1
2 VI STRANGE SERVITORS OF THE FORSAKEN SYSTEM Abattoir Of The Luminous Emperor ........................................53 Avachrus Iota-Nu Archaeology Maniple .........................................56 Servitor Designation Vox Angelis...58 NEW TALENTS VII Absolute Incineration ....................60 Anatomical Scourge.......................60 Angel Of Mercy .............................60 Animal Wrangler...........................60 Arch-Performer .............................60 Arsonist ........................................61 Assault Doctrine............................61 A Warm Meal ................................61 Battle-Psyker.................................61 Blademaster ..................................61 Bloodhound...................................61 Bolter Discipline ............................61 Bombardier ...................................62 Born Survivor................................62 Bulging Biceps...............................62 Bullet Hell .....................................62 Chainsaw Warrior..........................62 Concealed Cavity ...........................62 0 INTRODUCTION Perils Of The Void............................5 Space Hulks ..............................5 I SPACE HULK GENERATOR Stage 1: Origin & Occupation...........7 Stage 2: Occupation & Purpose........8 Stage 3: Rooms ...............................9 Stage 4: Features & Hazards .........11 II SPACE HULK EVENTS Internal Events .............................13 External Events ............................14 High-Tier Events ..........................15 Psychneuein .................................16 III SPACE HULK LOOT Imperium Loot...............................17 Chaos Loot ....................................19 Aeldari Loot ..................................20 Ork Loot........................................21 Weird Loot.....................................21 What’s Wrong With It? ..................22 IV SPACE HULKS OF THE FORSAKEN SYSTEM The Caveat Emptor ........................23 The Compostela .............................25 The Erebus ....................................28 The Dominus Vobiscum .................30 Space Hulk Designation ................32 VAGENTS OF GILEAD Choosing a Framework .................35 Faction Frameworks .......................5 Adepta Sororitas Frameworks ...........................35 Adeptus Astra Telepathica Frameworks ...........................37 Adeptus Mechanicus Frameworks ............................39 Adeptus Ministorum Frameworks ...........................41 Astra Militarum Frameworks ...........................42 Inquisition Frameworks .........44 Rogue Trader Frameworks .....45 Scum Frameworks...................47 Adeptus Astartes Frameworks 48 Tier Frameworks............................49 Creating Frameworks.....................51 Switching Frameworks............52 CONTENTS
3 Counter-Curse................................62 Deathworld Veteran.......................62 Dedicate The Kill ...........................63 Deductive Genius...........................63 Deflect Shot...................................63 Devastator Doctrine.......................63 De-Escalator..................................63 Death From Above ........................63 Dig In Deep....................................64 Disarming Stare.............................64 Disciple Of The Holy Trinity...........64 Disruptive Launch .........................64 Escape Artist .................................64 Fashionista....................................64 Fast Draw......................................64 Feint Attack...................................64 First Response...............................65 Forbidden Knowledge....................65 Force Of Will..................................65 Hot Knife Through Butter..............65 Identify Weakness .........................65 Imposing Presence.........................65 Improvised Weaponry....................66 Investigative Omophagy................66 VIII CULTS OF THE FORSAKEN SYSTEM Cults Of The Forsaken System.......67 Cults Of Avachrus ...................67 Cults Of Nethreus....................67 Cults Of Avachrus..........................68 The Eternity Watch .................68 Machinae Fractus....................71 The Sundered Wheel ...............74 The Helixus Harvesters...........76 The Iron Feeders .....................79 Cults Of Nethreus ..........................81 Heralds Of The Azure Flame ...81 The Order Of The Throne ........84 Escutcheon..............................86 CONTENTS
4 Cover Art: Michael Savier 0 Art: Bartek Fedyczak, Dániel Kovács, Damien Mammoliti, Sam Manley, Jamie Noble, JG O’Donoghue, Erin H Rea, Michael Savier, Felix Tisch 0 Creative Director: Emmet Byrne Senior Producer: Tim Huckelbery 0 Producer: Cat Evans 0 Writing: Oliver Darkshire, Michael Duxbury, Cat Evans, Chris Edwards, Thurston Hillman, Jude Reid 0 Graphic Design & Layout: Rachael Macken 0 Editor: Síne Quinn 0 Proofreader: R.P. Davis Mechanical Feedback: Jacob AJT Smith Cubicle 7 Business Support: Tracey Bourke, Anthony Burke, Elaine Connolly, Andrena Hogen, Donna King, Kieran Murphy and Cian Whelan Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, David F. Chapman, Walt Ciechanowski, Tim Cox, Zak Dale-Clutterbuck, Cat Evans, Runesael Flynn, Ben Fuller, Tim Huckelbery, Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael Macken, Rory McCormack, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Síne Quinn, and Christopher Walz Publisher: Dominic McDowall Special thanks to the GW team. Published by Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland. Printed in China. No part of this publication may be reproduced, stored in an retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying recording or otherwise without the prior permission of the publishers. Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2021. Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Doubleheaded Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. CREDITS Wrath & Glory originally designed by Ulisses North America. Last Updated: 16 August 2021
5 PERILS OF THE VOID his trove of Redacted Records sheds light on the Perils of the Void, particularly the monstrous collections of abandoned and damaged vessels known as space hulks. These carbuncles drift through the furthest reaches of space, serving as battlegrounds, treasuries, and horizons to be conquered. Now you can set adventures in these dangerous locations, either by generating a hulk’s history and geography from scratch, or by using one of the Gilead System’s most notorious hulks. SPACE HULKS Space hulks are colossal accretions of ships and wrecks, fused together by their own gravity and the Warp’s strange energies. The larger they grow, the stronger the force of gravity they acquire, and the more wrecks are drawn into them. Some of the largest hulks even develop their own atmosphere, making them more akin to drifting, pathless space stations than ships. They’re home to many terrors, from heretic cultists and rogue servitors to daemons and xenos species. Their unpredictable movements and fearsome reputation make them excellent hideaways for criminals, exiles, and all the Gilead System’s undesirables potential for caches of ancient technology make them too tempting even for decent citizens to steer clear of. As far as anyone in the Gilead System knows, space hulks can’t leave the region any more than a regular vessel can, but hope springs eternal. Using Space Hulks Space hulks enter and exit the Warp at random, so the appearance of such a structure creates a scramble to investigate and plunder them before the opportunity evaporates. Rogue traders, the Explorators of the Adeptus Mechanicus, xenos warbands, and many more race to the hulk to batten on like parasites, burrowing their way inside and waging war against one another, and anything else they find inside. Once various factions have tried —- and usually failed — to pick a hulk clean, it’s abandoned and forgotten, a legendarily dangerous source of trouble drifting through the Void. It may be the only place for a damaged ship to dock and make repairs, or there might be a rumour of some treasure as yet undiscovered, but for the most part hulks are eventually forgotten. That changes only when a hulk appears near a new location, or when it drifts too close to an inhabited planet and must be destroyed before it endangers billions of lives. Creating Space Hulks Our first article is a toolset for generating Space Hulks, combining different rooms and ships to create a unique adventure setting. Hulk Events These random tables provide prompts for terrible things that can happen on these floating nightmares Space Hulk Loot After all the peril of boarding and exploring a space hulk, Agents are justified in hoping for a souvenir, and these tables provide plenty — many with an unpleasant sting in the tail. Space Hulks of the Gilead System Finally, we’ve provided a list of space hulks with their own populations, plot hooks, and, in some cases, new antagonists to terrorise your players with.
6 To generate a space hulk, go through these steps: u Stage 1: Origin: Roll to determine whose ships make up the hulk, and how it looks and feels. u Stage 2: Occupation & Purpose: Roll to determine which creatures are currently occupying sections of the hulk, and what they’re doing here. u Stage 3: Rooms: Roll to populate the hulk with key rooms to explore. u Stage 4: Features & Hazards: Roll to determine what makes this hulk dangerous. At any step, if the result you roll doesn’t take the adventure where you want to go, re-roll. The generator is a set of prompts to spark your imagination, not Imperial law. he Space Hulk Generator provides Gamemasters (GM) with the tools to evoke the macabre majesty appropriate to fabled corpsebehemoths composed of calcified starships. Space hulks present an increased challenge due to their scale, allowing characters to tread the halls of entire armadas fossilised with accumulated space debris into a single, monstrous environment. The generator allows a GM to quickly determine the nature, contents and current inhabitants of a space hulk. The tools here provide narrative prompts and ways to introduce conflict, but the GM is encouraged to build on these, adding detail and connecting them together into continuous storylines. Space hulks are legendarily dangerous, and not for the faint of heart. They’re extremely dangerous environments for characters below Tier 3, and even Primaris Space Marines might find themselves outmatched here. If you want lower tier characters to experience the danger and majesty of a space hulk, consider making them part of a larger force where space marines or similarly powerful allies draw most enemy attention. SPACE HULK GENERATOR By Oliver Darkshire
7 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM STAGE 1: ORIGIN Space hulks are gargantuan composites of abandoned or destroyed vessels, crushed into a single structure over long centuries by the accumulated gravity of the colliding starships. Most space hulks are dominated by a single aesthetic, drawn from the majority of the ships comprising it. Imperial Hulks A monument to the past, Imperial space hulks are relics of outdated ordinance riddled with the insignia of sundry Space Marine chapters and Astra Militarum regiments, vaulted with gothic ceilings and threaded with twisted forge world arcana. Chaos Hulks Chaos hulks might be mistaken at a cursory glance for sinister Imperial hulks. Only when one approaches does the mockery of Imperial design become apparent, warped metal infected with hooked barbs and the jagged sigils of forbidden gods. Aeldari Hulks Rare and ancient even amongst space hulks, Aeldari crafts are elegant even in death. Twisting spires of wraithbone form a tangled skein of latticework, appearing almost like a living thing. Psionic resonance often surrounds Aeldari space hulks, warning off intruders with waves of primal fear. Ork Hulks Ork ships aren’t far from lumps of twisted metal to begin with. Centuries or millennia of compression into a single hulk just makes them sturdier. Up close they still bear broad red stripes of flame motifs, and defunct guns and cannons. Mixed Origins The incredible size and age of a space hulk means a single one can accumulate ships of different origins as it floats through the void — in this case, consider rolling more than once on the Origin table to determine which races are represented in the makeup of the space hulk. d66 Result Notes 11–33 Imperial See Imperial Hulks 34–46 Chaos See Chaos Hulks 51–54 Aeldari See Aeldari Hulks 55–62 Ork See Ork Hulks 63–66 Mixed Origin See Mixed Origins ORIGIN TABLE
8 STAGE 2: OCCUPATION & PURPOSE Space hulks are the bloated corpses of ships and entire fleets. This doesn’t mean they’re devoid of inhabitants. Invasive species, ravenous cults, and scavenger aliens frequently take up residence in the vast halls of a space hulk, lying undiscovered for centuries until some foolhardy soul disturbs their solace. Escape/Hijack The occupants wish to escape the space hulk. The only way off is the ship the Agents arrived on. As soon as the inhabitants learn of newcomers, they immediately attempt to seize the vessel and use it to escape. A parasite such as the Genestealer Putation will be satisfied with simply making sure one of the crew members is compromised before they leave. Infect/Subsume Whether an alien parasite, or the scions of Papa Nurgle, the occupants want to infect the newcomers and welcome them into the fold. Ideally the group will come quietly, but the occupants are quite prepared to assimilate them by force if necessary. Consume/Harvest Perhaps the occupants are short on food, or perhaps they need organs for transplants. Either way, biomass is hard to come by on a space hulk, which means it’s all the better that strangers just boarded. Raid/Steal The occupants of the hulk are mainly concerned with the gear the group brought with them, as they sorely need firearms, technology, or some other commodity. The occupants might be willing to trade, but should these negotiations go sour, they turn to force to obtain what they need. Defend/Protect The occupants are deeply invested with protecting something aboard the ship. The last of a rare species, the idol to a Chaos God, or a cache of precious materials are all reasonable candidates. The occupants are prepared to give their lives in its defense. d66 Occupants 11–13 A lost cult who believe the Emperor is dead 14–16 Aeldari in deep meditative stasis 21–22 A Genestealer cult of 4th-5th generation 23–26 Cultists of Chaos cursed with longevity 31–34 A cabal of rogue psykers hiding from the Imperium 35–36 Genestealer Purestrains 41–43 Chaos Space Marines preparing to summon a Greater Daemon 44–46 A band of Orks who have descended into internecine civil war 51–56 A society of feral mutant Humans 61–66 An Explorator force, supported by Battle Servitors and Kastelan Robots d66 Objectives 11–13 Escape/Hijack 21–26 Infect/Subsume 31–45 Consume/Harvest 51–54 Raid/Steal 55–66 Defend/Protect OCCUPATION TABLE OCCUPATION OBJECTIVE
9 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM STAGE 3: ROOMS The following tables flesh out the interior of a space hulk, room by room. You could roll the entire layout of the space hulk during your preparation, or generate each room as the group enters it. The term ‘room’ is used loosely here, including the labyrinthine corridors which so often confound aspiring adventurers. Supply Cache By some miracle of the Emperor, this room contains untainted (and useful) supplies preserved across the centuries. They may be archaic, but they still work. Agents might find ammunition, power supplies, or needed tools. Reliquary This locked, and probably trapped, chamber contains one or more sacred relics belonging to the original builders, sealed away under dust and silence. Warp-Tainted Chamber Whether compromised or simply tainted by contact with the Immaterium, this chamber lies close to the Warp, and seethes with latent Corruption. Vast Hangar This room is hundreds of metres in length, perhaps even thousands for larger space hulks. There’s nothing here, all the viable ships having departed long ago. It has an eerie, silent feel. Impossible Stairwells The tangled mess of the Space Hulk becomes evident in a mish-mash of ladders, stairs and sloping passageways that almost seem to bend back on themselves. WarpEnergies infuse and imperil this place. Vertical Shaft A ship corridor has become fused into the path the wrong way up, resulting in a vertical tunnel the group must ascend or descend in order to continue. Compressed Junction Two ships have become fused together by warp energies, and the group enters a new vessel, perhaps even one with a new origin. d66 Result 11–12 Supply Cache 13–14 Reliquary 15–16 Warp Tainted Chamber 21–22 Vast Hangar 23–24 Impossible Stairwells 25–26 Vertical Shaft 31–32 Compressed Junction 33–34 Weapons Silo 35–36 Tangled Piping 41–42 Endless Labyrinth 43–44 Damaged Consoles 45–46 Worrisome Lever 51 Unknown Technology 52 Unmarked Graveyard 53 Hull Breach 54 Jammed Doorways 55–56 Communications Array 61–62 Derelict Engines 63–64 Dead End 65 Life Support 66 Medical Bay ROOMS TABLE Weapons Silo This part of the ship was once an outwards facing weapons array. Now the gigantic cannons point at one of the internal walls, and the array is inert. At your discretion, the ammunition may still be live. Tangled Piping This piping is large enough to walk through, if a little cramped, though its original purpose is ambiguous. Ventilation? Waste? Fluids? Perhaps best not to ask.
10 Endless Labyrinth The influence of the Warp is strong here, as the path stretches endlessly underfoot, and identical corridors blend into each other. An unprepared expedition could starve here, trapped in a recursive nightmare. Damaged Consoles Whatever race built this particular ship, their consoles did not survive intact. This console room is filled with broken wiring and butchered devices. Worrisome Lever This temptingly large lever has its own room. That probably makes it really important. Does it still work? What would a lever this large even do? Unknown Technology This room contains technology anachronistic to the rest of the hulk. It matches no recorded xenos configuration, and was likely transposed here by some quirk of the Immaterium. It’s heretical to look at it. Unmarked Graveyard No ship of the 41st millennium goes down without a fight. Here lie the defenders of the vessel, scattered like ragdolls across the floor. Consider how they died, and what this might tell the explorers. Hull Breach Space hulks frequently generate their own atmosphere due to their gravitational influence. Through a hull breach, characters can see the stars without being sucked out into the void. One who falls into the dark is likely lost forever. Jammed Doorways The compression of the ship has damaged these doorways, and they are thoroughly jammed. An ingenious character might find a way to force them open but whatever awaits on the other side is huge and threatening. Communications Array This room contains devices for transmitting messages across the ship. Sometimes it also contains recorded testimonials from the ship’s last, or first, crew. Derelict Engines Huge ship engines are buried here inside the hulk. Should they somehow be activated, it would damage the integrity of the hulk and cause catastrophic damage. Dead End This corridor is cut off by the hull of a different vessel, or by space junk rammed into the gap. Opportunistic occupants might stage an attack here against disoriented explorers. Life Support This apparatus served to keep the original crew alive, and its nature differs based on the ship’s origin. It no longer functions, but could be salvaged for parts. Medical Bay This area of the ship provided medical support to the crew, and parts of it survived. Characters with Keywords matching the hulk’s Origin can scavenge some medical supplies here.
11 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM STAGE 4: FEATURES & HAZARDS Space hulks by their very nature constitute some of the most dangerous locations known to humankind. Warped by the Immaterium, composed of mashed together ancient (or simply xenos) ordinance, infested with predators… only the bravest, or most desperate would seek them out. Use the following table to generate the features and traits that make your space hulk a dangerous place to be. Gravitational Surges The gravity of a space hulk is unpredictable, generated entirely from its accumulated mass. Sometimes it shifts, forcing everything on the hulk to adjust to a new way of life (or even fall to their death, if they happen to be in a particularly large room at the time). Effect: While aboard this vessel, a Complication on any Test causes gravity to change direction. The GM decides the new direction, but a player may spend a point of Glory to make the decision themselves. See Wrath & Glory page 201 for the rules on Falling. Collapsing Inwards The immense gravity at the centre of the largest Space Hulks causes them to slowly collapse inwards like a dying star. Sometimes entire rooms crumple up like paper, crushing everything inside. Effect: While aboard this vessel, a Complication on any non-combat Test causes the room to tear itself apart. Characters must make an Initiative test (DN 3) or suffer Annihilation. Characters can Shift to save another character who fails their check. Warped The Warp has tainted this space hulk to the very core, and every level of each vessel is completely saturated with dangerous warp energies. The occupants’ mutations make them unrecognisable. d6 Results 1–2 Gravitational Surges 3 Collapsing Inwards 4 Warp Twisted 5 Genestealer Trap 6 Into the Warp HAZARDS TABLE Effect: Boarding this vessel triggers an immediate Corruption Test (see Wrath & Glory, page 286). The GM determines the difficulty. The GM may call for additional Corruption tests when appropriate, such as Complications when exploring the interior of the vessel. Genestealer Trap This vessel is a carefully laid trap by a Genestealer cult. As soon as explorers set foot on board the hulk, it’s a matter of time before the waiting Genestealer forces in the bowels of the space hulk awaken. Effect: Whenever an Agent enters a new room, roll a single die. On a result of 1, the GM gains 1 Ruin. The GM may spend 5 Ruin at any time to awaken the hive. After this, whenever the group enters any room, they encounter a single Genestealer (Wrath & Glory, page 366), plus an additional Genestealer for each room after the first. This includes backtracking through rooms they have already discovered. Into The Warp The accumulated mass of space hulks mean they often enter the warp spontaneously, travelling unprotected in the Immaterium for unknown periods of time before manifesting somewhere completely new. Effect: Whenever the group enters a new room, roll three dice. If all dice roll 1, then the space hulk begins to fade into the Warp over a period of several torturous minutes. Any characters still on the space hulk when it completes the transition are lost forever.
12 The forces of the Imperium aren’t the only faction drawn to Space Hulks. Their unpredictable voyages through the Empyrean can render them irrevocably warped and infested with entities in service to the Ruinous Powers, and Heretic Astartes use such corrupted hulks as their base of operations. Xenos species may also be encountered aboard: Aeldari seeking relics of their lost civilisation, Orks seizing an opportunistic method of Warp transport with little care for their safety or destination, or Genestealers infesting the labyrinthine passageways in their intergalactic quest to prepare planets for the arrival of the Hive fleets. For GMs, Space Hulks represent an opportunity to pit the player characters against a range of foes in an atmospheric, isolated and fundamentally hostile environment, wagering their lives against the chance of gaining some unique and priceless salvage. The Space Hulk Generator (pages 6−11) exists to help you randomly generate a space hulk’s layout, perils, and notable features. The events offered here allow you to create exciting — nay, terrifying — adventures on board. othing exemplifies the vast and hate-filled expanse of the 41st Millennium so clearly as the space hulks which drift endlessly through the void. These vast aggregates of twisted metal and rock are the floating corpses of wrecked voidships, fused together with interplanetary debris and distorted beyond recognition. They range in size from the merely enormous to the truly gargantuan, some so colossal that they possess a gravitational field and an atmosphere of their own. The dying vestiges of the ship’s cogitators usually retain some small measure of control over the warp engines, and hulks enter and exit the Warp entirely at random, with appalling consequences for anyone stranded aboard at the time. Despite their forbidding exterior and dangerous confines, Space Hulks continue to attract explorers and sometimes residents of all kinds. Many contain ancient artefacts and priceless technology, which makes them a tempting target for Rogue Traders, Explorators, and the agents of the Holy Inquisition. ‘Any fool can board a hulk. It’s surviving long enough to leave again that’s the challenge.’ — Her Serene Effulgence Lady Octavia V’rys, Captain of the Rogue Trader Vessel Avarice SPACE HULK EVENTS By Jude Reid
13 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM INTERNAL EVENTS 2D6 Event 2 Eternal Ruler: The ancient mummified remains of the vessel’s Lord Captain still sit in the rotting command throne — and turn to regard the intruders with an expression of undying hatred. Throughout the ship, the sounds of shuffling footsteps stir. 3 Lone Scavenger: A curious polygonal vessel is fused with the hulk’s exterior, and its crew of a lone Jokaero is desperately searching the passageways within for the components they need to fix their ship. The orange-furred simian xenos is exhausted, paranoid, and in no mood to share the salvage. 4 Warp-Hungry: The hulk vibrates gently as a long-inert Warp Engine comes back to life. If no one can get to the bridge and shut it down, it’s only a matter of time before it makes an unscheduled jump to Warp space — and since the hulk has no protection from the Immaterium, that way lies ruin. 5 Pure Poison: Severed conduits dangling from overhead release a viscid green coolant liquid. Anything it touches starts to fizz and disintegrate, including the deck-plating below, releasing a plume of highly toxic gas which burns the lungs of anyone who inhales it. 6 Survivors?: Hammering can be heard from inside a sealed compartment, along with voices begging for release, promising a share of the untold riches inside. But nothing Human could have survived on a hulk like this for so long, could they? The only way to tell is to open the door... 7 Undying Grudges: The explorers are caught in the middle of a bitter resource war between the descendents of the ship’s crew and the grandchildren of the Astra Militarum regiment they were transporting when the vessel was lost. Brokering peace seems impossible — but it might be the only way to escape... 8 Infected: The air in this section of the hulk is thick with spores which lie in clotted lumps on the floor and dribble loathsomely down the walls. Soon the explorers are coated in a thick layer of green goop — and the Nurgle cult responsible aren’t far away. 9 Open the Seals: A malfunctioning cogitator incorrectly decides that an uncontrolled blaze is spreading through the hulk. Airlocks creak as one after another they open to the void, and everything aboard must be secured or risk being propelled out into space. 10 Inverted and Unhealthy: This section of the hulk’s dying gravity generators fluctuate wildly. For the next hour gravity varies at random between nothing at all and three times Terran standard, before they fail completely. 11 The Hornet’s Nest: Breaching a former cargo hold disturbs a hibernating hive of psychneuein (see page 16). Angry, 2-metre-long psychic wasps fill the air, ready to implant their eggs in the brain of any luckless Psyker nearby, and kill anything that gets in their way. 12 What Does Eternal Lie: A Space Marine hangs suspended in a stasis field, his expression suggesting he is caught in a moment of religious ecstasy. As the stasis field flickers and fails, his ghastly transformation into a massive beast of Chaos begins. Hail to Thee, Changer of Ways... Tenebrous passageways, twisted bulkheads and adamantium blast doors make the interior of a space hulk a perfect setting for a horrifying mission. The vessels which compose the hulk may bear little resemblance to the Standard Template Construct (STCs) upon which they were based. Instead, repeated Warp transitions and the vagaries of time have rendered them unfamiliar and unfriendly, full of narrow darkened crawlspaces, impossible interlocking staircases and vast galleries stretching away into nothingness, all of them brim-full of hazards. There is virtually no limit to what a team of Agents could encounter inside, from bubbling lakes of radioactive plasma to hallucinogenic gases, and live electrical conduits dangling into ankle-deep puddles of desecrated machine oil — and that’s saying nothing about the near-certainty of xenos infestation. INTERNAL EVENTS
14 EXTERNAL EVENTS 2d6 Event 2 Dissolution: With an ear-rending shriek of metal, part of the hulk’s superstructure tears free, opening a huge hole to the void and destabilising the whole structure. Anyone aboard will have to act quickly to escape before the hulk disintegrates completely. 3 Collision Course: Solar winds, residual momentum and a brief burst from one of the decaying engines sets the vessel on a trajectory towards the nearest solar system. If its course can’t be corrected the devastation will be appalling. 4 Exploratory Surgery: An Adeptus Mechanicus ship docks on the hulk and unleashes a small army of servitors bent on carving the vessel into manageable chunks, while their parent vessel begins towing a prize portion of the hulk away for study. 5 His Holy Inquisition: The massive bulk of an Inquisitorial Strike Cruiser approaches the hulk and makes immediate contact through the Agents’ secure channel. A short time later a squad of Battle Sisters appear and escort them to the Inquisitor herself, who issues orders the team are in no position to refuse. 6 Heavy Fire: Without warning, a Battle-Barge of Astartes appears and opens fire on the hulk with its macro-cannons. It’s hard to say what’s more terrifying — the threat of being obliterated entirely, or whatever’s on board the hulk that merits this firepower... 7 Prior Claim: A vessel belonging to the Rogue Trader Gerda Vandermeer, of the Varonius Flotilla, arrives, and demands that the team surrender all items of value retrieved from the hulk, citing her prior claim. Lady Captain Vandermeer’s soldiers board the hulk, seize the explorers’ own vessel, and hold it hostage for the ‘return’ of ‘her’ salvage. 8 Impending Impact: Approaching at an unsafe speed, an Ork Rok is heading straight for the hulk, clearly intent on embedding itself in the hull. The impact may well be enough to kill anything in the compartment at the time, and the Orks will clear up whatever’s left... 9 Strange Meeting: Several small Aeldari craft appear and surround the hulk, but make no immediate attempt to come aboard. If the Agents find the artefact the xenos are looking for and attempt to take it off the hulk, the Aeldari’s peaceful demeanour could change rapidly. 10 Spacewalk: The vessel’s observatorium was said to contain untold treasures but it lies down a corridor that is now crushed and impassable. The only way to reach it is via a perilous spacewalk across the razor-sharp, twisted metal of the hull — and if something was to go wrong, help would be far away. 11 Memories of Forgotten War: The ship’s macrocannon battery roars into life as the decayed cogitators of the ship’s machine spirit perceive a phantom enemy and open fire on any vessel nearby — probably whatever transport the explorers used to get there. 12 External Infestation: The inside of the hulk seems clear of xenos — but that’s not so true of the hull. A group of Genestealers have been lying dormant outside the vessel, and now they’ve noticed movement indoors they’ll stop at nothing to get inside and obey their biological imperatives. Inside the catacombs and vaulted chambers of a Space Hulk, it can be easy to forget that only a relatively modest thickness of adamantium stands between the explorers and the endless void of space. The universe is full of threats and while inside the hulk, the Agents are powerless to affect what happens outside. For best results, pair an internal crisis with an external one, both demanding the characters’ immediate attention. EXTERNAL EVENTS
15 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM 2D6 Event 2 Servants of the Abyss: A chapter of Chaos Space Marines have made this vessel their base of operations from which to plan their assault against this sector — and they don’t take kindly to interference. 3 Too Long Alone: One of the hulk’s larger vessels retains its machine spirit, but so long alone and untended has made it unstable and erratic. Those who explore a certain section of the hulk find it a shifting maze of crushing bulkheads, sparking cables and fluctuating gravity. 4 Teeming With Life: It’s not unusual to find Genestealers on space hulks, but this one is infested to a truly phenomenal degree. Genestealer cultists and their leaders creep, crawl and skitter through the vessel, a powerful Patriarch co-ordinating their every movement. 5 Gateway To Nightmare: An archway in the depths of the hulk glimmers with Eldritch green light. On the other side, massed ranks of metallic, skeletal warriors stand in perfect rank and file. One by one, their eyes glow a sickly green, and they step forward in menacing unison. 6 Nox Tenebris: A fluctuating Gellar field has kept the hull’s Tenebro-Maze permanently open to the Warp, through which abominable horrors continually boil into realspace. Only by entering the compartment and slaying the Daemon Lord within can the rift be sealed. 7 Ship of Fools: The ship’s entire crew has been irrecoverably corrupted by the Ruinous Powers, rendered into a screaming gestalt of rotting flesh and shattered bone that fills the entire hulk like a hermit crab in its shell. 8 Titanicus: The vast bulk of an Imperial Titan fills a hold on the hulk, its crew long dead. The Titan's reactor is still functioning - barely - and something is causing it to overheat. If it blows, it could tear the hulk apart, surely destroying any living organisms onboard. 9 The Wild Hunt: The hulk is the site of a ritual hunt led by an Archon of the Drukhari. Swift, clever and ruthless, their first action is to close off all avenues of escape, before unleashing an army of Ur-ghuls, Succubi, Incubi and Homonculi in a deadly game of cat-and-mouse. 10 The Heart of the House: The walls of this hulk drip with mucus, and the deeper any explorers go within, the warmer and more humid the atmosphere becomes, until the walls themselves seem to be breathing. The hulk is alive, animated by a daemonic spirit… and waking up. 11 Khrave Slavers: The foul xenos known as the Khrave infest this ship — massive, hulking warriors bent on enslaving anyone they meet, each one as large as a Primaris Astartes and wielding warp-glamoured weapons capable of carving through ceramite like a monoknife through butter. Use the Chaos Space Marine stat block (Wrath & Glory, page 342), without the Mark of Chaos and Space Marine Implants Bonuses. 12 The Hellbound Heart: With a deafening scream, the hulk slides into the Warp, and all Hell is unleashed. HIGH-TIER EVENTS The grim darkness of the 41st Millennium is a terrifying place. Even for the Empire’s great heroes — Primaris Astartes, High Inquisitors and powerful Rogue Traders — there is still threat and challenge to be found. Parties of Tier 4 characters may consider themselves nigh-on-invulnerable, but the following table provides threats capable of striking terror into the most stalwart heart. HIGH-TIER EVENTS
16 Psychneuein are 2-metre-long, psychically active insectoids resembling gargantuan Terran wasps. Native to the immaterium, they enter realspace in order to breed by psychically implanting their eggs in the brains of injured, latent or weak-willed Psykers, usually with fatal results. Swarms are commonly made up of equal numbers of juvenile queens and drones. KEYWORDS: XENOS, CHAOS S T A I Wil Int Fel 4 4 4 4 4 1 1 Resilience 6 (Chitinous plating, AR2) Defence Wounds Shock 3 6 6 SKILLS: Awareness 6 (Passive 3), Psychic Mastery 3, Agility 4, Stealth 4, Weapons Skill 5 BONUSES Mindless: This threat automatically passes Resolve Tests. ABILITIES PSYCHIC DRONE: Anyone hearing the droning of a swarm of Psychneuein must make a DN5 Fear test. WINGS: This threat can fly at Speed 10. A DN 5 agility roll must be made to remain in the air when injured. RUIN: Implantation (juvenile queens only): Range 18. Spend 1 Ruin to attempt to psychically lay eggs in the mind of an agent with the PSYKER trait. Roll PSYCHIC MASTERY vs the target’s WILLPOWER. If the Psychneuein is successful, a clutch of D6 eggs are implanted in the target’s head, and unless removed (requiring a Medicae roll, DN 8) will messily hatch 2D6 hours later, with fatal results for the host. ACTION: Bite: 13+4ED/ AP -2/ Range 1 Sting: (drones only) 13 +2 ED/ AP -4/ Range 1. Anyone with the PSYKER trait stung by a Psychneuein Drone immediately rolls a DN6 Toughness Test. On a failure they immediately roll on the Perils of the Warp table (Wrath & Glory, pg. 262). DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 5 4 10 Avg PSYCHNEUEIN PSYCHNEUEIN
17 The following tables generate loot and items found aboard a space hulk. You should only roll on the tables corresponding to the Keywords of your space hulk. IMPERIUM LOOT Inside the derelict halls of an Imperial space hulk are tools dropped by those who died in the service of the Emperor. These items are familiar to Imperial Agents, though their appearance may seem superannuated. Malfunctioning Munitions This box of ammunition is worth its weight in… well, munitions. This crate contains 20 ammo of a single kind, decided by the GM when this result is rolled. See Wrath & Glory, page 229 for ammunition. Effect: The ammunition is faulty after being abandoned for so long. Whenever a player rolls a Complication on an attack made using this ammunition, the weapon malfunctions. A DN4 Tech (Int) Test is required to fix the weapon before it can be used again. pace Hulks are vast time capsules filled with forgotten technology and abandoned relics. Some remain trapped in the Immaterium for decades, centuries or even millennia before emerging into a new system, and others merely drift eternally through the dark void of space light years from the nearest occupied world. When a Space Hulk appears it becomes a matter of priority for the system it encroaches upon, not only because of the potential of alien horrors aboard, but also because of the riches likely buried within it. Millennia-old technology, caches of Imperial data, and forgotten Forge World schematics are all rewards tempting enough to prompt an expedition onto a Space Hulk. In the Gilead System any functional object of equipment is a treasure, as flagging machinery and waning resources struggle to meet demand. Even Xenos relics and could be useful in the right hands, finding their way into the grasp of bounty hunters, shady traders, and open–minded technicians. SPACE HULK LOOT By Oliver Darkshire
18 Archaic Weaponry These relics of the Adeptus Mechanicus are in perfect working order, and the forge world priests would undoubtedly be grateful for their safe return, as the secret of their manufacture is lost. Effect: This stash contains three perfectly preserved weapons of the Adeptus Mechanicus, chosen by the GM. See Wrath & Glory, page 224 for specifics on Adeptus Mechanicus weaponry. Donating these to the nearest Forge World gains the machine priests’ favour and removes any future penalties for sourcing ammunition from that world. Fabled Weaponry This weapon belonged to a hero of legend, and was considered lost to the ages until you stumbled across it. It has a name, a history, and its machine spirit longs to see the light of combat once more in the hands of a worthy bearer. Effect: When you roll this result, choose a weapon with the ADEPTUS ASTARTES keyword. Whenever the wielder rolls a Wrath Critical on a Test, add an additional Glory to the pool. The weapon may or may not have opinions about how it should be used, and may withhold this effect should the bearer not live up to its standards. 2d6 Loot 2–3 Malfunctioning Munitions 4–6 Archaic Weaponry 7 Fabled Weaponry 8 Apocryphal Liturgies 9 Discarded Augmetic 10 Scholastica Trinket 11 Militarum Cache 12 Inquisitorial Dataslate Apocryphal Liturgies This book of holy songs explores new theological vistas. Unfortunately, the content borders on the heretical, and makes some unwittingly controversial statements about the nature of the God-Emperor. Effect: A character with the IMPERIUM keyword who reads this book may choose to acquire the Forbidden Knowledge talent (see New Talents, page 60). Discarded Augmetic Perhaps found on the corpse of an unlucky stranger, or curiously separated from its past owner, this augmetic is still serviceable. See Wrath & Glory, page 243 for the rules on Augmetics. Scholastica Trinket This discarded personal effect looks innocuous at first glance, but it contains the mental imprint of a long dead Imperial psyker. Effect: This trinket contains the knowledge of how to use a random Psychic Power from a random discipline. A character with the ADEPTUS ASTRA TELEPATHICA keyword can wield the encoded power as if they knew it, as long as they are holding the item. Militarum Cache This hidden supply cache could be the difference between life and death in the treacherous environs of a space hulk. Effect: The cache contains a Medikit, a Grav Chute, and a Periculum Kit (see Wrath & Glory, page 239). Inquisitorial Dataslate This encrypted data reserve contains a litany of redacted information to which only high ranking members of the Inquisition are privy. Effect: A character with the correct <ORDO> keyword can access the troubling information on this data slate (see Wrath & Glory, page 64 for the rules on the various Ordos of the Inquisition). The contents should be suitably damning or worrisome to explain why someone would be trying to keep it secret, such as the location and identities of high ranking Genestealer Cultists in the Gilead System. IMPERIUM LOOT
19 CHAOS LOOT Scattered throughout the twisted interior of a Chaos vessel lie the spoils of the Ruinous Powers. Only a heretic would keep anything found in these blasphemous halls, and only a fool would let them. Impious Artefact While this piece of equipment still serves its intended purpose, its origin and aesthetic are profane. Marked with symbols of the Ruinous Powers and heavily adorned with jagged ornaments, it’s a lethal weapon as well as a functional tool. Effect: When you roll this result, choose a single item from the Tools & Equipment section of the Wrath & Glory, page 236. This item can also be used as a Chainsword, but breaks the first time a Complication is rolled. Chaos Idol This insidious, distorted figurine was crafted in the likeness of the Ruinous Powers. Carried by Chaos cultists and daemons, these figurines are laced with treacherous psychic potential. Effect: A character with the PSYKER keyword who picks up this idol immediately rolls Perils of the Warp (see Wrath & Glory, page 263) adding 20 to the result. Distorted Weapon This boltgun has been augmented with so many unreliable looking upgrades it barely resembles its former self. Effect: This boltgun already has three weapon upgrades applied to it. Whenever the wielder rolls a Wrath Critical on a Test, it loses one of these upgrades. Combat Stimms Many worshippers of Chaos are fuelled solely by their own warped faith; others incorporate powerful combat drugs into their arsenal. The origins of these stimms are undoubtedly sinister, but their effects are powerful. Effect: The pack contains three doses of combat stimms. A single dose can be used as part of a Medicae (Int) Test to induce the Frenzied condition for the remainder of the current scene. Any Complications rolled during the Test result in a Corruption check. Daemonic Residue This shimmering, oily residue is repulsive, with a sweet, cloying aroma. To breathe the air around it invites nausea and troubling whispers at the back of one’s mind. It begs to be touched… Effect: Touching the daemonic residue triggers an immediate Mutation test. See Wrath & Glory, page 287 for rules on Mutation. 1d6 Loot 1–2 Impious Artefact 3 Chaos Idol 4 Distorted Weapon 5 Combat Stimms 6 Daemonic Residue CHAOS LOOT SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM
20 AELDARI LOOT Elegant. Beautiful. Dangerous. The craft of the Aeldari is not to be idly tampered with, but those who tread carefully might stumble across particular items of use amongst the whorled bone and retrograde tunnels. Corrupted Spirit Stone Abandoned to spend eternity severed from the Infinity Circuit on their native craftworld, these spirit stones contain damaged, troubled and unpredictable souls. Nevertheless, the right Aeldari would undoubtedly pay a high price to see them returned to the fold. Effect: By threatening to damage or destroy this stone, a character can ignore Complications for any social rolls they make when trading with Aeldari. However, doing so invites unending retribution, as the Aeldari will go to any lengths necessary to take such an artefact into their own safekeeping. Bonesinger Shard This shard of bone somehow insinuates vast potential in the finer details of its structure. It’s indescribably ancient, and it yearns to be used. Effect: This handheld device is used to force wraithbone into particular shapes and forms. See Wrath & Glory, page 241 for rules on Bonesinger Shards. Dead God Token This strange token is carved in worship of the dead gods who vanished at the fall of the Aeldari Empire. It retains a measure of their grace. Effect: A character with the AELDARI can hold this token to reduce the DN of any Corruption tests they must take by 1. Errant Gyrinx Although the crew of this vessel are long dead, a lingering psychic impression of an Aeldari psyker’s familiar prowls the corridors of the hulk, its lonely cries occasionally piercing the silence. Effect: This Gyrinx was a psychic creature with the appearance of a Terran feline, which only exists now as an incorporeal phantom. It can only be seen by those with Psychic Powers. If treated kindly, it may bond to a character with the PSYKER keyword over several days, and even leave the hulk with them. A bond with the Gyrinx makes it easier to maintain Psychic Powers, reducing the DN to do so by 2. Webway Map This tablet displays a spinning starmap of fibrous pathways, and a set of coordinates. It must lead to somewhere lucrative or dangerous. Effect: This map leads to an opening in the Webway, a form of faster than light travel. Many of these entrances are closely guarded secrets of the Aeldari. 1d6 Loot 1–2 Corrupted Spirit Stone 3 Bonesinger Shard 4 Dead God Token 5 Errant Gyrinx 6 Webway Map AELDARI LOOT
21 ORK LOOT Humans and other xenos races struggle to understand Ork technology. To them, it appears haphazard and dangerous. They’re not wrong, but in the hands of Orks such tech can be highly effective. Kan Opener An ingenious Ork invention: a serrated power saw that attaches readily to most melee weapons for a kick of extra power. Effect: When attached to a melee weapon, this sawblade carves through any armour. Opponents’ armour is not Invulnerable against this weapon. Brutal Stikkbombz A case of bulky, ungainly Stikkbombz. The rest of the area is scorched and pitted, like it’s been used for weapons testing. Effect: These Stikkbombz don’t go far, but their explosion is deadly. They can’t be fired from a launcher and their range is (S) x 2m when thrown. They also have ED 8. Kunnin' Planz This cache of maps, drawings, and crudely scrawled plans composed of Ork Glyphs indicate the intended path of an Ork horde. Their next three targets are clearly marked, as are the resources and troops they intend to bring to bear. Effect: If they can interpret the glyphs with a DN5 Scholar (Int) Test, the Agents are now in a position to avert, or avoid, imminent Ork activity. They could save thousands of lives with this information. 1d6 Loot 1–2 Kan Opener 3–4 Brutal Stikkbombz 5 Kunnin' Planz 6 Warboss Banner Warboss Banner Every Freebooter Warboss has their own banner. Undoubtedly this one once hung in pride of place somewhere prominent. In the present day, it’s a glorified, skull-patterned tablecloth. Effect: This banner is a powerful symbol of an Ork warband. It should not be in human hands, and if or when Orks catch sight of it, they’ll want it back. If the bearer of the banner has the ORK Keyword, D6 nearby Orks rally to the banner at the start of combat and fight alongside them. Otherwise, enemies with the ORK Keyword will always choose to attack a character with this banner rather than other foes. WEIRD LOOT Space Hulks often encounter all kinds of strange and hideous possibilities out in the dark at the edge of reality. The following table provides loot which would be considered alien even to bold Agents and freelancers of the Imperium. Wriggling Necrodermis This severed hand is made from a strange, resilient metal, wires trailing from the wrist. It moves of its own accord, seemingly in search of something. The grisly memento has the NECRON keyword. Light Diffraction Unit This triangular device emits a peculiar, but apparently harmless aurora when you touch it. Effect: This unit is broken and requires maintenance. Attempts to repair it add +5 to the DN unless the technician has the T’AU keyword. When properly assembled, the device distorts light to obscure the bearer, rendering them invisible for 1 Round. 1d6 Loot 1–2 Wriggling Necrodermis 3–4 Light Diffraction Unit 5 Lost Hero 6 Star Map ORK LOOT WEIRD LOOT SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM
22 Lost Hero This ornate sarcophagus holds a human being in perfect cryogenic stasis. The technology used to do so is ancient and unfamiliar, but surely not impenetrable to a Tech-priest. Effect: This person's identity is a mystery, but they were important enough to place into storage. If Agents can convince the Adeptus Mechanicus to study and awaken them they may obtain valuable knowledge. Star Map This badly damaged, palm-sized cogitator contains one readable file. It’s a star map that highlights an asteroid field in the far fringes of the Reach, annotated with dire warnings too corrupted to read. What perils await there? WHAT’S WRONG WITH IT? Items picked up in strange places sometimes have odd properties which haunt the bearer, parting gifts from exposure to the Immaterium and Xenos tech. Insidious Taint This item is poisoned by the Warp. Anyone who touches it risks becoming linked to the endless chaos of the Immaterium. Effect: Whenever a character uses this item their sleep is plagued by vivid, surreal nightmares. The next day, they make Resolve Tests at +2 DN. Degrading Materials This item reacted poorly to the atmosphere of the Space Hulk. In time, it will fall apart and become useless. Effect: When a character rolls a Complication whilst using the item, there is a 1 in 6 chance the item irrevocably ceases to function or is destroyed. Blinking Beacon This item has a secret function, and calls out across the galaxy towards an unknown (and likely hostile) force. As soon as the beacon leaves the atmosphere of the Space Hulk, the intended recipient hears the call and begins to head in its direction. Valuable The item is a fine example of its type, and members of the faction who made it will assert their claim to it, and try to take it from you. You make enemies as bounty hunters and Agents of other factions try to obtain this piece of loot - but you may be able to trade it for a favour, or at least survival. 1d6 Fault 1–2 Insidious Taint 3–4 Degrading Materials 5 Blinking Beacon 6 Valuable WHAT'S WRONG WITH IT
23 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM Secrets of the Caveat Emptor The Caveat Emptor encountered an unexpected Warpstorm during its last journey. A more prudent Navigator might have taken evasive action, but pressed by the Lord Captain and sure of his own prowess, Astrades continued on a perilous route through the storm’s heart. Had it not been for a fluctuation in the Gellar Field, they might have reached their destination — as it was, the Empyrean’s surging energies consumed the ship completely. The crew, however, did not die. They were irrevocably corrupted and altered by their exposure to naked Warp energies, trapped in an eternal nightmare centred around the last hours of their life. The ship’s TenebroMaze has grown like a forest of thorns, and all of its corridors now writhe and shift as though the vessel itself has gained some kind of blasphemous sentience. Although the ship has evaded human eyes for many years, numerous Aeldari Corsairs have been drawn to the hulk, attempting to destroy it before its corruption could spread. Some died outright; others remained trapped within the shifting, tenebrous passageways of the Caveat Emptor, endlessly trying and failing to find the way out. Anyone exploring the vessel is likely to encounter the corrupted remains of the ship’s crew, some endlessly replaying the routine moments of their lives from happier times, others trapped eternally in the moment the Gellar Field failed. They may even seek to involve outsiders in their dramas, but ultimately the events unfold as they always did. An unlucky explorer might encounter not only panicked Aeldari, but any number of nightmarish demons of the Warp. To maintain their orientation while travelling through the Tenebro-Maze, a character must pass a DN 5 Survival (Wil) Test. Lord Captain Yun is on the bridge, the Gilead Rosarius proudly displayed on her armour as she relives the ship’s final moments, urging her crew and her Navigator to maintain their course. THE CAVEAT EMPTOR ‘The Imperium is borne on the backs of Navigators.’ — Navigator Maris Astrades The Caveat Emptor began its life as the Nemo Me Impune Lacessit, a Dauntless-Class cruiser assigned to Leontes Squadron. Its distinguished naval career ended when it suddenly vanished without trace on a routine scouting mission. Two years later, the vessel re-emerged with a new name and Captain. Despite significant consternation from many naval officers, it appeared that that the vessel had passed legitimately into the hands of the Rogue Trader Lord Captain Agatha Yun. Several modifications were made to the ship, the Lord Captain stripping out the majority of the torpedo bays to make room for cargo holds. In addition, the ship’s outer decks were fitted with an intricate labyrinth of Tenebro-Mazes, the better to deter and delay any boarding action against her. For the next four decades, the Caveat Emptor acted as LordCaptain Yun’s personal flagship, its superior speed and maneuverability prized in scouting out new areas of potential business opportunity. The remarkable speed of the ship’s Warp-journeys was due in no small part to the Lord-Captain’s mercurial but undeniably gifted Navigator, Sulien Astrades. The Yun Dynasty’s prosperity came to a sudden end when the Caveat Emptor failed to arrive at Gilead Prime after what had been intended to be a short warp-journey. Only one final message from the ship’s astropath gave a clue to the ship’s fate — given that it appeared to have been sent from the depths of the Warp itself, it is reasonable to suppose that the Caveat Emptor suffered a critical failure of its Gellar Field, leading to the deaths of its crew. Only now, a hundred years later, as the silent shape of the former flagship appears in the void, part of a carbuncle of other vessels compressed into a space hulk, will the truth behind its fate become known… SPACE HULKS OF THE FORSAKEN SYSTEM By Jude Reid
24 If explorers attempt to stop her, Yun will attack — use the quick NPC stats for a tier-appropriate threat (Wrath & Glory, page 326), plus her sword as detailed on page 25. Only by entering the Navigator’s pod can this nightmare be ended. Sulien Astrades remains trapped in a terrible half-life, his consciousness still melded with the ship. It is his warped and dreaming mind that keeps the ship trapped in its perpetual nightmare state. With his death, the crew are also released from their torment into the peace of death, and the ship might finally be cleansed. TREASURES OF THE CAVEAT EMPTOR As well as a few unique treasures, the Caveat Emptor’s hold contains numerous minor religious relics: votive statuary, censers, religious vestments and exquisitely carved wooden incense boxes. Each character can carry goods to the value of one point of wealth each. Particularly unscrupulous agents can loot the bodies of deceased crew and enemies, who carry standard equipment for their type (see the relevant profiles in Wrath & Glory). MISSION BRIEFS Family Fortunes When Lord Captain Agatha Yun was lost along with her flagship, she left no clear successor to her Warrant of Trade. Since then it has passed between a squabbling gaggle of cousins, none retaining it for more than a few decades. The current holder, Lord Captain Idris Yun, is keen to consolidate his tenuous hold on the dynasty by glorious reclamation of the lost ship. A more cynical trader might question the wisdom of staking what remains of his fortune on the hope of reclaiming a vessel that may be beyond repair, but no one could doubt the fervour shining in the young man’s eyes. He wants the best team at his disposal, and he’s willing to pay handsomely for the privilege. His only stipulation is that he be allowed to accompany the team as they go about their work. There’s no way that can possibly go wrong... Julyanna’s Legacy On her final voyage, the Caveat Emptor’s hold was packed full of religious artefacts bound for Enoch. An ancient and ornate Rosarius, believed to once have belonged to Saint Julyanna herself, is rumoured to be among them. The stern and ancient Mother Augustinia of the Sisters of the Holy Blood, a minor order of Sororitas, has heard talk that the sacred relic known as the Gilead Rosarious might be on board. She’s looking for suitably spiritual agents to retrieve it for her, no questions asked. Anything else they find, they’re welcome to keep in lieu of payment.
25 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM The Gilead Rosarius A Rosarius of truly ancient manufacture, this relic of the faith is an ornate adamantium medal bearing crossed swords the size of a mailed gauntlet, designed to be fitted snugly into the front of a suit of Sororitas power armour. The Sword of Agatha Yun The hilt of this astonishingly keen powerblade, called Sinister, appears to have been carved out of jade, with an ornate hilt designed to be held in the left hand. Any member of the Yun dynasty would recognise it on sight, and almost certainly attempt to take it back. Legend has it that it was once part of a pair wielded by the famous Lord Captain herself, but the location of Dexter, its fabled partner, is lost to time. THE COMPOSTELA ‘We exist only to serve.’ — Sikunder Gaur, Scriptor Primus of the Compostela This famous Jericho-Class pilgrim vessel was once a common sight in the Gilead Sector, journeying serenely along well-charted routes, making regular orbital stops for passengers to embark and disembark. Historically, it was common for members of the Imperial Cult to spend at least a year on the extended pilgrimage around the subsector, paying their passage by working onboard as scribes in the ship’s enormous scriptorium. Vast and ponderous, the enormous belly of the Compostela betrays its origin as an ancient refinery vessel. The upper decks contain luxury accommodation for the more wealthy and exalted of its passengers, while the levels below contain thousands of cramped cells for pilgrims, as well as the vast, cathedral-like Scriptorium. At one point two thirds of all the religious texts produced in the sector were produced aboard the ship, and its loss has cost the local Ecclesiarchs dearly. AR Traits Value Rarity Keywords *5 Power Field 9 Unique FORCE FIELD, ADEPTUS MINISTORUM Damage ED AP Range Traits Value Rarity Keywords 5 4 -4 - Parry 6 Unique POWER FIELD, IMPERIUM, ROGUE TRADER THE GILEAD ROSARIUS SINISTER The Compostela was lost three decades before the Rift opened, after leaving Enoch on a routine charted Warppassage. It was recently spotted and identified on the very edge of the Voidmire, causing much speculation as to how it found itself there. Secrets of the Compostela Aurelius St Sebastian, the head of a minor noble family, was widely known to be a passenger on board the Compostela when it was lost. Less widely known is Aurelius’s propensity for smuggling and the fact that his pious pilgrimage was simply a convenient cover for transporting rare goods across the subsector. On the ship’s final journey, chief amongst his treasures was a little-known volume known as the Liber Servitium, a rare, heretical text kept hidden by a secretive cult for many generations. Early in the voyage, the book went missing from his possession, found only after an extensive search when it was discovered to have made its way into the Scriptorium, where it had already been copied hundreds of times. The devotional transcription of the work was sufficient to unleash a malign force upon the vessel, the pilgrimscribes already corrupted beyond recovery. Racked with guilt, Aurelius threw himself on the mercy of Captain Dolores Fundo Maris, confessing his part in the deed. Rather than let the vessel continue on course and potentially corrupt many more souls, the Captain deliberately threw the vessel off course, hoping that it would be lost in the Warp forever. The ship’s crew are dead. The pilgrims, however, cling to a semblance of life as hollowed-out husks eternally copying the Liber Servitium, unaware of their part in their own damnation. If disturbed, they respond with lethal force. One scribe is no threat to a well-armed agent, but a thousand might be a different issue.
26 Aurelius St Sebastian is still alive, having hidden on the ship all these long years. He is unaware of the wider happenings of the Gilead System, but desperately eager to return to his own planet. He attempts to bargain with the agents for safe passage planetside for himself and the Liber Servitium. Aurelius is corrupted by the same Warp entity that has claimed the scribes. If the agents are suspicious of him, or if they attempt to attack him, his true nature will be unmasked as he attacks them. Use the stats for a Possessed Mortal (Wrath & Glory, page 341). MISSION BRIEFS The Lost Volume The nobility of Enoch, immured within their vast plascrete bastions, maintain an outward show of devotion matched only by the depths of their private depravity. One popular manifestation of piety is the collection and public display of religious tomes. It is not uncommon for planetary nobles to send members of their entourage to acquire particularly rare, sacred, or valuable works. Recently, rumours have emerged that a woman by the name of Vilmaria Torris is offering a truly enormous reward to anyone capable of delivering a previously all-but-unknown volume, the Liber Servitium, reputed to have been in the Compostela’s scriptorium at the time it was lost. While the name of the patron on whose behalf she is acting remains unknown, the sum offered means the buyer must be outstandingly wealthy. One further stipulation is in place: the retrieval of the book must be carried out with the utmost discretion. In particular, the Ecclesiarchy must know nothing of the mission. Vilmaria is secretly a loyal agent of the Inquisition, though her superiors’ motives in this regard are unknown to her. Family Ties Elodie St Sebastian is the younger daughter of a house of minor nobility. Her elder brother Aurelius, the current holder of the family title, was lost on the Compostela while on the pilgrimage required of him by family tradition. However, without evidence of his death, sufficient time has not yet elapsed for the local Administratum to allow Elodie to succeed in her brother’s place — the family’s stature, wealth and influence has suffered bitterly as a result. Elodie is keen to employ skilled and resourceful agents to bring definite proof of her brother’s death. Once her claim is recognised she’ll have a fortune with which to show her gratitude. Until then, she’ll do everything she can to hide the dangerous level of debt she’s already in. And if her agents were to find her brother alive: she’d be willing to add a little more to make sure that he doesn’t return. The Liber Servitium Sitting on an ornate golden lectern in the Scriptorium, this unsettling volume is bound in human skin. The book gives off the unnaturally sweet smell of incense; the scent of frankincense is still particularly detectable. Any Agent who reads the volume must make an immediate DN 5 Corruption Test. Failure incurs an additional penalty of D3 Corruption above the usual roll. If the Liber Servitium is removed from the scriptorium by anyone other than Aurelius St Sebastian, all corrupted scribes immediately converge and attack.
27 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM The Vestments of Albius Strang Still on the body of the dead Preceptor, these splendid vestments are dusty and bloodstained, but the splendour of the gilt decoration and blood-red silk intricate needlework is still visible. If appropriately restored, these robes would make a remarkable display when worn by a member of the Ecclesiarchy. If sold, add +2 to the agent’s Wealth. KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, HUMAN SPECIAL: Adds 1+ dice to all interactions with the Adeptus Ministorum or when preaching to the faithful. RARITY: Unique VALUE: 6 Penitent’s Lash These vicious variations on a neural lash appear to have been used by Ministorum guards to keep the pilgrims corralled. Most have succumbed to the years, but a few remain functional. Damage ED AP Range Traits Value Rarity Keywords (S)+4 2 0 3 Agonising, Rending 5 Uncommon EXOTIC, ADEPTUS MINISTORUM PENITENT’S LASH Tier 1 2 3 4 Threat T T T T KEYWORDS: CHAOS, TZEENTCH S T A I Wil Int Fel 1 1 1 2 1 3 2 Resilience 4 (Tattered Robes: AR 0) Defence Wounds Shock 1 3 2 SKILLS: Default 2, Awareness 3 (Passive 2) BONUSES Mindless: This Threat automatically passes Resolve Tests. ABILITIES ACTION: Feeble Hands: 1 +1 ED / melee range RUIN: Convergence of the Damned: Spend 1 Ruin to draw an additional 10 corrupted scribes into combat. DETERMINATION: Spend 1 Ruin to roll 1d6 Conviction Resolve Speed Size 1 1 5 Avg CORRUPTED SCRIBES TREASURES OF THE COMPOSTELA The majority of the Compostela is a dusty wasteland of parchment and ink, with little in terms of wealth to be harvested. However, a few unique treasures remain in the ship’s Cathedral and the scriptorium itself.
28 THE UMBRAEUS To the members of the Cult Mechanicus, the reappearance of the Umbraeus may be the most significant event ever to occur in the segmentum since the opening of the Rift — and perhaps even more significant than that. This truly ancient vessel, many millennia old, is the massive relic of a colony ship once destined for an idyllic planet suitable for human habitation. While technically only a single vessel, it rivals some true space hulks in size. Rumour has it that hundreds of thousands of human souls were once aboard, and the technology required to keep them alive on their long journey would be a remarkable find indeed. Three months ago, the Umbraeus unexpectedly appeared close to the nearest Mandeville point. More remarkably still, it is broadcasting a message of distress that appears to have been recorded by a living crewmember. Every explorator in the system seems to be preparing a mission to investigate it — the only question is who will arrive first. TREASURES OF THE UMBRAEUS The Rich Stuff The Umbraeus’s hold contains a wealth of preserved food, seeds, and plant propagation material, and terraforming equipment to transform a sizable continental landmass. The only challenge is how to get it off the ship and back to a planetary surface. Secrets of theUmbraeus The Umbraeus has been lost for millennia, but the incomprehensible technology of its construction continues to function. It has a hundred thousand stasis chambers in its vast, vaulted hold, as well as freezedried supplies, seeds and terraforming equipment which could transform the surface of any planet into a paradise. It was only when the Umbraeus was sent spinning from the Empyrean that tragedy struck. Its archaic systems failed at the point of Warp transition, and the vast majority of its stasis chambers failed. Most of the inhabitants died; a few thousand remain in stasis, and to wake them after so long would be fatal. An army of ancient, rusted servitors prowl its corridors. The few waking survivors are compelled to remain one step ahead of them at all times as the ship seeks to seize them and return them to stasis. Any outsider stepping on board must take care to evade capture by these rotting corpse-golems; the hulk is in need of more caretaker servitors. Hidden in the ship’s cogitators is the location of their ultimate destination — and it is the intention of the Umbraeus to continue their voyage, no matter what. With that goal in mind, it has reached out in binary to the local Explorators, and those who have answered — including the renowned Magus Kreshal — are inexorably drawn to the ancient vessel, curious and corrupted in equal measure. Rusty Servitors These ancient and much adapted servitors are now more machine than flesh. They have six limbs: two legs, two arms fitted with implanted shock devices, and a pair of circular saws on a secondary set of arms. ‘...badly off-course…<static> ...systems damaged… <static> ...sans dead. Please, send he…’ — Distress signal sent by the Umbraeus
29 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM MISSION BRIEFS Communiques Magus Sylvaticus Kreshal is desperate to be the first to examine the Umbraeus, and needs skilled agents at their disposal to do so. Working with Kreshal will mean access to the best augmetics and the most innovative weapons, but there’s something odd about the hooded explorator. Though they won’t disclose it to the team until they’re on the vast and ancient ship, Kreshal has received transmissions that they believe have come from the ship itself, implying some of its ancient systems are still functional after all these years. Leave No One Behind It’s been three months since the Umbraeus appeared at the Mandeville point, and so far the most anyone has reported is a good look at the outside. The broadcasts from inside have become progressively more desperate, but thus far no one has been able to breach the ancient hull — except one team of five skilled individuals who have worked for the Agents’ patron in the past. Their last transmission suggests a vulnerable point tucked under some crenellations in the ship’s aft section that might once have been a guncutter bay. They intended to make their entrance there, but have sent no transmissions since. The agents’ mission is to discover what happened to their predecessors, and rescue them from the ship’s stasis chambers and its host of rusty, rotting servitors. Souls in Need The real treasure of the Umbraeus, is, of course, the living souls aboard. The original colonists are either dead already, or guaranteed to die if awakened, but dozens of explorers who arrived before the Agents were placed in stasis. Some are notable and senior members of the Adeptus Mechanicus, whose skills are badly needed elsewhere in the Gilead System. Any attempt to rescue them will bring the agents into conflict with the ship’s servitors and the ship itself, which is perfectly willing to vent compartments and cut off life-support to stop them interfering with its design. Terra Nova The Umbraeus contains a truly priceless secret: the location of an unclaimed world suitable for human colonisation, richly endowed with natural resources and lacking only the guiding hand of the Imperium. That location is of limited use while the Agents are stuck in the Gilead System, but if they were ever to make their way elsewhere, the information would be worth an Emperor’s ransom to a Rogue Trader. Of course, after so long the world may well have been destroyed, lost to the forces of Chaos, or otherwise rendered uninhabitable.
30 THE DOMINUS VOBISCUM ‘All we want is to live our lives in peace. Surely you can understand that?’ — Jacobin Grizari The Dominus Vobiscum is an enormous Universe-class vessel, retrofitted with a series of truly gargantuan holds expressly for the purpose of transporting ore harvested from mineral-rich asteroid belts. When it was in service, the ship’s crew were a multi-generational Void Born population, most spending their entire lives on board, while a crew of miners would mine the ore and arrange for it to be transported aboard. Only when the mineral content of an asteroid belt was entirely exhausted would the vessel wrap up operations and move on to more fertile pastures. The vessel was lost several hundred years ago. It has only recently been sighted in the Voidmire, partially fused to the asteroid that it was mining at the time of its disappearance. Its most interesting feature is an extremely strong gravitational pull, which has attracted several smaller hulks, including the Aegis Imperatorum, an Ecclesiarchy vessel which still maintains a small population of religious recluses. Secrets of the Dominus Vobiscum Centuries ago, the miners inadvertently encountered a dormant Genestealer purestrain while harvesting rare minerals from a distant asteroid belt. Before long the crew had become a Genestealer cult, albeit one hampered by its limited population and finite living quarters. The cult has spent many of the intervening years making Warp-jumps more or less at random in the attempt to seed other ships, planets ,and space stations with its monstrous legacy, with varying degrees of success. A chance jump brought it to the Gilead System, and with no obvious route of escape the cult has resolved to seed the entire system. The Dominus Vobiscum is permanently fused to the asteroid, its corridors in continuity with the mining tunnels bored deep into the rock. Those parts of the ship furthest from the asteroid maintain the semblance of a normal human community; mutant hybrids dwell in the lower levels, while purestrains lurk in the shadows and creep silently along the ducts, ready to infect any unwary outsider. Any agents who come on board do so at risk of their life, their genetic integrity, and their souls. Agents entering the Dominus Vobiscum are likely to at first encounter a friendly mining community, who are delighted that a rescue mission has arrived at last. They want nothing more than to return to hard labour on the God-Emperor’s behalf, and would certainly represent a sizeable workforce if they were returned to a planet. Only if the agents probe too deeply or become hostile will their true nature be revealed — if they have no chance of getting a purestrain off the hulk on the outside of the Agents’ vessel, they will attempt to infect them (or, if that proves too difficult, simply kill them to avoid their secret getting out.) Stats for Genestealers and cult members can be found in Wrath & Glory, pages 365—371. In addition to acolytes, hybrids and purestrains, the ship also contains one Magus. Tier 1 2 3 4 Threat E T T T KEYWORDS: GENESTEALER CULT, IMPERIUM, SCUM S T A I Wil Int Fel 2 2 3 4 5 3 6 Resilience 6 (Flak Coat: AR 3) Defence Wounds Shock 3 6 7 SKILLS: Default 6, Awareness 6 (Passive 3), Ballistic Skill 4, Cunning 1-0, Deception 10, Insight 10, Persuasion 10, Stealth 6, Weapon Skill 5 BONUSES Has the Talents Jargon [Scholar] and Scum Savvy. ABILITIES ACTION: Lasgun, 7 +1 ED / Range 12 – 24 – 36 / Salvo 2 / Rapid Fire (1), Reliable Frag Grenade: (1 Ammo)10 +4 ED / Range 12 / Salvo – / Blast (Medium) Knife: 5 +2 ED / Range 1 REACTION: Sidestep Talent DETERMINATION: Spend 1 Ruin to roll 2d6 Conviction Resolve Speed Size 5 4 6 Avg JACOBIN GRIZARI
31 MISSION BRIEFS An Outrageous Heist Not long after the Dominus Vobiscum appeared in the sector, Gilead high society was shaken by an outrageous heist of truly epic proportions. Many of the upper echelons of society were convinced to invest a veritable fortune in Thronegelt on an audacious scheme promising a new and safe route through the Straits of Andraste. Jacobin Grizari was the charming and persuasive man behind the scheme, and he waited only long enough for the Thronegelt to be in his possession before making his escape. He was last seen on a guncutter heading towards the Dominus Vobiscum. The bounty on his head is sizable; it seems like every adventurer in the system is out for his blood. If the agents could capture him he’d be worth a tidy profit alive, and only a marginally smaller one dead, and that’s to say nothing of the Thronegelt he might still have in his possession. An Old Friend Everyone’s talking about Grizari the master criminal, but one of the Agents knows him from a former life. He wasn’t always a smooth-talking con-man — the Grizari they remember was a solid, trustworthy professional, a sapper in the Astra Militarum, whose nerve broke. He refused to fight, and was moved into a penal legion doing hard labour on a mining colony between conflicts. It’s almost impossible that he could have come to this. Before he vanished, he left a message asking his former friend to meet him on his former mining vessel, the Dominus Vobiscum. It sounds like he’s willing to talk, and he might have an explanation for what he did, if the Agents are willing to come to him. If they do manage to find Grizari and talk peacefully to him on the ship, he’ll attempt to convince them that he only carried out the theft to draw attention to the plight of his people trapped on the hulk. He’s desperate to find a home for them, and will exert all his considerable charms to convince the Agents that he is trustworthy. He and his people are, needless to say, part of the Genestealer cult intent on infiltrating the entire system. Black Gold The Dominus Vobiscum’s hold contains a small fortune in mined ore, which could be sold to the Adeptus Mechanicus for +3 Wealth. The asteroid contains far more of the same substance, fused into the rock, and again would be a significant prize for any explorator able to set up the infrastructure to mine it. The Wages of Sin Jacobin Grizari has stolen fortunes in currency, precious metals, and paper bonds notarised by the Adeptus Administratum. He would trade all of it if the agents would be willing to take him and some of his people back to the surface.
32 SPACE HULK DESIGNATION WRATH OF JANUS Secrets of the Wrath of Janus As soon as Agents set foot onto the Imperial ship, longdormant systems flicker and groan to life. Regrettably, this has the effect of drawing immediate attention from the ship’s vast number of Orks, who have been deprived of opponents (except other Orks) for many years. Within the corridors of the Imperial vessel is a single Jokaero explorer, his ship docked in one of the Imperial vessel’s several hangar bays; the Jokaero has an intuitive grasp of mechanics which any Tech Priest would envy, were it not borderline heretical to do so, and his insight could be invaluable anywhere in the Gilead System. The Orkish technology is equally inventive, but is more or less incomprehensible to any human mind. Numerous Explorators are eager to explore the deeper reaches of the ship, and are likely to act with hostility if they feel that their claim to the place is being ignored. Some might choose to join forces with the Agents, though if a technological prize were to be obtained, it is extremely likely that any one of the Explorators would betray their erstwhile allies to escape with a unique piece of technology. ‘This iz ar ship now, yeah? Now gettout or I’z gonna… WAAARGH!’ — Tentoof Skullcrusha, Ork Nob This enormous and unique space hulk has been present in the sector for some years, having attracted the interest of the local explorators keen to plunder its secrets. The explorator ship Pride of Mars is presently docked alongside the vessel, from which the Mechanicus regularly mount expeditions into the interior. Structurally, this hulk is composed of two vessels: the smaller of the two an Orkish Terrorship; the larger an antediluvian Imperial vessel. It is believed the original collision between these two ships was the result of the Orks ramming the Imperial vessel, achieving nothing but locking the two together. This second ship was constructed by the simian Jokaero, although none of these peculiar xenos have been found aboard. Reports from inside Pride of Mars suggest that the crews of the Terrorship were attempting to cannibalise parts from the other vessel in order to dislodge themselves until a sizable hull breach between the two put an end to those plans.
33 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM Number rolled on 2nd D6 Weapon Quality 1 Agonising 2 Assault 3 Reliable 4 Rending (1) 5 Silent 6 Sniper MISSION BRIEFS Cleanse and Burn The presence of a population of Orks aboard this vessel threatens the subsector in any number of ways. It is of paramount importance that they be destroyed before they have a chance to spore more widely, and the Agents are dispatched to achieve just that. If the ship can be cleansed without destroying it, so much the better, but their primary objective is to destroy all traces of the Orks, including annihilating them should it prove necessary. To do so the Agents need not only to fight their way to the engine room of the Jokaero ship, but also to convince the crew of the Pride of Mars to abandon their quest for knowledge. An Unexpected Discovery While travelling through the Empyrean, an unexpected Warp-storm forces the Agents’ vessel to emerge in unknown space with a key component of its Gellar Field damaged. The ship’s Enginseer, Gannovar Tertius, demands that the Agents accompany her to board the hulk in order to obtain a replacement component. They must work swiftly, dispatching the Orks which have been attracted by their presence, and conveying the Enginseer to the bridge before the most battle-hardened Orks can reach them. TREASURES OF THE WRATH OF JANUS The treasures of the Wrath of Janus take the form of xenos technology ripe for scavenging. It might not work well, or for long, but it’ll get the Agents out of a tight spot, or fetch a good price from the right buyer. The Orkish side of the ship is almost a different world. Walls and bulkheads are reinforced or reconfigured with scrap plundered from other parts of the hulk. The rotting remains of slain Orks — and, regrettably, slain Explorators — are scattered through the corridors, though the living Orks have been driven back to the very heart of the ship, where they can regroup and mount further assaults on the invading Tech-Priests. As a rule they only venture into the Jokaero side of the ship when pursuing an enemy or in dire need of some adaptable technology. They have developed a superstitious dread of its shifting form, though they would of course deny this were anyone to live long enough to question them about it. Stats for Orks, Nobs, and Grots can be found in Wrath & Glory, pages 353—359. Parts and Spares With a DN 7 Tech roll, an Agent or accompanying Explorator can successfully identify and extract any ship’s component they might need. The materials are undoubtedly xenos in origin, and will cause difficulties for the ship’s owner if they are not immediately replaced once the ship returns to dock. Ingenious Machines The Jokaero has a number of basic weapons on board his ship, all of which have been modified in some way. Their workshop contains a large number of ranged weapons (with an availability of Uncommon or lower), all of which have been modified in some way. If an Agent takes one of the weapons, roll D6. On a 1—5, the modifications are cosmetic, giving the weapon an unusually decorative appearance but no additional function. On an Exalted Icon, roll D6 again and consult the table below. If the weapon in question already has the rolled characteristic, roll again.
34 or untimely deaths; Agents may even answer to multiple superiors. Wherever orders are coming from, the Agents are always expected to embody the tenets of their Faction and pursue its overarching objectives. Otherwise, they risk being executed or cast out, and life outside the light of the Imperium is squalid and brutally short. Tier Frameworks In most of Imperial space, the chain of command binds every Agent tightly in place, but in the Gilead System bonds are weaker. There are fewer high ranking officials to oversee activity, and it’s easier to fall between society’s cracks. Tier Frameworks are appropriate for Agents who choose their own missions, whether they’re too low-ranking to attract notice from anyone important (Tier 1), are the most powerful people in their corner of the system, or they operate beyond the authority of anyone in the system (Tier 4). This chapter focuses on Faction and Tier Frameworks for Agents with the IMPERIUM Keyword. You could adapt frameworks to other characters. mperial Agents employ wildly contrasting methods to achieve their objectives, their duty to the Emperor defined by the needs and role of their superiors. In Wrath & Glory, Frameworks make sure a group of Agents can at least agree on the basics. It also signals the kind of adventures gaming groups are interested in, and sparks ideas for characters and the opposition they’ll face. Patron Frameworks Patron Frameworks position the Agents as operatives of a powerful master whose missions serve to advance a personal agenda. Whilst Patrons usually belong to a Faction, their interests may not always align — most Imperial Factions exist to assert the status quo, whilst Patrons tend to be more ambitious. See Wrath & Glory, page 310 and Forsaken System Player’s Guide, page 64 for more on Patron Frameworks.. Faction Frameworks Faction Frameworks place the Agents in service of an Imperial institution. Their direct superiors may change following promotions, political machinations, AGENTS OF GILEAD By Michael Duxbury
35 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM CHOOSING A FRAMEWORK If a GM has a particular campaign idea in mind, it is perfectly legitimate for them to choose a Framework for the group ahead of time. GMs should then advise the players accordingly, so they can create characters to match that vision. If a GM isn’t committed to any specific campaign concept, they can invite the players to decide their own Framework collaboratively then adapt the content of the campaign to match the players’ choices. Concerns that might be relevant to one Framework would be entirely inappropriate for another. For example, managing interstellar commerce is perfect for a Rogue Trader Framework but irrelevant for an Adeptus Astartes Framework. Introducing new rules that capture the theme of the Framework is a great way to reinforce its particular flavour in play. You’ll find example rules throughout this chapter. When choosing a Framework, groups can use any of the examples in this chapter as is, or as inspiration to create their own. See Creating Frameworks on page 51 for best practices when agreeing on a new Framework and determining its mechanical features. Whatever method is used to decide a Framework, make sure all players (including you, the GM) are happy with whatever is chosen, as it has a huge impact on the game's content! FACTION FRAMEWORKS The frameworks presented here are examples only. Many other roles are possible within each faction. ADEPTA SORORITAS FRAMEWORKS The Sisters of Battle are the fighting arm of the Ministorum, spearheading Wars of Faith and defending the most sacred parishes. Their Agents are drawn from Militant and non-Militant Orders, accompanied by Ministorum representatives and the most faithful servants of Terra. They also serve as the Chamber Militant of the Ordo Hereticus, hunting witches and traitors alongside Inquisitorial operatives. When not on crusade, Sisters train and worship within convents and battle sanctums, awaiting instructions from their Canoness. Their foremost goal is to make war on those who would lead Humanity away from the light of the Emperor. Deviation from the Imperial Creed is never tolerated. Agents with the [ORDER] Keyword can use the options presented here to reflect the unique teachings of their Sisters Superior or use them as inspiration to create new Orders. This is especially appropriate to distinguish characters in Sororitas Frameworks. As the most devoted worshippers of the Emperor, Sororitas Frameworks may buy Communion Talents (see Adeptus Ministorum Frameworks, page 41). Sanctum Sentinels You are tasked with the protection of a sacred place: a statue, holy ruin, Schola Progenium academy, or Ministorum church. There are more sanctums on Enoch than Sisters to defend them, so you are the first and last line of defence. As the cardinal world plunges into anarchy, these sites are more threatened than ever, and you find yourselves playing politics with other factions to get the resources and requisitions you need. Though your duty is essentially reactive, pilgrims regularly seek you out to petition for aid. Whether their causes are worthy is left to your discretion. LIMITATIONS At least half the Agents must have the ADEPTA SORORITAS Keyword. Others must have the IMPERIUM Keyword and cannot have the SCUM Keyword. WARGEAR 1 Vox Caster and 2 ranged weapons with the Heavy Trait and Rarity 1 or 2 (Common or Uncommon). These are fixed, permanent installations rather than portable Wargear, and can be positioned wherever you choose on the battle sanctum’s grounds. BONUS +1 bonus die to Resolve Tests, Conviction Tests and Determination rolls within your battle sanctum.
36 Order of Description Bonus The Sanctified Shield This smaller Order Militant, headquartered on Enoch, is dedicated to counter-attacks against fiends who prey on the innocent. +Rank bonus to attack Tests against enemies who attacked an ally (not you) in their last Turn. The New Colossus These Sisters Hospitaller travel with huddled masses of pilgrims and refugees, treating maladies that fester in crowded conditions. +Rank bonus to Awareness (Int) and Insight (Fel) Tests targeting Mobs and other large groups. The Blessed Texts The Sisters Dialogus of Enoch chronicle the glories of the Gilead Crusade and the monuments to the Emperor the system has raised since. +Rank bonus to Investigation (Int) and Scholar (Int) Tests regarding the history of the Gilead System. The Tempered Pride These Sisters Famulous have a long association with the Varonius Dynasty, both aiding them and rooting out corruption amongst their ranks +Rank bonus to Influence. SORORITAS FRAMEWORKS TABLE Example Missions: u Twice annually, a delegation of servitors is received to perform technical maintenance within your battle sanctum. The delegation is uncharacteristically late, and Order Command cannot explain why. Discover whether this is a matter of bureaucratic failing, Gilead’s ever more strained resources, or something more sinister. u A neighbouring basilica has fallen to profane forces, and tactical assessments forecast your sanctum will be next. Reconsecrate the earth, emplace new fortifications, rally the faithful to take up arms, and prepare for ground assault. Instruments of Ascension With the blessing of the Inquisition, whose resources are also stretched thin in the Gilead System, you investigate claims of divine intervention, focusing on alleged vessels of the Emperor’s will, to determine candidacy for Sainthood. More often than not, these ‘holy figures’ transpire to be frauds, Psykers, or daemonically-possessed, requiring you to develop both a nose for heresy and an appetite for cleansing flame. Though you will surely go your whole career without ever witnessing a true miracle, your work remains vitally important, as a single bona fide manifestation of the Emperor of Mankind could be the spark that relights the faith of the whole Gilead System. Example Missions: u The Church of Saint Lorentis on Enoch is besieged by sorcery: worshippers are found dead, bodies arranged into profane sigils, or burned by unnatural fire. The Archdeacon would, if possible, prefer not to raze the centre of this profitable diocese and has dispatched you to investigate, purge the corruption for good, and determine by whose apostasy it entered the sacred place. u A young forge worker named Emilia Gladiolus has returned unharmed from a walk upon the radioactive surface of Avachrus. The Tech-Priests believe she achieved this feat through use of archeotech, which Gladiolus staunchly denies. Keep the girl out of the Martian Priesthood’s hands until you’ve had a chance to determine the truth. LIMITATIONS At least half the Agents must have the ADEPTA SORORITAS Keyword. Others must have the IMPERIUM Keyword, and cannot have the SCUM Keyword. WARGEAR All Agents receive a Chaplet Ecclesiasticus if they don’t already have one. Its adamantine beads commemorate the bearer’s deeds, granting an additional +1 to Leadership and Intimidation (Wil) Tests when used as a Symbol of Authority (Wrath & Glory, page 240). BONUS +1 bonus die to Awareness (Int) and Insight (Fel) Tests to tell if someone has the PSYKER or CHAOS Keyword.
37 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM ADEPTUS ASTRA TELEPATHICA FRAMEWORKS The Adeptus Astra Telepathica’s purpose is to harvest Psykers for transportation to Terra, where the most suitable receive instruction and sanctioning. Since the Great Rift isolated the Gilead System from Terra, their Agents have discovered new priorities. Most pressingly, Astra Telepathica Agents cooperate with the Ordo Hereticus and amateur witch hunters to inter rogue Psykers at Ironwatch prison on Charybdion. Other Agents hunt fruitlessly for ways to cross the Rift and restore contact with the Imperium Sanctus or train new pseudo-Sanctioned Psykers in secret. Astra Telepathica teams often contain both Psykers and ‘minders’ who scrutinise their charges for the slightest hint of corruption. Since the opening of the Great Rift, the risks of Warp-dabbling have never been greater, and Agents are expected to distrust their allies and even themselves. Astra Telepathica Agents often organise into psychic choirs, sharing their power and the risk of psychic backlash. This uses the Help rules (Wrath & Glory, page 169) with the following exceptions: u The casting Psyker gains bonus dice equal to the Helping Psyker’s Willpower or Psychic Mastery and an extra Wrath die. u If the power generates Perils of the Warp, the psychic choir can choose any one of its number to be the centre of the effect. They may also choose to re-roll the result, if every member of the psychic choir agrees to suffer d3 Shock, but must accept the new result. LIMITATIONS At least half the Agents must have the PSYKER Keyword. At least one character must have the ADEPTUS ASTRA TELEPATHICA or ORDO HERETICUS Keyword. WARGEAR Agents with the PSYKER Keyword who do not have the ADEPTUS ASTRA TELEPATHICA Keyword receive a locked collar with a Frag Grenade Weapon Implant. Other Agents receive remote detonators for the collars. BONUS Agents with the PSYKER Keyword gain +Rank bonus dice to use Psyniscience (Wrath & Glory, page 267). Agents without the PSYKER Keyword gain the Psyniscience ability. u Providing Help costs an Action in your upcoming turn — Helping Psykers suffer Multi-Action penalties (Wrath & Glory, page 178) to take an additional Action in their turn. Penitent Patrol The situation in the Gilead System — isolated, under-resourced, and desperate — is such that even unsanctioned Psykers occasionally have their uses. Even here, Penitent Patrols are rare, brought together only in the most dire circumstances. You are a team of unsanctioned Psykers, captured by the Adeptus Astra Telepathica and confronted with a simple choice: use your powers to hunt down others of your kind or die. Whole cell-blocks at Ironwatch are filled with vengeful witches who pray for the day you’re locked inside with them. You are always accompanied by at least one ‘supervisor’, whose job is to make sure you never cross the line that separates you from the quarry you pursue. Example Missions: u The Emperor’s Tarot forecasts a hidden witch within the noble house of Meritus, but politics and bureaucratic obstinance have kept the authorities from entering the Meritus fortress-estate for a full inspection. Use your telepathic powers to torment the witch from afar. When the witch's nerve breaks and they flee the estate's safety you can apprehend them at your leisure. u A daemonic rift on Ostia has been attributed to a Tzeentchian sorcerer and her acolytes. The cultists wear masks and robes that render them indistinguishable, and military forces available to engage the cult in all-out battle are few and far between. Infiltrate the cult, identify the sorcerer, and destroy the cult from within.
38 Scholastia Faculty The needs of the Gilead System are too great for Sanctioned Psykers to die out with the coming of the Great Rift. You are the teaching staff of a secret Scholastia Psykana facility that trains 'gifted individuals' in the use of their powers. While you lack the resources and influence of a standard Scholastia Psykana, your founders were instructors from such an institution and you follow their teachings as accurately as you can. Between classes, you respond to reports of suspected Psyker activity elsewhere in the system, participating in rituals of divination to identify psychic activity, and passing real threats up to your superiors for action. The most promising students might even accompany these missions. Example Missions: u A young, remarkably powerful Psyker has emerged on Gilead Primus, terrified, confused and persecuted, like you were at that age. Get to him before the mob or the daemons do and return him to the safety of the Schola for testing. u Meddling, puritanical fools in the Ordo Hereticus have targeted the Schola for destruction. Get the students to safety, scatter, and regroup in a new, safer refuge. Your work is too important to be impeded by the short-sighted. LIMITATIONS At least half the Agents must have the ADEPTUS ASTRA TELEPATHICA Keyword. Remainder must have the IMPERIUM Keyword. WARGEAR All Agents receive a Psychic Focus. BONUS +1 bonus die to Deny The Witch tests. PSYNISCIENCE Consider letting non-Psykers in Adeptus Astra Telepathica frameworks buy the Psyniscience skill. It’s a skill, not a psychic power, and these Agents spend enough time around Psykers to justify taking it. It helps the whole team participate in Psyker-driven storylines.
39 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM ADEPTUS MECHANICUS FRAMEWORKS The Agents of the Adeptus Mechanicus are at the forefront of the Quest for Knowledge, seeking ancient truths and venerable technologies coveted by their Tech-Priest overseers. Other factions depend upon Mechanicus Agents for the construction and maintenance of their Wargear or combat engineering. Back on Avachrus, Agents often find themselves caught between the political machinations of warring techno-factions, or focus intently on the study of their religious doctrine, which may slip out of alignment with those around them, and stray into dangerous spiritual territory. Not all Agents of the Mechanicus belong to the Machine Cult, as the Tech-Priests are perfectly content to employ any capable operatives as tools. These Agents enjoy privileged access to bionic augmentation, until their body transforms so entirely they become indistinguishable from Machine Cultists themselves. Agents with the FORGE WORLD Keyword can use the options on page 41 to demonstrate the practices of their home planet, or use them as inspiration to create new Forge Worlds. This is especially appropriate to distinguish characters in Mechanicus Frameworks. LIMITATIONS At least half the Agents must have the ADEPTUS MECHANICUS Keyword. WARGEAR All Agents receive a Dataslate, Monoscope and Survival Kit. Agents with the ADEPTUS MECHANICUS Keyword can purchase an Exploration Mechandendrite for 10 XP. BONUS +1 bonus die to Tech (Int) Tests to identify, repair and operate archeotech. Explorator Maniple Explorators are the adventurer-pioneers of the Machine Cult, plunging into uncharted space to discover new worlds, celestial phenomena, and forgotten knowledge. In the Gilead System, you scour the most inhospitable regions of the system — the surface of Avachrus, the depths of the Voidmire, the lost ruins of Membrane Worlds, and haunted corridors of space hulks — unearthing archeotech and other treasures of the Mechanicus. Discovery is its own reward, but less enlightened relic hunters have more selfish motives. You always travel heavily armed to deter those rogues from impeding the Quest for Knowledge. Example Missions: u The ruins of two failed Eternal Engines, the colossal archeotech machines that make underground living on Avachrus possible, have been unveiled on the surface. Perform your examinations as fast as you can, before the Suspire Priesthood lockdown the site as being under their purview. u A shipwrecked Aeldari Craftworld is a once-in-amillennium discovery. Plunder what you can from the remains on Trollius whilst eluding the attention of the Asuryani. Studying how the xenos behave when they believe themselves unobserved may yield even more fascinating revelations.
40 GLORIOUS UNION If you’re inspired by the space hulk material that makes up the first half of this set of Redacted Records, a team of Adeptus Mechanicus Agents makes the perfect framework for exploring any of those crafts. The rewards of salvaging parts from a space hulk more than offset the dangers. You could easily set a series of games on a hulk, with Agents puzzling over technology and fending off Orks or Genestealers. Forge World Description Bonus Avachrus Buried beneath the ground in a world of desolate, radioactive wasteland, the Avachran Mechanicus demonstrate impressive resourcefulness when finding shelter, scavenging existing technology, and making do with less. +Rank bonus to Survival (Wil) Tests. Mars The capital of the Techno-Priesthood. Those who walk the hallowed red sands of Mars are rewarded for their devotion with the most advanced, destructive weaponry at the Mechanicus’ disposal. +Rank ED on attacks made with ranged weapons at Short Range. Agripinaa Besieged countless times by Chaos, soldiers of Agripinaa practice total warfare: fighting until their very last breath, and often undergoing servitor reconstruction to continue fighting after that. +Rank bonus to Determination. Graia A world capable of independent Warp travel, Graia is home to devotees of implacable logic, who refuse to accept panic, fear or mental domination. +Rank bonus dice on Tests to resist Fear, Terror, or the effects of psychic powers. ADEPTUS MECHANICUS FRAMEWORKS TABLE LIMITATIONS At least half the Agents must have the ADEPTUS MECHANCIUS Keyword. Remainder must have the IMPERIUM Keyword. WARGEAR All Agents receive a Periculum Kit and up to 3 Common items of their choice. Any member of the group can purchase a Cortex Implant for 10 XP. BONUS When you requisition a Common or Uncommon item, you can spend Shifts to acquire additional copies of it. Logister Command The Mechanicus cooperates with the Adeptus Administratum to furnish all the weapons, armour, mechanical tools, building blocks, servitors, and raw materials the Gilead System needs. This Sisyphean task has become all but impossible since the Great Rift, which has escalated demand for resources and severed supply. The Mechanicus’s response has been to dispatch Agents like you to crack down on waste wherever possible, making enemies of noble families and other factions who would rather stockpile as a precautionary measure. But your unpopular work is not without its perks — the tools of an entire system are at your disposal, and ordering in bulk is no problem. Example Missions: u A new sect of Corpuscarii Electro-Priests is determined to undertake a crusade into the Voidmire, marshalling vast amounts of energy to unleash against the Machine God’s enemies. Sabotage their preparations and recover what energy sources you can, lest precious resources be wasted in another futile expression of faith. u Mining operations on the outskirts of Belaxia have been disrupted, as the local workers organise in worship of ‘The Crown of the Depths’. Trace this insurrection to its source, taking care to avoid expensive collateral damage.
41 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM ADEPTUS MINISTORUM FRAMEWORKS The Church of the Saviour Emperor safeguards the soul of His Imperium, sheltering the flock from heresy, corruption, and their own sinful hearts. Agents of the Ministorum are extremely public figures, proselytising their faith wherever there are humans to listen and always leading from the front. No group is as gifted at whipping up a mob to find and punish wrongdoers, but it is this very bellicosity that other Imperial organisations distrust. Since the Reign of Blood, when the Ecclesiarch Goge Vandire exploited his position for impious personal gain, the Ecclesiarchy have been forbidden by the Decree Passive to maintain ‘men under arms’, a restriction that Ministorum Agents constantly skirt the border of. Whilst individual preachers have been known to manifest the Emperor’s Will, delegations of the faithful can achieve even more awe-inspiring feats. To represent these combined acts of faith, Ministorum Agents can pool their XP together to purchase Faith Talents as 'Communion Talents'. Communion Talents cost the same XP as their corresponding Faith Talent, but the cost is divided between all the Agents of the Framework. For example, instead of one Agent spending 20 XP to purchase By His Will (Wrath & Glory, page 142) as a Faith Talent, a Framework of four Agents could spend 5 XP each to purchase it as a Communion Talent. Communion Talents neither increase Faith nor cost Faith to activate, but are instead activated by any Agent of the Framework when they spend 1 Glory. The usual Requirements for purchasing and using Communion Talents do not apply to Agents in an Adeptus Ministorum Framework. Holy Mission The Missionarius Galaxia spearheads the Imperium’s voyages of discovery, seeking new human cultures and indoctrinating them to accept the Emperor’s light. Even trapped within the confines of the Gilead system, Missionaries work tirelessly, shoring up faith where it has faltered since the Great Rift’s emergence. Consorting with heathens is dangerous work, and the most irredeemable heresies can only be answered with scourging fire. But every lost soul returned to the Imperial Creed is a miracle worth celebrating. Example Missions: u Converting just one of the pirate captains blighting the Voidmire could be the first step restoring that godless abyss to true compliance. Work the local scum dens, identify the most viable candidate, and work your way into their trust. Expect to encounter violent resistance along the way. u A series of bizarre accidents and disappearances have blighted a local manufactorum, and the Enforcers are stumped. Their evidence-based investigation obscures the true cause of these disasters: the faithlessness of the forge’s labourers! Restore their faith or burn the manufactorum to the ground. In the fires of its destruction, the righteous shall see the truth. All Agents receive a Missionary Kit and either a Hand Flamer or a Medikit. WARGEAR LIMITATIONS BONUS At least half of the Agents must have the ADEPTUS MINISTORUM Keyword. Others must have the IMPERIUM Keyword and not the SCUM Keyword. +1 bonus die to Insight (Fel) and Leadership (Wil) Tests against humans without the IMPERIUM Keyword
42 Cost (Glory) Strategem 1 Jury Rigging. You temporarily fix a broken piece of Wargear without making a Test. You roll one extra Wrath die when using that Wargear until it’s properly repaired. 2 Inspired Tactics. You can take a Full-Round action as a Combat Action. 2 Superior Intelligence. You gain +2 to Awareness tests and passive Awareness for one scene. 3 Commander’s Armoury. Without making an Influence Test you can requisition two pieces of Wargear with the ASTRA MILITARUM Keyword or one with the IMPERIUM Keyword, up to Rarity 3. ADEPTUS MILITARUM FRAMEWORKS TABLE Breakaway Cult You belong to an offshoot of the Ministorum, determined to enlighten Imperial citizens who have been laid astray by false prophets. Redemptionists, Death Cultists, Resurrectionists, Haemovores, and more — many theoretically acceptable interpretations of the Imperial Creed nonetheless have a way of antagonising Ecclesiarchy officials. Your calling compels you to seek new disciples for your sect and to demonstrate the tenets of faith by waging war on heretics and non-believers. Some of the cults in Chapter 9 might be appropriate for this Framework, especially before the Agents learn the cult’s secrets. Afterwards, they might need to bring their fellow cultists back to the Emperor’s holy light or escape the cult’s grip. ASTRA MILITARUM FRAMEWORKS The Imperium’s endless appetite for war is satisfied by the Astra Militarum, a fighting force specialising in the deployment of armoured vehicles and hordes of line infantry. An Agent of the Astra Militarum is just one trooper amongst millions, but warriors who enjoy good fortune and distinguish themselves may ascend to the officer class, accepting strategic responsibility for defending the Gilead System on a hundred fronts. Imperial Guard rarely get a say in the missions they receive, but are expected to fully comply with military discipline, obey orders without question, and always accomplish their objectives. An Astra Militarum squad is part of a huge and welloiled war machine. Once per adventure, Agents in an Astra Militarum framework can spend Glory to employ military stratagems drilled into them since basic training or take advantage of the military hierarchy. The GM has final say on which stratagems are available in a given scenario and how long support takes to arrive. Infantry Squad You are the basic building block of the Imperium’s military forces: ten soldiers armed and armoured for battle. Whilst most Militarum Infantry Squads are expended as cannon fodder, your team might have what it takes to survive the meat grinder and emerge as hardened veterans. To endure, you’ll need to refine your combat reflexes and develop aptitude for navigating the bureaucracy and officer politics of the Imperial Guard, where lives are cheap and victory is all that matters. Example Missions: u A relic sacred to your cult has been confiscated by the authorities and is now displayed as a curiosity by the Deacon of Brassyl. Lead a raid of the faithful against his basilica complex and recover the artefact. If an example can be made of the Deacon, so much the better. u Demonstrate your faith and your value to the planetary authorities by rousing your followers and mobilising them against true heretics. If there are none to be found, look harder: no community is entirely free of enemies within.
43 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM LIMITATIONS All Agents must have the ASTRA MILITARUM Keyword. Any Agents with the [REGIMENT] Keyword must choose the same Regiment. Start at Tier 1 or 2. WARGEAR All Agents receive 1 Frag Grenade. 1 Agent receives a Vox Caster. 1 Agent receives a Chainsword or Power Sword. BONUS You are accompanied by a Mob of Astra Militarum Troopers (Wrath & Glory, page 328) who follow your lead in battle. The number of Troops is 10 minus the number of Agents. LIMITATIONS At least half the Agents must have the ASTRA MILITARUM Keyword. Remainder must have the IMPERIUM Keyword, and cannot have the SCUM Keyword. WARGEAR All Agents receive 1 Frag Grenade. 1 Agent receives officer stripes (counts as a Symbol of Authority). 1 Agent receives a Regimental Standard (see below). 1 Agent receives a Vox Caster. 1 Agent receives a Medikit. BONUS +Rank bonus die to Leadership (Wil) Tests against targets with the ASTRA MILITARUM Keyword who can see the Regimental Standard. Any Agent may purchase the Devotee Talent (Wrath & Glory, page 132) to gain a Mob of Astra Militarum Troopers ( Wrath & Glory, page 328) for 10 XP. [ORDO] Keyword Replace with any of the following on requisition Tests ORDO MALLEUS CHAOS ORDO HERETICUS FORCE, ADEPTA SORORITAS ORDO XENOS AELDARI, ORK, T’AU, KROOT,NECRON, JOKAERO Other Ordo [ANY] (choose the first time you use this ability) INQUISITION FRAMEWORKS TABLE Example Missions: u To replace casualties, your squad has been assigned the greenest, newest recruits imaginable, and instructed to sort them out. Train the rookies up to meet the Commissar’s standards or you’ll all be disciplined for it. Of course, nothing straightens a soldier out quite like the fires of battle. u At first light your company goes over the top, advancing into No Man’s Land and the bombardment of enemy heavy weapons. Ostensibly your mission is to clear out the opposing trench. Privately, your agenda is to use the time you have left to maximise your chances of survival: get hold of enough ammo, additional armour, and a rumoured map of the enemy’s mine field. u Your return to the front has been ambushed by Ork Kommandos, and you are trapped behind enemy lines. Make your way across a war zone back to command HQ or hold the line here whilst you wait for rescue. Command Squad You hold a position of leadership, overseeing the deployment of a platoon, company, or regiment of Militarum troopers. Whilst hundreds of soldiers may follow your lead, you are fully enmeshed in the hierarchy of the Imperial Guard, bound by regulations and responsibilities that impede strategic momentum. As none of the grunts under your command can be trusted, you surround yourself with bodyguards and specialist advisors, often loaned from other Imperial factions. When a sensitive problem needs fixing, you invariably have to solve it yourself. Example Missions: u The regiment’s progress against heretics occupying a hive spire has stalled, and someone must return to the Lord-Militant Fylamon and make the case for reinforcements. Strategic necessity is a powerful argument, but offering to advance Fylamon’s personal agenda could be more persuasive. INQUISITION FRAMEWORKS Agents of the Inquisition infiltrate every level of Gilead society, gathering intelligence and secretly policing the Emperor’s servants. Whilst Imperial subjects of any background might be recruited by the Inquisition, successful Agents adapt their conduct to suit the objectives of their Inquisitorial master. Those who serve puritanical Inquisitors are asked only to preserve the status quo, but will be purged without mercy if corruption takes root in their hearts. More radical Inquisitors task their servants with pushing the boundaries of metaphysical understanding, demanding utmost discretion to avoid the attention of superstitious meddlers.
44 LIMITATIONS At least half the Agents must have the INQUISITION Keyword. Others must have the IMPERIUM Keyword. WARGEAR All Agents receive an encrypted Vox Bead, Clothing suitable for their cover identities, and a suicide capsule. BONUS +1 bonus die to Deceive (Fel) Tests to maintain your ‘civilian’ identity. An Inquisitor’s authority grants Agents unparalleled access to Imperial resources, especially those granted membership of the Holy Ordos. To represent this, Agents in Inquisition Frameworks can substitute their [ORDO] Keyword for another Keyword when requisitioning Wargear to gain or improve access to technology outside the reach of most Imperial servants. Chaos and xenos gear is always treated as Rarity 4, and the ability to requisition it doesn’t guarantee the ability to use it. Sleeper Agents You were recruited by an Inquisitor, embedded within the Gilead System, and advised to await further instructions. Since the Great Rift has separated you from your master, those instructions will never come. All you have left is your wits, your fellow Agents, and cryptic orders from before contact with the Inquisitor was severed. Whatever disaster you were assembled to prevent is now imminent. You must take the initiative and rescue the system from calamity. Example Missions: u The team roster provided by the Inquisitor identifies another member of your cell: Condon #59, a Sacristan Tech-Priest operating on Nethreus. Condon has been incommunicado for several weeks, leading the Inquisitor to believe he’s been compromised. His mission related to the increase of super-predator attacks on Nethrean dominions. Extract Condon, discover what he has learned, and see how it relates to your mysterious assignment. Do not expect Condon’s false personality to cooperate with extraction. u A cache of Ordo-sanctioned equipment has been accidentally unearthed by miners outside the lost foundry-forge of Illiarch. You don’t know what it contains, but it wouldn’t be the first time the Inquisitor left buried directives, and it’s another clue linking to the mystery of the Eternal Engines. Recover the cache without blowing your cover. Inquisitorial Warband You are the personal retinue of an Inquisitor, their most trusted assets and bodyguards. You accompany your master to secret conclaves and apocalyptic battlefields, and you each offer unique skills to improve the performance of the warband as a whole. Unlike lesser acolytes, the Inquisitor trusts you with the secrets of their personal agenda, which implicates you in any so-called heresies the Inquisitor’s enemies dare to allege. Consequently, whilst you are a sworn enemy of daemons, witches and xenos, as often as not you find yourself clashing with other Inquisitorial warbands. Example Missions: u Agents of the pyromaniacal heretic Austus have begun assembling a collection of heretical artefacts, intending to open a Warp rift that would destabilise the entire Gilead System. Intercept these minions before the ritual can commence and track them back to their master. u Someone on Brassyl is selling xenos technology to the nobility of Gilead Primus, endangering their souls and inviting retribution from the xenos from whom it was taken. Find the dealer, stop their operations, and close the trade route before lives and souls are lost. LIMITATIONS At least one of the Agents must have the INQUISITION Keyword. At least one Agent, preferably all, must be Tier 2 or above. WARGEAR All Agents receive 1 item of Wargear, Rarity 1-3 (Rare or lower), of their choice. An Agent need not possess the IMPERIUM Keyword to acquire a piece of IMPERIUM wargear. BONUS +1 bonus die to Resolve tests whilst within 10m of another Agent.
45 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM ROGUE TRADER FRAMEWORKS LIMITATIONS At least 1 Agent must have the ROGUE TRADER Keyword. No Agents may have the CHAOS Keyword. WARGEAR All Agents receive Auspex and Preysense Goggles. Any Agents may purchase an Augmetic Eye for 10 XP. BONUS +1 bonus die to Tests when you study or navigate celestial phenomena. The Rogue Traders’ galaxy-crossing ambitions have been curtailed by the Great Rift, but unexplored ruins, xenos hideouts, and space hulks all promise profit to those who survive their dangers. The desperation of the Gilead System’s abandoned commanders has allowed Jakel Varonius to become de facto master of the system. Many captains within his fleet, such as Her Serene Effulgence Lady Octavia V’rys, aspire to follow his route to power. Whilst Varonius works tirelessly to secure alliances with other influential persons within the Gilead System, just as many count themselves enemies of the Varonius dynasty and secretly conspire to unseat him. Rogue Trader Dynasties are less discriminating than most Imperial factions about their servants, and many even employ xenos. The Dynasty’s Agents are expected to serve their Rogue Trader’s agenda, deliver on investment, and keep an open mind. The Dynasties nurture business portfolios millennia old, a diverse mix of planetary institutions and trading agreements with influential allies. To represent the profits of these associations, Agents in Rogue Trader Frameworks may assign bonuses to their choice of [DYNASTY] Keyword. For each Dynasty, choose two Skills and two Keywords — the Skills must correspond to the Willpower, Intelligence, or Fellowship Attributes, and the Keywords must be Faction Keywords other than IMPERIUM (Wrath & Glory, page 375). Whenever a character with that [DYNASTY] Keyword uses one of those Skills against a target in one of those Factions, they gain +Rank bonus dice. Any character in a Rogue Trader Framework can purchase a [DYNASTY] Keyword, if they didn’t already have one, for 10 XP and 5 Wealth. Colonial Pioneers Your birthright is to sail beyond the borders of the Imperium, not remain trapped in a single system like a common peasant! You must repeat the accomplishment of Jakel Varonius and ford the Straits of Andraste. All your attention is focused on escape, but this is not something undertaken lightly, and you have no intention of rushing to join the fleet of shipwrecks spat out along the Great Rift. For now, you seek archeotech, xenotech, and psychic revelations that provide a clue to surviving the upcoming voyage. The condemnation of local authorities will count for nothing once you leave this forsaken system behind. Example Missions: u The guidance of his Navigator, Indira Omincara, was the key ingredient for Varonius’s successful voyage. The Novator eschews the limelight, but even a short audience with her could yield dividends. Outmanoeuvre the inferiors she employs to keep out unwanted guests and make your case in person. u The Aeldari have a knack of appearing as if from nowhere; a power that would greatly benefit the Imperium. Brave the frost of Trollius and treat with their representatives. Whatever cost they demand in return for their technology has to be worth it. Rift Profiteers Catastrophe is good for business. If you cannot leave the Gilead System, you can at least turn the situation here to your advantage. The formula is simple: identify a critical but vulnerable resource, acquire a monopoly over its supply, and sell it back at an extortionate rate. You’ll be hated, you’ll be embattled, you’ll be denounced as traitors. And when all this is over, you’ll be richer than the God-Emperor Himself. Example Missions: u An adamantium mine on Avachrus run by the Dynasty you serve has turned unprofitable after years of skimping on new equipment. Visit the site and convince the Administratum overseers to dig deeper into the planet. Investigate or assuage their fears of something dangerous beneath them.
46 u The Departmento Munitorum can’t meet demand for weaponry on one of the many battlefronts in the Voidmire. You’re going to have to step in: ‘negotiate’ with a fleet of Voidmire pirates (almost certainly down the barrel of a gun) and save the day. Make sure the Munitorum and the Astra Militarum show you the appropriate level of financial gratitude. LIMITATIONS At least 1 Agent must have the ROGUE TRADER Keyword. WARGEAR Each Agent receives an extra 3 Wealth. BONUS +1 bonus die to Tests that evaluate the price of an item, or assess a trading partner’s bargaining position. SCUM FRAMEWORKS A hunger to thrive in the Dark Imperium motivates Scum Agents to consistently defy the odds and overcome the lowly circumstances of their birth. Some are related by blood, others drawn together by desperation, and a few by selfish, ambitious agendas. Scum demonstrate incredible on-the-job resourcefulness, always keeping an eye out for the next potential score. Though they disdain honour or other restrictions on conduct, one law reigns supreme throughout the underworld: the strong lead, the weak follow. When existential threats like Chaos cults and xenos raiders arise, Scum always prefer to handle the issue themselves rather than depend on the authorities they despise. The smaller a Scum organisation is, the more easily it evades authorities and continues to operate. There are pirate fleets in the Voidmire and hive levels where the Enforcers won’t go, but as a rule Scum operate in and have influence over a very small area. There’s only so much territory a crew of 10-20 individuals can manage, and when groups of Scum get bigger than that egos take over and the group splinters and separates Scum Frameworks operate out of a home territory where they know the people around them and have persuaded, intimidated, or threatened them into some form of loyalty. To represent the familiarity and influence they have here, Agents in a Scum Framework gain +Rank bonus dice on Cunning (Fel) and Stealth (A) Tests within their home ground. The Scum Frameworks table provides options to make a crew’s home territory feel distinctive. Hardened Survivors Nethrean peasant dominions, Enochian pilgrim slums, Ironwatch prison — wherever the Scum of the Imperium settle, there are desperate people hungry for security and profit. Either you work for the toughest, most competent of their leaders or (at higher Tiers) you are their leaders. You fight to keep your bellies full, your weapons loaded, and to live longer and maybe a little better than the circumstances of your birth dictate. Example Missions: u Underworld rumour has it that neighbourhood toughman Iron Vresk and his cronies have been slandering your name around town. Teach them manners and demonstrate your status with a succinct, unforgettable act of retribution. u A new cult has started poaching local youths — your usual recruitment base. Send the zealots packing, rescue the juves, and find a way to deprogram the cult’s indoctrination. LIMITATIONS At least half the Agents must have the SCUM Keyword. Start at Tier 1 or 2. WARGEAR Each Agent receives either 1 Common item of their choice, or 1 Uncommon item of their choice that breaks the first time a Complication is rolled whilst using it. BONUS +Rank bonus die to Resolve Tests within your Turf. Any Agent may purchase the Devotee Talent (Wrath & Glory, page 132) to gain a Mob of Scum (Wrath & Glory, page 334) for 10 XP.
47 SCUM AND SPACE HULKS If you’re inspired by the space hulk material that makes up the first half of this set of Redacted Records, a team of Adeptus Mechanicus Agents makes the perfect framework for exploring any of those crafts. The rewards of salvaging parts from a space hulk more than offset the dangers. SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM Predators of the Voidmire You’re a small cog in the machine of a smuggler fleet. From a base somewhere in the Voidmire, you prey on shipments of weapons and ammo, selling it to other scum and outlaw gangs or charging a high price to worlds desperate for resources. When you’re not hiding from Imperial authorities you’re fighting off xenos and heretic bands after the same scarce prey as you. Example Missions: u A wrecked Imperial naval vessel provides a rich salvage opportunity. Get there before anyone else does, or kill off the competition; either way, that ship is your prize. u House Varonius Agent Idris Yun has been gathering intelligence about your operations. It’s not clear whether he’s planning to wipe you out or offer to do business with you (what better way to fence smuggled goods?). Find out, and if it looks like Yun’s going to be trouble, either get rid of him, or find a way to disappear. d6 Feature Danger 1 The area is littered with ruins and technological detritus. Local scavengers are always discovering something new and interesting. The Enforcers want this area back under their control and constantly launch raids against your holdings. 2 Atop a labyrinth of sewer tunnels and subterranean escape hatches that only your crew can successfully navigate. A productive manufactorum or mine, drawing more attention from the authorities than you would like. 3 Someone in your network has a line to a really great weapons dealer. You have a steady supply of weapons and ammo, occasionally even Exotic or Very Rare Wargear. You’ve made the area famous for vicious killers. Astra Militarum press gangs ride through and force inhabitants into military service. 4 Your crew is well-liked. Neighbours help out because they know you have local interests at heart. The locals expect you to look out for them, and if you don’t their loyalty is quickly lost. 5 Contains nothing useful or important, so remains reassuringly isolated, beneath the notice of the wider Imperium. The environmental conditions are turbulent and dangerous. Even day-to-day survival is a struggle. 6 An isolated area that serves as a refuge for rogue Psykers and alien outcasts, greatly expanding your range of contacts. The lapsed faith of the locals occasionally gives way to outright heresy and Warp incursion. SCUM FRAMEWORKS TABLE LIMITATIONS At least half the Agents must have the SCUM Keyword. Tier 2 or above. WARGEAR Each Agent receives 3 doses of Stimm and a decent supply of recreational narcotics. BONUS +Rank bonus die to Intimidation (Wil) Tests within your home ground.
48 ADEPTUS ASTARTES FRAMEWORKS The Imperium’s genetically-engineered warrior elite undertake the most sensitive military objectives, eliminating enemies too dangerous for conventional soldiers to combat. They hold themselves apart from the Adeptus Terra’s internecine bickering, living for the next mission and to venerate their Chapter and its tenets. There are never enough Space Marines to fulfil the Imperium’s strategic aims, and since the Great Rift their numbers are divided more than ever. No longer fighting in Battle Companies or even squads, small teams of Adeptus Astartes Agents win victories that have eluded entire Militarum regiments. Dishonour is as unacceptable as failure, but Astartes’ loyalties are not unbreakable; renegade Space Marines are considered the Imperium’s most terrible enemies. A monastic order of warrior-knights, Astartes are above such base concepts as financial transaction and are outfitted with the most advanced Wargear at the Imperium’s disposal. Consequently, Agents in an Astartes Framework do not begin with Wealth. Instead, they gain access to an extra piece of Wargear, Rarity Very Rare or lower, with a Value equal to the Agent’s Tier +4. Agents may choose to begin play with this item or choose to freely requisition it during any significant period of downtime. Unnumbered Sons During the Indomitus Crusade, the Primarch Roboute Guilliman ordered new Primaris Marines into squads consisting of warriors from separate gene-lineages. These 'Grey Shields' seized the opportunity to learn from their battle-brothers, knowledge they could share when eventually delivered to their new Chapter. Many of the Primaris Marines accompanying Varonius’s voyage have yet to reach their Chapter and still fight in these formations. Their effectiveness is so evident that many Firstborn Marines, stranded from the rest of their Chapter, have deferred to Lord Guilliman’s wisdom and organised themselves along similar lines. LIMITATIONS All Agents must have the ADEPTUS ASTARTES and IMPERIUM Keywords. WARGEAR Agents receive either a Storm Bolter or a Bolt Rifle with the Distinction upgrade. BONUS Spend 1 Glory to gain the benefit of a [CHAPTER] Keyword for the duration of a Test. You must choose a [CHAPTER] Keyword belonging to another Agent in the Framework. Example Missions: u A squad of Absolver Devastators is stranded on Vulkaris, entrenched against an endless wave of Poxwalkers and Plague Marines. Bring the rapidresponse expertise of the Khan and Corax to bear by reinforcing your beleaguered battle-brothers and leading them to victory. u The Grey Shields’ efforts to assist an Absolvers operation left bad blood between the two groups when orders clashed and chains of command got complicated. Your squad is attached to an Absolvers detail to assist them on another mission. Absolver Honourpact There are too many deadly enemies in the Gilead System, and too few Battle-Brothers. When a whole squad can't be spared to face down a threat, initiates inundated with fervour may submit themselves to the Chaplains, for induction into an Honourpact. This is no small commitment, for once an Absolver joins an Honourpact he pledges to neither rest nor seek companionship with his battle-brothers until the foe is utterly destroyed. Honourpacts may even accept petitions from Imperial servants outside the Chapter, if their reasons to undertake the quest are judged worthy. It is a testament to these brotherhoods’ camaraderie that many Honourpacts do not dismantle after the destruction of their nemesis, and instead simply nominate a new target.
49 SPACE HULK GENERATOR SPACE HULK EVENTS SPACE HULK LOOT SPACE HULKS OF THE FORESAKEN SYSTEM AGENTS OF GILEAD STRANGE SERVITORS OF THE FORSAKEN SYSTEM NEW TALENTS CULTS OF THE FORESAKEN SYSTEM LIMITATIONS At least half the Agents must have the ABSOLVERS Keyword. Remainder must have the IMPERIUM Keyword, and cannot have the SCUM Keyword. WARGEAR All Agents receive an Astartes Chainsword. Dam (S)+6/ED 5/AP -1/Range -/Brutal, Parry/Value 6/ Very Rare/CHAIN, IMPERIUM, ADEPTUS ASTARTES BONUS Choose a Faction Keyword and gain +1 bonus die to attack Tests targeting enemies with that Keyword. When you declare a new quest, you may change this Keyword at the GM’s discretion. Example Missions: u Minions of the Dark Mechanicum have stolen a reference sample of Absolvers gene-seed from the Magi Biologis on Avachrus. Preserve the future of the Chapter by recovering the gene-seed, and purge the monstrosities these fallen Tech-Priests have manufactured from our sacred lineage. u The Daemon Prince Zarakaz Almactara, ancient enemy of the Absolvers, has arisen on Trollius and spouts shocking allegations regarding the fate of our Chapter Command. The lies of the daemon are not to be contemplated! Restore our Chapter’s honour by banishing the creature for good. CHAPTER FRAMEWORKS The Absolver Honourpact serves as an example of how Astartes Chapters organise into smaller formations, when larger squads of Marines are unavailable. Many other Astartes Chapters divide their forces in a similar fashion. Ancient pacts with other Imperial factions may pledge a small honour guard of Astartes to attend a renowned noble family, such as the Wolfblades that protect Navigator House Belisarius on Terra. Other Chapters dispatch individual Agents to respond to specific types of threats, such as the Tyrannic War Veterans of the Ultramarines who battle Tyranids across the Ultramar System. Sometimes a unit of Astartes may emerge from dishonour, such as an Imperial Fists squad exiled to undertake a penitent crusade for failure in battle, or from misfortune, such as Dark Angels who happen upon a secret the rest of their Chapter cannot know. Any of these concepts could function as an Astartes Framework, capturing the unique flavour of a single Chapter. FRAMEWORKS BY TIER Whilst no characters enjoy true freedom in the 41st Millennium, it is possible to construct Frameworks that facilitate a sandbox approach. Groups like this may have originally been commanded by superiors outside the Gilead System, and now effectively answer to no one until they receive new orders. Or they may have slipped the leash of authority and be enjoying the fruits of freedom for a very brief time before they are caught and punished. Tier 1 Agents may be junior enough, or sufficiently removed from the action, to escape attention from their nominal liege. With discretion, they can labour at modest, personal goals until such time as someone notices them. Tier 2 Agents are distinguished from the masses, and are accordingly given greater leeway for accomplishing their missions. Enough time and distance from command effectively renders initial briefings irrelevant, encouraging these vanguards to act according to their own instincts. Tier 3 Agents are a Faction’s most trusted lieutenants and sub-commanders, fully capable of operating without direct oversight. They have few superiors, and since the Great Rift severed the chain of command, may now have none at all. Tier 4 are the warmasters of the Imperium, invested with substantial resources and authority. Few patrons would be so bold as to issue them orders, and even fewer Tier 4 Agents would be inclined to obey.
50 This play-style is not for every group — it requires players to enthusiastically advocate for the story they want, and GMs to improvise a response instead of depending on pre-planned adventures. But it is a fantastic vehicle for generating unexpected narratives, investing players with greater agency, and embracing the spirit of collaborative storytelling. The Frameworks below have been designed with this agenda in mind. Local Government You are the appointed feudal overseers of a hive dome, hab block, agri-complex, or small town, responsible for preserving law, order, and devotion to His Imperium. Your lords care little for the day-to-day execution of your duties, only that rebellion is quashed and tithes are paid on time — if they aren’t, your head will be first on the chopping block. The enforcers supposed to assist you are corrupt, incompetent, or recently conscripted by the Astra Militarum. Every crisis is your personal responsibility to solve, not that you’d trust anyone else to do it. Example Missions: u An administrative coup in the neighbouring parish of ‘Fourth Hand’ has allowed a self-important Adept by the name of Marijke Weaver to seize power, invoking arcane bureaucratic procedures to justify her actions and exile her political rivals. Resolve these petty squabbles, lest other Adepts in your district get the same idea. u A trusted foreman has perished of natural causes, and you are responsible for appointing a successor. Assess the eligible candidates to determine the best choice whilst enduring the surprising viciousness of local politics. The Retaliators Your promising careers came to abrupt ends when you were each framed for heresies you didn’t commit and forced to become fugitives from Imperial justice. You survive now as soldiers of fortune, alternating between mercenary contracts and following leads to the man who ruined your lives. All you have is his alias — ‘Nord Vasquon’ — and your ceaseless thirst for vengeance. It’s a slim hope that you might clear your names and return to Imperial society, but one way or another you will enact retaliation. Example Missions: u One of your company was accused of stealing a piece of archeotech that has now re-materialised in the slums of Charybdion. Clearly it plays an important part in Nord Vasquon’s schemes, and if it has now reappeared, it could mean the next stage of his plan is in motion. Disrupt those plans by stealing the archeotech, for real this time. u The military commander who instructed you to attack a ‘cell of heretics’ hung you out to dry when they were revealed to be innocent civilians. Now he’s undertaking a rare journey out of his command bunker, perhaps to a rendezvous with Nord Vasquon himself. Trail the commander, then repay his treachery with interest. LIMITATIONS All Agents must have the IMPERIUM Keyword, and cannot have the SCUM Keyword. Start at Tier 1. WARGEAR All Agents receive a Symbol of Authority. BONUS +1 bonus die to Influence when requisitioning Common or Uncommon Wargear. LIMITATIONS All Agents must have the IMPERIUM Keyword. Start at Tier 2. WARGEAR All Agents receive a free Common or Uncommon weapon upgrade for all weapons provided by their Archetype. BONUS +1 bonus die to Cunning (Fel) Tests to acquire Wargear through underworld contacts.