This is the work of a Savage Worlds Fan, and I make no claims to ownership concerning the concepts or original world depicted in the pages below. Savage Worlds is the product of Pinnacle Entertainment, and Warhammer 40k is the product of Games Workshop. I recommend that you check both of them out for more information. My only request is that should you edit and republish, or otherwise derive your own work from mine here, that you credit me as the original source of this document. I'd also appreciate it if you posted any thoughts and comments online at RadiationSings.com. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Thanks! -Jonathon Volkmer Introduction In the grim dark future, there is only war! At least, that’s the underlying theme of the Warhammer 40k universe. In this campaign, however, you’ll be fighting a different kind of war. As part of an Inquisitorial Entourage, you fight constantly to uproot and destroy the three great enemies of the Imperium of Man: Xenos, Malleus, and Hereticus. That is to say, aliens, daemons, and heretics. All characters within the campaign must be humans, although you may encounter aliens from time to time. Basic character creation works exactly the same as in Savage Worlds in that you start out with $500 (or Imperial Eagles), One Edge, 5 Attribute points, and 15 Skill points. However, because characters in the 40k universe are often larger than life, you have the option of taking an additional Major Hindrance to gain 2 Hindrance points. This is in addition to the required 1 Major and 2 Minor Hindrances that all characters must take (the Hindrance points from these is already calculated in. For 2 Hindrance points you can gain a new Edge or raise an Attribute 1 die type. For 1 Hindrance point you can gain an additional Skill point or double your starting money. New Skills Will This is the skill Psykers use to manifest their warp abilities. It is linked to Spirit. Knowledge (Astronavigation) This is the skill used by a ship’s pilot or Astropath to calculate a course through the Empyrean. It is linked to Smarts. New Edges No character may have more than one Adeptus Edge. Untouchable (Background)
Requirements: Novice, Arcane Resistance You are a psychic dead spot in the world, and as such are highly resistant to the powers and abilities of even the strongest psykers. Everyone within a SBT centered on you gains a +6 to resist Psyker powers and +6 armor against direct damage from Psyker attacks. Unfortunately the deadening aura you emit puts everyone you meet on edge. You suffer a -3 to Charisma. A character with Untouchable may not also take Arcane Background (Psyker) (or vice versa). This edge replaces Improved Arcane Resistance. 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 Imperium’s 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 the Inquisitor. Brave (Combat) Requirements: Novice, Spirit d8+ There’s 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 doesn’t 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 aren’t 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. 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 God’s 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. New Hindrances Thin Skinned (Major) You’ve 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) As described in the Deadlands: Reloaded sourcebook.
Heartless (Minor) You may not enjoy killing, but you don’t 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. Gear Ranged Weapons Ranged Weapons come in three categories: Pistol, Basic, and Heavy. A Pistol may be held and fired in one hand. A Basic weapon may be held and fired one- or two-handed, although firing one-handed results in a -1 to Shooting due to the weapon’s unbalancing weight. Heavy weapons must be held in two hands to fire. Las Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Laspistol
12/24/48
1
30
2d6
Pistol
6
30
Lasgun (MP)
15/30/60
1
60
2d6
Basic
10
75
Lasgun (NP)
12/24/48
1/3RB
60
2d6
Basic
10
75
Lasgun (TP)
12/24/48
1
60
2d6
Basic; May increase damage by +2 by expending an extra shot; Max: 2d6+4
12
75
Long Rifle
20/40/80
1
40
2d8
Basic; Snapfire;
15
100
Multilaser
15/30/60
3RB/3
30
3d6
Heavy; Snapfire; Auto or 3RB only
20
200
Projectile Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Autopistol
12/24/48
1/3
20
2d6
Pistol; Auto
8
100
Autogun
12/24/48
1/3
30
2d8
Basic; Auto
15
200
Revolver
15/30/60
1
6
2d6+1
Pistol; AP 2; Reload 1 turn
6
75
Stubber
12/24/48
1/2
15
2d6+1
Pistol; AP 2; Auto
6
150
Heavy Stubber
12/24/48
3RB/3
40
3d6
Heavy; AP 2; Auto or 3RB only; Reload 1 turn
20
350
Assault Cannon
12/24/48
3RB/5
45
2d8+1
Heavy; 3RB or Auto only; AP 4; Reload 2 turns
30
1000
Hunting Rifle
20/40/80
1
10
2d8+1
Basic; AP 2
15
200
Naval Pistol
12/24/48
1
6
2d6+1
Pistol; AP 2; Reload 1 turn; counts as a melee weapon (Str+d4 damage)
10
Mil.
Dueling Pistol
15/30/60
1
2
2d6
Pistol; Perfectly Weighted (+1 to Shooting)
6
200
DB Shotgun
15/30/60
1-2
1-2
3d6
Basic; Auto
14
350
Sawn-off Shotgun
10/20/40
1-2
1-2
3d6
Basic; Auto; No penalty for firing one-handed
11
300
PA Shotgun
15/30/60
1
8
3d6
Basic
16
500
Auto Shotgun
12/24/48
1/2
20
3d6
Basic; Auto
18
750
Special Projectile Ammo Name
Notes
Cost
Flechette
Halves range, but increases damage by 2d4.
15 per box of 50
Dumdum
AP -4, Damage +4
20 per box of 50
Manstopper
AP +2, Damage +2
Mil.
Shotguns Only
------
------
Scatter
Range becomes 5/10/20; damage becomes 5d6 at short range, 3d6 at medium range, and 1d6 at long range
12 per box of 20
Executioner
Shooting +2
Arbites
Inferno
+1d6 Fire damage, and may ignite flammables
Mil.
Bolt Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Bolter I
10/20/40
1/2
15
2d10
Basic; AP 4; Auto; Straight Mag
20
Mil.
Bolter II
12/24/48
1/3
30
2d10
Basic; AP 4; Auto; Belt Fed (Jams on a Shooting roll of 1 regardless of Wild Die; requires 2 turns to clear)
20
Mil.
Bolter III
12/24/48
1/2
20
2d10
Basic; AP 4; Auto; Sickle Mag
20
Mil.
Bolter IV
12/24/48
1/2
40
2d10
Basic; AP 4; Auto; Drum Mag (Jams on a Shooting roll of 1 regardless of Wild Die; requires 2 turns to clear)
22
Bolt Pistol
15/30/60
1/2
12
2d10
Pistol; AP 4; Auto
10
Mil.
Storm Bolter
12/24/48
1/3
30
2d10
Basic; Snapfire; AP 4; Auto
25
Mil.
Bolt Carbine
15/30/60
1
20
2d10
Basic; AP 4; Auto
18
Mil.
Heavy Bolter
20/40/80
1/3
40
3d10
Heavy; Snapfire; AP 4; Auto
30
Mil.
Special Bolter Ammo Name
Notes
Cost
Kraken Penetrator
AP +6
Military
Metal Storm
Damage +1d10; AP -2
Military
Inferno Shell
+1d6 Fire damage; may ignite flammables
Military
Stalker
Silent and has no muzzle flare: does not give away the firer’s position when in Stealth
Military
Melta Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Meltagun
7/14/21
1
5
5d10
Basic; Snapfire; loses 2d10 of damage at
22
800
each range increment; Reload 2 full turns Inferno Pistol
7/14/21
1
3
3d10
Pistol; loses 1d10 of damage at each range increment; Reload 1 full turn
10
500
Multimelta
7/14/21
1
5
7d10
Heavy; Snapfire; loses 2d10 of damage at each range increment; Reload 2 full turns
30
Mil.
Thermal Lance
12/24/36
1
1
4d10
Basic; Snapfire; loses 1d10 of damage at each range increment; Reload 1 full turn. May be used as a staff in melee.
20
500
Plasma Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Plasma Gun
10/20/40
1
10
3d10
Basic; Snapfire; on a Shooting roll of 1 (on either die), the player must check the Plasma Malfunction Table below
25
600
Plasma Pistol
10/20/40
1
10
2d10
Pistol; on a Shooting roll of 1 (on either die), the player must check the Plasma Malfunction Table below
10
400
Plasma Blaster
15/30/60
1
14
3d10
Basic; Snapfire; on a Shooting roll of 1 (on either die), the player must check the Plasma Malfunction Table below
27
800
Plasma Malfunction D6
Results
12
EXPLODES! The weapon is destroyed and the character counts as having shot himself (for resolving damage).
34
Critical Overheat! The character drops the weapon and it may not be picked up for 1d10 rounds.
56
Overheat! The character drops the weapon.
Flamer Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Hand Flamer
Cone
1
4
2d8
Pistol; 50% chance of igniting flammable targets; 2 turn reload; Fire (ignores partial armor)
12
750
Flamer
Cone
1
6
2d10
Basic; Snapfire; 50% chance of igniting flammable targets; 2 turn reload; Fire (ignores partial armor)
20
1000
Heavy Flamer
Cone
1
8
2d10+2
Heavy; Snapfire; 50% chance of igniting flammable targets; 2 turn reload; Fire (ignores partial armor)
28
Mil.
Exterminator
Cone
1
1
2d10
Must be fitted to a basic weapon; 50% chance of igniting flammable targets; 2 turn reload; Fire (ignores partial armor)
+10
Mil.
Thrown Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Throwing Axe
2/4/8
-
-
Str+d6
May also be used in melee combat.
5
15
Throwing Knife
2/4/8
-
-
Str+d4
May also be used in melee Combat
2
10
Throwing Star
2/4/8
-
-
Str+d4
Often dipped in various poisons. Easily concealed.
5 stars = 1 lb.
20
Exotic Weapons Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Needle Rifle
20/40/80
1
6
2d6
Basic; A successful hit forces the target to make a Vigor check (at -2 with a Shooting raise), or die instantly.
15
Mil.
Needle Pistol
12/24/48
1
6
2d5
Pistol; A successful hit forces the target to make a Vigor check (at -2 with a Shooting raise), or die instantly.
8
Mil.
Graviton Gun
10/20/40
1
6
Special
Basic; SBT; Everyone in the template must make a Strength (at -2 with a Shooting raise) check or be shaken for 1d4 rounds.
25
Mil.
Neural Shredder
Cone
1
5
Special
Pistol; Everyone in the template must make a Smarts or Spirit (whichever is higher) check versus the Shooting roll. Failure shakes the target, and failure by 4 or more indicates instant death.
10
Mil.
Webgun
10/20/40
1
10
Special
Basic; A hit restrains the target partially, causig -2 to Pace and skills linked to Agility and Strength. A raise fully restrains the target: he cannot move or
15
Mil.
use skills linked to Agility or Strength. He may make a Str. or Agi. Roll at -2 to break free. Other characters may attempt to free the target with a Str. roll at -2 Psycannon
12/24/48
1
30
2d6
Basic; Double damage to Psykers and Triple damage to Daemons
23
Mil.
Grenades and Launchers Name
Range
RoF
Shots
Damage
Notes
Weight
Cost
Frag Grenade
5/10/20
-
-
3d6
SBT; Thrown
1
42
Krak Grenade
5/10/20
-
-
3d8
MBT; Thrown
1
Mil.
Smoke Grenade
5/10/20
-
-
-
MBT; Creates a cloud of smoke that obscures vision for 2d4 rounds
1
30
Photon Grenade
5/10/20
-
-
-
MBT; All in range must make a Vigor roll or be Shaken for 1d3 rounds.
1
25
Gas Grenade
5/10/20
-
-
Special
Gas Grenades can have a variety of effects; consult your GM.
1
Varies
Plasma Grenade
5/10/20
-
-
2d10
MBT; Ignores Armor; Fire
1
50
Grenade Launcher
12/24/48
1
6
Varies
Heavy; Any combination of up to 6 grenades may be loaded; Snapfire
20
Mil.
Aux. Grenade Launcher
10/20/40
1
2
Varies
Must be fitted to a basic weapon; Any combination of up to 2 grenades may be loaded
+10
Mil.
Rocket Launcher
24/48/96
1
1
4d10
MBT; AP 20; Snapfire
25
Mil.
Melee Weapons Blades and bludgeoning weapons are common all across the Imperium, and many conflicts are resolved using well-placed steel. Standard Weapons Name
Damage
Knife Short Sword
Notes
Weight
Cost
Str+d4
1
5
Str+d6
5
25
Sword
Str+d8
8
50
Axe
Str+d6
2
30
Flail
Str+d6
Ignores Shields
8
40
Spear
Str+d6
Two-handed; Parry +1, Reach 1
8
30
Staff
Str+d4
Two-handed; Parry +1; Reach 1; may be a wooden staff fashioned by hand, or a metal one purchased
5
10/--
Hammer
Str+d6
AP 2 vs Hard Armor; Parry -1
12
60
Great Axe
Str+d10
AP 1; two-handed; Parry -1
13
75
Great Hammer
Str+d10
AP 4 vs Hard Armor (Carapace, Power, Shields); twohanded; Parry -1
15
80
Knuckle Dusters
Str+d4
1
10
Armored Gauntlet
Str+d6
3
20
Improvised (Rifle butt, etc.)
Str+d4
-
-
-1 to Fighting rolls
Chain Weapons Name
Damage
Notes
Weight
Cost
Chainfist
Str+d8
AP 2
5
120
Chainsword
Str+d10
AP 2
12
150
Chain-axe
Str+d12
AP 2; Parry -1
15
155
Eviscerator
Str+d12+1
AP 4
20
Mil.
Power Weapons Name
Damage
Notes
Weight
Cost
Power fist
Str+d8
AP 4
2
Mil.
Power sword
Str+d10
AP 4
8
Mil.
Power axe
Str+d12
AP 4; Parry -1; two-handed
10
Mil.
Power hammer
Str+d12
AP 4; Parry -1; two-handed
12
Mil.
Power knife
Str+d6
AP 4
2
Mil.
Shock Weapons Name
Damage
Notes
Weight
Cost
Shock maul
Str+d8
On a successful hit, the target must make a Vigor roll (at -2 with a Fighting raise) or be shaken.
20
175
Neural Whip
Str+d6
Parry -1; Reach 1; Ignores Shields; On a successful hit, the target must make a Vigor roll (at -2 with a Fighting raise) or be shaken.
5
200
Electroflail
Str+d6
Ignores Shields; On a successful hit, the target must make a Vigor roll (at -2 with a Fighting raise) or be shaken.
8
140
Force Weapons Force Weapon is a template that may be added to any standard weapon. Normally, this weapon is no different from any other of its type; in the hands of a Psyker it can become far more lethal. Whenever a Psyker strikes a foe with a Force Weapon he makes a Will check at -2 (or with no penalty on a Fighting raise). If the Psyker succeeds, the weapon deals an extra 1d10 of damage. Force weapons also deal double damage against Daemons. Armor Armor comes in a variety of different styles, but the basic designs are fairly universal. Body Armor Name
Armor
Notes
Weight
Cost
Flak Armor
+3
Torso, limbs
15
100
Carapace Armor
+6
Full body, Pace -2
30
300
Power Armor
+10
Full body; Strength +1 die type
10
Mil.
Mesh Armor
+4
Torso, limbs
18
200
Stealth Suit
+1
This padded dark grey suit fades easily into shadows, giving the user a +2 on Stealth rolls.
12
180
Pot Helm
+3
50% chance of protecting from headshots
5
50
Open Plasteel Helm
+5
75% chance of protecting from headshots
9
100
Closed Plasteel Helm
+6
Protects from headshots
10
125
Armor Alterations
Name
Notes
Cost
Ceramite
The armor protects against Fire-based attacks. The armor gains +2 against Melta, Plasma, and Flamer weapons.
+50
Reflective
The armor gains +2 against Las weapons.
+30
Ablative
This armor variation absorbs wounds whenever the wearer would take them, but doing so reduces its armor bonus by 1 per wound. When the bonus is reduced to 0, the armor is useless.
+20
Bonded
This variation combines one or more of the options listed above. The total cost is equal to the combined cost of the alteration, -10 for each beyond the first. So Ablative Reflective Ceramite Armor would cost an additional 80.
Varies
Shields Shield bonuses only apply to the front and left/right of a character (depending on the arm holding the shield). The shields below are rated as if made from wood/plastic. If made from reinforced wood/plastic, they gain +1 Armor; if made from metal or armaplas, they gain +2 Armor. Double the cost in the former case, and triple it in the latter. Name
Armor
Notes
Weight
Cost
Buckler
+1
Parry +1; may still use hand freely
10
15
Small Shield
+2
15
20
Large Shield
+3
May be used to provide partial cover on one side
20
30
Tower Shield
+4
May be used to provide cover on one side
30
50
Bionics and Implants Sometimes, flesh alone is not enough to wage the war against mankind’s enemies. Where flesh fails, medical science now allows humanity to fight on through the use of prosthetic limbs, and bionic implants. The prices listed are for Crude Implants. Average ones cost double, and Advanced cost triple. Highly Advanced cost four times as much when available. Bionic Body Parts Name
Notes
Cost
Single Leg
Crude: Pace -1 Average: +1 Armor Advanced: +1 Armor, Pace +1
1000
Pair of Legs
Crude: No effect Average: +1 Armor, Pace +1 Advanced: Armor +1, Pace +2
1500
Arm
Crude: Strength of d8, -1 on Skill rolls when using it Average: +1 Armor, Strength d10 Advanced: +1 Armor, Strength d12, you never count as unarmed
1200
Head
Crude: +1 Armor Average: +2 Armor, +2 on Vigor rolls against poison gasses Advanced: +3 Armor, Immune to Poison gas, can survive in a vacuum
800
Bionic Organs Name
Notes
Cost
Lungs
Crude: -2 on Vigor rolls made to resist Fatigue Average: +2 on Vigor rolls against poison gasses Advanced: Immune to poison gas, can hold breath twice as long
2000
Heart
Crude: -2 on Vigor rolls Average: No effect Advanced: +2 to resist poisons and toxins
2500
Brain
Crude: -2 on Smarts and Smarts-based skill rolls Average: at the start of every session, make a Smarts check at -2; a failure indicates a glitch and the character acts as though having a Crude Brain Advanced: As Average, but without the -2 penalty Highly Advanced: The character gains a +1 on all Smarts and Smarts-based skill rolls
3000
Bionic Senses These may be used to replace damaged ears, eyes, noses, or even to repair one’s sense of taste or touch. With Crude senses (Cost: 500-1000) the character suffers a -2 on all Notice rolls involving the Bionic sense. With Average senses (Cost: 1000-1300), the senses function normally. With Advanced senses (Cost: 1500-2000), the character gains a +2 bonus on Notice rolls involving the Bionic sense. Implants Name
Notes
Cost
Psi-booster
This implant increases activity in the part of the brain which controls Psychic ability. The user gains a +1 on all Will rolls.
750
MIU
This implant represents a neural link-up between the character and a piece of equipment, allowing him to operate it by thought alone out to a range of 1km. This may be applied to ships, the Adeptus Mechanicus’ Titans, or shoulder mounted weaponry.
800
Implant Weaponry
Any pistol, basic, or one-handed melee weapon may be implanted to replace a character’s hand.
1000 + cost of weapon
Mechadendrites
This term covers a variety of tendril-like prosthetics used by the Adeptus
Adeptus
Mechanicus to aid them in construction, maintenance, and research. A Mechadendrite may be attached anywhere the Adeptus desires, although the lower back is most popular for purposes of balance and convenience. These limbs give the user a +2 on Repair, Lockpicking, and other similar tasks requiring great manual dexterity. They may also make a melee attack (separate from the user’s, but on their initiative) with Strength and Fighting d8.
only
Combat Stimms Combat drugs come in a few different varieties, and have varying effects. In addition, there are three main ways to introduce stimms into one’s system. Inhaler One deep breath is all it takes! Announce at the start of the turn that the inhaler is used. The effects of the stimm come into effect immediately but only last for 1d3 rounds. Inhalers are good for 10 uses. Injector Implant An injector normally takes one action to activate and Will continue to have an effect until it is turned off with another action. The amount of a combat stimm in an injector is measured in terms of rounds worth of use. A normal Injector starts with 20 rounds of use. Gland A character with a stimm gland is permanently affected by the combat drug. It cannot be turned off and Will last for the entire game. Characters with glands have counteractive stabilizers and decontaminants in their bloodstream to stave off the many debilitating effects associated with combat stimms. A character with a gland dispenser Will avoid any negative side effects of their combat stimms if they pass a Vigor test at the beginning of every session. Combat Stimms Name
Dispensers
Notes
Cost
‘Slaught
Inhaler Injector
This stimm grants the benefits of the Alertness and Quick Edges, but a user is at -2 to Smarts and Knowledge rolls for the remainder of the session.
200 250
Psychon
Inhaler Gland
This stimm grants the user +2 Fighting, Damage, and Toughness, but they suffer a -2 Parry.
340 460
Reflex
Inhaler Injector Gland
While under the influence of this stimm, a character never acts on less than an 8 during combat. Unfortunately, they also suffer a -2 to resist Pyshic powers and influence.
220 300 500
Barrage
Injector
This particularly nasty drug grants the user +2 steps to Strength, Vigor, and Agility while under the influence. Unfortunately, after every use he must make a Vigor roll or suffer a permanent loss of one die type to all physical attributes.
190
Spook
Injector
A character using this stimm gains 5 Power points and a single novice level
580
Inhaler
Psyker power for the duration.
450
Spur
Injector Gland
A character on Spur gains +2 on Fighting and Strength rolls. However, he must pass a Vigor check at -2 at the end of every session in which he used, or suffer a Fatigue level for the duration of the next session.
370 510
De-tox
Inhaler Injector Gland
De-tox grants the user +2 on Vigor rolls made to resist the effects of poison gasses and toxins.
100 130 200
Other Equipment Gunsights Name
Notes
Cost
Range Finder
This sight accurately displays the distance to the target, halving penalties due to medium or long range when the character takes an Aim action.
50
Infrascope
This scope grants the user the benefit of Heat Vision when taking an Aim action.
50
Laser Sight
A Laser Sight grants the shooter a +1 on Shooting rolls.
20
Auspexes This is the collective name for all of the scanners and detectors in use across the Imperium. Some common ones include the following. Name
Notes
Cost
Bioscanner
Grants the user a +2 on Notice rolls to locate any organic creature within 25 squares.
60
Motion Tracker
The Motion Tracker allows the user to make a Notice roll to pinpoint the location of any movement within a 25 square range. If a target is moving very slowly, this Notice roll is at -2.
50
PsiTracker
This arcane device reads shifts in warp space, detecting the souls of those nearby. A user may make a Spirit or Will check to determine the location of all sentient beings within 20 squares.
Mil.
Other Gear Name
Notes
Weight
Cost
Backpack
--
3
5
Bedroll
--
Canteen
10
7
5 full/1 empty
3
Chronometer
A wrist watch.
1/2
12
Code-scrambler
Gives the user a +2 bonus to bypass electronic locks.
1
300
Data slate
A small handheld computer with a keypad and readout screen. Data slates have a variety of functions.
2
40
Gas Mask
Grants immunity to Poison gasses. May not be worn with a closed helmet.
2
50
Igniter
A lighter.
--
1
Lantern
Good lighting out to 10 squares; low light out to 15 squares.
4
15
Medi-pak
This kit grants the user +2 on Healing skill rolls. It may be restocked and is good for 5 uses before restocking is necessary.
5
100
Obscura smokes
An addictive narcotic. When buzzing, it grants the user +1 on Spirit rolls but a -2 on Smarts rolls. A buzz from one smoke lasts for 15 minutes.
20=1/2
10
Pict-recorder
Captures live images; can store up to 48 hours of video. May view single frames as stills.
10
80
Pict-recorder, miniature
Captures live images; stores up to 12 hours of video. May view single frames as stills. Must be attached to data slate to review images. Easily concealed.
1/2
135
Spectacles
Negate the penalties of the Bad Eyes minor Hindrance.
--
50
Re-breather
This device contains its own air supply (2 hours) and allows comfortable breathing in a variety of toxic atmospheres.
2
175
Regicide
A popular board game, similar in concept to chess.
5
20
Rope
50’ length
5
25
Solvent
Dissolves the sticky web from a Webgun and similar substances.
1
5
Voxlink
Allows vocal communication between parties up to 20 kilometers in any direction (although solid objects like buildings and mountains may reduce this range)
--
100
Vox-bug
Allows remote surveillance of all noise within its range (a LBT). Searchers are at a -4 to spot it when it is concealed.
--
200
Arcane Backgrounds Psykers Arcane Background (Psyker) Requirements: Novice By Imperial decree all Psykers are required to be registered with the Imperial Ministorum on penalty of death. Now, whether you’re registered or unregistered is up to you, but by being part of an Inquisitorial entourage, you’d be taking quite the risk if you weren’t. Anyways, Psykers get their power by tapping into the Warp of Chaos, the great Immaterium as it’s called. They start out with 10 Power Points and two Powers from the Savage Worlds Core Book. Additional Powers: Hunch (from Deadlands: Reloaded), Mind Rider (from Deadlands: Reloaded) Whenever a Psyker rolls a 1 on their Will die (regardless of the Wild die) they suffer one of the following backlash effects. Backlash d20 Result
Effect
1-4
Brain Drain: The Psyker’s mind is fried with energy from the Warp. He’s shaken for 1d6 rounds and his Will drops a die type for 24 hours.
5-8
Backlash: The Warp energy overloads the Psyker’s nervous system, causing 3d6 damage.
9-12
Spirit Sap: The Psyker must make a Vigor roll or be incapacitated. Even on a success she suffers a Fatigue level.
13-15
Madness: The terrible Warp energies drive the Psyker insane. He rolls for a random Dementia from the GM’s table. He must also make a Smarts roll. If failed, the Dementia is permanent. Otherwise, it lasts for 1d6 days before he “snaps out of it.”
16-19
Corruption: The power is twisted by Chaos energies to have the worst possible outcome for the Psyker.
20
Mindwipe: A part of the Psyker’s soul is consumed by the Warp. Lower his Will die type by 1 permanently.
Psyker Only Edges The Will (Weird) Requirements: Novice, Spirit d8+, Persuasion d8+ Intimidate d8+ When making an Intimidate or Persuasion check, the Psyker may exert his warp-empowered Will to strengthen his influence; the Psyker may even cause enemies to do things they would not normally do, such as breaking cover or dropping their weapons. The Psyker gains a +2 on any Persuasion or Intimidate roll in which he declares the use of this ability, but must expend 1
Power Point to do so. Other Psykers have a +1 to resist this ability, and other Psykers with The Will have a +2. Astrotelepathy (Weird) Requirements: Novice, Will d8+ An astrotelepath rapidly becomes one of the most useful members of any entourage. The reason is this: they are capable of communicating instantly across long distances through the Warp. An astrotelepath may send a message anywhere within a single subsector by making a Will roll. To send a message anywhere within the current sector, this roll must be made at -2. Failure indicates the message was lost somewhere along the way.
EXAMPLE CHARACTERS Inquisitor Amadeus Constantine Affiliation: Imperial Inquisition, Ordo Xenos Just 42 standard years old, newly promoted Inquisitor Amadeus Constantine is still just beginning what looks to be a long and illustrious career. An Amalathian by inclination, he works to preserve the Imperium of Mankind and its institutions in order to insure the future of humanity in the galaxy. Constantine is a Wild Card. XP: 60 Grit +3 Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8 Pace 6, Parry 7, Toughness 10 (4), Charisma 2 Fighting d8, Shooting d8, Guts d8, Notice d8, Knowledge (Imperial Politics) d8, Persuasion d8, Intimidate d8 Hindrances: Heartless, Loyal (God-Emperor of Man), Overconfident, Vow (Major): Seek out and destroy all enemies of the Imperium. Edges: Brave, Charisma, Hard to Kill, Harder to Killer, Interrogator, Marksman, Dodge, Block
Gear: Auto Shotgun (12/24/48, RoF 1/2, Shots 20, Damage 3d6+2 AP 2 (loaded with Manstopper rounds), Auto) Naval Pistol (12/24/48, RoF 1, Shots 6, Damage 2d6+1 AP 2, 1 turn reload, Melee weapon (Str+d4)) Power Hammer (Str+d12 AP 6, Parry -1) Bonded (Ceramite/Reflective) Mesh Armor (+4, protects from fire, +2 against Melta, Plasma, Flamer, and Las weapons) Bio-scanner Auspex (Grants the user a +2 on Notice rolls to locate any organic creature within 25 squares.) Chronometer Data Slate Pict Recorder, Mini Re-breather Voxlink Inquisitorial Rosette
Ulysses, the Heretic Affiliation: Children of the Emperor Nearly 200 years old, Ulysses was once an honored and deadly brother of the Adeptus Astartes. But that was before he swore his soul to Slaanesh and Chaos. Now he serves the evil Children of the Emperor in their quest to bring down the Imperium of Man and consume the galaxy in Chaos. Ulysses’ very body has been twisted by the Warp taint, giving him horns, a permanent scowl, and unhealthy looking skin stretched over his hulking muscles. Ulysses is a Wild Card. XP: 80 Grit +4 Agility d10, Smarts d6, Spirit d6, Strength d10 (d8), Vigor d10 Pace 7, Parry 5, Toughness 20 (10), Charisma -2 Fighting d10+2, Shooting d10, Throwing d8, Notice d6+2, Intimidation d6, Taunt d6, Guts d6+2 Hindrances: Grim Servant o’ Death, Bloodthirsty, Ugly, Mean Edges: Adeptus Astartes, Brawny, Fast Healer; Berserk, Combat Reflexes, Strong Willed, Brave Gear: Bolter I (10/20/40, RoF 1/2, Shots 15, Damage 2d10 AP 4, Auto) Shock Maul (Str+d8(+2 from Psychon), On a successful hit, the target must make a Vigor roll (at -2 with a Fighting raise) or be shaken.)
Power Armor (+10, Strength +1 die type, Space Marine auto-senses: +2 Notice, Voxlink, rebreather) Psychon Gland (+2 Fighting, Damage, and Toughness, -2 Parry) Bionic Left Leg (Advanced: +1 Armor, +1 Pace)
Neci Sidra, Rogue Psyker A powerful unregistered Psyker, Neci (pronounced Nick-ee) has been selling her services to the highest bidder for the last 5 years, ever since she escaped slavery working for a xenophile gunrunner. Short and dark-skinned, with long black hair, Neci’s frail appearance belies the terrible power of her mind. Neci is a Wild Card. XP: 40 Grit +3 Agility d6, Smarts d6, Spirit d10, Strength d4, Vigor d6 Pace 6, Parry 4, Toughness 5, Charisma -2 Fighting d6, Shooting d6, Will d10+1, Notice d6, Persuasion d8, Intimidate d8, Guts d4+2 Hindrances: Bad Eyes, Thin Skinned, Illiterate, Outsider Edges: Arcane Background (Psyker), The Will, Brave, Danger Sense, Power Points x2, New Power x2, Rapid Recharge PP: 20 Powers: Bolt (1-6), Boost/Lower Trait (2), Mind Rider (3), Blast (2-6) Gear: Laspistol (12/24/48, RoF 1, Shots 30, Damage 2d6) Force Knife (Str+d4, Whenever Neci strikes a foe with a Force Weapon she makes a Will check at -2 (or with no penalty on a Fighting raise). If she succeeds, the weapon deals an extra 1d10 of damage. Force weapons also deal double damage against Daemons.) Psi-booster (+1 on Will)
Backpack Bedroll Canteen Chronometer Lantern Medi-pak Spectacles Voxlink
Anirbas Virgil, Rogue Trader Anirbas Virgil is little different from most other Rogue Traders pursuing profit in dozens of subsectors across the galaxy. Except, of course, for one little thing: Virgil is what the Inquisition calls a “xenophile.” He brokers black market deals between subversive groups looking to purchase xenos weaponry and technology and alien races interested in all manner of things, from ancient artifacts to Imperium weaponry to directly destabilizing the Imperium itself. While he himself is only the middle man in these deals, he undoubtedly has an extensive list of contacts which could lead the Inquisition to dozens, if not hundreds, of heretics. Of course, Virgil is not exactly defenseless. Anirbas Virgil is a Wild Card. XP: 40 Grit +3 Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6 Pace 5 (d4), Parry 6, Toughness 9 (3), Charisma 2 Fighting d8, Shooting d8, Notice d8, Piloting d8+2, Driving d6+2, Guts d8, Persuasion d8 Hindrances: Overconfident, Cautious, Greedy (Major), Obese Edges: Luck, Ace, Dirty Fighter, Really Dirty Fighter, Connections, Charismatic, Dodge, Improved Dodge Gear: Xenarch Death-arc (Basic, 12/24/48, RoF 6, Shots 24, Damage 3d4, Auto only, Reload 2 turns, 20 lbs., Laser Sight (+1 Shooting)) Eldar Digi-Shuriken Catapult (Pistol (worn on finger), 10/20/40, RoF 3RB, Shots 33, Damage 2d4, 3RB only, cannot be reloaded, 1 lb.) Dark Eldar Agoniser (3d6, Shock: On a successful hit, the target must make a Vigor check (at -2 with a Fighting raise) or be shaken.)
Refractor Field (+8 armor vs. Ranged weapon attacks; glows slightly revealing the location of the wearer) Flak Armor (+3 torso and limbs) Chronometer Data Slate Voxlink