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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.
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]
++ 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.
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
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.
++ 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.
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
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
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.
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.
++ 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.
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
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
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
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.
++ 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
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
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
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
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
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.
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
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