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Heresy at Any Speed 0.2
Heresy at Any Speed 0.2
Heresy at Any Speed 0.2
Macharian Drift
3
Vehicle Traits Piloting tests to smash or push through
Barriers or Cover, and makes the vehicle
“These scabs wouldn’t know the difference
between a torque converter and a immune to mines or floor-based traps it
transmission… but their money’s good.” drives forwards over.
- “Faithful” Bileus Hekk, Underhive Used
Vehicle Salesman Good Handling: This vehicle is easy to
Based on a whopping total of two example control, granting +1 SL to all Control Tests.
statblocks, IM generally keeps the rules for
its vehicles self-contained. I’m… not going Manoeuvrable: This vehicle is particularly
to do that, instead choosing to use a master nimble, granting +1 SL to all Piloting Tests.
list of traits that the statblocks reference.
Several of these general traits have been Open: This vehicle’s crew and passenger
expanded on or simplified to provide a compartments are open, exposing those
more general ruling, and some vehicles aboard.
have lightly altered versions of these. • Crew and passengers can be
Others will have unique vehicle-specific targeted by enemies directly.
traits. • If a result of Crew/Passengers hit is
rolled on the Vehicle Critical Hit
Many of these are borrowed, with Table, the victim does not add the
adaptation, from either my own works or vehicle’s Armour to their own when
previous 40k RPG systems. determining damage.
• If this vehicle goes Out of Control,
Amphibious: This vehicle suffers no passengers and crew must make a
penalties to its Speed for moving through Challenging (+0) Reflexes Test or be
water or liquids. thrown off.
• Passengers and Crew may choose to
Aquatic: This vehicle is designed to operate oppose Melee attacks made against
solely in water, and cannot move on land. It this vehicle.
reduces its Speed by 1 when moving
through very shallow or obstructed water. Portable: The pilot of this vehicle can carry
it through any Barrier or Difficult Terrain it
Flicker Fields: When making Evasive normally wouldn’t be able to traverse,
Manoeuvres, this vehicle resists 1 extra reducing their speed to Slow.
attack, even if the Test failed.
Ramshackle: This vehicle is of simple and
Cargo (X): This vehicle has a cargo area flimsy construction.
capable of holding X people, or 25 x X • It takes +1 on all rolls on the Vehicle
Encumbrance worth of items. Passenger Critical Hit Table, increased to +2 if
capacity provided by the Cargo trait is it takes damage from Ramming.
included in the vehicle’s default Passengers. • All Tech (Engineering) Tests to
repair or modify this vehicle gain +2
Dozer Blade: This vehicle is fitted with a SL.
reinforced bulldozer blade. It increases its
frontal armor by 5, grants a +20 bonus to
4
Road Vehicle: This vehicle counts its Speed • It takes -1 SL to all Piloting Tests,
as being 1 lower (to a minimum of Slow) and +1 SL on all Control Tests.
when not driving on a well-prepared road. • It ignores Difficult Terrain, and can
smash through mundane Barriers
Rugged: This vehicle is built for harsh that are smaller than it.
conditions and is especially resilient. Each
time it suffers a Critical Hit, roll twice and Ungainly: This vehicle is bulky and hard to
use the lower result. control, imposing -1 SL to all Piloting Tests.
Sealed: This vehicle’s interior is airtight and Walker: This vehicle is propelled by two or
provided with atmosphere recyclers, more mechanical legs.
allowing it to operate in hazardous • It does not consume its remaining
environments. Its passengers, if any, cannot Movement when entering Difficult
fire out without breaking the seal. Terrain.
• It can step over mundane Barriers
Skimmer: This vehicle’s anti-grav engine that are smaller than it.
keeps it hovering a few meters off the • It cannot Ram, but its Crew may
ground. choose to oppose Melee attacks
• It always counts as Flying when made against this vehicle.
moving.
• It ignores Difficult Terrain.
New Vehicle Rules
• It grants +1SL to Evasive
Where possible I’ve tried to stick with the
Manoeuvres Tests.
pre-existing vehicle rules as much as
• When it goes Out of Control, it
possible, but a few new rules are necessary.
immediately hits the ground and
crashes. Whenever a Skimmer hits
Availability: Each vehicle now comes with
the ground, it takes +1 to all future an Availability score, as per p. 119 of the
Vehicle Critical Hit Table rolls. Imperium Maledictum Core Rulebook. When
determining Availability, tailor any Tests to
Sluggish: This vehicle begins with a Speed
the associated faction or species of the
of Slow. Its Speed increases one step each
vehicle; bicycles and autowagons would be
turn if it moved on the previous turn, to a
easy to find on a Hive World but not a Feral
maximum of Fast.
World, while you’d be hard-pressed to find
an Ork Trukk in places with no Orks, for
Smoke Launchers: This vehicle is equipped
instance.
with automatic smoke grenade dischargers
for offensive or defensive cover. When
Optional Traits or Weapons: Traits and
activated as a Free Action, they make the
weapons marked with a dagger “†” are
Zone the vehicle is currently occupying
optional; they may be chosen when creating
Heavily Obscured for 3 rounds.
or acquiring the vehicle, or subsequently
added on as modifications or upgrades.
Tracked: This vehicle runs on wide treads,
giving it excellent traction at the cost of
speed.
5
Weapon Selection: Some vehicles come is pointing at. Weapons with this trait are
with a selection of weapons available; these always considered Braced.
are chosen when creating or acquiring the
vehicle, and at the GM’s discretion might be Lock-On: This weapon is fitted with a
switched for another weapon option by the targeting system that tracks the position of a
party at a later date. Some weapons come target, allowing for accurate followup shots.
with a single trait, like Hull-Mounted, After a weapon with this trait makes at least
spread across the whole selection; assume one hit, even a non-damaging one, against
this trait is applied to whatever weapon is an enemy target, the weapon’s operator
selected in this case. may choose to have the weapon gain Burst
(or increase the value of its Rapid Fire trait
Weapon Traits by 2) against that target until it runs out of
“Shoot them with the glowy bit and stab them ammo. This trait may only effect a single
with the sharp bit. Learn that, and we’ll make target at a time- a new target may be
Guardsmen of you yet.” selected if the original target dies.
-Lord Solar Macharius
Recharge: This weapon fires with such force
Coaxial: This weapon is mounted alongside or energy that it must cool itself or build
another, heavier weapon firing in the same power between shots. This weapon may not
direction. When making an attack roll with be fired on subsequent turns.
a weapon with the Coaxial trait, you may
also make a second attack using any other Seeking: This weapon includes an
Coaxial weapons on the same vehicle, advanced targeting system that guides it
though they must target the same thing as towards a target’s heat signature, radar
the first attack. presence, etc. This weapon grants
Advantage on Ballistic Skill Tests and its
Disposable: When fired, this weapon is attacks ignore Cover.
burnt out or otherwise cannot be reloaded
and used again in combat. At the GM’s Storm: This double-barreled weapon is
discretion, it may be possible to reload a designed to fire two projectiles at a time for
Disposable weapon out of combat, but it maximum on-target damage. Its attacks
should take time and specialized always consume twice as much ammo as
equipment. normal, and on hit it resolves damage twice,
accounting for armour/reduction
Hull-Mounted (X): This weapon is buried separately.
in the hull of a vehicle, facing Left, Right,
Front or Back. It can only target a 45-degree Twin-Linked: This weapon is made of two
arc over that direction. Weapons with this identical weapons linked together. When
trait are always considered Braced. attacking, it grants +1 SL and consumes
twice as much ammunition. On an SL of 4
Inline: This weapon is fixed to the hull of a or more, it also deals an additional hit.
vehicle. It can only fire at targets the vehicle
6
Autohansom
Imperial Vehicles Vehicle, Wheeled
In the Grim Darkness of the Far Future,
Civilian Transport the cab drivers are hardcore.
The Imperium may rely on its manpower, Armour: Speed: Crew: 1
but that manpower isn’t always on foot. 10/8 Fast
Civilian transport and utility vehicles Passengers: Size: Availability:
occupy a vast range of technology, from 4 Large Scarce
simple carts and scooters to high-powered Traits:
skimmer vehicles. Good Handling†, Manoeuvrable†,
Ramshackle†, Road Vehicle, Rugged†
You talkin’ to me?: An Autohansom’s
Armoured Limousine driver ignores damage from Crew Hit
Vehicle, Wheeled critical results. Additionally, most
A Noble’s car of choice, from Persepolis to Autohansoms come with hidden safety
Paleon.
systems that can subdue unruly
Armour: Speed: Crew: 1 passengers; this could take the form of
20/20 Slow a concealed laspistol fixed to fire at the
Passengers: Size: Availability: back seat, a Choke gas dispenser, a
7 Large Rare ceiling-mounted Webber, etc.
Traits:
Good Handling, Road Vehicle, Sealed,
Sluggish, Ungainly
Bicycle
Privacy Fields: Tests to visually
Vehicle, Wheeled
identify the passengers of this vehicle,
Armour: Speed: Crew: 1
or listen in on their conversations, take
1/1 Fast
a -20 penalty.
Passengers: Size: Availability:
1 Medium Common
Traits:
Cargo (1): When carrying a passenger
or Cargo this vehicle loses
Manoeuvrable.
Manoeuvrable, Open
Portable: The pilot of this vehicle can
carry it through any Barrier or Difficult
Terrain it normally wouldn’t be able to
traverse, reducing their speed to Slow.
7
Civilian Jetbike Passenger Autowagon
Vehicle, Skimmer Vehicle, Wheeled
Armour: Speed: Crew: 1 Armour: Speed: Crew: 1
6/4 Swift 8/6 Fast
Passengers: Size: Availability: Passengers: Size: Availability:
1 Large Exotic 3 Large Scarce
Traits: Traits:
Good Handling, Manoeuvrable, Road Vehicle
Skimmer
Unusual: Personal jetbikes are only People-Mover
commonplace on a vanishingly small Vehicle, Wheeled
number of Imperial worlds. Anywhere Many hives supplement their train
else, their presence will attract networks with simple bus-type vehicles.
attention, especially from the Armour: Speed: Crew: 1
Mechanicus. 10/8 Slow
Passengers: Size: Availability:
Coastal Skiff 50 Enormous Common
Vehicle, Aquatic Traits:
The natives of Xenophon use these for
Road Vehicle, Sluggish, Ungainly
pleasure… and “work.”
Armour: Speed: Crew: 1
6/6 Fast Speedgalleon
Passengers: Size: Availability: Vehicle, Aquatic
4 Large Common The lightest possible boat attached to the
heaviest possible engine.
Traits:
Cargo (4), Manoeuvrable, Open Armour: Speed: Crew: 1
Hidden Compartment†: This Skiff’s 12/4 Fast
hull includes a cleverly-concealed Passengers: Size: Availability:
hidden compartment just large enough 5 Large Rare
to store 25 Encumbrance worth of gear Traits:
or a extra passenger human. Tests to Aquatic, Good Handling, Open†,
detect the presence of the compartment Ungainly
take a -10 penalty.
Sport Runabout
Moto-Rickshaw Vehicle, Wheeled
Vehicle, Wheeled Armour: Speed: Crew: 1
Armour: Speed: Crew: 1 6/6 Swift
4/1 Fast Passengers: Size: Availability:
Passengers: Size: Availability: 1 Large Rare
3 Medium Common Traits:
Traits: Good Handling, Open†, Road Vehicle
Cargo (3), Open, Ramshackle, Road
Vehicle
Common as Dirt: Moto-Rickshaws can
be found in some form or other in
basically any Imperial slum or Hive
City. Tests to acquire spare parts or
repairs for one take a +20 bonus, while
Tests to pick one out of a crowd or tail
it take a -10 penalty. 8
Commercial and Utility Vehicles
Despite its many flaws, the Imperium is an
industrial powerhouse, the engine of its vast
economy built on the back of highly
advanced technology.
12
Windrider Jetbike
Vehicle, Skimmer
Eldar Vehicles Armour: Speed: Crew: 1
18/12 Swift
Vehicles of the Aeldari Passengers: Size: Availability:
The Eldar empire is dead and gone, but the 1 Large Common
Craftworlders, Exodites and Corsairs who Traits:
cling to its fallen glory still wield a fearsome Manoeuvrable, Open, Skimmer
military arsenal. Eldar vehicles are agile and Weapons:
well-armed, but rely on speed over armour. Shuriken Catapults (Driver): Ranged
(Long Guns), Damage 6, Long Range,
Falcon Grav-Tank Burst, Inline, Penetrating (3), Rend (2),
Vehicle, Skimmer Twin-Linked.
Armour: Speed: Crew: 2
30/22 Swift War Walker
Passengers: Size: Availability: Vehicle, Walker
6 Enormous Scarce Armour: Speed: Crew: 1
Traits: 15/10 Fast
Manoeuvrable, Skimmer, Sealed Passengers: Size: Availability:
Weapons: - Large Scarce
Shuriken Catapults (Driver): Ranged Traits:
(Long Guns), Damage 6, Long Range, Manoeuvrable, Open, Walker
Burst, Hull-Mounted (Front), Penetrating Nimble Strider: A War Walker may
(3), Rend (2), Twin-Linked jump as if it had a Strength Bonus of 6,
Pulse Laser (Commander): Ranged and is immune to fall damage from
(Ordnance), Damage 18, Extreme falls of 12m or less.
Range, Coaxial, Burst, Penetrating (6). Weapons:
Choose one Coaxial Turret Weapon Choose two Hull-Mounted (Forward)
(Commander): Weapons (Driver):
Shuriken Cannon: Ranged (Long Guns), Shuriken Cannon: Ranged (Long
Damage 8, Long Range, Coaxial, Guns), Damage 8, Long Range, Coaxial,
Penetrating (3), Rapid Fire (4), Rend (2). Penetrating (3), Rapid Fire (4), Rend (2).
Scatter Laser: Ranged (Ordnance), Scatter Laser: Ranged (Ordnance),
Damage 9, Long Range, Coaxial, Loud, Damage 9, Long Range, Coaxial, Loud,
Lock-On, Rapid Fire (6). Lock-On, Rapid Fire (6).
Eldar Missile Launcher: Ranged Eldar Missile Launcher: Ranged
(Ordnance), 8 Damage, Extreme Range, (Ordnance), 8 Damage, Extreme Range,
Blast, Burst, Loud, Seeking. Blast, Burst, Loud, Seeking.
Bright Lance: Ranged (Ordnance), 12 Bright Lance: Ranged (Ordnance), 12
Damage, Extreme Range, Coaxial, Loud, Damage, Extreme Range, Coaxial, Loud,
Penetrating (20), Recharge. Penetrating (20), Recharge.
Pulse Laser: Ranged (Ordnance), Pulse Laser: Ranged (Ordnance),
Damage 18, Extreme Range, Coaxial, Damage 18, Extreme Range, Coaxial,
Burst, Inflicts (Blinded), Penetrating (6). Burst, Inflicts (Blinded), Penetrating (6).
Starcannon: Ranged (Plasma), 12 Starcannon: Ranged (Plasma), 12
Damage, Long Range, Coaxial, Inflicts Damage, Long Range, Coaxial, Inflicts
(Blinded), Loud, Penetrating (6), (Blinded), Loud, Penetrating (6),
Supercharge (4). Supercharge (4).
13
Vehicles of the Drukhari
Raider Grav-Transport
The Dark Eldar share many technologies Vehicle, Skimmer
with their Craftworld cousins, but have Armour: Speed: Crew: 2
turned their prowess to torture, slaving and 24/20 Fast
depravity. Dark Eldar vehicles are fragile Passengers: Size: Availability:
and entirely oriented towards offense and 10 Enormous Scarce
the taking of captives. Traits:
Flicker Fields†, Open, Skimmer
Venom Light Skimmer Weapons:
Vehicle, Skimmer Choose one Sponson Weapon
Armour: Speed: Crew: 1 (Gunner):
22/18 Fast Dark Lance: Ranged (Ordnance), 12
Passengers: Size: Availability: Damage, Extreme Range, Loud,
5 Enormous Rare Penetrating (20).
Traits: Disintegrator: Ranged (Ordnance), 10
Flicker Fields†, Open, Skimmer Damage, Long Range, Burst, Penetrating
Weapons: (6), Supercharge (4).
Turret Splinter Cannon (Passenger): Splinter Cannon: Ranged (Long Guns),
Ranged (Long Guns), 9 Damage, Long 9 Damage, Long Range, Burst, Inflict
Range, Burst, Inflict (Poisoned), (Poisoned), Penetrating (4).
Penetrating (4).
Inline Splinter Cannon (Driver):
Ranged (Long Guns), 9 Damage, Long
Range, Burst, Inflict (Poisoned), Inline,
Penetrating (4).
Reaver Jetbike
Vehicle, Skimmer
Armour: Speed: Crew: 1
16/12 Swift
Passengers: Size: Availability:
1 Large Common
Traits:
Manoeuvrable, Open, Skimmer
Weapons:
Bladevanes (Driver): Melee
(Mundane), 8 Damage, Close, Inflict
(Prone), Penetrating (4).
Choose one Inline Weapon (Driver):
Splinter Rifle: Ranged (Long Guns), 6
Damage, Long Range, Burst, Inflict
(Poisoned), Inline.
Blaster: Ranged (Long Guns), 8
Damage, Long Range, Inline,
Penetrating (4), Supercharge (2).
14
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