Warhammer 40,000 RP - Careers Here are some new careers for you. Most of these are my own works (Written By Oddbjorn Lona (oddbjorn.lona@ban.aid.no)), but some are alternative careers found on the net. Some of this is the work of Simone Gatti, Roberto di Meglio and LXT510 (Keep up the good works guys). I guess some of this is copyrighted and some are not, I don't know. Use as you please, but IF you use ANYTHING of these, please let me know, especially if you come up with new careers or rules. I have tried not to make any career too powerful. Also note that all are not completely finished, and I have not playtested them yet. I also have increased the average wounds stats. I plan to improve the Space Marine with the different implants, as well as the different skills you are able to buy at the "higher" careers, such as Librarian. If you are interested in more of this I have a database at home, with about 25 careers basically based upon the imperial codex (Space Marine + Imperial Guards + Imperial Agents) and Eldars. However, these careers presented here, are those that I think is most finished. If you have any new rules about the 40k RPG, please send them to me. BASIC Adeptus Arbites Footman (Basic) M WS BS S T W I A Dex Ld Int Cl WP 00 10 10 00 01 02 10 00 00 10 00 10 00 Trappings: Flak Armour and Helmet Shotgun Bolt Pistol Skills Disarm Strike Mighty Blow Strike to Stun 75% Street Fighting 75% Dodge Ranged Weapons 50% Dodge Blow 50% Drive Motorcycle 50% Specialist Weapon - Grenade Launcher 25% Martial Arts 25% Sixth Sense These are the police force's footmen of the Imperium and have duties ranging from traffic control to full blown war situations. They often supplement other units eg Imperial Guard when rebellion occurs, often having to fight against mutants, psykers, Chaos cultists, genestealers and worse... Imperial Guardsmen (Basic) M WS BS S T W I A Dex Ld Int Cl WP 00 00 10 00 00 02 10 00 00 00 00 10 00 Trappings: Flak Armour Lasgun 10 Frag Grenades 25% of heavy weapon Knife Item from Home planet Skills Concealment - Rural Concealment - Urban Dodge Ranged Weapons 50% Heavy weapon (choose) 25% Heal Wounds 25% Strike Mighty Blow 25% Markmanship 25% Street Fighting 25% Ride (100% if Rough Rider 25% Drive Motorcycle (100% if _Motocycle clan) The imperial guards are one of the most powerful forces in the galaxy, and certainly the most numerous, counting many millions, but are spread on as many planets. These are the fighting force, recruited from hundres of worlds and shipped off to fight all kinds of evils. Choose one homeworld to come from and gain additional skills Desert eg Tallarn - Desert Lore, Orientation Ice eg Valhalla - Survival, Orientation Jungle eg Catachan - Identify Plants, Survival Hive eg Necromunda - Martial Arts Labourer (Basic) M WS BS S T W I A Dex Ld Int Cl WP 00 10 00 01 01 03 00 00 00 00 00 00 00 Trappings: Flak Armour (body only) Las Pistol Skills Climb Sheer Surface Operate Complex Vehicle 75% Consume alchohol 75% Sing 50% Drive wheeled vehicle 50% Pilot 50% Repair (vehicle) 50% Very strong 50% Very Resilient 25% Repair (Electronic) Within the imperial space there exist the so called industrial worlds, usually rich of mineral resources and completely devoted to the mining of raw materials or to the very large scale manufacturing of industrial products. On these anets, inhospitable to say the least, millions of labourers live, workers skilled in the use of industrial equipments, but still used to rely on their own strenght and toughness when technology fails. Note : Squats only can belong to the miners subcareer. Mercenary (Basic) M WS BS S T W I A Dex Ld Int Cl WP 00 10 10 01 00 02 10 01 00 10 00 10 00 Trappings: Bolt gun/Lasgun -50%each Bolt Pistol/Hand flamer- 50% each Chainsword Mesh Armour Skills Disarm Secret Language - Battle Street Fighter Strike Mighty Blow Strike to Stun 75% Dodge Blow 50% Dodge Ranged weapons 25% Specialist weapon, either Flamer/Plasma 25% Drive motorcycle 25% Pilot land vehicle In the warhammer 40,000 universe, devestated by war, some cities or planets, where the Empire garrioson is absent or scarce, employ for some length of time pitiless mercenaries to strengthen their armies. For money a mercenary fights alongside anyone, even Space Orks; therefore, when he's underpaid, his reliability can become a problem..... Space Marine Scout (Basic) M WS BS S T W I A Dex Ld Int Cl WP 00 10 10 01 01 04 10 01 00 10 00 10 10 Trappings: Scout Armour Bolt pistol 10 Frag Grenades Skills Codex Astartes - Initiate Disarm Dodge Blow Dodge Ranged Weapons Drive Wheeled/Tracked Vehicle Street Fighter Strike Mighty Blow Strike to Injure 75% Chapter Codex I 25% Law 5% Markmanship Bolt Pistol 25% Concealment Rural and Silent Move Rural 25% Concealment Urban and Silent Move Urban To becoma a Space Marine scout, and possible a Space Marine, you must be no more than 20 years old, because of all the implants., you receive when entering the Space Marine career. To exit to a Space Marine, you must have you must have completed this career to exit the Space Marine clareer. You may of course, exit to another at any time, reflecting that you didn't manage or desertet the company. Note that skills may differ from the different chapters. He also receive one skills according to his homeworld. (He picks one, if he manage to write a good story about it.) ADVANCED Adeptus Arbites (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 01 01 04 20 01 00 20 00 20 10 Trappings: Mesh Armour Bolt Pistol Shotgun Either Power Maul and Suppression Shield or Grenade Launcher with Frag grenades Skills Concealment - Urban Dodge Ranged Weapons Drive Motorcycle Law Silent Move - Urban Specialist Weapon - Grenade Spot Ambush Street Fighter These are the police force of the Imperium and have duties ranging from traffic control to full blown war situations. They often supplement other units eg Imperial Guard when rebellion occurs, often having to fight against mutants, psykers, Chaos cultists, genestealers and worse.. Adeptus Judge (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 30 30 02 02 08 30 02 00 30 10 30 10 Trappings: Carapace Armour Bolter Bolt Pistol Power Sword/Power Maul Field (Any) Grenade Launcher Skills Bureaucracy Combat Reflexes Disarm Dodge Blow Dodge Ranged Weapons Drive Motorcycle Law II Martial Arts Military Organisation Pilot - Any Public Speaking Read/Write Specialist Weapon - Flame Weapon Specialist Weapon - Grenade Specialist Weapon - Plasma Weapon Strike Mighty Blow Strike to Injure Strike to Stun These are the commanders of the Adeptus Arbites units with great experience of military matters as well as the more mundane side of things eg traffic control. They are most often Arbiters who have worked their way up the ranks but some times an outsider is appointed if he shows great experience eg Imperial Guard Captain. Title : Judge Inquisitor (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 30 30 02 03 12 30 02 20 40 30 30 40 Trappings: Power Armour Bolt Pistol Bolter Field (any) Power Sword Space Ship (any kind will do) Skills Alien Culture Lore Armour Specialist - Terminator Culture Classification Custom Lore Expert Skill Genestealer Lore Legend&Lore Pilot - Any Specialist Weapon - Any Specialist Weapon - Any Specialist Weapon - Terminator Technological Evalutaion Tyranid Lore Warp Lore These men and woman are among the best trained individuals in the galaxy - unstopable in combat. They carry the very best equipment the Empire posess. They also posess almost unlimited authority - and they know how to use it. They are sent to any worlds showing signs of rebellion, infestation, chaos, etc so they are very well travelled. Very often they also possess psychic powers. If a character wants to have this power, you must choose the same skills as the librarian of the space marines, except for those who are chapter related. Only the most devout and strong humans can become Inquisitors. The skills and trappings represent a 'typical' Inquisitor (if such a thing exists) - any combination of skills and trappings is possible. Inquisitors of the Ordo Malleus are very similar, except they are geared more towards chaos fighting skills. These individuals have to go through nearly the same training as a space marine, but only tougher. Therefore, an Inquisitor must take the same skills as both the Space Marine Scout and Space Marine before becoming a Inquisitor, and should therefore complete the Space Marine career - He must decide at the start that he wants to become and Inquisitor and may instead of taking chapter related skills, take "lore" skills, or more generall skill if you like. Receive 4d4 Psyker Pts if he takes the psychic powers, as the Librarian. Mercenary Captain (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 01 01 06 20 01 10 10 10 20 20 Trappings: Carapace Armour Squad (15-20 men) Bolt Gun Heavy Weapon Close Combat -Weapon Skills: Drive Wheeled/Tracked Vehicle Military Tactics - (choose) Specialist Weapon - Heavy Weapon To enter this career, you must normally have completed the Mercenary career, you may also have entered the Space Marine career. Space Marine (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 01 01 04 20 01 00 10 10 20 10 Trappings: Power Armour Bolt Gun Bolt Pistol 10 Frag Grenades Skills Chapter Codex I Chapter Knowledge Codex Astartes - Marine Dodge Blow Heraldry Marksmanship Martial Arts Specialist Weapon - Chainsword Specialist Weapon - Heavy Weapon Strike to Stun Note also, that Marksmanship include only Bolt Weapons, so he recieve only +10% for bolt gun, bolt pistol, storm bolter. (not heavy bolter) Implants (cost 300 - taken before entering this career, total cost is 400): - Strength/Toughness Implant (+1/+1) - Wound Implant (+2) Space Marine Librarian I (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 10 10 01 01 04 10 01 10 10 10 20 20 Trappings: Power Armour 10 Frag Grenades Bolt Pistol Skills Arcane Language - Demons Chapter Codex I Chapter Codex I Codex Astartes - Marine Codex Astartes - Marine Psychic Sense Psyhic - Level 1 Rune Lore Specialist Weapon - Any Warp Lore Space Marines librarians are trained to user their powers in battle, to unleash energy blast, to sense the enemy's movements and predict the fortunes of battle. Only the most powerful psykers may become Space Marines librarians. They must complete the Space Marine Scout career. They abide the same rules concerning the implants. Receive 4d4 Psyker Pts. Space Marine Librarian II (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 10 02 02 06 10 01 20 10 20 20 20 Trappings: Power Armour 10 Frag Grenades Bolt Pistol Force Rod 1d2 Psychic Objects Skills Armour Specialist - Terminator Chapter Codex II Combat Reflexes Dodge Blow Marksmanship Psyhic - Level 2 Specialist Weapon - Any Specialist Weapon - Terminator (Any) Space Marines librarians are trained to user their powers in battle, to unleash energy blast, to sense the enemy's movements and predict the fortunes of battle. Title : Codicier Receive 4d4 Psyker Pts Space Marine Librarian III (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 02 02 07 20 02 20 20 20 30 20 Trappings: Power Armour 10 Frag Grenades Bolt Pistol Force Rod 1d3 Psychic Objects Skills Arcane Language - Demons Psyhic - Level 3 Space Navigation Specialist Knowledge Specialist Weapon - Any Specialist Weapon - Terminator (Any) Space Marines librarians are trained to user their powers in battle, to unleash energy blast, to sense the enemy's movements and predict the fortunes of battle. Title : Epistolary Receive 4d4 Psyker Pts Space Marine Librarian IIII (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 02 02 08 30 02 20 20 30 30 30 Trappings: Power Armour 10 Frag Grenades Bolt Pistol Force Rod 1d4 Psychic Objects Skills Psyhic - Level 4 Specialist Weapon - Any Specialist Weapon - Terminator (Any) Space Marines librarians are trained to user their powers in battle, to unleash energy blast, to sense the enemy's movements and predict the fortunes of battle. Only the most powerful space marine psykers may become Space Marines Chief Librarians. Receive 4d4 Psyker Pts Space Marine Sergeant (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 01 02 05 20 02 00 20 10 20 20 Trappings: Power Armour 10 Frag Grenades Bolt Pistol Bolt Gun Skills Chapter Codex II Combat Reflexes Disarm Dodge Blow Military Tactics - (choose) Military Tactics - Infantery Specialist Weapon - Any Space Marine Terminator (Advanced) M WS BS S T W I A Dex Ld Int Cl WP 00 20 20 02 02 06 20 02 00 20 10 20 20 Trappings: Terminator Armour Storm Bolter Powerfist Skills Armour Specialist - Terminator Chapter Codex II Genestealer Lore Lightning Strike Specialist Weapon - Chainfist Specialist Weapon - Terminator (Any one) Tyranid Lore These are the elite of all the Space Marine Chapters, usually belonging to the first company. This company consist of the most battle hardened veterans. Although much is creditet to their armour, they are quite able to handle very powerful enemies even without their armour. Note also the bonuses they receive when using the Terminator Armour/Skill. If a character are very brave etc. he may enter this career before taking the sergeant career. ********** END OF CAREERS ********** New Skills Armour Specialist - Squat Exo Armour This skill is a must to wear the Exo Armour. Armour Specialist - Terminator To wear the dreaded terminator armour, a character must have this skill, as well as the implants. This skill also include training in using the Storm Bolter When using a This skill cost 400 pts, and have to be paid for with once. However, when you have entered this career, you are truly one of the Marines. Battle Strategy This skill involves the skill of planing ahead of a battle. It therefore grants his men +1 on initiative if you use the Warhammer 40.000 battles or Epic rules. If not, you may add +10 on initative when his men is fighting a small battle (20+ on both sides). This effect does only take effect if the character makes a Ld test, prior to the battle. Chapter Knowledge This skill allows a Space Marine to know everthing there is to know about his chapter. If he also makes an Int check, he might know something about other Chapters, especially those with relationship with his own Chapter. Codex Astartes - Initiate This skill improves the basic knowledge about the most holy work for a the Space Marine. This is as you have actually read some of it once. Others, have just "heard it somewhere" Codex Astartes - Marine This skill give the Marine insight on how the Codex Astartes is. You have memorized some of it. Codex Astartes - Master This skill give the Marine very good insight in the Codex Astartes. You have memorized nearly all of it. Exarch Skill : Close combat expert This skill increase the WS by 10% Exarch Skill : Crack Shot This skill increase the Exarch's ballistic skill by 10%. Exarch Skill : Rapid Fire This skill allows the Exarch to fire twice in one round, but at half of his BS. Law II This is the advanced form of Law, taken by all law upholder. Military Tactics - Cavalery This skill allows the character to succesfully emply military tactics which concerns the Cavalery (e.i tanks, horses etc). He may choose one vehicle/animal which he may specialise. Military Tactics - Infantery This skill allows the character to succesfully emply military tactics which concerns the Infantery (e.i Assault, Devestators, Tactical etc). He may choose one infantery type which he may specialise. Psyhic - Level 1 This allows the character to use psychic at level one. Psyhic - Level 2 This allows the character to use psychic at level two. Psyhic - Level 3 This allows the character to use psychic at level three. Psyhic - Level 4 This allows the character to use psychic at level four. Secret Language - Space Marine This skill is a special developed battle tounge of the Space Marines. Specialist Weapon - Swords This skill allows a character to use some of the ancient blades. Specialist Weapon - Terminator (any) This skill is so you may choose one of the Specilist weapon for the Terminator. Strength/Toughness Implant (Cost 200) This implant confers the Space Marine with the +1 S/T, reflectiong the training of the toughest soldiers in the galaxy.