War Waster

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 War-Wastes "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.  War-Wastes Career s 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 i s 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.

Transcript of War Waster

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 War-Wastes "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.

 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 toprominence on such worlds.

 Scum 

Scum in the war wastes forms the basis of society in the shattered remains of their world. Beggars, thieves, drifters andexiles are as common as rad-wastes and no zones and to live on such a world is to inherently have no moral obligations to takingwhat 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 thewar-wastes clerics that rise up to goad what remains of the populace into whatever scrap of faith is left to galvanize. Whether trueto 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 asraiders 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 technologyremains on their world and few can fathom the archaic and esoteric knowledge they weld into weapons of war.

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 War-waster Traits  War-Wasters gain the following Traits. Record all of 

these on your character sheet: 

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), Survival

(Int), 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 healthyparanoia 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

Table 1-1 : GeneratingCharacteristics 

Weapon Skill (WS) BaseBallistic Skill (BS) 2d10+ 25Strength (S) 2d10+  20 Toughness (T) 2d10+  25 

 Agility (Ag) 2d10+  25 Intelligence (Int) 2d10+

 15

 Perception (Per) 2d10+  15 Willpower (WP) 2d10+  25 Fellowship (Fel) 2d10+  15 

  H         

   

  

    

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Table 1-2 : Generating Random Pasts  

Roll D100 Effect01-20 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.

21-40 Tribal: Raised by a tribal group, taught to survive and rely on your closest friends and family and to suspectthe motives of outsiders. You are likely reserved or suspect of those you don’t know or are unfamiliar, butfiercely loyal to those you consider your friend.

41-60 A New Beginning: Though the world has died, humanity lives on. You were born and raised in a settlementthat has grown from a tribe or nomadic group into a permanent collection of shelters, with some sort of lawand regulation which each person adheres to keep the group alive. For the most part you work better in agroup then on your own and are highly loyal to those closest to you.

61-80 The Weapons of war are just the will of a new god: Raised by cultist or religious extremist. You are loyal toyour cult or religious group, but highly intolerant of outsiders, seeing them as less than worthy.

81-00 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 raidersabove all.

Hom

eworld:

War-Wastes