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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted.

On a success, you extend your senses out to a number of meters equal to your Perception Bonus plus 1d10. Each degree of success adds another 1d10+ your Perception Bonus to the roll.

The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Korchin T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
5 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
AuguryAction: Extended (10)
Opposed: No
Range: Special
Sustained: No
Description: By reading the Emperor’s Tarot for a specific individual, the psyker can grant insight into what troubles lay ahead. During the reading both the psyker and the subject must remain in contact and no other actions may be taken by either of them. The psyker must then ask a specific question. It can be as detailed as “What must my Battle-Brothers overcome if they are to enter the Patriarch’s lair?” or as broad as “What dangers face the Chapter?” After that, the psyker reads the Emperor’s Tarot for the subject as they both concentrate on the question asked. At the end of this time the psyker interprets the Tarot and garners the results depending on his PR as detailed on Table 6–7: Augury.

Table 6–7: Augury
1–3 -- The psyker determines the most dangerous opposition that the subject will face.
4–6 -- As above, plus the psyker also determines other negative forces that may be present. The psyker can determine as many forces as his PR.
7–8 -- As all the above, plus the psyker determines the best advantage or tool that the subject can use for the situation.
9+ -- As all the above, plus the psyker may offer a single sentence of advice to the subject concerning the clearest path to their answer.
Read the Emperor’s Tarot to divine hints of the future.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted.

On a success, you extend your senses out to a number of meters equal to your Perception Bonus plus 1d10. Each degree of success adds another 1d10+ your Perception Bonus to the roll.

The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
5 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
AuguryAction: Extended (10)
Opposed: No
Range: Special
Sustained: No
Description: By reading the Emperor’s Tarot for a specific individual, the psyker can grant insight into what troubles lay ahead. During the reading both the psyker and the subject must remain in contact and no other actions may be taken by either of them. The psyker must then ask a specific question. It can be as detailed as “What must my Battle-Brothers overcome if they are to enter the Patriarch’s lair?” or as broad as “What dangers face the Chapter?” After that, the psyker reads the Emperor’s Tarot for the subject as they both concentrate on the question asked. At the end of this time the psyker interprets the Tarot and garners the results depending on his PR as detailed on Table 6–7: Augury.

Table 6–7: Augury
1–3 -- The psyker determines the most dangerous opposition that the subject will face.
4–6 -- As above, plus the psyker also determines other negative forces that may be present. The psyker can determine as many forces as his PR.
7–8 -- As all the above, plus the psyker determines the best advantage or tool that the subject can use for the situation.
9+ -- As all the above, plus the psyker may offer a single sentence of advice to the subject concerning the clearest path to their answer.
Read the Emperor’s Tarot to divine hints of the future.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted.

On a success, you extend your senses out to a number of meters equal to your Perception Bonus plus 1d10. Each degree of success adds another 1d10+ your Perception Bonus to the roll.

The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force StaffCRB.155: Force Staff

+15 to Invocation tests.
+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.
Needs 2 hands to strike

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+1+3 (plus SB) and have a Penetration of 3. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force staff houses its core psi-lattice inside a sturdy casing made from polished metal, bone, exotic wood, or any number of other materials. Usually topping a force staff is an elaborate, circuitry-laced concentration icon whose imagery coincides with the weapon’s origin. A force staff acts as an exceptional Psy-Focus, granting +15 to Invocation Tests. This bonus applies as long as the staff is held in at least one hand. However, striking with the weapon requires both hands.
Melee Melee - 1d10 + 1 + SB + PSY I PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
, 2 Handed
5 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
AuguryAction: Extended (10)
Opposed: No
Range: Special
Sustained: No
Description: By reading the Emperor’s Tarot for a specific individual, the psyker can grant insight into what troubles lay ahead. During the reading both the psyker and the subject must remain in contact and no other actions may be taken by either of them. The psyker must then ask a specific question. It can be as detailed as “What must my Battle-Brothers overcome if they are to enter the Patriarch’s lair?” or as broad as “What dangers face the Chapter?” After that, the psyker reads the Emperor’s Tarot for the subject as they both concentrate on the question asked. At the end of this time the psyker interprets the Tarot and garners the results depending on his PR as detailed on Table 6–7: Augury.

Table 6–7: Augury
1–3 -- The psyker determines the most dangerous opposition that the subject will face.
4–6 -- As above, plus the psyker also determines other negative forces that may be present. The psyker can determine as many forces as his PR.
7–8 -- As all the above, plus the psyker determines the best advantage or tool that the subject can use for the situation.
9+ -- As all the above, plus the psyker may offer a single sentence of advice to the subject concerning the clearest path to their answer.
Read the Emperor’s Tarot to divine hints of the future.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

spacer.png

Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted.

On a success, you extend your senses out to a number of meters equal to your Perception Bonus plus 1d10. Each degree of success adds another 1d10+ your Perception Bonus to the roll.

The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
AuguryAction: Extended (10)
Opposed: No
Range: Special
Sustained: No
Description: By reading the Emperor’s Tarot for a specific individual, the psyker can grant insight into what troubles lay ahead. During the reading both the psyker and the subject must remain in contact and no other actions may be taken by either of them. The psyker must then ask a specific question. It can be as detailed as “What must my Battle-Brothers overcome if they are to enter the Patriarch’s lair?” or as broad as “What dangers face the Chapter?” After that, the psyker reads the Emperor’s Tarot for the subject as they both concentrate on the question asked. At the end of this time the psyker interprets the Tarot and garners the results depending on his PR as detailed on Table 6–7: Augury.

Table 6–7: Augury
1–3 -- The psyker determines the most dangerous opposition that the subject will face.
4–6 -- As above, plus the psyker also determines other negative forces that may be present. The psyker can determine as many forces as his PR.
7–8 -- As all the above, plus the psyker determines the best advantage or tool that the subject can use for the situation.
9+ -- As all the above, plus the psyker may offer a single sentence of advice to the subject concerning the clearest path to their answer.
Read the Emperor’s Tarot to divine hints of the future.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted.

On a success, you extend your senses out to a number of meters equal to your Perception Bonus plus 1d10. Each degree of success adds another 1d10+ your Perception Bonus to the roll.

The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
InspireAction: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.
Bolster your comrades against pinning and fear.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
InspireAction: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.
Bolster your comrades against pinning and fear.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
InspireAction: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.
Bolster your comrades against pinning and fear.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
InspireAction: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.
Bolster your comrades against pinning and fear.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

Range: 3m; Damage: 1d5; Pen: 4; Toxic

If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

The Space Marine may also breathe water through his multi-lung.
 

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10 + SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10 + SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10 + 2 + SB + PSY R 2 + PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10 + 9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10 + 9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10 + 2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10 + 4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
InspireAction: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.
Bolster your comrades against pinning and fear.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
luctius

luctius

 

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Degei Bajan

White ScarsThe White Scars (known to themselves as the Ordu of Jaghatai), originally known as the Star Hunters were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. Drawing on the tribal savagery of their homeworld, the White Scars practice a highly mobile method of warfare, tearing into their enemies with lightning-quick attacks and vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter, with poetry among their most respected and ancient traditions. Chogoran is a language of the White Scars home planet. LibrarianLibrarians are those Space Marines born as psykers able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion -- a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind's most exceptional warriors.

"In the storm of battle, flexibility is as vital as strength. Embrace the chaos, but let your purpose guide your steps."

  • Rank 1
  • Deed Battle DamageCost: 300 xp
    Constant repair and refitting is a necessity with all Space Marines. There are some occasions, however, when Armour and other gear is damaged beyond repair. These are times when a Chapter is reluctantly forced to use some of their older suits of armour.

    Following a vicious assault by enemy forces, your armour was all but ruined by a salvo of enemy fire. Though you emerged victorious, you were forced to seek out your Chapter’s Master of the Forge and request a new suit of power armour. The Master of the Forge communed with the war-spirits of the Chapter’s remaining supply of power armour, and you were fitted with a suit that is well-matched to your particular strengths.

    RoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
  • Distinctions None
  • Demeanours FlexibleJR.80

    As the Crusade forces continue to battle they are constantly exposed to new Xenos tactics and additional Xenos allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable. All of this variation requires that a Space Marine be well versed in different aspects of the Principia so as to be capable of identifying and utilising the most appropriate response for each new threat. For some Battle-Brothers, this challenge is a tremendous opportunity. These Space Marines are thrilled by the prospect of each battle turning into a surprise. They see each new foe as a chance to learn and to test their tactical acumen as they swiftly adapt their approach. They embrace this idea enthusiastically. When preparing for a mission, Space Marines who espouse this philosophy seldom choose armaments based solely upon the task at hand. Rather, they select materials that could resolve the current conflict and also have the broadest range of possible applications. They believe that preparedness is the heart of success. In this way, they can best adapt and overcome any unexpected threat to the Imperium. It is never enough for them to have the right tool for the right job. Instead, they must have the right tool for any task that they might reasonably face.
    , Son of the SteppeFF.29

    Some have made the error of assuming the savage sons of the wild steppes to be crude in manners or unsophisticated in temperament, but this perception could not be further from the truth (and voicing it would be unwise in any case).

    White Scars Battle-Brothers are complex individuals, and the product of a heady cocktail of their environment, tribal tradition and Adeptus Astartes doctrine, training and genetic engineering. Many regard the trappings of civilisation with a measure of suspicion. They would far prefer to commit the wisdom of the ancients to mighty stone tablets than within crystal data-stacks for example. Many of the teachings of the Primarch are set down in this way, the permanence of marble far outweighing the convenience of mass storage. When confined for long periods in an entirely artificial environment, many White Scars become short tempered. The older and more experienced, however, have mastered themselves to such a degree that they can enter a restorative trance and meditate for days on end on the wildness of Chogoris and emerge at peace once more.

    In character, the White Scars display a finely balanced mix of wildness and discipline. They are often dour, even severe, and suffer fools with poor grace, yet they are supremely honourable and have a highly developed sense of justice and tradition. Once at ease, a White Scars Battle-Brother reveals himself to be capable of humour and kindness. They are thorough and considered in planning any deed, and when the time comes to unleash the fires of battle they do so with savage abandon.

    At some point in his life, every White Scar must face and master the full implications of his own power. The wildness within, when combined with the potency granted by the Space Marines’ genetically enhanced physiology is a fearsome weapon indeed, and one that can be as harmful to the subject as to his enemies. Each time he draws upon his ferocity in the heat of battle, the White Scar takes a step closer to the precipice, beyond which lies the damnation of bloodlust and killing for the sheer sake of it. Worse, the line is invisible until almost crossed, and so the Battle-Brother must exercise prodigious willpower not to exceed it inadvertently. While the vast majority recognise the line when finally it becomes visible and in so doing gain unprecedented mastery of themselves, some do not. Of these, the White Scars never speak, and their names are hewn from the tablets for all time. It is one of the tasks of the White Scars Librarians, whom the Chapter calls Stormseers, to guide the Battle-Brothers in this journey, whatever its destination.
  • Wounds 0/20 Fate 4/4Using Fate Points

    Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Battle-Brother has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action.

    Spending one Fate Point allows a Space Marine to do one of the following:
    • Re-roll a failed test once. The results of the re-roll are final.
    • Gain a +10 bonus to a test. This must be chosen before dice are rolled.
    • Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
    • Count as having rolled a 10 for Initiative.
    • Instantly remove 1d10 Damage (this cannot affect Critical Damage).
    • Instantly recover from being Stunned.
    • Enter Squad Mode without a Cohesion Test.
    • Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
    • Remove one level of Fatigue.

    Burning Fate Points

    Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle-Brother makes his escape. A Fate Point may be burnt even if it has already been used for that gaming session.
  • Insanity 0 Corruption 0
  • Movement 6/12/18/365(AB) +1(Armour Giant Among Men) *2(Jump Pack) = 12/24/36/72
    5(AB) +1(Armour Giant Among Men) = 6/12/18/36
    5(AB) =5/10/15/30

    x1 / x2 / x3 / x6
    Half Move / Full Move / Charge / Run
  • Carrying Capacity 1,350kg1350 / 2700 / 5400

    CRB.208
    SB + TB = 10 + 8 = 18

WS

45 4

BS

41 4

Str

6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength)

Tgh

42 8(4(Toughness Bonus * 2(Unnatural Toughness) )

Agi

53 5

Int

43 4

Per

48 4

Wil

55 5

Fel

39 3

 

♦ Skills
Acrobatics (Ag)   26
Awareness (Per)b T 6848 Base Perception
58 for Sight and Sound based tests, due to the Lyman's Ear and Occulobe Implants, without helmet.
68 for Sight and Sound based tests with helmet due to Lyman's Ear and Occulobe Implants and Auto-Senses.
Barter (Fel)b   19
Blather (Fel)    
Carouse (T)b   21
Charm (Fel)b   19
Chem-Use (Int)    
Chiphers (Int)    
- Chapter Runes T 43
Climb (S)b T 6343 without armour
Command (Fel)b   19
Common Lore (Int)    
- Adaptus Astartes T 43
- Imperium T 43
- War T 43
ConcealmentWhen wearing armour:
-10 for Hulking (CRB.134)
-30 for Heavy Armour (CRB.160)
(Ag)b
T 13Base: 53
53 - 10(Hulking) - 30(Heavy Armoured)
Contorionist (Ag)b   26
Deceive (Fel)   19
Demolition (Int)    
Disguise (Fel)b   19
Dodge (Ag)b T 53
Drive (Ag)    
- Ground Vehicles T 53
Evaluate (Int)b   21
Forbidden Lore (Int)    
- Xenos    
Gamble (Int)b   21
Inquiry (Fel)b   19
Interrogation (WP)    
Intimidate (S)b T 6343 without armour
Invocation (WP)    
Lip Reading (Per)    
Literacy (Int) T 43
Logic (Int)b   21
Medicae (Int)    
Navigation (Int)    
- Surface T 43
Performer (Fel)    
- Throat Singing T 39
Pilot (Ag)    
- Personal T 53
PsyniscienceThose with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience.
Skill Use: Full Action

Table 3–4: Psyniscience
0 DoS -- Awareness of warp disruption or number of entities present.
1 DoS -- Approximate direction of the phenomena or creatures.
2 DoS -- Rough location of the warp creatures or beings affecting the Immaterium.
3 DoS -- Exact position of the creatures or psykers present.
(Per)
T 48
Scholasic Lore (Int)    
- Principia Belicosa T 43
Scutiny (Per)b   24
Search (Per)b   24
Secret Tongue (Int)    
Security (Ag)Poor Manual dexterity: -10 penalty unless using equipment designed for Space Marines.    
Shadowing (Ag)    
Silent MoveWhen wearing armour:
-30 for Heavy Armour (CRB.160)
(Ag)b
T 23Base: 53
53(Agility) - 30(Heavy Armoured)
Sleight of Hand (Ag)    
Speak Language (Int)    
- High Gothic T 43
- Low Gothic T 43
- Chogoran T 43
Survival (Int)    
Swim (S)b   3121 without armour
Tactics (Int)    
- Assault Doctrine T 43
Tech-Use (Int)    
Tracking (Int) T 43
Trade (Int)    
Wrangling (Int)    

 

♦ Talents & Traits & Ability
Astartes Traits and Talents
  • AmbidextrousUse either hand equally well.

    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

    Special: When combined with a Two-Weapon Wielder
    Talent, the penalty for making attacks with both weapons in the same turn drops to –10.
  • Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.
  • Bulging BicepsRemove bracing requirement for certain weapons.

    Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
  • Heightened Senses (Hearing)Gain +10 bonus to Hearing.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Heightened Senses (Sight)Gain +10 bonus to Sight.

    Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.
  • Killing StrikeSpend a Fate Point to make your melee attack impossible to parry or dodge.

    Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
  • Nerves of SteelRe-roll failed tests to avoid pinning.

    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
  • Quick DrawReady as a Free Action.

    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
  • Resistance (Psychic Powers)Gain +10 bonus to Resistance Tests vs Psychic Powers.

    The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.
  • True GritReduce Critical Damage the character takes.

    The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.
  • Unarmed MasterAttacks do 1d10+SB Damage and lack the Primitive trait.

    The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
  • Unarmed WarriorDue to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on CRB.245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.

    Note: Errata.2
  • Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!
  • Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8.

    The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.

    During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine with Unnatural Strength (x2) uses a Powerfist, which doubles the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again.

    When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past normal (to a maximum of +30), For example: the Archmagos Voltaic has a Dark Age of Technology cortical implant giving him Unnatural Intelligence (×3). He is called on to repair a damaged plasma core using his Intelligence based Tech Use skill. Normally this would be a Very Hard (–30) Test, but thanks to his Unnatural Intelligence the Difficulty is reduced by two stages to Difficult (–10), (–1 stage for ×2, and –1 for ×3).

    During Opposed Characteristic Tests, where success is achieved, the Unnatural multiplier is added to the Degrees of success. In the case of a tie, the participant without the Unnatural Characteristic trait loses the Opposed Test. For example: Garm Felbood is struggling with a tentacled monstrosity from the swamps of Dusk. Garm has Strength 40 and the thing from the swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two degrees of success) and the thing rolls 30 (straight success), unfortunately the thing adds +2 degrees of success because of its (×2) modifier, bringing the Opposed Test to a draw. This translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!

 

♦ Astartes Implants
 
  • Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
  • OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
  • BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait.
  • HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
  • Larraman’s OrganSpace Marines do not normally suffer from Blood Loss (CRB.260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (CRB.136) may still inflict Blood Loss as normal.
  • Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.
   
  • PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
  • OmophageaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth).

    The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy.

    The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
  • Multi-lungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (CRB.261).

    In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results.

    The Space Marine may also breathe water through his multi-lung.
  • OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
  • Lyman’s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent.
  • Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.
  • Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds.

    This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation.
   
  • Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait.

    At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
  • Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
  • NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test.

    The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
  • MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space.
  • Betcher’s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile:

    Range: 3m; Damage: 1d5; Pen: 4; Toxic

    If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.

    At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
  • ProgenoidsSee CRB.271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.

 

♦ Weapons
Weapon Name Class Range RoF DamageCRB.245:
For all attack rolls, count the Degrees of Success. The number of Degrees of Success is the minimum amount of Damage that attack will inflict on a single dice. If the attack inflicts more than one dice of Damage, the player may apply the Degrees of Success from the attack roll as the minimum result to one dice of his choice.

Righteous Fury House Rule:
Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

Hordes & Melee:
When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.
Pen Clip Rld Special Wt
Unarmed Melee Melee - 1d10+SB I 0 - -   -
Betcher's Gland Natural 3m - 1d5 4 - - ToxicSome weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus., See Above -
Astartes Combat Knife Melee Melee - 1d10+SB R 2 - -   2 kg
Force LanceCRB.155: Force Sword

+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Melee Melee - 1d10+2+SB+PSY R 2+PSY - - BalancedSome weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry., Special+psy to dmg and pen
On Free Action, deal, do Focus Power Test (WP+(5*PSY)) and deal 1d10 for each DoS, ignoring Armour and Toughness.

For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force staff wielded by a character with Psy Rating 3 would inflict 1d10+2+3 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.

A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
10 kg
Astartes Bolt Pistol Pistol 30 m S/2/- 1d10+9 X 4 14 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. 5.5 kg
Astartes Bolter Basic 100 m S/3/- 1d10+9 X 4 28 Full TearingTearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded., Fire SelectorA staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.


Question: Does a Fire Selector hold 3 standard size clips for the weapon it is used with? And, if so, can it be used with a Storm Bolter? Do the Storm Bolter clips cost the same amount of Requisition in that case?

Answer: The Fire Selector holds 3 standard size clips for the weapon it is used with, including a Storm Bolter. The Storm Bolter clips cost the same amount of requisition as standard bolter clips.
18 kg
Astartes Frag GrenadeErrata.12 Thrown SBx3 m S/-/- 2d10+2 X 0 - - Blast(4)Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. 0.8 kg
Astartes Krak Grenade Thrown SBx3 m S/-/- 3d10+4 X 6 - -   0.8 kg

 

♦ Armor
Armor Name Locations Covered Special Qualities AP Wt
Mk 4 "Maximus" ArmorMK4 'Maximus': The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy.

Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6
All See Below 7/9Head[1-10]: 7
RArm[11-20]: 7
LArm[21-30]: 7
Body[31-70]: 9
RLeg[71-85]: 7
LLeg[86-00]: 7
220 kg
  • Enhanced StrengthIncrease the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
  • Bio-monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:

    • +10 to Tests resisting the Toxic Quality and similar poison effects.
    • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely.

    For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
  • Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines.

    Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.

    Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.

    The power armour helmet can be donned or removed as a half-action.
  • Auto-sensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades.

    Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests).

    Additionally, the Auto-Senses make the Called Shot Action (CRB.238) into a Half Action.
  • Vox LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
  • Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
  • Terror be thy friendThough all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

    The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

    CRB.162
  • Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
  • Magnetized Boot SolesCan be activated to provide the equivalent of Magboots.
  • Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1.

    however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. CRB.134 for the full effects of Size.

    He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
  • Blood of the EnemyRoB.153
    Blood of the Enemy: In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).

 

♦ Equipment
Chieftain Trophy RackFF.104

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

A Chieftain Trophy Rack counts as a Back Banner.

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.

Back Banner (CRB.171):

When the Kill-team’s leader spends a Fate Point to restore a point of Cohesion (see CRB,212), he restores one bonus point of lost Cohesion if he is wearing a back banner.
Repair CementCRB.173

Repair Cement is a spray-gel composed of dual tubes of
polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.
3x Astartes Frag Grenades 3? Bolt Pistol Clips
3x Astartes Krak Grenades 3? Bolter Clips
Requisitioned Gear
-- 00

 

Psychic TechniquesUsing Psychic Powers:
- Power Level (Fettered, Unfettered, Push)
- Focus Power Test (WP+ Psy*5)
- Apply Effects

Fettered: No Psychic Phenomena, psy/2 (rounded up)
Unfettered: Full Psy, On doubles, roll Psychic Phenomena
Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena.

Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest.

Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged.

Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.

Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area.

Psychic Phenomena
01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.
04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.
06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.
12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker.
15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker.
24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him.
27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness.
30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.
33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.
36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.
39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.
45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.
48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down.
51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.
54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).
57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).
60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).
66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.
69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.
72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp.
(Psy=3)
ReadingAction: Full
Opposed: No
Range: 5 metres x PR
Sustained: Yes
Description: Diviners can read a person’s aura, the unconscious projection of his being in to the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The
level of information he gains depends on the PR at which he manifests the power as detailed on Table 6–11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.

Table 6-11: Reading
1-3 -- The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical well-being. Lastly, the psyker determines whether the target is an Untouchable.
4-5 -- As above, plus the psyker gets a deeper insight into all of the target’s feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target’s physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating.
6-7 -- As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines which discipline(s) he possesses.
8+ -- As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.
Sense a creature's aura to gain insight into their nature.
InspireAction: Half
Opposed: No
Range: 5 metre radius x PR
Sustained: Yes
Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.
Bolster your comrades against pinning and fear.
AvengerAction: Full
Opposed: No
Range: 30m
Sustained: No

Description: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes Heavy Flamer (30m, 1d10+12, Pen: 2*Psy, see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.

Dmg: 30m, 1d10+12, Pen: 2*Psy
Vs Hordes: 8+1d5
Summon a flaming avatar of death to incinerate an area.

 

♦ Solo & Squad Modes
Solo ModesUsing Solo Mode Abilities:

Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.
Squad Attack PatternsRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Squad Defensive StancesRank:
1–3 (Close) Visual distance, no more than 30 metres away.
4–6 (Medium) Vocal distance, no more than 60 metres away.
7–8 (Extended) Vocal distance, no more than 120 metres away.
Burst of Speed (Free Action)One per game session, increase AB by 2 for a number of round equal to Rank. Free Action, that can be activated at the start of a turn.

A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement.
At Rank 5 the bonus to Agility Bonus increases to +4.
At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain (see CRB.206).
Bolter Assault (Free, 3, No)Action: Free
Cost: 3
Sustained: No

The Kill-team may make an immediate Charge Move and a Standard (Ranged) Attack.

Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm bolter (including variants of these weapons). Alternatively, they may use their Standard Attack to throw a grenade.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.
Dig In (Fulll,3, Yes)Action: Full
Cost: 3
Sustained: Yes

The Kill-team double Armour of any cover as long as they remain stationary. This is calculated individually per member.

Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see CRB.246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.

Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Feat of Strength (Free Action)Once per day, increase Unnatural Strength by 1 for a number of rounds equal to Rank. Free Action, that can be activated at the start of a turn.

Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.

Improvement:
At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration.
At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank.
At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
Fire for Effect (Half, 2, Yes)Action: Half
Cost: 2
Sustained: Yes

May use a Reaction to make a Standard (Ranged) Attack.

Working as a single well-oiled machine, the Kill-team can snap off shots at targets as they appear. While this power is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon.

Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.
Go to Ground (Reaction, 1 No)Action: Reaction
Cost: 1
Sustained: No

The Kill-team may make a free move up to their AB to find cover. This is after the first hit, but before any additional semi- or full-auto hits.

When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.

Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
As Swift As The Wind (Active)After a Ranged Attack, make a +0 Agility/Drive/Pilot Test, make a Half Move as a Free Action, 1/round.

The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Improvements:
At Rank 3 and above, the Battle-Brother’s swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.
At Rank 5 and above, the White Scar maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Battle-Brother is not in Solo Mode).
At Rank 7 and above, the Battle-Brother may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.
Fire Support (Half, 1, Yes)Action: Half
Cost: 1
Sustained: No

Do not suffer -20 when using Supressing Fire or Overwatch.

All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see CRB.241).

Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.
Regroup (Full, 2, No)Action: Full
Cost: 2
Sustained: No

As a Full Action, the Kill-team may make a move up to 2xAB (as a Full Move), not triggering Overwatch or Supression Fire.

A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire.

Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.
  Furious Charge (Free, 3, No)Action: Free
Cost: 3
Sustained: No

Kill-team may make a Charge Move and a Standard (Melee) Attack, and they may re-roll Damage.

Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battle-Brother and those in Support Range of him may make an immediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks.

Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.
Soak Fire (Reaction, 2 , No)Action: Reaction
Cost: 2
Sustained: No

When a Member is hit by Semi- or Full-Auto Fire, instead of dodging, the members of the Kill-team all share hits equally. The original target takes at least one hit.

While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Brothers soaking fire cannot Dodge attacks allocated to them.

Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper’s bullet,
dividing the Damage evenly between those involved.
  Squad Advance (Half, 1, Yes)Action: Half
Cost: 1
Sustained: Yes

Kill-team may use a reaction to make a Tactical Advance.

Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is
in effect, the Kill-team may use their Reactions to make a Tactical Advance (see CRB.243).

Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.
Strongpoint (Full, 3, Yes)Action: Full
Cost: 3
Sustained: No

A designated member, called Centre, can call-out targets with a Free Action on their turn, or a Reaction. The Kill-team gains +20 WS/Bs against called-out targets. This effefct ends when Centre moves, or calls out a new target. When Centre moves Strongpoint ends.

Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may re-roll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.

Improvement: None
  Tank Buster (Free, 1, No)Action: Free
Cost: 1
Sustained: No

Nominate Member as part of an Attack Action against an armoured vehicle or fortification. For every supporting member, the attacking member gains either +5 BS, or move 2 meters closer.

As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-Brother may nominate a member of the Kill-team armed with either a heavy weapon or an explosive (this could be himself ) to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres closer to his target (if he is trying to plant a charge or grenade).

Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range.
Tactical Spacing (Full, 1, Yes)Action: Full
Cost: 1
Sustained: Yes

The Kill-team can share reactions.

Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared.

Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.
  Swift Assault (Free, 3, Yes)Action: Free
Cost: 3
Sustained: Yes

The Kill-team gains a bonus Half Action each round for movement related actions.

When attacking, the White Scars are swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.
Sudden Withdrawal (Full, 2, No)Action: Full Action
Cost: 2
Sustained: No

A member is designated to provide Supressing Fire. The rest of the Kill-team may then move 2xAB, just as they made a Move Action.

The White Scars are quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Battle-Brothers retreat to prepare for another attack elsewhere. The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

 

♦ Special
Fear (1)RoB.153: Blood of the Enemy

In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate.

The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
, Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack

Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor).

When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack.
, Fear (+1 against any foe engaged in melee)CRB.162: Terror Be Thy Friend

Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably.

The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

See also:
https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001
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