Warhammer 40k: Dark Heresy 2e Guide
Index
Clicking blue text takes you to the section you want.
Part 1 Character Creation | pages 2-19
- Homeworlds and Stats | pages 2-8
- Backgrounds | pages 9-15
- Roles | pages 16-18
Part 2 Leveling Up | pages 19-32
- Skill Aptitudes and Stat Aptitudes | page 19
- Level Up Costs | page 19
- Talent Aptitudes | pages 20-24
- Elite Advances | pages 24-31
Part 3 Equipment | Pages 32-41
- Ranged Weapons | pages 32-34
- Availability and Modifiers | page 34
- Grenades and Explosives | page 35
- Melee Weapons | pages 36-37
- Armour | page 38
- Foce Fields | page 39
- Weapon Modifications | Page 39
- Clothing and Personal Gear | Page 39
- Tools | Page 40
- Drugs and Consumables | Page 40
- Void Ship Transport | Page 40
- Cybernetics | Page 41
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.
Recommended Backgrounds
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.
Recommended Backgrounds
Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard
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.
Recommended Backgrounds
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.
Recommended Backgrounds
Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast
A confrontation between a hive ganger and an officer of the Adeptus Arbites
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.
Recommended Backgrounds
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.
Recommended Backgrounds
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.
Recommended Backgrounds
Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard, Mutant
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.
Recommended Backgrounds
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.
Recommended Backgrounds
Adeptus Arbites, Adeptus Astra Telepathica, Mutant, Outcast
Frontier worlds are great stops for space pirates and rouge traders
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.
Recommended Backgrounds
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.
Recommended Backgrounds
Adeptus Administratum, Adeptus Ministorum, Imperial Guard, Outcast
Hmmm… :thinking:
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.
Recommended Backgrounds
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.
Recommended Backgrounds
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.
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.
Recommended Backgrounds
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.
Recommended Backgrounds
Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Mechanicus, Mutant
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
Recommended Roles
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
Recommended Roles
Assassin, Desperado, Seeker, Warrior
Adeptus Arbites Officer
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
Recommended Roles
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
Recommended Roles
Chirurgeon, Hierophant, Sage, Seeker
Tech Priest of the Adeptus Mechanicus
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
Recommended Roles
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
Recommended Roles
Assassin, Desperado, Hierophant, Warrior, Fanatic, Penitent
Two guardsmen of the Imperial Guard
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
Recommended Roles
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
Recommended Roles
Chirurgeon, Fanatic, Sage, Warrior
Special
A character must be female to have the Adepta Sororitas Background.
Battle Sister of the Adepta Sororitas
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
Recommended Roles
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
Recommended Roles
Assassin, Sage, Hierophant, Seeker
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
Recommended Roles
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
Recommended Roles
Ace, Chirurgeon, Hierophant, Warrior
Pilot of the Imperial Navy
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
Recommended Roles
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
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.
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.
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.
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
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 |
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
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
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
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.
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.
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).
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.
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.
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.
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.
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.
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 |
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 |
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
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.
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.
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.
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 |
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 |
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 |
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 |