From amongst the uncounted ranks of warriors step

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Arch-Militant Man is a total weapon. The mind sees the target, the heart hates the foe, the will commands the muscles to aim and fire. Mankind united in war has greater purpose than man united in peace. Tannen Mortaber, Bounty Hunter From amongst the uncounted ranks of warriors step those for whom a life of bloodshed and war is not a death sentence, but rather a calling. Such men and women are sometimes called Arch-militants, for they have faced death over and over and have mastered every terror the savage galaxy has to offer. Myriad are the roots of the Arch-militant. Many have served amongst the ranks of the Imperial Guard, and somehow survived against all the odds battles and campaigns that have claimed the lives of their entire regiments. Others have risen up from the native stock of hellish death worlds or are the survivors of catastrophes too terrible to contemplate. For every last stand and total defeat, it always appears that one of a handful of warriors will somehow prevail. These are the men and women whose broken but still breathing bodies are recovered from the rubble, who have dug themselves out from beneath a mound of corpses to fight again, those few who the war zone no matter how terrible fails to break but, instead, re-forges into killers without peer. Invariably, they are reassigned to other units, where their invaluable skills, or simply their luck, it is hoped will serve their new compatriots. In time, such individuals may attain the notice of higher commands and become detached special units to undertake do or die missions against the deadliest of foes, while others may go rogue and disappear. Some even come to serve on the personal staff of such worthies as Lord Militants or Inquisitors, and occasionally, alongside influential Rogue Traders as their own personal agents of destruction. Being an Arch-Militant The Arch-militant is an expert in every form of combat. It is no idle boast that there is no weapon they cannot kill with or strip and reassemble in the field. Each has an unerring ability to master even the most exotic of wargear with little or no practice, and fears death little and pain less. But it is not just expertise at arms that sees the Arch-militant succeed where others fail; they are marked with an the inborn gift to sense danger, to anticipate an enemy s actions, and to overcome any foe they might face as if it was meant to be so. An Arch militant worth the name can extricate himself and his companions from even the most seemingly hopeless of situations by a combination of cold professionalism, masterful skill at arms, and sheer bloody-mindedness and luck. Out beyond the fringes of Imperial space, men and women gifted with such abilities are priceless, and very few Rogue Traders would set foot upon an alien world without a heavily armed Arch-militant or two by their side if possible. Arch-Militant Talents The following skills and talents are available only to characters with the Arch-Militant elite advance, and are purchased in the same manner as other skills and talents Killer's Eye Arch-Militant Special Rules The Arch-Militant elite advance has the following rules: Experience Cost 1,000 xp Prerequisites Battle-lorn: Characters who wish to purchase the Arch-Militant elite advance come from starkly different origins, but all share the same destiny of one forged in battle. All characters who take this advance must have pasts that reflect that. The character must have either the Assassin, Desperado or Warrior roles. Instant Changes Gains the Common Lore (War), Linguistics (Imperial Codes) or Linguistics (Mercenary Cant) Skills. Weapon Master: The Arch-Militant chooses one (and only one!) class of weapon. The Arch-militant gains a +10 bonus to hit, +2 to damage, and +2 initiative when using a weapon of his chosen class in Combat. Unlocked Advances A character with the Arch-Militant elite advance also gains access to a special set of talents. These talents are available only to an Arch-Militant character, and are purchased with experience in the same manner as regular talents are purchased. The Arch-Militant can find the weaknesses of his prey with only a few moments of observation. Prerequisites: Perception 35, Nowhere to Hide or Inescapable Attack Specializations: Weapon Skill, Ballistic Skill Aptitudes: Perception, Weapon Skill or Ballistic Skill Effect: When the character makes a Called Shot attack and scores a number of Degrees of Success on the attack roll equal to or greater than the target s Agility Bonus, he immediately inflicts a 1d5 critical damage result on the target in addition to any normal damage. Roll on the appropriate Critical Hit table for the damage type and location struck. Any modifiers to critical damage from Talents or other sources apply as normal. However, the Critical Damage inflicted from this ability does not stack with actual Critical Hits.

Take Them Alive The Arch-Militant is well versed in laying his enemies low without killing them, able to incapacitate his targets and limit the damage he inflicts to them. Prerequisites: Perception 35, Nowhere to Hide or Inescapable Attack Specializations: Weapon Skill, Ballistic Skill Aptitudes: Perception, Weapon Skill or Ballistic Skill Effect: When the character makes a Called Shot attack and against an enemy, he may choose to reduce the damage he inflicts after reduction by the target s Armor or Toughness Bonus by a number equal to his Perception Bonus, and inflict a level of Fatigue for each point of damage reduced in this way. In addition, the Arch-Militant s familiarity with nonlethal weaponry means that enemies do not gain the usual bonuses from armor to resist the stunning effect of Shocking weapons, and suffer a 10 penalty to avoid or escape any attack with the Snare quality. Fearful Reputation The Arch-Militant has gained such a terrifying reputation that not only is he well-known, but rightly feared across battlefields scattered across the void itself. Prerequisites: Mastery (Intimidate), Air of Authority Aptitudes: Offense, Defense Effect: It takes both a grand reputation and a considerable degree of personal presence to be able to make your enemies flee before you; they must know without doubt that the enemy they face is someone to be feared and such a feat is not easily accomplished. The Arch-Militant is such a warrior that lesser soldiers tremble upon hearing his might. This character gains the Fear (1) trait. Tactics Aptitudes: Leadership, Intelligence Skill Use: Tactics is the practical application of military knowledge in the field of battle. It differs from the various Lore Skills in that it relates directly to on the ground combat maneuvers and actions rather than a broad theoretical or strategic view of warfare. It also differs from the Command Skill in that Command allows the direction of troops but does not grant any special knowledge in how best to use them. A character can use Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything from the best position to suppress an entrenched enemy before an assault to picking a good landing zone when coming in under fire. Failing a Tactics (Assault) Test, for example, might mean facing a concentration of a defending force or hitting a stronger line of fortifications. Unlike some other skills, Tactics has multiple Specializations. The Specializations for this skill are as follows: Air Combat: Covers atmosphere and near-orbit engagements with air superiority fighters as well as close support and bombing with ground attack aircraft. The Arch- Militant may use his Tactics (Air Combat) instead of the relevant skill tests while Embedded in an Air Forces Unit. Armored Tactics: An understanding of armored warfare, how best to use armor, as well as how best to exploit the weaknesses of such vehicles. The Arch-Militant may use his Tactics (Armored Tactics) instead of the relevant skill tests while Embedded in an Armor, Artillery or Mechanized Infantry Unit. Assault Doctrine: Covers all kinds of assaults, from charging a bunker to opposed amphibious landings. The Arch-Militant may use his Tactics (Assault Doctrine) instead of the relevant skill tests while Embedded in an Ground Warfare Unit that initiates an attack during the player's strategic round. Defensive Doctrine: How to set up a good defensive line, including layering units, creating areas of enfilading fire, and good clear kill zones. The Arch-Militant may use his Tactics (Defensive Doctrine) instead of the relevant skill tests while Embedded in a Ground Warfare Unit that must defense during his enemies Strategic Round. Orbital Drop Procedures: A knowledge of orbital drop doctrine and how to use it to maximize troop concentration and ensure shock and awe in the enemy. The Arch-Militant may use a Tactics (Orbital Drop Procedures) while making an Advance or Cautious Advance Orders; if successful, the Unit does not suffer from the effects of the 'On the Advance' sidebar. The difficulty of the test is determined by the GM. Recon and Stealth: An understanding of the best methods of recon and stealth, such as how to approach a defensive position unseen or quietly destroy sentry positions. The Arch-Militant may use his Tactics (Recon and Stealth) instead of the relevant skill tests while Embedded in a Calvary, Infantry or Mechanized Infantry Units. Void Combat: Covers starship combat between anything from lightly armored escorts up to battle barges and space hulks. It also includes knowledge of high orbit fire support doctrines and the best way to use ships in orbit to aid ground troops. The Arch-Militant may use his Tactics (Void Combat) instead of the relevant skill tests while Embedded in an Air Forces Unit. Dog of War The Arch-Militant is an accomplished warrior that leads his men from the front-lines. Deft, competent, or bloodthirsty, the warrior's sheer presence rallies the men behind him, or pushes them forward through fear of failure. Tier: 1 Aptitudes: Leadership, Weapon Skill or Ballistic Skill Effect: The Arch-Militant adds his Weapon Skill or Ballistic Skill bonus both to the Unit Strength and Morale of a Ground Warfare unit he is embedded with.

Lord of War The Arch-Militant competence in the battlefield is nighlegendary. One with the flow and ebb of the chaos of battle, the intuitive and brilliant mind of the Arch-Militant is enough to orchestrate his forces against his enemies with devastating results. Prerequisites: Dog of War Aptitudes: Leadership, Social Effect: The character is able to utilize his Tactics skill in replacement of relevant Skill Tests when performing Orders to Ground Warfare Units. The character does not need to be embedded in the unit, and can issue these skill tests remotely. Knave of Blades The Arch-Militant is a master at using small, low-tech weapons. Such is his skill with them that they act more as a natural extension of his or her body, deftly slicing down his enemies in a flurry of blows and cuts. Prerequisites: Precision Killer (Melee), Inescapable Attack (Melee), Swift Attack or Lightning Attack Aptitudes: Weapon Skill, Finesse Effect: The character may make a Called Shot with a Lowtech weapon that weighs less than 1kg (such as Knife), striking up to his Weapon Skill Bonus in locations and hits (as if the attack were a Swift or Lightning Attack). These strike vital weak points across the enemy, allowing the Arch- Militant's weapon to gain the Crippling (X) trait, where X equals the number of times this talent is purchased, up to a maximum equal to the character's Weapon Skill Bonus. Gun Kata Whether through training, hypno-indoctrination, or sheer talent, the Arch-Militant is able to wield a firearm as though it were an extension of his own hands. This gives him an edge when using such weapons in close quarters. Prerequisites: Precision Killer (Melee), Inescapable Attack (Melee) Aptitudes: Weapon Skill or Ballistic Skill, Finesse Effect: When the character uses Pistols in close combat, he may choose whether to test Weapon Skill or Ballistic Skill when making an attack. He also gains the +30 circumstantial bonus for targeting his opponents in the Point-Blank Range when using these weapons in close combat. Free Runner The Arch-Militant has learned to navigate his environments efficiently and at speed, allowing him to close distances or escape pursuers by moving quickly through broken terrain. Prerequisites: Agility 40 Effect: The character does not halve his movement when moving through moving through difficult terrain, and when attempting to charge or run through difficult terrain, he gain a +20 bonus to Agility Tests to avoid falling prone. Wall Run With catlike grace, the Arch-Militant is able to run briefly along a sheer vertical surface, opening up new avenues for attack and escape. Prerequisites: Agility 45, Free Runner Effect: As part of a full-round Movement action (Full Move, Charge, Run etc.), the character may as a Free Action attempt to run along an adjacent wall or other vertical surface. The character makes a Hard (-20) Agility or Acrobatics Test; on a success, he may move a number of meters equal to his Agility Bonus along the wall (rather than on the floor or other horizontal surface), plus one meter for each degree of success, to a maximum of his normal Move distance for that action. If he is able to move along a horizontal surface for at least four meters before attempting to use this Talent, the Difficulty of the Test is reduced to Challenging (+0). Movement along a wall need not be consecutive; for example, a character with an Agility Bonus of 4 could run two meters along a wall, two meters on the ground, and two meters along the wall again as part of a single Full Action. Note that, barring special equipment or circumstances (such as an exposed pipe or similar handhold to cling to), the character is not allowed to stand on the wall and must end his movement on a horizontal surface. Nimble Blow Where others use brute force to deal damage in melee, the Arch-Militant uses finesse, striking at an opponent's most vulnerable and vital spots to maximize the damage dealt. Tier: 1 Prerequisites: Weapon Skill 35 Specializations: Low-Tech, Shock, Chain, Power Aptitudes: Offense, Finesse Effect: The character chooses a Specialization; When wielding one of these weapons in the chosen Class, the character may choose to apply his Agility Bonus to the weapon's damage, rather than his Strength Bonus. This talent may not be applied to weapons with the Unwieldy quality except at the Game Master's discretion, as there is usually no way to wield such massive tools of destruction with anything that resembles subtlety. Note that there are some exotic melee weapons in the galaxy that do not normally add the user's Strength Bonus to their damage. At the GM's discretion, a character may purchase the Nimble Blow Talent and add his Agility Bonus to such a weapon's damage, but he must pay twice the normal experience cost to do so (representing the difficulty of learning to master such a bizarre implement of death).

Berserker The character fights with an unrestrained fury that only the death of all those who stand against him can sate. Prerequisites: Weapon Skill 50, Strength 40, Frenzy Aptitudes: Strength, Offense Effect: When the character makes a charge maneuver, he may instantly enter a Frenzied state as a free action. Blade Dancer The Arch-Militant fights with a deadly, athletic grace; flipping over opponents, deflecting blows, repositioning and killing with swift, precise cuts. Prerequisites: Agility 40, Acrobatics skill, Weapon Skill 40, Assassin Strike, Furious Assault Effect: When attacking with a sword or a knife of any type, including chainswords and powerswords, the character may re-roll a missed attack once per round, and may make an additional parry once per round. In effect, this gives the character a second Reaction that may only be used to parry, thus allowing him to make two parries in a turn. Note he may still only attempt a single parry against any one attack. When the character successfully parries an opponent s attack, he may immediately make an attack against that opponent using the weapon which was used to parry. This attack takes a 10 penalty to the test. Opponents fighting the character in hand-to-hand gain no bonuses for outnumbering. After the character makes a melee attack, he may make an Acrobatics test to make a move equal to half his move rate. This move is as a Free Action and the opponent may not take the customary free attack for the character Fleeing. Gunfighter Saint The character is a gunfighter of terrifying skill; in his hands, pistols seem to have a will of their own, a will that wants only to bring death to the living. Prerequisites: Ballistic Skill 40, Agility 40, Gun Kata Aptitudes: Ballistic Skill, Finesse Effect: When this character is fighting with two pistols at the same time, he may spend a Fate Point to shoot with both pistols at either a single target or multiple targets, automatically hitting with both weapons with Degrees of Success equal to the Arch-Militant's Ballistic Skill Bonus. Peerless Killer The Arch-Militant can kill with a single, immensely powerful blow to the enemy s most vulnerable points or his marksmanship is so developed that he can kill a distant target with a single shot. Prerequisites: Weapon Skill or Ballistic Skill 50, Precision Killer, Killing Strike Specialization: Melee or Ranged Aptitudes: Weapon Skill, Offense Effect: The character adds +2 to all damage he inflicts in either melee or ranged attacks. Further, when the character deals critical damage to an opponent using a melee weapon or ranged attack, he deals an additional 4 points. The character may nominate the location hit by any successful melee attack. The nominated location is automatically the location hit by the attack.

Unassailable Grace The Arch-Militant reacts to attacks so quickly and fluidly that he seems to dance through blade swings and gunfire, knocking bullets from the air and pivoting aside from danger. Prerequisites: Agility 50, Mastery (Dodge), Step Aside Aptitudes: Agility, Defense Effect: The character may make an additional reaction per round. In effect, this gives him a second Reaction that may only be used to Dodge, thus allowing him to make two Dodges in a turn. Note he may still only attempt a single Dodge against any one attack. The character may spend a reaction to knock an incoming ranged attack out of the air with a melee weapon, so long as the attack is from a Low- Tech or Thrown weapon. If the character fails to knock the attack out of the air, he may also try to dodge the attack so long as he has a reaction remaining. Additionally, whenever the character charges or runs, all opponents take a 20 penalty to Ballistic Skill Tests made to hit him with a ranged weapon. This penalty lasts until the start of his next turn. Crimelord The Arch-Militant is a respected and feared figure amongst criminal organizations within the sector. His current associations are either not known by his criminal associates, or rumors of his power within the governing powers of the sector only help to enhance his mystique. The character s association with a Rogue Trader and his Dynasty may be extremely useful in acquiring information and less than savory help, but also makes dealings with keepers of Imperial or sector laws extremely difficult. Aptitudes: Social, Leadership Effect: This Talent grants the character the option to re-roll failed Influence Tests when dealing with the underworld and recidivist organizations, and low-life scum such as hive gangs, assassin guilds and smugglers. This Talent, however, may not be used in conjunction with overt displays of Imperial authority. The character s association with the criminal syndicate means that successful Influence Tests made to influence the Adeptus Arbites or Enforcers must be re-rolled. using his influence to manipulate or control members of the Imperial Guard, Imperial Navy, or PDF. Voice Of The Masses The Arch-Militant has cultivated a wide and popular reputation as someone who empathizes with those outside of the spheres of direct Imperial power. Such a reputation may have been acquired from sermons on the importance of all faithful subjects of the God-Emperor, or it may be that he has acquired a reputation as one who has backed the weaker local faction against the might of the great organizations of the Imperium. No matter what its source, such a reputation carries great weight amongst those who stand outside or beneath the iron pillars of Imperial authority. Aptitudes: Social, Fellowship Effect: When the character is using his influence, both subtly and overtly, with any non-adeptus Terra organization or individual, he may re-roll any failed Influence Tests. Warmonger The Arch-Militant is a notorious warmonger who ferments violence and is unceasing in his advocacy of breaking any threat with iron and fire. Such a reputation can win the Arch- Militant many allies amongst the agencies of war within the Imperium. It may also, however, turn others who hold a more subtle and conciliatory philosophy away from aiding him. Aptitudes: Social, Strength Effect: The character may re-roll failed Influence Tests when overtly attempting to requisition weapons and military forces. However, he also suffers a 20 penalty to Influence Tests when attempting to use their influence in any other way Renowned Warrior The Arch-Militant is a warrior famed for his skill and bravery and whose deeds are spoken of with respect by fellow soldiers. Such a hero can use his renown as a tool to manipulate those who idolize him or are awed by his reputation. From persuading Imperial Guard officers to change their plans, to getting access into the restricted records of Battle Fleets, the renown of a warrior earned in blood can open many doors far away from the battlefield. Aptitudes: Offense or Defense, Leadership Effect: The character may re-roll failed tests when overtly