Savage Trader

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WARHAMMERSAVAGE 40,000 TRADER

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a Savage Worlds conversion by Crimson Fist.

Table of ContentsIntroduction:.............................................................................................................3 The World:............................................................................................................3 How this Works:....................................................................................................3 Character Creation:..................................................................................................3 Random Origin:.....................................................................................................4 Races:...................................................................................................................5 Humanity:.........................................................................................................5 Eldar:................................................................................................................5 Ogryn:...............................................................................................................5 Squats:..............................................................................................................5 Skills:....................................................................................................................6 Hindrances:...........................................................................................................6 Edges:...................................................................................................................8 Gear:........................................................................................................................9 Armor:...................................................................................................................9 Weapons:............................................................................................................10 Combat Stimms:.................................................................................................12 Miscellaneous Equipment:...................................................................................12 Bionics & Implants:.............................................................................................13 Vehicles:.............................................................................................................14 Special Rules:.........................................................................................................14 Arcane Bacgrounds:................................................................................................14 Games Masters Section:.........................................................................................16 Encounters:............................................................................................................16 Alien Races:........................................................................................................16 Warp Creatures:..................................................................................................16 Alien Creatures:..................................................................................................16 Alien Plants:........................................................................................................16

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Introduction:The World:For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He Is the Master of mankind by the will of the gods & master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is a carrion lord of the imperium to whom a thousand souls are sacrificed every day, and for whom blood is drunk & human flesh eaten. Human blood & human flesh the stuff of which the Imperium is made. To be a man in such times is to be one amongst untold billions. It is to live in the cruellest & most bloody regime imaginable. This is the tale of these times. It is a universe you can live today if you dare for this is a dark & terrible era where you will find little comfort or hope. If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science & common humanity. Forget the promise of progress & understanding, for there is no peace amongst the stars, only an eternity of carnage & slaughter & the laughter of thirsting gods. But this universe is a big place &, whatever happens, you will not be missed....

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How this Works:The following is a conversion of the skirmish game Rogue Trader first printed in 1987. It is intended to be used as a skirmish/light roleplaying game in the Savage Worlds rule set. You will need that rule set to play this game as below is only additional information to be used with that rule set. In this game players form small & elite mercenary teams out advance themselves in a universe that cares little for them. Good teams earn fame, fortune, & better missions. Where you will operate the Emperor may hold authority, or he may come second to any manner of Alien powers. Your employer may be honorable or not. Your mission may be profitable or not. You might survive, or not. Cheers!"For every battle honour, a thousand heroes die, unsung and unremembered"

Character Creation:Savage trader has many races and unique advantages. Creating characters is detailed below.

Random Origin:As an optional rule, the player may draw from a standard deck of cards (Jokers left in) and consult the following table to randomly determine origin. Card Deuce Result Feral World. Feral worlds are tough places in which to survive. Whether living in a steaming death-filled jungle or upon the burning sands of a desert planet, your people has reverted to a more primitive existence, living in tribes, gangs or creeds without much care for technology or the soft living ways of the so-called civilised folk. Agri-World. You were born on a world devoted to producing food. Perhaps your home world supported a nearby hive world, or the Imperial tithe inexplicably demands it. Your people likely seek excitement and the exotic to vary the dull routine of the farm. Developing World. These worlds are split into geographical areas with widely varying levels of advancement and culture. Depending on the prevailing governments, these might be countries, states, power blocks or tribal homelands. It may be the case that higher levels of technology and wealth are concentrated around original colonisation sites. Other planets might exhibit gross variations in culture due to environment, with areas weak in natural resources being similarly weak in terms of military power, economic muscle and so on. Some planets preserve a great divide due to ancient tribal taboos, religious notions or plain old-fashioned habit. Hive World. The Imperium most populous worlds are its hive worlds. The populations of these planets are so high that the people live in huge cities, truly immense many-layered structures that reach high into the sky, each housing billions of individuals. Most hive worlds have become severely polluted, the areas outside the hives reduced to ash wastes

Three

Four

Five

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or radioactive desert by the never-ceasing industry. Equally dangerous can be the hives themselves. The crime-ridden, poverty-stricken areas, almost always found in the most polluted and decrepit lower levels of the underhive, are home to violent gangs, criminals and assorted scum as well as mutants and heretical cults who hide there from the authorities. Six Paradise World. Your home world is one of the rare and coveted paradise planets, where it is forever summertime and the living is easy. Aside from being objects of envy and scorn for the rest of the Imperium, your people are likely to be somewhat bemused by the cruel nature of the universe, with a nave optimism that others find highly foolish. Forge World. Much of a forge world is like an immense factory, with industrial complexes soaring into the sky and mine workings burrowing deep into the crust. They are ruled by the Adeptus Mechanicus, whose training and research facilities are located here, along with the grand cathedrals to their deity; the Omnissiah. War Zone. Whatever your home world once was, it is now a seething mass of bloodied ruins, struggling soldiers and whistling ordnance. Perhaps civil war rages, or maybe Orks seek to destroy all. Whatever the case, your people are likely to be grim, tenacious and dedicated. Shrine World. Your home world is controlled by the priests of the Emperor. Perhaps it is covered in gleaming spires and vast temples, or perhaps it welcomes countless pilgrims to its holy battle sites. Whatever the case, your people are likely to be devoted servants of the Emperor, pious, dependable and honest. War ship. You were born amidst the crash and thunder of battle, and grew up amidst the gun crews and the troopers, crammed into rank-smelling bunks or the stultifying formality of the officers' quarters. You are likely to be a great respecter of authority, with a liking for procedure and a no-nonsense attitude towards slackers. Orbital. You were born upon a vast and ancient satellite, orbiting some star, moon or planet. Likely part of a scientific mission, isolationist retreat or military stationing, you grew up in a world of routine and repetition, with endless orbital cycles, ritual of observance and maintenance rotes. You are likely to be very methodical, with a secret desire for rebellion and indulgence. Dead World. Your home world is little more than a habitat perched upon some blasted rock. Maybe a mining colony upon an airless moon, or perhaps an expedition to uncover some long-dead alien race, your people are likely to be thoughtful, melancholy types, with a curiosity for greenery and the outdoors Feudal World. Your home world is a primitive planet, with but the simplest of technologies, such as swords, chariots and black powder. Your people are likely to be loyal, practical and highly superstitious. Chartist Vessel. You were born upon one of the great trading vessels of old. As part of a crew endlessly plying a traditional route, you grew up within the gloomy holds, packed with exotic riches you could never own. Fearfully accepted into port, yet welcome at none, you are likely to be materialist in nature, with a great eye for deals and a cynical view of human nature. Space Hulk. You were born upon a ragged mass of flotsam and jetsam space worthy, but only just. Probably the survivors of some terrible accident stuck aboard an abandoned wreck, you grew up in a world of leaking door seals, dark corridors, haunted decks and the knowledge that things were aboard ship just out of sight. You are likely to be cautious, superstitious and trigger-happy.

Seven

Eight

Nine

Ten

Jack

Queen

King

Ace

Joker

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Races:In the far reaches of the galaxy all types aliens mingle together away form their xenophobic empires. Below are those that you may play.

Humanity:The standard by which all others are measured. Bonus Edge: Humans start play with one free edge of their choice.

Eldar:Few Eldar exist outside of Craftworlds unless they are exiled for past transgressions. Long lived and barely tolerant of any other races they make allies slowly. Luckily they are long lived. Agile: Agility starts at d6 base instead of d4. All Thumbs: Eldar have an inbred dislike of mechanical objects, & thus have the all thumbs Hinderance. They shun metalic or manufactured items of any design except those made by the Eldar (eldar items function normally). Low Light Visiion: Ignore penalties for Dim & Dark lighting.

Ogryn:Though not the brightest of the races, brute strength goes a long way to making up for that here. Strong: Ogryn start with a strength score of d8 instead of d4. Hunlking Brute: Size 3+, most are over 8 tall! Loyal: You just can't leave an ally behind if there is any chance of saving them.

Squats:Short, Stout, & Hardy people of a proud and skilled tradition. Low Light Vision: Ignore penalties for Dim or Dark lighting. Slow: Squats have a pace of 5. Tough: Start with a Vigor of d6 instead of d4.

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Skills:Faith (Spirit) The belief in the God-Emperor is important in the 41st millennium, and although it is possible to be faithful without this skill, members of the Ecclesiarchy and the likes find great use from this skill. Similar to a Knowledge skill, it deals with the knowledge about Saints, the Emperor, Shrine worlds and prayers against Chaos and heresy. Knowledge (Smarts) Some suggested Knowledge focuses (and possible uses are): Battle No one planning on fighting in a large-scale conflict should be without it (Used in Mass Combats). History Perhaps that artefact youre looking for was once recorded in historical documents? Or perhaps that family youre investigating used to be part of a cult that was later found heretical? Imperial Lore You know about the Imperial culture and know a great deal about the people who live in the Empire. Its always useful to know who the movers-andshakers of a particular planet is before you accidentally sabotage yourself. Occult When finding out whether a particular cult is heretical, it pays of to know a thing or two about it beforehand. Of course, you can just hope that theyre all telling you the truth? Science Sometimes you need to identify the chemical compound, sometimes you need to do some calculations and sometimes its just useful to be able to go undercover as an innocent scholar. Warp Also known as the Immaterium. The Warp is home of daemons and is both Humanitys greatest enemy and the thing the Empire is built upon. Whether you believe in knowing your friends or your enemies, the Warp cannot be ignored. Weird Science (Smarts) While a lot of people have learned how to maintain a lasrifle and some can even create one from salvaged parts, a person versed in Machine Code is needed to create anything more complex than that, and without this skill understanding the texts of the Adeptus Mechanicus is a largely futile task.

Hindrances:Expensive Taste (Minor) It's not like this character specifically chooses to buy only the most expensive equipment. It's more that the items that he likes have a tendency to be the most expensive ones available. Whenever the character buys equipment, he pays 25% more then the listed price for the purchased item. Intolerant (Minor or Major) The character is especially prejudiced or bigoted against those different from himself. When you take this hindrance, choose a group, with the GMs approval. This can be sex, race, culture, religion, species, or any other common characteristic. The 7

character wants to avoid this group, and in some cases, kill them. Innately evil things like Chaos Marines and daemons would not be appropriate. Minor: The character strongly dislikes this group and accepts most negative stereotypes about them. S/he will avoid them when possible, and must make succeed on a Spirit roll do deal with them in any non-violent way. Examples: Buying things from them, going to a party hosted by one of them, believing that one is not guilty of an accused crime, or letting one marry his/her daughter. Major: The character is violently hateful of these people. The character will never voluntarily cooperate or deal with the group s/he is intolerant of. Given the opportunity, s/he will kill a member of this group, provided that s/he thinks s/he could do so without being caught or punished. Motion Sickness (Minor) Whenever the character makes a trip by plane, boat, car, or other fast moving vehicle for more than an hour, s/he must make a Vigour roll. If s/he fails, s/he suffers a point of fatigue. A character cannot suffer more than one point of fatigue in this way and the fatigue is removed once s/he has a few calm minutes off the vehicle. Psychic Crutch (Minor or Major) Requirement: Arcane Background (Psionics) Psykers with this hindrance have gotten into the habit of performing some action while manifesting supernatural powers and now it's gone psychosomatic. Whenever the psyker can't perform this action while trying to use magic, a -2 is applied to his Psionics roll. The minor version is something that is inconvenient, like waving your arms about or having a lucky piece at hand. The major version is either a real hassle or is hazardous to the magician, like getting shot up with a narcotic. Thin Skinned (Major) Youve never dealt with pain very well. You suffer an extra -1 penalty when wounded (so -2 at one wound, -3 at two wounds, etc.). Warped Dreams (Major) Every night the Warp calls out to you in your dreams, tormenting you terribly. You have one less Benny because of your constantly tired state. Slow (Major) During Initiative, draw two cards and act on the lower one, unless one of them is a Joker (in which case, lucky you). A Slow character may not also have the Quick Background Edge, although Level Headed cancels out with this Hindrance. Timid (Major) You never really learned how to talk back, and have trouble holding your own in most conversations, especially with strangers. Take a -2 when rolling for a Test of Will (Intimidate, Taunt, Persuasion). Grim Servant o Death (Major) 8

As described in the Deadlands: Reloaded sourcebook. Heartless (Minor) You may not enjoy killing, but you dont let it stand in the way of your goals either. Psychic Frailty (Minor) You are particularly susceptible to Psychic powers, and suffer a -2 on all rolls made to resist them. Slowpoke (Minor) You suffer a -1 to Pace and when rolling to run. This stacks with Lame and similar Hindrances. Tenderfoot (Minor) Not everyone is cut out to deal with the horrors assailing mankind. You suffer a -1 to Grit. This Hindrance may be bought off by sacrificing an Advancing opportunity.

Edges:Untouched (Background) Requirements: Novice You're a psychic blank; there's no way psychic powers can have any influence on you (directly). However, your unnatural aura is very disturbing, and gives you a -2 Charisma Penalty. You cause fear to psykers as well. Untouchable Aura (Background) Requirements: Seasoned, Untouched, Spirit d8 Through training, your Untouched Edge affects those within a Medium Burst Template as well, giving them psychic immunity too. Psykers can't use their powers inside the aura. You cause fear to Psykers with a -2 penalty. Soulless Void (Background) Requirement: Veteran, Untouchable Aura, Spirit d10 Only intense training can create such a big aura. The aura extend to a Large Burst Template. You cause fear to Psykers with a -4 penalty. Unnatural Existence (Background) Requirements: Legendary, Soulless Void. Ordinary sentients can't even see the Non-touched unless they succeed at a Spirit roll at -4 (they can't accept its existence). Psykers can see them just fine; which won't make them happier though as they're at a hefty -6 penalty on their Fear checks. Inspire Courage (Leader) Requirements: Seasoned, Command, Spirit d8+ 9

Your presence heartens and inspires those around you. Your Command edge affects Wild Cards as well as Extras. Adeptus Astartes (Background, Adeptus) Requirements: Novice You are ranked among the mightiest and most feared of all human warriors: the Space Marines! Genetically engineered to be the most lethal soldiers the human race has ever seen, the Space Marines are the Imperiums first, and often last, line of defense. At character creation, you start with a d8 in Vigor and a d6 in Strength, the Brawny and Fast Healer Edges, and a d6 in Guts. To compensate for the extreme advantage this gives you over other players (with the equivalent of 30 Experience), you advance only every 10 XP until you reach 100 XP. Of course, you also have to take orders from your higher ranking battle-brothers, not to mention any Inquisitor. Brave (Combat) Requirements: Novice, Spirit d8+ Theres not much out there that fazes you. Your character has +1 Grit. Take the Hit! (Combat) Requirements: Novice, Vigor d10+ Characters with this Edge are good at rolling with punches, are lucky, have fate on their side, or are perhaps just really tough. They add +2 to Soak rolls made to eliminate wounds. Sucker Punch (Combat) Requirements: Seasoned, Fighting d8+, Intimidation or Taunt d6+ The character doesnt know the meaning of the words fair fight. If he succeeds in a Test of Will against an adjacent opponent, the character receives a free Fighting attack. This attack does not incur a multi-action penalty. Combat Sense (Combat) Requirements: Seasoned, Fighting d8+, Notice d8+ This character is adept at fighting and keeping track of multiple foes. Opponents gain no Gang Up bonus against him. Dirty Fighter (Combat) Requirements: Novice, Fighting d8+, Agility d6+, Smarts d6+ You know every trick in the book, and arent afraid to use them all! You gain a +2 on all Smarts and Agility Tricks during melee combat. Really Dirty Fighter (Combat) Requirements: Seasoned, Dirty Fighter Not only did you write the book, you left a few things out for your own personal use. You may spend a Benny to automatically get the drop on any one target in melee. 10

Savant (Professional) Requirements: Novice, two or more Knowledge skills at d8+ This edge replaces the Scholar Edge from the Savage Worlds Core Book. Interrogator (Professional) Requirements: Novice, Smarts d8+, Intimidate d6+, Persuasion d6+ Few people can keep secrets from one such as you, trained by the Inquisition in the fine art of interrogation. Gain a +2 on all Intimidate and Persuasion rolls. Also, you have +2 to Smarts rolls to detect when another person is lying. Adeptus Mechanicus (Professional, Adeptus) Requirements: Novice, Repair d6+, Knowledge (Computers) d6+ Trained by the Imperial techpriests, you know some small portion of the Machine Gods secrets. You gain a +2 on Repair rolls and any Knowledge rolls made concerning technology. In addition, you may be able to call on support from other members of Adeptus Mechanicus. Adeptus Arbites (Professional, Adeptus) Requirements: Novice, Investigation d6+, Streetwise d6+ You are a member of the elite Imperial law enforcement corps known as the Adeptus Arbites. Thanks to years of training and field experience, you gain a +2 on all Investigation and Streetwise rolls. In addition, you may be able to call on support from other members of the Arbites.

Money:Imperial Crowns

Karma:Earned through occupation or action. Used to obtain items from restricted groups. Types: Military, Crime, Inquisition, Mercenary, Political, etc.

Gear:Use existing tables.

Armor:Name Flak armour Armou Notes r .+3 Torso, Limbs Weigh Cost t 15 100

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Carapace armour Power armour Mesh armour Stealth suit Pot Helm Open plasteel helm Closed plasteel helm Buckler Small shield Large shield Tower shield Ceramite Reflective Ablative

.+6 .+10 .+4 .+1 .+3 .+5 .+6 .+1 .+2 .+3 .+4 -

Full Body, Pace -2 Full Body, +1 die type to Str Torso, Limbs Full Body, +2 Stealth Head, 50% of protecting against headshot Head, 75% of protecting against headshot Head, protects from headshots +1 Parry, can use arm normally

30 10 18 12 5 9 10 10 15

300 Mil. 200 180 50 100 125 15 20 30 50 .+50 .+30 .+20

Partial cover on one side Cover on one side +2 armour vs. melta, plasma and flamer attacks. +2 armour vs. lasweapons Absorbs wounds, but each wound lowers armour bonus by 1. When it reaches +0 bonus, the armour is ruined permanently.

20 30 -

Weapons:Type Baton Bayonet Dagger Flail Greatsword Longsword Shortsword Spear Staff Chainfist Chainsword Damag Weig e ht Str+d4 Str+d4 Str+d4 Str+d6 Str+d1 0 Str+d8 Str+d6 Str+d6 Str+d4 Str+d8 Str+d1 0 1 8 12 8 4 5 5 5 12 Cos Notes t 10 5 5 40 80 50 25 30 10 Two-handed, Parry +1, Reach 1 Two-handed, Parry +1, Reach 1 Ignores shields Attached to ranged weapon

120 AP2 150 AP2

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Chainaxe Eviscerator Powerfist Powersword Poweraxe

Str+d1 2 Str+d1 2+1 Str+d8 Str+d1 0 Str+d1 2

15 20 2 8 10 12 2

155 AP2 Mil. Mil. Mil. Mil. Mil. Mil. AP4 AP4 AP4 AP4 AP4 AP4

Powerhamm Str+d1 er 2 Powerknife Str-d6

Name Laspistol Lasgun Lasrifle Multilaser Autopistol Autogun Revolver Stubber

Range

Ro Shot Dama F s ge 30 60 40 30 20 30 6 15 40 45 10 6 2 2 2 12 30 20 2d6 2d6 2d8 3d6 2d6 2d8

Notes Las, Pistol Las Las, Snapfire HW, Las, Snapfire, Auto, 3RB, no singleshot. Auto, Pistol, Projectile Auto, Projectile

Weig ht 6 12 15 20 8 15 6 6 20 30 15 10 6 14 11 10 25 18

Cos t 30 75 100 200 100 200 75 150 350 100 0 200 Mil. 200 350 300 Mil. Mil. Mil.

12/24/48 1 15/30/60 3 20/40/80 1 15/30/60 3 12/24/48 3 12/24/48 3 15/30/60 1 12/24/48 2

2d6+1 AP2, Pistol, Projectile, Reload 1 turn 2d6+1 AP2, Auto, Pistol, Projectile. 3d6 3RB, AP2, Auto, HW, no singleshot, Projectile, reload 1 turn

Heavy Stubber 12/24/48 3 Assault cannon 12/24/48 3 Hunting rifle Naval Pistol Dueling Pistol DB Shotgun Sawnoff Shotgun Bolt Pistol Storm Bolter Bolt Carbine 20/40/80 1 12/24/48 1 15/30/60 1 15/30/60 1 10/20/40 1 15/30/60 2 12/24/48 3 15/30/60 1

2d8+1 3RB, AP4, Auto, HW, no singleshot, Projectile 2d8+1 AP2, Projectile 2d6+1 AP2, Pistol, Projectile, Reload 1 turn, melee (Str+d4) 2d6 3d6 3d6 2d10 2d10 2d10 Pistol, +1 to Shooting rolls, Projectile Auto, Projectile Auto, Pistol, Projectile AP4, Pistol, Projectile AP4, Projectile, Snapfire AP4, Auto, Projectile

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Heavy Bolter Meltagun Inferno pistol Multimelta

20/40/80 3 7/14/21 7/14/21 7/14/21 1 1 1

40 5 3 5 1 10 10 14 6 6

3d10 5d10 3d10 7d10 4d10 3d10 2d10 3d10 2d6 2d6

AP4, Auto, HW Snapfire, loses 2d10 per increment, reload2. Pistol, loses 1d10 per increment, reload1. HW, Snapfire, loses 2d10 per increment, reload2 Snapfire, loses 1d10 per increment, melee (Str+d4) Snapfire, Plasma Pistol, Plasma Snapfire, Plasma Target must make Vigour (at -2 on a Shooting raise) or die instantly. Pistol, Target must make Vigour (at -2 on a Shooting raise) or die instantly.

30 22 10 30 20 25 10 27 15 8

Mil. 800 500 Mil. 500 600 400 800 Mil. Mil.

Thermal Lance 12/24/36 1 Plasma Gun Plasma Pistol 10/20/40 1 10/20/40 1

Plasma Blaster 15/30/60 1 Needle Rifle Needle Pistol 20/40/80 1 12/24/48 1

***Plasma:On a 1, roll 1d6: 1-2: EXPLODES! Take damage as if you shot yourself 3-4: Critical Overheat! Character drops weapon and cannot pick up for 1d10 rounds. 5-6: Character drops weapon.

Name Frag grenade Krak grenade Smoke grenade Photon grenade Gas grenade Plasma grenade Grenade launcher Aux. Grenade

Range 5/10/.2 0 5/10/.2 0 5/10/.2 0 5/10/.2 0 5/10/.2 0 5/10/.2 0

Ro F -

Shot Damag Notes s e 6 2 3d6 3d8 Special 2d10 Varies Varies SBT, Thrown MBT, Thrown MBT, obscures vision for 2d4 rounds MBT, Vigour roll or be shaken Variety of effects; consult your GM MBT, ignores armour HW, uses grenades for ammunition Uses grenades for ammunition

Weigh Cos t t 1 1 1 1 1 1 20 10 42 Mil. 30 25 50 50 Mil. Mil.

12/24/4 1 8 10/20/4 1

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launcher Rocket launcher

0 24/48/9 1 6 1 4d10 AP20, MBT, Snapfire 25 Mil.

Combat Stimms:Combat Stimm 'Slaught Psychon Reflex Barrage Spook Spur De-tox Notes Gain Quick and Alertness Edges, but take -2 to Smarts and Knowledge skills for 24 hours. Gain +2 Fighting, Damage, and Toughness but take -2 Parry for rest of encounter. Re-draw initiative until you have an 8 or higher. You take -2 vs. psychic powers. Lasts for 24 hours. Cos t 20 34 22

Gain 2 die types to Agility, Strength, and Vigour for 24 hours. Afterwards make 19 Vigour roll or permanently lose one die type in those three attributes. Gain 5 power points and one Novice psyker power for 24 hours. +2 on Fighting and Strength rolls for 24 hours. However, afterwards he must make a Vigour at -2 or take a level of Fatigue for the next 24 hours. Violently ends the effect of a drug. Target must make Vigour (at -2 if the drug has more than half of its duration remaining) take a level of Fatigue until they have a full nights sleep. 58 37 10

Miscellaneous Equipment:Name Bio-scanner Motion tracker Psi-tracker Backpack Bedroll Canteen Chrono Codescrambler A wrist watch. +2 on Lockpicking against electronic locks. Notes Detects nearby creatures. Pinpoints movement within 25m. Determines active psychic phenomenons. At a -2 penalty can detect psykers. At a -4 penalty can determine the strength of (latent) psykers. Cos t 60 50 Mil. 5 7 3 12 300

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Dataslate Gasmask Igniter Lantern Medi-pack Obscura +2 on Healing rolls. Good for 5 uses before restocking is necessary. Light narcotic. +1 Spirit, -2 Smarts rolls. Lasts fo 15 minutes. Protects against airborne poisons and diseases. A lighter

40 50 1 15 100 0,5 80 135 175 25 100 200

Pict-recorder Capture live or still images. Up to 48 hours of video. Pict-recorder, Capture live or still images. Up to 12 hours video. -2 to be detected. miniature Re-breather Rope Voxlink Vox-bug Provides 2 hours of air supply. 50m length Vocal communication within 20km. Terrain may lower this range. All sound in a LBT can be heard. Searchers are at -4 to locate.

Bionics & Implants:Name Leg Notes Crude: Pace -1 Average: Armour +1 Exceptional: Pace +1, Armour +1 Crude: Strength -1 die (min d4) Average: Armour +1. Exceptional: Armour +1, Strength +1. Crude: Armour +1 Average: Armour +2, 50% protection from headshots Exceptional: Armour +3, protects from headshot. Crude: -2 on Vigour rolls to avoid Fatigue due to exertion. Average: +2 on Vigour rolls vs. airborne poisons and diseases. Exceptional: Can hold breath twice normal duration, Immune to airborne poisons and diseases, Crude: -2 on Vigour rolls Average: No effect Exceptional: +2 to resist poisons. Crude: -2 on Smarts-based skill rolls Average: No effect Exceptional: +1 on Knowledge rolls. Gain +1 on Psionics rolls. Neural uplink to a piece of technology within 1km Cost 500 1000 2000 600 1200 2400 400 800 1600 1000 2000 4000 1250 2500 5000 1500 3000 6000 750 800

Arm

Cranium

Lungs

Heart

Brain

Psi-booster MIU

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Implant weapon

Replace one hand with weapon

1000+ weapon

Mechadendrit These limbs give +2 on Repair, Lockpicking and similar skills. May also Adeptus es make melee attack (seperate from user's) with Fighting and Strength at Mechanicu d8. s Eyes Crude: -2 on vision-based Notice rolls Average: No effect Exceptional: +2 on vision-based Notice rolls. Also, can use thermal vision and takes no penalties based on lighting. Crude: -2 on hearing-based Notice rolls Average: No effect. Exceptional: Gain +2 on hearing-based Notice rolls. 600 1200 2400 750 1500 3000

Ears

Vehicles:Random generating charts.

Special Rules:All the odd stuff here.

Arcane Bacgrounds:Psykers!Arcane Background (Psionics) Arcane Skill: Psionics (Smarts) Starting Power Points: 10 Starting Powers: 3 Psykers are a paradox in themselves; they are at one the greatest threat to the Empire and the thing most vital to its continued existence. Whether an Astropath, an Imperial Battle Psyker or a rogue Psyker, they are dangerous in their own right. Perils of the Warp: When a Psyker rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the character lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound. Arcane Background (Mutant Power) Arcane Skill: Special (None) Starting Power Points: 20 Starting Powers: 1 Humans who despite not being psykers develop psychic abilities typically do so due to close proximity to Chaos. This creates mutants, who though useful are dangerous and who are hunted by all Emperor-fearing people.

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Mutant powers work a little differently from most other Arcane Backgrounds each power is its own skill and has no linked attribute. A character with the armour and bolt powers, for example, also has an Armour and a Bolt skill he uses to enable it. That means its more expensive for a character to improve his powers, but he starts with more Power Points than other arcane types so that he can use his abilities more often. Most puzzling of all, there are no drawbacks for rolling a one on a mutant power; the power either works or it doesnt. Arcane Background (Weird Science) Arcane Skill: Weird Science (Smarts see below) Starting Power Points: 10 (but see below) Starting Powers: 1 The Adeptus Mechanicus the Tech Priests are one of the forces holding the Empire together in these dangerous times. Every lasgun issued and every spaceship launched was built by their hands and the most dangerous of weapons are Tech Priests who have augmented their bodies until they were indistinguishable from Battle Titans themselves. Weird Science is different in that each new power is actually a new invention. The player must write down exactly what the device is when he gains the power. A Tech Priest with the invisibility power, for instance, actually has an invisibility belt, cloak, etc. Players are encouraged to give their devices setting appropriate names as well (Adeptus Astartes Emulator!). Each device comes with its own Power Points equal to the inventors Power Points. An inventor with the bolt power and 10 Power Points, for example, could make a ray gun that fires electrical beams. The gun has 10 power points it can use to fire the beams just like a psyker would use the bolt spell. Malfunction: Weird Science devices are never perfect technology. They often suffer from frequent, spectacular, and deadly malfunctions. If a Tech-Priest uses a device and rolls a 1 on his skill dice (regardless of his Wild Die), it has malfunctioned in some way. The gadgeteer may not use that power again until its repaired, which requires a Repair roll and 2d6 hours of work. Powers avaliable: As many as you can get your hands on. It's up to the GM what powers are suitable for a psyker, a mutant and a Tech Priest respectively. Though Psykers should have access to nearly every power, Tech Priests several powers and Mutants should have a very small list, overlapping more with the psyker than the Tech Priest. Sorcery (powers granted by the Ruinous Powers) should be handled either as roleplaying or as Psionics, though ignore Rank requirements in such cases. With great corruption comes great power, after all. Additionally, the following powers are highly recommended: Hunch (Source: Deadlands) Rank: Novice Power Points: 3 Range: Touch Duration: Permanent When using this power, a psyker focuses on a person, an item or a location. Assuming the power is successfully manifested, the psyker receives a vision, feeling, insight or a "hunch" about something that happened in the target object or person's past (or future, depending on the mood of the GM). Raises may grant more information at the GM's discretion. Note: Using this power is risky in certain circumstances as reliving certain events (excruciating torture, death et cetera) may hurt a character, causing mental pain, perhaps with madness to follow. In such cases a Guts roll (modified as appropriate) is advised. On a failure the psyker suffers a level of fatigue (two, if he rolled snakeeyes). If the event experienced is truly horrific (experiencing ones life being extinguished as a daemon is bound to ones body, for example), a roll on the Fear table is all but required.

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Telepathy Rank: Novice Power Points: 0 Range: Special Duration: Varies. The Psyker makes a Psionics roll to establish psychic contact with another entity. The time necessary to make contact, and the modifier to the casting roll, depend on the distance between the two characters involved: Distance Less than 1 mile Less than 100 miles On the same planet (includes ships in orbit) In the same solar system Time 1 round 1 minute 1d6 minutes 10*1d6 minutes Modifier +2 +1 +0 -1

In the neighbouring solar 1d6 hours -2 system Once contact is established it can be maintained for as long as both characters concentrate. At less then one mile of distance, the message can be transmitted at a rate of one sentence per round, and two-way conversations are possible. At any longer distance, the rate of transmittance is one sentence per minute, making ongoing conversations rather difficult and cumbersome. Messages intended for recipients further away then a nearby star system are relayed through a network of Telepaths, so no single Telepath ever needs to make contact over such distances. Note: This power is suitable only for psykers. In addition, you suffer from no backlash should you roll a 1 on your skill and/or Wild Dice.Optional Rules: Psykers Are Powerful Psykers use the Necessary Evil rules for Arcane Backgrounds, adjusted as appropriate. GMs are encouraged to limit their list to fit a particular theme. The Lure of Chaos When making a pact with the Ruinous Powers, you gain between 1 and 10 power points to spend on powers from the powers presented in Necessary Evil, depending on the circumstances. This rule applies even if psykers normally make use of the SW:EX arcane backgrounds.

Games Masters Section:Mission generation, etc.

Encounters:The who's who of 40K.

Alien Races:Eldar, etc.

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Warp Creatures:Astralhound, etc.

Alien Creatures:Ambull, etc.

Alien Plants:Catachan Brain Plant, etc.

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