Primarchs

Note: You will need the Deathwatch book beforehand.

Primarch Generation

1. Generate Characteristics

Characteristics (WS, BS, St, Tou, Agi, Int, Per, WP, Fel) are generated in two ways: random generation or characteristic point allocations.

For the purposes of both, all Primarch characteristics start at 50.

Random Generation

Roll 9 2d10s, and assign the results to your characteristics. They need not be in order.
Reroll the entire line if the result average is below 11.
Finally, you may reroll a single result when all is said and done.

Example: Haplo rolls to generate Eliphas, his Primarch, and rolls a 2d10 9 times. He gets a 15, 18, 10, 20, 9, 8, 8, 5 and 17. Since the average is 12.2, he retains the rolls. Finally, he rerolls the 5 and gains a 13. Finally, he allocates the stats.

WS  50+15 = 65
BS  50+10 = 60
St  50+17 = 67
To  50+13 = 63
Agi 50+8  = 58
Int 50+20 = 70
Per 50+9  = 59
WP  50+18 = 68
Fel 50+8  = 58

Characteristic Point allocation

You are granted a pool of 110 points to allocate into characteristics as you will, allocating no more than 20 points per characteristic. This will create a Primarch with an average characteristic line.

Example: Haplo has 110 points to allocate to Eliphas, his Primarch. He can't allocate more than 20 to a single characteristic, so he allocates them thusly:

WS:  50+10 = 60
BS:  50+10 = 60
ST:  50+15 = 65
Tou: 50+15 = 65
Agi: 50+10 = 60
Int: 50+20 = 70
Per: 50+10 = 60
WP:  50+20 = 70
Fel: 50+0  = 50

2. Home World and early life generation

The Home World of your Primarch is where they landed after being flung across the Galaxy by the Chaos Gods. Each Home World is unique, but more importantly, it completely shapes the psychology and upbringing of your Primarch.

Step 1: World Class

Each world encountered by the Imperium is categorised into broad classes determined by their ecology, technological level and function. At the beginning of the Great Crusade, the worlds of Man are isolated and in many cases aren't even aware of the existence of other worlds. As such, each gives rise to a unique culture, shaped primarily by the ecology and the ability of those who live there.

Barren (Ice, Desert) World

Your world is a Barren World. It is a world of extremes, being either mostly desert, ice or craggy mountain. Life here is hard, with resources being a rarity. Survival is a matter of knowing where to go and having the strength to persist. Barren World civilizations are often nomadic, or at the very least small and limited in scope. Clashes over resources are common. Cultures founded on Barren Worlds are often tough, unforgiving, strong-willed, well-planned, meritocratic and adept at survival. Populations range from the low 100,000s to 10-20,000,000.
Primarchs who originate from Barren Worlds gain a +5 to Toughness and Willpower, and gain training in Survival.

Death World

Your world is a Death World, and can claim the dubious honour of being one of the most lethal places in the galaxy. Perhaps it's a barren, desolate, arid wasteland burned clean by nuclear winter or ion storms. Or perhaps it's teeming with endless, untamed jungle that refuses to be beaten back, every shadow home to a lethal, venomous creature or a slavering giant monster. Cultures founded on Death Worlds tend to be extremely pragmatic, fatalistic, grim, and incredibly wary. Populations range from a mere 1,000 to a 'bustling' 15,000,000.
Primarchs who originate from Death Worlds gain a +5 to Agility and Perception, and gain training in Awareness.

Feudal World

Your world is a Feudal World. Feudal Worlds are worlds existing in a medieval state where the technology has, at best, barely reached black powder level. Most of the population on these worlds will be peasants kept in place by warrior aristocracies or by large bureaucracies. It is a life of conflict between human beings as nobles struggle for supremacy and simple farmers are drafted into massive armies. Cultures existing in a Feudal World are likely to be highly stratified by class and religion, and are often patchwork, with borders changing fluidly. Wars are constant, giving the fighting class plenty of chance to practice their talents. Populations range from 10,000,000 to 500,000,000.
Primarchs who originate from Feudal Worlds gain a +5 to Strength and WS, and gain training in Wrangling.

Civilized World

Your world is a Civilized World. This broad class refers to any world that tends to be self-sufficient, urbanised and possessed of a significant level of technology- at the absolute least, a strong mechanized industrial base. There are many different subtypes of Civilized World, all of which are very different from each other- a Primarch who grows up on an Industrial World will be very different to one who grows up on a Paradise World. Thus, Primarchs who select this category must also pick a 2nd from the following list.
All Primarchs who stem from a Civilized World, no matter its subtype, gain a +5 to Intelligence.

Industrial World

Your world is an Industrial World. It is a world of machinery and technology, where the cities are dominated by automated factories that belch out thick black smoke into the sky above, whilst endless produced goods are churned out for consumption by either the masses or a small ruling elite. These worlds are often overly polluted, and in many cases double as Mining Worlds, where great amounts of the lower classes toil away, extracting mineral resources for use in the ever-awake factories. Industrial worlds are prone to danger and shocking cruelty, as desperate settlers fight each other for space and wealth, whilst the merciless armies of the ruling class crush any who would rise up. Cultures that are based on Industrial Worlds tend to be ruled by a wealthy elite, and are dark, oppressive places with rigid bureaucracies and fascistic government policies. Citizens tend to be either oppressed rabble yearning to be free, or mindless drones in service to the government. Populations tend to range from the 100,000,000 to the billions.
Primarchs who reach maturity on an Industrial World gain a +5 to BS, and gain training in Tech Use.

Space-faring World

Your world is space-faring. It is a world where technology allows the world to dominate space around it, albeit in a limited fashion- they can send ships into space, even warships, but probably are only capable of limited warp travel, if that. Ultimately these worlds tend to be self-sufficient and at the very least, governed adequately, often split between urban and rural areas. Whereas Industrial Worlds are also technologically advanced, Space-faring Worlds differ by dint of their balanced nature- they tend to be fairly well-fit for human habitation, with fertile farmland and abundant natural resources. The cultures of these worlds can vary, from one-world governments dominated by an emperor or led by an enlightened council to grim, determined nation states feuding for global conquest to a rich trading centre in an interstellar 'Pocket Empire'. Populations tend to range drastically from 50,000,000 to the low billions.
Primarchs who are raised on a Space-faring World gain a +5 to Intelligence, and gain training in Logic.

Paradise World

Your world is a genuine paradise. It is an unbelievably rich, verdant and beautiful world, with docile (or easily tamed) wildlife and seemingly endless lands ripe for agriculture. The technology on this world is likely to be advanced, although perhaps not to the degree of the Space-farers or the Industrials. These worlds of plenty tend to breed civilizations of peace and complacency. Any class differences are likely off-set by the fact that populations are relatively small and there is enough wealth to go around. Of course, even paradises can have problems- even the wealthiest of men can fight for greedy purposes. Conversely, paradise worlds are easy prey for xenos invaders or pirates- a peaceful people are an easily oppressed people. Finally, there are those who believe only perfect people should reside in paradise, leading to extremist views that tend to criminalize or savage certain groups.
Populations tend to remain low for a civilized world, ranging from 20,000,000 to 600,000,000 or so.
Primarchs who are lucky enough to land on a Paradise World gain a +5 to Fellowship, and gain training in Charm.

Step 2: Early Life

Every Primarch was grown in a capsule on Luna. However, before maturity they were taken by the Chaos Gods and flung across the galaxy. Each one landed on a world, and despite their infancy managed to survive, either thanks to the assistance of a local, or thanks to their own prodigious abilities. Nevertheless, this has quite an impact on the Primarch's development.

Found by Power

You were taken in by a being of power, someone who saw your potential as a child. On Barren or Death worlds, this person might've been a tribal chieftain or the leader of a group of settlers; on a Feudal World this would be a king, a powerful priest, or an influential knight; on a Civilized world this is likely to be a powerful politician, warlord, or oligarch. Often, these individuals will try to train the Primarch as their successor or at the very least, as a favoured ally. Note that this need not be an individual; it could be a powerful group such as a church or a knightly order. Primarchs who are found by power will often be groomed to lead; the Primarchs are natural leaders and take to this with particular aplomb.
Primarchs who are found by power gain a +5 to their Fellowship and gain the Talented (Command) Talent.

Found by a Great Warrior

You were found by a fighter of skill and perhaps even renown, who felt drawn by your innate ability. On Barren or Death worlds, this person might be someone famous for hunting rare beasts or pursuing particularly dangerous creatures; on a Feudal world this might've been a well-regarded but otherwise impoverished knight or a traveling adventurer; on Civilized worlds, this would likely be a commissioned officer or a tough, respected veteran. Again, this need not be an individual; it could be a highly-paid mercenary company or an elite regiment of troops. Primarchs who are found by great warriors will naturally be trained to fight; the Primarchs, being literally more than superhuman, naturally excel in these disciplines.
Primarchs who are found by great warriors gain a +5 to their BS and WS.

Found by an Educated Man

You were found by someone of gifted intelligence and acumen, who took you in upon realizing how special you were. On Barren or Death worlds, this person might be a rare wise man or a master of esoteric arts; such things are rare when entire communities are focused on survival. On a Feudal world this might've been an intelligent monk, educated bureaucrat or the proto-scientists that often pop up in such civilizations. On Civilized Worlds, where education is generally more widespread, this person could be anything from a genius scientist to a grand archivist. There is also the chance that this individual might even be a Psyker, on worlds where Psykers are acceptable (which is rare). Primarchs who are found by educated men will have ready access to learning and knowledge; the Primarchs are all beings of gifted intellect, and will quickly digest this information.
Primarchs who are found by educated men gain a +5 to their Int and gain the Talented (All Lores) Talent.

Found by a Craftsman

You were found by an individual of relatively humble origins; a skilled craftsman, who found and sheltered you, recognizing your talent. On Barren or Death worlds, this person is likely to be pragmatic and resourceful, and an important asset in such communities. On a Feudal world this might've been a talented blacksmith, capable of forging weapons and armour to a high degree of quality; or a carpenter. On Civilized Worlds, which are in some part defined by their easy access to industry, individual craftsmen are far more ubiquitous and thus relatively less valuable- indeed, chances are that many will be low paid or even enslaved individuals. However, there might very well exist master craftsmen in these societies who are capable of using advanced machine tools to craft beautiful and advanced, unique devices- such individuals will be highly respected. Primarchs who are found by craftsmen will easily learn their master's art, mastering it within a few years to a degree surpassing the father.
Primarchs who are found by Craftsmen gain training in two of the following Trade skills: Armourer, Chymist, Shipwright, architect; and gain the Talented talent for both.

Found by a Minority

You were found by someone marginalized by society at large; they took you in, giving you an unorthodox start to your rise to greatness. Mind that a 'minority' need not be a literal minority by demographics; they could be part of a numerically large but oppressed group. In Barren or Death Worlds, these individuals could be someone who has committed a crime and been rendered a pariah for it, or someone who is seen as a burden on the group, such as an elderly individual or a sickly youth. In Feudal worlds this person could be a transient, or even someone misplaced by geography; someone from the east ending up in the west is likely to be rejected. The land-bound peasantry are, of course, always a numerical majority beaten into subservience. In Civilized worlds, a minority might be a mutant or someone of 'inferior' genetic stock; a poorly educated person, a mine slave or anyone who opposes the many laws and rules of these worlds. And of course, the Psyker is a hated minority wherever he appears, no matter the world. Primarchs who are found by minorities will be taught to persist in the face of adversity that is wholly a human work.
Primarchs who are found by a minor gain a +5 to their Willpower and training in one of the following skills: Deceive, Blather, Stealth, Incantation, Psyniscience. You gain the corresponding Talented talent as well.

Not Found

You weren't found. Instead, thanks to luck, fate, and your own incredible abilities you were able to survive in the wilderness without a guardian. Primarchs are likely to be the only individuals capable of surviving by themselves on a Barren or Death world; indeed, a Primarch who grows up in a Death World is likely to become more deadlier than even the monstrous environment! Civilized worlds might not be much better, especially if they're in highly polluted Industrial worlds or settled by particularly ferocious civilizations. That said, a Primarch who grows up like this need not be completely excluded from human society; it simply means that their early years were spent learning things independently instead of taught by others. Nevertheless, such a life tends to breed brooding or harsh Primarchs indeed.
Primarchs who aren't found gain a +5 to their strength, toughness and agility, but take a -5 penalty to their fellowship.

Step 3: Crisis

Every Primarch, without question, has had to face some sort of great crisis on their home worlds. For many, it is what propels them to glory and greatness amongst their people. Indeed, how they handle this crisis often demonstrates how they handle the adversities of life.

Corrupted Society

There is a cancer at the heart of your society, something rooted in its very culture. Perhaps the society is steeped in savage acts of barbarism, or daemon worship. Perhaps its a weak and debased culture, one giving itself over to unrestricted hedonism. or perhaps it is a society that used to be glorious, but has fallen into disrepair. Primarchs are beings of fierce power and resolve. They do not have to accept this. They will purify the society into a gleaming paragon of their own virtues.
Primarchs who face this difficult crisis gain a +5 to their Willpower, and gain the Chem Geld talent.

There is Only War

Your world is disunited, divided into dozens, even hundreds of squabbling states, nations or tribes, each one claiming superiority. How these lines are drawn- by faith, culture, resources, geography- doesn't matter. What matters is that every day that is spent with your world in pieces is a day that keeps it from achieving its true and utmost potential. You, as a Primarch, are one of the greatest human beings- indeed, greatest of any sentient species- to have lived. Bringing this world together will require a burning drive, uniting and inspiring those who serve you, and forcing your foes to bow to you on their knees.
Primarchs who put unite their world- by the sword or by the pen- gain a +5 to their Fellowship, and gain the Air of Authority talent.

Environmental Catastrophe

Your world sits on the brink of an incredible disaster. Every day that goes by is a day where it inches ever closer to being a truly dead world, either due to purely natural problems such as an approaching meteor, or the inevitable problems caused by humanity, such as rapidly dwindling resources, over-pollution or, in some cases, the collapse of technologies used to shield humanity from a disaster that's already happened. Either way, your people are doomed unless you save them- and you can.
Primarchs who do the impossible and avert a global catastrophe such as this gain a +5 to their Intelligence, and gain the Hardy Talent.

Final Liberation

Your world is one of crushing iniquity. All global power is held in the hands of a vast minority, sometimes less than a handful of people. Millions, even billions of people toil and are treated as little more than slaves. You might be one of those slaves, whipped alongside your brothers… But you might also have been raised by one of those in power- nevertheless, despite what affection (or disaffection) you might have for your guardian, you simply cannot stand by and let your people live and die in oppression. A normal man is quickly killed, but you have always been more than normal- you are a god amongst men, and by your blood and your oath will you bring an end to this age of despair.
Primarchs who liberate their people in this way gain a +5 to their Strength, and gain the Iron Discipline Talent.

Inhuman Invaders

Your world is faced with a deadly threat: xenos. No matter how advanced your people are, whether they're a group of wandering nomads or exploring space, none can deny the severity of the danger your world faces. Slavering Chaos beasts that dwell in the humid jungles; Dark Eldar raiders that strike in the night to take slaves; Ork warbands, fighting for glory and loot; there are an endless multitude of dangers in the galaxy that can cause the downfall of even the most successful of human societies. This might be a new threat; or one that has persisted for hundreds of years. Your path as Primarch begins here; by repelling these invaders and establishing your people as a fierce, independent power.
Primarchs who defend their people from the threat of aliens gain a +5 to their BS or WS, and gain the Hunter of Aliens Talent.

Step 4: Create your world!

Now that you have all the data you need for the fundamental facts of your world, proceed to work out the real details, such as name, specific environmental features, and the culture.

3. Starting Talents and Skills

Every Primarch comes with a series of natural abilities and skills learned, either due to genetic programming at their conception, their Astartes implants, their life experiences, and their training upon being reunited with their father, the Emperor.

Starting Skills: Awareness, Ciphers (Legion Runes), Climb, Command, Common Lore (Legiones Astartes, Imperium, War), Concealment, Dodge, Drive (Ground Vehicles), Intimidate,
Literacy, Navigation (Surface), Scholastic Lore (Legiones Astartes), Silent Move, Speak Language (High Gothic, Low Gothic, Home-world Tongue), Tracking.
Starting Talents: Ambidextrous, Astartes Weapons Training, Astartes Weapon Specialization, Bulging Biceps, Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master.
Starting Traits: Unnatural Strength (x2), Unnatural Toughness (x2).

Primarch's Destiny
Every Primarch is a being of heroic destiny; millennia from now, people will look to the stories of these beings for guidance and inspiration; every campaign becomes an epic tale, every strike a legendary blow.
Primarchs do not need to roll to confirm Righteous Fury. Furthermore, any time a Primarch burns a Fate Point, there is a 50% chance that the point is not, in fact, burnt.

4. Specializations and Advancements

Every Primarch has access to a general pool of advancement known as the General Primarch Advancement Pool.

However, no two Primarchs are alike, and they develop down their own unique paths. Some are dedicated warriors who lead every charge, power sword in hand; others are disciplined masters of the allocation of firepower. Others are more akin to warrior poets or philosopher kinds, spending long hours mulling over art and rich traditions of thought; whereas others disdain such impracticality and master the art of technology. And then there are those who develop in many different areas, their unique and innovative minds plucking victories from battles that seem unwinnable. All are represented below.

Ranks by XP


XP Level
1 13,000–16,999
2 17,000–20,999
3 21,000–24,999
4 25,000–29,999
5 30,000–34,999
6 35,000–39,999
7 40,000–44,999
8 45,000–49,999

Rank 1 General Primarch Advances


Advance Cost Type Prerequisites
Acrobatics 200 Skill -
Awareness 200 Skill
Carouse 200 Skill
Charm 400 Skill -
Ciphers (Legion Runes) 200 Skill
Ciphers (Xeno Markings) 200 Skill -
Climb 400 Skill
Command 400 Skill -
Concealment 800 Skill
Dodge 300 Skill
Drive (any) 600 Skill
Gamble 200 Skill -
Interrogate 400 Skill -
Intimidate 400 Skill
Literacy 200 Skill
Lore: Common (Legiones Astartes) 400 Skill
Lore: Common (Imperium) 400 Skill
Lore: Common (War) 400 Skill
Navigation (Surface) 400 Skill
Performer (Any) 200 Skill -
Search 400 Skill
Silent Move 300 Skill
Sleight of Hand 400 Skill -
Speak Language (any) 200 Skill
Survival 300 Skill
Swim 200 Skill
Tactics (Any) 400 Skill -
Tech-Use 800 Skill
Tracking 400 Skill -
Trade (any) 600 Skill
Astartes Weapon Specialization 1,500 Talent Astartes Weapon Training
Battle Rage 600 Talent -
Frenzy 600 Talent -
Hardy 600 Talent -
Hunter of Aliens 1000 Talent -
Resistance (Cold) 300 Talent -
Resistance (Heat) 300 Talent -
Wargear Point (5) 500 Talent
Sound Constitution (x2) 500 Talent

Rank 2 General Primarch Advances


Advance Cost Type Prerequisites
Acrobatics+10 700 Skill Acrobatics
Awareness +10 300 Skill Awareness
Carouse +10 200 Skill Carouse
Charm+10 400 Skill
Ciphers (Xeno Markings)+10 400 Skill Ciphers (Xeno Markings)
Climb +10 400 Skill Climb
Command+10 400 Skill Command
Deceive 400 Skill
Demolition 400 Skill
Gamble+10 200 Skill
Inquiry 800 Skill
Literacy +10 200 Skill Literacy
Logic 400 Skill
Lore: Common (Imperial Army) 200 Skill
Lore: Common (Imperial Navy) 200 Skill
Performer (Any) 200 Skill -
Performer (Any)+10 200 Skill Performer (Same Skill Group)
Scrutiny 400 Skill
Sleight of Hand+10 400 Skill Sleight of Hand
Speak Language (any) 200 Skill
Speak Language (any) +10 200 Skill Speak Language (same Skill group)
Survival +10 400 Skill Survival
Swim +10 200 Skill Swim
Tactics (Any) 400 Skill -
Tactics (Any) +10 400 Skill Tactics (Same Skill Group)
Tracking+10 400 Skill Tracking
Trade (any) +10 400 Skill Trade (same Skill group)
Wrangling+10 200 Skill Wrangling
Air of Authority 1,000 Talent Fel 30
Assassin Strike 500 Talent Ag 40, Acrobatics
Wargear Point (5) 500 Talent -
Flesh Render 500 Talent -
Frenzy 400 Talent -
Hammer Blow 500 Talent -
Hatred (Heretics) 500 Talent -
Hatred (Mutants) 500 Talent -
Hatred (Psykers) 500 Talent -
Hatred (Daemons) 500 Talent -
Hatred (Orks) 500 Talent -
Hatred (Pirates) 500 Talent -
Heightened Senses (Taste) 500 Talent -
Orthoproxy 500 Talent -
Paranoid 500 Talent -
Peer (Any) 500 Talent -
Polyglot 500 Talent Int 40, Fel 30
Resistance (Poisons) 500 Talent
Scourge of Heretics 500 Talent -
Sound Constitution (x2) 1,000 Talent
Talented (Carouse) 500 Talent -
Talented (Command) 500 Talent -
Talented (Trade [Any]) 500 Talent -
Talented (Tracking) 500 Talent -
Talented (Pilot) 500 Talent -
Talented (Drive [Ground Vehicles]) 500 Talent -
Total Recall 500 Talent Int 30
Wargear Point (5) 500 Talent -

Rank 3 General Primarch Advances


Advance Cost Type Prerequisites
Acrobatics+20 600 Skill Acrobatics+10
Awareness +20 800 Skill Awareness +10
Carouse +20 200 Skill Carouse +10
Charm+20 400 Skill Charm+10
Ciphers (Legion Runes) +10 200 Skill Ciphers (Chapter Runes)
Ciphers (Xenos Markings)+20 400 Skill Ciphers (Xenos Markings)+10
Climb +20 400 Skill Climb +10
Command+20 400 Skill Command+10
Concealment +10 800 Skill Concealment
Contortionist 800 Skill
Drive (any) +10 800 Skill Drive (same Skill group)
Evaluate 400 Skill
Gamble+20 200 Skill Gamble+10
Interrogate +10 400 Skill Interrogate
Intimidate +10 400 Skill Intimidate
Literacy +20 200 Skill Literacy +10
Lore: Common (Legiones Astartes) +10 400 Skill Lore: Common (Legiones Astartes)
Lore: Common (Administratum) 200 Skill
Lore: Common (Imperial Army) +10 200 Skill Lore Common (Imperial Army)
Lore: Common (Imperial Navy) +10 200 Skill Lore: Common (Imperial Navy)
Lore: Common (Imperium) +10 400 Skill Lore: Common (Imperium)
Lore: Common (Tech) 200 Skill
Lore: Common (War) +10 400 Skill Lore: Common (War)
Lore: Forbidden (Legiones Astartes) 400 Skill
Performer (any) 400 Skill
Performer (any)+10 400 Skill Performer (same skill group)
Performer (any)+20 400 Skill Performer (Same skill group)
Pilot (any) 800 Skill
Search +10 400 Skill Search
Security 800 Skill
Silent Move +10 800 Skill Silent Move
Speak Language (any) +20 200 Skill Speak Language (same Skill group) +10
Swim +20 200 Skill Swim +10
Tactics (any)+10 400 Skill Tactics (Same skill group)
Tactics (any)+20 400 Skill Tactics (Same skill group)
Tracking +20 400 Skill Tracking +10
Trade (any) +20 400 Skill Trade (same type) +10
Wrangling+20 200 Skill Wrangling+10
Berserk Charge 600 Talent -
Furious Assault 600 Talent -
Exotic Weapon Training (Any ) 500 Talent -
Hatred (Eldar) 500 Talent -
Rapid Reaction 500 Talent Ag 40
Rapid Reload 300 Talent
Wargear Point (5) 500 Talent -

Rank 4 General Primarch Advances


Advance Cost Type Prerequisites
Deceive +10 400 Skill Deceive
Demolition +10 400 Skill Demolition
Inquiry +10 800 Skill Inquiry
Interrogate +20 400 Skill Interrogate +10
Logic +10 400 Skill Logic
Lore: Common (Administratum) +10 200 Skill Lore: Common (Administratum)
Lore: Common (Imperial Army) +20 200 Skill Lore Common (Imperial Army) +10
Lore: Common (Imperial Navy) +20 200 Skill Lore: Common (Imperial Navy) +10
Lore: Common (Tech) +10 200 Skill Lore: Common (Tech)
Performer (any) +10 400 Skill Performer (same Skill group)
Performer (Any) +20 400 Skill Performer+10 (Same skill group)
Scrutiny +10 400 Skill Scrutiny
Shadowing 400 Skill
Survival +20 800 Skill Survival +10
Tactics (any) +20 400 Skill Tactics (same skill group)+10
Iron Discipline 1,000 Talent WP 30, Command
Iron Jaw 500 Talent T 40
Sprint 600 Talent
Wargear Point (5) 500 Talent -

Rank 5 General Primarch Advances


Advance Cost Type Prerequisites
Concealment +20 800 Skill Concealment +10
Ciphers (Legion Runes) +20 200 Skill Ciphers (Legion Runes) +10
Dodge +10 500 Skill Dodge
Drive (any) +20 800 Skill Drive (same Skill group) +10
Evaluate +10 400 Skill Evaluate
Intimidate +20 400 Skill Intimidate +10
Navigation (Stellar) 400 Skill
Lore: Common (Legiones Astartes) +20 400 Skill Lore: Common (Legiones Astartes) +10
Lore: Common (Administratum) +20 200 Skill Lore: Common (Administratum) +10
Lore: Common (Imperium) +20 400 Skill Lore: Common (Imperium) +10
Lore: Common (Tech) +20 200 Skill Lore: Common (Tech) +10
Lore: Common (War) +20 400 Skill Lore: Common (War) +10
Lore: Scholastic (any) 800 Skill
Performer (any) +20 400 Skill Performer (same Skill group) +10
Pilot (any) +10 800 Skill Pilot (same Skill group)
Search +20 400 Skill Search +10
Security +10 800 Skill Security
Silent Move +20 800 Skill Silent Move +10
Abhor the Witch 800 Talent Legiones Astartes
Call to Vengeance 1,000 Talent Fel 40
Double Team 500 Talent
Duty unto Death 800 Talent WP 45
Exemplar of Honour 800 Talent -
Fearless 800 Talent -
Hardy 1,000 Talent T 40
Good Reputation (Any) 800 Talent Fellowship 50, Peer (Same skill group)
Mental Rage 800 Talent Frenzy
Mimic 500 Talent
Peer (Any) 800 Talent Fel 30
Peer (Legiones Astartes) 500 Talent Fel 30
Sound Constitution (x2) 1,000 Talent
Stalwart Defense 800 Talent -
Wargear Point (5) 500 Talent

Rank 6 General Primarch Advances


Advance Cost Type Prerequisites
Deceive +20 400 Skill Deceive +10
Demolition +20 400 Skill Demolition +10
Gamble +20 200 Skill Gamble +10
Inquiry +20 800 Skill Inquiry +10
Logic +20 400 Skill Logic +10
Navigation (Surface) +10 400 Skill Navigation (Surface)
Scrutiny +20 400 Skill Scrutiny +10
Good Reputation (Legiones Astartes) 500 Talent Fel 50, Peer (same Talent group)
Hammer Blow 1,000 Talent
Last Man Standing 500 Talent Nerves of Steel
Paranoia 500 Talent
Sound Constitution 1,000 Talent
Unbowed and Unbroken 1,500 Talent Fel 30
Wargear Points (5) 500 Talent -
Wisdom of the Ancients 1,000 Talent Int 40

Rank 7 General Primarch Advances


Advance Cost Type Prerequisites
Chem-Use 800 Skill
Evaluate +20 400 Skill Evaluate +10
Lore: Forbidden (Legiones Astartes) +10 400 Skill Lore: Forbidden (Legiones Astartes)
Navigation (Surface) +20 400 Skill Navigation (Surface) +10
Pilot (any) +20 800 Skill Pilot (same Skill group) +10
Security +20 800 Skill Security +10
Tech-Use +10 800 Skill Tech-Use
Blind Fighting 800 Talent Per 30
Bolter Drill 1,500 Talent Astartes Weapon Training
Inspire Wrath 1000 Talent Fel 30
Litany of Hate 1000 Talent Hatred (any)
Slayer of Daemons 1,000 Talent -
Sound Constitution 1,000 Talent
Thunder Charge 1000 Talent -
Wargear Points (5) 500 Talent -

Rank 8 General Primarch Advances


Advance Cost Type Prerequisites
Dodge +20 600 Skill Dodge +10
Lore: Forbidden (Legiones Astartes) +20 400 Skill Lore: Forbidden (Legiones Astartes) +10
Medicae 800 Skill
Into the Jaws of Hell 1,500 Talent Iron Discipline
Master Orator 1,000 Talent Fel 30
Sound Constitution 1,000 Talent
Wargear Points (5) 500 Talent -

Philosopher Lord

The Philosopher Lord is a learned and educated Primarch, one who has spent many nights and days reading tomes of lore and history, or has steeped himself in the theories of artistry. He might be a refined lord in pursuit of perfection, or a noble crusader who believes firmly in the grand ideal of the Imperium. Unlike their brothers, Philosopher Lords have easy access to esoteric knowledge, such as sciences and medicine. A Philosopher Lord is a gifted administrator, applying higher thought to the tasks of running an empire and an army. That said, Philosopher Lords can easily hold their own in combat, drawing upon historical texts and military doctrines to aid them in their quest for victory.

Canon Philosopher Lords include Fulgrim (Emperor's Children), Roboute Gulliman (Ultramarines) and Lorgar (Word Bearers).

Starting Skills
The Philosopher Lord begins with any two of the following skills: Lore: Scholastic (Philosophy), Lore: Common (Governments), Chem Use, Medicae, Trade (Artist).

Special Ability
Choose one of the following:

Gifted Administrator
The Primarch is blessed with a sharp mind for governance, whether it be civil or military. Supply routes become more secure, factories more efficient, and armies trained and equipped to the highest standard.
Crusade Management resource points provide your legion with 1.5 times (round down) more resources than usual, and new Crusade units are 50% cheaper to purchase.

Superior Logistics
The Primarch's ability to organise a military force is unsurpassed. Not only are his forces superbly maintained, they're also trained to the highest quality, forging an altogether superior army.
Crusade unit equipment is 50% cheaper to purchase. Furthermore, characteristic increases are one step cheaper for all Crusade units (A Simple upgrade of 1000 now starts at 750, a Simple upgrade of 750 now starts at 500, a Simple upgrade of 500 starts at 200, and Simple upgrades of 200 remain unchanged.)

Exemplars of Perfection
The Primarch's sons, inspired by his glorious presence, push themselves to the very limit. Although this herculean effort can't be sustained, they manage to, temporarily at least, become the very embodiment of martial perfection.
Campaign Battle only. The Primarch designates a Legion unit within his Leadership Range. For a period of time equal to his Fellowship bonus, they add a +10 to all characteristics.

Starting Equipment
Astartes Artificer Armour (w/fibre re-weaving and MIU helmet), Astartes Master-crafted Bolt Pistol, Astartes Master-crafted Bolter w/Fire Selector, 3 Astartes Frag Grenades, 3 Astartes Krak Grenades, Astartes Master-crafted Combat Knife, and 20 Wargear Points.

Philosopher Lord Characteristic Advances


Level Simple Intermediate Trained Expert
Weapon Skill 200 500 1,000 1,500
Ballistic Skill 500 1,000 1,500 2,000
Strength 500 1,000 1,500 2,000
Toughness 500 1,000 1,500 2,000
Agility 500 1,000 1,500 2,000
Intelligence 200 500 1,000 1,500
Perception 200 500 1,000 1,500
Willpower 500 1,000 1,500 2,000
Fellowship 500 1,000 1,500 2,000

Rank 1 Philosopher Lord Advances


Advance Cost Type Prerequisites
Chem-Use 400 Skill
Interrogation 200 Skill
Lore: Common (Governments) 200 Skill -
Lore: Common (Imperium) 200 Skill -
Lore: Common (War) 200 Skill -
Lore: Scholastic (Imperial Truth) 200 Skill -
Lore: Scholastic (Judgement) 200 Skill -
Lore: Scholastic (Philosophy) 200 Skill -
Medicae 400 Skill
Tactics (Any) 400 Skill -
Trade (Artist) 200 Skill -
Autosanguine 500 Talent
Hardy 500 Talent T 40

Rank 2 Philosopher Lord Advances


Advance Cost Type Prerequisites
Chem-Use +10 400 Skill Chem-Use
Interrogation +10 200 Skill Interrogation
Lore: Common (Governments) +10 200 Skill Lore: Common (Governments)
Lore: Common (Imperium) +10 200 Skill Lore: Common (Imperium)
Lore: Common (War) +10 200 Skill Lore: Common (War)
Lore: Scholastic (Astromancy) 200 Skill -
Lore: Scholastic (Beasts) 200 Skill
Lore: Scholastic (Biology) 200 Skill -
Lore: Scholastic (Chymistry) 200 Skill
Lore: Scholastic (Imperial Truth) +10 200 Skill Lore: Scholastic (Imperial Truth)
Lore: Scholastic (Judgement) +10 200 Skill Lore: Scholastic (Judgement)
Lore: Scholastic (Philosophy) +10 200 Skill Lore: Scholastic (Philosophy)
Medicae +10 400 Skill Medicae
Tactics (Any) +10 400 Skill Tactics (Same skill group)

Rank 3 Philosopher Lord Advances


Advance Cost Type Prerequisites
Chem-Use +20 400 Skill Chem-Use +10
Interrogation +20 200 Skill Interrogation +10
Lore: Common (Governments) +20 200 Skill Lore: Common (Governments) +10
Lore: Common (Imperium) +20 200 Skill Lore: Common (Imperium) +10
Lore: Common (War) +20 200 Skill Lore: Common (War) +20
Lore: Scholastic (Astromancy) +10 200 Skill Lore: Scholastic (Astromancy)
Lore: Scholastic (Beasts) +10 200 Skill Lore: Scholastic (Beasts)
Lore: Scholastic (Biology) +10 200 Skill Lore: Scholastic (Biology)
Lore: Scholastic (Chymistry) +10 200 Skill Lore: Scholastic (Chymistry)
Lore: Scholastic (Imperial Truth) +20 200 Skill Lore: Scholastic (Imperial Truth) +10
Lore: Scholastic (Judgement) +20 200 Skill Lore: Scholastic (Judgement) +10
Lore: Scholastic (Philosophy) +20 200 Skill Lore: Scholastic (Philosophy) +10
Medicae +20 600 Skill Medicae +10
Tactics (Any) +20 400 Skill Tactics (Same skill group)+10
Tech-Use 500 Skill

Rank 4 Philosopher Lord Advances


Advance Cost Type Prerequisites
Lore: Scholastic (Astromancy) +20 200 Skill Lore: Scholastic (Astromancy) +10
Lore: Scholastic (Beasts) +20 200 Skill Lore: Scholastic (Beasts) +10
Lore: Scholastic (Biology) +20 200 Skill Lore: Scholastic (Biology) +10
Lore: Scholastic (Chymistry) +20 200 Skill Lore: Scholastic (Chymistry) +10
Lore: Forbidden (Mutants) 400 Skill
Sure Strike 600 Talent WS 30

Rank 5 Philosopher Lord Advances


Advance Cost Type Prerequisites
Lore: Forbidden (Mutants) +10 400 Skill Lore: Forbidden (Mutants)
Disarm 1,000 Talent Ag 40
Infused Knowledge 1,000 Talent Int 40
Iron Jaw 300 Talent T 40

Rank 6 Philosopher Lord Advances


Advance Cost Type Prerequisites
Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10
Lore: Scholastic (Genetics) 400 Skill Lore: Scholastic (Biology) +20
Crippling Strike 400 Talent WS 50
Prosanguine 800 Talent Autosanguine
Sound Constitution 500 Talent
Swift Attack 500 Talent WS 35

Rank 7 Philosopher Lord Advances


Advance Cost Type Prerequisites
Lore: Scholastic (Genetics) +10 400 Skill Lore: Scholastic (Genetics)
Master Chirurgeon 800 Talent Medicae +10
Lightning Attack 800 Talent Swift Attack
Sound Constitution 1,000 Talent

Rank 8 Philosopher Lord Advances


Advance Cost Type Prerequisites
Lore: Scholastic (Genetics) +20 600 Skill Lore: Scholastic (Genetics) +10
Flesh Render 800 Talent
Precise Blow 500 Talent WS 40, Sure Strike
Sound Constitution 1,000 Talent
Unnatural Intelligence 1,500 Talent -

Strike Lord

Strike Lords are consummate warriors, the epitome of the Astartes style of warfare that demands decisive action and irresistible thrusts at the heart of the enemy. They are often exceptionally strong and skilled, even by the measure of a Primarch. In war, they favour a doctrine that is unabashedly aggressive, devoted to the offensive. How this doctrine materializes can differ, ranging from armoured spearheads that break through enemy lines, to fast hit-and-run strikes by mechanized companies, to solid, unsubtle frontal melee charges by assault squads wielding chainaxes.

Canon Strike Lords include Angron (World Eaters), Jaghatai Khan (White Scars), Leman Russ (Space Wolves), Corax (Raven Guard) and Lion El'Jonson (Dark Angels).

Starting Skills
Strike Lords begin with any two of the following skills: Pilot (Personal), Pilot (Flyers), Tactics (Assault Doctrine), Tactics (Armored Tactics), Tactics (Orbital Drop Procedures)

Starting Talents
Strike Lords begin with the Swift Attack talent.

Special Ability
Choose one of the following:

Inexorable Assault
The Primarch charges forth, exhorting his sons to smash the enemy to pieces with their swords, knives, fists and souls.
Campaign Battle only. All Legion units within Leadership Range of the Primarch automatically gain two degrees of success in melee against other units for a period equal to the Primarch's Fellowship bonus.

Blitzkrieg
The Primarch orders his armored forces to surge forward in a tide of steel, overwhelming and punching through the enemy lines.
Campaign Battle only. All Vehicle units within Leadership Range of the Primarch may move at Full Speed and fire a Broadside in the same action, or move at Flank Speed and fire a single weapon.

Angelfall
The Primarch unleashes his Assault Squads, slamming them down upon his foes.
Campaign Battle only. All Assault Squads within Leadership Range of the Primarch may charge at a visible enemy using his Initiative. In Squad Scale, each attack does +1d10 damage. In Army Scale, their Hit Modifier becomes 15 instead of 10 for that attack only.

Starting Equipment
Astartes Artificer Armour w/fibre re-weaving and MIU helmet; Astartes Master-crafted bolt pistol, Astartes Master-crafted Chainsword, Astartes Jump Pack, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes Master-crafted combat knife and 20 Wargear points.

Strike Lord Characteristic Advances


Level Simple Intermediate Trained Expert
Weapon Skill 200 500 1,000 1,500
Ballistic Skill 750 1,500 2,000 5,000
Strength 200 500 1,000 1,500
Toughness 500 1,000 1,500 2,000
Agility 200 500 1,000 1,500
Intelligence 750 1,500 2,000 5,000
Perception 200 500 1,000 1,500
Willpower 750 1,500 2,000 5,000
Fellowship 500 1,000 1,500 2,000

Rank 1 Philosopher Lord Advances


Advance Cost Type Prerequisites

Double Team 200 Talent —
Takedown 500 Talent —
Two-weapon Wielder (Ballistic) 500 Talent BS 35, Ag 35
Two-weapon Wielder (Melee) 500 Talent WS 35, Ag 35

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