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Complete advanced character package: Afrieli Strain Guardsman
Written by Lightbringer
Friday, 15 August 2008
During the last years of the 39th millennia, the Imperium was
blessed with the birth of a great hero. From humble origins, this
military genius united hundreds of sectors, brought peace to countless
systems, and culminated his extraordinary career by raising a truly
vast army and conquering a thousand worlds in the western reaches. This
extraordinary individual is known to history as Lord Solar Macharius.
His life, and his tragic death under mysterious circumstances are
legendary in the Imperium, though his reputation is tainted by the
collapse of his conquered territories following his death during the
later Macharian Heresy.
Within two hundred years of his death, the first Afrieli strain
Guardsmen appeared. The product of an Imperial weapons research project
so secretive that to this day only the highest adepts of Terra are
aware of its full implications, its aim was to produce super-soldiers,
genetically screened to ensure utter loyalty and reliability.
The intention was not to create rivals to the great Adeptus
Astartes, but to create stable and utterly self-sacrificing abhuman
infantrymen who could hold territory in circumstances that would
represent a grave threat to the moral purity of “normal” troops.
Skirting dangerously close to tech-heresy, the mysterious creators
of the strain took the base genetic template of Lord Solar Macharius
and adjusted certain markers to reflect desirable genetic traits from a
number of other heroic “donors.” Sergeant Cassius Grale, who marched
300 miles in two nights carrying his injured commanding officer across
the high-grav plains of Astaban IV, under fire all the way, provided
genetic information for the cardiac and muscular markers. Commissar
Rakken, sole survivor of the Vaniette Plains massacre provided genetic
data linked to personality and mental stamina. Other highly decorated
heroes of the Macharian crusade contributed the DNA code sequences
which enabled desirable traits linked to reflex time, perception,
eyesight and the like to be coded into the strain.
The Afrieli strain’s creators lacked the awesome technological
facilities the Emperor himself had possessed when he created the
Adeptus Astartes. They were not able to create Astartes geneseed, so
the piecemeal genetic template they had painstakingly stitched together
had to be imprinted on blank human ova and either grown in Vitae-Womb
tanks, or implanted in womb-servitors, mindwiped human females used
solely to act as birth mothers for the infant Afrielis. All Afrielis
were created as albinos in order to aid battlefield identification and
prevent easy desertion into local human populations.
The resulting children were genetically human, but were so
obviously genegineered that they have always been classed as abhuman by
the Imperium. They were trained from birth in specialist Departmento
Munitorum facilities in their duties. Raised solely into the Imperial
Creed, with an emphasis upon self sacrifice and loyalty, they became
amongst the most fanatical and devoted servants the Emperor possessed.
Finally, armed with a uniquely created genetic code, a lifetime’s
worth of training, and the best military equipment available, the first
regiment of Afrieli strain Guardsmen marched to war under the banner of
the Imperium.
The experiment was a failure.
Initial results were overwhelmingly successful: the Afrielis were,
as anticipated, utterly remorseless and without fear. They obeyed any
order, no matter how horrific or pointless. They fought without
breaking against Daemonic opponents, and never asked for or offered any
quarter. However, they seemed to be dogged by the most hideous bad
luck: half the first regiment was wiped out when its heavy lander
crashed under freakish circumstances, and the remainder gradually
starved to death during the Frenella Daemonic incursion war when a
Departmento Munitorum clerical error sent them sunscreen rather than
rations.
The second regiment was lost in the warp and the third were killed
during the infamous Rashan dropsite massacre of M41 255. By the time
the fourth regiment was lost when their Chartered vessel suffered a
warp drive implosion, dark rumours about the Afrieli strain being
cursed began to spread. In the superstitious and backward 41st
millennium, such rumours rapidly developed a life of their own.
Inquisitors descended upon the facilities devoted to the creation of
the Afrielis, and many of the scientists responsible for their
inception were racked and burned at the stake.
Now, very few Afrielis remain. Some technologically advanced
Imperial worlds still retain their genetic template, and occasionally
raise Afrieli regiments in the old manner, but these are rare.
Ironically, the principle users of Afrielis are the Inquisition. Many
Ordo Malleus Inquisitors value the loyalty and spiritual fortitude of
Afrielis, and many historically minded Inquisitors of other Ordos enjoy
having acolytes who bear the genes – however diluted – of the great
Lord Solar Macharius himself.
Creating an Afrieli character
Afrielis are unique, having a background and childhood totally
different to anyone else in the Imperium. Raised from birth in military
training schools, and having had a uniquely grim interpretation of the
(already grim) Imperial creed drilled into them, they are always going
to be a little odd. As such, the normal hiveworld/feral world/Imperial
world/voidborn rules do not apply to them. The rules below replace the
rules set out on p13-21 of the DH rulebook.
Afrieli Traits
Afrielis all have the following traits. Record all these on your character sheet:
Cursed
For reasons no-one has ever fully understood Afrielis, especially
large groups of Afrielis, seem to have the most appalling bad luck.
Roll a D6:-
1-2: Halve the number of fate points your character has, rounding
down. Thus a roll of 1 fate point means you have no fate points and a
roll of 3 fate points means you have only 1. Use the Imperial world
part of the chart on p28 to determine the number of fate points.
3-4 Health problems. There has been some fault in replicating your
genetic code over the years. You are more prone to cancers and other
related problems. Every time you advance a career rank, roll a d10. If
you roll a 1 or 2, you have developed a debilitating cancer. This will
not immediately affect play, but between sessions you will be diagnosed
with a medical problem that will involve painful and unpleasant
treatment. Lose 1 wound permanently, and again each time you roll a 1
or 2 on advancing ranks.
5-6 Mental problems. Some fault in your genetic code makes you
have a slightly tenuous grasp on reality. Every time you advance a
career rank, roll a d10. If you roll a 1 or 2, you have developed a
minor mental problem. Gain 1d5 insanity points.
Blessed Ignorance
(as the Imperial worlder trait on page 19 of the DH rulebook)
Odd
Afrielis are odd, even by the standards of Imperial warriors. They
all look alike (they are all in effect identical twins, having been
created from the same genetic template, though minor variations due to
conditions in the womb are common), they are not used to dealing with
people, and they see everything in quasi religious/military terms. This
makes them unsettling and intimidating to normal people. Afrielis gain
the Intimidate skill, but take a -10 penalty on all fellowship tests
involving non-Afrielis.
And they shall know no fear….
Afrielis have been genetically designed to have no fear of
anything. This is a less subtle process than that used to create
similar fortitude in the Astartes: Afrielis are simply brainwashed from
birth to be faithful and not to value their own lives. Their genetic
code also renders them immune to battle shock and post traumatic stress
disorder.
Afrielis gain the Fearless and Insanely Faithful Traits.
Cruel Military upbringing
Afrielis have a wider range of military skills than most guardsmen. This is a product of their intensive training from birth.
The character gains the Swim, Literacy and Navigation (surface)
skills. However, they are all sterilised at birth, so also gain the
chem-geld trait as well.
Afrielis grow up on harsh military bases, and have amongst the
best medical treatment in the galaxy. This toughens them up, and
provides superb military training but makes them naïve and unworldly.
Generate characteristics for them using the following chart, which
replaces table 1-3 on p 23 of the rulebook:-
When determining the career path for an Afrieli, you are going to
be very limited. They are born to be soldiers, pure and simple.
However, now and again, for reasons no one can truly understand, a
female Afrieli is born. It is unknown how this is even possible, but on
the rare occasion it does, they are usually earmarked for specialist
black ops work. Thus, to replace table 1-4, career paths, simply roll a
d100. On a roll of 01-99, the character is a male guardsman. On a roll
of 00, the character is a female assassin.
When rolling for wounds, treat Afrielis as Feral worlders for the purposes of table 1-6.
Thereafter rollup the character as normal.
When rolling up your character’s appearance, however, you again
are going to be rather limited. All Afrielis have white albino skin,
white hair and red eyes. In fact, the eyes of an Afrieli are completely
red, having no “white” at all. Many humans find this disturbing. They
are all of slightly above average height, (ranging from 5’9” to 5’11”)
but are well built and muscular (around 75-80kgs).
Disturbingly, they all have the face of Lord Solar Macharius,
which is recognisable from thousands of portraits and statues across
the Imperium…
Design notes: I haven’t invented Afrielis, 40k anoraks will
know that they featured in a White Dwarf a while back, and also in a
Black Library “Last Chancers” book by Gav Thorpe. I have to admit I
haven’t read the book, only the WD article, but I loved the concept and
used it to create this article. I have tried to make the background of
the Afrielis to be as “open” as possible, so as to deal with any
inevitable GW retconning. If you don’t like my history of the Afrielis,
please feel free to re-write it for your own games, I never claim any
moral rights over any of my stuff, use as you see fit! (That applies to
anyone who wants to put this on their website - feel free to do so!)
The Afrielis are hardcore acolytes, combat specialists. I have
tried to balance them out by making them odd, cursed and sterile, but
you should be aware that they’re going to be probably the toughest
combatant in the group. I think however that they are tremendously
characterful and interesting. They could create good roleplaying
opportunities, too. I always saw them as being quite gentle and
childlike in many ways, until a fight kicks off. Imagine an albino
Jason Bourne! I hope you enjoy using them, and remember…the Emperor
protects!
Optional rules by Schoon: I'm not sure that the Cursed trait does quite enough. For skills and traits, I envisioned something more like:
Racial Enmity
For reasons no one can adequately explain, most humans feel an instinctive animosity towards Afriel Strain.
Penalty: Afriel Strain suffer a -10 penalty to all Fel-based tests when dealing with other humans.
Scion of Heroes
Through a combination of favourable genetics and training, Afriel
Strain have an ability to conquer fear comparable to the Adeptus
Astartes, and martial skills equal to the Imperium’s greatest
champions.
Benefit: Afriel Strain gain the Fearless Trait, as well as the Ambidextrous and Lightning Reflexes Talents.
Unlucky
Defying both probability and the best analytical attempts of the Magos Rationarius, Afriel Strain possess abysmal luck.
Penalty: On any failed test where the die roll is doubles (66, 88, 00 etc.), the GM may interpret the failure in a particularly ill-fated manner.
The Afriel Strains, never thought they'd sutface here... I'd say that their Fel should be very low, unless you know them (like friends, brothers in arms, etc...). You know, most Imperial Citzens will see them as disgusting mutants and not as soldiers and will react hostile whenever possible. Anyway, these rules sound fun, I'm gonna introduce them to my players.
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