recursal/Fanatic-Fandom huggingface dataset:
Tick Tock

This song is performed by

## Lyrics

The clock is always running,

always does it's best.

At night and in the morning, it was without both tasks

Tick Tock (2x)

The clock is always moving!

Night and day or hear a tick

The ticking sounds like this!

Tick Tock (5x)

So high up on the tower!

No village clocks are there!

It's goods are loudly sounding!

You'll hear them everywhere!

A wooden cuckoo clock is hanging on the wall!

So nice and lovely looking!

I hope it never falls!

My wrist watches so quiet

It hardly makes a sound!

But if i listen closely,

i always hear it pound!
Where is Mouse? (Baby Hood storybook)

***Where is Mouse?*** is a 2011 Adobe Flash storybook based on the Baby Hood episode by the title, Mouse Is Missing.

## Synopsis

An entertaining interactive book featuring the Baby Hood stars. Join Squirrel, Sheep, Elephant and their friends in their exciting adventure while looking for Mouse. Click on the pages of the book and reveal fun and amusing surprises.

## Narrators

**British** - David Holt

**American** - Jeff Bennett

**Hebrew** - Zvika Fohrman

**Korean** - Sin Yong-woo

**Japanese** - Tomokazu Sugita

**German** - Oliver Bottcher

**Polish** - ???

**Turkish** - ???

**French** - ???

**Latin America** - ???

**Spanish** - ???

**Italiano** - ???

## Story

 **15** | 'We found Mouse!' said his friends. 'The beach! Yay! We want to stay!'

## Errors

* Despite the synopsis saying "Join Squirrel, Sheep, Elephant and their friends in their exciting adventure while looking for Mouse.", Elephant was nowhere to be seen in the entire storybook.
* Some of the characters voices doesn't sound how they are in the show, for example when clicking on Rabbit, he sounds like Kermit the Frog.

## Trivia

The pages in the book are in different SWF files instead of all of the pages entirely being in the book SWF.

The fourth page where Sheep says Yes, mouse was here became an internet meme posting pictures of the sheep and Eyan Alferos in love, and a video posted by america got 10 million views on YouTube before it got deleted in early 2016

## External links

* https://web.archive.org/web/20181004025758/https://www.babytv.com/babyhoodbook.aspx
Tim Kreuer

He is a German actress known for voicing Oops from The Feely and Buddy Show, Henry from Hungry Henry, Robbie from Toto's Kindergarten, Narrator from Rocco, Squirrel and Rabbit from Baby Hood, Snuggle Puppets, and The Tiny Bunch, Mr. Snail from Mr. Snail and Snail Trail, Frog and Centipede from Mona & Sketch, Male Shapes from Charlie and the Shapes, Dad from Who's it? What's it?, and Trucky from Beep Beep.
Wonder Park

### Voices Of

UK Version: Evie Nuttgens as Narrator, Kyle Stanger as Jack, and Aoibhinn McAuley as Jill
US Version: Linus Lester-Hodges as Narrator, Grey Griffin as Jack, and Stephanie Sheh as Jill

Hebrew Version: Liat Har-Lev as Narrator, Noa Kashpitzki as Jack, and Mia Kadosh as Jill

Japanese Version: Ayana Taketatsu as Narrator, Chiwa Saito as Jack, and Nana Mizuki as Jill

Korean Version: Mi Na Yun as Narrator, Yang Jeong Hwa as Jack, and Jeong Mi-Sook as Jill

German Version: Anna Gamburg as Narrator, ??? as Jack, and ??? as Jill

Polish Version: Sara Lewandowska as Narrator, ??? as Jack, and ??? as Jill

## Broadcast

### Original Run

May 12, 2007

**Wonder Park** (**Hebrew**: הפארק הקסום) is a show from BabyTV made in 2006-2007. It was produced by Shortcut Design Post-Production and Hands-Up.

## Trivia

* Jack's US voice sounds like TBA.
* Jill's US voice sounds like TBA.
Nihilis Pattern Lasgun

Produced by House Van Saar in the hive city of Necromunda, several of these lasguns were recalled due to logistics errors. Lasguns issued betweed M35 and M40, with serial numbers 00001475 through 72341110 were recalled as they were originally intended for personal use, but issued to the Astra Militarium by mistake. Issues with these lasguns made them operate outside of normal combat parameters. These included: Above-average Combat Efficacy, Temperamental Machine Spirit, No Bayonet Attachment Point, Unexpected Operator Hair Loss, and Unexpected Operator Death.

Soldiers issued these lasguns were instructed to return these weapons to the regimental quartermaster. Replacements were expected to be issued in 2 - 3 months depending on distance from nearest forge world and warp-time dilation on delivery vessels. As an apology for the mistake, regiments issued the faulty lasguns were issued almost-new condition Plasma Guns that were permanently locked to the overcharge setting.

Like much of Van Saar technology, these lasguns bathe radiation upon their wielder, slowly killing them

Hazardous- Radiation, chemical agents or other dangers. Some weapons are as dangerous to their wielder as to their target. Prolong use of such weapons damages even the best protected wielders. Be it Fatigue, Toughness loss or even death. Exact effects and time needed for those effects to manifest are left to GM discretion
Won Hyeong Choi

He is a Korean voice actress known for voicing Blue Choopie from Choopies, Animals from Toto's Kindergarten, Male shapes from Charlie and the Shapes, Tocuan from Tricky Tracks, Various from Mr. Snail and Snail Trail, Mr. Hippopotamus and Elephant from Baby Hood, Froggy from Rocco, and **Narrator** from The Feely and Buddy Show, The Bonbons, and Oliver Discovers.
Белый Клык вики

## Что такое **Фэндом**?

**Фэндом** — это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой вики: просто нажмите кнопку «Править» в верхней части любой страницы. Посетите Вики Сообщества и задайте любой вопрос на форуме.

Вот список некоторых служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Шаблоны
* Активные участники
* Категории
* Свежие правки
* Новые изображения на вики
* Справка

## Галерея

С изображениями и видео на вашу вики будет приятно посмотреть.

Файл:Placeholder

## Создать страницу

Вы можете улучшить эту вики. Создайте новую статью!
<createbox>
width=24
break=no
buttonlabel=Создать новую страницу
</createbox>
Так же вы можете улучшать уже созданные страницы
Zoe Wants to Be

Hebrew Version: Orly Tagar as Zoe, and Gilan Shachaf as Choir

Japanese Version: Kaori Nazuka as Zoe, and Tomokazu Sugita as Choir

Korean Version: Mi Na Yun as Zoe, and Sin Yong-woo as Choir

German Version: Katharina von Keller as Zoe, and Oliver Bottcher as Choir

Polish Version: Katarzyna Owczarz as Zoe, and Adam Krylik as Choir

Zoe Is A 8 Year Old Girl Who Wants To Be Anything In The Jungle, She Will Meet New Animals And Other Things About Nature.

## Other Roles in the UK

* Bobby Lax as Monkey
* Paul Grunert as Elephant
* Harriet Perring as Rabbit
* Aoibhinn McAuley as Giraffe
* Miranda Montague as Cheetah
* Eleanor Webster as Penguin and Zebra
* Clodagh Kane as Polar Bear
* Gemma Harvey as Panda and Mummy Bear

## Other Roles in the US

* Suzi Sparks as Monkey, Rabbit, Polar Bear, and Penguin
* Kath Soucie as Elephant, Giraffe, and Cheetah
* Dee Bradley Baker as Zebra
* Nika Futterman as Panda Bear and Mummy Bear

## Other Roles in Israel

* Talya Barkay as Monkey, Rabbit, Polar Bear, and Penguin
* Sapir Darmon as Elephant, Giraffe, and Cheetah
* Dor Srugo as Zebra
* Shirly Lilu as Panda Bear and Mummy Bear

## Other Roles in Japanese

* Ayana Taketatsu as Monkey and Zebra
* Minako Kotobuki as Rabbit and Polar Bear
* Ikue Otani as Penguin and Mummy Bear
* Yukari Tamura as Panda Bear and Cheetah
* Nana Mizuki as Elephant and Giraffe

## Other Roles in Korean

* Seon Yeong Park as Monkey, Zebra and Rabbit
* Yang Jeong Hwa as Penguin and Mummy Bear
* Jeong Sin Wu as Panda Bear and Cheetah
* Jeong Mi Bae as Elephant and Giraffe

## Other Roles in German

* Anna Gamburg as Monkey, Zebra and Rabbit
* Nicole Hise as Penguin and Mummy Bear
* Tina Haseney as Panda Bear and Cheetah
* Inken Baxmeier as Elephant and Giraffe

## Other Roles in Polish

* ??? as Monkey, Zebra and Rabbit
* ??? as Penguin and Mummy Bear
* ??? as Panda Bear and Cheetah
* ??? as Elephant and Giraffe
Рысь

**Рысь** - персонаж-антагонист мультфильма 2018. Также упоминается в книге.

## Битвы

### Охота Одноглазого

Об этой битве ничего неизвестно, но упоминается, что рысь убила Одноглазого, отца Белого Клыка.

### Битва Кичи и Белого Клыка с рысью

Когда Кичи с Белым Клыком охотились, волчонок увидел пещеру и он стал тянуть мать туда. Но потом увидел, как рысь начала подкрадыватся в их сторону и Кичи набросилась на неё. Потом началась драка, в ней рысь нанесла Кичи кровотчащую рану, потом, волчица смогла убить рысь, задушив её, когда она хотела напасть на Белого Клыка.
Xanthe Huynh

She is known for voicing Additional Voices from The Feely and Buddy Show, Various from Puzzle İnc. and Mr. Snail, Maria from Egg Band, and Narrator from Kenny and Goorie Meet Friends.

## Songs she performed:

1. Bracelet and Shoe
2. Hide and Seek
3. The Cat on The Fence
4. Under the Moonlight
5. 1, 2, 3, 4, 5, Once I Caught A Fish Alive
6. Autumn Leaves
7. Kumbaya
8. The Pigeon
9. Little Lark Bird
10. Deep Inside the Forest
11. Hear The Wind Blow
12. Let's Go Round
13. The Toys Go Up and Down
14. Poppy Flowers
Tiny Beats

### Voices Of

UKxUS Version: Grace Nuttgens as Blue and Yellow Beat and Dahlia Lynn as Orange and Green Beat
Hebrew Version: Talya Barkay as Blue and Yellow Beat and Noa Kashpitzki as Orange and Green Beat

Japanese Version: Eri Kitamura as Blue and Yellow Beat and Ayana Taketatsu as Orange and Green Beat

Korean Version: Seon Yeong Park as Blue and Yellow Beat and Jeong Mi-Sook as Orange and Green Beat
Predator Tank (Multiple Variants)

Predator Destructor/Annihilator

Type: Tracked Vehicle

Tactical Speed: 15

Cruising Speed: 70 kph

Manoeuvrability: +10

Structural Integrity: 45

Size: Massive (7)

Armour: Front 37, Side 32, Rear 28

Vehicle Traits: Enclosed, Reinforced Armour, Tracked Vehicle, (Optional) Command and Control

Crew: 1 Commander-Gunner, 1 Driver

Carrying Capacity: none

## Weapons

Hull-mounted weapon:

* Twin Linked Heavy Bolter (150m; –/–/6; 1d10+12 X; Pen 5; Clip 800; Tearing, Twin-Linked)

Sponson weapons:

* 2x Twin Linked Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip -; Proven [3], Twin-Linked)

## Options

Predator may take one Pintle-mounted Storm Bolter

* Storm Bolter (90m; S/2/4; 1d10+9 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Одноглазый

**Одноглазый** - один из персонажей книги Джека Лондона. Был убит рысью в битве, из-за чего, Кичи осталась без мужа.

## История

Одноглазый в главе книги «Битва Клыков» одержав победу над другими волками завоевав сердце Кичи стал её мужем. После они нашли небольшую пещеру и эта пещера стала их домом. Одноглазый умер после того как на него напала рысь, и Белый Клык рос без папы в индейском посёлке.
Белый Клык (книга)

**Белый Клык** (White fang) - книга американского писателя Джека Лондона

## Сюжет

Книга повествует нам о полу собаки полу волке по имени Белый Клык такую кличку дал ему Серый Бобр вождь индейского племени. Этот Белый Клык был у разных хозяев начиная с Серого Бобра заканчивая семьёй Скотт. Некоторые хозяева относились к нему плохо, а другие любили его. В конце книги он поймал преступника по имени Джимми Холл.

## Персонажи

Генри - статус жив

Билл - статус мёртв

Кичи - статус жива

Одноглазый - статус мёртв

Рысь - статус мертва

Дикобраз - статус мёртв

Серый Бобр - статус неизвестно

Клу Куч - статус неизвестно

Мит-Са - статус неизвестно

Лип-Лип - статус неизвестно

Красавчик Смит - статус неизвестно

Уидон Скотт - статус жив

Джимми Холл - статус неизвестно
Man of Iron

Relics of forgotten past, still hunt unexplored regions of the galaxy. Under mankind's wast expanses and lost worlds many different types on Man of Iron were created. This article will try to combine knowledge about as many Man of Iron variants as possible.

## Warped Man of Iron Laborant (Kurse)

**Movement**: 5/10/15/30                                           **Wounds**: 30

**Armour**: Machine Trait (8 All)                                 **Total TB**: 10

**Skills**: Intimidate (S) +10, Logic (Int) +20, Navigate (Surface) (Int), Stealth (Ag) +10, Tech-Use (Int) +20, Forbidden Lore (Warp) +10, Trade (Armourer)

**Talents**: Heightened Senses (All), TWW (M,Rng), Ambidextrous, Crushing Blow, Armour-Monger, Tentackle

**Traits**: From Beyond, Machine (8), Size (5), Undying, Unnatural Strength (5), Unnatural Toughness (5), Unnatural Intelligence (-3), Unnatural Senses (50), Natural Weapons

**Gear**:

Warped Dissection Palms Melee; 1d10+13E Pen 2, Felling (2), Tearing, Shocking

Defense Gauntlet 25m; S/-/8; 1d10+4I; Pen 2; Clip 24; Reload 4 Full; Storm, Scatter

Cataractic Dispenser 20m; S/-/-; 1d10E; Pen 0; Clip X; Blind, Spray, Warp Weapon,

**Aether-leaking Perpetualizer Generator**: All living creatures within direct vincinity of Laborant suffer -10 WP and must make Challenging Willpower Test each round or gain 1 Corruption Point counted as failing.

**Aether-dispersing Fuel Integrator Field**: Against Psychic Powers gains Protection Rating 50 which overloads on 1-8 in which case it ceases to function for the rest of the round and causes Psychic Phenomena. Each Power dissipated in that manner empowers the Laborant granting it additional activation executed immediately after the psyker's turn and additional Reaction as well.

**Aether Supercharge**: Once per battle Laborant can supercharge his Perpetualizer suffering 1d5E damage that ignores T and Armour, but offers the benefits of Warptime Psychic Power as manifested by 4PR psyker. To prolong the effect Laborant must pass Difficult (-10) Willpower Test each turn after the first.
Taurox and Taurox Prime

## Taurox

Type: Tracked Vehicle

Tactical Speed: 23

Cruising Speed: 85kph

Maneuverability: 0

Structural Integrity: 30

Size: Massive (7)

Armour: Front 26, Side 19, Rear 15

Vehicle Traits: Enclosed, Rugged, Tracked Vehicle

Crew: 1 Commander, 1 Driver, 1 Gunner

Carrying Capacity: 10 Soldiers plus wargear

### Weapon

Tauroxes are usually equipped with weapons ether on sides of its hull or on its turret. Although not common it is possible to arm both its weapon mounts at the same time, for total of 4 Autocannons.

Sides mounted weapon:

* Fixed Twin-Linked Autocannons (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable, Twin-Linked )

Turret mounted weapon:

* Twin-Linked Autocannons (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable, Twin-Linked )

###

### Options

The Taurox may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):

* Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

* Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

###

### Special Rules

All-Terrain -This vehicle gains additional +15 to all difficult terrain tests

## Taurox Prime

Type: Tracked Vehicle

Tactical Speed: 23

Cruising Speed: 85kph

Maneuverability: +10 (so 0 with penalty for being Tracked Vehicle)

Structural Integrity: 30

Size: Massive (7)

Armour: Front 27, Side 20, Rear 16

Vehicle Traits: Enclosed, Rugged, Tracked Vehicle, (Optional) Vac-sealed, (Optional) Magnetized Tracks

Crew: 1 Commander, 1 Driver, 1 Gunner

Carrying Capacity: 10 Soldiers plus wargear

###

### Weapon

Taurox Prime's are usually equipped with weapons ether on sides of its hull or on its turret. Although not common it is possible to arm both its weapon mounts at the same time.

Two sides mounted weapon (chose one):

* Fixed Twin-Linked Autocannons (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable, Twin-Linked)
* Fixed Twin-Linked Hot-shot Volley Guns (100m; -/-/4; 1d10+5 E; Pen7; Clip 800; Reload -; Storm, Twin-Linked )

Turret mounted weapon (chose one):

* Taurox gatling cannon (150m; -/-/10; 1d10+5 I; Pen 3; Clip 2000; Reload 2 Full; Storm, Twin-Linked)
* Taurox battle cannon (500m; S/-/-; 3d10+8 X; Pen 6; Clip 10; Reload 3 Full; Blast (5), Concusive (2), Reliable)
* Taurox missile launcher (Clip 6 divided between any number of Frag and Krak Missiles)

            Frag Missile (500m; S/2/6 2d10+4 X; Pen 4; \* ; \* ; Blast (8), Tearing))

            Krak Missile (500m; S/2/6 3d10+10 X; Pen 12; \* ; \* ; Concussive (3), Proven(4))

###

### Options

The Taurox may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):

* Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

* Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

###

### Special Rules

All-Terrain -This vehicle gains additional +10 to all difficult terrain tests
Ruzzbot

Disclaimer: Due to nature of Ruzzbots being essentially looted tanks with small Gargant like structure build onto them they can be created from multitude of profiles. Profile presented here is based on *Leman Russ Battle Tank.* If you want to create other variant of Ruzzbot (such as Morkador based on Malcador Heavy Tank) just copy base vehicle profile with fallowing changes: add 5 to Structural Integrity, decrees Maneuverability by 5, add Ramshackle Vehicle Trait, increase Size by one step and give it access to "Bot Weapons" section of this page.

Type: Tracked Vehicle

Tactical Speed: 12m

Cruising Speed: 35kph

Maneuverability: -15

Structural Integrity: 60

Size: Immense (8)

Armour: Front 40, Side 32, Rear 20

Vehicle Traits: Enclosed, Reinforced Armour, Ponderous, Rugged, Tracked Vehicle, Ramshackle

Crew: 1 Driver/Gunner, 1 Ork in the "bot" part, (May include more crew as seen fit)

Carrying Capacity: None?

## Bot Weapons

Ruzzbot's is equipped with 1+1d3 weapons on the "Bot" part. Each weapon mounting type should be chosen by the GM.

* Zapp Gun (200m; S/–/–; 1d10+5 E; Pen 6; Clip -; Shocking, Inaccurate, Overheats, \*)

\*Each time Zapp Gun scores a hit, roll 1d5 and add that many d10 to its damage for that shot. If 5 is rolled shot goes off but Ruzzbot suffers 1d10+5 E damage ignoring its armor as lightning cracks thru it.

* Kannon (200m; S/–/–; 3d10+6 X; Pen 6; Clip 1; Reload Full; Blast [4], Concussive [2], Inaccurate, Unreliable)
* Kill Kannon (300m; S/–/–; 3d10+8 X; Pen 8; Clip 1; Reload Full; Blast [8], Concussive [3], Inaccurate, Unreliable)

* Lobba (30-200m; S/–/–; 2d10 X; Pen 1; Clip 1; Reload Full; Blast [6], Concussive [4], Inaccurate, Indirect [2], Unreliable)

* Big shoota (120m; –/– /10; 1d10+6 I; Pen 2; Clip 60; Reload 2Full; Inaccurate, Unreliable)
* Supa Shoota (Front Facing; 300m; –/–/8; 3d10+3 I; Pen 2; Clip 300; Inaccurate, Tracer Rounds)
* Rokkits (300m; S/2/–; 3d10+8 X; Pen 8; Clip 1; Reload Half; Blast [2], Concussive [3])
* Smasha Hama (Melee; 3d10+14 I; Pen 0; Concussive (5), Unwieldy)
* Da Klaw/Rippa (Melee; 2d10+18 R; Pen 6; Tearing, Unwieldy, Power Field)
* Some looted weapon

## Tank Weapon

Fixed Battle Cannon (750m; S/–/–; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable)

Hull-mounted weapon (choose one of the following):

* Heavy Bolter (150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
* Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
* Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray

(Optional) Sponson weapons (choose one of the following):

* 2 Heavy Bolters (Left Facing/Right Facing; 150m; –/– /6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
* 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
* 2 Plasma Cannons (Left Facing/Right Facing; 120m; S/–/–; 2d10+10 E; Pen 8; Clip 32; Reload 5 Full; Blast [1], Maximal, Overheat)
Aurox Armoured Transport

## Aurox

Type: Tracked Vehicle

Tactical Speed: 16

Cruising Speed: 70 kph

Maneuverability: +10

Structural Integrity: 30

Size: Massive (7)

Armour: Front 25, Side 22, Rear 16

Vehicle Traits: Enclosed, Rugged, Tracked Vehicle

Crew: 1 Driver, 1 Commander

Carrying Capacity: 10 Guardsmen plus wargear

## Weapon

Pintle-mounted weapon (choose one of the following):
-Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
-Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
Cataphractii and Tartaros Terminator Armours

## Cataphractii Terminator Armour

AP: 16 All

Availability: Unique

Cataphractii Terminator Armour fallows standard Terminator armor rules from BC Core (pg. 177) with fallowing changes:

* AG penalty is changed to -30
* Protection Rating of inbuilt Power field is changed to 45

Cataphractii Terminator Armor may be equipped with Grenade Harness (30m; S/-/-; \*; \*; Clip 6; Twin-Linked, \*). It may be fired as free action when performing a charge. Grenade Harness can be loaded with any type of grenades and can only be reloaded in non combat circumstances by someone else.

## Tartaros Terminator Armour

AP: 14 All

Availability: Unique

Tartaros Terminator Armour fallows standard Terminator armor rules from BC Core (pg. 177) with fallowing changes:

* AG penalty is changed to 0

GM may decide to increase Availability to Near Unique under certain circumstances, such as Legions historically possessing bigger numbers of certain pattern. He may also chose then to give it some drawback such as less operational sub-systems.
Servo-Automata

**Servo-Automata** are a type of logistical robot used by the Imperium. Unlike Servitors, these servants are mechanical rather than biological in origin. They frequently accompany Enginseers.

Movement: 3/6/12/18
Wounds: 9
Armour: Machine (5 All)
Total TB: 4
Skills:Tech-Use (Int) +10, Logic (Int)
Talents: Mechadendrite Use
Traits: Dark Sight, Machine (5), Mind Lock, Unnatural Toughness (2); Hoverer (3)
Gear: integral micro-bead, Mechadendrite (Utility), Mechadendrite (Manipulator)
Weapons: **Implanted Laslock** (Basic; 70m; S/-/-; 1d10+4 E; Pen 0 ; Clip 20; Reload: Half;) **Manipulator Mechadendrite** (Melee; 1d10+2 I)
Magos Garage Wiki

## Welcome to Magos Garage

This Wiki is storage for creative content regarding table-top RPG's. Mostly 40k from FFG. It's mostly my personal creation when I have too much time

**Easiest way to search for articles is to fallow this hyperlink**

### Click here to find all created pages!

###

## Basic Tutorial

Because many of articles here will probably need a statline table you can (and should to save your time and help with consistency between articles) use basic template for that. You can just copy and paste already existing article and start editing from there. Alternatively, to start from scratch, go to "Classic editor" and write {{Subst:*Item*}} or {{Subst:Vehicle}} or {{Subst:Unit}} after that click Publish and start proper editing from there.
Advanced Bionics

## Advanced Locomotion Bionics

Those are bionics replacements for legs but in some non-humanoid form as an alternative to standard bionic legs. They can have multiple forms such as trucks, spider like legs, snake like mechadendrite tail and so one. They are most often used by already more augmented and devoted servants of the Omnissiah, due to difficulties in rewiring users brain to operate such inhuman body parts.

**Availability:** Rare

**Poor Craftsmanship:** Provides Crawler Trait and +2 to Toughness Bonus on legs locations (as per normal bionic replacement of linbs)

**Normal Craftsmanship:** Provides Crawler and Quadruped Traits (effectively letting user ignore difficult terrain with no additional effects) and grants +2 to Toughness Bonus on legs locations (as per normal bionic replacement of linbs)

**Good Craftsmanship:** Provides Quadruped Trait and lets user ignore difficult terrain. Grants +2 to Toughness Bonus on legs locations (as per normal bionic replacement of linbs)

**Best Craftsmanship:** Provides Quadruped Trait and lets user ignore difficult terrain. Grants +10 to users Agility and +2 to Toughness Bonus on legs locations (as per normal bionic replacement of linbs)
Astartes Boarding Shield

A **Boarding Shield** is a large tower shield comprised of ceramite and plasteel, which contains a small field generator similar to that utilised in the smaller wrist-mounted Combat Shield. These bulky shields are favoured by Space Marine assault units for protection.

Astartes Boarding Shield provides +4AP to body, arms and legs from the front. It is immune to destruction due to being struck by power weapon as if it had Power Field quality. User may only make Standard attacks with this weapon. If used with Ranged Basic weapon in other hand, that weapon gains **Inaccurate** Special Quality but wielder may make Suppressing Fire action as a half action.
Minotaur Artillery Tank

The exact origins of the Minotaur, like so many vehicles, is not entirely known. Some scholars believe it to predate even the Great Crusade, citing certain frescos on the Templis Nemesii on Holy Terra itself. Others cite the similarities it shares with the Malcador, itself an ancient design with a forgotten history, to theorize that it may be a variant of the heavy tank, or at least was constructed with the intention of using the same facilities. Regardless by the time of the 41st Millennium the Minotaur has become a rare vehicle, largely supplanted by the Basilisk in Imperial Guard service, though it has remained in use among certain siege artillery regiments and thousands are believed to be held in Departmento Munitorum strategic reserves.

At the Siege of Vraks the Minotaur made a relatively late appearance, employed by the forces of Chaos as the Imperial besiegers began assaulting the certain wall and Citadel itself. About a hundred are believed to have been contained within Vraks' deep storage arsenals and were employed to devastating effect in artillery duels. However due to the aggressive manner in which they were used by the traitors, around a dozen were recovered by the Death Korps Quartermasters and later re-consecrated by the Adeptus Mechanicus

## Minotaur Artillery Tank

Type: Tracked Vehicle

Tactical Speed: 6

Cruising Speed: 15 kph

Maneuverability: -30

Structural Integrity: 50

Size: Immense (8)

Armour: Front 35, Side 27, Rear 40

Vehicle Traits: Tracked Vehicle, Open-Topped

Crew: 1 Driver, 1 Commander, 2 Loaders

Carrying Capacity: None

## Weapon

Twin-Linked Earthshaker Cannon on a Fixed weapon mounting (3,500m; S/–/–; 4d10+10 X; Pen 8; Clip 1; Reload Full; Blast [20], Concussive [3], Indirect [5] Twin-Linked)

## Options

Minotaur Artillery Tank may take one Pintle-mounted weapon (choose one of the following):
-Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
-Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

## Special Rules

**Under performing engine**- Each time this vehicle suffers damage to its motive system (if any penetrates the armor) roll a d100 on 91+ it suffers *Motive Systems Impaired* damage condition (page 284 OW core)

rear viewFront view
Flya (from Final Testament)

Bommers behave in a decidedly different fashion from the tanks of the Imperial Guard, or even the ramshackle Trukks and Wagons of the Orks. Bommers move so fast that they cannot truly engage in a prolonged combat the way characters and ground-based vehicles do, typically unleashing a hail of bullets or barrage of bombs as they ﬂy past at supersonic speed before turning and coming back for a second pass. To represent this, Bommers do not follow the usual rules for vehicle movement. Each Round, the Flyboy piloting the Bommer must expend at least a Half Action on an Action that keeps his craft airborne. This does not preclude the pilot taking a Full Action Movement, such as Evasive Manoeuvres. To represent this, the Bommer is effectively removed from the combat for at least one Round after each of its Turns. Therefore, a Bommer only attacks or can be attacked every other Round, and possibly longer if the pilot gets distracted or decides to take a detour. This also means that a Bommer generally alternates its attacks from roughly opposite directions each time. Ork pilots display a tendency to ﬂy dangerously (some might say suicidally) low, giving even unprepared ground troops a chance to defend against aircraft. Ballistic Skill Tests to attack a Bommer have a base Difﬁculty of Punishing (–50), unless the weapon is speciﬁcally designed to be employed against aircraft, in which case the Difﬁculty is Hard (–20). This Difﬁculty represents the challenge of hitting the aircraft due to its speed, height, and altitude, and no additional modiﬁers for range or speed are applied. Weapons with a Range of less than 100m cannot hit a vehicle with the Flya Trait, unless the GM rules that the pilot is ﬂying extremely low, even by Ork standard
Thallax

Movement: 4/8/12/24

Wounds: 30

Armour: Machine (8 All)

Total TB: 9

Skills: Awareness (Per)+10, Athletics (S),

Talents: True Grit

Traits: Auto Stabilized, Machine (8), Size (5), Undying, *Unnatural Senses (100)\**, Unnatural Strength (2), Unnatural Toughness (3)

Weapons: Chose on of the following:

* Lightning gun (75m; S/2/–; 3d10+4 E; Pen 4; Clip -; Reload -; Reliable, Vengeful (9), Shocking)
* Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
* Multi-melta (60m; S/–/–; 2d10+16 E; Pen 12; Clip 12; Reload Full; Blast (1), Melta)
* Phased plasma-fusil (100m; S/2/4; 2d10+6 E; Pen 8; Clip 28; Reload 5 Full; Maximal)
* Irad-cleanser (30m; S/–/–; 1d10+9 E; Pen 10; Clip -; Irradiate (4) Spray, Felling (2))
* Photon thruster (200m; S/–/–; 2d10+7 E; Pen 10; Clip 20; Reload 2 Full; Overheats, Unreliable, Lance)

Every weapon is equipped with Heavy chainblade (2d10+8 R; Pen 2; Tearing; Unwieldy)

## Special Rules

**Djinn-sight***- The sinister blank-faced helms of the Thalaxii conceal an array of inhuman sensory apparati through which they experience the battlefield as a raging storm of electromagnetic turmoil, blood-heat and seismic percussion. However, for the organic brain to handle this hurricane of data, it must be surgically mutilated, removing the mere human senses such as sight and hearing.* **Unnatural Senses** Trait of Thallax lets them detect enything in (X) radious (Its up to GM to decide if and when it lets them see through solid walls). Beyond that distance thou, they suffer (-30) penalty on all relevant tests.

**Jet Pack**- Thallax may move as if it had Flayer (8) trait. After moving like that Thallax must wait at least one turn before using this feature again.
Hot-shot Volley Gun

The **Hot-shot Volley Gun** is a high-powered Laser Weapon capable of firing multiple shots very rapidly that is a heavy weapon employed by the Tempestus Scions of the Militarum Tempestus. Like its less-powerful counterpart, the Hot-shot Lasgun, the Volley Gun requires an external backpack to contain its power sources.

Considered by many Tempestor Primes to be the ultimate weapon deployed by the Militarum Tempestus, the Hot-shot Volley Gun is a truly fearsome firearm. Incorporating Penitent-class heat sink arrays, these weapons can maintain a punishing rate of high-powered laser fire.

Tempestus Scion with Hot-shot Volley Gun
Neris

> "*The will of Zhen is immortal. He lives through us now. An I hear him telling me to cut you traitors into many, many pieces*"
> ― Neris to Vycerant and his followers
>
>

**Neris** was a human female that served the Sith Empire during the Great Annexing as a Follower of Zhen.

Like all other Followers of Zhen, Neris was fiercely loyal to Darth Zhen and obeyed his every command. When Zhen was killed by his apprentice Vycerant during the Invasion of Coruscant, she and the rest of the Followers of Zhen attempted to execute Vycerant along with the Imperials and Sith that sided with him after he fled the planet.

## **Appearances**

Bright Shadow

* Chapter 14 (first appearance)
Sith Academy

> "*Take him to the Academy*"
> ― Darth Zhen
>
>

The **Sith Academy**, initially known as the **Royal Sith Temple**, was a massive structure that stood in the Valley of the Dark Lords on the Sith homeworld of Korriban.

Initially a place of worship by the native Sith species, the temple was transformed into a military base and religious monument by the founder of the Sith Dynasty, Evvret Darth. The Academy served as a place for new Sith to be taught the ways of the dark side.

## **Appearances**

Bright Shadow

* Prologue
* Chapter 1
* Chapter 4
* Chapter 5
* Chapter 6
* Chapter 7
* Chapter 8
* Chapter 9
* Chapter 10
* Chapter 11
* Chapter 12
Armiger Knights

Type: Walker

Tactical Speed: 13

Cruising Speed: 80kph

Maneuverability: +10

Structural Integrity: 60

Size: Massive (7)

Armour: Front 38, Side 35, Rear 35

Vehicle Traits: Enclosed, Reinforced Armour, Enhanced Motive Systems, Environmentally Sealed, Walker, Mecha

Crew: 1 Pilot

Carrying Capacity: None

## Weapons

Armiger Warglave:

* Thermal Spear (100m; S/–/–; 2d10+20 E; Pen 12; Clip 30; Reload 5 Full; Blast (3), Melta)
* Reaper Chain-cleaver (Melee; 3d10+10 R; Pen 8; Devastating(1), Tearing)

Armiger Helverin:

* 2x Armiger Autocannon (400m; S/3/5; 3d10+8 I; Pen 6; Clip 200; Reload 2 Full Reliable)

Armiger Moirax (Chose two):

* Moirax Convertion Beam Cannon (70m; S/–/–; 2d10+12 E; Pen 4; Clip -; Blast (2), Proven (2),\*)

\*At Long Range (more than 140m) change weapons profile to (3d10+16 E; Pen 8; Blast (4), Proven (4)) and at Extreme Range change it to (4d10+20 E; Pen 16; Blast (6), Proven (6))

* Graviton Pulsar (100m; S/2/–; 2d10+9 E; Pen 8; Clip -; Graviton, Concussive (3) Blast (3), Haywire(3))
* Moirax Siege Claw (Melee; 3d10+8 E; Pen 12; Power Field, Unbalanced, \*)

\*Moirax Siege Claw has inbuild Rad Cleanser (30m; S/–/–; 1d10+9 E; Pen 10; Clip -; Irradiate (4) Spray, Felling (2))

* Volkite Veuglaire (150m; S/–/5; 2d10+15 E; Pen 6; Clip -; Deflagrate, Devastating (1))
* Lightning Lock (150m; S/–/8; 2d10+8 E; Pen 8; Clip -; Storm, Shocking, Vengeful (9))

Any type of Armiger is also equipped with top mounted weapon (chose one):

* Meltagun (20m; S/–/–; 2d10+10 E; Pen 12; Clip 30; Melta)
* Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 160; Reliable)

## Special Rules

**Ion Shield-** Armiger is equipped with Force Field with Protection rating of 30 that overloads on 1-5. When it overloads it takes 1d5 turns to recharge. This Force Field works only against ranged attacks originating from further than 2m from the Armiger. As a Half Action, pilot may *Rotate the Ion Shield* to a single facing. If he does so field's PR is increased to 45 and it overloads only on a roll o 1, but it protects only the chosen facing.

**Helm Mechanicum-**  Direct connection to Knights advanced cogitators help the pilot prevail on the battlefield, yet previous riders minds constantly flock around his thoughts. Pilot gains +10 to Awareness, Tech-Use, Navigate (Surface) and Operate (Surface) tests, but suffers -10 on Willpower tests. (Rule wise it is considered connection via MIU and it overwrites standard benefits from MIU connection.)

**Carapace Extinguishers-** If the vehicle catches fire, putting it out is performed by Hard (–20) Tech-Use test.

**Mecha**

**Archeotech Stabilisers-** Armigers do not suffer penalties to BS for shooting after movement

Moirax with Volkite Veuglaire and Siege ClawMoirax with two Lightning LocksMoirax Conversion Beam CannonMoirax Graviton Pulsar
Дикие волки

**Дикие волки** - антагонисты мультфильма 2018.

## Появления

### МФ 2018

Между началом и серединой мультфильма они ходили стаей в поисках добычи. Белый Клык хотел подойти к ним, но Кичи схватила его и утащила за камень и один из них чуть не заметил волчонка и Кичи.

Потом, они гнались за напряжёнными санями индейцев, но потом, их расстрелили до одного.

Что произошло с ними потом, неизвестно.
Crassus Armored Assault Transport

The **Crassus**is a heavily armoured assault transport of the Imperial Guard that was named after one of Lord Solar Macharius' greatest generals during the Macharian Crusade, Borgen Crassus, who had remained loyal to the Imperiumeven during the grim and bloody Macharian Heresy that followed after Macharius' death. The Crassus, along with the Dominus Heavy Siege Bombard and Praetor Heavy Assault Launcher weapon systems are Standard Template Construct (STC)designs recovered on the recently re-conquered Forge World of Zhao-Arkhad. After the planet was re-consecrated into Imperial service, its STC data cores were found deep inside the vaults of the once nightmarish realm.

Even though the Crassus is a relatively new addition to the arsenal of the Imperial Guard, it has already become famous for its heavy armour and firepower, and has entered widespread use in the southern and western regions of the Segmentum Tempestus and after only a few centuries the Crassus design is now being constructed on the Forge World of Lucius and is used to extensively resupply the Imperial forces that are guarding the space around the Eye of Terror to replace the on-going losses in that steadily worsening warzone. There, as everywhere else it had been deployed, the Crassus had earned a considerable reputation for its sheer power and durability. This reputation has given the vehicle near-talismanic status amongst some siege assault units of the Imperial Guard, to the concern of some within the Commissariat and the Departmento Munitorum.

## Crassus Transport

Type: Tracked Vehicle

Tactical Speed: 12

Cruising Speed: 35 kph

Manoeuvrability: -10

Structural Integrity: 65

Size: Immense (8)

Armour: Front 40, Side 35, Rear 25

Vehicle Traits: Enclosed, Tracked Vehicle, Reinforced Armour

Crew: 1 Driver, 1 Commander, 4 sponson gunners

Carrying Capacity: 35 Guardsmen plus wargear or 2 Cyclops Demolition Vehicle

## Weapon

4 front facing sponson mounted weapons consisting of any composition of the following:

* Heavy Bolter (150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
* Auto-cannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 20; 2 Full; Reliable)
* Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
* Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

## Options

Crassus Transport may take one Pintle-mounted weapon (choose one of the following):
-Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
-Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Crassus next to Chimera
Fortress World (Homeworld for DH2)

Fortress Worlds are uncommon, but necessary, planets. They are established to act as military strongholds, staging points, and physical deterrents. Worlds like these are as much "roadblock" as they are bastion; they are often established on habitable planets and built up for warfare. Linked together, they are able to form blockades used to interdict the enemy and prevent them from spreading out into the Imperium.

Life on a Fortress World is steeped in military discipline and doctrine. From the moment the citizens wake until they go to sleep they train and operate as a military unit. All citizens of Fortress Worlds prepare for the day they are called upon to push back the darkness that sits beyond their crenelated walls.

Cities of these worlds are giant fortresses studded with artillery weapons, and industry is focused almost exclusively on manufacturing machines of war. Those old enough to enlist in the Astra Militarum or Planetary Defence Forces are often required to do so, and even those too young or infirm find ways to serve.

It's not uncommon to have whole generations of a family in service to the Imperium at one time, and many such Imperial Guard regiments boast a rich and proud history.

## In Game:

Aptitude: Defense

Benefit:

* *Rockrete Aegis:* A character from Fortress World knows best how to utilize defensive positions. Whenever he uses Dive for Cover reaction, the Dodge test is Routine (+20), instead of Ordinary (+10). Furthermore the character increases the armour points granted to him by the current cover by 2. This bonus lasts until that character leaves his current cover and does not stack with multiple times.

Characteristic bonuses: Ballistic Skill and Willpower

Characteristic penalty: Agility or Intelligence (chosen by GM)

Emperor's Blessing: 7+

Starting Fate Points: 3

Starting Wounds: 8+1d5
Stormblade

Type:Tracked Vehicle

Tactical Speed: 8m

Cruising Speed: 25kph

Manoeuvrability: -30

Structural Integrity: 120

Size: Monumental (9)

Armour: Front 48, Side 40, Rear 30

Vehicle Traits: Damage Control, Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Tracked Vehicle, (Optional) Command and Control

Crew: 1 Commander (Turret), 1 Driver, 4 gunners (Plasma Blastgun, Hull-mounted heavy bolter, both sponsons). Stormblade usually have a dedicated comms-operator and almost always have an Enginseer as part of their crew

Carrying Capacity: None

## Weapon

Hull-mounted Plasma Blastgun (1000m; S/3/–; Clip –):

* Single Shot (8d10+12 E; Pen 15; Blast (10), Maximal, Overheats)
* Volley (5d10+12 E; Pen 10; Blast (5), Overheats)

Hull-mounted Heavy bolter (Front facing; 150m; –/–/6; 1d10+8 X; Pen 5; Clip 200; Reload Full; Tearing)

## Options

Stormblades may have either two or four sponsons, each witch Lascannon and Twin-linked Heavy Bolter or Twin-linked Heavy Flamer

* Twin-linked Heavy Bolter (150m; –/–/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
* Twin-linked Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 80; Reload 2 Full; Flame, Spray, Twin-Linked)

Pintle-mounted weapon, chose one:

* Heavy stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
* Storm bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Grot Mega Tank

Type: Tracked Vehicle

Tactical Speed: 2d10\*

Cruising Speed: 30kmph

Maneuverability: -20

Structural Integrity: 45

Size: Massive (7)

Armour: Front 26, Side 20, Rear 16

Vehicle Traits: Enclosed, Command and Control, Ponderous, Ramshackle, Rugged, Tracked

Crew: 1 Driver, 1 Grot Kommanda, An Unkown and Vast amount of other Grots

Carrying Capacity: -

\*Grot Tanks have engines almost as unreliable as their crew; each time the Grot Mega Tank performes any action that would require it to move, roll a 2d10. It's now it's movement value for the turn.

## Weapon

Heavy Weapon Turrets; Choose 2:

* Twin Big Shoota (120m; –/– /10; 1d10+6 I; Pen 2; Clip 100; Reload 2Full; Inaccurate, Unreliable, Twink Linked, Storm)
* Twin Skorchas (30m; S/-/-; 1d10+7 E; Pen 3; Flame, Spray, Unreliable, Twin Linked)
* Twin Grotzookas (100m; S/3/-; 3d10+4 X; Pen 2; Inaccurate, Unreliable, Twink Linked)
* Rack Of Rokkits (120m; -/-/5; 3d10+6 X; Pen 9; Clip 20; Reload 5Full; Inaccurate, Unreliable, Twin Linked)
* Twin Kustom Mega Blastaz (100m; S/2/-; 4d10+7 E; Pen 6; Clip 10; Reload 3Full; Blast [2], Inaccurate, Overheats, Shocking, Unreliable, Twin Linked)

 Light Weapon Turrets; Choose 3:

* Big Shoota (120m; –/– /10; 1d10+6 I; Pen 2; Clip 60; Reload 2Full; Inaccurate, Unreliable, Storm)
* Skorcha (30m; S/-/-; 1d10+7 E; Pen 3; Flame, Spray, Unreliable)
* Grotzooka (100m; S/3/-; 3d10+4 X; Pen 2; Inaccurate, Unreliable)
* Rokkit launcha (150m; S/– /–; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable)
* Kustom Mega Blasta (100m; S/2/-; 4d10+7 E; Pen 6; Clip 10; Reload 3Full; Blast [2], Inaccurate, Overheats, Shocking, Unreliable)

## Additional Rules

Mutiny! - Grots, while lacking the simple minded near-sucicidal bravery of their bigger Ork brethren, are just as, if not more, ambitous, always looking for a moment to take the leadership in their vechicles and communities. At the start of each turn, roll a 1d10. On a 1, the Grot crew rebels against the current Kommanda, taking any position that they seem would befit their kunnin' with claw, fang, and kitchen utensil; the Grot Mega Tank skips it's turn as a new Kommanda emerges in seconds of the backstabbing death of the last one. On a 2-9 nothing happens, while on a 10, the Kommanda succesfully bellows his commands to all of his bretheren, and they take them to heart; too literally at some times. All Ballistic Skill and Weapon Skill tests taken by the Mega Grot Tank this turn gain a +20 bonus, but it may only fire it's weapons on a single target; a vechicle or a infantry formation, most likely to be at least wounded by all that firepower!

Rolling Scrap Pile - The Grot Mega Tank is as ramshackle as it is possible, many of it's parts being just decorative or "geniously" added (unworking) armor. The Grot Mega Tank counts as having a Force Field with a Rating of 15 that cannot be overloaded. This represents hits that have destroyed pieces of the tank that were obsolete to it's structure.
Cursed Plague Bell

A Noxious Blightbringer with Tocsin of Misery
"Cursed Plague Bell" or "Tocsin of Misery" is Power Armor upgrade with availability of Near Unique
. In order to rang it, user must either move or use Half Action to do so. Each turn the Bell is rang, every character within 70m not dedicated to Nurgle must take Fear(1) test, if character is a psyker they take Fear(4) test instead. Due to giant size of the bell user suffers -20 to all Agility tests.
Gifts and Rewards for Chaos Knights

Following tables are suppose to be used to determine modifiers that Chaos Knights get as they fall into the darkness. When Knight's Pilot gets to 30, 60 and 90 Corruption he should roll on following Gift Table. Pilot may re-roll that as many times as he wishes but each time he loses 1d5+1 Infamy. In addition on 20, 50 and 80 Corruption Knight gains +1 to its Fear rating.

Starting from 20 Corruption threshold Machine Spirit starts to occasionally try asses dominance over its Pilot. When it does so Pilot must succeed on opposed (+0) Willpower test against Machine Spirit's WP 50. Pilot gains additional bonus to that test equal to 5 times his current Infamy Bonus. If he does not succeed, repeat the test with same modifiers, from that point any side that scores total of 5 more DoS than the other wins. If Machine Spirit won, it consumes consciousness of the Pilot completely. GM might consider making those test more often as Corruption gets higher. On 100 Corruption do this test one last time, if Pilot wins, he overcomes the Machine Spirit for good and gets permanently fused with Knight's Throne Mechanicum, Soul and Machine combining completely.

Alternatively if GM sees fit, you can keep separate Corruption track for your Knight and apply mentioned thresholds to it.

Although this page is meant for Knights, it possibly may be considered for other chaos vehicles that could be considered worthy of such treatment by The Gods.

 2
**Detriment:** After combat, Pilot must pass (-10) Willpower test to stop the machine from attacking its allies. While not in use Knight should be bound and secured to not go on rampage by itself.
 3
**Detriment:** Roll on Random Detriment table. Further more, if Pilot would try to stop attacking the enemy before they are completely obliterated he must pass (-20) Willpower test.
 4
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 6
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 8
 9
**Detriment:** Each time Knight uses this ability it suffers 2d5 damage without any reduction and Pilot suffers d5 Fatigue. If Pilot uses this ability with non aggressive intention but, for example, to escape the fight, he also receives same amount of damage as Knight does.
 10

 Slaanesh
 Nurgle
 Khorne
 Tzeentch
**Detriment:** For every day during witch Pilot doesn't spend at least an hour inside Knight's Throne Mechanicum he suffers 1d5 levels of Fatigue. Furthermore all Fatigue that Pilot ever suffers can be rid off only inside his Knight's Throne Mechanicum.

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