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TM

TM

ADVENTURE BOOK
TRAITOR’S HYMN
CONTENTS

The Hydroponics Garden.......... 37

INTRODUCTION I

The
Skitarius........................... 11
The Rogue
Trader..................... 12
The Aeldari
Ranger.................. 14
Noble
Company.............................. 15

The Perpetual Opera................. 38

The Sanctae Aquae......................... 40

The Geller Field Sanctum................ 41

A Final Choice................................ 42
Lord Radovar
Meldrake............ 15
Synoposis......................................... 3
What is a Roleplaying Game............. 4

Alouette De
Mornay................. 16
Captain Marcellin
Galba........... 17
Morstan
Fife............................ 17

III

THREATS

TRAITOR’S HYMN
II

Other Guests &


Topics.............. 18
The Festering
Abundance........ 18
Uninvited
Guests..................... 20
Violet
Alert..................................... 24

Possessed Mortal............................ 46

Vox Shambler................................. 46
What Happens
Next?...................... 26 Plague
Bearer................................. 46
Among the Stars.............................. 5
Crossfire......................................... 27 Thaddeus the
Wretched.................. 47
Dinner Is Served............................... 6 A Fork in the
Road......................... 30 Nightmare
Hulk.............................. 47
Agent Flashbacks............................. 6 The Libris
Altus....................... 30
Glitchling........................................ 47
The Psyker................................. 6 The Prestige
Arena................... 34
Poxbringer..................................... 48
The Sister of Battle..................... 8 The Chapel of
Saints................ 36
Cultist............................................. 48
The Space Marine....................... 9 The Song and the
Garden............... 37 Emaciated Rogue Psyker................ 48

CREDITS
Cover & Box Art: Sam Manley Cubicle 7 Creative Team:
Dave Allen, No part of this publication may be
Emmet Byrne, Alex Cahill,
David F reproduced, stored in an retrieval system,
Chapman, Walt Ciechanowski,
Chris or transmitted in any form by any means,
Art: Bartomiej Fedyczak, Story
Colston, Josh Corcoran, Zak
Dale- electronic, mechanical, photocopying
Killinger, Daniel Kovacs, Sam Manley,
Clutterbuck, Runesael
Flynn, Diana recording or otherwise without the prior
JG O’Donoghue, Erin Rea, and
Grigorescu, Elaine Lithgow,
TS Luikart, permission of the publishers.
Felix Tisch
Dominic McDowall, Sam
Manley,
Pádraig Murphy, Ceíre
O’Donoghue, JG Warhammer 40,000 Roleplay: Wrath
Writing & Design: Chris Colston, O’Donoghue, Laura Jane
Phelan, and & Glory © Copyright Games Workshop
Oliver Darkshire, Michael Duxbury, Sam Taylor
Limited 2023. Warhammer 40,000
Cat Evans, Eleanor Hingley, Elaine
Roleplay, the Warhammer 40,000
Lithgow, and Pádraig Murphy
Roleplay logo, Wrath & Glory, the Wrath &
Creative Director: Emmet
Byrne Glory logo, GW, Games Workshop, Space

Marine, 40k, Warhammer, Warhammer


Graphic Design & Layout:
40,000, 40,000, the ‘Aquila’ Double-
Tom Hutchings & Pádraig Murphy Publisher: Dominic McDowall
headed Eagle logo, and all associated

logos, illustrations, images, names,


Editing: Calum Collins Special thanks to the GW
team. creatures, races, vehicles, locations,

weapons, characters, and the distinctive

likeness thereof, are either ® or ™, and/


Cubicle 7 Business Support: Tracey Published by Cubicle 7 Entertainment
or © Games Workshop Limited, variably
Ltd, Unit 6, Block 3, City North
Bourke, Elaine Connolly, Jennifer Business Campus, Co. Meath, Ireland.
registered around the world, and used
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under licence.

Graham, Fiona Kelly, Neil McGouran, Cubicle 7


Entertainment and the Cubicle
Kieran Murphy, and Cian Whelan 7
Entertainment logo are trademarks

of Cubicle 7 Entertainment Limited. All

rights reserved.
Last Edit: 02 December 2022
INTRODUCTION
INTRODUCTION

TRAITOR’S HYMN

Traitor’s Hymn is an introductory adventure for the


Wrath & Glory roleplaying game, set in the universe of
SYNOPSIS
APPENDIX

Games Workshop’s Warhammer 40,000 battle game.


Wrath & Glory is a fast-paced game of sci-fi action In Traitor’s Hymn, the
player characters are newly
and horror. If you’re already a Warhammer 40,000 recruited Agents of the
powerful Rogue Trader Jakel
fan, you’ll find a lot of familiar elements here; if not, Varonius (see the
Flotilla Guide, page 8), each having
don’t worry! We’ll explain concepts as they become recently proved
themselves useful in some way. They
important. You’ll find all the details of enemies at the are on board a ship
called The Herald Varonius
end (pages 46-48) and other reference material such as as it transports
influential guests to the Varonius
conditions and weapon traits on convenient handouts. Flotilla. During a
banquet, an unexpected storm
drags The Herald into
the chaotic alternate dimension
Traitor’s Hymn is designed to be run with the five known as the Warp, or
the Immaterium. The Geller
iconic characters included in this boxed set, who are Field is activated,
sheathing the ship in a bubble of
referred to throughout the adventure as Agents. If realspace. This
protects the crew against the powerful
you have fewer than five players, you can treat one psychic eddies of the
Warp, but it is malfunctioning,
of the Agents as a communal ‘asset’ - with all the fluctuating alarmingly.
Captain Galba tasks the Agents
players making the decisions for them. This is a useful with making their way
through the Daemon-infested
way of making sure your group can still benefit from ship to restore the
Geller Field.
their assistance, information and skills. We don’t
recommend trying to run more than one Agent this Like most citizens of
the Imperium, the Agents know
way. We also strongly recommend playing through almost nothing about
the existence of Daemons,
Traitor’s Hymn with the Agents provided; their history and will be horrified
to discover the unnatural and
and backstories tie into the plot, so you’ll get the most terrifying foe they
face. Perhaps more disturbingly,
out of the adventure by using them. they will discover that
this corruption, a Daemonic
disease known as the
Gellerpox, was intentionally
brought aboard the
Herald by misguided crew who
have turned from the
Emperor’s light. The Agents will
have to purge this
taint from the ship, defeating the
cultists, mutants, and
daemons, and either destroying
or cleansing the
infected Geller Field Generator that
lies at the heart of
the infestation.

As The Herald Varonius


returns to the Materium, Jakel
Varonius sends an
Astartes Kill Team of the Absolvers
chapter to cleanse the
ship, further indebting himself
in the process. As a
‘reward’, the Rogue Trader grants
the Agents command of
the Herald to use in further
service to him -
assuming the unfortunate ship
survived the adventure!

3
WHAT IS A For instance, if
the GM calls for a DN 5 Leadership

ROLEPLAYING GAME? (Wil) Test,


Honoria’s player takes dice equal to
Honoria’s
Willpower of 3 and her Leadership of 4, for
A roleplaying game, or RPG, is a game in which a group a total of 7
dice. She is aiming to get 5 Icons, and she
of people tell a story together with rules that guide how rolls 1, 2, 2, 3,
4, 4, 5, 6. The 4s and 5s provide 1 Icon
the story goes. In many roleplaying games (like this each and the 6
provides 2 Icons, meaning she meets the
one), one player takes the role of the Gamemaster or Difficulty Number
of 5 and succeeds at the Test.
GM while the others make up characters to play. The
GM describes scenes so everyone can imagine them Starting the Game
and comes up with enemies for the characters to fight. When players have
selected their iconic character, go
Sometimes a Gamemaster makes up their own story, through the
characters’ Connections, Secrets, and
and sometimes they run a pre-written adventure like Objectives as a
group: the players should agree on
this one. If you’re not the GM for this adventure, stop their Connections
with one another, choose one or
reading now! more Secrets
(they can choose whether or not to tell
other players
their Secret), and choose one Objective.
Roleplaying games have a set of rules that help you When they achieve
their Objective, they gain a point of
tell the story in a dramatic way where the stakes are Wrath
immediately. At your discretion, you could allow
high and success feels exciting. We’ll introduce these players to
replace an Objective when they achieve it to
rules as you go. We’ve simplified some rules for this potentially earn
additional points of Wrath across the
adventure, but you can find more detailed explanations adventure. Make a
note of their Objectives so you can
and more options in the Wrath & Glory Rulebook throw in
opportunities to achieve them.
from Cubicle 7. For this adventure, you won’t need the
rulebook, as we’ve included everything you need to Ask questions
about the players’ choices and Agents’
run the game. backgrounds. It’s
possible that the Agents may wish
to engage with
elements we haven’t fully defined,
In this boxed set, you’ll find a number of six-sided such as the note
passed to Treave or the letter Elatha
dice, some black and some red; tokens to represent is carrying, so
feel free to flesh these out yourself or
Wrath, Glory, and Ruin points; and character sheets. work with your
players to do so: there’s no reason
We’ve provided maps of important locations in the the GM should be
solely responsible for building the
adventure but you might want something to draw world! These
secrets are tools for the whispering
extra maps on, such as grid paper, a dry-wipe board, voices of Chaos
to use against the Agents, but they are
or just plain sheets of paper, to help your players also story sparks
you can build into future adventures.
visualise everyone’s position in a fight.

Rolling Dice COMFORT AND


SAFETY
Wrath & Glory uses six-sided dice, or d6s, for all
Tests. These are denoted as d6 — so one six-sided die is While the world
of Warhammer 40,000: Wrath
1d6, two are 2d6, etc. We’ll go into the mechanics of the & Glory is one
of horror, cruelty, and violence,
game in more detail as we introduce them through the we want
everyone who plays to have fun. To
adventure, but in a typical Test, a player takes dice equal help players
feel safe, comfortable, and happy,
to a relevant Skill + the linked Attribute. The GM sets a you should have
a discussion at the start of the
Difficulty Number, or DN, for the Test. The player rolls game about what
sort of things people don’t
the dice, then counts 1 Icon for every dice that rolled a want to see in
the game. Players may wish to
4 or a 5 and 2 Icons for every dice that rolled a 6. 6s are exclude some
subjects entirely, have a warning
called ‘Exalted Icons’ and have additional effects which when it might
appear, or only refer to it (rather
we’ll explain later. If the total number of Icons equals than describing
what’s happening). Wrath
or exceeds the DN, the roll was a success. Players have & Glory can be
an intense game, so regular
resource points called Wrath and Glory which can modify breaks are
useful to keep everyone comfortable
their rolls — Wrath is an individual pool of points while anyway. If
someone (including you) wants
4 Glory is a shared resource for all the players to use. content
excluded from this adventure, rewrite it
however you
need to.
INTRODUCTION

TRAITOR’S HYMN

APPENDIX

TRAITOR’S HYMN
In Traitor’s Hymn, the players’ characters have been AMONG THE STARS
recruited as Agents of Jakel Varonius, one of the
most cunning and accomplished Rogue Traders in the Over the long days since
the ship left port from
Imperium. They are currently on board The Herald Gilead Primus, the Agents
have slept in quarters of
Varonius, a ship used to transport Varonius’s most outrageous luxury by the
standards of the Imperium
valued guests, en route to meet the Varonius Flotilla. — enjoying their own beds,
fine food, and even some
leisure time. The journey
has been quiet and the ship
Captained by Marcellin Galba, The Herald Varonius is nearing its rendezvous
with the Flotilla. Captain
is maintained at great expense in an attempt to Galba has gathered his
guests in one of the Herald’s
preserve something of the now threadbare opulence it three magnificent banquet
halls for a fine dinner to
once possessed. celebrate the end of the
journey. The Agents have their
equipment, armour, and
weapons, as is customary
when dining in the Great
Banquet Hall.

5
AGENT FLASHBACKS
READ ALOUD TEXT
Text that is italicised like this is intended to
be read aloud to the players. Sometimes it is These flashbacks
occur as Agents are introduced. As
a description of a place, object, or situation, Captain Galba
goes around the table, he will inquire
while other times it is the direct speech of after exactly why
the Agent makes a suitable or
an important NPC. You should read these to useful agent of
the Varonius Dynasty. As he does, the
your players as they are written, but if you flashback begins.
wish to paraphrase be sure to impart the
most important information.

DINNER IS SERVED
Located in the prow of The Herald Varonius, the
Great Banquet Hall was once a fine affair. Ancient
marble floors are now worn smooth by centuries of
footsteps, and sections of a once stunning mural
spanning the vaulted ceiling have clearly been
retouched by far less capable hands.

The most recent element of the decor is a series of


tapestries depicting star maps and constellations
visited by the Rogue Trader, their coarse auto-loomed
weave at odds with the ancient, if faded, finery.
Strange smells permeate the room, spices and
seasonings unknown to most Imperial
citizens applied liberally to meals of various
synthetic foods. To one side the Herald’s
figurehead, that of a swooping eagle in flight, covers
one wall. The screens set into it show the view through
the eagle’s eyes of the stars beyond.
THE PSYKER
Captain Galba turns to the other guests seated around Galba turns to
you Somnus, somewhat quizically. ‘A
the table and introduces each of the player characters Psyker, even a
sanctioned one, is a dangerous thing.
as ‘Valued agents of the Varonius Dynasty’. To ease Why does my lord
Varonious think he can rely on you,
the players into the game, we’ve provided a very short Somnus?’
flashback for each Agent that includes some dice rolls
for them to make. As you consider
Galba’s question, you cannot help but
think back to
recent events.
This is a great chance for the players to describe their
Agents and show off their skills. While these scenes As a
potentially dangerous Sanctioned Psyker,
should be short and snappy, you should also ask the Somnus’s
movements and actions are tightly
player questions and give them opportunities to take controlled, and
any assignments are usually both
an active role in the scene. The skills are suggestions, strange and
dangerous. Still, the sudden order to
so if a player wants to use a different skill, just use the accompany Aretina
Kaldo, the elegant archivist
same DN and substitute the new skill and attribute. If of The Herald
Varonius, to an auction of old books
you don’t have much time to play, you can leave these was a
particularly odd duty. The auction takes place
vignettes out and refer to the scene when the NPCs or on Imperia, the
richest moon of Gilead Primus, very
6 items in question come up later in the adventure. distant from the
dank and dangerous streets of the
planet’s
overpopulated Hive Cities far below.
While reviewing a lot from the library of the late
Lady Maldonado, made up of books on the history of MAKING A TEST
Imperial travel through the Warp, Somnus can make a Whenever an Agent
does something that has
DN 3 Scholar (Int) Test. With a success, the Psyker an element of risk,
or where failure could

INTRODUCTION
realises that several of these books cover banned make the story more
interesting, they make a
topics, including one titled ‘Invocations of the Emperor Test. In a typical
Test, the GM defines the Skill

TRAITOR’S HYMN
Indignant,’ which details several minor religious used for the Test and
gives the Test a Difficulty
practices that deviate from the standard Imperial Creed. Number (DN) depending
on how challenging

APPENDIX
it is. In Traitor’s
Hymn, a lot of the Tests have
On a failure, Somnus finds the books to be somewhat a defined Skill and
Difficulty Number, but if a
obscure, but ultimately uninteresting. Either way, Test comes up that
isn’t listed, choose a Skill
Somnus notices that Aretina is watching carefully, and set an
appropriate DN.
clearly looking for some reaction. Regardless of what
Somnus does, she seems somewhat disappointed and DN 3 is ‘Standard’
difficulty, something that
relieved. The archivist expected some of the books to carries a risk of
failure but that a skilled Agent
resonate with the Psyker, which was the reason for is likely able to
manage, whereas DN 5 is
bringing Somnus in the first place, but she does not ‘Challenging’,
meaning that the Test involves
explain this. significant risk and
potentially unpleasant
consequences for
failure. Tests are written
The Ripple in the Warp as ‘DN 3 Leadership
(Fel) Test’, which tells
After reviewing the books, Aretina departs to bid on you the Skill and
Attribute that make up the
the auction. Have Somnus make a DN 3 Psyniscience pool (or just the
Attribute if they do not have
Test using Psychic Mastery (Wil): this is an ability the Skill) and the
Difficulty Number. To take
that psychically sensitive characters (those with the a Test, a player
rolls a number of d6s equal
PSYKER Keyword) all have and which allows them to their Attribute
plus their Skill. The player
to sense the influence of the Warp, a realm of raw, counts up how many
‘Icons’ they have rolled
chaotic power. Most Psykers do not fully understand — each die that comes
up as a 4 or 5 counts as
their powers however, and very few know anything one ‘Icon’ and a 6 is
called an ‘Exalted Icon’,
at all about the true nature of the Warp itself. As the which means it counts
as two. If the player
player makes their roll, read the following: has rolled enough
Icons to meet or exceed the
DN, their Agent
succeeds at whatever they
Somnus, you can sometimes sense otherworldly were trying to do.
energies in other people or objects. How do you sense
these forces? You might see them in the air, smell a We recommend that for
these opening
strange scent or even taste something distinctive. vignettes, you keep
the Tests really simple.
Later we’ll introduce
concepts like the Wrath
If Somnus succeeds, they sense something unnatural die, the option of
shifting Icons, bonuses or
in the room. Before the source can be traced, a man penalties to the DN
of Tests or an Agents
bundled up in threadbare robes catches the Psyker’s dice pool, and how to
spend Wrath and
eye. What skin Somnus can see is tinged with a subtle Glory points.
greenish colour. If Somnus fails, they feel confused and
a little feverish, with a sound almost like static in their
ears, and then look up to see the man watching intently.
In either case, before Somnus can react, the figure
disappears into the crowd. Aretina is not interested in
the man, and if the issue is raised with her, she will
bring the conversation around to the books.

7
The Banned Books
Somnus, what do you do about the
banned books? Do you report them to the
auctioneer as dangerous blasphemy or
warn Aretina so she is aware of
what she is buying?

Aretina knows just what she is here to


purchase, and if Somnus warns her, she
compliments the Psyker’s eye for detail, and enquiries
if any of the books felt ‘special’ to Somnus in any other
way. Regardless of the answer, she buys the books.

Both Aretina Kaldo and the mysterious man reappear


in The Libris Altus section of the adventure (see
page 30), where the mysterious man is revealed to
be Sullius the Drowned, one of the leaders of a chaos
cult. He intends to use a ritual in Invocations of the
Emperor Indignant, to conduct a blasphemous ritual. If
Somnus reported the books to the auctioneer, Aretina
is less friendly. She still acquired the books, but was
forced to pay some significant bribes to do so. She
thinks less of Somnus as a result.

THE SISTER OF
BATTLE
PSYCHIC POWERS
Characters with the PSYKER keyword, Galba turns to you
Sister Honoria, and smiles. ‘I
such as Somnus, usually have at least one hardly need you to
justify your presence here, Sister
Psychic Power, and can buy more with XP. Honoria. Morstan
hasn’t stopped talking about the
Within the Imperium, psychic abilities and assistance you
rendered to him on Enoch. He tells an
the Psykers who wield them are viewed as interesting
tale...’
dangerous channels for the energies of the
Warp, and Unsanctioned Psykers are hunted Inevitably, your
mind wanders back to the event
down without question. Each Psychic Power in question.
includes details of its requirements and effect
(DN, activation time, duration, range, and The Shrine World of
Enoch is packed with numerous
number of targets). No matter the activation pilgrims who have
been living in increasingly
time, a Psyker can only activate one power atrocious
conditions since Gilead was cut off from the
per Round. Psychic Powers usually involve greater Imperium.
Morstan Fife, the commander of
a Psychic Mastery (Wil) Test made against the Voidsmen-at-
Arms aboard The Herald, brought
the listed DN for the power. If a power his people to the
planet to assist with the eradication
says it may be sustained, the Pskyer may of some Orks who
arrived on Enoch via one of their
maintain it for as long as they wish, but crude Roks,
essentially a hollow asteroid with an
the distraction causes +2 DN penalty per engine attached. An
established Ork presence on
sustained power on all Tests they make until Enoch would have
been devastating for the already
they stop sustaining it. hard pressed world.

8
Aftermath
Honoria, Morstan Fife
asks for your opinion on
FAITH IN THE EMPEROR Lieutenant Bardotte’s
leadership — what do you
Characters who are particularly faithful tell him?

INTRODUCTION
to the God-Emperor can buy Faith Talents.
Faith talents require the expenditure of a Morstan Fife appears
again in the first scene of this

TRAITOR’S HYMN
Faith point by the Agent using them. Faith adventure and
Lieutenant Bardotte appears in the
is restored to maximum at the start of the Crossfire scene (page
27). If she was injured in this

APPENDIX
session, and the GM may choose to restore vignette, Bardotte
requires medical attention following
Faith points for particularly pious acts. the fight against the
Orks. If Honoria spoke well of her,
she idolises the
Sister, and will be wearing a small pin
of Saint Berthal on
her uniform. If Honoria spoke ill
of her to Fife,
Bardotte has been demoted to Sergeant,
The Wavering Lieutenant and be quite fearful
of Honoria.
Sister Honoria left her period of martial penance and
prayer in the shrine of Saint Bertahl to assist Fife in In either case,
Honoria’s Abbess has assigned her
assaulting the Orks, bringing with her a compliment of to assist the
Varonius Flotilla. Depending on her
Sister Novitiates on the cusp of completing their training. performance with the
Novitiates, Honoria may see
As she accompanies a unit Voidsmen-at-Arms led by this either as a
reward or a punishment. In truth it is
Fife’s lieutenant, Emsley Bardotte, Honoria watches neither — the Abbess
has dreamt of a terrible evil that
as the young Lieutenant stumbles through a terrible, is to befall the
fleet, and hopes that
nervous speech intended to encourage her command. Honoria can help to
avert it.
She is clearly inexperienced, and her own nervousness
is spreading through her unit.

If she wishes, Honoria can make a DN 3 Leadership


(Fel) Test to encourage and inspire Emsley and her
troops for the fight ahead. If the Test is successful,
Lieutenant Bardotte finds her own faith reinvigorated.
Her nervousness fades, her training reasserts itself,
and she performs competently during the coming battle.
If Honoria fails the Test or decides not to intervene,
Bardotte is shamed at her own wavering faith. She
orders her troops competently, but takes a foolish
risk in an attempt to impress the Voidsmen she
commands, ending up grievously wounded.

Leading the Novitiates


Ask Honoria to make a DN 3 Ballistic Skill (A)
or Weapon Skill (I) Test to see how well she does
in the fight herself, and give her the opportunity to use THE SPACE MARINE
one of her Faith talents. If she succeeds at the Ballistic
Skill or Weapon Skill Test, she leads the Novitiates with Galba’s eyes fall on
you, Marius, and for a moment you
exemplary faith and competence, driving back the Orks see his mask of
haughty command slip. He recovers
and slaying the largest of them, a hulking, armoured quickly, and speaks.
‘And you, Astartes Scout of the
beast sporting an oversized gun and a rack of grisly Absolvers Chapter.
You are here no doubt to prove
trophies. On a failure, she fights with skill, but the yourself worthy of
joining your storied brethren?’
massive Ork slays one of her Novitiates before being
struck down. Worthiness is indeed
on your mind as of late...

9
Recently, Marius completed the recuperation period of the ship’s
crew. If Marius fails the Stealth Test, the
required after the latest of the many procedures creature notices
him as it returns. Marius is almost
required to become a fully fledged Astartes. Only one killed, but
manages to kill the beast, but not before
more remains — the implantation of the Black Carapace it shreds his
Scout Sniper Rifle — Marius begins play
that facilitates the use of a full suit of Astartes Power without this
weapon.
Armour. However, before that final step can be taken,
a candidate must prove themselves worthy of the Aftermath
honour. Among the Absolvers, it is traditional to serve Marius may
encounter Sergeant Cravis later during the
as leader to a group of mortal warriors first — the duty course of this
adventure. If Cravis was the sole survivor
chosen for Marius was to assist the Varonius Flotilla of the trio of
Voidsmen, he considers himself and
as he saw fit. Marius to have a
bond forged in blood, and will help
him in any way he
can. Conversely, if the Voidsmen all
Distress Beacon survived they
will have spread rumours of Marius’s
The Imperial Arvus Lighter that was to take Marius bravery among the
others, and all Voidsmen-at-Arms
received a distress call from a damaged voidship, one aboard The Herald
will be in awe of the Scout.
involved in a raid on a derelict space hulk some weeks
earlier. The ship had drifted through the void for Regardless of
Marius’ actions, a response to his report
several weeks before being noticed, and the pilot was on the encounter
awaits him when he arrives on the
obliged to investigate, docking with the ship’s battered Herald. His
Captain will berate him regardless of his
cargo bay. Signs of battle are everywhere, but the ship actions — either
for not making use of the resources
seems powered and there may yet be survivors. Read at his disposal,
or for placing too much faith in mortal
the following aloud; warriors. Such is
the lot of an Astartes Scout — there
is room for
improvement in all aspects.
Marius, there are but four warriors aboard your vessel —
yourself, and three Voidsmen-at-Arms, mortal soldiers
with experience but none of your enhancements and a TECHNOLOGY IN
THE
fraction of your training. The ship must be searched,
but the dangers are unknown. Do you scout it ahead of IMPERIUM
them, which will doubtless take longer, or trust in the The
Imperium’s technology is overwhelmingly
Voidsmen to fulfil their duty to the Emperor and search based on
ancient design rather than innovation:
the ship alongside you? new
inventions are seen as dangerous and
heretical —
anything worthy was discovered
If the Voidsmen join Marius, their clumsy movements long ago, and
all ‘research’ should be directed
make true stealth impossible, and the group is towards
better understanding the principles of
attacked by a Genestealer — a horrifying Xenos the past. The
Imperium’s citizens understand
creature which no doubt snuck aboard from the Space most
machinery poorly, and entrust the
Hulk. Have Marius make a DN 3 Ballistic Skill (A) Adeptus
Mechanicus with their curatorship.
Test. If he is successful, he downs the Genestealer with Tech-Priests
of the Adeptus Mechanicus carry
the Voidsmen receiving only some injuries. If he fails, sacred
ungents used to bless mechanisms
he kills the beast, but only after it slays all but one of and appease
the machine spirits within.
the Voidsmen — a young Sergeant called Cravis. By Technology in
the Imperium also has a horrific
searching the ship more thoroughly, Marius and Cravis element:
living criminals and Imperial citizens
do manage to locate some survivors and successfully are converted
into more useful forms such
evacuate them just before their supply of air expires. as servitors,
lobotomised cyborgs modified
to perform a
specific function. Exceptional
If Marius chose to search the ship ahead of the Imperial
citizens may also have their skulls
Voidsmen, have him make a DN 3 Stealth (A) Test. If preserved as
Servo-Skulls, which are a
successful, he locates the Genestealer nest undetected, common sight
on battlefields and among the
and ambushes the beast as it returns from a hunt. The
Administratum, levitating around as they act
creature is killed and the Voidsmen spared any danger, as
communications hubs or clerical assistants,
10 but a later search of the ship finds the victims of the or perform
all manner of other functions.
creature’s final hunt were the last surviving members
As they walk through the
vaulted engine rooms of the
Herald towards the Geller
Field Sanctum, Treave spots
some strange corrosion on
the engine parts near the
Geller Field Sanctum.
Have Treave make a DN 3 Tech

INTRODUCTION
(Int) Test. If
successful, Treave explains the issue
well, using the correct
terms in the Lingua Tecnis to

TRAITOR’S HYMN
convince the Tech-priest
it is worthy of his attention.

APPENDIX
Uttering ‘Spirit of this
machine, recount thy history to
me,’ Broder interrogates
a nearby cogitator, discovering
that the parts were
properly serviced recently and
should not show such
advanced corrosion. Broder
marks the issue for
further investigation.

If the Test is failed,


Broder explains the logical flaws
in Treave’s poorly
explained concerns, and tells the
Skittarius to stick to
matters he is more familiar with.
‘Your duty concerns
spirits of destruction, Skittarius.
Allow my expertise to
tend to these more subtle
machine spirits of
locomotion.’

Encountering Thaddeus
THE SKITARIUS Either way, as the pair
depart, have Treave make a DN
3 Awareness (Int) Test.
If he succeeds, he hears a
Galba’s pale, organic eyes alight on your own far soft voice singing with a
buzz of static underneath and
superior implants, Treave. He speaks, ‘and you, soldier rounds a corner to see a
member of the menial crew
of the Mechanicum — what business does Mars have running a cloth
reverently over a piece of machinery. If
with our noble Rogue Trader?’ Your mind scurries Treave fails, he
surprises the menial and doesn’t hear
through its vaults of information, and you recall your the singing. The menial
servant looks nervous and
own arrival on The Herald. guilty as he scuttles
away.

A few days prior, Treave was dispatched to The Herald Treave, do you report the
menial to Broder Able for
Varonius by his superiors, not as a prospective agent interfering with the
engines, which could agitate the
of Jackel Varonius, but to provide support to the Tech- machine spirit, or do you
write it off?
priests tasked with maintaining the ship’s many ancient
systems. The number of issues occurring inside the Broder Able will insist
that Thaddeus, the menial
ship’s formidable engines was above statistical norms, servant, is both known to
him and entirely harmless,
and the presence of an experienced combatant deemed claiming, ‘The one
designated Thaddeus is among
algormetically advisable. the few menials who show
proper respect to these
mechanisms. In another
life, he might have served the
Walking through the dark halls of the maintenance Omnissiah well. Leave him
to his duties.’
corridors while investigating fluctuating power loads
with a Tech-Priest, Broder Able, the usual blessings In fact, Thaddeus is an
agent of the Chaos Cult
of sacred mechanisms are performed. Broder is a very The Festering Abundace,
who has been spreading
exacting Adept with extremely finessed tools built into corrupted machine oil,
inviting the touch of Chaos
his arms, with a mass of skittering mechanical legs into The Herald. If
Treave reports Thaddeus, the cultist
providing locomotion. Broder’s primary obsession and overhears. He later
recognises Treave in the final
responsibility on board The Herald Varonius is to tend confrontation as someone
who attempted to interfere
to the Hydroponics Garden, and he expresses his wish with his plans and
attacks him directly.
to return there almost constantly.
11
THE ROGUE TRADER
Galba’s eyes alight on you
Lachlan, and he raises
an eyebrow quizzically.
‘Lachlan, I was under the
impression that your offshoot
of the Varonius dynasty
was languishing in disgrace.
Imagine my delight to see
I was misinformed. You will
serve the lord Varonius
well, I presume?’

Lachlan casts her mind back to


her tour of an asteroid
mining facility on a space
station in the Voidmire called
Ichne. A recent acquisition,
the right to oversee Ichne
was only the last in a long
line of profitable ventures
Lachlan had undertaken in her
ongoing attempts to
rehabilitate her reputation
with Jakel Varonius. Her
arrival was greeted with the
pomp and ceremony that
befitted her rank, but things
went downhill quickly.

During the tour, a nervous


administrator called Callius
acted as a guide for Lachlan
and her entourage,
weaving a winding path through
the facility, babbling
incessantly about the
challenges facing the station.
INFLUENCE His tour is carefully planned,
clearly designed to
Whenever an Agent uses their position and avoid certain sections of the
facility. His babbling
sway within a group to get something they is undoubtedly intended to
make questioning him
want, they make an Influence Test using their difficult, as every answer
seems swallowed up by
Influence rating (Fellowship −1). They must unnecessary explanations and
infuriating tangents. To
share a Keyword with the person they’re a merchant as skilled as
Lachlan, it is clear that Callius
trying to influence, and gain +1 on the roll is hiding something.
for every additional Keyword that would
apply. Since Fennic is part of a Rogue Trader Lies within lies
Dynasty, Lachlan shares the IMPERIUM Have Lachlan make a DN 3
Insight (Fel) Test. If
and ROGUE TRADER Keywords with she succeeds, she realises
that Callius is attempting
Fennic and so gets a +1 on the roll. to keep her from seeing the
worker habitation decks.
Furthermore, security seems
strangely lax, yet also
After they have rolled, the player can tense. The handful of Astra
Militarum soldiers — all
spend Wealth points to add Icons to the wearing the insignia of the
Gilead Gravediggers —
roll on a one-for-one basis. Sometimes this are few in number and clearly
nervous. If she fails,
represents simple bribery, at other times — Lachlan is unsure what Callius
is trying to keep from
such as when Lachlan is trying to impress her, though the Lieutenant who
leads the military
Fennic — it represents an ostentatious portion of her entourage
points out the situation with
display of wealth and influence, such as the guards.
buying the frightened trader a glass of
expensive wine. Wealth does not usually Lachlan, Callius is clearly
hiding something. Do you
refresh as part of gameplay and can only despatch one of your
attendants to investigate the
be regained by obtaining more resources station while you distract
Callius, or do you press the
within the game, but as this is a flashback matter with the administrator
yourself?
assume Lachlan has replenished her Wealth
by the events of Traitor’s Hymn.
12
If she presses Callius, his nervous demeanour only If she fails, there is
little option but to suppress the
worsens, and he sputters meaningless excuses while revolt with violence —
if Lachlan refuses to do so,
explaining very little. Have Lachlan make a DN 3 someone else will have
to, and she is summoned to
Persuasion (Fel) Test. If successful, the man collapses, answer for her failure
to Varonius directly.

INTRODUCTION
sobbing. He explains that a worker revolt is ongoing,
and production has all but stalled. Most of the station’s If Lachlan succeeds,
productivity actually increases,

TRAITOR’S HYMN
troops are engaged in trying to put down the revolt, resulting in an initial
improvement in her reputation.
but so far have struggled. If she fails, Callus denies However, word gets out
of her under-the-table deal

APPENDIX
everything until one of the frustrated guards nearby on Ostia. Enraged at
her going behind his back to
rushes forward to explain the situation. establish her own trade
route, but unable to censure
her directly, Jackal
assigns Lachlan to The Herald as a
If Lachlan despatches a spy, have her make a DN 3 ‘trade advisor’ to
captain Galba — a clear insult.
Insight (Fel) Test. If she succeeds, she chooses the
right attendant for the job, a Death Cult Executioner Lachlan’s reputation
precedes her. If she dealt with the
whose loyalty she inherited from an estranged uncle. revolt on Ichne
violently, then the Voidsmen-at-Arms
The ever-whispering assassin returns an hour later to aboard The Herald view
her favourably, knowing that
inform her of the revolt. If she fails, she dispatches a she appreciates their
particular talents. If she chose
less competent attendant, who still returns with news the more diplomatic
route, Lachlan enjoys the good
of the revolt, but also bearing a fatal stab wound that favour of Lord Radovar
Meldrake, who hopes to take
swiftly claims his life.. advantage of her
contacts on Ostia.

Containing the Revolt


It is clear that the revolt is beyond Callius’s means to
deal with — resolving it, and securing an important
supply of minerals for the flotilla, falls to Lachlan.

How do you wish to deal with the revolt? You have


AELDARI
sufficient Voidsmen-at-Arms with you to suppress Due to their alien
nature, all Aeldari suffer
the revolt violently, but they are trained to repel from the Intense
Emotion trait, which
boarding actions in brutal close range combat, and increases the DN
of all Resolve Tests they
are likely to inflict serious casualties. Alternatively, make by +1. If an
Aeldari character fails a
you may attempt to negotiate with the leaders of the Willpower Test in a
scene involving emotions,
revolt yourself. the GM gains 1
Ruin. Aeldari often walk
many paths across
their lives: in the past
If Lachlan chooses to suppress the revolt violently, Elatha walked the
Path of Awakening, which
it takes three days and results in many casualties. focused on
perceiving the world around him.
However, mining resumes, though the lack of workers This means he has
+1 on all Awareness (Int)
does result in diminished output. Disappointed with Tests (factored
into the sheet). The Imperium
the sudden drop in productivity, Varonius summons fears and loathes
aliens, or xenos as they
Lachlan to explain herself in person, lumping her in call them, and
most citizens will have never
with several other lower ranking agents to underline heard of xenos
species except in the warning
his displeasure — hence her presence on The Herald. sermons of priests
and glorious tales of the
Imperium’s
conquests. In the Gilead System,
No Good Deed Goes desperate times
led the Varonius Dynasty
Unpunished to work with
select xenos like the Aeldari,
Alternatively, Lachlan may negotiate with the leaders but this is a
dangerous gamble for Lord
of the revolt, whose demands mostly consist of greater Varonius in the
face of the Imperial Creed.
food rations. Lachlan has contacts on Ostia who can Aeldari sometimes
call humans ‘mon-keigh’
easily provide the required food. If she wishes, Lachlan as an insult.
can make a DN 3 Influence Test to arrange this.
13
Have Elatha make a
DN 3 Stealth (Ag) Test to see
how good his
hiding spot is. If Elatha succeeds, he is
well hidden from
sight. If he fails, the group on the
other side of the
deal have clearly clocked him; they
proceed with the
detail, but manoeuvre themselves
behind crates so
he doesn’t have a clean shot.

Korsakov
approaches the meet, cutting an impressive
figure in her long
grey coat. Elatha needs to make a
DN 3 Awareness
(Int) Test to spot the fusion pistol
in one seller’s
gloved hand. If Elatha succeeds, he
snipes the enemy
before they can poison Aelin. If
he fails, the
enemy moves with disturbing grace and
speed and
successfully poisons Aelin. As both sides
draw weapons the
long cloaks fall away, revealing the
sellers to be just
who Elatha suspects. Holding the
poisoned needle is
Samel Twicescorned, the Corsair
Captain who years
ago abandoned Elatha and her kin
on a hostile
planet.

Priority Target
Elatha, you are
here for Samel, but it is clear that
without your
assistance the human’s are doomed.
What do you
prioritise — taking Samel, or laying
THE AELDARI RANGER down covering fire
to protect Aelin and her people?

Of all his guests, Galba regards you with the most If Elatha saves
Aelin, she expresses her deepest
neutral expression — a clear attempt to hide the twinge gratitude and
comments that she will recommend
of fear he feels every time he looks at you. “You are not Elatha’s services
to her captain. If she was poisoned,
the first xenos I have entertained aboard The Herald, she ends up
severely wounded, but still thanks Elatha
but I must admit you have proved more useful than for their aid and
hopes that any future endeavours can
most, Elatha. I presume that, despite my best efforts, be a tad more
successful.
Varonius has learned of the service you did for me?”
If Elatha
prioritises killing Samel, she manages
Elatha recalls the time he was ‘hired’ to watch over a to wound him —
perhaps mortally — before he is
deal being carried out by Captain Galba’s Seneschal, dragged away by
his comrades. All of the humans
Aelin Korsakov, on the agri-world of Ostia. While save Aelin herself
are slain during the exchange.
the human clearly thought the idea of hiring Elatha While Aelin
recommends Elatha to Varonius either
was his own, in truth the Ranger was only using the way, she harbours
a deep grudge against the Ranger,
captain to get close to his true quarry — an Aeldari whom she suspects
could have saved her companions
Corsair who betrayed Elatha’s craftworld of Ul-Khari. if he wished to.

The details of the deal were of no concern to Elatha, Either way, it is


imperative to the craftworld that Elatha
who was perched in a sniper spot high above the learns how much
contact Varonius has had with the
exchange with his finely-tuned Ranger Long Rifle. Corsairs, and the
exact details of any alliance they may
Before shooting, he will have to confirm that the have struck.
Working for him as an agent is doubtless
sellers are who he suspects them to be. the best way to
achieve this.

14
NOBLE COMPANY LORD RADOVAR
MELDRAKE
When all the PCs have been introduced, Captain Galba Radovar Meldrake is a
rarity indeed — a former officer

INTRODUCTION
gives the order for the banquet to begin. While it is of the Astra Militarum
who survived long enough to
clear that great effort has been undertaken to creative retire. Meldrake held
the rank of Company Commander

TRAITOR’S HYMN
a suitably impressive spread, the results are somewhat on an Imperial world
during an Aeldari invasion,
questionable. and rose quickly in
prominence during the ensuing

APPENDIX
punitive campaign
undertaken to rout the Xenos from
Many dishes are simply corpse starch or other synthetic the system. This success
would ultimately lead to
foods drenched in overpowering spices. Others are his ennoblement, though
Meldrake’s dissatisfaction
exotic dishes with ingredients chosen for their rarity with civilian leadership
would see him depart with
rather than any culinary merit — stringy meat from the Varonius Flotilla
when the Rogue Trader passed
the fearsome megafauna of Nethreus, or borderline through the system.
rancid caviar from the blessed seas of Enoch.
Table Talk
The finest aspect of the meal is undoubtedly the At one point, he rudely
asks Elatha whether it’s true
handful of fresh fruit and vegetables taken from the that his people put
their souls into rocks. If Elatha takes
ship’s hydroponic farms, but these are almost entirely offence, Captain Galba
attempts to smooth things over
ignored by the noble company, who instead choose to quickly. Radovar carries
a strange alien-looking pistol
dine on the more exotic dishes and spend quite a bit of that Elatha recognises
as a Shuriken Pistol, but it is
time discussing the supposed merits of the awful fare. poorly maintained and
clearly only there to show that
he can flaunt an alien
artefact without fear.
Still, it quickly becomes apparent to the Agents that
these are powerful people — they could be useful allies Later in the meal,
Radovar offers Captain Galba an
or dangerous enemies. Over dinner, the Agents have apology for the absence
of his steward, Jerhan Astoff,
the chance to learn more about them, and about the who was to assist in the
banquet’s preparations.
Gilead System. Astoff is feeling a
little unwell and is currently visiting
the spa in the hope that
the cleansing waters of the
Shrine World will soothe
his ailment before they
GOSSIPMONGERS reach the flotilla.
Galba takes the opportunity to
espouse his appreciation
for the spa waters and their
If the Agents make a Skill Test against the DN listed or curative properties.
beat the Opposed Test noted beside an NPC or subject,
they learn the information in that paragraph. If they Gossip and Secrets
roll really well and get more Exalted Icons than they Gossip (DN 3 Persuasion
(Fel) Test): An Agent
need, they can Shift an Icon (see Further Rules on passing this test finds
out about Meldrake’s history,
page 21) to learn the information listed as ‘Secret’. and that despite his
‘noble’ appearance, he remains
a fearsome fighter,
retaking the Lasgun Accuracy and
This information can come from reading behaviour, Maintenance exams each
solar year, just as any line
remembering rumours, or from indirect clues. For soldier of his old
regiment would have done.
instance, Meldrake talks loudly about the irritations of
trying to obtain rare artefacts, or Alouette De Mornay Secret: Though he may
endure the presence of ‘tame’
whispering salacious rumours about a hidden heir to xenos, such as Elatha,
Lord Meldrake despises the
the Varonius Dynasty. Aeldari as a whole. This
is hardly rare in the Imperium.
However, Meldrake’s
hatred has lead to a sort of
twisted obsession with
the Aeldari, and especially
their technology. The
weapon on his hip is just one
example — it is
whispered that he hoards far more
exotic examples of xenos
technology. 15
TESTS IN
DETAIL
Opposed Tests
When two
characters go up against each
other directly in
a way that is not adequately
represented by DN
or Defence, they make
an Opposed Test.
The characters roll their
pools at the same
time (usually without a
Wrath die) and
whoever has the most Icons
wins. Anything
that would raise the DN for
ALOUETTE DE MORNAY one character
instead gives that number of
bonus dice to the
opposing character. On a
Alouette De Mornay is Preacher of the Ministorum, and tie, the character
who initiated the Opposed
dedicated to espousing the truth of the Imperial Creed Test wins.
and the everlasting glory of the Emperor of Mankind.
While others travel the Imperium spreading this truth, Shifting
Alouette’s faith takes another form. While she is quite A 6 on any die is
called an Exalted Icon,
capable of giving a fiery speech, her true gift lies in meaning that it is
worth 2 Icons and can
song — something only improved by the array of potentially be
spent for an additional effect.
carefully curated vox implants that adorne her form. If a player rolls
enough Icons on a Test that
She is a singer in the Perpetual Opera, a temple-theatre they manage to
equal the DN and still have
aboard The Herald which has been the site of endless an Exalted Icon
left over, they can choose to
veneration of the Emperor for 462 years and counting. Shift that Exalted
Icon by removing it from
Alouette speaks quietly at all times, to preserve her the total number
of successes and using it for
voice for just this purpose. She leaves before the meal one of a range of
cool effects:
ends, called back to her place in the Opera.
u Learn one
piece of information per
Table Talk Exalted Icon
Shifted: either the player
Alouette is gifted with a striking face and an air of can ask the GM
a question, or the GM
carefully-studied elegance. She is a particular favourite tells the
player one piece of information
of Jakel Varonius — something she cannot but help they would
otherwise struggle to learn.
mentioning. Indeed, she is en route to perform for
select members of the Varonius Dynasty on board u Make a
success on a Test exceptional,
Jakel Varonius’s flagship, The Ducal Circlet. gaining some
additional advantage
from it, which
the player and GM work
Gossip and Secrets together to
determine.
Gossip (DN 4 Persuasion (Fel) Test): Alouette’s
service in the Perpetual Opera was set to end several u Reduce the
time the Test takes, either
years ago, seeing her assigned to see to the spiritual by half or by a
suitable amount the
needs of an Astra Militarum regiment, much to her GM decides.
distaste. Only Jakel Varonius’s intervention spared her
from this. u As part of
an attack, add +1 Extra
Damage Dice
(ED) per Exalted Icon
Secret: She is secretly running messages for a Shifted (see
page 7).
conspiracy who are trying to legitimise a hidden heir
to the Varonius Dynasty, organised by Deacon Erysic u Add 1 point
of Glory to the Glory pool
Tondar. If Lachlan learns of this, she will also notice (see page 21)
once per test.
16 that the vagaries of succession mean her death might
serve Alouette’s plan.
Secret: Galba’s poor
oversight has led to a general
lack of discipline on
the ship. It is common knowledge
that a good deal of
petty theft is rife, and it has been
months since any proper
inventory of the lower decks

INTRODUCTION
has taken place. This
caused a riot some time ago,
though it was
suppressed mainly through the deft

TRAITOR’S HYMN
intervention of Morstan
Fife.

APPENDIX

MORSTAN FIFE
Voidmaster Morstan Fife
is head of the Voidsmen-at-
Arms aboard The Herald,
and tasked with overseeing
the physical security
of crew and guests aboard the
CAPTAIN GALBA ship. He only takes his
seat half way though the
meal, otherwise
carefully inspecting the security
Born to a longstanding military family, Marcellin Galba arrangements.
was destined to a role in the Navis Imperialis before
ever he was born. By the storied standards of his Once satisfied, Fife’s
demeanour relaxes somewhat. He
ancestors, however, his career was lacklustre at best. does not appear to be
expecting trouble and seems
He was ultimately assigned to serve with the Rogue somewhat relaxed,
though still armed with a power axe
Trader’s flotilla to avoid losing a more exemplary and ready to protect
his captain. He is a stocky man in
officer, though Galbin was told — and believes — his late 40s with
sandy, close-cropped hair.
the assignment to be a rare honour. Despite having
a relatively poor understanding of his crew’s relative Table Talk
strengths and weaknesses, Galba has made a point of Morstan interrupts
occasionally with various
studying every available detail about his ship. He talks administrative updates
for Galba, which seems to
about the ship incessantly, and is quick to talk up the annoy the Captain more
than anything else. Some seem
many attributes of his ship which he considers of note. quite serious — a brawl
in the lower decks resulting in
However, he does have a habit of getting the details a death, the discovery
of an illict distillery, and so on
wrong — the ship varies in length by as much as a — but Galba waves him
away constantly. If questioned,
kilometre between each telling. the Voidmaster will
stand up for his Captain, but will
quietly suggest to the
Agents that they see him later.
Table Talk
Captain Galba enjoys talking about The Herald, and Ensure that Morstan is
introduced to the Agents in
especially the Sanctified Spa, where the blessed this scene, as he will
have a prominent role in the next.
waters from Saint Bertahl’s Shrine on Enoch are used
in saunas and cleansing pools. He proudly declares Gossip and Secrets
their purifying and restorative benefits to any who Gossip (DN 2 Persuasion
(Fel) Test): It does not take
will listen. much to get Morstan
Fife talking about The Bilge, a
deck aboard The Herald
which has been locked off for
Gossip and Secrets years due to various
technical malfunctions. Fife wants
Gossip (DN 4 Persuasion (Fel) Test): While he comes the deck turned over to
him as a training ground for the
from a storied military family, Galba himself is a Voidsmen-at-Arms,
certain its hazardous environment
lacklustre leader. Assigned to a quiet defensive posting is just what the troops
need to hone their skills.
he would likely have served his entire life without
incident, but Gilead is anything but quiet. While he Secret: Morstan is just
what he seems — a loyal if
has yet to oversee any true disasters, or indeed to slightly frustrated
servant of the Imperium. Most
cause them, most consider it to be only a matter of time. simply think of him as
boring.

17
OTHERGUESTS&TOPICS ships, including a
hydroponic agri-ship, an Astra
Militarum troop
transport, and even a strike cruiser of
There are other guests present at the meal, including the Adeptus
Astartes. Examples include;
naval officers, representatives of various Imperial
bodies, representatives of local planetary governments, u Julyanna’s
Homecoming, a Piety Class Cruiser of
and others who business on the flotilla. Most will the Adepta
Sororitas, captained by Sister Superior
converse with the Agents if approached, mainly to Jessiael Thorn
discover who they are and what Varonius might want u The
Blepharoscourge, an Adeptus Mechanicus
with them. They keep the topic of conversation as manufactorum
ship overseen by Genetor Paravex
neutral as possible, typically discussing The Herald u The
Prerogative, where rumours place the hidden
Varonius or the flotilla as a whole, details of which can heir to the
Varonius Dynasty, is captained by
be found below. Ministorum
Deacon Erysic Tondar

The Herald Varonius You can find more


information on the flotilla in the
A Sword-class escort ship that is primarily used as a Setting Guide,
including secrets to drop in here.
messenger, VIP transport and long-range, The Herald
is one of the finest ships in the Varonius Flotilla. It
caters to those who have such obscenely large amounts
of wealth and power that they cannot imagine the life
of most people in the Imperium. Even the servitors HERESY ON THE
HERALD!
are gilded. Sword-class ships are notoriously tough, While the
Agents enjoy their meal, other
and The Herald Varonius has taken this even further: forces are at
work aboard The Herald. The
shipwrights have carefully retrofitted the ship with lax oversight
of Captain Galba has allowed
enhanced void shields and engines at the cost of a Chaos Cult
to infiltrate the ship, and infect
reduced armaments. As it’s not used for frontline the ship with
a techno-organic disease
engagements, it is built for speed and durability known as
Gellerpox. The infection is in the
above all else — designed to break through blockades, very early
stages, and the ship may yet be
survive bombardments, escape engagements, and saved.
However, the cult are unwilling to
otherwise reach its destinations intact. wait any
longer, and so have decided to take
matters into
their own hands. They intend
Primary Facilities: the Bridge; the Weapon Batteries to drag the
ship into the Warp, offering it
(primarily vast laser arrays crackling with energy); the up to the
Ruinous Powers as a gift that
Armoury; three Banquet Halls; guest quarters; crew they foolishly
believe will bring about their
quarters; an arena and opera house with customised own ascension.
servitors; a Hydroponics Garden for relaxation and
a backup food supply; the Grand Library; a Spa with
waters from a Shrine World; the Geller Field Sanctum;
the void shields; the Engine Rooms.
THE FESTING
ABUNDANCE
The Varonius Flotilla
Led by Jakel Varonius’s flagship, The Ducal Circlet,
the Varonius Flotilla is the most powerful fleet in The Festering
Abundance is a Chaos Cult that worships
the Gilead System. It came through the Great Rift in Fauster A’an, a
banned deity peculiar to the Gilead
Gilead’s hour of need and, despite the misgivings system. In truth
Fauster A’an is Nurgle by another
of many in the sector, Varonius has gathered many name, the god of
plague and disease. The cult has
allies under his fleet, often reaching out to those the been slowly
building up its influence on board The
Imperium considers undesirable. Herald. Its
initial goal was to infect the ship’s Geller
Field Generator
with Gellerpox, a horrific disease that
Governed by Jakel Varonius and the Circlet Council, the affects flesh and
steel alike. The generator is already
18 flotilla is a hotbed of power-hungry captains vying for infected, and the
cult had intended to retreat and allow
the dynasty’s favour. It plays host to many different Gellerpox to
spread throughout the flotilla.
Fortunately for the Imperium the cult, and especially and with each death
Thaddeus grew in hatred. When
a ranking member, Sullius the Drowned, is impatient the flotilla arrived in
Gilead, cultists of The Festering
and unwilling to wait. They have decided to speed Abundance found Thaddeus
and recruited him, and he
things along — quite against the wishes of those with was only too willing to
serve.

INTRODUCTION
an understanding of the grander strategy at play.
Thaddeus has been
spreading the oil throughout the

TRAITOR’S HYMN
Thaddeus ship’s Geller Field
Chamber, signing The Labourer’s
Thaddeus is the menial whom Treave spotted attending Lament as he goes. A
musical refrain from his

APPENDIX
the machines near the Geller Field Generator. It is he homeworld, the
Lament recurs throughout the
who infected the machines, using stolen Mechanicum adventure, as Thaddeus’s
incessant singing and the
oils corrupted by dark rituals to Nurgle. Thaddeus Gellerpox infection have
imbued the song into the now
does not fully understand the implications of his rotting machinery.
actions. He knows nothing of the Warp, and very little
of mutants or Daemons, though he has been told that
Fauster A’an will send his servants to help the cult in
its moment of glory.

Thaddeus’s fall from the Emperor’s light began many


years ago, when he was offered up to the Imperial Navy
as part of his home world’s tithe. Over long years of
hard labour, all of those who joined with him perished,

GREATER GLORIES
Not satisfied to simply have spread the
Gellerpox to the Herald, the cult has a
new goal. Sullius became aware of certain Sullius the Drowned
passages of a heretical book, Invocations Several months ago a
mutiny shook The Herald,
of the Emperor Indignant, which can be boiling out of the depths
of the menial quarters to very
combined into a powerful and blasphemous nearly threaten Captain
Galba himself. Were it not for
ritual capable of summoning a brief but Voidmaster Fife, he would
certainly be dead. The cause
massive warpstorm large enough to fling was a prolonged lack of
food, mainly due to corruption
The Herald into the warp. Though he does among the ship’s
officers. The riots were eventually
not understand all the details, the cult suppressed, and Galba
neglected to report their true
believes this will bring the ship into the extent. Though a rather
minor figure in the uprising,
presence of Fauster A’an, who will surely a menial named Sullius
was chosen to be made an
accept it as an offering and bestow some example of. He was dumped
into The Bilge, an ancient
kind of gift on his devoted servants. The and barricaded deck long
ago abandoned due to leaks
cult has at last gathered the materials for of radiation and toxic
materials. That would have been
the ritual, and have managed to ensure that the end of it, had not
Sullius survived. There, among
Invocations was purchased for the ship’s the rot and toxic fumes,
Sullius found a shrine to
library (see Treave’s flashback on page 11.) Fauster A’an. Throwing
himself on the god’s mercy, he
All the pieces are now in place, and the cult learned many dark
secrets, and is now a Rogue Psyker
is at last ready to act. Though this action will of some power.
accelerate the progression of the Gellerpox
infection, it has also made it very unlikely Sullius refers to this
event as his ‘drowning’, and it
that the ship will be able to subtly infect the eventually led him to a
position of influence within
rest of the flotilla. This will be cold comfort to The Festering Abundance.
Though pleased to have
the crew however, as they are very likely to infected the ship with
Gellerpox, Sullius is the main
perish if something isn’t done immediately. force behind taking
further action, as he simply cannot 19
wait to have his
vengeance upon Galba.
UNINVITED GUESTS scream a warning,
or perhaps a prayer, before a gout
of horrific sludge
erupts from the rift. Fife takes the
A terrifying lurch shudders through the ship, and worst of it,
saving his captain in the process, before
the lights flicker and dim. Alarm bells ring out and collapsing in a
sopping, writhing mess.
everyone feels the sickening sensation of a transition
into the Warp. Where once the screens showed the stars Ask the Agents
what they do, and give each a moment
of realspace, they now display scrolling text of Imperial to decide —
perhaps they gather their weapons, see
hymns and maxims. Over the ship’s internal Vox system, to the injured, or
attend to the unfortunate form of
the voice of a panicked officer can suddenly be heard. Morstan. After a
moment, the figure that was once
Morstan Fife
begins to stir… The Geller Field is meant
‘Captain Galba! Sir, we’ve undergone an unscheduled to protect a ship
in the warp, but due to its nascent
warp translation! The Navigator is screaming sir, and infection, it is
not functioning as it should. As a result,
the astropath has gone catatonic. We don’t know…’ a minor Warp
breach momentarily opened into the
Great Banquet
Hall. The gout of disgusting fluids was a
Galba’s face goes pale, and he has just a moment to stream of pure
corruption, and it has already begun to
murmur ‘May the Emperor protect us,’ before the entire work its foul will
on the once proud Morstan Fife. With
Banquet Hall seems to suddenly invert itself. Gravity a gurgling cry he
leaps from the ground and launches
sends everyone present falling ‘upwards’ towards the himself at the
Agents, striking first at whoever is
roof. The Agents must all make DN 3 Athletics (S) closest —
including those who came to his aid.
Tests to avoid falling hard onto the ceiling. Anyone
who fails the Test falls Prone and takes 1d3+1 damage, Before the Agents
can enter combat, they must
ignoring armour. Any Agent who succeeds in their all make a DN 3
Fear Test because of the Mutant
Agility roll can also choose to draw a weapon if they Morstan’s
Frightful Form Battlecry. Battlecries activate
wish. Read the following text aloud. either at the
start of a combat or when the Threat takes
its first Turn.
You will need the Possesed Mortals’s
Before you have a chance to recover, reality seems Threat Profile
(see page 46) for this fight. If the Agents
to tear itself open in front of you. Through a horrific prove unable to
deal with Morstan, then Lord Radovar
rent in reality, a twisting landscape of foetid trees and Meldrake will step
in to assist them. He will empty
green-brown skies is momentarily visible. Before you the Aeldari pistol
on his belt into the creature, killing
can react, Morstan Fife, who landed on his feet with Morstan and
destroying the pistol — an annoyance
athletic confidence, throws himself between the breach Meldrake is
certain to blame the Agents for.
in reality and Captain Galba. He seems about to

20
FURTHER RULES Glory Pool
Glory is a shared pool
of points that all players can
contribute to and
spend. The Glory pool starts each
With combat joined, there are some important new rules session empty and can
only ever contain a maximum

INTRODUCTION
to introduce. Wrath and Glory is a game of fast-paced Glory of 6. Players add
1 Glory to the pool whenever
combat, so these shouldn’t be too overwhealming, but they roll a 6 on their
Wrath die, and they can choose

TRAITOR’S HYMN
you may want to bookmark the following few pages so to Shift an Exalted
Icon to add 1 Glory to the pool.
that you can reference them later. Because Glory is a
shared pool, players should make

APPENDIX
sure everyone is happy
before spending it.
The Wrath Die
From now on, players should designate one of their Players can spend Glory
Points to:
dice to be a Wrath die. In every roll a player makes,
one dice should be of a different colour — this is called u Add 1 die to a
Test per Glory Point spent, after the
the Wrath die. initial dice roll
and any Wrath re-rolls.
u Increase the
damage of a successful attack: add 1
Wrath dice act exactly the same as other dice in the damage per point of
Glory spent.
pool, but a 1 or a 6 also has a dramatic effect on the u Improve the
effect of a Critical Hit (see page 23).
scene. If the Wrath die rolls a 1, it means that the GM u Seize the
Initiative during combat (see page 22).
adds a Complication to the scene. Wrath Complications
provide the perfect opportunity for the GM to open up
new information, introduce conflict, or raise the stakes. FEAR
TESTS
When they witness
unnatural horrors, Agents must
If the Wrath die rolls a 6, it means that not only has make a Fear Test using
their Resolve against a DN
the player rolled an Exalted Icon (worth two Icons, dictated by the source
of the Fear. If they succeed,
remember) but they also have an extra special effect they may act normally;
if they fail, they gain the
(known as a Wrath Critical). In combat it also means Fear Condition,
meaning that all Tests they make
you cause a Critical Hit. are at +2 DN until the
end of the scene or until an
ally passes a
Leadership (Wil) Test of DN 2+ the
Wrath Criticals and Complications do not change the source’s Fear value.
outcome of a roll, and both apply whether the roll
succeeds or fails. For instance,
the Mutant Morstan causes
Fear with a DN 3 Test,
so the Agents roll their
Wrath Points Resolve. Sister
Honoria is resolute in the face of
Agents start every session with two Wrath Points (or the Ruinous Powers as
she rolls a 3, 3, 5 and 6
four if they have the Touched by Fate Talent). The GM on her Resolve Test of
4 dice. The 6 counts as 2
can award Wrath Points for good roleplay or a really Icons and the 5 counts
as 1, so she meets the DN
awesome moment. Every Agent also has an Objective of 3. Unfortunately,
Somnus rolls a 1, 2, and 4 on
for the adventure that immediately gives them a Wrath their Resolve Test,
which means they take +2 DN
point when they achieve it. to all Tests for the
scene. Honoria, realising that
Somnus is struggling,
rolls her Leadership (Will)
Players can spend a Wrath Point to: of 6 dice and gets 5
Icons, matching the DN of 5.
She urges Somnus to
remember their training and
u Reroll every dice showing a 1, 2 or 3 on a single remain strong,
removing the Fear condition from
Test (except a Wrath Die that rolled a 1). the Psyker.
u Add a minor narrative element in the current scene,
collaborating with the GM to make sure it fits.
u Take an Action to recover Shock equal to Rank +
Tier, as long as they are still conscious.

21
Damage in Combat COMBAT RULES
When an Agent is at risk of harm, they take damage.
An Agent reduces the damage they take by their Initiative
Resilience, and takes any remaining points of damage In combat, the
initiative order for each Round passes
as Wounds. If a source of damage says it ignores between the
players and the GM. The players choose
Armour, use the character’s base Resilience rather one Agent to act
first. When that Agent has acted,
than their total Resilience. Some weapons are Armour the GM chooses a
Threat or NPC to act next. Then
Piercing, written as AP −1 or −2. If so, the damage the players choose
a different Agent to act, pass the
ignores either 1 or 2 points of Armour. Turn back to the
GM, and so on. Once everyone in the
scene has acted, a
new Round begins with one of the
Example: Lachlan failed her Agility roll to land Agents again.
gracefully when she found herself unceremoniously
falling towards the ceiling. The GM rolls 1d3+1 for When an Agent has
finished their Turn, another player
falling damage. A d3 may be rolled by taking a six- can spend 1 Glory
to Seize the Initiative and act next.
sided die and divide the result by two, rounding up. After a Threat
acts, the GM can spend 1 Ruin to Seize
This results in Lachlan taking 4 points of damage. the Initiative and
have another Threat act next.
Lachlan has a Resilience of 7, but this roll ignores
armour, so she reduces the 4 points of damage by her Actions
base Resilience of 3. That means Lachlan has to take Each Agent can
make one of each kind of action in
the remaining 1 point of damage as a Wound. a Round:

Lost Wounds and Death Combat: A task


requiring the majority of the character’s
A character who has suffered any Wounds has the focus, such as
attacking or performing most actions
Wounded Condition, meaning att Tests are at +1 DN. that require a
Skill Test.
When a character takes more Wounds than their
Maximum Wounds, they are Dying — unable to act Simple: A task
requiring some degree of attention but
and barely clinging to life. They immediately fall Prone. not the
character’s full attention, such as reloading
a weapon or using
the Awareness (Int) skill to learn
If a character suffers further damage that would more about the
situation.
cause them to take a Wound while Dying, they take
a Traumatic Injury instead. If a character suffers more Reflexive: An
instinctive task that a character
Traumatic Injuries than their Tier + 1 (so, 3 for this can make outside
of their Turn, such as defending
adventure), they die. If the character’s Wounds are themselves using a
Talent.
restored (for instance, from a Medkit or a Regroup),
they are no longer Dying. Movement: An Agent
moving their Speed in meters,
or navigating a
challenging obstacle.
Determination
Agents have a special ability called Determination that Free: A task that
requires little effort, such as opening
allows them to shrug off some damage. Whenever an unlocked door
or shouting a warning. Characters
an Agent would take a Wound, they can roll their may take this
action multiple times.
Determination to try and convert that Wound into
Shock. Shock starts at 0 for every Agent. Every Icon Some actions, such
as Sprinting or taking Full Defence
the Agent rolls on their Determination Test can convert require the
character to use their full Round.
one Wound into Shock. An Agent who takes more
Shock than their Maximum Shock gains the Exhausted Example: The
players decide that Sister Honoria
Condition until they have Shock restored. should act first
so she can use her Leadership as a
Simple Action to
bring Somnus out of their state of
Example: Lachlan rolls her Determination to try and terror (see Fear
Tests on page 21). Honoria can also
take that 1 Wound as Shock. She rolls her pool of 2 take a Movement
action to walk her Speed in metres
22 Determination and she gets a 4, which provides the towards the
possessed Morstan Fife, and a Combat
one Icon she needed to turn her Wound into Shock. Action to shoot at
it with her Bolt Pistol.
Attacking additional ED, she
rolls 2 dice for her ED. She gets a 3
Attack rolls work in a similar way to other Skill Tests. and a 5 for 1 Icon,
which adds +1 to her pistol’s base
The character uses their Ballistic Skill (A) or their damage. A total of
11 damage on the Possessed Mortal
Weapon Skill (I) depending on whether they are — a highly effective
hit against most enemies.

INTRODUCTION
attacking at range or in melee. The DN for an attack
is the Agent or Threat’s Defence. The attack hits if the Morstan’s
Resilience is 8. If an Agent’s attack was

TRAITOR’S HYMN
Icons on the roll meets or exceeds their Defence. Armour Piercing
(AP), it would ignore a number
of points of
Resilience equal to the AP rating of the

APPENDIX
The attacker then applies the amount of damage listed weapon, to a
maximum of the targets AR. In this
under their weapon or attack and rolls a number of case, Honoria’s
Bolt Pistol has no AP but does a lot of
dice equal to their ED (Extra Damage Dice). Any Icons damage. Subtract
the Possessed Mortal’s Resilience of
rolled on the ED roll add to the listed weapon damage. 8 from the damage
total. That leaves 3 Wounds for it
For melee weapons, the base damage is the character’s to take, halfway to
its Maximum Wounds of 6.
Strength plus the number listed. Reduce this total
damage by the target’s Resilience. The target suffers Threat attacks work
in exactly the same way. The
Wounds equal to the remaining damage. Threat’s dice pools
are listed on their Threat Profile,
with only the most
important ones listed and a ‘Default’
Threats and Determination dice pool for
everything else they might need to roll.
Only some Threats can use Determination, as listed on
their Threat Profile under the ‘Determination’ section, Critical Hits
and it usually requires the GM to spend a point of Ruin. If a player rolls a
successful hit with a 6 on the Wrath
die, they can
inflict a Critical Hit in addition to adding 1
Example: Sister Honoria shoots at Morstan. The Glory to the pool.
If the attack misses, the Critical does
target’s Defence is 3, so her Ballistic Skill (A) pool of 6 not happen, but if
the attack hits and the damage does
has to roll 3 Icons or more. She succeeds, rolling a 2, 2, not exceed the
target’s Resilience, the Critical still has
4, 4, 4, 6. On top of the 3 Icons needed to hit, she has its full effect.
an Exalted Icon, which means she could give the group
a point of Glory or add +1 to her ED roll. She chooses The Wrath & Glory
Rulebook has a table to roll on
to add to her damage. for Critical Hits,
but for this adventure we recommend
choosing a simpler
option from the simplified Critical
Honoria’s Bolt Pistol does 10 damage plus 1 ED, but Hit Table below.
Each Critical Hit also has an option
because she Shifted an Exalted Icon to give herself for a greater
effect if the Agent spends 1 Glory to
activate it.

CRITICAL HIT TABLE

d6 Roll Outcome
Disarmed: Whether this is the loss of a weapon or the removal of a
limb, the character must
spend a Simple Action retrieving, regrowing, or replacing their weapon.
If they cannot replace
1 or retrieve the weapon, they are unable to use that form of attack
until they can replace it.
Glory: They also take 1 Wound.
Visceral: The attack causes 1d6 additional damage.
2
Glory: Their Resilience is also reduced by 1 for the rest of the scene.
Chain Reaction: The attack causes 1d3 additional Wounds.
3
Glory: Another target within range also takes 1d3 additional Wounds.
Bleeding: The target takes −1 Resilience until the end of their next
Turn.
4
Glory: The −1 to Resilience lasts until the end of the scene.
Parry: The attacker gains +1 Defence until the end of their next Turn.
5
Glory: This Defence bonus applies to an additional character.
Weak Point: The target takes −1 Defence until the end of their next
Turn. 23
6
Glory: The −1 to Defence lasts until the end of the scene.
VIOLET ALERT Lieutenant Kalassar
The officer on the
vox earlier was Lieutenant Kalassar,
With Morstan defeated, Captain Galba emerges from a competent if
inexperienced flight officer that Galba
behind the chandelier and calms his guests, then waves has delegated many
of his responsibilities to. If the
over the Agents. He is terrified, and his instinct is to Agents think to use
the vox they can contact Kalassar,
start ordering people about until the issue is resolved. who can confirm the
following:

Galba says: ‘You there! You are hand picked agents of u The
Navigator and Astropath, two Psykers whose
Varonius, no? Sort this out! Morstan is… Morstan is presence is
essential and therefore tolerated on Imperial
not currently available, so the duty falls to you.’ ships, are both
unresponsive after experiencing some
sort of mental
shock, but are alive.
The Agents will no doubt have questions, but Captain u The ship is
indeed currently in the Warp.
Galba is almost useless, and simply repeats that u The Geller
Field is active, but fluctuating, and is
someone has to deal with this mess. Most citizens of essential to
everyone on the ship retaining their
the Imperium know nothing of the Warp, Daemons, life and sanity.
or the exact cause of mutation, and will be of little u There are
voices on the vox that Kalassar doesn’t
help. Others may provide better suggestions, and the recognise, but
which are screeching praise to
Agents may attempt appropriate Tests to find out more. something called
‘Fauster A’Aun.’
Once the Agents
have received this information, the
Lord Radovar Meldrake line becomes
difficult to understand. Amidst the static,
Meldrake has seen a lot of things in his time, and is The Labourer’s
Lament can be heard (see page 28).
privy to some facts kept from the general populace of
the Imperium. He does not know what the Warp is in Prior Knowledge
any detail, but does know that it is a realm of danger Information on the
Warp, Daemons, and even
and corruption — a necessary evil used to facilitate Mutants is tightly
controlled, so the Agents may not
faster than light travel. He also knows that the Geller understand at all
what they have just witnessed, or
Field is meant to keep the Warp at bay, and it is not exactly how bad a
situation they are in. Agents who
hard to deduce that something might be wrong with it wish to know more
about what is going on can make
if otherwise upstanding Voidmasters are erupting into the following
tests.
tentacles and teeth in the middle of a banquet hall. He
will inform the Agents of this if he thinks they are u Agents may
attempt a DN 3 Scholar (Int) Test to
willing to address the situation. see what they
know about the Warp. Those who
24
pass know that voidships use the Warp when Before the Agents
depart, the Vox on the ruined
travelling between systems, and that it is somehow remains of Morstan
Fife’s belt crackles. On the other
dangerous. If Sister Honoria or Marius pass this end is Emsley
Bardotte. She and her team of security
Test, they also know that the Warp is a corrupting are pinned down in the
Macharian Banquet Hall,

INTRODUCTION
influence that can cause mutation, and that certain desperate for help.
The Macharian Banquet hall is
dangerous entities dwell there. quite close, and Galba
will inform them that they must

TRAITOR’S HYMN
u Agents can attempt a DN 3 Tech (Int) Test to see leave via it in
any case.
what they know about Geller Fields. Those who pass

APPENDIX
recall that they are essential to the safe passage of As the Agents plunge
into the depths of The Herald
a ship in the Warp. Treave, if they are present, gets Varonius, they hear
the sound of the Great Banquet
3 bonus dice on this roll due to their background. Hall’s double doors
closing behind them, and the
u Elatha need not roll at all — though he knows sound of tables
being dragged to bar entry back into
nothing of Geller fields, the Aeldari are far more the great hall -
Captain Galba has recovered sufficiently
knowledgeable about the Warp than most Imperial to become concerned
over his own safety. The Agents
citizens. Though they do not discuss it, the collapse will not be able to
re-enter easily.
of Aeldari civilisation spawned a new Chaos god,
and they remain exceptionally fearful of Daemons
and their influence.
THE GELLER FIELD
The Agents should decide to address the situation at this The Agents’
knowledge of Geller Fields
point, and Galba will recover his senses long enough is imperfect, but
they will likely learn that
to ensure they all have Vox Beads to communicate they are somehow
essential to the ship’s
with one another before they leave. This is also to safety. Ships that
travel long distances
ensure that he can keep tabs on their progress, as well must pass through
the unstable, daemon-
as issue them further orders. Should the Agents decide infested dimension
known as the Warp
to stay put, conditions on the ship will deteriorate or the Immaterium.
The Geller Field is
quickly. Reports on the vox talk about monstrosities in a piece of
technology that shields ships
the hallways, and odd events in the Library and near from the roiling
Warp as they make this
the Geller Field Chamber. The Banquet Hall is again journey. When The
Herald Varonius was
attacked, this time by assorted Threats chosen from unexpectedly
dragged into the Warp, the
pages 46-48. It should become clear that staying still Geller Field went
through an emergency
will lead to nothing other than death. If the Agents still activation. This
is no small feat, requiring
don’t get the message, Lord Meldrake will eventually the sudden
attention of hundreds, and has
take matters into his own hands, and order them to resulted in power
being lost to many of the
accompany him into the bowels of the ship on pain of ship’s decks. It
also almost killed the ship’s
death. He is quite serious, and will shoot at least one of Navigator, a
Psyker skilled in guiding ships
the Agents to make his point. in the Warp.
The Geller Field
Generator envelops the ship
One Last Thing in a bubble of
realspace. If it fails entirely,
Lord Meldrake catches Lachlan’s eye before the Agents the corrupting
forces of the Immaterium
leave and nods to a corner of the room where they can invade the
ship and cause mutation,
can talk privately. His Steward, Jerhan, is also aboard madness, and
possession. With the Geller
the ship, and has a case with rare and valuable cargo. Field fluctuating,
the insidious influence of
Meldrake offers to reward Lachlan handsomely if she the Warp is
already seeping into the ship
brings the case to him. If his steward survives, that and its crew. To
save The Herald, the Agents
would be good too, he supposes. He hands over a data must repair the
Geller Field Generator in the
slate keyed to a tracking device in the case; it points stern of the ship.
The Geller Field should then
to the Prestige Arena beyond the Macharian Banquet keep the ship
insulated from the ravages
Hall. If Lachlan is not present, Lord Meldrake will of the Warp until
the ship’s Navigator can
consider Treave or Somnus for this task, especially if safely guide it
back into realspace. 25
either of the Agents has already spoken with him.
WHAT HAPPENS NEXT? The
Great Banquet Hall

Roleplaying Scene

Battle with Morstan


The Agents make their way through the ship to the
Geller Field Sanctum. There are a limited number of
routes they can take, with just a couple of choices
to make. Though the ship is packed with numerous The Macharian
Banquet Hall
Rescue Emsley
Bardotte & security force
twisting corridors and access shafts, for reasons of
Cultists &
a Possessed Mortal
logistics and engineering most routes converge on a
number of key locations. The diagram on the opposite
shows how Agents can navigate the various areas of
The Grand
Library
the ship to reach the Geller Field. Ritual to keep ship
in Warp storm
Aretina
Kaldo
What’s Really Going On? Book from
Psyker’s intro
Cultists & Cult
Leader; Servo Skulls
The Festing Abundance, a cult of the Chaos God Nurgle,
has been infiltrating the crew for months, intent on
spreading Gellerpox to the ship. In this they have
The Prestige Arena

Place for modification


already succeeded, and already a malignant disease

Jerhan Meldrake & Spirit Stones


of flesh and steel has begun to fester thanks to the

Combat Servitors or Clawed Fiend


efforts of a menial and cult member called Thaddeus.
Not satisfied, more ambitious members of the cult
have used the ritual in the book acquired from the
estate of Lady Maldonado (see Somnus’ vignette on
The Chapel of Saints
Needs
cleansing but can be a Regroup spot
pages 6-7) to summon a Warp storm which has flung

Can leave civilians here


The Herald into the Warp. As the infected Geller Field

Unsanctioned Psykers
grows weaker, daemonic infestation spreads through
the ship. The Festering Abundance plan to offer the
ship to ‘Fauster A’an’, as they refer to Nurgle, as a
gift. Unfortunately for them, this offering is beneath The Hydroponics
Garden
Centre of ongoing
Nurgle infections
the mighty Father of Plagues, and what daemons have
Broder Able and
Fennic Varonius
been drawn to the ship are anything but impressed by Poxwalkers;
Cultists;
the cult, who would have better served their master by Nurglings &
Plaguebearer

allowing the Gellerpox to spread unnoticed.

What’s in a name?
The Perpetual Opera

Gellerpox Mutants
Just as the cultists refer to Nurgle as ‘Fauster A’an,’

Alouette De Mornay
neither will most of the Agents have any clue about
Gellerpox Mutants; Nightmare Hulk
the true name of a Ruinous Power. Agents may
attempt a DN 8 Scholar (Int) Test to have heard tales
of a Ruinous Power associated with disease (Honaria
and Marius have +3 Bonus Dice in this Test, due to The
Sanctified Spa
Holding
out against Chaos
their backgrounds), but otherwise Nurgle is a name
Shrine water
redirected into ship’s sprinkler
known only to a senior military and religious leaders system to drive
back Daemonic influence
of the Imperium. Pursuing further knowledge of Brief
purification and healing

Fauster A’an and his true name could be interesting


material for a future adventure involving these Agents,
and may well bring them to the attention of powerful The
Geller Field Sanctum

Thaddeus & Servitors


people, including the dreaded Inquisition itself!

Restore the Gellar Field or

reject the Gellar Field

26
CROSSFIRE Before the Agents can
ask more questions, they hear
the sound of cries and
shrieks as more Cultists swarm
As the Agents move through the hallways towards the down the corridor.
Macharian Banquet Hall, the lights flicker and they
hear a barely perceptible humming. A strange piece Salvage
INTRODUCTION
of music starts to play across the vox speakers, with Emsley hands over a
couple of useful bits of Wargear

TRAITOR’S HYMN
words slowly becoming clearer as it plays. from her downed squad
members:

APPENDIX
At first, the corridors of The Herald are eerily silent. u One Flak Coat (AR
3), bloodstained but whole.
The only signs of life are the fresh scorch marks of
lasgun beams across the walls and bloody smears u Two Medikits; a
character with a Medikit can make
along the floor. Droning static plays through the vox a DN 3 Medicae (Int)
Test to:
system, setting the Agents on edge. If the Agents • Restore
a Wound to a character.
succeed at a DN 3 Stealth (A) Test, they enter the Every
Exalted Icon Shifted restores 1
banquet hall unnoticed and can Ambush the enemy, additional
Wound.
which means the Threats in the scene don’t get to act • Remove a
Condition from a character.
in the first Round of combat unless the GM spends a This is DN 1
if the Condition is Hindered.
point of Ruin. • Restore
Rank +1 Shock (3 in this
adventure)
to a character.
Voidsmen-at-Arms fire over makeshift barricades
at humans in the tattered remains of crew uniforms, u Enough ammo to
refill the Agents to their
pulsating boils growing out of their rotting skin. They maximum capacity of
three
run screaming towards the barricade, too many for
to cut down. Emsley Bardotte tries to keep her people u Torches, which
can be clipped onto weapons
together, but it’s clearly only a matter of time before or armour
they break. As you watch, one of the attackers freezes
in place. Pus drips from his ears and eyes, and his u A Respirator that
makes the wearer immune to
form begins to swell, weeping corscuating light and airborne toxins and
poisons for up to 2 hours
bile in equal measure.
u 3 doses of Stimm,
a drug that immediately restores
These are a handful of the naive crew initiated into 1d3 + 3 Shock when
used as part of a Medicae
The Festering Abundance. Having pledged themselves (Int) Test
to their diseased god, their physical forms are already
changing to better suit their master’s predilections.
Combat is all but unavoidable, unless the Agents wish
to watch Luitenant Bardotte and her Voidsmen die
horribly. This fight has two sets of enemies, six Chaos
Cultists, who are less powerful but have numbers on
their side, and a Possessed Mortal.

After dispatching these Threats, the Agents have a


moment of respite. If Emsley was injured in Honoria’s
flashback at the start, she needs a DN 3 Medicae
(Int) Test to patch her up. If an Agent makes a DN
3 Leadership (Fel) Test, Emsley and her troops pull
themselves together. When the bells went off, they
managed to grab a few things from the Armoury
before they were driven back to the Banquet Hall. The
crew members who attacked them seemed driven by
some murderous drive: they can’t be reasoned with.
Endless Hordes THE
LABOURER’S
As you finish gathering your equipment, there is a
sudden yell from one of the survivors, and the snap
LAMENT
This short
verse crops up throughout the
of Lasgun fire. From a door leading to the food stores, adventure.
Early on, the agents may catch
horrifying figures emerge. A stench seeps into the a few broken
lines through a crackling vox
Banquet Hall, of rotting flesh and, oddly, machine speaker.
Later, the lyrics are rusted into
oil. Though the first few fall to massed fire, the horde the walls or
present in the discordant hum
looks endless, and others doors around the Banquet of cultists.
A DN 3 Scholar (Int) Test by
hall are starting to bulge inwards. The upcoming any of the
IMPERIUM Agents means they
horde threatens to overwhelm any defence you might recognise
this as the Labourer’s Lament,
an anthem
occasionally sung to workers to
be capable of mounting. What do you do?
remind them
of the sacrifices demanded of
them by the
Imperium.
In the face of these further horrors, the Agents must
escape the Banquet hall or die, albeit gloriously. If they Toil in
service, workers dear
stand and fight, it becomes clear that the horde will Come ye
now to service,
keep coming until the Agents are completely destroyed. Know the
Emperor is near
The Horde is made up of a few Cultists and numerous And
always will protect us.
Vox-shamblers, a variety of Gellerpox Mutant fused
with twisted machinery. They repeat verses of the Though
ye toil for Golden Throne
Labourer’s Lament , spliced with snippets of machine And
sweat and bleed in labour,
code that Treave will find particularly abhorrent. The
Emperor holds tight his own
Agents passing a DN 3 Awareness (Int) Test will And
keeps us in his favour.
notice that something is different about these latter
attackers. They are infested not just with boils, but If the Agents
sent Lieutenant Bardotte and her troops
with wiring and cabling that seems to erupt from back, Galba will
also thank them for prioritising the
within their flesh — the remains of tools they were safety of the
ship’s most vital crewmember — himself.
using when they were infected, or augmetics overcome When deciding
where to go, Agents may check on the
by the disease. tracker pointing
to Lord Meldrake’s brother, which
directs them to
the Prestige Arena. However, inform
The Agents still need to get to the Geller Field, but Somnus that the
Agent feels a welling of power from
Bardotte and her troops are unsure what to do, looking the Libris Altus.
Galba cares little how the Agents
to the Agents for instruction. The Agents can choose proceed, as long
as they do.
to send them back to the Great Banquet Hall to protect
it or risk taking them deeper into the ship. If the Navigating The
Ship
Agents choose, they may wish to leave the Voidsmen The Herald
Varonius is vast, a small city with its own
here to cover their retreat. They will refuse to do so, workforce of
crew. Travelling through the corridors,
as it would clearly mean their death, unless Marius is whether the
gilded concourses or the warren of crew
present and won the respect of the Voidsmen during tunnels and
facilities, takes time. These travel sections
his vignette (pages 9-10). In this case they do their can be lengthy or
short depending on your preference:
duty to the Emperor, giving the Agents ample time to you can have
Agents make Awareness (Int), Stealth
escape. As the Agents leave the Banquet Hall, Captain (A), and
Athletics (S) Tests to navigate the ship
Galba contacts them via voxbead to congratulate them and avoid the
cultists and Gellerpox Infected that
on their victory, and (if the left the Voidsmen behind) increasingly
appear. If they wish to, they can use Skills
to inform them of just how gruesome a death they are like Tech (Int)
to tap into cogitators and get a map
facing. He says: of the
surrounding area, or Cunning (Fel) to draw
the Cultists into
a trap. Alternatively, if the Agents
You’re clear of the Banquet Hall? Good! No, you should suggest a plan
that seems particularly clever, you
continue toward the Geller field Generator in the ship’s may allow them to
succeed without requiring a roll.
stern as quickly as possible. From where you are now Any encounters
should be brief, and serve to spice
28 you can get there either through the Prestige Arena or up the adventure
or unsettle the Agents if they are
the Grand Library, as seems best to you. becoming
complacent.
Ruin Mob Rule
Ruin is a resource GMs can use to make Agents in Wrath and Glory
are often severely
things more exciting for the Agents or escalate outnumbered, and it can be
difficult to track a

INTRODUCTION
the stakes of a situation. It should never be half dozen or more enemy
NPCs. To simplify
used to punish the players or to try and ‘win’. this, a group of identical
troops, such as these

TRAITOR’S HYMN
Some enemies have abilities that can only be Cultists, can be formed
into a Mob.
activated with Ruin, which are listed in their

APPENDIX
Threat Profile. Mobs always act as a group.
Though they can split
their attacks between the
Agents, they are more
The GM can also spend 1 Ruin to: dangerous when they gang up
on a single target.
u Reroll failures (but not Complications) on If all six Cultists
attack the same Agent, the Mob
any Test for an NPC. rolls a pool of dice equal
to their Weapon Skill (5),
u Seize the Initiative once per Turn. and add +1 die for each
member of the Mob, to a
u Have an NPC act in the Ambush Turn. maximum of half the
total enemies in the Mob (for
u Restore 1d3+3 of an NPC’s Shock. Doing so a total of 8 dice, in
this case). When a mob targets
counts as an Action for that NPC. more than one Agent, decide
how many members
u Make a Determination roll. of the Mob attack each
one. In this case, the Mob
rolls a dice pool equal to
their Weapon Skill (5),
The GM gains 1 Ruin whenever: and adds +1 die for every
two members of the Mob
u A player fails a Corruption Test. involved in that
attack. Not quite as effective, but
u A player fails a Fear Test. still dangerous, and
much quicker than resolving
u The GM rolls a 6 on the Wrath Die. the attack of each
member individually.

Perils of the Warp When attacking a Mob,


Agents roll as normal,
Rolling a 1 on a Wrath die during a Test for hoping to get as many icons
as Mob’s Defence
Psychic Powers means the character brings some (2 for the cultists.)
Additionally, each icon above
consequence of the Warp. The Wrath & Glory the Mob’s defence hits an
additional member of
Rulebook contains lots of Perils of the Warp options, the Mob, thanks to how
closely they are packed
but for this adventure, we suggest choosing one together. Each member of a
Mob is treated as
from the Perils of the Warp table below. having only 1 wound — as
long as your attack
does more damage than the
Mob’s resilience,
PERILS OF THE WARP TABLE each member of the Mob hit
is killed.

d6 Roll Outcome For example, Elatha shoots


at the Mob of
The Labourer’s Lament: The humming Cultists with his
Ballistics Skill (Ag) of 6 and
background noise of the Labourer’s rolls 4 Icons, he’s managed
to kill one Cultist
1–2 Lament becomes deafening and everyone
(including enemies) in the room is at by equalling their Defence
of 2 and then two
+2 DN until the Psyker’s next Turn. more for the 2 additional
Icons he rolled over
Melting World: An immaterium the Defence DN of 2.
incursion makes the room melt around
3–4 the characters. They can only move at The Possessed Mortal is an
individual Threat
half Speed for the rest of the scene unless
they make a DN 3 Willpower Test. rather than part of the
Mob, but bear in mind
that the Agents have to
make a DN 3 Fear Test
False Face: Every ranged shot a
character makes for the next Round at the start of the combat
because of its Frightful
has a chance to hit another character Form, before the Ambush.
or Threat, as they change their aim
5-6
without realising they’re doing it.
If a ranged attacker rolls a Wrath
Complication, randomly roll to see who
becomes the target for the attack.

29
Combat Options their Speed and up
to their full Speed away
The Wrath & Glory Rulebook has an extensive from an enemy they
are Engaged with without
set of rules for all kinds of combat situations. In prompting a
Reflexive Attack.
order to keep this relatively simple for new GMs
and players, we have listed a few useful combat Full Auto
(Ranged): The character empties
actions below. their ammo clip
and has to reload before the
weapon can be used
again, but gains bonus
Aim (Ranged): Sacrifice a Move Action to gain +1 dice on the attack
equal to the Salvo value of
die on ranged attacks for this Turn. Alternatively, the weapon.
forgo the +1 bonus to shoot into melee combat
without the risk of shooting an ally. Multi-Action
(Any): Perform multiple Combat
Actions in the
same Round, adding a cumulative
All-Out Attack (Melee): A character takes −2 +2 DN to all rolls
for those actions for each
Defence until the start of their next Turn, but action performed.
The player chooses all the
gains +2 to their melee attacks for the Round. Combat Actions
they will perform before they
start rolling so
the GM knows how much DN to
Charge (Melee): Take a Full Round Action to add to each one.
E.g. Treave shoots a Threat and
move up to double Speed (minimum of 4 metres) performs a Medicae
Test on Somnus as a Multi-
and make a melee attack test with +1 die. Action. The attack
test and the Medicae Test
are both +2 DN
more difficult than they would
Cover (Defensive): Characters who are otherwise be. If
Treave wished to shoot twice
half concealed behind cover get +1 Defence; and perform the
Medicae Test, all three Tests
characters who are more than half concealed would be increased
by +4 DN.
behind cover get +2 Defence. No special action
is required to benefit from Cover — moving Reflexive Attack
(Melee): Combatants within
behind it is sufficient. melee range of one
another are considered to be
Engaged in combat.
If an Engaged combatant
Fall Back (Movement/Melee): A character moves away without
using Fall Back, any other
can use a Combat Action to move at least half combatants may use
their Reflexive Action (if

A FORK IN THE ROAD


A staticy murmuring
fills the air, and you can hear soft
clicking and
whirring sounds from something unseen
Depending on their choices, the Agents will likely amongst the
shelves.
proceed to either the Libris Altus or the Prestige Arena
next — skip to the relevant section below. If Agents spend too
long looking at the monitors, they
should make a DN 3
Corruption Test — even through a
screen the Warp is
corrupting and malignant, especially
THE LIBRIS ALTUS as the ritual has
drawn the gaze of Nurgle’s servants
onto the ship. With
a DN 3 Awareness (Int) Test, the
You emerge into a gorgeous library with shelves of Agents pick out
small shadows that flit between the
old wood running along the walls. At a second glance, shelves further
into the library with a slight gleam of
you realise that the woodgrain of the bookcases oozes light on corroded
metal.
viscous clear fluid and the books’ leather is cracked
and rotten, spilling foul-smelling flakes across the As they proceed
through the library, the sound of
black marble floor. Overhead, the screen that would chanting becomes
evident, and the room’s features
usually depict a splendid starfield across the ceiling change. Bookshelves
seem to warp and twist into
shows a bewildering swirl of colours, shapes, and profane shapes —
effigies of a laughing, bulbous god
30 expansive and unknowable vistas unfit for mortal bestowing festering
blessings on his followers.
minds — beyond the ship lies the Warp itself.
VOICE OF SALVATION THE GRAND TOUR
Captain Galba can contact the Agents over While it is assumed
that the Agents will

INTRODUCTION
the vox during the adventure. Though he is want to take the most
direct path forward,
not terribly helpful in most matters, he has this will mean that
they miss out one at least

TRAITOR’S HYMN
lead many boastful tours around the ship two locations in the
adventure. This is by
and knows its layout well. He can direct the design — the Galaxy
is wide and dangerous;

APPENDIX
Agents onwards should they be confused hard choices must be
made, and unwelcome
about where to go next. You should allow consequences are
inevitable. However, if the
the Agents to make their own way forward players insist on
going back to visit areas
where possible, and Galba should contact they may otherwise
bypass — such as when
them only when they appear truly stuck or choosing to proceed
through either the
if they choose to contact him themselves. Library or the Arena
— you may indulge
He mostly provides vague encouragement them if you wish.
This may well press their
(‘Have you tried shooting them? Perhaps limited ammo and
result in further danger of
let them know that Captain Galba orders injury or corruption,
but the Agents should
them to let you pass!’) but can be helpful always feel in
control of their own decisions,
if required. though not
necessarily the consequences.

Looming racks of books appear to lean inward far Once the Agents get close
enough to the centre of
above the Agents, and where they meet looks more the Library, they see
seven cultists arrayed around a
like the limbs of trees in a festering forest than any table. They are
sufficiently distracted that no Stealth
proper architecture. Nearest the chanting there are Test is required from the
Agents. Leading the cultists
bodies strewn about, all wearing the uniforms that is Sullius the Drowned,
whom Somnus will recognise
identify them as crew of The Herald, and Somnus will as the mysterious figure
from the auction. Sullius has
recognise some as librarians and scribes he previously the book open before him.
He is constantly wracked by
saw in the company of Aretina Kaldo. They have been violent fits of coughing
that expel great gouts of pus and
killed in a ritual manner, their entrails spread around bile across the table and
those around it. Beyond them, a
the library forming unspeakable words and symbols. librarian, Aretina Kaldo,
is shackled to one of the shelves.

31
Chants and Chains In particular he
will invite Somnus, whom he recognised,
A DN 4 Scholar (Int) Test (Somnus tests against DN to ‘throw off the
shackles of the corpse-emperor and
3), the Agents can guess that the ritual is keeping join us in
embracing the comforting warmth of rot and
The Herald Varonius trapped in the Warp, inviting decay!’ Though
unlikely to comply, if Somnus seems
Nurgle’s influence into the ship, past the unreliably to be considering
this it could give the other Agents
protection of the infected Geller Field. Disrupting it an opportunity to
attack unexpectedly — Honaria and
will make it easier for the ship’s Navigator to guide Marius in
particular will likely find this entire ritual
the Herald out into realspace, though this will take unendurably
abhorrent. Alternatively they Agents
some time even if the ritual is ended. The Agents have may wish to hear
Sullius out. He will outline the cults
a number of options if they choose to do so, though plan in broad
strokes, as he simply cannot conceive of
the cultists are sufficiently distracted that they can being stopped
now.
be bypassed entirely if the Agents foolishly allow the
ritual to continue. Burn the Pages
Using a flamer or
other other means of ignition, the
Ambush the Cultists Agents can
dismantle the ritual by burning the pages
To approach the Cultists close enough to launch an of the
blasphemous book to ashes. Chanting prayers to
ambush on them, the Agents must all pass a DN 3 the Emperor while
doing so is also likely to help. The
Stealth (A) Test. If they do so, the Cultists don’t get to maelstrom of
energy feeding up into the simulacrum
act in the first Round of combat unless the GM spends of the Warp Storm
overhead dissipates. The cult’s will
a point of Ruin. Killing the cultists, in particular is no longer
keeping the Herald trapped in the Warp
Somnius the Drowned, will end the ritual. The cultists storm, but the
Navigator needs time to lay a course
consist of a Mob of 6 Cultists and 1 Cult Leader. back to
realspace.

Rescue the Librarian Aftermath of the


Ritual
One Agent passing a DN 5 Stealth (A) Test is As he dies,
Sullius the Drowned will chuckle from a half
sufficient to rescue Aretina without alerting the dozen mouths that
begin to form on his bulging form:
cultists. She is injured, but not fatally, and eager to
assist anyone who is willing to purge those who have I congratulate
you on your victory, but it matters
profaned ‘her’ library. She was ambushed herself and little. I brought
this accursed ship here only to make
knows very little about the Cultists, but will inform the an offering of it
to Fauster A’an, but we have already
Agents that she can order the library’s Servo-Skulls to spread our
master’s blessings throughout it. Return
distract the cultists. The Servo-Skulls were made from to your fleet,
and watch our master’s blessing spread
the remains of former librarians, and Aretina seems further still.
certain they would only be too willing to help.
Once he has
spoken, the growth of boils and other
If the Agents take her up on the offer, several Servo- swellings will
reach its zenith, and his corpse will
Skulls descend on the Cultists. This will reduce the explode in bile
and pus unless a flamer is turned on it
difficulty of the Stealth Test to ambush the Cultists immediately.
Agents close enough to hear him speak
to DN 3. After a few turns Somnius utters a profane lose 1d6
Toughness.
invocation that causes the skulls to fall to the ground,
putrid flesh sprouting from the interior of the sacred If she was
rescued, Aretina Kaldo is grateful and
devices and enveloping them in an instant. can either find
somewhere to hide, such as the Great
Banquet Hall, or
try to follow the Agents at a safe
Confront the Cultists distance.
For the Festering Abundance, this is a moment of
great triumph. These are the highest ranking servants The Agents can
pass through the Libris Altus to the
of the cult aboard the ship, and will not be swayed Chapel of Saints,
or they can navigate to the Prestige
from their course. However, Sullius the Drowned will Arena, where the
tracker on the dataslate shows
warmly greet any who announce themselves to him. Meldrake’s case.
32
THE CREEPING WARP CORRUPTION TESTS
With the Geller Field weakening, the Immaterium When the rules or
story call for a Corruption
has begun to exert a twisted reality over the Test, the GM sets a
DN based on the severity of

INTRODUCTION
ship. As the Agents move towards the Geller the source of
Corruption and the player rolls dice
Field Sanctum, the psychic phenomena and equal to their
Agent’s Conviction. Agents have

TRAITOR’S HYMN
warping of reality gets steadily worse. Every Corruption Levels: if
the Agent already has more
time the Agents begin a new scene (usually than 5 Corruption,
the DN of all Corruption and

APPENDIX
when they enter a new chamber of the ship), roll Mutation Tests is
increased by +1, increasing to
2d6 on the Immaterium Effects Table. Add +1 to +2 at 11 Corruption.
The Difficulty of Corruption
the result each time you roll (so +1, +2, +3 etc.) ranges from exposure
to low-level radiation (DN
so that the effects become more intense as the 1) to looking into
the Warp itself (DN 9).
adventure progresses.
If an Agent fails a
Corruption Test, the GM gains 1
You can also use manifestations that play into point of Ruin (see
page 29) and the Agent gains
the Agents’ backgrounds: Somnus has visions Corruption equal to
the difference between the
that can guide them to places in the ship, but the number of Icons
rolled and the DN. If they roll a
visions leave their mind full of static; Treave starts Wrath Complication on
a failed Corruption Test,
unlocking memories of his hyper-violent criminal they gain double the
amount of Corruption they
past without knowing whether they’re real or not; otherwise would. If
they roll a Wrath Critical on
Elatha fears the possibility of his own murderous any Corruption test,
the DN of the Test is reduced
impulses; Lachlan senses whispered temptations by 2. A player can
spend a single point of Wrath
to abandon the rest of the PCs; Honoria hears her to reduce the DN of a
Corruption Test by 1 (to a
Saint’s voice begging for Honoria’s help, but the minimum of DN 1).
requests are blasphemous or endanger the mission.

IMMATERIUM EFFECTS TABLE

2d6 Roll Outcome

2 The Labourer’s Lament begins playing over the room’s speakers.

3 The Labourer’s Lament plays over the room’s speakers at full volume.
Agents have to shout to be heard.
The Agents hear Galba’s voice over the Vox, speaking heretical words in
a surprisingly
4 upbeat tone. (eg. ‘Agents, good work in that last room! Your efforts
are pointless in
the face of the doom awaiting you, but good job!’) Corruption Tests are
+1 DN.
Corridors bend back on themselves with non-euclidean geometry, and
gravity
5
slowly inverts. Ballistic Skill and Weapon Skill Tests are +1 DN.

6 Spaces grow smaller and more claustrophobic. Fear Tests are +1 DN.

7 The Agents return to a previous room, but something subtle has changed.

8 The walls bleed or scream, and tentacular cabling reaches out for the
Agents, causing 1 Shock.

The Agents’ reflections step out of a mirrored surface, causing 1D3


(1D6, divide the result by two)
9
Shock. The reflections are insubstantial, can’t be harmed, and leave
the room before vanishing.

10 Visions of an old friend or enemy (perhaps from one of the Agents’


flashbacks) turning a corner just ahead.

An Agent feels as though their clothing is choking them or peeling off


11
their skin. +1 DN on any Test that requires concentration.
Pick one Agent. When they speak, other characters hear static and a
second voice speaking
12
over theirs, pronouncing terrible judgements and doom upon the other
Agents.

33
MUTATIONS Servitors of the
arena are used for this process, as
Every time an Agent increases their Corruption they conveniently
attack any who enter the arena.
Level by accruing enough Corruption points, With a DN 3
Awareness (Int) Test, each Agent can
they immediately make a Mutation Test. The notice the
following:
Agent rolls their Conviction against DN 3, and
gains a Mutation if they fail. The Wrath & u A large metal
grate on one side of the staging area,
Glory Rulebook includes a range of exciting behind which
clustered human faces stare out into
mutations, but for this starter set, we have the arena. There
is no obvious way to open the
included a few Subtle Mutations below for the grate — it
appears to be there solely so that the
GM to choose from. imprisoned can
witness what is to befall them.
u To their left is
a set of stairs that lead down,
Perfected Vocal Cords: Your voice has presumably to
access the cells.
become enthrallingly beautiful. Gain +1 on any
Tests to persuade someone with your voice, The Direct Approach
sing, or orate. On a Complication, you may If the Agents decide
to fight their way past the Servitors
sometimes speak the worst thing you could say in the arena, they
enter just as one of the cultists
at that moment: a secret, a shame, an insult. throws Jerhan Astoff
into the pit. The jeering cultists
will applaud loudly
as the 3 Combat Servitors attack.
Dreams of the Warp: Your mind has Once the Combat
Servitors are defeated, a mob of 6
reshaped to better understand the logic of the Cultists and a
Cultist leader descend on them as well.
Immaterium. Take +1 bonus dice on Fear Tests, However, if they
defeat the Combat Servitors in fewer
but you risk getting swept away by strange than 3 rounds, the
Cultists run rather than joining the
realities, so you have +1 DN on Corruption Tests. fray with such
obviously competent fighters.

Labourer’s Lament: If you spend a Simple Sneaking In


Action singing or humming the Labourer’s If they try to sneak
down the stairs to the side door
Lament, any Psyker who can hear you gains of the cell, they
encounter two Cultists guarding the
+1 bonus dice on their next Test to use their door. The glint of
red mechanical eyes from the nearby
Psychic Abilities. However, if the Psyker gets shadows marks a pair
of Combat Servitors who stand
a Complication on such a roll, you suffer the ready to assist
them. Clever Agents who are able to
consequences of it instead. approach the Combat
Servitors quietly (DN 4 Stealth
(A) Test) can then
make a DN 3 Tech (Int) Test to
reprogram one of
them to attack the Cultists, avoiding
THE PRESTIGE ARENA the need for a
fight. The key to the cell is carried by
one of the Cultists,
but Agents can override the lock
You enter an impressive vaulted arena, raked seating with a DN 4 Tech
(Int) Test or kick the door open with
huddled around a central stage on which Combat a DN 6 Athletics (S)
Test.
Servitors whirr and click. Their bodies are grotesquely
altered with additional limbs, armoured plates, or The second Servitor
has been fouled by a strange
powerful claws. A muscular man with old scars and grease that flows
from a nearby nutrient tube — one
Hive gang tattoos falls beneath the rusted saw blades that happens to also
run to the ship’s Geller Field
of a Servitor with many muscular limbs sutured onto Chamber (which can
be determined with a DN 4 Tech
its torso. As he falls, his wounds begin to overflow (Int) Test). This
substance has infected the servitor
with maggots, which form a quickly spreading writing with the Gellerpox.
Instead of attacking the Agents or
mass around him. the Cultists, this
Servitor will instead begin to chuckle
unnaturally through
the remains of its mouth. This
The Arena exists to entertain and impress those continues for
several minutes. Agents who investigate
guests of the Varonius Dynasty with a penchant for the nutrient tube
also note that it has developed a set
violence. It is also used to execute those who defy the of small teeth which
gnash helplessly whenever they
34 ship’s officers. The Festering Abundance have seized draw close.
it as an execution place for the defiant. The Combat
Rescuing the Prisoners Escape!
Inside are twenty terrified people, a mix of crew and As they are leaving, the
Agents will notice a small
passengers. They are beyond grateful to be rescued, vent open in the ground
beneath the arena, and
and despite their brief imprisonment, a few already several small and
unnatural creatures emerge. They

INTRODUCTION
show signs of infection by mundane but quite are humanoid, around 1
foot tall, and burble non-
dangerous diseases. A DN 3 Medicae (Int) Test can senscially, emitting
spark-filled belches as they do so.

TRAITOR’S HYMN
be made to treat them. If successful, an Agent will note These are Glitchlings,
daemonic fusions of machinery
that some of the crew — mainly those with augmetics and malice. They have no
interesting in the Agents

APPENDIX
— seem to be far sicker than the rest, with the flesh just yet, instead
focusing on the combat servitors (or
around their implants looking raw and inflamed. These the remains of them) in
the arena. They begin pulling
unfortunates are victims of the Gellerpox, which will them towards the
ventilation shaft. If interrupted they
turn them into mutant monstrosities if the infection will flee, flinging
curses as they go, but the Agents
is not burned out of the Geller Field Generator within may notice that their
equipment seems to fail if they
the day. get close to the
creatures (see the Glitchling Profile on
page 47 for details).
The vent leads to The Bilge — see
If they haven’t already rescued him from the arena, page 27 of the Flotilla
Guide for more.
one of these crew is Jerhan Astoff, who can easily
be spotted by tattered remains of his fine uniform, The Agents can pass
through the Prestige Arena to the
bearing the household crest of Lord Meldrake. He Chapel of Saints (where
any surviving NPCs can take
clutches a case that is manacled to one of his wrists. shelter), or they can
navigate to the Grand Library as
Elatha senses a strangely familiar presence from the Somnus senses a welling
of power from that direction
case. With a DN 3 Awareness (Int) Test, he realises (if the Agents have not
already dealt with the cult
that the case holds Aeldari spirit stones, far from ritual).
the Infinity Circuit where they should be placed for
protection. This is an outrage to Elatha, as it would
be to any of his kin, for every spirit stone holds the
essence of a deceased Aeldari, preserving it from She
who Thirsts.

The Steward in Chains


Jerhan Astoff was one of Lord Meldrake’s favoured
officers during his days in the Astra Militarum. He
accompanied his Lord out of the service, acting
as a steward and trusted agent for the nascent
Meldrake dynasty. Unlike his Lord, who chaffed at
the aristocratic lifestyle, Jerhan would have happily
enjoyed the position of steward to a powerful member
of the nobility to his dying day. Unfortunately for
him, Meldrake had other plans. If the Characters
wish to retrieve the spirit stones, Jerhan will protest,
despite his gratitude. With a Persuasion (Fel) or
Intimidation (Wil) Test opposed by Jerhan’s Insight
(Fel) of 5, an Agent can persuade him that the case
isn’t worth his life. Alternatively, the Agents can make
a Strength Test opposed by Jerhan’s Strength of 2
to take the case off him, or simply leave it with him.
Lord Meldrake will not be pleased if Jerhan returns
without the case, however — something Jerhan is
quick to remind the Agents of.
THE CHAPEL OF SAINTS Agents can make a DN 4
Awareness (Int) Test to
notice that the figures
seem connected to the shrines
Faith is of the utmost importance to most denizens of by something. Anyone who
passes this Test with 6 or
the Imperium, for all know that the God-Emperor alone more icons also notices
a figure lurking deep in the
could have preserved humanity for so long amidst shadows beyond the
Shrine — a hideous, bulbous
such a hostile galaxy. Thus, churches are a common creature that seems at
once reluctant to enter the
sight in the 41st Millennium, and The Chapel of Saints shrine proper, and eager
to get at the Agents.
is a striking example of the architecture of worship.
The Worshippers
Even here the presence of Nurgle’s servants is felt, Before the ambush is
sprung, Agents may approach
however. The corridors leading to the chapel show the kneeling figures. It
is clear that something is
signs of a struggle: bloody handprints on the walls and terribly wrong with
them. Their hoods hide a melding
a shrivelled corpse crouched in a corner with its hands of machine and pallid
flesh far more unnatural than
pressed to its face. It is dark enough inside that the that of even the most
ambitious Tech-priest. They are
Agents must go into the room to see properly. connected by trails of
flesh, conduit, and wire to the
statues, apparently
attempting to meld with the cool
The Chapel of Saints is an imposing vaulted room and unyielding stone
depictions of saintly figures.
with a diamond-chequered floor and pillars stretching If Sister Honoria is
present, she knows instinctively
up towards a ceiling wreathed in shadows. Sound is what is happening —
these unnatural, tainted beings
unnaturally deadened here, and yet your footfalls seem seek to desecrate the
Shrine. Other agents may make a
to ring out. Five shrines to the saints ring the chapel, DN 4 Insight (Fel) Test
to realise this. Just then, the
and a kneeling figure rocks back and forth before each previously looming
figure of a Nightmare Hulk rushes
one, mumbling words you can’t make out. Their hoods into the sacred space
and attacks the Agents.
hide their faces, but their forms are clearly visible in
the light of the thousands of candles which splutter Agents who failed their
Test to notice the Hulk are
around the shrine. Ambushed, which means
they cannot act in the first
Round. Any Agent can
choose to spend a point of Glory
to avoid the ambush and
take their Turn as normal.

The five figures


kneeling before the Shrines are Geller
Pox Mutants, the first
to swear fealty to Thaddeus and
the newly infected
Geller Field Generator (see page 41).
Guided by instincts they
barely understand, they are
attempting to defile the
Shrine. As long as at least two
remain alive, the Shrine
is sufficiently unsanctified to
allow the Nightmare Hulk
to act normally. If enough are
slain, the sacred space
is cleansed against corruption,
inflicting the Hindered
condition on the creature (see
Reference Handout #1).

Desecration Undone
Should they survive
their encounter, the chapel will
likely lie in ruin.
However, Sister Honoria senses that
the chapel can be
reconsecrated and fortified, requiring
a DN 4 Leadership (Fel)
Test. It has two heavy
doors that can be
barricaded with benches and heavy
candlesticks. Once the
chapel has been reconsecrated,
all Agents regain 3
Shock for resting here. If the Agents
rescued any crew, they
can be left here in comparative
safety until the Geller
Field is restored. Resting here
restore 4 Wounds to each
Agent.
With a DN 3 Awareness
(Int) Tests, the Agents can
see small shapes
moving in the orchard, knocking
REVERED SAINTS putrefying fruit from
diseased trees, and beyond that a
Sister Honoria does not need to make a Test wide trail of black
rot worming its way towards the the

INTRODUCTION
to recognise the five figures honoured in the centre of the grove.
The other path winds beside large
chapel. Of them, the most prominent by far stacks of machinery
that appear designed to irrigate

TRAITOR’S HYMN
is Saint Alicia Dominica, the patron saint and maintain the
gardens. Some of these seem to be
and founder of the Adepta Sororitas. She is throwing off sparks.

APPENDIX
famed throughout the Empire for ending the
tyrannical rule of High Lord Goge Vandire, Strange Fruit
and founding the Adepta Sororitas itself. The orchard has become
the domain of a Plaguebearer,
Other Agents with the IMPERIUM keyword a powerful Daemon of
Nurgle whose presence is
may make a DN 3 Scholar (Int) Test to corrupting the gardens
and the food grown there. If
identify Alicia Dominica. left unchecked, the
crew will be infected by countless
diseases, natural and
unnatural, even if the Geller Field
is restored. If the
Agents choose to go to the orchard,
THE SONG AND they can find the
Plaguebearer with ease by following
the trail of rotten
fruit and wilting trees. However,
THE GARDEN the larger Daemon is
not alone — a Mob of seven
Nurglings waits in the
trees, chuckling nervously as
they prepare to
attack.
From the Chapel, Galba suggests two routes towards
the stern: via the Hydroponics Garden or the Perpetual Agents may make a DN 3
Awareness (Int) Test to
Opera, contacting the Agents via voxbead; avoid being ambushed
by them. If they are caught
unawares, the
Nurglings battle the Agents for 2
You’re alive! Saints be praised, perhaps Varonius did turns before the
Plaguebearer lumbers into the fight,
see something of use in you. The Geller Field Chamber drawn by the noise. If
the Agents manage to avoid
still lies ahead — you can pass through either the the ambush, they may
choose to avoid the Nurglings
Hydroponics Garden or the Perpetual Opera to reach and face the
Plaguebearer head on, in which case the
it. One of our senior Tech-priests, Broder Able, is in the Nurglings join the
fight two turns after it has begun.
gardens — he’s alive but is only transmitting machine Once they have spotted
the Nurglings, Agents may
code over the vox. Alouette De Mornay is in the Opera, attempt a DN 5 Stealth
(A) Test, they can avoid the
a talent worth preserving. Thankfully no abomination battle entirely,
though Daemons will pounce on any
would dare set foot inside that sacred space.’ who fail this test
immediately.

THE HYDROPONICS Daemons of this ilk


cannot be reasoned with — though
they may chatter
nonsense phrases and vile threats in
GARDEN Low Gothic, their
minds are set solely on corruption
and violence, all in
the name of spreading Nurgle’s
As you approach the Hydroponics Garden you can many ‘gifts.’
already smell the noxious stench of decaying plant
life. Fruit rots on the trees with a sickeningly sweet Aggressive Agriculture
smell, dripping noxious pulp onto the bloody lawns, Several large machines
sit to one side of the garden,
while bile clogs the gentle streams and tranquil ponds. with pipes, cabling
and inscrutable conduit running
Even the gilded paths glisten in the warm glow of the from them to the
surrounding plants. As the Agents
artificial sun suspended over the treetops, as though draw closer, they
notice a group of seven people
the marble itself was oozing. in menial uniforms
attending to the machinery. A
successful DN 4
Awareness (Int) Test reveals that
The path splits in two, with one path winding its this initial
impression is wrong — the labourers are
way through an orchard, while the other skirts the cutting at the machine
and themselves, and the cabling 37
edges several ponds now filled with noxious fluids. and conduit seem to be
melding with them.
If the Agents draw close, which they must to pass by, He has also seen
some entities that appear to be
one of the Labourers notices them. He points and with unholy fusions
of flesh and machine, a mockery of the
a sickening cry filled with static roars; integration
between both that reflects proper worship
of the
Omnissiah.
‘The Pox is here. All is one, machine and bilious flesh!
Join us in bliss and rot!’ ‘It is entirely
illogical! I have run through three-point-
one-to-the-tenth
possibilities, and all outcomes point
As he finishes speaking, a long tube erupts from the to our demise!
Either the Omnissiah has abandoned us,
machine and drives itself down his throat, nutrient or we are
somewhere beyond his reach.’
fluid spraying across his mutating form. A moment
later, if the Agents have not already opened fire, the How do we fix
this?
seven Gellerpox Mutants attack. Once he has
calmed down somewhat, Broder will
tell the Agents
that the Geller Field does seem to be
Beyond the Gardens linked to the
spreading corruption in some way. Via
Whichever way they go, surviving Agents find their uncorrupted
cogitators he has been able to learn that
way to the maintenance bay where Broder Able has the machines
spirits closest to the Geller Field Chamber
barricaded himself. Outside the door a single Gellerpox began to
malfunction first, and the fluctuations in the
Mutant pounds upon it, repeating the following; Geller Field
itself seem to be increasing.

‘Priest! The Pox wants you, machine and flesh both. Broder suspects
that the Geller Field is at the heart
Come worship before it, and be remade! Let us sicken of the
infection, reminding Treave of the strange
and rust as one, and be born again! There is no rebirth corrosion they
previously noticed. If Treave brings up
without suffering, Broder. Nothing new without the the menial
servant, Thaddeus, Broder will note with
passing of the old. Let us become of one flesh, cog and some concern
that whoever was previously banging
sinew as your god demands.’ on the door did
speak of Thaddeus, calling him the
‘prime vector.’
The creature is quickly dispatched (any Agent with a
weapon can do it without a Test), and the noise quickly
gets the attention of the Tech-priest. Broder is in a state
THE PERPETUAL
of terror, his many implants struggling to suppress OPERA
the fear that courses through his biological parts. The
Agents can persuade Broder to open the door with DN
4 Persuasion (Fel) Tests, though if Treave promises This grand opera
hall has seen better days: the scent
to protect the Tech-priest the door will open for the of mouldering
velvet and mildewed wood underlies the
Skitarius without a test required. other, fresher
smells of blood, viscera, and metal. You
emerge into the
Dress Circle and look down towards the
If they gain access to the maintenance bay, Broder stage where the
show, it seems, is in full swing. The
has advanced Medicae equipment and can restore Perpetual Opera
is so called because of the many choir
5 Wounds to one Agent. They also have a stock of members, chosen
from the ranks of the Ministorum,
ammunition: the Agents regain 5 ammo between them. sing ceaseless
praise in honour of the Emperor.

Even if they are unwilling to open the door under For the first
time in centuries, their song is absent —
such dangerous conditions, now that they have come or at least it
is no longer in praise of any Emperor. The
close enough for Broder’s systems to identify their opera is a
pandemonium of bilous bodies, corrupted
vox beads the Tech-priest can communicate with the and transformed
into a mixture of twisted machine
Agents directly. He is terrified — though Daemons and rotting
flesh. Behind it all can be heard the
and unnatural disease are bad enough, he has been incongruently
soft tones of The Labourer’s Lament.
monitoring systems through the ship witnessed
machine and flesh alike become infected.
38
The Gellerpox corruption is worse in the Opera than Back Stage
perhaps anywhere else on the ship, save the Geller Behind the performers
on the stage, the rich velvet
Field Chamber itself. Many of the performers had curtain is slick and
rotten, chunks of it sliding to the
vox implants of one form or another, and these have ground with a wet
rustle. Through the gaps in the

INTRODUCTION
grown in size, warped almost beyond recognition, curtain, the Agents can
glimpse an ongoing struggle
expanding across flesh to turn augmetic enhancement and occasional gouts of
flame. With a DN 3 Awareness

TRAITOR’S HYMN
into hideous abomination. Most are now rife with (Int) Test, the Agents
can identify the figure as the
corruption, their minds twisted beyond reason. opera singer Alouette
de Mornay. While her comrades

APPENDIX
have fallen to
mutation, her faith — and perhaps more
While the Agents consider how to proceed, have them importantly, the hand-
flamer from which she is never
make a DN 4 Awareness (Int) Test. Those who parted — has preserved
her. She has been hiding from
succeed spot small figures scuttle about the feet of the the mutants and
ambushing them when opportunity
mutants — Glitchlings spawned by the Gellerpox. As arises, but has been
discovered. If left behind she will
the move about, lights set into the Opera seem to flicker soon succumb. If
rescued, Alouette is breathlessly
when they draw near. Those looking for Alouette in grateful for their help
and can be sent to hide in the
particular do not spot her — she is either absent, or so comparatively protected
Opera storerooms, or she can
mutated as to be unrecognisable. go to the Chapel of
Saints. In either case, she looks
sadly at the remains of
her former comrades before
If the Agents prefer, one or more may attempt to sneak setting them ablaze
with a final gout of purifying fire
past with a DN 5 Stealth (A) Test. Any who are before fleeing.
discovered are not attacked, but rather invited to join
in the performance. This offer usually takes the form of If the Agents proceed
from here rather than returning
one of the performers reaching into some open wound to the Hydroponics
Garden to rescue Broder Able, the
or gaping abscess, retrieving a bundle of pulsating Tech-priest uses
Captain Galba to relay the information
flesh and wires, and offering it to the Agent. Those who they would otherwise
explain about the Nurgle
agree are unharmed, but must make a DN 5 Corruption infection of the Geller
Field (see page 41).
Test. Those who decline are attacked by the Mutants.

The Mutants form two mobs of seven each, with a


REGROUP
further two mobs of three Glitchlings interspersed Agents who take an
hour of resting in a
among them. If one or two Agents are attacked, only a safe place can
Regroup. Any Agent with the
single mob involves itself — at first. If more than two Medicae skill can
restore Wounds equal to
Agents are involved, the entire Opera attacks them.

39
THE SANCTAE The priests, two
older men called Pietas and Firmitas,
and a younger
novitiate called Veritas, explain that they
AQUAE and the Voidsmen
have held fast through many attacks.
The older priests
offer a prayer and annoitment with
the waters (see
‘A Brief Respite’, below), while Veritas
suggests a more
radical approach. She mentions that
All paths to the Geller Field lead past the Sanctae Aque, auto-consecration
systems used to bless the waters
a temple centred around sacred waters taken from might also be
used to bless other liquids — such as
Saint Bertahl’s Shrine on Enoch. By now, the ship the promethium in
the ship’s auxiliary fuel conduits…
itself has begun to protest, the inconsistent Geller Field
and the twisting effects of the Warp competing to tear A Brief Respite
The Herald apart. It should be clear by now that very Agents who allow
themselves to be annointed in the
little time remains to fix things. Shrine waters
here gain certain benefits. Each Agent
chooses one of
the following:
Oasis of Peace
The Sanctae Aquae is a contemplative marble-walled u Recover 3
Shock
complex containing pools where the very faithful, and u Heal 1
Wound
the very influential, may bathe and cleanse themselves u Remove 1
Corruption
in the sacred waters of Enoch. The waters are recycled Additionally, any
trace of Chaos taint about their
within a closed system to keep them pure, with regular clothes is
cleansed.
benedictions made at the Shrine to ensure the water’s
ongoing sanctity. Purging the
Herald
If the Agents
take up Veritas’ suggestion, they may
Despite the endless assault of Gellerpox Mutants, and make a DN 4 Tech
(Int) Test to reroute the ships
even a handful of Daemons, the sanctum remains fuel systems
through the auto-consecrators, systems
secure, having been defended by the trio of blind that use sacred
herbs, incense, and the prayers of the
priests who tend to it and, perhaps more importantly, priests to renew
the sacred waters. The older priests
a contingent of Voidsmen-at-Arms. Of the latter only are aghast, but
admit it could work. It will taint the
a handful remain, tattered and bleeding, but kept waters for a
time, much to Captain Galba’s horror.
standing by their faith.
If the Agents
choose to do this, it will take some time for
the newly blessed
promethium to circulate throughout
THE FATE OF the ship. Flamers
using this fuel do an additional +3
ED to any mutant
or Daemon, and and the Agents
THE HERALD can purposely
breach the fuel conduits which run
By now, the Agents may well be wondering throughout the
ship to douse an area. Daemons,
if they can be saved at all. The Imperium Mutants, Cultists
— and in fact almost anyone else —
is notorious for routing out even a hint of who are caught in
such areas when they are set alight
corruption with fire and flame, and may will burn to a
crisp in holy fire.
reasonably fear that they will all face death
even if they return to the fleet. Broder may If the agents are
successful, Captain Galba reports that
be able to assuage their fears. While the fate a purposeful
breach was created in the Banquet Hall
of the Herald is uncertain, it may yet be fuel lines, and
the mutants assaulting the door driven
salvageable. Considering the dire shortage of off. Half the
Banquet Hall was also set ablaze however,
ships and weapons within the Gilead system, and the man is
livid.
the Tech-priest is optimistic that the vessel
and all aboard it won’t be destroyed out of If the Agents
were not successful or ignored Veritas’
hand for the mere possibility that the taint suggestion, then
the mutants break through, killing
of Chaos lingers. If the ship can be cleansed half the guests
in the banquet hall before being driven
40 and returned to work, it very likely will be. back. Galba is
injured but alive, and mentions that he
is looking
forward to recuperating in the Sancta Aquae.
The Battle of the Waters
Just as the Agents are preparing to leave, one of the
THE GELLER
Voidsmen shouts a warning — a fresh wave of mutants
is approaching! If the Agents choose to do so, they
FIELD SANCTUM

INTRODUCTION
may leave the Voidsmen to handle this. If the Agents
stay, they will quickly notice that this is a much more

TRAITOR’S HYMN
substantial attack than previously seen. Two mobs As the Agents proceed, it
becomes clear that whatever
of seven Gellerpox Mutants flood the corridors. If horror has invaded The
Herald has made its home

APPENDIX
the Agents stay and manage to keep one or two of in the Geller Field
Sanctum. All corridors and access
the mutants alive, they will spit insults and cower, vents leading to the
Sanctum are blocked by thick
explaining that all must bow before the Geller field walls of stinking flesh
and grasping coils of wire —
generator and accept the blessings of Fauster A’an. symptoms of a rapidly
advancing Gellerpox infection.
Though they can be slowly
blasted through by blade
and gun, it will be far
faster to use the newly sanctified
Promethium fuel lines to
burn their way past.

SARGENT CRAVIS Agents who attempt to


blast through consume 1 ammo
Among the Voidsmen is Sergeant Cravis, while doing so for each
of the three blocked tunnels.
who recognises Marius if he is present. If Agents who attempt to cut
their way through lose one
Sargeant Cravis was the sole survivor of wound for each tunnel,
ignoring armour. Breaking the
their mission, he greets the scout with a fuel lines and setting
them alight costs nothing, and the
touch of excessive familiarity, but also with hideous screams of the
burning flesh and machinery
genuine dedication. He swears to follow testify to this method’s
effectiveness against machinery
Marius into the gates of the Eye of Terror or creatures affected by
the Gellerpox. Alternatively,
itself, and means it. Agents may deploy one of
their vials of blessed waters
to clear each of the
three hazards, which has a similar
If Marius saved all of the Voidsmen during effect to the blessed
promethium.
his flashback, word has spread of his deeds,
and a sense of hushed awe falls over the Beyond lies the main
chamber of the Geller Field
troops. One whispers a line of sacred text Sanctum, a vaulted room
like a cathedral. Wires and
‘...and lo, the Emperor shall send his angels cables wind endlessly
through carved pillars and
to walk among ye.’ The dedication of the archivolts into the
shadowy heights of a ceiling where
defenders is renewed. only the pulsing lights
of power cables briefly dispel
the dark with a sickly
glow.

THIS SEEMS USEFUL!


If the Agents think to do so, they may find bringing some of the sacred waters
along to use as a weapon.
Substantially depleted as the waters are — especially if Promethium is about to
be routed through the
sanctum’s systems — the monks who tend it are willing to provide only six glass
vials of the holy waters,
though if Sister Honaria is present she can convince them to part with ten.

Each vial may be used to bless a Melee weapon, in which case it does an
additional +4 ED against
Daemons, Mutants and Cultists, or it may be thrown as a weapon against such
servants of the Ruinous
Powers, in which case use the following stats.

NAME DAMAGE ED AP RANGE SALVO TRAITS VALUE RARITY


KEYWORDS
Vial of Holy Water 10 4 -2 (S) x 4 - Blast 2 4
Exotic IMPERIUM

41
The Heart of Infection As the Agents watch
the ritual unfold, a handful of
In the centre of the Sanctum, a hideous mass of machine other workers and
crew approach. They are cowed,
and tainted flesh congeals into a tumescent heart that afraid, and clearly
beaten. As they kneel before the
spews forth a noxious fog: the Geller Field Generator, generator, one of
the mutants anoints them with
corrupted by Thaddeus. Seven Vox-Shamblers stand sickening fluids
scraped from the flesh encrusting the
in formation around the Generator. In unison, they sacred machine. The
recipient screams, then arises,
sing a twisted version of the Labourer’s Lament: their flesh already
beginning to change. Before them
lies an
abomination, and the corruption only grows.
The Agents must act
fast before the ship is overcome.

THE LABOURER’S A FINAL CHOICE


DAMNATION
Suffer in service, twice-damned fools The Agents have a
choice to make: try to purify the
Your lives so dim and fleeting, Geller Field and
escape the warp once the ship’s
An Emperor’s ever weaker tools Navigator has
recovered, or cause the Geller Field
To keep his dead heart beating. Generator to
overload and detonate.

Toil ye now in unearned trust This latter option


is incredibly risky, as Galba will
For cruel and careless master, inform them. If the
field is destroyed, the ship will have
Toil ye in the ruin and dust to return to
realspace immediately. The Navigator is
But rot and death grow faster. not yet fully
recovered, and such an action could result
in the ship
returning anywhere in the Gilead system —
Yes, toil ye in the ruin and dust, potentially in the
heart of its star, for example. Still, if
And hear our father’s laughter. the corruption
spreads any further it will hardly matter,
so something must
be done.

Snaking tentacles reach out from Geller Field Generator Purify the Field
towards a raised walkway of corroding plasteel and Purifying the
Geller Field keeps the ship in working
into a baroque bank of controls located on a suspended order at the risk
of lingering corruption. Above
walkway. Before these stands a man of immense Thaddeus several
fuel lines can be seen, and breaching
proportions with strange, bulbous protrusions across them could release
a torrent of blessed Promethium
his body and the tatters of a menial worker’s uniform. (page 40). Burning
it may cleanse the corruption, and
His hands twitch as he conducts the ghoulish chorus of the daemonic flesh
should be more vulnerable to this
cultists below in time with the sickening noises coming than the machinery
beneath.
from the Geller field. One arm ends in a massive claw,
perhaps once a piece of industrial equipment. Any Agent may
attempt an DN 2 Insight (Fel) Test
to consider the
implications of a potentially tainted
Treave recognises Thaddeus, the menial servant ship returning from
an unscheduled Warp excursion.
he found near the machinery during his flashback. In normal
circumstances, the ship would be destroyed
Thaddeus was instrumental in corrupting the Geller out of hand.
However, such a loss may be too much to
field generator, and now enjoys an exalted position. bear in isolated
Gilead, and fleet command is likely to
attempt to preserve
it despite the risks.
During lulls in the song, he screams the following:
Detonate the
Generator
The promise of Fauster A’an holds true! No more work, Destroying the
generator means that the malignant
no more pointless labour. Now we and the tools of heart of the
Gellerpox infection is definitely gone, but
our labour are one, a rotting whole greater than the the ship will be
severely damaged in the process and
sum of its parts. Embrace the rot and ruin. Come and unable to traverse
the warp until it can be repaired.
42 give worship at Geller’s field, the vector of our lord’s There is also a
small chance that it will destroy the ship
blessing. Come and be made so much more than whole! entirely, or at
worst trap it in the Warp indefinitely — a
fate quite
literally worse than death.
INTRODUCTION

TRAITOR’S HYMN

APPENDIX

However, this is the only way to be sure of purging Identifying the


necessary Cogitators from a distance
the Gellerpox infection entirely. Though some mutants requires a DN 5 Tech
(Int) Test. Otherwise the Agents
will remain, the Gellerpox does seem to be spreading must spend an Action to
physically check a Cogitator
from the generator, so destroying it should cut off to see if it is the
correct one.
the route of the infection. If the Agents attempt this
Galba will attempt to dissuade them, but ultimately the Once they find the
correct Cogitator, they must make a
choice is there. If they seem insistent, the Navigator DN 3 Tech (Int) Test to
complete their task. They may
will be dosed with stimulants and be told to attempt attempt this many times
if they fail, but their time is
the translation back to realspace before the Geller Field limited — see Gellerpox
Mutants, below.
collapses entirely.
If the Agents simply
wish to flood the room with
Get it Done Promethium, they must
make it past Thaddeus and
If they wish to detonate the generator, the Agents may make a DN 3 Weapon
Skill (I) Test to rupture one
attempt a DN 4 Tech (Int) Test to realise that they of the pipes with a
suitable weapon. Rupturing three
must access two specific Cogitators located somewhere of the pipes is enough
to douse the entire room below,
in the alcoves on the sanctum’s upper walkway, then and it can be ignited
with weapons fire. As above, the
access the main Geller field control panel on the raised mutants will not stand
idly by while this happens.
platform behind the generator. Doing so can overload
the Generator, ensuring its destruction. Alternatively The Gellerpox Mutants
the Agents may simply wish to start shooting at the While simple enough in
theory, the Agent’s task is
generator, but unless they have found or created a complicated by the
presence of the mutants, who notice
substantial cache of explosives, or come up with some the Agents shortly
after they enter the room and leap
other devious solution, this is not likely to work. The to action to protect
the generator under the instruction
mass of flesh is growing faster than even concentrated of Thaddeus. The
mutants take cover behind various
gunfire can destroy it. scattered plasteel
crates and barrels, or within the
alcoves on the upper
walkways, and try to delay the
Unfortunately, the machinery in the sanctum is players as long as
possible. Thaddeus defends the
antiquated and baroque, so finding the correct upper alcoves,
attacking any Agents who attempt to 43
cogitators for these tasks is easier said than done. get near the cogitators
or fuel lines.
After three turns, one particularly large pustule on The End At Last
the Geller Field Generator bursts, unleashing a wave Once the Agents
have either purged or detonated the
of sickly gore and a stench so rancid it instantly fills Geler Field
generator, the fight for the heart and soul
the entire room. Moments later, a Poxbringer crawls of The Herald
Varonius is over.
its way through the minor breach in reality, the first of
many such abominations that will appear if the Agents If the Agents
routed the sanctified Promethium into
are unsuccessful. The Poxbringer takes a moment the chamber and
ignited it, read aloud the following:
to inhale the foetid air before moving to attack the
nearest Agent. There is a
momentary silence just before the fire
takes, and then
suddenly the room is engulfed in a
Take Cover! deafening roar and
overwhelming heat. The screams
As the Agents (hopefully) succeed in either detonating of the mutants are
cut short by the inferno, and the
or purging the Geller Field, they must make a DN flesh that coats
the generator seems to writhe and
4 Athletics (S) Test to escape the room before it is scream as it does
so. Those who manage to escape
engulfed in flames of one sort or another. Those who watch as the
flames slowly die down, leaving behind
fail take 10 + 4 ED Damage. a swath of
destruction. Servitors are stripped of flesh,
sensitive
machinery lies in ruins, and all is charred
There is one exception. If the Generator is purged, the and smoking. In
the midst of the destruction however,
sanctified Promethium will not harm anyone who, in the Geller Field
humms weakly. Designed to withstand
the GM’s view, has shown true faith in the Emperor the sabotage,
fires, sudden decompression, and the
during the adventure. This may appear to be simple trials of battle,
it alone in the room functions. Reality
luck or good fortune, but any who held fast to the slowly reasserts
itself on the ship.
Emperor are spared by the flames.
If the Agents set
the generator to detonate, read aloud
the following:

Warning claxons
and emergency lights blare into life,
filling the room
with a disorienting cacophony. You
flee the area as
fast as you can, emergency bulkheads
slamming into
place in your wake. Moments later, a
series of massive
explosions and sense-grating shrieks
shake the
corridors around you. A brief second before,
the ship breaches
the warp and returns to realspace
with a sickening
crash. All behind you lies in ruins,
and what lies
outside the battered hull of The Herald
Varonius is as of
yet, unknown.

A
NIGHTMARE
MADE
FLESH
The Poxbringer
is a terrifyingly powerful
Daemon for a
party of this power level. If
the Agents
attempt to fight it directly, they
will almost
certainly lose some members,
and
potentially fail completely. Be sure that
the players
are aware that this creature is
beyond their
means to physically combat,
and their best
method of dispatching it is
44 re-routing the
blessed waters or detonating
the generator.
Aftermath - Purging the Aftermath - All is
Lost
Generator If the Herald was
destroyed or lost, Varonius meets
If the Agents purged the Generator, the ship emerges with the Agents only
to take their measure — he
from the Warp a few hours later beside the Varonius doubts if they are
truly capable individuals, but

INTRODUCTION
Flotilla. Strike teams from other ships, Voidsmen-at- unfortunately has
very few resources to work with.
Arms strengthened by five Primaris Intercessors from Assuming they do not
outright insult what is likely

TRAITOR’S HYMN
the Absolvers, enter the ship and sweep it, purging the most influential
person in the system, Varonius
every last physical remainder of the cult and their tells them he will
assign some other tasks to judge

APPENDIX
mutants over the coming days. It will take more time their merit, and
grants them the use of an ancient and
to truly cleanse the last remnants of malign influence, barely functioning
shuttle for this purpose.
but Jakel Varonius is reluctant to destroy the ship
completely if it can be salvaged, not when ships are During their meeting
with Varonius, ask the players
such a precious resource in the isolated system. questions about the
resolution: Do they tell Varonius
they consider
Captain Galba incompetent? Do they
In the coming days, after they have been checked mention Lord
Meldrake’s spirit stones, or arrange for
for corruption and given a little time to recover, Lord them to be returned
to the Aeldari via Elatha?
Varonius speaks with the Agents directly, meeting
them aboard his flagship, the Ducal Circlet. He is an The Herald Varonius
austere figure, but not without some wit. He also The crew of the
Herald who survived the infestation
knows how to make the best of a bad situation. remain on the ship,
assisting the Agents as their
duty demands. Keep a
record of how they interacted
For saving the ship and its Geller field, Varonius is with these NPCs, and
remember to have them show
pleased with the Agents. He praises their effort and up from time to time
and refer back to the events of
service to his family, taking a moment to comment on the infestation.
Lord Varonius provides additional
his own good instinstincs in identifying them as useful crew to make up the
numbers of those lost during
potentially useful agents in the first place. He offers the incursion,
though as with all things in the Gilead
the Agents the use of the Herald Varonius as a means system, experienced
crew are hard to come by. There
of travelling about the system, though he underlines are lots of ways
that this adventure could lead into
that this ‘gift’ on his part is in fact a substantial burden a campaign:
of duty. The system is on the brink of collapse, and
his advisors have already noted dozens of dangerous u The Festering
Abundance let events on the Herald
situations which require the attention of a capable Varonius get out
of hand, but what if some of the
strike team. cult remains on
other plants and vessels, plotting the
downfall of the
Imperium? What might they do next?
Aftermath - Detonating u The Herald
Varonius itself is the size of a small city,
the Generator with a crew of
thousands. The cult may have other
If the Geller Field was detonated, the dangerous jump cells as yet
undiscovered, perhaps in The Bilge.
back to realspace is only partially successful. Large u Lord Radovar
Meldrake and his steward have been
chunks of the Herald Varonius are left behind, and the smuggling Xenos
artefacts to an unknown buyer
ship finds itself more than a weeks travel from the fleet. in the Flotilla.
This mysterious patron could have
The trip back is fraught with danger, as the Agents and terrible designs
for the inhabitants of the flotilla.
the remaining Voidsmen fight a slow war of attrition u Alouette de
Mornay is part of a growing conspiracy
with the remainder of The Festering Abundance and to replace the
head of the Varonius Dynasty. Left
the Gellerpox mutants. Eventually the fleet lends its unchecked, this
could result in a full scale civil war
aid, as above, but Varonius is less effusive in his praise. in the largest
fleet in the system.
He does note that he wasn’t there, and is certain the u If Galba remains
in command of The Herald, will his
Agents did only what was necessary to succeed. A incompetence lead
to future problems? Or will he
above, he grants the agents the use of The Herald in prove a useful
figurehead for the Agents, as he is
this service, as above, though even after repairs the quite easy to
manipulate. Alternatively, if he is kicked
ship remains visibly marred by its experience. off the ship,
will he swear revenge on the Agents?
NPCS & THREATS
VOX SHAMBLER

CHAOS, GELLERPOX INFECTED,


Threat E|
T|T|T|T

MUTANT, NURGLE
S
T A I Wil Int Fel
4
5 1 2 3 2 1
Defence
Wounds Shock Resilience
1
7 4 7 (1 AR)
SKILLS:
Default 2, Awareness 4 (Passive 2), Ballistic
Skill 3,
Weapon Skill 4

BONUSES
Gellercaust
Mask: The writhing metal grafts of the
Gellerpox
infection lash out at those who attack this
Threat in
close quarters. Whenever an Agent rolls a
Complication
when Engaged with a Vox Shamblerthey
suffer a
Mortal Wound.

ABILITIES
ACTION:
Industrial Bludgeon: 8 +4 ED / Range 1 /
AP-1 / Brutal,
Unwieldy (1)
DETERMINATION:
Disgustingly Resilient: You do
not need to
spend Ruin to roll Determination for this
Threat. Roll
5d6. This Threat can roll Determination
against Mortal
Wounds.
POSSESSED MORTAL
Conviction
Resolve Speed Size
Threat A|A|E|E|E CHAOS, DAEMON 3
2 5 Avg
S T A I Wil Int Fel
5 3 2 4 3 4 3
PLAGUEBEARER
Defence Wounds Shock Resilience Threat A|
A|E|E|E CHAOS, DAEMON, NURGLE
3 8 7 10 S
T A I Wil Int Fel
SKILLS: Default 6, Awareness 8 (Passive 4), Weapon
3
7 2 3 3 3 1
Skill 8
Defence
Wounds Shock Resilience
BONUSES
3
8 - 7
Champion: This Threat can use Ruin actions and has
2 personal Ruin. SKILLS:
Default 6, Awareness 6 (Passive 3), Weapon
Skill 8
ABILITIES

BONUSES
ACTION: Spined Tentacle: 9 +3 ED / Range 10 / Brutal
Cloud of
Flies: A Plaguebearer is surrounded by a
DETERMINATION: Daemonic Determination: Spend supernatural
cloud of filth-blackened flies, obscuring
1 Ruin to roll 4d6. Daemons can roll Determination it from view
and threatening to choke enemies that get
against Mortal Wounds. Any Wounds negated by close. The
Plaguebearer counts as being in Full Cover
Determination are ignored instead of being converted at all times
(+1 bonus, already calculated in Defence
to Shock. above).

ANNIHILATION: Burnt Body: Unless prevented from


ABILITIES
doing so, the Daemon escapes back to the Warp, and BATTLECRY:
Frightful Form: Anyone that can see
the resultant Warp energy explodes from the now emp- this Threat
must make a DN2 Fear Test.
ty mortal host.
ACTION:
Plaguesword: 11 +2 ED / Range 1 / Inflict
Anyone within range can attempt to dive out of the way (Poison 7),
Parry
by making an Initiative Attribute Test, increasing their
DETERMINATION:
Disgustingly Resilient Daemon:
Resilience by the number of Icons rolled to decrease the
You do not
need to spend Ruin to roll Determination.
damage of the explosion. If you choose to do this, you
Roll 6d6.
Daemons can roll Determination against
sacrifice your next Turn.
Mortal Wounds.
Any Wounds negated by Determination
Warp Explosion: 5 +5 ED / Agonizing, Blast (Medium) are ignored
instead of being converted to Shock.
Conviction Resolve Speed Size Conviction
Resolve Speed Size
46 3 2 6 Avg 3
2 6 Avg
THADDEUS THE WRETCHED
Threat A|A|E|E|E MUTANT, CHAOS
S T A I Wil Int Fel
4 4 3 4 4 3 2
INTRODUCTION
Defence Wounds Shock Resilience
3 7 4 12 (2 AR)
TRAITOR’S HYMN
SKILLS: Default 6, Weapon Skill 7, Awareness 7
(passive: 4)
APPENDIX
BONUSES
Singing Static: All Perils of the Warp rolls are at +1
DN in Thaddeus’ presence

ABILITIES
ACTION: Gellercaust Blade: 12 +2 ED / Range 1 / In-
flict (Vulnerable), Parry
DETERMINATION: Spend 1 Ruin to roll 7d6
RUIN: Song of the Gellerpox
Spend 1 Ruin to cause an intense burst of static that
GLITCHLING
inflicts the Hindered and Vulnerable condition on ev-
eryone in range until the end of their next Turn.
CHAOS, DAEMON, GELLERPOX
Threat T|T|T|
T|T

INFECTED, NURGLE
Conviction Resolve Speed Size
S T
A I Wil Int Fel
3 2 6 Avg
1 1
1 1 2 2 1
Defence
Wounds Shock Resilience
NIGHTMARE HULK 3
3 3 3 (1 AR)
CHAOS, GELLERPOX INFECTED, SKILLS: Default 1,
Tech 3, Weapon Skill 3
Threat A|E|T|T|T
MUTANT, NURGLE
BONUSES
S T A I Wil Int Fel Technological
Glitch: The DN of any ranged attack
Test targeting a
Glitchling or made within 10m of it
7 7 2 3 3 1 1
is increased by
+1. This effect does not stack if there
Defence Wounds Shock Resilience are multiple
Glitchlings. Additionally, if an Agent
1 11 5 9 (1 AR) rolls a 1 on the
Wrath die while attempting to use any
technological item
in the presence of a Glitchling, that
SKILLS: Default 3, Awareness 2 (Passive 1), Weapon
item breaks and
cannot be used until it is repaired.
Skill 7
This requires a DN
3 Tech (Int) Test.
BONUSES

ABILITIES
Champion: This Threat may use Ruin Actions and has
ACTION: Infectious
Bite: 3 +3 ED / Range 1 / AP-1 /
1 Personal Ruin.
Inflict (Poison
3), Rending (4)
ABILITIES
DETERMINATION:
Disgustingly Resilient Daemon:
BATTLECRY: Frightful Form: Anyone that can see this You do not need to
spend Ruin to roll Determination.
Threat must make a DN 3 Fear Test. Roll 1d6. Daemons
can roll Determination against
ACTIONS: Hideous Mutations: 9 +4 ED / Range 2 / Mortal Wounds. Any
Wounds negated by Determination
AP -2 are ignored
instead of being converted to Shock.

RUIN: Headlong Charge: Spend 1 Ruin. The massive Conviction


Resolve Speed Size
Hulk bashes their way through intervening terrain to
3
2 6 Avg
reach their target. They may ignore Difficult Terrain
during this turn, and can smash their way through
MOB OPTIONS
moderate obstacles such as a closed bulkhead or Mob Ability: A Mob
of Glitchings is truly terrible to
barricade as a Free Action. behold. A Mob of
10 or more Glitchlings gains the
following ability,
which activates at the start of combat:
DETERMINATION: Disgustingly Resilient: You do
BATTLECRY:
Frightful Form: Anyone that can see
not need to spend Ruin to roll Determination for this
this Threat must
make a DN 2 Fear Test
Threat. Roll 7d6. This Threat can roll Determination
against Mortal Wounds. Glitchlings are
typically encountered in swarms of
5-10. The easiest
way to run a swarm of Glitchlings at
Conviction Resolve Speed Size the table is as a
Mob of Average Size with a Defence
3 2 5 Lrg of 1.
POXBRINGER

Threat A|A|A|E|E DAEMON, NURGLE, PSYKER

S T A I Wil Int Fel


7 9 3 4 5 4 2
Defence Wounds Shock Resilience
3 9 9 10
SKILLS: Default 5, Awareness 8 (Passive 4), Medicae
8, Scholar 6, Weapon Skill 8
BONUSES
Champion: This Threat can use Ruin actions and has
3 personal Ruin.
Cloud of Flies: A Plaguebearer is surrounded by a
supernatural cloud of filth-blackened flies, obscuring
it from view and threatening to choke enemies that get
close. The Poxbringer counts as being in Full Cover
at all times (+2 bonus, already calculated in Defence
above).
ABILITIES
BATTLECRY: Frightful Form: Anyone that can see
EMACIATED ROGUE PSYKER
this Threat must make a DN2 Fear Tes
ACTION: Balesword: 12 +4 ED / AP -1 / Range 1 /
CHAOS, HERETIC, HUMAN,
Threat
E|T|T|T|T
Inflict (Poison 7), Parry
PSYKER

RUIN: Locus of Nurgle: Spend 1 Ruin to activate Locus S


T A I Wil Int Fel
of Nurgle as a Free Action. Every individual with both 1
2 2 3 4 3 2
the NURGLE and DAEMON Keywords gains +1 bonus Defence
Wounds Shock Resilience
Strength while within 6m of the Poxbringer until the
start of its next Turn. 2
4 5 3
DETERMINATION: Disgustingly Resilient Daemon: SKILLS:
Default 4, Awareness 6 (Passive 3), Psychic
You do not need to spend Ruin to roll Determination. Mastery 6
Roll 9d6. Daemons can roll Determination against
BONUSES
Mortal Wounds. Any Wounds negated by Determination
Champion:
This Threat may use Ruin Actions and has
are ignored instead of being converted to Shock.
1 personal
Ruin.
Conviction Resolve Speed Size
Warp
Touched: Whenever a Rogue Psyker rolls a
5 4 5 Avg
Psychic
Mastery (Wil) Test, they gain bonus Wrath
dice equal
to the Tier of the game.
CULTIST
ABILITIES
Threat T|T|T|T|T CHAOS, HERETIC, HUMAN ACTION:
Smite: Target one individual within 35 m
and make a
Psychic Mastery (Wil) Test against their
S T A I Wil Int Fel Defence. If
successful, the target suffers 1d3 Mortal
2 3 2 3 3 2 2 Wounds.
Defence Wounds Shock Resilience Enfeeble:
Target one individual within 5 m and make
a Psychic
Mastery (Wil) Test against their Defence. If
2 3 3 3
successful,
the target’s Strength is reduced by 1 and
SKILLS: Default 3, Awareness 4 (Passive 2), Deception they suffer
1 Shock. The target regains their Strength
5, Stealth 5, Weapon Skill 5 at the end
of their next Turn.
BONUSES Life Leech:
Target one individual within 5 m and make
Devotion: Whenever a Cultist is slain by a Critical Hit, a Psychic
Mastery (Wil) Test against their Defence. If
the GM gains 1 Ruin. successful,
the target suffers 1d6 Shock and 1d3 Mor-
tal Wounds,
The Emaciated Rogue Psyker heals Shock
ABILITIES
and Wounds
equal to half the amount inflicted (round-
ACTION: Shoot and Stab: A Cultist takes no Multi-Ac- ed up).
tion penalty on a turn where they elect to shoot their
Flash Bang:
DN 4 Psychic Mastery (Wil) Test. Every-
Autopistol and stab with their Knife.
one within
range must make a DN 3 Toughness Test or
Autopistol: 7 +1 ED / Range 6 – 12 – 18 / Salvo 2 / take 1 Shock
and be Blinded for 1 Round.
Pistol
RUIN:
Psychic Storm: Spend 1 Ruin. The Rogue
Knife: 5 +2 ED / Range 1 Psyker
attempts to activate a psychic power.
DETERMINATION: Spend 1 Ruin to roll 3d6.
DETERMINATION: Spend 1 Ruin to Roll 2d6.
48 Conviction Resolve Speed Size Conviction
Resolve Speed Size
3 2 6 Avg 4
3 6 Avg

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