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Player Characters

Nixios
Void Born Imperial Psyker

 

Narl
Feral World Imperial Guardsman

Octavius
Feral World Assassin

Mercutio
Hive World Arbitrator

       

Non Player Characters

 

 

 
 

Hieronymus
Imperial World Chirurgeon 

 

 

Ignatius
Hive World Redemptionist

 

 

 

 

 

 

Allies and Adversaries

Chapter 1

 Astral Hound – Threat Rating: Malleus Minima

Astral Hounds resemble large, dark, shadowy dogs. They are carnivorous and extremely predatory, but are not intelligent. Brute instinct allows them to track the psychic aura of their prey through warp space. Although hounds can track the psychic aura of any creature with psychic abilities, the strongest and most attractive scent is that of the unprotected human psyker. So strong is their compulsion to seek out the source of this aura that the Astral Hound is the single most dangerous foe of the emergent psyker. They use the psyker’s own powers to take form within the material universe. Astral Hounds attack with a numbing bite, paralyzing their victim. Once helpless, unfortunate victims are taken back into warp space, where the hounds feed upon their psychic energy. The poor psyker simply disappears, confounding friends and neighbors. Astral Hounds are ferocious combat opponents, and are capable of making short warp space jumps of several meters, suddenly appearing behind or beside their enemy. (Rogue Trader, p203)

WS BS S T Ag Int Per Wp Fel
42 0 40 35 50 0 40 35 10

Movement: 8/16/24/48 (When moving, the Astral Hound actually travels through the warp, disappearing as it leaps, only to reappear in a new location and is immune to overwatch fire when this occurs.)

Skills: Awareness (Per) +20, Psyniscience (Per) +20 (Astral Hounds use the Psyniscience skill to track their prey.)

Talents: Takedown (represents paralytic bite)

Traits: Daemonic (double TB), From Beyond (immune to fear and pinning), Phase Leap (see movement notes), Warp Instability (test Wp, 1:1 damage on failure)

Weapons: Bite (1D10+6 R, Primitive)

Wounds: 8

Notes: Astral Hounds hunt in packs of 1-10 animals.

 

Delaque Hive Ganger - Threat Rating: Hereticus Minima

 

WS BS S T Ag Int Per Wp Fel
35 35 35 30 30 30 25 30 30

Movement: 3/6/9/18

Skills: Awareness (Per), Carouse (T), Common Lore (Imperium) (Int), Deceive (Fel), Intimidate (S), Speak Language (Low Gothic) (Int)

Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las, SP)

Weapons: Knife (3m, 1d5+3 R; Primitive), Stub Automatic (30m; S/3/-; 1d10+3 I; Pen 0; Clip 9; Reload Full)

Armour: Gang Leathers (Arms, Body, Legs 1)

Gear: Delaque clothing & duster, Photovisor, 2 stub automatic clips, 1d5 Credits

Wounds: 10

 

Wyrd Pyro - Threat Rating: Hereticus Majoris

 

WS BS S T Ag Int Per Wp Fel
20 20 30 30 30 40 40 40 30

Movement: 3/6/9/18

Skills: Awareness (Per), Common Lore (Imperium) (Int), Deceive (Fel) +10, Forbidden Lore (Warp) (Int), Speak Language (Low Gothic) (Int)

Talents: Melee Weapon Training (Primitive), Pistol Training (SP), Psy Rating 2

Weapons: Knife (3m, 1d5+3 R; Primitive), Stub Automatic (30m; S/3/-; 1d10+3 I; Pen 0; Clip 9; Reload Full)

Gear: Dark and voluminous robes, 2 stub automatic clips, 1d5 Credits, strange amulet (charm), false ID

Psychic Powers: Spectral Hands, Spasm, Float, Force Bolt, Telekinesis, Telekinetic Shield

Wounds: 10

 

Orlock Hive Gang Leader - Threat Rating: Hereticus Minima

 

WS BS S T Ag Int Per Wp Fel
45 45 35 35 30 30 25 30 40

Movement: 3/6/9/18

Skills: Awareness (Per), Carouse (T), Common Lore (Imperium) (Int), Deceive (Fel), Intimidate (S), Speak Language (Low Gothic) (Int)

Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las, SP), Pistol Training (Bolt)

Weapons: Knife (3m, 1d5+3 R; Primitive), Bolt Pistol (30m; S/2/-; 2d10+5 X; Pen 4; Clip 8; Reload Full), Shotgun (30m; S/–/–; 1d10+4 I; Pen 0; Clip 2; Reload 2 Full; Scatter, Reliable)

Armour: Gang Leathers (Arms, Body, Legs 1)

Gear: Orlock clothing, 2 Bolt Pistol clips, 12 Scatter Shotgun Shells, 2d10 Credits

Wounds: 12

 

 

Orlock Hive Ganger - Threat Rating: Hereticus Minima

 

WS BS S T Ag Int Per Wp Fel
35 35 35 30 30 30 25 30 30

Movement: 3/6/9/18

Skills: Awareness (Per), Carouse (T), Common Lore (Imperium) (Int), Deceive (Fel), Intimidate (S), Speak Language (Low Gothic) (Int)

Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las, SP)

Weapons: Knife (3m, 1d5+3 R; Primitive), One or more of the following: Stub Automatic (30m; S/3/-; 1d10+3 I; Pen 0; Clip 9; Reload Full), Laspistol (30m; S/-/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Lasgun (100m; S/3/–; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Autogun (90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full). Shotgun (30m; S/–/–; 1d10+4 I; Pen 0; Clip 2; Reload 2 Full; Scatter, Reliable)

Armour: Gang Leathers (Arms, Body, Legs 1)

Gear: Orlock clothing, 2 reloads for the type of weapon(s) carried, 1d5 Credits

Wounds: 10

 

Chapter 2

Lilah (Formerly Halli Ko'Iron), Unsanctioned Psyker - Threat Rating: Hereticus Majoris

Lilah first appears to the players as a frightened young woman on the run from a trio of Spyrers. She is a troubled soul, and is on the run for more than one reason - not least of which is the fact that she is an inhabitant of The Spire herself. Until recently, Lilah was known by her real name, Halli Ko'Iron, the daughter of a powerful noble of the House Ko'Iron. In recent months, Halli was troubled by strange happenings occurring around her (emergent psychic phenomena) and was terrified by the thought of being a psyker, knowing the fate awaiting her should she be discovered. Halli fled over The Wall into Hive City, changing her name to Lilah and attempting to blend in with the faceless millions toiling in the great manufactora, however the powers manifesting themselves through her were growing stronger. Her father, Ravion Ko'Iron discovered her flight and sent a quad of Spyre Hunters to capture her and bring her back to the Spire so that she could be properly cared for - Lilah's powers warned her of their arrival and she fled deeper downhive, eventually boarding a Maglev train bound for Dust Falls, where the players first encounter her. The statistics below represent Lilah at the time the players encounter her:

WS BS S T Ag Int Per Wp Fel
25 25 30 30 35 40 35 40 35

Movement: 3/6/9/18

Skills: Awareness (Per) +10, Common Lore (Imperium) (Int), Deceive (Fel) +10, Dodge (Ag), Scholastic Lore (Occult) (Int), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Literacy +10

Talents: Melee Weapon Training (Primitive), Pistol Weapon Training (Solid Projectile), Light Sleeper, Paranoia, Power Well, Psy Rating 3, Rapid Reaction

Minor Psychic Powers: Call Creatures, Call Item, Chameleon, Healer, Lucky, Precognition, Sense Presence, Warp Howl, Weapon Jinx (see notes)

Major Psychic Powers: Force Barrage, Psychic Blade (see notes)

Weapons: Knife (3m, 1d5+3 R; Primitive), Stub Automatic (30m; S/3/-; 1d10+3 I; Pen 0; Clip 9; Reload Full), ordinary clothing, 150 credits

Armor: None

Gear: Filter Plugs and Photo Contacts, 2 stub automatic clips,150 credits

Wounds: 10

Notes: Lilah is not in control of her powers and as such cannot currently manifest them at will in the manner of a Sanctioned Psyker. Instead her powers manifect when it is most dramatically appropriate throughout the campaign. However, it is possible for a psychic character to teach her the rudiments of controlling her powers, and if such training is undertaken she will be able to manifest her Minor Psychic Powers as normal. However, she still will not manifest her major Telekine powers until the final confrontation at the end of the campaign arc.

 

Jakara Spyre Hunter - Threat Rating: Hereticus Minorus

Jakara weapons are the mono sword and mirror shield. The Jakara is the lightest of all the Spyre Hunters, emphasizing agility and speed over heavy armour. The suit itself is armoured with flexible plates like snake scales which are overlaid with the tubes and cables that feed power to the Spyrer’s limbs. The Jakara buckler is inset with energy absorbing devices that look like faceted jewels, each one of which can drain the force from a shot or blow and hurl it back at the attacker.

WS BS S T Ag Int Per Wp Fel
45 35 30 30 45 35 35 30 20

Movement: 4/8/12/24

Skills: Acrobatics (Agi), Awareness (Per), Dodge (Agi), Intimidate (S), Speak Language (High Gothic) (Int), Tech Use (Int)

Talents: Melee Weapon Training (Primitive), Blademaster.

Weapons: Mono Sword (1d10 R; Mono +2Pen)

Armor: Jakara Suit (4 All, Unique; see below), Mirror Shield (Unique; See below)

Gear: Bio-booster, Skull Chip, Filter Plugs and Photo Contacts

Wounds: 10

Specialist Equipment:

Jakara Mono Sword: The monomolecular sword carried by the Jakara is a marvel of molecular engineering. The blade is a living crystalline structure which constantly renews its edge as it is blunted. The sword’s edge is only one molecule thick and can slice through any but the densest of matter.

Jakara Suit: The Jakara suit gives the wearer the following characteristic increases: Agility +10, Weapon Skill +10. These increases have been included in the Jakara Hunter profile above. The suit is custom designed for the Spyrer wearing it, and will not function for any other wearer.

Mirror Shield: The Jakara mirror shield is a complex device that contains an unusual force field generator. The generator sets up a resonant energy vortex across the shield which bleeds off the power it absorbs into one of several containment devices which stud the shield’s surface. In turn this stored energy can be channeled back to its source as a brilliant bolt of heat and light. This shield allows the user to parry in hand-to-hand combat. If the mirror shield saves against a shooting attack that is energy-based (laser, plasma or melta) the Jakara can fire it back immediately. Roll to hit using the Jakara’s BS: if the blast hits, resolve it with the original weapon’s profile. In addition, the Mirror Shield provides a further 2 armor to the left arm and body for hits originating from the 90 degree arc in front of the Jakara. The power for the shield is integrated into the Jakara Suit, and will not function if disconnected from the suit.

 

 

Malcadon Spyre Hunter - Threat Rating: Hereticus Minorus

Malcadon are cunning and subtle in their hunting, trapping their victims in webs of iron-hard silk before tearing them apart with steely claws. Two bulbous spinnerets for creating the web threads are mounted on the suit’s arms and connect to the Malcadon’s hunched back amidst a snake’s nest of tubes. The rest of the elongated limbs and back of the Malcadon are covered with downward pointing spines and overlapping plates of armour. Its arms and legs are boosted by pistons and hydraulics which permit it to climb swiftly and leap great distances so that it can move quickly among the mass of broken pipes and struts which form the dark canopy of the Underhive.

WS BS S T Ag Int Per Wp Fel
45 35 35 30 50 35 35 30 20

Movement: 5/10/15/30

Skills: Awareness (Per), Climb (Agi*, see below), Intimidate (S), Shadowing (Agi), Silent Move (Agi), Speak Language (High Gothic) (Int), Tech Use (Int)

Talents: Melee Weapon Training (Primitive), Exotic Weapon Training (Malcadon Web Spinner), Catfall,

Weapons: Malcadon Web Spinner (50m; S/-/-, Pen 0; Blast (5), Snare, Unique; See below), Combat Blades (1d10 R; Primitive)

Armor: Malcadon Suit (4 All, see below)

Gear: Bio-booster, Skull Chip, Filter Plugs and Photo Contacts

Wounds: 10

Specialist Equipment:

Malcadon Web Spinner: The spinnerets of a Malcadon’s web spinner spew out silky threads of gossamer that harden with the strength of steel wires. A victim of the web is left hopelessly ensnared and at the mercy of the Malcadon’s ripping claws. The Malcadon can also use its spinner to create threads that it uses to climb vertical surfaces or lower itself down sheer drops. As a weapon, the Malcadon Web Spinner functions as a Webber. In addition, the Web Spinner may be used to assist in climbing, allowing the user to use his Agility rather than Strength characteristic on climb tests. The power for the Web Spinner is integrated into the Malcadon Suit, and will not function if disconnected from the suit.

Malcadon Suit: The Malcadon suit gives the wearer the following characteristic increases: Agility +20, Weapon Skill +10. These increases have been included in the Malcadon Hunter profile above. The suit is custom designed for the Spyrer wearing it, and will not function for any other wearer.

 

 

Orrus Spyre Hunter - Threat Rating: Hereticus Minorus

The Orrus embodies the most brutal aspects of the Spyre Hunters. Its distinctively oversized powered arms and hulking shoulders betray the Orrus’ fearsome combat style: that of crushing and battering its opponents to a bloody pulp. Ranks of armoured pistons power the arms and its blunt, claw-fingered hands, and each fist is backed by a rack of bolt launchers to blast apart opponents at a distance. Though the Orrus is the slowest of the Spyre Hunters it is also the most indomitable. Not only are the powered arms and shoulders heavily armoured but a force field protects the Spyrer as he lumbers forward.

WS BS S T Ag Int Per Wp Fel
45 35 45 40 30 35 35 30 20

Movement: 3/6/9/18

Skills: Awareness (Per), Interrogation (Wp), Intimidate (S) +10, Speak Language (High Gothic) (Int), Tech Use (Int)

Talents: Melee Weapon Training (Primitive), Exotic Weapon Training (Orrus Bolt Launchers), Iron Jaw.

Weapons: Two bolt launchers, mounted in each fist (30m; S/2/-; 1d10+5 X; Pen 4; ), Power Gloves (1d10+3 E; Pen 6; Power Field).

Armor: Orrus Suit (4 All, see below), Force Field Generator (See below)

Gear: Bio-booster, Skull Chip, Filter Plugs and Photo Contacts

Wounds: 10

Specialist Equipment:

Orrus Suit: The Orrus suit gives the wearer the following characteristic increases: Strength +10, Weapon Skill +10. These increases have been included in the Orrus Hunter profile above. The suit also includes a Force Field Generator which allows the Orrus to ignore a hit on a D10 roll of 9+. The suit is custom designed for the Spyrer wearing it, and will not function for any other wearer.

Orrus Bolt Launchers: The bolt launchers on an Orrus suit are racks of small rockets mounted on the back of its crusher fists. The power boosts of an Orrus hunting rig can extend the power and burn duration of the rocket’s tiny engines, giving them a greater range. They can also increase the power of the warheads and improve the fire control so that salvoes of bolts can be fired. Orrus bolt launchers are linked to fire together so they must be fired at the same target and only a single test is rolled to hit. However, if a hit is scored make two separate damage rolls. The power for the bolt launchers are integrated into the Orrus Suit, and will not function if disconnected from the suit.

 

 

Yeld Spyre Hunter - Threat Rating: Hereticus Minorus

The Yeld is the most bizarre of the Spyre Hunters: a winged fiend with pinions of chameleonic metal and claws of laser energy. When not in use, the Yeld’s wings sweep back to form a pinioned cloak of steel and reveal the heavy forearm units bearing laser tubes that are its primary weapons. Its wings are jagged with edges sharp as razors so it can slice its victim as it swoops overhead. When stealth is needed, the Yeld’s wings curl around it and mimic the hues surrounding its body, concealing the Spyrer from view until it takes flight again.

WS BS S T Ag Int Per Wp Fel
35 45 30 30 40 35 35 30 20

Movement: 4/8/12/24

Skills: Awareness (Per), Intimidate (S), Pilot (Yeld Wings) (Agi), Speak Language (High Gothic) (Int), Tech Use (Int), Tracking (Int)

Talents: Exotic Weapon Training (Yeld Laser Gauntlets), Hard Target

Weapons: Yeld Laser Gauntlets (100m, S/3/-, 1d10+3 E; Pen 1; Reliable, Unique)

Armor: Yeld Suit (4 All, Unique; see below)

Gear: Bio-booster, Skull Chip, Filter Plugs and Photo Contacts

Wounds: 10

Specialist Equipment:

Yeld Suit: The Yeld suit gives the wearer the following characteristic increases: Agility +10, Ballistic Skill +10. These increases have been included in the Yeld Hunter profile above. The suit is custom designed for the Spyrer wearing it, and will not function for any other wearer.

Yeld Laser Gauntlets: The Yeld hunting rig is fitted with heavy gauntlets mounting multiple laser tubes. The gauntlets fire a storm of laser bolts from the Yeld’s fists, a deadly attack which has the longest range of any of the Spyrer hunting suits. The power boosts for the Yeld rig make its lasers even more potent, feeding more power to them so they can fire in a sustained mode and increasing their penetrating power.

Yeld Wings: A Yeld’s wings are made out of hundreds of individual plates of metal connected together by micro fibre bundles on an articulated frame. The fibre bundles are activated by brainwaves read directly from the wearer’s cortex through a series of conductive filaments. With a little training the wearer can make the wings move and flap at will, enabling him to glide exceptionally well or climb upward somewhat more laboriously. Each of the metal plates is wired with crystalline circuitry so that they can change colour and meld into the wearer’s surroundings as part of the Yeld’s defenses.

 

 

Chapter 3

 

Chapter 4

 

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