Credits
Originally Written By
Albert-Jan Buwalda
Updated and Expanded By
Messiahcide
this Fan Supplement is completely unofficial and in no way endorsed by Games Workshop
or Fantasy Flight Games
"The Emperor destroyed my world in a sea of flame,
and yet he expects me to serve his puppets? I will not serve
in his name, I will survive so he can not have the satisfaction
of my death!"
- Donn, War-waster Regulator
War wasted worlds are the blasted, poisoned ghosts of
once prosperous worlds where the survivors meek out bleak
existences on the fringes of their now post-apocalyptic
landscapes. All war wastes are fundamentally tied by global
scale wars culminating in nuclear, biological, or chemical
super weapons wiping out the vast majority of life of the
world. The battle for survival in the horrid conditions of such
world reshape the remaining population as the world slowly
dies around them. Mutation, depravity, and a degeneration
of culture are all staples of the war wastes, equally creating
a breeding ground for heresy, mutation, and war-forged
heroes.
Dying on a War Wasted world
There is no such thing as truly living on a war wasted
world. Rather, death incarnate surrounds those who
pathetically cling to life despite the dying nature of their
world. Uncontaminated food and water are prized above all
other possessions. Cannibalism is a perfectly acceptable
alternative to starving, even as it corrupts the mind and soul.
Few war wastes can ever hope to recover without external
aid - and those few that do earn the Imperium's efforts to
rebuild are often wiped clean of 'indigenous' populations
before new colonists arrive to ensure tainted bloodlines do
not corrupt renovation efforts.
War Waster Characters
Most born on a war waste can loosely fit into two
categories; craven men and women who do not hesitate to
take advantage of any situation, or marauders and reavers
who prey upon other survivors. It is a rare soul who can
maintain any semblance of sanity or morality in such
conditions and surrounded by such brazen scum and
degenerates.
Starting Skills: War Waster characters begin with the
Common Lore (War) (Int), Common Lore (Wastelands) (Int)
and Survival (Int) as trained Skills.
Primal Endurance: War-wasters know a universal truth only the strong survive and might makes right. Those who
can survive under such conditions thrive, while those who
cannot quickly perish.
Benefit: War-wasters treat Search (Per), Navigation
(Surface) (Int) and Tracking (Int) as basic skills. They cannot
start the game with Common Lore (Int)(Imperial Creed) and
Common Lore (Int)(Imperium) through any means.
Iron Stomach: Uncontaminated food and water is scarce on
war-wastes and those born on such worlds have developed
stronger digestive systems to compensate for this
Benefit: You gain +10 bonus to Carouse skill test made to
resist the effects of ingested toxins, poison or tainted foods.
Weary Intuition: War-wasters are a paranoid stock - never
trusting the motives or deeds of others. There is always an
ulterior motive for any action taken, and anyone can turn on
you when the moment is right. This healthy paranoia has
served the war-waster well in surviving long.
Benefit: All war-wasters gain +1 bonus to Initiative rolls
Tainted Flesh: Plague, radiation contamination, and active
biological weapons are all hallmarks of the war wastes. Few,
if any, war wasters are truly untainted by their planet's
exposure to such weapons of mass destruction.
Penalty: War-wasters start the game with 15+3D5
Corruption points
Starting Wounds: War Waster characters double their
starting Toughness Bonus and add 1d5+1 to the result to
determine their starting wounds.
Starting Fate Points: War Wasters begin with a number of
Fate Points equal to the tenth digit of their total Corruption
Points value. Example: A starting character with 24
Corruption Points would have 2 Fate Points.
Table 1-1: Generating Characteristics
Weapon Skill (WS)
Ballistic Skill (BS)
Strength (S)
Toughness (T)
Agility (Ag)
Intelligence (Int)
Perception (Per)
Willpower (WP)
Fellowship (Fel)
Base
2d10+
2d10+
2d10+
2d10+
2d10+
2d10+
2d10+
2d10+
25
25
20
25
25
15
15
25
15
Dark Heresy: Fallout 40k
War Waste
Dark Heresy: Fallout 40k
War-Wastes Careers
Characters from Imperial World can take any of the following Career Paths:
Assassin
War-Wastes Assassins are skilled killers and murderers whose natural skill has only been enhanced by their savage
landscapes and lack of external authority restricting their craft. Most assassins belong to numerous death cults that have risen to
prominence on such worlds.
Scum
Scum in the war wastes forms the basis of society in the shattered remains of their world. Beggars, thieves, drifters
and exiles are as common as rad-wastes and no zones and to live on such a world is to inherently have no moral obligations to
taking what you can when you can, escaping when caught, and having a quick tongue and quicker trigger finger when all else
fails. Often it is the scum who rises to the top - as chiefs, gang leaders, or conniving their way to power.
Cleric
In the aftermath of a planet's destruction, people turn to any voice with a claim to a salvation - imagined or real. It is the
war-wastes clerics that rise up to goad what remains of the populace into whatever scrap of faith is left to galvanize. Whether true
to the Imperial Creed or twisted visionaries, the war-wastes clerics are heralds to their shattered worlds.
Guardsman
War-Wastes Guardsmen are the remnants of military factions left on the world - warriors forged from the teachings of
planetary defense force survivors, garrisoned troops, and other hold outs. Militant and organized, they are accustomed to lives as
raiders and salvagers.
Arbitrators
War-Wastes Arbitrators are few and far between on their worlds - they are the remnants of the law enforcement the
world once enjoyed. Raised on stories of law and order, these men of justice have little to go on but their own convictions,
outdated notions and a loaded gun justifying their aims.
Tech-Priests
Tech priests of the war wastes are known more appropriately as techno-barbarians, reclaimators or worse. Their
knowledge is often second-hand, debased, or more horrifying - innovative. They are unparalleled masters of what technology
remains on their world and few can fathom the archaic and esoteric knowledge they weld into weapons of war.
Table 1-2: Generating Random Pasts
Roll
D100
Effect
01-20
The Wanderer: You have spent the majority of your life alone, drifting from place to place never able to stay in one
place very long. Through your travels you have seen the worst the wastes have to offer and survived. You are likely a
loner and a man/woman of few words.
Tribal: Raised by a tribal group, taught to survive and rely on your closest friends and family and to suspect the
motives of outsiders. You are likely reserved or suspect of those you dont know or are unfamiliar, but fiercely loyal to
those you consider your friend.
A New Beginning: Though the world has died, humanity lives on. You were born and raised in a settlement that has
grown from a tribe or nomadic group into a permanent collection of shelters, with some sort of law and regulation
which each person adheres to keep the group alive. For the most part you work better in a group then on your own
and are highly loyal to those closest to you.
The Weapons of war are just the will of a new god: Raised by cultist or religious extremist. You are loyal to your
cult or religious group, but highly intolerant of outsiders, seeing them as less than worthy.
Raider: You grew up amongst the assorted wasteland scum fighting for everything you own.
You have seen war, betrayal and outstanding loyalty. You cherish your pride, territory and fellow raiders above all.
21-40
41-60
61-80
81-00
Dark Heresy: Fallout 40k
Wasteland Rules
Radiation
In the wastelands there are some places that were hit
directly by atomic bombs or nuclear reactors that had a
meltdown. These sectors have high radiation levels and
characters will suffer the consequences. Upon entering such
an area every PC must take a toughness test every hour
they are exposed t o radiation. If the test is failed the PC
takes 1D5 wounds and a level of fatigue unless adequately
protected.
Interacting with a Atomic Bomb
During the nuclear arms race many warheads were
made, yet not all were detonated during the conflict. Most
remaining were not launched and a few didnt detonate at all.
Chances are that you will encounter one during your trip
through the wasteland. What you do with them is up to you.
Table 1-3: Interacting with a Bomb
Action
Hacking into the mainframe
Disarm Bomb
Arm Bomb
Set Detonation Time
Test
Tech-Use -10
Trade (Technomat)
Trade (Technomat)
Trade (Technomat) -10
Firearms (Talent)
New Skills, Traits and Talents
Here are a few new skills, traits and talents
introduced to give Wasteland campaign and
characters more life and diversity.
Apostate Mechanic (Talent)
Prerequisites: Tech-Use +10 or Trade (Technomat)
The War Waster modifies himself with arcane
technology and now wields techno-arcane powers
normally the preserve of the Priesthood of Mars. For
the purpose of fulfilling prerequisites, the character
counts as possessing the Mechanicus Implants Trait.
He does not gain any of the normal effects of the trait,
and he may not necessarily have the same implants,
but rather equivalent devices of his own devising.
War Waster characters can take the Apostate
Mechanic Talent at Rank 2 for 500 XP.
Common Lore (Wastelands) (Skill)
The character is affluent to the particular nature
of his war wasted world, or the wasteland remains of
it. He has a distinct knowledge on the factions,
powers, and dangers of his homeworld that few off
worlders could ever hope to master with the same
level of intuition and luck.
War Wasters seldom have time to master
weapons, but must rely on quick wits to utilize any
weapon they may come across. War Waster's with
the Firearms Talent may use any weapon with a
reduced penalty of -10 instead of the normal -20. If
the weapon has the Flame quality, the target is
granted only a +15 to his Agility Test to avoid being
hit.
War Waster characters can take the Firearms
Talent at Rank 1 for 300 XP.
Tainted Fate (Talent)
Prerequisites: Non-player Characters only (they
must have free will) and may not applied to Daemons
and other non-living creatures.
The NPC has a number of Fate Points equal to
half his Willpower Bonus (rounding up). He may use
these Fate Points in exactly the same way as Player
Characters and may even burn a Fate Point to
survive death and destruction at the GMs discretion.
The NPC also benefits from the rules for Righteous
Fury.
If the NPC has a corruption value, calculate his
Fate Points equal to half of his Corruption Bonus
(rounding up) instead.
Dark Heresy: Fallout 40k
Wasteland NPCs
Raider
Raiders are any group of wastelanders who pillage,
plunder, murder, or otherwise ruin the day of anyone
unfortunate enough to not be one of them. If there
were still laws, they'd be outlaws. Raiders tend to
organize into loose confederations of gangs in the
post-apocalyptic wasteland and are a constant
problem. Raiders typically prey upon travelers and
very small towns, leaving more populous or larger
areas alone.
Raider Profile
WS BS
Ag
Int
Per WP Fel
28 28 35 30 30 30 28 28 30
Movement: 3/6/9/18
Wounds: 10
Skills: Awareness (Per), Carouse (T), Ciphers
(Warband) (Int), Common Lore (Wasteland) (Int),
Dodge (Ag), Intimidate (S), Speak Language (Low
Gothic) (Int)
Talents: Basic Weapon Training (SP), Melee
Weapon Training (Primitive), Pistol Training (SP),
Firearms
Armor: Flak Vest (Body: 3)
Weapons: Hercutor with two clips
Weapons: (Choose one): Stub Automatic with three
clips, a Frag Grenade and a Knife (Mono), an
Autogun with two clips and a Knife (Mono), or a
Bastard Sword (Mono)
Raider Chieftain
Raider Bodyguard
WS BS
Ag
Int
Per WP Fel
Wounds: 12
Skills: Awareness (Per), Carouse (T), Ciphers
(Warband) (Int), Common Lore (Wasteland) (Int),
Dodge (Ag), Intimidate (S), Speak Language (Low
Gothic) (Int)
Talents: Basic Weapon Training (SP),Die Hard, Iron
Jaw, Leap Up, Melee Weapon Training (Primitive),
Pistol Training (SP), Firearms
Armor: Xeno Vest (Body: 4)
Movement: 3/6/9/18
28 32 35 40 35 30 28 32 30
Movement: 3/6/9/18
Ag
Int
Per WP Fel
30 34 40 40 35 30 28 35 30
Raider Bodyguard Profile
WS BS
Raider Chieftain Profile
Wounds: 15
Skills: Awareness +10 (Per), Carouse (T), Ciphers
(Warband) (Int), Common Lore (Wasteland) (Int),
Dodge (Ag), Intimidate +10 (S), Speak Language
(Low Gothic) (Int)
Talents: Ambidextrous, Basic Weapon Training
(SP),Die Hard, Iron Jaw, Leap Up, Melee Weapon
Training (Primitive, Chain), Pistol Training (SP, Bolt),
Tainted Fate (2), Firearms
Armor: Xeno Mesh (Arms, Body, Legs: 4)
Weapons: Bolt Pistol with three clips and Chainsword
Talon Company is a mercenary organization
active in the Capital Wasteland. Doing various jobs,
from bounty hunting to fighting against the super
mutant occupiers of Washington, D.C., even as far as
mercenaries go, these men and women are vicious,
killing anyone that doesn't wear their emblem (similar
to raiders). The reason for this is simple: in 2277, they
are working for an unknown third party, with simple
orders: keep the Capital Wasteland a lawless,
disorganized place.
Talos Company Mercenary Profile
WS BS
Ag
Int
Per WP Fel
28 38 36 36 35 32 32 40 30
Movement: 3/6/9/18
Wounds: 10
Skills: Awareness +10 (Per), Ciphers (Mercenary)
+10 (Int), Common Lore (Wasteland) (Int),
Concealment (Ag), Dodge (Ag), Intimidate (S),
Security (Ag), Speak Language (Low Gothic) (Int),
Tracking (Int)
Talents: Basic Weapon Training (SP, Las, Bolt),
Deadeye Shot, Die Hard, Insanely Faithful, Iron Jaw,
Leap Up, Melee Weapon Training (Primitive), Pistol
Training (SP, Las, Bolt), Rapid Reload, Firearms
Armor: Light Enforcer Carapace (Arms, Body, Legs:
5)
Weapons: (Choose One): Hellgun with a Back Pack
and 2 Frag Grenades, Armageddon Autogun with 4
Clips of Man-Stopper Bullets and 3 Fire Bombs, or
Boltgun with two Clips with a Red-Dot Laser Sight
Super Mutant
Super mutants are mutated humans, products of
infection by the Forced Evolutionary Virus (FEV).
They are much taller, bulkier and muscular than pure
strain humans, have (mostly) green, gray, or yellowish
skin, are immune to disease and radiation, and are
gifted with superhuman strength and endurance.
Although they are completely sterile, the rapid
regeneration of their cells caused by FEV makes
them virtually biologically immortal (but not immune to
death from injury).
Super Mutant Profile
WS BS
Ag
Int
Per WP Fel
32 32 45 45 35 20 25 40 25
Movement: 3/6/9/18
Wounds: 18
Skills: Awareness (Per), Common Lore (Wasteland,
Mutants) (Int), Dodge (Ag), Intimidate +10 (S), Speak
Language (Low Gothic) (Int)
Talents: Bulging Muscles, Die Hard, Insanely
Faithful, Heavy Weapon Training (SP), Iron Jaw,
Melee Weapon Training (Primitive, Power), Nerves of
Steel, Rapid Reload, Resistance (Poisons), Unnatural
Strength, Unnatural Toughness, Tainted Fate (2)
Armor: None
Weapons: (Choose One): Assault Cannon with one
Clip, Missile Launcher with 8 Krak Missiles, Power
Hammer (1d10+6 E ;Pen 6; Power Field, Unwieldy; 5
Kg; 2,500; Very Rare)
Enclave Soldier
Enclave soldiers are the main infantry of the
Enclave, and are the toughest, strongest, fastest and
most well-equipped human enemies in the
wastelands. Their equipment is superior to even the
advanced armor and weapons used by the
Brotherhood of Steel. Enclave soldiers also benefit
from organized military training and advanced
communication systems.
Enclave Soldier Profile
WS BS
Ag
Int
Per WP Fel
32 40 38 38 36 32 30 40 32
1
Movement: 3/6/9/18
Wounds: 15
Skills: Awareness (Per), Common Lore (Wasteland,
Mutants) (Int), Dodge (Ag), Intimidate +10 (S), Speak
Language (Low Gothic) (Int), Tech-Use +20 (Int)
Talents: Basic Weapon Training (Plasma), Bulging
Muscles, Deadeye Shot, Die Hard, Fearless, Heavy
Weapon Training (SP), Iron Jaw, Rapid Reload,
Technical Knock
Armor: Power Armor (All: 9) with integrated Micro
Fusion Cell (120 years of power), Auspex, Micro Bead
Infra-Red Goggles and Vox-Caster
Weapons: (Choose One): Assault Cannon with one
Clip or Mark III Sunfury with 2 Plasma Flasks,
Firearms
War Wasters
All of the NPCS listed here are from War Wastes and
benefit from the Primal Endurance, Weary Intuition, Iron
Stomach, and Tainted Flesh traits.
Dark Heresy: Fallout 40k
Talon Company Mercenary