Most classes carry with them distinctive dress, mannerisms, and religious practices, and players should also consider these in their decision. These can offer interesting ways to roleplay a character, such as an Adeptus Mechanicus character who would rather converse with his servo-skull than his fellow Acolytes, or a dour Imperial Guardsman convinced he should have died with the rest of his regiment. There are no incorrect backgrounds as long as the selection further guides the character’s history from his home world.
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Adeptus Adminstratum
The great bureaucracy of tithes and tallies that holds the Imperium together and keeps it running; they keep the lore, histories, and secrets of a million worlds so that the Imperium might prosper.“Our records show that datum is located in the tertiary infocrypt of the fifth vault-level. I can arrange for an expedition to retrieve it, however.”–Honsa Illum, Data Warden of the Primary TierSuch is the size and scope of the Imperium that it takes an innumerable legion of scribes, officials, and bureaucrats to maintain it. Connected across the stars on a web of scribbled notes and secret data caches, the Administratum is a lumbering behemoth, churning at a speed only slightly higher than deathly rest as it ensures that every planet has paid its due and contributed to the Imperium’s continuation. Without the Administratum, the Imperium would dissolve into madness and mayhem. It would be cut off not only from those hidden hands that guide its wealth and resources, but also from its history and the centuries of secrets kept deep within the data vaults of the Imperium’s largest organisation.
Starting Talents- Weapon Training (Las or Solid Projectile) (+10 to Ballistic Skill when using a weapon of a certain type)
- Imperial Knowledge, (+20 to any Intelligence checks when recalling lore on the imperium.)
- Lore on the Forbidden/Heretic/Xeno (+10 to Intelligence checks when recalling lore on the warp, Chaos, or Xenos. You must pick one.)
- Commerce (+10 to Fellowship or Influence rolls when haggling or bartering for a higher price to sell or lower price when buying) OR Medicae (+15 to checks to save or heal a wound or injury.)
- Linguistics (High Gothic)
Starting Equipment:Laspistol or stub automatic, Imperial robes, autoquill, chrono, dataslate, medi-kit
Class BonusMaster of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
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Adeptus Arbites
Keepers of the Imperium's laws, who see that the rule of the Emperor is brought to His worlds; they are judge, jury, and executioner against any—high or low–that would break the Imperial rule of law.“Of course I know who you are. You were the governor here, until you turned your back on your rightful ruler. Now, you’re dead.”–Marshall Ranx WaynerOnly through constant vigilance and the execution of brutal law can the Imperium survive, and the Adeptus Arbites carries out this function. While the armies of the Imperial Guard struggle to hold back the aggression of alien empires and protect worlds from without, the Adeptus Arbites roots out rebels, recidivists, and threats to the stability of the Imperium from within. Its agents, collectively known as Arbitrators, operate as they best see fit, using their greater training and weaponry to tackle foes that might be beyond the scope of local agencies, or in many cases to deal with a government which has itself become corrupted. Remorseless and single-minded, they do not forgive or forget any crime, and pursue their quarry relentlessly until the Emperor’s Justice has been served.
Starting Talents- Weapon Training (Shock or Solid Projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Arbites, Underworld) (+10 to Intelligence checks when recalling lore on the Adeptus Arbites or the Underworld)
- Inquirer (+10 to Fellowship tests to find information from people, subtly) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way)
Starting Equipment:Shotgun or Shock Maul, Enforcer light carapace armour or carapace breastplate, 3 doses of stimm, manacles, 12 lho sticks (40k equivalent of cigarettes)
Class BonusThe Face of the Law: An Arbitrator can re-roll any Intimidation or Interrogation check.
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Adeptus Astra Telepathica
The ancient and sacred organisation vital to the survival of the Imperium and Mankind; guiding ships and transmitting information across millions of scattered worlds, they bind the Imperium with their web of minds.“My eyes were a small price to pay for what I can now see.”–Astropath Leto LoiPsykers are a vital part of the Imperium, linking its worlds together, aiding its soldiers in battle, and guiding its ships across the stars. They are also dangerous, for the very gift that allows them to draw power from the Warp, that otherworldly realm that exists beneath reality, can also make them conduits for its unholy power and gateways for Daemons. An untrained psyker can bring doom upon an entire world if his abilities are not kept in check. The Imperium has a rigid structure in place to watch for any who display even a hint of psychic talent and remove them from society, usually through force. Once in custody, they are trained to serve the Emperor or, if they prove too unstable, destroyed for the good of Mankind. The Adeptus Astra Telepathica oversees psykers within the Imperium, scouring the galaxy for new psykers and then examining and training their catches. Those that are not worthy to live must instead serve the Emperor directly, their life energies sustaining His continued existence for one more day.
Starting Talents: - Weapon Training (Las and Low-tech) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Astra Telepathica) (+10 to Intelligence checks when recalling lore on the Adeptus Astra Telepathica)
- Deceiver (+10 to Fellowship tests when a lie is involved) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Lore of the Forbidden (+10 to Intelligence checks when recalling lore on the warp.)
- Pysker, this character is a pysker and so can cast pyshic powers.
Starting Equipment:Laspistol, staff or whip, light flak cloak or flak vest, micro bead
Class BonusesThe Constant Threat: When the character rolls on the physic phenomena table, they roll twice and pick the result they wish. A character of the Adeptus Astra Telepathica can also use their willpower to roll for Deceive or Interrogator checks.
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Adeptus Mechanicus
Keepers of the ancient secrets of technology and the Imperium's most venerable and treasured artefacts; they serve the Machine God in the quest for lost knowledge.“Your assertion is flawed. It is you who venerate the Omnissiah, only you do so in His guise as the Emperor.”–Magos Tonnus Mu Kepplar Much of Mankind’s mastery over technology has been forgotten, and what remains are closely guarded secrets, held in jealous hands of the Adeptus Mechanicus. Wrapped up in superstitious beliefs and rites, the knowledge of how to operate the Imperium’s most advanced devices falls to these followers of the Machine God. The Adeptus Mechanicus guards and oversees the ancient knowledge and the mysteries of making technology function, for even its dogmatic and superstitious understandings are far beyond those of anyone else in the Imperium. They embrace technology to such a degree that they try to transcend the flesh of their bodies with the purity of metal. To those outside the Mechanicum, they can appear unfeeling and emotionless, more akin to their blessed machines than to other humans, and most would welcome such views.
Starting Talents- Weapon Training (Solid Projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Mechadendrite use (Utility) (+20 to checks when using a Utility Mechadendrite)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) OR Operator (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery)
- Common Lore (Adeptus Mechanicus) (+10 to Intelligence checks when recalling lore on the Adeptus Mechanicus)
- Security Specialist (+15 to Intelligence checks when bypassing or accessing automated security)
Starting Equipment:Autogun or hand cannon, monotask servo-skull (utility) ORr optical mechadendrite, Imperial robes, 2 vials of sacred unguents
Class BonusReplace the Weak Flesh An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
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Adeptus Ministorum
The great religious agency of the Emperor of Mankind; with shrines and cathedrals on a million worlds, they are dedicated to spreading and teaching the word of the Emperor so all might bask within His light and fear His wrath.“So as you love and fear the Emperor, so must you love and fear those that carry His divine word.”–Cardinal Erasmus PontiumThe Adeptus Ministorum, also known as the Ecclesiarchy, is the religion that venerates the Emperor of Mankind. Powerful and ancient, it embodies the Imperial Creed, the myriad systems of belief that bind humanity together, gives it purpose, and keeps it safe from soul-imperilling threats both within and without. Its members are devoted servants of the Emperor, dedicated to bringing His word to the faithful, and rooting out any which would stand against Him. Whether with words or deeds, a member of the Adeptus Ministorum never forgets his earlier service. Even should he fall from grace, the teachings of the church remain branded upon his soul, and the fire of the Emperor’s faith still burns strong in his belly.
Starting Talents- Weapon Training (Flame) OR Weapon Training (Low-tech and Solid projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Charming (+15 to Fellowship tests when talking to people that can feel)
- Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command)
- Common Lore (Adeptus Ministorum) (+10 to Intelligence checks when recalling lore on the Adeptus Ministorum)
- Linguistics (High Gothic)
Class BonusFaith is All An Adeptus Ministorum character can re-roll any fellowship or Influence tests considered a Commanding or Charming check. And may also find it easier to gain the trust of fellow members of the Ecclesiarchy.
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Imperial Guard
Vast armies drawn from countless worlds; skilled warriors and hardened veterans of mankind's many brutal and bloody wars, they are all that stands between the Imperium and its innumerable foes.“Let the Hammer of the Emperor fall upon this world.”–Lord General Hanto RhemTo protect the Imperium from its many enemies, the Imperium maintains a massive fighting force known as the Imperial Guard. Tithed from the worlds across the galaxy, the Imperial Guard is an immense force of countless billions, always at constant war, and always recruiting more soldiers to replace the fallen. No accurate records exist as to its exact size and strength, and such is its nature that it is in constant flux, troops moving from system to system or scattered across the stars fighting wars long forgotten. Many Guardsmen do not live even a full day after entering battle, but those who survive become hardened combat veterans skilled in the bringing of death and facing the worst foes the galaxy has to offer. Scarred and broken, such veterans can hope for little comfort beyond the battlefield, but may find service in other parts of the Imperial war machine or more secretive duties in less overt wars.
Starting Talents- Weapon Training (Las and Low-tech) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Athletic (+15 to Strength, Agility or Toughness tests when athleticism is involved{
- Common Lore (Imperial Guard) (+10 to Intelligence checks when recalling lore on the Imperial Guard)
- Medicae (+15 to checks to save or heal a wound or injury.) OR Operator (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery)
- Driver (Land Vehicle) (+20 to rolls when driving a certain vehicle)
Starting Equipment: Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars
Class BonusThe Hammer of the Emperor: The Guardsmen re-rolls a 1 or 2 on damage dice when attacking a target that has been attacked by an ally since his last turn.
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Outcast
Living in the shadow of the might of the Imperium, gangers, criminals, and dregs prosper and thrive; cunning survivors and experienced outlaws, they exist only for themselves and those who have bought their loyalties.“You’re asking too many questions. That makes it cost extra.”–Rikko Delarn, previously known as Ricard Al’Delaroique IVEven within the Imperium, where most are born into the same position for life, there are those that work their way free to make a life on their own terms. Some may have deliberately forsaken the role they were given, or slipped between the cracks of their ossified civilisation. They exist as criminals, vagabonds, and renegades on the fringes of Imperial life. These Outcasts live in the shadows of society, living by their wits and charm. They are able thieves, assassins, and bounty hunters; suspicion and fear often dogs their steps, as others know that where they tread, crime follows. Despite the epithet, Outcasts can be connected to all levels of Imperial life, and while their concerns are primarily for themselves, they can be enlisted to larger pursuits. They have connections, knowledge, and skills unheard of for proper Imperial citizens, and the willingness to use them through bribery, coercion, or other base appeals often more effective than simple calls to Imperial duty. They can also retain associations and bonds with their previous lives and organisations that allow them to operate across many strata of Imperial life.
Starting Talents- Weapon Training (Chain, las or solid projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping) OR Slight of Hand (+15 to Agility checks when being fast with ones hands, pick-pocketing etc)
- Common Lore (Underworld) (+10 to Intelligence checks when recalling lore on the Underworld)
- Deceiver (+10 to Fellowship tests when a lie is involved)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection)
Starting Equipment:Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obscura or slaught
Class BonusNever Quit: An Outcast character when brought down to 0 Wounds rolls a d6, on 1-2 the character gains 1 wound and can fight, on 4-6 the character is knocked unconscious
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Vindicare Assassin [Class for Pripovednik]
"We do not determine the guilty; we do not decide the punishment; we are merely the cold instruments of the Emperor's vengeance. There is no form of death unknown to us; there is no form of terror beyond our means; there is no enemy outside our reach. We are the blade that hovers over the throat of the traitor; we are the bullet that awaits the heretic's skull; we are the poison in the throat of the alien."— Decree AssassinorumThe Vindicare Temple, one temple of many in the Officio Assassinorum. For even the Imperium requires assassins in it's war against heretics, xenos and within. Those of the Vindicare Temple are cold and calculating, eliminating their targets with contemptuous ease. Their aim, to bring an inglorious death to the enemies of the Emperor with a Sniper's bullet, and have elevated the skill of marksmanship to an art-form. The Vindicare Temple teaches it's assassins in stealth, subtly, subterfuge and marksmanship. One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a given location for solar weeks, waiting for their quarry to reveal himself before finally taking the perfect shot. The Vindicare can be likened to a spider or mantis, waiting motionless as stone before springing into action at the critical moment.
Starting Talents- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
Starting Equipment:Sniper rifle, Sword, Armoured body glove, Micro bead, magnoculars
Class BonusTotal focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage