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his section Introduces the players to the Age of the Imperium - the background to the Warhammer 40,000 game. Whilst the rules can be used to represent any film or book-based universe, the descriptions that follow have evolved along with the game itself. The scene is our own galaxy, a galaxy largely populated and dominated by humanity, although humans with very different attitudes and expectations to our own. In addition to the countless masses of mankind, there are intelligent alien races. Many of these are relatively timid, easily dominated, and worthy of only a brief mention in the pages that follow. Other races are as ambitious and ruthless as humanity itself, and are its most bitter enemies. All of these races live within our galaxy. Of extra-galactic races virtually nothing is known, for the distances between the galaxies are so vast that they have so far defeated all but the most cursory examination. The background material presented in this section of the book has been evolved during the author's games and campaigns over several years. In that time many of the races, their worlds, civilisations and attitudes have been worked out in considerable detail. Not least among these is humanity and the vastness of human controlled space known as The Imperium. Much of this information is presented here, while further material awaits publication in the form of individual game scenarios and supplements. It is for you - as gamesmasters and players - to use this information as you see fit. There is nothing to prevent you from expanding or altering the material given. In some cases this will be necessary if you are to derive the full benefit from the background, because - even within a single political body such as the Imperium - each planet has its own unique flora, fauna and distinct civilisation. Within the guidelines given you will be able to devise your own worlds, placing the stamp of your own imagination upon the game. ### THE GALAXY The galaxy contains some four hundred thousand million stars of various types. Of these only a fraction are presumed to have habitable planetary systems, and only a fraction of these have been investigated. Most are situated within the spiral anus between ten arid forty thousand light years from the galactic centre. The very size of the galaxy means that, despite the use of faster than light warp drives, most of it remains unknown. Even the human controlled Imperium, by far the largest and most widely distributed of all stellar empires, contains only a tiny fraction of the galaxy's stars. New worlds are constantly being discovered and investigated, along with their attendant civilisations, creatures and resources. Even so, there is no possibility of either humans or aliens exhausting the galaxy's potential to provide new worlds for habitation and exploitation. ### WARP SPACE Warp space is the medium through which faster-than-light spacecraft travel between the stars. It is, in a sense, an alternate reality or parallel dimension in which the laws of time and space are different from those of our own universe Movement within warp space bears a distinct relationship to distances travelled in normal space, and this relationship can be manipulated to make faster-than-light travel possible. It is not strictly true to say that distances in warp space are 'shrunk' compared to those of normal space. A more accurate analogy would be to think of warp space as a dense fluid medium which is subject to constant movement, currents, undertows, etc. This is not perceptible in warp space itself of course, because the fluidity is only relative to our own reality. A spacecraft can exploit this phenomenon by entering warp space, allowing itself to be shined along by its natural flow, and then re-entering normal space a distance away from the starting point. A metaphor commonly used to explain how warping works is that of the fast flowing stream. The stream represents warp space, moving rapidly along its motionless banks, representing real space. A leaf dropped into the water upstream will move along, floating on the surface of the water. The leaf does not move relative to the water but is merely carried by it until it lodges at some point downstream from its original location. This is a useful metaphor as far as it goes, but it must be remembered warp space is far more complex in its movements than the linear stream, for it can move in all sorts of convoluted and bewildering patterns. Spacecraft are also able to make corrective movements in warp space and can enter or leave warp space at a chosen moment. Even so, warp travel is never totally predictable. either in its duration or eventual destination. | 130
| Warp space is closely linked to psychic phenomena. There is a school of thought which believes psychic powers to be an ability to tap energy from warp space. According to this theory, a psyker has a mental or spiritual link with a point or points in warp space. If this is true, then it explains how many psychically aware creatures are able to 'home-in' to psychic vibrations, or even to traverse warp space itself in some cases. Certainly the relationship between the two kinds of space is a complex one, and is not fully understood. ### WARP DRIVES A warp drive, or warp engine, is a device that enables a spacecraft to enter and leave the medium of warp space. Warp drives incorporate their own navigational units, able to briefly glimpse into warp space in order to observe its current movements. From these movements it is possible to calculate a course, any corrective manoeuvres that may have to be made whilst in warp space, and the moment to return to real space. The distance travelled in this way is called a jump, and a jump may be of 1 to 4 light years depending on the conditions prevalent in warp space. Such a journey typically takes between 1 and 6 days of real space time, contracted into 1-4 hours of perceived time for the spacecraft. A spacecraft plunged into warp space at random will travel at 1-4 light years per hour of perceived time/36 hours of real space time. Whilst in warp space a craft is isolated from real space. However, psychics are able to maintain or establish telepathic contact if they are sufficiently strong, they are human astropaths for example. It is dangerous for spacecraft to leave warpspace close to the proximity of stars. The mass of a solar body possesses a comparable mass in warp space, and acts as an irresistible attractive force to bodies near it, This makes it almost impossible to leave or re-enter normal space within a solar system without being drawn inside the sun itself. Even with the utmost care, occasional accidents do happen, and this is one of the constant dangers of warp travel. The usual practice is to aim on breaking warp space well outside a solar system and complete a journey using conventional space drives. ### WARP GATES A warp gate is a point in teal space which is linked to another point in real space by a tunnel through warp space. The tunnel somehow avoids the normal disturbances of warp space, allowing a journey to be made within a fixed time and in perfect safety. The existence of warp gates represents something of a mystery; are they a natural feature or artificial? If artificial, who or what created them and for what purpose? Some warp gates have certainly been artificially enhanced, because their entrances are delineated by mechanical constructions whose exact function can only be guessed at. Other warp gates are mere black holes in space. Warp gates occur in different sizes. They occur in the depths of space, at the boundaries of solar systems, within solar systems and even on planets. The largest are easily big enough to permit the passage of spacecraft, and are usually situated at the edge of a solar system, or amongst its outer planets. Other gates are only large enough to permit the passage of small vehicles, or perhaps human-sized creatures. These occur mostly on planet surfaces and lead directly to other gates on the surfaces of other planets. All gates are rare, the smaller types extremely so. Planetary gates are often disguised, or respond only to electrical, psychic or other signals, which would seem to indicate a certain amount of intended secrecy on the part of their builders. All space-going races are prepared to utilise warp gates when they find them, although discovering where they lead can often be hazardous. Many gates appear to be defective, and can dump a ship randomly into warp space. Others can lead to places which may once have been stars or planets, but which are now no more than empty tracts of space. The possibility of emerging into a distant, hostile alien star empire also has to be considered. It may be that craft vanishing into warp space have been transported beyond the galaxy itself. Warp gates have the disadvantage of being pre-determined, permitting travel only within a fixed lane. They are also quite slow, taking 2D4 hours of perceived time and 2D6 days of red time to traverse distances of up to 4 light years. Most warp gates appear to be within the region of 20-30 light years apart. ### WARP PORTALS The term warp portal is often coined to differentiate these warp space/real space interfaces from warp gates. A warp portal is simply an entrance into, and exit from, warp space. It does not lead to a tunnel, and a spacecraft entering a portal is cast to the chance currents of warp space. With careful manoeuvring it may be possible to re-enter normal space using the same portal from the other side. Again, the exact nature of the portals is not understood: are they mere accidents or natural occurrences, or have they some secret purpose? Some aliens use warp portals to travel between warp space to real space, specifically the creatures known as Enslavers which live within warp space itself. Like warp gates, portals occur in all sizes and places and may appear on a planet's surface. Some have a definite physical constituent, whilst others are invisible or a mere hole in the ground. Warp portals do have their use, for there are many recorded instances of spacecraft with damaged warp drives, trapped inside warp space and doomed to destruction, suddenly locating a warp portal enabling them to return to real space. ### WARP CREATURES It has already been mentioned that the creatures known as Enslavers actually live in warp space. Enslavers are riot alone in this, arid many other creatures appear to have their natural homes in warp space. Some creatures seem comfortable in either type of space, or have limited abilities to transcend both. The linking factor between the two sorts of realities seems to be psychic, the creatures of warp space are closely associated with psychic power. Many of them actually feed on psychic energy, or the natural life-energy of living creatures, or are drawn to feed by emissions of such energy. All these creatures are a threat to the races of the galaxy, but especially to humans. Humans are not a developed psychic race; the Slann and Eldar are more likely to have psychic powers. However, humanity is undergoing a serious evolutionary change into a far more psychically capable race, and so the incidence of these powers is becoming increasingly common. To date, humans lack the ability to properly control their powers, especially as they are first developed in early adulthood. This causes profound, localised psychic disturbances, far greater than anything associated with a fully mature human psyker or any psychic alien. These disturbances attract psychically-attuned warp creatures like moths to a candle, except that these moths are often deadly carnivores, soul-feeders and highly dangerous. Using the psychic link established by the emergent psyker, many aliens are able to open up temporary warp portals and push their way into the real universe. Others are simply drawn against their will, but still cause problems once they are in real space. | 131 |  | 132 |  | 133 |  | 134 |  | 135 |  | 136 |  | 137 |  | 138 |  | 139 |  | 140 |  | 141 |  | 142 |  | 143 |  | 144 |  | 145 |  | 146 |  | 148 |  | 149 |  | 150 |  | 151 |  | 152 |  | 153 |  | 154 |  | 155 |  | 156 |  | 157 |  | 158 |  | 159 |  | 160 |  | 161 |  | 162 |  | 163 |  | 164 |  | 165 |  | 166 |  | 167 |  | 168 |  | 169 |  | 170 |  | 171 |  | 172 |  | 173 | ## ABHUMANS Abhumans are creatures evolved from human stock, but changed or mutated to a greater or lesser degree. They differ from ordinary mutants in that they conform to a recognisable physical standard, breed true, and are no more prone than normal humans to further mutation. There are many millions of these creatures living within the Imperium, and they axe tolerated or exploited by the authorities very much like the rest of the population. It is rare for abhumans to reach positions of great power within the imperial hierarchy, and many forms are subject to popular derision, fear or prejudice. They are recruited into the armies, fleets and other imperial services (although not the Marines). In the army they are often placed in companies, or squads, along with other abhumans, and segregated from human warriors. Abhumans have their own distinct profiles. However, their equipment, dress and other details will tend to follow the standard for the organisation to which they belong, be it the army, the priesthood, Inquisition, etc. ### BEASTMEN - HOMO SAPIENS VARIATUS The popular term Beastman is used to describe mutations of the human stock which combine the physical appearances of humans and animals, usually goats. Beastmen do not necessarily look alike, and different animal traits can manifest themselves, but apart from this they are genetically fairly stable, and are considered to be a form of abhuman rather than an unpredictable mutation. In temperament as well as appearance they are often bestial, having a reputation for crudity, aggression and indiscipline. Companies of Beastmen in the imperial army are regarded as useful fighters, and are ideal for suicidal assaults where brawn rather than brains is required. Other warriors dislike them as they are rowdy and insanitary.
M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
4 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 6 | 7 | 6
This represents an average Beastman. Personalities can be generated from this in the same way as for other humans and aliens. The standard profiles for Beastman personality types is given below.
| M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
Champion | 4 | 5 | 4 | 4 | 4 | 1 | 4 | 1 | 7 | 6 | 7 | 6
Minor Hero | 4 | 6 | 5 | 4 | 5 | 2 | 5 | 2 | 8 | 7 | 8 | 7
Major Hero | 4 | 7 | 6 | 4 | 5 | 3 | 6 | 3 | 9 | 8 | 9 | 8
Beastmen personalities can be created using any of. the methods discussed in the Personalities section of Combat. The maximum values for non-psychics is that of the major hero. Beastmen personalities have a 3% chance of having psychic abilities. ### HALFINGS - HOMO SAPIENS MINIMUS Halflings are the smallest of all abhumans - their ancestors having become stunted by thousands of years of inbreeding upon worlds with naturally soporific climates and abundant harvests. They rarely reach 1.3 metres in height and tend to be dumpy, although not especially strong or muscular. They are idle, hedonistic, gregarious, over-friendly and sexually promiscuous. Their size and temperament does not accord well with the warrior ideal, though they do fight in the armies of the Imperium where necessary. Most of their home worlds are agricultural planets or small, self-supporting, medieval worlds. Their lives are spent eating until sick, drinking copious amounts of intoxicating liquid, and procreating uncontrollably. These small, loud, hungry and lecherous creatures call themselves Halflings - but other humans know them as Runtlings, Stunties and Ratlings (amongst other things). They have earned themselves a role amongst the stars working on spacecraft as cabin crew and runarounds, in which capacities their size and ability to live happily in cramped conditions make them ideally suited.
M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
3 | 2 | 4 | 2 | 2 | 1 | 5 | 1 | 6 | 7 | 6 | 6
This is the profile for an average Halfling. Personalities can be generated from this in the same way as for other humans and aliens. The standard profiles for Hailing personalities are given below.
| M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
Champion | 3 | 3 | 5 | 3 | 2 | 1 | 6 | 1 | 6 | 7 | 6 | 8
Minor Hero | 3 | 4 | 6 | 3 | 3 | 2 | 7 | 2 | 7 | 8 | 7 | 9
Major Hero | 3 | 5 | 7 | 3 | 3 | 3 | 8 | 3 | 8 | 9 | 8 | 10
| 174 | Halfling personalities can be created using any of the methods discussed in the Personalities section of Combat. The maximum characteristic values are those of the major hero. It is rare, though not unknown, for Halflings to develop psychic powers. A Halfling personality has a 1% chance of having psychic powers. ### OGRYNS - HOMO SAPIENS GIGANTUS On many worlds the human stock has mutated into a larger, bulkier, but less intelligent form. This is especially common on high gravity worlds but can occur anywhere, apparently as a standard variant on the human type. These creatures are always large, 2½-3 metres being average. Appearance varies from world to world, some forms being large, rotund and flabby, others equally large but well-muscled and tough. Generally, their appearance is one of obese stupidity, factors which have earned them the names of Fats, Flabs and Slobs. Although Ogryns rarely reach the heights of imperial administration, they have their uses, especially in the army where their large size and lack of intellectual curiosity make them ideal warriors.
M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
6 | 3 | 2 | 4 | 5 | 3 | 3 | 2 | 5 | 4 | 5 | 7
This is the profile for an average Ogryn. Personalities can be generated from this in the same way for other humans and aliens. The standard profiles for Ogryn personalities are given below.
| M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
Champion | 6 | 4 | 3 | 5 | 5 | 3 | 4 | 2 | 5 | 4 | 5 | 7
Minor Hero | 6 | 5 | 4 | 5 | 6 | 4 | 5 | 3 | 6 | 5 | 6 | 8
Major Hero | 6 | 6 | 5 | 5 | 6 | 5 | 6 | 4 | 7 | 6 | 7 | 9
Ogryn personalities can be created using any of the methods discussed in the personalities section of Combat - the maximum characteristic values are those of the major hero. Ogryns are notoriously prosaic creatures and do not, as a rule, develop psychic powers. ### SQUATS - HOMO SAPIENS ROTUNDUS Generations of life on high-gravity worlds has caused changes in the physique of long-established humanoid populations. They have a tendency to become short (averaging 1.4 metres), but also very squat, bull-necked and generally muscular. Humans of this appearance are known as Squats - but also as Dwarfs and by other often less than complimentary names. Along with physical changes, Squats have associated psychological adaptations which make them extremely practical and skilful with weapons and technical equipment. They are also very abrupt, taciturn and difficult to befriend, preferring the company of other Squats. They are especially intolerant of aliens, especially Orks who they loathe and despise. In the Imperium, Squats are the only abhuman type commonly seen occupying positions of authority even entering the priesthood and the ranks of the Inquisition. They are tough fighters, and are regarded by many as the most reliable warriors in the army.
M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 7 | 9 | 9
This is the profile of an average Squat. Because Squats are small, but extremely tough and resilient, they are able to carry a considerable weight without it affecting them. So, a Squat can carry up to 2" movement penalty. s worth of heavy equipment without penalty. A Squat carrying equipment with a normal penalty of 2½", for example, will only suffer a penalty of ½", giving an actual move of 3-2½" = ½". Over the years Squats have developed a distinct racial dislike for Orks and Gretchins - feelings generated as a result of numberless wars and atrocities by the races concerned. Their natural aggression and lack of patience has caused them to become involved in many long and arduous conflicts, especially against the Orks. Squats are subject to psychological hatred of Orks and Gretchins. Selected units can be subject to hatred against other alien types too. This is left for the GM to decide before the game, or can be regarded as a 10% chance of hating the enemy to be fought. Personalities can be generated from the basic profile in the same way as for other humans and aliens. The standard profiles for Squat personalities are given below. | 175 |
| M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
Champion | 3 | 5 | 4 | 4 | 4 | 1 | 3 | 1 | 9 | 7 | 9 | 9
Minor Hero | 3 | 6 | 5 | 4 | 5 | 2 | 4 | 2 | 10 | 8 | 10 | 10
Major Hero | 3 | 7 | 6 | 4 | 5 | 3 | 5 | 3 | 10 | 9 | 10 | 10
Squat personalities can be created using any of the methods discussed in the Personalities section of Combat - the maximum characteristic values are those given for the major hero. Squat personalities have a 3% chance of having psychic powers, but they have a tendency to be less powerful than other human psykers. This is reflected in their psi-level, which is only half that of a standard man.
Mastery | Psi-Level | Random Psi-Level
Mastery 1 | 5 | D6+1
Mastery 2 | 10 | 3D6
Mastery 3 | 15 | 4D6
Mastery 4 | 20 | 6D6
| 176 | ### THE ELDAR RACE AND THE CRAFT-WORLDS Of all the Galaxy. s ancient races the Eldar most closely resemble mankind. Averaging just over two metres they are a little taller than humans, more slightly built and more delicately featured. In human terms most Eldar are radiantly beautiful. Skin colour is pale, in some cases almost white. Their ears are delicately pointed, but otherwise there is little physical difference between Eldar and humans. Indeed, the two races are genetically so close that it is even possible for them to interbreed. Viable offspring are rare but not unheard of, combining the physical appearance and mental attributes of both races. Several theories have been advanced to explain the physical traits shared with mans, the most commonly held of which is that the two share a common ancestor. The truth will in all probability never be known. | 177 | The Eldar are almost unique in that they inhabit no worlds. Instead they live in great craft-worlds, huge spacecraft tens of miles across and usually circular in shape. Each craft is an independent Eldar nation, with its own culture, leaders, history, traditions and attitudes to other races. Each is home to several thousand Eldar - often as many as ten thousand individuals. Craft-worlds travel only very slowly, drifting the currents of space or running before the solar winds, their great sails billowing before them. Inside the craft-world thousands of miles of tunnels and passages connect palaces, huge artificial gardens, wilderness caverns miles across and sealed factory areas where material goods are produced, and air and wastes recycled. Sometimes a craft will orbit a star for years, or journey to a planet for some specific reason; mostly, however, craft-worlds drift aimlessly through the voids of space, self-sufficient and altogether heedless of other races and worlds. Although craft-worlds do have their own spacecraft these are incapable of faster than light travel and are used only for investigating local planetary bodies or inspecting the fabric of the craft. s solar sails. Yet the Eldar do travel throughout the galaxy and are frequently encountered as traders and merchants on human worlds. They are able to move from world to world by means of an amazing system of warp-gates. Gates are hyper-spatial tunnels leading directly from one part of the galaxy to another. All Eldar craft-worlds are known to have warp-gates situated inside, leading to worlds throughout the Imperium and beyond. Some gates connect to other craft-worlds, or to void areas of space. A typical craft-world has thousands of these gates - although not all may be functional at any given time. Normally it is only the Eldar who are able to use these gates, most of which must be opened by a special . key. or series of keys carried by Eldar travellers. The extent of the warp-gate system is a matter of conjecture, but it must be very vast to enable the Eldar to move so freely from one place to another. The Eldar are clever traders and are unusual in that their craft-world societies need very little from the rest of the universe. Many trade not out of necessity but simply as entertainment or as a means to travel amongst alien societies. For many Eldar the peaceful, idyllic monotony of the craft-worlds becomes so dull and uninspiring that they are driven to associate with other, younger and more hot-blooded races. Aside from the traders and merchants, there are some Eldar who throw themselves wholeheartedly into alien society becoming adventurers or mercenaries. Adventurers, as individuals or small groups, are not uncommon in the Imperium. They are tolerated by most authorities, and always attract a good deal of attention. Occasionally they will take employment as bounty-hunters, treasure seekers or warriors. Larger groups of Eldar sometimes organise themselves into mercenary bands, which are both feared and respected. Mercenaries are unwelcome on peaceful, well-ordered planets, but are often sought and employed by malcontent factions, warring Imperial Commanders, or even as protection against alien raiders. The most famous, or rather infamous, mercenaries are composed of renegades from Eldar society; the psychotic, the malcontent, murderous or evil; characters at odds with their kin and shunned by other Eldar they may meet. Such groups may even turn to piracy, becoming enemies of the Imperium and humanity. Relations between the craft-worlds are sometimes good, sometimes non-existent and occasionally hostile so that Eldar from one craft-world will ignore or even attack Eldar from a rival craft. All this can appear very mysterious to humans. Eldar are usually secretive about their homes and history, and are generally unwilling to discuss details of their society with aliens. Whilst they share a common heritage and language, the social aspects of each craft-world vary a great deal. Eldar legends tell of craft worlds lost for millennia, and who is to say what direction these societies may have taken? However, most Eldar societies seem to be aristocratic . Many of the Eldar adventurers encountered in human space claim titles of one sort or another whereas malcontents often claim to have been disinherited or cheated of a rightful title.
M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
4 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 | 9 | 9 | 8
This is the basic profile for Eldar. Personalities can be generated from this in the same way as for humans and other aliens. The chart below summarises the standard personality profiles. These can be used instead of randomly generating characters if you wish. | 178 |
| M | WS | BS | S | T | W | I | A | LD | Int | Cl | WP
Champion | 4 | 5 | 5 | 4 | 3 | 1 | 7 | 1 | 8 | 9 | 9 | 8
Minor Hero | 4 | 6 | 6 | 4 | 4 | 2 | 8 | 2 | 9 | 10 | 10 | 9
Major Hero | 4 | 7 | 7 | 4 | 4 | 3 | 9 | 3 | 10 | 10 | 10 | 10
Eldar are a psychically sensitive race, and a fair proportion of them develop psychic powers as they mature. The chance of an Eldar personality having psychic powers is 75%. All Eldar share a racial trait called infra-vision. This functions in exactly the same way as an infra-vision visor, allowing an Eldar to perceive radiation from a wider spectrum than other creatures. This enables them to see in the dark as if it were normal daylight. Organisation. Few craft-worlds have armies as such, and the most common organisation amongst mercenary bands is based around squads of 5 warriors, ten squads making a company led by a Captain. The size of a company can vary a great deal, however, including more or less squads. Company leaders are the highest recognised rank. The natural aristocratic ranking provides leaders of various levels. Equipment. The Eldar have access to every manner of equipment, including much of the rarer and more expensive gear generally unavailable to most aliens. Eldar tend to be self-equipped or equipped by a patron in the case of mercenary units. For defence they favour a combination of mesh armour and refractor fields, sometimes a shield is carried in addition. Helmets are frequently very ornate, and include a built-in communicator, breathing mask and photochromatic visor. Weaponry usually includes at least one long knife and one other weapon, often a shuriken catapult. Other favoured main armament includes lasguns, melta-guns and needlers. Some Eldar are especially fond of flamers and plasma guns. Typical squad - mercenary Eldar. A typical squad of mercenary Eldar comprises five warriors including a squad leader. All are equipped in finely decorated mesh armour and carry a refractor field device. Their helmets include photochromatic visors, communicators and breathing masks. The squad leader carries a shield with built-in laspistol, an additional laspistol at his belt and a shuriken catapult. Of the remaining troops, three carry shuriken catapults while the fourth carries a special weapon, typically a las-cannon or a melta-gun. All have long knives and carry laspistols. Typical squad - Eldar pirates. Eldar who turn to piracy often include the worst elements of the race; misfits, lunatics, sadists and the seriously disturbed. A typical squad of pirates numbers 5 warriors equipped with mesh armour and carrying a refractor field defence device. Some piratical groups adopt deliberately awesome dress, with all kinds of weird, convoluted and distorted designs. Each pirate. s dress may also echo some theme, for example a screaming face, a howling wolf or throttling hands. The helmet includes a communicator, photochromatic visor and breathing mask. Weaponry includes long knives throughout. The squad leader may carry a brace of laspistols, or hand flamers, in addition to his main armament of a plasma gun or flamer. Three warriors have shuriken catapults, and the remaining warrior carries a special weapon. Favoured special weapons are the flamer, melta-gun, heavy plasma gun and multi-melta. Uniforms. Uniforms are not common, although in some cases a company will be equipped by a single patron and will then present a fairly homogenous appearance. Although uniforms in the strict sense are rare, racial taste does dictate colours to some extent. Eldar clothing and equipment is often bright and features an amazing variety of texture and pattern. Mercenary and pirate groups prefer dark colours - black, dark blue, dark green, purple, etc. Weapon generation - Eldar adventurer. An Eldar adventurer wouldn. t launch himself upon a hostile universe without taking along a few precautionary measures. As individuals, their equipment can include anything - but the charts presented here will give a typical range of weapons and gear
Chart 1 - Pistols 2 of the following |
Auto-pistol | 01-10
Bolt pistol | 11-50
Hand flamer | 51-60
Laspistol | 61-70
Needler | 71-75 + Chemicals
Neuro disruptor | 76-80
Plasma pistol | 81-90
Webber | 91-00
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