TEXT: ROLEPLAYING IN THE GRIM DARKNESS 
  OF THE 41ST MILLENNIUM
  TM
                            
  
  2
  Credits
  Lead Developer
  Max Brooke
  Writing and Development
  John Dunn
  Editing and Proofreading
  Jim Jacobson and Shannon Roberts
  Managing RPG Producer
  Chris Gerber
  Game Line Graphic Design
  David Ardila with WiL Springer
  Graphic Design Manager
  Brian Schomburg
  Cover Art
  Wayne England
  Interior Art
  Matt Bradbury, Mauro Dal Bo, Ilich Henriquez, Igor Kieryluk, 
  Kekai Kotaki, Ignacio Bazán Lazcano, Erich Schreiner, and the 
  Games Workshop Design Studio.
  Managing Art Director
  Andy Christensen
  Production Management
  Eric Knight
  Executive Game Designer
  Corey Konieczka
  Executive Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  Games Workshop
  Licensing Managers
  John French and Graeme Nicoll
  Head of Licensing
  Jon Gillard
  Games Workshop Business 
  and Legal Advisor
  Andy Jones
  Head of Intellectual Property
  Alan Merrett
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1995 West County Road B2
  Roseville, MN 55113
  USA
  © Games Workshop Limited 2014. Only War, GW, Games Workshop, the Games Workshop logo, Space Marine, 40k, Warhammer, Warhammer 
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  CREDITS
                            
  
  3
  The Fall of Solace
  The Fall  
  of Solace
  “In this galaxy, nothing is more fleeting than the illusion of peace.”
  –Ancient Imperial Aphorism
  O
  riginally written  for use at Gen Con Indy 2013, 
  Salvaging SOlace is a scenario for Only War. It is 
  one of four linked scenarios that concern the fate of 
  the Imperial world of Solace. While each adventure stands on 
  its own as a complete module suitable for immediate play, a 
  group that plays all four adventures will spot the connections 
  between the events as they transpire around the hive world 
  of Solace. This section includes a brief summary of each 
  adventure to help the Game Master keep track of how they 
  overlap if intending to run more than one of them.
  BINDING CONTRACTS
  Binding cOntractS is an adventure for Black cruSade that 
  follows a group of Heretics as they pursue the prophecy of the 
  Many-Eyed, a dread oracle of Chaos. The Ruinous Powers have 
  whispered to her that Solace will end in fire when a star descends 
  from the sky. They murmur that the terror and confusion this 
  event brings about must be properly dedicated to the Chaos Gods.
  Before this portent appears, the Heretics must infiltrate 
  Solace and rally the wretched mutants that live beneath the 
  hive. Then, once the star burns bright in the sky, they must 
  lead their newly assembled army up one of Hive Solace’s 
  spires, where they can cast down a rival sorcerer and take 
  control of his ritual to summon a Daemon of unfathomable 
  power to the Materium. If they succeed, the Heretics will have 
  struck a blow against the Imperium within the Calixis Sector 
  and won vast glory for themselves. If they fail, however, the 
  unholy ritual could be their doom.
  FALLING STAR
  After centuries lost in the Warp, the Ardent Crown has returned 
  in a degrading orbit around the world of Solace. This vessel 
  vanished carrying a number of important relics, and in this 
  deathWatch adventure, a Kill-team has been assembled to 
  board the derelict as it drifts toward the world of Solace, 
  secure the sacred artefacts, and extract from the voidship.
  However, the Battle-Brothers are not alone in their ambitions 
  aboard the Ardent Crown. An Eldar Farseer also has designs for 
  a particular relic, and leads an elite team of her allies in her 
  quest to take it back. And while the Eldar are powerful and 
  duplicitous foes, something even more terrible lurks aboard the 
  Ardent Crown, stirring after aeons of cold slumber as footsteps 
  fall once again on the long-abandoned decks. The Battle-
  Brothers of the Deathwatch must face these enemies, cast them 
  down in the name of the Emperor, and escape the Ardent Crown 
  before it plummets to its demise. The fate of the sector and the 
  honour of the Deathwatch alike hang in the balance. 
  SHEDDING LIGHT
  In this adventure for rOgue trader, the Explorers delve deep 
  into the ancient secrets of Solace. Solace was colonised by the 
  Imperium in the final hours of the Angevin Crusade to unite 
  the Calixis Sector, but its secrets wind perilously back into 
  times forgotten by all but the most ancient. There have always 
  been dark tales in Solace’s mines about the things that dwell 
  beneath the world’s parched surface, but there have also been 
  whispers of fortunes beyond the comprehension of any mortal.
  These whispers have spread far and wide and have reached 
  the ears of a daring Rogue Trader, a warrior-privateer who 
  braves the dangers of the unknown in the name of incalculable 
  wealth and glory. Now, an avid group of Explorers journey 
  to Solace, delving deep into an ancient chasm that contains 
  strange relics of forgotten aeons. But when a cataclysm rocks 
  the world of Solace, the Explorers find themselves facing a 
  terrible threat that is not pleased about its rude awakening.
  SALVAGING SOLACE
  In this adventure, Salvaging SOlace, the players take on 
  the roles of Imperial Guard troopers faced with a mounting 
  series of catastrophes in the hive city of Solace. When an 
  unknown voidship strikes the world of Solace, the surface 
  shakes and the brave men and women of the Cadian 99th 
  must gird themselves for battle once again in this adventure 
  for Only War. Having just suffered losses campaigning in the 
  Spinward Front, the Cadian 99th is caught on the outskirts of 
  the catastrophe in the midst of a training exercise. In addition 
  to the devastation the crash wrought, the impact has sent 
  waves of mutants surging up from the underhive, and so the 
  troopers must step forth into the breach to restore order.
  Unfortunately, this is only the start of the Player 
  Characters’ troubles. As they struggle to bring Hive Solace 
  under control, still more crises loom over them. The troopers 
  must go above and beyond their normal duties to have a 
  chance of survival. With the lives of everyone on the planet—
  including their own—resting on their actions, the PCs are 
  the last line of defence against the coming catastrophe.
  TYING IT ALL TOGETHER
  Binding cOntractS, Falling Star, and Shedding light 
  each include a full adventure, premade characters, and the 
  profiles for any NPCs unique to the adventure, much in the 
  same way as Salvaging SOlace. Each is designed to be run 
  with the system for which it was written and requires a copy 
  of the appropriate Core Rulebook to play.   
  Using all four of these adventures, a GM can create a 
  cohesive event that tells the story of the Fall of Solace. 
  Because these adventures were originally written for use at 
  a convention, each one includes certain notes on the time 
  that should be devoted to given sections. If the GM wishes 
  to run one of these adventures in a typical four to six hour 
  convention timeslot, these notes can be useful; if the GM 
  is not under any time restrictions, however, he should feel 
  free to pace the adventure as he sees fit based on the 
  group and other circumstances.
                            
  
  4
  Salvaging Solace
  Salvaging 
  Solace
  “When you fight the enemies of humanity, you can’t always rout your 
  foes and stride triumphantly across their corpses. Sometimes you just 
  have to set your mind on not losing, no matter the cost, for one more 
  day. Sometimes that has to be enough.”
  –Private Mercito Grant
  O
  riginally written for Gen Con Indy 2013, Salvaging 
  SOlace is a scenario for Only War. Game Masters 
  must have a copy of the Only War Core Rulebook 
  in order to run the adventure. This adventure was originally 
  designed for Player Characters with 1,000 additional xp 
  (beyond starting xp), but some of the foes within can provide 
  a challenge for even the most tested veterans. Players can use 
  the premade characters found on pages 18–32 or create their 
  own PCs as described in the Only War Core Rulebook.
  Because it was written as a convention scenario, Salvaging 
  SOlace has notes about the time allotment for certain events. 
  These notes have been left in for the convenience of any GM 
  who wishes to run Salvaging SOlace in a typical 4–5 hour 
  convention timeslot, but any GM who is not pressed for time 
  should feel free to amend (or ignore) these suggestions 
  about time allotment and the pacing of encounters to 
  best accommodate his particular group and schedule.
  Adventure 
  Summary
  “The enemies of humanity descend on us from all sides. This could be 
  the fall of Solace. Or it could be its finest hour! Soldiers, follow me, and 
  we’ll find out if this is Solace’s end or the start of a new saga of glory!”
  –Corporal Etheni of the Castus Levy
  T
  he Guardsmen of the Cadian 99th Mechanised Infantry, 
  Eighth Battalion, are having a profoundly bad day. Of 
  course, so are all of the other residents of Hive Solace, 
  which is in the midst of being afflicted by disaster after 
  world-shaking disaster. What should be a relatively low-effort 
  assignment for the Eighth Battalion turns into an unmitigated 
  disaster when a crashing Imperial cruiser (filled with Tyranids) 
  strikes the hive. A small army of heretics and Chaos mutants, 
  who have foreseen this event and wish to exploit the catastrophe 
  in a powerful ritual, provides a further layer of opposition for 
  the redoubtable troopers of the Cadian 99th.
  The adventure begins as another grinding day of running 
  a new batch of troopers through a simple training exercise. 
  These recruits, newly raised from the world of Solace and 
  merged into the veteran Cadian 99th by an errant stroke 
  on a Deparmento Munitorum form, have kept the Player 
  Characters busy with such exercises for the last several weeks. 
  The relative calm ends abruptly when a tremendous explosion 
  of a cruiser striking the hive hurls the PCs from their feet 
                            
  
  5
  Salvaging Solace
  and immediately cuts out the power. The Player Characters 
  and their allies have a few moments to scramble in darkness 
  and ruin as they try to help the injured and achieve a state of 
  controlled calm and relative normalcy.
  The first complications occur once communications are 
  restored. Initially, the Player Characters are tasked with 
  establishing a perimeter against the rabble spilling forth from 
  the underhive. This means not only restoring the chain of 
  command, but also getting any civilians in the region calmed 
  and under control. However, a rampaging force of chaos 
  mutants offers a swift challenge to their perimeter and inflicts 
  further damage upon the unit and its allies.
  Sadly, the rug is soon pulled out from under them between 
  waves of the mutant attack. The recruits—former soldiers of the 
  Castus Levy—are drawn off to help evacuate Hive Solace. The 
  cruiser’s engines are rapidly dying, and their final scream will be 
  an explosion that reduces Hive Solace to a  vast pool of bubbling 
  slag. The surviving members of the Cadian 99th are assigned 
  a last-ditch effort to travel into the ruined warship, find the 
  engines, and shut them down before they can enter meltdown. 
  Along the way, the PCs make the unpleasant discovery that the 
  cruiser is filled with Tyranids. These foul xenos are seemingly 
  the cause of the crash, and infest the twisted corridors of the 
  vessel in horrifying numbers. As is their nature, the Tyranids 
  spill forth in a wave of ravenous jaws and chattering teeth, 
  seeking to devour any and all biomass that they happen upon. 
  The Player Characters must survive 
  these trials to reach the core and 
  then shut it down, or the world 
  of Solace is certainly doomed.
  Adventure 
  Background
  “For its valorous service in the Spinward Front, the 49th Company 
  is assigned a provisional reprieve from patrols and the honour of 
  initiating the prospective recruits from the Castus Levy.”
  –Colonel Arkat of the Cadian 99th
  T
  he 49th Company of the Cadian 99th Mechanised 
  Infantry were recently recalled from the Spinward 
  Front. The company had suffered serious casualties 
  during particularly brutal fighting against an Ork assault. 
  More than 70 per cent of the soldiers sustained incapacitating 
  or lethal wounds. The Deparmento Munitorum responded to 
  these losses by merging the regiment with the 19th Solace 
  Castus Guard. Unfortunately, due to an errant stroke of an 
  autoquill on the part of a clerk, this regiment did not exist 
  yet. Thus, the Cadian 99th found itself rerouted to Solace to 
  integrate the new recruits into its own forces.
  Meanwhile, a new threat was emerging in the Solace system 
  of the Calixis Sector. Even as doom approached, the planet’s 
  citizens remained utterly oblivious to its danger. Decades 
  earlier, a choir of Astropaths had prophesied a xenos-spurred 
  disaster for Solace. The sector’s officials largely ignored the 
  warning. That vessel—the Ardent Crown—emerged from the 
  Warp as prophesied and, hours later, its course changed. 
  Unfortunately, that alteration in trajectory was just enough so 
  that the vessel now travels directly toward Solace.
  Worse yet, the seemingly abandoned Imperial craft has 
  been internally transformed. It no longer plays host to the 
  descendants of human survivors. Instead, its sole passengers 
  are the Tyranids that have haunted its corridors for centuries. 
  As the massive vessel lacks power and communications, its 
  shift in direction toward the planet has gone unnoticed. 
  Routine systems noted its course as being innocuous when it 
  first emerged into the system. They have not recognised the 
  change in direction, and so it plunges toward the world of 
  Solace, blind and deaf in the emptiness of space.
  As the adventure begins, the Player Characters are 
  completely unaware of the incoming threat. The 
  Tyranids, in contrast, have begun preparations for a 
  major assault, their eldritch senses detecting the imminent 
  arrival. These foul xenos have awakened from their slumber, and 
  they hunger to swallow up the entire world of Solace.
  The Ardent Crown is on a direct course to strike the hive 
  where the Player Characters are training. There is nothing 
  they can do to be aware of the impending threat. Even if they 
  somehow had knowledge of the danger, there is little they 
  could do to avoid it. Not only is the doomed vessel certain to 
  cause unspeakable damage when it crashes into an Imperial 
  hive, but it carries a savage army of Tyranids bent entirely on 
  the consumption of all biomass on Solace.
  At the same time, a violent riot has erupted within Hive 
  Solace, the twisted denizens of the underhive rising up 
  from the depths as the falling star descends. They see it 
  as an omen—the harbinger of the will of wicked gods.
                            
  
  6
  Salvaging Solace
  Gazetteer: 
  Solace
  “Solace might be a miserable, boring rock, but at least it’s quiet.”
  –Sergeant Zakil of the Cadian 99th
  C
  olonist began to settle Solace even before the Angevin 
  Crusade had completed. Preliminary auguries and 
  portents confirmed of the world could not wait for 
  the end of the interminable conflict, and so colonists deemed 
  “suitable” for this rough, unshaped world—including an 
  exceptionally high percentage of penal colonists—were 
  dispatched to Solace. This first wave of colonists worked 
  under the direct supervision of Adeptus Mechanicus elements 
  from the crusading forces. Hardy individuals were tithed from 
  harsh worlds across what would become the Calixis Sector 
  and Koronus Expanse and relocated to Solace; these new 
  arrivals were promptly put to work extracting the phenomenal 
  mineral wealth that rested beneath the world’s surface. 
  During these early days on Solace, countless small vessels 
  flitted back and forth between the mines and much larger 
  craft in orbit, creating a glittering flow of lights in Solace’s 
  sky that blotted out even the stars. From orbit, the massive 
  ships transported the fruits of their labour to forge worlds, 
  where the ore and other materials were forged into the 
  equipment necessary to continue the crusade to conquer the 
  Calyx Expanse. Some religious scholars on Solace claim that, 
  were it not for the wealth extracted from their world and the 
  many who shed their blood to get it, the crusade might have 
  run out of raw materials and faltered. 
  Of course, precise records from this period are fragmentary. 
  The Imperial forces in the region were so focused upon 
  prosecuting the crusade that minor details—particularly 
  those associated with procurement—were often not properly 
  recorded. However, the amount of raw materials extracted 
  from the planet seems to have been truly extraordinary. Further, 
  many of these materials seem to have been combined into 
  alloys that were ready for manufacturing almost immediately, 
  requiring very little refinement. Some historians have 
  speculated that this was simply evidence that the materials 
  had been illegally obtained from another, undocumented 
  Imperial asset. Other, more radical elements have argued that 
  this could be compelling evidence that the world was once 
  home to a sophisticated xenos species, and that the alloys 
  were all that remained of a long-dead civilisation.
  Regardless of whether or not the materials came from Solace, 
  one factor is clear. Assignment to the mining facilities on Solace 
  was a death sentence. Few, if any, of the tens of thousands of 
  colonists sent into these facilities ever returned. Official Imperial 
  records indicate that this was due to toxic elements present in 
  the mines and a lack of faith amongst the workers.
  The legends, however, are far darker. They speak of 
  unholy terrors that lurked beneath the planet’s surface. 
  Oral histories, passed down through the generations, 
  say that there were xenos dwelling far beneath the 
  surface. These tales indicate that the dark things 
  were only banished after the blessed Drusus visited the world 
  and expunged them in the name of the God-Emperor. There 
  are no official records of St. Drusus ever having visited Solace, 
  but the population still reveres him as the man who cleansed 
  their world and liberated them from terror and death at the 
  hands of shadows and nightmares.
  THE FIRST HIVES
  As the Angevin Crusade wound down, there were few resources 
  to transport the surviving soldiers back to their worlds of 
  origin. Consequently, many were simply delivered to Solace, 
  where they were left. While a minority saw this as a just reward, 
  permitting those who had worked so hard to enjoy the fruits 
  of their labours of war, only a scant few of the newly retired 
  soldiers looked upon their new lot in life as a blessing. While 
  the soldiers now lived without the immanent certainty of a 
  violent death, they also possessed few skills and assets with 
  which to forge their survival. The functionaries of the Adeptus 
  Administratum were no longer willing to provide them with 
  clothing, food, and shelter. Instead, it was up to the soldiers 
  themselves to make their way where and how they might.
  At the conclusion of the Angevin Crusade, the Adeptus 
  Mechanicus still had a significant number of assets active in 
  the Solace system. Before all of the elements in the system were 
  reassigned, however, a cunning administrator requested that 
  the manufactorums’ available capacity be put to immediate 
  use. Taking advantage of some of the already available raw 
  materials, the manufactorums built rudimentary settlements 
  to house the veterans of the crusade and let them continue to 
  serve the Imperium. While toiling upon Solace was hardly a 
  pleasant prospect, it might have seemed less terrible than the 
  brutal warzones of the Angevin Crusade.
    Eventually, what began as a barren mining world became 
  the home of six fully functional Imperial hives, most dedicated 
  to further mining operations. The Adeptus Mechanicus had 
  built facilities that housed the original colonists, and these 
  structures gradually grew into the massive, towering spires of 
  Solace’s hives as generation upon generation built upon them.
                            
  
  7
  Salvaging Solace
  PLANETARY LEADERSHIP
  The leadership of Solace treads a dangerously narrow path. In 
  what some factions in the Calixis Sector revile as a violation 
  of Imperial regulations, the Planetary Governor of Solace has 
  always been, since the early days of the colonies there, an 
  Ecclesiarchal Cardinal. While this is not strictly in violation 
  of the Decree Passive, the Planetary Governor is the supreme 
  commander of the defence forces of any given world, and 
  the Cardinal who governs Solace has always been eyed with 
  suspicion as a result. The argument has been made, by some, 
  that as neither the Sector Lord nor an Inquisitor has chosen 
  to take action upon this matter, the governance of Solace must 
  be divinely ordained.
  Because of the piety of its rulers, the populace of Solace 
  has shown few deviances from the Imperial Creed over the 
  centuries. There are remarkably few known incidents of heresy 
  on Solace. The world has consistently paid all necessary tithes 
  to the sector government, including consistent surpluses of 
  soldiers, labourers, and processed materials.
  BEYOND THE HIVES
  Even before its great hive spires and the fires of industry blackened 
  the sky, Solace was never a world hospitable for colonisation. Its 
  surface is harsh and largely devoid of water, and its atmosphere 
  was only technically breathable before the fires of human 
  industry poured countless pollutants into the air. The mineral 
  resources beneath its surface, however, were reason enough for 
  the Imperium to claim Solace and condemn millions to toil in 
  vast, cavernous mines, extracting ore and other valuable materials.
  Outside of the all-protective enclosures built to house 
  the miners, Solace is little more than a hellish wasteland. Its 
  atmosphere has become even more polluted from the waste 
  that the hives generate. The mines are no longer actively 
  worked by anything more than a skeleton crew. The population 
  centres are capable of producing a significant percentage of 
  their own foodstuffs through fungal farming in long-depleted 
  mineshafts and nutrient reclamation techniques. Still, imported 
  food and other supplies are crucial to the survival of Solace’s 
  people (and, more importantly, to its ongoing productivity). 
  Without the support of other worlds in the subsector, the 
  hives of Solace would be utterly unsustainable.
  When people leave the relative safety of the hives, they 
  must contend with a dangerous atmosphere and predators 
  who are far better evolved to deal with the dangerous 
  conditions. Much of the world’s surface is little more than 
  barren rock that offers no shelter from the planet’s scorching 
  daytime heat. As a consequence, travel between the hives 
  most commonly takes place via subterranean tunnels that 
  were adapted to that purpose from the world’s ancient mines.
  The CasTus Levy
  Thanks to the fact that Solace was settled largely by 
  veterans, military service is an integral part of the 
  world’s culture. All able-bodied men and women 
  are required to perform a period of service within 
  the planet’s defensive military, known as the Castus 
  Levy. This is typically a five-year term. Often, a large 
  portion of this service is devoted toward maintaining 
  planetary peace within the now tightly crowded 
  Imperial hives. However, roughly once a generation, 
  the Castus Levy are called upon to repel a significant 
  xenos incursion. Solace’s assets are sufficient to 
  regularly draw the attention of the greedy, who think 
  that it might be a world ripe for conquest. To date, 
  none of those assaults have succeeded.
  Solace has also gladly tithed full regiments to the 
  Imperial Guard upon fourteen separate occasions. Most 
  often drawn from the ranks of the Castus Levy, these 
  regiments proved their devotion to the Emperor by their 
  noble acts of sacrifice to carry on the glorious tradition 
  of the Imperial Guard. While none of these regiments 
  managed to assemble a particularly prestigious roll of 
  service, none disgraced their home world. 
  Even among the Imperial Guard, the Castus Levy 
  often exhibit an exceptional level of devotion to the 
  Imperial Creed. Those who interact with them often 
  consider them particularly pious. Some argue that this 
  reaction may be a consequence of their uniforms as 
  much as anything else. This is because those of the 
  Castus Levy invariably wear a chasuble over their 
  armour and kit, proudly displaying the iconography of 
  their devotion upon a field of purest white.
                            
  
  8
  Salvaging Solace
  THE SPINWARD FRONT
  In recent years, the Calixis Sector has devoted an ever-increasing 
  portion of its resources toward the ongoing war in the Spinward 
  Front. Solace’s location along a Warp route makes it a prime 
  location for assembling goods from the subsector before they 
  are reloaded onto transports destined for the Periphery. The 
  fact that the hives have some manufacturing capacity only 
  accentuates this, as many of the raw materials can be transformed 
  into goods that are directly useful in the war effort.
  As a consequence, the war effort has been a major boon 
  for the planet. Solace’s manufactorums have never been more 
  productive, and the Adeptus Administratum has allocated 
  far more resources than usual to the upkeep and expansion 
  of the infrastructure on Solace as a result. Morale has also 
  significantly improved, as the populace feels that they are 
  acting directly in the service of the Imperium and contributing 
  to the war against the xenos. 
  Such is the fervour among the Castus Levy that many 
  of the planet’s youth have even been reluctant to end their 
  enlistment after the mandatory five years. Enough of the 
  recruits have zealously sustained their service to the extent that 
  the world has already contacted the Adeptus Administratum 
  about raising a regiment, even before their next tithe is due. 
  The wheels have already been set in motion to see that this 
  happens quickly, ostensibly to help with the effort in the 
  Spinward Front. 
  The only major danger is that this has been disruptive 
  to many of the hives’ integral processes and systems. The 
  increased workload has begun to decrease the time that most 
  citizens have available for worship. The sheer number of the 
  planet’s youth preparing to join the Imperial Guard could 
  even decrease the overcrowding in some of the hives. It is too 
  early for any certainty, but by the time the war for control 
  of the Spinward Front concludes, Solace could be a world 
  dramatically transformed.
  RESOURCES AT HAND
  With the flow of new materials to the world, Solace’s storage 
  facilities are bursting with resources. With their enthusiasm 
  for the war effort, many of the planet’s inhabitants have put 
  themselves to the metaphoric plough such as to astound the 
  functionaries of the Administratum. As a consequence, raw 
  materials and manufactured goods have been produced even 
  faster than they could be transported to the Spinward Front. 
  With every day, additional spaces not intended for storage have 
  had to be used to house the surplus. At their current pace, some 
  of the living quarters in the hive cities might have to be used to 
  hold materials destined for the soldiers in the Spinward Front.
  This excess of useful materials has drawn the attention of 
  some less pious and law-abiding parties. Criminal elements have 
  begun to take note of these supplies and speculate on how they 
  might be used for personal gain rather than the good of the 
  Imperium. At least one Rogue Trader has taken advantage of 
  this overflow to fill his holds with undocumented supplies. 
  As word spreads of this manufacturing and storage capacity, 
  it is likely that elements from beyond the Imperium might take 
  an interest. This could include both xenos and heretical threats. 
  Just as this wealth of equipment and supplies can contribute 
  in a meaningful way to the war that the Imperium wages, 
  they could also be used against it. While enlistment in the 
  Castus Levy is high, Solace’s defensive plans are not designed 
  for a world as desirable as it has suddenly become. If a well-
  organised attack plan were implemented, it could be vulnerable. 
  This would place many extraordinarily useful assets at a level 
  of tremendous risk. Currently, the Calixis Sector can ill afford 
  a loss of this magnitude, but it also lacks the available resources 
  to reallocate for improving the planet’s defences.
                            
  
  9
  Salvaging Solace
  The Setup
  “Discipline and blind obedience are the only ways to serve the 
  Emperor. Your sole duty is to follow the orders you are given.”
  –Lord Commissar Salieri
  A
  s the adventure opens, the Player Characters have 
  little reason to suspect any significant danger (the 
  players themselves, of course, will likely be on their 
  guard for this very reason). Their current deployment is a 
  chore, but it is not a terribly onerous one by the standards 
  of the 41st Millennium. Sent to the loyal world of Solace on 
  the edge of the Calixis Sector, the troopers are here to aid in 
  training replacement forces for their regiment. While live-fire 
  exercises and the irritation of dealing with new recruits cause 
  some friction, Solace is still far more pleasant than any of the 
  regiment’s past deployments in the Calixis Sector. 
  Prior to their arrival, the Player Characters’ company 
  suffered greater than seventy percent casualties in the Spinward 
  Front. The survivors were reassigned to Solace. The healthy 
  soldiers assigned to assist in the integration of the Solace 
  19th number less than a full platoon. With an unusually high 
  mixture of officers and support personnel, the grouping is 
  hardly what could constitute a typical set of Guardsmen. The 
  chain of command has been disrupted, and squad mates are 
  unlikely to know each other as would normally be expected of 
  a group that had served together in an active front. However, 
  they do have a shared history and a general sense of shared 
  camaraderie. The Cadian 99th has won the right to be 
  proud, for the blood it heroically spilled on the worlds of the 
  Spinward Front and on battlefields older still.
  Game Masters should briefly describe the current situation, 
  and then let the players describe how their characters have 
  responded to it. While discipline is clearly lax compared to 
  the battlefront, Solace is not a world prone to large festivities 
  and celebrations, either. The majority of life seems devoted 
  either toward the rites and rituals of the Ecclesiarchy or the 
  military. As a consequence, the amount of trouble they can 
  stir up while on a training assignment is more limited than 
  it might be on other worlds. After the players have a few 
  moments to briefly set the tone for their characters, the Game 
  Master should read or paraphrase the following:
  Last night was a rough one, full of one of the biggest religious 
  celebrations you can recall since reaching Solace. It was apparently 
  the feast of some patron saint, whose name you can hardly remember. 
  Of course, that’s not the only thing you can’t remember for sure 
  after last night. The one thing you do know is that reveille didn’t 
  come any later this morning. Now, you’re feeling miserable as you 
  put a squad of new recruits through a standard live-fire exercise. 
  Your squad is being sent up against a number of recruits to show 
  them the ropes of a gunfight. Colonel Arkat told you to feel free to 
  lightly wound them, but that it would be best not to kill any recruits 
  if it can be avoided. In spite of that, you’ve been cleared for full 
  auto, and the lasguns you’ve been given for the exercise are fully 
  charged. Explosives and heavier weapons have been restricted from 
  this exercise, barring the discretion of the overseeing lieutenant.
  The new recruits—members of the newly-raised Solace 
  19th—are currently running through an obstacle course, 
  attempting to take a fortified position held by the Player 
  Characters. The course is located within a large training area 
  located within the Solace Hive. It incorporates multiple twists 
  and turns, artificial changes in elevation, countless barriers to 
  climb, and a vast quantity of mud brought in specifically to 
  challenge the recruits. The recruits are dressed in their full 
  combat gear, which includes everything in their standard kit 
  except for their main weapons and enter the room from the 
  other side, 50 metres from the PCs. 
  The Player Characters are working together as a single 
  squad, assembled from the Imperial Guardsmen assigned 
  to the world. Their current position is in a sandbag bunker 
  located off to the side of the course, in one corner of the 
  room. It is placed atop a slight rise, which provides them 
  with a broad view of the course. However, because of the 
  placement of obstacles and the twists and turns built into the 
  course, the bunker does not always offer a clear line of sight 
  on the soldiers progressing through the course. 
  The recruits are under orders to try to complete the course in 
  the shortest time possible, taking the fortified position from the 
  PCs. Though they are hardly expected to succeed, any squads 
  of recruits that fail to meet the minimum requirements are fated 
  for the worst assignments for the remainder of their training, 
  including extra rounds of physical training. In contrast, the 
  most successful units are more likely to be incorporated into 
  more valuable squads. This has left all of the groups of Solace 
  natives highly motivated to complete the course quickly. 
  On the other side of the fence, there is an unofficial 
  betting pool between the different Cadian squads for which 
  unit can tag the most recruits. Each trainee tagged by a lasgun 
  shot is worth one point. However, any that suffer serious 
  harm—or worse yet, death—count as five points subtracted 
  from the total. Depending on the PCs’ performance, they 
  can potentially win access to better supplies—not that such 
  things seem terribly important on such a placid assignment.
  For this exercise, each PC and each trainee is equipped 
  with a Hesh-pattern “Staccato” light lascarbine (Basic; 40m; 
  S/3/6; 1d10+1 E; Pen 0; Clip 25; Rld Full; Primitive [6], 
  Reliable) and one photon flash grenade (see page 183 of the 
  Only War Core Rulebook. Their other weaponry is in an 
  unlocked storage locker several metres away, but has been 
  restricted from use in the exercise. The PCs are seated in a 
  sandbag fortification that provides 2 APs of cover. Though 
  the “Staccato” lascarbine’s limited power output makes it less 
  likely to inflict harm upon a target, the GM is encouraged to 
  avoid maiming any PCs too badly during this stage.
  Any hit, regardless of whether or not it inflicts Damage, 
  counts as a “tag” for the purposes of the exercise, and any 
  “tagged” character is instructed to lie low until the shooting 
  stops (upon risk of being shot again, naturally).
  The trainees (who use the profile for an Imperial 
  Guardsman on page 372 of the Only War Core Rulebook) 
  come in waves of ten, entering the room 50 metres from the 
  PCs’ position and attempting to make their way through 
  the intervening cover to reach the bunker. The first wave 
  uses the Run Action to approach the PCs at full tilt, only 
  firing once they get within 10 metres. The second is 
                            
  
  10
  Salvaging Solace
  more hesitant, advancing and then clinging to a patch of cover 
  15 metres from the PCs (which provides 3 APs of cover) and 
  firing. The third lays down covering fire and attempts to use 
  its photon flash grenades to blind the PCs, and then it closes 
  the gap as quickly as possible while they are Blinded. Any 
  “tagged” PC can return between waves, hopefully to salve his 
  wounded pride at being shot by a rookie by avenging himself 
  upon the next wave. A GM who requires more waves to fill the 
  allotted time is encouraged to be creative, giving the trainees 
  new tactics suitable for such an exercise.
  If the PCs manage to drop more than 15 recruits before the 
  transition to the next scene, each PC wins a spare clip for his 
  main weapon for the mission. If they manage to down 30 or 
  more, each PC wins an additional frag grenade and a half-full 
  (or half-empty) pack of lho-sticks or a small bottle of amasec.
  Game Masters should allow this scene to play out for 
  around thirty to forty-five minutes, depending upon how long 
  it took to review characters. This encounter is an opportunity 
  for the players to get into character and get a feel for each 
  Player Character’s areas of competency, as well as to get to 
  know the other PCs in the group. Once everyone seems to 
  have gotten a sufficient feel for the group composition and 
  their skills, proceed to The Incident.
  The Incident 
  “Do not view this challenge as a crisis. Consider it an opportunity to 
  demonstrate your faith in the Emperor!”
  –Lord Commissar Salieri
  T
  his scene should begin with an extremely sharp 
  transition from the prior scene. In fact, it may even 
  be appropriate to make it part way through a combat 
  round, perhaps even by stopping midsentence in a description. 
  The transition is intended to be extraordinarily abrupt, taking 
  the players by surprise in much the same way that it shocks 
  the Player Characters. 
  Signal the transition with an abrupt and sharp noise. This 
  could come from dropping a stack of books on the table (make 
  sure it’s stable first) or other appropriate punctuation. Shaking 
  the table or even just making an ominous, unexpected rumbling 
  noise could also work. The goal is to turn every head toward 
  the Game Master. Immediately launch into the following text, 
  reading or paraphrasing as appropriate:
  You hear and simultaneously feel a cataclysmic bang that seems to 
  stretch on for hours. The floor shakes like a crashing lander, as walls 
  buckle and ceiling tiles avalanche from above. A rent in the floor 
  opens, and you smell the faint odour of Solace’s noxious atmosphere 
  wafting into the room. The lights flicker, and conduits and cables 
  that should be hidden by bulkheads are suddenly visible. Sparks and 
  fluids shower everywhere. When the floor finally stops shaking—or 
  at least seems to slow—it seems uneven, as though the entire level 
  is tilted to the side. Emergency lights have kicked on, granting a 
  surreal contrast of light and shadow as cables and pipes begin to 
  sway in what had been a secure environment until moments earlier. 
  Emergency klaxons blare intermittently as they gain and lose power.
  Have each of the Player Characters make a Difficult 
  (–10) Strength or Agility Test. If he succeeds, the character 
  manages to avoid all of the falling debris and keep his feet 
  without issue. A character who fails loses balance and is 
  hurled to the ground, suffering 1 Wound (ignoring Armour 
  and Toughness bonus). Any character who suffers four or 
  more Degrees of Failure on the Test also suffers some form 
  of narrative complication. These are subject to Game Master 
  discretion, but could involve having portions of their wargear 
  lost or damaged, suffering 1 Level of Fatigue, misplacing their 
  much-needed lho-sticks in the confusion, or suffering some 
  other unpleasant but not debilitating setback. Miraculously, 
  the PCs’ other weaponry in the storage locker survives, and 
  they can retrieve it without a Test.
  No matter how poorly the Player Characters fare, the 
  recruits suffer an uglier fate. Where the PCs were positioned 
  in a relatively stable place, the recruits were running all 
  out. When the flooring tilted and shifted, many of them 
  took serious tumbles. Further, much of the obstacle course 
  completely collapsed. Obstacles that were poorly secured 
  have been hurled about the large room. Mud and water traps 
  have made the floor dangerously slippery. Razor wire is now 
  dangling in far more treacherous and unexpected places. 
  Between the poor lighting, tilted flooring, and the treacherous 
  conditions, simply moving around is a challenge. Unless the 
  Guardsmen are equipped to deal with low-light conditions, 
  keep those in mind when assigning Test difficulties for 
  the remainder of the scene.
                            
  
  11
  Salvaging Solace
  The remainder of this scene presents an opportunity for 
  the characters to try and organise themselves and the new 
  recruits in the midst of a scene of utter pandemonium. There 
  are people seriously injured. The hive is largely without 
  power and other basic functions. Therefore, the PCs must 
  take charge of the situation around them, as they are the most 
  experienced soldiers in the vicinity.
  The Guardsmen have basic survival gear and the vox, which 
  represents the only communications system that is not dependent 
  upon the hive’s interior systems. This puts them several steps up 
  on the panicked hive residents and the native defenders. 
  Give the Player Characters a few moments to take the 
  initiative on this situation. There are clearly other wounded 
  members of their regiment as well as many wounded 
  recruits. Set the scene and give the Guardsmen a chance to 
  act upon it. If they demonstrate a clear recognition of their 
  duty and responsibility, they may begin to aid the helpless. 
  Alternatively, they might begin to try and search out the cause 
  of the problem. If they start to try and help the wounded, 
  give this a bit to play out. This is a great opportunity for 
  the Player Characters to roleplay a vignette that gives them 
  the opportunity for compassion. Depending upon the Game 
  Master’s judgement, this could also involve dispatching the 
  Emperor’s Mercy to some of the more seriously injured. 
  If the Player Characters show little initiative or are more 
  focused on their own survival than helping others, then 
  just permit this scene to play out briefly. If they are more 
  concerned with the desperate conditions of others, give this 
  up to twenty minutes, accompanying it with descriptions of 
  the badly wounded and the disastrous conditions. When the 
  characters seem ready to proceed or the available time has 
  passed, proceed to Security (see page 12).
  WhaT JusT happened?!
  Hive Solace was just struck by an Imperial cruiser 
  that crashed into the planet. The impact inflicts 
  catastrophic (and likely irreparable) damage to the 
  hive. Much of the facility was obliterated in the impact 
  as the massive kinetic energy even overpowered the 
  hive’s emergency void shields. The hive is thrown 
  into disarray as power, communications, and basic life 
  support are all shut down. It could take the sages of 
  the Adeptus Mechanicus years if not decades to even 
  assess the scope of the damage to hive, to say nothing 
  of the time that would be required to begin meaningful 
  restoration. Of course, whether or not anyone survives 
  to reclaim and repair Hive Solace will depend a great 
  deal on the events of next few hours and the heroism 
  of a few brave, hopelessly outmatched individuals...
                            
  
  12
  Salvaging Solace
  Security
  “Perimeter patrol might be boring, but if you’ve got any sense at all, 
  you pray to the Emperor that it stays that way.”
  –Trooper Akto Vern
  A
  fter beginning to rally their company and some of 
  the recruits back into a functional unit, this encounter 
  challenges the Guardsmen to actually exploit their 
  training. The planetary commanders as well as their own 
  officers begin working with the unit to try to exploit its 
  abilities, given the current disaster. At the same time, a swarm 
  of heretics and mutants emerge from the depths of the hive. 
  Their goal is to exploit this disaster for their own purposes. 
  The Player Characters are not the primary targets of this 
  group, but they can ill afford to ignore one another. Some of 
  their already thinly stretched resources must be used to divert 
  catastrophe. As this scene begins, Game Masters should read 
  aloud or paraphrase the following:
  After what seems like hours of desperation and static, the vox 
  suddenly springs to life. Colonel Arkat’s crisp, unyielding voice 
  cuts through the static: “As you have no doubt noticed, we have 
  entered a crisis situation. Intelligence reports say that a large 
  object fell from orbit and struck the hive, inflicting considerable 
  damage upon its structure. A riot has begun within the hive, but 
  local authorities say that it is surely nothing but panicking scum 
  from the underhive. I am not willing to assume as much. We may 
  well be the only functioning military force on this planet, and the 
  Emperor has called us to defend this world as we have countless 
  others. Your orders are to quickly establish a secure perimeter and 
  maintain security within the city. Notify your unit leaders if you 
  encounter anything out of the ordinary. Be vigilant, and let the 
  Emperor guide your way. We shall show Solace how Cadia faces 
  the enemies of humanity.”
  A Routine (+20) Scrutiny Test reveals that the 
  colonel likely believes the situation much worse than he 
  stated explicitly but also that he genuinely does not know 
  anything else of value at this time. Veterans of the regiment 
  who succeed on this Test might remember a similar steel in 
  his voice during an Ork strike upon a voidship on which 
  the Cadian 99th was travelling and his steady demeanour 
  throughout the brutal boarding action that ensued.
  Initially establishing a perimeter is as complicated as the 
  Game Master wishes to make it. The hive is now functionally 
  broken. Nothing is stable. Basic systems—including power, 
  ventilation, and plumbing—are thoroughly disrupted. If time 
  seems like a major constraint, it can be faster to handle much of 
  this narratively, calling for the PCs to make choices and single 
  Tests rather than taking any prolonged actions. For instance, 
  the Game Master might have one PC undertake a Ordinary 
  (+10) Perception Test to find a suitable choke point and 
  then have another make a Routine (+20) Tech-Use Test 
  to set up a working barricade. Simple description can 
  enable the Guardsmen to quickly restore some degree of  
  discipline and establish order among the hive’s inhabitants—
  at least those who are nearby. Alternatively, sifting through 
  the rubble, issuing orders to the green recruits, and calming 
  the panicked residents is a terrific opportunity for good 
  roleplaying. If the PCs have an Operator amidst their number, 
  the GM might wish to offer the squad the opportunity to 
  salvage the one functional Chimera APC trapped in the 
  rubble near them. Freeing it requires a Challenging (+0) 
  Tech-Use Test or another appropriate Test. Though there is 
  little room to manoeuvre, having the APC can prove a great 
  boon once the assault begins.
  Game Masters should use their discretion based upon the 
  available time and the mood of the table. When the Squad has 
  established a perimeter, read aloud or paraphrase the following:
  The ruins of the hive are in a state of utter bedlam. Your company, 
  working with the recruits, has established some degree of order for 
  this floor of the hive, but it is going to be challenging to extend 
  that level of stability. Walls and floors are buckled, while many 
  citizens are grievously injured. Morale for the city’s natives is 
  clearly plummeting, and discontent combined with panic ever leads 
  to violence. At that moment you hear the sound of lasgun shots 
  fired, and the vox springs to life. You recognise the voice of one 
  of your company’s vox operators: “We have mutants in the hive. 
  Repeat, mutants are in the hive. All troopers engage and eliminate 
  them in the Emperor’s name!”
  Within moments, a swarm of twelve Chaos mutants led by 
  a single hulking Chaos mutant (see page 353 of the Only 
  War Core Rulebook) emerges onto the floor from an access 
  passageway. If the Player Characters recovered the Chimera, 
  an additional group of eight Chaos mutants and two hulking 
  Chaos mutants move to engage the vehicle. Game Masters 
  may use their discretion when determining initial range and 
  placement. However, they should keep the badly damaged 
  nature of the hive in mind when setting up the combat. The 
  twisting passages, poor lighting, and collapsed walls mean 
  that there are no lines of sight beyond fifteen metres. This is 
  a brutal fight that happens very close. Characters might have 
  to resort to using melee weapons if they cannot act to very 
  swiftly eliminate their opponents.
  The swarm facing the characters is not the sole opposition. 
  In fact, other members of their company as well as some 
  of the recruits face similar threats. However, this is not a 
  battle that can be easily scaled up. There is, essentially, no 
  front. Rather, there are a series of isolated incidents as the 
  mutants attempting to climb to the higher levels of the hive 
  pass through the region that the Guardsmen occupy. At 
  their discretion, if the initial conflict is painless, the Player 
  Characters can either fight additional foes as they move 
  to assist their allies or they can encounter further waves of 
  mutants. In all, there are thousands of these Chaos-tainted 
  creatures attempting to reach a higher level of the hive. In 
  spite of this, they do not yet represent the greatest threat that 
  the Guardsmen will face. After at least the first wave has been 
  dispatched, proceed to Assault! (see page 13).
                            
  
  13
  Salvaging Solace
  Assault!
  “Get in there and crush them! I don’t care if you fear these 
  abominations—you should fear me far more!”
  –Commissar Connya Rhaegg
  T
  he Guardsmen have already encountered a disastrous 
  situation, but things are about to become significantly 
  worse. Their residence has been shattered and they 
  have fallen under assault. Their next command requires them 
  to perform actions that are of inhuman difficulty. If Hive 
  Solace is to have any slim hope of survival, their company—
  without any outside support—must strike deep into enemy 
  territory and repair a complex piece of technology that 
  is in danger of meltdown. Begin this scene by reading or 
  paraphrasing the following aloud:
  You can still hear the awkward gait and the inhuman moaning of 
  the mutants echoing through the walls when the vox springs to life 
  once more. The voice of Colonel Arkat once again cuts across the 
  vox. “Squad Epsilon, D Platoon. Are you still alive? Report.”
  After the Player Characters explain their circumstances to 
  Colonel Arkat, he heaves an enduring sigh and explains their 
  task to them. The Imperial craft that struck Hive Solace had 
  active (if nonresponsive) engines—engines that are now in 
  the process of meltdown. Agents of the Adeptus Mechanicus 
  have concluded that those engines are preparing an unplanned 
  rite of self-immolation. The action must be terminated. If it is 
  not, the engines are likely to detonate in a fashion that would 
  destroy all that remains of Hive Solace—and everything 
  else within a several hundred-kilometre radius. All surviving 
  members of the Cadian 99th are tasked with moving out 
  immediately to find the nearest entrance to the massive vessel, 
  find its engine room, and perform the rites of unplanned 
  cessation. Planetary authorities have had no communication, 
  with the vessel nor have they completed a successful scan for 
  signs of life. It is unclear if it is an abandoned derelict 
  or if there could be survivors inside. The 
  colonel says that the PCs should prepare for 
  the worst, and hopefully their precautions 
  will be unnecessary. He informs them that 
  other squads—including his own—will 
  be making their way to the wreckage of 
  the vessel as quickly as possible, but that the 
  PCs are the closest and thus represent 
  the best chance of success. The hopes 
  of Hive Solace rest upon the PCs, and 
  their commander orders them 
  to strike boldly for 
  Cadia before 
  he departs.
  Resources must be reallocated, as it is clearly necessary 
  to also begin the evacuation of the hive as well. Surviving 
  hive bureaucrats hope that many of the city’s inhabitants—
  starting with the officials—can safely evacuate from the 
  blast radius before the situation completely deteriorates. In 
  order for this to be possible, resources must immediately be 
  allocated to maintaining discipline and security during the 
  evacuation. As the Guardsmen have done such an effective 
  job at coordinating the recruits, the hive government council 
  believes that those recruits should now be capable of working 
  on their own. They are temporarily recalling that unit so that 
  they can coordinate the evacuation. 
  Note that the Player Characters might take umbrage at losing 
  the largest portion of their force. The former members of the 
  Castus Levy significantly outnumber the Cadians. Without them, 
  they have less than thirty soldiers moving into a presumably 
  hostile vessel. The Player Characters can try to make an 
  Arduous (–40) Charm Test to try persuading the authorities 
  to leave a portion of the recruits to assist them. For each Degree 
  of Success, they receive a ten-trooper squad of recruits (who still 
  use the profile for Imperial Guardsman on pages 371–372 of 
  the Only War Core Rulebook, with the listed equipment).
  InTo The CrafT
  The journey to the vast ship is not an easy one. If the Player 
  Characters have retrieved their Squad’s Chimera transport in 
  the wreckage, they can use it to plow their way through the 
  shattered thoroughfares. The driver must make three Hard 
  (–20) Operate (Surface) Tests along the way; if he fails any 
  of these, the vehicle become stuck for several tense moments, 
  and if he fails by five or more Degrees of Failure, it becomes 
  completely wedged or reaches a tunnel too narrow for it and 
  the PCs must abandon it unless they can wrest it free or find 
  another way around. Otherwise, they must make the journey 
  on foot; each character must make a Challenging (+0) 
  Toughness Test or suffer 1 Level of Fatigue from the hard 
  march. The Game Master should describe the collapsed walls, 
  utter darkness, and dangling cables and pipes. The sounds of 
  people—some in pain, some in panic, and some in prayer—
  are everywhere. During the journey, the smell of external air 
  becomes ever more prominent as the PCs pass through the 
  hive to the side that was struck by the craft.
  Entering the broken Imperial cruiser is surprisingly easy. Its 
  outer hull was shattered in the collision that devastated Hive 
  Solace. One important caveat is that the kilometre-long vessel 
  is wedged at an angle relative to the Hive. The portions of it 
  that survived the impact are not level. Fortunately, the vessel’s 
  artificial gravity mechanisms are functioning well enough to 
  counter this problem for everyone inside of the ruined ship. 
  The craft—interior signs indicate it was the Ardent Crown—
  looks decrepit and neglected. First impressions suggest that it 
  has been centuries since anyone travelled these corridors. Its 
  layout seems fairly unremarkable for such a vessel. All of the 
  characters have a sufficiently solid idea of how to reach the 
  engine room, based upon their previous journeys aboard 
  such craft. Unfortunately, their Chimera cannot pass into 
  the corridors (if they have brought it along), and they must 
  leave it behind once they enter the Ardent Crown.
                            
  
  14
  Salvaging Solace
  The requisite bad news is that the vessel is not abandoned. 
  In fact, it is inhabited by a significant number of Tyranids. 
  Give the Player Characters a few minutes to devise a plan for 
  entering and exploring the vessel. Once they have entered it, 
  play up the lack of functioning power, the stale and musty 
  smell to the air, and the general state of corrosion and neglect.
  After a few minutes of passing through corridors, the unit 
  moves into a larger, more open area. This was once one of the 
  craft’s countless massive cargo holds. It is littered with the remains 
  of thousands of storage containers, many stacked several metres 
  high, though there are vast open areas without cover as well. 
  After they enter, have all of the characters make a Challenging 
  (+0) Opposed Awareness Test. Remember to apply penalties 
  for the limited lighting conditions as appropriate. If they succeed, 
  the PCs detect a lurking swarm of twenty Termagants led by 
  a Tyranid Warrior (see pages 17–18), who move in to assault 
  the Guardsmen. They have been hiding among the storage 
  containers, listening for the humans to come closer.
  If the Guardsmen survive that conflict, their journey through 
  the vessel runs into another snag before reaching the engine 
  room. A swarm of five Genestealers (see page 17) detects the 
  Guardsmen travelling through the corridors. They also attempt 
  to use stealth, dim lighting, and their ability to travel along the 
  ceiling and in ventilation shafts to surprise the Guardsmen. If 
  the Guardsmen dispatch them too easily, another group of five 
  Genestealers attacks them in the aftermath of the first encounter.
  Finally, any survivors who reach the engine room can 
  attempt the ritual to shut down the plasma engines. This is 
  a complicated process that requires some familiarity with the 
  massive systems. Performing the shutdown requires success on a 
  Hard (–20) Extended Tech-Use Test. The Player Characters 
  must accrue a total of six Degrees of Success, and each Test 
  takes five minutes to complete. If the characters suffer twelve 
  Degrees of Failure prior to reaching the goal, the engines 
  instead detonate dramatically, destroying the vessel and the 
  hive. Every fifteen minutes that the characters struggle with the 
  engines, a swarm of five Genestealers or a lone Tyranid Warrior 
  (see page 17) arrives to try to consume the squad. 
  Additionally, for every five minutes the Player Characters 
  remain within the chamber, each one must make a Routine 
  (+20) Toughness Test with a cumulative –10 penalty. Each 
  character who fails this Test suffers 1 Corruption Point and 
  1 Level of Fatigue from the searing radiation within the 
  chamber. If a character lapses into unconsciousness from this 
  effect, he must make a Very Hard (–30) Toughness Test or 
  perish from the deleterious effects of the radiation.
  The Player Characters might well perish in their heroic 
  assault on the reactor; if they manage to shut it down but 
  perish, they die knowing that Solace shall live on another 
  desperate day, even if they themselves do not. Should the 
  Player Characters succeed and actually survive the terrible 
  ordeal, they receive the Rewards as listed on page 15.
                            
  
  15
  Salvaging Solace
  Wrap up
  “Survival is its own reward. I’ve met people who disagreed, but 
  they’re all dead these days.”
  –Gavit Sharpeye, Ratling Sniper
  T
  he adventure is intended to conclude after the 
  characters shut down the plasma engines (or die 
  trying). If they somehow manage to shut down the 
  engines successfully and there is time remaining, Game 
  Masters might choose to play through their escape from the 
  shattered cruiser. This is entirely at their discretion, and could 
  involve evacuating through a life pod, sliding out a torpedo 
  tube, finding a working airlock, or even fighting back to Hive 
  Solace and possibly using the Chimera (if they retrieved it) to 
  escape. In any case, it is certain to involve more encounters 
  with Tyranids.
  When all is concluded, proceed to Rewards for any 
  surviving characters.
  REWARDS
  Characters who successfully complete this scenario earn 
  Experience and bonuses to their Logistics Rating for their 
  service. In addition to the rewards included here, Game 
  Masters can certainly choose to grant additional awards for 
  excellent roleplaying as indicated on page 293 of the Only 
  War Core Rulebook.
  experIenCe reWards
  Characters receive Experience Points for successfully 
  navigating the challenges of this adventure. Consider how 
  the soldiers overcame or avoided each of the following 
  challenges, and award experience as appropriate.
  • Survived the adventure: 250 xp
  • Did not kill any of the recruits in training: 20 xp
  • Successfully established a perimeter: 25 xp
  • Rallied the recruits in the wake of the crash: 25 xp
  • Defeated the Chaos mutants: 50 xp
  • Reached the plasma engines: 100 xp
  • Successfully shut down the plasma engines: 50 xp
  LogIsTICs aWards and MedaLs
  Characters can receive the following awards for completing 
  this mission and saving Solace:
  • Characters who successfully shut down the plasma
  engines receive a +5 bonus to their Logistics Rating.
  • Characters who remained calm throughout the crisis
  receive a +2 bonus to their Logistics Rating.
  • Any character who participates in a successfully executed
  mission is awarded with a Star of Solace, either in person 
  or posthumously. This medal grants its bearer a +10 
  bonus to Fellowship Tests made with members of other 
  regiments active in the Calixis Sector and especially the 
  Spinward Front, who are duly impressed by legends of 
  their noble service and tenacity on Solace.
  • Any character who inflicts a killing blow upon a Tyranid
  Warrior is awarded the Medallion of St. Drusus’ Felling 
  Hand (either in person or posthumously). This medal 
  grants the character’s Melee Attacks, Ranged Attacks, 
  and Psychic Powers the Felling (2) Quality against targets 
  with a Size Trait of 6 or higher.
  speCIaL reWards
  If the PCs manage to save Solace, they are honoured by 
  Colonel Arkat with an heirloom item from the regiment’s 
  history. Each PC who survives may choose one of the 
  following as a permanent piece of personal wargear:
  • Grimtoof’s Bane: When the 43rd Company of the
  Cadian 99th was wiped out while protecting an Adeptus 
  Mechanicus research station on Hervara from a subterranean 
  Ork assault, the grateful Tech-Priests sought to repay 
  their saviours. The Magi recovered twelve chainswords, 
  all spattered in gouts of dark Ork blood, and reforged 
  them, creating elaborate scenes of valour against the alien 
  menace in shining filigree across the blades and replacing 
  the snapped and shattered teeth with a mysterious metal 
  wrought through their techno-arcane arts. Now, these 
  heirlooms are carried by the 99th’s most esteemed heroes.
  • Traitor’s Penance: On the grave world of Cyrda, the
  Cadian 99th clashed against the forces of the Severan 
  Dominate only to be ambushed by Dark Eldar. Though 
  the 99th was forced to retreat in the face of grisly losses, 
  a squad from the 5th Company managed to assassinate a 
  Ducal Legate during their exit. Though the members of 
  the squad hotly debated whose shot killed the emissary 
  of Duke Severus, all of their lasguns and pistols were 
  consecrated by the regiment’s Enginseers. Today, several 
  of these rifles are still held by their original wielders, while 
  others have been gifted to regimental heroes, etched with 
  the names of all the past warriors who wielded them.
  Table 1–1: Special Award Weapons
  Melee Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Grimtoof ’s Bane
  Melee
  —
  —
  1d10+4 R 0
  —
  —
  Tearing, Felling (4)
  4kg
  Near Unique
  Las Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Traitor’s Penance
  Basic
  120m
  S/–/3 1d10+3 E
  0
  20
  Half
  Accurate, Proven (6)
  Near Unique
                            
  
  16
  Salvaging Solace
  NPC Enemies
  “When you’re on a voidship, watch the ceilings. Always watch the 
  ceilings. They’ll come from the ceilings. Keep your eyes on the floors, 
  too. The walls aren’t safe, either.”
  –Private Mercito Grant
  T
  he following characters play a significant role in this 
  scenario, but are not present in the Only War Core 
  Rulebook. Note that Tyranids are extremely deadly 
  when pitted against the soldiers of the Imperial Guard, 
  and the Game Master should use his best judgement when 
  deploying them against his Player Characters.
  TERMAGANT
  Termagants are small Tyranid organisms that act as rank-
  and-file troops. Though they are far less dangerous than 
  the massive Tyranid Warriors that lord over them, a single 
  Termagant is still extremely dangerous to an Imperial Guard 
  trooper—and Termagants almost never travel alone...
  neW TraITs and Weapon QuaLITIes
  Many Tyranid creatures use the following Traits and weapon Qualities in their profiles:
  InsTInCTIve BehavIour (neW TraIT)
  A Tyranid creature with this Trait is reduced to acting according to its instincts if separated from the controlling presence 
  of the Hive Mind. In effect, this means that for any encounter in which creatures with this Trait are not accompanied by 
  a Tyranid creature with the Synapse Creature Trait within 20 metres, they cannot think tactically and behave according 
  to their instincts. The creature’s instinctive behaviour is noted in parentheses and has the following effects:
  Lurk: The creature’s instincts are to find shelter from attack, to hide and survive. It will try to flee and find shelter in 
  whatever way the situation allows. In a starship, for example, it might scuttle into the ducting system. When confronted, 
  the creature’s aim is to try to escape, and only attacks if left no avenue for escape or in order to survive.
  shadoW In The Warp (neW TraIT)
  The Tyranid creature floods the Warp around it with the all-enveloping cloud of interference that is the signature 
  of the Hive Mind. Each non-Tyranid psyker within a range equal to the creature’s Willpower in metres suffer a –20 
  penalty to his Tests to use Psychic Powers.
  synapse CreaTure (neW TraIT)
  A Tyranid creature with this Trait is a node from which the controlling and unifying presence of the Hive Mind guides 
  the actions of other Tyranids. The presence of a synapse creature in an encounter grants the Fearless Talent to all other 
  Tyranid creatures within 20 metres and allows them to ignore their Instinctive Behaviour Trait when in range.
  TyranId (neW TraIT)
  The creature is a species of Tyranid; the all-consuming alien race ruled by the will of the Hive Mind that links and controls 
  all Tyranids. Tyranids are immune to all of the effects of the following: Pinning, mind-affecting Psychic Powers, Warp-
  based powers that affect the mind, cold, heat, diseases, and poisons, including the effects of weapons with the Toxic Quality.
  LIvIng aMMunITIon (neW Weapon QuaLITy)
  The ranged weapons of the Tyranids use ammunition that is grown, gestated, or excreted by the creature or weapon. 
  Weapons with this Quality have no Clip value (it is considered to be infinite), do not need to be Reloaded, and never Jam.
  Movement: 4/8/12/16 
  Wounds: 9
  Armour: Chitinous Carapace (All 3) 
  Total TB: 6
  Skills: Athletics (S) +10, Awareness (Per), Dodge (Ag), 
  Stealth (Ag).
  Traits: Dark Sight, Improved Natural Weapons (Teeth and 
  Claws), Instinctive Behaviour (Lurk), Natural Armour (3), 
  Size (4), Tyranid.
  Weapons: Fleshborer (Basic; 20m; S/–/–, 1d10 +5 R; Pen 
  3; Clip —, Reload —; Living Ammunition, Tearing), teeth 
  and claws (Melee; 1d10 +3 R; Pen 3).
  Termagant (Troop)
  30
  33
  32
  30
  40
  10
  40
  30
  ––
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
                            
  
  17
  Salvaging Solace
  GENESTEALER
  Terrifying vanguard organisms with claws that can shear 
  through the most resilient armour and predatory instincts that 
  surpass all but the most vicious of creatures, Genestealers are 
  dreadful enemies to encounter anywhere. However, they are 
  especially pernicious aboard lost vessels and space hulks, where 
  the close quarters allow them to easily ambush their foes, using 
  their four muscular arms and needle fangs to rip their prey into 
  a splatter of gore before vanishing back into the shadows.
  Movement: 8/16/24/48 
  Wounds: 20
  Armour: Reinforced Chitin (All 4) 
  Total TB: 12
  Skills: Athletics (S) +10, Awareness (Per) +10, Dodge (Ag) 
  +10, Stealth (Ag) +0.
  Talents: Ambidextrous, Fearless, Furious Assault, 
  Hard Target, Leap Up, Lightning Attack, Lightning 
  Reflexes, Step Aside, Swift Attack.
  Traits: Brood Telepathy†, Dark Sight, Fear (2), 
  Improved Natural Weapons (Rending Claws), 
  Multiple Arms, Natural Armour (4), Size (5), 
  Tyranid, Unnatural Agility (4), Unnatural 
  Strength (4), Unnatural Toughness (4).
  Weapons: Rending claws (Melee; 1d10+12 R; 
  Pen 5, Razor Sharp). 
  †Brood Telepathy:  Genestealers have a 
  constant telepathic link with each other which 
  can function clearly and without restriction 
  (such as from intervening objects or other 
  forms of shielding) up to one kilometre. This 
  allows them to communicate with each other 
  and pass information to nearby Genestealers 
  quickly and quietly. 
  TYRANID 
  WARRIOR
  Tyranid Warriors are not the largest of Tyranid 
  fighting organisms, but to an Imperial Guardsman, 
  a single Tyranid Warrior would seem an implacable 
  giant. Its massive, chitin-crested head carries cruel 
  jaws capable of ripping off limbs, and its scything 
  talons and deathspitter make it incredibly lethal 
  at any range. To face one of these creatures and 
  live, an Imperial Guard trooper would need not 
  just courage, skill, and tenacity, but also more than 
  his fair share of luck, and bringing one down would 
  be an impressive task for any squad, to say nothing of 
  an individual attempting to slay one of these creatures.
  Genestealer (Elite)
  8
  8
  8
  65
  ––
  45
  40
  40
  35
  60
  45
  ––
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Tyranid Warrior (Master)
  11
  10
  55
  30
  60
  50
  44
  20
  35
  50
  ––
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Movement: 6/12/18/36 
  Wounds: 48
  Armour: Reinforced Chitin (All 8) 
  Total TB: 18
  Skills: Athletics (S) +10, Awareness (Per).
  Talents: Fearless, Swift Attack.
  Traits: Dark Sight, Fear (3), Improved 
  Natural Weapons (Scything Talons), 
  Multiple 
  Arms, 
  Natural 
  Armour 
  (8), Shadow in the Warp, Size 
  (6), Synapse Creature, Tyranid, 
  Unnatural 
  Strength 
  (5), 
  Unnatural Toughness (5).
  Weapons: Scything talons 
  (Melee; 1d10+14 R; 
  Pen 3), deathspitter 
  (Basic; 40m, S/3/–; 
  1d10+6 E; Pen 4; 
  Clip —; Reload 
  —; 
  Living 
  Ammunition, 
  Tearing). 
  usIng TyranId WarrIors
  When using Tyranid Warriors in this and other Only 
  War adventures, GMs should be aware that few 
  personal weapons Guardsmen carry can hope to fell 
  such creatures. Imperial Guard troopers faced with 
  such a horror would do well to think laterally about 
  how to defeat it, using their wits, their coordination 
  as a unit, and the environment to topple a goliath that 
  brute force alone might find insurmountable.
                            
  
  18
  Name
  Demeanour
  Status
  Cause of Death
  Regiment Name: Cadian 99th
  Information:
  Squad Designation:
  Logistics Rating: 15
  Salvaging Solace
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
                            
  
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  〔 15 〕 
  〔      〕
  〔      〕
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  SKILLS
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o o
  Awareness (Per)
  o o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________ o o o o
  Deceive (Fel)
  o o o o
  Dodge (Ag)
  o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o o o
  Navigate (Surface) (Int)
  o o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o o
  Tech-Use (Int)
  o o o o
  Trade† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔      〕 
  PoiNtS 
  FATE POINTS:
  〔  1  〕 
  total 
  〔      〕 
  CurreNt 
  33 47 31 41 33 27 19 43 45
  Cadian 99th Mechanised Infantry
  Steely
  Commissar Gatka Jebaluka
  Commissar
  Born on a faraway feral world and raised by the 
  Double Team
  Hatred (Servants of Chaos)
  Nerves of Steel
  Rapid Reload
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Cold Hearted
  Inspire Wrath
  Air of Authority
  Weapon Training (Bolt)
  Summary Execution (see page 87)
  Imperial Guard
  Imperium
  War
  Low Gothic
  Schola Progenium, Jebaluka is a hard-edged, practical warrior who has served with the Cadian 99th for a decade, earning the full measure of their respect (and dread).
  Tactica Imperialis
  Weapon Training (Chain)
  Swift Attack
  Weapon Training (Las)
  Weapon Training (Power)
  TM
                            
  
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  PSYCHIC POWERS
  Psy Rating:    〔 _____ 〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________ 
  ___________________________
  ARMOUR
  HEAD
  (1-10)
  AP: 4
  AP+TB: 8
  BODY
  (31-70)
  AP: 4
  AP+TB: 8
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 8
  RIGHT ARM
  (11-20)
  AP: 4
  AP+TB: 8
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 8
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 8
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________ 
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME   
  Good Craftsmanship Power Fist
  CLASS 
  Melee 
  DAMAGE  2d10+6 
  TYPE      Energy 
  PEN     9
  RANGE 
  — 
  ROF 
  — 
  CLIP 
  — 
  RLD   —
  SPECIAL RULES 
  Power Field (see p. 172), Unwieldy (see p. 173), Good (+5 to WS Tests)
  NAME    
  Good Craftsmanship Bolt Pistol
  CLASS 
  Pistol 
  DAMAGE  1d10+5 
  TYPE      Explosive 
  PEN     4
  RANGE 
  30m 
  ROF 
  S/2/– 
  CLIP 
  8 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Tearing (see p. 173)
  NAME  
  Good Craftsmanship M36 Lasgun
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Willpower
  Agility
  Fellowship
  Perception
  Weapon Skill
  Ballistic Skill
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Power fist
  Bolt pistol with 3 clips
  Commissar’s uniform
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Autopistol with 2 clips (see p. 174)
  Knife (see p. 185)
  Frag grenade (x1) (see p. 183)
  Krak grenade (x1) (see p. 183)
  Flak armour (see p. 195)
  Micro-bead  (see p. 202)
  Gas mask  (see p. 198)
  Lamp pack  (see p. 201)
  Other Cadian kit items (see p. 43)
  Finesse
  Leadership
  33 47 31 41 33 27 19 43 45
  TIPS FOR PLAYING COMMISSAR JEBALUKA
  Jebaluka can use the Inspire Special Use of the Command Skill to give 
  allies a +10 bonus on Tests or the Terrify Special Use to keep them 
  from panicking (see p. 119 for details).
  Jebaluka’s power fist hits very hard, especially against armoured foes, but 
  against soft targets her bolt pistol is often a more accurate option. Keep in 
  mind that Pistol weapons can be fired in melee combat!
  In a pinch, Jebaluka’s Summary Execution can be used to save another 
  Player Character—at the cost of that character’s Comrade’s life (see p. 87)!
  0
  1300
  TM
                            
  
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  SKILLS
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o o
  Awareness (Per)
  o o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________ o o o o
  Deceive (Fel)
  o o o o
  Dodge (Ag)
  o o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o o o
  Navigate (Surface) (Int)
  o o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o o
  Tech-Use (Int)
  o o o o
  Trade† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔  5  〕 
  PoiNtS 
  FATE POINTS:
  total 
  〔      〕 
  CurreNt 
  27 25 31 42 41 42 26 52 27
  Cadian 99th Mechanised Infantry
  Oblivious
  Goseia Alsit
  Sanctioned Psyker
  An optimist in spite of circumstances, Gosiea Alsit claims 
  Combat Formation
  Hatred (Servants of Chaos)
  Nerves of Steel
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Heightened Senses (Hearing)
  Weapon Training (Las)
  Sanctioned Psyker (see page 95)
  Imperial Guard
  Imperium
  War
  Low Gothic
  to be lucky, even if squad mates do not view Goseia’s presence this way. Goseia’s outlook stems from a tendency to overlook the horrors of war (and dire Warp manifestations).
  TM
  〔  1  〕 
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  〔 11 〕 
  〔      〕
  〔      〕
  Psy Rating (2) (see page 95)
  Overseer (see page 95)
  Weapon Training (Low-Tech)
  Rapid Reload
  Favoured by the Warp
                            
  
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________  
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  ____________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  ARMOUR
  HEAD
  (1-10)
  AP: 4
  AP+TB: 8
  BODY
  (31-70)
  AP: 4
  AP+TB: 8
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 8
  RIGHT ARM
  (11-20)
  AP: 4 
  AP+TB: 8
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 8
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 8
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Intelligence
  Perception
  Strength
  Toughness
  Willpower
  Psyker
  Bas Argyle
  Force Staff
  TM
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Laspistol with 2 clips
  Knife (see p. 185)
  Frag grenade (see p. 183)
  Krak grenade (see p. 183)
  Flak armour (see p. 195)
  Micro-bead  (see p. 202)
  Gas mask  (see p. 198)
  Lamp pack  (see p. 201)
  Other Cadian kit items (see p. 43)
  Overseer (see p. 95)
  PSYCHIC POWERS
  Psy Rating:    〔   2   〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________ 
  ___________________________
  TIPS FOR PLAYING ALSIT
  Alsit’s Psychic Powers allow the psyker to light foes aflame, predict enemy 
  attacks, weaken nearby targets, and even hurl enemies away with blasts of 
  mental force. See the individual Psychic Powers (listed above) for details.
  Alsit can also Push Powers to inflict more harm (with dangerous side-
  effects) or use them Fettered to maintain control (see p. 224). The Favoured 
  by the Warp Talent (see p. 144) also reduces the risk of Psychic Phenomena.
  Alsit is not terribly skilled at melee combat, but Alsit’s force staff ’s Force 
  Quality (see p. 169) can inflict tremendous Damage—if the blow hits.
  Spontaneous Combustion (see p. 234)
  0
  1300
  Foreboding (see p. 231)
  Enfeeble (see p. 230)
  Assail (see p. 234)
  Knowledge
  27 25 31 42 41 42 26 52 27
  NAME  
  Good Craftsmanship M36 Lasgun
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  NAME   
  Best Craftsmanship Force Staff
  CLASS 
  Melee 
  DAMAGE  1d10+5 
  TYPE      Impact 
  PEN     4
  RANGE 
  — 
  ROF 
  — 
  CLIP 
  — 
  RLD   —
  SPECIAL RULES 
  Force (see p. 169), Two-handed (requires two hands to wield)
  NAME  
  Good Craftsmanship Laspistol
  CLASS 
  Pistol 
  DAMAGE  1d10+2 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  30m 
  ROF 
  S/2/– 
  CLIP 
  60 
  RLD   Half
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  Sensible
  Psy focus (see p. 203)
  Data-slate (see p. 200)
                            
  
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  SKILLS
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o
  Awareness (Per)
  o o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o
  _______________________
  o o o
  _______________________
  o o
  _______________________ o o o o
  Deceive (Fel)
  o o o o
  Dodge (Ag)
  o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o o o
  Navigate (Surface) (Int)
  o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o
  Tech-Use (Int)
  o o o o
  Trade† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔      〕 
  PoiNtS 
  FATE POINTS:
  total 
  〔      〕 
  CurreNt 
  38 49 36 30 34 36 33 32 29
  Cadian 99th Mechanised Infantry
  Smooth
  Corporal Sigret Ashlen
  Weapon Specialist
  Sigret Ashlen is a true Cadian—a born soldier and 
  Combat Formation
  Hatred (Servants of Chaos)
  Nerves of Steel
  Rapid Reload
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Weapon Training (Las)
  Weapon Training (Launcher)
  Weapon Training (Plasma)
  Lasgun Barrage
  Imperial Guard
  Imperium
  War
  Low Gothic
  an apt student of war from a renowned lineage. Ashlen’s abiding confidence and ambition are considerable, but they have never yet surpassed the corporal’s skill.
  TM
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  WOUNDS:
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  〔  2  〕 
  Armsman (see page 85)
  Hail of Fire (see page 85)
  Deadeye Shot
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  〔 12 〕 
  〔      〕
  〔      〕
                            
  
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  PSYCHIC POWERS
  Psy Rating:    〔 _____ 〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________
  ARMOUR
  HEAD
  (1-10)
  AP: 4 
  AP+TB: 7
  BODY
  (31-70)
  AP: 4
  AP+TB: 7
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 7
  RIGHT ARM
  (11-20)
  AP: 4
  AP+TB: 7
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 7
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 7
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________ 
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME   
  Auxillary Grenade Launcher (attached to M36 Lasgun)
  CLASS 
  Basic 
  DAMAGE  (as grenade) TYPE     (as grenade) 
  PEN (as grenade)
  RANGE 
  45m 
  ROF 
  S/–/– 
  CLIP 
  1 
  RLD   Full
  SPECIAL RULES  
  Weapon Upgrade (see p. 188)
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Agility
  Ballistic Skill
  Fellowship
  Fieldcraft
  Weapon Skill
  Finesse
  Willpower
  Leif Reynolt
  Auxiliary grenade launcher
  Plasma gun with 1 clip
  TM
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Knife (see p. 185)
  Frag grenade (x5) (see p. 183)
  Krak grenade (x1) (see p. 183)
  Autopistol with 2 clips (see p. 174)
  NAME  
  Good Craftsmanship M36 Lasgun
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  NAME  
  Common Craftsmanship Plasma Gun
  CLASS 
  Basic 
  DAMAGE  1d10+7 
  TYPE 
  Energy 
  PEN     6
  RANGE 
  90m 
  ROF 
  S/2/– 
  CLIP 
  40 
  RLD   5 Full
  SPECIAL RULES  
  Maximal (see p. 171), Overheats (see p. 172)
  38 49 36 30 34 36 33 32 29
  Armsman (see page 85)
  Hail of Fire (see page 85)
  TIPS FOR PLAYING CORPORAL ASHLEN
  Ashlen can be very effective at range, picking apart targets who present 
  themselves. If Ashlen can get into solid Cover, hunker down and use the 
  Lasgun Barrage Talent to inflict additional hits with Semi-Auto fire.
  Ashlen’s Armsman ability means that Ashlen’s Comrade can hand off 
  any weapon as a Free Action. Use it to quickly swap between the lasgun 
  (for softer targets) and the plasma gun (for heavily armoured foes).
  Ashlen’s auxiliary grenade launcher can take down large groups of foes. 
  Just be sure not to hit squad mates with the blast!
  Flak armour (see p. 195)
  Micro-bead  (see p. 202)
  Gas mask  (see p. 198)
  Lamp pack  (see p. 201)
  Other Cadian kit items (see p. 43)
  50
  1550
  Slow
                            
  
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔      〕 
  PoiNtS 
  FATE POINTS:
  total 
  〔      〕 
  CurreNt 
  42 35 33 31 30 41 29 35 36
  Cadian 99th Mechanised Infantry
  Heroic
  Sergeant Adrine Osparn
  Sergeant
  A shrewd tactician and deft soldier, Adrine Osparn won 
  Combat Formation
  Hatred (Servants of Chaos)
  Nerves of Steel
  Rapid Reload
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Iron Discipline
  Get Them! (see page 83)
  Covering Fire (see page 83)
  Snap Out of It! (see page 83)
  Weapon Training (Chain)
  Weapon Training (Las)
  some renown in the regiment after leading a squad to rout several Dark Eldar patrols on Kalf. Despite this minor fame, Osparn remains level-headed and fair as a squad leader.
  TM
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  WOUNDS:
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  〔  1  〕 
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  Weapon Training (Low-Tech)
  Vox-Tech (see page 83)
  〔 15 〕 
  〔      〕
  〔      〕
  Krak grenade x1 (see p. 183)
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o o
  Awareness (Per)
  o o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________ o o o o
  Deceive (Fel)
  o o o o
  Dodge (Ag)
  o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o o o
  Navigate (Surface) (Int)
  o o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o o
  Tech-Use (Int)
  o o o o
  Trade† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  Imperial Guard
  Imperium
  War
  Low Gothic
  Tactica Imperialis
  SKILLS
                            
  
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  ARMOUR
  HEAD
  (1-10)
  AP: 4
  AP+TB: 7
  BODY
  (31-70)
  AP: 6
  AP+TB: 9
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 7
  RIGHT ARM
  (11-20)
  AP: 4
  AP+TB: 7
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 7
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 7
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Fellowship
  Perception
  Strength
  Toughness
  Weapon Skill
  Willpower
  Defence
  Heirloom officer’s sabre
  TM
  NAME  
  Good Craftsmanship M36 Lasgun
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Knife (see p. 185)
  Frag grenade (x1) (see p. 183)
  Krak grenade (x1) (see p. 183)
  Flak armour (see p. 195)
  Micro-bead  (see p. 202)
  Gas mask  (see p. 198)
  Lamp pack  (see p. 201)
  Other Cadian kit items (see p. 43)
  Laspistol with 4 clips (see p. 174)
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________ 
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  ____________________________
  Kors Wei
  PSYCHIC POWERS
  Psy Rating:    〔 _____ 〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________ 
  ___________________________
  TIPS FOR PLAYING SERGEANT OSPARN
  NAME   
  Best Craftsmanship Heirloom Officer’s Sabre
  CLASS 
  Melee 
  DAMAGE  1d10+6 
  TYPE      Rending 
  PEN     3
  RANGE 
  — 
  ROF 
  — 
  CLIP 
  — 
  RLD   —
  SPECIAL RULES 
  Balanced (see p. 169), Razor-Sharp (see p. 173), Best (+10 to WS Tests)
  Vox-Tech (see page 83)
  42 35 33 31 30 41 29 35 36
  NAME  
  Good Craftsmanship Laspistol
  CLASS 
  Pistol 
  DAMAGE  1d10+2 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  30m 
  ROF 
  S/2/– 
  CLIP 
  60 
  RLD   Half
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  Leadership
  Sergeant Osparn is particularly dangerous in melee combat and can be 
  very effective leading a charge from the front. The Get Them! Order can 
  make full-Squad assaults even more effective!
  Osparn can use the Inspire Special Use of the Command Skill to give  
  allies advice for a +10 bonus on Tests or the Terrify Special Use to keep 
  them steady in battle (see p. 119 for details).
  Osparn’s Combat Formation Talent gives allies a +1 bonus to Initiative 
  and lets them use Osparn’s Intelligence Bonus for Initiative (see p. 141).
  Carapace chestplate(see p. 195)
  Baleful eye (see p. 205)
  50
  1550
  Joker
                            
  
  Krak grenade x1 (see p. 183)
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  〔 13 〕 
  〔      〕
  〔      〕
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  SKILLS
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o o
  Awareness (Per)
  o o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  Deceive (Fel)
  o o o o
  Dodge (Ag)
  o o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o o o
  Navigate (Surface) (Int)
  o o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o o
  Tech-Use (Int)
  o o o o
  Trade† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔      〕 
  PoiNtS 
  FATE POINTS:
  total 
  〔      〕 
  CurreNt 
  Cadian 99th Mechanised Infantry
  Mentor
  Petru Kovos
  Ministorum Priest
  A hardy survivor of a world swallowed by terrble xenos, 
  Double Team
  Hatred (Servants of Chaos)
  Sprint
  Rapid Reload
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Unshakeable Faith
  Weapon Training (Chain)
  Weapon Training (Las)
  Weapon Training (Flame)
  Imperial Guard
  Imperium
  War
  Low Gothic
  Petru Kovos serves as a fiery inspiration for the Cadian 99th, often dispensing sage advice mere moments after messily cleaving apart a hated enemy of the Emperor.
  TM
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  WOUNDS:
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  〔  1  〕 
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  Imperial Creed
  Hatred (Tyranids)
  Curate (see page 89)
  Two-Weapon Wielder (Melee)
  Ambidextrous
  43 29 35 33 31 35 26 36 42
  Ecclesiarchy
  Heresy
                            
  
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  ARMOUR
  HEAD
  (1-10)
  AP: 4
  AP+TB: 7
  BODY
  (31-70)
  AP: 4
  AP+TB: 7
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 7
  RIGHT ARM
  (11-20)
  AP: 4
  AP+TB: 7
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 7
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 7
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  43 29 35 33 31 35 26 36 42
  Fellowship
  Perception
  Strength
  Weapon Skill
  Willpower
  Ballistic Skill
  0
  1300
  Chainsword (x2)
  Flamer
  TM
  NAME  
  Good Craftsmanship M36 Lasgun
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Mono knife (x4) (see p. 185)
  Frag grenade (see p. 183)
  Krak grenade (see p. 183)
  Flak armour (see p. 195)
  Micro-bead  (see p. 202)
  Gas mask  (see p. 198)
  Lamp pack  (see p. 201)
  Other Cadian kit items (see p. 43)
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________  
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  ____________________________
  Egin Elishe
  Curate (see p. 89)
  PSYCHIC POWERS
  Psy Rating:    〔 _____ 〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________ 
  ___________________________
  TIPS FOR PLAYING HIERARCH KOVOS
  Hierarch Kovos’ Curate Comrade ability means that whenever his blows 
  trigger Righteous Fury in melee, he grants a temporary Fate Point to an 
  ally (see p. 89). Get into melee and smite the Emperor’s foes!
  Kovos’ Refractor field can help keep him alive when in the thick of battle 
  (see p. 196). Remember to use it whenever an attack gets past his guard.
  Kovos’ Hatred Talents (see p. 145) make him particularly deadly in melee 
  against his chosen foes.
  NAME   
  Good Craftsmanship Chainsword (x2)
  CLASS 
  Melee 
  DAMAGE  1d10+5 
  TYPE      Rending 
  PEN     2
  RANGE 
  — 
  ROF 
  — 
  CLIP 
  — 
  RLD   —
  SPECIAL RULES 
  Balanced (see p. 169), Tearing (see p. 173), Good (+5 to WS Tests)
  NAME  
  Good Craftsmanship Flamer
  CLASS 
  Basic 
  DAMAGE  1d10+4 
  TYPE 
  Energy 
  PEN     2
  RANGE 
  20m 
  ROF 
  S/–/– 
  CLIP 
  6 
  RLD   2 Full
  SPECIAL RULES  
  Flame (see p. 169), Reliable (see p. 172), Spray (see p. 173)
  Ecclesiarchy robes
  Book of scripture
  Refractor field (Common) (see p. 195)
  Leadership
  Social
  Sarcastic
                            
  
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  SKILLS
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o o
  Awareness (Per)
  o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________ o o o o
  Deceive (Fel)
  o o o
  Dodge (Ag)
  o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o o o
  Navigate (Surface) (Int)
  o o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o
  Tech-Use (Int)
  o o o o
  Trade† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔      〕 
  PoiNtS 
  FATE POINTS:
  total 
  〔      〕 
  CurreNt 
  32 48 30 26 41 32 43 29 39
  Cadian 99th Mechanised Infantry
  Old
  Faleg Vin
  Ratling
  Faleg Vin’s small, grizzled face has been a familiar sight 
  Double Team
  Hatred (Servants of Chaos)
  Nerves of Steel
  Rapid Reload
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Size (Weedy)
  Set-Up Shot (see page 93)
  Spotter (see page 93)
  Weapon Training (Las)
  Weapon Training (Solid Projectile)
  Imperial Guard
  Imperium
  War
  Low Gothic
  around the Cadian 99th longer than anyone seems to recall. The ratling’s knack with a long-las and self-appointed role as keeper of the regiment’s lore are an asset in any squad.
  TM
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  WOUNDS:
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  〔  1  〕 
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  〔  9  〕 
  〔      〕
  〔      〕
  Cook
  Deadeye Shot
  Heightened Senses (Sight)
                            
  
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  ARMOUR
  HEAD
  (1-10)
  AP: 4
  AP+TB: 6
  BODY
  (31-70)
  AP: 4
  AP+TB: 6
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 6
  RIGHT ARM
  (11-20)
  AP: 4
  AP+TB: 6
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 6
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 6
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Agility
  Ballistic Skill
  Fellowship
  Perception
  Willpower
  Fieldcraft
  Finesse
  Long-las with 2 charge packs
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Knife (x2) (see p. 185)
  Frag grenade (see p. 183)
  Krak grenade (see p. 183)
  Flak armour (see p. 195)
  Micro-bead (see p. 202)
  Gas mask (see p. 198)
  Lamp pack (see p. 201)
  Other Cadian kit items (see p. 43)
  TM
  NAME  
  Good Craftsmanship M36 Lasgun
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________ 
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  ____________________________
  Gwid Heathe
  Spotter (see p. 93)
  Set-Up Shot (see p. 93)
  PSYCHIC POWERS
  Psy Rating:    〔 _____ 〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________ 
  ___________________________
  TIPS FOR PLAYING MARKSMAN VIN
  Given Vin’s skill with ranged weapons, Vin is usually best off far from the 
  front lines, lining up the perfect shot. Remember that Vin’s long-las is 
  Accurate (see p. 169), which makes it much deadlier after Aiming.
  Vin’s Comrade can use the Spotter ability to help Vin Aim, and employ the 
  Set-Up Shot ability to prevent foes from avoiding attacks. This is particularly 
  useful when combined with Vin’s long-las and special lasgun ammo.
  Vin can load a hot-shot charge pack into any Las weapon to boost its 
  Damage considerably for one shot (see p. 194).
  50
  1250
  NAME  
  Good Craftsmanship Laspistol
  CLASS 
  Pistol 
  DAMAGE  1d10+2 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  30m 
  ROF 
  S/2/– 
  CLIP 
  60 
  RLD   Half
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  NAME  
  Good Craftsmanship Long Las with Preysense Sight (see p. 189)
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     1
  RANGE 
  150m 
  ROF 
  S/–/– 
  CLIP 
  40 
  RLD   Full
  SPECIAL RULES  
  Accurate (see p. 169), Felling (4) (see p. 169), Reliable, Lasgun Variable Setting
  Hot-shot charge pack (x4) (see p. 194)
  Laspistol with 1 charge pack
  Preysense sight (on long-las) (see p. 189)
  Social
  Chameleoline cloak (see p. 197)
  32 48 30 26 41 32 43 29 39
  Strict
                            
  
  45
  45
  CharaCter Name _____________________________________ Player Name _________________________________
  regimeNt _____________________________________________ SPeCiality ____________________________________
  DemeaNour ________________________________________________ DeSCriPtioN ____________________________________ ___
  ________________________________________________________________________________________________________________________
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  WOUNDS:
  total 
  CurreNt 
  Fatigue
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  〔      〕 
  PoiNtS 
  SKILLS
  Acrobatics (Ag)
  o o o o
  Athletics (S)
  o o o o
  Awareness (Per)
  o o o o
  Charm (Fel)
  o o o o
  Command (Fel)
  o o o
  Commerce (Int)
  o o o o
  Common Lore† (Int)
  o o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  _______________________
  o o o
  Deceive (Fel)
  o o o o
  Dodge (Ag)
  o o o
  Forbidden Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Inquiry (Fel)
  o o o o
  Interrogation (WP)
  o o o o
  Intimidate (S)
  o o o o
  Linguistics† (Int)
  o o o o
  _______________________
  o o o
  _______________________ o o o o
  Logic (Int)
  o o o o
  Medicae (Int)
  o o
  Navigate (Surface) (Int)
  o o o o
  Navigate (Stellar) (Int)
  o o o o
  Navigate (Warp) (Int)
  o o o o
  Operate (Aeronautica) (Ag)
  o o o o
  Operate (Surface) (Ag)
  o o
  Operate (Voidship) (Ag)
  o o o o
  Parry (WS)
  o o o o
  Psyniscience (Per)
  o o o o
  Scholastic Lore† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Scrutiny (Per)
  o o o o
  Security (Int)
  o o o o
  Sleight of Hand (Ag)
  o o o o
  Stealth (Ag)
  o o o o
  Survival (Per)
  o o o o
  Tech-Use (Int)
  o o
  Trade† (Int)
  o o o o
  _______________________ o o o o
  _______________________ o o o o
  _______________________ o o o o
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  †denotes Skill Group
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  maligNaNCieS ___________________________
  ______________________________________
  ______________________________________
  mutatioNS _____________________________
  ______________________________________
  ______________________________________
  CORRUPTION:
  〔      〕 
  PoiNtS 
  FATE POINTS:
  total 
  〔      〕 
  CurreNt 
  37 26 29 44 41 26 29 31
  Cadian 99th Mechanised Infantry
  Lateral Thinker
  Jolen Smythe
  Operator
  Jolen Smythe sees everything in terms of problems to solve, 
  Combat Formation
  Hatred (Servants of Chaos)
  Sprint
  Rapid Reload
  Bred for War (see page 43)
  Hated Enemy (see page 43)
  Weapon-Tech
  Technical Knock
  Weapon Training (Las)
  Weapon Training (Low-Tech)
  Imperial Guard
  Imperium
  Tech
  Low Gothic
  and the problems of the Spinward Front are daunting indeed. As a Cadian, Smythe dislikes defying any regulation (but sometimes finds ways around them in times of dire need).
  TM
  CHARACTERISTICS
  WOUNDS:
  CritiCal Damage ________________________
  ______________________________________
  INSANITY:
  meNtal DiSorDerS ______________________
  ______________________________________
  ______________________________________
  〔  1  〕 
  MOVEMENT:
  〔  3  〕 
  〔  6  〕
  halF 
  Full
  〔  9  〕 
  〔 18 〕
  Charge 
  ruN
  〔 11 〕 
  〔      〕
  〔      〕
  War
  24
  Weapon Training (Melta)
  Gunner (see page 81)
                            
  
  CHARACTERISTICS
  WeaPoN Skill 
  (WS)
  BalliStiC Skill 
  (BS)
  StreNgth 
  (S)
  toughNeSS 
  (t)
  agility 
  (ag)
  iNtelligeNCe 
  (iNt)
   PerCePtioN 
  (Per)
  WillPoWer 
  (WP)
  FelloWShiP 
  (Fel)
  ARMOUR
  HEAD
  (1-10)
  AP: 4
  AP+TB: 6
  BODY
  (31-70)
  AP: 4
  AP+TB: 6
  LEFT ARM
  (21-30)
  AP: 4
  AP+TB: 6
  RIGHT ARM
  (11-20)
  AP: 4
  AP+TB: 6
  RIGHT LEG
  (71-85)
  AP: 4
  AP+TB: 6
  LEFT LEG
  (86-00)
  AP: 4
  AP+TB: 6
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  EXPERIENCE:
  〔 ___________ 〕
  〔 ___________ 〕
  XP to SPeND  
  total XP SPeNt
  Permission granted to photocopy for personal use only. © Games Workshop Ltd 2014.  
  Blank character sheet also available for download at www.FantasyFlightGames.com
  NAME  
  CLASS
  DAMAGE  
  TYPE
  PEN
  RANGE 
   
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON
  WEAPON
  WEAPON
  WEAPON
  APTITUDES
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  Agility
  Ballistic Skill
  Fellowship
  Intelligence
  Willpower
  Fieldcraft
  Tech
  Meltagun with 1 clip
  Chimera (1 per Squad) (see p. 217)
  M36 lasgun with 4 charge packs
  Mono knife (see p. 185)
  Frag grenade (see p. 183)
  Krak grenade (see p. 183)
  Flak armour (see p. 195)
  Micro-bead (see p. 202)
  Gas mask (see p. 198)
  Lamp pack (see p. 201)
  Other Cadian kit items (see p. 43)
  TM
  NAME   
   
  Mono Knife with Tox Dispenser (see p. 189)
  CLASS  Melee/Thrown DAMAGE  1d5+3/1d5 TYPE 
  Rending 
  PEN     2
  RANGE 
  10 
  ROF 
  S/–/– 
  CLIP 
  — 
  RLD   —
  SPECIAL RULES  
  COMRADE
  NAME____________STATUS____
  DEMEANOUR________________ 
  SPECIAL ABILITIES
  ____________________________
  ____________________________
  ____________________________
  Kella Donen
  Gunner (see page 81)
  PSYCHIC POWERS
  Psy Rating:    〔 _____ 〕              
  ___________________________
  ___________________________ 
  ___________________________ 
  ___________________________ 
  ___________________________
  TIPS FOR PLAYING TROOPER SMYTHE
  Smythe’s training in Tech-Use, Medicae, and Operate (Ground) makes 
  Smythe extremely versatile in and out of combat. Smythe’s Gunner 
  Comrade ability makes Smythe an ideal driver for the squad’s Chimera.
  Smythe’s meltagun is extremely destructive up close and can be made even 
  more lethal once per encounter when boosted by Smythe’s Weapon-Tech 
  Talent (see p. 153).
  Smythe’s tools (auspex, mind-impulse unit, combi-tool, multi-key, and 
  medikit) grant bonuses to various Skill Tests. Remember to use them!
  50
  1550
  37 26 29 44 41 26 29
  24
  31
  NAME  
  Good Craftsmanship M36 Lasgun with Red-Dot Sight (see p. 189)
  CLASS 
  Basic 
  DAMAGE  1d10+3 
  TYPE 
  Energy 
  PEN     0
  RANGE 
  100m 
  ROF 
  S/3/– 
  CLIP 
  60 
  RLD   Full
  SPECIAL RULES  
  Reliable (see p. 172), Lasgun Variable Setting (see p. 175)
  NAME  
  Good Craftsmanship Meltagun with Melee Attachment (see p. 188)
  CLASS 
  Basic 
  DAMAGE  2d10+10 TYPE 
  Energy 
  PEN     12
  RANGE 
  20m 
  ROF 
  S/–/– 
  CLIP 
  5 
  RLD   Full
  SPECIAL RULES  
  Melta (see p. 172), Reliable (see p. 172)
  Auspex (see p. 200)
  Common MIU (see p. 208)
  Combi-tool (see p. 200)
  Multi-key (see p. 202)
  Medikit (see p. 202)
  Demolition Charge (1kg) (see p. 201)
  Data-slate (see p. 200)
  Optimist
                            
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Only War/Scenarios/Only War - Salvaging Solace.pdf