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DARK HERESY

RPG RULESET

These are the twilight years of the 41st millennium. For more than a hundred
centuries the God-Emperor of Mankind has sat immobile on the Golden Throne of
Earth. You are an Acolyte in the service of the Holy Orders of the Emperor's
Inquisition. You stand in the front line of a great and secret war where your duty is
to root out the foul stench of heresy, hunt down the vile alien, and expunge the
twisted influence of Chaos.
These are the twilight years of the 41st millennium. For more than a
hundred centuries the God-Emperor has sat immobile on the Golden
Throne of Earth. He is the master of mankind by his own indomitable will,
the lord of a million worlds by the might of his inexhaustible armies, and
guardian of humanity's future by virtue of his unfailing wisdom and
foresight. He is a God to whom a trillion prayers are uttered every
second. He is a rotting carcass writhing invisibly with power from the Dark
Age of Technology. He is the Carrion Lord of the Imperium to whom a
thousand souls are sacrificed every day, so that he may never truly die.
Yet even in his deathless state, the Emperor continues his eternal
vigilance. Mighty Imperial battlefleets cross the dreadful miasma of the
Immaterium, the only route between distant stars, their way lit by the
Astronomican, the psychic manifestation of the Emperor's will. Vast
armies give battle in his name on uncounted worlds. Greatest amongst
his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered
super-warriors. Their comrades in arms are legion; the inexhaustible
armies of the Imperial Guard and countless planetary defence forces,
the unflinching enforcers of the Adeptus Arbites, the ever-vigilant
Inquisition and the tech-priests of the Adeptus Mechanicus to name only
a few. But for all their multitudes, they are barely enough to hold off the
ever-present threat from aliens, heretics, mutants, witches and worse.
To be a man in such times is to be one amongst untold billions. It is to live
in the cruellest and most bloody regime imaginable. Forget the power of
technology and science, for so much has been forgotten, never to be re-
learned. Forget the promise of progress and understanding, for there is
no peace amongst the stars, only an eternity of carnage and slaughter,
and the laughter of thirsting gods.

You are an Acolyte in the service of the Holy Orders of the Emperor's
Inquisition. You stand in the front line of a great and secret war where
your duty is to root out the foul stench of heresy, hunt down the vile alien,
and expunge the twisted influence of Chaos. You will tread where others
fear go; you will venture to distant worlds, you will walk through ancient
space hulks best left undisturbed, and you will savour both the cruel
depths of the under-hive and the wicked world of the high-born. You will
face enemies that would steal the courage from lesser men, you will see
things that will scar your mind and soul forever, and you will come to
face you own dark desires. You will never know fame nor reward, yet if
you stand resolute you will die knowing that you did so serving a higher
purpose, and that your name and deeds will be carried to Holy Terra in
darkness and silence, there to be whispered to the God-Emperor himself,
who will know and remember for all eternity...

1
CONTENTS
INTRODUCTION ................................................................................................................................................. 5
CHAPTER 1 CHARACTER CREATION ............................................................................................................. 6
1. CHARACTER CONCEPT ............................................................................................................................... 10
2. BLESSINGS OF THE EMPEROR ....................................................................................................................... 11
3. PRIMARY CHARACTERISTICS ....................................................................................................................... 13
4. CHARACTER PATH ........................................................................................................................................ 15
5. EXPERIENCE ................................................................................................................................................... 42
6. FINALIZE .......................................................................................................................................................... 51
7. INTEGRATE ...................................................................................................................................................... 55
8. PLAY! ............................................................................................................................................................... 55
CUSTOMIZING CHARACTERS .......................................................................................................................... 56
CHAPTER 2 CAREERS ................................................................................................................................... 58
CAREER DESCRIPTIONS .................................................................................................................................... 59
ADEPT ................................................................................................................................................................. 59
CLERIC ................................................................................................................................................................ 60
ENFORCER ......................................................................................................................................................... 61
KILLER .................................................................................................................................................................. 62
NOBLE ................................................................................................................................................................. 64
OFFICER .............................................................................................................................................................. 65
PSYKER ................................................................................................................................................................ 66
SAVANT .............................................................................................................................................................. 67
SCUM .................................................................................................................................................................. 68
SOLDIER .............................................................................................................................................................. 69
TECH-PRIEST ....................................................................................................................................................... 71
TEMPLAR ............................................................................................................................................................. 72
WARRIOR ........................................................................................................................................................... 74
CHAPTER 3 SKILLS & CHARACTERISTICS ..................................................................................................... 75
CHARACTERISTIC/SKILL DESCRIPTIONS ......................................................................................................... 77
WEAPON SKILL (WS).......................................................................................................................................... 77
BALLISTIC SKILL (BS) ........................................................................................................................................... 78
STRENGTH (S) ..................................................................................................................................................... 79
TOUGHNESS (T) .................................................................................................................................................. 80
INITIATIVE (I) ....................................................................................................................................................... 81
ACUMEN (AC) ................................................................................................................................................... 83
FOCUS (FO) ........................................................................................................................................................ 88
PRESENCE (PR) ................................................................................................................................................... 91
SECONDARY CHARACTERISITCS .................................................................................................................... 93
CHAPTER 4 TALENTS & TRAITS .................................................................................................................... 104
UTILITY TALENTS ................................................................................................................................................ 105
COMBAT TALENTS ........................................................................................................................................... 112
SPECIALIST TRAINING TALENTS ...................................................................................................................... 121
PSYCHIC TALENTS............................................................................................................................................ 125
TECHNO-ARCANE TALENTS ........................................................................................................................... 129
TRUE FAITH TALENTS......................................................................................................................................... 134
TRAITS ................................................................................................................................................................ 135

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CHAPTER 5 RISK TESTS ................................................................................................................................ 139
SUCCESS CHANCE ......................................................................................................................................... 139
DEGREE OF SUCCESS/FAILURE...................................................................................................................... 140
LUCKY BREAK ................................................................................................................................................... 141
AUTOMATIC FAILURE ...................................................................................................................................... 142
FUMBLE ............................................................................................................................................................. 142
OPPOSED TESTS ............................................................................................................................................... 142
GROUP TESTS ................................................................................................................................................... 143
ASSISTANCE ..................................................................................................................................................... 143
VERY HIGH SUCCESS CHANCES ................................................................................................................... 144
FREQUENCY OF RISK TESTS ............................................................................................................................. 144
CHAPTER 6 PLAYING THE GAME............................................................................................................... 145
FEAR .................................................................................................................................................................. 145
INSANITY ........................................................................................................................................................... 149
CORRUPTION ................................................................................................................................................... 154
FATE/FORTUNE ................................................................................................................................................. 158
TRUE FAITH ........................................................................................................................................................ 160
VEHICLES AND STARSHIPS .............................................................................................................................. 161
CHAPTER 7 COMBAT ................................................................................................................................. 163
HOW COMBAT WORKS .................................................................................................................................. 163
ACTIONS........................................................................................................................................................... 169
MOVEMENT AND POSITION........................................................................................................................... 178
ATTACKS ........................................................................................................................................................... 179
RANGED COMBAT.......................................................................................................................................... 179
MELEE COMBAT .............................................................................................................................................. 184
DEFENCE .......................................................................................................................................................... 188
HIT LOCATIONS ................................................................................................................................................ 191
DETERMINING DAMAGE ................................................................................................................................ 194
ARMOUR .......................................................................................................................................................... 195
FORCE FIELDS .................................................................................................................................................. 198
DAMAGE AND INJURY ................................................................................................................................... 199
HEALING AND FIRST AID ................................................................................................................................. 202
FATIGUE ............................................................................................................................................................ 207
FEAR IN COMBAT ............................................................................................................................................ 207
DESIGNERS NOTES ......................................................................................................................................... 211
CHAPTER 8 PSYCHICS ............................................................................................................................... 212
PSYKERS ............................................................................................................................................................ 212
GRADING PSYCHIC POWER.......................................................................................................................... 214
USING PSYCHIC POWERS............................................................................................................................... 223
PSYCHIC POWERS, TECHNIQUES AND DISCIPLINES ................................................................................... 227
ABOILITON (ANTI-PSI) ..................................................................................................................................... 228
CHANNELLING ................................................................................................................................................. 231
METACREATIVITY ............................................................................................................................................. 234
PRESCIENCE..................................................................................................................................................... 236
PSYCHOKINESIS ............................................................................................................................................... 238
PSYCHOMETABOLISM .................................................................................................................................... 241
PSYCHOPORTATION ....................................................................................................................................... 244
TRANSCEREBRAL ............................................................................................................................................. 247

CHAPTER 9 TECHNO-ARCANA ................................................................................................................. 253


3
THE TECH-PRIEST .............................................................................................................................................. 253
IMPLANTS ......................................................................................................................................................... 253
TECHNO-ARCANE TALENTS, SKILLS AND LORE ........................................................................................... 262
CRAFTING ........................................................................................................................................................ 262
CHAPTER 10 GEAR ..................................................................................................................................... 263
MONEY ............................................................................................................................................................. 263
AVAILABILITY .................................................................................................................................................... 264
TECH-LEVEL ...................................................................................................................................................... 266
QUALITY ............................................................................................................................................................ 268
WEAPONS ........................................................................................................................................................ 270
RANGED WEAPONS ....................................................................................................................................... 278
MELEE WEAPONS ............................................................................................................................................ 311
ARMOUR .......................................................................................................................................................... 319
PERSONAL POWER FIELDS ............................................................................................................................. 327
PERSONAL AUGMENTATION WORK ............................................................................................................. 330
COMMON GEAR ............................................................................................................................................ 331
PSYCHIC EQUIPMENT ..................................................................................................................................... 332
CHAPTER 11 ALLIES AND OPPONENTS ..................................................................................................... 333
CLASSIFICATION ............................................................................................................................................. 333
IMPERIAL........................................................................................................................................................... 334
HERETICUS ........................................................................................................................................................ 350
XENOS............................................................................................................................................................... 351
MALLEUS ........................................................................................................................................................... 361
CHAPTER 12 GAME MASTERING DH ......................................................................................................... 362
PORTRAYING THE SETTING ............................................................................................................................. 362
THE CAMPAIGN .............................................................................................................................................. 365
USING PUBLISHED 40K MATERIAL .................................................................................................................. 368
OTHER RESOURCES ......................................................................................................................................... 369
APPENDIX 1: META ....................................................................................................................................... 370
ROUNDING .......................................................................................................................................................... 370

4
INTRODUCTION

Welcome to this Warhammer 40K: Dark Heresy (DH) rules adaptation. The rules
were originally developed for use with my Maiden of Golgenna DH campaign, but
eventually expanded enough to be useful for other gamers.
Dark Heresy is an excellent game, but IMO the system leaves something to be
desired (later games in the 40K family have added some improvements, but are
still not good enough). First of all it is badly wired together and pretty inconsistent
leading to lots of page-flipping and hair-pulling. Secondly it makes very little sense
in terms of what characters are capable of, or more often, NOT capable of
basically you're a complete noob at everything, and that's not very conductive to
an interesting game. Thirdly which is related to both no. 1 and 2 the system
quite often doesn't make any sense...getting shot at with a pistol...no problem, just
waded through it...not wearing army armour, cuz it doesn't help much
anywayentire party out of ammo because they have to pay for their own
bullets...or maybe they just crapped themselves and/or ran away screaming.
I guess I could just have swapped systems, but for one I couldnt really find another
system that I really liked (GURPS and the lesser-known Millennium's End a 90s RPG
were both up for consideration) and moreover I'd need lots of conversion work
anyway. So I dropped system-swapping because of this, for reasons of nostalgia
(WFRP was my second RPG after BECMI D&D), and for easier adaptation of existing
materials That left playing around with what was already there (and besides, I like
tinkering). I think the end result (its a living document, so I'm always adding bits
and pieces) is more streamlined, internally consistent and more robust than the
original.
Note that these rules are not in any way intended as a stand-alone 'product'. They
require a certain level of familiarity with the original rules. Moreover they make no
effort to provide rules for everything. If rule are lacking for something you should
refer to the vanilla rules and adjust them to be in line with the rules presented here.
The skill rules are heavily influenced by the excellent Rune Quest 2.
Artwork note: To liven things up a bit Ive put in various artwork Ive found of the
net. Some of it no doubt copyrighted. So this document exists in two versions: One
with the artwork and one without. The former is only intended for my own personal
use, so dont spread it around!
Enjoy!
B.

5
CHAPTER 1 CHARACTER CREATION

To create a Dark Heresy character: Just follow the steps below. Its recommended
to use the auto-calculating Excel character sheet to keep track of things.
During certain steps you can decide between rolling the dice and making a
selection, but during other steps you MUST roll the dice its up to the fickle powers
of Chaos to decide your fate.
1. Character concept: Come up with an interesting concept before you start
rolling the dice (or alternatively just let the dice roll and make up something to fit
the results). Remember to check with your DM before you start he will probably
have something to say about what types of characters are suitable for the
adventure/campaign.
2. Blessings of the Emperor: Before continuing on to generate characteristics,
check with your GM how many Blessings of the Emperor you're getting. These
blessings are special advantages that can be used to purchase various bonuses
during character creation. Normal people do not get these blessings they are
part of what makes your character special and suited for a life of horror and
inglorious death.
3. Primary characteristics (WS, BS, S, T, I, Ac, Fo, Pr): MAIDEN OF
Roll 2d10+25 eight times and arrange as desired GOLGENNA
among your eight primary characteristics. Your
primary characteristics may change as a result of later The following character
steps in the character generation process, so you creation example uses two
PCs, Haxtes and Maxi, to
must assign the numbers rolled before proceeding.
showcase the character
4. Character path: The character path is comprised generation rules.
of eight stages that combine to provide you with a Both characters will be part
background that fits your character concept (or helps of the central cast of a new
you create a concept in the first place). At each step campaign called 'The
Maiden of Golgenna' their
you can either roll the dice or select one of the listed
GM is putting together. The
options, except for the Destiny step you must roll the campaign will have an epic
dice to determine your Destiny. storyline spanning many
years of play, centred on the
The character path is also part of what makes you
Haarlock legacy. In addition
special normal people will not have followed it to being a Dark Heresy
through to the end; most NPCs will only have taken game it will incorporate
the first two to four steps race and homeworld, and some Rogue Trader
possibly a birthright and a career. elements.
The example includes a fair
When going down the character path you will be
bit of customization to
presented with a number of choices; usually between showcase how the
two or three different skills or talents. The choices must character creation rules can
be made as you proceed down the path, otherwise be utilized to make truly
chaos will ensue! unique characters.

6
You cannot take the same talent more than once; if you are forced to do so by
virtue of previous choices you instead gain 100 XP to account for the duplicate.
Something similar applies to skills: You cannot start with more than +10 mastery in
any skill; if you are forced to pick a skill an additional time you get 100 XP to
compensate for your loss.
1. Race The Race step decides your species. For most campaigns this will be
baseline human a member of the most powerful and prolific race in the
galaxy. Some other campaigns might allow abhumans, or even things like
beastmen, mutants, xenos or mighty Space Marines!
2. Homeworld The Homeworld step tells you what your home
world/background was like. Were you born in a great Hive City, aboard a
mighty Battlefleet starship, or did you grow up on a Death World? Together
with Race and Career this is perhaps the step that most defines you you
can take a feral-worlder and bring him into civilization, but you can't take
the feral out of him.
3. Birthright The Birthright step tells you what your early life was like. Did you
grow up in luxury or in great poverty, or was your childhood filled with
violence and abuse. Or maybe you were fortunate enough to actually have
a loving family around you?
4. Career The Career step tells you what job, vocation, or career you ended
up with. Did you enlist with the Arbites and train as a law-man, were you
indoctrinated as a Death Cult Assassin, or did you live a life of crime and
vice?
5. Trials of Life The Trials step shows you the most important challenge(s) you
have overcome in your life (so far). Are you a man betrayed, did you do
time in a foul prison, was your life ruined because of what happened? Or
maybe life has spared you the worst it has to offer, but left you a weaker
man for it? That which does not kill makes stronger...
6. Eye of the Inquisition The Eye of the Inquisition step helps determine why
(beyond being such a nice person) you were recruited by the Holy Ordos.
Could be your skills are legendary or maybe there is a deeper and darker
reason...
7. Motivation The Motivation step helps establish what drives your character;
really drives him, not just surface appearances. You are not just anyone
fate has marked you for something more and has seen to it that you have
the drive and motivation you need to fulfil that destiny.
8. Destiny The Destiny step takes you to the Tarot table, where you will get a
glimpse of what fate has in store for you. Perhaps you will be told that unless
you find purpose in life, your mind will wander into dark places. Or maybe
the Tarot indicates that your destiny is to sacrifice yourself so that others may
live.

7
5. Experience The DM will decide your starting XP based on the type of
characters he's looking for. You start with a minimum of 400 XP, which is suitable for
junior Acolytes (1st rank). A more typical starting total is 1200XP, giving the ability to
create skilled 3rd rank characters. There is really no upper limit on starting XP it all
depends on what type of characters the GM wants for his campaign.
You may have been given the opportunity to spend some XP during the Character
Path (to purchase an Elite Package for example). Any XP remaining should be
used at this point to purchase advances according to your career. Remember to
take your Rank into account when purchasing advances. Alternatively you can
save some of the XP if the GM allows it.
Starting experience is one more element which makes your character special. A
typical adult Imperial citizen will at best have a couple of hundred XP, which
are spent improving a skill related to their profession or some such.
6. Finalize Fill out the blank spots on your character sheet. If you use the
Character Generation spreadsheet it will greatly simplify this step.
Secondary characteristics Fill in the secondary characteristics (i.e. Psy
Rating, Size, Movement, Wounds, Fatigue, Insanity Points, Corruption Points,
Fate Points, etc.)
Gear Equip your character. Your GM will assign a number of Thrones
(Calixian slang for Imperial money) based on your starting Rank. Use this to
purchase equipment. For very exotic equipment the GM might require you
to make Inquiry tests to get hold of it.
Additional information Make sure you fill out the remaining blank spots on
your character sheet (Fields of Knowledge is a typical example) to ensure
that once you start playing you have all the required information easily
accessible.
Character details The character path should have given you a good idea
as to your character's background and personality, and now is the time to fill
out the blanks and really make him come to life. Also decide upon an
appearance, either by making it up yourself or rolling on the tables.
7. Integrate into campaign Your character has now been recruited by the
Inquisition, but he's still just a rookie Acolyte. The GM should integrate your
character into the campaign by providing a prelude. The prelude allows your
character to get to know key NPCs and acquire a feel for the setting. If the
prelude is long and involved the GM might even award you some XP or other
perks, to account for the adventures you had before play started. Note that this
might not be appropriate in all campaigns; perhaps the GM wants the first
adventure to be about the recruitment or getting to know the other PCs.
8. PLAY! This is where the real fun begins; don't spend too much time on the
niceties of character generation before getting the ball rolling.

8
THE GALAXY OF MAN

Stretching in a rough sphere some 40-50.000 light years from Sol the Imperium of
Man dominates the Milky Way galaxy. Humans live upon more than a million
worlds, and many more outpost systems fall under the sway of the Adeptus Terra,
the Priesthood of Earth. But in galaxy of a trillion stars humanity is spread across
space like glittering jewels adorning a thin veil. In between lays darkness, insanity
and death held in check only by the eternal vigilance of the God-Emperor and
his servants. Mankinds enemies are legion marauding orks, upstart empires like
that of the Tau, Tyranid Hive Fleets, enigmatic Eldar reavers, horrid Necrons
awakening from age-old sleep, not to mention the Daemons of Chaos. But most of
all Man must be wary of himself, for treachery, corruption and heresy is all part of
human nature.

9
1. CHARACTER CONCEPT

This is the most important step of character creation to make an interesting


character that you'd like to play come hell and high tide, who can also work
together with other characters to create exiting stories for all. Everything else is
secondary the game is supposed to be entertaining for all those involved;
otherwise there is no point in playing. So start by imagining the character you want
to play and then use the rules to help make him. Or the other way around; let the
dice decide and try to turn the numbers into a character. The GM will help you to
flesh out your ideas and provide you with helpful suggestions and setting
information.
Example: You're pretty
sure that you want to
MAIDEN OF
play a former Imperial GOLGENNA
Guardsman. You
GM: You are generally
know, a tough
free to come up with
bastard that's seen any (human) character
one too many of his concept, except that
comrades die, leaving no character may
him a jaded and already be corrupted
by Chaos. You'll start
somewhat paranoid
out with 1200 XP. The
killer. idea is that you're
Race is Human and young, but highly
talented. If you have
career is Soldier. Next
differing concepts I'm
you roll Civilized for willing to hear them.
homeworld and
Haxtes: The player is
Hardship for birthright. looking to play a
You decide that when sneaky long-range killer.
He settles on a concept
the Imperium
a young warzone
demanded its tithe in survivor taken in and
men you volunteered trained as a Deathcult
to get out of a life of Assassin.
endless poverty. Maximilian: The player
wants to play a rather
For Trials of Life you pick War instead of rolling the
cunning investigator
meat grinder showed you the error of your ways; never with some combat skills.
ever volunteer for anything! Your character is starting to So he decides on a
take shape in your head and you select Survivor and hiveborn orphan
Fear next. enrolled into the
Adeptus Arbites. That
You must roll of Destiny fittingly enough you get a 72, should give him a mix of
"Men must die so that Man endures. The horrors of war urban, people and law-
have scarred you deeply, but your guardsman fights on enforcement skills.
nonetheless which is why the Ordos recruited him.

10
2. BLESSINGS OF THE EMPEROR

During character creation, each character gains a number of Blessings of the


Emperor. How many Blessings you get depends on your GM, but all characters get
a minimum of 2 (3 should be typical for a party of 4 players).
Party of 4-6 players: 2-3 Blessings
Party of 2-3 players: 3-4 Blessings
'Party' of 1 player: 4-6 Blessings
Heroic Campaign: +1 (or more) Blessings
You can select each Gift multiple times, unless otherwise stated

THE EMPEROR'S JUDGEMENT MAIDEN OF


You may re-roll one characteristic (only one re-roll per GOLGENNA
characteristic).
GM: You each get 6
You may keep the old result if the new one is worse Blessings of the Emperor.
than the original. It's highly recommended
that you start play with no
less than 3 Fate Points,
THE EMPERORS GRACE
and that you have at
least 35 in Toughness and
You may replace one characteristic with the average Focus characteristics.
for your background (base score + 11). Otherwise staying alive
might become very
You decide which one to replace after rolling all your
difficult for your character.
characteristics. Regarding the Emperor's
Wisdom you can take it
EMPERORS GLORY up to four times (1200 XP
extra). The Emperor's
You gain a +5% bonus to a single characteristic. Mercy option is irrelevant
for you (cannot be
You can't apply this Blessing more than once to any chosen).
characteristic. Haxtes: Haxtes uses one
re-roll (Judgment) and
EMPEROR'S GUIDANCE swaps one result for an 11
(Mercy). He also decides
You may ignore one of the negative aspects of one to buy +5 WS and BS (two
step on your character path. Glory). Finally he
purchases 600 extra XP
Example: Your ogryn character could ignore the -10% (two Wisdom).
penalty to Acumen from the Race step. Maximilian: Maxi makes
two re-rolls (two
When determining your Destiny you may instead roll
Judgment). He pick +5 WS
again and select either result. and T (two Glory) and 600
XP (two Wisdom).

11
EMPERORS LIGHT

You may negate all Insanity or Corruption points gained during character creation.
You can select this Blessing twice; once for Insanity and once for Corruption.

THE EMPERORS WISDOM

You gain an extra 300 XP.


You cannot start play with more than double the normal starting XP.

THE EMPERORS BOON

You may add one Fate Point to you total.


You cannot start play with more than 5 Fate Points.

THE EMPEROR'S MERCY

You may scrap your current character and make a new one.
The next character you make gains one less Gift of the Gods that your current
character got.

12
3. PRIMARY CHARACTERISTICS MAIDEN OF
GOLGENNA
There are eight primary characteristics. Each helps
definite the strengths and weaknesses of your
DM: You roll the standard
character. The characteristics range from a score 2d10+25 for all primary
of 1 to 100 (or even more for some truly epic characteristics (WS, BS, S, T, R,
heroes and exotic creatures). Ac, Fo, Pr).

All humans start with a base 2d10+25 in all primary Haxtes: 18, 18, 18, 16, 14, 14, 11,
10 (1 re-roll taken, one average
characteristics. By making the best use of the
result taken); 119 points
various Emperor's Blessings most starting PC
Assigned as follows WS 43, BS
characteristics should be in the 36-45 region,
43, S 39, T 39, I 43, Ac 41, Fo 36, Pr
which is quite good for a human. A more average 35
human specimen would not have any Blessings,
Adjusted for Glory WS 48, BS 48,
and would have most of their characteristics in S 39, T 39, I 43, Ac 41, Fo 36, Pr 35
the 30-39 range.
Maximilian: 18, 17, 17, 17, 14, 14,
The GM should be wary of players trying to use the 13, 11 (2 re-rolls taken); 121
character path and blessings to create points
characters far outside the norm. Characters Assigned as follows WS 42, BS
should not have a characteristic bonus greater 38, S 42, T 43, I 42, Ac 36, Fo 39, Pr
than 1 above the maximum they could get with 39
just a straight roll. For example, if you rolled Adjusted for Glory WS 47, BS 38,
2d10+25 the cap is 59, because 5 is 1 greater than S 42, T 48, I 42, Ac 36, Fo 39, Pr 39
4 (bonus for a roll of 45).
TABLE: CHARACTERISTICS COMPARISONS

Ability Description Examples


Bonus (human norm)
0 Abysmal Strength of a very small child
1 Decrepit Strength of a child, Initiative of an obese ogryn
2 Poor Strength of a ratling, Acumen of hive scum
3 Average Strength of human male, Toughness of a ratling
4 Good Strength of an Arbites enforcer, BS of a skilled Guardsman
5 Excellent Strength of a squat warrior , WS of a professional duellist, BS of a
master sniper
6 Superb Strength of a ferocious death worlder, Toughness of a typical ork
warrior
7 Heroic Strength of an ogryn, Initiative of an Eldar scout, Focus of an Inquisitor
8 Legendary Strength of a Space Marine, Willpower of a master Inquisitor, WS of a
very dangerous daemon
9 Superhuman Strength of a monstrous mutant, Acumen of a Magos,
10 Near epic Strength of a Primarch, Initiative of a Callidus assassin
11+ Epic Strength of a xenos beast, Presence of a major daemon

13
WEAPON SKILL (WS) Weapon Skill measures your close-combat training and
aptitude (taking into account your aggressiveness among other things). A
character with high Weapon Skill will hit his opponents more often, and will also be
more adept at warding off enemy melee attacks.
BALLISTIC SKILL (BS) Ballistic Skill measures your ability (for example hand-eye
coordination) and training with ranged weapons. A character with high ballistic
Skill will be good at hitting his opponents with weapons ranging from thrown
blades, to bows, to pistols, rifles, and heavy weapons.
STRENGTH (S) Strength measures your overall physique and brawn. A strong
character has a better chance at penetrating armour and causing injuries with
melee weapons, is likely to be better at a variety of physically demanding
activities, and can survive more damage by virtue of his physical prowess.
TOUGHNESS (T) Toughness measures your resistance to injury, poison, disease, and
other physical hardship. A tough character can survive where a weaker man
would have succumbed to his wounds or whatever else the universe has inflicted
upon him. Toughness reduces the amount of damage you take from physical
attacks and determines how long you can fight before tiring.
INITIATIVE (I) Initiative measures you overall body control, agility, manual
dexterity, coordination, and reaction speed. A character with good initiative has a
better chance at reacting quickly to danger or surprises, keeping out of harms
way, or any number of other tasks that require good body control and quick
reflexes.
ACUMEN (Ac) Acumen measures your mental capacity, your ability to reason
and deduce, to learn quickly, as well as your ability to turn theoretical knowledge
into practical applications and to operate complex systems or devices. A
character with high acumen has a keen mind, a good education, and the
capacity to use his mental prowess to good effect. Acumen affects your ability to
solve problems, utilize advanced equipment, and interact with technology.
Acumen is the mental equivalent of 'Initiative'.
FOCUS (Fo) Focus measures your sense of self, your strength of mind, your
intuition, and your awareness of the universe beyond yourself. A highly focused
character has a strong drive, a greater than usual will to live, and will be more in
tune with the rest of the universe. Focus affects your ability to resists dark
temptations, fight of fiendish psychic powers, and remain sane in the face of
supernatural horror. It will also help you deal with more mundane horrors, like fear
in the face of danger. Focus is the mental equivalent of 'Toughness'.
PRESENCE (Pr) Presence measures your force of personality, your ability to
influence others, and your capacity to compel the universe to obey your
commands. Presence affects your ability to influence others; to persuade them,
tick them, threaten them into submission, or inspire them to greatness. Presence is
also important for psykers as a strong presence will make psychic manifestations
stronger. Presence is the mental equivalent of 'Strength'.

14
4. CHARACTER PATH MAIDEN OF
GOLGENNA
The Character Path is an eight-stage process that will
help detail your character, starting with race and GM: You can pretty much
homeworld, proceeding to detail your early life and pick any of the options
choice of career, before finishing by describing how presented; as long as you
are creative anything goes.
the Inquisition got hold of you, your true motivation,
and what fate has in store for you. You can either roll Both players initially think
for each step and later make up a fitting background they will be rolling their
character path, but as well
story, you can pick what you want at each step to see later it turns out
make it fit with your character concept, or you can differently both end up
mix and match (except Destiny, which MUST be rolled rolling a few dice, but in the
for). Just about any combination is acceptable as end they select their
long as it gives you an interesting character; just be options. All save their
Destiny, which must be
creative when fitting the steps together. rolled for.
When creating NPCs the GM need not abide by the
character path. Minor NPCs are usually created using only the first two steps of the
Character Path; i.e. Race and Homeworld. More elite NPCs could be given a
Birthright and/or Career as well (i.e. those Adeptus Arbites you come up against
might be Indoctrinated and will certainly have the Enforcer career package).
Major NPC can be created using the character path if the GM deems it
appropriate. Note that non-Inquisitorial characters require a modification to Step
6: Eye of the Inquisition; for example the DM could substitute some other event that
led to their recruitment into their current organization (i.e. how did the corrupt
governor first come into contact with the Chaos Cult).
TABLE: CHARACTER PATH

D100 1) Race 2) Homeworld 3) Birthright 4) Career 5) Trials of L 6) Eye of the I 7) Motivation 8) Destiny
Roll
0-10 Human Civilized or Abuse Adept or Betrayal Apprenticed Faith
Paradise Savant
11-20 Human Civilized Comfortable Cleric Convicted Connected Fear
21-30 Human Civilized or Hardship Enforcer Excess Dark Secret Greed
Shrine
31-40 Human Hive Indoctrinated Killer Misfortune Expert Honour
41-50 Human Hive Learned Noble or Shadowplay Liaison Pride Roll on
Officer separate
table
51-60 Ogryn Forge or Privileged Psyker Toil Saved Renown
Void
61-70 Ratling War Unknown Scum Victimized Survivor Survival
71-80 Squat Death or Vagabond Soldier War Vigilante Vengeance
Feral
81-90 Voidkin Feudal None Tech-priest None None None
91-100 Other or re- Other or re- Other or re- Templar or Other or re- Other or re- Other or re-
roll roll roll Warrior roll roll roll

15
1) RACE

There are many sentient species in the galaxy, but in


most Dark Heresy campaigns only baseline humans MAIDEN OF
will be appropriate, although some games might also GOLGENNA
allow abhuman characters. More radical games will
allow things like beastmen and mutants (who are still DM: Only baseline humans are
allowed.
human after a fashion), while only the most debased
and degenerate games will include abominable Haxtes: Baseline human
Human traits: +5 to any
xenos characters.
characteristic; Select one
HUMAN additional Skill from those
available to you during the
You are representative of the human norm. Although Character Path; Talented (any
great variation in size, build and appearance exist one skill); Size (average).
within the human race, the untainted human gene is Haxtes is going to be a shooty
holy whatever shape it takes, and you are fortunate assassin so +5 BS is a given
enough to be of such pure stock. Humans are really. The player notes that he
adaptable and can acquire great skill within their can select one extra Skill and
one Talented talent. Haxtes is
chosen profession.
going to be a sneaky-shooty
Human traits: +5 to any one characteristic; Select assassin so he picks Talented in
one additional Skill from those available to you Stealth, leaving the race
bonus skill to be decided later.
during the Character Path; Talented (any one skill);
Size (average).
ABHUMAN

Back in ancient times geneering (genetic engineering) was routinely used to


adapt colonists to their new homes (above and beyond the common geneering
applied to all humans of that corrupt age). Later generations of colonists would
frequently receive further alterations to make their lives easier; on a high-gravity
world the colonists might be geneered short, stocky, and with heavy musculature
(eventually leading to the squat strain of abhuman).
The most common abhuman types found in M41 are ogryns, ratlings, squats, and
voidkin. Squats are short and powerful, ratlings are short and lean, voidkin are tall
and thin, and ogryns are tall and very powerfully built. Beyond this generalization
great variation exists, as it does within the ranks of baseline humans.
Certain other abhuman strains do exist, and are recognized as being fully human,
but are generally confined to a single world or small area of Imperial space. If
you're interested in playing an abhuman not of the four common types you should
seek the GM's permission and help work out the details of you race. Generally
speaking abhumans must not only have genes that come close to the human
norm, but must also look like humans, behave like humans, and have proven their
loyalty to the Imperium.

16
An abhuman character with gills and extra inner eyelids
MAIDEN OF might be appropriate if his mutations can be concealed,
GOLGENNA but a winged abhuman would never be acceptable to
the Adeptus Terra because it blatantly breaks with the
Maximilian: Baseline established norms for the holy form of the human body.
human Human traits: +5
to any characteristic; To play an abhuman character you must pick one of the
Select one additional Skill abhuman templates presented below:
from those available to
you during the Character OGRYN
Path; Talented (any one
You are a member of the ogryn sub-species (so named
skill); Size (average).
because of your great size and inhuman strength
Maxi picks up +5 T since
reminiscent of fairy-tale ogres); you look like an overgrown
he's as tough as they get
(Arbitrators are Judge
human with rugged features. You have the sanction of the
Dredd-like after all). He Adeptus Terra so you are considered fully human, but
picks Scrutiny for his many ogryns are treated as second-class citizens. The
Talented skill he wants to ogryns' ancestors where probably geneered like so many
be good at uncovering
other abhumans, to live on worlds characterized by both
stuff, so it makes sense to
be able to spot hidden
great bounty and great hardship. The end result was a
clues and read peoples' race of incredibly tough and strong humans. It is believed
motivations. Race bonus that they initially had the same level of intelligence as
skill to be determined other humans, but that during the Age of Strife these traits
later.
were suppressed by the need to grow even bigger and
stronger.
You are very tall (well in excess of 2 meters, with some male death-world ogryns
approaching 2.5 meters) and incredibly well muscled. Bones are naturally laced
with silicate fibres, and you have an almost inhuman ability to recover from injuries.
Ogryns are often thought to be slow and clumsy, but that is not the case; ogryns
are just very large, making certain agility-based tasks a bit harder for them. Their
size and reach, however, makes them excellent melee combatants.
Ogryn traits: +10 WS, -5 BS, +20 S, +20 T, -5 I, -10 Ac, -10 Fo, -10 Pr; Knack (Resilience)
+20%, Outsider (penalty to Interaction Tests with non-outsiders) -10%, Primitive
(penalty to tech-related Tests) -10%; Size (hulking).
RATLING

You are a member of the ratling sub-species (so named because of your small size
and uncanny ability to survive on scraps); you definitely look human and
according to the Adeptus Terra you actually are, even though you are smaller
than most 'normal' men. Ratlings evolved on a number of Hive Worlds during the
Age of Strife in response thousands of years of hellishly conditions conditions that
favoured a hardy breed of human that was alert, quick, stealthy, and needed little
sustenance to keep them alive. Even to this day ratlings are well known for their
ability to survive, even prosper, under difficult conditions. Ratlings are also naturally
resistant to corruption and mutation.

17
Ratlings are short (1.2 meters on average, with very few ratlings exceeding 1.3
meters) and slight, yet hardy without having much muscle mass. Ratlings are often
discriminated against; called lazy, cowardly, and worse. While it is true they don't
make great warriors because of their small size, they make excellent scouts and
snipers. And they are not cowardly just prudent.
Ratling traits: -5 WS, +10 BS, -10 S, -5 T, +15 I, +5 Fo; Knack (Athletics, Perception,
Resilience, Stealth, Willpower) +10%, Outsider (penalty to Interaction Tests with non-
outsiders) -10%, Resistance (Corruption) +20%, Size (scrawny).
SQUAT

You are a member of the squat sub-species (so named because of your short and
stocky build); you look a lot like a real human and the squat sub-species has been
recognized as fully human since the early days if the Imperium. Squats were
geneered to be able to live on the many mineral-rich worlds bordering the
galactic core worlds frequently cursed with high gravity and fierce radiation. The
squats have long been a valued part of the Imperium, although there are some
that view them with some envy and fear (the Adeptus Mechanicus for example,
who envy their technical expertise and fear their ungodly machine rites and strong
belief in the Emperor). Many squat worlds were ravaged by Hive Fleet Behemoth
250 years ago, causing a great exodus of squats, taking members of this race to
settle on other Imperial Worlds or roam the stars aboard great squat voidships.
You are short (most squats are between 1.4 and 1.5 meters tall) and stocky, heavily
muscled, with a reinforced cardiovascular system, and a strong bone structure.
Squats make for good warriors; although there are a little slower and less agile
than the norm. Your body is also highly resistant to radiation and toxic compounds,
and your eyesight extends into the infrared part of the spectrum.
Squat traits: +5 WS, +10 S, +10 T, -10 I, -5 Pr; Darkvision, Knack (Operation, Security,
Tech-use) +10%, Outsider (penalty to Interaction Tests with non-outsiders) -10%,
Resistance (Poison, Radiation) +20%, Size (average), Sturdy.
VOIDKIN

You are a member of the voidkin sub-species (so named because of your fine
bone structure and general weirdness associated with your kind); you look mostly
human and the Adeptus Terra has verified the purity of your genes, but you're still a
breed apart. Voidkin are the result of ancient geneering aimed at making humans
capable of living in no- or microgravity. In the 41st Millennium the voidkin continue
to primarily live among the stars, making them a breed apart. Almost all voidkin
are born and raised aboard voidstations and voidships, and many of them never
set foot on a planetary surface.
You are tall (1.8 meters on average, though many voidkin stand taller than 2
meters) and slender, supple and without heavy muscle mass. You have unusual
coordination for a human and an innate sense of direction and velocity, making
you very adept at things like shooting and piloting.

18
Voidkin traits: +5 BS, -5 S, -5 T, +10 I, +5 Fo; Charmed (+1 Fortune Point), Knack
(Acrobatics, Operation, Reflexes), Outsider (penalty to Interaction Tests with non-
outsiders) -10%, Size (average).
BEASTMAN

The term 'beast-men' was coined by the Ordo Xenos as a catch-all for abhuman
strains considered too far removed from the rest of humanity to be considered fully
human. Whatever their shape (some have fur to protect them from cold, others
have gills and webbed extremities to allow them to live underwater) they come
from human gene-stock (they are not xenos as such), their mutation is stable (so
they are not considered mutants as such, just a corrupt sub-species), and they can
(usually) interbreed with other human strains as well as their own kind.
Some beast-man strains are (barely) tolerated as long as they remain useful to the
Imperium; some being allowed to serve as auxiliaries (i.e. as poorly equipped and
expendable shock troops) to the Imperial Guard for example. Others strains are
marked for extinction as soon as the Imperium makes contact with them. Indeed,
the worst cases are able to interbreed only with others of their kind and/or bear
little resemblance to normal humans. Such degenerate creatures are pushing the
boundaries of what it means it be human and must be purged.
Beastman traits: +5 WS, -5 BS, +25 (total, max +15 to any one) to S/T/I, -5 Ac, -5 Fo, -
5 Pr; Bestial appearance*, Dark heart (penalty to resist Malignancy and Mutation) -
10%, Mutation (minor)**, Pariah (penalty to Interaction Tests with non-pariahs) -20%,
Size (average).
* Beastmen share the vast majority of their genome with the human genome, but
there are enough variation that they appear distinctly inhuman. Select an
appearance reminiscent of the human form (i.e. two arms, two legs, heard, eyes,
etc.), but cosmetically different (various animal traits, tail, hooves,pointed ears,
fur,webbed extremities, etc.).
** Select or create a suitable minor mutation to represent a special racial trait
typical of your sub-species (i.e. scales that provide 1 AP, gills that allow you to
breathe underwater, a tail that gives a bonuses to Acrobatics, fur that is
decorative and/or provides a bonus to cold-weather survival, and so on). Gain
1d5 Insanity points and 1d5+5 Corruption points.
MUTANT

Humanity is constantly evolving, and the extreme conditions under which much of
humanity lives provides much impetus for evolutionary mutation. The presence
and corrupting properties of [classified] also cannot be discounted, and adds to
both the rate of mutation and the severity of it. Mutants come from baseline
human genetic stock they are not beastmen (beastmen are a number of stable,
if unwanted, sub-species of man). In theory all mutation is persecuted by the
Imperium, but in practice the teeming masses as left alone with their mutations
unless they pose a risk to society or if their abomination is too plain (in which case
they had better hide or suddenly find themselves stalked by the Ordo Hereticus).
19
Mutant traits: As Beastman, except Dark heart -20%, Pariah -30%, and they may
have 1d5 Mutation (minor) and/or one Mutation (major). Mutants gain 1d5 Insanity
points and 1d5+5 Corruption points per minor mutation and 1d5+5 Insanity points
and 1d10+10 Corruption points for a major mutation.
Note: That these rules allow the creation of a PC mutant; NPC mutants may have
completely different builds.
ASTARTES, RENGADES AND XENOS

Playing these kinds of characters are clearly beyond the scope of an ordinary DH
game. They might appear as NPCs, but for that you dont need detailed
character generation rules.

20
2) HOMEWORLD

Non-humans also get to select their homeworld, but some combinations might not
be appropriate; beastmen, for example, are largely confined to death or feral
worlds, and are rarely found living among humanity. Other permutations are also
possible; if you play a squat from a civilized world you'll have to decide if he grew
up on an Imperial world or on one of the squat
homeworlds. You can also work with the DM to MAIDEN OF
create a new variant homeworld specific to GOLGENNA
your character.
GM: Based on you homeworld
CIVILIZED WORLD
choices I've developed two
You come from one of the many civilized worlds variant packages that I want to
use.
that constitute the soul of Imperial culture.
Sheltered from the worst excesses of the galaxy Haxtes: War World (Protasian
you grew up in relative security and affluence. Warzone) You grew up in the
hellish environment of the
You are comparatively well nourished, well
Protasian warzone. You are
educated, and a firm believer in the superiority mentally scarred, but adept at
of Man, the greatness of the Imperium and the avoiding danger and surviving on
divinity of the God-Emperor. Civilized worlds are a bare minimum of sustenance.
quite varied, but usually have a mixed Many Protasian survivors harbour a
deep hatred for the Imperium's
settlement patterns, ranging from hive cities via
warriors.
more rural areas to true wilderness.
Protasian Warzone Traits: +3 Focus;
The Civilized World template can also represent Intimidate or Stealth, Perception or
the following origins: Agri World (production of Nerve, Sleight or Survival; Hatred
foodstuffs), Colony World (low population and (Imperial Guard) or Jaded or
Paranoia; 1d5+5 Insanity Points.
poor infrastructure, usually relatively recently
settled), Developing World (a technologically Haxtes' player isn't interested in the
Imperial Guard take Haxtes was
primitive world that is progressing towards a
taken from his home to train as an
Civilized classification), Frontier World (usually assassin when he was rather
lightly populated and located at the edges of young, so it never became that
civilization), and Mining World (primarily important to him. He also doesn't
engaged in the extraction of natural resources). want Haxtes to be all jumpy, so he
ignores Paranoia and goes for the
Civilized World traits: +3 Fo; Any one Basic Skill or Jaded talent instead. A +3 Focus
Advanced Skill, Common Lore, Operation, bonus is always nice, especially if
Speak Language, Tech-use; Literacy; Superior the GM is pushing for you to be a
latent Psyker. The skill choices are
Origins (bonus to Interaction Tests with non-
easy; Stealth, Perception, and
Outsiders) +10%. Survival. His background story on
Note: The Paradise World and War World are Protasia was all about staying
hidden and sneaking around. A
both variants of the Civilized World template; roll of 3 indicates 8 IP.
other variations are possible, but not listed here.

21
DEATH WORLD
MAIDEN OF
You come from one of those unfortunate GOLGENNA
worlds that were never meant to be settled in
the first place, or whose environment was Maximilian: Hive World (Malfian
changed radically for the worse after Underhive) You grew up in one of
humanity's arrival. Whatever the reason your the poor and crime-ridden
underhive districts of Malfi. You
homeworld is a truly hellish place to live. Your
may not have needed to fight for
people is just barely able to stay alive, but your life every day, but living in a
that's about it. human anthill has taught you other
important lessons that lies and
Death World traits: +5 WS, +5 S, +5 T, +5 I, -10
deception are natural parts of life.
Ac, -5 Pr; Athletics or Stealth, Perception,
Malfian Underhive Traits: +3 Pr;
Nerve or Reflexes, Resilience or Survival;
Common Lore or Speak Language
Jaded, Paranoia; Primitive (penalty to tech- or Trade, Deceive, Inquiry or
related Tests) -10%; 1d5+10 Insanity Points. Scrutiny or Sleight, Intimidate or
FERAL WORLD Persuade, Operation or Tech-Use;
Literacy or Wary (+1 to Combat
You come from a world where humanity has Initiative); Steel Sky (penalty to
lost all or almost all of its technological Fear tests in open/exposed places)
-10%; 1d5 Insanity Points.
base, reverting back to a more primitive state.
Some feral worlds can be harsh places to live A +3 Presence accounts for hive
dwellers being accustomed to
(classified as low-level Death Worlds), but their
living closely together. Deceive is
defining characteristic is the primitive state in also a given since Malfian society
which humanity lives frequently at the stone- is filled with deception at all levels.
age level and the short and brutal lives of its Next Maxi goes for Scrutiny (he
people. wants the skill maxed out by the
end of character generation),
Death World traits: +5 WS, +5 S, +5 T, -5 Ac, -5 Persuade (he was a runt and not a
Pr; Athletics or Endurance, Brawn or Willpower, big bully), and Tech-Use (there is
Intimidate or Survival, Perception or Nerve; nothing in his background to
suggest he knew how to operate a
Jaded; Primitive (penalty to tech-related Tests) vehicle). He never went to school,
-10%; 1d5+5 Insanity Points. so Wary is the natural choice for
FEUDAL WORLD Talent. Steel Sky is automatic it's
not a crippling disadvantage, but
You come from a world that lost much in Maxi tends to prefer being away
terms of technology and social from big open spaces. Finally Maxi
goes for Common Lore the
accomplishments. This happened to many
player figures he was a clever kid
worlds during the Age of Strife and the years that picked up all sorts of
the followed. Although once more welcomed knowledge. He rolls a 2 for IP.
into the warm embrace of humanity, your
world continues its primitive ways. Many
feudal worlds are known for their war-like cultures.
Feudal World traits: +5 WS, +5 S, -5 Ac; Any one Basic Skill, Brawn or Intimidate or
Willpower, Common Lore or Operation or Trade, Perception or Survival or Trade;
Bigotry (penalty to Interaction tests with non-Bigots) -10%, Primitive (penalty to
tech-related tests) -10%. 1d5 Insanity Points.
22
FORGE WORLD

You hail from one of the worlds given over to the Adeptus Mechanicus. The people
living on a Forge World are even more tightly controlled and divided into castes
that those of other Imperial Worlds. Each person, no matter how lowly, has a
specific place in society and is expected to perform his task without failure or
complaint. The Mechanicus is, however, a meritocracy in addition to being
steeped in mystery and religion; if you display greater than expected skill, or output
more than what has been requested of you, you will be noticed and elevated to a
(slightly) higher social level.
Forge World traits: -5 WS, +5 Ac, +3 to any other characteristic; Any one Advanced
Skill, Common Lore, Operation, Speak Language or Trade, Tech-use; Literacy or
Talented (any Advanced skill); Outsider (penalty to Interaction Tests with non-
outsiders) -10%; 1d5 Insanity Points.
HIVE WORLD

You were born on one of the Imperium's many Hive Worlds. Places where the
teeming masses of humanity are gathered together like ants living under a steel
sky. Life in a Hive can be dangerous and demanding, but not to the same extent
that more primitive worlds are. You may not have needed to fight for your life
every day, but living in a human anthill has taught you other important lessons.
Hive World traits: +3 Pr; Common Lore or Speak Language or Trade, Deceive or
Intimidate or Persuasde, Inquiry or Scrutiny or Sleight, Operation, Tech-Use; Literacy
or Wary (+1 to Combat Initiative); Steel Sky (penalty to Fear tests in open/exposed
places) -10%; 1d5 Insanity Points.

23
PARADISE WORLD

You were born and raised in paradise; your world strongly resembles any other
Imperial World except for one thing life is better here. The planetary environment
is unusually benign and the human population is capable of sustaining itself in
relative opulence. This is a good example of a Civilized World variant.
Paradise World traits: Same as Civilized world, except +3 Pr instead of +3 Fo.
SHRINE WORLD

You originate on one of the worlds run by the Ecclesiarchy. These worlds are
dominated by religion and acts of devotion are more important than production.
It may be that these places saw the birth of a famous saint or formed the
battleground for a particularly important war with religious implications. Life on a
shine world is very much centred around religion, at least indirectly as people's
lives are bound to servicing and supplying the clergy or visiting missionaries.
Shrine World traits: -3 Ac, +3 Fo, +3 Pr; Common Lore, Deception or Persuasion,
Inquiry or Scrutiny, Scholastic Lore or Willpower, Speak Language or Trade; Literacy
or Talented (Any trained Lore or Persuasion); Bigotry (penalty to Interaction tests
with non-Bigots) -10%, Blessed Ignorance (bonus against Corruption and
Supernatural fear) +10%; 1d5 Insanity Points.
VOIDKIN

You are not from a world at all, but rather hail from a great voidship, orbital
habitat, space manufactorium, or something similar. You are not necessarily a
voidkin (but if you are voidkin this is the most likely homeworld for you) just because
you've spent your life in space most of those that toil aboard the starships of the
Imperium are normal humans. It's a hard and often dangerous life, where a single
human error or mechanical failure can have dire consequences not only for you,
but for all those around you.
Void World traits: +3 Ac; Common Lore, Operation, Reflexes or Willpower, Speak
Language or Trade, Tech-Use; Literacy or Talented (Operation or Tech-use); Steel
Sky (penalty to Fear tests in open/exposed places) -10%; 1d5 Insanity Points.
WAR WORLD

You were born on a world engulfed by war. It might have been a productive
Imperial World once, but now it has more in common with a Death Wold than
anything else. Indeed, once the fighting is over it may well be reclassified as a low-
level Death World. You are mentally scarred, but adept at avoiding danger and
surviving on a bare minimum of sustenance. This is a good example of a Civilized
World variant.
War World traits: +3 Fo; Any one Basic Skill, Intimidate or Stealth, Perception or
Nerve, Sleight or Survival; Jaded or Paranoia; 1d5+5 Insanity Points.

24
3) BIRTHRIGHT

Your birthright tells you something about how


your early life was. You have to put it in context MAIDEN OF
with race and origin; a person from a feral or GOLGENNA
death world does not automatically need to
select Hardship he only does that to represent GM: I've written out these
at life more challenging relative to other people summaries/short stories to flesh out
from his homeworld. So you might hail from the your early years. They can be
interpreted in multiple ways, so
Feral World of Dusk, but still be Comfortable
don't feel constrained in your
(your parents were able warriors and took good choice of backgrounds. If you're
care of you) or Privileged (you belonged to the creative most could fit.
ruling caste of your tribal society. There are lots Haxtes: Picks Hardship. He was left
of people from War Worlds, but if you're Abused alone on a war-torn world when
you've suffered more hardship than most. he was just a kid, and the player
would like to emphasize that.
ABUSED
Besides the characteristics and
Life has heaped abuse on you, teaching you skill gains seem about right for
someone who will play a loner
that life is hard and that the strong will take
and assassin.
advantage of the weak. The experience has
Hardship traits: +3 T or +3 I, -3 Ac or
made you hard cruel even and distrustful,
-3 Pr; Brawn or Reflexes, Stealth or
making it difficult to form lasting relations or Survival; 1d5 Insanity Points.
establishing trust. That is good, for friends are just
Haxtes decides to go for +3
betrayals waiting to happen, and the concept Toughness. +3 Initiative is very
of love is something reserved for delusional fools tempting since it's already quite
or the terminally stupid. high, but getting that Toughness
Bonus of 4 will save a LOT of
Abused traits: +3 T or +3 Fo, -3 Pr; Intimidate or damage in the long run. -3
Perception, Resilience or Survival; 1d5 IP Presence is easier Haxtes is a
smart fucker so reducing Acumen
COMFORTABLE
is out of the question. Besides,
Life has been reasonably good to you. You most lower Presence fits well with being
likely grew up surrounded by people who a lone child surviving the war-torn
ruins of Protasia.
genuinely cared for you and were able to
provide for at least your basic needs. There For skills he picks Reflexes and
Survival (he could have gone for
have been challenges along the road, but you
Stealth instead, but he figures he'll
are always confident that you can work through get it as a Career skill since he's
your problems preferably with your friends, aiming for Assassin). 4 IP for a total
family or companions at your side. of 12 Haxtes is feeling the effects
of a hellish upbringing.
Comfortable traits: -3 WS, +3 Ac or +3 Pr; Any
one Basic Skill or Advanced Skill.

Thought begets heresy.


Heresy begets retribution.

25
HARDSHIP MAIDEN OF
Life has always been hard for you. An existence where GOLGENNA
just surviving the day was the highest accomplishment.
Perhaps you grew up as an orphan in utmost poverty, Maximilian: Picks Abuse.
The torments of the
perhaps your homeworld is just utterly harsh and
underhive orphanage that
unforgiving, or maybe you grew up in an active figures in his background
warzone. You are tough, lean, and hardened to the story makes this an easy
harsh realities of life kill or be killed, take from the weak, call.
and survive any way you can. Abused traits: +3 T or +3 Fo,
-3 Pr; Intimidate or
Hardship traits: +3 T or +3 I, -3 Ac or -3 Pr; Brawn or
Perception, Resilience or
Reflexes, Stealth or Survival; 1d5 Insanity Points. Survival; 1d5 Insanity Points.
INDOCTRINATED Life in the orphanage was
hard. You had to stay alert
You were taught how to think and act. Even more so and even then you would
than others. Years and years of indoctrination have have to weather the
moulded you to conform to some ideal. Perhaps you eventual abuse. So +3
were taught to put the Imperial Creed above all other Toughness, plus Resilience
things. Or you were raised to be a Redemptionist. Could and Perception sounds
about right. Another 3 IP
even be that you grew up in an Arbites college, where for a total of 5 he might
your individuality was stamped out and replaced by the think his life has been hard,
stern visage of an Imperial law-bringer. but it's nothing compared
to what his future
Indoctrinated traits: +3 S or +3 T, -3 Ac, +3 Fo, -3 Pr; companion Haxtes has
Athletics or Brawn or Willpower, Endurance or Intimidate gone through!
or Scrutiny; Unshakeable Faith; 1d5+5 Insanity Points.
LEARNED

You were given the best education. In a galaxy where knowledge is considered
dangerous you had the opportunity to truly learn. You may have been an
apprentice to a benevolent Magos, studied at the scholae of Archaos, spent your
days with a private instructor-savant, or maybe you just somehow managed to
acquire knowledge on your own against all odds. You have learned that
knowledge is power; a power many wisely fear or jealously covet.
Learned traits: -3 S or -3 I, +3 Ac; Scholastic Lore; may also take Forbidden Lore
AND 1d5 Corruption Points.
PRIVILEGED

You were raised to a life of luxury and privilege. You parents might have been up-
hive nobles, wealthy merchants, or high-ranking Adepts accepting bribes on the
side. In any case you wanted for nothing and learned to treat other people for
what they were your inferiors. You upbringing has convinced you of your own
superiority and right to command the efforts of others.
Privileged traits: -3 Fo, +3 Pr; Deceive or Persuasion, Intimidate or Scrutiny; 1d5
Insanity Points; may also take Decadence AND 1d5 Corruption Points.

26
UNKNOWN

You know very little of your past. You have lost your memory somehow, perhaps as
a result of disease, injury or deliberate tampering. Could be that you knew too
much, and someone perhaps even the Inquisition spent time and resources
mind-scrubbing you. Now why would anyone do that when killing you would be so
much easier? You've lost none of your skills or talents, but your recollection of the
past is sketchy at best.
Unknown traits: +3 to any characteristic (except Fo), -3 Fo; Any two Basic Skills or
Advanced Skills; 1d5+5 Insanity Points.
VAGABOND

You have always been a roamer, never settling down for long. There could be
numerous reasons for this; maybe you were always on the run from something, or
you were born or adopted into a clan of wanderers. You are not comfortable with
remaining in one place too long, but you have an easy time making new friends,
connections, and learning how to fit in.
Vagabond Traits: -3 to any characteristic; Endurance or Resilience, Perception or
Scrutiny, Deceive or Inquiry or Persuasion; Jaded; 1d5+5 Insanity Points.

27
4) CAREER

Your career is a general guide to your profession. It will likely influence your
characters skills, talents and characteristics to a certain degree, but the system is
inherently flexible and any character can potentially learn (almost anything). The
careers her presented are suitable for heroic professionals; the vast majority of the
Imperium's masses will be less well trained.
ADEPT MAIDEN OF GOLGENNA
You have spent your professional life in the
service of the Adeptus Terra. Perhaps you GM: You've both selected your careers.
Haxtes will be an assassin, a trained
are an Administratum scribe, a trained killer of men. Maxi will be an Arbitrator,
member of the Officio Medicale, or one of one of the law-men of the Imperium.
the many paper-pushers of the Based on the background stories I've
Departmento Munitorum. You are written up an Elite package for each of
comparatively well educated, but your you. An elite package costs a number
of XP, but gives you a variety of skills
main forte is your knowledge of the and talents in return for less flexibility
labyrinthine ways of the Adeptus Terra and you get a sizeable discount on what
your connections within this monolithic would the normal cost of all those
organization. advances. You do not have to take the
packages, but seeing as they are
Adept traits: Common Lore, Deceive or custom-made for you and saves you
Scholastic Lore, Inquiry or Logic; Literacy, several hundred XP
Peer (Administratum) or Unassuming, Haxtes: Veiled Hand Acolyte (600 XP)
Talented (Skill); Armour Training (Light), You have been trained in the art of
Weapon Training (Melee, Projectile). killing by the Veiled Hand, one of Calixis
sector's most feared Death Cults. The
CLERIC Veiled Hand focuses on stealth and
infiltration, but it is willing to use almost
You have dedicated your life to spreading
any method to eliminate the target
the word of the God-Emperor. Or maybe sniper fire from afar, poison and close-in
you're secretly spreading the word of some bladework are all found in the Veiled
other heretical deity. In any case you are Hand's inventory. The Veiled Hand
full of conviction and have the ability to prides itself in its ability to strike
discriminately and frowns upon
bring others around to your point of view.
needless material collateral (but is
You may also be travelled and since the willing to accept collateral killings if it
galaxy is a dangerous place you've some leads to the elimination of the target).
skill at self-defence. The Veiled Hand indoctrinates and
disciplines its acolytes to better resist
Cleric traits: Common Lore, Hand Weapons pain and endure hardship they
or Great Weapons, Inquiry or Willpower, engage in ritual self-flagellation with
Intimidate or Persuade; Air of Authority or religious fervour and regularly undergo
Unshakeable Faith, Hatred (any one ritualistic torture. The training is harsh
enough to warrant an insanity hit.
group), Literacy; Armour Training (Light),
Weapon Training (Melee, Projectile).

28
MAIDEN OF ENFORCER
GOLGENNA You are an enforcer, a law-bringer. The most renowned
law-men in the Imperium are the Arbitrators of the
Veiled Hand Acolyte Traits:
Athletics or Reflexes, Deceive or
Adeptus Arbites. Other organizations exist, however,
Security, Inquiry or Perception, such as the officers of the Departmento Magistratum.
Security, Stealth, Resilience or You are physically very fit, strong and brave good skills
Willpower; Ambidextrous or to have when cracking down on perps and lowlife
Jaded, Flagellant; Armour Training
scum. Some enforcers also develop real investigation
(Light), Specialist Training (Poisons,
Weapons Advanced Projectile,
skills, learning how to collect evidence, question
Weapons Energy, Weapons suspects, that sort of thing (hardly essential!).
Powered, Xenos Tech Dark
Enforcer traits: Athletics or Nerve, Brawn or Security,
Eldar), Weapon Training (Basic,
Melee, Pistol). 1d5 Insanity Points. Hand Weapons or Rifles, Inquiry or Logic; Literacy,
Hatred (Criminals) or Quick Draw or Rapid Reload;
The Veiled Hand Acolyte
package is pretty hefty (the
Armour Training (Light, Medium), Weapon Training
Veiled Hand doesn't let amateurs (Melee, Projectile).
into the field). It is well worth the
KILLER
cost however it gives six starting
skills (instead of the normal three) You are a trained killer, an assassin. Many organization
and a host of extra Specialist within the Imperium train and employ trained killers.
Training Talents (many of which
are normally accessible only to
Some kill from afar using hi-tech weapons while others
advanced characters). Plus the rely on their wits and a sharp blade. Other assassins
Flagellant talent to account for prefer to kill by poison. Most are masters of stealth, and
their self-injuring ways. No a few are also adept at breaking security systems,
Unremarkable or Throwing creating disguises, or are able to blend in almost any
Weapons through but that's a
small price to pay. The package
social setting.
contains 800 XP worth of Killer traits: Athletics or Reflexes, Inquiry or Perception,
advances for the price of 600; a
Light Weapons or Rifles, Security or Stealth;
decent discount.
Ambidextrous or Catfall or Unremarkable; Armour
Security and Stealth are fixed, so Training (Light), Weapon Training (Energy or Missile,
no worries there. Haxtes already
has Reflexes and since it starts as
Melee, Projectile).
a Trained skill he can't take it NOBLE
further, so he goes for Athletics.
Besides it's always good to know You are a noble by birth (or more rarely by being
how to jump and climb! He picks elevated to peerage). Being a noble does not
Deceive with his free skill choice necessarily mean that you have a feudal title; it merely
for being human, freeing him to
means that you are part of the ruling elite of the
also pick Security. Perception is
already maxed out, so Inquiry is Imperium. Most nobles are masters of the social arts,
the only option available. Last he and many are also either skilled businessmen or able
picks Resilience over Willpower warriors.
since he thinks that fits his
concept better. With Deceive Noble traits: Common Lore, Deceive or Intimidate or
and Inquiry Haxtes can get Persuade, Hand Weapons, Scrutiny; Air of Authority or
around in social settings pretty Jaded, Literacy, Peer (Nobility); Armour Training (Light),
well, complementing his excellent Weapon Training (Energy, Melee, Projectile).
infiltration skills. This sounds like it is
in line with Veiled Hand tactics!
29
OFFICER

You've been extensively trained to lead others MAIDEN OF


into battle. Although some officers rise through GOLGENNA
the ranks, many more come from the various
war colleges that turn young men into officers The only thing he doesn't like so far
is the lack of the Intimidate skill. Not
of the Imperial Navy or Imperial Guard. Officers
that Haxtes is in the habit of
are capable warriors, but they are also leaders threatening people but he's kind
and thinkers. of hard and creepy to be around,
so it would make sense for him to
Officer traits: Brawn or Tech-use, Hand
have the skill. It's tempting to go
Weapons or Rifles, Intimidate, Nerve or back and swap some skill choices
Perception; Air of Authority or Disturbing Voice, to get one less Survival and one
Literacy, Peer (Military); Armour Training (Light, more Intimidate; but rather than do
Medium), Weapon Training (Energy, Melee, that the player opts to use some XP
to buy Intimidate later on. Haxtes is
Projectile).
already Jaded, so he gets
PSYKER Ambidextrous. And all Veiled Hand
agents have Flagellant. Next a
You command the forces of the Warp though bunch of specialist Talents. And
will alone. Through some weird genetic finally another 3 IP, for a total of 15.
deviancy a small percentage of humanity has Maximilian: Central Precinct Cadre
the capacity to work wonders akin to sorcery (500 XP) You were one of the top
by the application of the intellect and students of the Central Precinct
willpower. They can read mind, lift objects training facility. As a result you
received advanced classes and
without touching them, set their enemies on fire also had a key role in the Training
and much more. Cadre senior trainees used to
back up real Arbitrators in times of
Psyker Traits: Reflexes or Resilience, Intimidate or
need.
Invocation, Psyniscience or Willpower; Psy
Rating 1; Armour Training (Light), Weapon Central Precinct Cadre Traits:
Athletics or Nerve, Brawn or
Training (Melee, Projectile). Security, Inquiry, Logic or Willpower,
SAVANT Resilience or Scrutiny, Scholastic
Lore; Quick Draw or Rapid Reload,
You are a scholar, a learned man. In a galaxy Literacy; Armour Training (Light,
dominated by ignorance the possession of Medium, Heavy), Specialist Training
knowledge can be a potent, even feared, (Advanced Projectile, Energy,
Power Weapons), Weapon Training
asset. What really sets a savant apart is his
(Basic, Melee, Simple).
machine-like ability to process information and
The Central Precinct Cadre is
his almost perfect memory testament to years
background package representing
of specialized training, hypno-indoctrination the advanced training made
and application of meme-viruses or acuity- available to promising students at
enhancing drugs. The end result is something the Arbites Training College.
akin to a human computer.
Savant traits: Common Lore, Logic, Scholastic
Lore; Literacy, Memetic Acuity; Armour Training
(Light), Weapon Training (Melee, Projectile).

30
SCUM

You are a criminal; a thug, a thief, and a murderer. You make your living by taking
what is not yours, or engaging in other profitable illegalities racketeering, gun-
running, murder whatever. Many scum limit their activities to certain kinds of
activities with which they are familiar, whilst others are jack of all trades.
Scum traits: Athletics or Nerve, Deceive or Sleight, Hand Weapons or Pistols, Inquiry
or Perception; Jaded or Street Fighting or Unassuming; Armour Training (Light,
Medium), Weapon Training (Melee, Projectile).
SOLDIER

You are a trained warrior. You could have come from the Imperial Guard, a
Planetary Defense Force, a mercenary unit, or from a private army. Your skills run
towards killing other people, blowing up things and staying alive.
Soldier traits: Athletics or Reflexes, Nerve,
Perception or Survival, Heavy Weapons or Rifles; MAIDEN OF
Hatred (any one group) or Rapid Reload; GOLGENNA
Armour Training (Light, Medium), Weapon
Training (Energy or Launchers or Projectors, These are the best of the best
of the best. Besides gruelling
Melee, Projectile).
physical and mental
TECH-PRIEST conditioning, learning to hate
all law-breakers, and
You are learned in the machine mysteries. cracking down hard on even
Many tech-priests belong the the Adeptus the slightest infraction, there
Mechanicus, but on many worlds there are are those that actually pick
up a few things related to the
lesser tech-guilds that number tech-priests
Lex Imperials. This package
among their members. Unlike normal people puts the Acolyte right into
you possess at least a rudimentary Rank 2 in effect the
understanding of technology, although your members of the Cadet
knowledge is laced with superstition and rigid Cadre were troopers while still
in the Academy. This
tradition.
package is almost as good
Tech-priest traits: Logic or Operation, Scholastic as the Veiled Hand net cost
Lore, Tech-use; Literacy, Lumien Charge, of 800XP, but with slightly less
useful choices so it gets a
Technical Knock; Armour Training (Light),
final price tag of 500XP.
Weapon Training (Energy, Melee, Projectile).
Maxi picks Nerve, Brawn,
TEMPLAR Inquiry, Logic, Willpower
(human bonus skill), Scrutiny,
You are a holy warrior. The primary templars of and Scholastic Lore (focused
the Imperium are the Sisters of Battle, the on the Lex) Imperialis of
Sororitas, the militant arm of the Adeptus course). Quick Drawn is
Ministorum, but other warrior fraternities exist. In chosen, then Literacy and a
addition to your mundane fighting skills you bunch of Proficiency and
Specialist Training talents.
have something lesser warriors do not true
faith of the zealous sort, faith that makes you
dangerous and unrelenting.
31
Templar traits: Athletics, Hand Weapons, Nerve, Rifles, Willpower; Literacy,
Unshakeable Faith; Armour Training (Light, Medium), Weapon Training (Melee,
Projectile).
WARRIOR

You are a strong and brave warrior, hailing from a line of equally great ancestors.
Such tribal warriors primarily hail from more primitive societies; feudal, feral, or
death worlds. They are invariably brave and ferocious, willing to spill blood and let
their own be spilled. They do, however, have problems adapting to the modern
battleground because of their inherent primitive state of mind.
Warrior traits: Athletics, Constitution or Endurance or Resilience, Hand Weapons or
Great Weapons, Perception; Frenzy or Nerves of Steel; Armour Training (Light,
Medium), Weapon Training (Melee, Missile, Projectile).

The Emperor asks only that


you obey.

32
5) TRIALS OF LIFE
MAIDEN OF
The Trials of Life step helps define what major GOLGENNA
challenges your character has had to face
throughout his life, focusing on the most GM: I think your background stories
should give you a fair idea as to
important event or set of events. Whatever the
which picks are viable but as
challenges you faced you did prevail, but the always its possible to be creative.
experiences have left their mark on you what
Haxtes: Shadowplay (xenos
doesn't kill you might make you stronger, but it bloodcult affiliation). The Veiled
will also scar you. Hand has been under Inquisition
BETRAYAL surveillance for quite some time
due to suspicions of heresy and
You were betrayed by someone you trusted, xenophilia.
perhaps even loved. The betrayal cost you Shadowplay traits: -3 Fo; Intimidate
dearly in some way. Even though you or Nerve; 1d5 Corruption Points.
eventually got over it, the event has also made Since the Veiled Hand is (behind
it hard for you to trust again. the scenes) into so different shit a
blood cult dedicated to Khaine,
Betrayal traits: -3 Pr; Deceive or Scrutiny; 1d5 the Bloody-handed Eldar god of
Insanity Points. War and Death this pick seems
very fitting. Haxtes has nearly
CONVICTED
crossed the line, not quite, but he
You were convicted of a crime and did time. came too close for comfort.
Brilliantly enough this pick also gives
You eventually got released, only to find that
Haxtes access to the Intimidate skill,
keeping to the straight and narrow had only so that solves that problem! A roll of
gotten harder. Whether or not you were 4 gives 4 CP not enough to taint
actually guilt is up to you. the soulyet! Haxtes is shaping up
most nicely.
Convicted traits: -3 BS; Intimidate or Survival;
Maximilian: Betrayal (betrayal of
1d5 Insanity Points.
your humanity). It is established by
EXCESS Maxis background tory that he was
betrayed by someone within his
You lost your way for a while, falling to a life of own Arbites department, someone
abuse or other excess. Perhaps it was alcohol, who wanted to get rid of him.
obscura, or even harder substances. Or maybe Betrayal traits: -3 Pr; Deceive or
it was something different altogether the Scrutiny; 1d5 Insanity Points.
excitement of seduction, the gouging on food, Maxi picks Deceive, bringing it up
or even apathy before the holo-vid. Whatever to +10 mastery, which is quite fitting
it was it took over your life, and only bare did for a Malfian. The d5 comes up a 5
you manage to break the cycle. so the betrayal was most
shocking! 10 IP and countingnot
Excess Traits: -3 T or Fo; Resilience or Willpower; too bad, but at +10 IP hes starting
1d5 Insanity Points. to feel the effects of insanity.

33
MISFORTUNE

You suffered a stroke of bad luck. Really bad luck. Not just the normal kind, but the
disastrous and recurring kind. For a while it seemed that the universe was really out
to get you, but in the end you pulled though but bereft of all that you valued
before your misfortune started.
Misfortune traits: -3 Ac; Endurance or Logic; 1d5 Insanity Points.
SHADOWPLAY

You had a brush with the darker side of the universe. Fortunately you didn't go all
the way, and the moment passed. Still, the event has left its mark on you, and you
can never completely rid yourself of the memories or the taint of heresy.
Shadowplay traits: -3 Fo; Intimidate or Nerve; 1d5 Corruption Points.
TOIL

You found that life held no meaning for you; just endless toil and mindless
obedience, and you were overwhelmed by the sheer pointlessness of it all. For a
time you considered options like running away or committing suicide, but you
managed to endure somehow.
Toil traits: -3 I; Athletics or Willpower; 1d5 Insanity Points.
VICTIMIZED

You've been exploited by others. Perhaps you worked long and hard and got
nothing in return for your sacrifices, while your superior took all the credit. Or
maybe you became the victim of a crime or other foul deed. Regardless it cost
you a great deal your fortune, your family, years of your life, or something else.
Victimized traits: -3 WS; Scrutiny or Willpower; 1d5 IP.
WAR

Your life was overturned by the cruel hand of war. Your home was destroyed, your
friends and family killed, crippled, or taken by the enemy. You were close to death
many times yourself, but the worst part is that you cannot forget the many horrible
things you saw.
War traits: -3 S; Nerve or Survival; 1d5 Insanity Points.

Faith without deeds is worthless.

34
6) EYE OF THE INQUISITION

The Inquisition is always looking for new contacts and informants among the
masses of humanity sometimes even beyond. For its acolytes, however, the
Inquisition looks for special talent. This step details the primary reason why you were
initially recruited.
APPRENTICED

You've been with the Inquisition all your life or most of it anyway. For some reason
you were apprenticed or recruited at an early age. You didn't spend those early
years as an acolyte though, but as a lowly servant of the great Ordos. Perhaps you
worked as a scribe in one of the many
intelligence staffs that sift through endless MAIDEN OF GOLGENNA
amounts of data, looking for the faintest
traces of heresy. Perhaps you were the GM: This one is on me. You both have
personal valet of a senior Throne agent. the Dark Secret pick.
Whatever you original occupation within Haxtes: Dark secret (latent psyker, xeno
the Ordos you were noticed at one point, heresy). The GM has decided he's a
and recruited into the retinue of a true field latent psyker AND there is the part
about the Veiled Hand being heretical
Inquisitor.
and purged by the Inquisition.
Apprenticed traits: +5 Ac; Common Lore, Dark Secret Traits: +5 Focus; Dark Soul;
Forbidden Lore, Logic. 1d5 corruption points.
CONNECTED So Dark secret it is, with a hefty +5
Focus, resistance to Corruption...and
You have always been exceedingly well another 2 CP (6 total) to go along with
connected. So much so the Inquisition saw that.
fit to recruit you to gain access to your Maximilian: Dark secret (inhuman
network. Perhaps you were a noble with heritage, something his blood). Maxi is
connection all over the upper hive. Or an a vat-grown bioroid (biological android
underworld figure well connected among basically a biological machine) and
thus a living heresy (he's too intelligent
the less scrupulous free traders of the sub-
and creative, self-motivated, and
sector. Maybe you were a learned man made into the image of man and
who had established personal relationships according to popular belief has no
with your colleagues all across the sector. soul). And there is something else in his
Whatever the nature of your network the blood...
Inquisition took it over, and continues to use Dark Secret Traits: +5 Focus; Dark Soul;
it for its own ends. 1d5 corruption points.
Not a lot of choices here; some fixed
Connected traits: +3 Pr; Deceive or
values and a d5 roll for 1 CP.
Persuasion, Inquiry; Peer (any two groups),
Talented (Deceive or Persuasion, Inquiry).

35
DARK SECRET

You are not like other people. Hidden behind a faade of normality something
dark lingers. You could be an unsanctioned psyker, with latent powers hidden
within your mind. Or you carry the stigmata of mutation. Maybe you were not born
at all, but birthed in an illegal Mechanicus biogenesis tank. Your parents taught
you to honour dark xenos gods instead of the God-Emperor. It could be you had a
brush with the Dark Powers. You might not be an ideal acolyte candidate, but for
some reason the Inquisition has seen fit to make use of you. But they don't trust you
you can feel their eyes upon you, watching for signs of heresy or betrayal.
Dark Secret traits: +5 Fo; Dark Soul; 1d5 Corruption Points.
EXPERT

You are the best at what you do. And the Inquisition is always looking for skilled
operators, so you were brought in and offered a place among the Emperor's
chosen. Without the intervention of the Ordos you might have gone on to have a
brilliant career within your field as genetech-medicae attending to the needs of
the rich and famous, as a vocalist-dancer in the sub-sector's most renowned
musical show, or creator of subtle herbal poisons and potions. Or maybe you're a
crack shot with that sniper rifle or known to be the strongest man in the entire hive.
Whatever your field of speciality the Ordos have put your skills to use, shamelessly
exploiting what you've worked all your life to master.
Expert traits: +5 to any characteristic; Talented (any one skill).
LIAISON

You're not really part of the Inquisition at all. Or you weren't in the beginning, but
then they went ahead and made you an acolyte. You might have been an
Administratum scribe, a Guardsman assigned to guard an Inquisition. Or a Naval
officer attached to a retinue in light of his knowledge of voidships and battles.
Even a local hive ganger enlisted to aid with a single operation, then finding
yourself on permanent retainer. Well, there is no going back now; you've seen and
done things that would forever set you apart from your former comrades.
Liaison traits: +3 to any characteristic; Any Basic Skill or any Advanced Skill; Peer
(whatever group you're affiliated with).
SAVED

You were saved from some horrible fate by the Inquisition. Without this intervention
you would have been dead, or worse. You had been sentenced, fairly or not to
be executed, to waste away in a dismal prison, to end your life in a Penal Legion.
Or perhaps you were terminally ill, hooked on soul-consuming drugs, or lived under
truly horrible conditions with no hope of survival. Or maybe your savior pulled you
away from the blades of blood-crazed cultists. Whatever you were saved from;
you owe your Inquisitor your life.
Saved Traits: +3 to any characteristic; +1 Fate Point; 1d5 Insanity Points.

36
SURVIVOR

You survived when you should have died. For some reason fate spared you, even
as all those around you paid the ultimate prince. Maybe your Death World tribe
was consumed by monstrous beasts. Or you were found alive on a ghost ship, the
rest of the crew and passengers simply disappeared. Perhaps xenos raiders
murdered your kin, your village, even your world; but they let you in peace. Your
survival and the mystery surrounding it is the sole reason you were recruited.
Survivor Traits: +3 T and Fo; Nerve, Survival or Willpower; -1 Fate Point; 1d5+5 Insanity
Points.

VIGILANTE

You take action when others shirk away. Even before you were recruited you
answered a higher calling bringing justice to deviants and heretic that managed
to escape the attention of the great Imperium. Maybe you used to murder
mutants. Maybe you took action against those of your neighbours that failed to go
to Church. Could be you used to teach those gangers that ventured onto your turf
a bloody lesson. At some point your actions were noticed; perhaps your path
crossed that of an on-going investigation, and the Inquisition saw fit to recruit you.
Vigilante traits: +5 WS or +5 S or +5 I; Athletics or Inquiry, Intimidate or Stealth; 1d5
Insanity Points.

37
7) MOTIVATION

Your motivation is what really drives you. Not the


typical drive that most people have, but a deep
MAIDEN OF
inner reservoir of that something which keeps
you going after lesser men have given up. Not GOLGENNA
just your typical behaviour, but the true inner
GM: This is where you decide what
reason why you do what you do. So you could
it is that drives your character.
appear quite angry and vengeful on the Really drives him. Not just what it
surface, even though you cloud everything you looks like on the surface, but deep
do with words of faith, while inside you're really down inside. Your character might
just very afraid. not even know it himself!

FAITH Haxtes: Honour.


Honour Traits: +5 Ac, -3 I.
You believe. In the God-Emperor, the Imperium,
and the manifest destiny of Mankind. Or maybe This one was a bit tricky, but the
player eventually settles for
you believe in the Deus Mechanicus. Or Honour. The Initiative penalty is not
something else altogether. Your faith defines you cool, but at least Initiative stays at
and fills you with energy and zeal. No task is too 40. +5 Acumen adds nicely to
small, no sacrifice too great, and nothing can Haxtes' already cunning mind. In
make you question your own faith. At the best of character the justification is that
Haxtes has a strong personal sense
times you are a paragon of virtue and of honour that haven't yet
perseverance, and an inspiration to all around completely crystallized, but mainly
you. At you worst you are nothing by a zealous runs along the lines of mission first,
bigot, unable to see the beyond your own little don't break your word once given,
world.Faith traits: +5 WS, -3 Pr. and avenge all wrongs done
against you. It will hopefully come
FEAR more to the fore when Haxtes has
had the opportunity to grow a
You are afraid. Afraid of tomorrow. Afraid of personality now that he's away
today. Afraid of the past. To you the galaxy is a from his xenos-death-cult-masters!
truly horrifying place, filled with things that can Maximilian: Renown.
snuff out you life in an instant. But still you must
Renown Traits: -3 Fo, +5 Pr.
serve. The God-Emperor demands it. The
Inquisitor expects it. And your fellows look to you The stat adjustments are
appealing in that they make Maxi
for support. Besides, the alternative so so much
more of a people person. The idea
worse that you actually find some consolation in is that Maxi, after his betrayal and
you service you know how dangerous it is out discovery of his nature,
there, and if no-one will stand tall, then you are desperately seeks confirmation of
all doomed. his own worth.

Fear traits: +5 I, -3 WS.

To die is acceptable.
To fail is not.

38
GREED

You want to live the good life. You want money, you want privilege, you want
whatever it is that rich people get. Sure, you're with the Inquisition now, but that
doesn't mean you can't enjoy life, quite the contrary. You might be dead
tomorrow, so why not enjoy yourself today? And who knows, you might even live
to enjoy your wealth. Become a real Throne agent with even more power...or retire
into glorious luxury when you have served well enough.
Greed traits: +5 T, -3 BS.
HONOUR

You serve because honour demands it. It could be you own personal sense of
honour the Imperium has done so much for you, should you not do something in
return. Maybe you're an Imperial Navy officer, brought up to believe in the old
values honer in all things. Or maybe you come from a long and noble bloodline,
and diligent service is expected of you. As a servant of the Holy Ordos your honour
demands that you serve with distinction.
Honour traits: +5 Ac, -3 I.

The difference between heresy


and treachery is ignorance.

39
PRIDE

You are better than other people. And by the Throne will they know it! You care
little for wealth or fame, but they will respect you! There are many cultures and
social classes throughout the Imperium that place pride very highly indeed.
Perhaps you come from a world where even the slightest perceived slight cannot
go unanswered. Or maybe you've lived among street-gangs and learned never to
back down. Or you could have belonged to one of the sub-divisions of the
Adeptus Terra, many of whom place tradition and pride before reason. And what
could be more glorious than serving with the Inquisition!
Pride traits: -3 T, +5 Fo.
RENOWN

You want recognition for the things you do and for who you are. Recognition from
your friends, your peers, and the rest of the galaxy. Actually it doesn't matter what
you are recognized for or by whom, as long as you are allowed to bask in their
praise or feel their fear as they cower before your greatness. And what better
place to be than in the Inquisition even the high a mighty bow before the glory
of the Emperor's own.
Renown traits: -3 Fo, +5 Pr.
SURVIVAL
MAIDEN OF
GOLGENNA
You want to live. You know the world is dangerous
and that millions die serving the God-Emperor every GM: Nothing special here. Just
day. It's not that you are necessarily more afraid of roll the dice.
death then your peers, its just that your will to live is so Haxtes: In the darkness follow
much stronger. You just like being around life might the light of Terra. +3 Focus, +1
not be good all the time, but sometimes it is, and even Fate Point
on bad days its better to live to see another day then Haxtes has almost crossed the
find final rest. There is nothing wrong with your service, line before. Will he walk in
you just don't like taking chances. darkness or will he follow the
light of Terra and find
Survival traits: +5 BS, -3 S. salvation? Focus reaching
acceptable levels for a latent
VENGEANCE
Psyker. Another fate point
You want to right some wrong (real or perceived) brings the total to 3.
done against you in your past. It doesn't matter Maximilian: A mind without
exactly what it is, but the fires of vengeance burn purpose will wander in dark
strongly within you, and you cannot forgive or forget. places." +1 Fate Point.

You've always discharged your duties well, but the Clearly Maxi has a purpose; to
time will come when your service will come into prove his worth and his
humanity. It's either that or die
conflict with your need to avenge and only time will
a soulless machine. Another
tell if you shall stand firm or indulge in your personal Fate Point is always welcome,
needs. for a total of 3.

Vengeance traits: +5 S, -3 Ac.

40
8) DESTINY

The Emperor's Tarot is the primary means of divination used by Imperial Astropaths
(and others trained in its use). A reading of the Tarot can reveal many things, and
for you it has shown a glimpse of what fate has in store for you. Roll once on the
table.
TABLE: DESTINY

01 "Mutation without, corruption within." Mutation (minor) and 1d5+5 Corruption


points; the mutation should be beneficial in some way and relatively
concealable.
02 "Only the insane have strength enough to prosper. Only those who prosper
may judge who is sane." Fearless talent and 1d5+5 Insanity points
03-06 "Sins hidden in the heart turn all to decay." Dark Soul talent and 1d5
Corruption points
07-10 "Innocence is an illusion." Jaded talent and 1d5 Insanity points
11-14 "Dark dreams lie upon the heart." +3 Fo
15-18 "The pain of the bullet is ecstasy compared to damnation." +3 BS
19-22 "Kill the alien before it can speak its lies." +3 I
23-26 "Truth is subjective." +3 Ac
27-30 "Know the mutant; kill the mutant." +3 WS
31-34 "Even a man who has nothing can still offer his life." +3 S
35-38 "If a job is worth doing it is worth dying for." +3 Pr
39-42 "Only in death does duty end." +3 T
43-46 "A mind without purpose will wander in dark places." +1 Fate Point
47-50 "There are no civilians in the battle for survival." +2 W
51-54 "Violence solves everything." +5 WS
55-58 "To war is human." +5 I
59-62 "Die if you must, but not with your spirit broken." +5 Fo
63-66 "The gun is mightier than the sword." +5 BS
67-70 "Be a boon to your brothers and a bane to your enemies." +5 Pr
71-74 "Men must die so that Man endures." +5 T
75-78 "Thought begets Heresy; Heresy begets Retribution." +5 S
79-82 "A suspicious mind is a healthy mind." +5 Ac
83-86 "The only true fear is of dying with your duty not done." +2 W, +1 Fate Point
87-90 "In the darkness, follow the light of Terra." +3 Fo, +1 Fate Point
91-94 "The wise man learns from the deaths of others." +3 Ac, +1 Fate Point
95-97 "Trust in your fear." +3 Presence, +1 Fate Point
98-99 "There is no substitute for zeal." +3 Toughness, +3 Fo, +1 Fate Point
00 "Do not ask why you serve. Only ask how." +3 WS, +3 BS, +1 Fate Point

A small mind is easily filled


with faith.

41
5. EXPERIENCE

During the course of your life you have accumulated a number of Experience
Points (XP). This experience represents things you've learned above and beyond
the basics provided by the character path. Some of these XP may well have been
earned during the early parts of your life, but if you're starting play with a lot of XP
chances are that your character has an extensive professional life and/or spent
time in the service of the Inquisition before the game begins. Try to explain any
starting XP by integrating it into your character's background story.
If you used XP during the Character Path (to purchase an Elite Package for
example) you'll have to keep that in mind. When you purchase advances you
must remember to take your Career and Rank into account; not all advances are
available to ever Career/Rank, and in some cases the cost of advances can vary.
It is the number of XP you have spent thus far (including XP spent during the
Character Path) that determines your rank. Saved
XP do NOT count until after the points have actually MAIDEN OF
been used. GOLGENNA

RANKS DM: All characters start


with 1200 XP. Youve
Your total number of spent XP tells you something decided to spend 2
blessings each for extra
about how accomplished your character is by
XP, bringing your total to
giving you a rank. In turn your rank is used to 1800. So assuming you use
determine when you are allowed to improve your all youll be near the end
skills and characteristics. And when used in of Rank 3. Since youre
conjunction with your Career your rank can give relatively young Haxtes is
barely finished with his
you access to certain talents at reduced cost or
field trials as an assassin
provide other benefits. and Maximilian has only
Note that the use of ranks differ somewhat from recently become an
Arbites investigator that
vanilla DH. In vanilla all your skill and talent choices
means youve both got
(except Elite advances) are governed by more talent than actual
rank/career these rules give you much more field experience.
freedom to advance your character exactly the Haxtes: Two Blessings for
way you want to. 600 XP extra brings his
total to 1800 XP, of which
The first two ranks are junior ranks, ranks 3-5 indicate
600 XP were used to pay
an increasing degree of professionalism, and ranks for the Veiled Hand
6-8 are reserved for truly exceptional individuals. training. That's 1200 XP
The various careers may have different names for remaining to be spent on
their ranks, but they are merely intended to add advances.
flavour. Maximilian: 1200XP base.
Plus 600 XP from Wisdom.
Ranks 9+ are reserved for those few larger-than-life 1800 XP total. 500 XP spent
figures (Inquisitors and other ascended character) of Arbites package. 1300
whose actions help shape the future of the galaxy. XP remaining.

42
Ranks are akin to the levels commonly found in many other games. They are,
however, not as stringent: They put a few limitations on what you can develop and
when, but they do not straightjacket your choices.
SUMMARY OF RANKS TABLE

No rank: Only exceptional people, like PCs and other elites have any ranks. Most NPCs wont have
any ranks they are proficient in their field, but nothing more.
1st (0-499 XP): Rookie. You just starting out; you may have great talent, but you lack practical
experience in your chosen field.
2nd (500-999 XP): Regular. You are a skilled operator; you're either young or promising or a person
that has spent some time learning the ropes.
3rd (1000-1999 XP): Veteran. You are either both young and exceptionally promising or youve
spent years in your chosen profession.
4th (2000-2999 XP): Veteran. You are a cut above common professionals.
5th (3000-5999 XP): Elite. You are one of the elite few. You either have extensive specialist training
or an amazing amount of experience, or more likely a combination of both.
6th (6000-9999 XP): Elite. You can do things that lesser men find impossible.
7th (10000-14999 XP): Crack. You are one of the best of the best of the best. Your competence is
second to none. Very few advanced beyond this rank.
8th (15000-20999 XP): Crack. As rank 7, only even more accomplished. This is as good as it gets in
most DH games.
9th (21000+ XP): Ascended. At ranks 9 and above you have proven that you are a special breed of
hero, fit to take on the greatest challenge the galaxy can throw at you.

PRIMARY CHARACTERISTICS

Characteristics advances are available only at the indicated ranks (i.e. to get a
+25 advance your character must be at least Rank 9). This means that a starting 1 st
rank character can only take the +5 advance. All previous advances must be
taken before taking a higher advance.
TABLE: PRIMARY CHARACTERISTIC ADVANCES

1st (+5) 3rd (+10) 5th (+15) 7th (+20) 9th (+25)
Cheap 100XP 250XP 500XP 750XP 1250XP
Average 250XP 500XP 750XP 1000XP 1500XP
Expensive 500XP 750XP 1000XP 1250XP 1750XP

The cost of improving the primary characteristics is determined by your (current)


Career. Most Careers offer three cheap characteristics and the rest average, but
there are exceptions. The Killer, for example, is supposed to by lethal with all kinds
of weapons, as well as fast and agile. So he gets cheap WS, BS, and I the rest at
average cost. So a killer wanting to improve his BS from +5 to +10 needs only pay
250 XP, rather than the 500 XP it would cost a Noble or a Psyker.

43
TABLE: PRIMARY CHARACTERISTIC ADVANCES BY CAREER
Career WS BS S T I Ac Fo Pr
Adept Cheap Cheap Cheap
Cleric Cheap Cheap Cheap
Enforcer Cheap Cheap Cheap
Killer Cheap Cheap Cheap
Noble Cheap Cheap Cheap
Officer Cheap Cheap Cheap
Psyker Cheap Cheap Cheap
Savent Cheap Cheap Cheap
Scum Cheap Cheap Cheap
Soldier Cheap Cheap Cheap
Tech-priest Cheap Cheap Cheap Cheap Expensive
Templar Cheap Cheap Cheap
Warrior Cheap Cheap Cheap

MAIDEN OF GOLGENNA

Now for the fun part. Advancing characteristics:


Haxtes: WS 48, BS 48, S 39, T 39, I 43, Ac 41, Fo 36, Pr 35
Net changes after the Character Path are WS +0, BS +5, S +0, T +3, I -3, Ac +5, Fo +8,
Pr -3:
WS 48, BS 53, S 39, T 42, I 40, Ac 46, Fo 44, Pr 32
Assassins get cheap WS, BS, and I. Haxtes spends 300 XP total to get +5 in each of
them:
WS 53, BS 58, S 39, T 42, I 45, Ac 46, Fo 44, Pr 32
Haxtes is a damn good shot and no slouch in melee. His S isn't much higher than
average, but he's a pretty tough SOB. Initiative is decent enough for an assassin, but
he really shines in the mental department. He's a fairly likeable chap, handsome
and well-spoken, but his murderous intent has a tendency to shine through, giving
an OK Presence overall.
900 XP remaining.
Maximilian: WS 47, BS 38, S 42, T 48, I 42, Ac 36, Fo 39, Pr 39
Net changes after the Character Path are WS +0, BS +0, S +0, T +8, I +0, Ac +0, Fo +2,
Pr +2:
WS 47, BS 38, S 42, T 56, I 42, Ac 36, Fo 41, Pr 41
Arbitrators get cheap WS, T, and Fo. Maxi spends 300 XP total to get +5 in each of
them:
WS 52, BS 38, S 42, T 61, I 42, Ac 36, Fo 46, Pr 41
TB 6 is insane for a starting character. The Ac 36 feels a little low though Maxi is
supposed be quite the clever investigator. That Acumen will have to be improved
soon and backed up by skill choices like Inquiry and Logic.
1000 XP remaining.

44
SECONDARY CHARACTERISTICS

You cannot affect your secondary characteristics directly. They are a function of
your primary characteristics, skills, and talents. For example, if you want a higher
Psy Rating you must purchase the relevant talents. If you want to move faster you
should increase your Initiative. To get more Wounds you can buy more S, T, Brawn
or Resilience or Willpower, or purchase the Sound Constitution talent.

SKILLS

All skills are based upon a single


characteristic (usually, although in MAIDEN OF GOLGENNA
some case you can be called upon
Haxtes: Moving over to skills Haxtes has 900
to use a different characteristic)
XP remaining. He's planning on spending a
which you use when you are called little more than half of that on skills. Agility is
upon to make a test. But characters in first stands to reason a quick-on-his-feet
can have varying degrees of training Assassin should be able to balance, tumble,
in different skills, which is reflected get out of bonds etc. Next he goes for some
advanced skills Medicae, Operation, and
through the rules for skill training.
Tech-use. The Veiled Hand is technologically
Skills are divided in three categories; competent (even superior to most assassin
advanced, basic, and trained. outfits) so it all makes sense, and besides
Haxtes' player doesn't want his character to
Advanced skills (such as Medicae)
be one of those totally clueless and anti-tech
require some form of training to be types. It's not all that much, but having a
used at all you cannot make any Basic level will allow Haxtes to do some first
tests at all with such skills unless you aid, drive common ground vehicles, and use
have at least basic training. Most simple devices like data-slates. Not tech-
priest material, but not too shabby either.
skills (such as Athletics or Intimidate)
400 XP spent is beginning to push it...but
are basic skills; which means you can Haxtes wants to be really good at what he
attempt tests with them without does, so he opts for +10 mastery in Security.
special training, but your success That's available to Rank 3 Assassins (1000-
chance is reduced. Trained skills are 1999XP), well within Haxtes' reach (1800XP).
The end result is a character with few really
essentially Basic skills that all PCs are
weaknesses. He's not a learned man, nor a
assumed to have training in. techno-wizard, but he's got quite decent
You start as Untrained in all skills in other areas.

Advanced skills, have Basic training 400 XP remaining.


in all Basic skills, and are Trained in an Maxi: Has 1000 XP remaining. He picks
all Trained skills (should be easy to Athletics, Endurance, Inquiry, Medicae,
remember). These rules apply first Operation, Parry, and Reflexes. He would
have liked to take Nerve +20, but even as a
and foremost to PCs; not all NPCs will
favoured skill it would be available to him
be Trained in all these skills its until Rank 4. So he ends up with Logic and
perfectly normal for non-heroic Security instead.
characters to have only Basic Maxi now has a good selection of combat
proficiency in both Nerve and and investigation-related skills. Unfortunately
Willpower for example. hes used 900 XP on skills.
100 XP remaining.
45
Untrained: Cannot make any tests.
Basic: Test against half (round down) governing characteristic.
Trained: Test against full governing characteristic.
Mastery: Adds to the governing characteristic (+10 or more),
If you want better success chances you can use XP up to buy additional skill
training. It costs 100XP to train to Basic, 100XP from Basic to Trained, and 100XP
from Trained to Mastery +10. After that the cost is 200XP, 300XP and 400XP
respectively for Mastery +20 to +40. You must take all lower levels before moving
up the scale:
Untrained Basic Trained Mastery +10 Mastery +20 Mastery +30 Mastery +40

TABLE: SKILL ADVANCES

Basic Trained Mastery Mastery Mastery Mastery Total cost


+10 +20 +30 +40
Trained 0 0 100 XP 200 XP 300 XP 400 XP 1000 XP
Basic 0 100 XP 100 XP 200 XP 300 XP 400 XP 1100 XP
Advanced 100 XP 100 XP 100 XP 200 XP 300 XP 400 XP 1200 XP

How far up the skill mastery scale you can go is limited by your current rank, much
as with characteristics.
TABLE: SKILL MASTERY BY RANK

Basic +10 +20 +30 +40


Favoured 1st 2nd 4th 6th 8th
Common 1st 3rd 5th 7th 9th
Uncommon 2nd 4th 6th 8th NA
Rare 4th 6th 8th NA NA

Skills that are considered essential to your career are available earlier (the XP cost
is unchanged) at higher levels of mastery than skills your career typically doesn't
use very often. Each skill is considered Favoured, Common, or Rare for your career:
Favoured: These skills are considered key skills for your career. They become
available one rank earlier than normal.
Common: These skills are highly useful to your career. They have normal availability.
Uncommon: These skills are only of auxiliary utility. They become available one rank
later than normal.
Rare: These skills are not usually part of the suite utilized by your career. You can still
advance in them, but they become available three ranks later than normal.

46
TABLE: FAVOURED SKILLS BY CAREER

Career Favoured Common Uncommon Rare


Adept Common Lore Forbidden Lore Agility Brawn
Deceive Light Weapons Athletics Great Weapons
Inquiry Logic Endurance Heavy Weapons
Persuade Medicae Intimidate Invocation
Scrutiny Operation Hand Weapons Psyniscience
Willpower Perception Nerve Resilience
Pistols Reflexes
Scholastic Lore Rifles
Sleight Security
Speak Language Stealth
Tech-use Survival
Trade
Cleric Endurance Brawn Agility Heavy Weapons
Great Weapons Common Lore Athletics Invocation
Hand Weapons Deceive Forbidden Lore Logic
Persuade Intimidate Inquiry Psyniscience
Resilience Light Weapons Medicae Security
Willpower Nerve Operation Tech-use
Pistols Perception
Reflexes Rifles
Scholastic Lore Sleight
Scrutiny Stealth
Speak language Trade
Survival
Enforcer Brawn Athletics Agility Forbidden Lore
Endurance Common Lore Deceive Invocation
Hand Weapons Inquiry Great Weapons Persuade
Intimidate Light Weapons Heavy Weapons Psyniscience
Nerve Operation Logic
Pistols Perception Medicae
Resilience Reflexes Scholastic Lore
Rifles Sleight
Scrutiny Speak Language
Security Stealth
Survival Tech-use
Willpower Trade
Killer Agility Athletics Brawn Forbidden Lore
Intimidate Deceive Common Lore Invocation
Light Weapons Endurance Great Weapons Logic
Nerve Hand Weapons Heavy Weapons Psyniscience
Perception Inquiry Medicae Scholastic Lore
Pistols Scrutiny Operation
Reflexes Security Persuade
Rifles Sleight Resilience
Stealth Willpower Speak Language
Survival
Tech-use
Trade

47
Noble Common Lore Agility Athletics Brawn
Deceive Hand Weapons Endurance Heavy Weapons
Inquiry Intimidate Forbidden Lore Inquiry
Persuade Light Weapons Great Weapons Psyniscience
Scrutiny Perception Logic Trade
Pistols Medicae
Reflexes Nerve
Scholastic Lore Operation
Sleight Resilience
Speak Language Rifles
Tech-use Security
Willpower Stealth
Survival
Officer Endurance Athletics Agility Forbidden Lore
Intimidate Common Lore Brawn Invocation
Nerve Deceive Inquiry Psyniscience
Perception Hand Weapons Great Weapons Trade
Survival Light Weapons Heavy Weapons
Logic Medicae
Operation Scholastic Lore
Persuade Security
Pistols Sleight
Reflexes Speak language
Resilience Stealth
Rifles Tech-use
Scrutiny
Willpower
Psyker Intimidate Common Lore Agility Brawn
Invocation Deceive Athletics Heavy Weapons
Psyniscience Endurance Inquiry Logic
Reflexes Forbidden lore Operation Medicae
Willpower Great Weapons Persuade Security
Hand Weapons Rifles Tech-use
Light Weapons Scholastic Lore Trade
Nerve Sleight
Perception Speak language
Pistols Stealth
Resilience Survival
Scrutiny
Savant Common Lore Deceive Athletics Agility
Logic Forbidden Lore Endurance Brawn
Medicae Inquiry Hand Weapons Great Weapons
Scholastic Lore Light Weapons Nerve Heavy Weapons
Speak Language Perception Operation Intimidate
Persuade Reflexes Invocation
Pistols Rifles Psyniscience
Scrutiny Security Resilience
Stealth Sleight
Tech-use Survival
Trade
Willpower

48
Scum Deceive Agility Athletics Forbidden Lore
Light Weapons Brawn Common Lore Invocation
Nerve Endurance Great Weapons Psyniscience
Pistols Hand Weapons Heavy Weapons Scholastic Lore
Reflexes Inquiry Logic Tech-use
Sleight Intimidate Medicae
Stealth Perception Operation
Resilience Persuade
Rifles Speak Language
Scrutiny Survival
Security Trade
Willpower
Soldier Athletics Brawn Agility Forbidden Lore
Endurance Common Lore Deceive Invocation
Nerve Heavy Weapons Great Weapons Psyniscience
Perception Intimidate Hand Weapons Scholastic Lore
Resilience Light Weapons Inquiry Tech-use
Rifles Operation Logic
Survival Pistols Medicae
Reflexes Persuade
Security Scrutiny
Stealth Sleight
Willpower Speak Language
Trade
Tech-priest Logic Brawn Forbidden Lore Agility
Operation Common Lore Great Weapons Athletics
Resilience Endurance Hand Weapons Deceive
Scholastic Lore Light Weapons Heavy Weapons Inquiry
Security Nerve Intimidate Invocation
Tech-use Pistols Medicae Persuade
Speak Language Perception Psyniscience
Trade Reflexes Scrutiny
Willpower Rifles
Sleight
Stealth
Survival
Templar Brawn Agility Forbidden Lore Deceive
Endurance Athletics Heavy Weapons Invocation
Hand Weapons Common Lore Inquiry Psyniscience
Nerve Great Weapons Logic Security
Resilience Intimidate Operation Tech-use
Rifles Light Weapons Persuade
Willpower Medicae Scrutiny
Perception Sleight
Reflexes Speak Language
Scholastic Lore Stealth
Survival Trade
Warrior Athletics Agility Common Lore Forbidden Lore
Brawn Intimidate Deceive Invocation
Endurance Light Weapons Heavy Weapons Logic
Great Weapons Operation Inquiry Psyniscience
Hand Weapons Pistols Medicae Scholastic lore
Nerve Reflexes Persuade Security
Perception Rifles Scrutiny Speak Language
Resilience Stealth Sleight Tech-use
Survival Willpower Trade

49
TALENTS

Any talent can be purchased by any character at the cost listed in the Talent
Table. There is no career/rank requirement like in vanilla DH. You must, however,
still meet all the prerequisites in the form of minimum characteristic/skill
requirements and required talents.
Each time you gain a rank (including 1st
Rank) you have the opportunity to
MAIDEN OF GOLGENNA
purchase one favoured talent for 100 XP
less than normal (minimum 0 XP). Haxtes: Having spent 500 XP on skills
Here is a short summary of the various Haxtes only has 400 XP remaining. 100
XP is immediately used to buy Literacy.
careers (see Chapter 2 for additional
It's completely out of the question to
details): have a character that can't read and
Adept: Each time an adept increases his besides illiterates have no place within
the Veiled hand, so it's well founded
rank he can purchase any non-psychic
both IC and OOC.
talent he can meet the prerequisite for.
The player considers asking for the ST
Cleric: Clerics may purchase either a True (Torture) talent as an Elite advance, but
faith talent or a talent that improves their drops it after seeing the 200 XP price
ability to inspire, lead, or stay true to the tag. It would be in character for a
Veiled Hand operative, but Haxtes was
Emperor.
never deeply initiated so it makes sense
Enforcer: Enforcers gain cheaper access for him NOT to have it.
to combat-related talents suitable to their Two-weapon Wielder (Melee) is
combat style, plus talents having to do interesting. It will allow Haxtes maximum
with investigation and interrogation. utility from fighting with pistol and
power blade in melee. Picking Two-
Killer: Killers gain easier access to suitable weapon Wielder (Ballistic) seems like a
combat-related talents, plus various logical follow-up, and since its clearly
weapon training talents, including very a favoured Killer talent he can have it
for 0 XP at Rank 2. Total of 0 XP spent!
exotic ones.
Crack Shot and Dead Eye shot are
Noble: Nobles gain easier access to musts for someone with longlas
talents that let them lead, manipulate or proficiency! Calling one favoured
otherwise show off their superior nature. talent for 3rd rank brings the total cost
to 200 XP, leaving only 200 XP.
Officer: Officers get easier access to
Step Aside would have been great, but
talents that improve their ability to lead
it's too expensive (300 XP). Furious
and survive on the battlefield. Assault is there at 100 XP and it can
Psyker: Psykers may purchase the Psy give an extra melee attack when
going All-Out or Charge. Talented
rating talents at a discount (and being (Weapon) sounds nice, but Haxtes has
psykers in the first place obviously gives a range of weapons and isn't sure he'll
them access to a wide range of psychic benefit enough. Instead he falls for the
talents). Alternatively they can also Cold Hearted utility talent. It just made
purchase psychic powers at a discount. the list so the player hasnt seen it
before its a perfect match for Haxtes!

50
Savant: Savants gain the Talented (any Acumen-based
MAIDEN OF Skill) or Mastery (any Acumen-based Skill) whenever
GOLGENNA they gain a rank.
Scum: Scum gain easier access to certain combat-
Maxi: Maxi has a measly 100
related talents, plus some subterfuge and stealth-
XP left, but cunning use of
favoured talents effectively enhancing talents.
means he can get 400 XPs
Soldier: Soldiers may purchase the Sound Constitution
worth for the price of just 100.
talent and also get easier access to talents that
He goes for Resistance (Pain). improve their ability to fight and survive on the
Maxi already is a rock, so why
no play up on that? Rapid
battlefield.
Reload and Rapid Shot are Tech-priest: Tech-priests may purchase talents with the
both nice talents for a pistol
Mechanicus prerequisite (other characters can gain
shooter (he intends to use a
heavy autopistol as his primary
bionic enhancements and such, but they will never be
sidearm) as 100 XP each. initiated into the deeper techno-mysteries).
Finally he picks the Air of Templar: Templars may purchase all True faith talents
Authority talent. Its not directly and also get easier access to talents that improve their
applicable in personal
ability to fight.
combat, but the player thinks
an Arbitrator should have this Warrior: Warriors may purchase the Sound Constitution
talent. The GM wholeheartedly talent and also get easier access to talents that
agrees with that assessment!
improve their ability to fight in melee (or with primitive
weapons) and survive hostile environments.

6. FINALIZE

You have now completed the most important parts of character generation. Only
a few things remain; filling in secondary characteristics, equipping your character,
fully updating your character sheet, and finally adding some non-mechanical
details to your character (background, personality, appearance, and so on).

SECONDARY CHARACTERISTICS

Secondary characteristics are derived from other values (calculated automatically


by the character spreadsheet). There is one exception; Fate Points. You must roll
on the table to determine these.
Size (SZ): How big you are. A fixed value dependent on race (all humans are the
same size for example, even though there is quite a bit of variation within the
human species). This value never changes.
Movement (MV): How fast you can move. A fixed value dependent on Size +
Initiative bonus, plus any special traits such as Quadruped and Unnatural Speed.
Fatigue (FA): Limit how much physical and mental hardship you can endure. A
fixed value dependent on your Endurance bonus (fatigue threshold) plus your
Willpower bonus (exhaustion threshold).
51
Reaction (RE): How quickly you can react to MAIDEN OF
unforeseen events. Dependent on your Reflexes skill GOLGENNA
and some talents.
Damage Bonus (DB): How much extra damage you GM: Not a lot to do here
do with melee attacks. Dependent on your Brawn really. As long as you enter
in the numbers in the
skill bonus.
character sheet it will
Damage Reduction (DR): How much damage you automatically generate all
negate from each hit; the leftover is deducted from secondary characteristics
for you.
Wounds and compared to your Wound Threshold.
Equal to you Toughness bonus. Only thing you have to do is
roll for Fate Points.
Wounds (W): How much damage you can take
Haxtes: Always an eager
totally before serious injury or death. Equal to Size + player; Fate Points were
Brawn skill + Resilience skill + Willpower skill. rolled for earlier, coming up
a 2, which was later
Wound Threshold (WT): How much damage you can modified to 3 during the
take from a single hit without becoming heavily or character path.
critically injured. Equal to 5 + modifiers for a heavy
Since Haxtes is a latent
injury and 10 + modifiers for the critical threshold. A Psyker the GM has him enter
few talents (such as Diehard and True Grit) and some PSY 0 on his sheet as well.
traits add to WT (i.e. doesnt reduce damage taken, Maxi: Rolled and got 2 Fate
but reduces its effects). Points, later modified to 3.
The GM informs him that he
Insanity Points (IP): Permanent mental damage,
should add the
caused mainly by fear. Accumulates over time. Autosanguine talent for
Corruption Points (CP): Lasting moral and physical reasons of his tainted blood!

corruption. Accumulates over time.


Fate Points (FP): You extra lives. A fixed number determined by race and a dice
roll.
TABLE: STARTING FATE POINTS

d10 Human Ogryn Ratling Squat Voidkin Beastman Mutant Space Xenos
Marine
1 1 1 2 1 2 1 1 1 1
2-3 2 1 2 1 2 1 1 1 1
4-7 2 1 3 2 2 2 1 1 1
8-9 3 2 3 2 3 2 2 1 1
10 3 2 3 3 3 3 2 2 2

Fortune Points (OP): Your luck. Equal to your Fate Points + your current Rank.
Psy Rating (PSY): Your psychic strength. A fixed number determined by your talents.

52
MONEY AND EQUIPMENT

You will also need to equip your character; DH is not a game about gadgets and
the biggest guns, but equipment still has a role to play. Your GM will assign a
number of Thrones based on your starting Career (the DM might alter these base
figures to take into account your background and the campaign setting). Use this
to purchase equipment. For very exotic equipment the GM might require you to
make Inquiry tests to get hold of it. Later you will undoubtedly get hold of more
money or otherwise be able to acquire specialist gear.
Chapter 10: Gear has more on
weapons, armour and general MAIDEN OF GOLGENNA
equipment. The various DH books
are also good sources for GM: This is not a money-focused game. Instead
equipment, but you have to run of rolling youll each work out a starting kit with
me.
them by the GM for him to bring in
line with the Gear rules presented Haxtes: Xeno-mesh armour (AP 5;
w/cameleoline option), mesh hood (AP 5;
here.
w/chrono, IR goggles, photo-visor, vox-link,
Affluent careers (Noble): respirator, and cameleoline options), utility
6d10x10+300 Thrones webbing, drop harness, longlas (w/enhanced
telescopic preysense sight, retractable bipod
Comfortable careers (Adept, Cleric, and foldable option), 2 extra longlas mags,
Officer, Savant, Tech-priest): splinter pistol (w/incapacitating and lethal toxin
4d10x10+200 Thrones options), 2 extra splinter mags, good quality
bolt-pistol (w/red-dot laser sight, +5% accuracy),
Struggling careers (Enforcer, Killer, 2 extra bolt mags, power blade, 2 extra power-
Soldier, Templar): 3d10x10+100 cells, monoknife, 3 photonic (flash-bang) mini-
grenades, 3 blind mini-grenades, 3 frag mini-
Thrones
grenades, 3 krak mini-grenades, security kit,
Drudging careers (Psyker, Scum, data-slate, Veiled Hand flagellant-glove.
Warrior): 2d10x10+50 Thrones This is right at the limit for Haxtes carrying
capacity; anything more and he's carrying a
For characters that are above 1st
Moderate load. The longlas is only carried (in a
Rank when they start play additional special padded case) when needed.
thrones should be assigned; at each
Maximilian: Enforcer carapace (AP 8; with
Rank they gain a number of Thrones fireproofing), enforcer carapace helmet
equal to the fixed value times the (w/fireproofing, chrono, IR goggles, photo-visor,
current rank. The DM will frequently vox-link, and respirator), utility webbing, Lathes
modify this figure to take past events Pattern Arbitrator Assault Weapon (w/stabilized
and dual mags/ammo selector), 4 extra AW
into account.
mags (mix of AP-flechette/AP-explosive
Example: An officer starting at 3rd core/hyper-dense penetrator/hi-ex incendiary),
rank would have 4d10x10+200 heavy autopistol, 4 extra pistol mags (mix of
standard x2, AP-explosive, and hyper-dense
Thrones at 1st Rank, plus 200x2
penetrator), power maul (w/shock option),
Thrones extra for 2nd Rank and 200x3 ballistic shield (w/shock option), 2 extra power
more for 3rd Rank, for a total of cells, monoknife, grenades (3 each of: choke,
4d10x10+1200 Thrones. hallucinogenic, blind, frag), investigation kit,
data-slate, manacles, brief printed version of
Lex Imperialis.
53
ADDITIONAL INFORMATION
MAIDEN OF
Now it is time to fill out the remaining blank spot GOLGENNA
on the Character Sheet, including the Combat
Information page, where you can enter all the Hatxes: The player also stops and
key combat-related values, plus a variety of thinks about Common Lore and
Speak Language; they are Basic
combat-related gear like guns and armour. If
skills and with an Acumen Bonus of
you're a psyker you'll also want to fill in the Psyker 4 Haxtes gets 2 fields of knowledge
page. for each he goes for Common
Lore (Imperium and War) and
CHARACTER DETAILS Speak Language (Low Gothic
[Protasia] and High Gothic).
The character path should have given you a Protasia was once a highly
good idea as to your character's background developed world where they
spoke High Gothic, which gives
and personality, and now is the time to fill out the
Haxtes a reason for knowing it. And
blanks and really make him come to life. Also hes seen his share of war, so that
decide upon an appearance, either by making part makes sense.
it up yourself or rolling on some of the tables
As a latent Psyker Haxtes doesnt
found in the DH book. have any powers, so there is
nothing to fill out.
Background: You background story should
describe, in as much details as you and the GM Maxi: Maxi is having an issue; with
want, the character's life up until the beginning his Acumen bonus of 3 and Basic in
Speak Langue he only speaks Low
of the campaign. Where was he born? What
Gothic [Malfi]. That doesnt make
was his childhood like? Does he have a family sense a highly trained Arbitrator,
still? Did he travel? Did something important literate and well versed in the Lex,
happen? What about education, friends, and only speaking Malfian gutterslang?
lovers? Professional life? Marriage, children The low Acumen has been an issue
all along, but now the player is
even?
acutely unhappy. The GM offers a
Personality: Personality goes hand in hand with solution swap five points of I for
an equal number of Ac. The player
background; we are what our past has made us.
readily agrees this is more in line
You should provide a description of your with his initial concept.
character's key traits, any visible quirks, and his
Scholastic Lore: With two Fields of
ethical framework. All in an attempt to make Knowledge the logical thing is Law,
consistent role-play easier. plus something else. The player
suggests Forensics maxi is trained
Appearance: Human appearance varies wildly
in the use of real forensic
across the million worlds of the Imperium. You techniques.
should spend some time think about how your
For Common Lore its Imperium (a
character appears to others. Height, weight and
true classic), Malfi (his homeworld),
build are obvious factors. Your voice and way of the Underworld, and Government.
speaking. Other distinguishing physical traits also So Maxi has the usual knowledge
warrant mention, as do clothing style. Try to of the Imperium, but also has
come up with something to distinguish your detailed knowledge of the
workings of the underworld and
character, without him becoming a parody.
the Adeptus Terra.

54
7. INTEGRATE
MAIDEN OF
Even the best of characters can provide you with a GOLGENNA
poor gaming experience if you do not take the time
to integrate your character into the campaign. This is Both characters have
not a computer game where your goal is to rack up been extensively
the most kills and gain access to cool new attacks developed on the Maiden
of Golgenna blog. So
and guns. Nor is it a competitive game where the
enough said about their
goal is to 'win'. The aim is to play a believable early background.
character in a believable world and through doing
As for their recruitment
that having a good time. Here are some things that into the Inquisition that
should be considered: will be the Maiden of
Golgenna Prologue.
Eye of the Inquisition: How your character came to
Expect to earn a few
be in the employ of the Inquisition warrants some hundred XP (maybe as
additional detail. It's part of your background story many as 400XP) before
to be sure, but it also effects the present and the we start play. These will be
future. Who is your master? What is your relationship? handed out once I sit
down around a table with
What kind of organization does he have? Have you
you.
been on missions before? Do you know the rest of his
PbP play starting 4th of
crew?
September 2009.
Ties to other PCs: Chances are you are going to play PnP play starting 21st of
this with a group other players, and that your January 2010...
characters are going to be going on multiple
missions together. It's OK to develop a relationship to other PCs as you go, even to
the extent of you having conflicts with them, but the setting assumes that by an
large you are friendly and working together towards a common goal. If you can't
work within that framework you should discuss it with the GM.
Contacts (NPCs): Contacts are recurring minor NPCs that you have some sort of
additional attachment to. Check with the GM and see if you can't work out some
contacts for your character; it can be NPCs both within the Inquisition and without.
Prelude play: An excellent way of bringing everything together is to have a short
prelude session; perhaps one-on-one with the GM. Here you can bring your
character to life for the first time and get to interact with some of the other PCs,
your contacts, or whatever. It will give you an opportunity to evaluate and maybe
adjust a few things before you're ready for the big leap.

8. PLAY!

Enough said start playing the game...insanity, corruption, and death awaits!

55
CUSTOMIZING CHARACTERS

The character creation rules are intended to be flexible. As presented they will give
varied and interesting Dark Heresy characters. If this isnt sufficient you can adapt
the rules to suit your own needs. The easiest thing to do something about is modify
the steps of the character path: Just adjust or add/remove options and you can
get even more variation.
Example: The Maiden of Golgenna examples showcase this kind of modification
both Haxtes and Maxi have Elite career packages and variant Homeworld
pakcages.
Its also possible to make new entirely new Careers the existing ones are just
examples of common heroic occupations in the 41st Millennium. Chapter 2:
Careers has more on this.
The guiding principle when modifying is that the change shouldnt give the
character an advantage over other characters. Not a big one anyway. So if you
add something, you should put in something to compensate take something
away, add a penalty, or charge XP.
Example: Many Death World cultures are quite primitive, but there are exceptions,
worlds so hostile that even a hi-tech society has to struggle just to stay alive. If you
hail from a hi-tech Death World you remove the Primitive trait and one of your skill
choices. Or just remove the Primitive trait and add a 100 XP cost to the template.

ADAPTING EXISTING MATERIAL

The Dark Heresy books (The Inquisitors Handbook in particular is brimming with
goodies) already have loads of background packages, alternate career ranks
and elite advance schemes that can be adapted to these rules with a little work.
Origins, unique worlds and background packages: Should slot into one of the steps
on the character path. Their cost should be balanced with what they provide
many of the existing packages are so piss poor they are of no use. The GM will
have to adjust that so they become attractive choices, but not overpowering.
Examples: The Noble origin has become a career in itself. The Dusk background
package can easily be substituted for a Feral World homeworld. The Mara Landing
Massacre is a good Trials of Life step, coting 300 XP, but granting many
advantages not normally found during this step.
Alternate ranks: Since the career system is already much more flexible there is less
use for alternate career ranks; instead they become more like elite advance
schemes, offering cheaper/sooner access to characteristics, skills and talents.
Example: Feral Warrior has gone on to become a basic career. If characters
become Legate Investigators the GM will offer them discounts on skill and talent
advances found on the Legate advance scheme.

56
57
CHAPTER 2 CAREERS

Your career is a general guide to your profession. It will likely influence your
character's skills, talents and characteristics to a certain degree, but the system is
inherently flexible and any character can potentially learn (almost anything). More
specifically you career dictates which characteristics are cheaper, which skills are
available when, and offers some talents at a discount. Everything else is up to you,
the player, to decide bearing one important rule in mind; all XP spent should be
in character, meaning it should make sense in-game, not only from a meta-
game perspective.
The masses: The careers her presented are suitable for heroic or at least those with
heroic potential not all of them will live long enough to become worthy of notice;
the vast majority of the Imperium's masses will be less well trained. They simply have
no careers, no ranks, and no XP: The GM is free to assign to them characteristics,
skills and talents as he sees fit.
Skilled operators: NPCs that have some measure of skill can have careers assigned
(i.e. those IG troopers are actually Soldiers) if the GM finds it useful. It can help with
making consistent NPCs that can challenge or aid players of any rank.
Additional careers: The list of careers is not exhaustive; it contains many of the
iconic careers found the Imperium, but doesn't cover everything. GMs are free to
make up their own careers, and players are encouraged to present their career
ideas.
Example: The Voidsman is a possible career; a person who has spent all his life in
the Void, learning every trick of the Voidsman's trade. He knows how to defend
himself, but isn't primarily a combatant. Instead he focuses on the skills (including
Tech-use) and talents needed to make a Voidship function.
Elite career packages: Instead of inventing entirely new careers it's possible to
make elite career packages (as mentioned in the previous chapter). Instead of a
generic killer youre a 'Veiled Hand Assassin'. You get a different starting package,
at a discount, but your choices are less flexible. It is also possible to make such elite
packages available later on. Such a package could represent special training or
some form of special experience that is outside the norm.
Example: Haxtes starts with the Veiled Hand Assassin starting killer package. Later
he becomes a Haegum member and gains access to the Haegum-trained
operative elite package. Later on, well into the Haarlock legacy storyline, the GM
makes available yet another package, representing some rather special events
Switching careers: Its possible to change career, but it isnt very common. Your
early years will tend to shape you in a lasting fashion (and remember you can be
almost anything with any career there are not shoehorns, but more like
guidelines). With the GMs permission you may swap careers, however. You count
as belonging to the new career from the moment you switch, except that your
spent XP resets to 0.
58
CAREER DESCRIPTIONS

The career descriptions provide you with an overview of each career, such as
starting traits (also listen in the character creation chapter), a breakdown of skills
by rank (presented for your convenience), lists any bonus traits or talents, etc.

ADEPT

You have spent your professional life in the service of the Adeptus Terra. Perhaps
you are an Adeptus Administratum scribe, a trained member of the Officio
Medicale, or one of the many paper-pushers of the Departmento Munitorum. You
were probably apprenticed at an early age and your parents and other members
of your family were probably also associated with the Priesthood of Earth.
Alternatively you could belong to some local bureaucracy, possibly a planetary
government, commercial entity, or great noble house. While such service is not as
inherently prestigious as the Adeptus Terra it matters little now that you are part of
the Inquisition. Finally even heretics have their adepts masters of political
backstabbing and power games.
You are comparatively well educated, but your main forte is your knowledge of
the labyrinthine ways of galactic government and bureaucracy. This includes the
lore of etiquette and of procedure, but also the mysterious art of making and
maintaining connections and gathering influence. Adepts also make good spies
because of their mental and social skills.
Adept starting traits: Common Lore, Deceive or Scholastic Lore, Inquiry or Logic;
Literacy, Peer (Administratum) or Unassuming, Talented (Skill); Armour Training
(Light), Weapon Training (Ballistic, Melee).
Primary characteristics (cheap): Acumen, Focus, Presence
Favoured skills: Common Lore, Deceive, Inquiry, Persuade, Scrutiny, Willpower
Common skills: Forbidden Lore, Light Weapons, Logic, Medicae, Operation,
Perception, Pistols, Scholastic Lore, Sleight, Speak Language, Tech-use
Uncommon skills: Athletics, Endurance, Hand Weapons, Intimidate, Nerve,
Reflexes, Rifles, Security, Stealth, Survival, Trade
Rare skills: Brawn, Great Weapons, Heavy Weapons, Invocation, Psyniscience,
Resilience
Talents: Adepts have a knack for learning all manner of stuff they should not know;
each time an adept increases his rank he can purchase any non-psychic talent he
can meet the prerequisite for 100 XP less than normal cost.
Starting gelt: 4d10x10+200 Thrones
Typical starting gear: Good quality robes, token of office, data-slate, small pistol-
type weapon, primitive melee weapon (staff, dagger, blade, or similar).

59
CLERIC

You have dedicated your life to spreading the word of the God-Emperor: You are
a member of the Church of the God-Emperor: The Ecclesiarchy or the Adeptus
Ministorum if you will. Unlike the other priest of the God-Emperor the preachers
and missionaries of the Ecclesiarchy actually tend to the spiritual well-being of the
galaxy.
Alternatively you may subscribe to a local faith of some kind. As long as it pays the
proper respect to the God-Emperor such faiths are largely tolerated: The closer
their dogma to the established norm the greater the chance of continued
existence. Or maybe you're secretly spreading the word of some other deity: A
daemon, one of the forces of Chaos, a xenos god, or something else thats utterly
heretical and abominable.
In any case you are full of conviction and have the ability to bring others around
to your point of view. You may also be travelled and since the galaxy is a
dangerous place you've some skill at self-defence.
Cleric starting traits: Common Lore, Hand Weapons or Great Weapons, Inquiry or
Willpower, Intimidate or Persuade; Air of Authority or Unshakeable Faith, Hatred
(any one group), Literacy; Armour Training (Light), Weapon Training (Ballistic,
Melee).
Primary characteristics (cheap): WS, Focus, Presence
Favoured skills: Endurance, Hand Weapons, Great Weapons, Persuade, Resilience,
Willpower
Common skills: Brawn, Common Lore, Deceive, Intimidate, Light weapons, Nerve,
Pistols, Reflexes, Scholastic Lore, Scrutiny, Speak Language, Survival
Uncommon skills: Agility, Athletics, Forbidden Lore, Inquiry, Medicae, Operation,
Perception, Rifles, Sleight, Stealth, Trade
Rare skills: Heavy Weapons, Invocation, Logic, Psyniscience, Security, Tech-use
Talents: Clerics may purchase either a True faith talent, or a talent that improves
their ability to inspire, lead, or stay true to the Emperor. Alternatively he can select
talents that enhance his melee capabilities: There is much piety in smiting the
enemies of Man!
Starting gelt: 4d10x10+200 Thrones
Typical starting gear: Good quality robes, token of faith, Holy Scripture, pistol-type
weapon, good quality primitive melee weapon (staff, dagger, blade, or similar).

It is better to die for the Emperor


than to live for yourself.

60
ENFORCER

You are an enforcer, a law-bringer. The most renowned law-men in the Imperium
are the Arbitrators of the Adeptus Arbites: What amounts to the Imperiums federal
police force. The tasks of the Arbites are many, but chief among them is
maintaining the flow of the God-Emperors tithe. To this end they work towards
stabilizing Imperial society. In effect they are a combination of federal special
agents, domestic spies, and massively armed riot police.
Other organizations exist, however, such as the law enforcement officers of the
Departmento Magistratum and the various planetary and regional enforcement
agencies. Enforcers can also represent an organized force of paramilitary troops;
not law enforcement exactly, but definitely enforcement capable.
You are physically very fit, strong and brave good skills to have when cracking
down on perps and lowlife scum. Some enforcers also develop real investigation
skills, learning how to collect evidence, question suspects, that sort of thing (hardly
essential for the majority of enforcers though).
Enforcer starting traits: Athletics or Nerve, Brawn or Security, Hand Weapons or
Rifles, Inquiry or Logic; Literacy, Hatred (Criminals) or Quick Draw or Rapid Reload;
Armour Training (Light, Medium), Weapon Training (Ballistic, Melee).
Primary characteristics (cheap): WS, Toughness, Focus
Favoured skills: Brawn, Endurance, Intimidate, Hand Weapons, Nerve, Pistols,
Resilience
Common skills: Athletics, Common Lore, Inquiry, Light Weapons, Operation,
Perception, Reflexes, Rifles, Scrutiny, Security, Survival, Willpower
Uncommon skills: Agility, Deceive, Great Weapons, Heavy Weapons, Logic,
Medicae, Scholastic Lore, Sleight, Speak Language, Stealth, Tech-use, Trade
Rare skills: Forbidden Lore, Invocation, Persuade, Psyniscience
Talents: Enforcers gain cheaper access to combat-related talents suitable to their
combat style, plus talents having to do with investigation or interrogation.
Starting gelt: 3d10x10+100 Thrones
Typical starting gear: Armoured bodyglove (AP4 body, arms, legs), armoured
jumpsuit (AP 3 Body/Arms/Legs), carapace cuirass (AP Body 6), carapace helmet
(AP Head 6 w/respirator and vox-bead), respirator, service badge, brief version of
the Lex Imperialis, autopistol or heavy stub pistol, baton (club), manacles.

You are charged with willful disruption of


the Emperors peace. The verdict is guilty.
The sentence is 10 years hard labor. May
He have mercy on your soul!

61
KILLER

You are a trained killer. The most infamous of killers are the peerless assassins of the
Officio Assassinorum. Their task is to kill whatever targets are assigned to them by
the High Lords of Terra. Including, but not limited to: Corrupt Adepts, traitorous
Imperial Commanders, and high-ranking enemy officers.
Other organizations within the Imperium train and employ killers. For example, the
Adeptus Ministorum might not officially sanction murder, but there are more than
enough cults and firebrand organizations that have no qualms about using
assassins against unbelievers.
Some assassins kill from afar using hi-tech weapons while others rely on their wits
and a sharp blade. Others prefer to kill by poison or other means. Most are masters
of stealth, and a few are also adept at breaking security systems, creating
disguises, or are able to blend in almost any social setting.
Killer starting traits: Athletics or Reflexes, Inquiry or Perception, Light Weapons or
Rifles, Security or Stealth; Ambidextrous or Catfall or Unremarkable; Armour Training
(Light), Weapon Training (Ballistic, Energy or Missile, Melee).
Primary characteristics (cheap): WS, BS, Initiative
Favoured skills: Agility, Intimidate, Light Weapons, Nerve, Perception, Pistols,
Reflexes, Rifles, Stealth
Common skills: Athletics, Deceive, Endurance, Inquiry, Hand Weapons, Scrutiny,
Security, Sleight, Willpower
Uncommon skills: Brawn, Common Lore, Great Weapons, Heavy Weapons,
Medicae, Operation, Persuade, Resilience, Speak Language, Survival, Tech-use,
Trade
Rare skills: Forbidden Lore, Invocation, Logic, Psyniscience, Scholastic Lore
Talents: Killers gain easier access to suitable combat-related talents, plus various
weapon training talents, including very exotic ones.
Starting gelt: 3d10x10+100 Thrones
Typical starting gear: Armoured bodyglove (AP Body/Arms/Legs 3), disguise kit OR
security kit, primitive melee weapon, some form of light pistol, a non-primitive
melee weapon OR heavy pistol OR rifle.

I kill, therefore I am.

62
63
NOBLE

You are part of the Imperiums ruling caste. Being a noble does not necessarily
mean that you have a feudal title; it merely means that you are part of the ruling
elite of the Imperium.
The most famous nobles are the Imperial Commanders the Governors and their
extended families. Other lineages have served the Adeptus Terra in elevated
positions for generations and thereby effectively been elevated to peerage. On a
more local level every world has a ruling elite who are noble, if not in title then at
least in fact.
Most nobles are masters of the social arts, and many are also either skilled
businessmen or able warriors. A successful noble is a man who doesnt do things by
himself: He learns how to understand, motivated and manipulate others into doing
what is required.
Noble starting traits: Common Lore, Deceive or Intimidate or Persuade, Hand
Weapons, Scrutiny; Air of Authority or Jaded, Literacy, Peer (Nobility); Armour
Training (Light), Weapon Training (Ballistic, Energy, Melee).
Primary characteristics (cheap): Initiative, Acumen, Presence
Favoured skills: Common Lore, Deceive, Inquiry, Persuade, Scrutiny
Common skills: Agility, Hand Weapons, Intimidate, Light Weapons, Perception,
Pistols, Reflexes, Scholastic Lore, Sleight, Speak Language, Tech-use, Willpower
Uncommon skills: Athletics, Endurance, Forbidden Lore, Great Weapons, Logic,
Medicae, Nerve, Operation, Resilience, Rifles, Security, Stealth, Survival
Rare skills: Brawn, Heavy Weapons, Inquiry, Psyniscience, Trade
Talents: Nobles gain easier access to talents that let them lead, manipulate or
otherwise show off their superior nature.
Starting gelt: 6d10x10+300 Thrones
Typical starting gear: Best quality clothes, good quality pistol-type weapon, good
quality primitive melee weapon.

64
OFFICER

You've been extensively trained to lead others into battle. Although some officers
rise through the ranks, many more come from the various war colleges that turn
young men into officers of the Imperial Navy or Imperial Guard. Officers are
capable warriors, but they are also leaders and thinkers.
Officer starting traits: Brawn or Tech-use, Hand Weapons or Rifles, Intimidate, Nerve
or Perception; Air of Authority or Disturbing Voice, Literacy, Peer (Military); Armour
Training (Light, Medium), Weapon Training (Ballistic, Energy, Melee).
Primary characteristics (cheap): BS, Focus, Presence
Favoured skills: Endurance, Intimidate, Nerve, Perception, Survival
Common skills: Athletics, Common Lore, Deceive, Hand Weapons, Light Weapons,
Logic, Operation, Pistols, Persuade, Reflexes, Resilience, Rifles, Scrutiny, Willpower
Uncommon skills: Agility, Brawn, Great Weapons, Heavy Weapons, Inquiry,
Medicae, Scholastic Lore, Security, Sleight, Speak language, Stealth, Tech-use
Rare skills: Forbidden Lore, Invocation, Psyniscience, Trade
Talents: Officers get easier access to talents that improve their ability to lead and
survive on the battlefield.
Starting gelt: 4d10x10+200 Thrones
Typical starting gear: Best quality dress uniform, fine quality service uniform,
combat fatigues, medals and commendations, Imperial Officers Field Manual,
flak vest (AP4, body), pistol-type weapon, primitive melee weapon.

Follow me if I advance.
Kill me if I retreat.
Avenge me if I die.

65
PSYKER

You command the forces of the Warp though will alone. Through some weird
genetic deviancy a small percentage of humanity has the capacity to work
wonders akin to sorcery by the application of the intellect and willpower. They can
read mind, lift objects without touching them, set their enemies on fire and much
more. Imperial psykers are screened and sanctioned, but there are those rogue
psykers who dare operate without the blessings of the God-Emperor. These witches
are generally destroyed on sight if caught by the authorities.
Psyker starting traits: Reflexes or Resilience, Intimidate or Invocation, Psyniscience
or Willpower; Psy Rating 1; Armour Training (Light), Weapon Training (Ballistic,
Melee).
Primary characteristics (cheap): Toughness, Focus, Presence
Favoured skills: Intimidate, Invocation, Psyniscience, Reflexes, Willpower
Common skills: Common Lore, Deceive, Endurance, Forbidden Lore, Great
Weapons, Hand Weapons, Light Weapons, Nerve, Perception, Pistols, Resilience,
Scrutiny
Uncommon skills: Agility, Athletics, Inquiry, Operation, Persuade, Rifles, Scholastic
Lore, Sleight, Speak language, Stealth, Survival
Rare skills: Brawn, Heavy Weapons, Logic, Medicae, Security, Tech-use, Trade
Talents: Psykers may purchase the Psy rating talents for 100 XP less than normal cost
(and being psykers in the first place obviously gives them access to a wide rank of
psychic talents).
Starting gelt: 2d10x10+50 Thrones

Freedom is the path to damnation.


Freedom leads to selfishness.
Selfishness leads to greed.
Greed leads to heresy.
Heresy damns the soul.

66
SAVANT

You are a scholar, a learned man. In a galaxy dominated by ignorance the


possession of knowledge can be a potent, even feared, asset. What really sets a
savant apart is his machine-like ability to process information and his almost
perfect memory testament to years of specialized training, hypno-indoctrination
and application of meme-viruses or acuity-enhancing drugs. The end result is
something akin to a human computer.
Savant starting traits: Common Lore, Logic, Scholastic Lore; Literacy, Memetic
Acuity; Armour Training (Light), Weapon Training (Ballistic, Melee).
Primary characteristics (cheap): Initiative, Acumen, Focus
Favoured skills: Common Lore, Logic, Medicae, Scholastic Lore, Speak Language
Common skills: Deceive, Forbidden Lore, Inquiry, Light Weapons, Perception,
Persuade, Pistols, Scrutiny, Stealth, Tech-use, Trade, Willpower
Uncommon skills: Athletics, Endurance, Hand Weapons, Nerve, Operation,
Reflexes, Rifles, Security, Sleight, Survival
Rare skills: Agility, Brawn, Intimidate, Invocation, Great Weapons, Heavy Weapons,
Psyniscience, Resilience
Talents: Savants gain the Talented (any Acumen-based Skill) or Master (any
Acumen-based skill) talent each time they gain a rank.
Starting gelt: 4d10x10+200 Thrones
Typical starting gear: Fine quality robes, best quality robes, token of office, data-
slate, small pistol-type weapon, primitive melee weapon (staff, dagger, blade, or
similar).

67
SCUM

You are a criminal; a thug, a thief, and a murderer. You make your living by taking
what is not yours, or engaging in other profitable illegalities racketeering, gun-
running, murder whatever. Many scum limit their activities to certain kinds of
activities with which they are familiar, whilst others are jacks of all trades.
Scum starting traits: Athletics or Nerve, Deceive or Sleight, Hand Weapons or Pistols,
Inquiry or Perception; Jaded or Street Fighting or Unassuming; Armour Training
(Light, Medium), Weapon Training (Ballistic, Melee).
Primary characteristics (cheap): BS, Initiative, Presence
Favoured skills: Deceive, Light Weapons, Nerve, Pistols, Reflexes, Sleight, Stealth,
Common skills: Agility, Brawn, Endurance, Inquiry, Intimidate, Hand Weapons,
Perception, Resilience, Rifles, Scrutiny, Security, Willpower
Uncommon skills: Athletics, Common Lore, Great Weapons, Heavy Weapons,
Logic, Medicae, Operation, Persuade, Speak Language, Survival, Trade
Rare skills: Forbidden Lore, Invocation, Psyniscience, Scholastic Lore, Tech-use
Talents: Scum gain easier access to certain combat-related talents, plus some
subterfuge and stealth-enhancing talents.
Starting gelt: 2d10x10+50 Thrones
Typical starting gear: Poor quality clothes, armour inserts (AP4, body), two pistol-
type weapons, two primitive melee weapons, security tools.

68
SOLDIER

You are a trained warrior. You could have come from the Imperial Guard, a
Planetary Defence Force, a mercenary unit, or from a private army. Your skills run
towards killing other people, blowing up things and staying alive.
Soldier starting traits: Athletics or Reflexes, Nerve, Perception or Survival, Heavy
Weapons or Rifles; Hatred (any one group) or Rapid Reload; Armour Training (Light,
Medium), Weapon Training (Ballistic, Energy or Launchers or Projectors, Melee).
Primary characteristics (cheap): BS, Toughness, Focus
Favoured skills: Athletics, Endurance, Nerve, Perception, Rifles, Resilience, Survival,
Common skills: Brawn, Common Lore, Heavy Weapons, Intimidate, Light Weapons,
Operation, Pistols, Reflexes, Security, Stealth, Willpower
Uncommon skills: Agility, Deceive, Great Weapons, Hand Weapons, Inquiry, Logic,
Medicae, Persuade, Scrutiny, Sleight, Speak Language, Trade
Rare skills: Forbidden Lore, Invocation, Psyniscience, Scholastic Lore, Tech-use
Talents: Soldiers may purchase the Sound Constitution talent for 100 XP less than
normal cost and also get easier access to talents that improve their ability to fight
and survive on the battlefield.
Starting gelt: 3d10x10+100 Thrones
Typical starting gear: Poor quality clothes, good quality service uniform, medals
and honours, Imperial Infantrymans Uplifting Primer, flak armour (AP 4, body, arms,
legs), light carapace cuirass/helmet (AP 6, body/head), respirator, field kit,
knife/dagger/bayonet, lasrifle or aut orifle.

To waste your life needlessly is


treason. To refuse to give your
life is heresy.

69
70
TECH-PRIEST

You are learned in the machine mysteries. Many tech-priests belong to the
Adeptus Mechanicus, but on many worlds there are lesser tech-guilds that number
tech-priests among their members. Unlike normal people you possess at least a
rudimentary understanding of technology, although your knowledge is laced with
superstition and rigid tradition.
Tech-priest starting traits: Tech-priest traits: Logic or Operation, Scholastic Lore,
Tech-use; Literacy, Lumien Charge, Technical Knock; Armour Training (Light),
Weapon Training (Ballistic, Energy, Melee).
Primary characteristics (cheap): Strength, Toughness, Acumen, Focus
Primary characteristics (expensive): Presence
Favoured skills: Logic, Operation, Resilience, Scholastic Lore, Security, Tech-use
Common skills: Brawn, Common Lore, Endurance, Light Weapons, Nerve, Pistols,
Speak Language, Trade, Willpower
Uncommon skills: Forbidden Lore, Intimidate, Great Weapons, Hand Weapons,
Heavy Weapons, Medicae, Perception, Reflexes, Rifles, Sleight, Stealth, Survival
Rare skills: Agility, Athletics, Deceive, Inquiry, Invocation, Persuade, Psyniscience,
Scrutiny
Talents: Tech-priests may purchase talents with the Mechanicus prerequisite (other
characters can gain bionic enhancements and such, but they will never be
initiated into the deeper techno-mysteries).
Starting gelt: 4d10x10+200 Thrones
Typical starting gear: Good quality robes, basic Mechanicus implant package,
pistol type weapon, primitive melee weapon, tech-repair kit.

71
TEMPLAR

You are a holy warrior. The primary templars of the Imperium are the Sisters of
Battle, the Adepta Sororitas, the militant arm of the Ecclesiarchy,
Many other warrior fraternities exist, ranging from small close-knit group of feudal
knights to Ministorum-sanctioned monastic orders of warriors.
In addition to your mundane fighting skills you have something lesser warriors do
not true faith of the zealous sort, faith that makes you dangerous and
unrelenting.
Templar starting traits: Athletics, Hand Weapons, Nerve, Rifles, Willpower; Literacy,
Unshakeable Faith; Armour Training (Light, Medium), Weapon Training (Ballistic,
Melee).
Primary characteristics (cheap): WS, Strength, Focus
Favoured skills: Brawn, Endurance, Hand Weapons, Nerve, Resilience, Rifles,
Willpower
Common skills: Agility, Athletics, Common Lore, Great Weapons, Intimidate, Light
Weapons, Medicae, Perception, Pistols, Reflexes, Scholastic Lore, Survival
Uncommon skills: Forbidden Lore, Heavy Weapons, Inquiry, Logic, Operation,
Persuade, Scrutiny, Sleight, Speak Language, Stealth, Trade
Rare skills: Deceive, Invocation, Psyniscience, Security, Tech-use
Talents: Templars may purchase all True faith talents for 100 XP less than normal
and also get easier access to talents that improve their ability to fight in melee.
Starting gelt: 3d10x10+100 Thrones
Typical starting gear: Good quality clothes, token of faith, Holy scripture, armoured
bodyglove (AP4 body, arms, legs), light carapace cuirass/helmet (AP6 body,
head), primitive melee weapon, longarm.

72
73
WARRIOR

You are a strong and brave warrior, hailing from a line of equally great ancestors.
Such tribal warriors primarily hail from more primitive societies; feudal, feral, or
death worlds.
Hive or other fringes of society.
Warriors are invariably brave and ferocious, willing to spill blood and let their own
be spilled. They do, however, have problems adapting to the modern
battleground because of their inherent primitive state.
Warrior starting traits: Athletics, Constitution or Endurance or Resilience, Hand
Weapons or Great Weapons, Perception; Frenzy or Nerves of Steel; Armour Training
(Light, Medium), Weapon Training (Ballistic, Melee, Missile).
Primary characteristics (cheap): WS, Strength, Initiative
Favoured skills: Athletics, Brawn, Endurance, Great Weapons, Hand Weapons,
Nerve, Perception, Resilience, Survival
Common skills: Agility, Intimidate, Light Weapons, Operation, Pistols, Reflexes, Rifles,
Stealth, Willpower
Uncommon skills: Common Lore, Deceive, Heavy Weapons, Inquiry, Medicae,
Persuade, Scrutiny, Sleight, Trade
Rare skills: Forbidden Lore, Invocation, Logic, Psyniscience, Scholastic Lore,
Security, Speak Language, Tech-use
Talents: Soldiers may purchase the Sound Constitution talent for 100 XP less than
normal cost and also get easier access to talents that improve their ability to fight
in melee and survive hostile environments.
Starting gelt: 2d10x10+50 Thrones
Typical starting gear: Poor quality clothes, set of medium primitive armour, two
primitive melee weapons (sword, axe, spear, plus dagger or large knife), primitive
ranged weapon (bow, javelin, thrown axe).

74
CHAPTER 3 SKILLS & CHARACTERISTICS

There are eight primary characteristics: The first two Weapon Skill (WS) and
Ballistic Skill (BS) determine how good you are with weapons and combat. The
next three Strength (S), Toughness (T) and Initiative (I) cover your physical
capabilities. The last block of three Acumen (Ac), Focus (Fo) and Presence (Pr)
represent your mental and social capacities. The physical and mental
characteristics do have some similarities; you can think of Acumen as the mental
equivalent of Initiative, Focus as Toughness, and Presence as Strength.
Every skill is tied to one primary characteristic: In most cases youll use this
characteristic, modified for skill mastery and other circumstances to establish the
chances of succeeding at an action. Example: Common Lore is based on
Acumen. If your Acumen is 45 and you have +20 mastery in Common Lore you
base chance of success will be 65%, adjusted by difficulty for a typical range of
25% (very difficult task) to 85% (only somewhat challenging task).
In some cases you might be called upon to use a different characteristic for a
particular check. Using Intimidate to scare away a territorial animal could be
based upon Strength instead of Presence, or maybe you get to apply Logic to
Initiative instead of Acumen if you are physically negotiating a moving maze and
need to be quick on your feet to avoid various traps and pitfalls.
Some skills are also useful in a variety of situations not normally associated with
them. Piloting your Lightning aerospace fighter is covered mainly by the Operation
skill; but you'll be making Tech-use checks to tune your auspex array so that you
can spot the enemy fighters trying to slink away, Athletics to resist heavy G-forces
from a particularly violent series of manoeuvres, and your BS to fire the guns.
Certain tasks also require the Specialist Training (appropriate type) talent. If you
don't have it you might be prevented from making a test at all or you may be
allowed one at half skill. In the example above you need the Specialist Training
(Pilot) to actually fly the Lighting. Without it you can only use your Operation skill for
simpler craft. Same with Specialist Training (Demolitions); without the talent you use
only half Security when playing with explosives probably not a good idea.
Lastly you need to look at the skill in a character context. A hive-worlder from hive
bottom could have the Survival skill, as could a feral- worlder from a vicious desert
environment. It's the same skill, but it is not necessarily equally applicable if the
hiver is dumped in the desert (the GM will decide if its a test against Half Skill or if
no test at all can be made). If, however, the hiver spends time with the local tribes,
learning the ways of the desert, then it would be appropriate for him to be allowed
to test against his full Skill.

Life is the Emperors currency.


Spend it well.

75
TABLE: LIST OF SKILLS

Skill Key Training Special Typical uses


Agility I Basic Gymnastics, acrobatics and balance.
Athletics S Basic Run, swim, climb and other sporty activities.
Basic BS Basic The use of rifles, shotguns and other longarms.
Brawn S Trained Lift heavy things and smash stuff.
Common Lore Ac Basic Field of Knowledge Knowledge that is commonly available.
Deceive Pr Basic Interaction Trick, lie and con you way through life.
Endurance T Trained Keep going when others would lie down and die.
Forbidden Lore Ac Advanced Field of Knowledge Knowledge that is forbidden; this skill is heretical.
Great Weapons WS Advanced Effective use of heavy two-handed melee weapons.
Hand Weapons WS Basic Effective use of melee weapons.
Heavy Weapons BS Advanced The use of heavy or specialist weapons.
Inquiry Pr Basic Investigation Find out stuff; mostly by knowing whom to ask what questions.
Intimidate Pr Basic Interaction Scare, bully and threaten you way through life.
Invocation Pr Basic PSY 0+ Gather extra psychic power.
Light Weapons WS Trained Effective use of simple melee weapons, including unarmed attacks.
Logic Ac Basic Investigation Piece together clues and solve mental puzzles.
Medicae Ac Advanced Medical stuff; from first aid to surgery.
Nerve Fo Trained Resist the galaxys many sources of fear and terror.
Operation I Advanced Field of Knowledge Drive or pilot vehicles (or other machines) of various kinds.
Perception Fo Trained Notice stuff; usually by sight or hearing.
Persuade Pr Basic Interaction Reason, bargain and compromise your way through life.
Psyniscience Ac Basic PSY 0+ Psychic perception. A sort of sixth sense.
Reflexes I Trained React quickly and evade attacks.
Resilience T Trained Take punishment without flinching pain dont hurt!
Scholastic Lore Ac Advanced Field of Knowledge Knowledge that is of a more academic nature.
Scrutiny Fo Basic Investigation Tell truth from falsehood, or even understand motivations.
Security Ac Advanced Bypass (or set up) security measures.
Simple BS Trained The use of pistols and other handguns.
Sleight I Basic Quick hands and nimble fingers.
Speak Language Ac Basic Field of Knowledge Speak (even read) more tongues than just your native one.
Stealth I Basic Sneak around without getting seen or heard.
Survival Fo Basic Stay safe, watered and fed even in wild places.
Tech-use Ac Advanced Field of Knowledge Use technological devices of a certain complexity.
Trade Ac Advanced Field of Knowledge Catchall for professional skills not covered by other skills.
Willpower Fo Trained Resist mental attacks (often psychic) and manipulation.

76
CHARACTERISTIC/SKILL DESCRIPTIONS

Characteristics are listed by order of appearance in the character profile. Skills are
listed after their key characteristic. Skill descriptions may include some sample uses
for the skill and some examples of how various difficulties are applied. The default
for all skills is Challenging (+0 to success chance).
TABLE: LIST OF SKILLS BY KEY CHARACERISTIC

Key Skills
Weapon Skill Great, Hand, Light
Ballistic Skill Heavy, Pistols, Rifles
Strength Athletics, Brawn
Toughness Endurance, Resilience
Initiative Agility, Operation, Reflexes, Sleight, Stealth
Acumen Common Lore, Forbidden Lore, Logic, Medicae, Psyniscience, Scholastic Lore,
Security, Speak Language, Tech-use, Trade
Focus Nerve, Perception, Scrutiny, Survival, Willpower
Presence Deceive, Inquiry, Intimidate, Invocation, Persuade

WEAPON SKILL (WS)

Weapon Skill measures your close-combat training and aptitude (taking into
account such things as your reach and your aggressiveness). Note that this
includes firing guns while in melee or at point-blank range. A character with high
Weapon Skill will hit his opponents more often, and will also be more adept at
warding of enemy melee attacks: Essential for staying alive in a brutish galaxy in
the Dark Millennium.

GREAT WEAPONS (ADVANCED)

You are a skilled user of great weapons heavy melee weapons that requires two
hands to wield. While anyone can pick up an object and wave it around with both
hands it requires training to fight effectively with a great weapon. You can also use
this skill to wield a Bulky hand weapon in one hand without penalty. The use of
tower shields comes under this skill as well. The skill covers both attacks and
defence (parries).
Difficulty: Challenging to hit a melee opponent. Ordinary if you have an
advantage over your opponent. Difficult if you are disadvantaged.

I am the hammer; the bringer of


doom, the destroyer of worlds.

77
HAND WEAPONS (BASIC)

You are a skilled user of hand weapons. Examples of hand weapons include the
whole range of primitive melee weapons, plus things like force swords, chain axes,
and power mauls. Heavy shields are also considered hand weapons. The skill
covers both attacks and defence (parries).
Difficulty: Challenging to hit a melee opponent. Ordinary if you have an
advantage over your opponent. Difficult if you are disadvantaged.

LIGHT WEAPONS (TRAINED)

You are a skilled user of light melee weapons. Light melee weapons include things
like clubs, knives, hand axes, short swords, bayonets etc. Anything that doesnt fall
into the categories for hand weapon or great weapon is a light weapon. Light
shields (including bucklers) are also considered simple weapons. The skill covers
both attacks and defence (parries).
Difficulty: Challenging to hit a melee opponent. Ordinary if you have an
advantage over your opponent. Difficult if you are disadvantaged.

BALLISTIC SKILL (BS)

Ballistic Skill measures your ability (for example hand-eye coordination and ability
to remain calm under stress) and training with ranged weapons. A character with
high Ballistic Skill will be good at hitting his opponents with weapons ranging from
thrown blades, to bows, to pistols, rifles, and heavy weapons: Highly
recommended since its better to shoot your enemy rather than risk a dangerous
melee where you could get hit in return.

HEAVY WEAPONS (ADVANCED)

You have received training in the use of heavy weapons (including some specialist
weapons that arent heavy in a literal sense). While anyone can pull the trigger of
a heavy weapon it actually takes some training to operate such guns effectively.
Difficulty: Challenging to hit a human-sized target within medium range given
typical combat conditions. Ordinary if the range is short or the target is moving
around in the open. Difficult if the range is long or visibility is bad.

PISTOLS (TRAINED)

You know how to use one-handed ranged weapons, including pistols and other
handguns. The skill also covers primitive ranged weapons that are one-handed,
which is primarily thrown weapons; throwing axes, javelins, sharp rocks etc. You
dont need this skill to throw things like grenades; you can use Athletics instead
(your choice). How far you can throw always depends on your Athletics skill.

78
Difficulty: Challenging to hit a human-sized target within medium range given
typical combat conditions. Ordinary if the range is short or the target is moving
around in the open. Difficult if the range is long or visibility is bad.

RIFLES (BASIC)

You are skilled with ranged weapons that require two hands to operate. This
includes longarms like rifles, shotguns, and hunting and sniper rifles, light support
weapons and so on, plus a number of primitive ranged weapons like bows and
crossbows.
Difficulty: Challenging to hit a human-sized target within medium range given
typical combat conditions. Ordinary if the range is short or the target is moving
around in the open. Difficult if the range is long or visibility is bad.

STRENGTH (S)

Strength measures your overall physique, your muscle, your brawn. A strong
character has a better chance at penetrating armour and causing injuries with
melee weapons, is likely to be better at a variety of physically demanding
activities, and can survive more damage by virtue of his physical prowess. In a
dangerous and violent galaxy a high Strength is highly useful.

ATHLETICS (BASIC)

You are a well-trained athlete. You can climb, jump/leap, swim, and throw stuff
better than most people. Use this skill in place of a Strength Test whenever you're
involved in athletics-related activities that involve both physical fitness and a
degree of skill, including when determining how well you can throw stuff (grenades
included). If you're simply using raw strength to hurl an object without thought of
aiming it, you may use Brawn instead.
Difficulty: Challenging to scale a fairly smooth wall/rock face with some
handholds. Ordinary if there are plenty of handholds. Routine if you have some
climbing gear. Easy if you have plenty of time and proper climbing gear. Difficult
or more if the surface offers little or no purchase, is slippery from rain, you are
buffeted by high winds etc. And ordinary failure means you fail to go any higher
you have to try again. Several Degrees of failure will see you fall lets hope you
have rope and harness.

Cowards die many times,


the brave die but once.

79
BRAWN (TRAINED)

You're a big, mean, killing machine your size and generally excellent physique
means you can give or take more damage than most. Use this skill in place of a
Strength Test whenever youre doing something that requires raw power, including
how much you can lift and carry. You also use this skill bonus to determine your
Wounds, and you can sometimes substitute it for your Damage Bonus.
Difficulty: Challenging to lift up another adult and carry him across loose sand for
quite some distance. Routine to shift a number of 20 pound rocks as quickly as
possible. Very hard to flip over an ordinary civilian ground car.

TOUGHNESS (T)

Toughness measures your resistance to injury, poison, disease, and other physical
hardship. A tough character can survive where a weaker man would have
succumbed to his wounds or whatever else the universe has inflicted upon him. In
a dangerous galaxy Toughness is definitely a characteristic that all characters
should prioritize.

ENDURANCE (TRAINED)

You are resistant to fatigue. You are not only very fit, but you've learned to dig
deeper into your reserves that most people and you can keep going where others
might have given up. Use this skill whenever you need to make a test that relates
to physical endurance, such as running for great distances, holding your breath,
and so on. You also use this skill bonus for determining your number of Fatigue
Levels.
Difficulty: Challenging to run 10 miles at a very good pace. Ordinary to jog (lower
pace) those same 10 miles. Hard to run 20 miles in less than three hours carrying a
medium load. Very hard to hold your breath for several minutes while swimming
underwater.

RESILIENCE (TRAINED)

You are resistance to poison, disease, and other hardship. You've somehow
learned to ignore the discomfort and pain caused by non-critical injuries, enabling
you to carry out the God-Emperor's work where others would have faltered. Use
this skill bonus for determining your number of Wounds and when making tests to
resist poison, disease, injury, etc.
Difficulty: Challenging to avoid contacting a contagious air-borne disease. Easy to
avoid the same disease if you are inoculated and wear a filter mask. Nearly
impossible to avoid dying of you are injected with a large dose of nerve toxin.

80
INITIATIVE (I)

Initiative measures you overall body control, agility, manual dexterity,


coordination, and reaction speed. A character with good initiative has a better
chance at reacting quickly, keeping out of harms way, or any number of other
tasks that require good body control. In a dangerous galaxy its good to be quick
on your feet.

AGILITY (BASIC)

You have unusual body control. You can use this skill to balance across narrow
ledges, keep your footing, get up from prone as a free action, reduce damage
taken from falling, run along walls, make tricky leaps and acrobatic jumps (in
place of the Athletics skill), tumble past opponents or out of melee (denying your
opponents the opportunity to attack you), get out of bonds or contorting your
body, or any other feat that would require extraordinary agility.
Difficulty: Challenging to avoid giving your opponent an attack of opportunity as
you move past him. Ordinary to keep you balance when crossing a narrow or
slippery surface. Hard to avoid taking damage after falling of a three-storey
building.

OPERATION (ADVANCED)

You are trained in how to operate vehicles, to ride beasts of burden, or even to
pilot advanced aerospace vehicles. For each point of skill bonus you can select
one type of vehicle or craft (such as Ground vehicle, Walker, Grav skimmer, etc.)
with which you are familiar (on primitive worlds it will often be beasts of burden
horses, grox, or the like).
If you have this skill as Trained the GM may allow you to take Tests with other
vehicles he thinks you're at least passingly familiar with, but such Tests are taken
against half your normal skill. To use more esoteric types of craft (Grav hopper
gunship, Aerospace fighter, etc.) you must have the appropriate Specialist Training
talent (for example Aerospace Fighter to pilot a Lighting); you normally can't even
try to operate them without the necessary training.
Difficulty: Challenging to guide you horse through rough or wooded terrain at
normal speed. Easy to put your grav hopper through a series of simple acrobatic
manoeuvres. Difficult to manage a high-speed orbital re-entry with a damaged
aersospace fighter without burning up.

Blessed is the mind too small for


doubt.

81
REFLEXES (TRAINED)

Your reflexes are second to none. You react more quickly to danger or
unexpected events, which gives you an edge in combat. You can use this skill to
Dodge (negate) any successful attack as a Reaction. You also use this skill bonus
for determining Combat Initiative. You can also Test against this skill in other
situation when it's important to keep your wits or react quickly.
Difficulty: Challenging to dodge (negate) an attack. Ordinary to react to
something unexpected if you're ready for trouble. Difficult to dodge if you are
heavily burdened.

SLEIGHT (BASIC)

You have quick hands (or other appendages). You can use this skill to pick
pockets, quickly conceal small items, 'conjure' something forth (from a sleeve etc.),
or perform various other tricks (i.e. under which of the three cups is the stone
concealed place your bets gentlemen). A Test can also be taken in other
situations where having quick and sure appendages is useful (i.e. can you
assemble the archaic device that will enable you to activate the power field
before the xenoforms reach you and tear you apart).
Difficulty: Challenging to pick someone's pocket. Ordinary if the object you're
trying to take is easily accessible. Routine if the target is also distracted. Difficult if
the target is especially alert or has taken precautions to preclude theft.

STEALTH (BASIC)

You are able to stay undetected if you desire. You are adept at using terrain
features and environmental conditions to conceal your position or your
movements. The skill can also be used to disappear in a crowd or prevent yourself
from attracting unwanted attention (if you're trying to disguise yourself you use the
Deceive skill instead). Stealth is most frequently opposed by Perception; whomever
gets the most successes wins (if you win, you remain undetected; otherwise you
have been spotted or heard).
Difficulty: Challenging to sneak through an area where there is at least some
cover. Ordinary if there is plenty of cover or if taking extra time. Difficult if there is
little or no cover. Hard if you try to sneak while moving at full speed. Nearly
impossible if you try to sneak at a run through an area with little cover.

The question is not when, but how


you die!

82
ACUMEN (AC)

Acumen measures your mental capacity, your ability to reason and deduce, to
learn quickly, as well as your ability to turn theoretical knowledge into practical
applications and to operate complex systems or devices. A character with high
acumen has a keen mind, a good education, and the capacity to use his mental
prowess to good effect.

COMMON LORE (BASIC)

You are well educated within a number of common subjects such as; the
Imperium, the Calixis Sector, the world of Scintilla, Imperial History, the Adeptus
Administratum, the Adeptus Arbites, the Imperial Creed, Mundane Numbers, the
Underworld, etc.
For each point of Skill Bonus you can select one Field of Knowledge. The narrower
the Field is, the easier the Tests and the more detailed the knowledge will be;
Common Lore (Imperium) gives access to a wide variety of knowledge that likely
won't be very detailed, whereas Common Lore (Scintilla) will give more in-depth
details on that particular world.
If you have this skill as Trained the GM may allow you to take Tests in other Fields he
thinks you're at least passingly familiar with, but such Tests are taken against half
your Acumen (just as if the skill was an untrained Basic skill).
The majority of the galaxy's inhabitants have Common Lore as an untrained Basic
skill, effectively giving them 1 Field of Knowledge (which will either be tied to their
local area, planet, or just the Imperium in general).
Difficulty: Challenging to recall relatively detailed information or obscure lore
related to that field of knowledge. Routine to know commonly known information.
Very hard to recall the most obscure details pertaining to something.

FORBIDDEN LORE (ADVANCED)

You know things that might be dangerous, heretical, or downright corrupting or


in other words, you know thing man was not meant to know. This skill cover the
knowledge of xenos and their ways, heretics and mutants, sorcerers and rogue
psykers, the nature of the Warp and its denizens, dark religions and the entities that
spawn them, etc. The fields could be as wide as Xenos, as narrow as Craftworld
Eldar, or maybe even focused on one particular Craftworld. Other common Fields
would be Chaos, a particular Chaos power or even a specific Cult, the Prophecies
of the Tyrant Star, Sorcery, one of several types of Heretek and so on.
For each point of Skill Bonus you can select one Field of Knowledge (see Common
Lore for details).

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Difficulty: Challenging to recall relatively detailed information or obscure lore
related to that field of knowledge. Routine to know commonly known information.
Very hard to recall the most obscure details pertaining to something.

LOGIC (BASIC)

You are capable of amazing feats of reason and deduction. You can make a Test
whenever you are confronted by a puzzle or other situation where you logic might
help you come up with a solution. This includes trying to piece together the pieces
of a more practical 'mystery', such as assembling evidence in a crime
investigation. The skill can also be utilized when it comes to gambling; a successful
Logic Test will provide you with an advantage, provided the game in question has
at least some level of skill involved (as opposed to pure luck).
Difficulty: Challenging to figure out a complex puzzle. Routine to come up with a
practical solution of a simple conundrum. Very hard to piece together the motives
of the suspect(s) in a complex murder case.

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MEDICAE (ADVANCED)

You are well versed in the holy mysteries of the human body and mind. This skill can
be used to provide first aid and long term care, including the treatment of fear
and insanity. Note that having access to this skill as a Basic skill means you've
received some first-aid training. Having Medicae as a Trained skill means varying
degrees of formal training, usually in the field of paramedics. To be a full surgeon or
psychiatrist you'd also need some complimentary Talents. Many uses of the
Medicae skill are only possibly with the correct equipment available if you lack
the needed equipment you will at best be penalized (no medi-kit when trying to
stop bleeding) and at worst you can't even try (trying to install a cybernetic arm
without at least a rudimentary operating theatre).
Difficulty: Challenging to perform advanced first aid with a medicae-kit. Ordinary
to conduct simple surgery (provided necessary equipment and preparations).
Difficult to perform life-saving first aid without the benefits of a medicae-kit.

PSYNISCIENCE (BASIC)

You have been gifted with second sight, a sixth sense, or something similar. This skill
allows you to detect the presence of psychic powers or other warp-related
phenomena. It is in many ways the psychic equivalent of the Perception skill,
although it has other uses as well, such as governing your competence with it
comes to many psychic powers. The Psyniscience skill is available only to
characters with a Psy Rating of 0 or more.
Difficulty: Challenging to notice the subtle use of psychic powers in the vicinity.
Easy to sense the presence of a daemon nearby. Difficult to get a glimpse of
whomever invoked a psychic power in the area hours ago.

SCHOLASTIC LORE (ADVANCED)

You are well versed in a variety of scholarly subjects like; Archaic History,
Astromancy, Heraldry, Numerology, Philosophy, and Planetology. Basically any
subject that would belong in an institution of higher learning is Scholastic Lore,
otherwise its Common Lore.
For each point of Skill Bonus you can select one Field of Knowledge (see Common
Lore for details).
Difficulty: Challenging to recall relatively detailed information or obscure lore
related to that field of knowledge. Routine to know commonly known information.
Very hard to recall the most obscure details pertaining to something.

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SECURITY (ADVANCED)

You are skilled at manipulating security systems. You can, if you have the
necessary time and equipment, bypass alarms, disable traps and open locks. You
can also use the skill to emplace security measures.
The skill also covers battlefield security; the use of camouflage, the emplacement
of sentinels and surveillance systems, establishment of definitive ditches, obstacles,
and lay of security wire etc. (requires Specialist Training Combat Engineering).
Deployment and removal of explosive devices are also covered by this skill, but
requires Specialist Training Demolitions.
Difficulty: Challenging to bypass a high-quality alarm system (given time and
equipment). Simple to bypass a less advance system if you have time on your side.
Routine to disarm a bomb that has not been hardened to resist defusing. Ordinary
to break a heavily encrypted message if you have the Tricon's resources to call
upon.

SPEAK LANGUAGE (BASIC)

You are able to converse fluently in multiple languages. You can speak one
language per point of Skill Bonus. The majority of the galaxy's inhabitants have
Speak Language as an untrained Basic skill, effectively giving them 1 Language
(which will be either a local tongue or Low Gothic).
If you have the Literacy talent you can also read and write the languages that you
speak (if they have a written form).
Difficulty: Challenging to create a piece of written or oratory work that will earn the
praise of whatever public it is directed at. Ordinary to understand the subtle points
made by a writer skilled in innuendo. Difficult to communicate complex ideas to
the members of a feral tribe that only speak some heavily-corrupted version of Low
Gothic. Very hard to piece together the basic vocabulary and arithmetic of an
unknown alien language (provided you have time and the resources you need).

TECH-USE (ADVANCED)

You are somewhat adept in the the art of techno-magic. This skill allowed you to
operate technological equipment (with which you are reasonably familiar),
especially equipment containing some form of cogitator. You can also effect
calibrations and minor repairs, provided you have the time and tools needed.
Fields of knowledge include things like Datapads (covering basic computer use),
Power Fields, Cogitators (more advanced computer technology), Servitors
(maintenance and programming), Energy Weapons, Plasma Drives, Starship
Weapons, and so on.
For each point of Skill Bonus you can select one Field of Knowledge (see Common
Lore for details).
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87
Difficulty: Challenging to repair a complex machine (provided you have access to
schematics, tools and time). Simple to operate an ordinary technological device
of some complexity. Routine to figure out what is wrong with your dataslate and
determine what parts you need and an aestimate of require work-hours. Ordinary
to replace the broken view-screen of the dataslate. Difficult to rushedly commune
with the hopper's machine spirit to persuade it to spin up the grav-coils and re-start
the engines. Hard to field strip a suit of heavily damage power armour and repair it
using part scavenged from other suits. Very hard to peak the power output of the
central power core by 100% for a short period, without blowing it apart or having
the overrides kick in. Nearly impossible to build a micro-generator from scratch
using nothing but improvised tools.

TRADE (ADVANCED)

You have mastered some trade, profession, or other endeavour not covered by
other skills. This could potentially be anything; from the creation and use of poisons,
via the rearing and training for riding animals, to the engineering of strange
techno-arcana. Basically anything that isn't purely theoretical lore and isn't
covered by another skill. The majority of the galaxy's inhabitants have Trade
(whatever they are doing) as an untrained Basic skill, effectively giving them 1
Trade at a fairly basic level.
For each point of Skill Bonus you can select one Trade (see Common Lore for
details).
Difficulty: Challenging for a piece of work that really tax your professional skills.
Routine to perform amicably in your job over time. Difficult to create something of
great articulable beauty (i.e. a heavily ornamented version of your ordinary work).
Nearly impossible to create a new human subspecies capable of interbreeding.

FOCUS (FO)

Focus measures your sense of self, your intuition, and your awareness of the
universe beyond you. A highly focused character has a strong drive, a greater
than usual will to live, and will be more in tune with the rest of the universe than
those with a low characteristic.

NERVE (TRAINED)

You are difficult to unsettle. This skill helps you resist Fear effects, including pinning
caused by weapons fire. Having this skill will also indirectly keep you sane longer
since you won't be failing as many Fear Tests. Characters lacking training in this Skill
such as typical civilians are easily spooked.
Difficulty: Challenging to stay cool when taken under heavy fire. Easy to avoid
panicking when something unexpected happens to spook you. Very hard to stand
up to a Great Daeamon.
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PERCEPTION (TRAINED)

Your senses are acute. This skill covers activities that require keen senses; such as
listening for noises, spotting camouflaged person, detecting ambushes, picking up
the scent of your prey (if your that kind of creature), tracking a person (through a
crowd, an abandoned hive, or the wilds for example), or searching for a hidden
compartment.
Difficulty: Challenging to notice a well-concealed ambush. Routine to notice
someone following you through near-empty streets. Hard to discern the direction
of a silenced gunshot fired from 100 meters (outdoors and some ambient noise).

SCRUTINY (BASIC)

You are adept at understanding people and their motivations. You can use this skill
to tell if people are lying to you, or even get a general impression of their
personality if you have the opportunity to study them for a while. This skill is
frequently opposed by Deceive and Persuasion, but can also be sued to oppose
Intimidate Tests (i.e. you see through his hollow threats provided they ARE hollow
of course).
Difficulty: Challenging to determine if a person is lying to you. Ordinary if that
person is well-known to you. Difficult if you have little reason to suspect a lie. Hard
for you to learn something about a person's true motives.

SURVIVAL (BASIC)

You can survive on your own. This skill can keep you alive in any dangerous
environment you are familiar with and not just wilderness settings; the hard lower
regions of a Hive or in the bowels of a great voidship for example. A successful
tests will keep you unharmed and sufficiently fed. More success level will let you
support other people or just live in more comfort. A character without Training in
this skill has a chance of surviving if the environment isn't too harsh.
Difficulty: Challenging to survive on your own for a week in a harsh environment
(with just a few simple things to help you). Ordinary to help your group safely cross
a desert area without too much risk (provided they have water and suitable
equipment). Routine to scavenge enough from hive bottom to keep you alive for
another day. Hard to survive for a week under a blizzard (with no food and no
shelter, but with suitable clothes and some simple tools).

My armour is contempt,
my shield is faith,
my sword is hate.

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WILLPOWER (TRAINED)

You are very strong-willed and disciplined. This skill helps you resist mental and
psychic attacks, as well as stunning and other pain-related effects that would
prevent you from acting. It also indirectly helps prevent the accumulation of
Corruption Points, since you'll fail your Willpower tests more rarely. Characters
lacking training in this Skill such as typical civilians are easily cowed by
intimidation or telepathic techniques. This skill is especially important to psykers.
Difficulty: Challenging to avoid being stunned by intense pain. Ordinary to resist
psychic manipulation if you have had the opportunity to steel yourself beforehand.
Nearly impossible to prevent the accumulation of Corruption Points because of
exposure to raw Chaos.

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PRESENCE (PR)

Presence measures your force of personality, your ability to influence others, and
your capacity to compel the universe to obey your commands. In a galaxy
characterized by conflict a good Presence should not be underestimated; the
ability to influence your surrounding will help you pick your fights.

DECEIVE (BASIC)

You are good at trickery. This skill covers such actions as blathering to confuse or
distract, bluffing you opponent in a game of cards, disguising yourself, feinting in
combat, lying to an officer of the law, pretending to be someone's friend, seduce,
or any other deception-related activity. Characters with a high Skill Bonus will
appear trustworthy and reliable.
Difficulty: Challenging to tell an elaborate and outright lie and get away with it.
Routine to pick up a drunken fellow in a barn and have him take you home (if
you're a woman and reasonably attractive). Hard to impersonate another person
for several days (even in the presence of people that know the original).

INQUIRY (BASIC)

You are good at gathering information. This skill covers picking up rumours, secrets
and guarded information by asking the right questions in the right places,
preferably without attracting unwanted attention. It can also be used to question
some or interrogate a prisoner without restoring to threats or violence. Characters
with a high Skill Bonus are street smart, know the rules of etiquette, or whatever else
is required to get along with people.
Difficulty: Challenging to interrogate a suspect or witness (and come away with
some relevant information). Ordinary if you have some sort of leverage against the
subject. Routine if you use chemical substances to aid your work. Difficult to hang
out in a Magistratum off-duty bar and pump various officers for information.

INVOCATION (BASIC)

You are good at compelling the Warp to do you bidding. You use this skill to
manifest many psychic powers (mostly those who are offensive in nature). This skill
is available only to characters with a Psy Rating of 1 or more. For non-psykers this is
an Advanced skill that cannot be trained.
Difficulty: Challenging to call upon a typical offensive power (Half action).
Ordinary if you take double the time to summon the power (Full action).

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INTIMIDATE (BASIC)

You are good at bending others to our will. This skill covers such things as
commanding soldiers in battle, interrogating prisoners, threatening the weak-
minded, or torturing confessions out of known heretics. Characters with a high Skill
Bonus will appear menacing or dangerous. If you rely on simple threats of physical
violence the GM may allow you to test against Strength instead of Presence.
Difficulty: Challenging to put the fear of you into someone. Ordinary if you follow
up with significant threats. Routine if you cause the subject harm in the process of
using the skill. Hard to scare someone who think that they have nothing to fear.
Nearly impossible to effect someone not really susceptible to intimidation.

PERSUADE (BASIC)

You are good at convincing others that you are right. This skill covers activities that
rely on your skill at convincing, making others see things your way, or impressing
someone with your personality. Bargaining over a valuable object, charming an
Administratum dignitary, hosting a diplomatic session, or observing the relevant
standards of etiquette are examples of this. Characters with a high Skill Bonus will
generally appear pleasant and charming.
Difficulty: Challenging to convince someone to help yo). Routine if you offer to pay
for services rendered. Hard if the subject stands to lose something or might end up
in a dangerous situation.

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SECONDARY CHARACTERISITCS

There are a total of thirteen secondary characteristics (Size, Movement, Fatigue,


Reaction, Damage Bonus, Damage Reduction, Wounds, Wound Threshold, Insanity
Points, Corruption Points, Fate Points, Fortune Points and Psy Rating). As noted
above you can't directly influence your secondary characteristics; they are
derived from other values. Some cannot be changed while others can de
indirectly influenced by purchasing advances in characteristic, skills, and talents.

SIZE (SZ)

The Size secondary characteristic is a factor of your race. Size never changes,
except possibly as a result of certain mutations. Characters wearing certain
equipment might have their Size increased for the purpose of the Test Modifier only
(i.e. an Inquisitor in terminator armour is Hulking). Certain xenos or other
monstrosities can be even bigger than shown in the table; the DM will extend the
table as needed.
TABLE: SIZE CATEGORIES

Move Wounds Test Modifier Example


Bonus Bonus
Minuscule 0 0 +40 Domestic feline
Puny 1 1 +20 Canine, snotling
Scrawny 2 2 +10 Ratling, grot, termagant

Average 3 3 +0 Human, squat, eldar, ork boy, genestealer


Hulking 4 6 -10 Ogryn, Space Marine, ork nob, tyranid warrior
Enormous 5 12 -20 Bull grox, Dreadnaught, hive tyrant
Massive 6 24 -40 Carnosaur, APC, carnifex
Gigantic 7 48 -60 Fenrisian kraken, SH Tank
Titanic 8 96 -100 Warhound Titan

Your Size secondary characteristic determines the base value for two other
secondary characteristics: Movement and Wounds. The Test Modifier is applied to
any test where big size is disadvantageous (such as when using the Stealth skill). If it
would be particularly advantageous to be big the modifier can be reversed (such
as when grappling or trying not to be toppled).

It is better to die at the


hands of your enemies
than be shot for desertion.

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MOVEMENT (M)

The Movement secondary characteristic determines how quickly you can move,
both on the local and regional levels. Small characters move slower than large
characters (although some small creatures may have high Initiative and thus move
pretty quickly). Certain Traits and Talents can also affect speed; a creature with
the Quadruped trait will be faster than a human comparable human for example.
You have a Movement characteristic equal to:
Size Bonus + Initiative Bonus + Misc Modifiers
TABLE: MOVEMENT COMPARISON TABLE

Mode Action Modifier Fatigue 1 2 3 4 5 6 7 8 9 10


Step Free 0% NA - - - 2 2 2 2 2 2 2
Walk (x1) Swift 0% 50 minutes - 2 3 4 5 6 7 8 9 10
Hustle (x2) Half -10% 25 minutes 2 4 6 8 10 12 14 16 18 20
Jog (x3) Full -20% 10 minutes 3 6 9 12 15 18 21 24 27 30
Run (x4) Full -40% 5 minutes 4 8 12 16 20 24 28 32 35 40
Dash (x6) Full -60% 1 minute 6 12 18 24 30 36 42 48 54 60

During Action time Movement is measured in Meters per Round (6 seconds).


Action time movement speeds reflect movement during combat or other stressful
situation it's not meant to accurately portray the speed of a trained athlete
running a race for example.
Note: If using a grid (squares or hexes) to moderate movement you need to divide
Movement by two (round down) to find the number of squares/hexes moved per
action. If using abstract movement the Movement values are more like guidelines
adjudicating movement.
You can make a Step as a Free action if you conducted no other movement this
round. You can walk (a fairly slow walk) as a Swift action. As a Half action you can
Hustle (a fast walk). As a Full action you can Jog, Run or Dash. A character in
heavy armour or carrying a heavy load can only Jog. To be able to Dash you must
wear nothing heavier than light armour or carry no more than a light load.
Example: A typical human a Movement 6. He can make a 2 meter (1 hex/square)
step as a Free action, walk 6 meters in a round as a Swift action, use a Move
action to move double that distance (he could then use his other Attack action to
attack), or take a Full action and jog 18 meters, run 24 meters, or dash 36 meters
(limited by his load/armour and by how quickly he wants to risk fatigue).
The Modifier listed for the various speeds is used when a character engages in
activities where movement might make completion of a task more difficult; apply
the Modifier to the Success Chance for any such activities (such as when firing a
gun on the move).

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The fatigue listing shows for how long a character with a light load moving along a
level and flat surface can maintain that speed before suffering one level of
fatigue. If the terrain is rough or carrying a medium load fatigue occurs twice as
fast (triple if very rough/heavy load).
During Story mode Movement is measured in km/hour, with your speed being
approximately equal to your Movement divided by 2 (or more accurately M/2 per
50 minutes). Walk is the equivalent to a sedate stroll; hustle is a very brisk walk
indeed, etc.
Example: The same human could walk about 3 km in 50 minutes, suffering 1 level of
fatigue in the process. He then spends 10 minutes resting to remove the fatigue
level before continuing. Faster movement can cover more ground, but fatigue will
start to accumulate. You could hustle twice as far during the same 50 minutes, but
would incur 2 levels of fatigue. If you rest for 10 minutes you'll still have 1 fatigue
level.

FATIGUE (F)

Your Fatigue secondary characteristic decides how much strenuous activity,


deprivation, and non-lethal damage you can take before succumbing.
You have a Fatigue characteristic equal to:
Endurance skill bonus + modifiers
You can suffer a number of Fatigue levels equal to your Fatigue characteristic with
no ill effects, but subsequent Fatigue levels causes a -10% penalty to all your tests,
a -1 penalty to your Movement, and you can long longer Run or Dash. Once your
excess Fatigue levels exceed your Willpower skill bonus you fall unconscious
(normally you cannot do this voluntarily).
Example: A typical human will have Fatigue 3 (and a Willpower bonus of 3). He
can take 3 fatigue levels without negative effect, but for each additional level he
is at -10% to every test and -1 Movement. After taking a total of 6 levels he is down
to an effective Movement of 3 and is at -30% to every test taken. If he takes one
more level of Fatigue he'll fall unconscious.
Fatigue can be one of two types; short-term or long-term.
Short-term fatigue: Is usually incurred by strenuous activity such as running, fighting
and using psychic powers. Can be removed with a little rest (resting for 10 minutes
will remove 1 fatigue level).
Long-term fatigue: Usually a result of long-term strenuous activity, deprivation or
other non-lethal hardship. Can be removed by a long rest period (such as good
night's sleep), and sufficient food and water to meet the character's needs.
Many enhancing drugs cause long-term fatigue as a side effect, putting an upper
limit on how much your system can take within a given period of time. To remove
such fatigue you must not take more drugs (of any type) during the rest period.

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Example: Maxi is lost in the desert and is moving slowly to conserve his energy and
keep from overheating. The GM decides that he suffers 1 level of long-term fatigue
every hour due to a combination of fatigue, heat and lack of water. 10 hours later
Maxi has taken 10 levels of fatigue (he has Fatigue 6 and a Willpower bonus of 5)
and is barely able to move when he finally finds an oasis. After drinking his fill he
sleeps through the night, waking without any fatigue.
Endurance tests: In some situation its not really worthwhile to keep track of fatigue
levels. Only do it when the additional bookkeeping will add to the story. Otherwise
use Endurance for tests, just like you would any other skill.
Example: In the example above it's really not worthwhile to count fatigue level.
Instead make one or more Endurance tests. The number of DoS/DoF will decide if
Maxi lives or dies. If a dramatic scene takes place while Maxi is fatigued the
DoS/DoF would indicate the number of fatigue levels he's suffered at that time.
Tech-priests and fatigue: Tech-priests, servitors and other cybernetically enhanced
or semi-biological creatures suffer and recover Fatigue normally, unless otherwise
specified by their implants and enhancements. I.e. your typical tech-priest with a
potential coil can recover fatigue (of both types) twice as long as he has access
to a power source (a generator of some kind is required for long-term fatigue).

REACTION (RE)

Your Reaction secondary characteristic determines how quickly you can react
when something unexpected happens. A number of talents improve your
Reaction characteristic, as does the Reflexes skill.
Your Reaction is equal to:
Reflexes skill bonus + modifiers
When determining Combat Initiative (CI) you make a special test of 1d10 +
Reaction at the start of the battle (NOT every Round). Then all participants take
their turns in descending CI order. If there is a tie the character with the highest
Reaction characteristic goes first. Characters can decide to delay acting (to see
what other characters are doing presumably), but they will then act later in every
subsequent Round. A character can take a Full action to re-roll his Reaction test
during combat.
Example: Haxtes has Reaction 7. He rolls an 8, for a CI of 15.He then compares his
CI to those the other combatants to establish who goes first. He does not roll for CI
again until the next combat encounter.

Hope is the first step on


the road to
disappointment.

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DAMAGE BONUS (DB)

Your Damage Bonus secondary characteristic determines how strong your blows
are; it is added to the damage you do with all melee attacks, as well as attacks
using thrown weapons.
Your Damage Bonus characteristic is equal to:
Brawn skill bonus + modifiers

DAMAGE REDUCTION (DR)

Your Damage Reduction secondary characteristic determines your inherent


resistance to damage: Subtracted if from all damage done to you.
Your Damage Reduction characteristic is equal to:
Toughness bonus + modifiers
Penetration: DR provided by your Toughness Bonus is not affected by weapon
Penetration. All source of AP are affected, including cover and Natural Armour.
Lethal damage: All damage is lethal damage, unless otherwise specified. DR from
Toughness cannot reduce damage to less than 1 Wound, except for creatures
who possess the Unnatural Toughness trait.
Nonlethal damage: Has the same effects as lethal damage, but DR from TB can
reduce damage to 0. Non-lethal damage includes unarmed attacks, general
abuse, and stunning attacks from weapons with the Shocking trait. Certain
creatures count additional types of damage as nonlethal damage.
Felling damage: Weapons with the Felling feature ignore DR from TB (but DR from
Unnatural Toughness applies normally).

WOUNDS (W)

Your Wounds secondary characteristic determines how much damage you can
take before you become seriously injured, incapacitated, or even killed. Certain
talents, psychic power, bionics, and other factors can also give characters
additional wounds
You have a Wounds characteristic equal to:
Size Bonus + Brawn skill bonus + Resilience skill bonus + Willpower skill bonus +
Sound Constitution talent(s)
Example: A typical human will have 12 Wounds (3 + 3 + 3 +3 + 0), whereas a Space
Marine could have 30 (4 + 8 + 8 + 7 + 3) or more thanks to his initial high
Strength/Toughness/Focus and subsequent advances in Brawn, Resilience and
Willpower. Most player characters will fall somewhere in between those two
extremes; typical starting acolytes might have around 15 Wounds, with veteran
warrior-types might approach 25 Wounds near the pinnacle of their careers.

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As long as you have Wounds remaining GM NOTES
your overall physical condition is
acceptable; you're hurt, but not too The rules for Wounds and WT imply
seriously. If you take damage in excess of that:

your Wounds you'll suffer significant A typical human can be shot a few
penalties to your activities (-20% and is times with a handgun or hit with a
primitive weapon without running out
staggered i.e. can only take an Attack
of wounds (2D6+3 damage).
OR Move action each turn). If take
If the damage rolled is in the lower
damage in excess of your Wounds +
end of the scale (8 or less) he can
Critical Threshold youre in big trouble even avoid specific wound effects. If
youre unconscious and bleeding to death. damage rolls are average (9+) then
there will be a heavy injury associated
Example: Haxtes the Infamous Assassin has
with each hit. High rolls (14+) will cause
13 Wounds. As long as he does not take critical injures.
more than 13 Wounds he's doing all right
So even a single good hit to the head
(he's hurt all right, just not enough to stop can kill a person. On the other hand a
him from soldiering on). Once he passes person can very well survive a few
that threshold he can only take a single superficial hits to the extremities.
Half (Attack or Move) action each turn and Finally: PCs have fate and fortune
suffers a -20% penalty to those actions the point that allow them to avoid injury
GM deems hampered by his wounds and death. Use them wisely, for they
(which will be most of them). If he takes may be all that stands between you
and death.
more than 23 Wounds he's in critical
condition; hell be knocked out and start
bleeding to death...

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WOUND THRESHOLD (WT)

In addition to the overall weakening of the injured body there is a specific effect
associated with hits to the various hit locations (Head, L/R Arm, Body, L/R Leg).
Your Wound Threshold is equal to:
5/10 + Misc modifiers
Each time you are wounded you apply that damage to a specific hit location if
the damage incurred exceeds the lower Wound Threshold there will be an
additional effect. If it exceeds the higher WT there will be a more severe effect.
Details can be found in Chapter 7: Combat/Damage and Injury.
You do not need to keep track of total damage per hit location you only need
to keep track of the total damage you've taken.

INSANITY POINTS (IP)

Insanity points are a measure of your mental health.


You start play with a number of Insanity Points as determined by your Character
Path. The DM might assign extra IP to characters that start with a large amount of
XP (to represent experiences beyond those of the character path). You'll likely gain
more IP as a result of mental traumas sustained in the service of the Holy Ordos.
TABLE: INSANITY EFFECTS

IP Insanity Trauma Disorder


0-9 Stable NA NA
10-39 Unsettled +20 NA
40-59 Disturbed +0 Minor
60-79 Unhinged -20 Severe
80-99 Deranged -40 Acute
100 Insane -60 Psychosis

As long as your Insanity Points stay below 10 you're completely sane. From 10 to 39
points you're still sane, but a little unsettled. Most starting characters will fall in one
of those two categories; an Unsettled character is not insane, just a little coloured
by his experiences. From 40 to 59 points you are clearly a disturbed soul (but not
clinically insane) and will have a minor mental disorder. From 60 to 79 points you
are increasingly unhinged, and the fact is obvious to those you interact with, with a
correspondingly more severe disorder. From 80 to 99 you're approaching insanity; it
will be obviously to those that you interact with that you are mentally deranged. At
100+ Insanity Points your really are insane; the character is removed from play.

100
CORRUPTION POINTS (CP)

Corruption Points work much like Insanity points, except that you gain
malignancies of increasing severity instead of mental disorders, and you could
even end up with one or more mutations.
You start play with a number of Corruption Points as determined by your Character
Path. The DM might assign extra CP to characters that start with a large amount of
XP (to represent previous experiences). Exposure to the Warp is a sure way to gain
more IP, as are gross heretical acts.
TABLE: CORRUPTION EFFECTS

CP Corruption Malignancy Mutation


0-9 Pure NA NA
10-39 Tainted +20 NA
40-59 Soiled +0 1st test
60-79 Debased -20 2nd test
80-99 Profane -40 3rd test
100 Damned -60 Auto

Below 10 CP you're fine. Starting characters are usually in this category. Between
10 and 39 points you're slightly tainted, but not in any obvious way, and you can
still be redeemed. From 40 points up you're a lost cause; you might not be
damned yet, but you already have a one-way ticket there. The only question is
how long you'll last before your corruption is exposed and you'll be forced to hide
or die in the cleansing fire of a blessed flamer. At 100+ CP you are damned; your
soul belongs to the Ruinous Powers. Make a new character.

FATE POINTS (FP)

You start with a number of Fate Points as determined by the Fate Points table
(adjusted by the Character Path). You can purchase additional Fate Points using
your Emperor's Blessings, but you cannot start with more than five. During play you
may gain any number of Fate Points (but gaining Fate Point is a very rare
occurrence chances are you're stuck with your starting points).
Characters with Fate Points can 'burn' (permanently use up) one Fate Point to
escape death or some other horrible fate. The burning of a Fate Point will not
leave the character unharmed it just ensures that he somehow escapes what
fate otherwise would have had in store for him. For example, if a character was
shot in the head with a lascannon for 35 Wounds of damage he could burn a Fate
Point to instead wake up some hours later, badly injured and badly disfigured, but
alive.
NPCs do no generally possess any Fate Points, although the DM might assign them
to certain major allies or opponents.

101
FORTUNE POINTS (OP)

Fortune Points are a lesser type of Fate Points; they are available to certain races
or through the purchase of some talents. You use Fortune Points just like you do
Fate points, except that you cannot 'burn' Fortune Points.
You have a number of Fortune Points equal to your current Fate Points + your
current Rank + extra point granted by traits/feats/whatever.
Characters can 'use' (temporarily expend) one Fortune point to cause a minor trick
of fate; to re-roll a Test, gain additional degrees of success, restore lost wounds,
and other similar uses.
Detailed rules for using and burning Fate/Fortune Points can be found in Chapter 6
Playing the Game.
NPCs: Can have and use Fortune Points the same way PCs do, but this is generally
reserved for major characters or their lieutenants. Lesser NPCs can have fortune
points granted by traits and talents.

PSY RATING (PSY)

You have a '' Psy Rating characteristic unless you have gained a Psy Rating talent
during character generation (usually only possible for the psyker career). If you're a
latent psyker you will instead have a '0' Psy Rating. A '' value is not modifiable, but
a '0' value is (meaning latent psykers can increase this value, using Talents or
situational modifiers, or by Pushing).
A character with PSY 1 is a Zeta grade psyker, with PSY 2-3 he is Epsilon grade, at
PSY 4-5 Delta grade, PSY 6-7 Gamma, and PSY 8-9 equals Beta grade (available
only as Elite advances to non-Ascended characters). A psyker with a PSY 10+ has
entered the realm of Beta-Plus grade psychics, which means that he's well outside
the confines of the average Dark Heresy game. Alpha grade psykers (which are
never player characters in normal DH games) can have PSY ratings that beggar
even these powerful users. These numbers are approximations; certain psykers
have Characteristics, Skills, Talents or Traits that can make them more or less
effective than their Psy Rating indicates.
If you are a 'blank' (you are anti-psychic by nature) you will have a negative PSY
rating. Exactly how this rating is applied will depend on the nature of 'blankness';
some blanks can negate psychics over a large area, while others are more passive
and protect only themselves.

There is no arguing with


the barrel of a gun.

102
103
CHAPTER 4 TALENTS & TRAITS

Talents, like skills, also represent things you can do. Talent, unlike skills, are not tied
to any characteristic and do not require any risk tests (although many talents can
modify your chances of success). There are also no varying levels of mastery; you
either know a talent, or you don't (but there are some talents that build upon other
talents for enhanced effects).
Talents are described by an evocative name, followed by the XP cost, and any
prerequisites required before you can purchase the talent. Note that some
sources, be they careers or otherwise, may offer certain talents at a lower cost or
with different prerequisites. The Elite advance prerequisite means that GM
approval is needed to purchase that talent (unless granted by some other source).
The list of talents is comprehensive, but not necessarily exhaustive; the GM may
add further talents as he sees fit. Talents are grouped into sub-categories; Utility,
Combat, Proficiency, Specialist Training, Psychic, and Techno-arcane.
Talent tiers: Any character can normally choose any talent for which he meets
the prerequisites. But some players like to play the numbers and proceed to pick
starting talents that are more appropriate to very experienced characters. The GM
should disallow any 1st and 2nd rank characters from picking a talent with a cost of
300+ XP or a skill prerequisite of 55+ (45+ for primary characteristics). Likewise
characters below rank 6 should not be able to select talents costing 500 XP or
more, or with a skill prerequisite of 75 or more (65+ for characteristics).
Career talents: Remember that each career offers some talents at a reduced cost,
but only once per new rank gained (including 1st Rank characters).
Elite talents: In the spirit of roleplay and character customization the GM is of
course free to offer talents at reduced costs for other reasons than career. Its
even permissible to offer talents for less than 100 XP.
New talents: The galaxy is a big place. No list of talents is going to be exhaustive,
but existing talents should cover most common situations. Skills are different there
are no more skills than those listed. When designing new talents the GM will work
with layers to ensure that the new talent has real value without being
overpowered. If your players start having more unique talents than common ones
youre probably doing things very wrong.
Faith talents: These DH talents have been renamed slightly. These rules use the
word faith only for True Faith talents.

The universe is a big place;


whatever happens, you will not be
missed

104
UTILITY TALENTS

Utility talents are generally most useful outside of combat, but some of them may
have combat applications as well. Example: Air of Authority could help you lead
your squad more effectively in battle, but since it is a social skill enhancer it's listed
under Utility talents rather than Combat talents.
Air of Authority (100 XP), Presence 35: You can affect 2 times as many targets with
your Presence-based Tests (i.e. you are adept at influencing a small group, such as
a team or squad). You can normally affect a maximum number of people equal
to the bonus of the skill being used. Typical uses are for con artists trying to impress
an audience, preachers spreading the God-Emperors gospel, or a squad leader
urging his men over the top and forward into no-mans land.
Charismatic Speaker (200 XP), Presence 45, Air of Authority: You can affect 5
times as many with your Presence-based Tests (i.e. trying to influence a group,
such as a platoon of soldiers). You can normally affect a maximum number of
people equal to your Skill Bonus. You get a +5% bonus to your Deceive,
Intimidate and Persuade test. Typically possessed by officers and preachers.
Suitable for leading a congregation or company into battle.
Master Orator (400 XP), Presence 65, Charismatic Speaker: You can affect
20 times as many with your Presence-based Tests (i.e. trying to influence a
crowd). The bonus to Deceive, Intimidate and Persuade test increases to
+10%, provided you have ample time to speak to your audience. Typically
possessed by the greatest leaders and public speakers.
Lord of Lies (600 XP), Presence 85, Master Orator: You can affect 100
times as many with your Presence-based Tests (i.e. trying to influence a
crowd). The bonus to Deceive, Intimidate and Persuade test increases to
+20%, provided you have had time to study your audience in some
detail. Typically possessed by daemons of seduction.
Cold Hearted (100 XP), Willpower 55 or IP 10 or CP 10: You are not easily swayed by
the emotions of others, caring little for anyone but yourself. You gain a +20% bonus
to tests to avoid being emotionally swayed; you can still be tricked, threatened or
reasoned with, but playing up on you feelings isnt going to work. Typically found
among heretics and members of the Holy Ordos.
Betrayer (200 XP): IP 40 or CP 40, Cold Hearted: You will readily turn on the
innocent or even your allies if there is something to be gained. Whenever
you betray, murder, torture, abuse, etc. an innocent you gain a +10% to Focus
and Presence based tests for the rest of the scene (+20% if the victim is a friend
or an ally). Typically possessed by madmen and heretics.
Dark Soul (200 XP), CP 10: Youre been touched by darkness. The good thing is that
you take only half the normal penalty on Tests to avoid Malignancies, Mutations,
and other Chaos-related effects that would corrupt or change you. Typically
possessed by those who would rather not have their taint brought to light.

105
TABLE: LIST OF TALENTS (UTILITY)

Name Cost Perquisites Effect


Air of Authority 100 Presence 35
Less than 10 CP, Willpower 55,
Armour of Contempt 300
Unshakeable Courage
Betrayer 200 IP 40 or CP 40, Cold Hearted
Charismatic Speaker 200 Presence 45, Air of Authority
Cold Hearted 100 Willpower 55 or IP 10 or CP 10
Dark Soul 200 CP 10
Decadence 100 Resilience 35
Die Hard 300 Resilience 55, Willpower 45, Hardy
Disturbing Voice 100 Intimidate 35
Fearless 500 Nerve 65, Unshakeable Courage
Flagellant 100 Resilience 35, Willpower 35
Foresight 100 Logic 55
Hardy 100 Resilience 45, Willpower 35
Hatred (Group) 100 Willpower 35
Heightened Senses 200 Perception 45
Insanely Courageous 100 Nerve 45 or 10 IP
Nerve 65, Intimidate 75, Iron
Into the Jaws of Hell 400
Discipline, Unshakeable Courage
Nerve 45, Intimidate 55, Nerves of
Iron Discipline 200
Steel
Iron Jaw 100 Resilience 45
Jaded 100 10 IP or 10 CP
Light Sleeper 100 Perception 45 or Paranoia
Hatred (Group), Willpower 45,
Litany of Hate 200
Presence 45
Literacy 100 Acumen 25
Lord of Lies 600 Presence 85, Master Orator
Master Orator 400 Presence 65, Charismatic Speaker
Mastery (Skill) 200 Skill 55, Talented (Skill), Elite Advance
Meditation 100 Endurance 45, Focus 45
Memetic Acuity 200 Acumen 45
Mental Fortress 500 Willpower 65, Strong Minded
Mimic 100 Deceive 45
Nerves of Steel 100 Nerve 35
Orthoproxy 100 Willpower 35
Paranoia 100 IP 10
Peer (Group
Commercia, Enforcers,
Government, Heretics, 100 Presence 35
Military, Nobility,
Underworld)
Renowned 400 Presence 65, Peer (Group)
Reputation (Group) 200 Presence 45, Peer (Group)
Resistance (Type) 100 Skill 35
Sound Constitution 100 Brawn or Willpower 35, Resilience 35
Strong Minded 200 Willpower 45
Talented (Skill) 100 Elite Advance
Acumen 65, Memetic Acuity,
Total Recall 400 Talented (all three Lore skills and the
Speak Languages skill)
True Grit 600 Resilience 65, Willpower 55, Die Hard
Unremarkable 100 Deceive 35
Unshakeable Courage 200 Nerve 45
Veteran 200 Elite advance

106
Decadence (100 XP), Resilience 35: You get a +20% bonus to resist intoxicating
effects, such as those caused by alcohol and drugs. The bonus could be extended
to other situation where a truly decadent lifestyle would be advantageous. You
are more likely to indulge in a decadent or hedonistic fashion. Typically possessed
by nobles, scum, or anyone else that leads a life of indulgence and over-
intoxication.
Disturbing Voice (100 XP), Intimidate 35: Your voice carries with it menace and a
promise of violence. You gain a +20% bonus to Intimidate Tests, but take a -10%
penalty to other Presence-based test when dealing with persons who are easily
frightened/offended by your voice. Typically possessed by street thugs, enforcers,
and that scary drill sergeant of yours.
Flagellant (100 XP), Resilience 35, Willpower 35, IP 10: You can spend a Full action
to inflict 1 Wound upon yourself to gain a +10% bonus to Nerve and Willpower for
the rest of the scene. During that time you may enter Frenzy as a Free Action
(provided you have the necessary means to do so in the first place). Typically
possessed by flagellants, pilgrims, followers of Chaos, Dark Eldar, and Veiled Hand
Assassins.
Foresight (100 XP), Logic 55: You can draw upon your vast repository of lore,
tradition and rote and thereby foretell what challenges might lay before you in
your next task. You can spend 10 minutes (5 minutes if you also have Memetic
Acuity, 1 minute with Total Recall) of contemplation to give yourself a +20% bonus
to any one Acumen-based Test. Typically possessed by savants and tech-priests.
Hardy (100 XP), Resilience 45, Willpower 35: You are exceptionally hardy and do
not easily succumb to injury. You gain a +20% bonus on tests to avoid bleeding or
dying. You may also add 2 to your Resilience bonus for the purposes of natural
recovery from injuries. Typically possessed by soldiers and tribal warriors people
who are likely to get hurt and not have access to fancy medical aid.
Die Hard (300 XP), Resilience 55, Willpower 45, Hardy: Youve an uncommon will
to live. Add 1/2 to your Wound Threshold. Example: If you have WT 5/10 it
becomes WT 6/12 with this talent. Possessed by those who get into a lot of fights
and walk away from them.
True Grit (600 XP), Resilience 75, Willpower 55, Die Hard: You have an almost
unnatural resilience to injury (or maybe youre favoured by the Warp). Add
2/2 to your Wound Threshold. Example: If you have WT 6/12 youll have WT
8/14. Possessed by Space Marines and ork nobz.
Hatred (Group) (100 XP), Willpower 35: You gain a +10 bonus to WS, Brawn, Nerve
and Willpower when fighting your hated enemies. This Talent can be selected
multiple times; each time it applies to a separate group. Typically possessed by
Adepts of Terra, especially those that get to interact with those outside the
Priesthood.

107
Litany of Hate (200 XP), Hatred (Group), Willpower 45, Presence 45: Select a
Hated group. You may extend the effects of your Hatred to those that you can
affect (willing allies, bystanders, etc.) with a Presence-based Test. This talent is a
favourite of wandering clerics, Dark Apostles, and Commissars all across the
galaxy.
Heightened Senses (200 XP), Perception 45: Your sense are very acute, like those of
a wild beast. You only take half the normal penalties on any Perception Test. The
GM will also reduce the time you need to make active Perception tests by one
step (from Full to Move, Move to Swift, Swift to Free). Found among veteran IG
scouts and Eldar warriors.
Insanely Courageous (100 XP), Nerve 45 or 10 IP: Youre a twisted sort of brave;
even when you know you should run youve the ability to stand and fight. When
you fail a Fear test you may reduce the DoF by 2. Sooner or later you will fail a Fear
test; with this talent the effects of failure will be much reduced.
Iron Jaw (100 XP), Resilience 45: You gain a +20% bonus on tests to resist Stunning,
Shocking and similar effects. Youre a tough bastard, which is good, because
being alive but unable to act is never conduction to further survival.
Jaded (100 XP), 10 IP or 10 CP: Youve seen (and done) too much. Reduce IP
gained from mundane Fear by 2 points each time you gain any (IP gained from
supernatural sources are applied normally). Mundane sources of fear rarely give
more than 2 IP, except on a fumble, so this talent will largely negate IP hits from
such sources.
Light Sleeper (100 XP), Perception 45 or Paranoia: You are alert even when asleep.
You are always considered awake for the purpose of making Perception Tests,
checking for Surprise etc. This talent is a must of death world savages for example.
Literacy (100 XP), Acumen 25: You can read/write any language you can speak;
how well depends on your Acumen. Illiteracy is common in the Dark Future to
many it is even a blessing, for knowledge only leads to damnation.
Meditation (100 XP), Endurance 45, Focus 45: You know your body better than
most, and you can will it to act in manners most men cannot. You can remove
one fatigue level in half the time with a successful Focus test (the difficulty of the
test will depend on local conditions). Typically possessed by feral shamans, mystics,
and sanctioned psykers.
Memetic Acuity (200 XP), Acumen 45: You have a greater capacity of organizing
your mind than normal people do. You gain a +10% bonus to all three Lore skills
and the Speak Languages skill. Typically possessed by savants.

I have survived two crusades and three xenos invasions;


I sincerely hope I do not survive any more let me go
before the Throne and have Him sort me out.

108
Total Recall (400 XP), Acumen 65, Memetic Acuity, Talented (all three Lore skills
and the Speak Languages skill): You have near-perfect memory. You may add
your Acumen Bonus to number of Fields of Knowledge known and Languages
spoken. You can take 1-10 minutes (depending on the obscurity of the
information) to recall everything you have ever learned or experienced.
Typically possessed by savants.
Mimic (100 XP), Deceive 45: You have the ability to mimic other people's voices.
Gain a +20% to +60% bonus on Deceive tests where this could be important.
Typically possessed by rogues and other ner-do-wells.
Nerves of Steel (100 XP), Nerve 35: Youve been under fire before and youre not
easily startled. You gain a +20% bonus on Pinning tests, but not other fear tests (this
bonus stacks with other Fear-related bonuses). Typically possessed by soldiers of
any kind.
Iron Discipline (200 XP), Nerve 45, Intimidate 55, Nerves of Steel: Your
subordinates gain a +20% bonus on Pinning tests, but not other fear tests (this
bonus does stacks with other Fear-related bonuses). Typically possessed by
officers and/or Commissars.
Into the Jaws of Hell (400 XP), Nerve 65, Intimidate 75, Iron Discipline,
Unshakeable Courage: Your subordinates gain a +20% bonus to all Fear
Tests. Typically possessed by exceptional officers, veteran Commissars, and
field Inquisitors.
Orthoproxy (100 XP), Willpower 35: Your mind has been conditioned to be resilient
you are not so easily broken by verbal or physical duress. You gain a +20% bonus
to resist certain coercive mental effects, such as interrogation and torture. This
talent is very common with servants of the Inquisition and the AdMech.
Paranoia (100 XP), IP 10: You are also always restless and alert so that you are less
likely to be surprised in any given situation. You gain a +2 bonus to Reaction. You
also find it hard to trust and or relax, and other people quickly find your paranoid
ways tiresome (-10% penalty to social tests the GM deems to be affected). A little
paranoia rarely hurts in the grim darkness of the far future!
Peer (Group Adeptus [Specify], Commercia, Enforcers, Government, Heretics,
Inquisition, Military, Nobility, Underworld) (100 XP), Presence 35: Youre well
connected. You gain +10% Presence when interacting with Peer group (the list of
Peer groups is not exhaustive; the GM is free to create new groups if a group is
small the bonus may be increased to +20%). Typically possessed by anyone who
has gained a measure of notoriety or respect within a group enough so that the
effect is nearly universal.
Reputation (Group) (200 XP), Presence 45, Peer (Group): Your reputation
precedes you. Select a Peer group you already have. You gain an additional
+10% Presence when interacting with that Peer group. You will also begin to
attract minions form that peer group. Possessed by especially powerful or
noteworthy peers.
109
Renowned (Group) (400 XP), Presence 65, Reputation (Group): Your
reputation is a thing of legend; chances are your name would be
recognized across the sector, if not beyond. Select a Peer group you have
Reputation with. You gain an additional +10% Presence when interacting
with that Peer group. The number and quality of minions increases.
Possessed by high-ranking, wealthy or otherwise very powerful individuals.
Resistance (Type) (100 XP), Skill 35, Elite advance (suitable step on the character
path): Youre particularly resistant against something. You gain a +10% bonus to
resist of form of adverse condition. Some examples are listed below; the list is not
exhaustive. This is an elite advance in that the GM must agree to your IC
justification for picking the talent. Some examples are provided.
Resistance (Corruption) (100 XP), Willpower 35, less than 10 CP: You gain a +10%
bonus to tests made to resist or avoid the effects of Corruption. Good for any
servant of the Inquisition, but found only among the pure of heart.
Resistance (Deprivation) (100 XP), Endurance 35: You gain a +10% bonus to
tests made to resist the effects of deprivation (lack of sleep, food, water, and so
on). Found among feral death-worlders, hive-bottom scum, warzone survivors
etc.
Resistance (Hardship) (100 XP), Resilience 35: You gain a +10% bonus to tests
made to resist or avoid damage/hardship from environmental effects (heat,
cold, etc.). Found among feral death-worlders, orphanage abuse victims, IG
veterans, etc.
Resistance (Fear) (100 XP), Nerve 35: You gain a +10% bonus to Fear tests.
Good for any servant of the Inquisition, but mostly found among those who
have face fear and overcome it.
Resistance (Pain) (100 XP), Brawn 35: You gain a +10% bonus to tests made to
resist pain, including tests to avoid being Stunned and test to oppose torture.
Youre used to pain and physical injury and have learned ignore the
weaknesses of the human body.
Resistance (Psychic) (100 XP), Willpower 35, non-Psykers only: You gain a +10%
bonus to Willpower tests made to resist Psychic powers. Youve been the
subject of psychic attacks and emerged sane and alive.
Sound Constitution (100 XP), Brawn or Willpower 35, Resilience 35: You gain +1
Wound. This Talent can be selected up to five times. The more wounds, the less the
risk of dying. Enough said.
Strong Minded (200 XP), Willpower 45: Your mind is disciplined. You gain a +20%
bonus to resist mental attacks and effects (including psychic ones). If the effect is
not purely mental the bonus is halved (physical torture for example). Typically
possessed by psykers and Inquisition personnel.

110
Mental Fortress (500 XP), Willpower 65, Strong Minded: Your mind is your fortress.
You gain a +40% bonus to resist mental attacks and effects (including psychic
ones). If the effect is not purely mental the bonus is halved (physical torture for
example). Typically possessed by veteran Inquisition agents and psykers.
Talented (Skill) (100 XP), Skill 35, Elite advance: Pick a skill that youre particularly
talented with. You gain a +5% bonus to that Skill. This talent is only available as an
elite advance; i.e. you can pick it only when prompted to do so or allowed by the
GM. Possessed bytalented people.
Mastery (Skill) (200 XP), Skill 55, Talented (Skill), Elite advance: Pick a skill
youre talented with. You gain a +10% bonus with that Skill. This talent is only
available as an elite advance; i.e. you can pick it only when prompted to
do so or allowed by the GM. Possessed by the masters of their craft.
Unremarkable (100 XP), Deceive 35: You truly are an unremarkable figure, at least
on the outside. Your opponents take -20% to Tests to notice or recall you, such as
when trying to spot you in a crowd, taking notice of you when passing through
customs, or remembering your name. Typically possessed by thieves, agents,
assassins and the faceless servants of the Adeptus Terra.
Unshakeable Courage (200 XP), Nerve 45: Youre not necessarily harder to scare,
but youre more dedicated than your fellow man. You gain a +20% bonus to all
Fear Tests. Furthermore you always feel obliged to stand up to defend your faith or
your principles; the GM may require Willpower tests if you desire not to act in this
fashion (and he might also penalize you for poor roleplaying if the act is not well-
founded). Typically possessed by the servants of the God-Emperor.
Armour of Contempt (300 XP), Willpower 55, Unshakeable Courage, less than
10 CP: You wrap your hatred of the Enemies of Man around you, fortifying
your body and soul against the effects of corruption. Halve CP (round down)
gained each time you gain any. You also gain a +20% bonus on any test for
malignancy or mutation. Typically possessed by Inquisitors and Astartes.
Fearless (500 XP), Nerve 65, Unshakeable Courage: You know no fear or
maybe you do, but youve learned to overcome it. You gain a +40% to all
Fear tests. The flip side of the coin is that since youve mastered your fear
you sometimes have trouble telling a relatively safe situation from a
potentially fatal one why not charge the Chaos horde when its nothing to
be afraid of?
Veteran (200+ XP), Elite advance: You are a veteran of many wars or other brutal
conflicts. In a fickle and uncaring universe you have survived when so many others
have not. Gain 1 extra Fortune Point. Other Veterans will react favourably to you,
giving you a +10% bonus to interaction tests with them. If youre not given the
respect you feel you are due from non-veterans you may react negatively. This
talent can be taken multiple times. Each additional time cumulatively costs 200 XP
more (i.e. 600 XP for the third time etc.).

111
COMBAT TALENTS

Combat talents are usually only useful during combat, although sometimes they
may have more peaceful applications as well. Example: The Ambidextrous talent
could conceivably be useful out of combat say your primary arm is injured and
you need to use you off hand for some fine manipulation.
Ambidextrous (100 XP), Initiative 45, Elite advance: You can use both hands
equally well. People are usually born ambidextrous. Unless you get access to this
talent during character generation you need the GMs permission to purchase it as
an Elite advance. You may ignore the -20 penalty for attacking with a weapon in
your secondary (usually your left) hand. If you attack with dual weapons you do so
at -40/-40 (or -20/-20 if you also have the appropriate Two-weapon Wielder talent).
Normally penalty is -40/-60. Popular with both assassins and gunslingers.
Arms Master (100 XP), All weapons skills 45, Four Weapon Training talents: You are
proficient with so many types of weapons that even hereto unknown types prove
only a small challenge to use. You can use weapons without the appropriate
talent at only half the normal penalty (i.e. -10 penalty instead of -20 for normal
weapons, greater for exotic weapons). Common talent for experienced warriors.
Berserk Charge (100 XP), WS 35, Nerve 35: Your charges are dramatic and forceful,
enabling you to cut down foes in a single blow and leave you vulnerable to
counter-attacks. You gain the ability to make an All-out attack as part of a charge
(you are normally limited to a Standard, Swift or Forceful attack). Typically
possessed by feral savages, orks, Khornate followers and Space Marines.
Furious Assault (200 XP), WS 55, Brawn 55 or Reflexes 55, Berserk Charge: You
may use your Swift action for this Round to make an additional standard melee
attack (against the same opponent or another opponent within reach) when
making an All-out Attack or Charge Attack. Assault Marine favourite.
Grox Rush (100 XP), Size Hulking or Brawn 55: Whenever you hit your opponent
with a charge attack you can force him to move 1 sq. (1 extra sq. per 2 DoS) in
addition to causing damage. Ideal for feral warriors who do a lot of melee.
Blind Fighting (100 XP), Perception 45: Youre trained to fight in the dark. You take
only half penalties for reduced visibility (obscurement) in melee. Typically talent
with underhive dwellers and sneaky assassins.
Bulging Biceps (200 XP), Brawn 65, Heavy Weapons 45: Youve learned to take
advantage of your size and brawn to keep heavy weapons stable even without
bracing. You suffer only half the normal penalties for firing a Bulky or Heavy
weapon without proper bracing. Good for heavy weapons specialist that are
going to be moving and firing a lot.
Catfall (100 XP), Agility 45: Youve learned how best to land. You reduce falling
damage by Agility Skill bonus (double Skill bonus on a successful Agility test). This is
a talent skill if you plan to engage in a lot of falling.

112
TABLE: LIST OF TALENTS (COMBAT)

Name Cost Perquisites Effect


Ambidextrous 100 Initiative 45, Elite advance
All weapon skills 45, Four
Arms Master 100
Weapons Training talents
Assassin Strike
300 Agility 75, Step Aside
Battle Rage
100 Willpower 35, Frenzy
Berserk Charge 100 WS 35, Nerve 35
Blademaster 200
Blind Fighting 100 Perception 45
Bulging Biceps 200 Brawn 65, Heavy Weapons 45
Catfall 100 Agility 45
Charging Fire
100 Agility 35, Hip Shooting
Nerve 45, Weapons Training
Cleanse and Purify 100
(Projectors)
WS 45, Agility 45, Parry,
Combat Master 200
Perception 45, Defensive Training
Combat Rifleman 100 Rifles 45
Combat Reflexes 100 Reflexes 35
WS 65, Reflexes 55, Defensive
Counter-attack 400
Training
Crack Shot 200 BS 45
Crippling Strike 200 WS 45 or Brawn 55
Crush 200 WS 45 or Brawn 55, Pin
WS 65 or Brawn 75, Crippling
Crushing Blow 400
Strike
Deadeye Shot 100 BS 45
Defensive Training 200 WS 45
Deflect Shot 100 WS 45, Perception 45, Reflexes 55
Disarm 100 WS 35
Double Team 100 WS 35, Reflexes 35, Perception 35
Dreadful Rage 200 Willpower 55
Dual Shot Pistols 45, Agility 45, Two-Weapon
200
Wielder (Ballistic)
Dual Strike WS 45, Agility 45, Two-Weapon
200
Wielder (Melee)
Duellist WS 45, Perception 45, Two-
100
Weapon Wielder (Melee)
WS 65, Agility 55, Perception 55,
Elusive Combatant 300
Combat Master
Evasion Perception 65, Reflexes 65, Step
500
Aside
Frenzy 100 Brawn 35, Willpower 35
WS 45, Brawn 55 or Reflexes 55,
Furious Assault 200
Berserk Charge
Grox Rush
100 Size Hulking or Brawn 55
Gunslinger BS 45, Agility 55, Two-Weapon
100
Wielder (Ballistic)
Hard Target
200 Agility 55, Step Aside
Hip Shooting 100 BS 45
Independent BS 45, Perception 45, Two-
100
Targeting Weapon Wielder (Ballistic)
Knife-fighter WS 45, Agility 55, Two-Weapon
100
Wielder (Melee)

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Leap Up 100 Agility 35
Lightning Draw
200 WS or BS 45, Reflexes 55
Lightning Attack 400 WS 65, Swift Attack
Lightning Reflexes
200 Reflexes 55
Marksman
200 BS 55, Deadeye Shot
Skill 65 with weapon, Talented
Mastery (Weapon) 300
(Weapon)
Mighty Shot
400 BS 65, Crack Shot
Opportunist 300 Reflexes 65, Combat Reflexes
Pin 100 WS 35, Brawn 45
Precise Blow 100 WS 35
Quick Draw 100 WS or BS 35, Reflexes 35
Rapid Reaction 200 Reflexes 45, Perception 45
Rapid Reload 100 BS 35, Reflexes 35
Rapid Shot 100 BS 35
Savage Attack 200 WS 45, Brawn 45
Sharpshooter 300 BS 65, Marksman
Sprint 100 Athletics 35, Endurance 35
Step Aside 300 Perception 45, Reflexes 45
Street Fighting 200 Brawn or Reflexes 35, Deceive 35
Sure Strike 100 WS 35, Perception 35
Swift Attack 200 WS 45, Brawn 45 or Reflexes 35
Talented (Weapon) 100 Skill 45 with weapon
Takedown 100 WS 35, Athletics 35 or Brawn 45
Throw
200 WS 45, Athletics 45 or Brawn 55
Tireless Rage 200 Endurance 55
Heavy Weapons 55, Rifles 65,
Torrent of Fire 200
Combat Rifleman
Two-Weapon
100 Pistols 45, Agility 35
Wielder (Ballistic)
Two-Weapon
100 WS 35, Agility 35
Wielder (Melee)
Wall of Steel
400 WS 65, Defensive Training
Whirlwind Attack
500 WS 85, Lightning Attack

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Cleanse and Purify (100 XP), Nerve 45, Weapons Training (Projectors): Youre cold
and calculating when it comes to burning your enemies alive. Your opponents
take a -20% to their Reflex tests to avoid your flame attacks. Excellent choice for
flamer specialists.
Combat Rifleman (100 XP), Rifles 45: You know how to fire short controlled bursts
with your rifle. You gain a +5% bonus to hit when using Burst/Full-auto fire with a
rifle-type weapon. Typically possessed by IG grunts.
Torrent of Fire (200 XP), Heavy Weapons 55 or Rifles 65, Combat Rifleman:
Youve learned how to put many rounds on target. You may add 5/10 to RoF
for bust/full-auto respectively, increasing you chances of hitting at the expense
of ammo consumption. Good choice for the squads light support gunner.
Combat Reflexes (100 XP), Reflexes 45: You can make a number of Attacks of
Opportunity equal to your Initiative bonus each round (youre normally limited to
one AoA/round). Highly useful for both melee weapon specialists and gunslingers
who like to take out the charging horde of heretics before the can rush him.
Opportunist (300 XP), Reflexes 65, Combat Reflexes: You gain a +20% bonus to
all Attacks of Opportunity. Veteran gunslingers and Space Marine assault
specialists always have this talent. Just getting into melee range against them
can be very dangerous.
Crack Shot (200 XP), BS 45: Youre a crack shot. Your single shots do +2 damage. A
must for any serious sniper.
Mighty Shot (400 XP), BS 65, Crack Shot: Your get an additional +2 damage with
all ranged weapons. Possessed by all veteran gunfighters.
Crippling Strike (200 XP), WS 45 or Brawn 55: Your melee attacks (Forceful and All-
out only) do +2 damage. A must for any serious warrior.
Crushing Blow (400 XP), WS 65 or Brawn 75, Crippling Strike: Your melee attacks
do an additional +2 damage. Possessed by all veteran melee specialists.
Deadeye Shot (100 XP), BS 45: You reduce penalties from Called Shots using BS by
20% (penalty cannot be less than 0). A must for any serious sniper.
Marksman (200 XP), BS 55, Deadeye Shot: You take only half penalties for range
when you use Aimed or Sniper shots (-10% for Medium, -20% for Long and -30%
for Extreme). A must for any serious sniper.
Sharpshooter (300 XP), BS 65, Marksman: If you aim (Aimed or Sniper shot)
with a weapon with the Accurate special the range of the weapon
increases by +50%. A must for any serious sniper.
Defensive Training (200 XP), WS 45: You gain the ability to use one additional Parry
Reaction per Round at a -20% penalty. You can still only try to defend against the
same attack once. Alternatively you may immediately ready any non-balanced
weapon you just attacked with. Good for melee combatants who like to defend in
addition to attacking.

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Combat Master (200 XP), WS 45, Agility 45, Perception 45, Defensive Training:
You are adept at using your enemies number against them. Your opponents
never gain any bonuses for outnumbering you in melee as long as you have
freedom of movement (i.e. this talent does not apply if youre grappled,
pinned, stunned, or otherwise unable to freely move). Even the greatest warrior
can be quickly overwhelmed by hordes of enemies, so if youre going to be
outnumbered pick this talent. All Space Marines have it.
Elusive Combatant (300 XP), WS 65, Agility 55, Perception 55, Combat
Master: You always moving and shifting, making it difficult for your enemies
to pin you down in melee. You take no penalties when defending against
flank or rear attacks. With this talent being outnumbered and surrounded
doesnt really matter anymore.
Counter-attack (400 XP), WS 65, Reflexes 55, Defensive Training: If you just
successfully parried an attack (i.e. caused a hit to miss), you may immediately
make an attack of opportunity against the same opponent. If youre out of
AoAs you cant make this attack. Works best in conjunction with Combat
Reflexes/Opportunist.
Wall of Steel (400 XP), WS 65, Defensive Training: You gain a second additional
Parry Reaction per Round (also at -20%). You gain a +10% to parries with
Balanced weapons and you may parry with Unwieldy weapons (at a -20%
penalty). Professional duellists and the like aim for this talent.
Deflect Shot (100 XP), WS 45, Perception 45, Reflexes 55: You may Parry attacks
from thrown weapons and primitive missile weapons.
Disarm (100 XP), WS 35: You get a +20% bonus to the opposed test when you
attempt to disarm your opponent.
Double Team (100 XP), WS 35, Reflexes 35, Perception 35: You gain an additional
+10% bonus (+20% total) to WS when ganging up on a melee opponent. If you can
pair off with an ally that also has this talent the total bonus is +30%. Excellent talent
for those that like to attack en masse.
Frenzy (100 XP), Brawn 35, Willpower 35: You have the ability to work yourself into
frenzy as a Full action. You can do so only once per encounter. When in a frenzy
you gain +10% WS, +20% Brawn and Nerve, but may not parry, Dodge, or engage
in kill use etc. that would require concentration. The frenzy lasts for 3+Endurance
bonus rounds, until you suffer a Heavy injury, or all enemies lie dead. At the end of
the frenzy you suffer 3 Fatigue. At the GMs discretion you can fly into a frenzy at
other times as well; test vs. Willpower to avoid. The frenzy talent can be both a
boon and a speedy way of getting killed. Use it wisely.
Battle Rage (100 XP), Willpower 35, Frenzy: Youve learned to control your rage.
You can spend Reactions to Parry and Dodge when in a Frenzy (you normally
cannot Parry or Dodge when in a Frenzy). You also gain a +20% bonus to test to
enter/avoid entering/snapping out of a frenzy.

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Dreadful Rage (200 XP), Willpower 55: Double all bonuses from frenzy (i.e. +20%
WS, +40% Brawn and Nerve).
Tireless Rage (200 XP), Endurance 55: You suffer only 1 point (instead of the
normal three) of fatigue when your frenzy ends.
Hip Shooting (100 XP), BS 45: You reduce the penalty for shooting while one the
move by 20%. The ability to move and fire is generally underrated. Shooting keeps
the enemy from aiming. Moving make you harder to hit. A great combo.
Charging Fire (100 XP), Agility 35, Hip Shooting: At the end of your charge you
may fire a aimed shot, snap shot or semi-auto/burst instead of making a melee
attack. If your enemy is armed with a Reach weapon you can fire before he
gets his Attack of Opportunity, then close the rest of the distance. Now you can
charge an enemy and shoot him before getting into melee.
Leap Up (100 XP), Agility 35: You can do feats of agility in less time, but with no
increase in difficulty. For example you may stand up from Prone as a Swift Action
and from Kneeling as a Free Action without having to make any tests. Other uses
could include leaping through a window, quickly descending a fire escape
ladder, etc. Another innocuous talent that can have profound effects if used
correctly. Want to go free-running? Definitely take this talent.
Pin (100 XP), WS 35, Brawn 45: Grappled opponent is pinned for 1 round, cant
move, and cant Dodge or Parry. Normally you have to first grab you opponent
and then pin him on your next turn.
Crush (200 XP), WS 45 or Brawn 55, Pin: You can automatically deal unarmed
damage to a grappled opponent. If youre seriously going to be grappling with
your enemies this is a must-have! Constrictor snakes have it, as do other nasty
tentacle monstrosities.
Precise Blow (100 XP), WS 35: You reduce penalties from Called Shots using WS by
20% (penalty cannot be less than 0). If your opponent doesnt wear full armour
then called shots can be quite effective. With this talent you can even hit where
you want to.
Quick Draw (100 XP), WS or BS 35, Reflexes 35: You may ready a weapon (pull it
from a holster or scabbard) in half the normal time (Full to Move, Move to Swift,
Swift to Free). Surprisingly useful talent unless youre on of the types that always
walk around with gun in hand.
Lightning Draw (200 XP), WS or BS 45, Reflexes 55: During the surprise round, if
youre eligible to act, you may draw and attack with a pistol or light melee
weapon as a react. If you opponent also has this talent make an opposed
Reflexes test; if you win you go first, otherwise go second. You forgo your normal
surprise round turn.

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Rapid Reaction (200 XP), Reflexes 45, Perception 55: Your senses are so attuned
and your reflexes so ingrained that you can react with nearly superhuman speed.
You may add double your Reflexes Skill Bonus to your Reaction (RE) secondary
characteristic.
Lightning Reflexes (200 XP), Reflexes 55: You may make a Challenging (+0)
Reflexes Test to act normally even if Surprised. With this talent you may never
have to be surprised again. Cool gunslingers should combine it with Lightning
Draw.
Rapid Reload (100 XP), BS 35, Reflexes 35: Your reload times are halved (Full to
Move, Move to Swift, Swift to Free). When is it not useful to be able to quickly
change magazines? A pistol can be reloaded as a swift action which basically
means youll hardly even notice a clip change. And if you missed the chaos
dreadnaught with your first lascannon shot would you rather wait one or two
rounds before shooting again?
Rapid Shot (100 XP), BS 35: You increase RoF by 1 and gain a +5% bonus to hit
when using Semi-Automatic fire. Useful both with many pistols and semi-automatic
rifles.
Sprint (100 XP), Athletics 35, Endurance 35: You can make sudden short dashes; as
a Move action you can move up to twice your Movement (unless youre carrying
a Medium load or heavier). Fire you weapon. Then dash forward to your next
cover. All in one round. Very handy.
Step Aside (300 XP), Perception 45, Reflexes 45: You gain one additional Dodge
Reaction per Round. This second dodge is at -20%.
Evasion (500 XP), Perception 65, Reflexes 65, Step Aside: You gain a second
additional Dodge Reaction per Round (at -20%).
Hard Target (200 XP), Agility 55, Step Aside: Your opponents take an additional -
20% target movement penalty to BS when shooting at you as long as you are
Running or Charging. You can combine this talent with talents like Hip Shooting,
Charging Fire and Assassin Strike.
Assassin Strike (300 XP), Agility 75, Step Aside: You may continue moving
after your melee attack (up to your remaining movement). You provoke
attacks opportunity as normal. Popular among lithe assassins and Eldar.
Street Fighting (200 XP), Brawn or Reflexes 35, Deceive 35: Youre good a killing
people with easily concealable weapons your fists included. You do +2 Damage
with melee weapons with the Close property (unarmed, knives, etc.). If combined
with other damage-enhancing talents your knives can become quite deadly.
Sure Strike (100 XP), WS 35, Perception 35: Youve a talent for hitting in just the right
spot. You may reverse numbers when determining hit location in melee.
Swift Attack (200 XP), WS 45, Brawn 45 or Reflexes 35: Youre good at making
multiple attacks. You suffer no -10% penalty to WS when making a Swift Attack.

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Lightning Attack (400 XP), WS 65, Swift Attack: You suffer no -20% penalty to WS
when making a Lighting Attack.
Whirlwind Attack (500 XP), WS 85, Lightning Attack: As a Full action you can
make a Whirlwind Attack; this is a single standard melee attack against
each opponent within your reach.
Savage Attack (200 XP), WS 45, Brawn 45, Swift Attack: Whenever you hit your
target more than once with a Swift or Lighting attack you get +2 damage on
each hit.
Talented (Weapon) (100 XP), Skill 45 with weapon: This talent replaces Talented
(Skill) for the six weapon skills. Pick a weapon (bolt pistol, power blade, lasgun,
etc.). You gain a +5% bonus to attacks with that weapon.
Blademaster (200 XP), WS 55, Talented (any two melee weapons): You gain a
+5% bonus to Attack and Parry with all melee weapons you are proficient with.
Mastery (Weapon) (300 XP), Skill 65 with weapon, Talented (Weapon): You gain
a +5% bonus to attacks with any specific type of weapon (such as bolt pistol,
power blade, lasgun, etc.).
Takedown (100 XP), WS 35, Athletics 35 or Brawn 45: You can trip an opponent
youve grappled, knocking it prone. Normally you have to first grab you opponent
and then trip it on your next turn. This talent is a favourite of the Adeptus Arbites;
one will throw you to the ground, and then his companions will beat you senseless
(AoAs) if you try to get back up.
Throw (200 XP), WS 45, Athletics 45 or Brawn 55: You can throw your opponent
instead of tripping him. Enemy lands prone 1 sq. beyond your reach and takes
unarmed damage.
Two-Weapon Wielder (Ballistic) (100 XP), Pistols 45, Agility 35: Youre good at
shooting with two pistols. You reduce the penalty for fighting with two (ranged)
weapons by 20% (from -40/-60 to -20/-40 or -20/-20 if you also have Ambidexterity).
Typically possessed by Gunmetallicus scum.
Dual Shot (200 XP), Pistols 55, Agility 45, Two-Weapon Wielder (Ballistic): You
know how to focus your fire for maximum damage. When attacking a single
target with dual ranged weapons you do +2 damage with each hit.
Gunslinger (100 XP), Pistols 55, Agility 55, Two-Weapon Wielder (Ballistic): You
reduce the penalty for fighting with two pistols by an additional 10% (to -10/-30
or -10/-10 if you also have Ambidexterity).
Independent Targeting (100 XP), BS 45, Perception 45, Two-Weapon Wielder
(Ballistic): When using dual weapons you may fire at two completely different
targets (normally you may shoot only at adjacent/semi-adjacent targets).
Two-Weapon Wielder (Melee) (100 XP), WS 35, Agility 35: You reduce the penalty
for fighting with two (melee) weapons by 20% (from -40/-60 to -20/-40 or -20/-20 if
you also have Ambidexterity).

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Dual Strike (200 XP), WS 45, Agility 45, Two-Weapon Wielder (Melee): When
attacking a single target with dual melee weapons you do +2 damage with
each hit.
Duellist (100 XP), WS 45, Perception 45, Two-Weapon Wielder (Melee): When
armed with two melee weapons and you attack with only one on your turn you
gain a +10% bonus to all Parry and Dodge tests until your next turn.
Knife-fighter (100 XP), WS 45, Agility 55, Two-Weapon Wielder (Melee): You
reduce the penalty for fighting with two (close) weapons by 10%

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SPECIALIST TRAINING TALENTS

Specialist Training talents let you do things you otherwise could not usually either
by letting you use some form of equipment at no penalty or allowing you to use an
existing skill in a new way.
Example: ST Demolitions allows you to use your Security skill to blow up stuff which
being relatively sure of your own safety and the end result. Without the talent you
could still try to blow stuff up, but only at half skill. Meaning the chances of
something unexpected and hazardous happening are much greater.
Example: If you have Weapons Training (Advanced Projectile) you can use bolters
without penalty. How well you can shoot will also depend on your Pistol, Rifle and
Heavy skills.
Specialist Training (Type) (XP cost), Prerequisites: You can use one form of
specialist equipment without penalty and/or you can use a new application of a
skill given the right type of equipment.
Here is a list of common ST; the list is not exhaustive:
Armour Training (Light) (0 XP), Everyone starts with this talent: You can use light
armour (flak vest, armoured bodyglove, xenomesh suit, etc.) without penalty to
movement-related tests. You normally suffer a -10% penalty to all movement-
related actions if you wear light armour you're not proficient with. All PCs start with
this talent. NPCs with a minimum of combat skills will also possess it.
Armour Training (Medium) (100 XP), Armour Training (light): You can use
medium armour (full body flak, carapace breastplate, etc.) at only a -10%
penalty to movement-related tests. You normally suffer a -20% penalty to all
movement-related actions if you wear medium armour you're not proficient
with. Possessed by character that have some military/paramilitary training.
Armour Training (Heavy) (200 XP), Armour Training (medium): You can use
heavy armour (full carapace, etc.) at only a -20% penalty to movement-
related tests. You normally suffer a -40% penalty to all movement-related
actions if you wear heavy armour you're not proficient with. Possessed by
character with advanced military/paramilitary training.
Armour Training (Power) (300 XP), Armour Training (heavy), Elite advance: You can
use power armour normally (penalty to movement-related actions depends on
armour type). You cannot use Power Armour without this talent. Possessed by
Sisters of Battle, Inquisitors, and Space Marines.
Armour Training (Terminator) (500 XP), Armour Training (Power), Elite advance
You can use tactical dreadnought armour normally (penalty to movement-
related actions depends on armour type). You cannot use terminator armour
without this talent. Possessed by Malleus Inquisitor Lords and Space Marine
veterans.

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TABLE: LIST OF TALENTS (SPECIALIST TRAINING)

Name Cost Perquisites Effect


Armour Training
Armour Training (Heavy) 200
(medium)
Everyone starts with this
Armour Training (Light) 0
Talent
Armour Training (Medium) 100 Armour Training (light)
Armour Training (heavy),
Armour Training (Power) 300
Elite advance
Armour Training (Power),
Armour Training (Terminator) 500
elite advance
ST (Archaotech Type) 200 Tech-use 65
ST (Chirurgeon) 200 Medicae 65
ST (Cogitators) 100 Tech-use 35
ST (Combat Engineering) 100 Security 35
Medicate 85, Scholastic
ST (Cybernetic
400 Lore 65 [Anatomy], Tech-
Reconstruction)
use 65:
ST (Demolitions) 100 Security 35
ST (Interrogation) 100 Intimidate 35
ST (Medic) 100 Medicae 45
ST (Operation Aerospace ST (Operation Aircraft),
200
Fighter) Operation 45
ST (Operation Aircraft) 100 Operation 35
ST (Operation Aircraft),
ST (Operation Gunship) 100
Operation 45
ST (Systems Type) 100 Tech-use 35
Intimidate 45, Specialist
ST (Torture) 200
Training (Interrogation):
Weapon Training Weapon Training
200
(Advanced Projectile) (Projectile)
Weapon Training (Energy) 100
Weapon Training (Exotic Tech-use 35, Weapon
300
Energy) Training (High Energy)
Weapon Training (High Weapon Training
200
Energy) (Energy)
Weapon Training
100
(Launchers)
Everyone starts with this
Weapon Training (Melee) 0
Talent
Weapon Training (Missile) 100
Weapon Training (Powered) 200 Weapon Training (Melee)
Everyone starts with this
Weapon Training (Projectile) 0
Talent
Weapon Training
100
(Projectors)
Xenos Tech (Race) 200 Elite advance

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ST (Chirurgeon) (200 XP), Medicae 65: Characters under your care recover twice
as fast as normal. You may also use advanced medical gear to perform surgery,
diagnose diseases, etc.
ST (Cybernetic Reconstruction) (400 XP), Medicate 85, Scholastic Lore 65
[Anatomy], Tech-use 65: You know enough of human anatomy, chirurgery and
technoarcana to successfully install Mechanicus Implants.
ST (Cogitators) (100 XP), Tech-use 35: You can utilize your full Tech-use skill to
engage in advanced interaction with various cogitation (computer) systems.
Without this talent your SC is halved when attempting such tasks.
ST (Archaotech Type) (200 XP), Tech-use 65: You have the ability to utilize your full
Tech-use when operating the specified type of archaotech device. Such lore is
jealously guarded.
ST (Combat Engineering) (100 XP), Security 35: You can use your full Security to
employ a variety of gear and machinery to prepare/build things ranging from a
simple dug position to advanced anti-tank obstacles, trench-lines, pillboxes and
other fortifications, as well as making roads and bridges (you can also use to skill to
help clear/plan ways around the same type of obstacles).
ST (Demolitions) (100 XP), Security 35: You can utilize explosives (emplace, detect,
remove, etc.) using your full Security skill (otherwise use only half SC). Ideal for
setting mines and explosive traps, and for disarming such bombs and such.
ST (Interrogation) (100 XP), Intimidate 35: You gain a +10 bonus to Intimidate tests
when interrogating a target (double the bonus if in a setting which clearly favours
the interrogator).
ST (Torture) (200 XP), Intimidate 45, Specialist Training (Interrogation): You gain a
+20 bonus to Intimidate Tests when interrogating a target using torture (double
the bonus if you have your tools of trade and are in a location conductive to
torture).
ST (Medic) (100 XP), Medicae 45: You are trained as a battlefield medic. The time
you need to administer first aid is reduced.
ST (Operation Aircraft) (100 XP), Operation 35: You can use your full Operation skill
when piloting a fairly non-complex aircraft (usually taken to mean civilian, low-
performance, or unarmed craft). Example: Mechanicus STC 'Airbus'-class lighter.
Magristratum Rapid Response Speeder Bike.
ST (Operation Aerospace Fighter) (200 XP), ST (Operation Aircraft), Operation
45: You can use your full Operation skill when piloting advanced aerospace
craft. Example: Imperial STC Lighting fighter.
ST (Operation Gunship) (100 XP), ST (Operation Aircraft), Operation 45: You
can use your full Operation skill when piloting a gunship or similar aerospace
vehicle. Example: Arbites Vulture gunship.

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ST (Systems Type) (100 XP), Tech-use 35: You can utilize your full Tech-use skill to
operate and maintain a specific subtype of highly advanced machinery, such as
the systems found aboard a starship. Possible sub-types include Warp-effect,
Power, Utility, Weapons, Shields, and Auspex. Typically possessed by Tech-Priests.
Weapon Training (Energy) (100 XP): You can use las/direct energy weapons (lasers,
hellguns, etc.) without penalty.
Weapon Training (High Energy) (200 XP), Weapon Training (Energy): You can
use high energy weapons (melta guns, plasma guns, etc.) without penalty.
Weapon Training (Exotic Energy) (300 XP), Tech-use 35, Weapon Training
(High Energy): You can use exotic energy weapons (distortion weapons,
gravistatic guns, etc.) without penalty.
Weapon Training (Launchers) (100 XP): You can use launcher type weapons
without blowing up yourself or your allies (i.e. you know how to use missile
launchers).
Weapon Training (Melee) (0 XP), Everyone starts with this Talent: You can use a
variety of primitive melee weapons (sticks, daggers, swords, axes, plus common
thrown weapons like stones, javelins and the like). This talent also covers modern
variants of primitive weapons (i.e. mono and hyperdense weapon variants).
Weapon Training (Powered) (200 XP): You can use specialized hi-tech melee
weapons without injuring yourself (vibro weapons, chain weapons, power
weapons, etc.).
Weapon Training (Missile) (100 XP): You can use a variety of primitive ranged
weapons (bows, crossbow, javelins, spears, plus specialist thrown weapons like
boomerangs and throwing knives). This talent also covers modern variants of
primitive weapons (the compound bow springs to mind).
Weapon Training (Projectile) (0 XP), Everyone starts with this Talent: You can use
'normal' projectile weapons (ranging from stubbers to autoguns) without penalty.
All NPCs do not necessarily possess this talent, only those with a plausible reason for
knowing how to fire a gun.
Weapon Training (Advanced Projectile) (200 XP), Weapon Training (Projectile):
You can use advanced projectile weapons (bolters, grav-pulse guns, etc.)
without penalty.
Weapon Training (Projectors) (100 XP): You can use projector type weapons
without incinerating yourself or your allies (i.e. you know how to use flamers).
Xenos Tech (Race) (200+ XP), Elite advance: You can use forbidden xenos
technology provided you can meet the other prerequisites (GM discretion)
needed to utilize it properly. This talent will not cover ALL aspects of alien
technology. Instead it covers just a type of equipment. If the type is very general
(i.e. weapons) the GM might charge you more than 200 XP.

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PSYCHIC TALENTS

Psychic talents are only available to characters with a Psy Rating of 1 (except if
otherwise noted). This means that if you start as a non-psyker youll need the GMs
permission to first purchase the Latent Psyker talent.
Latent Psyker (100 XP), Elite advance: You are a latent psyker: You cannot willingly
manifest any psychic powers, but you might spontaneously manifest at the GMs
discretion. Gain Psy Rating 0.
Psy Rating 1 (100 XP), Latent Psyker: You are a Zeta Grade Psyker. You gain Psy
Rating 1. You may purchase one psychic power at a 100 XP discount. Select one
of the psychic disciplines (anti-psi can only be chosen if your Psy rating is negative)
to be your primary discipline; outside this discipline you can only select minor
powers (i.e. powers not listed under any psychic technique).
Favoured by the Warp (200 XP), Willpower 45 or 10 CP, Psy Rating 1: You are
somehow favoured by the Warp, and thus less likely to suffer Psychic
Phenomena/Perils of the Warp. You may subtract 20% from rolls for Psychic
Phenomena.
Mental Rage (100 XP), Frenzy, Psy Rating 1: Even when consumed by
bloodlust or hate your retain the use of your mental powers. You may use
psychic powers when frenzied.
Power Focus (100 XP), Psychic power, Psy Rating 1: Youre particularly adept
with one specific power. Gain a +10% bonus to any one psychic power you
know. Can be selected multiple times, one for each power you know.
Power Well (100 XP), Invocation 45, Psy Rating 1: You can draw upon your
own personal power reserves when manifesting. When you do this you gain
a +20% bonus to your power roll, but you suffer one extra point of Fatigue.
Psychic Discipline (200 XP), Psy Rating 1, Three or more minor powers from
that discipline: You can master techniques and power from one additional
discipline. You can select this talent multiple times to master multiple extra
disciplines, but each time it cumulatively costs 200 XP more (each additional
time you take the talent it costs +200 XP).
Psy Rating 2 (200 XP), Psy Rating 1: You are an Epsilon Grade Psyker. You gain Psy
Rating 2. You may purchase a psychic power at a 100 XP discount.
Corpus Conversion (100 XP), Power Well, Psy Rating 2: You can inflict 1D6
Wounds (cannot be reduced) on yourself as a Swift action to add a +20%
bonus to your power roll when Pushing a psychic power.
Technique Focus (300 XP), Invocation 45 or Psyniscience 45 or Willpower 45,
Psy 2, Three or more psychic powers from that technique: Youre particularly
adept with one specific psychic technique. You gain a +10% bonus to any
psychic power within that technique. You can select this talent multiple
times, but one once per discipline you know.

125
TABLE: LIST OF TALENTS (PSYCHIC)

Name Cost Perquisites Effect


Astropathic training 0 Soul-bonded or Elite
Psy 4, Strong Minded,
Bastion of Iron Will 400
Willpower 55
Chaos Sorcerer 0
Corpus Conversion 100 Psy 2, Power Well
Invocation 65 or Psyniscience
Discipline Focus 400 65 or Willpower 65, Psychic
Discipline, Psy 3
Favoured by the Warp 200 Willpower 45 or 10 CP, Psy 1
Latent Psyker 100 Elite advance
Mental Rage 100 Frenzy, Psy 1

Power Focus 100 Psychic Power, Psy 1

Power Well 100 Invocation 45, Psy 1


Psy 1, Three or more minor
Psychic Discipline 200
powers from that discipline
Psy 1 100 Latent Psyker
Psy 2 200 Psy 1
Psy 3 300 Psy 2
Psy 4 400 Psy 3
Psy 5 500 Psy 4
Psy 6 600 Psy 5
Psy 7 700 Psy 6
Psy 8 800 Psy 7, Elite advance
Psy 9 900 Psy 8, Elite advance
Psy 10 1000 Psy 9, Elite advance

Rogue Psyker 0

Sanctioned Psyker 0
Astropath training or Elite
Soul-bonded 0
Advance
Invocation 45 or Psyniscience
45 or Willpower 45, Psy 2, Three
Technique Focus 200
or more psychic powers from
that technique

Warlock 0
Xenos Psyker 0

126
Psy Rating 3 (300 XP), Psy Rating 2: You are an Epsilon Grade Psyker. You gain Psy
Rating 3. You may purchase a psychic power at a 100 XP discount.
Discipline Focus (400 XP), Invocation 65 or Psyniscience 65 or Willpower 65,
Psychic Discipline, Psy 3: You get a +10% bonus when using Techniques from
a specific discipline. You can select this talent once for each of your
disciplines.
Psy Rating 4 (400 XP), Psy Rating 3: You are a Delta Grade Psyker. You gain Psy
Rating 4. You may purchase a psychic power at a 100 XP discount.
Bastion of Iron Will (400 XP), Willpower 55, Strong Minded, Psy 4: Your mind is
exceptionally well protected from mental influence. You may add +20% to
any Willpower test made to resist a psychic power.
Psy Rating 5 (500 XP), Psy Rating 4: You are a Delta Grade Psyker. You gain Psy
Rating 5. You may purchase a psychic power at a 100 XP discount.
Psy Rating 6 (600 XP), Psy Rating 5: You are a Gamma Grade Psyker. You gain Psy
Rating 6. You may purchase a psychic power at a 100 XP discount.
Psy Rating 7 (700 XP), Psy Rating 6: You are a Gamma Grade Psyker. You gain Psy
Rating 7. You may purchase a psychic power at a 100 XP discount.
Psy Rating 8 (800 XP), Psy Rating 7, Elite advance: You are a Beta Grade Psyker.
You gain Psy Rating 8. You may purchase a psychic power at a 100 XP discount.
Psy Rating 9 (900 XP), Psy Rating 8, Elite advance: You are a Beta Grade Psyker.
You gain Psy Rating 9. You may purchase a psychic power at a 100 XP discount.

127
Psy Rating 10 (1000 XP), Psy Rating 9, Elite advance: You are a Beta+ Grade Psyker.
You gain Psy Rating 10. You may purchase a psychic power at a 100 XP discount.
Chaos Sorcerer (0 XP), Elite advance: Youre a Chaos Sorcerer. Many (but not all)
chaos sorcerers begin their careers as rogue psykers. Unless you are also a rogue
psyker you may only use powers from the Channelling discipline. When pushing
your get +5 to your Psy rating when pushing, but chances of a warp-related
mishap are greatly increased.
Rogue Psyker (0 XP), Elite advance: Youre a Rogue Psyker; an individual that has
somehow escaped the Adeptus Arbites and thus the Black Ships. When pushing
your get +4 to your Psy rating when pushing, but chances of a warp-related
mishap are greatly increased.
Sanctioned Psyker (0 XP), Elite advance: Youre a Sanctioned Psyker. Most such
psykers have trained with the Adeptus Astra Telepathica. A much smaller number
have received training from the Inquisition or are Space Marine Librarians. When
pushing your get +3 to your Psy rating.
Soul-bonded (0 XP), Sanctioned Psyker, Elite advance: Youre Soul-Bonded
to the God-Emperor. Soul-bonding is a prerequisite for becoming an Imperial
Astropath. You gain a +40% bonus to resist possession.
Astropathic training (0 XP), Soul-bonded or Elite Advance: Youre an
Imperial Astropath. You can utilize powers from the astrotelepathy
technique. You must select telepathy as your primary discipline. You
gain access to prescience as a secondary discipline.
Warlock (0 XP), Elite advance: Your use of psychic powers is governed by a
rigorous set of norms and rote-learned practices, often featuring various objects
and foci as well. As long as you adhere to these you gain some additional
protection from Warp-corruption. When pushing you can either play it safe and
act like a sanctioned psyker (Push +2) or abandon all precautions and act as a
rogue psyker (Push +4).
Xenos Psyker (0 XP), Elite advance: You are a xenos psyker. As such you need not
abide by the rules for disciplines and techniques; you can freely select any power
you can meet the prerequisites for. When pushing your get +3 to your Psy rating.
Some xenos psykers are also chaos sorcerers.

The psyker is both the


greatest threat to
humanity and our only
hope for salvation.

128
TECHNO-ARCANE TALENTS

Techno-arcane talents are normally only available to Tech-priests (some talents


may be made available to other types as Elite advances). Most Techno-arcane
talents have some form of implant as a prerequisite. This prerequisite must be met
even if the talent is purchased as an Elite advance. Tech-priests can purchase a
Techno-arcane talent at 100 XP less than normal cost when they gain a new rank.
The difference between techno-arcane talents and implants can be a subtle one,
but generally speaking implants add a new feature, whereas a talent lets you do
new stuff with an existing feature: The maglev talents allow you to fly better with
your gravistatic coil for example. Talents also do not necessarily require the bio-
mechanical augmentation implant.
Autosanguine (200 XP), Resilience 45, Bio-mechanical augmentation: Your body
has enhanced self-repairing capabilities; such as self-replicating nanomachines
that travel along with your blood. You recover naturally from injuries twice as fast
as a normal person.
Binary Chatter (200 XP), Speak Language 45, Cortex implant, Respirator unit: You
gain a +20% bonus to any Test taken to interact with or use something possessing a
high-level Machine Spirit (interactive cogitators, higher functioning servitors, robots,
or other advanced systems) that can understand binary chatter. For less
advanced systems the bonus is reduced to +10%. Binary chatter can be
transmitted by sound, vox, or MIU-link.
Chem Geld (100 XP) Bio-mechanical augmentation: Youve been chemically (or
otherwise) neutered. You are immune to seduction, and Persuade tests against
you take a -20% penalty or more if the attempt uses any form of sexual
encouragement (generally speaking this means most Persuade test taken by the
opposite sex) .
Concealed Cavity (100 XP), Bio-mechanical augmentation: Youve got a small
pouch or similar grated into your body (a somewhat more advanced technique
that swallowing stuff or sticking it up your own anus). You have the ability conceal
a small object inside your own body. Tech-priests can take this talent for free.
Electrical Succour (100 XP), Endurance 45, Electoo Inductors: You can recover
long-term fatigue twice as fast as normal if you have access to an external power
source (fatigue is not just a power issue your mechanical and flesh parts all need
time and care to recover, just like with normal people).
Electro-Graft Use (100 XP), Tech-use 45, Electro-Graft: Youre adept at interfacing
with machines. Add +10 to the bonus provided by your Electro-Graft.
Energy Cache (200 XP), Endurance 45, Potentia Coil: Your potential coil has extra
storage capacity. Gain 2 extra Fatigue.

129
TABLE: LIST OF TALENTS (TECHNO-ARCANE)

Name Cost Perquisites Effect


Resilience 45, Bio-mechanical
Autosanguine 200
augmentation
Speak Language 45, Cortex
Binary Chatter 200
implant, Respirator unit

Chem Geld 100 Bio-mechanical augmentation

Concealed Cavity 100 Bio-mechanical augmentation


Endurance 45, Electoo
Electrical Succour 100
Inductors

Electro-Graft Use 100 Tech-use 45, Electro-Graft

Energy Cache 200 Endurance 45, Potentia Coil

Feedback Screech 200 Presence 35, Respirator unit

Gravlev Grace 200 Agility 35, Gravistatic coil

Gravlev Transcendence 300 Agility 45, Gravlev Grace


Persuasion 35, Tech-use 45,
Gun Blessing 100
Respirator unit
Endurance, 45, Electoo
Induction Capacitators 100
Inductors

Hypersanguine 300 Resilience 65, Prosanguine


BS 35, Resilience 55, Potentia
Lumien Blast 300
Coil

Lumien charge 100 Resilience 35, Potentia Coil

Lumien shock 200 Resilience 45, Potentia Coil

Material Lure 100 Willpower 45, Gravistatic coil

Material Summons 300 Willpower 65, Ferric Summons


WS 45, BS 45, Reflexes 55, Logic
Mechadendrite Expertise 300
65, 2 Mechadendrites

Prosanguine 300 Resilience 55, Autosanguine

Rite of Awe 300 Persuasion 45, Respirator unit


Intimidate 45, Respirator unit:
Rite of Fear 300
You

Rite of Pure Thought 300 Logic 45, Cranial circuitry:

Scrap Code 200 Tech-use 45, CP 40+


Tech-use 55, Respirator unit,
Technical Knock 200
Cranial circuitry

130
Feedback Screech (200 XP), Presence 35, Respirator unit: You can use your voice
synthesiser as an impromptu weapon (Attack). It does 1D6 + Intimidate bonus E
damage. It affects all targets within a 12 meter cone in front of you. Recharge
1D6+1. Hearing protection reduces damage and a sealed helmet will negate it.
Gravlev Grace (200 XP), Agility 35, Gravistatic coil: You can use your gravistatic
coil for true flight. Speed is relatively low and you cannot perform any fancy
manoeuvres. Without this talent you can only levitate.
Gravlev Transcendence (300 XP), Agility 45, Maglev Grace: Your speed and
manoeuvrability with the gravistatic coil increases to a level where you can
compete with light fliers.
Gun Blessing (100 XP), Persuasion 35, Tech-use 45, Respirator unit: You can negate
a weapon jam in your vicinity as a Swift action. If the weapons is of an advanced
type with on-board processors etc. this is a Routine test. If not the test is
Challenging (or even more difficult for primitive weapons). Alternatively you can
bless a number of weapons equal to your Acumen bonus before a battle. These
weapons ignore the first jam result. This is a Full action for each weapon.

131
Induction Capacitators (100 XP), Endurance, 45, Electoo Inductors: Your Electoo
inductors can store a limited amount of energy, ready to be released. Each time
you take this talent you get 1 extra Fatigue that can only be used to shock/blast
your opponents or charge a piece of machinery. You can take the talent once
per Inductor only.
Hypersanguine (300 XP), Resilience 65, Prosanguine: You recover four times as fast
from injuries (replaces the autosanguine effect).
Lumien Blast (300 XP), BS 35, Resilience 55, Potentia Coil: You can project your
stored energy into ranged attacks. This works exactly the same as melee attack,
but you obviously use BS. The range is 10 meters. RoF is equal to the number of
Electoo Inductors you have.
Lumien Charge (100 XP), Resilience 35, Potentia Coil: You can now use the power
stored in your potential coil to power up technological equipment as a Move
action (or longer if the machinery is complex, large, dormant or otherwise requires
extra attention). Difficulty varies with size/power requirement (a lasgun power pack
is a Challenging test). Each use of lumien charge cost 1 point of fatigue. If you
have a suitable power source (you could consume a few power packs, connect
to a portable generator etc.) you can receive fatigue twice as fast as normal.
Lumien Shock (200 XP), Resilience 45, Potentia Coil: Your lumien attacks do one
extra dice of damage.
Material Lure (100 XP), Willpower 45, Gravistatic coil: You can call a small object to
your hand using the wondrous powers of electromagnetism and gravity. Make a
Willpower test. The larger and further away the target the more difficult the test. If
the object is held by someone it can be resisted with Strength or Willpower.
Alternatively you could flick a switch, knock over something, etc.
Material Summons (300 XP), Willpower 65, Ferric Summons: You can call either
many smaller objects or one larger object (at the same difficulty as for Ferric Lure).
Alternatively you can repulse the same type of objects. I.e. smash in a door, knock
over a stack of crates, etc.
Mechadendrite Expertise (300 XP), WS 45, BS 45, Reflexes 55, Logic 65, 2
Mechadendrites: You are an expert operator of mechadendrites they are a fully
integrated part of your bio-mechanical autonomy. You can use any and all of
your mechadendrites and limbs at the same time. Normally you are limited to
using only two sets of limbs at the same time (i.e. your arms OR your dendrites if you
want to remain mobile). You can also install up to four dendrites, rather than the
normal maximum of two.
Prosanguine (300 XP), Resilience 55, Autosanguine: For purposes of healing you
count being one step less injured (heavy to light, critical to heavy, but light stays
light).

132
Rite of Awe (300 XP), Persuasion 45, Respirator unit: You can use an Attack action
to speak the liturgy of the rite of Awe. The rite combines various tricks, techniques
and techno-arcane secrets to induce awe in people. Those that seek to harm you
or work against your wishes suffer a -20% penalty to their tests unless the can make
a Challenging Willpower test. Only applies to living creatures that can understand
you Imperial citizens mostly and who can hear and see you very clearly (max
50 meter radius under good conditions). You can sustain the Rite indefinitely by
taking a Move action on subsequent rounds.
Rite of Fear (300 XP), Intimidate 45, Respirator unit: You can use an Attack action to
speak the liturgy of the rite of Fear. The rite combines various tricks, techniques and
techno-arcane secrets to induce fear in people. You gain the Fear 1 trait. Only
applies to living creatures that can understand you Imperial citizens mostly and
who can hear and see you very clearly (mx 50 meter radius under good
conditions). You can sustain the Rite indefinitely by taking a Move action on
subsequent rounds.
Rite of Pure Thought (300 XP), Logic 45, Cranial circuitry: You can use an Attack
action to speak the liturgy of the rite of Pure Thought. The rite combines various
tricks, techniques and techno-arcane secrets to purge the mind of fear and
confusion. You gain a +40% bonus to resist all forms of non-supernatural fear for
one round. You can sustain the Rite indefinitely by taking a Swift action on
subsequent rounds.
Scrap Code (200 XP), Tech-use 45, CP 40+: You know the dark and secret lore of
scrap code. You gain a +20% bonus on Tech-use tests where electronics security is
an issue. At 2 DoS you also infect the system in question: The bonus to affect this
system at a later date increases to +60%.
Technical Knock (200 XP), Tech-use 55, Respirator unit, Cranial circuitry: You can,
as a Full or Extended action, try an emergency repair on a damaged system. You
spend a few seconds sensing the machines troubled spirits, and then apply a bit
of techno-arcane pressure with utmost precision (i.e. you smack the machine and
pray to the Machine God for deliverance). If youre lucky this is enough to revive
the machine and restored it to temporary working order. Its never a long-lasting fix
sooner or later the machines spirit will give up again. This talent allows a tech-
priest to conduct emergency repairs using much less time; he can ignore up to 2
steps (-40%) of haste penalties. As stated such repairs are temporary only (lasting
no longer than one scene). Examples include waking a dormant cogitator or
servitor, reigniting a failed engine, fixing a broken weapon, etc.

The three tech-heresies of research, reverse


engineering and unsanctioned
modification, must be combated at all cost.

133
TRUE FAITH TALENTS

True faith talents are only available to those few who are truly filled with faith in the
divine (usually the divinity of the God-Emperor). Their faith makes them capable of
feats that men of lesser faith are not.
True Faith (400 XP), less than 10 CP, Elite advance: You gain the following abilities:
You are completely immune to the Malefic Presence trait.
You may spend a Fate Point to ignore a Fear test you are called upon to
make. The immunity to fear lasts for the entire scene.
You may spend a Fate Point to avoid gaining Insanity or Corruption. The
immunity lasts for the entire scene.
You may spend a Fate Point to ignore the effects of a single daemonic
psychic attack.
You can burn a Fate Point instead of spending it to extend the effects of this
talent to all nearby allies (GM discretion).
You can now select other True Faith talents.
TABLE: LIST OF TALENTS (TRUE FAITH)

Name Cost Perquisites Effect


True Faith 400 less than 10 CP, Elite
advance

There are several systems representing true faith in the DH rulebooks Blood of
Martyrs has the most extensive and balanced system. Ideas for other true faith
talents can be found there. Most such talents provide a modest effect and a more
powerful one that required the use of a Fate Point. Burning fate might produce a
more spectacular effect or simply extend the effect like described above.
True Faith and NPCs: True Faith talents should be rare among NPCs, but not
completely unknown either. How common they are is up to the GM to consider.
To help him along he could contemplate the Sisters of Battle easily the group
who most often possesses these talents. Do all of them have at least one True Faith
talent? Most of them? Only a few? The easiest is to say that most of them do have
at least one such talent all those who havent lost their faith or fallen from grace.
The power of these talents are, however, largely dependent of Fate and Fortune
points. Of which NPCs generally have none or at best just a few Fortune Points
(the Veteran talent might explain why some of the more experience sldiers have a
Fortune point). Only the very greatest of heroes have actual Fate Points. So rank
and file SoBs will have get only limited use out of the True Faith talents. In stark
contrast to PCs with True Faith who will have multiple points to use.

134
TRAITS

Traits are a type of talent that cannot be purchased. They are usually a function of
race or things like cybernetic replacements or mutations. Listed here are some
important and iconic traits, plus traits that work differently from vanilla. Other traits
are described in various DH books. Many creatures also have traits that are
specific to them alone: Such traits are listed in the relevant creature descriptions.
Daemonic: You gain extra DR equal to your TB, except for damage dealt by Warp,
Force, Sanctified, Tainted, or other supernatural weapons. If you also have
Unnatural Toughness you effectively get double the normal benefits (except
against the listed weapons of course).
Fated X: Youre somehow important. Gain X Fate points.
From Beyond: Your mind is literally out of this world. Youre immune to Fear
(including Pinning) and other psychological effect. Furthermore your mind cannot
be read or manipulate using psychic powers.
Lucky X: You got the good stuff. Gain X Fortune points.
Machine: You are a machine. You dont need food, water, or rest. Nor are you
subject to psychology or many of the other weaknesses of fleshy beings. You do,
however, require power and maintenance. You are also susceptible to the
ministrations of tech-priests.
Malefic Presence: You extrude an otherworldly aura (usually in a 30 meter radius)
that frightens any sane being. Any creature within your aura is subject to Fear (at
your normal Fear rating, minus 1 or more depending on the situation) even if you
do not do anything that would normally provoke a Fear test.
Example: A daemon masquerading as a frightened child wouldnt normally cause
any Fear tests, but its Malefic Presence is such that one is required anyway. In this
example it might not be readily apparent that its the daemon-possessed girl that
is the source of the fear.
Natural Armour X: You gain X AP on all locations (unless otherwise specified). AP
from natural armour works exactly the same as worn armour. If you can find
armour that fits it can be worn over natural armour.
Regeneration X: You recover X Wounds every round on your turn. Some creatures
cannot regenerate wounds caused by certain types of attacks, be it fire, psychics,
or otherwise. Regeneration stops once youre dead (unless specified otherwise).
Stuff of Nightmares: You are human nightmares given physical form. You ignore
any condition or effect that would hinder or hamper you, such as stunning.
Bleeding, wound effects etc. Youre entirely immune to poisons, disease or other
hardships. Nor do you need or eat, drink, sleep, or breathe. Finally you have no
Wound Threshold and therefore cannot be the subject of injuries. The only way to
harm you is to bring you to 0 Wounds, at which point youre dead.

135
TABLE: LIST OF TALENTS (TRAITS)

Name Perquisites Effect


Daemonic
Fated
From Beyond
Lucky
Machine
Malefic Presence
Natural Armour
Regeneration
Stuff of Nightmares
Undying
Unnatural Acumen
Unnatural BS
Unnatural Constitution
Unnatural Focus
Unnatural Initiative
Unnatural Presence
Unnatural Senses
Unnatural Skill
Unnatural Strength
Unnatural Toughness
Unnatural WS

136
Undying: Youre either not really alive or your physiology is so alien it cannot
readily be explained. Youre entirely immune to poisons, disease or other
hardships. Nor do you need or eat, drink, sleep, or breathe.
Unnatural Characteristics (X): The actual characteristic doesnt change, but the
associated Ability bonus increases by X. On a successful test involving this
characteristic you gain +X DoS and the maximum degrees of success you can get
is 6+X (as opposed to the normal maximum of 6). On a failed test reduce DoF by X,
to a minimum of 0 DoF (i.e. a failure doesnt become a success).
Unnatural WS: Your skill at arms is inhuman.
Unnatural BS: Your accuracy is beyond mortal ken.
Unnatural Strength: Your strength and the force of your blows far exceed
what should be possible for a creature of your size and brawn.
Unnatural Toughness X: You are supernaturally resilient. Since DR is tied to TB
this increases your DR accordingly.
Unnatural Initiative X: You are agile in a way humans cannot duplicate.
Unnatural Acumen X: Your mind works on a higher level than the common
organic brain found in humans and similar creatures.
Unnatural Focus X: Your sense of self is unshakeable, your will is admantium.
Unnatural Presence X: Your very presence is enough to deeply affect any
who see, let alone interact with you.
Unnatural Constitution X: You take a lot of damage to kill, beyond what your size,
toughness and resilience would indicate. Add a number of Wounds equal to five
times X.
Unnatural Skill X: You are superhumanly skilled at a specific task. Your skill bonus
increases by X. Otherwise works the same as an unnatural characteristic.
Unnatural Senses: Your sense are either extremely sensitive or you possess extra
senses most creatures do not have. You automatically succeed at any Perception
test youre called upon to make. This power usually has a range of 30 meters, but
exceptions are possible.
Unnatural Speed X: You can move at speeds that exceeds natural limitations. Add
X times your Initiative bonus to Movement.
Warp Instability: You are a manifested warp entity and as such you have trouble
maintaining your grip on reality. Every round you must do something (specified in
your description, but usually involving bloodshed and suffering) or be forced to
make a Willpower test. If successful you take 1D6 Wounds. If you fail you take
2D6+DoF Wounds and you are stunned for one round. These wounds cannot be
resisted in any way. If you are reduced to 0 Wounds you are banished into the
Warp.

137
138
CHAPTER 5 RISK TESTS

Whenever you want to determine whether or not a character succeeds at some


task you need to make a Risk Test (RT). The name Risk Test implies that there is
some risk of failure involved. If there is no such risk, if success (or failure) is
guaranteed, then it is not a Risk Test.
A Risk Test works like this:
1. Determine Success Chance (SC).
2. Roll d100.
3. If you roll equal to or below Success Chance you have succeeded.
4. If your roll above Success Chance you have failed.
Example: The SC is 56%. On a roll of 01-56 you succeed. On a roll of 57-00 you fail.

SUCCESS CHANCE

You base SC is almost always equal to one of your Skills. Sometimes you may be
called upon to make a Risk Test based on a Primary Characteristic instead (usually
WS or BS). Very rarely will some other method be used to determine the base
Success Chance.
Example: Use your Brawn skill if you try to lift a heavy object. You use your Weapon
Skill (which is a primary characteristic, despite the somewhat misleading name) to
determine if you hit your opponent with your sword. You might have a base SC of
50% for a Risk Test based on pure luck.

DIFFICULTY AND HASTE

Your base SC will often be modified to take into account varying difficulties. It is
always this modified Success Chance that is used when determining all aspects of
a Risk Test.
The default difficulty is Challenging representing a Risk Test that represents, quite
literally, something of a challenge to a trained professional. A trained professional is
assumed to have a base skill of around 50%, meaning he'll succeed half the time
on a Challenging test, unless other circumstances come into play (using a Fortune
Point for a re-roll example). Difficulty modifier usually range from +60% to -100%
(normally handed out in 20% increments, although the GM is free to give modifiers
in increments as small as 5-10% if desirable).
A test could conceivably be even easier than Easy, but then it would hardly be
worth making a test at all. Difficulties beyond Impossible are reserved for test which
ordinary mortals cannot hope to succeed at.
Haste: Taking shorter/longer than average on a test will also affect difficulty (GM
discretion is this applies to a given test or not).
139
TABLE: SAMPLE DIFFICULTY AND HASTE MODIFIERS

Difficulty Time taken Modifier


Easy Times ten +60%
Routine Times five +40%
Ordinary Double +20%
Challenging Normal +0%
Difficult -20%
Hard Half -40%
Very Hard -60%
Nearly impossible Almost instantly -80%
Impossible -100%

DEGREE OF SUCCESS/FAILURE

Degrees of Success are not always relevant in some cases you either succeed or
you fail, end of story. But most of the time it is relevant how well you succeed, not
just if you succeed or not.
Example: If you make your BS Test you will have hit your target and may cause
damage. If you hit really well you might do more damage than on an ordinary hit.
For every full 10 points by which you make the Test you gain one additional
Degree of Success (DoS). The reverse applies to failures, for every 10 points you
gain one Degree of Failure (DoF).
Example: You have a Agility Skill of 54%. You roll 13 on your RT for a margin of 41.
That's four Degrees of Success, meaning you have not just manage to keep your
balance on the narrow beam you're on, but can move at normal speed without
additional risk.
Under most circumstances (opposed tests included) you are limited to a maximum
of SIX Degrees of Success or Failure, regardless of how much you make the test by;
six DoS is about as good as it gets, and six DoF is a complete and utter failure.
Example: You have a Deceive Skill of 87% and roll a 12 on the d100. The margin is
87-12=75, which is 7 DoS, but because of this rule you only get 6 DoS.
Unnatural characteristics and skills: Characters and creatures with these traits
possess superhuman abilities. They may add their level of Unnatural
Characteristics/Skills to the max number of DoS.
Opposed tests: The GM can decide that for certain opposed tests there is no limit
to DoS/DoF. Typically these are tests where there must be a winner no draws are
possible.
Other exceptions: The rules (or the GM on an ad-hoc basis) may introduce
exceptions to the 6 degrees rule.

140
TABLE: DEGREES OF SUCCESS

Margin Degrees Success Example


0-9 0 Ordinary You jump across a chasm to land upon a narrow ledge; you (barely)
keep your balance, but your turn immediately ends.
10-19 1
20-29 2 Assured You make the jump, keep you balance and can continue to act
normally, taking into account the narrowness of the ledge.
30-39 3
40-49 4 Complete You land steadily and may continue to move normally and suffer no
penalties due to the narrowness of the ledge.
50-59 5
60+ 6 Definitive The ledge isn't that narrow you can move and fight normally and
won't be called upon to make more Agility tests until the situation
changes significantly.

TABLE: DEGREES OF FAILURE

Margin Degrees Success Example


0-9 0 Ordinary You jump across a chasm to land upon a narrow ledge you almost
make it, but you end up prone and unable to act until the start of
your next turn.
10-19 1
20-29 2 Assured You almost make it. The GM decides to allow you an new
Challenging Athletics Test next round to see if you can claw your way
up to the ledge.
30-39 3
40-49 4 Complete You completely miss your jump and fall into the chasm.
5059 5
60+ 6 Definitive You don't just miss your jump, but you hit the ledge head first and take
damage from the impact before falling into the chasm.

LUCKY BREAK

Sometimes characters get real lucky a roll of equal to or less than 10% of the SC
(i.e. equal to your modified Skill Bonus) is a Lucky Break (LB).
Rolling a Lucky Break is the equivalent of getting six Degrees of Success.
Example: If the SC is 32%, any roll of 01-03 would count as a Lucky Break and
automatically count as 6 DoS, regardless of the number of DoS the margin would
normally provide.
The Lucky Break rule gives characters attempting Risk Tests at a SC of less than 67%
a (slim) chance of really getting things right. If the SC if 67%+ the LB rule is less
relevant since any Lucky Break would already provide 6 DoS.

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AUTOMATIC FAILURE

With a Risk Test there is always the chance of failure.


A roll of 96-100 is always a failure, regardless of Success Chance (except for SCs
above 100%).

FUMBLE

Sometimes things go really wrong a roll of 00 is a Fumble (except for a SC of


500%+, in which case it's just an ordinary failure).
Rolling a Fumble is the equivalent of six Degrees of Failure.

OPPOSED TESTS

Opposed Risk Tests are made against another character who also makes a Test.
The following results are possible:
1. One succeeds The winner is obvious...
2. Both succeed The character with the highest Margin of Success wins.
3. Neither succeeds The character with the lowest Margin of Failure wins (the
GM may rule that in some situations there are no winners, just two losers).
If both parties have the same Degree of Success/Failure it is a tie the situation is
unresolved.

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GROUP TESTS

Sometimes it is impractical to roll dice separately for all involved parties. The GM
may then decide to group certain Tests.

TEAM TESTS

In a team test all members of the team/side benefits from a success/pays the price
of failure.
Make a single test, using one of the following:
1. The highest Skill involved
2. The lowest Skill involved
3. The average of all involved Skills.
Example: A group of five PCs are trying to infiltrate the enemy base. The GM calls
for a Stealth team test using the lowest Stealth score within the group its enough
for one character to be spotted for the alarm to be raised.

SORTING TESTS

In a sorting test one roll is made and compare to the SC of each individual within
the group.
Example: A group of 40 inmates are trying to swim across a river to escape Imperial
justice. An Athletics sorting test is made and compared to their individual SC.
Depending on the Margin of Success/Failure some swim across without problem,
others struggle but make it to the other side far downriver, while a (large) handful
drowns.

ASSISTANCE

When making certain Tests it is possible for one or more character to help each
other:
1. Select one member of the group as the leader (usually the one with the
highest skill)
2. Use the leader's Success Chance
3. Add the modified Skill Bonus of those aiding the leader.
The GM will determine if and how many characters can effectively aid one
another for any given task.
Example: The PCs are trying to force open a locked door. The GM decides that
only four characters can effectively participate, one leader and three assistants.
The GM might also decide that the Assistance rule must be used.

143
Example: There are six sentries on guard. One of them has Perception 55%,
modified to 35% because of darkness and poor weather. The other five have
Perception 40% 20%. Thus each adds only 2% to the leader's SC, for a total of
45%.

VERY HIGH SUCCESS CHANCES

Success Chance can increase past 100% for legendary heroes, such as the PC or
their more fearsome foes. Xenos or supernatural creatures may have scores higher
than 100% in some Skills.

VERY HIGH SKILLS AND AUTOMATIC FAILURE

For a SC 200% you only suffer an ordinary failure on 97-00, with 00 still being a
fumble.
For a SC 300% you only suffer an ordinary failure on 98-00, with 00 still being a
fumble.
For a SC 400% you only suffer an ordinary failure on 99-00, with 00 still being a
fumble.
For a SC 500% you only suffer an ordinary failure on 00 and this is NOT considered a
fumble.

VERY HIGH SKILLS AND OPPOSED TESTS

Opposed tests when one or more of the opponents has a SC exceeding 100%:
1. Halve both SCs.
2. If any SC still exceeds 100%, halve again. Repeat until both SCs are below
100%.
3. Resolve the test normally.

FREQUENCY OF RISK TESTS

Just because things are in action mode and are run by rounds doesn't mean you
have to take the same test over and over. Only test again if the situation changes
(either for the worse or just a significant change) or if there is a new challenge.
Example: If you manage to keep your balance on a slippery floor then you don't
have to test before it gets even more slippery, someone shoots at you or the
situation otherwise changes.

Only in death does duty end.

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CHAPTER 6 PLAYING THE GAME

Most of the game can be played out using the Risk Test rules or variants thereof.
Pick a skill, assign a modifier, roll against success chance, determine degrees of
success/failure, and describe the results.
What follows here are some additional rules covering unusual or particularly
important aspects of the game which require some extra explanation.

FEAR

Fear is a natural reaction in all living creatures, a psychological response meant to


make sure you avoid/escape dangerous situations. Unfortunately your life is, by its
very nature, going to be filled with horror from this point on. Not only is the 41 st
Millennium a gruesome place to begin with, but as a servant of the Inquisition it is
your job to seek out and confront the worst the galaxy has to offer.
Resisting Fear is a Nerve test of variable difficulty. Most Fear tests should be in the
Ordinary to Very Hard range, just like other tests; its rarely meaningful to roll for
anything easier than thatand anything more fearsome should be rare indeed!
Success: If you succeed you will still be afraid, but you fight through the fear and
soldier on. The more Degrees of Success you get on the Nerve test, the less fear
you feel; at 6 DoS you don't feel a thing, while a 0 DoS you're definitely afraid, but
(barely) manage to keep it together.
Unless presented by a different or more horrific situation the GM will not force you
to make another Fear test for a while (see the Frequency of Risk Tests rule).
Example: You are attacked by one of the living dead, succeed in keeping your
cool, fight of the attack, and continue with your mission. Of course you are afraid
you nearly got killed by what amounts to a warp-spawned abomination but you
managed to keep your wits and continue your holy work. If another zombie
attacks you down the hall the GM shouldn't force you to make another Test unless
the situation is more horrifying or different if you're out of ammo a new test would
be in order, same if you got badly injured during the previous attack, or if you can
hear more zombies moving in to surround you.
Failure: Failing a Fear test has two effects; you will go into fear-induced Shock and
you might gain Insanity Points (IP).
The more decrees of failure on the Fear test, the more severe the shock. And
ordinary failure isnt much different from an ordinary success, but the more DoFs
the more shaken you are. See the shock section below for details.
For every Degree of Failure on your Nerve test you gain 1 IP, but never more IP that
indicated by the creatures/situations numeric Fear Rating. On a Fumble you get
IP equal to twice the encounters fear Rating (and a minimum of 1 IP, regardless of
the Fear Rating). See the Insanity section for additional details.

145
TABLE: SAMPLE FEAR TEST DIFFICULTIES

Difficulty Modifier Fear Examples


Rating
Easy +60% - Seeing a very scary flick on the holo-vid, subjected to mild non-
physical threats, realizing that you've made a wrong turn and
are now lost
Routine +40% Fear 0 Being startled by loud noises/weird lights, suddenly plunged into
pitch darkness, seeing a truly gruesome real-life scene replayed
on the holo-vid, being subjected to verbal threats of torture
Ordinary +20% Fear 1 Unexpectedly coming under attack, knowing that there are
enemies nearby that you haven't yet spotted, being subjected
to light physical torture, witnessing a murder, having a
carnosaur stalk past your hiding place
Challenging +0% Fear 2 Attacked by the living dead, attacked by a carnosaur, minor
daemonic presence, witnessing the brutal slaughter of innocent
civilians
Difficult -20% Fear 3 Attacked by a lesser daemon (such as a Khornate bloodletter),
major daemonic presence, thrown naked into the carnosaur
fighting pit, causing the death of innocent civilians/a loved one,
witnessing someone being eaten by the living dead.
Hard -40% Fear 4 Being attacked by a major daemon (such as a Khornate
bloodthirster), overwhelming daemonic presence, being eaten
alive by the living dead, staring unprotected into the Warp
Very Hard -60% Fear 5 Being attacked by a particularly powerful Daemon Prince (such
as the King in Rags and Tatters), standing before the Golden
Throne and feeling the gaze of the God-Emperor upon your
soul, thrown bodily into the Warp

FEAR RATING

The Fear Rating of a situation is linked to the difficulty of the test, as shown in the
table. So if the GM deems the Difficulty to be Challenging, then the Fear Rating is
automatically 2. The opposite is also true; if an encounter is listed as Fear Rating 3 it
is a Difficult Fear test.
Some exceptionally fearsome creatures have a Trait called Fear Rating already
included in their profiles. This rating assumes that you come under attack from (or
are otherwise directly threatened by) the creature; if you just see it passing by
while hiding the GM might reduce the Fear Rating somewhat, or increase it if the
situation is even more dangerous and horrifying than usual (see the carnosaur
mentioned above for some examples).

Insanity is either the absence of


faith or of illusions.

146
SHOCK

Failure on a Fear test will always cause Shock. Shock is where your mind no longer
works rationally, but where instinct takes over in an attempt to save your life. Shock
is of short duration once the immediate cause of your duress has passed the
shock will quickly fade away.
The Shock table includes some sample results of a failed Fear Test; the GM is of
course free to come up with other effects of a failed test.
TABLE: EFFECTS OF SHOCK

Margin Degrees Success Example


0-9 0 Ordinary You are badly startled. You shake and tremble and suffer a -10%
penalty to most Test until you can snap out of it.
10-19 1 Same as 0 DoF, but the penalty is -20%.
20-29 2 Assured You reel with shock. You can only take one Move/Attack action on
your turn until you can snap out of it. You cannot approach the
object of your fear, but may otherwise act normally. You suffer a -20%
penalty to all Test until the end of the scene/encounter.
30-39 3 Same as 2 DoF, but you cannot snap out of it.
40-49 4 Complete You are frozen by terror. You can take no actions until you snap out of
it, after which you must flee the source of your fear using all available
actions. In case you have to make any Tests you suffer a -20% until the
end of the scene/encounter.
5059 5 Same as 4 DoF, but you cannot snap out of it and remain rooted to
the spot. If you come under direct attack you are allowed to try to
snap out of it on your next turn.
60+ 6 Definitive Your mind cannot cope with the fear. The GM assumes control of your
character and decides upon his behaviour; you could soil yourself
and collapse, curl up in a little ball, start shooting randomly, charge
the object of your fear, or something equally illogical. You will be
incapable of most tasks, but should you be required to make some
sort of test you suffer a -20% until the end of the scene/encounter.
When you recover you will still be unnerved and easy to scare again
(GM will increase the difficulty of future Fear tests by one level until
you've had a chance to calm down usually after the current
adventure is over, although the GM is free to allow recovery sooner
than that if he feels it is justified).

Snapping out of it: When you suffer from Shock, you may be allowed the
opportunity to Snap out of it. When it is your turn you can make a Challenging
Nerve test to negate the Shock effect (or at least part of it). If you fail you can try
again on your later turns. If the situation warrants it the GM is of course free to
further modify the difficulty; if the object of your fear leaves or is destroyed the
difficulty should drop a few steps for example.

147
148
INSANITY

Insanity is a spectrum of behaviours characterized by certain abnormal mental or


behavioural patterns. In Dark Heresy insanity pertains to the long-term effects on
characters from exposure to the horrors of the universe. Other, more clinical types
of insanity are not covered by these rules thats just fluff for the GM to decide.
TABLE: INSANITY EFFECTS

IP Insanity Fear Rating Adjustment Trauma Test Disorder


0-9 Stable +0 NA NA
10-39 Unsettled -1 +20 NA
40-59 Disturbed -2 +0 Minor
60-79 Unhinged -2 -20 Severe
80-99 Deranged -3 -40 Acute
100 Insane -3 -60 Psychosis

ONLY THE INSANE CAN PROSPER

Fear and insanity are closely linked in Dark Heresy, and a measure of insanity can
actually protect you somewhat from fear after you have seen the worst the
galaxy has to offer you are not as easily startled by the little evils of the world.
Fear Rating Adjustment: Reduce the Fear Rating of any Fear test by the amount
indicated (which reduces both the difficulty and limits any IP gain).
Example: An Unsettled person is facing a xenos beast with a Fear Rating of 2. The
beast now counts as having a Fear Rating of 1, making the Fear test easier to pass
(Ordinary instead of Challenging) and limiting any potential IP gain.
Given the way the rules work it is actually something of an advantage to be
Unsettled; you get to avoid at lot of potential IP gain from the most common fear
tests (Fear 1-3) and you have a bonus to any Trauma test you're force to take.

STARTING INSANITY POINTS

The character path offers numerous opportunities to gain a number of IP, so its
likely that your character has at least a few starting IP. This usually has no
immediate effects, but if your character has 40+ starting IP (unlikely except for very
experienced characters) you must determine an appropriate disorder. More
immediate effects of starting IP are assumed to have passed and have no bearing
on you character.

Only the insane have strength enough to prosper.


Only those that prosper may truly judge what is sane.

149
SOURCES OF INSANITY

The most common source of new IP is failed Fear tests. The Fear section above has
details.
The GM could also give out IP as a result of long-time exposure to scenes or events
that affect your character's sanity. The GM may or may not allow you to make
Nerve test to negate such or at least reduce the amount incurred. In case of a
fumble you get twice the indicated IP.
Note that even 1 IP represents something significant, and that only under
exceptional circumstances should more than 5 IP be handed out in one go (not
counting fumbles).
Example: You have wandered alone for hours, without light, in the dark and
twisting tunnels of an abandoned mine on Sepheris Secundus. Normal Fear tests
are not appropriate. Instead the GM decides you'll suffer 1 IP on a failed
Challenging Fear test.
Example: You are caught in a nightmare dreamscape created by an enemy
psyker of great power; he uses your own dreams to torment you until your mind is
about ready to snap. If you fail a Very Difficult Feat test you suffer 4 IP. If you
succeed you still suffer 1 IP.

MENTAL TRAUMA

Each time you gain IP you must make a Nerve test once the shock effect (if any)
has ended. If you fail this test you will suffer a Trauma. Mental traumas represent
mental or emotional damage that is more lasting than shock, but that will pass
with time (i.e. they are not permanent).
Example: After being attacked in the dark by warp-spawned zombies you fail your
Fear test quite badly. You gain 2 IP and run screaming away (immediate effect of
the failed Fear test). Once you are clear of the zombies you calm down enough to
stop and hide. Now you much check for trauma.
Characters which have many IP are more susceptible to mental Trauma than
saner persons, as seen in Table: Insanity Effects. Coupled with the 'Only the insane
can prosper' rule this means that such characters are less likely to succumb to fear
in the first place, but once they fail a Fear test they are more likely to suffer trauma.
Stable persons are immune to trauma.
Example: Being attacked by a mob of warp-zombies is Fear 2. If you are Unsettled
to begin with that is reduced to only Fear 1, reducing the chance of failure of the
Fear test, and thus the chance of getting any IP. If you do get IP, however, the
chances for trauma increases.
For each 1 IP you take you suffer a -10% penalty to the Trauma test.

150
Success: If the Test succeeds there are no further effect.
Failure: If the Test fails you must consult the table below to determine the effects of
trauma (note that the table offers a few suggestions; it is not exhaustive, so the GM
is likely to come up with different effects of approximately the same severity).
TABLE: TRAUMA EFFECTS

Margin Degrees Success Example


0-9 0 Ordinary You are mildly traumatized for 2d10 hours. You become quiet and
withdrawn, suffering a -10% penalty to Presence-based tests. OR You
being sluggish and introspective, suffering a -10% penalty to Initiative-
based tests.
10-19 1 Same as 0 DoF, but double the duration.
20-29 2 Assured You are moderately traumatized for 1d5 days. You are easily startled
and suffer a -10% penalty to all Fear tests. OR You must compulsively
perform an action, such as washing or praying, and are less aware (-
20% Penalty to Perception). OR You suffer from a Severe Phobia.
30-39 3 Same as 2 DoF, but double the penalty or make the phobia Acute
40-49 4 Complete You are seriously traumatized for 1d5 days. You are unable to sleep
due to nightmares and gain fatigue accordingly. OR You are easily
agitated when stressed, suffering a -10% all test (including during
combat).
50-59 5 Same as 4 DoF, but you have waking nightmares as well (the GM will
add appropriate hallucinations) or double the penalty.
60+ 6 Definitive You are been badly traumatized for 1d10 days. You are unresponsive,
but can be gently led around. OR You are hysterically blind and/or
deaf. OR You refuse to eat and drink and must be forcefully
fed/hydrated.

The effects of trauma cannot normally be removed before the time is up. The GM
may under certain circumstance allow a character to make a Willpower test to
temporary act normally, but this should be an exception rather than the norm
(typically only allowed if the character receives Medicae treatment using
specialist drugs or something along those lines).
Under no circumstance may a character just decide that he wants to act normally
and call for a Willpower test he is too sick and traumatized to think rationally; try
to play along with that instead.

Through the destruction of


our enemies do we earn our
salvation!

151
MENTAL DISORDERS

Mental disorder are, unlike shock and trauma, quite permanent. Once you've
gained the requisite number of IP you will suffer from a disorder. As you gain
additional IP your existing disorder will get worse AND you'll get a new one at one
level of severity less than indicated by Table: Insanity Effects (i.e. at 60 IP you'll have
some Severe and one Minor disorder).
Disorders come in four levels of acuity, from minor to psychosis:
Minor: The effects of the disorder are mild and occur but rarely (+20% to
Willpower). You can live more or less a normal life with this kind of disorder, even
manage to hide it from all but those closest to you.
Severe: The effects of the disorder are fairly strong and occur regularly (+0% to
Willpower). A severe disorder will tend to dominate your life, and it will be pretty
obvious to perceptive observers that you're not entirely well.
Acute: The effects of the disorder are very strong and occur very frequently (-20%
to Willpower). An acute disorder will dominate your life completely. Most of your
time will be spent in its grip and functioning normally is next to impossible.
Psychosis: The effects of the disorder are always in effect and you have no
chance of escaping the effects for any meaningful amount of time. Only
medication or similar will allow you to function at all (-60% to Willpower, if a test is
allowed at all).
Disorders are not necessarily always in effect. Generally speaking the more acute,
the more often they potentially affect you. Whenever you are put in a position
where your disorder might affect you the GM will inform you sometimes you'll be
allowed a Willpower to avoid or at least postpone the effects. The exact effect of
a disorder can vary and will be determined by the GM from situation to situation;
suffering from Acute Kleptomania might not give you an penalties as such, but
when you try to steal from the Cardinal of Scintilla you're sure to end up in trouble...

SAMPLE DISORDERS

See Dark Heresy rules for some sample disorders (the GM may very well come up
with new ones).
Phobia (Minor, Severe, Acute, Psychosis): You suffer from irrational fear for some
object, situation or condition. To even approach the object of your fear requires a
Willpower test.

While vile mutants still draw breath, there can be no peace.


While obscene heretics' hearts still beat, there can be no respite.
While faithless traitors still live, there can be no forgiveness.

152
REMOVING INSANITY

It is possible to remove IP through play. The removal of 1 IP normally costs 100 XP,
but the GM I free to give discounts (much like an Elite advance) if the removal of
IP is particularly well found in character (i.e. the GM only charges you 50 XP each
for 5 IP you removed after finding your faith in the God-Emperor restored).
The GM can also award removal of IP as the result of certain events and
adventures. Being blessed by the Cardinal of the Calixian Synod as the result of
some great service done to the Imperium might be worth one 1 IP to the average
character, while a very pious cleric might be awarded 2 or even 3 points. Stopping
the Tyrant Star from destroying the Calixis Sector could be worth 10 IP.

153
CORRUPTION

The most insidious threat facing servants of the Holy Ordos or indeed all citizens of
the Imperium is the corrupting taint of Chaos. Encounters with malefic power and
dark sorcery, exposure to warp energies, or intimate knowledge of things man was
not meant to know the sources of corruption are many. Corruption can also
come from within the hearts of men contain a piece of darkness, and if allowed
to fester and grow then moral corruption may result.

CORRUPTION POINTS

Corruption is (just like Insanity) measured in points on a scale from 0 to 100; the
more points you have the more corrupt you are. Characters with less than 10 CP
are completely normal, while those that are Tainted (10-39) are not so corrupt as
to be irredeemable. They might not be paragons of virtue, but they are not entirely
corrupted either. At 40+ CP thing are worse; such characters are heavily corrupted
and well on their way to losing their souls to Chaos.
Acolytes and other servants of the Imperium should of course strive to be Pure. Still,
given their line of work it is not uncommon for such valiant defenders to become
affected by corruption, and its not unknown for even puritans to become tainted.
Anything beyond that, however, and you're likely to turn into a radical corruption
is not just of the soul, but also of the body and mind, so as you become more
corrupt you will inevitable come to see things in a different light...
TABLE: CORRUPTION EFFECTS

CP Corruption CP Gain Adjustment Malignancy Test Mutation


0-9 Pure +0 NA NA
10-39 Tainted -1 +20 NA
40-59 Soiled -2 +0 1st test
60-79 Debased -2 -20 2nd test
80-99 Profane -3 -40 3rd test
100 Damned -3 -60 Auto

STARTING CORRUPTION POINTS

The character path offers several opportunities to gain a number of CP, so that
your character may have a few starting CP. This usually has no immediate effects,
but if your character has 40+ starting CP (highly unlikely except for very
experienced characters) you must determine an appropriate mutation. More
immediate effects of starting CP are assumed to have passed and have no
bearing on you character (so any malignancies are considered non-permanent).

154
SOURCES OF CORRUPTION

Corruption can be gained from many sources; what is listed here are common
examples, but the lit is not exhaustive. Note that intent is rarely adequate
protection; the power of Chaos is such that it can take even the purest soul.
Dark deeds: Committing evil acts, truly evil acts, can give 1 or more CP. Especially
those acts done in the furtherance of malignancy, in the pursuit of occult lore,
done to appease a Daemon, and so on. There is usually nothing that can be done
to prevent this CP gain since the actions are done of your own free will.
Blasphemous lore: Certain lore is so dark and damning that merely reading a text
or viewing a pict-slate can incur 1 or more CP (reading the entire Necroteuch
tome would give you many more). A Willpower test can usually reduce the CP
gained (by half or as otherwise determines by the GM).
Vile seduction: Interacting with daemonic entities is dangerous in the extreme.
There mere presence can cause 1 or more CP, and actually listening to their lies is
even worse. A Willpower test can usually reduce the CP gained to a minimum
unless you actually want to interact with the daemon.
Warp shock: Failing a Fear test where the cause is daemonic or warp-caused
incurs a number of CP equal to the IP gained. If you are fighting to defend
humanity (or otherwise for something you believe in) the GM may allow a
Willpower test to reduce the CP gained by half.
Rending the veil: Exposure to the energies of the Warp cause CP, ranging from 1
for a very mild exposure to a handful of d10 per round from heavy exposure. There
is usually nothing that can be done to prevent this CP gain.
Sorcery: Sorcery is normally practised only by psykers who have given themselves
to Chaos. Since it draws on the power of the Warp it invariably caused 1 or more
CP. There is usually nothing that can be done to prevent this CP gain.

155
TABLE: SAMPLE CORRUPTION GAINS

CP Description Examples
1 Minor Touching the Necroteuch, repeatedly uttering vile blasphemies in public
(such as claiming the God-Emperor is just a corpse or that the Chaos Powers
are real)
2-3 Major Opening the Necroteuch, setting fire to an Imperial temple while the
congregation is still inside, participating in a lesser rite of sorcery
4-6 Severe Reading a few paragraphs of the Necroteuch, fornicating with a minor
daemon, leading a sorcerous ritual meant to summon and bind a daemon
7-10 Massive Reading several chapters of the Necroteuch, agreeing to sacrifice your
eldest son to appease a major daemon, being aboard a voidship that
suffers severe Geller Field fluctuations while in the Immaterium
11+ Overwhelming Reading the full copy of the Necroteuch, listening to a Daemon prince tell
you about the 'true' nature of Chaos and deciding to believe in it

CP Gain Adjustment: It is said that once you start down the dark path there is no
turning back. That may be true, but in terms of corruption you need to do ever
more vile deeds if your descent into darkness is to continue. Adjust any CP gained
by the number listed.

MALIGNANCY

Each time you gain CP you must make a Willpower test. If you fail this test you will
suffer a Malignancy. Malignancies are minor physical and/or mental
representations of the corruption that festers within your soul.
Pure characters need not make a test at all their souls are still untouched by
Chaos.
For each 1 CP you take you suffer a -10% penalty to the Malignancy test.
TABLE: MALIGNANCY EFFECTS

Margin Degrees Success Example


0-9 0 Ordinary The effect is short-lived, lasting 2d10 hours.
10-19 1 The effect is short-lived, lasting 4d10 hours.
20-29 2 Assured The effect is temporary, lasting 1d5 days.
30-39 3 The effect is temporary, lasting 1d10 days.
40-49 4 Complete The effect is lasting; lasting 1d5 months.
50+ 5 The effect is lasting; lasting 1d10 months.
60+ 6 Definitive The effect is permanent

Success: If the Test succeeds there are no further effects.


Failure: If the Test fails you will suffer the effects of a malignancy. Consult the table
to determine the duration/severity of the malignancy. A list of sample
malignancies and their effects can be found in the DH rulebook.
156
REMOVING CORRUPTION

Corruption points cannot normally be removed. The GM might remove a few CP


as a reward for some great service to humanity, or a decades-long bout of prayer
on a paradise world, but this should be very rare indeed.

MUTATION

Mutation is the twisting of the physical body and/or the mind into another form,
one divergent from the human norm. Mutation will inevitably occur as a result of
CP gain like malignancies mutation can be fought off for a while, but eventually
the darkness within will manifest itself.
Once you reach 40 CP, and for every full 20 CP gained thereafter, you may make
a Willpower test to resist the mutation. The 1st test is Difficult (-20%), the 2nd is Hard (-
40%) and the 3rd is Very Hard (-60%). At 100 CP mutation cannot be suppressed
any more.
Success: You fight of the corruption. There is no further effect.
Failure: Chaos twists your body and mind. You gain a minor mutation of the GMs
choice. If examined you will be categorized as a mutant and discriminated
against accordingly.
If you want to embrace the chaos within you may voluntarily fail the test. Or you
may opt to take the test, and if successful still gain the mutation in which case it
will manifest in a way not readily apparent to observes (maybe the scales grown
inside your skin).
Mutants: Not all mutants are so heavily corrupted. Many are simply born that way,
thanks to the genes they inherited from their parents, the hellish environment in
which they live, and the insidious slow seep of Chaos into everything. Mutants are
not covered by these rules those sorry wretches can have whatever mutations
and however many CP the GM desires.

What is your life? My honour is my life.


What is your fate? My duty is my fate.
What is your fear? My fear is to fail.
What is your reward? My salvation is my reward.
What is your craft? My craft is death.
What is your pledge? My pledge is eternal service

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FATE/FORTUNE

Player characters are blessed with characteristics and other abilities that set them
apart from the masses but so are many others. PCs are, however, also touched
by the fates, destined for something greater than those around them. This is
represented by Fate and Fortune points.

BURNING FATE

You can permanently expend one Fate Point to cheat death. The GM will help you
determine how you escape what would otherwise be the end of you. You might
survive a lascannon hit to the head only to wake up hours later with horrible burn
wounds. The heavy bolter shell turns out to be a dud that only glances (breaks like
a twig) your leg instead of blowing it apart. Or the carnosaurus rex might chew you
up a little, but decide it doesn't like the taste and leave you (barely) alive. They key
point being that you don't avoid damage altogether you just escape death.
Alternatively you can avoid something else that would have horrible
consequences for your character, such as gaining a massive amount of
Corruption Points or negating a mutation or some such.
Equally key is that once you've used a Fate Point to survive the GM is not allowed
to immediately come up with a new way for you to die. He can't have you fall
unconscious and then have someone stab you while you are down, nor is it fair to
have another carnosaurus decide that he likes the taste of you. The GM has to
make sure that you'll live to fight another day.
Fate Points can also be used in a group situation; if the PCs are all on the same
starship that just blew up they can instead spend 1 FP each to adjust the situation
so that they survive. Maybe the ship gets away, damage but not destroyed, or
some other fate befalls them other than instant, fiery death.
Recovering spent Fate: Spent Fate points are gone. You can cheat death only so
many times. But you could conceivably be awarded some new Fate Points by
your GM (this is very rare).

USING FORTUNE

Fortune points are a lesser type of luck; they cant save you from certain death,
but you can spend them to gain a slight advantage. The good thing about
Fortune Points is that they recover you only use them up temporarily.
Here are some examples of what can be achieved:
You may force an enemy to re-roll an attack that just hit you.
An attack that just hit you does minimum damage.
You may re-roll one test (including attacks) you just failed (you must abide
by the new result).

158
Change the result of a damage dice you just rolled to an 8.
You gain an additional 2 Degrees of Success (on an already successful test).
You may reduce a failed test by 2 Degrees of Failure (minimum 0 DoF).
Instantly recover from a deliberating condition; such as bleeding, dying,
being stunned, set on fire, etc.
Reduce an injury you just suffered by one level of severity (from critical to
heavy, from heavy to light).
Instantly recover a number of Wounds equal to your Resilience skill bonus.
Double the bonus (or similar) provided by one of our Talents.
The list is not exhaustive, other effects are possible. The general idea is that
anything that would give you a slight advantage over your opponents is
permissible, and that the above examples should give a fair idea as to what slight
advantage implies.
Recovering spent Fortune: Spent Fortune is restored whenever you gain in rank or
embark upon a new adventure. The GM may also decide to restore Fortune at
certain other points during lengthy or heroic adventures. Another option available
to the GM is to restore Fortune at the start of each new playing session.

STARTING FATE/FORTUNE

The character creation rules helps you determine your starting Fate Points. You can
have no more than 5 starting Fate Points.
Starting Fortune Points are always equal to Fate Points + Current Rank, plus any
extra Fortune gained from sources like Traits and Talents.

GAINING FATE/FORTUNE

The only way to gain more Fate Points is to be given them by the GM as rewards
for completing some grand adventure or task. There is no limit to the number of
Fate Points you can gain in this way, but it is usually a very rare reward indeed.
Fortune Points are always equal to Fate Points + Current Rank, except that
additional Fortune Points can be gained by purchasing certain talents.

NPCS AND FATE/FORTUNE

Minor NPC will never have Fate/Fortune points, except possibly Fortune points
granted by talents. Major villains/allies may have 1 or more Fate points (but will
rarely have very many, just enough to escape a few 'deaths' as needed) and the
normal number of Fortune points. Lieutenants or other semi-major NPC will normally
not have any Fate Points, but may be assigned Fortune points if the GM deems it
appropriate.

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TRUE FAITH

There are a number of talents that have the world Faith in them. Insanely Faithful.
Unshakeable Faith. That sort of thing. Thats just fluff. These talents have been
renamed to avoid any confusion (Insanely Courageous instead of Insanely Faithful
for example).
True faith is something altogether different. True faith is pure and unthinking
devotion to the God-Emperor of Man. It fills your mind, suffuses your body and
shields your soul from the perils of the Warp. Youre not a psyker you do not have
the ability to channel and manipulate the Immaterium. Instead you are a living
vessel for the glory of the Master of Mankind. In short youre pretty close to
becoming a living saint at least a very minor one.
Faith in the God-Emperor is universal, zeal is endemic, and fanaticism prevalent
but true faith is rare. Perhaps this is because it takes a special kind of person. Or
perhaps it is because the God-Emperor finds so few worthy of his blessings. Any
kind of character could have true faith (just like any type of character can be a
psyker or a heretic), but only Clerics and Templars have True Faith on a regular
basis. Indeed, if you want to have True Faith you must seek the permission of the
GM, even if you belong to one of the two aforementioned careers.
In game terms True Faith is governed by a series of True Faith talents (see the Talent
chapter, plus Chapter IV of The Blood of Martyrs), starting with the True Faith talent
and expanding from there. True Faith is also closely linked to Fate and Fortune by
using Fortune and burning Fate you can achieve greater-then-normal effects
when using your True Faith.
Since so few NPCs have Fate and Fortune points the utility of their True Faith talents
is limited. The average Sister of Battle might have the True Faith (depending on
the GM he might have different ideas about how usually this talent is), but she
wont have any Fate Points and is lucky if she has even one or two Fortune points.

160
VEHICLES AND STARSHIPS

In Dark Heresy vehicles and starships are plot devices. Just like crates, ladders,
drain pipes, stairwells, entire buildings and space stations are plot devices the
action takes place in and around them, but you dont need particular stats and
rules for them. Not beyond calling for some skill checks to manoeuvre around and
maybe some AP values if things are used for cover.
Civilian vehicles: Bikes, trikes, ground cars, airspeeders etc. go into this category.
They can move you around. Tricky moves require Operation tests. Some have
auspex systems. Some have guns (fired with BS). It they take damage the GM will
decide how much AP/Wounds they have. If they take damage they will suffer
penalties; much like characters do: Once they are out of Wounds they are
destroyed and single hits that do a lot of damage can take them out with one
blow or just take out a subsystem.
Military vehicles: There are a couple of differences between military and civilian
vehicles. Military vehicles have more armour and usually come with guns. Some
of the guns can be pretty large.
Armour: Lightly armoured vehicles can be damage by the heavier end of the
man-portable weapons. A heavy bolter fired at the side of an APC could
penetrate and cause damage and/or injure/kill occupants. Heavily armoured
vehicles can only be affected by heavy weapons weapons that are not
covered in much detail in Dark Heresy. Even the las-cannon described here
can only do so much damage against a real tank for example. A multi-melta
can make short work of an APC, but not a titan.
Guns: Guns like heavy stubbers, autocannon, heavy bolters etc. can be found
mounted on many vehicles. They work just like their non-mounted cousins. Some
can even be removed and carried around. Using stuff like hunter-killer missiles
and battle cannon usually requires appropriate ST talents. Most PCs wont have
them, so arent very effective gunners.
Very large vehicles: Very large vehicles super-heavy tanks, titans, trains, macro-
carriers, etc. are so big as to be buildings that move about. Unless you players
have man-portable nukes or a battleship in orbit they wont be doing any real
damage to these babies. Or rather, any damage will be local or plot-driven; i.e.
the players try to stop the cultists from derailing the train or they must hurry and
overload the titans reactor to prevent it from falling into enemy hands.
Starships: Rogue Trader has a system for handling starships and starship combat. It
is based upon the Battlefleet Gothic rules, but its not an exact match. Im not a
big fan, but at least the rules can be applied to Dark Heresy without any
modification. If players regularly get to command million-tonne voidships capable
of destroying entire cities you are probably not playing a Dark heresy game
anymore.

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162
CHAPTER 7 COMBAT

Combat/action in DH is, at least for heroes with fate/fortune to spend, assumed to


have some cinematic and heroic elements so you can actually dodge bullets
and take on hordes of enemies in melee but it also has a grim and gritty aspect
if you live by the gun, you're going to die by the gun.

HOW COMBAT WORKS

Combat is cyclical; everybody takes turns to act in a regular cycle of rounds.


1. Determine which characters are Aware of their opponents at the start of the
battle. If some (but not all) of the combatants are aware of their opponents,
a surprise round happens before regular rounds of combat begin. If no one
or everyone starts the battle aware there is no surprise round.
The combatants who are aware of their opponents can act in the
surprise round, so they roll for Combat Initiative (CI). In initiative order
(highest to lowest), combatants who are eligible to act during the surprise
round get to act, but may only use one Half action (and possibly a Swift
action/Free actions) during the surprise round.
Combatants who were unaware do not get to act during the surprise
round, except to take certain Free reactions (such as some Perception
test and Dodge/Parry tests if they have talents that allow it).
2. First regular round. Combatants who have not yet rolled CI do so now.
3. Combatants take their turns in descending initiative order (highest to lowest).
Note that it is possible for those that acted in the surprise round to get to
act again before those that were surprised if their CI is higher.
4. Repeat step 3 as needed.
Note that CI is NOT re-rolled each Round. That only happens at the start
of each battle.

ACTION TIME

Whenever combat is about to occur the game will switch from Narrative Time to
Action Time (AT). During AT time is divided into Rounds (approximately 6 seconds
long). During each round every character is allowed to take one Turn, in order of
descending Combat Initiative. On his turn a character can take a number of pre-
defined Actions to describe what he is doing in game terms.

Know the mutant;


kill the mutant.

163
Action time can also be used for other forms of activity that are action-filled and
require very precise timing of events. Just note that playing out events using action
time takes a very long time, so it's best not to use it if you don't have to. Use
narration and narrative time whenever possible.
Example: A car chase could be played out using Action Time, but doing so for the
entire chase would be tiresome. Instead narration is used most of the time,
sprinkled with some Operation, Perception and Reflexes tests. Action Time is only
used during a couple of very tense scenes involving exchanges of gunfire, people
jumping aboard other vehicles to engage in melee and so on.

ROUNDS AND TIMING

Action time is conducted in Rounds of approximately 6 seconds each (10 rounds =


1 minute).
During each round all characters will get to act once taking Turns in order of their
Combat Initiative.
Note: Technically a character conducts all his activities at one point during the
round, but conceptually his actions are taking place throughout the round. Try to
keep this in mind when you describe your actions/react to other events.
Example: Ignace is in big trouble he's caught in a crossfire and has very little
cover. He decides to make a mad dash to safety, hoping that his psychically
boosted speed will save his ass. When it's his time to act he runs a number of
meters. Although the movement is instantaneous from a game-mechanical point
of view, it actually takes place throughout the round. Which is important because
the GM decides his enemies will get to shoot at him (at a penalty because hes
moving) before he reaches cover.

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INITIATING COMBAT

The switch to Action Time is decided by the GM, but combat usually starts when
one side decides to attack the other side.
Example: Two groups of gunmen are facing each other in a dusty street on the
feudal backwater world of Fervious. As soon as one of the gunmen decides to
draw the GM switches to Action Time.
PERCEPTION

To be able to initiate combat you have to have someone to shoot at (you could
always just start blasting away at unseen enemies, real or imagined, but this is best
handled in Narrative Time).
When (potential) enemies are about to encounter each other the GM will usually
call for some Perception Tests of varying difficulty (often opposed by the other
side's Stealth Test).
Based on the results of those tests the GM will decide upon the final situation who
is Aware of who, what the terrain looks like, what the distance between the
combatants are, and so on.
Example: Haxtes the Death Cult Assassin is sneaking down a large sewage tunnel.
He's trying not to be seen or heard (Stealth skill augmented by his camouflage-suit)
while also trying to detect any enemies (Perception skill augmented by his auspex-
equipped servo-skull). The cultists hiding in the sewer are trying to do much the
same, stay hidden and spot intruders. Depending on the results of two opposed
Stealth vs. Perception the GM will determine how the combat set-up will look like
(chances are Haxtes with his high skills and advanced equipment won't be seen
and can decide whether to attack with surprise or avoid combat once the GM
has outlined the scene).

165
AWARENESS

Awareness is a term used to determine if you have detected your enemies or not.
It's simple really if you can't see it you can't shoot it!
Depending on the results of the Perception Test (or other means of detection)
there are four possible scenarios with regards to awareness:
1. If you are Aware of all enemies you will get to roll for Combat Initiative (CI)
and act normally against each and every enemy.
2. If you are Aware of some enemies you will get to roll for Combat Initiative
(CI) and act normally against those enemies which you are Aware of, but
not those that you are Unaware of.
3. If you are Unaware of all enemies, but aware of the fact that you are in
immediate danger of attack (just be alert and ready isn't sufficient) you can
roll CI and act normally, but only in a defensive manner (take cover, draw a
weapon etc.).
4. If you are Unaware of all enemies and oblivious to the fact that you're in
danger you don't get to roll CI and you are considered Surprised (cannot
act during the surprise round).
Example: A group of Guardsmen are out hunting Orks. They run into an Ork
ambush and one of the men doesn't make his Perception test. Being on patrol
certainly constitutes a certain degree of alertness, but not to the extent of always
being ready for trouble. Thus rule number 4 applies and the Guardsman stands
around dumbfounded as the Orks open up. If he survives the first round the GM will
again determine if he's Aware of any enemies since there are bullets already
flying rule number 3 will apply even if he doesn't actually spot any enemies.

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COMBAT INITIATIVE

Combat Initiative (CI) determines who gets to act first in a Combat Round.
Once combat is initiated all sides that are at least partially Aware roll CI:
1. Combat Initiative = D10 + Reaction (RE)
2. Reaction is a Secondary Characteristic derived from your Reflex Skill Bonus
(modified by any special Talents, equipment etc. you might have).
3. In the case of a tie the character with the higher Reaction goes first (if there
is still a tie randomly determine who goes first).
4. CI is not rolled each Round instead characters continue to act in the order
determined at the start of combat (unless something happens to alter that
order).
5. CI can be rolled for each individual combatant, but it's usually easier and
speedier to group similar minor NPC into groups.
Example: Maxi and Haxtes are fighting some Magistratum troopers (who think the
PCs are vile heretic-criminals). Maxi rolls 5 and adds his RE of 6, for a total of 11.
Haxtes gets a 8, plus 7, for a total of 15. The goons roll a 3, plus 3, equals 6. Haxtes
acts first, followed by Maxi, and finally the goons.
DELAYING INITIATIVE

You can decide to delay your initiative in order to see what happens during a
Round and act upon that knowledge.
If you delay your initiative you must abide by your new place in the action
sequence from that round on.
Example: Haxtes wants to make sure that Maxi draws the majority of fire from the
Magistratum goons (both because he doesn't like him and because Maxi can
actually take fire and survive). So he delays his initiative allowing Maxi to go first.
He opens up with his Arbites shotgun, cutting down two of the enemy. Haxtes
continues to delay, allowing the goons to return fire. Predictably they fire at the big
fellow with the blazing gun. Then it's Haxtes' turn he observes the situation and
then puts a frag grenade where it will do the most damage, blowing three
troopers to kingdom come. Next round Haxtes will also get to act last. Such is the
price of waiting.

There is no greater glory


than a lifetime of dutiful
service.

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SURPRISE

If a character is Unaware of all his opponents at the start of a battle is considered


Surprised.
1. Surprised characters do not roll for CI and cannot take any actions,
including Reactions (i.e. they CANNOT try to dodge if shot at unless they,
for example, have a talent that allows dodging when surprised).
2. The following Round a Surprised character may roll CI and take his place in
the action sequence.
3. Just because a character is no longer surprised doesn't mean he
automatically becomes Aware of his opponents he must use his
Perception skill (or other means) to become Aware.
4. A character that isn't surprised, but not Aware of any enemies can act, but
only in a defensive manner (i.e. he can get into cover, but he's not free to
attack).
Example: By some miracle the guardsman wasn't killed by the first Ork volley. He's
no longer surprise so he's allowed to roll CI and the GM has him make another
Perception Test to get his bearings. Unfortunately he Fumbles. There are tracers
and shit all over the place but he can't seem to spot any Orks! So when it's his time
to act he dives into cover and readies his lasgun...

Be a boon to your brothers and


a bane to your enemies

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ACTIONS

When Action Time is used each character is only allowed to take a set number of
actions each Round. Every time it's his Turn a character can take either one Full
Action OR two Half Actions (one Attack Action and one Move Action), plus one
Swift Action and any number (within reason) of Free Actions. A character can also
do one or more Reactions per Round, but only when it is NOT his turn.

ACTION TYPES

Full Full actions require all your attention and take the entire round. You can also
take a Swift action and Free actions. Examples: Retrieve something from your
pack. Move. Charge. Swim. Lightning attack. Full-auto fire. Use a psychic power to
pick up a tank and then use the tank to hammer its supporting infantry squad.
Half Takes about half a rounds worth of effort, so you can take two Half actions
on your turn. There are two sub-types: Attack and Move. You can either take one
of each or go for two Move actions, but you may not take two Attack actions on
you turn. You can also take a Swift Action and Free actions. Instead of a Half
action you can take another Swift action.
Attack Attack/offensive actions, plus actions that require a lot of
concentration/effort. Examples: Aid another (defensively or offensively).
Aimed shot. Semi-auto/burst fire. Standard melee attack. Swift melee attack.
Use many psychic powers that allow you to attack an opponent.
Move Movement-related actions or actions that dont involve maximum
concentration. Examples: Actively scan your surroundings (Perception). Get
up from prone. Move (Hustle along a deserted roadway). Move (Crawl back
into cover). Swim (Keep afloat). Jump across a gap in the causeway.
Draw/holster a weapon. Open a door/window. Ready a grenade. Use many
non-attack psychic powers.
Swift Takes only a little time/effort to perform. You can take one Swift action on
each of your turns. Examples: Drop prone. Get up from Prone using the Agility skill
(+20%). Walk . Draw a weapon using Quick Draw. Step (if no other movement this
round).Use some minor psychic powers.
Free Action that takes very little effort. You can take one or more (within reason)
on your turn. Examples: Perception test to notice something on your turn. Turn
around. Drop held object. Drop prone (Agility test). End a grab/grapple. Shout a
warning.
Reaction Action taken in response to someone elses action. Can be taken when
it is NOT your Turn to act. You are normally limited to a set number of Reaction
each round, but certain circumstances can allow more Reactions. Examples: You
can dodge only once between each of your turns. Make a Perception check to
notice something happening outside your turn.

169
ACTION TYPE TREE

Full + Swift + Free


OR
Attack + Move + Swift + Free
OR
Move + Move + Swift + Free
OR
Swift + Swift + Swift + Free

Action example: On your turn you draw your power blade using the Quick Draw
talent (Swift action) and charge (Full action) the trio of approaching Chaos
beastmen. You can also shout a battle cry (Free) as you race forward and make a
Perception check (Free reaction) once your opponent is downed to notice the
Blood Pact sniper hanging back to cover the enemy advance. Unfortunately there
is nothing you can do with this information and the sniper puts a hot-shot round
through your skull. Fate Point time.
Action example: You make a Perception check to spot the approach of a new
and deadly enemy (Free reaction). Then move out of melee (Half/move action)
with a trio of cultists (using the Agility skill to avoid any attacks of opportunity), grab
the approaching Chaos Marine with a telekinetic power and throw him over the
edge of the bridge (Half/attack action). You then turn to face the cultists again
(Swift action). On his turn the Chaos Marine activates his jump jets, stops his fall and
charges right back at you with his warp-infused chain-axe.
Action example: You make a Perception check to detect the Dark Eldar warrior
about to ambush you (Free reaction). Spotting him you then opt to delay your
initiative (Free) to allow the xenos fiend to make the first move. After weathering his
inevitable charge you unleash a lighting attack (Full action) on him with your
power sword), before taking a Step into cover (Swift action). On their turn the
remaining Dark Eldar fire their splinter rifles, killing several members of your team still
standing in the open. The Inquisitor wont be pleased, but better them than you!
Action example: You make a Perception check to detect the rebels lying in
ambush among the rocks (Free reaction). Move into cover (Half/move action),
scream a warning to your comrades (Free action) and fire your lasrifle on the burst
fire setting (Half/attack action), before dropping prone behind your cover (Swift
action). You are now safe from direct fire weapon and only have to worry about
the enemy mortars firing on your platoon's position.

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ACTION LIST

The following section lists all the common actions that can be used during Action
Time. The list need not be exhaustive, but should cover most situations. If the GM
absolutely cannot fit an activity into an existing action hes free to make up a new
action.
Descriptors [Full, Half, Attack, Move, Swift, Free, Reaction, Melee, Ranged,
Movement, Concentration, Psychic, etc.]: Descriptors are intended to make it
easier to reference to multiple actions/types of actions in the rules.
[Full, Half, Attack, Move, Swift, Free, Reaction]: Determines action type.
[Melee]: This is a close combat action, using the melee combat procedure.
[Ranged]: This is a shooting action, using the ranged combat procedure.
[Movement]: Action involves some form of movement. Encumbrance penalties
apply.
[Concentration]: Action requires total focus. If you elect/are forced to do anything
during that time (such as Dodging) the action is ruined.
[Psychic]: Action includes the use of psychic power.

FULL ACTIONS

All-out attack [Full, Melee]: You make a single furious melee attack, exposing
yourself to danger in order to land a blow. You gain a +20% bonus to WS and do
+1 Damage per DoS, but you may not Parry or Dodge melee attacks until your
next turn. The GM may also incur a -20% penalty to tests that favour the cautious;
keeping your footing, avoiding being disarmed, that kind of thing.
All-out defence [Full, Melee]: You may not attack this round, but you gain one
additional Parry reaction and a +20% bonus to all Dodge and Parry tests taken
against melee attacks until your next turn. The GM may extend the bonus to other
tests that favour the cautious; keeping your footing, avoiding being disarmed, that
kind of thing.
Automatic fire [Full, Ranged]: You use an automatic weapon to fire a hail of shots
at a single target. Conceptually you fire either a longer burst or several shorter
bursts this action does not represent sustained fire for 6 seconds. You gain a +10%
(or greater if your weapon has a very high RoF) bonus to you SC. If youre within
Medium range you may score multiple hits (one extra hit per DoS).
Alternatively you may attempt to hit additional adjacent targets (you also have
the option of counting each empty square as one target if there is empty space
between your real targets) as long as all of those targets are equally hard or easier
to hit than your original target. Your attack roll vs. the original target indicates the
number of hits scored. The hits must be spread as equally as possible between the
targets. Each target then defends normally using the rules for firing multiple rounds.

171
TABLE: ACTIONS

Action Descriptors Summary


Activate an item Swift
Active perception Half, Move
Aid another Half, Attack
Aimed shot Half, Attack, Ranged
All-out attack Full, Melee
All-out defence Full, Melee
Attack of Opportunity Reaction, Attack, Melee
Automatic fire Full, Ranged
Brace weapon Half, Move
Burst fire Half, Attack, Ranged
Cautious attack Half, Attack, Melee
Change weapon setting Swift
Charge Full, Melee, Movement
Coup de Grace Half, Attack, Melee or
Ranged
Disarm Half, Attack, Melee
Dodge Reaction
Drop object Free
Drop prone/kneel Swift, Movement
Dual weapon attack Full, Melee
Dual weapon fire Full, Ranged
Escape Half, Move, Movement
Feint Half, Attack, Melee
Forceful attack Half, Attack, Melee
Grab/Pin Half, Attack, Melee
Hip shot Full, Ranged, Movement
Knockdown Half, Attack, Melee:
Lightning attack Full, Melee
Manipulate environment Half, Move
Manoeuvre Half, Attack, Movement:
Move Half, Move, Movement
Move] Full, Movement
Parry Reaction
Passive perception Reaction
Quick draw Swift
Ready equipment Half, Move
Semi-auto fire Half, Attack, Ranged
Shift Half, Move
Smash Half, Attack, Melee:
Snap shot Half, Attack, Ranged
Sniper shot Full, Ranged, Concentration
Speak Free
Special attack option Half, Attack, Melee or
Ranged
Stand up Half, Move, Movement
Stand up Swift, Movement
Standard attack Half, Attack, Melee
Step Swift, Movement
Sustain psychic power Free
Swift attack Half, Attack, Melee
Use a skill or psychic power Half, Attack; Psychic
Use a skill or psychic power Half, Move; Psychic
Use a skill or psychic power Full, Concentration and/or
Psychic

172
Charge [Full, Melee, Movement]: You may move up to twice your effective
Movement (and a minimum of 4 meters) and make a melee attack at the end of
that movement (you can select between making a Forceful attack, Swift attack or
Standard attack).
Dual weapon attack [Full, Melee]: You attack with one melee weapon in each
hand (youve the option of doing this when attacking unarmed). Select one of the
following actions for each weapon: Standard, Cautions, Forceful, or Swift attacks.
Dual weapon fire [Full, Ranged]: You attack with one ranged weapon in each
hand. Select one of the following attack actions for each weapon: Aimed or Snap
shot. If youre in a melee with one or two pistols you can also Snap shot.
Alternatively you can go for a combined Automatic fire action using both
weapons. This is pretty wasteful and inaccurate. Calculate the dual weapon
penalty and autofire bonus for each weapon and add them together. RoF is
equal to the combined RoF. Now resolve the attack as a single Autofire attack.
Hip shot [Full, Ranged, Movement]: You fire your weapon (choose between single
shot and burst/semi-auto fire) while on the move (you may use any movement
mode available to you in conjunction with this action). Hitting anything is difficult;
you must apply the movement modifier to your SC (i.e. if you hustle the penalty is -
20%). On the plus side it is more difficult to hit you since you keep moving.
Lightning attack [Full, Melee] You launch a flurry of blows against your opponent,
possibly hitting several times. You suffer a -20% penalty to WS, but for each DoS you
land one extra hit. Hits can be divided among multiple melee opponents in the
manner similar to automatic fire.
Move [Full, Movement] You move at the exclusion of other activities; how quickly
is up to you, up to the maximum speed allowed by your amour, load, talents etc.
(i.e. a character with a Heavy load could only Jog, a character with the Sprint
talent could use his increased speed to good effect).
Sniper shot [Full, Ranged, Concentration] You fire your ranged weapon (single
shot only) after careful aiming. You gain a +20% bonus to BS. You must remain
stationary (and exposed) for the entire round, or the bonus is lost. If you use sniper
shot on two consecutive turns before firing the bonus is +30% instead.
Use a skill or psychic power [Full, Concentration and/or Psychic] Extended (even
multi-round) use of a skill/psychic power. The GM will decide if extended use
requires concentration or not; if the task can be interrupted without being ruined
or forcing you to start over it should not have the Concentration descriptor.

Follow me if I advance.
Kill me if I retreat.
Avenge me if I die.

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HALF (ATTACK) ACTIONS

Aid another [Half, Attack] Designate an ally and an opponent that are engaged
in melee with you. Make a Challenging WS test. If you succeed your ally may add
+10% to his next melee attack or dodge/parry reaction. For every 2 DoS add +10 to
the bonus you provide.
Aimed shot [Half, Attack, Ranged] You fire your ranged weapon (choose
between single fire or burst/semi-auto fire only) after aiming. You gain a +10%
bonus to BS (stacks with any bonus for burst/semi-auto). You are considered
exposed for about half the round; the GM will adjust cover penalties etc.
accordingly.
Burst fire [Half, Attack, Ranged] You fire multiple shots with a missile weapon
capable of automatic fire. You gain a +5% (or greater if your weapon has a very
high RoF) bonus to you Success Chance and may hit with more than one shot
(one per two DoS) if the range is Medium or shorter. You can engage multiple
targets in a manner similar to automatic fire.
Cautious attack [Half, Attack, Melee] You attack in a cautious fashion. You suffer
a -10% penalty to your attack, but gain a +20% bonus to Parry and Dodge tests
against melee attacks until your next turn. The GM may extend the bonus to other
tests that favour the cautious; keeping your footing, avoiding being disarmed, that
kind of thing.
Coup de Grace [Half, Attack, Melee or Ranged] Automatically inflict a critical hit
(weapon does +10 damage and you may halve any AP on the target) on a
helpless target adjacent to you (you select hit location freely) using either a melee
or ranged weapon (you can of course shoot at helpless targets further away, but
you do no automatically score a critical hit).
Disarm [Half, Attack, Melee] You may attempt to disarm your target. Make a
single melee attack. If you succeed in hitting you may make a WS/S vs. WS/S test
(+20% for either side if using a two-handed weapon). If you succeed the enemy
drops his weapon (a high DoS means the weapon is less accessible for recovery;
the weapon lands further away or in an otherwise difficult-to-reach location, at 6
DoS the GM may allow an Agility test to capture the weapon instead).
Feint [Half, Attack, Melee] You try to wrong-foot your opponent, potentially
making him vulnerable to a follow-up attack. If you succeed in hitting you may
make a WS/I vs. WS/I/Ac test. If you succeed your opponent suffers a -20% penalty
to his next defence against your melee attack (lasts until the end of your next turn).
Forceful attack [Half, Attack, Melee] You go on the offence, potentially exposing
yourself to danger in order to land a blow. You gain a +10% bonus to WS and do
+1 Damage per 2 DoS, but you suffer a -20% penalty to Dodge and Parry tests
against melee attacks until your next turn. The GM may extend the penalty to
other tests that favour the cautious; keeping your footing, avoiding being
disarmed, that sort of thing.

174
Grab/Pin [Half, Attack, Melee] You initiate a grab or establish a pin. This is a WS vs.
WS/S/I test. If a grab test succeeds you are grappling the target (target can
normally only try to grapple back, break free or attack you in a limited fashion).
You can now (new action required) try to pin the target. A successful pin means
the target is pinned (cannot normally do anything except try to escape the pin).
Knockdown [Half, Attack, Melee]: You may attempt to knock down your target.
Make a single melee attack. If you succeed in hitting you may make a WS/S vs.
WS/S/I test (add Size bonus to both tests). If you succeed your enemy falls prone in
his current square. For every 2 DoS your target is Staggered for one round.
Manoeuvre [Half, Attack, Movement]: You may attempt to force your target to
move. Make a single melee attack. If you succeed in hitting you may make a WS/I
vs. WS/I test. If you succeed you may move the enemy one square in the direction
you want and follow him (one extra square per 2 DoS).
Semi-auto fire [Half, Attack, Ranged] You fire multiple shots with a missile weapon
capable of semi-automatic fire. You gain a +5% bonus to you Success Chance
and may hit with more than one shot (one per two DoS) if the range is Medium or
shorter. You can engage multiple targets in a manner similar to automatic fire.
Smash [Half, Attack, Melee]: You attack your opponents weapon (or other carried
or worn item). Make a standard melee attack, modified by how difficult it would
be to his such an object hitting a shield is easy, hitting a pendant hidden inside a
short quite a bit harder. The target can defend normally. If you hit you hit the
object instead; it takes normal damage.
Snap shot [Half, Attack, Ranged] Your snap of a ranged attack (choose between
single shot or burst/semi-auto fire) with a minimum of aiming. Ideal for people on
the move or those trying to stay behind cover; enemies suffer full penalties from
any movement/cover.
Special attack option [Half, Attack, Melee or Ranged] Utilize a special attack
option (usually granted through the possession of certain talents).
Standard attack [Half, Attack, Melee] You make a single controlled attack with a
melee weapon (or a pistol-type weapon used in melee).
Swift attack [Half, Attack, Melee] You launch series of quick attacks against your
opponent, possibly hitting several times. You suffer a -10% penalty to WS, but for
each 2 DoS you land one extra hit. Hits can be divided among multiple melee
opponents (who defend against them normally using the rules for defending
against multiple attacks).
Use a skill or psychic power [Half, Attack; Psychic] You use one of your
skills/powers to perform an attack-like action.

175
HALF (MOVE) ACTIONS

Active perception [Half, Move] You actively scan your surroundings for signs of
danger/clues. Active perception is less difficult (20% or more) than passive
perception and has the ability to reveal more information per DoS.
Brace weapon [Half, Move] You brace your weapon, either on an integrated
bipod/similar or a stable surface. Note that some weapons/attachments cause
your weapon to always cunt as braced.
Escape [Half, Move, Movement] Make a WS/S/I vs. WS/S to escape a grapple
and shift one square away from your opponent OR to break free from a pin (in
which case you are still grappled and the action loses the Movement descriptor).
Manipulate environment [Half, Move] Covers a range of movement-like activities,
such as opening a door/window, lifting something out of a crate etc.
Move [Half, Move, Movement] You move quickly at the exclusion of other
activities; you can move up to the maximum speed allowed by your amour, load,
talents etc. (i.e. a character with a Heavy load could only Jog, a character with
the Sprint talent could use his increased speed to good effect).
Ready equipment [Half, Move] Covers a range of activities, from readying a
grenade for throwing to drawing a weapon.
Shift [Half, Move] Move one square without provoking an attack of opportunity.
Stand up [Half, Move, Movement] Get up from a prone position (the Leap Up
talent lets you do if as a Swift action automatically, same with a Challenging Agility
test).
Use a skill or psychic power [Half, Move; Psychic] You use one of your skills/power
to perform a movement-related action (i.e. Athletics to jump across a chasm or
psychoportation to 'jump' a short distance).

SWIFT ACTIONS

Activate an item [Swift] You can activate a simple item, such as turning on a
dataslate, throwing a light switch, activating a chainsword, etc. Anything more
complicated is a Move action.
Change weapon setting [Swift] Switch fire mode or switch magazines (for
weapons with multiple magazines).
Drop prone/kneel [Swift, Movement] You drop into prone position or kneel down.
Quick draw [Swift] Replace magazine, draw, or holster/sheathe a weapon as a
Swift action once per turn if you have the Quick Draw talent.
Stand up [Swift, Movement] Using the Leap Up talent or a Challenging Agility test
to get up from prone. Or get up from a kneeling position.

176
Step [Swift, Movement] You move one square (provoking AoAs as normal). You
may only take this action if you do no other movement this turn.

FREE ACTIONS

Drop object [Free] Drop a held item.


Speak [Free] You can shout a word or two of warning. Anything beyond that and
its at least a Swift action.
Sustain psychic power [Free] You may maintain any sustainable psychic powers
you have in effect.

REACTIONS

Attack of Opportunity [Reaction, Attack, Melee] You may make a free melee
attack (AoA) against a character moving through, or otherwise acting (other than
engaging you in melee), within your threatened area.
You are normally limited to a single AoA each round. Certain Talents and other
conditions can allow you multiple AoAs in a round.
Dodge [Reaction] You may attempt to Dodge any attack which you're Aware of,
including missile attacks (presumably you are moving defensively and using cover
to your advantage). A Dodge is an opposed WS/BS vs. Reflexes Test. If you win the
attack misses completely, otherwise it hits and does normal damage.
You are normally limited to one Dodge OR Parry per round. Certain Talents and
other conditions can allow you multiple dodges in a round.
Note: Gunfire is conceptually no more difficult to dodge than melee attacks; but
just as it is more difficult to Parry a melee attack from behind it is more difficult to
Dodge a shot from an unseen sniper while strolling across an open space.
Parry [Reaction] If you have a ready melee weapon you may attempt to Parry
any melee attack you're aware of as a Reaction. If your weapon is unsuitable for
parrying the GM may increase the difficulty of the Parry Test. A Parry is an opposed
Light/Hand/Great Weapons vs. Light/Hand/Great Weapons test. If you win the
attack misses completely, otherwise it hits and does normal damage.
You are normally limited to a single Parry OR Dodge each round, but if you have
an additional ready weapon (or shield) that you do not attack with on your turn
you get an additional parry (that must be used before your next turn). Certain
Talents and other conditions can allow you multiple parries in a round.
Passive perception [Reaction] Make a Perception test to notice something
happening outside of your turn. You do not test for the obvious only test for
noticing important non-obvious developments.

177
MOVEMENT AND POSITION

Your Movement characteristic tells you how far you can move in a round and still
do something, such as attack, use a psychic power or direct one of your servo-
skulls. Your effective Movement depends mostly on your Size, your Initiative, what
armour youre wearing and what load you're carrying. Terrain and visibility can
also affect movement.
Meters vs. squares: Things are usually measured in meters, but when it comes to
movement it is common to regulate it using 2-meter squares (or alternatively 2-
meter hexes). Some weapon effects are also measured in squares/hexes.
There are several ways to handle movement and position:

ABSTRACT

Movement and position takes place entirely in the minds of the GM and players.
Easily the most flexible system, but also the one that provides the least detail and
the most room for misunderstanding.

MAPS AND GRIDS

Its fairly easy to integrate some simple sketched maps (or more elaborate ones)
into combat; they helps the GM and players visualize the battle. The most detailed
maps will have grids (squares or hexes) that help regulate movement and range.

TOKENS AND MINIATURES

Tokens and minis can help bring a battle to life and to help make sure that
everyone has roughly the same ideas about the number of combatants, relative
positions etc.

178
ATTACKS

Attacks are risk tests based the six weapon skills. A number of modifiers usually
apply; taking into accounts things like aiming, target size and movement, range,
number of combatants clashing in melee, that sort of thing.
Total modifiers: Total modifiers to attack/defence should fall within the maximum
+60% to -100% (and like other tests the modifiers should more commonly be
between +40% to -60%) range of ordinary risk tests. If the total modifier is very large
the GM should consider capping it unless there is a very good reason otherwise.
Use the difficulty descriptions of common risk tests as a guideline.

RANGED COMBAT

Ranged combat is fought with guns, bows, and thrown sticks and stones. Always
use your BS skills when making ranged attacks.
The following modifiers commonly apply; the list need not be exhaustive, but
should cover most situations:
Aiming: To aim you must be stationary and you cannot engage in any other
activities while aiming, reactions included.
1. Accurate weapon quality: Additional +10% bonus when using Aimed shot or
Sniper shot.
Cover: Cover makes it harder to hit the target, use the following modifiers.
1. Scant: -20%. Limited over only.
2. Partial: -40%. About half cover; firing from a behind a low wall.
3. Improved: -60%. Firing from a prepared position w/limited exposure time
(snap shot from behind cover).
4. Full: -100%. Risking a brief glance around a corner.
Shots that miss because of the cover penalty are assumed to have hit the cover
instead. If the shot can penetrate the cover it can still damage the target.
Obscurement is different from cover; cover actually provides some protection
(and can be shot through if your gun is big enough), but obscurement just makes it
harder to hit.
Miscellaneous: Other modifiers that might affect the chances of hitting.
1. Bracing: None to +10% (physical support for weapon).
2. Gear: Varies (some equipment grant bonuses to hit under certain conditions,
or reduce certain penalties).
3. Psychic powers: Varies (certain psychic powers grant bonuses to hit or
otherwise affects your hit chances).

179
Movement (own): You normal Success Chance assumes that you are stationary
when actually firing your weapon. The movement penalty is thus mostly relevant if
your do a Full action that includes moving and firing (Hip shot).
1. Walk: -10%
2. Hustle: -20%
3. Jog: -40%
4. Run: -60%
5. Sprint: Not possible
The same modifiers apply if you are aboard a moving vehicle or similar platform.
Example: A guardsman is firing out of a gunport in his Chimaera APC. The
Chimaera is moving a full speed, which is the equivalent of 'Run' speed for a
character.
Movement (target): If both movement (target) and range modifiers are
applicable; apply the greater modifier and add half the other modifier.
1. Stationary: +10%. Stationary target. Typically not aware of danger.
2. Mobile: +0%. Human-equivalent, not stationary, but not running.
3. Running: -20%. Human-equivalent running or charging you (the shooter
moves in conjunction with snap shots).
4. Fast: -40%. Typical vehicular speed. Genestealer racing towards you.
Swooping hawk descending on your position.
5. Very fast: -60%. Applies only to very fast vehicles (such as an Eldar jetbike
swooping pat you).
6. Ultra-fast: -100%. Target must literally be moving too fast to shoot!
Obscurement: Normal success chance assumes decent lighting conditions.
Darkness, smoke, heavy foliage, Eldar holo-fields, etc. can make it more difficult to
hit. Obscurement is different from cover; cover actually provides some protection
(and can be shot through if your gun is big enough), but obscurement just makes it
harder to hit.
1. Easy target: +10%. Standing clearly silhouetted for example.
2. Normal conditions: +0%.
3. Light obscurement: -20%. Bad lighting, light fog or smoke
4. Heavy obscurement: -40%.
5. Severe obscurement: -60%
6. No visibility: -100%. Pitch dark you cant see your target, but you know
approximately where it is.

180
Range: If both movement (target) and range modifiers are applicable; apply the
greater modifier and add half the other modifier.
1. Point Blank: +20%. Just a few meters away. Use WS instead of BS.
2. x1/2 Short: +0%. Most battles take place at this range.
3. x1 Medium: -20%. Effective range.
4. x2 Long: -40%. Maximum practical range for weapon.
5. x4 Extreme: -60%
Size: Apply the target's size modifier.
1. Tiny: -60% (small rodent or lizard)
2. Minuscule: -40% (cat)
3. Puny: -20% (dog)
4. Scrawny: -10% (ratling)
5. Average: +0% (human-equivalent)
6. Hulking: +10% (Space Marine, ork nob)
7. Enormous: +20% (grox bull, velocitractor)
8. Massive: +40% (Chimaera APC, carnosaurus maximus)
9. Gigantic: +60% (Baneblade super-heavy tank)
10. Titanic: +100% (Warhound titan)
Talents: Many talents either add a bonus under certain circumstances, or more
commonly reduces a penalty associated with a certain condition.

181
FIRING MULTIPLE ROUNDS

Many missile weapons are capable of firing multiple shots per round; some
weapons are capable of fully automatic fire (the weapons fires as long as the
trigger is pulled or ammo runs out), while others are limited to semi-automatic fire
(one pull of the trigger equates a new shot). Firing multiple rounds is usually more
effective that firing single shots; unless you are a sniper or trying to conserve ammo
it is usually better to blaze away.
When firing multiple shots you get a bonus based on the type of action taken and
number of shots fired. You also have a chance of scoring multiple hits if the range
is Medium or shorter: When firing semi/burst or automatic fire you are not limited to
6 DoS you can score any number of hits up to the RoF of your weapon. Youre still
limited to 6 DoS against each individual target however. See the section of
Defence vs. Multiple hit for more. Also note that you do not also get a damage
bonus based your DoS as you would for a single shot.
Automatic fire (Full action): You fire either one long burst, or more commonly,
several shorter ones, over the course of the round.
You gain a +10% (+10% per 10 full points of RoF) for full auto fire.
Example: Bolter RoF 8 is +10% BS, Autogun RoF 15 is +20% BS, Shuriken Catapult RoF
20 is +30% BS
The number of shots that hit the target is determined by your DoS. For every DoS
you have hit with one additional round, provided the range is Medium or less. In
any case you cannot score more hits than the number of rounds fired. You can
engage multiple adjacent targets (you can even get to non-adjacent targets if
youre willing to fire into unoccupied areas).
Burst/semi-auto fire (Attack action): You either fire repeatedly by pulling the trigger
multiple times in quick succession or you squeeze off a short controlled burst using
an automatic weapon. The effect is largely the same, except that a burst weapon
can usually fire more shots.
You gain a +5% bonus to BS (+5% more per full 5 points of RoF) for semi-auto/burst
Example: Stub automatic RoF 3 is +5% BS, Autopistol RoF 5 if +10% BS, Shuriken pistol
RoF 10 is +15% BS
The number of shots that hit the target is determined by your DoS. For every 2 DoS
you have hit with one additional round, provided the range is Medium or less. In
any case you cannot score more hits than the number of rounds fired. You can
engage multiple targets.

Inspiration grows from the


barrel of a gun.

182
DUAL WEAPONS

If you are armed with two ranged weapons (usually pistols) you can fire them both
as a Full action. Each attack is resolved separately, using the following modifiers:
Normal penalty: -40%/-60%
Rifles: If a rifle is somehow eligible to be fired with one hand you take an
extra -20% penalty if you fire it with your off-hand. You dont get this penalty
if the rifle is held in you main hand.
Ambidexterity: Reduce off-hand penalty by 20%
Two-Weapon Wielder (ranged): Reduce penalty by 20%/20%
Gunslinger: Reduce penalty by 10%/10% when fighting with pistol-type weapons.
Alternatively you can fire both weapons on full auto as a single Automatic fire
action. This is very wasteful in terms of ammo and not very accurate spray and
pray at its worst.
Example: An acolyte is rushed by some mutants. He has his trusted autopistols in
hand and the talents to use them (Ambidexterity, Two-Weapon Wielder and
Gunslinger). Going for a full auto attack he unleashes a torrent of gunfire: The
combined RoF is 20 and the net attack bonus is +20% (+10% per hand). The Horde
of mutants is at PB range causing SC to soar waay over 100%. So with a good roll
the acolyte could theoretically get more than 10 hits in. More likely its a waste of
ammon.

183
MELEE COMBAT

Melee combat is fought with melee weapons ranging from fists and rifle butts to
force swords and power axes. Pistol type weapons can also be used in melee, but
not rifles or heavy weapons.

THREATENED AREA

Within your threatened area you may make attacks of opportunity against
characters doing stuff that provokes such attacks; trying to move through your
threatened area, firing a ranged weapon (except as part of the melee), using a
psychic power that demands some concentration, daemon stopping to snack on
a fallen soldier, that sort of thing.
If armed with a weapon you threaten all adjacent squares. If the weapon has the
Reach special quality you threaten areas up to two squares away. If a weapon
has the Close special quality (inducing your unarmed attacks) you still threaten all
adjacent squares, but you suffer a -20% penalty to your attacks.

PISTOLS IN MELEE

You can use pistols when in melee. Other ranged weapons cant be used. Use
your normal pistols skill. The only action available is Snap shot (i.e. either a single
shot or burst/semi-auto).
You can also use pistols as part of a dual weapons attack (either two pistols or one
pistol and one melee weapon). Select an applicable Attack action for each
weapon. Apply modifiers for dual weapons. This is a Full action.
Pistols are considered to have the Reach feature for the purpose of calculating
the threatened area. Pistol attacks of opportunity are always Snap shots.

MULTIPLE ATTACKS

Humans and similar creatures may make only one melee attack per turn, unless
they have some talent, gear, or other effect that allows them multiple attacks.
The most common method is using dual weapons (see below) then you have the
option of attacking twice.
Monstrous creatures and xenos can have multiple attacks per turn based on their
exotic anatomies or superhuman reflexes. Such attacks are at the creature's full
WS, unless otherwise specified.
Note: The Swift and Lighting attack actions do NOT grant extra attacks; they give
you a chance at scoring multiple hits with one attack (much like burst/autofire
does for range weapons). If you score multiple hits in melee you can freely divide
them between your opponents if you are engaged by several enemies.

184
DUAL WEAPONS

If you have two weapons in hand you can attack with both weapons. This counts
as a Full action. Each attack is resolved separately, using the following modifiers
(primary hand/off-hand weapon):
Normal penalty: -40%/-60%
Hand weapons: If you use a hand weapon in you off-hand you suffer an
additional -20% penalty with that hand. You dont get this penalty if the
weapon is Light or for Hand weapons in your main hand.
Ambidexterity: Reduce off-hand penalty by 20%
Two-Weapon Wielder (melee): Reduce penalty by 20%/20%
Knife-fighter: Reduce the penalty by 10% for both hands when fighting with
two knives (or equivalent Close weapons).

TWO-HANDED WEAPONS

Fighting with a weapon wielded in two hands has its advantages; since you have
additional leverage you can move the weapon faster and strike harder. The
benefit you get depends on weapon type:
Hand weapon: You get a +2 Damage bonus and a +20% bonus to Brawn for
the purpose of resisting disarm attempts. An Unwieldy weapon becomes
Unbalanced. An Unbalanced weapon loses the feature. Normal weapons
become Balanced.
Great weapon: You get the Brawn bonus. The damage bonus is already
worked into the weapon base damage. Must obviously be wielded with
both hands!
Light weapon: You get the Brawn bonus only if the GM feel it is appropriate
(i.e. youre desperately defending with your short sword gipped in both
hands and get the bonus if someone tries to disarm you).

UNARMED COMBAT

If you are fighting unarmed you have to option of using dual weapons (you don't
have to make multiple attacks of course).
If you are unarmed you may only parry other unarmed attacks (the GM may allow
you to parry weapon attacks at a penalty).
If you are unarmed you still threaten adjacent squares, but since unarmed attacks
have the Close quality youre at a disadvantage.
There are talents and such that makes your unarmed attacks count as being
armed, give your reach and otherwise enhance your unarmed combat potential.

185
NUMBER OF COMBATANTS

Being outnumbered is dangerous; if you're attacked by multiple opponents they


gain +10% WS when trying to hit you.
Defending is also harder; tests are at -20% vs. opponents that are flanking you and
-40% against enemies to your rear.

CIRCUMSTANTIAL MODIFIERS

The GM is free to assign situational modifiers, both to attacks and defence.


Commanding higher ground, for example, is typically worth a +10 to +20% bonus
for the attacks. Bad footing or poor visibility can also affect melee combat, often
affecting both sides equally.
As a rule of thumb a +/- 20% bonus represents a significant advantage or
disadvantage, while anything in the 40%+ range represents and overwhelming
advantage/disadvantage.

ATTACKS OF OPPORTUNITY

Whenever an opponent tries to move past you or stops to perform some form of
action within you threatened area you can make a free attack called an attack
of opportunity. From a game-mechanical point of view AoOs help smoothen out
the cyclical nature of combat by allowing certain actions out of turn.
AoOs must be made with melee weapons ranged weapons do not threaten
anything in this context. If you want your character to lie in wait with a gun you
can either delay initiative or take advantage of the fact that movement and
actions take place throughout the turn, so that you can actually fire on opponents
that have (for example) moved into cover before your turn.
Threatened squares: You threaten all squares adjacent to your space (including
diagonally). An enemy that takes certain actions while in a threatened square
provokes an attack of opportunity from you.
Reach weapons: Creatures with Reach weapons, natural weapons included, can
make attacks of opportunity up to two squares away.
Close weapons: Close weapons, unarmed attacks included, suffer a -20% penalty
to attacks of opportunity.
Provoking an attack of opportunity: Two kinds of actions can provoke attacks of
opportunity: moving out of a threatened square and performing an action within a
threatened square.
Moving: Moving out of a threatened square usually provokes an attack of
opportunity from the threatening opponent. This AoO can be avoided by
performing the 1-square shift (Move action) possibly followed by another
Half/Move action to completely disengage.

186
Performing a distracting act: Some actions, when performed in a threatened
square, provoke attacks of opportunity as you divert your attention from the
battle. Typically this includes most actions requiring some concentration, except
melee-related attack or combat options.
Making an attack of opportunity: An attack of opportunity is a single melee attack,
and you can only make one per round. You dont have to make an attack of
opportunity if you dont want to.
Additional attacks of opportunity: Certain talents and other sources can give
additional AoOs. You may not, however, make more than one attack for a given
opportunity, but if the same opponent provokes two attacks of opportunity from
you, you could make two separate attacks of opportunity (since each one
represents a different opportunity).
Defending against attacks of opportunity: You defend against AoOs normally;
since an AoO interrupts your turn you can freely do reactions (since its no longer
your turn).
Example: A heretical Administratum adept tries to flee past Maxi. As he moves past
Maxi he moves out of a threatened square and Maxi declares and AoO.
Sweetness (his dear heavy autopistol) spits out high-velocity death (using a pistol in
melee is allowed), cutting down the adept with little effort. The next fleeing adept
is luckier Maxi is out of AoOs sand the villain races past. On Maxis next turn he
turns around and fires Sweetness after the fleeing man its not an AoO freebie,
but its still a kill for the Throne!

SPECIAL ATTACK OPTIONS

Most of the time you will be using your melee attacks to try and hit and hurt your
opponent. But sometimes youre trying to do something else, like disarming him,
knocking him down or pushing him off a cliff.
There are special attack options included in the action list above (Disarm, Feint,
etc.). Other options are possible. Work with the GM to decide what type of action
is suitable (usually Full/Attack or Half/Attack). Most special attack options then
work according to either of the two following formulae:
Make an attack. Your opponent gets to defend normally. If you hit the
attack option has its effect.
Make an attack. Your opponent does not get to defend. Instead make an
opposed test (often WS vs. WS). If you win the attack option has its effect.
Certain talents improve the effects of a special attack or make it more likely to
succeed; if you intend to do a lot of special moves it may be well worth it to
purchase such talents.

187
DEFENCE

Cunning warriors will use tactics, movement, terrain, etc. as much as possible
they will sneak and hide, set up ambushes, take cover when possible, and move
quickly across over space. There is also some equipment and some talents that
can make you harder to hit. But beyond that the chances of getting shot or
stabbed depends primarily on the attackers skill and luck.
There is a final line of defence, however actively defending with Dodge or Parry
reactions. The melee part is conceptually simple; you use Dodge/parry to duck,
block and deflect enemy attacks. Dodging ranged attacks is a bit trickier to
explain you can actually dodge bullets. Instead it represents a warriors
quickness, battlefield awareness, ability to use cover and concealment, to remain
calm in stressful situation, his willingness to let others expose themselves, etc.
If an attack hits the target has the opportunity to actively defend against it:
1. Defending against an attack is a Reaction. You only defend against attacks
that hit you. You must decide whether or not to defend against any given hit
before damage is rolled.
2. A defence is either a Dodge or a Parry; you must decide which before
rolling. You can never try to defend against the same attack more than
once; if you fail to defend it's a hit.
3. You can Dodge any attack, even gunfire or explosions. You can only Parry
melee attacks (certain talents can allow you to parry other kinds of attacks).
4. You get one Dodge OR Parry reaction each turn. You can only choose to
Parry if you have a ready (weapons become unready if you attack with
them on your turn) melee weapon in hand otherwise you can only Dodge.
5. You also get an ADDITIONAL Parry reaction if you have an ADDITIONAL
ready melee weapon (or a shield the effect is the same, but its easier to
parry with a shield). If you have two weapons you can basically choose
between parrying twice, or dodging once and parrying once.
6. Various talents and other sources can give your additional defence
reactions (but you can still only defend against each attack once).
7. Defending is an opposed test of WS/BS skill vs. Dodge/Parry. If the attacker
wins he's hit you. If you win you've avoided the attack completely. Even if
the attacker wins you may still have reduced his MoS, thereby reducing his
damage bonus/number of additional hits.
8. Defending is normally a Challenging test, but this can vary as with all tests.
Dodging gunfire from an unseen sniper while walking across and open plain
is clearly more difficult than dodging gunfire from a gunman you can see in
an area with plenty of cover and obscurement.

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DODGE

You can dodge any attack, including gunfire, explosions etc. Conceptually you
arent as much dodging the gunfire as you are using movement/cover/whatever
to avoid getting hit.
Make a Dodge vs. WS/BS skill risk test. If you win you negate the attack completely.
If you succeed but lose you reduce your opponents MoS accordingly. If you fail
your opponents MoS is unaffected.

PARRY

You can parry melee attacks only (unless you have a Talent or some such that
allows otherwise). To parry you need a ready melee weapon in hand; a ready
melee weapon is a melee weapon that you do not attack with on your turn (a
weapon become unready when you attack with it, except Balanced weapons).
Make a Parry skill test vs. WS (or more rarely BS if parrying a ranged attack). If you
win you negate the attack completely. If you succeed but lose you reduce your
opponents MoS accordingly. If you fail your opponents MoS is unaffected.
Damaging weapons/shields: The GM may decide that certain attack can cause
damage to weapons/shields used to parry. Some weapons always cause
damage; power weapons have a certain chance of destroying anything used to
parry it with.

189
MULTIPLE ATTACKS/HITS AND REACTIONS

If someone attacks you using an attack that generates multiple hits you defend
against it normally:
If you are the only target or the first target in a group: The attack misses
completely if your defence DoS is higher, otherwise you just reduce the DoS
of the attacker (which may lead to fewer hits on you).
If you are the second or later target: Reduce the attackers remaining DoS
by your defence DoS.
If multiple hits are caused by multiple separate attacks (from dual weapon use or
creature traits) you defend normally against whichever attack has the highest DoS.
If your DoS are higher you reduce his DoS with his second attack accordingly.
Example: Youre fighting a scum gunslinger with two stub pistols. He goes for two
Aimed shots on his turn. With all his talents and the short range he gets a +10%
bonus to his SC for each shot. His BS is 53, for a total SC of 63 for each shot. He rolls
twice, 29 and 51. DoS of 3 and 1. You roll to dodge. A 14 vs. your SC of 55. A
whooping DoS of 4. Better than his best shot, so you dodge it. Your remaining DoS
reduced his DoS to 0, which is the equivalent of a single hit. Not quite good
enough, but at least he doesnt get any damage bonus.

190
HIT LOCATIONS

To determine where the attack struck just reverse the numbers you rolled on your
attack roll and look up in the following table:
TABLE: HIT LOCATIONS

Location %-chance Range Half AP


Head 10 01-10 01
Body 50 11-60 11, 21, 31, 41, 51
Right Arm 10 61-70 61
Left Arm 10 71-80 71
Right Leg 10 81-90 81
Left Leg 10 91-100 91

%-chance: Show how big a chance you have of hitting a specific body part.
Range: The numbered range; if you roll is within this range you've hit that location.
Half AP: If you rolled a 1 on the 10s dice you only apply AP (round down as
usual, apply Pen after adjusting). You've hit a weak spot or hit dead on without
deflection, etc.
Adjusted hit locations: Some traits/talents/gear/whatever allow you to manipulate
the hit location in various ways (by adding/subtracting from the number, or
allowing you to use the reverse number for example).
Multiple hits: When multiple hits are landed the GM is encouraged to spread them
around a little. If a hit to the arm is rolled the second hit could hit the body, the
third the arm again, and the fourth a leg for example. Can also be applied to
multiple hits divided among multiple targets.
To determine subsequent hit locations add 10 to the initial result for the
second hit, 20 to the third, 30 to the fourth and so on. If the result goes over
100, subtract 100 and use the new result.
Example: Haxtes fires his two bolt pistols There Will be Blood and There Will be
Death at full auto into the compact ranks of the advancing warp zombies. At
point blank range and firing into a large horde he cant possibly miss he rolls well,
04 racking up an insane 12 hits (zombies do not dodge well). Hit location is 40, a
body hit for the first zombie. Adding 10 give 50, another body hit. Next are two
more body hits, then an arm, a leg, a head shot, arm, leg, and finally three body
hits. The head shot takes one zombie out. The same with the body hit the bolter
pack enough punch to blow them to pieces. But the limb hit are not fatal; one-
armed zombies can still fight and the on-legged ones can crawloh well, the
pistols are still half full and after that there are grenades and power blades to be
had for naughty zombies.

191
192
CALLED SHOTS

The rules assume that you're trying to hit the target as best you can, usually aiming
at the target's body or equivalent, but not caring exactly where you hit.
Consequently chances are that youll hit the body. But sometimes it would clearly
be a bonus, or even necessary, to hit a certain location. That is when called shots
come into the equation by allowing you to target specific hit locations.
Called shots can only be attempted with Aimed and Sniper shots, or with a
Cautious, Standard or Forceful attack.
Head: -60% (if you miss by less than 2 DoF you hit the Body instead)
Arm: -40% (if you miss by less than 2 DoF you hit the Body instead)
Body: -40% (if you miss by less than 2 DoF resolve hit location normally)
Legs: -40% (if you miss by less than 2 DoF you hit the other leg instead)
Special: In some cases you might need to hit something else than a
standard human body part; the GM will assign a penalty of -40% or more.
Some talents can help reduce the called shot penalty.
Success: You hit the intended location.
Failure: You miss the target entirely, unless otherwise specified.
Example: Haxtes the assassin has established a good sniping position (Stealth test)
and is waiting for targets. A renegade Space Marine and his rebel supporters
come along and disembark from a Chimera AFV. Haxtes prepares to fire and the
GM switches to action time. Only Haxtes is Aware, so there is a surprise round.
Haxtes is stationary (+0), has braced his longlas the bipod (+10), and takes a Sniper
shot with Accurate weapon (+30 total). His target is mobile, never quite stopping
up, testament to the Marine's preternatural reflexes and combat experience (+0).
He is also Hulking (+10) in size. The range is Extreme (-60), but Haxtes has the
Marksman talent (-30 instead). He goes for a head shot against the Marines
unarmoured skull, knowing he can't punch through power armour. Normally this
would be (-60), but the GM increases it to (-80) to account for the Marine's
tendency to protect his head using his pauldrons. Halved to (-40) on account of
the Deadeye shot talent. The target has no further cover. It's dark, but Haxtes has a
Mechanicus-crafted preysense scope that negates obscurement caused by
darkness. The final modifier is +50 70 = -20. Haxtes has a BS of 73, giving him as SC
of 53. He rolls a 72, missing by less than 2 DoF, meaning he's not completely missed,
but hit the body. Not good enough. Haxtes uses a Fortune Point, rolls again for a
22, giving him a nice 5 DoS. Thats a hi-power las-round smack in the Marines
unarmoured head at +5 damage! Unfortunately the renegade also has a talent list
as long as Haxtes arm and is entitled to a dodge even when surprised. He rolls
well enough, but gets only 3 DoS on his test. Still a hit, even though the final
damage is only +2. The final damage roll comes up a 13enough to kill any
normal man with a headshot, but will it suffice for a renegade Marine?

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DETERMINING DAMAGE

Once a hit is scored its time to determine damage. How much damage you do is
determined by the weapon you are wielding, with a number of permutations:
Single shot: Weapon Damage + Degrees of Success.
Multiple shots: Weapon Damage x Number of hits (apply DR/AP individually for
each hit).
Melee weapon: Same as damage from ranged attacks, but you get to add your
Strength Bonus to damage (or you Brawn bonus if you have that skill.)

TOUGHNESS AND DAMAGE REDUCTION

Reduce all damage by your Toughness Bonus.


Minimum damage: Hits always cause a minimum of 1 Wound (except if the target
is wearing armour that wasnt completely negated by Pen).
Nonlethal damage: TB can reduce damage caused by Nonlethal weapons to 0.
Unnatural Toughness: Creature with one more lore levels of Unnatural Toughness
ignore the minimum damage rule.
Felling: Weapons with the Felling special (typically heavy weapons) ignore
damage reduction from TB.
Special traits: Some creatures, such as truly monstrous xenos and daemons of
chaos, may have traits that grant them special DR against some types of damage.
Examples: The Daemonic trait offers DR against almost everything except psychic
and holy damage. The alien slaught are also resistant to most types of damage.

194
ARMOUR Common armour types
Here are some iconic armours
Armour is essential if you're going into combat on a
found all over the galaxy,
regular basis sooner or later you are going to get hit including some typical AP
and without armour you're in serious jeopardy. This is values:
especially true under these rules, much more so than Flak (AP 3-6): The armour used
in vanilla DH. Even the basic 'flak' armour is high-tech by the Imperial Guard and
and should provide good protection from typical many PDFs, as well as a million
small-arms fire. A fairly tough character wearing different paramilitary and
carapace armour will be able to survive hits even security forces. It is the
equivalent of advanced kevlar.
from high-power rifles and such. But do not for a
moment think youre invincible even the mighty Mesh (AP 5-8): A more
advanced form of armour
Astartes in their power armour can be brought down
made of high-tech materials
with the right weapons. that effectively dissipate
incoming energy. Primarily
ARMOUR POINTS (AP) manufactured by certain
Mechanicus forge-worlds.
Armour protection is expressed as follows: Carapace (AP 8-12): Made of
heavy high-tech interlocking
1. Personal armour (and hard cover) provides a
plates carapace provides the
number of Armour Points (AP). wearer with very good
2. Each AP reduces damage taken by 1. protection. Carapace armour
can be made into sealed suits,
3. If DR and AP together reduce damage to 0, the such as those worn by the
target is unharmed. Adeptus Arbites.
Power Armour (AP 10+):
4. If there is leftover damage the target is injured.
Wonders of arcane engineering
LAYERING ARMOUR that completely encase,
protect, and augment the
Most armours cannot be layered: They are designed wearer. Only the Adeptus
to be worn as a set and just throwing things on top of Mechanicus can make and
one another either doesnt work at all or produces a maintain these hallowed suits.
very bulky result that just doesnt work in practice.
Some armours can be layered, however, mostly
pliable armours like flak coats etc. The GM has the
final say as to whether armour can be layered. Two (maybe three) layers should
be the maximum. If armour can be layered, work it out like this:
Add half (round down) of the AP from the weaker armour(s).
Example: Carapace over flak is 6 + 4/2 = 8 AP. Putting a flak coat over power
armour should be disallowed; common sense indicates that it would grant no
additional protection.

By the power invested in this


boltgun I proclaim you a heretic
and a witch.

195
PENETRATION (PEN)

Some weapons, primarily powerful ranged weapons and some advanced melee
weapons have the ability to negate some or all of the AP provides by armour/hard
cover.
1. Weapons with Penetration (PEN) reduce the effectiveness of armour by
removing 1 point of AP per point of PEN
2. PEN has no effect on Damage Reduction
3. Other sources might also affect PEN (some defensive shields reduce PEN
from energy weapons for example).

COVER

Cover is anything with enough durability to stop incoming fire. Smart fighters use
cover whenever possible.
1. Cover provides AP, just like armour does. Sample cover
2. Any remaining damage after cover AP is Heavy duty window (AP 1)
applied to the target.
Typical interior door (AP 2)
3. Pen is applied separately to both cover Furniture (AP 1-4)
and armour (like layered armour).
Internal wall (AP 4)
4. How much cover a character has Light external walls (AP 6)
depends on what he doing; shooting
Flak boards (AP 6-8)
around a corner exposes the head, and
arm parts the body for example. Metal door (AP 8)
Sand bags (AP 6-10)
5. Hits against a character behind cover
might hit the cover instead. Simple defensive position of layered
sand bags and flak boards (AP 12+):
Example: A lascannon hits a sand bag. The sand
Reinforces external wall (AP 20)
bag stops a few points of damage. The
lascannon hits with full Pen against the Space Reinforced position (AP 20+)
Marine behind it, cutting through layers of Thick rockrete wall or reinforce
plasteel and ceramite before killing the man rockrete position (AP 30)
inside the suit. Looking at the damage figures the 10 cm plasteel sheet or APC armour
GM decides the blast punches through the (AP 30)
Marine, hitting a Chapter serf crouching behind Heavy starship bulkhead (AP 60)
his master. Armoured vault (AP 120)

196
DAMAGING ARMOUR AND COVER

Armour (and cover) can be damaged even if incoming attacks are stopped. This
can be important for dealing with enemies behind cover or enemies in heavy
armour.
Example: Its hard to take out Marines in power armour with a single bolter hit, but
if you can compromise their armour with a few solid hits you might get a shot
through eventually.
Example: Killing a heretic behind some sand bags is nearly impossible with a lasgun
unless you first blow away his cover.
Damage to armour and cover is best handled in an abstract fashion (alternatively
you can handle armour/cover like objects and assign them Wounds, the reduce
AP once a number of wounds have been lost).
The following guidelines apply:
Damage < AP: Superficial hit. Unlikely to do any damage.
Damage < AP: Non-penetrating hit. Possible damage.
Damage > AP: Penetrating hit. Likely to cause damage.
Damage > APx2: Over-penetrating hit. Very likely to cause damage.
If the GM decides that a hit does damage to armour it will reduce AP by 1 (or
more) for the affected hit location.
Example: Jeb takes a flamer hit to the chest. His flak coat tops most of it, but the
GM decides that the flames burn away 1 AP on the body location.
ARMOUR/COVER DAMAGE PERMUTATIONS

Heavy weapons: Weapons that do multiple dice of damage (+1 for each 5 dice)
do extra damage to armour/cover.
Tearing weapons: Weapons with the Tearing special do 1 extra damage to
armour/cover.
Automatic weapons: Weapons with high RoF will do more damage (+1 for each 20
RoF) to armour by virtue of landing more hits.
Penetration: Weapons with high Pen will do more damage (+1 for each 4 Pen) to
armour by virtue of landing more hits.
Body hits: If the GM wants he can keep hits to the rear of the body separate from
the front, but this should only be done if its dramatically appropriate. Also the
body tends to be more heavily armoured than other body parts so is more resistant
to damage.
Repairing armour: Damaged armour can be repaired outside of combat.

197
Sample personal force fields
FORCE FIELDS
Refractor field (DR 10 E, DR 6 I/R/X, DR
Force fields are a type of archaotech defence 0 Melee; DRC 30/60): The most
available only to the richest (or luckiest) warriors. common type of force field provides
good protection against energy
Inquisitors, Imperial Governors and other such weapons, but less against other range
exalted personas may have access to them. Lowly attack and nothing at all versus
acolytes usually do not. melee attacks.

There are many types of force fields. Some work in Barrier field (DR 12 E/I/R/X; DR 6
exotic ways, but most of them work by providing Melee, DRC 48/96): The barrier field is
rare, costly and energy-hungry. It
AP and/or negating weapon Penetration. Unlike
provides good protection against all
most form of physical armour, however, force types of ranged attacks, but less so
fields often do not protect equally well against all against melee attacks.
damage types. Displacement field (DR NA, DRC 10
Force fields are normally limited by the amount of displacements): This extremely rare
type of force field actually moves the
damage they can absorb once the limit is wearer out of harms way; there is a
reached the shield will first weaken (provides half 75% chance the wearer will be
DR), before finally shutting down completely displaced 1d5 squares after each hit
(provides no DR). This limit is described in damage subsequent multiple hits are ignored.
reduction capacity (DRC). Once a field shuts Archaotech void field (DR 40; DRC
down it cannot be reactivated for 1D10+5 200/400): Legacy item from the Dark
minutes. Age of Technology. Creates a nearly
impenetrable barrier. Unfortunately
Fields that have a continous power supply work a the field is not working correctly and
little differently: The generator retores a number of each damage stopped drains 2
points to the shield each round on the players points of energy from the energy
source.
turn. Once a shield weakens the generator only
restores points at half speed.

198
DAMAGE AND INJURY

Once damage has been rolled and the effects of DR and AP accounted for the
any remaining damage is applied to the target:
1. Each point of damage reduces targets Wounds by 1.
2. Taking even a single wound means youve been injured. Some weapons
have additional effects if they cause injuries (Toxic weapons for example).
3. Specific hits that cause damage above the Wound Threshold (WT) can
cause additional injuries.

WOUNDS

Your Wounds secondary characteristic determines how much damage you can
take before you become seriously injured, incapacitated, or even killed. Certain
talents, psychic power, bionics, and other factors can also give characters
additional wounds. Tough targets are more likely to survive damage than punier
ones since they have more Wounds and thus are more resistant to the effects of
damage. To recap from the character generation chapter; all characters have a
Wounds characteristic equal to:
Size Bonus + Brawn skill bonus + Resilience skill bonus + Willpower skill bonus
+ Sound Constitution talent(s) + Misc modifiers
Example: A typical fit human male (such as an IG recruit) will have around 12
Wounds, whereas a Space Marine could have 30+, thanks to size, initial high
Strength/Toughness/Focus and subsequent advances in Brawn, Resilience and
Willpower. Most player characters will fall somewhere in between those two
extremes; typical starting acolytes might have around 15 Wounds defending on
their careers and characteristics, with elite warrior-type Acolytes reaching 25
Wounds near the pinnacles of their careers.
Monsters and aliens: Human-equivalent xenos and many mundane creatures will
also conform to the above formula, but more exotic beasts and monstrosities need
not. The GM will assign them with whatever Wound score is desirable and record
an appropriate bonus using the Unnatural Constitution (X) trait.
Example: The Kull, a vicious and unholy breed of xenos preying upon the Finial
sector are surprisingly hard to kill; they have Unnatural Constitution (5) to account
for their hardiness.
Effects of damage: The more wound you lose the worse your condition. As long as
you lose no more than half your wounds youre actually doing OK, but when they
are all gone youre in real trouble youll be out of the fight and there is a chance
you may die each round.
Light injuries (Damage < Wounds): No effect; you're bruised and battered,
but not seriously hurt.

199
Heavy injuries (Damage > Wounds): Target is staggered (indefinitely); this is
serious, seek cover and get some first aid.
Critical injuries (Damage > Wounds +10): Target is unconscious and
bleeding; unless you get help youre probably going to die. Medic!
Example: Haxtes the Infamous Assassin has 13 Wounds. As long as he does not take
more than 13 Wounds he's doing all right (he's hurt all right, just not enough to stop
him from soldiering on). Once he passes that threshold he can only take a single
Half (Attack or Move) action each turn and suffers a -20% penalty to those actions
the GM deems hampered by his wounds (which will be most of them). If he takes
more than 23 Wounds he's in critical condition; hell be knocked out and start
bleeding to death...
DAMAGING OBJECTS

Damage to objects is best handled in an abstract fashion, but if the GM really likes
bookkeeping he can assign objects a Wounds characteristic. The object will be
doing fine until it takes enough damage to reduce it to 0 Wounds. Then it will be
seriously damage. Once it has taken 10 (or more for larger objects) additional
damage it is destroyed.
The GM will also have to decide if certain weapons are better at hacking away at
objects. It sounds reasonable to say that an axe will do more damage to a
wooden door than will a clip of stubber rounds. For example.

WOUND THRESHOLD (WT)

In addition to the overall weakening of the injured body there is also a specific
effect associated with hits to each of the various hit locations (Head, L/R Arm,
Body, L/R Leg). Each time you are wounded you apply that damage to a specific
hit location if the damage incurred exceeds your Wound Threshold secondary
characteristic (which is 5 for a typical character) there will be an additional effect.
If it exceeds double the Wound Threshold (10 for a typical character) there will be
a more severe effect. At the GMs discretion higher multiples of the WT may have
even more spectacular effects.
These effects can be considered typical results of hits to various locations. The GM
is free to come up with other variations.
Head: The head is the most dangerous location to be hit in. Wear a helmet.
Light (Damage < WT): None.
Heavy (Damage > WT): Target drops prone, drops held object, is stunned
(1d10 rounds) and starts bleeding (75% chance).
Critical (Damage > WT x2): Target is unconscious (1d10 minutes), bleeding
(100%), and dying (50%).
Excessive critical: Targets head is reduced to bloody pulp/charred bone
etc. Death is instantaneous.
200
Body: The body is almost as vital as the head and the biggest body part, which
means it will be hit the most. Wear a flak vest.
Light (Damage < WT): None.
Heavy (Damage > WT): Target drops prone, drops held objects, is stunned
(1d5 rounds) and starts bleeding (50% chance).
Critical (Damage > WT x2): Target is unconscious (1d5 minutes), starts
bleeding (100% chance), and is dying (25% chance).
Excessive critical: Targets internal organs are hopelessly ruined/spine torn
out/still-beating heart ripped out etc. Death is instantaneous
Arms: The arms are vital for using weapons and other gear, but not absolutely
essential for survival.
Light (Damage < WT): None.
Heavy (Damage > WT): Target drops held object, arm is hampered (-20% to
tests involving the injured arm) and starts bleeding (10% chance).
Critical (Damage > WT x2): Target is stunned (1d5 rounds), arm is unusable
(cannot hold or manipulate anything) and starts bleeding (50%).
Excessive critical: Targets arm is ripped from its socket/cut in two/burned to
cinders etc. Unconscious and dying.
Legs: The legs are important for movement, plus they are big and full of blood.
Light (Damage < WT): None.
Heavy (Damage > WT): Target drops prone, leg is hampered (can only walk
at half movement) and starts bleeding (25% chance).
Critical (Damage > WT x2): Target drops prone, drops held objects, leg is
unusable (can only crawl at half movement), is stunned (1d10 rounds) and
starts bleeding (75% chance).
Excessive critical: Targets leg is mangled beyond recognition by a tank
track/eaten by a carnosaur (while still attached to the body) etc.
Unconscious and dying.
Creatures with alien anatomies: For creatures with anatomies that are very
different from the human shape the GM will either ignore hit location, or he'll come
up with a separate hit location system for that creature. Take a simple quadruped
animal, for example; it has no arms, but four legs, so the GM decide all arm hits are
(fore)leg hits instead.

The graves of warriors who have


given their lives for the Emperor
now outnumber the stars
themselves.

201
INJURY-RELATED CONDITIONS

Bleeding: Target takes 1 Wound/round on its turn (from wound total, not a specific
location). Duration is indefinite; make a Challenging Resilience test to negate
bleeding for that turn only. If bleeding is negated the difficulty is reduced by 1 step
next turn. If negated on three consecutive turns the bleeding has stopped.
Dead: Target is dead.
Drop object: Target drops held object. It clatters to the ground adjacent to target
(unless secured by a sling or similar).
Drop prone: Target drops prone.
Dying: Target is dying. Must make a Challenging Resilience test each turn or die. If
the test succeeds with a MoS of 6 the target is no longer dying.
Hampered: Effect varies. Arm: -20% penalty to activities involving injured arm. Leg:
Can only walk at half movement.
Staggered: Can only take a single Attack OR Move action each turn. Suffers a -
20% to all test the GM deems affected by injury (should be most of them).
Stunned: Cannot act at all. Usually lasts 1d10 rounds.
Unconscious: Drops prone and cannot act at all. Usually lasts 1d10 minutes.
Unusable: Effect varies. Arm: Cannot be used. Leg: Cannot be used; can crawl at
half movement.

HEALING AND FIRST AID

Damage has two effects general wound loss and specific injuries. Both affect the
character and must be healed.
There are four (or five) steps on the injury ladder; unharmed (no wounds taken),
lightly injured, heavily injured, and critically injured (plus excessive critical, if used).

ITS JUST A FLESH WOUND!

Heroic characters with Fortune points have the privilege of cheating Death (and
his assistant, Grievous Injury):
Expend a Fortune point and recover a number of Wounds equal to their
Resilience skill bonus.
Expend a Fortune point to reduce the severity of any specific injury just
sustained by one step.
Its also possible to use Fortune points to avoid being hit/reduce the damage
taken in the first place, but thats beside the point in this context.

202
203
FIRST AID

Assuming youve been hurt a character with the Medicae skill can help injured
characters by making Medicae tests. Difficulty depends largely on local conditions
and the medical gear available. Note that a character cannot normally benefit
from First Aid more than once per encounter (GM discretion).
Restore Lost Wounds: Make a Medicae test as an Extended Full action
(taking 5 rounds for a Lightly injured character, 10 for a Heavily injured one,
but only 2 rounds for a Critically injured patient) to restore a number of
Wounds equal to Medicae bonus.
Reduce severity of specific injury: Make a Medicae test as an Extended Full
action (taking 5 rounds for a Lightly injured character, 10 for a Heavily injured
one, but only 2 rounds for a Critically injured patient) to reduce severity of
damage by one step (Critical Heavy Light None). This type of first aid
can only be applied to injuries sustained during current encounter.
A character with the ST: Medic talent reduces the time needed by half (1/2/5
rounds). Its also possible to rush the test, but it will increase the difficulty.
Example: Jeb has been shot five times by some local heretics. Or actually hes
been shot many more times, but five shots hit with enough force to do damage,
despite his borrowed flak coat. Hes taken a total of 27 points damage, enough to
push him into Heavily injured status (Jeb has a decent 21 Wounds). One body hit
was especially vicious; enough to do Critical damage, but Jeb used a Fortune
point to limit it to Heavy. He also has one Heavy arm injury. There last three are
Light injuries. The Heavy body injury is by far the most dangerous and should be
treated with first aid as soon as possible.

COMBAT DRUGS

There are a number of drugs and other substances that can make a fighter
bounce back into a fight more readily; drugs that block pain, supress fear, or incite
frenzy. The specifics of these substances can vary a great deal (check out
Chapter 10 Gear for additional details), but here are some common drugs used
for healing:
Spur: One dose will lessen injury penalties (except bleeding and immediately
life-threatening effects) by one level of severity for the. Duration is usually
2d10 minutes. Afterwards the target suffers 1 point of long-term fatigue.
Stimm: One dose will supress all short-term fatigue and will give a +20% to
tests to avoid Stunning. Stimms usually lasts 2d10x10 minutes. Afterwards the
target suffers 1 point of long-term fatigue.
Angel (archaotech): One dose immediately restores 1d5+5 Wounds. If
multiple does are taken within 24h test against Endurance or gain a point of
long-term fatigue.

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Example: Jeb, still injured from the example above, is running form a horde of
mutant scum. Well, not running, more like adjusting his tactical position. Hes
beginning to tire, and added to his injuries the penalties are mounting. He opts for
some Stimm to keep on his feet. That removes the fatigue penalty. Later, when
hes cornered and forced to melee a big scaled mutant he does a dose of Spur as
well it doesnt heal anything, but it will let him act normally for a whilemost likely
until the mutant rips his head off!

NATURAL HEALING AND MEDICAL ATTENTION

Given time your body will (unless the injuries are too severe i.e. critical injuries)
heal itself. Natural healing assumes that youre resting in a safe place with
sufficient sustenance. Worse conditions will slow healing (or even prevent it
altogether) while better conditions (hi-tech hospital) could speed up the process.
Lost wounds: Returns at the following rates.
1. Light wounds: Recover 1 Wound per day.
2. Heavy wounds: Recover 1 Wound per week.
3. Critical wounds: You do not recover at all; you should be more concerned
about not dying. Unless you get medical aid youll eventually die, or at the
very least suffer severe permanent injuries.
Rest and attention: The above rates assume rest and some basic medical
attention.
Very strenuous activity or deprivation can prevent healing completely. Light
activity and lack of food/water/etc. will halve the rate of recovery.
Professional medical aid can add 50% (or even double it if very advanced
medical equipment is available) to the rate of recovery.
Resilience: The base rates assume a character with a Resilience Bonus of 3.
Characters with different Resilience will heal slower or faster.
4+: A character with a Resilience bonus of 4-5 heals slightly faster, a
character with 6 would heal twice as fast, and so on.
2: Takes 50% longer to heal.
1: Takes twice as long to heal.
0: Takes at least four times as long to heal.
Specific injuries: Specific injuries can be treated individually outside of combat by
someone with the Medicae skill and the right equipment. The effect is the same as
first aid the specific injury improves one step. The key difference is that first aid is
really only a temporary solution; surgery is more permanent. Ideally all injuries
should be treated after battle; even if they were fixed with first aid (greatly
reduces the chances of complications and permanent injuries).

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Light injuries: Will heal naturally over the course of one week. Since they do
not hamper you (beyond a slight immediate effect) its rarely worthwhile to
keep track of individual light injuries.
Heavy injuries: Will heal (become light injuries) after a base time of 1-3
months. If you rest and get medical attention this process could be speeded
up. Surgery can turn a heavy injury into a light one to greatly speed up
recovery.
Critical injuries: Do no heal at all if left unattended; even if you survive the
ordeal youll be left with a permanent injury. Surgery can turn a critical injury
into a heavy injury, allowing you to recover naturally (and will greatly reduce
the risk of permanent injuries).
Example: Jeb miraculously makes it out alive (Fate Point) and gets to a hospital. Its
not the best hospital in the galaxy; the surgeon in charge fails his Medicae test
when fixing Jebs chest wound, so he remains Heavily injured. The arm is fixed to
Light though. And general attention restores a handful of Wounds. But that chest
woundthats six weeks of rest before his wound improves to Light. Given his high
resilience: If he remains in bed with competent care he could reduce that time to
2-3 weeks.

PERMANENT INJURIES AND COMPLICATIONS

The damage and haling system is rather abstract, and doesnt really concern itself
with what actually happens to a human body that gets, shot, stabbed, burned or
otherwise mutilated. As such it doesnt concern itself too much with the long-term
effects of traumatic injury. Besides, it not very heroic to spend months recovering
from a gunshot wound
But if the GM desires more grittiness, here are some guidelines:
Light injuries: Should probably still be treated by a professional; they are
injuries after all. Even if you dont get any combat penalties youre still hurt,
in danger of infection etc. Light injures that arent properly treated might
cause complications i.e. minor lasting effects.
Heavy injuries: If treated they may cause some lasting effects, on the level
of light injures left untreated. Skillfull surgery will minimize the risk. Heavy
injuries left untreated will always result in some physical handicap.
Critical injures: Will always leave some form of physical handicap, on the
level of an untreated Heavy injury, even if medical attentions is received. A
skilled surgeon can, however, greatly reduce the risk of permanent injury.
Example: Jeb is out of hospital, but he isnt fully healed. He escaped a crippling
injury by spending a Fortune point, then had a shady doctor botch the surgery
and spent time in a dirty hospital. The GM decides that Jebs health has been
permanently affected; he now has a level of fatigue that wont go away. Oh well,
time for some more drug use!
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Fixing permanent injuries: Just because an injury is permanent doesnt mean it will
last forever. Ultra-tech medical attention, cybernetic replacements, vat-grown
replacement limbs, and psychic healingthe possibilities are many, especially for
Inquisition agents. Its up to the player and the GM to work something out in terms
to time, costs, availability etc.

FATIGUE

Injuries are not the only effect of combat; fatigue is a common, albeit often
overlooked complication. Combat is almost always physically taxing; youll be
moving and fighting, pumped full of adrenaline and high on your own fear.
Active fighting: If youre in an actual fire-fight or melee it normally counts as
at least a Jog; meaning youll gain one fatigue level per 10 minutes. A very
intense melee could count as a Run, as would evading enemy gunfire while
running across broken ground carrying a medium load.
Passive fighting: A less taking environment could count as only a Hustle (25
minutes between fatigue hits) or maybe even just a Walk (though at that
level of intensity its probably not worth keeping track of).
Its up to the GM to decide how much fatigue he wants in his fights. Nothing at all
detracts from the grittiness of the setting, but too much will just mean pointless
bookkeeping. Also remember that its possible to just do Endurance tests instead of
tracking actual fatigue levels. This is simpler, but less accurate.

FEAR IN COMBAT

Combat is terrifying business and it's not uncommon to be forced to make one or
more Fear Tests during a battle. The GM should not, however, call upon Fear tests
for every little thing if the combatants are mentally prepared for violence and
geared on adrenaline (or whatever), then a certain level of risk is expected and
doesn't require any tests. Also keep in mind the Test frequency rule you only
make a new Test if conductions change significantly (for the worse).
Immunity to psychology: Creatures that are immune to psychological effects (such
as Daemons) do not have to take Fear Tests during combat.
Fearsome creatures: Creatures with the Fear X trait normally do not have to test for
fear of their own category or lower. They are too scary to scare easily.

What is the terror of death?


That we die our work incomplete!
What is the joy of life?
To die knowing our task is done!

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PINNING

Getting shot at can be a frightening experience, but probably not much worse
than having someone with a sword try to decapitate you. There is one difference
through, if you get shot at you instinctively try to take cover if you're in a melee
there is no such luxury. This is called pinning. For a pinning test to be required you
must reasonably think you are in danger.
Example: A Khornate berserker in PA charging a bunch of PDF troopers is probably
more or less invulnerable, so need not test. If the PDF turns up with a heavy
weapons squad and start shooting missiles and lascannon the situation becomes
more serious and pinning tests need to be taken.
Immunity to psychology: Creatures that are immune to psychological effects do
not (obviously) have to Test for Pinning.
Example: The Khornate berserker, being immune to psychological effects, is
immune to pinning. He continues his charge and is shot dead by lascannon fire.
Note that Pinning is a special form of Fear. Talents that protect against Fear also
apply to Pinning, but not vice versa. Assuming that the target is susceptible to
pinning, use the following table as a guideline to test difficulty:
TABLE: SAMPLE PINNING (FEAR) TEST DIFFICULTIES

Difficulty Modifier Fear Examples


Rating
Easy +60% - Not really applicable; if the GM feels the need for Easy Pinning
tests your character really should not be in a fire-fight.
Routine +40% Fear 0 Coming under sporadic fire while in cover. The GM should only
call for such tests if it is dramatically appropriate.
Ordinary +20% Fear 1 Coming under sporadic fire while advancing. OR Coming under
concentrated fire while in cover. OR Being hit, but not taking
any damage at all.
Challenging +0% Fear 2 Coming under concentrated fire (from direct fire weapons,
artillery or otherwise) while advancing in the open. OR Actually
being hit with sufficient force to suffer damage.
Difficult -20% Fear 3 Same as Challenging, but additional volume of fire (or more
lethal weapons heavy weapons fire or heavy artillery instead
of mortars). OR Suffering a heavy injury of some sort.
Hard -40% Fear 4 Same as Challenging, but a truly insane amount of fire (such
that advancing is clearly suicidal). OR Suffering a critical injury
of some sort.
Very Hard -60% Fear 5 Left to the GM imagination (i.e. fix bayonet and charge the
advancing Bloodthirster).

Success: There is no further effect; you can continue to function normally.


Failure: Consult Table: Pinning Effects.

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TABLE: PINNING EFFECTS

Margin DoS Success Example


0-9 0 Ordinary You will immediately seek cover. If you cannot reach any useful cover
on your turn you must either flee away from the enemy or drop prone.

10-19 1 Same as 0 DoF.


20-29 2 Assured Same as 0 DoF, but you will see cover at the expense of everything
else and huddle behind it once you're 'safe' (i.e. you could not fire
your gun once in cover, even if you had sufficient actions, nor could
you use Moving Fire to reach cover)
30-39 3 Same as 2 DoF.
40-49 4 Complete Same as 2 DoF, except that once you are in cover you will not expose
yourself again (unless rallied). At best you can fire wildly without
exposing yourself.
50-59 5 Same as 4 DoF.
60+ 6 Definitive Same as DoF 0, but you are so badly startled that even when you are
in cover you cannot be rallied. Time for the Commissar to pull out his
bolt pistol...

MORALE AND RALLYING

The pinning rules ensure that all but the most foolhardy or mentally unstable
characters will be taking cover once beams and bullets start flying. Add to this
'normal' fear tests caused by specific horrifying creatures (and other fear-filled
situations that take place inside combat but aren't considered pinning) and you'll
soon find there is potentially a lot of fear going around.
Morale: Morale is a bonus (or penalty) assigned by the GM to Pinning tests (and
sometimes normal Fear tests) taken by a group of combatants. The GM will take
into account things like their preparedness, their motivation, and leadership.
Example: A group of acolytes that have worked well together for years under a
skilfull leader could get a +20% bonus (or possibly more for encounters they are
well prepared for).
Morale is largely a thing of perception; as long as the team's members feel that
things are going well they retain their morale bonus (or even get an increase if
they feel like they are winning), but if they run into stiff opposition and begin to
think that they cannot win the bonus will be reduced, remove or even turned into
a penalty.
Applying morale to other fear tests: If the GM thinks it appropriate morale can be
applied to other Fear tests as well. As long as he thinks that being in a group would
help with the situation, then applying morale is acceptable, otherwise not.
Example: Having your mother with you while you're watching a scary vids certainly
helps even if it isnt pinning you get a +20% morale bonus.

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Rallying: A non-pinned character can help a pinned team-mate rally (this is in
many ways similar to a shocked character napping out of it), by making an
appropriate test (usually Persuade or Intimidate, although Deceive can also be
used in some circumstances).
Difficulty will vary, but it is typically Challenging to rally a character that has
managed to reach cover. Success means the character is no longer pinned,
failure has no effect.
Example: Joe the Guardsman is huddling behind the wreck of a ruined APC.
Enemy bullets and shit are flying all over, and he's failed his Difficult pinning test.
He's not sticking his head out he remains behind cover and just snaps of a few
unaimed shots from time to time. The Gunny finds him hiding behind cover and
shouts some fear of the God-Emperor into him (Challenging Intimidate test). It is a
success and Joe finds it in his heart to continue the advance. On his turn he's shot
dead by an enemy sniper as he clears the APC wreck. His sacrifice allows the
Mortar Platoon to pinpoint the sniper's position and blow him to hell.

What is your Duty? To serve Emperor's Will.


What is Emperor's Will? That we fight and die.
What is Death? It is our duty.
What is your Duty? ...

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DESIGNERS NOTES

The rules for combat are written to be quite grim and gritty.
Typical NPCs often have WS/BS skills that arent very high a semi-competent
opponent (a thug, underhive scum, corrupt local enforcer, corrupted PDF trooper
etc.) might have a BS of 35 and Rifles as a trained skill. But if he uses cover, fires on
automatic only within effective range, braces his weapon and aims properly his
chances of hitting are suddenly much better (in the 55+ range). Against an
opponent in the open hell more likely than not score hits. And NPCs like this often
come in groups, so suddenly their chances of hitting are waaay up there.
Weapons can be quite lethal. This applies to both ranged and melee weapons,
but since this is 40k melee weapons have perhaps a slight advantage in lethality
(but then again you have to get into melee to use them, meaning youll have to
brave enemy fire first, so there is a trade-off). You have more wounds than in
vanilla DH, but weapons also do more damage (so TB is somewhat less effective).
And the Wound Threshold rules mean you can take critical damage without losing
all your wounds. It helps somewhat that there is no Righteous Wrath rule (i.e. you
dont get to roll a new damage dice if the first one comes up a 10).
Armour becomes absolutely vital if youre going into fire fights on a regular basis
especially since armour now protects much better (to compensate for the lack of
TB deduction). Even an armoured bodyglove or concealed flak armour will go a
long way against common sidearms it might not stop all damage, but it will
prevent any massive critical hits from taking you out in a single fell sweep. And
remember that an attacker that rolls a double on his attack test will halve armour
protection hes hit a weak spot.
PCs are even better off NOT getting hit. They should strive to use tactics,
cooperation and the environment to their advantage. Hitting hard and hitting fast
against just one section of the enemy line being the Marine spearpoint rather
than the Guard meatgrinder.
Thats the grim and gritty part. The system also has a heroic and cinematic side.
PCs (and major NPCs) will generally be quite competent, sometimes VERY
competent. They also have Fate and Fortune points. Fate points are a limited
commodity, but each Fate point effectively gives a PC one extra life! You might
not be able to reload a saved game if you die, but at least you have the
advantage of knowing that you can always bounce back if you have Fate points
left. Fortune points are less potent, but at least as important they let you do stuff
like reroll key attacks, force the enemy to reroll, get good damage rolls, take
minimum damage, instantly recover lost wounds, limit the severity of wounds
youve suffered, negate deliberating effects, and much more. Used correctly
Fortune points will really highlight the difference between heroes and commoners.
A starting PC might have 3-4 fortune points, while a 5th rank PC with 3 Fate points
will have at least 8 which should be enough to last through several challenging
encounters.

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CHAPTER 8 PSYCHICS

Psychic powers are an accepted part of life in the 41st Millennium. It's not
something that most people experience on a regular basis, but neither is it so rare
as to be legend. Psychic powers are generally considered to be supernatural in
nature much like the sorcery and shamanism of a more primitive age. There is a
certain degree of truth in this assumption, for psychic powers draw heavily upon
the Warp and that immaterial realm is often thought to be the origin of
everything that isn't readily understandable. Persons that have the ability to use
psychic powers are generally known as psykers, but there are plenty of less polite
terms in use; witch, warlock and wyrd being popular.

PSYKERS

Psykers are sentients that can call upon the powers of the Immaterium to
manipulate, or even completely break, the laws of physics. They can read minds,
communicate across the stellar voids, control perceptions and emotions, throw
objects around, manipulate fire, call forth daemonic entities, see into the future,
move by teleportation basically anything is possible; this is, for all intents and
purposes, magic. Very few humans are psykers, but the number is rising. Those
psykers powerful enough to create discernible effects are rarer still. It is thought
that certain genes unlock psychic ability, but the exact nature of this link between
genes and psychic power has never been fully understood; possibly because the
ability is so closely linked to the hard-to-quantify Immaterium.
Non-psychic character have a Psy Rating of '-' (None). Certain very weak psykers
have a Psy Rating of 0. Such characters cannot normally consciously utilize any
powers, unless they have some sort of Talent or special ability that is capable of
increasing their effective Psy Rating and somehow have mastered one or more
minor psychic powers. More commonly they can only manifest under exceptional
circumstances such as when in fear of their lives or during a total eclipse of their
homeworlds twin suns or whatnot.
Psychic characters that are able to consciously call upon their power all have a
Psy Rating of 1 or more. For each point of Psy Rating you get a +5% bonus on ALL
psychic-related tests. Certain talents, most of them only available to psykers, can
give additional bonuses, either by temporarily increasing the Psy Rating or
otherwise improving your Success Chance. Psykers can also push themselves to
invoke even greater effects, thereby temporarily boosting their Psy Rating. There is
a catch, however, because the higher your Psy Rating the greater the chance
that something unexpected that being a random, and quite frequently harmful,
psychic phenomena happens to the psyker and/or his surroundings.
Psychic powers require Tests to use, same as with any other activity. Most psychic
test will be based upon three skills; Psyniscience, Willpower and Invocation.
Psyniscience is used for those tests where psychic perception is involved, Willpower

212
(which is also available to non-psykers) is the primary defensive skill, and Invocation
is used whenever you're trying to use your ego to boost the intensity of your
psychic powers. There are also some talents that enhance a psyker's ability to use
his Psy skills for certain tasks. The very best psykers are those that are strong enough
to do just about anything, but also have such advanced Psy skills that they can do
most things without trying very hard (i.e. using only part of their Psy Rating).
All psykers with a Psy Rating of 1 or more will know at least one minor psychic
power. A minor power allows the psyker to create a very specific effect that is
usually quite limited in scope and duration. More powerful and advanced psykers
can focus their talents into one or more psychic disciplines (there are a total of
eight, such as telepathy and kinesis). Access to a discipline gives the psyker certain
advantages when it comes to all powers that fall within that discipline. Within a
discipline there will be one or more available psychic techniques. Techniques are
broader in scope than the more specific powers, may provide some sort of
permanent benefit, and usually give access to a number of powerful psychic
powers.
Example: Even a lowly mind-witch with Psy 1 can succeed with her single minor
psychic power sense presence, provided she exerts herself greatly (exposing
herself to the perils of the Warp). The Inquisitor Lord with Psy 10, 100+ in
Psyniscience, mastery of the telepathy discipline, access to the mindscan
technique and multiple supportive talents can do the same and more without
breaking a sweat and at minimal risk.

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GRADING PSYCHIC POWER

Legend holds that the Emperor himself designed the terms by which the Imperium
grades potential psychic strength. The following gradations are designated in one
of the truly ancient languages of Holy Terra in order of ascending power levels. The
designations are not exact; there is some variation of power within each grade.
The grades are not meant to be an exacting mark of ability, but rather, of raw
power potential. A well-trained psyker of a lesser grade has a decent chance of
beating a stronger, but untrained psyker. The trained psyker is also far less likely to
become warp tainted or driven insane. The grades also do not say what type of
powers the psyker can manifest; many psykers have a talent only for certain
manifestations only or have lesser power/ability when it comes to applications of
psychic power outside their primary talent.
Minor: Sub-Theta, Theta, Eta
Intermediate: Zeta, Epsilon, Delta, Gamma
High: Beta, Alpha, Alpha plus and beyond

MINOR GRADES

Note that there are many lesser grades of psychic ability than Zeta, but they are all
but undetectable without the most sophisticated of equipment. Below the Theta
Grade psykers do not manifest any powers, not even subconscious minor ones. In
rare cases a sub-Theta might grow in power potential, but this is exceedingly rare.
The Imperium cannot identify sub-Theta psykers at all; there is no known equipment
that is able to measure such weak psychic flows, nor will a sub-Theta be
identifiable to another psyker.
Theta Grade: Theta Grade psykers are virtually undetectable, even if placed under
the scrutiny of an Inquisitor using sophisticated psychic detection gear. They are
not likely to ever manifest any powers, except under the most unusual of
circumstances. Fortunately they are also highly unlikely to attract the attention of
anything from the other side, and the complete lack of manifestations also keeps
the safe from general warp corruption. It is interesting to note that the average Ork
warrior is a latent Theta grade psyker.
Game mechanics: Theta Grade psykers have no psy-rating or psychic powers.
They are also very unlikely to suffer from uncontrolled manifestation, corruption, or
possession. It is possible to detect a Theta Grade psyker using specialize
equipment, but even then the detection test is Very Difficult.
Eta Grade: Eta Grade psykers have some psychic potential, but usually only on at
a subconscious level. Eta Grade psykers are very difficult to detect by the means
available to the Imperium; either a full psychic check using specialized equipment
or an experienced Telepath actively searching, is required to detect a non-
manifesting Eta Grade psyker. The average member of the Eldar xenos species is
an Eta Grade psyker.
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Game mechanics: Eta Grade psykers have no psy-rating or psychic powers. They
may become nexuses from uncontrolled manifestations and are thus in danger
(however slim) of corruption and possession (but only the weakest of daemons
would want to possess such a weak soul). Detecting a latent Eta Grade requires a
test using appropriate equipment or a skilled telepath actively scanning; the test is
Challenging.

INTERMEDIATE GRADES

Zeta through Gamma grades are the most common in the Imperium and the ones
most likely to be identified and handed over to the Black Ships. Psykers of below
Zeta grade are hard to detect and so often slip through the cracks in the system.
Psykers of Beta and above as so strong that they almost invariably require special
handling, destroy themselves or go rogue. Zeta to Gamma grades have enough
strength to be useful if trained, but are not so dangerous that they require special
control measures thus these power grades are the ones most commonly found a
trained and sanctioned psykers.
Game mechanics: The intermediate grades represent psykers of playable
potential.
Zeta Grade: Zeta Grade psykers are the most common psykers in the Imperium
with a readily noticeable level of ability. Zeta Grade psykers tend to have a few
minor psychic powers at most, which they may or may not be able to employ in a
conscious fashion. Zeta Grade psykers that go untrained are usually not a major
problem to the Imperium; they are generally too weak to attract the attention of
major Warp entities, and if they do their inherent weakness will limit the power of
the possessor. Untrained Zetas are more of a danger to themselves and the
immediate surroundings, as years of exposure to Warp energies are likely to
eventually drive them insane or corrupt them in both body and soul.
With rigorous training, a Zeta Grade psyker may aspire to being an Epsilon, but only
a few have the will to endure the trials required without losing their sanity and few
Imperial authorities would waste their time attempting to salvage them. Most Zetas
end up as offerings to the emperor. A considerable number of mutants have Zeta
Grade psychic ability; if taken by the Arbites of Inquisition they will usually be
executed on the spot since they are too tainted to be offered to the Emperor.
Game mechanics: Zeta Grade psykers have a psy-rating of 1 (or maybe 2) and at
least 1 minor psychic power. Many will never consciously use their powers, but only
manifest under duress or certain conditions. Someone with stronger latent power
(psy-rating 2), but no psychic powers could be classed as Zeta. The same goes for
an experienced and strong-willed Zeta (psy-rating 1, but several minor powers or
even access to a psychic discipline). Identifying a Zeta grade psyker is an Ordinary
test.

215
Epsilon Grade: Epsilon Grade psykers are less common that Zeta grades, but still
common enough. Epsilon Grade psykers are the first with enough power to allow
for a more structured use of their talent. Given some experience these psykers can
consistently invoke several minor powers and have begun to grasp the
fundamentals of at least one psychic discipline. Epsilons have a greater presence
in the Immaterium and untrained specimens will sooner or later attract unwanted
attention from warp entities, or just succumb to general mental and physical
corruption
A large number of low-profile rogue psykers known as Wyrds, Warlocks, or
Witches are Epsilon Grade. If possessed they can become a real hazard to their
surroundings. Sufficient time, training and will can allow an upper-range Epsilon to
evolve into a Delta. Epsilon Grade psykers are much sought after by the Arbites
and the Inquisition since they make up the bulk of psykers that are inducted into
the Adeptus Astronomicon. Those that do not maintain the Astronomicon are
offered up to sustain the Emperor, save for a few lucky ones who might end up as
sanctioned psykers or commercial-grade astropaths.
Game mechanics: Epsilon Grade psykers usually have a psy-rating of 2 or 3, and
have at least one discipline talent and a minimum of one power from that
discipline. They will also have a number of minor psychic powers. Old and
experienced Epsilons can have many more powers and great skill with those, but
they rarely exhibit any great range of powers.
Delta Grade: Delta Grade psykers make up the bulk of Astropaths and sanctioned
Imperial psykers. Delta Grade psykers frequently focus a single psychic discipline,
although more experienced ones are usually capable of utilizing portions of a
second or third. Deltas have a major psychic presence and can become conduits
for powerful warp-entities unless they receive the proper training and utilize the
necessary wards. Well-trained Delta Grade psykers are very dangerous individuals,
capable of utilizing their abilities to the fullest. Experience and discipline in equal
measures may well see a Delta eventually achieving Gamma Grade, if they do
not burn out before then.
Game mechanics: Epsilon Grade psykers have a psy-rating of 4 or 5, have a
sizable number of minor powers, have several powers from one discipline, and at
least one power from a second psychic discipline. A psyker with a psy-rating of 5,
high Willpower, many psychic powers, and several appropriate psychic feats
might qualify as a Gamma Grade instead.
Gamma Grade: Gamma Grade psykers represents the best of what is commonly
available for service to the Imperium. Astropaths of this power, for example, are
usually attached to the staffs of important individuals or offices a Sector capital,
and important Inquisitor, a fleet flagship, and so on. Gammas frequently continue
to focus on one discipline, but many have talents that branch into one or more
other disciplines as well (Astropaths of this level tend to be very potent diviners in
addition to being astro-telepaths).

216
Game mechanics: Epsilon Grade psykers have a psy-rating of 6 at the very least,
though 7 is more the norm, have mastered one or two psychic disciplines, and/or
have psychic powers in additional disciplines. Experienced psykers of this power
invariably have incredible willpower and focus; or if they do not they are warp-
corrupted and terminally insane.

HIGH GRADES

Beta and above grades are very rare and very potent. They have abilities that
allow them to do things lesser psykers cannot. Because of their power Betas and
above are very carefully monitored by the Imperium for traces of taint or
deviancy. A Beta driven insane by his manifestations could do tremendous
damage before being stopped, and the thought of a warp-corrupted alpha
running lose is utterly terrifying. Betas and stronger psykers also make excellent
hosts for even the strongest of warp entities; imagine the horror of an Alpha Plus
psyker actually becoming possessed by a Greater Daemon.
Game mechanics: High grade psykers are outside the limits of most games; even a
Beta would be an Ascended character, and an alpha among the most powerful
characters in existence.
Beta Grade: Beta Grade psykers are frequently born not made, as the raw power
that typically indicates this level of ability is almost impossible to achieve with
training alone. Many Betas therefore start with only a single Psychic Discipline,
though they can usually invoke their various powers with near ludicrous ease and
control. The rare Beta Grade psykers who have reached this level through training
and discipline are frighteningly powerful individuals who invariably have a wide
variety of Psychic Disciplines and individual abilities to draw upon. They usually
have a century or more of experience in applying said abilities in a myriad of ways
making them phenomenally dangerous combatants. A number of the more
powerful members of the Inquisition as well as the bulk of the Librarians of the
Adeptus Astartes are Beta Grade psykers.
Game mechanics: A very experienced and potent (psy-rating 7) Gamma may be
deemed a low level Beta. Mid and high power Betas have ability potentials barely
covered by Dark Heresy game mechanics (i.e. they have psy-ratings of 9-10, very
high psychic skills, and a host of talents and techniques).
Alpha Grade: Alpha Grade psyker are rarely made, but are born, since this level of
ability cannot usually be reached through training. Even the strongest Imperial
psykers seldom reach this pinnacle of ability; only centuries of careful discipline
and rigid self-control can ever allow a human (or once-human) mind to
successfully achieve Alpha Grade without insanity, warp corruption, or possession.
Almost all sanctioned Alpha Grade psykers on record have been either a Master
Librarian of the Adeptus Astartes or an ancient Inquisitor Lord.

217
Game mechanics: Beyond the current scope of Dark Heresy game mechanics. An
Alpha Grade would have 10+ psy-ratings.
Alpha-plus Grade: Alpha-plus Grade psykers are those whose powers are so far
beyond the norm as to be nearly immeasurable by Imperial science. Their powers
are nearly unimaginable in scope, Telepaths capable of mentally dominating the
population of any entire Hive hab-block, Telekines strong enough to topple a
Battle Titan with a thought, Pyrokines that turn even Astartes in Tactical
Dreadnaught armour into slag, that sort of thing. Alpha-Plus Grade psykers are
almost invariably warp corrupted and insane. The Imperiums policy on all Alpha-
Plus Grade psykers is typically immediate termination, though this is easier to state
than to achieve. The most powerful Alpha-plusses are sometimes referred to as
Alpha-double-plus or even Alpha-triple-plus, though such labels are more
academic than practical.
Game mechanics: Beyond the scope of Dark Heresy game mechanics; PCs are
not intended to reach this level of power. If Alpha-Plus psykers appear in the game
they are there as plot devices or major NPCs.
Double Alpha Grade: Double Alpha Grade psykers have powers that are nearly
unimaginable in scope. There have been instances where Telepaths have taken
control of the population of an entire planet, Telekines strong enough to pull
battleships out of orbit to crash into the planet below, Cryonkines that have
plunged worlds into vicious ice-ages by their mere presence, and other such
horrors. The Imperium at large isn't even aware that such psykers can exits; but the
Inquisition and the Astartes will know that immediate termination is the only viable
option.
Game mechanics: Beyond the current scope of Dark Heresy game mechanics;
PCs are not intended to reach this level of power. If Alpha-Plus psykers appear in
the game they are there as plot devices or major NPCs.
Triple Alpha Grade: Triple Alpha Grade psykers are beings of god-like power. There
is only one psyker on record who merited this rating, the xenos psyker code-named
'Cacodominus'. He was able to mentally dominate no less than 1.300 star systems
before being slain by the Black Templars in 401.M34. A telekine of comparable
power should theoretically be able to rearrange planetary orbits, a Pyrokine could
cause a star to go nova, etc.
Game mechanics: Beyond the current scope of Dark Heresy game mechanics;
PCs are not intended to reach this level of power. If Alpha-Plus psykers appear in
the game they are there as plot devices or major NPCs.

We are the slayers of kings, the destroyers of worlds, bringers of


ruination and death in all its forms. These things we do in the name of
the Emperor and in the defense of Mankind. Let none stay our wrath.

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LATENCY AND GROWTH

Not all psykers are born with their power level fixed at birth. Almost all psykers are
born with their talent (Imperial technology has had little success in making artificial
psykers, at least ones that remain sane and whole) and see it bloom as they reach
adolescence (although there are those that are active even as infants or small
children). For some, however, their latent power never manifests, or manifest at a
much lower level than what is their true potential. Such psykers can often awaken
their hidden powers with training and instruction, or if they are caught up in
monumental and/or threatening situations.
Game mechanics: Dark Hersey characters have the opportunity to advance in
power by increasing their psy-rating and gaining various skills, talents and
advances that make them more potent as psykers. So you can have PCs that are
psykers, but have no real psy-rating nor any powers, but who might with training
gain both a psy-rating (though probably not a very high one) and powers later on.
NPC are usually more limited; a would-be astropath gathered by the Black Ships
usually has a high psy-rating, but very little else. Once he's been soul-bonded and
trained, his psy-rating and other stats will generally remain relatively unchanged
throughout his career, unless he's got some special talent or motivation.

TRAINING AND CONDITIONING

Untrained psykers are those who use their powers (consciously or unconsciously)
without having received training and thus are unsanctioned. Such psykers are a
great risk to themselves and their surroundings. The human mind is not really
capable of handing the energies of the warp. Untrained psykers almost always
end up at least slightly demented, and many are driven completely insane. Such
psykers can of course be quite dangerous. Worse still are those who become
corrupted by the warp energies they employ; they can become physically
mutated or have their minds so twisted that words like 'insane' and 'mad' cannot
begin to describe their condition. Absolutely worst are those that become
possessed by an alien intelligence from the Immaterium; a warp-entity. No longer
even remotely human, these psykers become hosts to some of humanity's most
dangerous and cunning foes.
Training and conditioning helps a lot: Through limiting exposure to the energies of
the warp and by teaching various techniques to ward out unwanted attention
from psychic entities. Insanity can be kept at bay (although many experienced
psykers tend to be a bit odd or eccentric), warp corruption kept to a minimum,
and the danger of possession reduced to near nothing. Most importantly these
psykers will know when they are in danger and can take steps if they are about
to succumb (many sanctioned psykers carry a terminal toxin for use in
emergency).

219
TYPES OF PSYKERS

There are many types of psykers out there, some of whom defy categorization. But
these are the types most commonly encountered in a Dark Heresy game:
Sanctioned psykers: Sanctioned psykers are those psykers that have undergone
training under the auspices of the Imperium and been found strong and pure
enough to be allowed not only to live, but to utilize their powers for the good of
Man. Most have trained with the Scholastica Psykana division of the Adeptus Astra
Telepathica. Many work for the Adeptus Terra, but there is also a number of
commercially available psykers. The few sanctioned psykers who are not Psykana-
trained are in the employ of the Inquisition.
Astropaths: Astropaths are a special sub-set of sanctioned psykers. Selected
because of their aptitude for telepathy they receive the special training needed
for astrotelepathy. They are also soul-bounded to the Emperor, a procedure that
leaves most of the blind, but protected from daemonic influence. Astropaths
provide the only semi-reliable source of faster-than-light communication and
many are also adept at divining the Emperor's will through the Tarot.
Rogue psykers: All non-sanctioned psykers are by definition rogue and must be
hunted down and handed to the Black Ships. In reality the situation is not so clear
cut. There are whole groups of psykers out there that exist in secret and abide only
by their own training. Then there are those that simply want to be let alone. Going
towards the darker end of the pool are the true witches and warlocks, psykers who
know what they are and are willing to take the risk.

220
Chaos sorcerers: Chaos sorcerers are also psykers. Or more rarely: Completely
mundane people who have been sufficiently warped by Chaos to awaken their
supernatural powers. The difference between the worst sort of rogue psyker and a
sorcerer can be a vague one, but generally speaking a sorcerer is one who
willingly and knowingly embraces the Warp and its immense power and accepts
that he is forever damned for doing so. A rouge psyker is, on the other hand, often
more than capable of deluding himself as to his final fate.
Xenos psykers: Finally there are a number of alien races that have displayed
psychic potential. Some are latently psychic (Orks) or display only minor skills
(Eldar), but a few xenos races display great and bizarre powers. The latter
category is always marked for immediate extermination because of the danger
they pose to humanity.
Librarians: The Adeptus Astartes recruit and train their own psykers they are the
Space Marine equivalent of a powerful sanctioned psyker and astropath rolled
into one. Plus they are fully trained and equipped Space Marines of course!
Navigators: Human navigators are psychic. When graded according to the
standard scale they score very low, barely out of the Theta grades. It is thought
that their powers are primarily passive in nature and therefore hard to quantify.
Speculation and research into the matter is discouraged.
Odds and ends: Psychics are poorly understood at best and there exist great
variations that are not easily fitted into the Imperial framework for grading psykers;
the Navigators are the best known example, but other brands of exotic psykers
also exist. The so-called Sensei of the Ullard Cluster used the power of the warp to
empower themselves in ways reminiscent of psychometabolism and channelling,
but captured specimens have registered as both non-psychic and without the
stigmata of mutation that always accompany channelling.

NON-PSYKERS

Although there is a certain school of academia that holds that all humans are
psykers, however weak, mainstream Imperial science considers anyone below the
Theta Grade to be non-psychic. Their potential, if any, cannot be measured and
even if they should against all odds be able to manifest, the actual manifestation
would be so weak as to be undetectable in itself.
Game mechanics: Characters without a Psy rating are considered non-psykers for
the purpose of these rules.

UNTOUCHABLES

There is a very rare (less than 1 in one billion) human mutation that is effectively
anti-psionic. There is some controversy as to whether these untouchable are
actually themselves psykers or if they are just non-psychic mutants (the difference
is academic at best).

221
Untouchables come in a variety of power levels; some are barely capable of
warding themselves against direct manipulation, while a few rare ones can
completely nullify psychic powers within a large area.
Game mechanics: Characters with negative Psy ratings (including negative 0) are
untouchables; they can only utilize the Abolition discipline (if they have any
powers at all).

PSYCHIC TECHNOLOGY

The Imperium has access to a variety of technologies that interact with psykers
and psychic powers, and there are also xenos and archaic tech out there that
does the same.
The following are some of the devices available; psychic detection gear, psychic
drugs (to enhance or negate power), psi-foci, force weapons (extra damage and
penetration in psyker hands), anti-psionic fields and psychic dampeners, artificial
psi-implanted personalities, psy-out weaponry that are extremely lethal to any
psychically active entity, the list goes on.
Sample psi-focus: The materials employed in the psycho-active crystal matrix have
much in common with those found in the Emperors Tarot. Once bonded to its
owner (takes about 1 week, or 1 day if meditating) the Matrix adds 1 to the
owners Psy rating.
Chapter 10: gear has more on psychic equipment.

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USING PSYCHIC POWERS

When using a psychic power you are said to be manifesting (taken to mean that
you are manifesting the power of the Warp in real space). Manifesting requires a
risk test that uses one of three skills: Invocation, Willpower, or Psyniscience.
If a power is offensive in nature you usually use Invocation your psychic brawn
if you will: Calling down hellfire upon your enemies. Smiting the enemies of
mankind with spikes of mental power. Conjuring forth pyrokinetic fire to hurl at
your enemies.
If a power is defensive you use Willpower your psychic resilience: Using
pyrokinesis to create a barrier of fire. Deflecting bullets fired at you using kinetic
manipulation. Turning your body iron hard using psychometabolism. Erecting a
mental barrier against mind probes.
If a power is meant to gather information or evade something (rather than
oppose it) use Psyniscience the equivalent of psychic perception and agility:
Many telepathy and divination powers. Using psychoportation to foresee the
immediate future and thereby evade incoming attacks.
Alternatively you will be making as WS or BS test if the psychic attack involves a
ranged or melee attack.
If a power is the equivalent of a melee attack use your WS. Your targets defend
using Dodge or Parry. Conjuring forth unseen daemonic hands that claw at
your enemies. Wielding a kinetically empowered blade against your enemies.
If a power is the equivalent of a ranged attack you use your BS. Your targets
defend using Dodge. Hurling a bolt of pyrokinetic fire at an enemy.
There are some psychic powers that use other skills or otherwise work in a divergent
fashion; refer to their descriptions for details.

POWER ROLLS

When you use a psychic power you must make a special risk test called a power
roll. In addition to normal modifiers your success chance is affected by the psychic
strength of the manifesting power.
1. Each point of Psy rating used grants you a +5% bonus on you power roll
(including those rolls bases on WS/BS).
2. A number of talents (mostly of the psychic subtype) and other sources can
grant bonuses to the power roll.
3. Difficulty applies as for other risk tests; the GM sets a base difficulty (based
upon the power used) and this can be further modified by the situation (if
you are rushing the manifestation for example or if youre hurt, fatigued,
held by one leg over a fiery chasm by a Bloodthirster, etc.)

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PSYCHIC POWER

Before making the power roll you must decide if you are using your powers
Fettered, Unfettered, or if you are Pushing it: When you use a power Fettered you
are using as little power as possible, which has the benefit of reducing the risk of
unwanted side effects. When going Unfettered you are not entirely in control, but
can achieve greater effects. When Pushing it you are effectively calling upon
forces you cannot really control you might up doing more harm than good,
especially to your own body and soul.
The Psy rating used when manifesting is the powers effective Psy rating (also
called psychic power).
Fettered (Psy rating/2): Psychic strength up to your Psy rating (round down).
No power roll is required you skill and strength is such that you
automatically manifest the power.
There is no risk of psychic phenomena.
Unfettered (Psy rating): Psychic strength up to your Psy rating.
Make a power roll. If you succeed you manifest.
There is a limited risk of psychic phenomena; if you roll a double you must
check for a Psychic Phenomenon. A Phenomenon can accompany both a
successful and a failed manifestation.
Nonsanctioned psykers add +5 to the roll for each point of Psy rating used.
Pushing (Psy +3 for sanctioned psykers, +4 for unsanctioned, +5 for chaos
sorcerers): Pick a number of points (up to the above limit) to add to your psy rating
for the purposes of manifesting this power.
Make a power roll. If you succeed you manifest. You suffer one 1 point of
fatigue.
There is an increased risk of powerful psychic phenomena; you must always
(except on a lucky break) check for a Psychic Phenomenon. Sanctioned
psykers add +5 per psy rating used; other psykers add +10 per point.
DEGREES OF SUCCESS

You cannot get more Degrees of Success on a power roll than the Psy Rating used:
An important consideration for opposed powers as well as powers that give
greater benefits with high DoS.
Example: If your astropath (Psy 6) is using a power Fettered (Psy 3) he cant get
more than 3 DoS, but if he goes Unfettered he could get the full 6 DoS. Pushing
would give him a greater chances of success, but hed still be limited to the
normal maximum of 6 DoS.

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PSYCHICH PERMUTATIONS

This section highlights some of the more common permutations for psychic powers;
if in doubt remember that psychics I essentially another form of skill use.
DEFENDING AGAINST PSYCHICS

If a psychic power can be defended against it will be included in the power


description. Some powers allow opposed test to defeat their effects, but other
powers have widely different mechanics for defence.
Example: Mental domination is a Willpower vs. Willpower test. Evading a bolt of
pyrokinetic fire is a BS vs. Dodge test.
If you defend against a psychic attack using one of the three psychic skills
(Invocation, Psyniscience and Willpower) you can call upon your own psychic
reserves as a Reaction. This power use follows the normal rules for psychic power
etc. and could result in psychic phenomena.
Example: Messinus the astropath is having his mind probed by a chaos sorcerer of
great power. Desperate to keep the enemy out he uses his reaction to push his
power to Psy 9, giving him a +45% bonus to the opposed test.
TAKING YOUR TIME

The use of psychic power is effectively skill use. The rules for skill difficulty and haste
come into play. And astropath who has plenty of time could lower the difficulty of
his divination powers by taking his time. The opposite is also true: If in a rush he
could reduce the time required to manifest by accepting a higher difficulty.
Narrative time: This rule always applies during narrative time.
Action time: The GM should not normally allow psychic combat actions to be
affected, except under special circumstances. Combat is always stressful and
people are trying to act as quickly as they can the difficulty of the various powers
already figures in these factors. Only allow for example hurrying an Attack action
power if it is dramatically appropriate. If in doubt ask this: Would you allow a sniper
to hurry his Sniper shot? Or a gunman his full-auto) If yes, then go ahead and allow.
SUSTAINING POWERS

Some powers can be sustained (see power descriptions for details).


1. Sustaining a power reduces the effective Psy rating of other manifestations
by 1.
2. You can sustain multiple powers, but if you do you reduce the effective Psy
rating of a power by 1 for each power sustained (i.e. 2 powers is -2, 3 is -3
and so on).
3. If effective Psy rating falls to 0 the manifestation(s) immediately end(s).
The GM may require periodic tests if you try to sustain powers over a long period of
time (beyond the current encounter for example).

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CUMULATIVE EFFECTS

Normal stacking rules apply; this means that the effects of most powers will not
stack with bonuses form other powers; only the higher value applies. The GM can
extend this to related non-psychic effects: if youre using psychoportation to blur
your outline (bonus to stealth) the GM is free to disallow a similar bonus from a
chameloine cloak of Eldar holo-field only the higher bonus applies.

PSYCHIC PHENOMENA

Calling upon the Warp is inherently dangerous. Whenever you manifest there is a
chance that something unexpected (and frequently unpleasant) will happen:
Fettered: There is no chance of a phenomenon.
Unfettered: If you roll a double on the Power Roll (i.e. 10% chance) you must roll on
the Psychic Phenomena table.
Pushing: You must (except on a Lucky Break) roll on the Psychic Phenomena table.
Until new tables have been made: Use the Psychic Phenomena/Perils of the Warp
tables from whichever 40k RPG you prefer, but adjust the table so that only rolls of
100 or more results in Perils of the Warp. I.e. sanctioned psykers who do not push
are not in any great danger from Perils (1 in 100 unfettered manifestations), but
once you start pushing the danger is very real indeed.

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PSYCHIC POWERS, TECHNIQUES AND DISCIPLINES

The application of psychic power is divided into disciplines, techniques and


powers:
Powers: A psychic power represents one specific manifestation of psychic
potential. Unnatural aim, for example, is a psychic power: It allows you to make
unnaturally accurate shots. All powers have a Psy rating prerequisite that must be
met both to learn the power and to use it. Many powers have additional
prerequisites, either in the form of other powers, a skill, talent or other
characteristic. Psychic powers always fall into one of the eight disciplines:
Unnatural aim belongs to the Prescience discipline for example. Powers are also
either associated with a specific psychic technique or they are minor powers.
Techniques: Similar powers are grouped into techniques. Techniques always
include a basic power, plus one or more advanced applications. Advanced
powers are typically very potent and/or flexible. They frequently have multiple
prerequisites.
Example: The bio-lighting technique (under the psychometabolism discipline) has
three powers: Chain lighting, electric arch, and shock. Shock is the basic
application. The other two are more advanced (i.e. you have to pay extra for
each, but gain even greater mastery over the electric currents in your body).
Disciplines: There are eight psychic disciplines, each covering one general area of
psychic power. Some of the disciplines are well-known in the Imperium, others
much less so: Telepathy and Prescience (divination) are by far the most common,
followed by Psychokinesis (in particular those of the telekinetic kind). The mastery
of Psychoportation and Biomancy is much less common, but not entirely unheard
of. There are almost no Metacreativity masters in the Imperium, for reasons that are
not fully understood. Channelling is contrary to the conditioning of sanctioned
psykers and so remains a virtual unknown. Finally the number of identified (for
technical reasons) and trained Abolitionists is very low, although there are
indications that the number of low-level latents of this type might be significant.
Inhuman incantations: The division of psychic power into disciplines is fraught with
difficulty. The Adeptus Astra Telepathica tries at best it can, but the Warp is ever
elusive and mutable. Not everyone and certainly not a chaos sorcerer would
acknowledge this system. Nevertheless, for game mechanical purposes the above
divisions powers, techniques, and disciplines always hold true.

For those that defy the Imperium, only the


Emperor can judge their crimes. Only in death
can they receive the Emperor's Judgment.

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ABOILITON (ANTI-PSI)

The abolition discipline if somewhat different from the other disciplines: It deals with
the principle of stasis (the opposite of chaotic entropy) and by extension the
annulment of psychic powers or psychic phenomena. Weaker abolitionist are
limited to merely being untouchable by direct psychic assaults, but more powerful
ones can negate all but the most potent psychics over a large area. Advanced
users can even learn how to apply their power more discriminately, allowing them
to suppress hostile psychics while allowing their allies to work unhindered.
Blanks: Practitioners of the abolition discipline are not officially recognized as being
psychic by the Imperium they are known merely as anti-psykers or blanks. Most
blanks in Imperial service have little control over their talent and consider it a gift
(or curse) they cannot master. The abolition discipline is available exclusively to
blanks. Blanks are never able to utilize powers from other disciplines, not even
minor ones, as their very nature is anathema to all psychic powers. All blanks have
Psy Ratings expressed as a negative number (including a negative zero for the
weakest ones) to indicate that they are incapable of using other psychic powers.

ANULLMENT

Annulment [Automatic; No test required] (0 XP), Negative Psy rating: The basic
application of the abolition discipline is the annulment of psychic power in all its
forms. Depending on your negative Psy rating youre protected from many forms
of psychic effects.
TABLE: ANNULLMENT

Psy Effect
0 You are protected from psychic powers that directly affect your mind or soul: Psykers suffer a
-20% penalty to tests to affect you with such powers.

1 You are immune to psychic powers that directly affect your mind or soul.
2-3 You are immune to psychic powers that affect you directly, including such things as
attacking you with pyromancy, bio-lighting, hellfire etc. Your aura is unsettling to psykers and
other psychic entities: You suffer a -20% penalty to interaction tests that require positive
relations, but they take the same penalty if they try to physically attack you.
4-5 Your aura extends to cover a radius equal to your Psy rating. Within this zone all creatures are
protected/affected. The interaction penalty extends to non-psykers. Psykers and psychic
creatures will feel a need to avoid your presence if possible (Ordinary Willpower to resist).
6-7 Your aura will immediately suppress any existing psychic power within its area and
completely prevent the use of new psychic powers (up to your Psy rating only). Psykers and
psychic creatures will feel an urge to immediately flee or attack you (Challenging
Willpower to freely decide which, otherwise GM discretion).
8+ Psykers and psychic creatures who try to touch you (including melee attacks) immediately
suffer 1D6+Psy rating E damage with the Felling, Force and Shocking specials (add 1dice if
they grapple you). The same applies to your unarmed attacks/grapples.

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BANISHMENT

While all blanks are unsettling to psychic entities you can use your anti-psionic
powers to actively banish warp-entities from real space.
Banishment [Attack; Challenging Invocation] (500 XP), Negative Psy 4, Annulment:
Make an opposed Invocation vs. Willpower test. On a success the creature
becomes Unstable (if already unstable it is immediately banished back to the
warp). The banishment lasts for a year and a day (a day and 10 years at 2 DoS,
100 years at 4 DoS, and 1000 years at 6 DoS).

PARIAH

There exists a sub-set of blanks whose very presence is anathema to psykers. These
so-called pariahs cause discomfort, pain or even physical injury to psykers merely
by being in their presence.
Pariah [Attack; Challenging Invocation] (800 XP), Negative Psy 2, Annulment: Your
very presence is anathema to all things of psychic nature. You gain the ability to
cause harm to psykers and psychic entities. Add 6 to your Psy rating for the
purpose of Annulment technique.
TABLE: PARIAH

Psy Effect
8-9 As annulment 8+, plus psykers and psychic entities suffer a -20% penalty to all power rolls
within a radius of your Psy rating.
10-11 Radius doubled.
12-13 Damage increases by 1 dice
14-15 Penalty increases to -40%.
16-18 Radius multiplied by 5
19+ Damage increases by 1 dice

PSY-WARD

The rarest form of abolition allows you to extend your power of annulment to
another persona and place for a limited duration.
Psy-ward [Full, Sustained; Variable Invocation] (1000 XP), Negative Psy 6,
Annulment: You can extend your anti-psionic powers to another place or creature.
The effect is always one step less potent than your Psy rating would indicate.
To protect another person is a Challenging test. Protecting an object or location is
at least a Challenging effect for an object no larger than a person. A large animal
or similar object is Difficult. Bigger areas are from Hard to Very Hard (you cant
protect an area larger than your aura radius). You must sustain the effect for it to

229
be effective. You can have multiple wards in place, but doing so will lower you
effective Psy rating normally.

230
CHANNELLING

The channelling discipline deals with chaotic energy in its purest form. As such it is
the most varied of all the disciplines. A channeller can draw upon the power of the
Warp to fortify himself, smite down his enemies, or even call forth the denizens of
the Immaterium. Channellers are by definition never sanctioned psykers the
structured narrow-mindedness of a sanctioned mind is completely anathema to
the creative madness required of a channeller. Instead most channellers are either
insane rogue psykers or even more typical chaos sorcerers. A full-fledged
sorcerer with master of channelling is not someone to be trifled with.
Users: The channelling discipline is not meant for players, but for their opponents.
Warp witches, corrupted rogue psykers, chaos sorcerers, renegade Space Marine
librarians, that sort of thing. Some radical Inquisitors also use the power of the Warp
against its servants such individuals are walking upon a most precarious path
indeed. Sooner or later they will all fall into damnation or be destroyed by the
former colleagues.

CONJURATION

You conjure forth a corrupting force from the depths of Warp space. Twist it to your
will to defeat your enemies.
Touch of Madness [Attack; Challenging Invocation] (200 X), CP 10, Psy 2: You
touch the targets mind with the energies of the warp. Make an opposed
Invocation vs. Willpower test and consult the Mental Traumas table.
Warp Howl [Move; Ordinary Invocation] (100 XP), CP 10, Psy 1: You conjure forth an
unholy cacophony of howling, snarling and growling from the warp. For 1 round
speech, hearing and vox communication becomes impossible within Psyx10
meters (doubles for every 2 DoS) from your position.
Weaken Veil [8 Full, Sacrifice; Hard Invocation] (500 XP), CP 40, Psy 6, two Conjure
powers: Through a vile ritual involving the sacrifice of at least one innocent person
(GM determines exact duration, but 1 minute times sacrifices squared is a good
rule of thumb) you weaken the barrier between reality and what lies beyond. This is
a hazardous endeavour at best only the corrupt or terminally deranged will
attempt such a thing. All power rolls gain a +10% bonus (+10% per 2 DoS) within a
radius equal to your Psy x5 (double for every 2 DoS). The downside is an increased
chance of psychic phenomena: Fettered powers count as Unfettered, Unfettered
powers count as Pushing, and when pushing the will be an automatic Perils of the
Warp roll.
Wither [Full; Challenging Invocation] (100 XP), CP 10, Psy 2: You call upon the
entropic forces of the warp and a vile wave of corruption and decay emanates
from your body out to a range equal to your Psy rating (times DoS). Common
plants, insects and smaller animals (rodents, birds etc.) within the radius become
infected and wither or rot away in less than a minute (10 rounds).

231
Larger plants (trees etc.), animals and people may become sick at the GMs
discretion. Characters so affected can resist the effect with an Ordinary Willpower
test. On a failure they will become ill for a while, but not terminally so.

EMPOWER

You call upon the powers of the Immaterium to take possession of you, thereby
granting you strange and terrible powers. Each of the psychic powers in this
technique grants you a specific trait for as long as the power is maintained.
Daemonic [Move, Sustained; Difficult Invocation] (500 XP), CP 40, Psy 4, Malefic
Aura: You gain the Daemonic trait. You also gain the Warp Instability trait: You are
typically required to shed blood each round to avoid damage.
From Beyond [Move, Sustained; Challenging Invocation] (300 XP) CP 20, Psy 2: You
gain the From Beyond trait.
Malefic Aura [Move, Sustained; Ordinary Invocation] (200 XP), CP 10, Psy 1: You
gain the Malefic Aura trait. If you do not already have a Fear rating you gain Fear
1 (for the purpose of the Aura only).
Stuff of Nightmares [Move, Sustained; Hard Invocation] (1000 XP), CP 60, Psy 6 From
Beyond, Undying: You gain the Stuff of Nightmares trait.
Undying [Move, Sustained; Challenging Invocation] (300 XP), CP 20, Psy 2: You gain
the Undying trait.

HELLFIRE

You call forth pure entropic energy from the warp to destroy your enemies.
Corrupting radiance [Attack, Sustained; Ordinary Invocation] (200 XP), CP 10, Psy
2: Creatures within a radius equal to you Psy rating (times DoS) suffer 1 CP each
round. Characters can resist the effect with an unopposed Challenging Willpower
test (repeat every round while within the radiance effect). A single creature
cannot suffer more than 5 CP in this fashion in a single scene.
Malefic bolt [Attack, Challenging Invocation] (500 XP), CP 20, Psy 4, Corrupting
radiance: You turn your powers into a bolt of energy that leaps form soul to
soul. Target suffers 3D6+DoS Energy damage with the Warp Weapon feature
(bypasses armour, except warded armour). For every 5 points of damage
inflicted (before DR from TB) one target also gains 1 CP. The bolt can be
dodged, but because it targets the soul this is a Hard Reflexes test.
Hellfire [Attack, Difficult Invocation] (800 XP), CP 40, Psy 6, Malefic bolt: Area
effect malefic bolt. Your malefic bolt attacks gains one of the following
features (your choice each time you attack): Blast 5 or Spray 30/15.

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SUMMON

You can call forth daemonic entities to aid you in your unholy work. Unlike the
complex and time-consuming rituals commonly associated with the summoning of
daemons the psyker can do this with a minimum of time and effort.
To summon a daemon you must offer some form of sacrifice; the more powerful
the daemon the greater the sacrifice required. The more complex the task or the
longer the service will also influence the amount of sacrifice needed:
Summoning a daemonic servant for a limited task only doesnt require much, a
splattering of your own blood or some harm visited upon another person perhaps.
Summoning a daemonic warrior will also require the death of at least one person.
Alternate sacrifices are possible (GM discretion).
When the daemon has been summoned you must succeed at an opposed
Willpower test to make it heed your wishes. The difficulty depends on your
preparations, sacrifices, and how well regarded you are in daemonic circles. On a
success it serves you (the more DoS the more helpful and loyal it will be), but on a
failure it will not (though it may pretend to). Multiple DoF will cause it to mock you,
cause trouble or even outright attack.
Daemons summoned though these means will normally not be subjected to Warp
Instability for as long as they pursue the task youve given them.
Summon daemonic servant [2 Full, Sacrifice; Ordinary Invocation], Psy 2: You can
summon a daemonic servant. Such servants are not very combat capable, but
they can aid you with other tasks. The daemonic Imp is a typical example.
Summon daemonic steed [4 Full, Sacrifice; Challenging Invocation], Psy 4: You can
summon a so-called daemonic steed. This is a malefic entity of limited intelligence,
but great physical strength. The Khornate Juggernaut is one example of a steed.
Summon daemonic warrior [8 Full, Sacrifice; Hard Invocation], Psy 6: You summon
a lesser daemonic warrior to do your bidding. Examples include Khornate
Bloddletters and Slaaneshi Daemonettes.

PATRON POWERS

For those who have given themselves completely to Chaos there exist techniques
associated with each patron power. Patrons include the great powers of Chaos
(except Khorne, who sometimes grants Abolition powers to ward his servants), but
also lesser entities such as the Horned Darkness and the Crow Father. Groups of
sorcerers can also have their own techniques the Pilgrims of Hayte are a good
example of this.

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METACREATIVITY

The metacreativity discipline deals with the creation of something from nothing. A
master creator can conjure forth objects from nothing, ranging from simple tools
and weapons to complex machinery that defies the principles of sanctified
science. Some metacreators can even call forth creatures seemingly made of
flesh, but whose nature is anything but mundane. Metacreativity is a rare
discipline, especially among the Imperium's sanctioned psykers. Its uses and
limitations are therefore poorly understood by the Adeptus Astra Telepathica and
the Inquisition.

MINOR POWERS

Keen weapon [Move, Sustained; Ordinary Invocation] (100 XP), Psy 1: A melee or
primitive ranged weapon gains the mono feature. At four DoS is becomes
hyperdense instead.
Powerful ammunition [Move, Sustained; Challenging] (200 XP), Psy 2: You can turn
a clip/magazine/quiver etc. of ammo into a more powerful variant. Ammo gains
+2 Damage. At 4 DoS is gains +4 damage instead.

CREATION

By will alone you call forth an object from nothingness: The Warp is home to
everything that ever existed. By focusing on their ideal representation you can
bring their forums into the real universe. It could be something simple like a spoon
or something complex like a super-heavy tank. The items you create are
ephemeral in nature, but the effects they produce are quite real: A creature slain
by an ephemeral sword is just as dead when the sword turns to rust and a house
smashed by a created tank remains devastated when the tank disappears.
Complex Creation [Full; Difficult Invocation] (300 XP), Psy 4, Major Creation: You
can make object with complex moving mechanical parts, as well as simple
chemical compounds. You could make a stubber and ammunition, or an Industrial
TL frag grenade. You general cannot make things of Fringe TL or above.
Ideal Creation [Full; Hard Invocation] (300 XP), Psy 6, Complex Creation: Object
becomes a natural permanent object. It decays normally however; iron will rust,
wood will rot, etc.
Major Creation [Full; Challenging Invocation] (200 XP), Psy 4, Minor Creation: You
can make objects out of any non-living material (except very exotic materials and
high-tech composites and the like). Your materials last longer.
Minor Creation [Full; Ordinary Invocation] (100 XP), Psy 1: You can make short lived
objects out of organic materials.

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Swift Minor Creation [Move; +1 difficulty level] (200 XP), Psy 2: Allows you to do
minor and major creations very quickly, but at a higher difficulty. Materials also last
only for a short while.
Ultimate Creation [Full; Challenging Invocation] (500 XP), Psy 6, Complex Creation:
You can make Items of Fringe and Imperial TL.

NIGHTMARE SCIENCE

One of the strangest techniques on record nightmare science lets you combine
the worst aspects of technology and the supernatural. You create a technological
object, and then imbue it with the twisted power of the warp. The end result is
techno-heresy of the worst and most deadly sort.
To be added

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PRESCIENCE

The prescience discipline deals with knowledge beyond that available to the
senses. A powerful prescient can divine the future with some accuracy or view
events taking place far away from his present location. Other uses include powers
that guide a warrior in combat by granting him foreknowledge of his enemies'
actions. Imperial astropaths are frequently gifted diviners, using the Imperial Tarot
as their focus for foretelling the future.

MINOR POWERS

Knack [Move; Ordinary Psyniscience] (100 XP), Psy 1: You tap into the Aether to
call upon skills you do not really possess. You get a +10% bonus to your next non-
combat test.
Prescient Shot [Move; Challenging Psyniscience] (100 XP), Psy 1: Nothing can hide
from you. Your next ranged shot ignores any negative modifiers for cover or
concealment.
Precognitive Strike [Full, Sustained; Difficult Psyniscience] (200 XP), Psy 2: Like a
spider in a web you sense the possible future movements of your enemies. Your
enemies suffer a -20% (-10% per 2 DoS) penalty to Defence vs. your attacks.

CLAIRVOYANCE

The clairvoyance technique allows you to either sense places, people and events
taking far away, or to sense things not normally perceivable by human senses.
Astral Projection [Full; Hard Psyniscience] (500 XP), Psy 6, Three Clairvoyance
powers: The astral projection power allows the psykers body to leave his body and
roam free of bodily constraints. While astrally projecting the psykers body is prone
and unconscious. If the astral form is killed the psyche immediately returns to the
body.
Psychometry [Full; Challenging Psyniscience] (200 XP), Psy 2, Sense Presence: The
psychometry power allows you to sense hidden properties in objects and poeple.
For every 2 DoS you gain more detailed knowledge.
Psycholocation (Dowsing) [Full; Challenging Psyniscience] (200 XP), Psy 2, Sense
Presence: You can accurately discern the location of things or creatures that are
have a link to. For every 2 DoS you gain more detailed knowledge.
Sense Presence [Move; Challenging Psyniscience] (100 XP), Psy 1: This is the most
basic power of the Clairvoyance technique. You can sense the life force of nearby
creatures or warp entities.
Soul Sight [Full; Challenging Psyniscience] (200 XP), Psy 2, Sense Presence: You can
read the aura of living things and warp entities. For every 2 DoS you gain more
detailed knowledge.

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DIVINATION

The divination technique allows you to foretell the future.


Augury [Extended; Challenging Psyniscience] (300 XP), Psy 2, Psychometry: You
can make a personal reading of a single target (usually a person, but you could
read an animal, things, places, etc. at the GMs discretion). Having a reading
focus (i.e. a Tarot) helps a lot. For every 2 DoS you gain more detailed knowledge.
The Tarot supplement has more on augury readings.
Foreshadow [Full; Sustained; Hard Psyniscience] (800 XP), Psy 6, Visions of the
Future: You can extend your auguries to include a detailed impression of the
immediate future of yourself and your immediate surroundings. Make a reading: As
long as you keep your reading focus in hand and sustain this power the GM should
always give you forewarning in general terms of things that will happen in the
immediate future.
Visions of the Future [Extended; Difficult Psyniscience] (500 XP), Psy 4, Augury: You
can make more general readings of the future. You dont not need to limit yourself
to a specific person, thing, or setting. Instead you can explore the future in all its
mutable glory.

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PSYCHOKINESIS

The psychokinesis discipline deals with the mind's ability to grasp the physical laws
of the universe and how to twist and break them to create powerful effects.
Psychokinesis is a very varied discipline telekinetics command the force of
gravity, pyrokinetics can create heat and flame from nothing, and cryokinetics
can strip away all heat from an object or area in the blink of an eye. The powers
within the psychokinesis discipline are often quite visible.

MINOR POWERS

Kinesthetic awareness [Move, Sustained; Ordinary Psyniscience] (100 XP), Psy 1:


You have an intuitive grasp of the direction, speed, and spatial location of all
objects in your vicinity. You gain a +20% (+10% per 2 DoS) bonus on Dodge test
against melee and ranged attacks (if within 30 meters).
Kinesthetic defence [Reaction; Challenging Psyniscience] (200 XP), Psy 2: You are
so attuned to your surroundings that you make replace your Reflexes skill with your
Psyniscience skill when dodging melee and ranged attacks taken with 30 meters
of you.

CRYOKINESIS

Powers from the cryokinesis technique allow you to create and manipulate cold.
Cryokinesis is the antithesis of pyrokinesis a psyker cannot have powers from both
techniques.
Chill touch: Cold equivalent of torch. Doesnt set things on fire
Enervation: Cold seeps into the very soul of the target, weakening his body and
sapping his will to live.
Hoarfrost: Cold equivalent of Inferno. Doesnt set things on fire, but harms them
and slows them down.

PYROKINESIS

Powers from the pyrokinesis technique allow you to create and manipulate fire
and heat. Pyrokinesis is the antithesis of cryokinesis a psyker cannot have powers
from both techniques.
Blazing wall [Full, Sustained; Challenging Invocation] (300 XP), Psy 4, Burning fists:
You can call up a wall of searing flame thats no longer than 30 m times 2 meters
(60 meters square). The exact form is up to you; you could make a circle, a
triangle, a box or whatever else you can think of. Damage as for a fire blast for
creatures trying to jump through (Fear 2 test).

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Burning fists [Move, Sustained; Ordinary Invocation] (200 XP), Psy 2, Torch: Your
hands become hot like molten iron. You unarmed attacks do +1D6+DoS damage,
Pen 2, gain the E type and Flame feature, and lose the Primitive feature.
Fire blast [Free, Sustained; Challenging Invocation] (300 XP), Psy 4, Burning fists:
You can throw fiery energies at your enemies. You must have Burning fists active to
manifest. The power can be sustained as part of a Swift action (same as other
sustained powers), but any actual attack becomes an Attack/Full action. You
attack using your Pistols skill. You can attack as if armed with one or two weapons
(your choice). Range 30 m, RoF 3/-/-, Dam 3D6+DoS E, Pen 2, Flame.
Inferno [Full or Attack; Difficult Invocation] (200 XP), Psy 6, Three Pyrokinetic
powers: You can make an area of effect attack with your fire blast; everything
within 12 meters of the epicentre takes fire blast damage and is automatically set
on fire. You can continue the fiery assault on your next turn as an attack action (up
to you Psy rating in rounds).
Torch [Move, Sustained; Routine Invocation] (100 XP), Psy 1: You can conjure forth
ordinary fire into your hands. The fire has about the same intensity as a torch and
can be used to set things on fire. Your unarmed attacks gain the Flame feature.

TELEKINESIS

The telekinesis technique allows you to move objects with your mind alone and to
translate mental energy into physical force. Users of the telekinesis technique are
known as telekines. They are by far the most common wielders of psychokinetic
power: Nine out of ten pyschokinetics are telekines.
Catch [Move, Sustained; Routine Willpower] (200 XP), Psy 2, Kinestetic Awareness,
Mind Over Matter: You can pick projectiles fired at you (or someone standing close
to you) right out of the air. Each round you may ignore a number of hits equal to
you Willpower bonus. The power works only against Primitive, Projectile, Advanced
Projectile weapons.
Fling [Attack; Ordinary Invocation] (200 XP), Psy 2, Mind Over Matter: You can
violently push objects and people away from you.
Float [Move, Sustained; Routine Invocation] (200 XP), Psy 2, Mind Over Matter: You
can levitate your own body. Youre limited to a speed no greater than your own
base movement.
Force Shards [Move, Sustained; Routine Invocation] (300 XP), Psy 4, Psychic Blade:
You attack with pure mental force. Range 30 m, RoF 3/-/-, Dam 3D6+DoS R, Pen 2,
Piercing.
Force Shield [Move, Sustained; Routine Invocation] (100 XP), Psy 1: You wrap
yourself in a cocoon of protective force. Works like a power field. AP 6+2 per DOS,
DRC 100/200

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Mind over Matter (Telekinesis) [Move, Sustained; Routine Invocation] (100 XP), Psy
1: You can pick up and move objects with the power of your mind.
Psychic blade [Move, Sustained; Routine Invocation] (200 XP), Psy 2, Mind Over
Matter: You unarmed attacks do +1D6+DoS damage, Pen 2, gain the E type and
Piercing feature, and lose the Primitive feature
Spectral hands [Move, Sustained; Routine Invocation] (200 XP), Psy 2, Mind Over
Matter: Allows you to use you telekinesis powers for very fine manipulation; you
could pull the pin of a grenade, pull a trigger, push a button, or caress a womans
face.
Storm of Force [Move, Sustained; Routine Invocation] (100 XP), Psy 6, Force Shards:
Area of effect Force Shards
Telekinetic Crush [Move, Sustained; Routine Invocation] (100 XP), Psy 4, Fling: You
use your telekinetic power to literally crush your opponents into the ground (or
walls or whatever).

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PSYCHOMETABOLISM

The psychometabolism (often called biomancy) discipline deals with the flesh or
more specifically with the mind's mastery over the flesh. A skilled biomancer can
enhance and alter his body or even the bodies of others if he is powerful
enough. He can become phenomenally strong or resistant to hardship, speed up
his metabolism, heal bodily injuries, even use the body's the bioelectrical energy as
an attack form.
Dull pain [Reaction, Sustained; Self; Ordinary Willpower], Psy 1: A successful
manifestation reduces the effects of lost wounds or a specific injury by one step for
as long as the manifestation is sustained. Multiple manifestations can reduce the
effects of multiple wounds.

BIO-LIGHTNING

The body is rife with electric currents you have the ability to draw upon the
energy, strengthen it by touching upon the Warp, and then unleashing hell on your
enemies.
Chain lighting [Attack; Cone 6; Difficult Invocation] (500 XP), Psy 6: You launch an
electrical arch attack against every target (both friend and foe) within a 12 meter
deep cone. Eligible target take damage as described under the Electrical arch
power.
Electric arch [Attack; Range 10 m; Challenging Invocation] (300 XP), Psy 4: You
launch an electrical attack at an enemy. The attack does 3D6 (+2 per DoS) E
damage with the shocking special. You do not need to make an attack roll as the
lighting automatically grounds itself through the target if you successfully manifest.
Resisted by Dodge.
Shock [Move; Touch; Ordinary Invocation] (100 XP), Psy 2: Your next unarmed
melee attack taken before the end of your next turn causes 2D6 (+1 per DoS) E
damage with the Shocking special. Alternatively you can send the charge down a
melee weapon; the E damage is reduced to one dice, but this is in addition to
weapon damage.

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HEALING

The healing technique is considered one of the most difficult psychic techniques
the very nature of the energies employed means that it is far easier to rend flesh
than to repair it. Nevertheless it is possible for the orderly mind to employ the
energies of entropy to heal the flesh. Healing another person is exceptionally
difficult. Healing ones own body is only very difficult.
Game mechanics: It is not possible to Push a healing power without grave risk to
the patient. If you Push a healing chances are that the wound will fester, become
necrotic, or that a mutation will result.
Seal wounds [Full or Extended; Touch; Challenging or Difficult Invocation], Psy 4,
Staunch bleeding: You can restore 1D6 (+1 per DoS) Wounds to your target
(Challenging test). Alternatively you can try to reduce the severity of an injury by 1
step (Difficult test). Both applications count as first aid (time taken is reduced
normally by the Expert Medic talent).
Staunch bleeding [Attack; Touch; Ordinary]: You stop further blood loos from one
specific wound. Multiple applications can stop multiple bleedings. You can target
yourself.

PARAGON

The paragon technique allows the creation of the perfect being. A psyker
channelling this technique will be stronger, faster and more deadly than any
natural creature could ever be.
Cellular control: You gain a +10% (+5% per 2 DoS) to your choice of S, T and I. You
can sustain multiple versions of this power, once for each characteristic.
Enhanced senses: You gain Unnatural Senses 30.
Hammerhand: You unarmed attacks do +1D6+DoS I damage, Pen 0, gain the
Concussive feature, and lose the Primitive feature
Regenerate: You recover 1 + 1/2DoS Wounds per round as long as you sustain this
power.
Seal wounds: Your wounds immediately seal. First aid on yourself.
Siphon toxins: You gain immunity to poisons as long as the power is sustained.

SYMPATHY

Boil blood, Psy 4, Constrict: You cause the targets blood cells (or toher bodily fluids)
to become terribly agitated, possibly with fatal results.
Constrict, Psy 2, Inflict pain: You cause the targets muscles and tendons to
constrict in painful and incapacitating ways.

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Inflict pain, Psy 1: Phantom signals of pain flush through your targets nervous
system. Stun effect.
Sympathetic healing [Reaction; 30 m; Difficult Willpower], Psy 6: You can transfer
injuries from your target to yourself.

TRANSMUTATION

The transmutation technique allows you to shape the body in unnatural ways a
man could grow gills and breathe underwater, gain wings and fly, or his skin could
turn to steel and his fingers become deadly claws.
Armoured Scales: 2 AP + 2 per DoS.
Claws and Fangs: +1D6, R, Remove primitive.
Gills: Breathe underwater or in toxic environments, a short time in vaccum.
Shape flesh, Psy 8: Ultimate control over your own form.
Wall walk, Psy 1: You
Wings: Leathery wings like a daemon allows true flight.

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PSYCHOPORTATION

The psychoportation discipline deals with the supremacy of the mind over matters
of time and space. A master of psychoportation could do things like alter the flow
of time or step from place to place without crossing the space in between (by
briefly passing through the Immaterium much like a person using an archaotech
teleporter). The psychoportation discipline is not common in the Imperium, but its
not unheard of either.

MINOR POWERS

Trick of fate [Reaction; Instant; Self; Routine Willpower] (100 XP), Psy 1: Fate favours
you. Reroll one test you just failed. Each time you use this power during the span of
a single adventure (or other interval specified by the GM) difficulty increases by
20%. If you fail to manifest you are cursed with bad luck: You suffer a -10% penalty
to all tests for the remainder of the scene.
Precognition [Move; Sustained; Self; Ordinary Psyniscience] (100 XP), Psy 1: You get
a fuzzy image of the immediate future. Not enough information to foretell
anything, but sufficient to react to clear and present danger. While the power is
active you get a +10% (+5% per 2 DoS) bonus to Parry and Dodge tests.
Lucky [Full; Sustained; Self; Challenging Invocation] (100 XP), Psy 1: Youre
unnaturally lucky. Test that are essentially random, or heavily influence by
randomness, will favour you. In a game of dice youll come out on top more often
than not for example. You wont win every roll, but youll roll better than average
or good when it really matters. You get a +20% (10% per 2 DoS) bonus to tests
where lucky really matters.
Unnatural aim [Move; Instant; Self; Ordinary Psyniscience] (100 XP), Psy 1: You peer
through the mists of time and space to know where your target will be when your
next shot lands. A successful manifestation grants a +20% bonus to BS (+10% per 2
DoS) on your next ranged attack you take before the end of your next turn.

TEMPORAL SHIFT

You are a master of time: The temporal shift technique allows you to alter the flow
of time in accordance with your desires.
Borrowed time [Swift; Sustained; Self; Challenging Willpower] (200 XP), Psy 2,
Quicken: You can borrow time from the future, allowing you to act more quickly
now at the expense of later rounds. You can borrow a half action from 1D6 (+1 per
2 DoS) rounds into the future (GM rolls secretly). The half action can be used for a
Move or Attack action; you can even use an Attack if youve already used an
Attack action or taken a Full action that involved and attack. For as long as you
sustain the power you get an extra action each turn, but as soon as you catch up
with your borrowed time the effect ends and you must pack back the borrowed
actions one turn at a time (you cant manifest again while paying back).
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Dj vu [Attack; Instant; Range 30; Ordinary Invocation vs. Challenging
Perception] (100 XP), Psy 1: You cause a minor temporal shift in your target; on his
next turn he must repeat whatever actions he took on his previous turn. If the
action to be taken is completely hilarious or obviously harmful to the target he may
try a variable difficulty Willpower test to nap out of it.
Quicken [Move; Variable; Self; Ordinary Willpower] (100 XP), Psy 1: You quicken the
flow of time around yourself. You gain an extra Swift action each round for 1D6 (+1
per 2 DoS) rounds.
Stasis [Full; Variable; Range 30; Hard Invocation vs. Nearly Impossible Reflexes]
(500 XP), Psy 6, Temporal shift: You can halt the passage of time entirely. You can
target a single 2-meter area (each 2 DoS doubles the radius of effect). The only
defence is a Dodge, but its very difficult. Objects and creatures inside the effect
are completely unable to act and cannot in any way be affected in return. The
effect lasts for 1D6 (+1 per 2 DoS) rounds.
Temporal shift [Attack; Sustained; Self (Radius 30); Difficult Invocation] (300 XP), Psy
4, Borrowed Time: Time slows around you. Everyone (including your allies) caught in
the field get only half actions. You act normally. For every 2 DoS you can double
the radius of the effect (4 DoS is 90 meters for example).

TRANSLOCATION

Call item [Move; Instant; Self; Variable Willpower] (300 XP), Psy 4, Shift: You can call
a specially prepared item into your hand from across space and time. You can
only have one such item prepared at any one time. Preparation requires hours of
meditation between the scenes activity and a Challenging Willpower test to
successfully imprint the object with the required psychic energies.
The difficulty of the calling depends on distance: Simple for immediate vicinity,
Ordinary if within a kilometre, Challenging within a city (or a hive hab-district),
Difficult down from low orbit, Hard from the other side of the word, Very Hard down
from high orbit or a nearby moon, Nearly Impossible from across a solar system,
Impossible from the dark depths of local space.
Chameleon [Move; Sustained; Self; Challenging Willpower] (100 XP), Psy 1: You
cause space to blur around you. A successful manifestation grants a +20% bonus
to Stealth (+10% per 2 DoS). The power can be sustained; if you stop sustaining the
effect immediately ends.
Distort [Attack; Instant; Range 30; Challenging Willpower vs. Challenging
Perception] (100 XP), Psy 1: You cause a minor space-time anomaly to affect your
target; temporarily confusing him (can only take one Half action on his turns, but
otherwise acts normally). The effect lasts for 1D6 (+1 per 2DoS) rounds.

245
Jump [Move; Instant; Self; Variable Willpower] (300 XP), Psy 4, Shift: You can move
from place to place without passing through intervening space. Difficult varies with
distance. Routine for a few meters, Ordinary out to 30 meters, Challenging for the
local area, and up to Nearly Impossible for lengthy jumps covering many
kilometres. At any rate you must see the place youre jumping to.
Shift [Move; Sustained; Self; Ordinary Willpower] (200 XP), Psy 2, Chameleon: You
can translocate out of danger as a reaction. As long as the power is in effect you
can use your Willpowers instead of Reflexes skill to Dodge. The Dodge test is one
step easier than normal (i.e. Ordinary for a typical Dodge test). If you successfully
dodge you may immediately move a 2 meter (+2 meters per 2 DoS) area in any
direction (you MUST move a minimum of one area). If you fail to dodge you may
shift after taking damage, as long as you did not suffer a Heavy or worse injury, in
which case the shift is canelled.
Translocate [Full; Instant; Range 30; Variable Invocation vs. Brawn or Willpower]
(500 XP), Psy 6, Jump: You can now use your powers of translocation to move
other creatures and objects; you can affect one 2 meter area (+2 meters per 2
DoS). Difficulty is 1 step harder than jumping. Creatures can resist your
manifestation with their choice of Brawn or Willpower.

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TRANSCEREBRAL

The transcerebral discipline deals with mental processes and the relationship
between minds. Psykers with transcerebral powers are known as mentalists or more
commonly telepaths. A skilled mentalist can locate other minds, read thoughts
and memories, subtly or forcefully affect the minds of others, send messages across
great distances even across interstellar space or even harm or kill the weak-
willed. Imperial astropaths are among the most well-known and skilled telepaths
there is, and their ability to regularly communicate with one another across
interstellar space is nothing if not astounding. The transcerebral discipline is the
most prevalent and well-known discipline in the Imperium: Human psykers seem to
have a definitive affinity for it.

MINOR POWERS

Empathy [Move; Instant; Range 30; Ordinary Psyniscience] (100 XP), Psy 1: On a
successful test you can gauge the general mental and emotional state of another
person, creature or entity. For the power to work the target must have some form
of intelligence (must have an Acumen score) and capacity for emotion (excluding
machine intelligences). For every 2 DoS the GM will give you more detailed
information. If you spend a Full action manifesting you gain a +20% bonus to your
power roll.
Resist possession [Reaction; Challenging] (100 XP), Psy 1: You have an
extraordinary strength of mind; you can try to ward off possession (from daemonic
entities or otherwise). On a success you add +20% to any attempt to resist
possession (+10% per 2 DoS) from the same entity for the remainder of the scene.

ASTROTELEPATHY

Astrotelepathy is the hallmark of Imperial Astropaths. Astropath aspirants are


taught secret techniques at the astropathic colleges on Terra: These techniques
allow astropaths to send and receive messages across interstellar distances. While
other psykers could theoretically learn astrotelepathy there is one tiny problem;
astrotelepathy opens the user to corruption and possession, unless the users are
also soul-bonded to the Emperor.
Astrotelepathy [Full to Extended; Instant; Unlimited; Varies] (1000 XP), Psy 4, Minds
eye, Resist possession: Used by astroptelepaths to transmit messages across entire
solar systems or even to other systems.

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BEASY MASTERY

Beast mastery allows the psyker a great deal of control over non-sentient
creatures. He can call them to his location and over them to serve him. Note that
this technique doesnt create creatures out of thin air it merely exerts mental
control over existing creatures.
Call creatures [Move; Instant; Range 1000; Ordinary Willpower], Psy 1: You can
telepathically call 1d10 simple creatures of a specific type to your location. They
appear after 2d10 minutes. The creature need not obey the psyker; they arrive
and then act normally for their species.
The type of creatures called is limited by the Psy rating used to manifest. Simple
non-threatening animals like bigs, cats, rats, ash slugs come at Psy 1. At Psy 2 there
could be a horde of toxic vermin, feral canines, or mutant rats. At Psy 4 the
creatures are potentially fatal to humans predatory animals. At Psy 6 they are
apex predators.
Compel creatures, Psy 2, Verminspeech: You can compel creatures to act in ways
favourable to you; they wont attack you for example and can be compelled to
attack your enemies. They are still animals, however, and wont attack armed
opponents if that isnt natural behaviour for them.
Dominate creatures, Psy 4, Call creatures, Compel creatures: You can completely
dominate creatures (both those youve called and otherwise). They will do as you
command, even to the point of risking their lives or suffering injuries.
Verminspeech, Psy 1: You can make yourself understood to animals, beasts and
vermin. Its no really speech, but a combination of body language, sounds, and
teleempathy. You can ask them simple questions and give them instructions.

MIND READING

Mind reading allows the telepath to scan for surface thoughts or for advanced
users, dig deeper into the mind of the target. Unless the process is voluntary Mind
Reading is a Psyniscience vs. Willpower test.
Mind scan [Move; Instant; Range 30; Ordinary Psyniscience], Psy 2, Empathy: The
telepath can discern the number, location and general state of being of minds in
his vicinity.
Mind probe, Psy 4, Mind scan: True mind reading.
Persona reading, Psy 6, Mind probe: Allows a deep dive into the subconciousness
of the target.

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MENTAL DOMINATION

Rather than allow communication between minds this technique allows the
control of minds. The basic level of this technique allows the psyker to compel the
target to do his bidding in a relatively simple manner. More advanced users can,
time permitting, turn people into psychic puppets.
Compel Psy 2, Mind Link: You can compel persons to act in ways favourable to
you; they wont attack you for example, will aid you as best they can, and may
even be compelled to attack your enemies. They are not dominated, however,
and wont do stuff like act in a heretical fashion or endangers themselves unduly.
Delude Psy 2, Mind Link: Instead of compelling someone you delude them into
drawing erroneous conclusions, perceiving things that arent there, etc. Its all in
the targets head.
Dominate Psy 4, Compel: More powerful Compel; you can now force the target to
act in ways that are threatening to it. Weird stuff like trying to get the target to kill
itself will break your hold.
Inspire Psy 2, Mind Link: Instead of compelling someone you inspire them to
greatness. Target gains a bonus to resist fear and may act in a very heroic (albeit
hazardous) fashion even if that isnt natural behaviour.
Puppet Master Psy 6, Compel: You have complete control over the target and
he wont even realize it. If you try to force him to act in an obviously fatal manner
he gets an extra attempt to break your control.
Reprogram [Extended; Permanent; Touch; Very Hard Invocation vs. Challenging
Willpower] Psy 6, Compel: You can permanently alter part of the targets
personality, memories, or other mental faculties. The difficulty and time required
depends on how big the changes are. The change is permanent, but the psyche
will often try to rearrange itself into familiar patterns, so there is no guarantee that
radical changes will last forever. Radical changes will also incur IP.
Sensory Deprivation, Psy 4, Dominate: You can cut the targets access to its own
sensory data, rendering it blind, deaf and helpless.

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PSYCHIC SMITE

Some telepath have a talent for violence: They can call forth spikes of pure mental
energy to smite their enemies.
Psychic scream [Attack; Instant; Range 30; Challenging Invcation] (300 XP), Psy 4,
Telepathic speech: You can emit a powerful mental scream that can stun and/or
injure your foes. Invocation vs. Willpower. If successful you do 2D6 (+1 per DoS)
Energy damage to the targets head (bypasses armour and force fields). DR from
Toughness applies normally. The attack has the Shocking feature, so the target will
probably be stunned for 1 or more Rounds. This power is the cause of everything
from headaches and nosebleeds to bursting craniums.
Smite [Full] (500 XP), Psy 6, Psychic Scream: Area of effect scream.

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TELEPATHY

The telepathy technique is what most people think of when they hear about mind-
witches, telepaths and mentalists. The telepathy technique deals with mental
communication: The psyker can send mental messages into other minds and
pick up any replies sent back his way. Telepathy does not allow true mind-reading;
you need mind-reading powers for that.
Mental Bond [Extended; Indefinite; Touch; Difficult Invocation] (300 XP), Psy 4, Mind
Link: You can establish an indefinite mental bond with another person by
imprinting a bit of your psyche on him. You can have no more bonds at any time
than your Unfettered Psy rating.
You will always know (in general terms) where your bondsmen are and what their
condition is. Youll know if they are very close, in the vicinity, what direction they
are in, if they are hurt or afraid etc. Information may be passed on to you passively
or require actions (GM discretion). The bond also allows use unimpeded of the
Mind Link power.
Establishing a bond is an extended action taking a few hours and requiring
extensive meditation and ceremony from both parties. Alternatively the GM may
allow you to form a bond over the course of weeks or months of close association
with a target. In such a case the target might not even realize a bond has been
formed (but you still cant bond to targets that are openly hostile to you).
The bond has an indefinite duration before it has to be renewed. The more
intimate the connection between the psyker and the target the longer the bond
will last. The exchange of bodily fluids or some other form of symbolic and/or
physical connection between the two is also helpful a psy-token is frequently
given to the target to further bind him to the psyker. Finally the number of DoS
comes into play. At worst the bond lasts a few days, at best it might last for months
or even years. Renewing an existing bond is at lasts 1 step easier than forging a
new one.
Minds Eye [From Full to Extended] (200 XP), Psy 2, Telepathic Speech: Your
telepathic range can be greatly increased by taking more time to formulate and
transmit (or receive). Maximum range for your Mind link and Telepathic Speech
powers is increased by a factor of 10 difficulty is reduced by 1 step (20%). Time
taken is dobuled: A Free action becomes a Move action, a Move action a Full
action and a Full action becomes an Extended action.
Mind link [Free; Instant; Variable; Variable Willpower] (200 XP), Psy 2, Telepathic
speech: Your telepathic powers have advanced greatly, to the point where you
can now enter into two-way telepathic communication: You can both send your
own thoughts and hear any replies. Replies are normally Free actions, unless they
are lengthy. If the replier isnt a telepath he might not understand how to reply or
not want to. With a little practice a non-telepath can learn how to reply quickly
and in an intelligible way.

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Telepathic speech [Free; Instant; Variable; Variable Willpower] (100 XP), Psy 1: By
concentrating you can transmit your unspoken words into the mind of another
(many psykers whisper or otherwise mime the words that they send). Telepathic
speech is normally a free action. Lengthy speeches might require you to spend
more complex actions. Telepathic speech is somewhat faster than normal vocal
communication, but you still have to formulate the words in your mind and
concentrate on transmitting them.
Range is variable. Maximum range is about 100 m per Psy rating used (increased
to 1 km if Pushing). If the target is beyond Line of Sight you must have some means
of locating the target (be it surveillance cameras, a mental bond or astral
projection for example). Difficulty depends on how well you know the target and
the distance between you: From Simple (willing close acquaintance in the
immediate vicinity) to Impossible (contacting a stranger from across the city).
Unwilling targets oppose with Willpower (Ordinary).
At Psy 1 the target gets a barely audible whisper and might not make out all this is
said. Psy 2-3 allows loud and clear transmissions. Psy 4-5 speech is brilliantly clear
and the target will understand the content even if he doesnt actually
comprehend the words spoken or if the message is short. At Psy 6+ vivid mental
images will accompany the words; illustrating and supporting what is being said.
Terrify [Attack; Instant Range 30; Ordinary Invocation] (200 XP), Psy 2, Mind Probe,
Telepathic Speech: You can instinctively sense what frightens other people and
conjure forth mental images of their greatest fears. Invocation vs. Willpower. If
successful you gain the Fear 1 (+1 per 2 DoS) trait vs. the target for the rest of the
scene (which might require the target to take one or more Nerve tests).

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CHAPTER 9 TECHNO-ARCANA

This chapter covers the machine mysteries of the Adeptus Mechanicus (or other
local tech-guilds), focusing on the mechanical perfection of the tech-priests own
body and mind. Under these rules a tech-priest is depicted by: The Tech-priest
career, ordinary gear, Mechanicus implants and Techno-Arcane talents.

THE TECH-PRIEST

Tech-priests are the guardians of ancient technological lore. It is they who create
and tend the machines that make the Imperium possible. They are constantly
searching for new scraps of lore, thinking that knowledge of the Machine will lead
them closer to their version of the divine. Equally important: Tech-priests are
guardians, safekeepers of lore too terrible for the non-initiated. In the past great
tragedies have occurred because Man did not treat technology with reverence
the tech-priests will make sure that does not happen again.
In their life-long quest to understand the Machine tech-priests ceaselessly work
towards mechanically perfection of their bodies and minds. A low-level tech-priest
will have only a few implants, but as his progresses deeper into the mysteries he is
both allowed and expected to show this progress by improving upon his form. A
senior tech-priest is therefore usually more machine than man indeed his mind is
often deeply affected by the metamorphosis, leaving a human mind devoid of
emotion and other baggage: A vessel of mechanical perfection.

IMPLANTS

Implants are mechanical or bio-mechanical systems that either replace existing


organs or body parts, or add new functionality to the human form. Tampering with
the sacred human form is normally heresy but not when done in accordance
with the rites of the Cult Mechanicus: They alone know what are acceptable
alterations and replacements for an adept of the machine cult at various levels of
initiation. One mans heresy can be anothers salvation.
Its possible for characters other than tech-priests to acquire implants. Favoured
servants of the Adeptus Mechanicus or high-ranking nobles and adepts can
sometimes be found sporting implants. But only true Tech-priests have the most
ancient and powerful implants and only tech-priests have large numbers of
them.
Chapter 10: Gear has a number of items that represent common implants
muscle grafts, armour inserts, cyber-monocles, replacement limbs, and so forth.
These are items that can be acquired by anyone with the Thrones and the right
connections. The stuff shown in this chapter represents the ancient and hallowed
implants normally given out only to tech-priests of the Mechanicus.

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To gain implants a tech-priest (or other character) must pay the listed XP (if any
implants that just replace and duplicate the human such a replacement limb
with no special features form do not generally cost anything). Remember that
tech-priests characters get a 100 XP discount on implants and techno-arcane
talents every time they gain a new rank. Plus they start with a number of free
implants.

TECH LEVEL AND QUALITY

Implants are assumed to be at the Imperial level of technology and of Good


quality. Most tech-priests will strive to improve upon this. Its not just about having
the most implants; its also having the best implants. There are two factors in this
equation: Tech level and quality (see Chapter 10 for more details).
Industrial (TL 5-7): Not possible. A replacement limb of this tech level would be an
inert prosthetic for example. Only those who ape at being tech-priests would use
such implants.
Fringe (TL 7-8): Implants of this tech level are cruder and often bulkier than Imperial
level implants. They are generally limited to simple replacement of organs and
limbs. No true Tech-priest of Mars would be seen equipped with one of these, but
they are common enough among the lower castes and the minor tech-guilds.
Imperial (TL 8-9): This is the standard tech level. Unless otherwise specified all
implants are of this level. Imperial biotechnology can replace lost body parts, but
cannot replicate the human form perfectly using mechanical components.
Furthermore it is not desirable to completely replicate the human form such
practices can easily be considered heretical. As a result mechanical implants tend
to be readily recognizable for what they are.
Mechanicus (TL 10): All tech-priests strive to be fitted (or re-fitted) with implants of
this level. They are considerably more advanced, reliable and robust than Imperial
implants. Tech-adepts belonging to a local guild may have access to one or more
advanced implants but only the AdMech has access to the whole suite.
Archaotech (TL 11): These are leftover relics from the Dark Age of Technology. If
any such functioning implants still exist they are integrated into the bodies of the
most senior tech-priests of the Adeptus Mechanicus. Players of a DH game will
rarely get access to such relics.
Technowizardry (TL 12): Not normally part of a Dark heresy game, except perhaps
as a plot device.
Worst: No tech-priest worth his cogs will use such implants. Reserved for maniacs,
deviants and hereteks. Equipment failure and breakdowns are the norm.
Poor: These implants work normally most of the time. Typically requires a lot of
maintenance.

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Common: Typical quality. This is the lowest quality any self-respecting tech-priest
will accept into his form. They work normally. Requires some maintenance.
Good: This is what most tech-priests strive for. Non-priests only get implants of this
quality if they are really rich and powerful. May provide a small bonus or just be
more reliable. Requires less maintenance.
Best (Mastercrafted): Expensive and rare. Most tech-priests will have few, if any
such implants: They are reserved for high-ranking magoses and their ilk. Always
provides a bonus or some special feature in addition to being very reliable.
Ornamentation: Tech-priests frequently seek to decorate their most visible implants.
Its less about showing wealth and more about showing the depth of ones
knowledge through the use of exotic materials and ancient symbols.

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BASIC IMPLANTS

All tech-priests have these implants (for free, no XP cost required) at 1st Rank (all
implants are at the Imperial Tech level and Common quality). Note that this
applies to PC types other Mechanicus neophytes and servants may have less (or
more) implants. The GM may also want to adjust the starting package somewhat;
this is just a typical package, but its not set in tone. Just be careful; many of the
listed implants form the base upon which further progress is based.
Bio-mechanical augmentation (100 XP): All tech-priests have this implant for free.
This is a catchall for various surgical procedures, enhancement techniques and
chemical treatments that all would-be initiates are subjected to. Low end work will
be clearly visible discoloration of the skin, hair loss, bloodshot eyes, teeth that fall
out, etc. Mid to high end treatments do not normally cause any visible results.
Effect: Paves the way for the successful installation and use of other implants; no
other implants or techno-arcane talents can be taken without bio-mechanical
augmentation.
Respirator unit (100 XP): All tech-priests have this implant for free. Its usually the first
one installed, so even aspiring tech-priests have one. Tech-priests often work in
toxic or otherwise contaminated air. The respirator unit protects them from the
worst of it without requiring them to wear bulky protection gear. A poor quality
respirator is a bulky affair that replaces/covers the owners lover face/throat
region. A good quality implant could be completely integrated and invisible.
Effect: Works like a normal respirator. Also includes a voice-synthesizer so that you
can talk with a properly mechanically modulated voice. If you have cranial
circuitry you can send directly to the synthesiser, negating the need for a vocal
apparatus.
Cyber-Mantle [Chassis] (200 XP): All tech-priests have this implant for free. Usually
takes years for a full set to be installed. It is an extensive and invasive implant of
wires, transmitters, receptors, and fixture points that is attached to the spine and
other bone structure. Its purpose is to allow other implants to be attached and
integrated. Lower end models are clearly visible tubes and wires, metal parts
showing, etc. High end models are more subtle.
Effect: The basic cyber-mantle allows your other implants to work together in
concert and to integrate properly with your flesh. It also provides a basis to anchor
further implants. Gain 1 Wound, but you now require periodic maintenance
(advanced tools/diagnostic systems and replacement parts may be needed).
Potential Coil [Power unit] (300 XP), Cyber-Mantle: All tech-priests have this implant
for free. Requires the cyber-mantle since the mantle is needed to transport energy
from the coil to various other systems. It stores energy. It can draw energy from
many sources body processes, kinetic energy generated by movement, passing
through electromagnetic fields, etc. Most of the time recharging should not be an
issue.

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Effect: The basic potential coil contains enough power to ensure the unimpeded
operation of your other implants (i.e. it allows you to use your Fatigue to power
special implant uses). Power drawn from the coil is represented by long-term
fatigue.
Electoo Inductors (200 XP), Potential Coil: All tech-priests have this implant for free.
Hardwired to the potential coil through the cyber-mantle. Palm-sized flexi-metal
skin grafts resembling complex tattoos. Can be used to emit and siphon energy in
a number of ways. Can be placed anywhere but the hands or any
mechadendrites are the usual choices for obvious reasons. Most tech-priests will
have at least two electoo inductors (included in the price more can be added
for 100 XP each). Low end models are very clearly visible a mass of silver circuitry
and protruding wires. High end models can be more or less completely invisible.
Effect: The basic inductors can be used to recharge the potential coil, restore
power to machinery (drawing on the power stored in your coil), and even act as
an improvised weapon. Without the inductors your coil can only recover using
internal sources (i.e. no double-speed recovery of fatigue).
Also, if the tech-priest makes a successful melee attack he can unleash an
electrical surge that does 1D6+3 E damage with the Socking special. You can
increase the damage by 1D6, but this causes one point of Long-term Fatigue.
Cranial Circuitry [Cortex] (200 XP): All tech-priests have this implant for free. Cranial
circuitry replaces parts of the biological brain that is not needed by a tech-priest
(emotional centres and so on). It also enhances logical thought processes and
allows the tech-priest to understand, communicate and control machines with his
mind alone. Low end models a very visible; wearers commonly have heads more
or less completely encase in metal, with wires and tubes all over the place.
Effect: Gain the Talented (Logic) talent. The tech-priests gains a +10% bonus to any
test, not limited to Tech-used, made to interact with a machine that he can
interface with.
Electro-graft (200 XP), Cranial Circuitry: All tech-priests have this implant for free. It
allows the tech-priest to interface directly with machine data ports and data nets.
Can take many forms, but essentially the tech-priest can use a wire to connect
directly to a machine with a suitable interface port (of no port exists the tech-priest
can still make a connection if he has tools and time). As with other implants: Low
end models are clearly visible; a big interface port with a bulky cover for example.
Better models can be effectively hidden inside the body or camouflaged to look
like human flesh.
Effect: You can interface directly, machine to mind if you can establish a
connection between yourself and the machine in question. You gain a +20%
bonus to any test made to overcome security protocols etc. when physically
interfaced. A physical link is also advantageous because many machines shielded
from intrusions from a non-physical source.

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ADDITIONAL IMPLANTS

These are implants that can be added to your tech-priest later on. Like talents
these extra implants require the expenditure of XP and they generally have some
form of prerequisites. Some of the less advance implants are also available for
commercial purchase muscle grafts are popular with thugs all over the galaxy for
example. The list is not exhaustive; it just lists some of the most common and/or
iconic implants. Unless specifically noted ALL implant require the Bio-mechanical
augmentation implant as a prerequisite.
Armour plating (100 XP), Cyber-Mantle: Add 1AP to all parts of your body. Can be
taken multiple times. Up to 4 AP count as light armour (does not require the Cyber-
Mantle), up to 8 AP as medium, and 9+ count as heavy armour. Light armour can
be freely stacked with other armour (normal layering rules apply), but medium
armour can only be stacked with light body armour and heavy armour cannot be
stacked at all.
Dragon armour (1000 XP), Armour plating (12 AP), Enhanced cyber-mantle,
Internal power stack: Youve taken the ultimate step in personal protection
and upgraded to power armour. The armour has the same stats as a suit of
Mechanicus dragon PA. You cant really remove it, but it can be
disassembled for upgrades etc. It requires the PA talent to use properly.
Cybernetic replacements (0+ XP): This is a cybernetic replacement of an existing
organ or limb. Imperial/Common implants provides no extra benefits or
functionality. They are obviously mechanical if inspected, but otherwise apes the
human form and function. There is little bias towards this sort of replacements. Low
end models are utilitarian and only ape the human form if necessary. High end
models can be both subtly hidden and add extra features to the owner (i.e.
cybernetic eyes could be made to see in the dark, legs to run faster and jump
further etc.). Just remember that the flesh part of the body will limit how much
stronger/better the replacement parts can be no use in having a super-strong
arm if the rest of the body is weak. Additional features require the expenditure of
100 or more XP.
Example: A best quality Mechanicus cyberarm that has 4 AP, grants a +5% bonus
to BS, and has a built-in digi-laser, all hidden inside a shell that appears human
enough to be hidden inside normal clothing is worth more than 0 XP.

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Logis implant (500 XP), Cranial circuitry, Memetic Acuity: Youve replaced as
much of your brain as can be done. Only a core of highly augmented organic
brain-matter remains (as required by the tenet of the Machine God). Add +5% to
your Acumen characteristic. You gain the Total Recall talent for free (or gain 100
XP if you already have it).
Virtual mind-emulation (1000 XP), Logis implant: You may not be able to
replace the last biological parts of your brain, but youve added powerful
and rare Mechanicus mind-emulation processors to your cranial circuitry.
The end result is greatly expanded mental cogitation capabilities. Add +10%
to your Acumen characteristic.
Enhanced cyber-mantle (500 XP), Cyber-mantle: Your chassis has been
upgraded; synthetic muscles are anchored to bones of ceramite and your organs
and other key fleshy bits have been padded, protected, and enhanced. Add
+5% to both your Toughness and Strength characteristics.
Cybernetic reconstruction (1000 XP), Electrical succour, Enhanced cyber-
mantle: Whatever fleshy bits remained have been removed and replaced
by techno-arcane components; the only parts of your organic body that
may remain is the brain, parts of the nervous systems, and the support
systems needed to keep them working. Add +10% to your Toughness and
Strength characteristics.
Gastrovascular upgrade (200 XP), Potential Coil: You have replaced your digestive
system with a more effective one. Instead of eating and drinking normal food you
can utilize a special nutrient paste that is consumed through as special digestive
port. Water is drunk through a similar hydration port. High-end models can ape
human eating habits you can eat normally if you want to.
You get at least a +10% bonus on all Survival tests and you only need about 1/2
the amount of food and water a normal person does. Furthermore you can render
your food out of basic organic components if need be. You also no longer require
clean water; filtration systems are in place.
The upgrade also has the added benefit of freeing up quite a bit of internal space:
If you have this upgrade more other implants can be hidden inside the normal
human form (if desirable).
Recycling systems (300 XP), Gastrovascular upgrade: Your body now
recycles waste materials more effectively. Greatly reduces the need for
nutrition, water, and waste extrusion. You get at least a +20% bonus on all
Survival tests and you only need about 1/5 the amount of food and water a
normal person does.
Electrical succour (500 XP), Gastrovasular upgrade, Internal power stack, Re-
breather unit, Recycling systems: You require almost no air, food or water to
operate. Youve taken care to replace flesh with metals and plastics so that
initial requirements are as low as possible. And whats consumed is
effectively recycled. Survival +40%, food/water 1/20 normal amount.
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Gravistatic projector (400 XP), Internal power stack: You have upgraded your
potential coil to include a gravistatic projector. By engaging the projector you can
levitate; effectively this allows you to halt any fall or to ascend upwards through
the air at your normal speed. Each minute of flight causes 1 Fatigue.
Internal auspex (100 XP), Cranial Circuitry: Youve got a built-in auspex unit that
ties directly into your mind. In addition to the normal uses of an auspex you gain a
+5% bonus to your Perception skill.
Internal power stack (500 XP), Gastrovascular upgrade, Potential Coil: Youve got
a massive upgrade to your potential coil (utilizing some of the empty space in your
body cavity). Add 10 points of Fatigue (can only be used to power your systems,
not for other purposes).
Internal generator (800 XP), Internal power stack: You got a hallowed micro-
generator installed deep inside your body. It automatically replenishes 1
point of Fatigue to your power stack every 5 minutes (10 minutes if youre
engaged in strenuous activity, but only 2 minutes if youre at complete rest.
You should keep the generator well protected; its not of the exploding solar
generator type, but a destroyed generator will still cause considerable
damage to your other internal systems. If you suffer a heavy injury to the
body there is a 10% chance of rupture. A rupture causes 2D6 Wounds and
automatically inflicts a critical injury on the body location. If you suffer a
critical injury to the body the chance of a mishap is 25%. In this case the
effect is immediate death.
Mechadendrites (200 XP), Chassis, Potential Coil: These are additional mechanical
limbs attached to your cyber-mantle. The cost covers one dendrite only. You can
have no more than two. They come in two types. Dendrites can reach up to 2
squares away.
Utility: The dendrite can be used for fine manipulation. It can also have
several smaller in-built tools or a larger tool, such as a plasma cutter. It can
be used as an improvised melee weapon.
Weapon: The dendrite has a built-in pistol or light melee weapon. You can
attack with the dendrite using your WS/BS was appropriate. Dendrite
weapons have a 360 degree field of fire.
Mind-Impulse Unit (300 XP): You no longer need to physically interface with
technology to access it; your Mind-Impulse Unit allows you to interface your mind
directly with any piece of technology of a certain level of sophistication. If the
target has a MIU interface the connection is automatic (but youll still have to
defeat any security, if any). If there is now active MIU interface you must make a
variable difficulty Tech-use skill to make the connection.
Machine-Spirit Interface (500 XP): You are in possession of a magnificent and
ancient machine-sprit interface. You gain a +20% bonus on all Tech-use or
other skill tests made to interact with machines.

260
Muscle grafts (200 XP): Your natural muscles have been replaced/enhanced with
vat-grown muscles. The end result is generally quite unnatural in appearance and
tends to destroy some of you fine motor skills. You get a +20% bonus to your Brawn
skill and a +5% bonus to WS, but a -10% penalty to Reflexes and a -5% penalty to
BS%.
Heavy grafts (300 XP), Muscle grafts: Youve been turned into a human
Ogryn. Add a further +20% to Brawn, +5% to WS and gain the Unnatural
Constitution 2 trait. You suffer a -10% penalty to Initiative and a -10% to BS 8as
well as other tests requiring hand-eye coordination or fine motor skill).
Re-Breather unit (100 XP), Respirator Unit: Your respirator has been upgraded.
Functions as the utility gear of the same name: You can breathe normally
underwater, in vacuum and in highly toxic environments for as long as the unit can
recycle oxygen, extract oxygen from the surroundings, or draw upon its built in
supply of compressed air. Duration varies from 1 hour to indefinite, depending on
circumstances.
Extended air supply (100 XP), Re-breather unit: You got an extended built-in
supply of oxygen. Even under the worst of conditions you can go at least 8
hours (but usually much longer) without resupply. Can be taken multiple
times, but subsequent purchases will add bulk to your form.
Synaptic upgrade (800 XP), Cranial Circuitry, Cyber-Mantle: Youve taken the next
logical step and more or less completely replaced every part of your nervous
system, plus upgraded the nerve/brain interface. You gain a +10% bonus to
Reflexes and Logic skills to account for your augmented nerve paths and super-
effective synaptic connections. You also become highly resistant to all forms of
pain as you nerve buffers screen incoming signals more effectively. Things like
physical torture become less effective when employed against you. You can also
ignore a Stunning effect by taking 1 point of fatigue.
Vox-caster (100 XP), Cranial Circuitry or Respirator Unit: Youve got a built-in short-
range (typically 10 km range) vox-caster that ties directly into your mind/voice
synthesizer. In addition to allowing normal vox communication it increases the
range of your MIU interface by a factor of 10 (i.e. you do longer have to be in the
immediate vicinity).
Long-range vox (200 XP), Vox-caster: Increase vox-caster range by a factor
of 10. Under good conditions you can reach low orbit. Also multiply MIU
range by 10.

A mind without purpose will


wander in dark places.

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INTEGRATED AND EXTERNAL GEAR

Tech-priests have access to the same equipment as everyone else. They just have
this tendency to want to wire it directly into their bodies. This is partially for reasons
of dogma; they seek mechanical perfection to become one with the Machine
God. There is also some practical considerations; integrated equipment can be
powered by on-board systems, effectively used and monitored by on-board
cranial circuitry, add extra features to other installed systems, plus its harder to lose
equipment thats screwed into your chassis. Its also better protected. The
downside is that the GM will usually charge XP for built-in gear (because of the
advantages listed). A few examples are given above: the armour, vox and auspex
systems for example. That said its not reasonable to assume that all tech-priest will
have all the gear they need neatly built into their bodies. Expect tech-priest
characters to carry around much of the same stuff other PC types do.

TECHNO-ARCANE TALENTS, SKILLS AND LORE

Tech-priests should also advance their knowledge of things technical and


technological. Tech-priests will have other skills of course, but these are the skills
that most represent their unending quest for knowledge: All the Lore skills are
relevant, especially Scholastic Lore. Common Lore a bit less so. Forbidden Lore skills
possessed by tech-priests often represent forbidden sciences knowledge that
must not be used, but protected. Tech-use is obviously an important skills. Same
with Logic. Some tech-priests are skilled in Operation, Medicae, Security and/or
Inquiry (for data-vault searches). Many tech-priests will have the Trade skill,
representing the practical application of their knowledge.
Techno-arcane talents represent additional stuff that tech-priests can do with
existing implants. Anyone with a gravistatic coil can levitate, for example, but only
someone with the right talents can actually soar across the sky.

CRAFTING

Dark Heresy isnt really about making stuff. On the other hand tech-priests are just
the type of character that might want to set up a workshop and craft stuff. This
can be handled behind the scenes; a tech-priest character with access to raw
materials, the right tools, the right lore and skills (Tech-use, Trade, and Scholastic
lore mostly), assistants, and time can produce items for own use (or sale).
Of more interest is the crafting of specialist items. Tech-priests like to tinker not only
with their bodies, but also with their other gear. The Mechanicus axe-staff springs to
mind. In its most basic form its just a pole-axe with a cog symbol and some bling,
whereas a high-raking magos could have modified it to become a power axe with
integrated hacking protocols, security scanners and a multi-tool attachment. The
GM can work with players to introduce such items to the game. Set up some skill
challenges and some IC justification and youre good to go.

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CHAPTER 10 GEAR

The galaxy is a big place, filled with equipment of literally any function, form and
quality. Even within the Imperium, with its reliance on STC technology and the
standardization that brings, it would be futile to even try to describe every item
available. Instead these rules try to form a framework into which any item can be
placed. Within that framework almost anything is possible, subject to the GMs
approval.

MONEY

Acolytes rarely need to worry about money. Most of the time they will have gear
and money provided for them by their masters in the Inquisition. It's not to say that
players can have anything or purchase whatever they want, but within the
framework of a scenario they will usually have a fixed set of gear and an amount
of money (to help them with their mission). At the very least they should not have
to worry about the cost of bullets and common lodgings. Basically money is only
used in so far as it adds to the story (individual GMs are of course free to take a
different approach).
Money is often called Gelt (Scintillan Low Gothic slang for the Imperial currency
unit). One currency unit is often called a Throne (abbreviated Th ).
1 Th = 10 USD (approximate buying power)

NET INCOME GEAR MADNESS


For groups that want a little more control over money Dark Heresy is not a game
than this it is suggested that the GM assign a net about who has the most
income (could be negative) per month (either for the hi-tech gear: Its a game
group or per character). What that income is would of investigation, survival
horror, and fighting
vary greatly from campaign to campaign, but it usually
against the odds despite
requires the acolyte to somehow work for a living. knowing better.
Money gained during scenarios would come in
So just because every
addition to this. Gelt acquired can be used to purchase technological horror IS
equipment or other stuff. available at some price
somewhere it doesnt
REQUISITION mean that it should find its
way into player
One alternate approach is to use a system similar to inventories.
Deathwatch i.e. allow the Acolytes to access special The GM and players
equipment based on their rank and renown within the should work together to
find a level of gear
Holy Ordos. Thus high-rank acolytes going on important
madness that suits their
missions would have access to more and better gear needs.
than low-rank characters, without have to actually
keep track of individual items and their availability.

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PROFIT FACTOR (PF)

For hi-end DH games or games that crossover to RT the profit factory system is
another viable option. Profit factor can also be used to express the wealth and
power of the players' patron Inquisitor. It could even be combined with a
requisition system the patron's PF limits the sort of gear that can be requisitioned.
Example: The GM assigns the players' Inquisitor a profit factor of 12. A world above
common man, but not exactly the most powerful character around. Taking this
into account the GM decides that he has a pool of specialist equipment that can
be handed out for missions. What the players get access to depend on their rank
and how well they've performed in the past. Money is one commodity that they
can request Thrones can in some cases be important to the completion of
missions.

AVAILABILITY

General description of how common the item is. The availability listed for each
item assumes a fairly typical Imperial World with a decent population, Imperial
tech base, and access to the wider Imperium. Any change from this baseline
results in a change in availability. Finally the GM is always master when it comes to
determining whether or not any particular type of item can be found. Use Table:
Availability as a guide (it can be extended in both directions as needed).
TABLE: AVAILABILITY Finding an item is usually an Inquiry
test.
Availability Inquiry
Usual modifiers include the item's base
Ubiquitous Automatic
availability (of course), plus any
Abundant +60 number of other factors deemed
Plentiful +40 relevant by the GM: Tech-level of the
Common +20 item, tech-level of the planet, legality
Average +0
of item, quality of item, number of
items, time spent looking, etc.
Scarce -20
Profit factor (if used) may be added
Rare -40
to the SC; then it is assumed that the
Very rare -60
purchaser uses his organization and
Extremely rare -80 his wealth to affect the purchase.
Nearly unique -100 He GM has the final say as to what is
Unique GM's discretion available or not. Also, do not let the
role-playing part of the game suffer;
this is not a game about who has the
most Gelt and fancy gear!

264
Some commoner availability modifiers:
Purchasing multiple items of the same type is generally somewhat more
difficult. A handful of items should be -10%, 10 is -20%, 100 is -30%, 1000 is -
40%, and so on. You have to pay for each one, but there may be a discount
for large quantities.
High-quality products are harder to come by than poor-quality item,
typically; Best -60% (if available at all), Good -20%, Poor +10%, Worst +20% (if
available for purchase at all).
If the item is of a tech-level not commonly found on that world/location the
test becomes more difficult, at least -10% but frequently more.
Legality is important. Unless youve got permission to purchase specialized
military gear youre going to have a harder time.
Time use: How long it takes to get hold of items vary a lot. It is usually only relevant
within a scenario if used between adventures them the time factor is probably
not relevant at all. The GM will have to decide upon a reasonable time-frame (the
higher the DoS the less time spent searching), ranging from few hours to find a
cheap weapon in a hive bazaar to weeks and weeks for searching for a copy of a
forbidden text.
Example: Haxtes is looking to purchase 1.000 lasrifles for re-sale. Lasguns are
Common (assuming you have permits for military hardware). The purchase is
made over the table on a typical Imperial world, so the only real modifier is
number. The GM decides 1.000 lasrifles warrants a -40% penalty, for a final modifier
of -20%. Haxtes has inquiry 64, but gets to add his 30 Profit Factor, for a final SC of
64+30-10=74. He rolls a 33, for a DoS of 4 (very good). The GM decides it only takes
about a week to find a factor, negotiate and have the weapons delivered.

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TECH-LEVEL

Even in the grim dark future, where reason has fled and technology and sorcery
may seem one and the same, there is some underlying rhyme and reason to
technological development. The Imperium operates with the following
technological tiers; Feral, Feudal, Industrial, Fringe, Imperial, Mechanicus,
Archaotech, and Technoarcana (Miracle Science is a meta-term for anything
going beyond Technoarcana). GURPS TLs are included for ease of comparison.
Note that mixing of tech levels is the norm rather than the exception in the 41st
Millennium. You can have feudal worlds (TL 4/5) world like Acreage and Sepheris
Secundus and still find stuff of Imperial/Mechanicus manufacture: Usually these
items are in the hands of the planetary elite (especially the Governors people)
and the local Adeptus Terra representatives.
Feral (TL 0-1): Feral technology ranges from stone-age stuff to somewhat more
advanced gear; they key defining characteristic is that it is used by very primitive
(often tribal) societies with a limited ability to improve their own technological
capability (many feral worlds have remained that way for millennia and show no
sign of changing). Available gear ranges from sharpened sticks and stones to
domesticated fighting beasts, basic metal-working, bows and javelins, and simple
fortifications.
Feudal (TL 1-5): Feudal world are usually both technologically and socially more
advanced than feral worlds. There is industry, politics, perhaps even a slight
degree of progress. Many feudal worlds remain that way even as parts of the
Imperium only the elite has access to the galaxy while the masses remains safe
oppressed. Some feudal world may have a slightly more advanced industrial base,
including things like steam power and gunpowder.
Industrial (TL 5-7): Typical of developing worlds in the Imperium. Access to high
technology is limited as the local industrial base is not capable of producing such
items (imported gear may be available). For a world to go beyond this tech-level
usually requires assistance form one or more existing tech-guilds or the Mechanicus
itself: Progress is neither common nor sought after in the 41st Millennium, so access
to secret tech-lore must be found within existing structures, such as the AdMech.
Fringe (TL 7-8): Typical of worlds of the fringe of the Imperium, as well as rogue
worlds existing outside the borders of the Dominion of Man. Equivalent to near-
future tech, including the capacity to explore and settle within a solar system.
Items of higher tech-levels may or may not be accessible to those with money,
depending on how good the access to the rest of the galaxy is. Fringe tech is
equivalent to current and near-future Earth technology, but with less emphasis on
form and more on function: Sturdy, reliable and ease of use are hallmarks.
Aesthetics are not important. So you end up with something that looks a lot like
military hardware; imagine an iPad made after military specification. It will be big,
heavy and ugly but it will work everywhere and take a lot of crap without dying.

266
Imperial (TL 8-9): Typical of well-developed Imperial Worlds, as well as second-tier
Forge Worlds. This is the 'standard' tech-level in the Imperium. It allows the creating
of advanced weapons and machines of war, medicine and genetic
manipulation, advanced computers, massive cities, development of difficult-to-
access parts of a solar system, etc. With the addition of certain key TL 10
components this allows the Imperium to exist as an interstellar civilization. Even if a
world is listed at the Imperial tech level its unlikely to be ubiquitous there will be
a certain prevalence of items of the fringe TL, or even lower for some worlds and
some items. Imperial tech is still considerably more rugged and bulky than what
youd find in a consumer-driven society. Think military hardware and extreme
simplicity of use.
Mechanicus (TL 10): Typical of highly advanced Imperial Worlds and first-tier
Adeptus Mechanicus Forge Worlds. This tech-level was readily available on all
worlds and to all humans during the Dark Age of Technology. The Tau and Dark
Eldar (touches upon TL 11) civilizations also belong in this category. This tech-level is
the first to allow techno-wizardry like advanced hand-held energy weapons, force
fields, gravitic manipulation, and warp drives. The Adeptus Mechanicus continues
to favour ruggedness and ease-of-use.

267
Archaotech (TL 11): Includes High Dark Age Artefacts what amounted to high-
tech during the Dark Age of Technology. Certain Forge Worlds are capable of
maintaining (or more rarely constructing new) technology of this complexity. The
most prominent example is probably the teleporter. Craftworld Eldar belongs to
this category (although it should be noted that their technology is psi-and-
crystalline-based and not at all similar to Imperial equipment). This is the higest
tech level normally encountered in a Dark Heresy game. It is very rarely available
to players: Maybe the Inquisitor has an item of this tech level. Or the Planetary
Governor. Or the Magos. But not Inquisition agents.
Technowizardry (TL 12): This tech-level includes stuff left over from 'the Old Ones'. At
the height of the Eldar civilization they were beginning to touch upon this level.
Also included are some rare items from the Dark Age of Technology. Given the
super-advanced nature of (and often extreme age) these relics it is usually
impossible to tell what they are intended to do, let alone get them to function.
Used for plot purposes.
Miracle Science (TL 13): God-like power. Technology at this level can do literally
anything imaginable. Time travel. Safe interstellar personal teleportation. An infinite
energy source. Personal weapons that can destroy armies.

QUALITY

Not all equipment is of equal quality. Some is made according to better standards
or templates, or have been lovingly maintained and cared for. Here are some
guidelines.
Worst (Quarter or less price): The equipment is hardly useable at all. For weapons
reduce damage by -1 or more, -5% or greater penalty to WB/BS and weapons
becomes less reliable. Armour provides 2 or more AP less and may become
Primitive even if that armour type usually isnt. Other gear either does not provide
its usual bonuses or incurs a penalty to tests when used.
Poor (Half price): The equipment is either a cheap copy or worn out/poorly
maintained. Ranged weapons become unreliable or similar (an Accurate weapon
might lose that benefit for example). Melee weapons can also become unreliable,
representing a chance of them breaking, or they suffer a +5% WS or -1 to damage.
Armour protects with 1 AP less and may suffer damage more easily. Other gear
either provides a smaller bonus than normal or incurs a small penalty when used.
Common: The equipment is ordinary; there are no particular benefits or
hindrances.
Good (At least double price): The weapon is of particularly good quality. Ranged
weapons frequently are more reliable, while melee weapons either add to +5% to
WS or +1 to damage, but other options are possible. Armour adds 1 AP. Other gear
may provide a slightly greater bonus than normal; even if it doesnt the gear is
more reliable than normal.
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Best (Ten times the price): The equipment is of even better quality. Ranged
weapons are reliable and often get +5% to WS or +1 to damage. Melee weapons
either add to +10% to WS or +2 to damage (or a combination of the two). Other
options are possible. Armour adds 2 (or possibly more) AP. Other gear should
always provide a greater-than-normal bonus or offer some other benefit. Plus its
extra-extra reliable.
Ornamentation: Some weapons are heavily ornamented, gilded, set with precious
stones etc. This doesnt add to the weapons quality, but can certainly affect the
price! In M41 it is not uncommon for the wealthy to spend great sums on
ornamentation of equipment, just like they do on clothing, jewellery and other
accessories.
Tech-level: Tech-level isnt the same as quality, but it can have somewhat similar
effects. Some items will also exist at a tech-level higher than the one described; for
example a wealthy Rogue Trade might own an archaotech las-pistol. The GM
might decide that the las-pistol is ultra-reliable, does more damage, has more
penetration AND has a special power source that recharges itself. The cost would
be very high indeed, hundreds if not thousands of time more than a standard las-
pistol.

To forget is treason.
To forgive is heresy.
Never forgive. Never forget.

269
WEAPONS

The galaxy is overflowing with weapons, ranging from sticks and stones, via swords
and blackpowder firearms, to hyper-advances projectile and direct energy
weapons. Weapons also range in size: From personal sidearms to the city-
shattering guns mounted on capital starships. Only the former are covered here,
plus some examples of more common support weapons (heavy bolters and missile
launchers for example).

READING WEAPON DESCRIPTIONS

Weapons are listed in a specific fashion in the equipment tables:


Name: Class; Type; Range; RoF; Clip; Rld; Dam; Pen; Special; Wt; Cost;
Availability; Tech-level. Description.
Sample weapon description:
Autogun: Basic; Projectile; 100m; 3/10/20; 3D6+3 I; Pen 2; 60; Full; None; 4.0
kg; Th 125; Average; Fringe. Representative of various autogun patterns in
use with PDF forces throughout the galaxy. Capable of both accurate
aimed fire and effective automatic fire.
Name: The name of the weapon. This is either something bland like 'autogun' or
something more evocative like 'Solaris Pattern Lasgun Mk. IV'. The weapon lists
usually includes at least one default model, plus one or more variants.
Class: Defines what kind of Weapon Training talent you need to use the weapon. If
you lack the talent you suffer a -20% penalty to use the weapon.
Ranged (Pistol): A pistol-sized firearm, intended to be fired with one hand.
Ranged (Basic): Most longarms, plus primitive weapons like crossbows and
bows. Needs to be fired with both hands.
Ranged (Heavy): Heavy ranged weapons that require fixed mounts or bracing
to use effectively. Requires both hands to use.
Melee (Light): A light melee weapon for use in one hand.
Melee (Medium): A melee weapon that can be wielded with one hand, but
which can be employed in a two-handed fashion if desired.
Melee (Great): A heavy melee weapon that must be wielded with both hands.
Thrown: A weapon designed to be thrown. Usually a grenade or a primitive
weapon like a spear. Some thrown weapons can also be used as melee
weapons.
Type: Defines what kind of Specialist Training is required to wield the weapon. If
you lack the talent you suffer at least a -20% penalty to use the weapon (or the
GM may decide you can't even try to use it if it is very exotic).

270
Range (Rng): The range increment of the weapon. Ranged weapons have their
Medium range listed in meters (short is this, long is double, etc.). Melee weapons
do not have a range entry.
Rate of Fire (RoE): Determines how many shots a ranged weapon fire. The first entry
is an 'S' for single shot or a number for semi-auto. If the weapon isn't capable of
either the entry is '-'. The second entry is the number of shots fire in burst mode. The
last entry is the number of shots fired in automatic mode. Melee weapons do not
have RoF.
Clip: The number of shots in a magazine. Many weapons can hold one additional
round in the chamber (or equivalent), but this is relevant only for nitpickers.
Example: A stub rifle is listed as 40, meaning it can hold 40 in the clip and 1 in the
chamber.
Reload time (Rld): The type of action needed to reload your weapon (typically a
Move action for pistols and rifles).
Damage: Damage done with each hit, excessed in dice and bonuses, as well as
damage type.
Energy (E) Weapon does damage through energy discharge. Example:
lasgun or power fist
Impact (I) Weapon does damage though kinetic energy. Example: Autogun
or club
Rending (R) Weapon does damage by cutting or tearing. Example: Chain
sword or axe
Explosive (X) Weapons does damage though explosive force. Example: Bolter
or frag grenade
Some types or armour are more resistant to certain effects, and some damage
types may be more effective against certain targets (i.e. Slaught take full damage
from X, can subtract TB from E/R and take no damage from I).
Certain weapons have more than one damage type; use whichever damage
type is most beneficial for the attacker. Example: Standard mass-reactive bolt
rounds do I/X damage; which is one of the reasons bolters are so effective.
Penetration (Pen): The number of points deducted from the target's AP before
determining damage (no effect on Damage Reduction from Toughness).
Special: Lists the weapons special qualities (if any). See below.
Weight (Wt.): The weight of the item (standard ammo load included) in kilograms.
Cost: The cost of the item in Thrones (Th). The base cost may be subject to
modification due to local scarcity or tech-level discrepancy.
Availability (Avail): General description of how common the item is. The
availability assumes a fairly typical Imperial World with a decent population,
Imperial tech base, and access to the wider Imperium.
271
Tech-level (TL): Defines how advanced the item is. For each step removed from
the Tech-level of the planet/city/wherever the availability of the item becomes
one step worse.
Description: Fluff text describing the specific weapon.

WEAPON SPECIAL FEATURES

If a weapon has a special feature there are some special rules in effect for this
weapon. Some of the specials are common for groups of weapons; others are
more suitable for special or even unique weapons.
Accurate: Weapon is particularly effective when aiming. When used in conjunction
with the Sniper shot or Aimed shot action you get a +10% bonus to BS (in addition
to the normal bonus for aiming). The bonus from Accurate is in addition to any
bonus for special sighting aids etc.
Area X/Y: Weapon is used to deploy gaseous substances/aerosol particles/flesh-
eating nanomachines/whatever. It works like a blast weapon, filling an area X
meters in radius that lasts for Y rounds (a weapon without a Y value only has an
instantaneous effect) under typical weather conditions (less in adverse conditions).
Normal rules for dodging area effects apply.
Balanced: Weapon is particularly well-balanced. You can attack with it on your
turn without the weapon becoming unready. Example: Swords are good both on
the offense and defence because they are balanced.
Blast X: Weapon has an explosive effect. The attack is applied against all targets
(they still get to dodge etc.) within X meters of the point of impact. Weapon does
half damage out to twice this range (reduce Dodge difficulty by 20%).
Blind: Weapon creates an advanced smoke effect that not only blocks vision but
also prevents the use of auspexes and auto-senses within/through the affected
area.
Bulky: Weapon is large and heavy for a weapon of its class. A bulky pistol must be
fired in two hands. A bulky rifle must be braced. A bulky heavy weapon must be
fired from a mount. Otherwise range is halved. Bulky weapons are hard to
conceal.
Close: You suffer a -20% penalty when using this weapon to make AoOs. The GM
may also place you at a disadvantage when fighting an enemy armed with a
longer weapon or get an advantage if fighting in close quarters (as part of a
grapple situation, inside a cramped space etc.).
Compact: Weapon is small and handy for a weapon of its class. A compact rifle
weapon can be fired with one hand (at -20% to hit). A compact heavy weapon
can be fired more easily without bracing (reduce the normal penalty for
nonbraced fire by 20%). Compact weapons are more concealable.

272
Concussive: Weapon creates an overwhelming deafening/blinding/shocking
effect when it hits. Target must make a Brawn test with a penalty equal to 10 times
the number of damage dice rolled or be knocked Prone, and be Stunned for 1
round per DoF.
Crippling: Weapon inflicts particularly painful wounds. If the target suffers a Heavy
injury (either by exceeding WT or general Wound loss) it counts as being Crippled
until such a time as it receives first aid, the encounter ends, or the GM otherwise
removes the condition. A Crippled character can safely take one Move or Attack
action (plus one Swift action/Free actions) on its turn. Taking a Full action (or
equivalent half actions) causes 1D5 damage (ignoring any form of Damage
Reduction). Crippling is considered a form of stunning.
Daemonic: Weapon is forged from malefic essence; i.e. there is a daemon bound
inside it. The weapon ignores DR from the Daemonic trait. Daemon weapon often
have additional unique properties, such as Force, Tainted and Warp Weapon.
Defensive: Weapon is optimised for the defence and grants a +10% bonus to Parry,
but a -20% penalty to attacks.
Devastating X: Weapon is lethal against massed enemy formations. Add X to the
damage done to a hordes magnitude.
Felling: Weapon is designed to destroy armoured vehicles/strongpoints/other
hardened targets and as such operates on a magnitude beyond most personal
weapons. Weapon always ignores damage reduction from normal Toughness (but
not unnatural Toughness or other sources such as the Daemonic trait).
Flame: Weapon can set target on fire. Hit targets take damage as listed and must
make a Challenging (+0%) Reflexes test or be set 'On fire'.
Flexible: Weapon is made up of one or more lengths of flexible material, making
parries difficult. Parries against this weapon suffer a -20% penalty.
Focused: Weapon is particularly effective at short range, even more so than most
weapons. Double Pen when firing at Short range. Halve Pen at Long range.
Beyond Long range the weapon has Pen 0.
Force: Weapon contains an active psi-matrix that can channel psychic power.
When wielded by a psyker (Psy rating 0+) the weapon is considered to have the
Power quality and loses any Primitive quality it might have. For every point of Psy
rating the wielder has the Force quality adds +1 to damage and penetration. If
wielded against a creature with the Daemonic trait it ignores any extra damage
reduction from that source. Other sources of DR that are granted by warp powers
may be equally susceptible to force weapons (example: DR granted a Chaos
sorcerer through a vile ritual). Force weapons can affect incorporeal creatures.
Hallucinogenic X: Weapon causes extreme delusions in target unless it can make
a Resilience test with a penalty of 10 times X. Effect lasts for as long as target
remains within the area of effect, plus 1 minute thereafter, plus one additional
minute per DoF.
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Haywire: Weapon disrupts advanced machinery within the area of effect. Roll on
the Haywire table.
Hotshot: Weapon has an alternate power setting (counts as an alternate fire
mode). When fired in Hotshot mode add 10/20/50 to Range (Pistol/Basic/Heavy)
and +2 to damage. The weapon uses 3 units of ammo per shot. Weapons firing on
hotshot lose the Reliable quality. If fired on automatic they gain Overheats.
Inaccurate: Weapon is notoriously inaccurate. You cannot use the Sniper shot
action with this weapon and you gain no bonus to BS from the Aimed shot action.
Kick: Weapon has hefty recoil. Bonus from Semi-Auto/Burst and Full auto is halved.
Knockout X: Weapon knocks the target out unless it succeeds on a Resilience test
with a penalty of 10 times X. The effect lasts as long as the target remains within
the area of effect, plus 1d10+10 minutes thereafter.
Maximal X: Weapon has an alternate power setting (counts as an alternate fire
mode). When fired on Maximal gain 20/40/100 to Range (Pistol/Basic/heavy), add
XD10 to damage and +2X to Pen. If it has the Blast quality it increases by X. The
weapon uses 5 times X ammunition and gains the Recharge (X) quality.
Nonlethal: Weapon isnt very deadly at all. Double all DR vs. nonlethal attacks (AP
is trebled if the weapon is also Primitive). Example: Unarmed attacks.
Overheats: Weapon produces an extraordinary amount of heat when fired. If the
weapon jams the weapon might overheat; roll 1d10:
1-4 Warm: The weapon become warm. It will automatically overheat the next
time you fire it unless it spends your next turn cooling down.
5-7 Hot: Weapon becomes unbearably hot and must be dropped (unless
youre wearing flame-proof or other protective gear). After cooling for one
round it counts as warm.
8-9 Shutdown: Weapon become extremely hot and dangerously unstable, but
automatic safety protocols shut it down in time. You take a 1D10+4 E Pen 2
damage to your favoured arm and must drop the weapon if you take at least 1
Wound. The shutdown lasts for 2D10+10 rounds.
10 Accident: The weapon overheats as above, but safety features fail to
engage in time. Weapon is ruined and you take 1D10+6 E Pen 6 damage to
your favoured arm due to heat backlash.
Piercing: Weapon is razor-sharp/otherwise capable of punching through armour if
it hits squarely. Add 2 to Pen for every 2 DoS.
Power X: Weapon is encased in a field of disruptive energy. Can parry other Power
weapons without chance of breakage. Non-power weapons have a chance of
being destroyed if they parry (or are parried by) this weapon equal to 25 times X
Primitive: Weapon is made of primitive materials. All AP (except Primitive AP) is
doubled against this weapon (AP is trebled if the weapon is also Primitive).
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Proven X: Weapon has proven its worth time and again. Treat any dice rolled for
damage that is lower than X as X.
Reach: You threaten a larger than normal area, enabling you to make attacks of
opportunity against targets approaching you. If you can keep the enemy at bay
you will get a combat advantage, but if he gets in close you will be
disadvantaged.
Recharge X: Weapon needs time to recharge. After firing you must wait X rounds
before the weapon can fire again.
Reliable: Weapon is very reliable. Weapon jams only a roll of 00 (but an automatic
failure is still an automatic failure).
Sanctified: Weapon is blessed. Sanctified weapons cause great discomfort to
creatures with the Daemonic trait. Add 1 dice to damage when striking such
targets. Moreover the target cannot regenerate wounds caused by sanctified
weapons without returning to the Warp or something along those lines.
Scare X: Weapon causes a fear effect in the target unless it succeeds on a
Willpower test with a penalty of 10 times X. The effect lasts as long as the target
remains within the area of effect, plus 1 round, plus one additional round per DoF.
Scatter: Weapon unleashes a hail of projectiles against the target. At point-blank
and short range you get +10% BS and +1 Damage per dice. At medium range you
get +20% BS, but no damage bonus. Beyond Medium range you get no bonus to
hit and suffer a -3 penalty to Damage per dice.
Shield: The weapon in question is really a shield. You gain a +5% bonus to parries
with the shield. Shields also provide some measure of passive protection in the form
of 1 or more AP (usually from the left/front quarter). Shields always have the
Defensive feature as well.
Shocking X: Weapon can stun target with a powerful energy surge. Target must
make a Resilience test (even if no wounds were suffered) with a penalty equal to
10 times X or be Stunned for 1 round per DoF. Armour, except primitive armour,
protects the wearer, providing a +10% bonus per point of AP.
Smoke: Weapon fills the area with smoke (providing concealment) that lasts Y
rounds under typical weather conditions (less in adverse conditions).
Snare X: Weapon is designed to capture rather than kill. Target must make a
Reflexes test with a penalty equal to 10 times X or become Pinned. A pinned
target can try to escape on his turn as a Full action, testing either against Agility or
Brawn.
Spray X/Y: Weapons is fired as a ray X meter long or a cone Y meters long
(shooters choice). Cover provides no protection from spray attacks. Attacks all
targets within that area.
Stabilized: Weapon has advanced features that help reduce recoil and similar
effects. Reduce the penalty for firing a heavy weapon without bracing by 20%.
275
Stasis: Weapon creates a stasis field. Anything within the area of effect is frozen in
time. Nothing can affect a target in stasis.
Tainted: Weapon is infused by the power of the Dark Powers. You may add your
Corruption Points Bonus to damage dealt.
Tearing: Weapon causes horrendous injuries, such as mass-reactive bolts exploding
inside the target or chain-blades eating their way through flesh and bone. Roll one
extra dice for damage and discard the lowest.
Toxic X: Weapon is poisonous/toxic/acidic, doing damage above and beyond
that inflicted by the hit. Target must make a Resilience test (if wounded) with a
penalty equal to 10 times X or take 2D6 damage (or other effect, depending on
the type of poison) that cannot be resisted.
Twin-linked: Weapon is actually two identical weapons firing in unison. RoF is
doubled as compared to similar weapons. Weapon gains the Bulky and Kick
qualities.
Unbalanced: Weapon is not well suited for parrying. You suffer a -10% penalty to
Parry (with that weapon).
Unreliable: Weapon is unreliable. Weapon jams on a 91-00; any jam is an
automatic miss.
Unstable: The weapon is unstable/experimental/whatever else might make it
hazardous to use. If the weapon jams something unfortunate might happen; roll
1d10:
1-4 Jam: The weapon becomes hopelessly jammed. It cannot be made to fire
again until it has been repaired.
5-7 Damage: The weapon becomes severely damaged. You take a 1D10+4 E/X
Pen 2 damage to your favoured arm and must drop the weapon if you take at
least 1 Wound.
8-9 Destruction: The weapon is destroyed and you take 1D10+6 E/X Pen 6
damage to your favoured arm.
10 Explosion: The weapon explodes, causing a 1D6+6 E/X Pen 6 hit to all targets
within 3 squares. You suffer one hit to each location instead.
Unwieldy: Weapon is heavy and cumbersome. Weapon cannot be used to Parry.
Vortex: Weapon opens a short-live portal into the warp. Anything within the area
of effect is destroyed.
Warp: Weapon is suffused by the power of the Warp. Weapon ignores AP provided
by armour and cover (except specially warded armour).

276
277
RANGED WEAPONS

Personal ranged weapons come in primary and sub-categories: Projectile (slug-


throwers), advanced projectile (fancy slug-throwers), directed energy (lasers and
stuff), high energy weapons (powerful energy weapons), exotic energy (weird
xenos guns or archaotech weapons), launchers (projectile weapons that launch
submunitions), projectors (mainly flame weapons), and primitive ranged weapons
(bows, javelins, crossbows, thrown rocks).
Personal weapons of the Imperial tech level are made from advanced light alloys,
synthetics, and composite materials. They are lightweight and highly durable, but
most importantly they are cheap and easy to mass-produce. Personal weapons
come with fixed sights, but commonly have some form of improved targeting gear
rangefinders, optical sights (with or without targeting enhancement), vision
enhancement (light-enhancement and/or infrared). Many weapons are auto-
stabilized and/or incorporate recoil dampeners. Almost all weapons have some
sort of built-in processor that takes care of a variety of tasks not readily detectable
by the user keeping track of ammunition, warning about jams, overheating and
other failures, keeping various aiming aids working at optimum performance,
tuning lasers to optimum wavelengths, possibly priming ammunition, working
automated feeding/clearing systems, ensuring maximum stability for auto-
stabilized weapons, and a host of other things. All this stuff is worked into the
weapon statistics. Weapon attachments and upgrades only add to overall
weapon statistics if they add functionality or improve upon existing features. The
more advanced the base weapon, the more difficult it is to upgrade: An Imperial
lasgun will have all sorts of built-in goodies, whereas an Industrial stub rifle will not.

278
PROJECTILE WEAPONS

By far the most common personal firearm in the Imperium is the good old slug-
thrower, a weapon that has been around for tens of thousands of years. Slug-
throwers come in a million different variations, but the basic principle is the same;
impart kinetic energy to a smallish and dense object, and have it rip apart
whatever it hits.
Slug-throwers range from primitive muzzle-loaders found on some feudal worlds,
via simple black-powder guns on worlds with more advanced tech-bases, via
primitive but effective stub weapons manufactured that can be produced by any
industrialized society, to the ultra-efficient modern weapons available on most
Imperial worlds. Some semi-archaic models (i.e. stubbers) utilize cased
ammunition, cartridges and such, but most contemporary Imperial weapons are
autoguns firing high-velocity case-less rounds using an electric pulse for igniting the
propellant.
There is also a bewildering array of ammunition types, ranging from primitive lead
ball, via basic mantled bullets, to exotic adamantine-tipped mass-reactive
explosive projectiles. The most common type of projectile is a saboted kinetic
heavy core penetrator that has decent armour penetrating capability and good
damage characteristics against flesh. Other common ammunition types include
incendiary, incapacitating, explosive, and armour-piercing types.
AUTOGUNS

Autoguns are full-scale rifle-type or squad-support weapons intended for military


use, while autopistols range in size from true pistols to light rifles intended for self-
defence or high-risk security work. The autogun is a favourite with many PDFs and
paramilitary groups, mostly because they are extremely cheap and easy to
manufacture, use and maintain. The autopistol is a common sight among enforcer
cadres, Arbites, private security forces, and professional criminals. Auto weapons
are not commonly found in the hands of ordinary civilians.
All auto weapons are capable of a very high rate of fire, using case-less
ammunition and (typically) the pulse-ignition system. The main difference between
autoguns and autopistols is calibre/muzzle velocity. Autopistols fire relatively small
projectiles (typically 3.5 mm) at lower speeds, and thus have reduced range,
penetration and damage compared to autogun ammunition (typically 5 mm for
rifles and light support weapons, and 7 mm for heavier support weapons).
Heavier versions of the autogun are sometimes referred to as autocannon, but
such weapons are more correctly classified as heavy weapons. They must either
be tripod- mounted and have 2-3 man crews or be mounted on vehicles;
intended for use against massed soft targets, light vehicles, or other semi-hardened
targets. Autocannon fire volleys of high-calibre (typically 10-20 mm) projectiles at
impressive muzzle velocities. Heavier weapons do exist, but rarely make an
appearance except on the battlefield.

279
TABLE: RANGED WEAPONS, AUTOGUNS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Pistols
Snub autopistol Pistol Proj 20 3/5/10 20 Move 2D6 1 I 1 Compact 0.5 55 Common Fri
Ripper Pistol Proj 20 -/5/10 20 Full 1D6 3 I 1 Unreliable 0.5 80 Average Fri
Light autopistol Pistol Proj 30 3/5/10 50 Move 2D6 1 I 1 1.0 60 Plentiful Fri
Autopistol Pistol Proj 40 3/5/10 40 Move 2D6 2 I 1 1.5 80 Plentiful Fri
Heavy autopistol Pistol Proj 40 3/5/10 30 Move 2D6 4 I 1 Bulky 2.0 120 Common Fri
SMGs
Tactical autopistol Pistol Proj 40 -/5/10 100 Full 2D6 2 I 1 - 2.0 120 Common Fri
Assault autopistol Rifle Proj 60 3/5/10 80 Full 2D6 2 I 1 Compact 3.0 150 Common Fri
Combat rifles
Auto carbine Rifle Proj 80 3/5/10 100 Full 2D6 4 I 2 3.0 150 Common Fri
Autogun Rifle Proj 100 3/5/10 100 Full 2D6 4 I 2 4.0 175 Common Fri
Heavy autogun Rifle Proj 120 3/5/10 80 Full 2D6 6 I 2 Kick 6.0 250 Average Fri
Sniper rifles
Autosniper Rifle Proj 200 2/5/10 40 Full 2D6 6 I 2 Accurate, Bulky, Kick 6.5 350 Scarce Fri
Heavy autosniper Heavy Proj 250 2/5/10 20 Full 3D6 5 I 2 Accurate, Kick 13 700 Rare Fri
Support weapons
Light support auto Rifle Proj 120 -/5/20 200 Full 2D6 4 I 2 Bulky 6.0 250 Average Fri
Support auto Rifle Proj 150 -/5/20 200 Full 2D6 6 I 2 Bulky, Kick 10 300 Average Fri
Heavy support auto Heavy Proj 150 -/5/20 100 Full 3D6 5 I 2 Bulky, Kick 18 500 Scarce Fri
Heavy weapons
Light autocannon Heavy Proj 200 -/5/10 80 2 Full 4D6 4 I 2 Bulky, Kick 25 1500 Scarce Fri
Autocannon Heavy Proj 300 -/5/10 50 3 Full 6D6 6 I 4 Bulky, Kick 40 3000 Rare Fri
Heavy autocannon Heavy Proj 400 -/5/10 20 4 Full 8D6 8 I 6 Bulky, Kick 60 6000 Rare Fri

Modifications and ammunition


Autoguns fire solid projectiles that are optimized for accuracy, range,
penetration and tissue damage. Fringe TL. Abundant. Cost is 10 Thrones for 100
rounds. Rifle ammo x2, heavy ammo x5.
Expanding anti-personnel: +2 damage, but shots count as Primitive. Imperial TL.
Scarce. Cost x5.
Hyperdense penetrators: +2 Pen. Imperial TL. Scarce. Cost x5.
Multipurpose fragmenting penetrators: +2 Damage and +1 Pen. TL Mechanicus.
Very Rare. Cost x20
Autopistols have a simple holographic sight, but longarms (SMGs included) are
equipped with an advanced targeting scope (included in statistics).
Snub autopistol: Small sidearm designed to be compact and concealable. At full
auto it runs out of ammo real quick. Useful as a backup weapon, or for those who
value concealment over firepower.
Ripper: This snub autopistol variant is designed to release a hail of bullets with a
single pull of the trigger. It has limited accuracy, range and stopping power.
Reloading is a bit tricky.
Light autopistol: Your typical autopistol, but in a smaller calibre. Packs more ammo,
but less punch.

280
Autopistol: Representative of STC-pattern autopistols. Essentially a hi-tech version of
a fully automatic pistol. Calibre 3.5 mm. Caseless. Electric pulse action. Stabilized.
Sighting aids. Internal processor. This is the most common sidearm for a variety of
military and civilian types throughout the Imperium. It combines economy with
reliability and stopping power, all contained within a small lightweight frame.
Heavy autopistol: A heavier version of the autopistol. Should be fired with both
hands for maximum stability. A favourite of enforces and criminals alike. Extend
retractable stock to turn it into a rifle and remove Bulky feature.
Tactical autopistol: Essentially an autopistol with an extended magazine and
folding stock for improved accuracy. Can be fired with one hand, but this reduces
effective range to 20 m. Much used by criminal syndicate muscle.
Assault autopistol: Similar to the tactical autopistol, but longer and more accurate.
Not really suitable for one-handed use. Common weapon among many
paramilitary organizations.
Auto carbine: Scaled-down version of the autogun. More compact and with a
folding stock. Often issued to mechanized infantry, special forces or others that
require compact but potent weapons. Accepts an underbarrel attachment.
Autogun: Representative of STC-pattern autopistols. 5 mm. Caseless. Electric pulse
action. Stabilized. Sighting aids. Internal processor. This is the most common
longarm found in the Imperium of Man. It is the number one weapon of the many
PDF forces out there. It has more stopping power, better penetration and
significantly longer range than an autopistol. Civilian ownership is restricted.
Accepts an underbarrel attachment.
Heavy autogun: This autogun pattern uses the larger and more powerful calibre
developed for the heavy autosniper. It is not popular due to the heavy recoil
which reduces its ability to deliver accurate automatic fire. Accepts an
underbarrel attachment.
Autosniper: Sniper variant of the autogun. Better sighting aids. Often fired in semi-
auto mode. PDF formations will often have such weapons, either embedded in the
infantry squads or with special marksman units. Powerful telescopic preysense sight
included.
Heavy autosniper: Heavy calibre sniper weapon. Not really suitable for automatic
fire. Powerful enough to deal with light vehicles and powered armour given
accurate enough fire. A favourite of dedicated snipers. Powerful telescopic
preysense sight included.
Light support auto: Squad support weapon. Uses the same calibre ammunition as
the common autogun (which is great for logistics). Generally issued to light infantry
units other units get a support auto instead.
Support auto: Squad support weapon. Fires the heavier and more capable
autogun projectile. The most common support weapon found among PDF
formations. Very rarely seen in civilian hands.
281
Heavy support auto: Squad support weapon. Fires even more potent ammunition,
comparable to that used in the heavy autosniper. Its high weight and bulky nature
either restricts it to fixed positions, vehicle mounts or mobile infantry. Can also be
found as the primary weapon of some elite power-armoured PDF units.
Light autocannon: Heavy weapon. Combines high rate of fire with high damage
potential and good range. Excellent weapon for dealing with massed infantry or
assault troops in heavy armour. Comes with a tripod mount. Can be moved by a
2-man team, one carrying the gun and the other the tripod. Most gun teams will
include additional ammo carriers.
Autocannon: Heavy weapon. Capable of dealing with light vehicles and power
armour. Its high rate of fire also means that it is still very useful (if a little overkill)
against massed infantry formations. Usually mounted on a vehicle or a fixed
position. Needs to be dismantled before it can be moved; 3-4 people are required
to dismantle, carry and set it up.
Heavy autocannon: Heavy weapon. Will regularly defeat light armour and power-
armoured troops. Can be a threat to the rear/flanks of even heavily armoured
vehicles. Usually mounted on a vehicle or a fixed position. Not really man-portable;
it can be disassembled and moved by hand, but this is a lengthy process.

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NEEDLERS

Needlers or needle guns are semi-common weapons in the 41st Millennium.


Needlers fire low-calibre ammunition at modest velocities. It is not a military
weapons system since its range and penetrating power is limited, but primarily sees
use with assassins and certain civilian 'security' organizations. The selling
characteristics of needlers are their ability to fire silently and accurately.
Basic Imperial needlers use a powerful spring mechanism to launch the needle at
speeds just below the sound barrier. There is no thermal bloom, no muzzle flash,
and very little sound produced. A small power cell resets the spring after each
shot, giving needlers a decent rate of fire. Needle rifles are quite rare since they
defeat the purpose of the needler; keeping a low profile. Still, some snipers and
assassins favour the needle rifle because of its stealth characteristics. Some needle
rifles have a selector to allow them fire supersonic darts for better accuracy at
long range. Several types of ammunition exist, ranging from high explosive and
plasma penetrators, via molecular-destabilized darts (causing horrendous
damage to exposed flesh), to toxic-crystal (a favourite of assassins).
TABLE: RANGED WEAPONS, NEEDLER WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Hold-out needler Pistol Proj 20 2/-/- 10 Half 1D6 3 I 0 Compact, Toxic* 0.5 150 Scarce Fri
Needler pistol Pistol Proj 30 3/-/- 40 Half 1D6 4 I 0 Toxic* 1.0 200 Average Fri
Needler rifle Rifle Proj 60 3/-/- 100 Full 1D6 4 I 0 Toxic* 3.0 300 Scarce Fri
- max power 100 2/-/- 2D6 2 I 1 Toxic*
Needler sniper rifle Rifle Proj 60 3/-/- 100 Full 1D6 4 I 0 Toxic* 6.0 550 Rare Fri
- max power 150 2/-/- 2D6 4 I 1 Toxic*
Needler tactical attachment Rifle Proj 40 2/-/- 10 3 Full 1D6 4 I 0 Toxic* 1.0 200 Rare Fri
Scatter, Tearing,
Needler boarding cannon Rifle Proj 30 2/-/- 10 Full 2D6 5 I 1 4.5 350 Rare Fri
Toxic*
Support needler Hevay Proj 80 3/5/10 200 2 Full 3D6 3 I 1 Toxic* 12 800 V Rare Fri

Modifications and ammunition


Needlers fire stabilized flechettes. Fringe TL. Common. Cost is 10 Thrones for 100
rounds. Rifle ammo x2, heavy ammo x5.
Alternatively Toxic or Incapacitating darts can be used. Reduce damage by 1
per dice, but weapon gains the Toxic or Incapacitating feature. These darts
more expensive and difficult to acquire: Scarce and cost x5).
Expanding anti-personnel: +2 damage, but shots count as Primitive. Imperial TL.
Scarce. Cost x5. Cannot be combined with toxic ammo.
Hyperdense penetrators: +2 Pen. Imperial TL. Scarce. Cost x5. Cannot be
combined with toxic ammo.
Multipurpose fragmenting penetrators: +2 Damage and +1 Pen. Mechanicus TL.
Rare. Cost x20. Cannot be combined with toxic ammo.
Needlers have a simple holographic sight, but the needler rifle and sniper rifle
are equipped with an advanced targeting scope (included in statistics).

283
Hold-out needler: Compact pistol optimized for concealability.
Needler pistol: Pistol-sized needler. Completely silent and invisible.
Needler rifle: Rifle sized needler. Completely silent and invisible on normal power
setting. On high power it is a more potent weapon, but makes about the same
amount of noise as a light autopistol firing single shots.
Needler sniper rifle: Has a more powerful maximum setting than the smaller rifle.
Needler tactical attachment: Underbarrel attachment for suitable longarms. A
favourite for enforces who want to capture perps instead of killing them. Also good
for capturing heretics for interrogation.
Needler boarding cannon: This rare weapon is a cross between a needle rifle and
a shotgun. It is used by naval personnel for shipboard fighting. It combines stealth
and low risk of collateral.
Support needler: This rare weapon is a fully automatic scaled-up needler rifle.
SHOTGUNS

Shotguns of the 41st Millennium have little in common with the hunting weapons of
earlier ages (although such weapons do still exist in backwater regions), but rather
shares the characteristics of autoguns and bolters. They are capable of semi-
automatic to fully-automatic fire with large calibre (.75 being quite typical)
ammunition of various kinds. Shotguns are very effective at shorter ranges (they
lack the muzzle velocity and penetrating power of true bolters and do not have
the accuracy or rate of fire of autoguns, but at shorter ranges this is made up for
by the sheer volume of shot/flechettes they can deliver on target). Shotguns are
especially useful against lightly armoured targets, making them popular with
enforcers and starship security alike (because the chance of damaging ship-
critical systems is reduced).
Standard Imperial shotgun ammunition consists of dense-penetrator flechettes that
can punch through light armour and deliver terribly wounds to unarmoured
targets. Other ammunition types include self-propelled (a cheap version of the
bolter), high explosive, incendiary, stun, web (entangle), and many more.
TABLE: RANGED WEAPONS, SHOTGUNS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Industrial
Hack gun Pistol Proj 10 S/2/- 2 Full 2D6 4 I 0 Kick, Primitive, Scatter 2.0 50 Common Ind
Shotgun Rifle Proj 30 S/2/- 2 Full 2D6 5 I 0 Primitive, Scatter 3.0 50 Common Ind
Pump shotgun Rifle Proj 30 2/-/- 8 3 Full 2D6 5 I 0 Primitive, Scatter 3.5 80 Common Ind
Combat shotgun Rifle Proj 30 3/-/- 16 Full 2D6 5 I 0 Primitive, Scatter 4.0 120 Average Ind
Bulky, Primitive,
Scrap cannon Heavy Proj 20 S/-/- 1 3 Full 6D6 3 I 1 Scatter 20 350 Rare Ind
Fringe
Flechette pistol Pistol Proj 10 S/-/- 6 3 Full 3D6 3 I 0 Bulky, Scatter 2.5 Rare Fri
Shotgun tactical attachment Rifle Proj 30 2/-/- 4 2 Full 3D6 3 I 1 Scatter 2.0 100 Average Fri
Assault shotgun Rifle Proj 40 3/4/8 40 Full 3D6 3 I 1 Scatter 8.0 180 Scarce Fri

284
Modifications and ammunition
Industrial TL shotguns use lead buckshot. Alternatively they can use solid slugs
(remove the Scatter property). Abundant. Cost is 5 Thrones for 100 rounds.
o Industrial TL shotguns can use flechette ammo: Remove the Primitive
feature, but they gain the Unreliable feature (on a Jam the weapons is
rendered unusable until repaired by a gunsmith).
Fringe TL shotguns normally use flechette ammo. Common. Cost is 20 Thrones
for 100 rounds.
o Fringe TL shotguns can use shot/slug ammo: Reduce damage by 1 and
they can the Primitive feature.
Fringe TL shotguns (but not more primitive models) can also use the more
advanced types of ammo available to autoguns. Specialist ammo is sometimes
available:
o Bolt shells: Remove Scatter, gain Tearing, damage type I/X.
o High-explosive: Remove Scatter, gain Blast 4, Pen 0.
o Incendiary: Remove Scatter, gain Flame.
o Krak: Equivalent to a krak mini-grenade.
o Stun: Remove Scatter, gain Shocking.
o Webber: Remove Scatter, gain Snare, does no damage.
Hack gun: Standard double shotgun with sawed down stock and barrels. Makes it
very handy, but wrecks range. Found in the hands of ner-do-wells.
Shotgun: Your typical double-barrelled shotgun. Owned by a billion rednecks on a
thousand different planets. You can either fire each barrel as a single shot or both
barrels as a burst. Iron sights only.
Pump shotgun: Simple magazine shotgun. Pump action. Iron sights only. Manual
reloading of each shell.
Combat shotgun: Semi-automatic shotgun. Iron sights only. Box magazine.
Scrap cannon: Makeshift heavy shotgun that can be found among hive scum all
over Calixis. Made from a reinforced tube and filled with all manner of scrap
metal. Can harm even armoured infantry. Cant fire flechettes.
Flechette pistol: Shotgun pistol with a six-round rotary magazine. Boarding weapon.
Shotgun attachment: Four round pump-action tactical shotgun attachment. Fits
most STC rifles. Favoured for close combat by PDF and Guard Regiments.
Assault shotgun: Full automatic combat shotgun with a drum magazine. Stabilized
and fitted with sighting aids. Numerous patterns exist: Such as the Lathes Pattern
Arbites Riot Gun, which has two rotating drum magazines have two magazines
spaces, allowing the gunner to switch between several ammunition types.
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STUBBERS

The term 'stubber' is a catch-all for the myriad less advanced projectile weapons
manufactured and used throughout the Imperium. They exist in a wide range of
size and complexity, from small automatic pistols, via large calibre revolvers and
semi-automatic pistols, to submachine guns, various rifles made for hunting and
war, to light and heavy support weapons. The selling points of stubbers are their
simplicity and low-tech nature. They can be manufactured anywhere; no major
industrial base is needed. Because of their cheapness and ease of use they are
found in great numbers even on worlds with a high tech-base. Getting a license to
carry a stub pistol is fairly easy; indeed, getting caught with an illegal stub revolver
might result in just a period of incarceration, while having a military grade weapon
on you could lead to far worse.
Stubber ammunition is usually just as simple as the weapons themselves, cheap
and low-tech; copper-over-lead bullets, brass casings, a simple primer and
gunpowder. Ammo variants usually include expanding bullets (manstopper) and
armour-piercing (heavy mantled), but some exceptions do exist for the right
price its possible to find advanced ammunition even for stubbers. The same goes
for accessories; most stubbers lack anything beyond fixed iron sights, but if you've
got the Thrones for it you can add things like advanced sights to your semi.
Snub hold-out revolver: Smaller version of a snub revolver firing a lighter bullet. Can
easily be concealed in a pocket, in a purse or under normal clothes.
Snub revolver: Compact stub revolver firing the same bullet as the stub revolver. Its
smaller frame and shorter barrel makes for a less powerful, but easily concealable
weapon.
Stub revolver: Your typical revolving magazine stub. Easy to make and even easier
to use, cheap to buy and commonly available the stub revolver truly is
ubiquitous. Iron sights only.
Heavy snub revolver: Snub revolver chambered for the heavy round. This weapon
coupled with manstopper rounds is a favourite of undercover operatives.
Heavy stub revolver: Heavier version of a stub revolver.
Hand-cannon revolver: This massive revolver fires rifle-calibre ammunition. It kicks
like a mule but can take down even large prey with only a few shots.
Snub automatic: Compact and easily concealable automatic firing a very light
bullet.
Light automatic: Stub automatic firing a lighter bullet. Large ammo capacity.
Stub automatic: Same as stub revolver, but capable of semi-automatic fire from a
magazine.
Heavy automatic: Automatic version of the heavy revolver.
Hand-cannon automatic: Automatic version of the hand-cannon revolver.

286
TABLE: RANGED WEAPONS, STUBBERS
Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Revolvers
Snub holdout revolver Pistol Proj 20 2/-/- 4 2 Full 1D6 3 I 0 Compact, Reliable 0.5 50 Common Ind
Snub revolver Pistol Proj 20 2/-/- 5 2 Full 2D6 2 I 0 Compact, Reliable 0.5 45 Abundant Ind
Stub revolver Pistol Proj 30 2/-/- 6 2 Full 2D6 2 I 0 Reliable 1.0 40 Abundant Ind
Compact, Kick,
Heavy snub revolver Pistol Proj 20 2/-/- 6 2 Full 2D6 4 I 0 1.0 55 Plentiful Ind
Reliable
Heavy stub revolver Pistol Proj 30 2/-/- 6 2 Full 2D6 4 I 0 Kick, Reliable 1.5 65 Plentiful Ind
Hand-cannon revolver Pistol Proj 40 2/-/- 5 2 Full 2D6 5 I 1 Bulky, Kick, Reliable 2.5 120 Common Ind
Automatics
Snub automatic Pistol Proj 20 3/-/- 7 Move 1D6 3 I 0 Compact 0.5 60 Common Ind
Light stub automatic Pistol Proj 30 3/-/- 17 Move 1D6 4 I 0 Compact 1.0 45 Abundant Ind
Stub automatic Pistol Proj 30 3/-/- 12 Move 2D6 2 I 0 - 1.5 50 Abundant Ind
Heavy stub automatic Pistol Proj 30 3/-/- 9 Move 2D6 4 I 0 Kick 2.0 80 Plentiful Ind
Hand-cannon automatic Pistol Proj 40 3/-/- 7 Move 2D6 5 I 1 Bulky, Kick 3.0 150 Common Ind
SMGs
Machine pistol Pistol Proj 30 -/5/10 20 Full 2D6 1 I 0 Kick 3.0 75 Plentiful Ind
Submachine gun Rifle Proj 40 3/5/10 30 Full 2D6 2 I 0 Compact 3.5 80 Plentiful Ind
Combat rifles
Stub assault carbine Rifle Proj 50 3/5/10 30 Full 2D6 4 I 1 - 4.0 100 Common Ind
Stub combat rifle Rifle Proj 60 2/5/10 20 Full 2D6 6 I 1 Kick 5.0 100 Common Ind
Hunting rifles
Hunting rifle Rifle Proj 60 S/-/- 5 3 Full 2D6 6 I 1 Bulky, Reliable 5.0 50 Plentiful Ind
Automatic hunting rifle Rifle Proj 60 2/-/- 8 Full 2D6 6 I 1 Bulky 5.0 80 Common Ind
Sniper rifles
Accurate, Bulky,
Sniper rifle Rifle Proj 100 S/-/- 7 4 Full 2D6 6 I 1 5.0 250 Average Ind
Reliable
Heavy sniper rifle Heavy Proj 200 S/-/- 5 3 Full 3D6 5 I 2 Accurate, Reliable 12 500 Scarce Ind
Automatic sniper rifle Rifle Proj 100 2/-/- 7 Full 2D6 6 I 1 Accurate, Bulky 5.0 300 Average Ind
Heavy auto sniper rifle Heavy Proj 200 2/-/- 5 Full 3D6 5 I 2 Accurate 12 600 Scarce Ind
Support weapons
Light support stubber Rifle Proj 80 -/5/20 80 Full 2D6 4 I 1 Bulky 9.0 350 Average Ind
Support stubber Rifle Proj 100 -/5/20 50 2 Full 2D6 6 I 1 Bulky, Kick 12 350 Average Ind
Heavy weapons
Heavy stubber Heavy Proj 200 -/5/10 100 3 Full 3D6 5 I 2 Bulky, Kick, Unreliable 35 750 Scarce Ind

Modifications and ammunition


Stubbers fire solid jacked dense core bullets. Industrial TL. Abundant. Cost is 5
Thrones for 100 rounds. Rifle ammo x2, heavy weapons ammo x5.
Manstopper rounds: +1 damage, but shots count as Primitive. Industrial TL.
Common. Cost x2.
Armour piecing rounds: -1 Damage, +2 Pen. Industrial TL. Common. Cost x2.
Expanding anti-personnel: +2 damage, but shots count as Primitive. Imperial TL.
Scarce. Cost x5.
Hyperdense penetrators: +2 Pen. Imperial TL. Scarce. Cost x5.
Hyperexplosive multipurpose: +2 Damage. TL Mechanicus. Very Rare. Cost x20
Reload time for all revolvers can be reduced to Full when using a speed loader
(5 Thrones, Plentiful, TL Ind).

287
Machine pistols: Pistol-sized submachine gun intended for automatic fire at close
quarters. Not very accurate. Should be used with both hands. If the folding stock is
extended, remove the Kick feature.
Submachine gun: Rifle-sized submachine gun. Requires two hands to operate.
Stub assault carbine: Scaled down stub rifle firing a smaller rifle round. Rapid
accurate fire with a minimum of hassle. Handy for vehicle crews, special ops types
and the like.
Stub assault rifle: Heavier, less advanced and less capable than the autogun
equivalent. It is much easier to produce and maintain, however. Anyone with even
rudimentary tools and parts can make a working stub rifle.
Hunting rifle: Bolt-action hunting rifle/primitive combat rifle. Listed range is with iron
sights only. Add 200 to cost and 40 to range if equipped with a sniper sight.
Automatic hunting rifle: Hunting rifle capable of semi-automatic fire.
Sniper rifle: Bolt action sniper rifle. Fires rifle rounds. Comes with a telescopic sight
(included in statistics).
Heavy sniper: Fires a heavier cartridge, similar to that used by the heavy stubber.
Comes with a telescopic sight (included in statistics).
Auto sniper: Same as bolt-action sniper rifles, but with a semi-automatic
mechanism. Comes with a telescopic sight (included in statistics).
Heavy auto sniper: Heavy semi-automatic sniper rifle. Comes with a telescopic
sight (included in statistics).
Light support stubber: Fires the lighter rifle cartridge in use with the carbine. Has an
integrated bipod mount for braced fire. Magazine fed.
Support stubber: Fires the standard rifle cartridge. Belt fed.
Heavy stubber: The stubber equivalent of a light autocannon. Statistics assume
that the gun is fired from a tripod mount or other fixed gun mount.

288
ADVANCED PROJECTILE WEAPONS

Advanced projectile weapons are highly specialized weapons that require high
technology to manufacture. They also demand special skills from the operator,
both for firing and basic maintenance rituals: While any man could pick up a bolt
pistol and pull the trigger the successful use of this weapon requires some extra
training. Advanced projectile weapons do not use common gunpowder for
propelling the projectile, but rely on other principles: Gauss accelerators and
rocket propulsion for bolters. The Adeptus Mechanicus and a few other tech-guilds
have the ability to manufacture slug-throwers using grav-pulse technology for truly
incredible projectile velocities, but these weapons are very rare, extremely
expensive, and ill-understood (Eldar weapons are typically of this type, albeit far
more elegant and efficient the Imperial ones).
BOLT GUNS (BOLTERS)

Bolters are a type of slug-thrower that deserves particular mention; they are the
weapon of choice of the legendary Adeptus Astartes the Space Marines (and
they are also a favourite choice for veteran Ork warriors). Instead of launching
inert projectiles they fire miniature self-propelled projectiles. The booster rocket
gives a bolter longer range and better penetration against distant targets when
compared to ordinary projectile weapons. Initial launch from the bolt gun is
accomplished through any of the above methods; case-less pulse technology for
most Imperial bolters (although Astartes weapons are always of the gauss
magneto-accelerator type), while Orks generally stick with a more low-tech
system.
The main drawbacks of bolters are bulk and weight. To be effective the missiles
launched have to be fairly massive, resulting in a very heavy weapon with a large
high-calibre ammunition (.75 being the Astartes calibre of choice) and a bulky
gauss launch system. While it is no problem for Astartes in power armour to heft a
40 kg weapon system (plus extra ammo!) the same cannot be said for normal
humans. Lighter bolters use the weaker .50 cal ammunition and a simpler pulse-
ignition system, but the weapons are still characterized by great bulk and limited
ammunition capacity. Though less effective than Marine bolters, the 'civilian' bolter
is still a potent weapon system and does see use with some Stromtrooper divisions
and other elite formations.
Bolt pistols also exist; they fire the same calibre (.75 for Astartes weapons and
typically .50 for 'civilian' versions) ammunition that bolters do, but the rounds have
a much smaller initial charge (or if using a gauss-type launch system the launch
velocity is much lower) to reduce both recoil and ammunition weight. Bolt pistols
thus have less accuracy, range and penetrating power, but if they do penetrate
they can do nearly as much damage as a bolter rounds. Apart from being the
back-up weapon of choice of the Astartes bolt pistols remain fairly rare because
of their weight, recoil, difficulty of use, and high ammunition cost. But in the hands
of a skilled operator they can be very deadly indeed.
289
Heavy bolters fire the incredibly potent 1''/25 mm round that combines excellent
range, superb penetration and lethal damage in one small package. The heavy
bolter is the Astartes support weapon of choice, but it also sees some use with
Special Forces units, and it is a common secondary weapon for vehicles and
aircraft. The assault cannon is a special heavy bolter with an astounding rate of fire
that is employed almost exclusively by Space Marine Terminators.
TABLE: RANGED WEAPONS, BOLT WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Imperial
Bolt pistol Pistol A Proj 40 2/4/8 8 Move 3D6 4 I/X 3 Bulky, Kick, Tearing 3.5 300 Scarce Imp
Bolter Rifle A Proj 150 2/4/8 24 Full 3D6 5 I/X 4 Bulky, Kick, Tearing 7.0 500 Rare Imp
Accurate, Bulky, Kick,
Sniper bolter Rifle A Proj 200 2/-/- 12 Full 3D6 6 I/X 4 Tearing 7.5 800 V Rare Imp
Heavy Bolter Heavy A Proj 200 -/5/10 60 2 Full 5D6 4 I/X 6 Bulky, Kick, Tearing 20 2000 V Rare Imp
Astartes
Bulky, Kick, Reliable,
Astartes bolt pistol Pistol A Proj 60 2/4/8 16 Move 5D6 3 I/X 4 Tearing 10 NA N Uniqe Imp
Bulky, Kick, Reliable,
Astartes boltgun Rifle A Proj 200 2/4/8 36 Full 5D6 4 I/X 6 Tearing 25 NA N Uniqe Imp
Accurate, Bulky, Kick,
Stalker pattern bolter Rifle A Proj 300 2/-/- 18 Full 5D6 5 I/X 6 Reliable, Tearing 22 NA N Uniqe Imp
Bulky, Kick, Reliable,
Astartes storm bolter Rifle A Proj 150 3/6/12 72 Full 5D6 4 I/X 6 Tearing 40 NA N Uniqe Imp
Bulky, Kick, Reliable,
Astartes heavy bolter Heavy A Proj 400 -/5/10 200 2 Full 6D6 6 I/X 8 Tearing 45 NA N Uniqe Imp
Astartes assault cannon Heavy A Proj 300 -/10/20 200 2 Full 6D6 6 I/X 8 Bulky, Kick, Tearing 80 NA N Uniqe Imp

Modifications and ammunition


Bolters fire adamantine tipped mass-reactive hyper-explosive rounds. TL
Imperial. Scarce. Cost is 50 Thrones for 100 rounds.
Specialist ammunition is also available:
o Kraken penetrators: Add +2 Pen. Damage type becomes I. TL Imperial.
Rare. Cost x5.
o Metal storm bolts: Remove Tearing, add Blast 4. Pen 0. TL Imperial. Rare.
Cost x5.
o Melta bolts: Add +4 Pen. Damage type becomes I/E. TL Mechanicus.
Very Rare. Cost x20.
o Inferno (Plasmatic incendiary): Remove Tearing, add Blast 4 and Flame.
Pen 2. TL Mechanicus. Very Rare. Cost x20.
Bolt pistol: This is a .50 calibre bolt pistol made for civilian use. Large, heavy and
packs quite a punch. Capable of automatic fire. Except for short-range single
shots it should be fired with both hands. Standard sidearm for Imperial Commissars.
Bolter: This is a .50 calibre bolt rifle made for civilian use. Large, heavy and packs
quite a punch. Capable of automatic fire, but without bracing or a mount its hard
for a normal human to fire it accurately. Primary weapon for the Sisters of Battle
(their PA negates the Bulky and Kick features).
Sniper bolter: Sniper variant. Bipod and powerful telescopic preysense sight.
290
Heavy bolter: Fires the .75 calibre round. Almost exclusively found mounted on
vehicles or fixed positions. Box magazine. Some patterns are belt fed.
Astartes bolt pistol: Astartes pattern bolt pistol. All Marines carry this weapon as a
sidearm. Astartes weapons are much too large and heavy for civilian use (counts
as a Rifle) and lack obvious sighting aids (halve range).
Astartes bolter: Astartes pattern bolt rifle. Enough said. Counts as a Heavy
Weapons for ordinary humans. Half range.
Stalker pattern bolter: Sniper variant. Not capable of automatic fire. Counts as a
Heavy Weapons for ordinary humans. Sighting aids not optimized for human use
and must be removed (one third range).
Astartes storm bolter: Heavy rapid-fire Astartes bolt weapon. Used by Terminators
and Grey Knights. Rifle type weapon for terminators, Heavy Weapon for PA.
Astartes heavy bolter: Iconic Astartes support weapons. Fires the 1 bolt. The listed
ammo capacity is for a box magazine. A backpack-mounted belt-feed system is
available; increase ammo to 2000. Reload time becomes 12 Full.
Astartes assault cannon: The assault cannon is a multi-barrelled rapid-fire version of
the heavy bolter intended for Terminators and assault vehicles. This is a heavy
weapon for Terminators. Lesser beings cant carry it around.
GRAVPULSE (SHURIKEN) WEAPONS

The most powerful projectile weapons use miniaturized gravitic accelerators to


propel their projectiles. The lore and tools required to maintain and build such
personal weapons are largely lost: Even the masters of the Mechanicus cannot
manage to miniaturize the generators sufficiently. Most grav-pulse weapons found
in the Imperium are macros-scale: Mounted on super-heavy tanks, titans,
fortifications, and starships.
Some xenos races prefer grav-pulse weaponry: The iconic 'shuriken catapult
employed by the Eldar springs to mind. These weapons are of course greatly
inferior to Imperial guns; they may be advanced, but they are also frail, prone to
misfiring, and their accuracy is mediocre at best.
TABLE: RANGED WEAPONS, SHURIKEN WEAPONS
Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Imperial
Gravpulse pistol Pistol A Proj 50 3/5/10 50 Move 2D6 4 I/R 3 Tearing 2.5 2000 V Rare Mech
Gravpulse rifle Basic A Proj 150 3/5/10 100 Full 3D6 4 I/R 4 Tearing 6.0 3000 V Rare Mech
Eldar
A Proj Accurate, Reliable,
Eldar shuriken pistol Pistol 60 3/5/10 50 Move 2D6 5 I/R 4 1.5 NA N Unique Arch
(Xenos) Tearing
A Proj Accurate, Reliable,
Eldar shuriken rifle Basic 200 3/5/10 100 Full 3D6 5 I/R 6 4.0 NA N Unique Arch
(Xenos) Tearing
A Proj Accurate, Reliable,
Eldar shuriken cannon Heavy 400 -/5/20 200 2 Full 6D6 5 I/R 8 16 NA N Unique Arch
(Xenos) Tearing

291
Modifications and ammunition
Gravpulse weapons fire hyperdense solid projectiles that cause damage solely
through kinetic energy. Mech TL. Rare. Cost is 100 Thrones for 100 rounds.
Eldar weapons use an exotic variant of the same ammo type. It is not normally
available for purchase within the Imperium. Archaotech TL. Extremely Rare.
Cost is 1000 Thrones for 100 rounds.
Gravpulse pistol: Manufactured in small quantities by certain factions of the
Adeptus Mechanicus.
Gravpulse rifle: Rifle version of the gravpulse pistol.
Eldar shuriken pistol: Eldar sidearm. Eldar shuriken weapons lack obvious sighting
aids; when fired by a human range is halved. Remove Accurate and Reliable
features.
Eldar shuriken rifle: Rifle-sized shuriken weapon. Used extensively by Eldar Aspect
Warriors. Also representative of human archaotech gravpulse weapons.
Eldar shuriken cannon: Rapid-fire support weapon.
SLIVER (SPLINTER) WEAPONS

Eldar marauders frequently make use of a weapon system somewhat similar to the
needler. This weapon system uses an energy beam instead of a spring system to
propel its crystalline needle ammunition (the 'splinters' which give the gun its
name). Similar STC-compliant weapons are available in the Imperium, but while
they have a better rate of fire and more power than spring-needlers, they are not
much stealthier than normal lasweapons. Regardless of origin this variety of
needlers fire slivers that can depending on the power setting of the lasbeam and
the ammunition use kill, injure or just deliver whatever toxin is infused in the toxin-
crystal-matrix ammunition. Eldar marauders commonly use such weapons on a
low-power setting to incapacitate and capture unarmoured targets.
TABLE: RANGED WEAPONS, SPLINTER WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Imperial
Sliver pistol Pistol A Proj 50 3/5/10 50 Move 2D6 4 I/E 3 Piercing or Toxic 2.5 2000 V Rare Mech
Sliver rifle Rifle A Proj 150 3/5/10 100 Full 3D6 4 I/E 4 Piercing or Toxic 6.0 3000 V Rare Mech
Dark eldar
A Proj Scatter, Piercing or
Pistol 50 3/5/10 50 Move 2D6 5 I/E 3 N Unique Arch
Dark eldar splinter pistol (Xenos) Toxic
A Proj Scatter, Piercing or
Rifle 150 3/5/10 100 Full 3D6 5 I/E 4 N Unique Arch
Dark eldar splinter rifle (Xenos) Toxic
A Proj Scatter, Piercing or
Heavy 200 -/5/20 200 2 Full 6D6 5 I/E 6 N Unique Arch
Dark eldar splinter cannon (Xenos) Toxic

292
Modifications and ammunition
Sliver weapons use a powerful energy beam to accelerate hyperdense solid
projectiles to very high speeds. Damage is caused by the combined
thermokinetic energy of the projectile. Mech TL. Rare. Cost is 100 Thrones for 100
rounds.
Alternatively toxic slivers can be used. Reduce damage by 1 per dice and drop
the Piercing feature, but weapon gains the Toxic. Toxic darts more expensive
and difficult to acquire (dependent upon the toxin used, but at least Rare and
cost x5).
Dark eldar weapons use an exotic variant of the same ammo type. It is not
normally available for purchase within the Imperium. Archaotech TL. Extremely
Rare. Cost is 1000 Thrones for 100 rounds.
Sliver pistol: Manufactured in small quantities by certain factions of the Adeptus
Mechanicus.
Sliver rifle: Rifle version of the sliver pistol. Elite skitarii units sometime use these
weapons.
Dark eldar splinter pistol: The dark eldar sidearm of choice. Can be fired in normal
and shotgun (Scatter) modes (Move action to switch fire modes). Each scatter
shot consumes two units of ammo. Dark eldar weapons are not meant for human
use; in addition to proficiency issues they become Unreliable in human hands and
any mishap results in 1D6+3 R damage caused to the wielders upper body (Gm
discretion) in addition to normal results.
Dark eldar splinter rifle: Rifle version of the splinter pistol. Also representative of
human archaotech sliver weapons.
Dark eldar splinter cannon: Support variant of the splinter rifle. Carried by heavy
weapon specialists or mounted on vehicles/fixed positions.

293
DIRECTED ENERGY WEAPONS

Directed energy weapons (DEW) are a common sight in the Imperium. Instead of
shooting a solid projectile, they cause damage by directing some form of energy
at the target in the form of an energy pulse (a very brief energy beam). The
manufacture of energy weapons generally relies on high technology not readily
available: As a result most energy weapons are made by the Adeptus Mechanicus
on one of their forge worlds, or more rarely by local tech-guilds producing under
Mechanicus license.
DEW weapons require energy to operate: Either from power packs, battery stacks,
capacitators, or by plugging them directly into powerful generators. DEW
weapons do not shoot projectiles as such, but some weapons nevertheless require
some form of ammunition (reaction mass for the beam or something along those
lines). If this type of ammunition is required it is almost always integrated with the
energy supply, except in the case of fixed weapon that rely on generators to
power them.
LASGUNS

Las weapons or lasguns as they are known are very common in the Imperium,
made under Mechanicus license on thousands of worlds. The ubiquitous lasgun is
also made iconic because it is the standard longarm of the Imperial Guard there
are quite literally billions of such weapons floating around the galaxy. Many xenos
species also utilize las-weapons. The Eldar, for example, equip their Guardians (and
certain Aspect Warriors) with advanced lasguns that fire super-energized beams
(a technological feat only certain ancient Magi can duplicate). Lasguns are
among the most versatile of beam weapons, with a wide range of offensive and
defensive applications. All lasguns are solid-state, using a solid crystalline material
as the lasing medium. They require no hazardous chemicals and are compact,
light, durable, and easy to use.
Las weapons often have variable settings; ranging from the dazzle setting that
cause temporary blindness, via blinding that cause permanent damage to
eyesight or optics, to a high-energy setting that causes physical damage. Many
military lasguns will only have the high-energy setting and many such weapons
also have a hotshot option that increases output/damage at the expense of firing
rate and energy consumption. All state-of-the-art lasweapons are of the variable-
spectrum type, with the integrated machine spirit automatically attuning the
beam frequency for optimum performance (meaning that lasweapons can
operate effectively in vacuum, fog and atmospheric pollution, and even
underwater). Military lasweapons are sometimes capable of automatic (pulse-
mode) fire. When firing on automatic lasweapons deliver longer and more
energetic pulses, but with less beam coherency, leading to somewhat increased
damage at the expense of armour penetration (some models can actually fire in
pulse mode even in single shot or semi-automatic modes).

294
Although the lasbeam is invisible the use of a hi-power lasgun will give away the
firer's position because of DEW lines (Directed Energy Weapon lines a very brief
visible line caused by the energy release ionizing air molecules and burning
atmospheric pollution along its path reminiscent of a faint and short-lived
lightning bolt), thermal blooming (the air around the gun's muzzle will heat
dramatically easy to spot using preysense equipment) and associated sonic
shock wave (the sudden increase in pressure and temperature causes a thunder-
like sound). Lasweapons are also effectively recoilless, but the powerful
thermal/sonic effect on the atmosphere next to the muzzle tends to slightly disrupt
aiming, meaning that lasguns are highly accurate but not fully stabilized when
used as automatic weapons.
TABLE: RANGED WEAPONS, ENERGY WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Pistols
Snub laspistol Pistol Energy 20 3/-/- 10 Move 2D6 3 E 1 Compact, Reliable 1.0 100 Scarce Imp
Light laspistol Pistol Energy 30 3/-/- 30 Move 2D6 3 E 1 Reliable 1.0 75 Average Imp
Firespray laspistol Pistol Energy 20 -/5/10 40 Move 2D6 3 E 1 Rare Imp
Laspistol Pistol Energy 30 3/-/- 30 Move 2D6 4 E 1 Reliable 1.0 75 Average Imp
Heavy laspistol Pistol Energy 40 3/-/- 15 Move 2D6 6 E 1 Bulky, Reliable 1.5 200 Scarce Imp
Rifles
Compact, Hotshot,
Las carbine Rifle Energy 60 3/5/10 50 Move 3D6 2 E 2 Reliable 2.5 Average Imp
Accurate, Hotshot,
Lasgun Rifle Energy 100 3/5/10 50 Move 3D6 3 E 2 Reliable 4 150 Average Imp
Accurate, Hotshot,
Sinister pattern lasgun Rifle Energy 120 3/-/- 50 Move 3D6 5 E 2 Reliable 4 225 Scarce Imp
Accurate, Bulky,
Longlas Rifle Energy 200 2/-/- 10 Full 3D6 5 E 2 Hotshot, Reliable 7.5 600 Rare Imp
Support
Light autolas Rifle Energy 150 -/5/10 100 Full 3D6 4 E 2 Reliable 5.5 Rare Imp
Autolas Rifle Energy 200 -/5/10 100 2 Full 4D6 3 E 2 Bulky, Reliable 8 Rare Imp
Heavy
Multilas Heavy Energy 200 -/10/20 2k 3 Full 5D6 5 E 3 Bulky 45 5000 V Rare Imp
Accurate, Bulky,
Manportable lascannon Heavy Energy 500 S/-/- 1 2 Full 10D6 10 E 10 Concussive, Felling 25 5000 V Rare Imp
Accurate, Bulky,
Lascannon Heavy Energy 500 2/-/- 10 2 Full 10D6 10 E 10 Concussive, Felling 40 5000 V Rare Imp
Eldar
Accurate, Hotshot,
Lasblaster Rifle Energy 120 3/5/10 100 Full 4D6 3 E 3 4.0 NA Exotic Arch
Reliable
Accurate, Hotshot,
Solar rifle Rifle Energy 200 3/5/10 100 Full 6D6 4 E 4 6.0 NA Exotic Wiz
Reliable

Modifications and ammunition


Lasweapons require power packs to operate. Pistols use the smaller power
pack while rifles use the larger type. Support weapons can either accept an
even larger pack or multiple rifle packs. Heavy weapons require dedicated
capacitators packs.

295
Snub laspistol: Compact laspistol. Only accepts a special half-size power pack.
Light laspistol: Lighter version of the laspistol.
Firespray pattern laspistol: Light laspistol optimized for automatic fire.
Laspistol: Typical las sidearm. Used by military types, bodyguards and others. There
are more than 100 known STC-compliant patterns made in the Imperium (plus any
number of modified and otherwise heretek copies).
Heavy laspistol: Heavy pistol. Greater damage and range at the expense of clip
capacity.
Lasgun: Las longarm. Manufactured in the billions by the Adeptus Mechanicus for
the Imperial Guard.
Sinister pattern lasguns: More powerful charge capacity, but incapable of
automatic fire.
Longlas
Multilas: This heavy weapon has a multi-stage energizing array and rotating las-
barrels. It can put out a lot of high-power lasfire in a very short amount of time.
Manportable lascannon: The manportable lascannon is one of the Imperial
Guards primary long-range infantry anti-tank weapons. The IG TOE calls for once
such weapon per infantry squad. The gunner carries the gun, plus two charges
while his gun mates carry 4 extra shots each (total of 10 shot per squad).
The weapon consists of a gun tube that is steadied over the gunners shoulder,
and energizing chamber that accepts a special one-shot power pack, and an
advanced telescopic preysense sight that aids the shooter in picking out
vulnerable locations on enemy vehicles. The lascannon can reliably defeat the
flank armour of tanks out to at least 2000 meters. Because of its high accuracy it is
also excellent for engaging power armour.
Lascannon: Lascannon can also be found mounted on vehicles or carried by
Adeptus Astartes. These patterns of lascannon either draw from a 10 shot
capacitators or draw power directly from a generator. Furthermore they come
equipped with a dual-stage energizing chamber and advanced coolant systems,
which allows for rapid and sustained fire.
Eldar lasblaster: This is the standard lasgun utilized by Eldar Guardians and some
Aspect Warriors. It is made from organic-crystalline materials and draws power
from a non-standard energy source that the Adeptus Mechanicus cannot
duplicate. There is no obvious trigger or other controls and the weapon has
rudimentary iron sights only. These are clear signs of the inferior nature of this
weapon.
Eldar solar rifle: Another Eldar variant of the lasgun. This one is found exclusively in
the hands of Eldar commanders.
296
HELLGUNS (BLASTERS)

Hellguns (or blasters) are similar to lasguns in that they fire a beam of coherent
energy at the target. The difference it that hellguns use the lasbeam not only to
cause burn damage, but to guide a beam of charged particles at the target (so
the hell gun is really two guns in one a lasgun and a charged-particle
accelerator). Hellguns are much more potent than pure las weapons, but they
sacrifice the low bulk and ease-of-use that characterizes lasguns. Hellguns are also
much more difficult and expensive to make, which of course prevents ordinary
guard units from employing them hellguns are usually only carried by
Stromtrooper Regiments or other elite formations.
Hellguns come in a variety of shapes and sizes, ranging from hellpistols, via rifles, to
heavy support weapons (such as the Oerius Pattern Hellripper Infantry Support
Weapon). Since hellguns go through a lot of power very quickly they are often
attached to an external power source like an atomic-stack battery (found in
most power armours or carried as separate backpack units by Imperial
Stromtroopers for example such batteries contain enough power to last through
most battles). Support weapons are invariably either connected to a heavy-duty
capacitator or more frequently runs of a dedicated power generator or siphons
power from an external power source (such as a vehicular power plant). Hellpistols
are by comparison severely limited even with less powerful blasts they go through
a standard power cell very quickly.
TABLE: RANGED WEAPONS, ENERGY WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Imperial
Hellpistol Pistol Energy 30 3/-/- 15 Move 3D6 3 E 3 Bulky, Kick 2 250 Rare Imp
Hellgun Rifle Energy 100 3/5/10 30 Full 4D6 3 E 4 Bulky, Kick 5 600 Rare Imp
Eldar
Prism rifle Pistol Energy 120 3/5/10 100 5D6 4 4 Kick, Hotshot N Unique Arch
Prism blaster Basic Energy 200 3/5/10 100 7D6 6 4 Kick, Hotshot N Unique Wiz

Hellpistol: Hellgun in a sidearm variant.


Hellgun: Potent blaster rifle used primarily by Imperial Guard Stormtrooper
regiments and skitarii units.
Eldar prism rifle: Another degenerate Eldar weapon the prism rifle duplicates the
workings of the hallowed STC-pattern hellgun. Also representative of archaotech
hellguns.
Eldar prism blaster: Exarch weapon made using technology now lost even to the
Eldar.

297
HIGH ENERGY WEAPONS

High energy weapons are similar to other directed energy weapons in function,
but as the name implies they put out more energy per shot and therefore their
destructive potential is much greater. High energy weapons require some extra
training to use safely and effectively. In game terms proficiency is covered by the
ST (High Energy) talent. Powerful versions of standard DEW weapons do not fall into
this category a lascannon is definitely high energy, but still falls within the DEW
category in terms of weapon proficiency.
PLASMA WEAPONS

Plasma guns are essentially a variation of the lasgun that use a powerful energy
beam to turn an ammunition pellet into a high-temperature plasma state. The
plasma is contained and subsequently accelerated and released along the path
of the guiding energy beam. Plasma weapons have good range and excellent
penetration due to their dual kinetic/thermal payload. The effect of a sustained
plasma blast on flesh is devastating only bones and deeply charred tissue will
remain. Even if a plasma gun fails to penetrate armour it can quite literally cook
the wearer. Plasma weapons are loud and bright similar to lasweapons, only
several magnitudes more intense. Plasma weapons range in size from pistol, via
rifles, to support weapons.
The plasma guns produced by the Adeptus Mechanicus are incredibly advanced
weapons that only they can build and maintain. Capable of variable rapid-
pulse/sustained fire these weapons are among the most devastating weapons
found in the Imperial arsenal, capable of shredding hordes of armoured
opponents or bringing down even hardened single targets. Cruder versions
crafted by lesser tech-guilds can also be found, but such pieces are invariably
bulky and incapable of outputting the same volume of fire (but they are no less
deadly). Several xenos races also utilize similar weapons the Tau deploys rapid-
firing plasma-pulse weapons. Orks also seem to have a penchant for plasma
weapons, both scavenged and self-constructed.
TABLE: RANGED WEAPONS, PLASMA WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Plasma pistol Pistol Hi E 30 S/-/- 10 Move 3D6 4 E 6 Overheat, Unreliable V Rare Mech

Plasma gun Basic Hi E 50 S/-/- 20 Full 5D6 5 E 8 Overheat, Unreliable V Rare Mech

Plasma cannon Hvy Hi E 80 S/-/- 30 2 Full 8D6 6 E 10 Overheat, Unreliable V Rare Mech

Arch

Wiz

298
MELTA (FUSION) WEAPONS

Melta (or fusion beam) weapons are a variant of the plasma gun that sacrifices
range and rate of fire for pure destructive power. The name of the weapon is
evocative the star-hot temperatures of the melta beam literally melts through
armour and burn the target to cinders.
The only faction within the Imperium with the skills required to make these weapons
is the Adeptus Mechanicus they make melta weapons strictly for military use,
supplying them to the Imperial Guard and Astartes for use as anti-armour
weapons. Inferno pistols (miniature melta weapons) are very rare, but priority units
can expect to have access to melta guns if the situation warrants it. The Eldar are
known to use melta guns in the anti-armour role.
TABLE: RANGED WEAPONS, MELTA WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Inferno pistol Pistol Hi E 10 S/-/- 3 Full 4D6 4 E 6 Focused Mec

Meltagun Basic Hi E 30 S/-/- 5 2 Full 6D6 6 E 9 Focused Mec

Multimelta Hvy Hi E 30 S/-/- 4 12D6 10 E 12 Focused

Eldar fusion gun Basic Xenos 60 S/-/- 20 Full 8D6 8 E 10 Focused Arch

Fire pike Basic 100 S/-/- 20 Full 12D6 10 E 12 Focused Wiz

299
EXOTIC ENERGY WEAPONS

Humanity's mastery of the laws of physics during the Dark Age of Technology led to
the creation of many techno-arcane devices of unbelievable power gravitic
weapons capable of tearing any target to shreds, molecular disintegrators that
quite literally did what their name indicates, anti-matter warheads fitted into
miniature AI missiles, and worse devices capable of tearing open rifts into the
Warp, psionic beams that could burn out a creature's soul; basically any dark and
abominable device that can be imagined. Luckily for humanity the knowledge of
how to produce and maintain these weapons was last during the Age of Strife.
The Adeptus Mechanicus still guard the secrets of some of these forbidden
weapons, vigilantly working to prevent such terrible tech-heresies from falling into
the wrong hands. Other weapons have passed into obscurity, for which we shall
be eternally grateful. Certain degenerate xenos species, however, have no regard
for the works of the Mechanicus and continue to employ blasphemous of similar
nature (the vile Eldar are especially guilty of this).
GRAVISTATIC WEAPONS
Gravistatic weapons use the force of gravity to

Armour offers little protection against gravistatic weapons,

TABLE: RANGED WEAPONS, GRAVISTATIC WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Grav gun Pistol Ex E 200 3/10/20 200 3 Full 10D6 10 X 10 8.0 1200 Plentiful Imp
Gravitic ripper

300
DISTORTION WEAPONS

Distortion weapons open microscopic rifts in realtiy


TABLE: RANGED WEAPONS, GRAVISTATIC WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Grav gun Pistol Ex E 200 3/10/20 200 3 Full 10D6 10 X 0 Warp 8.0 1200 Plentiful Imp
Gravitic ripper Warp

D-cannon Arch

301
LAUNCHERS

Launchers are weapons designed to fire grenades or missiles further than an


ordinary soldier can throw the same ordnance. Many grenade launchers are
man-portable, shoulder-fired weapons, usually mounted on a rifle-type weapon
such as a bolter, lasgun or autogun. Such launchers are frequently single-shot, but
certain patterns have magazines, typically with space for 3-5 grenades (plus one in
the launch tube). Independent launcher systems exist, such as the Imperial Guard
SGL (Squad Grenade Launcher). These weapons will almost invariably have either
box or drum magazines with room for a large number of grenades. Unlike the rifle-
mounted systems these weapons are capable of semi-automatic, or even fully-
automatic fire. Grenade launchers are also used as heavy support weapons or
mounted on vehicles, ether as an offensive weapon system or as a defensive
measure (launching smoke/blind or frag grenades against close-in infantry).
Standard ammunition for grenade launcher is the 30-40 mm high-explosive
grenade, but special grenades are also available. These range from anti-personnel
flechette canister and non-lethal webber rounds, via auxiliary types like flare,
smoke and blind, to krak and melta greandes designed specifically to deal with
armoured targets. Many ammunition types are primed by the launcher's machine
spirit as it is fired. Frag rounds, for example, can be set to explode at a certain
distance or elevation, thus enabling them to affect hard-to-reach targets. Krak
grenades are direct-attack weapons, but needs to be primed to have optimum
effect against a variety of hardened targets.
Missile launchers (a cross between an RPG and a RW missile launcher) are scaled-
up versions of the grenade launcher, capable of firing larger projectiles with more
capable payloads over longer distances. More primitive missile launchers can be
of the single-shot type, but most have magazines and are capable of semi-
automatic fire. Too heavy for ordinary soldiers to carry and use alone, missile
launchers must either be operated by 2-3 man fire-teams, be emplaced, or carried
by power-armoured Astartes (together with heavy bolters missile launchers are the
primary support weapon for Space Marine tactical squads; frequently consisting of
weapon patterns capable of launching multiple missiles simultaneously to ensure
maximum saturation of defensive systems). Scaled-up versions of the missile
launcher are also encountered in supporting roles; mounted on AFVs,
dreadnoughts and gunships to provide fire-and-forget capabilities for example.
TABLE: RANGED WEAPONS, LAUNCHERS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Grenade launchers
9
Grenade Launcher Basic 60 S/-/- 6 Full * * * kg 500 Scarce
15
Missile Launcher Hvy 120 S/-/- 1 2 Full * * * kg 1500 Rare

Grenades
Frag Thro SBx3 - - - 2D10 0 Blast (4) 0.5 10 Commo Fri

302
wn X kg n nge
Thro 2D10 0.5
Krak wn SBx3 - - - +4 X 6 - kg 50 Rare
Thro 0.5
Blind wn SBx3 - - - - 0 Smoke kg 25 Scarce
Thro Speci 0.5
Photon Flash wn SBx3 - - - al 0 - kg 60 Scarce
Thro Speci 0.5
Hallucinogen wn SBx3 - - - al 0 - kg 40 Rare
Thro Speci 0.5
Hallucinogen wn SBx3 - - - al 0 - kg 40 Rare

303
PROJECTORS

Flame weapons have been part of the human armoury since hallowed antiquity
and continue to see use on the battlefield. Improvised fire weapons usually
thrown firebombs are also used by insurgents and rioters.
CHEMICAL FLAMERS

Chemical flamers spray promethium or another highly flammable substance at


high pressure using a pressurized container/nozzle assembly. The promethium is
ignited by a burner as it leaves the nozzle, creating a spray of chemical fire that is
almost impossible to put out (promethium burns even if submerged in water) and
that can cause flammable targets to catch fire.
Promethium-based flamers are commonly used by the Imperial Guard to clear out
enemy emplacements and such. These flamers come in pistol, rifle, and heavy
support variants. Some rifle patterns have external tanks (carried on the trooper's
back) that provide extra fuel and greater range (because of the higher fuel
pressure inside the tank).
Because of the limited range of flamers and the danger presented by the
pressurized fuel, many consider the role of the flamer-trooper to be an unlucky
one. Flamer-equipped troopers should preferable wear sealed and fire-proofed
armour because of the hazards created by the proximity to heat/fire and
secondary smoke/noxious fuels.
TABLE: RANGED WEAPONS, CHEMICAL FLAMERS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Accurate, Reliable,
Hand flamer Pistol Energy 200 3/10/20 200 3 Full 10D6 10 X 12 Tearing 8.0 1200 Plentiful Fri
Flamer Fri

Heavy flamer Fri

304
PLASMATIC FLAMERS

Plasmatic flamers utilize the same basic principle that plasma guns do hydrogen
fuel is turned into high-energy plasma by a focused las-beam. The plasma is then
accelerated out of the containment chamber and released from the weapon
creating a spray of super-hot plasma they will burn anything it touches (similar in
effect to chemical flamers, but with increased damage potential).
Plasmatic flamers are quite bulky and because of the extremely hot payload they
can only be used by troops in sealed armour. As a result plasmatic flamers are
primarily found in the armouries of the Adeptus Astartes and the Sisters of Battle
(both forces use power armour, which is fully sealed).
TABLE: RANGED WEAPONS, PLASMATIC FLAMERS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Accurate, Reliable,
Pistol Pistol Energy 200 3/10/20 200 3 Full 10D6 10 X 12 Tearing 8.0 1200 Plentiful Imp
Rifle

Heavy

305
PRIMITIVE PROJECTILE WEAPONS

Primitive projectile weapons use muscle power and/or simple mechanical


mechanisms to power the shot. Examples include bows, javelins and throwing
knives. Primitive weapons are found primarily on feral and feudal worlds.
TABLE: RANGED WEAPONS, PRIMITIVE WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Primitive
Bulky, Primitive,
Blunderbuss pistol Pistol Proj 10 S/-/- 1 2 Full 3D6 2 I 0 Scatter 2.5 Feu
Bulky, Primitive,
Blunderbuss gun Basic Proj 20 S/-/- 1 3 Full 3D6 3 I 0 Scatter 5.0 Feu
Axe Pistol Missile 10 S/-/- - Move 1D6 S-1 R 0 Primitive Fer
Blackpowder pistol Pistol Missile
Blunderbuss Rifle Missile
Bow Rifle Missile 40 S/-/- - Swift 1D6 3 I 0 Primitive Fer
Compound bow Rifle Missile 100 S/-/- - Swift 1D6 I 2 Primitive Fri

Crossbow Rifle Missile 60 S/-/- - Full 1D6 4 I 1 Primitive Feu

Heavy crossbow Rifle Missile 100 S/-/- - 2 Full I 2 Primitive Feu

Javelin Pistol Missile 20 S/-/- - Move 1D6 S-1 I 0 Primitive Fer

Knife Pistol Missile 10 2/-/- - Swift 1D6 S-2 I 0 Primitive Fer

Longbow Rifle Missile 80 2/-/- - Swift 1D6 5 I 1 Primitive Feu

Musket Heavy Missile

Powered crossbow Rifle Missile 100 - Move I 2 Primitive Fri

Sling Pistol Missile 30 2/-/- - Swift 1D6 2 I 0 Primitive Fer

Spear Pistol Missile 10 S/-/- - - 2D6 S I 0 Primitive Fer

Many primitive projectile weapons (or their ammunition) can be made into
mono/hyperdense weapons, but this is pretty rare. TL, cost and availability as for
melee weapons of the same type.
Advanced variants of the longbow and crossbow can be found as hunting or
assassins weapons (compound bow and powered crossbow). Such weapons
generally use mono arrows.
Primitive weapons have a RoF of S/-/-, but some of them can be fired more
than once as part of a Full action if the shooter can spend the appropriate
action to reload them (a bowman with rapid reload could fire up to 3 arrows
from a bow in one round).
Blunderbuss pistol: Primitive precursor of the shotgun. Muzzle-loaded. Should be
fired with two hands or braced.
Blunderbuss gun: Primitive precursor of the shotgun. Muzzle-loaded. Should be
braced before firing.

306
Axe: This is a specialized throwing axe. Other axes can be thrown in a pinch; a
normal hand axe is -10% to hit but otherwise identical. Heavier axes are also -10%
to hit, range is halved and damage is +2 (+2 more if throwing with two hands).
Bow: A relatively simple bow with limited range and penetrating power. Used for
war and hunting by very primitive societies.
Crossbow
Heavy crossbow
Knife: This knife has been balanced for throwing. Throwing a normal knife/dagger is
quite difficulty (-20% penalty and range is halved). Also representative of other
small weapons like throwing stars.
Longbow: The longbow is a heavier and more technically advanced version of the
common bow. It has a heavier draw and thus more range and penetrating power.
Sling
Spear

307
AMMUNITION, ATTACHMENTS AND UPGRADES

Sights
Fixed sights
Advanced sights: Advanced sights that assist the shooter. This includes red dot,
reflex and holographic sights.
Active sight:

Preysense sight:

Assault scopes: An assault scope is a smaller magnifying scope that can be fitted
to most Rifles (including compact ones) and Bulky pistols. When firing Aimed and
Sniper shots the weapon gains the Accurate feature.
Sniper scopes: Sniper scopes can normally only be fitted to hunting weapons,
dedicated sniper weapons and a few other rifles. To accept a sniper scope a
weapon must be a Rifle (or Heavy sniper weapon) with the Accurate feature (but
not the compact feature).

308
GRENADES

Grenades are either of the hand-grenade type or made to be launched from a


grenade launcher.
TABLE: GRENADES

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Frag (anti-personnel) Thrown Simple 10 - - - 4D6 0 X 0 Blast 4, Primitive Ind
Krak (anti-armour) Thrown Simple 10 - - - 4D6 4 X 6 Concussive, Felling Fri
Smoke Thrown Simple 10 - - - Area, Smoke Fri
Plasma Thrown Simple 10 - - - 4D6 4 X 0 Blast Imp
Melta Thrown Simple 10 - - - 6D6 6 X 8 Concussive, Felling Imp
Blind Thrown Simple 10 - - - Area, Blind Imp

Grenades can be miniaturized somewhat: One TL up allows them to be turned


into mini-grenades. Two TLs up allows micro-grenades. Statistics remains the
same.
Frag: Explosive fragmentation grenade. Has been used to kill people for about
40.000 years. Still effective. Advanced versions are available: Drop the Primitive
feature. TL become Fri, availability drops 2 steps, cost is quadrupled.
Krak: Anti-armour grenade. Explodes upon contact and directs the full force of the
blast towards cutting through armour.
Smoke: For obscuring the battlefield.
Plasma: Essentially a more advanced anti-infantry grenade.
Melta: Essentially a more advanced anti-armour grenade.
Blind: Advance smoke that will even foil various hi-tech sensors.

309
MISSILES

Missiles are just over-sized grenades. Some are guided while others are just
unguided rockets. The missiles presented here represent the lighter end of the
missile pool those used by man portable missile launchers and the like. Heavier
models definitely exist.
TABLE: MISSILES

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Frag (anti-personnel) Thrown Simple 10 - - - 3D6 4 X 0 Blast Fri
Krak (anti-armour) Thrown Simple 10 - - - 4D6 6 X 6 Concussive, Felling Fri
Smoke Thrown Simple 10 - - - Area, Smoke Fri
Plasma Thrown Simple 10 - - - 4D6 4 X 2 Blast Imp
Melta Thrown Simple 10 - - - 6D6 6 X 8 Concussive, Felling Imp
Blind Thrown Simple 10 - - - Area, Blind Imp

310
MELEE WEAPONS

Surprising perhaps, but various forms of melee weapons continue to be employed


even in the distant dark future. Hi-tech melee weapons can be extremely potent,
able to cut down power-armoured warriors with ease or ripping open armoured
fighting vehicles. It must be remembered, however, that to use a melee weapon
you have to get in close the sword is still no match for the gun. Instead melee
weapons see use where no guns are available or cannot be used, when
ammunition runs out, or when ranges are very short. Adeptus Astartes storming an
enemy fortified position will have the speed, protection, and missile firepower
needed to get into melee range and once they do it is game over for their
enemies.

PRIMITIVE MELEE WEAPONS

Primitive melee weapons range from a utility knife, via an underhive shiv, to the
blades and other weapons employed on primitive worlds. Most primitive melee
weapons lack the penetrating qualities required to overcome modern rigid body
armour, but work well enough against unarmoured targets or targets wearing only
primitive armour.
Name Class Type Rng RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Balanced, Close,
Fist (light unarmed) Light Simple - - - - 1D6 S-3 I 0 Nonlethal, Primitive - - - NA
Close, Nonlethal,
Kick (heavy unarmed) Light Simple - - - - 1D6 S-2 I 0 Primitive, Unbalanced - - - NA
Club Light Simple - - - - 1D6 S-2 I 0 Primitive Feu
Balanced, Close,
Dagger Light Simple - - - - 1D6 S-2 R 0 Primitive Feu
Handaxe Light Simple - - - - 1D6 S R 1 Primitive, Unbalanced Feu
Shortsword Light Simple - - - - 1D6 S-1 R 0 Balanced, Primitive Feu
Light mace Light Simple - - - - 1D6 S+1 I 0 Primitive Feu
Javelin Light Simple - - - - 1D6 S-1 R 0 Primitive Feu
Battleaxe Med Melee - - - - 1D6 S+1 R 1 Primitive, Unbalanced Feu
Longsword Med Melee - - - - 1D6 S R 0 Balanced, Primitive Feu
Heavy mace Med Melee - - - - 1D6 S+1 I 0 Primitive Feu
Flexible, Primitive,
Flail Med Melee - - - - 1D6 S+1 I 0 Unwieldly Feu
Spear Med Melee - - - - 1D6 S R 0 Primitve, Reach Feu
Longaxe Med Melee - - - - 1D6 S+2 R 1 Primitive, Unbalanced Feu
Bastardsword Med Melee - - - - 1D6 S+1 R 0 Balanced, Primitive Feu
Greataxe Great Melee - - - - 2D6 S+1 R 1 Primitive, Unbalanced Feu
Greatsword Great Melee - - - - 2D6 S R 0 Balanced, Primitive Feu
Maul Great Melee - - - - 2D6 S+1 I 0 Primitive Feu
Pike Great Melee - - - - 2D6 S R 0 Primitive, Reach Feu

Feral TL weapons are the equivalent of Poor quality. Industrial TL weapons are
the equivalent of Good quality. Fringe TL weapons are the equivalent of Best
quality.

311
First: Your typical human fist (or other quick unarmed attack). Fists are Balanced, so
you can use them to attack and still have them ready to parry. If you wear a
gauntlet, fighting glove or the equivalent remove the Nonlethal feature.
Kick: Your typical human kick (or head-butt or haymaker or other heavy unarmed
attack). If you kick on your turn all your unarmed parries count as Unbalanced. If
you wear armoured boots or something like that, remove the Nonlethal feature.
Club: Your typical club, baseball bat, construction hammer, or improvised
bludgeoning weapon.
Dagger: Short bladed weapon.
Handaxe: A small axe (including throwing axes used in melee) or other chopping
instrument (meat cleavers etc.). Does a lot of damage, but is somewhat unwieldly.
Shortsword: Small sword or other short bladed weapon.
Light mace: Bludgeoning weapon. Used for bludgeoning people to death.
Javelin: Light spear that is primarily intended for throwing. Can be used to poke
people with.
Battleaxe: Axe made for battle. Cuts through armour and splits skulls. Requires
Brawn 40+ to wield with one hand.
Longsword: Larger bladed weapon. Stabbing and slashing. Good for parrying.
Requires Brawn 40+ to wield with one hand.
Heavy mace: Heavier bludgeoning weapon. Even better for bludgeoning people
to death. Requires Brawn 40+ to wield with one hand.
Flail: Bludgeoning weapon. Ball on a chain. Hard to defend properly against.
Spear: Long spear. Can be thrown, but is mostly intended to poke people with.
Longaxe: Battle axe mounted on a longer shaft. Even more killing power, but even
less useful for defence. Feral reavers across space and time (Vikings included) are
partial to this weapon. Requires Brawn 50+ to wield with one hand.
Bastardsword: Big longsword. Usually wielded with two hands. Requires Brawn 50+
to wield with one hand.
Greataxe: Two-handed axe. Also representative of halberds and other similar
polearms.
Greatsword: Two-handed sword.
Maul: The ultimate two-handed mace. A bitch to wield.
Pike: Very long spear that must be used with two hands.

312
MONO WEAPONS

So called monomolecular weapons have a very narrow cutting edge, culminating


in a single nano-strand of incredible hardness and durability, bound into a crystal-
matrix mesh of high density and durability. Contrary to common lore it is not the
cutting edge that is lethal it is the matter-disruption properties of the backing
material matrix that allows the mono-strand to cut through non-bonded materials
with little effort. The Imperial Guard is issued with mono-blades, either as long
fighting knives or bayonets.
TABLE: MELEE WEAPONS, MONO WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Monoblade Light Melee - - - - 1D6 S R 2 Balanced Fri
Monosword Med Melee - - - - 1D6 S+1 R 2 Balanced Fri
Mechanicus axe Great Melee - - - - 2D6 S+2 R 3 Unbalanced Fri

Most primitive melee weapons that do R damage can be turned into mono
weapons. Mono weapons do +1 damage, gain + 2 Pen and lose the Primitive
feature. TL increases to Fringe. Cost is plus 100 thrones.
Monoblade: Equivalent to a short sword or heavy combat knife. Also
representative of IG bayonets.
Monosword: High-tech sword. Found in the possession of officers, duellists, and
noblemen.
Monoaxe: High-tech axe carried by adepts of the Adeptus Mechanicus. Mono
weapon equivalent of a greataxe. Experienced tech-priests will have more
advanced versions of the weapon, but this is the basic axe handed out to new
initiates.

313
VIBRO WEAPONS

Vibro weapons are hi-tech versions of primitive bladed weapons that use power-
material-oscillation technology (related to the technology used in power
weapons) to create a weapons with a cutting edge that vibrates several thousand
times per second. The minute (and completely invisible) oscillation effect helps the
weapon cut through armour, bone, and flesh. The blade also gets very hot,
despite integrated heat-dissipating feedback loops. Vibro weapons require power
cells to operate. Without power they are useless; the cutting edge of a vibroblade
is not very sharp. Vibro weapons are popular with scum and mercenaries.
TABLE: MELEE WEAPONS, VIBRO WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Vibroblade Light Melee - - - - 2D6 S-1 R 0 Balanced Fri
Vibrosword Med Melee - - - - 2D6 S R 0 Balanced Fri
Mechanicus vibrozxe Great Melee - - - - 3D6 S+1 R 1 Unbalanced Fri

Most primitive melee weapons that do R damage can be turned into vibro
weapons. Vibro weapons do +1 dice of damage and lose the Primitive feature.
TL increases to Fringe. Cost is doubled plus 200 thrones. Weapon requires an
energy cell to operate. Without power its practically useless.

314
HYPERDENSE WEAPONS

Hyperdense cutting edges are similar to monomolecular weapons, except that


their design involves sacred techno-arcana pertaining to the use of
collapsed/hyperdense materials. The result is a cutting surface that is even more
lethal than a monoblade the collapsed matter will sheer through almost anything
that isn't protected by molecular hardening or nuclear dampener fields. Given the
difficult manufacturing process hyperdense weapons are found only in the hands
of the rich or lucky. The Adeptus Astartes are neither, but as humanity's finest they
have access to such weapons if they desire them.
TABLE: MELEE WEAPONS, HYPERDENSE WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Vibroblade Light Melee - - - - 1D6 S+1 R 4 Balanced Imp
Vibrosword Hand Melee - - - - 1D6 S+2 R 4 Balanced Imp
Mechanicus vibrozxe Great Melee - - - - 2D6 S+3 R 5 Unbalanced Imp

Most primitive melee weapons that do R damage can be turned into mono
weapons. Mono weapons do +2 damage, gain +4 Pen and lose the Primitive
feature. TL increases to Imperial. Cost is quadrupled plus 1000 thrones.

315
CHAIN WEAPONS

Chain weapons resemble bulky versions of normal cutting weapons. They contain
heavy power cell in the hilt/haft which powers the cutting chain that gives the
weapon its name (it strongly resembles a chainsaw a common industrial tool).
Chain weapons are almost always mono-weapons, since a chain weapon without
this feature would have trouble dealing with heavy modern armour. Because of
their weight and bulk chainswords and chainaxes are frequently employed by
power-armoured soldiers. The Astartes are fond of chain weapons the oversized
chainsword with hyperdense cutting edge is a staple of Marine assault troopers,
capable of cutting down other Astartes or peeling open lightly armoured vehicles.
Another famous chain weapon is the Astartes Terminator chainfist which is most
correctly classified as a power weapon.
TABLE: MELEE WEAPONS, CHAIN WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Vibroblade Hand Melee - - - - 3D6 S-1 R 4 Balanced, Tearing Imp
Vibrosword Hand Melee - - - - 3D6 S R 4 Tearing Imp
Mechanicus vibrozxe Great Melee - - - - 4D6 S+1 R 5 Unwieldly, Tearing Imp

Most primitive melee weapons that do R damage can be turned into mono
weapons. Mono weapons do +2 dice of damage, gain +4 Pen and the Tearing
feature, plus loses the Primitive feature. Chain weapons are heavy and
cumbersome to wield; light weapons become hand weapons, hand weapons
and great weapons drop one step in terms of balance (Balanced No feature
Unbalanced Unwieldy). Unwieldy weapons cant be made into chain
weapons. TL increases to Imperial. Cost is quadrupled plus 1000 thrones.

316
POWER WEAPONS

Power weapons are usually normal melee weapons that have an annihilation
energy field installed. Running from a power pack in the hilt/haft, the annihilation
field is the pinnacle of the matter-disruption effect used in mono/hyperdense
weapons. Instead of a passive-integrated effect the active-effect field extends
beyond the weapon and is the primary destructive agent; the weapon itself is of
secondary importance. The power field interfaces with other power fields, so a
power weapon can effectively be used to parry other power weapons. Some
power weapons have a variable power setting on low power they can play
havoc on the target's nervous system, but won't kill (the Adeptus Arbites power
maul is a typical example).
The Imperium retains some examples of pure-annihilation weapons. Such weapons
forego the use of a material component, keeping only the hilt that contains power
cell and field projector. There are several problems with such a system; the
projection technology is lost-tech and the replacement system used to build such
weapons is energy-inefficient, leading to a very short lifetime for the power cells.
The main issue, however, is that the annihilation field has no mass or inertia, so that
parrying becomes effectively impossible.
TABLE: MELEE WEAPONS, POWER WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Power blade Light Melee - - - - 3D6 S-1 E 6 Balanced, Power Mech
Power sword Hand Melee - - - - 3D6 S E 6 Balanced, Power Mech
Power maul

Mechanicus powerxe Great Melee - - - - 4D6 S+1 E 7 Unbalanced, Power Mech


Concussive, Unwieldy,
Thunder hammer Great Melee E Power Mech

Most primitive melee weapons can be turned into power weapons. Power
weapons do +2 dice of damage, gain +6 Pen and the Power feature, plus loses
the Primitive feature. Damage type becomes E. Weapon requires a power cell
to operate. Without a power cell it becomes a hyperdense weapon of the
same type. TL increases to Mechanicus. Cost is quadrupled plus 10000 Thrones.

317
FORCE WEAPONS

Force weapons have something in common with both hyperdense and power
weapons; they are, in essence, hyperdense psi-foci that can channel a psyker's
latent psi-aura into a destructive field akin to that produced by a power weapon.
Since force weapons are fuelled by psychic energy they are of less use to non-
psykers (but hey, a hyperdense sword is still lethal enough, it will hack a person in
twain even if wielded by a non-pyker). Powerful psykers can channel power into
the weapon, enhancing its lethality to the level of a power weapon and beyond.
Force weapons are very rare and quite expensive.
TABLE: MELEE WEAPONS, FORCE WEAPONS

Name Class Type Range RoF Clip Rld Damage Pen Special Wt Cost Avail TL
Force blade Light Melee - - - - 1D6 S R 2 Balanced Mech
Force svord Hand Melee - - - - 1D6 S+1 R 2 Balanced Mech
Force halberd Great Melee - - - - 2D6 S+2 R 3 Unbalanced Mech

In the hands of a non-psyker a force weapon functions like a mono weapon of


the same type. Power weapons do +X damage and gain +X Pen and the Force
and Power features (where X equals Psy rating). Damage type becomes E in
addition to the base type. TL increases to Mechanicus. Cost is quadrupled plus
10000 Thrones.
As part of a melee attack that causes damage a psyker can spend a swift
action and 1 point of fatigue to channel psychic energy through his weapon
and into the target: The attack does 2D6+Psy rating E Shocking damage
(resisted normally with DR, but normal armour does not apply).

318
ARMOUR

One of the most important rules of personal combat is if you are going to draw
that pistol, better wear armour: You can always try to 'avoid detection', 'avoid
getting hit', and 'always carry a bigger gun than the other guy'. But if you make
combat a habit then sooner or later you will get hit, and without body armour
chances are you'll be very dead, very quickly. And although the old saying 'a
bullet in the head will make you very dead, but a bullet in the arm does very little
harm' holds true, there are a great many weapons on the 40k battlefield that can
kill you with even a glancing hit 'a bolt shell in the head will blow it apart, and a
hit to the arm will kill you nonetheless'. So be a good boy and wear your armour.
Primitive armour: Primitive armour is similar to primitive melee weapons; it's used by
those who do not have access to modern equipment. The primary users are
warriors from primitive words, but you'd be surprised by the number of hive gangers
and others found using it. Various leathers and hides are primitive armour, as are
purpose-crafted chain mail and plate armour, as well as more hi-tech but
improvised materials for example unarmoured space-suits, furnace worker
smocks, and steel-plate armoured industrial exoskeleton. Primitive armour protects
well enough from primitive weapons, but thats about it. Even a full suit of plate
armour is no good in a firefight involving bolters and lasguns.
Ballistic: Ballistic armour is the equivalent of modern-day body armour: Kevlar
weave (or something along those lines), possibly with metal/ceramic/
plastic/whatever inserts. Ballistic armour is the best available on many remote
worlds. It serves well enough against low-tech guns like hand stubbers and such,
but dont expect to survive against more modern weapons.
Flak: Flak armour is the most commonly seen armour type in the Imperium. It
consists of multiple layers of ballistic ('flak') weave that is designed to deflect and
dissipate incoming energy. It is quite effective against projectile weapons,
concussion and fragmentation, but less so against high-powered energy weapons
or bolters.
The Guard is equipped with flak armour. Such armour is normally not sealed,
although by adding an auxiliary breathing mask and gloves a similar effect can be
achieved (for a limited time period at least). Many Guard units augment their flak
armour with carapace reinforcing segments; a hi-threat helmet is nearly
ubiquitous, but many regiments also wear light carapace chest-plates and so on.
Many security troopers and enforcers also wear flak armour, usually flak vests.
Mesh: Mesh armour is one step up from flak armour; the basic design is the same,
but the armour is interwoven with strands of carbon nanotubes. Mesh armour gets
its name from the faint geometric designs found in many such armours; testament
to the various weaving techniques used. When mesh armour is damage it can be
repaired by replacing the damaged segments only. When struck by incoming fire
mesh armour will become rigid and prevent impact trauma damage to the
wearer and will also effectively dissipate directed energy.
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Mesh armour is not as widely used in the Imperium as flak armour; only the
Mechanicus and certain tech-guilds know how to make it. As a result mesh is too
expensive for widespread use with military forces, except among some Special
Forces Regiments. It is, however, the preferred armour of those with resources; the
armsmen of an ancient noble family, the security guards of a major business
venture, or the heavy muscle of a top kingpin.
Crysweave: Crysweave, or mono-crystal diamonid nanofibre as it is sometimes
called, is the ultimate ballistic armour found within the borders of the Imperium. The
resultant armoured suit is both light and flexible, while retaining superbly good
protection characteristics against both projectile and energy weapons.
Crysweave is rare and expensive. It is manufactured only by a select few Forge
Worlds and sold only to the Imperium or certain select clients. It is rumoured that
certain elite assault units within the Tech-guard are equipped with this type of
armour. Imperial Temple Assassins come equipped with cameleoline crysweave
armour. Other users include security-conscious nobles, senior adepts and Rogue
Traders; men who need protection but cannot dress up in full battle-armour.
Carapace: The so-called carapace armour is made of interlocking armour plates
worn over a flexible backing. That's the common denominator, from which many
variations can be made. The carapace armour is either made of single parts
such as the light infantry helmet worn by the Imperial Guard and others, or the
clamshell breast-piece worn by some front-line assault units or is part of a full suit
of hard-shell sealed combat armour.
The plates themselves are a sandwich of hi-tech composite materials designed to
provide optimum protection form a variety of weapons. The most basic types
combine typically combine and inner layer of woven ballistic fibre and and outer
ablative layer of ceramite, over a core of plasteel. The resulting armour offers
excellent protection from all common weapons found on the 41st Millennium
battlefield. For those who can afford it and have the connections the Mechanicus
can provide more advanced materials technology; mono-bond crystal weave,
collapsed matter hardening, and refraction ablation to name a few. Ultimately it
is possible to create carapace armour using power field projection techniques; in
effect creating armour that creates its own internal stasis effect the exact
opposite of entropic effect found in the annihilation field of a power weapon.
Power armour: Power armour is the ultimate form of personal protection in the 41st
Millennium. In essence it is just a suit of sealed heavy carapace: But a suit so heavy
that it requires its own internal power supply and locomotive system to operate.
Because of this power/locomotion arrangement armour protection can be
increased without slowing the wearer down, and also allows the wearer to employ
much heavier weaponry than an unaugmented human could. In practice all
power armour suits will come equipped with a full range of auxiliary systems as
well.

320
The end result is a hideously complex and expensive piece of equipment that
requires years of training to use correctly. But that piece of equipment turns the
wearer into a light armoured vehicle capable of replicating the full range of
human movement and employing weapons of sufficient power to deal with any
battlefield threat. That said there are many variations of power armour; raging
from primitive versions that are little more than armoured exoskeletons, via 'civilian'
versions of intermediate sophistication, to the Mechanicus-crafted masterpieces of
techno-arcana worn by the Adeptus Astatres the Angles of Death and the
Adeptus Sororitas the Emperor's Handmaidens.
Terminator armour: Terminator armour is a special form of heavy assault power
armour employed by the Adeptus Astartes (in very limited numbers) and a few
choice Throne agents (senior Inquisitors for example). Superbly well armoured using
the finest Mechanicus armour technology the Terminator suits are intended for
short range action against entrenchment and well-equipped enemies. The added
power of Terminator armour allows them to field weapons even more potent than
those used by normal Marines; rapid-fire storm bolters and assault cannon for the
most part. Terminator suits lack the auxiliary backpack of normal power armour; all
systems are carried internally for maximum protection. The lack of a jump pack,
lower ground speed and limited motion range means that Terminators lack the
mobility of power armoured Marines. To compensate all Terminator suits are
equipped with teleporter beacons; it is standard procedure for Terminator suits to
be inserted and extracted by teleportarium.
Dreadnought armour: Dreadnought combat suits are more correctly classified as
walking tanks; such is their level of protection and firepower. The operator sits deep
within the chest cavity of the armour, protected by multiple layers of heavy
armour. Linked directly into his armour the operator has a unique ability to
perceive the battlefield, without actually sensing it directly. Dreadnought armour
utilizes advanced armour components and is capable of withstanding most hand-
held weapons; the use of anti-tank weaponry is recommended. Dreadnoughts
frequently carry multiple heavy weapons; hi-power lascannon, autocannon,
plasma cannon and hi-focus melta weapons.

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READING ARMOUR DESCRIPTIONS

Armours are presented as follows. The list is not exhaustive; these are examples only.

Name: Name of armour set.


Class: The talent needed to effectively use the armour.
Type: Rough categorization by type. Some of the armour sets listed are made of
several types of materials.
Heady/Body/Arms/Legs: The number of AP provided in that location.
Special: Any armour sepcials.
Wight (Wt): Weight.
Cost: Cost in Thrones. Armour with Exotic availability has no cost listed.
Availability (Avail): Availability of the armour.
TL: Approximate TL needed to produce and maintain the armour.
Description: Description of the armour.
TABLE: ARMOUR, PRIMITIVE
Name Class Type Head Body Arms Legs Special Wt Cost Avail TL
Quilted vest Light Prim 1 Primitive Fer
Leather armour Light Prim 2 2 2 Primitive Fer
Studded leather armour Light Prim 3 3 3 Primitive Feu
Chain shirt Light Prim 4 Primitive Feu
Chainmail Med Prim 3 5 4 4 Primitive Feu
Breastplate Med Prim 4 6 3 3 Primitive Feu
Half-plate Hvy Prim 6 8 6 6 Primitive Feu
Full plate Hvy Prim 8 8 8 8 Primitive Feu
Leather cap Light Prim 1 Primitive Fer
Mail coif Med Prim 3 Primitive Feu
Open helmet Med Prim 4 Primitive Feu
Half helmet Hvy Prim 6 Primitive Feu
Full helmet Hvy Prim 8 Primitive Feu

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TABLE: ARMOUR, MODERN
Name Class Type Head Body Arms Legs Special Wt Cost Avail TL
Flak
Ballistic fatigues Light Flak 1 1 1 20 Fri
Combat jumpsuit Light Flak 2 2 2 30 Fri
Armoured bodygove Light Flak 3 3 3 120 Fri
Light flak cloak Light Flak 3 3 3 100 Fri
Flak vest Light Flak 4 50 Plenti Fri
Flak jacket Light Flak 4 4 100 Plenti Fri
Flak pants Light Flak 4 80 Plenti Fri
Flak armour Light Flak 4 4 4 150 Fri
Flak coif Light Flak 4 50 Plenti Fri
Flak stormcoat Med Flak 5 5 5 5 Head 25% protection 200 Scarce Fri
Mesh
Mesh vest Light Mesh 5 Imp
Mesh bodysuit Light Mesh 5 5 5 5 Imp
Mesh hauberk Med Mesh 6 6 6 Imp
Mesh coif Light Mesh 5 Imp
Carapace
Combat cuirass Light Cara 6 150 Comm Fri
Guard flak/carapace Med Cara 6 8 4 4 300 Comm Fri
Enforcer carapace Med Cara 8 8 8 8 575 Scare Imp
Assault carapace Hvy Cara 10 10 10 10 Sealed 4000 Rare Imp
Combat helmet Light Cara 6 100 Comm Fri
High-threat helmet Med Cara 8 Scarce Imp
Clamshell helmet Hvy Cara 10 Rare Imp
Power armour
Mobile, Powered,
Light power armour Pwr PA 10 12 10 10 V Rare Mec
Sealed
Power armour Pwr PA 12 15 12 12 Powered, Sealed N Uniq Mec
Generator, Powered,
Tactical dreadnaught armour Pwr PA 15 18 15 15 Exotic Mec
Sealed
Mobile, Powered,
Mechanicus Dragon PA Pwr PA 12 15 12 12 Exotic Arc
Sealed
Generator, Mobile,
Astartes PA Pwr PA 15 18 15 15 Exotic Mec
Powered, Sealed

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Ballistic fatigues: Typical military fatigues made from woven flak armour fibres.
Provides a minimum of protection. Very flexible and lightweight; effectively
indistinguishable from normal clothes.
Combat jumpsuit: One-piece jumpsuit or traditional uniform made of heavy
armoured cloth. The former type is typically worn by fighter pilots, flight crew and
other personnel that rarely see direct action. The later type is worn by Navy
officers, Commissars and the like.
Armoured bodyglove: Tightfitting one-piece with reinforced sections over key
areas. Arbitrators are rarely seen without. Also popular with spies and assassins. It
can be concealed under normal (but not tightfitting) clothes.
Light flak cloak: The flak cloak resembles a normal cloak as worn by billions of
citizens throughout the Imperium. In reality it is made from flakweave and provides
protection from blades and small-arms fire. It is normally worn open like a normal
cloak, but it can quickly be sealed down the front (Move action) to provide
protection for the whole body. Two concealed slits allows the wearer to stick out
his arms if need be (no AP provided). Some cloaks are made with hoods (AP 3 to
Head, +50 Thrones).
Flak vest: Lightweight armoured vest. Can be worn over normal clothes or under
loose-fitting garments.
Flak jacket: As the vest, but also provides protection for the arms.
Flak pants: Protects the legs. Usually worn with a jacket, vest or other armour.
Flak armour: The basic armour of light IG divisions (plus vehicle crews, REMFs, etc.)
and PDF formations: Jacket and pants (or oncepiece) made from flakweave
fabric. Usually worn with a carapace combat helmet.
Flak coif: Resembles a tightfitting semi-flexible open-faced helmet. Made of
multiple layers of flakweave. Worn by tank crews and the like.
Flak storm coat: Storm coat made of heavy-duty flakweave. Protects the whole
body, but only offers partial protection for the head in the form of a tall ballistic
collar. Typically worn by Imperial Commissars over a combat jumpsuit.
Mesh vest: Similar to a flak vest, but lighter and more flexible. Perfect for wearing
under your clothes.
Mesh bodysuit: Full-body suit of mesh. A coif is included. A favourite of well-
connected spies and assassins.
Mesh hauberk: Similar to a flak greatcoat, but made of mesh.
Mesh coif: Covers the head.
Combat cuirass: Lightweight clamshell carapace cuirass that protects both the
front and rear aspects of the body. Normally worn over ballistic fatigues or flak
armour.

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Imperial Guard flak/carapace: The iconic armour of the Imperial Guard. Includes
flak jacket and pants, worn with a clamshell carapace cuirass and combat helmet
(w/voxbead and nightvision options). Millions are manufactured every day.
Enforcer carapace: Iconic armour of the Adeptus Arbites. Full suit of light carapace
worn over an armoured bodyglove (included in statistics). The armour is not fully
sealed, but a combination of the underlying jumpsuit and a respirator unit can
keep the wearer protected from most situations.
Assault carapace: Full suit of enclosed heavy carapace armour. Representative of
the armour worn by Stromtroopers Regiments and Arbitrator storm squads.
Combat helmet: Made of light carapace. Open-faced, but some patterns have a
visor included. This is the most prevalent combat helmet in the galaxy.
High-threat helmet: Sturdier design and heavier materials. Comes with an
armoured crysteel faceplate.
Clamshell helmet: Fully enclosed heavy carapace helmet. Must be worn with a set
of suitable carapace armour; the helmet is designed for being locked on the
cuirass section.
Light power armour: Essentially a powered version of the assault carapace. Adds a
little bulk, but this is offset by the mobility of powered armour. Powering also allows
for of more armour plating, which makes for a more capable suit.
Power armour: This full suit of powered armour is much larger and bulkier than light
power armour, but the protection provided is second to none. Mobility and
endurance is rather limited unless a power/jump pack unit is added.
Tactical dreadnaught armour: Heavier, less mobile version of PA. The only non-
Marines with access to this kind of technology are veteran Inquisitors.
Mechanicus power armour: This armour is an example of archaic technology
applied to personal protection; the Mechanicus Dragon armour provides the
same protection as normal power armour, but with no greater bulk than light
power armour.
Astartes power armour: Astartes armour is bigger and more powerful than the PA
worn by common men. Consequently it offers more protection. Comes with lots of
armour options (and usually a Marine inside). Included for reference purposes.

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ARMOUR ATTACHMENTS AND OPTIONS

Note that having tough armour will protect you from damage from weapons, but
it does not necessarily protect you from everything else. Armour therefore
frequently comes with several additional protective options; many of these are
only available for completely sealed suits, or for those wearing a helmet/hood with
their armour. Options include climate control, respirators, rebreathers, air supply,
photovisor, hearing protection, radiation protection, pressurization, sealed,
vacuum support. It's also possible to integrate various other systems in armour;
sensors, weapons, power supply.

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PERSONAL POWER FIELDS

Though there are few that can claim to truly understand the lore that dictate the
workings of power fields, even among the Archmagi of the Mechanicus, such
fields are a known factor in the 41st Millennium. What fields do get made are
churned out by rote, are very old, or are of xenos manufacture. Needless to say
repairing such systems are as difficult and expensive as getting them in the first
place.
Refractor fields: Advanced body armour offers very good protection against a
variety of weapon types, but does fail to protect against hi-power energy
weapons. Things like heavy lasguns, plasma guns and melta weapons can cut
through even the thickest armour in a way projectile weapons cant. The refractor
field does something to remedy this problem by creating a force-field effect that
diffuses energy, causing las-beams (and other derived direct energy beams) to
loose coherency and penetrating power before reach the target.
The refractor field doesn't completely prevent damage from energy weapons, it
only blunts it. Since the field extends well away from the wearer it offers limited
protection against shape-charge or plasma-bolter ammunition. And a refractor
field also has a very limited effect on projectile weapons. The refraction effect
might cause a slight change in the path of a bullet or bolt, but not enough to
prevent it from striking the target with full force. Refraction fields are even less
useful against melee weapons; the slow and steady application of kinetic energy
used to swing a weapon completely negates the field's effect. Given the field's
limitations it is only by wearing a refractor field in conjunction with body armour
that a warrior can enter the battlefield knowing he's well protected from most
threat scenarios.
A refractor field, like most power fields, consist of a control unit, a generator unit,
projection nodes, and a power supply. The control unit can be tied into the control
systems of a suit of body armour if desired. The projection unit is commonly worn as
a large and heavy belt (sometimes including an auxiliary control unit on/off
button etc.). The projection nodes are either built into the belt unit or scattered
across the armour (for better coverage and reduced power consumption). The
power supply is either a large and powerful battery (a 5-pound atomic-stack
battery can last for hours, while a smaller and/or less advanced battery might last
only minutes) or a power generator (a 20-pound micro-fusion backpack could
provide near-indefinite endurance).
Refractor fields can be made very small, possibly small enough to be worn as
heavy jewellery (a large pendant for example) or more commonly a thick belt. The
problem is that such small units will have very short endurance, and may also have
limited coverage/reduced refraction effect because there are too few projection
nodes. As such they are not suitable for military use, but have their place in self-
defence scenarios.

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Adeptus Astartes Chapters usually have a reserve of refractor fields that are issued
to units that are expected to come under intense anti-armour fire; such as assault
marines charging dug-in-infantry or Terminators teleporting into choice hot-zones.
The combination of PA/Terminator armour and a refractor field can keep a Marine
alive for the crucial moments needed to eliminate the enemy, saving the God-
Emperor valuable resource in terms of Marines and equipment.
Conversion field: A conversion field converts incoming energy into light and heat
and directs it away from the field's owner. Conversion fields are a much rarer and
more advanced type of power field than conversion fields. They are made
exclusively by the Adeptus Mechanicus in very small numbers and for select
clients only. Unlike refraction fields, which only work primarily against direct energy
weapons, conversion fields offer protection against most forms of attack, except
attacks with melee weapons (once again the relative slowness of a melee attack
prevents this field type from blocking it). Although conversion fields can protect the
wearer from most types of damage it is advisable to wear body armour as well; a
conversion field cannot completely protect the wearer against more powerful
weapons. Conversion fields see little use on the battlefield, not just because they
are rare and expensive, but because they have one major drawback the
light/heat flare generate by a hit can blind nearby friendly soldiers and also marks
out the user as a target for further fire. It is ideal for VIPs and other non-military
targets.
Barrier field: Barrier fields, sometimes called flux fields, do not try to refract, divert or
convert energy. Instead they stop it by generating a counter-force. A barrier field
in idle mode generates an infinite feedback-loop of static energy. The field
typically takes the form of a hemisphere. If a weapon or other force effect strikes
the barrier field it immediately generates a counter-force effect, thereby
eliminating the incoming attack. Barrier fields are effective against most attacks,
even melee strikes (it will forcefully push away any striking weapon). Slow-moving
strikes, thrusts in particular, have a good chance of bypassing the field. Although
the barrier field is more effective than both the refractor and conversion types it
does have some drawbacks; even in idle mode it draws a fair amount of power
and when it is struck it required a very large amount of energy. This makes barrier
fields rather less suitable for soldiers who cannot carry a sufficient energy supply.
The static energy effect also gives away a faint radiance and becomes quite
visible in dusty or polluted atmospheres.
Displacement field: Displacement fields are the most potent personal shield
technology known to the Adeptus Mechanicus. A holdover from the Dark Age of
Technology it uses phase-disruption technology to protect the wearer related to
the techno-arcana that power teleporters. Whenever the sensor-field detects an
incoming attack it shift the wearer into another phase-state, effectively preventing
the rest of the universe from interacting with him. The field doesn't stop the attack,
it just lets it pass through the target. Incidentally this makes displacement fields
nearly useless against melee attacks; the phase-out lasts only for a split second,

328
enough to let a bullet or beam through, but a sword will still be inside the user
when he phases back in. Some Magi have experimented with longer phase-out
times, but this is dangerous; the danger of being phase-disrupted (i.e. you
constituent atoms are scattered into the Immaterium, which is quite fatal)
increases astronomically once phase-out time crosses a certain threshold.
Void field: Void fields take field technology one step forward by combining the
best features of both barrier and displacement fields. In essence it is a field effect
that instead of phasing out the target, phases out the actual attack. Whatever
damage isn't dealt with this way is stopped by the void field's secondary phase; a
multi-function barrier/conversion/refraction effect. Void fields are bulky, require
huge amounts of energy, and a lot of maintenance. As such they are not usually
fund as personal protection. They main use is as the primary defence of Imperial
capital warships and Titan war-machines.
Holo fields: The Eldar are fond of power fields, in particular holo fields. They are
more properly categorized as ECM since they do not protect the target as such,
only prevent the enemy from gaining a clear shot at the target (typical xenos
cowardice).
TABLE: PERSONAL POWER FIELDS
Name Class Type Head Body Arms Legs Special Wt Cost Avail TL
Mech
Arch

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PERSONAL AUGMENTATION WORK

Many warriors choose or are forced to to undergo some form of augmentation


work; a catch-all for a variety of procedures that interfere with the purity of the
human form in an attempt to create better warriors. Such augmentation work can
be broadly classified in five groups; also included are some examples of use.
Drugs: The simplest form is drug use. Ranging from the use of certain types of
obscura to dull pain and make warriors 'brave', to advanced combat drugs such
a the frenzon used on penal Legion troopers. Space Marine power armour
contains an extensive array of combat drugs that can be administered by auto-
injectors.
Biochemical conditioning: Extensive and prolonged drug use aimed at making
lasting changes in the body (most such treatments require indefinite maintenance
as well, even after the desired effect has been met). One example is the use of
certain herb mixtures on feral world that make warriors semi-immune to pain.
Another is a substance favoured by underhive gangers that make the eye able to
see in near-total darkness. Space Marines undergo a heavy regiment of
biochemical condition during their creation; to enhance their mental and physical
faculties.
Biomechanical reconstruction: Invasive chirurgery that replace/add/modify parts
of the human body. Advanced procedures use micro- or nanochirurgery.
Biomechanical reconstruction can replicate many of the same effects as
cybernetic enhancements; only they are biological not mechanical in nature. The
additional organs carried by Space Marines are good examples.
Invasive geneering: A term for tailored viruses that are injected into the host body
with a specific goal; to rewrite part of the targets gene structure. Only the Magi
Biologis of the Mechanicus routinely perform such techno-arcane miracles, and
even for them the procedure is difficult and fraught with danger (for the patient).
Space Marines are created using invasive geneering.
Cybernetic enhancements: Cybernetic enhancements can replace damaged or
destroyed flesh, or they can add new capabilities to the human body. Cybernetics
range from crude systems of steel and chrome to hi-end components that are
undistinguishable from flesh. The most important cybernetic enhancements are
those that allow the human mind to interface with machine spirits; this is largely the
province of the Adeptus Mechanicus, although Space Marines have a
cranial/spinal implant that allow them to interface directly with the machine spirit
inhabiting their suit of power armour. Other warriors sometimes employ lesser
systems that allow them to interface with their weapons.

330
COMMON GEAR

331
PSYCHIC EQUIPMENT

Aegis hood
Anti-psi field
Force focus

332
CHAPTER 11 ALLIES AND OPPONENTS

NPCs are presented using a fixed template for ease of reference.

CLASSIFICATION

Imperial, Hereticus, Xenos or Malleus.

NAME

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Melee, Projectile)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest (AP Body
4), 20 Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

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IMPERIAL

The opponents are typical Imperial citizens; they can be criminals or just misguides
fools or maybe theyre just caught in the crossfire, but they arent really heretics,
xenos or daemons.

ABHUMANS

A collection of typical abhuman types: Death world ogryn warrior, hive world
ratling scum, void world voidkin savant and civilized world squat noble.
OGRYN (DEATH WORLD WARRIOR)

WS 50: Great +10, Hand +0, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 60: Athletics +0, Brawn +10
T 60: Endurance +0, Resilience +30*
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 15: Common Lore /2 [Home World], Forbidden Lore , Logic /2, Medicae ,
Psyniscience Scholastic Lore , Security , Speak Language /2 [Low Gothic],
Tech-use , Trade
Fo 25: Nerve +10, Perception +0, Scrutiny /2, Survival +0, Willpower +0
Pr 20: Deceive /2, Inquiry /2, Intimidate +10, Invocation , Persuade /2
SZ 4, M 7, F 6, RE 5, DB 7, DR 6, W 21, WT 6/12, IP 10, CP 5, FP 0, FO 1, PSY
Utility Talents: Die Hard, Hardy, Iron Jaw, Jaded, Nerves of Steel, Paranoia, Sound
Constitution 2, Veteran.
Combat Talents: Berserk Charge, Crippling Strike, Crush, Furious Assault, Grox Rush,
Pin, Street Fighting, Takedown,
ST Talents: Armour Training (Light, Medium), Weapons Training (Ballistic, Melee,
Missile)
Traits: Size (Hulking), Knack (Resilience) +20%*, Primitive -20%, Outsider -10%
Gear: Scavenged armour (AP All 6, primitive), greataxe, throwing (hand) axe 2,
hand cannon revolver.
Threat rating: Imperialis Median.
Description: Death world ogryns are sometimes recruited into the Imperial Guard
or into semi-criminal organizations like the Beast House. This specimen is an expert
melee combatant, but not really into advanced tactics or guns. He prefers to kill
with his trusted greataxe, but hes more than capable of killing a man with his bare
hands. Handle with care.

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RATLING (HIVE WORLD SCUM)

WS 35: Great /2, Hand /2, Light +10


BS 35: Heavy Weapons /2, Pistols +20, Rifles /2
S 35: Athletics , Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Imperialis Minioris
Description: Descriptive text.
SQUAT (CIVILIZED WORLD NOBLE)

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)

335
Traits: Size (Medium)
Gear: Fine clothes, bolt pistol (good quality) w/2 extra clips, mesh, refractor field
Threat rating: Imperialis Minioris
Description: This squat hails from one of the squat homeworlds that were destroyed
by Hive Fleet Behemoth.
VOIDKIN (VOID WORLD SAVANT)

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Imperialis Minioris
Description: Descriptive text.

336
CITIZENS

A brace of typical human citizens.


ASTROPATH

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.
CIVILIAN

WS 30: Great /2, Hand /2, Light +0


BS 30: Heavy Weapons /2, Pistols +0, Rifles /2
S 30: Athletics /2, Brawn +0
T 30: Endurance +0, Resilience +0
I 30: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 30: Common Lore /2 [Home World], Forbidden Lore , Logic /2, Medicae ,
Psyniscience Scholastic Lore , Security , Speak Language /2 [Low Gothic],
Tech-use , Trade
Fo 30: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 30: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
337
Utility Talents: None
Combat Talents: None
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, light pistol or light melee weapon (optionally), Th 5-50
Threat rating: Imperium Minima
Description: Typical example of an Imperial citizen from one of innumerable
civilized worlds. Citizens go about unarmed, but some may be carrying light
concealed weapons. Many civilians will have 1-3 skill advances; Operation, Tech-
use and Trade are particularly appropriate for skilled workers. Females of the
species are typically -5 to WS and S, but gain +5 Pr and training in one additional
skill.
ENTERTAINER

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

SANCTIONED PSYKER

WS 35: Great /2, Hand /2, Light +0

338
BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

SERVITOR

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
339
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

340
ENFORCEMENT

Arbitrators, lawmen, bounty hunters and other enforcers.

ARBITRATOR

WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

BOUNTY HUNTER

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)

341
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

SECURITY SERVITOR

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

TROOPER

WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade

342
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

343
MILITARY

Soldiers, warriors, mercenaries, officers and other military types.


COMBAT SERVITOR
OFFICER

WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

PDF TROOPER

WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

344
VETERAN GUARDSMAN

WS 40: Parry +0
BS 45: NA
S 40: Athletics +0, Brawn +10
T 45: Endurance +10, Resilience +10
I 40: Agility/2, Operation /2, Reflexes +10, Sleight /2, Stealth +0
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae /2, Psyniscience /2,
Scholastic Lore , Security /2, Speak Language /2, Tech-use /2, Trade
Fo 40: Nerve +20, Perception +10, Scrutiny /2, Survival +0, Willpower +10
Pr 35: Deceive /2, Inquiry /2, Intimidate +0, Invocation /2, Persuade /2
SZ 3, M 7, F 5/10, RE 10, DB 5, DR 4, W 15, WT 5/10, IP 10, CP 0, FP 0, FO 1, PSY
Talents: Jaded, Hardy or Hatred (Xenos species or Rebel group), Nerves of Steel,
Veteran; Combat Rifleman AND Hip Shooting OR Crack Shot, Deadeye Shot AND
Rapid Shot, Die Hard, Rapid Reaction, Rapid Reload, Sound Constitution x2, Sprint.
Traits: Lucky, Medium size
Gear: IG flak/carapace armour (AP: H 6, B 8, A/L 4, voxbead), field kit, tried and
true Sollex-pattern lasgun (Proven 2) w/enhanced sighting aids (+5% to hit with
Aimed and Sniper shots), 4 extra mags, monoblade/bayonet, 50 Thrones.

345
346
SCUM

A collection of criminals and other ner-do-wells.


BRUISER

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

DREG

WS 25: Great /2, Hand /2, Light +0


BS 25: Heavy Weapons /2, Pistols +0, Rifles /2
S 30: Athletics /2, Brawn +0
T 30: Endurance +0, Resilience +0
I 25: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth +10
Ac 25: Common Lore /2 [Underworld], Forbidden Lore , Logic /2, Medicae ,
Psyniscience Scholastic Lore , Security , Speak Language /2 [Low Gothic],
Tech-use , Trade
Fo 25: Nerve +0, Perception +0, Scrutiny /2, Survival +10, Willpower +0
Pr 25: Deceive +0, Inquiry /2, Intimidate /2, Invocation , Persuade /2
347
SZ 3, M 6, F 3, RE 2, DB 3, DR 3, W 12, WT 5/10, IP 15+, CP 0, FP 0, FO 0, PSY
Utility Talents: Resistance (Deprivation)
Combat Talents: None
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Worst quality clothes (rags), improvised light melee weapon (poor quality
blade, 1D6+2 R).
Threat rating: Imperium Minima
Description: The lowest of the low, outcasts and misfits. Many are broken in both
body and mind. They care only for survival. Most are cowards, but they can
become dangerous when desperate or when outnumbering their opponents.

GUNSLINGER

WS 35: Great /2, Hand /2, Light +0


BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

HEAVY

348
WS 35: Great /2, Hand /2, Light +0
BS 35: Heavy Weapons /2, Pistols +0, Rifles /2
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility /2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2, Inquiry /2, Intimidate /2, Invocation , Persuade /2
SZ 3, M 6, F 3, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility Talents: Talent 1, Talent 2, Talent 3
Combat Talents: Talent 1, Talent 2, Talent 3
ST Talents: Armour Training (Light), Weapons Training (Ballistic, Melee)
Traits: Size (Medium)
Gear: Common clothes, stub automatic w/2 extra clips, dagger, flak vest, 20
Thrones
Threat rating: Minima, Minioris, Median, Majoris, Maximus, Terminus.
Description: Descriptive text.

349
HERETICUS

BEASTMEN

HERETEKS

MUTANTS

TRAITORS

WITCHES

350
XENOS

BEASTS

351
DARK ELDAR

352
ELDAR

GUARDIAN

WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

RANGER

WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

STRIKING SCORPION

353
WS 35: Parry +0
BS 35: NA
S 35: Athletics /2, Brawn +0
T 35: Endurance +0, Resilience +0
I 35: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 35: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2,
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 35: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 35: Deceive /2 , Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Talent 1, Talent 2, Talent 3
Traits: Talent 1, Talent 2, Talent 3
Gear: Clothes, gun, melee weapon, armour, Thrones

354
KULL

355
GENESTEALERS

HYBRID

PURESTRAIN

WS 65: Parry +0
BS : NA
S 55: Athletics +10, Brawn +20
T 60: Endurance +0, Resilience +0
I 60 (9): Agility +10, Operation , Reflexes +10, Sleight , Stealth +10
Ac 25: Common Lore , Forbidden Lore , Logic , Medicae , Psyniscience ,
Scholastic Lore , Security , Speak Language , Tech-use , Trade
Fo 50: Nerve +20, Perception +20, Scrutiny , Survival +0, Willpower +10
Pr 30: Deceive , Inquiry , Intimidate +20, Invocation , Persuade
SZ Medium, M 12, F 6, RE 3, DB 3, DR 3, W 12, WT 5/10, IP 0, CP 0, FP 0, FO, PSY 0
Talents: Ambidextrous, Crippling Strike, Crushing Blow, Dual Strike, Hard Target,
Leap Up, Lighting Attack, Lightning Reflexes, Step Aside, Swift Attack, Two-Weapon
Fighting (Melee)
Traits: Dark Sight, Fear 2, From Beyond, Improved Natural Weapon, Multiple Arms,
Natural Armour 4 (All), Natural Weapon (Claws), Unnatural Constitution 3,
Unnatural Initiative 3, Unnatural Speed (x2)
Gear: Claws (1d10+7 R, Pen 7, Tearing)
PATRIARCH

356
ORKS

GROT

WS 30: Parry +0
BS 30
S 25: Athletics /2, Brawn +0
T 30: Endurance +0, Resilience +0
I 30: Agility/2, Operation , Reflexes +0, Sleight /2, Stealth /2
Ac 20: Common Lore /2, Forbidden Lore , Logic /2, Medicae , Psyniscience /2
Scholastic Lore , Security , Speak Language /2, Tech-use , Trade
Fo 20: Nerve +0, Perception +0, Scrutiny /2, Survival /2, Willpower +0
Pr 20: Deceive /2, Inquiry /2, Intimidate /2, Invocation /2, Persuade /2
SZ 3, M 6, F 6, RE 3, DB 2, DR 3(4), W 12, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Talents: Sound Constitution 1
Traits: Unnatural Toughness
Gear: Clothes, gun, melee weapon, armour, Thrones
Threat rating: Minima
BOY

WS 45: Great +0, Hand +0, Light +0


BS 30: Heavy Weapons +0, Pistols +0, Rifles +0
S 45: Athletics +0, Brawn +10
T 55: Endurance +0, Resilience +10
I 30: Agility/2, Operation /2, Reflexes +0, Sleight /2, Stealth +0
Ac 25: Common Lore /2, Forbidden Lore , Logic , Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use /2, Trade /2
Fo 30: Nerve +10, Perception +0, Scrutiny /2, Survival +0, Willpower +10
Pr 25: Deceive /2, Inquiry /2, Intimidate +20, Invocation , Persuade /2
SZ 3, M 6, F 5/9, RE 3, DB 5 (6), DR 5 (7), W 21, WT 5/10, IP 0, CP 0, FP 0, FO 0, PSY
Utility talents: Die Hard, Hardy, Iron Jaw, Nerves of Steel (if in a group of at least 10
orks), Sound Constitution 1, Unshakeable Courage (if in a group of at least 100
orks).
Combat talents: Berserk Charge, Bulging Biceps
Proficiency talents: (Melee, Projectile)
357
Traits: Unnatural Strength, Unnatural Toughness 2
Gear: Scavenged armour (Head 4, Body 4, Arms/legs 4), shoota (Rifle, Proj, 60 m,
3/5/10, 30, Full, 3D6+5 I, Pen 2; Inaccurate, Unreliable), choppa (equivalent of
monoaxe), bomba x2 (equivalent of frag grenade).
Threat rating: Minioris
NOB

WS 55: Great +0, Hand +0, Light +0


BS 35: Heavy Weapons +0, Pistols +0, Rifles +0
S 55: Athletics +10, Brawn +20
T 65: Endurance +10, Resilience +20
I 35: Agility/2, Operation +0, Reflexes +10, Sleight /2, Stealth +0
Ac 30: Common Lore /2, Forbidden Lore , Logic , Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use /2, Trade /2
Fo 40: Nerve +20, Perception +10, Scrutiny /2, Survival +10, Willpower +20
Pr 30: Deceive +0, Inquiry +0, Intimidate +30, Invocation , Persuade /2
SZ 3, M 6, F 7/13, RE 8, DB 7 (9), DR 6(9), W 29, WT 7/12, IP 0, CP 0, FP 0, FO 0, PSY
Utility: Die Hard, Hardy, Iron Jaw, Nerves of Steel (if in a group of at least 10 orks),
Rapid Reaction, Sound Constitution 3, Unshakeable Courage (if in a group of at
least 100 orks), True Grit
Combat: Berserk Charge, Bulging Biceps, Crippling Strike, Grox Rush
Traits: Unnatural Strength 2, Unnatural Toughness 3
Gear: Scavenged armour (Head 6, Body 8, Arms/legs 4), shoota (equivalent of a
bolt gun), choppa (equivalent of monoaxe), bomba x2 (equivalent of frag
grenade).
Threat rating: Median
BOZZ

WS 65: Parry +20


BS 40
S 65: Athletics +10, Brawn +20
T 75: Endurance +10, Resilience +20
I 40: Agility/2, Operation +0, Reflexes +10, Sleight /2, Stealth +0
Ac 35: Common Lore /2, Forbidden Lore , Logic , Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use /2, Trade /2
Fo 50: Nerve +20, Perception +10, Scrutiny /2, Survival +10, Willpower +20

358
Pr 40: Deceive +0, Inquiry +0, Intimidate +30, Invocation , Persuade /2
SZ 3, M 6, F 7/13, RE 8, DB 7, DR 6(9), W 29, WT 7/12, IP 0, CP 0, FP 0, FO 0, PSY
Utility: Hardy, Nerves of Steel (if in a group of at least 10 orks), Rapid Reaction,
Unshakeable Courage (if in a group of at least 100 orks), True Grit
Combat: Berserk Charge, Bulging Biceps, Crippling Strike, Grox Rush, Die Hard, Iron
Jaw, Sound Constitution 4
Traits: Unnatural Toughness 3
Gear: Scavenged armour (Head 6, Body 8, Arms/legs 4), shoota (equivalent of a
bolt gun), choppa (equivalent of monoaxe), bomba x2 (equivalent of frag
grenade).
Threat rating: Majoris

WARLORD

WS 75: Parry +20


BS 45
S 75: Athletics +10, Brawn +20
T 85: Endurance +10, Resilience +20
I 45: Agility/2, Operation +0, Reflexes +10, Sleight /2, Stealth +0
Ac 45: Common Lore /2, Forbidden Lore , Logic , Medicae , Psyniscience
Scholastic Lore , Security , Speak Language /2, Tech-use /2, Trade /2
Fo 60: Nerve +20, Perception +10, Scrutiny /2, Survival +10, Willpower +20
Pr 50: Deceive +0, Inquiry +0, Intimidate +30, Invocation , Persuade /2
SZ 4/6, M 6, F 7/13, RE 8, DB 7, DR 6(9), W 29, WT 7/12, IP 0, CP 0, FP 0, FO 0, PSY
Utility: Hardy, Nerves of Steel (if in a group of at least 10 orks), Rapid Reaction,
Unshakeable Courage (if in a group of at least 100 orks), True Grit
Combat: Berserk Charge, Bulging Biceps, Crippling Strike, Grox Rush, Die Hard, Iron
Jaw, Sound Constitution 4
Traits: Unnatural Toughness 4
Gear: Mega armour (Head 6, Body 8, Arms/legs 4), shoota (equivalent of a bolt
gun), choppa (equivalent of monoaxe), bomba x2 (equivalent of frag grenade).
Threat rating: Maximus

359
NECRON

SLAUGHT

TAU

TYRANID

LICTOR

TYRANID WARRIOR

360
MALLEUS

DAEMONS OF CHAOS

BLOODLETTER OF KHORNE

NAME
WS, BS, S, T, I, Ac, Fo, Pr
Agility (I), Athletics (S), Brawn (S), Common Lore (Ac) , Deceive (Pr), Endurance (T),
Forbidden Lore (Ac), Inquiry (Pr), Intimidate (Pr), Invocation (Pr), Logic (Ac),
Medicae (Ac), Nerve (Fo), Operation (I), Parry (WS), Perception (Fo), Persuade (Pr),
Psyniscience (Ac), Reflexes (I), Resilience (T), Scholastic Lore (Ac), Scrutiny (Fo),
Security (Ac), Sleight (I), Speak Language (Ac), Stealth (I), Survival (Fo), Tech-use
(Ac), Trade (Ac), Willpower (Fo)
SZ, M, F, RE, DB, DR, W, WT, IP, CP, PSY
Talents:
Traits: Daemonic, Unnatural WS (2)
Gear: Hellblade
DAEMONETTE OF SLAANESH

ENSLAVERS

361
CHAPTER 12 GAME MASTERING DH

The 40K setting is filled with detail some of which cant really be reconciled.
Thats what you get when a franchise grows over the course of many years and
iterations under different writers. Just read a couple of novels, some DH game
books, plus some old and some new Warhammer: 40K rulebooks and youll see
what I mean.
The good part is that you can pretty much portray your Dark Heresy setting
whichever way you like and not really break with canon. The bad part is that
players (and the GM for that matter) can quickly become confused if they do not
share a common view of what the setting is like. And that confusion can turn into
annoyance and disaffection with the game. Take the Inquisition for example: Is it
an organization that all Inquisitors must work within or are each Inquisitor a free
agent and the Inquisition little more than a label? Are all Inquisitors literally all-
powerful or must they work within the constraints of the existing power structures if
they are to get their work done? Somewhere in between maybe? And what of the
Acolytes, how much power has been invested into them? Do they carry the full
weight of their Inquisitor or are they little more than mercenaries working in the
dark?
The GM should therefore make an effort to share his view of the 40K setting with his
players. He should also be willing to adopt new ideas or adjust things based on
player input. It makes for a more fun game. And the goal is to have fun, right? This
sharing can both be OOC (the GM explaining how things work) or IC (the GM
showcasing how things are while playing). A combination of both techniques
works the best: Its perfectly OK to take a timeout an explain/discuss something
that comes up in the course of playing. And an OOC brief by the GM before play
starts, highlighting something that might be important for the upcoming game is
also a good solution.

PORTRAYING THE SETTING

Beyond sharing the same perspective on the setting there are some themes that
should form the basis of a Dark Heresy game (if you use the rules for another
game, say Black Crusade other themes are more appropriate).
Investigation, horror and action: Dark Heresy should involve a fair bit of
investigation, horror and action. Youre out hunting the enemies of man and they
are usually adept at hiding their activities from the Inquisition. Otherwise theyd
already been dealt with. Horror is also there in ample measure those that you
hunt are literally the worst the galaxy has to offer. They arent just criminals or
corrupt officials they are that too, but behind that lurks witchery, xenos horrors
and the vile powers of the warp. But Dark Heresy isnt Call of Cthulhu: Youre
expected to have to deal with your enemies in a most violent fashion, and you
have the skills and gear required to do it and live.

362
Science fiction fantasy: Later iterations of 40K have become gradually more
fantasy and less sci-fi. Although additions to the setting are welcome it is best
not to make the game into Warhammer Fantasy in Space. If you go down that
path you lose the opportunity to play in a unique setting: Dark science fiction
drawing on fantasy elements. One item youll have to deal with in particular is
technology how advanced is available technology and how much or little of it
does the average citizen and the tech-priest understand. Ultimately the GM and
players have to decide upon how much sci-fi and how much fantasy they want.
Grim and gritty, yet epically heroic: Youre all normal humans, albeit with some
special skills and a very special job. As humans youre mortal and vulnerable to the
horrors of the galaxy. Players can and should be killed, corrupted or turned
insane. At the same time there should be room for success and heroics. Not only
because constant failure is not fun, but because of all people your characters are
the closest the Imperium has to true heroes.
Whatever happens, you will not be missed: Its true. You wont be. New heroes will
rise to replace you should you fall. The Imperium is unimaginably vast, spanning not
only the galaxy but countless aeons. Your actions, no matter how important on a
local scale are not really going to affect anything big in the long run. That sense of
scale is something you should always keep in mind. You are so very small and the
galaxy so very big (and dangerous). But that doesnt mean you can give up
even small actions can matter if enough good men keep doing them over and
over and over. One soldier is nothing, but a million of them make an army. So keep
up the good work!
The enemy within, without and beyond: Dark Heresy is about mankinds struggle for
survival. There are three principal enemies. The first is the enemy within: Heretics,
witches, and other sinners who work from inside to Imperium to bring man to his
knees. While anything and anyone could potentially be a heresy in 40K the
Inquisition generally concerns itself with the more important ones; those too big or
scary or dangerous for others to deal with. The second is the enemy without: Which
is pretty much the rest of the galaxy. There is no end of hostile xenos races out
there. Some must be dealt with militarily, but the Inquisition is more likely to concern
itself with those aliens that infringe more subtly upon the dominion of man. The third
is the enemy beyond the daemons of the warp who so hunger for the souls and
flesh of man. Which Ordo you belong to will indicate which of the three threats
youll be fighting most of the time. But all Inquisition agents must be ready to deal
with all three if need be the Ordo division isnt set in stone.
The nature of chaos: Beyond our reality lie strange and wondrous dimensions
where the laws of nature as we know them do not apply. Lurking her are forces
and sentience of such alien power and intelligence that humans cannot even
begin to comprehend them without losing their sanity. This is the Warp, the Realms
of Chaos: The realm of strange energies where starships go when they must cross
interstellar distances. The home of daemons and chaos gods. Hell.

363
But Chaos is so much more than a place: The dimensions of the warp may be
thought as a place, but the sentience that prowls its depth is something different. It
is emotion (in no small part human emotion), desires and dreams given form. The
collective psyche of trillions of beings throughout the ages: In a quite literal sense
our daemons are our own creations. We can never be free of them and they can
never stop lusting for our destruction. It is an endless dance more than it is a fight
for fights can have winners, but this dance can mere last for eternity.
Chaos in your games can be portrayed in many ways. Chaos can be brutal
violence. Rampaging daemons. Hordes of mutants. Malefic cultists. Things that
can be both feared and fought. But chaos is also insidious and tenacious. No
human has ever lived that could not fall to the sweet whispers of chaos: Even
Horus, the greatest son of the Emperor fell from the lofty heights. Its only a question
of time if you are touched by chaos you will feel its effects, sooner or later. Chaos
is patient, it matters not how long it must wait. Chaos is also irredeemable. Once
you start down the path to damnation there is no turning back, no salvation. You
can only slow down the fall or halt it for a while but eventually you WILL turn to
chaos. And when you do the veil will be lifted from your eyes and you will finally
see the truth!
Thats what chaos is like. Insidious, tenacious and unstoppable. This is the foe you
must fight. One that isnt just beyond, but within. Within the Imperium, within your
own body, mind and soul. Good luck. Youre going to need it.

364
THE CAMPAIGN

Dark Heresy games are bet played as a campaign. It can be cool to run a free-
standing adventure once in a while, but if you do this exclusively youll be missing
out on a lot of depth. The DH setting is rich and varied in detail it can be
described in one sitting. Acolytes are supposed to grow in both in power and
responsibility cant be portrayed over the course of one adventure. Last, but not
least: For there to be horror and the feeling of (at least potential) loss players must
have time to grow attached to their characters. And that takes time to build.

VILLIANS AND FATE

Recurring villains are always cool. Villains are also cool when they eventually
make personal appearances. Chances are, however, that they will end up dead
when they do appear in person. And dead villains are not very recurring. Thats
where the Fated trait comes into play: It allows a dead NPC to bounce back like
a PC with Fate Point. The GM shouldnt overdo this of course. And only do t for
major villains/chief henchmen.
But there is one big problem. Players like to make sure they enemies are dead for
good. Theyve played too many games, read too many books, watched too
many movies. They know what happens if they dont make sure. This is an example
of metagaming. Theyll try to claim that as agents of the Ordos they are only
making sure, but that only part of the truth (at best).
You need to work with the players here. Explain to them that there is a certain
cinematic quality to the game. PCs have their Fate points, but they must also
accept that NPCs sometimes do too. If they prove unwilling to accept: Then their
Fate Points should be reduced in potency. No longer do they keep you alive to the
end of the scene; they just negate a fatal attack, but thats it. On their next turn
they are just as vulnerable and may end up spending another Fate Point until
they run out and realize the folly of their ways.

THE ORDOS

My personal preference is to portray the Inquisition in an Abnettesque fashion: Its


a real organization with a hierarchy and supporting services. Not all Inquisitors
spend all their time in the field; some work through proxies, others are wholly
occupied with politics or pursuing their own agendas. Radical Inquisitors are
largely force to work in the shadows or without the support of the Ordos. The
Ordos also try to work within the laws and traditions of the Imperium, only breaking
with the when absolutely necessary (because doing so destabilizes society, which
isnt good its actually heretical).
You dont have to portray the Ordos in this way, but whichever way you portray
them: Do it consistently and make sure your players understand the nuances.

365
INQUISITORS AND ACOLYTES

Another item to consider: Will the PCs be agents working for an Inquisitor, or will
they be working with him? The latter implies that they will have the full weight of
the Inquisition backing them, which can make for very different games than those
where the players are largely on their own acting as free agents.
Also make it clear how much authority the PCs wield on behalf of the Inquisition.
This can range from being the Inquisitors proxy and carrying his Rosette, to not
knowing that they are working for the Ordos. The most common solution is
somewhere in between: The PCs know who they work for and are loyal to the
Inquisition. They may or may not have an Inquisitorial badge of some sort, but
they do have the power to identify themselves as Ordo agents, make arrests, call
upon assistance from Imperial institutions etc. How much power their Inquisitor
allows them to wield on his behalf is often tied to their competence and how long
theyve served him loyally (i.e. 8th rank PCs are more likely to be given quite a bit of
freedom to exercise Inquisition power on behalf of their master, but 1st rank
character are not).
Players have a tendency to cry Inquisition too quickly. The best way to keep them
from doing this when its not warranted is to talk to them beforehand and lay
down the law (wither IC or OOC, or both). Another solution is to have their
Inquisitor chastise, punish or execute them if they repeatedly misuse HIS power.
Just make sure you dont completely sever the ties to the Inquisition. The whole
point of DH is working for the Inquisition. If they NEVER get to call upon the might of
the Ordos or get any support at all then they might as well be playing another
game!

REWARDS

Dark Heresy games are not really suitable for treasure hauls. Youre fighting to
defeat the enemies of Mankind and survive. That should reward enough in itself.
But thats not the way players minds work. They need additional rewards.
Equipment is welcome with many players. The 40K universe has a lot of exiting gear
that can be handed out. Advanced weapons and armour. Mechanicus
mastercrafted items. Artefacts from a lost age. Dont overdo it though. This isnt
DnD and should not play like it. Money, contacts, prestige and forbidden
knowledge are also viable rewards. Promotion within the Ordos another.
Finally there is experience, which is always the most treasured of rewards. All
players crave it. Given out enough to keep them hungering for more, but never so
much that they become complacent. Remember that experienced characters
should always feel challenged, but they should also get a sense of having become
more powerful.
Once in a while the GM can hand out a Fate point, but this should be very rare
indeed!
366
DIFFICULTY AND HEROICS

The Imperium in the Dark Millennium is a pretty bad time and place to live. There is
much violence and little hope. Acolytes are expendable. The GM needs to figure
out exactly how expendable they are and how dangerous and difficult the world
really is. He also needs to figure out what type of if any heroic stunts the PCs
can pull and hope to have success.
The most obvious thing is the Difficulty of risk test. The GM sets the difficulty for all
tests, including those taken in combat. So if he overall sets a higher difficulty then
the entire game is going to be more difficult. Just one step difference on average
is a huge difference over the course of a campaign. Whatever difficulty level the
GM decides upon; be consistent and make sure your players understand your
thinking.
Another obvious factor is the number and power level of opponents. This doesnt
really need much of an explanation. If enemies are numerous, well equipped,
skilled, and act in a cunning fashion it will provide a very different flavour from
games where enemies are fewer and weaker. Same with gear really. If PCs have
lots of powerful gear they will be relatively more powerful and things will be easier
for them.
The GM also needs to establish what kind of cinematic heroics are appropriate for
his game. A game where characters can jump from vehicle to vehicle on a
speeding highway is quite different from one where such feats are considered
impossible for all intents and purposes. Consistence is the key here also.

SCOPE AND EPICNESS

The scope of the campaign also needs to be addressed. This is separate from
difficulty. A game can be small in scope, but still easy or hard. A game thats
small in scope deals with things that are very different from epic games. In one
campaign the acolytes may hunt heretics in their local area for their entire careers,
from 1st to 8th rank. Its a tough job all the way, but they rarely leave their world of
operations and never get to take part in grand scale events. In an epic game this
is very different; the PCs might move from world to world, rub shoulders with the
rich and powerful on a the sector level, and take on the Legacy of Haarlock at the
peak of their careers. Most games are somewhere in between. All types are cool
and suitable for DH, but they play out rather differently. It is important that the GM
think it through and presents it in a coherent fashion to his players.

367
USING PUBLISHED 40K MATERIAL

As I stated previously: One big argument in favour of an adaptation of the rules


rather than replacing them entirely was ease of conversion. Youre supposed to be
able to grab a published adventure and with a minimum of fuzz on the fly even
adapt it for use with these rules.
When it comes to converting NPCs keep it simple; look at their stat blocks and
decide if they need adjustment:
Presence is a combination of Fellowship and Willpower.
Focus a combination of Willpower and Perception.
Acumen is Intelligence.
Initiative is Agility.
If you keep to 5-point increments it should be easy; for a human 25 is quite poor, 30
is mediocre, 35 is mediocre+, 40 is decent, 45 is decent+, and from 50 and up is
quite extraordinary.
Most NPCs will have a number of untrained, basic, and trained skills. Some will
have a few Mastery +10 skills. A few will have Mastery +20. Only exceptional NPCs
will have better skills than that.
There are a few new talents and some talents have changed a bit, but not more
than that they are useful for the same NPCs that had them before they just
provide slightly different abilities.
Psychic powers work more like the system in Rogue Trader then the old DH one.
And Tech-priests have gotten an overhaul. The same applies to True Faith it is part
of the game system, although Sisters of Battle are not really intended to be part of
the game.
Dark Heresy: Published DH material is easily integrated with these rules thats sort
of the whole point. The guidelines above should cover most situations.
Ascension: This is DH on steroids. Weird stuff like Sisters of Battle and Space Marines
could be integrated. The rules should be able to handle it, but you might want to
add some new over-powered talents.
Black Crusade: Using the rules for Black Crusade should be relatively simple; Black
Crusade actually goes a way towards the same type of simplification found here
fewer and more useful skills for example. Same goes for some of the combat rules.
Rogue Trader: Rogue Trade is Dark Heresy with an all-too-big dose of Pirates of the
Caribbean. That applies to both the setting and the rules. I dont like it, but that
doesnt mean you cant use these rules.
Deathwatch: Deathwatch is the game that least resembles Dark Heresy. It has
some interesting ideas regarding hordes, elites, masters, etc. But I much prefer

368
Black Crusades basic approach to Space Marines. If you want Marines, then use
Black Crusade and adapt the Careers from Deathwatch.
Only War: Not published yet, but Im guessing conversion will be easy. The sections
on fear in combat, pinning and morale will be important.

OTHER RESOURCES

The Warhammer: 40K setting was pretty original when it first aw light. But it also
borrowed HEAVILY from an amalgamation of past and contemporary sci-fi
elements. It didnt make much of a secret of it either: Who can forget Inquisitor
Sherlock Obiwan Clousseau!? 40K has continued this trend, but also added its own
twists to everything bits and pieces of everything, but the final soup is markedly
40K in flavour. This means that you should not feel shy about taking bits and pieces
from other games, books, settings, movies, series, or whatever. Take what you like,
twist it around a bit and voila: Youve added something new to the setting.

GURPS

The GURPS (3rd and 4th Editions) system/sourcebooks deserve special mention. The
system is pretty good I guess, but not really my cup of tea. Instead I mention it
because of the breadth and depth of its innumerable sourcebooks: Sourcebooks
which contain a good mix of fluff, rules and GM tips and tricks. And they are all
consistently presented using the same system. That should make the lives of players
and GMs alive much easier when it comes to importing things like equipment,
psychic powers, monsters etc. Give it a try. Here are some of the more relevant
books:
GURPS Ultra-Tech
GURPS Biotech
GURPS Space
GURPS Horror
GURPS Mysteries

MAIDEN OF GOLGENNA

The website (http://twilightpeaks.net/blogs/index.php/dh) for my on-going Dark


Heresy game is also a source of information about the 40K setting and how to run
published adventures in alternative ways.

369
APPENDIX 1: META

ROUNDING

Unless specifically stated otherwise you always round down to the nearest whole
number.
Halving a percentile modifier: If called upon to halve a percentile modifier you
round down to the nearest increment of 5 (i.e. halving a 15% bonus results in a 5%
bonus). Just to keep things simple. The you really love awkward modifiers feel free
to disregard.
Doubling: If youre called on to double a doubled effect the end result is an x3
multiplier (not x4 as normal would seem to indicate). Same applies for other
multipliers.

370

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