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List of Contents:

3 – Introduction

4 – Designer Notes

5 – Creating a Character in The Time of Ending

6 – Example Character – Hunter of the Wilds

7 - Homeworlds

12 - Classes

40 – Behaviour Traits

41 – Skills

42 – Ammunition, Armour, & Equipment

48 – Weapons

53 – Xenos Ammunition, Armour, Equipment and Weapons

55 – Trauma

57 – Critical Hit Tables

61 – Psychic Powers

63 – Vehicles

65 – Gameplay Notes

66 – Rule Additions and Changes

79 – Optional and Expanded Rules

80 – Radical and Puritan Characters

82 – Character Creation Options

88 – Vehicle Profiles

89 – Companion Profiles

92 – Common Creatures

95 – Final Words

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The Time of Ending – A Warhammer 40,000 RPG
Welcome to The Time of Ending: A Warhammer 40,000 Roleplaying Game (v1.2).

In this game you will undertake adventures as members of the Imperium, taking on the role of the
ordinary men and women that toil and suffer every day in the name of humanity and the Emperor.
The Imperium of Man is upheld by the sacrifice and bravery of such common folk. And the time has
come again for you to rise to the occasion and fight for the survival of humanity. You will take the role
of ordinary people as they are called to do the extraordinary and risk their lives to serve mankind.

You will play as these characters in this RPG. What these extraordinary tasks are will be up to you and
your fellow players. You will be hired by the Inquisition, called to the frontline, have to lead people to
survive in emergencies, make archeotech discoveries, uncover twisted plots of betrayal and heresy,
face off against unimaginable horrors from beyond reality and bizarre xenos species. The real joy from
this game is that you get to be the ones to decide what this is and how you’ll overcome these.

The Warhammer 40,000 universe and story is one of the richest science fiction and grim-dark tales to
exist. There is very little that can remotely compare to the depth of detail in a galaxy so cold and cruel.
It serves as an excellent opportunity to produce an enthralling saga of struggle and triumph and
exploration. At present, no such RPG game exists to do this. Once the license to Dark Heresy and other
Fantasy Flight RPGs set in the 40k universe were lost there was little to no option for tabletop gamers
trying to explore their favourite game in an RPG setting. This isn’t intended to be a disparaging remark
to Fantasy Flight or Games Workshop or Wizards of the Coast. Business just doesn’t always allow for
these things, and sometimes good things have to come to an end.

But that’s all okay now because we have this. The Time of Ending.

Have you ever wanted to play as a scarred and brooding Imperial guardsman trying to survive in the
dangerous jungles of Catachan?

Have you ever wanted to imagine solving ancient riddles as you play as an Adeptus Mechanicus
explorer who has been sent to collect a mysterious artefact uncovered from the ruins of a distant
moon?

Have you ever wanted to play as a powerful psyker as they engage in a righteous crusade against xenos
species trying to wipe out humanity?

Have you ever wanted to imagine surviving Tyranid invasions while trapped in the hive domes of
cursed worlds, or duel Dark Eldar raiders on their skimmer vessels as they scream through the skies
or hear the roar of a bolter as you pull the trigger and shoot down your foes?

Now is your chance.

This RPG system allows for and is intended for this. Jump into the 41st Millennium, grab a lasgun and
flak jacket, get a group of other tabletop gamers or RPG players together and start rolling some dice
and having fun. You won’t regret jumping in and giving it a go.

This entire project has been a labour of love. I hope you enjoy playing it as much as we are. May the
Emperor guide you.

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Designer Notes:
This game is intended as a fusion of Dark Heresy 2nd Edition and Dungeons & Dragons 5th Edition. I am
intending to take the simplicity and elegance of D&D 5e and its ability to produce a game that can be
very quickly learned with the setting and characters of Warhammer 40,000 as done in Dark Heresy.
Dark Heresy did an excellent job of allowing RPG players to explore the 41st Millennium, but it has
stopped being produced and is no longer accessible to players. It is probably easiest to understand
these rules as an expansion or alteration to the D&D 5e gaming system with new characters, weapons,
adjusting magic for psykers, and new enemies.

You WILL require a copy of Dungeons & Dragons 5th edition to play this game. Some essential
mechanics are listed there. Generally, follow their rules for gaming/roleplaying unless a change is
listed here. We also recommend playing with Games Workshop models and terrain on your maps. We
love the authenticity we get from using these in our games and are big fans of the models they produce
and how you can kit-bash a unique character to portray yourself with from their model kits. Fantasy
Flight still produce amazing games and rule systems. This fan-project isn’t about not supporting those
companies. This is in addition to supporting those companies and fusing some of their best ideas
together.

DC checks should be harder than in ordinary D&D 5E. A “standard” requirement of a 10 in D&D should
be a 15 in this ruleset. This is negated by the inclusion of inherent Advantages on certain skills, and is
done intentionally to encourage players to create a balanced party capable of handling a wide variety
of situations. In addition, characters should be struggling and ultimately dying more regularly than in
D&D. The Dark Heresy RPG system had characters dying much more often and this should continue.

When creating characters, note that the skills listed as having Advantage also apply their proficiency
bonus to these checks.

If you acquire a “double Advantage” (for example, a Holy character from a Shrine World) then you
apply your proficiency bonus twice in addition to having Advantage. At level one, with a proficiency
bonus of +2, a Holy character from a Shrine world would have a +4 modifier (in addition to their Int
modifier) and would also roll two D20’s and pick the highest. This means it is fairly achievable to
achieve DC20 (or even DC25!) checks from first level in this system! This setup represents characters
that are very highly specialised in their field. Note that a single Disadvantage cancels both of these
Advantages out as per the D&D 5E rulebook. Game Masters’ (GM) should note that this means
characters at high levels can potentially achieve results of 37 on skill checks (6+6+5+the highest of two
D20’s). A DC35 check is not unreasonable for very difficult actions for high level characters.

This and all related creations and content based on, or inspired by, Warhammer 40,000, Dark Heresy, Dungeons & Dungeons
are all property of their respective owners and no claim of ownership is made over them. No intention is made to profit from
this creation and it exists solely as a fan-made product. Original ideas and content belong to the original creator.

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Creating a Character in The Time of Ending:
It is best if someone has an idea of what sort of character they wish to create before beginning this
process. This has all been designed to try and give you (the player!) the most amount of freedom and
creativity. Want to create a Skitarii archaeo-tech researcher? Forge World-Scholar. Want to play an
unrelenting Krieg guardsman? Deathworld-Soldier. A zealous preacher who has left his home to heal
the sick? Shrine World-Medic. A planetary governor’s rebellious son who flees his home to hide his
secret psychic capabilities? Highborn Warp-Entity. It’s your character. You choose.

Step 1: Choose your Homeworld: Choose the origin of the character, noting the Ability modifiers, skills
with Proficiency and Advantage, and any special rules to be applied.

Step 2: Choose your Class: Choose the background role of the character, skills with Proficiency and
Advantage, any special rules, and equipment and weapons to be applied.

Step 3: Choose your Behaviour Traits: These may be randomised or selected on the type of character
that the player wants to have. Players are expected to roleplay appropriately according to these rolls.

Step 4: Roll and assign your Ability Scores: To do this you roll 4 D6 dice and pick the three highest
results. This should average out at around an 11 or 12. Repeat this 6 times, recording each result.
Assign these to the 6 abilities, recording any “+” and “–“ modifiers as per the D&D 5e rulebook.

Step 5: Apply Proficiency and Ability Bonus: Add your proficiency and ability modifiers to skills to
calculate skill modifiers. The skills which should have the proficiency bonus added will be listed in your
Homeworld and Class choices. Apply ability modifiers to the relevant skills. Your proficiency bonus will
increase as you level, so you will need to update this as the character levels.

Step 6: Choose Equipment and Weapons: A character’s Class choice will give them some equipment
and weapons. In addition, money may be spent on other times the character wants.

Step 7: Beyond First Level: The Advantage given by a character’s Class is intended to incentivise multi-
classing. Survival in the 41st millennium often involves the character able to manage a wide variety of
situations. Proficiency bonuses and hitpoints increase as normal. Keep note of new special rules, as
well as any additional Proficiencies and Advantages given by character choices.

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Example Character – Hunter of the Wilds
I want to build a character skilled at hunting, capable of keeping their enemies at arms-reach but also
of tracking down targets and exploring areas for supplies/information. I’ll write down the steps I take
to prepare this character as an example.

Step 1: Choose your Homeworld: For the character I have in mind the options of Death World, Frontier
World, and Feral World. They are all possibilities for what I want. When I compare the different
Proficiencies and Advantages I’m inclined towards the choice of Death World. While my character
would start with some level of Trauma, it gives me the Proficiencies and Advantages I want. I will also
make note of the Ability stat modifiers to apply later, and the special rules I acquire from this.

Step 2: Choose your Class: This is the most significant decision when making my character. As I was
wanting to create a hunter-tracker style character it is obvious to me that I would want to take the
Survivalist class. The Marksman class does stand out to me as good option for future multi-classing
though.

I also need to make sure I note that as both choices give me proficiency with the Nature skill that I
instead mark that I have Advantage with this. I will therefore have Advantage on Survival and Nature
checks, but only Proficiency with Willpower and Perception.

Step 3: Choose your Behaviour Traits: I’m unsure of what sort of behaviour traits I want for this
character. I’ll happily roll these randomly and take whatever results appear. It’s an enjoyable challenge
playing a character I wouldn’t normally, whether that’s someone grumpy, crazy, or jovial. Whichever.

Step 4: Roll and assign your Ability Scores: I will roll 4 six-sided dice and note the three highest in each
roll. I do this six times. The average should be around a 12. Let’s assume I roll a 9, 10, 11, 12, 13, 14. I
will need to assign these to my six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom,
and Charisma. For the character I’m planning I will likely need a high Dex, Con, and Wis. For this reason
I will decide on: Str 10, Dex 14, Con 12, Int 11, Wis 13, Cha 9. As I have chosen the Death World
background I will need to apply the relevant modifiers. My final scores will then be: Str 10, Dex 15,
Con 14, Int 10, Wis 14, Cha 8. This makes for a survivable and decent character, but one that will
struggle in social situations.

Step 5: Apply Proficiency and Ability Bonus: I will need to note the relevant modifiers from my ability
scores and apply these to the relevant skills (a +2 for Dex, Con, and Wis, a +0 for Str and Int, and a -2
for Cha). For example, I have a +2 to my Acrobat skill from my Ability Score of 15. Additionally, I will
need to Remember to mark that I apply my Proficiency bonus with the Nature, Perception, Survival,
and Willpower skills, and also have Advantage with Nature and Survival. This is probably best done by
marking with a different colour on your character sheet.

Step 6: Choose Equipment and Weapons: From my class, I note that I start with an Explorer’s Pack (as
detailed in the D&D 5E book), Leather Armour, a Shotgun with 8 rounds of Scatter or Solid-Slug
ammunition, and 2 Throwing Axes. I also have 20cr to spend as I see fit. I will choose to buy another
box of Shotgun ammo (2cr) and a Torch as a Weapon Improvement for my Shotgun (2cr).

Step 7: Beyond First Level: In following turns I will likely choose to place my new levels in the
Survivalist class at first, but will likely follow on in other categories such as Marksman or perhaps Medic
depending on where I feel my weaknesses are. Doing so will open up new skill Proficiencies and
Advantages for my character as I progress.

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Homeworlds:
The planets where characters hail from are an important indicator of their traits, capabilities, and place
within the Imperium of Man.

All characters apply the following relevant characteristic cahnges after they have made their character
creation rolls at level 1. Every character has only one homeworld, regardless of whatever backstory
the players have applied to them.

Homeworld Strength Dexterity Constitution Intelligence Wisdom Charisma


Death World +1 +2 -1 +1 -1
Feral World +2 +1 +2 -2 -1
Forge World -1 +2 +1
Frontier World +1 +1 -1 +1
Highborn -1 +1 +2
Hive World -1 +1 +1 +1
Military World +1 +1 +1 -1
Pleasure World +1 -1 +2
Research Station -1 +2 +1
Shrine World -1 +2 +1
Voidborn -2 +1 +2 +1

Death World:

Death Worlds embody planets that are actively hostile and hazardous to human habitation. Regardless
of whether this involves dangerous flaura and fauna, lethal weather events, or a toxic atmosphere; the
people from Death Worlds have faced peril and survived and make for tough characters capable of
living through the worst the galaxy has to offer.

Proficiency: Nature, Willpower.

Advantage: Survival.

Saving Throw Proficiencies: Constitution, Wisdom.

Homeworld Feature: “Lived through worse than this…”: The populations of Death Worlds have long
since become accustomed to what would ordinarily terrify a citizen of the Imperium. The character has
Advantage on any rolls or checks to avoid being Frightened, or to stop being Frightened.

Traumatised: Characters from a Death World begin the game with D6 points of Trauma.

Feral World:

Humanity reigns across the stars on countless worlds and travelling the void of space but this does not
mean all people are developed or sophisticated. Some planets devolve into primitive lifestyles and
peope live as hunter-gatherers or in savage feudal societies. Such worlds produce citizens that are
brawny and brutish, if somewhat lacking in sophistication, and make for excellent mercenaries or
bodyguards.

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Proficiency: Perception, Survival. Martial Melee Weapons.

Advantage: Athletics.

Saving Throw Proficiencies: Strength, Constitution.

Homeworld Feature: Brutal Upbringing: On a world without Imperial justice or order, it is all too often
a matter of “might makes right” to decide how things will be done. Once a day, Feral World characters
may boost their Melee damage by 1 + Strength modifier (yes, his involves them applying their Strength
bonus twice). This bonus lasts for 1 minute.

“No need for that rubbish!”: Characters from Feral Worlds cannot read or write.

Forge World:

Continent-spanning manufacturing facilities are sprawled across Forge Worlds, leaving the air filled
with smog and the sound of industry ringing around the planet. Technology and production are the
sole purpose of Forge Worlds and the citizens of such places are more skilled with technical items in
dedication to the Omnissiah and the guiding light of the Machine Spirit. The engineers and archeotech
explorers of humanity almost all hail from Forge Worlds.

Proficiency: Investigation, Religion.

Advantage: Engineering.

Saving Throw Proficiencies: Constitution, Intelligence.

Homeworld Feature: Bio-mechanical Implants: Mechanical implants are so common on Forge Worlds
that outsiders are often forced to assume they remove healthy limbs and organs intentionally to
experiment and venerate the Machine God… The character has the option of choosing one of the
following:

Bionic Arm: The character gains Advantage when attempting to initial a grapple.

Bionic Leg: Stealth and Acrobatics checks can never apply Dexterity modifier for this character. AC
increases by 3.

Bionic Eye: The character gains infra-red vision in one eye. If the character ever takes more than 5
Energy damage the eye will short-circuit and must be repaired (Extended action, DC15 Engineering
check).

The Language of the Machine: Characters from a Forge World add Mechanicus to their languages.

Frontier World:

Frontier Worlds are newly-colonised or developing planets, typically found along the edge of Imperial
sectors. Sometimes cut off from the rest of humanity for centuries, the people of these worlds are self-
reliant and live in close proximity to nature compared to most. They are excellent explorers and
hunters.

Proficiency: Survival, Persuasion. Martial Ranged Weapons.

Advantage: Acrobatics.

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Saving Throw Proficiencies: Dexterity, Constitution.

Homeworld Feature: “As far as the eye can see”: Boundless plains and distant horizons can be
terrifying to most Imperial citizens, but are a familiar sight to those who live on undeveloped worlds.
This character has advantage on any initial Perception tests on any non-urban environments (Initial
tests would include when first arriving on a planet, or a new area in a non-urban environment).

Highborn:

The highborn are the nobility and aristocracy that rule over cities, planets, and even entire sectors of
the Imperium of Man. Enormously wealthy and powerful, they will only rarely be found away from
their palaces and luxurious domains. They sometimes act as ambassadors, emissaries, or merchants.

Proficiency: Diplomacy, History. Pick one of either Martial Ranged Weapons or Melee Ranged
Weapons.

Advantage: Persuasion.

Saving Throw Proficiencies: Intelligence, Charisma.

Equipment: Document of Pedigree.

Homeworld Feature: Respect is Given: All noble houses survive and prosper through networking and
coordination. Very few nobles will turn down an opportunity to work alongside others from such a high
social status. This character can always demand an audience with any local nobles by displaying their
Documents of Pedigree. Players should note that this may cost the character an element of surprise
or subtlety. Any Persuasion ability checks with the Noble in such a meeting have Advantage.

Noble Tutoring: Highborn characters add High Gothic to their known languages.

Hive World:

Most of humanity resides in the Hive Cities that dot countless planets across the Imperium. Cramped
and overcrowded, the urban slums produce street-smart and daring individuals. The criminal
organisations rife on every Hive World produce large numbers of smugglers, enforcers, and thieves.

Proficiency: Investigation, Sleight of Hand.

Advantage: Stealth.

Saving Throw Proficiencies: Dexterity, Wisdom.

Homeworld Feature: Hive Scum: A life in a hive city means a life in shadowed slums and crowds. Those
used to this environment know how to fit in, and how to spot who stands out. The character has
advantage on checks on finding criminal/underground organisations in Hive cities (Regardless of
whether this is Persuading local merchants or Perception in a bar, etc.). This can be for finding Black
Market dealers or other groups.

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Military World:

Serving as the protectors of all of Mankind, the populations of military worlds are drilled and trained
their entire lives to face against all manner of horrifying beasts, aliens, and worse. The soldiers of the
Imperium all aim to fight and die well.

Proficiency: Acrobatics, Stealth. Martial Ranged and Melee Weapons.

Advantage: Athletics.

Saving Throw Proficiencies: Strength, Dexterity.

Homeworld Feature: “Don’t Question Your Orders!”: This character has spent their life giving and
receiving orders that are followed without question. Once a day, as an action, this character may bark
orders at another character. A character within 15ft may add their Proficiency bonus on their next
attack or ability roll (and if already applied, apply it again).

Paradise World:

The Imperium of Man only continues to exist in the galaxy through brutal discipline and harsh measures
and planets typically reflect this necessity. On occasion however, a planet will manage to produce a
society that is comparatively luxurious and with its citizens free to live their lives as they please. While
not wealthy like the nobility, such peoples are nonetheless free to pursue their own interests.

Proficiency: Acrobatics, Diplomacy.

Advantage: Nature.

Saving Throw Proficiencies: Dexterity, Charisma.

Homeworld Feature: Life of Luxury: Living on a pleasure world has meant that the character has had
a chance to pursue their own interests at leisure. The character may choose any skill they wish and
gain proficiency in it when creating their character.

Research Station:

Ignorance abounds in the far-future of Man, but it remains that there does exist research facilities
seeking new technologies and innovations to improve humanity and its place in the stars. The people
from such places are prone to rather radical free-thinking. Such individuals make for excellent explorers
and researchers, as well as scholars.

Proficiency: Engineering, Perception.

Advantage: Investigation.

Saving Throw Proficiencies: Intelligence, Wisdom.

Homeworld Feature: Quick Learner: Characters from research stations are quick at figuring out the
purpose of mysterious artefacts and relics and are much more familiar with technology than other
citizens of the Imperium. Research station characters time to attune and familiarise themselves with
technological discoveries and items is halved. They alone can realise and figure out the purpose of
certain items.

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Shrine World:

The fanatical people of Ecclesiastical worlds are devoted to the worship of the Emperor of Mankind
and their every deed is dedicated to him and all of humanity. Many puritan figures are born and raised
in such places. Most scholars, missionaries, and crusaders originate on Shrine Worlds.

Proficiency: History, Insight

Advantage: Religion

Saving Throw Proficiencies: Wisdom, Charisma

Homeworld Feature: Emperor’s Flock: Members of the Ecclesiarchy and devout citizens believe they
must band together to complete their holy works and to save Mankind in these dark times. This
character has advantage when making Charisma based rolls related to other Ecclesiarchy characters.
This character will always be given supplies and shelter at any Ecclesiastical building or organisation.

Voidborn:

Not all of humanity resides on planets, and many millions find themselves spending their entire lives in
the cold void of space. The voidborn can only imagine life on a planet, and instead only understand
existence within a metal hull and the ever-constant sound of ship engines in the background. Voidborn
are natural pilots and engineers.

Proficiency: Engineering, Acrobatics.

Advantage: Piloting.

Saving Throw Proficiencies: Dexterity, Intelligence.

Homeworld Feature: Life in the Void. People work best in environments they are familiar with, and for
the Voidborn they know nothing better than the inside of Imperial ships. This character suffers no
negatives for taking actions while in zero-gravity (Acrobatics, Stealth, etc.). This character receives
advantage on any Investigation skill checks while on board Imperial space-faring vessels.

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Classes:
If gaining proficiency for same skill from both Homeworld and Class, treat as Advantage instead. If a
character would gain Advantage from both its Homeworld and Class then it may apply its proficiency
bonus twice. This means a character can have up to a +17 modifier on a roll, in addition to having
Advantage.

All characters are assumed to start with a knife in addition to the other equipment listed.

Assassin

Brute

Diplomat

Engineer

Holy (Psyker)

Marksman

Medic

Pilot

Sanctioned Psyker (Psyker)

Scholar

Soldier

Survivalist

Telepath (Psyker)

Thief

Torturer

Warp Entity (Psyker)

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Assassin:

The most numerous and cheapest asset that the Imperium has is people by the countless trillions. An
assassin makes their way through life unseen and expending this asset for their own gain. All manner
of people, from the lowest social class to the highest reaches of the Imperium, can benefit from the
blade of an assassin striking at their foes.

Proficiency: Deception, Stealth. Martial Ranged and Melee weapons.

Advantage: Acrobatics

Hit Dice: D8

Equipment: Burglar’s Pack. Sword. 3 vials of Basic Poison. 50cr.

Background Features:

Level 1: Unaware Foe: An assassin’s work is never easier than when their knife can slit an unsuspecting
throat. The assassin adds D6 damage to any damage rolls against an unsuspecting target from melee
attacks.

Level 2: Life of Blood: The assassin’s life has involved murder in all sorts of creative ways. The assassin
is proficient with Exotic Melee weapons.

Level 3: From the Shadows: There is little to be done when you’re dead before you hear the ring of the
gunshot. When attacking a target unaware of the thief’s presence with a ranged weapon, the assassin
may add D6 of the same damage type to the attack.

Level 4: Characteristic Increase

Level 5: Extra Attack

Level 6: Predator: The hunt for a target regularly involves navigating terrain and searching for clues.
The assassin gains proficiency on any Investigation or Survival checks on tracking a target. The assassin
must know of the target and be familiar with some aspects of their behaviour or past.

Level 7: A Swift Death: The assassin must always be able to outrun their prey. The assassin gains 10ft
of movement.

Level 8: Characteristic Increase

Level 9: Swirling Melee: An experienced assassin is comfortable in a frenzied close-quarters fight,


swinging blades from each hands at their targets. The additional off-hand attack for using two-weapon
fighting is no longer denied your ability modifier to the damage.

Level 10: Extra Attack

Level 11: Unseen Killer: There is no death so elegant as one dealt through the touch of poison. The
assassin becomes proficient with disguising and administering Poisons. Melee weapons imbued with
poison by the assassin last 1 day, not 1 minute. From their experience, the assassin deals an additional
D10 Poison damage when dealing damage from poisoned weapons.

Level 12: Characteristic Increase

Level 13: Chink in the Armour: Assassins pride themselves on knowing where best to strike their prey.
Attacks from the assassin cause a Critical Hit on the roll of a natural 19, as well as a 20.

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Level 14: One Shot, One Kill: The perfect kill for an assassin after an easy bounty is taking out the target
with a single bullet. The damage from the From the Shadows special rule increases to 2D6.

Level 15: Extra Attack

Level 16: Characteristic Increase

Level 17: Dual-Wielding: Assassins will enter the fray of combat focusing solely on shedding blood. Any
non-Two Handed Melee Weapons may be dual wielded by the assassin even if they don’t have the
Light special rule. This may also be combined with a Pistol.

Level 18: Experienced Killer: The assassin has become increasingly numb to the carnage they cause for
profit. The assassin has Advantage on Trauma checks on any actions they have taken.

Level 19: Slashed Artery: The assassin’s slashes are placed deliberately and precisely, causing arterial
spray in the frenzy of combat. Attacks from the assassin cause a Critical Hit on the roll of a natural 18,
as well as a 19 or 20.

Level 20: Decapitation: The assassin’s precision and strength are so honed that they can now end a life
with a single stroke. Roll a D4 after causing a critical hit with a melee attack but before rolling to
damage. On the roll of a 4 the target is automatically killed regardless of how many hitpoints it had
left. This affects Medium or smaller targets. In addition, apply a Characteristic Increase and an Extra
Attack.

Brute:

No amount of technology truly removes the threat of a muscle-bound behemoth crushing their foes
into a bloody mess. Such individuals are regularly hired as bodyguards or mercenaries.

Proficiency: Intimidation, Willpower. Martial Melee Weapons.

Advantage: Athletics

Hit Dice: D12

Equipment: Explorer’s Pack. Mesh Armour. Autopistol and one clip of ammunition or Shotgun and 8
rounds of Scatter or Solid-Slug ammunition. 30cr.

Background Features:

Level 1: Adrenal Surge: The brute’s excitement at violence has them temporarily numbed to pain. Once
a day as a bonus action the brute may add a +2 bonus to their AC against melee attacks for the next
minute.

Level 2: Life of Violence: A brute’s self-assurance that they are tough is often enough to pull them
through traumatic experiences. Brute characters may use their Constitution characteristic bonus
instead of Wisdom when attempting Willpower checks.

Level 3: Frenzy: The brute will regularly descend into a raging storm of frenzied anger. Once a day as
a bonus action the brute may gain 4D4 temporary hitpoints. These last an hour.

Level 4: Characteristic Increase

Level 5: Extra Attack

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Level 6: Juggernaut: The brute rampages into melee, pushing all opponents aside. The brute may
attempt this action once an hour. Bonus action to activate. The brute adds 2 to their damage to all
attacks and add 10ft of movement for this action. No attacks of opportunity may be made against the
brute for this action.

Level 7: Whatever Gets the Job Done: Whether it’s a smashed bottle or a sharp rock, the brute is happy
enough to use whatever weapon is available to them. The damage die of an improvised weapon is
increased to D6 and you always apply your proficiency bonus.

Level 8: Characteristic Increase

Level 9: Concussion: Sometimes a brute’s strength can be used for a less-than-violent approach when
necessary. Instead of dealing damage as normal, a brute may choose to make a combative Strength
roll against the target. If successful, the target is knocked unconscious for 10 minutes. May only be
done to Medium or smaller targets.

Level 10: Extra Attack

Level 11: Hulking Form: Favouring strength over accuracy, brutes can still make good use of heavy
weapons. The brute may move and fire a Heavy weapon, though may never apply their proficiency
bonus to the attack rolls. The brute moves at -10ft when carrying a Heavy Weapon.

Level 12: Characteristic Increase

Level 13: Unfeeling Behemoth. A brute’s muscular body is conditioned to a life of constant violence.
The first time an attack would reduce the brute to 0 hitpoints instead reduce its health to 1 hitpoint.
The brute must take a long rest for this to be applicable again.

Level 14: Strongarm: The brute’s enormous arms are capable of wielding enormous weapons as if they
were made of wood. The brute may treat a two-handed Melee Weapon as a single-handed weapon.
Only a single two-handed Melee Weapon may have this effect applied to it at once at any one time.
This may be combined with other items or equipment as normal.

Level 15: Extra Attack

Level 16: Characteristic Increase

Level 17: Stable Firing Platform: The brute’s size and strength enable them to manage the weight and
recoil of even the most powerful weapons. The brute may move at half speed (to the closest 5ft and
rounding down) and still fire Heavy weapons. The movement penalty from the Hulking Form is no
longer in effect.

Level 18: Heaving Muscles: Every blow from the brute strikes with a terrible crushing sound as the
target’s armour is punched through. All the brute’s attacks have Penetration 2 in addition to any other
modifiers.

Level 19: Crippling Blows: The strikes from a brute regularly cause serious long-term damage to the
victims. The Brute causes a roll on the Long-term Injuries if it rolls a natural 17 or higher when making
attack rolls in Melee in addition to any other damage to the target. This still applies to Critical Hits.

Level 20: Unstoppable: A dedicated brute ignoring all other pursuits exhibits sickening levels of
resilience. The brute’s hitpoint maximum increases by 2D6 + Constitution modifier. In addition, apply
a Characteristic Increase and an Extra Attack.

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Diplomat:

The words of wise men sometimes achieve more than bullets and blades can ever hope to. It is in these
moments that diplomats prove their worth above all others.

Proficiency: Deception, Religion

Advantage: Persuasion

Hit Dice: D6

Equipment: Diplomat’s Pack. Data-Slate. 80cr.

Background Features:

Level 1: Silver Tongue: Persuasion is an art unto itself. The price of any purchases below 100cr can be
decreased by 10% (rounding down) with a DC15 Persuasion check.

Level 2: Forceful Questioning: The diplomat knows which questions will reveal the most information.
The Diplomat may apply their Persuasion bonus rather than their Intimidation bonus on any
Interrogation rolls.

Level 3. Dialogue: A diplomat’s work involves communication above all other strengths, and has
learned languages to suit their needs. The diplomat adds either High Gothic or Mechanicus to their
known languages.

Level 4: Characteristic Increase

Level 5: Art of the Deal: The merchant is particularly adept at finding the right seller for the right
product, which is useful when wanting something otherwise unobtainable. Diplomats get Advantage
on Persuasion rolls for making Black-Market purchase rolls.

Level 6: Subtle Gestures: The diplomat and his companions are alert for the faintest sign of trouble.
The diplomat and all friendly player characters within 15ft of the diplomat gain proficiency in Insight.

Level 7: Extra Attack

Level 8: Characteristic Increase

Level 9: Deepest Desires: The diplomat is a master of negotiation, and this involves knowing exactly
what the other person wants. The diplomat can spend ten minutes talking with another character to
reveal their ideal and some information about how they hope to achieve it. Any Deception or Insight
rolls related to this done afterwards have Advantage.

Level 10: Seduce: Sometimes another’s desires can be used against them. The diplomat may force a
non-hostile target to take a DC15 Charisma saving throw. If the target fails then the target is seduced
by the diplomat. They gain access to their private rooms, and are trusted almost completely. Only
affects targets of the opposite sex. May only be attempted once a day.

Level 11: Wormtongue: The value of a trusted voice in an ear cannot be underestimated. The diplomat
may force a non-hostile target to take a DC12 Charisma saving throw. If the target fails then the target
trusts the diplomat’s words and advice and will only disagree if it directly contradicts their core
beliefs/values. This ability may only be attempted once a day.

Level 12: Characteristic Increase

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Level 13: Natural Born Leader: The diplomat’s rousing words provide reassurance and confidence in all
that hear them. One action. The diplomat gives a target friendly character within 30ft and line of sight
advantage on their next attack or ability roll.

Level 14: Extra Attack

Level 15: Command: Adopting a forceful tone can help a character persuade others to assist them. The
diplomat may force a target to take a DC18 Charisma saving throw. If the target fails then the target
immediately follows the short command given by the diplomat. Regardless of whether this was failed
or not, the character is not hostile to the diplomat, unlike after an Intimidation check. May only be
attempted once a day. May not be attempted against a hostile creature or in combat.

Level 16: Characteristic Increase

Level 17: Xenos Tongue: Despite a stilted expression with a human accent, the diplomat can
communicate with some xenos species in their own language. The diplomat may add Aeldarii,
Drukharii, Demiurg, Kroot, or Tau Lexicon to their known languages.

Level 18: Feign Empathy: The diplomat can hide itself behind a façade of faked emotions so effectively
that people can never tell what is real. The diplomat gains Advantage with Deception and Insight
checks.

Level 19: Create Persona: The diplomat has become so talented in charismatic talents that it is able to
become someone else entirely. The diplomat may create a new identity for itself encompassing a
different voice, mannerisms, appearance, and dress. The diplomat may choose to have this as either
a noble, military general, or some other high standing figure in society. The persona can access
particular events and information that someone of their stature would be able to automatically access
without need for a check to be made.

Level 20: Man of the People: The diplomat knows the impact of social unrest upon leaders, and how
to cause it. Extended action. Depending on the scale of dissent, this may take several hours to several
weeks to accomplish. The diplomat must attempt a Persuasion check every day until enough scores
above 25 have been achieved (as deemed suitable by the GM). Following this, appropriate riots,
arguments, conflicts may take place. In addition, apply a Characteristic Increase.

Engineer:

While not truly understanding the very machines they work upon, it remains that the Imperium has
great need for engineers to complete maintenance and repairs on its weapons of war.

Proficiency: Investigation, Sleight of Hand.

Advantage: Engineering

Hit Dice: D8

Equipment: Scholar’s Pack. Padded Armour. Data-Slate, Engineer’s tools. Axe. 50cr.

Background Features:

Level 1: Technician: Imperial citizens are now largely technologically illiterate, relying on rote
knowledge and occasional guesswork. The engineer, by contrast, has much better odds of using such
technical equipment. The technician is able to interact with computer displays showing logs and

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records, some security footage, and other controls in structures and buildings. They may navigate and
use these without rolling an Engineering check.

Level 2: Scavenger: Engineers in the Imperium of Man must often rely on repurposing and recycling
materials, and this includes ammunition. Once a day, during a long rest, the engineer may attempt to
construct ammunition. Appropriate materials (spent shell casings, spare parts, etc.) must be
reasonably on-hand for this to be attempted. D10 autogun or shotgun rounds, or D4 bolter rounds.

Level 3: Adaptive Collaborative Protocols: The engineer transmits instructions and blueprints to their
comrades. The engineer gives +1 to all Engineering skill checks to friendly characters within 20ft.

Level 4: Characteristic Increase

Level 5: Rough Repairs: The engineer has spent countless hours welding with an oxy-torch and can use
this skills for good use to hold a structure together. With a DC15 Engineering Check the character may
heal 2D6 hitpoints on a vehicle. This takes 10 minutes. This may be done once a day. Appropriate
materials must be reasonably on-hand for this to be attempted. This may also be done to a character
with damaged bionics.

Level 6: Extra Attack

Level 7: Reading the Manual: The engineer has uncovered a dusted and worn instructional manual,
and learned much from the hidden lore within. The engineers adds Mechanicus to their known
languages. If this is already known, or learns it from another source, then the engineer adds their
proficiency to Persuasion and Diplomacy checks in that language.

Level 8: Characteristic Increase

Level 9: Regular Maintenance: The engineer is tasked with ensuring all the weapons and equipment of
their comrades are in full working order. A friendly character within 30ft of the engineer may ignore
their first jam result after a long rest.

Level 10. Elemental Modifications: The engineer is able to make adjustments to a party member’s
weapons, utilising dangerous chemical modifications for devastating effect. At the cost of 60cr a Melee
weapon may be given either Corrosive , Fire, or Cold damage for its attacks. May attempt this once
per day. Each weapon may be modified only once.

Level 11: Extra Attack

Level 12 Characteristic Increase

Level 13: Power Packs: Any good engineer knows the value of keeping some spare power packs on
hand. Any Reductor Fields and Refractor Field Generators can be activated a second time after a long
rest rather than just once if within 20ft of an engineer with this skill.

Level 14: Servo-Harness: The servo-harness serves as a distinct piece of Mechanicus equipment, worn
by experienced engineers that enables them to carry more equipment, tools, and weapons. The
engineer may install a Pistol-type weapon from the weapons list into their own body attached through
a Servo-Harness. This must be done at the appropriate facilities and takes a day to accomplish. The
engineer counts as always being armed with that weapon in addition to whatever else they are
carrying. The Servo-Harness can also act as a set of Engineer’s Tools. They may not be disarmed of this
weapon. Firing this weapon still counts as the engineers ranged attack for that turn but may be
combined with other melee attacks. This weapon may re-roll jam results.

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Level 15: Self-Modified: Followers of the Mechanicus Cult will regularly experiment on themselves to
better understand both flesh and metal. The engineer is able to implant all bionics upon themselves
without needing to take any relevant Medicine checks or Constitution saving throws to have them
installed. The engineer does not need to have sustained any injuries resulting in loss of limb or organ
to benefit from this.

Level 16: Characteristic Increase

Level 17: Extra Attack

Level 18: Techno-Smith: The engineer connects an electrical field to a companion’s weapon, adding to
its destructive potential. The engineer may alter any Melee Weapon’s damage type to Energy. This
increases the Penetration by 1. This may be done at the cost of 50cr, requires access to suitable
materials, and must be done during a long rest. May only be done once a day.

Level 19: Cycling Mechanism: Through several experiments, the engineer has been able to improve the
reliability of their own weapons enormously. The engineer’s weapons never jam.

Level 20: Bionic Builder: This character may attempt to construct bionics for themselves and characters
that have suffered a loss of a limb or organ. May be attempted during a Long Rest. Requires a DC20
Engineering check and 30cr. If successful any bionic may be produced by the Engineer. In addition,
apply a Characteristic Increase.

Holy:

Devout followers and worshippers of the Emperor of Mankind, these figures represent their faith and
use it to destroy all that seeks to harm humanity. These characters possess powers imbued in them by
the Emperor’s holy will, and use them to guide humanity in these dark times.

Proficiency: History, Insight

Advantage: Religion

Hit Dice: D8

Equipment: Priest’s Pack. Holy symbol. Padded Armour. Shortsword. 25cr.

Background Features:

Level 1: Prayer: The holy character lays their hands upon an injured character and with mumbled
prayers their wounds close and heal. Touch of Life (10): One action. Instantaneous. Does not affect
targets with a Chaotic taint. The target immediately receives 2D8 + Religion modifier in hitpoints and,
if applicable, recovers from Blinded, Deafened, Frightened, Paralyzed, Petrified, Prone, or Stunned. A
level of exhaustion is removed from the character. Lesser form: Heal D8 hitpoints, no change in
condition or exhaustion.

Level 2: Traditional High Mass: The hymns and prayers of the Ecclesiarchy are spoken in High Gothic,
though only some members speak this language fluently. The holy character adds High Gothic to their
known languages. If this is already known, or learns it from another source, then the holy character
adds their proficiency to Persuasion and Diplomacy checks in that language.

Level 3: Prayer: With a halo around their head, this character leads their companions into battle to
smite the wicked with burning light. Light of Vengeance (14): Bonus action. Instantaneous. This

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character and all friendly characters within 40ft deal Holy damage for all Melee attacks until the
caster’s next turn. Each character adds 1D4 Holy damage to each of their Melee attacks. Lesser form:
Add 1 point of Holy damage to each Melee attack instead of D4.

Level 4: Characteristic Increase

Level 5: Blessing of Righteousness: The dark powers of the Warp are weakened near the truly pious
and devout. All friendly characters within 10ft of the holy character suffer D4 less Psychic and Warp
damage each time they suffer damage from such a source. Roll for each time they suffer damage.

Level 6: Extra Attack

Level 7: Purity: The wicked are confronted by a pure soul, and find it anathema to their very being. The
Holy character gains proficiency Willpower, and Advantage for any saving throws that inflict Psychic
damage or for saving throws that cause the character to be Frightened by creatures with a Chaotic
Taint or a Warp Taint.

Level 8: Characteristic Increase

Level 9: Prayer: The ground that a follower of Chaos stands upon erupts with fire and light, burning
the flesh of the heretic. Consecrate (15). One action. Instantaneous. Choose a target within 30ft and
line of sight with a Chaotic Taint or Warp Taint or is a Psyker. The target suffers D8+1 Holy damage
each turn unless it can pass a DC15 Constitution saving throw. The Holy character may continue taking
actions once this Prayer has been completed, but if they attempt another Prayer then Consecrate
ceases to apply to the target. Lesser form: The target suffers D4 Holy damage and the DC is lowered
to 7.

Level 10: Prayer: The holy character mumbles fevered prayers repeatedly, as they and their friends feel
the Emperor’s will guiding their actions. Emperor’s Guidance (12): One action. Extended, lasts 10
rounds. This affects the holy character and up to 4 characters within 40ft of the holy character.
Characters affected by this power add D4 to any attack or ability rolls from their actions. Lesser form:
+1 to any attack or ability rolls.

Level 11: Exorcism: Evil thoughts are driven away by the splashing of holy water and blessed oils as
an icon of a saint is pressed into the subject’s flesh. The holy character may attempt a DC15 Willpower
check to remove a point of Trauma from a friendly character. May only be attempted once a day. This
may be done to remove the effects of Possession, or remove a Chaotic Taint or Warp Taint from a
chosen character.

Level 12: Characteristic Increase

Level 13: Extra Attack

Level 14: Bless: The holy character is able to imbue items such as purity seals with protective charms.
Holy character must pass a DC20 Religion check. If successful, a purity seal is produced and may be
affixed to a shield or suit of armour. The character gains resistance to one of Psychic or Warp damage
while carrying the item with the purity seal. Can be attempted once a day. Each character can only
have one Bless on them at a time, and the Bless wears off after 10 days. Does not benefit those with
a Chaotic Taint. Requires consecrated parchment, transcript of hymns, seal of the Ecclesiarch, ink
infused with the blood of a martyr (cost 40cr or earned at an Ecclesiarchy facility).

20
Level 15: Life of Purity: The holy character’s soul is pure, which is anathema to all sinful beings. All
attacks by the holy character count as dealing Holy damage. The holy characters gains resistance to
Psychic and Warp damage.

Level 16: Characteristic Increase

Level 17: Prayer: Preaching loudly to the heavens above, the shouted prayers cause a shockwave of
fire to ignite in the vicinity and burn those touched by the Warp. Cleansing Flame (17). One action.
Instantaneous. A 30ft square of fire and light appears, centred around the holy character. All enemy
characters, characters with a Chaotic Taint or Warp Taint, or with an active Psychic Power in use suffer
1D8 Holy damage and 1D8 Fire damage. Lesser form: 1D4 Holy damage and 1D4 Fire damage.

Level 18: Extra Attack

Level 19: Righteous Crusader: The holy character has dedicated their life against removing all traces
of corruption. The holy character gains Advantage when making attacks against targets with a Chaotic
Taint or Warp Taint.

Level 20: Prayer: Arranging a circle of blessed candles about them, the holy character prayers and dips
their fingers in the red wax to make holy gestures in the air around them; casting away all evil.
Banishment (18). Concentrated action. Instantaneous. Make a Prayer check to see if this may be
attempted. Two consecutive turns must be used preparing this action before this power may be used.
The holy character may not make move actions during this turn. On the third action, make a contested
Religion roll against a target with a Chaotic Taint or Warp Taint. If the holy character is successful the
target must pass a DC18 Constitution saving throw. If it fails it is automatically destroyed and is
banished to the Warp. If it is successful it instead takes 6D8 Holy damage and 2D6 Fire damage. Lesser
form: No effect. In addition, apply a Characteristic Increase.

Note: Holy characters’ Prayers are similar to Psychic Powers, with several important differences. No
roll is ever made on the Warp Abnormality table. Prayers still take an action. The character adds their
Religion proficiency bonus instead of Willpower when attempting a Prayer (Advantage does not apply
to their Prayer roll).

Marksman:

For hunters and soldiers alike, the value of a marksman on a ledge above can prove enormously
beneficial. These keen-eyed shooters are dangerous in a fight, but tend to not want to be too close to
the foe..

Proficiency: Perception, Stealth. Martial Ranged weapons.

Advantage: Acrobatics

Hit Dice: D8

Equipment: Dungeoneer’s Pack. Padded Armour. Autopistol or Laspistol. One clip of suitable
ammunition. A free Telescopic Sight weapon attachment. 45cr.

Background Features:

Level 1: Quick Trigger Finger: The marksman needs only a split second to send death to their foe. The
marksman reduces the DC for spotting Fleeting Targets from Readied Actions to DC5.

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Level 2: Steady Hand: Holding their breath while looking down the barrel of the gun, this marksman
holds as still as stone. If the marksman has not moved in their turn, they may ignore one level of cover
that their target is behind. This does not allow impossible shots, so some sight to the target is required
for this rule to be in effect.

Level 3: Keen Eye: A marksman’s most valuable asset is their vision, and it is trained to spot their next
target. If the marksman has not moved in their turn, they may elect to hit a particular part of the
target or an area (be this a control panel, a grenade on a bandolier, an oxygen tank, a helmet, etc.)
without suffering Disadvantage. Any raising of the AC due to size still applies as per GM discretion.
Targets on board open-topped vehicles can be targeted without Disadvantage by this.

Level 4: Characteristic Increase

Level 5: Whatever Gets the Job Done: So long as it has a trigger, the marksman is confident that they
can use it well. The marksman gains proficiency with Exotic Ranged Weapons (this does not give them
proficiency with Heavy Weapons).

Level 6: Extra Attack

Level 7: Keep Your Distance: No marksman wishes to find themselves caught in melee. The marksman
may make Disengage actions and still make a ranged attack with a Pistol if equipped with one.

Level 8: Characteristic Increase

Level 9: Controlled Bursts: The marksman’s finger twitches carefully, ensuring an efficient and
controlled hail of bullets. If firing a ranged weapon with Full-Auto Firing Modes, the marksman may
add an additional attack dice. This will mean rolling 4 attack dice for Full-Auto firing.

Level 10: Death from Afar: Every marksman aims to kill before the target even knows that they are
being watched. The marksman may increase the range bandings of any Ranged Weapons by 20ft. This
does not affect Pistols or Heavy Weapons.

Level 11: High Calibre: If it has a trigger, the marksman is capable of using it to full effect. The
Marksman gains proficiency with Heavy Weapons.

Level 12: Characteristic Increase

Level 13: Extra Attack

Level 14: Run for Cover: Positioning is essential in a firefight. The marksman gains 5ft of movement.

Level 15: Bullseye: The marksman has become so good at their work that they now deliberately aim to
cripple the target. When the Marksman causes a Critical Hit against a target, roll on the Long-Term
Injuries Chart in addition to any other damage.

Level 16: Characteristic Increase

Level 17: Piercing Shots: Armour is of little value when the shooter aims at the joints and creases to
ensure their shots get through. The Marksman adds Penetration 2 to all of its ranged attacks, including
any other modifiers.

Level 18: Extra Attack

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Level 19: No Chance of Hiding: The marksman has become adept at pulling off shots against the
smallest of targets. Targets to do benefit from cover from shots by the marksman. If the marksman
can see the target then they may shoot them as normal.

Level 20: Headshot: Little is more effective than a bullet into the eye of a foe for ending a fight. Roll a
D4 after causing a critical hit with a ranged attack but before rolling to damage. On the roll of a 4 the
target is automatically killed regardless of how many hitpoints it had left. This affects Medium or
smaller targets. In addition, apply a Characteristic Increase.

Medic:

Just as violence is common among all of humanity, so too is there a great need for medical care and
support. A medic is never short of work in the Imperium of Man.

Proficiency: Nature, Perception. Medical kit (Healer’s kit)

Advantage: Medicine

Hit Dice: D8

Equipment: Scholar’s Pack. Data-Slate, 3 Medical kits. 70cr.

Background Features:

Level 1: Stitch-up: The Medic knows best how to apply basic medical equipment. When using a Medical
Kit the Medic character instead heals 3D8 hitpoints rather than just 2D8.

Level 2: Resuscitate: The medic springs into action and hastily gives CPR to the patient. This ability is
used to revive an adjacent character that has dropped to 0 hitpoints. Takes an action to attempt. Make
a DC10 Medicine check. If successful, the character returns to 1 hitpoint and is now conscious.

Level 3: Knowledge of Toxins: The medic can test substances to try and identify if they are harmful to
the drinker. This may be used from dirty water all the way through to powerful poisons in food. DC10
Medicine check to pass. This action takes 10 minutes and requires medical equipment. This ability
cannot detect the presence of any Chaotic taint. May be attempted once a day.

Level 4: Characteristic Increase

Level 5: Resilience: The medic has done their utmost to ensure all allies are in fighting form. All friendly
characters gain 3D4 temporary hitpoints while within 10ft of the medic. This bonus stops applying if
the Medic is unconscious or killed. Roll at the start of combat, this result applies until the next long
rest.

Level 6: Halting Disease: The medic may attempt to heal lingering diseases or illnesses. Make a DC15
Medicine check and spend 10 minutes investigating the symptoms. If successful, any conditions
caused by disease or illness will fade and disappear in 1 day.

Level 7: Extra Attack

Level 8: Characteristic Increase

Level 9: Battlefield Medic: On the battlefield, even the doctors are expected to contribute to the fight.
The medic gains proficiency with Martial Ranged weapons.

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Level 10: Mind, Body, and Soul: The medic aims to care for others however they need help. A member
of the party other than the medic gains Advantage when attempting to heal a point of Trauma.

Level 11: Makeshift Medic: The medic is now adept at making do with what little equipment they have
on hand. Medics may now get twice as many uses out of a Medical Kit.

Level 12: Characteristic Increase

Level 13: Homemade Booster: The medic has concocted a series of booster shots that numb pain and
provide much needed energy. May be attempted during a long rest. If the medic can pass a DC10
Medicine check then they create D6 Stamina Boosters. These homemade boosters are only potent for
one day.

Level 14: Extra Attack

Level 15: Trauma Surgeon: The medic has had a long career of tending to people in need and is now
an expert in their work. The medic using a Medipack now heals 4D8 hitpoints rather than just 3D8.

Level 16: Characteristic Increase

Level 17: Chemical Resistance: Guiding their companions, the medic can give the best advice on
surviving chemical and toxic attacks. May be used once a day as a bonus action. The medic and any
friendly characters within 10ft gain Resistance to Poison and Corrosive damage for 2 minutes.

Level 18: Calming Presence: The medic is trained to act calmly in a crisis, and others turn to them when
in need. The medic, and any friendly characters within 20ft and line of sight have Advantage on any
checks or rolls to avoid being Frightened or knocked Prone.

Level 19: Surgical Skills: The medic knows how to put bodies together, and how to pull them apart. The
medic gains +2 on all their attack rolls in melee.

Level 20: Resurrect: Only the most talented of medics can attempt to bring someone back from the
dead. A character that has been dead for up to 12 hours may be attempted to bring back to life, or for
characters that have been frozen quickly after death. This requires a kitted surgical theatre to be
attempted. The medic may attempt a single DC30 medicine check. If successful, the character is
brought back from the grasp of death. The character must rest in bed for D4 weeks. This may only be
attempted once a day, and takes a day to attempt. Additionally, apply a Characteristic Increase to the
Medic.

Pilot:

Pilots are found across all of the Imperium, and explore and see more than almost any others. All
manner of people are needed to pilot different vessels, ranging from soldiers flying military fighter
craft to space-faring engineers aboard transport vessels.

Proficiency: Engineering, Perception.

Advantage: Piloting.

Hit Dice: D6

Equipment: Diplomat’s Pack. Respirator. Padded Armour. Autopistol. One clip of ammunition. 60cr.

Background Features:

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Level 1: Specialist: There are many kinds of vehicles found in the Imperium, and pilots usually stick to
the one they are best with. The pilot chooses a category of vehicle: Water, Land, Air, Space. When
controlling vehicles from their chosen category, the Pilot may add their proficiency bonus twice.

Level 2: Rough Repairs: The pilot is experienced in completing makeshift repairs to vehicles. The pilot
makes a DC10 Engineering check. If successful, the vehicle gains 2D10 hitpoints. This takes an hour to
achieve. This ability cannot be used for making permanent repairs to vehicles.

Level 3: Gunner: The pilot switches controls to the weapon systems and uses their skills for destruction.
The pilot applies their proficiency bonus when firing weapons attached to a vehicle.

Level 4: Characteristic Increase

Level 5: Enclosed Combat: The pilot has best able to navigate small corridors and tight environments.
The pilot has proficiency in Stealth and has Advantage on Initiative rolls when inside a vehicle.

Level 6: Extra Attack

Level 7: Active Diagnostics: While controlling a vehicle a pilot may run an active diagnostics protocol
to attempt rapid repairs. Make a DC14 Engineering check, if successful heal the vehicle 2D6 hitpoints.
This takes two consecutive actions. The pilot must give up controls of the vehicle to another character
to attempt this.

Level 8: Characteristics Increase

Level 9: Weapons Locker: Pilots must have weapons training to fight off boarding actions by enemies.
The pilot gains proficiency with Martial ranged weapons.

Level 10: Flyboys: All pilots consider themselves part of a sacred brotherhood of the skies. The pilot
gains proficiency with Persuasion and Deception checks with other pilots.

Level 11: Extra Attack

Level 12: Characteristic Improvement

Level 13: Secret Compartments: Smugglers make frequent use of hidden compartments aboard their
vessels. The pilot gains Proficiency on Deception checks for lying about their vessels cargo and causes
any Investigation checks on their vessel to have Disadvantage.

Level 14: Boarding Action: Strapping a weapon to themselves and leaping onto an enemy vehicle, the
pilot seeks to cut their way in. The pilot gains Advantage on any rolls required in boarding a controlled
vehicle. Appropriate Acrobatics, Athletics, and Engineering checks will be determined by the GM. May
attempt a boarding action against Land, Space and Air vehicles. This takes the pilot’s entire turn to
attempt and initiate.

Level 15: Combat Systems: The combat systems are familiar to the pilot who begins to use the vehicle
as a weapon of war. The vehicle’s weapons never jam. In addition, all attacks from this vehicle have
an additional Penetration 2 bonus applied to them.

Level 16: Characteristic Improvement

Level 17: Mechanical Modifications: The pilot has driven enough scrap-built vehicles to be confident in
making some of their own. The pilot may spend a day improving a vehicle. Suitable spare parts must
be on hand. The vehicle gains 2D10 hitpoints and increases its AC by 1. This is permanent and may
only be done to each vehicle once.

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Level 18: Extra Attack

Level 19: Void-Faring: Warp travel is one of the most dangerous acts any human can attempt, but
pilots are a special kind of brave. The pilot gains proficiency with Warp-travelling vehicles and may
captain them if they have appropriate crew, including an Astropath, and all other requirements.

Level 20: Xenos Vessels: The pilot has enough experience that they are competent in all vehicles, even
those not designed for humans. The pilot may apply their proficiency bonus when piloting non-
Imperial vehicles.

Sanctioned Psyker (Psyker):

Psykers are a rarity among humanity and are little understood or loved, but most that do exist are
found and raised from a young age under the careful eye of the Inquisition. Should they prove to have
stable control over their abilities, they are trained into being sanctioned psykers and used as weapons
of the Imperium.

Proficiency: Intimidation, Willpower. Martial Ranged Weapons.

Advantage: Psyker

Hit Dice: D8

Equipment: Scholar’s Pack. Leather Armour. Laspistol. One clip of ammunition. 40cr.

Background Features:

Level 1: Psychic Power: Hurling lightning from their fingers, the stench of sulphur fills the air as the
psyker destroys their foes. Warp Blast (10). One action. Instantaneous. Choose a target within 30ft and
line of sight. They suffer 2D6 + 2 Psychic damage. Lesser form: Deals 1D6 Psychic damage to the target.

Level 2: Heightened Senses: Due to their powers, sanctioned psykers regularly pick up on hints and
details that others miss. The sanctioned psyker gains proficiency in Perception.

Level 3: Psychic Power: A debilitating whisper and sense of dread descends upon the victim. Soul
Shadow (9). One action. Continuous. Lasts 5 turns. Choose a target within 90ft and line of sight. This
target is Poisoned if it cannot pass a DC15 Intelligence check at the start of each of its following turns.
Lesser form: DC8 Intelligence check.

Level 4: Characteristic Increase

Level 5: Extra Attack

Level 6: Battle-hardened: Sanctioned psykers have lived most of their lives on battlefields and are
tougher than most to mental harm. The sanctioned psyker has Advantage on healing points of Trauma.

Level 7: Psychic Power: A field of warp energy materialises into reality between friend and foe. Psychic
Barrier (13). One action. Instantaneous. A psychic shielding appears between the foes and the psyker’s
allies. All target friendly characters within 20ft, including the sanctioned psyker, gain Resistance to
Bludgeoning, Slashing, Piercing, and Energy damage for this turn and the next. Lesser form: All target
friendly characters within 10ft, only Resistance to Bludgeoning and Slashing damage for this turn.

Level 8: Characteristic Increase

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Level 9: Psychic Resistance: An essential part of any psyker’s training is to be able to not only use their
own powers, but stop others from using their own. The Psyker gains resistance against Psychic damage.

Level 10: Extra Attack

Level 11: Psychic Power: A howling blast of wind and force explodes outwards from the psyker.
Shockwave (14). One action. Instantaneous. All enemies within 20ft of the sanctioned psyker must
pass a DC16 Constitution save or be knocked Prone for their next turn. Lesser form: DC8 Constitution
save.

Level 12: Characteristic Increase

Level 13: Psychic Stability: The sanctioned psyker’s rigorous training has enabled it to ride out almost
all fluctuations of the Warp. The sanctioned psyker may choose to re-roll the result of the Warp
Abnormality Table. The second result applies.

Level 14: Psychic Conditioning: The psyker’s mind is hardened from extensive use of their powers. The
damage from Warp Blast increases to 3D6 + 2. The effects of Psychic Barrier last a turn longer than
usual.

Level 15: Extra Attack

Level 16: Characteristic Increase

Level 17: Psychic Power: The psyker picks a point nearby and allows a minute tear into the Warp to
appear with horrifying results. Rupture Reality (14). One action. Instantaneous. Pick a point within 30ft
and line of sight. Within 20ft of that point all characters, friend or foe, suffer 3D6 Psychic damage if
they cannot pass a DC15 Intelligence check. Lesser form: 2D6 Psychic damage, DC11 Intelligence
check.

Level 18: One with the Warp: The psyker has lived their life with foul whispers inside their head, and
has become concerningly used to it. The sanctioned psyker gains Resistance to Warp damage.

Level 19: Root Out Heresy: The sanctioned psyker has dedicated their life to finding and eliminating
the very source of their power. One action. The psyker must pass a DC20 Psykercheck. If successful, all
Continuous Psychic powers from Psykers within 40ft automatically end, and a DC15 Willpower check
must be passed by enemy psykers to attempt to cast a new power in the next minute.

Level 20: Psychic Power: With a sweep of their arm, the psyker washes the power of the Warp onto
those before them. Warp Flood (16). One action. Instantaneous. A line 5ft wide and 40ft long extends
from the Psyker in a straight line. Any targets along this line that fail a DC16 Dexterity saving throw
suffer 3D8 Psychic damage. Targets that are larger than Medium have Disadvantage on this saving
throw. Lesser form: only 20ft long beam and DC10 Dexterity saving throw. In addition, apply a
Characteristic Increase and an Extra Attack

Scholar:

While innovation and discovery are frowned upon as dangerous and heretical, scraps of knowledge
from the distant past can still prove to be useful to humanity. Scholars, scribes, and all manner of
explorers seek such information in the fight against humanity’s foes.

Proficiency: Investigation, Medicine. Pick one of: Psyker, Engineering, Nature, or Religion.

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Advantage: History

Hit Dice: D6

Equipment: Scholar’s Pack. Data-Slate. 75cr.

Background Features:

Level 1: Well-Read: The scholar always knows some amount of history regarding a city, planet, or
system known to the Imperium. A History check upon arrival will determine the amount of information
revealed. No matter how low the roll there is always some information. In addition, the scholar knows
High Gothic.

Level 2: Internal Processing: The scholar is good at processing information, and this extends towards
explaining and justifying traumatic experiences and memories. The scholar has Advantage on
recovering from Trauma.

Level 3: Guilds of Knowledge: Imperial cities will always have vast administration and record-keeping
offices. The scholar has proficiency with Persuasion and Deception rolls made to access these facilities
and records.

Level 4: Characteristic Increase

Level 5: Detailed Analysis: The scholar is now a true expert in their chosen field. The scholar gains
Advantage in the skill they chose when first creating their character.

Level 6: Research Assistants: The scholar has spent many years as part of a team seeking the same
information. The scholar gives +1 to all Investigation skill checks to friendly characters within 20ft.

Level 7: Extra Attack

Level 8: Characteristic Increase

Level 9: Weak Spots: The scholar is well-equipped to observe an attacker’s form and deduce their
weaknesses. The scholar and any friendly characters within 10ft add Penetration 1 to all of their
attacks, in addition to other modifiers.

Level 10: Genealogy: The family trees and political connections of the noble houses of a sector provide
a wealth of political knowledge and social capital. The scholar gains Advantage on any Insight checks
related to nobles, noble families, and the connections between the different houses.

Level 11: Impressive Intelligence: The scholar may use displays of their expertise to impress another
character. The scholar gains Advantage on Persuasion checks. The scholar must have spent at least 10
minutes talking with the target for this to apply. May be used once a day.

Level 12: Characteristic Increase

Level 13: Language Studies: The scholar has managed to learn a xenos language and become one of
the few capable of communicating with non-humans in their own tongue. The scholar may learn either
Aeldarii, Drukharii, Demiurg, Kroot, or Tau Lexicon. Alternatively, the scholar may choose to instead
acquire a regional dialect.

Level 14: Extra Attack

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Level 15: Word of Advice: The scholar acts as an advisor to their allies, providing advice and assistance
as they can. The scholar may give up their own action in combat to provide their proficiency bonus to
the attack or ability roll of another character before their next turn.

Level 16: Characteristic Increase

Level 17: Research Project: A scholar’s mind can be well applied to battle with a little creativity. The
scholar is able to provide Resistance to one of Fire, Corrosive , or Cold damage to a suit of armour at
the cost of a day and 40cr. Must have access to suitable parts and tools. May do this once per day.
Each suit of armour may only be improved once. Level 18: Translator: Through countless hours of
solitary study, the scholar has developed a reasonable understanding of a rare script that no human
can yet speak. The scholar can now read and write in either Chaos Runes Necrontyr Glyphs, or Q’Orl
Formulas.

Level 19: Forbidden Texts: The scholar has been able to get their hands on a rare and highly illegal
book related to the studies on the Warp and its denizens. The scholar gains Resistance to Psychic and
Warp damage. In addition, the scholar and any friendly characters within 10ft have Advantage on
attack rolls against targets with a Warp Taint.

Level 20: General Knowledge: The scholar has acquired a wide range of knowledge on all sorts of
subjects in their studies. Pick a skill after each long rest. The scholar has proficiency in that skill until
the next long rest. In addition, apply a Characteristic Increase.

Soldier:

One of the most common occupations for the citizens of the Imperium, soldiers die fighting in the
Emperor’s name by the countless billions every year. Training is gruelling and strenuous, but produces
fighters able to hold the line against all of humanity’s foes.

Proficiency: Intimidation, Perception. Martial Ranged and Melee weapons

Advantage: Athletics

Hit Dice: D10

Equipment: Explorer’s Pack. Flak Armour. Lasgun or Laspistol. One clip of ammunition. Shortsword.
45cr.

Background Features:

Level 1: Weapons Maintenance: Soldiers are knowledgeable with a wide range of weapons. Soldiers
may ignore weapon jams on the roll of a 3 or more on a D6.

Level 2: Battlefield Survival: Soldiers are trained to find shelter and food in the wilderness and on the
battlefield. The soldier can attempt a DC15 Survival check to ignore their first level of exhaustion. This
may be used once a day.

Level 3: Conditioning: Soldiers are trained to push their bodies to its limits in combat situations. Once
a minute a soldier may make a dash or disengage action and still issue an attack in that turn.

Level 4: Characteristic Increase

Level 5: Extra Attack

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Level 6: Heavy Weapons Training: The soldier has been instructed in using larger and heavier weapons,
and has probably spent a lot of time lugging around all that extra ammo. The soldier can choose to be
proficient with Heavy weapons.

Level 7: Sprint: The soldier is capable of pushing their body to its limits on command. The soldier
increases their movement by 10ft for a single turn. This may only be done once an hour.

Level 8: Characteristic Increase

Level 9: Appreciating the Finer Things in Life: The soldier gains proficiency with Exotic Ranged or Exotic
Melee weapons.

Level 10: Extra Attack

Level 11: Endurance: A soldier’s life is filled with constantly pushing their body to the limits, and their
endurance is extended by the experience. The soldier increases their speed by 5ft.

Level 11: Takedown: Most soldiers know some form of martial arts to handle opponents even when
unarmed. The soldier gains advantage when initiating a Grapple. If the soldier has a bionic arm then
they may apply their strength modifier to the roll twice.

Level 12: Characteristic Increase

Level 13: Natural Born Killer: The soldier has spent his entire life around fighting and death, and at
some point started to get used to it. Soldiers have Advantage on recovering from Trauma.

Level 14: Quick Reloading: Reloading guns is an instinctive act by a veteran soldier, and can be done
without hesitation or thought. All non-Heavy weapons may be reloaded as a bonus action.

Level 15: Extra Attack

Level 16: Characteristic Increase

Level 17: Run and Gun: Shooting from the hip, the soldier moves relentlessly forward while spitting out
a hail of bullets. The soldier may move at full speed and fire weapons at full-auto if the weapon is
capable of doing so.

Level 18: Adrenaline Addict: A life of battle has meant the soldier now finds the danger of combat to
be thrilling. The soldier gains 2D8 + Constitution modifier in temporary hitpoints. Takes one action to
activate. These last an hour.

Level 19: A Kill is a Kill: In his travels this soldier has seen all manner of different armaments. The soldier
gains proficiency with all weapons of all types.

Level 20: Officer Training: The soldier has experience with commanding men into the fray and will give
barked orders to friendly characters that they obey without question. One action to do. The soldier
gives a target friendly character within 30ft and line of sight Advantage on their next attack roll. In
addition, apply a Characteristic Increase and an Extra Attack.

Survivalist:

The Imperium of Man is a dangerous place, and many wisely take the path of isolation as a means of
self-preservation. The wilds of humanity’s worlds can provide shelter and sustenance for those willing

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to face the elements. People such as these hermits, hunters, and explorers can be found across the
Imperium.

Proficiency: Nature, Perception. Martial Ranged weapons.

Advantage: Survival

Hit Dice: D10

Equipment: Explorer’s Pack. Leather Armour. Shotgun. 8 rounds of Scatter or Solid-Slug ammunition.
2 Throwing Axes. 20cr.

Background Features:

Level 1: Scrounger: Survivalists are adept at finding any usable resources, or creating makeshift
replacements for equipment. This ability may be used once a day, when making Investigation rolls
when searching for anything useful. If the result was above a 15 the Survivalist will find D6 rounds of
autogun or shotgun ammunition, or materials worth D20 credits.

Level 2: Forage: Survivalists are able to find whatever food they need on the land itself. The survivalist
will always find enough food for themselves and the party so that they do not starve, regardless of
how low any Survival or Nature checks are. However, levels of exhaustion will not be removed as
quickly should this rule apply.

Level 3: Mentally Prepared: Survivalists are realists regarding the nature of life and the horrors that
faces humanity in the universe. Once a day, during a long rest, a Survivalist may roll a D10. On the roll
of a 10 or more remove a point of Trauma.

Level 4: Characteristic Increase

Level 5: Trophy Hunter: The survivalist is knowledgeable of local animals and which parts are valuable
on the black-market. The survivalist can attempt a DC15 Nature check to identify and track a suitable
target. Killing and harvesting appropriate parts will earn the survivalist 10 D10cr.

Level 6: Extra Attack

Level 7: Hiker: The survivalist must traverse great distances on foot for days at a time and they are
slow to tire. The survivalist increases their movement by 5ft.

Level 8: Characteristic Increase

Level 9: Gunslinger: The pistol is the weapon of choice for a surivivalist; light-weight, efficient, and still
deadly. The Gunslinger may roll 2 attack dice when making a ranged attack with a Pistol weapon. This
consumes 2 rounds of ammunition.

Level 10: Relentless: The survivalist is able to ignore the pains of their body and to keep pushing on.
The survivalist ignores the effects of the first level of exhaustion.

Level 11: Extra Attack

Level 12: Characteristic Increase

Level 13: One With Nature: One who spends their life in the wild knows how to blend in with their
surroundings. The survivalist gains proficiency in Stealth so long as they are in a non-urban
environment.

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Level 14: Outcasts: The survivalist has traversed these parts before and is familiar with the local
language. The survivalist knows the regional dialect and gains Advantage with Persuasion checks with
Nomads, Ratskins, and similar tribal outcasts of Imperial Society.

Level 15: Making Ground: The survivalist is adept at crossing large distances, and thinks little of
traversing mountains or deserts on foot. Decrease travel times of journeys by half when on foot.

Level 16: Characteristic Increase

Level 17: Wild Toxins: Those that live among nature can harvest poisonous chemicals from animals
and plants alike. The survivalist attempts a D20 Nature check. If successful the survivalist creates a vial
of basic poison. This may be attempted during a long rest. The characters must be in a suitable
environment to attempt this.

Level 18: Extra Attack

Level 19: Developed Resistance: The survivalist refuses to be slowed or stopped by infection or illness.
The survivalist has Advantage on any rolls or checks to not be afflicted by an illness or disease.

Level 20: Survive All Conditions: Exposure to the elements has toughed the survivalist to all manner of
extremes. The survivalist gains Resistance to Cold and Fire damage. In addition, apply a Characteristic
Increase.

Telepath (Psyker):

Telepaths are a form of psyker that are essential to the continuation of humanity and allow travel
between the stars as they alone can guide vessels through the Warp. Telepaths have heightened
psychic senses and can perceive thoughts, distant events, and even time as any normal person can
hear and see. Their skills can aid them and their companions in all manner of situations, making
telepaths into versatile threats.

Proficiency: Psyker, Willpower

Advantage: Perception

Hit Dice: D6.

Equipment: Scholar’s Pack. 60cr.

Background Features:

Level 1: Psychic Power: The telepath heightens the senses of their companions and slows time just
enough that their reflexes and mental processes function more efficiently. Guiding Senses (7): Bonus
action. Extended. The telepath and any friendly characters within 30ft gains +1 on Perception checks
and adds one to their attack rolls for the next 3 rounds.

Level 2: Psychic Power: The telepath opens a psychic conduit between themselves and their
companions. Transmit (6). Bonus action. Extended. This Power allows for two-way communication
from the telepath to others within 120ft for 5 minutes. This can only be members of the party, not
NPCs or creatures. All affected characters may communicate with each other. The message must be a
very short sentence at most. Lesser form: 60ft range, only lasts 30 seconds.

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Level 3: See the Truth: Guided by their psychic instinct, telepaths are excellent at discerning a person’s
true intentions. The telepath gains Advantage on Insight rolls if it has had a minute long conversation
with the target. May be done once a day.

Level 4: Characteristic Increase

Level 5: Psychic Power: Even one’s mind is not a safe place from a telepath’s gaze. Mind Scry (8). One
action. Extended. This Power allows the telepath to try and read the thoughts of a target within 60ft
and line of sight. Roll a D20 and add the player’s Wisdom characteristic modifier. Depending on this
roll the GM will provide a level of information that the target has. Regardless of how low this second
roll is the GM should still give some relevant information if available. Lesser form: The telepath
believes they have cast this correctly and they have sent their message out. The GM will roll a dice
and only allow the power to work half of the time. The other half nothing occurs. This roll must be
made each round for which thoughts are being read.

Level 6: Soul Sensor: The telepath closes their eyes and reaches out, sensing souls that are nearby. The
telepath can detect sentient living souls within 30ft of itself at will unless hidden by psychic means.
This acts as an Auspex, though range reduced to 30 and only affecting sentient, living creatures. No
further information may be given.

Level 7: Extra Attack

Level 8: Characteristic Increase

Level 9: Psychic Power: The telepath terrifies a foe with a whisper in an empty room, a sense of coming
doom. The Voice in Your Head (12). One action. Instantaneous. This Power allows the telepath to
whisper a few words or place a thought in the head of an enemy within 60ft. Line of sight not required.
The target must pass a combative Intelligence roll with the telepath or be Frightened of all its enemies
for 5 rounds. Lesser form: The target receives Advantage on the combative Intelligence roll.

Level 10: Search for Meaning: Any script written by a person leaves a small psychic signature of their
thoughts which telepaths can search for. The telepath may attempt a DC15 Psykercheck to attempt to
decipher the meaning of any text. Depending on how successful the roll is the GM will provide more
details. Exact details may not always be given.

Level 11: Psychic Power: The telepath begins to break down the barrier between reality and their mind.
Telekinesis (13). Concentrated action. Instantaneous. The telepath’s powers begin to manifest
physically and they can move physical objects with their mind. The telepath may lift an object up to
size Small, and weighing up to 30kg. The object must never be more than 30ft away from the telepath
or control is lost. The objects may be lifted, turned, pushed, or thrown. Thrown objects may be used
as a Thrown Weapon. Attempt a normal attack roll with proficiency to hit the target. Damage is equal
to 1D4 Bludgeoning damage, increasing the damage by an additional 1D4 for every full 10kg the object
weighs. Once the power is no longer active the objects will drop. Lasts 30 seconds. Lesser form: Lasts
6 seconds.

Level 12: Characteristic Increase

Level 13: Soothe the Senses: The telepath’s presence provides clarity to their companions. All
characters within 30ft may make a DC15 Intelligence check to remove any conditions applied to them
as a bonus action in their turn.

Level 14: Extra Attack

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Level 15: Psychic Power: A telepath can allow the murmurs of daemons to be heard by their foes. Siren
Screams (16). One action. Instantaneous. Affects all enemies within 30ft. Targets must pass a DC16
Constitution saving throw or suffer 2D6 Warp damage and have Disadvantage on their next turn.
Targets that cannot hear sound are immune to this. The telepath must take a Trauma check after this
power has been cast. Lesser form: 1D6 Warp damage and no Disadvantage.

Level 16: Characteristic Increase

Level 17: Psychic Conditioning: The telepath has grown accustomed to living without a full grasp upon
reality. The range of Mind Scry increases to 120ft. The Voice in Your Head’s range increases to 60ft,
and the telepath has Advantage on the combative intelligence check. In the Lesser form neither side
has Advantage. Telekinesis is increased so that size Medium targets may be lifted, weighing up to
120kgs.

Level 18: Open the Mind: The telepath’s continued practice of communicating via psychic means has
enabled them to extend the range of their powers enormously. The range of Transmit extends to
3000ft. The DC required for casting Guiding Senses is reduced to DC5.

Level 19: Psychic Power: Mind Haze (17). The telepath pulls a fold within reality and places a veil upon
a target, rendering them impossible to detect beyond psychic means. Concentrated action. Extended.
Make a target character in line of sight and within 15ft Invisible for up to 3 minutes. A creature may
attempt a DC20 Psykercheck to attempt to reveal the Invisible character. If the Invisible character
attempts to make an attack roll the Mind Haze power ends (note that setting traps or similar does not
count as an attack roll). Lesser form: Lasts 1 minute and the check to see the target is DC10.

Level 20: Psychic Power: A telepath hurls itself and others through a tear in reality. Teleport (18). Pick
the telepath and up to 4 other friendly targets within 20ft and line of sight. If the telepath can see the
point at which they wish to teleport then they may do so freely. If the leap is to an unseen location
then the telepath must make a separate Willpower roll. Based on how successful this is the GM will
determine if the landing is safe (GM discretion depending on location being teleported to). This chosen
point must be within 3000ft. When rematerializing, the characters arrange themselves within 5ft of
the telepath and in an empty space able to fit their size. Randomise positioning. If there is not enough
room to fit any of the teleported characters then the characters without enough room suffers 3D8
Slashing damage and a roll on the Long-term Injury Chart as they have rematerialized with part of
themselves missing. In addition, apply a Characteristic Increase.

Thief:

Despite all manner of developments and technological accomplishments, much of humanity remains
motivated by such petty flaws as greed and envy. But if you are going to be motivated by such things
you may as well be good at it. Professional thieves can find plenty of work from high-paying nobles,
criminal gangs, or even Imperial officials themselves.

Proficiency: Acrobatics, Sleight of Hand.

Advantage: Stealth

Hit Dice: D6

Equipment: Burglar’s Pack. Thief’s tools. Shortsword. 80cr.

Background Features:

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Level 1: Pickpocket: The hands of a thief are always on the hunt for something they can use. The thief
has Advantage on Sleight of Hand checks to rob people or take items without being seen. This must
be small items such as keycards or money chips.

Level 2: Soft Landing: Acrobatic skills are mandatory for any qualified thief, often in making getaways.
The thief ignores the first 10ft for taking fall damage. The thief must fall minimum 20ft to take damage.

Level 3: Flanking Attack: A thief waits for their time to strike, swinging into a target’s unprotected flank
or belly. When a target creature is flanked by a friendly character, or unaware of the thief’s presence;
add D8 of the same damage type to any attacks in melee.

Level 4: Characteristic Increase

Level 5: Picking the Target: A thief’s eyes are always on the lookout for an easy steal. The thief has
Advantage on any Perception tests in identifying a mark in a crowd and keeping track of them. In
addition, this Advantage extends to identifying the best person in a group or crowd to rob. This would
involve either the target paying the least attention, or the target that likely has the most money to
steal, or both.

Level 6: Extra Attack

Level 7: A Flitter in the Shadows: The best heist a thief can pull is the one in which they are never seen;
and moving quickly is an essential part of that. The thief adds 10ft to their movement.

Level 8: Characteristic Increase

Level 9: Nimble: The quick flick of a wrist can be the difference between freedom and death for
criminals. A thief gets Advantage on Sleight of Hand checks for escaping bonds or handcuffs.

Level 10: Duck and Weave: The thief has honed their reflexes to be able to move away from an attack
at the last second. Once per combat round the Thief gains the Duck and Weave reaction. The Thief
may use this against a successful Melee hit. The Thief may make a combative Acrobat skill check. If
this matches or surpasses the attack roll then the attack counts as a miss. This has no effect against
Critical Hits.

Level 11: Acrobatic Technique: The thief has demonstrated the best way to jump across obstacles and
weave out of harm’s way. All friendly characters gain a +1 bonus to any Acrobatic checks while within
20ft of the thief.

Level 12: Characteristic Increase

Level 13: Extra Attack

Level 14: Natural Born Liar: A good thief is able to think on their feet. The thief gains proficiency with
Deception and Persuasion when telling lies.

Level 15: Unsuspecting Prey: The thief has mastered the art of striking when the opponent least
expects it. The damage from Flanking Attack increases to 2D6.

Level 16: Dodge: The quick reflexes of a thief can keep it save in a time of danger. The thief gains Dodge
as a reaction. Can be attempted once a turn. When a character attempts a melee attack against the
thief, the thief may make a DC15 Dexterity saving throw. If successful, the thief leaps 5ft to an adjacent
square and avoids the damage. If there are no safe squares more than 5ft away from the attacking
enemy then this reaction has no effect.

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Level 17: Bribery: The thief has had great practice in bribing local officials to escape justice and get
their way. The Thief gains Advantage in Deception when using a bribe against their target. In addition,
any target is always open to a bribe (even Puritan and Radical characters), but there is no guarantee
the thief can afford it.

Level 18: Extra Attack

Level 19: Leap: The thief has learned to push itself to its physical limits and is able to leap across wide
gaps. The thief increases their long jump distance to 20ft plus their Strength modifier rather than 10.

Level 20: Flitting Figure: The thief moves so quickly from cover to cover that many do not even see the
target. The thief gives all those attempting to spot them Disadvantage on Perception checks. In
addition, apply a Characteristic Increase

Torturer:

The cruel nature of the Imperium has meant large numbers of people have either revelled in their own
sadistic pursuits, or are forced to engage in horrid actions to stay alive. There is no shortage of
psychopaths, serial killers, and monsters among humanity in such dark times.

Proficiency: Sleight of Hand, Willpower. Torture Kit.

Advantage: Intimidation.

Hit Dice: D8

Equipment: Burglar’s Pack. Padded Armour. Torture Kit. Shortsword. 30cr.

Background Features:

Level 1: Self-Justified: The torturer either fully believes their actions are justifiable, or they just don’t
think about it. The torturer gains Advantage on Trauma rolls based on actions they themselves have
caused. This bonus only applies to the initial check, and does not apply to any later checks.

Level 2: Bloodlust: The inner-monster is revealed as the torturer gives in to their twisted desires. Bonus
action to activate. The torturer gains an additional 10ft of movement, D6 temporary hitpoints, and an
extra attack for the next 5 minutes. After the 5 minutes are over the torturer takes an automatic D3
points of Trauma.

Level 3: Anatomical Knowledge: The torturer has learned to apply their skills of the human body’s
weaknesses against more than just unarmed innocents. The torturer gains proficiency with Martial
Melee weapons.

Level 4: Characteristic Increase

Level 5: Extra Attack

Level 6: Gouge Eyes: Torturer’s are well acquainted with the softer parts of the human body and uses
this knowledge to great effect. The torturer’s unarmed strikes deal D6 + Strength modifier Piercing
damage.

Level 7: Creative Cruelty: The torturer can utilise any common items as torture tools with a little
creativity. The torturer does not require their Torture Kit to keep their Advantage with any rolls
regarding extracting information or manipulating the victim.

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Level 8: Characteristic Increase

Level 9: Exotic Weaponry: Torturers take a sick pleasure in using unique and strange weapons on their
victims. The torturer gains proficiency with Exotic Melee Weapons.

Level 10: Extra Attack

Level 11: Blood Frenzy: The torturer truly gives in to their violent, psychopathic urges. Bonus action to
activate. The torturer gains 2D6 temporary hitpoints and increases their speed by 5ft. Lasts 5 rounds.

Level 12: Characteristic Increase

Level 13: Unfeeling: There is little emotion in the mind of such monstrous individuals. The torturer has
Advantage against being Frightened or Charmed.

Level 14: Psychopath: The torturer has learned to ignore all but the most horrifying of experiences. The
torturer gains Advantage on recovery from Trauma.

Level 15: Extra Attack

Level 16: Characteristic Increase

Level 17: Soulless Stare: The eyes of a psycho can send chills down their foe’s spine. One action. The
torturer can force a target within 20ft and line of sight to take a DC15 Wisdom saving throw. If the
target fails the check then they are Frightened of the torturer. Can only be done to Medium or smaller-
sized targets. May be attempted one an hour.

Level 18: Cruelty: The torturer unashamedly strikes at soft bellies and exposed necks to cause the most
harm to their victims. All melee attacks deal 2 additional damage and all melee attacks have
Penetration 1 in addition to other modifiers.

Level 19: Sadist: The torturer is not just skilled at inflicting harm upon others, but has begun to enjoy
doing so. When the torturer kills a target, they gain D6 temporary hitpoints

Level 20: Beyond Humanity: The torturer has left humanity behind due to their sickening cruelty. All
interrogations are automatically successful. In addition, apply a Characteristic Increase and an Extra
Attack.

Warp Entity (Psyker):

Those attuned to the whispers of the Warp are not always discovered by Imperial authorities and
trained to safely use their powers. Instead, there exists a terrifying number of dangerously untrained
and unrestrained psykers walking among the rest of humanity. Such individuals are walking timebombs
to those around them, and even have the capacity to lose control, leave open a warp rift and wipe out
entire worlds. It is for this reason that they are both feared and persecuted, but if they can maintain
control over their powers then they make for devastating rogue psykers.

Proficiency: Intimidation, Willpower.

Advantage: Deception.

Hit Dice: D10

Equipment: Explorer’s Pack. 20cr.

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Background Features:

Level 1: Unnatural Senses: The warp entity is gifted by the warp with small mutations. The warp entity
has low-light vision.

Level 2: Psychic Power: With a fleeting thought the warp entity has flickering warpfire form around
their fists, turning them into a living weapon. Warptouch (10). Bonus action. Extended, lasts a minute.
Unarmed Melee attacks from the warp entity while this power is activated deal 1D6 + 2 + Strength
modifier in Warp damage. The damage of Warptouch increases by 1 for every level the character has
in the warp entity background (ie a level 5 Warp Entity would do 1D6 + 5 + Strength modifier in Warp
damage per attack). This power illuminates the user’s hand with flickering flame and can be noticed
by others accordingly (DC10 Perception if in the melee of combat. DC5 otherwise). Both hands must
be free while this power is in use. Any items held when attempting to cast this power are dropped and
take a D3 points of Warp damage. Attempting to cast another psychic power will halt Warptouch
immediately. Lesser form: Halve the Warp damage (rounding down) inflicted each round.

Level 3: Life of Secrecy: The Warp Entity has spent their entire life hiding their powers. They are able
to take a combative Willpower check against any being attempting to sense their presence. The Warp
Entity is only detected if the other being wins.

Level 4: Characteristic Increase

Level 5: Psychic Power: The warp entity gives in to the horrible voices in its head and willingly loses
control, turning them into a wild beast. “I feel the Warp overtaking me!” (11). Bonus action. Extended,
lasts a minute. The warp entity’s speed is increased by 20ft, Strength characteristic modifier is
increased by 2, its AC is increased by 2, and gains 10 temporary hitpoints The warp entity gains
Resistance to Bludgeoning, Piercing, and Slashing damage. The warp entity must always attempt to
move towards and attack the closest, visible enemy target each turn while this power is active. No
other Psychic Powers may be attempted while this power is in place. The Warp Entity cannot
coherently communicate with others while this power is in play. This power causes the character’s
eyes to glow in addition to behaving rather aggressively and can be noticed by others accordingly. The
Warp Entity suffers a point of exhaustion following this Psychic Power. Lesser form:

Level 6: Extra Attack.

Level 7: Sacrifice the Mind: The warp entity gives in to the chattering whispers from beyond in
exchange for horrifying powers. The warp entity may choose to automatically pass a Psychic Power
check at the cost of D3 Trauma points. These points of Trauma are automatically inflicted but can be
recovered later as normal.

Level 8: Characteristic Increase:

Level 9: Psychic Power: The warp entity is able to try and psychically dominate an opponent, bending
them to their will. Dominate (14). One action. Instantaneous. The characters make a combative
Willpower roll. If the warp entity beats the target then they can control them in this turn. The target
may regain control for its next turn. form: The target has Advantage on its Willpower roll.

Level 10: Psychic Power: Through its will alone, the warp entity commands its flesh to close up and halt
bleeding. Knit the Flesh (10): Bonus action. Immediate. The warp entity heals 4D6 hitpoints. The warp
entity suffers D3+1 Trauma checks. Lesser form: The warp entity only heals 2D6 hitpoints and still
suffers D3+1 Trauma checks.

Level 11: Extra Attack

38
Level 12: Characteristic Increase

Level 13: Blood Oath: The warp entity digs its own fingers into its palms, drawing blood and channeling
this suffering into psychic strength. The warp entity may choose to automatically pass a Psychic Power
at the cost of 2D6 hitpoints. These hitpoints may not be healed until they take a long rest. May use
this ability once a day.

Level 14: Psychic Conditioning: The warp entity has come to embrace their dread powers. Reduce the
required check to cast Warptouch and Dominate by 1. The “I feel the Warp overtaking me!” power
may now last for 2 minutes rather than 1.

Level 15: Psychic Power: The warp entity allows itself to be rejuvenated by the souls of the dead. Soul
Feeder (15). Bonus action. Extended, lasts 1 minute. For every living target the warp entity deals the
killing blow to, the warp entity may make another move, dash, or attack action in its turn. This ability
may be used multiple times in a single turn. Once this power has finished the warp entity must take
D3 Trauma checks.

Level 16: Characteristic Increase

Level 17: Psychic Power: Warp Rift (17). One action. Instantaneous. The warp entity tears open a hole
in reality causing violent upheaval. Pick a point within 20ft. All characters, friend or foe alike, within
40ft of this point suffer 4D10 Warp damage, must take D6 Trauma checks, and are automatically
knocked Prone. The warp entity must take D3+1 Trauma checks and acquires a Chaotic Taint if they
fail a DC13 Willpower check.

Level 18: Extra Attack

Level 19: Managed Madness: The warp entity lives in a place between reality and madness, and has
grown accustomed to this existence. The warp entity lowers the required roll for taking Trauma checks
to 8 rather than 10.

Level 20: Psychic Power: The warp entity may summon a daemon and place it in a human host.
Daemonhost (20). One action. Extended, but an additional psychic power may be active as well. The
target may be any human (not the warp entity!) within 20ft and line of sight to the warp entity. The
Daemonhost will take Trauma checks on behalf of the warp entity, and grants the warp entity
Resistance to Bludgeoning, Slashing, Piercing, Psychic and Warp damage while it remains alive. If a
willing target, the character will suffer an automatic point of Trauma for each turn in which it acts as
a Daemonhost. If an unwilling target, the character suffers an automatic point of Trauma for each turn
in which it acts a Daemonhost, and suffers D6 Warp damage a turn. An unwilling target may attempt
to pass a DC18 Wisdom saving throw to break free. The Daemonhost may only make move actions in
its turn and is controlled by the warp entity player. The warp entity must take D6 Trauma checks after
this power has ended. In addition, apply a Characteristic Increase. Lesser form: No effect.

Note: Unlike other casters, the Warp Entity’s relationship with their powers is more organic as they
have been less repressed in its usage throughout their life. For this reason, the Warp Entity may have
up to 2 Psychic Powers “active” at once rather than the normal 1.

39
Behaviour Traits:
The selection options above allow a variety of playing styles, but do not differentiate characters
completely. Deathworld-Soldier characters won’t all be the same. Anyone familiar with the 40k setting
knows that such selections suit both a Catachan jungle-fighter as much as a Death Korp grenadier; but
they would remain deeply distinct in their behaviours. Characters are distinguished by whether they
are Radical, Puritan, or Moderate in their beliefs, as discussed in the Rule Changes section.

The results of these tables may be randomised or chosen as the player wishes.

Personality Trait:
1: Introverted. Speaks softly and doesn’t draw 5: Intolerant: Does not suffer fools and will not
attention to themselves. accept deviance from its values.
2: Jovial: Laughs easily and doesn’t always take
6: Direct: Prefers taking the simplest way
things seriously. forward.
3: Idealistic: Always believes the best of others.
7: Compassionate: Will go out of their way to
help others in need
4: Ambitious: Expects a lot of themselves, but 8: Broody: Always serious and grim, and is
also of others. always focused on the goal at hand.

Ideal:
1: Power 5: Peace
2: Freedom 6: Fame and glory
3: Wealth 7: Family and respect
4: Technology 8: Influence

Bond:
1: Homeworld 5: A debt to be repaid
2: Family members 6: Companions and friends
3: Religion or belief 7: Guild or organisation
4: Code of honour 8: The common people

Flaw:
1: Cowardice: Will save their own skin 5: Greed: Works in their own interests
2: Anger: Will react angrily or violently 6: Arrogance: Looks down on others
3: Simple-mindedness: Doesn’t care for details, 7: Naïve: Too trusting and dismisses the threat
will take the most direct route of danger
4: Cruelty: Enjoys causing pain 8: Recklessness: Acts without thinking and is
impatient

40
Skills:
Acrobatics (Dex): Dodging, ducking, and balancing is all covered by acrobatic skill.

Athletics (Str): Pushing, carrying, climbing, swimming, jumping are athletic skills.

Deception (Cha): Ability to deceive, confuse, or outright lie. Includes all acts of deceit such as disguise.

Engineering (Int): Using, maintaining, and constructing equipment and machinery.

History (Int): Knowledge of historical events and figures, conflicts and noble houses.

Insight (Wis): Understanding and recognising lies and deceit, as well as predicting future actions.

Intimidation (Cha): Ability to manipulate someone through threats or violence and interrogate.

Investigation (Int): Examining clues and making deductions on findings for information.

Medicine (Wis): Providing medical care and assistance, diagnosing and preventing illness.

Nature (Int): Knowledge of plants, animals, and natural phenomenon.

Perception (Wis): Senses for spotting, hearing, and noticing presence of others.

Persuasion (Cha): Ability to convince or influence, displaying proper etiquette or making agreements.

Piloting (Int): Control and navigation of vehicles.

Psyker (Int): Knowledge of forbidden lore, the Warp and Chaos, and Psykers.

Religion (Int): Knowledge of theological concepts, churches and cults, and religious practices.

Sleight of Hand (Dex): Ability to perform complex and fiddly tasks, often without being noticed.

Stealth (Dex): Ability to sneak past or upon others without being detected.

Survival (Wis): Tracking creatures, navigating wilderness, overcoming exhaustion and hunger.

Willpower (Wis): Mental resilience, particularly regarding resolving trauma and psychic resistance.

Added:

Engineering (Int)

Piloting (Int)

Willpower (Wis)

Changed:

Arcana is now Psyker. Same role and modifier.

Removed:

Animal Handling (Wis)

Performance (Cha)

41
Ammunition, Armour, and Equipment:
Items marked red are black-market and/or specialist. The “BM DCx” refers to the result needed on a
Charisma based skill to acquire this item. This may be altered by the GM as they wish. One attempt
per item per day.

Some weapons can purchase a variety of ammunition types. In these instances the character is
assumed to have loaded their weapon with all of the same variety of ammunition. If specified, the
player may have mixed clips (ie a shotgun with a mix of scatter and solid-slug shells. Perhaps the
character starts with a scatter shell and the remainder are solid-slug), but must record this and keep
track of each ammo type. If a clip does not have enough ammunition to fire in its firing mode then it
must reload (ie firing full-auto with 8 bullets left). Unused shots are saved.

All costs are in Imperial credits (cr) rather than gold pieces (gp)

Ammunition:
Autocannon Shells (6) (Magazine of 6 costs 6cr 3kg) (Autocannon)

Autogun Rounds (30) 2cr 0.5k (Autogun, Autopistol, Auto-Slugger, Heavy Stubber, Hunting Rifle, Stub
Gun)

Bolter Rounds (30) 6cr 1kg (Bolter, Bolt Pistol, Heavy Bolter, Sniper Rifle). BM DC 6.

Condemnor Bolts (6) 25cr 2kg (Condemnor Boltgun)

Empty Needle Rifle Vials (4) 4cr 0.2kg. 1D4 Piercing. Empty vials may be filled with liquids. These will
hold roughly 20mL of liquid. (Needle Rifle)

Flamer Fuel Canister (6) 5cr 1kg (Flamer, Hand Flamer, Heavy Flamer). If the target is hit they will
continue to take D4 Fire damage a turn unless they can pass a DC10 Dexterity saving throw.

Grenades (Grenade Launcher, Launcher Attachment)

- Frag Grenade (6) (Box of 6 costs 3cr 2kg) Deals 2D4 Explosive damage on a successful hit.
Additional targets within 5ft take damage on a failed DC12 Dex Saving throw, half on a pass.
Scatters on a miss, D4x5ft in a random direction.
- Krak Grenade (6) (Box of 6 costs 6kg 2kg) Deals 2D8 Explosive damage on a successful hit.
Scatters on a miss, D4x5ft in a random direction. BM DC6.

Lasgun Magazine (60) 5cr 0.5kg (Can be recharged if left in sun for 8 hours, repeatable. Can be
recharged if left in fire for 1 hours, only repeatable twice before clip must be replaced) (Hellgun,
Lascannon, Lasgun, Laspistol)

Missiles (Missile Launcher)

- Frag Missile (3) (Rack of 3 costs 6 cr 3kg) Deals 3D4 Explosive damage on a successful hit.
Additional targets within 5ft take damage on a failed DC12 Dex Saving throw, half on a pass.
Scatters on a miss, D4x5ft in a random direction. BM DC6.
- Krak Missile (3) (Rack of 3 costs 10 cr 3kg) Deals 3D8 Explosive damage on a successful hit.
Scatters on a miss, D4x5ft in a random direction. BM DC8.

42
Meltagun Canister (12) 10cr 1kg (Meltagun) BM DC 7.

Needle Vial – Poison (12) 20cr 0.5kg. 1D4 Piercing + 1D10 Poison. (Needle Rifle) BM DC 8

Needle Vial – Tranquiliser (4) 40cr 0.2kg. 1D4 Piercing. If hit, the target must pass a DC15 Constitution
Saving Throw or else be knocked Unconscious for an hour. If it passes then the target is knocked Prone
for one round as it overcomes the tranquiliser. A standard tranquiliser round will not affect Large (or
greater) sized targets. No effect on non-organic targets. GM discretion on whether this will work on
Xenos targets. No effect on Warp entities. (Needle Rifle) BM DC 10

Plasma Cell (30) 10cr 1kg (Plasma Cannon, Plasma Gun, Plasma Pistol). Jamming a Plasma weapon
does not jam the weapon. Instead, roll a D4. On the roll of a 1 it causes the bearer to receive half of
the damage that would have been inflicted by the shot. BM DC 7

Shotgun Shells (Shotgun, Combat Shotgun)

- Chemical Shells (8) (box of 24 costs 10 cr 1kg) D10 Corrosive damage. Penetration 1. BM DC5
- Explosive (8) (box of 24 costs 8cr 1kg). D8 Explosive damage. Penetration 2. BM DC4
- Hotshot (8) (box of 24 costs 8cr 1kg) D8 Fire damage. If the target is hit they will continue to
take D4 Fire damage a turn unless they can pass a DC8 Dexterity saving throw. Consecutive
attempts take an action. BM DC4
- Scatter (8) (box of 24 costs 2cr 1kg) 1D6 Piercing damage (Negates one level of cover).
- Shock Shells (8) (box of 24 costs 10cr 1kg) 1D4 Energy damage. If a successful blow lands then
the target must pass a DC8 Constitution saving throw or be knocked Prone (creatures size
Large or greater have Advantage on this check). If this would reduce the character to 0 hits it
instead reduces its hitpoints to 1 and the target is automatically knocked Prone. BM DC5
- Solid-Slug (8) (box of 24 costs 2cr 1kg) 1D6 + 1 Piercing damage. Penetration 1.

Armour:
Padded Armour 10cr 5kg. AC11 + Dex modifier.

Leather Armour 45cr 6kg. AC12 + Dex modifier.

Flak Armour 90cr 10kg. AC13 + Dex modifier (max. 2). Resistance to Explosive and Fire damage.

Mesh Armour 30cr 20kg. AC14.

Carapace Armour 100cr 25kg. AC16. No proficiency bonus on Stealth and -5ft movement. Apply -1
modifier to Piercing damage taken. Requires Str 13. BM DC8

Fitted Plated Armour 1000cr 35kg. AC18. Disadvantage Stealth and -5ft movement. Resistance to
Piercing damage. Requires Str15. BM DC10

Reductor Field 600cr 10kg. +2AC. Not able to be reduced by Penetration. Once activated lasts 1 hour
before requiring recharge at suitable facilities. BM DC12

Refractor Field Generator 1200cr 12kg. +3AC. Not able to be reduced by Penetration. Once activated
lasts 2 hours before requiring recharge at suitable facilities. BM DC15

43
Storm Shield 70cr. 4kg. +2AC. Takes one hand to carry. Cannot be combined with a two-handed
weapon, nor with a Light weapon to benefit from two-weapon fighting. Wielder has Resistance to
Energy damage, and AC modification from Armour Penetration is reduced by 1. Shield Bash: Can be
used as an Improvised Weapon dealing 1D4+1 Bludgeoning damage + Str modifier as normal. BM DC9

Suppression Shield 15cr. 3kg. +2AC. Takes one hand to carry. Cannot be combined with a two-handed
weapon, nor with a Light weapon to benefit from two-weapon fighting. Shield Bash: Can be used as
an Improvised Weapon dealing 1D4 Bludgeoning damage + Str modifier as normal. BM DC6

Equipment:
Auspex 60cr 1kg. Infra-red scanner. Can detect living creatures within 120ft above 10kg and other.

Binoculars 10cr 0.5kg. Character able to make Perception checks at long-distances based on sight.

Bio-Booster 5cr 0.1kg. One use only. The stamina booster gives the target character D8 temporary
hitpoints and the character’s Strength modifier increase by 2. This lasts for one hour, after which the
character returns to the state it was in before. Only one may be in use at a time. BM DC5

Bionics (Various). Bionics may be attached and to replace lost limbs or organs by appropriate NPCs,
Medics, or Engineers.

- Bionic Chest: 100cr. The character’s maximum hitpoints increase by 2D6. This continues to
apply even if background choices change the maximum. BM DC8
- Bionic Arm: 70cr. The character gains Advantage when attempting to initial a grapple. BM DC5
- Bionic Leg: 60cr. Stealth and Acrobatics checks can never apply positive Dexterity modifiers
for this character. AC increases by 3. BM DC5
- Bionic Eye: 80cr. The character gains infra-red vision in one eye. When combined with a good
eye, sight will return to normal. If the character ever takes more than 5 Energy damage the
eye will short-circuit and must be repaired (Extended action, DC15 Engineering check). BM
DC7

Cable Ties (20) 1cr 0.2kg. Industrial strength cable ties. Effective for binding hands, feet, and other
smaller objects.

Camo Cloaks 50cr 2kg. The wearer is at one additional level of cover than normal to targets more than
20ft away from it if it has not moved this turn. So long as the target does not move or take any
additional action to give away its position any attempts to spot it are Disadvantaged.

Choke-gas Grenade 10cr 1kg. Thrown weapon (30/60). Fills a 15ft cube with black smoke for a minute.
The smoke does no damage, but living targets must pass a DC15 Constitution Saving throw or be
Paralysed for 5 minutes. Targets that are Large (or greater) have Advantage on this Saving throw. All
sight through the smoke is at a Disadvantage. Seeing targets in the smoke is done without penalty.
While releasing gas a loud hiss emanates from the grenade. Scatters on a miss, D4x5ft in a random
direction. BM DC7

Clip Harness 5cr 0.2kg. Typically used on construction sites, these clips stop people falling to their
death. Takes an action to attach. Advantage on Acrobatics checks for falling while in place.

Data-Slate 2cr 1kg. Standard Imperial data-slate for displaying vid, text, image. Can record
audio/image.

44
Demolition Packs 20cr 1kg (Takes 10 minutes to place/rig. Cable detonator has 60ft length.
Engineering check to see how effective. Deals 3D6 Explosive damage within 20ft. Does double damage
if directed at vehicle or structure).112214

Drugs (Various) (increase speed for x time, increase str/dex for some time, gives temporary hitpoints,
lets you have the effect of a long rest but later gives exhaustion/longer rest needed,

The addictive nature of drugs means that characters begin to rely on them to stay stable. After each
taking of a drug, the character must pass a DC6 Constitution saving throw to not become addicted. If
this has been failed the character is Addicted. Characters can be addicted to multiple drugs at once.
Addicted characters must take a dose of the drug (or drugs, if multiple) per long rest or else they suffer
a point of Trauma. A DC16 Willpower skill check is required to overcome an Addiction. May attempt
once after a long rest.

- Amasec (various alcohols): User adds +3 to their Charisma modifier, but has -3 to their
Dexterity, and Wisdom modifiers. Lasts one hour. Legal.
- Frenzon (ice): Gain 3D6 temporary hitpoints that last an hour. User has +2 to their Constitution
modifier. Will behave aggressively, for every action roll a D6; on the roll of a 1 the GM controls
the character. BM DC5
- Gladstones (LSD): Gain Resistance to Bludgeoning, Piercing, Psychic, Slashing damage for the
first half hour. User becomes Stunned after the first hour. Lasts two hours. BM DC7
- Obscura (heroin): User becomes Resistant to all damage for 30 minutes. User becomes
Unconscious after the first 30 minutes. Lasts for four hours. The DC raises to 10 to avoid
becoming addicted to Obscura. BM DC6
- Recaf (very strong coffee energy drink): Remove one level of exhaustion for an hour. Legal.
- Sniff-Musk (cocaine): Remove all levels of exhaustion. Add 10ft to the user’s movement. User
has +3 to their Strength modifier. Will behave aggressively, for every action roll a D6; on the
roll of a 1 the GM controls the character. Lasts one hour. BM DC5
- Tranq (strong alcoholic spirits, chemically laced): Gain resistance to Resistance to
Bludgeoning, Piercing, and Slashing damage. User has -3 to their Dexterity and Wisdom
modifiers. Lasts one hour. BM DC4

Engineer’s Tools 15cr 1kg. Gives +5 bonus when making Engineering checks for repairing weapons and
armour, or clearing jams.

Flare Gun 10cr 1kg (2 rounds. Fires 120ft. Bright red flare. Does 1D4 Fire damage if hitting target).

Flash Bang 5cr 1kg. Thrown weapon (30/60). a 15ft cube of blinding light and deafening noise. This
causes no damage. All targets within this cube must pass a DC15 Constitution saving throw or be
knocked Prone. If the targets pass then their next actions are Disadvantaged. In addition, within 30ft,
creatures looking towards the cube must pass a DC10 Constitution saving throw or their next actions
are Disadvantaged. The thrower of the Flash Bang has the sense to close their eyes and is not included
in this. This has no effect on targets not affected by bright light or loud noise. Scatters on a miss, D4x5ft
in a random direction.

Fuel (2L canister) 2cr 2kg. Burns intensely for 30 seconds. Dealing D6 Fire damage per turn to targets
engulfed in the flame. Living targets can extinguish themselves by taking a DC10 Dexterity Saving
throw, this costs 1 action.

45
Frag Grenade 5cr 1kg. Thrown weapon (30/60). Deals 2D6 Explosive damage on a successful hit.
Additional targets within 5ft take damage on a failed DC12 Dex Saving throw, half on a pass. Scatters
on a miss, D4x5ft in a random direction.

Grapnel Gun 12cr 1kg (60ft cable. Carries max 100kg. Does 1D4 Piercing damage if hitting target).
Reeling in the grapnel takes an action.

Infra-red Goggles 20cr 1kg (low-light vision in 120ft for 2 hours).

Krak Grenade 10cr 1kg. Thrown weapon (30/60). Deals 3D8 Explosive damage on a successful hit.
Scatters on a miss, D4x5ft in a random direction. BM DC4.

Land Mines 10cr 2kg. Placed weapon (Engineering check DC10. Takes 2 turns to activate. 2.5ft range
from point of placement to trigger by pressure/vibrations). Deals 1D8 Explosive damage to the target.
Targets within 5ft take half damage on a failed DC15 Dexterity saving throw. May be hidden in shallow
soil, beneath rocks or leaves, etc. Martial Weapon (proficiency added to Engineering check).

Light-Sticks (20) 2cr 1kg. Once activated shines a white light 30ft for 2 hours.

Lobo-Chip 0kg. Requires medical procedure. Removes 2D6 Trauma. Permanent and irreversible -1
Charisma modifier. One max.

Medical Kit 10cr 1kg. Three uses. Make a DC5 Medical check. If successful heal 2D8 hitpoints. If used
on a character currently at 0 hitpoints then the character stabilises and returns to D8 hitpoints.

Melta Bomb 40cr 3kg. Placed weapon (Engineering check DC12. Takes 1 turn to activate. 12 second
fuse. Magnetic attachment available). Deals 3D8 Fire damage in a 10ft cube. Half damage if not placed
correctly. Does double damage if directed at Vehicle/Structure targets. Martial Melee Weapon
(proficiency added to Engineering check). BM DC7

Oxygen Tank 10cr 1kg. Able to be attached to respirator. 15 minutes of breathing. Less if making Dash
actions.

Poisons/Toxins (Various). Poisons can be applied to Melee weapons or an empty vial for a Needle Rifle
or Needle Pistol. Poisons on Melee weapons remain potent for a minute, and a poured Needle vial
remain potent for a day. The Poison damage is in addition to the ordinary Melee damage. For the
Needle Rifle or Pistol there is 1D4 Piercing damage in addition to the poison. A weapon may only be
influenced by one poison at a time.

- Basic Poison: 6cr. The target suffers 1D6 Poison damage.


- Drukhari’s Orchid: 40cr. The target suffers no additional damage from this poison. Once a day
for the next 20 days the target must pass a Constitution saving throw. DC equals the days since
being affected by this poison. I.e. on the first day it is DC1, on the second it is DC2, and so on.
The target dies suddenly after three failures. BM DC10.
- Rak’gol Blood: 15cr. The target suffers 2D10 in Poison damage. BM DC5.
- Keylekid Venom: 25cr. The target suffers 4D4 in Poison damage. The target must pass a DC14
Constitution check or be Paralysed for a minute. BM DC6.

Rations 1cr 2kg. Can feed one person for 10 days.

Respirator 10cr 0.5kg. Advantage on Constitution checks for resisting effects of gas-based attacks.
Able to breath in low-oxygen environments for a minute.

46
Smoke Grenade 4cr 1kg. Thrown weapon (30/60). Fills a 15ft cube with black smoke for a minute. The
smoke does no damage. All sight is blocked through it other than infra-red. Seeing targets in the smoke
is done at a Disadvantage. While releasing gas a loud hiss emanates from the grenade. Scatters on a
miss, D4x5ft in a random direction.

Stamina Booster 4cr 0.1kg. One use only. The stamina booster gives the target character D10
temporary hitpoints and removes a point of exhaustion. This lasts for one hour, after which the
character returns to the state it was in before. Up to two may be in use at a time.

Thief’s Tools 12cr 1kg. Gives Advantage when making Sleight of Hand checks to get through locks. BM
DC4.

Torture Kit 15 cr 1kg. A character with a torture kit gains Advantage on any Insight, Intimidation, and
Persuasion checks resulting from an interrogation. A character must have proficiency with Martial
Melee weapons to be able to use a torture kit. BM DC6.

Vac-Suit 100cr 5kg. Able to survive in airless vacuum or under high-pressure water for extended
periods. Can be fitted with Oxygen Tank. Replaces other armour while in use. BM DC5.

Vox Beads 5cr 0kg. Long range communication. Up to 300ft. Unreliable underground and in tunnels.

Welding Torch 8cr 2kg. DC10 Engineering check to use effectively. Can melt metal locks, door panels,
and bars. Has 3 uses. Makes bright light and noise. Deals D4 Fire damage per turn if used as an
improvised weapon

Companions:
Cyber-Eagle 400cr. A two-headed bionically-modified eagle trained to swiftly attack their prey; a
symbolic embodiment of the Imperium itself. BM DC10.

Cyber-Mastiff 400cr. A trained mastiff modified with mechanical limbs, armour, and jaws. BM DC6.

Cyber-Raven 150cr. Used by hunters and foragers, often on Frontier Worlds, cyber-ravens make for
excellent scouts. Vid-link footage can be sent back to the owner. Can fly at great heights, 1km range.

Gyrinx 300cr. Cat-like creature, favoured by Aeldarii and human psykers for its instinctive capability to
steady the warp and assist in manifesting powers. BM DC 18.

Horse 80cr. A sturdy beast for a human to ride. Artifical selection has made them increasingly durable.

Mastiff 25cr. Trained guard dogs, quick and effective hunters, have followed man out into the stars.

Servo-Skull 60cr. Humanities most easily acquired resource in the galaxy are people, and their corpses.
Servo-Skulls can be fitted out for different roles. BM DC 4. Choose one when purchased:

- Engineering Fit-out: Gives a +5 bonus to Engineering skill checks.


- Scanner Mod: Makes an individual Perception roll based on sight when the character does.
Has infra-red vision, and 5 Perception.

Tamed Grox Pup 30cr. Aggressive and resilient, a somewhat-tamed Grox pup can make for an effective
attack dog.

47
Weapons
All characters have proficiency with Simple Ranged and Martial weapons unless stated otherwise.

Ranged Weapons:
Weapons in red are Martial weapons. All damage types are Piercing unless otherwise stated.

All weapons that are neither Pistol or Light are two-handed weapons.

Autocannon 15/120/200 280cr 12kg. 2D8. Penetration 2. Single/Burst. Heavy. Magazine holds 6
Autocannon shells. BM DC6.

Autogun 60/120 40cr 5kg. 1D6. Single/Burst/Full-Auto. Clip holds 30.

Autopistol 30/60 30cr 3kg. 1D4. Pistol. Clip holds 10.

Auto-Slugger 30/60 50cr 4kg. 1D4. Light. Full-Auto. Clip holds 30.

Bolter 60/120 120cr 6kg. 1D6 + 1D4 Explosive. Penetration 2. Single/Burst/Full-Auto. Clip holds 30. BM
DC 7.

Bolt Pistol 30/60 100cr 4kg. 1D4 + 1D4 Explosive. Penetration 2. Pistol. Clip holds 10. BM DC7.

Combat Shotgun 40/80 75cr 6kg. See Shotgun Ammunition list for damage. Single/Burst. Holds 12. BM
DC5.

Condemnor Bolter 60/120 160cr 3kg. Single. Combi: May be fired as either a Bolter or a Condemnor
Bolt (1D6. Deals 3D8 Psychic against all Warp and Psychic targets). Exotic. Clip holds 30, 1 bolt fitted.
BM DC9.

Flamer 15ft range 90cr 5kg. 1D8 Fire. Single. All targets in a cone within range are hit if failing a DC15
Dexterity saving throw, Advantage if behind cover. Half damage on success. One canister. BM DC5.

Grenade Launcher 10/45/120 120cr 5kg. See Ammunition list for damage. Single. Grenade rack can
hold 6. BM DC5.

Hand Flamer 10ft range 110cr 3kg. 1D6 Fire. Light. Exotic. All targets in a cone within range are hit if
failing a DC15 Dexterity saving throw, Advantage if behind cover. Half damage on success. One
canister. BM DC6.

Heavy Bolter 15/80/150 320cr 12kg. 1D12 + 1D4 Explosive. Penetration 3. Burst/Full-Auto. Heavy. Belt-
feed holds 60. BM DC7.

48
Heavy Flamer 20ft range 250cr 10kg. 1D10 Fire. Single. All targets in a cone within range are hit if
failing a DC15 Dexterity saving throw, Advantage if behind cover. Half damage on success. Heavy (but
can be moved and fired; nor does it require setup). Consumes 2 Ammunition per shot. Exotic. One
canister.

Heavy Stubber 15/80/150 120cr 10kg. 1D8. Penetration 1. Burst/Full-Auto. Heavy. Belt-feed holds 60.
BM DC7.

Hellgun 60/120 160cr 10kg. 1D8 Energy. Single/Burst/Full-Auto. Penetration 2. Magazine holds 60
charge. Hot-shot: The Hellgun requires a high amount of power and uses twice as much ammunition
as a normal gun. BM DC7.

Hunting Rifle 100/600 90cr. 5kg. 1D8. Penetration 2. Single. Precision: Can target a particular area on
a target without Disadvantage. Clip holds 10.

Lascannon 20/100/180 360cr 12kg. 4D8 Energy. Penetration 4. Single. Heavy. Consumes 20
Ammunition per shot. Magazine holds 60 charge. BM DC10.

Lasgun 60/120 75cr 5kg. 1D6 Energy. Single/Burst/Full-Auto. Magazine holds 60 charge.

Laspistol 30/60 60cr 3kg. 1D4 Energy. Pistol. Magazine holds 60 charge.

Meltagun 10/30 240cr 5kg. 2D10 Fire. Penetration 4. Single. Exotic. Does an additional 2D8 if directed
at Vehicle/Structure targets. Canister holds 12. BM DC10.

Missile Launcher 20/100/180 200cr 10kg. See Ammunition list for damage. Single. Heavy. Missile rack
can hold 3. BM DC8.

Needle Rifle 80/140 300cr 4kg. See Ammunition list for damage. Single. Silent Weapon. Exotic. Clip
holds 4. BM DC9.

Needle Pistol 40/60 200kg 3kg. See Ammunition list for damage. Pistol. Silent Weapon. Exotic. Clip
holds 1. BM DC9.

Plasma Cannon 20/80/120 400cr 12kg. 3D8 Energy. Penetration 4. Single. Heavy. Impact Weapon:
Targets within 5ft of the original target must pass a DC10 Dexterity Saving Throw or suffer 1D8 Energy
Damage. Passing this Dexterity Saving Throw causes half damage. Consumes 10 Ammunition per shot.
Plasma Cannon can be loaded with 2 Plasma Cells. Exotic. Cell holds 30. BM DC11.

Plasmagun 60/120 200cr 5kg. 1D10 Energy. Penetration 3. Single/Burst. Cell holds 30. BM DC8.

Plasma Pistol 30/60 180cr 3kg. 1D8 Energy. Penetration 3. Pistol. Cell holds 30. BM DC8.

Shotgun 30/60 20cr 5kg. See Shotgun Ammunition list for damage. Single. Holds 8.

Sniper Rifle 150/1000 180cr 7kg. 1D12. Penetration 3. Single. Precision: Can target a particular area
on a target without Disadvantage. Exotic. Clip holds 6. BM DC7.

Stub Gun 30/60 15cr 4kg. 1D6. Penetration 1. Pistol. Clip holds 6.

Melee Weapons
Weapons in red are Martial weapons.

49
Axe 10cr 3kg. 1D10 Slashing. Penetration 1. Two-handed.

Chainsword 50cr 3kg. 1D10 Slashing. Penetration 1. Versatile (1D12). BM DC7.

Eviscerator 40cr 5kg. 1D12 Slashing. Penetration 3. Two-handed. BM DC5.

Hammer/Club 8cr 1kg. 1D6 Bludgeoning. Light.

Halberd 12cr 3kg. 1D10 Slashing. Reach, Two-handed

Knife 2cr 0.5kg. 1D4 Piercing. Finesse, light, thrown (20/60).

Lightning Claw 180cr 4kg. 1D6 Slashing + 1D4 Energy. Finesse, Light. Exotic. BM DC9.

Mace 14cr 2kg. 1D8 Bludgeoning.

Mining Pick 14cr 2kg. 1D8 Piercing.

Poweraxe 130cr 5kg. 1D8 Slashing + 1D6 Energy. Penetration 2. Exotic. BM DC9.

Powerfist 160cr 6kg. 1D6 Bludgeoning +1D6 Energy. Penetration 3. Light. BM DC8.

Powerhammer 140cr 8kg. 1D10 Bludgeoning +1D6 Energy. Penetration 4. Two-handed. Exotic. BM
DC8.

Powerspear 120cr 4kg. 1D10 Slashing +1D6 Energy. Penetration 2. Reach, Two-handed. BM DC7.

Powersword 150cr 4kg. 1D8 Slashing + 1D6 Energy. Penetration 2. Versatile (1D10 Slashing + 1D8
Energy). BM DC7.

Shock-Maul 40cr 4kg. 1D6 Energy damage. If a successful blow lands then the target must pass a DC8
Constitution saving throw or be knocked Prone (creatures size Large or greater have Advantage on
this check). If this would reduce the character to 0 hits it instead reduces its hitpoints to 1 and the
target is automatically knocked Prone. BM DC6.

Sword 20cr 2kg. 1D8 Slashing. Versatile (1D10).

Shortsword 10cr 1kg. 1D6 Slashing. Finesse, light.

Throwing Axe 5cr 1kg. 1D4 Slashing. Light, thrown (20/60).

Xenos Blade 40cr 0.5kg. D10 Energy. Penetration 1. Versatile (1D12). Finesse. Exotic. BM DC10.

Ranged Weapon Improvements:


You may only have one of each underslung (#) and overslung attachments (*) on each weapon. GM’s
discretion on whether certain upgrades can be combined.

Bayonet (#) 10cr 0.5kg. A ranged weapon equipped with this upgrade does 1D6 + Str modifier Piercing
damage if used as a weapon in melee. May not be given to Light weapons, Pistols, or Heavy weapons.

Belt-feed 30cr 0.5kg. A ranged weapon equipped with this upgrade rolls 4 attack dice when firing at
Full-Auto. This costs 15 rounds of ammunition. May be given to Autoguns, or Bolters.

50
Bipod (#) 10cr 2kg. If a turn is spent setting up on the bipod and the shooter crouching down into
position, the ranged attacks from this weapon may ignore one level of cover. Once set up, the weapon
can only be fired in a 180ᵒ arc (to be specified when setting up). Takes an action to pack up and
continue moving with. May not be given to Light weapons, Pistols, Heavy Weapons, or Shotguns.

Blessed Ammunition. 0.5cr for every bullet blessed. May only be done for physical bullets (Autogun,
Bolter, Shotgun). This must be done at Ecclesiarchy facilities and takes an hour to complete. Blessed
bullets change their Damage Type to Holy.

Combi-Flamer attachment (#) 75cr 1.5kg. A single-shot attachment. The single shot acts as a Flamer.
A single-use canister reload costs 2cr. Reloading the attachment takes an action. May be given to
Autoguns, Bolters, and Shotguns. BM DC6.

Combi-Melta attachment (#) 200cr 1.5kg. A single-shot attachment. The single shot acts as a
Meltagun. A single-use canister reload costs 3cr and is a black-market item. Reloading the attachment
takes an action. May be given to Autoguns, Bolters, and Shotguns. BM DC8.

Combi-Plasma attachment (#) 200cr 1.5kg. A single-shot attachment. The single shot acts as a Plasma
gun. A single-use canister reload costs 2cr and is a black-market item. Reloading the attachment takes
an action. May be given to Autoguns, Bolters, and Shotguns. BM DC7.

Extended Magazine Clip 10cr 0.2kg. Increase clip capacity by 50%. May not be combined with the Belt-
feed Improvement. May be given to Autoguns, Auto Pistols, Auto-Sluggers, Boltguns, Bolt Pistols,
Hellguns, Hunting Rifles, Needle Rifles, Needle Pistols, and Sniper Rifles.

Infra-red Scope (*) 25cr 0.5kg. Able to see in low-light within 120ft. Must not have made any move
actions for this round to apply. May not be given to Light, Pistol or Heavy weapons.

Grapnel Launcher (#) 15cr 1kg. Same as a Grapnel Gun, but attached to a weapon. May not be given
to Light weapons, Pistols, or Heavy Weapons. Reeling in the grapnel takes an action.

Launcher-attachment (#) 25cr 1kg. This attachment may be used to launch Frag Grenades, Krak
Grenades, Smoke Grenades, and Choke-gas Grenades. The range is 60/120. It takes an action to reload
the launcher. May be fitted to an Autogun, Bolter, Hellgun, Lasgun, or Shotgun. BM DC5.

Red-dot Laser Sight (*) 40cr 0.5kg. The character must not have moved in their turn to benefit from
this attachment. The character may apply their Proficiency bonus to the attack roll an additional time
if targeting a creature within 60ft while using this attachment. However, the target creature may
attempt a DC18 Intelligence check when targeted by a weapon with this attachment to dodge this
shot and become aware that it is being targeted. May not be given to Heavy weapons or Shotguns.

Sawn-off 5cr -0.5kg. The weapon is cut down in size so it can be more easily hidden, and the weapon
gains the Light special rule. However, any targets of this weapon count as being in one stage more of
cover than they actually are, even if in the open. This does mean that targets in three-quarter cover
may not be shot at. This improvement is not reversible. Not compatible with other Ranged Weapon
Improvements. May be fitted to a Autogun, Bolter, Combat Shotgun, Lasgun, or Shotgun. A Shotgun
fitted with this Improvement count as a Pistol, though their ammunition capacity decreases to 4.

Suppressor 20cr 0.5kg. When purchased this upgrade is weapon-specific. Reduces noise when firing
to within 10ft. May be given to Autoguns, Autopistols, Auto-Sluggers, Bolters, Bolt Pistols, Hunting
Rifles, and Sniper Rifles. BM DC5.

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Telescopic Sights (*) 30cr 0.5kg. Increase each range banding by 60ft. Benefit only applicable when
using Single Firing Mode. If firing within nearest range banding then this shot has Advantage. Must
not have moved for this round to apply. May not be given to Pistols, Heavy weapons, Auto-Sluggers,
Hand Flamer, Flamers, Meltaguns, Plasmaguns, or Shotguns.

Torch (#) 2cr 0.5kg. Provides bright light up to 30ft. Dim light for 120ft. Lasts 4 hours before requiring
charge (8 hours in the sun or a suitable power replacement).

52
Xenos Ammunition, Armour, Equipment and Weapons
All xenos equipment and weapons are classified as Exotic regarding applying proficiency bonuses with
their use. Xenos characters are proficient with equipment from their own species.

Ammunition
Demiurg Power Cells (30) 15cr 2kg (Demiurg Cutting Laser) BM DC13

Eldar Shuriken Clips (15) 5cr 1kg (Eldar Shuriken Pistol, Eldar Shuriken Catapult) BM DC13

Kroot Rifle Rounds (20) 5cr 1kg (Kroot Rifle) BM DC11

Tau Pulse Cell (40) 10cr 1kg (Tau Pulse Rifle, Tau Pulse Carbine) BM DC11

Armour
Demiurg Power Suit 120cr 25kg. AC17. No proficiency bonus on Stealth. Requires Str 13. BM DC14

Eldar Mesh Armour 95cr 3kg. 13 + Dex modifier. BM DC13

Tau Combat Armour 90cr 5kg. AC14 + Dex modifier (max. 2). BM DC12

Ranged Weapons
DM discretion on whether these weapons can have Range Weapon Improvements applied.

Demiurg Cutting Laser 20/60 120cr 7kg. 1D6 Energy. Penetration 3. Single/Burst/Full-Auto. Cell holds
30. BM DC15

Eldar Shuriken Pistol 25/50 150cr 2kg. 2D4 Slashing. Penetration 1. Pistol. Clip holds 15. BM DC14

Eldar Shuriken Catapult 50/100 170cr 3kg. 3D4 Slashing. Penetration 1. Single/Burst. Light. Clip holds
45. BM DC15

Kroot Rifle 100/300 130cr. 6kg. 1D10. Penetration 2. Single. Precision: Can target a particular area on
a target without Disadvantage. Counts as having a Bayonet Improvement. Clip holds 10. BM DC 12

Tau Pulse Carbine 30/60 120cr 5kg. 1D10 Energy. Single/Burst. Magazine holds 40 charge. BM DC12

Tau Pulse Rifle 80/160 120cr 5kg. 1D8 Energy. Single/Burst/Full-Auto. Magazine holds 40 charge. BM
DC12

Equipment
Eldar Plasma Grenade 8cr 1kg. Thrown weapon (30/60). Deals 2D6 Energy damage on a successful hit.
Additional targets within 5ft take damage on a failed DC14 Dex Saving throw, half on a pass. Scatters
on a miss, D3x5ft in a random direction.

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Tau Photon Grenade 10cr 1kg. Thrown weapon (30/60). a 15ft cube of blinding light and deafening
noise. This causes no damage. All targets within this cube must pass a DC17 Constitution saving throw
or be knocked Prone. If the targets pass then their next actions are Disadvantaged. In addition, within
30ft, creatures looking towards the cube must pass a DC12 Constitution saving throw or their next
actions are Disadvantaged. The thrower of the grenade is not included in this. This has no effect on
targets not affected by bright light or loud noise. Scatters on a miss, D4x5ft in a random direction.

54
Trauma
Physical:
While adventuring and living a life of constant danger, one can expect all manner of horrifying physical
injuries to take place. This may involve anything from gunshots and stab wounds all the way up to
missing limbs, burns from warpfire, and other disfigurements. Such injuries hurt more than the body.

A character is to make a Trauma check for every time their character drops to below half of their
maximum hitpoints (maximum of once per day).

Mental:
In addition to physical scars, anyone facing against the galaxy’s foes can expect to acquire mental scars
that must be healed and taken care of too.

A character is to make a Trauma check as advised by the GM following any particularly frightening or
horrifying experiences. This may involve facing reason-defying Warp entities, sickening Chaos rituals,
disgusting Xenos species, particularly cruel interrogations, or anything similar.

Trauma Checks:
To make a Trauma check the character makes a Willpower ability check, applying any bonuses to either
Trauma or Willpower. The check is DC10. If the result is less than a 10 then the character acquires a
point of Trauma. No proficiency bonus or Advantage is applied for Trauma Checks.

If something is particularly traumatic then the GM may have characters attempt several Trauma
Checks for the incident. These are to be taken as separate rolls, applying any relevant bonuses to each
roll.

Some results on the Warp Abnormality table will inflict Trauma upon characters.

Healing Trauma:
Time heals all wounds, though slowly. Given time and rest away from violence and fear, the character
has a chance to process their experiences and come to terms with some of the things they have seen,
experienced, or even done themselves.

When travelling or resting for a reasonable period without combat or stress; the character may
attempt another Trauma check, this time with DC5. If passed the character may remove a point of
Trauma.

Affects of Trauma:
Trauma is cumulative. Characters with multiple levels of Trauma applies all negative modifiers.

55
10: The character begins to suffer from rattled nerves when under pressure.

The character suffers Disadvantage on all checks and saves regarding becoming Frightened or not
being Intimidated.

15: The character begins to outwardly show some signs of odd behaviour and a sense of quiet begins
to grow. The character laughs less and is prone to bouts of quiet sadness.

The character has a temporary -1 to its Charisma modifier while at this level of Trauma.

20: The character has begun to show some signs of lingering fear and anxiety. Their sleep is interrupted
by frequent nightmares of the horrifying sights they have seen.

The character has now developed a deep paranoia to any new people they meet. They will not accept
items or assistance from any source willingly. They will act defensively in all interactions with other
characters. The character must attempt a DC10 Willpower check every time they enter combat or they
will be Frightened.

30: The character is steadily losing touch with reality as a defence mechanism to what it has
experienced. They are becoming unhinged and no longer thinking straight. The character no longer
considers its own safety when under pressure.

The character is now immune to the effects of being Frightened. Instead, if the character is ever made
Frightened, they will immediately run towards the source of this effect and seek to fight it in Melee. If
there are any Chaos or Warp category, or Large sized, enemies facing this character is must pass a
DC10 Willpower check to not immediately move towards it and harm it in Melee. This character has
Disadvantage on any check or save to avoid being Charmed. The character has a further temporary -1
to its Intelligence, Wisdom, and Charisma modifiers.

40: At this point, madness has deeply set into the character and it no longer has full control over itself.
At any given point the character may have a violent or frightening episode. Onlookers begin to fear
that even Chaos influences have begun whispering in the ear of this raging lunatic.

Roll a D4. 1 Khorne, 2 Tzeentch, 3 Nurgle, 4 Slaanesh. The GM will advise of behavioural traits that
begin to appear from the character related to the Chaos God rolled (ie bouts of uncontrollable violence
if Khorne has been rolled and may regularly attack their companions), and when these appear. The
GM may choose for these to take place at any time.

The character now has Disadvantage to all Wisdom based skills (Including Willpower). There is again
a further temporary -1 to all Intelligence, Wisdom, and Charisma modifiers.

50: The character is truly tainted by their experiences. They are beyond saving. May the Emperor guide
them; for they are lost to all others now. Remove the character from the game.

56
Critical Hit Tables:
Players and GM’s alike are to roll on this table when an attack roll made is a natural 20. Some
characters can achieve this on more results than just a natural 20, but the natural unmodified is always
what qualifies to roll on this table.

For damage caused by an attack with multiple damage types, pick one. Each attack may only result in
a single roll on a Critical Hit Table. Apply damage as normal for that attack in addition to one of the
effects from a relevant table below.

Bludgeoning:

Roll Result
1 Damage limb (arm/body/leg). Take an additional D6 damage.
2 Damage limb (arm/body/leg). Take an additional D6 damage.
3 Damaged Weapon and attacks with it are at disadvantage
4 Damaged Armour. Reduce AC given by armour by 2 until repaired.
5 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
6 Paralyzed. D4 rounds.
7-8 Prone. D3 rounds.
9-10 Poisoned. Next round.

Corrosive:

Roll Result
1 Damage limb (arm, body, eye, leg). Take an additional D6 damage.
2 Damaged Armour. Reduce AC given by armour by 2 until repaired.
3 Damaged Weapon and attacks with it are at disadvantage
4 Temporary reduction of max hitpoints, Decrease by 2D6 until the next Long Rest to a
minimum of 1.
5 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
6 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
7-8 Poisoned. Next round.
9-10 Area of Effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass

Energy:

Roll Result
1 Loss of limb (eye). Take an additional D6 damage.
2 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
3 Temporary loss of movement. Half speed until the next Short Rest.
4 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
5 Stunned. D3 rounds.
6 Paralyzed. Next round.

57
7-8 Prone. Next round.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass

Explosive:

Roll Result
1 Damaged Armour. Reduce AC given by armour by 2 until repaired.
2 Damaged Weapon and attacks with it are at disadvantage
3 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
4 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
5 Stunned. D3 rounds.
6 Knocked back 5ft away from source of damage. If this would hit a solid object takes an
extra D4 Bludgeoning damage instead. Prone next turn.
7-8 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass. If weapon already has an area of effect then extend the range by an
additional 5ft.
9-10 Deafened. D4 rounds.

Fire:

Roll Result
1 Loss of limb (arm/leg). Take an additional D6 damage.
2 Damaged Weapon and attacks with it are at disadvantage
3 Damaged Armour. Reduce AC given by armour by 2 until repaired.
4 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
5 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
6 Stunned. Next round.
7-8 Prone. D3 rounds.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass

Holy:

Roll Result
1 Temporary loss of movement. Half speed until the next Short Rest.
2 Attacker that dealt damage gains 2D6 temporary hitpoints
3 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
4 Paralyzed. One round.
5 Stunned. D3 rounds.
6 Frightened. D6 rounds unless target passes a DC18 Willpower check.
7-8 Knocked back 5ft away from source of damage. If this would hit a solid object takes an
extra D4 Bludgeoning damage instead. Prone next turn.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass

58
Slashing:

Roll Result
1 Loss of limb (arm/eye/leg). Take an additional D6 damage.
2 Ongoing damage (D6 damage each turn until they can pass a DC15 Con saving throw)
3 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
4 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
5 Triple damage.
6 Prone. D3 rounds.
7-8 Poisoned. D3 rounds.
9-10 Double damage

Piercing:

Roll Result
1 Loss of limb (eye). Take an additional D6 damage.
2 Damaged Armour. Reduce AC given by armour by 2 until repaired.
3 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
4 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
5 Temporary loss of movement. Half speed until the next Short Rest.
6 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
7-8 Prone. One round.
9-10 Poisoned. D3 rounds.

Poison:

Roll Result
1 Long-term reduction in max hitpoints. Decrease by 3D6 to a minimum of 1 for the next
2D10 days.
2 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
3 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
4 Temporary loss of movement. Half speed until the next Short Rest.
5 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
6 Unconscious. Next D4 rounds unless the character can pass a DC15 Constitution Saving
Throw. If passed, target is Prone for D4 rounds instead.
7-8 Paralyzed. D3 rounds.
9-10 Poisoned. D3 rounds.

Psychic:

Roll Result
1 Trauma. Target must immediately take 2D4 Trauma Checks.
2 Temporary loss of movement. Half speed until the next Short Rest.
3 Unconscious. Next D4 rounds unless the character can pass a DC15 Constitution Saving
Throw. If passed, target is Prone for D4 rounds instead.
4 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.

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5 Paralyzed. D3 rounds.
6 Frightened. D6 rounds unless target passes a DC18 Willpower check.
7-8 Poisoned. Next round.
9-10 Deafened. D4 rounds.

Warp:

Roll Result
1 Trauma. Target must immediately take 2D4 Trauma Checks.
2 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
3 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
4 Unconscious. Next D4 rounds unless the character can pass a DC15 Constitution Saving
Throw. If passed, target is Prone for D4 rounds instead.
5 Frightened. D6 rounds unless target passes a DC18 Willpower check.
6 Target suffers D8 extra Warp damage. Attacker receives this back in hitpoints.
7-8 Prone. D3 turns.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass

60
Psychic Powers:
To succeed in casting a Psychic Power, the Psyker must first attempt a Willpower skill roll. The difficulty
of the roll is defined by the specific Psychic Power. The roll of a natural 1 always counts as a failure for
this despite being an ability check. No Advantage may be applied on Psychic Powers unless by a point
of Inspiration. Unless otherwise stated, characters able to attempt Psychic Powers can only ever have
a single Power “active” at once.

If this is passed then the ability works as normal without repercussions. If it is failed the ability works,
but in its lesser form. Additionally, roll a D6. On a roll of a 1 there is a Warp Abnormality. Roll a D100
and consult the Warp Abnormality Table below.

Casting Psychic Powers:


Psychic Powers are cast in a variety of ways. There are two things to pay attention to for each power.
The first is whether a power is done immediately, or whether the caster must dedicate continued
focus for it to work. The other is a question of how long it takes to complete. Some powers are done
with a flick of a wrist, while others take a longer to complete the complex rituals.

Instantaneous powers occur immediately and end once the action is complete. Extended powers will
last longer and the power will state how long this lasts. Extended powers will continue to apply in later
turns even if the psyker takes other actions or casts other powers.

Psychic powers are listed as taking either a bonus action, a single action, or a concentrated action. The
concentrated actions must have the psyker dedicating their action every turn for the power to
continue to apply. How long will be stated in the power. Should the psyker does not use their action
in their turn for any reason then the concentration power ceases at the end of the psyker’s turn.
Psykers can continue to take move actions while completing these concentrated actions.

Warp Abnormality Table:


Roll Result Affect
1 Warp Run. Just run. Give up, dude.
Incursion D100 Lesser Daemons (roll D6 to decide which Chaos God they follow. 1
Khorne, 2 Tzeentch, 3 Nurgle, 4 Slaanesh, 5 Furies, 6 roll-again) will begin to
manifest.
18 seconds after this result is rolled, a new daemon appears every 6
seconds. They will manifest at the point at which the Psyker attempted the
power. The power does not succeed. The Daemons will last a day, after
which the area is affected by the Chaotic Taint result.
2-5 Summoning The psychic attempt has opened a tear in reality through which a daemon
manifests itself.
A Lesser Daemon (roll D6 to decide which Chaos God they follow. 1 Khorne,
2 Tzeentch, 3 Nurgle, 4 Slaanesh, 5 Furies, 6 roll-again) will begin to
manifest.
It will manifest in 6 seconds time. It will manifest at the point at which the
Psyker attempted the power. The initial power does not succeed.

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6- Heretical A lingering taint of chaos falls upon the psyker.
10 Taint For the next 2D6 days any attempts of using their Psychic Powers must
involve rolling a D4. On the roll of a 1 a roll must be made on the Warp
Abnormality Table before resolving the Power. Apply the effects of any
rolls. The Psyker suffers D3 automatic points of Trauma.
The initial power does not succeed.
11- Possession A minor Warp-entity seeks control of a mortal and to reach beyond their
20 realm of nightmares.
A random character (player or otherwise, including the Psyker) within 30ft
begins to be influenced by a Warp entity and acquires a Chaotic Taint.
While under possession, the character has Disadvantage for all Intelligence
and Wisdom related skills. The character suffers D3 automatic points of
Trauma.
If the Chaotic Taint is not removed within 5 days the target begins showing
signs of mutation which are irreversible beyond an Exorcism (see Holy
Background Features). After 5 further days the target turns into a Lesser
Daemon.
GM’s discretion for NPC’s and enemy targets.
The power still succeeds in its lesser form.
21- Haunting A miasma of fear envelopes the area. The barriers between the Warp and
30 reality are weakened.
The effects linger for 1D12 days. The area affected is under GM discretion.
Any Chaos or Warp beings within the area are granted +15 temporary
hitpoints. Chaos and Warp beings can never be Frightened, Blinded,
Charmed, made Prone, or Intimidated in the area. Psykers attempting to
use their powers within the area are Disadvantaged when making their
Willpower rolls. The Psyker and the area acquire a Chaotic Taint.
The power still succeeds in its lesser form.
31- Curse The psyker feels the attentions of a warp-entity. The sensation fuels a sense
50 of paranoia and self-doubt upon the individual. The attentions leave the
Psyker vulnerable to further attacks.
For the next D6 days any attempts of using their Psychic Powers must
involve rolling a D12. On the roll of a 1 a roll must be made on the Warp
Abnormality Table before resolving the Power. Apply the effects of any
rolls. Additionally, a -2 modifier applies to all ability and attack rolls made
by this character during this time, and the character takes an automatic
point of Trauma.
The power still succeeds in its lesser form.
51- Haemorrhage The psyker’s mind and body are ravaged by the sensation of hellfire on their
70 skin as visions of the Warp fill their mind.
The Psyker has disadvantage on ability and attack rolls in their next turn.
The Psyker suffers 4D6 Warp damage, and takes an automatic point of
Trauma. The power does not succeed.
71- Crippling The psyker’s body is struck by violent seizures.
100 Seizure The Psyker suffers 2D6 Warp damage. The Psyker has disadvantage on
ability and attack rolls in their next turn. The power still succeeds in its
lesser form.

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Vehicles:
Vehicles are a common and every-day occurrence for most of the people of the Imperium of Man. On
Forge Worlds and naturally those who live in the Void these are powerful constructs that dictate their
lives, or they have their lives devoted to them. While instead those on Frontier or Feral Worlds may see
these must less often, and perhaps have little understanding of them. Regardless, it is very likely that
you will come across and use them in your adventures.

Vehicles have profiles representing their structure, features, and resilience. They don’t act as
Creatures unless somehow activated and controlled. The users must be reasonably familiar with the
controls to add their Proficiency bonuses to any rolls regarding driving the vehicle, or pass an
Engineering check (DC at GM’s request. Common farming vehicles would be low, but large military
hardware would be much harder). If this Engineering check is particularly low or a natural 1 then the
GM may decide to have the players Disadvantaged when driving the vehicle. Sleight of Hand skill
checks are used for controlling and using the vehicle. Proficiency bonuses aren’t automatically applied
to firing Armaments.

Unless stated elsewhere, all vehicles have Resistance to Bludgeoning, Piercing, Psychic, and Slashing
damage and Vulnerability to Corrosive and Explosive damage. They are also immune to Poison
damage. Vehicles listed as being Open-Topped mean that the crew can be targeted, though these
shots have Disadvantage. All vehicles re-roll attack rolls that result in jams (cannot re-roll a re-roll
though). Passengers may embark and disembark during their turns. If a vehicle made a Dash action in
its last turn when a passenger attempts to disembark then they must pass a DC15 Dexterity saving
throw or suffer 2D6 Bludgeoning damage and be knocked Prone.

Vehicles may only make Move, Dash, Attack, and Ram actions. A Ram action may be attempted by
APC and Tank category vehicles. A Ram is a melee attack in which a vehicle ends its turn adjacent to a
target and foregoes shooting for that turn. The target suffers 4D6 Bludgeoning damage unless they
can pass a DC13 Dexterity saving throw and move 5ft aside to avoid the vehicle. If there is no safe
squares within 5ft to move to then the target instead suffers an additional 2D6 Bludgeoning damage
regardless of whether they pass the saving throw. A Walker may attempt a Ram attack but this only
causes 2D6 Bludgeoning damage, but the Dexterity Saving throw is raised to DC16.

If a vehicle is destroyed with characters inside then they are at serious risk of a fiery death. Crew on
board a vehicle must pass a DC15 Dexterity saving throw to bail out of the vehicle or suffer 3D6 Fire
damage. If the vehicle is Open-Topped the characters get Advantage on this roll. Characters trying to
bail out of flying vehicles must have suitable equipment such as a parachute or flight-suit or else suffer
instant death. Vehicles hovering or in low-flight may be bailed out of as normal, but characters will
suffer appropriate fall damage.

Passengers on an Open-Topped vehicle may make a shooting attack from the vehicle in their turn. If
the vehicle moved in this round they count as having moved for the purposes of shooting.

Note: Due to the costs and resources involved in maintaining and running these vehicles, the GM
should not allow characters to “own” these until at a higher level. At low level their use may be from
stealing, borrowing, salvaging, or temporary ownership.

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Vehicle Critical Hit Table:
When a Vehicle suffers a critical hit apply damage in addition to rolling a D10 and consulting the
table. If any ability checks are being attempted on board (ie Medicine checks on an injured comrade)
then they are at Disadvantage for this round.

Roll Result
1 Critical Failure.
The vehicle completely shuts down and has suffered significant damage. Until repaired the
Vehicle cannot move, nor fire any Armaments. If not Open-Topped the crew must break
open the hatch or door to escape. If this Vehicle is an Aircraft, Jetbike, or a Skimmer high
enough from the ground then it suffers Falls damage as normal. This damage requires
extensive parts replacement and cannot be quickly repaired.
2 Fuel Ablaze.
The volatile fuel used in running the vehicle has been set ablaze. The Vehicle begins
suffering D8 Fire damage every turn, including this turn. This fire may be extinguished by
a DC25 Engineering check by a crew member or passenger. One action.
3 Immobilised.
With a grinding slam of gears, the vehicle’s engine sputters and dies. Until repaired the
Vehicle cannot move. If this Vehicle is an Aircraft, Jetbike, or a Skimmer high enough from
the ground then it falls and suffers Fall damage as normal.
4 Weapon Destroyed.
A direct hit has taken out a weapon of the vehicle. Randomly select an Armament of the
Vehicle. It may not fire with this weapon until it is repaired. If the vehicle has no
Armaments left apply a Vehicle Stunned result instead.
5 Vehicle Stunned.
The vehicle is temporarily knocked out of action and is useless until the system restarts
itself. For this turn the Vehicle may not move, nor fire any Armaments. Passengers may
not fire from the vehicle if it is Open-Topped this turn. If this Vehicles is an Aircraft, Jetbike,
or Skimmer then it will stall and drop 20ft. If this is low enough to hit something, apply
Fall damage as normal.
6 Vehicle Shaken.
The vehicle rocks wildly, with crew having to brace themselves. Armaments may not be
fired this turn. Passengers may not fire from the vehicle if it is Open-Topped this turn.
7-8 Damaged armour plates.
The armour panelling that surrounds the vehicle has been torn apart. Permanently reduce
the vehicles AC by 2 until it is repaired.
9-10 Crew Shaken.
Rocked by shells, the vehicle is too unstable to fire from reliably. Passengers may not fire
from the vehicle if it is Open-Topped.

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Gameplay Notes:
GM and the Players:
In the Dark Heresy setting, the GM would take the role of a powerful inquisitor assigning tasks and
calling upon the assistance of the player’s who acted as the acolytes and servants of these powerful
figures. The Time of Ending can be very suitably played with this structure but can be adapted to any
story that the GM wishes.

So long as the GM is having the players explore the worlds of the 41st millennium, facing the terrifying
monsters that threaten humanity, and challenging them with rewarding situations then they are doing
their job.

Combat in The Time of Ending:


With magic removed entirely, and instead replaced by ranged weapons with modifiable options and
psykers; combat is one of the most differentiated part of The Time of Ending compared to D&D. Please
read through the following rules carefully, especially regarding using ranged weapons, and ensure that
your characters do their best to stick to cover to survive the firefights that are sure to come. Use rules
like Suppressing Fire and explosives to your advantage, and be careful of your ammo and jams to win.

Maps, Terrain, and Models:


All our play-testing and rules writing is done with the intention that the game is played on a grid map
with terrain and buildings scattered about for fight sequences; the players producing models of their
characters out of Games Workshop kits to represent themselves on the table. We invite you to do the
same and produce a visually impressive battlefield to roleplay and fight in.

Stacking Proficiencies and Advantages:


Put simply, if you are listed as having Proficiency from one place then you add your Proficiency bonus
to checks on that skill as normal. Multiple proficiencies with weapons provides no bonus/change.

If you have Proficiency from two places you have an inherent Advantage. You add your proficiency
bonus to Advantage rolls as well as rolling two D20s and choosing the higher as normal. Constant
Advantage on skill checks raises the bar on specialist characters.

If you have Proficiency from three places, or Advantage and Proficiency then there is no additional
bonus.

If you somehow have Proficiency from four places (is that even possible?) or Advantage from two
places then you get “double Advantage”. This means you add your proficiency bonus to the roll twice
as well as rolling two D20’s and choosing the highest. This highest level of bonus represents enormous
amounts of training and experience, and a lifelong focus on the particular practice.

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Rule Additions and Changes:
The following is a list of changes and additions needed for Times of Ending. These are the rules that
mark this RPG out from D&D 5E. They incorporate implanting bionics, shooting guns, creating
characters that are realistic and dynamic while still being fragile, and navigating the horrors of the
Imperium and beyond. If you don’t like any of these rules then the GM can adjust as they see fit.

Armour Penetration:
Some weapons are particularly good at cutting through thick armour or metal plating.

A penetration rating alters the enemy’s AC. It can never be reduced beyond 10 + Dexterity Modifier
of the target. Does not apply to natural armour on creatures. Applies to Vehicle AC. This is listed in the
relevant weapon profile

Attacks of Opportunity:
Characters must be wary of side-stabs and the unexpected slash of a blade when moving through a
swirling melee.

As normal, attacks of opportunity must be melee attacks. Note however that these attacks may still
be made with Pistol weapons as per a normal melee attack without disadvantage.

Bionics:
Most that suffer terrible injuries and have lost limbs in the Imperium of Man are left to starve and live
a life of desperate poverty. But for a wily adventurer with access to money and influence they need to
face such a terrible fate. Leave that for the others!

There are four types of bionics in The Time of Ending. It is very much possible to have more specific
bionics and these definitely exist in the Imperium, but for the purposes of this game we focus on the
most common varieties that your characters may need. These are bionic arms, chest, eyes, and legs.
When these are damaged (usually from critical hits), apply the following rules:

Affects of not having bionics:

All of the relevant effects are removed once an implant has been successful.

Arms: One arm is not functional. -5 to all Acrobatic and Athletic skill checks. Can only wield one-handed
weapons. Will suffer Disadvantage if using two-handed weapons. Reduce the character’s hitpoints by
D6, to a minimum of 1.

Chest: Considerable damage has been done to the ribs, spine, or internal organs. Reduce the
character’s hitpoints by 2D6, to a minimum of 1.

Eyes: One eye is not functional. -5 to all Investigation and Perception skill checks. Reduce the
character’s hitpoints by D6, to a minimum of 1.

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Legs: One leg has been shattered -10 to all Acrobatic, Athletic, and Stealth skill checks. Speed is
reduced by half (round down to nearest multiple of 5). Reduce the character’s hitpoints by D6, to a
minimum of 1.

Implanting bionics:

The implanting of bionics is not an easy task and requires special training, medical protocols, and
equipment. Appropriate facilities should be found first before attempting an implant. Even a healthy
limb or eye can be removed to have a bionic attached, such are the benefits of being improved by
technology.

The performing doctor or engineer must pass either a DC15 Medical or DC18 Engineering skill check
to successfully implant the bionics. If this is successful the bionic is successfully implanted and after 3
days of recovery the patient is free to apply the benefit of their implant (see Equipment rules on
bionics). If the roll is failed, the patient must pass a DC12 Constitution saving throw every day. Until
there are three consecutive successes the negative of not having the bionics continues to apply and
an additional D8 hitpoints is lost due to the surgery (to a minimum of 1).

Voluntary implants are largely done in the same manner as a normal implant. The difference is that
the Constitution saving throw for recovery is raised to DC14 as the body reacts in shock to losing
working parts. In addition, due to the disturbed nature of removing one’s perfectly working limbs and
organs the character suffers D3+1 Trauma points. Unlike ordinary Trauma points these may not be
removed later and are permanent mental scars due to the alarming nature of harming oneself.

Repairing damaged bionics:

Just as ordinary limbs can be crushed, broken, and destroyed so too can their bionic replacements.

If a bionic implant is damaged then the character again suffers the same negatives as if it had lost that
body part. An additional D6 Energy damage is caused to the victim as the implant short-circuits.

A DC16 Medical or DC19 Engineering skill check is required to correctly repair the damaged parts. Just
as implanting, this requires appropriate facilities. The rest time is reduced to 2 days of recovery.

Black-Market Purchases:
Items listed as being black-market and/or specialist are particularly difficult to acquire, and players
must search for sellers and convince them to let them buy these items.

Any Charisma skill (Deception, Intimidation, or Persuasion) roll must be made for buying any Black-
Market items. The GM has the right to alter the DC depending on the regional availability of the items,
the number of items that are being requested, and/or the quantity desired (buying one Melta Bomb
might be achievable. Buying a dozen will be riskier and more noticeable).

Failed rolls will involve the sellers telling players to leave, raising the price to unreasonable levels,
creating a scene, using violence, or even reporting the players to regional authorities. GM discretion.
No further Black-Market rolls may by the player characters with this seller until they have had a long
rest.

The required DC for the Black-market roll is listed in the relevant Ammunition, Armour, Equipment, or
Weapon listings. One attempt per item per day. GM discretion on whether players can start with Black
Market gear.

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Bolt Weaponry
The effectiveness of bolt weaponry is due to it firing high-calibre shells that pack an explosive payload.
While lethal, such weapons require a strong hand to use reliably and control recoil.

Applies to Bolters, Bolt Pistols, Condemnor Boltguns, Heavy Bolters, and Sniper Rifles. Attempting to
shoot this weapon with a Strength of less than 12 will mean that any attack rolls are done without
applying the character’s proficiency bonus.

Carrying and Swapping Weapons:


A character is only limited in the number of weapons it can have in its pack based on carrying weight.
However, an unloaded weapon in a pack is not as accessible in a combat situation as a loaded weapon
in a holster or slung over the shoulder.

A character may have up to a single two-handed weapon and two single-handed weapons as “combat
ready” to swap between as a bonus action. To take a weapon out of the pack and replace it with
another already in use takes an action. Characters may only swap their carried weapons at the start
of the turn. This is a bonus action. This may also involve swapping two Light weapons so that the other
is now the offhand weapon suffering the lack of an ability modifier to the damage.

Carrying Weight:
Despite living in an age of technology, sometimes what’s needed is just throwing things over your
shoulder and marching onwards yourself.

Your carrying capacity is your Strength score multiplied by 4. This is the weight (in kg.) that you can
carry. For example, a character with Strength 10 can carry 40kg without penalty. If a character is
carrying more than its maximum weight it cannot make Dash or Disengage and moves at half speed in
combat, nor will they add their proficiency bonus to any attack rolls. In addition, they will travel at half
speed and suffer exhaustion twice as quickly out of combat.

Chaotic Taint:
The distant future of Mankind is filled with all manner of horrors; physical, mental and… otherworldly.
These unnatural monstrosities leave a mark behind, and this spreads across Man like a cancer.

The Chaotic Taint rule is used to represent an area, individual, or object which has been touched by
chaos bleeding out into reality. This may involve a heretic’s home, a renegade guardsman or psyker,
a Traitor Marine’s weapons. Something with a Chaotic Taint is not inherently chaotic, but certainly
worthy of suspicion and further investigation. Someone hearing strange voices in their head will have
a Chaotic Taint but won’t necessarily be controlled by them. A weapon with a Chaotic Taint might be
used by someone unaware and who isn’t themselves chaos-aligned. A Chaotic Taint may be detected
by characters with a DC25 Psyker skill check. This may only be attempted on a target once a day. A

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character with a detected Chaotic Taint is automatically distrusted by others and Radical characters
are hostile to them unless seeking aid to remove the Taint.

Player Characters with a Chaotic Taint: A character with a Chaotic Taint must pass D3 Trauma checks
every day, each failure inflicting a point of Trauma. If a character has had this for more than 3 days
then they must pass D6 Trauma checks a day, each failure inflicting a point of Trauma. If a character
has had this for more than 10 days then they begin to showing small signs of mutation which are
irreversible beyond an Exorcism (see Holy Background Features) and will automatically suffer D6
Trauma points a day which cannot be removed. If a character has had this for more than 15 days the
target is lost. Mutated, insane, and a danger to themselves and others; the character is lost. A
character with a Chaotic Taint gains Resistance to Psychic and Warp damage, but is Vulnerable to Holy
damage. In addition to the above effects, a character with a Chaotic Taint is at Disadvantage on
Perception and Investigation checks regarding Heretical targets and groups. The whispers in their head
distract them when in their presence. A character with a Chaotic Taint may remove the taint by passing
a DC25 Psyker check or visit appropriate Ecclesiarchy facilities and being treated by them.

Area with a Chaotic Taint: A Chaotic Taint will be noticed on an area with a DC15 Psyker check. The
character must be near or within the area before it can make this check. This may only be attempted
on an area once a day. If within the area for more than a few hours the user must pass a DC5 Willpower
or Psyker skill check or they will themselves develop a Chaotic Taint in the next D3 days. An area’s
Chaotic Taint may be removed by removing the source of the Chaotic Taint or by a powerful member
of the Ecclesiarchy.

Object with a Chaotic Taint: A Chaotic Taint will be noticed on an item or weapon with a DC18 Psyker
check. The character must be familiar with the object before it can attempt to make this check. This
may only be attempted on a target once a day. After using an object with a Chaotic Taint the user
must pass a DC8 Willpower or Psyker skill check or else they will themselves develop a Chaotic Taint
in the next D3 days. An object may have its Chaotic Taint removed at appropriate Ecclesiarchy
facilities.

Characteristic Increases:
When characters level up and get the Characteristic Increase bonus they may increase either one of
their six characteristics by 2, or instead increase by two of them by 1.

Designer’s note: For now, there are no feats currently designed for Time of Ending. I will correct this in
the near-future. Please submit suggestions.

Cover:
Powerful artillery, explosive bolt shells and searing plasma can easily carve through a traveller’s
armour. Often the best survival strategy is to duck and run for cover in between the salvos and to stay
out of sight.

In the Time of Ending there are 5 levels of cover. The GM should be clear in which level of cover a
target or player is in depending on angles/obstructions. The AC bonus provided by Cover can be
reduced by Armour Penetration, but only by up to 2 points.

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Level 1: Open cover. The target is in the open and clearly visible.

Level 2: Slight cover. The target is slightly hidden from view. +2 bonus to AC, Stealth checks, and
Dexterity saving throws.

Level 3: Partial cover. The target is roughly half hidden from view. +5 bonus to AC, Stealth checks, and
Dexterity saving throws.

Level 4: Dense cover. While still visible, the target is mostly hidden. +8 bonus to AC, Stealth checks,
and Dexterity saving throws.

Level 5: Full cover. May not be the target for attacks or spotted. May not be targeted by Psychic
powers if they require line of sight.

Damage types:
Remove Force, Lightning, Necrotic and Thunder

Add Energy, Explosive, Warp.

Keep Cold, Corrosive, Fire, Poison, Psychic, Holy.

Energy: Bright flashes of energy. Las and Plasma based weapon-types, some xenos based weapons.

Explosive: Damage dealt from explosions, particularly effective against armour. Grenades, bolt-shells.

Warp: Unnatural forces strike at soul and body alike. Daemonic and Chaos based damages.

Damaged Armour and Weapons


Damaged armour has the benefit it provides reduced by 3, to a minimum of 10. Attacks with a
damaged weapon are done with Disadvantage.

Repairing armour and weapons requires a DC20 Engineering check. This check may be attempted once
per long rest. Alternatively, any skilled NPC characters with suitable equipment or facilities can be
persuaded or paid to complete the repairs.

Extra Attacks:
When characters level up and gain the Extra Attack bonus they do not get to make multiple ranged
attacks a turn (that would be overpowered haha). These extra attacks only apply to melee attacks.
These extra attacks stack regardless of multi-classing. This includes no extra psychic powers a turn. A
character’s attacks are allowed to involved a single ranged attack which can be combined with
multiple melee attacks up to the number of attacks they have. If you have several extra attacks (ie
Extra Attack (2)) you may interchange between melee and your ranged attack (ie make a melee attack,
move 10ft, make your ranged attack, keep moving another 10 ft, make another melee attack).

Pistol weapons are the exception to this, and multiple ranged attacks may be made if the weapon is a
Pistol.

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Keep note that ranged attacks from non-Pistol ranged weapons are at Disadvantage while enemies
are within 5ft and aren’t incapacitated.

When following the rules for two-weapon fighting (being armed with two one-handed weapons), the
Extra Attacks are added to the additional off-hand attack. The character’s melee attacks can be divided
between the two weapons as much as the player wishes. Note that all attacks with the off-hand
weapon are done without a proficiency bonus.

Fear of the Unknown:


The citizens of the Imperium are overwhelmingly ignorant of the galaxy and what lurks within it. The
lives of some in the Imperium would strike others with disgust and revulsion; so dreaded and hated are
the likes of psykers and other radicals. Even the Space Marines, saviours of mankind, are regularly
denied as even existing by the very people protected by them; so rare are sightings.

When players are first confronted by something they are not familiar with (be it a xenos creature, a
Warp entity, etc) they must pass a Willpower check. For a xenos species or subhuman target the check
is DC10. For a chaotic, mutant, or warp target the check is DC15. Until this is passed the characters
have Disadvantage on any Charisma based checks towards the target, and are Frightened of it in
combat situations if they cannot pass a DC10 Willpower check at the initiation of combat. This check
may be attempted once a day if the character is continuing to be in the presence of the target.

Given a suitable amount of time the characters may acclimatise and will no longer need to make this
check.

Firing Modes:
Ranged Weapons are listed with various Firing Modes that may be used with that weapon.

Single: Costs 1 round of ammunition. Roll 1 Attack dice.

Burst: Costs 3 rounds of ammunition. Roll 2 Attack dice.

Full-Auto: Costs 10 rounds of ammunition. Roll 3 Attack dice.

Full-Auto: The shooter may elect to “sweep” their shots when firing in Full-Auto. No proficiency bonus
is applied to these attack dice. To sweep, the shooter begins by choosing their initial target and
declaring how many dice will be used against this target. Other targets may be chosen within 10ft of
the initial target and in line of sight and range to the shooter, and the shooting player again declares
how many dice will be used against this additional target. Continue doing this until all attack dice have
been allocated. Further targets may continue to be chosen so long as they are within 10ft of the last
target, and within range and line of sight to the shooter. Only after this are the attack dice rolled, in
the order of targets chosen (weapon jams still apply to swept shots and will thus affect the order).

The character may only move at half speed (rounding down to the nearest 5ft) when firing a gun at
full-auto.

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Healing:
Most don’t get to know the care and kindness of others in their final moments. Be grateful for it when
it does happen.

Medi-packs may only be applied twice a day for any character. This doesn’t apply to resuscitating
characters making Death Saving Throws.

Healing from Prayers, Psychic Powers, or other means may be applied as many times as possible.

Hostages and Human Shields:


It is inevitable that the rough and violent nature of man leads to one holding others, or being taken,
hostage.

Hostages are any characters under player control. Creatures and characters that are too wild or
uncontrollable may not be taken as hostages at the GM’s discretion. Characters that are currently
being held Hostage may be Interrogated.

Keeping someone as a human shield: A weapon must be reasonably positioned in such as way as to
harm the target if they should resist. If this weapon is knocked, the character is distracted, or the
hostage is harmed then they will attempt to escape as per escaping a Grapple. If successful they break
free. If unsuccessful they continue to be held as a human shield.

Affects of having a human shield: +3 AC. If the attack roll produces a result that would have hit the
target ordinarily but has not due to the AC bonus of the human shield then it strikes the hostage
instead. This will cause the hostage to attempt the break the human shield as listed above. The
movement speed is reduced by 10ft. May only use a single-handed weapon.

Improvised Weapons:
Fights are not usually dignified affairs,

See the 5th edition rulebook. Suppression Shields count as a Martial Weapon for calculating weapon
proficiency.

Injuries:
The human body will begin to react sluggishly and be weaker the more damage it takes.

For every full 10 hitpoints lost by the character they suffer a -1 roll to all attack and ability modifiers.
This is cumulative to all other modifiers. This may be corrected by healing, and by temporary hitpoints.

This would mean a character that has suffered 32 hitpoints of damage would have a -3 modifier to all
attack and ability rolls.

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Interrogation:
Good information is priceless, and is often needed to find what people are looking for.

Face to face roll. Extended action. Questioner applies Intimidation bonuses. Victim applies Willpower
bonuses. An Interrogation may only be attempted against a target that is currently being held Hostage.

Cooperative: Characters that are scared or hesitant but not overtly hostile can be considered
cooperative. Roll higher by 5 to find minimal information. Roll higher by 10 to find detailed
information. Roll higher by 15 for all information.

Uncooperative: Hostile and enraged characters can be considered uncooperative. Roll higher by 10 to
find minimal information. Roll higher by 15 to find detailed information. Roll higher by 20 for all
information.

Torture kits add a +5 bonus to the roll and require appropriate time and location to apply, but the
target is likely to become hostile and uncooperative with the user following the Interrogation.

Languages:
The languages present in the 41st Millennium are far more varied than in D&D. Regional dialects would
play a large role in communication, but Low Gothic will be universal enough for characters to be
understood by almost all humans regardless.

List of languages: Low Gothic (Common equivalent), High Gothic, and Mechanicus (Lingua-technis).

Xenos languages include: Aeldarii, Drukharii, Demiurg, Kroot, and Tau Lexicon.

Read and written languages: Chaos Runes (speaking is forbidden and may activate the power that the
words hold. Very few Chaotic individuals can speak this), Necrontyr Glyphs, Q’Orl Formulas.

Lingering Injuries and Disease:


The table below represents the general and non-life threatening injuries that adventurers can expect
in their travels across the galaxy.

A character that has dropped to 0 hitpoints and stabilised must roll on this table. If the character is
stabilised from a Medipack or a Holy character’s “Touch of Life” Prayer then they do not need to roll
on this table.

Maximum one roll per day, regardless of number of times that the character has dropped to 0
hitpoints. The effects last a week unless stated otherwise. Effects requiring bionics are permanent.

Roll Injury or Disease Effect


1 Crushed Ribs Will require a bionic chest
2 Shattered leg Will require a bionic leg
3 Destroyed arm Will require a bionic arm
4 Blind in one eye Will require a bionic eye
5 Slashed arm Reduce Str by 2

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6 Twisted ankle Speed is reduced to half
7 Disjointed knee Reduce Dex by 2. Does not apply for when making attacks with a
ranged weapon
9 Back Spasms Reduce Str and Con by 1
10 Broken Rib Reduce Con by 2
11 Head Trauma Reduce Int by 2
Damaged vision Perception skill checks are at a -5 penalty for a day
13 Ugly wound Reduce Cha by 2 when the target can see their face
14 Concussion Reduce Wis by 2
15 Broken finger Attack rolls and Athletics and Acrobatic skill checks are at a -5
penalty
16 Partially deafened Disadvantaged on any Perception skill checks that are based on
sound for the next D3 days
17-18 Infected wounds Reduce hitpoints by 2D6 to a minimum of 1
18-19 Fever Poisoned condition for the next D3 days
20 Niggling injury Every time this character is reduced to 0 hitpoints it automatically
rolls on this table regardless of how many times a day this may
happen. This affect continues to apply permanently and cannot be
healed

Massive Damage:
Massive damage represents something causing so much damage that limbs are ripped apart and
chunks of the player are blown off entirely.

Massive Damage checks are made for when a character takes damage matching or exceeding the
appropriate damage limit within a single round. When a player takes Massive Damage in the space of
a single round they must pass a DC12 Constitution saving throw, or be killed outright. Even if they
pass, the character is knocked Prone for their next turn.

Mass damage limits are defined by size:

Size Space Damage Limit


Tiny 2.5’ by 2.5’ 8
Small 5’ by 5’ 15
Medium 5’ by 5’ 25
Large 10’ by 10’ 40
Huge 15’ by 15’ 70
Gargantuan 20’ by 20’ 100

Maximum Health:
Characters in ordinary D&D 5E can gain well over 200 hitpoints. But this isn’t reflected well in the
setting of 40k with guns and tanks shooting at them. How could a human survive so many direct hits
from powerful futuristic weaponry? It just doesn’t make any sense as to why a human would be able
to sustain that amount of damage. For this reason, characters have a strict limit on their hitpoints.
This places a greater value in AC, temporary hitpoints, taking cover, and resistance rather than just
trying to collect as many hitpoints as possible to survive. This also reduces the role of luck in deciding
your character’s resilience in the long-run.

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For a single-background character the maximum hitpoints is 10 x Background Hit dice for the
character, e.g. a Soldier’s maximum hitpoints is 100. Remember to round to the nearest number when
calculating the hitpoints.

This however, gets a little complicated with multi-classing. A character that has multiclassed in
backgrounds with the same Hit Dice will still have the same maximum hitpoints (ie Medic and
Marksman both with D8 Hit Dice and will thus have 80 hitpoints as the maximum).

For characters with levels in backgrounds with differing Hit Dice, their maximum will need to be
calculated. This is a matter of finding the average by level. The calculated maximum will be affected
based on character level. A level 20 character with 12 levels in the Soldier background (D10 Hit Die)
and 8 levels in the Medic background (D8 Hit Die) will calculate their maximum 10 divided by the
player level multiplied by the average i.e. (12 x 10 + 8 x 8). This results in a maximum of 92 hitpoints.

A level 15 character with 12 levels in Soldier and 3 levels in Marksman would have 10 (Soldier class
has Hit Dice DC10) divided by the player level, and add this again for other levels (12 x 10 + 3 x 8 =
144). Thus 10/15 multiplied by a total of 144. Then 10 times 9.6. And finally, the hitpoint maximum of
96. Not super tricky but pull out a calculator. You will need to recalculate this each level as it will be
adjusted depending on how the player intends on developing their character.

Next, an example of a character with more than two backgrounds with its multiclassing: A level 15
with 5 levels in Brute (Hit Dice D12) and 5 levels in Scholar (Hit Dice D6) and 5 levels in Medic (Hit Dice
8) has maximum health calculated by 10/15 (12 x 5 + 6 x 5 + 8 x 5). Following this you will reach 86.67.
Rounding to the closest number we get 87 as the hitpoint maximum.

Even if a player reaches their hitpoint maximum but their maximum increases based on later
background choices; they will continue to increase their health level by level. No hitpoints carry across
from other levels. And vice versa, if a character has reached their hitpoint maximum already, but their
maximum decreases based on background choices, then they will decrease to their new maximum.
New Hit Dice rolls only need to be made when increasing health, not reducing it.

This isn’t intended to dissuade players from multiclassing their characters; but to try and ensure
characters are differentiated and realistic in the worlds around them. A small amount of calculating
when levelling up seems a fair trade to try and ensure this. If people find this too complicated or
difficult then the GM can choose to dismiss this and set a general 100 hitpoint cap for all characters.

Melee with Ranged Weapons:


Even a technologically advanced rifle can substitute as a half-decent club when things get desperate.

Ranged Weapons can be used as an Improvised Weapon in combat. This does 1D4 Bludgeoning
damage. This is not available for Heavy weapons or Pistols.

May not make ranged attacks when Grappled. All non-Light and non-Pistol ranged weapons are two-
handed.

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Multi-Classing Prerequisites:
Class Ability Score Minimum
Assassin Dexterity 13
Brute Constitution 13 and Strength 13
Diplomat Charisma 13
Engineer Intelligence 13
Holy Charisma 13 and Intelligence 13
Marksman Dexterity 13
Medic Wisdom 13
Pilot Intelligence 13
Sanctioned Psyker Dexterity 13 and Wisdom 13
Scholar Intelligence 13
Soldier Dexterity 13 and Strength 13
Survivalist Wisdom 13
Telepath Intelligence 13 and Wisdom 13
Thief Dexterity 13
Torturer Charisma 13 and Wisdom 13
Warp Entity Strength 13 and Wisdom 13

Proficiency Bonus:
As per the D&D 5e rulebook.

Levels 1 to 4, +2 bonus. Levels 5 to 8, +3 bonus. Levels 9 to 12, +4 bonus. Levels 13 to 16, +5 bonus.
Levels 17 to 20, +6 bonus.

Ranged Weapon Categories:


Pistol: Weapons of this type are limited to Single fire mode. Pistol weapons may be fired at an enemy
within 5ft without the normal penalty (penalty still applies to shoot a target beyond 5ft away while an
enemy is within 5ft). Pistols have the Light special rule and can be paired with other Pistols or Light
melee weapons for two-weapon fighting. Pistols are one-handed, and all other non-Light ranged
weapons are assumed to be two-handed unless otherwise stated. Normal modifiers still apply.

Heavy: This weapon cannot be moved and fired. Unless a turn is spend setting up (on a built-in tripod,
balanced, and sights aligned, etc) no weapon proficiency can be applied while using this weapon. Due
to the weight of a heavy weapon, the player must have a Strength of 14 to shoot without setting up
or making a Dash action while carrying a heavy weapon. Once set up, the weapon can only be fired in
a 180ᵒ arc (to be specified when setting up). Attempting to shoot this weapon with a Strength of less
than 12 will give the player Disadvantage. Takes an action to pack up and continue moving with. Heavy
Weapon reloading takes two consecutive actions. Heavy weapons cannot be used as an improvised
weapon in combat. Heavy Weapons include a third weapon banding, this represents the minimum
range necessary to fire at a target. All Heavy weapons are assumed to be classified as Martial weapons
unless stated otherwise.

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Readied Actions:
Readied actions work as per the D&D 5E rulebook. Making a ranged attack against a target that only
appears for 5ft (or less) of movement and then disappears again counts as a Fleeting Target. This
represents figures running past doorways, small hatches, a window, etc. To successfully make a
Readied ranged attack against a Fleeting Target the attacker must first pass a DC10 Sleight of Hand
skill check to represent their quick reflexes.

Readied Actions that are a ranged attack cannot fully utilise their Full-Auto firing mode against a
Fleeting Target due to how short it is visible. If the weapon has another firing mode than Full-Auto, it
must use one of its other modes.

Reloading Weapons:
It takes an action to reload a ranged weapon. As specified in the Ranged Weapon Categories, it takes
two consecutive turns to reload a heavy weapon.

Scavenged Weapons:
Weapons taken from dead enemies, found hidden in the wilderness or trash, or other unreliable
sources are more likely to jam. Scavenged Weapons jam on a natural roll of a 3, in addition to natural
rolls of 1 and 2.

Suppressing Fire:
A hail of bullets can effectively turn an area into a death trap and halting enemy from moving through
it.

Costs 10 rounds of ammunition and requires a weapon capable of firing at Full-Auto. Requires a full
turn to prepare, character may not move or make any other actions. Pick an area taking up a 15ft cube
within line of sight. Enemies visible in the zone take a single hit from the ranged weapon on a D6 roll
of a 3+. In this zone a target must pass a DC12 Willpower save to move in or through or take visible
actions in. This is resolved the moment they reveal themselves to the shooter.

Thrown Weapons:
Making attacks with Thrown Weapons:

Fumbling Thrown Weapons: Equipment that can be thrown can be fumbled on the roll of a 1. On this
roll the equipment will scatter the normal D4x5ft in a random direction starting from the point of the
character attempting the throw. The GM will decide if this will hit another target or miss or something
else.

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Two-Weapon Fighting with Ranged Weapons:
While uncommon for standard military personnel, many mercenaries and bounty hunters prefer to
complete their bloody work carrying as many weapons as possible. These gunslingers want both trigger
fingers at work in a fight.

This is largely done the same as attacking with two Light Melee Weapons. Two Light ranged weapons
or Pistols may be wielded. One is the primary and fires as normal, and the other fires as an off-hand
weapon where the character’s ability modifier is not added to the attack roll. This is one of the few
ways in which two ranged weapon attacks may be made in a single turn.

However, any melee attacks done with two ranged weapons may not apply any ability modifiers to
either the attack or damage rolls. This does not apply to Pistols.

For a Pistol weapon combined with a Light Melee weapon, the Pistol may be fired for as many attacks
as the character has. The ruling on only one ranged attack being allowed a turn unless the weapon is
a Pistol still applies.

Weapon Jamming:
There is little more frustrating than a weapon jamming or misfiring at the worst possible moment.

A natural roll of a 2 with ranged weapons causes the weapon to jam. For this reason, weapon rolls
with ranged weapons must be made one at a time. The shot that resulted in a natural 2 counts as
being spent. All following rounds fired in that same turn do not count and do not cost ammunition.
Modifiers still apply to the roll as normal but don’t remove the jam.

A successful DC15 Engineering check is required to unjam the weapon. This takes one bonus action
and can be completed in the same turn as the character has jammed their weapon. This means that
characters can have up to two attempts at unjamming their weapon before having the opportunity at
making another attack.

Note: The roll for jams is a natural 2 as well as a roll of a natural 1. However only a natural 1 counts as
a critical failure. It is the GM’s discretion as to whether a critical failure with a weapon will involve a
jam or some other accident can occur (hitting a nearby friend, ricocheting, etc).

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Optional and Expanded Rules:
The following are following optional rules for a campaign to give the GM or players more options.
These may be adjusted or ignored as player’s see fit. As always, refer to your GM’s discretion.

Note: This list will likely be extended in the near-future.

Environment and Weather:


Heat: -5 on Survival checks to stop being exhausted.

Rain: Advantage on Stealth checks. -5 on Perception and Acrobatics checks.

Electrical storm: Any energy weapons and electrical equipment (infra-red equipment, auspex,
refractor shields, etc) will not work reliably. Those weapons jam on a natural 3 as well as 2. The other
equipment will not work a quarter of the time (randomise with a D4 when attempting to use it)

Snow: Movement is slowed by 5ft. Survival checks to avoid cold damage (DC10, D6 damage each rest).

Equipment Damage:
Equipment can get damaged over time, especially if in use in combat situations. This can be
incorporated in addition to the rules for Damaged Armour and Weapons at the GM’s discretion. This
is moreso to represent small wear and tear over time as the player’s adventure rather than the major
damage sustained from critical hits or other sources.

Armour will quickly be scratched, dented, and torn if in regular use. Every time a character drops to 0
hitpoints it is assumed that their armour has been damaged in some way. Reduce the AC given by the
characters armour by 1 for each time the player character drops to 0 hitpoints. Only apply this once a
day if the conditions are met. This damage may be repaired by an Engineer with the Rough Repairs
special rule, or by paying a mechanic/repairer 5cr.

Weapons that aren’t reliable are no use on the battlefield. Every time a weapon jams make a note of
this. After a total of 5 jams the weapon now increases its likelihood of jamming by 1. So, after the first
six jams this now occurs on a natural roll of a 1, 2 or a 3. This is cumulative and can continue to increase.
This may be removed by passing a DC18 Engineering check to clean and service the gun. This roll may
be attempted once a day.

79
Radical and Puritan characters:
The standard “lawful-chaotic” and “good-evil” character behaviour charts are less accurate in the
Imperium of Man. Morality is less dictated in the 40k universe than in D&D. And sadly, morality is
typically whatever gets you further ahead in life; and psychopaths abound in the far future. Characters
that would ordinarily be considered “evil” in D&D could well make up an ordinary party in a Time of
Ending campaign. But this does not mean that a character doesn’t have ideas on what the right thing
to do is, or have a conscience.

The three broad categories for these moral positions in 40k are Radical, Puritan, and Moderate. For
some nuance, characters may also be listed as being Radical-Moderate, or Puritan-Moderate. A
character will be one of these five.

A Radical character will eschew rules and convention. These characters can be reckless, but are
enthusiastic to try exotic technology regardless of source. They will choose their own morality, but
will happily use Xenos, or even Hereticus items. Will even seek change for the sake of change.

In contrast, a Puritan character follows the rules of Imperium (and often another faction like the
Ecclesiarchy or Adeptus Mechanicus) with such strict abandon that they often refuse to relent even
when it might not be adviseable. A Puritan character will gladly slaughter innocents if their beliefs
instruct it, and be highly suspicious of new individuals or artifacts even if useful. Often hates change.

A character that is Moderate does not necessarily get to just pick and choose which moral position
they would take. Being Moderate means the character would oppose both a radical position using
forbidden technologies, but would also oppose a puritan’s harshness. A reasonably determined
middle ground is likely the position the Moderate would support. This isn’t always the best decision.

Characters that break their own morality can lose favour with others, gain reputations leading to social
difficulties, etc. A character engaging in something very immoral for themselves could be directed to
take a Trauma check by the GM.

These rules are entirely optional. GM’s discretion. Player’s can roleplay according to these categories
without the following rules as well.

In-Game Effects:

Should the GM and players decide to play their game with the Radical and Puritan special rules

Radical Characters: +3 bonus to Insight and Investigation. +5 bonus to Charisma skills with mutants,
sub-humans, psykers, and friendly xenos. Radical characters have Advantage on any Fear of the
Unknown checks for being Frightened or becoming comfortable with being introduced to new
creatures or characters.

Puritan Characters: +2 bonus to Willpower checks (applies to Trauma checks too). If this character
suffers Psychic or Warp damage then they reduce the damage by 1 for each attack. Aligned to a
particular organisation (either Ecclesiarchy, Adeptus Mechanicus, or another organisation arranged
with the GM) and can request meetings and aid with them.

80
Social interaction between characters table:
Radical Radical- Moderate Puritan- Puritan
Moderate Moderate
Radical Advantage in Apply No proficiency Disadvantage in
Persuasion proficiency in bonus applies Persuasion
skills. Persuasion in Persuasion skills between
skills. skills. each other.
Radica- Apply No proficiency
Moderate proficiency in bonus applies
Persuasion in Persuasion
skills skills.
Moderate
Puritan- No proficiency Apply
Moderate bonus applies proficiency in
in Persuasion Persuasion
skills. skills
Puritan Disadvantage in No proficiency Apply Advantage in
Persuasion bonus applies proficiency in Persuasion
skills between in Persuasion Persuasion skills between
each other. skills. skills each other.

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Character Creation Options:
This is advised for advanced or experienced players as it presents additional challenges and
considerations. These character creation options replace the Homeworld selections when creating a
character. Note that these characters should still have a developed backstory, just that these
alterations will apply instead of other Homeworld special rules. The various selection options give
some variety in the characters, how they play, and how they will interact with the story and NPCS.

Any equipment given is assumed to replace that given by their chosen starting class. This represents
items that members of their species or culture might commonly have but aren’t usually found. All
characters are assumed to start with a knife.

Sub-Human Options:
Sub-humans are rare across the Imperium and are the source of much misunderstanding, displaying
all manner of strange changes to human biology. They will regularly be mistrusted and looked down
upon but won’t ordinarily be killed or treated with hostility on Imperial worlds.

Characters that are sub-humans will be tolerated to varying degrees dependant on the world.

Abhuman Mutant:

Abhumans exist all across the Imperium, and invarying shapes and sizes. All psykers are a strain of
mutant, but there are many more that have subtle (and not so subtle) changes to their biology. Some
worlds slaughter abhuman mutants on sight, others care less or simply isolate them, and there are
even a few planets where the population is so mutated that it is the norm. Some examples of abhumans
include: Navigators, the Afriel Strain, Pelagers, Nightsiders, and many more.

+2 DEX, +2 WIS, -1 INT, -4 CHA

Proficiency: Intimidation, Stealth, Survival


Advantage: Perception
Disadvantage: Persuasion
Saving Throw Proficiences: Dexterity, Wisdom

Special Rules: Unnatural: The mutant has low-light vision. Speed is 35ft. The mutant is either disliked
or treated as a hostile by all members of the Imperium if it is discovered. Puritans will act hostile to
the mutant. It has Advantage on interactions with other friendly mutants.

Freak of Nature (Pick one):

Gills: The mutant has developed the ability to hold its breath underwater for extended periods of time.
The mutant holds its breath for up to an hour while underwater. No benefit in vacuums.

Toughened Hide: The mutant’s skin is gnarled and toughed, providing a natural armour. +2AC which
can be reduced by Penetration.

Chameleonic Shifting: The mutant skin is mottled and smooth, changing with dull flashes periodically.
It gains Advantage on Stealth checks.

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Ogryn (Homo sapiens gigantus):

Ogryns are a stable strain of sub-human that are found across the Imperium, typically on low-gravity
worlds. Ogryns are enormous in size, dwarfing even the space marines, but are of incredibly low
intellect. For this reason, Ogryns make obedient and dangerous soldiers, though struggle to
understand basic battleplans and strategy.

+4 STR, +4 CON, -3 INT, -2 WIS, -3 CHA.

Proficiency: Survival
Advantage: Intimidation and Athletics
Disadvantage: Deception, Insight, Stealth.
Saving Throw Proficiences: Strength, Constitution

Special Rules: Hulking Form: The Ogryn is classified as a Large target. Regardless of the Background
chosen the Ogryn has Hit Dice: D12 and starts with 20 hitpoints + CON modifier. Speed is 25ft. The
characteristic cap for Str and Con is 24.

Ogryn’s Bellow: With an enormous roar, the Ogryn reminds those around it that it is bigger and meaner
than they are. The Ogryn may attempt to Frighten Medium or smaller targets. All targets within 20ft
must pass a DC10 Constitution saving throw or be Frightened. This takes an action.

Ratling (Homo sapiens minimus):

Ratlings are sub-human mutants of small stature but make up for this by being infamously sneaky and
skilled with a rifle. This talent has led to them being used as marksman by the Imperium. Ratlings are
also notoriously greedy and have a reputation for being thieves. This, combined with their ab-human
status, has led to many despising them.

-1 STR, +3 DEX, -2 CON, +1 INT, +2 WIS

Proficiency: Perception, Survival


Advantage: Sleight of Hand, Stealth
Disadvantage: Athletics
Saving Throw Proficiences: Dexterity, Wisdom

Special Rules: Diminutive Form: The Ratling is classified as a Small Target. Regardless of the classes
chosen the Ratling has Hit Dice D6. The Ratling automatically increases its AC by 2 which cannot be
reduced by Penetration due to it being difficult to hit. Speed is 25ft.

Renegade Options:
The following options for character creation represent humanoids that for whatever reason are entirely
renegade and removed from human society. They are hostile to the Imperium and will be killed on sight
if discovered. But if their secrets can be kept safe then they can mingle with the rest of humanity and
are not visibly obvious as foes of humanity.

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Player’s and GM should note that characters from this category will face difficulties interacting with
others in the Imperium in relation to story and gameplay. Imperial personnel will be hostile to these
characters if they learn the character’s allegiances or past. These characters give players a lot of
freedom and an interesting perspective, but will also face challenges along the way. This should be
roleplayed appropriately.

Designer note: I am tempted to make Classes for Chaos followers representing developing mutations
and powers. I may well do this in an evil campaign supplement in the future. Please be patient.

Chaos Cultist:

Chaos represents the greatest threat to Humanity in the 41st millennium. Even the xenos threats from
without do not compare to the more sinister evil hiding within. Chaos is the dark forces that exist
beyond reality in the Warp, existing as a nightmarish dark mirror to the galaxy. The Chaos gods feed
upon human souls, and reward those that serve them with mighty boons. Cults dedicated to these dark
gods exist all over the Imperium, seeking to destroy from within. They plan acts of sabotage,
assassination and unrest, and will work with Traitor Legions and try to summon daemons to further
their goals. Entire branches of the Inquisition are dedicated to destroying these heretics.

+1 DEX, +1 CON, -2 INT, +1 CHA

Proficiency: Willpower
Advantage: Deception
Saving Throw Proficiences: Dexterity, Charisma
Equipment: Autopistol, 30 rounds of ammunition. Explorer’s Pack. A piece of jewellery bearing an 8-
pointed star. 20cr.
Languages: Low Gothic. May be familiar with some heretical phrases.

Special Rules: Forbidden Allegiance: Pick one of the following. It is expected that this will align with
the character’s background:

Chaos Undivided: Add +1 to any two of your characteristic scores.


Khorne: Gain proficiency in Athletics. +1 STR.
Tzeentch: Gain proficiency in Psyker. +1 WIS.
Nurgle: Gain proficiency in Survival. +1 CON.
Slaanesh: Gain proficiency in Persuasion. +1 CHA.
Alpha Legion: Gain proficiency in Stealth. +1 DEX.
Night Lords: Gain proficiency in Intimdation. +1 CHA.
Iron Warriors: Gain proficiency in Engineering. +1 INT.
Words Bearers: Gain proficiency in Religion. +1 INT.

Underground Connections: All cultists add their proficiency bonus when making Black Market
purchases. In addition, they can befriend any other cultists or chaotic groups and will be assisted by
them.

Genestealer Cult Neophyte:

The most visually deceptive members of the elusive and horrifying Genestealer Cults are the neophytes.
To the untrained eye these individuals can easily be mistaken for ordinary humans. Only a few small

84
ridges on the forehead or slightly elongated fingers reveal the genetic curse hidden inside them. These
individuals are psychically dominated by their Patriarch and have a link to the Hive Mind; and are just
as dedicated to seeing humanity fed to the Tyranids as the xenos beasts themselves.

+1 STR, +1 DEX, +2 CON, -2 INT, -1 CHA

Proficiency: Deception, Psyker


Advantage: Stealth
Disadvantage: Insight
Saving Throw Proficiences: Dexterity, Constitution
Equipment: Stub Pistol, 12 rounds of ammunition, Mining Pick, Dungeoneer’s Pack. 20cr.
Languages: Low Gothic. May be familiar with the local dialect.

Special Rules: Blessings of the Four-Armed Emperor: Resistance to Psychic damage. Has proficiency
with Religion checks related to the Genestealer Cult. The members of the cult they belong to will assist
them.

Xenos Options:
The galaxy is filled with all manner of bizarre alien species, and humanity’s expanse out into the stars
revealed that it was one of many exploring the void of space. Most aliens are sensibly wiped out when
coming into human contact or are exploited as cattle. But there does exists xenos that are intelligent
or dangerous enough to avoid domination by humanity. Alien empires also strive for power, their
vessels occasionally spotted exploring the stars. Some even communicate with humans despite massive
mistrust on both sides.

A small handful of such xenos species have enough intelligence and contact with humans that they
can reasonably be played as characters in The Time of Ending. It is important that this isn’t just viewed
as an alternative Homeworld choice, but an opportunity to roleplay a character with different
attitudes and beliefs. Players should roleplay appropriately, and this includes sometimes not knowing
information or leaving a bad impression on particularly intolerant individuals.

Players and GMs alike should note that all xenos species have tense, and regularly hostile,
relationships with humanity. Due to this suspicion and wariness, all xenos species, unless stated
otherwise, have Disadvantage on Persuasion and Deception checks with members of other species.
The DM should apply Disadvantage to rolls when suitable for xenos characters (for example, a Kroot
attempting a Religion check on the Ecclesiarchy. They have likely never heard of this group or their
beliefs).

Kroot Carnivore

Kroot are a race of xenos that have comparatively friendly relationships with humans. They are firm
allies of the Tau Empire, though the Kroot regularly act as mercenaries for other races, including
humans. They are regularly put to work as scouts and are experts at navigating and sneaking through
jungle terrain. The Kroot possess the unique capability at absorbing the DNA of those that they feed
upon, and a large part of their culture is dedicated to hunting and feasting upon great beasts and
powerful foes. By feeding on others the Kroot picks up some of their traits, even including psychic
powers or knowledge that their victim held.

85
+2 DEx, +1 CON, -2 INT, -1 CHA
Proficiency: Nature, Stealth
Advantage: Survival
Saving Throw Proficiences: Dexterity, Constitution
Equipment: Kroot Rifle and 20 rounds ammunition. Padded Armour. Explorer’s pack. 10cr.
Languages: Tau Lexicon, Kroot.

Special Rules: Carnivorous Feed: All Kroot feed upon the bodies of the battlefield and consider it a
spiritual and cultural act that provides them strength and resilience. The Kroot can attempt to feed on
a dead body they are within 5ft of at the beginning of the turn. This takes a full turn to do and will
provoke attacks of opportunity. The Kroot recovers 2D4 lost hitpoints. In addition, an Insight roll may
be made to uncover information the target body would have known (DM discretion). This may be
done repeatedly on the same body to recover additional health, but not additional Insight rolls.

Mercenary: The Kroot regularly hire themselves out to other races and will work as soldiers for hire for
rogue traders, planetary governors, nobles, and even desperate Imperial generals. Due to their regular
exposure to other races, Kroot characters do not have the Disadvantage on Persuasion or Deception
skill checks unlike other xenos species. Instead they may never gain Advantage on Persuasion or
Deception skill checks with other xenos.

Eldar Emissary

The Eldar are an ancient race and have explored the stars for millennia more than humanity. Their race
was once the most powerful in the galaxy but are now in deep decline and stand upon the brink of
extinction. Their dwindling numbers drift through the void aboard continent-sized vessels known as
Craftworlds which are psychically sensitive structures built from bone. Fearful of chaos and many other
xenos threats, the Eldar will form alliances with humans and manipulate them to their own ends. The
most powerful psykers are Eldar and use these powers for guidance and defence.

-2 STR, +3 DEX, -2 CON, +3 INT, +3 WIS


Proficiency: Nature, Insight
Advantage: Acrobatics, Psyker
Saving Throw Proficiences: Dexterity, Intelligence
Equipment: Shuriken Pistol, 30 rounds ammunition. Eldar Mesh Armour. 1 Eldar Plasma Grenade.
Diplomat’s Pack. 15 cr.
Languages: Aeldarii, accented High Gothic, crude Low Gothic.

Special Rules: Fleeting Form: The Eldar will appear humanoid in appearance at first glance, but close
inspection reveals lithe and slender limbs that allow for demonstrating acrobatic skill and speed. In
each of its turns, an Eldar character can use a bonus action to take the Dash, Disengage, or Hide action.
Speed is 35 ft.

Feast of Slaanesh: The Eldar have a hatred and fear of chaos more than any other race. Their own
depravities birthed one of the four Chaos gods and almost wiped out their people. They dread none as
much as they do the foul daemons of the Warp. Vulnerable to Warp damage.

86
Tau Fire Warrior

The Tau Empire is a relatively new presence in the galaxy and have flourished in isolation away from
humanity. With a strong sense of innovation and technological understanding, they have now risen to
being a regional power with many other alien allies standing beside them. Their society is ordered in
strict castes, and are ruled over by mysterious leaders known only as the Ethereals. They have almost
no presence in the Warp and are entirely devoid of psychic ability.

-2 STR, +1 DEX, +2 INT


Proficiency: Piloting, Diplomacy
Advantage: Engineering
Disadvantage: Psyker, Religion
Saving Throw Proficiences: Dexterity, Intelligence
Equipment: Pulse Rifle or Pulse Carbine, 40 rounds ammunition. 2 Tau Photon Grenades. Tau
Combat Armour. Explorer’s Pack. 5cr.
Languages: Tau Lexicon, accented Low Gothic.

Special Rules: Innovative Spirit: The Tau are a young race and are not afraid of technological invention
and experimentation; unlike almost all other forces in the galaxy. The time necessary to become
proficient with, or understand the purpose/use of, an unknown item is halved for a Tau character.

Soulless: Unlike humans and most other sentient creatures in the galaxy the Tau have almost no
presence in the Warp, rendering them almost entirely soulless. To the creatures of the Warp this makes
them unappealing foes. Tau characters can never take Psyker classes at any level. Tau characters have
Resistance to Psychic and Warp damage.

Demiurg Miner

The Demiurg are an intelligent race that largely avoid human space, but have a number of alliances
with other xenos species. The Demiurg are technologically advanced, and have even contributed to the
Tau’s rise in innovation. They largely live as miners and traders, using their advanced laser technology
to carve into meteors and bedrocks. Small in stature, but physically strong, the Demiurg can still hold
their own in combat.

+3 STR, -2 DEX, +3 CON, +1 INT, -2 CHA


Proficiency: Piloting, Investigation
Advantage: Engineering
Disadvantage: Nature, Psyker
Saving Throw Proficiences: Constitution, Intelligence
Equipment: Demiurg Laser Cutter, Mining Pick, Demiurg Power Suit. Dungeoneer’s Pack. 5cr.
Languages: Demiurg, crude Low Gothic and Tau Lexicon.

Special Rules: People of the Stars: The Demiurg no longer live on worlds, instead choosing their ships
as their homes. Their bodies are suited to the harsh lives of miners and aboard their salvage vessels.
This character suffers no negatives for taking actions while in zero-gravity (Acrobatics, Stealth, etc.).
Speed is 25ft. Demiurg characters can never take Psyker classes at any level. Regardless of the classes
chosen the Demiurg has Hit Dice D10 (as the minimum).

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Vehicle Profiles:
This is not an exhaustive list and only details a few common example vehicles that are found regularly
across the Imperium.

Vehicles travelling the cold void of space connect humanity to each other, and enormous steel
behemoths wage war on behalf of humanity. Humanity would die if left to try and fight back against
its threats without the protection of tanks and spaceships.

Chimera APC:
Imperial APC. Ground.

Hitpoints: 60 AC: 18 Speed: 45ft

Required Crew: Commander, Gunner, Driver

Capacity: 12 passengers. 2 tons cargo.

Size: 7m long, 5.5m wide, 3.5m tall. (20ft x 15ft)

Armament: Multi-laser (360ᵒ), Heavy Bolter (forward-facing)

Firing Ports: There is a firing port on either side of a Chimera from which any non-heavy ranged
weapons may be fired. Only one character may use each port per round. If the vehicles has moved the
character shooting counts as having moved.

Civilian Truck:
Imperial Utility Vehicle. Ground.

Hitpoints: 25 AC: 12 Speed: 40ft

Required Crew: Driver

Capacity: 4 passengers, 1 ton cargo.

Size: 4m long, 2m wide, 2.5m tall (10ft x 5ft)

Devourer Dropship:
Imperial Transport. Low-orbit, Atmospheric.

Hitpoints: 160 AC: 16

Required Crew: 12 (2 pilots, 2 co-pilots, 4 flight-engineers, 2 loadmasters, 2 flight imperial guard)

Capacity: 200 passengers. 400 tons cargo.

Size: 140m long, 120m wide, 10m high.

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Companion Profiles:
This is not an exhaustive list and only details the Companions listed in these pages. There is an
enormous number of possible companions that humans utilise and there may be many local versions
of common pets, tech-slaves, and beasts of burden.

Cyber-Eagle:
Armour Class: 15 (natural armour) Hitpoints: 17 Speed: 80ft Size: Small

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 13 (+1) 9 (-1) 14 (+2) 9 (-1)
Skills: Perception +4
Senses: passive Perception 16
Challenge: 2 (400XP)
Special Rules: Keen Sight: Cyber-raven has Advantage on Wisdom (Perception) checks that rely on
sight.

Actions:
Multiattack: The cyber-eagle makes two attacks; one with its beak and one with its talons.

Beak: Melee Attack: +5 to hit, reach 5ft. Hit: 6 (1D6 + 2)

Talons: Melee Attack: +5 to hit, reach 5ft. Hit: 9 (2D6 + 2) damage.

Cyber-Mastiff:
Armour Class: 14 (natural armour) Hitpoints: 26 Speed: 40ft Size: Medium

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 6 (-2) 14 (+2) 7 (-2)
Skills: Perception +2
Senses: passive Perception 14
Challenge: 2 (400XP)
Special Rules: Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks
that rely on hearing or smell.

Actions:
Bite: Melee Attack: +3 to hit, reach 5ft. Hit: 7 (1D6+3) Piercing damage. If the target is a creature, it
must succeed on a DC13 Strength saving throw or be knocked prone.

Cyber-Raven:
Armour Class: 14 (natural armour) Hitpoints: 5 Speed: 60ft Size: Tiny

STR DEX CON INT WIS CHA


5 (-3) 16 (+3) 11 (+0) 7 (-2) 14 (+2) 6 (-2)

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Skills: Perception +4
Senses: passive Perception 11
Challenge: 1/8 (25XP)
Special Rules: Keen Sight: Cyber-raven has Advantage on Wisdom (Perception) checks that rely on
sight.

Vid-link: A Cyber-Raven may transmit footage to a networked Data-Slate up to a range of 1km

Actions:
Talons: Melee Attack: +5 to hit, reach 5ft. Hit: 1 Slashing damage.

Gyrinx:
Armour Class: 12 (natural armour) Hitpoints: 5 Speed: 40ft Size: Tiny

STR DEX CON INT WIS CHA


3 (-4) 15 (+2) 10 (+0) 14 (2) 16 (+3) 11 (+0)
Skills: Perception +2, Stealth +4
Senses: passive Perception 15
Damage Immunities: Psychic, Warp
Languages: Can understand simple Aeldarii, but cannot speak it.
Challenge: 1/8 (25XP)
Special Rules: Psychic Conduit: The Gyrinx is a psychically-attuned species, and steadies the Warp
around it. Reduce requirement to cast any Psychic Power by one for any friendly characters within
10ft.

Keen Smell: The Gyrinx has Advantage on Wisdom (Perception) checks that rely on smell.

Actions:
Claws: Melee Attack: +0 to hit, reach 5ft. Hit: 1 Slashing damage.

Horse:
Armour Class: 11 (natural armour) Hitpoints: 16 Speed: 60ft Size: Large

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 12 (+1) 3 (-4) 11 (+0) 7 (-2)
Senses: passive Perception 10
Challenge: 1/4 (50XP)

Actions:
Hooves: Melee Attack: +3 to hit, reach 5ft, one target. Hit: 6 (1D6+3) Bludgeoning damage.

Mastiff:
Armour Class: 12 (natural armour) Hitpoints: 9 Speed: 40ft Size: Medium

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

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Skills: Perception +2
Senses: passive Perception 13
Challenge: 1/8 (25XP)
Special Rules: Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks
that rely on hearing or smell.

Actions:
Bite: Melee Attack: +3 to hit, reach 5ft. Hit: 5 (1D6+1) Piercing damage. If the target is a creature, it
must succeed on a DC11 Strength saving throw or be knocked prone.

Servo-Skull:
Armour Class: 14 (natural armour) Hitpoints: 3 Speed: 40ft Size: Tiny

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 3 (-3)
Senses: passive Perception 10.
Challenge: 0 (0XP)
Special Rules: Floating Target: The Servo-Skull is a very small target, and is never stationary, making
it difficult to hit. Targeted ranged attacks against the Servo-Skull are at Disadvantage.

Tamed Grox Pup:


Armour Class: 13 (natural armour) Hitpoints: 8 Speed: 40ft Size: Medium

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
Skills: Nature +2, Survival +2
Senses: passive Perception 11
Challenge: 1/4 (50XP)

Actions:
Claws: Melee Attack: +4 to hit, reach 5ft. Hit: 4 (1D4+2) Slashing damage.

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Common Creatures:
This is a short list of some basic and common enemies that one can expect to face in the Imperium of
Man. Dangerous wildlife like the Grox and Deathrunner, or even wild versions of the Companion
creatures listed above can be found on a large number of worlds. Other foes listed are much more
dangerous, but also much more human and can easily be found working in evil cults on every human
world. Man is often the most common foe to Man. Be careful out there…

Cultist:
Armour Class: 13 (leather armour) Hitpoints: 15 Speed: 30ft

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 11 (+0) 9 (-1) 12 (+1) 9 (-1)
Skills: Deception +2, Religion +2, Stealth +2, Willpower +2
Senses: passive Perception 11
Languages: Low Gothic. May be familiar with some heretical phrases.
Challenge: 1/2 (100XP)
Special Rules: Dark Devotion: The cultist is already enamoured by others and has Advantage on
saving throws against being Charmed or Frightened. Chaotic Taint.

Slip Into the Shadows: The cultists will always seek cover from as many targets as possible and will
make Hide actions appropriately.

Actions:
Autopistol: Ranged Attack: +3 to hit, reach 30/60. Hit: 4 (1D4). Pistol. Clip holds 10.

Knife: Melee Attack: +2 to hit, reach 5ft. Hit: 3 (1D4) Piercing damage.

Cultist Champion:
Armour Class: 15 (flak armour) Hitpoints:38 Speed: 30ft

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Skills: Deception +2, Perception +2, Religion +4
Senses: passive Perception 13
Languages: Low Gothic. May be familiar with some heretical phrases.
Challenge: 3 (700XP)
Special Rules: Dark Devotion: The cultist champion is already enamoured by others and has
Advantage on saving throws against being Charmed or Frightened. Chaotic Taint.

Leading His Followers: Cultists within 10ft add one to their Str and Dex modifiers.

Actions:
Shotgun: Ranged Attack: +4 to hit, reach 30/60. Hit: 5 (1D6 + 1). Penetration 2. Clip holds 8.

Sword: Melee Attack: +4 to hit, reach 5ft. Hit: 8 (1D8) Slashing damage.

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Deathrunner:
Armour Class: 12 (natural armour) Hitpoints: 11 Speed: 60ft Size: Medium

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 11 (+0) 7 (-2) 14 (+2) 8 (-1)
Senses: passive Perception 12
Challenge: 1/2 (100XP)

Actions:
Multiattack: The deathrunner makes two attacks with its snapping beak.

Snapping Beak: Melee Attack: +2 to hit, reach 5ft, one target. Hit: 5 (1D6+1) Slashing.
See: Cockatrice from Monster Manual art.

Frenzied Cultist:
Armour Class: 11 (padded armour) Hitpoints: 21 Speed: 30ft

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 5 (-3)
Skills: Intimidation +2, Religion +2, Willpower +4
Senses: passive Perception 10
Languages: Low Gothic. May be familiar with some heretical phrases.
Challenge: 1 (200XP)
Special Rules: Dark Devotion: The frenzied cultist is already enamoured by others and has Advantage
on saving throws against being Charmed or Frightened. Chaotic Taint.

Taste for Blood: The frenzied cultist will always move and attempt to attack the nearest visible
enemy.

Actions:
Multiattack: The frenzied cultist makes 2 attacks: one with each of its knives.

Knife: Melee Attack: +3 to hit, reach 5ft. Hit: 3 (1D4 + 1) Piercing damage.

Grox:
Armour Class: 14 (natural armour) Hitpoints: 17 Speed: 40ft Size: Medium

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 11 (+0) 4 (-3) 11 (+0) 6 (-2)
Skills: Nature +4, Stealth +2, Survival +4
Senses: passive Perception 10
Challenge: 1 (200XP)

Actions:
Claws: Melee Attack: +5 to hit, reach 5ft. Hit: 4 (1D6+2) Slashing damage.

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Rogue Psyker:
Armour Class: 16 (leather armour) Hitpoints: 52 Speed: 30ft

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 11 (+0) 15 (+2) 15 (+2) 13 (+1)
Skills: Arcana (Psyker) +2, Deception +2, Stealth +2, Willpower +2
Senses: passive Perception 13
Damage Resistances: Psychic, Warp
Damage Vulnerabilities: Holy
Languages: Low Gothic. May be familiar with some heretical phrases.
Challenge: 4 (1500XP)
Special Rules: Given Unto the Warp: The Rogue Psyker ignores the Warp Abnormality Table. Failed
Psychic Power checks only result in the Lesser form of the power. Chaotic Taint.

Actions:
Laspistol: Ranged Attack: +5 to hit, reach 30/60. Hit: 4 (1D6) Energy damage. Pistol. Magazine holds
60 charge.

Curse of Chaos: Psychic Ranged Attack: Warp Blast (9). One action. Instantaneous. Choose a target
within 30ft and line of sight. They suffer 2D6+4 Warp damage. Lesser form: Deals 1D6 Warp damage
to the target.

Plague Zombie:
Armour Class: 11 (padded armour) Hitpoints: 20 Speed: 15ft

STR DEX CON INT WIS CHA


10 (+0) 9 (-1) 14 (+2) 5 (-3) 5 (-3) 7 (-2)
Senses: passive Perception 7
Damage Immunities: Poison
Damage Resistances: Piercing
Damage Vulnerabilities: Fire, Holy
Languages: None. Only makes loud roars and moans.
Challenge: 1/2 (50XP)
Special Rules: Bloated Minions of Nurgle: Plague Zombies have immunity to being Charmed or
Frightened, and Advantage on any saving throws that inflict other conditions. Chaotic Taint.

Infect: If any living thing is killed by a Plague Zombie, it will begin to reanimate the turn after it was
slain. One turn is spent reanimating. Following this, the target will then behave as a Plague Zombie
with 10 hitpoints.

Actions:
Rusty Knife: Melee Attack: +2 to hit, reach 5ft. Hit: 4 (1D4) Acid (Corrosive) damage.

94
Final Words
As mentioned, this is a fan-project.

That means we’re just a bunch of mates that playtested a game that we think others might enjoy and
are just here to spread our love for RPGs and Warhammer 40k. Please let us know of any oversights
or mistakes and we’ll fix them up as soon as we can.

We will be updating and regularly expanding these rules. Expect many additions, expanded enemy
lists, and other rules. Please be patient, we’ll release these soon as they’re finished.

If you have any ideas or thoughts you want to add, or something you want to see added into the game
please let us know. We’ll try our best to add things in.

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