Chapter 8 - Advanced Careers ============================ (Adep.Mech. = Adeptus Mechanicus Adep.Min. = Adeptus Ministorum Admin. = Administratum Imp.Gd. = Imperial Guard Imp.Navy = Imperial Navy Eldar Harl. = Eldar Harlequin * = done ??? = maybe... >>> = do it ) ROGUES * Charlatan -> Spy(A) >>> Counterfeiter * Drug Trafficker -> Fence(A), Outlaw(B), Pusher(B) * Fence -> Outlaw(B), Thief(B), Smuggler(B) * Outlaw Chief >>> Racketeer * Spy -> Assassin(A), Imperial Assassin(A) ??? Slaver SCOUTS >>> Explorer * Fleet Admiral -> Commissar(A), Space Pirate(B) * Navigator Chief -> Spaceship Captain(A) * Scout -> Explorer(A), Smuggler(B), Space pirate(B) >>> Sensei (?) * Spaceship Captain -> Fleet Admiral(A), Space Pirate(B), Commissar(A) SOLDIERS * Adeptus Judge -> %%% * Arbitrator -> Adeptus Judge(A) * Aspect Warrior -> Exarch(A) * Assassin -> Spy(A), Imperial Assassin(A) * Commissar >>> Duellist * Exarch (Eldar) >>> Gunner * Imperial Assassin -> Spy(A) * Imperial Guard Captain -> Commissar(A) * Imperial Guard Sergeant -> Commissar(A), Imperial Guard Captain(A) * Mercenary Captain -> %%% * Space Marine -> Space Marine Sergeant(A), SM Ancient(A), SM Techmarine(A), SM Apothecary(A), SM Chaplain(A), SM Librarian(A) * Space Marine Ancient -> Space Marine Sergeant(A), SM Techmarine(A), SM Apothecary(A), SM Chaplain(A), SM Librarian(A) * Space Marine Apothecary -> %%% * Space Marine Captain -> SM Terminator(A) * Space Marine Chaplain -> SM Chaplain++(A) * Space Marine Librarian -> SM Librarian++(A) * Space Marine Sergeant -> SM Terminator(A), SM Captain(A) * Space Marine Techmarine -> %%% * Space Marine Terminator -> %%% * Primaris Psyker -> Primaris Psyker++(A) * Tyrannid Slayer (Squat) * Warlock (Eldar) -> Seer++(A), Warlock++(A), Farseer(A) ??? Android Hunter ??? Mutant Hunter ??? Governor, Planetary -> Governor, System(A) ??? Governor, Sector ??? Governor, System -> Governor, Sector(A) ??? Death Jester (Eldar Harl.) ??? Great Harlequin (Eldar Harl.) ??? Solitaire (Eldar Harl.) ACADEMIC * Abbot (Schola Progenium) * Adeptus Sororitas Abbess * Adeptus Sororitas Sister -> Adeptus Sororitas Abbess(A) * Artificer (Eldar - Bonesinger stuck in aspect) * Astropath -> Astropath++(A) >>> Dean (Adep.Min.) * Electro-priest (Adep.Mech.) -> Techpriest(A) * Engineer (Adep.Mech.) -> Techpriest(A) * Farseer (Eldar) * Inquisitor -> %%% * Lawyer >>> Merchant * Prefectus (Admin.) * Scholar -> Explorer(A) * Seer (Eldar) -> Farseer(A), Warlock(A) * Techpriest ??? Chemist ??? Confessor (Adep.Min.) ??? Lore Warden (?) ??? Runepriest (Adep.Mech.) MISCELLANEOUS >>> Foreman ??? Sapper (?) Adeptus Judge _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +2 +2 +8 +30 +2 +30 +10 +30 +10 _______________________________________________________________________________ Commonly known simply as Judges, these are the commanders of the Adeptus Arbites units. They have great experience of military matters, as well as dealing with the more mundane side of things (eg. traffic control). They are most often Arbiters who have worked their way up the ranks but sometimes an outsider is appointed if he shows great experience (eg. an Imperial Guard Captain). Skills: Bureaucracy, Disarm, Dodge Blow, Dodge Ranged Weapons, Drive Motorcycle, Law II, Martial Arts, Military Organisation, Any Pilot/Drive skill, Public Speaking, Read/Write, Specialist Weapon - Flame Weapons, Specialist Weapon - Grenade Launcher, Specialist Weapon - Plasma Weapons, Strike Mighty Blow, Strike to Injure, Strike to Stun, Arcane Language - High Gothic. Trappings: Carapace Armour, Bolter, Bolt Pistol, Power Sword/Power Maul, Field (Any), Grenade Launcher. Career Exits: %%% Adeptus Sororitas Abbess _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Sister Militant +30 +30 +1 +1 +6 +30 +2 +30 +30 +30 +20 +10 Sister Hospitaller +1 +5 +30 +30 +30 +20 +20 Sister Famulous +10 +5 +30 +30 +30 +20 +20 Sister Dialogous +5 +30 +30 +30 +20 +40 _______________________________________________________________________________ This is a unusual career, in game terms, not least because it is essentially four careers in one... The Adeptus Sororitas of the Adeptus Ministorum in split into Orders, each of which is headed by an Abbess. The Abbess has related skills to Sororitas Sisters (of a differing nature depending what type of Order she heads - see the Adeptus Sororitas Sister career for a description of the different types of Order), but will have risen through the ranks of the Adeptus Sororitas to lead the Order. More information on the Adeptus Sororitas and Ecclesiarchy can be found in the title entitled Light of the Emperor. Skills: Bureaucracy, Public Speaking. Trappings: High quality ceremonial robes, Crozius Arcanum, Rosarius. Career Exits: %%% Adeptus Sororitas Sister _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Sister Militant +20 +20 +1 +1 +5 +20 +1 +10 +20 +20 +10 Sister Hospitaller +1 +4 +20 +20 +20 +10 +20 Sister Famulous +10 +4 +20 +20 +20 +10 +20 Sister Dialogous +4 +20 +20 +20 +10 +30 _______________________________________________________________________________ This is a unusual career, in game terms, not least because it is essentially four careers in one... The Adeptus Sororitas of the Adeptus Ministorum in split into Orders, which can be roughly split into 4 groups: * The Orders Militant, who are the fighting arm of the Ecclesiarchy, * The Orders Hospitaller, who provide help and medical aid to those in need, * The Orders Famulous, who provide services to run the houses of the better off, acting as the Ecclesiarchys eyes and ears among the upper classes, * The Orders Dialogous, who provide mediation and language translation services. More information on the Adeptus Sororitas and Ecclesiarchy can be found in the title entitled Light of the Emperor. Skills (Militant): History - Adeptus Sororitas, Dodge Blow, Dodge Ranged Weapons, Heraldry, Marksmanship - Bolt Weapons, Martial Arts, Specialist Weapon - Heavy Weapon, Strike to Stun, Theology. Trappings (Militant): Power Armour, Bolt Gun, Bolt Pistol, 10 Frag Grenades, Religious robes. Skills (Hospitaller): Cure Disease, Heal Wounds, History - Adeptus Sororitas, Heraldry, Read/Write, Surgery, Theology. Trappings (Hospitaller): Medical tools, Medi-pack, Religious robes. Skills (Famulous): Arcane Language - High Gothic, Bureaucracy, Custom Lore, History - Adeptus Sororitas, Heraldry, Law, Public Speaking, Read/Write, Theology. Trappings (Famulous): Las Pistol, Religious robes. Skills (Dialogous): Arcane Language - High Gothic, Custom Lore, Diplomacy, History - Adeptus Sororitas, Heraldry, Linguistics, Read/Write, Speak Additional Language - D6+2 languages of characters choice, Theology. Trappings (Dialogous): Las Pistol, Religious robes. Career Exits: Adeptus Sororitas Abbess. Arbitrator _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +1 +4 +20 +1 +20 +20 +10 _______________________________________________________________________________ Also commonly known as Arbiters, these are the police force of the Imperium, the Adeptus Arbites. They have duties ranging from traffic control to full blown war situations, often supplementing other units (Imperial Guard for example) when rebellion occurs, and having to fight against mutants, psykers, Chaos cultists, genestealers and worse... The Imperium is an organisation in which rebellion and defiance of the Imperial Will are crimes against humanity. Arbiters never leave their fortress precincts except on official business (routine patrols or to make an arrest, for example), and the Adeptus Arbites goes to great lengths to ensure Arbitrators are never stationed on their home world, or anywhere within 100 light years of it. Skills: Concealment Urban, Dodge Ranged Weapons, Drive Motorcycle, Law, Silent Move Urban, Specialist Weapon - Grenade Launcher, Spot Ambush, Street Fighter, Secret Language - High Gothic Trappings: Mesh Armour, Bolt Pistol, Shotgun, Either Power Maul and Suppression Shield or Grenade Launcher with Frag grenades Career Exits: Adeptus Judge, %%% Artificer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +20 +4 +20 +30 +20 +30 +20 +30 _______________________________________________________________________________ Bonesinging is the ancient Eldar art of shaping psychoactive materials, obviously using psychic means, and a common Eldar Path to follow. The ones who practise this art are called Bonesingers. Wraithbone is the most common substance manipulated by Bonesingers and the most common method is to use a psychically tuned instrument such as the psychoharp. Just like any Eldar Path, there is always the risk of becoming trapped on that Path, and those whom this happens to are called Artificers, masters of their craft. Skills: Bonesinging, Music (Psychoinstruments). Trappings: Psychoinstrument (psycho-harp, psycho-synth, psycho-amplivoice). Career Exits: None. Aspect Warrior _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +6 +30 +3 +30 +20 +20 +20 +20 _______________________________________________________________________________ Aspect Warriors are those Eldar who have chosen to specialise, for the time being, on the Path of War. They join one the ancient Aspect Temples, each of which teaches a particular brand of warfare. The most common Aspect Temples are the Warp Spiders, Howling Banshees, Fire Dragons, Shining Spears, Striking Scorpions, Swooping Hawks, and the Dire Avengers. Details of the different Aspects can be found in the Eldar chapter, see there for more details. Skills (Warp Spider): Dodge, Dodge Ranged Weapons, Marksmanship, Specialist Weapon - Web Pistol, Specialist Weapon - Heavy Webber. Trappings (Warp Spider): Webgun, Heavy Webber, Warp Jump Generator, Warp Spider Aspect Armour, Lasgun, Shuriken Catapult, Shuriken Pistol. Skills (Howling Banshee): Dodge, Dodge Ranged Weapons, Marksmanship, Specialist Weapon - Banshee Mask, Strike Mighty Blow, Strike to Injure. Trappings (Howling Banshee): Banshee Mask, Howling Banshee Aspect Armour, Lasgun, Shuriken Catapult, Shuriken Pistol. Skills (Fire Dragon): Dodge, Dodge Ranged Weapons, Marksmanship, Specialist Weapon - Flamer weapons. Trappings (Fire Dragon): Flamer, Heavy Flamer, Meltagun, Fire Dragon Aspect Armour, Lasgun, Shuriken Catapult, Shuriken Pistol. Skills (Shining Spear): Dodge, Dodge Ranged Weapons, Drive Motorcycle, Marksmanship, Specialist Weapon - Lance, Specialist Weapon - Laser Lance. Trappings (Shining Spear): Laser Lance, Shining Spear Aspect Armour, Lasgun, Shuriken Catapult, Shuriken Pistol. Skills (Striking Scorpion): Dodge, Dodge Ranged Weapons, Marksmanship, Specialist Weapon - Mandiblaster, Strike Mighty Blow, Strike to Injure. Trappings (Striking Scorpion): Striking Scorpion Aspect Armour (with in-built Mandiblasters), Lasgun, Shuriken Catapult, Shuriken Pistol. Skills (Swooping Hawks): Dodge, Dodge Ranged Weapons, Marksmanship, Specialist Weapon - Swooping Hawk Grenade Pack. Trappings (Swooping Hawks): Swooping Hawk Grenade Pack, Swooping Hawk Aspect Armour, Lasgun, Shuriken Catapult, Shuriken Pistol. Skills (Dire Avengers): Dodge, Dodge Ranged Weapons, Marksmanship, Specialist Weapon - Shuriken Cannon, Specialist Weapon - Missile Launcher. Trappings (Dire Avengers): Shuriken Cannon, Missile Launcher, Dire Avenger Aspect Armour, Lasgun, Shuriken Catapult, Shuriken Pistol. Career Exits: Exarch. Assassin _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +6 +30 +3 +30 +20 +20 +20 +20 +20 _______________________________________________________________________________ Assassins are employed by virtually any government or any organisation, when necessary, to "remove" those who are becoming a burden or needs permanently removing for other reasons. The best assassins, with the best mix of marksmanship, combat skill and stealth, can be very well paid. The Assassin described in this career should not be confused with the Imperial Assassin, described in another career. The Assassin described here represents a freelance assassin, willing to work for the highest bidder. The Imperial Assassin described elsewhere is the officially sanctioned agent of the Officio Assassinorum and working only for that organisation. Skills: Acting, Arcane Language - High Gothic, Bribery, Concealment Rural, Concealment Urban, Cryptography, Disguise, Dodge Blow, Dodge Ranged Weapons, Marksmanship, Prepare Poisons, Read/Write, Scale Sheer Surface, Shadowing, Silent Move Rural, Silent Move Urban, Sixth Sense, Specialist Weapon - Blowpipe, Specialise Weapon - Throwing knife, Strike to Injure, Strike Mighty Blow, Strike to Stun, Weapon Master. Trappings: Laspistol, Lasgun, Grapple Gun, Mesh Armour, D4 Disguises, D4 Throwing knives. Career Exits: Spy, Imperial Assassin. Astropath _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Level 1 +1 +10 +10 +10 +10 Level 2 +1 +2 +20 +10 +10 +10 +10 Level 3 +1 +3 +30 +10 +10 +20 +20 Level 4 +1 +4 +30 +10 +10 +20 +30 _______________________________________________________________________________ For the Imperium to continue and flourish, it must maintain lines of communication across the Galaxy. Unfortunately, even at the speed of light messages would take many months or years to cross the Galaxy. Instead of using electromagnetic waves or physical carrying of messages, therefore, the Imperium trains Astropaths. Astropaths are psykers who have been trained to receive and transmit messages over the breadth of the Galaxy, a feat that without the special training they receive no psyker could acheive. The training, conducted by the Adeptus Astra Telepathica, culminates in one day where, if he is to be effective, the psyker must soul-bind with the spirit of the Emperor. This involves a fraction of the Emperors power being transfered to the Astropath. This is traumatic, and no Astropath walks away unchanged. Most are changed in some way in their personality, and it can easily damage some of the more fragile nerves. In particular, the optic nerve is especially sensitive and as a result almost all Astropaths are blind, though the ability they gain to psychically "see" the world around them more than makes up for this. Skills: Psychic - Astropath (at level equal to level in career), Divination - Imperial Tarot. Trappings: Laspistol, Pack of special cards for casting the Emperors Tarot. Career Exits: Astropath of next level. Psi-points: %%% Charlatan ______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +4 +20 +20 +20 +20 +20 +30 +20 _______________________________________________________________________________ Charlatans are con artists, tricksters who know all manner of ways to convince you to part with your Credits. They can (and do) convince virtually anyone of anything. Yes, thats true - the second moon of Jupiter *IS* made of blue cheese... Needless to say, the Charlatan relies on a glib tongue and natural charm, but the ability to size up audience - to assess their credulity and anticipate what they will want to hear - is a Charlatans most vital skill. Charlatans frequently rely on disguise - not to conceal their true identity (well... sometimes) but to present the kind of "front" that will help them convince their victim(s). Thus, a Charlatan might dress in the stereotype of an engineer or artisan to lend an air of credibility to some dubious merchandise of a technical or gadget-like nature. While most Charlatans make a living working audiences and selling large quantities of fairly low cost items, some specialise in selling bridges, monuments, even planets! Skills: Blather, Charm, Custom Lore, Culture Classification, Disguise, Evaluate, Mimic, Palm Object, Public Speaking, Seduction, Technological Evaluation, Wit. Trappings: Laspistol, D6 disguises, Ordinary clothes, Quality clothes, University reference (forged), Veteran combat medals (fake), D6 Bottles of variously coloured water, D4 Boxes of variously coloured powder, D6 technical looking gadgets of dubious functionality. Career Exits: Spy. Commissar _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +1 +1 +8 +30 +1 +20 +30 +20 +30 +20 _______________________________________________________________________________ Commissars are agents of the Commisariat, the Imperial body that oversees the military and enforces military law. Specifically, it is responsible for overseeing the Imperial Guard and Imperial Navy, and Commissars are considered to have a higher rank than any other officer in those organisations when giving an order. It is a high office, and a powerful one, and only the most experienced and trusted officers of the Imperial Guard and Imperial Navy are promoted to the job. Skills: Arcane Language - High Gothic, Astronomy, Concealment Urban, Concealment Rural, Custom Lore, Dodge Blow, Dodge Ranged Weapons, Drive Motorcycle, Heal Wounds, Law - Military, Markmanship - Lasgun, Military Tactics - Armoured vehicles, Military Tactics - Infantry, Military Tactics - choose another specialisation, Operate Complex Vehicles - Spacecraft, Public Speaking, Read/Write, Ride, Space Navigation, Street Fighting, Strike Mighty Blow, Technological Evaluation. Trappings: Chainsword, Flak Armour, Laspistol, Lasgun, 10 Frag Grenades. Career Exits: %%% Drug Trafficker _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +4 +20 +1 +10 +20 +20 +20 +10 _______________________________________________________________________________ Across the Imperium, movement of goods is subject to taxes, whether between Imperial worlds/systems/sectors or across boundaries internal to a given world - just about anyone who chooses to can place a tax on the movement of goods. At most major ports, especially among the largest trading worlds, nearly everything moving in and out is subject to duty in some way or other. It is hardly surprising that there is no shortage of Smugglers. Across the cililised worlds of the Imperium there is also an increasing problem with the spread of illegal drugs. It doesn't take a genuius to work out that together the two trades could be big business. Suddenly the smuggling is not merely to avoid paying duty on goods, but to keep prying eyes away from the illegal distribution of an often dangerous and illegal cargo. Skills: Operate Complex Vehicles - Spacecraft, Drive Wheeled-/Tracked-Vehicles, Space Navigation, Secret Language - local theives tongue, 25% Speak Additional Language. Trappings: Many contacts in the drugs business including many pushers (buyers), small time smugglers (scapegoats) and clients, Lasgun, 2D6 space charts. Career Exits: Fence, Outlaw, Pusher. Electro-Priest ______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +20 +1 +1 +5 +20 +1 +20 +10 +20 +20 +30 _______________________________________________________________________________ Electro-Priests are fanatic warriors of the Cult Mechanicus. They travel on board spacecraft and support the Tech-Priesthood in battle. The Electro-Priest turns himself into a crackling fount of electrical energy, destroying everything he touches before he collapses from the strain. The Electro-Priest enters battle wearing an Electro-Suit. When activated, the Suit gives off cracking bolts of electricity, in a way related to the workings behind Power weapons, only far less controlled. A Power Axe is a common weapon. The Electro-Suit, when activated, generates a great deal of heat, and the Suit also tries to recharge itself to an extent from certain processes in the wearers body. This can quickly drain the Electro-Priests stamina, but they are among the more common and effective fighters in the Adeptus Mechanicus. More on Techpriests and the Adeptus Mechanicus can be found in the Technology chapter. Skills: Read/Write, Repair - Weapons and Armour, Repair - Electronic Instruments, Smith, Technological Evaluation, Electromechanic Manipulation, Arcane Language - High Gothic, Secret Language - Lingua-Technis. Trappings: Electro-Suit, Power Axe, Tools, Lasgun. Career Exits: Techpriest. Engineer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +4 +20 +30 +10 +20 +10 +10 _______________________________________________________________________________ Engineers are workers for the Adeptus Mechanicus, the organisation based on Mars that holds and covets the technical knowledge of the Imperium. Assigned by Techpriests to projects or to aiding other Imperial departments, they can repair most things. Engineers often specialise in communications or computer technology, and called Trans-Mechanics or Lex-Mechanics respectively. Trans-Mechanics are experts in setting up and repairing all manner of communications links, and most colonies have at least one. Lex-Mechanics are computer wizards, able to work with computer speed and accuracy to find information quickly in remove databanks, break into a secure system, rapidly prepare reports electronically, etc. All Engineers share the ability to link themselves to a computer directly to extract and manipulate information very rapidly. They can use this 'techno-empathy' to interface their mind directly to a computer to track down malfunctions, access a database, or reconstruct a program almost instantly. Lex-Mechanics are especially adept at this. More on Techpriests and the Adeptus Mechanicus can be found in the Technology chapter. Skills: Read/Write, Repair - Weapons and Armour, Repair - Vehicles, Repair - Electronic Instruments, Smith, Technological Evaluation, Operate Complex Vehicles/Pilot/Drive - one type, Electromechanic Manipulation, Arcane Language - High Gothic, Secret Language - Lingua-Technis, Theology - Machine Cult. Trappings: Tools, Lasgun. Career Exits: Techpriest. Exarch _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +9 +40 +4 +40 +30 +20 +40 +30 _______________________________________________________________________________ Exarchs are Aspect Warriors who have become trapped on the Path of the Warrior. They take up the ancient Exarch armour and become a priest of their Aspect Temple. Some Exarchs are truly ancient and have achieved the status of legend. These are the legendary Phoenix Lords. Details of the different Aspects, Exarchs and the Phoenix Lords can be found in the Eldar chapter, see there for more details. Skills: Strike Mighty Blow, Strike to Injure. Trappings: Exarch Armour. Career Exits: None. Farseer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +30 +6 +30 +40 +30 +30 +40 _______________________________________________________________________________ Farseers are those Eldar who have become trapped on the Path of the Seer, or Witch Path. They cannot change careers. Like all Seers they have learned to divine the future and trace the paths of probability using their psychic skills and the psycho-runes. Becoming trapped in the Witch Path has an effect on the Seers powers, making him/her much stronger. Skills: Divination, Legend Lore, Psychic - Eldar 4. Trappings: Bag of psycho-runes. Career Exits: None. Psi-points: 4D4 PP Fence _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +4 +20 +1 +10 +10 +10 +10 +10 _______________________________________________________________________________ Fences are criminals specialising in buying and reselling stolen property. They are expert at obtaining and disposing of virtually any stolen goods you might name. Some distinctive but valuable objects, such as technological gadgets, jewellery, etc., may be difficult or dangerous to dispose of on the open market, but Fences will buy them, probably for a fraction of their actual value, and dispose of them in such a way that their rightful owners and the minions of the law are not alerted. Given time, Fences can lay their hands on almost anything, even items which are prohibited by law or restricted military hardware... Skills: Evaluate, Palm Object, Psychic Sense, Super Numerate. Trappings: Lasgun, Hidden storage facility for goods. Career Exits: Outlaw, Thief, Smuggler. Fleet Admiral _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +1 +6 +30 +20 +30 +20 +30 +20 +20 _______________________________________________________________________________ A Fleet Admiral is the officer in charge of a large space fleet, responsible for overseeing the component spacecraft, ensuring the crew follow orders, and generally directing the running of the fleet. The Fleet Admiral may be a merchant, may be employed by a powerful merchant, or may be an Imperial Navy officer in charge of a fleet of His Most Benificent Emperors space-going vessels. Skills: Astronomy, Custom Lore, Dodge Blow, Operate Complex Vehicles - Spacecraft, Space Navigation, Dodge Ranged Weapons. Trappings: Chainsword, Flak Armour, Laspistol, Lasgun. Career Exits: Space Pirate, Commissar (Imperial Navy only). Imperial Assassin _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Vindicare: +30 +40 +2 +2 +14 +30 +3 +30 +10 +20 +30 +20 Callidus: +30 +30 +2 +2 +14 +30 +3 +30 +10 +20 +30 +20 +30 Eversor: +30 +30 +4 +4 +20 +50 +3 +30 +10 +20 +30 +30 Culexus: +30 +30 +2 +2 +14 +30 +3 +30 +10 +20 +30 +30 Venenum: +30 +30 +2 +2 +14 +30 +3 +30 +10 +20 +30 +20 _______________________________________________________________________________ Assassins are feared, but most feared of all, even by freelance assassins, are the Imperial Assassins of the Officio Assassinorum. Imperial Assassins are usually inducted young from the Schola Progenium, but are occasionally taken on having worked as freelance assassins (see the separate Assassin career, above). The Assassins of the Officio Assassinorum are employed when the Imperium or one of its agents (usually an Inquisitor) decides an individual needs removing. Rather than applying the sledge-hammer approach of the Imperial Guard, Imperial Navy or Space Marines, they can send an Imperial Assassin to quietly dispose of the person. Not that permanent removal of the person need necessarily be the objective. Sometimes a Callidus Assassin will be sent to merely cause confusion and act in a spy or covert agent role. Regardless of how they join, Assassins join the Temple of the Officio Assassinorum that the organisation believes they are best suited to. There are many, many Temples, the main ones being the Vindicare, Callidus, Eversor, Culexus and Venenum. These Temples and their operations will not be detailed here, see the Assassins chapter for details. All Imperial Assassins are given some standard kit regardless of their Temple. All are given Mesh Armour and carry a Lasgun. All are given Synskin, a spray on substance that quickly forms a tight film over the body that can counteract poisons, feed oxygen to the body and even protect them in the vacuum of space for a short time. Equally all Imperial Assassins are modified internally in a similar way to Space Marines. Their strength and resilience are increased, their minds trained, made tougher, stronger, etc. This gives them a decided advantage over other, freelance, assassins, and is the reason why even other non-affiliated assassins fear the agents of the Officio Assassinorum. The Imperial Assassin described in this career should not be confused with the freelance Assassin, described in another career. The Imperial Assassin described here represents an officially sanctioned assassin working for the Officio Assassinorum. The freelance Assassin described elsewhere is merely a normal human (albeit with special skills) freelance working for the highest bidder. Skills (Vindicare): Dodge Blow, Dodge Ranged Weapons, Marksmanship, Scale Sheer Surface, Silent Move Rural, Silent Move Urban, Concealment Rural, Concealment Urban. Trappings (Vindicare): Laspistol, Lasgun, Exitus Rifle, Exitus Pistol, Shield-breaker ammo, Turbo-penetrator ammo, Hellfire ammo, Mesh Armour, Synskin, Spy Mask. Skills (Callidus): Acting, Arcane Language - High Gothic, Bribery, Concealment Rural, Concealment Urban, Cryptography, Diplomacy, Dodge Blow, Dodge Ranged Weapons, Disguise, Martial Arts, Mimic, Prepare Poisons, Read/Write, Scale Sheer Surface, Shadowing, Silent Move Rural, Silent Move Urban, Sixth Sense, Specialist Weapon - Blowpipe, Specialise Weapon - Throwing knife, Strike to Injure, Strike Mighty Blow, Strike to Stun, Weapon Master. Trappings (Callidus): C'Tan Phase Sword, Neural Shredder, Polymorphine, Laspistol, Lasgun, Grapple Gun, Mesh Armour, Blowpipe, D4 Disguises, D4 Throwing knives, Mesh Armour, Synskin, Poisoned blades. Skills (Eversor): Dodge Blow, Dodge Ranged Weapons, Scale Sheer Surface, Strike Mighty Blow, Strike to Injure, Strike to Stun, Weapon Master. Trappings (Eversor): Grapple Gun, Laspistol, Lasgun, Executor Pistol, Neuro-gauntlet, Mesh Armour, Synskin. Skills (Culexus): Dodge Blow, Dodge Ranged Weapons, Specialist Weapon - Animus Speculum. Trappings (Culexus): Aegis suit, Animus Speculum, 10 Psyk-out Grenades, Mesh Armour, Synskin. Skills (Venenum): Acting, Arcane Language - High Gothic, Brewing, Bribery, Cook, Cryptography, Diplomacy, Disguise, Prepare Poisons, Read/Write, Specialist Weapon - Blowpipe. Trappings (Venenum): Blowpipe, Laspistol, Lasgun, D4 Disguises, Several bottles containing many deadly poisons, Mesh Armour, Synskin. Career Exits: Spy. Imperial Guard Captain _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +1 +1 +8 +30 +1 +20 +30 +20 +30 +20 _______________________________________________________________________________ The Imperial Guard is one of the most powerful forces in the galaxy, and certainly the most numerous, counting many millions, but are spread on as many planets. These are the fighting force, recruited from hundreds of worlds and shipped off to fight all kinds of evils. Captains are entrusted command of a platoon of trained soldiers, with full equipment. They are expected to lead their platoon to battle repeatedly in diverse places across the Galaxy, wherever they are ordered to go. Skills: Military Tactics - Armoured vehicles, Military Tactics - choose another specialisation. Trappings: Flak Armour, Lasgun, 10 Frag Grenades, Chainsword. Career Exits: Commissar. Imperial Guard Sergeant _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +6 +20 +1 +10 +20 +10 +20 +10 _______________________________________________________________________________ The Imperial Guard is one of the most powerful forces in the galaxy, and certainly the most numerous, counting many millions, but are spread on as many planets. These are the fighting force, recruited from hundreds of worlds and shipped off to fight all kinds of evils. Sergeants are trusted (and presumably competent) individuals given command of units of Guardsmen, reporting through a chain of superiors back to the Captain of their platoon. Skills: Concealment Urban, Concealment Rural, Dodge Blow, Dodge Ranged Weapons, Heal Wounds, Public Speaking, Strike Mighty Blow, Markmanship - Lasgun, Military Tactics - Infantry, Street Fighting, Specialist Weapon - Heavy weapon (choose), Ride, Drive Motorcycle. Trappings: Flak Armour, Lasgun, 10 Frag Grenades, Chainsword. Career Exits: Commissar, Imperial Guard Captain. Inquisitor _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +2 +3 +2 +30 +2 +20 +40 +30 +30 +40 _______________________________________________________________________________ These men and woman are among the best trained individuals in the galaxy - unstoppable in combat. As well as carrying the very best equipment the Imperium possesses, they also possess almost unlimited authority - and they know how to use it. They are sent to any worlds showing signs of rebellion, infestation, chaos, etc so they are very well travelled. Very often they manifest psychic powers. If a character wants to have psychic powers, you must choose the same skills as the Librarian of the Space Marines, except for those which are chapter related. Only the most devout and strong humans can become Inquisitors. The skills and trappings represent a 'typical' Inquisitor, if such a thing exists - any combination of skills and trappings is possible. Inquisitors of the Ordo Malleus are very similar, except they are geared more towards chaos fighting skills. These individuals have to go through nearly the same training as a space marine, but only tougher. This career is a very flexible one. The GMs ruling on what is allowed and what isn't is final. Skills: Alien Lore, Armour Specialist - Terminator, Culture Classification, Custom Lore, Drive Motorcycle, Drive Wheeled/Tracked Vehicle, Legend Lore, Pilot/Drive - Any, Specialist Weapon - Any, Specialist Weapon - Any, Specialist Weapon - Terminator (any), Technological Evaluation, Warp Lore, Arcane Language - High Gothic, Psychic - Inquisition 1, Psychic - Inquisition 2, Psychic - Inquisition 3, Psychic - Inquisition 4, Divination - Imperial Tarot. Trappings: Power Armour, Bolt Pistol, Bolter, Field (any), Power Sword, Spaceship (any kind will do), Pack of special cards for casting the Emperors Tarot. Psi Points: 4D4 PP per level of psychic powers if taken Career Exits: %%% Lawyer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +3 +20 +20 +30 +20 +10 +10 _______________________________________________________________________________ %%% Skills: Arcane Language - High Gothic, Bureaucracy, Custom Lore, Evaluate, Law, Public Speaking, Read/Write. Trappings: Ceremonial robes (worn sometimes in court), Briefcase, Las Pistol. Career Exits: %%% Mercenary Captain _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +30 +2 +2 +6 +20 +2 +10 +30 +10 +30 +20 +10 _______________________________________________________________________________ %%% To enter this career, you must normally have completed the Mercenary career, you may also have entered the Space Marine career. Skills: Drive Wheeled/Tracked Vehicle, Military Tactics - (choose), Specialist Weapon - Heavy Weapon. Trappings: Carapace Armour, Squad (15-20 men), Bolt Gun, Heavy Weapon, Close Combat Weapon. Career Exits: %%% Navigator Chief _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +20 +4 +20 +20 +20 +20 +20 +20 _______________________________________________________________________________ Navigators are particular mutants able to orient themselves in the Warp, following the psychic signals sent by the Astronomican. It is unknown whether this psychic ability is the result of a genetic manipulation or of chance; however, the mutation has been handed on from generation to generation for millenia, because the Navigators are prone to get married among themselves, starting great and powerful families. Most Navigators live and work within these Navigator famailies, or Navis Nobilite, and the senior Navigators are called Navigator Chiefs (one of these will frequently act as the Paternal Envoy of the Navigators during meetings of the High Lords of Terra). Most Navigator Chiefs captain spaceships, training younger Navigators as they work and travel through the Warp. This means that the trainees always an experienced hand nearby should they need it. Navigators never have other psychic powers beyond the Warp Navigation (therefore no character with psychic powers can enter this career, neither can an ex-Navigator enter a psychic career). Note: Only Humans can be Navigators. Skills: Astronomy, Culture Classification, Custom Lore, Immunity to Warpsickness, Operate Special Vehicles - Spaceship, Space Navigation, Technological Classification, Warp Lore, Repair (Electronic Equipment), Repair (Vehicles). Trappings: Las Gun, Las Pistol, Mesh Armour, Bandana (to cover the Warp Eye, usually decorated with an eye motif). Career Exits: Spaceship Captain. Outlaw Chief _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +30 +1 +3 +5 +20 +1 +10 +30 +10 +20 +10 +10 _______________________________________________________________________________ Even in the universe of the Imperium, there are Outlaws, and for those Outlaw bands that survive and prosper life can be good, if a little dangerous. To be Outlaw Chief of such a band can be gratifying. Outlaw Chiefs get the pick of the best equipment available to them, and the first choice of any spoils from any robbery. However there are also responsibilities. The leader is responsible for the welfare of the rest of the band and if they are dissatisfied with his/her leadership for any reason, heads may roll - often that of the leader... There will also be many in the band who would like to take over the Chiefs position and, of course, while rank-and-file outlaws captured by the Imperial authorities might be sentenced out of hand (often death, depending on planetary law), a more imaginative fate might be reserved for the chief... With all this to contend with, it might be expected that some Outlaw Chiefs might seek a safer and perhaps more legal way of making a living. This too has its dangers, however, as Outlaws will probably regard the desertion of their Chief as the ultimate betrayal. Skills: Follow Trail, Identify Plants, Secret Language - local thieves tongue, Drive Motorcycle, Drive Wheeled-/Tracked-Vehicles. Trappings: Flak Armour, Las Gun, Bolt Gun. Career Exits: %%% Prefectus _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +4 +20 +20 +20 +10 +20 +10 _______________________________________________________________________________ Prefects are Imperial bureaucratic servants in charge of Ordinates, Subordinates and Menials. They are entitled to use the honourific of 'Adept', and their post with their department is passed onto their next of kin when they die, with all associated rights, duties and privileges. There are three ranks of Ordinate, Primus, Secundus and Tertius. Though their full title is Prefectus Primus, Prefectus Secundus or Prefectus Tertius, their title is equally often referred to only by by its level qualifier (Primus, Secundus or Tertius). Skills: Arcane Language - High Gothic, Bureaucracy, Read/Write, Law. Trappings: Las Pistol. Career Exits: %%% Primaris Psyker _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Level 1 +10 +10 +3 +20 +10 +10 +20 +20 Level 2 +10 +10 +4 +20 +20 +20 +20 +20 Level 3 +10 +10 +5 +20 +20 +10 +20 +30 +20 Level 4 +10 +10 +6 +20 +20 +10 +20 +30 +30 _______________________________________________________________________________ Trained by the Scholastia Psykana, Primaris Psykers provide psychic support to the Imperial Navy and Imperial Guard. They fulfil a similar role for these organisations as do the Librarians in the Space Marines. See the chapter on Space Marines for more information. Skills: Psychic Sense, Psychic - Primaris (of level equal to level in career), Rune Lore, Warp Lore, Read/Write, Secret Language - High Gothic, Divination - Imperial Tarot. Trappings: Las Pistol, Pack of special cards for casting the Emperors Tarot. Psi Points: 4d4 PP per level Career Exits: Primaris Psyker of next level, %%% Scholar _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +3 +20 +10 +10 +30 +10 +10 +10 _______________________________________________________________________________ This career is similar to the WFRP one. Scholars usually live in the cities of the most populated worlds of the Imperium, close to the Universities or other centres of learning at which they work. The job has two main facets: teaching the Students who attend lectures, and conducting research to earn money for the University - often how "published" a Scholar reflects the status given him/her in the University and academic circles. Skills: Arcane Language - High Gothic, Culture Classification, Technological Classification, Alien Lore, Bureaucracy, Custom Lore, Legend Lore, Astronomy, Cartography, Electromechanic Manipulation, Identify Plants, Numismatics, Read/Write, Read/Write, Speak Additional Language. Trappings: Las Pistol, D6 books. Career Exits: Explorer. Scout _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +4 +20 +10 +10 +10 +10 +10 _______________________________________________________________________________ Scouts are long range, er... scouts for people or organisations such as explorers, merchant fleets, the Imperial Navy, etc. during space operations. They must be able to keep their head, be prepared for virtually any eventuality and be able to get themselves safely back to report what they find. Obviously, they must also be competent spaceship pilots, sometimes needing some very fancy manouvres to escape capture and return with information. Skills: Astronomy, Operate Complex Vehicles - Spacecraft, Space Navigation, 10% Luck. Trappings: Lasgun, Flak Armour, Small scout spaceship, 2d6 Space Charts. Career Exits: Explorer, Smuggler, Space pirate. Seer (Level 1 to 4) _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Level 1 +10 +10 +2 +20 +10 +10 +10 +10 Level 2 +10 +10 +3 +20 +10 +10 +10 +20 Level 3 +10 +10 +4 +30 +20 +20 +20 +30 Level 4 +10 +10 +5 +30 +30 +30 +30 +30 _______________________________________________________________________________ Seers are the psychics of the Eldar race. They learn to divine the future and trace the paths of probability using their psychic skills and the psycho-runes. As a Seer develops he/she may wish to extend their powers to aid things on the battlefield and become a Warlock, or after many centuries on the Path of the Seer become locked in their Path and become a Farseer. Skills: Divination, Legend Lore, Psychic - Eldar (of level equal to level of career). Trappings: Bag of psycho-runes. Career Exits: Farseer (from level 4 only), Warlock, Seer of next level. Psi-points: 4D4 PP per level Space Marine _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +1 +4 +20 +1 +10 +10 +20 +10 _______________________________________________________________________________ See the chapter on Space Marines for more information. Implants: All covered in Space Marines chapter. Skills: Codex Astartes I, History - Space Marine Chapter, Dodge Blow, Dodge Ranged Weapons, Excellent Vision, Heraldry, Marksmanship - Bolt Weapons, Martial Arts, Specialist Weapon - Chainsword, Specialist Weapon - Heavy Weapon, Strike to Stun. Trappings: Power Armour, Bolt Gun, Bolt Pistol, 10 Frag Grenades Career Exits: Space Marine Sergeant, SM Techmarine, SM Apothecary, SM Chaplain. Space Marine Ancient _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +2 +5 +20 +1 +20 +10 +20 +20 _______________________________________________________________________________ According to the Codex Astartes, each Company of a Space Marine Chapter must have an Ancient, a title equally as old as it sounds and which represents the Companies standard bearer. This is a position of great honour as the battle standards are often centuries old, and of high spiritual significance to the Company, and even Chapter, as a whole. To be entrusted with this standard in battle is a high honour indeed. Only the bravest veterans are chosen for the role, who can be counted on to fight for the standard itself if necessary against overwhelming odds. To willingly give up the standard without a fight would go against all Chapter traditions. See the chapter on Space Marines for more information. Implants: All covered in Space Marines chapter. Skills: Codex Astartes II, Disarm, Dodge Blow, Dodge Ranged Weapons, Specialist Weapon - Any. Trappings: Power Armour, Bolt Gun, Bolt Pistol, 10 Frag Grenades Career Exits: Space Marine Sergeant, SM Techmarine, SM Apothecary, SM Chaplain. Space Marine Apothecary _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +1 +5 +20 +1 +20 +10 +20 +20 +20 +10 _______________________________________________________________________________ Apothecaries serve a vital function in a Space Marine Chapter, ensuring each gene-seed is free of genetic mutation, overseeing the creation of new Marines, acting as Chapter medics and, perhaps most importantly, recovering the precious progenoid organs from Marines who fall in battle. They must be experts in genetics, medicine and medical technology, and are essential to a Chapters continued functioning. See the chapter on Space Marines for more information. Skills: Heal Wounds, Cure Disease, Surgery, Genetics. Trappings: Medi-pack, numerous medical drugs and medical instruments/gadgets. Career Exits: Space Marine Captain _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +2 +5 +20 +1 +30 +10 +20 +20 _______________________________________________________________________________ See the chapter on Space Marines for more information. Skills: Codex Astartes III, Disarm, Dodge Blow, Military Tactics - choose another specialisation, Specialist Weapon - Any. Trappings: %%% Career Exits: Space Marine Terminator, %%% Space Marine Chaplain _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Level 1 +20 +20 +1 +1 +4 +20 +1 +10 +10 +20 +10 +10 Level 2 +30 +30 +1 +2 +5 +30 +2 +20 +20 +30 +20 +20 Level 3 +30 +30 +1 +2 +6 +30 +2 +30 +20 +30 +30 +20 Level 4 +30 +30 +1 +2 +7 +30 +2 +30 +20 +30 +30 +20 _______________________________________________________________________________ Space Marine Chaplains administer the ancient Chapter Cult rites. As well as being battle brothers, Space Marines are also spiritual brothers in worship of the Emperor, the father of Mankind. The Adeptus Ministorum plays no part in Space Marine life, leaving well alone, it is the chapters Chaplains that nurture the chapter cult. See the chapter on Space Marines for more information. Skills (Level 1): Codex Astartes I, Specialist Weapon - Any, Theology - Chapter Cult, Secret Language - High Gothic. Skills (Level 2): Armour Specialist - Terminator, Codex Astartes II, Dodge Blow, Marksmanship, Specialist Weapon - Any, Specialist Weapon - Terminator (Any). Skills (Level 3): Space Navigation, Specialist Weapon - Any, Specialist Weapon - Terminator (Any). Skills (Level 4): Specialist Weapon - Any, Specialist Weapon - Terminator (Any). Trappings: Rosarius, Crozius Arcanum, Power Armour, 10 Frag Grenades, Bolt Pistol. Career Exits: %%% Space Marine Librarian _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Level 1 +10 +10 +1 +1 +4 +10 +1 +10 +10 +10 +20 +20 Level 2 +20 +10 +2 +2 +6 +10 +1 +20 +10 +20 +20 +20 Level 3 +20 +20 +2 +2 +7 +20 +2 +20 +20 +20 +30 +20 Level 4 +20 +20 +2 +2 +8 +30 +2 +20 +20 +30 +30 +30 _______________________________________________________________________________ Known as Lexicaniums (level 1), Codiciers (level 2), Epistolaries (level 3), and Chief Librarians (level 4), Space Marines librarians are the chapters psykers, trained to use their powers in battle, to unleash energy blasts, to sense the enemy's movements and predict the fortunes of battle. Only the most powerful psykers may become Space Marine librarians. They must complete the Space Marine Scout career. They abide the same rules concerning implants. See the chapter on Space Marines for more information. Skills (Level 1): Arcane Language - Demons, Codex Astartes I, Psychic Sense, Psychic - Librarian 1, Rune Lore, Specialist Weapon - Any, Warp Lore, Secret Language - High Gothic, Divination - Imperial Tarot. Skills (Level 2): Armour Specialist - Terminator, Codex Astartes II, Dodge Blow, Marksmanship, Psychic - Librarian 2, Specialist Weapon - Any, Specialist Weapon - Terminator (Any). Skills (Level 3): Arcane Language - Demons, Psychic - Librarian 3, Space Navigation, Specialist Weapon - Any, Specialist Weapon - Terminator (Any). Skills (Level 4): Psychic - Librarian 4, Specialist Weapon - Any, Specialist Weapon - Terminator (Any). Trappings (Level 1): Power Armour, 10 Frag Grenades, Bolt Pistol, Pack of special cards for casting the Emperors Tarot. Trappings (Level 2 and above): Force Rod, 1D2 Psychic Objects. Psi Points: 4d4 PP per level Career Exits: Librarian of next level, %%% Space Marine Sergeant _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +2 +5 +20 +1 +20 +10 +20 +20 _______________________________________________________________________________ %%% Skills: Codex Astartes II, Disarm, Dodge Blow, Military Tactics - choose specialisation, Military Tactics - Infantry, Specialist Weapon - Any. Trappings: Power Armour, 10 Frag Grenades, Bolt Pistol, Bolt Gun Career Exits: Space Marine Terminator, Space Marine Captain Space Marine Techmarine _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +1 +5 +20 +1 +20 +10 +20 +20 +10 _______________________________________________________________________________ Trained and inducted into the cult of the Machine God of the Adeptus Mechanicus on Mars, these are the master mechanics of the Space Marines. Without the Techmarines the Chapters vehicles and equipment would quickly fall into disrepair. Given time and a bit of luck, they can repair almost any damage to vehicles, armour or technological systems, except where the requisite knowledge has been lost with the STCs in the Dark Age of Technology. Much knowledge, including how to build the elite Terminator armour, Space Marine dreadnoughts, and much of the lore of spacecraft warp drives, was lost with the loss of the STCs, or Standard Template Constructs. The Techmarine must keep such items in working order as best he can. Techmarines often build special part mechanical assistants known as Servitors, grown in gene vats and with metal limbs grafted on to replace selected natural limbs, to aid them in their work. A Techmarines Power armour is coloured red, with the badge of the Adeptus Mechanicus, augmented with electronic and mechanical parts such as the common servo-arm attached to the back. See the chapter on Space Marines for more information. Skills: Repair - Weapons and Armour, Repair - Vehicles, Repair - Electronic Instruments, Smith, Technological Evaluation, Operate Complex Vehicles - one type, Pilot, Electromechanic Manipulation, Arcane Language - High Gothic, Secret Language - Lingua-Technis, Theology - Machine Cult. Trappings: Tools, Servo-arm, 10 Frag grenades, Bolt Pistol, Combi-weapon. Career Exits: %%% Space Marine Terminator _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +2 +2 +6 +20 +2 +20 +10 +20 +20 _______________________________________________________________________________ These are the elite of the Space Marines, usually belonging to the first company, consisting of the most battle hardened veterans. Although much can be credited to their armour, they are quite capable of handling very powerful enemies even without it. Note also the bonuses they receive when using the Terminator Armour skill. In rare cases, a character may enter this career before taking the Sergeant career. Skills: Armour Specialist - Terminator, Codex Astartes II, Specialist Weapon - Chainfist, Specialist Weapon - Terminator (Any one), Alien Lore - Tyranids. Trappings: Terminator Armour, Storm Bolter, Powerfist Career Exits: %%% Spaceship Captain _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +20 +1 +1 +4 +20 +10 +20 +20 +20 +20 +10 _______________________________________________________________________________ A Spaceship Captain is the officer in charge of a large space vessel, responsible for overseeing the crew and directing the craft where it should go. The Spaceship Captain may be a merchant, may be employed by a merchant, or may be an Imperial Navy officer in charge of one of His Most Benificent Emperors space-going vessels. Skills: Astronomy, Custom Lore, Dodge Blow, Operate Complex Vehicles - Spacecraft, Space Navigation, 50% Dodge Ranged Weapons. Trappings: Chainsword, Flak Armour, Laspistol, Lasgun. Career Exits: Fleet Admiral, Space Pirate, Commissar (Imperial Navy only). Spy _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +5 +30 +1 +30 +20 +20 +20 +20 +20 _______________________________________________________________________________ Spies are employed by virtually any government or any organisation to spy on all the others. They can command a high price for valuable information or for undertaking dangerous assignments. They must be able and willing to defend themselves physically should the need arise. Skills: Acting, Arcane Language - High Gothic, Bribery, Concealment Rural, Concealment Urban, Cryptography, Disguise, Dodge Blow, Dodge Ranged Weapons, Lip Reading, Read/Write, Seduction, Shadowing, Silent Move Rural, Silent Move Urban, Sixth Sense, Strike to Injure, Strike to Stun. Trappings: Electronic codebook, Laspistol, Lasgun, Digi-laser, D10 bugs/microcameras, D4 Disguises, Laser surveillance equipment. Career Exits: Assassin, Imperial Assassin. Techpriest _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +20 +1 +1 +5 +30 +1 +40 +20 +30 +20 +20 _______________________________________________________________________________ Techpriests are members of the Adeptus Mechanicus, the organisation based on Mars that holds and covets the technical knowledge of the Imperium. Techpriests are the masters of the Adeptus Mechanicus, answering to higher level Techpriests or the Fabricator General himself. Within the organisation, Techpriests are generally classified into the following titles: * Magos (plural Magi) - "masters" of technical excellence. Subgrouped into Magos Biologis, Magos Physic, Magos Alchemyk, Magos Technicus, etc. * Logis (plural Logi) - logisticians, analysts and statisticians, whose job is to predict future trends and make forecasts about expenditure and needs. They are regarded as prophetic figures. * Genetor - genetic scientists, closely related to the Apothecaries of Space Marine Chapters. * Artisan - who direct the large projects of the Adeptus Mechanicus, especially large construction projects, such as the building of machines, buildings, spacecraft, and military hardware. Also called Constructors, they have considerable technical skills in their own right, and command countless Servitors, semi-mechanical menial helpers who do much of the actual work. In practise, these distinctions can get decidedly blurred. Many Artisans are also Magi, and vice versa, with similar crossovers between others. Given time and a bit of luck, a Techpriest can construct or repair most things, armour or technological systems, except where the requisite knowledge has been lost with the STCs in the Dark Age of Technology. The STCs are the Holy Grail of the Adeptus Mechanicus, and it will follow almost any lead to recover the lost STC knowledge. More on Techpriests and the Adeptus Mechanicus can be found in the Technology chapter. Skills: Arcane Language - High Gothic, Electromechanic Manipulation, Manufacture Drugs, Metallurgy, Repair - Weapons and Armour, Read/Write, Repair - Vehicles, Repair - Electronic Instruments, Science - Biology, Science - Chemistry, Science - Cosmology, Science - Genetics, Science - Physics, Science - (any others the GM deems appropriate), Smith, Technological Evaluation, Operate Complex Vehicles - one type, Pilot/Drive - Any, Secret Language - Lingua-Technis, Theology - Machine Cult. Trappings: Tools, Servo-arm, 10 Frag grenades, Bolt Pistol, Combi-weapon. Career Exits: %%% Tyrannid-slayer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +30 +20 +2 +1 +4 +20 +2 +10 +30 +30 _______________________________________________________________________________ Like the Genestealer-slayer, the Tyrannid-slayer Squat has a psychology and a life style faithfully following the Giantslayer ones in WFRP. He usually embarks on suicidal undertakings hunting lethal enemies able to kill him in combat, in order to redeem himself from his previous mishaps. His favourite enemy is, of course, the Tyrannids. He usually boasts, wears showy clothes, with orange coloured, crest-shaped hair, covered with tattoos, and gets drugs as often as he can. This behaviour is similar to that of the Genestealer-slayer, only more so, and seeking death in ever more extreme and dangerous forms having failed to meet death as a Genestealer-slayer... Note: Only a Squat can become a Tyrannid-slayer. Skills: Disarm, Dodge Blow, Dodge Ranged Weapon, Specialist Weapon - Two handed, Strike Mighty Blow, Street Fighting. Trappings: Flak Armour, Lasgun, Power Axe. Career Exits: None. Warlock _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel Level 1 +10 +10 +1 +4 +20 +20 +20 +20 +20 Level 2 +20 +20 +1 +5 +20 +20 +20 +20 +30 Level 3 +20 +30 +5 +30 +30 +30 +30 +30 Level 4 +20 +30 +6 +30 +30 +30 +30 +30 _______________________________________________________________________________ Warlocks are Eldar Seers who apply their abilities to the full in battle. They train to fight not only with their considerable psychic abilities, but also hand-to-hand, real, physical fighting. They wear special Rune Armour, and carry special blades marked with glowing eldar runes of power - Witch Blades. Skills: Divination, Legend Lore, Psychic - Eldar (of level equal to level of career), Dodge Blow, Dodge Ranged Weapons, Specialist Weapon - Shuriken weapons, Strike to Injure, Strike Mighty Blow, Strike to Stun. Trappings: Bag of psycho-runes, Rune Armour, Witch Blade, Shuriken Pistol. Career Exits: Seer of next level, Warlock of next level, Farseer (from level 4 only). Psi-points: 4D4 PP per level.