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Military Careers

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Adeptus Astartes

(Basic) Adeptus Astartes – Aspirant

The Space Marines are the mightiest warriors in human history, created by the Emperor to conquer the galaxy in humanity’s name. They can reach eight or nine feet in height, and have chests two to three times the breadth that of a normal man. Clad in power armour and firing boltguns or heavy weapons, a squad of Space Marines can tackle enemy forces many times its size and come out victorious. Understandably, it would come as a surprise to many Imperial citizens to find that the recruits drafted into the Adeptus Astartes are not hardened veterans of the Imperial military, but young children.

Admittedly, they are usually the most skilled gang juves or the most savage tribal braves, but it is almost unheard of for a Space Marine aspirant to be above the age of eleven or twelve, and most are younger still. Their age is no defence once the Chapter has taken them in – they are already killers and are treated as such. Many of the trials that the aspirants are put through by their chaplains and instructors are designed as natural selection, weeding out those unworthy of joining the Emperor’s Finest. Fewer than 5% of aspirants ever become fully-fledged cadets. The remainder either serve the Chapter in some other manner, as PDF bondsmen, servants or astropaths. A few are allowed to go on to study at the Schola Progenium, and fulfil their potential in other branches of the Imperial military. Those with psychic potential are sent to be trained as astropaths or sanctioned psykers. A few will drop out of the testing and disappear. The rest die.

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Aspirant

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1

-

1

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1

2

-

Restrictions:

Only human males of between 8 and 12 years of age can enter this career.

Abilities:

Brawler

 

5% chance of Psyker – any one discipline

Equipment:

Knife

Career Exits (Military):

Adeptus Astartes – Neophyte

Planetary Defence Force – Trooper (not psykers)

Career Exits (Freelancer):

Gang – Juve (not psykers)

Career Exits (Scholar):

Academic – Student (not Psykers, Schola Progenium only)

Adeptus Astra Telepathica – Novice (psykers only)

Scholastica Arcana – Novice (psykers only)

Career Exits (Citizen):

Menial – Servant (not psykers)

 

(Advanced) Adeptus Astartes – Neophyte

Once an aspirant is inducted into the Chapter as a neophyte, and allowed to wear its livery, he is there to stay. He is privy to too many of the Chapter’s secrets to be allowed to leave, and the rest of his life, one way or another, is dedicated to the Chapter. The only neophytes allowed to leave the fortress-monastery are those dispatched to the Black Ships of the Inquisition, and even they are mind-scrubbed to prevent the Inquisitors from interrogating them about their past.

Neophytes are trained in the use of many types of weapon, in many different environments and situations, to the extent that they eventually become conditioned into ambidexterity. An Adeptus Astartes neophyte is often superior in abilities to a veteran Imperial Guardsman, even though he will almost never experience genuine, non-simulated, combat during his time as a cadet.

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Neophyte

3

3

1

1

2

3

2

3

1

Abilities:

Ambidextrous

Literacy – Basic

Scale Sheer Surface

Secret Language – Imperial Battle Tongue

Secret Language – Chapter Battle Tongue

Secret Language – Military Sign Language

Secret Signs – Chapter

Specialist Weapon – Blackpowder

 

Specialist Weapon – Bolt

Specialist Weapon – Chain

Specialist Weapon – Fist

Specialist Weapon – Flail

Specialist Weapon – Grenade

Specialist Weapon – Thrown

Specialist Weapon – Two-handed

Swim

Equipment:

One of the following:

- Any civilian basic weapon, with two clips of ammunition

- Any civilian close combat weapon

- Chainsword with a power pack

 

Any civilian pistol with two clips of ammunition

Knife

Flak armour jacket and trousers

Open ballistic helmet

Special:

Over the course of this career, the neophyte will be implanted with phases 1-5 of the Chapter’s gene-seed program. Neophytes who fail to advance to acolyte, but remain within the Chapter’s service, will be given all the necessary therapy to keep their gene-seed implants working. The same offer is made to psychic neophytes who are sent to join the Scholastica Arcana.

Career Exits (Military):

Adeptus Astartes – Acolyte

Planetary Defence Force – Sergeant (not psykers)

Career Exits (Freelancer):

Career Exits (Scholar):

Adeptus Astra Telepathica – Novice (psykers only)

Scholastica Arcana – Novice (psykers only)

Career Exits (Citizen):

Menial – Servant (not psykers)

 

(Advanced) Adeptus Astartes – Acolyte

When a neophyte has received phases 1-5 of the gene-seed implantation program, and completed all the associated training, he is promoted to acolyte. His path in life is chosen at this point, according to what strengths he displayed as a neophyte. The majority will be destined to become standard squad Marines (described here as ‘battle brothers’, although this honorific is actually applied to all Marines in a Chapter), and join the 10th Scout Company, where they are trained in the arts of sabotage, assassination and wilderness survival. In many cases, this training is carried out on the battlefield, with scouts accompanying the Chapter to war.

The Chapter’s Apothecarion and Armoury can choose whether to accept acolytes who show promise in the fields of medicine or technology, depending on their recruitment needs, but the Librarium must apprentice all psychic acolytes. This means that the size of each Chapter’s Librarium fluctuates in response to the proportion of psykers uncovered by the Chapter’s recruitment practices.

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Acolyte

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3

2

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5

2

Abilities:

All Specialisations:

Arcane Language – High Imperial Gothic

Astronomy – Planetary

Cartography – Planetary

Cryptography

Driver – Bike

Driver – Ground

Literacy – Advanced

 

Apothecaries Only:

Medic

 

Techmarines Only:

Engineering – Basic

Metallurgy

Super Numerate

 

Battle Brothers Only:

Concealment – Rural

Concealment – Urban

Huntsman

Identify Plants

Orientation

Silent Move – Rural

Silent Move – Urban

Specialist Weapon – Heavy

Spotter

Tracker

 

Librarium Apprentices Only:

Daemon Lore

Psyker Training

Equipment:

One of the following:

- Bolt pistol with laser sight and two clips of 12 bolts, and a chainsword with a power pack

- Mk IV boltgun and two clips of 20 bolts

- Bolt pistol with laser sight and two clips of 12 Stalker bolts, and a sword (scouts only)

- Pump action combat shotgun with 8 Caedes solid shells and 8 Caedes scatter shells (scouts only)

- Hunting rifle with telescopic combined motion predictor and infrasight, and two clips of 10 Longus bullets (scouts only)

Knife

 

Krak grenade

2 frag grenades

Ceramite carapace armour cuirass, vambraces and greaves, with

2 points of ablative armour on the body, arms and legs

Blind grenade (scouts only)

Magnoculars and power pack (scouts only)

Medical instruments (apothecaries only)

Various tools (techmarines only, count as improvised weapons)

Staff (librarium apprentices only)

Special:

Upon entry into this career, the acolyte will be assigned to a particular speciality. Psychic characters (and only psychic characters) will become Librarium Apprentices, while others will be assigned to appropriate as the instructors see fit. They will continue in this speciality throughout their life in the Adeptus Astartes.

Over the course of this career, the acolyte will be implanted with phases 6-19 of the Chapter’s gene-seed program.

Career Exits (Military):

Adeptus Astartes – Space Marine (non-psykers only)

Adeptus Astartes – Lexicanium (librarium apprentices only)

Career Exits (Freelancer):

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Adeptus Astartes – Space Marine

The ascension to full battle brother, and the presentation of his power armour and boltgun, is the proudest moment of any Marine’s centuries-long career. The Marine is expected to maintain his wargear himself. Since his life is in the hands of the machine spirits within his armour and weapon, he does this willingly, as he does with any heavy weapons, vehicles or equipment he is issued with.

Apothecaries are responsible for the genetic modification of new recruits and the treatment of injured Marines on the battlefield. As such, they are probably the most important individuals in the Chapter, arguably even more so than the Chapter Master himself.

Techmarines are adepts of the Machine Cult and are privy to many of the secrets of the Adeptus Mechanicus. Like Techpriests, many of them abhor the weak flesh and work towards the ideal of the machine-man. They maintain all the war machines in the Chapter’s vehicle pool, and many command them on the battlefield.

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Space Marine

4

4

10

6

5

4

3

8

4

Abilities:

All Specialisations:

Use Power Armour

Driver – Grav

Driver – Heavy

Heraldry

History

Law

Speak Additional Dialect – Up to four

Pilot – Atmospheric

Pilot – Space

Super Numerate

Theology

Use Cogitator

Use Jump Pack

Use Respirator

Xenology

 

Apothecary Only:

Cosmetic Surgeon

Medic

Surgeon

Manufacture Drugs – Chemical

Manufacture Drugs – Natural

 

Battle Brothers Only:

Combat Master

Disarm

Specialist Weapon – Flamer

Specialist Weapon – Launcher

Specialist Weapon – Melta

Specialist Weapon – Plasma

Wrestling

 

Techmarine Only:

Arcane Language – Lingua Technis

Engineering – Advanced

Manufacture Explosives

Metalworking

Research

Specialist Weapon – Flamer

Specialist Weapon – Launcher

Specialist Weapon – Melta

Specialist Weapon – Plasma

Equipment:

All Specialisations:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts

- Bolt pistol with laser sight and 2 clips of 12 bolts

Knife

Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs

Ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

 

Battle Brothers Only:

Krak grenade

2 frag grenades

Motion tracker auspex with power pack

Chainsword with power pack (assault squads and sergeants only)

Power armour jump pack (assault squads only)

 

Apothecaries Only:

Narthecium (surgical equipment, plus 12 sterile dressings, 8 painkiller syrettes and 8 detox syrettes)

Canister of synth-flesh spray

Reductor (one action to remove progenoids from the dead)

Bio-scanner auspex with power pack

Emperor’s Peace – a stubber with one clip of 15 Limax man-stopper bullets

 

Techmarines Only:

Power axe with a power pack

Various tools (count as improvised weapons)

Energy scanner auspex

One of the following:

- Servo-arm

- Up to four mechadendrites

At least four average, advanced or highly advanced bionic parts

Career Exits (Military):

Adeptus Astartes – Veteran (not Techmarines or Apothecaries)

Adeptus Astartes – Officer (not battle brothers)

Career Exits (Freelancer):

Mercenary – Captain

Rebel – General

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Adeptus Astartes – Veteran

The best of the Chapter’s warriors are offered a promotion to the elite 1st Veteran Company. These Marines are given training in the use of tactical dreadnought (or Terminator) armour, although not all will have the opportunity to use it – Terminator armour is rare, and some Chapters do not even have a single suit to call their own. Serving with the 1st Company is the greatest promotion available to a Marine who is not suited for a command position.

Surprisingly, some veterans forego the opportunity to wear Terminator armour, and opt to remain with their former company as a veteran sergeant, or even to go back and train aspirants, neophytes and acolytes. The refusal of promotion is accepted without offence by the Chapter hierarchy, since these veterans are usually the ones best suited in temperament for the less glorious, but still vital, tasks of the Chapter.

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Veteran

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14

8

7

5

4

9

6

Abilities:

Body Slam

Daemon Lore

Deadeye Shot

Hipshooting

Leader

 

Rock Steady Aim

Speak Alien Language

Specialist Weapon – Power

Teacher

Use Terminator Armour

Equipment:

All Specialisations:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts (not Terminators)

- Bolt pistol with laser sight and 2 clips of 12 bolts, and a chainsword (not Terminators)

- Storm bolter with laser sight and 2 clips of 30 bolts, and a power fist (1st Company Terminators only)

Krak grenade (not Terminators)

2 frag grenades (not Terminators)

Knife (not Terminators)

Motion tracker auspex with power pack

Power armour jump pack (assault squads only)

 

One of the following:

- Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs, and a ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

- Full suit of ceramite carapace armour, with 2 points of ablative armour on the body, arms and legs (scout sergeants only)

- Full suit of ceramite Terminator armour and a ceramite Terminator armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead (1st Company veterans only)

Career Exits (Military):

Adeptus Astartes – Officer

Adeptus Astartes – Chaplain

Career Exits (Freelancer):

Mercenary – Captain

Rebel – General

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Adeptus Astartes – Chaplain

The Adeptus Astartes do not follow the mainstream Imperial Cult, a cause of much friction with the Ministorum. Some do not even revere the Emperor as a god, but merely as the greatest man who ever lived. It is only the special autonomous status of the Adeptus Astartes that prevents the more puritan elements of the Inquisition from burning whole Chapters for heresy. The chaplains lead the Chapter Cults, holding pre- and post-battle prayer services for the Marines.

The chaplains also act as recruiting officers, keeping a watch over the Chapter’s realm for any young boys who show great strength and loyalty, before bringing them in for training as future soldiers of the Emperor.

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Chaplain

6

5

18

10

8

7

4

10

6

Abilities:

Etiquette

Exorcism

 

Leader

Word of the Emperor

Equipment:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts (not Terminators)

- Bolt pistol with laser sight and 2 clips of 12 bolts (not Terminators)

- Storm bolter with laser sight and 2 clips of 30 bolts, and a power fist (1st Company Terminators only)

Crozius Arcanum with power pack (as power hammer)

Rosarius (as conversion field) with power pack

Knife (not Terminators)

Krak grenade (not Terminators)

2 frag grenades (not Terminators)

 

Motion tracker auspex with power pack

One of the following:

- Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs, and a ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

- Full suit of ceramite Terminator armour and a ceramite Terminator armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead (1st Company chaplains only)

Career Exits (Military):

Career Exits (Freelancer):

Mercenary – Captain

Rebel – General

Career Exits (Scholar):

Academic – Philosopher

Career Exits (Citizen):

Cultist – Demagogue

 

(Advanced) Adeptus Astartes – Officer

The officers and Chapter masters of the Adeptus Astartes are unequalled among all of humanity’s soldiers, worthy successors to the ideals of the Emperor and his Primarchs. They are, even more so than their subordinates, one-man armies, particularly when clad in Terminator armour.

Not all officers are commanders of Marines – each Chapter honours one of its greatest veteran warriors by allowing him to carry the Chapter’s banner into battle.

The highest-ranking techmarines and apothecaries are in charge of the entirety of their specialisation within the Chapter’s hierarchy, and even the company captains must request their assistance, rather than issue orders.

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Officer

6

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18

10

8

6

4

9

8

Abilities:

Etiquette

Leader

Strategist (company captains or chapter masters only)

 

Specialist Weapon – Advanced

Specialist Weapon – Power

Use Terminator Armour (techmarines and 1st Company apothecaries only)

Equipment:

All Specialisations:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts (not Terminators)

- Bolt pistol with laser sight and 2 clips of 12 bolts (not Terminators)

- Storm bolter with laser sight and 2 clips of 30 bolts, and a power fist (1st Company Terminators only)

Up to four digital weapons of any type

Knife (not Terminators)

One of the following:

- Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs, and a ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

- Full suit of ceramite Terminator armour and a ceramite Terminator armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead (1st Company veterans only)

Battle Brothers Only:

Krak grenade (not Terminators)

2 frag grenades (not Terminators)

Motion tracker auspex with power pack

Chainsword with power pack

Jump pack (assault companies only)

 

Apothecaries Only:

Narthecium (surgical equipment, plus 12 sterile dressings, 8 painkiller syrettes and 8 detox syrettes)

Canister of synth-flesh spray

Reductor (one action to remove progenoids from the dead)

Bio-scanner auspex with power pack

Emperor’s Peace – a stubber with one clip of 15 Limax man-stopper bullets

 

Techmarines Only:

Power axe with a power pack

Various tools (count as improvised weapons)

Energy scanner auspex with power pack

One of the following:

- Servo-arm

- Up to four mechadendrites

At least eight average, advanced or highly advanced bionic parts

Career Exits (Military):

Career Exits (Freelancer):

Mercenary – Captain

Rebel – General

Career Exits (Scholar):

Academic – Philosopher

Career Exits (Citizen):

 

(Advanced) Adeptus Astartes – Lexicanium

A Daemon-possessed psyker is already a dreadful threat to the Imperium, but this is doubly so if the psyker is a Space Marine. As such, a large part of the training for a Librarian involves the development of extreme mental discipline. This takes the form of the documentation and archiving of every event that takes place within the Chapter, and every major event within its sphere of influence. Lexicaniums act as the initial record keepers, compiling reports and collecting data.

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Lexicanium

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8

6

5

4

4

8

4

Abilities:

Driver – Grav

Driver – Heavy

Heraldry

History

Law

Speak Additional Dialect – Up to four

Pilot – Atmospheric

Pilot – Space

 

Psychic Resistance

Psyker – up to one discipline

Super Numerate

Theology

Use Cogitator

Use Power Armour

Use Respirator

Xenology

Equipment:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts

- Bolt pistol with laser sight and 2 clips of 12 bolts

Any force weapon

Knife

 

Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs

Ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

Motion tracker auspex with power pack

Career Exits (Military):

Adeptus Astartes – Codicier

Career Exits (Freelancer):

Rogue Psyker – Gamma Class

Career Exits (Scholar):

Career Exits (Citizen):

 

 

(Advanced) Adeptus Astartes – Codicier

The information collected by the lexicaniums must be reviewed and critically evaluated before being set down into the Chapter’s archives. This task falls chiefly upon the codiciers, who are adept at analysing information from a multitude of writers and sources and turning them into detailed, authoritative texts.

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Codicier

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6

6

5

5

8

4

Abilities:

Meditation

Psyker – up to two disciplines

 

Specialist Weapon – Power

Teacher

Equipment:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts

- Bolt pistol with laser sight and 2 clips of 12 bolts

Any force weapon

Knife

Pentagrammic wards

 

Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs

Ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

Motion tracker auspex with power pack

Career Exits (Military):

Adeptus Astartes – Epistolary

Career Exits (Freelancer):

Rogue Psyker – Beta Class

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Adeptus Astartes – Epistolary

Although most Chapters have access to their own cadre of astrotelepaths, the most powerful Librarians are also used for communication purposes, to the extent that the Adeptus Astartes long ago developed its own interpretation of the astrotelepathy psychic discipline. Normally, this does not rile the Adeptus Astra Telepathica, since it ensures that the astropaths on semi-permanent loan to the Chapter will not normally be placed in direct battlefield peril. However, some less-humanitarian Chapters see the Telepathica astropaths as being of reduced importance and will treat them in a cavalier manner that risks turning the Adeptus Astra Telepathica against the entire Astartes.

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Epistolary

5

5

14

8

7

7

5

8

4

Abilities:

Create Wards

Leader

Psychic Sense

 

Psyker – up to three disciplines, at least one of which must be either Telepathy or Astrotelepathy

Sixth Sense

Equipment:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts

- Bolt pistol with laser sight and 2 clips of 12 bolts

Any force weapon

Knife

Pentagrammic wards

 

Psychic hood

Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs

Ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

Motion tracker auspex with power pack

Career Exits (Military):

Adeptus Astartes – Chief Librarian

Career Exits (Freelancer):

Rogue Psyker – Alpha Class

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Adeptus Astartes – Chief Librarian

The leaders of a Chapter’s psychic cadre are the Chief Librarians. Some Chapters have no Chiefs, instead granting the leadership of the Librarium to an epistolary. Other Chapters have as many as a dozen. On average though, there are usually between one and five Chief Librarians in a single Chapter. They rarely venture onto the battlefield, but when they do their use of their powers is devastating, wiping out entire armies. Although Chapters frequently refuse to allow the Scholastica Arcana access to their Librarians, many amongst the Inquisition suspect that the method of mental training used by the Space Marines allows them to produce a greater than normal proportion of alpha-class psykers.

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Chief Librarian

5

5

18

10

7

9

6

8

6

Abilities:

Etiquette

Exorcism

Manufacture Psychic Technology

 

Psychic Awareness

Psyker – up to four disciplines

Equipment:

One of the following:

- Mk IV boltgun with laser sight, bayonet and 2 clips of 20 bolts (not Terminators)

- Bolt pistol with laser sight and 2 clips of 12 bolts (not Terminators)

- Storm bolter with laser sight and 2 clips of 30 bolts (Terminators only)

Any force weapon

Knife

Pentagrammic wards

Psi-booster

Psychic hood

 

Motion tracker auspex with power pack

One of the following:

- Full suit of ceramite power armour, with 3 points of ablative armour on the body, arms and legs, and a ceramite power armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

- Full suit of ceramite Terminator armour and a ceramite Terminator armour helmet with integral image filter, photochromatic visor, infra-vision, re-breather and short-range communicator microbead

Career Exits (Military):

Career Exits (Freelancer):

Rogue Psyker – Alpha Class

Career Exits (Scholar):

Academic – Philosopher

Career Exits (Citizen):

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