This character book has gone through a major revision, along with the rest of the rules.
INTRODUCING
the
ARCH-MILITANT
In this dark and dying age, some individuals fool themselves into thinking that there can still be peace and civilisation and glory and comfort. They armour themselves in faith and lies, blind to the one truth of their time:
In the grim darkness of the far future, there is only war.
CREATING YOUR ARCH-MILITANT
To create your arch-militant, select origins, name, look, stats, moves, gear, and Rapport.
ORIGINS
Homeworld: Death world, war world, hive world, forge world, or void-born
Born to be: Scavenger, stubjack, guardsman, zealot, slave, or criminal
Past glories: Renegade, prisoner, mercenary, warrior, assassin, or officer
Enemies: Orks, heretics, daemons, Eldar, arbites, Inquisitor, rebels, pirates, or xenos
Motivations: Endurance, fortune, vengeance, renown, murder, or pride
LOOKS
Man, woman, eunuch, or transgressing
Savage wear, hiver wear, gang wear, guard wear, officer wear, or power armor
Weathered face, savage face, blunt face, rugged face, scarred face or blasted face
Plasma scars, daemon scars, las scars, major burns, bionic limb, or bionic eye
Cunning eyes, hard eyes, scarred eyes, weary eyes, or mad eyes
Sturdy build, hard build, squat build, enormous build, or compact body
STATS
Choose one set:
bold +1 adroit +1 hard +2 charm -1 beyond 0
bold +2 adroit -1 hard +2 charm 0 beyond -1
bold +1 adroit 0 hard +2 charm -1 beyond +1
bold +1 adroit 0 hard +2 charm +1 beyond -1
bold +1 adroit -1 hard +2 charm -1 beyond +2
MOVES
Choose three:
Stone Cold Killer
You gain +1 Hard. (Hard +3)
A Simple Faith
When you pray for the emperor’s guidance, roll +Hard instead of +Beyond, but only in battle.
Endurance Under Fire
When you defy danger, roll +Hard instead of +Bold.
Weapon Master
Select a weapon type. Whenever you wield that type of weapon in battle, take +1 to any moves you make and inflict +1 harm.
Bare-Handed Slayer
Whenever you’re unarmed or unarmoured, you have 1-armour and inflict 3-harm silent (or s-harm, at your option) with your bare hands.
Avenging Guardian
When the fighting starts, mark someone as your ward. When they come under fire, you can roll +Hard to strike back. On a 10+, you get your ward out of fire, and have a chance to inflict harm on the attacker. On a 7-9, you get your ward of the fire, but suffer the harm of the attack.
Death World Veteran
You count as a company (3-harm small 1-armour) in battle.
Commando Infiltration
At the start of every session, roll +Bold. On a 10+, hold 1+1. On a 7-9, hold 1. Whenever you want to infiltrate somewhere, spend your hold and boom, you’re there. If you hold +1, you take +1 forward on arrival. On a miss, the MC holds 1 over you and can spend it at any time to put you in a spot.
Power Armour
You get power armour (detail), and can wear it without penalty. Add its Strength whenever you seize by force or brandish threats, and add its Mobility whenever you defy danger. Whenever someone hinders you, they add your armour’s Vulnerability.
ARCH-MILITANT SPECIAL
When you and another character have sex, you both take +1 forward.
GEAR
You get:
2 custom weapons
1 serious weapon
Fashion worth either 1 or 2-armour at your option
Custom ranged:
Choose base:
Pistol (1-harm hand/close quick)
Rifle (1-harm close/far loud)
Blaster / shotgun (1-harm close area reload messy)
Cannon (2-harm close reload messy)
Options (choose 2):
Bolt (+1harm bolt)
Plasma (+1harm ap plasma explosive)
Inferno (+1harm flame)
Melta (+ap flame)
Las (+ap las )
Heavy (+1harm +messy)
Xenotech (+1harm +xenotech)
Archeotech (+reliable +valuable)
Autofire (+area)
Silenced (-loud)
Custom melee:
Choose base:
Sword (1-harm hand)
Axe (1-harm hand)
Lance (1-harm hand)
Fist (1-harm hand)
Whip (0-harm hand/close entrap)
Options (choose 3):
Power field (+ap power)
Chain (+1harm chain)
Spiked (+1harm)
Elegant (+quick +valuable)
Terrible (+1terror +cursed)
Brutal (+1harm +messy)
Vicious (+1harm)
Shock (+s-harm)
Double-headed (+2harm +unwieldy)
Reliquary (+skulls +valuable)
Serious weapons:
Chainsword (2-harm hand chain)
Bolter (2-harm close/far bolt)
Bolt pistol (2-harm hand/close bolt)
Power sword (1-harm hand ap power)
Sniper rifle (2-harm scope far)
Hellpistol (2-harm hand/close las)
Shotgun (2-harm close area reload messy)
If you selected power armour, choose one of these profiles:
Strength +1 Mobility +1 2-armor Vulnerability +1
Strength +1 Mobility +2 2-armor Vulnerability +2
Strength +2 Mobility 0 2-armor Vulnerability +1
Strength +1 Mobility -1 3-armor Vulnerability +2
HISTORY
On your turn, choose 1 or 2:
One of the other characters has fought beside you in battle. Tell that person History +1.
One of the other characters doesn't understand that their existence is based on violence. Tell that person History -1.
Tell everyone else History +0.
On the others' turns, choose 1 or 2:
You've fought or sparred with one of them. Whatever number they tell you, write down History +3 instead.
One of them reminds you of a world beyond killing and death. Whatever number they tell you, add +1.
Write down whatever number everyone else tells you.
INFLUENCE
You’ve fought for many commanders before, but only one truly had your loyalty. Pick one:
Imperial Guard (detail a Lord General)
Holy Inquisition (detail an Inquisitor)
Adeptus Arbites (detail a Judicator or Venator)
Criminal underground (detail a crime lord)
Planetary governor (detail the system)
A rogue trader dynasty (detail the dynasty)
Give them +1 Influence. In addition, pick another of the above organisations; you’ve fought them in battle before, give them -1 Influence.
ADVANCEMENT
Take +1 Bold
Take +1 Adroit
Take +1 Beyond
Get a new arch-militant move
Get a new arch-militant move
Get a company (detail) and pack alpha
Get a signature vehicle (detail) and hotshot pilot
Get a move from another career
Get a move from another career