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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
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