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    True Warhammer 40,000

    True20 adventure in the Warhammer 40,000 setting

    Version 6 January 2008

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    Table of ContentsINTRODUCTION................................................................................................................................................................6

    The Background in a Nutshell.........................................................................................................6HISTORY.............................................................................................................................................................................7

    Timeline...........................................................................................................................................7THE IMPERIUM OF MAN............................................................................................................................................. ..10The Emperor..................................................................................................................................10

    The High Lords of Terra................................................................................................................11

    Culture...........................................................................................................................................12

    Organisations.................................................................................................................................12

    The Adeptus Mechanicus..........................................................................................................12

    The Administratum...................................................................................................................12

    The Adeptus Terra....................................................................................................................12

    The Adeptus Astartes................................................................................................................13

    The Adepta Sororitas................................................................................................................14

    The Officio Assassinorum........................................................................................................14The Inquisition..........................................................................................................................15

    The Navis Nobilite....................................................................................................................17

    Imperial Governors...................................................................................................................17

    Human Subraces............................................................................................................................17

    Mutants......................................................................................................................................17

    Navigators.................................................................................................................................18

    Ogryns.......................................................................................................................................18

    Ratlings.....................................................................................................................................18

    Squats........................................................................................................................................18

    Language........................................................................................................................................18

    Technology....................................................................................................................................19THE FORCES OF CHAOS................................................................................................................................................20

    History...........................................................................................................................................20

    Culture and Organisation...............................................................................................................20

    Khorne.......................................................................................................................................20

    Nurgle........................................................................................................................................20

    Slaanesh....................................................................................................................................21

    Tzeentch....................................................................................................................................21

    Language........................................................................................................................................21

    Technology....................................................................................................................................21THE ELDAR............................................................................................................................................................. .........21

    History...........................................................................................................................................22Culture...........................................................................................................................................22

    Organisations.................................................................................................................................23

    Dark Eldar......................................................................................................................................23

    Language........................................................................................................................................23

    Technology....................................................................................................................................23NECRONS..........................................................................................................................................................................24ORKS..................................................................................................................................................................................24

    Biology...........................................................................................................................................25

    Culture...........................................................................................................................................25

    Organisations.................................................................................................................................26

    Technology....................................................................................................................................26THE TAU EMPIRE............................................................................................................................................................26

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    Culture and Organisations.............................................................................................................27

    Other Species.................................................................................................................................27

    Kroot.........................................................................................................................................27

    Vespid.......................................................................................................................................27

    Humans.....................................................................................................................................28

    Other Species............................................................................................................................28

    Language........................................................................................................................................28

    Technology....................................................................................................................................28TYRANIDS........................................................................................................................................................................28

    Culture...........................................................................................................................................28

    Organisations.................................................................................................................................29

    Language........................................................................................................................................30

    Technology....................................................................................................................................31THE GALAXY...................................................................................................................................................................31

    Astrography...................................................................................................................................31

    World Types..................................................................................................................................31

    Major Worlds.................................................................................................................................32

    Segmentum Solar......................................................................................................................32

    Segmentum Obscurus...............................................................................................................32Segmentum Pacificus................................................................................................................33

    Segmentum Tempestus.............................................................................................................33

    Ultima Segmentum...................................................................................................................33

    Tau Empire................................................................................................................................34

    Minor Worlds.................................................................................................................................35HERO CREATION................................................................................................................................................... .........36

    Backgrounds..................................................................................................................................36

    The Imperium of Man...............................................................................................................36

    Eldar and Dark Eldar.................................................................................................................37

    Orks...........................................................................................................................................38

    Tau............................................................................................................................................38Chaos Space Marines, Necrons and Tyranids...........................................................................39

    Skills and Feats..............................................................................................................................39

    Armour Training, Powered (General).......................................................................................39

    Benefit (General).......................................................................................................................39

    Dedicated (General)..................................................................................................................40

    Diehard (Warrior).....................................................................................................................40

    Exotic Weapon Training (General)...........................................................................................40

    Familiar.....................................................................................................................................40

    Hard-Wired Systems.................................................................................................................40EQUIPMENT.....................................................................................................................................................................41

    Tech Ratings..................................................................................................................................41Weapons.........................................................................................................................................41

    Weapon Notes...........................................................................................................................43

    Armour...........................................................................................................................................45

    Powered Armour.......................................................................................................................46

    Personal Equipment.......................................................................................................................46

    Drones, Familiars and Servitors.....................................................................................................48

    Drones.......................................................................................................................................48

    Familiars....................................................................................................................................48

    Servitors....................................................................................................................................49

    Animals..........................................................................................................................................49Attack Squig..............................................................................................................................49

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    Kroot Hounds ...........................................................................................................................49

    Krootox.....................................................................................................................................50

    Vehicles.........................................................................................................................................50

    Eldar Wave Serpent..................................................................................................................50

    Imperial Chimera Transport......................................................................................................50

    Imperial Rhino Transport..........................................................................................................51

    Tau Stealth Suit.........................................................................................................................51

    Tau Crisis Battlesuit..................................................................................................................51Tau Devilfish Troop Carrier.....................................................................................................52

    PSIONICS..........................................................................................................................................................................52

    Psychic Powers..............................................................................................................................52

    Quick and Dirty Psychic Powers..............................................................................................52

    Eldar Powers.............................................................................................................................53

    Human Powers..........................................................................................................................53

    Necron and Tau Powers............................................................................................................53

    Types of Imperial Psyker ..............................................................................................................54

    Alpha-Level Psykers.................................................................................................................54

    Astropaths.................................................................................................................................54

    Sacrifices...................................................................................................................................54

    Navigators.................................................................................................................................54

    The Tainted...............................................................................................................................55

    Psykers of Other Races..................................................................................................................55

    Necrons and Tau.......................................................................................................................55

    Tyranids....................................................................................................................................55SHIPS.................................................................................................................................................................................55

    Distances and Travel Times...........................................................................................................56

    The Webway..................................................................................................................................56

    The Shadow in the Warp...............................................................................................................57

    Unusual Ship Types.......................................................................................................................57

    Craftworlds................................................................................................................................57

    Space Hulks...............................................................................................................................57

    Tyranid Ships............................................................................................................................57

    Ship Systems..................................................................................................................................57

    Ship Combat..............................................................................................................................57ALLIES AND ADVERSARIES.............................................................................................................................. ........ ..58

    Ability Points.................................................................................................................................58

    Conviction......................................................................................................................................58

    Generic...........................................................................................................................................58

    Target........................................................................................................................................58

    Redshirt.....................................................................................................................................58

    Chaos.............................................................................................................................................59

    Chaos Cultists and Cult Champions..........................................................................................59

    Chaos Space Marine and Aspiring Champion..........................................................................59

    Daemons and Other Nastiness..................................................................................................59

    Eldar...............................................................................................................................................59

    Exarch.......................................................................................................................................59

    Guardian....................................................................................................................................60

    Dark Eldar......................................................................................................................................60

    Warrior and Sybarite.................................................................................................................60

    Imperial Inquisition........................................................................................................................60

    Inquisitor...................................................................................................................................60Stormtrooper / Adeptus Arbites................................................................................................61

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    Sister of Battle...........................................................................................................................62

    Imperial Guard...............................................................................................................................62

    Junior Officer............................................................................................................................62

    Guardsman................................................................................................................................62

    Space Marines................................................................................................................................63

    Veteran Sergeant.......................................................................................................................63

    Space Marine.............................................................................................................................63

    Space Marine Scout..................................................................................................................63Necrons..........................................................................................................................................64

    Necron Warrior.........................................................................................................................64

    Orks................................................................................................................................................64

    Ork Nob.....................................................................................................................................64

    Ork Boyz...................................................................................................................................64

    Tau.................................................................................................................................................65

    Ethereal.....................................................................................................................................65

    Shas'la and Shas'ui....................................................................................................................65

    Gun Drone.................................................................................................................................65

    Kroot Carnivore Squad Member...............................................................................................66

    Human Auxiliary.......................................................................................................................66

    Tyranids.........................................................................................................................................66

    Genestealer................................................................................................................................66

    Genestealer Broodlord..............................................................................................................67

    Termagaunt...............................................................................................................................67CAMPAIGNS AND ADVENTURES..................................................................................................................... ........ ..67

    For the Greater Good.....................................................................................................................67

    Adventures................................................................................................................................67

    Kill Team.......................................................................................................................................68

    A Plague On Both Your Houses....................................................................................................69

    No-One Expects The Imperial Inquisition!...................................................................................69Adventures................................................................................................................................70

    Truth, Justice and the Imperial Way!.............................................................................................71

    Adventures................................................................................................................................71DARK SECRETS...............................................................................................................................................................71

    The Emperor's Soul........................................................................................................................71

    The Black Library of Chaos...........................................................................................................71

    The Legacy of the Old Ones..........................................................................................................72APPENDIX A: RESOURCES................................................................................................................................. ........ ..73

    Official Materials...........................................................................................................................73

    Fan Materials.................................................................................................................................73

    Recommended Reading and Viewing............................................................................................73APPENDIX B: CONVERSION GUIDELINES............................................................................................................. ...74

    Statlines..........................................................................................................................................74

    Weapon and Ballistic Skill........................................................................................................74

    Armour Save.............................................................................................................................75

    Weapons.........................................................................................................................................75

    Wargear..........................................................................................................................................75

    Feats and Skills..............................................................................................................................75

    Vehicles.........................................................................................................................................76APPENDIX C: VERSION HISTORY........................................................................................................................... ....76APPENDIX D: LEGAL DISCLAIMERS..........................................................................................................................76

    OPEN GAME LICENSE Version 1.0a.....................................................................................77

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    INTRODUCTION

    At the time of writing, my two main gaming interests are True20 roleplaying and Warhammer

    40,000 wargaming. It seemed natural to combine the two, if only out of sheer laziness. Since both

    rules systems are simple, and the setting is extensively documented elsewhere, this is a relatively

    short worldbook.

    Individual adventures are much like the Kill Team missions in the Warhammer 40,000 rulebook

    bigger battles are better done as wargames. So, this worldbook focuses on infantry units and

    wargear that might be carried by an adventuring party, for the most part ignoring vehicles, ordnance

    weapons and so on.

    Thanks to all the people on the True20 Forum who contributed ideas and comments! And to the

    otherWarhammer 40,000 webpages and forums I mined for ideas.

    Andy Slack - December 2007

    [email protected]

    The Background in a Nutshell

    In the grim darkness of the far future, there is only war.

    In the 41st Millennium, humanity has settled much of the Galaxy, but due to an extensive period of

    civil war known as the Age of Strife has lost most of its technological base. This is a fantasy/horror

    setting with daemonic powers, psionics, and strong Gothic and World War I influences; it just

    happens to be set in space, in the distant future.

    Mankind is beset by numerous adversaries:

    The forces of Chaos, inhabitants of hyperspace drawn to psionic activity. These generally

    work through human sympathisers.

    Eldar and Dark Eldar, factions of an incomprehensible and dying race.

    Necrons, ancient robots with the sole aim of destroying all life in the Galaxy.

    Orks, the warrior caste of a long-vanished interstellar empire. Lacking any other direction

    since the demise of all the other castes of their race, they are locked in continuous combat

    with everyone, including each other.

    The Tau, a young and expanding race, and their allies, the Kroot and the Vespid.

    Tyrannids, big space bugs from another Galaxy,controlled by a hive mind, who want to

    consume all organic matter and use it to create more of their species.

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    HISTORY

    Bear in mind that very few characters know anything about the history below. In particular,

    knowledge of what happened prior to the Fall (c. -4,000,000) is restricted to Eldar Harlequins and

    other visitors to the Black Library.

    TimelineAs an example of the Warhammer 40,000 date format, 745.M41 means the 745th year of the 41st

    Millenium, or 40,745 AD.

    Date Events

    c. -60,000,000 Old Ones (also called the Old Slann) flourish, create the Webway, and use it

    to colonise the Galaxy, seeding it with life.

    c. -60,000,000 Necrontyr arise and flourish, and develop technology superior even to that of

    the Old Ones. War between the races ensues. However, without access to the

    Webway, the Necrontyr cannot win, and are pushed back into the Halo Stars.

    c. -60,000,000 Necrontyr establish contact with C'tan energy vampires, and create metallic

    bodies for them. C'tan establish themselves as gods to the Necrontyr, and offer

    them immortal robot bodies. However, the conversion process destroys their

    intellects and souls, and they are reborn as the Necrons.

    c. -60,000,000 C'tan-led Necron armies destroy the Old One empire, leaving only isolated

    bastions. C'tan begin to fight amongst themselves.

    c. -60,000,000 Old Ones nurture many warrior races, including the Eldar and the Krork

    (forerunners of the Orks), imbuing them with psychic powers. The previously-

    placid Warp begins to reflect the psychic warfare in realspace, and the

    formless energies of the Immaterium coalesce into psychic, predatory life-

    forms, which break through into normal space and eradicate the Old Ones and

    their Young Races.

    c. -60,000,000 Necrons and C'tan retire to their stasis Tombs, planning to wait until the

    invading Warp entities have consumed all other life, then starved to death.

    ? Warp entities consume almost all life in the Galaxy, and then either starve to

    death or return to the Warp.

    c. -4,000,000 Rise of the Eldar, who learn their technology from the Old Ones. Eldar rule

    the Galaxy.

    c. -4,000,000 The Fall. Eldar decadence and misuse of psychic powers creates Slaanesh, the

    first God of Chaos, the most powerful Warp entity to date. Slaanesh destroys

    the Eldar core worlds, replacing them with the Eye of Terror.

    ? Passing of the Old Slann.

    c. M2 c. 2000 AD. Timeframe of the players, rather than their characters.

    c. M20. Initial human colonisation of the Galaxy.

    ?-M25 Dark Age of Technology. Humanity's Golden Age, with its highest

    technological achievements. Human subspecies such as navigators, ogryns,

    ratlings and squats develop naturally by mutation, or are genetically

    engineered for specific roles. Navis Nobilitie (Navigator Houses) founded.

    Sol System is isolated by warp storms for much of this period.

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    Date Events

    M26-M31 Age of Strife. Extended warfare between humans gradually destroys their

    technological base. The Emperor realises that humanity's emerging psychic

    powers must be unified and regulated to protect them from the creatures of the

    Warp, and plans the Great Crusade to unite humanity. Space Marines created

    from warrior stock by genetic engineering and elective surgery.

    c. M30. Foundation of the Imperium of Man. Space Marine Primarchs mysteriouslyscattered across the Galaxy, but slowly re-contacted. Great Crusade. Emperor

    attempts to cleanse the Maelstrom of Chaos, but fails. Warmaster Horus

    strikes a bargain with the Dark Gods of Chaos, wipes out all life on Istvaan

    III, and attempts a coup. The Emperor kills Horus thanks to the sacrifice of

    Primarch Sanguinius, but is mortally injured in the fighting, and survives only

    thanks to complex life support equipment and regular human sacrifice. Horus'

    surviving troops withdraw to the Eye of Terror to plot their revenge.

    Inquisition founded. Visionaries appear throughout the Imperium, preaching

    that the Emperor still watches over the faithful.

    M32 Roughly 2/3 of the Imperium united by worship of the Emperor. Temple of the Saviour Emperor recognised as the state religion and renamed the Adeptus

    Ministorum, or Ecclesiarchy.

    M34 Present Ongoing cold war between the Administratum and the Ecclesiarchy for

    control of the Imperium.

    781.M31-999.M41 The Black Crusades. Every 200 years or so, the hordes of Chaos emerge from

    the Eye of Terror led by Abaddon the Despoiler, heir to Horus. So far, each

    has been beaten off. In the wake of the first Black Crusade, which reaches the

    Imperium via the Cadian Gate, Cadia is fortified and some 20 additional

    Space Marines chapters are founded specifically to repel Chaos incursions.

    M35 Ecclesiarchy relocates Holy Synod and other senior bodies to Ophelia VII to

    escape interference by the Administratum, effectively abandoning Terra to the

    control of their rivals, but after some 300 years moves back.

    598.M35 Tiger Claws Space Marines chapter (also known as the Astral Claws) founded

    to guard the Maelstrom.

    789.M35 Imperial explorers make first contact with Tau, then in a Stone Age level of

    development. Routine extermination and colonisation is prevented by freak

    warp storms and Vandire's Reign of Blood, allowing the Tau to develop

    unmolested.

    200.M36 Age of Apostasy. Goge Vandire attempts a coup, leading to civil war in theImperium.Vandire's Reign of Blood and the associated Wars of Faith kill

    millions over a 70 year period. Eventually Vandire's bodyguard, the Brides of

    the Emperor, are persuaded to execute him, and thereafter form the core of the

    Sisters of Battle, the Chamber Militant of the Inquisition's newly-formed Ordo

    Hereticus the Witch Hunters.

    Mid to Late M36 The Reformation. Sebastian Thor, leader of the Confederation of Light which

    broke Vandire's power, is appointed Ecclesiarch; his reforms include the

    Decree Passive, which forbids the Ecclesiarchy from having armed forces of

    its own, with the exception of the Adepta Sororitas or Sisters of Battle.

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    Date Events

    Early M37 Elijah of Mephisto VII, greatest Imperial scholar of Chaos, executed by the

    Inquisition for heresy. His works remain the definitive descriptions of Chaos,

    but are esoteric almost to the point of insanity.

    Late M37 Tau develop gunpowder and city states. Tau race unified by Ethereals.

    M38 First Tau phase of expansion, colonising the First Sphere of worlds. Taudevelop spaceflight, then starflight, and expand rapidly to control a volume of

    space 300 lightyears in diameter, with eight heavily-settled core worlds. Tau

    ally with Kroot to defeat Ork warbands, and encounter other alien races.

    Late M38 Second phase of Tau expansion reaches Imperial borders, and begins to

    absorb human worlds, persuading them to join the Tau Empire.

    143-160.M41 The Gothic War. Chaos warmaster Abbadon the Despoiler leads a fleet out of

    the Eye of Terror to capture the Blackstone Fortresses; he is driven back by

    the Imperial Navy at great cost.

    444.M41 First War for Armageddon. Rebellion in Armageddon hive cities is a

    precursor to a Chaos invasion, eventually defeated at great cost by the GreyKnights Space Marines.

    742.M41 Imperium launches the Damocles Gulf Crusade to exterminate the Tau, but is

    forced to withdraw its forces to fight the Tyranids before the Crusade can be

    completed. Some humans, left behind in the withdrawal, offer allegiance to

    the Tau; these become known as Gueve'sa, and are used as mercenary troops

    amongst other roles.

    745.M41 Present The Tyrannic Wars. Tyranid super-organism launches repeated invasions by

    Hive Fleets.

    745.M41 Battle of Macragge. Hive Fleet Behemoth defeated.780.M41 Fourth Quadrant Rebellion.

    897.M41 First Contact between Imperium and Necrons, when Necron raiders wipe out

    an Adepta Sororitas sanctuary in the Eastern Fringe of the Galaxy.

    901-912.M41 The Badab War. Master Lufgt Huron of the Space Marines Tiger Claws (also

    known as the Astral Claws) Chapter sides with Chaos and initiates a rebellion,

    eventually involving numerous Chapters on both sides. At length the

    Imperium crushes the revolt, although 200 Tiger Claws manage to escape;

    Huron takes the name Huron Blackheart and renames the Chapter the Red

    Corsairs. Several Chapters who aided the Tiger Claws are granted

    forgiveness, subject to completing a 100 year Crusade as a penance.

    993.M41 Hive Fleet Kraken attempts to infiltrate Ichar IV and other nearby worlds as a

    prelude to full-scale invasion. Ultramarines Space Marines from Macragge

    eventually crush the Tyranids and force them back.

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    Date Events

    997.M41 Kryptman Census attempts to contact all known Imperial worlds by psykers,

    to confirm which ones have not been overrun by Tyranids. This reveals the

    full extent of Hive Fleet Leviathan. Inquisitor Kryptman temporarily halts the

    Fleet with bioweapons, then razes hundreds of worlds to create a firebreak.

    He is expelled from the Inquisition for genocide, and forced into hiding. Orks

    claim many worlds in the firebreak and fight invading Tyranids to keepthem. Kryptman deliberately infests a nearby Ork empire with Genestealers to

    lure the Fleet away from the Imperium.

    998.M41 The Armageddon War. Hive world of Armageddon is invaded by Chaos

    forces, then twice by Orks, over a period of less than a century.

    Late M41 The present day. Third phase of Tau expansion.

    THE IMPERIUM OF MAN

    If you want a vision of the future, imagine a boot stamping on a human face forever.

    - George Bernard ShawThe Imperium rules over a million worlds, spread throughout the Galaxy (with the exception of the

    Eastern Fringe, almost directly opposite Earth). Interstellar travel within the Imperium depends on

    the Astronomican, a powerful psychic beacon directed by the Emperor himself, and used by

    Navigators to chart courses through warp space. This beacon allows human starships to travel much

    farther, faster and more reliably than those of other races; compared to most species, humanity is

    spread thinly over a very large volume of space.

    While the Imperium considers all other races than humanity as alien scum fit only for enslavement

    or death, Ratlings, Squats and Ogryns are currently accepted as abhumans human subspecies

    which evolved naturally from the base stock during the Dark Age of Technology and the Age of

    Strife, and so are worthy of being treated as humans proper.Humans no longer understand how their technology works, and since much of it has a rudimentary

    self-awareness, complex devices are treated as if they contained spirits; for example, the Machine

    Spirit of a powerful war machine may be propitiated by sacrificing animals to it, preferably

    predators. Equipment which is shown proper respect and care, using the appropriate rituals,

    functions not because it is correctly maintained, but because you have pleased its spirit. The rituals

    work not because they are checklists, but because they are prayers.

    The Imperium is a religious dictatorship devoted to the worship of the God Emperor; it is the most

    brutal and oppressive fascist regime imaginable. The only thing to be said in its defence is that if it

    were not, humanity's enemies would have wiped it out by now.

    The Emperor

    The God-Emperor of Mankind was born a mortal man, in a time so distant only he now remembers

    it. A powerful psyker, he concealed his powers and lived in secret amongst the mass of humanity

    for many centuries for one of his most important psychic attributes was immortality.

    He came to know and understand the powers and dangers of the Warp, and that humanity was on

    the verge of evolving to its next level, that of a race of psykers. He decided that for the race to

    survive this crucial period, he must unite it and arm it against the powers of Chaos. So began the

    Great Crusade. Amassing power, the Emperor created the Space Marines, genetically engineered

    super-warriors, to enforce his will, and unified the worlds of Man into the Imperium by conquest.

    However, on the eve of his triumph, one of his most trusted Warmasters, Horus, attempted to stage

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    a coup. Thanks to the intervention of Warmaster Sanguinous, the coup failed; but the final battle left

    Sanguinous dead and the Emperor mortally wounded and crippled. Horus fled with his troops into

    the Eye of Terror, where constant exposure to Warpspace rapidly tainted them with Chaos.

    Since then, the Emperor has been confined to the Golden Throne, a huge life-support mechanism of

    ancient technology. He retains absolute power over humanity, and directs the Astronomican, which

    is essential to Warpspace navigation, and thus to the continued existence of the Imperium.

    The Emperor survives only by his enormous force of will, and his psychic powers. Unfortunately,maintaining these requires the sacrifice of hundreds of lesser psykers every day.

    After ten millenia of Godlike powers and human sacrifice, many ordinary citizens see the Emperor

    as a living God. This view is not officially recognised, but is accepted, and encouraged by the

    Ecclesiarchy, who would also like the man in the street to believe that it is the mouthpiece of the

    Emperor, and consequently is locked in a centuries-old cold war of Galactic scale and glacial pace

    with the Administorum, the Imperial Bureaucracy. The Adeptus Astartes (Space Marines) and

    Adeptus Mechanicus (Tech Priests) still consider the Emperor an unusually gifted human, but these

    are organisations which worked with the Emperor during the Great Crusade, rather than having

    grown up millenia afterwards.

    The High Lords of Terra

    This council of twelve high lords rules the Imperium in the Emperor's name. Nine posts are always

    present on the council, and the remaining three are selected from seven optional candidates. The

    Emperor selects one of the council as the Master of the Adeptus Terra, who leads the High Lords.

    The nine permanent members of the council are as follows; note the heavy bias towards interstellar

    transport and secret service interests:

    The Master of the Administratum, representing the Imperial bureaucracy.

    The Inquisitorial Representative.

    The Ecclesiarch of the Adeptus Ministorum, representing the Ecclesiarchy. Technically, thisperson is subordinate to the Master of the Administratum, but his power is sufficient to

    warrant a separate seat.

    The Fabricator General of the Adeptus Mechanicus, representing the Tech-Priests of Mars.

    The Grand Provost Marshal of the Adeptus Arbites, representing Imperial law enforcement.

    The Paternoval Envoy of the Navigators.

    The Master of the Astronomican.

    The Grand Master of the Officio Assassinorum, controlling the Imperium's assassins.

    The Master of the Adeptus Astra Telepathica.

    The three optional members of the council are chosen from among these individuals; note the

    military and religious emphasis:

    The Lord Commander of the Segmentum Solar, representing the Imperial Navy in general

    and the Segmentum Fleet defending Terra in particular.

    The Lord Commander Militant of the Imperial Guard.

    One or more Cardinals of the Holy Synod of Terra.

    The Abbess Sanctorum of the Adepta Sororitas (Sisters of Battle), the military arm of the

    Ecclesiarchy.

    The Captain-General of the Adeptus Custodes, representing the Emperor's personal guards.

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    The Chancellor of the Estate Imperium. (One of the surest signs that the Imperial mind-set is

    different from that of 20th-century Earth; the representative of the Imperial Treasury is not

    part of the inner circle of decision-makers.)

    The Speaker for the Chartist Captains, representing the Imperium's merchant fleets.

    Culture

    Humanity is in a new Dark Age. The Imperium of Man is beset on all sides by hideous enemies,and Mankind has forgotten how most of its technology works. The typical citizen of the Imperium

    has a different world view and mind set than the players, formed by the following facts and beliefs:

    Facts: Demons, monsters and witches really do exist, and they really do want to kill you and

    consume your soul. Belief: War against these dark forces is a religious duty.

    Facts: Humanity has fallen from grace. Its period of greatest achievement and highest

    standard of living are far in the past. Belief: These great achievements were the cause of the

    fall, and any attempt to reproduce them will bring death and destruction.

    Facts: The Emperor is an immortal being of enormous psychic power. His powers are vital

    to the continued integrity of the Imperium, and he requires hundreds of human sacrifices perday to maintain them. Belief: The Emperor is a god, and should be worshipped as such.

    Consequently, the average Imperial citizen is paranoid, superstitious and xenophobic; his thoughts

    and beliefs are more like those of a Mediaeval peasant than those of a contemporary inhabitant of

    the industrialised and democratic Western nations. The Imperium does not solve problems with

    rational thought and applied technology; it solves them with brute force and ignorance. Scientific

    investigation and open-mindedness are at best viewed with suspicion, and at worst lead to an

    unpleasant and untimely death.

    Organisations

    The Imperium is a religious autocracy, ruled by the twelve High Lords of Terra in the name of theGod-Emperor of Mankind. Their commands are executed by a number of subordinate organisations.

    The Adeptus Mechanicus

    Also known as the Tech-Priests, these are partly scientists, and partly an arcane cult. They guard

    and apply what little technical knowledge Mankind still possesses, without really understanding it.

    Their headquarters are on Mars. The Adeptus Mechanicus acknowledges the Emperor as ruler of

    Mankind, but does not consider him a god; for them, all creatures and devices which embody

    knowledge are holy, and the Emperor is holiest of all because he knows so much.

    The AdministratumThis organisation administers the Imperium, maintaining records, collecting taxes, distributing

    resources and so on.

    The Adeptus Terra

    This is the God-Emperor's priesthood, which interprets the Emperor's will for the masses, and thus

    controls the Imperium on a day-to-day level. It is subdivided into numerous groups.

    The Adeptus Ministorum, orEcclesiarchy, is devoted to furthering the worship of the Emperor. It

    has numerous churches, missionaries and so on, as well as its own armed forces the Adeptus

    Sororitas and Adeptus Fratis which it uses to mount crusades.

    The Adeptus Custodes are the Emperor's palace guards, and are a sizeable unit since the palace

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    covers a significant fraction of the planet Earth. The Companions are a select group of 300 troops

    who act as the Emperor's personal bodyguard.

    The Adeptus Astropathica recruits and trains psykers, especially the Astro-Telepaths used for

    communications between Imperial worlds. Messages sent in this way are not instantaneous, but are

    fast enough to be useful, and much faster than any technological means of communication.

    Astropaths (recognisable by their green habits and white staves) undergo rigourous training,

    followed by painful mind-shaping at the hand of the Emperor himself; a side-effect of this isconsiderable damage to the optic nerves, so most Astropaths are blind. However, their psychic

    powers allow them to sense objects and creatures within 20 metres as if they were sighted. Within

    the Adeptus Astropathica there are several further divisions of interest:

    The Scholastia Psykana is the teaching organisation with the Adeptus.

    The League of Blackships is the recruiting arm of the Adeptus, which collects levies of

    psykers from various Imperial worlds. Each world can expect to be visited at least once per

    century.

    The Chosen are a group of Astropaths granted the signal honour of helping to operate the

    Astronomican, the vast psychic beacon on which Imperial star travel depends. This drains

    their life force over a period of about three months; dozens die each day, and are constantlyreplaced.

    The Adeptus Arbites are the Imperium's police force, with a status exceeding that of planetary

    police. Note, however, that they are technically clergymen, the martial arm of the priesthood,

    empowered to act as judge, jury, and (if need be) executioner. They are commonly known as

    Judges, and handle situations which are too serious for the local police, but not soluble by either

    assassinating a single key figure, or outright war. Common citizens have no rights in the face of the

    Arbites, and must accept whatever decision or punishment they hand out; only high-status

    individuals such as priests or inquisitors could successfully demand a trial.

    Rogue Traders are trusted Imperial servants whose role combines that of explorer, merchant and

    conquistador. Equipped by the priesthood with a ship, a crew, several companies of troops, and

    carte blanche to explore beyond the Imperial borders in search of knowledge and artefacts useful to

    the Imperium. This role is sometimes assigned by the priesthood as a sort of benign exile for

    troublemakers with influential families, or whose talents may be needed in future.

    The Adeptus Astartes

    The Adeptus Astartes begin as ordinary human beings, but years of genetic modification, elective

    surgery, and intensive training render them effectively a separate subspecies.

    There are approximately 1,000 Chapters of Space Marines in the Imperium, each with roughly

    1,000 Marines. Each Chapter is self-sufficient, with its own fleet of ships, home world, rituals and

    distinctive livery. The original Marines were created in the late 30th Millennium by the Emperor's

    scientists, as shock troops for the First Crusade. The first twenty Marines were known as Primarchs,

    and each present-day Marine contains some genetic material from one of these. Over the millennia,

    some genetic drift has occurred, and the therapy is nowadays conducted by Chapter Apothecaries

    who don't really understand what they're doing. Consequently, the efficiency of the individual

    processes varies from Chapter to Chapter.

    Space Marines are created in several stages, and are always male, as some of the gene therapies are

    keyed to the Y chromosome. Many do not survive the process, becoming horribly crippled or

    mentally unstable; these are culled. Initiates are selected at the age of 16-18 from the many warrior

    cultures on the Imperium's more primitive worlds, and undergo several years of treatment before

    becoming Brother Marines. It is normal for the Initiate to spend some time as a Scout before beinggiven the final set of implants, the Black Carapace, which acts as an interface to the Marine's

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    powered armour.

    There are 19 distinct stages of therapy, which give the Marine the following benefits:

    Increased size and strength.

    Accelerated healing.

    Natural torso armour (caused by the ribs growing into an interlocking shield).

    Control over whether, or when, he sleeps. This extends to voluntary suspended animation

    lasting months or years at need.

    Ability to eat almost anything he can swallow, and absorb some of a creature's memories by

    eating its flesh.

    Ability to detect poison by taste, and track by smell.

    Immunity to most poisons.

    Improved eyesight and hearing.

    Ability to spit corrosive acid, either to blind foes in melee or to chew through iron bars.

    The ability to wear and use powered armour effectively.

    The typical Marine is in combat, or combat training, 23 hours 30 minutes per day, 365 days per

    year; this leaves little time for non-military adventures. (Some Chapters believe that allowing their

    Marines 30 minutes a day to themselves is dangerous and distracting, and refuse to allow it.)

    The Adepta Sororitas

    Founded at the end of the Age of Apostasy from the remains of Vandire's bodyguard, the Sisters of

    Battle are the only armed force permitted to the Ecclesiarchy. Their day-to-day duties include

    guarding important Ecclesiarchy sites, responsibility for the safety of pilgrims, escorting hierarchs,

    and ensuring that the general populace provide suitable deference and finance to the Emperor's

    clerics. When the Ecclesiarchy declares a War of Faith, it is the Adepta which persecutes the

    enemies of the Imperial Creed, by whatever means necessary, up to and including planetary

    obliteration. However, the Ecclesiarchy is never completely comfortable with the Sisters, as they

    are also the military arm of the Ordo Hereticus, that section of the Inquisition charged with ensuring

    the Ecclesiarchy itself remains loyal.

    Like Space Marines, Sisters of Battle spend their time when not actually in combat either training or

    in prayer. The majority are warriors, but there are a number of non-militant orders: The Orders

    Famulous act as advisors, diplomats and chatelaines to noble families; the Orders Hospitaller

    provide medical personnel to all arms of the Imperial military except the Space Marines; and the

    Orders Dialogous are scholars and translators.

    The Officio Assassinorum

    This group recruits, trains and deploys assassins to further Imperial policy. Normally this requires

    them to remove key individuals in a conspiracy or revolt. The Inquisition has close ties with the

    Officio, and the two often work together. The Officio has four main divisions, known as Temples.

    The Callidus Temple specialises in disguise and infiltration, masquerading as members of

    the target's retinue and using close-range weapons and poisons to dispose of them.

    The Culexus Temple choses assassins for their lack of visible presence in the Warp,

    rendering them difficult for psykers to detect. To all intents and purposes, a Culexus Temple

    Assassin has no soul. Ordinary people can barely stand to be in the same room as thesebeings; psykers find them intolerable. Their powers are contained between uses by a huge

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    helm known as an Animus Speculum.

    The Eversor Temple uses tactics of shock, terror and overkill to instill fear of Imperial

    retribution into the powerful. An Eversor operation is as much a propaganda action as it is

    an assassination, and will be accompanied by extensive collateral damage to make

    absolutely certain that heresy or corruption are stamped out completely, root and branch.

    Eversor assassins have a heightened metabolism, and move with uncanny speed.

    Vindicare Temple assassins are snipers, skilled in stealth, evasion and marksmanship. Theyare most often used to kill those suspected of harbouring a daemon, hopefully before it can

    emerge onto the material plane.

    The Inquisition

    Innocence is no excuse.

    In such an incredibly large and bureaucratic state as the Imperium, there must be people with the

    authority to cut through the red tape and deal with emergencies promptly. Those people are the

    Inquisition, and they have absolute authority over Imperial forces and personnel, answering only to

    the Emperor. An Inquisitor's authority is limited only by that of other Inquisitors, and they are

    organised at an individual level; there are factions, and Ordos of like-minded Inquisitors, but theInquisitor essentially stands alone, and acts alone, in what he considers the best interests of

    humanity at large. Inquisitorial Conclaves of two or more Inquisitors are occasionally called to

    share information, debate the proper course of action, or hold an Inquisitor to account for his

    actions; invitations are sent by the calling Inquisitor either to specific invitees, or to all Inquisitors

    willing and able to attend. Some threats may require the continued attention of multiple Inquisitors,

    who then form an ad-hoc group called a cell, which works on the problem until it is resolved to their

    satisfaction.

    Often, a threat can be contained or eliminated by the Inquisitor alone, or by his retinue of followers.

    If this is not possible, the Inquisitor can requisition whatever forces he needs from local officials, or

    from the Imperial Navy or Imperial Guard. In theory, the Space Marines can also be drafted, buthistorically their chapters have been extended a great deal of latitude and are fiercely independent,

    answering only to their Chapter Masters and the Emperor himself.

    Theoretically, an Inquisitor has enormous power, but in practice he is limited by several factors.

    First, the size and bureaucracy of the Imperium means that while he can requisition anything, it can

    easily arrive far too late to be of any use. Second, the more dangerous the corruption and treason,

    the more senior those involved; asking for help may simply tip off the quarry.

    The Inquisition is officially divided into several main arms:

    The Ordo Hereticus, or Witch Hunters, tasked with rooting out and eliminating rogue

    psykers, heretics, and mutants. Amongst other things, this makes them the group which

    monitors the rest of the Inquisition, the Ecclesiarchy, the Space Marines and other Imperial

    organisations, ensuring that doctrinal and physical purity are maintained. The Adepta

    Sororitas acts as their Chamber Militant, as well as being the Ecclesiarchy's primary armed

    force. The original intent of this organisation was to ensure that the Ecclesiarchy never again

    breeds a serpent such as Vandire, and that the Age of Apostasy never returns.

    The Ordo Malleus, or Daemon Hunters, who exist to seek out and destroy Chaos daemons.

    These are the most formidable and righteous of the Inquisition, and their dedicated Space

    Marines chapter, the Grey Knights, are exceptionally skilled and well-equipped even by

    Space Marines standards.

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    The Ordo Xenos, or Alien Hunters, whose purpose is to investigate alien races, and destroy

    those which threaten humanity. This original purpose has expanded over time, so the Ordo is

    now also responsible for policing those who negotiate or trade with aliens.

    The Ordos Minoris are a variety of small, specialised Ordos focussed on particular tasks.

    They include:

    The Ordo Sepulturum, operating around the Eye of Terror and dedicated to

    investigating and containing the Zombie Plague, a Chaos disease which degeneratesits victims and turns them into Zombies.

    The Ordo Sicarius, which investigates and controls the Officio Assassinorum. By

    ancient decree, no assassin may be deployed without direct authorisation from the

    High Lords of Terra; however, the Ordo Sicarius has been known to forge such

    edicts to ensure a sufficiently rapid response to threats.

    Informally, there is the division between Radicals and Puritans. Radicals believe that the end

    justifies the means, fire should be fought with fire, and thus the weapons and powers of Chaos can

    and should be channelled in the service of the Emperor. The Puritans believe that even

    considering such actions is, itself, treasonous. In truth, the line between the Radical and the heretic

    is a fine one, and easily crossed without recognising one has done so; but the most extreme Puritansfeel that even Navigators and Space Marine Librarians are witches, fit only to burn, and if they had

    their way, the Imperium would collapse. Individual Inquisitors can be found at any point along the

    spectrum from extreme Radical to extreme Puritan.

    Finally, there are differing philosophies and approaches, made manifest in various factions.

    The Amalathians believe that change should be avoided unless absolutely necessary, and if

    it is essential, then it must be conducted slowly and in a measured manner. In this way, the

    Emperor's divine plan can unfold as he decreed. The Amalathians are thus less concerned

    with crimes against the Imperium, and more interested in minimising political infighting and

    intrigue, holding to a doctrine of strength through unity. Amalathians are liberal Puritans,

    and work well in support of other Imperial organisations. They can be found in any of the

    Ordos, and have close ties with the Adeptus Arbites. The Amalathians are arch-enemies of

    the Recongregators, as the two philosophies are diametrically opposed.

    The Istvaanians believe that humanity is at its strongest in its times of greatest adversity,

    and thus encourage warfare and strife of all kinds to improve the race. Often they will

    support Chaos cults purely so that they can also encourage a pro-Imperial cult to fight them.

    These are a Radical faction, widely distrusted by other Inquisitors, but found in all Ordos.

    The Istvaanian's stock in trade is paranoia, superstition and violence, and it's all for your

    own good in the long run.

    The Monodominants believe that the survival of the Emperor's loyal servants can only be

    ensured by exterminating everyone and everything else. These are the most extreme of

    Puritans. To the Monodominants, blasphemy, witchcraft and even civil disobedience are

    crimes that deserve death; no excuses and no exceptions. If everyone and everything else is

    killed, then humanity will fulfill its manifest destiny of ruling the Galaxy. Monodominants

    are ruthless, unforgiving, inflexible and intolerant; they also tend to be young. They can be

    found in any of the Ordos, or even acting independently.

    The Recongregators hold that the Imperium is a corrupt, decaying state which should be

    rebuilt in a form which better serves Mankind, before it collapses under the weight of its

    own bureaucracy. Recongregators work to replace the conservative or corrupt officials with

    those of greater initiative and more radical views. In extreme cases, this may mean

    subverting anti-Imperial sects or Chaos cults so that they serve the Recongregators'purposes. Members of this Radical faction are most often found in the Ordo Hereticus, as

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    this gives them access both to their targets, and those suitable to replace them.

    Recongregators and Amalathians work towards mutually exclusive and opposing goals, and

    so are great enemies.

    The Thorians, named for Saint Sebastian Thor, who overthrew Lord Vandire in the Age of

    Apostasy, believe that the Emperor acted through Thor and that his soul can be reborn again,

    if a person of suitable piety and holiness is found. Thorians are mostly Puritan in outlook,

    and believe that the Emperor walks amongst humanity in secret once more, as he did beforethe Imperium was founded. However, his current vessels are weak avatars. The Thorian goal

    is to find or create an immortal body worthy of the Emperor, and guide his soul back from

    the Warp to inhabit it. The Thorians' opponents argue that this is too dangerous, as even the

    Emperor's soul must have been changed and corrupted by the Warp, and that his return will

    both deactivate the Astronomican and cause civil war. Most Thorians are found in the Ordo

    Malleus, with a few in the Ordo Hereticus.

    The Xanthites are a Radical faction who believe that Chaos, being at least partly a reflection

    of the human psyche made manifest in the Warp, can never truly be defeated; however, it

    can be harnessed for Mankind's benefit. Xanthites strive to understand and tame Chaos,

    rather than destroy it. The Horusians are a group within the main Xanthite faction, who

    believe that a second Horus could be created, a new Emperor embodying all that was good

    of the old, and also all the powers of Chaos. Most other Inquisitors describe the Xanthites,

    and especially Horusians, as Meddling With Things Man Was Not Meant To Know. Their

    study of daemons and the Warp means that most Xanthites are found in the Ordo Malleus.

    However, they have been known to deal with Chaos cults to expand their knowledge.

    The Navis Nobilite

    These are the Great Families of Navigators, a human subspecies. They alone can pilot starships

    through warp space at faster-than-light speeds.

    Imperial GovernorsIndividual worlds are governed by hereditary Imperial Commanders, who control insystem

    spacecraft, but not starships. Given the sheer scale of the Imperium, it is inevitable that each

    Commander rules in a different way; the Imperium tolerates this, so long as taxes are paid, levies

    are provided on time, and the Commander does not involve himself with the enemies of the

    Imperium. If he fails in his duty, sanctions range from intervention by the Inquisition or the

    Adeptus Arbites, through assassination and outright war, up to total planetary obliteration.

    Human Subraces

    Over the millennia, evolution, genetic engineering, and mutation have resulted in a number of

    subraces splitting off from the purestrain human genome.

    Mutants

    Commonly known in the Imperium as twists, these are the result of millennia of exposure to alien

    environments and industrial pollutants. Even the best pure-bred Imperial families risk nearly a 5%

    chance that any specific child will be a mutant; unfortunates with obvious deformities are often

    quietly disposed of in one way or another, especially among the upper classes.

    The survivors are at best second-class citizens, eking out a precarious living in the worst slums of

    the Imperium; and at worst hunted, down and killed. The superstitious see little difference between

    a warp-tainted minion of Chaos and a mutant.

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    Navigators

    Navigators are a human subspecies who eventually develop the ability to steer ships through the

    Warp. In the early stages of their lives, they have no psychic powers. They are identifiable by the

    third eye in the middle of their foreheads, which they often cover to avoid unwanted attention, and

    may (but need not) have other mutations. The third eye allows Navigators to see into the Warp even

    when in the material universe; it is believed that this constant exposure to the Warp is the cause of

    their other mutations.The third eye is rumoured to have other powers, which develop as the Navigator ages. It is said that

    mature Navigators can kill a man with the stare from the third eye, that they can see into the future,

    and that duels between them are settled with spectacular bursts of energy from it.

    Ogryns

    These are a human subspecies which were either genetically engineered for strength and toughness,

    or developed those characteristics during long isolation from the mainstream of human culture.

    However, their intellects leave much to be desired. Ogryns are typically from cold, harsh worlds

    with rocky, barren terrain.

    Ratlings

    Ratlings have developed along the lines of small stature, speed, and stealth. They are renowned for

    their marksmanship and culinary skills.

    Squats

    Squats (many of them prefer to be called Dwarfs) are the descendants of miners and technicians

    sent to heavy-gravity worlds in the Galactic core millennia ago to mine them for minerals. The most

    effective way to colonise these inhospitable planets was by building underground cities. At some

    point, the proto-Squats were cut off from the rest of humanity by warp storms, and developed their

    own culture, based on guilds and feudal rulers. During this period, they were assaulted by Orks, andare still engaged in low-level fighting with them; they also developed skill in maintaining their

    aging equipment, and creating new devices.

    There are some things that skill, hydroponics, and mines can't produce, so the Squats prefer to

    remain neutral in order to trade for these items. Traditionally they are hostile to Orks, and neutral to

    the Imperium and Eldar, although if the Council of Strongholds or the Confederation of

    Homeworlds are threatened, the Squats will fight anyone.

    While officially human, the last Squat Stronghold seceded from the Imperium during the Age of

    Apostasy. So, although they are not aliens, the Squats are rebels and heretics. For this reason it

    would be unusual to find a live Squat in the Imperium.

    Language

    The Imperium of Man uses three main languages:

    Tech: Also known as Ancient Gothic, this is a distant descendant of English, European and

    Pacific languages, the lingua franca of the Dark Age of Technology. Ancient works such as

    operating manuals for Dark Age devices are written in Tech. It is represented in the game by

    pseudo-Latin, to show its ancient nature and links to religion and ritual.

    High Gothic: This is the language of rule, a further descendant of Tech, with additional

    borrowings from various Asian languages. This, too, is represented by pseudo-Latin.

    Low Gothic: A debased form of High Gothic, represented in the game by English. This is

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    the language of trade and daily life, spoken as a first language on many planets, and as a

    second language on all but the most isolated and barbaric ones. It is also called Imperial.

    Technology

    Humans no longer understand how their technology works, and since much of it has a rudimentary

    self-awareness, complex devices are treated as if they contained spirits; for example, the Machine

    Spirit of a powerful war machine may be propitiated by sacrificing animals to it, preferablypredators. Equipment which is shown proper respect and care, using the appropriate rituals,

    functions not because it is correctly maintained, but because you have pleased its spirit. The rituals

    work not because they are checklists, but because they are prayers.

    The designers and developers ofWarhammer 40,000 took a conscious decision not even to attempt

    to explain the game's devices, as the technology of the 41 st Millenium is as far in advance of our

    own as we are in advance of the Stone Age. Further, no-one currently alive understands how the

    equipment works, anyway. What's important to the game is what a device can do, not how it does it.

    Noteworthy items of Imperial technology include:

    Dreadnoughts: Heavily-armed suits of powered armour, operated by a dead soldier.

    Cybernetic Implants: These serve a variety of purposes, but typically are bulky and

    obtrusive, often deliberately so.

    Electoos: Electronic tattoos inserted between skin layers. Citizens of Earth each have an

    electoo containing credit and security ratings, amongst other data; buildings are able to read

    these, and grant or deny access as appropriate. Other popular electoos include subcutaneous

    watches and the thief's light, a small light-generating patch on the user's palm.

    Electrografts: Electoos tattooed directly onto the brain, used to pass on information (such

    as languages) without training. Much of the Imperium's remaining technical knowledge is

    passed on it this way. However, it's a risky process which can result in personality disorders,

    memory problems or mental breakdowns. Gravity Reactors: These are used to create antigravity effects. The knowledge of creating

    them has been lost, and only a limited stockpile remains, so they are rarely encountered.

    Servitors: These are the Imperial equivalent of robots; mechanical bodies controlled by a

    lobotomised human brain. The Adeptus Mechanicus makes extensive use of such cyborgs as

    slave labour, typically created from mind-wiped criminals or others who have offended

    them in some way. Cherubim are servitors which take the form of small, flying children;

    they are a fashion statement or status symbol as much as they are a useful tool.

    Servo-Skulls: The engraved and gilded skulls of those whose service to the Imperium was

    so valuable that they are granted the honour of continuing to serve after death. Servo-skulls

    are able to fly, and are used for military reconnaissance, as assistants to surgeons, and so on,

    and are equipped with sensors, laser scalpels, quill pens etc. as appropriate to their role.

    Standard Template Construct System (STC): STCs were developed to provide a font of

    all knowledge for human colonies in the Dark Age of Technology. In essence, they were

    automated factories with blueprints for any item a colony might want, allowing them to

    build high-technology items from local materials without the need for skilled professionals

    to design or assemble those items. During the Age of Strife all known STCs were destroyed

    or broke down, but some designs survived, in the form of manuscript copies of original

    printouts; these are ardently collected, and jealously guarded, by the Adeptus Mechanicus.

    Equipment build from an STC template design is intended to work effectively when

    assembled and operated by unskilled labour, which is exactly what the Imperium needs, andexplains the bizarre juxtaposition of technologies often encountered a war machine may

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    have laser cannons, but a diesel power plant. A working STC system would be a treasure

    beyond price, if one were ever discovered.

    Titans: Massive humanoid war machines, tens of metres high and bristling with weapons.

    Originally created to defend Mars by the Adeptus Mechanicus.

    THE FORCES OF CHAOS

    History

    Since its beginning, the Imperium of Man has been threatened by Chaos from within, by rebel

    Chaos Space Marines and by cults of Chaos-worshippers.

    Culture and Organisation

    The culture of Chaos forces is essentially an evil version of that found in the Imperium proper, since

    the bulk of Chaos forces are subverted Imperial citizens. Organisation is a loose term when

    applied to the forces of Chaos, but cultists and traitor Space Marines alike each follow one of the

    four main Chaos gods the most powerful of the intelligences adrift in warpspace. Mortal followers

    are useful both because their worship provides psychic sustenance to the gods, and because the godsthemselves are unable to enter the material universe to further their plots. Mortals may advance to

    become Champions of their god, and possibly even daemons. The majority of each Chaos God's

    followers live in the Eye of Terror.

    The gods of Chaos are fierce rivals, and their armies fight each other more than any other foes.

    However, when one marches to war against the Imperium, or another interstellar state, the rest

    follow, to prevent one god gaining an advantage over the others.

    Khorne

    God of battle, anger and destruction. Khorne has no temples as such; he is worshipped on the

    battlefield. Followers of this god have a certain twisted sense of honour; since Khorne's powergrows each time one of his followers kills a foe on the field of battle, they avoid killing innocents

    this robs Khorne of potential future warriors, either as followers or sacrifices. They do not build

    temples or idols; Khorne would prefer that they did not waste effort in those activities when they

    could be out killing for him. He is, however, fond of the number 8; followers often form groups of 8

    as a consequence.

    Khorne is particularly fond of those who kill their friends and allies, and the more violent death a

    being has caused, the better a sacrifice it becomes. Consequently followers of Khorne are a

    suspicious lot, prone to internecine strife, whose alliances are guarded and temporary at best.

    On every human world, there are warriors, driven by pride, honour and courage. These are a short

    step away from the hatred, vengeance and bloodlust upon which Khorne thrives, and these warrior

    elites are a ready source of Khorne cultists. Followers of Khorne despise the decadence of Slaanesh

    worshippers, and consider Tzeentch cultists scheming cowards.

    Nurgle

    God of plague, pestilence, decay and corruption; and also of the cycle of life, and rebirth, although

    rebirth is often in a form humans find unpleasant. Followers of Nurgle preach that happiness and

    endeavour grow from acceptance of the inevitable decay of all things, and that the proper response

    to despair is defiance. The number 7 is sacred to Nurgle followers.

    Nurgle worshippers are usually gifted with repulsive diseases and deformations, which eventually

    kill them. The god does not care, so long as his gifts are spread in the meantime.

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    Tzeentch, who sponsors change and evolution, is in conflict with Nurgle, as decay and entropy

    oppose those forces.

    Slaanesh

    Slaanesh is the god of hedonism, whose followers abandon all restraint and inhibition. He is the

    enemy of Khorne, since death and destruction have no place in a life devoted to sensual pleasure.

    The number 6 carries symbolic weight for Slaanesh worshippers. They see the followers of Khorneas crude barbarians, and are often gifted with exceptional skill in some field, or physical beauty,

    which Slaanesh uses as lures for the unwary.

    Tzeentch

    God of change, luck, destiny and fate, Tzeentch is known for the convoluted nature of his plots,

    which are so subtle and far-reaching that none of his followers are sure of his ultimate purpose.

    Tzeentch feeds upon humanity's dreams of a better future and desires for change; his Champions are

    often powerful psykers. Since Tzeentch favours excitement and ambition, he is in opposition to

    Nurgle, who nurtures defiance born of hopelessness and despair. His sacred number is 9.

    Where Tzeentch strives to build and evolve, Nurgle strives to break down and decay, so the twocults are opposed.

    Tzeentch cultists are normally lured into his worship by promises of forbidden knowledge or

    political power, as he is the god of sorcery, scheming and manipulation. The temporary alliances of

    the various Chaos cults are normally controlled by a Tzeentch worshipper who has brokered the

    necessary deals; however, the plot will always be designed to further Tzeentch more than the other

    gods.

    Language

    The main languages of the forces of Chaos are the High and Low Gothic of the Imperium.

    However, each god of Chaos has its own tongue, used mostly by daemons and sorcerers.

    Technology

    The bulk of the technology used by the forces of Chaos would be recognisable to, and usable by, an

    ordinary Imperial citizen or trooper. However, Chaos is Chaos; any number of weird devices or

    exotic upgrades can be justified by daemonic possession.

    THE ELDAR

    The Eldar are based not on planets, like other species, but in a series of giant slower-than-light

    starships, the craftworlds, floating in interstellar space throughout the galaxy. These are connected

    to each other, and to planets, by a labyrinth of wormholes and dimensional portals collectively

    known as the Webway. The Webway is between warpspace and realspace, part of both; it was

    inherited by the Eldar from an earlier race who created it. Only the Eldar Seers know some of the

    safe paths through it. Webway tunnels vary in size from those passable only by Eldar on foot, up to

    those capable of passage by giant starships.

    The former location of the Eldar homeworlds is now the Eye of Terror, a rent torn in spacetime

    where warpspace and realspace overlap.

    There are four surviving factions of Eldar:

    The Eldar proper, descendants of puritans who opposed the decadence of the mainstream

    Eldar civilisation. Their motives are not clearly understood by other races, who perceivethem as a random force, which may help them or hinder them unpredictably. Young Eldar

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    hope to rebuild the ancient Eldar empire; older ones hope only that their race may survive.

    The Dark Eldar, descendants of that mainstream civilisation, lurking in unknown corners of

    the Webway and emerging only to feed their darker urges for slaughter, or capture slaves for

    torture later on.

    The Exodites, survivalists who foresaw the Fall and evaded it by reverting to more primitive

    lifestyles. Note that just because they don't use Eldar technology doesn't mean they don't

    understand it.

    Outcasts; those who, for whatever reason, leave the constraints of Eldar society to wander

    the galaxy. Some eventually return home and take up a normal life again; some do not.

    The Eldar are all but extinct. The warp hungers for their souls. Their gods are dead, consumed by

    the Chaos Gods they themselves created in their pride and folly. The wargod, Khaine, was torn into

    fragments and driven out of the warp forever; each shard of his spirit came to rest in a craftworld,

    growing over time into an Avatar to lead the Eldar to war.

    History

    The now-vanished Old Slann acted as mentors to the Eldar, granting them knowledge of theWebway amongst other matters. The Old Slann also taught the Eldar that upon death, one's soul

    passes into the Warp. If sufficiently strong, it retains consciousness and individual identity,

    becoming a spirit in warpspace. However, if weak, or too closely aligned to its baser impulses, it is

    absorbed into one of the Powers of the Warp.

    Unfortunately, most Eldar failed to heed their warnings about the dangers of a lifestyle of ease and

    pleasure. The Eldar are a highly psychic race, and their collective psyches, immersed in hedonism,

    caused a positive feedback loop in one Power of the Warp, which over millenia developed an

    intelligence and motives of its own. At length, it burned out the minds of the Eldar, draining their

    souls into itself, and transformed their worlds into the Eye of Terror. Thus was Slaanesh, God of

    Pleasure, born.

    The aftershocks of what Eldar now refer to as the Fall cleared storms from warpspace, allowing

    humanity to travel between the stars once more after millennia of isolation; the death of the Eldar

    cleared the path for the Imperium of Man to be born.

    Culture

    Eldar live both faster and longer than other races. Their minds and bodies operate at twice the speed

    of a human, and continue to do so for ten times as long before


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