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Warhammer 40,000 - Only War, Core Rulebook PDF

402 Pages·2012·84.44 MB·English
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CORE RULEBOOK ® ® TM ™ ROLEPLAYING IN THE GRIM DARKNESS OF THE 41ST MILLENNIUM TM 2 Credits CREDITS Fantasy Flight Games Only War Designed By Andrew Fischer with additional concepts by Mack Martin and Sam Stewart Lead Developer Andrew Fischer Writing and Development Owen Barnes, Max Brooke, Nathan Dowdell, John Dunn, Matthew “HBMC” Eustace, Tim Flanders, Ian Hardin, Andy Hoare, Jason Marker, Mack Martin, Charles May, Brandon Rospond, and Sam Stewart Based on Dark Heresy, Designed By Owen Barnes, Kate Flack, and Mike Mason Editing and Proofreading Graham Davey, Alex Davy, Matt Harkrader, and David Johnson Graphic Design Edge Studios, David Ardila with WiL Springer Cover Art Sam Wood Interior Art A.L. Ashbaugh, Alberto Bontempi, Matt Bradbury, Sam Burley, Jon Cave, Mauro Dal Bo, Javier G. Ureña, Diego Gisbert Llorens, Zach Graves, Ilich Henriquez, Nikolaus Ingeneri, Michal Ivan, Jason Juta, Anton Kokarev, Mathias Kollros, Sam Lamont, Simon Lissaman, Jorge Maese, Marco, Morte, Sean Andrew Murray, Ameen Naksewee, David Auden Nash, and Mark W. Smith Managing Art Director Andrew Navaro Art Direction Andy Christensen Production Management Eric Knight Licensing and Development Coordinator Deb Beck Executive Game Designer Corey Konieczka Executive Producer Michael Hurley Publisher Christian T. Petersen Games Workshop Licensing Manager John French, Andy Hall, and Owen Rees Head of Licensing Jon Gillard Head of Licensing, Legal and Strategic Projects Andy Jones Head of Intellectual Property Alan Merrett FANTASY FLIGHT GAMES Fantasy Flight Games 1975 West County Road B2 Roseville, MN 55113 USA Copyright © Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only War, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Only War game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the Fantasy Flight Games logo are trademarks or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. ISBN: 978-1-61661-469-0 Product Code: IG01 Print ID: 1405NOV12 Printed in China For more information about the ONLY WAR line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at www.FantasyFlightGames.com Special Thanks to the Playtesters See page 397 for a full list. 3 Contents Chapter III: Character Creation Creating a Guardsman .........................................................72 Stage 1: Generate Characteristics .......................................74 Stage 2: Choose Speciality ..................................................75 Heavy Gunner ......................................................................76 Medic .....................................................................................78 Operator ................................................................................80 Sergeant .................................................................................82 Weapon Specialist ................................................................84 Commissar ............................................................................86 Ministorum Priest ................................................................88 Ogryn ....................................................................................90 Ratling ...................................................................................92 Sanctioned Psyker ................................................................94 Storm Trooper ......................................................................96 Tech-Priest Enginseer ..........................................................98 Stage 3: Wounds, Fate, and Spending Experience .........100 Wounds ................................................................................100 Fate Points ...........................................................................100 Starting Experience ............................................................100 Aptitudes .............................................................................100 Characteristic Advances .....................................................102 Skill Advances.....................................................................102 Talent Advances ..............................................................103 Stage 4: Giving Characters Life ..................................104 Stage 5: Generate Comrades .....................................110 Creating a Comrade ................................................110 Losing and Replacing Comrades ....................... 110 Contents Foreword ..................................................................................6 Introduction War Without End ....................................................................8 Blood-soaked Stars and Broken Worlds............................ 10 Worlds at War ....................................................................... 13 The Calixis Sector and Spinward Front ............................ 13 Hammer of the Emperor ..................................................... 14 Born in Battle ....................................................................... 14 Chain of Command ............................................................. 15 The God-Emperor’s Armoury ............................................. 18 Mobilisation for War ........................................................... 19 Auxiliaries and Support Forces ........................................... 21 Anatomy of a Regiment ...................................................... 24 Chapter I: Playing the Game Game Dice ............................................................................ 28 Characteristics ...................................................................... 28 Characteristics and Characteristic Bonuses....................... 29 Tests ....................................................................................... 29 The Core Mechanic ............................................................. 29 Skill Tests .............................................................................. 30 Characteristic Tests .............................................................. 30 Degrees of Success and Failure .......................................... 30 Extended Tests...................................................................... 31 Opposed Tests ...................................................................... 31 Test Difficulty ....................................................................... 32 The Role of Fate................................................................... 33 Using Fate Points ................................................................. 33 Burning Fate ......................................................................... 33 Gaining Additional Fate Points .......................................... 33 Movement ............................................................................. 33 Structured and Narrative Time ........................................... 33 Climbing ............................................................................... 34 Jumping and Leaping .......................................................... 35 Swimming ............................................................................. 36 Carrying, Lifting, and Pushing Objects ............................ 36 Lighting ................................................................................. 37 Flying..................................................................................... 38 The Effects of Gravity ......................................................... 38 Chapter II: Regiment Creation Anatomy of a Regiment ...................................................... 40 Choosing a Regiment .......................................................... 41 Cadian Shock Troops .......................................................... 42 Catachan Jungle Fighters .................................................... 44 Death Korps of Krieg .......................................................... 46 Elysian Drop Troops ............................................................ 48 Maccabian Janissaries ........................................................... 50 Mordian Iron Guard ............................................................ 52 Tallarn Desert Raiders ......................................................... 54 Vostroyan Firstborn .............................................................. 56 Regiment Creation Rules .................................................... 58 Creating a Regiment ............................................................ 58 Choosing a Home World or Origin .................................. 59 Commanding Officer ........................................................... 63 Training and Doctrines ....................................................... 64 Standard Regimental Guardsman Kit ................................ 68 Finishing Touches ................................................................ 70 4 Contents Low-Tech Weapons ...........................................................181 Launchers ............................................................................182 Grenades, Missiles, and Rounds .......................................182 Exotic Weapons ..................................................................184 Melee Weapons ..................................................................185 Chain Weapons ..................................................................185 Power Weapons ..................................................................186 Force Weapons....................................................................186 Low-tech Weapons.............................................................187 Weapon Upgrades ..............................................................188 Weapon Customisation ......................................................190 Ammunition ........................................................................192 Unusual Ammunition .........................................................193 Artillery Shells ....................................................................194 Armour ................................................................................195 Force Fields .........................................................................196 Wargear ...............................................................................197 Clothing and Worn Gear ..................................................197 Drugs and Consumables....................................................198 Tools ....................................................................................200 Cybernetics .........................................................................204 Bionic Replacement Limbs and Body Parts ...................204 Implant Systems .................................................................205 Imperial Guard Vehicles ....................................................210 Vehicle Types ......................................................................210 Vehicle Speeds ....................................................................210 Vehicle Traits ......................................................................212 Imperial Guard Vehicles ....................................................215 Chapter IV: Skills Using Skills .........................................................................112 Skill Tests ............................................................................112 Untrained Skill Use ............................................................113 Specialist Skills ...................................................................113 Skill Descriptors .................................................................114 Gaining Skills .....................................................................114 Skill Descriptions ...............................................................116 Chapter V: Talents and Traits Using Talents ......................................................................136 Gaining Talents ..................................................................136 Talents .................................................................................140 Traits ....................................................................................154 Trait Descriptions ...............................................................154 Chapter VI: Armoury Regimental Logistics ..........................................................161 Logistics ..............................................................................161 Standard Regimental Guardsman Kit ..............................163 Mission Assignment Gear .................................................165 Equipment Craftsmanship .................................................166 Weapons ..............................................................................168 Weapon Special Qualities ..................................................169 Las Weapons .....................................................................175 Solid Projectile Weapons ............................................177 Bolt Weapons ...........................................................179 Melta Weapons .....................................................179 Plasma Weapons ...............................................180 Flame Weapons .............................................180 5 Contents Campaigns ..........................................................................299 Designing a Campaign ......................................................299 Running Massive Battles ...................................................301 Interaction ...........................................................................303 Interaction Skills ................................................................303 Dispositions ........................................................................303 Interaction and Groups......................................................303 Fear and Damnation ..........................................................304 Insanity and Corruption Points ........................................304 Fear ......................................................................................305 Insanity ................................................................................305 Corruption ..........................................................................308 Using Only War with Other Games ................................310 Conversion Rules ...............................................................312 Chapter X: A Galaxy of War The Imperium of Man .......................................................315 The Masters of Mankind ...................................................316 The Emperor’s Wars ...........................................................318 The Calixis Sector ..............................................................322 The Koronus Expanse ........................................................324 The Jericho Reach ..............................................................326 The Screaming Vortex .......................................................328 The Spinward Front ...........................................................330 Sins of the Fathers .............................................................330 The Green Tide Rises ........................................................335 Total War .............................................................................335 Worlds of the Spinward Front ..........................................336 The Periphery Sub-Sector .................................................336 Kulth ....................................................................................336 Ganf Magna ........................................................................340 Sisk.......................................................................................340 Sinophia ..............................................................................341 Cyclopea ..............................................................................342 Kalf .....................................................................................342 Waaagh! Grimtoof ..............................................................343 Avitohol ...............................................................................344 The Severan Dominate ......................................................346 Chapter XI: Adversaries & NPCs Chaos ...................................................................................350 Chaos Vehicles....................................................................354 Dark Eldar...........................................................................356 Dark Eldar Vehicles ...........................................................361 Orks .....................................................................................363 Ork Vehicles .......................................................................370 NPCs ...................................................................................371 Chapter XII: Against the Savages Adventure Background ......................................................376 Adventure Summary ..........................................................377 Skrynne Gazetteer..............................................................378 Arrival ..................................................................................381 Meetings and Assignment .................................................383 Through the Jungle ............................................................386 At the Refinery ...................................................................388 Holding the Facility .........................................................391 Wrap-Up .........................................................................392 NPC Appendix ............................................................393 Index ..........................................................................394 Character Sheet ..................................................... 399 Chapter VII: Psychic Powers Psykers in the Imperial Guard ..........................................222 Psychic Powers in Only War ............................................223 Psy Ratings .........................................................................223 Using Psychic Powers ........................................................223 Psychic Strength .................................................................223 Focus Power Test ................................................................225 Psychic Bolts .......................................................................226 Psychic Phenomena ...........................................................226 Psychic Powers ...................................................................229 Power Format .....................................................................229 Biomancy ............................................................................230 Divination ...........................................................................231 Pyromancy ..........................................................................233 Telekinesis ...........................................................................234 Telepathy .............................................................................237 Chapter VIII: Combat Narrative Time vs Structured Time ..................................240 Narrative Time ....................................................................240 Structured Time ..................................................................240 Combat Overview ..............................................................240 Using Actions .....................................................................242 The Attack ..........................................................................249 Unarmed Combat ...............................................................251 Two-Weapon Fighting ......................................................252 Combat Circumstances ......................................................253 Injury ...................................................................................256 Wounds ................................................................................256 Fatigue .................................................................................257 Characteristic Damage .......................................................257 Conditions and Special Damage ......................................266 Healing ................................................................................268 Comrades in Combat .........................................................269 Cohesion .............................................................................269 Performing Orders .............................................................270 Comrades Being Attacked ................................................271 Vehicles ................................................................................272 Driving a Vehicle ...............................................................272 Vehicle Combat ..................................................................274 Damage & Repair ...............................................................281 Repairing Vehicles .............................................................281 Chapter IX: The Game Master The Role of the GM ..........................................................288 The Basics ...........................................................................289 Running an Only War Game ............................................290 Themes in Only War .........................................................290 Styles of Play ......................................................................291 Non-Player Characters ......................................................292 Rewards ...............................................................................292 Experience Points ...............................................................292 Fate Points ...........................................................................294 Medals and Honours .........................................................294 Missions ...............................................................................296 Briefing ................................................................................296 Objectives............................................................................296 Mission Archetypes ............................................................297 Mission Complications ......................................................297 Debriefing ...........................................................................298 6 Foreword hard to fight. In BLACK CRUSADE, players broke free of the bonds of the Imperium, and searched out a glorious destiny amongst the broken stars of the Screaming Vortex. For the first time, BLACK CRUSADE allows players to take on the roles of characters of a variety of different power levels. Heretics and sorcerers fought alongside mighty Chaos Space Marines, all for the same goal of launching a devastating Black Crusade against the Imperium of Man. Each of these games in turn raised the stakes for what the players were capable of in the Warhammer 40K universe, taking them from inquisitorial acolytes to power-armoured super-soldiers empowered by the Dark Gods. It was at this point that we decided to take a step back. Many of the game lines gave players power far beyond that of mortal men; whether it be influence, technology, or unimaginable psychic abilities, players had the power to bend the universe to their will. Instead, we wanted players to experience what it would be like to be a normal human in the Warhammer 40K universe, thrust up against the same horrors Space Marines face every day, but with nothing but their wits, their lasgun, and their compatriots to survive to see the next day. To this end we began development on ONLY WAR, a book entirely devoted to the Imperial Guard. ONLY WAR originally started as a DARK HERESY supplement. As the most gritty, brutal, and low power level of our game lines, it seemed like the perfect place to integrate the Imperial Guard. However, the more we worked on the book, the more we realized there were simply too many awesome elements to explore in a single supplement. As ONLY WAR grew into the core rulebook it is today, we worked to craft a system that captures the feel of being a mere mortal, forced to contend with the greatest threats of the 41st millennium, yet maintaining hope and camaraderie, even in the face of seemingly insurmountable odds. So strap on your helmet and grab your lasgun, soldier. It’s time to take the fight to the enemies of the Imperium! Happy Gaming, The Warhammer 40,000 Roleplay Team Foreword I n 1987 Games Workshop released a sci-fi miniatures rulebook called Rogue Trader, and captured the imagination of gamers across the world with their depiction of a grim, dark future among the stars. For two decades, fans of Warhammer 40,000 clamoured for a roleplaying experience set in this deep and engaging setting. Then, five years ago, Games Workshop delivered DARK HERESY, the first of what would become a full line of roleplaying games set in the Warhammer 40,000 universe. DARK HERESY allowed players to assume the roles of Acolytes in the service of powerful Inquisitors. With unhindered authority, Acolytes explored the deepest, darkest corners of the Imperium of Man, rooting out heresy from the bowels of monumental hive cities to the spires of glorious shrine worlds. After the release of DARK HERESY and its first few supplements, the Warhammer 40K Roleplay line was licensed to Fantasy Flight Games. We picked up right where it left off, and took the next big step with the release of a new core rulebook in the line: ROGUE TRADER. This game gave the players complete freedom to explore the 40K universe as they wanted. Empowered by their Warrant of Trade, the players set off into the dark void to explore, fight, and even steal their way to great success and profit. The third game line to be released for Warhammer 40K Roleplay took on the challenge of encapsulating one of the most iconic aspects of Warhammer: the Adeptus Astartes. In DEATHWATCH, the players embark on dangerous missions as members of an elite group of xenos-hunting Space Marines. Empowered by genetic implants, elite training, and the best equipment the Imperium has to offer, the players fought vicious enemies to decide the fate of not only entire worlds, but entire sectors of space. After DEATHWATCH, we decided to take Warhammer 40K Roleplay in a bold new direction, allowing players to take on the roles of the very heretics they have been working so 7 Introduction 7 Introduction It is the 41st Millennium... For more than a hundred centuries, the Emperor has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die. Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the Daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomicon, the psychic manifestation of the Emperor’s will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the Tech-Priests of the Adeptus Mechanicus, to name but a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants—and worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim, dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods. 8 Introduction War Without End W ar is the fire upon which the Imperium of Man burns and the madness from which it was born. On a million, million worlds across thousands of light years of space, man fights endlessly for his survival against aliens, heretics, and Daemons so that humanity may continue to exist. From the blood-drenched mud of frontier worlds to the cold depths of space, humans are at constant war with the galaxy, fighting threats from without, from within, and from beyond. Numbering untold billions upon billions of souls, the Imperium of Man sprawls across the stars under the watchful eye of its God-Emperor, its worlds unstable and its glory days long gone. It has sunken into a long twilight from which it may never emerge. Powerful alien empires strike at the Imperium from all sides, those that would claim the galaxy as their own, or are merely bent on mankind’s annihilation. Man has no place in his realm for such races, and to be alien is to be counted as an enemy of humanity and another foe to be destroyed. Within the Imperium, man turns upon man and thousands of civil wars rage constantly, as the armies of the God-Emperor work endlessly to stamp out sedition and heresy from within its own worlds. Yet still men and women turn against the Imperium, either through discontentment and rebellion against oppressive overlords or because they have been tainted with impure ideas and vile alien philosophies. Beyond the Imperium lurks the Warp, the otherworldly realm of madness and Chaos that ships must use to cross the vast distances of space and which psykers use to draw power for their unholy gifts. From this eldritch realm, monsters and Daemons emerge, forcing themselves through rents in the fabric of reality to bring ruin and death to the living inhabitants of whole worlds. Only through endless conflict, brutal struggle, and the lives of countless soldiers does the Imperium of Man endure at all. It is the blood price for an empire which is ten millennia old, created at a time when man’s light was waning, poised on the edge of the abyss and the eternal darkness of the void. Never in its existence has the Imperium known peace. From the dark days of its inception, when entire sectors of space made war upon each other, to its grim and dark present, the Imperium has always been aflame with conflict. While individual worlds and systems may often know times of relative safety and stability, this is only at the cost of thousands more teetering on the brink of oblivion, their populations sacrificed to preserve the greater domain of mankind and the rule of the God-Emperor. With such danger and so many terrible foes besetting mankind, only the most brutal and disciplined of empires could hope to survive. The God-Emperor sits at the apex of such a realm, His teeming hordes of servants and His vast armies enforcing His will upon the inhabitants of the Imperium, ensuring their obedience and their loyalty. This is what holds the Imperium together and keeps it alive when an open mind and a weaker soul would invite utter destruction from enemies which live only to feast on the bones of men. Only its size and ancient power prevent the Imperium’s complete destruction; that it may lose a hundred systems or a world of a billion faithful citizens and continue to fight on. Even so, it is slowly dying—the God- Emperor’s armies clinging desperately to what is left, as systems crumble its glory days long gone. It has sunken into a long twilight from which it may never emerge. Powerful alien empires strike at the Imperium from all sides, those that would claim the galaxy as their own, or are merely bent on mankind’s annihilation. Man has no place in his realm for such races, and to be alien is to be counted as an enemy of humanity and another foe to be destroyed. Within the Imperium, man turns upon man and thousands of civil wars rage constantly, as the armies of the God-Emperor work endlessly to stamp out sedition and heresy from within its own worlds. Yet still men and women turn against the Imperium, either through discontentment and rebellion against oppressive overlords or because they have been tainted with impure ideas and vile alien philosophies. Beyond the Imperium lurks the Warp, the otherworldly realm of madness and Chaos that ships must use to cross the vast distances of space and which psykers use to draw power for their unholy gifts. From this eldritch realm, monsters and Daemons emerge, forcing themselves through rents in the fabric of reality to bring ruin and death to the living inhabitants of whole worlds. Only through endless conflict, brutal struggle, and the lives of countless soldiers does the Imperium of Man endure at all. It is the blood price for an empire which is ten millennia old, created at a time when man’s light was waning, poised on the edge of the abyss and the eternal darkness Never in its existence has the Imperium known peace. From the dark days of its inception, when entire sectors of space made war upon each other, to its grim and dark present, the Imperium has always been aflame with continue to fight on. Even so, it is slowly dying—the God- Emperor’s armies clinging desperately to what is left, as systems crumble 9 Introduction thin line which protects the Imperium from complete and utter destruction; they are the Imperial Guard. It is the duty of every world in the Imperium to provide men and women for the Imperial Guard, in essence recruiting the armies which protect not just their own planet but the vast galactic empire to which they belong. To be a member of the Imperial Guard is to be plucked from your home world, often barely into adulthood, and thrust into a life of harsh discipline, endless drilling, and constant mobilisation for war. “Lucky” Guardsmen may have the chance to fight on their own worlds or in their own star systems if they are in a state of war; likely raised with the spectre of destruction hanging over their heads from birth and the knowledge that soon it would be their turn to march off to fight like their fathers and brothers before them. More often, a Guardsman will leave his world behind, never to set eyes upon it again, and make the terrifying journey across the void to a far off battlefield where he will fight in the name of the God-Emperor. The Imperial Guard is a vast bureaucratic and logistical machine with Guardsmen endlessly being raised on practically every world within the Imperium and funnelled into warzones, some near, some far, on a scale which can barely be comprehended by the human mind. It is an undeniable truth that an individual in the Imperial Guard is but a grain of sand on a blood-soaked beach and when he inevitably dies, alongside thousands of his brothers in arms on a nameless battlefield, he will not be missed. Though in his death, the Imperium will continue to exist, even if just for a few seconds more, making his sacrifice necessary in the minds of his commanders and glorious in the eyes of the God-Emperor. from around its edges and the slow rot of sedition and heresy eat away at it from inside. Though it may be ten thousand more years before its death, the Imperium is in decline and every battle its armies win, every enemy it vanquishes or wipes from existence is but a single sandbag placed in front of a rising flood of death and decay. Those that live in such times live with the knowledge that the galaxy is a dangerous and unwelcoming place. They look up to the stars and see only the darkness between them which hides hungry alien raiders and warp-spawned monsters eager for the souls of men. For most, this means keeping their eyes fixed firmly on the dirt beneath their feet and going about their lives not daring to think about anything beyond their devotion to the God-Emperor and the endless toil of their lives, content in the belief that prayer and hard work will keep them safe. For some, though, the defence of the Imperium becomes their personal duty. Either through choice or chance, these men and women are inducted into the God- Emperor’s armies, trained to fight and sent off to far-flung stars and systems to hold the line against the coming night. Though they come from a million different worlds, each with its own unique superstitions, beliefs, and cultures, they are united against the enemies of mankind by the God-Emperor; a devotion to a far off monarch who they will never meet and a duty to an Imperium of which only a tiny fraction they will ever see. Still though they fight; they fight for the honour of their world, they fight for their sense of duty to the cause or even humanity itself, they fight simply because they like to, or they fight because they have no choice and killing the enemies of man means another day of life for them. Whatever their origins, whatever their reasons or training, they are the WHAT IS A ROLEPLAYING GAME? In a roleplaying game (or RPG), you create an alter ego, a fictional character that is your avatar within the game world. Perhaps you create a honourable warrior, a cunning sorcerer, or a leader who inspires loyalty through dark magnificence. Next, you and your friends direct your characters through a series of adventures. Imagine reading a fantasy novel, watching an action movie, or following a television series—except instead of passively watching or reading the story unfold, you control one of the characters, making his decisions, selecting his actions, and even speaking for him. Instead of waiting to see how the story unfolds, you directly affect and even determine the outcome of the story. How can you affect these events? How do you decide what happens? That is the role of the game itself. Roleplaying games such as ONLY WAR provide a framework of rules that describe how to design your character and have him interact with the world within the game. Rules cover situations like gun fights, delicate negotiations, or infiltrating an enemy stronghold to destroy it. Often, the rules require you to roll dice when performing an action, with some results indicating success and others indicating failure. While the rules provide structure and guidelines to the game, dice add the element of chance. After all, success would not be so sweet if you had no chance of failing! At first, RPGs like ONLY WAR seem like they have a lot of rules. However, as you read the book you will soon see that the rules are actually quite simple, easy to remember, and even intuitive. ONLY WAR is built on a simple set of base mechanics. Once you grasp the basic mechanics, the rest is easily understood. To adjudicate these rules, each game has a Game Master (or GM). The GM is you, or one of your friends, chosen by consensus of your group. Unlike everyone else, the GM does not control a single character. Instead, the GM runs the game, presenting the story and the myriad of situations that come with it. He controls the people your character meets in the game, controls the encounters and strange occurrences that shape your decisions as to your actions, and is basically both the game’s narrator and the referee. All of the other players control characters within the world, around which the story resolves. These characters are known as the Player Characters (also referred to as the PCs). During the game, the players describe the intentions and actions of their characters to the GM, who then decides (based on the rules) whether those actions succeed or fail, and how their words and deeds affect the story. 10 10 Introduction and dominance endured. Across thousands of light years, the Imperium maintains a tenuous hold over millions of worlds and counts every domain of men as its own, whether they bow to the God-Emperor on far away Terra or not. Vast armies of men and warships struggle every day to keep the God-Emperor’s realm alive and keep the myriad of mankind’s foes at bay. However, ten thousand years is a very long time, and as the centuries have slipped by, the Imperium’s borders have continued to crumble—many of its worlds have broken away or been destroyed, and potent alien empires have begun to gnaw away at its insides. Perhaps if the God-Emperor had had more time to finish His great work in uniting the galaxy, or perhaps if the nature of men did not so easily turn to destruction, the Imperium would not be so wracked with war and conflict; or perhaps after ten thousand years, it is just the Imperium’s time to slip away into the abyss. Against this backdrop of carnage and chaos, it is the role of the Imperial Guard to protect and defend the Imperium. Even in its faded glory, the Imperium still covers the majority of the galaxy, comprising millions of worlds and countless billions of humans. Its ponderous size is both the source of its greatest strength and its greatest weakness: its size means it can suffer the loss of worlds and lives with little immediate effect on the greater Imperium, but it also makes it extremely difficult to defend. The logistics of an army which must cover the entire galaxy and protect an empire without distinct borders against dozens of foes at once is barely comprehensible to the mind of man. Even the Administratum, the Imperium’s vast bureaucratic network tasked with recording and keeping a tally of the armies of the God-Emperor, has no real idea of the exact numbers of men and women serving in the Blood-soaked Stars and Broken Worlds “Nothing of any worth was ever won without paying a price in blood.” –Commander Tyras Cor, Scintillan 73rd Light Infantry I t is the 41st Millennium and the galaxy teeters on the brink of annihilation. Humanity has spread out across the stars and, for thousands of years, settled worlds and spread their domain deep within the void. Ages of Man have passed since the first colony ships left ancient Terra and the fortunes of mankind have waxed and waned as an uncaring galaxy and hostile alien races have fought against him. Ten thousand years ago, after a time of unequalled darkness and ruin, the God-Emperor arose and united mankind once more. In a grand crusade that lasted many years, His armies gathered together the scattered tribes of men and created what was to become the Imperium of Man. Tragically, before he could finish His great work, he was betrayed by His most faithful servant, Horus, and thrust into a civil war that almost destroyed everything he had worked to achieve. In a battle against Horus, the Emperor was mortally wounded and is now interred in the Golden Throne; where ancient technologies keep him alive to this day. However, despite His wounds, His armies had triumphed against the betrayers and His dream of unification Blood-soaked Blood-soaked I still can’t believe my luck. that my number should be drawn of all the members of my house shows that the God-Emperor must be watching over us just like they say. I’d only just joined our hive strata’s Fabricators Guild when I got the news: I’m part of the founding, I’m going to be one of those chosen to serve the Emperor and our lords out there beyond the steel skies. It still seems too strange to be true, a base born lad like me chosen for such a task, even though I hear they take just as many from the other hives, especially those near the chem seas; something to do with all the people they have there and the training they get working the great stacks and outflows. I also know I’m not alone; Drayn, Helson, and even Torsh were all called too, us fabricator boys all giving up the work of our fathers and brothers to take up the rifle. They told me no one from our house has served in the Guard since my old great uncle Nert, some three or four generations back. I just hope I can do half as well as him and make my house and hab masters proud! 11 11 Introduction Imperial Guard regiment has suffered such a fate, ambushed from the shadows and cut down before they knew they were at war with these treacherous aliens. Tyranids are terrifying, monstrous aliens from beyond the edge of the galaxy itself, intent on consuming all life to feed their vast bio-fleets and hive ships. As the endless advances of the Tyranids pour into the galaxy from the eastern fringe, the Imperial Guard must form a break wall against the alien tide. Like two great hammers smashing into each other, the Tyranids and their swarms of alien horrors and bizarre monstrosities slam into the massed ranks of the Imperial Guard and its millions of men. The result is a horrific and bloody war of attrition, in which every Guardsman slaughtered screaming to feed the hive mind makes the Tyranids stronger and the Imperium weaker. Yet there is no choice for the Imperial Guard, lest the Tyranids overrun their defences and plunge even deeper into the Imperium; and so more and more regiments are fed into the alien meat-grinder. The Tau are a young and idealistic race of blue-skinned humanoids, with only a small empire under their control but with command of advanced and innovative technology. Against the Imperium’s history, which is measured in millennia, the Tau are only recently risen to power, their race but a few thousand years removed from their primitive ancestors. Yet they have made an impact on their region of space, spreading rapidly and forging alliances with numerous minor alien races to create a potent empire which presses in against Imperial borders. As dangerous as their advanced weapons and void ships are, their philosophies of unity and collective endeavour with other races are even more so. Centred upon a belief in the “Greater Good” and a common goal of balance and equality, many humans have been seduced by these alien lies. As the Tau empire continues to encroach on Imperium space, they have placed an increasing drain on the Imperium’s already dwindling resources and become an increasing threat. Xenos are not the only foes the Imperial Guard must hold back to preserve the blessed Imperium of Man and defend its most holy God-Emperor. Of equal danger to the Orks, Eldar, Tyranids, and Tau are the human renegades, traitors and heretics which turn away from the Imperium and seek to subvert it with their treachery. In its most simple form, this can mean worlds led astray by seditious planetary governors, choosing to break away from the Imperium and claim independence. With so many worlds and such vast distances between them, a planet and its people may forget the Imperium exists or come to believe its reach cannot touch them so far are they from ancient Terra and the God- Emperor. These are false beliefs, of course, and in time the Imperium’s wrath will fall on any human world which rejects the mastery of the God-Emperor and chooses to either refuse to pay its tithes or proclaim itself independent. Thus the Imperial Guard is often tasked with dealing with such rebels, crushing all resistance and destroying the leadership which brought them to such a place, leaving behind a battered and war ravaged world with a heavy debt to be repaid to the Administratum and the threat of complete annihilation should they transgress again. Not all rebels are treated with such leniency as those which merely try to secede. Sometimes humans will Imperial Guard at any one time. Nearly every world within the Imperium maintains its own standing planetary defence forces, though against a determined invasion or uprising, these limited forces often prove inadequate. It then falls to nearby regiments of the Imperial Guard, made up of soldiers raised from dozens of worlds, either near or far, to respond. Finding such regiments and then moving them to a warzone can take many months or even years to execute, and regiments may arrive in a warzone to discover the world they were sent to rescue has long since fallen to its foes. As a result, the regiments of the Imperial Guard are constantly fighting or in transit to warzones, its soldiers either huddled in trenches and foxholes on battle scarred planets or awaiting their fates in the holds of transp...

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