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Role-playing adventures in the 41st Millenium...

Dark Millenium Warhammer 40,000 roleplay

Throughout the universe of the 41st millennium huge armies march upon each other, Titans crush infantry like insects and massive warships blast each other in the void between stars. The servants of the Imperium tirelessly manufacture new weapons, new war machines in a desperate attempt to hold the alien hordes outside the borders of Mankindò³ ¤ominion. It is a hopeless war and they know it.
Throughout the Imperium and beyond, individual groups of adventurous souls, together or alone, seek to avenge the wrongs they have seen in this hard fought society, travel to find their fortunes or simply have the presence of mind to let their curiosity guide them beyond the ever present watch of the Imperiumò³ ³ervants. Many dangers await these brave people and threats surround them as they do the Imperium as a whole. Foul aliens prey on the weak, the forces of darkness press everywhere and huge wars threaten to engulf many systems within days. It is truly a dark millennium.
Dark Millennium is a Role-Playing Game based in the universe of Warhammer 40,000. The rules are very simple and this is intentional í¹ƒí¹¯u will have far more to worry about in the Warhammer 40,000 universe than a lot of dice modifiers! And if you ever get in the sights of a well aimed Lascannon, you will regret it. Whilst the most visible heroes are those leading armies, or piloting Titans, or captaining warships, there are many others that rarely gain the notice of the citizens of the worlds on which they walk. It is these people on which this game is based. All the retired Imperial Navy and Guard personnel who never receive the worlds they were promised, the deserters, the Hive Gangers who made it out of their hell holes, the independent traders, the freelance scouts í¹‚í±¬l those that escape the attention of most 40k gamers who see entire armies day after day. This is who you will be.
A copy of either Warhammer 40,000 2nd or 3rd edition will be necessary and a copy of Necromunda will be advantageous. The rules assume that you have access to both 2nd and 3rd editions of Warhammer 40,000 but in all cases, provisions are made if you do not own the relevant materials. All the scenarios, campaigns and background materials that appear here will be based in the Corribra Sector, but just about anywhere in the Warhammer 40,000 universe is suitable for role-playing sessions í¹‚íµ¶en Terra itself! With Dark Millennium you have the contents of an extremely large and well documented galaxy to explore. At the end of the day, if you decide to use Dark Millennium, it will become YOUR game. Change the setting if you wish to, ignore or change any rules you donò´ ¬ike í¹€í¹ really wonò´ ­ind! If you feel like re-writing the rules so they fit in completely with 3rd edition, then do so, it certainly wonò´ ´ake much work. Above all, this game is meant to be fun. Make the most of it. . .
Dark Millennium was originally designed for a 40k Play By Mail game that is in progress. As such, it is very much a work in progress so there will be many rules changes and refinements, as well as complete scenarios and campaigns. One thing that will be looked at first will be to expand the number of starting character professions that are available for a player í¹‚í¶²eelance and Imperial Scouts, Free Traders and Hive Gangers are all planned at this time.
Dark Millennium, though based on Warhammer 40,000, is not a wargame at all. Rather, it is a Role-Playing Game, very similar to others such as Dungeons & Dragons. Role-Playing Games have an entirely different format to the wargames you are used to, though there can also be a lot of 'cross-over' between the two. Allow me to explain. . .
Whereas a typical wargame will have two players with painted armies playing across a table for a set amount of time or turns to decide a winner, Role-Playing Games, or RPGs have no winners. Or armies. And no time limit. Instead, there are three main elements to a Role-Playing Game:
The Rules and Setting
This is what you are reading now. Any game needs a framework of rules and whilst Dark Millennium is far from complete in any sense (as with a wargame, you can ALWAYS add new things to an RPG), there is now enough for you to at least start adventuring with your friends. In addition, you need a setting, a place and time in which to base all the adventures you will play in your group. This is what the Corribra Sector is for, though there is absolutely no reason why you should not create your own Sector in the Imperium (or outside of it!) to make Dark Millennium truly your own game.
The Gamesmaster
Depending on the sorts of wargames you play at the moment, you may already be familiar with the concept of a Gamesmaster. He is the one who hold all the cards, so to speak. It is this gentleman who will have written the adventure that is going to be played in that session, he will know what all the different players are up to and where they are heading with their 'characters'. During play, the Gamesmaster should be considered the authority in a game and his word must be final.
The Players
These are the most important people, though some Gamesmasters may disagree. Typically, there will be 3-6 players in a Role-Playing group, each with a single character, or alter-ego, that they play in the game. For all intents and purposes, as they play, they may be assumed to actually be their character, rather than the guy currently sitting at the table who has to go to work the next day. For an evening, they may be Bellum, an Imperial Scholar of some note looking for a dark secret behind the recent incursions of metallic invaders in the Sector. They may be Sapphire, a young girl recently fallen in with Pirates and eager to show the universe that she can anyone by the throat and shake them down for everything they are worth. Or they may be any of a infinite range of different people that are limited only by your own imagination.
The Game
When starting a game of Dark Millennium, the players will create their characters using the process shown elsewhere, decide on a name for them and add some detail - as well as deciding that they want to be a Ratskin Shaman, for instance, a player must also work out exactly what sort of Ratskin Shaman their character is going to be. Is he handsome? Surly? Cowardly? Is he harbouring some sort of dark secret? The more a player adds to a character in this way, the more a Gamesmaster will be able to engage the player within the game.
Once this process has been completed, the game can begin. It is up to the Gamesmaster to provide an adventure or scenario for the players to take their characters through. He will describe to the players where their characters start, what they can see, smell and hear. The players will then, in turns if necessary, tell the Gamesmaster exactly what they want to do. He will then tell them the results of their actions. Below is an example of a game in progress. Vance is a retired Imperial Guardsman, Karrie is an Imperial Noble and Torlate is a Renegade Psyker, though he pretends to be a Free Trader. All three have been trying to gain access to a factory reputed to be producing superior Bolt weapon ammunition, something a criminal band they ran into earlier will pay a great amount for. . .
Gamesmaster: Okay Karrie, after failing to jump up the wall, you fall back to the ground heavily. A dazzlingly bright light suddenly shines on all of you and you hear a mechanised voice shout 'Freeze! By the Emperor, you will come with us!' Just moving past the bright light, you can make out the forms of heavily armoured Arbites brandishing shotguns as they move towards you. What do you do?
Karrie: 'It is all right, Sir, we have authorisation to be here!'
Vance: I am reaching behind my back slowly, getting ready to draw my Bolt Pistol.
Torlate: **Groans** That is not a good idea. Karrie, don't step towards them, I have an idea.
Gamesmaster: One of the Arbites starts walking towards you, the others, three you can see, cover you all with their weapons.
Karrie: 'I have my pass right here, Sir.'
Gamesmaster: 'No one moves - step forward.'
Torlate: I'm using my Smite Power on them, now!
<The player playing Torlate makes a Psychic test and succeeds>
Gamesmaster: A brilliant ball of fire suddenly erupts in the centre of the Arbites squad. One of them screams as the flames start to melt through his armour, whilst the others look stunned by the conflagration that has materialised amongst them.
Vance: Drawing my Pistol and letting the nearest one have it!
Karrie: I am running for the wall again. . .
Torlate: I'm with you, come ON Vance!
From here, the Gamesmaster will continue to describe what the Arbites do next, whether Vance can hold them off long enough to allow the other two to get over the wall, what they find the factory once they get past this obstacle and so on. . . This is typical of the format used in Role-Playing Games, rather than simulating all the action on the tabletop - it all happens in the minds of the players and Gamesmaster. Finally, there are no winners - characters can die, they can complete missions and personal goals, but the story, or campaign, need never end so long as it has the interest of all the participants.
What do you mean, no models?
Well, this is not strictly true. Most players of Role-Playing Games do not use models at all, they just keep track of all the action in their heads. However, some players do use models to represent their characters and the enemies they meet, especially in combat situations. As you are probably a 40k gamer yourself, you are likely to have a rather extensive model collection already in the form of an army or two. There is no real reason that you should not use models in this case and they can help you 'visualise' what is going on in the game. However, I would warn you off using them as a wargame in their own right as you will find combat runs far smoother in a Role-Playing Game if you let the rules and your imagination take care of all the details - it does not matter if a model is 1" out of 'charge' range if the Gamesmaster has already told you your character can make the run. . .
There is another option for using models, however, but I would recommend this only to more veteran players and those who are truly mad! Throughout the progress of a group's adventures, they may accomplish many things. They could get rich, steal spaceships, consort with vile aliens - they may even find themselves leading a huge army to war, for good or ill. In this case, feel free to break the pace of your Dark Millennium campaign and have a game of Warhammer 40,000! I am not going to do any rules for converting your Dark Millennium characters to HQ choices in 40k, this is something you will be able to do better yourself. Be warned though - the battlefields of the 41st millennium tend to be very harsh places, so do not come crying to me when your favourite character that you have been playing for over a year suddenly becomes a target for a rebel's Krak Missile!
And so onwards to adventure. . .
The rest is really up to you. If you have the 'right' attitude to Warhammer 40,000, you will have already started playing with the rules and army lists and started playing games 'your' way. Role-Playing Games tend to be even more free form in practice and so there really is no 'right' way of playing them. Change the rules by all means, I won't be offended! Add new rules as you see fit, obey the Gamesmaster and just go with the flow.
Oh, and as a last word - if you do fancy a go at this game, I would very much appreciate in hearing how it goes for you!!!
A character is first defined by several characteristics, mostly familiar to everyone who has played Warhammer 40,000;
M WS BS S T W I A Dex Ld Int WP Cl Fel
Dex, Int, WP, Cl and Fel will be new to a lot of players.
Dexterity (Dex): This governs a characters natural reactions and hand to eye co-ordination. A character with a high score here will be much faster and more agile than the average human.
Intelligence (Int): The Intelligence score demonstrates a character's raw brain power and their ability to adapt to new and complex tasks quickly and without confusion.
Will Power (WP): The universe of Warhammer 40,000 is full of many dangers that can sap a character's mind and spirit. Will Power is a measure of the character's strength of mind and is commonly used to guage their resistance to attacks to the mind, such as from enemy psykers.
Cool (Cl): There are also many dangers far more terrible than that of psykers. There are beings in the universe that are so terrible that they can drive a man witless by their mere presence. Cool represents a character's ability to cope with the most terrifying of situations.
Fellowship (Fel): Fellowship covers how a character relates to other people and how they may react to any actions he may take.
A character starts off with the following scores for each of his characteristics;
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 3 3 3 3 D6 3 1 7 7 7 7 7 7
A character is permitted to re-roll his Wounds score, but the second roll must be kept, even if it is worse than the first. After this has been done, a player is permitted to adjust his scores by reducing any characteristic by one and adding this point on to another. No characteristic may be increased by more than one point and Movement, Wounds and Attacks may never be modified in this way. The character's Toughness is then added to the Wounds, to make the final Wounds score.
Maximum Characteristics
Throughout the course of the characterò³ ³ervice and adventuring life, he may receive the opportunity to increase these characteristics. However, there is only so much an ordinary human can do, so there is a maximum limit to all these characteristics, as listed below;
WS BS S T W I A Ld
6 6 4 4 20 6 3 10
Careers and Other Options
Once the character's basic statistics have been generated, the player then has a number of Character Generation Points that he can then use to purchase skills and other abilities - there are various compulsary choices and other limitations, dependant on the career you choose for your character, as listed below;
Bodyguard <dmbodyguard.htm> Bounty Hunter <dmbountryhunter.htm> Ex-Guard Officer <dmguardofficer.htm> Ex-Guardsman <dmguardsman.htm> Ex-Navy Officer <dmnavyofficer.htm> Feral Hunter <dmferalhunter.htm> Freelance Scout <dmfreescout.htm> Free Trader <dmfreetrader.htm> Hive Ganger <dmhivegang.htm> Imperial Noble <dmimpnoble.htm> Imperial Scholar <dmimpscholar.htm> Pirate <dmpirate.htm> Planetary Defence Force Soldier <dmpdf.htm> Preacher <dmpreacher.htm> Ratskin Scout <dmratscout.htm> Ratskin Shaman <dmratshaman.htm> Redemptionist <dmredemption.htm> Renegade Psyker <dmpsyker.htm> Smuggler <dmsmuggler.htm>
If you have any more ideas for character types, I would love to hear about them!
Each character will have a range of skills indicating their areas of expertise in various areas of life. This does not form a comprehensive list of all a characterò³ ¡bilities, merely what a character does best. It is assumed that each character generated is a fully rounded human being and will be able to accomplish most day to day actions with the minimum of difficulty. All skills may be taken more than once, giving a multiple to the skill which boosts a characterò³ ¡bility in this area (for example, the progression would be Medic, Medic*2, Medic 3, etc. . .). There is no upper limit to how many times a skill may be taken, but the effects of higher level skills will grow proportionally less í¹‚í± skill of Medic*4 does not necessarily indicate a level of skill twice as good as Medic*2, but it does show a greater understanding of the field.
Other skills may also have various sub-categories, such as Rifle. Once such a skill is taken, the character is assumed to be at least proficient in all sub-categories of the skill, but one must be chosen for the character to specialise in í¹‚í¶¯r the Rifle skill, this may include weapons such as Lasgun, Bolter or Shuriken Catapult. Every time the character receives such a skill, they may pick another sub-category to specialise in or concentrate on one or more sub-categories to achieve a greater skill in its use. For example, if a character receives the Rifle skill three times, they automatically gain the Rifle skill, but could also choose Lasgun*2 and Bolter, or they could concentrate on Bolter*3. They could also just pick three rifle weapons to specialise in.
Skills are spilt into two areas í¹€í»®owledge and Action Skills. A characterò³ ¡bility to have either is governed by their choices during character generation. During actual play, as a character gains more experience and knowledge of the world around him, he will have the ability to increase the number of both types.
Using Skills
Most characters can attempt most actions, even if they do not have the necessary skills usually required, but they will do so with a penalty. A basic level of skill will enable a character to achieve success in the use of the skill with regularity, a greater level of skill (*2, 3 or higher) will grant a character bonuses to succeed. At his discretion, a GM may rule that certain difficult actions will require a base level in a skill higher than normal. For instance, in particularly difficult surgery, a skill of at least Medic*3 may be required before a character may even attempt the action.
Combat skills grant a character a bonus to Weapon or Ballistic Skill. Without any sort of skill in any particular form of combat, a character will suffer a íº†í°°enalty to WS or BS (as appropriate), if indeed they can operate any machinery involved í¹ƒí°¡rticularly complex weaponry, such as large artillery pieces, may preclude a character from even attempting to fight. With a basic level of skill, there are no penalties and with every level of specialisation in a weapon (including Brawling) a bonus of +1 to WB or BS is granted.
Action Skill List
Acrobatics: The Character is extremely supple and can demonstrate the precise movement of their body in a succession of quick and sometimes incredible actions. Possession of this skill will also demonstrate a high level of fitness, as well as a good ability in running and jumping actions.
Artillery: This skill indicates a good knowledge in the use of the large artillery weapons common throughout the Imperium of Mankind. The character with this skill will be specialised in one or more Artillery weapons, such as the Earthshaker Cannon or the Griffon Mortar. Armies such as the Imperial Guard put great stock in the use of artillery raining death upon the enemies of the Emperor from great distances away, but to achieve any sort of accuracy on a tactical level, such weaponry must be guided on to target and instructions issued to correct aiming if the rounds fail to hit. A character with the Artillery skill is also adept at bringing down artillery fire with a reasonable degree of accuracy and consistency
Assault: The character has a good proficiency in taking the fight to the enemy and engaging in close assault. When taken, the Assault Skill gives a good level in skill with all close combat weapons, but one weapon type must be chosen for the character to specialise in. Examples of this may include Chainswords, Power Mauls or Primitive Club.
Brawling: The character is adept at fighting in unarmed combat. This rarely indicates any great level of martial arts, unless the Brawling Skill is very high, but is more often learned the hard way, either through war, criminal activities or through common bar-room brawls.
Combat Engineer: The character is skilled in the construction (and demolition, if required) of field fortifications, camouflage, minefields and the like. The more skilled a Combat Engineer, the better he can conceal his constructions. The character is also familiar with explosives and their best use in destroying intended targets. A high level of skill will allow the character a fuller knowledge of types of explosive and will be able to better maximise their effect.
Exotic Weaponry: There are many weapons in the galaxy that are rare and not covered by other skills. There use is all grouped under this heading. The Exotic Weaponry skill is unusual in that, while it is a Specialisation Skill, a character that has it will only be able to use the weaponry he is specialised in, rather than all exotic weaponry at a basic level of competence.
Heavy Weapons: The character is adept at the use of most forms of heavy weapon and high levels of skills will even grant the character some knowledge of alien weaponry. A character with this skill will be able to specialise in specific forms of heavy weaponry such as Lascannon, Heavy Bolters and Shuriken Cannon.
Helmsman: A character with this skill has had experience in piloting the larger vessels used to travel in space. The level of the skill indicates not only the ability of the Helmsman to perform certain manoeuvres, but also the size of ship they are able to pilot successfully í¹ƒí´¨e large warships of the Imperium are not given to novice Helmsmen to fly. A basic level of skill of Helmsman indicates a character is capable of operating Escort-sized vessels, Helmsman*2 Light Cruisers, Helmsman*3 Cruisers and Battlecruisers and Helmsman*4 Battleships.
Hiding: Often closely allied to the Move Silently skill, Hiding will allow a character to take maximum advantage of cover and shadows to avoid detection by other sentient beings. Take care, though, as there are many electronic devices that can negate this ability, as well as many alien races with heightened perceptions that can make the use of this skill incredibly difficult.
Lock Picking: The character, when equipped with the right tools, is skilled at disabling or opening both mechanical and electronic locks. The level of this skill grants the character a bonus when attempting to open the lock, though more complex security systems will have a similar penalty.
Move Silently: The character is adept at moving stealthily with a low chance of detection by people, aliens and monsters. A character using this skill will still have a hard time trying to avoid Bio-Scanners and the like.
Pick Pocketing: The character is skilled at pick pocketing and quietly lifting small objects from a person without their knowing. This is a Dexterity related skill, so a high score in this statistic will prove to be an advantage.
Pilot: A character with the pilot skill is adept at the operation of smaller space-going vessels, typically those that are too small to have any sort of Warp jump capability, including inter-planetary transports, fighter craft and bombers. Such craft are either designed to be used only in one planetary system, or have been adapted to be carried on board larger vessels that can ferry them from system to system.
Pistol: The character is adept at the use of most forms of pistol and high levels of skills will even grant the character some knowledge of alien weaponry. A character with this skill will be able to specialise in specific forms of pistol weaponry such as Laspistols, Bolt Pistols and Shuriken Pistols.
Power Armour: This skill indicates a good degree of knowledge and experience in wearing and operating Power Armour. Note that this is not the sophisticated Power Armour of the Space Marines with the multiple neural connections, but a far simpler form, typical of that worn by the likes of Inquisitors and the Adeptus Sororitas. A level of 3 in this skill indicates familiarisation in the use of simple Terminator suits.
Rifle: The character is adept at the use of most forms of rifle and high levels of skills will even grant the character some knowledge of alien weaponry. A character with this skill will be able to specialise in specific forms of rifle weaponry such as Lasguns, Bolters and Shuriken Catapults.
Scout: The character has had a lot of experience in operating alone or in small groups in order to obtain vital information about terrain or enemy forces. Such a skill allows the character to remain undetected by patrols and quickly gain the information required, as well as surviving in hostile climates and surroundings.
Shipò³ ‡uns: This skill covers the knowledge of the operation and minor maintenance of ship board weaponry, from small Lascannon turret arrays to the huge Plasma and Torpedo batteries found on the very largest of warships. A high level of skill will allow the character, given time, to understand the workings of the largest and most complicated weaponry found on the greatest of ships, such as Nova Cannon.
Survival: The character is adept when placed in situations that require he fight against the elements and nature itself in order to survive. He is capable of finding shelter, food and water within the most hostile of environments, if they exist.
Tracking: This skill allows a character to track an animal, person or vehicle through a wide variety of terrain. The level of this skill will demonstrate the length of time a character can follow a trail after the tracks have been made, as well as boost his ability to follow a trail through the most difficult of terrain.
Vehicle: A character with this skill is familiar with most forms of complicated transport and is specialised in the use of one or more types. These specialisations include Tracked, Wheeled, Bikes, Super Heavy, Equestrian and Grav. A high degree of knowledge will also allow a character to service and perform basic maintenance on his chosen vehicles.
Knowledge Skill List
Alien Anthropology: The character possesses a great deal of knowledge of alien races and cultures. Though there are many Scholars within the Administratum that study such things, the demonstration of such knowledge openly is considered a crime bordering on Heresy on many Imperial worlds.
Alien History: Some individuals show a fascinated and dangerous interest in alien races, to the extent of attempting to learn their histories and background. This is a very limited skill, as such knowledge is not easily attainable unless one is prepared to spend a great amount of time with a race.
Bribery: Such a skill indicates that the character has had some experience in bribing both officials and others in positions of power in order to gain access to locations, equipment or in the avoidance of laws. It should be noted that whilst there are a great many weaker souls with the Imperial bureaucracy, the attempt of bribery is punishable by death in Imperial space.
Computer Litanies: The character has a great knowledge of the various computer-tech systems common throughout the more technologically advanced systems in the Imperium. By use of the correct Litanies and Rune-Striking, the character will be able access such computers to determine their function and to access the information they process.
Cooking: Possession of this skill will grant a character a level of preparing food that approaches and, in rare cases, surpasses that expected professionally. This skill also brings knowledge of foodstuffs from many systems within the Imperium.
Diplomacy: The character has a good emphatic connection with most people and is skilled in the arts of negotiation and compromise. Whilst the Imperium is a united collection of many worlds, there is always need for good ambassadors and negotiators between systems, or even with the Priesthood of Terra itself.
Geography: This skill grants the character a good knowledge of many aspects of planetary systems, from the formation of their land and sea masses, to the order of their ecology and weather.
Geology: This skill will demonstrate a characterò³ «nowledge of rock formation and properties on many different systems throughout the Imperium.
Engineer: A character with this sort of skill has spent time in and around the manufacture and maintenance of armoured vehicles, Titans or even the massive Imperial Warships that plough the gulfs of space in the Imperium. Such a skill is formed less of knowing the exact workings of such awesome machinery and deals in more in feeling the spirit of such machines, knowing their power and the persuading them to do the humble bidding of man. A character with a high level of skill here will be intimate with the relationship between man and machine and may well be respected with no small amount of awe amongst his peers as he is seen as being closer to the Machine God than most.
Fencing and Illegal Trading: There are many areas of the Imperium where the trade in stolen or proscribed goods flourishes, even supports some economies. A character with this skill is adept at determining the true value for such items, finding markets for them and in dealing with the people who regularly engage in such activities. He will also be familiar with many related aspects of the law and how they change from system to system.
Fleet Tactics: The character is well versed in the lore of fleet tactics, ranging from simple squadron manoeuvres at low skill levels to commanding entire Battlefleets across whole systems at the higher skill levels.
Forger: Demonstration of such a skill is punishable by death or hard labour in most Imperial societies, but able criminals with such talents are often highly sort after by those who wish to circumvent the laws of the Emperor. Given the proper equipment, such a character will be able to forge most documents, papers and information contained in data-tablets, though the quality of the forgery will be reliant almost purely on the characterò³ ¬evel of skill.
Gambler: Although illegal for some social classes on some worlds, gambling often represents a means of escapism to many Imperial citizens in otherwise lowly positions and a sport to those better off. A character with this skill will have a good knowledge of many forms of gambling, as well as having a greater skill in it than the average citizen.
Imperial Administration: Grants experience in dealing with huge bureaucracies that form the governments of the worlds of the Imperium. A character with this sort of experience will be skilled in both dealing with officials from such organisations and will also be competent to work within these bureaucracies.
Imperial History: The character is familiar with many aspects of the history of the Imperium, from whole galaxy-spanning conflicts, to details to local systems. The character is advised to take care, however. Demonstration of some knowledge, such as that of the time known only as the Horus Heresy, is deemed to be illegal by the Priesthood and many systems.
Imperial Law: There are many laws that are constant throughout the whole Imperium, such as Heresy and Treachery, but more minor crimes often vary wildly between systems. A character with this skill is knowledgeable of the law systems on many planetary systems and how well these laws are implemented.
Instructor: This skill allows a character to impart knowledge he has gained to others over a sustained period of time. This is most commonly used when readying others for combat readiness, but may be applied to any field.
Interrogation: This allows a character to obtain information from captives in a variety of unpleasant ways involving both physical and psychological trauma. High levels in this skill will allow the character to better detect when a captive is lying or imparting false knowledge, as well as obtain results in a far more efficient manner.
Investigation: The character is familiar with all the approaches and procedures with which to adopt in an investigation, whether it is a quest for an object or knowledge, or hunting a person.
Language: This is another Specialisation Skill that will allow a character to speak the language of either different sections of humanity or, in rare cases, aliens. A character may attempt to concentrate in one particular language, or may be determined to have a smattering in as many languages possible.
Mechanic: Similar to the Engineering skill, Mechanical allows the character to use and maintain smaller mechanical vehicles and machinery, though without the greater understanding of the spirits of such things as the Engineer skill grants.
Medic: Even with little or no medical equipment, a character with a good level in this skill will make survival in dangerous situations far more likely to those around him. When equipped properly or within a good medical facility, this skill can literally make the difference between life and death. A high level of skill will indicate that the character not only has the knowledge of the preservation of health and welfare, but also a great understanding of the medical and biological sciences, along with a rudimentary knowledge of the biologies of some alien species, dependant on the characterò³ ¯wn experiences.
Mining: The character is adept at prospecting for rare or valuable minerals and ores, then mining for them in as safe and efficient manner possible.
Strategy: This skill grants a character good knowledge in strategic functions during a military campaign. A character will naturally gravitate to one sort of warfare, whether land based or space borne, though many of the principles of a good strategic mind remain constant between the two forms of war.
Tactics: The character has had a great deal of training concerning small unit tactics, the amount of units dependant on the level of skill. A basic level of skill indicates a good knowledge of squad tactics, level 2 up to Platoon size, level 3 Company size and so on.
Trade and Economics: The character is fully conversant with the markets and economies of the Imperium, to the extent that he can easily gauge markets with the view to taking advantage of them. Such a character will have a strong base of wealth and knowledge that will enable him to deal with even markets he is unfamiliar with.
Specialisation
A number of skills are being noted as having sub-categories, with characters being able to specialise in one or more areas, whilst still retaining a basic level of competence in the base skill. Below is a comprehensive list of the subcategories;
Alien History: Eldar, Ogryn, Ork, Ratling
Artillery: Deathstrike Missile Launcher, Earthshaker Cannon, Griffon Mortar, Hydra Flak Gun, Manticore Missile Launcher, Siege Bombard
Assault: Chainsword, Power Axe, Power Fist, Power Maul, Power Sword, Primitive Weapons
Heavy Weapons: Autocannon, Heavy Bolter, Heavy Plasma Gun, Heavy Stubber, Lascannon, Missile Launcher
Language: Adeptus Mechanicus, Eldar, Ork
Pistol: Autopistol, Bolt Pistol, Hand Flamer, Laspistol, Needle Pistol, Plasma Pistol
Rifle: Autogun, Boltgun, Flamer, Grenade Launcher, Lasgun, Meltagun, Needle Rifle, Plasma Gun, Shotgun
Vehicle: Bike, Equestrian, Grav, Super Heavy, Tracked, Walker, Wheeled
As befits any role-playing game, Dark Millennium has a combat system that is very quick to learn, but gives enough variations for a player to try any action with his character. From unarmed combat, through knife and firefights, right up to trading shots with heavy weapons from within armoured vehicles, anything is possible.
To engage in any combat in Dark Millennium, you will need a copy of either the 2nd edition Warhammer 40,000 or Necromunda rules. The 3rd edition Warhammer 40,000 rules can also be used, but be prepared to bend them to fit various situations. In all cases, assume that the standard Warhammer 40,000 combat rules are used, except where noted below.
Initiative
It is inevitable that when two combatants meet that one will almost certainly be faster and have quicker reactions than the other, but other circumstances can swing a fight. One fighter may have seen his opponent first, he may be more aggressive or he may have more to lose. Any of these things can sharpen a character and make him more lethal in combat.
At the start of every round of combat, whether it is in hand to hand or shooting, roll a D6 for every participant and add this score to their Initiative. The combatant with the highest score will act first in this combat round, the next highest will act after him and so on. In the event of any ties, then the combatants concerned will be operating simultaneously.
Movement
In combat, a character will spend a lot of time taking cover and using whatever terrain is available to make himself a less conspicuous target, all of which will limit his overall speed. In these cases, he is considered to move about 12m per turn. Alien races will be able to move faster or slower than this, depending on their type. A character can move twice this distance in a turn, though anyone targeting the character will gain an additional +1 modifier to hit him. In addition, a character may not move at all in a turn if he wishes to fire a Heavy Weapon, unless the weapon in question has some special rules permitting him to do so.
Using Weapons
The standard 񴯠hit򠲯lls are made for both hand to hand and shooting attacks, but a character may have a great level of skill in a weapon or he may never have picked one up before. In Dark Millennium, characters have a lot of choices!
If a character has no skill at all in a weapon he is attempting to use, then the hit roll will have a íºŠí°°enalty. This also applies to unarmed combat if the character does not have the Brawling skill. A character with a basic level of skill suffers no penalty, but if he is specialised in the weapon, then he gains a +1 bonus to hit for every level in that sub-category.
The standard modifiers for attacking large targets, targets in cover and other situations still apply as normal. In addition any type of pistol grants the user a +1 bonus to hit at ranges of 10 metres or less. Any roll of 1 counts as a miss, no matter what modifiers are in effect.
Taking Damage
This is the big change from the standard combat rules you will have used before on the table top, as every character has more than one wound í¹ƒí±µite a lot more, in fact. When rolling to wound a target, use the following system;
Roll 1D6 for damage and add this to the weaponò³ ³trength. This is the amount of damage the weapon does with this attack.
The target deducts its Toughness from this number, along with any Armour Value, if present. The final number is deducted off the targetò³ —ounds score. Once the targetò³ —ounds reach zero, its dead!
Some weapons are listed as doing multiple damage í¹‚í¶¯r instance, a Lascannon does 2D6 damage. In these cases, total the damage in step one above as normal, but then multiply it by the random amount listed in the weaponò³ ¤escription. Take very careful note of this í¹‚í¹´ makes such weapons incredibly powerful and you will not want your character to get in the way of one.
When attacking vehicles, use the system as presented in the 2nd edition Warhammer 40,000 rules, though 3rd edition can also be used, though they will provide less detail than is ideal in a role-playing environment.
Special Weapons
A number of weapons have special effects that cannot be covered in the basic combat rules above. Where these weapons have such an effect listed in their Notes section, consult the table below to gauge their effects.
Armour Piercing
Some weapons are so powerful in that they can cleave through the strongest armour with ease. When close combat weapons with this ability hit a target, they ignore all Armour Values on the target. Ranged weapons with this ability ignore 2 points of the targetò³ ¡rmour.
Blast
Some weapons throw great amounts of shrapnel over a wide area in order to cause damage. Anything within 2 metres of the point of impact will take damage from this weapon. A few weapons are capable of throwing their effect further than this and are so noted in their descriptions.
Sustained Fire
Such weapons can throw out a tremendous amount of firepower and are used to lay waste to large numbers of enemies. Roll the amount of Sustained Fire dice as indicated in the weapons description í¹ƒí´¨is is the number of shots the weapon fires in that round of combat. These shots can be targeted at targets within 2 metres of each other, or they can be used against one single target. If any jams are rolled, then the character must spend a round clearing each one rolled before the weapon may be fired again.
There are free traders all over the Imperium, managing their stocks and supplying all manner of people with items that are required. It may be assumed that every planet has many such Free Traders and with just a little work, a character should be able to find one that has at least most of what he is looking for.
It should be noted before a character decides to ñ´¯¯l-upò¬ ´hat many such items will arouse suspicion and are even against Imperial Law to own and carry, but this is hardly ever a blanket law. For instance, throughout the Hives of Thesselonia, the possession of any weapon more dangerous than a knife is a serious offence, punishable by internment on one of the prison planets of the Sector, but this law is only ever enforced in the topmost reaches of the spires. Lower down in the Hive, where gangs rule and ordinary folk are safer to keep to themselves, the armament of a person is never questioned and highly advised. Across the plains of many of the Agri-Worlds in the Corribra Sector, many wild beasts and other dangers lurk and again, those venturing out are required to arm themselves í¹‚í¸¯wever, the open carrying of such weaponry within settlements is actively discouraged and may even be punishable, depending on the Arbites presence on the world. Characters should take adequate precautions to learn the nature of the worlds and settlements they are about to enter.
Each item in the equipment lists below is listed as being Common, Rare or Very Rare. Common items may always be found at a typical traders. Rare items will only be present on a D6 roll of 5 or more, whilst Very Rare items will only be found on a roll of 6 or more. If a player wishes to hang around the traders, waiting for the possibility of a rare item coming in and asking the trader to specifically hunt around for such an item, then he may do so. The player may test once a week to see if the item has arrived, but if he has asked for the trader to actively look for it, then he gets a +1 bonus to the test (Rare items turn up on a 4+, Very Rare items on a 5+), but the price of the item will be doubled, to cover the trader'ò ´²ouble in locating it for the player.
The prices listed below for each item are to be required as a 񢡳e cost򮠉n the very largest of settlements, where there are no restrictions in what may be sold, then this is indeed what a character may pay. Usually, however, 1D6 should be added to the cost for each for every 100 IC򳠩n cost or part of. This may be further modified to an additional 2D6, 3D6, etc. . . in black markets and very out of the way settlements. In such places, many of the more complex and technologically advanced items may move from being Common to Rare or even Very Rare, if they are available at all. There are going to be very few groups of traders anywhere that would be able to supply absolutely everything on this equipment list. The GM is advised to use his own discretion when players start looking for more exotic and dangerous items.
Hand to Hand Weapons
Item Cost Availability
Chain or Flail 5 Common
Chainsword 300 Common
Club Free - Anything heavy will do! Common
Knife 5 Common
Large Axe, Sword or Club 65 Common
Power Axe 750 Rare
Power Fist 1800 Very Rare
Power Maul 450 Rare
Power Sword 800 Rare
Sword 10 Common
Pistols
Item Cost Availability
Autopistol 85 Common
Bolt Pistol 175 Rare
Hand Flamer 200 Rare
Laspistol 90 Common
Needle Pistol 485 Very Rare
Plasma Pistol 950 Rare
Rifles
Item Cost Availability
Autogun 190 Common
Boltgun 425 Rare
Flamer 325 Common
Grenade Launcher 375 Rare
Lasgun 200 Common
Meltagun 1800 Very Rare
Needle Rifle 2200 Very Rare
Plasma Gun 1900 Rare
Shotgun 180 Common
Heavy Weapons
Item Cost Availability
Autocannon 1600 Rare
Heavy Bolter 1200 Rare
Heavy Plasma Gun 2850 Very Rare
Heavy Stubber 575 Rare
Lascannon 3450 Very Rare
Missile Launcher 950 Rare
Multi-Melta 5750 Very Rare
Ammunition
Item Cost Availability
Autocannon (10) 95 Rare
Autogun (30) 15 Common
Autopistol (20) 10 Common
Boltgun (15) 55 Rare
Bolt Pistol (10) 35 Rare
Flamer (20) 20 Common
Hand Flamer (20) 15 Rare
Heavy Bolter (75) 250 Rare
Heavy Plasma Gun (15) 150 Very Rare
Heavy Stubber (100) 120 Rare
Hotshot Laser Power Pack (50) 75 Very Rare
Lascannon (25) 125 Very Rare
Laspistol (100) 20 Common
Lasgun (100) 25 Common
Meltagun (10) 150 Very Rare
Multi-Melta (10) 650 Very Rare
Needle Pistol (25) 50 Very Rare
Needle Rifle (40) 95 Very Rare
Plasma Gun (30) 50 Rare
Plasma Pistol (30) 30 Rare
Shotgun í¹€í²¯lt (1) 15 Rare
Shotgun í¹€í¸¯t Shot (1) 15 Rare
Shotgun - Scatter or Solid (1) 5 Common
Grenades
Item Cost Availability
Choke Gas 40 Rare
Frag 60 Rare
Hallucinogen 55 Rare
Krak 80 Rare
Melta-Bomb 120 Very Rare
Photon Flash Flare 40 Common
Plasma 90 Very Rare
Scare Gas 45 Rare
Smoke Bomb 25 Common
Missiles
Item Cost Availability
Frag 85 Rare
Krak 190 Rare
Armour
Item Cost Availability
Carapace Armour 425 Rare
Flak Armour 50 Common
Mesh 295 Rare
Bionics
Item Cost Availability
Arm 475 Rare
Eye 400 Rare
Leg 550 Rare
Miscellaneous
Item Cost Availability
Auto-Repairer 950 Very Rare
Bio-Booster 300 Very Rare
Bio-Scanner 250 Rare
Blade Venom (5) 185 Rare
Clip Harness 25 Common
Concealed Blade 85 Rare
Cutting Beam 450 Rare
Energy Scanner 425 Rare
Every-Day-Items 1 Common
Exterminator 350 Very Rare
Filter Plugs 5 Common
Grav Chute 1250 Rare
Grapnel 135 Common
Holo-Projector 2250 Very Rare
Infra Goggles 60 Common
Infra Red Gun 580 Rare
Isotropic Fuel Rod 225 Rare
Lifter 1950 Very Rare
Master-Crafted Weapons x4 Weapon Cost Very Rare
Medi-Pack 875 Common
Photo Contacts 75 Rare
Photo Visor 45 Common
Rad Counter 195 Common
Red-Dot Laser Gun Sight 295 Rare
Respirator 35 Common
Sealed Suit 175 Common
Silencer 55 Rare
Survival Bubble 595 Common
Suspensor 225 Very Rare
Telescopic Gun Scope 175 Rare


Hand to Hand Weapons
Weapon Strength Damage Notes
Chain or Flail Userò³ “trength 1
Chainsword 4 1
Club Userò³ “trength íº†í°±
Knife Userò³ “trength íºŠí°±
Large Axe or Sword Userò³ “trength +1 1 Two Handed
Power Axe í¹‚í¿®e handed 5 1 Armour Piercing
Power Axe í¹ƒí´·o handed 6 1 Two Handed, Armour Piercing
Power Fist 8 1 Armour Piercing
Power Maul 5 1
Power Sword 5 1 Armour Piercing
Sword Userò³ “trength 1
Pistols
Weapon Range Strength Damage Notes
Autopistol 30m 3 1
Bolt Pistol 35m 4 1
Hand Flamer 4m 4 1 Burst*
Laspistol 32m 3 1
Needle Pistol 30m 3 1 **
Plasma Pistol 38m 6 1 ***
* Anything hit by a flamer weapon will catch fire on a roll of 4 or more on a D6. It will then proceed to take damage every turn and may do nothing but attempt to put the flames out (there are some very rare exceptions to this, such as characters using dangerous combat drugs, or mechanical beings). At the end of every such turn, roll a D6 and add one for every person helping to extinguish the flames. On a 6, the fire will go out. Other factors may hasten this greatly, such as extinguishing systems.
** Needle weapons automatically wound their targets if they are susceptible to toxins. In these cases, roll a D6. On a 1-2 the toxin has no effect, 3-4 the target is sedated and can do little more than crawl about. On a 5 the target will be comatose until medication is received and on a 6 the target will be dead or close to death. Various toxins may be bought which may be stronger or weaker and many toxins have differing effects on alien races, but the above is a good representation of a ñ³´¡ndardò ´¯xin.
*** Plasma weapons require a turnò³ ²echarging before they can fire twice, however, they may be fired on a minimal setting that does not require this charging. Plasma Pistols on this minimal setting have a maximum range of 25m and have a strength of 4.
Rifles
Weapon Range Strength Damage Notes
Autogun 96m 3 1
Boltgun 84m 4 1
Flamer 8m 4 1 Burst*
Grenade Launcher 250m - - **
Lasgun 92m 3 1
Meltagun 20m 8 D6 Armour Piercing
Needle Rifle 125m 3 1 ***
Plasma Gun 90m 7 1 Sustained 1D****
Shotgun 36m 4 1 *****
* Anything hit by a flamer weapon will catch fire on a roll of 4 or more on a D6. It will then proceed to take damage every turn and may do nothing but attempt to put the flames out (there are some very rare exceptions to this, such as characters using dangerous combat drugs, or mechanical beings). At the end of every such turn, roll a D6 and add one for every person helping to extinguish the flames. On a 6, the fire will go out. Other factors may hasten this greatly, such as extinguishing systems.
** Grenade Launchers use the Strength and Damage of the Grenade type they fire.
*** Needle weapons automatically wound their targets if they are susceptible to toxins. In these cases, roll a D6. On a 1-2 the toxin has no effect, 3-4 the target is sedated and can do little more than crawl about. On a 5 the target will be comatose until medication is received and on a 6 the target will be dead or close to death. Various toxins may be bought which may be stronger or weaker and many toxins have differing effects on alien races, but the above is a good representation of a ñ³´¡ndardò ´¯xin.
**** Plasma weapons require a turnò³ ²echarging before they can fire twice, however, they may be fired on a minimal setting that does not require this charging. Plasma Guns on this minimal setting have a maximum range of 45m and have a strength of 5.
***** The statistics for the Shotgun in the table above reflect the use of solid slugs. Scatter Shots are Strength 3, with a Burst capability. More exotic rounds are detailed later.
Heavy Weapons
Weapon Range Strength Damage Notes
Autocannon 295m 8 D6 Sustained 1D
Heavy Bolter 150m 5 D4 Sustained 2D
Heavy Plasma Gun 165m 10 D10 Blast, Armour Piercing*
Heavy Stubber 185m 4 1 Sustained 2D
Lascannon 250m 9 2D6 Armour Piercing
Missile Launcher 425m - - **
Multi-Melta 50m 8 2D12 Armour Piercing
* Plasma weapons require a turnò³ ²echarging before they can fire twice, however, they may be fired on a minimal setting that does not require this charging. Heavy Plasma Guns on this minimal setting have a maximum range of 95m and have a strength of 7 with D4 Damage.
** Missile Launchers use the Strength and Damage of the Missile type they fire
Special Ammunition
Hotshot Laser Power Pack
A specially charged power pack for Laspistols and Lasguns, the Hotshot makes the weapon Strength 4, but will only be able to fire 60 shots before being drained completely.
Shotgun í¹€í²¯lt
Bolt shots are self-propelled missiles that extend a Shotgunò³ ²ange to 52 metres.
Shotgun í¹€í¸¯t Shot
The Hot Shot cartridge contains a large quantity of flamer chemicals that ignites whenever it strikes a target. The target will catch fire on a roll of 4 or more on a D6. It will then proceed to take damage every turn and may do nothing but attempt to put the flames out (there are some very rare exceptions to this, such as characters using dangerous combat drugs, or mechanical beings). At the end of every such turn, roll a D6 and add one for every person helping to extinguish the flames. On a 6, the fire will go out. Other factors may hasten this greatly, such as extinguishing systems
Grenades
Unless otherwise stated, all Grenades are assumed to be Blast weapons. In normal circumstances, a character is assumed to be able to throw a grenade with a degree accuracy at a range equal to ten times their Strength in metres.
All gas-based grenades spread their effects over a blast area and will move or stay dependant on wind conditions in the area. Roll a D6 for each such gas cloud at the start of every turn í¹‚í¿® a 1 it dissipates with no further effects. Unless otherwise noted, the effects of gas grenades are automatic to anyone within their cloud. Sealed suits and armour will render a character immune to these grenades.
Choke Gas
A character affected by Choke Gas will be able to do nothing except crawl away from its source.
Frag
These grenades have a Burst of 6 metres and anything within their range will automatically suffer a Strength 3 hit.
Hallucinogen
Any character affected by a Hallucinogen Grenade must roll on the appropriate table on Page 59 of the Necromunda rulebook.
Krak
Krak Grenades have no area of effect and deliver a Strength 6 Armour Piercing hit causing D6 damage to their targets. Krak Grenades are heavy and bulky grenades that cause a íº†í°°enalty to hit for their user. However, they may be affixed to any suitable surface through the use of straps or molecular bonding and a timer set for their detonation.
Melta-Bomb
Melta-Bombs are not thrown as normal Grenades but rather they are affixed to targets like Krak Grenades can be. They deliver Strength 8 Armour Piercing hits with D6 damage.
Photon Flash Flare
These grenades have an 8 metre burst í¹‚í±®y character within this must make an Initiative test. If they pass it, they are merely dazzled by the grenade, counting as having WS and BS 1 for a turn. If they fail the test, they will be completely blinded and so will not be able to move or shoot with any degree of success. At the start of each turn, roll a D6 for the character í¹‚í¿® a 5 or 6, he regains his sight.
Plasma
Plasma Grenades only explode with a Burst for the briefest of seconds, but in that time, they can cause great damage. Any character caught in such a blast will take an automatic Strength 5 hit.
Scare Gas
Any character within the area effect must take a Leadership test or flee immediately for a turn from the source of the gas.
Smoke Bomb
Smoke Bombs act as any other gas based grenade, but they do no more than block line of sight through their cloud.
Missiles
Frag
Frag Missiles have a similar effect to Frag Grenades, but are counted as Strength 4.
Krak
Krak Missiles have a similar effect to Krak Grenades, but they do not have the penalty to hit and count as being Strength 8 Armour Piercing, causing D10 damage.
Armour
Carapace Armour
Carapace Armour grants the user 3 points of armour.
Flak Armour
Flak Armour grants a wearer 1 point of armour, but 2 against Burst weapons.
Mesh
Mesh Amour grants the wearer 2 points of armour.
Miscellaneous
Auto-Repairer
The Auto-Repairer is a large and bulky machine typically found in workshops or on board the vast majority of space ships. Most damaged weapons and other pieces of equipment can be automatically repaired by this strange machine, given a few hours. Whilst it can recharge power packs for laser weapons, it cannot replace ammunition for more sophisticated weaponry.
Bio-Booster
A Bio-Booster is a small chemical dose, normally administered through a wrist band. For one turn, the character has a 5+ save against every wound, rather than hit, he receives. However, if the wounds would kill the character outright, then the Bio-Booster will have no effect.
Bio-Scanner
A Bio-Scanner is a small device that scans for any living or organic material within 50 metres. Care must be taken in its use as many anomalous readings can be displayed on the scanner in, for instance, heavy vegetation. Also, certain materials, particularly those of alien manufacture, can block many signals.
Blade Venom (5)
There are many type of Blade Venom available and some are more or less potent than others. Some are specifically targeted against some species and may have, little or no effect on others. However, as an average, assume that every hit from an envenomed weapon causes D3 damage. Blade Venom requires an edged weapon, such as a Sword or Knife to be effective and it may not be used on Power or Force weapons.
Clip Harness
A Clip Harness is simply a belt that has a long 10 metre safety harness with a magnetic or gripping clasp on the end. It is typically used as a safety line when a character must risk activity over a long drop.
Concealed Blade
A Concealed Blade is an extremely small weapon contained within a belt, boot or other article of clothing. In combat, the user will be at íº†í°‰nitiative and íº†í°“trength, but so long as a rigorous search is not made of the character, it may be his only weapon if captured.
Cutting Beam
A Cutting Beam is a high-powered, though very short ranged laser device, able to cut through thick metal and rock relatively easily. Materials up to 2 metres thick may be cut through within minutes with this hand held device, though certain rare or specially designed materials (such as Adamantium) may prove to be incredibly resilient to the Cutting Beam.
Energy Scanner
An Energy Scanner is very similar in operation and function to a Bio-Scanner, but it displays only objects with energy outputs, such as machinery and active energy-based weapons.
Every-Day-Items
This is a catch all term for all manner of simple objects and tools, from hammers and screwdrivers to modest meals and torches.
Exterminator
An Exterminator is a relatively rare weapon, most often used by various bands of Redemptionists found all over the Imperium, though many wandering adventurers also find them useful. The Exterminator is a small one shot Flamer Canister that is typically fitted under the barrel of a weapon or on a close combat weapon, often giving an attacker a surprise í¹ƒíµ³e all the normal rules for a Flamer.
Filter Plugs
Filter Plugs are very simple devices worn in the nostrils that filter out the majority of harmful gases. Gases that rely merely on skin contact will, of course, not be affected by a character wearing these.
Grav Chute
A Grav Chute is a simple belt-mounted device that will affect the gravitational pull on a wearer during a fall or jump. No matter what height the character falls from, the Grav Chute will automatically kick in, allowing the wearer to land as light as a feather.
Grapnel
A Grapnel is a small tube-like launcher, often attached under the barrel of a weapon. It fires a magnetic or gripping grapple up to distances of 30 metres. The launcher may then be attached to a characterò³ ¢elt, or even just gripped firmly before being activated and retracting the grapple, carrying the character with it. The Grapnel may also be used as a weapon í¹‚í³¯unt it as Strength 2.
Holo-Projector
These are very rare devices, especially the smaller man-portable ones, but they are able to display almost any type of data they are fed, like reports, maps or technical specifications and blueprints.
Infra Goggles
Infra Goggles transform a characterò³ ¶ision into thermal imaging, allowing him to see by heat emitted by enemies and other objects. This can negate the presence of cover and increase the range that a character may see in darkness, though it can easily be fooled by intense heat sources, such as large power generators or many types of weapon.
Infra Red Gun Sight
The Infra Red Gun Sight is identical in operation to Infra Goggles, but is mounted on a weapon í¹ƒí´¨is allows it to be used with greater effectiveness when using the weapon, but it is almost useless in more normal situations as its field of vision is very limited.
Isotropic Fuel Rod
This is a basic fuel rod that can power almost anything that has a universal adapter and can even recharge most power packs for energy based weapons. Such fuel rods are common throughout the more civilised planets in the Imperium.
Lifter
A Lifter is a rare hand held device that alters the effect of gravity on a character, allowing him to effectively levitate at a rate of two metres a turn.
Master-Crafted Weapons
A Master Crafted weapon is a very rare type of weapon that has been modified at the request of its owner. A weapon may be Master Crafted a number of times, with each upgrade doing one of the following, at the ownerò³ ²equest;
Increasing Range by 50%
Adding +1 to hit.
Adding +1 Strength
Doubling ammunition capacity
Making a non-Armour Piercing weapon Armour Piercing
Medi-Pack
A Medi-Pack is a sophisticated device that can cure almost any damage a character sustains. It will automatically heal D3 damage each turn and will even revive a character reduced to zero Wounds, though they will still be incapacitated until greater medical assistance may be found. The harmful effects of gases and poisons may also be avoided with the Medi-Pack, though a typical pack only holds enough power for 6 operations before it must be recharged. Also, at least a basic medical knowledge is required for successful operation.
Photo Contacts
Photo Contacts are lenses worn directly on the eyes that enable a character to see in poorly lit conditions. They also protect against bright blinding flashes on a roll of a 3+.
Photo Visor
Photo Visors are identical in operation to Photo Contacts, but are much simpler devices that are easier to wear and remove.
Rad Counter
Similar in size, shape and operation to the Bio- and Energy Scanners, the Rad Counter measures the proximity and strength of all radioactive sources within 50 metres.
Red-Dot Laser Gun Sight
This is a very common addition to small arms, using a bright red laser mounted alongside the barrel of the gun to illuminate the place where a shot will land. A skilled fighter will be able to use this to aim very quickly and very accurately. The Red Dot Sight may be fitted on any pistol or rifle and will grant the user a +1 bonus to hit against any target within 50 metres.
Respirator
A Respirator is a more effective form of defence against gas attacks than Filter Plugs, though it still has no effect on gases that rely on skin contact for their effects.
Sealed Suit
A Sealed Suit incorporates a Respirator and provides the wearer with a completely sealed environments, rendering him immune to gas attacks and even the void of space. Typical air supplies in these suits range for about three hours and are commonly found on star ships.
Silencer
A Silencer may only be fitted on Auto Pistols and Autoguns, but they almost completely eliminate the noise the weapon makes, as well as suppressing any flash from the muzzle, allowing a concealed firer to use his weapon with a minimal chance of detection.
Survival Bubble
A Survival Bubble is a self contained living area, usually inflatable, that can be stored in an area no larger than one metre by one metre. It can be carried by one person, though he would be quite encumbered by its bulk, and when erect it provides a sealed environment for two people, though in cramped conditions. Air, heat and food supplies in the bubble will typically last two people for four days in the most basic of conditions.
Suspensor
Suspensors are small and very rare devices that alter the mass of an object í¹ƒí´¹pically they are clipped onto the side of huge pieces of machinery so they require far less effort to move. One Suspensor will typically negate the effect of half a tonne of mass.
Telescopic Gun Scope
Telescopic Sights effectively increase a userò³ ¡bility to hit a target accurately at long range, though they can be more of a hindrance at short range. A character using a weapon with this sort of sight may add a +1 bonus to hit any target over 50 metres away, though he must be stationary to do this.
A very small number of characters may well have psychic powers, but players are warned to take care. These characters have very little training in their use and psychic powers are inherently dangerous. Creatures inhabiting the Warp are on a constant watch for unguarded and unprepared psykers who push themselves too far. Such people can act as a conduit for these creatures and daemons for passage into the material world. If this happens, the character and anyone around him could be in immense danger.
All psykers will have one or more Primary powers, randomly generated on their own charts in the character generation process. Except in highly unusual circumstances, a psyker may never have more than four Primary Powers. As the psyker continues to adventure and gain experience, he is likely to learn to control his talent to a greater degree and thus gain more Primary Powers.
Whenever a psyker wishes to use a Primary Power, he must make a Will Power test on 2D6. If he succeeds, the power works as listed in the rules for the character, otherwise the psyker has failed to summon enough Warp energy to him. The Gamesmaster may, from time to time, impose bonuses or penalties on this roll to represent an easier or more difficult chance to pass the test.
If a 2 or a 12 is rolled for the Will Power test, then the attempt succeeds or fails respectively, but the psyker has also attracted the attention of a Warp entity, possibly a powerful daemon. Roll on the table below to find out what happens to the psyker;
D6 Result
1 A Warp rift opens right in front of the psyker and a large daemon reaches out and attempts to drag him through. The psyker must make an Initiative Test or be sucked in, never to be seen again. If this happens, anyone else within 5 metres must also make an Initiative Test to avoid being dragged in as well.
2-3 A daemon or other Warp entity has noticed the psykerò³ °resence and attempts to possess the character. The psyker must make a Will Power Test or the daemon will have complete control of his body and actions. Unfortunately for the psyker, such a powerful being will soon burn out a body as frail as that of a mortal. . .
4-6 A daemon blasts the psykerò³ ¢rain with a bolt of pure Warp power for his impudence in trying to master the Immaterium. The psyker takes an automatic Strength D6 hit, with no modifier for Armour of any type.
In addition to their Primary Powers, all psykers have a basic ability in fields such as limited telepathy or empathy and most can sense another psyker when they are close by. It is up to the Gamesmaster and the player to define limits for each character with regard to these minor powers.
Psychic Duels
Psykers may attempt to attack anotherò³ °sychic powers in an effort to disrupt and foil their attempts to successfully use their talent. If a psyker ever wishes to dispel anotherò³ ¡ttempt to use a power, roll a D6. On a 4+, the power is dispelled, modified by the conditions below;
Psyker using power has more Primary Powers; -1 per Power
Psyker attempting to dispel has more Primary Powers; +1 per Power
A roll of a one always means failure to dispel, whereas a roll of a 6 always means success.
There is a saying - a hero can only ever be as good as his villain. This is very true for Role-Playing Games. This is a (by no means comprehensive) listing of all manner of creatures, aliens and general 'bad-guys' that a character may meet and be forced to deal with in their travels. The Gamesmaster is welcome to look through this list to find inspiration whenever he is writing a scenario or even just pick something out at random in a surprise encounter. . . Many of the creatures and aliens listed here have special abilities and powers not available to characters - these are covered in the Powers of Evil <dmpowersevil.htm> section. In the same way, any new weaponry and equipment can be found in the Arms of the Enemy <dmarmsenemy.htm> section. One thing to note is that these are very much 'off the wall' foes for your players. when ariting your own scenarios, it would be a very good idea to make them a little more unique - not every Chaos Demagogue has everything listed below - he could be tougher, or weaker and is very likely to have different skills to the ones listed there - especially if he is a follower of Khorne!
As mentioned before, this listing is to be considered in no way complete, so if you come up with rules for another creature or race I have not thought of then, please, send them in and you will get the credit!
Beastman
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 4 3 3 4 2D6+4 3 1 7 6 6 7 5 4
Skills: Assault*2 (Axe or sword), Survival
Beastman Champion
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 5 4 3 4 2D6+4 4 1 8 6 6 8 5 5
Skills: Assault*2 (Axe), Pistol (Laspistol), Survival*2
Chaos Acolyte
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 4 4 3 3 D6+3 4 1 8 7 6 7 7 3
Skills: Pistol (Laspistol or Autopistol or Stub gun), Assault (Axe), Frenzy
Chaos Cultist
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 2 2 3 3 D6+3 3 1 5 7 6 6 7 4
Skills: Pistol (Laspistol or Autopistol or Stub gun), Brawling, Frenzy
Chaos Demagogue
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 5 5 4 4 2D6+4 5 2 8 7 8 8 7 5
Skills: Pistol*2 (Laspistol), Daemon-gift, Assault (Chainsword), Bribery*2, Chaos Psyker (3)
Chaos Icon Bearer
M WS BS S T W I A Dex Ld Int WP Cl Fel
4 4 4 3 3 D6+3 4 1 8 7 7 7 7 4
Skills: Pistol (Laspistol or Autopistol or Stub gun), Assault (Sword)
Chaos Magus/Magus Champion
M WS BS S T W I A Dex Ld Int WP Cl Fel
Magus 4 3 3 3 4 D6+4 4 1 7 7 7 7 7 4
Champion 4 4 4 4 4 2D6+4 4 1 7 7 8 8 7 5
Magus Skills: Pistol (Laspistol), Bribery, Brawling, Chaos Psyker (1)
Champion Skills: Pistol*2 (Laspistol), Daemongift, Bribery, Chaos Psyker (2), Brawling
Eldar Exodites
M WS BS S T W I A Dex Ld Int WP Cl Fel
Exodite 5 3 3 3 3 D6+3 4 1 8 9 8 7 8 5
Champion 5 4 4 3 3 D6+3 4 1 9 9 8 8 8 5
Hero 5 5 5 4 4 2D6+4 6 2 9 10 9 9 8 5
Lord 5 6 6 4 4 3D6+4 7 3 10 10 9 9 9 6
Dragon 8 3 0 4 4 2D6+4 1 2 3 3 2 2 5 3
Exodite Skills: Assault*2 (Laser Lance), Pistol (Shuriken Pistol), Tracking
Exodite Champion Skills: Assault*2 (Laser Lance), Pistol (Shuriken Pistol), Tracking
Exodite Hero Skills: Assault*3 (Laser Lance), Pistol*2 (Shuriken Pistol), Tracking*2, Language - Human
Exodite Lord Skills: Assault*4 (Laser Lance), Pistol*3 (Shuriken Pistol), Tracking*3, Language - Human
Eldar Rangers
M WS BS S T W I A Dex Ld Int WP Cl Fel
Ranger 5 3 3 3 3 D6+3 4 1 8 9 9 8 8 7
Leader 5 4 4 3 3 D6+3 4 2 9 9 9 9 8 7
Ranger Skills: Rifle*3 (Needle Rifle), Assault (Chainsword)
Ranger Leader Skills: Rifle*4 (Needle Rifle), Assault*2 (Chainsword)
Contributors
Dysartes
Chaos Psyker
The Chaos Psyker rolls a D6 a number of times equal to the value listed as a Chaos Psyker. Re-roll any duplicates.
1 Battle-lust - The psyker gives all of his followers an extra attack
2 Doom-bolt - A bolt of warp energy bursts from the psykers hands. He targets a randomly determined character, causing 2D6 wounds, against which armour has no effect.
3 Blade Wind - The psyker summons a storm of flashing blades. Randomly determine a character, who takes D6*(psykers level) wounds.
4 Beam of Slaanesh - A burst of rainbow light erupts from the psykers hands. It hits a randomly determined character. The character must pass a WP test, or he cannot do anything in this or the next turn.
5 Aura of Decay - The psyker exudes a disgusting psychic aura. Anyone within 12 meters of him loses one attack.
6 Pink Fire of Tzeentch - Guttering fires of pink magic spurt fro the psykers outstretched hands. They strike a randomly determined character, who takes D6 S4 hits.
Daemongift
The creature has been granted a special gift from its foul Gods. Roll a D10 on the table below:
1 No effect
2 Weapon Jinx - Anyone aiming a ranged weapon at this character suffers a jam on a roll of 6 on a D6
3 Fearful Aura - The Magus causes fear.
4 Freeze Time - The Magus may add D6 to his M characteristic.
5 Sense Presence - Hiding or Move Silently do not work within 50m of the Magus
6 Daemon Shot - The Magus always hits on a 2+
7 Walk Through Walls - The Magus can walk through walls up to 4m thick.
8 Mirror Image - The Magus can break from combat without being hit.
9 Bang-Flash - The Magus can make an attack identical to a Photon Flash Flare.
10 Daemonic Possesion - The Magus is treated as if he has a daemonic aura.
Frenzy
Frenzy indicates the creature is able to attain a level of blood thirst in when in combat. The creature may go into Frenzy at any time and may do so involuntarily when there is an enemy in sight! Double the creature's Attacks charcteristic. In addition, the creature must make a Leadership check whenever an enemy is in sight. A failure indicates the creature will immediatly move to attack the enemy. Whilst in a Frenzied state, the creature will never run from combat for any reason.
Laser Lance
Used primarily by the Eldar Exodite and certain rare Aspect Warriors on the Craftworld, this weapon utilises superior Eldar laser technology to blast an enemy at range, or slice through his armour when charging. Use the statistics listed below for use either in ranged or close combat. Rifle and Assault skills are needed to use this weapon properly.
Weapon Range Strength Damage Notes
Laser Lance 50m 5 D3
Shuriken Pistol
As the Laspistol is to the Imperial Guard and the Bolt Pistol to Marines, the Shuriken Pistol is the standard armament for many Eldar, whether they are travellers or in a warhost.
Weapon Range Strength Damage Notes
Laser Lance 45m 4 1

The Corribra Sector is a huge area for a character to travel and explore and he is bound to have many exciting adventures and escapades throughout his life. It is up to the Gamesmaster to provide players with these adventures and experiences, though sometimes it can be hard to constantly come up with new ideas! Presented below is a short list of adventure ideas that can be used by the Gamesmaster to propel his players towards bigger and better things;
After landing on a civilised planet, the characters are approached by a woman, claiming to be a member of the local nobility. She lets the characters know that her brother has been in contact with a criminal organisation in the past but she had convinced him to turn himself over to the Arbites. Since then, he has disappeared and she fears that the criminals are holding him captive. She offers a large reward if the characters can free her brother and transport them both off planet. At this time, an Arbites patrol shows up and takes her into custody. If questioned, or stopped, they explain that the woman is no member of the nobility and is a criminal herself. It is up to the characters whether they want to intervene and up to the Gamesmaster top decide whether these really are Arbites.

A freelance scout approaches the characters explaining he has a commission to capture several rare creatures for a religious cult (which may well be an illegal one). The creatures are only found on a small moon in the system and the scoutò³ ¯wn ship has been impounded for past ñ¡£´ivitiesò®  

A scruffy looking ex-Scouts tracks the characters down with the idea that they are the ideal group to help him with his latest venture í¹‚í²¯arding and capturing a private nobleò³ ¹acht as it leaves the system, then kidnapping and holding the noble to ransom.

An Imperial Scholar has spent most of his private life engaging in the study of the history of the planet, but recently his home study was broken into and all his notes were stolen. He suspects a local noble who is also interested in such things is responsible. He asks the characters to steal his notes back.

A Free Trader is making a tour of the local systems and requires a bodyguard. He states that he is sure no trouble will arise, but he has made commercial enemies in the past and cannot be too careful.

Whilst on a minor Imperial colony, the characters are approached by a man who is after some particularly rare materials. When pressed he may seem a little fanatical to the characters, but he claims to be a member of an organisation intent on holding the colony to ransom as they are constructing a huge weapon of awesome potential on one of the planetò³ ­oons. He says the rewards for the characters will be immense.

The characters are approached by a young woman in the uniform of an Imperial Guard Regiment stationed on the planet. She is dissatisfied with life in the Guard and wants help in deserting. It is left to the Gamesmasterò³ ‰magination (and that of the players) as to the punishment in aiding a deserter. . .

The characters are approached by a group wanting those with military experience to train a large force of guerrillas with the aim of over-throwing Imperial rule on their planet.


Dark Millenium RPG


Emperor's Throne