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Warhammer 30K: The Horus Heresy CYOA v0.01 By SJ-Chan w/AbraxesAnon Welcome to the formative years of the Grimdarkness that is Warhammer 40K. This is the dawn of the dawn of war, the time of the events that shaped the Imperium of Man into what it was to become, and doomed mankind to 11,000 years of war. The story of the Horus heresy is one of secrets and betrayal, glory and tragedy, misunderstanding, murder, and treason most foul. The air of distrust and fear runs thick, and makes the quieter moments just as tense as the heat of battle between clashing forces. In the closing days of the Great Crusade, the Emperor of Man retreats to his palace on Terra, leaving his sons, the Primarchs, under the command of the first among princes, Horus the Warmaster, to fend for themselves. He has faith in his sons, faith in Horus’s leadership… but not enough faith to tell them of the threat posed by Chaos. And yet, Chaos, that same force which scattered the 20(21) princes across the galaxy, has not forgotten about them. By corrupting first Lorgar, the most fanatical of the Primarchs, the Ruinous Powers, the Chaos Gods themselves, will slowly twist the hearts and minds of many within the Legions of the Adeptus Astartes… even the Warmaster himself in time. Soon… soon will come a civil war to shake the Imperium to its core and drive its forces to their knees. Billions will die in fire and flame. This tragic passion play will open on the fields of the rebellious world of Isstvan III, where the Traitor Horus and his allies will openly declare their defiance of the Emperor and will rid themselves of the loyalists within their own ranks, setting brother against brother, fathers killing their own sons. The battle of Isstvan III is a long one, an epic and vicious tale of bloodshed and betrayal like unto an ancient Greek tragedy. Nothing will ever be the same again. You arrive in these twisted threads of fate just after the first Primarch, Horus Lupercal, has been found by the Emperor. It is the year 800.M30. During the year 005.M31, unless something changes it, the Horus Heresy, begun in secret, will rage openly across the galaxy for a decade until 014.M31. Let the galaxy burn… or don’t… it’s all up to you. Here are 1000 Crusade Points to help you make your choice. You’ll be here at least 250 years.

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Page 1: Warhammer 30K: The Horus Heresy CYOA - img.fireden.net · Warhammer 30K: The Horus Heresy CYOA v 0 . 0 1 B y S J- Ch a n w / A b r a x e s A n on Welcome to the formative years of

Warhammer 30K: 

The Horus Heresy CYOA 

v0.01 

By SJ-Chan w/AbraxesAnon 

 

Welcome to the formative years of the Grimdarkness that is Warhammer 40K. This is the                             

dawn of the dawn of war, the time of the events that shaped the Imperium of Man into what it                                       

was to become, and doomed mankind to 11,000 years of war. The story of the Horus heresy is                                   

one of secrets and betrayal, glory and tragedy, misunderstanding, murder, and treason most                         

foul. The air of distrust and fear runs thick, and makes the quieter moments just as tense as the                                     

heat of battle between clashing forces. 

 

In the closing days of the Great Crusade, the Emperor of Man retreats to his palace on Terra,                                   

leaving his sons, the Primarchs, under the command of the first among princes, Horus the                             

Warmaster, to fend for themselves. He has faith in his sons, faith in Horus’s leadership… but                               

not enough faith to tell them of the threat posed by Chaos. 

 

And yet, Chaos, that same force which scattered the 20(21) princes across the galaxy, has not                               

forgotten about them. By corrupting first Lorgar, the most fanatical of the Primarchs, the                           

Ruinous Powers, the Chaos Gods themselves, will slowly twist the hearts and minds of many                             

within the Legions of the Adeptus Astartes… even the Warmaster himself in time. Soon… soon                             

will come a civil war to shake the Imperium to its core and drive its forces to their knees.                                     

Billions will die in fire and flame. 

 

This tragic passion play will open on the fields of the rebellious world of Isstvan III, where the                                   

Traitor Horus and his allies will openly declare their defiance of the Emperor and will rid                               

themselves of the loyalists within their own ranks, setting brother against brother, fathers                         

killing their own sons. The battle of Isstvan III is a long one, an epic and vicious tale of                                     

bloodshed and betrayal like unto an ancient Greek tragedy. Nothing will ever be the same                             

again. 

 

You arrive in these twisted threads of fate just after the first Primarch, Horus Lupercal, has                               

been found by the Emperor. It is the year 800.M30. During the year 005.M31, unless something                               

changes it, the Horus Heresy, begun in secret, will rage openly across the galaxy for a decade                                 

until 014.M31. 

 

Let the galaxy burn… or don’t… it’s all up to you. Here are 1000 Crusade Points to help you                                     

make your choice. You’ll be here at least 250 years. 

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TABLE OF CONTENTS 

Racial Origins [RO] 

-100% Human, Ratling, Squat, Ogryn, Eldar 

Evolutionary Lines [EL] 

-Baseline, Psyker, Blank, Navigator Gene, Sensei, Perpetual, Geneson 

Evolutionary Perks [EP] 

-Psyche Unlocked, Pariah Gene, Warp Eye, Sensei’s Gifts, Perpetual Revival, Phoenix Lord 

+Phoenix Lord Scenario 

Labworks [LW] 

-First Generation Legionnaire, Thunder Warrior, Adeptus Custodes, Son of Not-God 

+Primarch Scenarios 

Psyker Powers & Abilities [PP] 

-Astropath & Navigator Sections 

Psyker Specializations [PS] 

-WIP 

Transhuman Abilities [TA] 

-WIP 

100% Human Abilities [HA] 

-WIP 

Eldar Ways [EW] 

-WIP 

Companions [CM] 

-Empty 

Faction of Choice [FC] 

-WIP 

Items & Relics [IR] 

-WIP 

Drawbacks [DB] 

-WIP 

Notes & Reference [NR] 

   

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++ RACIAL ORIGINS ++ 

Choose Only One 

[RO] 

 

100% Pure Human [Free] 

You even get a certificate proving to all and sundry that you are, indeed, human… which will                                 

be accepted by any relevant authorities, no matter what you look like. You may choose to have                                 

no memories of this not yet festering wound of a universe, if you so choose. Your age can be set                                       

to anything between 15 and 50 Terran years and your Gender is your choice. Humans of this                                 

period have a natural lifespan of about 140 years, but life extension and rejuvenation                           

techniques are common in this day and age and several people from this era are still alive 11,000                                   

years later. 

Certificate of Humanity [200] (Free 100% Pure Human): This document proves to any                         

relevant authority that you are (no matter what you may look like or no matter what genome                                 

scans may say) 100% Pure Human. Once per jump, you can change the species included in the                                 

certificate. While you are carrying the certificate, everyone around you will act as if your                             

appearance is not atypical for a member of that included race. So yes, be Sir Bearington. Only                                 

children and the insane will be able to see through this. 

 

Abhuman - Ratling [+200] 

Look, there’s no nice way to say this. You’re a halfling. A Hobbit in space. For the entire jump                                     

you will be approximately three feet high and constantly hungry… you’ll need to eat at least                               

twice as much as a normal human. You’ll also have a nigh impenetrable accent and the                               

compulsion to… er… loot anything that isn’t nailed down… and anything you can pry up… and                               

the nails… and whatever it was nailed to. You will also find that you are exceptionally virile /                                   

fertile (this has the force of a drawback for the duration of the jump). However, you do get the                                     

perk “Half Man, Half Stomach” for free. Your age can be set to anything between 14 and 40                                   

years of age, but people will probably assume you’re a child regardless… at least until you open                                 

your gob, you gobshite. Your choice of Gender. Ratlings have a fairly normal human lifespan. 

Half Man, Half Stomach [200] (Free for Ratling): You can eat three times as much as a                                 

normal human, and store the calories for later use. You can sleep twice as much as what you                                   

need and bank the sleep for later use. You can party tirelessly without ill effects (besides                               

intoxication). And you can turn anything edible into actual food… good food, in fact. Oh, and                               

you’re a crack shot with a rifle of any kind. The soles of your feet are as tough as leather if you                                           

want them to be. 

 

 

 

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Abhuman - Squat [+100] 

Dwarves. Space Dwarves. You don’t exist. I mean, you did exist… but then Games Workshop                             

wrote your entire race out of continuity because of reasons. Still, you’re a member of a race that                                   

(when they existed) were genetically engineered to survive on highly radioactive worlds with                         

gravity values as high as 6g. Because of that, Squats are incredibly hardy, tough, and strong. You                                 

gain the “Squat Hard” perk for free and everyone keeps forgetting you exist whenever it would                               

be inconvenient for you, points out that you don’t exist every so often, and in general is too                                   

damned tall. Your height is maxed out at 4’3” for this entire jump and for some reason people                                   

being taller than you is deeply annoying to you. It is probable that there are female Squats…but                                 

no one can tell the difference, so what does it matter? Your age is somewhere between old                                 

enough to know better and old enough to have forgotten how old you are. Squats don’t so much                                   

die of old age as eventually petrify, though this takes ages. 

Squat Hard [200] (Free for Squat): Your body is geared for a 6g world, meaning that                               

you’re several times stronger and tougher than a normal human, immune to all mineral toxins,                             

and have nearly limitless stamina. Also, you’re all but impervious to background radiation. 

 

Abhuman - Ogryn [+100] 

Big, strong… dumb. That’s the Ogryn Way. These Abhumans are a mutant strain of mankind                             

that is tolerated because they are really good in a fight and fairly good at following orders.                                 

However, they are kinda… well… ugly… and stupid. And prone to violence. While you might                             

not be saddled with an Ogryn’s brains or lack of impulse control, you will find yourself acting a                                   

little more foolish and impulsive than you otherwise would be and people will treat you like a                                 

moron who might go berserk at any moment… yes, even if you change forms. However, you do                                 

gain the ‘OGRYN STRONGK!’ perk for free. Your age is unknown, your maximum age is                             

naturally about 40-50 years, and your gender is your choice, but many Ogryn are sterile. Since                               

this jump is longer than most Ogryn live, assume you’re special and won’t die of old age if you                                     

take this option. 

OGRYN STRONGK! [200] (Free for Ogryn): You aren’t just strong… you’re flip Battle                         

Tanks strong. You’re fight people wearing power armor (while not wearing it yourself) strong.                           

You are as strong as you think you are (without violating physics). You are also tough enough                                 

to shrug off any wounds that wouldn’t damage an armored vehicle. 

 

Eldar [200] 

If humanity has any potential ally among the Xenos of this Galaxy, it would be the Eldar Race,                                   

for they alone hate Chaos as much as Humanity. However, they are a race driven to the brink                                   

of extinction thanks to the recent birth of the fourth Greater God of Chaos, Slaanesh. In being                                 

born, Slaanesh has birthed the Eye of Terror and consumed all the Eldar homeworlds. Now, the                               

last of this once great people flee across the galaxy in their Craftworlds or take refuge in the                                   

shattered ruins of their Webway. Will you find yourself on one of the nascent Paths of a                                 

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Craftworld Eldar, seduced by the darkness and pain of the Dark Eldar, or will you throw away                                 

eons of culture to become an Exodite. Whatever your choice, your soul is forfeit to Slaanesh if                                 

you die in this jump. Eldar gain the ‘Psyche Unlocked’ perk and +300 CP to spend in the                                   

Technology Section, but have limited options in the Evolutionary Lines Section below. Eldar                         

do have two sexes. It is somewhat tricky to tell them apart. Feel free to be either. 

 

   

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++ EVOLUTIONARY LINES ++ 

[EL] 

You may only purchase one modifier from this list unless stated otherwise. 

Eldar cannot purchase Psyker, Navigator, or Geneson.  

They can purchase Blank if they take Solitaire as well. 

 

Humanity in this universe has evolved at different rates & times and under a variety of circumstances. Some                                   

are blessed with powerful minds, capable of channeling the Warp in mysterious ways. Many are those                               

mutated to see within the Empyrean and chart ships to their destination. Others are stranger still with blood                                   

ties to the Emperor himself, or perhaps a side evolution, one of the most peculiar specimens... men and women                                     

who cannot be killed save by a mysterious substance known as Fulgurite. Which one are you? 

 

Baseline [Free/100] 

Eldar must buy this if they want it. 

You are a normal human / ratling / squat / ogryn of this period and there is nothing                                   

remarkable about your genome. If you have genetic abilities from elsewhere, during this jump                           

they fail to show up in any genetic scan. For 100 CP, you can keep this protection in all future                                       

jumps, and pass it on to all your offspring, even those you already had when entering this jump.                                   

You may be either gender, at your discretion. 

 

Psyker [100] 

Ratling Psykers may take Living Ancestor. Squat Psykers must take it. 

Ogryn Psykers must buy BRAIN STRONGK! 

Neither count against the Drawback total. 

Not exactly a side branch, but somewhere more along the evolutionary chain than the                           

common human, a psyker is a dangerous entity in mankind’s ranks. Just prior to the Horus                               

Heresy, the Council of Nikea will outlaw the use of all psyker abilities, but that has not                                 

happened yet. This will happen for good reason, so they say... I mean who would want all that                                   

power at the risk of having one gain a demon inside their head? This comes with access to the                                     

Psychic Abilities Section. Normally Squats, Ratlings, and Ogryn can’t be Psykers… but see the                           

options below. Psyker potential is a genetic legacy and can be found in both genders. 

Living Ancestor [+100] (Squat or Ratling Psyker Only): Well, good for you, you’re                         

super-duper old… how old? So old you’ve gained psychic powers! Your age is now “FUCKING                             

OLD AS SIN AND REALLY DECREPIT AND CRANKY!” For the entire jump you will find                             

yourself demanding people who look younger than you speak up and turn down that horrible                             

music and get a haircut and a real job. Oh… and you don’t carry the gene for being a psychic…                                       

you’re just that old. 

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BRAIN STRONGK! [+300] (Mandatory for Ogryn Psyker): It says here that you’re an                         

Ogryn… and a Psyker? Umm… sure. Let’s go with that. Since Ogryn typically have the                             

willpower of a marshmallow and the impulse control of a ferret on meth, an Ogryn Psyker                               

would normally have all the survival potential of a Daemonette in the Imperial Palace of Terra.                               

But apparently you’re immune to the negative effects of the Warp, because your brain is really                               

really strong… kinda. Your psychic powers will never, ever, harm you during this jump… but                             

your intelligence and impulse control are reduced to that of a typical Ogryn. However, because                             

this is funny as hell, you are effectively guaranteed to survive no matter what happens during                               

this jump. Oh, and just because you’re immune to all the problems with your psychic powers…                               

nothing around you is any more resistant to the warp spasms and daemons you keep                             

summoning than they otherwise would be.  

 

Blank [+200] 

An Eldar who wants Blank must buy Solitaire for 300cp as well. 

You possess the pariah gene and have no soul… or rather your soul is stored somewhere                               

inaccessible to anyone or anything (yourself included) for the duration of this jump. This                           

means that not only do you have no presence in the warp, psychic powers tend to fizzle out                                   

around you. Unfortunately, since your mere presence makes those who have souls feel a bit off,                               

they tend to dislike being in your presence and may actively shun you... though word is, if you                                   

are a female willing to be trained and take an oath of silence… there may be a place for you in                                         

the emperor’s service. Or perhaps in a certain clade of assassins… You gain one free purchase of                                 

the Pariah Gene perk, but you may not purchase any psyker powers, nor make use of any                                 

outside psychic powers during this jump, nor any powers that require you to have a soul. Being                                 

a blank is genetic (no comment on if they all have red hair, but every picture of a Sister of                                       

Silence seems to be a redhead)... and Blanks can be of either gender, and can be found amongst                                   

the Abhumans. 

Solitaire [300] (Mandatory for Eldar Blanks): You’re one of the exceptionally rare                       

Eldar Blanks… kinda. It’s not that they don’t have Souls… it’s that they’ve already consigned                             

those Souls to Slaanesh… even as they oppose him/her/it with every action they take. Still, the                               

effect is largely the same. Of course, you won’t be actually called a Solitaire until some time in                                   

M33 when the first performance of ‘The Fall’ will be staged, but a Solitaire is an Eldar                                 

Harlequin who plays the role of ‘She Who Thirsts’ (i.e. Slaanesh). Even by Harlequin standards,                             

Solitaires are dangerous and insane… and insanely dangerous. As a Solitaire, you are a master                             

assassin, skilled in all manner of covert attacks and of remaining inconspicuous until the                           

moment comes to strike. As a Blank you are exceptionally hard to target with psychic attacks…                               

and once per combat you may pull off some almost certainly improbable feat of physical agility                               

or killing prowess as long as others are watching. Your visage, when you choose to reveal your                                 

true self, can be unsettling to even the most hardened of hearts and will terrify most normal                                 

beings. Solitaires are boogeymen. A normal Solitaire has pledged their soul to Slaanesh, but                           

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your benefactor has given you a proxy that will fool Slaanesh long enough for you to be sent                                   

home or activate a 1-up. As a Solitaire, you get the ‘Mask of the Harlequin’ perk free. You can                                     

find it in the Eldar Perks Section. A Solitaire Phoenix Lord can take the Death to Slaanesh                                 

Scenario. 

She Thirsts for you [+400] (Solitaire Only): Remember that proxy soul thing? Yeah…                         

it’s on backorder. If you die in this jump Slaanesh gets to eat your soul for real… Cegorach isn’t                                     

winning it back. Taking this negates 1-ups and the protection from Perpetual. This does not                             

count against drawback limits. 

 

Navigator Gene [200] 

You are a member the human subspecies known as Homo Navigo… one of the Navis Nobilite,                               

the utterly indispensable Great Houses of the Imperium… and a mutant. An Imperially                         

sanctioned mutant… a Navigator. Unlike most mutants, the Navigator Gene which defines a                         

Navigator always manifests the same way… to wit, the formation of a third eye located in the                                 

middle of their foreheads. This eye, known as ‘The Warp Eye’ gives a Navigator the unique                               

ability to steer a faster-than-light starship accurately through Warpspace and allows them to                         

perceive the psychic light of the great beacon of mankind known as the Astronomican and the                               

myriad and (to others) maddening currents of the Warp. This ability makes Navigators                         

absolutely essential to the Imperium's continued survival and to all interstellar transportation,                       

communication, and commerce. Although this is a psychic ability, and has many                       

manifestations, Navigator Powers are not found in other psykers and, conversely, Navigators                       

never possess any psychic abilities beyond the powers their Warp Eye affords them. They have                             

a natural lifespan of roughly four standard terran centuries and, as they grow older, their                             

abilities steadily grow more powerful. As this happens, their Eye matures in a predictable                           

pattern as the white and iris of the eye gradually disappears, leaving only a hardened black orb.                                 

All Navigators belong to a large group of noble families based on Terra in the great district of                                   

that world-city known as the Navigator's Quarter. These dynasties are known collectively as                         

the Great Families of the Navis Nobilite. Navigators may access the Psyker Powers section if                             

you purchase access, but do not natively gain access to it. You do gain the ‘Warp Eye’ perk                                   

which unlocks the ability to purchase skills from the Navigator Skills Section. Navigators can                           

be of either gender and are apparently quite fertile. 

 

Sensei [500] 

The Sensei are said to be the direct genetic descendants of the Emperor, but if they are, no proof                                     

of this can be found. Whatever the truth of the situation, their exact nature is a mess of                                   

contradictions… they are psykers, but are invisible to the warp, they are human but also                             

transhuman... what is clear is that they are ageless - though they can be killed, they do not age                                     

past their prime and they have inherited great power… possibly from the Emperor. They also                             

possess unique abilities of their own. Because they harbour none of the emotions or concepts                             

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embodied by the Chaos Powers, they are largely invisible to them, and can draw on the energies                                 

of the Warp to use their psychic powers without attracting daemons or other malicious Warp                             

entities. In fact, due to their harmonious relationship with the Warp, the Sensei are invisible to                               

psychic senses, even to those of the Emperor. You gain the ‘Sensei’s Gifts’ perk and one free                                 

purchase of ‘Psyche Unlocked’, as well as a discount on Psychic Specializations. You must be                             

100% Human to buy this (or Eldar if you believe the Emperor had a bit of Xenos strange).                                   

However, be aware those of the Imperium and Chaos aligned might still want your blood to be                                 

able to rend you down into anti-psychic weaponry. Sensei are not sterile and can be of either                                 

gender… possibly both. No one knows! 

Daddy’s Little Bastard [+400] (Optional for Sensei Only): The God Emperor of                       

Mankind, aka, dad, thinks you’re a total fuck up and hates you… a lot. I mean, not enough to                                     

want you dead, but enough to constantly be thinking low level angry thoughts about you…                             

which of course shape reality and… This wouldn’t be so bad if you were a Primarch, but you’re                                   

one of the Sensei, the Emperor’s byblows… and an embarrassing one at that. Whenever you                             

think about dad or have to deal with dad or any of his people your emotional control cracks                                   

and Chaos starts noticing you. And Dad doesn’t really trust you out of his sight much. 

 

Perpetual [400] 

Perpetuals are a vestigial side-branch of humanity born with many gifts. Naturally or                         

artificially created, their most notable gift is their effective immortality which is sustained                         

through rapid cellular regeneration. Perpetuals are capable of surviving dismemberment,                   

suffocation, and even decapitation, eventually regenerating each time. The only known way of                         

killing a perpetual is with a mysterious artifact known as the Fulgurite… and even that might                               

merely stop them from regenerating for a time. Humans can either be born as a Perpetual                               

naturally, or become one through alien technology. The Cabal is capable of artificially                         

producing human Perpetuals. You are considered a natural one. You gain the ‘Perpetual                         

Revival’ perk for free. Senseis, Psykers, Navigators, Genesons, and Blanks can all be Perpetuals.                           

Abhumans can be Perpetuals. Perpetuals can also be of any gender. 

Perpetual Reset [+200]: Every time the Perpetual Revival triggers, you will forget                       

roughly 1/4th of all your memories from before the reset. You will also have general trouble                               

remembering more distant memories or things older than a few centuries. You’ll also be a little                               

scatterbrained at times as you try and remember things you did in the distant past. Not when                                 

it’s super important, but in general. Total cost with Perpetual is 200 CP. 

 

Geneson [600] 

Congratulations! You are a child of the Emperor of Mankind…‘s science. You may be a Thunder                               

Warrior, a Custodes, a Space Marine… or, maybe, just maybe, you are one of the elite of the elite                                     

of the elite… you could be one of the two missing Primarchs. This cannot be purchased with                                 

Sensei or by an Abhuman. It can be purchased with Psyker, Navigator, Blank, or Perpetual.                             

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Grants unfettered access to the Transhuman Abilities and a floating discount on any two perks                             

from anywhere else in this document. A second discount will make it free, but you may not                                 

apply the discounts from this to anything it already discounts, nor both of these floating                             

discounts on the same item. Please select your type from the Labworks section below. There is                               

no evidence that any of the Emperor’s Genesons are not sterile, and it is, in fact, quite likely                                   

they are. That said, I will not officially rule either way, leaving it up to you. Regardless of what                                     

you decide, the organelles which define them are not included in the genome of any of the                                 

Genesons, so they would not pass to later generations through breeding. 

   

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++ EVOLUTIONARY PERKS ++ 

You do not require the linked Evolutionary Line to buy these. 

[EP] 

 

Psyche Unlocked [200] 

Free & Mandatory for Psyker, Sensei, and Eldar. 

Additional Purchases Discounted for Sensei & Eldar. 

You possess the genetic potential to be a powerful psyker, a being capable of touching the warp                                 

and using it as fuel to generate phenomena in the material world. This can be passed on to your                                     

descendants (including all those you have already had). This can be purchased multiple times to                             

shift Gamma potential to Beta, Beta to Alpha, and Alpha to Alpha Plus. Additional Purchases                             

cost 100 CP, 50 CP if you have a discount or are a Geneson and use your discount. If you are an                                           

Eldar or a Psyker, you start with the potential to reach the power of a Gamma Level Psyker. If                                     

you are a Sensei or a Primarch, you start with the potential to reach the power of an Beta Level                                       

Psyker. Sensei and Primarchs who are Alpha Plus do not necessarily become the ‘Star Child’ as                               

the Emperor is still alive. There are no recorded Alpha Plus Eldar. If you buy this while being a                                     

Baseline Human or Abhuman, you don’t carry the gene but you have a massively reduced Warp                               

Signature. The maximum guaranteed potential that can be passed on is Beta. Anything higher                           

depends on the vagaries of fate. If you do not purchase a specialization, you are considered an                                 

Astropath by default (which gets you a discount on Astropath Abilities), unless you are a Sensei                               

or Eldar. Sensei and Eldar cannot receive formal Astropath training since the first don’t                           

officially exist as far as the Imperium is concerned and the second are filthy Xenos. Of course,                                 

they can still buy Astropath Abilities, since those aren’t exactly impossible to learn. 

 

Pariah Gene [200] 

Free & Mandatory for Blanks 

You possess the genetic anti-psyker genome and can pass it on to your descendants… even ones                               

that were born before you arrived here. You have no presence in the Warp and are invisible to                                   

all psychic powers, but also cannot use any psychic powers during this jump. After this jump                               

ends, you can choose to toggle this off to use your psychic powers, but doing so removes your                                   

protection from psychic attacks and senses. If you bought this without being a Blank, you do                               

not radiate the sense of ‘Offness’ that normal Blanks generate. For 200 CP you can upgrade this                                 

from Psi-Plus (simply invisible to psy) to Omega (causes pain to any psykers or psychics within                               

a few meters) and for 200 CP more you can upgrade this to Omega Minus, where you become                                   

similar to a Black Pariah with a null-aura so strong that it drives even normal humans insane                                 

(before they simply die as their brains shut down) and psykers and psychic artifacts within                             

your aura simply disintegrate, falling to dust in a matter of seconds as their very essence / souls                                   

are ripped out and obliterated.  

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If you are an Omega Minus, you cannot control this ability for the duration of the jump, but                                   

afterwards you will be able to toggle it on and off at will, but it will be less effective against                                       

psychic individuals and artifacts that don’t rely on the Warp for power, merely causing them                             

extreme pain or damage, rather than obliterating them in moments. Even in this Jump,                           

extremely powerful Warp Entities and Alpha level psykers may be able to resist this effect                             

long enough to move away from you, and incredibly powerful entities such as Alpha Pluses                             

and Chaos Gods may even be able to ignore it for a time, though it will still cause them extreme                                       

discomfort. Regardless, any psychic effect generated within your field will be instantly                       

negated, no matter how powerful the source, and any psychic effect that enters your field will                               

be instantly disrupted, no matter how powerful the source. 

 

Warp Eye [300] 

Free & Mandatory for Navigators 

You possess the third eye of a Navigator and can see the currents of the Warp. Your psychic                                   

powers are fundamentally different from those of a normal Psyker and not subject to the same                               

chance of possession or daemon summoning, though there are other attendant risks, as the                           

Warp is ever maddening and the Astronomican burns brightly in your mind’s eye. As a                             

Navigator, your kind is tolerated by the Emperor's treaties with their houses but watched                           

closely in the Imperium, even during the Crusade era. This is a genetic trait and may be passed                                   

down to your descendants, even those you had before coming to this universe. If you are not a                                   

Navigator when you buy this, you get the version that doesn’t manifest as an actual physical                               

third eye and are not a registered member of any of the Navis Nobilite Houses. This perk grants                                   

a 500 CP stipend from the Navigator Abilities Section and is required to purchase anything                             

from within it. 

 

Sensei’s Gifts [600] 

Free & Mandatory for Sensei 

You have been gifted with a body similar to the Emperor’s and are nigh-impossible to detect                               

when drawing upon warp energies for any reason. Even trained witch-hunters, so long as they                             

don't actually witness you throwing around psychic blasts or what have you, wouldn't be able                             

to tell the difference between you and a Pariah at a casual glance, though you do not cause the                                     

negative emotions or pain a normal Pariah generates. Unlike a Pariah, a Sensei does, in fact,                               

have a soul… a powerful one… but they don’t have any negative emotions at all… no hatred, no                                   

fear, no anger, no lust... allowing them to manipulate the warp in complete safety.  

 

As a Sensei, you may pass on your traits to your descendants, even those you had before                                 

showing up in Warhammer’s charming reality. The Sensei genome is fundamentally perfect,                       

possessing no hidden or recessive traits. Sensei aren’t just peak human in every way, they’re as                               

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good as humanity dreams itself to be. Every one of them is preternaturally gorgeous,                           

supernaturally charismatic, at least three times stronger than the strongest human, heals from                         

any wound in a matter of hours, and is a genius in all fields of study. If you are not a Sensei but                                             

bought this anyway, you get all the advantages without being hunted by all the primitive                             

screwheads and evil chaos fucks and you can freely switch your negative emotions on and off                               

during this jump. Sensei gain this toggle only after the jump ends.  

 

Perpetual Revival [400] 

Free & Mandatory for Perpetual 

Perpetuals are hard to kill. Really really hard to kill. Pretty much impossible, really. Any                             

wound heals in moments (if you’re also a Sensei your wounds heal instantly) and once per year                                 

you may recover from something that had definitely killed you, maybe even completely                         

atomized you. If you do not die at all in a jump (that includes with other one-up perks) then                                     

you gain an “extra” revival you can stockpile. Up to nine extra “revivals” may be stocked this                                 

way for a total of ten. Stocked revivals will not deplete when other one-up type perks are used.                                   

Some Perpetuals had memory issues from living so long through so many lifetimes. This does                             

not protect against that. If you are not a Perpetual and bought this, it does not include the                                   

vulnerability to Fulgurite, but you count (if it matters) as an artificial Perpetual and the Cabal                               

knows you exist… even if they don’t exist yet. Being a Perpetual cannot be passed on to your                                   

offspring. To be clear, the revival effect of Perpetual keeps death from counting as a chain-fail. 

 

Phoenix Lord [600] 

Eldar Only 

Embodying some aspect of the Eldar God Khaela Mensha Khaine, Lord of Rage and Fire and                               

Battle, The Phoenix Lords will rise over the next few centuries to found the Path of the Aspect                                   

Warrior. Each Phoenix Lord is a powerful fragment of a living god, an immortal who rises                               

from death time and time again to protect the Eldar People. As a Phoenix Lord, you can call                                   

upon the power of Khaine to empower you, guide Exarchs and Aspect Warriors down the Path                               

of the Warrior, and (thanks to your symbiotic armor) survive the death of your body. Your                               

soul now resides in your Phoenix Lord Armor (which you receive free of charge) and anyone                               

who puts on that armor becomes you, their personality being overwritten by your own (as                             

long as their mental defenses aren’t stronger than you can overcome). Most of the time this will                                 

be an Exarch of your path. 

Fuck that Bitch [Mandatory]: Quick, go to YouTube and do a search for “AM’s Hate                             

Speech, I have no mouth and I must Scream’’. Did you do it? Good. Now replace the word                                   

‘Humans” with ‘Slaanesh”. That is how you feel about the Chaos God that destroyed your people                               

and is, even now, waiting to devour the souls of the scattered remnants of the Eldar Race. This                                   

is not a minor amount of dislike. You will do anything and everything to bring about                               

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his/her/its destruction. Anything. Up to and including bringing about the final end of your                           

own race if it means killing Slaanesh once and for all. 

Phoenix Lord Armor [400] (Free for Phoenix Lord): The finest example of                       

Wraithbone Armor ever crafted… or at least one of them. This practically indestructible suit of                             

Eldar Power Armor fits so perfectly you could wear it for 10,000 years and never have to take it                                     

off. It is self-cleaning, responds to your thoughts, opens and closes to allow you to step into or                                   

out of it at a moment’s notice, has full life-support, and can sustain your bodiless soul                               

indefinitely. It will also quadruple your native strength, no matter how good that already is                             

and is tough enough to shrug off rounds that would destroy a Leman Russ Battle Tank. This                                 

armor comes with a signature wraithbone relic weapon that matches your prefered fighting                         

style and has an awesome and super edgy name. You may import another armor you already                               

possess into this armor, and a weapon into this weapon, functionally combining the two. 

Spirit Stone Garden [200] (Phoenix Lord Only): Need Spirit Stones? Well, now you                         

don’t. This handy crystalline pool produces a small but unending supply of them, as well as                               

providing a limitless supply of raw wraithbone if you take the Down with Slaanesh Scenario.                             

Without the scenario, it produces 20 soulstones every Terran month… no one knows why it is                               

linked to the cycle of Terra’s moon. With the scenario, it also produces up to 25 tons of raw                                     

wraithbone every Terran week. In case you’re not up on the lore and think this sounds useless,                                 

the only source of Spirit Stones are the Crone Worlds… the Eldar homeworlds that currently                             

lie inside the Eye of Terror. Spirit Stones are vital to keeping an Eldar’s soul from being                                 

consumed by Slaanesh upon death. EVERY Eldar wears one all the time (except Harlequins                           

who are protected by Cegorach and Solitaires, who’ve already pledged their souls to Slaanesh). 

My Little Exarchs [200] (Phoenix Lord Only): Every Phoenix Lord needs Exarchs to                         

live the path… and now you’ve got them. Up to 8 of your companions get 1000 CP and start as                                       

Eldar, with the Aspect Warrior and either the Exarch or Warlock Perks for free. If you take                                 

the Down With Slaanesh Scenario, this changes to all of your companions instead of just 8…                               

plus you may create up to 8 new Exarchs if you so desire. All created Exarchs are absolutely                                   

devoted to you and will willingly allow you to take over their bodies and minds should you fall                                   

in battle. If you slip and fall in the shower and die, they’ll still do it… but they’ll feel really                                       

embarrassed about it. 

Warriors of the Path [300] (Phoenix Lord Only. Free with the Down with Slaanesh                           

Scenario): All of your Exarch Followers gain their own cadre of a thousand Aspect Warriors of                               

your Path. 

Craftworld Jum’Par [400] (Phoenix Lord Only. Free with the Down with Slaanesh                       

Scenario): You get your very own Eldar Craftworld, a massive worldship capable of housing                           

millions and fighting off a Tyranid Hive Fleet… for a while. You may import any other ship                                 

that is not an Eldar Craftworld into this.  

Crone World [600] (Phoenix Lord Only. Free if you complete the optional objective                         

in the Down with Slaanesh Scenario): You get your very own Eldar Crone World, restored to                               

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its pre-fall glory but not consumed by its pre-fall decadence. It will follow you from jump to                                 

jump and is chock full of Eldar of all types and power level. 

 

[Optional Phoenix Lord Scenario] Down with Slaanesh, Up with Who? 

Well, this sucks. Your race is doomed. Maybe you should give up, but you’re a Phoenix Lord,                                 

and giving up really goes against the grain. This scenario is simple. You cannot leave this                               

universe until Slaanesh is either dead or has been replaced by a New Chaos God who doesn’t eat                                   

Eldar Souls! If you can free the Crone Worlds (the Eldar Homeworlds) from the Eye of Terror,                                 

that would be a definite bonus. 

Of course, a challenge isn’t a worthy challenge if you don’t have some ground rules… so                               

here are yours. You have 12,000 years to bring this to fruition. If, during that time, Chaos                                 

destroys the Emperor of Mankind or he gets taken out of play, you lose. If, during that time,                                   

every Eldar who is not directly allied with you is dead, you lose… and no you can’t just shove                                     

them into stasis or launch a craftworld into intergalactic space. They have to remain active in                               

the galaxy. You can try and get help from one of the other Ruinous Powers. 

You must select one of the following limitations. 

1) All your knowledge of the coming events has been erased… including                     

knowledge of the existence of Chaos, Tyranids, and Necrons. You know only                       

what your background in this Warhammer Universe would let you know about                       

the setting. All your out of jump memories are secure as long as they don’t relate                               

to Warhammer.  

2) All your out of jump powers and abilities are initially reduced to 10% of their                             

full power and you will recover your power at the rate of 1% every century.                             

Your tech level is fixed to the same as starting Eldar tech, and your warehouse                             

and all gear is sealed away unless the items are comparable to Imperial tech or                             

limited the same way your powers and abilities are. 

3) Slaanesh & Tzeentch are fully aware of your presence, your powers, and your                         

plans to screw with their plans. Yes, Tzeentch’s plans include Slaanesh not being                         

dead. 

4) You are now the Phoenix Lord of the Pink Ponies, the cutest, most adorable                           

Aspect Warriors in the entire universe. Your weapon of choice is the cream pie                           

cannon. No one takes you seriously. No, you don’t get a more serious theme once                             

the jump is over. 

 

 

 

 

 

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++ LABWORKS ++ 

You may only Purchase one selection from this list and must be a Geneson to do so. 

[LW] 

 

Aside from the genetic evolutions humanity has undergone over the millennia, there have been several 

attempts by the Emperor to create the perfect warrior. In what way did he fashion you? You are one of his 

limited number of success stories. 

 

First Generation Legionnaire [Free] 

You are a member of the Adeptus Astartes. A first generation Astartes made before the                             

Emperor reclaimed Saturn and Jupiter from the alien tyrants who held them under their                           

dominion, one brought into being without the hasty growth measures which later culminated                         

in defects like the red thirst with perhaps a touch of the Emperor's own attention. You were                                 

designed to be more stable, and longer lived than the violent Thunder warriors of old. Your                               

geneseed is pure. Choose any legion number to belong to, though you do not get any of the                                   

specialized mutations of those legions, as they haven’t happened yet. When they do, you may                             

choose to gain a copy of the impure geneseed. Your body contains all the Space Marine                               

upgrades in working condition or better. In addition to your physical attributes, you are also a                               

genius level intellect, an intuitive tactical genius, have nearly unbreakable morale, monstrous                       

willpower and the ability to withstand any amount of physical abuse without flinching. You’re                           

7-10 foot of solid bioenhanced muscle and bone and are trained in literally every weapon                             

known to mankind. You are biologically immortal, though you do age visibly, it happens                           

incredibly slowly and is only skin deep. Violence will still (maybe) kill you. There are, by                               

official decree of GW “NO FEMALE SPACE MARINES’’. While this is Jumpchain and all things                             

are possible… not this time. If you want to be female, you’ll need gender-shifting powers or to                                 

make a deal with a certain Ruinous power. Or be a primarch instead. 

Where in the Galaxy is Carmen Sandiego? [+200]: You no longer have the faintest clue                             

where any of the Primarchs were scattered to, or which Primarchs will be traitors. You still                               

remember the Heresy is coming… but not when. Sometime in the next 300 years… you think. 

 

*The Legions (incomplete) 

As a First Generation Space Marine, you were transformed from one of the Elite Soldiers of                               

Terra by the Emperor, each of you carrying not only the Geneseeds common to all Space                               

Marines, but the genetics of your Primarch, making that as yet unfound (barring one) demi-god                             

your spiritual and genetic father. You must select one of the twenty (yes, all twenty at this                                 

point) Primarchs to be your lord and master. Below you will find the complete list as far as                                   

records go and the name of their legion and the general period they will be located. Their status                                   

as Traitor or Loyalist is not included because there were Loyalists and Traitors among all                             

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legions. For purposes of this jump, #2 will be called ‘The Purged’’ and #11 “The Forgotten’’, under                                 

the assumption that they are listed in that order because they are in numbered in that order. 

 

● I. Lion El’Jonson (Primus aka The First) [#11, 840-969.M30]: Full of grim determination                         

and a relentless persecution of their foes, their combat records are full of selfless                           

heroism… and the fact that they are obsessed with secrets and often tasked with                           

missions that are later expunged from the records should not cast a doubt on their                             

loyalty or devotion to the Emperor or the Empire. They were, before their                         

reunification with the Lion, once the most numerous and powerful of the Legions, the                           

wedge of the Emperor’s Spear, but decades of savage warfare will deplete their numbers                           

until the first Generation can be reinforced from Caliban, the Lion’s Homeworld. Their                         

Warcry is (or will be once he’s found) “For the Lion!’’ and their colors are Black &                                 

White. As a First Generation Primus Legionnaire, you have been in service longer than                           

any of the others, since your legion was the first created, the proto-legion. You                           

currently serve under the Command of the Emperor Himself. It will probably be at least                             

50 (and no less than 40) years before your Primarch is discovered. 

○ The Fallen [+200]: Some secrets are not meant to be known… a fact that you just                               

can’t live with. You will find yourself drawn to darkness and mystery, always                         

wanting to explore deeper, push further, know just a little more. Secret cabals                         

will seek to play on this desire and may even convince you to side against the                               

Emperor and the Lion if you aren’t eternally vigilant.  

● II. The Purged [#3 or 19, 831-840.M30 or 840-969.M30]: Known to History as the                           

Forgotten or the Purged, nothing is known of the II and XI legions by the time                               

Alpharius was found in 981.M30. It is strongly implied that Leman Russ killed at least                             

one of them, possibly both, and both times one of them disappeared the Ultramarines                           

received a large number of new Marines. It is thus likely that, when the Primarch of                               

this legion was killed (because this one was called Purged, we can assume that if only                               

one was killed, this is the one). Officially deleted as of either 965.M31 or 969.M31. If you                                 

decide that this is your Legion, then sometime prior to 965.M30 your Primarch will do                             

something to piss off the Emperor so badly he sends Leman and the Space Wolves to                               

obliterate your Primarch and force those of your brother Space Marines who were                         

deemed innocent of whatever happened to undergo re-education (hurray for                   

Hypno-Conditioning) to become Ultramarines.  

○ Save the Primarch, Save the World? [+200] (Optional Drawback): If you                     

choose this option, you can make it a +200 CP drawback which erases your                           

knowledge of these coming events and may make you complicit in whatever                       

fuckup or treachry was so egregious. If you don’t make it a drawback, the event                             

will still happen, since you have no way of knowing what it was, but maybe you                               

can change the eventual aftermath. If you take the drawback version but                       

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manage to legit save your Primarch anyway, you can take them as a companion                           

if they agree to it… but they aren’t going to just let you stuff them in the                                 

warehouse. The non-drawback version allows you to create your own Primarch                     

and Legion only. Do try to be reasonable. 

● III. Fulgrim (The Emperor’s Children) [#5, 831-840.M30]: Allowed to bear the                     

Emperor’s own name and his own icon, the Palatine Aquila, given to them by his own                               

hand to honor their martial perfection, they were honored above all other legions. They                           

were noble in action and aspect, excelling in all matters, strong, civilized, firm of                           

purpose and loyal to the core. Their Warcry is “Children of the Emperor! Death to His                               

Foes!’’ or “For the Emperor!’’ and their colors are Purple & Gold. By the time your                               

primarch is found, there will be barely 200 of you, thanks to a serious geneflaw. 

○ Excess of Virtue [+200]: To be so good and fall so far? What the hell is wrong                                 

with you? The temptations of the flesh will plague you throughout this jump, a                           

fact you must keep secret from all who know you… until the Heresy becomes                           

Manifest. This all but guarantees you will not be considered a loyalist by your                           

fellows, but extreme and public dedication may change that. 

● IV. Perturabo (The Iron Warriors) [#12, 840-969.M30]: Designed to be the siege-masters                       

and fortress-busters of the Imperial war-machine, the Iron excelled at shattering enemy                       

defenses… often at any cost. Your primarch disdains personal attachment, preferring                     

tangible things to emotional connection. Their Warcry is “Iron Within, Iron Without!’’                       

and their colors are Silver & Black with Gold Trim. 

○ At Any Cost [+200]: The defining philosophy of the Iron Warriors is that                         

winning isn’t everything… it’s the only thing. The temptation to win at any cost,                           

to prove that no one can stand against you is exceptionally strong within you                           

and any perceived failure rankles you, gnawing at you. Winning matters more                       

than the lives of your followers, which might cause you to make questionable                         

choices… but maybe those choices need to be made. 

● V. Jaghatai Khan (The Fifth / Lords of War) [#15, 840-969.M30]: A poetic and savage                             

Legion, the Fifth became the White Scars following their unification with their                       

Primarch… with whom they were an almost perfect match, as they were a fast strike                             

group drawn from a primarily asiatic background, though they were still extremely                       

ethnically diverse. Under Jaghatai, this legion became even more focused on rapid, some                         

would say ‘lightning fast’ deployment, hit and run tactics, and versatility in combat.                         

They also have their own specific language, Khorchin, which is spoken only on                         

Chigoris, the White Scar’s homeworld. Their Warcry is “For the Emperor and the                         

Khan!’’ and their colors are Red & White. It bears noting that Jaghatai’s closest                           

relationships amongst his brothers were with Horus and Magnus and the White Scars,                         

Luna Wolves, and Thousand Sons shared close ties as well. They did not get along with                               

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the Death Guard or Space Wolves. The White Scars Primarch also wrote up the basic                             

doctrine and structure for psyker Space Marines, i.e. Librarians. 

○ Lack of Purpose [+200]: More than any other legion, the Khan’s people lived                         

only for the hunt. They were not dedicated to the cause of the Great Crusade, or                               

of building a better tomorrow. Indeed, the great cause of civilization was, in                         

many ways, disdained by the Chigorsian Khan and his people. The way of the                           

warrior, of riding into battle and bringing destruction to one's enemies was                       

often all the White Scars cared about, and it led some of them right into the                               

hands of Chaos. 

● VI. Leman Russ (The Space Wolves) [#2, ~831.M30] 

○ Feral Savagery [+200]: The primal fury barely held in check by the mind of the                             

warrior rages most strongly in the often berserk sons of the Wolf-father. Even                         

when not berserk, you will have to constantly battle the wolf-within to keep                         

your more feral instincts in check, to suppress the desire to take what you want                             

and burn the rest. You are a Wolf in Sheep’s Armor, and will never be able to                                 

forget it. 

● VII. Rogal Dorn (The Imperial Fists) [#7, 831-840.M30] 

○ Inflexibility: the inability to adjust to rapidly evolving situations without                   

predefined options. 

● VIII. Konrad Curze (The Night Lords) [#16, 840-969.M30]: 

○ Dark Desires [+200]: The need to inflict terror and suffering upon others is                         

strong on this legion, the terror troops of the Imperium. Utterly ruthless,                       

merciless, and efficient, the Night Lords use fear as their weapon and (strangely                         

for a Traitor Legion) are among the most resistant to the pull of Chaos. Still, this                               

brutality of spirit will infect your brother Legionnaires and the desire to cause                         

terror will grow stronger within you as time passes. 

● IX. Sanguinius (The Blood Angels) [#10, 840-969.M30] 

○ The Bloodthirst [+200]: A desire to spill blood is encoded into your very genetic                           

makeup and as the stress of combat builds, there is a chance it will burst forth in                                 

the form of the Red Thirst, a near berserk battle rage that causes you to consume                               

the blood of your enemies and slaughter them to a man. This is a manifestation                             

of the rage of Khorne, but strangely does not make you more vulnerable to                           

Chaos, but rather more resistant. However, if you become lost to the Red Thirst,                           

you may be granted the Emperor’s Mercy. 

● X. Ferrus Manus (The Storm Walkers) [#4, 831-840.M30] 

○ Lure of the Machine [+200]: Even Space Marines are still mortal and as they fall                             

in battle, some are rescued to be encased in cybernetic Dreadnaught armor,                       

becoming a walking tank that continues to serve the Legion. Alone among the                         

Space Marine Legions, the soon to be Iron Hands did not view with horror the                             

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prospect of being entombed forever in the walker life-support systems that                     

define a Dreadnaught’s existence. Indeed, most members of the legion viewed                     

machines as stronger and more lasting than mere flesh and became more and                         

more cyborged out as they set aside flesh for steel. This lure will be constant and                               

you’ll feel your humanity slipping away a little bit with each part of your flesh                             

you replace. This process will, oddly enough, harden you against the lure of                         

Chaos. 

● XI. The Forgotten [#3 or 19, 831-840.M30 or 840-969.M30]: Most of the details are the                             

same as II above, but this Primarch may or may not have been killed by Leman.                               

Sanguinius believed that, should the Blood Rage found in his Blood Angels, be                         

discovered by the Emperor, he would erase the Blood Angels as he had one of the two                                 

Lost Legions. We are assuming that the Emperor would not view such a necessity as                             

being the Primarch or Legion’s fault and, if we assume that it wasn’t the entire legion                               

(since the Ultramarines got bigger after this too) we’re going to assume that this                           

Primarch is the Forgotten, erased from history to hide this Imperial Mistake. 

○ What is Wrong With You!? [+200]: If you choose to be of this Legion, you may                               

take this as a +200 CP drawback. This erases your memory of this particular                           

aspect of the coming shitstorm and guarantees that your geneseed is tainted in                         

some way which makes the Emperor think you need to be erased from history.                           

Again, if you can somehow save your Primarch you can ask him to join you and                               

no, the Medbay can’t just fix the geneflaw. It’s permanent without some way of                           

editing living genetics. If you can somehow convince the Emperor that you have                         

found a way to fix the problem so that a) no one ever finds out there was a                                   

problem, b) it won’t happen again, and c) that you did all that while being a                               

perfectly normal Space Marine, you get declared an Imperial Saint and get to                         

recruit your Primarch… oh, and the Emperor himself will make you a new suit                           

of armor. The Imperial Saint perk can be found in ‘The Pious One’ Scenario                           

below. 

○ If you don’t take the drawback, you will have no way of knowing if you are one                                 

of the ones who have a geneflaw… or even if the XIth Legion even has a                               

geneflaw until whatever happens happens. Solving the problem this time just                     

gets you the satisfaction of a job well done, plus you still got to design your own                                 

legion and primarch, right? 

● XII. Angron (The War Hounds) [#17, 840-969.M30] 

○ Nail it Down [+200]: While all War Hounds will get Butcher’s Nails installed                         

once Angron renames the legion ‘The World Eaters’... unless something happens                     

to stop that… you no longer have the option to stop that from happening. You’ve                             

got them, real or imagined, and boy oh boy do they work on you. You’re a                               

frothing berserker on a very short leash. Even the slightest irritant can cause                         

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you to fly wildly off the handle and combat always sends you into a titanic                             

murderfury fueled rampage. While this doesn’t guarantee your fail to chaos… it                       

ain’t going to make resisting Khorne easy. 

● XIII. Roboute Guilliman (The War-Born) [#8, 831-840.M30] 

○ Rigid Thinking [+200]:  

● XIV. Mortarion (The Dusk Raiders) [#13, 840-969.M30] 

○ Stubborn [+200]. The Death Guard are resilient, unyielding, and strong as hell!                       

...Which applies to their minds, as well, and a flawed one is nigh impossible to                             

shift in opinion, and will hold a grudge if you do it for him. 

● XV. Magnus the Red (The Student-Aspirants) [#9, 840.M30] 

○ Forbidden Knowledge: Enquiring Minds want to Know… and few are as                     

inquisitive as you 

● XVI. Horus Lupercal (The Luna Wolves) [#1, ~800.M30]:  

● XVII. Lorgar Aurelian (The Imperial Heralds) [#14, 840-969.M30] 

○ Need to Believe [+200]: There must be something higher and the Word Bearers                         

will find it and worship it. Doesn’t really matter what it is, as long as it is willing                                   

to be worshipped. Nothing offends you worse than a god that will not be                           

worshipped. That’s saying you’re not worthy. Where do they get off? This very                         

much will draw you to Chaos if the Emperor rejects your veneration. 

● XVIII. Vulkan (The Dragon Warriors) [#6, 831-840.M30] 

○ Pyromania 

● XIX. Corvus Corax (The Pale Nomads) [#18, 840-969.M30] 

○ Morose Moose [+200] a pervasive sense of futility and resignation, lowering your                       

self preservation. 

● XX. Alpharius Omegon (The Hydra) [#20, 981.M30] 

○ Overplanning Kills [+200]: To the Alpha Legion, nothing is ever simple. No                       

plan can take only three steps when ten can do it with twice the overkill. This                               

means you tend to be overly machiavellian and may even, at times, fall prey to                             

analysis paralysis. This means that you’ll plan for the enemy’s behaviour… and                       

like as not be boned if that enemy don’t do what you thought he would. It will                                 

take you longer to formulate plans and there will be more things that can go                             

wrong. Still, when things go right, they go very right. 

 

The Geneseed Organs 

Your body contains 19 unique organs that grant special abilities… however, they have their                           

own DNA and thus cannot be passed on via breeding. They can be transplanted into acceptable                               

hosts. Your biological offspring are guaranteed to be compatible with your geneseed and to be                             

acceptable as prospective Astartes. After the jump ends, each of these can be installed into any                               

one of your altforms at your discretion, though once installed they become part of that altform.                               

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Not all 18 (the progenoid is not copied) need to be installed in the same altform, though the                                   

Haemastamen, Biscopea, and Ossmodula must be placed in the same Alt. Your Space Marine                           

altform retains a copy of all 19. 

● A Secondary Heart which activates when you are under stress to pump blood faster                           

or as a backup if the first is, say, ripped out and eaten by an Ork Meganob. 

● The Ossmodula which makes your skeleton hard enough to withstand bolter                     

rounds and which repairs your bones faster when they do get damaged. Your bones                           

are now ceramic composite. 

● The Biscopea which triggers muscle growth, making putting on muscle incredibly                     

easy if you’ve got the nutrients for it. 

● The Haemastamen which turns your blood bright red and increases the amount of                         

oxygen it carries by a massive amount. It also regulates the Ossmodula and Biscopea. 

● The Larraman’s Organ creates Larraman’s Cells, super-platelets which can seal                   

wounds in minutes, isolate poisons before they can spread through your systems,                       

and generally make you immune to all but the most virulent toxins and diseases. 

● The Catalepsean Node which lets you go up to two weeks without sleep at need and                               

reduces the amount of sleep you need to stay healthy by a half. Normally it would                               

also make you more vulnerable to brainwashing, but yours has been edited so it does                             

not have this function. Any other Astartes you share your blood with will develop a                             

similar resistance. 

● The Preomnor which allows you to decontaminate any food you eat so it can be                             

safely digested. This makes you immune to all but the most virulent ingested                         

poisons, toxins, and pathogens. 

● The Omophagea which allows you to eat brains and absorb the information                       

contained within. Normally this is somewhat traumatic to the Space Marine and                       

sends them into a torpor as they process the information… and sometimes the                         

memories are hard to forget… but yours is a special model that just makes you a                               

little distracted while processing and has better emotional blocks so you don’t get hit                           

as hard. The squick factor of eating some dude’s brain is entirely up to you. 

● The Multi-Lung is an additional lung that allows you to breathe underwater, in low                           

oxygen environments, and filter out toxic gasses… making you immune to inhaled                       

toxins as well (as long as they aren’t powerful enough to, you know, eat through                             

your flesh). 

● The Occulobe gives you supervision and adjust to changes in light almost instantly. 

● Lyman’s Ear gives you super-hearing and makes you immune to motion sickness                       

and concussions. 

● The Sus-an Membrane allows you to enter a state of suspended animation (hence the                           

name) when critically hurt or starving. Normally you would be unable to leave this                           

state on your own and require the use of special drugs to bring you out of it… but                                   

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that’s boring so you can now wake yourself up from suspended animation if you                           

would be in danger from not waking up or if rescue is at hand… or if you just put                                     

yourself into suspended animation to avoid having to listen to your chapter                       

commander tell you how awesome Horus is again… for the fifty fifth time this                           

week. 

● The Melanochrome which augments your lymph nodes and allows your skin to                       

darken in response to radiation. This protects you from both UV and Gamma                         

radiation. This means you can tan up in moments… but you pale right back up again                               

once you’re in armor. 

● The Oolitic Kidney which super-cleans toxins (and booze) from your system,                     

making you even more resistant to non-super toxins. 

● The Neuroglottis which grants you a massively improved sense of smell and taste,                         

allowing you to ID chemicals with ease and track enemies like a blood-hound. 

● The Mucranoid which grants you the power of super-sweat (yeah I know, eewww)                         

but it makes you practically immune to extremes of hot and cold and can harden                             

into a vacuum-proof shell that is still flexible enough for you to move freely in.                             

Essentially, anything short of 1400 degrees C and above -200 C and you’re golden. 

● Betcher’s Gland gives you acid spit that is powerful enough to dissolve ceramite…                         

but you can modulate it down to merely being caustic to flesh if you like. 

● The Progenoids are what make more Geneseed. You have two sets, one in your neck                             

(which matures in five years) and one in your chest (which matures in ten).                           

Normally you have to be dead to harvest these, but that’s just silly, so you can have                                 

yours surgically removed once they mature and they’ll grow back again every 5 or                           

10 years. 

● The Black Carapace which not only functions like a biological flak jacket on its                           

own, but which allows you to fight in Space Marine Power Armor as if it were part                                 

of your own body. 

 

Thunder Warrior [Free] 

Remember how I said you were a success? Well, that’s not really quite accurate. You are a                                 

Thunder Warrior, one of the Emperor’s first batch of bio-engineered soldier-fanatics, and                       

much more physically adept then the later produced Astartes. Thunder Warriors were large,                         

greater in size than most Space Marines. Even the few that survived the end of the Unification                                 

Wars were easily more than a match for an Astartes and even the mighty Custodes in single                                 

combat. They were made highly resistant to psychic attack, perhaps because of the sorcery they                             

would regularly face during the Age of Strife. They had tremendous upper body strength that,                             

when coupled with their early model of power armor, made them virtually unbeatable in close                             

combat. Unfortunately, they were not nearly as intelligent as their later ‘cousins’ and many                           

were on the more uncontrollable side. It was even suspected by a survivor of their breed that                                 

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the Emperor had deliberately engineered his kind with a limited lifespan, though he personally                           

hoped it was simply a defect; Thunder Warriors that did not die in battle suffered from cellular                                 

degeneration or mental instability, and often had relatively short lifespans. That survivor                       

eventually found the means and enough knowledge of the techniques used in his creation to                             

cure the genetic instability of the Thunder Warriors, though not before suffering considerable                         

degeneration himself. You, however, have been given a boon, as by some fluke or act of your                                 

benefactor, you never possessed said genetic instability in the first place making you                         

biologically immortal barring someone killing you and protecting you from the onset of                         

degenerative mental decay. You have all the advantages of the geneseed organs for a Space                             

Marine (besides the Progenoids)… but they are genetically part of you, and for an additional 100                               

CP, can be passed on to your descendants since your genome is stabilized. Although there are no                                 

canonical female Thunder warriors, it is (in theory) possible there were some, and as such you                               

may make your gender female if you wish. You stand between 10 and 12 feet tall and could                                   

break a normal Space Marine in half while they were wearing power armor and you weren’t. 

Society’s Shadow (Mandatory for Thunder Warriors): You are an aberration, a                     

monster out of legends to the masses of the Galaxy and a relic of a past age to those who have                                         

replaced you. The Emperor himself is, at best, unsure what do with you, since he never                               

intended for any of your kind to survive, and his minions will treat you with distrust and                                 

disdain, since they are the new and improved models. While you were a servant of the great                                 

Emperor, and will be afforded all the requisite courtesies by his followers, they will never trust                               

you and all aid will be grudging. You find that, for the duration of your stay here, that the call                                       

to do battle sings in your very synapses and surges through your veins, making it somewhat                               

difficult to lead a normal existence. If only there were a war to fight in. 

 

Adeptus Custodes [200] 

From the start, you were made for a different purpose than conquering the battlefields of Terra                               

and Mars. You were fashioned as a protector with the changes starting in infancy. You possess                               

biological immortality that won't let you age past your prime. You always get the best of the                                 

best equipment and are as much superior to a Thunder Warrior as a Thunder Warrior is to a                                   

normal Space Marine. It is not a stretch to say that you are halfway to being a Primarch, as your                                       

genome was the basis for theirs. Not only do you possess all the geneseeds of an Astartes (besides                                   

the Progenoids), they are genetically part of you and can be passed on to your descendants. Oh,                                 

and while Space Marines are smart and skilled in tactics and weaponry… you’re a freaking                             

genius compared to them, and can easily master any weapon in minutes… if you haven’t                             

already. Your loyalty is utterly and completely unbreakable and unquestionable to any you                         

give it to, and any time outside this jump you apply to be a body guard, you will be hired                                       

instantly… unless you’ve betrayed your charge ever. In which case fuck off. Although there are                             

no known examples of a Female Custodes, you may be one if you so desire. 

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What do you Mean, Go Outside? (Mandatory for Adeptus Custodes): You were made                         

for a purpose… and that purpose was not to go galavanting around the universe being all                               

adventury and stuff. That purpose was to protect the Emperor from all threats, at all times.                               

When you are not on a mission the Great Golden One has sent you on, you will mostly stand                                     

around being intimidating and amazing, tending your armor and weapons (which are the best                           

in the entire fucking universe besides the Necrons… who aren’t awake yet) and generally                           

serving his glorious golden majesty. Without direct orders from the Emperor, you will not be                             

leaving the Palace… or at least Terra. 

 

Son of Not-God [400] 

You are a Primarch, either the 2nd (Forgotten) or 11th (Purged)... your pick. As a product of the                                   

Primarch Project, you were crafted with the care and skill of the Emperor of Man himself in a                                   

secret lab deep in the Himalayas. You are 8-12 feet tall, super intelligent, super strong,                             

incredibly powerful in mind and body, a born leader the likes of which even the greatest                               

mortals of human history would pale before. You are a nearly matchless warrior in all forms of                                 

combat, especially melee. Oh, and you’re immortal. As in fuck death right in the skull with a                                 

chain sword immortal… unless killed by one of your brothers, your father, or a god of Chaos…                                 

at least in this universe. Outside of it, similarly superhuman and divine forces can kill you…                               

but once per jump you’ll get better anyway because Fuck Death Right in the Skull with a Chain                                   

Sword. Taking this sets your start date to either 832.M30 or 940.M30, making you either the 3rd                                 

Primarch found or the 19th. You may not select ‘Just the War, Please’. As the name implies, all                                   

of these dudebros are, in fact, of the dangly persuasion (except Roboute, who is a guuurl). As                                 

such, unless you choose to be The Forgotten and make your geneflaw that you’re female (along                               

with your whole legion), you default to male as do all your genesons.  

Father Issues [Mandatory or +200]: Daddy loves you and you love Daddy… but Daddy                           

loves Horus more and you hate Horus… and some of the others are talking about going over to                                   

this cool Khorne guy’s house. He’s associated with something called Chaos, but if Chaos was                             

bad, clearly Daddy would have said something, right? So Chaos can’t be all that bad… even if                                 

they seem a bit weird. You’d ask some of your other brothers, but Lemonhead is a psycho-furry                                 

and Magnus is red and nerdy and Jaghatai won’t let you borrow his speeder and Korvus keeps                                 

lurking like a lurking lurker… is everyone’s family this fucked up? How much this actually                             

affects you is entirely up to you. After all, Horus was a super daddy’s boy and Angron fucking                                   

hated the man. For +200 CP, you’re in the Angron / Lorgar camp. You either blindly worship                                 

the great golden asshole or you hate him so much it makes you bleed tears of rage. Either way,                                     

you aren’t going to be thinking about him or anything to do with him in anything approaching                                 

a logical fashion.  

Terrible Childhood [Mandatory or +300]: As an embryo, you were kidnapped by the                         

forces of chaos and dumped on some really really terrible world where you were forced to                               

adapt or die. Clearly, you’ve survived, but at what price to your psyche? How much this                               

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actually affects you is up to you. Roboute seems fairly well normal… others much much less so.                                 

For +300 CP, instead of just having memories of that terrible childhood… you get to live it.                                 

Your start date is pushed back either 40 or 108 years to the point you arrived on your brand                                     

new homeworld as an infant, with only the powers you bought here. You’ll have to survive                               

somehow until the Emperor locates you and only then will all your other abilities unlock                             

(unless locked by some other drawback). If you take the Drawback Version, your childhood is                             

definitely going to be in the bottom 5, not something nice like Magnus or Roboute got. 

Tainted Genome [Mandatory for The Forgotten, +200 for the Purged]: Your                     

Geneseed has a specific and serious genetic flaw, one that is passed down to all members of your                                   

legion. Remember, this is a flaw bad enough that dear old Dad has decreed your extermination                               

along with the destruction of your entire legion. This does not wear off at the end of jump. It                                     

can be anything that you honestly think would make the Emperor deem you unfit for                             

existence… it can even be something cool but worrying. You may decide that your geneseed’s                             

flaw is that it only can be implanted in women if you like. This allows you to be a female                                       

primarch. Or that you have batwings. Or horns. Whatever you pick, all your gene-children                           

will be bound by it. 

The Executioner [Mandatory for The Purged, +200 for the Forgotten]: You are being                         

hunted by Lemon Rash and the Vulka Furries. He cannot be killed or reasoned with. He’s an                                 

asshole and a psychopath and smells like a dog. He can be tricked into believing you are dead,                                   

but that won’t fool him forever. Of course, if the Heresy gets off the ground, he’ll have much                                   

bigger issues than catching you if you’re not on the side of Chaos. If you are on the side of                                       

Chaos, he’ll hate you more than he hates Magnus. If you take the Only War Scenario and side                                   

with Chaos, you can kill him once the others are all dealt with… or he can be converted to                                     

Chaos at any time before that. He’ll still want to kill you however. Just because he’s for Chaos                                   

doesn’t mean he likes you. 

Zeroth Primarch [600]: Before the Emperor made the 21 Primarchs, he made you. You                           

were the first. The Custodes Primarch. Unlike your hulking brothers, you were not kidnapped                           

by the forces of chaos and shared the Emperor’s private council and were privy to his secrets.                                 

You are the size of a Custodes but as powerful as a Primarch. You automatically gain the                                 

‘Psyche Unlocked’ perk and start as a Beta Psyker with a discount on Divination or Biomancer                               

specialization (found in the Psyker Disciplines section below), and a discount on the Sigillite’s                           

Will perk (found in the Transhuman Perks section below). You gain all the abilities of a                               

Custodes and command of the Imperial Bodyguard. If you take the Only War Scenario, you                             

may take Terra or Mars as your homeworld and must side with the Emperor. If you buy Zeroth                                   

Primarch, you cannot take either Tainted Genome or The Executioner, and do not have the                             

Terrible Childhood Drawback. You still have the Father Issues, as those 21 idiots are still your                               

brothers, even if they don’t realize you exist yet. But at least you secretly know daddy loves you                                   

best of all… he actually listens to you. This cannot be bought by a Companion for any reason…                                   

if you don’t buy this, this guy / gal doesn’t exist. Taking this option sets your start date to the                                       

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day Father and Horus meet in 800.M30… and your location is approximately three meters to                             

the left and slightly in front of the Emperor. You’re the head of his bodyguard, after all. 

Geneseed [200] (Primarch Only): You gain a regenerating supply of your own                       

Gene-Seed… it’s inside you. Every month you generate enough gene-seed to implant 20 new                           

Space Marines, and it can be vomited up so you don’t have to have it surgically removed. If you                                     

are the Zeroth Primarch, your geneseed makes Custodes. Although this Geneseed is fiat backed,                           

it is not 100% effective. The candidates must be human (normally male unless your geneflaw is                               

females only, or you’re the Zeroth and choose to allow females and or males to inherit… Dad                                 

won’t be happy, but this is your choice)... and they must be physically and psychologically                             

prepared. Human means they have a non-mutant human alt-form. Being a mutant of any kind                             

(aside from all the tiny pointless mutations we all have) or abhuman makes the chance of                               

rejection higher… but if you buy the God-Seed Notes in the Relics section, you can use them to                                   

change who can receive your seed. This is also possible if you make your Primary Genius                               

“Biogenetics’’ or something similar (See Genius & Brilliance in the Transhuman Section below).                         

Your perks and powers do not transfer via your Geneseed unless you buy “Enhanced Geneseed’’                             

in the Transhuman Section below. 

Captains Courageous [200] (Primarch Only): You can import 8 of your companions as                         

members of your legion. They get 800 CP and Geneson - First Generation Free, and must choose                                 

a Space Marine Specialty. They are 100% Human. If you took the Only War Scenario, this is no                                   

longer limited to 8 of your companions, but rather applies to all your companions. They too are                                 

limited by whichever version of the Scenario you took. If you’re the Zeroth Primarch, your                             

Companions become Custodes instead of First Generation Space Marines. 

Legion [300] (Primarch Only. Free for Primarch with the Only War Scenario): You                         

can assign up to a Company of Space Marines to each of your Space Marine Companions. These                                 

are not companions, but generic Marines. You may promote individual marines to companion                         

at your discretion, but they take up a companion slot once promoted and cannot be demoted.                               

Generic Marines lost are not replaced automatically, and must be recruited and trained the                           

hard way. If you’re the Zeroth Primarch, your companions get a Squad of Custodes instead of a                                 

Company of Space Marines. Yeah, it’s less, but there are only 10,000 Custodes total. 

Brother in Arms [300] (Primarch Only, Free for Primarchs with the Only War                         

Scenario): You can import your most trusted companion as the other missing Primarch. If you                             

go over to Chaos, they will remain Loyal and vice versa. They will hate you and try to destroy                                     

you for the entirety of your stay… but, they gain any of the Primarch Perks and Items you buy,                                     

except with regards to their own legion or Zeroth Primarch. You’ll have a touching                           

rapprochement once you’ve won or reached the end of the jump. Alternatively, you may use                             

this to buy one of the other Primarchs as a companion, but they must belong to the faction you                                     

don’t belong to. Alpharius/Omegon always count as belonging to a rival faction, and as a single                               

primarch for this and this alone. 

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Glory Everlasting [600] (Discount Primarch, Free for Primarch with the Only War                       

Scenario): You get your own custom designed flagship, a Gloriana Class Grand Battleship. You                           

can import any other ship you own into this role with the exception of another Gloriana Class                                 

Ship, since that would be a wasted effort. Seriously, you have a Gloriana and you want to make                                   

it a Gloriana? Just have two Glorianas. If you really must have your original Gloriana as your                                 

Flagship, you can stick this one in mothballs and use that one instead. For 200 CP more, you can                                     

upgrade this to an Abyss Class Grand battleship (making yours the Abyss IV). 

Homeworld [800] (Discount Primarch, Free for Primarch with the Only War                     

Scenario): You get whatever world you begin this jump on as your homeworld (you can’t pick                               

Terra, Luna, or Mars), and get to keep it with you in all future jumps. Its people are fairly                                     

normal residents of the year 30,000 (Hive Worlder, Death Worlder, Agra Worlders…) and, if                           

you’re lucky, won’t all be dead by the end of the Heresy. If you’re unlucky and someone kills                                   

everyone on your homeworld or blows it up, it will be fully repaired at the start of your next                                     

jump. In jumps where there might be trouble fitting an extra planet, it appears somewhere                             

nearby but out of the way… maybe on the other side of the sun? 

 

 

 

[Optional Primarch Scenario] Only War 

You must pick a side in the coming civil war, Chaos, Humanity, or Freedom. If you side with                                   

Humanity, you cannot leave this universe until every last Traitor Primarch has either been                           

forced to repent or has been destroyed utterly without hope of resurrection. The Emperor of                             

Mankind must sit upon the Golden Throne in all his glory with at least 11 Loyal Primarchs, or                                   

at least 10 loyalist Primarchs must kneel before the eleventh of their brothers and acknowledge                             

that individual as the new Emperor (it doesn’t have to be Roboute). If you side with Chaos, the                                   

Emperor must be dead beyond all hope of resurrection and all loyalist Primarchs must either be                               

destroyed definitively or converted to Chaos by any means. If you choose Freedom then you                             

must see the Empire of Man shattered, the Inquisition and Ecclesiarchy never born or                           

obliterated... And humanity must remain secure from Orks, Tyranids, Chaos, & Necrons for the                           

next 12,000 years.  

You have 12,000 years to accomplish your goal. 12,000 years which will be dominated by                             

war both grand and grim. You must also choose one of the following options.  

1) All your knowledge of the coming events has been erased… including                     

knowledge of the existence of Chaos, Tyranids, and Necrons. You know only                       

what your background in this Warhammer Universe would let you know about                       

the setting. All your out of jump memories are secure as long as they don’t relate                               

to Warhammer. If you choose this, you will start (mostly) loyal to the Emperor…                           

or at least as loyal as Angron was. 

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2) All your out of jump powers and abilities are initially reduced to 10% of their                             

full power and you will recover your power at the rate of 1% every century.                             

Your tech level is fixed to the same as starting Imperial tech, and your                           

warehouse and all gear is sealed away unless the items are comparable to                         

Imperial tech or limited the same way your powers and abilities are. 

3) The Ruinous Powers are fully aware of your presence, your powers, and your                         

plans to screw with their plans. Can only be taken if you’re on Humanity or                             

Freedom’s side. 

4) The Emperor knows who you are, what you can do, and has had 10,000 years                             

advanced warning to plan. Can only be taken if you’re on Chaos’s side or                           

Freedom’s side. 

5) You are a Squat Primarch who everyone calls stumpy and you will spend the                           

entire jump speaking in an accent so thick no one besides your genesons will                           

understand anything that comes out of your mouth… or telepathy. As a Squat,                         

you are less than 6 feet tall, and as a primarch, you are now so wide you don’t fit                                     

through doors. Yes, your shoulders are still more than a meter and a half wide.                             

And you’ve got wee little legs to carry your giant ego around. And it is giant.                               

You’re absolutely convinced of the rightness of all your actions and only                       

manifest disaster will prove you wrong to your own satisfaction. Everyone else                       

in the galaxy is (according to you) a giant fukin’ idjit. 

 

[Very Optional Primarch Scenario] My 21 Sons 

Clearly this all too much work and darkness and grimness. Instead of the Grimdarkness of the                               

Future, you’re now in a strange sitcom version of the Great Crusade, one where Korvus and                               

Konrad try to out emo/goth each other, Angron gets suspended from the Military Academy for                             

fighting, Leman is a Furry, Magnus is actually a giant nerd, Roboute is an Alpha Jock, and                                 

Jaghatai thinks he’s the Fonz. I have no idea why you’d do this. There’s no reward, but it’s here                                     

if you want. Oh, and Chaos is still trying to destroy humanity. If taken with the Only War                                   

Scenario, it becomes the Only Football Scenario (soccer for you americans), but all the same                             

rules apply, just things are all settled by Space Marines playing Soccer or something else equally                               

ludicrous. No, Not Bloodbowl… that would almost make sense. 

 

Gets progressively more and more unfinished below this point. Please bring up “Outline” under                           

Tools if it is not already there. Anything marked with an asterisk is incomplete. 

 

 

*++ PSYKER POWERS AND ABILITIES ++ 

You must be a Psyker to buy anything in this section (or a Navigator for that sub-section, obviously) 

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[PP] 

 

*Astropath Skills 

If you do not purchase a Psyker Specialization below, and you are not a Sensei or an Eldar, you get a discount 

on everything in this section and are considered a formally trained Imperial Astropath. 

 

Astropaths are psykers who are responsible for carrying out all of the superluminal communications that tie 

the Imperium of Man together using their telepathic abilities. Astral Telepathy - As part of the Soul Binding 

process, astropaths become able to send and receive messages across vast distances using the warp as a medium. 

Using astro-telepathic abilities in this way requires careful concentration, meditation, and freedom from 

distraction, and so cannot be done "on the move," let alone during combat or strife. Astropathic communication 

in this way is a matter of sending and receiving messages that must themselves be encapsulated and encrypted 

lest they become lost in the warp, hopelessly garbled, or worse yet, intercepted. As a result, messages sent over 

long distances are often "packets" of information, akin in some ways to letters or brief recordings from the 

real world absorbed and sent on their way to be (hopefully) caught and possibly relayed on by other astropaths 

to their intended destination. This process is not instantaneous. However, it is considerably faster than warp 

travel -- an astropathic signal will cross a solar system in moments, across a subsector in hours, a sector in days 

and, if strong enough, a Segmentum in weeks and so on. An astropath's "signal strength" broadly refers to how 

far, in average conditions in the warp, they are able to clearly transmit with a successful focused use of their 

power. You may buy from the following Astropath subsection. 

 

[200]Voidfrost Discipline: As they travel the far stars, often shrouded from even the sacred 

glow of the Astronomican, many Astropaths spend countless hours searching for any psychic 

resonance among the void. As they stretch their minds ever further into the darkness, many 

begin to study the emptiness that surrounds them. A few even come to embrace the chill of the 

vacuum that extends endlessly beyond the boundary of their vessel's hull. It is believed that 

psykers who came to grips with the essence of the void were the first to develop the Voidfrost 

Discipline. The sharp distinction between the icy, uncaring void and the warm glow of the 

Emperor's embrace became a focal point for their new studies. 

 

Ward the Chill - As psykers begin to embrace the ways of the Void, they must first 

grasp the necessities for unprotected survival amidst the very environment that they 

seek to master. The most crucial first step to this is learning to overcome the risks 

inherent in survival without a pressurised atmosphere and without the warmth 

necessary for life. Establishing the necessary techniques for calling forth a survivable 

environment from the depths of the Warp is a rite of passage for those who seek to 

master the Voidfrost Discipline. For some psykers, this first step is simply an intuitive 

reaction -- their understanding of the void naturally compels them to create a liveable 

environment. However, some psykers inadvertently exhibit this ability under life and 

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death conditions -- such as being involuntarily expelled from their vessel. (Free with 

Voidfrost Discipline Purchase): 

 

(100) Embrace of Emptiness - Within the depths of the void, it is not uncommon for a 

vessel to suffer a catastrophe that leaves its crew injured and the craft distant from any 

aid. By exercising his understanding of the void, a psyker who has mastered this power 

can wrap himself or an ally in the void's icy embrace, stabilizing the target and allowing 

it to survive the harshest of conditions for some time. This technique requires delicate 

focus to take its full effect, and so it cannot place an unwilling target into the protective 

sleep it grants to allies. However, in a pinch, some Astropaths have used it to slow and 

disorient attackers. The psyker activates this technique intuitively. If he succeeds and 

his target is a willing ally, the target's core body temperature drops and all of his 

metabolic processes virtually cease. The character immediately enters a trance, which 

lasts for a number of days at which the power was activated (the psyker chooses the 

number of days at the time of activation). For this time, the target does not need to 

breath or eat, ignores environment effects including that of the vacuum, and he can 

even survive ongoing negative effects such as blood loss. Under the effects of Embrace 

of Emptiness the Astropath appears dead to all mundane senses. (Free with Voidfrost 

Discipline Purchase): 

 

(200) Quest for Warmth - Many psykers who embrace the Voidfrost Discipline do so as 

part of an effort to find other minds amongst the expanse of the void. This is typically a 

reaction to their desperate need for respite from their isolation -- particularly common 

among those Astropaths who man facilities that are distant from all of humanity. As 

these characters continue to extend their minds into the void, they become ever more 

capable at identifying any signs of sentient life -- including the minds of xenos. A 

psyker who activates this power extends his mind deeply into the void, searching for 

any other active minds. If successful, the Astropath can sense from any direction and 

distance, any concentrations of sentient life within range and are immediately 

identified, regardless of any shielding or attempt at concealment. 

 

(200) The Void's Touch - As a psyker's relationship to the dark chill of the void grows 

stronger, he often gains the ability to draw upon its inherent nature. One of the first 

stages of this process is in the mastery of a technique that siphons warmth from objects 

or individuals into himself, ripping the heat out of any objects between himself and his 

target, creating a frozen path straight to his foe. The attack seems slow-moving at first, 

but rapidly accelerates as the psyker directs it on towards the object of his enmity. It is 

also notoriously difficult to avoid this power, as the psyker can easily redirect the trail 

of frost with his mind, trapping his foe within an ever-shrinking cage of cold. 

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(100) Breathstealing Barrage - The void is tranquil, but that desolate quiet can kill. Life 

can hardly survive without some shelter from the lifeless emptiness. Some psykers 

embrace this destructive nature as a method to overcome their foes, while they 

maintain their own composure through contact with the icy chill of the void. The 

psyker focuses his will as a cluster of energy bolts. These bolts are a physical 

manifestation of the cold energy drawn from the depths of the void. These bolts first 

appear near the psyker, then must physically travel the distance to his target or targets. 

 

(100) Black Sheep - The embrace of the void can offer comfort to an isolated psyker, but 

those who master its ways soon discover that it can also be a powerful ally. The chill of 

the void offers a myriad of options to those who commune with it to such a degree that 

its nature becomes an inherent part of their psyche. Critical among these abilities is the 

knack for inflicting the void's essence upon a foe's mind by forcing him to confront his 

insignificance in the vast, cold universe. While a psyker who has come to understand 

the nature of the void may find such truths comforting, other individuals who are less 

accustomed to the perspective rarely find it so pleasant. 

 

Void Substantiation - Through discipline, practice, and self-affirmation a psyker can 

come to embody the chill of the void. In doing so, he can learn not just to dwell within 

its isolation, but to find unity with the emptiness in doing so. A character who masters 

this ability becomes capable of surviving and acting normally without warmth, 

pressure, or breathable air, and can also use this power to blunt the effects of extreme 

cold or toxic atmospheres. 

 

(400) Freeze the Soul - There are few prodigies of the Voidfrost Discipline, but legends 

circulate of those who have completely mastered its ways. The stories tell that they 

drop the temperature in a room with their entrance and can freeze a man solid with a 

stare. The most terrifying of these tales are likely based upon the few psykers capable of 

using techniques like this one upon their opponents. The psyker is said to draw a chill 

wind from the lightless depths of the void down upon his foes, surrounding them with 

enveloping layers of ice and freezing their blood even as it pumps through their veins. 

Targets of this power die an agonising and rapid death, wracked by hours of exposure 

in the blink of an eye, shattering or crumbling in the unforgiving ethereal gale. This is a 

rare power, yet it has caused countless nightmares for those who have seen it used. Few 

can speak firsthand of the horror it inflicts upon its targets, for those who find 

themselves trapped within its pitiless blast rarely survive to recount the tale. 

 

Soul Ward Discipline: 

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Basic Technique: The Emperor's Guidance - Psykers who learn the Soul Ward Discipline expect 

to rally their allies so that they can hold the line against any threats to the Imperium. While a 

portion of this ability comes from their divine faith in the Emperor, a far greater portion 

comes from their direct connection to His grace in the form of their Soul Binding. By calling 

upon the power of the Warp through this connection, they can share the power of His grace 

with their allies. This can swiftly bolster their faith in their cause, so that their opponents 

might be vanquished. 

 

Know Thy Place - Through the majesty of the Emperor, the psyker comes to understand his 

place in the galaxy, particularly with reference to the majesty of the Emperor and the terrors 

of the Warp. This understanding represents a reassurance for a psyker who has come to grips 

with it, but to the uninitiated, the perspective may be terrifying. 

 

Heresy's Price - Those who oppose the Emperor cannot hope to stand before His majesty. The 

divine grace of the Astropath's soul bond represents a manifestation of His presence. A psyker 

who has studied the discipline of the Soul Ward is often capable of focusing the Warp's energy 

to display this glory in a way that may distract his foes. As they lose focus, they often become 

prone to mistakes in battle, so that His presence serves as their downfall. 

 

Bastion of the Imperium - A psyker who has begun to master the discipline of Soul Warding 

may pass the protection of the Emperor on to those who most need it. After focusing his will 

through a moment of prayer, the psyker hones in upon the essence of his Soul Binding. 

Channelling the energies of the Warp through his focus, he grants the target a temporary 

physical manifestation of that sacred protection. 

 

Chorus of the Righteous - Drawing upon his connection to the Emperor through his Soul 

Binding, the psyker may motivate his companions to fight with ever greater fervour. The 

psyker and all emblems of the Imperium briefly flare with a blinding white light. As this 

happens, targets can hear the voices of an Astropathic Choir join in song, in praise of their 

mission, and casting damnation upon their foes. All targets immediately sense a powerful rush 

of vindication in their battle against those who would dare to oppose their sacred cause. 

 

Strength of Truth - Those who choose to master the skills of the Soul Ward invariably have an 

incredible degree of trust in their abilities and in the cause of the Emperor. For some, this faith 

was instilled in childhood; for others, it came as part of their life experience. In all cases, an 

individual's survival of the Soul Binding process served as a confirmation of this faith. With 

this power, the psyker gains the ability to share his faith with others, using the Warp to make 

it physically manifest within the bodies and minds of allies. 

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Enduring Faith - It is said that the Emperor lends his strength to those who display the faith 

required to help themselves. A psyker who has learned this ability may grant a restorative 

boon to those who have served Him already, that they might continue to do His most holy 

work without the need for rest. Legends say that some Astropathic Choirs have remained 

continuously active for years by sharing this technique amongst their members. 

 

Reward of the Renegade - Those who would dare to act against the Imperium do so with the 

knowledge that they are in opposition to the divinely mandated will of the God Emperor. To 

undertake such a path is to betray all of Mankind. This treason is a folly of the highest order, 

and yet there are those who continue to follow this path towards destruction. With this 

technique, the psyker uses his Soul Binding to punish these offenders, shielding his allies with a 

luminescent corona and turning the wickedness of his foes back upon them. 

 

Glory of the Just - As an Astropath's mastery of the Soul Ward school grows, so to do the 

methods by which he may grant the Emperor's blessing upon his allies. There are no limits to 

the number of ways that the Emperor may bless those who act in his name. He may reach 

across time and space to aid those who act in his service for the good of all Mankind. Those 

who receive the blessing bestowed by this technique may begin to realise just how far his reach 

can extend. Targets can feel the flow of time slow for their enemies as they become more 

capable of granting justice to those who have offended Him. 

 

Call of Faith - Those who have faith in the Emperor are often capable of performing actions of 

superhuman endurance. While many do so through nothing but their faith, those under the 

influence of this technique are aided by the energy of the Warp as focused through a psyker's 

Soul Binding. In this way, they may continue to serve the Imperium, overcoming even the most 

potent of foes. 

 

Control the Mind - The Astropath reaches out and temporarily controls the mind of a gunner 

on the enemy ship, making him fire on a chosen target. 

Dark Labyrinth - The Astropath disguises the interior of his ship, shrouding it with dark 

shadows and illusory twists and turns. 

Flash Fire - The Astropath attempts to cause psychic flames to burst alight aboard the enemy 

vessel. 

Ill-Omens - The Astropath spreads unnatural terror among enemy boarders, blunting their 

assault by eroding their will to fight. 

Mask of the Void - The Astropath makes his ship appear to perform a manoeuvre to trick his 

foes. The vessel shimmers and warps, seeming to be in more than one place at once. 

Psychic Deflection - The Astropath attempts to deflect an incoming shot with his psychic 

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might, turning aside a blow that might fell his ship. 

Quell Flames - The Astropath dampens a fire within the ship with his mind, willing the flames 

to sputter and die. 

 

Unnatural Resolve - The Astropath dampens the crews' primal instincts with psychic energy, 

making them supernaturally fearless. 

 

*Navigator Abilities 

Requires Warp Eye 

 

Aether Doldrums - A skilled Navigator can use this power to mark a point of calm in even the                                     

most tumultuous Warp Storm. On a smaller scale, they can also use this ability to find a                                 

stillness in the Immaterium flowing around them that dampens psychic powers and pushes                         

Daemons back towards the edge of the dark pit from whence they came. Many Navigator                             

Houses teach their progeny how to seek this calm in the Warp, as it may be the only thing that                                       

stops the Navigator from being torn to shreds and their soul devoured by daemons in the case                                 

of a failure in the Gellar Field. 

 

Baleful Watcher - The power sometimes called "Baleful Watcher" or "Piercing Gaze" is a                           

technique taught to Navigators to help them to penetrate the densest of Warp Storms and find                               

a safe path. However, when turned on an individual, this power allows the Navigator to look                               

past the facade of material reality, and thus exploit the knowledge he gains from staring so                               

deeply into his foe's soul. 

 

A Cloud in the Warp - By understanding and perceiving the "currents" of the Warp, the                               

Navigator can hide his presence from those who would use the Immaterium to detect him.                             

Whilst it does not in any way mask his presence in the material universe, it can ably hide him                                     

from detection by psykers and confuse creatures whose essence and existence are linked to the                             

Warp, such as daemons and other Warp entities. As the Navigator grows in power, he will                               

become harder to detect, as well as being able to mask others' Warp signature if they stand                                 

nearby. 

 

Corrupting the Flesh - A vile power that is generally only used by Shrouded or Renegade                               

Houses. Navigators can use this power to channel the corrupting power of the Warp and bathe                               

their targets with its malign power. This power not only inflicts excruciating pain, but it also                               

can lead to spontaneous mutation or even death. However, the power is not without cost, as                               

Navigators who make use of this power on a regular basis risk losing their grasp on reality. 

 

Disrupting the Empyrean - Navigators possess an almost innate sense of the Warp. Through                           

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little-understood methods of psychic manipulation, the Navigator is able to churn up the local                           

area of Warpspace, in essence, creating something akin to a miniature Warp Storm in local                             

space. This has an effect on voidships attempting to exit and enter the Warp. Ships wishing to                                 

enter the Warp will need to travel out of the area of disturbance or risk damage. Those                                 

voidships wishing to exit the Warp must do the same. 

 

Ebb and Flow - Time can flow in a strange manner when travelling through the Immaterium,                               

and over the years many Navigators have learned to move with the temporal unpredictability                           

of the Immaterium that underlies reality. By unleashing a vision that strips away the                           

presumptuous facade of linear time before an attacker's eyes, the Navigator can slow an enemy                             

to a crawl. Even if the power's effect is extraordinarily subtle, many have found it to be just                                   

enough to stay an assassin's blade by a few precious moments or prevent a foe escaping the                                 

judgement of the Navis Nobilite. 

 

Evil Eye - On many worlds, three-eyed mutants who can peer into your soul are thought of as                                   

bogeymen to scare children into obedience and people whisper that they are a tainted breed                             

that can curse good, Emperor-fearing citizens with but a glance. These legends likely do not                             

truly refer to Navigators, but they do echo with the truth of the matter, as techniques exist that                                   

can cause a person to attract the malign spirits of the Warp, drawing hungry things to them                                 

that slowly siphon away at their very mind and soul. The use of this power is reserved for the                                     

Navigator Houses' most loathed enemies, and these unfortunates soon find that their luck fails                           

them and their allies treat them with disdain. 

 

Eye of Oblivion - The Navigator snaps open his Warp Eye and traces the vital lines that bind a                                     

creature's animating force to its mortal shell. By psychically striking these places with the                           

utmost precision, the Navigator can inflict harm on his target's very essence, and thus defeat                             

foes that might otherwise seem inviolable. 

 

Foreshadowing - By using his third Warp Eye to filter small secrets from the near future, the                                 

Navigator can choose to make slight adjustments to his actions to avoid harm and manipulate                             

the course of events. Only if the Navigator tries to dig too deep into the near future for secrets                                     

does this power become so unpredictable that the Navigator may become a victim of the                             

Warp’s lies. 

 

Gaze into the Abyss - This power allows a Navigator to see a creature's or object's reflection in                                   

the Warp and learn things hidden from the real universe. This power is most useful in                               

unmasking both psykers and daemons, but has other applications, such as reading residual                         

psychic taint on objects and tracking powerful psychic entities. 

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Held in my Gaze - The unflinching third eye of a Navigator locks a creature in place with a gaze                                       

that pierces flesh and bone to see the immaterial essence of all things. Most commonly                             

employed against psykers, this ability can be used to render them effectively powerless and                           

prevent them from calling upon their abilities. It is also undeniably effective against creatures                           

with a strong connection to the Warp, such as daemons, upon which it can have spectacular                               

and devastating consequences. 

 

Immolate the Soul - Navigators have the ability to tap into the Warp and bend it to their will                                     

through their Warp Eye. By carefully channelling the power of the raw Immaterium, a                           

Navigator can cause flesh to blister and spontaneously combust. In fact, it seems that the more                               

corrupt a person is the quicker and more savage the burning process. It is powers such as this                                   

that can cause the uneducated to rightly fear the Navigators and give cause to hunt them down                                 

as witches and sorcerers. However, the more pious members of the Navis Nobilite feel that this                               

power has been bestowed upon them by the Emperor Himself so that they may prosecute His                               

enemies with cleansing flame, and it is rumoured that these pious members of the Navigator                             

Houses use this power to hunt down errant members of the Navis Nobilite. 

 

Inward View - There are many myths about the Navigators' "third eye", its origins supposedly                             

harking from the ancient past of Old Earth itself. The Navis Nobilite knows that such stories                               

are not wholly mythical, though, and that it is entirely possible to discover hidden knowledge                             

and a degree of inner calm using the Navigators' own unique brand of introspective                           

meditation. Many of the older, more cloistered members of the Navigator dynasties spend                         

prolonged periods in their Reclusiam Chapels, meditating upon philosophical issues and                     

esoteric lore. 

 

Obliterating the Immaterial Wake - Using arcane knowledge of Warp physics and even special                           

techno-arcane devices (such as a ship's Warp Vanes), the Navigator can influence tides in the                             

Warp and attempt to obliterate any trail left from his voidship's passing through the                           

Immaterium and even realspace, making it difficult, if not impossible, to track. Using this                           

ability is distracting and physically taxing, however, as the Navigator risks unconsciousness                       

and physical damage. 

 

Pass Unscathed - Being so closely linked with the Warp, it is no surprise that Navigators have                                 

developed techniques to avoid its corrupting influence on both themselves and those around                         

them. With a great deal of effort, the Navigator can slow the insidious effects of the Warp for a                                     

short period of time, relying on his mental fortitude to touch the poison of Chaos without                               

being corrupted by it. 

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Precognition - More senior Navigators sometimes learn to use and interpret the portents from                           

the Emperor's Tarot. This form of precognition is much more vague and difficult to interpret                             

than attempting to divine the future by gazing into the Warp directly, but remains far safer. 

 

Refresh and Revitalize - It takes stamina and fortitude to be able to sit at the Navigator's station                                   

day after day, making sure a voidship stays on course. However, Navigators can tap into the                               

power of their genetic heritage and offset fatigue and exhaustion, allowing for a longer vigil                             

than normal. While this isn't the same as the Adeptus Astartes' Catalepsean Node (the organ                             

that allows Space Marines to keep half of their brain awake so that they can be roused swiftly                                   

if necessary), it is relatively close in function and does not impart debilitating side effects on the                                 

Navigators. However, this power only postpones the fatigue; it does not erase it. Once the                             

Navigators have the means, they must sleep or else they risk falling into a coma that can last                                   

for solar days. 

 

Scourge of the Red Tide - Through their understanding of the Empyrean, the Navigator calls                             

upon the full fury of the Warp and brings forth a scouring tide of Warp energy that jets forth                                     

from their fully-opened third eye. Flesh is seared to the bone, and vital fluids boil away as the                                   

victim's soul is consumed in the attack. However, using this power can jeopardize the users as                               

well; consequently, it is generally only used as a last resort as the power of the Warp comes                                   

flooding into realspace, consuming all in its path. 

 

Seek the Path - The Navigator uses his third eye to peer through the Immaterium around him,                                 

piercing the churning clouds of the Warp to find the causeways of least resistance to his target                                 

and assessing the paths of its reaction before it can even move to defend itself. In this way, the                                     

Navigator guides his own attacks to their destination while circumventing his foe's desperate                         

attempts at defence. 

 

Stacking the Deck - Navigators, by their training, are taught the basics of starship naval                             

combat. Navigators are also able to perceive flickering shadows of possible future events. By                           

peering into the streams of time and space and studying the currents and eddies of the warp,                                 

the Navigator can attempt to position his vessel for a more optimum firing solution, angle it                               

such a way that the ship’s armour is able to better deflect an incoming attack, or even point the                                     

ship in the best direction for a tactical retreat. 

 

Stripping the Husk - With this power, the Navigators are able to quickly snap open and close                                 

their Warp Eye, unleashing a blast of energy that immediately shears flesh from bone. In a                               

gruesome display, Navigators who utilize this power can reduce an opponent to a pile of                             

steaming bones and quivering meat in a matter of moments. 

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Stupefy the Soul - Some Navigators are able to moderately control the warp energies that can                               

spew forth from their Warp Eye. While most can kill with a look, other Navigators can stun                                 

their opponents. By only partially opening his third eye, the Navigator can shock the souls of                               

living creatures. Sometimes this merely stuns the opponent, but there are other times when the                             

Navigator may wish to ‘push’ a bit further into a foe’s mind causing him to suffer fear and                                   

shock as the warp assails both minds and spirit. This has the added results of forcing the                                 

opponent into fleeing or suffering a complete mental melt-down as his grip on reality shatters                             

from the power of the warp. 

 

The Course Untraveled - Time is not an arrow that flies straight and true, but rather, a tangled                                   

web of moments and possibilities. The Course Untraveled power allows a Navigator to                         

negotiate this web, stepping fractionally from one moment to another, and in the process,                           

altering his position in the physical world. The use of such a power is extremely dangerous,                               

however, as the Navigator is not actually physically travelling in place as if he were teleporting                               

through the Warp, but rather choosing an alternate future in which he wishes to inhabit. He                               

risks both injury and madness in trying to step outside the flow of time in this way. 

 

The Lidless Stare - If a Navigator opens his third Warp Eye fully, anyone gazing into its depths                                   

will witness the power and mind-breaking unreality of the Warp. In an instant, they witness                             

the chaos boiling beneath the skin of existence and for many, it is the last thing they ever see. 

 

Tides of Time and Space - By examining the flow of the Warp around him, the Navigator can                                   

anticipate near future actions and thus move outside the normal flow of causality by choosing                             

strands of reality and slipping between them. Whilst this power can be of great benefit to the                                 

Navigator, it is also very dangerous, and should he lose control, the results can be disastrous for                                 

both him and anyone near to him in local space-time. 

 

Tracks in the Stars - When a starship travels through either realspace or the Warp it leaves a                                   

faint trail, the lingering shadow of its Warp-Drive's emanations. Using his third eye, the                           

Navigator can follow this trail across the stars. 

 

Visions of Hell - While many Navigators simply focus on wreaking as much destruction as                             

possible by revealing the Warp to their foes with powers like Lidless Stare, some Navigators                             

prefer to act with more subtlety and train themselves to cast projections of the true face of that                                   

hellish dimension, causing even the most stout-hearted of warriors to collapse to their knees                           

and weep as their sanity unravels. 

 

Void Watcher - Using this power and gazing into the void whilst aboard a starship, the                               

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Navigator can learn things about space in the immediate vicinity of his vessel. This can reveal                               

hidden dangers such as mines, void creatures, and concealed ships, as well as more mundane                             

perils like asteroids and debris. With skill and practice, a Navigator's void sense can become                             

amazingly precise and reach out across millions of kilometres of space. 

 

Warp Vigil - Navigators must be ever watchful for danger when guiding a vessel through the                               

Warp, and be capable of reacting at a moment's notice to the caprices of the shifting Realm of                                   

Chaos. On the battlefield, a Navigator can turn this power to his advantage, reacting to strikes                               

before they arrive or even calling allies to move out of harm's way moments before an enemy                                 

can land a telling blow 

 

 

*++ PSYKER SPECIALIZATIONS ++ 

If you buy anything from this section,  

you are giving up your discount in the Astropath Abilities subsection above.  

[PS] 

 

Eldar Generalist (Free for Eldar, Eldar Only) 

Eldar Seer [200] (Eldar Only) 

Runes of Fate / Farseer [400] (Eldar Only, Requires Eldar Seer) 

Runes of Battle / Spiritseer [200] (Eldar Only, Requires Eldar Seer) 

Warlock Training [200] (Eldar Only, Requires Aspect Warrior & Spiritseer Training) 

 

Phantasmancy [200] 

(Eldar Only, Requires Mask of the Harlequin & at least Beta grade Psyker) 

This is the psychic specialization of Harlequin Shadowseers, and by taking it you become one of                               

their number. Shadowseers utilize combat telepathy as their primary weapon, turning their                       

victims' senses against them, blinding eyes, driving brave men mad, or gouging fatal                         

psychosomatic wounds. At the same time, they shield their allies from harm, wreathing them                           

in illusory veils or shadows. Shadowseers do not remove their featureless silver masks in front                             

of others, meaning they are utterly anonymous. This mask reflects only a distorted reflection                           

of the gazer’s future self unless the Shadowseer desires it to reflect something specific. Each                             

Shadowseer carries two extra masks on their belt to give to other Eldar when they become                               

Harlequins. Purchase of this comes with the following Wargear - A Crediann (a programmable                           

fire Hallucinogenic gas canister grenade launcher), a Shuriken Pistol, a Miststave (a staff                         

weapon that channels psychic force into blows that can shatter armor & bone alike and                             

scramble the senses of any living target it hits), and a Flip Belt (which enhances the Harlequin’s                                 

already amazing agility to incredible unearthly levels).  

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● Veil of Tears - Sketching a gesture in the air, the Shadowseer snatches the image of the                                 

Harlequins from the minds of their foes, and plucks it out, hiding them from sight. 

● Dance of Shadows - The Shadowseer uses his powers of illusion to exaggerate the play of                               

light and shadow around his allies. The effect swiftly intensifies, shrouding the unit in a                             

whirling vortex of gloom, shot through with blinding pulses of light. 

● Peal of Discord - Drawing in a slow breath of Warp energy, the Shadowseer throws                             

back his head and sings out a perfect note, interwoven with a horrific banshee scream.                             

Soaring and plunging, the wave of sound rolls outward, a crashing discordia that                         

shatters bones, bursts brains, and leaves the few survivors bleeding and befuddled. 

● Shards of Light - The Shadowseer reaches out and plucks blades of light from thin air.                               

Though nothing but illusion, this trick is so realistic that it fools the senses utterly, the                               

blades inflicting horrific psychosomatic wounds as they whistle through the air to                       

blind and impale. 

● Fog of Dreams - Soft and subtle, the Shadowseer sends his consciousness forth like a                             

creeping mist. Moment by moment, his thoughts seep into those of the foe, veiling their                             

sight and baffling their senses. Soon enough they see only a whirling bank of lambent                             

silver mist. The sounds of battle echo weirdly through this icy murk, and shadows                           

prowl beyond the edge of sight. The enemy are left deaf, blind, and all but helpless as the                                   

Shadowseer's comrades descend upon them. 

● Mirror of Minds - The Shadowseer singles out a foe and appears to them as an                               

apparition lodged in their subconscious. Reality falls away before the helpless victim,                       

replaced by a warped mirrormaze of the Shadowseer’s making. Though only seconds                       

pass in the real world, within the victim's mind they must strive against the                           

Shadowseer's will for days, months, even years in their efforts to escape. Many never do.                             

Their souls erode until nothing remains but a ghost, wandering mad and alone within                           

the prison of their own mind. 

● Skeins of the Future: A form of second sight that, rather than being concerned with                             

literal manipulation of events, is focused on fulfillment of mythical roles that others                         

unknowingly assume. This allows the Shadowseer to track the flow of battle in far                           

greater detail than any mere sensory individual might, understanding the gestalt of                       

battle and where blows must be struck, when dodges must be made, and when,                           

unfortunately, allies must fall. The trade off is, of course, understanding how the                         

mythical quality of the battle will also lead to the destruction of the Shadowseer’s                           

enemies. 

 

Aetheromancy [200] (Eldar Only, Requires Blade of the Corsair) 

Revenant [200] (Eldar Only, Requires Ynnari Prophet) 

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Bonesinger [200] (Eldar Only, Requires Path of the Artisan): This power allows the crafting of                             

truly complex and intricate and large Wraithbone constructs, such as weapons, relics, and                         

voidships. 

Human Generalist [200] (Free for Sensei who don’t specialize):  

Biomancy [200] 

Divination [200] 

Pyromancy [200] 

Telepathy [200] 

Telekinesis [200] 

Malefic Daemonology [200] 

Sanctic Daemonology [200] 

Slaaneshi Chaos Sorcery [200] 

Nurglic Chaos Sorcery [200] 

Tzeentchian Chaos Sorcery [200] 

Technomancy / Heretch [200] (Requires Space Marine Librarian) 

Fulmination / Ectomancy [200] (Requires Space Marine Librarian) 

Geokinesis / Geomortis [200] (Requires Space Marine Librarian) 

Librarius / Sinistrum [200] (Requires Space Marine Librarian) 

Tempestus [200] (Requires Space Wolf Space Marine) 

Sanguine [200] (Requires Blood Angel Space Marine) 

Interromancy [200] (Requires Dark Angel Space Marine) 

Stormseer [200] (Requires White Scars Space Marine) 

 

 

 

   

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*++ TRANSHUMAN ABILITIES ++ 

[TA] 

Geneseeds will get either a stipend or a discount 

 

Comparisons between Space Marines, Thunder Warriors, Custodes, and Primarchs 

A Space Marine is, in every way, superhuman. Faster, Smarter, Tougher, Stronger, more Charismatic. How                             

superhuman varies by the fluff, but generally speaking, assume between twice peak and five times peak.                               

Thunder Warriors are, in every way, physically superior to Space Marines, up to three times as strong and                                   

tough and twice as fast. Custodes make them look like chumps and are just as superhuman mentally as they                                     

are physically. The Custodes were designed by the Emperor personally to be his bodyguard and there is clear                                   

evidence he ignored the limitations he imposed upon himself in the creation of the Thunder Warriors and                                 

Space Marines to create them. Primarchs are the Emperor going even further, pushing his technology to the                                 

limits. 

 

*Manifest and Sovereign Abilities 

Each transhuman can have no more than two Manifest and one Sovereign Ability. Manifest                           

abilities are the things of legend… Sovereign Abilities are Manifest Abilities on crack. Each of                             

these are greater and lesser aspects of the Emperor himself, as manifested in his genesons.                             

Custodes get +200 CP in this section. Primarchs get +400 CP, and the Zeroth Primarch gets +600                                 

CP. 

 

Manifest Artist [200]: Great works of art can inspire, impress, or stun those receptive to the                               

imagery contained within. A Manifest Artisan need not worry about a receptive audience, and                           

can do more than merely inspire. By putting part of themselves into the work (metaphysically),                             

the Manifest Artisan can instill any emotional state they are capable of feeling into it, which                               

will in turn be felt by those viewing it. Any basic meaning can be imparted, and the more                                   

complex the work, the more complex the meaning. This applies to physical art, but extends to                               

any medium and style. The Manifest Artisan instinctively understands all mediums and styles                         

he comes in contact with and can flawlessly copy any work produced by a lesser hand, and                                 

easily improve upon it. The Manifest Artisan can turn even the most prosaic of things into a                                 

work of art to last millennia. 

Sovereign Artist [200]: If the Manifest Artisan can influence those who gaze upon their                           

works, the Sovereign can overwhelm the viewer, drawing them into the work, shaping the                           

viewer’s reactions in such a way that only the most resolute minds can resist feeling whatever                               

the Artist desires them to feel. A signature from a Sovereign Artist could reduce strong men to                                 

tears, a painting enthrall the mind, a sculpture prompt a reverence of a long dead icon, a                                 

turnstile grant an understanding of the importance of civil responsibility. 

 

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1. Architect: Building amazing buildings, especially defenses 

2. Authority: Leadership and Command, strong hierarchies 

3. Beast Slayer: Fighting things larger and more savage than you 

4. Charisma: Presence, Force of Personality, Glory  

5. Conqueror: Invasions & Subjugation 

6. Craftsman: Building Amazing devices, Efficiency 

7. Cunning: trickery and intuition 

8. Destroyer: Breaking Defenses, obliterating cultures, erasing history 

9. Disdain: the ability to set aside unneeded emotions, desires, or people 

10. Immortal Words: A Mastery of Rhetoric 

11. Intrigue: Scheming, Plotting,  

12. Psyker: Power of the Mind 

13. Rage: Focused anger 

14. Scholar: An understanding of learning, sciences, and lore. Intuitive complex math 

15. Speedster: Ride or Drive anything 

16. Tactician: Battlefield insight 

17. Valor: Battlefield power 

18. Virility: not just personal ability to have children, but to inspire growth 

19. Warrior: Fighting people 

20. Compasion 

 

 

Enhanced Geneseed [100 per] 

First free if you’re a Blank & a Primarch or a Navigator & a Primarch, with restrictions.  

First three free with Jumpseed Vats if you’re not a Primarch. 

You may add one perk or power to your geneseed if you are a Primarch or have bought the                                     

Geneseed Vats with the Jumpseed upgrade found in the Relic Section. This creates another                           

entire organ which is added to each set of geneseeds and implanted into all your genesons (or                                 

genedaughters). This can be bought up to 6 times. It can be used to grant Perpetual for 2 slots, or                                       

Sensei for 4. It cannot grant a race (Geneson counts as a race), or Phoenix Lord or Omnissiah.                                   

Capstones and capstone boosters cost 2 slots as well. If you’re a Blank Primarch, if you take the                                   

Freebie, it must contain Blank. Likewise a Navigator Primarch. 

 

Brilliance & Genius [200] 

Discount Sensei, Primarchs, & Custodes 

Choose two skills, any two fields of study that could be known to a man of the 30th                                   

millennium. Set one of them as primary and one as secondary. You are now an unrivaled genius                                 

in those two fields, only being able to be surpassed by those who focus more than you do on                                     

those fields and are equally one in a trillion geniuses… or other primarchs who have a primary                                 

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in that area where you have a secondary. For instance, Magnus’s knowledge of Warp Lore is                               

unrivaled by any, possibly excluding the Emperor. Angron’s knowledge of all the myriad ways                           

to hurt people is probably unrivaled outside of the greatest painsmiths of the Dark Eldar, but                               

while they focus on subtlety, he focuses on slaughter. A narrower focus makes you more                             

effective at the cost of versatility, a wider focus costs you depth but boosts versatility.                             

Obviously, you will be more impressive in your primary specialty than in your secondary one.                             

This does not allow you to violate what can actually be done with that skill, or push it to                                     

conceptual levels, but does push it pretty close to the limits. 

 

*Librarian 

 

 

*200 Moritat Conditioning: Moritats were specialized Space Marine warriors during the Great                       

Crusade and Horus Heresy. The individual assigned to this duty were often cold-blooded                         

murderers who fought with a suicidal fervor. They were normally given missions to which                           

they were would not be expected to return. The Moritat had their origin in Raven Guard Ash                                 

Blind (also known as Sable Blind on Deliverance). These black-eyed warriors were veterans                         

who were known to forsake all pretense of self-preservation, fighting with a terrifying                         

determination before succumbing to their foes. The survivors of these suicidal incidents were                         

sometimes recovered and in future battles would often descend into the same suicidal fervor                           

that befell them before. The Raven Guard under Corax would organize these warriors into                           

units of assassins and shock troops and they proved highly effective. After the Raven Guard                             

bested the Ultramarines in several simulated battles with these warriors, Roboute Guilliman                       

adopted similar units in his own legion, designating them Moritat. They then spread                         

throughout the rest of the Legiones Astartes. Mainly they were armed with the two Volkite                             

Serpentas or two plasma pistols, connected to their jump packs via plasma feed cables and                             

capable of launching an incredible amount of constant firepower. 

 

*Warsmith was an honorary rank held by the senior Space Marine Captains who commanded                           

the Grand Battalions of the Iron Warriors Legion during the Great Crusade and Horus Heresy                             

eras in the late-30th and early 31st Millennia. The rank was granted for exceptional skill and                               

valour in carrying out the IVth Legion's battles, and gave its bearer command over several of                               

the Iron Warriors' companies, which were combined into the larger unit known as a Grand                             

Battalion. After the Horus Heresy, the title would later be used by the Chaos Lords who                               

commanded each of the Iron Warriors' myriad warbands of Chaos Space Marines. The Iron                           

Warriors Legion of the late 41st Millennium is organised into a number of large warbands                             

known as Grand Companies, each commanded by a Chaos Lord who bears the title of                             

Warsmith. Originally, each Grand Company would have been similar in size and organisation,                         

totaling approximately a thousand Space Marines, but now they vary in size enormously after                           

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ten millennia of battle and losses. The Warsmiths themselves are all extremely gifted in                           

combat engineering, many maintaining a large contingent of slave-mechanicians to perform                     

the more menial work. It is uncertain how many Grand Companies there are at any given time.                                 

At the time of the Horus Heresy, the IVth Legion had an added layer of organisation known as                                   

a Grand Battalion, which contained several Grand Companies and was commanded by an                         

officer with the rank of Warsmith. At the time of the Drop Site Massacre on Istvaan V there                                   

were at least twelve Grand Battalions in the IVth Legion, although with the widespread                           

deployment of many garrison forces in that era, it is impossible to be sure. 

 

A Legion Consul Praevian is a bygone officer rank of the Space Marine Legions used during the                                 

Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. They were the                                 

keepers of bound automata, those soulless machines sworn to the Legion's service and inducted                           

into their ranks as honorary Legionaries after decades of service, a practice that increased as                             

the Horus Heresy inflicted an ever-growing death toll on many Legion's ranks. Initiated into                           

the rites of the Mechanicum to a lesser-degree, these officers oversaw the maintenance and                           

programming of their charges, and ensured that loyalty to the Legion and its traditions were                             

embraced in their own logic. On the field of battle they marched at the forefront of the                                 

inducted maniples, guiding them in the correct prosecution of war and acting as examples of                             

true sons of the Legion. Often chosen from amongst the ranks of those veterans whose injuries                               

had required extensive augmetic rebuild and left them ill-suited for other, more specialised                         

roles, these warriors were often solitary individuals, given to brooding and keeping to the                           

company of their own iron brothers. It was rare in most Legions for these warriors to advance                                 

higher up the chain of command, and some Legions used the rank as a dumping ground for                                 

those deemed unfit for other duties, while others, most notably the Iron Hands and                           

Salamanders, considered it an honour to serve with such unique avatars of the Machine God's                             

craft. 

 

Equerry is a bygone title, a relic of the Great Crusade era of early Imperial history in the late                                     

30th and early 31st Millennia. Space Marines who were selected for the honour by a superior                               

officer were known as Equerries, and served as a trusted comrade and a confidant to the senior                                 

officers of their Space Marine Legion. The highest honour was reserved for those Astartes                           

selected to serve as Equerries to their Primarchs, the genetic forebears and masters of the                             

Legiones Astartes. At the time, it was also customary for senior military officers from all corps                               

of the Imperial Army to perform in a similar role by selecting a more junior officer as an                                   

aide-de-camp. By the late 41st Millennium, the practice had fallen out of favor, but some                             

Astartes Chapters keep the tradition alive by assigning a personal Chapter Serf to each                           

Battle-Brother. These modern Equerries no longer follow their master in battle, but function as                           

a confidant and a link with their lost humanity for their Astartes master. 

 

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A Herald was a bygone unofficial Consul type rank conferred upon certain Legionaries within                           

both the Loyalist and Traitor factions as well as the Blackshields -- Space Marine outcasts and                               

marauders of uncertain allegiances or origin -- during the Horus Heresy in the 31st Millennium.                             

As the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under                                 

the banners of warlords they had never seen or heard firsthand, and even amongst those such                               

as the Legiones Astartes, near-religious fervour became common for those artefacts touched by                         

Primarch, Warmaster or Regent, and given to a chosen emissary as a sign of authority and                               

favour. The Blackshields, having obscured their heraldry or cast aside former masters were no                           

different, their strange sigils or blackened flags becoming totems of destruction and the                         

foresworn. Amongst the Blackshields, these emissaries were known as Dark Heralds 

 

A Praetor is a bygone rank for a senior Astartes officer of the Space Marine Legions used                                 

during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. The                                 

Praetors were the mightiest warriors and battle-leaders of the ancient Legiones Astartes,                       

second only to the god-like Primarchs in martial skills and generalship. These lords of the                             

Imperium of Man held the power of life and death over whole worlds, with the direct control                                 

of entire Imperial war fleets and armies in their hands. Each was a greatly experienced warrior                               

and warlord, unique in character, who had written a legend in blood for themselves, and                             

carried into battle the finest wargear and weapons known to Mankind at that time. In their                               

ranks could be found Chapter Masters and Lord Commanders, First Captains, Khans and                         

Tribunes as the traditions and cultures of their individual Legions dictated. They were the                           

masters of war who commanded the hosts of the Great Crusade that conquered worlds                           

unnumbered. 

 

Shadowmasters: The Shadowmasters or Mor Deythan were a unit of Raven Guard during the                           

Great Crusade and Horus Heresy. They were ordinary battle-brothers who had their                       

primarch's ability to Shadow-walk. It was a quirk of the gene-seed in a few Deliverancian born                               

Raven Guard that had more than just the standard gene code. One unique trait about the                               

Shadowmasters is that they were completely unknown to their own legion. The marines were                           

selected for testing "Thermal Technology" which was considered "highly temperamental”.                   

Corax and select apothecaries are the only marines in the legion that knew of the group at the                                   

time of the Horus Heresy. The Mor Deythan acted as an elite stealth team and saboteurs and                                 

communicated through Stalk-Argot while working in concert with the rest of the legion. The                           

Shadowmasters performed flanking maneuvers and sabotaged columns of rogue Skitarii on                     

Constinax. 

 

100 Legion Delegatus: A Legion Delegatus is a bygone officer rank of the Space Marine Legions                               

used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia.                                 

A mid-ranking Legion officer, such as a Centurion, was often granted this rank and tasked                             

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with specific missions by Legion high command and formally dispatched to act in all matters                             

with the full weight of their commander's authority. As such, they could mobilise the Legion's                             

resources to the full, deploy its assets and, if performing a mission of vital strategic worth,                               

assemble a strike force of chosen warriors. 

 

http://imgur.com/gallery/TeF8mPw 

 

-Geneseed 

-Remberancer 

-Librarian 

-Captain 

-Primarch 

-Apothecary 

-Praetor 

-Centurion 

-Herald 

 

Custodes http://wh40k.lexicanum.com/wiki/Adeptus_Custodes   

http://warhammer40k.wikia.com/wiki/Adeptus_Custodes 

-Companion (the 300 most elite) 

-Shield-Captain 

-Companion Centurion 

-Captain-General 

 

++ 100% HUMAN ABILITIES ++ 

[HA] 

100% Humans get 200 CP to spend in this section and a Discount on anything in it. 

Abhumans get any one perk in this section Free. 

 

Predict This [300] 

Not only are your future actions impossible to detect for those blessed with Divination or any                               

other form of precog, but your past actions appear utterly insane, incomprehensible, or                         

impossible to anyone with retrocognition. In the present, clairsentience will return incorrect                       

data. But that’s not the limit. If you personally possess any of those three abilities, and an                                 

artistic flare shall we say, you can repaint your past, present, and future to show whatever the                                 

hell you like them to show. Giant middle finger, constant tea-time, an unending series of                             

failures. Intelligent foes might pick up on this trickery after the predictions don’t prove                           

reliable once or twice, but that first time is sure to be a doozy. 

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Sigillite’s Ways [400] 

Even the divine (or close enough to make no difference) occasionally needs a big of grounding,                               

a reminder of the human perspective. Call it Speaking Truth to Power, if you will, but when                                 

you speak, even the most high and mighty will pause and reflect on your words (well, maybe                                 

not pause if it’s the middle of combat). If they find your words helpful or accurate, even if they                                     

don’t take your advice, they’ll listen more in the future. If you’re often demonstrably wrong,                             

they’ll come to ignore you in time. Of course, if you give good counsel and do so reliably, you’ll                                     

find that your role as advisor is easy to transition to that of friend and confidant, since an                                   

informed advisor is a better advisor.  

 

As one skilled in advising those who hold the reigns of power, you’ll find that your ability to                                   

influence and manipulate those at lower levels in the hierarchy is magnified by how far from                               

the seat of power that individual is… even if you’re not (officially) part of the hierarchy                               

yourself. To the common people, you’ll always seem like someone who knows what’s going on,                             

and they will come to you to seek your advice or assistance with their problems if you allow it.                                     

To those in power, you’ll appear to be an information broker, and they’ll seldom bother asking                               

where you got your information as long as you’ve proven reliable in the past. 

 

Sigillite’s Will [400] 

Malcador the Sigillite was but a man, yet during the climax of the Horus Heresy he took the                                   

Emperor’s place upon the Golden Throne and, by sheer force of will, held it until the Emperor                                 

could return, though it reduced him to dust. Your will is now the equal of Malcador’s,                               

towering, unyielding, absolute. No force in the universe can break your will. This effectively                           

makes your will unlimited… as long as your body can take the strain, as your will is not made                                     

superhuman by this by itself. Imagine the largest willpower pool a human could possibly                           

have… but one that refills as fast as it can be used, cannot be drained unwillingly, and is                                   

practically impossible to damage. That’s this. If you have other willpower perks, they can help                             

but add to the size and output or lessen the strain of using so much will at once. 

● If bought with Sigillite’s Ways, the two synergize to draw people of power and prestige                             

to you, to bend the skein of fate to bring those who can help you better help any                                   

administration you choose to serve to you. Need an elite cadre of assassins? One will                             

probably conveniently come to hand. Need some Space Marines with no Legion ties for                           

some blackbook projects? They’ll be along shortly. Those in power will tend to                         

overlook you doing things in their name without their permission, though not if it                           

demonstrably damages them or their position. 

 

Warmaster [200] 

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Want to head off the Heresy? Want to start it a different way? Well, go for it champ. This                                     

guarantees that, when the time comes, ol Emps will give you the title of Warmaster instead of                                 

Horus. Why? Because you’re that awesome. If you are not a Primarch, this will probably not go                                 

over well with that group of chuckleheads. This has no other effect in this jump, but in future                                   

jumps, whenever you’re on the short list to be given any plumb assignment, you will get it                                 

unless someone else on that list is massively and incontestably more qualified than you are.  

 

 

*++ ELDAR WAYS ++ 

[EW] 

 

Aspect Warrior (Free for Phoenix Lord) 

-Warlock (Possibly Free for Phoenix Lord) 

-Exarch (Possibly Free for Phoenix Lord) 

 

Mask of the Harlequin [200] 

Free for Solitaire 

Organized into Troupes and then into Masques, a Harlequin is one of the assassin-acrobats who                             

serve the Eldar God ‘Cegorach’, aka ‘The Laughing God’... the only remaining Eldar God who is                               

both complete (Khane is shattered) and not a prisoner of a Chaos God (Isha is imprisoned by                                 

Nurgle). The Harlequins are blessed with incredible agility, even by Eldar standards, and are                           

skilled in the use of a number of highly dangerous weapons. As a Harlequin, you gain a definite                                   

boost to your agility and lethality with any less than conventional weapon… but your major                             

gift is the ability to subsume yourself so completely into any role you’re playing that any                               

attempt to read you can only read the mask you’re projecting, even with precog. You also get a                                   

complete set of Harlequin Gear for free. A Harlequin can choose to upgrade to a Solitaire (by                                 

taking the Eldar Version of Blank above), a Death Jester (by taking the Death Laughs perk                               

below), or a Shadowseer (by taking the Phantamancy Psychic Specialization above)... but only                         

one of the three. Harlequinns are the only Eldar who do not wear Spiritstones, though only the                                 

Soltaire seems to end up being consumed by Slaanesh. Maybe the others go to Cegorach? 

Trouper [100] (One Free & Mandatory for Harlequins who are not Shadowseers,                       

Death Jesters, or Solitaires, Can be bought for 100 CP by any Harlequin, even if they                               

already have a troupe type. The same troupe type cannot be bought multiple times):                           

Though it will still be centuries before the Harlequins are fully codified, even in these early                               

days they are divided into three different Troupes per Masque; Light, Dark, and Twilight.                           

Unless you have decided to upgrade into a Solitaire, Death Jester, or Shadowseer, you must                             

select from one of the three troupes to belong to. You may also upgrade to Troupe Master of                                   

your particular Troupe to import your companions into it. 

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● Light Player: Light players embody the heroic aspects of the Eldar and their heroes, and                             

launch brave charges, fighting with almost reckless boldness and panache. As a Light                         

Player, you will find that the more glorious your actions, the more showy and daring,                             

the more the morale of your allies is bolstered in turn. 

● Dark Player: These are the sinister, vindictive, and cruel, sometimes extremely cruel                       

rogues of the Eldar, the darkness and violence that Craftworld and Exodite Eldar tend                           

to keep repressed. They are extremely flamboyant in their actions, and as such you will                             

find that those of weak morale will find your dark presence extremely unnerving, both                           

in battle and out of it. 

● Twilight Player: The strangest of Harlequins, their actions are governed by some                       

unknowable motive in battle. They appear capricious or obsessive, making their actions                       

extremely hard to predict until the moment their purpose stands revealed. As a                         

Twilight Player, your actions too will become inscrutable upon the battlefield and off to                           

all but the most intuitive or brilliant observer. 

Death Laughs [300] (Harlequin Only): Ever wanted to be able to stride through a                           

battlefield laughing all the while. Now you can. A Harlequin Death Jester plays the role of                               

Death itself in the Masque, and dresses in billowing greatcoat and deathmask, bells a-jingling as                             

he or she lays down absolutely ruinous heavy weapons fire. Strong enough to fire any                             

handheld weapon without worrying about recoil, the Death Jester watches his enemies die                         

with darkly comedic good humor. Blessed with a twisted creativity when it comes to causing                             

maximum chaos to the enemy, a Death Jester is the only being in existence who knows how to                                   

create and maintain the incredibly nasty Shrieker Cannon, a scythelike heavy weapon that                         

fires rounds impregnated with virulent biotoxins that cause the victim’s metabolism to                       

detonate spectacularly, the slightest wound promising a swift and horrific death… as the victim                           

transforms into a living bomb of bone and gore. Comes with a Holosuit, Greatcoat, Deathmask,                             

Shrieker Cannon, and Flip Belt. 

Masquerade [300] (Harlequin Only): You may import all your companions as members                       

of your Troupe, making you the Troupe Master if you are not already a Death Jester, Solitaire,                                 

or Shadowseer. Each of them join your troupe type and gain Eldar & Mask of the Harlequin                                 

free, as well as a set of Harlequin Gear, and 400 CP to spend as they like. Your troupe also gains 1                                           

Starweaver transport per 4 companions. If you are a Death Jester or Shadowseer, pick one of                               

your companions to gain the Troupe Master title and perk below. If you are also a Solitaire, this                                   

is improved to a complete Masque, and two of your companions may become a Shadowseer and                               

a Death Jester in addition to being members of the troop. The Shadowseer receives 1 free                               

Psychic Potential Upgrade and the Phantamancy Psychic Discipline for free. The Death Jester                         

receives the Death Laughs perk and associated gear free. A Masque also gains two complete                             

squadrons of Skyweaver jetbike pilots with bikes, and a squadron of Voidweaver gunships                         

with pilots, and each troupe gains 1 Starweaver per 2 companions plus a generic Harlequin                             

pilot. 

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● Troupe Master [100] (This cost is only for Solitaires, Death Jesters, and Shadowseers                         

and requires having bought Trooper): As Troupe Master, all of the aspects of your                           

Troupe Type are magnified in you, making a Master of the Light appear mythic and                             

aggressive enough to cause those not similarly glorious to falter or fail when facing such                             

an opponent, making a Master of the Dark’s sinister nature to truly shine, causing fear                             

to a creeping dread to all who see their cruel acts and flamboyant finishes, and making                               

the Masters of Twilight appear totally insane, rendering predicting their behaviour                     

impossible without precognition… and even that might fail as they suddenly change                       

their minds at the last possible moment. Troupe Masters gain a Conversion Field                         

Emitter (a personal gravitic shield which converts damage into a flash of light) and                           

carry Vortex Grenades which rip enemies apart as they create a small Warp-Rift near                           

them. 

Voidweavers: Voidweaver Gunships are a fast, open-topped skimmer, a three person light                       

anti-gravity attack craft (1 pilot & 1-2 gunners). They are equipped with a single Haywire                             

Cannon which fires anti-armor electromagnetic blasts, two Shuriken Cannons which fire                     

hypervelocity monomolecular ferro-ceramic discs (one underslung facing forward, one facing                   

backward and turretmounted, and several Mirage Launchers, which drop holo-grenades that                     

flood the area in a confusion of light and color. The Voidweaver is also equipped with a                                 

Holo-field, which harnesses kinetic energy to distort the vehicle’s silhouette, making targeted                       

shots against a Voidweaver functionally impossible. 

 

Starweavers: The Starweaver Transport shares its general design with the Voidweaver,                     

though it has only two forward facing Shuriken Cannons (one dorsal controlled by the pilot,                             

one ventral & turret mounted controlled by the passengers), in addition to the Holo-field and                             

Mirage Launchers. Like the Voidweaver it is a chariot style vehicle, and Harlequins routinely                           

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leap onto or off of them in the heat of battle. A Starweaver can carry up to 6 Harlequins in                                       

addition to the pilot. 

 

Skyweavers: Skyweaver Jetbikes are heavily armed and incredibly fast two person                     

anti-gravity light attack craft (1 pilot & 1 rider). While the pilot steers, the rider uses a specially                                   

designed melee weapon called a Zephyrglaive (a plasma pole-arm), or throwing Star Bolas (a                           

plasma melee-throwing weapon). Both rider and pilot are typically also armed with Shuriken                         

Catapults or Rifles, and dressed in Harlequin Holosuits which makes targeting them extremely                         

difficult. The Skyweaver itself has, besides the purely defensive / distracting Mirage                       

Launchers, either an underslung Haywire Cannon or a Shuriken Cannon. 

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Blade of the Corsair 

Farseer 

Path of the Artisan: Allows the shaping of Wraithbone 

The Path of Pain: Dark Eldar 

The Exodus: Exodite Eldar 

Webway Traveller 

Ynnari Prophet: The birth of the Ynnari is 11,000 years in the future, but the Eldar make very                                   

long plans. The Ynnari seek to bring Ynnead, the as yet unborn Eldar God of Death into being                                   

so that Ynnead can subdue Slaanesh and allow the Eldar to flourish once again. Or at least they                                   

will, many many centuries from now. You are now the Prophet who foresees this far off                               

possibility. 

 

 

*++ COMPANIONS & MINIONS ++ 

[CM] 

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Insert something. Must be the same faction as you, don’t get the stipend 

 

*++ FACTION OF CHOICE ++ 

[FC] 

You may select one and only one. Eldar are not required to pick Third Party.  

If you took the Only War Scenario, you must match your pick here to which side you plan to support.  

Your choice grants you a discount and an extra +600 CP budget to spend only on your faction’s perks. 

Companions do not get the Factional Stipend. 

YOU ARE REQUIRED TO ACTUALLY SUPPORT YOUR CHOSEN FACTION 

 

 

Unity! 

Tricksy xenos should have no part in what should happen to the human race’s future. At least                                 

that is what the majority of people think. You however are not in the majority, or even if you                                     

were, you are under the thrall of an ancient penis cult and group thinking to guide events to                                   

prevail against the chaos gods. . . or at least that is what they say to those they trust. You may                                         

not even trust them, who knows? 

 

Loyalty! 

The Emperor is the rightful ruler of all mankind! The one who has superhumanly brought                             

humanity back from the brink. It is he who you are loyal too! You are part of the Imperialis                                     

Auxilia or the Legions dependent on your background selections. 

 

Treachery! 

Death to the False Emperor! Death to the weakling Imperium of Mankind! You know the                             

Truth as has been delivered to you! The gods are real and curse the existence of the Emperor,                                   

calling him the Anathema! 

 

*Treachery Perks 

-The Undivided Eye 

-Blessing of Nurgle 

-Blessing of Slaanesh 

-Blessing of Khorne 

-Blessing of Tzeentch 

-Whispered Words: Corrupt others 

-Chaos Sorcery: Requires Psyker 

-Treachery most Foul 

 

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*Unity Perks 

 

-Agent of the Cabal: 

-Freedom Most Precious 

-Cooperation is Vital 

-Trust is Essential 

Taghmata Omnissiah http://wh40k.lexicanum.com/wiki/Taghmata_Omnissiah 

-Skitarii 

Collegia Titanica http://wh40k.lexicanum.com/wiki/Collegia_Titanica 

-Void Dragon’s Blessing 

 

 

 

*Loyalty Perks 

[000] Imperialis Auxilia: The Imperial Army, known formally as the Excertus Imperialis and 

the Imperialis Auxilia, respectively, (the hosts of the Imperial Army and its auxiliaries) was the 

Imperial military force comprised of normal men and women that served as the ancestor of the 

later Imperial Guard of the late 41st Millennium. Unlike the Imperial Guard, the Imperial 

Army contained ground, air and space assets all within the same table of organisation and there 

was no differentiation between space-based and ground-based branches of the service. You 

now hold a commission as an officer in such an august body. 

-Sister of Silence: Anti-Psychic Militant rank  

http://wh40k.lexicanum.com/wiki/Sisters_of_Silence, 

--ThoughtMark (A symbolic sign-language that uses small gestures and conveys complex ideas                       

and subtlties. battleMark, Orskode 

 

100 http://warhammer40k.wikia.com/wiki/Discipline_Master 

 

-Remembrancer 

-Loyalty most Noble 

-Valor most glorious 

-Skulls & Gold 

-For the Emperor! 

-Aquila Bearer 

 

Officio Assassinorum Agent [600] 

The Officio Assassinorum is (or will be) the branch of the Imperial Government that resolves                             

issues better solved by sending a single person or a small team than sending in a Legion, Army,                                   

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or Fleet. If the name wasn’t a clue, these are the Imperium’s Assassins. Divided into four major                                 

and a couple minor clades, at this time they are under the control of Malcador the Sigillite,                                 

moving behind the Emperor’s back to secure more positive and less destructive outcomes when                           

needed. Agents of the Officio are among the best trained and frankly terrifying members of                             

humanity. Select one from the list below, and you gain the training of the most skilled member                                 

of that clade. 

● Callidus Clade Assassin: The subtlest of the Imperium’s assassins, these beings rely on                         

cunning and duplicity, stealth and secrecy being their watchwords. Indeed, many of                       

their missions aren’t merely about killing a target. They have been known to replace                           

trusted figures or otherwise go into deep cover for years or decades at a time. They are                                 

masters of using the shape-altering drug Polymorphine to assume the appearance of                       

practically any humanoid of any gender. They don’t just assassinate the person… they                         

assassinate their entire strategy. 

● Culexus Clade Assassin (Pariah Gene Required): Described by the Eldar as pure evil,                         

the Culexus clade are skull-helmed harbingers of death… especially to the Eldar… or                         

any Psyker, really. The reason for this is simple. Culexus Assassins are all Blanks…                           

invisible to the warp, a one in a billion mutation. The Culexus Assassin neophytes are                             

chosen from among those rarities and then trained to the peak of perfection in only one                               

thing… battling psykers and daemons. Equipped in arcane and horrible wargear, the                       

Assassin’s augmented negative aura making it nearly impossible for conventional                   

troops to attack him, he will slip across the battlefield to blast the minds of enemy                               

psykers with Negative Warp Bolts, stripping them of their powers before he moves in                           

for the kill… by sapping their very souls from their bodies. Their primary gear is a                               

special helmet called the ‘Animus Speculum’ which can either dampen or augment the                         

Assassin’s Blank Powers… even going so far as to use the hideous lense set into the front                                 

of the helmet to harvest and rechannel enemy psychic energy into a powerful beam                           

attack… However normal Culexus Assassins are accompanied everywhere by a special                     

Custodian who maintains and operates the helmet. They are also equipped with                       

Psyk-Out Grenades which fill the area with psi-refractive particles that is heavily                       

impregnated with negative Psychic Energy. The only source of this dust is the                         

Emperor’s Golden Throne… and since he’s not installed on it yet, they don’t exist yet…                             

unless you’re a Culexus Assassin, in which case you get 4 of them every month,                             

delivered by cloaked members of the Ordo Chronos which doesn’t exist at all. It’s                           

probably a Squat Ordo Chronos member who worships Malal for extra paradox. For                         

armor, a Culexus Assassin wears a Synskin Bodyglove that shifts them out of phase                           

with reality, making them appear ghostly and insubstantial. They can even disappear                       

completely for a short time. The Synskin is impregnated with a Force Matrix that                           

draws excess energy from the psychic power use of other psykers and allows the                           

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Culexus Assassin to use that leaked power to power their own powers… useful since                           

Blanks can’t tap directly into the Warp to get that power themselves. 

● Vindicare Clade Assassin: The most direct and efficient of the Imperium’s assassins,                       

Vindicare Assassins are renowned for being cold, calculating, and contemptuous.                   

They’ve been known to remain absolutely motionless for years at a time, hidden in a                             

perfect vantage point just to get the perfect killshot… and they have been know to                             

shoot their targets in incredibly precise locations (the pupil of the eye) from incredible                           

distances through many intervening buildings. They are masters of stealth and evasion                       

and can meditate so completely their hearts beat only once a minute. 

● Vanus Clade Assassin: These are the watchwords of the Vanus Clade “The cleanest kill                           

is one that another performs in your stead with no knowledge of your incitement."                           

With a name that means ‘Empty’ in High Gothic, the Vanus Clade is the most secretive                               

and covert of the various clades, and the wars they wage make the others look like                               

bumbling fools. Primarily used as intelligence-gatherers and in matters of grand                     

strategy, their intelligence tactics are without peer, their political insight unparalleled                     

by the savants of the Imperium. They kill via a consummate command of information,                           

bringing doom to their targets by the most subtle manipulations of those around them,                           

arranging things so that the mark’s fate is sealed by their own habits or (preferably) by                               

the hand of a trusted friend. They are most often employed against internal figures,                           

those who cannot be removed from their positions without bringing shame and                       

opprobrium down upon everything they stood for. More than one Imperial Official has                         

become an unwilling Martyr to preserve the reputation of the Empire. 

● Venenum Clade Assassin: The Assassins of the Venenum Clade train exclusively in the                         

use of exotic, traceless, poisons and the various means of deploying those toxins against                           

a target without raising suspicion. The operatives of the Veneum Clade are the galaxy's                           

finest tox-artisans, their mastery unparalleled outside of Commorragh. 

 

 

 

*The Imperial Aquila 

 

*A Remembrancer was a civilian artist, historian or journalist who was a member of the                             

Imperial Remembrancer Order that accompanied the Expeditionary Fleets of the Great                     

Crusade in the early 31st Millennium. Their function was to chronicle all the glorious deeds of                               

the Space Marine Legions and the Imperial Army in the course of the Crusade so that the future                                   

posterity of the Imperium of Man would know how humanity had come to dominate the                             

galaxy. The Remembrancers were overwhelmingly natives of Terra who had vied with other                         

preeminent artists of the era for the honor of accompanying the Expeditionary Fleets led by                             

the Astartes, who very grudgingly accepted them aboard the starships of their fleets. Showing                           

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the common disdain for journalists held by warriors of every generation and era, the                           

Remembrancers were generally disliked by the Primarchs, the Astartes and the line troops of                           

the Imperial Army. Leman Russ, the Primarch of the Space Wolves, once suggested that all                             

Remembrancers should be armed and prepared for battle if they wanted to see the front lines                               

of a war. However, Fulgrim, the Primarch of the Emperor's Children Legion, took a                           

fundamentally different view and welcomed the Remembrancers amongst his Astartes and                     

troops, believing that the promotion of an artistic sense was every bit as important to the life of                                   

a warrior as was training in the arts of war. The Remembrancer Order included many                             

different forms of artists and journalists within their ranks, including poets, imagists                       

(photojournalists), historiographers (historians), documentarists (journalists), painters,           

sculptors, actors, singers and even composers. Once the Horus Heresy began, most of the                           

civilian Remembrancers in the Expeditionary Fleets that served Horus and turned to Chaos                         

were slaughtered by the Traitors within the fleet to keep them from documenting the betrayal.                             

One exception to this were the Remembrancers of the 28th Expeditionary Fleet, many of                           

whom were exposed to the Chaos corruption of the planet Laeran and subsequently turned to                             

the service of Slaanesh themselves, just like the Emperor's Children. It is unknown what                           

happened to the records of the Great Crusade and early Horus Heresy era created by the                               

Remembrancer Order; such records have been lost to the thread-bare Imperial chronicles that                         

exist of that time in the late 41st Millennium. 

 

 

[Optional Loyalist Scenario] THE PIOUS ONE 

In some versions of the Horus Heresy, mention is made of a normal Guardsman who interposes                               

himself between the Traitor Prince and the Emperor of Mankind and is destroyed utterly for                             

it. It is a story of great bravery and sacrifice… when it exists at all. For now, let’s say it does not.                                           

It is your job to make it so… by taking the place of one Ollanius Pius. No matter what you buy                                         

in this jump, all you have is a normal human body with a normal human background as a                                   

member of the loyalist faction and a membership in the Imperial Military. You don’t have any                               

outside perks, powers, or equipment. You keep all your memories (assuming you have a perfect                             

memory perk you can keep that too), and all your skills.  

 

Throughout your stay in this jump, you will experience many things, managing to be part of                               

many amazing and tumultuous events, and you are free to do your best to influence these                               

things. You are even guaranteed to survive so long as you don’t go flinging yourself into a                                 

nuclear inferno or otherwise deliberately get yourself killed. But that’s the rub. At least once in                               

your stay you will be faced with a singular chance to shift the outcome of some cataclysmic                                 

moment, to save the universe or damn the galaxy to chaos and despair. And doing so will cost                                   

you your life. Should you hesitate, you leave this setting with nothing, but your chain                             

continues. Should you give your life for the greater good in that moment, say by flinging                               

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yourself between a living god and a traitorous demi-god, knowing you have no chance of                             

surviving… you win. Your chain continues and you gain everything you bought in this jump                             

plus three things. 

1) You get +2000 CP to spend as you see fit… on anything. No restrictions apply. No                               

discounts either. Things with no prices listed cannot be bought. Prizes from other                         

Scenarios cannot be bought. 

2) You get Ollanius Pius as a companion. He’s just a man, but he’s also a Living Saint. 

3) Oh… so are you. You gain the Imperial Saint perk for free. 

*Imperial Saint [Scenario Prize]: ??? 

 

 

 

   

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*++ ITEMS & RELICS ++ 

[IR] 

*Vigil Pattern Storm Shield - Alongside the Salamanders Legion, who possessed their own                         

prototype which relied upon superior construction materials, the Imperial Fists Legion was the                         

first to utilise one of the enhanced storm shield designs during the Great Crusade and Horus                               

Heresy eras. The Vigil pattern featured a uniquely potent field generator far exceeding that                           

found elsewhere. The first of these had entered service with the Legion after the Ullanor                             

Campaign, but difficulties in production meant that only a few hundred had entered full                           

service at the outset of the wars of the Horus Heresy. Once full inter-Legion conflict was                               

underway, Rogal Dorn ordered resources to be spared in the creation of more such protective                             

devices for the use of his Terminator units, knowing them to be invaluable against the                             

deadliest foes for his Imperial Fists had ever faced; other Space Marines. 

 

*400 - Techno-Archaeologist of Land’s blessing:  

The history of the venerable land raider is a complicated tale. The original designs for both the 

armour used in the Land Raider and the anti-gravitic technology used by the Land Speeder 

were discovered during an expedition deep into the Librarius Omnis on Mars by 

techno-archaeologist Arkhan Land, after whom the vehicles were named. The main aim of 

Land's expedition into the labyrinth catacombs sited deep beneath the surface of the Red Planet 

was to find functioning STC databases. In this he failed, but two discoveries were made which 

revolutionised machine lore for millennia to come. The first was a near-complete dataslab 

imprint of STC information describing a heavily armoured assault tank. The second was the 

unearthing of data on rare anti-gravitic plates and theories on their use, which eventually led 

to the construction of the first Land's Speeder. Arkhan Land would later vanish during a 

subsequent expedition, some claiming he was the victim of a psychic entity that destroyed his 

entire party. What secrets of the Dark Age of Technology were lost with him remains a 

mystery. 

 

The Land Raider first entered service during the Great Crusade at the dawning of the Age of 

the Imperium. The vehicle's formidable combination of weaponry and armour, and its ability 

to carry the shock troops of the Great Crusade through the most perilous environments were 

the deciding factors in countless struggles to liberate Mankind from the tyranny of the Age of 

Strife. With this awesome war machine at their command, Imperial forces conquered world 

after world until the Emperor's Imperium of Man bestrode the galaxy. Such was the demand 

for the Land Raider during the Great Crusade that an entire Forge World was founded just to 

manufacture them. Anvilus IX supplied thousands upon thousands of the vehicles to 

Mankind's forces, but the Great Crusade ended in disaster as the Warmaster Horus rebelled 

against the Emperor and bloody civil war engulfed the Imperium. 

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At the time of the Great Betrayal, the Warmaster and his allies plotted against Anvilus IX to 

ensure it quickly fell to the rogue Dark Mechanicus Tech-Priests bound to his service. This had 

the dual effect of at once denying the Loyalists access to these important weapons, while 

ensuring their continued supply to the Traitors. With Horus in control of this vitally 

important Forge World, several nearby world seceded from the Imperium rather than fight 

against the Traitors, and overnight the Imperium's supply of Land Raiders was severely 

curtailed. It was a terrible blow, for the Land Raider was one of the few commonly available 

vehicles which could, when deployed with skill and in sufficient numbers, threaten enemy 

Titans. Though ultimately the Warmaster's grip on Anvilus IX would be broken, during this 

time it produced large numbers of Land Raiders for the Traitor Legions, and when they were 

eventually forced from the Forge World, the worlds of the system were left shattered in their 

wake, the enemy taking the knowledge of the secret arts of the Land Raider's construction 

with them. 

 

With Traitor forces advancing on Terra itself and Loyalist forces facing total defeat, the 

Emperor decreed that all remaining Land Raiders still in loyal service should be recalled and 

that the Legiones Astartes, His favoured Space Marines, who stood at the forefront of Terra's 

defence, be given exclusive use of these powerful war machines. The Imperium was saved 

during the Battle of Terra when the Emperor defeated Horus in single combat but, terribly 

wounded, He was interred within the Golden Throne, never to speak again. After his 

ascension, none dared to change the Emperor's decree and the Land Raider has therefore 

remained a vehicle almost exclusive to the Space Marine Chapters of the Adeptus Astartes for 

the past 10,000 years. The few exceptions are those allocated to Inquisitors and especially 

influential Rogue Traders who utilise them in their private armies, both groups vested with 

unusual freedom in this and many other regards.  

 

Now? What does that mean for you? 

 

It means you've been around Land Raiders for so long that you have garnered the skills to 

make codex approved modifications to them to attain any general pattern, such as the Phobos, 

or the Phobos -1b used before the knowledge was lost. 

 

It also means that with great care and precision you have the ability to build Land Raiders from 

scratch, though without specialized tools from elsewhere a single tank may take months or 

more of concerted effort to get right. This is noteworthy because Land Raiders are capable of, 

in groups, challenging even the greatest of machines of traitor make: Chaos Titans. 

 

Legion Items: 

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Cerberus Heavy Tank Destroyer  

Contemptor Pattern Dreadnought  

Deredeo Pattern Dreadnought  

Leviathan pattern Siege Dreadnought  

Fellblade  

Javelin Attack Speeder  

Jetbike  

Falchion  

Mastodon  

Land Raider Proteus  

Deimos Pattern Predator  

Deimos Pattern Rhino  

Sabre Tank Hunter  

Sicaran Battle Tank  

Sicaran Venator  

Spartan Assault Tank 

Stormbird  

Typhon Heavy Siege Tank  

Whirlwind Scorpius  

Xiphon Interceptor  

Kharybdis Assault Claw  

“Dark Glass", the second temperamental human-engineered entry to the Webway, code named                       

Dark Glass was constructed in another part of the galaxy, but abandoned shortly after being                             

partly completed. Unlike the gateway on Terra, this gate was partly made in collusion with the                               

Navigators, despite the fact that its success would render them redundant. 

 

Eldar Items 

Eldar Reliquary 

Gellar Field 

 

Webway Seed: Well, the seed of one. 

 

Codex Astartes: How to Space Marine by Robot Girlyman 

 

Lextato Divinitatum: The most addictive religion ever. 

 

Primarch Project Notes [300] 

These are the EMPRAH’s own notes on how to make Primarchs. They’re written in a code                               

devised to thwart Tzeentch by the most egotistical and intelligent human being evar. It will                             

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take incredibly powerful Transhuman AI’s at least 10,000 years to decode this garbage… and                           

you’d have to be a psyker so powerful that you eat Alpha Psykers for snacks just to create one                                     

of these legendary super soldiers… or convert one of your companions into one.Yes , this                             

includes the full notes of creating the “god-seed” , not just the half Cawl was left with, so you                                     

can make Primaris Marines too if you feel like it, though that too will take an incredible                                 

investment in time to figure out. 

 

Geneseed Vats [200] 

Discount Loyalist Faction 

Each of these will grow a complete set of Space Marine Geneseeds once a year. You start with                                   

500 of them and can buy more. If you’re not a Primarch, these make First Generation Marine                                 

Geneseed of one of the 18 known legions. If you are a Primarch these can contain your Legion’s                                   

Geneseed, but do not need to. If you’re a Custodes, you may upgrade this for 200 CP to produce                                     

Custodes Geneseed. If you’re the Zeroth Primarch, you get that upgrade free. 

Jumpseed Vats [200]: If you are not a Primarch, you can upgrade the Geneseed Vats to                               

Jumpseed Vats. This allows you to buy Enhanced Geneseed in the Transhuman Section above,                           

and gives you three free slots to improve the geneseed the vats generate with your own powers                                 

or perks. See Enhanced Geneseed for more details. 

 

STC BABY [600] 

Discount Unity Faction 

An Honest to Emprah working STC completely uncorrupted by Chaos and containing                       

everything a brand new colony world could need. 

 

The Omnicopaeia [1200] 

Discount Omnissiah. Free to Omnissiah with the Man of the Hour Scenario 

The legendary Ultimate STC. This contains STC templates for… everything. Every piece of                         

technology mankind has developed over 30,000+ years of civilization. Who’s the Mechanicus                       

Now, Bitches? 

 

The Eldarcopaeia [1200] 

Discount Eldar & Omnissiah, 300 CP for Eldar Omnissiah or Solitaire 

Free for Solitaire Phoenix Lord with the Death to Slaanesh Scenario 

Like the Omnicopaeia, but containing the Eldar Technological foundation… more tech, less                       

well organized. It’s the complete Eldar tech record, but it isn’t in STC format designed to be                                 

used by primitives. It will take study. This includes everything the Eldar have ever known                             

how to make, from the lowliest spiritknife to the Craftworlds and Croneswords. If you have                             

this and Craftworld Jum’par, you gain a copy of the entire Black Library, the repository of all                                 

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Eldar Knowledge. If you got this free, this isn’t a copy of the Black Library… this is actually the                                     

Black Library Craftworld itself. Cegorach might even drop by for tea and comedy. 

 

The Pharos [???] 

an artificial Astronomican of Xenos Make 

 

The Anathame: a really evil knife 

 

Uncorrupted Raptor Formula 

 

Furious Abyss IV 

 

Skitarii Conversion system: The Skitarii are the cyborg armies of the Adeptus mechanicus                         

http://wh40k.lexicanum.com/wiki/Skitarii 

 

Labryk Polaris 

 

 

 

 

 

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[Very Optional Scenario] Father of the Millennium Scenario 

You are the God Emperor of Mankind…’s Shrink. You must find a way to convince him to be a                                     

better parent, and convince all 21 Primarchs not to be raging lunatics. 

 

[Super Secret Insane Scenario] THE MAN, THE MYTH, THE LEGEND… The Elf? 

This is a giant freaking jump. As I write this, it’s about 1/3rd of the way done and it’s already 50 

pages. I could very well have broken it into three or four jumps, but each one would feel like it 

was missing something, and each of them would cover the same slice of time. And so, this 

scenario exists. Or rather, this meta-scenario exists. This is actually four scenarios; Only War, 

The Pious One, Down With Slaanesh, and Man of the Hour. It cannot be combined with My 21 

Sons. I haven’t decided about Father of the Millennium yet. 

 

Of course, I hear you saying “but there is no Man of the Hour Scenario, and the other three are 

kinda mutually exclusive” and you’d be right. So here’s what happens. As you enter this world 

you are split into four different Jumpers. Each perk you have, each item, each companion, is 

split across those four however you see fit. You will not remember that you’re missing 

anything. Each of those four jumpers will take on one of the Scenarios… in the same communal 

setting. None of those four jumpers will be aware of this scenario, or the existence of the 

others, nor can they become aware of it or the fact that they are jumpers/the same being. Each 

must complete their scenario. A failure in any of those scenarios (besides The Pious One) results 

in chain failure. Each of them makes a build from this jump, completely independent of each 

other. Purchases can be duplicated, but once you recombine, duplicated purchases are not 

combined unless it is an item (not a perk) that can be bought multiple times. 

 

So, what is the prize of this feat? Well, each of you (besides The Pious One) gets 1000 CP and can 

take up to 1200 CP of Drawbacks. The Pious One gets no CP and no Drawbacks to start with, 

but if (once) they complete their task, they don’t rejoin your collective whole as the other three 

do. Instead, they become a companion with 2400 CP to spend in this jump (discounts apply, 

nothing that can’t be bought by a companion can be bought by them). Both you and they get the 

Living Saint perk. If you don’t want them as a companion, you can take any one perk from this 

jump for free instead of them, you heartless bastard. Either way, you get all the Pious One’s 

memories. If they failed, you get nothing from them. 

 

Your companions would normally be entitled to group imports as Exarchs, Cabalites, and Space 

Marines. Each Companion assigned to one of those groups (you won’t be assigning companions 

or perks or equipment to the Pious, as there wouldn’t be any point… I assume), will gain only 

the resources in they are entitled to from the version of you they accompanied… but will, after 

the jump ends, gain access to the other two paths, as well as the memories of being one of the 

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people who were also there. Essentially, Companion X is assigned to the Exarch Path and gets a 

bunch of Space Elfy coolness. Once all three/four legs of this splitting are over, she will gain the 

memories of Space Marine Captain #13 who was her all along, only you and she didn’t realize it 

and she didn’t have any out of jump memories or abilities or gear. Ditto Cabalite #13 

 

As for Man of the Hour… that’s the Omnissiah Scenario below. 

 

Omnissiah [2000] 

Emperor? What Emperor. You’re the Emperor now, punk. That’s right. The Emperor of                         

Mankind has a name, and it’s yours. You will remember this fact as soon as you come face to                                     

face with Horus. To qualify for this, you must already be capable of psychic feats that would                                 

place you as an Alpha Plus Psyker, either by buying it here or from other jumps. So? What do                                     

you get for your 2000 CP? Well, that other idiot isn’t around and you get all of his toys. All of                                         

them. Command of the Empire of Mankind. The undying loyalty of billions. Ownership of                           

Terra and Luna, partial ownership of Mars… twenty-one sons who might or might not betray                             

you. A galaxy that contains Necrons, Orks, Tau (eventually), Tyranids (eventually), Eldar… and                         

Chaos. You get the battlefleets and all that. You are the man (or woman) with a plan… aren’t                                   

you? Didn’t you take this because you thought you could do a better job? To help you pay for                                     

this, you do have to take Eye of Chaos for +1200 since the Big Four Know you’re after them but                                       

it doesn’t count against your Drawback Total. 

 

[Optional Omnissiah Scenario] The Man of the Hour 

You did think you could do a better job, right? Well… now you can try. If you’re the Omnissiah,                                     

you may take this Scenario. The rules are very simple. You have to Win. You have to defeat or                                     

recruit and unite all the factions of this galaxy into a peaceful, non-grimdark whole. You have                               

12,000 years. For taking this scenario, you get a boost to Alpha Plus Plus Plus, the Perpetual                                 

Revival Perk (weak against Fulgurite and Warp Relics), the Sensei’s Gift Perk, the Navigator’s                           

Eye perk, the Brilliance & Genius Perk, your choice of any one Psychic Specialization,                           

Sovereign Charisma, Sovereign Warcraft, Sovereign Technologist, and a body the match of a                         

Primarch. You not only start with the Primarch Project Notes, but you understand them                           

because you wrote them. You don’t get the Primaris Marine Notes until you win. 

 

What you pay for this (in addition to the 2000 CP) is heavy. Pick two of these. 

1) You forfeit all foreknowledge of the Warhammer Verse’s future except what an Alpha                         

Plus Precog could reasonably know and it’s past except for what the Emperor could                           

reasonably have known. 

2) You forfeit all powers and abilities and technology that the Emperor could not possibly                           

have access to. This includes all things tied to altforms pretty much automatically,                         

unless those altforms are human. 

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3) You begin after being interred on the Golden Throne following the end of the Canon                             

events of the Heresy, gravely wounded and seriously depleted. It is the year 001.M41.                           

Your recovery will be lengthy and onerous and you will be vulnerable for a while… you                               

only have 2,000 years. 

4) Instead of being a titanic and glorious man-beast example of humanity, you are Papa                           

Smurf (cause of the Ultramarines, get it?). You will spend the entire time you’re here                             

being a 3 apple tall blue dude and cannot use illusions or shapeshifting to make you                               

seem like anything other than a 3 apple tall blue dude. You have the proportional                             

strength of a 3 apple tall blue dude. If combined with #3, you weren’t originally a smurf                                 

and will have to convince people that you’re the Emperor reborn. 

 

Your Prize depends on which drawbacks you picked. 

1 & 2) you get the entire Warhammer 40K galaxy as an Immaterium in any of your future jumps in                                       

whatever state you left it in last. This version has a clean copy of the Immaterium. 

1 & 3) You get the Warhammer 40K galaxy (or what’s left of it) as a Parallel reality in any of your future                                             

Jumps, complete with whatever’s left of The Warp as an Immaterium between them. 

1 & 4) You get the Smurfhammer 40K Galaxy connected to your warehouse. Everything is scaled to                                 

being smurfs, but still super serious and grimdark. Can be the Carehammer 40K universe you if took                                 

that drawback. 

2 & 3) You get Holy Terra, Luna, Mars, all remaining Primarchs, and their Legions and Battlefleets to                                   

follow you across time and space. 

2 & 4) You get to be Emperor wherever you go from now on. Whatever your starting location, you’re                                     

the Emperor. If there already is an Emperor, you’re his dad. If it’s not an empire, it’s declared an Empire                                       

and you’re the Emperor. You can turn people into Adeptus Astartes by looking at them and thinking                                 

hard for 7 seconds. 

3 & 4) You get your spark. Bugger off, you crazy lunatic. 

 

 

   

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++DRAWBACKS++ 

[DB] 

Drawback Limit of 1600 

 

Alpha Civ [0] 

Have you spent any time building your own early CIVILIZATION? Maybe colonized ALPHA 

CENTAURI? If you have and would like to have your culture have been destroyed by the Dark 

Ages of Technology and the Age of Strife, you may connect those timelines, provided they 

ended no later than 000.M10. Why, yes, 30,000 years is a fucking long time. 

 

The Full Monty Python [0] 

Now, clearly, since you’re going to be living through the period of time when there were                               

actually 19… 18… 17… 18 Primarchs (i.e. some of the period between 840.M30 and 981.M30) your                               

version of the Warhammer 30K universe is going to need to know who those Primarchs were                               

and what happened to them. All that’s known is that one was killed by Leman Russ and one                                   

had a seriously flawed Geneseed. That’s it. So, feel free to be creative with their Legions and the                                   

Primarchs themselves. I recommend making Carmin Sandiego of the Monumentals one and                       

Lex Luthor of the Overmen the other… but really, it could be Biggus Dickus of the New Terra                                   

Praetorians and Hugus Maximar of the Eternal Vigilance. 

 

Just the War, Thanks [0] 

You just want to be here for the good stuff, huh? Well, lucky for you that’s an option. You’ll                                     

now be here for just the 10 years between 005.M31 and 014.M31, the canonical length of the                                 

Horus Heresy. This means you begin one month to the day before the Battle of Isstvan III                                 

(significantly before the Dropsite Massacre on Isstvan V), but with much less time to shape                             

events. Those who would have fallen to Chaos already have and Magnus has already been an                               

idiot. 

 

Carehammer! [0] 

All Space Marines and Primarchs have been replaced with 8-10 foot tall Carebears and Carebear                             

Cousins. They wear their symbols on their armored tummies and attack by yelling their                           

warcries… Nothing else changes. Except that the Emperor of Mankind is Theodore Roosevelt. 

 

Companion Chaos [+50 per Companion, up to 400 for all of them] 

Now, normally, your companions would be as vulnerable to the machinations of chaos as                           

anyone else (give or take a few perks).. But now, all those protections they might have lapse and                                   

you have forgotten that this is a possibility… and so have they. You cannot choose to exclude                                 

companions from this if you take it, it’s all or nothing. 

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Eye of Chaos [Variable, up to +1200 for all of them] 

You have managed to attract the attention of one of the Chaos Gods. Which is up to you. For                                     

+100 it is one of the lesser ones, such as Necoho or Malal. For +200, it is Gork & Mork and yes,                                           

Orks will be in your future. For +300 it is Khorne or Nurgle or Slaanesh. For +400 it is                                     

Tzeentch. If you took a scenario which already brings you to their attention, you may not take                                 

this. You may take this multiple times otherwise. While these Gods do not have full knowledge                               

of your abilities, they are generally aware of how powerful you are and in what general way                                 

you use that power. They will be very very interested in fucking with you… if you take                                 

Slaanesh, that is literal, and they will not pull their punches. Expect a lot of daemons, cultists,                                 

and other bits of Chaos. 

 

Lion Bastard [+100] 

Like Lion, trust is a luxury you can no longer allow yourself. Having been betrayed by someone                                 

close to you, you now find that you trust no one completely and hoard secrets like they’re going                                   

out of style. 

 

You have to be God! I Believe in YOU! [+100] 

Like Lorgar, you are absolutely convinced that the Emperor is GOD. Not a god. GOD! You are                                 

fanatically loyal to him. 

 

No Heart For Battle [+300] 

No Primarch was less a warrior than Lorgar, who was not only too soft-hearted to be an                                 

effective military commander, he was too much of a proselytizer to be an effective conqueror.                             

A born psyker, he was overmatched by his own second for most of his pre-heresy life simply                                 

because he lacked the will to fight against anyone besides those he viewed as heathens. He was                                 

scorned almost entirely by his brothers, who recognized in him this weakness. And now you                             

have it too. You will only fight when you absolutely must and only as long as absolutely                                 

necessary. You will never instigate battle unless order to by someone you have to obey. 

 

Red Right Brain [+100] 

Like Magnus, you are clearly far smarter than everyone around you. All the time. Forever.                             

Anyone who appears to be nearly as smart as you is clearly wrong if they disagree with you. If                                     

they agree with you, then they are wise and intelligent. You have a hard time resisting the urge                                   

to tell people off for being small-minded cretins. 

 

Daemon Inside [+300] 

Fulgrim alone seems to have been without notable flaws… before he got his hands on a cursed                                 

sword that contained a Daemon that warped his sensibilities, pushing the somewhat                       

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perfectionistic Primarch into crushing doubt, crippling depression, and homicidal paranoia.                   

Perhaps all those things were there all along, just under control until the daemon came into the                                 

picture… or at least that’s the hope. Whatever personality flaws you have will be augmented,                             

pushed at, constantly pressuring your behaviour. Is it some outside force that’s pushing you                           

towards madness, or is it merely some internal mechanism going out of whack? You’ll never                             

know, but whatever it is, it’s only going to get stronger as time goes by. 

 

Sundae Bloody Sundae [+100] 

Like Sanguinius… you’re a vampire. No fangs of course, but sometimes you just need to drink a                                 

little blood… or, you know, rip an enemy apart and bathe in their bleeding viscera. Whatever. 

 

Compassion for the Enemy [+200] 

Sanguinius died at the hands of Horus, or will do so if things remain unchanged. However, the                                 

reason he failed to kill his traitorous brother was not the lack of skill, but rather a lack of will.                                       

At the last moment, his compassion for his former friend, for his comrade in arms… stayed his                                 

hand. You too feel the need to try and recover those who have fallen to darkness… even if                                   

doing so places you in mortal danger. 

 

Always Second Best [+200] 

Perturabo’s defining flaw is that he always felt like he wasn’t recognized for his own greatness.                               

Constantly overshadowed by Dorn the Builder, Perturabo (who felt he was Dorn’s equal in                           

architectural skill) was constantly placed in a position where he could only destroy. This is not                               

your hang up, of course… but yours is similar. You will always feel that others are getting the                                   

praise you should be getting, the assignments you were more qualified for, the recognition that                             

should be yours. No matter how good you are, others will be perceived as better than you. And                                   

you will be unable to come to terms with that. 

 

Angron’s Rage [+500] 

You HAET EVERYTHING! Everything. Everyone. Yourself included. You have a very hard                       

time caring if you live or die, and smashing through the enemy is one of the few things that                                     

bring you any joy in life. You aren’t quite the pure psychopath that Angron was… but that’s                                 

only because you don’t have actual nails in your brain that are slowly killing you. For another                                 

+300 CP you have the Butcher’s Nails in your brain and they are, in fact, slowly killing you.                                   

You might last 200 years (8 if you took Just the War, Thanks) if nothing is done… and                                   

removing the Nails isn’t an option. If the Emperor couldn’t figure out how, you’re not either. 

 

Horus’s ? 

 

Ferrus’s ? 

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Codex Compliant [+200] 

Like Roboute, there is a book. You wrote it. You don’t just follow it, you live it. Every moment                                     

of every day. You must be perfect at all times. 

 

Big Yellow Centurion [+200] 

Like Dorn, You have all the subtlety of a brick. Metaphor and humor fly right over your damn                                   

head and if something isn’t utilitarian you don’t have any patience for it. Also, you’re a                               

screaming masochist who believes pain helps him focus. 

 

Vulkan 

 

All My Angst [] 

Like Corvus, you are consumed with sadness and emotion 

 

Feel My PAIN! [+200] 

Like Konrad, you are the edgiest edgelord who ever edged and everyone must suffer as you                               

have suffered… You are a giant sadist, but a secretive, sneaky, homicidal one. You may increase                               

this to +300 if you also have a split personality and the second personality has a really edgey                                   

name. 

 

Prophetic Visions [+300] 

Konrad holds the distinction of being the only Primarch to fall to someone other than another                               

Primarch or the Emperor. Granted Konrad put up pretty much no fight, but still… Of course,                               

the reason for this is the reason Konrad fell to Heresy in the first place. Easily the most                                   

paranoid of his siblings, Konrad was plagued by visions of his own death, a death his visions                                 

showed was ordered by the Emperor. Of course, in trying to avoid his fate, he brought it about,                                   

and that realization is why he allowed M’Shen to finish the job. You too will be plagued with                                   

out of context Prophetic Visions, ones you cannot know if they are avoidable or what must be.                                 

One of them will be of your own death. Even if you are unpredictable to others, you will still                                     

get these visions and they will gnaw at your sanity. 

 

Are you on Speed? [+100] 

As we all know, the problem with Jaghatai Khan was that he was a speed freak. Now, so are                                     

you. If you’re going less than 50mph, you’re standing still! (warning, hyperbole).  

 

The Khan’s Debate [+200] 

While parody may claim that Jaghatai was all about speed and nothing but, the truth is far                                 

more damning. He was indecisive, unwilling or unable to commit fully unless absolutely forced                           

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to. Speed and hit and run tactics were his way of keeping distance. So powerful was this                                 

inability to pick that it both damned and saved the Imperium. The Khan’s failure to stand with                                 

Sanguinius and Magnus at the Council of Nikaea doomed the cause of Psykers, for no                             

warrior-Primarch stood beside two sorceror-Primarchs to argue for the use of Psykers. And                         

then, Jaghatai was the last Primarch to choose a side… not even the forces of Chaos had known                                   

which way he might have gone. You too will be faced with this internal debate, an inability to                                   

engage without leaving yourself a way out, hesitation that might doom a galaxy. 

 

*Mortarion’s ? 

 

A Little Heavy on the Symbolism there, Buddy? [] 

Like Leman Russ, you’re… umm… shall we say a little… errr… see… there’s an animal type you                                 

really really like… and well… everything you do or make or name is going to be linked to that                                     

animal type in some fairly unsubtle way. And you’re going to either dress like that animal,                               

dress in parts of that animal, or adorn your clothing with images of that animal… possibly all                                 

three at the same time. 

 

I Am Alpharius [+100] 

You are secretly Alpharius… or at least you’re pretty sure you are. This has absolutely no effect                                 

on your build, but you can never be sure you’re not, secretly, Alpharius… it will keep you up at                                     

night. 

 

I’m Jumper [+100] 

Other people keep claiming to be you! All the damned time… what if they’re right? 

 

We am Legion [+100] 

Other people who look just like you seem to always appear wherever you are and people seem                                 

to assume they’re you until they realize, oh… wait. 

 

Omega Solution [+100] 

Everyone thinks you’re secretly Alpharius. If you take this with I Am Alpharius… they’re on to                               

you! 

 

The Other Other Twin [+200] 

You are now the twin of your least favorite Primarch… even if there is no way that could                                   

possibly make sense. Like you could be an Eldar Phoenix Lord and still be Angron’s twin. (be                                 

honest, it’s either Angron, Mortarion, or Leman, it’s always one of those three dinks). You look                               

like them, have a psychic link with them that causes you pain when they feel pain and makes                                   

you angry when they’re angry and if they die you die. Don’t pick Sanguinius or Horus… aw,                                 

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who are we kidding, Hawk Boy and The Warmaster aren’t anyone’s least favorite Primarch.                           

Oh, you know what they’re thinking and they know what you’re thinking. It’s a twin thing. 

 

Bad Parenting [+200] 

As a leader of Men, you may be golden… but as a parent (or, really, any member of a family-like                                       

structure)... you suck. You absolutely blow. You treat those who care about you as if their                               

emotions, wants, and desires are unimportant or a nuisance, are hypercritical of anything they                           

do to please you, and routinely forget to show them the slightest bit of praise… except when                                 

doing so would serve to anger a totally different member of said group. 

 

Leman Russ’s Fever Dreams [+200] 

The entirety of the human race has been replaced with anthropomorphic wolves and the eldar race                               

with anthro foxes. Ogryns with anthro bears, ratlings with anthro corgis, and squats with anthro pugs                               

or bulldogs. The Space Wolves have been renamed the Space Apes and have an Ape Fetish like you                                   

wouldn’t believe. Otherwise, everything is the same. Wolf. Wolfwolfwolf. Wolfwolf, Wolfwolf, Wolf. 

 

Eversor [+100 or +1000] 

The cost of Eversor Assassin Training has been deducted from the value of this drawback 

You have been chosen to serve the Emperor as an Eversor Assassin. Whenever you are not on                                 

mission, you will be kept in cryosleep. This is a good thing, for you, and for the universe at                                     

large. Eversor are not so much people, or assassins, as walking cyclones of death and explosions.                               

With your body pumped full of all the combat drugs ever, then augmented with archeotech                             

cybernetics, you’ve been strapped into power armor, equipped with many weapons, and                       

pointed at the enemies of mankind and told to kill. And kill you will. An Eversor makes up for                                     

its utter lack of stealth skills by killing everyone who was there to witness the event. 100                                 

Eversors took down 1000+ Space Marines once. They are seriously bad juju. And thanks to the                               

Terminus Gland, which turns the Eversor’s blood acidic and combustible, they explode when                         

they die. For the entire duration of the jump, you will be either a comatose meat-popsicle or a                                   

psychotically enraged drug fueled killing machine sent to deal with Humanity’s greatest                       

enemies. This drawback has two modes; Grimderp and Grimdark. Grimderp means you                       

respawn each time you explode, and is worth +100 CP and a free copy of the ‘Officio                                 

Assassinorum’ Perk. Grimdark does not have that option, and is worth +1000 CP and a free                               

copy of the ‘Officio Assassinorum’ Perk. Either way, you get Combat Drugs and Assassin Armor                             

free. 

 

HERESY [+1600] 

The Emperor is not just a jerk with a vision for humanity any more. He is every single inch as                                       

bad as the forces of Chaos claim he is. He is a brutal, homocidal, nearly omnipotent godbeing                                 

who seeks to absorb the entire warp and enslave humanity for all eternity. All Xenos, all                               

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Impurities, all abhumans must be purged from this perfect human galaxy. Of course, the Chaos                             

Gods are willing to help. You are now the pawn of all the Chaos Gods, who can and will give                                       

you whatever blessings they think you’ll need to bring down the Anathema… if only they                             

could agree on anything. The Emperor is as powerful as the fanon claims he is, knows                               

everything about everything, has everything planned, and your knowledge of canon events                       

won’t help you because he knows them better than you do and is actively reshaping them to his                                   

own ends. You must not be Omnissiah and must side against the Imperium, though you don’t                               

need to be on the side of Chaos. Oh, the Emperor knows you exist and he’s not happy to have an                                         

outsider fucking with his plans. You, Jumper, are the Heresy. You will be Purged (if he has                                 

anything to say about it) 

   

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++ NOTES & REFERENCE ++ 

[NR] 

 

Beastman Note 

Beastmen were considered for this, then removed for spectacular lack of interest. If anyone                           

feels like writing up a 30K / Horus Heresy Beastman Supplement that isn’t either crap or                               

furrious (not a typo) hyperwanking, I’ll add it, but right now I’m not wasting my time or yours. 

 

Official Timeline 

● ~792.M30: The closest we have to a pinpoint for the creation of the Primarchs 

● ~800.M30: Horus Lupercal, scattered to Cthonia, a planet close to the Sol system, is                           

rediscovered by the Emperor, becoming the First Primarch and spending his formative                       

years by the Emperor’s side. Horus and the Emperor are said to have been friends as well                                 

as battle companions. 

● ~831.M30: Leman Russ discovered by the Emperor. He is the second to be found. He will                               

be followed by either 2 or 11, then Ferrus Manus, Fulgrim, Vulkan, Rogal Dorn, and                             

Roboute Guilliman in that order over the next 9 years. 

● 840.M30: Magnus the Red discovered by the Emperor. He is the 9th to be found. He will                                 

be followed by (in order) Sanguinius, Lion El’Jonson, Perturabo, Mortarion, Lorgar,                     

Jaghatai Khan, Konrad Curze, Angron, Corax, and then the remaining Lost Primarch. 

● 965.M30: Destruction of either the 2nd or 11th Legion by Leman Russ & the Space                             

Wolves 

● 969.M30: Destruction of the other lost legion. 

● 970.M30: The Zaramund Campaign. Lion El’Jonson exiles Luthor, sowing the seeds of                       

The Fallen and a civil war within the Dark Angels Chapter. 

● 981.M30: Alpharius Omegon, the Last Primarch, is discovered by the Emperor. 

● 984.M30: Konrad Curze destroys his own homeworld, Nostramo. 

● 000.M31: Ullanor Crusade, Horus Named Warmaster, Emperor goes back to Terra to                       

work on the human Webway 

● 000.M31: The Cleansing of Laeran. Fulgrim finds the Silver Blade of Laer and begins to                             

descend into Madness. 

● 001.M31: Council of Nikaea bans the use of Psychic Powers by Adeptus Astartes. This                           

begins the fall of Mangus. Alpharius Omegon is convinced to join the Cabal to save                             

Humanity 

● 002.M31: Erebus acquires the Anathame from the Interex. It will be used to convert                           

Horus to Chaos. (That’s right, Horus is not actually the bad guy by his own free will.) 

● 003.M31: The Luna Wolves renamed the Sons of Horus and the Imperium loses contact                           

with the Isstvan System. 

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● 004.M31: Magnus is an idiot. The Emperor sends Leman Russ to Prospero. Horus falls on                             

Davin’s Moon and is resurrected by the Serpent Lodge. The Emperor is indisposed                         

thanks to the War Within the Webway (caused by Magnus being an idiot). Horus starts                             

a war with the Auretian Technocracy. Lorgar gets the Mechanicum to build three                         

Furious Abyss Battleships, the biggest ever produced by Man. Horus converts Fulgrim,                       

Mortarion, Angron, and Perturabo to Chaos… thinks he has converted Alpharius.                     

Konrad, although a traitor, refuses to side with Chaos. 

● 005.M31: End of the Great Crusade, Battle of Isstvan III, Horus declares open rebellion                           

against the Emperor and the Sons of Horus, Emperor’s Children, World Eaters, and                         

Death Guard purge loyalist elements of their own legions. National Garro (Death Guard                         

Loyalist) leads the survivors of Isstvan III through the Warp to Terra aboard the                           

Eisenstein to warn of Horus’s Treachery. The Burning of Prospero, the Breaking of                         

Magnus. The Schism of Mars Begins. Malcador names Nathanial Garro leader of the                         

newly formed Knights-Errant (the nascent Grey Knights) 

● 006.M31: The Drop Site Massacre of Isstvan V. The Word Bearers, Alpha Legion, Night                           

Lords, and Iron Warriors reveal their treachery and nearly obliterate the Raven Guard,                         

Salamanders, and Iron Hands. Ferrus Manus is killed by Fulgrim and Fulgrim becomes                         

possed by a Daemon. Vulkan is taken prisoner by Konrad Curze and Corax is rescued.                             

Magnus joins the Traitors. Mars falls to the Dark Mechanicum. 

● 007.M31: Corax arrives in the Sol system and receives new gene technology from the                           

Emperor designed to create a melding of regular Astartes and Primarch DNA. Stronger,                         

Faster, and Tougher than a Veteran Marine… the process is spiked with daemon blood                           

by Alpha Legion Operatives and the results heavily mutated. Omegon steals the original                         

formula. Word Bearers reveal their treachery to the Ultramarines, but the Furious                       

Abyss itself is destroyed by loyalists before it can attack MaCragge. Fulgrim becomes a                           

Daemon Prince. Jaghatai Khan, the last undeclared Primarch, declares for the Emperor                       

at the second battle of Prospero. 

● 008.M31: 8 Officio Assassinorum Agents fail to assassinate Horus. On Molech, Horus                       

seems to gain the powers of the Emperor. 

● 009.M31: Fearing that Terra has been lost, Roboute Guilliman declares Imperium                     

Secundus, establishing the Pharos (a xenos bio-tech device) to draw loyalists to                       

MaCragge. Sanguinius arrives on MaCragge and is declared Regent of Imperium                     

Secundus. Vulkan recovered but insane, Konrad rampages across MaCragge. 

● 010.M31: Vulkan gets better. Alpharius apparently dies in battle against Rogal Dorn. 

● 011.M31: Leman Russ put into a coma following the battle of Yarant. Konrad Curze                           

captured on MaCragge and forced to stand Trial 

● 014.M31: The Siege of Terra. Sanguinius is slain by Horus. Horus is destroyed by the                             

Emperor. The Forces of Chaos retreat to the Eye of Terror and the Great Scouring                             

Begins. 

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The Primarchs, their titles, homeworlds, legion (status), and fate. 

● 0. Emperor. Interred on the Golden Throne following the Horus Heresy, he is known to                             

the forces of Chaos as the Corpse Emperor and to the forces of mankind as The                               

God-Emperor of Mankind. 

● I. Lion El’Jonson, The Lion, Homeworld Caliban, Dark Angels (Loyalist) As of 40K’s                         

Dark Imperium, He’s asleep in stasis. 

● II. The Purged. Officially deleted as of either 965.M31 or 969.M31. 

● III. Fulgrim, The Phoenician, Homeworld Chemos, Emperor’s Children (Traitor) As of                     

40K, he’s a Daemon Prince of Slaanesh. 

● IV. Perturabo, The Lord of Iron, Homeworld Olympia, Iron Warriors (Traitor). As of                         

40K, he’s a Daemon Prince of Chaos Undivided. 

● V. Jaghatai Khan, The Great Khan, The Warhawk, Homeworld Mundus Planus, White                       

Scars (Loyal). As of 40K, he’s still lost in the Eldar Webway 

● VI. Leman Russ, The Wolf King, The Great Wolf, The Emperor’s Executioner,                       

Homeworld Fenris, Space Wolves (Loyal). As of 40K, he’s presumed to be lost in the Eye                               

of Terror 

● VII. Rogal Dorn, The Emperor’s Champion, The Praetorian of Terra, Homeworld Inwit,                       

Imperial Fists (Loyal). Officially, he died during or after M36 aboard the Despoiler Class                           

Chaos Battleship “Sword of Sacrilege”. 

● VIII. Konrad Curze, The Night Haunter, The Lord of the Night, Homeworld Nostramo,                         

Night Lords (Traitor). He was assassinated by the Callidus Assassin, M’Shen. 

● IX. Sanguinius, The Great Angel, Homeworld Ball, Blood Angels (Loyal). He was slain by                           

Horus during the Horus Heresy. 

● X. Ferrus Manus, The Gorgon, Homeworld Medusa, Iron Hands (Loyal). He was slain by                           

Fulgrim during the Horus Heresy. 

● XI. The Forgotten. Officially deleted as of either 965.M31 or 969.M31. 

● XII. Angron, The Red Angel, The Lord of the Red Sands, Homeworld Nuceria, World                           

Eaters, (Traitor). He has become a Daemon Prince of Khorne. 

● XIII. Roboute Guilliman, The Battle King, The Avenging Son, Homeworld Macragge,                     

Ultramarines (Loyal). As of Dark Imperium, he is the de facto Emperor of the Imperium                             

after having been in stasis for 11,000 years. 

● XIV. Mortarion, The Death Lord, Homeworld Barbarus, Death Guard (Traitor). He has                       

become a Daemon Prince of Nurgle. 

● XV. Magnus the Red, The Crimson King, The Red Cyclops, Homeworld Prospero,                       

Thousand Sons (Traitor). He has become a Daemon Prince of Tzeentch. 

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● XVI. Horus Lupercal, The Warmaster, The First Primarch, Homeworld Cthonia, Luna                     

Wolves / Sons of Horus (Traitor). His soul was destroyed by the Emperor at the end of                                 

the Horus Heresy. 

● XVII. Lorgar Aurelian, The Urizen, The Golden One, Homeworld Colchis, Word                     

Bearers (Traitor). He has become a Daemon Prince of Chaos Undivided. 

● XVIII. Vulkan, The Lord of Drakes, Homeworld Nocturne, Salamanders (Loyal). He                     

disappeared during the War of the Beast in 546.M32. 

● XIX. Corvus Corax, The Raven-Lord, Homeworld Deliverance, Raven Guard (Loyal).                   

Vanished into the Eye of Terror not long after the Horus Heresy ended. 

● XX. Alpharius, The Last Primarch, The Lord of Serpents, Homeworld Unknown, Alpha                       

Legion (Traitor). Apparently dead at the hands of Roboute Guilliman during the Horus                         

Heresy. 

● XXI. Omegon, Alpharius’s Shadow. May have been slain by Roboute Guilliman                     

following the Horus Heresy. 

 

Notable Remembrancers 

 

Serena d'Angelus - Painter who served with the Emperor's Children Legion in the 28th                           

Expeditionary Fleet. Considered to be one of the most talented painters in the Imperium,                           

Serena chose to join the Remembrancers due to a feeling of artistic stagnation in her success on                                 

Terra. Although her works were lauded by most critics, Serena was often prone to                           

self-mutilative "cutting" due to a deep-rooted (and utterly unfounded) fear that her paintings                         

would be viewed as inadequate and without merit. Serena was exposed to the Chaotic taint of                               

Slaanesh when she visited the surface of the world of Laeran with many of her fellow                               

Remembrancers. The Chaotic corruption took root in her and she soon began to resort to foul                               

incidents of brutal murder so that she could produce Chaotically-tainted paintings using the                         

blood and other bodily fluids of her victims. One of these paintings, a garish horror that was                                 

intended to be a likeness of Fulgrim, ultimately became the resting place for the Greater                             

Daemon of Slaanesh that inhabited Fulgrim's Daemon Sword, and later for the soul of Fulgrim                             

himself after he was tricked into allowing the daemon to possess his body. Like all those                               

corrupted by Slaanesh, she was overcome by the need to seek constant stimulation through the                             

pursuit of ever more extreme and perverse experiences. Yet Serena gradually fought the                         

corruption and came to her senses by seeking out Ostian Delafour for help, with whom she had                                 

shared a romantic connection before her exposure to Slaanesh's power. Sadly, Ostian had                         

already been murdered in his studio by the Primarch Fulgrim for creating a sculpture of the                               

Emperor that had angered him. Overcome by her guilt and sadness at the death of the man who                                   

had loved her and tried to rescue her from the grasp of Chaos, Serena committed suicide by                                 

impaling herself on the same sword that had taken Ostian's life and was still imbedded, along                               

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with Ostian's body, in the remains of the statue of the Emperor he had so perfectly crafted. 

 

Ostian Delafour - Sculptor who served with the Emperor's Children Legion in the 28th                           

Expeditionary Fleet. Delafour was a sculptor of immense renown from Terra whose sculptures                         

were so exquisite that he had been patronised by the Emperor and soon came to the attention                                 

of the Primarch Fulgrim. Delafour ran afoul of the composer Bequa Kynska, who also                           

accompanied the 28th Expeditionary Fleet, when he refused her attempts at seduction because                         

of his love for the painter Serena d'Angelus, who was also a Remembrancer of the 28th                               

Expeditionary Fleet. Kynska retaliated by preventing Delafour from traveling to the surface of                         

the world of Laeran where he was ironically spared from being exposed to the Chaotic                             

corruption unleashed in the rest of the Legion by their exposure to the Temple of Slaanesh in                                 

the Laer species' capital. Delafour fell from Fulgrim's favour after he critiqued Fulgrim's own                           

attempts at the sculptor's art, finding them so perfectly flawless that they lacked the                           

imperfections that gave great art its soul and character. As the Emperor's Children fell to the                               

corruption of Slaanesh after conquering the Chaotic world of Laeran, Delafour remained                       

isolated in his studio, creating an extraordinary statue of the Emperor of Mankind that was                             

perhaps his greatest work. When Fulgrim entered the studio and saw the statue, he was deeply                               

angered by both the greatness of Delafour's work that he could not match and by the heroic                                 

image of the Emperor he believed had betrayed him and his brothers. Fulgrim slew Delafour by                               

driving his sword through both the statue and the sculptor's body even as he defaced the statue                                 

of the father he intended to betray. 

 

Kallista Eris - Historiographer (Historian), who was also a powerful psyker with the ability to                             

read the memories and emotions associated with any object. Eris was also gifted with powerful                             

precognitive visions. She was assigned to record the deeds of the Thousand Sons Legion on                             

their homeworld of Prospero but was ultimately consumed and torn apart by the power of the                               

Warp when the Thousand Sons used her abilities to foresee the coming assault on Prospero by                               

the Space Wolves Legion of Leman Russ, long the bitter rival of the Thousand Sons and their                                 

Primarch Magnus the Red. 

 

http://wh40k.lexicanum.com/wiki/The_Horus_Heresy_(Game) 

http://wh40k.lexicanum.com/wiki/The_Horus_Heresy:_Betrayal_at_Calth 

http://wh40k.lexicanum.com/wiki/Horus_Heresy 

http://wh40k.lexicanum.com/wiki/Horus_Heresy_(game_system) 

http://wh40k.lexicanum.com/wiki/Horus_Heresy_(Board_Game) 

http://wh40k.lexicanum.com/wiki/Horus_Heresy_Series 

http://wh40k.lexicanum.com/wiki/Horus_Heresy_Timeline 

 

 

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1. Lion - Sovereign Beast Slayer, Manifest Valor, Manifest Tactician (Second Best General) 

2. Big Daddy (The Emperor’s Virility) Purged 

3. Fulgrim - Sovereign Artist, Manifest Craftsman,  

4. Perturabo - Sovereign Scholar, Manifest Architect, Manifest Destroyer 

5. Jaghatai - Sovereign Speedster, Manifest Tactician, Manifest Conqueror 

6. Leman - Sovereign Cunning, Manifest Rage. Manifest Beast Slayer. 

7. Dorn - Sovereign Architect 

8. Konrad - Sovereign Warrior, total psycho 

9. Sanguinius - Sovereign Charisma, Manifest Warrior, Manifest Valor 

10. Ferrus - Sovereign Craftsman,  

11. Setec Astronomy (The Emperor’s Denial) Forgotten  

12. Angron - Sovereign RAGE, Manifest Warrior,  

13. Robot - Sovereign Authority, Manifest Conqueror, Manifest Rhetoric 

14. Mortarion - Sovereign Destroyer 

15. Magnus - Sovereign Psyker, Manifest Intellect, Manifest Scholar (Best Psyker) 

16. Horus - Sovereign Conqueror, Manifest Charisma, Manifest Tactician (Best General) 

17. Lorgar - Sovereign Rhetoric, Manifest Charisma, Manifest Psyker (second best Psyker) 

18. Vulkan - Sovereign Compassion 

19. Corvus -  

20. Alpo - Sovereign Intrigue 

21. Tactician: Battlefield insight 

22. Valor: Battlefield power