Warhammer 40k: Dark Heresy 2e Guide

Index

Clicking blue text takes you to the section you want.

Part 1 Character Creation | pages 2-19

Part 2 Leveling Up | pages 19-32

Part 3 Equipment | Pages 32-41

FRONT PAGE

 

 

Character Creation

It’s a good idea to check with the Core Rule Book(CRB), Enemies Within(EWin), Enemies Without(EWut) and Enemies Beyond(EBey) when they’re refrenced or if you feel like this guide didn’t have all the information you wanted. You’ll find the chapter on character creation in the Core Rule Book at pages 27-95.

Stats

In Dark Heresy there’s 10 stats; Weapon Skill(WS), Ballistic Skill(BS), Strength(S), Toughness(T), Agility(Ag), Intelligence(Int), Perception(Per), Willpower(WP), Fellowship(Fel), and Influence(Ifl). When determening the stats you roll 2d10 + 20 for each stat and when your home world gives you a + to a stat you roll 3d10 and pick the highest 2 for the purpose of determening that stat, and when you get a - to a stat from your home world you roll 3d10 and pick the lowest 2 for the purpose of determening that stat. There are 4 steps to creating the character you want and here they are…

s1 Choosing a Home World

You can ether choose or roll for a random home world. Your home world has an impact on your starting stats, starting wounds, fate points, aptitudes, and even gives you a neat little home world bonus specific to the type of home world.

Random Home World
d100 roll Result
01-06 Feral World
07-12 Forge World
13-18 Highborn
19-24 Hive World
25-30 Shrine World
31-36 Voidborn
37-42 Agri-World
43-48 Feudal World
49-54 Frontier World
55-60 Daemon World
61-66 Penal Colony
67-72 Quarantine World
73-88 Death World
89-94 Garden World
95-100 Research Station

Feral World Rules

A character from a feral world applies the following benefits during character creation:

Stat Modifiers

+Strength, +Toughness, -Influence

Fate Points

2 (Emperor’s Blessing on a roll of 3+)

Home World Bonus

The Old Ways: In the hands of a feral world character any Low-Tech weapon loses the Primitive quality (if it had it) and gains the Proven (3) quality.

Home World Aptitude

Toughness

Wounds

A feral world character starts with 9+1d5 wounds.


Adeptus Arbites, Adeptus Ministorum, Imperial Guard, Outcast


Forge World Rules

A character from a forge world applies the following benefits during character creation:


Stat Modifiers

+Intelligence, +Toughness, -Fellowship


Fate Points

3 (Emperor’s Blessing on a roll of 8+)


Home World Bonus

Omnissiah’s Chosen: A forge world character starts with either the Technical Knock or Weapon-Tech talent.


Home World Aptitude

Intelligence


Wounds

A forge world character starts with 8+1d5 wounds.


Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard

PART 1 | CHARACTER CREATION

 

 


Highborn Rules

A highborn character applies the following benefits during character creation:


Stat Modifiers

+Fellowship, +Influence, -Toughness


Fate Points

4 (Emperor’s Blessing on a roll of 10+)


Home World Bonus

Bleeding Counts: Any time a highborn character would reduce his/her Influence, he/she reduce it by 1 less (to a minimum reduction of 1).


Home World Aptitude

Fellowship


Wounds

A highborn character starts with 9+1d5 wounds.


Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum

Highborn noble from the upper spire of a hive world


Hive World Rules

A character from a hive world applies the following benefits during character creation:


Stat Modifiers

+Agility, +Perception, -Willpower


Fate Points

2 (Emperor’s Blessing on a roll of 6+)


Home World Bonus

Teeming Masses in Mental Mountains: A hive world character ignores crowds for the purpose of movement, treating them as open terrain. When in enclosed spaces, he/she also gains a +20 bonus to Navigate (Surface) skill tests.


Home World Aptitude

Perception


Wounds

A hive world character starts with 8+1d5 wounds.


Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast

A confrontation between a hive ganger and an officer of the Adeptus Arbites

PART 1 | CHARACTER CREATION

 

 


Shrine World Rules

A character from a shrine world applies the following benefits during character creation:


Stat Modifiers

+Fellowship, +Willpower, -Perception


Fate Points

3 (Emperor’s Blessing on a roll of 6+)


Home World Bonus

Faith in the Creed: Whenever a shrine world character spends a Fate Point, he/she rolls 1d10. On the result of 1, the character’s total number of Fait Points is not reduced.


Home World Aptitude

Willpower


Wounds

A shrine world character starts with 7+1d5 wounds.


Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum, Imperial Guard

Priest of the Adeptus Ministorum


Voidborn Rules

A voidborn character applies the following benefits during character creation:


Stat Modifiers

+Intelligence, +Willpower, -Strength


Fate Points

3 (Emperor’s Blessing on a roll of 5+)


Home World Bonus

Child of the Dark: A voidborn character starts with the Strong Minded talent, and gains a +30 bonus to tests for moving in a zero gravity environment.


Home World Aptitude

Intelligence


Wounds

A voidborn character starts with 7+1d5 wounds.


Adeptus Astra Telepathica,Adeptus Mechanicus, Adeptus Ministorum, Outcast


Agri-World Rules

A character from an agri-world applies the following benefits during character creation:


Stat Modifiers

+Fellowship, +Strength, -Agility


Fate Points

2 (Emperor’s Blessing on a roll of 7+)


Home World Bonus

Strength from the Land: An agri-world character starts with the Brutal Charge (2) trait.


Home World Aptitude

Strength


Wounds

An agri-world character starts with 8+1d5 wounds.


Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard, Mutant

PART 1 | CHARACTER CREATION

 

 


Feudal World Rules

A character from a feudal world applies the following benefits during character creation:


Stat Modifiers

+Perception, +Weapon Skill, -Intelligence


Fate Points

3 (Emperor’s Blessing on a roll of 6+)


Home World Bonus

At Home in Armour: A feudal world character ignores the maximum Agility value imposed by any armour he is wearing.


Home World Aptitude

Weapon Skill


Wounds

A feudal world character starts with 9+1d5 wounds.


Adepta Sororitas, Adeptus Administratum, Adeptus Ministorum, Imperial Guard

Knight from a feudal world


Frontier World Rules

A character from a frontier world applies the following benefits during character creation:


Stat Modifiers

+Ballistic Skill, +Perception, -Fellowship


Fate Points

3 (Emperor’s Blessing on a roll of 7+)


Home World Bonus

Rely on None but Yourself: A frontier world character gains a +20 bonus to Tech-Use tests when applying personal weapon modiications, and a +10 bonus when repairing damaged items.


Home World Aptitude

Ballistic Skill


Wounds

A frontier world character starts with 7+1d5 wounds.


Adeptus Arbites, Adeptus Astra Telepathica, Mutant, Outcast

Frontier worlds are great stops for space pirates and rouge traders

PART 1 | CHARACTER CREATION

 

 


Daemon World Rules

A character from a Daemon world applies the following benefits during character creation:


Stat Modifiers

+Willpower, +Perception, -Fellowship


Fate Points

3 (Emperor’s Blessing on a roll of 4+)


Home World Bonus

Touched by the Warp: A Daemon world native begins with one Rank in the Psyniscience skill. Should he gain this skill again in a later step of character creation, he instead gains one additional Rank in the skill. Note that he cannot purchase more Ranks of this skill unless he acquires the Psyker aptitude. This character also begins with 1d10+5 Corruption points.


Home World Aptitude

Willpower


Wounds

A Daemon World character starts with 7+1d5 wounds.


Adeptus Astra Telepathica, Adeptus Ministorum, Exorcised, Outcast, Mutant

Daemon worlds are dangerous and the teint and corruption of the Ruinous Powers is unavoidable.


Penal Colony Rules

A character from a penal colony applies the following benefits during character creation:


Stat Modifiers

+Toughness, +Perception, -Influence


Fate Points

3 (Emperor’s Blessing on a roll of 8+)


Home World Bonus

Finger on the Pulse: One survives a penal colony by instinctively knowing who is in charge and who is a threat. A penal colony character begins with one Rank in the Common Lore (Underworld) and Scrutiny skills, and starts with the Peer (Criminal Cartels) talent.


Home World Aptitude

Toughness


Wounds

A penal colony character starts with 10+1d5 wounds.


Adeptus Administratum, Adeptus Ministorum, Imperial Guard, Outcast

Hmmm… :thinking:

PART 1 | CHARACTER CREATION

 

 


Quarantine World Rules

A character from a quarantine world applies the following benefits during character creation:


Stat Modifiers

+Ballistic Skill, +Intelligence, -Strength


Fate Points

3 (Emperor’s Blessing on a roll of 4+)


Home World Bonus

Secretive by Nature: Those who manage to leave a quarantine world learn how to keep secrets. Whenever the warband’s Subtlety would decrease, it decreases by 2 less (to a minimum reduction of 1).


Home World Aptitude

Fieldcraft


Wounds

A quarantine World character starts with 8+1d5 wounds.


Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast

Quarantined Worlds are an Imperial classification of planet. These worlds are too dangerous to settle or explore, but still seen as too valuable to destroy or ignore completely. These planets are placed under strict quarantine by the Administratum or Inquisition and sometimes are even blockaded to ensure that nothing may enter or leave its surface until the Imperium can properly utilize them.


Death World Rules

A character from a death world applies the following benefits during character creation:


Stat Modifiers

+Agility, +Perception, -Fellowship


Fate Points

2 (Emperor’s Blessing on a roll of 5+)


Home World Bonus

Survivor’s Paranoia: While a death world character is Surprised, non-Surprised attackers do not gain the normal +30 bonus to their Weapon Skill and Ballistic Skill tests when targeting this character.


Home World Aptitude

Fieldcraft


Wounds

A death World character starts with 9+1d5 wounds.


Adeptus Arbites, Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard

The Catachan Jungle Fighters regement of the Iperial Guard, they are well known for coming from the death world of Catachan.

PART 1 | CHARACTER CREATION

 

 


Garden World Rules

A character from a garden world applies the following benefits during character creation:


Stat Modifiers

+Fellowship, +Agility, -Toughness


Fate Points

2 (Emperor’s Blessing on a roll of 4+)


Home World Bonus

Serenity of the Green: A garden world character halves the duration (rounded up) of any result from Table 8–11: Shock or Table 8–13: Mental Traumas (see pages 287 and 288 in the Core Rule Book), and can remove Insanity points for 50xp per point rather than the normal 100xp.


Home World Aptitude

Social


Wounds

A garden World character starts with 7+1d5 wounds.


Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Ministorum, Rogue Trader Fleet

Picture from the garden world of New Hawaii, a gardenworld with tropical climate, a perfect place for the rich and influencial to go for a vacation.


Research Station Rules

A character from a research stationd applies the following benefits during character creation:


Stat Modifiers

+Intelligence, +Perception, -Fellowship


Fate Points

3 (Emperor’s Blessing on a roll of 8+)


Home World Bonus

Pursuit of Data: Whenever a research station character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialisation of his choice. The GM is the final arbiter of whether the two specialisations are related.


Home World Aptitude

Knowledge


Wounds

A research station character starts with 8+1d5 wounds.


Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Mechanicus, Mutant

PART 1 | CHARACTER CREATION

 

 

s2 Choose a Background

Your background is what your character used to be before he/she became an acolyte of the Inquisition. Your background has an impact on your starting skills, starting talents, starting equipment, aptitudes, and even gives you a neat little background bonus specific to the background.


Adeptus Administratum Rules

A character with the Adeptus Administratum background applies the following benefits:


Starting Skills

Commerce or Medicae, Common Lore (Adeptus Administratum), Linguistics (High Gothic), Logic, Scholastic Lore (Pick One)


Starting Talents

Weapon Training (Las or Solid Projectile)


Starting Equipment

Laspistol or stub automatic, Imperial robes, autoquill, chrono, dataslate, medi-kit


Background Bonus

Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).


Background Aptitude

Knowledge or Social


Chirurgeon, Hierophant, Sage, Seeker


Adeptus Arbites Rules

A character with the Adeptus Arbites background applies the following benefits:


Starting Skills

Awareness, Common Lore (Adeptus Arbites, Underworld), Inquiry or Interrogation, Intimidate, Scrutiny


Starting Talents

Weapon Training (Shock or Solid Projectile)


Starting Equipment

Shotgun or shock maul, Enforcer light carapace armour or carapace chestplate, 3 doses of stimm, manacles, 12 lho sticks


Background Bonus

The Face of the Law: An Arbitrator can re-roll any Intimidation and Interrogation test, and can substitute his Willpower bonus for his degrees of success on these tests.


Background Aptitude

Offence or Defence


Assassin, Desperado, Seeker, Warrior

Adeptus Arbites Officer

PART 1 | CHARACTER CREATION

 

 


Adeptus Astra Telepathica Rules

A character with the Adeptus Astra Telepathica background applies the following benefits:


Starting Skills

Awareness, Common Lore (Adeptus Astra Telepathica), Deceive or Interrogation, Forbidden Lore (the Warp), Psyniscience or Scrutiny


Starting Talents

Weapon Training (Las, Low-Tech)


Starting Equipment

Laspistol, staff or whip, light flak cloak or flak vest, micro-bead or psy focus


Background Bonuses

The Constant Threat: When the character or an ally within 10 metres triggers a roll on Table 6–2: Psychic Phenomenon (see page 196 in the Core Rule Book), the Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus.

Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait.


Background Aptitude

Defence or Psyker


Chirurgeon, Mystic, Sage, Seeker

Imperial Psyker of the Adeptus Astra Telepathica


Adeptus Mechanicus Rules

A character with the Adeptus Mechanicus background applies the following benefits:


Starting Skills

Awareness or Operate (Pick One), Common Lore (Adeptus Mechanicus), Logic, Security, Tech-Use


Starting Talents

Mechadendrite Use (Utility), Weapon Training (Solid Projectile)


Starting Trait

Mechanicus Implants (see page 137 in the Core Rule Book)


Starting Equipment

Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents


Background Bonus

Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).


Background Aptitude

Knowledge or Tech


Chirurgeon, Hierophant, Sage, Seeker

Tech Priest of the Adeptus Mechanicus

PART 1 | CHARACTER CREATION

 

 


Adeptus Ministorum Rules

A character with the Adeptus Ministorum background applies the following benefits:


Starting Skills

Charm, Command, Common Lore (Adeptus Ministorum), Inquiry or Scrutiny, Linguistics (High Gothic)


Starting Talents

Weapon Training (Flame) or Weapon Training (Low-Tech, Solid Projectile)


Starting Equipment

Hand flamer (or warhammer and stub revolver), Imperial robes or flak vest, backpack, glow-globe, monotask servo-skull (laud hailer)


Background Bonus

Faith is All: When spending a Fate point to gain a +10 bonus to any one test, an Adeptus Ministorum character gains a +20 bonus instead.


Background Aptitude

Leadership or Social


Chirurgeon, Hierophant, Seeker, Warrior, Fanatic

Religious zealot of the Adeptus Ministorum


Imperial Guard Rules

A character with the Imperial Guard background applies the following benefits:


Starting Skills

Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface)


Starting Talents

Weapon Training (Las, Low-Tech)


Starting Equipment

Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars


Background Bonus

Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, the Guardsman can re-roll any results of 1 or 2 on damage rolls.


Background Aptitude

Fieldcraft or Leadership


Assassin, Desperado, Hierophant, Warrior, Fanatic, Penitent

Two guardsmen of the Imperial Guard

PART 1 | CHARACTER CREATION

 

 


Outcast Rules

A character with the Outcast background applies the following benefits:


Starting Skills

Acrobatics or Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth


Starting Talents

Weapon Training (Chain, and Las or Solid Projectile)


Starting Equipment

Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obscura or slaught


Background Bonus

Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue.


Background Aptitude

Fieldcraft or Social


Assassin, Desperado, Seeker, Penitent

Bounty hunter


Adepta Sororitas Rules

A character with the Adepta Sororitas background applies the following benefits:


Starting Skills

Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics (High Gothic), Medicae or Parry


Starting Talents

Weapon Training (Flame or Las, Chain)


Starting Equipment

Hand lamer or laspistol, chainblade, armoured bodyglove, chrono, dataslate, stablight, micro-bead


Background Bonus

Incorruptible Devotion: Whenever an Adepta Sororitas character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead.


Background Aptitude

Offence or Social


Chirurgeon, Fanatic, Sage, Warrior


Special

A character must be female to have the Adepta Sororitas Background.

Battle Sister of the Adepta Sororitas

PART 1 | CHARACTER CREATION

 

 


Mutant Rules

A character with the Mutant background applies the following benefits:


Starting Skills

Acrobatics or Athletics, Awareness, Deceive or Intimidate, Forbidden Lore (Mutants), Survival


Starting Talents

Weapon Training (Low-Tech, Solid Projectile)


Starting Traits

One of the following: Amphibious, Dark-sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1)


Starting Corruption and Mutation

A Mutant character begins play with 10 Corruption points. Instead of rolling as normal for malignancy or mutation, roll 5d10 on Table 8–16: Mutations (see page 292 of the Core Rule Book) to determine a starting mutation for the character.


Starting Equipment

Shotgun (or stub revolver and great weapon), grapnel and line, heavy leathers, combat vest, 2 doses of stimm


Background Bonus

Twisted Flesh: A Mutant character can always choose to fail any test associated with resisting malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8–16: Mutations to gain a mutation instead.


Background Aptitude

Fieldcraft or Offence


Assassin, Desperado, Penitent, Warrior

Warning!!!

When playing a Mutant character, most of the galaxy will be hostile towards you and you need to hide your dreadful mutations from everyone to not be executed for heresy.


Exorcised Rules

A character with the Exorcised background applies the following benefits:


Starting Skills

Awareness, Deceive or Inquiry, Dodge, Forbidden Lore (Daemonology), Intimidate or Scrutiny


Starting Talents

Hatred (Daemons), Weapon Training (Solid Projectile, Chain)


Starting Malignacy

An Exorcised character starts with one Malignancy chosen from Table 8–15: Malignancies (see page 290 in the Core Rule Book).


Starting Equipment

Autopistol or stub revolver, shotgun, chainblade, Imperial robes, 3 doses of obscura or tranq, disguise kit or excruciator kit, rebreather, stablight or glow-globe


Background Bonus

Touched by a Daemon: An Exorcised character counts his Insanity bonus as 2 higher for purposes of avoiding Fear tests (see page 289 in the Core Rule Book). Additionally, he can never again become possessed by the same Daemon that once possessed him.


Background Aptitude

Defence or Knowledge


Assassin, Sage, Hierophant, Seeker

PART 1 | CHARACTER CREATION

 

 


Heretek Rules

A character with the Heretek background applies the following benefits:


Starting Skills

Deceive or Inquiry, Forbidden Lore (pick one), Medicae or Security, Tech-Use, Trade (pick one)


Starting Talents

Weapon Training (Solid Projectile)


Starting Trait

Mechanicus Implants (see page 137 in the Core Rule Book)


Starting Equipment

Stub revolver with 2 extra clips of Expander bullets or Man- Stopper rounds, 1 web grenade, combi-tool, flak cloak, filtration plugs, 1 dose of de-tox, dataslate, stablight


Background Bonus

Master of Hidden Lores: When a Heretek makes a Tech-Use test to comprehend, use, repair, or modify an unfamiliar device, he gains a +20 bonus if he has one or more relevant Forbidden Lore skill specialisations at Rank 1 (Known) or higher.


Background Aptitude

Finesse or Tech


Chirurgeon, Desperado, Sage, Seeker

Heretek


Imperial Navy Rules

A character with the Imperial Navy background applies the following benefits:


Starting Skills

Athletics, Command or Intimidate, Common Lore (Imperial Navy), Navigate (Stellar), Operate (Aeronautica or Voidship)


Starting Talents

Weapon Training (Chain or Shock, Solid Projectile)


Starting Equipment

Combat shotgun or hand cannon, chainsword or shock whip, flak coat, rebreather, micro-bead


Background Bonus

Close Quarters Discipline: An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range, and with whom he is engaged in melee.


Background Aptitude

Offence or Tech


Ace, Chirurgeon, Hierophant, Warrior

Pilot of the Imperial Navy

PART 1 | CHARACTER CREATION

 

 


Rogue Trader Fleet Rules

A character with the Rogue Trader Fleet background applies the following benefits:


Starting Skills

Charm or Scrutiny, Commerce, Common Lore (Rogue Traders), Linguistics (pick one alien language), Operate (Surface or Aeronautica)


Starting Talents

Weapon Training (Las or Solid Projectile, Shock)


Starting Equipment

Laspistol or autopistol (fitted with Compact weapon upgrade), shock maul, mesh cloak or carapace chestplate, auspex, chrono


Background Bonus

Inured to the Xenos: A character from a Rogue Trader Fleet gains a +10 bonus to Fear tests caused by aliens and a +20 bonus to Interaction skill tests with alien characters.


Background Aptitude

Finesse or Social


Ace, Desperado, Hierophant, Seeker

Rogue traders are Imperial nobles whomst have grown tired of a boring lifestyle and wants adventure, they hire a crew and often explores outside the Imperium of Man and even try having friendly relations with some Xenos races and sometimes employ them in their crews.

Space Pirates

PART 1 | CHARACTER CREATION

 

 

s3 Choose a Role

Your role can really be compared to classes in other RPGs, that’s what has the most impact on your aptitudes and will therefore have the most to say for your character’s growth throughout the majoraty of the game. You also gain one starting talent and even a neat little role bonus specific to the role.


Assassin Special Rules

An Assassin character gains the following benefits:


Role Aptitudes

Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Finesse, Perception


Role Talent

Jaded or Leap Up


Role Bonus

Sure Kill: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts.


Chirurgeon Special Rules

A Chirurgeon character gains the following benefits:


Role Aptitudes

Fieldcraft, Intelligence, Knowledge, Strength, Toughness


Role Talent

Resistance (Pick One) or Takedown


Role Bonus

Dedicated Healer: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus.


Desperado Special Rules

A Desperado character gains the following benefits:


Role Aptitudes

Agility, Ballistic Skill, Defence, Fellowship, Finesse


Role Talent

Catfall or Quick Draw


Role Bonus

Move and Shoot: Once per round, after performing a Move action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.


Hierophant Special Rules

A Hierophant character gains the following benefits:


Role Aptitudes

Fellowship, Offence, Social, Toughness, Willpower


Role Talent

Double Team or Hatred (Pick One)


Role Bonus

Sway the Masses: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus.

PART 1 | CHARACTER CREATION

 

 


Mystic Special Rules

A Mystic character gains the following benefits:


Role Aptitudes

Defence, Intelligence, Knowledge, Perception, Willpower


Role Talent

Resistance (Psychic Powers) or Warp Sense


Role Bonus

Stare into the Warp: A Mystic character starts the game with the Psyker elite advance (see page 90 in the Core Rule Book). It is recommended that a character who wishes to be a Mystic have a Willpower of at least 35.


Sage Special Rules

A Sage character gains the following benefits:


Role Aptitudes

Intelligence, Knowledge, Perception, Tech, Willpower


Role Talent

Ambidextrous or Clues from the Crowds


Role Bonus

Quest for Knowledge: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.


Seeker Special Rules

A Seeker character gains the following benefits:


Role Aptitudes

Fellowship, Intelligence, Perception, Social, Tech


Role Talent

Keen Intuition or Disarm


Role Bonus

Nothing Escapes My Sight: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with number of degrees equal to his Perception bonus.


Warrior Special Rules

A Warrior character gains the following benefits:


Role Aptitudes

Ballistic Skill, Defence, Offence, Strength, Weapon Skill


Role Talent

Iron Jaw or Rapid Reload


Role Bonus

Expert at Violence: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), after making a successful attack roll, but before determining hits, a Warrior character meay spend a Fate point to substitute his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the denrees of success scored on the attack test.

PART 1 | CHARACTER CREATION

 

 


Fanatic Special Rules

A Fanatic character gains the following benefits:


Role Aptitudes

Leadership, Offence, Toughness, Weapon Skill, Willpower


Role Talent

Deny the Witch or Jaded


Role Bonus

Death to All Who Oppose Me!: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), a Fanatic character may spend a Fate point to count as having the Hatred talent against his current foe for the duration of the encounter. Should he choose to leave combat against a Hated foe in that encounter, however, he gains 1 Insanity point.


Penitent Special Rules

A Penitent character gains the following benefits:


Role Aptitudes

Agility, Fieldcraft, Intelligence, Offence, Toughness


Role Talent

Die Hard or Flagellant


Role Bonus

Cleansing Pain: Whenever a Penitent character sufers 1 or more points of damage (after reductions for Toughness bonus and Armour), he gains a +10 bonus to the irst test he makes before the end of his next turn.


Crusader Special Rules

A Crusader character gains the following benefits:


Role Aptitudes

Knowledge, Offence, Strength, Toughness, Willpower


Role Talent

Bodyguard or Deny the Witch


Role Bonus

Smite the Unholy: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), a Crusader character can also spend a Fate Point to automatically pass a Fear test with a number of degrees of success equal to his Willpower bonus. In addition, whenever he inflicts a hit with a melee attack against a target with the Fear (X) trait, he inflicts X additional damage and counts his weapon’s penetration as being X higher.


Ace Special Rules

An Ace character gains the following benefits:


Role Aptitudes

Agility, Finesse, Perception, Tech, Willpower


Role Talent

Hard Target or Hotshot Pilot


Role Bonus

Right Stuff: In addition to the normal uses of Fate points (see page 293 in the Core Rule Book), an Ace character may spend a Fate point to automatically succeed at an Operate or Survival skill test involving vehicles or living steeds with a number of degrees of success equal to his Agility bonus.

PART 1 | CHARACTER CREATION

 

 

s4 Spend Experience Points

Each player starts the game with 1000 experience points to customize their charater with before the game starts.

Also, everyone counts as having the General aptitude for purposes of sdending eperience points, as things with the General aptitude are easier to learn.


Skill Aptitudes
Skill Aptitude 1 Aptitude 2 Page
Acrobatics Agility General 98
Athletics Strength General 99
Awareness Perception Fieldcraft 100
Charm Fellowship Social 100
Command Intelligence Leadership 101
Commerce Intelligence Knowledge 102
Common Lore*+* Intellegence Knowledge 102
Deceive Fellowship Social 103
Dodge Agility Defence 104
Forbidden Lore*+* Intelligence Knowledge 104
Inquiry Fellowship Social 105
Interrogation Willpower Social 105
Intimidate Strength Social 106
Linguistics*+* Intelligence General 106
Logic Intelligence Knowledge 107
Medicae Intelligence Fieldcraft 108
Navigate*+* Intelligence Fieldcraft 110
Operate*+* Agility Fieldcraft 110
Parry Weapon Skill Defence 112
Psyniscience Perception Psyker 112
Scholastic Lore*+* Intelligence Knowledge 113
Scrutiny Perception General 114
Security Intelligence Tech 115
Sleight of Hand Agility Knowledge 115
Stealth Agility Fieldcraft 115
Survival Perception Fieldcraft 116
Tech-Use Intelligence Tech 117
Trade*+* Intelligence General 118
+ Indicates Specialist skill

Stat aptitudes
Stat Aptitude 1 Aptitude 2
Weapon Skill Weapon Skill Offence
Ballistic Skill Ballistic Skill Finesse
Strength Strength Offence
Toughness Toughness Defence
Agility Agility Finesse
Intelligence Intelligence Knowledge
Perception Perception Fieldcraft
Willpower Willpower Psyker
Fellowship Fellowship Social

The next 5 pages are dedicated to Talent Aptitudes and contains Teir 1 Table, Teir 2 Table, and Teir 3 Table. For descriptions of the Talents please see pages 123-133 in the Core Rule Book. If the Talent’s page is listed as EWin, you have to look for the desciption on page 57 and 58 in Enemies Within. If the Talent’s page is listed as EWut, you have to look for the desciption on page 62 and 63 in Enemies Without. If the Talent’s page is listed as EBey, you have to look for the desciption on page 60 and 61 in Enemies Beyond.

Stat Advancement
Matching Aptitudes 1st upgrade of the stat 2nd upgrade 3rd upgrade 4th upgrade 5th upgrade
2 100xp 250xp 500xp 750xp 1250xp
1 250xp 500xp 750xp 1000xp 1500xp
0 500xp 750xp 1000xp 1500xp 2500xp
For every upgrade to a stat you gain +5 to that stat.
Skill Advancement
Matching Aptitudes Known Trained Experienced Veteran
2 100xp 200xp 300xp 400xp
1 200xp 400xp 600xp 800xp
0 300xp 600xp 900xp 1200xp
Talent Advancement
Matching Aptitudes Tier One Tier Two Tier Three
2 200xp 300xp 400xp
1 300xp 450xp 600xp
0 600xp 900xp 1200xp

PART 2 | LEVELING UP

 

 

Tier 1 Talents
Talent Prerequisites Apitude 1 Aptitude 2 Page
Ambidextrous Ag 30 Weapon Skill Ballistic Skill 123
Blind Fighting Per 30 Perception Fieldcraft 123
Bodyguard Ag 35 Agility Defence EBey
Catfall Ag 30 Agility Fieldcraft 124
Clues from the Crowds Fel 30 General Social 124
Die Hard WP 40 Willpower Defence 125
Disarm Ag 30 Weapon Skill Defence 125
Double Team - General Offence 126
Enemy*+* - General Social 126
Ferric Summons Ferric Lure Implants, Mechanicus Implants Willpower Tech 127
Flagellant Wp 30 Offence Toughness EWin
Freny - Strength Offence 127
Grenadier BS 35 Ballistic Skill Finesse EWut
Iron Jaw T 40 Toughness Defence 128
Jaded WP 40 Willpower Defence 128
Keen Intuition Int 35 Perception Social 129
Leap Up Ag 30 Agility General 129
Leaping Dodge Ag 35, Rank 2 in the Dodge skill Agility Defence EWut
Mounted Warrior*+* Rank 2 (Trained) in any Operate skill or Rank 2 (Trained) in Survival skill, Ballistic Skill 30 or Weapon Skill 30 Weaponskill or Ballistic Skill Offence EWin
Nowhere to Hide Per 30 Perception Offence 130
Peer*+* Fel 30 Fellowship Social 130
Quick Draw - Agility Finesse 131
Rapid Reload - Agility Fieldcraft 131
Resistance*+* - Toughness Defence 131
Skilled Rider Rank 2 in any Operate skill Agility Fieldcraft EWut
Sound Constitutinon - Toughness General 131
Takedown - Weapon Skill Offence 132
Technical Knock Int 30 Intelligence Tech 132
Warp Sense Psy Rating, Psynisience, Per 30 Perception Psyker 133
Weapon-Tech Tech-Use +10, Int 40 Intelligence Tech 133
Weapon Training*+* - General Finesse 133
+ Marks Secialist Talent
PART 2 | LEVELING UP

 

 

Tier 2 Talents
Talent Prerequisites Apitude 1 Aptitude 2 Page
Ambassador Imperialis Fel 35, Int 35 Perception Social EWut
Archivator Int 40 Knowledge Perception EWut
Armour-Monger Int 35, Tech-Use, Trade (Armourer) Intelligence Tech 123
Battle Rage Frenzy Strength Defence 123
Bulging Biceps S 45 Strength Offence 123
Combat Master WS 30 Weapon Skill Defence 124
Constant Vigilance*+* Int 35 or Per 35, Awareness +10 Perception Defence 124
Contact Network Cover-Up, Int 35 Fellowship Leadership 124
Coordinated Interrogation S 40 or WP 40, Clues from the Crowds Intelligence Social 124
Counter Attack WS 40 Weapon Skill Defence 125
Cover-Up Int 35 Intelligence Knowledge 125
Daemonhunter Forbidden Lore (Daemonology), WP 40 Offence Willpower EBey
Daemonologist Psy rating 3, WP 45, Forbidden Lore (Daemonology) Psyker Willpower EBey
Deny the Witch WP 35 Willpower Defence 125
Devastating Assault WS 35 Weapon Skill Offence 125
Double Tap Two-Weapon Wielder Finesse Offence 125
Exotic Weapon Training*+* - Intelligence Finesse 127
Face in a Crowd Fel 35, Clues from the Crowds Fellowship Social 127
Field Vivisection BS or WS 40, Forbidden Lore (Xenos–Any), Rank 2 in the Medicae skill Ballistic Skill or Weapon Skill Knowledge EWut
Hard Target Ag 40 Agility Defence 128
Hardened Soul Willpower 35, 10 Corruption points Defence Willpower EBey
Hardy T 40 Toughness Defence 128
Hatred*+* - Weapon Skill Social 128
Hip Shooting BS 40, Ag 40 Ballistic Skill Finesse 128
Hotshot Pilot Rank 2 in Survival or any Operate skill, Ag 35 Agility Tech EWut
Independent Targeting BS 40 Ballistic Skill Finesse 128
Inescapable Attack*+* WS 40 or BS 40, Per 35 Weapon Skill or Ballistic Skill Finesse 128
Inspiring Aura Halo of Command Leadership Willpower EBey
Iron Resolve Resistance (Fear), Jaded Defence Willpower EBey
Killing Strike WS 50 Weapon Skill Offence 129
Lexographer Rank 3 in Linguistics (Any) Intelligence Knowledge EWut
Lumien Shock Lumien Capacitors, Mechanicus Implants Weapon Skill Tech 129
Maglev Transcendence Maglev Coils, Mechanicus Implants Intelligence Tech 129
Marksman BS 35 Ballistic Skill Finesse 130
Mechadendrite Use*+* Mechanicus Implants Intelligence Tech 130
One-on-One WS 40 Finesse Weapon Skill EBey
Penitent Psyker Psy rating, Strong Minded, WP 40 Psyker Defence EWin

+ Marks Secialist Talent

PART 2 | LEVELING UP

 

 

Tier 2 Talents

Talent Prerequisites Apitude 1 Aptitude 2 Page
Precision Killer*+* WS 40 or BS 40 Weapon Skill or Ballistic Skill Finesse 130
Prosanguine Autosanguine Implants, Mechanicus Implants Toughness Tech 131
Purity of Hatred*+* Hatred (Any) Offence Willpower EWin
Rites of Banishment Common Lore (Imperial Creed) +10 or Forbidden Lore (Daemonology) Offence Willpower EBey
Strong Minded WP 30, Resistance (Psychic Powers) Willpower Defence 131
Swift Attack WS 30 Weapon Skill Finesse 131
Tainted Psyker Psy rating, Rank 2 (Trained) in Psyniscience skill, 10 Corruption points Knowledge Psyker EWin
Two-Weapon Wielder*+* - Weapon Skill or Ballistic Skill Finesse 132
Unarmed Secialist Ambidextrous, Ag 35, WS 35 Strength Offence 132
Warp Conduit Psy Rating, Strong Minded, WP 50 Willpower Psyker 132
Whirlwind of Death WS 40 Weapon Skill Finesse 133
Witch Finder Rank 2 (Trained) in Forbidden Lore (Psyker) skill, WP 45 Knowledge Perception EWin
Xenosavant Rank 3 in Forbidden Lore (Xenos–Any) Intelligence Knowledge EWut

+ Marks Secialist Talent

PART 2 | LEVELING UP

 

 

Tier 3 Talents
Talent Prerequisites Apitude 1 Aptitude 2 Page
Adamantium Faith Jaded, Resistance (Fear), WP 45 Willpower Defence 123
Aegis of Contempt Shared Destiny, Shield of Contempt, Hatred (any) Defence Leadership EWin
Assassin Strike Ag 40, Acrobatics Weapon Skill Fieldcraft 123
Bastion of Iron Will Psy Rating, Strong Minded, WP 40 Willpower Psyker 123
Blademaster WS 30, Weapon Training (any Melee) Weapon Skill Finesse 123
Crushing Blow WS 40 Weapon Skill Offence 125
Daemonic Disruption Bane of the Daemon, Willpower 50, Untouchable elite advance Willpower General EBey
Dark Soul Hardened Soul, 20 Corruption points Toughness Willpower EBey
Deathdealer*+* WS 45 or BS 45 Perception Finesse 125
Delicate Interrogation Fel 50, Coordinated Interrogation Intelligence Finesse 125
Divine Protection BS 45, WP 35 Finesse General EWin
Eye of Vengeance BS 50 Ballistic Skill Offence 127
Favoured by the Warp WP 35 Willpower Psyker 127
Flash of Insight Int 40, Contact Network, Coordinated Interrogation Perception Knowledge 127
Halo of Command Fel 40, WP 40 Fellowship Leadership 127
Hammer Blow Crushing Blow Strength Offence 128
Hull Down Rank 2 in Survival or any Operate skill Agility Fieldcraft EWut
Indomitable Conviction Shared Destiny, Strength through Conviction, Resistance (Fear), Jaded Leadership Willpower EWin
Infused Knowledge Int 40, Lore (any one) Intelligence Knowledge 128
Instrument of His Will Iron Resolve Defence Willpower EBey
Into the Jaws of Hell Adamantium Faith, Halo of Command, Will of the Inquisitor Leadership Willpower EWin
Lightning Attack Swift Attack Weapon Skill Finesse 129
Luminen Blast Luminen Shock, Luminen Capacitors, Mechanicus Implants Ballistic Skill Tech 129
Mastery*+* Rank 4 in selected skill Intelligence Knowledge 130
Mighty Shot BS 40 Ballistic Skill Offence 130
Never Die WP 50, T 50 Toughness Defence 130
Preternatural Speed WS 40, Ag 50 Agility Offence 130
Push the Limits Rank 2 in Survival or any Operate skill, Tech-Use Perception Tech EWut
Sanctic Purity Daemonologist, Favoured by the Warp, WP 50 Psyker Willpower EBey
Shield Wall Ambidextrous, WS 40 Defence Weapon Skill EBey
Sprint - Agility Fieldcraft 131
Step Aside Agility 40, Dodge or Parry Agility Defence 131
Superior Chirurgeon Rank 2 in Medicae skill Intelligence Fieldcraft 131
Target Selection BS 50 Ballistic Skill Finesse 132
Thunder Charge S 50 Strength Offence 132
True Grit T 40 Toughness Defence 132
Two-Weapon Master Ag 45, Ambidextrous, BS 40 or WS 40, Two-Weapon Wielder (Melee, Ranged) Finesse Offence 132
Warp Lock Psy Rating, Strong Minded, WP 50 Willpower Psyker 133
Weapon Intuition Exotic Weapon Training (Any) Intelligence Finesse EWut

+ Marks Secialist Talent

PART 2 | LEVELING UP

 

 

Elite Advances

Elite Advances are titles your character can gain troughout the course of the game, these titles can hold power and influence and can come with new abilities, talents, skills, and aptitudes as well as unlocking new advancements for your character. To gain an Elite Advance you must first meet the Prerequisites for that Elite Advance and also spend the Xp Cost needed to gain it. You should also consult the GM before taking an Elite Advance if it is a trial or special initiation before you can gain it lore wise.


Inquisitor Special Rules

The Inquisitor Elite Advance has the following rules:


Experience Cost

1000xp


Prerequisites

  • Influence: 75
  • Emperor’s Blessing: A character elevates to this rank through the decree of an existing Inquisitor or some other suitably momentous occasion. Only an exceptional individual, who has performed mighty deeds and displayed sufficient courage, might be gifted such power and authority; it is not something that is offered lightly. See Becoming an Inquisitor on page 88 in the Core Rule Book for more information on this unique event.
  • GM Guidance: This advance should only be considered for a character not only of high Influence but who has also displayed through his actions that he is ready for the office. It not only changes the character, but also the group dynamic and the roleplaying experience as well. One or more characters playing an Inquisitor can have a range of effects on any campaign narrative, and the GM should carefully consider whether having an Inquisitor PC fits with the campaign he wants to run.

Instant Changes

Gains the Peer (Inquisition) talent, the Forbidden Lore (Pick One) skill, and the Leadership Aptitude.


Unlocked Advances

An Inquisitor character gains access to a special set of talents. These talents are available only to an Inquisitor character, and are purchased with experience in the same manner as regular talents are purchased.

PART 2 | LEVELING UP

 

 


Inquisitor Talents

The following talents are available only to characters with the Inquisitor elite advance, and are purchased in the same manner as other talents.


Complete Control

The Inquisitor uses his experience in the subtle dance of politics, manoeuvring through social strata and working contacts established across the sector to alter the awareness others have of a group, the better to aid in his goals.

Tier: 2

Prerequisite: Perception 45

Aptitudes: Intelligence, Social

Effect: The character may spend a Fate point to increase or decrease his warband’s Subtlety value by 1d10 + his Willpower bonus at any time.


fated

Knowing that failure means a horrible end for Mankind, Inquisitors strive with unmatched zeal and refusal to despair. They often appear greater than other mortals, defying death and inflicting wondrous devastation on their enemies.

Tier: 3

Prerequisites: Inspired Intuition, Shield of Contempt, Strength through Conviction

Aptitudes: Knowledge, Willpower

Effect: When this talent is acquired, the character immediately increases his Fate threshold by one.


Inspired Intuition

Having investigated all manner of heresies through the long years, the Inquisitor can gain insight into what might seem insolvable occurrences. Connections others might not consider suddenly leap to the fore, and heresies are laid bare.

Tier: 2

Prerequisite: Intelligence 50

Aptitudes: Perception, Social

Effect: The character may spend a Fate point to gain exceptional insight into his immediate status. This is represented by the player asking the GM a question about the current situation the character faces, which the GM should answer as helpfully as possible.



Jack of All Trades

Each investigation is unique, as each heresy is a different, foul abomination upon the soul of humanity. With each investigation and the approach taken to eradicate it, the Inquisitor sharpens his abilities in ways normal practice could not accomplish.

Tier: 2

Prerequisite: Intelligence 45

Aptitudes: Knowledge

Effect: When this talent is acquired, the character gains all unknown non-Specialist skills as Known skills (rank 1).


Master of All Trades

As the Inquisitor learns new abilities and hones his skills, with time he can master those to which he devotes his attention. His prowess in such areas might approach the finest specialists, greatly aiding in his struggle against Mankind’s enemies.

Tier: 3

Prerequisites: Intelligence 55, Jack of all Trades

Aptitudes: Knowledge

Effect: When this talent is acquired, the character immediately advances all Known skills (rank 1) to Trained (rank 2).


Shared destiny

Those who fight at the side of an Inquisitor know each battle can be their last, but a good Inquisitor watches over his own. With one eye on his Acolytes and another on their enemies, he ensures his people live to fight another day.

Tier: 1

Prerequisite: Willpower 40

Aptitudes: Fellowship, Leadership

Effect: The character may spend two Fate points as a Free Action to grant another character within 10 metres a Fate point. Likewise, any character in 10 metres may spend two Fate points as a Free Action to grant this character a Fate point. This does not allow characters to gain Fate points in excess of their Fate threshold.

PART 2 | LEVELING UP

 

 


Shield of Contempt

Mental disciplines and rites to protect the flesh are essential to resist the foul temptations of the Ruinous Powers. His mind and body prepared and strengthened, the Inquisitor stands ready to repel the taint of Chaos.

Tier: 2

Prerequisite: Willpower 50

Aptitudes: Defence, Toughness

Effect: Whenever this character would gain any amount of Corruption points, he may spend a Fate point to gain 0 instead


Strength Through Conviction

An Inquisitor is privy to terrible truths, and has been witness to things that would drive others to madness and beyond. His will steeled to adamantium levels, he can ignore that which would bring others to their knees in gibbering hysteria.

Tier: 2

Prerequisite: Willpower 50

Aptitudes: Defence, Willpower

Effect: Whenever this character would gain any amount of Insanity points, he may spend a Fate point to gain 0 instead.


Will of the inquisitor

Perhaps the single most defining mark of an Inquisitor is his strength of will. Often it seems he can bend probabilities or shrug off lethal blows through sheer concentration, without the aid of arcane powers or ancient devices. For those who cannot accept defeat, surely anything is possible.

Tier: 3

Prerequisites: Fated, Intelligence 50, Perception 50, Willpower 55

Aptitudes: Knowledge, Willpower

Effect: Before rolling the d100 when making a test, the character may spend one Fate point to count as having rolled a result of 01 on that roll.


Psyker Special Rules

The Psyker Elite Advance has the following rules:


Experience Cost

300xp


Prerequisites

  • Willpower: 40
  • A Void in the Warp: Characters with the Untouchable elite advance cannot gain the Psyker elite advance.
  • Rogue Psyker: Characters without the Adeptus Astra Telepathica background who gain the Psyker elite advance are not sanctioned. They do not gain the Sanctioned trait (see page 138 in the Core Rule Book) and count as rogue psykers (see the sidebar on page 91 in the Core Rule Book).
  • GM Guidance: Psykers are rare, but many serve the Inquisition due to their useful abilities. The GM should feel free to allow characters to take the Psyker elite advance if they want; 1–2 Psykers per group usually creates a good balance, although if other Player Characters abhor psykers, it can make for tense group dynamics. It is also possible for a character to become a psyker and strive to keep this hidden from his fellow Acolytes for a variety of reasons. This can lead to interesting roleplaying, and if desired a GM should work with the player to develop this narrative.

Instant Changes

  • Gains the Psyker trait, the Psyker aptitude, and a psy rating of 1.
  • Can no longer gain the Untouchable elite advance for any reason.
  • If the character does not have the Sanctioned trait, he immediately gains 1d10+3 Corruption points (see page 289 in the Core Rule Book) as his mind abruptly opens to the Warp.

Unlocked Advances

The character can now purchase psychic powers by spending experience points; see Chapter VI: Psychic Powers in the Core Rule Book for full rules on purchasing and using psychic powers. A character with the Psyker elite advance can also purchase psy rating advances to increase his psy rating. When a character purchases an advance in his psy rating, he increases his psy rating by 1. To do this, the character spends an amount of experience equal to 200 multiplied by his new psy rating value. For example, to increase a character’s psy rating from 2 to 3 would cost 600 xp (3 x 200).

PART 2 | LEVELING UP

 

 


Untouchable Special Rules

The Untouchable Elite Advance has the following rules:


Experience Cost

300xp


Prerequisites

  • A Beacon in the Warp: Characters with the Psyker elite advance cannot gain the Untouchable elite advance.
  • GM Guidance: Psychic Untouchables are incredibly rare, and often live lonely and short lives due to the effect they have on all living beings that get near them. This advance could be part of character creation, given that it is something the character is born with, or can be something added later once the effects of the genetic curse become impossible to ignore. It is recommended that each play group have no more than one character with the Untouchable elite advance. Additionally, groups with both an Untouchable and a Psyker can often cause many problems as the Untouchable interferes with the Psyker’s ability. This can be a great opportunity for interesting player interaction, but Game Masters should be careful to not allow their players to create a hostile play environment.

Instant Changes

  • Can no longer gain the Psyker elite advance for any reason.
  • Gains the Resistance (Psychic Powers) talent.
  • Fellowship characteristic always counts as one-half (rounding up) its value for tests or other game usage. When interacting with anyone who has a psy rating or the Psyniscience skill, the Fellowship characteristic counts as 1.
  • Can never gain nor benefit from the positive effects of Psychic Powers or any other related unnatural talents, traits, or abilities that call on the Warp for power.
  • Automatically ignores any effects resulting from Psychic Phenomena (see page 195 in the Core Rule Book), and gains a +30 bonus on any tests to resist effects from a Perils of the Warp result (see page 197 in the Core Rule Book).

Unlocked Advances

An Untouchable character gains access to a special set of talents. These talents available only to an Untouchable character, and are purchased with experience in the same way as regular talents are purchased.


Untouchable Talents

The following talents are available to characters with the Untouchable elite advance, and are purchased in the same manner as other talents (see page 81 in the Core Rule Book).


bane of the daemon

Those creations of the Ruinous Powers that rely on constant bloodshed or emotional damage to sustain their essences away from the Immaterium’s embrace find themselves weakened when near the Untouchable. Only the strongest of these creatures can maintain themselves, lest they be hurled back to the Warp to face the wrath of their unholy masters.

Tier: 2

Prerequisite: Willpower 40

Aptitudes: Defence, Willpower

Effect: Creatures with the Warp Instability trait within WPB metres of the Untouchable suffer a penalty on their Willpower test to remain in realspace equal to five times the Untouchable’s WPB.


Daemonic Anathema

The Untouchable’s control over his soulless condition has grown to the extent that even the denizens of the Warp rightly fear his presence. Those Daemons who dare enter reality near him find themselves weakened and more easily banished back to the unnatural realm of the Immaterium.

Tier: 3

Prerequisites: Warp Anathema, Willpower 55

Aptitudes: Willpower

Effect: All creatures with the Daemonic trait within WPB metres of the character do not gain any benefits from that trait.


Null Field

Untouchables of greater power present a stronger aversion to the Immaterium, encompassing a wider area surrounding them. In this region, psykers see their powers fail and despair, knowing an Untouchable is nearby.

Tier: 3

Prerequisites: Psychic Null, Willpower 50

Aptitudes: Willpower

Effect: The effects of Psychic Null apply to all characters within WPB metres of the character.

PART 2 | LEVELING UP

 

 


Psychic Null

Psykers rightly fear an Untouchable, for their vaunted powers can fade away against the spiritual abyss that he reflects in the Warp. Even the mightiest arcane blasts can dissipate when they strike a soulless one.

Tier: 2

Prerequisite: Willpower 40

Aptitudes: Defence, Willpower

Effect: The character gains the Deny the Witch talent. He also gains a +20 bonus when making Evasion tests against psychic attacks and when making Opposed tests to resist psychic powers. This talent stacks with Resistance (Psychic Powers) and can be purchased multiple times; each time a character purchases it, increase the bonus it grants by +5.


Soulless Aura

Many feel the Untouchable’s unnatural essence as a subconscious irritation. Those unused to this often find their emotional stability irritated to distraction from his mere presence.

Tier: 1

Prerequisite: Willpower 30

Aptitudes: Finesse, Willpower

Effect: Enemy characters within WPB metres of the Untouchable suffer a –10 penalty to all Charm and Deceive tests.


Warp Anathema

Some Untouchables darken the Immaterium so strongly that psykers reel from them in pain. Those who draw their powers from the Warp can even be reduced to normal mortals, cut off from access to the Sea of Souls by a being without a soul.

Tier: 3

Prerequisites: Warp Disruption,

Willpower 55

Aptitudes: Intelligence, Willpower

Effect: Characters affected by Warp Disruption reduce their psy rating by 2, instead of the normal amount. This talent can be purchased multiple times; each time a character purchases it the reduction in psy rating increases by 1. If purchased 3 times, for example, the reduction would be 4.


WarP bane

The abyss where the Untouchable’s soul should be is unrelenting in its psychic haemorrhage, and increases the anathema he projects into larger areas. Psykers can suddenly find themselves diminished as an Untouchable charges forward, emanating a wavefront they find terrible to contemplate.

Tier: 3

Prerequisites: Warp Disruption, Willpower 55

Aptitudes: Willpower

Effect: The effects of Warp Disruption apply to all characters with a psy rating within two times WPB metres of the character, instead of the normal amount.


WarP disruPtion

Often a Psyker can sense that an Untouchable is lurking nearby simply through the lessening of his own Warp-based powers. Feeling his psychic abilities drain away, he knows his own death is perhaps close as well.

Tier: 2

Prerequisite: Willpower 45

Aptitudes: Perception, Willpower

Effect: All characters with a psy rating within WPB metres of the character reduce their base psy rating by 1 while they remain within range. Characters reduced to a psy rating of 0 cannot use any psychic powers.

PART 2 | LEVELING UP

 

 


Sister of Battle Special Rules

The Sister of Battle Elite Advance has the following rules:


Experience Cost

750xp


Prerequisites

  • Influence: 50
  • Willpower: 40
  • Adepta Sororitas Background: Only members of the Adepta Sororitas can undertake the harsh training to become Sisters of Battle.

Instant Changes

Gain the Peer (Adepta Sororitas) and Weapon Training (Bolt) talents, the Scholastic Lore (Tactica Imperialis) skill, and the Willpower aptitude.


Equipment

Gain Adepta Sororitas Power Armour, and Godwyn-De’az Bolt Pistol or Flamer.


Unlocked Advances

A Sister of Battle character gains access to a special set of talents. These talents are available only to a Sister of Battle character, and are purchased with experience in the same manner as regular talents are purchased.


Sister of Battle Talents

The following talents are available only to a Sister of Battle character, and are purchased with experience in the same manner as regular talents are purchased.


Blessed martyrdom

Battle Sisters ight with the irm conviction that their souls are secure, protected eternally by the Emperor. Emboldened by this knowledge, they can stride forward without fear, trusting that no leshly wounds can lay their spirits low. Many wondrous miracles have been recorded at times when faithful champions of the Adepta Sororitas have been struck down, only to rise again or perform an even greater miracle in their death throes. Those who witness these blood-stained miracles are invariably illed with holy awe.

Tier: 2

Prerequisites: Ceaseless Crusader, Shielding Faith

Aptitudes: Leadership, Willpower

Effect: Whenever this character burns Fate threshold to survive a mortal blow, each other friendly character who witnesses her miraculous survival regains 1 spent Fate point. When this character dies in battle, each other friendly character who witnesses her glorious demise regains all spent Fate points.


Ceaseless Crusader

When faced with the enemies of the Imperium, the Sisters of Battle have been known to display inhuman endurance, pursuing their enemies tirelessly. Those who witness their miraculous stamina on the battleield are often illed with zeal of their own to rejoin the battle in spite of fatigue and injuries.

Tier: 1

Prerequisite: Willpower 45

Aptitudes: Leadership, Willpower

Effect: As a free action, this character may spend a Fate point to ignore the efects of Fatigue until the end of the encounter. When she does so, each other friendly character within 30 metres removes 1 level of Fatigue.

PART 2 | LEVELING UP

 

 


Cleanse with Fire

It is the charge of the Adepta Sororitas to scourge the wicked, and some take to this task with a terrifying eicacy, charring their heretical enemies with deadly lame weapons and scattering the ash underfoot.

Tier: 2

Prerequisite: Ballistic Skill 40

Aptitudes: Willpower, Ofence

Effect: When attacking with a weapon with the Flame quality, this character can re-roll any results lower than her Willpower bonus on damage rolls.


Divine Vengeance

Members of the Adepta Sororitas are illed with the light of the Emperor, inspired by His presence, and on the battleield they shine brightly indeed. To the Sisters of Battle, wars of faith are religious expressions as signiicant and irreplaceable as prayer. To slay the Emperor’s foes is an act of worship, and for their piety, Battle Sisters are rewarded with the Emperor’s grace.

Tier: 2

Prerequisites: Cleanse with Fire, Ballistic Skill 45

Aptitudes: Ballistic Skill, Ofence

Effect: The irst time in each combat that this character inlicts Righteous Fury upon an enemy, she regains 1 spent Fate point.


Emperor’s Guidance

The Battle Sister beseeches the Emperor to guide her strikes, inding the gap in even the strongest of armour. With a mighty blow, she lashes out to smite her enemy.

Tier: 2

Prerequisites: Insanity 25, Furious Zeal

Aptitudes: Willpower, Ofence

Effect: As a Free Action, this character may spend a Fate point to increase the penetration of her weapon by her Insanity bonus until the end of her next turn.


Furious Zeal

The Sister of Battle wields her faith as she would a blade, slashing through all impediments to deliver the Emperor’s Justice. Her sword-arm is strong, and she ights with no regard for her own life and with no fear of defeat.

Tier: 1

Prerequisites: Insanity 10, Hatred (Any One)

Aptitudes: Weapon Skill, Ofence

Effect: This character adds her Insanity bonus to damage she inlicts with melee attacks against targets included in one or more of her Hatred talents.


Spirit of the Martyr

The Battle Sister asks for the protection of the Emperor, that she might shrug of hideous strikes long enough to bring down justice on His foes. Even this brief prayer can grant seemingly miraculous resistance, as bullets ricochet of of her armour and mortal blows fall just short.

Tier: 2

Prerequisites: Insanity 20, Furious Zeal

Aptitudes: Willpower, Defence

Effect: As a free action, this character may spend a Fate point to gain additional Armour points on all locations equal to her Insanity bonus until the end of her next turn.


Shielding Faith

The warriors of the Adepta Sororitas are well-known for being warded against the power of the witch, for their faith in the Emperor blasts through sorcery just as their holy bolters pierce lesh and bone. Sisters of Battle have been known to walk through gouts of sorcerous lame and come out untouched by the unholy ire, and to brush aside even the most beguiling illusions of the foul denizens of the Warp.

Tier: 1

Prerequisite: Deny the Witch

Aptitudes: Willpower, Defence

Effect: When using the Deny the Witch talent to make an Evasion reaction against a psychic power, this character may spend a Fate point to automatically pass the test with a number of degrees of success equal to her Willpower bonus. If she does so, the psyker must make a Fear test against a Fear rating of 1.

PART 2 | LEVELING UP

 

 


Zealot’s Passion

As they are illed with mercy for the Emperor’s chosen, the Sisters of Battle hold in equal measure hatred for His foes. The wrathful oratory of a member of the Adepta Sororitas is something to behold, and few can stand before her fury.

Tier: 3

Aptitudes: Fellowship, Offence

Prerequisites: Fellowship 35, Spirit of the Martyr

Effect: As a Free Action, this character may spend a Fate point and choose a foe. Until the end of the encounter, she and each of her allies within ten times her Willpower bonus in metres count as possessing the Hatred talent against that kind of enemy.

PART 2 | LEVELING UP

 

 

Equipment

Ranged Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Book
Bolt Weapons
Bolt Pistol Pistol 30m S/2/- 1d10 + 5 (X) 4 8 Full Tearing 3.5kg Very Rare CRB
Boltgun Basic 100m S/3/- 1d10 + 5 (X) 4 24 Full Tearing 7kg Very Rare CRB
Heavy Bolter Heavy 150m -/-/6 1d10 + 8 (X) 5 60 Full Tearing 40kg Very Rare CRB
Storm Bolter Basic 90m S/2/4 1d10 + 5 (X) 4 60 Full Storm, Tearing 9kg Extreamly Rare CRB
Godwyn-De’az Bolt Pistol Pistol 40m S/2/- 1d10 + 5 (X) 4 10 Full Reliable, Tearing 3kg Extreamly Rare EWin
Godwyn-De’az Bolter Basic 90m S/3/- 1d10 + 5 (X) 4 30 Full Reliable, Tearing 6kg Very Rare EWin
Godwyn-De’az Heavy Bolter Heavy 140m -/-/6 1d10 + 8 (X) 5 80 Full Reliable, Tearing 35kg Extreamly Rare EWin
Godwyn-De’az Storm Bolter Basic 80m S/2/4 1d10 + 5 (X) 4 60 Full Reliable, Storm, Tearing 8kg Near Unique EWin
Psycannon Heavy 120m -/2/5 2d10 + 5 (X) 5 40 3 Full Daemonbane, Reliable, Tearing 20kg Near Unique EBey
Flame Weapons
Hand Flamer Pistol 10m S/-/- 1d10 + 4 (E) 2 2 2 Full Flame, Spray 3.5kg Rare CRB
Flamer Basic 20m S/-/- 1d10 + 4 (E) 2 6 2 Full Flame, Spray 6kg Scarce CRB
Heavy Flamer Heavy 30m S/-/- 1d10 + 5 (E) 4 10 2 Full Flame, Spray 45kg Rare CRB
Cerberus Heavy Flamer Heavy 30m S/2/- 1d10 + 5 (E) 3 8 2 Full Flame, Reliable, Spray 40kg Very Rare EWin
Gorgon Chemical Flamer Basic 20m S/-/- 1d10 + 4 (E) 2 6 2 Full Corrosive, Felling (1), Flame, Spray, Toxic (2) 8kg Very Rare EWin
Hydra Flamer Array Basic 8m S/-/- 1d10 + 4 (E) 2 10 2 Full Flame, Proven (3), Spray 10kg Very Rare EWin
Incinerator Basic 30m S/-/- 1d10 + 6 (E) 6 10 2 Full Daemonbane, Flame, Spray 3kg Extremely Rare EBey
Las Weapons
Laspistol Pistol 30m S/2/- 1d10 + 2 (E) 0 30 Half Reliable 1.5kg Common CRB
Lasgun Basic 100m S/3/- 1d10 + 3 (E) 0 60 Full Reliable 4kg Common CRB
Laslock Basic 70m S/-/- 1d10 + 4 (E) 0 1 Half Unreliable 4kg Plentiful CRB
Long Las Basic 150m S/-/- 1d10 + 3 (E) 1 40 Full Accurate, Felling (4), Reliable 4.5kg Scarce CRB
Hot-shot Laspistol Pistol 20m S/2/- 1d10 + 4 (E) 7 40 2 Full - 4kg Rare CRB
Hot-shot Lasgun Basic 60m S/3/- 1d10 + 4 (E) 7 30 2 Full - 6kg Rare CRB
PART 3 | EQUIPMENT

 

 

Ranged Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Book
Launcher Weapons
Granade Launcher Basic 60m S/-/- + + 6 2 Full + 12kg Average CRB
Missile Launcher Heavy 300m S/-/- + + 1 Full + 35kg Rare CRB
Low-Tech Weapons
Bolas Trown 10m S/-/- - 0 1 - Inaccurate, Snare (1) 1.5kg Average CRB
Bow Basic 30m S/-/- 1d10 (R) 0 1 Half Primitive (6), Reliable 2kg Common CRB
Crossbow Basic 30m S/-/- 1d10 (R) 0 1 2 Full Primitive (7) 3kg Common CRB
Flintlock Pistol Pistol 15m S/-/- 1d10 + 2 (I) 0 1 2 Full Inaccurate, Primitive (8), Unreliable 3kg Common EWin
Musket Basic 30m S/-/- 1d10 + 3 (I) 0 1 2 Full Inaccurate, Primitive (8), Unreliable 7kg Common EWin
Melta Weapons
Inferno Pistol Pistol 10m S/-/- 2d10 + 10 (E) 12 3 Full Melta 3kg Near Unique CRB
Meltagun Basic 20m S/-/- 2d10 + 10 (E) 12 5 Full Melta 15kg Very Rare CRB
Plasma Weapons
Plasma Pistol Pistol 30m S/2/- 1d10 + 6 (E) 6 10 3 Full Maximal, Overheats 4kg Very Rare CRB
Plasma Gun Basic 90m S/2/- 1d10 + 7 (E) 6 40 5 Full Maximal, Overheats 18kg Very Rare CRB
Solid Projectile Weapons
Autopistol Pistol 30m S/–/6 1d10+2 (I) 0 18 Full 1.5kg Average CRB
Autogun Basic 100m S/3/10 1d10+3 (I) 0 30 Full 5kg Average CRB
Autocannon Heavy 300m S/3/– 3d10+8 (I) 6 24 2 Full Reliable 40kg Very Rare CRB
Hand Cannon Pistol 35m S/–/– 1d10+4 (I) 2 5 2 Full 3kg Scarce CRB
Heavy Stubber Heavy 100m –/–/8 1d10+4 (I) 3 80 2 Full 30kg Rare CRB
Shotgun Basic 30m S/–/– 1d10+4 (I) 0 8 2 Full Scatter 5kg Average CRB
Shotgun (Combat) Basic 30m S/3/– 1d10+4 (I) 0 18 Full Scatter 6.5kg Scarce CRB
Sniper Rifle Basic 200m S/–/– 1d10+4 (I) 3 20 Full Accurate, Reliable 5kg Scarce CRB
Stub Automatic Pistol 30m S/3/– 1d10+3 (I) 0 9 Full 1.5kg Average CRB
Stub Revolver Pistol 30m S/–/– 1d10+3 (I) 0 6 2 Full Reliable 1.5kg Plentiful CRB
PART 3 | EQUIPMENT

 

 

Ranged Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Book
Exotic Weapons
Grav Pistol Pistol 15m S/-/- 1d10 + 3 (I) 6 6 Full Concussive (1), Graviton 3kg Near Unique CRB
Graviton Gun Basic 30m S/3/- 1d10 + 6 (I) 8 9 2 Full Concussive (2), Graviton 6kg Extremly Rare CRB
Needle Pistol Pistol 30m S/-/- 1d10 (R) 0 6 Full Accurate, Felling (1), Toxic (5) 1.5kg Very Rare CRB
Needle Rifle Basic 180m S/-/- 1d10 (R) 0 6 2 Full Accurate, Felling (1), Toxic (5) 2kg Very Rare CRB
Web Pistol Pistol 30m S/-/- - 0 1 Full Snare (0) 3.5kg Very Rare CRB
Webber Basic 50m S/-/- - 0 1 Full Blast (5), Snare (1) 8kg Rare CRB
Hellrifle Basic 300m S/-/- 1d10 + 4 (X) 4 - - Felling (2) 10kg Very Rare EBey
Silverseine Launcher Heavy 60m S/-/- 1d10 (I) 0 1 2 Full Blast (4), Reliable, Sanctified, Snare (2) 25kg Very Rare EBey

Availability and Modifiers

Availability and Ifluence Purchase
Availability Purchase Modifier
Ubiquitous (UB) Automatic
Abundant (AB) Easy (+30)
Plentyful (PL) Routine (+20)
Common (CM) Ordinary (+10)
Avrage (AV) Challanging (+0)
Scarce (SC) Difficult (-10)
Rare (RA) Hard (-20)
Very Rare (VR) Very Hard (-30)
Extremly Rare (ER) Arduous (-40)
Near Unique (NU) Punishing (-50)
Unique (UN) Hellish (-60)/GM’s choice
Craftmanship
Craftmanship Level Purchase and Repair Modifier
1 (Poor) +10
2 (Common) +0
3 (Good) -20
4 (Best) -30

Bolt Gun M36 Kantrael Pattern Lasgun Mark I Apollo Pattern Plasma Gun

PART 3 | EQUIPMENT

 

 

Grenades and Explosives
Name Class Range RoF Dam Pen Clip Special Wt. Availability Book
Grenades/Missiles
Blind Grenade Thrown SB x 3 S/-/- - 0 1 Smoke (2) 0.5kg Scarce CRB
Choke Grenade Thrown SB x 3 S/-/- Special 0 1 Blast (3) 0.5kg Scarce CRB
Frag Grenade Thrown SB x 3 S/-/- 2d10 (X) 0 1 Blast (3) 0.5kg Common CRB
Hallucinogen Grenade Thrown SB x 3 S/-/- - 0 1 Blast (6), Hallucinogenic (2) 0.5kg Scarce CRB
Haywire Grenade Thrown SB x 3 S/-/- - 0 1 Haywire (2) 0.5kg Very Rare CRB
Krak Grenade Thrown SB x 3 S/-/- 2d10 + 4 (X) 6 1 Concussive (0) 0.5kg Rare CRB
Photon Flash Grenade Thrown SB x 3 S/-/- - 0 1 Blast (6) 0.5kg Rare CRB
Smoke Grenade Thrown SB x 3 S/-/- - 0 1 Smoke (4) 0.5kg Common CRB
Stun Grenade Thrown SB x 3 S/-/- - 0 1 Blast (3), Concussive (2) 0.5kg Common CRB
Web Grenade Thrown SB x 3 S/-/- - 0 1 Blast (3), Snare (2) 0.5kg Rare CRB
Psychotroke Grenade Thrown SB x 3 S/-/- - 0 1 Blast (3), Hallucinogenic (4) 1kg Rare EWin
Psyk-Out Grenades Thrown SB x 3 S/-/- 1d10 (X) 0 1 Blast (3), Smoke (3) 1kg Extremly Rare EWin and EBey
Rad Grenade Thrown SB x 3 S/-/- 1d10 (E) 0 1 Blast (2) 1kg Very Rare EWin
Spore Bomb Thrown SB x 3 S/-/- - 0 1 Blast (5) 2kg Very Rare EWin
Tears of the Emperor Thrown SB x 3 S/-/- 1d10 (X) 0 1 Blast (2), Sanctified - Near Unique EWin
Whiteire Grenade Thrown SB x 3 S/-/- 1d10 + 4 (X) 3 1 Blast (3), Corrosive, Flame, Smoke (5), Toxic (2) 1kg Extremly Rare EWin
Abyssal Charge Thrown SB x 3 S/-/- 1d10 + 4 (X) 4 1 Blast (3), Crippling (2), Tainted 0.5kg Extremly Rare EBey
Argent Globe Thrown SB x 3 S/-/- 2d10 (X) 2 1 Blast (3), Crippling (3), Sanctified 0.5kg Extremly Rare EBey
“Ironfaith” Incense Grenade Thrown SB x 3 S/-/- 1d10 (X) 0 1 Daemonbane, Sanctified, Smoke (3) 0.5kg Rare Ebey
Frag Missile - - - 2d10 + 2 (X) 2 - Blast (5) 1kg Avrage CRB
Krak Missile - - - 3d10 + 8 (X) 8 - Concussive (3), Proven (2) 1kg Scarce CRB
Explosives
Fire Bomb Thrown SB x 3 S/-/- 1d10 + 2 (E) 0 1 Blast (2), Flame 0.5kg Plentiful CRB
Melta Bomb - - - 6d10 (E) 12 1 Blast (2), Flame, Melta 12kg Very Rare CRB

Special Effects

A lot of grenades have special effects not listed in the table, so please check them out in the book that grenade is found in. It is listed like with Talents; CRB stands for Core Rule Book and you can find them at pages 157-158, EWin stands for Enemies Within and you can find them at pages 44-45, and EBey stands for Enemies Beyond and you can find them at pages 40-41.

PART 3 | EQUIPMENT

 

 

Melee Weapons
Name Class Range Dam Pen Special Wt. Availability Book
Chain Weapons
Chainaxe*+* Melee - 1d10 + 4 (R) 2 Tearing 13kg Scarce CRB
Chainblade Melee - 1d10 + 1 (R) 1 Tearing 2kg Scarce CRB
Chainsword Melee - 1d10 + 2 (R) 2 Balanced, Tearing 6kg Avrage CRB
Eviscerator*+* Melee - 2d10 (R) 9 Razor Sharp, Tearing, Unwieldy 15kg Very Rare CRB
Force Weapons
Force Sword Melee - 1d10 + 1 (R) 2 Balanced, Force 5kg Near Unique CRB
Force Staff*+* Melee - 1d10 (I) 2 Force 2kg Extremly Rare CRB
Animus Hammer*+* Melee - 2d10 + 10*++* (E) 4 Daemonbane, Force, Power Field, Unwieldy 8kg Near Unique EBey
Force Hammer*+* Melee - 2d10 (I) 0 Force, Unbalanced 10kg Extremly Rare EBey
Nemesis Daemon Hammer*+* Melee - 2d10 + 1*++* (E) 8 Daemonbane, Force, Power Field, Unwieldy 10kg Near Unique EBey
Sanctus Hammer Melee - 2d10 + 6*++* (E) 4 Balanced, Concussive (4), Daemonbane, Force, Power Field 6kg Near Unique EBey
Tempus Hammer*+* Melee - 2d10 + 4*++* (E) 6 Daemonbane, Force, Power Field, Unwieldy 14kg Near Unique EBey
Power Weapons
Omnissian Axe*+* Melee - 2d10 + 4 (E) 6 Power Field, Unbalanced 8kg Extremly Rare CRB
Power Fist Melee - 2d10*+++* (E) 9 Power Field, Unwieldy 13kg Very Rare CRB
Power Sword Melee - 1d10 + 5 (5) 5 Balanced, Power Field 3kg Very Rare CRB
Power Axe*+* Melee - 1d10 + 7 (E) 7 Power Field, Unbalanced 6kg Very Rare CRB
Power Maul (High) Melee - 1d10 + 5 (E) 4 Power Field, Shocking 3.5kg Very Rare CRB
Power Maul (Low) Melee - 1d10 + 1 (E) 2 Shocking
Power Stake Melee - 1d10 + 7 (E) 5 Power Field, Sanctified, Unbalanced, Anti-Psyker 1kg Very Rare EWin
Ebenus Hammer*+* Melee - 2d10 + 6*++* (E) 10 Daemonbane, Power Field, Unwieldy 16kg Near Unique EBey
Ordo Malleus Power Glaive*+* Melee 3m 1d10+8 (E) 5 Balanced, Power Field, Proven (4), Sanctified 4.5kg Extremly Rare EBey
Power Shield*++* Melee - 1d10 (E) 1 Defensive, Power Field 6kg Very Rare EBey
Thunder Hammer*+* Melee - 2d10 + 4*++* (E) 10 Concussive (2), Power Field, Unwieldy 16kg Very Rare EBay

+ Weapon is Two-Handed

++ Provides 2 AP to the Body and Arm wielding the shield, which stacks with existing armour.

+++ Power Fists add the user’s SB×2 to the damage.

++++ Only against targets with the Daemonic trait.

PART 3 | EQUIPMENT

 

 

Melee Weapons
Name Class Range Dam Pen Special Wt. Availability Book
Low-Tech Weapons
Great Weapon*+* Melee - 2d10 (R) 0 Unbalanced 7kg Scarce CRB
Hunting Lance Melee - 2d10 + 3 (X) 7 Concussive (3) 4kg Scarce CRB
Improvised Melee - 1d10 - 2 (I) 0 Primitive (7), Unbalanced - - CRB
Knife Melee/Trown 5m 1d5 (R) 0 - 1kg Plentiful CRB
Shield*++* Melee - 1d5 (I) 0 Defence 3kg Common CRB
Spear*+* Melee - 1d10 (R) 0 Primitive (8) 3kg Common CRB
Staff*+* Melee - 1d10 (I) 0 Balanced, Primitive 3kg Plentiful CRB
Sword Melee - 1d10 (R) 0 Balanced 3kg Common CRB
Truncheon Melee - 1d10 (I) 0 Primitive (7) 2kg Plentiful CRB
Warhammer*+* Melee - 1d10 + 3 (I) 1 Concussive (1), Primitive (8) 4.5kg Scarce CRB
Whip Melee 3m 1d10 (R) 0 Flexible, Primitive (6) 2kg Avrage CRB
Axe of Retribution*+* Melee - 2d10 (R) 6 Felling (2), Sanctified 8kg Near Unique EWin
Flail of Chastisement Melee - 1d10 + 8 (R) 2 Crippling (2), Flexible, Primitive (8), Snare (2) 3kg Rare EWin
Man-Catcher*+* Melee 2m 1d10 (I) 0 Snare (4), Unwieldy 8kg Scarce EWin
Praesidium Protectiva*++* Melee - 1d10 (I) 0 Defensive 14kg Very Rare EWin
Rune Weapon (Sword) Melee - 1d10 (R) 0 Balanced, Tainted, Tearing, Vengeful (8) 3kg Near Unique EBey
Stealth Claw Melee - 1d10 + 4 (R) 4 Felling (2), Razor Sharp, Sanctified 1.5kg Very Rare EBey
Wailing Trident Melee/Thrown 6m 1d10 + 8 (R) 4 Balanced, Crippling (3)++++, Felling (3), Sanctified 9kg Very Rare EBey
Shock Weapons
Shock Maul Melee - 1d10 + 3 (I) 0 Shocking 2.5kg Scarce CRB
Shock Whip Melee 3m 1d10 + 1 (I) 0 Flexible, Shocking 3kg Rare CRB
Electro-Flail Melee - 1d10 + 2 (R) 0 Flexible, Shocking 4.5kg Rare EWin
Flame Weapons
Brazier of Holy Fire Melee - 1d10 + 5 (E) 3 Flame, Unbalanced 6kg Very Rare EWin
Fire Gauntlets Melee - 1d10 (I) 2 Flame, Unbalanced 1kg Very Rare EWin

+ Weapon is Two-Handed

++ Provides 2 AP to the Body and Arm wielding the shield, which stacks with existing armour.

+++ Power Fists add the user’s SB×2 to the damage.

++++ Only against targets with the Daemonic trait.

PART 3 | EQUIPMENT

 

 

Armour
Name Locations Covered Armour Points Max Ag Weight Availability Book
Basic Armour
Heavy Leathers Arms, Body 1 - 5kg Common CRB
Imperial Robes Arms, Body, Legs 1 - 4kg Avrage CRB
Armoured Bodyglove Arms, Body, Legs 2 - 5kg Rare CRB
Chainmail Suit Arms, Body, Legs 3 35 15kg Common CRB
Feudal World Plate All 5 25 30kg Scarce CRB
Xenos Hide Vest Body 6 50 20kg Very Rare CRB
Mouldsuit All - 40 10kg Rare EWin
Voidsuit All - 40 8kg Scarce CRB
Praetor Armour All 6 50 16kg Extremly Rare EWin
Obsidian Plate Body 6 35 35kg Very Rare EBey
Flak Armour
Flak Helmet Head 2 - 2kg Avrage CRB
Flak Gauntlets Arms 2 - 1kg Avrage CRB
Light Flak Cloak Arms, Body, Legs 2 55 4kg Scarce CRB
Flak Vest Body 3 60 5kg Avrage CRB
Flak Cloak Arms, Body, Legs 3 55 8kg Scarce CRB
Flak Coat Arms, Body 3 60 5kg Avrage CRB
Imperial Guard Flak Armour All 4 50 11kg Scarce CRB
Mesh Armour
Mesh Vest Body 4 - 2kg Rare CRB
Mesh Cloak Arms, Body, Legs 4 60 3kg Very Rare CRB
Carapace Armour
Carapace Helmet Head 4 - 2kg Rare CRB
Carapace Gauntlets Arms 5 - 2kg Rare CRB
Carapace Greaves Legs 5 - 3kg Rare CRB
Enforcer Light Carapace All 5 45 15kg Rare CRB
Carapace Chestplate Body 6 55 7kg Rare CRB
Militarum Tempestus Carapace All 6 45 15kg Very Rare CRB
Power Armour
Light Power Armour All 7 40 40kg Very Rare CRB
Heavy Power Armour All 8 35 65kg Extremly Rare EBey
Adepta Sororitas Power Armour All 7 50 35kg Extremly Rare EWin
PART 3 | EQUIPMENT

 

 

Force Fields
Name Protection Rating Weight Availability Book
Force Fields
Reflector Field 30 2kg Very Rare CRB
Convertion Field 50 1kg Extremly Rare CRB
Displacer Field 55 2kg Near Unique CRB
Power Field (Personal) 80 50kg Near Unique CRB
Power Field (Vehicle/Emplacement) 80 50kg Very Rare CRB
Field Wall Generator 65 18kg Very Rare EWin
Rosarius 50 0.6kg Extremly Rare EWin
Icon of the Just 55 0.5 Extremly Rare EBey
Weapon Modifications
Name Weight Availability
Auxiliary Grenade Launcher +2.5kg Rare
Backpack Ammo Supply +15kg Scarce
Compact x1/2 Average
Custom Grip Rare
Deactivated Safety Features Rare
Expanded Magazine +1kg Scarce
Exterminator +1kg Common
Fire Selector +1kg Rare
Fluid Action Rare
Forearm Weapon Mounting +1kg Scarce
Melee Attachment +2kg Plentiful
Modified Stock Scarce
Mono +0kg Scarce
Motion Predictor +0.5kg Very Rare
Omni-Scope +2kg Near Unique
Photo Sight +0.5kg Very Rare
Pistol Grip Rare
Preysense Sight +0.5kg Very Rare
Quick-Release Rare
Red-Dot Laser Sight +0.5kg Scarce
Reinforced +20% Scarce
Sacred Inscriptions Scarce
Silencer +0.5kg Plentiful
Suspensors x1/2 Extremely Rare
Targeter +1.5kg Rare
Telescopic Sight +1kg Average
Tox Dispenser +0.75kg Rare
Tripod/Bipod +2kg Average
Vox-Operated +0.5kg Rare
Force Field Overload
Force Field Craftmanship Overload Roll
Poor 01-15
Common 01-10
Good 01-05
Best 01
Clothing and Personal Gear
Name Weight Availability
Backpack 2kg Abundant
Chameleoline Cloak 0.5kg Rare
Chrono 0kg Plentiful
Clothing 2kg Abundant
Combat Vest 2kg Scarce
Concealed Holster 1kg Average
Deadspace Earpiece Very Rare
Explosive Collar 3kg Scarce
Filtration Plugs Common
Photo-Visors/Contacts 0.5kg Scarce
Preysense Goggles 0.5kg Very Rare
Rebreather 1kg Scarce
Recoil Glove 0.5kg Rare
Respirator/Gas Mask 0.5kg Average
Survival Suit Average
Synskin 2kg Very Rare
Void Suit 8kg Scarce
PART 3 | EQUIPMENT

 

 

Tools
Name Weight Availability
Auspex/Scanner 0.5kg Scarce
Auto Quill Scarce
Clip/Drop Harness 2kg Common
Combi-tool 1kg Rare
Comm Leech 1kg Very Rare
Dataslate 0.5kg Common
Demolition Kit 4kg Very Rare
Diagnostor 4kg Rare
Disguise Kit 2kg Very Rare
Excruciator Kit 2kg Very Rare
Field Suture 0.5kg Average
Glow-globe/Stablight 0.5kg Abundant
Grapnel & Line 2kg Common
Grav Chute 15kg Rare
Hand-Held Targeter 0.5kg Scarce
Inhaler/Injector 0.5kg Common
Lascutter 4kg Average
Laud Hailer 4kg Scarce
Magboots 2kg Rare
Magnoculars 0.5kg Average
Manacles 1kg Plentiful
Medi-kit 2kg Common
Micro-bead Average
Monotask Servo-Skull 2kg Rare
Multicompass 4kg Near Unique
Multikey Scarce
Null Rod 1kg Near Unique
Pict Recorder 1kg Average
Psy Focus Average
Regicide Set 1kg Plentiful
Screamer 2kg Scarce
Signal Jammer 2kg Rare
Static Generator 3kg Very Rare
Stummer 2kg Average
Vox-caster 4kg Scarce
Writing Kit 2kg Plentiful
Drugs and Consumables
Name Weight Availability
Amasec 1kg Average
Desoleum Fungus Scarce
De-Tox Rare
Frenzon*+* Very Rare
Lho-Sticks Common
Obscura*+* Rare
Ration Pack 2kg Plentiful
Recaf Abundant
Sacred Unguents Very Rare
Slaught*+* Scarce
Spook*+* Rare
Stimm*+* Average
Tranq 1kg Abundant

+ Drug is addictive

Void Ship Transport
Ship Type Availability
Bulk transport Abundant
Passenger ship Plentiful
Pilgrim ship Common
System ship (intra-system only) Average
Tramp freighter Average
Void jumper (nearby systems only) Scarce
PART 3 | EQUIPMENT

 

 

Cybernetics
Name Availability
Augur Array Rare
Autosanguine† Very Rare
Baleful Eye Near Unique
Bionic Arm Scarce
Bionic Legs Scarce
Bionic Respiratory System Rare
Bionic Heart Very Rare
Bionic Senses Rare
Calculus Logi Upgrade Very Rare
Cerebral Implants Very Rare
Cranial Armour Scarce
Ferric Lure Implants† Very Rare
Interface Port Rare
Internal Reservoir Rare
Locator Matrix Rare
Luminen Capacitor† Very Rare
Maglev Coils† Very Rare
Mechadendrite† Very Rare
Memorance Implant Rare
Mind Impulse Unit Rare
MIU Weapon Interface Rare
Respiratory Filter Implant Rare
Scribe-tines Rare
Subskin Armour Very Rare
Synthmuscle Rare
Vocal Implant Scarce
Volitor Implant Rare
+ Adeptus Mechanicus only
PART 3 | EQUIPMENT