TEXT: 1 
   
   
   
   
  Nations of Mankind 
   
   
   
   
   
   
   
  “Mankind, also called Men and sometimes Humans, are a race of intelligent, mammalian humanoids dominant in the Old World. The race of 
  Men were one of the last intelligent peoples of the Warhammer World to become civilized. However, they are now one of the most powerful 
  and populous species spread across the globe and might be considered the dominant intelligent race of the Warhammer World since the 
  civilizations of the High Elves and the Dwarfs entered their mutual states of decline. Men are the chief devotees of the Imperial god Sigmar, 
  as well as the primary opponent of Chaos' continued incursions into the Old World. In a severe grip of irony however, Mankind is also 
  amongst the Dark Gods' greatest and most numerous servants.  
  It is a very common knowledge that the race of Men is known to be highly susceptible to the influences of Chaos. Unlike the High Elves, 
  Mankind has only just begun the transition into a race that can fully utilize the Winds of Magic. As yet, very few humans are able to cast 
  spells, though this number is slowly increasing as the centuries pass. However, most human wizards lack the mental discipline or inner 
  strength to prevent themselves from causing arcane mishaps or the capability to access all the Winds of Magic simultaneously, like the 
  greatest of the Elven Archmagi.  
  Humans have a highly developed brain, which is capable of abstract reasoning, language, introspection, and problem-solving. This mental 
  capability, combined with an erect body carriage that frees the hands for manipulating objects, allowed humans to make greater use of tools, 
  much like the other humanoid intelligent races of the Warhammer World. Other higher-level thought processes of humans, such as self-
  awareness, rationality, and sapience, are considered to be defining features of what constitutes a "person", though such features are shared 
  with the other major intelligent species Men share the Warhammer World with, such as the Elves, the Dwarfs, and the Greenskins (though 
  some might question this last one).  
  Like most higher primates, humans are social animals. However, humans are uniquely adept at utilizing systems of communication for self-
  expression, the exchange of ideas, and organization. Humans create complex social structures composed of many cooperating and competing 
  groups, from families to nations. Social interactions between humans have established an extremely wide variety of values, social norms, and 
  rituals, which together form the basis of human society. With humans present across the world and having adapted to every possible 
  environment, they are currently the Warhammer World's dominant intelligent race. The current population of Men on the Warhammer 
  World numbers in the hundreds of millions.  
  Humans are noted for their desire to understand and influence their environment, seeking to explain and manipulate phenomena through 
  science, philosophy, mythology, and religion. This natural curiosity has led to the development of advanced tools and skills, which are passed 
  down culturally, though cultural stagnation or even retrogression is possible, as the grim history of the Elder Races of the Warhammer World 
  so readily demonstrates.”—Warhammer Wiki  
  Mankind is home to cultures of various nationalities across the world. While the Empire is the dominant human civilization, there are non-the-
  less civilizations from other realms who rise into history, with warriors of such renown their enemies fear to even whisper their names. This fan 
  supplement for Warhammer Fantasy Roleplay 4E provides unique Careers with their own special starting Talents/Traits based on the unique 
  lands they hail from, along with their nation exclusive Careers that make them distinct from those in the Core Book and the Empire in general. 
  Liberties are made regarding lore for some factions lacking details and are added to provide unique mechanics based on real history and 
  mythology. All Nation Races are intended for use for all careers, not just the homebrew careers. Reikspiel is presumed to be known to all 
  characters, and all races are expected to know at least one of their native languages fluently. Alongside these additions brand new Talents, 
  Religions, Lore of Magics and Trappings have been added, including a major expansion to weaponry and new mounts with availability based on 
  its reasonable purchasable status relative to the Empire. 
  Author: Big Boss. Rules Development: Big Boss. Design: Big Boss. Editing: Big Boss. Contributors: CurlyKaizer (Norway), DatOrkBoss 
  (USA), Dork117 (Netherlands), EverXChosen (USA), Papalugy (USA), Seraphicus (USA), Seseta (Spain), TMan (UK) 
  Credits for the inspiration for many career entrees, spells, religions, and more in this companion go to the Warhammer Fantasy Battles 8th Edition 
  community for the fan supplements of Araby, Cathay, Dogs of War, Kingdoms of Ind and Nippon, including Mathias Eliasson and all his 
  contributors on http://warhammerarmiesproject.blogspot.com/. 
  Additional sources of information, quotes and inspiration include the Warhammer.wiki and WHFRP 2E including: Companion, Knights of the 
  Grail, Realm of the Ice Queen and Sigmar’s Heirs. 
  The Chaos Star of Chaos Undivided: This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license:  
  https://creativecommons.org/licenses/by-sa/4.0/deed.en 
   
   
   
  
  2 
   
  Table of Contents: 
   
  Warhammer Nations……………………………………………………………………………………………. (Pages 3-4)  
  Provinces of the Empire………………………………………………………………………………………… (Page 5) 
   
  Regiments of the Empire………………………………………………………………………………………... (Pages 6-7) 
  Empire Knightly Orders Expansion…………………………………………………………………………… (Pages 8-9) 
   
  Bretonnian Knight………………………………………………………………………………………………. (Page 10-13) 
  Kossar……………………………………………………………………………………………………………. (Page 14) 
  Winged Lancer…………………………………………………………………………………………………... (Page 15) 
  Chekist………………………………………………………………………………………………………….... (Page 16) 
  Norscan Mercenary……………………………………………………………………………………………... (Page 17)  
  Norscan Whaler…………………………………………………………………………………………………. (Page 18)  
  Janissary…………………………………………………………………………………………………………. (Page 19)  
  Corsair…………………………………………………………………………………………………………… (Page 20) 
  Desert Rider……………………………………………………………………………………………………... (Page 21) 
  Dervish…………………………………………………………………………………………………………... (Page 22) 
  Mamluk…………………………………………………………………………………………………………. (Page 23)
  Rajput Warrior…………………………………………………………………………………………………. (Page 24) 
  Beast Tamer……………………………………………………………………………………………………... (Page 25) 
  Celestial Dragon Monk…………………………………………………………………………………………. (Page 26) 
  Jinyiwei…………………………………………………………………………………………………………… (Page 27) 
  Swordsaint………………………………………………………………………………………………………. (Page 28) 
  Samurai…………………………………………………………………………………………………………. (Page 29) 
  Ronin……………………………………………………………………………………………………………. (Page 30) 
  Vimto Monk……………………………………………………………………………………………………. (Page 31) 
  Ninja……………………………………………………………………………………………………………... (Page 32) 
  Almogavar………………………………………………………………………………………………………. (Page 33) 
  Conquistador…………………………………………………………………………………………………… (Page 34) 
  Inquisidor………………………………………………………………………………………………………. (Page 35)  
  Diestro…………………………………………………………………………………………………………… (Page 36) 
  Toreador………………………………………………………………………………………………………… (Page 37) 
  Condottieri……………………………………………………………………………………………………… (Page 38) 
  Paymaster………………………………………………………………………………………………………. (Page 39) 
  Sartosan Pirate…………………………………………………………………………………………………. (Page 40) 
  Assassin…………………………………………………………………………………………………………. (Page 41) 
  Highlander………………………………………………………………………………………………………. (Page 42) 
   
  New Talents……………………………………………………………………………………………………… (Pages43-47) 
   
  Divine Lore of Kislev…………………………………………………………………………………………… (Pages 48-50) 
  Lore of Ice………………………………………………………………………………………………………. (Pages 51-52) 
  Divine Lore of Araby…………………………………………………………………………………………… (Page 53) 
  Lore of the Desert………………………………………………………………………………………………. (Pages 54-55) 
  Divine Lore of Ind…………………………………………………………………………………… (Page 56) 
  Divine Lore of Nippon……………………………………………………………………………… (Page 57) 
  New Weapons, Armor, Qualities and Mounts……………………………………………………. (Pages 58-61)
   
   
   
   
   
   
   
   
  
  3 
   
  Warhammer Nations 
   
  Albion 
  Skills: Athletics, Climb, Cool, Endurance, Intimidate, Lore 
  (Albion), Lore (Beasts or Monsters), Melee (Basic), Melee 
  (Polearm), Outdoor Survival, Ranged (Throwing), Stealth (Rural) 
  Talents: Resistance (Mutation), Stone Soup, Strider (Marshes), 
  Warrior Born, Very Strong or Very Resilient 
   
  Araby 
  Skills: Art (Any), Evaluate, Gossip, Haggle, Language 
  (Bretonnian), Language (Indan or Wastelander), Lore (City State), 
  Melee (Basic), Navigation, Pray, Ride (Camel or Horse), Sail 
  Talents: Nimble Fingered or Suave, Read/Write or Craftsman 
  (Any), Resistance (Heat) or Strider (Deserts), City State Trait 
  (Any) 
   
  City State Traits:  
  •Copher: Briber or Dealmaker, One Random Talent 
  •Al-Haikk: Alley Cat or Fast Hands, One Random Talent 
  •El-Kalabad: Two Random Talents 
  •Lashiek: Sea Legs or Sturdy, One Random Talent 
  •Martek: Craftsman (Mining) or Tunnel Rat, One Random Talent 
  •Sudenberg: Linguistics or Numismatics, One Random Talent  
  •Antoch: Marksman or Warrior Born, Prejudice (Bretonnians) 
  •Sartosa: Criminal, One Random Talent 
  •Nomad: Stone Soup, One Random Talent 
   
  Bretonnia (Peasantry)  
  Skills: Animal Care, Charm Animal, Cool, Endurance, Gossip, 
  Haggle, Lore (Dukedom), Lore (Agriculture), Melee (Basic), 
  Ranged (Bow), Ride (Horse), Trade (Farming or Mining) 
  Talents: Nimble Fingered or Very Resilient, Stone Soup, Strong 
  Back, Dukedom Trait (Any) 
  Bretonnia (Nobility) 
  Skills: Charm Animal, Charm, Cool, Gossip, Haggle, Language 
  (Any), Leadership, Lore (Dukedom), Lore (Politics), Melee (Basic 
  or Two-handed), Pray, Ride (Horse) 
  Talents: Noble Blood, Read/Write, Suave or Warrior Born, 
  Dukedom Trait (Any) 
  Dukedom Traits:  
  •L’Anguillian: Deal Maker or Old Salt, One Random Talent 
  •Aquitaine: Coolheaded, One Random Talent 
  •Artois: Hatred (Beastmen), Very Resilient or Very Strong 
  •Bastonne: Stout-Hearted, One Random Talent 
  •Bordeleaux: Carouser or Seas Legs, One Random Talent 
  •Brionne: Artistic or Perfect Pitch, One Random Talent 
  •Carcassonne: Warrior Born, One Random Talent 
  •Couronne: Craftsman (Ferrier) or Trick Riding, One Random 
  Talent 
  •Gisoreux: Seasoned Traveler or Strider (Mountains), One 
  Random Talent 
  •Lyonesse: Cat-tongued or Schemer, One Random Talent 
  •Montfort: Hardy, One Random Talent 
  •Mousillon: Strong-Minded, One Random Talent 
  •Parravon: Animal Affinity or Sixth Sense, One Random Talent 
  •Quenelles: Hatred (Greenskins), One Random Talent 
   
   
   
  Cathay 
  Skills: Art (Any), Charm, Climb, Gossip, Haggle, Language 
  (Indan), Language (Nipponese), Language (Wastelander), 
  Leadership, Lore (Province), Melee (Basic), Ranged (Bow) 
  Talents: Coolheaded or Savvy, Read/Write or Linguistics, 
  Provincial Trait (Any) 
   
  Provincial Traits:  
  •Weijin: Three Random Talents 
  •Nan-Gau: Craftsman (Engineering) or Warrior Born, Two 
  Random Talents 
  •Fu-Chow: Fisherman, Sea Legs, One Random Talent 
  •Shang-Yang: Suave, Two Random Talents 
  •Xianbei: Hatred (Skaven), Warrior Born, One Random Talent 
  •Yuanjin: Coolheaded or Craftsman (Mining), Two Random 
  Talents 
  •Han Kuo: Very Resilient or Very Strong, Two Random Talents 
   
  Estalia 
  Skills: Athletics, Bribery, Charm, Consume Alcohol, Entertain 
  (Storytelling), Gossip, Language (Bretonnian), Language (Tilean), 
  Language (Arabic), Lore (Region), Perform (Jota), Sleight of Hand  
  Talents: Nose for Trouble, Savvy or Suave, Region Trait (Any) 
   
  Region Traits:  
  •Aradón: Coolheaded, Two Random Talents 
  •Catilinia: Cat-Tongued, Two Random Talents 
  •Vanlen: Gregarious, Two Random Talents 
  •Navarr: Mimic, Two Random Talents 
  •Castill: Stout-Hearted, Two Random Talents 
  •Laon: Hardy, Two Random Talents 
  •Gaellica: Field-Dressing, Two Random Talents 
  •Vasconia: Lightning Reflexes, Menacing, One Random Talent 
  •Andal: Craftsman (Trade), Read/Write, One Random Talent 
  •Murc: Beneath Notice, Two Random Talents 
  •Portul: Sharp, Read/Write, One Random Talent 
  •Sartosa: Criminal, Two Random Talents 
   
  Ind 
  Skills: Animal Care, Charm, Cool, Endurance, Gossip, Haggle, 
  Language (Arabyan), Language (Cathayan), Language 
  (Wastelander), Lore (Kingdom), Melee (Basic), Ranged 
  (Throwing) 
  Talents: Lightning Reflexes or Suave, Luck, Resistance (Heat), 
  Kingdom Trait (Any) 
   
  Kingdom Traits:  
  •Kingdom of Bhalluka: Hatred (Demons), One Random Talent 
  •Kingdom of Gandharva: Pure Soul, One Random Talent 
  •Kingdom of Singha: Roughrider or Seasoned Traveler, One 
  Random Talent 
  •Kingdom of Lakshana: Artistic or Nimble Fingered, One 
  Random Roll 
  •Kingdom of Panchala: Two Random Talents 
  •Kingdom of Kosala: Dealmaker, One Random Roll 
  •Kingdom of Kurya: Warrior Born, One Random Talent 
   
   
   
   
   
  
  4 
   
  Kislev (Gospodar) 
  Skills: Animal Care, Charm Animal, Cool, Evaluate, Gossip, 
  Haggle, Language (Norse or Wastelander), Language (Ungol), 
  Leadership, Lore (Kislev), Melee (Basic), Ride (Horse) 
  Talents: Resistance (Cold), Suave or Savvy, Very Resilient or 
  Very Strong, Provincial Trait (Any) 
   
  Kislev (Ungol) 
  Skills: Animal Care, Charm Animal, Cool, Drive, Gossip, 
  Intimidate, Language (Gospodarinyi), Lore (Kislev), Melee 
  (Basic), Melee (Brawling), Outdoor Survival, Ranged (Bow) 
  Talents: Hardy, Resistance (Cold), Marksman or Warrior Born, 
  Provincial Trait (Any) 
   
  Provincial Traits: 
  •Northern Kislev: Night Vision, One Random Talent 
  •Eastern Kislev (Praag): Strong-Minded, One Random Talent 
  •Western Kislev (Erengrad): Old Salt or Sea Legs, One Random 
  Talent 
  •Southern Kislev (City of Kislev): Two Random Talents 
   
  Nippon 
  Skills: Charm, Cool, Gossip, Haggle, Language (Cathayan), 
  Language (Wastelander), Leadership, Lore (Nippon), Melee 
  (Basic), Ranged (Bow), Sail, Swim 
  Talents: Sixth Sense, Warrior Born or Sharp, Clan Trait (Any) 
   
  Clan Traits:  
  •Northern Clans: Suave., Two Random Talents 
  •Eastern Clans: Lightning Reflexes, Two Random Talents 
  •Western Clans: Savvy, Two Random Talents 
  •Southern Clans: Very Resilient, Two Random Talents 
   
  Norsca 
  Skills: Athletics, Climb, Consume Alcohol, Cool, Endurance, 
  Intimidate, Lore (Norsca), Melee (Basic or Two-handed), Outdoor 
  Survival, Perception, Sail, Swim 
  Talents: Big (WHFRP 4E Core Rulebook page. 338), Hardy, 
  Night Vision, Resistance (Cold), Tribe Trait (Any) 
   
  Tribe Traits:  
  •Bjornlings Tribe: Strong Back or Very Strong 
  •Skaelings Tribe: Sharp or Sixth Sense 
  •Sarls Tribe: Lightning Reflexes or Strider (Snow) 
  •Baersonslingers Tribe: Sturdy or Very Resilient 
  •Skeggi Tribe: Coolheaded or Resistance (Corruption) 
   
   
   
   
   
   
   
   
   
   
   
   
  Tilea 
  Skills: Art (Any), Bribery, Charm, Consume Alcohol, Entertain 
  (Storytelling), Gossip, Language (Estalian), Language 
  (Bretonnian), Lore (Politics), Lore (City State), Sail, Sleight of 
  Hand  
  Talents: Gregarious, Read/Write, Sharp or Suave, City State Trait 
  (Any) 
   
  City State Traits:  
  •Remas: Etiquette (Merchants), One Random Roll 
  •Luccini: Etiquette (Cultists), One Random Roll 
  •Trantio: Etiquette (Artists), One Random Roll 
  •Pavona:  Etiquette (Carpenters), One Random Roll 
  •Verezzo: Etiquette (Politicians), One Random Roll 
  •Sartosa: Etiquette (Pirates), One Random Roll 
  •Miragliano: Etiquette (Rat Catchers), One Random Roll 
  •Tobaro: Etiquette (Miners), One Random Roll 
  •New World Colonies: Etiquette (Adventurers), One Random 
  Roll 
   
  Westerland (Marienburg) 
  Skills: Bribery, Charm, Cool, Evaluate, Gossip, Haggle, Language 
  (Arabyan or Bretonnian), Language (Cathayan or Nipponese), 
  Language (Estalian or Tilean), Lore (Westerland), Sail, Trade 
  (Any)  
  Talents: Briber, Deal Maker, Savvy or Suave, Two Random Rolls 
   
   
  Old World Map created by Andreas Blicher 
  
  5 
   
  Provinces of the Empire 
   
  Averland 
  Skills: Animal Care, Charm Animal, Entertain (Speeches),  
  Gossip, Language (Bretonnian), Language (Khazalid), Language 
  (Mootish), Leadership, Lore (Averland), Melee (Basic), Ride 
  (Horse), Trade (Farmer or Miner) 
  Talents: Hatred (Greenskins), Suave, 3 Random Talents 
   
  Hochland 
  Skills: Animal Care, Charm, Cool, Haggle, Lore (Hochland), 
  Melee (Basic), Outdoor Survival, Perception, Ranged 
  (Blackpowder or Bow), Secret Signs (Hunters), Stealth (Rural), 
  Track 
  Talents: Marksman or Sharp, Rover, 3 Random Talents 
   
  Middenland 
  Skills: Athletics, Animal Care, Cool, Endurance, Evaluate, 
  Intimidate, Language (Bretonnian), Language (Wastelander), 
  Leadership, Lore (Middenland), Melee (Basic), Melee (Two-
  handed) 
  Talents: Menacing, Warrior Born or Coolheaded, 3 Random 
  Talents 
   
  Nordland 
  Skills: Consume Alcohol, Cool, Gossip, Haggle, Language 
  (Norse), Language (Wastelander), Lore (Nordland), Melee (Basic), 
  Ranged (Throwing), Row, Sail, Swim 
  Talents: Hardy, Stout-hearted, Very Resilient or Very Strong, 2 
  Random Talents 
   
  Ostermark 
  Skills: Consume Alcohol, Cool, Endurance, Haggle, Intimidate, 
  Intuition, Language (Gospodarinyi), Language (Ungol), 
  Leadership, Lore (Ostermark), Lore (Undead), Melee (Basic or 
  Polearm) 
  Talents: Hatred (Undead), Marksman or Coolheaded, 3 Random 
  Talents 
   
  Ostland 
  Skills: Cool, Endurance, Gamble, Intimidate, Language 
  (Gospodarinyi), Language (Ungol), Lore (Ostland), Melee (Basic), 
  Navigation, Outdoor Survival, Sail, Swim 
  Talents: Stone Soup, Very Resilient, 3 Random Talents 
   
  Reikland 
  Skills: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, 
  Language (Bretonnian), Language (Wastelander), Leadership, Lore 
  (Reikland), Melee (Basic), Ranged (Bow) 
  Talents: Doomed, Savvy or Suave, 3 Random Talents 
   
  Stirland 
  Skills: Bribery, Cool, Evaluate, Gossip, Haggle, Language 
  (Mootish), Leadership, Lore (Stirland), Melee (Basic), Ranged 
  (Bow), Sleight of Hand, Stealth (Rural or Urban) 
  Talents: Hatred (Undead), Savvy or Suave, 3 Random Talents 
   
  Talabecland 
  Skills: Animal Care, Charm Animal, Cool, Gossip, Haggle, Lore 
  (Talabecland), Melee (Basic), Navigation, Outdoor Survival, 
  Perception, Ranged (Bow), Track 
  Talents: Accurate Shot, Marksman, 3 Random Talents 
   
  Wissenland 
  Skills: Animal Care, Cool, Endurance, Haggle, Intuition, 
  Language (Bretonnian), Language (Estalian or Tilean), 
  Leadership, Lore (Wissenland), Melee (Basic), Ranged 
  (Blackpowder), Trade (Farmer or Miner) 
  Talents: Coolheaded, Iron Will, 3 Random Talents 
   
   
  Empire Map created by donheart 
   
  Needpix Public Domain Image  
   
  Landsknechte by Daniel Hopfer, 1530 
   
   
  
  6 
   
  Regiments of the Empire 
   
  “By decree of Magnus the Pious, every province and city-state in 
  the Empire of Man must maintain a State or Provincial Army at its 
  own expense. Together, these regional forces make up the Imperial 
  Army, the force that mans the Empire's fortresses, patrols the 
  Empire's borders, repels the Empire's invaders, and, in many 
  places, acts as local law-enforcement. These soldiers are armed 
  with a variety of weapons, the most common being the Halberd, 
  Sword, and Spear. 
   
  Since its existence, the Empire of Man has always been a nation 
  born and bred for war, fighting off foes uncountable with the will, 
  the steel, and the faith of their patriotic citizenry. With an unending 
  chain of constant warfare, the armies of the Empire are brimmed 
  with grizzled Veterans of many campaigns, each one lead by an 
  even greater man of strength, valor and heroic leaderships. As their 
  nation progress throughout the centuries, innovations and 
  inventions were re-engineered for the use of warfare, with the 
  armies of the Empire now stockpiled with large quantities of 
  devastating black-powder weaponry and the technological marvels 
  of the 25th century.”—Warhammer Wiki 
   
  Through centuries of blood and war, each province has perfected 
  its own unique forms of warfare, each with regiments of renown 
  specializing in different weaponry, tactics and cultures. They are 
  shaped just as much by the heraldry and traditions of their home 
  province as they are by the grim realities of war. While the Empire 
  is a unified force of man and order against the dangers of Chaos, it 
  is its many parts, from Reikland to Ostland, spread across its many 
  provinces that gives it its true edge. It’s its military reflects that 
  quality the most. 
   
  These bonuses are granted to those who select the Soldier Career 
  in the WFRP 4E Core Book (pg. 115) and dedicate themselves to a 
  specific province of the Empire. The bonuses increase as the 
  Soldier PC progresses in their career, starting from Recruit to 
  Officer. Please consult the GM before making any homebrew 
  modifications towards your character. Your character must 
  originate from the Empire and their respective Province, with the 
  exception of Marienburg, to qualify for these Regimental bonuses.  
   
  All Lore Skills and Talents granted to the soldier by their 
  Regiment are treated as if added to their Career and may be 
  purchased and advanced as normal. If you leave your Regiment 
  under any conditions, such as being discharged or changing 
  Careers, you maintain all additional Skills and Talents; however, 
  you will not be eligible to join or maintain employment with any 
  special unit until or during your third Career level, with the 
  exception of Marienburg who hires anyone. 
   
  Altdorf 
  Recruit: You gain the Lore (Reikland) Skill. 
  Soldier: You gain the Nose for Trouble Talent. 
  Sergeant: You gain the Lore (Sigmar) Skill. 
  Officer: You gain the Schemer Talent. 
  Uniform Colors: Red and Blue. 
   
  Averland 
  Recruit: You gain the Lore (Averland) Skill. 
  Soldier: You gain the Etiquette (Dwarfs) Talent. 
  Sergeant: You gain the Lore (Dwarfs or Greenskins) Skill. 
  Officer: You gain the Combat Reflexes Talent. 
  Uniform Colors: Yellow and Black. 
   
  Hochland 
  Recruit: You gain the Lore (Hochland) Skill. 
  Soldier: You gain the Sharpshooter Talent. 
  Sergeant: You gain the Lore (Blackpowder) Skill. 
  Officer: You gain the Sniper Talent. 
  Uniform Colors: Red and Green. 
   
  Marienburg 
  Recruit: You gain the Lore (Westerland) Skill. 
  Soldier: You gain the Dog of War Talent. 
  Sergeant: You gain the Lore (Taxes) Skill. 
  Officer: You gain the Wealthy Talent. 
  Uniform Colors: Red, Blue and Yellow. 
   
  Middenland 
  Recruit: You gain the Lore (Middenland) Skill. 
  Soldier: You gain the Strike Mighty Blow Talent. 
  Sergeant: You gain the Lore (Beastmen or Ulric) Skill. 
  Officer: You gain the Resolute Talent. 
  Uniform Colors: Blue and White. 
   
  Nordland 
  Recruit: You gain the Lore (Nordland) Skill. 
  Soldier: You gain the Sea Legs Talent. 
  Sergeant: You gain the Lore (Manann or Norscans) Skill. 
  Officer: You gain the Old Salt Talent. 
  Uniform Colors: Blue and Yellow. 
   
  Nuln 
  Recruit: You gain the Lore (Wissenland) Skill. 
  Soldier: You gain the Craftsman (Bladesmith or Gunsmith) 
  Talent. 
  Sergeant: You gain the Lore (Armory) Skill. 
  Officer: You gain the Master Tradesman (Bladesmith or 
  Gunsmith) Talent. 
  Uniform Colors: Black. 
   
  Ostermark 
  Recruit: You gain the Lore (Ostermark) Skill. 
  Soldier: You gain the Menacing Talent. 
  Sergeant: You gain the Lore (Morr or Undead) Skill. 
  Officer: You gain the Relentless Talent. 
  Uniform Colors:  Purple and Yellow or White. 
   
  Ostland 
  Recruit: You gain the Lore (Ostland) Skill. 
  Soldier: You gain the Hardy Talent. 
  Sergeant: You gain the Lore (Beastmen or Norscans) Skill. 
  Officer: You gain the Robust Talent. 
  Uniform Colors: Black and White. 
   
  Reikland 
  Recruit: You gain the Lore (Reikland) Skill. 
  Soldier: You gain the Blather Talent. 
  Sergeant: You gain the Lore (Empire) Skill. 
  Officer: You gain the Master Orator Talent. 
  Uniform Colors: White. 
   
  Stirland 
  Recruit: You gain the Lore (Stirland) Skill. 
  Soldier: You gain the Rover Talent. 
  Death Jacks: You gain the Lore (Undead) Skill. 
  Officer: You gain the Resistance (Disease) Talent. 
  Uniform Colors:  Green and Yellow. 
  
  7 
   
   
  Talabecland 
  Recruit: You gain the Lore (Talabecland) Skill. 
  Soldier: You gain the Orientation Talent. 
  Sergeant: You gain the Lore (Riverways) Skill.  
  Officer: You gain the River Guide Talent. 
  Uniform Colors: Red and Yellow. 
   
  Talabheim 
  Recruit: You gain the Lore (Talabecland) Skill. 
  Soldier: You gain the Strider (Woodlands) Talent. 
  Sergeant: You gain the Lore (Taal) Skill. 
  Officer: You gain the Fleet Footed Talent. 
  Uniform Colors: Red and White. 
   
  Wissenland 
  Recruit: You gain the Lore (Wissenland) Skill. 
  Soldier: You gain the Strong-minded Talent. 
  Sergeant: You gain the Lore (Dwarfs) Skill. 
  Officer: You gain the Pure Soul Talent. 
  Uniform Colors: Grey and White. 
   
  Regiments of Renown 
   
  While most Empire troops wear their provincial or city-state 
  colors, there are notable exceptions that do not follow this 
  tradition. Some regiments have performed legendry feats on past 
  battlefields that are forever commemorated by a symbolic change 
  of uniform design or color. Other unorthodox formations adopt the 
  style of a maverick leader or develop their own heritage over the 
  course of long campaigning. Age-old enemies, unique fighting 
  tactics, or even a chance to embellish their own mythic reputation 
  have all been reason enough for regiments to adopt non-standard 
  colors and symbols. 
   
  At your third Career level, some provinces gain the option for you 
  to enlist in a special Regiment based on your skill, performance or 
  reputation on the battlefield, and possibly your Province of origin, 
  providing you an additional Talent to purchase and a unique 
  trapping upon enlistment. However, your Career 3 rank is reverted 
  to Soldier, as you are abandoning a potential promotion as a 
  Sergeant to join a more elite unit, but your Social Status for Career 
  3 remains the same. You will still have access to all Skills and 
  Talents available at Career 3 and 4, including the Regiment Skills 
  and Talents from your home province, but you gain none of the 
  Trappings received at Career 3 and you still receive orders on the 
  same level as a Career 2 Soldier. You will regain your authority 
  once you progress to Career 4 as an Officer, and all Trappings as 
  listed are granted as normal.  
   
  Some special Regiments only recruit locally, while others recruit 
  anyone who has proven themselves in a way sufficient enough to 
  be worthy of enlisting. It is the GM’s discretion as to who, why 
  and how the PC is allowed to join. 
   
  Altdorf Company of Honor 
  Province: Altdorf/Reikland. 
  Trappings: Reiksplate Cuirass, Yellow Plumed Helm. 
  Talent: You gain the Commanding Presence Talent. 
  Uniform Colors: Red and Blue. 
   
   
   
   
   
  Carroburg Great Swords 
  Province: Middenland/Reikland. 
  Trapping: Carroburg Greatsword. 
  Talent: You gain the Combat Master Talent. 
  Uniform Colors: Red and Silver. 
   
  Death Jacks 
  Province: Stirland. 
  Trapping: Death Jack Bow. 
  Talent: You gain the Deadeye Shot Talent. 
  Uniform Colors: Green, Yellow and Red. 
   
  Fireloques of Ferlangen 
  Province: Ostland. 
  Trappings: Bone Charms, Quality Handgun. 
  Talent: You gain the Accurate Shot Talent. 
  Uniform Colors: Black and White. 
   
  Gründel’s Defenders  
  Province: Wissenland. 
  Trappings: Any Rare Polearm, Large Shield. 
  Talent: You gain the Iron Jaw Talent. 
  Uniform Colors: Black and Red. 
   
  Helhunten’s Redeemers 
  Province: Stirland. 
  Trappings: Religious Symbol, Silver Bullets or Bolts or Arrows, 
  Silvered Melee Weapon (Any), Wooden Stakes. 
  Talent: You gain the Hatred (Undead) Talent. 
  Uniform Colors: Black and Tan. 
   
  Sterntower Marksmen 
  Province: Wissenland. 
  Trappings: Signal Flares, Quality Handgun or Heavy Crossbow. 
  Talent: You gain the Sniper Talent. 
  Uniform Colors: Grey, White and Red.  
   
  The Death’s Heads 
  Province: Ostermark. 
  Trappings: Metal Skull Mask, Quality Halberd or Large Shield.  
  Talent: You gain the Fearless (Undead) Talent. 
  Uniform Colors: Black, Red and Yellow. 
   
  The Swords of Ulric 
  Province: Middenland. 
  Trappings: Quality Sword or Axe or Hammer, Yellow Shield 
  with Ulric’s Symbol. 
  Talent: You gain the Strike to Injure Talent. 
  Uniform Colors: Blue and White. 
   
  Van Klumpf’s Buccaneers 
  Province: Marienburg. 
  Trapping: Any Exotic Item, 100 GC. 
  Talent: You gain the Sea Legs Talent. 
  Uniform Colors: Red, Blue and Yellow. 
   
  Von Kragsburg Guard 
  Province: Averland. 
  Trapping: Any Two Rare Items, 50 GC. 
  Talent: You gain the Dog of War Talent. 
  Uniform Colors: Yellow and Black. 
   
  
  8 
   
  Knightly Orders of the 
  Empire 
   
  “The Knightly Orders of the Empire are a heroic brotherhood of 
  armored warriors who ride into battle atop mighty barded 
  warhorses and sometimes other, more exotic creatures into battle. 
  Knights are magnificent figures, clad in gleaming Full Plate Armor 
  crafted by Dwarfen smiths, armed with weaponry of the finest 
  quality. To become a Knight is also to become one of the most 
  elite warriors the Empire has to offer.  
   
  Because the cost of individual knightly training is prohibitively 
  expensive, many sons of the Imperial nobility choose to join one of 
  the many brotherhoods located throughout the Empire to progress 
  through society, and as such, the Knightly Orders come in many 
  different shape and sizes. Some of these Orders, like the Knights 
  Griffon, only recruit from the local nobility, while others become 
  templars of a particular Imperial deity, such as the zealous Knights 
  of Sigmar's Blood or the Knights of the White Wolf. Some are well 
  known throughout the Empire, while others are quite small, 
  relatively unknown sects valiantly doing their part to make the 
  Empire a safer place for Men to live.  
   
  Although the common people might find little distinction between 
  the many Knight Orders of the Empire, upon closer observation, 
  one will realize that there are two distinct types of Knightly Orders 
  within the Empire itself. These types are divided between the 
  common Secular Orders (An Order of Knights with no specific 
  allegiance to a Ruler or Religion), and a Templar Order (An 
  Order founded for the purpose of servitude to a particular god).”—
  Warhammer Wiki 
   
  These bonuses are granted to those who select the Knight Career in 
  the WFRP 4E Core Book (pg. 111) and dedicate themselves to a 
  specific order of knights. The bonuses increase as the Knight PC 
  progresses in their career, starting from Squire to Knight of the 
  Inner Circle. Please consult the GM before making any homebrew 
  modifications towards your character. Your character must 
  originate from the Empire to qualify for these Orders. Weapon 
  Skill bonuses apply to all weapons listed, not just one. Weapon 
  Skill bonuses do not stack with multiple weapons that grant the 
  same bonus within the same order: Hammer + Shield ≠ +20 WS. 
   
  All Lore Skills and Talents granted to the knight by their Orders 
  are treated as if added to their Knight Career and may be purchased 
  and advanced as normal. If you leave your Order under any 
  conditions, such as being excommunicated or leaving of your own 
  will, you lose the WS Bonuses, ability to purchase your additional 
  Talents if not already purchased, and the final abilities you unlock 
  at First Knight. 
   
  Order of the Blazing Sun 
  Squire: You gain the Lore (Myrmidia) Skill. 
  Knight: You gain a +10 to your WS Tests when using Lances or 
  Spears. 
  First Knight: You gain the Fearless (Everything) Talent. 
  Knight of the Inner Circle: Any Spears you wield automatically 
  gain the Spear of Myrmidia Miracle at the start of an encounter. 
  Heraldry: Black and Gold, The Sun Emblem. 
   
   
   
  Knights of the White Wolf 
  Squire: You gain the Lore (Ulric) Skill. 
  Knight: You gain a +10 to your WS Tests when using any One 
  and Two-handed Hammers or Axes. 
  First Knight: You gain the Hatred (Beastmen) and Hatred 
  (Greenskins) Talent. 
  Knight of the Inner Circle: Any Axes you wield automatically 
  gain the Winter’s Bite Miracle at the start of an encounter. 
  Heraldry: White and Gold, Fur-Pelts and Wolf Sigils. 
   
  Order of the Black Bear 
  Squire: You gain the Lore (Monsters) Skill. 
  Knight: You gain a +10 to your WS Tests when using any 
  Polearms. 
  First Knight: You gain the Slayer Talent. 
  Knight of the Inner Circle: You now deal two Critical Wounds 
  on any Monster after a successful Melee Attack that deals a 
  Critical Hit. You also ignore the Impenetrable Quality for all 
  Critical Hits. 
  Heraldry: Black and Red, Bear Paw Sigil. 
   
  Knights Griffon 
  Squire: You gain the Lore (Sigmar). 
  Knight: You gain a +10 to your WS Tests when using any One-
  handed and Two-handed Swords or Swordbreakers. 
  First Knight: You gain the Hatred (Demons) Talent. 
  Knight of the Inner Circle: You now deal two Critical Wounds 
  on any Servants of Chaos after a successful Melee Attack that 
  deals a Critical Hit. You also ignore the Impenetrable Quality for 
  all Critical Hits. 
  Heraldry: Black and Yellow, with Blue, Green, and Burgundy 
  Plumes, Griffon Sigil. 
   
  Knights Panther 
  Squire: You gain the Lore (Beastmen) and Lore (Mutants) Skills. 
  Knight: You gain a +10 to your WS Tests when using Lances, 
  Flails or any Hand Weapons. 
  First Knight: You gain the Hatred (Beastmen), Hatred (Mutants) 
  and Hatred (Chaos Cultists) Talents. 
  Knight of the Inner Circle: You gain the Champion Trait when 
  fighting your most hated foes. 
  Heraldry: Blue and Gold, Panther Sigil. 
   
  Grand Order of the Reiksguard 
  Squire: You gain the Lore (Empire) Skill. 
  Knight: You gain a +10 to your WS Tests when using any Lances, 
  Two-handed Swords or Shields. 
  First Knight: You gain the Drilled Talent. 
  Knight of the Inner Circle: You gain a permanent +10 
  Fellowship and +10 Willpower to your characteristics (these count 
  as Talent Advances); moreover, you may choose 3 Empire 
  Province Racial Skills to give a free +5 Advances to. 
  Heraldry: White and Red, The Emperor’s sigil. 
   
  Templars of the Everlasting Light 
  Squire: You gain the Lore (Chaos) Skill. 
  Knight: You gain a +10 to your WS Tests when using Lances or 
  Polearms. 
  First Knight: You gain the Fearless (Everything) Talent. 
  Knight of the Inner Circle: In your hands, all lances count as 
  magic weapons and do +2 additional damage while mounted and 
  Charging. They also lose the Improvised Weapon effect if used on 
  a round you haven’t Charged. If you wield a lance that is already 
  magical, its damage is increased by +1. 
  Heraldry: Lit Candles, Forked Candle Flames. 
  
  9 
   
  Order of the Broken Sword 
  Squire: You gain the Lore (Beastmen) and Lore (Mutants) Skills. 
  Knight: You gain a +10 to your WS Tests when using any One or 
  Two-handed Swords. 
  First Knight: You gain the Hatred (Beastmen) Talent. 
  Knight of the Inner Circle: At the start of each encounter against 
  Servants of Chaos, you may reverse the dice of any Opposed 
  Melee Test, if it will help you succeed, up to three times each 
  encounter. 
  Heraldry: Silver, Gold, Red and Blue, Skull and Sword Symbol. 
   
  Order of the Sacred Scythe 
  Squire: You gain the Lore (Morr) and Lore (Undead) Skills. 
  Knight: You gain a +10 to your WS Tests when using any 
  Halberds or Flails. 
  First Knight: You gain the Hatred (Undead) Talent. 
  Knight of the Inner Circle: You now deal two Critical Wounds 
  on any Undead on a Melee Attack that deals a Critical Hit. You 
  also ignore the Impenetrable Quality for all Critical Hits. 
  Heraldry: Black, Skull Sigil. 
   
  Knights of Sigmar’s Blood 
  Squire: You gain the Lore (Sigmar) Skill. 
  Knight: You gain a +10 to your WS Tests when using Lances or 
  Flails. 
  First Knight: You gain the Hatred (Any) Talent. 
  Knight of the Inner Circle: You gain the Tough and Fast Traits. 
  Heraldry: Silver and Red, Sigmar Sigil. 
   
  Knights of Morr 
  Squire: You gain the Lore (Morr) Skill. 
  Knight: You gain a +10 to your WS Tests when using Halberds or 
  Two-handed Swords. 
  First Knight: You gain the Hatred (Undead) and Hatred (Witches) 
  Talents. 
  Knight of the Inner Circle: You gain the Champion Trait when 
  fighting your most hated foes. 
  Heraldry: Black, Sigil of a Skeleton Wielding a Scythe. 
   
  Order of the Golden Lion 
  Squire: You gain the Lore (Greenskins) and Lore (Sigmar) Skills. 
  Knight: You gain a +10 to your WS Tests when using Spears or 
  Shields. 
  First Knight: You gain the Hatred (Greenskins) Talent. 
  Knight of the Inner Circle: At the start of each encounter against 
  Greenskins, you may reverse the dice of any Opposed Melee Test, 
  if it will help you succeed, up to three times each encounter. 
  Heraldry: Grey and Red, Gold Lion Sigil. 
   
  Knights Encarmine 
  Squire: You gain the Lore (Politics) and Lore (Etiquette) Skills. 
  Knight: You gain a +10 to your WS Tests when using Rapiers or 
  Swordbreakers. 
  First Knight: You gain the Dual Wielder and the Ambidextrous 
  Talents. 
  Knight of the Inner Circle: You are Immune to Psychology. 
  Heraldry: Red Armor, Red, White and Green Plumage and 
  Myrmidian Symbol. 
   
  Order of the Hammer of Sigmar 
  Squire: You gain the Lore (Greenskins) and Lore (Sigmar) Skills. 
  Knight: You gain a +10 to your WS Tests when using any One or 
  Two-handed Hammers or Flails. 
  First Knight: You gain the Hatred (Greenskins) Talent. 
  Knight of the Inner Circle: You gain the Champion Trait when 
  fighting your most hated foes. 
  Heraldry: Grey, White and Red, Hammer Sigil. 
   
  Order of the Fiery Heart 
  Squire: You gain the Lore (Chaos) and Lore (Sigmar) Skills. 
  Knight: You gain a +10 to your WS Tests when using any One-
  handed or Two-handed Hammers or Shields. 
  First Knight: You gain the Hatred (Chaos Cultists) and Hatred 
  (Greenskins) Talent. 
  Knight of the Inner Circle: Any Hammers you wield 
  automatically gain the Sigmar’s Fiery Hammer Miracle at the start 
  of an encounter. 
  Heraldry: White Surcoats, Red Heart Symbol with Black Cross 
  Emblem. 
   
  Order of the Black Rose 
  Squire: You gain the Lore (Undead) Skill. 
  Knight: You gain a +10 to your WS Tests when using any 
  Polearms. 
  First Knight: You gain the Hatred (Undead) Talent. 
  Knight of the Inner Circle: At the start of each encounter against 
  Undead, you may reverse the dice of any Opposed Melee Test, if it 
  will help you succeed, up to three times each encounter. 
  Heraldry: Black and Red, Black Rose with Green Stem Against a 
  Red Field Symbol. 
   
  Order of the Reikshammer 
  Squire: You gain the Lore (Reikland) and Lore (Ubersreik) Skills. 
  Knight: You gain a +10 to your WS Tests when using any Hand 
  Weapons with a Shield, Halberds or Two-handed Swords. 
  First Knight: You gain the Hatred (Skaven), Hatred (Norscans) 
  and Hatred (Beastmen) Talents. 
  Knight of the Inner Circle: When outnumbered in melee, the 
  knight gains the same Combat Difficulty Modifiers to hit as their 
  enemies would. This bonus applies even if the knight has the 
  Combat Master Talent, which would deny their enemies the 
  outnumbering bonus. 
  Heraldry: Black, White and Red, Ubersreik’s Sigil. 
   
  Arms of Edinburgh and Arms of Manchester by Arthur Charles 
  Fox-Davies, 1909 
         
   
          Spanish Heraldry by Philip II, 25 November 1566 
  
  10 
   
  Bretonnian Knight 
  Bretonnian Noble 
  Bretonnia is a nation that prides itself on the idea of chivalry and 
  honor. Since the ancient human tribes of the Bretonni first set lands 
  in the great country we know as Bretonnia, its people strong an 
  independent from the Empire founded under the great warrior 
  Sigmar. Under their own rulership they built a powerful feudal 
  system with its backbone lying with the numerous noble knights 
  that defend the realm with martial skill and honor in combat. 
   
  Since Bretonnia’s unification under the great Gilles and the 
  Companions, there is a near constant call to arms, as Knight 
  Errants pour out of every dukedom ready to serve the Lady of the 
  Lake. The legendary heavy cavalry of Bretonnia is said to share no 
  equal, though many have tried, and through centuries of bloodshed 
  and constant war they have proven time and again to hold true that 
  status. From giant beasts to roaring hoards of Greenskins and 
  Beastmen, it is both an honor and a necessity for valiant knights to 
  fight all horrors in martial combat that seek to challenge them and 
  to give their lives defending the people of the realm of Bretonnia. 
   
  At an early age young pages are picked from the nobility and 
  trained in the art of warfare and swordsmanship. After years of 
  education and training as a squire, they are ready to be granted the 
  status as a Knight Errant, the first line of Bretonnia’s defense 
  against evil. They serve their duty proudly, with lance in hand, and 
  after much experience in war, travel and an eagerness to serve the 
  Lady, the lucky few manage to gain the title of Knight of the 
  Realm. These greater protectors of Bretonnia make up the core of 
  the Bretonnian military and serve unquestioningly and are the most 
  common members of the ruling elite, holding their own portions of 
  land to protect with their life. 
   
  However, the most pious, honorable and distinguished knights 
  require more. The most devoted to the Lady take up the Quest for 
  the Grail putting down their lance and swearing never again to 
  raise it until their quest has been complete and they have become 
  the greatest of their Lady’s chosen protectors—Grail Knights. 
  These Questing Knights are those nobles who are seeking the 
  attention of their patron goddess, the Lady of the Lake, in hopes of 
  acquiring her blessing to obtain the status of a Grail Knight. Living 
  a solitary existence, these men strive to prove themselves to the 
  Lady, performing good deeds, slaying foul beasts, and aiding the 
  armies of Bretonnia when in times of peril. 
   
  The quest is long, harsh and brutal, but if succeeded those knights 
  who prove themselves the most pure and worthy drink from the 
  grail given by the Lady, and if they survive, they become her Grail 
  Knights. These Knights are the very pinnacle of Bretonnian 
  chivalry, honor, and bravery. Those Questing Knights who have 
  drunk from the Holy Grail are blessed with the powers of the Lady 
  and have thus been proven worthy to become Grail Knights. To 
  obtain the position of a Grail Knight is the ultimate goal for all 
  knights, and to become one is to be the very embodiment of a holy 
  warrior. It is said that these knights are the greatest of mankind's 
  warriors to walk the earth. 
   
   
  "I give my body, heart and soul, to the Lady whom I seek. No 
  plea for help shall find me wanting. No obstacle will stand before 
  me. No evil will taint the lands bequeathed unto me. When the 
  clarion call is sounded, I will ride out and fight in the name of 
  Liege and Lady. That which is sacrament, I shall preserve. That 
  which is sublime, I will protect. That which threatens, I will 
  destroy, for my holy wrath will know no bounds. Honour is all. 
  Chivalry is all. Rejoice, for we, the Knights of Bretonnia... will be 
  your shield."  
  —The combined vows of the Knights of Bretonnia. 
  Bretonnian Knight Advance Scheme  
  Starting Characteristics: Weapon Skill, Strength, 
  Agility and Intelligence 
  Career Rank 2 Characteristic: Willpower 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Toughness 
  WS 
  BS 
   S 
   T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
    
   
   
   
   
   
   
   
   
   
   Knight Errant—Gold 1 (Warrior) 
  Skills: Athletics, Animal Care, Lore (Heraldry), Lore (The Lady), 
  Melee (Basic), Melee (Cavalry), Pray, Ride (Horse) 
  Talents: Etiquette (Nobles or Cultists), Roughrider, Sturdy, 
  Knightly Virtue 
  Trappings: Destrier with Saddle and Tack, Full Mail Armor with 
  Helm, Hand Weapon, Shield, Tabard Depicting Dukedom 
   
   Knight of the Realm—Gold 3 
  Skills: Cool, Dodge, Endurance, Intimidate, Language 
  (Battle), Melee (Flail or Two-handed)  
  Talents: Bless (The Lady), Fearless (Everything), Shieldsman, 
  Strike Mighty Blow  
  Trappings: Horse Barding, Land in Bretonnia (Several Acres), 
  Servants 
   
   Questing Knight—Silver 3 (Gains Virtue of the Quest) 
  Skills: Charm, Consume Alcohol, Heal, Leadership 
  Talents: Holy Visions, Seasoned Traveler, Stout-hearted, 
  Unshakeable  
  Trappings: Quality Melee Weapon (Any), Your Grail Quest 
   
   Grail Knight—Gold 10 (Removes Virtue of the Quest) 
  Skills: Lore (Warfare), Ride (Hippogryph or Pegasus) 
  Talents: Grail Virtue, Inspiring, Iron Will, Strike to Injure  
  Trappings: Best Quality Weapon (Any), Best Quality Plate Armor 
  and Helm, Religious Relic, Tabard with Grail Heraldry 
   
   
  Romance of King Arthur, Sir Lancelot & Dragon, 1917 
  
  11 
   
  A True Knight of Bretonnia 
   
  Blessings of the Lady:  
  Battle 
  Courage 
  Fortune 
  Might 
  Protection 
  Righteousness 
   
  Knightly Virtue  
  Max: 4 
  You may select one virtue per Talent level. This Virtue cannot be 
  retracted or upgraded, and you may purchase one additional virtue 
  per Career Advancement. Once you select a Virtue you are 
  beholden to the Bretonnian Code of Chivalry and must abide by its 
  Seven Commandments and Rules of Honor, or suffer Sin Points: 
   
  Seven Commandments 
  • To serve the Lady of the Lake.  
  • To defend the domains entrusted to them.  
  • To protect the weak and fight for the right.  
  • Always to fight the enemies of virtue and order.  
  • Never to give up the fight until the foe be defeated.  
  • Never to break faith with a friend or ally.  
  • Always to display honor and courtesy. 
   
  Rules of Honor 
  • A knight may only fight hand-to-hand, with sword or lance; they 
  may not use a missile weapon.  
  • A knight shall always accept a challenge towards personal 
  combat.  
  • A knight shall not draw sword against their fellow Bretonnian 
  knights, except in trial by combat or within a tournament.  
  • A knight shall not allow themselves to be captured alive.  
  • A knight shall not flee from the enemy, nor retreat without proper 
  tactical cause. 
   
  Virtue of Audacity - If an opponent’s Strength Bonus is higher 
  than yours, use its value in place of your own for the purpose of 
  calculating Damage. If your SB is higher, ignore 1 TB from your 
  enemy per 2 SB you have over theirs. 
  Virtue of Confidence - Whilst engaged in combat, as an Action 
  you may issue a Challenge to a single opponent. Most targets of 
  the Challenge are not obligated to accept the Challenge (though 
  many do); Knights with any Virtue Talent must accept. For the 
  duration of the challenge, you deal +1 Damage with your melee 
  weapon attacks. Whilst engaged in a Challenge, you may not 
  Challenge a new opponent in that combat until the first is defeated 
  or has fled the battle. You must direct all attacks towards the 
  challenged opponent until either you or they are defeated. 
  Virtue of Discipline - It is no easier to attack you when you are 
  outnumbered. With this virtue, you negate any Combat Difficulty 
  Modifiers your opponents would gain due to outnumbering you. 
  This virtue does not negate any other circumstantial bonuses. 
  Virtue of Duty - You may pledge loyalty to up to three other 
  characters. When you fight alongside those characters, they each 
  gain a +5 bonus to their Weapon Skill characteristics. Unless all of 
  them are present in a battle, you take a –10 penalty to your 
  Weapon Skill Characteristic. This effect does not stack with other 
  Virtue of Duty’s. 
   
   
  Virtue of Empathy – You are a true hero of the common people. 
  Add the Etiquette (Peasantry) Talent to any career you enter; 
  moreover, your bonuses when influencing others of lower Status 
  are doubled (WHFRP 4E Core Rulebook Page. 51). Other knights 
  do not think less of you for talking with your social inferiors. 
  (They may think less of you for choosing this path in the first 
  place, however.) 
  Virtue of Heroism - You excel at hand-to-hand combat and your 
  hits can prove deadly. Whenever you roll +6 SL or more on a 
  Successful Melee Test, you may choose to forgo the additional 
  Damage to automatically inflict a Critical Hit instead. When using 
  the Virtue of Heroism in conjunction with an Impact or Damaging 
  Weapon, the Impact or Damaging Quality do not apply. 
  Virtue of the Ideal - You are considered the pinnacle of what it 
  means to be “Bretonnian”. You may choose an additional 3 
  Bretonnian Noble Species Skills not previously taken to give free 
  +3 Advances to and roll on the Random Talent Table for an 
  additional Talent. 
  Virtue of the Impetuous Knight - Charge Attack has double its 
  normal Movement distance for you. In addition to the normal +1 
  Advantage, you also gain a +1 bonus on the Damage of your 
  attack. All normal conditions on a Charge Attack apply. 
  Virtue of the Joust – You gain +20 WS when using a Lance. 
  Virtue of Knightly Temper - If you successfully wound an 
  opponent at the end of a Charge Attack, you may immediately 
  make another free attack against the same opponent. This attack 
  costs no actions but is otherwise the same as a Standard Attack. 
  You are not required to make this attack (for example, if the 
  opponent is already dead). 
  Virtue of Noble Disdain - You gain a +20 bonus to your Weapon 
  Skill when fighting characters who have used a missile weapon 
  against you or your allies. You take a permanent –20 penalty to 
  your Ballistic Skill characteristic due to your loathing for such 
  cowardly means even by your allies. 
  Virtue of the Penitent - You may not use magic items or ride 
  steeds other than a horse. Any weapon you wield counts as 
  magical, and the Critical Value of any Critical Hit roll made 
  against you is reduced by -10. A Critical Hit with a value of 0 has 
  no effect. 
  Virtue of Purity - You invoke the Gifts of the Lady with utmost 
  purity. You are amongst her most devout and pious of champions, 
  channeling her will on the battlefield like a true paladin of 
  Bretonnia! If you roll a successful Pray Test, you can choose to 
  either use your rolled SL, or the number rolled on your units die. 
  Virtue of Stoicism - You may re-roll any failed Fear or Terror 
  Test, or any failed Test to resist Intimidation. If the re-roll 
  succeeds, ignore the first failure. 
   
  Two crowns by Frank Bernard Dixie, 1900 
  
  12 
   
  Becoming a Questing 
  Knight 
   
  Virtue of the Quest - This Talent has several effects, but they only 
  apply whilst the character is in the career of the Questing Knight. 
  If they complete the career and move on or abandon it to take up a 
  different basic career, the effects of the Talent lapse. If the 
  character completes the career and becomes a Grail Knight, the 
  Talent is lost altogether. If they simply abandoned the Quest, they 
  retain the Talent receiving endless visions, and if the knight re-
  enters the Questing Knight career its effects apply once more. 
  Description: You take a –50 penalty to your Weapon Skill 
  characteristic if you have a lance. Questing Knights renounce the 
  use of that weapon, and those with the Virtue of the Quest find it 
  hard to break that pledge; moreover, any worldly possessions they 
  hold are abandoned (aside from their adventuring gear, steed, 
  weaponry and armor), be it donating all their money to a nearby 
  Grail Chapel and renouncing any controlled land until their quest is 
  complete. You receive visions that direct your quest. These visions 
  lead you to the places where you should be, which normally means 
  that they lead you into danger. At any time, you may call upon 
  your strength of purpose to give you succor. As an Action, you 
  may spend a Fortune Point to heal 1d10+WPB of your own 
  Wounds.  
   
  Becoming a Grail Knight 
   
  The Grail Quest: The Questing Knight’s quest is a defining 
  feature of the how the character plays each session, both 
  mechanically and during roleplaying. It must provide a sufficient 
  challenge in order for the knight to logically complete the Questing 
  Knight career and to enter the Grail Knight career, and the 
  adventures included should have more significance than the defeat 
  of random fringe bands of bandits, greenskins or a monster. Once 
  the character has reached the point of advancement from Questing 
  Knight to Grail Knight, they should be put under one last 
  significant task by The Lady, usually consisting of 3-5 or more 
  sessions of story content leading to their final encounter with The 
  Green Knight. 
  Significance 
  There are many different types of significance which suit different 
  styles of play. In one example, the Questing Knight could unearth 
  and defeat a significant threat to the land of Bretonnia be it internal 
  or outside its borders: 
   
  For example: This might be a secretive underground Chaos or 
  Necromancy cult hiding in a major city or large town, an Orc 
  warlord ravaging the local populace--possibly the beginning of an 
  Orc WAAAGH!!!, a Bestigor gathering a war herd, or even a 
  Norscan raiding party being led by a potential Chosen of the Chaos 
  Gods unleashing carnage in their names.  
   
  Another method could have the events of the quest force the 
  Questing Knight to face their weaknesses or past mistakes. Thus, a 
  knight who failed to defend a village against an Orc attack might 
  find themselves placed to defend a different village from a horde 
  of Beastmen. On the other hand, a knight with a tendency to lose 
  their temper might find themselves forced to calmly negotiate 
  peace between two nobles or warring factions who hate each other 
  and have nothing but contempt for the Questing Knight and their 
  companions.  
   
  Whilst other player characters may be involved, they are 
  essentially following the knight on their quest. If the Questing 
  Knight is uncovering a major threat to the land, then it’s the sort of 
  thing adventurers do anyway. If they’re facing their own flaws, the 
  other characters may feel a bit left out, so considering bridging the 
  knight’s personal journey with one or more of their companions. 
  Perhaps the knight failed to protect one of them in a past encounter 
  causing them to lose an eye or an arm, or gain a Corruption Point? 
  The best thing to do here is talk to the players and see what they 
  would be happiest doing. 
   
  The Green Knight 
  The final part of the quest, the confrontation with the Green 
  Knight, is for the Questing Knight alone. The combat with the 
  Green Knight could be a purely symbolic gesture if the Questing 
  Knight has saved Bretonnia from a major threat, or it could be a 
  test of whether or not the knight has the skill to back up their acts 
  of chivalry. At this point it is up to the GM how to proceed. The 
  Green Knight is one of, if not the most skilled duelist in 
  Warhammer Fantasy, besting innumerable foes and being virtually 
  immortal; however, his stats don’t need to reflect this fact. The 
  Green Knight is a test, just like any of the tests sent by The Lady to 
  her loyal knights during the rest of their Quest. It is recommended, 
  if you stat the Green Knight, that he acts as a counter to the knight 
  PC, with his Characteristics, Trappings and Talents being nearly 
  identical. Once the duel is finished (preferably in victory) the final 
  step with the Grail Quest is all that remains. 
   
  The Lady of the Lake 
  The meeting with the Lady is a dramatic event. Lights shine from 
  the lake that you meet her by. The Lady, dazzlingly beautiful, 
  walks across water and through the mists holding the Grail for the 
  knight to drink, and as the character drinks from the Grail they see 
  the whole world in a new divine way. The Questing Knight hears 
  the stories of the encounters between the greatest of Bretonnia’s 
  heroes, including the Grail Companions, and the Green Knight and 
  the Lady. Their encounters include elements from the stories made 
  from the experiences of the Questing Knight and the party they 
  accompany, making it clear that the knight’s journey and 
  friendship is just as much a part of the same tradition since 
  Bretonnia’s unification. After this ceremony is concluded, the PC 
  may select a Grail Virtue, assuming they have purchased at least 
  one Knightly Virtue. 
   
   
  Knight Jousting Tournament Vintage by Karen Arnold 
  
  13 
   
  Grail Virtue  
  Max: 1 
  You may select one Grail Virtue after advancing to Grail Knight. 
  This virtue cannot be retracted or upgraded and requires you’ve 
  acquired the Knightly Virtue of the same name: You cannot 
  acquire the Grail Virtue of Audacity for instance without first 
  acquiring the Knightly Virtue of Audacity. You gain a permanent 
  +5 bonus to your Strength and Toughness Characteristics; this does 
  not count towards your Advances; moreover, you gain the 
  Regenerate Trait and the Immunity (Corruption, Disease, Fatigue, 
  Poison) Trait.  
   
  Grail Virtue of Audacity - Whenever you are engaged in melee 
  with one or more opponents, you increase your Toughness Bonus 
  Characteristic by +4. The bonus applies to successful melee attacks 
  made by opponents engaged with you and lasts an amount of hits 
  equal to your Toughness Bonus. After the bonus is expended, you 
  cannot use the Grail Virtue of Audacity for the duration of the 
  encounter. Attacks from larger creature’s weapons no longer gain 
  the Damaging or Impact Qualities against you due to their size 
  difference. 
  Grail Virtue of Confidence - Whilst you are involved in a 
  Challenge, all other opponents must succeed a Very Hard (–30) 
  Weapon Skill Test to hit you. Also, you gain a +2 to your 
  Toughness Bonus against your opponent during the duel, cannot be 
  Feared or Intimidated by your opponent and you cannot lose 
  Advantage if hit during the duel by enemies that are not the 
  challenger. 
  Grail Virtue of Discipline - When outnumbered in melee, the 
  knight gains the same Combat Difficulty Modifiers to hit as their 
  enemies would. This bonus applies even though their enemies are 
  denied the outnumbering bonus. 
  Grail Virtue of Duty - If you fight with those to whom you are 
  pledged, they gain +1 bonus to their Melee Attack and +10 bonus 
  to their Strength characteristics during the Battle. If any of those to 
  whom you are pledged are absent, you take a –10 penalty to your 
  Strength and Toughness characteristics. This effect does not stack 
  from multiple Grail Virtue of Duty’s. 
  Grail Virtue of Empathy – Add the Impassioned Zeal and Public 
  Speaker Talents to any career you enter. You may attempt an 
  Opposed Leadership/Willpower Test to recruit people of Brass 
  Status or who fall under the Peasant Class as Men-At-Arms to 
  accompany you in battles as a united fighting force under your 
  banner. The amount determined is based on your levels in Public 
  Speaker and the amount of people you can influence at a time plus 
  the SL of the Test (WHFRP 4E Core Rulebook page. 142). If you 
  have the Commanding Presence Talent, you may roll your 
  Leadership Test unopposed against those who respect your 
  authority. With Bless (The Lady), you may also grant any Blessing 
  of the Lady for all Men-At-Arms recruited as if they were a single 
  entity. Stats and equipment for Men-At-Arms are determined by 
  the GM. 
   
  Grail Virtue of Heroism - If you inflict Damage on an opponent, 
  you deal an additional number of Wounds equal to the opponent’s 
  Armor Points on that location. In addition, if you deal any Melee 
  Damage to non-metal armor, armor has no effect in Damage 
  reduction for the creature. 
  Grail Virtue of the Ideal - You gain a permanent +10 Weapon 
  Skill and +10 Strength to your Characteristics this does not count 
  towards your Advances; moreover, you may choose any 3 
  Bretonnian Noble Species Skills to give a free +5 Advances to. 
  Grail Virtue of the Impetuous Knight – On a successful Melee 
  Attack, you may now Deathblow (Core Book, pg. 160) any 
  adjacent enemies and continue to Deathblow on additional 
  successful hits an amount of times equal to your WS Bonus. All 
  other rules on Deathblow still apply.  
  Grail Virtue of the Joust - In your hands, all lances count as 
  magic weapons and deal +2 additional damage while mounted and 
  Charging. They also lose the Improvised Weapon effect if used on 
  a round you haven’t Charged, while mounted. If you wield a lance 
  that is already magical, its damage is increased by +1. 
  Grail Virtue of Knightly Temper - When you make a successful 
  Charge Attack (on foot or mounted), you may now make a free 
  attack against any enemy, not just the one you hit; moreover, if the 
  initial enemy charged survives one or both attacks, you may make 
  additional free attacks each turn against it until it is dead. You may 
  do this an amount of charge attacks equal to your WS Bonus per 
  Encounter. 
  Grail Virtue of Noble Disdain - Double the Critical Value of any 
  Critical Hit you score against an opponent who has used missile 
  weapons against you or your allies. Example: rolling 25 becomes 
  50 on the Critical Wounds table. If the amount exceeds 100, you 
  instantly inflict the 100 result of the table related to that body part. 
  Grail Virtue of the Penitent - All Critical Wound effects have 
  their conditions reduced by -1. Example: gaining 2 Bleeding and 1 
  Blinded from Struck Forehead now only grants 1 Bleeding. This 
  does not apply to failed Tests that cause Conditions. You may 
  reverse the dice of a Critical Hit made against you if it lowers the 
  result on the Critical Wound Table. This effect does not stack with 
  the -10 to a Critical Hit result provided by Virtue of Penitent and 
  must be decided between the two. 
  Grail Virtue of Purity – You gain the option to purchase the 
  Lucky Talent as part of your career, and during combat you may 
  spend 1 Fortune point to gain all Blessings (The Lady) for yourself 
  for 6 Rounds. 
  Grail Virtue of Stoicism - You are immune to Fear and Terror 
  and cannot be Intimidated. If purchased, Fearless (Everything) now 
  grants a +20 bonus to all Psychology Tests for any allies fighting 
  alongside you within Willpower Bonus Yards. 
   
  Boys King Arthur - N. C. Wyeth, 1922 
  
  14 
   
  Kossar 
  Human Ungol or Gospodar  
   
  “Kossars fight on foot with axe and bow and their name 
  is descended from an Ungol tribe that previously fought as 
  mercenaries for the Gospodars against the other Ungols when they 
  first invaded. As a result, joining the kossars is seen as a way of 
  cutting their ties and escaping a difficult past.  
   
  The officers accept anyone who can pass the fitness tests, and Tzar 
  Boris granted new kossars a full pardon for any crimes committed 
  before they joined. This pardon does not, of course, apply to 
  crimes committed after becoming a kossar. Contemporary kossars 
  include both Ungols and Gospodars, and they have more than their 
  fair share of criminals, bored younger sons, and general 
  troublemakers. This structure means they have an even worse off-
  duty reputation than most soldiers.  
   
  Their Boyars do not keep records of the number of kossars 
  executed for their crimes against civilians, as the numbers would 
  be too embarrassing. The Ice Queen would like to restore the 
  kossars pay and increase the size of the army, introducing elements 
  of cavalry. However, many nobles, both Gospodar and Ungol, are 
  very suspicious of any moves to increase the size of the standing 
  army and have encouraged winged lancers and horse archers to see 
  any attempt to include cavalry in the standing army as an insult to 
  their prowess. On the other hand, they are extremely effective in 
  battle, as they are trained constantly and drilled in battlefield 
  tactics and maneuvers. This reputation is also widespread, so a 
  settlement facing imminent attack is always glad to see the kossars 
  but also keen to see them leave again.  
   
  Originally, the Kossars were an Ungol tribe that lived northeast of 
  the Empire. An eastern people known as the Gospodars invaded 
  this region, subjugated the Ungols, and founded the nation of 
  Kislev. During this conflict, the kossars sold their skills to the 
  Gospodars as Mercenaries, fighting against other Ungol tribes. 
  Their unique style of fighting impressed the Gospodar nobility, and 
  since that time Kossar regiments have served the Tzars of Kislev. 
  These days the Kossars are no longer a tribe, but a tough military 
  unit drawn from all over Kislev. They are armed with bows and 
  great axes, making them quite flexible on the battlefield. Many 
  kossars, tired of the ceaseless warfare of their native land, travel to 
  the Empire to become Mercenaries or adventurers.”—Warhammer 
  Wiki 
   
  Kossars start with the Psychology Defender of Kislev granting 
  them Immunity to Fear and Intimidation when defending Kislev 
  from invaders; however, they must answer any call to action from 
  the Tzar/Tzarina to defend their country. This does not carry over 
  to other portions of the world as their fighting spirit is only at its 
  peak when protecting their homeland and loved ones from the 
  horrors that ravage their country. 
   
  "They have courage, I’ll give them that, but it’s a wild courage, 
  untempered by discipline that’s beaten into a man by drill 
  sergeants like me. Give me a month, and I’ll have them marching 
  like respectable Empire soldiers"  
  —Drill Sergeant Klaus Woerke. 
   
   
   
   
  Kossar Advance Scheme 
  Starting Characteristics: Weapon Skill, Ballistic 
  Skill and Strength 
  Career Rank 2 Characteristic: Toughness 
  Career Rank 3 Characteristic: Initiative 
  Career Rank 4 Characteristic: Willpower 
  WS 
  BS 
   S 
   T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
   
   
   
   
   
   
   
   
   
   
   Kossar Recruit—Silver 1 (Warrior) 
  Skills: Athletics, Cool, Dodge, Endurance, Intimidate, Melee 
  (Basic or Two-handed), Outdoor Survival, Ranged (Bow) 
  Talents: Combat Aware, Deadeye Shot, Drilled, Iron Jaw 
  Trappings: Bow, Leather Jack, Winter Coat and Hat, 10 Arrows 
   
   Kossar—Silver 3 
  Skills: Consume Alcohol, Gamble, Haggle, Language (Battle), 
  Perception, Ranged (Throwing) 
  Talents: Accurate Shot, Combat Reflexes, Resolute, Warleader 
  Trappings: Melee Weapon (Any), 3 Throwing Axes 
   
   Streltsi—Silver 4 
  Skills: Haggle, Language (Any), Melee (Polearm), Ranged 
  (Blackpowder) 
  Talents: Carouser, Gunner, Marksman, Reaction Strike 
  Trappings: Handgun, Poleaxe, 10 Powder and Bullets 
   
   Streltsi Captain—Gold 1 
  Skills: Leadership, Ranged (Engineering) 
  Talents: Menacing, Robust, Strike Mighty Blow, Sure Shot 
  Trappings: Breastplate and Helmet, Small Unit of Streltsi 
   
  Reply of the Zaporozhian Cossacks by Ilya Repin 
   
  The Streltsy by Unknown 
   
  
  15 
   
  Winged Lancer 
  Human Ungol or Gospodar  
   
  “The famous Winged Lancers of Kislev are mostly made up of 
  young sons of Boyars from all across the lands. It is their duty to 
  always be prepared for war, as invasions of Mother Kislev are an 
  all too common occurrence to simply ignore. Even though they are 
  themselves of only modest rank, the Lancers enjoy a great deal of 
  respect from the people of Kislev for their role in protecting the 
  nation. Each stanitsa or settlement is expected to provide a force of 
  Winged Lancers for the mutual defense of the nation, which are 
  often the focus of great civic pride.  
   
  Their standards have usually seen many battles and their loyalty is 
  fanatical. The famed feathered wings are the invention of the great 
  historical warrior, Tzar Alexandr Njevski, whose winged back 
  banner emanated an eerie howl that no Chaos worshipper could 
  endure. The winged lancers are a Gospodar tradition, and most 
  Gospodar stanitsas support a rota, or squadron of them, often 
  consisting of nearly all the men of the settlement.  
   
  These mounted warriors are famed for their elaborately decorated 
  armor, most especially the large, feathered ‘wings’ mounted on 
  their back that make an eerie sound when they charge. The rest of 
  the armor is decorated as richly as the stanitsa can manage, as a 
  matter of pride and the warriors only don their impressive armor 
  immediately before battle to avoid damaging it in everyday use. 
  Unsurprisingly, their primary weapon is the lance, but they also 
  use swords for closer fighting, often discarding their lances after an 
  initial charge. While not as manoeuvrable as the Ungol horse 
  archers, they are still a highly mobile force and the mainstay of 
  Kislevite armies. They are, however, not full-time soldiers and 
  often seem more loyal to their home than to Tzarina Katarin. 
  Nevertheless, they fight bravely against Chaos, and so the Ice 
  Queen is more concerned with other political problems.”—
  Warhammer Wiki 
   
  Winged Lancers start with the Psychology Defender of Kislev 
  granting them Immunity to Fear and Intimidation when defending 
  Kislev from invaders; however, they must answer any call to 
  action from the Tzar/Tzarina to defend their country. This does not 
  carry over to other portions of the world as their fighting spirit is 
  only at its peak when protecting their homeland and loved ones 
  from the horrors that ravage their country. 
   
  “Aye, I fought the grobi in the High Pass with some of those 
  horsemen with the feathered wings on their backs. Even though 
  they looked as fancy as Elves, they’re good fighters, them boys. 
  Noisy as a Mannish steam engine when they charge, but you 
  oughta seen the grobi keck their loincloths when they heard them 
  coming!”  
  —Snorri Stoneheart, Dwarf Longbeard. 
   
   
   
   
   
   
   
   
   
  Winged Lancer Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Agility 
  Career Rank 2 Characteristic: Toughness 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Willpower 
  WS 
  BS 
   S 
   T 
    I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
    
   
    
   
   
   
   
   
   
   
   Lancer Recruit—Silver 3 (Warrior) 
  Skills: Animal Care, Animal Training, Endurance, Language 
  (Battle), Lore (Kislev), Melee (Basic), Melee (Cavalry), Ride 
  (Horse) 
  Talents: Lightning Reflexes, Roughrider, Strike to Injure, Warrior 
  Born 
  Trappings: Kislev Light Warhorse with Saddle and Tack, 
  Uniform, Your Kislevite National Pride 
   
   Winged Lancer—Silver 5 
  Skills: Charm Animal, Consume Alcohol, Cool, Heal, Melee 
  (Any), Ranged (Blackpowder) 
  Talents: Etiquette (Soldiers), Field Dressing, Strike Mighty Blow, 
  Trick Riding 
  Trappings: Cavalry Sabre or Lance, Mail Coat and Plate Helm, 
  Yellow Riding Boots, Winged Saddle and Tack 
   
   Winged Lancer Officer—Gold 1 
  Skills: Charm, Intimidate, Leadership, Lore (Warfare) 
  Talents: Combat Reflexes, Careful Strike, Hatred (Any), 
  Warleader 
  Trappings: Officer’s Pistol, Symbol of Rank, Plate Armor and 
  Helm, Rota of Lancers 
   
   Winged Lancer Commander (Ungol)/Gryphon Legion 
  (Gospodar)—Gold 4 
  Skills: Gossip, Lore (Chaos) 
  Talents: Fearless (Chaos), Inspiring, Reversal, Seasoned Traveler 
  Trappings: Large Shield, Gift from the Tzar/Tzarina, Highest 
  Quality Uniform 
   
  Hussar by Michał Kuleša 
  
  16 
   
  Chekist 
  Human Ungol or Gospodar 
   
  “The Chekist of Kislev are the Tzarina's secret police. Their 
  existence is not secret, and they have a lot of open members, but 
  they also have spies searching for signs of corruption and 
  opposition to Katarin's rule.  
   
  The chekist are—by decree of the Tzarina—infallible in their 
  interpretation of the law. Whatever they say the law is, is the law, 
  and the penalties they select are always appropriate to the crime in 
  question. They never convict the wrong people, and while they 
  may arrest and torture people who prove to be innocent, that is no 
  fault of the chekist.  
   
  The most important qualification for becoming a chekist is 
  absolute loyalty to the Tzarina, which is closely followed by 
  competence. Katarin does not want to institute a reign of terror; she 
  just wants to be able to deal with her enemies quickly and 
  efficiently. Chekist who display excessive cruelty and 
  incompetence are arrested by their superiors and soon become 
  even more closely acquainted with the furnishings of the 
  interrogation rooms. The simply incompetent generally die in the 
  course of their duty, without any assistance from their superiors.  
  Chekist who are sadistic but competent pose the biggest problem. 
  In most cases, they are rotated around the country, so that no single 
  area suffers too much from their depredations. Often, they are 
  assigned to deal with very dangerous threats because the hierarchy 
  would rather lose a difficult chekist than one who fits in perfectly.  
   
  The chekist carry an elaborate, minted medallion identifying their 
  position and show it if required to prove who they are. They wear 
  black when on duty but have no formal uniform beyond that, 
  making it relatively easy to pose as a member of the secret police. 
  The chekist deal with anyone who pretends to be one of them, 
  which is another task frequently assigned to those who are both 
  sadistic and competent. 
   
  Checkists have no official, structured organizations to speak of, 
  save in their devotion and duty to the Tzarina herself. They rule 
  through fear and intimidation – not qualities one seeks in a friend 
  or drinking companion.  
   
  Very few men can take the strain of such constant vigilance; many 
  chekist agents retire from the ranks after only a few years of active 
  service. The ruthlessness necessary to do their job doesn’t come 
  naturally for everyone, and only a few individuals truly have the 
  utter lack of compassion and unthinking dedication to their Queen 
  that allows them to forget the pain and suffering they inflict on 
  individuals – some of them innocent of any crime – for the good of 
  the State.  
   
  Because of their connections to the chekist organization, as well as 
  the many skills they honed while in the Tzarina’s service, retired 
  chekists are highly sought-after by all of the crowned heads of the 
  Old World. For the same reasons they are also prized by the 
  criminal underworld and can command fat salaries if their 
  reputation is fearsome enough.”—Warhammer Wiki 
   
  “Does that hurt, comrade? I'm sorry; Sasha doesn't know his 
  own strength sometimes. Please believe that I will learn what 
  you’re hiding from me; when I do, our next meeting will not be 
  so pleasant.”—Anonymous Chekist 
  Chekist Advance Scheme 
  Starting Characteristics: Weapon Skill, Toughness 
  and Willpower 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Intelligence 
  WS 
  BS 
  S 
   T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
   
   
    
   
   
   
   
   
   
   Interrogator—Silver 1 (Ranger) 
  Skills: Consume Alcohol, Heal, Intimidate, Intuition, Lore 
  (Torture), Melee (Brawling), Perception, Stealth (Urban) 
  Talents: Menacing, Read/Write, Resolute, Strike to Stun 
  Trappings: Cestus, Instruments of Torture 
   
   Chekist—Silver 3 
  Skills: Cool, Entertain (Acting), Gossip, Melee (Two-handed), 
  Lore (Criminals), Ranged (Any) 
  Talents: Alley Cat, Seasoned Traveler, Shadow, Warrior Born 
  Trappings: Fur Coat and Hat, Minted Medallion, Riding Horse 
  with Saddle and Tack, Rope, Melee Weapon (Any), Uniform 
   
   Black Coat—Silver 5 
  Skills: Endurance, Leadership, Lore (Law), Ride (Horse) 
  Talents: Fearless (Criminals), Nose for Trouble, Relentless, 
  Strong-minded 
  Trappings: Quality Uniform 
   
   Silovik—Gold 1 
  Skills: Lore (Chaos), Lore (Politics) 
  Talents: Frightening, Iron Jaw, Iron Will, Pure Soul 
  Trappings: Best Quality Uniform, Personal Information Network 
   
  Russia, 1893, New York Public Library Public Domain 
   
   
   
   
  
  17 
   
  Norscan Mercenary 
   
  Human Norscan  
   
  In the harsh lands of the cold north lies the savage nation of 
  Norsca. Far from unified it is home to innumerable tribes of 
  barbaric Norscans, as bloodthirsty against their southern enemies 
  as they are to themselves—butchering for the Dark Gods and 
  raiding the coasts for wealth and glory. But not all Norscans are so 
  hostile. Farther to the southern end of Norsca lies the southern 
  tribes and across the Great Ocean to Lustria lies the colony of 
  Skeggi; much milder than their northern kin, these warriors live 
  their harsh lives more as people, traveling, trading and selling their 
  services for supplies, food, coin and, most importantly, adventure. 
  The most common of these are the freeholders, men and women 
  whom through service to their jarl have been granted freedom from 
  their status as bondsman—slave warriors and workers.  
   
  Because of their status as travelers and traders, many Norscan 
  freeholders have regular contact with Empire and Kislevite 
  merchants. Norscans will often hire themselves out as mercenaries, 
  and as such are highly respected and feared warriors. These will 
  often have contacts with mercenary captains, minor nobles and 
  officers within the standing armed forces of areas in which they 
  serve. Giants of men and women they are very popular within the 
  province of Westerland as their physique and experience as fine 
  fighters and excellent sailors makes them the perfect defense 
  against enemies on land and sea alike. Their fees are high, but their 
  results speak for themselves. They even have a district in 
  Marienburg dedicated to them--living and trading furs, fats and 
  treasures in Norse Town. 
   
  Mercenaries that live long enough return to their people as heroes 
  known as “Huskarls”, great warriors unmatched in strength and 
  skill as the elite of their people. The greatest of huskarls become 
  jarls in their own right after years of fighting, gathering wealth and 
  experience.  
   
  However even the southern tribes are still worshippers of Chaos at 
  heart, and many still fall under the gods in a lust for power and 
  glory, gathering their strength and launching horrific raids on the 
  southerners from the coasts of Tilea, Araby and Estalia up to the 
  lands of Bretonnia and the Empire. It is true Norsemen pay tribute 
  to the Dark Gods, but to say they are unblinking slaves to the 
  Ruinous Powers is simply false. The Norsemen see themselves as 
  honorable, strong, mighty and courageous, and for these virtues 
  they thank the Gods. They are explorers, adventurers and 
  champions in their own right, and those of the Southern tribes take 
  pride in their rich culture, history and traditions enabling trade and 
  commerce with the very southerners they war with regularly. Like 
  all human civilizations, Norscans are complex and diverse. 
   
  "Say what you will of us, call us heathens because we deny your 
  weak pretender-god. Call us savages because we strike at you, but 
  know this -- it is we who are closest to the Ruinous Powers. We, 
  most favoured of the gods, shall burn your lands, revel in your 
  suffering, and destroy you. Despair! For all that remains for you 
  is the taste of northern steel and the end of your world. Such is 
  the will of the Gods."  
  —Hallbjörn, Norse Marauder. 
   
  "It takes strength of purpose to do this. But keep your loyalty 
  true and my lord's hand will guide you correctly."  
  —Valkia the Bloody, Scion of Khorne 
  Norscan Mercenary Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Willpower 
  Career Rank 2 Characteristic: Toughness 
  Career Rank 3 Characteristic: Initiative 
  Career Rank 4 Characteristic: Agility 
  WS 
  BS 
    S 
   T 
    I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
   
    
   
   
   
   
   
   
   
   
   
   Norscan Freeholder/Marauder—Brass 5 (Warrior) 
  Skills: Consume Alcohol, Cool, Dodge, Endurance, Lore (Norsca), 
  Melee (Basic), Row, Swim 
  Talents: Dual Wielder, Sea Legs, Frenzy, (Slayer or Mark of the 
  Gods) 
  Trappings: Battle Axe or Shield, Leather Armor, Tribe Tattoos 
   
  Norscan Mercenary/Reaver—Silver 1 
  Skills: Intimidate, Language (Battle), Melee (Two-handed), 
  Outdoor Survival, Ranged (Throwing), Sail 
  Talents: Ambidextrous, Berserk Charge, Old Salt, Sturdy 
  Trappings: Animal Hide Cloak, Horned Helmet, 3 Throwing 
  Axes or Javelins 
   
   Norscan Huskarl—Silver 5 
  Skills: Leadership, Lore (Chaos), Melee (Flail or Polearm), 
  Perception 
  Talents: Battle Rage, Fearless (Everything), Resistance 
  (Mutation), Robust 
  Trappings: Norscan Plate Armor and Helm, Norscan Longship 
  and Crew, Norseman’s Axe, Skull Trophies 
   
   Jarl/Chaos Warlord—Gold 5 
  Skills: Lore (Any), Ride (Horse or Mammoth)  
  Talents: Combat Master, Frightening, Relentless, Strike Mighty 
  Blow  
  Trappings: Land in Norsca or Chaos Plate Armor and Helm, 
  Large Unit of Bondsmen, Spoils of War (10d100 Gold), Your Own 
  Named Tribe 
   
   
  The Landing of Vikings on America by Unknown 
  
  18 
   
  Norscan Whaler 
   
  Human Norscan 
   
  Of the few honest trades most common amongst the Norscan 
  people, nothing is more harrowing and dangerous than that of the 
  Whalers.  
   
  “Norscan Whalers are not just typical hunters; they are also well-
  abled warriors. Since whaling is an important trade for Norsca, 
  Whalers are respected even among the warriors due to the extreme 
  dangers of the waters surrounding Norsca. Swimming through the 
  dark currents of the Sea of Claws are massive whales, many of 
  which bear strange markings, and odd coloration, twisted and 
  warped as they are by the power of Chaos. These monsters can 
  capsize ships and swallow hundreds of men in a single gulp. Thus, 
  Whalers must be made of sterner stuff than ordinary fishermen.  
  Whales provide not only meat but also blubber which can be 
  processed into oil for fuel. Not an ounce of a whale is wasted: the 
  skin is used to manufacture rope, the gullet to make shoes, and the 
  stomach used as floats. Even the lungs and intestines are eaten. 
  Demand from Imperial cities for whale oil to fuel streetlamps has 
  made whaling a very profitable venture.  
   
  The easiest way to hunt these creatures is for whalers to embark in 
  rowing boats and herd schools of small whales ashore where they 
  can easily slaughter them. However, there is no honor in such 
  methods, and Norsemen prefer the thrill of setting sail in a 
  longship to chase the giant whales that plough the ocean. Many 
  young men join such expeditions; it is the custom in many 
  settlements that a girl should spurn a suitor who has not killed his 
  first whale. A captain is careful to vet his crew, due to the belief 
  that whales will attack boats crewed by dishonorable men.  
  Norsemen relish the danger of hunting these monsters. When a 
  whale is sighted, the rowers speed their vessel towards it. 
  Harpooners gather at the prow and, when in range, hurl their 
  weapons at their quarry. The bravest men leap from the boat onto 
  the whale’s back, thrusting their spears deep into its flesh before 
  swimming back to their vessel.  
   
  A skewered whale can easily capsize a longboat or tow the vessel 
  by the harpoon lines until it shudders apart. Its tail can sweep a 
  man overboard, where he will be swallowed whole in its maw. 
  Few ships return home with a full crew. The harpooners must 
  ensure a swift kill – the best can pierce a whale’s heart with a 
  single throw. If this is impossible, whalers aim to embed their 
  harpoons in the monster's ribs, enabling the crew to drag it to the 
  ship’s side where they can kill it with hooks and skewers.  
  A whaling vessel will not return to shore unless it is towing a 
  slaughtered whale. Whalers prefer a watery grave to the dishonor 
  of returning empty-handed. When a whaling ship does return after 
  a successful hunt, the gods are praised and celebrations continue 
  for many days, for the survival of the settlement is ensured for the 
  next few months.”—Warhammer Wiki 
   
  “We dine or we die. There is no ‘failure’ only success. A lost 
  catch is a lost tribe.”—Ingvar Redwave, Norse Whaling 
  Captain 
   
   
   
   
   
   
  Norscan Whaler Advance Scheme  
  Starting Characteristics: Ballistic Skill, Strength 
  and Willpower 
  Career Rank 2 Characteristic: Toughness 
  Career Rank 3 Characteristic: Agility 
  Career Rank 4 Characteristic: Initiative 
  WS 
  BS 
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   T 
    I 
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  Dex 
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  Fel 
   
   
   
   
   
   
   
   
   
   
   
   Crewman—Brass 2 (Riverfolk) 
  Skills: Cool, Endurance, Lore (Sea of Claws), Melee (Brawling), 
  Melee (Polearms), Ranged (Throwing), Stealth (Rural), Tracking 
  Talents: Hardy, Fisherman, Rover, Sea Legs 
  Trappings: Bone Charms, Tribe Tattoos, 3 Throwing Spears, d10 
  Rations 
   
   Whaler—Brass 4 
  Skills: Haggle, Heal, Outdoor Survival, Row, Sail, Swim 
  Talents: Accurate Shot, Hunter’s Eye, Old Salt, Stone-soup 
  Trappings: Harpoon (Spear), Whale Bone Necklace 
   
   Sea Monster Hunter—Brass 5 
  Skills: Entertain (Storytelling), Lore (Monsters), Perception, 
  Secret Signs (Hunters) 
  Talents: Deadeye Shot, Fearless (Monsters), Resolute, Slayer 
  Trappings: Whale Bone Headdress, Whale Skin Coat, Whale 
  Trophy 
   
   Whaling Captain—Silver 2 
  Skills: Intimidate, Intuition 
  Talents: Iron Jaw, Sniper, Sure Shot, Tenacious 
  Trappings: Norscan Whaling Boat with Crew 
   
  Sperm Whale by John Karst, 1880 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  19 
   
  Janissary 
  Human Arab 
   
  The Janissaries (meaning "new soldier") were elite infantry units 
  that formed the Araby Sultan's household troops, bodyguards and 
  the first advanced infantry in Araby. The corps was most likely 
  established centuries before the Crusades as elite infantry. 
   
  They began as an elite corps of slaves made up of kidnapped 
  young children who were converted to The Cult of the Great 
  Prophet and became famed for internal cohesion cemented by strict 
  discipline and order. Unlike typical slaves, they were paid regular 
  salaries. Forbidden to marry or engage in trade, their complete 
  loyalty to the Sultan was expected. By the 14th century IC, due to 
  a dramatic increase in the size of the Araby standing army, the 
  corps' initially strict recruitment policy was relaxed. Civilians 
  bought their way into it in order to benefit from the improved 
  socioeconomic status it conferred upon them.  
   
  Consequently, the corps gradually lost its military character, 
  undergoing a process that has been described as 'civilianization'. 
  The Janissaries were a highly formidable military unit in the early 
  years, but after the Crusades in the 15th century IC, its military 
  organization had declined, and the Janissaries became a force of 
  change, subverting their religious dogma and centuries later 
  embracing firearms. Steadily the rest of the Arabyan military 
  power became outdated by comparison. 
   
  The Janissary corps today are distinctive in a number of ways: 
  They wear unique uniforms, are paid regular salaries (including 
  bonuses) for their service, march to music, live in barracks and 
  were the first corps to make extensive use of firearms in Araby. A 
  Janissary battalion is a close-knit community, effectively the 
  soldier's family. By tradition, the Sultan himself, after authorizing 
  the payments to the Janissaries, visited the barracks and received 
  his pay alongside the other men of the First Division, but this 
  tradition slowly eroded as the corps grew increasingly unpopular 
  for preferring and specializing in black powder ranged warfare. 
  They also serve as policemen, palace guards, mercenaries and fire 
  fighters during peacetime.  
   
  The Janissaries also enjoy far better support on campaign than 
  other troops of the sultanate. They are part of a well-organized 
  military machine, in which one support corps prepares the roads 
  while others pitch tents and bake the bread. They campaign with 
  their own medical teams of Araby and Strigany surgeons and their 
  sick and wounded are evacuated to dedicated mobile hospitals set 
  up behind the lines. These differences, along with an impressive 
  war-record, make the janissaries a subject of interest and study by 
  Old World scholars. 
   
  Due to current state of Araby no longer being a unified 
  superpower, and having adopted many foreign tactics and skillsets, 
  many Janissary find themselves seeking work outside their 
  homeland, travelling as far north as the Empire seeking fortune and 
  glory in the name of The Great Prophet. 
   
  “We are the Sultan’s finest, but only the finest Sultans deserve 
  us.” –Salim Al Immam, Head of the Janissary Corps 
   
   
   
   
  Arabyan Janissary Advance Scheme 
  Starting Characteristics: Ballistic Skill, Initiative 
  and Fellowship 
  Career Rank 2 Characteristic: Dexterity 
  Career Rank 3 Characteristic: Agility 
  Career Rank 4 Characteristic: Willpower 
  WS 
  BS 
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  T 
    I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
   
   
   
   
   
   
   
   
   
   
   
   Recruit—Silver 1 (Ranger) 
  Skills: Athletics, Dodge, Drive, Language (Battle), Melee (Basic), 
  Play (Drums), Pray, Ranged (Blackpowder) 
  Talents: Gunner, Step Aside, Supportive, Well-prepared 
  Trappings: Mess Kit, Pistol, Quality Uniform, Yatagan (Sword), 
  10 Powder and Bullets, 1d10 Bandages 
   
   Janissary—Silver 3 
  Skills: Cool, Language (Estalian, Tilean or Wastelander), Lore 
  (Any), Ranged (Explosives), Trade (Explosives), Trade 
  (Gunsmith) 
  Talents: Combat Aware, Fast Shot, Read/Write, Sprinter 
  Trappings: Gunsmith Tools, Symbol of Rank 
   
   Gunner Master—Silver 5 
  Skills: Bribery, Heal, Perception, Ranged (Engineer) 
  Talents: Accurate Shot, Field Dressing, Rapid Reload, 
  Unshakeable 
  Trappings: Repeater Handgun 
   
   Ağa—Gold 1 
  Skills: Heal, Lore (Any) 
  Talents: Linguistics, Sniper, Stout-hearted, Sure Shot 
  Trappings: Hochland Long Rifle, Symbol of Rank, Very High-
  Quality Uniform 
   
   
  Janissary from Giannena by Otto Magnus Stackelberg 
  
  20 
   
  Arabyan Corsair 
  Human Arab 
   
  The sea holds many dangers in these dark times, from sea monsters 
  to dark elves and pirates—both living and dead. Amongst all the 
  blood, plunder and chaos lies another devil of the high seas, the 
  infamous and legendary corsairs of Araby. While Al-Haikk might 
  be the city of thieves, it is the port city of Lashiek, home to the 
  sultan, where these fiendish dogs of the sea originate. For 
  thousands of years these corsairs dominated the slave trade, from 
  the Black Gulf to the coastal towns along the Great Sea and the 
  Sea of Claws.  
   
  Corsairs are amongst the finest elites on the lands and seas around 
  Araby. Both sailor and warrior, these men and women are 
  considered unmatched duelists able to cut down most sailors and 
  privateers foolish enough to stand against them. From nobility and 
  former military ranks all the way down to the commoners and 
  peasantry of Araby, many peoples fill the ranks of the corsairs--
  thirsty for coin and danger. Even the might of the Imperial and 
  Bretonnian Navies aren’t enough to subdue them, as their expert 
  seamanship and lightning fast ambush tactics make them nearly 
  impossible to respond to after a merchant vessel or astray patrol 
  ship is sacked, stripped of all it’s worth and its crew enslaved. 
   
  The corsairs of Araby have a long and bloody rivalry with the 
  pirates of Sartosa, and for countless centuries they’ve been in a 
  stalemate for control of the high seas. These pirate wars reached 
  their height around the 13th century IC as large portions of Sartosa 
  itself was conquered and controlled by the Arabyans for centuries. 
  The Sartosans eventually drove off their invaders, but this was 
  partially due to a rise in Norscan and Dark Elf competition around 
  the Tilean sea, forcing the corsairs to fight against no less than 
  three powerful rivals at one time. Nonetheless Araby is still the 
  reigning power of the slave trade in the south, raking in a massive 
  sum of wealth for themselves and the economy of Araby. From the 
  port of Lashiek lies the heart of the slave trade and the main 
  domain of the many pirate lords and guilds, all under the protection 
  of the sultan himself. The best corsairs are said to have captured 
  and sold hundreds-thousands of slaves within their lifetimes. 
   
  As part of a deal with the sultanate, the corsairs swear never to 
  attack an Arab vessel, pay the sultanate a portion of their earnings 
  and to fight on the sultan’s behalf for many naval conflicts that 
  threaten Araby alongside its existing navy. This agreement has 
  been honored for thousands of years and it has offered the corsairs 
  protection from their seafaring enemies, immediate access to the 
  Arab slave market, amnesty from the state for their acts of piracy 
  and allies within the professional Arabyan navy that guards the 
  waters around Araby—although many naval personal are 
  themselves former corsairs or become corsairs. For this the corsairs 
  are both nefarious devils of the sea to much of the Old World and 
  are respected and cherished among many people in Araby. They’re 
  so good at their job they are often hired by Marienburg merchants 
  as guards and escorts through the dangerous waters they travel, or 
  as personal bodyguards when docking on foreign lands. 
   
  “I miss the old days, before I was called the ‘King of Sartosa’. I 
  miss the thrill of hopping on to a ship to plunder and challenging 
  the crew to a duel for their freedoms! …Now, they simply run 
  and hide, and I grow bored…”—Abd Al Wazaq, Legendary 
  Corsair and Pirate King of Sartosa in the 16th Century IC 
   
  Arabyan Corsair Advance Scheme  
  Starting Characteristics: Weapon Skill, Agility and 
  Willpower 
  Career Rank 2 Characteristic: Dexterity 
  Career Rank 3 Characteristic: Strength  
  Career Rank 4 Characteristic: Intelligence 
  WS 
  BS 
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    I 
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  Dex 
  Int 
  WP 
  Fel 
    
   
   
   
   
   
   
   
   
   
    
   Sea Raider—Brass 3 (Riverfolk) 
  Skills: Cool, Dodge, Gamble, Gossip, Melee (Basic), Row, Sail, 
  Swim  
  Talents: Break and Enter, Criminal, Reversal, Strike to Stun 
  Trappings: Bucket, Brush, Cutlass (Hand Weapon), Mop  
   
   Corsair—Brass 5  
  Skills: Consume Alcohol, Entertain (Singing), Heal, Intimidate, 
  Pick Lock, Sleight of Hand  
  Talents: Dual Wielder, Orientation, Sea Legs, Surgical Precision 
  Trappings: Cards and Dice Set, Leather Jerkin 
   
   Bosun—Silver 2  
  Skills: Endurance, Leadership, Melee (Parry), Trade (Carpentry) 
  Talents: Combat Master, Furious Assault, Old Salt, Strike Mighty 
  Blow 
  Trappings: Breastplate, Map of the Tilean and Estalian Coasts, 
  Private Quarters, Quality Clothing and Weapon (Any) 
   
   Corsair Captain—Silver 5 
  Skills: Haggle, Navigation  
  Talents: Fleet Footed, Kingpin, Pilot, Wealthy 
  Trappings: Arabyan Ship and Corsair Crew, Captain’s Quarters, 
  Magical Item, Sextant, Spyglass, Plundered Loot (5d100 GC) 
   
  Battle of Preveza (1538) by Ohannes Umed Behzad, 1866 
   
   
   
   
   
  
  21 
   
  Desert Rider 
  Human Arab 
   
  The deserts of Araby are a hostile and unforgiving land, rife with 
  Greenskins and undead. The sun scorched dunes burn with a heat 
  high enough to cook a man to death in a few hours, and water is 
  more precious than gold. Under these conditions it takes a hardy 
  group of people to live in such a harsh environment. These nomads 
  make up the bulk of much of the cavalry at the sultan’s command. 
  Hardy and zealous as any priest of Ormazd, these individuals 
  charge across the dunes ambushing, butchering and enslaving their 
  foes with ruthless efficiency. Much like the corsairs of Lashiek, 
  these Desert Riders come from many walks of life: nobles, 
  commoners, peasants and more make up the ranks of the Desert 
  Riders with the nomads and bandits outside the cities making up 
  the vast majority. They also hold a large stake in the Arab slave 
  trade, ambushing and enslaving many travelers, native or foreign, 
  and defending the borders between the Land of the Dead and 
  Araby. 
   
  Desert Riders make up the majority of the light cavalry for Araby 
  with many being taken in to serve in the name of the various 
  caliphs, sheikhs and viziers that rule its cities and territories. While 
  some serve out of a sense of duty, pride or for religious reasonings, 
  the vast majority are simply paid into service. They fight using the 
  terrain to their advantage, able to engage invading forces on their 
  terms with day or night ambushes--hails of arrows peppering their 
  enemies, allowing the rest of their forces to close in and cut down 
  the trespassers. Many Tomb King attempts at conquest and 
  Greenskin warbands have ended at the hands of these brave 
  individuals. Day and night, these experts of the desert sands of 
  Araby are the main shield against the many evils that plague their 
  people. The most famous being the Desert Dogs lead by Al-
  Muktar, an Old Worlder turned mercenary king after winning over 
  the loyalty of a powerful band of Desert Riders who had initially 
  captured him. Since then he has carved out a reputation as one of 
  the most powerful mercenary leaders in Araby, if not all of history. 
   
  Not all Desert Riders are slavers, bandits and cavalrymen, 
  however. Many seek fortune, travelling across the sands and 
  exploring the ancient tombs and ruined cities of millennia’s past. 
  Bel-Aliad, being the most sought after, is the place where most 
  young and ambitious adventurers go to seek their fortune--and 
  many their doom. Its ancient halls and sunken homes are said to 
  hide untold treasures, attracting many to its domain. Desert Riders 
  who enter and live to tell the tail are said to come out with 
  powerful magical artifacts, including swords surrounded by 
  flames, jeweled rings that grant the wearer divine luck and lamps 
  that are rumored to hold the mystical Djinn trapped within them 
  that sell for a fortune to the right magician. 
   
  “By the Lady, those heathens of the sands know no honor! No 
  glory! They pillage us at night and steal from which they cannot 
  kill. So long as I live, I shall hunt down and vanquish those so 
  called ‘Demons of the Desert’ until there is not but sand and 
  blood!”—Sir Jean-Luc Girault, Bretonnian Crusader 
   
  “We never had a chance sir. They came out of nowhere. Before 
  we could turn they were in among us, shouting their chilling 
  battle-cries as they cut us down. It's true we ran from them sir, 
  but these were not men - they were demons on horseback.”  
  —The Mercenary Gunter Frieshiem, explaining his part in the 
  infamous Rout of Rifraffa 
   
  Desert Rider Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Agility 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Willpower 
  WS 
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   Pillager—Brass 3 (Rogue) 
  Skills: Animal Care, Charm Animal, Drive, Language (Thieves 
  Tongue), Lore (Araby), Melee (Basic or Polearm), Play (Drum or 
  Flute), Ride (Camel or Horse) 
  Talents: Lightning Reflexes, Marksman, Roughrider, Strider 
  (Desert) 
  Trappings: Light Warhorse (Arabyan Pureblood with Fast Trait) 
  or Light War Camel with Saddle and Tack, d10 Rations 
   
   Desert Rider—Silver 1 
  Skills: Cool, Gamble, Outdoor Survival, Perception, Ranged 
  (Bow), Sleight of Hand 
  Talents: Accurate Shot, Cardsharp, Deadeye Shot, Night Vision 
  Trappings: Map, Recurve Bow and 10 Arrows, Tent 
   
   Desert Raider—Silver 2 
  Skills: Intimidate, Lore (Araby), Stealth (Rural), Track 
  Talents: Combat Reflexes, Rover, Strike to Injure, Trick Riding 
  Trappings: Quality Tent and Carpet, Scimitar 
   
   Demon of the Desert—Silver 4 
  Skills: Leadership, Lore (Any) 
  Talents: Fast Shot, Frightening, Inspiring, Robust 
  Trappings: Quality Desert Garb, Unit of Desert Riders 
   
  Arab Horseman by Adolf Schreyer 
   
   
   
   
   
  
  22 
   
  Dervish 
  Human Arab 
   
  The Dervishes of Araby are the most fanatically loyal warriors 
  within the Cult of the Great Prophet. These whirling death-dealers 
  represent the sheer level of piety and unquestioning faith within the 
  Araby armies, carving a bloody path through the ranks of even the 
  most hardened men and monsters within their sights. They are said 
  to have no fear, no remorse and some even rumor they suffer no 
  pain—unlikely but widely believed. They charge into battle 
  wielding their blades and relentlessly decimate ranks of troops not 
  dissimilar to a Dwarf Slayer or any of the many Flagellants within 
  the Empire. 
   
  Dervishes are found most often on the western portion of Araby 
  within the Land of the Dervishes, far to the south of Lahiek and 
  over the mountains that separate the two. They are descendants of 
  the numerous nomadic tribes that litter the land outside the major 
  city-states, surviving near oasis’ and making frequent pilgrimages 
  to Martek as part of their religious traditions. Their unflinching 
  belief in their faith has earned them renown amongst the people 
  with some achieving such great status that they are taken in by the 
  caliphs and viziers of Araby, and even the Sultan himself, as 
  legendary bodyguards known as the “Black Scimitar Guard”—a 
  legendary troupe first recorded to be the personal elite warriors of 
  Sultan Jaffar, said to best many of the fiercest knights of Bretonnia 
  and the Empire during the Great Crusade, dying to the last man 
  and setting an example for generations to come. 
   
  Dervishes are deeply nomadic as part of their tradition and are 
  often accompanying priests of Ormazd, merchants and nobility as 
  protection. Their fanatic loyalty to their faith and its teachings 
  make them highly trustworthy guards once a deal has been made; 
  plus, they ask for comparatively little to other mercenaries and 
  escorts. They donate large portions of their income to the cult, and 
  in recent years as trade has rapidly increased, they’ve grown more 
  frequent in the Empire through Marienburg attempting to convert 
  more into their cult with very limited success. 
   
  “He ran at me like a devil, whirling his blades and cutting down 
  no less than three of my brothers before reaching me. As I lifted 
  my shield, I could not help but fear for my life, seeing those once 
  valiant knights butchered as I coward behind them. I was driven 
  back, blow after blow, pushing me to a wall… ‘Was this the end’, 
  I thought? Only a moment later a knight of the Empire charging 
  on his steed pierced through the whirling devil’s chest with a 
  lance. By the time the man was slain I’d lost my companions, my 
  pride and my honor…” --Lucas Trouvé, Crusader Knight of 
  Bretonnia 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dervish Advance Scheme  
  Starting Characteristics: Weapon Skill, Strength 
  and Toughness 
  Career Rank 2 Characteristic: Willpower 
  Career Rank 3 Characteristic: Initiative 
  Career Rank 4 Characteristic: Fellowship 
  WS 
  BS 
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   Zealot—Brass 2 (Warrior) 
  Skills: Dodge, Endurance, Intimidate, Intuition, Lore 
  (Ormazd), Melee (Basic), Outdoor Survival, Perform (Dance) 
  Talents: Berserk Charge, Fleet Footed, Frenzy, Read/Write 
  Trappings: Quality Robes, 3 Vials of Poison 
   
   Dervish—Silver 1 
  Skills: Athletics, Cool, Entertain (Singing), Lore (Araby), Perform 
  (Sword Tricks), Secret Signs (Cultists) 
  Talents: Dual Wielder, Hardy, Hatred (Heretics), Implacable 
  Trappings: Book (Ormazd), Leather Jerkin, Religious Symbol, 
  Scimitar 
   
   Mujāhid—Silver 2 
  Skills: Charm, Language (Any), Lore (Local), Perception 
  Talents: Ambidextrous, Furious Assault, Menacing, Sprinter 
  Trappings: Religious Relic 
   
   Black Scimitar Guard—Silver 3 
  Skills: Entertain (Speeches), Leadership 
  Talents: Battle Rage, Fearless (Heretics), Frightening, 
  Impassioned Zeal 
  Trappings: Followers of Ormazd (Including Zealots, Dervishes 
  and Mujāhid) 
   
  Arab Warrior by Horace Vernet, 1817-1822 
   
   
   
  
  23 
   
  Mamluk 
  Human 
   
  Mamluks are members of the warrior elite of Araby and refers to 
  non-Arabyan slave soldiers, freed slaves, converts to the Cult of 
  the Great Prophet assigned to military and administrative duties, 
  and Arabyan rulers of slave origin. The most prominent Mamluk 
  realm is the knightly military class in which occupy Lashiek, 
  Martek and Copher, which developed from the ranks of slave 
  soldiers. These are mostly enslaved nomadic peoples, Tileans, 
  Estalians, Bretonnians and various other peoples from realms 
  frequently attacked by corsairs. They’re bought and sold to 
  military officials, nobles and private orders to place in their armies 
  until either they’ve died or earned their freedom. Many Mamluks 
  are also of Border Prince origin as the greed of some of the 
  individual principalities is great enough to sell some of their 
  subjects to their desert dwelling neighbors.  
   
  The knightly orders of Araby are often the first association people 
  make when thinking about the Mamluks—armored in lamellar and 
  riding their horses or camels into battle, cutting down huge swaths 
  of Greenskins and undead in a single unstoppable charge, The 
  honor and bravery shown over their countless centuries of service 
  has done more than enough to earn them the eternal gratitude of 
  the Araby’s many people. Much like their janissary counterparts, 
  the Mamluks of Araby are run through rigorous amounts of 
  education and training, with a structure similar to that of the 
  knightly orders found in the rest of the Old World. Once trained 
  for battle, Mamluks are expected to hold the values and traditions 
  of their order and their faith above all else—to live and die serving 
  as the swords of the Great Prophet is paramount.  
   
  Equally as dangerous on foot as they are on a mount, Mamluks are 
  highly prized elite infantry and cavalry within Araby. Once their 
  masters die or they’ve earned their freedom by other means, 
  Mamluks can often find employment without much, if any, issue. 
  Due to the broken state Araby is in, Mamluks can often be found 
  travelling and selling their services across a wide range of 
  locations, up to and including the Old World. Their adventurous 
  spirit combined with years of training and education make them 
  prime for mercenary work, with some of them returning home 
  relished with newfound wealth and becoming an Amir in their own 
  right. These lords and commanders would in turn continue the 
  cycle and leading great armies, some establishing their own 
  knightly orders and purchasing slaves to be trained and educated as 
  Mamluks under their strict guidance. 
   
  “Dem ‘umies are a real pain to krump! When you fink you 
  gottem dey always find a new way to make even da ‘Ard Boyz 
  look soft! Dey pour outta da gate, hackin’ an’ slashin’ their way 
  through my boyz, and dem useless Gobboz can’t even pelt ‘em wit 
  arrers!”--Gaznak Eyesqueezer, Orc Boss attempting to siege 
  Al-Haikk 
   
   
   
   
   
   
   
   
   
   
   
  Mamluk Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Agility 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Willpower 
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   Mamalik Kitabeya—Silver 1 (Warrior) 
  Skills: Animal Care, Charm Animal, Endurance, Heal, Language 
  (Battle), Lore (Heraldry), Melee (Cavalry), Ride (Camel or Horse) 
  Talents: Etiquette (Any), Roughrider, Strider (Desert), Warrior 
  Born 
  Trappings: Boiled Breastplate and Helm, Religious Symbol, 
  Riding Horse (Arabyan Pureblood) or Camel with Saddle and 
  Tack, Shield 
   
   Mamluk—Silver 5 
  Skills: Cool, Dodge, Intimidate, Melee (Any), Perception, Play 
  (Any) 
  Talents: Menacing, Resolute, Shieldsman, Strike Mighty Blow 
  Trappings: Cavalry Sabre, Destrier or War Camel with Saddle 
  and Tack, Mail Armor and Coif, Melee Weapon (Any) 
   
   Sanjaqi—Gold 2 
  Skills: Charm, Language (Any), Leadership, Lore (Ormazd) 
  Talents Fearless (Heretics), Pure Soul, Resistance (Any), 
  Warleader  
  Trappings: Barding, Lamellar Armor and Helm, Symbol of Rank 
   
   Amir—Gold 4 
  Skills: Entertain (Speeches), Lore (Warfare) 
  Talents: Disarm, Inspiring, Iron Will, Strike to Injure 
  Trappings: Gift from the Sultan, Large Unit of 
  Mamluk Knights or Several Small Units of Mamluk Knights, 
  Quality Courtly Garb 
   
  Mamluks by Angus McBride 
   
   
   
   
   
   
   
   
   
   
   
  
  24 
   
  Rajput Warrior 
  Human Indan 
   
  The land of Ind is a mysterious and wonderous place. To the far 
  east, beyond the Mountains of Mourn stands the Land of a 
  Thousand Gods. Many kingdoms pepper this sacred land as the 
  people of Ind, much like their western counterparts, are prone to 
  war on all sides--from Greenskins and Chaos to between bickering 
  kingdoms seeking conquest and glory.  
   
  At the heart of Ind lies its caste system, with merchants, artists, the 
  peasantry and the like at the lower. The warrior and noble caste 
  reigns supreme with the elite warriors of Ind being the very bridge 
  that links the two together, the Rajput. These legendary warriors 
  hold great status over the people as valiant warriors, duelists, 
  mercenaries and are seen as arbiters of the gods’ wills. Their 
  tremendous sense of duty combined with years of education and 
  training gives them a much greater edge over the traditional militia 
  forces and mercenaries often seen around Ind. 
   
  They can often be found traveling the Spice Road, defending 
  caravans from Dark Elf raiders, hobgoblins and hostile ogre tribes 
  littering the trail. This has granted them a huge amount of renown 
  among the merchant class in Ind and even Cathay, carving through 
  the worst many travelers have to contend with on their dangerous 
  travels to the Empire and beyond. Their combat style imitates like 
  a dance of death, mimicking the elegance and combat prowess of 
  their god Shaivi. 
   
  To this day the Rajput remain Ind’s best forces when facing the 
  horrors that plague its numerous kingdoms with a style that mimics 
  that of a dance on the battlefield. This comes at a great cost and 
  heavily weighs on their soul, as they face endless invasions from 
  the chaotic Hung and vile ratmen below. Their piety and worship 
  to the three Great Gods of the Ind pantheon is all that keeps them 
  sane: Brahmir the Creator, Vaishna the Protector and Shaivi the 
  Destroyer are to the warriors and people of Ind what Sigmar, 
  Myrmidia and Ulrich are to the people of the west.  
   
  To the Rajput to fight is to serve their gods, all of them, in some 
  way: For Brahmire they fight to allow their people to flourish, 
  living their lives in peace to create and cherish the lives given to 
  them by their gods; for Vaishna they fight to protect their lands, 
  homes, people and honor; and for Shaivi they seek to destroy the 
  corruption eating at the heart and soul of Ind, purging it for reasons 
  akin to the Witch Hunters of the Empire. 
   
  “The devotion of the Rajput is still paid to his arms, as to his 
  horse. He swears ‘by the steel,’ and prostrates himself before his 
  defensive buckler, his whip, his sword, or his dagger.”—Sir 
  Arthur Micheaux, Bretonnian Explorer 
   
  “Chivalry and heroism are as much a part of their blood as 
  honour and pride. Enough to save my hide from those long-eared 
  raiders.” --Hein Prangsma, Marienburg Merchant 
   
   
   
   
   
   
   
   
  Rajput Warrior Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Willpower 
  Career Rank 2 Characteristic: Agility 
  Career Rank 3 Characteristic: Toughness 
  Career Rank 4 Characteristic: Fellowship 
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   Ind Scion—Silver 5 (Warrior) 
  Skills: Charm, Haggle, Lore (Local), Lore (Ind), Melee (Basic), 
  Perception, Perform (Dance), Ranged (Bow) 
  Talents: Resolute, Strike Mighty Blow, Very Resilient, Warrior 
  Born 
  Trappings: Breastplate (Boiled Leather), Courtly Garb, Katar or 
  Kukri (Dagger) 
   
   Rajput—Gold 1 
  Skills: Art (Any), Language (Any), Melee (Brawling), Melee 
  (Flail), Play (Drum or Sitar), Pray 
  Talents: Dual Wielder, Luck, Shieldsman, War Dance 
  Trappings: Pata, Mail Coat, Mirror Armor, Uniform and Turban 
  with Religious Symbol 
   
   Ahadi—Gold 2 
  Skills: Cool, Endurance, Ranged (Throwing), Ride (Horse) 
  Talents: Disarm, Hardy, Resistance (Any), Robust 
  Trappings: Courtly Garb, Symbol of Brahmir or Vaishna or 
  Shaivi, Urumi Sword Whip, 3 Chakrams 
   
   Naik—Gold 4 
  Skills: Leadership, Melee (Any) 
  Talents: Commanding Presence, Furious Assault, Pure Soul, 
  Strong-minded 
  Trappings: Jewelry (Worth 500 GC), Quality Courtly Garb 
   
   
  Man in Armor by Edwin Lord Weeks 
  
  25 
   
  Beast Tamer 
  Human Indan 
   
  The exotic lands of Ind hold many beasts and monsters never 
  before seen to the people of the west: tigers, elephants and panthers 
  are but a taste of what Ind has to offer. With nature and man being 
  so closely intertwined it is no wonder that over the ages many have 
  attempted to tame these creatures. Perhaps it was for the fame and 
  glory, the power of controlling such beasts, or something more 
  benign and simpler as building a friendship with nature itself. The 
  intentions of the Beast Tamers are as varied as any other 
  profession, but one thing is clear—they are among the few who 
  can successfully control nearly any creature once they’ve fully 
  peaked and mastered the art of taming. 
   
  Best Tamers can be found in a large variety of locations. They 
  serve as entertainers, warriors, scouts, hunters and so much more 
  for their respective kingdoms. Those of higher status and renown 
  are often invited to the courts of the many nobles and rulers of the 
  various kingdoms of Ind, to display their talents and their animal 
  companions with compensation afterwards. The warrior Beast 
  Tamers ride in to battle on their various mounts, leading ferocious 
  charges that break the lines of enemy armies, routing and ensuing 
  fear and terror into the hearts of those who’d dare stand in their 
  way. Lavished in gifts of gold and silk, Beastmasters represent the 
  pinnacle of the skill a Beast Tamer can achieve having gained 
  control of a mighty monster capable of being broken and mounted. 
   
  Kislev has priests of Ursun capable of taming bears. The Empire 
  has its legendary Demigryph knights. Bretonnia has its 
  Hippogryph and Pegasus knights. Ind has its war elephants. Little 
  is known about their exact methods but is said some Beastmasters 
  go so far as to control manticores and even dragons. The people of 
  Ind are unique indeed. 
   
  “… ‘an then he grappled the ting’ to the ground and collared it! 
  Can you believe that!? Aye, it happened. Next thing ya know, the 
  next mornin’ the bloody boar was listenin’ to ‘is commands and 
  performin’ tricks! The week after that it was fightin’ alongside 
  us an’ scarin’ off the goblins that tried ambushin’ our camp.” --
  Agmaurdrer Truearm, Dwarf Peddler 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Beast Tamer Advance Scheme  
  Starting Characteristics: Strength, Agility and 
  Intelligence  
  Career Rank 2 Characteristic: Ballistic Skill  
  Career Rank 3 Characteristic: Willpower  
  Career Rank 4 Characteristic: Toughness  
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   Animal Tamer—Brass 5 (Ranger) 
  Skills: Athletics, Animal Care, Charm Animal, Drive, Lore 
  (Beasts), Melee (Brawling), Play (Drums), Ride (Horse)  
  Talents: Animal Affinity, Dirty Fighting, Fearless (Beasts), 
  Roughrider 
  Trappings: Leather Jerkin, Riding Horse with Saddle and Tack, 
  d10 Animal Traps  
   
   Beast Tamer—Silver 1  
  Skills: Animal Training, Cool, Dodge, Lore (Monsters), Melee 
  (Any), Ranged (Entangling)  
  Talents: Crack the Whip, Seasoned Traveler, Strike Mighty Blow, 
  Trick Riding  
  Trappings: Melee Weapon (Any), Net, Training Whip  
   
   Monster Tamer—Silver 3  
  Skills: Heal, Intimidate, Melee (Polearms), Ride (Elephant)  
  Talents: Accurate Shot, Fearless (Monsters), Stout-hearted, Sturdy 
  Trappings: Backpack, Bedroll, Tent, War Elephant with Saddle 
  and Tack, d10 Monster Bait  
   
   Beastmaster—Gold 1  
  Skills: Lore (Any), Ride (Any)  
  Talents: Iron Will, Robust, Slayer, Tenacious  
  Trappings: Map to a Monster’s Lair, Quality Leather Armor 
   
   
  A royal Rajput procession by Jeremy Richards, 2014 
   
   
   
   
   
   
   
   
   
   
  
  26 
   
  Celestial Dragon Monk 
  Human Cathayan 
   
  Among the greatest warriors in the East reside within the Temple 
  of the Celestial Dragon Monks. An ancient and powerful order, the 
  Dragon Monks are masters of unarmed combat. Warriors 
  sometimes journey to the temple seeking training, though very few 
  meet the strict requirements, or even survive their first encounter 
  with a member of the order. 
   
  Established thousands of years ago, so ancient no records can 
  recall an exact date, the order of Monks train rigorously across the 
  Mountains of Heaven of Grand Cathay. Highly disciplined and 
  nearly unbeatable in unarmed combat, the Dragon Monks are 
  amongst the elite fighting forces at the disposal of the Dragon 
  Emperor, called in as his elite anti-infantry force. So effective are 
  these monks in close-quarter combat that even Orcs are rumored to 
  prefer longer reaching weapons when engaging them in a fight for 
  fear of being knocked cold in a single punch. 
   
  While their reputation is one that must be seen to be believed, it 
  nonetheless holds true, with epic retellings of long dead warriors 
  having battled the likes of massive monsters, undead, great demons 
  and even the noble dragons themselves. These legends often 
  become their era’s respective Grand Masters of the order, giving 
  future generations access to thousands of years of records on the 
  history of the order, Cathay, and the many legendary techniques 
  perfected by immortalized Celestial Dragon Masters before them.  
   
  The truly masterful monks are said to travel to the highest peaks of 
  the mountains, searching for jade tigers and dragons to fight in a 
  one-on-one duel to the death--the monk walking away a master of 
  the martial arts should they survive such a dangerous encounter. 
   
  Their fighting styles take influence and mirror that of the 8 Winds 
  of Magic, consisting of 8 unique and difficult to master Paths of 
  unarmed combat, some more brutal and destructive, while others 
  grant better self-preservation or precision strikes. 
   
  Nevertheless, each style is unique in its own way, testing the 
  monk’s abilities to their breaking points and making them nearly 
  unbeatable against anyone foolish enough to challenge them 
  should they complete their decades-long training. It is said an 
  experienced monk can even slay an enemy in one blow to the chest 
  with their palms, rupturing innards and stopping their heartrate 
  altogether. These stories have attracted the interest of some in the 
  Old World—even seeking this power for themselves. 
   
  In recent history, due to increased relations between Cathay and 
  their new trade partnership with Westerland, monks have started 
  traveling to the unknown lands of the Old World in hopes to seek 
  better knowledge, power or to spread the word of the Celestial 
  Dragon Emperor’s divine benevolence. Some simply travel to the 
  Old World for fortune, adventure and exploration, possibly to even 
  establish a new temple and spread their order’s teachings. 
   
  “For all the strangeness of man I have seen over the years I find 
  those shaved-headed men in the Mountains of Heaven the 
  strangest. I simply cannot fathom seeing a man, without armor 
  or a weapon, felling an ogre barehanded. If true, they give the 
  people of Chrace a run for their money.”—Oralin the Valiant, 
  High Elf Ambassador 
   
  Cathayan Dragon Monk Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Agility 
  Career Rank 2 Characteristic: Dexterity 
  Career Rank 3 Characteristic: Willpower 
  Career Rank 4 Characteristic: Initiative 
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   Novice Monk—Brass 4 (Warrior) 
  Skills: Athletics, Climb, Cool, Dodge, Heal, Melee (Brawling), 
  Melee (Polearm), Perform (Meditation) 
  Talents: Dirty Fighting, Disarm, Martial Artist (Path), Read/Write 
  Trappings: Monk Robes, Shaved Head, Quarterstaff 
   
   Dragon Monk—Silver 2 
  Skills: Art (Tattoo), Gossip, Outdoor Survival, Play (Flute), 
  Sleight of Hand, Stealth (Any) 
  Talents: Combat Aware, Enclosed Fighter, Fleet Footed, In-
  Fighter 
  Trappings: Prayer Beads, Quality Monk Robes 
   
   Martial Arts Master—Silver 4 
  Skills: Art (Tea Making), Endurance, Perception, Perform 
  (Acrobatics) 
  Talents: Reversal, Robust, Step Aside, Strike to Stun 
  Trappings: Apprentice Monk, Dragon Tattoo (Arms and Body), 
  Tiger Claws or Gauntlets, Training Temple 
   
   Celestial Dragon Master—Gold 3 
  Skills: Art (Painting or Poetry), Lore (Dragons) 
  Talents: Careful Strike, Combat Master, Combat Reflexes, Furious 
  Assault 
  Trappings: Best Quality Monk Robes, Dragon Staff, Small Unit 
  of Dragon Monks 
   
  Pixabay Public Domain Image 
  
  27 
   
  Cathayan Jinyiwei 
  Human Cathayan 
   
  The Jinyiwei is the imperial secret police that serves the Celestial 
  Dragon Emperor of Grand Cathay. The guard was founded to serve 
  as his personal bodyguards. It has since become an imperial 
  military body split between two divisions. They are given the 
  authority to overrule judicial proceedings in prosecutions with full 
  autonomy in arresting, interrogating and punishing anyone, 
  including nobles for crimes related to the occults of Necromancy 
  and Chaos. 
   
  The Jinyiwei is tasked with collecting military intelligence on the 
  enemy and participation in battles during planning. These agents 
  don a distinctive uniform, with a tablet worn on their torso, and 
  carry a special silvered weapon. Jinyiwei wearing black uniform 
  serve as the Emperor’s personal experts on hunting down and 
  annihilating the Jade Blood vampires and their undead legions. 
  Those wearing the red Uniforms serve as hunters of the 
  innumerable Chaos cults found throughout the Emperor’s domain 
  and specialize in the purging of Tsien Tsin (Tzeentch) 
  worshippers, especially spell casters. They are highly educated and 
  taught that research and understanding of the occult is paramount 
  to ending the lingering threats to the great eastern power. “Know 
  thy self, know thy enemy. A thousand battles, a thousand 
  victories.”—The Jinyiwei’s Oath that is taken once they enter 
  service. 
   
  One of the duties of the Jinyiwei is to help the Emperor spy on his 
  subjects. The Celestial Dragon Emperor has recently increased the 
  Jinyiwei’s duties, allowing them to inspect his officials at work in 
  the capital city of Weijin, as a massive increase in Tzeentchian and 
  necromantic activity has forced his divine hand. About 40,000 
  cultists were executed within the first year of the Jinyiwei’s 
  increased power, which has prompted accusations of abuse of 
  power within the imperial court. These accusations stopped soon 
  after. 
   
  The Jinyiwei are authorized to overrule judicial proceedings in 
  prosecuting those deemed as enemies of the state, granted with full 
  autonomy in arresting, interrogating, detaining them without trial 
  and punishing them, without going through due process. They are 
  bound to the service of the Emperor and take direct orders from 
  him. They also served as political commissars for the Cathayan 
  armies in times of war. In recent years, with the increased trade 
  between Cathay and Marienburg, Jinyiwei have found themselves 
  sought after by Cathayan merchants, scholars and diplomats as 
  guards to help guarantee safe passage into the Old World for 
  interests of the Emperor and Cathay. They also double as co-
  diplomats and brokers between the Empire and Cathay, sharing 
  information and knowledge regarding undead and chaotic activity 
  both powers suffer in equal amounts. 
   
  “I found myself being followed in the market the other day… 
  eyes piercing through me like an arrow. ‘The Emperor’s eyes are 
  everywhere’ I’m told. A fact made most apparent to me as I detail 
  my time here. I’ve met Witch Hunters with more joy in their eyes 
  than these people…”—Oralin the Valiant, High Elf 
  Ambassador 
   
   
   
   
  Jinyiwei Advance Scheme 
  Starting Characteristics: Weapon Skill, Toughness 
  and Willpower 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Intelligence 
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   Imperial Agent—Silver 1 (Ranger) 
  Skills: Charm, Heal, Intimidate, Intuition, Lore (Torture), Melee 
  (Basic), Perception, Research 
  Talents: Bookish, Menacing, Read/Write, Savvy 
  Trappings: Dao, Instruments of Torture 
   
   Jinyiwei—Silver 3 
  Skills: Cool, Gossip, Melee (Any), Lore (Tzeentch or Vampires), 
  Ranged (Bow or Crossbow), Ride (Horse) 
  Talents: Combat Aware, Lip Reading, Sixth Sense, Warrior Born 
  Trappings: Black or Red Uniform and Hat, Imperial Tablet, 
  Recurve Bow or Light Crossbow, Riding Horse with Saddle and 
  Tack, Silvered Dao, 10 Silvered Arrows or Bolts 
   
   Celestial Executioner—Silver 5 
  Skills: Endurance, Leadership, Lore (Law), Lore (Chaos or 
  Undead) 
  Talents: Fearless (Cultists or Undead), Relentless, Resistance 
  (Magic), Strong-minded 
  Trappings: Courtly Garb, Lamellar Coat 
   
   Celestial Prefect—Gold 1 
  Skills: Haggle, Lore (Politics) 
  Talents: Frightening, Magical Sense, Magic Resistance, Pure Soul 
  Trappings: Large Spy Ring of Imperial Agents, Quality Courtly 
  Garb 
   
   
   
   
   
   
   
   
   
   
   
  
  28 
   
  Swordsaint 
  Human Cathayan or Nipponese 
   
  Cathay, the great empire of the far east, is the oldest human empire 
  and among the most powerful of the human realms on the planet. 
  Its armies are said to number from the hundreds-of-thousands to 
  the millions, dwarfing its neighbors in raw manpower and 
  overrunning even Greenskins in numerical supremacy. From the 
  capital in Weijin to the heavily defended north of Cathay in Nan-
  Gau and southern forts bordering the tainted land of Khuresh in 
  Xianbei, the subjects of the Celestial Dragon Emperor fight on a 
  regular basis to defend their homeland from the tainted forces of 
  Chaos. Skaven, Ogres, Beastmen, Greenskins and relentless 
  invasions by the barbaric Hung tribes of the north have tested 
  Cathay time and again for millennia, much like the Empire of man 
  to the West. However through Cathay’s many thousands of years 
  of history in art, warfare and magic, they have perfected the 
  ultimate warriors—the Swordsaints. 
   
  A celestial order defined by their unwavering loyalty to the 
  Emperor, the Swordsaints of Cathay are expert duelists of almost 
  mythical status. Their mastery of the sword has earned them much 
  fear and renown from both their allies and enemies. They train 
  relentlessly, mastering techniques and styles unheard-of outside the 
  East. With decades of practice, preparation and study put into each 
  stroke, their combat prowess is perfected through years of 
  aggressive fighting against the greatest of their enemies’ 
  champions, with Chaos Warriors of the Hung, Ogre Bruisers and 
  innumerable Greenskin Bosses being but a few examples. Masters 
  of the art cut these foes down relentlessly over their many decades 
  of life, with the greatest of champions granted a personal audience 
  with the mysterious Celestial Dragon Emperor himself, gifted his 
  blessing (not too dissimilar to The Cult of the Lady in Bretonnia) 
  and granted a legendary Jade Longsword forged by the master 
  smith—the Gold Wizards of Cathay. 
   
  The Swordsaints are nomadic in nature, travelling the lands of 
  Cathay and beyond and aiding the people of the land when they 
  can. They are considered kind and approachable by the people of 
  Cathay, as many of the more prominent Swordsaints are 
  descendants of commoners and peasants who don’t suffer the same 
  dissociation with the common people unlike nobility--unusual of 
  an order of such prestige. It is skill and not class that is sought after 
  within its divine order, a similarity they share with the monks 
  within the Mountains of Heaven. Many Swordsaints are 
  remembered through shrines and statues built in their honor for 
  their great deeds and defense of the people with each subsequent 
  saint having a terracotta soldier made in their honor and likeness 
  outside the Emperor’s palace in Weijin to protect him—even in 
  death. In Nippon, the Swordsaints are held in higher esteem among 
  the warrior caste, as it was they who taught the samurai many of 
  the techniques, arts and strategies they now associate with their 
  kenjutsu and Bushido code. Those who follow the older ways of 
  Cathay in Nippon society are known as the Kensai. In recent years, 
  with the bridging of relations between the far East and the 
  outsiders from Marienburg, Swordsaints have started traveling 
  themselves abroad, to new lands not yet discovered, new cultures 
  to explore, new people to defend and new challenges to face.  
   
  “Know your enemy and know yourself and you can fight a 
  hundred battles without disaster.”—Shu Tsunzi, Cathayan 
  General 
   
  “I find the idea of our superiority often tested in my visits to this 
  land. The skill of some of these duelists is enough to give even a 
  Swordmaster of Hoeth some pause…”—Oralin the Valiant, 
  High Elf Ambassador 
   
  Swordsaint Advance Scheme  
  Starting Characteristics: Weapon Skill, Strength 
  and Initiative  
  Career Rank 2 Characteristic: Fellowship 
  Career Rank 3 Characteristic: Intelligence 
  Career Rank 4 Characteristic: Willpower 
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   Swordsman—Silver 5 (Warrior) 
  Skills: Athletics, Language (Any), Lore (Heraldry), Lore 
  (Warfare), Melee (Basic), Melee (Two-handed), Trade 
  (Bladesmith), Perception 
  Talents: Careful Strike, Combat Aware, Read/Write, Second Sight 
  Trappings: Book (Art of the Sword), Mail Shirt, Sword Repair Kit 
   
   Swordsaint/Kensai—Gold 1  
  Skills: Cool, Dodge, Endurance, Entertain (Storytelling), 
  Language  
  (Battle), Navigation 
  Talents: Combat Reflexes, Furious Assault, Magical Sense, Strike 
  Mighty Blow  
  Trappings: Dao, Lamellar Armor and Helm 
   
   Celestial Blademaster—Gold 2  
  Skills: Art (Calligraphy or Poetry), Language (Any), Perform 
  (Sword Tricks), Ride (Horse) 
  Talents: Combat Master, Reaction Strike, Riposte, Strike to Injure 
  Trappings: Quality Bladesmith Tools 
   
   Blade of the Heavens—Gold 5  
  Skills: Channel (Azyr), Language (Magick) 
  Talents: Arcane Magic (Celestial), Art of War, Inspiring, 
  Instinctive Diction 
  Trappings: Audience with the Celestial Dragon Emperor, Jade 
  Longsword 
   
   
  Guan Yu Capturing His Enemy Pang De by Shang Xi, 1430 
   
   
   
  
  29 
   
  Samurai 
  Human Nipponese 
   
  “Traders from Marienburg in the Old World have reached Nippon 
  since at least 2475 IC. This has led to the establishment of a large 
  Nipponese community in Nipponstaad, between the Paleisbuurt 
  and the Handelaarmarkt, and next to the Cathayans of Zijdemarkt 
  within Marienburg.”—Warhammer Wiki 
   
  Samurai are the hereditary military nobility and officer caste of 
  Nippon and have been for thousands of years. They are the well-
  paid retainers of the daimyo (the great feudal landholders) having 
  high prestige and special privileges such as being granted a high 
  education and wearing two swords. They cultivate the bushido 
  codes of martial virtues, indifference to pain, and unflinching 
  loyalty, engaging in many local battles against rival clans, 
  Greenskins, ogres, Skaven and Daemons. 
   
  As aristocrats for millennia, samurai have developed their own 
  cultures that influence Nippon as a whole. The culture associated 
  with the samurai such as the tea ceremony, monochrome ink 
  painting, rock gardens and poetry was adopted by warrior patrons 
  throughout the decades -160 to -120 IC. These practices were 
  adapted from the Cathayan arts. Celestial monks introduced them 
  to Nippon and they were allowed to flourish due to the interest of 
  powerful warrior elites. The Grandmaster of Heaven at the time 
  was the monk who was advisor to both the Emperor and his close 
  partner, the Shogun at the time, in an attempt to bridge relations 
  between the two great powers. The Grand Master, as well as other 
  monks, served as a political and cultural diplomat between Nippon 
  and Cathay. The Grandmaster was particularly well known for his 
  garden design. The Celestial Monks even brought along Sword 
  Saints from the mainland to help advise and train the warrior caste 
  of Nippon, teaching them the secrets to numerous swords fighting 
  and bladesmith techniques, and their codes of honor. 
   
  However, relations fell apart upon the reveal of an ulterior motive 
  within the courts of Cathay, as sinister forces (rumored to be 
  servants of Tsien-Tsin, also known as Tzeentch) within its political 
  structure attempted to subjugate the island nation, leading to war. 
  The people of Nippon, fiercely determined, united under the 
  Shogunate and fought off a massive invasion spearheaded by 
  Cathay. Through centuries of fighting, Nippon perfected its own 
  craft of swordsmanship and successfully repelled the forces of 
  Grand Cathay in a bloody war of independence. 
   
  The country has since been divided and fractured into competing 
  warring states and has been for many centuries. Since contact was 
  reached with Marienburg, many samurai have found themselves 
  travelling to the far west, into Westerland and Marienburg out of 
  curiosity and a search for wealth, knowledge and power. They bare 
  the mark of their clans and parade in their exquisite armor, a 
  symbol of the pride and honor of the people of Nippon—an honor 
  they are willing to defend and die for at any cost. 
   
  “Bushido is realized in the presence of death. This means 
  choosing death whenever there is a choice between life and 
  death. There is no other reasoning.”--Yamamoto Tsunetomo, 
  Nippon Philosopher and Poet 
   
  “The only other things I’ve seen more willing to die over honour 
  are the bloody Slayers.”—Omar Von Schmetterling, Mercenary 
  Captain from Westerland 
   
  Nippon Samurai Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Initiative 
  Career Rank 2 Characteristic: Toughness 
  Career Rank 3 Characteristic: Willpower 
  Career Rank 4 Characteristic: Intelligence 
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   Elite Soldier—Silver 2 (Warrior) 
  Skills: Athletics, Dodge, Endurance, Heal, Intuition, Language 
  (Battle), Lore (Heraldry), Melee (Basic) 
  Talents: Hardy, Kenjutsu (Style), Read/Write, Strike to Injure 
  Trappings: Chonmage Haircut, Kimono, Mail Coat, Tantō 
  (Dagger) 
   
   Samurai—Silver 4 
  Skills: Art (Calligraphy or Poetry), Cool, Melee (Polearm), Melee 
  (Two-handed), Ranged (Blackpowder or Bow), Riding (Horse) 
  Talents: Combat Reflexes, Dual Wielder, Etiquette (Soldiers), 
  Shieldsman 
  Trappings: Clan Mon (Symbol), Katana, Samurai Armor and 
  Kabuto, Light Warhorse with Saddle and Tack, Your Honor 
   
   Hatamoto—Gold 2 
  Skills: Charm, Intimidate, Leadership, Lore (Etiquette) 
  Talents: Ambidextrous, Disarm, Lightning Strike, Reaction Strike 
  Trappings: Clan War Banner, Horo (Cloak), No-Dachi, Symbol 
  of Rank and Status, Quality Courtly Garb 
   
   Daimyo—Gold 7 
  Skills: Lore (Politics), Lore (Warfare) 
  Talents: Combat Master, Inspiring, Riposte, Warleader 
  Trappings: Land in Nippon, Large Unit of Samurai, Quality 
  Samurai Armor and Kabuto 
   
  Kagehisa and Yoshitada wrestling by Kuniyoshi 
  
  30 
   
  Ronin 
  Human Nipponese 
   
  The term Ronin refers to samurai who, as a result of either losses in 
  battle, the untimely death of their lord or master, or their own 
  misdeeds, have been dispossessed of their fief and their noble 
  sponsorship. Under normal circumstances, samurai who would 
  dishonor themselves are conditioned to commit seppuku—a 
  ritualistic form of suicide meant to preserve the samurai’s honor in 
  death, but this is not always the case. In these tumultuous times 
  their numbers have increased rapidly; they remained a great cause 
  of disorder throughout the land of Nippon and Cathay, becoming 
  mercenaries, guards, bandits and crime lords. They are no less 
  deadly in combat than their noble brethren the Samurai, but their 
  freedom from many of the rules and regulations binding them to 
  their duties from both the Bushido Code and their lords makes 
  them significantly more dangerous to cross. While samurai are 
  certainly capable of their own cruelties and enforce unfair laws 
  against the common people, the Ronin are considered honor-less 
  and need not hold themselves to the same standard. 
   
  In the late-25th century IC many impoverished samurai were 
  attracted to the employment of Western foreigners from the 
  country of Westerland as a chance to restore some of their lost 
  wealth and status. Large numbers of Ronin dissatisfied with their 
  current treatment, or out of boredom, left for these foreign lands 
  spreading to parts of the Empire, Bretonnia, Estalia and Tilea 
  searching for work in various fields. The vast majority end up 
  taking criminal work in some form or another; banditry is 
  common, as is becoming gang enforcers and utilizing their years of 
  training and discipline to climb through the ranks and start their 
  own criminal empires. Those that follow this path are referred to as 
  Yakuza and are the bane of law enforcement. 
   
  Not all Ronin are so ruthless. While many suffer great misfortune, 
  it isn’t uncommon for them to perform great acts of kindness. 
  Adventuring and exploration are in their blood as much as any 
  other nomadic warrior of their kind, and tales of bands of Ronin 
  fighting off Greenskin, Beastmen and bandit incursions to protect 
  villages and innocent lives are just as common as their tales of 
  brutality and ruthlessness. In recent years tales have sprung around 
  the Empire and beyond of men and women in strange robes 
  entering towns clearing them of criminals, invaders and hidden 
  chaos cultists asking for nothing more than a cup of tea and a 
  night’s rest. The most famous is a man who goes by the name of 
  “Jack”, a Ronin dressed in white and grey foreign robes, wearing a 
  straw hat; he is said to have slaughtered Beast Lords, Orc Bosses 
  and Skaven Warlords in single combat across Estalia, Tilea and the 
  Empire. He asks for little if anything in return. Despite no one 
  knowing his true name, when a Tilean noble of Miragliano asked 
  him for anything he desired after preventing a Skaven invasion 
  from besetting the city the Ronin merely asked he be given a new 
  name befitting of a local commoner. The people of Miragliano 
  voted and the title of “Jack” was granted to him for his actions in 
  protecting the mighty principality. It is rumored many of the 
  ratmen’s assassins have failed in their attempts to stop Jack’s acts 
  of altruism. 
   
  “Nothing worth having is easily attained… Sometimes you must 
  fight for what is yours… and what you believe in. Until they get 
  to know the real you, people’s stereotypes don’t mean much. I 
  came here to live free, not die for money.”—Jack, Old World 
  Ronin 
  Ronin Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Toughness 
  Career Rank 2 Characteristic: Agility 
  Career Rank 3 Characteristic: Intelligence 
  Career Rank 4 Characteristic: Fellowship 
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   Nomad—Brass 3 (Rogue) 
  Skills: Athletics, Dodge, Endurance, Heal, Intimidate, Intuition, 
  Melee (Basic), Stealth (Rural) 
  Talents: Hardy, Kenjutsu (Style), Menacing, Strike Mighty Blow 
  Trappings: Leather Jack, Katana, Straw Hat 
   
   Ronin—Brass 5 
  Skills: Cool, Evaluate, Language (Wastelander), Melee (Any), 
  Outdoor Survival, Trade (Any) 
  Talents: Combat Aware, Lightning Strike, Seasoned Traveler, 
  Well-prepared 
  Trappings: Backpack, Tent, Wooden Training Katanas 
   
   Gokudō —Silver 3 
  Skills: Charm, Haggle, Leadership, Lore (Etiquette) 
  Talents: Combat Reflexes, Criminal, Disarm, Dual Wielder 
  Trappings: Cooking Set, Melee Weapon (Any) 
   
   Master Ronin—Silver 5 
  Skills: Lore (Law), Lore (Politics) 
  Talents: Combat Master, Frightening, Kingpin, Riposte 
  Trappings: Quality Clothing and Hat 
   
  Kinhyoshi Yorin, Hero of the Suikoden by Utagawa Kuniyoshi 
   
   
   
   
   
  
  31 
   
  Vimto Monks 
  Human Nipponese 
   
  “Like many Orientals, Nipponese worship a common god called 
  the Orange Simca, whose monks wear orange robes and spend 
  most of their time in contemplation. Vimto is the martial version of 
  Simcism. Nippon abounds with diverse orders of monks, either 
  martial or clerical. The Orders select their members at a very early 
  age and the chosen ones devote their entire lives to philosophy, 
  theology and the martial arts. A lifetime of grueling study hones 
  their bodies and minds to a very fine edge.”—Warhammer Wiki 
   
  Vimto monks are the warrior priests of Nippon. The naginata is the 
  weapon most often associated with them, though many warrior 
  monks are known to be proficient with everything from bow and 
  arrow to tantō and wakizashi (dagger and short sword). Vimto 
  monks, like most other warrior monks of related sects, wear robes 
  to distinguish themselves from other soldiers and samurai, with a 
  series of white or orange kimono-like robes in layers, one over the 
  other, usually white underneath, and tan or saffron yellow on top. 
  Vimto monks often fold and tie the white head cowl to cover more 
  of their head. 
   
  Finally, many warrior monks wear some form of light samurai 
  armor, usually reinforced leather. The Vimto employ a variety of 
  weapons. The belt of the kimono is often supplemented with a 
  heavier sash, so a sword could be slung from it. The long tachi was 
  probably the most common sword, though many monks may carry 
  tantō as well. Many monks are also accomplished archers. The 
  most traditional weapon of the monk, however, was the naginata. 
  Their ancient enemy is that of the Skaven. Ever since clan Eshin 
  stole the art of stealth and assassination from Nippon and Cathay 
  they have used their abilities to kill many key members in the 
  monk’s priesthood. With a lack of leadership, the Skaven thought 
  it would cause the monks to weaken and fracture, possibly fighting 
  amongst themselves like in other religions--but it backfired 
  miserably. The Orange Simca herself is said to have granted 
  visions to her followers commanding them to launch an endless 
  crusade against the Children of the Horned Rat and not to rest until 
  they have been purged from all of Nippon forever. 
   
  Their pious nature is said to grant them valuable gifts from the 
  Orange Simca, Goddess of the Rising Sun, herself, giving them an 
  unparalleled reputation as the living embodiment of the goddess. 
  Seen as avatars of war, Daimyo often pay large sums of money to 
  buy them off as mercenaries either to aid them in their campaigns 
  of war or more commonly to avoid a conflict with them altogether. 
  Ogres find the Vimto monks to be rather difficult competitors in 
  the mercenary market and have launched many failed and bloody 
  attempts to “outbid” their competition. Many ogre tribes in Nippon 
  have had their contracts taken by the Vimto due to a sudden lack of 
  “communication” between their employers and the ogres they 
  initially planned to hire. 
   
  “There is no fear for one whose mind is not filled with desire. 
  You must work out your own salvation and not depend on others, 
  lest be taken advantage of and fall down the path to Chaos.”  
  --Noyamano Nobuo, High Priest of the Cult of Simca 
   
  “Up! Up into man-thing nest! Up to their streets and their 
  cellars! Up to their granaries and their stockyards! Up to their 
  homes and their temples! They kill-kill us! Revenge, yes-yes! 
  Burn-burn the robed ones, for they-they have slain us many!” 
  --Xan Speartail, Skaven Warlord 
  Vimto Monks Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Fellowship 
  Career Rank 2 Characteristic: Agility 
  Career Rank 3 Characteristic: Toughness 
  Career Rank 4 Characteristic: Willpower 
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   Militant Priest—Brass 3 (Warrior) 
  Skills: Athletics, Cool, Dodge, Language (Battle), Lore (Orange 
  Simca), Melee (Polearm), Pray, Trade (Shrine Building) 
  Talents: Bless (Orange Simca), Disarm, Hatred (Skaven), 
  Read/Write 
  Trappings: Monk Robes, Quarterstaff, Portable Simca Shrine, 
  Tantō (Dagger), White Cowl 
   
   Vimto Monk—Silver 1 
  Skills: Consume Alcohol, Entertain (Speeches), Gossip, Melee 
  (Basic), Outdoor Survival, Ranged (Bow) 
  Talents: Etiquette (Cultists), Invoke (Orange Simca), Step Aside, 
  Strike to Stun 
  Trappings: Boiled Leather Breastplate, Naginata, Prayer Beads, 
  Scripture of the Orange Simca 
   
   Vimto Blade Master—Silver 3 
  Skills: Endurance, Intuition, Melee (Two-handed), Perception 
  Talents: Holy Hatred, Holy Visions, Pure Soul, Sprinter 
  Trappings: Apprentice Monk, Nagamaki 
   
   Champion of the Orange Simca—Silver 5 
  Skills: Art (Holy Scriptures), Lore (Warfare) 
  Talents: Careful Strike, Impassioned Zeal, Public Speaking, Strike 
  Mighty Blow  
  Trappings: Highest Quality Monk Robes, Religious Symbol 
   
   
  Ancient Sohei Monks by Wayne Reynolds 
  
  32 
   
  Ninja 
  Human Cathayan or Nipponese 
   
  “Ninja Assassins are indispensable members of a Samurai lord's 
  retinue, dark agents of death who prey upon the unwary and slay 
  them without mercy. They remain disguised within regiments of 
  ordinary troops until it is time for them to spring. Once a regiment 
  is engaged in hand-to-hand combat, the assassin throws off his 
  disguise, leaps out of the regiment, and may attack any important 
  figures in the enemy regiment. They can fight unarmed, or with a 
  wide variety of weapons, such as the kusarigama (a sickle on a 
  length of cord or light chain that can be thrown or used as a hand 
  weapon), shuriken or throwing stars, and torinoko grenades (which 
  can be loaded with explosives, blinding flash powder, or confusing 
  firecrackers).”—Warhammer Wiki 
   
  The ninja are stealth soldiers and mercenaries hired mostly by 
  daimyos. Their primary roles are those of espionage and sabotage, 
  although many assassinations are also attributed to ninja. Although 
  they’re considered the anti-samurai and are disdained by those 
  belonging to the samurai class, they are necessary for warfare and 
  are even employed by the samurai themselves to carry out 
  operations that are forbidden by the Bushido. 
   
  Despite their roots in Nippon, Ninja have spread widely across the 
  far East, occupying Cathay in equally great numbers and 
  establishing secret conclaves as far as Marienburg. 
   
  In hushed whispers it is rumored these ninjas from Nippon and 
  Cathay are the ones that inspired the culmination of the Skaven 
  Clan Eshin. No one is sure how they accomplished such a feat, but 
  this greatly angered the numerous Ninja clans in the Far East and 
  has led to an intense and never-ending shadow war between the 
  two races with their respective talents. 
   
  Besides organized bands of ninjas, there are many freelance ninjas 
  who offered their services to the highest bidder in the unsettled 
  times across Nippon’s history. Crafty leaders in Marienburg 
  sometimes employ ninjas, such as Master Genin Toko who serves 
  Venk Kataswaran of the Golden Lotus, to infiltrate and assassinate 
  rivals, nobles and other threats to their businesses and their country 
  as whole. In order to make sure ninjas within a group are who they 
  should be passwords are used at random. A ninja is supposed to 
  stand whenever they hear the password, and anyone left seated is 
  thus exposed. 
   
  The tactics of subterfuge, ambush and trickery and their use of 
  projectile weapons means that ninjas do not enjoy the high 
  reputation that samurai warriors (perhaps not entirely unfairly) 
  acquire for being chivalrous and courageous. The feeling is 
  mutual, as ninjas and samurai notoriously don’t work well 
  together. 
   
  “It is not what you can see but what you cannot see that is the 
  true threat. It is when you feel safest that you’re your most 
  vulnerable.”—Okubo Toko, Master Ninja of Marienburg 
   
   
   
   
   
   
   
   
  Ninja Advance Scheme 
  Starting Characteristics: Weapon Skill, Ballistic 
  Skill and Agility 
  Career Rank 2 Characteristic: Dexterity 
  Career Rank 3 Characteristic: Initiative 
  Career Rank 4 Characteristic: Strength 
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   Genin— Silver 1 (Rogue) 
  Skills: Athletics, Dodge, Melee (Basic), Melee (Brawling), 
  Ranged (Throwing), Secret Signs (Ninja), Sleight of Hand, Stealth 
  (Everything) 
  Talents: Alley Cat, Night Vision, Read/Write, Rover 
  Trappings: Assassination Contract, Katana (Hand Weapon), Ninja 
  Robes and Mask, Tantō (Dagger), 1d10 Kunai (Throwing Knives) 
   
   Chunin— Silver 2 
  Skills: Charm, Climb, Entertain (Acting), Pick Lock, Ranged 
  (Explosives), Trade (Explosives) 
  Talents: Cat Fall, Scale Sheer Surface, Shadow, 
  Strike to Injure 
  Trappings: Bomb Crafting Recipes, Disguise Kit, Ninja Hideout 
  (Any), 15 Shuriken 
   
   Jonin— Silver 5 
  Skills: Melee (Flail), Perception, Perform (Acrobatics), Ranged 
  (Bow) 
  Talents: Careful Strike, Contortionist, Fleet Footed, Strike Mighty 
  Blow 
  Trappings: Chain and Sickle, High-end Contract Assassination, 3 
  Torinoko Grenades 
   
   Master Jonin— Gold 2 
  Skills: Art (Any), Intuition 
  Talents: Combat Aware, Combat Reflexes, Fearless (Guards), 
  Tunnel Rat 
  Trappings: Business Front and HQ, Genin Apprentice, Quality 
  Clothing 
   
  日本語: 忍者と光源氏。歌川国貞画「今源氏錦絵合 須磨 十
  二」 by Utagawa Kunisada, 1853 
  
  33 
   
  Almogavar 
  Human Estalian 
   
  The Estalian common folk are accustomed to war. Ever since the 
  evil Caliph Jaffar invaded their land, Estalian shepherds found few 
  options for survival within the harsh mountains bordering 
  Brettonia and Tilea. The easiest one became that which their 
  forefathers had been forced to by the previous kings and nobles: 
  That of raiding and pillaging. And soon after, there was not a 
  single Estalian shepherd that had not grown up sullying his blade 
  once.  
   
  Estalian Almogavars (a term coined by the Arabyans, meaning 
  “Rioters”) became an essential part of the reconquering efforts by 
  the Estalian kingdoms, often employing these warbands as mobile 
  light infantry to supplement their own rigid formations. These men 
  came from all walks of life and joined a “Compañia”, lead at first 
  by charismatic or veteran individuals with tactical knowledge. 
  These took part in battle by harassing the enemy position with 
  well-placed javelin throws and forcing encounters with enemy 
  infantry on uneven terrain. Outside of battle, their pillaging 
  expertise put the tales of Tilean raiders to shame, destroying the 
  ability for the Caliph to retain his stranglehold on the Peninsula.  
  After these reconquering efforts began their decline, these men 
  became mercenaries in a similar vein to those found in Tilean 
  society, still serving the many remaining baronies, duchies and 
  kingdoms within Estalia and fighting their battles. Their 
  composition became much more professional, the “Compañias” 
  forming their own sense of identity and unity amongst themselves 
  and in-between. The leaders of these groups, now known as 
  “Adalid”, became lower noblemen within Estalian society, capable 
  of fielding a military power that, while not threatening to major 
  stability, could cause major damage. 
  These mercenaries found themselves travelling far beyond the 
  reaches of Estalia and Tilea, wandering over the northernmost icy 
  forests of Kislev, the quibbles and disputes of the Border Princes, 
  the silky sands of Araby and the fearsome jungles of the New 
  World. While bound to their lieges and their kingdom first, these 
  “Compañias” value the survival of their companionship second… 
  and the glint of gold and coin third. And, even though they may 
  seem less illustrious and meritorious than their Tilean counterparts, 
  it is wise to remember this old Estalian proverb:  
  “Más has bien de reirte de nos, burlarte de nos y hartarte de 
  nos… pero has bien de no engañar a nos, o habrá de nos de 
  quemar a ceniza la fortuna de vos” (You’d do well in laughing 
  at us, mocking us and being fed up with us… but you’d do well 
  in not cheating us, or we will burn your fortunes to ash). 
  Fools and Scoundrels (Psychology): The reconquering efforts in 
  Estalia were marked by the combined efforts of humanity to fend 
  off the Caliph’s host, with Estalia’s populace grateful to their 
  neighbors for their help… save for one. The Tilean Dogs of War 
  pilfered and ravaged the countryside in such a way that the two 
  nations are forever distrustful of the other, plunging knives and 
  insults alike to further cement that hatred. As such, Estalian 
  Almogavars come predisposed with the Prejudice (Tileans) 
  Psychology, with Tileans holding the Estalians in the same light. If 
  falsely recognized as Tilean, an Estalian individual must take this 
  as the gravest of insults. 
   
   
  Almogavar Advance Scheme 
  Starting Characteristics: Weapon Skill, Toughness 
  and Agility 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Strength 
  Career Rank 4 Characteristic: Fellowship 
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   Joven—Copper 3 (Warrior) 
  Skills: Charm, Haggle, Intuition, Lore (Myrmidia), Melee (Basic), 
  Melee (Polearm), Outdoor Survival, Perception 
  Talents: Combat Aware, Distract, Dog of War, Enclosed Fighter 
  Trappings: Bedroll, Spear, Dagger, Leather Jerkin, Tinderbox 
   
   Almogavar—Copper 5 
  Skills: Endurance, Intimidate, Pray, Ranged (Blackpowder), 
  Ranged (Throwing), Track 
  Talents: Call to Myrmidia, Marksman, Relentless, Seasoned 
  Traveller 
  Trappings: Brand of Compañia, Small Shield, Mail Coat and 
  Helm, 3 Javelins 
   
   Jinete—Silver 3  
  Skills: Animal Care, Climb, Ride (Horse), Swim 
  Talents: Accurate Shot, Reversal, Roughrider, Strong Back 
  Trappings: Light War Horse (Estalian Pureblood with Fast Trait) 
  with Saddle and Tack, Quality Polearm (Any) 
   
   Almocaden—Gold 3  
  Skills: Language (Battle), Leadership 
  Talents: Careful Strike, ¡¡Despierta, Fierro!!, Iron Will, Strike to 
  Injure  
  Trappings: Plumed Great Helm, Officer’s Insignia, Spoils of War 
  (3d100 GC), Unit of Almogavar 
   
  Man in Armour by Rembrandt, 1655 
   
   
  
  34 
   
  Conquistador 
  Human Estalian 
   
  There is no Estalian alive who hasn't heard about the legend of 
  Rodrigo, Champion of Myrmidia, though the Arabyans knew him 
  with a far grander term than would be expected from his mortal 
  enemies: "Al-Assid" or "Cid", meaning Lord/Conqueror. Rodrigo 
  commanded and fought with the grace of nobility and fury of an 
  estranged mercenary, having been exiled after being unjustly 
  judged guilty for the murder of his liege. His sense of justice and 
  devotion against all odds earned him a spot in the annals of 
  Estalian history, but not just due to his namesake and 
  achievements. For his "Conqueror" status didn't come from his 
  personal heroics alone.  
   
  Unbeknownst to most of the Estalian common folk, the nobility 
  became more infatuated with Rodrigo's organizational skills than 
  his many other achievements. The man was mainly responsible for 
  the creation of the "Tercio", a professional mercenary unit made up 
  of combining the long reach and stalwart formation of spearmen, 
  the stopping power and damage of arbalests (later handguns to 
  greater effect) and the flexibility and combat prowess of heavy 
  swordsmen. This type of unit, often fighting in combination with 
  more mobile units of Almogavars, was attributed with the most 
  significant victories during the Reconquista of Estalia from Araby 
  after Sultan Jaffar’s invasion in the 15th Century IC. And the 
  nobles were quick to emulate this success, creating their own units 
  of professional mercenaries in the same spirit.  
   
  While not as renowned as most Tilean Dogs of War (Estalians will 
  often cite mischievous self-aggrandizing on the Tileans part), these 
  "Compañias de Tercio", made of up hardened "Conquistadores" 
  carrying the legacy of the legend that made them, present the 
  cleaner, nobler version of Estalian military might, in contrast to 
  their rugged Almogavar companions. Their experience battling in 
  Araby and the New World make them a force to be reckoned with, 
  one sure to pin down any army foolish enough to seek open 
  battle... for the right price, of course. 
   
  From the New World, Conquistadors returning home tell tales of 
  ancient floating cities of gold and roaring monsters that snap 
  armored knights in two with a single snap of their jaws. Of the few 
  whom return alive, they are wealthy beyond their wildest dreams, 
  bringing with them exotic armors, weapons, trinkets and ships full 
  of gold enough to bring a popper to a king overnight. These tails 
  inspire new conquistadors to enlist and seek new fortune in the 
  colonies of Lustria… but even fewer return, and the cycle repeats. 
  Most Conquistadors are content taking jobs in the Southern 
  Realms and the Old World, with the Border Princes, Empire and 
  Marienburg being their predominant employers; however in recent 
  years under Tzar Boris the Red, a few lucky Estalians have even 
  found high paying work in the courts of Kislev to the far east. 
   
  “I and my companions suffer a disease of the heart and soul, and 
  the only cure… is gold.” --Francisco Javier Villegas, Lustrian 
  Conquistador and enemy of Itza 
   
  “I do not have to forgive my enemies, I have had them all 
  shot.”—Franco Dávila, Dictator of Vanlen and veteran of the 
  Great War Against Chaos 
   
   
   
  Conquistador Advance Scheme 
  Starting Characteristics: Weapon Skill, Toughness 
  and Willpower 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Initiative 
  Career Rank 4 Characteristic: Fellowship 
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   Mercenario/Mercenaria—Silver 1 (Warrior) 
  Skills: Endurance, Gamble, Haggle, Language (Battle), Lore 
  (Estalia), Melee (Any), Perform (Jota), Play (Bandurria or Drum) 
  Talents: Cardsharp, Dog of War, Sturdy, Tenacious  
  Trappings: Chain Shirt, Company Uniform, Contract 
   
   Conquistador/Conquistadora—Silver 5 
  Skills: Consume Alcohol, Cool, Intimidate, Language (Any), 
  Melee (Polearm), Ranged (Blackpowder or Engineering) 
  Talents: Drilled, Etiquette (Mercenaries), Gunner, Warrior Born 
  Trappings: Breastplate and Helm, Melee Weapon (Any), Ranged 
  Weapon (Any), 50 GC 
   
   Tercio Viejo—Gold 1 
  Skills: Drive, Leadership, Lore (Warfare), Melee (Flail or Two-
  handed) 
  Talents: Hardy, Reaction Strike, Strike to Injure, Warleader 
  Trappings: Symbol of Rank., Quality Uniform, Quality Weapon 
  (Any), War Wagon with Horses, 2d100 GC 
   
   Capitán de Compañia—Gold 4 
  Skills: Lore (Local), Ride (Horse) 
  Talents: Frightening, Inspiring, Robust, Wealthy 
  Trappings: Best Quality Uniform, Light Warhorse (Estalian 
  Pureblood), Officer’s Tent (Large), Your own Compañia of 
  Mercenario and Several Tercio Viejo’s, 500 GC  
   
  The Conquistadors Pray by Margaret Duncan Coxhead, 1909 
  
  35 
   
  Inquisidor  
  Human Estalian 
   
  Estalia is a region dominated by belief. It is well known that above 
  the will of kings and their laws, Myrmidia’s teachings hold sway 
  for all that wish to live within the many Kingdoms, Baronies and 
  Dukedoms. And to uphold these teachings, the Church of 
  Myrmidia early on formed an organization capable of enforcing 
  such power. La Inquisición was a body of devotees holding great 
  sway in Estalia, ensuring the teachings of Myrmidia would come 
  through all strata of society where possible.  
   
  It gained significant power during the reconquering efforts, with 
  Inquisitors joining the armed hosts of Estalia against the invading 
  forces and acting by way of political officers. After the 
  reconquering efforts started to refocus, so did the way the 
  Inquisición sought to hold sway over society. The Inquisition 
  Schools of Magritta were born out of this necessity, to form 
  specialized members in order to tackle increasingly complicated 
  issues both in Estalian interior and exterior politics. The major 
  lingering threat of Skaven has been a constant issue to Estalia’s 
  people for centuries, and the efforts of the Inquisidors has been 
  vital to stemming the tide of endless rat men. Many Skaven slaves, 
  clan rats and stormvermin have met their end at the blade of these 
  expert rat killers. Deus Myrmidia! 
   
   
   From the fighting in the borders to the courtrooms; dealing with 
  the influence of Chaos and diplomacy; these men became the 
  middlemen for almost all aspects of Estalian society. It is stated 
  that at one point, royally appointed judges got ousted by members 
  of the Inquisition for giving out a contrarian verdict. 
   
  The most famous of these Inquisidores goes by Laurenzo 
  Taurquema, who some say controls the kings of Estalia like they’re 
  puppets in his grand schemes. And who can say? While not 
  completely closed to the world, the workings of Estalian laws and 
  doctrine are held close like a secret better left buried. And one can 
  only imagine how these individuals, trained since birth and being 
  taught all the ways the men can be broken, would react to a world 
  broken in faith.  
   
  “There are shadows in every corner, faces hiding truths that 
  some would rather remain unburied. We have a duty to truth, to 
  expose it, ugly as it may be, to render it into submission. Lies 
  come In many a form, from the dejected corruption of an official 
  to the taint of the dreaded mutation. And by Myrmidia’s Grace 
  and Wisdom, all who seek to sully her teachings will face our 
  judgment. We are her Arms, her Eyes and her Ears. We are the 
  true protectors against lack of belief.” --Laurenzo Taurquema, 
  Gran Inquisidor 
   
  Inquisidor School Starting Talents: 
   
  San Ioan: Ambidextrous, Combat Aware, Strong-minded 
  San Mattheus: Lip Reading, Rover, Shadow 
  Santa Esther: Dealmaker, Gregarious, Schemer 
   
  Inquisidor School Starting Skills: 
   
  San Ioan: Melee (Brawling), Language (Battle) 
  San Mattheus: Stealth (Rural), Track 
  Santa Esther: Gossip, Haggle 
   
   
   
  Estalian Inquisidor Advance Scheme:  
  Starting Characteristics: Weapon Skill, Toughness 
  and Willpower 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Fellowship 
  Career Rank 4 Characteristic: Intelligence 
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   Initiate—Silver 1 (Ranger) 
  Skills: Bribery, Intimidate, Lore (Myrmidia), Lore (Torture), 
  Melee (Fencing), Perception, (Starting Skills based on Inquisitor 
  School) 
  Talents: Read/Write, (Starting Talents based on Inquisitor School) 
  Trappings: Instruments of Torture, Bellona Myrmidia book 
   
   Juramentado —Silver 3 
  Skills: Dodge, Heal, Lore (Skaven), Ranged (Blackpowder or 
  Engineering), Ride (Horse), Secret Signs (Cultists or Skaven) 
  Talents: Disarm, Dual Wielder, Marksman, Warrior Born 
  Trappings: Feathered Hat, Leather Jack, Pair of Pistols, Riding 
  Horse with Saddle and Tack, Rope, Silvered Rapier  
   
   Inquisidor—Silver 5  
  Skills: Cool, Endurance, Leadership, Lore (Law) 
  Talents: Fearless (Skaven), Menacing, Relentless, Riposte 
  Trappings: Subordinate Juramentados, Quality Clothing, Quality 
  Gun (Any), 10 Silver Bullets with Powder 
   
   Evocador—Gold 1  
  Skills: Intuition, Stealth (Any) 
  Talents: Frightening, Iron Will, Magical Sense, Pure Soul 
  Trappings: Best Quality Courtly Garb, Subordinate Inquisidores, 
  Seal of Taurquema 
   
  El martirio de santa Úrsula by Caravaggio, 1610 
   
   
   
   
   
  
  36 
   
  Diestro 
  Human Estalian 
   
  Clashing of steel is heard in one of the many back alleys of 
  Magritta. It is a common sound, both in the tumultuous bustle of 
  daylight and the gripping standstill of the night, which keeps a lot 
  of very annoyed tenants awake without a way to complain. The 
  reason? A falling out between noble houses, a grievance finally 
  able to meld into ire and wrath, bad blood flowing through and 
  ending in that contest of skill. At some point, the blades stop and 
  the night falls tranquil… until the next bout begins anew. Such is 
  the way of courtesy once words have stopped echoing. 
   
  Diestros are common within noble Estalian households, often 
  coming from noble blood themselves or adopted during youth from 
  orphanages around the country. It is quite unlike the prestigious 
  lineages to rely on one of their own for such matters, preferring to 
  put a lower member from a friendly family or a “fortunate” orphan 
  to perform. They are dedicated solely to the study and perfection of 
  the blade, with the sole purpose of defending the honor of their 
  house against any and all attacks. In Estalia, this purpose often 
  translates into the settling of disputes by way of fencing against 
  another Diestro, sometimes to the death if the grievance is grave 
  enough. In other circumstances, they are the last line of defence 
  when guards prove unable to banish a threat. 
   
  Unlike other nation’s duelist ranks, Diestros consider themselves 
  nobles and are treated as such within Estalia, considered to be the 
  birthplace of the duel. As such, while one can often be witness to 
  lowborn fights between individuals, referred to ironically as 
  “Riñas”, they are not considered to be at the level of 
  swordsmanship often seen in a bout between Diestros. Depending 
  on the family lineage, they may be trained by a Fencing Master to 
  become one for the newest heir in due time, but usually one of the 
  many fencing academies provide ample opportunity to hone one’s 
  skills. For every Diestro is aware that, should they lose too often 
  and too shamefully, so too will they lose their good fortunes.  
   
  Among the greatest Diestros, people speak of “Matasietes”, a 
  Killer of Sevens, swordsmen with ability bordering the unnatural, 
  working as teachers or hired help for the most grandiose 
  institutions. They often travel out of the Peninsula, learning as 
  many combat techniques as they can before returning as seemingly 
  invincible opponents, blessed by Myrmidia herself. Experienced 
  fighters ought to beware of facing such an opponent and be sure to 
  tackle them in quick haste… lest the Estalian be allowed to 
  perform their own dance of death. 
   
  “Amigo… today you have made a great mistake! You have 
  crossed swords with Manuel Aimar Alvaro Ferran Arturo 
  Roberto Francisco Cesar Ignacio Muñoz III! Greatest duelist in 
  all of Castill!”--Manuel Aimar Alvaro Ferran Arturo Roberto 
  Francisco Cesar Ignacio Muñoz III before he was shot 
   
   
   
   
   
   
   
   
   
   
  Diestro Advance Scheme  
  Starting Characteristics: Weapon Skill, Initiative, 
  Agility  
  Career Rank 2 Characteristic: Willpower  
  Career Rank 3 Characteristic: Intelligence  
  Career Rank 4 Characteristic: Fellowship  
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  Mozo/Moza—Silver 3 (Courtier)  
  Skills: Athletics, Dodge, Endurance, Heal, Intuition, Language 
  (Classical), Melee (Fencing), Perception  
  Talents: Beat Blade, Feint, Noble Blood, Step Aside  
  Trappings: Rapier, Sling Bag containing Clothing and 
  1d10Bandages  
   
  Bravucón/Bravucona—Silver 5  
  Skills: Charm, Cool, Consumer Alcohol, Lore (Local), Gamble, 
  Melee (Parry)  
  Talents: Carouser, Combat Reflexes, Etiquette (Any), Reversal, 
  Trappings: Main Gauche or Sword-breaker, Courtly Garb  
   
  Diestro/Diestra—Gold 1  
  Skills: Intimidate, Leadership, Melee (Basic), Perform 
  (Acrobatics)  
  Talents: Ambidextrous, Disarm, Dual Wielder, Riposte  
  Trappings: Quality Melee Weapon (Any), Trusty Second, 2 
  Wooden Training Swords, Signet Ring  
   
  Matasietes—Gold 4  
  Skills: Lore (History), Melee (Any)  
  Talents: Combat Aware, Combat Master, Menacing, Reaction 
  Strike 
  Trappings: Students, 2 Quality Melee Weapons (Any) 
   
  Le Duel a l'Épée et au Poignard by Jacques Callot, 1617 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  37 
   
  Toreador 
  Human Estalian 
   
  If one were to describe a nation or region by way of an animal, 
  Estalia would quite deservingly be granted the bull. The animal 
  was venerated and respected long before Myrmidia entered the 
  peninsula, pointing to a prehistoric tradition of engaging with the 
  beasts to gain their attributes: Fortitude, strength, speed and 
  unrelenting willpower. In some regions, there exists debate 
  whether Minotaurs were part of such contests of bravado, or 
  whether bard contemporaries let their imagination roam too wild. 
  Whatever the truth behind the contest, Estalian bulls, while not 
  comparable with the corrupted monstrosities roaming the wild in 
  areas like Norsca or the Badlands, are still a grand adversary and a 
  symbol to the stubborn, stalwart nature of Estalia’s kingdoms, 
  baronies and duchies.  
   
  Even though the “Test of Manhood” aspect began to die out due to 
  the Reconquista, both the common folk and nobility of Estalia find 
  no greater pleasure than the entertainment provided during a 
  “Corrida”. While often times secluded within Plazas, circular pits 
  employed in times past for gladiatorial fights, certain festivals (by 
  Myrmidia’s Grace) let the beasts loose on the town’s major street 
  for people to take part in, evading or facing the oncoming 
  stampede with the certainty of casualties. It is often in these events 
  when spotters find individuals fit to work in the Plaza and with the 
  bulls, more often than not becoming prime candidates for the 
  dream job. The figure that all come admire and witness with bated 
  breath from the scorching stands as the sun reaches its zenith: The 
  Torero/a, valiantly holding blade and cape close before their 
  bloodthirsty adversary. 
  (edited) 
   
  The Corrida is a ritual of varying elements, with the Torero/a being 
  the central piece in the Machiavellian spectacle. The battle against 
  the bull must always be presented as a triumph of humanity, a 
  grueling fight where the Torero/a attains victory through wit and 
  perseverance over a grander foe, one that takes hours and contains 
  plenty of thrills and close calls. But, should a Torero/a be mortally 
  struck by the bull and lie beyond recovery, the Banderizo/a comes 
  out to exact vengeance, acting as senior Torero/a and 
  representative of the ruling noble’s will. As such, spectacle is 
  always guaranteed, and a bull always comes to meet their demise. 
   
  Outside of the weekly Corridas and festivals, the Toreros/as and all 
  other workers find themselves performing smaller spectacles and 
  events, with the stars being invited to the houses of 
  damsels/gentlemen to “have their wounds tended” or partake as 
  “Diestros” in duels for the favor of a lover.  The Banderizo, 
  however, is a figure of noble stature, quite often having such a 
  grand link with the bull that it allows them to ride on their back. 
  And while some cultures would see this act as ridiculous, many a 
  knight and horsemen have ceased their laughter when charged by 
  such a fearsome duo, bringing the position much renown. They can 
  be seen roaming the countryside, instilling fear on evildoers and 
  truants, or at major feasts, consorting and playing games of wit 
  between the grander nobility.  All eyes are on these bloodied 
  performers, warriors who have seen no proper battle, artists risking 
  life for an art both poetic and simple. A play and dance etched into 
  perfection. 
   
   
   
  Toreador Advance Scheme  
  Starting Characteristics: Initiative, Agility and 
  Dexterity  
  Career Rank 2 Characteristic: Strength 
  Career Rank 3 Characteristic: Willpower  
  Career Rank 4 Characteristic: Fellowship  
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  Recortador/Recortadora—Silver 1 (Ranger)  
  Skills: Athletics, Dodge, Cool, Gamble, Haggle, Melee (Polearm), 
  Perform (Jota), Sleight of Hand 
  Talents: Sixth Sense, Distract, Lightning Reflexes, Strong Legs 
  Trappings: Dagger, Spear, Plumed Hat, Traje de Luces (Suit of 
  Lights) 
   
  Picador/Picadora—Silver 4  
  Skills: Animal Care, Charm Animal, Consume Alcohol, 
  Intimidate, Intuition, Lore (Beasts) 
  Talents: Fast Hands, Fleet-Footed, Strike to Injure, Well-Prepared 
  Trappings: Leather Jack, Rope, Tinderbox  
   
  Torero/Torera—Gold 1  
  Skills: Gossip, Perception, Perform (Bull Fight), Ride (Bull)  
  Talents: Gregarious, Reaction Strike, Roughriding, Read/Write  
  Trappings: Torero Hat, Torero Cape, Spear, Legion of Fans  
   
  Banderizo/Banderiza—Gold 2  
  Skills: Animal Training, Leadership 
  Talents: Fearless (Beasts), Inspiring, Resolute, Relentless 
  Trappings: Breastplate, Helm, Riding Bull with Tack and Saddle, 
  Banner of Lordship, 50GC 
   
  Bullfighter by Corrida 
   
   
   
   
   
   
   
   
   
   
   
  
  38 
   
  Condottieri 
  Human Tilean 
   
  Condottieri are leaders of bands of mercenaries engaged to fight in 
  numerous wars among the Tilean states. The name was derived 
  from the condotta, or “contract,” by which the condottieri put 
  themselves in the service of a city or of a lord. The first mercenary 
  armies in Tilea (often called Dogs of War) were made up of 
  foreigners. The earliest was composed of Estalians and men of the 
  Empire who had fought in the wars of the south. In the mid-15th 
  century IC Araby invaded Estalia and sent additional forces against 
  Tilea, terrorizing the country, devastating Luccini, Trantio, and 
  Pavona prompting an even higher demand for personal mercenary 
  protection. The organization of the companies was perfected in the 
  early 16th century IC by Muzioni Dollo da Fortza, in the service of 
  Verezzo, and his rival Braccio da Monda, in the service of Remas. 
  Muzioni’s son, Francesco da Fortza, who won control of 
  Miragliano in 1550 IC, was one of the most successful of all the 
  condottieri. Due to the divisive political tensions, Tilean states 
  began to raise more advanced mercenary armies, and soon 
  condottieri were conquering principalities for themselves. 
   
  In the late 25th Century IC, Borgio the Besieger, the most famous 
  of the Tilean condottieri, was the Merchant Prince of Miragliano 
  and for decades led his mercenary company in the many internal 
  wars of northern Tilea, shocking and inspiring all the nearby city 
  states with their skill in battle. There was not a single city that 
  could defy him, and he fought against every principality and 
  republic in all of Tilea. Many more famous companies and rulers 
  such as Lorenzo Lupo and Lucrezzia Belladonna would make 
  names for themselves alongside Borgio, but none can match the 
  reputation of the Besieger. 
   
  The soldiers who fight under the condottieri are deeply varied 
  depending on the company they work under: From heavily 
  armored crossbowmen, duelists and pikemen, to heavy and shock 
  cavalry, these diverse companies are noted for their rapacious and 
  disorderly behavior outside of conflict but feared for their 
  unflinching sense of discipline on the frontlines. With no goal 
  beyond personal gain, the armies of the condottieri often change 
  sides, and their battles can often result in high amounts of 
  bloodshed against their former “allies”, so long as the pay to betray 
  their employers was good enough to cover any lost revenue. 
  Despite this, most modern condottieri and their companies are led 
  and run by Tileans with their nationalities tied to the regions or city 
  states they were born in. It is not uncommon for fledgling 
  mercenary leaders to start their roots in their home states, but as 
  their career progresses, they tend to sell their services to new lands 
  within Tilea, Estalia, the Border Princes and especially the Empire. 
   
  "As they approached the castle our hearts sank. Braganza's men 
  never lost or fled and we knew we were doomed. Our captians 
  began to explain how safe we were behind the walls, but a 
  crossbow bolt cut him short. No one wanted to be the next 
  victim." —The mercenary Gunter Friesheim, in his report on 
  the capture of the "impregnable" fortress of Schloss 
  Adlerberg. 
   
  “’For the Leopard!’ they roared, and charged the Greenskins. 
  The Orc line swayed, then fell apart under their assault and the 
  rest of our army took up the victorious cry. "For the Leopard!" 
  we roared and charged too....We'd all share the glory - and the 
  loot." —Filimir Tzapinka, mercenary Sergent, on the battle of 
  the Frozen Lakes 
  Condottieri Advance Scheme 
  Starting Characteristics: Weapon Skill, Willpower 
  and Fellowship 
  Career Rank 2 Characteristic: Ballistic Skill 
  Career Rank 3 Characteristic: Strength 
  Career Rank 4 Characteristic: Toughness 
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   Mercenario/Mercenaria—Silver 1 (Warrior) 
  Skills: Bribery, Charm, Endurance, Gamble, Haggle, Language 
  (Battle), Melee (Any), Ranged (Crossbow)  
  Talents: Deal Maker, Diceman, Dog of War, Marksman 
  Trappings: Chain Shirt, Company Uniform, Contract, 1d10 GC 
   
   Condottiero/Condottiera—Silver 5 
  Skills: Cool, Language (Any), Leadership, Lore (Local), Melee 
  (Any), Ride (Horse) 
  Talents: Drilled, Etiquette (Mercenaries), Furious Assault, Rapid 
  Reload 
  Trappings: Breastplate and Plumed Helm, Destrier or Light 
  Warhorse with Saddle and Tack, Symbol of Rank, Quality 
  Uniform, 50 GC 
   
   Comandante—Gold 1 
  Skills: Consume Alcohol, Evaluate, Language (Any), Lore 
  (Politics) 
  Talents: Commanding Presence, Seasoned Traveler, Shieldsman, 
  Warleader 
  Trappings: Barding, Quality Weapon (Any), 2d100 GC 
   
   Generale—Gold 4 
  Skills: Lore (Warfare), Navigation 
  Talents: Savant (Politics), Strike Mighty Blow, Vendetta, Wealthy 
  Trappings: Finest Quality Plate Armor and Uniform, Your Own 
  Company of Mercenaries and Several Condottieri, 500 GC  
   
  Condottiero by Dosso Dossi, 1520 
  
  39 
   
  Paymaster 
  Dwarf, Gnome, Halfling, High Elf, Human 
   
  The only thing that defines a mercenary company more than its 
  reputation, fighting capability and leaders is this: Money. Without 
  money the whole operations falls apart. The same can be said for 
  most militaries, but whereas a Middenlander soldier is paid a wage 
  it is reasonable to assume in a time of war most would still lay 
  down their lives to defend their homes till their dying breathe for 
  their honor, duty and loved ones. Not so from a mercenary 
  company whose sole purpose is to profit off of conflict and 
  instability. Coin is the lifeblood of any company worth its salt, and 
  only one member has the courage, knowledge and capabilities to 
  keep the books clean and the men paid—the Paymaster. 
   
  The Paymaster guards the company’s currency with their life–
  literally so because they always carry the army’s pay chest with 
  them. The pay chest is a heavy, iron-bound, secure-looking affair 
  that the paymaster brings to battle on a cart, pulled by animals such 
  as donkeys or draught horses, with the more seasoned paymasters 
  acquiring tougher animals. Paymasters who have proven 
  themselves to their company are often accompanied by the most 
  elite troops as guards that ride alongside and defend the 
  paymaster’s chest with their lives. The cart is provided with a 
  suitably impressive flag that also serves as the army's standard so 
  that the troops can see exactly where the Paymaster is at all times, 
  something they find reassuring. 
   
  Paymasters come from all over the Old World and beyond but are 
  predominantly and most highly paid within the Southern Realms. 
  Lawyers, politicians, accountants, merchants and nobles with a 
  spine are the predominant careers often associated with 
  paymasters, leaving their old lives and using their expertise to 
  make substantially more coin and quench their thirst for adventure 
  and lusts for power. It is often touted that the most important 
  person on the battlefield, aside from the mercenary generals 
  themselves, are in fact the paymaster. They’re capable combatants 
  in their own rights, often paying the elite troops and experienced 
  officers larger sums of coin to teach them how to fight more 
  effectively during battle. 
   
  “It is said that ‘oney motivates neither the best people nor the 
  best in people’… if that is true, we may not the best people but we 
  are absolutely the best paid…”—Leandro Cerulli, Paymaster of 
  Braganza's Besiegers 
   
  "No, they didn't look dangerous, more like a bunch of rich kids 
  out to show off in their new armour. Very flashy they were, all 
  gems and silk. We'll have a bit of fun, we thought. Easy pickings, 
  we thought. Well anyone can make a mistake. Poor old captain 
  Malvino, last mistake he ever made..."—Overheard in the Old 
  Pig and Whistle, Marienburg 
   
   
   
   
   
   
   
   
   
  Paymaster Advance Scheme 
  Starting Characteristics: Intelligence, Willpower 
  and Fellowship 
  Career Rank 2 Characteristic: Initiative 
  Career Rank 3 Characteristic: Weapon Skill 
  Career Rank 4 Characteristic: Toughness 
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   Bag Holder—Silver 3 (Courtier) 
  Skills: Bribery, Drive, Evaluate, Gamble, Haggle, Language 
  (Any), Lore (Taxes), Ride (Horse) 
  Talents: Briber, Deal Maker, Etiquette (Mercenaries), Sturdy 
  Trappings: Chain Shirt, Contract, 1d10 GC 
   
   Paymaster—Gold 1 
  Skills: Charm, Cool, Language (Battle), Lore (Local), Melee 
  (Any), Ranged (Any) 
  Talents: Cardsharp, Embezzle, Nose for Trouble, Suave 
  Trappings: Bodyguards, Breastplate, Courtly Garb, Paychest and 
  Key, 100 GC 
   
   Company Treasurer—Gold 2 
  Skills: Gossip, Intuition, Language (Any), Lore (Any) 
  Talents: Savvy, Schemer, Tower of Memories, Warleader 
  Trappings: Quality Uniform, War Wagon with Horses, 300 GC 
   
   Coin King/Queen—Gold 3 
  Skills: Leadership, Lore (Any) 
  Talents: Inspiring, Sharp, Wealthy, Well-prepared 
  Trappings: Elite Bodyguards, Quality Breastplate and Uniform, 
  1000 GC  
   
  Portrait of a Merchant by Jon Gossaert, 1530 
   
   
   
  
  40 
   
  Sartosan Pirate 
  Dwarf, Gnome, Halfling, Human 
   
  “The Decadent Pirate Principality of Sartosa, known more politely 
  by its swashbuckling inhabitants as The Free City of Sartosa or 
  simply the City of Pirates, is an anarchic pirate island-stronghold 
  located within the southern reaches of war-torn Tilea, off the coast 
  of the Tilean city-state of Luccini. This island is a notorious haven 
  for criminals, harboring all manner of pirates, brigands, lawless 
  mercenaries and anyone wanting to avoid the various legitimate 
  powers of the Old World. It is a tremendously dangerous place, 
  where drunken pirates press-gang unsuspecting individuals, brawls 
  and duels are an hourly occurrence, and thieves ply the dirty, 
  crowded docks looking for easy marks. Despite the risks, however, 
  it is a place where someone with the toughness and willpower to 
  survive can not only live but thrive, far from the yoke of unfair 
  taxes, overbearing noblemen, and stringent laws. From Sartosa to 
  Araby in the south, the Border Princes to the East, and the 
  mainland past the Great Ocean, exotic lands await. In short, 
  Sartosa is a perfect place for finding fame, plunder and endless 
  adventure.”—Warhammer Wiki 
   
  The pirates of Sartosa are amongst the most infamous threats on 
  the high seas, standing neck-and-neck with the Dark Elf and 
  Arabyan corsairs of Sartosa’s east and south respectively, and the 
  Norscan raiders to the far north. They loot and pillage patrolling 
  merchant ships, seizing cargo and making off with small fortunes 
  on a routine basis. Sartosa itself has suffered many invasions from 
  foreigners over the millennia it has existed and come out on top 
  each time through grit and blood. Ironically, the pirates of Sartosa 
  enforce a strict Pirate’s Codes, preventing deserters, cheaters and 
  other scallywags from endangering the crew: 
   
  •Everyone shall obey orders from the Captain and their officers.  
  •A crewman has the right to defend themselves and their honor.  
  •A crewman can challenge another to a fair duel, but the 
  challenged gets choice of weapons. No other person can interfere 
  in this duel until one crewman is dead or relents.  
  •Booty will be shared out as follows: 1 share to every ordinary 
  seaman; 3 shares to the captain; 2 shares to the master carpenter, 
  boatswain, and gunner.  
  •Anyone caught attempting to desert will be marooned. They may 
  take only a weapon and a bottle of water.  
  •Anyone being lazy or failing to clean their weapons will lose their 
  share of the booty.  
  •The punishment for hitting a crewman is 40 lashes on the bare 
  back.  
  •Everyone may vote on every important decision.  
  •Everyone may have a share of captured drink and fresh food.  
  •Anyone found stealing from another member of the crew will 
  have their ears and nose slit open and be set ashore.  
  •The penalty for bringing a lover aboard in disguise is death.  
  •No one may leave the crew until each crewman has made 500 GC.  
  •No crewmember may fraternize with Wizards or other dealers of 
  the Dark Arts. 
   
  While most pirates work with a crew, it’s not uncommon to see 
  many of them strike it rich on their own, as mercenaries or 
  privateers, before fully investing in a crew and ship to avoid the 
  penalties for leaving a crew early--though many do so anyways if 
  the captain is incompetent or the pay is weak.  
   
  "As soon as their jolly boat touched the sand they roared ashore, 
  charging the waiting Goblins. It was a short fight. Within 
  moments the Greenskins were running for their lives and the 
  pirates were rewarding themselves with a swift tot of rum!"  
  —Von Mirrenburg, accounting the tale of the infamous Long 
  Drong and his Slayer pirates. 
  Sartosan Pirate Advance Scheme  
  Starting Characteristics: Weapon Skill, Strength 
  and Agility 
  Career Rank 2 Characteristic: Ballistic Skill  
  Career Rank 3 Characteristic: Toughness 
  Career Rank 4 Characteristic: Fellowship 
  WS 
  BS 
   S 
   T 
    I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
   
   
   
   
   
   
   
   
   
   
   Scurvy Dog—Brass 2 (Riverfolk) 
  Skills: Consume Alcohol, Gamble, Gossip, Intimidate, Melee 
  (Brawling), Row, Sail, Swim  
  Talents: Break and Enter, Criminal, Flee!, Strider (Coastal) 
  Trappings: Bucket, Brush, Cutlass (Hand Weapon), Mop  
   
   Sartosan Pirate—Brass 5 
  Skills: Endurance, Entertain (Singing), Language (Estalian or 
  Tilean), Melee (Basic), Play (Accordion or Harmonica), Ranged 
  (Blackpowder)  
  Talents: Dual Wielder, Orientation, Nose for Trouble, Sea Legs 
  Trappings: Eyepatch, Leather Jerkin, Pair of Pistols, Tricorn Hat 
   
   First Mate—Silver 2  
  Skills: Entertain (Storytelling), Lore (Sartosa), Melee (Fencing), 
  Pick Lock 
  Talents: Disarm, Fast Shot, Old Salt, Pilot 
  Trappings: Personal Quarters, Shipping Charts, Sextant, Spyglass, 
  Treasure Map, 100 GC 
   
   Pirate Captain—Gold 1 
  Skills: Haggle, Navigation  
  Talents: Accurate Shot, Dead Men Tell No Tales, Luck, Wealthy 
  Trappings: First Mate, Fleet of Pirate Ships, Jewelry (Worth 
  500GC), Pirate Lair, Pirate Flagship, Plundered Loot (10d100 GC) 
   
   
  Capture of Blackbeard by Jean Leon Gerome Ferris, 1920 
   
   
   
   
   
   
   
   
  
  41 
   
  Assassin 
  Halfling, Human 
   
  Politics is a dangerous enough profession on its own, from external 
  to internal threats it seems like everyone is out to wither take your 
  job or your life—or both! No better example of this can be found 
  outside the republics and principalities in Tilea and the Border 
  Princes, where poisonings and power grabs are as common as 
  breathing in the every day lives of their nobility and political 
  representatives. Who carries out these deeds? Well, when you need 
  someone with finesse, you contract someone with equal parts class 
  and quality—the Assassins. 
   
  From the port city of Remas to the fortress city of Miragliano, just 
  about any territory was home to these expert killers. From humble 
  beginnings they started out as independent contract killers, no 
  different from the protagonists of the Empire and beyond, offing 
  mercenary officers and lesser nobility for their rivals; however, as 
  the political game evolved, so too did the strategies of the 
  assassins. Private security was getting tougher, guards were more 
  prepared, nobles were leaving themselves far less exposed in 
  public places, and the super wealthy and influential started living 
  in fortress mansions designed to fight off small armies. Something 
  had to be done, and the assassins kept finding a way: smooth 
  talking the relatives and family of the victims for weaknesses and 
  information, bribing guards, disguising as servants and even night 
  time assaults while they slept, sneaking in under the cover of dark 
  became the new methods of murder—and have been quite 
  successful. 
   
  Assassins guilds began to surface housing across all of Tilea, and 
  over the course of centuries into the neighboring lands of Estalia, 
  Bretonnia, Sartosa, Araby and the Empire as well. These foreign 
  headquarters are run and operated by members of their respective 
  local population. There is much variety in the different sects from 
  the Ḥashashiyan of Araby to the Hermandad de Asesinos in 
  Estalia, but they nonetheless follow the same methods of 
  assassination. Their weapons are unique and varied amongst each 
  other, and their connections with foreign sects make it easier when 
  traveling to gather information and equipment when taking 
  contracts that require crossing borders. Not all assassins follow the 
  guilds, as many members found it more profitable to take on 
  independent ventures, some even starting their own assassination 
  enterprises and spreading their teachings and methodology to the 
  highest bidder. 
   
  The most famous assassin of them all is none other than Lucrezzia 
  Belladonna, a woman of such beauty and power it is said she might 
  be the most beautiful woman in all of the Old World—and is as 
  deadly as she is beautiful. She is rumored to be the one who 
  poisoned the legendary Borgio the Besieger along with over half a 
  dozen of her former husbands, and has on more than one occasion 
  embarrassed no shortage of Bretonnian knights challenging claims 
  towards her beauty, with many a jousting matches running a foul 
  with knights slumping over dead not long after being hit by the 
  opponent’s lance.  
   
  “… and soon he slumped over his steed, dead. None could 
  decipher how this occurred. A true tragedy had befallen the 
  Bretonnians as their champion lied breathless—the crowd 
  cheering from the stands as the sultry beauty herself, Lucrezzia, 
  kissed the tip of the lance of the victor, infuriating the knights. It 
  is said she kissed more than one lance that day.”—Tilean 
  Newsprint 
  Assassin Advance Scheme 
  Starting Characteristics: Weapon Skill, Agility and 
  Fellowship 
  Career Rank 2 Characteristic: Dexterity 
  Career Rank 3 Characteristic: Initiative 
  Career Rank 4 Characteristic: Intelligence 
  WS 
  BS 
   S 
  T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
   
   
   
   
   
   
   
    
   
   
   Poisoner—Brass 4 (Rogue) 
  Skills: Bribery, Charm, Gossip, Lore (Poisons), Melee (Brawling), 
  Ranged (Any), Stealth (Urban), Trade (Poisoner) 
  Talents: Alley Cat, Night Vision, Read/Write, Strike Mighty Blow 
  Trappings: Assassination Contract, Hood and Mask, 3 Vials of 
  Poison 
   
   Assassin—Silver 2 
  Skills: Climb, Dodge, Entertain (Acting), Melee (Any), 
  Perception, Secret Signs (Assassins) 
  Talents: Beneath Notice, Cat Tongued, Craftsman (Poisoner), 
  Scale Sheer Surface 
  Trappings: Courtly Garb, Disguise Kit, Hidden Wrist Blade, 
  Poison Recipes 
   
   Master Assassin—Gold 1 
  Skills: Cool, Language (Any), Pick Lock, Sleight of Hand 
  Talents: Furious Assault, Mimic, Reversal, Shadow 
  Trappings: Apprentice Poisoner, Courtly Garb, Political Contacts 
   
  Mentor—Gold 2 
  Skills: Language (Any), Lore (Politics) 
  Talents: Combat Master, Disarm, Master of Disguise, Secret 
  Identity 
  Trappings: Personal Information Network, Quality Courtly Garb, 
  Subordinate Assassins 
   
   
  Cesare Borgia leaving the Vatican by Giuseppe Lorenzo Gatteri, 
  1877 
   
   
   
  
  42 
   
  Highlander 
  Human Albion 
   
  “So, it came to be that Albion remained a mysterious island. Many 
  tales tell of raiding ships that have vanished into the mists never to 
  be seen again. Occasionally the gossip in a tavern will turn to the 
  tale of a friend of a friend who was shipwrecked on the isle and 
  returned to tell stories of creatures that were half horse, half man or 
  of terrible one-eyed beasts that stalked the mists. Some even 
  claimed to return with riches beyond a man’s wildest dreams.  
   
  No truth to these stories has ever been proven, and the rumors of 
  Albion remain little more than fantastic tales told by drunks to any 
  who would listen. But then a new legend spread across the land. 
  Sailors talked of an island which had suddenly appeared to the far 
  north. Huge white cliffs loomed out from the sea, but the sailors 
  had also spied beaches where a small boat may possibly make a 
  landing. It would seem that the mists had parted, and the land lay 
  open to explore. Every race across the world gathered its armies to 
  seek the treasures of Albion and claim the island as their own.”—
  Warhammer Wiki 
   
  Highlanders are the fittest and toughest of the barbarians of 
  Albion—they must be to contend with the horrors that ravage the 
  sparse human tribes that pepper its tainted and dark lands. 
  Greenskins, Lizardmen, Beastmen and unspeakable monsters are a 
  daily threat to the lives of the people of Albion and only their 
  bravest people muster the strength to face them in combat. They 
  wield stone-age weaponry, forsaking modern convention of armor 
  and firearms due to their people’s lack of technological 
  advancement and reliance on their tribal and druidic ways of 
  living.  
   
  These warriors are amongst the bravest of their kind, as they 
  charge into battle against large beasts, mutants and demons 
  wearing nothing but the skin on their back and War Paint 
  enchanted by the druids of Albion said to protect even the deadliest 
  of blows. Lately they’ve been venturing out, seeking new lands for 
  reasons only known to them. Often it’s to acquire food, weapons or 
  allies to bring back to their home, and some are even sent on a 
  mystical quest by the tribe druid. 
   
  “"I have nothing very certain to say about this island except that 
  the inhabitants are less civilized than the Bretonni peasants, for 
  they eat great quantities of food - and men as well. Moreover, 
  they consider it an honorable thing, when their fathers die, to eat 
  them...."—Curious Gezer, Tilean Mercenary and Explorer 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Highlander Advance Scheme 
  Starting Characteristics: Weapon Skill, Strength 
  and Willpower 
  Career Rank 2 Characteristic: Toughness 
  Career Rank 3 Characteristic: Agility 
  Career Rank 4 Characteristic: Initiative 
  WS 
  BS 
   S 
   T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
    
    
   
   
   
   
   
   
   
   
   
   Barbarian—Brass 0 (Peasant) 
  Skills: Consume Alcohol, Cool, Dodge, Endurance, 
  Gamble, Heal, Melee (Two-handed), Ranged (Throwing) 
  Talents: Frenzy, Sturdy, Strong Back, Tenacious 
  Trappings: Bone Charms, Stone Axe (Hand Weapon) 
   
   Highlander— Brass 0 
  Skills: Animal Care, Athletics, Lore (Monsters), Melee (Polearm), 
  Outdoor Survival, Secret Signs (Hunters) 
  Talents: Relentless, Resolute, Robust, War Paint 
  Trappings: Bone Necklace, Great Weapon (Any), Skull Trophies 
   
   Monster Hunter— Brass 0 
  Skills: Entertain (Tribal Dance), Melee (Basic), Perception, Stealth 
  (Rural) 
  Talents: Fearless (Monsters), Field Dressing, Rover, Slayer 
  Trappings: Animal Hide Coat, Bone Headdress, Druid Blessed 
  Great Weapon 
   
   Warchief--Brass 0 
  Skills: Intimidate, Intuition 
  Talents: Combat Might, Furious Assault, Implacable, Iron Jaw 
  Trappings: Druidic Magic Item 
   
  Pixabay Public Domain Image 
   
  
  43 
   
  New Talents 
   
  Art of War 
  Max: Intelligence Bonus 
  Tests: Melee Tests when attacking with a sword 
  You are a true master swordsman and have no equal on the field of 
  battle, so much that his Divine Grace of the Heavens has noticed 
  you. When wielding a sword your attacks are magical; moreover, 
  any Critical Hits to the head of an opponent will have their value 
  doubled on the Critical Wounds Table. 
   
  Call to Myrmidia 
  Max: 1 
  All Estalians and most Tileans have some sort of connection with 
  the Goddess, found after exemplary courage and honor in battle; 
  however, only her most zealous of followers outside of the priests 
  and war priests of Myrmidia can tap into her divine power. A 
  devout follower of Myrmidia may Invoke the Spear of Myrmidia 
  Miracle after a successful Challenging (+0) Pray Test during 
  combat despite not having the Invoke (Myrmidia) Talent. If the 
  Invoke (Myrmidia) Talent is purchased, it automatically replaces 
  Call to Myrmidia and adds Spear of Myrmidia to the list of known 
  Miracles. 
   
  Combat Might 
  Max: 3 
  Your strength of arms is so great you can wield weapons of 
  massive size and weight with but one hand! You may wield any 
  two-handed melee weapon with one hand with a -20 WS penalty. 
  Any Melee Tests made wielding a two-handed weapon in one hand 
  are replaced with Melee (Basic) as its primary Test. For each 
  additional Talent level, the penalty is reduced by 10 until there is 
  no penalty. At Talent level 3 you ignore any Slow or Tiring 
  Weapon Flaws when wielding a melee weapon with both hands. 
   
  Dead Men Tell No Tales 
  Max: Strength Bonus 
  Tests: Fellowship and Intimidation towards the law 
  You are a true scourge of the high seas, and as such few would-be 
  bounty hunters, sailors, guards, soldiers, mercenaries, watchmen or 
  nobles would dare consider a confrontation with you. When 
  confronted by the law for your criminal activity use your Strength 
  Bonus as SL for any social Tests; moreover, you have a Fear 
  Rating of 1 (see page 190) against any members of the law or those 
  hired by them. Add +1 to this number per level you have this 
  Talent. 
   
  ¡¡Despierta, Fierro!!  
  Max: Fellowship Bonus 
  Test: Language (Battle) Test concerning this Talent 
  The Almogavar Battlecry, cemented during the Battle of Magritta 
  when an Almogavar Compañia held the left flank alone against 
  innumerable Arabyans during the Great Crusade! Soldiers new and 
  old fall back to this chant to renew their vigour, perhaps not 
  ensuring victory, but providing a second wind. Once per encounter, 
  as a Free Action, the Almogavar may attempt a Challenging (+0) 
  Language (Battle) Test during combat to earn Advantage per +SL 
  up to their Initiative Bonus. Should they fail, they may repeat this 
  Test again per round until they succeed, but once they succeed, 
  they cannot retake the Test for the rest of the encounter. 
   
   
   
   
  Dog of War 
  Max: None 
  You are an active mercenary making money from conflicts, 
  and you’re recognizable for it. For the purposes of securing 
  money, either when Earning during play or performing an 
  Income Endeavour, refer to the following table: 
  Career Level 
              Bonus Money per time the 
                       Talent is taken 
           1 
                +1d10 Silver Shillings 
           2 
                +2d10 Silver Shillings 
           3 
                     +1 Gold Crown 
           4 
                     +2 Gold Crowns 
  Because of your profession, you are bound to make enemies. 
  Opposition to the employers who hire you for your services 
  consider you lower Status than them and might even harbor 
  additional Psychologies such as Prejudice or Hatred as determined 
  by the GM—perhaps you have cost them a chunk of land, 
  destroyed their business, killed a loved one of theirs or see you 
  simply as foreign scum. Because of this, opposing forces such as 
  military and law enforcement run by your contractor’s enemies are 
  always suspicious of you and your company and suspect your 
  motivations, which only gets worse the more times you have this 
  Talent, with the exact implications determined by the GM.  
   
  The scale of these oppositions might be something small such as 
  villages or towns up to entire provinces or cities depending on the 
  scale of the conflict. These penalties do not apply to mercenary 
  work against widely opposed enemies of mankind, such as 
  Beastmen, Greenskins, Dark Elves, Skaven or various monsters 
  ravaging the countryside, among other known threats. 
   
  Lightning Strike 
  Max: Agility Bonus 
  Test: Melee Test concerning this Talent 
  Your blade is as swift as lightning! You strike before your 
  opponent even has time to react. As an Action, you may spend all 
  your Advantage (Minimum 1) to roll a single Unopposed Melee 
  Test against your enemy. This action requires a Fast Quality 
  weapon and sacrifices your Free Action and remaining Movement, 
  if any, for the remainder of the turn if used. 
   
  Surgical Precision 
  Max: Strength Bonus 
  Tests: Intelligence Test concerning this Talent 
  This character has mastered the art of bringing down foes non-
  lethally, and whenever they deal a Critical Hit to an opponent, they 
  may instead make a Challenging (+0) Intelligence Test. If they 
  succeed, they inflict 1 Fatigue Condition upon their target for each 
  +SL they scored on the Intelligence Test. Further, this character 
  gains a +40 bonus to any Heal Skill Tests to treat the wounds of 
  the target once they’ve been subdued. 
   
  War Dance 
  Max: Agility Bonus 
  Tests: Perform (Dance) Test concerning this Talent 
  You are a whirlwind on the battlefield, a deadly beauty in the eyes 
  of your enemies. You have mastered the art of the dance of death 
  perfecting your fighting style with finesse and grace. As an Action 
  during combat you may roll a Perform (Dance) Test and add the 
  SL to your next following attack. 
   
   
   
   
   
  
  44 
   
  Warpaint 
  Max: Willpower Bonus 
  You forsake the use of modern armor, charging into battle wearing 
  nothing more than simple garbs and war paint. Ancient customs 
  and beliefs grant the war paint its own means of protection. With 
  War Paint, you gain +1 AP on all body parts for the amount equal 
  to the Talent’s level. This AP provides no additional Flaws or 
  Qualities and cannot be Damaged; however, you cannot have any 
  armor equipped in order to receive this Talent’s effect. 
   
  Vendetta 
  Max: Willpower Bonus  
  Tests: Fellowship, Intimidate and combat Tests concerning this 
  Talent 
  Feuds can get bloody, and for you it’s personal. You may select 
  any single individual you hold a deep disdain for—anything from 
  politicians, to mercenaries, orc bosses or beastlords, your choice. 
  You gain a +1 SL on all social and combat Tests targeting the 
  specified individual and you are immune to Fear and Intimidate 
  caused by your target. Once the target is dealt with in any way you 
  see fit, assuring you’ll never see them again, you may select a new 
  target for your wrath. 
   
  Kenjutsu (Style) 
  Max: 4 
  An entire martial art was created to learn how to appropriately use 
  the samurai sword dubbed Kenjutsu. The importance of studying 
  Kenjutsu is crucial for samurai, as their proficiency in the ways of 
  the sword is a life or death situation. Those who don’t understand 
  the intricacies of each weapon are considered uncultivated. Think 
  of how useless a Handgunner would be if he didn’t know how to 
  fire their gun in a war zone. The art of sword combat, as with all 
  martial arts, has both a physical and spiritual level. 
   
  Each samurai clan is unique in its swordsmanship, with different 
  schools dedicated to different methods and styles of fighting. 
  Samurais born into these clans spend most of their lives slaving 
  away at mastering these techniques, or “Ways”, with those 
  surviving long enough becoming terrifying sword masters capable 
  of slaying dozens of enemies each battle. 
   
  Choose one of the Ways listed, but only one. You may only 
  advance this Talent once per career level for the Samurai/Ronin, 
  with a maximum of four. You cannot change your Way or select 
  an additional Way. Any Talents, if provided, by the Way chosen 
  are added to your career, and any career you enter, and may be 
  purchased and advanced as normal. You may roll an Opposed 
  Melee (Basic/Two-handed)/Ballistic Skill Test against arrows or 
  thrown weapons being used against you, except Blackpowder, 
  striking them in mid-air. 
   
  Way of the Tortoise 
  Novice: You reduce the encumbrance of all armor pieces worn by 
  2 instead of 1. 
  Apprentice: If struck by a Critical Hit, your results now have a 
  permanent -10 on the Critical Wounds Table. 
  Journeyman: You gain +1 AP on all body parts. 
  Master: You gain the Die Hard and Painless Traits. 
   
  Way of the Crane 
  Novice: You may issue a duel against an opponent. See Virtue of 
  Confidence for rules. (page. 11) 
  Apprentice: You are Immune to Fear or Intimidation affects 
  caused by your opponent when dueling. 
  Journeyman: Gain +10 to your WS when dueling an opponent 
  when you’re not using a shield. 
  Master: In a duel, gain two Advantage on a successful Opposed 
  WS Test against your opponent instead of one. 
   
  Way of the Dragon 
  Novice: When Dual Wielding, you no longer take the -10 WS 
  penalty to defending after attacking with both weapons. 
  Apprentice: When you Critically Hit an enemy, raise their result 
  on the Critical Wounds table by +10 if striking with both weapons. 
  Journeyman: You gain +1 SL when defending with both 
  weapons. 
  Master: You may use Lightning Strike with any one-handed 
  melee weapon without the need for the Fast quality. 
   
  Way of the Tiger 
  Novice: When defending with a two-handed melee weapon, you 
  no longer suffer the -2 SL penalty against Size (Large) creatures. 
  This does not apply to any creature larger than Size (Large). 
  Apprentice: You gain +1 Damage when using two-handed melee 
  weapons. 
  Journeyman: When using a two-handed melee weapon, all rolls 
  landing on tens cause a Critical Hit—10, 20, 30, 40, etc. 
  Master: You may use Lightning Strike with any two-handed 
  melee weapon without the need for the Fast quality. 
   
  Way of the Naga 
  Novice: You gain the Night Vision Talent. 
  Apprentice: You gain the Surgical Precision Talent. 
  Journeyman: You gain the Cunning Trait during an encounter. 
  Master: As a Free Action, you may spend all your Advantage 
  (Minimum 1) and remaining Movement to add your Intelligence 
  Bonus as extra damage for your next melee or ranged attack. 
   
  Way of the Snake 
  Novice: Poisons coated on your blades now last twice as long. 
  Apprentice: You gain the Resistance (Poison) Talent. 
  Journeyman: Whenever you coat your blades in poison, you add 
  your Intelligence Bonus as additional damage to each successful 
  melee attack. 
  Master: After striking an enemy with a Critical Hit, for each 
  poison Condition the enemy has, increase the roll amount on the 
  Critical Wounds table by +5.  
   
  Way of the Stag 
  Novice: You gain the Fleet Footed and Sprinter Talents. 
  Apprentice: You gain the Hunter’s Eye and Rover Talents. 
  Journeyman: You are Immune to Fatigue caused by traveling, and 
  the Poison and Stun conditions. 
  Master: If you are knocked Prone at 0 Wounds, enemies no longer 
  gain a +20 to their WS Tests against you and instead you gain the 
  +20 to your WS Tests against them. 
   
  Way of the Nio 
  Novice: You deal +1 Damage against all Chaos Corrupted beings 
  and Daemons. 
  Apprentice: You gain the Bless (Orange Simca) Talent and the 
  Pray Skill is added to your Samurai/Ronin career. 
  Journeyman: You may spend 1 Resolve to give yourself all 
  Blessings (Orange Simca) for 6 Rounds.  
  Master: Your Melee Attacks gain the Impact Weapon Quality 
  against servants of Chaos—Mutants, Beastmen, Daemons, Cultists, 
  Warriors of Chaos and Corrupted Beasts. 
   
   
  
  45 
   
  Mark of the Gods  
  Max: 4 
  Norscans worship many gods, but the dominant powers lay 
  in the hands of Chaos. You may only advance this Talent 
  once per career level for the Norscan Mercenary, with a 
  maximum of four. You cannot remove this Talent, change 
  your God or select an additional God. Any Talents, if 
  provided, by the God chosen are added to your career, and 
  any career you enter, and may be purchased and advanced 
  as normal. Once purchased, the player must roll 1d10+2 
  Corruption points minus their Willpower Bonus with a 
  minimum of 1 point. This increases by +1 Corruption each 
  subsequent Talent advancement. If a mutation manifests, 
  the GM rolls based off the selected god on the Physical and 
  Mental Mutation tables found in the Enemy in Shadows 
  Companion (Physical pg. 68-72, Mental pg. 74-76). 
   
  Note: For players or GM’s who don’t want a campaign 
  involving Norsca players turning to chaos or causing 
  complications for the group, we have added the option to 
  instead pick the Slayer talent instead of the Mark of the 
  Gods. Mark of the Gods is intended for use by the Norscan 
  player after having given full discretion to the GM and the 
  other players that it could cause problems for a non-Chaos 
  focused party or campaign. 
   
  The Hound (Khorne)  
   
  Worshipper of the Hound:   
  -While Frenzy is activated, you can now score a Critical 
  Hit on a tens result when using axes—10, 20, 30, 40, etc. 
   
  Warrior of the Hound:  
  -You gain +1 Movement while Frenzied. 
  -While Frenzy is activated, you ignore all your current 
  Conditions (except for Ablaze and Poison) until Frenzy has 
  ended, then all prior Conditions return as normal. 
   
  Champion of the Hound:  
  -When wielding an axe while Frenzied, the user now gains 
  the Damaging Weapon Qualities on all one-handed axes.  
  -If using a two-handed axe while Frenzied, it now gains the 
  Impact Quality or loses the Tiring or Slow Quality for the 
  duration. 
   
  Chosen of the Hound:  
  -When Frenzied, you do not gain the Prone Condition at 0 
  Wounds. All other rules still apply once you reach 0 
  Wounds. 
  -Warp Fury: Whilst Frenzied, you have the option to 
  temporarily gain another random physical mutation for 
  1d10 minutes. Roll 1d10 on the table below to see your 
  mutation. You gain 1 Corruption point if used. 
   
  Roll 
   Physical Mutations 
  1 
  Iron Skin: +2 Armor Points to all locations, –10 Agility 
  2 
  Multiple Arms: Gain one Free Attack 
  3 
  Multiple Legs: Gain +1 Movement 
  4 
  Skull Face: Gain the Fear 2 Creature Trait 
  5 
  Spiked Skin/Armor: +1 Armor Points on all locations; 
  gain a Free Attack (SB+4) when Charging 
  6 
  Thorny Scales: +1 Armor Points to all locations 
  7 
  Three Eyes: Gain the Acute Sense (Vision) Talent 
  8 
  Transparent Skin: Gain the Fear 2 Creature Trait 
  9 
  Uneven Horns: +1 Armor Points to the Head and adds Horns; 
  counts as a Creature Weapon of Damage equal to your SB+4 
  10 
  Wings: Gain the Flight 60 Creature Trait 
   
  The Serpent (Slaanesh) 
   
  Worshipper of the Serpent: 
  -You gain the Attractive Talent. 
  -You gain the Inhuman Beauty mutation (+10 Fellowship; 
  you do not scar). 
   
  Warrior of the Serpent: 
  -Injuries recover in half the time they normally take, and 
  maimed body parts regenerate after 1d10 days, unless 
  decapitated. 
  -You gain an improved Thrill Seeker Mental Mutation (+10 
  Willpower, +10 Initiative). 
  -You cannot age past your prime, and if you are of older 
  age, your body regresses back to the height of your 
  physical attractiveness. 
   
  Champion of the Serpent: 
  -Every Critical Hit you deal against an enemy gives you a 
  Fellowship bonus of +10 for 1d10 hours. 
  -Every Critical Hit you take grants you a Fellowship bonus 
  of +10 for 1d10 hours. 
  -Every Enemy you kill gives you a Fellowship bonus of 
  +10 for 1d10 hours. 
  -Wargasm: As a Main Action, you can transfer all 
  modified Fellowship bonuses gained during combat into 
  Advantage. Convert all modified Fellowship gained in 10’s 
  into a single Advantage each: +20 Fellowship gained 
  equals +2 Advantage, for instance. Advantage gained caps 
  out at your Initiative Bonus. 
   
  Chosen of the Serpent: 
  -Princely Beauty: All allies within view of your glorious 
  beauty gain +1 advantage at the start of combat. 
  -You gain Immunity to Psychology. 
  -Graceful Strikes: You channel the power of the serpent 
  and as a Free Action may add your modified Fellowship 
  
  46 
   
  Bonus to your Damage for all successful melee attacks 
  during the encounter. You gain 1 Corruption point if used. 
   
  The Crow (Nurgle) 
   
  Worshipper of the Crow: 
  -You gain the Painless Trait. 
  -You gain the Infected Trait during combat and may inflict 
  a Festering Wound (pg. 186) upon successfully wounding 
  an enemy. The Festering Wound is instantaneous and does 
  not require an incubation period. 
   
  Warrior of the Crow: 
  -You gain the Infestation Trait during combat. 
  -You gain the Immunity (Disease) Trait. 
   
  Champion of the Crow: 
  -You gain the Corrosive Blood Trait. 
  -You gain the Immunity (Poison) Trait. 
   
  Chosen of the Crow: 
  -You gain the Die Hard Trait. 
  -You gain the Immunity (Bleeding) Trait. 
  -Vomit: The creature can spew a stream of corrosive bile, 
  dowsing its opponents in foul, semi-digested filth. On its 
  turn, by spending 3 Advantage, the Chosen can activate its 
  Vomit as a Free Attack. The Chosen chooses 1 target it can 
  see within Toughness Bonus yards and let loose; all targets 
  within two yards are also hit. The creature performs an 
  Opposed Ballistic Skill/Dodge Test against all affected 
  targets (its single roll opposed by each individual target). 
  Test is typically Easy (+40) for the vomiting creature, due 
  to the close range, and Challenging (+0) for opponents. All 
  losing targets suffer a hit with a Weapon Damage of the 
  creature’s Toughness Bonus +4 and receive a Stunned 
  condition. All Armor and Weapons carried by affected 
  targets suffer 1 Damage as the acidic vomit corrodes it 
  away. You gain 1 Corruption point if used. 
   
  The Eagle (Tzeentch)  
   
  Worshipper of the Eagle: 
  -You gain both the +1 Second Sight and +1 Magical Sense 
  Talents. 
  -You gain the Ward (10+) Trait. 
   
  Warrior of the Eagle: 
  -All attacks now count as Magical. 
  -You gain Dark Vision. 
  -You gain the Ward (9+) Trait. 
   
  Champion of the Eagle: 
  -You gain the Language (All) Skill. 
  -You gain the Clever Trait. 
  -You gain the Ward (8+) Trait. 
   
  Chosen of the Eagle: 
  -You gain the Cunning Trait. 
  -You gain the Ward (7+) Trait. 
  -Eagle’s Eye: The Chosen’s gaze can turn flesh to flame. 
  For its Action, it can spend all its Advantage to unleash its 
  gaze (Minimum 3). The Chosen performs an Opposed 
  Intelligence/Initiative test, adding 1 SL per Advantage 
  spent. Its opponent gains 1 Stunned and 1 Ablaze Condition 
  per 1 SL by which the Chosen wins. If it wins by at least 6 
  SL, its Target’s head bursts into pink and blue flame, 
  killing it instantly. You gain 1 Corruption point if used. 
   
  The Eight-Pointed Star (Undivided)  
   
  Worshiper of the Dark Gods: 
  -You gain access to purchase the Inspiring and War Leader 
  Talents for your Norscan Career. 
  -You gain the Leader Trait. 
   
  Warrior Undivided: 
  -You gain access to purchase the Commanding Presence 
  Talent for your Norscan Career and gain +20 to your Tests 
  for influencing the Servants of Chaos--Mutants, Beastmen, 
  Demons, Cultists, Warriors of Chaos and Corrupted Beasts. 
  -You may re-roll any failed Fear or Terror Test, or any 
  failed Test to resist Intimidation. If the re-roll succeeds, 
  ignore the first failure. 
   
  Champion Undivided: 
  -You gain the Hatred (Order) Talent—Bretonnia, Elves, 
  Empire and lesser Human Civilizations, Dwarfs, 
  Lizardmen, Tomb Kings and Wood Elves.   
  -Might Makes Right:  Amongst Chaos, power and 
  authority are synonymous, with strong Chaos Warriors 
  naturally viewed as leaders by those beneath them. The 
  servants of Chaos understand that respect only comes to 
  those with the might to claim it. When dealing with other 
  Servants of Chaos, a Champion may use their status to rally 
  other Chaos forces into conceiting they’re the leader and 
  may replace any Fellowship Tests with Intimidation Tests. 
   
  Chosen Undivided:  
  -You gain the Hatred (Destruction) Talent—Dark Elves, 
  Undead, Greenskins, Skaven and Ogres.  
  -You gain the Champion Trait when fighting your most 
  hated foes. 
  -You now get a +40 instead of a +20 for influencing the 
  Servants of Chaos. (All Fellowship and Intimidation Tests) 
  -You gain the Elite Trait when in combat against the forces 
  of Order or Destruction. 
  -You gain any two permanent Physical Mutations you 
  want. Enemy in Shadows Companion (Physical pg. 68-
  72). 
   
   
  
  47 
   
  Martial Artist (Path) 
  Max: 4 
  After many harsh years of training, you are ready to place yourself 
  on one of the 8 paths towards becoming a master martial artist. 
  Your Unarmed attacks no longer have the Undamaging Weapon 
  Flaw; moreover, your Unarmed attacks +2 additional Damage, 
  changing the Damage dealt to SB+2. Your Damage increases by an 
  additional +1 per advance for this Talent, up to a maximum of 
  SB+5. This effect does not stack with Brawling weapons. Choose 
  one of the 8 paths listed, but only one. You may only advance this 
  Talent once per career level for the Monk, with a maximum of 
  four. You cannot change your Path or select an additional Path. 
  Any Talents, if provided, by the Path chosen are added to your 
  career, and any career you enter, and may be purchased and 
  advanced as normal. You may roll an Opposed Melee 
  (Brawling)/Ballistic Skill Test against arrows or thrown weapons 
  being used against you, except Blackpowder, grabbing them in 
  mid-air. 
   
  Path of the Flame 
  Novice: Your fists burn like fire to your enemies, as your strikes 
  following the Path of Flame cause massive internal bleeding. If 
  you score a Body hit with your Unarmed attacks, attempt an 
  Opposed Strength/ Endurance test against the struck opponent. If 
  you win the test, your opponent gains a Bleed Condition. 
  Apprentice: If you succeed your Strength/Endurance Test with +6 
  SL or more, your opponent gains your SB in Bleed Conditions. 
  Journeyman: You gain the Implacable Talent. 
  Master: As an action, you may spend all your Advantage 
  (minimum 1) to attempt an Opposed Brawling/ Endurance test 
  against your opponent. If successful you deal a deadly blow 
  against your opponent that deals their (Number of Bleed 
  Conditions + SL) x2 in Damage that cannot be resisted by Armor 
  or their Toughness Bonus. 
   
  Path of Iron 
  Novice: Followers of this path are considered immortal. Your fists 
  feel as hard as iron, breaking through stone and armor with ease. 
  Your Unarmed attacks gain the Pummeling Weapon Quality. 
  Apprentice: Add an additional +1 Damage to your Unarmed 
  Attacks raising the maximum Damage to SB+6. 
  Journeyman: You gain +1 AP on all body parts. 
  Master: On a successful Unarmed attack with +6 SL or more you 
  inflict a Broken Bone (Minor) injury and you may roll an Opposed 
  Melee (Brawling)/Ballistic Skill Test against Blackpowder 
  weapons, grabbing them in mid-air. 
   
  Path of Shadows 
  Novice: Your methods lye in the darkness when following the Path 
  of Shadows, striking when unseen to end your enemies without 
  notice. You gain the Night Vision Talent. 
  Apprentice: You gain an additional +10 to your WS Tests when 
  striking an enemy from behind or at the sides (with a total of +30 
  without Advantage). 
  Journeyman: You gain the Alley Cat and Rover Talents. 
  Master: You gain the Fast Trait during an encounter.  
   
  Path of the Beast 
  Novice: Like the Jade Tigers of Cathay, you wrestle your prey 
  with the fury of an apex predator. You gain a +10 to all Brawling 
  and Strength Tests for Grappling. 
  Apprentice: Yow may now force enemies into the Prone condition 
  after a successful Opposed Grapple Test instead of an Entangled 
  Condition. 
  Journeyman: You now deal twice your SB in Damage against 
  opponents you have successfully grappled or forced prone. 
  Master: You no longer need a Critical Success in an Opposed 
  Strength Grapple test against Size (Large) creatures and simply 
  compare SL as normal. 
   
  Path of the Heavens 
  Novice: Your mind and body are one with the heavens. Legend 
  says those who follow this Path are blessed with great fortune and 
  the ability to strike with the speed of lightning. Your Unarmed 
  attacks now have the Fast Weapon Quality.  
  Apprentice: If you score a Head hit with your Unarmed attacks, 
  attempt an Opposed Strength/ Initiative test against the struck 
  opponent. If you win the test, your opponent gains a Blind 
  Condition. 
  Journeyman: You gain the Riposte Talent. 
  Master: You now regain one Fortune point after you successfully 
  defeat a Size (Medium) or larger enemy that has full Wounds in 
  one hit. 
   
  Path of Light 
  Novice: Monks who follow the Path of Light are among the purest 
  and incorruptible beings in the realms of man, with strikes that 
  leave the damned frightened by their presence. Your Unarmed 
  attacks gain the Damaging Weapon Quality against servants of 
  Chaos—Mutants, Beastmen, Demons, Cultists, Warriors of Chaos 
  and Corrupted Beasts. 
  Apprentice: You can spend all your Fortune points (Minimum 1) 
  to strike and instantly banish a single Daemon with your fists back 
  to the Warp. (GM’s discretion on what can be banished) 
  Journeyman: You gain the Fearless (Daemons) Talent. 
  Master: Your Unarmed attacks gain the Impact Weapon Quality 
  against servants of Chaos—Mutants, Beastmen, Demons, Cultists, 
  Warriors of Chaos and Corrupted Beasts. 
   
  Path of Life 
  Novice: The monks that follow the Path of Life are renowned for 
  their kindness and compassion towards the people of Cathay, 
  aiding any incapable of combating the dangers of the world with 
  unshakeable courage. You may spend one Fortune Point to add a 
  +40 modifier towards your next Heal Test for one of your allies 
  outside of combat.  
  Apprentice: You may spend one Fortune Point to reduce the 
  recovery time of any broken bones or torn muscles in one of your 
  ally’s body parts by 1d10+Willpower Bonus Days. This ability 
  may be performed once within 1 hour the injury was inflicted. 
  Journeyman: You gain the Resistance (Disease) Talent. 
  Master: Outside of combat, once a day you can roll an Average 
  (+20) Perform (Meditation) Test and regain 1d10+WPB+SL in 
  Wounds for yourself. This ability does not affect any other 
  conditions. This process takes 10 – Willpower Bonus hours and 
  leaves you exposed until the meditation is complete. 
   
  Path of Death 
  Novice: Cathay is home to many horrors that stalk the lands, 
  including the undead. These monks are said to be among the 
  leading experts in their annihilation. Your Unarmed attacks gain 
  the Damaging Weapon Quality against the Undead—Zombies, 
  Skeletons, Ghosts, Banshees, Necromancers, Vampires and any 
  Raised Beasts.  
  Apprentice: Your Unarmed attacks are now Magical. 
  Journeyman: You gain the Fearless (Undead) Talent. 
  Master: Your Unarmed attacks gain the Impact Weapon Quality 
  against the Undead—Zombies, Skeletons, Ghosts, Banshees, 
  Necromancers, Vampires and any Raised Beasts. 
  
  48 
   
  Divine Lore of Kislev 
   
  Dazh, God of Fire and Hospitality 
   
  Dazh’s Blessings and Strictures: 
  Battle 
  Conscience 
  Courage 
  Fortune 
  Protection 
  Wit 
  • Never let a fire go out during the night. Many interpret 
  this stricture as never leaving a fire unattended. 
  • Never light a fire on a dirty hearth. 
  • Always give hospitality to those who ask for it, even 
  enemies. Leave none out in the cold. 
  • Offer sacrifices to Dazh on the first day of the winter 
  snows, so he returns with all speed. 
   
  Miracles of Dazh 
  Dazh is the God of fire, the sun, and hospitality. He has been 
  worshipped in the lands of Kislev for uncounted centuries and is 
  believed to have taught early Ungol tribesmen the secrets of fire. 
  Dazh is often comparable to Shallya in terms of benevolence and 
  caring for his followers, and this attitude reflects strongly on the 
  priests who worship him. Priests of Dazh are warm-hearted 
  individuals who take deep pride in their hearts and homes, and 
  many bedeck themselves in sacred gold. Those who call upon 
  Dazh often prefer heat to cold and may feel uncomfortable when 
  the sun sets. 
   
  Blessing of Dazh 
  Range: Touch 
  Target: 1 
  Duration: Fellowship Bonus Rounds 
  Description: The target you touch becomes blessed with Dazh’s 
  favor. For the duration of the spell, the target has all Ablaze 
  conditions removed and cannot gain any more and is immune to 
  fire damage from any non-magical source of fire, including 
  Breathe Attacks.  
   
  Brilliance 
  Range: AoE Fellowship Yards 
  Target: You 
  Duration: Willpower Bonus Rounds 
  Description: Your prayers summon a blinding wave of holy fire. 
  All creatures within range must pass an Agility Test or be dazzled 
  by the fire. Affected creatures take a –20 penalty on Weapon Skill, 
  Ballistic Skill, Agility, and Perception Tests. Targets without eyes, 
  or who have shielded their eyes, are immune to brilliance. 
   
  Dazh Szheg! 
  Range: Fellowship Bonus Yards 
  Target: AoE 
  Duration: Instant 
  Description: You call upon Dazh to burn his enemies, and a beam 
  of holy light engulfs your opponents. All creatures in the area must 
  succeed on a Difficult (–10) Agility Test or take +4 damage 
  that ignores armor. A target that loses 1 or more Wounds 
  also catches your Fellowship Bonus in Ablaze conditions. 
   
  Dance of the Alari 
  Range: Fellowship Bonus Miles 
  Target: Special 
  Duration: 1 hour 
  Description: You ask Dazh to illuminate the night, and he 
  answers with his warrior-consorts — the Alari. The northern sky 
  lights up with eerie fires as the Alari dance. This illumination is 
  enough light to see by. 
   
  Gift of Fire 
  Range: Special 
  Target: Special 
  Duration: Fellowship Bonus Hours 
  Description: Your prayers summon a welcoming campfire that 
  appears anywhere within range. It does not consume any fuel, does 
  not ignite flammable material, but does emit heat that warms living 
  flesh (and living flesh only), can be used to cook food and negate 
  the effects of cold weather. 
   
  Rouse the Coals 
  Range: Willpower Bonus Yards 
  Target: 1 
  Duration: Instant 
  Description: You utter a prayer celebrating Dazh awakening from 
  his bed of coals in the east. Your target, if flammable (as 
  determined by the GM), immediately bursts into flames taking 
  1d10+WPB Ablaze Conditions. 
   
  Sacred Guest 
  Range: Touch 
  Target: 1 
  Duration: Special 
  Description: You invoke Dazh to bless your time as a guest in 
  another’s home. If your host abuses his position or is a poor host, 
  Dazh curses him. The curse, which is decided by the GM, could 
  include: fires failing to light, fires giving no heat, or fuel burning at 
  quadruple rate. The curse lasts until the host apologizes to you or 
  prays for forgiveness at a Temple of Dazh. 
   
  Wreath of Flame 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description: Your chants wreath your body in holy flame. Anyone 
  attempting to strike you with a handheld weapon must succeed on 
  a Challenging (+0) Will Power Test or take a –30 penalty to their 
  WS or BS Skill Test as the heat drives them back from the attack. 
  Even a successful test imposes a –10 penalty. Whilst wreath of 
  flame is in effect, you are immune to all damage from fire-based 
  attacks. 
   
  Tor, God of War and Thunder 
   
  Tor’s Blessings and Strictures: 
  Battle 
  Courage 
  Hardiness 
  Might 
  Savagery 
  Tenacity 
  • Never stand under a tree during a thunderstorm. 
   
  Miracles of Tor 
  Tor is the God of thunder, lightning, and war. He is popular 
  amongst the war-like Kislevites and was worshipped in the 
  area long before the Gospodars arrived. The Axe of Tor is a sacred 
  symbol among the people of Lislev, as his influence is so powerful 
  that even towns sacked by marauders are said to have their temples 
  dedicated to Tor perfectly intact. It is theorized that even the foul 
  servants of Chaos dare not tempt his wrath, for his reputation as a 
  butcher of daemons and undead is so legendary and his followers 
  so full of vengeful fury that it’s a guaranteed death sentence to 
  anger the ancient war god. Priests of Tor are often taciturn and 
  belligerent, and many wield war axes detailed in sacred silver. 
  
  49 
   
  Those who call upon Tor can be quick to anger, and many are 
  drawn to high locations, such as mountains or tall towers. At the 
  GM’s whim, any use of Torinyi prayers involving thunder, 
  lightning, or rain may bring on a full storm. 
   
  Call of Tor 
  Range: AoE Willpower Bonus Miles 
  Target: Fellowship Bonus Allies 
  Duration: Willpower Bonus Rounds 
  Description: You bellow prayers skywards, and Tor responds with 
  a great deal of thunder. All Kislevites and allies in range may 
  attack twice on a single charge attack action.  
   
  Cleave the Sky 
  Range: Willpower Bonus Miles 
  Target: Special 
  Duration: Willpower Bonus Days 
  Description: You invoke Tor to cleave the sky with his 
  mighty war axe. Clouds roil high above, and after 1d10 
  rounds, a heavy downpour of rain, sleet, snow, or hail (as 
  appropriate) begins. Each round, all affected targets must pass a 
  Challenging (+0) Agility Test, or their movement is halved. Cleave 
  the sky may only be attempted if the sky is already overcast. 
   
  Do Tor! 
  Range: Willpower Yards 
  Target: 1 
  Duration: Instant 
  Description: You entreat Tor to unleash his fury, and a bolt of 
  lightning streaks towards your target. Do Tor! is a magic missile 
  that deals +6 damage that ignores armor. If a target is killed, the 
  lightning arcs to another enemy (if any remain) within 4 yards of 
  the target and continues to do so until a target survives. With a +6 
  SL or higher or on a Critical Success your missile inflicts a Stun 
  Condition on the target, then your targets must attempt a Hard (–
  20) Endurance Test. If a Failure is scored, also inflict a Prone 
  Condition. 
   
  Incoming Storm 
  Range: Fellowship Yards 
  Target: Fellowship Bonus Allies 
  Duration: Willpower Minutes 
  Description: Your prayers increase the tension in the air, 
  preparing those around you for an incoming conflict. Whenever 
  any character within range of the spell when it was cast is 
  Surprised, they may immediately attempt an Average (+20) Will 
  Power Test to overcome surprise and act normally. 
   
  Thunder of War 
  Range: AoE Fellowship Yards 
  Target: You 
  Duration: Instant 
  Description: Your prayers amplify the sounds of all nearby 
  Conflicts, as the sound of thunder blasts around you, piercing the 
  eardrums of all nearby enemies. All enemies within range must 
  succeed on a Hard (-20) Fear Test. If they fail with a -SL of 6 or 
  more, they gain a number of Broken Conditions equal to your 
  Fellowship Bonus. 
   
  Tor’s Fury 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description: You entreat Tor to bless your axe with his divine 
  might. When using an axe, every time you succeed in attacking an 
  enemy with your melee weapon you automatically inflict one 
  Critical Wound. If you roll a Critical Hit with this effect active, 
  you double the result on the Critical Wounds Table with any result 
  on a 50+ being an automatic 100 regardless of the target’s 
  Wounds. 
   
  Wrath of Tor 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description:  Energy crackles over the weapon, imbuing it with 
  the favor of Tor. The weapon adds +Fellowship Bonus Damage, 
  counts as magical and gains Lightning damage: Any Wounds 
  caused ignore armor and the target must roll a Challenging (+0) 
  Endurance test or gain a Stunned Condition. In addition, your 
  prayers change the quality of the air, fooling sensitive animals into 
  believing a storm is coming. Small creatures and herd beasts 
  automatically flee from the priest. Other animals, or those 
  controlled by another, must pass an Average (+20) Will Power 
  Test or flee. 
   
  Ursun, God of Bears and Strength 
   
  Ursun’s Blessings and Strictures: 
  Battle 
  Courage 
  Hardiness 
  The 
  Hunt 
  Might 
  Righteousness 
  • Never hunt a bear in winter—let him sleep as he lets you 
  sleep. 
  • Wake the bear in the spring, and feed him well before 
  his winter rests. 
  • Bears must only be killed by the strength of your hand 
  or the flight of an arrow. 
  • Only display the hide, claw, tooth, or skull of a bear you 
  have killed yourself. 
  • Shun the comforts of indoor life whenever possible. 
  In particular, all ablutions and bathing must be done 
  outdoors. 
  • Eat fish at least once a week, as the bear does. Never 
  eat fish and another meat on the same day, as this is 
  wasteful. 
   
  Miracles of Ursun  
  Ursun is the God of bears and patron of Kislev. His cult was 
  introduced by the Gospodars almost a thousand years ago and is 
  now the most powerful in the land. Priests of Ursun tend to be wild 
  individuals, and many wear sacred skins and holy bear bones. The 
  trails to becoming a priest of Ursun are brutal, with the most 
  famous requiring an acolyte to wrestle a bear in the woods bare 
  handed. Those calling upon Ursun are often uncomfortable around 
  the trappings of civilization and frequently grow lethargic in 
  winter. It is very common for Ursun priests, especially war priests, 
  to travel into the same forests in which they first underwent the test 
  to becoming a priest, reacquainting with the bear they wrestled 
  with, and through various means, bond with them making the bear 
  a valued ally, mount and friend. 
   
  Blessing of the Licked Paw 
  Range: You 
  Target: You 
  Duration: Instant 
  Description: You growl a plea to Ursun to lessen a wound’s pain. 
  The priest counts as if medical attention has been received. Cure 
  yourself of one Injury (broken bone or torn muscle) that has 
  occurred within the past hour; moreover, each additional +SL cures 
  1 Bleed Condition and heals your Wounds by 1. 
  
  50 
   
  Blessing of Ursun 
  Range: Fellowship Bonus Yards 
  Target: 1 
  Duration: Willpower Bonus Hours 
  Description: Your prayers grant the target a +20 bonus to all 
  Navigation and Outdoor Survival Tests taken in forests, mountains, 
  plains or caves. 
   
  Father Bear 
  Range: You 
  Target: AoE 
  Duration: Special 
  Description: Your prayer stirs one of Ursun’s servants. One bear 
  within range will not attack unless attacked and will answer any 
  questions you pose it, drawing from its own knowledge (not 
  Ursun’s). Its voice is sonorous and noble, and it speaks in the 
  mother tongue of the priest. The priest may roll an Average (+20) 
  Fellowship Test to recruit the bear into your party temporarily until 
  it wishes to go home (GM’s discretion). 
   
  Growling Fury 
  Range: You 
  Target: You 
  Duration: Willpower Bonus Rounds 
  Description: Your chants fill you with implacable, ferocious rage. 
  You gain the +1 Battle Rage and Frenzy Talents, a +10 bonus to 
  Weapon Skill Tests and the Fast Trait. 
   
  Skin of the Ice Bear 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description: Your prayers draw an Ice Bear’s spirit within you. 
  For the duration, all of your attacks deal +1 Damage, you gain +2 
  AP on all body parts, and you gain the Acute Senses (All) and the 
  +1 Fearless (Everything) Talents. 
   
  Ursine Strength 
  Range: You 
  Target: You 
  Duration: Strength Bonus Rounds 
  Description: Your chant grants you some of Ursun’s strength. You 
  gain a +20 bonus on all Strength and Brawling Tests, another +10 
  towards Strength when grappling Size (Medium) or smaller 
  creatures (for a total of +30), and all your Melee Attacks deal +1 
  Damage. So great is your strength that grappling tests with Size 
  (Large) creatures no longer require a Critical Success for Opposing 
  Strength Tests. 
   
  Unyielding Ursun 
  Range: AoE Fellowship Yards 
  Target: Fellowship Bonus Allies 
  Duration: Willpower Bonus Rounds 
  Description: Your rousing prayers tap deep into Kislevite national 
  pride. All Kislevites and party members within range may gain the 
  +1 Fearless (Everything) and +1 Unshakeable Talents. 
   
  Winter’s Sleep 
  Range: AoE Fellowship Yards 
  Target: You 
  Duration: Willpower Bonus Rounds 
  Description: Your prayers bring the deep sleep of winter upon 
  your enemies. All living creatures (including allies), aside from the 
  caster, in the area must succeed on an Average (+20) Will Power 
  Test or fall into a deep sleep. Sleeping characters are helpless. 
  Lore of Ice 
   
  Ice Magic, also known as the Lore of Ice, is Kislev’s oldest 
  magical tradition, dating back many centuries before the Empire 
  founded the Colleges of Magic under Magnus the Pious, and 
  exclusively wielded by women of Kislev sensitive to the Winds of 
  Magic. Before invading Kislev in 1497 IC under the Khan-Queen 
  Miska, the first Ice Witches practiced their magic on the Endless 
  Steppe. Unlike their former brethren, the Hung and Kurgan—who 
  worshipped the Great Eye after falling to Chaos—the Gospodars 
  learned to tap the cold power coursing through the land itself, 
  establishing a relationship not too dissimilar with the Jade Order 
  and their ties to nature. The ice witches of Kislev are more than 
  just women with the ability to channel the Ancient Widow’s cold 
  flows; they are an organized sisterhood who works together to 
  achieve shared goals under the orders of the Tzar/Tzarina of 
  Kislev. Although this magic does not carry the same risks of 
  mutation as magics of Chaos, it is very difficult to control and 
  often kills unwary and inexperienced Witches. Many centuries 
  later, things are little different. As should be expected for a magic 
  with its roots in wars on the Endless Steppe, Ice Magic is deadly 
  and extremely so, not just for the Witches’ enemies but for the 
  Witches themselves. Many apprentice Witches do not survive their 
  training; indeed, some can be found to this day in isolated corners 
  of the Oblast, frozen eternally as sparkling statues of ice by the 
  magic they failed to control. Ice witches can often be found 
  wearing heavy winters clothes with fur coats, capes and boots 
  (even in hotter climates) with older and more experienced ice 
  witches wearing crowns of ice on their heads. 
   
  Lore Attribute: The flows of Ice Magic vary in strength. By 
  Kislev’s sites of power, along her leylines, in freezing climates and 
  in the depths of winter, Ice Magic is very strong, granting you a 
  +10 to all Channeling and Language Magick Tests when casting 
  the Lore of Ice. But in warmer climes, it is far weaker and wanes 
  the closer to the equator and the further from Kislev one travels. 
  When casting in warmer climates, such as in most of the Empire, it 
  counts as if casting next to a Corrupting Influence, causing a 
  Minor Miscast on a unit’s roll of an 8. If you already have a Minor 
  Miscast, the Miscast becomes a Major Miscast. In hotter climates, 
  such as in a desert or jungle, you receive a permanent Fatigue 
  Condition until you relocate to a cooler climate. You may spend a 
  Resolve point to mitigate this Fatigue Condition for one round. 
   
  Ingredients: Ice of all types, from snowflakes, hailstones, icicles 
  and carved ice sculptures, comprise the majority of the Lore of 
  Ice’s ingredients. While plentiful in the cold lands of Kislev, due to 
  their frozen nature, it is potentially much more difficult to acquire 
  or preserve these ingredients needed depending on the region, 
  climate and time of year. However, many spells also use trappings 
  associated with the body parts of certain wildlife within Kislev, 
  including the claws of a frostfiend, a ball of bear fat, fangs of a 
  white dragon or the tongue of a hawk. 
   
  Biting Wind 
  CN: 10 
  Range: Willpower Yards 
  Target: 1 
  Duration: Instant 
  Description: You channel mighty flows of magic into a howling 
  gale of cold. This is a magic missile. Anyone between you and 
  your target within 2 yards of the missile is slashed by wind-
  whipped ice shards dealing +6 damage. In addition, creatures that 
  lost 5 Wounds or more from this spell gain a Stun Condition and 
  
  51 
   
  must pass a Challenging (+0) Endurance Test or be forced prone 
  from the harsh winds and shards of ice blasting against them. 
   
  Blizzard 
  CN: 12 
  Range: Willpower Yards 
  Target: AoE Willpower Yards 
  Duration: Toughness Bonus Rounds 
  Description: A swirling flurry of snow and ice rises from the land, 
  freezing and blinding all in its path. Distant targets may require a 
  Perception Test to see clearly, as dictated by the GM. Those within 
  the radius of the spell (including allies) take Willpower Bonus + 
  Toughness Bonus Damage every round, ignoring armor, and 
  reduce their line of sight to only 6 yards. Targets also take a –20 
  penalty to their Ballistic Skill and Agility Tests and have their 
  Movement reduced by half. 
   
  Chill 
  CN: 4 
  Range: Touch 
  Target: AoE Willpower Bonus Yards 
  Duration: 1 Day 
  Description: Your touch leaves a gleaming frost behind. The air in 
  the area drops to freezing temperatures for the duration, such as 
  making breathe visible and turning water to ice instantly. 
   
  Chill Voice 
  CN: 4 
  Range: You 
  Target: You 
  Duration: Fellowship Minutes 
  Description: You speak with the pitiless chill of the Khan-Queens 
  of old. Gain a +20 bonus on all Haggle, Intimidate, and Leadership 
  Tests, but take a –20 penalty to all Charm, Entertain and Gossip 
  Tests. 
   
  Crystal Cloak 
  CN: 7 
  Range: You 
  Target: You 
  Duration: Willpower Bonus Rounds 
  Description: You call forth a swirling, shimmering, ice-laden mist 
  and wrap it around you. Anyone within Toughness Bonus yards of 
  you takes a –10 penalty to all Weapon Skill, Ballistic Skill and 
  Agility Tests as the cloak’s cold seeps into them. Further, anything 
  living trying to attack you in melee combat must pass an Average 
  (+20) Endurance Test or lose their action for next round due to the 
  cloaks intense cold chilling them to the bone. This Test does not 
  apply to creatures with the Undead or Daemonic Traits. For each 
  +2 SL, you may increase the difficulty of the Endurance Test by an 
  additional -10 up to a maximum penalty of -50. 
   
  Death Frost 
  CN: 13 
  Range: Touch 
  Target: 1 
  Duration: Instant 
  Description: You call up lethal cold from the land. A target that 
  you touch must succeed a Hard (–20) Endurance Test or take 1d10 
  + Willpower Bonus Damage an amount of times per your 
  Toughness Bonus, ignoring armor. On a successful test, the target 
  only takes half damage instead. If the target’s Wounds are reduced 
  to 0 its body freezes and turns into a solid statue made of ice, a 
  grizzly representation of its former self. 
   
  Frost Blade 
  CN: 5 
  Range: You 
  Target: You 
  Duration: Willpower Bonus Rounds 
  Description: A sparkling blade of ice forms in your hand, taking 
  any shape you wish. It counts as a magic weapon that deals SB + 
  WPB Damage and stuns targets that lose 5 Wounds or more from 
  each strike. It immediately melts away if you let go of it. For every 
  +3 SL you may also add 1 Quality to the Frost Blade  while the 
  spell is in effect. 
   
  Form of the Frostfiend 
  CN: 16 
  Range: You 
  Target: You 
  Duration: Special 
  Description: You invite the cold spirits of old within you to 
  transform yourself, along with your trappings, into a shrieking, 
  taloned Frostfiend. You retain your Intelligence and Willpower, 
  but your other Characteristics and Traits are that of a Frostfiend—a 
  large bat-winged creature with white fur native to Kislev. Your 
  melee claw attacks count as having the Hack and Impact Qualities. 
  However, you may not communicate in anything other than howls, 
  cannot cast spells, and cannot wield weapons. Form of the 
  Frostfiend ends when you take a Critical Wound, go to sleep, or 
  when you end the spell voluntarily. For every +3 SL you may add 
  an additional creature Trait to your Frostfiend form. 
   
  Frostfiend: 
  M 
  WS 
  BS 
  S 
  T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  6 
  60 
   0 
  55 
  45 
  30 
  65 
  35 
   30 
   85 
  15 
  42 
  Traits: Armor 3, Bite +8, Dark Vision, Fear 2, Immunity (Cold), 
  Size (Large), Flight 60, Strider (Snow), Weapon +9 
  Optional: Big, Distracting, Elite, Frenzy, Fury, Hardy, Tough 
   
  Hailstorm 
  CN: 7 
  Range: Toughness Yards 
  Target: AoE Willpower Bonus 
  Duration: Toughness Bonus Rounds 
  Description: You channel Ice Magic upwards, forming large 
  chunks of ice that fall to the ground with horrifying speed. All 
  creatures within its radius take Willpower Bonus + Toughness 
  Bonus Damage each round they remain in the area. Also, they take 
  a –20 penalty to all Ballistic Skill and Agility Tests and halve their 
  movement. While the spell is in effect, the ice witch may roll a 
  Language (Magick) Test and if successful can move the Hailstorm 
  2 yards per +1 SL. 
   
  Hawks of Miska 
  CN: 9 
  Range: Willpower Yards 
  Target: Willpower Bonus Yards 
  Duration: Willpower Bonus Rounds 
  Description: By calling upon pacts sealed by the first Khan-
  Queens, you summon the Hawks of Miska, frozen spirits of fear, 
  hatred, and dread. The icy birds crystallize from the air and swoop 
  around the target, loosing fearful cries. All creatures in the area 
  must pass a Fear 1 Tests every round the spell is active or until 
  they fail. If the creature Fumbles it receives an amount of Broken 
  Conditions equal to its -SL. For every +3 SL, the Hawks of Miska 
  may gain +1 to Fear.  
   
   
  
  52 
   
  Ice Maiden’s Kiss 
  CN: 6 
  Range: Toughness Bonus Yards 
  Target: Special 
  Duration: Instant 
  Description: You breathe forth purest cold, freezing foes into 
  glittering statues of ice. You immediately make a Cold Breath 
  attack, as if you had spent 2 Advantage to activate the Breath 
  Creature Trait (see page 338). Ice Maiden’s Kiss is a magic missile 
  with a Damage equal to your Toughness Bonus, ignoring armor. If 
  the target’s Wounds are reduced to 0 its body freezes and turns into 
  a solid statue made of ice, a grizzly representation of its former 
  self. 
   
  Ice Sheet 
  CN: 6 
  Range: Willpower Yards 
  Target: AoE Willpower Bonus Yards 
  Duration: Special 
  Description: You glaze an area of the ground in front of you with 
  a thin layer of slippery ice. Those in the area must succeed on a 
  Difficult (–10) Agility Test every time they attempt a Movement 
  Action, or they slip and fall, going prone, and lose the rest of their 
  turn. A success means the character can act normally but at half 
  Movement. 
   
  Permafrost 
  CN: 10 
  Range: You 
  Target: AoE Toughness Yards 
  Duration: Toughness Bonus Days 
  Description: You channel mighty flows of cold into the land. A 
  heavy frost immediately crusts over every affected surface turning 
  it into snowy terrain and making movement past Walking speed 
  impossible. After casting, on this round only, anyone affected 
  (including allies) also takes 1d10 + Willpower Bonus Damage that 
  ignores armor and must succeed on a Challenging (+0) Endurance 
  Test or lose their next Action. After one minute, all water in the 
  area freezes. 
   
  Shardstorm 
  CN: 8 
  Range: Willpower Yards 
  Target: 1 
  Duration: Instant 
  Description: You unleash diamond-hard shards of ice at a target, 
  in an amount equal to your Willpower Bonus. Each shard is a 
  magic missile dealing +2 Damage. For every +2 SL you may fire 
  an additional magic missile at the target. 
   
  Shoika’s Call 
  CN: 16 
  Range: Toughness Yards 
  Target: AoE Toughness Yards 
  Duration: Intelligence Bonus Rounds 
  Description: You call out to the Ancient Widow, reminding her of 
  her promises to Khan-Queen Shoika, first Tzarina of Kislev, and 
  cause 20-foot tendrils of ice to erupt from the ground. Any Size 
  (Large) or smaller creature in the area has their Movement halved 
  and must succeed a Challenging (+0) Agility Test each round or 
  the tendrils wrap around it and deal SB+4 Damage that ignores 
  armor. Any creature that is larger is merely attacked by the 
  tendrils. In addition, the character is considered entangled—to break 
  free, they must win an opposed Strength Test. The tendril counts as 
  having a Weapon Skill equal to your Willpower Characteristic and 
  Strength equal to your Intelligence Characteristic. 
  Walk the Endless Steppe 
  CN: 7 
  Range: You 
  Target: You 
  Duration: Toughness Bonus Hours 
  Description: You lower the temperature of your body. You are 
  completely immune to exposure caused by freezing conditions and 
  are immune to damage from cold-based attacks. 
   
  Wall of Ice 
  CN: 6 
  Range: Willpower Yards 
  Target: AoE (Special) 
  Duration: Willpower Bonus Rounds 
  Description: You form a wall of snowy ice from the ground. The 
  ice wall is Willpower Bonus yards wide, Intelligence Bonus yards 
  tall and 2 yards deep. For every +2 SL you may extend the length 
  of the ice wall by +Willpower Bonus yards. You may not pass 
  through an area emanating any warmth (living bodies, fire, and 
  similar, as dictated by the GM). The wall blocks line of sight and 
  has TB 5, and 10 Wounds times your Toughness Bonus. Fire deals 
  double damage to the ice wall. 
   
  Winter Walk 
  CN: 3 
  Range: You 
  Target: You 
  Duration: 1 Day 
  Description: You demand the winter spirits grant you passage. 
  You take no Movement penalty in the snow or on ice and are 
  immune to the negative effects and penalties from cold weather 
  including blizzards during travel. 
   
   
  Public Domain Image 
   
   
  
  53 
   
  Divine Lore of Araby 
   
  This section is dedicated to players who wish to roleplay a Priest or 
  War Priest of the Arabyan religion. All information is taken from 
  unofficial fan sources. (page, 1) 
   
  Miracles of Ormazd 
  Although its roots go back further, scholars typically date the 
  creation of the Cult of the Great Prophet to the 11th century IC, 
  making it among the youngest of the major human religions. The 
  Cult of the Great Prophet started in his home city of Martek, the 
  birthplace of modern Arabyan Civilization, during the time of the 
  prophet Mulhaed al-Quyat’s life. He began receiving what 
  Arabyans regard as divine revelations delivered through the god 
  Ormazd. Afterwards he was said to have spawned the oasis’ across 
  Araby, granting fertile land and precious water to the people. Since 
  the “War of the Death” and the destruction of Bel-Aliad at the 
  hands of Arkhan the Black more than a thousand years prior, 
  Araby had been a broken nation, but Mulhaed al-Quyat reunited 
  the peoples of Araby, and through faith became the first Great 
  Sultan. Today, despite Araby’s decline after the Crusades in the 
  15th Century IC, the faith is held strongly. However, it is theorized 
  by imperial scholars that the entity the Great Prophet received 
  visions from was an even older god, perhaps one that was 
  worshipped by another now long-lost civilization. 
   
  His holy symbol is that of a crescent moon, and it can be seen on 
  many Arabyan standards, and even the shape of their shield; 
  something that his worshippers believe will bless them in battle. 
   
  Blessings and Strictures of Ormazd: 
  Battle 
  Courage 
  Grace 
  Protection 
  Tenacity 
  Wisdom 
  •There are no gods equal to Ormazd.  
  •Pray facing Martek three times each day to Ormazd: at dawn, two 
  hours past midday, and two hours past sunset.  
  •Donate a fixed portion of your income to believers in need. Many 
  rulers and wealthy Arabyans build temples, drinking fountains, 
  hospitals, schools, and other institutions both as a religious duty 
  and to secure the blessings associated with charity. 
  •During the daylight hours of the ninth month of the Imperial 
  Calendar, all healthy adult Arabyan believers are required to 
  abstain from food and drink. Through this temporary deprivation, 
  they renew their awareness of and gratitude for everything the 
  Great Prophet has provided in their lives. 
  •Every Arabyan believer whose health and finances permit it must 
  make at least one visit to the holy city of Martek per year. 
  •Vanquish all undead—in memory of Bel-Aliad. 
   
  Burning Sands 
  Range: You 
  Target: AoE Fellowship Bonus Yards 
  Duration: Fellowship Bonus Rounds 
  Description: You call on Ormazd to scour the battlefield of 
  heretics, and a rapidly swirling wind of flaming sand bursts forth 
  around you. Every non-believer of Ormazd within your radius 
  receives 1 Ablaze and Blinded Condition and takes 1 Damage at 
  the end of each turn so long as they remain in the sand swarm. For 
  every +2 SL, they receive +1 additional Damage at the end of each 
  turn. 
   
   
   
   
   
   
  Bury the Soul 
  Range: Fellowship yards 
  Target: 1 
  Duration: Willpower Bonus Rounds 
  Description: You implore Ormazd to bury your foes. Your targets’ 
  lungs continuously fill with sand while the Miracle is active, 
  pouring out of their mouth, nose and ears. Your target is Deafened 
  and cannot speak; moreover, the target gains a Fatigued Condition 
  and is subject to the rules for Suffocation (page 181) while the 
  Miracle is in effect. 
   
  Forgiveness of Al-Alnon 
  Range: You 
  Target: You 
  Duration: Instant 
  Description: Prostrating on the ground, you chant one of the Great 
  Prophet’s prayers to Ormazd and beg him to forgive your sins and 
  purge you of chaotic influence. Lose 1 Corruption point and 1 Sin 
  point you have received within Fellowship minutes. For every +2 
  SL you may remove an extra 1 Corruption or Sin point gained. 
  You may not invoke this Miracle if you have committed acts 
  deserving of condemnation from your deity (GM’s discretion) 
  outside of miscasts or corrupting influences. 
   
  Healing Sands 
  Range: Fellowship Yards 
  Target: 1 
  Duration: Fellowship Bonus Rounds 
  Description: You appeal to Ormazd to grant the target the strength 
  to endure as warm sands surround their cuts and bruises, slowly 
  healing their ravaged flesh. The target removes any Bleeding 
  Conditions and regenerates their Willpower Bonus in Wounds at 
  the end of each round while this Miracle is in effect. This effect 
  lasts until they’ve recovered all of their Wounds. 
   
  Sword of Ormazd 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description: You chant a prayer of the Ormazd’s might as your 
  blade shimmers and golden flakes of glowing light float around it. 
  If wielding a sword, it counts as Magical, deals +Fellowship Bonus 
  Damage, and any target struck receive the Ablaze and Blind 
  Conditions. Any Undead struck while this Miracle is in effect take 
  additional +Willpower Bonus Damage. 
   
  Waters of Life 
  Range: Touch 
  Target: You 
  Duration: 1 Round 
  Description: You chant the Great Prophet’s prayers, and water 
  springs forth forming a glowing pool at the point where you touch. 
  For each round in which the Miracle is in effect, you cause enough 
  water to quench 1 person. Whomever drinks from the pool 
  recovers Wounds equal to your Fellowship Bonus and recovers 
  from any negative effects caused by thirst. This Miracle requires a 
  suitable geographical location for the water to form in, such as a 
  hole in sand or soil, or a circular rock formation in the mountains. 
  The water must be consumed within a short amount of time after 
  its formation or else it dissipates, even if contained in bottles or 
  waterskins. 
   
   
   
  
  54 
   
  Lore of the Desert 
   
  The Lore of the Desert is the dominant form of magic within 
  Araby, with its Magicians held in high regard within its social 
  class. The Lore of the Desert is considered a difficult Wind to 
  perceive and manipulate, appearing scattered even to those skilled 
  with the Sight, resembling a chaotic sandstorm as it swirls around 
  them. This makes it tricky to manipulate but dangerous in the 
  hands of a skilled Magician. The wind is associated with power, 
  intelligence, and prestige. The Magicians of Araby are acclaimed 
  for their skill, knowledge, and their sheer determination, even able 
  to bend the wills of the Djinn, magical being of the elements, to 
  their service. Spells from the Lore of the desert are some of the 
  most bizarre, including summoning desert sands even in areas of 
  the world where it impossible, and those that summon Djinn to the 
  mortal plane. There are also more manipulative applications used 
  to fool enemies by summoning mirror images of their deepest 
  desires, such as piles of gold, or even copies of yourself making it 
  impossible for them to confront you. Magicians of the Lore of the 
  Desert tend to wear fine silk robes known as “thawbs” in Araby 
  accompanied by a traditional headwrap known as a “keffiyeh”. 
  Due to their higher status within the Arabyan hierarchy, Magicians 
  rarely dress the same--dying their robes in exotic colors and having 
  them designed with eccentric and unique patterns that reflect their 
  personality, favoring fashion over practicality. Those with the 
  money to do so flaunt their wealth with glittering jewelry hanging 
  from their necks, and fine bangles and rings across their arms and 
  fingers.  
   
  Lore Attribute: Arcane Spells summoned from the Lore of the 
  Desert tend to summon or shift large amounts of dust and sands 
  upon their targets or shroud the caster in whirling sands like a 
  desert storm. Whenever a spell from the Lore of the Desert is cast 
  upon a target, that target has their Movement reduced by -1 and 
  cannot Charge for the duration of the round. 
   
  Ingredients: Magicians of the Lore of the Desert use many 
  artefacts associated with the harsh arid lands of Araby, 
  supplemented by crystals, glass, jars, gemstones, lamps and small 
  statues depicting the mystical beings known as Djinn. White 
  candles, silver carvings, and bleached paper are also common. 
   
  Curse of the Djinn 
  CN: 8 
  Range: Willpower Yards 
  Target: 1 
  Duration: Intelligence Bonus Days 
  Description: The magician channels the immense power of the 
  Djinn through their own body and lays a terrible curse upon their 
  foe as their energy is sapped and their armor fails to protect them. 
  The target suffers a penalty of –10 to all Tests, in addition to any 
  other modifiers, and may not spend Fortune points. The target’s 
  armor and weapons also fail them as they break and turn to dust on 
  impact from the next time they’re struck, assuming they aren’t 
  magical. 
   
  Dancing Scimitar 
  CN: 6 
  Range: Willpower Yards 
  Target: 1 
  Duration: Willpower Bonus Rounds 
  Description: The magician summons a swirling, flaming scimitar 
  that attacks their enemies. This spell is a magic missile that deals 
  +8 Damage. Any enemy struck gains +1 Ablaze Condition and any 
  Undead struck take additional +Intelligence Bonus Damage and 
  are knocked prone. For each +2 SL, the missile may inflict an 
  additional + 1 Ablaze Condition on the target. 
   
  Flying Servant 
  CN: 6 
  Range: Willpower Bonus Yards 
  Target: 1 
  Duration: Fellowship Bonus Hours 
  Description: With a rug, rope, broom or carpet, you animate an 
  object capable of taking you to great heights. For the duration of 
  the spell, you gain the Flight 60 Creature Trait as you ride across 
  the skies on your newly animated servant. The animated object has 
  Wounds and Encumbrance equal to your Willpower + Intelligence 
  Bonus. Once the object’s Wounds reach 0, it becomes inanimate 
  again. For each +2 SL you may increase the Wounds and 
  Encumbrance of the animated object by +1. 
   
  Mirage 
  CN: 5 
  Range: Willpower Yards 
  Target: Special 
  Duration: Intelligence Bonus Rounds 
  Description: You summon an illusory image of your choosing to 
  fool your enemies, using their deepest desires and luring them into 
  a trap with false riches of gold or confusing them with illusory 
  clones of you or your allies. You will automatically fool anyone 
  without the Second Sight Talent. Those with that Talent must pass 
  a Difficult (–10) Perception Test to notice the illusion. This does 
  not let them see through the spell. They must dispel it to do so. 
  During combat, illusory clones may attack or defend as if they are 
  real but cannot deal or receive Damage; however, they can help 
  grant an outnumbering bonus against their enemies. Those engaged 
  with the illusion must attempt a Hard (-20) Willpower test to resist 
  its effects or else treat it as if it is real and act accordingly. 
   
  Sand Blast 
  CN: 9 
  Range: Willpower Yards 
  Target: AoE Willpower Bonus Yards 
  Duration: Instant 
  Description: A blasting sandstorm erupts from the magician’s 
  mouth, throwing those who stand before them onto the ground and 
  covering them in sand. This spell is a magic missile that deals +6 
  Damage ignoring armor. Any target struck gains a Blind Condition 
  and must attempt a Challenging (+0) Endurance Test or be 
  knocked prone. 
   
  Sandstorm 
  CN: 8 
  Range: Willpower Yards 
  Target: AoE Willpower Yards 
  Duration: Intelligence Bonus Rounds 
  Description: You command the desert spirits to engulf your 
  enemies in a swirling cloud of choking sand and dust. Anyone 
  trapped within Sandstorm’s radius, besides the caster, receives a -
  30 penalty to all Perception Tests, cannot see past 4 yards in front 
  of them and cannot use missile weapons as the whirling sands 
  make it impossible to aim and fire properly. For each +2 SL, the 
  caster may make one ally immune to the effects of Sandstorm for 
  the duration the spell is active. 
   
   
   
   
  
  55 
   
  Summon Djinn 
  CN: 12 
  Range: Willpower Bonus Yards 
  Target: Special 
  Duration: Willpower Bonus Minutes 
  Description: You channel through the winds briefly forcing into 
  your service a mighty ally. A Djinn immediately manifests. 
  Perform an Opposed Channel/Willpower Test with the Djinn. If 
  successful, the Djinn will respond to any commands issued by the 
  caster, then vanish once the duration ends. If failed, the Djinn 
  immediately turns on its master and must be destroyed. For every 
  +2 SL you may add an additional Optional Trait for the Djinn; 
  however, the Djinn will maintain these Traits even if it turns 
  against you. The element the Djinn is manifested from is 
  determined randomly and gains attributes based on the results. Roll 
  a d10 and refer to the table below for the type of Djinn summoned: 
   
  Roll 
   Djinn Element: All Lore Effects apply when casting. 
  1 
  Light: Gains the Damaging and Impact Quality for all 
  physical attacks against Daemons. 
  2 
  Metal: Gains +5 Armor Points. 
  3 
  Life: Gains the Regenerate Trait. 
  4 
  Heavens: Gains the Breath +5 Lightning Trait. 
  5 
  Shadow: Gains the Breath +5 Smoke Trait. 
  6 
  Death: Gains the Damaging and Impact Quality for all 
  physical attacks against Undead. 
  7 
  Fire: Gains the Breath +5 Fire Trait. 
  8 
  Beast: Gains the Frenzy Trait. 
  9 
  Ice: Gains the Breath +5 Frost Trait. 
  10 
  Dhar: Gains the Terror (3) Trait. 
   
  Sun Spear 
  CN: 8 
  Range: Willpower Yards 
  Target: Special 
  Duration: Instant 
  Description: Bright beams of burning energy leap from the 
  magician's eyes and scythe through all before them. This is a 
  magic missile with a Damage of +12. It strikes the first creature in 
  its path. If the target suffers any Wounds, also inflict +1 Ablaze 
  Condition, after which the spear continues its path, striking each 
  target in the same manner, but at –1 Damage each time. If the 
  spear fails to inflict any Wounds, its progress is stopped, and the 
  spell comes to an end. The Sun Spear only inflicts the minimum 1 
  Wound (see page 236) on the first target it strikes. 
   
  Quicksand 
  CN: 10 
  Range: Willpower Yards 
  Target: AoE Willpower Bonus Yards 
  Duration: Willpower Bonus Rounds 
  Description: The magician causes the ground to sink beneath the 
  targets as a pit of quicksand appears, slowly bringing them to their 
  doom. Anyone hit by Quicksand must roll a -30 Agility Test or be 
  knocked prone so long as they remain within its radius. Those 
  affected may retake the test at the end of each subsequent Round. 
  After the duration ends, the targets must then roll an additional -20 
  Agility Test or be sucked in by the quicksand to their deaths. For 
  every +2 SL, the caster may reduce the duration of the spell by -1 
  Round. The target must be a Size (Large) creature or smaller. This 
  spell requires sufficient terrain in order to function, such as sand or 
  soil. 
   
   
  Djinn 
  Djinn is the name given by Arabyan Magicians to many kinds of 
  elemental spirits, which can be imprisoned within magical jars and 
  bound to do a sorcerer's bidding or summoned to the battlefield 
  through powerful sorcery. Such spirits will often obey only a 
  single command before dissipating into the ether, free to go about 
  its business or seek revenge as it sees fit. However, whilst it 
  remains bound to the Magician's service, the spirit will fight with 
  every ounce of its strength against its master's enemies. These 
  spirits exist in many different forms and shapes based on the 
  Winds of Magic. As such, they are considered neither good nor 
  evil, but cross one’s path and you’re sure to regret it. 
   
  Djinn: 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  6 
  60 
  30 
  40 
  55 
  60 
  40 
  30 
  65 
  70 
  30 
  25 
   
  Traits: Breathe (Element), Clever, Cunning, Dark Vision, Flight 
  (60), Magical, Painless, Spellcaster (Element), Weapon +8 
   
  Optional: Big, Champion, Elite, Ethereal, Fast, Fury, Hardy, 
  Ranged +8 (150), Size (Large) 
   
  Djinni from The Arabian Nights, 1900 
   
   
   
   
  
  56 
   
  Divine Lore of Ind 
   
  Miracles of the Devas 
  Ind is a land of many mysteries, but little is more mysterious and 
  unique as its religion. The Kingdoms of Ind is also widely known 
  as the Land of a Thousand Gods, and for good reason. The piety on 
  display—from the temples of marble that reach the sky to the 
  innumerable symbols found in every household, piece of clothing 
  and jewelry—is enough to raise an eyebrow from all but the most 
  dogmatic of the Sigmarite, Myrmidian and Ulrician faiths. The 
  Indan religion is one of polytheism, worshipping not one but 
  numerous gods (or ‘Devas’ as the people of Ind call them) at once, 
  each representing a different aspect of the religion’s teachings. 
  While the idea of practicing the faith of multiple gods isn’t new, 
  it’s the equal worship of the Divine Trinity (Brahmir, Vaishna and 
  Shaivi) and their children that makes them unique. Unlike the 
  Empire that squabbles between its own faiths--such as the Cult of 
  Sigmar and Ulric--the people of Ind worship under a unified 
  pantheon. Some gods fall into greater favor than others, but it is 
  extremely rare to find sects dedicated to only one or a few gods 
  and excluding the rest of the pantheon. Priests the Divine Trinity 
  can be found wearing long, colorful robes with markings on their 
  foreheads. They are known to be kind and understanding 
  individuals, wise men and women highly educated and sought after 
  for advice. Their war priests are a different beast altogether: War 
  Priests of Ind are said to be giants of men and women, avatars of 
  their gods sent to punish the wicked and purge Ind of corruption. 
  They are clad in armor and wear massive turbans called dastaar 
  which are covered in religious symbols of the various gods and are 
  said to grow larger as the war priest gains experience. Some 
  dastaar can weight up to 50 kg from the sheer amount of charms 
  and trophies of war placed in them.  
   
  Blessings and Strictures of the Devas: 
  Battle 
  Fortune 
  Healing 
  Protection 
  Recuperation 
  Wit 
  •Brahmir, the Deva of Creation: Do not harm cows as they 
  represent life given from the Devas. They are a source of goodness 
  and its milk nourishes all creatures. 
  •Vaishna, the Deva of Preservation: Protect your lands, people 
  and family at all cost. Do not allow the corruption of the Dark 
  Ones to poison the minds of the innocent. 
  •Shaivi, the Deva od Destruction: Seek out and destroy the chaos 
  of the world: the Greenskin, the Heathens, the Ratmen and Dark 
  Ones--all must burn so creation may flow. 
   
  Avatar of Vaishna 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description: You channel the heavenly wrath of Vaishna into your 
  very soul and become the embodiment of The Preserver itself. 
  Your eyes glow and your skin changes blue. You gain the Elite 
  Trait and you’re Immune to Psychology so long as you’re 
  protecting something of great importance. When the Miracle’s 
  duration end you return to normal and are unconscious until next 
  sunrise, as the strain of wielding such godly power is great. 
   
  Banish the Wicked 
  Range: Touch 
  Target: 1 
  Duration: Instant 
  Description: You chant a prayer to Shaivi and strike your foe with 
  your palm punishing them for their wicked deeds with the energy 
  of the Deva of Destruction itself. You deal 1d10+SL Damage 
  ignoring Toughness Bonus and Armor Points. If the target has the 
  Corruption Trait, it takes an additional 1d10 Damage per the 
  strength of the Corruption. 
   
  Brahmir’s Gift 
  Range: Willpower Yards 
  Target: Fellowship Bonus Allies 
  Duration: Willpower Bonus Rounds 
  Description: You call for the Creation Deva to heal the land and 
  allow life to flow. For the duration of the Miracle, any allies in 
  direct contact with the earth within range heal Wounds equal to 
  your Willpower Bonus at the start of every Round. However, this 
  act of altruism comes at a cost. For each round this Miracle is in 
  effect you lose 1 Wound. 
   
  Dance of Flame 
  Range: Willpower Yards 
  Target: Willpower Bonus Allies 
  Duration: Fellowship Bonus Rounds 
  Description: You dance in the name of the Deva of Fire, Agni, as 
  flames circle around you and your companions, inspiring your 
  allies and heating their blood in the process. You and your allies 
  gain the Corrosive Blood Trait. You and your allies are immune to 
  each other’s Corrosive Blood Damage.  
   
  Gilgadresh’s Fortune 
  Range: You 
  Target: You 
  Duration: Special 
  Description: You bow your head and pray to the elephant-headed 
  Deva, Gilgadresh, for good fortune and new beginnings. Gain +1 
  Fortune point. For every +2 SL you may gain an extra +1 Fortune 
  point, which may take you beyond your normal maximum. You 
  may not invoke this Miracle again until you reach 0 Fortune points. 
   
  Idran’s Will 
  Range: Willpower Bonus Miles 
  Target: Special 
  Duration: Willpower Bonus Minutes 
  Description: You invoke Idran, King of Heaven, rain and 
  lightning to shower the land in his name. Roiling clouds are 
  summoned high above, and after 10-Fellowship Bonus rounds, a 
  heavy downpour of rain begins. During the downpour, you may 
  roll additional Pray Tests to summon a bolt of lightning down on 
  one foe dealing 1d10+Fellowship Bonus Damage ignoring armor. 
   
  Sweat of Creation 
  Range: You 
  Target: You 
  Duration: Willpower Bonus Rounds 
  Description: You reach out to Brahmir praying for the Deva’s 
  protection. In return your body begins to sweat profusely, closing 
  your wounds and invigorating you. You gain the Regenerate 
  Creature Trait. When the Miracle ends, gain 1 Fatigue. 
   
  Trident of Shaivi 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  Description: You call out to the Deva of Destruction conjuring 
  their trident made of pure light, which can be wielded in combat, 
  using the Melee (Polearm) Skill. It acts like a normal polearm with 
  a with a very long range, Damage equal to your Willpower Bonus 
  and counts as magical. For every +2 SL you may add an additional 
  +1 to the Damage or a Weapon Quality to the trident. 
  
  57 
   
  Divine Lore of Nippon 
   
  日本語: 春齋年昌筆「岩戸神樂之起顯」、大判三枚続錦絵 
  By Shunsai Toshimasa, 1887 
   
  Miracles of the Orange Simca 
  The Orange Simca is the Goddess of the Rising Sun, Honor and 
  War. Her followers consist primarily of the warrior clans that 
  dominate Nippon (although many commoners worship her for 
  protection and strength), with the warrior monks being the most 
  fanatical of her worshippers. She is often paid tribute in silver, 
  blooming flowers, snake bones and silks. It is said her worshippers 
  feel a greater sense pride and vigor when basking in the sun but are 
  somewhat melancholy and composed during the night. The monks 
  are said to be so blessed or inspired by her holy light that they 
  don’t need to sleep, defending the innocent as their goddess rests in 
  the heavens until the next morning. 
   
  The Orange Simca’s Blessings and Strictures: 
  Battle 
  Courage 
  Fortune 
  Hardiness 
  Might 
  Righteousness 
  • Do not watch the sun as it sets but be prepared to see as it rises. 
  Guard the innocent as she sleeps. 
  • Always ask three times for permission before accepting any gifts 
  from the innocent, as it is a warrior’s duty to protect the helpless, 
  not to take from them. 
  • Always offer aid to warriors against Skaven who ask for it, 
  regardless of political affiliation or race. 
  • Offer sacrifices on the first morning of every month, as tribute for 
  a new month of light. 
   
  Gift of the Rising Sun 
  Range: You 
  Target: Area of Effect 
  Duration: Instant 
  You call on the Orange Simca to scour the battlefield of 
  dishonorable foes, and a blinding flash of golden light bursts forth. 
  All non—Simcans looking in your direction receive 1 Blinded 
  Condition. For every +2 SL, they receive +1 Blinded Conditions. 
   
  Serpent’s Eye 
  Range: Fellowship yards 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  You call on Simca to send a Divine Servant to grant you 
  knowledge of your enemies. A spectral serpent manifests, 
  slithering across the ground. The serpent looks like and has the 
  capabilities of a normal snake, but cannot physically affect the 
  world, or be harmed in any way. While the Miracle is in effect, you 
  can see through the serpent’s eyes and control its movement, 
  surveying the battlefield and spying upon your enemies. Your 
  Vision is acute, but you do not have access to any of your own 
  sense-enhancing Talents such as Night Vision. While looking 
  through the serpent’s eyes, you cannot see through your own eyes, 
  leaving you potentially vulnerable. 
   
  Bushido’s Call 
  Range: Fellowship yards 
  Target: Strength Bonus allies 
  Duration: Fellowship Bonus Rounds 
  Your prayers of honor instill your allies with an unbreakable 
  courage against their foes. All allies affected receive the +1 Drilled 
  and Fearless Talents towards any enemies engaging them in 
  combat. 
   
  Banzai Charge 
  Range: Fellowship yards 
  Target: Strength Bonus allies 
  Duration: Fellowship Bonus Rounds 
  Your prayer ignites the fires of war within your comrades. 
  Affected targets gain the +1 Berserk Charge Talent. For Every +2 
  SL, you may increase Berserk Charge by an additional +1. 
   
  Shield of the Sun 
  Range: Fellowship yards 
  Target: Strength Bonus allies 
  Duration: Fellowship Bonus Rounds 
  Your stalwart prayers channel the glow of the Orange Simca to 
  shield your allies in glittering, gossamer strands of light, warding 
  enemy blows. All those affected gain +1 AP on all locations. 
   
  Red Sun’s Smite 
  Range: You 
  Target: You 
  Duration: Fellowship Bonus Rounds 
  If wielding a Naginata, it gains the Impact Quality, and counts as 
  Magical. 
   
  Beacon of Sacred Might 
  Range: You 
  Target: Area of Effect 
  Duration: Fellowship Bonus Rounds 
  As you bellow prayers in Simca’s name, you become infused 
  with the holy fires of the Rising Sun. All allies with Line of Sight 
  to you instantaneously remove all Broken Conditions, and gain the 
  Fearless Talent while the Miracle is in effect and they remain in 
  your Line of Sight. Any servants of Chaos or Skaven within Line 
  of Sight to you are subject to Fear 1. 
   
  Sunfire 
  Range: You 
  Target: Area of Effect 
  Duration: Instant 
  You call the power of the Orange Simca to smite servants of the 
  dark gods, children of the Horned One and those tempted by black 
  magics. The holy fire of the Rising Sun explodes from your body 
  blasting outwards for Fellowship Bonus yards. All targets within 
  range take 1d10 Wounds ignoring Toughness Bonus and APs. 
  Targets with the Skaven, Undead and Daemon Creature Traits also 
  gain the Ablaze Condition. For every +2 SL, you may increase the 
  area of effect by +Fellowship Bonus yards, or cause an extra +2 
  Damage to any Skaven, Undead, or servants of the Ruinous 
  Powers affected. 
   
   
   
   
   
  
  58 
   
         New Weapons, Armor and & Qualities 
               Weapon 
     Price 
  Enc 
    Availability 
       Reach 
  Damage 
                 Qualities & Flaws 
                                                                                 BASIC 
  Battle Axe 
      2 GC 
     1 
  Common 
  Average 
    SB+4 
  Hack 
  Baton 
        4/- 
     1 
  Common 
  Short 
    SB+2 
  Pummel, Undamaging 
  Morningstar 
      1 GC 
     1 
  Scarce 
  Average 
    SB+4 
  Crushing 
  Flanged Mace 
  3 GC 12/- 
     1 
  Scarce 
  Average 
    SB+4 
  Impact, Tiring 
  Short Spear 
       10/- 
     1 
  Common 
  Long 
    SB+3 
  Impale 
  Warhammer 
  1 GC 10/- 
     1 
  Common 
  Average 
    SB+4 
  Pummel 
  Katana 
      3 GC 
     1 
  Exotic 
  Average 
    SB+4 
  Fast 
  Dao  
      2 GC 
     1 
  Exotic 
  Average 
    SB+4 
  Precise 
  Scimitar 
      2 GC 
     1 
  Exotic 
  Average 
    SB+4 
  Defensive 
                                                                              CAVALRY 
  Cavalry Sabre 
      2 GC 
     1 
  Scarce 
  Average 
    SB+5 
  Damaging 
  (2H) Horseman’s Pick 
      3 GC 
     3 
  Rare 
  Long 
    SB+5 
  Impale, Penetrating 
                                                                               FENCING 
  Saber 
      5 GC 
     1 
  Scarce 
  Long 
    SB+4 
  Defensive, Fast 
  Epee 
      5 GC 
     1 
  Scarce 
  Long 
    SB+3 
  Defensive, Fast, Impale, Undamaging 
                                                                             BRAWLING 
  Tiger Claws 
   3 GC 8/- 
     0 
  Exotic 
  Very Short 
    SB+2 
  Fast 
  Hidden Wrist Blade 
    10 GC 
     0 
  Exotic 
  Personal 
    SB+2 
  Concealed, Impale 
  Katar 
      2 GC 
     1 
  Exotic 
  Short 
    SB+3 
  Impale 
  Gauntlets 
      4 GC 
     1 
  Rare 
  Personal 
    SB+3 
  Pummel 
  Pata 
      3 GC 
     1 
  Exotic 
  Average 
    SB+4 
  Defensive 
  Cestus 
      8/10 
     0 
  Common 
  Personal 
    SB+2 
  Pummel 
  Push Dagger 
      12/- 
     0 
  Common 
  Personal 
    SB+1 
  Concealed 
                                                                                 FLAIL 
  Morningstar Flail 
      3 GC 
     2 
  Rare 
  Average 
    SB+5 
  Crushing, Distract, Wrap 
  Chain and Sickle 
   2 GC 10/- 
     1 
  Exotic 
  Very Lorng 
    SB+4 
  Distract, Entangle, Wrap 
  Urumi Sword Whip 
      3 GC 
  2 
  Exotic 
  Long 
    SB+5 
  Fast, Distract, Wrap 
  (2H) Hydra Flail 
      4 GC 
     3 
  Rare 
  Long 
    SB+6 
  Damaging, Distract, Pummel, Slow, 
  Wrap 
                                                                             POLEARM 
  (2H) Poleaxe 
      4 GC 
     3 
  Scarce 
  Long 
    SB+5 
  Defensive, Hack, Impact, Tiring 
  (2H) War Scythe 
      2 GC 
     2 
  Rare 
  Very Long 
    SB+5 
  Damaging 
  (2H) Lucerne 
      6 GC 
     3 
  Rare 
  Very Long 
    SB+4 
  Crushing, Impale, Pummel 
  (2H) Becs de Corbin 
      6 GC 
     3 
  Rare 
  Very Long 
    SB+4 
  Impale, Penetrating 
  (2H) Maul 
       12/- 
     2  
  Common 
  Long 
    SB+4 
  Pummel 
  (2H) Bill 
    1 GC 8/- 
     3 
  Common 
  Very Long 
    SB+4 
  Hooked 
  (2H) Glaive 
      4 GC 
     3 
  Scarce 
  Very Long 
    SB+5 
  Hack, Hooked 
  (2H) Corseque 
      3 GC 
     2 
  Rare 
  Very Long 
    SB+4 
  Defensive, Impale, Trap Blade 
  (2H) Naginata 
      4 GC 
     3 
  Exotic 
  Long 
    SB+5 
  Damaging, Defensive 
  (2H) Dragon Staff 
    100 GC 
     2 
  Exotic 
  Long 
    SB+4 
  Defensive, Impact, Pummel 
                                                                          TWO-HANDED 
  (2H) Estoc 
      8 GC 
     3 
  Scarce 
  Long 
  SB+5 
  Damaging, Impale 
  (2H) Maximilian 
     15 GC 
     3 
  Rare 
  Long 
  SB+5 
  Defensive, Hack, Penetrating 
  (2H) Carroburg 
  Greatsword 
     20 GC 
     3 
  Exotic 
  Long 
  SB+6 
  Damaging, Defensive, Hack 
  (2H) Boarding Axe 
      2 GC 
     2 
  Common 
  Long 
  SB+5 
  Hack, Precise 
  (2H) Norseman’s Axe 
      4 GC 
     3 
  Rare 
  Long 
  SB+6 
  Hack, Impact, Slow 
  (2H) Morningstar 
      4 GC 
     3 
  Scarce 
  Average 
  SB+6 
  Crushing, Pummel, Slow 
  (2H) Flanged Mace 
      7 GC 
     3 
  Scarce 
  Average 
  SB+6 
  Impact, Pummel, Tiring 
  (2H) Jade Longsword 
    300 GC 
     2 
  Exotic 
  Long 
  SB+6 
  Damaging, Fast, Fine, Penetrating, 
  Unbreakable 
  (2H) Nodachi 
     15 GC 
     3 
  Exotic 
  Long 
  SB+5 
  Damaging, Fast, Precise 
  (2H) Nagamaki 
     15 GC 
     3 
  Exotic 
  Long 
  SB+5 
  Fast, Hack, Precise 
  Concealed 
  Concealed weapons are designed not to be seen, often strapped around various areas of the wielder’s body under their clothing to avoid detection. 
  If you are wielding such a weapon, no one can easily detect it on your person with their passive perception and would have to conduct a thorough 
  investigation in order to discover it. If used on a surprised target, the weapon temporarily gains the Damaging and Impact Qualities.  
   
   
  
  59 
   
  Crushing 
  Crushing weapons are designed with spikes or patterns to smash up, crush and tear into the armor of the wielder’s enemies. If you successfully 
  attack and deal a Critical Hit on an opponent, you Damage a struck piece of armor or shield by 2 points as well as wounding the target.  
  Furthermore, you ignore the Impenetrable Armor Quality for all Critical Hits. 
   
  Hooked 
  Hooked weapons are strategically designed will small hooks on their ends to pull down infantry or rip cavalry off their mounts. If you are 
  wielding such a weapon, after a successful Melee Attack, instead of dealing Damage, you may attempt to pull down your enemy. If you choose to 
  do this, enact an Opposed Strength Test. If you succeed, you force the opponent to go prone. If the opponent is mounted, they are forced off their 
  mount but aren’t prone.  
   
               Weapon 
     Price 
  Enc 
    Availability 
       Range 
  Damage 
                Qualities & Flaws 
                                                                              Blackpowder 
  Duck Foot 
      14 GC 
  1 
  Rare 
         10 
      +8 
  Blast3, Pistol, Reload 3 
  Dueling Pistol 
      20 GC 
  0 
  Rare 
         30 
      +8 
  Accurate, Pistol, Reload 1 
  Double-Barrel Pistol 
      12 GC 
  1 
  Rare 
         20 
      +8 
  Dangerous, Multi-Shot, Pistol, 
  Reload 2, Repeater 2 
  Hand Cannon 
      20 GC 
  1 
  Rare 
         10 
      +9 
  Dangerous, Impact, Pistol, Reload 3 
                                                                                      Bow 
  (2H) Recurve Bow 
       4 GC 
  2 
  Scarce 
         40 
    SB+3 
  Precise 
  (2H) Death Jack Bow 
      15 GC 
  2 
  Exotic 
        100 
    SB+4 
  Accurate, Damaging, Precise 
                                                                                 Crossbow 
  (2H) Repeater Crossbow 
      10 GC 
  3 
  Rare 
         50 
      +9 
  Reload 3, Repeater 3 
                                                                               Engineering 
  (2H) Air Rifle 
     100 GC 
  3 
  Exotic 
         50 
      +8 
  Reload 3, Suppressed 
  (2H) Grenade Launcher 
     100 GC 
  3 
  Exotic 
         30 
       -- 
  Dangerous, Reload 3 
  Revolver 
      25 GC 
  1 
  Exotic 
         20 
      +8 
  Dangerous, Pistol, Reload 6, 
  Repeater 6 
  Triple-Barrel Repeater 
  Pistol 
      20 GC 
  1 
  Exotic 
         10 
      +7 
  Dangerous, Multi-shot, Pistol, 
  Reload 3, Repeater 3 
                                                                                Explosives  
  Cinderbomb 
       6 GC 
  0 
  Exotic 
         SB 
     +15 
  Blast 5, Dangerous, Impact, 
  Incendiary  
  Torinoko Grenades 
       4 GC 
  0 
  Exotic 
       SBx2 
  Special 
  Blast 5, Dangerous, Ninjutsu 
                                                                                 Throwing 
  Chakram 
       2 GC 
  1 
  Exotic 
       SBx3 
    SB+3 
  Hack 
  Throwing Hammer 
       1 GC 
  1 
  Common 
       SBx2 
    SB+3 
  Pummel 
  Shuriken 
         5/- 
  0 
  Exotic 
       SBx4 
    SB+1 
  Undamaging 
  Kunai 
       1 GC 
  0 
  Exotic 
       SBx3 
    SB+2 
  Impale 
                                                                              Ammunition 
  Arrow (Armor Piercing) 
         2/- 
  0 
  Scarce 
  As Weapon 
        -- 
  Impale, Penetrating 
  Arrow (Incendiary) 
         2/- 
  0 
  Scarce 
  As Weapon 
        -- 
  Incendiary 
  **Arrow (Screamer) 
         2/- 
  0 
  Scarce 
  As Weapon 
        -- 
   
  Grenade Round 
       3 GC 
  0 
  Exotic 
  As Weapon 
      +10 
  Blast 3, Impact 
  Pellets (12) 
         1/- 
  0 
  Common 
  As Weapon 
        -- 
  Impale 
  Revolver Shot (6) 
        10/- 
  0 
  Exotic 
  As Weapon 
       +2 
  Impale, Penetrating 
  **When fired, air passes through the head, creating a screeching noise that can be used to signal allies or distract enemies or game. 
  Multi-shot 
  This weapon is designed to fire multiple missiles at once in a single action, assuming the weapon is fully loaded and capable of holding more than 
  one missile at a time based on the Repeater Quality’s value. If firing multiple projectiles, all missiles fired share the same BS Test result with the 
  Damage increased per additional missile; however, if scoring a Critical Hit you only deal one Critical Wound. If you Fumble, you must roll for 
  two results on the Fumble Table and pick the higher result. 
   
  Ninjutsu 
  This bomb is a product created from years of martial arts mastery and experimentation. A bomb with this Quality may have one of the effects 
  selected below. Whichever effect is selected replaces the Ninjutsu Quality for the number of bombs crafted or purchased and cannot be replaced: 
  •Distraction: Made up of firecrackers and noise makers, these grenades are used to lure and distract enemies. Any targets within 50 yards of this 
  bomb are immediately alerted to its presence and will investigate. 
  •Smoke: Used to blind and surprise unaware foes, anyone caught in the radius of this grenade is Surprised and gains 1+SL Blind Conditions. 
  •Stun: Used to incapacitate foes, anyone caught in the radius of this grenade must roll a Challenging (+0) Endurance Test or gain 1+SL Stun 
  conditions. 
  •Poison: Used to weaken and kill targets, anyone caught in the radius of this grenade must roll a Challenging (+0) Endurance Test or gain 1+SL 
  Poison conditions. 
  
  60 
   
  Suppressed 
  This weapon is designed to drastically reduce the noise made from firing it. This weapon can be fired without immediately alerting enemies; 
  however, it loses the Blackpowder and Damaging Qualities. 
   
            Attachments 
     Price 
  Enc 
    Availability 
    Ranged 
                              Qualities & Flaws 
                                                       Weapon Attachments and Modifications 
  Barrel Extension 
     3 GC 
  0 
  Rare 
   Any Gun 
  +20 Range 
  Bayonet 
      12/- 
  0 
  Common 
      Rifles 
  May function the same as a Spear with a Long Reach 
  and Impale Quality, requiring the Melee (Polearm) Skill 
  Telescopic Sight 
     7 GC 
  0 
  Rare 
  Guns and 
  Crossbows 
  Accuracy, Precise 
          Armor 
    Price 
  Enc 
    Availability 
       Penalty 
  Locations 
    APs 
             Qualities & Flaws 
                                                                         Stechzeug Plate Jousting Armor 
  Stechzeug Breastplate 
  20 GC 
     3 
  Rare 
            -- 
        Body 
      4 
  Bulky, Durable, Impenetrable 
  Stechzeug Helm 
    4 GC 
     2 
  Rare 
           -30 
  Perception 
        Head 
      4 
  Bulky, Durable, Impenetrable 
  Stechzeug Bracers 
  16 GC 
     3 
  Rare 
  -10 Dexterity 
        Arms 
      4 
  Bulky, Durable, Impenetrable 
                                                                                 Norscan Iron Plate 
  Norse Breastplate 
   5 GC 
     3 
  Exotic 
          -- 
        Body 
      3 
  Impenetrable, Spiked, Ugly, 
  Weakpoints 
  Horned Helm 
   1 GC 
     2 
  Exotic 
        -10 
  Perception 
        Head 
      2 
  Partial, Ugly 
  Norse Bracers 
   4 GC 
     3 
  Exotic 
          -- 
        Arms 
      3 
  Impenetrable, Ugly, 
  Weakpoints 
  Norse Leggings 
   5 GC 
     3 
  Exotic 
  -20 Stealth 
        Legs 
      3 
  Impenetrable, Ugly, 
  Weakpoints 
  Horned Great Helm 
   2 GC 
     2 
  Exotic 
        -20 
  Perception 
        Head 
      3 
  Impenetrable, Ugly, 
  Weakpoints 
                                                                                        Chaos Plate 
  Chaos Breastplate 
     -- 
     3 
  Exotic 
          -- 
        Body 
      3 
  Corrupted, Impenetrable, 
  Spiked 
  Chaos Horned Helm 
     -- 
     2 
  Exotic 
        -20 
  Perception 
        Head 
      3 
  Corrupted, Impenetrable 
  Chaos Bracers 
     -- 
     3 
  Exotic 
          -- 
        Arms 
      3 
  Corrupted, Impenetrable, 
  Spiked 
  Chaos Leggings 
     -- 
     3 
  Exotic 
  -30 Stealth 
        Legs 
      3 
  Corrupted, Impenetrable, 
  Spiked 
                                                                           Dwarf Forged Reiksplate 
  Reiksplate Cuirass 
  80 GC 
     3 
  Exotic 
          -- 
        Body 
      3 
  Durable, Fine, Impenetrable 
  Reiksplate Armet 
  10 GC 
     2 
  Exotic 
        -10 
  Perception 
        Head 
      3 
  Durable, Fine, Impenetrable 
  Reiksplate Bracers 
  60 GC 
     3 
  Exotic 
           -- 
        Arms 
      3 
  Durable, Fine, Impenetrable 
  Reiksplate Leggings 
  80 GC 
     3 
  Exotic 
  -10 Stealth 
        Legs 
      3 
  Durable, Fine, Impenetrable 
                                                                                                         Samurai Armor 
  Dou 
  10 GC 
     3 
  Exotic 
           -- 
        Body 
      2 
  Durable, Practical, Weakpoints 
  Kabuto 
   2 GC 
     1 
  Exotic 
           -- 
        Head 
      2 
  Partial 
  Kote 
   8 GC 
     3 
  Exotic 
           -- 
        Arms 
      2 
  Durable, Practical, Weakpoints 
  Haidate 
  10 GC 
     3 
  Exotic 
           -- 
        Legs 
      2 
  Durable, Practical, Weakpoints 
  Kabuto with Mengu 
   3 GC 
     2 
  Exotic 
         -10           
  Perception 
        Head 
      2 
  Durable, Practical, Weakpoints 
                                                                                          Lamellar 
  Lamellar Chausses 
   8 GC 
     2 
  Exotic 
  -10 Stealth 
        Legs 
      2 
  Missile Resistant 
  Lamellar Coat 
  10 GC 
     3 
  Exotic 
           -- 
  Arms, Body 
      2 
  Missile Resistant 
  Lamellar Helm 
   3 GC 
     2 
  Exotic 
          -10 
  Perception 
        Head 
      2 
  Missile Resistant, Partial 
                                                                        Auxiliary Armor and Accessories 
  Gambeson (Wool Coat) 
   1 GC 
     1 
  Common 
           -- 
  Arms, Body 
      1 
  Flexible 
  Jack of Plate 
   8 GC 
     3 
  Rare 
           -- 
        Body 
      2 
  Flexible, Impenetrable 
  Horo Cloak 
  15 GC 
     0 
  Exotic 
           -- 
  Arms, Body 
      0 
  Missile Resistance 
  Mirror Armor 
  10 GC 
     3 
  Exotic 
           -- 
        Body 
      3 
  Durable, Partial 
  Skull Trophies 
     -- 
     0 
           -- 
           -- 
         Any 
      -- 
  Fear 1, Ugly 
   
   
  
  61 
   
  Corrupted 
  Armor that has been forged and corrupted to this magnitude can only have been forged by the vile smiths of the Chaos Dwarfs in Zharr-
  Naggrund, far off in the Dark Lands. If worn, the corrupted armor slowly twists the wearer, fusing to their skin and being impossible to remove 
  and dealing 1d10+8 Corruption Points per piece equipped. The pain of such a process is unimaginable; however, it comes with its benefits. Those 
  who defy the Dark God’s will take a Wound for each Corruption Point received and die instantly at 0 Wounds. Those who embrace the will of the 
  gods and equip a full set may never need to eat, sleep or drink to survive and are immune to the Fatigue Condition; moreover, their armor repairs 
  itself overtime if damaged, slowly regenerating itself with unholy speed, up to +1 AP per day up to its original value. 
   
  Missile Resistant 
  This armor is designed in such a way to protect the wearer from ranged attacks. While wearing a piece of armor with this quality, all ranged 
  weapon missile attacks have their Damage reduced by 2. Furthermore, all ranged weapons lose their Damaging Quality when striking this armor 
  with missile attacks, including blackpowder and engineering. 
   
  Spiked
  Armor grafted with Spikes grant the wearer an extra layer of dangerous protection. When Spiked armor is struck in melee with a weapon of Short 
  length or less, the opponent takes 1D10 Wounds minus their TB. This effect is rendered unusable if the armor is Damaged by 1 AP or more as the 
  Spikes are destroyed. This effect also works for melee attacks if Spikes are attached to gauntleted fists, or if the wearer succeeds against an 
  opponent in a grapple tes
  New Mounts 
   
               Animal 
  Cost 
  GC 
  Carrying 
  Capacity 
  Availability 
  Bretonnian Destrier 
  460 
       20 
  Exotic 
  Kislev Light Warhorse 
  210 
       18 
  Exotic 
  Kislev Trained Bear 
   40 
       16 
  Exotic 
  Kislev Warbear 
  360 
       22 
  Exotic 
  Riding Camel 
   15 
       20 
  Exotic 
  War Camel 
   80 
       24 
  Exotic 
  War Elephant 
  880 
       40 
  Exotic 
  Norscan Mammoth 
    -- 
       44 
  Exotic 
   
  Bretonnian Destrier: 
  M 
  WS 
  BS 
  S 
  T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  7 
  45 
  0 
  50 
  50 
  20 
  20 
  0 
  10 
  10 
  30 
  28 
  Traits: Big, Size (Large), Skittish, Stride, Trained (Broken, Magic, 
  Mount, War), Weapon +8 
  Optional: Champion, Clever, Elite, Hardy, Magical, Rear, Tough 
   
  Kislev Light Warhorse: 
  M 
  WS 
  BS 
  S 
  T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  8 
  35 
  0 
  45 
  45 
  20 
  40 
  0 
  10 
  20 
  30 
  28 
  Traits: Fast, Size (Large), Skittish, Stride, Strider (Snow), Tough, 
  Trained (Broken, Drive, Mount, War), Weapon +7 
  Optional: Champion, Clever, Elite, Hardy, Rear 
   
  Trained Bear: 
  M 
  WS 
  BS 
  S 
  T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  4 
  35 
  0 
  55 
  45 
  20 
  20 
  15 
  10 
  15 
  10 
  28 
  Traits: Armor 1, Bite +9, Night Vision, Size (Large), Skittish, 
  Stride, Strider (Snow), Trained (Broken, Entertain) Weapon +8 
  Optional: Frenzy, Hardy, Tough 
   
  Kislev Warbear: 
  M 
  WS 
  BS 
  S 
  T 
   I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  4 
  45 
  0 
  65 
  55 
  20 
  20 
  15 
  10 
  15 
  20 
  34 
  Traits: Armor 1, Big, Bite +10, Night Vision, Size (Large), 
  Skittish, Stride, Strider (Snow), Trained (Broken, Entertain, 
  Mount, War), Weapon +9 
  Optional: Champion, Clever, Elite, Frenzy, Hardy, Rear, Tough 
   
   
  Norscan Mammoth: 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  5 
  45 
  0 
  50 
  75 
  30 
  25 
  0 
  15 
  40 
  0 
  92 
  Traits: Armor 3, Horns (Tusks) +8, Night Vision, Size 
  (Enormous), Skittish, Stride, Tough, Weapon +9 
  Optional: Champion, Elite, Frenzy, Hardy, Rear, Trained (Magic, 
  Mount, War) 
   
  Riding Camel: 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  5 
  25 
  0 
  35 
  35 
  30 
  25 
  0 
  20 
  20 
  25 
  28 
  Traits: Size (Large), Skittish, Stride, Strider (Deserts), Sturdy, 
  Trained (Broken, Drive, Mount), Weapon +6 
  Optional: Clever, Cunning 
   
  War Camel: 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  4 
  35 
  0 
  45 
  45 
  30 
  15 
  0 
  20 
  25 
  30 
  28 
  Traits: Size (Large), Skittish, Stride, Strider (Deserts), Sturdy, 
  Trained (Broken, Drive, Mount, War), Weapon +7 
  Optional: Champion, Clever, Cunning, Elite, Hardy, Rear, Tough 
   
  War Elephant: 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  7 
  45 
  0 
  50 
  65 
  30 
  25 
  0 
  20 
  30 
  30 
  80 
  Traits: Armor 2, Horns (Tusks), Night Vision, Size (Enormous), 
  Skittish, Stride, Trained (Broken, Mount, War), Weapon +9 
  Optional: Champion, Clever, Elite, Frenzy, Hardy, Rear, Tough 
   
  Riding Bull 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  6 
  40 
  0 
  55 
  55 
  20 
  25 
  0 
  10 
  30 
  10 
  36 
  Traits: Horns +10, Size (Large), Skittish, Strider, Trained 
  (Broken, Mount), Weapon +10 
  Optional: Belligerent, Frenzy, Hardy, Rear 
   
  Estalian War Bull 
  M 
  WS 
  BS 
  S 
  T 
  I 
  Ag 
  Dex 
  Int 
  WP 
  Fel 
  W 
  6 
  50 
  0 
  55 
  65 
  20 
  25 
  0 
  10 
  40 
  10 
  42 
  Traits: Horns +10, Size (Large), Strider, Tough, Trained (Broken, 
  Mount, War), Weapon +10 
  Optional: Belligerent, Champion, Elite, Frenzy, Hardy, Rear 
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Homebrew & Fan Material/Nations of Mankind.pdf