing, however, as the Navigator risks unconsciousness
and physical damage.
Pass Unscathed - Being so closely linked with the Warp, it is no surprise that Navigators have
developed techniques to avoid its corrupting influence on both themselves and those around
them. With a great deal of effort, the Navigator can slow the insidious effects of the Warp for a
short period of time, relying on his mental fortitude to touch the poison of Chaos without
being corrupted by it.
Precognition - More senior Navigators sometimes learn to use and interpret the portents from
the Emperor's Tarot. This form of precognition is much more vague and difficult to interpret
than attempting to divine the future by gazing into the Warp directly, but remains far safer.
Refresh and Revitalize - It takes stamina and fortitude to be able to sit at the Navigator's station
day after day, making sure a voidship stays on course. However, Navigators can tap into the
power of their genetic heritage and offset fatigue and exhaustion, allowing for a longer vigil
than normal. While this isn't the same as the Adeptus Astartes' Catalepsean Node (the organ
that allows Space Marines to keep half of their brain awake so that they can be roused swiftly
if necessary), it is relatively close in function and does not impart debilitating side effects on the
Navigators. However, this power only postpones the fatigue; it does not erase it. Once the
Navigators have the means, they must sleep or else they risk falling into a coma that can last
for solar days.
Scourge of the Red Tide - Through their understanding of the Empyrean, the Navigator calls
upon the full fury of the Warp and brings forth a scouring tide of Warp energy that jets forth
from their fully-opened third eye. Flesh is seared to the bone, and vital fluids boil away as the
victim's soul is consumed in the attack. However, using this power can jeopardize the users as
well; consequently, it is generally only used as a last resort as the power of the Warp comes
flooding into realspace, consuming all in its path.
Seek the Path - The Navigator uses his third eye to peer through the Immaterium around him,
piercing the churning clouds of the Warp to find the causeways of least resistance to his target
and assessing the paths of its reaction before it can even move to defend itself. In this way, the
Navigator guides his own attacks to their destination while circumventing his foe's desperate
attempts at defence.
Stacking the Deck - Navigators, by their training, are taught the basics of starship naval
combat. Navigators are also able to perceive flickering shadows of possible future events. By
peering into the streams of time and space and studying the currents and eddies of the warp,
the Navigator can attempt to position his vessel for a more optimum firing solution, angle it
such a way that the ship’s armour is able to better deflect an incoming attack, or even point the
ship in the best direction for a tactical retreat.
Stripping the Husk - With this power, the Navigators are able to quickly snap open and close
their Warp Eye, unleashing a blast of energy that immediately shears flesh from bone. In a
gruesome display, Navigators who utilize this power can reduce an opponent to a pile of
steaming bones and quivering meat in a matter of moments.
Stupefy the Soul - Some Navigators are able to moderately control the warp energies that can
spew forth from their Warp Eye. While most can kill with a look, other Navigators can stun
their opponents. By only partially opening his third eye, the Navigator can shock the souls of
living creatures. Sometimes this merely stuns the opponent, but there are other times when the
Navigator may wish to ‘push’ a bit further into a foe’s mind causing him to suffer fear and
shock as the warp assails both minds and spirit. This has the added results of forcing the
opponent into fleeing or suffering a complete mental melt-down as his grip on reality shatters
from the power of the warp.
The Course Untraveled - Time is not an arrow that flies straight and true, but rather, a tangled
web of moments and possibilities. The Course Untraveled power allows a Navigator to
negotiate this web, stepping fractionally from one moment to another, and in the process,
altering his position in the physical world. The use of such a power is extremely dangerous,
however, as the Navigator is not actually physically travelling in place as if he were teleporting
through the Warp, but rather choosing an alternate future in which he wishes to inhabit. He
risks both injury and madness in trying to step outside the flow of time in this way.
The Lidless Stare - If a Navigator opens his third Warp Eye fully, anyone gazing into its depths
will witness the power and mind-breaking unreality of the Warp. In an instant, they witness
the chaos boiling beneath the skin of existence and for many, it is the last thing they ever see.
Tides of Time and Space - By examining the flow of the Warp around him, the Navigator can
anticipate near future actions and thus move outside the normal flow of causality by choosing
strands of reality and slipping between them. Whilst this power can be of great benefit to the
Navigator, it is also very dangerous, and should he lose control, the results can be disastrous for
both him and anyone near to him in local space-time.
Tracks in the Stars - When a starship travels through either realspace or the Warp it leaves a
faint trail, the lingering shadow of its Warp-Drive's emanations. Using his third eye, the
Navigator can follow this trail across the stars.
Visions of Hell - While many Navigators simply focus on wreaking as much destruction as
possible by revealing the Warp to their foes with powers like Lidless Stare, some Navigators
prefer to act with more subtlety and train themselves to cast projections of the true face of that
hellish dimension, causing even the most stout-hearted of warriors to collapse to their knees
and weep as their sanity unravels.
Void Watcher - Using this power and gazing into the void whilst aboard a starship, the
Navigator can learn things about space in the immediate vicinity of his vessel. This can reveal
hidden dangers such as mines, void creatures, and concealed ships, as well as more mundane
perils like asteroids and debris. With skill and practice, a Navigator's void sense can become
amazingly precise and reach out across millions of kilometres of space.
Warp Vigil - Navigators must be ever watchful for danger when guiding a vessel through the
Warp, and be capable of reacting at a moment's notice to the caprices of the shifting Realm of
Chaos. On the battlefield, a Navigator can turn this power to his advantage, reacting to strikes
before they arrive or even calling allies to move out of harm's way moments before an enemy
can land a telling blow
*++ PSYKER SPECIALIZATIONS ++
If you buy anything from this section,
you are giving up your discount in the Astropath Abilities subsection above.
[PS]
Eldar Generalist (Free for Eldar, Eldar Only)
Eldar Seer [200] (Eldar Only)
Runes of Fate / Farseer [400] (Eldar Only, Requires Eldar Seer)
Runes of Battle / Spiritseer [200] (Eldar Only, Requires Eldar Seer)
Warlock Training [200] (Eldar Only, Requires Aspect Warrior & Spiritseer Training)
Phantasmancy [200]
(Eldar Only, Requires Mask of the Harlequin & at least Beta grade Psyker)
This is the psychic specialization of Harlequin Shadowseers, and by taking it you become one of
their number. Shadowseers utilize combat telepathy as their primary weapon, turning their
victims' senses against them, blinding eyes, driving brave men mad, or gouging fatal
psychosomatic wounds. At the same time, they shield their allies from harm, wreathing them
in illusory veils or shadows. Shadowseers do not remove their featureless silver masks in front
of others, meaning they are utterly anonymous. This mask reflects only a distorted reflection
of the gazer’s future self unless the Shadowseer desires it to reflect something specific. Each
Shadowseer carries two extra masks on their belt to give to other Eldar when they become
Harlequins. Purchase of this comes with the following Wargear - A Crediann (a programmable
fire Hallucinogenic gas canister grenade launcher), a Shuriken Pistol, a Miststave (a staff
weapon that channels psychic force into blows that can shatter armor & bone alike and
scramble the senses of any living target it hits), and a Flip Belt (which enhances the Harlequin’s
already amazing agility to incredible unearthly levels).
● Veil of Tears - Sketching a gesture in the air, the Shadowseer snatches the image of the
Harlequins from the minds of their foes, and plucks it out, hiding them from sight.
● Dance of Shadows - The Shadowseer uses his powers of illusion to exaggerate the play of
light and shadow around his allies. The effect swiftly intensifies, shrouding the unit in a
whirling vortex of gloom, shot through with blinding pulses of light.
● Peal of Discord - Drawing in a slow breath of Warp energy, the Shadowseer throws
back his head and sings out a perfect note, interwoven with a horrific banshee scream.
Soaring and plunging, the wave of sound rolls outward, a crashing discordia that
shatters bones, bursts brains, and leaves the few survivors bleeding and befuddled.
● Shards of Light - The Shadowseer reaches out and plucks blades of light from thin air.
Though nothing but illusion, this trick is so realistic that it fools the senses utterly, the
blades inflicting horrific psychosomatic wounds as they whistle through the air to
blind and impale.
● Fog of Dreams - Soft and subtle, the Shadowseer sends his consciousness forth like a
creeping mist. Moment by moment, his thoughts seep into those of the foe, veiling their
sight and baffling their senses. Soon enough they see only a whirling bank of lambent
silver mist. The sounds of battle echo weirdly through this icy murk, and shadows
prowl beyond the edge of sight. The enemy are left deaf, blind, and all but helpless as the
Shadowseer's comrades descend upon them.
● Mirror of Minds - The Shadowseer singles out a foe and appears to them as an
apparition lodged in their subconscious. Reality falls away before the helpless victim,
replaced by a warped mirrormaze of the Shadowseer’s making. Though only seconds
pass in the real world, within the victim's mind they must strive against the
Shadowseer's will for days, months, even years in their efforts to escape. Many never do.
Their souls erode until nothing remains but a ghost, wandering mad and alone within
the prison of their own mind.
● Skeins of the Future: A form of second sight that, rather than being concerned with
literal manipulation of events, is focused on fulfillment of mythical roles that others
unknowingly assume. This allows the Shadowseer to track the flow of battle in far
greater detail than any mere sensory individual might, understanding the gestalt of
battle and where blows must be struck, when dodges must be made, and when,
unfortunately, allies must fall. The trade off is, of course, understanding how the
mythical quality of the battle will also lead to the destruction of the Shadowseer’s
enemies.
Aetheromancy [200] (Eldar Only, Requires Blade of the Corsair)
Revenant [200] (Eldar Only, Requires Ynnari Prophet)
Bonesinger [200] (Eldar Only, Requires Path of the Artisan): This power allows the crafting of
truly complex and intricate and large Wraithbone constructs, such as weapons, relics, and
voidships.
Human Generalist [200] (Free for Sensei who don’t specialize):
Biomancy [200]
Divination [200]
Pyromancy [200]
Telepathy [200]
Telekinesis [200]
Malefic Daemonology [200]
Sanctic Daemonology [200]
Slaaneshi Chaos Sorcery [200]
Nurglic Chaos Sorcery [200]
Tzeentchian Chaos Sorcery [200]
Technomancy / Heretch [200] (Requires Space Marine Librarian)
Fulmination / Ectomancy [200] (Requires Space Marine Librarian)
Geokinesis / Geomortis [200] (Requires Space Marine Librarian)
Librarius / Sinistrum [200] (Requires Space Marine Librarian)
Tempestus [200] (Requires Space Wolf Space Marine)
Sanguine [200] (Requires Blood Angel Space Marine)
Interromancy [200] (Requires Dark Angel Space Marine)
Stormseer [200] (Requires White Scars Space Marine)
*++ TRANSHUMAN ABILITIES ++
[TA]
Geneseeds will get either a stipend or a discount
Comparisons between Space Marines, Thunder Warriors, Custodes, and Primarchs
A Space Marine is, in every way, superhuman. Faster, Smarter, Tougher, Stronger, more Charismatic. How
superhuman varies by the fluff, but generally speaking, assume between twice peak and five times peak.
Thunder Warriors are, in every way, physically superior to Space Marines, up to three times as strong and
tough and twice as fast. Custodes make them look like chumps and are just as superhuman mentally as they
are physically. The Custodes were designed by the Emperor personally to be his bodyguard and there is clear
evidence he ignored the limitations he imposed upon himself in the creation of the Thunder Warriors and
Space Marines to create them. Primarchs are the Emperor going even further, pushing his technology to the
limits.
*Manifest and Sovereign Abilities
Each transhuman can have no more than two Manifest and one Sovereign Ability. Manifest
abilities are the things of legend… Sovereign Abilities are Manifest Abilities on crack. Each of
these are greater and lesser aspects of the Emperor himself, as manifested in his genesons.
Custodes get +200 CP in this section. Primarchs get +400 CP, and the Zeroth Primarch gets +600
CP.
Manifest Artist [200]: Great works of art can inspire, impress, or stun those receptive to the
imagery contained within. A Manifest Artisan need not worry about a receptive audience, and
can do more than merely inspire. By putting part of themselves into the work (metaphysically),
the Manifest Artisan can instill any emotional state they are capable of feeling into it, which
will in turn be felt by those viewing it. Any basic meaning can be imparted, and the more
complex the work, the more complex the meaning. This applies to physical art, but extends to
any medium and style. The Manifest Artisan instinctively understands all mediums and styles
he comes in contact with and can flawlessly copy any work produced by a lesser hand, and
easily improve upon it. The Manifest Artisan can turn even the most prosaic of things into a
work of art to last millennia.
Sovereign Artist [200]: If the Manifest Artisan can influence those who gaze upon their
works, the Sovereign can overwhelm the viewer, drawing them into the work, shaping the
viewer’s reactions in such a way that only the most resolute minds can resist feeling whatever
the Artist desires them to feel. A signature from a Sovereign Artist could reduce strong men to
tears, a painting enthrall the mind, a sculpture prompt a reverence of a long dead icon, a
turnstile grant an understanding of the importance of civil responsibility.
1. Architect: Building amazing buildings, especially defenses
2. Authority: Leadership and Command, strong hierarchies
3. Beast Slayer: Fighting things larger and more savage than you
4. Charisma: Presence, Force of Personality, Glory
5. Conqueror: Invasions & Subjugation
6. Craftsman: Building Amazing devices, Efficiency
7. Cunning: trickery and intuition
8. Destroyer: Breaking Defenses, obliterating cultures, erasing history
9. Disdain: the ability to set aside unneeded emotions, desires, or people
10. Immortal Words: A Mastery of Rhetoric
11. Intrigue: Scheming, Plotting,
12. Psyker: Power of the Mind
13. Rage: Focused anger
14. Scholar: An understanding of learning, sciences, and lore. Intuitive complex math
15. Speedster: Ride or Drive anything
16. Tactician: Battlefield insight
17. Valor: Battlefield power
18. Virility: not just personal ability to have children, but to inspire growth
19. Warrior: Fighting people
20. Compasion
Enhanced Geneseed [100 per]
First free if you’re a Blank & a Primarch or a Navigator & a Primarch, with restrictions.
First three free with Jumpseed Vats if you’re not a Primarch.
You may add one perk or power to your geneseed if you are a Primarch or have bought the
Geneseed Vats with the Jumpseed upgrade found in the Relic Section. This creates another
entire organ which is added to each set of geneseeds and implanted into all your genesons (or
genedaughters). This can be bought up to 6 times. It can be used to grant Perpetual for 2 slots, or
Sensei for 4. It cannot grant a race (Geneson counts as a race), or Phoenix Lord or Omnissiah.
Capstones and capstone boosters cost 2 slots as well. If you’re a Blank Primarch, if you take the
Freebie, it must contain Blank. Likewise a Navigator Primarch.
Brilliance & Genius [200]
Discount Sensei, Primarchs, & Custodes
Choose two skills, any two fields of study that could be known to a man of the 30th
millennium. Set one of them as primary and one as secondary. You are now an unrivaled genius
in those two fields, only being able to be surpassed by those who focus more than you do on
those fields and are equally one in a trillion geniuses… or other primarchs who have a primary
in that area where you have a secondary. For instance, Magnus’s knowledge of Warp Lore is
unrivaled by any, possibly excluding the Emperor. Angron’s knowledge of all the myriad ways
to hurt people is probably unrivaled outside of the greatest painsmiths of the Dark Eldar, but
while they focus on subtlety, he focuses on slaughter. A narrower focus makes you more
effective at the cost of versatility, a wider focus costs you depth but boosts versatility.
Obviously, you will be more impressive in your primary specialty than in your secondary one.
This does not allow you to violate what can actually be done with that skill, or push it to
conceptual levels, but does push it pretty close to the limits.
*Librarian
*200 Moritat Conditioning: Moritats were specialized Space Marine warriors during the Great
Crusade and Horus Heresy. The individual assigned to this duty were often cold-blooded
murderers who fought with a suicidal fervor. They were normally given missions to which
they were would not be expected to return. The Moritat had their origin in Raven Guard Ash
Blind (also known as Sable Blind on Deliverance). These black-eyed warriors were veterans
who were known to forsake all pretense of self-preservation, fighting with a terrifying
determination before succumbing to their foes. The survivors of these suicidal incidents were
sometimes recovered and in future battles would often descend into the same suicidal fervor
that befell them before. The Raven Guard under Corax would organize these warriors into
units of assassins and shock troops and they proved highly effective. After the Raven Guard
bested the Ultramarines in several simulated battles with these warriors, Roboute Guilliman
adopted similar units in his own legion, designating them Moritat. They then spread
throughout the rest of the Legiones Astartes. Mainly they were armed with the two Volkite
Serpentas or two plasma pistols, connected to their jump packs via plasma feed cables and
capable of launching an incredible amount of constant firepower.
*Warsmith was an honorary rank held by the senior Space Marine Captains who commanded
the Grand Battalions of the Iron Warriors Legion during the Great Crusade and Horus Heresy
eras in the late-30th and early 31st Millennia. The rank was granted for exceptional skill and
valour in carrying out the IVth Legion's battles, and gave its bearer command over several of
the Iron Warriors' companies, which were combined into the larger unit known as a Grand
Battalion. After the Horus Heresy, the title would later be used by the Chaos Lords who
commanded each of the Iron Warriors' myriad warbands of Chaos Space Marines. The Iron
Warriors Legion of the late 41st Millennium is organised into a number of large warbands
known as Grand Companies, each commanded by a Chaos Lord who bears the title of
Warsmith. Originally, each Grand Company would have been similar in size and organisation,
totaling approximately a thousand Space Marines, but now they vary in size enormously after
ten millennia of battle and losses. The Warsmiths themselves are all extremely gifted in
combat engineering, many maintaining a large contingent of slave-mechanicians to perform
the more menial work. It is uncertain how many Grand Companies there are at any given time.
At the time of the Horus Heresy, the IVth Legion had an added layer of organisation known as
a Grand Battalion, which contained several Grand Companies and was commanded by an
officer with the rank of Warsmith. At the time of the Drop Site Massacre on Istvaan V there
were at least twelve Grand Battalions in the IVth Legion, although with the widespread
deployment of many garrison forces in that era, it is impossible to be sure.
A Legion Consul Praevian is a bygone officer rank of the Space Marine Legions used during the
Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. They were the
keepers of bound automata, those soulless machines sworn to the Legion's service and inducted
into their ranks as honorary Legionaries after decades of service, a practice that increased as
the Horus Heresy inflicted an ever-growing death toll on many Legion's ranks. Initiated into
the rites of the Mechanicum to a lesser-degree, these officers oversaw the maintenance and
programming of their charges, and ensured that loyalty to the Legion and its traditions were
embraced in their own logic. On the field of battle they marched at the forefront of the
inducted maniples, guiding them in the correct prosecution of war and acting as examples of
true sons of the Legion. Often chosen from amongst the ranks of those veterans whose injuries
had required extensive augmetic rebuild and left them ill-suited for other, more specialised
roles, these warriors were often solitary individuals, given to brooding and keeping to the
company of their own iron brothers. It was rare in most Legions for these warriors to advance
higher up the chain of command, and some Legions used the rank as a dumping ground for
those deemed unfit for other duties, while others, most notably the Iron Hands and
Salamanders, considered it an honour to serve with such unique avatars of the Machine God's
craft.
Equerry is a bygone title, a relic of the Great Crusade era of early Imperial history in the late
30th and early 31st Millennia. Space Marines who were selected for the honour by a superior
officer were known as Equerries, and served as a trusted comrade and a confidant to the senior
officers of their Space Marine Legion. The highest honour was reserved for those Astartes
selected to serve as Equerries to their Primarchs, the genetic forebears and masters of the
Legiones Astartes. At the time, it was also customary for senior military officers from all corps
of the Imperial Army to perform in a similar role by selecting a more junior officer as an
aide-de-camp. By the late 41st Millennium, the practice had fallen out of favor, but some
Astartes Chapters keep the tradition alive by assigning a personal Chapter Serf to each
Battle-Brother. These modern Equerries no longer follow their master in battle, but function as
a confidant and a link with their lost humanity for their Astartes master.
A Herald was a bygone unofficial Consul type rank conferred upon certain Legionaries within
both the Loyalist and Traitor factions as well as the Blackshields -- Space Marine outcasts and
marauders of uncertain allegiances or origin -- during the Horus Heresy in the 31st Millennium.
As the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under
the banners of warlords they had never seen or heard firsthand, and even amongst those such
as the Legiones Astartes, near-religious fervour became common for those artefacts touched by
Primarch, Warmaster or Regent, and given to a chosen emissary as a sign of authority and
favour. The Blackshields, having obscured their heraldry or cast aside former masters were no
different, their strange sigils or blackened flags becoming totems of destruction and the
foresworn. Amongst the Blackshields, these emissaries were known as Dark Heralds
A Praetor is a bygone rank for a senior Astartes officer of the Space Marine Legions used
during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. The
Praetors were the mightiest warriors and battle-leaders of the ancient Legiones Astartes,
second only to the god-like Primarchs in martial skills and generalship. These lords of the
Imperium of Man held the power of life and death over whole worlds, with the direct control
of entire Imperial war fleets and armies in their hands. Each was a greatly experienced warrior
and warlord, unique in character, who had written a legend in blood for themselves, and
carried into battle the finest wargear and weapons known to Mankind at that time. In their
ranks could be found Chapter Masters and Lord Commanders, First Captains, Khans and
Tribunes as the traditions and cultures of their individual Legions dictated. They were the
masters of war who commanded the hosts of the Great Crusade that conquered worlds
unnumbered.
Shadowmasters: The Shadowmasters or Mor Deythan were a unit of Raven Guard during the
Great Crusade and Horus Heresy. They were ordinary battle-brothers who had their
primarch's ability to Shadow-walk. It was a quirk of the gene-seed in a few Deliverancian born
Raven Guard that had more than just the standard gene code. One unique trait about the
Shadowmasters is that they were completely unknown to their own legion. The marines were
selected for testing "Thermal Technology" which was considered "highly temperamental”.
Corax and select apothecaries are the only marines in the legion that knew of the group at the
time of the Horus Heresy. The Mor Deythan acted as an elite stealth team and saboteurs and
communicated through Stalk-Argot while working in concert with the rest of the legion. The
Shadowmasters performed flanking maneuvers and sabotaged columns of rogue Skitarii on
Constinax.
100 Legion Delegatus: A Legion Delegatus is a bygone officer rank of the Space Marine Legions
used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia.
A mid-ranking Legion officer, such as a Centurion, was often granted this rank and tasked
with specific missions by Legion high command and formally dispatched to act in all matters
with the full weight of their commander's authority. As such, they could mobilise the Legion's
resources to the full, deploy its assets and, if performing a mission of vital strategic worth,
assemble a strike force of chosen warriors.
http://imgur.com/gallery/TeF8mPw
-Geneseed
-Remberancer
-Librarian
-Captain
-Primarch
-Apothecary
-Praetor
-Centurion
-Herald
Custodes http://wh40k.lexicanum.com/wiki/Adeptus_Custodes
http://warhammer40k.wikia.com/wiki/Adeptus_Custodes
-Companion (the 300 most elite)
-Shield-Captain
-Companion Centurion
-Captain-General
++ 100% HUMAN ABILITIES ++
[HA]
100% Humans get 200 CP to spend in this section and a Discount on anything in it.
Abhumans get any one perk in this section Free.
Predict This [300]
Not only are your future actions impossible to detect for those blessed with Divination or any
other form of precog, but your past actions appear utterly insane, incomprehensible, or
impossible to anyone with retrocognition. In the present, clairsentience will return incorrect
data. But that’s not the limit. If you personally possess any of those three abilities, and an
artistic flare shall we say, you can repaint your past, present, and future to show whatever the
hell you like them to show. Giant middle finger, constant tea-time, an unending series of
failures. Intelligent foes might pick up on this trickery after the predictions don’t prove
reliable once or twice, but that first time is sure to be a doozy.
Sigillite’s Ways [400]
Even the divine (or close enough to make no difference) occasionally needs a big of grounding,
a reminder of the human perspective. Call it Speaking Truth to Power, if you will, but when
you speak, even the most high and mighty will pause and reflect on your words (well, maybe
not pause if it’s the middle of combat). If they find your words helpful or accurate, even if they
don’t take your advice, they’ll listen more in the future. If you’re often demonstrably wrong,
they’ll come to ignore you in time. Of course, if you give good counsel and do so reliably, you’ll
find that your role as advisor is easy to transition to that of friend and confidant, since an
informed advisor is a better advisor.
As one skilled in advising those who hold the reigns of power, you’ll find that your ability to
influence and manipulate those at lower levels in the hierarchy is magnified by how far from
the seat of power that individual is… even if you’re not (officially) part of the hierarchy
yourself. To the common people, you’ll always seem like someone who knows what’s going on,
and they will come to you to seek your advice or assistance with their problems if you allow it.
To those in power, you’ll appear to be an information broker, and they’ll seldom bother asking
where you got your information as long as you’ve proven reliable in the past.
Sigillite’s Will [400]
Malcador the Sigillite was but a man, yet during the climax of the Horus Heresy he took the
Emperor’s place upon the Golden Throne and, by sheer force of will, held it until the Emperor
could return, though it reduced him to dust. Your will is now the equal of Malcador’s,
towering, unyielding, absolute. No force in the universe can break your will. This effectively
makes your will unlimited… as long as your body can take the strain, as your will is not made
superhuman by this by itself. Imagine the largest willpower pool a human could possibly
have… but one that refills as fast as it can be used, cannot be drained unwillingly, and is
practically impossible to damage. That’s this. If you have other willpower perks, they can help
but add to the size and output or lessen the strain of using so much will at once.
● If bought with Sigillite’s Ways, the two synergize to draw people of power and prestige
to you, to bend the skein of fate to bring those who can help you better help any
administration you choose to serve to you. Need an elite cadre of assassins? One will
probably conveniently come to hand. Need some Space Marines with no Legion ties for
some blackbook projects? They’ll be along shortly. Those in power will tend to
overlook you doing things in their name without their permission, though not if it
demonstrably damages them or their position.
Warmaster [200]
Want to head off the Heresy? Want to start it a different way? Well, go for it champ. This
guarantees that, when the time comes, ol Emps will give you the title of Warmaster instead of
Horus. Why? Because you’re that awesome. If you are not a Primarch, this will probably not go
over well with that group of chuckleheads. This has no other effect in this jump, but in future
jumps, whenever you’re on the short list to be given any plumb assignment, you will get it
unless someone else on that list is massively and incontestably more qualified than you are.
*++ ELDAR WAYS ++
[EW]
Aspect Warrior (Free for Phoenix Lord)
-Warlock (Possibly Free for Phoenix Lord)
-Exarch (Possibly Free for Phoenix Lord)
Mask of the Harlequin [200]
Free for Solitaire
Organized into Troupes and then into Masques, a Harlequin is one of the assassin-acrobats who
serve the Eldar God ‘Cegorach’, aka ‘The Laughing God’... the only remaining Eldar God who is
both complete (Khane is shattered) and not a prisoner of a Chaos God (Isha is imprisoned by
Nurgle). The Harlequins are blessed with incredible agility, even by Eldar standards, and are
skilled in the use of a number of highly dangerous weapons. As a Harlequin, you gain a definite
boost to your agility and lethality with any less than conventional weapon… but your major
gift is the ability to subsume yourself so completely into any role you’re playing that any
attempt to read you can only read the mask you’re projecting, even with precog. You also get a
complete set of Harlequin Gear for free. A Harlequin can choose to upgrade to a Solitaire (by
taking the Eldar Version of Blank above), a Death Jester (by taking the Death Laughs perk
below), or a Shadowseer (by taking the Phantamancy Psychic Specialization above)... but only
one of the three. Harlequinns are the only Eldar who do not wear Spiritstones, though only the
Soltaire seems to end up being consumed by Slaanesh. Maybe the others go to Cegorach?
Trouper [100] (One Free & Mandatory for Harlequins who are not Shadowseers,
Death Jesters, or Solitaires, Can be bought for 100 CP by any Harlequin, even if they
already have a troupe type. The same troupe type cannot be bought multiple times):
Though it will still be centuries before the Harlequins are fully codified, even in these early
days they are divided into three different Troupes per Masque; Light, Dark, and Twilight.
Unless you have decided to upgrade into a Solitaire, Death Jester, or Shadowseer, you must
select from one of the three troupes to belong to. You may also upgrade to Troupe Master of
your particular Troupe to import your companions into it.
● Light Player: Light players embody the heroic aspects of the Eldar and their heroes, and
launch brave charges, fighting with almost reckless boldness and panache. As a Light
Player, you will find that the more glorious your actions, the more showy and daring,
the more the morale of your allies is bolstered in turn.
● Dark Player: These are the sinister, vindictive, and cruel, sometimes extremely cruel
rogues of the Eldar, the darkness and violence that Craftworld and Exodite Eldar tend
to keep repressed. They are extremely flamboyant in their actions, and as such you will
find that those of weak morale will find your dark presence extremely unnerving, both
in battle and out of it.
● Twilight Player: The strangest of Harlequins, their actions are governed by some
unknowable motive in battle. They appear capricious or obsessive, making their actions
extremely hard to predict until the moment their purpose stands revealed. As a
Twilight Player, your actions too will become inscrutable upon the battlefield and off to
all but the most intuitive or brilliant observer.
Death Laughs [300] (Harlequin Only): Ever wanted to be able to stride through a
battlefield laughing all the while. Now you can. A Harlequin Death Jester plays the role of
Death itself in the Masque, and dresses in billowing greatcoat and deathmask, bells a-jingling as
he or she lays down absolutely ruinous heavy weapons fire. Strong enough to fire any
handheld weapon without worrying about recoil, the Death Jester watches his enemies die
with darkly comedic good humor. Blessed with a twisted creativity when it comes to causing
maximum chaos to the enemy, a Death Jester is the only being in existence who knows how to
create and maintain the incredibly nasty Shrieker Cannon, a scythelike heavy weapon that
fires rounds impregnated with virulent biotoxins that cause the victim’s metabolism to
detonate spectacularly, the slightest wound promising a swift and horrific death… as the victim
transforms into a living bomb of bone and gore. Comes with a Holosuit, Greatcoat, Deathmask,
Shrieker Cannon, and Flip Belt.
Masquerade [300] (Harlequin Only): You may import all your companions as members
of your Troupe, making you the Troupe Master if you are not already a Death Jester, Solitaire,
or Shadowseer. Each of them join your troupe type and gain Eldar & Mask of the Harlequin
free, as well as a set of Harlequin Gear, and 400 CP to spend as they like. Your troupe also gains 1
Starweaver transport per 4 companions. If you are a Death Jester or Shadowseer, pick one of
your companions to gain the Troupe Master title and perk below. If you are also a Solitaire, this
is improved to a complete Masque, and two of your companions may become a Shadowseer and
a Death Jester in addition to being members of the troop. The Shadowseer receives 1 free
Psychic Potential Upgrade and the Phantamancy Psychic Discipline for free. The Death Jester
receives the Death Laughs perk and associated gear free. A Masque also gains two complete
squadrons of Skyweaver jetbike pilots with bikes, and a squadron of Voidweaver gunships
with pilots, and each troupe gains 1 Starweaver per 2 companions plus a generic Harlequin
pilot.
● Troupe Master [100] (This cost is only for Solitaires, Death Jesters, and Shadowseers
and requires having bought Trooper): As Troupe Master, all of the aspects of your
Troupe Type are magnified in you, making a Master of the Light appear mythic and
aggressive enough to cause those not similarly glorious to falter or fail when facing such
an opponent, making a Master of the Dark’s sinister nature to truly shine, causing fear
to a creeping dread to all who see their cruel acts and flamboyant finishes, and making
the Masters of Twilight appear totally insane, rendering predicting their behaviour
impossible without precognition… and even that might fail as they suddenly change
their minds at the last possible moment. Troupe Masters gain a Conversion Field
Emitter (a personal gravitic shield which converts damage into a flash of light) and
carry Vortex Grenades which rip enemies apart as they create a small Warp-Rift near
them.
Voidweavers: Voidweaver Gunships are a fast, open-topped skimmer, a three person light
anti-gravity attack craft (1 pilot & 1-2 gunners). They are equipped with a single Haywire
Cannon which fires anti-armor electromagnetic blasts, two Shuriken Cannons which fire
hypervelocity monomolecular ferro-ceramic discs (one underslung facing forward, one facing
backward and turretmounted, and several Mirage Launchers, which drop holo-grenades that
flood the area in a confusion of light and color. The Voidweaver is also equipped with a
Holo-field, which harnesses kinetic energy to distort the vehicle’s silhouette, making targeted
shots against a Voidweaver functionally impossible.
Starweavers: The Starweaver Transport shares its general design with the Voidweaver,
though it has only two forward facing Shuriken Cannons (one dorsal controlled by the pilot,
one ventral & turret mounted controlled by the passengers), in addition to the Holo-field and
Mirage Launchers. Like the Voidweaver it is a chariot style vehicle, and Harlequins routinely
leap onto or off of them in the heat of battle. A Starweaver can carry up to 6 Harlequins in
addition to the pilot.
Skyweavers: Skyweaver Jetbikes are heavily armed and incredibly fast two person
anti-gravity light attack craft (1 pilot & 1 rider). While the pilot steers, the rider uses a specially
designed melee weapon called a Zephyrglaive (a plasma pole-arm), or throwing Star Bolas (a
plasma melee-throwing weapon). Both rider and pilot are typically also armed with Shuriken
Catapults or Rifles, and dressed in Harlequin Holosuits which makes targeting them extremely
difficult. The Skyweaver itself has, besides the purely defensive / distracting Mirage
Launchers, either an underslung Haywire Cannon or a Shuriken Cannon.
Blade of the Corsair
Farseer
Path of the Artisan: Allows the shaping of Wraithbone
The Path of Pain: Dark Eldar
The Exodus: Exodite Eldar
Webway Traveller
Ynnari Prophet: The birth of the Ynnari is 11,000 years in the future, but the Eldar make very
long plans. The Ynnari seek to bring Ynnead, the as yet unborn Eldar God of Death into being
so that Ynnead can subdue Slaanesh and allow the Eldar to flourish once again. Or at least they
will, many many centuries from now. You are now the Prophet who foresees this far off
possibility.
*++ COMPANIONS & MINIONS ++
[CM]
Insert something. Must be the same faction as you, don’t get the stipend
*++ FACTION OF CHOICE ++
[FC]
You may select one and only one. Eldar are not required to pick Third Party.
If you took the Only War Scenario, you must match your pick here to which side you plan to support.
Your choice grants you a discount and an extra +600 CP budget to spend only on your faction’s perks.
Companions do not get the Factional Stipend.
YOU ARE REQUIRED TO ACTUALLY SUPPORT YOUR CHOSEN FACTION
Unity!
Tricksy xenos should have no part in what should happen to the human race’s future. At least
that is what the majority of people think. You however are not in the majority, or even if you
were, you are under the thrall of an ancient penis cult and group thinking to guide events to
prevail against the chaos gods. . . or at least that is what they say to those they trust. You may
not even trust them, who knows?
Loyalty!
The Emperor is the rightful ruler of all mankind! The one who has superhumanly brought
humanity back from the brink. It is he who you are loyal too! You are part of the Imperialis
Auxilia or the Legions dependent on your background selections.
Treachery!
Death to the False Emperor! Death to the weakling Imperium of Mankind! You know the
Truth as has been delivered to you! The gods are real and curse the existence of the Emperor,
calling him the Anathema!
*Treachery Perks
-The Undivided Eye
-Blessing of Nurgle
-Blessing of Slaanesh
-Blessing of Khorne
-Blessing of Tzeentch
-Whispered Words: Corrupt others
-Chaos Sorcery: Requires Psyker
-Treachery most Foul
*Unity Perks
-Agent of the Cabal:
-Freedom Most Precious
-Cooperation is Vital
-Trust is Essential
Taghmata Omnissiah http://wh40k.lexicanum.com/wiki/Taghmata_Omnissiah
-Skitarii
Collegia Titanica http://wh40k.lexicanum.com/wiki/Collegia_Titanica
-Void Dragon’s Blessing
*Loyalty Perks
[000] Imperialis Auxilia: The Imperial Army, known formally as the Excertus Imperialis and
the Imperialis Auxilia, respectively, (the hosts of the Imperial Army and its auxiliaries) was the
Imperial military force comprised of normal men and women that served as the ancestor of the
later Imperial Guard of the late 41st Millennium. Unlike the Imperial Guard, the Imperial
Army contained ground, air and space assets all within the same table of organisation and there
was no differentiation between space-based and ground-based branches of the service. You
now hold a commission as an officer in such an august body.
-Sister of Silence: Anti-Psychic Militant rank
http://wh40k.lexicanum.com/wiki/Sisters_of_Silence,
--ThoughtMark (A symbolic sign-language that uses small gestures and conveys complex ideas
and subtlties. battleMark, Orskode
100 http://warhammer40k.wikia.com/wiki/Discipline_Master
-Remembrancer
-Loyalty most Noble
-Valor most glorious
-Skulls & Gold
-For the Emperor!
-Aquila Bearer
Officio Assassinorum Agent [600]
The Officio Assassinorum is (or will be) the branch of the Imperial Government that resolves
issues better solved by sending a single person or a small team than sending in a Legion, Army,
or Fleet. If the name wasn’t a clue, these are the Imperium’s Assassins. Divided into four major
and a couple minor clades, at this time they are under the control of Malcador the Sigillite,
moving behind the Emperor’s back to secure more positive and less destructive outcomes when
needed. Agents of the Officio are among the best trained and frankly terrifying members of
humanity. Select one from the list below, and you gain the training of the most skilled member
of that clade.
● Callidus Clade Assassin: The subtlest of the Imperium’s assassins, these beings rely on
cunning and duplicity, stealth and secrecy being their watchwords. Indeed, many of
their missions aren’t merely about killing a target. They have been known to replace
trusted figures or otherwise go into deep cover for years or decades at a time. They are
masters of using the shape-altering drug Polymorphine to assume the appearance of
practically any humanoid of any gender. They don’t just assassinate the person… they
assassinate their entire strategy.
● Culexus Clade Assassin (Pariah Gene Required): Described by the Eldar as pure evil,
the Culexus clade are skull-helmed harbingers of death… especially to the Eldar… or
any Psyker, really. The reason for this is simple. Culexus Assassins are all Blanks…
invisible to the warp, a one in a billion mutation. The Culexus Assassin neophytes are
chosen from among those rarities and then trained to the peak of perfection in only one
thing… battling psykers and daemons. Equipped in arcane and horrible wargear, the
Assassin’s augmented negative aura making it nearly impossible for conventional
troops to attack him, he will slip across the battlefield to blast the minds of enemy
psykers with Negative Warp Bolts, stripping them of their powers before he moves in
for the kill… by sapping their very souls from their bodies. Their primary gear is a
special helmet called the ‘Animus Speculum’ which can either dampen or augment the
Assassin’s Blank Powers… even going so far as to use the hideous lense set into the front
of the helmet to harvest and rechannel enemy psychic energy into a powerful beam
attack… However normal Culexus Assassins are accompanied everywhere by a special
Custodian who maintains and operates the helmet. They are also equipped with
Psyk-Out Grenades which fill the area with psi-refractive particles that is heavily
impregnated with negative Psychic Energy. The only source of this dust is the
Emperor’s Golden Throne… and since he’s not installed on it yet, they don’t exist yet…
unless you’re a Culexus Assassin, in which case you get 4 of them every month,
delivered by cloaked members of the Ordo Chronos which doesn’t exist at all. It’s
probably a Squat Ordo Chronos member who worships Malal for extra paradox. For
armor, a Culexus Assassin wears a Synskin Bodyglove that shifts them out of phase
with reality, making them appear ghostly and insubstantial. They can even disappear
completely for a short time. The Synskin is impregnated with a Force Matrix that
draws excess energy from the psychic power use of other psykers and allows the
Culexus Assassin to use that leaked power to power their own powers… useful since
Blanks can’t tap directly into the Warp to get that power themselves.
● Vindicare Clade Assassin: The most direct and efficient of the Imperium’s assassins,
Vindicare Assassins are renowned for being cold, calculating, and contemptuous.
They’ve been known to remain absolutely motionless for years at a time, hidden in a
perfect vantage point just to get the perfect killshot… and they have been know to
shoot their targets in incredibly precise locations (the pupil of the eye) from incredible
distances through many intervening buildings. They are masters of stealth and evasion
and can meditate so completely their hearts beat only once a minute.
● Vanus Clade Assassin: These are the watchwords of the Vanus Clade “The cleanest kill
is one that another performs in your stead with no knowledge of your incitement."
With a name that means ‘Empty’ in High Gothic, the Vanus Clade is the most secretive
and covert of the various clades, and the wars they wage make the others look like
bumbling fools. Primarily used as intelligence-gatherers and in matters of grand
strategy, their intelligence tactics are without peer, their political insight unparalleled
by the savants of the Imperium. They kill via a consummate command of information,
bringing doom to their targets by the most subtle manipulations of those around them,
arranging things so that the mark’s fate is sealed by their own habits or (preferably) by
the hand of a trusted friend. They are most often employed against internal figures,
those who cannot be removed from their positions without bringing shame and
opprobrium down upon everything they stood for. More than one Imperial Official has
become an unwilling Martyr to preserve the reputation of the Empire.
● Venenum Clade Assassin: The Assassins of the Venenum Clade train exclusively in the
use of exotic, traceless, poisons and the various means of deploying those toxins against
a target without raising suspicion. The operatives of the Veneum Clade are the galaxy's
finest tox-artisans, their mastery unparalleled outside of Commorragh.
*The Imperial Aquila
*A Remembrancer was a civilian artist, historian or journalist who was a member of the
Imperial Remembrancer Order that accompanied the Expeditionary Fleets of the Great
Crusade in the early 31st Millennium. Their function was to chronicle all the glorious deeds of
the Space Marine Legions and the Imperial Army in the course of the Crusade so that the future
posterity of the Imperium of Man would know how humanity had come to dominate the
galaxy. The Remembrancers were overwhelmingly natives of Terra who had vied with other
preeminent artists of the era for the honor of accompanying the Expeditionary Fleets led by
the Astartes, who very grudgingly accepted them aboard the starships of their fleets. Showing
the common disdain for journalists held by warriors of every generation and era, the
Remembrancers were generally disliked by the Primarchs, the Astartes and the line troops of
the Imperial Army. Leman Russ, the Primarch of the Space Wolves, once suggested that all
Remembrancers should be armed and prepared for battle if they wanted to see the front lines
of a war. However, Fulgrim, the Primarch of the Emperor's Children Legion, took a
fundamentally different view and welcomed the Remembrancers amongst his Astartes and
troops, believing that the promotion of an artistic sense was every bit as important to the life of
a warrior as was training in the arts of war. The Remembrancer Order included many
different forms of artists and journalists within their ranks, including poets, imagists
(photojournalists), historiographers (historians), documentarists (journalists), painters,
sculptors, actors, singers and even composers. Once the Horus Heresy began, most of the
civilian Remembrancers in the Expeditionary Fleets that served Horus and turned to Chaos
were slaughtered by the Traitors within the fleet to keep them from documenting the betrayal.
One exception to this were the Remembrancers of the 28th Expeditionary Fleet, many of
whom were exposed to the Chaos corruption of the planet Laeran and subsequently turned to
the service of Slaanesh themselves, just like the Emperor's Children. It is unknown what
happened to the records of the Great Crusade and early Horus Heresy era created by the
Remembrancer Order; such records have been lost to the thread-bare Imperial chronicles that
exist of that time in the late 41st Millennium.
[Optional Loyalist Scenario] THE PIOUS ONE
In some versions of the Horus Heresy, mention is made of a normal Guardsman who interposes
himself between the Traitor Prince and the Emperor of Mankind and is destroyed utterly for
it. It is a story of great bravery and sacrifice… when it exists at all. For now, let’s say it does not.
It is your job to make it so… by taking the place of one Ollanius Pius. No matter what you buy
in this jump, all you have is a normal human body with a normal human background as a
member of the loyalist faction and a membership in the Imperial Military. You don’t have any
outside perks, powers, or equipment. You keep all your memories (assuming you have a perfect
memory perk you can keep that too), and all your skills.
Throughout your stay in this jump, you will experience many things, managing to be part of
many amazing and tumultuous events, and you are free to do your best to influence these
things. You are even guaranteed to survive so long as you don’t go flinging yourself into a
nuclear inferno or otherwise deliberately get yourself killed. But that’s the rub. At least once in
your stay you will be faced with a singular chance to shift the outcome of some cataclysmic
moment, to save the universe or damn the galaxy to chaos and despair. And doing so will cost
you your life. Should you hesitate, you leave this setting with nothing, but your chain
continues. Should you give your life for the greater good in that moment, say by flinging
yourself between a living god and a traitorous demi-god, knowing you have no chance of
surviving… you win. Your chain continues and you gain everything you bought in this jump
plus three things.
1) You get +2000 CP to spend as you see fit… on anything. No restrictions apply. No
discounts either. Things with no prices listed cannot be bought. Prizes from other
Scenarios cannot be bought.
2) You get Ollanius Pius as a companion. He’s just a man, but he’s also a Living Saint.
3) Oh… so are you. You gain the Imperial Saint perk for free.
*Imperial Saint [Scenario Prize]: ???
*++ ITEMS & RELICS ++
[IR]
*Vigil Pattern Storm Shield - Alongside the Salamanders Legion, who possessed their own
prototype which relied upon superior construction materials, the Imperial Fists Legion was the
first to utilise one of the enhanced storm shield designs during the Great Crusade and Horus
Heresy eras. The Vigil pattern featured a uniquely potent field generator far exceeding that
found elsewhere. The first of these had entered service with the Legion after the Ullanor
Campaign, but difficulties in production meant that only a few hundred had entered full
service at the outset of the wars of the Horus Heresy. Once full inter-Legion conflict was
underway, Rogal Dorn ordered resources to be spared in the creation of more such protective
devices for the use of his Terminator units, knowing them to be invaluable against the
deadliest foes for his Imperial Fists had ever faced; other Space Marines.
*400 - Techno-Archaeologist of Land’s blessing:
The history of the venerable land raider is a complicated tale. The original designs for both the
armour used in the Land Raider and the anti-gravitic technology used by the Land Speeder
were discovered during an expedition deep into the Librarius Omnis on Mars by
techno-archaeologist Arkhan Land, after whom the vehicles were named. The main aim of
Land's expedition into the labyrinth catacombs sited deep beneath the surface of the Red Planet
was to find functioning STC databases. In this he failed, but two discoveries were made which
revolutionised machine lore for millennia to come. The first was a near-complete dataslab
imprint of STC information describing a heavily armoured assault tank. The second was the
unearthing of data on rare anti-gravitic plates and theories on their use, which eventually led
to the construction of the first Land's Speeder. Arkhan Land would later vanish during a
subsequent expedition, some claiming he was the victim of a psychic entity that destroyed his
entire party. What secrets of the Dark Age of Technology were lost with him remains a
mystery.
The Land Raider first entered service during the Great Crusade at the dawning of the Age of
the Imperium. The vehicle's formidable combination of weaponry and armour, and its ability
to carry the shock troops of the Great Crusade through the most perilous environments were
the deciding factors in countless struggles to liberate Mankind from the tyranny of the Age of
Strife. With this awesome war machine at their command, Imperial forces conquered world
after world until the Emperor's Imperium of Man bestrode the galaxy. Such was the demand
for the Land Raider during the Great Crusade that an entire Forge World was founded just to
manufacture them. Anvilus IX supplied thousands upon thousands of the vehicles to
Mankind's forces, but the Great Crusade ended in disaster as the Warmaster Horus rebelled
against the Emperor and bloody civil war engulfed the Imperium.
At the time of the Great Betrayal, the Warmaster and his allies plotted against Anvilus IX to
ensure it quickly fell to the rogue Dark Mechanicus Tech-Priests bound to his service. This had
the dual effect of at once denying the Loyalists access to these important weapons, while
ensuring their continued supply to the Traitors. With Horus in control of this vitally
important Forge World, several nearby world seceded from the Imperium rather than fight
against the Traitors, and overnight the Imperium's supply of Land Raiders was severely
curtailed. It was a terrible blow, for the Land Raider was one of the few commonly available
vehicles which could, when deployed with skill and in sufficient numbers, threaten enemy
Titans. Though ultimately the Warmaster's grip on Anvilus IX would be broken, during this
time it produced large numbers of Land Raiders for the Traitor Legions, and when they were
eventually forced from the Forge World, the worlds of the system were left shattered in their
wake, the enemy taking the knowledge of the secret arts of the Land Raider's construction
with them.
With Traitor forces advancing on Terra itself and Loyalist forces facing total defeat, the
Emperor decreed that all remaining Land Raiders still in loyal service should be recalled and
that the Legiones Astartes, His favoured Space Marines, who stood at the forefront of Terra's
defence, be given exclusive use of these powerful war machines. The Imperium was saved
during the Battle of Terra when the Emperor defeated Horus in single combat but, terribly
wounded, He was interred within the Golden Throne, never to speak again. After his
ascension, none dared to change the Emperor's decree and the Land Raider has therefore
remained a vehicle almost exclusive to the Space Marine Chapters of the Adeptus Astartes for
the past 10,000 years. The few exceptions are those allocated to Inquisitors and especially
influential Rogue Traders who utilise them in their private armies, both groups vested with
unusual freedom in this and many other regards.
Now? What does that mean for you?
It means you've been around Land Raiders for so long that you have garnered the skills to
make codex approved modifications to them to attain any general pattern, such as the Phobos,
or the Phobos -1b used before the knowledge was lost.
It also means that with great care and precision you have the ability to build Land Raiders from
scratch, though without specialized tools from elsewhere a single tank may take months or
more of concerted effort to get right. This is noteworthy because Land Raiders are capable of,
in groups, challenging even the greatest of machines of traitor make: Chaos Titans.
Legion Items:
Cerberus Heavy Tank Destroyer
Contemptor Pattern Dreadnought
Deredeo Pattern Dreadnought
Leviathan pattern Siege Dreadnought
Fellblade
Javelin Attack Speeder
Jetbike
Falchion
Mastodon
Land Raider Proteus
Deimos Pattern Predator
Deimos Pattern Rhino
Sabre Tank Hunter
Sicaran Battle Tank
Sicaran Venator
Spartan Assault Tank
Stormbird
Typhon Heavy Siege Tank
Whirlwind Scorpius
Xiphon Interceptor
Kharybdis Assault Claw
“Dark Glass", the second temperamental human-engineered entry to the Webway, code named
Dark Glass was constructed in another part of the galaxy, but abandoned shortly after being
partly completed. Unlike the gateway on Terra, this gate was partly made in collusion with the
Navigators, despite the fact that its success would render them redundant.
Eldar Items
Eldar Reliquary
Gellar Field
Webway Seed: Well, the seed of one.
Codex Astartes: How to Space Marine by Robot Girlyman
Lextato Divinitatum: The most addictive religion ever.
Primarch Project Notes [300]
These are the EMPRAH’s own notes on how to make Primarchs. They’re written in a code
devised to thwart Tzeentch by the most egotistical and intelligent human being evar. It will
take incredibly powerful Transhuman AI’s at least 10,000 years to decode this garbage… and
you’d have to be a psyker so powerful that you eat Alpha Psykers for snacks just to create one
of these legendary super soldiers… or convert one of your companions into one.Yes , this
includes the full notes of creating the “god-seed” , not just the half Cawl was left with, so you
can make Primaris Marines too if you feel like it, though that too will take an incredible
investment in time to figure out.
Geneseed Vats [200]
Discount Loyalist Faction
Each of these will grow a complete set of Space Marine Geneseeds once a year. You start with
500 of them and can buy more. If you’re not a Primarch, these make First Generation Marine
Geneseed of one of the 18 known legions. If you are a Primarch these can contain your Legion’s
Geneseed, but do not need to. If you’re a Custodes, you may upgrade this for 200 CP to produce
Custodes Geneseed. If you’re the Zeroth Primarch, you get that upgrade free.
Jumpseed Vats [200]: If you are not a Primarch, you can upgrade the Geneseed Vats to
Jumpseed Vats. This allows you to buy Enhanced Geneseed in the Transhuman Section above,
and gives you three free slots to improve the geneseed the vats generate with your own powers
or perks. See Enhanced Geneseed for more details.
STC BABY [600]
Discount Unity Faction
An Honest to Emprah working STC completely uncorrupted by Chaos and containing
everything a brand new colony world could need.
The Omnicopaeia [1200]
Discount Omnissiah. Free to Omnissiah with the Man of the Hour Scenario
The legendary Ultimate STC. This contains STC templates for… everything. Every piece of
technology mankind has developed over 30,000+ years of civilization. Who’s the Mechanicus
Now, Bitches?
The Eldarcopaeia [1200]
Discount Eldar & Omnissiah, 300 CP for Eldar Omnissiah or Solitaire
Free for Solitaire Phoenix Lord with the Death to Slaanesh Scenario
Like the Omnicopaeia, but containing the Eldar Technological foundation… more tech, less
well organized. It’s the complete Eldar tech record, but it isn’t in STC format designed to be
used by primitives. It will take study. This includes everything the Eldar have ever known
how to make, from the lowliest spiritknife to the Craftworlds and Croneswords. If you have
this and Craftworld Jum’par, you gain a copy of the entire Black Library, the repository of all
Eldar Knowledge. If you got this free, this isn’t a copy of the Black Library… this is actually the
Black Library Craftworld itself. Cegorach might even drop by for tea and comedy.
The Pharos [???]
an artificial Astronomican of Xenos Make
The Anathame: a really evil knife
Uncorrupted Raptor Formula
Furious Abyss IV
Skitarii Conversion system: The Skitarii are the cyborg armies of the Adeptus mechanicus
http://wh40k.lexicanum.com/wiki/Skitarii
Labryk Polaris
[Very Optional Scenario] Father of the Millennium Scenario
You are the God Emperor of Mankind…’s Shrink. You must find a way to convince him to be a
better parent, and convince all 21 Primarchs not to be raging lunatics.
[Super Secret Insane Scenario] THE MAN, THE MYTH, THE LEGEND… The Elf?
This is a giant freaking jump. As I write this, it’s about 1/3rd of the way done and it’s already 50
pages. I could very well have broken it into three or four jumps, but each one would feel like it
was missing something, and each of them would cover the same slice of time. And so, this
scenario exists. Or rather, this meta-scenario exists. This is actually four scenarios; Only War,
The Pious One, Down With Slaanesh, and Man of the Hour. It cannot be combined with My 21
Sons. I haven’t decided about Father of the Millennium yet.
Of course, I hear you saying “but there is no Man of the Hour Scenario, and the other three are
kinda mutually exclusive” and you’d be right. So here’s what happens. As you enter this world
you are split into four different Jumpers. Each perk you have, each item, each companion, is
split across those four however you see fit. You will not remember that you’re missing
anything. Each of those four jumpers will take on one of the Scenarios… in the same communal
setting. None of those four jumpers will be aware of this scenario, or the existence of the
others, nor can they become aware of it or the fact that they are jumpers/the same being. Each
must complete their scenario. A failure in any of those scenarios (besides The Pious One) results
in chain failure. Each of them makes a build from this jump, completely independent of each
other. Purchases can be duplicated, but once you recombine, duplicated purchases are not
combined unless it is an item (not a perk) that can be bought multiple times.
So, what is the prize of this feat? Well, each of you (besides The Pious One) gets 1000 CP and can
take up to 1200 CP of Drawbacks. The Pious One gets no CP and no Drawbacks to start with,
but if (once) they complete their task, they don’t rejoin your collective whole as the other three
do. Instead, they become a companion with 2400 CP to spend in this jump (discounts apply,
nothing that can’t be bought by a companion can be bought by them). Both you and they get the
Living Saint perk. If you don’t want them as a companion, you can take any one perk from this
jump for free instead of them, you heartless bastard. Either way, you get all the Pious One’s
memories. If they failed, you get nothing from them.
Your companions would normally be entitled to group imports as Exarchs, Cabalites, and Space
Marines. Each Companion assigned to one of those groups (you won’t be assigning companions
or perks or equipment to the Pious, as there wouldn’t be any point… I assume), will gain only
the resources in they are entitled to from the version of you they accompanied… but will, after
the jump ends, gain access to the other two paths, as well as the memories of being one of the
people who were also there. Essentially, Companion X is assigned to the Exarch Path and gets a
bunch of Space Elfy coolness. Once all three/four legs of this splitting are over, she will gain the
memories of Space Marine Captain #13 who was her all along, only you and she didn’t realize it
and she didn’t have any out of jump memories or abilities or gear. Ditto Cabalite #13
As for Man of the Hour… that’s the Omnissiah Scenario below.
Omnissiah [2000]
Emperor? What Emperor. You’re the Emperor now, punk. That’s right. The Emperor of
Mankind has a name, and it’s yours. You will remember this fact as soon as you come face to
face with Horus. To qualify for this, you must already be capable of psychic feats that would
place you as an Alpha Plus Psyker, either by buying it here or from other jumps. So? What do
you get for your 2000 CP? Well, that other idiot isn’t around and you get all of his toys. All of
them. Command of the Empire of Mankind. The undying loyalty of billions. Ownership of
Terra and Luna, partial ownership of Mars… twenty-one sons who might or might not betray
you. A galaxy that contains Necrons, Orks, Tau (eventually), Tyranids (eventually), Eldar… and
Chaos. You get the battlefleets and all that. You are the man (or woman) with a plan… aren’t
you? Didn’t you take this because you thought you could do a better job? To help you pay for
this, you do have to take Eye of Chaos for +1200 since the Big Four Know you’re after them but
it doesn’t count against your Drawback Total.
[Optional Omnissiah Scenario] The Man of the Hour
You did think you could do a better job, right? Well… now you can try. If you’re the Omnissiah,
you may take this Scenario. The rules are very simple. You have to Win. You have to defeat or
recruit and unite all the factions of this galaxy into a peaceful, non-grimdark whole. You have
12,000 years. For taking this scenario, you get a boost to Alpha Plus Plus Plus, the Perpetual
Revival Perk (weak against Fulgurite and Warp Relics), the Sensei’s Gift Perk, the Navigator’s
Eye perk, the Brilliance & Genius Perk, your choice of any one Psychic Specialization,
Sovereign Charisma, Sovereign Warcraft, Sovereign Technologist, and a body the match of a
Primarch. You not only start with the Primarch Project Notes, but you understand them
because you wrote them. You don’t get the Primaris Marine Notes until you win.
What you pay for this (in addition to the 2000 CP) is heavy. Pick two of these.
1) You forfeit all foreknowledge of the Warhammer Verse’s future except what an Alpha
Plus Precog could reasonably know and it’s past except for what the Emperor could
reasonably have known.
2) You forfeit all powers and abilities and technology that the Emperor could not possibly
have access to. This includes all things tied to altforms pretty much automatically,
unless those altforms are human.
3) You begin after being interred on the Golden Throne following the end of the Canon
events of the Heresy, gravely wounded and seriously depleted. It is the year 001.M41.
Your recovery will be lengthy and onerous and you will be vulnerable for a while… you
only have 2,000 years.
4) Instead of being a titanic and glorious man-beast example of humanity, you are Papa
Smurf (cause of the Ultramarines, get it?). You will spend the entire time you’re here
being a 3 apple tall blue dude and cannot use illusions or shapeshifting to make you
seem like anything other than a 3 apple tall blue dude. You have the proportional
strength of a 3 apple tall blue dude. If combined with #3, you weren’t originally a smurf
and will have to convince people that you’re the Emperor reborn.
Your Prize depends on which drawbacks you picked.
1 & 2) you get the entire Warhammer 40K galaxy as an Immaterium in any of your future jumps in
whatever state you left it in last. This version has a clean copy of the Immaterium.
1 & 3) You get the Warhammer 40K galaxy (or what’s left of it) as a Parallel reality in any of your future
Jumps, complete with whatever’s left of The Warp as an Immaterium between them.
1 & 4) You get the Smurfhammer 40K Galaxy connected to your warehouse. Everything is scaled to
being smurfs, but still super serious and grimdark. Can be the Carehammer 40K universe you if took
that drawback.
2 & 3) You get Holy Terra, Luna, Mars, all remaining Primarchs, and their Legions and Battlefleets to
follow you across time and space.
2 & 4) You get to be Emperor wherever you go from now on. Whatever your starting location, you’re
the Emperor. If there already is an Emperor, you’re his dad. If it’s not an empire, it’s declared an Empire
and you’re the Emperor. You can turn people into Adeptus Astartes by looking at them and thinking
hard for 7 seconds.
3 & 4) You get your spark. Bugger off, you crazy lunatic.
++DRAWBACKS++
[DB]
Drawback Limit of 1600
Alpha Civ [0]
Have you spent any time building your own early CIVILIZATION? Maybe colonized ALPHA
CENTAURI? If you have and would like to have your culture have been destroyed by the Dark
Ages of Technology and the Age of Strife, you may connect those timelines, provided they
ended no later than 000.M10. Why, yes, 30,000 years is a fucking long time.
The Full Monty Python [0]
Now, clearly, since you’re going to be living through the period of time when there were
actually 19… 18… 17… 18 Primarchs (i.e. some of the period between 840.M30 and 981.M30) your
version of the Warhammer 30K universe is going to need to know who those Primarchs were
and what happened to them. All that’s known is that one was killed by Leman Russ and one
had a seriously flawed Geneseed. That’s it. So, feel free to be creative with their Legions and the
Primarchs themselves. I recommend making Carmin Sandiego of the Monumentals one and
Lex Luthor of the Overmen the other… but really, it could be Biggus Dickus of the New Terra
Praetorians and Hugus Maximar of the Eternal Vigilance.
Just the War, Thanks [0]
You just want to be here for the good stuff, huh? Well, lucky for you that’s an option. You’ll
now be here for just the 10 years between 005.M31 and 014.M31, the canonical length of the
Horus Heresy. This means you begin one month to the day before the Battle of Isstvan III
(significantly before the Dropsite Massacre on Isstvan V), but with much less time to shape
events. Those who would have fallen to Chaos already have and Magnus has already been an
idiot.
Carehammer! [0]
All Space Marines and Primarchs have been replaced with 8-10 foot tall Carebears and Carebear
Cousins. They wear their symbols on their armored tummies and attack by yelling their
warcries… Nothing else changes. Except that the Emperor of Mankind is Theodore Roosevelt.
Companion Chaos [+50 per Companion, up to 400 for all of them]
Now, normally, your companions would be as vulnerable to the machinations of chaos as
anyone else (give or take a few perks).. But now, all those protections they might have lapse and
you have forgotten that this is a possibility… and so have they. You cannot choose to exclude
companions from this if you take it, it’s all or nothing.
Eye of Chaos [Variable, up to +1200 for all of them]
You have managed to attract the attention of one of the Chaos Gods. Which is up to you. For
+100 it is one of the lesser ones, such as Necoho or Malal. For +200, it is Gork & Mork and yes,
Orks will be in your future. For +300 it is Khorne or Nurgle or Slaanesh. For +400 it is
Tzeentch. If you took a scenario which already brings you to their attention, you may not take
this. You may take this multiple times otherwise. While these Gods do not have full knowledge
of your abilities, they are generally aware of how powerful you are and in what general way
you use that power. They will be very very interested in fucking with you… if you take
Slaanesh, that is literal, and they will not pull their punches. Expect a lot of daemons, cultists,
and other bits of Chaos.
Lion Bastard [+100]
Like Lion, trust is a luxury you can no longer allow yourself. Having been betrayed by someone
close to you, you now find that you trust no one completely and hoard secrets like they’re going
out of style.
You have to be God! I Believe in YOU! [+100]
Like Lorgar, you are absolutely convinced that the Emperor is GOD. Not a god. GOD! You are
fanatically loyal to him.
No Heart For Battle [+300]
No Primarch was less a warrior than Lorgar, who was not only too soft-hearted to be an
effective military commander, he was too much of a proselytizer to be an effective conqueror.
A born psyker, he was overmatched by his own second for most of his pre-heresy life simply
because he lacked the will to fight against anyone besides those he viewed as heathens. He was
scorned almost entirely by his brothers, who recognized in him this weakness. And now you
have it too. You will only fight when you absolutely must and only as long as absolutely
necessary. You will never instigate battle unless order to by someone you have to obey.
Red Right Brain [+100]
Like Magnus, you are clearly far smarter than everyone around you. All the time. Forever.
Anyone who appears to be nearly as smart as you is clearly wrong if they disagree with you. If
they agree with you, then they are wise and intelligent. You have a hard time resisting the urge
to tell people off for being small-minded cretins.
Daemon Inside [+300]
Fulgrim alone seems to have been without notable flaws… before he got his hands on a cursed
sword that contained a Daemon that warped his sensibilities, pushing the somewhat
perfectionistic Primarch into crushing doubt, crippling depression, and homicidal paranoia.
Perhaps all those things were there all along, just under control until the daemon came into the
picture… or at least that’s the hope. Whatever personality flaws you have will be augmented,
pushed at, constantly pressuring your behaviour. Is it some outside force that’s pushing you
towards madness, or is it merely some internal mechanism going out of whack? You’ll never
know, but whatever it is, it’s only going to get stronger as time goes by.
Sundae Bloody Sundae [+100]
Like Sanguinius… you’re a vampire. No fangs of course, but sometimes you just need to drink a
little blood… or, you know, rip an enemy apart and bathe in their bleeding viscera. Whatever.
Compassion for the Enemy [+200]
Sanguinius died at the hands of Horus, or will do so if things remain unchanged. However, the
reason he failed to kill his traitorous brother was not the lack of skill, but rather a lack of will.
At the last moment, his compassion for his former friend, for his comrade in arms… stayed his
hand. You too feel the need to try and recover those who have fallen to darkness… even if
doing so places you in mortal danger.
Always Second Best [+200]
Perturabo’s defining flaw is that he always felt like he wasn’t recognized for his own greatness.
Constantly overshadowed by Dorn the Builder, Perturabo (who felt he was Dorn’s equal in
architectural skill) was constantly placed in a position where he could only destroy. This is not
your hang up, of course… but yours is similar. You will always feel that others are getting the
praise you should be getting, the assignments you were more qualified for, the recognition that
should be yours. No matter how good you are, others will be perceived as better than you. And
you will be unable to come to terms with that.
Angron’s Rage [+500]
You HAET EVERYTHING! Everything. Everyone. Yourself included. You have a very hard
time caring if you live or die, and smashing through the enemy is one of the few things that
bring you any joy in life. You aren’t quite the pure psychopath that Angron was… but that’s
only because you don’t have actual nails in your brain that are slowly killing you. For another
+300 CP you have the Butcher’s Nails in your brain and they are, in fact, slowly killing you.
You might last 200 years (8 if you took Just the War, Thanks) if nothing is done… and
removing the Nails isn’t an option. If the Emperor couldn’t figure out how, you’re not either.
Horus’s ?
Ferrus’s ?
Codex Compliant [+200]
Like Roboute, there is a book. You wrote it. You don’t just follow it, you live it. Every moment
of every day. You must be perfect at all times.
Big Yellow Centurion [+200]
Like Dorn, You have all the subtlety of a brick. Metaphor and humor fly right over your damn
head and if something isn’t utilitarian you don’t have any patience for it. Also, you’re a
screaming masochist who believes pain helps him focus.
Vulkan
All My Angst []
Like Corvus, you are consumed with sadness and emotion
Feel My PAIN! [+200]
Like Konrad, you are the edgiest edgelord who ever edged and everyone must suffer as you
have suffered… You are a giant sadist, but a secretive, sneaky, homicidal one. You may increase
this to +300 if you also have a split personality and the second personality has a really edgey
name.
Prophetic Visions [+300]
Konrad holds the distinction of being the only Primarch to fall to someone other than another
Primarch or the Emperor. Granted Konrad put up pretty much no fight, but still… Of course,
the reason for this is the reason Konrad fell to Heresy in the first place. Easily the most
paranoid of his siblings, Konrad was plagued by visions of his own death, a death his visions
showed was ordered by the Emperor. Of course, in trying to avoid his fate, he brought it about,
and that realization is why he allowed M’Shen to finish the job. You too will be plagued with
out of context Prophetic Visions, ones you cannot know if they are avoidable or what must be.
One of them will be of your own death. Even if you are unpredictable to others, you will still
get these visions and they will gnaw at your sanity.
Are you on Speed? [+100]
As we all know, the problem with Jaghatai Khan was that he was a speed freak. Now, so are
you. If you’re going less than 50mph, you’re standing still! (warning, hyperbole).
The Khan’s Debate [+200]
While parody may claim that Jaghatai was all about speed and nothing but, the truth is far
more damning. He was indecisive, unwilling or unable to commit fully unless absolutely forced
to. Speed and hit and run tactics were his way of keeping distance. So powerful was this
inability to pick that it both damned and saved the Imperium. The Khan’s failure to stand with
Sanguinius and Magnus at the Council of Nikaea doomed the cause of Psykers, for no
warrior-Primarch stood beside two sorceror-Primarchs to argue for the use of Psykers. And
then, Jaghatai was the last Primarch to choose a side… not even the forces of Chaos had known
which way he might have gone. You too will be faced with this internal debate, an inability to
engage without leaving yourself a way out, hesitation that might doom a galaxy.
*Mortarion’s ?
A Little Heavy on the Symbolism there, Buddy? []
Like Leman Russ, you’re… umm… shall we say a little… errr… see… there’s an animal type you
really really like… and well… everything you do or make or name is going to be linked to that
animal type in some fairly unsubtle way. And you’re going to either dress like that animal,
dress in parts of that animal, or adorn your clothing with images of that animal… possibly all
three at the same time.
I Am Alpharius [+100]
You are secretly Alpharius… or at least you’re pretty sure you are. This has absolutely no effect
on your build, but you can never be sure you’re not, secretly, Alpharius… it will keep you up at
night.
I’m Jumper [+100]
Other people keep claiming to be you! All the damned time… what if they’re right?
We am Legion [+100]
Other people who look just like you seem to always appear wherever you are and people seem
to assume they’re you until they realize, oh… wait.
Omega Solution [+100]
Everyone thinks you’re secretly Alpharius. If you take this with I Am Alpharius… they’re on to
you!
The Other Other Twin [+200]
You are now the twin of your least favorite Primarch… even if there is no way that could
possibly make sense. Like you could be an Eldar Phoenix Lord and still be Angron’s twin. (be
honest, it’s either Angron, Mortarion, or Leman, it’s always one of those three dinks). You look
like them, have a psychic link with them that causes you pain when they feel pain and makes
you angry when they’re angry and if they die you die. Don’t pick Sanguinius or Horus… aw,
who are we kidding, Hawk Boy and The Warmaster aren’t anyone’s least favorite Primarch.
Oh, you know what they’re thinking and they know what you’re thinking. It’s a twin thing.
Bad Parenting [+200]
As a leader of Men, you may be golden… but as a parent (or, really, any member of a family-like
structure)... you suck. You absolutely blow. You treat those who care about you as if their
emotions, wants, and desires are unimportant or a nuisance, are hypercritical of anything they
do to please you, and routinely forget to show them the slightest bit of praise… except when
doing so would serve to anger a totally different member of said group.
Leman Russ’s Fever Dreams [+200]
The entirety of the human race has been replaced with anthropomorphic wolves and the eldar race
with anthro foxes. Ogryns with anthro bears, ratlings with anthro corgis, and squats with anthro pugs
or bulldogs. The Space Wolves have been renamed the Space Apes and have an Ape Fetish like you
wouldn’t believe. Otherwise, everything is the same. Wolf. Wolfwolfwolf. Wolfwolf, Wolfwolf, Wolf.
Eversor [+100 or +1000]
The cost of Eversor Assassin Training has been deducted from the value of this drawback
You have been chosen to serve the Emperor as an Eversor Assassin. Whenever you are not on
mission, you will be kept in cryosleep. This is a good thing, for you, and for the universe at
large. Eversor are not so much people, or assassins, as walking cyclones of death and explosions.
With your body pumped full of all the combat drugs ever, then augmented with archeotech
cybernetics, you’ve been strapped into power armor, equipped with many weapons, and
pointed at the enemies of mankind and told to kill. And kill you will. An Eversor makes up for
its utter lack of stealth skills by killing everyone who was there to witness the event. 100
Eversors took down 1000+ Space Marines once. They are seriously bad juju. And thanks to the
Terminus Gland, which turns the Eversor’s blood acidic and combustible, they explode when
they die. For the entire duration of the jump, you will be either a comatose meat-popsicle or a
psychotically enraged drug fueled killing machine sent to deal with Humanity’s greatest
enemies. This drawback has two modes; Grimderp and Grimdark. Grimderp means you
respawn each time you explode, and is worth +100 CP and a free copy of the ‘Officio
Assassinorum’ Perk. Grimdark does not have that option, and is worth +1000 CP and a free
copy of the ‘Officio Assassinorum’ Perk. Either way, you get Combat Drugs and Assassin Armor
free.
HERESY [+1600]
The Emperor is not just a jerk with a vision for humanity any more. He is every single inch as
bad as the forces of Chaos claim he is. He is a brutal, homocidal, nearly omnipotent godbeing
who seeks to absorb the entire warp and enslave humanity for all eternity. All Xenos, all
Impurities, all abhumans must be purged from this perfect human galaxy. Of course, the Chaos
Gods are willing to help. You are now the pawn of all the Chaos Gods, who can and will give
you whatever blessings they think you’ll need to bring down the Anathema… if only they
could agree on anything. The Emperor is as powerful as the fanon claims he is, knows
everything about everything, has everything planned, and your knowledge of canon events
won’t help you because he knows them better than you do and is actively reshaping them to his
own ends. You must not be Omnissiah and must side against the Imperium, though you don’t
need to be on the side of Chaos. Oh, the Emperor knows you exist and he’s not happy to have an
outsider fucking with his plans. You, Jumper, are the Heresy. You will be Purged (if he has
anything to say about it)
++ NOTES & REFERENCE ++
[NR]
Beastman Note
Beastmen were considered for this, then removed for spectacular lack of interest. If anyone
feels like writing up a 30K / Horus Heresy Beastman Supplement that isn’t either crap or
furrious (not a typo) hyperwanking, I’ll add it, but right now I’m not wasting my time or yours.
Official Timeline
● ~792.M30: The closest we have to a pinpoint for the creation of the Primarchs
● ~800.M30: Horus Lupercal, scattered to Cthonia, a planet close to the Sol system, is
rediscovered by the Emperor, becoming the First Primarch and spending his formative
years by the Emperor’s side. Horus and the Emperor are said to have been friends as well
as battle companions.
● ~831.M30: Leman Russ discovered by the Emperor. He is the second to be found. He will
be followed by either 2 or 11, then Ferrus Manus, Fulgrim, Vulkan, Rogal Dorn, and
Roboute Guilliman in that order over the next 9 years.
● 840.M30: Magnus the Red discovered by the Emperor. He is the 9th to be found. He will
be followed by (in order) Sanguinius, Lion El’Jonson, Perturabo, Mortarion, Lorgar,
Jaghatai Khan, Konrad Curze, Angron, Corax, and then the remaining Lost Primarch.
● 965.M30: Destruction of either the 2nd or 11th Legion by Leman Russ & the Space
Wolves
● 969.M30: Destruction of the other lost legion.
● 970.M30: The Zaramund Campaign. Lion El’Jonson exiles Luthor, sowing the seeds of
The Fallen and a civil war within the Dark Angels Chapter.
● 981.M30: Alpharius Omegon, the Last Primarch, is discovered by the Emperor.
● 984.M30: Konrad Curze destroys his own homeworld, Nostramo.
● 000.M31: Ullanor Crusade, Horus Named Warmaster, Emperor goes back to Terra to
work on the human Webway
● 000.M31: The Cleansing of Laeran. Fulgrim finds the Silver Blade of Laer and begins to
descend into Madness.
● 001.M31: Council of Nikaea bans the use of Psychic Powers by Adeptus Astartes. This
begins the fall of Mangus. Alpharius Omegon is convinced to join the Cabal to save
Humanity
● 002.M31: Erebus acquires the Anathame from the Interex. It will be used to convert
Horus to Chaos. (That’s right, Horus is not actually the bad guy by his own free will.)
● 003.M31: The Luna Wolves renamed the Sons of Horus and the Imperium loses contact
with the Isstvan System.
● 004.M31: Magnus is an idiot. The Emperor sends Leman Russ to Prospero. Horus falls on
Davin’s Moon and is resurrected by the Serpent Lodge. The Emperor is indisposed
thanks to the War Within the Webway (caused by Magnus being an idiot). Horus starts
a war with the Auretian Technocracy. Lorgar gets the Mechanicum to build three
Furious Abyss Battleships, the biggest ever produced by Man. Horus converts Fulgrim,
Mortarion, Angron, and Perturabo to Chaos… thinks he has converted Alpharius.
Konrad, although a traitor, refuses to side with Chaos.
● 005.M31: End of the Great Crusade, Battle of Isstvan III, Horus declares open rebellion
against the Emperor and the Sons of Horus, Emperor’s Children, World Eaters, and
Death Guard purge loyalist elements of their own legions. National Garro (Death Guard
Loyalist) leads the survivors of Isstvan III through the Warp to Terra aboard the
Eisenstein to warn of Horus’s Treachery. The Burning of Prospero, the Breaking of
Magnus. The Schism of Mars Begins. Malcador names Nathanial Garro leader of the
newly formed Knights-Errant (the nascent Grey Knights)
● 006.M31: The Drop Site Massacre of Isstvan V. The Word Bearers, Alpha Legion, Night
Lords, and Iron Warriors reveal their treachery and nearly obliterate the Raven Guard,
Salamanders, and Iron Hands. Ferrus Manus is killed by Fulgrim and Fulgrim becomes
possed by a Daemon. Vulkan is taken prisoner by Konrad Curze and Corax is rescued.
Magnus joins the Traitors. Mars falls to the Dark Mechanicum.
● 007.M31: Corax arrives in the Sol system and receives new gene technology from the
Emperor designed to create a melding of regular Astartes and Primarch DNA. Stronger,
Faster, and Tougher than a Veteran Marine… the process is spiked with daemon blood
by Alpha Legion Operatives and the results heavily mutated. Omegon steals the original
formula. Word Bearers reveal their treachery to the Ultramarines, but the Furious
Abyss itself is destroyed by loyalists before it can attack MaCragge. Fulgrim becomes a
Daemon Prince. Jaghatai Khan, the last undeclared Primarch, declares for the Emperor
at the second battle of Prospero.
● 008.M31: 8 Officio Assassinorum Agents fail to assassinate Horus. On Molech, Horus
seems to gain the powers of the Emperor.
● 009.M31: Fearing that Terra has been lost, Roboute Guilliman declares Imperium
Secundus, establishing the Pharos (a xenos bio-tech device) to draw loyalists to
MaCragge. Sanguinius arrives on MaCragge and is declared Regent of Imperium
Secundus. Vulkan recovered but insane, Konrad rampages across MaCragge.
● 010.M31: Vulkan gets better. Alpharius apparently dies in battle against Rogal Dorn.
● 011.M31: Leman Russ put into a coma following the battle of Yarant. Konrad Curze
captured on MaCragge and forced to stand Trial
● 014.M31: The Siege of Terra. Sanguinius is slain by Horus. Horus is destroyed by the
Emperor. The Forces of Chaos retreat to the Eye of Terror and the Great Scouring
Begins.
The Primarchs, their titles, homeworlds, legion (status), and fate.
● 0. Emperor. Interred on the Golden Throne following the Horus Heresy, he is known to
the forces of Chaos as the Corpse Emperor and to the forces of mankind as The
God-Emperor of Mankind.
● I. Lion El’Jonson, The Lion, Homeworld Caliban, Dark Angels (Loyalist) As of 40K’s
Dark Imperium, He’s asleep in stasis.
● II. The Purged. Officially deleted as of either 965.M31 or 969.M31.
● III. Fulgrim, The Phoenician, Homeworld Chemos, Emperor’s Children (Traitor) As of
40K, he’s a Daemon Prince of Slaanesh.
● IV. Perturabo, The Lord of Iron, Homeworld Olympia, Iron Warriors (Traitor). As of
40K, he’s a Daemon Prince of Chaos Undivided.
● V. Jaghatai Khan, The Great Khan, The Warhawk, Homeworld Mundus Planus, White
Scars (Loyal). As of 40K, he’s still lost in the Eldar Webway
● VI. Leman Russ, The Wolf King, The Great Wolf, The Emperor’s Executioner,
Homeworld Fenris, Space Wolves (Loyal). As of 40K, he’s presumed to be lost in the Eye
of Terror
● VII. Rogal Dorn, The Emperor’s Champion, The Praetorian of Terra, Homeworld Inwit,
Imperial Fists (Loyal). Officially, he died during or after M36 aboard the Despoiler Class
Chaos Battleship “Sword of Sacrilege”.
● VIII. Konrad Curze, The Night Haunter, The Lord of the Night, Homeworld Nostramo,
Night Lords (Traitor). He was assassinated by the Callidus Assassin, M’Shen.
● IX. Sanguinius, The Great Angel, Homeworld Ball, Blood Angels (Loyal). He was slain by
Horus during the Horus Heresy.
● X. Ferrus Manus, The Gorgon, Homeworld Medusa, Iron Hands (Loyal). He was slain by
Fulgrim during the Horus Heresy.
● XI. The Forgotten. Officially deleted as of either 965.M31 or 969.M31.
● XII. Angron, The Red Angel, The Lord of the Red Sands, Homeworld Nuceria, World
Eaters, (Traitor). He has become a Daemon Prince of Khorne.
● XIII. Roboute Guilliman, The Battle King, The Avenging Son, Homeworld Macragge,
Ultramarines (Loyal). As of Dark Imperium, he is the de facto Emperor of the Imperium
after having been in stasis for 11,000 years.
● XIV. Mortarion, The Death Lord, Homeworld Barbarus, Death Guard (Traitor). He has
become a Daemon Prince of Nurgle.
● XV. Magnus the Red, The Crimson King, The Red Cyclops, Homeworld Prospero,
Thousand Sons (Traitor). He has become a Daemon Prince of Tzeentch.
● XVI. Horus Lupercal, The Warmaster, The First Primarch, Homeworld Cthonia, Luna
Wolves / Sons of Horus (Traitor). His soul was destroyed by the Emperor at the end of
the Horus Heresy.
● XVII. Lorgar Aurelian, The Urizen, The Golden One, Homeworld Colchis, Word
Bearers (Traitor). He has become a Daemon Prince of Chaos Undivided.
● XVIII. Vulkan, The Lord of Drakes, Homeworld Nocturne, Salamanders (Loyal). He
disappeared during the War of the Beast in 546.M32.
● XIX. Corvus Corax, The Raven-Lord, Homeworld Deliverance, Raven Guard (Loyal).
Vanished into the Eye of Terror not long after the Horus Heresy ended.
● XX. Alpharius, The Last Primarch, The Lord of Serpents, Homeworld Unknown, Alpha
Legion (Traitor). Apparently dead at the hands of Roboute Guilliman during the Horus
Heresy.
● XXI. Omegon, Alpharius’s Shadow. May have been slain by Roboute Guilliman
following the Horus Heresy.
Notable Remembrancers
Serena d'Angelus - Painter who served with the Emperor's Children Legion in the 28th
Expeditionary Fleet. Considered to be one of the most talented painters in the Imperium,
Serena chose to join the Remembrancers due to a feeling of artistic stagnation in her success on
Terra. Although her works were lauded by most critics, Serena was often prone to
self-mutilative "cutting" due to a deep-rooted (and utterly unfounded) fear that her paintings
would be viewed as inadequate and without merit. Serena was exposed to the Chaotic taint of
Slaanesh when she visited the surface of the world of Laeran with many of her fellow
Remembrancers. The Chaotic corruption took root in her and she soon began to resort to foul
incidents of brutal murder so that she could produce Chaotically-tainted paintings using the
blood and other bodily fluids of her victims. One of these paintings, a garish horror that was
intended to be a likeness of Fulgrim, ultimately became the resting place for the Greater
Daemon of Slaanesh that inhabited Fulgrim's Daemon Sword, and later for the soul of Fulgrim
himself after he was tricked into allowing the daemon to possess his body. Like all those
corrupted by Slaanesh, she was overcome by the need to seek constant stimulation through the
pursuit of ever more extreme and perverse experiences. Yet Serena gradually fought the
corruption and came to her senses by seeking out Ostian Delafour for help, with whom she had
shared a romantic connection before her exposure to Slaanesh's power. Sadly, Ostian had
already been murdered in his studio by the Primarch Fulgrim for creating a sculpture of the
Emperor that had angered him. Overcome by her guilt and sadness at the death of the man who
had loved her and tried to rescue her from the grasp of Chaos, Serena committed suicide by
impaling herself on the same sword that had taken Ostian's life and was still imbedded, along
with Ostian's body, in the remains of the statue of the Emperor he had so perfectly crafted.
Ostian Delafour - Sculptor who served with the Emperor's Children Legion in the 28th
Expeditionary Fleet. Delafour was a sculptor of immense renown from Terra whose sculptures
were so exquisite that he had been patronised by the Emperor and soon came to the attention
of the Primarch Fulgrim. Delafour ran afoul of the composer Bequa Kynska, who also
accompanied the 28th Expeditionary Fleet, when he refused her attempts at seduction because
of his love for the painter Serena d'Angelus, who was also a Remembrancer of the 28th
Expeditionary Fleet. Kynska retaliated by preventing Delafour from traveling to the surface of
the world of Laeran where he was ironically spared from being exposed to the Chaotic
corruption unleashed in the rest of the Legion by their exposure to the Temple of Slaanesh in
the Laer species' capital. Delafour fell from Fulgrim's favour after he critiqued Fulgrim's own
attempts at the sculptor's art, finding them so perfectly flawless that they lacked the
imperfections that gave great art its soul and character. As the Emperor's Children fell to the
corruption of Slaanesh after conquering the Chaotic world of Laeran, Delafour remained
isolated in his studio, creating an extraordinary statue of the Emperor of Mankind that was
perhaps his greatest work. When Fulgrim entered the studio and saw the statue, he was deeply
angered by both the greatness of Delafour's work that he could not match and by the heroic
image of the Emperor he believed had betrayed him and his brothers. Fulgrim slew Delafour by
driving his sword through both the statue and the sculptor's body even as he defaced the statue
of the father he intended to betray.
Kallista Eris - Historiographer (Historian), who was also a powerful psyker with the ability to
read the memories and emotions associated with any object. Eris was also gifted with powerful
precognitive visions. She was assigned to record the deeds of the Thousand Sons Legion on
their homeworld of Prospero but was ultimately consumed and torn apart by the power of the
Warp when the Thousand Sons used her abilities to foresee the coming assault on Prospero by
the Space Wolves Legion of Leman Russ, long the bitter rival of the Thousand Sons and their
Primarch Magnus the Red.
http://wh40k.lexicanum.com/wiki/The_Horus_Heresy_(Game)
http://wh40k.lexicanum.com/wiki/The_Horus_Heresy:_Betrayal_at_Calth
http://wh40k.lexicanum.com/wiki/Horus_Heresy
http://wh40k.lexicanum.com/wiki/Horus_Heresy_(game_system)
http://wh40k.lexicanum.com/wiki/Horus_Heresy_(Board_Game)
http://wh40k.lexicanum.com/wiki/Horus_Heresy_Series
http://wh40k.lexicanum.com/wiki/Horus_Heresy_Timeline
1. Lion - Sovereign Beast Slayer, Manifest Valor, Manifest Tactician (Second Best General)
2. Big Daddy (The Emperor’s Virility) Purged
3. Fulgrim - Sovereign Artist, Manifest Craftsman,
4. Perturabo - Sovereign Scholar, Manifest Architect, Manifest Destroyer
5. Jaghatai - Sovereign Speedster, Manifest Tactician, Manifest Conqueror
6. Leman - Sovereign Cunning, Manifest Rage. Manifest Beast Slayer.
7. Dorn - Sovereign Architect
8. Konrad - Sovereign Warrior, total psycho
9. Sanguinius - Sovereign Charisma, Manifest Warrior, Manifest Valor
10. Ferrus - Sovereign Craftsman,
11. Setec Astronomy (The Emperor’s Denial) Forgotten
12. Angron - Sovereign RAGE, Manifest Warrior,
13. Robot - Sovereign Authority, Manifest Conqueror, Manifest Rhetoric
14. Mortarion - Sovereign Destroyer
15. Magnus - Sovereign Psyker, Manifest Intellect, Manifest Scholar (Best Psyker)
16. Horus - Sovereign Conqueror, Manifest Charisma, Manifest Tactician (Best General)
17. Lorgar - Sovereign Rhetoric, Manifest Charisma, Manifest Psyker (second best Psyker)
18. Vulkan - Sovereign Compassion
19. Corvus -
20. Alpo - Sovereign Intrigue
21. Tactician: Battlefield insight
22. Valor: Battlefield power