51 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 Lords of the Frontier You have been dispatched to the most lawless corners of the Gilead System — the Voidmire or a space hulk — and deputised to restore Imperial rule there. Distance from your commanders means you lack both support and oversight, and you are now obliged to determine your own strategy. Find ways to demonstrate your authority and wisdom to the locals, coax the locals to compliance, dominate them as a tyrant, or succumb to the frontier lifestyle and leave your old life behind. For the first time ever, it’s up to you. Example Missions: u A rich vein of mineral resources has been discovered nearby, enough to build something of substance that could grow into true Imperial settlement. The Varonius Dynasty are only interested in plundering the site and moving on. Persuade them otherwise, through charm, coercion, or a clever conspiracy theory; you decide. u A band of raiders is intimidating local merchants, promising to raze their enterprises to the ground if the new, extortionate protection rates are not paid. Not in your town. Train the merchants to defend themselves and guard the ramparts in person. Gilead Secundus This is the Imperium’s darkest hour. Contact with the wider Imperium is lost, and the Gilead System’s position is precarious beyond measure. The Heartworld Sovereigns care only for preserving the status quo, with no stomach for bold leadership. Your secret society has sworn to seize power in the Gilead System from these feckless rulers, to form a new, loyal Imperial government without the corruption and weakness that doomed its predecessor. To do that, you must build a network of strong allies, infiltrate the command headquarters of the system, and wait for the perfect time to strike. Only when the lords of the system bow to you as their patrons will your great work be complete. Example Missions: u Rumours suggest Brevet Captain Akahir is dissatisfied with the current system-wide leadership. He may be open to joining your conspiracy. Without revealing your true allegiances, work your way into the Absolvers officer’s trust and assess if there is a place for him in the new order — but remember that however he feels about local leadership, his loyalty to the Emperor is absolute and unwavering. u The Varonius Dynasty’s lies do not serve the interests of your new Imperium. They will never willingly relinquish power. The time has come to do what must be done. Neutralise Jakel Varonius, activate your operatives aboard his warships, and seize control of the Varonius Flotilla. CREATING FRAMEWORKS The examples in this chapter can also be used as inspiration for gaming groups to create their own Frameworks. This is a four-step process, requiring players to consider the Framework’s narrative goals, limitations, Wargear, and bonus. LIMITATIONS At least half the Agents must have the IMPERIUM Keyword. Start at Tier 4. WARGEAR The Agents receive one of the following as their base of operations: a fortress-estate in a Heartworld’s capital; a secret lair concealed within the Reach; a fullyoperational battle station in lunar orbit; an Imperial Frigate. BONUS +Rank bonus dice to Leadership (Wil) Tests against targets you share 2 or more Keywords with. LIMITATIONS Start at Tier 3. WARGEAR All Agents receive a Periculum Kit and a Symbol of Authority BONUS +Rank bonus dice to attack Tests against an enemy you engage in single combat.
52 Narrative Goals The most important part of creating a Framework is providing fictional context for the Agents all working together, establishing a holding environment that positions the Agents on the same team. They may disagree about how to achieve their objectives, but should at least agree in general terms what their objectives should be. To make sure all players buy in to this premise, consider using the following questions as a check-list, so that everyone is on the same page: u What goals are the Agents trying to achieve, both in the short and long terms? What missions are the players interested in completing? u What is the scope of their operation? Are they confined to a specific city or planet? If not, how do they arrange travel? u How does an Agent qualify to join the Framework? What history, if any, do the Agents have before the game starts? u What conduct is and is not expected of the Agents? What actions would result in the Agent no longer being suitable for the Framework? Limitations This is less of a concern for Frameworks the players create for themselves, as they can simply choose Frameworks to match whatever characters they are interested in playing. However, questions worth considering include: u What Tier of play is suitable for this Framework? u Are specific characters mandatory? If the Framework is expected to work closely with a Faction, it is advised that at least one (and ideally more) Agent has that Faction’s Keyword. u Are Scum Agents acceptable character choices? What about xenos species, such as Aeldari or Orks, or the servants of Chaos? Wargear Any pieces of equipment directly relevant to the Framework’s usual business should be provided to all Agents. Otherwise, you may provide a list of appropriate items that Agents can choose one of or even create new pieces of Wargear that expand their play options. In general, these tools should not be especially rare or powerful weapons that supersede the Agents’ normal Archetype equipment, but fun extras that help to establish uniformity across the Framework Bonus This is intended to be a minor mechanical advantage, to reinforce the themes of the Framework and to direct play into situations where the Bonus will be useful. Usually, it provides +1 bonus die to a single Skill or Trait, when used in a fairly general circumstance. If the circumstantial qualifier is unusually specific, it may apply to multiple Skills or Traits, or provide a +Rank bonus instead. Confident house-rulers may devise more creative mechanics, of approximately equal usefulness. SWITCHING FRAMEWORKS Players may discover during play that a Framework is no longer suitable for their characters. If a single Agent transgresses against the acceptable conduct of the Framework, it usually signals they need to generate a new character who can more seamlessly cooperate with the other Agents. However, if most or all Agents encounter this problem, it may be more appropriate to transition Frameworks entirely. Common situations where this might happen include the death of a patron, choosing to betray a Faction, or Ascending to a new Tier. Ideally, switching Frameworks should be timed to coincide with Ascension (Wrath & Glory, page 147), or at least a significant period of downtime between missions. In this circumstance, if the Agents comply with the Restrictions of their old and new Frameworks, and if they have the approval of their old patron or Faction, Agents may retain their old Framework bonus and Wargear. They also gain all the benefits of their new Framework. If the Agents switch Frameworks abruptly, no longer meet their old Framework’s Restrictions, or anger their old patron or Faction by switching to a new Framework, they lose their old Framework bonus and gain the benefit of their new Framework bonus. Unless they choose to return it, Agents usually keep any Wargear they received from their own Framework, but may be pursued by former allies who would like their Wargear back!
53 ABATTOIR OF THE LUMINOUS EMPEROR With a population of over nine billion souls, the world of Ostia requires an immense amount of food to feed its own populace, not to mention the sixteen billion additional mouths on Gilead Primus. Ostia’s acting Planetary Governor, Sortium-Lord Eshgar Quintillius Lorae, has issued a simple yet wide-reaching edict: ‘nothing must go to waste’. Though such words go unheeded by many and mocked by others, some organisations have adopted them as mantras for their entire operation. No finer example of this ethos exists on Ostia than the Abattoir of the Luminous Emperor. Prior to the appearance of the Great Rift, a conglomerate of grox farmer families in the planet’s equatorial region joined together to combat increased off-world entities and Administratum agencies from intruding on their family farms. Through a combined front, the farmers elected familial heads to form a council that could be By Thurston Hillman & Cat Evans used to negotiate with the Planetary Government and other off-world interests in a fair but firm manner. Such dealings ensured a steady supply of grox meat throughout the system, as well as other important trade ventures, such as the grox-hide satchels now used by the Varonius Flotilla and the Astra Militarum. When the Great Rift appeared, the equatorial grox farmers weathered the storm better than most, though it was only through the meteoric rise of an influential family head with ties to the Adeptus Ministorum. Caleb d’Archade was one of many on Ostia who saw the Emperor as a divine being associated with the sun. In the Great Rift’s aftermath, Caleb convinced the grox farmers that the so-called ‘Luminous Emperor’ was testing them and the rest of the Gilead System. To endure this test, the farmers would need to unify under a single leader and increase their output. Under Caleb’s guidance, construction began on the Abattoir of the Luminous Emperor. The site quickly grew into a sprawling, multi-warehouse plot of land that stretched into several underground tunnels and connected subterranean installations. STRANGE SERVITORS OF THE FORSAKEN SYSTEM
54 The breeding and processing of grox meat increased several hundred fold, and the appearance of Adeptus Mechanicus ambassadors saw an improved level of automation throughout the facility. However, some began to speak out against Caleb’s actions, believing the automation and absorption of family lands spat in the face of the heritage the group had originally formed to protect. Those who spoke out against Caleb became the first Slaughter Servitors. Overeager Tech-Priests willingly converted those who opposed the increase of the Abattoir’s production capabilities. Human minds were dulled and flesh was replaced with obedient steel. The Slaughter Servitors represented the pinnacle of slaughterhouse innovation for the system, with different variants for every conceivable need of the Abattoir’s ever-growing operation. Any who opposed the change were swiftly converted and within a year’s time, dozens of such servitors tended the facility. When the ‘nothing must go to waste’ edict was issued, Caleb saw it as a way of further ingratiating himself and the Abattoir with the Ostian government. With little care, Caleb ordered that the Planetary Governor’s mandate be instilled as the Abattoir of the Luminous Emperor’s driving principle. Sadly, for both Caleb and the remaining staff, this order made its way into the Slaughter Servitor’s rudimentary programming. The Abattoir employs three primary models of Slaughter Servitors: Processors, Corral, and Excoriator. Processor variants are the most widespread and employ a rudimentary short-range electro-prod capable of temporarily overwhelming the target; this allows it to use a close-range spiker weapon that bores into the target’s skull. The Corral variant Slaughter Servitor replaces both arms with immense hydraulic claws commonly seen on powerlifter sentinels of the Astra Militarum, which are used to hold livestock in place. Finally, the Excoriator variant has bladed arms intended to strip hide and meat alike. Twist Recently, the Slaughter Servitors of the Abattoir of the Luminous Emperor have taken to their new principal directives a bit too well. After clearing out the latest round of grox, the servitors turned to another source of meat and viable hides: the human staff. With no provocation, the Slaughter Servitors began corralling the staff and their families. In a single blood-filled night, the Slaughter Servitors cleared out the Abattoir’s entire support staff. The entire affair was handled swiftly and efficiently, with corral servitors moving the staff into position for slaughter by the processors. Finally, the excoriator models began processing the human hides and meat, placing them into storage units located below the abattoir. 0Adventure Hooks0 The exact timing of the servitor revolt should coincide with your specific game. It is possible that the servitor uprising occurred only days ago, leaving the exact events unknown. Alternatively, the Abattoir could be a known site of danger on Ostia. The Agents could be called in to explore it as part of a long-overdue cleanup effort. Overall, this location should be about balancing the Abattoir’s more horrific elements with its emphasis on efficiency. 0 Heretekal Influence When Caleb d’Archade hired outside help to improve the abattoir’s efficiency, he didn’t know that the techwrights he’d hired were servants of Chaos. Operating out of the abattoir’s deepest subterranean levels, these hereteks remotely monitor their growing ranks of Slaughter Servitors. They’ve begun slowly expanding their range of influence and have raided several nearby farms and facilities, earning the attention of Ostia’s government. The Agents get called in to investigate the Abattoir and put an end to the raiding, slay the rampant servitors, and defeat their heretek masters. This works best as a combat and horror focused adventure. 0 Praise the Luminous Emperor Caleb d’Archade is alive and well. Command protocols prevented his death at the implements of the Slaughter Servitors, though his mind is now irrevocably broken. The Agents travel to the Abattoir of the Luminous Emperor to arrange for the latest trade of goods to the Varonius Flotilla. They meet with the deranged Caleb, who promises them ‘the products of our sacrosanct slaughter’. Offered lodging as the offerings are prepared, the Agents have the opportunity to investigate and quickly realise there are no other staff, leading to a more in-depth investigation of what's going on at the abattoir..
55 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 Slaughter Servitor The following represents three different types of servitors (Processor, Corral, and Excoriator) active at the Abattoir of the Luminous Emperor. SLAUGHTER SERVITOR (PROCESSOR) KEYWORDS: ADEPTUS MECHANICUS, IMPERIUM, SERVITOR S T A I Wil Int Fel 4 3 2 2 1 1 1 Resilience 8 (Grafted Plates: AR 4) Defence Wounds Shock 1 5 – SKILLS: Default 5, Weapon Skill 6 BONUSES Iron Soul: This Threat is unaffected by Abilities that target the mind, and never needs to make a Resolve Test to continue fighting. Coordinated Slaughter: When this Threat hits a target with its electro-prod, it can then make a single move towards the target and make an attack with its spiker. When performing this attack, this Threat does not suffer any penalties for making a Multi-Attack. ABILITIES ACTIONS: Spiker: 10 + 1 ED / AP -3 / Range 1/ Agonising, Brutal, Unwieldy (2) Electro-Prod: 10 +1 ED / AP -1 / Range 18 / Inflict (Vulnerable) COMPLICATION: Gristle in the Gears: The Slaughter Servitor is Exhausted for 1 Round. This can be negated by the Slaughter Servitor spending an action and succeeding at a DN 3 Athletics (Str) Test. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 1 1 5 Avg SLAUGHTER SERVITOR (CORRAL) KEYWORDS: ADEPTUS MECHANICUS, IMPERIUM, SERVITOR S T A I Wil Int Fel 4 4 1 2 1 1 1 Resilience 10 (Heavy Plates: AR 5) Defence Wounds Shock 1 8 – SKILLS: Default 5, Athletics 7, Weapon Skill 6 BONUSES Iron Soul: This Threat is unaffected by Abilities that target the mind, and never needs to make a Resolve Test to continue fighting. ABILITIES ACTIONS: Hydraulic Claws: 9 + 3 ED / Range 1/ Brutal, Unwieldy (2) Action: Vice Grip: The Slaughter Servitor makes an Athletics Interaction Attack. If this check succeeds the target is Restrained for 1 round. COMPLICATION: Gristle in the Gears: The Slaughter Servitor is Exhausted for 1 Round. This can be negated by the Slaughter Servitor spending an action and succeeding at a DN 3 Athletics (Str) Test. DETERMINATION: Spend 1 Ruin to roll 4d6. Conviction Resolve Speed Size 1 1 5 Lrg
56 AVACHRUS IOTA-NU ARCHAEOLOGY MANIPLE The edge of realspace and the Cicatrix Maledictum, known as the Voidmire, is home to untold riches in the form of shattered starships, hurtling asteroids, and lost Xenos architecture. Since the appearance of the Great Rift, the Tech-Priests from the Forge World of Avachrus developed a means of exploring, cataloguing, and preparing the debris of the Voidmire relatively safely: the Avachrus Iota-Nu Archaeology Maniple series of servitors. Crafted by expert artisans, each Iota-Nu Maniple is made up of a minimum of three dozen specially designed and tasked servitors. Using the bodies of failed Skitarii aspirants, the Tech-Adepts of Avachrus created a series of servitors based on recently rediscovered ancient data-scrolls intended for longterm operations in the void. These servitors have expert auspex and excavation tools, which allow them to assess the state of Voidmire debris and prepare it for a proper Adeptus Mechanicus delegation. SLAUGHTER SERVITOR (EXCORIATOR) KEYWORDS: ADEPTUS MECHANICUS, IMPERIUM, SERVITOR S T A I Wil Int Fel 4 3 3 3 1 1 1 Resilience 7 (Grafted Plates: AR 4) Defence Wounds Shock 2 5 – SKILLS: Default 5, Weapon Skill 7 BONUSES Iron Soul: This Threat is unaffected by Abilities that target the mind, and never needs to make a Resolve Test to continue fighting. ABILITIES ACTIONS: Blade Arms: 9 + 3 ED / AP -2 / Range 1 / Agonising, Inflict (Bleeding [1]) WRATH: Horrifying Flaying: If this Threat rolls a Wrath Critical as part of an attack with its blade arms, the target increases the Bleeding Condition to 2. COMPLICATION: Dulled Blades: The Slaughter Servitor reduces its blade arms attack damage to 9 + 1 ED for 1 Round. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 1 1 5 Avg
57 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 Ark Mechanicus-class vessel, Workshop Noir, travels the breadth of the Voidmire in an attempt to assess possible escape vectors from the system. The vessel has dispatched landing parties of Iota-Nu Servitor Maniples onto the surface of asteroids and other debris within the area. Each such Maniple is pre-programmed to perform intensive on-site auspex sweeps and initial excavations. Based on the results of those sweeps, the Maniples either engage in standby mode for retrieval or perform more rigorous excavation protocols. The exact number of Iota-Nu Maniples operating within the Voidmire remain unknown, though there are at least a hundred teams on active deployment, either excavating Voidmire debris or waiting for retrieval following a successful reconnaissance. Though the use of Servitors in such large-scale operations may sound like an inefficient use of resources, the Tech-Priests of Avachrus believe that their larger excavation devices are best used on guaranteed sites of interest, while the Iota-Nu Maniples can be employed in sizable numbers, making them excellent survey teams. They’re also easy to replace: human lives are the only resource the Gilead System has in abundance. Each Iota-Nu Maniple contains a mix of auspex and excavation servitors along with a long-range vox transmitter. Deployed Maniples report their findings back to the Workshop Noir via their vox transmitters, though such messages can take months or years to be properly received and decoded by the roaming Ark Mechanicus vessel. Twist The Workshop Noir and its deployed Iota-Nu Servitor Maniples have a singular primary goal: the acquisition of technology. Tech-Priest Dominus Zakharan Vin personally oversees these deployments, desperate to find any kind of technology that could allow him and his ship a means of escaping the Cicatrix Maledictum and find a way back to Imperium Sanctus. Despite this noble goal, Dominus Vin’s actions are dangerously close to unleashing countless forgotten threats into the Gilead System. Asteroid Designate PVX-46473-381-2223 was marked for excavation by Iota-Nu Maniple 86 (INM86). Shortly after arriving on the asteroid, INM-86 completed its auspex scans and uncovered a series of anomalous readings within the asteroid that prompted an excavation. Several months later, the Maniple uncovered a series of perfectly bored criss-crossing tunnels that were each oriented at perfect 45-degree angles. Data from these tunnels was relayed back to the Workshop Noir, though vox updates from the Maniple’s base-camp abruptly ended shortly after the discovery. Dominus Vin has marked the site to be followed-up on by a subsequent team. INM-34 has recently begun its work on dislodging an ancient Imperial vessel from its fusion to the cracked planetoid known as PVX-361-233-42. The vessel the servitors strive to dislodge was previously identified as the Carnage-class cruiser Imperator Clamoris, a vessel missing from Imperial Archives for almost two thousand years. Though the cause of its disappearance remains a mystery, Dominus Vin believes the vessel contains priceless data logs that could detail previously unknown regions of space — or perhaps a clue to escaping the Gilead System. 0Adventure Hooks0 Iota-Nu Maniples provide instant adventure for Agents operating in the Gilead System. Rogue Trader Jakel Varonius, not to mention several other notable entrepreneurs, maintain agreements with Dominus Zakharan Vin to follow up on Iota-Nu Maniples that report back with interesting findings. Since the Workshop Noir maintains a rigorous schedule in its movements, Dominus Vin relies on such outside arrangements to determine the value of explored sites. 0 Tracing History The ancient data-scrolls used to create the Iota-Nu Maniples are a source of consternation among the Tech-Priests of Avachrus. The sudden and mysterious appearance of this new knowledge has become something of a quest for many members of the Adeptus Mechanicus. The Agents become embroiled in this hunt, possibly finding themselves in the employ of Archdominus Aexekra Vakuul, who believes that her counterpart, Dominus Zakharan Vin, may have uncovered the information in ancient data-crypts in the depths of Avachrus that were sealed for reasons unknown. Archdomina Vakuul dispatches the agents into these crypts to find answers, a mission that could reveal far more heretekal discoveries.
58 Dark Fate After it scanned Asteroid Designate CVX-46473-381- 2223, Iota-Nu Maniple 86 stopped transmitting. The truth of its discovery comes in the lingering psychic traces of a Daemonic entity once worshipped within the eerie geometry of the asteroid’s interior tunnels. In short order, the Daemon’s persistent, whispering ‘guidance’ began to assert control over the host bodies. Those infected by this terrifying intelligence grow feathers and eyes, and their forms warp further from human with every passing day. Even dim-witted Iota-Nu Servitors suddenly display incredible feats of intellect, though they universally refrain from speaking or otherwise communicating with others. Despite their lack of communication, the corrupted Servitors now work together on the asteroid’s surface, sacrificing some of their number to the effort of summoning the Daemon back in its physical form Investigating this lost Iota-Nu Maniple can be tailored to any level of threat, depending on the type of Daemonic entity the Servitors succumbed to. Plagueridden Remains The fused remains of the Imperator Clamoris hold more secrets than Dominus Vin could conceive. The vessel’s current status is a result of an emergency Warp translation, enacted by the ship’s desperate captain following a sudden real space boarding by Plague Marines of the Death Guard Legion seeking Medicae breakthroughs the ship’s crew had retrieved during their last mission. In the intervening centuries since the vessel’s entombment in the Voidmire, its crew continued their existence as horrific Poxwalkers. The Iota-Nu Maniple has yet to uncover the portions of the wreck inhabited by the infected crew, though such a discovery is inevitable. While it’s possible that some Plague Marines still survive within the rotting remains of the Imperator Clamoris, the greater threat is the possibility that the Death Guard in the Gilead System could learn of the vessel’s presence. The servants of Nurgle keep meticulous records, and once the name of the Imperator Clamoris is discovered, the Death Guard will stop at nothing to seize and explore the wreck, which may hold the key to unleashing the plague throughout the Gilead System. Such an adventure likely focuses on exploration and investigation, along with the obvious horror elements of combating the servants of the Plague God. NEED MORE ASTEROIDS? Iota-Nu Maniples provide games with instant hooks when exploring asteroids and other stellar debris throughout the Forsaken System. The Voidmire is riddled with appropriate locations, from wrecked ships to asteroids and even the debris of destroyed planets. SERVITOR DESIGNATION VOX ANGELIS Not all Servitors are mass-produced, and not all are simply ways to prevent useful bodies from going to waste or punishments on those who disobey Imperial law. Sometimes they’re custom-made to unique specifications, to be kept as treasured possessions. Colonel Gavris Leveque of the Gilead Gravediggers 41st Regiment relied on Orrin Shay, one of his lieutenants, to be his eyes and ears amongst the troops, and his voice too: he regularly communicated, via Lt. Shay, things he couldn’t be heard to say himself (such as sympathising with the troopers’ frustration over ammo shortages and scarce reinforcements). Shay was a man of dazzling charisma and something of a hero to the troops; Leveque even felt some affection towards the junior officer himself. When Shay took a bullet to the head that left him barely cognisant but technically alive, Colonel Leveque took drastic action and had Shay converted into a Servitor so that the regiment wouldn’t lose him entirely. Preferring not to look at his slack, mindless expression, Leveque had a Laud Hailer integrated into his former junior’s face so that he can address his troops through Vox Angelis on battlefields or parade grounds. It doesn’t do such a good job of keeping the troopers’ spirits up as Lieutenant Shay did, but it helps. Character There’s not enough left of Lieutenant Shay for Vox Angelis to have any character, but the rest of the regiment treat it like a person. Somewhat, anyway.
59 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 veterans remember Shay and treat Vox Angelis like an old pal, welcoming it amongst them in mess halls and barracks, and taking orders from it as though it was the Colonel himself. Some of the old timers even crack jokes ‘with’ Vox Angelis, though it’s unable to respond to them. Newer members of the regiment find the Servitor unpleasant — they’d prefer officers left them alone occasionally — and claim it’s watching them, even though it lacks eyes to do so. They’ve learned to keep their muttering to themselves: the sentiments have a way of getting back to Leveque, and people who express them get the worst duties, from latrine digging to the first wave of assault against hard targets. Appearance Vox Angelis has the body of a human male with the bulky metal limbs of a Servitor and a head that hangs heavy from the weight of the implants in its skull. Its lower face is missing, replaced with a Laud Hailer. The back of its head sprouts a sensor array that makes up for its missing sensory organs, as long as it doesn’t move too quickly. It has a tendency to freeze in large crowds, slow to process the many pieces of sensory data it picks up. Unknown to anyone but Leveque, Vox Angelis’s array of sensors include recording equipment that allow it to pick up speech from anywhere within fifty feet of the servitor. Vox Angelis doesn’t understand it, but preserves it, then plays back (not through the Laud Hailer) snippets including a short set of key words indicating dissatisfaction, dissent, or mutiny to Leveque. Vox Angelis wears the remains of an officer’s uniform, though the various badges of rank have been removed, and bears a tattoo of the regimental motto (Semper Paratus) on its right bicep. Interactions Vox Angelis is trained to sing Imperial hymns to the Emperor’s glory when not being put to some other use. It’s often found walking around the regimental barracks or campsites, familiar hymns and prayers issuing from its speaker. The troops gather around it, especially on the eve of battle, to listen. Leveque occasionally uses the Servitor as a messenger, delivering orders to his inferiors or invitations and requests to individuals visiting or temporarily attached to the regiment. In battle, Vox Angelis is at Leveque’s side at all times, repeating every word he speaks at a volume audible over explosions and cannon fire. Vox Angelis 0 can complicate Agents' operations in a number of ways. Adventure Hooks0 0 No Man's Land The Servitor is something of a regimental mascot, and if anything were to happen to it, morale would take a serious blow. Something has happened to it. On the eve of battle, the Servitor wandered out into No Man’s Land. Its presence is required, and Leveque dispatches the Agents to retrieve the Servitor before the troops get rattled. 0 Xenos Microbes Vox Angelis is programmed to record, and replay, conversation including keywords that mark it as dangerous or mutinous. It’s been programmed to report to the Agents as part of some previous mission, and now it’s started telling them everything. One day it approaches and speaks, revealing Leveque himself has been engaging in proscribed speech. Specifically, he’s expressing some heretical ideas. Not only must Leveque be punished, the Agents must uncover where he learned these ideas and how deeply the regiment is corrupted — then they must purge the traitors from the ranks. 0 Vox Alterius Vox Angelis is assumed to speak for Colonel Leveque. The rank and file obey orders from its speakers without question. In the middle of a skirmish against Drukhari slavers, it begins giving orders that go against the battle plan, and seem likely to cost the Astra Militarum the battle. The Agents are the only ones who can make their way back to command HQ, discover that Leveque is injured and someone else is speaking through the Servitor, then find and neutralise the heretic Psyker responsible before the battle is lost. They could just kill Vox Angelis, but Leveque won’t allow that… and he has enough influence to make the Agents regret crossing him.
60 Angel Of Mercy XP Cost: 10 Requirements: Medicae Rating 2+ Effect: You are resolved to lend medical assistance to as many as you can, never resting when there is work to be done. Add +Rank to your Medicae (Int) dice pool to determine how many Wounds you can remove in a Regroup of an hour or longer. You can split the number of Wounds you remove between multiple characters, rather than a single target. Animal Wrangler XP Cost: 10 Requirements: Survival Rating 2+ Effect: You have a background in taming wild beasts, domesticating them as beasts of burden or relating to them as one animal to another. You gain +Double Rank bonus dice on any social Skill Test against a target with the BEAST Keyword. You may choose to use the Survival (Wil) Skill for any social Skill Tests against these targets. In this trove of records we present a range of new ways to customise and develop a Wrath & Glory Agent, and represent the wide array of skills that help Agents survive in the Gilead System. You can use these Talents, with your GM's permission, along with character options from any other Wrath & Glory supplements. Absolute Incineration XP Cost: 20 Requirements: None Effect: You unleash a blistering thermal assault that reduces flesh and armour alike to liquid. When you use a weapon with the Melta Trait at Short Range, increase both the ED and AP by +Rank. Anatomical Scourge XP Cost: 20 Requirements: PSYKER Keyword or Medicae 2+ Effect: Whether you’re a trained medic, a Sister Hospitaller, a Mechanicus Biologis, or even a Psyker trained in Biomancy, your knowledge of anatomy and biology can be extremely useful for targeting vital organs with precision shots. You gain +2ED when making Called Shots. NEW TALENTS, A-I By Michael Duxbury
61 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 Arch-Performer XP Cost: 10 Requirements: None Effect: You have devoted your body to a creative endeavour you perform live before an audience. As well as providing personal fulfilment, it occasionally provides an excellent distraction. Choose a type of performance appropriate for the 41st Millennium — choral singing, organ playing, hagiographic recital, ritual dance, etc. You excel at this art form or craft. If an enthusiast of the arts witnesses your performance, you gain +Rank bonus dice to social Skills targeting them for the rest of the scene. If you ever undertake a skill Test to determine the success of the performance itself — rolling Deception (Fel) to attract attention away from companions, for example — you gain +Double Rank bonus dice on the Test. If you have a chance to practise your performing art during a Regroup, you reduce your Shock to zero. Arsonist XP Cost: 10 Requirements: None Effect: You keep starting fires, and they burn long into the night. When you inflict the On Fire Condition, your victims suffer an additional +Rank Mortal Wounds at the start of each of your Turns. The DN for the Athletics (S) Test for your victims to remove the Condition is also increased by +Rank. Assault Doctrine XP Cost: 30 Requirements: Adeptus Astartes Species, Tier 3+ (not Primaris) Effect: You fight at the vanguard of any advance, shrieking across the battlefield to bring the might of your Astartes physiology to bear. You receive a Bolt Pistol, Astartes Chainsword (page 49), Aquilla Mark VII armour, and Jump Pack, if you don’t already have them. You gain additional +Rank AP on any melee weapon you wield, or any ranged weapons with the Pistol Trait. An Agent Ascending from Tier 2 to Tier 3 may purchase this Talent instead of an Ascension Package. A Feast in Famine XP Cost: 10 Requirements: None Effect: You are a talented and resourceful cook, able to make a satisfying repast from meagre ration packs, hunted local fauna, or scavenged scraps, raising the spirits of your comrades. When you prepare food for your allies during a Regroup, anyone who partakes in the meal besides yourself removes all Shock. Battle-Psyker XP Cost: 20 Requirements: Psychic Mastery Rating 4+ Effect: You wield your powers with unstoppable force, compelling your victims to submit to your will. When you successfully use a psychic power that forces targets to take a Test to resist its effects, the DN of that Test is increased by +Rank. Blademaster XP Cost: 10 Requirements: Weapon Skill Rating 2+ Effect: You have mastered the art of blocking and riposting, giving you the edge when you clash swords with an opponent. Any weapons you use with the BLADE Keyword gain the Parry Trait. When using a weapon that already has the Parry Trait (whether it has the BLADE Keyword or not), you gain additional +Rank Defence against melee attacks. Bloodhound XP Cost: 10 Effect: Once you have the scent of a potential target, nothing short of their death or yours can end your pursuit. You may nominate a single creature or individual as the target of this Talent — you cannot switch targets until the next Regroup. You gain +Rank bonus dice to Survival (Wil) Tests to track the target, and any attack Tests you make against the target.
62 Bolter Discipline XP Cost: 10 Requirements: ADEPTUS ASTARTES Keyword Effect: Your Bolter spits forth a storm of iron that pulverises threats in an unyielding sequence of explosions. When you use a weapon with the BOLT Keyword, it gains the Rapid Fire (2) Trait. If the weapon already has the Rapid Fire Trait, add +Rank to the weapon’s Rapid Fire rating. Bombardier XP Cost: 20 Requirements: None Effect: Your munitions are modified to be extra explosive and pitched at the perfect arc to cause maximum carnage. Any weapons you use with the Blast Trait increase their Blast rating by +Double Rank. Against Mobs (or when using a simplified theatre of the mind approach) this therefore increases the number of targets hit by +Rank. Born Survivor XP Cost: 10 Requirements: Survival Rating 2+ Effect: You are aggressively self-reliant, substituting your culture’s folk remedies for formal medical training. You can use Survival (Wil) instead of Medicae (Int) to remove your own Wounds, Shock, or Conditions (Wrath & Glory, page 124). You do not suffer the usual DN penalties for using this ability on yourself. Built Tough XP Cost: 10 Requirements: Strength Rating 3+, Toughness Rating 3+ Effect: You have the squat, sturdy physique and temperament to manage heavy loads without complaint. Any weapons you carry with the Heavy (X) Trait halve their Heavy rating. Bullet Hell XP Cost: 20 Requirements: None Effect: You discharge a hailstorm of lead from your shooter, spent bullet casings puddling around your feet. Any weapons you carry with the PROJECTILE Keyword increase their Salvo rating by +Rank. Chainsaw Warrior XP Cost: 10 Requirements: None Effect: Whatever the spinning teeth of your Chainblade doesn’t catch on the first rotation is shredded on the next pass. When you use a weapon with the CHAIN Keyword, you may re-roll any ED dice you choose, but must accept the second result. Concealed Cavity XP Cost: 10 Requirements: None Effect: You have a tiny compartment hidden on your person, either inside an augmetic or carved into your flesh. You can declare that you are concealing an item inside your compartment — this item can be no larger than a small knife, recording device, or miniaturised auspex. Normal searches of your person will never reveal this cavity, but if the search involves the use of technology, you gain +Double Rank bonus dice on Stealth (A) Tests to conceal it. If you retrieve a weapon from the compartment and attack with it on the same Turn, you gain +Double Rank bonus dice on the attack Test. Counter-Curse XP Cost: 10 Requirements: Psychic Mastery Rating 2+ Effect: Your allies tolerate your presence as a necessary evil, to prevent the enemy witches from thwarting their work. You gain +Rank on Tests to Deny The Witch (Wrath & Glory, pages 267-268). Once per session, you can Deny The Witch as a Reflexive Action.
63 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 Deathworld Veteran XP Cost: 10 Requirements: Toughness Rating 3+ Effect: You were raised or campaigned on one of the deadliest worlds in the Imperium, and survived only by adapting your body to resist its environmental hazards. Choose one environmental hazard: suffocation, extreme heat, extreme cold, radiation, poisons, or another option at the GM’s discretion (Wrath & Glory, pages 201-202). You gain +Rank on Toughness Tests to resist the hazard’s effects, and +Double Rank to Medicae (Int) and Survival (Wil) Tests to adapt protections against that hazard. You can purchase this Talent multiple times, choosing a different environmental hazard each time. Dedicate The Kill XP Cost: 10 Requirements: Faith 1+ Effect: You are a devout believer that only offerings of flesh and blood can appease your God. In combat, you may sacrifice your Move for the Turn to nominate an Elite or Adversary in line of sight as your target. You may nominate a new target by sacrificing another Move, but this replaces the previous target. If you personally kill your target in melee combat, you regain 1 Faith. Deductive Genius XP Cost: 10 Requirements: Investigation Rating 3+ Effect: You are renowned for incredible leaps of logic, as though the voice of the God-Emperor whispers truths into your ear. You can spend 1 Glory at any time for a clue on the fastest way to proceed with your current mission. The GM will give you an honest answer, but will not give you brand new information unless it can be plausibly extrapolated from what you already know. More likely, they will direct you to an individual or location where new information can be found, but this may take you into further danger! Your GM may invite you to suggest how you reached this conclusion, or even help determine the most direct way forward. Deflect Shot XP Cost: 10 Requirements: Initiative Rating 4+ Effect: Your combat reflexes are so refined that a twitch of your wrist can redirect missiles back on their shooter. You can only use this Talent when wielding a weapon that has the Parry Trait and either the POWER FIELD or FORCE Keyword. The Defence bonus you gain for wielding a Parry weapon against melee attacks also applies against ranged attacks. If your attacker misses and rolls a Complication, the attack is resolved as if they had been struck by their own weapon. This Talent has no effect against area effect weapons, such as weapons with the Blast or Flamer Traits. Devastator Doctrine XP Cost: 30 Requirements: Adeptus Astartes Species, Tier 3+ (not Primaris) Effect: An Astartes who becomes a full Battle-Brother usually starts off as a Devastator Marine, learning to master warfare from the relative safety of long range. You receive a suit of Aquilla Mark VII armour, if you don’t already have one, and any one of the following weapons: u Heavy Bolter u Heavy Flamer u Lascannon u Missile Launcher u Multi-Melta u Plasma Cannon You gain additional +Rank AP when using this weapon. An Agent Ascending from Tier 2 to Tier 3 may purchase this Talent instead of an Ascension Package.
64 De-Escalator XP Cost: 10 Requirements: Weapon Skill Rating 2+ Effect: You can disarm people with your bare hands, preventing someone you just want to talk to from making a mistake they’ll regret. When making a Shot To Disarm with an Unarmed Strike, you do not suffer DN penalties for a Called Shot (Wrath & Glory, pages 189-190). The DN for your opponent’s Strength Test is equal to the Damage you’d have inflicted, instead of half of it. Death From Above XP Cost: 20 Requirements: Athletics Rating 3+ Effect: You take a three-dimensional approach to every battle, searching for higher ground you can quickly scale and drop down from. You gain +Rank bonus dice to attack Tests made from higher ground. You can climb vertically at the same Speed as horizontal Movement without an Athletics (S) Test. You can roll Determination against Mortal Wounds from falling ( Wrath & Glory, page 201). Dig In Deep XP Cost: 10 Requirements: None Effect: You are an expert of defensive warfare, making maximum use of cover to reinforce your position. When targeted by enemy attacks whilst concealed by cover, you gain +2 Defence (instead of +1) if less than half of you is concealed, and +4 Defence (instead of +2) if more than half of you is concealed. If enemies target you by Shoot Through Cover (Wrath & Glory, page 189) gain +Rank Resilience. Disarming Stare XP Cost: 10 Requirements: Intimidation Rating 2+ Effect: With a few choice words, or even just a look, you can slow an enemy’s charge as they think better of picking a fight with you. When you succeed on an Interaction Attack using Intimidation (Wrath & Glory, page 190), your enemy is Staggered, in addition to other effects. Disciple Of The Holy Trinity XP Cost: 30 Requirements: ADEPTA SORORITAS Keyword Effect: The Sisters of Battle venerate the Holy Trinity of bolter, flamer and melta above all other weapons, and veterans of their Order are rewarded with the most exceptional versions of such sacred tools. You add +Rank to the Damage of any weapons you use with the BOLT, FIRE or MELTA Keywords. Disruptive Launch XP Cost: 10 Requirements: Any of the following Keywords: ADEPTA SORORITAS, ADEPTUS ASTARTES, AELDARI, HERETIC ASTARTES, ORK Effect: You employ short bursts of your Jump Pack as suppressive fire, protecting you from retaliatory assaults. When equipped with a Jump Pack, you can spend a Shift on successful melee attack Tests to inflict the Hindered (1) Condition on an enemy you’re engaged with. Additional Shifts can be spent to target 1 additional enemy per Shift, or increase the DN penalty of a victim’s Hindered Condition by 1 per Shift. Escape Artist XP Cost: 10 Requirements: Agility Rating 3+ Effect: You are a dextrous contortionist, twirling around restrictions to navigate your environment with enviable grace. Difficult terrain does not reduce your Speed. You may Fall Back as a Move instead of a Combat Action. You are immune to the Staggered Condition. You suffer no restrictions on replacement Movement options when you remove the Prone Condition as a Free Action. You gain +Double Rank bonus dice on Tests to remove the Restrained Condition. At the GM’s discretion, you may be able to insert yourself into otherwise impassable spaces.
65 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 Fashionista XP Cost: 10 Requirements: Wealth 2+ Effect: You remain on the cutting edge of Gothic fashion, delighting in any opportunity to make a memorable entrance. When you requisition Clothing (Wrath & Glory, pages 236-237), you gain bonus dice on social Skill Tests equal to the Rarity of the Clothing, in situations where your appearance would make a positive impression. You only gain this benefit for the duration of a single mission — after that reappearing in the same outfit again provides no advantage, and you must requisition new Clothing to regain the bonus. Fast Draw XP Cost: 10 Requirements: None Effect: You blindside your enemies by drawing and firing whilst they are still preparing for combat. You may draw a weapon as a Free Action or Reaction. In combat, any attacks you make against enemies who have not yet taken a Turn gain +Double Rank bonus dice on the attack Test. Feint Attack XP Cost: 10 Requirements: Weapon Skill Rating 2+ Effect: You disorient enemies with distraction attacks, setting them up for follow-up hits. You can use Weapon Skill to make Interaction Attacks against enemies you are Engaged with (Wrath & Glory, page 190). First Response XP Cost: 10 Requirements: Medicae Rating 2+ Effect: You have an unerring knack for being in the right place at the right time when someone needs patching up. Once per combat, you can make a Medicae (Int) Test to remove Wounds, Shock or a Condition as a Simple Action instead of a Combat Action. Forbidden Knowledge XP Cost: 10 Requirements: IMPERIUM Keyword Effect: Through curiosity or ill-fortune, you have learned secrets your Imperium does not want you to know. Choose a proscribed subject you have unsanctioned knowledge of: for example, daemons, heretical beliefs, a specific alien species, even a secretive Faction you don’t have the Keyword for (such as INQUISITION, ADEPTUS ASTRA TELEPATHICA or OFFICIO ASSASSINORUM). Alternatively, with your GM’s consent, you can detail a little known and dangerous secret — the true allegiances of a powerful Patron, the fate of the Absolver Chapter Command, etc. You gain +Double Rank bonus dice on Tests that benefit from your forbidden knowledge. However, GMs may spend Complications rolled on these Tests to award themselves 2 Ruin instead of 1. Your forbidden knowledge may increase the DN on resistance Tests to learn more tantalising truths about the subject, such as social Skills used by individuals with the relevant Keyword, or Corruption Tests. Whilst your knowledge makes you a useful asset to some, it makes you a dangerous liability to others. Caveat emptor! Force Of Will XP Cost: 10 Requirements: Psychic Mastery Rating 2+ Effect: To those who risk their souls tangling with daemons, traumas of the flesh are a distant concern. You gain +Double Rank bonus dice on Willpower Tests to continue sustaining psychic powers when you suffer damage (Wrath & Glory, page 265). Honed to Lethality XP Cost: 20 Requirements: None Effect: You have refined the edge of your weapon’s power field into the perfect armour-shredding tool. When using a weapon with the POWER FIELD Keyword, increase the AP by +Rank. Name Damage ED AP Range Salvo Traits Sht Med Lng Melee Weapon (S) +2 2 — — — Unwieldy (2) Simple Firearm 6 1 — 6 12 18 — Unwieldy (2)
66 Identify Weakness XP Cost: 20 Requirements: Skill Rating 3+ in any one of the following: Awareness (Int), Insight (Fel), Investigation (Int), Scholar (Int) Effect: Knowledge is power, and you wield it as a weapon to most efficiently destroy your enemies. When you encounter an Elite or Adversary, you can make a Skill Test to size it up for weaknesses. You might Test any of the following Skills: u Awareness (Int), when you spend a Combat Action watching the target in combat. u Insight (Fel), when you have a conversation with the target. u Investigation (Int), when you dedicate a full day or longer to learning more about the target. u Scholar (Int), when you spend a Combat Action recalling relevant knowledge whilst watching the target in combat. Whichever Skill you use must be chosen when you first purchase this Talent, and must be rated 3 or higher. The DN of the Skill Test is usually 3, but may vary; for example, a target may make an Opposed Test against Insight (Fel) using their Deception (Fel) Skill. You can only track one enemy’s weakness at a time. When you or an informed ally makes an attack against a target whose weakness you know, you inflict +Double Rank additional ED. Imposing Presence XP Cost: 20 Requirements: None Effect: You leverage your sheer physical size and weight as an implicit threat if you don’t get your way. You can substitute your Willpower Attribute rating for your Strength Attribute rating on Intimidation (Wil) Tests. You also gain +Rank bonus dice to Intimidation (Wil) Tests if wearing armour with the HEAVY Keyword. These effects only apply when the target of your Intimidation can see you. Improvised Weaponry XP Cost: 10 Requirements: Survival Rating 2+ or Tech Rating 2+ Effect: You are never truly disarmed, as long as you have access to raw materials and crafting time. You may make a Survival (Wil) or Tech (Int) Test to fashion a crude weapon. By default this takes 8 minutes. The DN is usually 3 for a melee weapon, or 5 for a simple firearm, but may increase depending on the availability of tools and materials. Shifts on this Test can be spent to: u Half the crafting time (this option may be chosen more than once). u Increase the weapon Damage by +Rank. u Remove the Unwieldy Trait. u Add one of the following Traits: Inflict (On Fire), Inflict (Poisoned 3), Inflict (Restrained), Parry, Pistol, Silent. This option may be chosen more than once, selecting a different Trait each time. u Double all weapon Ranges (Simple Firearm only). Players should provide details about the weapon they craft, which may affect its Keywords and possibly the range of available Traits you can spend Shifts on. Investigative Omophagy XP Cost: 10 Requirements: Adeptus Astartes or Primaris Astartes Species. Must have functioning Omophagea (Space Marine Implant 8). Effect: Through flesh-tasting rituals and psychoconditioning, you have learned to reliably extract useful intelligence by absorbing the memories of what you consume. When you eat the flesh of a sentient creature, you may ask the GM one question. The GM will provide as honest an answer as the consumed creature’s memories can provide, but be aware that this answer may be skewed by the target’s personal perspective. In addition, you may choose a Skill. Until the next Regroup, when Testing that Skill, you use the Attribute+Skill dice pool of the creature you consumed instead of your own. Consuming the flesh of a Heretic requires a Corruption Test with a DN of at least 4 (higher at the GM’s discretion). Extracting a creature’s flesh requires the target to be incapacitated first, and using this Talent requires a Combat Action. Due to extreme psychological disorientation of blending another creature’s memories with your own, you cannot re-use this Talent until after the next Regroup.
67 The last set of Redacted Records in this cache deals with some of the many cults that spring up throughout the Gilead System. Some exist on the fringes of Imperial religion while others are heretical through and through, but all have secrets and agendas to confound and entrap players’ characters. Any of these cults can be the focus of an adventure but they’re best used as playing pieces, developing their agenda and influence over the course of a campaign until the Agents are finally forced to move against them before it’s too late. CULTS OF AVACHRUS First up are five cults from the Forge World of Avachrus. From astronomers watching Gilead’s sun flare and flux, to a doomsday sect of the Adeptus Mechanicus, to an unfortunate but effective new source of servitor biomass, these cults bring grim life to Avachrus’s skies, depths and wastelands, and drag Agents out of the relative safety of forges and manufactoriums into encounters with xenos and heretics. CULTS OF NETHREUS Next come cults from the Knight World of Nethreus. Some are insular sects of nobles guarding a dangerous secret about who really holds power on. Others are commoners who have turned from the righteous worship of the Emperor and his Divine Machines to the hedonistic consumption of a harmless but confounding fungus. There’s even an obscure Imperial Death Cult plying their millennia-old trade to protect the moral fibre of Nethreus. From the highest echelons of society to the lowliest commoners, intrigue abounds. CULTS OF THE FORSAKEN SYSTEM
68 The Forge World Avachrus is home to the highest ranking members of the Adeptus Mechanicus within the Gilead System, as well as crucial forges and refineries. Cults here threaten the system's ability to maintain and defend its infrastructure. THE ETERNITY WATCH ‘The pattern abides. The signal shall be our salvation!’ — Professor Realtin Stella The Oculus Aeternum is an ancient orbital station which studies Gilead’s star in order to optimise the solar energy collection of the Eternal Engines below on Avachrus. Home to a rather eccentric collection of solar astronomers known as the Eternity Watch, the Oculus Aeternum is nominally under the control of the Suspire, who supply energy to the various foundries. As such it receives supplies and support from the foundries of Avachrus without question or interference. The Aeternum itself is a relic of unknown provenance, with advanced stellar augurs and cogitators which give it an unparalleled insight into the internal processes of the star, to a degree of specificity its attendants are unable to fully understand. Within the corridors of the station, the Eternity Watch lovingly tend the ancient machines, taking readings and poring over millennia of data in an effort to improve their understanding of stellar mechanics. The Eternity Watch is composed of misfits and those who have fallen foul of the merciless politics of Avachrus. As such, it often attracts those Tech-Priests with a thirst for original research. Despite being a rather random assemblage, the Eternity Watch actually functions quite harmoniously, with members enjoying the freedom to debate radical ideas and propose new approaches to their studies. They worship while gazing in wonder into the heart of the star, which they believe is a manifestation of the Motive Force of the Omnissiah (for what else is a star but the engine of a solar system?). CULTS OF AVACHRUS By Chris Edwards Many within the Mechanicus see the Eternity Watch as a waste of resources. The Oculus Aeternum’s machinery is so advanced as to be self-sustaining, and the majority of the readings it takes could simply be transmitted to the surface for analysis. After millennia spent staring at the same star, what more can there possibly be to discover? The Secret The Eternity Watch have made what they believe to be a thrilling discovery: subjecting their data to a new type of analysis, they have uncovered a living pattern within the raging plasma of the star itself! Being somewhat mystical by nature, they have become convinced this is the living embodiment of the Motive Force itself, a sign from the very Omnissiah. As such, they have made it their mission to establish contact with the being, something they believe is theoretically possible by reconfiguring the ancient machinery of the Oculus Aeternum. They are profoundly wrong. The ‘signals’ they believe they’re receiving are nothing more than bursts of vox noise from astrophysical phenomena taking place within the sun itself. They’ve successfully modified the Oculus Aeternum to amplify parts of the signal and reduce or eliminate others, fine tuning their ‘translations’ until they convinced themselves beyond doubt that the signal is a message from the Omnissiah. As the Great Rift burst over Gilead, the system’s sun entered a new phase of activity. The new vox signals are only a symptom of the change. The frequency and scale of the sun’s solar flares has increased too. The Oculus Aeternum have observed this, but are confident the flares are additional messages, or responses to the ‘replies’ the Tech-Priests send via the apparatus. Each time the signal becomes stronger, which it does in response to the energy the Oculum Aeternus channels back into the star, the Tech-Priests become more focused on it, and less attentive to the other readings they’re tasked with gathering.
69 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 As the Eternity Watch continued to make alterations, they found truly ancient arrays that would potentially allow the entire output of the Eternal Engines to be channelled through the station’s main etheric systems, providing a massively boosted signal. As the adjustments near completion, the proud TechPriests have invited scholars, navigators, and TechPriests from across the system to attend what they have described as a ‘Symposium on Astral Mechanics’, promising to reveal the fruits of their long labours. Once they have a suitable audience, they intend to activate the machinery, draw forth the power of the Eternal Engines, and commune directly with the Omnissiah. They don't know the boosted signal will further intensify the sun’s activity, leading to cataclysmic solar flares. Simply ceasing communication with the star might be enough to reduce its activity, or the Oculus Aeternum might have the ability to do so, but convincing the senior members of Eternity Watch of this is immensely difficult. 0Adventure Hooks0 0 Flaring Up The ships of Lord Varonius’s fleet have been watching with some concern at the recent series of flares that have erupted on the surface of Gilead. It was only while they recalibrated their augurs to study the event that they detected powerful signals being directed from the Oculus Aeternum into the depths of the star itself. This might have seemed like an eccentric effort by an isolated sect of Tech-Priests, except the signals preceded the flares, almost as if they were somehow causing them! Novator Omincara believes the Mechanicus are conducting dangerous experiments and wants them stopped. However, Avachrus is a politically delicate matter at the best of times, and she must have proof. To that end, she has arranged for some of her trusted investigative Agents to escort one of her Consuls to the station for the Symposium. 0 Hand of the Seer When the Agents happen to pass close to the Oculus Aeternum, Farseer Rathune senses an opportunity to change the path of the future, and orders her minions to act. Precise Aeldari sabotage causes enough damage to the characters’ vessel to force an unexpected layover at the station before the Symposium has begun. On arrival, the slightly addled Tech-Priests greet them as guests, but are too distracted by their great work to do more than offer them the freedom of the station. In the day or so before the guests arrive, the Agents will hopefully notice and investigate the strange state of the station and its crew, and put a stop to the Symposium before death claims the entire system. Should the team fail, then the Farseer will have to rely on more direct methods, sending in corsairs to destroy the station’s power core with plasma charges. Fortunately, the Eternity Watch aren’t the only ones who realise there is something awry with Gilead’s star. Aeldari histories reveal worrying legends about this system, about an unstable star that must be sung to sleep with the songs of machines. A farseer by the name of Rathune is trying to rally her people to deal with this threat, but striking against Avachrus itself would be risky. It would be far preferable to manipulate the humans into solving this problem for them. Eternity Watch are boundlessly enthusiastic about the great work. Far more given to free-thinking and fanciful expressions of faith than the typical TechPriest, they scoff at the idea of their research being dangerous, and quickly forget anything troubling or suspicious to do with the flares or their own behaviour.
70 Tier 1 2 3 4 Threat T T T T KEYWORDS: ADEPTUS MECHANICUS, AVACHRUS FORGE WORLD, IMPERIAL S T A I Wil Int Fel 2 2 2 2 1 4 3 Resilience 5 (Implants and void-suits: 2 AR) Defence Wounds Shock 1 5 3 SKILLS: Default 3, Scholar 6, Tech 6 Awareness 6 BONUSES In Defence of Science: When fighting to protect the great work, members of the Eternity Watch are immune to Fear and have +2 dice on all Actions. ABILITIES ACTION: Mastercrafted Las Pistol: 10+1 ED / Range 6-12-18 / Salvo 1 / Pistol, Reliable DETERMINATION: Spend 1 Ruin to roll 2d6 Conviction Resolve Speed Size 1 1 5 Avg ETERNITY WATCH MACHINAE FRACTUS ‘The Machine God is broken. The flesh is weak. Only together can they be redeemed.’ — Archdominus Vakuul For over a year Archdominus Vakuul has been intermittently ‘testing’ Avachrus’s orbital defences by bombarding random sites across the planet’s surface. She has also been sending large numbers of Skitarii on ‘training exercises’ in the wasteland, and both of these are creeping closer to the other Forges. Many of the Magi are chafing at what they see as a heavyhanded message about power, and looking to bolster their defences. Grudgingly, they can at least agree that her efforts are certainly keeping the thieves and scavengers from the wasteland at bay — precious few have been bothering the Forges recently. In response, the Magi are bolstering their defence-laser grids and occasionally sponsoring deniable assets to go on missions into the wastelands to keep an eye on the Archdomina’s forces. The Secret Far from trying to intimidate the Forges, the Archdominus is attempting to suppress a rising threat to Avachrus’s security itself, an insane heretek cult known as the Machinae Fractus. If word of this blasphemy got out, it could undermine her position and cause a planetary panic. The Machinae Fractus are a heretical doomsday sect who believe the Great Rift is a sign the Adeptus Mechanicus must adapt their methods. They’re also a testament to why innovation is not permitted amongst the Adeptus Mechanicus: where human imagination reaches its limits, the Ruinous Powers stand ready to supply new ideas. Their heads full of grand ideas from Slaanesh, who delights in the excessive augmentations and the transformation of bodies into vile beasts, the Machinae Fractus spread like a cancer. They infect machinery with their scrapcode,and re-write minds using electrografts and suborned implants. They mix flesh and machinery in extreme and unwholesome ways — a pipe might have a valve made of human lips, an alarm system might use a living human head, or a machine might be coated in living skin. Each member of the Fractus is in a sense ‘The Founder’, the first member of the cult. When they create or suborn new life, they pass on copies of the Founder’s memories and personality. With each iteration more errors creep in and the Fractus become ever more irrational and deluded. The cult coordinates their actions through scrap-code transmission, allowing them to quickly disseminate information and act in a coordinated manner. When they gather in large numbers, their collective intelligence and forwardplanning ability greatly increases. The cult has spread across the wastelands, absorbing scavenger groups and ruined manufactoria alike. Should they breach a forge or other heavily-populated area of the planet then there may be no containing them short of total destruction. Vakuul has deployed her finest Skitarii kill-teams to hunt the Fractus, but they are thinly scattered and suffer from constant attrition.
71 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 Their main role is to find and target the subterranean ‘cankers’, which are then bombarded from orbit with precision lance-fire (‘precision’ in this case meaning the total destruction of several square kilometres.) Despite the Archdomina’s best efforts, the cult’s numbers continue to grow, as even a single surviving Fractus can go on to found new cankers and start the process again. It would be prudent to call on the greater numbers of the Imperial Guard for this kind of warfare, but the Archdomina is too proud to ask for the help of baseline humans. However, she is considering quietly approaching the Absolvers chapter for help in discretely purging the cult if the situation escalates much further. Tier 1 2 3 4 Threat T T T T KEYWORDS: ADEPTUS MECHANICUS, CHAOS, HERETIC S T A I Wil Int Fel 3 3 2 2 2 3 1 Resilience 5 (Implants: 2 AR) Defence Wounds Shock 1 6 – SKILLS: Default 3, Awareness 4 (Passive 2), Ballistic Skill 3, Medicae 4, Weapon Skill 4 BONUSES Beyond Human Frailties: Ignore penalties for being Heavily Injured ABILITIES ACTION: Frag Cannon: 7 + 2ED / Range 8 - 16 - 24 / Salvo - / Agonising Crude Augmetic Limb: 6 + 3ED / Range 1 / Unwieldy 1 BATTLECRY: Cybernetic Abomination: Anyone that can see this Threat must make a DN 2 Fear Test REACTION: If anybody reaches Dying within 3m of a Fractus, the Fractus may immediately pick them up and make a Movement Action to carry them away DETERMINATION: Spend 1 Ruin to roll 3d6 Conviction Resolve Speed Size 2 1 5 Avg MACHINAE FRACTUS CANKERS These nightmarish agglomerations of technology and flesh serve both as bases for the production of new cultists and guiding intelligences to help the spread of the Fractus. Usually located beneath the rusting remains of some ancient outpost, they are dug deep into the ground and hidden from direct sight. Within 250 meters of a canker vox signals are jammed as the ether fills with random scrap-code and the discordant chanting of fragmented words and random numbers. Listening to this transmission for any length of time may well cause spiritual malaise as the noises worm their way into the listener’s thoughts (DN 2 Corruption Test), or cause complex implants to begin spasming and require rebooting (requiring a successful DN 3 Tech (Int) Test). The entrance to a canker is generally a filthy pit, like the mouth of a gigantic ant colony, surrounded by jaggedly welded pieces of junk and well-guarded. Once inside, cankers are filled with an audible heartbeat as they circulate blood and oil, and the life-sustainers operate with an unpleasantly organic wheezing. They contain numerous gruesome flesh components such as keypads where all the keys are human teeth, datalooms that utilise human brains and so on. Characters exploring a canker can expect to make several Fear Tests as they stumble upon fresh horrors. There is no rhyme or reason to this place; lights go on or off at random, fleshy chutes open under the party’s feet, and lifts are as likely to drown you in stomach acid as carry you downwards. Cankers are heavily defended, and the majority of the inhabitants are modified for combat to some degree. Chrono-Gladiators, Combat Servitors and Servo-Skulls (Wrath & Glory, pages 332, 335, 336 respectively) are all perfectly acceptable, but as they are built using flesh components as well as metal they may well have –1 Toughness or –1 damage output (a gun that fires human fingers may look great, but it’s not going to be as effective.) Most of the cankers’ defenders are disturbingly grotesque, and will require a DN 1 or 2 Fear Test when first encountered. As an extra horror, the Fractus will make every effort to recover a fallen character and incorporate their ‘parts’; if the injured can’t be rescued, then death would surely be a mercy.
72 Spider Skulls These Servo-Skulls are one of the more gruesome inhabitants of a hive, using two human hands to scurry about instead of a suspensor system. They typically lurk in the air-ducts and try to drop onto targets in order to inject their venom from hypodermic ‘fangs’. Make the following changes to the Servo-Skull (Wrath & Glory, page 336): 0Adventure Hooks0 0 Pattern Recognition Logis Trinus7 of Azimuth Forge has analysed the Archdomina’s strange actions, and believes they have detected a pattern. They are convinced she is attempting to contain some threat, a threat about which the Forges have been told nothing. While their own manipulators are tied, they will quietly sponsor a deniable team of outsiders to investigate the region around the latest bombardment for evidence and bring back an enemy leader if one can be found. Of course, the Fractus are in the process of creating a new canker, and will quickly begin hunting the party in order to absorb them. Should they survive to attempt to return with proof of the spreading danger of the cult, they will have to deal with Skitarii kill-teams — the Archdomina’s standing orders are clear: eradicate anyone exposed to the hereteks. 0 A Voice in the Wilderness Interrogator Pulvanius Quartz was recently captured by the Fractus while snooping on Avachrus. Despite being swiftly rescued by Skitarii, it was too late and his mind was over-written. Eager not to bring down the wrath of the Inquisition, the Mechanicus require somebody to go to the Gadren Helix and talk to the one person who might be able to undo this — the original Founder, Genetor Tyoxia. After a brief period of psychosis when the Great Rift erupted, Tyoxia was nursed back to health and sent to perform low-level work for Magos Wot. She has no conscious memory of starting the Fractus, although she does know it on a subconscious level, and has kill-codes to purge their tainted influence entirely. Unfortunately, the only way to recover these codes will be to force her to remember her former heretical beliefs, a risky proposition. The Machinae are a horrible fusion of man and machine, but not as the Omnissiah intended. They shamble relentlessly towards enemies, heedless of their own lives. When an enemy falls in battle, some of them are tasked with carrying away the remains to be processed into more abominations. ACTION: Venom Injector: 2 +1 ED / AP -3 / Range 1 / Inflict (Poison 3) BATTLECRY: Frightful Creation: Anyone that can see this Threat must make a DN 1 Fear Test. Speed: 4, can climb vertical surfaces The Primary Chamber At the bottom of the canker is the Primary Chamber, a tangled structure resembling a gigantic heart where a single patchwork Tech-Priest is fused to the walls by countless jacks, plugs and fleshy tubes. The entire canker is a living extension of this ‘Primary’, having been built and grown around them like a tumour. The Primary acts as both a signal relay and the guiding intellect for the canker. It is protected by many defenders and tended by Medicae Servo-Skulls. If the Primary is killed, the canker’s defenders go into helpless disarray for a short period of time (1d6 minutes) as they try to establish a successor. During this time, individual defenders may even begin attacking each other as factions form in the corrupted Noosphere, competing over who represents the purest iteration of the Founder. Each canker can only have one Primary.
73 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 SUNDERED WHEEL ‘We must remind the Magi that even the mightiest machine rests upon the functioning of its simplest component.’ — Alorex Vaunt, Cultist of the Sundered Wheel As resources become ever more scarce and the demand for Mechanicus goods continues to increase, life has steadily become harder and harder for the billions of technomats, artisans, and labourers who make up most of the population of Avachrus’s foundries. Time and again the Magi have increased the length of work-cycles, and downgraded the ration entitlement and medical provisions of their workers in order to meet quotas. While the people remain faithful to the Omnissiah, tired, hungry workers are making mistakes that would have been unthinkable a generation ago. Recently there has been a spate of defects, shipment errors, and shortfalls in the goods produced by the foundries, and this is having knock-on effects across Avachrus and beyond. So far the Mechanicus response has been to deny any problem exists, and to impose even harsher conditions in order to make up for the lost production, but this only seems to be making the trouble worse. The Secret The Sundered Wheel are a lay-preaching cult spreading quickly through the lower levels of Avachrus’s workforce. They are a peaceful cult and consider themselves completely loyal to the Omnissiah. However, they believe the Tech-Priests are arrogantly destroying the fabric of Avachrus’s society in order to chase short-term goals. Like an incompetent Enginseer, they are burning out the engine that keeps their vehicle moving. The Sundered Wheel want to demonstrate to their superiors how vital the laity are to the forge world’s proper functioning. The symbol of The Sundered Wheel is a standarddesign cog missing three of its twelve teeth, and followers hide this by fixing it magnetically to some of their augmetics, only displaying it when meeting other cultists. Each of these cogs are a different size and have different missing teeth, and when placed in a standard cogitator or data-loom, they cause it to spit out plans for committing acts of petty sabotage; jamming machinery, passing inspection on flawed components, scrambling shipment details, and generally causing low-level disruption. The schemes are never violent in nature, and The Sundered Wheel believe they communicate the wrath of the Machine God, chastising the Tech-Priests. The Sundered Wheel have no overall leadership, but each local cell corresponds to a single place where labourers live and work together. While The Sundered Wheel has no central leadership and little coordination, strangely the tiny ripples they set into motion seem to have a habit of causing ruin and disaster through unfathomable coincidence. The cogs the cultists use as their symbol are the key to this mystery. Their design was copied from an ancient Cogitator found on an abandoned level of a foundry. Frustrated at their superiors’ short-sighted, destructive plans, a group of workers prayed to the Omnissiah to open the Tech-Priests’ minds and make them reconsider their strategy. When after months of devoted prayer they discovered this ancient Cogitator, they took it as a sign from the Machine God. It was not, however, their deity who spoke to them. The Cogitator, the cogs, and the increasing fervor of the laity is a ‘gift’ from one of Slaanesh's Daemons, speaking through the Cogitator to numerous cell leaders. The Magi of Avachrus are unaware of the truth but are horrified by this cult and are growing more ruthless in attempting to stamp it out. Areas suspected of harbouring such sentiments are being ruthlessly purged, with thousands of suspects being sent for enforced servitorisation. However, there is a limit to the number of workers the struggling Forge World can stand to lose. The Archdomina has already begun to tentatively make overtures to the Hive Worlds of Gilead Primus and even Charybdion for labourers trained in the basic technomatic arts. The addition of a few million fresh workers might drive home to the cultists that they are replaceable parts in a greater whole. Other Magi have proposed restructuring their foundries to incorporate a higher level of automation, employing more servitors and fewer free-willed workers. This would require a substantial investment of resources, not to mention the sacrifice of many faithful devotees of the Cult Mechanicus. Such plans are never likely to come to fruition, but are floating around Avachrus’s Noosphere where they might be discovered and cause mass outrage.
74 If the Mechanicus continues to try and crush The Sundered Wheel, there is every chance the Daemon will manage to convince the cultists to graduate to armed insurrection. Given the abundance of available technical resources, it would be easy for the Wheel to steal or manufacture explosives and weapons, and the Architect of Fate can whisper to the most vulnerable targets through the corrupted cogs. Alternately, if the situation is allowed to continue too long then the ripples of corruption will continue to grow ever more turbulent, potentially bringing ruin to the entire system. The Sundered Wheel is dangerous in its current form, but if the cult were to spread beyond Avachrus, into the forges and manufactoriums of Gilead Primus, or the prometheum refineries of Charybdion, the threat to the Gilead System's already precarious ability to defend itself from threats would be seriously imperilled. Fire In The Hole! One of the most common ways a character might come across the work of The Sundered Wheel is to use some of their defective munitions. When a Complication is rolled while using Reloads or grenades from a tampered shipment, roll 1d6 on the table below. Checking Ammo: Characters can make DN 3 Tech (Int) Test to check their Ammo supplies before combat, taking 1 minute per Ammo checked. If they succeed, they negate this effect. Cultists are almost serene in their devotion to the Omnissiah. However, should any mention be made of the Tech-Priests mistreating the laity, their faces grow grim and their jaws clench. Occasionally they will whisper a prayer about the Omnissiah’s wrath while touching their hidden cog. 0Adventure Hooks0 0 Wheels Within Wheels After a recent military defeat was traced to a single shipment of faulty Hellgun Capacitors, the Inquisition have begun to suspect something awry on Avachrus. Having identified the source of the defective parts (Hab-factory XIV in Numisma Foundry), they want the Agents to conduct a covert investigation. They can provide false identification and ship them planetside hidden in a cargo container. The hab-factory is a dilapidated structure in the bowels of Numisma. The false identities can get the group in, but how they proceed is up to them. It could be a lengthy investigation, depending on how the Agents approach it. Learning about the cult might well involve infiltrating it, and they might even find themselves sympathising with cultists. Over time they can work their way back to the original Cogitator core (a site of pilgrimage for The Sundered Wheel.) The abandoned complex that houses it has been filled with machinery for manufacturing these corrupting cogs. The Daemon has full control over both machines and Servitors, and will not hesitate to use them to dispose of anybody interfering with its schemes. 0 Zero Days Without Incident The great Belaxia Foundry is one of the Gilead System’s largest centres of industry, where enormous furnaces and manufactorums run day and night. The latest addition was the Crucible Vulcanus, an enormous smelting furnace several hundred metres in diameter. Years in construction, the Crucible Vulcanus employed arcane Melta technology to quickly liquidise enormous quantities of ore and scrap metal. Unfortunately, the Crucible Vulcanus was constructed using defective parts produced by members of The Sundered Wheel. With an enormous explosion, thousands of tonnes of molten metal and boiling vapour have cascaded into the foundry, causing a disaster of epic proportions. All ships in orbit are being asked for assistance in providing relief; perfect cover for anybody wanting to poke around in the Archdominus’s secrets. During this brief window security systems are offline and guards are busy; anyone willing to brave the rivers of molten slag, sparking power cables, and Brimstone Horrors (Wrath & Glory, page 349) could gain access to the private data-looms.
75 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 d6 Complication 1 Explodes in Breech: Deals base damage to attacker, weapon damaged too badly to use 2 Dud! Attack has no effect 3 Jam: Weapon jams, requiring a DN2 Tech (Int) Test to use again 4 Ricochet: Attack affects one additional random target 5 Fouling: Add +1 to the DN of all Tests to use this weapon until it is taken apart and cleaned 6 Overheating: Weapon becomes too hot to hold for 3 rounds BROKEN WHEEL COMPLICATIONS THE HELIXUS HARVESTERS ‘Equipment decades past due for replacement and still my requests for additional resources go unheeded. Extraordinary measures will have to be undertaken…’ — Magos Biologos Hensim Avachrus’s demand for labour is huge, and many work environments are particularly deadly due to heat, cold, radiation, or pollutants. The traditional response to this has been the Servitor, but even the high rate of industrial accidents on Avachrus cannot supply enough warm bodies to keep up with demand. To meet this shortfall, almost the entirety of Helixus Foundry has been given over to the vats of the Magos Biologis, producing millions of head of vat-grown stock annually. Apart from low-quality produce suitable for Servitorisation, Helixus also produces high-grade bodies suitable for the creation of Skitarii or even Tech-Priests. The vats of Helixus additionally provide the richer protein rations typically supplied to more senior members of the Adeptus Mechanicus in place of corpse-starch, force-growing endless slabs of meat for consumption across Avachrus. Looking down into the bowels of Helixus is like staring into hell, with tens of millions of glowing vats filled with amniotic sludge stretching away into the depths of the planet. Columns of vapour spurt upwards, carrying the noisome stench of carrion, while countless drains vomit their liquid slurry downwards to the lowest levels for reclamation and recycling. Here workers are grown, trained, and labour relentlessly, and die, and their remains are reprocessed. The vats are tended by the Harvesters, the dedicated Tech-Priests of Helixus Magos Biologis Hensim is the undisputed ruler of Helixus. The Magos is an enigmatic figure of uncertain gender and age; rumour says they serially replace the fleshy parts of their body as they wear out (including sections of brain) and they may well be the oldest Tech-Priest on Avachrus. The other foundries care little about what goes on in Helixus as long as their quotas are met. Tier 1 2 3 4 Threat T T T T KEYWORDS: ADEPTUS MECHANICUS, CHAOS, HERETIC S T A I Wil Int Fel 3 2 2 2 2 3 2 Resilience 4 (Protective Worksuit: 1 AR) Defence Wounds Shock 1 4 4 SKILLS: Default 3, Athletics 4, Awareness 3 (Passive 1), Tech 5, Weapon Skill 3 BONUSES Labour Augmetics: Add +4 dice for Tests to lift heavy loads and ignore the penalty for using Heavy weapons. ABILITIES ACTION: Improperly Used Tool: 4 +2ED / Range 1 BATTLECRY: Cybernetic Abomination: Anyone that can see this Threat must make a DN 2 Fear Test DETERMINATION: Spend 1 Ruin to roll 2d6 Conviction Resolve Speed Size 2 1 5 Avg SUNDERED WHEEL CULTIST
76 The upper levels of the foundry are used for the production of Servitors and contain vast workshops dedicated to the augmetic arts. Monolithic cargohaulers arrive daily, dropping off their consignments of frozen corpses and supplies and leaving laden with fresh Servitors. There is no reason for outsiders to visit the lower levels, and Magos Hensim seldom tears themself away from their duties, being utterly devoted to the maintenance of Helixus. The Secret Despite Hensim’s considerable genius, Helixus Foundry is dying. The vat-machinery is long overdue for replacement, and every day more vats succumb to corrosion and lack of parts. Despite repeated requests for increased resources, Hensim has found themselves politically isolated and unable to gain the help they need. The Archdomina expects quotas to be met, and has no interest in hearing what she interprets as excuses. The only way for Helixus to meet these quotas is to cannibalise vat components and run the remaining vats at higher speed, which both lowers quality and increases the overall burnout rate. To that end, Magos Biologis Hensim issued Biological Outsourcing Directive Y588: a mandate for their loyal Harvesters to procure the necessary human bodies elsewhere. Since Avachrus can’t or won’t provide what Helixus needs then the Harvesters were forced to look further afield. There are teeming billions across the Gilead System, but it was Enoch that caught the Harvesters’ attention. Enormous refugee camps containing tens of thousands of stranded pilgrims dotted the planet’s surface, straining Ostia’s food production capacity and providing nothing of any value. These people, reasoned the Harvesters, were simply waste tissue that could be put to better uses. Reconditioning an old supply freighter, they set up huge servitor creation facilities in the cargo bays, mimicking the upper floors of Helixus. Around those they constructed tens of thousands of coffin-like storage tubes designed to keep human occupants sedated until they were needed. The final touch was a shell of standard shipping modules filled with corpsestarch to satisfy any cursory inspection. The ship’s cover is that they are transporting food stocks to the hungry pilgrims. 0Adventure Hooks0 0 Holy Wrath The Ecclesiarchy are outraged that the xenos and the mutants would dare to strike at the very heart of the faith in Gilead. Archdeacon Clade has proclaimed that whoever can put an end to these mysterious raids will be publicly blessed and granted a considerable reward. This has drawn bountyhunters and crusaders from across the Gilead System to Enoch. The next time the Harvesters strike, they may find considerably more resistance than they are used to. Of course, all these paranoid, trigger-happy strangers in the pilgrim camps could easily spark its own conflict. 0 Angelic Visitations Helixus is the one site in the entirety of the Gilead System rated to monitor the purity of Astartes genetic material. As such both the Inquisition and apothecaries of the Astartes occasionally visit the Magos to have progenoid samples examined. Recently, one of the visitors happened to witness legions of Servitors being unloaded from supply shuttles sent down from an orbiting vessel. Their curiosity has been piqued; why would the most famous Servitor-production facility in the system be receiving shipments of Servitors from elsewhere? And why are the Servitors' physiques so varied?
77 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 When the freighter makes an orbit around Enoch, it offloads some cargo while examining the surface for a likely target. Once they have located a large and isolated camp, they arrange for the local augur and vox network to glitch (a common event in any case), and descend in a fleet of heavy cargo shuttles in the middle of the night. As they land, they spray tranquiliser gas over the camp. Once on the ground, hundreds of Harvesters spread out, quelling remaining resistance and loading up every warm body they can find. In order to lay the blame elsewhere, the Harvesters leave tissue from mutant remains, making it look like those enemies of Humanity are responsible for the disappearances. Once the freighter has collected enough individuals, the Harvesters set course for Avachrus once more. During the trip home, they slowly convert their cargo into Servitors which are then offloaded at Helixus. Of course, many of the pilgrims scooped up prove unsuitable, but these are simply processed into corpsestarch for the next trip to Enoch. The Harvesters are a cloistered, narrow-minded group with a fixation on the functioning of their own Foundry. According to their own principles, loyalty to Magos Biologis Hensim and the needs of Helixus are the highest service to the Omnissiah and trump all other concerns. While they can feign a certain amount of interaction, they are almost incapable of seeing outsiders as having any inherent purpose or value. The fact they have clearly gone to radical and inhumane lengths in order to procure new Servitors is lost on them. There is only the needs of Helixus and the most logical route to satisfying them. While the Harvesters are clever and methodical, they have no training in smuggling or covert operations, and sooner or later they are almost certain to be discovered. When that happens the political fallout could cause a war between the Ecclesiarchy and the Adeptus Mechanicus. Tier 1 2 3 4 Threat T T T T KEYWORDS: ADEPTUS MECHANICUS, HERETIC, IMPERIUM S T A I Wil Int Fel 3 3 3 3 2 3 1 Resilience 6 (Heavy Vatsuit: 2 AR) Defence Wounds Shock 1 6 4 SKILLS: Default 3, Athletics 4, Awareness 3 (Passive 1), Ballistic Skill 4, Medicae 4, Tech 4, Weapon Skill 5 BONUSES Cranial Augmetics: Sealed internal air supply. Ignore any penalties to Tests for visual conditions. ABILITIES ACTION: Tranq-Gas Blower: 6+1 ED / AP-1 / Range 5-10-15 / Salvo 2 / Inflict (Exhausted 4), Spread Vat Hook: 5+2ED / Range 2 / Agonising DETERMINATION: Spend 1 Ruin to roll 3d6 Conviction Resolve Speed Size 2 1 5 Avg HELIXUS HARVESTER TECH-PRIEST Harvesters are unused to dealing with outsiders and are awkward and uncomfortable when forced to do so, but are unthinkingly ruthless and eerily efficient when given a clear task to perform. They move with almost insectile grace, and are much stronger than their delicate frame would suggest.
78 THE IRON FEEDERS ‘The iron jungle does not give anything for free; life must be ripped from it. We take their power as we eat their hearts and wear their iron bones.’ — Xendrine Ironcore, of the Iron Feeders Avachrus is a tidally locked planet, with one side constantly scorched and blasted while the other side is dark and freezing. A narrow twilight zone lies at the boundaries where these extremes are balanced,and the climate is considerably less hostile to human life. Much of Avachrus’s population, both Adeptus Mechanicus and otherwise, have sought to settle these areas in order to profit from the reduced requirements for protection. However, beyond the millenia-old elevator checkpoints, settlements have a habit of failing. Many have been found breached to the elements, machinery smashed and inhabitants missing. Those few corpses that have been recovered have been found reduced to mere skeletons, flensed of flesh and stripped of cybernetics. Occasionally the bones are found assembled into crude, bird-like sculptures marking the sites of massacre. Those who pass through the region speak of the ‘Iron Feeders’ as some kind of night-walking mutants, their flesh riddled with mismatched cybernetics. The Adeptus Mechanicus scoff at such nonsense, but they have also quietly stopped their efforts to establish permanent outposts in certain regions. Recently there has been an abrupt spike in attacks by the Iron Feeders, who seem to be penetrating further and more wantonly into the Foundries than ever before. The Magi are demanding the Archdomina do something about the situation, but thus far she has insisted ‘local security forces handle local matters’. The Secret Millennia ago, in a distant system, the Imperium brought to heel a Death World harsher than Avachrus or any world in the Gilead System. The Ecclesiarchy spread the faith of the God-Emperor, and for a time all was well: billions of new Imperial Citizens joined the fold and the faith. Over time their forms of worship shifted, became bloody and brutal in keeping with their homeworld, and morphed into the Death Cult of the Mortis Eagle. The highest-ranking members of the cult were the most fearless and stealthy, and those who display ed the greatest trophies from the greatest kills. Centuries ago the Astra Militarum transplanted a large number of that world's inhabitants to train them as shock troops. Instead they escaped confinement and entered the ship’s vents and ducts. They caused so much bloodshed that the vessel was forced to make an emergency detour to Avachrus. When the rescue shuttles evacuated the crew to the surface, the deathworlders smuggled themselves along. The cultists were not phased by Avachrus; they had merely swapped their jungle hunting ground for a new one of iron, pipes, and ducts. Before, the plants and creatures had been the most daunting prey, their hides and teeth the best trophies. Here in this iron jungle it was the augmetic parts of Servitors, Skitarii, and Tech-Priests that could mark out a warrior of prowess. Hiding in the ancient tunnels of Avachrus, they began preying on anything they could find. Feeding on the chemical-laden flesh of the Servitors, tainted water, and mutated vermin quickly caused a host of minor mutations. Most proved harmful and were ruthlessly culled, but those mutations that proved useful were accepted as a step toward perfect lethality. Their time on Avachrus has left them with thick skin, third eyelids, and nasal membranes that keep the thick, caustic dust out of their bodies. Now all they require to survive on the surface is a stolen rebreather for an occasional gulp of air. Their victims' augmetics are ripped out and fashioned into talismans and armour, giving rise to rumours of mutants in the twilight zone. Feeders wear broken augmetics and scraps of metal plating lashed together with wiring, though their prey doesn't live long enough to appreciate the horrifying effect up close. Outsiders see mutated cannibal monsters, but to the Iron Feeders they are the God-Emperor’s most holy and perfect tools of death. From the bones of their enemies they make crude statues of the Mortis Eagle, but however many torn mechadendrites and shattered armour plates they lay at the feet of their bone idols, they still find themselves unworthy to see it fly. Recently some of the Feeders’ Psyker-shamans have begun to share a dream of a great bird of blood and bone, circling above the hunting grounds, calling their people to battle.
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 0Adventure Hooks0 Tier 1 2 3 4 Threat E E T T KEYWORDS: MUTANT, HERETIC S T A I Wil Int Fel 4 4 4 4 3 3 2 Resilience 7 (Mutated skin & scrap armour plating: AR 2) Defence Wounds Shock 1 6 4 SKILLS: Default 4, Awareness 6, Stealth 6, Survival 6, Tech 3, Weapon Skill 7 BONUSES Favoured Prey: If the target of this Threat’s attack has any Augmetics, add +1 ED to any melee attack. ABILITIES ACTION: Scrapmetal Shard: 6+1ED / AP-2 / Range 1 REACTION: Scatter: Once per Round, when another Iron Feeder within 10 m of this Threat is killed, this Threat can take an immediate Movement Action. RUIN: Shadow Strike: When an Iron Feeder succeeds in a melee attack as part of an ambush, the GM can add +1 ED per point of Ruin they choose to spend. DETERMINATION: Spend 1 Ruin to roll 4d6 Conviction Resolve Speed Size 3 2 7 Avg IRON FEEDER 0 One Big Score An ancient data-slate recovered from a wreck has given the location of what promises to be a valuable haul of archeotech on Avachrus. Thankfully, it is far from anything of interest to the Mechanicus, in a relatively uninhabited part of the twilight zone. A small shuttle should see you in and out without the Adeptus Mechanicus even realising. Of course, the target structure is a ruin for a reason: the Iron Feeders have long claimed this territory. Inside there are the ancient remains of a Feeder handiwork, and once the team enters the darkened tunnels the hunt is on. 0 Memento Mortis A cryo-pod from the original prison ship has just been discovered and has gone on sale at a blackmarket site. Its contents: the only known Mortis Eagle in the Gilead System, or at least the carcass of one, preserved and decorated as a relic. Several powerful figures in the Gilead System know of the Iron Feeders’ true background and the bird’s potential significance to them. Assassins are handy things to have, especially eminently deniable mutant death-cultists, and the group are sent to acquire the creature at auction. Doubtless other Patrons will have sent similar agents with the same goal, and it may require theft, bribery, or outright murder to secure it. Procuring the Mortis Eagle is only half the work — the group then has to head out into the wilderness and negote with death-cult mutant cannibals. If you can get a good look at an Iron Feeder, it’s probably a distraction so another one can sneak up and stab you. They’re patient and stealthy, but when they strike it’s quick and ruthless. They work together unless the odds turn against them — at that point it’s each Feeder for themselves. They covet augmetics, and will attack such targets for preference. They speak highly mangled Gothic.
80 What this omen means, nobody knows, but many of the hunting parties have become convinced that whoever makes the greatest offering of blood and bone will be carried off by the Mortis Eagle to some even greater and more terrible hunting ground. Many warriors are now competing to construct the largest and bloodiest Mortis Eagle statue possible. Slowly and surely the Blood God is working to replace the Emperor in their affections, and they are now on the precipice of becoming a full-blown Khornate cult. The rivers of blood flowing in the name of the Mortis Eagle might well be the final step over the threshold. The Blood God rewards those who kill in his name, and the Iron Feeders are very, very good at killing. There is every chance the Lord of Skulls will indeed find it fitting to animate the bloody offerings of the Mortis Eagle statues. In any case, the fearsome slaughter that has begun to descend on the foundries cannot be ignored — every night raiding parties descend into the depths to claim more blood, bone, and iron. If not stopped soon, it will begin to impact production. The Archdomina has requested the deployment of some of the Legio Cybernetica reserves to quell these incursions, but it will be some time before the rites of awakening can be completed and the war-robots unleashed. The Iron Feeders kill using short blades created from the toughest material available. Usually this is a shard of adamantine painstakingly sharpened to a razor’s edge over long days of preparation. When the Feeders hunt in areas where they know Adeptus Mechanicus auspex systems are likely to be active, they tend to leave their metal armour and use shards of ceramite instead, since this makes it harder for them to be detected. Despite their disdain for high technology, the cult are well versed in the Adeptus Mechanicus’s tactics and abilities. Tactically, the Iron Feeders are patient and cautious, preferring to strike with surprise if they can. Should the odds turn against them, they will simply scatter, each member focusing on their own survival. They vary their hunting territory from time to time, and occasionally foray great distances to strike in unexpected areas.
81 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 CULTS OF NETHREUS By Chris Edwards The Knight World Nethreus is unlike any other in the Gilead System, entirely centred around the noble families who maintain and pilot the great Imperial Knights. HERALDS OF THE AZURE FLAME ‘Fire changes all that it touches.’ — attributed to Andromache The humans who call this fractured and beast-ravaged world home are capable of holding their own against such threats, employing vast engines such as Knights and land trains to protect themselves from the elements and attack. However, there are areas even the most reckless Knight-Scion will not dare, places where the volcanic upheaval or megafauna presence are simply too extreme to allow human survival. One such place is the southern polar region known as Aerawn’s Pyre. Here enormous volcanoes vomit multi-coloured flame and boulders into the sky at a rapid rate, and the air is thick with choking ash. The area is ill-omened, for this is where House Acasta exiles nobles who have betrayed Nethreus. Across the region the melted and battered remains of cast-out Knights loom up from the ash, some still bearing the ancient mark of Andromache. Baroness Andromache Acasta was a Knight-Scion who tried to seize power in a violent coup, rallying many barons and knights to her banner of ‘House Andromache’. She failed to seize Nethrus Majoris or the Throne of Ivory Knives, and found her coup crushed. Admitting defeat, she led her entire household into exile and death in Vulcan’s Pyre. THE SECRET House Andromache did not die in their fiery exile. Even as their last few Knights and transports neared inoperability, they stumbled upon an area of relative calm near the centre of Vulcan’s Pyre.
82 Deep under the ash cloud they found breathable air surrounding a volcano that spewed out pale-blue gas. Not only was the region free of megafauna, it was also abundant with vast caverns that had running water and were home to lush vegetation. At first the Andromache thanked the Emperor for their survival and set about making the volcano their new home. Machinery salvaged from heavily-damaged Knights and land trains gave them power and a few comforts. It seemed they could make a life for themselves here. Then the dreams began. Each night brought strange and disturbing visions showing tantalising possibilities: always, the image of a pale-blue flame burning in the depths of the volcano itself. The dancing flame, hypnotic in its movement, promised power great enough to reestablish the House’s glory and make them rulers of Nethreus. Andromache followed the visions and found a column of flickering, pale-blue fire in the depths of the volcano enticing her. The mesmeric azure flame beckoned her in. When she emerged, she had been remade. Sorcerous knowledge and power now infused her blood, which had turned as blue as the fire she had come to serve. The Andromache family were soon gone, and in their place stood the Heralds of the Azure Flame. Over centuries the Heralds nursed their hatred toward House Acasta, slowly increasing their power and knowledge. Generations of sorcerers have lived and died in their secret oasis lair, ruling over legions of slaves in caverns decorated with unholy runes. The Heralds avoid the dominions for fear of discovery, but have been enacting foul rituals to increase the size and ferocity of the megafauna all across Nethreus’s southern hemisphere. When the creatures bring down a vessel or breach a settlement, the Heralds move in to grab the survivors as slaves and sacrifices. Yearning to create Knights of their own, the Heralds learned to bind Daemons, working their way up to the creation of Daemon Engines. Pleased, the Azure Flame revealed the secret rites to create Chaos-touched Knights, assembled from stolen components and crafted by captured, corrupted Sacristans. At last, this would prove enough to challenge House Acasta directly. The Heralds set their slaves to hauling wrecked Knights in from the Pyre and began forging their new army. The Heralds have laid their schemes carefully. House Acasta’s entire military might will be required to keep the Chorbok serpents at bay during the next Athros Run (see Wrath & Glory, page 300). The vast slaughter will serve as a potent source of psychic energy — one the cultists intend to use in a great ritual to awaken their Helstalkers. If they succeed the fires of change will sweep away the old order, leaving the Heralds as the rulers and High-priests of a new one. The Azure Oasis Those who breathe the air of the volcano must make a DN 2 Corruption Test the next time they sleep. If they fail they find themselves plagued by bizarre dreams. Heroes of Corruption Level 3 or higher no longer have to make Corruption Tests, but experience the dreams automatically. 1d6 Experience 1 Disturbing Chanting: An echoing chant fills your sleeping mind. The next day you find yourself humming it under your breath from time to time. 2 Deja-vu: You remember no dream, but the next day you experience a constant feeling of dejavu, as if you had lived this day many times over already. 3 Unwise Confession: You dream of confessing your worst secret to a priest or other trusted figure. The next day it feels vividly real, but you can’t remember what the secret was. 4 Scintillating Horrors: Swirling, multicoloured flames danced before your eyes, bewitching you. The next day all colours except blue and pink look horribly garish to your eyes. 5 Sorcerous Symbols: You dream of reading from a tome filled with arcane runes scrawled in blue blood. The next day you perceive all writing as being penned in the same way. 6 Changed Perspective: You experience a vivid dream of being someone entirely unlike yourself. The next day you remember how interesting it was to experience the world so differently. DREAM CHART (1d6)
83 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 There are thousands of ragged cultists within the Oasis, most of them captured slaves who have been broken to the worship of Chaos. These are merely fodder, and can be represented by Cultists and Cult Leaders (Wrath & Glory, pages 337-338). Important areas are guarded by pairs of Blue Horrors (Wrath & Glory, page 349). There are only a few dozen Heralds, but within the mountain they are well-protected by sorcerous charms. Near the Flame itself, great caverns hold the ranks of the Helstalkers — silent as they await the ritual to infuse them with daemonic energy. Tier 1 2 3 4 Threat A E T T KEYWORDS: CHAOS, HERETIC, PSYCHIC, TZEENTCH S T A I Wil Int Fel 2 2 3 3 6 4 3 Resilience 7 (Warp-charms, AR 4) Defence Wounds Shock 2 4 8 SKILLS: Default 4, Psychic Master 9, Psyniscience 10 BONUSES Servants of the Flame: Heralds are immune to any flamers or fires that are not sanctified Sacrificial Flame: Each round before combat begins a Herald can choose to sacrifice up to 3 loyal Cultists within 20m, who burst into blue flames. This causes the DN of all attacks or powers used against the Herald to increase by an amount equal to the number of Cultists sacrificed. ABILITIES ACTION: Sorcerer: The Herald uses any of the Pyromancy abilities (Wrath & Glory, page 275) or the Dark Flame psychic ability (Wrath & Glory, page 281). Their corruption level counts as 4 Daemon Stave: 9+2ED / AP -1 / Range 2 / Force, Inflict (On Fire), Parry DETERMINATION: Spend 1 Ruin to roll 2d6 Conviction Resolve Speed Size 6 5 6 Avg HERALDS OF THE AZURE FLAME 0Adventure Hooks0 0 Bad Omens Every night since the heroes first arrived on Nethreus they have all experienced the same dream: the Dominions of Nethreus being cracked open by pillars of whirling blue fire, the Knights screaming as their sparking essence is siphoned away by huge metallic horrors, and the citizens being sacrificed by blue-clad cultists. Vivid and horrifying, the only clue is the symbol on the war machines — a serpent wrapped around an arrowhead. A DN 7 Scholar (Int) Test (DN 5 for a native Nethrean) or access to a suitable local expert reveals it is the symbol of the old House Andromache, who were driven into Vulcan’s Pyre centuries ago. The intensity of the dreams grows nightly, threatening to bleed into the waking world. But are these visions sent by the Emperor to avert the horror, or by the Heralds in order to provide the final sacrifice necessary to complete their ritual? 0 Death to the Interlopers! Word of a king’s ransom in scrapped archeotech has drawn the heroes to Vulcan’s Pyre, but conditions have proven more difficult than first assumed. With their shuttle inoperable and vox signals unable to cut through the clouds, they are forced to try and make their way out on foot. With incredibly hostile terrain and little hope of rescue, it seems as if their prayers are answered when they come across an area of calm, little realising they are stumbling into the Heralds’ lair. The majority of the cultists are feverishly enacting a lengthy ritual to awaken the first of the Helstalkers — meaning security is relatively light. However, the sorcerers and Blue Horrors guarding the caverns will fight bitterly to stop the characters from interfering. Should sufficient numbers of cultists be slain or distracted, the ritual backfires impressively, quite possibly destroying the entire foul complex and blowing away the cover hiding it from orbit.
84 A Thousand-Thousand Charms: Within their lair, all Heralds receive +1 Defence, +1 Determination and may ignore a single 1 on the Wrath Die of each Psychic Mastery Test. All Psykers roll an extra Wrath Die on each Psychic Mastery Test they make. Heralds are spindly Humans with thin hair and pale skin. Most have minor mutations and cult markings hidden beneath their azure robes. Arrogant and spiteful, they believe they have been robbed of their birthright. Due to their power, they are prone to underestimating others and are fond of the sound of their own voices. THE ORDER OF THE THRONE ‘The primary objective overrides all other concerns.’ — Megaera Bellator The Order of the Throne is an ancient and prestigious club open only to Knight-Scions of sufficient wealth and pedigree. It counts several barons and even some members of the King’s household in its ranks, and is regarded as something of an elite group with a great deal of political influence. The families in this club have served as pilots since the founding of the colony, and many of their Knights are particularly ancient and distinctive. They gather at the Throne Retreat, a ruined fortress that was once large enough to house 20 Knights at a time. Members meet there to hunt and talk politics over magnificent feasts served in the few intact halls. The Retreat’s crumbling walls are lined with trophies taken from ancient kills and depictions of forgotten glories. Invitations to the Retreat are rare, and when they are given out, it is generally to prospective members. The Order maintains its own sacristan mechanics and serfs, and the Retreat is in many ways like a tiny dominion of its own. The Secret The Order is far more than a social club of prestigious pedigree. Its members are even more staunchly isolationist than most Nethrean nobles: they seek total separation from the Imperium, convinced that the almighty power of their Knights, plus the mercenaries they can command with their deep pockets, will make them a hard target the rulers of the Gilead System can’t afford to tackle. Tier 1 2 3 4 Threat M M M A KEYWORDS: IMPERIUM, QUESTOR MECHANICUS S T A I Wil Int Fel 16 11 3 4 7 3 2 Resilience 22 (Adamantium Armour: 7 AR, Ion Shield: 3* AR) Defence Wounds Shock 3 30 20 SKILLS: Default 3, Awareness 5 (Passive 2), Ballistic Skill 5, Weapon Skill 8 BONUSES Pilot: When crewed by an expert Order of the Throne pilot, the Knight gains +2 dice on all Actions pertinent to combat. Every time the Knight takes damage, the pilot takes 1d3 Shock. Juggernaut: Can make a Stomp attack as a Free Action once per round if all they do is Move. ABILITIES ACTION: Reaper Chainsword: Dam 22 + 6ED, AP -3, range 5m, Heavy 10 Battle Cannon: 18+2ED, AP -3, 30/60/90, Salvo 3, Heavy 12, Rapid Fire 2 Stomp: Dam 18 + 6ED, AP 0, Range 3m, Blast 6 BATTLECRY: War Horns, a great echoing roar issues from the machine, forcing everyone who can hear it to make a DN 4 Terror Test. DETERMINATION: Roll 11d6 (Monstrous Creature) Conviction Resolve Speed Size 7 6 12 Ggn ORDER OF THE THRONE KNIGHT PALADIN Before the opening of the Great Rift, their plans stretched over decades or centuries; some members expected they would never advance. The Great Rift has provided a sudden opportunity though, and the society’s plans proceed apace. Prospective members are carefully selected and watched for years before a member of the Order of the Throne approaches them and invites them to the Retreat. Traditionally the first several visits are innocent: they really are hunting parties, with great feasts and greater sport.
85 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 new urgency of the Order’s plans means these tried and tested tactics have been abandoned. The Order needs new members, and it needs them quickly. The Order must be represented in every domain, at the very least. They approach promising scions, offering them a faster route to the position of Knight-pilot; if their candidates prove appropriate, they undergo the Order’s initiation rites, their altered throne mechanicum interfaces making the new pilots loyal only to the Order. 0Adventure Hooks0 0 Repair Protocols During an Astra Militarum operation to put down a rebellious Hive-spire on Gilead Primus, one of the Knights of the Order was heavily damaged when it was struck by a massive arteria-crawler. As a matter of religious duty, the enginseer attached to the Guard regiment offered to assist in the recovery of the machine, only to be coldly rebuffed by the pilot and sacristans who quickly towed the damaged engine back to their own workshops. Partly, their decision stems from a complete lack of trust in anyone but their own sacristans to attend to the damaged Knight, Fortis Fulcra — but their secondary concern is that her Cogitators hold a mass of information on Astra Militarum battle tactics, numbers, supply lines, and commanders — all part of the Order’s information-gathering exercise. Being a little more worldly than most Tech-Priests from their exposure to baseline humans, the enginseer has become suspicious of their behaviour. Consequently, they may ask somebody they trust and respect to investigate the matter, or even pass their concerns on to their superiors. The Order have kept their two engines separate from the others in a large Foundry hall which is securely locked and guarded. The sacristans with them have stabilised the machine-spirit of the damaged Knight, but field repairs of this magnitude are beyond their ability. They have cleared the chamber so the Knights can converse in peace. The functional Order Knight stands beside the injured one, while the two exchange rumbling growls of binary. The guards outside are high quality household troops (equivalent to an Astra Militarum Trooper, Wrath & Glory, page 328). Breaking in requires a DN 5 Stealth (A) Test. Should they succeed in getting inside, the Agents can make a DN 5 Tech (Int) Test to spot the cache of data hidden in the Knight’s Cogitators. If the Knights’ cover is blown, the Order goes down fighting, along with their sacristans and household troops. 0 Over-Exposed Recently an increasing number of agents belonging to various Patrons, including Lord-Captain Varonius, LordMilitant Fylamon, Archdeacon Clade, and even Inquisitor Dikaisune, have been exposed trying to manipulate the politics of Nethreus. Naturally, each blamed the others, but as the danger of turning the entire planet against offworlders grew, their spymasters agreed to meet and discuss terms of engagement. To their surprise, they deduced it was the Order of the Throne behind the unmasking of their agents. These minor nobles had skilfully played them off against each other! Recently, several Knights of the Order have been ‘volunteered’ for service off-world to find out more about the situation across the system. This gives them vital intelligence about the capabilities of Imperial forces. Discovery is the greatest threat to the Order of the Throne. Their greatest fear is betrayal from within, so each family involved in the Order is responsible for policing their own relatives. Those whose faith and purpose waver are ruthlessly executed, usually in ‘hunting accidents’ at the Retreat.
86 Nethreus’s typical contempt for outsiders works in the Order’s favour: anyone from outside the upper echelons of the Nethrean hierarchy who attempts to expose them will likely be laughed out of court and all the way off-world, if they aren’t challenged to an honour duel to the death for impugning the reputation of these noble scions. Putting aside their differences, several Patrons have contributed personnel for a mission to find out what the Order’s agenda really is by infiltrating the Throne Retreat during a feast. Insertion will be by air a few kilometres out from the Retreat, from which point the Agents will have to avoid the hostile megafauna, get past the security and defences, learn what the Order are up to, escape, and make their way back to the pickup point. Simple. There’s just the tiniest chance some of their opposing Patron’s agents will try and double-cross them during the mission. Ancient, pitted and battered, a Knight of the Order of the Throne sports beautifully customised carapace armour depicting scenes of battle and valour. ESCUTCHEON Escutcheon is a code, a warning, and a way of life. Amongst the Knight-Scions and powerful of Nethreus, the concept of Escutcheon means constant attention to your honour and moral integrity. Like a burnished shield, one’s Escutcheon protects one by drawing the Emperor’s blessings. A person with obvious Escutcheon is beyond suspicion, their valour and noble character evident to all. When they die, their life will be celebrated and their deeds remembered. Conversely, somebody who does not care for their honour finds themselves friendless, vulnerable and in danger of drawing the Emperor’s righteous wrath. They are likely to be beset by misfortunes and die alone. Nobody tells of their glory, and their names are forgotten by history. The Secret The Escutcheon is one of the oldest secret societies on Nethreus. It is as much a part of the establishment as knights or nobility. In fact, many of the Escutcheon’s targets have been corrupt Imperial officials assigned to Nethreus. Their existence is secret to all but the King, who uses them as his personal strike force, removing those who sow dissent, threaten the status quo, or introduce off-world influence. A deeply conservative Imperial death-cult, Escutcheon members make it their business to quietly assassinate those they believe are imperiling Nethreus’s physical or spiritual welfare. With centuries of practice, they are extremely adept at presenting such deaths as accidents, and only very rarely do they resort to direct violence. Even when they do strike, they use their entrenched influence to turn investigations into coverups, framing suitable evildoers for their crimes. Escutcheon members are carefully vetted before recruitment, and most are from the upper strata of Nethrean society. In order to counter nepotism, it is forbidden for any family to have more than one member in the Escutcheon at any one time. Trusted outsiders are referred to as ‘Honourable Friends’ and are primarily used to gather information or help with cover-ups. Some whole departments or groups are collectively considered Honourable Friends, but most know little to nothing about the Escutcheon itself. Mercenaries and outsiders paid for their special skills are referred to as ‘Necessary Evils’ and are considered disposable. In fact, the Escutcheon sometimes provokes criminals into killing each other then tidies up any loose ends afterwards. To date, no non-Nethreans have been offered membership of the Escutcheon, although over the centuries a few have been awarded the status of Honourable Friend. New agents are trained in a variety of different arts of espionage, including disguise, poisoning, sabotage, explosives, and the use of various weapons. However, most of the time they simply continue their normal lives, watching and reporting. When they nominate a target who may need removal, other Escutcheon members will be assigned to quietly investigate and prepare a report. Only when the matter has been independently verified can a kill-order be placed and agents activated. ‘We no longer have the luxury of staying our blades. Blood must be spilled.’ — Silmaros Devale, of the Escutcheon
87 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 organisation is ruled by the nine-member Council of Judgement, whose ranks are filled on the basis of seniority of service with the Escutcheon. Decisions such as accepting new members or confirming a killorder require a simple majority, and business can be put forward by any member of the Council. Historically the leadership have tended to be quite elderly but a recent spate of deaths means the current Council is the youngest in several centuries. With the grim situation Gilead is enduring, the Council have actually become considerably more proactive than ever before. Previously they would have removed only the most dangerous targets, but now they are beginning to authorise kill-orders almost daily. They are also actively expanding the number of agents the Escutcheon has at its disposal. All of this creates danger — the larger and more active the cult grows, the greater the chance their activities are discovered. The Adepta of the wider Imperium are the one area where the Escutcheon doesn’t have much direct influence, and this could easily be their undoing if they over-reach. The Council, along with their guards and servants, resides in a fortified structure, deep in the bowels of the Nethreus Majoris dominion. Aside from fearsome defences and deadly guardians, this stronghold also houses the Codex Judicium: a vault containing centuries of records on the powerful of Nethreus and their misdeeds. Even members of the Council are forbidden to enter the Codex without good reason. If the contents of this vault were to fall into the wrong hands, it would provide a treasure-trove of blackmail material on the nobility of Nethreus. There really is no ‘typical’ Escutcheon agent, as they are deliberately recruited to be as diverse as possible. Usually they have a position of importance, good manners, keen wits, and a steady temperament. Members often dress well, and their clothing is expensively and discreetly armoured. Should they choose to fight they are surprisingly proficient, but they will generally try and talk their way out of situations first. Agents are issued with a suicide pill which they are supposed to use if they believe an imminent capture will compromise the Escutcheon. Well dressed, polite and measured, the Escutcheon Assassin seems quite above reproach. They are methodical, well-informed, and patient — willing to take time in order to make their executions look like accidents. Few of them know more than one immediate superior, and they usually work alone. If in danger of capture, they may well use their suicide pills. Tier 1 2 3 4 Threat E E T T KEYWORDS: IMPERIAL S T A I Wil Int Fel 3 3 4 4 5 4 4 Resilience 6 (Armoured Clothing, AR2) Defence Wounds Shock 3 (4 Parry) 8 12 SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 7, Stealth 7, Weapon Skill 7 BONUSES Well Connected: The Assassin can spend 1 Ruin to be cleared of almost any criminal charges by Nethrean authorities and released. Anything incriminating will be covered up. ABILITIES ACTION: Sword-cane: Dam 5+2ED, AP -3, Agonising, Parry Needler: Dam 8+2ED, 6/12/18, Salvo 1, Agonising, Inflict (Poisoned 4), Pistol, Silent REACTION: Suicide Pill: If captured by enemies, the Assassin will most likely attempt suicide. It would require an immediate DN 7 Medicae (Int) Test to save their life. DETERMINATION: Spend 1 Ruin to roll 3d6 Conviction Resolve Speed Size 5 4 6 Avg ESCUTCHEON ASSASSIN
88 0Adventure Hooks0 0 Marked For Death A plump, nervous-looking Administratum official named Jubilfex Ortrantus has been secretly skimming from Nethreus’s export tithes in order to line his own pockets. Recently he has suffered a run of mysterious ill fortune — his groundcar exploded just as he was about to get in, then a ravenous arteriole worm decided to nest in a drawer of his desk. He suspects someone has been trying to kill him, but is unwilling to involve the Arbites for fear of his own secrets coming out. Instead, he turned to a local Voidborn criminal syndicate, Gilead Shippers’ Guild, for protection in return for helping them expand their smuggling operations. Having failed with their first two attempts, the Escutcheon do not wish to expose themselves; instead they will ensure clues to Ortrantus’s treason fall into the characters’ hands and watch to see the results. Ortrantus has several experienced gangsters and a Wyrd Psyker as part of his personal security, as well as local PDF troops guarding his estate and place of work. Should the heroes ‘do the right thing’, the Escutcheon may come to consider them Honoured Friends. 0 Into the Fold The group’s Patron has become aware of the Escutcheon and seeks an alliance. In order to gain their good graces, a dossier of powerful, corrupt individuals on Nethreus has been assembled, and three targets selected. The heroes are being sent in as a kill-team to discreetly and professionally snuff all three, taking evidence from the scene of each crime. When the job is complete, the evidence will be passed on through an intermediary in order to try and cement relations. Lady Vocelyn Helmswood is an elderly hunting enthusiast who uses forbidden xenos extracts to maintain her youth. She rarely leaves her estate, with its menagerie of xenos creatures and hunting grounds. Mother Ingenta Covarion is a renegade priest who has found work as a mercenary. She is currently acting as chief enforcer for The Red Harvest, a criminal group who refine illegal combat drugs from the glands of Nethrean megafauna. Baron Tiro De Xian is the commander of the Ironfire, one of Nethreus's famous land trains. He is the leader of a group plotting revolution. The majority of the troopers at his command are loyal to the Throne, but will not easily believe the Baron is a traitor.
89 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 EPICUREAN SOCIETY ‘I swear, if I see one more serving of world root, I shall have to kill somebody.’ — Bereon Villanuevo, Epicure Gross inequality is a common feature of Imperial society. There are always many who have little and a privileged few who have far more than they need. In this regard Nethreus is no different to most Imperial worlds. Serving as a Knight-Scion is a high honour, as there are nowhere near enough of such ancient machines for all nobles to pilot one. Those nobles who cannot do so must eke out what position they can, perhaps pursuing a career in the church, planetary defence force, or directing their family’s business enterprises. But even these are hardly arduous occupations, and most nobles find plenty of time for idle indulgence. The lack of diversions on Nethreus has always been a sore point for the moneyed classes, and a considerable amount of the planet’s trade balance has traditionally been spent importing luxuries to make the spartan dominions more comfortable. Over time a cartel of noble families came to dominate the luxury import trade, ensuring they and their friends got preferential treatment while everyone else had to pay exorbitant prices. They hired off-world cooks to prepare their new foods in the styles popular across the Gilead System, and little by little they began to see themselves as the local experts on fine cuisine. It wasn’t long before the first dining club was created, offering exclusive dinner parties with exotic foods. Over time these became the basis of the Epicurean Society, self-appointed culinary grandees of Nethreus. The Society’s members still control much of the import business of Nethreus, and they have not been pleased with Lord Captain Varonius’s efforts to provide the dominions with alternate plant crops. If the local diet becomes more varied, demand for their expensively imported delicacies may well drop precipitously. Of course, they are as eager as anyone else to acquire new and exotic foodstuffs; they just don’t want to share them with the hoi-polloi. The Secret There has always been more to the Epicurean Society than simple food. Aside from their legitimate business interests, they have also leveraged their import licences to establish a near-monopoly on planetary smuggling. They use this to provide forbidden drugs and foodstuffs for themselves, as well as acquiring whatever other luxury items the nobility are willing to pay for. They have long had links to the Cult Luxuria on Ostia, where much of their fine foodstuffs are grown, and the two organisations pursue a certain friendly rivalry. It was understandable that when one of the senior members of Cult Luxuria decided to move to Nethreus, the Epicurean Society took it upon themselves to invite what they saw as ‘civilised dinner company’ into their circle. But while Duchess van Strahn appears to be just a wealthy dowager with expensive tastes, in fact she is a potent sorceress in service to the Prince of Excess. Having been ousted from her position in the Cult Luxuria by a younger rival, she quickly insinuated herself into the Epicurean Society instead. From there it has been a relatively simple matter for her to slowly encourage the Society down darker paths in search of ever-greater forbidden delights. While she has not overtly taken charge of the Society, she rules in all but name, having addicted several senior members to concoctions of her own devising. Most of the Epicurean Society is exactly what it appears to be: a bunch of dilettante nobles with pretensions of sophistication. Behind closed doors in their gilded headquarters, however, matters have taken a distinctly more sinister turn. Statues of the Emperor weep blood-red wine into jewel-encrusted bowls, while fork-tongued cherubs carry platters of increasingly horrifying sweet-meats through the drug-scented air. The kitchens, always expansive, have been increased in size to accommodate cages suitable for Humans. While the Duchess has yet to introduce the outright worship of the ruinous powers, she has begun to encourage the upper levels of the Society to dabble in some extremely unique versions of the Imperial prayer of thanks for food.
90 0Adventure Hooks0 Tier 1 2 3 4 Threat T T T T KEYWORDS: HERETIC, IMPERIAL S T A I Wil Int Fel 2 3 3 3 2 3 4 Resilience 5 (Armoured Clothing: 1 AR) Defence Wounds Shock 2 6 4 SKILLS: Default 4, Ballistic Skill 5, Weapon Skill 5 ABILITIES ACTION: Mono-Sword: Dam 6+2ED / AP -1 / Range 1 / Parry. Duelling Las: Dam 7+2ED / AP -1 / 4-8-12 / Salvo 0 / Pistol, Reliable DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 5 4 6 Avg EPICUREAN BODYGUARD Epicureans are debauched, titled, and indolent. They sneer at anybody who doesn’t measure up to their standards. For the most part they rely on their wealth and influence to protect themselves, but each one keeps a loyal food-taster and bodyguard close to their side to wait upon them and protect them from harm. She is slowly seeding the idea of the Emperor Aesthetic; the belief that the Emperor smiles upon those who strive for perfection, and all sins committed in pursuit of this goal are forgiven. This is a complete fabrication, but smooths the transition from worship of the false corpse-god to the Lord of Pleasures. 0 In His Honour The Duchess has proposed that if a suitably excessive and magnificent feast is prepared in honour of the Emperor Aesthetic, he may manifest one of his ‘angelic servants’ to help the Epicurean Society really meet its true potential. Very few members believe such a thing is possible, but they are delighted with the idea of the challenge, and are actively attempting to outdo each other in the procurement of forbidden items. Several organisations keeping an eye on crime and smuggling in Gilead have noticed the spike in activity, and want the matter investigated. 0 Food For Thought A shipment of feral Psykers from Nethreus destined for the Ironwatch facility on Charybdion recently died in transit due to a life-sustainer malfunction. However, a random check has concluded that the corpses were not Psykers. As a matter of some urgency, it must be discovered where the real Psykers actually are. The ship transporting them was jointly owned by several members of the Epicurean Society, so this seems like a natural starting point for an investigation. In fact, the Psykers are being prepared for an Epicurean feast. After dosing them with hallucinogens, their living brains will be exposed and eaten with silver spoons for an unparalleled dining sensation.
91 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 Rootfolk exist largely in a state of serene ignorance, utterly dedicated to the giftroot. They are peaceful and calm, except when roused to defend the giftroot, when they become fanatical. Most rootfolk are ill-educated peasants, simple commoners with little idea about the world beyond their dominion. THE WORSHIPFUL ROOTFOLK ‘Roots go deep, roots know all. Drink of the blood of the roots and hear their wisdom.’ — Congregation of the Worshipful Rootfolk Not all strains of world root are edible, and the plant is noted for its ability to spontaneously manifest new adaptations — a significant boon in Nethreus’s changeable environment. However, it makes for a lot of labour for the serfs tending the crops, who must rigorously weed out strains less suitable for human consumption. While the nobles battle against the megafauna, the peasantry continues their own endless war against the roots. Sometimes a malignant mutation is only detected too late, meaning an entire chamber’s crop has to be burned rather than risk poisoning the citizens or allowing regrowth. Thankfully, world root is fast-growing, and there’s usually enough excess food stored to carry a dominion through such a shortage. However, of late it seems the productivity of many of the grow-domes has begun to diminish. The barons rarely descend to these levels, but claim the fields are full and their serfs are simply being lazy. Harsh punishments have been meted out for missed quotas, but if famine does come then the labourers are the ones who stand to suffer the worst. Seeking to inspire the citizens to greater diligence, the Barons have grudgingly allowed some off-world missionaries to preach to their serfs. Ordinarily the Nethrean mistrust of outsiders would make their task extremely difficult, but the Worshipful Rootfolk are generous with their ‘giftroot’ and the missionaries find themselves swayed by the natives’ doctrine instead of vice versa. The Secret The peasant labourers who work the grow-domes often take home the world root samples considered beneath human standards in order to supplement their meagre income. While usually tough and unpleasant tasting, they are seldom harmful. One such sample proved to be filled with a red, blood-like fluid that proved both mildly psychoactive and highly addictive. Having experienced pleasant visions after eating the meal, the superstitious peasants came to regard it as something of a holy sacrament — a divine gift of some kind. Taking cuttings, they began to surreptitiously plant the new strain in patches across the grow-dome, passing the secret on to others. Slowly a cult formed around the consumption of the roots, and took on the name of the Worshipful Rootfolk. Workers inured to endless toil under horrible conditions found the burst of religious ecstasy the giftroot granted extremely appealing, and it soon began to spread to other grow-domes and even other dominions. Unfortunately the giftroot has virtually no useful calorific content, and is in any case mostly being consumed by the labourers, which means production of standard world root is steadily declining. The cult itself is completely lacking in any central dogma other than the importance of the giftroot. Some say it is from the Emperor, others from the spirit of Nethreus, and not a few have invented entirely new and heretical religions. What they do not realise is that the giftroot has adapted much further than anyone assumed was possible; the bacterial goo inside the plant is actually changing the Humans who use it, causing them to spread it far and wide. It isn’t sentient, and eventually its strategy will become self-defeating as it causes the users to starve themselves to death, but until then it is steadily replacing the old strains of world root. By the time somebody realises the danger and try to do something about it, the Rootfolk will likely have become zealots, dedicated to spreading and protecting the giftroot even as it kills them. While the Ecclesiarchy has no idea of the problem's scale, they have noted tithes and attendance has reduced significantly at some of their sub-level parishes in the dominions of Nethreus. They have dispatched some experienced missionaries to ensure the correct level of zeal is maintained.
92 0 Root and Branch Confessor Carnadine is a moderately famous figure in Gilead, renowned for his zeal and oratorical skill. When he heard the resolve of the people of Nethreus might be wavering, he immediately volunteered to preach to them. Trained at swaying recalcitrant commoners, he initially reported that he had succeeded in establishing a rapport with the Nethrean serfs. Shortly after, he disappeared without a trace. The characters’ Patron wants the Confessor rescued or his remains returned, and any guilty parties punished. After discovering the truth about the cult, Carnadine applied his flamer to a large area of the ‘devilish weed’. The cultists captured him and force-fed him giftroot until his will broke and he converted. Being eloquent and educated, he is fast becoming a leader amongst the Worshipful Rootfolk, inspiring them to become more proactive and spread the root to every corner of the Gilead system. The characters are being dispatched to rescue a man who doesn’t want to be rescued. 0 In Transit A unit of Knights is being transported to Ostia en route to being deployed elsewhere. The ship they are travelling on is a small freighter named The Crusader, but even a ‘small’ Voidship encompasses a vast volume. The group’s Patron has discovered that a shipment of some kind of dangerous narcotic seed is being smuggled to Ostia aboard The Crusader by somebody in the Nethreun force. The Nethreun nobles are extremely prickly, considering their honour to be above reproach. It will take an extremely discreet investigation to locate the smugglers and their giftroot seeds. Should the hardy seeds take root in Ostia’s fertile soil, they are likely to they will completely disrupt the local ecosystem. Tier 1 2 3 4 Threat T T T T KEYWORDS: HERETIC, IMPERIAL S T A I Wil Int Fel 4 4 2 2 2 2 2 Resilience 5 Defence Wounds Shock 1 8 4 SKILLS: Default 3 BONUSES Servant of the Roots: When defending or spreading giftroot, the cultist gains +1d6 on all Actions. ABILITIES ACTION: Agricultural Implement: 7+1ED / Range 2 / Inflict (Prone) Thrown Rock: 6+1ED / Range 16m DETERMINATION: Spend 1 Ruin to roll 4d6. Conviction Resolve Speed Size 5 4 6 Avg WORSHIPFUL ROOTFOLK 0Adventure Hooks0
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