DARK HERESY HOPE YOU KNOWII WHAT YOU’RE DOING EDITION Home World Options Fate Home World Home World Modifiers Home World Bonus Wounds Threshold Aptitude Agri-World + Fellowship, + Strength 2 (7+) Strength from the Land Strength 8 + 1d5 DH2 Enemies Within p. 24 – Agility Daemon World + Willpower, + Perception 3 (4+) Touched by the Dark Willpower 7 + 1d5 DH2 Enemies Beyond p. 26 – Fellowship Death World + Agility, + Perception 2 (5+) Survivor’s Paranoia Fieldcraft 9 + 1d5 DH2 Enemies Without p. 26 – Fellowship + Strength, + Toughness Feral World 2 (3+) The Old Ways Toughness 9 + 1d5 – Influence Feudal World + Perception, + Weapon Skill 3 (6+) At Home in Armour Weapon Skill 9 + 1d5 DH2 Enemies Within p. 26 – Intelligence + Intelligence, + Toughness World 3 (8+) Omnissiah’s Chosen Intelligence 8 + 1d5 – Fellowship Frontier World + Ballistic Skill, + Perception 3 (7+) Rely on None but Yourself Ballistic Skill 7 + 1d5 DH2 Enemies Within p. 26 – Fellowship Garden World + Fellowship, + Agility 2 (4+) Serenity of the Green Social 7 + 1d5 DH2 Enemies Without p. 28 – Toughness + Fellowship, + Influence Highborn 4 (10+) Breeding Counts Fellowship 9 + 1d5 – Toughness + Agility, + Perception Teeming Masses in Metal Hive World 2 (6+) Perception 8 + 1d5 – Willpower Mountains Penal Colony + Toughness, + Perception 3 (8+) Finger on the Pulse Toughness 10 + 1d5 DH2 Enemies Beyond p. 28 – Influence Quarantine World + Ballistic Skill, + Intelligence 3 (9+) Secretive by Nature Fieldcraft 8 + 1d5 DH2 Enemies Beyond p. 30 – Strength Research Station + Intelligence, + Perception 3 (8+) Pursuit of Data Knowledge 8 + 1d5 DH2 Enemies Without p. 30 – Fellowship + Fellowship, + Willpower Shrine World 3 (6+) Faith in the Creed Willpower 7 + 1d5 – Perception + Intelligence, + Willpower Voidborn 3 (5+) Child of the Dark Intelligence 7 + 1d5 – Strength

Stage 2: Choose Home World Pursuit of Data Whenever a research station character reaches Rank 2 Home World Bonuses (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) At Home in Armour in one related or identical Forbidden Lore skill specialisation A feudal world character ignores the maximum Agility value of his choice. The GM is the final arbiter of whether the two imposed by any armour he is wearing. specialisations are related. Breeding Counts Rely on None but Yourself Any time a highborn character would reduce his Influence, he A frontier world character gains a +20 bonus to Tech-Use tests reduces it by 1 less (to a minimum reduction of 1). when applying personal weapon modiications, and a +10 bonus Child of the Dark when repairing damaged items. A voidborn character starts with the Strong Minded talent, Secretive by Nature and gains a +30 bonus to tests for moving in a zero gravity Those who manage to leave a quarantine world learn how environment. to keep secrets. Whenever the warband’s Subtlety would Faith in the Creed decrease, it decreases by 2 less (to a minimum reduction of 1). Whenever a shrine world character spends a Fate point, he Serenity of the Green rolls 1d10. On a result of 1, the character’s total number of Fate A garden world character halves the duration (rounded up) points is not reduced. of any result from Table 8–11: Shock or Table 8–13: Mental Omnissiah’s Chosen Traumas, and can remove Insanity points for 50xp per point A forge world character starts with either the Technical Knock or rather than the normal 100xp. Weapon-Tech talent. Strength from the Land acquires the Psyker aptitude. This character also begins with An agri-world character starts with the Brutal Charge (2) trait. 1d10+5 Corruption points. 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. Teeming Masses in Metal Mountains A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests. The Old Ways Any Low-Tech weapon the character uses loses the Primitive quality (if it had it) and gains the Proven (3) quality. Touched by the Dark 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

Alternative Home Worlds Home World Base Type Home World Bonus Dark Obsession: If faced with a Fear-causing subject or situation for which a character from Dark Echo Research Dark Echo possesses the associated specialisation in the Forbidden, Common, or Scholastic DH2 Enemies Without p. 80 Station Lore skills, he gains a bonus equal to ten times his ranks in that skill. Forrallis The Perfect Host: A character from Forraliss scores an extra degree of success on successful Garden World DH2 Enemies Without p. 76 Charm and Deceive tests. Manners are All: A character from Gregorn has a highly ingrained sense of honour and Gregorn Feral World custom. Should he discover that another character has lied to him (such as by winning an DH2 Enemies Without p. 85 Opposed Scrutiny versus Deceive test), he gains the Hatred talent against that character. The Sacredness of Oaths: Desoleum’s main hive exists in a tangled system of involute oaths, and for its denizens this has become an ingrained part of their mentality. If he gives Hive Desoleum Hive World his oathbond word, a character from this world gains a +10 bonus to Willpower-based tests DH2 Forgotten Gods p. 7 involved in fulfilling that oath. If he ever goes back on his oathgiven word, however, he gains 1d5 Insanity Points. A Keen Blade: The first time a character from Hrax inlicts damage on a target with a bladed Hrax Feudal World melee weapon each encounter, he gains a +10 bonus to Weapon Skill tests to attack that DH2 Enemies Within p. 80 target with that weapon until the end of the encounter. Kalto Deny Thyself: A character from Kalto ignores any efects from his first level of Fatigue, and Agri-World DH2 Enemies Within p. 85 counts his Toughness bonus as two higher for the purposes of determining starvation. Myth Made Truth: A character from Kul counts as having the Forbidden Lore (The Warp, Kul Quarantine Daemonology) skills each with a number of Ranks equal to half his Intelligence bonus DH2 Enemies Beyond p. 78 World (rounded down), unless the number of Ranks would be higher otherwise. Nexum Find the Weak Spot: Whenever a character from Nexum inflicts Critical damage, he may add Penal Colony DH2 Enemies Beyond p. 83 +1 when determining which result to apply from the appropriate Critical Effects table. Absolute Faith in the Past: In addition to the normal uses of Fate points, once per encounter Ossuar Shrine World a character from Ossuar may spend a Fate point after he fails a Fear test to count as having DH2 Enemies Beyond p. 89 passed it with 1 degree of success, but also gains 1 Insanity point. Guard the Pure-blooded: A Pellennian character starts with the Resistance (Radiation) talent Pellenne Forge World and the Trade (Prospector) skill at rank 1 (Known), plus either the Hatred (Mutants) talent or DH2 Enemies Within p. 90 the Dark-sight trait. Forceful Negotiations: A character from Port Aquila starts at rank 1 (Known) in the Port Aquila Voidborn Commerce skill, and can use his Strength or Willpower characteristic instead of Intelligence DH2 Enemies Within p. 97 when making Commerce tests. Zeal of the Convert: Characters from Rund start with the Hatred (Heretics) talent. They also Rund Feral World count as having the Hatred talents possessed by any clearly identiied member of the Adeptus DH2 Enemies Within p. 104 Ministorum within 10 metres. Alternative Home Worlds (Continued) Home World Base Type Home World Bonus Obsession to Tech-Ritual: A character from Selvanus Binary always seeks to follow the proper rites associated with correct usage of holy technology. As a Full Action, he may make Selvanus Binary Forge World a Difficult (–10) Logic test before using a device. If he succeeds, the device counts as being DH2 Enemies Within p. 108 one level of craftsmanship higher until the end of the encounter. If he fails with a number of degrees of failure greater than his Willpower bonus, he gains 1 Insanity point. Attention to Nuance: A character from Snope’s world starts with one rank of the Deceive skill Snope’s World Hive World and one rank of the Scrutiny skill. He also gains a +20 bonus to tests he makes to determine DH2 Enemies Within p. 115 the warband’s Subtlety value. Temperance Cleansing of Flames: A character from this world begins with the Weapon Training (Flame) Frontier World DH2 Enemies Within p. 122 talent. The Dead are Watchful: The first time a character from Thaur suffers Critical damage each Thaur Shrine World session, after determining and resolving the Critical Effect, he gains back one spent Fate Point DH2 Forgotten Gods p. 109 (this cannot exceed his Fate threshold). The Emperor’s Song Voidborn Attuned to the Warp: A character from The Emperor’s Song gains the Deny the Witch talent. DH2 Enemies Beyond p. 95

Master of the Drunnels: All those from the Oath Unspoken have become expert at the art of The Oath Unspoken haggling and trading from time spent in the Drunnels or from working with their Rogue Trader Voidborn DH2 Forgotten Gods p. 57 Captain. A character from this vessel gains a +20 bonus to Opposed Commerce tests and tests for the Evaluate special use of the Commerce skill. Inured to the Horrors: A character from Tuchulcha beings with 3d5 Corruption points. In Tuchulca Daemon World addition to the normal uses of Fate points, once per encounter he may spend a Fate point to DH2 Enemies Beyond p. 99 count as having the Adamantium Faith talent until the beginning of his next turn. Vouxis Prime Art from Below: A character from Vouxis Prime starts with the Blind Fighting talent and Trade Hive World DH2 Enemies Without p. 91 (Sculptor) as a Rank 2 (Trained) skill. Yanth Craftsmaster: A character from Yanth gains a +20 bonus to Crafting special uses of the Death World DH2 Enemies Without p. 98 Medicae and Survival skills, and halves the time needed for completion. Choose 3: Choose Background Adeptus Arbites Adepta Sororitas Starting Skills Dark Heresy 2 Enemies Within p. 30 Awareness, Common Lore (Adeptus Arbites, Starting Skills Underworld), Inquiry or Interrogation, Intimidate, Athletics, Charm or Intimidate, Common Lore (Adepta Scrutiny Sororitas), Linguistics (High Gothic), Medicae or Parry Starting Talents Starting Talents Weapon Training (Shock, Solid Projectile) Weapon Training (Flame or Las, Chain) Starting Equipment Starting Equipment Shotgun or shock maul, Enforcer light carapace Hand lamer or laspistol, chainblade, armoured armour or carapace chestplate, 3 doses of stimm, bodyglove, chrono, dataslate, stablight, micro-bead manacles, 12 lho sticks Background Bonus Background Bonus Incorruptible Devotion: Whenever an Adepta Sororitas The Face of the Law: An Arbitrator can re-roll any character would gain 1 or more Corruption Points, she Intimidation and Interrogation test, and can substitute gains that many Insanity Points minus 1 (to a minimum his Willpower bonus for his degrees of success on of 0) instead. these tests. Background Aptitude Background Aptitude Offence or Social Offence or Defence

Adeptus Administratum Adeptus Astra Telepathica Starting Skills Starting Skills Commerce or Medicae, Common Lore (Adeptus Awareness, Common Lore (Adeptus Astra Administratum), Linguistics (High Gothic), Logic, Telepathica), Deceive or Interrogation, Forbidden Scholastic Lore (Pick One) Lore (the Warp), Psyniscience or Scrutiny Starting Talents Starting Talents Weapon Training (Las or Solid Projectile) Weapon Training (Las, Low-Tech) Starting Equipment Starting Equipment Laspistol or stub automatic, Imperial robes, autoquill, Laspistol, staff or whip, light flak cloak or flak vest, chrono, dataslate, medi-kit micro-bead or psy focus Background Bonus Background Bonus Master of Paperwork: An Adeptus Administratum The Constant Threat: When the character or an ally character counts the Availability of all items as one within 10 metres triggers a roll on Table 6–2: Psychic level more available. Phenomenon (see page 196), the Adeptus Astra Background Aptitude Telepathica character can increase or decrease the result by amount equal to his Willpower bonus. Knowledge or Social

Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait (see page 138). Background Aptitude Defence or Psyker Adeptus Mechanicus Exorcised Starting Skills Dark Heresy 2 Enemies Beyond p. 32 Awareness or Operate (Pick One), Common Lore Starting Skills (Adeptus Mechanicus), Logic, Security, Tech-Use Awareness, Deceive or Inquiry, Dodge, Forbidden Starting Talents Lore (Daemonology), Intimidate or Scrutiny Mechadendrite Use (Utility), Starting Talents Weapon Training (Solid Projectile) Hatred (Daemons), Weapon Training (Solid Projectile, Chain) Starting Trait Mechanicus Implants Starting Equipment Autopistol or stub revolver, shotgun, chainblade, Starting Equipment Imperial robes, 3 doses of obscura or tranq, disguise Autogun or hand cannon, monotask servo-skull kit or excruciator kit, rebreather, stablight or glow-globe (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents Starting Malignancy An Exorcised character starts with one Malignancy Background Bonus chosen from Table 8–15: Malignancies. Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as Background Bonus two levels more available. Touched by a Daemon: An Exorcised character counts his Insanity bonus as 2 higher for purposes of Background Aptitude avoiding Fear tests. Additionally, he can never again Knowledge or Tech become possessed by the same Daemon that once possessed him. Background Aptitude Adeptus Ministorum Defence or Knowledge Starting Skills Charm, Command, Common Lore (Adeptus Ministorum), Inquiry or Scrutiny, Linguistics (High Heretek Gothic) Dark Heresy 2 Enemies Without p. 32 Starting Talents Starting Skills Weapon Training (Flame) or Weapon Training (Low- Deceive or Inquiry, Forbidden Lore (pick one), Medicae Tech, Solid Projectile) or Security, Tech-Use, Trade (pick one) Starting Equipment Starting Talents Hand flamer (or warhammer and stub revolver), Weapon Training (Solid Projectile) Imperial robes or flak vest, backpack, glow-globe, Starting Trait monotask servo-skull (laud hailer) Mechanicus Implants Background Bonus Starting Equipment Faith is All: When spending a Fate point to gain a Stub revolver with 2 extra clips of Expander bullets +10 bonus to any one test, an Adeptus Ministorum or Man- Stopper rounds, 1 web grenade, combi-tool, character gains a +20 bonus instead. flak cloak, filtration plugs, 1 dose of de-tox, dataslate, Background Aptitude stablight Leadership or Social 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 Imperial Guard Starting Skills Dark Heresy 2 Enemies Within p. 32 Athletics, Command, Common Lore (Imperial Guard), Starting Skills Medicae or Operate (Surface), Navigate (Surface) Acrobatics or Athletics, Awareness, Deceive or Starting Talents Intimidate, Forbidden Lore (Mutants), Survival Weapon Training (Las, Low-Tech) Starting Talents Starting Equipment Weapon Training (Low-Tech, Solid Projectile) Lasgun (or laspistol and sword), combat vest, Imperial Starting Traits Guard flak armour, grapnel and line, 12 lho sticks, One of the following: Amphibious, Dark-sight, Natural magnoculars Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Background Bonus Agility (1), Unnatural Strength (1), or Unnatural Hammer of the Emperor: When attacking a target that Toughness (1) an ally attacked since the end of the Guardsman’s last Starting Corruption and Mutation turn, the Guardsman can re-roll any results of 1 or 2 A Mutant character begins play with 10 Corruption on damage rolls. points. Instead of rolling as normal for malignancy Background Aptitude or mutation, roll 5d10 on Table 8–16: Mutations to Fieldcraft or Leadership determine a starting mutation for the character. Starting Equipment Shotgun (or stub revolver and great weapon), grapnel Imperial Navy and line, heavy leathers, combat vest, 2 doses of Dark Heresy 2 Enemies Without p. 34 stimm Starting Skills Background Bonus Athletics, Command or Intimidate, Common Twisted Flesh: A Mutant character can always choose Lore (Imperial Navy), Navigate (Stellar), Operate to fail any test associated with resisting malignancy or (Aeronautica or Voidship) mutation. Whenever he would gain a malignancy, he Starting Talents may roll on Table 8–16: Mutations to gain a mutation instead. Weapon Training (Chain or Shock, Solid Projectile) Background Aptitude Starting Equipment Fieldcraft or Ofence Combat shotgun or hand cannon, chainsword or shock whip, flak coat, rebreather, micro-bead Background Bonus Close Quarters Discipline: An Imperial Navy character Outcast scores one additional degree of success on successful Starting Skills Ballistic Skill tests he makes against targets at Point- Acrobatics or Sleight of Hand, Common Lore Blank range, at Short range, and with whom he is (Underworld), Deceive, Dodge, Stealth engaged in melee. Starting Talents Background Aptitude Weapon Training (Chain, and Las or Solid Projectile) Offence or Tech 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 Rogue Trader Fleet Dark Heresy 2 Enemies Without p. 36 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 Stage 4: Choose Role Assassin Ace Role Aptitudes Dark Heresy 2 Enemies Without p. 38 Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Role Aptitudes Finesse, Perception Agility, Finesse, Perception, Tech, Willpower Role Talent Role Talent Jaded or Leap Up Hard Target or Hotshot Pilot Role Bonus Role Bonus Sure Kill: In addition to the normal uses of Fate points, Right Stuff: In addition to the normal uses of Fate when an Assassin successfully hits with an attack, he points, an Ace character may spend a Fate point to may spend a Fate point to inflict additional damage automatically succeed at an Operate or Survival skill equal to his degrees of success on the attack roll on test involving vehicles or living steeds with a number the first hit the attack inflicts. of degrees of success equal to his Agility bonus.

Chirugeon 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, 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.

Crusader Dark Heresy 2 Enemies Beyond p. 34 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, 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. Desperado Penitent Role Aptitudes Dark Heresy 2 Enemies Within p. 36 Agility, Ballistic Skill, Defence, Fellowship, Finesse Role Aptitudes Role Talent Agility, Fieldcraft, Intelligence, Ofence, Toughness Catfall or Quick Draw Role Talent Role Bonus Die Hard or Flagellant Move and Shoot: Once per round, after performing Role Bonus a Move action, a Desperado character may perform Cleansing Pain: Whenever a Penitent character a single Standard Attack with a Pistol weapon he is sufers 1 or more points of damage (after reductions currently wielding as a Free Action. for Toughness bonus and Armour), he gains a +10 bonus to the irst test he makes before the end of his next turn. Fanatic Dark Heresy 2 Enemies Within p. 34 Role Aptitudes Sage Leadership, Ofence, Toughness, Weapon Skill, Role Aptitudes Willpower Intelligence, Knowledge, Perception, Tech, Willpower Role Talent Role Talent Deny the Witch or Jaded Ambidextrous or Clues from the Crowds Role Bonus Role Bonus Death to All Who Oppose Me!: In addition to the Quest for Knowledge: In addition to the normal uses of normal uses of Fate points, a Fanatic character may Fate points, a Sage character may spend a Fate point spend a Fate point to count as having the Hatred to automatically succeed at a Logic or any Lore skill talent against his current foe for the duration of the test with a number of degrees of success equal to his encounter. Should he choose to leave combat against Intelligence bonus. a Hated foe in that encounter, however, he gains 1 Insanity point. Seeker Role Aptitudes Hierophant Fellowship, Intelligence, Perception, Social, Tech Role Aptitudes Role Talent Fellowship, Offence, Social, Toughness, Willpower Keen Intuition or Disarm Role Talent Role Bonus Double Team or Hatred (Pick One) Nothing Escapes My Sight: In addition to the normal Role Bonus uses of Fate points, a Seeker character may spend a Sway the Masses: In addition to the normal uses of Fate point to automatically succeed at an Awareness Fate points, a Hierophant character may spend a Fate or Inquiry skill test with a number of degrees of point to automatically succeed at a Charm, Command, success equal to his Perception bonus. or Intimidate skill test with a number of degrees of success equal to his Willpower bonus. Warrior Role Aptitudes Mystic Ballistic Skill, Defence, Offence, Strength, Weapon Role Aptitudes Skill Defence, Intelligence, Knowledge, Perception, Role Talent Willpower Iron Jaw or Rapid Reload Role Talent Role Bonus Resistance (Psychic Powers) or Warp Sense Expert at Violence: In addition to the normal uses of Role Bonus Fate points, after making a successful attack test, but Stare into the Warp: A Mystic character starts the before determining hits, a Warrior character may spend game with the Psyker elite advance. a Fate point to substitute his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test. Divinations d100 Roll Prophecy Effect

Mutation without, corruption 01 Roll once on Table 8–15: Malignancies and apply the result. within.

02-05 Trust in your fear. Increase this character’s Perception by 5, He also gains the Phobia Mental Disorder. Humans must die so that humanity This character gains the Jaded talent. If he already possesses this talent, increase his 06-09 can endure. Willpower characteristic by 2 instead. Reduce this character’s Agility characteristic by 3. The first time this character suffers Critical The pain of the bullet is ecstasy 10-13 damage each session, roll 1d10. On a result of 10, he does not suffer any Critical Effects, compared to damnation. though the damage still counts as Critical damage. Be a boon to your allies and the bane This character gains the Hatred (choose any one) talent. If he already possessed this talent, 14-17 of your enemies. increase his Strength characteristic by 2 instead. The wise learn from the deaths of Increase this character’s Agility or Intelligence Characteristic by 3. Reduce his Weapon Skill 18-21 others. or Ballistic Skill characteristic by 3. Kill the alien before it can speak This character gains the Quick Draw talent. If he already possesses this talent, increase his 22-25 its lies. Agility characteristic by 2 instead. Increase this character’s Perception characteristic by 3. The first time he would gain 1 or 26-29 Truth is subjective. more Corruption points each session, he gains that amount plus 1 instead. Reduce this character's Intelligence characteristic by 3. The first time he would gain 1 or 30-33 Thought begets Heresy. more Corruption points each session, he reduces that amount by 1 (to a minimum of 0) instead. Increase this character’s Fellowship or Strength characteristic by 3. Reduce his Toughness 34-38 Heresy begets Retribution. or Willpower characteristic by 3. A mind without purpose wanders in When gaining Mental Disorders (see page 287), the character may choose to gain a new 39-43 dark places. Disorder instead of increasing the severity of an existing Disorder. If a job is worth doing, it is worth Increase this character’s Toughness or Willpower characteristic by 3. Reduce his Fellowship 44-49 dying for. or Strength characteristic by 3. Whenever this character would roll on Table 8–15: Malignancies, he may instead select any 50-54 Dark dreams lie upon the heart. one result and gain that Malignancy. Increase this character’s Weapon Skill or Ballistic Skill characteristic by 3. Reduce his Agility 55-59 Violence solves everything. or Intelligence characteristic by 3. Reduce this character’s Perception characteristic by 3. The first time he would gain 1 or 60-63 Ignorance is a wisdom of its own. more Insanity points each session, he reduces that amount by 1 (to a minimum of 0) instead. Only the insane have strength Increase this character’s Willpower characteristic by 3. The first time he would gain 1 or more 64-67 enough to prosper. Insanity points each session, he gains that amount plus 1 instead. A suspicious mind is a healthy Increase this character’s Perception characteristic by 2. Additionally, he may re-roll 68-71 mind. Awareness tests to avoid being Surprised. Reduce this character’s Toughness characteristic by 3. The first time that this character Suffering is an unrelenting 72-75 suffers any damage each session, he gains a +20 bonus to the next test he makes before instructor. the end of his next turn. The only true fear is dying without This character gains the Resistance (Cold, Heat, or Fear) talent. If he already possesses this 76-79 your duty done. talent, increase his Toughness characteristic by 2 instead. The first time this character would suffer Fatigue each session, he suffers that amount of 80-83 Only in death does duty end. Fatigue minus 1 (to a minimum of 0) instead. This character gains the Keen Intuition talent. If he already possesses this talent, increase 84-87 Innocence is an illusion. his Intelligence characteristic by 2 instead. This character gains the Dodge skill as a Known skill (rank 1). If he already possesses this 88-91 To war is human. skill, increase his Agility characteristic by 2 instead. This character gains the Clues from the Crowds talent. If he already possesses this talent, 92-95 There is no substitute for zeal. increase his Fellowship characteristic by 2 instead. When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of Even one who has nothing can still 96-99 10, he survives whatever grievous wound would have killed him but does not reduce his offer his life. Fate threshold.

Do not ask why you serve. Only 100 Increase this character’s Fate threshold by 1. ask how. Jack of all Trades Inquisitor Elite Advancement When this talent is acquired, the character gains all unknown Experience Cost non-Specialist skills as Known skills (rank 1). 1000 xp Master of all Trades Prerequisites When this talent is acquired, the character immediately advances all Known skills (rank 1) to Trained (rank 2). • Influence 75 • Emperor’s blessing: A character elevates to this Shared Destiny rank through the decree of an existing Inquisitor or The character may spend two Fate points as a Free Action to some other suitably momentous occasion. grant another character within 10 metres a Fate point. L kewise, • GM Guidance: This advance should only be any character in 10 metres may spend two Fate points as a Free considered for a character not only of high Action to grant this character a Fate point. This does not allow Influence but who has also displayed through his characters to gain Fate points in excess of their Fate threshold. actions that he is ready for the office. It not only Shield of contempt changes the character, but also the group dynamic Whenever this character would gain any amount of Corruption and the roleplaying experience as well. points, he may spend a Fate point to gain 0 instead. Instant Changes Strength Through Conviction Gains the Peer (Inquisition) talent, the Forbidden Lore Whenever this character would gain any amount of Insanity (Pick One) skill, and the Leadership Aptitude. points, he may spend a Fate point to gain 0 instead. Unlocked Advances Will of the Inquisitor An Inquisitor character gains access to a special set Before rolling the d100 when making a test, the character may of talents. spend one Fate point to count as having rolled a result of 01 on that roll. Inquisitor Inquisitor Talents Complete Control 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 When this talent is acquired, the character immediately increases his Fate threshold by one. Inspired Intuition 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.

Inquisitor Talents Talent Tier Aptitude 1 Aptitude 2 Prerequisites Shared Destiny 1 Fellowship Leadership Willpower 40 Complete Control 2 Intelligence Social Perception 45 Inspired Intuition 2 Perception Social Intelligence 50 Jack of all Trades 2 Knowledge — Intelligence 45 Shield of Contempt 2 Defence Toughness Willpower 50 Strength through Conviction 2 Defence Willpower Willpower 50 Inspired Intuition, Shield of Contempt, Strength Fated 3 Knowledge Willpower through Conviction Master of all Trades 3 Knowledge — Intelligence 55, Jack of all Trades Fated, Intelligence 50, Perception 50, Willpower Will of the Inquisitor 3 Knowledge Willpower 55 Untouchable Untouchable Elite Untouchable Talents Advancement Bane of the Daemon Experience Cost Creatures with the Warp Instability trait within WPB metres 300 xp of the Untouchable suffer a penalty on their Willpower test to Prerequisites remain in realspace equal to five times the Untouchable’s WPB. • A Void in the Warp: Characters with the Psyker Daemonic Anathema elite advance cannot gain the Untouchable elite All creatures with the Daemonic trait within WPB metres of the advance. character do not gain any benefits from that trait. • GM Guidance: Psychic Untouchables are incredibly Null Field rare, and often live lonely and short lives due to the The effects of Psychic Null apply to all characters within WPB effect they have on all living beings that get near metres of the character. them. This advance could be part of character Psychic Null creation, given that it is something the character is The character gains the Deny the Witch talent. He also gains a born with, or can be something added later once +20 bonus when making Evasion tests against psychic attacks the effects of the genetic curse become impossible and when making Opposed tests to resist psychic powers. This to ignore. talent stacks with Resistance (Psychic Powers) and can be Instant Changes purchased multiple times; each time a character purchases it, • Can no longer gain the Psyker trait for any reason. increase the bonus it grants by +5. • Gains the Resistance (Psychic Powers) talent. Soulless Aura • Fellowship characteristic always counts as one- Enemy characters within WPB metres of the Untouchable half (rounding up) its value for tests or other game suffer a –10 penalty to all Charm and Deceive tests. usage. When interacting with anyone who has a psy rating or the Psyniscience skill, the Fellowship Warp Anathema characteristic counts as 1. Characters affected by Warp Disruption reduce their psy • Can never gain nor benefit from the positive effects rating by 2, instead of the normal amount. This talent can be of Psychic Powers or any other related unnatural purchased multiple times; each time a character purchases it talents, traits, or abilities that call on the Warp for the reduction in psy rating increases by 1. If purchased 3 times, power. for example, the reduction would be 4. • Automatically ignores any effects resulting from Warp Bane Psychic Phenomena, and gains a +30 bonus on The effects of Warp Disruption apply to all characters with a psy any tests to resist effects from a Perils of the Warp rating within two times WPB metres of the character, instead of result. the normal amount. Unlocked Advances Warp Disruption An Untouchable character gains access to a special All characters with a psy rating within WPB metres of the set of talents. 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.

Untouchable Talents Talent Tier Aptitude 1 Aptitude 2 Prerequisites Soulless Aura 1 Finesse Willpower Willpower 30 Bane of the Daemon 2 Defence WIllpower Willpower 40 Psychic Null 2 Defence Willpower Willpower 40 Warp Disruption 2 Perception Willpower Willpower 45 Daemonic Anathema 3 Willpower — Warp Anathema, Willpower 55 Null Field 3 Willpower — Psychic Null, Willpower 50 Warp Anathema 3 Intelligence Willpower Warp Disruption, Willpower 55 Warp Bane 3 Willpower — Warp Disruption, Willpower 55 Psyker Elite Advancement Experience Cost 300 xp Prerequisites • Willpower 40 • A Beacon 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 and count as rogue psykers. • GM Guidance: Psykers are rare, but often useful. The GM should feel free to allow characters to take the Psyker elite advance if they want. 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 as his mind abruptly opens to the Warp. Unlocked Advances The character can now purchase psychic powers by spending experience points.

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. Soul Ward Astropath Elite Advancement Tier: 3 Dark Heresy 2 Enemies Beyond p. 36 Prerequisite: Strong Minded, Willpower 50 Experience Cost Aptitudes: Defence, Willpower Effect: The Astropath may re-roll Willpower tests he must make 300 xp due to results on Table 6–2: Psychic Phenomena or Table 6–3: Prerequisites Perils of the Warp, tests to avoid gaining mutations, and tests to • Sanctioned Psyker: A character must possess resist daemonic possession. the Psyker elite advance and the Adeptus Astra Warp Awareness Telepathica background in order to gain the Tier: 2 Astropath elite advance. Prerequisite: Warp Sense • GM Guidance: The Astropath elite advance is Aptitudes: Perception, Psyker generally most appropriate for starting characters. Effect: The Astropath may use his Psyniscience skill in place of It is extremely rare for a psyker to become his Awareness skill for Awareness tests. sanctioned and to later become an Astropath, and to do so would require a journey to Holy Terra in Astropath Psychic Powers order to undergo the ritual of Soul Binding. Astral Telepathy Instant Changes Value: 200 xp • Gain the Soul Bound trait. Rather than choosing Prerequisite: Telepathic Link, Willpower 40 a side effect, the character permanently loses his Action: Full Action sight. Focus Power: Hard (–20) Opposed Willpower test • Gains the Unnatural Senses (X) trait, where X Range: 1,000 kilometres × psy rating equals the Astropath’s Willpower characteristic. Sustained: No Unlocked Advances Subtype: Concentration An Astropath character gains access to a special set Effect: The psyker chooses a person he is aware of within of talents and psychic powers. The psychic powers range who resists the power with a Willpower test. This can do not belong to a discipline, but can require certain be someone the psyker has met personally, or someone he is discipline powers as a prerequisite. aware of by description. If the power succeeds, the psyker can transmit a brief verbal message of no more than 5 seconds × psy rating. Astropath If the target is aware of the psyker’s action, he may choose to fail the Willpower test, counting as having rolled a Astropath Talents 100. Bound to the Highest Power Telepathic Bond Tier: 3 Value: 200 xp Prerequisite: Warp Lock Prerequisite: Telepathic Link, Fellowship 35 Aptitudes: Willpower, Defence Action: Full Action Effect: The Astropath may spend a Fate Point to ignore a result Focus Power: Difficult (–10) Opposed Willpower tes on Table 6–2: Psychic Phenomena he has rolled (including a Range: 20 metres × psy rating result of Perils of the Warp), completely negating its effects. Sustained: Free Action Doing so requires him to distance himself from the Warp, and Subtype: Concentration he cannot use the Focus Power action or sustain psychic Effect: The psyker establishes a telepathic bond with a number powers until the start of his next turn. of individuals up to half his psy rating, who resist the power Supreme Telepath with a Willpower test. As long as the bond is held, the psyker Tier: 3 and targets can send and receive messages telepathically. This Prerequisite: Fellowship 40, Willpower 50 does not grant full awareness of all of the characters’ thoughts, Aptitudes: Fellowship but allows each character to choose what messages to send. Effect: Before making a Focus Power test to manifest a power All characters involved in the bond receive all messages. from the Telepathy discipline or the Astropath elite advance, the If a target is aware of the psyker’s action, he may Astropath may spend a Fate point to increase his psy rating by choose to fail the Willpower test, counting as having rolled a an amount equal to half his Willpower bonus (rounded down) 100. If a character moves out of range of the psyker, the power for that test. ceases to affect him. Second Sight Mind Scan Tier: 2 Value: 300 xp Prerequisite: Perception 35 Prerequisite: Fellowship 40, Telepathic Bond, Willpower 50 Aptitudes: Perception, Willpower Action: Full Action Effect: The value of the Astropath’s Unnatural Senses trait Focus Power: Hard (–20) Willpower test increases to twice his Willpower characteristic. Range: 1 metre × psy rating Sustained: Full Action Subtype: Concentration Effect: The psyker chooses a target within range and line of sight who resists the power with a Willpower test. The target may attempt to resist each round the power is sustained. If the target wins, the psyker is repelled from his mind and gains no further information. The information the psyker learns corresponds to the number of rounds he successfully sustains the power: • First Round: The psyker learns basic information, including the target’s name, mood, and general state of health. • Second Round: The psyker accesses the target’s surface thoughts and learns his number of Insanity points and number of Corruption points. • Third Round: The psyker successfully gains access to the target’s short-term memory and learns of any mental disorders. • Fourth Round: The target’s subconscious is revealed. • Fifth Round: The target’s mind is laid bare for the psyker to plunder at will, from the target’s happiest memories to his darkest secrets. Though Shield Value: 300 xp Prerequisite: Strong Minded Action: Reaction Focus Power: Hard (–20) Willpower test Range: Self Sustained: No Subtype: Concentration Effect: The psyker can choose to use this power when he is the target of a rival psyker’s mind-influencing ability, a Daemon’s attempt to possess him, or any creature’s attempt to subvert his control of himself. If the power succeeds, the psyker successfully shields his mind from the influence or possession attempt, which immediately fails. Cleanse with Fire Sister of Battle Elite When attacking with a weapon with the Flame quality, this character can re-roll any results lower than her Willpower bonus Advancement on damage rolls. Dark Heresy 2 Enemies Within p. 38 Divine Vengeance Experience Cost The first time in each combat that this character inlicts Righteous 750 xp Fury upon an enemy, she regains 1 spent Fate point. Prerequisites Emperor’s Guidance • Influence: 50 As a Free Action, this character may spend a Fate point to • Willpower: 40 increase the penetration of her weapon by her Insanity bonus • Adepta Sororitas Background: Only members until the end of her next turn. of the Adepta Sororitas can undertake the harsh training to become Sisters of Battle. Furious Zeal This character adds her Insanity bonus to damage she inlicts Instant Changes with melee attacks against targets included in one or more of Gain the Peer (Adepta Sororitas) and Weapon her Hatred talents. Training (Bolt) talents, the Scholastic Lore (Tactica Imperialis) skill, and the Willpower aptitude. Spirit of the Martyr As a free action, this character may spend a Fate point to gain Equipment additional Armour points on all locations equal to her Insanity Gain Adepta Sororitas power armour, and Godwyn- bonus until the end of her next turn. De’az bolt pistol or flamer. Shielding Faith Unlocked Advances When using the Deny the Witch talent to make an Evasion A Sister of Battle character gains access to a special reaction against a psychic power, this character may spend set of talents. a Fate point to automatically pass the test with a number of degrees of success equal to her Willpower bonus. If she does Sister of Battle so, the psyker must make a Fear test against a Fear rating of 1. Zealot’s Passion Sister of Battle Talents As a Free Action, this character may spend a Fate point and Blessed Martyrdom choose a foe. Until the end of the encounter, she and each of Whenever this character burns Fate threshold to survive a her allies within ten times her Willpower bonus in metres count mortal blow, each other friendly character who witnesses her as possessing the Hatred talent against that kind of enemy. 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 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.

Sister of Battle Talents Talent Tier Aptitude 1 Aptitude 2 Prerequisites Ceaseless Crusader 1 Leadership Willpower Willpower 45 Furious Zeal 1 Weapon Skill Offence Insanity 10, Hatred (Any One) Shielding Faith 1 Willpower Defence Deny the Witch Blessed Martyrdom 2 Leadership Willpower Ceaseless Crusader, Shielding Faith Cleanse with Fire 2 Willpower Offence Ballistic Skill 40 Divine Vengeance 2 Ballistic Skill Offence Cleanse with Fire, Ballistic Skill 45 Emperor’s Guidance 2 Willpower Offence Insanity 25, Furious Zeal Spirit of the Martyr 2 Willpower Defence Insanity 20, Furious Zeal Zealot’s Passion 3 Fellowship Offence Fellowship 35, Spirit of the Martyr Skills involved, rather than have the player make a series of rolls until he is successful. Using Skills Other tasks can have serious repercussions if failed. Throughout the course of a game session, the Game Some tasks can only be attempted once, and there is no Master frequently calls upon players to make skill tests for second chance. their characters. Routine tasks attempted under normal Where appropriate, a skill entry lists whether it can conditions should never require a test. However, if there is a be attempted more than once, and gives suggestions for the reasonable chance of failure due to environmental conditions or consequences of failure. GMs must be familiar with these circumstance, even a routine test might be relevant. options, but can temper them given the particular circumstance When a character uses a skill to perform a task, he of the attempt. A character who failed a test that normally only must succeed at a skill test. The procedure follows the test rules has a single opportunity might have an additional chance presented in Chapter I: Playing the Game, compares the result if there are mitigating circumstances. Similarly, a test that to the characteristic best suited to the task and, if the result could normally be repeated indefinitely might have situational is equal to or less than the skill rating, the check succeeds. constraints that prevent further opportunities. Modifiers are applied to take into account any environmental factors, as well as the character’s rank with the applicable skill. Skill Descriptors Some skills fall into broad categories that use common rules. Untrained Skill use Skill descriptors allow players to quickly identify the appropriate A character can still use skills in which he has no training when rules section from Chapter I: Playing the Game for what kind of needs must. In these instances, the character makes a skill test test is needed and how it is resolved. These categories include: as normal but suffers a –20 penalty in addition to any other Combat, Crafting, Interaction, Investigation, and Movement. modifiers. The only exceptions to this rule are Specialist skills Combat Skills Skills with this descriptor are used in the heat of battle. They are which require a level of ability that simply cannot be attempted often made in reaction to an enemy’s blows, with a basic skill by the untrained. Specialist skills are indicated as such both in test and the resulting degrees of success or failure determining Table 3–3: Skill List and the individual skill descriptions. Special Uses how well the user acquitted himself in the attempt. Several skill entries have subsections that detail a specific, Crafting Skills focused use outside their usual employment. Special uses Skills with the Crafting descriptor allow Acolytes to fashion and their effects can be found at the end of each relevant skill things from parts or raw materials. These can vary from exotic description. drugs and custom weapons to disturbing works of art and Specialist Skills fiendish traps. The GM sets up an appropriate Extended test for the task, and its resolution follows the guidelines in the Crafting Some skills are not just one skill but many, representing sidebar. a specialisation within the skill itself. These are known as Specialist skills, and whenever a character learns a Specialist Interaction Skills skill, he must choose a particular specialisation within it. All skills with the Interaction descriptor involve interplay A character can take a Specialist skill more than once, with others. The difficulty of these skill tests depends onthe taking a new speciality each time he takes the skill. If he takes individual’s disposition towards the character, as defined by the a Specialist skill more than once (each with its own speciality), GM in accordance with the circumstances of the encounter. then these are treated as separate skills and must be advanced Chapter VIII: Narrative Tools for more information on NPC in rank individually. disposition. A list of the individual specialities within each Specialist Interaction Skills and Crowds skill can be found within the individual skill descriptions It is possible for a veteran commander or masterful orator Time and Skill tests to influence or control a number of people at the same time. When a character uses a skill with the Interaction descriptor, he The amount of time required for a skill test may vary substantially can (if he chooses) affect a number of people up to ten times based both upon the skill used and the particular instance of its his Fellowship bonus, provided they can all clearly hear and use. understand him. If it is an Opposed test, then the character only Each skill entry includes guidance on the average makes one roll and compares the result to a roll for the group of amount of time that skill usually takes to perform. These values people (or its leader) he is trying to affect to determine success. are either measured in actions, or minutes/hours. Some skills are most commonly used in reaction to, or in combination with, Investigation Skills another skill. In these instances, the amount of time required Most of the skills with the Investigation descriptor allow is identical to the skill it is used to oppose or assist. Game characters to collect information from various sources, and Masters must alter the time required for a skill use based upon also require Extended tests as characters try to gather detailed the overall complexity of the task involved. intelligence on their suspects or their mission. The GM sets Trying again up the proper time period for the test, as it takes far longer to Many tasks can be attempted repeatedly with few consequences uncover the secret base of a rival cult than it does to spot the until a character finally succeeds. In such a situation the GM location of an armoured column. could determine how long this might take based on a single roll, with the character’s only cost the narrative time and effort Skill List Name Aptitude 1 Aptitude 2 Descriptors Alternate Characteristics Acrobatics Agility General Movement Strength Athletics Strength General Movement Toughness Awareness Perception Fieldcraft — Fellowship, Intelligence Charm Fellowship Social Interaction, Investigation Influence Command Fellowship Leadership Interaction Intelligence, Strength, Willpower Commerce Intelligence Knowledge Interaction, Investigation Fellowship Common Lore † Intelligence General Interaction, Investigation Fellowship Deceive Fellowship Social Interaction, Investigation Intelligence, Tech-Use Dodge Agility Defence Combat, Movement Forbidden Lore † Intelligence Knowledge Interaction, Investigation Fellowship Inquiry Fellowship Social Interaction, Investigation Intelligence, Perception Interrogation Willpower Social Interaction, Investigation Fellowship Intimidate Strength Social Interaction, Investigation Willpower Linguistics † Intelligence General — Fellowship Logic Intelligence Knowledge Investigation Agility Medicae Intelligence Fieldcraft Crafting Agility, Perception Navigate † Intelligence Fieldcraft — Perception Operate † Agility Fieldcraft — Intelligence Parry Weapon Skill Defence Combat Psyniscience Perception Psyker — Willpower Scholastic Lore † Intelligence Knowledge Interaction, Investigation Fellowship Scrutiny Perception General Interaction, Investigation Fellowship Security Intelligence Tech — Agility Sleight of Hand Agility Knowledge — Intelligence Stealth Agility Fieldcraft Movement Perception Survival Perception Fieldcraft Crafting, Movement Agility, Intelligence Tech-Use Intelligence Tech Crafting, Investigation Agility Trade † Intelligence General Crafting, Interaction Agility, Fellowship † Specialist skill

Movement Skills Movement skills are all adversely affected by reductions to the Skills with the Movement descriptor all relate to a character’s character’s mobility or environmental factors mobility, anything from daring leaps across chasms to climbing Gaining Skills up sheer cliffs. They involve the ability to move across, through, Skills, like other kinds of advances, are gained during character over, or between elements of a character’s environment. creation or bought during play by spending experience points. The amount of experience points a skill costs depends upon its rank and which aptitudes a character has, as detailed in Skill Ranks Chapter II: Character Creation. Skill Ranks Rank Benefit Simply knowing a skill is very different from having mastered its Use the skill without the –20 penalty for use, and different characters can use different skills at varying 1 (Known) being untrained levels. To represent this, all of a character’s skills are ranked 2 (Trained) +10 on all tests with this skill† from 1–4, representing his level of ability. The benefits of having a skill at a higher rank are detailed above on Table 3–1: Skill 3 (Experienced) +20 on all tests with this skill† Ranks. Characters only use the highest bonus available to 4 (Veteran) +30 on all tests with this skill† them. †Characters only use the highest bonus Alternate Characteristics • He wants to move over or around a foe or obstacle in his Every skill has a base characteristic indicated in its description path without breaking his stride. which is used to test against when making a skill test. Most of Athletics (S) the time this is the one a character uses to determine success Aptitudes: Strength, General or failure. In many circumstances when setting a skill test, Skill Use: Full Action unless otherwise noted. though, another characteristic could be more fitting. Athletics measures a character’s ability to run long distances In such cases, the GM is highly encouraged to use the without tiring, climb sheer surfaces, and lift heavy loads. It also characteristic which best suits the situation; Table 3–3: Skill List allows a character to push himself to greater levels of endurance includes possible alternative characteristics as suggestions. and shrug off the effects of fatigue when running, swimming, The decision to use them could substantially impact the or climbing. A character’s background might dispose him more character’s chance of success, and must be made before the towards certain types of athletics. A GM can keep this in mind character attempts the test. when determining the difficulty of a test. Skill Descriptions The GM can call on a player to use the Athletics skill when: • He must swim across a body of water or try to stay afloat. The following section provides in-depth descriptions of the • He wishes to push himself beyond his limits and keep going skills, their uses, and other information such as how they are even when exhausted. opposed (or used to oppose other skills), nominal skill use • He wants to climb a cliff or cross extremely rough ground. durations, special skill uses, and test modifiers based on example situations. Acrobatics (Ag) Special Uses for Athletics Agility, General Aptitudes: Endurance Skill Use: Full Action unless otherwise noted. As a Free Action, a character with the Athletics skill can Acrobatics covers feats of agile movement, graceful motion, make a Difficult (–10) Athletics skill test whenever he and mastery of balance and form. With this skill, characters suffers a level of Fatigue as a result of running, swimming, can leap nimbly across gaping chasms, maintain their balance or climbing to ignore its effects. The character can continue on a pitching ship deck, or fall gracefully to the ground without to take tests and ignore Fatigue gained in this way snapping their limbs. In combat, an accomplished acrobat indefinitely; however, as soon as he fails a test, he must can somersault, flip, or cartwheel away from foes, twisting his rest for at least 4 hours and cannot use his Athletics skill body out of reach of his enemy or slipping past foes in a blur again during that time. of motion. The GM can call on a player to use the Acrobatics skill Heft when: As a Free Action, a character can make a Challenging • He must keep his balance or avoid falling in unstable ground. (+0) Athletics skill test to increase his carrying capability He wishes to jump down from a height and land well. for a single encounter. For every degree of success the character achieves, his Strength is increased by 10 for the purposes of how much weight he can carry, lift, or drag, Special Uses for Acrobatics to a maximum modified Strength of 100. Hefting can only be attempted once, and if the character fails the test, he Contortonist cannot try again until the next encounter. A character can use his Acrobatics skill to escape from bonds or the grip of a foe by twisting and turning his body. As a Full Action, a character may make an Acrobatics skill test to free himself from bonds, such as rope, manacles, or the l ke. Awareness (Per) Characters may also use Acrobatics to escape Aptitudes: Perception, Fieldcraft from a grapple by using their Acrobatics skill instead of their Skill Use: Free Action made in reaction to something. Agility or Strength when grappling. In general, Awareness is used when trying to spot items or Manoeuvring individuals that are either hidden or not easy to notice. Scrutiny is used to interpret hidden emotions, motivations, or other In combat, a character capable of acrobatics can more undercurrents. So while spotting someone hidden would be easily avoid foes or retreat from combat without harm. The Awareness, determining whether someone is lying or being character may make a Disengage action as a Half Action if deceitful would be Scrutiny. he passes a Challenging (+0) Acrobatics skill test. When Awareness is used against an opponent it is an Jumping Opposed test. Awareness opposes and is opposed by Stealth. When jumping or leaping, a character may use the The GM can call on a player to use the Awareness skill Acrobatics skill in the place of Agility and Strength tests. when: When determining Falling damage, a character • He is walking into an ambush or being spied upon by a can make an Acrobatics skill test to reduce the effective hidden foe. distance fallen by a number of metres equal to his Agility • He wants to search an area for clues or find a hidden item. bonus. Command (Fel) Special Uses for Awareness Aptitudes: Fellowship, Leadership Lip Reading Skill Use: Half Action for simple commands, Full Action for Lip reading allows a character to effectively understand a more involved direction. conversation even though he cannot hear it. The character Coordinating their allies so that everyone can work together must have a clear view of the speaker’s mouth and effectively relies upon the Command skill. It represents the understand the language used by the target. The difficulty ability to effectively motivate and organise others. of this test is modified –10 for every 10 metres of distance The GM can call on a player to use the Command skill between the character and the speaker. The GM can when: assign other penalties for darkness, fog, or other factors • He wishes to send an NPC ally into an extremely dangerous affecting vision; magnoculars or other vision enhancing situation or into open combat. devices can help offset this penalty or provide a bonus. • He needs to rally his allied fighting forces or organise them A successful Awareness skill test reveals the in the face of a surprise attack. general gist of the conversation, such as talking about a drop point or the location of a cult gathering. Additional degrees of success reveal correspondingly more information. The Special Uses for Commerce character need not make a skill test every round, as one Evaluate degree of success is enough to follow the conversation for A character can use the Commerce skill to determine the the span of roughly one topic. The GM determines when a worth of an item or commodity. The GM should make this new test is necessary. roll in secret, modifying the result depending on who the character is dealing with and the setting. A success tells the character the Availability of the item he is evaluating, while • He is trying to eavesdrop on a conversation or there is a a failure tells him nothing. If he fails by more than 3 degrees chance of overhearing some pertinent information. of failure, the GM should give him a false Availability. Charm (Fel) Aptitudes: Fellowship, Social Skill Use: 1 minute. Charm is a measure of a character’s knack for impressing Commerce (Int) people and swaying their reactions. The acting character’s Aptitudes: Intelligence, Knowledge attitude is key in distinguishing between this and other types Skill Use: 1 minute, or more for complex deals. of Interaction skills. Often, bonuses or penalties can result from The Commerce skill represents the understanding of trade, a character’s appearance and style of dress. When Charm value, and exchange, which allows these worlds to continue is used against an opponent it is an Opposed test. Charm is to exist at a planetary level, and also more locally at a habway opposed by Willpower. marketplace. When Commerce is used against an opponent The GM can call on a player to use the Charm skill it is always an Opposed test. Commerce opposes, and is when: opposed by, either Commerce or Willpower. • He wants to make someone l ke him for whatever reason. The GM can call on a player to use the Commerce skill • He wishes to distract someone by drawing his focus away when: from others. • He wants to gain a bonus when attempting a Requisition test • He is gathering information from locals or strangers. • He wishes to track down a rare item in a hive market. • He wants to know how much an item is worth. Common Lore (Int) Aptitudes: Intelligence, General Special Uses for Command Skill Use: Free Action. Inspire All Common Lore skills represent the common knowledge an individual might know about the general information, procedures, As a Full Action, the character can make a Challenging divisions, traditions, famed individuals, and superstitions of a (+0) Command test to inspire one or more of his followers. particular world, group, organisation, or race. Such information Inspired followers receive a +10 on their next skill or is deeper than mere knowledge of the subject’s existence, and characteristic test. more reflects a degree of familiarity that indicates a measure of Terrify dedicated interest in the area. Common Lore deals with basic As a Reaction, a character can try to counter the effects information gained from prolonged exposure to a culture or of Fear in his allies should they fail their Willpower test area. against a Fear-causing foe. The character makes a The Specialisations for this skill are as follows: Command skill test opposed by the Willpower of the Fear- • Adepta Sororitas: Knowledge of the women of the Adepta causing creature. Both the character and the creature add Sororitas and their spiritual culture, as well as their highly +10 to their rolls for each level of Fear they possess. If the specialised equipment. character is successful, his allies ignore the effects of Fear from this creature for the remainder of the encounter. • Adeptus Arbites: Knowledge of its various arms and Officio Prefectus, or adepts in one of the Imperium’s many sub-sects, including details of rank structure, common other divisions. procedures, and the basic tenets of Imperial Justice. • Tech: An understanding of simple litanies and rituals to • Adeptus Astartes: Information concerning the soothe and appease machine spirits. physiologically and psychologically modified Space Marines, • Underworld: The Acolyte is familiar with basic criminal the Imperium’s most potent defenders. Few outside their elements and groups, such as pickpockets, debt-carnivores, ranks gain such knowledge, which can include the culture of and the like. a Chapter and its history, wargear, unusual physiology, and • War: Knowledge of great battles, notable commanders, battle cants. heroes, and famous stratagems employed by those who • Adeptus Astra Telepathica: Knowledge of how psykers fight in the endless battles for and against the Imperium. are gathered and sanctioned, including how Astropaths The GM can call on a player to use a Common Lore skill when: are used throughout the Imperium, and the basics of astro- • The GM feels the Player Character might know something telepathy. about a current situation, location, or individual. • Adeptus Mechanicus: A general understanding of the • The Player Character wants to know a specific detail about symbols and practices that the Cult of the Machine God a common subject. commonly uses. Administratum: Broad knowledge of the Deceive (Fel) labyrinthine workings, rules, traditions, and dictates of the Aptitudes: Fellowship, Social Adeptus Administratum. Skill Use: 1 minute, or more for complex deceptions. • Askellon Sector: Information concerning the basic layout Deceive measures a character’s aptitude for fooling others and history of the sector, including Juno and the Grand into believing something that is not true. Deceive test is only Worlds, plus many of the Tributary Worlds. required if the acting character believes he is lying. Relating • Chartist Captains: Knowledge of the merchant vessels inaccurate information that the character believes is true uses across Askellon, which complete centuries-long circuits the appropriate skill for the situation. When Deceive is used through series of neighbouring worlds as the primary means against an opponent it is always an Opposed test. Deceive of Imperial commerce. opposes, and is opposed by, Scrutiny. • Collegia Titanicus: Familiarity with those who control the The GM can call on a player to use the Deceive skill Battle Titans of the Adeptus Mechanicus, some of the most when: potent planet-bound weapons known to the Imperium. • He wants to tell a convincing lie. • Ecclesiarchy: Understanding of the structure of the Adeptus • He wishes to distract someone with rambling nonsense. Ministorum and its role in the worship of the Emperor. Imperial • He is trying to disguise himself. Creed: Knowledge of the rites, practices, and personages of the Imperial Cult, the most common observances and festivals in honour of the Emperor. • Imperial Guard: Basic information about the ranking Special Uses for Deceive system, logistics, structure, and basic tactical and strategic Disguise practices of the Imperial Guard, as well as particularly famed A character with the Deceive skill can create a disguise regiments. for himself, given time and raw materials. The time taken • Imperial Navy: Basic information about the ranks, customs, depends greatly on the complexity of the disguise; simply uniforms, and particular traditions of the Imperial Navy, as putting on an enemy’s uniform or covering the one’s face well as famous admirals and ships. with filth may take minutes, while trying to disguise gender • Imperium: Knowledge of the segmenta, sectors, and best- or mimic a specific individual may take hours, days, or known worlds of the Imperium. longer. The GM decides how long formulating a disguise • Navigators: Information regarding these valued mutants takes and if the character has the materials at hand. Once who are essential for Warp travel and the Imperium’s survival, the disguise is donned, the GM then secretly tests for the including the various Navis Nobilite Houses operating within player whenever the disguise comes under scrutiny. If a Askellon, their lineages, and methodologies. disguise passes this first test, then the player need not test • Planetary Defence Forces: Information concerning a again unless something changes. planet’s standing force dedicated to defending itself as well as assisting any nearby Imperial systems. This includes composition, tactics, and equipment, which might vary substantially based on the culture and technological make- Dodge (Ag) up of the world. Aptitudes: Agility, Defence • Rogue Traders: Information concerning the many Rogue Skill Use: Reaction. Trader dynasties operating within the sector and beyond in A character can use his Dodge skill to evade either melee search of profit and power. attacks or ranged attacks. Dodging an attack is made as a • Schola Progenium: A strong familiarity with the Schola Reaction to a foe’s successful attack. A success indicates that Progenium, which trains and indoctrinates the many Imperial the attack has been avoided and it does not hit the character. orphans and prepares them for lives of faithful service as In the case of attacks which cause multiple hits each degree of elite troopers in the Militarum Tempestus, Commissars in the success a character achieves on his Dodge test cancels one hit from the attack. Any excess hits not cancelled by Dodging are • Mutants: The study of stable and unstable mutations then applied to the character as normal. within humanity, their cancerous influence and mutagenic The GM can call on a player to use the Dodge skill development over time, and some of the studies and tomes when: on the topic. • He is attacked in melee. • Officio Assassinorum: This highly secretive agency exists • He is attacked with a ranged weapon. to eliminate powerful, often singular threats to the Imperium, • He needs to avoid hazards such as falling wreckage or leap such as renegade planetary governors or apostate from a collapsing bridge. preachers. Acolytes who dare study the organisation may become familiar with their techniques and wargear. • Pirates: Knowledge of the scourges of the Warp lanes Special Uses for Dodge throughout Askellon, their tactics, infamous vessels, and Dive for Cover notorious captains. If there is cover with a number of metres equal to the • Psykers: Skill in identifying psykers, the effects of their character’s character bonus and he is not prone, he can unnatural powers, their dangers, and the general extent of alternatively Dive for Cover as a Reaction against a ranged their capabilities. attack instead of trying to Evade the attack. He makes an • The Warp: An understanding of the energy of the Ordinary (+10) Dodge test; if he succeeds, he leaps behind Immaterium, its interaction and interrelation with realspace, that cover and gains the Prone condition. He is still hit by and how its tides and eddies affect travel between the stars. the attack, but benefits from the additional AP granted by • Xenos: Knowledge of the minor and major alien species the cover for that attack. known to the Imperium, the threat they pose to Mankind, and their general appearance. The character should specify which xenos race in which he is specialising as each is a different Specialisation. Forbidden Lore (Int) A successful Forbidden Lore test imparts information from the Aptitudes: Intelligence, Knowledge GM to the player. The GM may impart more information if the Skill Use: Free Action. test scores additional degrees of success. All Forbidden Lore skills represent information proscribed or The GM can have a player make a Forbidden Lore hidden from the average Imperial citizen. In many cases, it is a test when: heinous crime to even possess such data and can quickly draw • He seeks information about potential cult activity. Inquisitorial attention. Forbidden Lore has several different • He seeks to learn about the operations of the dreaded Eldar. Specialisations as listed below. These include all Common • He seeks the proper procedure to summon a Daemon. Lore and Scholastic Lore Specialisations, as each area also Inquiry (Fel) has blasphemous and dangerous knowledge beyond what is Aptitudes: Fellowship, Social generally known, or secrets the group obsessively keeps to Skill Use: One hour or more, depending on the nature of the itself: inquiries, the size of the group targeted, and information sought. • Archaeotech: Knowledge of the great, lost tech devices Inquiry is used to gain information by asking questions, of times past, and clues to their mysterious functions and stimulating conversation, or simply eavesdropping. Unlike purposes. Charm or Intimidate, which focus on changing a character’s • Chaos Space Marines: Information concerning those disposition or influencing specific individuals, Inquiry can Adeptus Astartes who turned traitor, as well as the paths focus on gaining information from both individuals and large they embrace and the equipment they use. groups, and may involve a great deal of time and effort. One • Criminal Cartels and Smugglers: Information regarding or two degrees of success reveals basic information about an organised groups that flout the Emperor’s Law in Askellon, area, population group, or specific individuals, while additional such as those engaging in the Faceless Trade of proscribed degrees of success on a successful test allows the GM to impart artefacts. more valuable or secretive information to his players. • Daemonology: Terrible knowledge about some of the The GM can call on a player to make an Inquiry test most infamous Warp entities and their twisted physical when: manifestations. • He is trying to track down a local crime lord in a hive. • Heresy: Wisdom concerning acts and practices deemed • He attempts to learn the attitudes of the local populace anathema by the Imperium, plus the most contemptible towards their leaders. heretics of history and their infamous and deplorable acts. • He seeks a specific type of location such as a shop or tavern. • The Horus Heresy and the Long War: The origins and Interrogation (WP) history of the 10,000 year long struggle between the forces Aptitudes: Willpower, Social of the Ruinous Powers and the Imperium of Man. Skill Use: One hour or more, depending on the invasiveness of • Inquisition: Though Acolytes exist to serve an Inquisitor, the interrogation and the subject. knowing too much about their masters can be dangerous. Interrogation allows a character to extract information from an Those who chose to study the history and nature of the unwilling subject. The application differs from brutal torture, Inquisition’s authority often are exposed to information that which involves more physical damage. Rather, it represents can forever ruin their minds. skilled application of psychology, various devices, serums, and other, usually less physically-damaging, techniques. The GM Linguistics is a Specialist skill and requires a player to may modify the difficulty of the test according to the availability choose a speciality when first taken. The Linguistics skill may of tools, facilities and other conditions. be taken more than once, each time with a new speciality. This is always an Opposed test, pitting the character’s The GM can call on a player to use the Linguistics skill Interrogation skill against an opponent’s Willpower. If the when: character wins the Opposed test, he gets one answer for each • He must decipher an archaic version of his language. degree of success. If his opponent wins the Opposed test, the • He wishes to compose a moving piece of prose. interrogator gets nothing of worth. • He is trying to convey a message using subtle subtext or a A roll with two or more degrees of failure inflicts 1d10 limited vocabulary. plus the interrogator’s Willpower bonus in damage to the Logic (Int) subject, and prevents any further interrogation for 1d5 days. Aptitudes: Intelligence, Knowledge If the interrogator suffers four or more degrees of Skill Use: 1 minute, or longer for particularly complex problems. failure, he deals the same damage and the subject gains a +30 The Logic skill represents the ability to think rationally, solve bonus to Willpower tests made to resist Interrogation at the puzzles, and dissect information clearly and quickly. It also hands of the character or his allies. encompasses the character’s basic functional understanding of Each Interrogation test inflicts one level of Fatigue on mathematics, physics, and engineering. the target, regardless of success. If a character is provided with all of the necessary The GM can have a player make an Interrogation test background information, a reasonably adept character should when: be able to successfully solve the problem. If there are too • He attempts to force an Imperial Adept to reveal hidden many unknown factors, the problem might only be solved after information about his superiors. uncovering additional clues, or through prodigious luck. • He is attempting to learn about battle plans from an Imperial The GM can call on a player to use the Logic skill Guard commander. when: • He seeks to have a cultist reveal a hidden meeting place. • He must solve a riddle or puzzle. Intimidate (S) • He is looking for clues in a vast amount of seemingly Aptitudes: Strength, Social unrelated information. Skill Use: Full Action. • He is trying to win at a game of chance. The Intimidate skill is a measure of a character’s knack for instilling fear. He may use this ability to make someone perform an action against his will, or extract information from an unwilling Special Uses for Logic subject. It is distinguished from the Command skill largely by the Gambling authority that the acting character presents. When Intimidate is In a typical game, each participant wagers an amount, used against an opponent, it is an Opposed test. Intimidate is though these are typically the same, and makes an opposed by Willpower. Opposed test with the Logic skill. The character with the The GM can call on a player to use the Intimidate skill most degrees of success or fewest degrees of failure wins when: the pot. • He wants someone to get out of his way. However, this only covers gambling if the character • He wants to coerce someone into acting a certain way. is attempting to win by playing the game at its basic level— • He is trying to make an opponent back down from a fight. analysing the odds and playing intelligently. Gamblers Linguistics (Int) often use bluffing, deception, and outright cheating in order Aptitudes: Intelligence, General to win. In this case, Deceive might be used to bluff or trick Skill Use: Free Action. an opponent, while Sleight of Hand could be used to palm Linguistics represents the ability to speak, read, and write cards or alter results. These would be opposed by Scrutiny specific languages, codes, and ciphers. Specialities determine and Awareness, respectively. the languages a specific character knows well. When attempting Ciphers and Decoding to use a language the character knows, a Linguistics test is only A character can use the Logic skill to unravel ciphers and required for a particularly difficult task, such as translating an codes. This usually takes a great deal of time and the ancient version of the language or attempting to understand a difficulty depends greatly on whether the character has garbled vox-intercept. Unknown languages, however, always a key or the number of examples of the cipher available. require a Linguistics test to understand on even a basic level. In general, these tests should be Difficult (–10) at the Two key factors play into determining the difficulty for a easiest, unless the cipher is already partially decoded or Linguistics test. The first is the complexity of the message, the the character has a key available to aid his efforts. second is a measure of how foreign the language is to any the character knows. Any character who has this a skill knows how to read and write in his primary language. For most of the Imperium, this is Low Gothic. Medicae (Int) Aptitudes: Intelligence, Fieldcraft Languages of the 41st Millenium do not know its meaning, it allows them to quickly signal There are many different languages in the galaxy, and for reinforcements, identify enemies, and call down fire Linguistics does not automatically allow an Acolyte to know support or artillery barrages. them all. What languages a character knows is largely based • Low Gothic: The common tongue of the Imperium, used on his background. If a character does not know a certain by the countless billions of ordinary citizens. language, Linguistic tests pertaining to that language should • Mercenary Cant: Many mercenary companies operate be much more difficult than if he does know the language. across Askellon, and each has an abbreviated, clipped Characters can use Linguistics to learn new languages. Doing battle language for orders and commands. Though there this requires an Extended Linguistics test, with a difficulty are some commonalities, each is essentially unique. based on the difficulty of the Language. The time required • Necrontyr: The ancient and mechanical tones that the can be weeks or months, depending on the character’s arisen Necron lords use to communicate with each other intelligence and diligence. and their underlings as part of their reconquest of the The following are some example languages galaxy. characters might encounter in the Askellon Sector: • Ork: More grunts and physical violence than an actual • Chapter Runes: Each Chapter of the Adeptus Astartes language, it is possible for humans to speak and has its own form of ciphers used to communicate between understand this brutal tongue, though it is doubtful they its warriors. These are closely-guarded secrets that are would be able to survive a conversation. almost never taught to those outside the Chapter or • Techna-Lingua: The language of the Adeptus Legion, and as such form a reliable way for those within Mechanicus, this binary cant has been optimised for rapid the Chapter or Legion to quickly identify each other. and efficient communication of technical data and servitor • Chaos Marks: There are countless symbols and signs commands. that followers of the various Ruinous Powers use to share • Tau: The language of the Tau Empire, spoken by the Tau their dark secrets, each with its own subtle meaning or themselves and understood by their multitude of alien specific purpose. subjects. • Eldar: Though no human can hope to capture the subtle • Underworld: Crime lords have used ciphers for countless nuances and sub-tones of this extremely complex and millennia, and their sophistication has only increased over ancient language, it is enough to make one’s meaning time. Each organization, such as the Trade Sable, uses its clear. own unique codes and glyphs to deter competition. • High Gothic: The official language of the Imperium, used • Xenos Markings: Many aliens make extensive use of by Imperial officials, nobility, members of the Ecclesiarchy, symbolism and icons. Understanding these markings and those involved in high-level negotiations. allows a broad understanding of their meaning such as • Imperial Codes: Both the Imperial Navy and the Imperial where a race has marked its boundaries or areas marked Guard employ a battle language which comprises mostly as “dangerous.” numbers and acronyms. Incomprehensible to those who

Skill Use: Full Action. Skill Use: 1 minute for simple location; 1d5 hours for plotting Medicae represents the ability to set broken bones, heal courses or routes. wounds, or even perform complicated surgeries such as Navigate represents the ability to plot and follow a course from attaching cybernetics. Varied backgrounds often lead to one point to another, either on the surface of a planet or across changes in the expected outcomes for medical conditions and the stars. In order to use this skill, the character must have treatments. A terrible disease that is considered untreatable on access to a map of the relevant region. a hive world might have a routinely available herbal remedy on Alternatively, Navigate can also be used to generate a a feral world, for example. map or to provide directions to someone unfamiliar with a route. The Medicae skill often relies on certain tools for In these cases, the character often starts with only a rough more complex procedures; even a simple medi-kit can make a map or a blank parchment and must first construct the guide. significant difference to the effects of this skill. The usability of the product created is directly proportionate to The GM can call on a player to use the Medicae skill the success on the test made to create it. All characters have when: some basic aptitude with maps, though the subject matter and • He wants to apply first aid to a wounded ally. complexity is relative to their background. • He wishes to diagnose an affliction and work out a suitable Surface treatment to treat a fellow member of his warband. Navigate (Surface) covers the ability to navigate across • He is trying to perform a surgical procedure such as the terrestrial environments. The Game Master can call on a player careful removal of a limb or organ, or replace the same with to use the Navigate (Surface) skill when: cybernetic devices. • He wants to make a journey across unfamiliar terrain. Navigate (Int) • He is lost and needs to get his bearings in a strange place. Aptitudes: Intelligence, Fieldcraft • He wishes to create a map showing the quickest route from one point to another. Special uses for Medicae test yields the name of the ailment and basic treatments. First Aid When used on groups, a successful skill test can prevent the spread of disease or mitigate the effects of malnutrition o perform first aid, a character must make a Challenging as determined by the Game Master and dependent on the (+0) Medicae test, with a –10 penalty if his patient is Heavily nature of the disease. Damaged or a –10 penalty for every point of Critical damage if his patient is Critically Damaged. If he succeeds, he Chem-Use removes an amount of damage from his patient equal to his The Medicae skill can be used to cover a character’s Intelligence bonus, plus one additional point of damage per understanding of drugs, poisons, chemicals, and toxins. degree of success he scores on the test (removing Critical A skilled chymist can create and identify such compounds, damage before normal damage). as well as know how best to use them either for medicinal A given individual can only be treated with first aid effects or in combat against their enemies. Chem-Use is also once every 24 hours, and only so long as he is not also useful in diagnosing those suffering from toxins and poisons, undergoing extended care. or finding antidotes to treat them. Extended Care • Applying Poisons and Chemicals: Particularly virulent or dangerous chemicals might require a Medicae test to The Medicae skill can be used to perform extended care, administer them to a patient or apply them to a weapon. treating a number of patients equal to acharacter’s Intelligence This test is usually Challenging (+0); failure by four or more bonus, plus one patient per assistant (trained or untrained) degrees may indicate that something has gone seriously the character has on hand. For each patient beyond this wrong with the dosage or application, and the applicant number, he suffers a –10 penalty on his Medicae tests for suffers the adverse effects of the chemical or poison. extended care. For each assistant trained in the Medicae skill • Crafting: Medicae can be used to make all manner assisting in the process, he gains a +10 bonus on these tests. of drugs and poisons, from animal venom and healing At the end of each 24-hour period of extended care, unguents to complex drugs such as stimm or spook. The the primary healer must perform an Ordinary (+10) Medicae time, difficulty, and materials it takes to create these items test. If he succeeds, his patients remove twice the normal are greatly dependent on their complexity, the kind of amount of damage normally recovered by their natural rates facility and equipment available, and access to formulae of healing (removing Critical damage first). On top of this, or assistance. each patient removes one point of damage per degree of • Antidotes: A chymist may manufacture an antidote if he success the healer scores on his test, and one additional can identify the poison or toxin and has the right materials point of damage per consecutive day of extended care they on hand. To create an antidote, the character must have have received beyond the first 24-hour period. a sample of the poison in question or a sample of blood If he fails, none of his patients improve beyond their from the person he is trying to treat. The character must natural rate of healing. Further, he must choose a number of also have at least a basic medi-kit. He then makes an patients under his care equal to his degrees of failure, starting Extended test requiring a number of degrees of success with the most gravely injured. Each of these patients must set by the GM, depending on the strength of the poison; as make a Challenging (+0) Toughness test or suffer one point a guideline this can be 4 for weak poisons, 7 for average of damage per degree of failure, not reduced by Armour or poisons, and 10 for strong poisons. Creating an antidote Toughness. If this results in any Critical damage, the patient takes 1d10 hours, and success nets 2d10 doses for that dies. specific poison. The Game Master can modify these tests Diagnose depending on the materials available. A character can also use the Medicae skill to diagnose disease and other ailments, both on his fellow characters and also on large groups. On individuals, a successful skill

Stellar Navigators using their mutant powers to plot courses using the Navigate (Stellar) is the ability to plot a course across real space Astronomican to normal humans navigating shorter passages using stars, planets, and other celestial phenomena. The Game with Warp charts on familiar, stable routes. Master can call on a player to use the Navigate (Stellar) skill The Game Master can call on a player to use the when: Navigate (Warp) skill when: • He wants to make a journey within a star system. • He must guide a starship through the Warp. • He finds his ship stranded in an unknown region of space. • He needs to convert a journey into a Warp route chart. • He wishes to find the quickest route from one location within Operate (Ag) a system (such as a planet) to another location in the system. Aptitudes: Agility, Fieldcraft Warp Skill Use: Half Action. Navigate (Warp) is the rare ability to navigate not reality, but The Operate skill represents a character’s aptitude to control the shifting and ever-changing vista of the Warp. This is most and direct all manner of vehicles and heavy equipment. commonly used by those who must guide voidships with a Through the remarkable consistency of Standard Template Warp engine through the Immaterium. This can range from Construction, the control systems used to operate dramatically different vehicles are extremely similar. In many instances, this Characters can use the skill to detect the presence or absence may be due to an interaction between the vehicle’s machine of Daemons and the use of psychic powers. Psyniscience also spirit and the controlled systems used to direct the craft. In allows detection of psychic phenomena, disturbances, voids, other cases, this is due to a simplification or approximation or other areas where the flow of the Immaterium has been of controls, intended to reduce the effort required to learn to unsettled or disrupted. operate the vehicle. The difficulty for a Psyniscience test is based upon Surface the potency of any nearby Warp activity. In general, the more Operate (Surface) covers the ability to pilot any vehicle that powerful the activity, the easier it may be to sense. At the same primarily operates on the surface of a planet. The Game Master time, by attempting to identify such a presence, a character can call on a player to use the Operate (Surface) skill when: must temporarily open his mind to its influence. • He is driving a vehicle in a combat situation. To purchase this skill, the character must have a • He wishes to push his vehicle beyond its normal limits. special ability stating he has access to it Unless otherwise • He is attempting to manoeuvre his bike through a crowded noted, he can use the Psyniscience skill to detect entities, habway filled with civilians. locales, and events up to a number of kilometres away equal Aeronautica to his Perception bonus. The GM can, though, alter this range Operate (Aeronautica) covers the ability to pilot any vehicle that depending on the situation. operates in three dimensions. This primarily covers atmospheric A character who is not a psyker can also use this skill, fliers, but also includes small, manoeuvrable voidcraft such representing his ability to recognise the subtle phenomena, such as landers, shuttles, starfighters, and bombers. Piloting jump as strange patterns of dust motes or odd sensory distortions, packs that provide limited air mobility is also covered by this which often accompany psychic disturbances. ability. The general results of Psyniscience tests are The GM can call on a player to use the Operate summarized on Table 3–4: Psyniscience Results. (Aeronautica) skill when: The GM can call on a player to use the Psyniscience • He is piloting a vehicle in a combat situation. skill when: • He wishes to fly his vehicle beyond its normal safe altitude. • He is hunting for the location of a Daemon. • He is trying to land an damaged Arvus Lighter in the midst of • He wishes to determine whether a psyker has used his a meteor shower. powers recently in the area. Voidship • He is trying to find a weak point between realspace and the Operate (Voidship) covers the ability to pilot large void-faring Immaterium. vessels that are often kilometres long and millennia old. Any spacegoing vessel that requires a captain and large crew, and cannot be conceivably piloted by a single individual, is operated Psyniscience Results with this skill. Degrees of Result The Game Master can call on a player to use the Success Operate (Voidship) skill when: Awareness of Immaterium disruption or number • He is manoeuvring a voidship. One of entities present. • He is overseeing the use of a macrobattery, orbital laser, or Approximate direction of the Warp phenomena some other massive ship’s weapon. Two or creatures. Parry (WS) Rough location of the Warp creatures or beings Aptitudes: Weapon skill, Defence Three affecting the Immaterium. Skill Use: Reaction. Exact position of the unnatural creatures or Parry is the ability to block attacks in close combat, deflecting Four + psykers present. them using one’s hands or weapons. A character targeted by melee attacks can turn aside these attacks using the Parry skill. This is a Reaction and can only be used against close combat attacks from foes engaged with the character in melee. Scholastic Lore (Int) A success indicates that the attack has been parried Aptitudes: Intelligence, Knowledge and does not hit the character. In the case of attacks which Skill Use: Free Action. cause multiple hits each degree of success a character All Scholastic Lore skills represent information that an Acolyte achieves on his Parry test discounts one hit from the attack. would need to learn in a formal setting or institution of learning, Any excess hits not discounted by Parrying are then applied to whether from a knowledgeable mentor, an organisation, or the character as normal. even the careful study of rare tomes. Unl ke Common Lore, this The GM can call on a player to use the Parry skill information is not readily available to the average inhabitant of a when: planet, but differs from Forbidden Lore in that it is not proscribed • He is attacked in melee and wishes to deflect the blow. from study. Scholastic Lore has several Specialisations. These Psyniscience (Per) include all those for Common Lore, as even commonly known Aptitudes: Perception, Psyker information can be studied to greater depths. Skill Use: Half Action. Scholastic Lore Specialisations are as follows: • Astromancy: A knowledge of stars, singularities, and the The Scrutiny skill helps assess the people or objects an worlds around them, as well as theoretical understanding of Acolyte encounters. A character can use this skill to determine how to use magnascopes, astrolithic charts, and the like. an individual’s truthfulness, his motives, and appraise his • Beasts: An understanding of the genus and families personality and temperament. It can also be used to analyse an of animals and familiarity with the characteristics and object or display in detail, determining information that may be appearances of the many semi-sentient creatures to be hidden or simply not readily apparent. found across the sector. This test may also be used when methodically • Bureaucracy: A familiarity with the rules and regulations searching an area or object for clues or other inconsistencies. involved with Askellian governments, particularly the Adeptus It is characteristic of a mental analysis of the person or Administratum, and their many and varied departments, object in question, to identify any inconsistencies between its bureaus, and polices. appearance, signs of wear, and overall style. Any disparity can • Chymistry: A knowledge of chemicals, their alchemical be a sign of other dangers; one sewer section lacking the foetid applications in a number of uses, and their prevalence or odour of the rest may be just as troubling as a suspicious bulge scarcity throughout the Imperium. beneath a suspect’s clothing. • Cryptology: An understanding of codes, ciphers, In general, Scrutiny is used to interpret hidden cryptographs, secret languages, and numerical keys. This emotions, motivations, or details unnoticeable unless subjected may be used to either create or decipher encryptions. to a careful analysis. Awareness is used when trying to spot • Heraldry: A grasp of the principles and devices of heraldry, items or individuals. Thus, while spotting someone hidden as well as a knowledge of the most common seals and would be Awareness, and telling when someone is lying would heraldic devices used by the Askellon’s noble houses and be Scrutiny. Scrutiny is opposed by the Deceive skill. families. The GM can call on a player to use the Scrutiny skill • Imperial Warrants: Information concerning the when: establishment, legal scope, and use of the warrants granted • He wants to tell if someone is lying. to Rogue Traders, as well as the best-known and dynastic • He wants to collate information and conclusions from a warrants of the Imperium. complex report. • Judgement: Knowledge of the proper sentences for the • He is interpreting augur or auspex readings and determining multitude of crimes and heresies punishable by Imperial law. what these results mean. • Legend: Going beyond archaic knowledge, this Security (Int) encompasses momentous portions of mythic history, such Aptitudes: Intelligence, Tech as the Dark Age of Technology, the Age of Strife, the Great Skill Use: 1 minute, reduced by 10 seconds for each degree Crusade, and the Horus Heresy, retold in the form of epic, of success. apocryphal fables. A character with the Security skill is trained to bypass locks • Numerology: An understanding of the mysterious link or defeat codes, whether using cogitators and tech against between numbers and the physical universe, from low machine spirits or simple mechanical devices against physical kharmic theory to the infamous Kappellax Correlation. latches. Characters with Security are also able to safeguard • Occult: An understanding of obscure and hermetic (though systems and locales by making passive defences more secure, not clearly heretical) rituals, theories, and superstitions, as and even setting traps for unwary intruders and thieves. well as the better-known mystical uses of occult items. The GM can call on a player to use the Security skill • Philosophy: Knowledge concerning the theories of thought, when: belief, existence, and other intangibles. As it also includes • He wants to open a locked door. logic and debate, it may be used for crafting arguments or • He wishes to break into a cogitator and discover its secrets. creating philosophical tracts. • He is trying to lay traps for an ambush or to protect a camp. • Tactica Imperialis: The codified military doctrines of the Imperial Guard and Imperial Navy, as well as other systems of troop deployment and battle techniques used by the Special Uses for Security Imperium. This knowledge may be used to devise a battle Traps plan or deduce the likely flow of war fought by Imperial A character with the Security skill can fashion and set traps, forces. given enough time and raw resources. The time, resources, The Game Master can call on a player to use a Scholastic Lore and damage caused by these kinds of traps depend on the skill when: GM’s discretion and the materials involved. The chance • He wishes to recount legends from humanity’s past. that a trap will go off as planned or avoid the detection by • He wishes to understand an obscure ruling made by a Judge its victims depends on the character’s Security skill. This of the Adeptus Arbites. is either a skill test made secretly by the Game Master • He seeks to identify a rare beast. to see if it works, or an Opposed test against the victim’s Scrutiny (Per) Awareness to spot the trap before it goes off. Aptitudes: Perception, General Skill Use: Half Action. Sleight of Hand (Ag) Aptitudes: Agility, Knowledge Special Uses for Stealth Skill Use: Half Action, or can be performed as a Free Action Shadowing with an additional –10 penalty. Stealth can be used to shadow others and follow them Characters use the Sleight of Hand skill for any task requiring a unseen, either on foot, in vehicles, or even in shuttles combination of deception and dexterity. The test can substitute and starships. Stealth skill tests for shadowing are always papers, remove jewellery, or obtain a target’s oath-cog or Opposed tests against the opponent’s Awareness. A single ident-seal. Sleight of Hand also allows a character to conceal Stealth skill test is sufficient to follow the opponent unseen his actions when in plain sight, such as hiding weapons from for 5 minutes per degree of success. someone searching his person. The difficulty of the test depends on the size ofthe object and the intensity of observation. This is always an The GM can call on a player to use the Stealth skill Opposed test against the opponent’s Awareness or Scrutiny. when: The GM can call on a player to use Sleight of Hand when: • He wants to scout an enemy force without being detected. • He attempts to steal something from the target’s pocket. • He wants to sneak up on a foe and kill him quietly. • He seeks to palm evidence at a crime scene. • He wishes to follow someone without arousing suspicion. • He tries to plant illegal narcotics into a suspect’s robes. Survival (Per) Stealth (Ag) Aptitudes: Perception, Fieldcraft Full Action. Aptitudes: Agility, Fieldcraft Skill Use: A character with the Survival skill can live off the land, ride Skill Use: Free Action as part of Movement. Stealth is a measure of a character’s ability to remain unnoticed beasts, and predict weather with only a minimum of equipment while moving. In some environments, this requires the character and without the need for resupply or support. It can be used to remain unseen, but in others it is far more important for the to create primitive items such as bows or blades, as well as character to be inconspicuous. basic clothing. Survival is also used to track prey across all A character with this skill can move silently or conceal kinds of terrain by following the tell-tale signs they leave on the himself from others, either to escape from his foes or take them environment around them. by surprise. The difficulty for a Stealth test is generally based The difficulty for a Survival test is associated with the upon the environment where it is attempted, as well as the environmental constraints where it is made. The GM can call on character’s outerwear, clothing, and armour. a player to use the Survival skill when: Some gear may assist a character in remaining • He wants to find food or water in a hostile environment. unseen, though if this equipment is identified, it can often reveal • He wishes to start a fire with only handmade tools. the infiltrator’s true nature. In some instances, defenders might • He is trying to track a foe across the depths of an underhive. use abilities and equipment that have the potential to offset the Tech-Use (Int) character’s own equipment. In these cases, strategy and timing Aptitudes: Intelligence, Tech can be crucial to remaining undetected. Skill Use: 1 minute, or more for more complex systems. When Stealth is used against an opponent it is an Opposed test. Stealth opposes and is opposed by Awareness.

Special uses for Survival to do this he should make an Opposed test against the prey’s Crafting Stealth. Survival can be used to make all kinds of primitive devices, Wrangling from cloaks and stone buildings to spears and armour. The Characters can tame, train, and potentially ride animals they time, difficulty, and materials it takes to create these items are encounter in their travels, from wild grox to noble warhorse greatly dependent on their complexity, the kind of workshop breeds. Both taming and training beasts are Extended the character has, and their access to designs or assistance. tests, the duration of which is determined by the nature Tracking and temperament of the creature involved. Once an animal has been broken to its master’s will—or at least formed a A character can use the Survival skill to follow the signs left by partnership, for particularly strong-willed beasts—directing it his quarry, allowing him to hunt his targets down. Following or issuing commands is a Half Action. obvious tracks does not require a skill test, and is considered Wild animals, or those trained for hostility and part of a character’s movement. In instances where the aggression, can have their Disposition improved by 10 for time or elements have eroded the signs or where the very every two degrees of success (up to a maximum of three environment makes seeing them difficult, such as darkness levels) by a Full Action use of this skill. GMs should impose or fog, Survival skill tests are required. modifiers for animals that have been particularly well-trained The modifiers for this test depend on the condition or those with strong Willpower and Intelligence. Wrangling is of the traces and the tracker’s surroundings. A cunning or of no use against cyber or psy-bonded animals, nor against devious quarry might attempt to conceal or erase any tracks, any creatures with true sentience. for example, and in cases where an opponent has attempted Special uses for Tech-Use Four or more degrees of failure indicate the character Crafting has set the device off prematurely and it explodes while being set! Some tasks, such as rigging a building for demolition Tech-Use can be used to make all kinds of technical devices, or bringing down a massive suspension bridge, require an from simple clockwork and steam engines to advanced Extended test. The GM should set the difficulty and duration weaponry and armour. The time, difficulty, and materials it depending on the extent of the undertaking. When placing takes to create these items are greatly dependent on their explosives, make sure to note the total degrees of success complexity, the kind of workshop the character has, and his and the die roll, as it might be used in an Opposed test if access to properly sanctified designs or Adeptus Mechanicus someone attempts to defuse a character’s hard work. data-vaults. Defusing charges also falls under the Tech-Use skill, Demolitions with an Opposed test against the Tech-Use skill test of the Tech-Use can be used to determine the effectiveness of individual who set the explosives. Winning the test indicates explosive devices, which is greatly dependent upon the that the bomb has been defused. Simple failure means that skill with which they are placed. Success on a Tech-Use while the charge has not been disarmed, neither has it gone skill test indicates a character has successfully planted an off. Four or more degrees of failure indicate the character explosive charge, and set it with the trigger of his choice. has set off the device, suffering the consequences ofthe Failure indicates that the explosives fail to go off when explosion. Defusing multiple charges or complex trigger triggered, though the character does not know this until the mechanisms might require an Extended test, as determined time of activation. In some situations, the GM might desire by the GM. withhold this information or even give false results based on the degrees of failure.

Tech-Use is a measure of an Acolyte’s ability to use and interact • Chymist: Used to create poisons, drugs, and a wide variety with all manner of technological devices. It can also be used to of other compounds. build basic or complex technical devices with the right amount • Cryptographer: Used to create or decode complicated of time and materials. ciphers, codes, and other puzzles. Tech-Use is more an understanding of the Blessings • Cook: Used to cook meals and determine if scavenged food of the Omnissiah and the rites of the Machine Cult than it is is edible. an actual knowledge of the science behind technology—in • Explorator: Used in the exploration of unknown stellar the 41st Millennium, however, this amounts to the same thing. regions. The difficulty for this skill use is related to the complexity of the • Linguist: Used to learn or decipher new languages, both device and its design nature. spoken and written, and even create new ones in some The GM can call on a player to use the Tech-Use skill cases. when: • Loremancer: Used to recount events in a variety of ways, • He wants to repair a broken weapon or vehicle. from dry recitations or texts to epic operas or statuary. • He wishes to push a piece of technology beyond its normal • Morticator: Used to prepare, preserve, and often render capabilities or operating parameters. down corpse remains into ingredients for a variety of • He is trying to determine how a piece of unknown or preparations. unfamiliar technology works. • Performancer: Used to perform for audiences in a variety of Trade (Int) entertaining art forms, often using dance, song, and poetry. Aptitudes: Intelligence, General • Prospector: Used to find and identify valuable minerals. Skill Use: Variable depending on task and complexity. • Scrimshawer: Used to inscribe patterns, text, and art onto Trade skills allow Acolytes to practice a craft, from cooking a a variety of materials. fine dinner to preserving a corpse. They can identify the work • Sculptor: Used to create inspiring works of art in stone, of particularly famous or infamous artisans, or recall information metal, and other materials, often as part of Imperial edifices. concerning items of their trade. • Shipwright: Used to design, upgrade, and manufacture Trade tests can represent the work of hours, weeks, void-capable vessels. or months depending on the complexity of the task at hand. • Soothsayer: Used to “foretell” the future by a number of However, tests that involve the examination of an item to recall interpretative arts, though its effectiveness is suspect. information require a Full Action. • Technomat: Used to maintain and repair technological The following is a list of common Trade Specialities: devices, but through rote memorization rather than true • Agri: Used to grow, care for, and harvest crops and animals. understanding or comprehension. Archaeologist: Used to locate, examine, and analyse ancient • Voidfarer: Used in the day-to-day operation, logistics, and ruins and artefacts. defence of starships. • Armourer: Used to design, upgrade, and forge weaponry, The GM can call on a player to use the Trade skill when: from personal arms to starship batteries. • He wants to prepare a sumptuous meal for a high-ranking • Astrographer: Used to create two- and three-dimensional planetary official. representations of stellar locations and Warp routes. • He wishes to carve his sigil on a favoured chainsword. Crafting Items crafted with Survival, on the other hand, can To create an item, a character needs three things: the right other be made from “found” materials, such as fashioning a skill, materials, and time. bow when in a forest, or making a spear from scrap metal in Crafting Skills an underhive. There are four different kinds of crafting skills, each one Acquiring materials for crafting is one step easier covering the creation of different kinds of items. than the item being crafted. The character then makes a • Medicae: This skill allows a character to create all manner Requisition test to acquire the materials just as if he were of drugs and poisons. With the GM’s permission, players acquiring an item. Once he has the materials, he can then try can even create new drugs and poisons based on the to create the item. venom of slain creatures or to mimic the effects of certain Time environments. Creating an item takes time and is always an Extended test • Survival: This skill allows a character to create any kind of set by the GM. The length of the test and the time it takes basic device or basic item such as clothing or foodstuffs. depends on the complexity of the item. While both these Survival can be used to craft any item with the Primitive factors are up to the GM, he can use Table 3–2: Crafting special quality or any Low-tech Weapon. With the GM’s Items as a guideline. The Game Master can also modify permission, players can also create any simple item with Crafting tests depending on factors such as the presence this skill, provided it can be fashioned from unprocessed of assistants, the workshop or lab available, the levels of materials and lacks any complex moving parts. funding or materials available, and the quality of each. • Tech-Use: This skill allows a character to create complex or technical devices such as those commonly created within the forges of Imperial worlds. With the GM’s permission, Crafting Items any weapon, armour, explosive, or piece of tech can be Extended Test created using this skill. Unlike things made with Survival Type of Item Time Successes and Medicae, however, many items created using this skill are fiendishly complex, or their designs a closely guarded Medicae Items secret, and are only available to characters with the right Natural Drugs and 1d5 hours 4 knowledge and access to advanced workshops. Poisons • Trade: This skill allows a character to manufacture things, Synthetic Drugs and 2d10 hours 8 from inspiring sculpture to mighty starships. What can Poisons be created depends on the speciality. Like items made Survival Items with Tech-Use, these often require advanced workshops Weapons 1d5 hours 5 and specialised materials. Trade crafting often involves fashioning new, unique items of personal design, and thus Armour 1d10 hours 6 do not always require detailed plans for the item. Major Gear 1d5 hours 3 projects, such as vehicles or huge statuary, should require Tech-Use Items † large amounts of time, with the GM altering the Time listings in Table 3–2: Crafting Items from hours to days or Weapons 1d5 hours 8 even months and longer. Armour 1d10 hours 12 Materials Gear 1d5 hours 8 When creating an item, a character must first have access Trade Items to the right materials. Whether these materials are on hand Small Art, Minor 1d5 hours 4 is up to the GM, though common sense should play a part. Projects Once it has been determined whether the materials are on Large Art, Major hand, the GM then decides if the character needs to expend 1d10 hours 12 Projects any resources acquiring them. As a general rule, when creating items using the † Note in the case of Tech-Use, characters cannot create items they do not have access to designs for. Tech-Use skill (or the Medicae skill when creating advanced drugs, such as those not occurring naturally), characters must always buy materials.

• He seeks to uncover the remains of a lost colony. Tier 1 Talents Talent Aptitude 1 Aptitude 2 Prerequisites Ambidextrous Weapon Skill Ballistic Skill Ag 30 Blind Fighting Perception Fieldcraft Per 30 Catfall Agility Fieldcraft Ag 30 Clues from the Crowds General Social Fel 30 Die Hard Willpower Defence WP 40 Disarm Weapon Skill Defence Ag 30 Double Team General Offence — Enemy † General Social — Ferric Summons Willpower Tech Ferric Lure Implants, Mechanicus Implants Frenzy Strength Offence — Iron Jaw Toughness Defence T 40 Jaded Willpower Defence WP 40 Keen Intuition Perception Social Int 35 Leap Up Agility General Ag 30 Nowhere to Hide Perception Offence Per 30 Peer † Fellowship Social Fel 30 Quick Draw Agility Finesse — Rapid Reload Agility Fieldcraft — Resistance † Toughness Defence — Sound Constitution Toughness General — Takedown Weapon Skill Offence — Technical Knock Intelligence Tech Int 30 Warp Sense Perception Psyker Psy Rating, Psyniscience, Per 30 Weapon-Tech Intelligence Tech Tech Use +10, Int 40 Weapon Training † General Finesse — † Denotes Specialist talent.

Talents All talents are divided into three levels, or tiers, rated one to three, with one being the weakest and three being the most Each talent imparts a unique ability to characters possessing powerful. Tiers primarily exist to price talents, as higher tier it. Once a character possesses a talent, it is always in effect. talents have a greater cost. In addition, higher tier talents are Talents differ from skills in that a player usually does not need more likely to have prerequisites than lower tier talents. When to use an action or test to utilise the ability. In essence, once selecting talents, a character can choose any talent from any a character has a talent, his actions always benefit from that tier. talent, unless noted otherwise. Specific details for the new abilities that a talent grants Specialist Talents are described under the respective talent’s entry, and unless Several talents are not one talent but many, and require a otherwise stated in the talent description, a character can only character to select a specific specialisation when taking the possess and benefit from each talent once. talent. Each time a character gains the talent, they are in effect Gaining Talents taking a new talent, and must choose a different specialisation. In many cases, group listings are representative as opposed to A character starts play with a number of talents, depending on all-inclusive. his home world, background, and role, and then acquires more as he improves during play by spending experience points. Talent Prerequisites The amount of experience points required to purchase a talent Several talents require the character to possess a prerequisite depends on its tier and which aptitudes a character possesses. before their selection. These prerequisites may take the form of skills, talents, aptitudes, characteristic scores, or even special Talent Tiers and Categories abilities. Tier 2 Talents Talent Aptitude 1 Aptitude 2 Prerequisites Armour-Monger Intelligence Tech Int 35, Tech-Use, Trade (Armourer) Battle Rage Strength Defence Frenzy Bulging Biceps Strength Offence S 45 Combat Master Weapon Skill Defence WS 30 Constant Vigilance † Perception Defence Int 35 or Per 35, Awareness +10 Contact Network Fellowship Leadership Cover-Up, Int 35 S 40 or WP 40, Clues from the Crowds, Rank 1 in Coordinated Interrogation Intelligence Social the Interrogation Skill Counter Attack Weapon Skill Defence WS 40 Cover-Up Intelligence Knowledge Int 35 Deny the Witch Willpower Defence WP 35 Devastating Assault Weapon Skill Offence WS 35 Double Tap Finesse Offence Two-Weapon Wielder Exotic Weapon Training † Intelligence Finesse Face in a Crowd Fellowship Social Fel 35, Clues from the Crowds Hard target Agility Defence Ag 40 Hardy Toughness Defence T 40 Hatred Weapon Skill Social Hip Shooting Ballistic Skill Finesse BS 40, Ag 40 Independent Targeting Ballistic Skill Finesse BS 40 Weapon Skill / Inescapable Attack † Finesse BS 40 or WS 40, Per 35 Ballistic Skill Killing Strike Weapon Skill Offence WS 50 Luminen Shock Weapon Skill Tech Luminen Capacitors, Mechanicus Implants Maglev Trancendence Intelligence Tech Maglev Coils, Mechanicus Implants Marksman Ballistic Skill Finesse BS 35 Mechadendrite Use † Intelligence Tech Mechanicus Implants Ballistic Skill / Precision Killer † Finesse BS 40 or WS 40 Weapon Skill Prosanguine Toughness Tech Autosanguine Implants, Mechanicus Implants Strong Minded Willpower Defence WP 30, Resistance (Psychic Powers) Swift Attack Weapon Skill Finesse WS 30 Weapon Skill / Two-Weapon Wielder † Finesse Ballistic Skill Unarmed Specialist Strength Offence Ambidextrous, Ag 35, WS 35 Warp Conduit Willpower Psyker Psy Rating, Strong Minded, WP 50 Whirlwind of Death Weapon Skill Finesse WS 40 † Denotes Specialist talent.

Talent Descriptions Ambidextrous Adamantium Faith This talent does not represent true ambidexterity so much as The character can subtract his Willpower bonus from his sufficient training with both hands to make the distinction moot. degrees of failure on a failed Fear or Pinning test. If this reduces When combined with Two-Weapon Wielder talent, the penalty the result to zero or less, he counts as having passed the Fear for making attacks with both weapons in the same turn drops test with 1 degree of success. to –10. Tier 3 Talents Talent Aptitude 1 Aptitude 2 Prerequisites Adamantium Faith Willpower Defence Jaded, Resistance (Fear), WP 45 Assassin Strike Weapon Skill Fieldcraft Ag 40, Acrobatics Bastion of Iron Will Willpower Psyker Psy Rating, Strong Minded, WP 40 Blademaster Weapon Skill Finesse WS 30, Weapon Training (any Melee) Crushing Blow Weapon Skill Offence WS 40 Deathdealer Perception Finesse BS 45 or WS 45 Delicate Interrogation Intelligence Finesse Fel 50, Coordinated Interrogation Eye of Vengeance Ballistic Skill Offence BS 50 Favoured by the Warp Willpower Psyker WP 35 Flash of Insight Perception Knowledge Int 40, Contact Network, Coordinated Interrogation Halo of Command Fellowship Leadership Fel 40, WP 40 Hammer Blow Strength Offence Crushing Blow Infused Knowledge Intelligence Knowledge Int 40, Lore (any one) Lightning Attack Weapon Skill Finesse Swift Attack Luminen Shock, Luminen Capacitors, Mechanicus Luminen Blast Ballistic Skill Tech Implants Mastery Intelligence Knowledge Rank 4 in selected skill Mighty Shot Ballistic Skill Offence BS 40 Never Die Toughness Defence WP 50, T 50 Preternatural Speed Agility Offence WS 40, Ag 50 Sprint Agility Fieldcraft Step Aside Agility Defence Agility 40, Dodge or Parry Superior Chirugeon Intelligence Fieldcraft Rank 2 in Medicae skill Target Selection Ballistic Skill Finesse BS 50 Thunder Charge Strength Offence S 50 True Grit Toughness Defence T 40 Ag 45, Ambidextrous, BS 40 or WS 40, Two- Two-Weapon Master Finesse Offence Weapon Wielder (Melee, Ranged) Warp Lock Willpower Psyker Psy Rating, Strong Minded, WP 50 † Denotes Specialist talent.

Armour-Monger Battle Rage The character gains an extra amount of Armour points equal to The character can Parry while Frenzied, and can re-roll a failed his Intelligence bonus, which he can distribute to any locations test to snap out of Frenzy or resist entering Frenzy if he so that his armour would normally cover, as long as he has at chooses. least an hour each day to clean and repair it or make minor Blademaster modifications. This bonus applies only to armour when the When attacking with any bladed weapon he can re-roll one Acolyte is wearing it, as it combines his training with his skill at missed attack per round. armoury. Blind Fighting Assassin Strike The character ignores all penalties for fighting with a melee After making a melee attack, the character may make a weapon while suffering from obscured vision, permitting him to Challenging (+0) Acrobatic test; if he succeeds, he may move fight in fog, smoke, or darkness more effectively. up to his Half Move distance as a Free Action. He may only Bulging Biceps make this move once per round, and the character’s opponent The character can fire a heavy weapon using Semi- Auto Burst does not receive a free attack resulting from this move. or Full Auto Burst without bracing the weapon, and does not Bastion of Iron Will suffer the –30 penalty for failing to brace it. In addition, whenever The character adds 5 × his psy rating to any Opposed test he makes when defending against psychic powers. he uses the Heft special use of the Athletics skill he can add Deny the Witch +20 to his Athletics skill test to reflect his powerful musculature. The character may use his Willpower characteristic when Catfall making an Evasion Reaction against ranged or melee attacks The character automatically reduces the effective distance against him made with psychic powers. When successfully of all falls by a number of metres equal to his Agility bonus, evading an attack with an area of effect, the character does not ignoring this distance as if it did not exist. He also adds +20 to move but instead is simply unaffected by the psychic power. his Acrobatics skill tests when using the Jump special skill use. Devastating Assault Clues from the Crowds Once per turn, after resolving an All Out Attack action that Once per day, the character can re-roll a test made to gather successfully hits, the character may make a second All Out information from a group of people. Attack action against the same target as a Free Action, with the Combat Master same bonuses and penalties as the first. Opponents fighting the character in hand-to-hand combat gain Die Hard no bonuses for Ganging Up. When this character would suffer a level of Fatigue due to the Constant Vigilance Blood Loss condition, he makes a Challenging (+0) Willpower Specialisations: Intelligence, Perception test; if he succeeds, he does not suffer a level of Fatigue. When this talent is taken, the character selects the Specialisation Disarm that matches the prerequisite (Perception or Intelligence) used As a Full Action, the character may make an Opposed Weapon in purchase. He can use the characteristic that matches that Skill test against one target with whom he is engaged. If the Specialisation when rolling for Initiative instead of his Agility character wins the test, the enemy drops his weapon to the value, and rolls two dice for the roll (picking the highest of the ground. Should the character score three or more degrees of two for his score). success, he can take the enemy’s weapon from him. Contact Network Double Tap A character with this talent can use his Fellowship characteristic When making a second ranged attack action in the same turn in place of his Influence when making Requisition tests. against the same target, he gains a +20 bonus to the attack test Coordinated Interrogation if his first attack scored one or more successful hits. The charactger gains a +10 bonus to all Interrogation tests, and Double Team gains an additional +5 for each other character participating in When Ganging Up on an opponent, the character gains an the interrogation who also has Coordinated Interrogation. This additional +10 bonus to Weapon Skill tests. If both the characters counts as test assistance, and thus also gains the standard that outnumber the enemy have this talent, then both gain an assistance bonuses. additional +10 bonus, for a total of +20. This bonus is in addition Counter Attack to the normal bonus gained from Ganging Up on an opponent. Once per turn, after successfully Parrying an opponent’s attack, Enemy this character may immediately make a Standard Attack action Specialisations: A specific group, species, or organization as a Free Action against that opponent using the weapon with The character suffers an additional –10 penalty to Fellowship which he Parried. The character suffers a –20 penalty on the and Influence tests when dealing with a specific group, and the Weapon Skill test for this attack. GM can use them to complicate his life from time to time. Cover-Up Unlike other talents, Enemy does not cost any xp to At the GM’s discretion, the character can reduce his Influence purchase and cannot be taken as an advance. Instead the to increase his group’s Subtlety. For every point of Influence GM and player can agree to award it when appropriate to the lost in this way, the character increases his warband’s Subtlety adventure or campaign. It can be removed with the approval of by 1d5. the GM, if the character has redeemed himself with the group in question. Crushing blow The Enemy talent can be awarded multiple times for The character adds half his Weapon Skill bonus (rounding up) the same group, in which case it should be listed as Enemy to damage he inflicts with melee attacks. (X), with X equalling the number of times the talent has been Deathdealer awarded. This can be used to represent groups who particularly When this talent is taken, the character selects the Specialisation hate the character and want to see him dead. In game terms, that matches the prerequisite used in purchase (Melee with the penalty to Fellowship and Influence tests increases to –10 Weapon Skill, Ranged with Ballistic Skill). When the character’s times X. attack in that combat type inflicts Critical damage, he adds his Exotic Weapon Training Perception bonus to the damage result. Specialisations: Each different exotic weapon Delicate Interrogation The character is trained to use a particularly obscure type of Whenever the character would decrease his warband’s Subtlety weapon. Weapons requiring this unique talent are noted in due to an interrogation, the amount of Subtlety lost is reduced their armoury descriptions. This talent applies only to a single by 1d5. If this results in a negative number, the Acolyte’s skilled weapon type and not a class of weapons. Note that an Exotic efforts increase the warband’s Subtlety by 1. weapon with the Heavy class would also require the Weapon Training (Heavy) talent as well as Exotic Weapon Training in Halo of Command that specific weapon. When targeting friendly NPCs through skills that have either Eye of Vengeance the Social or Leadership Aptitudes (such as Charm, Command, Before making a ranged Standard Attack action, the character and Intimidate), he may affect a number of targets up to 100 can spend a Fate point. If he does so, he adds the number times his Fellowship Bonus rather than 10 times that number of degrees of success scored on the attack test to both his as normal. damage and penetration for the hit. Hammer Blow Face in a Crowd When the character uses an All Out Attack action to make a single When employing the Shadowing special use of the Stealth skill, melee attack, he can add half his Strength bonus (rounded up) the character can use his Fellowship characteristic instead of to the weapon’s penetration. The attack also counts as having his Agility. the Concussive (2) weapon quality, to represent the shocking Favoured by the Warp force of the blow’s impact. Whenever this character rolls on Table 6–2: Psychic Hard Target Phenomena, so long as he does not receive the Perils of the When the character performs a Charge or Run action, Warp result, he may roll a second time and choose which result opponents suffer a –20 penalty to Ballistic Skill tests made to hit he receives. him with ranged attacks. This penalty continues until the start Ferric Summons of his next turn. The character has trained himself in better use of his Ferric Hardy Lure Implants. He can summon to his hand an unsecured metal When undergoing medical treatment or healing from injuries, object weighing up to 2 kilograms per point of his Willpower the character always recovers damage as if Lightly Damaged, bonus, and can summon such objects up to 40 metres distant. regardless of the level of damage he sustained. Flash of Insight Hatred Despite steady application of logic and careful analysis, some Specialisations: A specific group, species, or organization conundrums remain insoluble, but inspiration could come A group, organisation, or race has wronged the character in the from outside sources, such as reading patterns from wisps of past, fuelling this animosity. When fighting opponents of that lho smoke or even making direct appeals to the Emperor for group in close combat, the character gains a +10 bonus to all guidance. An Acolyte who has trained his mind to process such Weapon Skill tests made against them. He also finds it difficult lateral data can leap to conclusions that direct thinking cannot to back down from a fight with his hated foe, and must make provide, and thus quash even the most hidden of heresies. a Challenging (+0) Willpower test to retreat or surrender when When stuck in an investigation, he can spend one Fate point fighting them, unless suicidally outnumbered or outclassed. to reveal a single clue or lead to aid in the progression of his Hip Shooting efforts. As a Full Action, the character can both move up to his Full Frenzy Move rate and make a single attack with a ranged weapon. If the character spends one full round fuelling his anger on the This attack can only be a single shot, and so cannot be a semi- next round, he goes into an uncontrolled rage, gaining a +10 or full-automatic ranged attack for example. Characters with bonus to Weapon Skill, Strength, Toughness, and Willpower, the Two-Weapon Wielder talent can use this talent with Hip but suffering a –20 penalty to Ballistic Skill, Intelligence, and Shooting to make two single shots, if they are armed with a Fellowship. While Frenzied, the character must attack the ranged weapon in each hand. nearest enemy in melee combat if possible. If he is not engaged Independent Targeting with the nearest enemy, he must move towards that enemy and When firing two weapons as part of a single action, the character engage it if possible. He will not take obviously suicidal actions does not need his targets to be within 10 metres of each other. such as leaping off a building in order to engage someone on Inescapable Attack the ground, but he will take any actions that offer a reasonable Specialisations: Ranged, Melee opportunity to engage in melee with the nearest enemy. This talent applies to Melee or Ranged attacks, depending on While Frenzied, he is immune to Fear, Pinning, the Speciality chosen. After making a successful attack test of Stunning effects, and the effects of Fatigue; he cannot Parry, the appropriate type as part of an All Out Attack, Called Shot, retreat, or flee. He remains Frenzied for the duration of the Charge, Standard Attack, or Stun action, the character imposes combat, and cannot use psychic powers while Frenzied. After a penalty on all evasion attempts (Dodge or Parry tests) made combat ends, or if there are no more eligible enemy targets against this attack equal to 10 times the total degrees of success for the character to attack, he can make a Willpower test to scored on the attack test. snap out of his Frenzy. If he fails, he must continue to attack, favouring NPCs over PCs. Each successive round, however, he Infused Knowledge The character counts as having all Common Lore and Scholastic can make another Willpower test, with a cumulative +10 bonus Lore skills at rank 1 (Known). If he wishes to later improve his to return to a stable state of mind and come out of Frenzy. After Lore skills, these advances must be bought using experience Frenzying, he cannot Frenzy again for at least an hour, as he points (from rank 1) as normal. He also adds one degree of recovers his mental and physical strength. success to any successful Common or Scholastic Lore tests, due to his ingrained training. Iron Jaw The Acolyte is trained in the use of a particular kind of Whenever this character becomes Stunned, he may make a mechadendrite in much the same way as Weapon Training Challenging (+0) Toughness test as a Free Action to ignore the allows the use of weapons. effects. Though there are many different types of Jaded mechadendrites, this talent divides them into two broad categories: Mundane events, from death’s horrific visage to xenos • Mechadendrites of this type end in either ranged abominations, do not force the character to gain Insanity points Weapon: or close combat weapons, and have the supplemental power or make Fear tests. Daemons, Warp manifestations, and other supplies and mechanical support necessary for combat. unnatural effects still affect him normally. • Utility: Including such varied types as Manipulator, Medicae, Keen Intuition Utility, Optical, and countless others, these generally require After failing an Awareness skill test, the character can re-roll the less hardy mountings, but all function in a similar manner. test with a –10 modifier. Mighty Shot Killing Strike The character adds half his Ballistic Skill bonus (rounded up) to At the beginning of each of his turns, the character may spend damage he inflicts with ranged weapons. a Fate point to make his melee attacks unavoidable with the Dodge and Parry skills until the end of the round. Other means Never die The character may spend one Fate point to ignore the effects of avoiding or stopping attacks are unaffected. of injury, Fatigue, and Stunning for a single combat, so long as Leap Up they would not kill him immediately. This talent does not prevent The character can stand up as a Free Action. the damage, but allows him to temporarily ignore its effects Lightning Attack for the duration of the combat. Once the encounter ends, the The character can make the Lightning Attack action. effects trigger as normal. Luminen Blast Nowhere to Hide The character always counts as being equipped with a Pistol When the character damages cover, he adds his degrees of weapon with a 10m range. This can only be used in single shot success from the attack to the reduction of the cover’s Armour mode, and deals 1d10 plus twice his Willpower bonus in Energy value. If using a weapon that does not require a skill test, he damage, with Pen 0 and the Shocking quality. The character adds 1 instead. always counts as having Weapon Training for this weapon and Peer after making an attack with it, he must pass a Toughness test or Specialisations: A specific group, species, or organization suffer 1 level of Fatigue. The character gains a +10 bonus to all Fellowship and Influence Luminen Shock tests when interacting with this chosen group, and at the GM’s The character always counts as being equipped with a melee discretion can sometimes call upon them for favours. The GM weapon that inflicts 1d10 plus his WPB in Energy damage, with and player may agree to award this talent when appropriate to Pen 0 and the Shocking quality. He always counts as having the adventure or campaign, though the character must still pay Weapon Training for it and after making this attack, he must the experience cost for the Talent as normal. pass a Toughness test or suffer 1 level of Fatigue. This talent can be awarded multiple times for the Maglev Trancendence same group, in which case it should be listed as Peer (X), with The character has learned how to better use his implanted X equalling the number of times the talent has been awarded. maglev coils, and can hover for a number of minutes equal to This can be used to represent groups who particularly like the 1d10 plus twice his Toughness bonus. He can move his Run character and may even be staunch allies. In game terms, speed when making a Half Move action and suffers no damage the bonus to Fellowship and Influence tests increases to +10 from falling if the coils are active. Each use drains half the power times X. Additionally, when the character acquires this talent, he stored in the coils. increases his Influence by 1. Marksman Precision Killer The character suffers no penalties for making Ballistic Skill tests Specialisations: Ranged, Melee at Long or Extreme range. When this talent is taken, the character selects the Specialisation Mastery that matches the Characteristic and Aptitude pair (Ballistic Skill Specialisations: Any skill or Weapon Skill) used in purchase. When making a Called Shot The character can spend a Fate point to automatically pass with a melee or ranged attack (depending on the Specialisation), a skill test with his chosen skill, provided the final modifier to he does not suffer the usual –20 penalty. his skill test is Challenging (+0) or better. He scores a number Preternatural Speed of degrees of success equal to the characteristic bonus of the When making a Charge action, the character doubles his skill’s associated characteristic. This talent may be taken more normal Charge movement. than once, each time for a different skill. Prosanguine Mechadendrite Use Through the character’s iron will, he is able to speed the function Specialisations: Weapon, Utility of his Autosanguinator. He must spend 10 minutes in meditation and make a Tech-Use test. If he succeeds, he removes 1d5 points of damage. If he rolls a 96 or higher, he loses the ability Target Selection to use his Autosanguinator for one week. The character can shoot into melee with no penalty. If he also Quick Draw makes an Aim action beforehand, he prevents any chance of As a Free Action, the character may draw and ready a Pistol or hitting friendly targets as well. Basic weapon, or a one-handed Melee weapon. Technical Knock Rapid Reload Once per round, the character may attempt to unjam a gun as a The character halves all reload times, rounding down. Half Action rather than a Full Action. He must touch the weapon Reisstance to make use of this talent. Specialisations: Cold, Fear, Heat, Poisons, Psychic Powers, Thunder Charge Radiation, Vacuum, Other When the character makes a Charge action, he can barrel Each time the character selects this talent, choose one area of through enemies to get to his target. The character makes an resistance. He gains a +10 bonus when making tests to resist Opposed Strength test against each foe in his way (those who effects of this type. The GM can require approval for certain his movement would take him past or through). Each foe that choices, or justification based on the Acolyte’s past. loses the Opposed test is knocked Prone. After resolving these Sound Constitution Opposed tests, the character’s Charge action resolves against The character gains an additional wound. He can purchase this his original target as normal. talent additional times up to twice his Toughness bonus. When True Grit he gains this talent multiple times, note the number of times it Whenever the character suffers Critical damage (after has been taken after the talent, such as Sound Constitution (3). reduction for Armour and Toughness), reduce the amount by Sprint his Toughness bonus (to a minimum of 1 damage). The character moves at great speeds, and when taking a Full Two-Weapon Master Move action can move an extra number of metres equal to his When armed with two single-handed weapons, the character Agility bonus. Additionally, whenever he takes a Run action, ignores the –20 penalty for Two-Weapon Fighting. he may move double the normal distance. If he did so in the Two-Weapon Wielder previous round, however, he suffers 1 level of Fatigue. Specialisations: Melee, Ranged Step Aside When armed with two one-handed weapons, after making a The character can make an additional Evasion attempt once Half Action attack, he can make a single additional Half Action per round. In effect, this gives him a second Reaction that can attack following the same restrictions with the other weapon only be used for Dodge or Parry attempts, allowing two Dodges, as a Free Action. In effect, this allows him to attack twice in a two Parries, or a Dodge and a Parry in each turn. However, round, once from each of his weapons. Both of these attacks he can still only attempt a single Dodge or Parry against each count as being part of the same Half Action, and both tests individual attack. made to attack with the weapons suffer a –20 penalty. Strong Minded This talent can be taken twice, each time with a The character can re-roll failed Willpower tests to resist any different specialisation (melee or ranged). If he possesses psychic powers that affect his mind. This talent does not affect both talents, then he can fight with one melee and one ranged psychic powers that have a physical effect. weapon. When this talent is taken with the melee focus it counts as having the Weapon Skill and Finesse aptitudes, and when it Superior Chirugeon is taken with the ranged focus it counts as having the Ballistic The character gains a +20 bonus on all Medicae skill tests. Skill and Finesse aptitudes. When providing first aid, he ignores the penalties for Heavily Damaged patients and only suffers a –10 penalty for those Unarmed Specialist suffering Critical damage. The character gains the Deadly Natural Weapon trait, and counts as armed even when facing weapon-wielding opponents Swift Attack while barehanded. While fighting barehanded, he can also re- The character can make the Swift Attack action. roll the damage he inflicts. Takedown Warp Conduit When making a Standard Attack or Charge action, the character When Pushing, before rolling his Focus Power test the can declare that he is attempting a takedown his target. He then character may spend one Fate Point to add an additional 1d5 rolls to hit (using his Weapon Skill) as normal, applying all the to the effective psy rating of the power. Channelling such vast regular modifiers for the attack action. If the character hits and amounts of power is dangerous, however, and so he adds +30 would have done at least 1 point of damage (after reduction to rolls on Table 6–2: Psychic Phenomena when he makes as for Armour and Toughness), no wounds are caused. Instead, a result of this talent. the opponent must make a Challenging (+0) Toughness test or be Stunned for 1 Round and knocked Prone. In addition, Warp Lock when performing a Stun Action, the character does not suffer Once per game session, the character may ignore the Psychic the normal –20 penalty to his Weapon Skill. Phenomena he has rolled (including the Perils of the Warp result on Table 6–2: Psychic Phenomena), completely negating its effects. As a result he suffers 1d5 Energy damage tothe Head location (not reduced by Armour or Toughness), and cannot make any Focus Power tests or sustain other psychic Amorphous powers until the beginning of his next turn. A creature with this trait may increase or decrease its Size trait Warp Sense value by 1 as a Free Action (though doing so does not change The character can use the Psyniscience Skill as a Free Action its movement values). A creature with this trait also has the instead of as a Half Action. He can also passively detect psychic Crawler trait. effects and entities without the need to actively seek them out. Amphibious Whenever the character could detect such a Warp signature or The creature can breathe water as well as air and can stay a creature, the GM can allow him to make a Psyniscience skill underwater indefinitely without the need to surface. If this trait is test to detect it, in the same way he could use Awareness to taken by a creature with the ability to breathe another substance spot an ambush without knowing it is there. other than air (i.e., water, ammonia, carbon-dioxide, etc.) then it Weapon-Tech can breathe air as well as its native atmosphere. Once per combat encounter, as a Free Action, this character Auto-Stabilised may enhance any Melta, Plasma, Power, or Exotic weapon he is These beings always count as braced when firing heavy personally wielding. This increases the weapon’s damage and weapons and therefore may fire a weapon on full or semi- penetration by an amount equal to the character’s Intelligence automatic without taking the Brace action first, and not suffer bonus until the end of the round. any penalties to hit. Weapon Training Baneful Presence (X) Specialisations: Bolt, Chain, Flame, Heavy, Las, Launcher, The creature’s very existence is anathema to nearby mortals, Melta, Plasma, Power, Low-Tech, Shock, and Solid Projectile and permeates its surroundings with the taint of the unnatural. The Acolyte can use all weapons with Class: Pistol, Basic, All characters suffer a –10 penalty to Willpower tests taken Melee, Throwing, and Vehicle within the group he has selected while within X metres of the creature. with this talent. Berserk Charge DH2 EB p.105 When a character attempts to use a weapon he does Daemons of Khorne gain a +10 bonus to their Weapon Skill not have the correct Weapon Training talent for, he suffers a when making a Charge action. –20 penalty to any relevant Weapon Skill or Ballistic Skill test. DH2 EB p.111 The character can only use weapons with Class: Blessing of Tzeentch Daemons of Tzeentch are blessed by their patron with unnatural Heavy without suffering the –20 penalty if he has both Weapon protection. This counts as a force field with a protection rating of Training in the appropriate group and Weapon Training (Heavy). 20, and only overloads if either die on the protection roll results This talent can be taken more than once, each time in an 8. with a different Specialisation. Note that a character without the Weapon Training (Low-Tech) talent operating a weapon that Blood fo r the Blood God DH2 EB p.105 functions as a Low-Tech weapon in certain circumstances does Daemons of Khorne suffer no penalties from gore and blood not suffer this penalty, so long as he has the applicable Weapon (such as when a Critical Effect covers an area in gore and Training talent for the weapon (Power for a power sword, for would require an Agility test to avoid falling). example). Bestial Whirlwind of Death A creature with this trait never needs to make a Survival test As a Half Action, the character may make one Standard Attack whilst in its natural habitat. Unless starving or desperate, a action with a melee weapon against a foe, plus one additional Bestial creature must make a Challenging (+0) Willpower test Standard Attack action with the same weapon targeting each when frightened, startled, or injured. If it fails, the creature flees. other foe also engaged in melee combat with the character Blind beyond the first (to a maximum number of attacks up to his Blind creatures automatically fail all tests based on vision, and Weapon Skill bonus). automatically fail all Ballistic Skill tests. Such creatures take Traits a –30 penalty to Weapon Skill tests and most other tests that ordinarily involve or are benefited by vision. Note that this trait Acquiring Traits indicates not only that the creature cannot see but that it also Traits cannot be purchased through spending experience has no other senses which would provide the same benefit as points and are primarily an aspect that NPCs possess. In eyes (such as Unnatural Senses). some instances, a character may use a piece of equipment or Brutal Charge undergo a bodily transformation that might grant the effects of When Charging, the creature deals an extra (X) points of a trait either temporarily or permanently. In rare cases, the GM damage on each hit it inflicts that turn. might decide that an individual character has earned a trait and bless (or inflict) it upon him. Burrower A creature with this trait can move through solid objects by Trait Descriptions burrowing through them. The number in parentheses (X) The rules for each trait can be found in the following descriptions. indicates its speed when burrowing. Such creatures can burrow In some cases, a trait can have a variable level, or a special through soil, rock, sand, and so on, though some (expressed condition. In these instances, the trait has a “(X)” after its name, in the creature entry) can even burrow through metal. When a and the trait’s description outlines how the variable X affects creature burrows, it leaves behind a tunnel. Characters with a the talent. Size trait value lower than the burrower can enter these areas without impediment. At the end of each round after the burrower From Beyond passes, roll 1d10; on a result of 5 or lower, the tunnel collapses Such a creature is immune to Fear, Pinning, Insanity points, behind the creature. and psychic powers used to cloud, control, or delude its mind. Crawler Hoverer (X) Worms, serpents, and similar creatures crawl and slither along Creatures with this trait have a limited capability for flight, the surface rather than walk upright. The base move for a flying no higher than two metres. The number in parentheses creature with this trait is half its normal movement rate (round (X) indicates its speed when hovering; this number replaces up) as determined by its Agility bonus, but it does not take its Agility bonus for purposes of calculating Movement while penalties for moving over difficult terrain. airborne. Daemonic Incorporeal Creatures with this trait increase their Toughness bonus against This creature is insubstantial and weightless, able to pass all damage by the number indicated in the parentheses (X), in through solid objects such as walls and weapons. Incorporeal the same manner as an Unnatural Characteristic, and stack if creatures gain the Hoverer (6) trait and a +30 bonus on Stealth the latter also increases Toughness. This increase is negated tests due to their ability to merge with objects and nearly silent by damage inflicted from force weapons, psychic powers, holy movement. attacks, or other creatures with this trait. Daemonic creatures An Incorporeal creature is also immune to normal are also immune to disease and poison, gain the Undying trait, weapons, which simply pass ineffectually through its body. and gain benefits when using psychic powers as detailed in Daemons, psychic powers, Warp creatures, other Incorporeal Chapter VI: Psychic Powers. creatures, and opponents armed with force weapons can all Dark Sight injure an Incorporeal creature normally. An Incorporeal creature A creature with this trait sees normally even in areas of total cannot usually affect the mortal world, and thus cannot damage darkness, and never takes a penalty for fighting in areas of dim normal opponents unless it has a suitable special ability or or no lighting. talent. Certain devices can keep these creatures at bay, though, Deadly Natural Weapons most notably a Void Shield or a spaceship’s Gellar Field, which The creature gains all the benefits of the Natural Weapons trait, acts as an impenetrable barrier to them. except that its attacks no longer have the Primitive weapon Machine (X) quality. Machines do not breathe, are immune to vacuum, extremes Fear (X) of cold, and mind-influencing psychic effects. Machines have The Fear trait always has an associated rating (1–4) to reflect a certain number of Armour points (indicated by the number how awful the creature is to behold; this is indicated by the in parentheses). This armour stacks with worn armour, but not number in parentheses (X). The higher the Fear rating, the with the Natural Armour trait, and provides resistance against harder it is for others to resist going insane from the encounter, damage from Fire. as shown on Table 4–5: Fear Rating. When a character Mind Lock encounters a creature with this trait, the character must make Many flesh-constructs or mindless creatures are implanted with a Willpower test with a penalty based on the creature’s Fear control mechanisms, complete with programmed behavioural rating. If he succeeds, the character suffers no ill effects; if he instructions. This helps ensure the creature acts properly within fails, he must roll on Table 8-11: Shock, adding +10 to the roll for its designed parameters, but also can lead to stalled actions every degree of failure on the test. when it faces circumstances for which it has no guidance. If faced with a situation outside of its programming and with no recognised master to issue orders, the creature must pass a Fear Rating Routine (+20) Intelligence test or be Stunned for 1 round. Due to its essentially mindless nature, at the GM’s discretion it is Fear Rating Penalty immune to all Opposed Social tests. Disturbing (1) +0 Multiple Arms (X) Frightening (2) –10 This creature has more than one pair of arms. The exact number Horrifying (3) –20 of arms is indicated in parentheses (X). It gains a +10 bonus on Terrifying (4) –30 Athletics tests involving climbing and swimming. In addition, for each full pair of arms it has it can make an additional attack as if wielding multiple melee weapons. In this case, the creature must either have natural weapons or actual melee weapons Flyer (X) to wield for this to take effect. Note that a creature still requires the Two-Weapon Wielder (Melee or Ranged) talent to make A creature with this trait has the natural ability to fly. The number multiple attacks in the same turn. in parentheses (X) indicates its speed when flying. This number replaces the creature’s Agility bonus for movement actions Natural Armour (X) while airborne. This creature has a naturally tough hide or an exoskeleton, affording it some protection against attacks. The number in parentheses (X) indicates how many Armour points the creature gains to all locations. Natural Armour stacks with worn armour, but not with the Machine trait. Trait: Mechanicus Implants Natural Weapons Cranial Circuitry It counts as being armed even when not wielding weapons, Cranial circuitry is a series of linked processors, implants, with attacks that deal 1d10 points of damage plus its Strength and cortical circuits that enhances mental capacities. Most bonus. The creature can make attacks with its Natural Weapons sit within a housing bolted onto the skull, whilst others using its Weapon Skill, though it cannot Parry with its natural nestle within the brain itself. weapons, nor can it be disarmed unless, of course, its limbs Cyber-Mantle are hacked off. In general, creatures with Natural Weapons The Cyber-mantle is a framework of metal, wires, and are immune to the Power Field quality. Natural weapons have impulse transmitters bolted onto the spine and lower the Primitive (7) weapon quality unless stated otherwise in the ribcage. As the initiate gains further cybernetics such profile. as mechadendrites, the mantle acts as a sub-dermal Nauseating DH2 EB p.117 anchorage point. Many in the Mechanicum often refer to it A character who fails a Fear test against a foe with the as “the true flesh.” Nauseating trait does not roll on Table 8–11: Shock. Instead, Electro-Graft the character is Stunned for one round per degree of failure, as This small device is grafted into the nervous system, he doubles over and retches uncontrollably. The character still allowing the adept to better commune with the many holy suffers all other effects of failing a Fear test, such as possibly mechanisms that are now part of his life. It comes in many gaining Insanity points. forms, such as skull shunts, finger probes, or spine jacks, If the character succeeds on the Fear test, he suffers depending on the forge world. one level of Fatigue as he contends with the bile rising in his Electoo Inductors throat. Electoo Inductors are palm-sized metal skin grafts that Phase appear much like tattoos to the uninitiated. They are wired As a Half Action, the creature may gain or remove the into the nervous system, where they derive power from Incorporeal trait, becoming insubstantial or solid. the bioelectrical emanations of the flesh and the sacred Psyker mysteries of the Potentia Coil. With training, they can be This allows characters to purchase the Psyniscience skill and used to emit or siphon power in many ways. psychic powers. All psykers have a psy rating (PR) which is Potentia Coil listed out for each NPC. Cradled within the cyber-mantle is a power unit known as Quadruped the Potentia Coil. This mass can store energy and produce Quadrupeds are much quicker over a distance than their bipedal various types of fields. Coils come in many types, from counterparts, and their movement is double that normally small crystal stack affairs to bulky electrical galvinators, indicated by their Agility bonus. This trait is intended to cover and a trained user can manipulate the stored energy into a creatures that travel on their hind legs and forepaws, rapidly variety of attacks and unique effects. crossing surface terrain or tall foliage. Creatures with more than four legs may gain this trait as well, increasing their movement talents. Note that a creature’s movement cannot be reduced to as indicated above but adding an additional 2 (after doubling) less than 1. to their final movement rate for each set of legs beyond the first two pairs. Sonar Sense Regeneration A creature with this trait perceives its surroundings by emitting uniquely toned pulses, allowing the creature to locate the Each round, at the start of its turn, the creature can make a position of any solid object within 30 metres. Other creatures Toughness test to remove an amount of damage indicated in within this 30 metre range that succeed on a Difficult (–10) the parentheses after the trait. Awareness skill can detect the oddly-pitched sounds echoing Sanctioned around them. Adeptus Astra Telepathica conduct fearsome testing known Soporific Musk DH2 EB p.121 as sanctioning for power levels, mental strength, and other Daemons of Slaanesh emit hypnotic scents that entrance and factors that decide each psyker’s fate. To survive is to have captivate their foes. Enemies engaged in melee with one or passed these tests, and gone on to serve the Emperor as a more Daemons with this trait suffer a –10 penalty to their Dodge Sanctioned Psyker. If a Sanctioned character gains the Psyker and Parry tests. elite advance, he does not gain the Corruption normally inflicted with that advance and starts at psy rating of 2 instead of 1. Soul Bound Size (X) The soul of this creature is bound to a higher power or being, in return for a measure of protection. When this trait is first Creatures come in one of ten different size categories, as gained, the entity to which the soul is bound must be decided. shown on Table 4–6: Size. Size affects movement, how well the Many Imperial psykers, especially Astropaths, are soul bound creature can hide and move undetected, and how easy or hard to the Emperor, for example, whereas Chaos Sorcerers may be it is to strike in combat. When calculating movement, apply the bound to one of the Ruinous Powers. A soul bound psyker rolls size modifier first, and then other modifiers from other traits or an extra die when forced to roll on Table 6–3: Perils of the Warp, Size Size and Examples Modifier to Hit Stealth Base Movement Miniscule (1): Autoquill, Knife –30 +30 AgB–3 Puny (2): Bolt pistol, Servo-skull –20 +20 AgB–2 Scrawny (3): Gretchin, Human child –10 +10 AgB–1 Average (4): Human, Eldar +0 +0 AgB Hulking (5): Ork Nob, Armoured Space Marine +10 –10 AgB+1 Enormous (6): Sentinel Walker, Autocarriage +20 –20 AgB+2 Massive (7): Chimera, Greater Daemon +30 –30 AgB+3 mmense (8): Land Raider, Valkyrie Gunship +40 –40 AgB+4 Monumental (9): Ork Squiggoth, Baneblade super-heavy tank +50 –50 AgB+5 Titanic (10): Reaver Battle Titan, Ordinatus war machine +60 –60 AgB+6 then replaces either the ones die or the tens die with the extra Toxic (X) die he rolled to determine the final result. A character that successfully deals damage to a Toxic creature Upon becoming soul-bound, the psyker must choose in melee combat must make a Toughness test at the end of his one of the following effects: turn with a penalty equal to 10 times the number in parentheses • 3d10 Insanity points (X), or suffer 1d10 points of Energy damage not reduced by • Permanent loss of his sight Armour or Toughness. Some creatures carry additional effects • Permanent loss of 1d10 points from one characteristic, with their toxins, or inflict more damage as indicated in their • A random mutation. individual descriptions. In addition, a soul bound character is permanently indebted to Undying the entity, which undoubtedly entails all manner of other duties This creature has a strange and barely understood physiology. and consequences. It cannot be harmed by diseases, poisons, or toxic effects. It Stampede also has no need to breathe, and thus can survive unaided in Whenever a creature with this trait fails a Willpower test, it a vacuum. automatically moves in a straight line forwards as far as possible, Unnatural Characteristic (X) overrunning anything in its path until the source of danger is One or more of the creature’s characteristics is unnaturally escaped or crushed under hoof. Anyone in the way suffers a enhanced. This is indicated by a number that is then added single hit from the creature’s Natural Weapons (or 1d5+SB directly to the relevant Characteristic bonus. A creature can Impact damage if it does not have that trait). One stampeding have this trait more than once, but each time must be applied to creature automatically causes all other creatures with the same a new characteristic. Successful tests using a characteristic tied trait within sight to stampede as well. The stampede lasts until to this trait gain a number of bonus degrees of success equal to the source of danger is no longer visible or for 1d10 minutes, half the Unnatural Characteristic value. whichever occurs last. Unnatural Senses (X) Stuff of Nightmares The creature can perceive its surroundings using senses other Such creatures count as having the Undying trait, and are than sight or hearing, such as special organs, fine hairs, or completely immune to most environmental hazards, Blood some other disturbing ability. This trait always includes a range Loss, and Stunning. They also ignore any Critical Effect other in metres indicated by the number in parentheses (X). than one that would destroy them outright, unless it was caused by a psychic power, force weapon, or holy attack. Warp Instability If a creature with this trait takes damage and does not deal any Sturdy damage or Insanity points to another creature by the end of its Sturdy creatures are hard to move, and thus gain a +20 bonus next turn, it must make a Willpower test. The creature suffers 1 to tests made to resist Grappling and Knock Down actions, and point of damage for failing, plus 1 additional point of damage for uses of the Takedown talent. each degree of failure. If this would deal damage equal to (or in Touched by the Fates (X) excess of) the creature’s wounds, it is cast back into the Warp. The NPC has a number of Fate points shown in parentheses Warp Weapons (X). It can use these Fate points in exactly the same way as Creatures with this trait have weapons that are partially Player Characters and can even burn a Fate point to survive insubstantial, able to ignore such mundane things as armour death and destruction at the GM’s discretion. The NPC’s attacks or cover. Natural weapons and attacks made by a creature with also use the rules for Righteous Fury. this trait ignore physical armour, unless the armour is created from psychoactive materials or is somehow warded against the Warp. Force fields still work against these attacks normally.

Talents Talent Tier Aptitude 1 Aptitude 2 Prerequisites

To Scourge the Daemon (DH2 EB p. 52) Bodyguard 1 Agility Defence Agility 35 Bulwark of Faith 2 Defence Willpower Willpower 45, Iron Faith Daemonhunter 2 Offense Willpower Forbidden Lore (Daemonology), Willpower 40 Psy rating 3, Willpower 45, Forbidden Lore Daemonologist 2 Psyker Willpower (Daemonology) Hardened Soul 2 Defence Willpower Willpower 35, 10 Corruption points Ispiring Aura 2 Leadership Willpower Halo of Command Iron Resolve 2 Defence Willpower Resistance (Fear), Jaded One-on-One 2 Finesse Weapon Skill Weapon Skill 40 Common Lore (Imperial Creed) +10 or Forbidden Rites of Banishment 2 Offence Willpower Lore (Daemonology) Bane of the Daemon, Willpower 50, Untouchable Daemonic Disruption 3 Willpower — elite advance Dark Soul 3 Toughness Willpower Hardened Soul, 20 Corruption points Instrument of His Will 3 Offence Willpower Willpower 50 Iron Faith 3 Defence Willpower Iron Resolve Daemonologist, Favoured by the Warp, Willpower Sanctic Purity 3 Psyker Willpower 50 Shield Wall 3 Defence Weapon Skill Ambidextrous, Weapon Skill 40

Talents Dark Soul When the character would test to gain a mutation as a result of Talent Descriptions increasing Corruption, he may choose to automatically pass the Bodyguard test. If he does, he also gains a Malignancy and increases his After an enemy makes a successful attack against an ally, the Corruption total by 1d10. character may use a Reaction to move up to his Half Move Hardened Soul distance in order to interpose himself between the attacker and Whenever the character would gain Corruption points, he target. The attack is then resolved against the character instead may reduce the amount gained by half (rounded up) and gain of the original target. In the case of a melee attack, the character Insanity points equal to the amount reduced. may also attempt to Parry the attack as part of his Reaction. Ispiring Aura Bulwark of Faith The character can affect allies of any kind—not only When the character passes a Fear test caused by a Daemon, subordinates—with the Terrify special use for the Command the Daemon suffers 1 Energy damage ignoring armour and skill. This need not represent threats and intimidation, but Toughness bonus for each degree of success on the Fear test. might represent inspiring words, encouragement, or sheer Daemonhunter steadfastness in the face of terrifying foes. The character may re-roll failed Awareness and Psyniscience Instrument of His Will tests to detect the presence of Daemons. In addition, his attacks After making a successful attack against a Daemon (this can against Daemons gain the Proven (3) quality. include striking it with a psychic power), the character may Daemonic Disruption spend a Fate point to increase the damage of the first hit he Whenever a creature with the Warp Instability trait makes a inflicts as part of that attack by an amount equal to twice his successful attack test against this character, it must immediately Willpower bonus. This additional damage ignores armour and test for Warp Instability after resolving the attack. Toughness bonus. Daemonologist Iron Faith When the character takes the Focus Power action and the The character is immune to the effects of the Baneful Presence target of the psychic power is a Daemon, he gains a +10 bonus trait. to the Focus Power test. At the GM’s discretion, this bonus Iron Resolve may apply to other tests, such as rituals to summon or bind a After failing a Fear or Pinning test, the character can re-roll the Daemon. test with a –10 modifier. One-on-One When facing an enemy in single melee combat (i.e., no allies or other enemies are engaged in the melee and neither combatant has been the target of a ranged attack within the last round), the character scores extra degrees of success on successful Weapon Skill tests equal to half of his Weapon Skill bonus (rounded down). Rites of Banishment Once per round as a Half Action, the character may speak the litanies and invocations to disrupt Daemons. Until the beginning of his next turn, Daemons within a distance equal to twice the character’s Willpower bonus in meters suffer a –10 penalty to Willpower tests. Sanctic Purity When the character triggers Psychic Phenomena when manifesting a power from the Sanctic Daemonology discipline, he may spend a Fate point in order to negate the result entirely. Shield Wall When armed with a shield, the character can re-roll one failed Evasion test to Parry an attack per round. Talents Talent Tier Aptitude 1 Aptitude 2 Prerequisites

The Art of Hatred (DH2 EW p. 57) Flagellant 1 Offence Toughness Willpower 30 Rank 2 (Trained) in any Operate skill or Rank Mounted Warrior 1 Melee Ranged 2 (Trained) in Survival skill, Ballistic Skill 30 or Weapon Skill 30 Penitent Psyker 2 Psyker Defence Psy rating, Strong Minded, Willpower 40 Purity of Hatred 2 Offence Willpower Hatred (Any) Psy rating, Rank 2 (Trained) in Psyniscience skill, Tainted Psyker 2 Knowledge Psyker 10 Corruption points Rank 2 (Trained) in the Forbidden Lore (Psykers) Witch Finder 3 Knowledge Perception skill, Willpower 45 Aegis of Contempt 3 Defence Leadership Shared Destiny, Shield of Contempt, Hatred (any) Divine Protection 3 Finesse — Ballistic Skill 45, Willpower 35 Adamantium Faith, Halo of Command, Will of the Into the Jaws of Hell 3 Leadership Willpower Inquisitor Shared Destiny, Strength through Conviction, Indomitable Conviction 3 Leadership Willpower Resistance (Fear), Jaded

Talents Indomitable Conviction Whenever this character or an ally within 10 metres gains Talent Descriptions Insanity, reduce the amount gained by 1. In addition, an ally Aegis of Contempt within 10 metres can spend a Fate point to gain 0 Insanity Whenever this character or an ally within 10 metres gains instead. These efects do not stack when there are multiple Corruption, reduce the amount gained by 1 to a minimum of 0. characters with this talent within range. In addition, an ally within 10 metres can spend a Fate point to Mounted Warrior gain 0 Corruption instead. When a character purchases this talent, he selects the These efects do not stack when there are multiple specialisation that matches the characteristic prerequisite characters with this talent within range. and aptitude used in purchase. He then reduces any penalty Divine Protection for making corresponding attacks (Melee or Ranged) from a When the Acolyte attacks using a weapon with the Spray moving vehicle or mount by 10 for each time the talent has quality, it only strikes enemies within the area of efect; the attack been purchased in that specialisation. This applies to both does not harm allies. ordinary attack actions and vehicle combat actions, such as Hit Flagellant and Run. The character knows that pain is cleansing, and regularly Penitent Psyker mortiies his own lesh to atone for his sins. As a Full Action, the When the psyker or an ally within 10 metres becomes the target character can inlict some suitable punishment on his own body, of a psychic power, the psyker may voluntarily sufer any number sufering 1d5–2 levels of Fatigue (to a minimum of 1). He then of levels of Fatigue. Each level of Fatigue sufered grants the gains a +10 bonus on Willpower tests to resist Fear, Pinning, target a +10 bonus on any Opposed test to resist the power or psychic powers, or sufering Corruption, for one hour or until the Evasion test to avoid its efects. end of the current encounter. If the target’s test to resist or avoid the power results If the Acolyte also possesses the Frenzy talent, he can in a roll of doubles, the psyker generates Psychic Phenomena, enter a Frenzied state as a Free Action while under the efects just as if he had used the Focus Power action. of this talent. Purity of hatred Into the Jaws of Hell When selecting this talent, the character chooses one specific Servants and allies within 10 metres can subtract the Inquisitor’s group for which he possesses the Hatred talent. Against Fellowship bonus from their degrees of failure on a failed Fear opponents of this group, the Acolyte’s attacks gain the Vengeful or Pinning test, so long as the Inquisitor passes the test. If this (9) quality. If the Acolyte’s weapon or attacks already possess reduces the degrees of failure to 0 or less, a character counts this quality, decrease the value by one (to a minimum of 1). as having passed the test with 1 degree of success. The efects of this talent apply to characters in the Inquisitor’s warband and to other servants of the Imperium ighting under the Inquisitor’s orders, as well as others at the GM’s discretion. Tainted Psyker When making a Focus Power test, the character may gain a number of Corruption points up to his psy rating. For each point he gains in this way, he gains a +10 bonus to the Focus Power test but adds +5 to rolls on Table 6–2: Psychic Phenomena. Witch Finder The character counts as possessing the Psyniscience skill at Rank 1 (Known), even though he is not a psyker. Note that he cannot spend experience to gain additional ranks in the skill. Talents Talent Tier Aptitude 1 Aptitude 2 Prerequisites

To Hunt the Alien (DH2 EWo p. 62) Grenadier 1 Ballistic Skill Finesse Ballistic Skill 35 Leaping Dodge 1 Agility Defence Agility 35, Rank 2 in the Dodge skill Skilled Rider 1 Agility Fieldcraft Rank 2 in any Operate skill Ambassador Imperialis 2 Perception Social Fellowship 35, Intelligence 35 Archivator 2 Knowledge Perception Intelligence 40 Ballistic Skill or Weapon Skill 40, Forbidden Lore Field Vivisection 2 Ranged Melee (Xenos–Any), Rank 2 in the Medicae skill Hotshot Pilot 2 Agility Tech Rank 2 in Survival or any Operate skill, Agility 35 Lexographer 2 Intelligence Knowledge Rank 3 in Linguistics (Any) Xenosavant 2 Intelligence Knowledge Rank 3 in Forbidden Lore (Xenos–Any) Hull Down 3 Agility Fieldcraft Rank 2 in Survival or any Operate skill Push the Limit 3 Intelligence Knowledge Rank 2 in Survival or any Operate skill, Tech-Use Weapon Intuition 3 Intelligence Finesse Exotic Weapon Training (Any)

Talents using the Called Shot action with a melee or ranged attack (depending on the Specialisation) against a target for which the Talent Descriptions character has the appropriate Forbidden Lore (Xenos) skill, he Grenadier makes a Medicae (WS) or Medicae (BS) test in place of the When the character misses with a thrown weapon or weapon normal Weapon Skill or Ballistic Skill test. with the Blast quality, he may reduce the distance it scatters by Hotshot Pilot a number of metres up to half his BS bonus. When the Acolyte succeeds on an Operate test (or Survival test Leaping Dodge in the case of a living steed), he may voluntarily suffer 1 level The Acolyte has become practiced at escaping weapons that of Fatigue to add a number of degrees of success equal to half cover an area to deadly effect, from flamers to strange xenos of his Agility bonus. When the Acolyte fails an Operate test (or devices. When he would make an Agility test to avoid attacks Survival test in the case of a living steed), he may voluntarily from weapons with the Spray quality, he may make the test suffer 1 level of Fatigue in order to reduce the degrees of failure using his Dodge (Ag) skill instead. by an amount equal to his Agility bonus, to a minimum of 1. Skilled Rider Lexographer Whenever the character would be thrown from or tossed about The character can attempt any Linguistics skill in which he is within his vehicle, he makes an Ordinary (+10) Agility test. If he not trained as an untrained skill test as if it were not a Specialist succeeds, the character may choose to either land safely on his skill. feet or retain in his original position in the vehicle. In addition, Xenosavant once per round the character can attempt an Ordinary (+10) The character can attempt any Forbidden Lore (Xenos) test in Agility test to Mount or Dismount a vehicle as a Free Action. which he is not trained as an untrained skill test as if it were not Ambassador Imperialis a Specialist skill. The character reduces any penalty to Interaction skill tests for Hull Down dealing with xenos or non-Imperial NPCs by 20. In addition, W hen the character takes a vehicle combat action with the once per encounter, he can reroll a failed Interaction skill test Movement subtype, his vehicle or steed counts the value of its when interacting with such an NPC. Size trait as being one lower for purposes of attack modifiers Archivator and the benefits of cover until the start of his next turn. When making a Scholastic Lore or Forbidden Lore test utilising Push the Limit sources of recorded information of any sort, such as cogitators, Once per round, the character may add +20 to an Operate test tomes, info-nets, and data-slates, the character can reroll a (or Survival test in the case of living steeds); however, if he fails failed test once with a –10 penalty. In addition, tests to perform the test by 4 or more degrees of failure, immediately roll 1d5 research or find information in these circumstances take half on Table 7–32: Motive Systems Critical Hit Effects and apply the usual time. the result. If he is riding a living mount, roll 1d5 on Table 7–18: Field Vivisection Impact Critical Effects – Leg apply the result. Each time this talent is taken, the character selects the Specialisation that matches the Characteristic and Aptitude pair (Ballistic Skill or Weapon Skill) used in purchase. When Weapon Intuition The character reduces the penalty for using a weapon without the proper training by 10. Weapon Qualities Daemonbane DH2 EB p. 40 There are special Ordo Malleus rites that go beyond mere sanctification. When used against targets with the Daemonic trait, weapons with this quality gain the Vengeful (8) quality and their damage is not reduced by the target’s Toughness bonus. Tainted DH2 EB p. 40 Permeated with the power of the Warp, these weapons draw out the inner darkness of their wielders. Weapons with this quality inflict additional damage equal to the value of the user’s Corruption bonus or Daemonic (X) trait value (whichever is higher). Ranged Weapons Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Bolt Weapons Godwyn-De’az Bolt Pistol 40m S/2/– 1d10 + 5 X 4 10 Full Reliable, Tearing † 3kg Extremely Rare Pistol DH2 EW p. 42 Godwyn-De’az Boltgun Basic 90m S/2/– 1d10 + 5 X 4 30 Full Reliable, Tearing † 6kg Very Rare DH2 EW p. 42 Godwyn-De’az Heavy Heavy 140m –/–/6 1d10 + 8 X 5 80 Full Reliable, Tearing † 35kg Extremely Rare Bolter DH2 EW p. 42 Godwyn-De’az Storm Reliable, Storm, Basic 80m S/2/4 1d10 + 5 X 4 60 Full 8kg Near Unique Bolter DH2 EW p. 42 Tearing † Bolt Pistol Pistol 30m S/2/– 1d10 + 5 X 4 8 Full Tearing 3.5kg Very Rare Boltgun Basic 100m S/3/– 1d10 + 5 X 4 24 Full Tearing 7kg Very Rare Heavy Bolter Heavy 150m –/–/6 1d10 + 8 X 5 60 Full Tearing 40kg Very Rare Psycannon Daemonbane, Heavy 120m –/2/5 2d10 + 5 X 5 40 3 Full 20kg Near Unique DH2 EB p. 41 Reliable, Tearing † Storm Bolter Basic 90m S/2/4 1d10 + 5 X 4 60 Full Storm, Tearing 9kg Extremely Rare Flame Weapons Cerberus Heavy Flamer Flame, Reliable, Spray, Heavy 40m S/–/– 1d10 + 5 E 3 6 2 Full 50kg Very Rare DH2 EW p. 42 Vengeful (9) † Flamer Basic 20m S/–/– 1d10 + 4 E 2 6 2 Full Flame, Spray 6kg Scarce Corrosive, Felling (1), Chemical Basic 20m S/–/– 1d10 + 4 E 2 6 2 Full Flame, Spray, Toxic 8kg Very Rare Flamer DH2 EW p. 42 (2) † Hand Flamer Pistol 10m S/–/– 1d10 + 4 E 2 2 2 Full Flame, Spray 3.5kg Rare Heavy Flamer Heavy 30m S/–/– 1d10 + 5 E 4 10 2 Full Flame, Spray 45kg Rare Hydra Flamer Array Flame, Proven (3), Basic 8m S/–/– 1d10 + 4 E 2 10 2 Full 10kg Very Rare DH2 EW p. 42 Spray † Incinerator Daemonbane, Flame, Basic 30m S/–/– 1d10 + 6 E 6 10 2 Full 3kg Extremely Rare DH2 EB p. 41 Spray † Las Weapons Laspistol Pistol 30m S/2/– 1d10 + 2 E 0 30 Half LWVS, Reliable 1.5kg Common Lasgun Basic 100m S/3/– 1d10 + 3 E 0 60 Full LWVS, Reliable 4kg Common Laslock Basic 70m S/–/– 1d10 + 4 E 0 1 Half LWVS, Unreliable 4kg Plentiful LWVS, Accurate, Long Las Basic 150m S/–/– 1d10 + 3 E 1 40 Full 4.5kg Scarce Felling (4), Reliable Hot-shot Laspistol Pistol 20m S/2/– 1d10 + 4 E 7 40 2 Full † 4kg Rare Hot-shot Lasgun Basic 60m S/3/– 1d10 + 4 E 7 30 2 Full † 6kg Rare Launcher Weapons Grenade Launcher Basic 60m S/–/– ‡ ‡ 6 2 Full ‡ 12kg Average Missile Launcher Heavy 300m S/–/– ‡ ‡ 1 Full ‡ 35kg Rare † These weapons have additional rules. ‡ The damage, penetration, and special qualities of these weapons are dependent upon the grenade or missile used. Ranged Weapons (Continued) Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Low-Tech Weapons Arquebus Concussive (1), Basic 45m S/–/– 2d10 I 2 1 2 Full 8kg Common DH2 EW p. 42 Inaccurate, Unreliable † Bolas Thrown 10m S/–/– — 0 1 — Inaccurate, Snare (1) 1.5kg Average Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive (6), Reliable 2kg Common Castigator Heavy Concussive (2), Crossbow DH2 EW Heavy 70m S/–/– 1d10 + 6 I 1 14 2 Full 12kg Scarce Reliable † p. 44 Crossbow Basic 30m S/–/– 1d10 R 0 1 2 Full Primitive (7) 3kg Common Deliverance Light Crossbow DH2 EW Pistol 15m S/–/– 1d10 R 0 1 Half Primitive (7) † 1kg Rare p. 42 Blast (3), Crippling (1), Drake’s Claw Heavy 200m S/–/– 1d10 + 2 X 2 1 — Inaccurate, Primitive 6kg Rare DH2 EW p. 42 (7), Tearing † Flintlock Pistol Inaccurate, Primitive Pistol 15m S/–/– 1d10 + 2 I 0 1 2 Full 3kg Common DH2 EW p. 42 (8), Unreliable † Blast (4), Flame, Longflame Heavy 200m S/–/– 1d10 R 0 1 — Inaccurate, Primitive 6kg Rare DH2 EW p. 42 (8) † Musket Inaccurate, Primitive Basic 30m S/–/– 1d10 + 3 I 0 1 2 Full 7kg Common DH2 EW p. 44 (8), Unreliable † Inaccurate, Overheats, Snapper Repeating Basic 50m S/2/– 1d10 + 3 I 0 8 2 Full Primitive (8), Unreliable 45kg Very Rare RifleDH2 EW p. 44 † Melta Weapons 2d10 + Inferno Pistol Pistol 10m S/–/– 12 3 Full Melta 3kg Near Unique 10 E 2d10 + Meltagun Basic 20m S/–/– 12 5 Full Melta 15kg Very Rare 10 E Plasma Weapons Plasma Pistol Pistol 30m S/2/– 1d10 + 6 E 6 10 3 Full Maximal, Overheats 4kg Very Rare Plasma Gun Basic 90m S/2/– 1d10 + 7 E 6 40 5 Full Maximal, Overheats 18kg Very Rare Sentinel Plasma Rifle Basic 120m S/5/10 1d10 + 5 E 3 40 Full Reliable 20kg Extremely Rare DH2 EW p. 44 Solid Projectile Weapons Autopistol Pistol 30m S /–6 1d10 + 2 I 0 18 Full — 1.5kg Average Autogun Basic 100m S/3/10 1d10 + 3 I 0 30 Full — 5kg Average Autocannon Heavy 300m S/3 /– 1d10 + 8 I 6 24 2 Full Reliable 40kg Very Rare Hand Cannon Pistol 35m S /– /– 1d10 + 4 I 2 5 2 Full † 3kg Scarce Heavy Stubber Heavy 100m – /–/8 1d10 + 4 I 3 80 2 Full — 30kg Rare Shotgun Basic 30m S /– /– 1d10 + 4 I 0 8 2 Full Scatter 5kg Average Shotgun (Combat) Basic 30m S/3 /– 1d10 + 4 I 0 18 Full Scatter 6.5kg Scarce Sniper Rifle Basic 200m S /– /– 1d10 + 4 I 3 20 Full Accurate, Reliable 5kg Scarce Stub Automatic Pistol 30m S/3 /– 1d10 + 3 I 0 9 Full — 1.5kg Average Stub Revolver Pistol 30m S /– /– 1d10 + 3 I 0 6 2 Full Reliable 1.5kg Plentiful † These weapons have additional rules. Ranged Weapons Flintlock Pistol Bolt Weapons This pistol counts as a truncheon when used in melee combat. “Longflame” Launcher Godwyn-De’az Bolt Weapons This rocket is a single use item and cannot be reloaded. The expertly crafted Godwyn-De’az line of bolters are handcrafted artefacts. Musket A musket counts as a staf when used in melee combat. Such weapons are normally only available to Acolytes with the Adepta Sororitas background. “Snapper” Repeating Rifle Psycannon If a Snapper’s wielder uses it as an improvised melee weapon and scores two or more degrees of failure on the Weapon Skill Psycannons have integral suspensor technology, granting the test, its mechanisms snap and it is damaged. wielder the Auto-Stabilised trait while in use, and are always of at least Good craftsmanship. They ignore all protective benefits Solid Projectile Weapons granted by psychic powers and inflict +2 additional damage for Hand Cannon every point of the wielder’s psy rating. Hand cannons kick like a grox and, unless used with two hands Flame Weapons or a Recoil Glove, impose a –10 penalty on Ballistic Skill tests. “Cerberus” Heavy Flamer The Magnus-Pattern Heavy Flamer is known for its triple- barrelled design. Its weight includes the backpack fuel supply. “Gorgon” Chemical Flamer Its specialised design prevents the use of other types of Flame weapon ammunition. “Hydra” Flamer Array When a character ires a Hydra Flamer Array, he gains the Fear (1) trait until the end of the encounter. The Hydra’s Spray quality afects a 90° cone, rather than the usual 30° arc for weapons with this quality Its weight includes the backpack fuel supply. Incinerator An Incinerator ignores any protective benefits granted by psychic powers, and targets in its area of effect suffer a –10 penalty on Agility tests to avoid the flames for each point of the wielder’s psy rating. Las Weapons Hot-shot Laspistol & Lasgun Hot-shot weapons use a 10 kg backpack power source rather than a standard plug-in pack, even for the smaller hot-shot pistol. Larger packs mean greater power behind each shot, but make reloading more impractical, which is a trade-off most are willing to make. Hot-shot weapons can also be linked to larger backpacks for additional ammunition. Low-Tech Weapons Arquebus If a character with a Strength bonus of 3 or less uses this weapon, it counts as a Heavy weapon instead of Basic weapon. When ired, an arquebus also creates a cloud with the Smoke (1) quality centred on the firer that lasts for 1d5-1 rounds. “Castigator” Heavy Crossbow Whenever a Castigator inlicts damage (after reductions for Armour and Toughness bonus) on a target that has the Size trait with a value of 5 or lower, that target is knocked Prone. “Deliverance” Light Crossbow If given a forearm weapon mounting, the Deliverance’s range is not reduced. Tests to ind a concealed Deliverance sufer a –20 penalty, and it counts as having a built-in silencer. “Drake’s Claw” Launcher This rocket is a single use item and cannot be reloaded. Exotic Ranged Weapons Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Imperial Origin Condemnor (Crossbow) Basic 100m S/–/– 1d10 + 4 R 2 1 2 Full Accurate, Reliable † 8kg Extremely Rare DH2 EW p. 42 Digi Weapon Pistol 3m S/–/– 1d10 + 2 E 0 1 – Reliable † 0.5kg Near Unique DH2 EWo p.42 Firesprite Needler Pistol 30m –/4/8 1d10 + 2 R 2 16 2 Full Inaccurate, Toxic (2) † 1.5kg Extremely Rare DH2 EWo p.43 Concussive (1), Grav Pistol Pistol 15m S/–/– 1d10 + 3 I 6 6 Full 3kg Near Unique Graviton Concussive (2), Graviton Gun Basic 30m S/3/– 1d10 + 6 I 8 9 2 Full 6kg Extremely Rare Graviton Hellrifle Basic 300m S/–/– 1d10 + 4 R 4 – – Felling (2) 10kg Very Rare DH2 EB p. 40 Holo Spectus Pistol 600m S/–/– – – 1 – † 6kg Very Rare DH2 EWo p. 43 Integration Cannon Blast (5), Concussive Heavy 100m S/–/– 4d10 + 4 I 8 6 Full 65kg Near Unique DH2 EWo p. 43 (0), Inaccurate † Accurate, Felling (1), Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full 1.5kg Very Rare Toxic (5) † Accurate, Felling (1), Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2 Full 2kg Very Rare Toxic (5) † Purgatus Crossbow Basic 50m S/–/– 1d10 + 5 I 0 5 2 Full Reliable † 16kg Rare DH2 EW p. 44

Quillgun DH2 EWo p.43 Basic 120m S/–/– ‡ ‡ 3 Full ‡ † 6kg Very Rare Concussive (5), Quillgun (Ataractic) – – – – 0 – – – Very Rare Reliable Quillgun (Venenum) – – – 1d10 I 3 – – Reliable, Toxic (4) – Scarce Silverseine Launcher Blast (4), Reliable, Heavy 60m S/–/– 1d10 I 0 1 2 Full 25kg Very Rare DH2 EB p. 41 Sanctified, Snare (2) Web Pistol Pistol 30m S/–/– — 0 1 Full Snare (0) 3.5kg Very Rare Webber Basic 30m S/–/– — 0 1 Full Blast (5), Snare (1) 8kg Rare † These weapons have additional rules. ‡ The damage, penetration, and special qualities of these weapons are dependent on the ammunition type.

Exotic Imperial Weapons Digi-weapons are worn as rings and do not prevent the hand from performing other tasks. They take one hour to Ranged Weapons recharge between shots, cannot be modified, and always have Condemnor Combi-Boltgun an Availability of Near Unique. The condemnor combines a boltgun with a single-shot crossbow Firesprite Needler armature that can be loaded with a variety of bolts. The firesprite needler has the Compact, Forearm Weapon Digi-Weapon Mounting, and Silencer modifications. Table 2–1: Armoury Imperialis lists the most common digi- Holo Spectus weapon, which incorporates the profile of a laspistol. Successfully firing a holo-spectus into the air requires a Other digi-weapon types can include ones Challenging (+0) Tech-Use test, after which the user gains incorporating the profile of a flamer, grav pistol, inferno pistol, a visual representation of the area below the hovering pict- needle pistol, plasma pistol, or others at the GM’s discretion, recorder out for several kilometres. by using that weapon’s damage, penetration, and weapon The control interface allows the Acolyte to zoom and qualities. highlight parts of the holographic display, and turning on the The rate of fire, range, and clip size are always set to spot causes the recorder above to turn, allowing the Acolyte to the values listed in Table 2–1: Armoury Imperialis, no matter the survey the area around him in great detail, which grants a +20 weapon’s normal values. bonus to Navigate (Surface), Survival (Tracking), and Scrutiny tests. The recorder can stay airborne for 5 hours before its power cell is exhausted. Integration Cannon After being fired, the cannon creates a gravitic anomaly within the area of its Blast quality that persists for 1d5 rounds. Whenever a character begins his turn in this area, he must make a Hard (–20) Dodge (Strength) test. If he fails, he is Immobilized until the end of his turn and suffers a single automatic hit to a randomly determined location for 4d10+4 Impact damage with penetration 8. Needle Weapons Needle weapons count as having a built-in silencer. “Purgatus” Crossbow The Purgatus can use any type of shotgun and crossbow ammunition, as well as its own Purgatus Stakes. Quillgun When Acquired, the quillgun comes with one clip each of Ataractic and Venenum rounds, the only types of ammunition it can use. The weapon has the Silencer modification. Silverseine Launcher Silverseine launchers double their Snare value against characters with the Daemonic trait. Any such trapped in a silverseine net must also test for Warp Instability at the start of each round. Webber Weapons The filaments becomes brittle and dissolve away after 1d5 hours. Melee Weapons Ghostblade When a ghostblade Overheats, it is damaged and counts as a regular sword until repaired. Its weight includes the backpack power supply. Silver Shield Provides 4 AP to the Body and Arm wielding the shield (this is doubled to 8 AP against weapons that cause Energy damage), which stacks with existing armour.

Exotic Melee Weapons Name Class Range Dam Pen Special Wt. Availability Chain Weapons

Ghostblade DH2 EWo p. 43 Melee — 1d10 + 5 E 6 Felling (4), Razor Sharp, Overheats † 6kg Extremely Rare Graviton Hammer‡ Melee — 1d10 + 2 R 2 Balanced, Tearing 6kg Average DH2 EWo p. 43

Silver Shield DH2 EWo p. 43 Melee — 2d10 R 9 Razor Sharp, Tearing, Unwieldy † 15kg Very Rare † These weapons have additional rules. ‡ Weapon is Two-Handed Grenades and Explosives Name Class Range RoF Dam Pen Clip Special Wt. Availability Grenades / Missiles Abyssal Charge Blast (3), Crippling (2), Thrown SB × 3 S/–/– 1d10 + 4 X 4 1 0.5kg Extremely Rare DH2 EB p. 40 Tainted Argent Globe Blast 3, Crippling (3), Thrown SB × 3 S/–/– 2d10 X 2 1 0.5 Extremely Rare DH2 EB p. 40 Sanctified † Blind Grenade Thrown SB × 3 S/–/– — 0 1 Smoke (2) 0.5kg Scarce Choke Grenade Thrown SB × 3 S/–/– Special 0 1 Blast (3) † 0.5kg Scarce Frag Grenade Thrown SB × 3 S/–/– 2d10 X 0 1 Blast (3) 0.5kg Common Graviton Grenade Blast (3), Concussive (3), Thrown SB × 3 S/–/– 1d10 + 7 I 7 1 DH2 EWo p. 43 Graviton Hallucinogen Grenade Thrown SB × 3 S/–/– — 0 1 Blast (6), Hallucinogenic (2) 0.5kg Scarce Haywire Grenade Thrown SB × 3 S/–/– — 0 1 Haywire (2) 0.5kg Very Rare Incence Grenade Daemonbane, Sanctified, Thrown SB × 3 S/–/– 1d10 X 0 1 0.5kg Rare DH2 EB p. 41 Smoke (3) † Krak Grenade Thrown SB × 3 S/–/– 2d10 + 4 X 6 1 Concussive (0) † 0.5kg Rare Photon Flash Grenade Thrown SB × 3 S/–/– — 0 1 Blast (6) † 0.5kg Rare Psychotroke Grenade Blast (3), Hallucinogenic Thrown SB × 3 S/–/– — — 1 0.5kg Rare DH2 EB p. 44 (4) † Psyk-Out Grenade Thrown SB × 3 S/–/– 1d10 X 0 1 Blast (3), Smoke (3) † 0.5kg Extremely Rare DH2 EB p. 41 Rad Grenade Thrown SB × 3 S/–/– 1d10 E 0 1 Blast (2) † 0.5kg Extremely Rare DH2 EB p. 44 Smoke Grenade Thrown SB × 3 S/–/– — 0 1 Smoke (4) 0.5kg Common Spore Bomb Thrown SB × 3 S/–/– — — 1 Blast (5) † 0.5kg Very Rare DH2 EB p. 45 Stun Grenade Thrown SB × 3 S/–/– — 0 1 Blast (3), Concussive (2) 0.5kg Common Tears of the Emperor Thrown SB × 3 S/–/– 1d10 X — 1 Blast (2), Sanctified † 0.5kg Near Unique DH2 EB p. 45 Web Grenade Thrown SB × 3 S/–/– — 0 1 Blast (3), Snare (2) † 0.5kg Rare Whitefire Grenade Blast (3), Corrosive, Flame, Thrown SB × 3 S/–/– 1d10 + 4 X 3 1 0.5kg Extremely Rare DH2 EB p. 45 Smoke (5), Toxic (2) † Frag Missile — — — 2d10 + 2 X 2 — Blast (5) 1kg Average Krak Missile — — — 3d10 + 8 X 8 — Concussive (3), Proven (2) 1kg Scarce Explosives Fire Bomb Thrown SB × 3 S/–/– 1d10 + 2 E 0 1 Blast (2), Flame † 0.5kg Plentiful Melta Bomb — — — 6d10 E 12 1 Blast (2), Flame, Melta † 12kg Very Rare † These weapons have additional rules.

Grenades and Explosives character suffers a 1d10 Toughness damage. The gas lasts for Unless stated otherwise, grenades can be thrown or loaded into 2d5 rounds, or less in adverse weather conditions. grenade launchers, while missile rounds can only be loaded Fire Bomb into missile launchers. Fire bombs take a Half Action to ready before use, and cannot Argent Globe be loaded into launcher weapons. This weapon benefits from Crippling only against targets with Incence Grenade, “Ironfaith” the Daemonic trait. Whenever a character suffers a hit from this grenade, enters its Choke smoke, or begins his turn within the smoke, he suffers Energy Characters within the radius of the choke gas must make a damage equal to his Corruption bonus or his Daemonic (X) trait Toughness test each turn; failure inflicts one level of Fatigue. (whichever is higher), ignoring armour and Toughness bonus. Four or more degrees of failure indicates serious harm, and the Krak Krak weapons gain the Vengeful (9) quality when used against Mind-Mould vehicles. A character exposed to mind-mould spores must Melta Bomb make an Ordinary (+10) Toughness test to withstand Unlike other grenades, melta bombs adhere to their target then infection. Over the next day, an infected character detonate with a shaped charge blast similar in effect to a melta develops a painful rash. After a further 2d10 hours, weapon. Melta bombs cannot be used with launcher weapons fungal growths begin to emerge agonisingly from the and cannot be thrown. character’s skin. From this point, the character must Photon Flash make a Toughness test every hour, with a cumulative Any character within the blast radius of a photon flash grenade –10 penalty on each attempt. when it detonates must succeed on an Ordinary (+10) Agility If he succeeds on any of the tests with three test or be blinded for a number of rounds equal to his degrees or more degrees of success, he has fought off the of failure. fungus and fully recovers. Those with the Medicae skill can assist, as per page 25. Psychotroke Grenade Whenever an infected character fails this Respirators and sealed armour grant no bonuses against these test, he suffers 10 points of Toughness damage and 5 grenades. For every degree of failure on a Toughness test to points of Intelligence damage, and must roll on Table resist the grenade’s efects, add +1 to the roll (to a maximum of 5–3: Hallucinogenic Effects. He continues to test 10) on Table 5–3: Hallucinogen. as above every 1d5 hours, but once his Toughness Psyk-Out Grenades reaches 0, his head detonates, killing him instantly. Whenever a character with the Psyker trait suffers a hit from this This scatters a spore cloud over a 5 metre radius. grenade, enters its smoke, or begins his turn within the smoke, Psykers suffer a –20 penalty to the initial he must make a Very Hard (–30) Willpower test or have his psy Toughness test to withstand infection. When using rating temporarily reduced by 1 for every degree of failure. psychic powers, an infected psyker must always Push If the character fails the test by two or more degrees to 2 above his base psy rating. Psykers who perish of failure, he must also immediately roll on Table 6–2: Psychic from mind-mould infection not only emit a spore cloud, Phenomena. Every six hours, a psyker automatically recovers but also generates a psychic eruption. Each psyker 1 point of psy rating lost this way. within a number of kilometres equal to 1d10 times the Additionally, any attempt to manifest a psychic power dead psyker’s Willpower bonus must also pass an from within the cloud automatically fails. Ordinary (+10) Willpower test to avoid infection. Rad Grenade When a character is struck by an attack from this weapon (whether or not he sufers damage), he must immediately make a Hard (–20) Toughness test or sufer 2d10 Toughness damage. Spore Bomb Any character within the blast radius of a spore bomb sufers the efects described under mind-mould. Tears of the Emperor When a psyker is struck by an attack from this weapon, he must immediately roll on Table 6–3: Perils of the Warp. When a creature with the Daemonic trait is struck by this weapon, it gains the Warp Instability trait until the end of the encounter. If it already has this trait, it sufers a –20 penalty to the tests it makes for this trait until the end of the encounter Web Web filaments becomes brittle and dissolve away after 1d5 hours. Whitefire Grenade Whenever a character begins his turn in the cloud of smoke created by the Smoke quality of the grenade, he suffers a single automatic hit that inlicts 1d10 Impact damage with the Corrosive and Toxic (2) qualities and must test for suffocation. Melee Weapons Name Class Range Dam Pen Special Wt. Availability Chain Weapons Chainaxe‡ Melee — 1d10 + 4 R 2 Tearing 13kg Scarce Chainblade Melee — 1d10 + 1 R 1 Tearing 2kg Scarce Chainsword Melee — 1d10 + 2 R 2 Balanced, Tearing 6kg Average Eviscerator‡ Melee — 2d10 R 9 Razor Sharp, Tearing, Unwieldy † 15kg Very Rare Flame Weapons Brazier of Holy Fire Melee — 1d10 +5 E 3 Flame, Unbalanced † 6kg Very Rare DH2 EW p. 45

Fire Gauntlets DH2 EW p. 46 Melee — 1d10 I 2 Flame, Unbalanced † 1kg Very Rare Force Weapons Animus Hammer 2d10 + 10 Daemonbane, Force, Power Field, Melee — 4 8kg Near Unique DH2 EB p. 42 ¶ E Unwieldy †

Force Hammer DH2 EB p. 42 Melee — 2d10 I 0 Force, Unbalanced † 10kg Extremely Rare Force Sword Melee — 1d10 + 1 R 2 Balanced, Force 5kg Scarce Force Staff‡ Melee — 1d10 I 2 Force 2kg Scarce Nemesis Daemon Hammer Daemonbane, Force, Power Field, Melee — 2d10 + 6 ¶ E 4 10kg Near Unique DH2 EB p. 43 Unwieldy † Sanctus Hammer‡ Balanced, Concussive (4), Melee — 2d10 + 6 ¶ E 4 6kg Near Unique DH2 EB p. 43 Daemonbane, Force, Power Field † Tempus Hammer‡ Daemonbane, Force, Power Field, Melee — 2d10 + 4 ¶ E 6 14kg Near Unique DH2 EB p. 43 Unwieldy †

Melee Weapons Nemesis Daemon Hammer A nemesis hammer is a one-handed weapon, but when used Chain Weapons with two hands it gains the Concussive (X) quality, where X Eviscerator equals the user’s psy rating. If an attack made with an eviscerator triggers Righteous Fury, Sanctus, Hammersof Illyricum the wielder adds +1 to the resulting roll on the appropriate A Sanctus hammer includes an exterminator cartridge loaded Rending Critical Effects Table. with Incinerator ammunition. Flame Weapons Tempus, Hammer of Illyricum Brazier of Holy Fire Once per game session, as a Full Action, a character wielding Any character who can draw line of sight to an ally wielding an Tempus may smite the ground, causing a blast with a radius of active Brazier of Holy Fire gains a +10 bonus to his Willpower 2d10 metres. Each other character in this area must make a tests. Additionally, it can be used as a heavy lamer with a clip Hard (–20) Agility test or lose a Half Action during his next turn; size of 1. Once fired, it loses the Flame quality in melee until it is if a character fails with two or more degrees of failure, he loses reloaded, a process that takes roughly 20 minutes and involves his Full Action instead. several special hymns. Low-Tech Weapons Fire Gauntlets Flail of Chastisement As a Free Action, the user can ignite the gauntlets, granting A target who escapes from this weapon’s Snare quality is no a +20 bonus to Intimidate tests. They always come in pairs, longer affected by its Crippling quality. and the reservoir lasts until the end of the encounter (or 2d10 minutes outside of structured time). Hunting Lance After a successful attack is made with this weapon, its tip Force Weapons is destroyed and it is treated as a staff. Animus, Hammer of Illyricum Man-Catcher An Animus hammer acts as a psy-focus. If the wielder possesses The user must spend a Half Action each round in order to the Psyker trait, the weapon adds +1 to his psy rating. maintain a hold of his victim. The Best craftsmanship version is Force Hammer fitted with electrical wiring and gains the Shocking quality. A force hammer requires two hands to use, unless the wielder has a Strength bonus of 5 or higher. Melee Weapons (Continued) Name Class Range Dam Pen Special Wt. Availability Low-Tech Weapons Axe of Retribution‡ Melee — 2d10 R 6 Felling (2), Sanctified 8kg Near Unique DH2 EW p. 45 Flail of Chastisement Crippling (2), Flexible, Primitive (8), Melee — 1d10 + 3 R 2 3kg Very Rare DH2 EW p. 45 Snare (0) † Great Weapon‡ Melee — 2d10 R 0 Unbalanced 7kg Scarce Hunting Lance Melee — 2d10 + 3 X 7 Concussive (3) † 4kg Scarce Improvised Melee — 1d10 - 2 I 0 Primitive (7), Unbalanced — — Melee / Knife 5m 1d5 R 0 — 1kg Plentiful Thrown

Man-Catcher‡ DH2 EW p. 46 Melee 2m 1d10 I 0 Snare (4), Unwieldy † 8kg Scarce Praesidium Protectiva Melee — 1d10 I 0 Defensive † 14kg Very Rare DH2 EW p. 46 Rune Weapon (Sword) Balanced, Tainted, Tearing, Vengeful Melee — 1d10 R 0 3kg Near Unique DH2 EB p. 43 (8) Shield Melee — 1d5 I 0 Defensive † 3kg Common Spear‡ Melee — 1d10 R 0 Primitive (8) 3kg Common Staff† Melee — 1d10 I 0 Balanced, Primitive (7) 3kg Plentiful Stealth Claw Melee — 1d10 + 4 R 4 Felling (2), Razor Sharp, Sanctified † 1.5kg Very Rare DH2 EB p. 43 Sword Melee — 1d10 R 0 Balanced 3kg Common Truncheon Melee — 1d10 I 0 Primitive (7) 2kg Plentiful Wailing Trident‡ Melee / Balanced, Crippling (3), Felling (3), 6m 1d10 + 8 R 4 9kg Very Rare DH2 EB p. 43 Thrown Sanctified † Warhammer‡ Melee — 1d10 +3 I 1 Concussive (1), Primitive (8) 4.5kg Scarce Whip Melee 3m 1d10 R 0 Flexible, Primitive (6) 2kg Average † These weapons have additional rules. ‡ Weapon is Two-Handed ¶ Add the user’s SB × 2 to the damage.

Praesidium Protectiva Stealth Claw The Praesidium Protectiva adds +4 AP to the body and the A stealth claw has the Compact modification. When a character arm holding the device, and also acts as a force ield with a successfully inflicts a hit as part of an All Out Attack action using protection rating of 35. It is only available to characters with the a stealth claw, he inflicts additional damage equal to his psy Adepta Sororitas background. rating. Rune Weapon Wailing Trident A rune weapon can take the form of any Low-Tech melee This weapon benefits from Crippling only against targets with weapon; it uses the profile for that weapon, with the Primitive the Daemonic trait. quality removed if it was present. It gains the Tainted, Tearing, Power Weapons and Vengeful (8) qualities and cannot be destroyed by a weapon with the Power Field quality. Desoleum Power Blade It has the Compact modification. Whenever a character wielding a rune weapon triggers Righteous Fury, he gains 1d5 Corruption points. Ebenus, Hammer of Illyricum Shield An Ebenus hammer acts as a null rod and grants the wielder the Deny the Witch talent. Provides 2 AP to the Body and Arm wielding the shield, which stacks with existing armour. As they are not designed for Omnissian Axe offense, attacks made with shields suffer a –20 penalty instead An Omnissian axe also functions as a combi-tool of the normal penalty from the Defensive quality. Ordo Malleus Power Glaive Ordo Malleus power glaive grants the wielder an additional +10 bonus to Parry tests. Melee Weapons (Continued) Name Class Range Dam Pen Special Wt. Availability Power Weapons Desoleum Power Blade Melee — 1d10 + 3 E 5 Power Field † 2kg Very Rare DH2 EWo p. 42

Ebenus Hammer DH2 EB p. 42 Melee — 2d10 + 6 ¶ E 10 Daemonbane, Power Field, Unwieldy † 16kg Near Unique Omnissiah Axe‡ Melee — 2d10 + 4 E 6 Power Field, Unbalanced † 8kg Extremely Rare Ordo Malleus Power Glaive‡ Balanced, Power Field, Proven (4), Melee 3m 1d10 + 8 E 5 4.5kg Extremely Rare DH2 EB p. 43 Sanctified Power Axe‡ Melee — 1d10 + 7 E 7 Power Field, Unbalanced 6kg Very Rare Power Fist Melee — 2d10 ¶ E 9 Power Field, Unwieldy 13kg Very Rare Power Maul (High) Melee — 1d10 + 5 E 4 Power Field, Shocking † 3.5kg Very Rare Power Maul (Low) Melee — 1d10 + 1 E 2 Shocking †

Power Shield DH2 EB p. 43 Melee — 1d10 E 1 Defensive, Power Field † 6kg Very Rare

Power Stake DH2 EW p. 45 Melee — 1d10 + 7 E 5 Power Field, Sanctified, Unbalanced † 1kg Very Rare Power Sword Melee — 1d10 +5 E 5 Balanced, Power Field 3kg Very Rare Thunder Hammer Concussive (2), Power Field, Unwieldy Melee — 2d10 + 4 ¶ E 10 16kg Very Rare DH2 EB p. 43 † Shock Weapons Electro-Flail Melee — 1d10 + 2 R 0 Flexible, Shocking 4.5kg Rare Shock Maul Melee — 1d10 + 3 I 0 Shocking 2.5kg Scarce Shock Whip Melee — 1d10 + 1 I 0 Flexible, Shocking 3kg Rare † These weapons have additional rules. ‡ Weapon is Two-Handed ¶ Add the user’s SB × 2 to the damage.

Power Maul This weapon has two entries in the weapons table, representing its two power settings: high and low. Switching the power maul between its two settings is a Free Action. This is a One-Handed melee weapon, but when used with two hands it gains the Concussive (0) quality. Power Shield A power shield adds 4 Armour points to the wearer’s Body and the Arm holding the shield. Power Stake A power stake inlicts an additional 1d10 Energy damage for every point of psy rating the target possesses. Additionally, possessing a power stake grants a +10 bonus to all Interaction tests made with those aligned with the Ordo Hereticus. Thunder Hammer A thunder hammer is a one-handed weapon, but it inflicts an additional +2 damage when used with two hands. Upgrades: Any Las, Solid Projectile, or Bolt weapons of the Weapon Modifications Basic class can take this upgrade. Name Weight Availability Backpack Ammo Supply This increases the clip size of the weapon to five times its Auxiliary Grenade Launcher + 2.5kg Rare current clip size, but it cannot be reloaded in combat. To reload Backpack Ammo Supply + 15kg Scarce the weapon, the character must have the necessary amount of Compact × 1/2 Average ammunition and spend five minutes reloading the backpack. If Custom Grip — Rare the weapon jams, it only loses one clip’s worth of ammunition and does not need to be reloaded. Deactivated Safety Features — Rare Upgrades: Any Bolt, Flame, Las, Melta, Plasma, and Solid Expanded Magazine + 1kg Scarce Projectile weapon. Ecterminator + 1kg Common Compact Fire Selector + 1kg Rare This halves the clip size and range of the weapon as well as Fluid Action — Rare reducing the inflicted damage by 1. Anyone attempting to find a concealed weapon with the Compact upgrade suffers a Forearm Weapon Mounting + 1kg Scarce –20 penalty to any related Skill test. If this upgrade is forcibly Melee Attachment +2 kg Plentiful removed the weapon remains smaller, but its range and clip Modified Stock — Scarce size are reduced by half again, and its damage is reduced by 2. Mono + 0.5kg Scarce Upgrades: Any Pistol or any Las, Solid Projectile, Flame, Bolt, or Plasma weapon of the Basic class. Motion Predictor + 0.5kg Very Rare Custom Grip Omni-Scope + 2kg Near Unique The weapon’s grip is customized to perfectly fit in it’s owner’s Photo Sight + 0.5kg Very Rare hand or a glove armor he wears. As a consequence of these Pistol Grip — Rare changes, the character for whom the customisation was Preysense Sight + 0.5kg Rare performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Other characters wielding the weapon Quick-Release — Rare suffer a –5 penalty, as the weapon feels slightly out of alignment Red-Dot Laser Sight + 0.5kg Scarce when they attempt to use it. Reinforced + 20% Scarce Upgrades: Any weapon. Sacred Inscriptions — Scarce Deactivated Safety Features Silencer + 0.5kg Plentiful When using a Ready action to prepare a weapon with this modification, a character may Ready another weapon or draw Suspensors × 1/2 Extremely Rare another item as part of the same action. However, any time Targeter + 1.5kg Rare a character who is carrying a weapon with this modification Telescopic Sight + 1kg Average suffers four or more degrees of failure on a Movement skill test, Tox Dispenser + 0.75kg Rare this weapon fires, activates, or cuts itself free as a result of the jostling. Tripod/Bipod + 2kg Average Upgrades: Any weapon. Truesilver Gilding (DH2 EB p. 45) — Very Rare Expanded Magazine Truesilver Weaving (DH2 EB p. 45) — Very Rare The clip size of the weapon increases by half its current clip size Vox-Operated + 0.5kg Rare (rounded up), and thus must be reloaded using ammunition/ Warpleech Canister (DH2 EB p. 45) + 1kg Very Rare energy from multiple standard clips to fully stock the larger magazine. Upgrades: Ranged weapons. Weapon Modifications Exterminator A weapon can have a total of four modifications, only one of This device contains a small one-shot fuel canister that shoots which can be a sight. out a sheet of fire. Rather than firing the weapon as normal, Auxiliary Grenade Launcher the wielder may discharge the exterminator cartridge as a Half A character using a weapon with an auxiliary grenade launcher Action, resolving the effects as if he had made a Standard can choose to either fire the launcher or the weapon it is attached Attack action with a flamer. to in his turn, but not both at once. It has a range of 45 metres Upgrades: Any weapon except Pistol or Thrown. with damage and penetration as per the loaded grenade, and Fire Selector can be fired Indirectly. The device however is too cumbersome The weapon can now have up to three different types of to be reloaded during combat; each new acquisition for the ammunition loaded (the total amount of shells not exceeding weapon reloads the launcher with one fresh round but does not its clip size); at the start of his turn, the wielder can use the require the modification to be reapplied. fire selector to select which type of ammunition he fires for his shooting that round. This is a free action. Upgrades: Any Bolt, Launcher, and Solid Projectile weapon of Pistol Grip the Pistol or Basic class. This allows the weapon to be wielded in one hand without the Fluid Action usual –20 penalty. However, it becomes more difficult to aim When the character uses the weapon as part of a successful accurately and thus its range is halved. Semi-Auto Burst action, he counts as scoring one additional Upgrades: Any Basic ranged weapon. degree of success for purposes of determining the number of Preysense Sight rounds that hit the target. Weapons with this customisation are A character using a preysense sight suffers no penalties due trickier to load, as the ammunition feed must be more carefully to darkness and gains a +20 bonus to vision-based Perception engaged, and so reload time is increased by an additional Half tests in the dark. Action. Upgrades: Any ranged Las, Solid Projectile, Bolt, Low-Tech, Upgrades: Any ranged weapon capable of Semi-Automatic or Plasma weapon of the Basic class. A gun can only have one fire. sight. Forearm Weapon Mounting Quick-Release This heavy bracing allows a single ranged weapon to be The weapon’s reload time is reduced by a Half Action, down to mounted along the arm, with specific hand movements a minimum of a Half Action. triggering the weapon. It allows the user to keep both hands Upgrades: Any ranged weapon. free but reduces the weapon’s range by one-third. Red-Dot Laser Sight Any Las, Low-Tech, Solid Projectile, Bolt, or Melta Upgrades: It grants a +10 bonus to Ballistic Skill tests when firing a single weapon of the Pistol class. shot. Melee Attachment Upgrades: Any Las, Solid Projectile, Bolt, Low-Tech, or Plasma The ranged weapon counts as a spear when used in melee weapon of the Pistol or Basic class can take this upgrade. A gun combat. may only have one sight. Upgrades: Any Basic ranged weapon. Reinforced Modified Stock If the weapon is a ranged weapon, it receives an additional When the character holds a weapon with a modified stock +1 bonus to damage when used as an improvised weapon. A up to aim, its contours perfectly align to his form. When a melee weapon with this upgrade is only destroyed on a result character takes an Aim action with weapons modified in this of 41 or higher when Parried by a weapon with the Power Field way, he receives an additional +2 bonus on a Half Action or quality. an additional +4 bonus for a Full Action. This customisation Upgrades: Any weapon. is compatible with any other devices that modify Aim actions. Sacred Inscriptions Any weapon. Upgrades: A character who possesses one or more weapons with this Mono modification gains a +10 bonus to Pinning tests. A weapon with this modification loses the Primitive quality (if Upgrades: Any weapon. it had it) and has its penetration increased by 2. This upgrade Silencer can be applied to a power weapon, but it has no effect whilst the Awareness tests to hear shots made with a silenced weapon power field is active. If the power field is ever lost or deactivated, suffer an additional –20 penalty, and can only be attempted at the mono upgrade’s bonuses then apply. half the normal distance. Upgrades: Any Low-Tech or Power Melee weapon. Upgrades: Any Solid Projectile weapon of the Basic or Pistol Motion Predictor class. A motion predictor adds a +10 bonus to any Ballistic Skill test Suspensors made as part of a Semi-Auto Burst or Full Auto Burst action. Suspensors reduce the weight of a weapon by one-half. When Any ranged weapon (except Low-Tech) capable of Upgrades: firing a weapon with suspensors, the operator counts as having Semi-Auto or Full Auto fire. the Auto-stabilised trait and so always counts as being braced. Omni-Scope Upgrades: Any Heavy weapon. Some of these scopes plug directly into a bionic cranial port, Targeter allowing the user to shoot around corners without exposing If there is a final penalty to a Ballistic Skill test when using a himself. The omni-scope combines the benefits of a preysense weapon with a targeter, it is reduced by ten. sight, red-dot laser sight, and telescopic sight. Upgrades: Any Las, Solid Projectile, Bolt, or Heavy weapon. Upgrades: Any Las, Solid Projectile, Bolt, Low-Tech, or Plasma weapon of the Basic class. An omni-scope counts as a sight, Telescopic Sight A weapon with a telescopic sight ignores penalties for Long and and a gun can only have one sight. Extreme range, as long as the shooter is benefitting from a Full Photo Sight Action to Aim. A character using a photo sight suffers no penalties due to Upgrades: Any Las, Solid Projectile, Bolt, Low-Tech or Plasma darkness. weapon of the Basic class. A gun can only have one sight. Upgrades: Any ranged Las, Solid Projectile, Bolt, Low-Tech, or Plasma weapon of the Basic class. A gun can only have one sight. Tox Dispenser As a Free Action, a character with a weapon equipped with a tox dispenser may cause his weapon to gain the Toxic (2) quality for one round. A tox dispenser can be used 10 times before requiring refilling; no Requisition test in needed as long as the character is in a location the ingredients would be available. Upgrades: Any Low-Tech or Chain melee weapon. Tripod/Bipod Bipods and tripods allow a weapon to be braced anywhere there is a reasonably flat surface. A weapon braced on a bipod has a 90° fire arc, while one on a tripod has a 180° arc. Upgrades: Any Basic or Heavy weapon. Truesilver Gilding A weapon with Truesilver gilding grants its wielder a bonus to tests to Parry the attacks of foes with the Daemonic trait equal to 5 times the wielder’s Willpower bonus. Used With: Any Low-Tech melee weapon. Truesilver Weaving Truesilver weaving does not upgrade the weapon, but the ammunition the weapon uses. The modification requires a skilled artisan and upgrades one clip at a time. Whenever a target with the Daemonic trait attempts to Dodge an attack made with a weapon using ammunition upgraded with Truesilver weaving, the target suffers a penalty to the Dodge test equal to 5 times the attacker’s Willpower bonus. Used With: Any Launcher, Low-Tech, or Solid Projectile ranged weapon. Vox-Operated With spoken commands, the operator can fire his gun, switch firing modes, and also change ammunition (should it be fitted with a fire selector). Upgrades: Any Pistol, Basic, Launcher, or Heavy weapon that is not of the Low-Tech type. Warpleech Canister A weapon with this upgrade gains the Crippling (2) quality against targets with the Daemonic trait. Each canister contains enough liquid to last for 40 rounds. Used With: Any Solid Projectile weapon without a silencer. Used With: Stub revolvers, stub automatics, sniper rifles, and Custom Ammunition hand cannons Name Availability “Emperor’s Light” Thermal Bolts A weapon using thermal bolts loses the Primitive and Accurate Abyssal Bolts DH2 EB p. 44 Very Rare qualities (if it has them), but gains +1d10 Energy damage, Amputator Shells Extremely Rare penetration 6, and the Melta and Inaccurate qualities. These Bleeder Rounds Rare bolts weigh twice as much as regular crossbow bolts. Dumdum Bullets Scarce Used With: Crossbows.

“Emperor’s Light” Thermal Bolts DH2 EW “Emperor’s Wrath” Bolts Rare p. 46 A weapon using shard bolt ammunition gains the Crippling (2) quality. “Emperor’s Wrath” Shard Bolts DH2 EW p. 47 Scarce Used With: Crossbows. Expander Rounds Scarce Expander Rounds Explosive Arrows/Quarrels Scarce These rounds add 1 to a weapon’s damage and penetration. “Heretic’s March” Incendiary Rounds Scarce Used With: Stub revolvers, stub automatics, sniper rifles, DH2 EW p. 47 autopistols, and autoguns. Hot-Shot Charge Packs Scarce Explosive Arrows/Quarrels Inferno Shells Rare Attacks using these rounds suffer a –10 penalty. These rounds Man-Stopper Bullets Scarce change the weapon’s damage type to Explosive, remove the Primitive quality, and grant the weapon the Blast (1) quality. Nitidus Rounds DH2 EB p. 44 Very Rare Used With: Bows and crossbows. Psybolts DH2 EB p. 44 Extremely Rare “Heretic’s March” Incendiary Bolts Psyflame DH2 EB p. 44 Very Rare A weapon using this ammunition gains the Flame and Unreliable Purgatus Stakes DH2 EW p. 47 Extremely Rare qualities, and loses the Blast quality (if it had it).

Purity Bolts DH2 EW p. 47 Very Rare Used With: Bows, Crossbows, Shotguns.

Sanctified Ammunition DH2 EW p. 47 Rare Hot-Shot Charge Packs A weapon using a hot-shot charge adds 1 to its damage, gains Rounds Rare the Tearing quality, and gains a penetration of 4. The weapon Silver Stakes DH2 EW p. 47 Very Rare also loses its Reliable quality, and its clip size is reduced to 1. Tempest Bolt Shells Near Unique Used With: Laspistols, lascarbines, lasguns, and long las Theta Pattern Concussion Bolts DH2 EW weapons. Very Rare p. 47 Inferno Shells Theta Pattern Shock Bolts DH2 EW p. 47 Very Rare A weapon using inferno shells gains the Flame quality. Tox Rounds Scarce Used With: Shotguns and all Bolt weapons. Man-Stopper Bullets Man-stopper bullets add 3 to the weapon’s penetration. Custom Ammunition Used With: Stub revolvers, stub automatics, hand cannons, Abyssal Bolts sniper rifles, autopistols, and autoguns. A weapon using this ammunition gains the Crippling (2) and Nitidus Rounds Tainted quality, but loses the Reliable and/or Sanctified qualities When a psyker suffers damage from this weapon, he must (if the weapon has them). make a Difficult (–10) Willpower test or be Stunned for a number Used With: Bolt weapons, crossbows. of rounds equal to his degrees of failure. When a target with the Amputator Shells Warp Instability trait suffers damage from this weapon, it must Amputator shells add 2 to the weapon’s damage. immediately test for Instability with a –10 penalty. Used With: Stub revolvers, stub automatics, shotguns (all Used With: Combat shotguns, shotguns. types), sniper rifles, hand cannons, autopistols, and autoguns. Psybolts Bleeder Rounds The weapon using this ammunition gains the Daemonbane and If a target takes damage from bleeder rounds, he begins to Sanctified qualities, ignores all protective benefits granted by gush blood and suffers from the Blood Loss condition for 1d5 psychic powers, and inflicts +1 damage for every point of the rounds or until it is successfully treated. Bleeder rounds do not user’s psy rating. affect targets with the Daemonic or Machine traits. Used With: Bolt weapons. Used With: Stub revolvers, stub automatics, hand cannons, Psyflame autopistols, and autoguns. A weapon using this ammunition gains the Sanctified quality Dumdum Bullets and ignores any protective benefits granted by psychic powers. Dumdum bullets add 2 to the weapon’s damage, but Armour Targets in its area of effect suffer a penalty to the Agility test to points count double against them. avoid it equal to 5 times the psyker’s psy rating. Used With: Flame weapons. Purgatus Stakes A weapon using Purgatus stakes gains the Sanctified quality. Further, whenever a target with either the Psyker or Daemon trait is struck by a Purgatus stake-bolt, it must make a Challenging (+0) Willpower test. If it fails, it must immediately roll on Table 6–2: Psychic Phenomena. Used With: Purgatus Crossbow only. Purity Bolts A weapon using purity bolts gains the Haywire (2) quality. Used With: Crossbows. Sanctified Ammunition A weapon using this type of fuel or ammunition gains the Sanctiied quality. Used With: Bows, Crossbows, Flame, Solid Projectile weapons. Scrambler Rounds Scrambler rounds add the Hallucinogenic (2) and Recharge qualities to the weapon. Used With: Bolt and Solid Projectile weapons. Theta Pattern Concussion Bolts A weapon using this ammunition gains the Blast (5) and Concussive (5) qualities. Additionally, anyone within the blast radius must pass a Hard (–20) Strength test or be thrown 1d5 metres away from the centre of the blast and knocked Prone. Used With: Crossbows. Theta Pattern Shock Bolts A weapon using shock bolts gains the Shocking quality. In addition, if the target fails its Toughness test from the Shocking efect by three or more degrees, it becomes Unconscious instead of Stunned for a number of rounds equal to his degrees of failure. Used With: Crossbows. Tempest Bolt Shells Tempest bolt shells change the weapon’s damage type to Energy and grant it the Shocking quality. They also add 3 to the weapon’s damage against targets with the Machine trait. Used With: Bolt pistols, boltguns, and heavy bolters. Tox Rounds Tox rounds add the Toxic (1) quality to the weapon but reduce its damage by 2. Used With: Bolt and Solid Projectile weapons. Armour Name Locations covered AP Max Ag Wt. Availability Basic Armor Heavy Leathers Arms, Body 1 — 5kg Common Imperial Robes Arms, Body, Legs 1 — 4kg Average Armoured Bodyglove Arms, Body, Legs 2 — 5kg Rare Chainmail Suit Arms, Body, Legs 3 35 15kg Common Feudal World Plate All 5 25 30kg Scarce

Obsidian Plate (DH2 EB p. 46) Body 6 35 35kg Very Rare Xenos Hide Vest Body 6 50 20kg Very Rare Flak Armour Flak Helmet Head 2 — 2kg Average Flak Gauntlets Arms 2 — 1kg Average Light Flak Cloak Arms, Body, Legs 2 55 4kg Scarce Flak Vest Body 3 60 5kg Average Flak Cloak Arms, Body, Legs 3 55 8kg Scarce Flak Coat Arms, Body 3 60 5kg Average Imperial Guard Flak Armour All 4 50 11kg Scarce Mesh Armour Mesh Vest Body 4 — 2kg Rare Mesh Cloak Arms, Body, Legs 4 60 3kg Very Rare Carapace Armour Carapace Helm Head 4 — 2kg Rare Carapace Gauntlets Arms 5 — 2kg Rare Carapace Greaves Legs 5 — 3kg Rare Enforcer Light Carapace All 5 45 15kg Rare Carapace Chestplate Body 6 55 7kg Rare Militarum Tempestus Carapace All 6 45 15kg Very Rare

Praetor Armour (DH2 EB p. 47) All 6 50 16kg Extremely Rare Power Armour

Adepta Sororitas Power Armour (DH2 EW p. 48) All 7 50 35kg Extremely Rare Light Power Armour All 7 40 40kg Very Rare

Heavy Power Armour (DH2 EB p. 46) All 8 35 65kg Extremely Rare

Protective Gear Carapace Armour Basic Armour Praetor Armour Obsidian Plate Praetor Armour contains an integral respirator, commlink, photo-visor, targeter, and recoil suppression sleeves, as well A character wearing this armour gains the Resistance (Psychic as a magnetic harness on the back capable of holding a single Powers) talent, or an additional +10 to tests to resist psychic basic weapon. powers if the character already has this talent. Obsidian plate Any character without the Adeptus Mechanicus counts its listed Armour points as triple against hits inflicted by background gains the Enemy (Adeptus Mechanicus) talent Psychic Bolts. A psyker wearing obsidian plate cannot push his while openly wearing or displaying Praetor Armour. psychic powers, and reduces his psy-rating by 3 (to a minimum of 1). Flak Armour As long as the wearer is not on the target spot of the blast, flak armour counts as 1 AP higher against damage from weapons with the Blast quality. Power Armour Adepta Sororitas Power Armour Adepta Sororitas power armour grants the Unnatural Strength (1) trait, and the wearer always counts as braced. The armour does not increase the wearer’s Size trait, and is only available to characters with the Adepta Sororitas background. Light power Armour Light power armour requires a constant power supply, normally built into the suit, which offsets its weight so it does not count against the user’s normal carrying limit. It grants the user the Unnatural Strength (1) trait and increases the value of his Size trait by 1 level. Unless stated otherwise, the power supply functions for 1d5 hours before needing recharging or refuelling. Most suits feature a detachable helmet; when this in place, the wearer benefits from an internal oxygen supply and standard vox systems. Heavy Power Armour Heavy power armour grants the wearer the Auto-Stabilised and Unnatural Strength (1) trait, and increases the value of his Size (X) trait by 1. When used with the detachable helmet, it is environmentally sealed with its own oxygen supply and voxcaster systems. Its power supply can operate for 2d5 hours before recharging or refueling is needed, and while powered the suit’s weight does not count towards the user’s carry limit. psychic attacks. The Warp Weapon quality does not ignore the Armour Modifications AP provided by this armour. Used With: Carapace and power armour. Name Weight Availability Pentagramatic Wards Adamantine Chainguard DH2 EW + 4kg Very Rare Whenever a character with the Daemonic or Warp Instability trait p. 49 becomes engaged in melee with the warded armour’s wearer Auto-Senses DH2 EW p. 49 + 2kg Very Rare or begins his turn engaged with the wearer, that character must Brazier of Saint Roberto DH2 EW + 10kg Common make a Hard (–20) Willpower test. If the character fails, he suffers p. 49 1d5 Energy damage per degree of failure (ignoring armour and Ceramite Plating DH2 EW p. 49 + 2kg Rare Toughness bonus). If the character scores 4 or more degrees of Devotional Iconography DH2 EW p. 49 + 1kg Common success on the test, however, the pentagramatic ward shatters and the armour permanently loses this upgrade. Hexagrammic Wards DH2 EW p. 49 — Extremely Rare Used With: Any armour. Pentagramatic Wards DH2 EB p. 44 — Extremely Rare Sacred Incence Burner Sacred Incence Burner DH2 EB p. 44 + 3kg Rare A sacred incense burner must be affixed to a backpack, helmet, Truesilver Filigree DH2 EB p. 44 — Very Rare or similarly worn item. Setting it aflame requires a Half Action Unguents of Warding DH2 EB p. 45 — Common and it can burn for 1 hour. While the burner is alight, any creature with the Daemonic trait within 3 metres of the bearer suffers a –10 penalty to Weapon Skill tests and a –10 penalty to Armour Modifications Warp Instability tests. Adamantine Chainguard Used With: Any armour. When an enemy successfully inflicts one or more hits with a Truesilver Filigree melee weapon against a character wearing this armour, if the While engaged in melee with the wearer of Truesilver-filagreed 1s digit of the attack roll is a 1, the weapon is destroyed unless armor, any character with the Daemonic trait suffers a penalty it has the Power Field or Warp Weapon quality, or is otherwise to Weapon Skill tests equal to 5 times the wearer’s Willpower immune to being destroyed. bonus. Used With: Any armour. Used With: Any armour. Auto-Senses Unguents of Warding As long as the user wears the upgraded helmet, the wearer Working the unguents onto armour takes roughly one hour, and gains a +5 bonus to his Ballistic Skill and a +10 bonus to all empties one container for each hit location treated. As part of Awareness tests based on Sight and Hearing. the process, careful rituals must also be performed to inscribe Used With: Power armour. runes and litanies into the armour. This requires a Hard (–20) Brazier of Saint Roberto Scholastic Lore (Occult) or Forbidden Lore (Imperial Creed) test for each location; failure means the unguents must be cleaned A brazier must be aixed to a backpack, helmet, or similarly worn off that location and the ritual started again. item. Setting it alame requires a Half Action and it can burn For each hit location treated with Unguents of Warding, for 2 hours. Whilst alight, it acts as a glow-globe and grants a the armour grants its wearer a +5 bonus to tests to resist Fear +30 bonus to all Charm and Command tests, a +10 bonus to caused by characters with the Daemonic trait and to resist Intimidate tests, and a –40 penalty to all Stealth tests. psychic powers. The effects of the unguents last for one month If the wearer is ever knocked Prone while it is lit, he (or less due to wear and tear or contamination, at the GM’s must pass an Ordinary (+10) Agility test to avoid setting himself discretion). on ire. Used With: Any armour. Used With: Any armour, helmet, or backpack. Ceramite Plating Armour upgraded with ceramite plating provides an additional 3 Armour points of protection against attacks with the Flame or Melta qualities and other heat-based attacks. Used With: Carapace and power armour. Devotional Iconography The wearer gains a +10 bonus to Command tests when dealing with those faithful to the Imperium, but sufers a –10 penalty to Fellowship tests when dealing with those not loyal to the Emperor. Used With: Any armour. Hexagrammic Wards The wearer gains a +20 bonus to tests made to resist any psychic attack or manipulation directed at him. The upgraded armour’s Armour points are doubled against hits inlicted by Force Fields Name Protection Rating Weight Availability Refractor Field 30 2kg Very Rare Conversion Field 50 1kg Extremely Rare Displacer Field 55 2kg Near Unique

Field Wall Generator DH2 EW p. 48 65 18kg Very Rare

Flare Shield DH2 EWo p. 43 25 3kg

Icon of the Just DH2 EB p. 46 55 0.5kg Extremely Rare Power Field (Personal) 80 50kg Near Unique Power Field (Vehicle/Emplacement) 80 500kg Very Rare

Rosarius DH2 EW p. 48 50 0.5kg Extremely Rare

Force Fields Icon of the Just Unless stated otherwise, force fields offer protection for the A proud, glowing symbol of Inquisitorial might, each Icon of the entire body. It is a Half Action to turn the field on or off.. Just projects a personal force field. Conversion Field Each Icon of the Just also contains holy wards that repel Also known as flare fields, these devices convert the energy of Warpspawn. Opponents with the Daemonic trait suffer a –10 an attack into radiated light. If the conversion field blocks more penalty to attack tests and Focus Power tests against the than 12 points of damage from a single attack, the release of wearer. light is strong enough to act as a photon flash grenade burst Power field centred on the wearer. The character wearing the conversion Power Fields are large, bulky affairs that cannot be easily field is unaffected by this burst. disguised. A power field causes the air to visibly ripple and Displacer Field crackle with static discharge, imposing a –20 penalty on all Displacer Fields operate not by absorbing or shunting away Stealth tests. It also does not defend against ranged attacks an attack’s energy, but instead by shifting the user away using made within 1 metre, or attacks in melee. miniature Warp-jump technologies. When the field successfully Refractor Field nullifies an attack, the user jumps in a random direction using Refractor fields are small enough to be disguised as jewellery the Scatter Diagram. Roll 3d10 for the number of metres or other ornamentation. The glow of an active refractor field travelled—the wearer always emerges on solid footing and in a makes the user more noticeable in low lighting or darkness, and suitable empty space. imposes a –20 penalty on all Stealth tests he takes If all three dice come up with the same number, Rosarius then the user does not re-emerge for 1d5 rounds and gains Equal parts force ield, devotional icon, and badge of oice, the 1 Corruption point from exposure to the unnatural energies rosarius is a conversion ield commonly used by the Ecclesiarchy within the Warp. If the activation is unexpected, then the wearer and its allies. cannot act for one round while he regains his sense of place. Allies who can draw a line of sight to a character with Field Wall Generator a rosarius gain a +10 bonus to Fear and Pinning tests; this is The wall consists of two or more generators. Activating or lost if the wearer dies or sufers any Critical damage. It is only deactivating a generator requires a Full Action, which also available to characters with the Adeptus Ministorum or Adepta activates all other linked generators. A linear force field then Sororitas backgrounds, or who have taken the Inquisitor elite forms between each generator, 1.5 metres high and up to 8 advance. metres in length. The barrier acts as cover, so only parts of the body protected by the ield wall gain force field protection. If a wall section overloads, then only that portion between the two generators shuts down, and any other linked sections remain unafected. Flare Shield (Magnus-Pattern) A flare shield has a protection rating of 25, which is doubled against weapons with the Blast or Spray qualities. If the shield overloads, it inflicts 1d10 Energy damage to the wearer that ignores Toughness bonus and Armour. They also offer a Character personal protection from Wargear psychic attacks by granting a +30 bonus to resist any psychic power that directly affects him. Name Weight Availability A null rod acts as a truncheon with the Power Field Banishing Rod (DH2 EB p. 47) 8kg Very Rare quality when used in close combat. Consecrated Scrolls (DH2 EB p. 47) 1kg Scarce Psy Focus Empyrean Brain Mine (DH2 EB p. 47) 1kg Very Rare Many psykers use these small, personalised items to steady Null Rod 1kg Near Unique themselves before accessing the terrible powers of the Warp. Each is different; some might be no more than a carved finger Psy Focus — Average bone or pressed flower. Psyocculum (DH2 EB p. 47) 1.5kg Rare When a psyker with a psy focus makes a Focus Power test, he gains a +10 bonus. Wargear Psyocculum An arcane assemblage of strange lenses and scarcely- Banishing Rod understood ætheric scryers, a psyocculum tracks the Warp Made of darkened iron slabs enscrolled with hallowed signatures of psykers and Daemons alike. parchment and curled purity seals, banishing rods do not As a Half Action, the wearer may make a Challenging subdue the Warp so much as calm it. When held aloft or even (+10) Awareness test to detect psykers and characters with the jammed into the ground, they create an area where psychic Daemonic trait without the need for normal lighting until the end energy flows sluggishly. of the encounter. While these targets are illuminated in this way, Psykers within 5 metres of one or more banishing the wearer gains a +10 bonus to his Ballistic Skill tests against rods cannot push psychic powers, and reduce the result of any them. rolls they make on Table 6–2: Psychic Phenomena by –20 (to The psyocculum distorts standard vision, however, a minimum of 1). Characters with the Daemonic trait treat this imposing a –20 penalty to all other sight-based tests made area as a treacherous environment. while it is used. It also cannot be used at the same time as When used in an exorcism, each rod placed around another piece of headgear, such as a helmet, and requires a the target of the exorcism grants a +5 bonus to the Daemonic Half Action to both put on or take off. Mastery test. Using a psyocculum causes the wearer to gain one Consecrated Scrolls level of Fatigue for every 5 minutes of operation beyond the first Soaked in sacred oils and covered in illuminated texts of minute. devotion, consecrated scrolls offer a small measure of protection against the machinations of the Warp. Before making a Focus Power test, a character possessing one of these scrolls may choose to burn a single one as a Free Action; this destroys that scroll. Should the user have to roll on Table 6–2: Psychic Phenomena as a result of the subsequent Focus Power test, he may re-roll the result. Empyrean Brain Mine Thought to be created using forbidden technologies found on a ghost world, these objects latch onto a victim’s body and send disruptive energies directly into the brain, rendering the target temporarily catatonic. A brain mine must be attached to an enemy through a successful Grapple action in melee combat. At the start of his turn for the following 3 rounds, the target must make a Hard (–20) Agility test. If successful, he can perform a Half Action; otherwise he is unable to perform any actions, including Reactions, that round. The mine deals 1d10+5 Rending damage that is not reduced by armour if forcibly removed, but after 3 rounds, it burns out and dislodges from the target. Null Rod Most null rods appear as short obsidian cylinders, often crawling with arcane icons and glyphs. Each can dampen the powers of any psykers within 2d10 metres, causing them to take all tests to use any of their psychic powers with a –30 penalty. Concealed Holster Clothing and Personal Gear These conformal pouches can hold a small pistols. Name Weight Availability Attempts to detect a weapon in a concealed holster suffer a –20 penalty, but Ready actions for this weapon become Backpack 2kg Rare a Full Action rather than a Half Action (or a Half Action instead of Chameleoline Cloak 0.5kg Scarce a Free Action where applicable). Chrono — Average Deadspace Earpiece Clothing 2kg Rare Each of these tiny devices can limit high-volume sonic disturbances such as explosions. Combat Vest 2kg Rare Users wearing this earpiece make any Toughness tests against Concealed Holster 1kg Scarce sonic effects or against the auditory effects of a Concussive Deadspace Earpiece — Common weapon with a +20 bonus. Explosive Collar 3kg Rare Explosive Collar Filtration Plugs — Rare Each of these heavy collars comes with a remote, usually with a range of 1 km. The remote can either release or explode the Mouldsuit (DH2 EW p. 48) 10kg Rare collar, which automatically explodes if out of range of the remote Photo Visors / Contacts 0.5kg Scarce for longer than 5 minutes. When triggered, the explosive on Preysense Goggles 0.5kg Plentiful the collar detonates. The resulting decapitation instantly kills Rebreather 1kg Scarce the wearer, and counts as having a frag grenade detonated at Recoil Glove 0.5kg Scarce the location. Removing an explosive collar without the remote requires a Hard (–20) Tech-Use test. If the character trying to Respirator/Gas Mask 0.5kg Very Rare remove the collar fails by two or more degrees of failure, the Survival Suit — Near Unique collar explodes. Synskin 2kg Very Rare Filtration Plugs Void Suit 8kg Rare Worn in each nostril, filtration plugs screen out most pollutants and hazardous gases. A character wearing filtration plugs gains a +20 bonus Gear to any Toughness test made to resist the effects of damaging Clothing and personal gear gases. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after five hours of usage Backpack as the filter becomes clogged and unusable. Backpacks allow the wearer to transport roughly 30 kg of extra Mouldsuit weight, but removing an object from the pack requires a Full A character wearing a mouldsuit is completely immune to the Action. Only one backpack or combat vest can be worn at a efects of mind-mould (and thus spore bombs), unless he has time. the Psyker trait, in which case the spores afect him normally. Chameleoline Cloak The filtration system grants a +40 bonus to any Chameleoline material is made up of mimic fibres that blend the Toughness test made to resist the efects of harmful gasses, as coloration of the wearer into their surroundings. well as a +10 bonus to tests for resisting extreme temperatures The wearer gains a +20 bonus to Stealth tests. If he and being set on fire. Each contains a separate rebreather unit remains stationary during his turn, Ballistic Skill tests targeting that lasts for 5 hours before requiring replacement. him suffer a –30 penalty until the beginning of his next turn. It is not designed for battle, and ofers no combat Chrono protection though it can be worn over armour. If the wearer Chronos are small timepieces, and are essential for Characters takes more than 5 points of damage in a single round, the suit to properly time their actions. Basic versions simply indicate local becomes damaged and ceases to provide filtering beneits until time and require manual setting, but finer models can synch to repaired. external datastreams for the greatest possible accuracy. Photo Visors / Contacts Clothing These can be worn as corneal lenses or as outer eyewear. While basic clothing common to a setting should be simple Characters wearing these gain the Dark-sight trait. to acquire, more elaborate garb of either higher status or Good craftsmanship visors also dampen the effects of photon specialised function should be more difficult. flash grenades, making the wearer immune to their effects. Combat Vest Preysense Goggles Common styles of combat vests include hip packs, holsters, Poor craftsmanship models are bulky goggles with glowing bandoliers, and vests. lenses; Good and Best craftsmanship models are disguised as A combat vest can hold 15 kg comfortably. Items held normal (if elaborate) eyeglasses. in the combat vest can be drawn as a Free Action during the A character wearing these goggles suffers no character’s turn. Only one backpack or combat vest can be penalties due to darkness, and gains a +20 bonus to vision- worn at a time. based Perception tests at night. Rebreather These devices store and recycle breathable air via a mask and external supply tank. The air canister lasts only for about one hour and then must be replaced, which takes a Full Action. Good craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. Replacement canisters are Scarce. Recoil Glove This heavy absorbs the shock from powerful hand weapons. A character using a recoil glove can fire a Basic weapon with one hand without the normal –20 penalty, and can wield pistol weapons that normally require two hands in one hand without penalty. Respirator/Gas Mask A simple breathing mask that covers the nose and mouth or entire face. A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable. Survival Suit A survival suit can maintain proper body temperature and hydration via excellent insulation capabilities. Using the differential between body temperature and outside temperature to drive thermoelectric power cells, it also has reclamation systems for turning sweat into drinking water. The suit grants a +20 bonus to any tests to withstand the effects of extreme environments and keeps the wearer hydrated. Good and Best craftsmanship suits grant a +25 and +30 bonus, respectively, while Poor outfits only last three days before their internal mechanisms falter and need removal from the extreme temperatures to recharge. Synskin Synskin is a bio-reactive skin-tight body glove with a non- reflective surface. It grants 2 Armour points to all locations not already armoured and the wearer gains a +10 bonus to Stealth tests. It also renders the wearer invisible to the use of preysense goggles and those with the Dark-sight trait. Void Suit These fully-sealed suits are essential for operating in the vacuum of space, but can also be useful in toxic or hostile environments. A Common craftsmanship void suit has 12 hours of air and imposes a –10 penalty to Agility tests. Poor craftsmanship versions have six hours of air, while Good and Best craftsmanship versions eliminate the Agility penalty. Obscura Drugs and Consumables Obscura-users enter a dream-l ke state for 1d5 hours (if Name Weight Availability required to engage in combat, consider them under the effects ofa hallucinogen grenade). For 1d10 hours after the effects Amasec 1kg Average wear off, they enter a deep depression, unless another dose of Desoleum Fungus — Scarce obscura istaken. Obscura is Addictive. De-Tox — Rare Ration Pack Frenzon — Very Rare These small pouches contain concentrated or dehydrated foodstuffs suitable for one complete meal, and also include Lho-Sticks — Common vitamin supplements, water puri-tabs, a protein bar, and heating Obscura — Rare pellets. Ration Pack 2kg Plentiful Eating one or more ration packs (or other, comparable Recaf — Abundant meals) during a period of rest of at least two hours removes one Sacred Unguents — Very Rare additional level of Fatigue. Slaught — Scarce Recaf These common beverages offer a mild stimulant effect as well Spook — Rare as pleasing taste. Stimm — Average Consuming recaf helps to hone senses dulled by Tranq 1kg Abundant exhaustion, and a dose removes one level of Fatigue from the character. The cumulative penalty to Toughness tests taken for consuming additional doses of recaf is –20 instead of the Drugs and Consumables normal –10. Amasec Sacred Unguents This refreshment is made from distilled wine or other fermented Holy lubricating oils that have received the blessings of the beverages, and is popular in many regions of the Imperium. It Omnissiah. is usually a fine-quality product, with some well-aged vintages If applied to a weapon— which requires a Full Action— renowned across the sector for bouquet and flavour. the weapon becomes immune to jamming for a number of shots Desoleum Fungus equal to its clip size. If the unguent is applied to an already A hallucinogen made from unusual narcotic mushrooms. jammed weapon, the jam immediately clears, but there is no A dose of lasts 1d10 rounds, and the user immediately further effect. suffers 1 Fatigue as his body spins wildly. A character under Slaught the effects of the drug can take advantage of the skewed Slaught literally speeds up the user, but causes neural and perspective this gives him: once during this time, he may invert physiological damage with prolonged application. the result of any 1d100 roll, exchanging the tens digit for the Taking a dose increases the user’s Agility bonus and ones digit. Perception bonus by 3 for 2d10 minutes. When the drug runs its De-Tox course, the user must pass a Challenging (+0) Toughness test De-tox can negate most of the dangerous effects of other or suffer a –20 penalty to Agility tests and Perception tests for drugsor toxins. Using de-tox is both painful and debilitating, and 1d5 hours. Slaught is Addictive. can cause several unpleasant side effects such as vomiting, Spook nosebleeds, and a great voiding of the bowels. A highly-proscribed drug, spook creates and augments that A dose immediately ends the effects, both positive and most hazardous of effects: psychic abilities. negative. Upon taking this drug, a character is Stunned for a If a character without any psy rating takes a dose of this number of rounds equal to 1d10 minus his Toughness bonus. A drug, he must successfully make a Challenging (+0) Willpower result of 0 or less means that the character suffers no ill effects. test or gain 1d5 Insanity points due to his mind being filled with Frenzon terrifying visions of the Warp. If he succeeds, the user gains a A dose of frenzon creates a fanatical and fearless state, leaving psychic power from Table 5–16: Spook Effects. The power lasts the user ready to fight any foe, no matter how suicidal it may for 1d5 hours, and the user makes all Focus Power tests during seem. this time as if he had a psy rating of 1. A character using frenzon gains the Frenzy talent If a character with a psy rating of 1 or more uses spook, and immediately becomes Frenzied. These effects last for he must make a Challenging (+0) Willpower test. If he fails, he the duration of the drug; a single dose of which lasts for 1d10 gain 1 Insanity Point and the drug has no further effects. If he minutes. Frenzon is Addictive. passes, he adds 1 to his psy rating for the next hour. However, Lho-Sticks add +25 to rolls he makes on Table 6–2: Psychic Phenomena. Spook is Addictive, and depending on the setting, its mere A mild narcotic, each stick contains dried and cured plant possession can incur intense and even lethal punishment from leavesthat release a scented, stimulating smoke when ignited local authorities. and inhaled through a cheap tube that burns away with the drug. Stimm A dose of stimm is enough to energise the weary and mask pain with short-term vitality. Each dose lasts for 3d10 rounds. During this time, a character ignores any negative effects to his characteristics from damage, Critical damage, and Fatigue, and cannot be Stunned. When the stimm wears off, the character suffers a –20 penalty to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. Stimm is Addictive. Tranq The drug tranq covers an array of artificial, alcoholic chem- distillates brewed by underhive scum, criminals, and even Guardsmen desperate for respite from their wretched lots. It numbs the body and mind, which provides a very different feeling than being drunk on amasec, rotgut, or other spirits. Though similar in the end result, the effects of tranq are unpleasant, depressive, and require an acquired taste. To operate an Adaptive Logis-Engine, an Acolyte must Tools place it onto the alien computer, lock, or other interface device that he wishes to crack, and make a Hard (–20) Security (Int) Name Weight Availability test. If successful, the engine accesses the alien device, and Adaptive Logis Engine DH2 EWo 4kg Extremely Rare the character treats it like any other cogitator or electronic lock p. 42 for the purposes of additional tests. Auspex/Scanner 0.5kg Scarce An Adaptive Logis-Engine takes 5 minutes to access a Auto-Quill — Scarce basic alien system, less 30 seconds for each degree of success Clip/Drop Harness 2kg Common on the user’s Security test (to a minimum of 30 seconds). Combi-Tool 1kg Rare Auspex/Scanner These standard Imperial detection devices are used to reveal Comm Leech 1kg Very Rare energy emissions, motion, life-signs, and other information. Dataslate 0.5kg Common A character using an auspex gains a +20 bonus to Demolition Kit 4kg Very Rare Awareness tests. Once per round, as a Free Action, a character Diagnostor 4kg Rare with one may make a Tech-Use test to spot things not normally visible to human senses, such as invisible gases, nearby signs Disguise Kit 2kg Very Rare of life, non-visible radiation, or other things as appropriate. Excruciator Kit 2kg Very Rare The standard range is 50m, though walls more than Field Suture 0.5kg Average 50cm thick and certain shielding materials can block a scanner. Glow Globe/Stablight 0.5kg Abundant Good craftsmanship models increase the bonus to +30, but Poor models an only penetrate 20cm of material. Grapnel & Line 2kg Common Auto-Quill Grav Chute 15kg Rare These devices allow a user to copy text or transcribe speech Hand-Held Targeter 0.5kg Scarce with impressive speed and accuracy. Inhaler/Injector 0.5kg Common A character with a relevant Trade skill can use it to gain Lascutter 4kg Average a +10 to his tests involving this skill when recording data. Laud Hailer 4kg Scarce Clip/Drop Harness A simple spooled safety line with a magnetic or hooked clasp at Magboots 2kg Rare the end, these tools attach to the user’s belt or shoulder straps. Magnoculars 0.5kg Average A character using a clip harness to descend a vertical Manacles 1kg Plentiful surface gains a +30 bonus on tests to Climb and cannot fall if he Medi-Kit 2kg Common fails. Common quality harnesses can hold 150kg, while Good quality harnesses can support 200 kg. Micro-Bead — Average Combi-Tool Monotask Servo Skull 2kg Rare Most combi-tools are small, compact devices filled with foldout Multicompass 4kg Near Unique and extending probes, blades, hooks, and socket-plugs. Multikey — Scarce A character using a combi-tool gains a +10 bonus to Pict Recorder 1kg Average Tech-Use tests. Regicide Set 1kg Plentiful Comm Leech A somewhat heretical item in the eyes of the Mechanicum, Screamer 2kg Scarce these tap into vox signals or data transmissions. Signal Jammer 2kg Rare After making a successful Tech-Use test, the user Stasis Cage DH2 EWo p. 44 6kg Extremely Rare can use it to receive a signal or transmission within 1km for a Static Generator 3kg Very Rare number of minutes equal to his degrees of success. If the character fails by a number of degrees of failure Stummer 2kg Average greater than his Intelligence bonus, the sender and receiver of Vox-Caster 4kg Scarce the signal become aware that someone is attempting to tap in. Writing Kit 2kg Plentiful Dataslate These devices are common across the Imperium, and are the primary means of storing data. Well-crafted dataslates can also Tools rerecord new information, or transmit and receive data from Adaptive Logis Engine other devices. Adaptive Logis-Engine uses intrusion machine spirits, chem Demolition Kit dispensers, electromagnetic pulses, and other forceful means A demolition kit contains the tools for a character to more easily to break into alien networks and make them accessible to the set up sophisticated detonation devices and explosives. agents of the Imperium. Each kit includes the following: • Five demolition charges: These detonate with the same Once the grapnel attaches to the desired spot such profile as krak grenades. as a rooftop, a user can manually climb the line or activate a • 100 metres of det-cord: This thin rope can be lit with any powered winch that can lift the user roughly 5m per round. fire source or detonator, and burns at a rate of 10 seconds Common sets can hold 150kg, while Good or Best can support per metre, useful for setting a delay on an explosive or 200 kg. activating it at a distance. Grav Chute • Five pressure-release detonators: These can be used to Grav chutes use anti-grav fields to slow a rapid fall into a light a det-cord line or trigger explosives directly. controlled (and safe) descent, with small attitude jets allowing All of the materials in this kit can be refilled to these quantities for extra braking and directional finesse without the use of a Requisition test as long as the character is If the character passes a Challenging (+0) Agility test in a location they would be available. or Routine (+20) Operate (Aeronautica) test, the grav chute Diagnostor allows for a safe, guided fall from any height; otherwise the The diagnostor is a sophisticated medical device used across character counts as having fallen two metres for each degree the galaxy that can detect and diagnose almost every ailment of failure. known to the Imperium. Hand-Held Targeter A diagnostor provides +20 to Medicae or Perception A hand-held targeter is a small device capable of detecting tests to determine an ailment; success indicates the proper ranges to targets using optical sights for zooming, prediction treatment to be used. systems for firing, and so on. Disguise Kit Acolyte with a hand-held targeter may spend a Half Acolytes often conceal their true identity as part of their Action to grant another character +20 bonus to his next Ballistic investigation, either to create new personas or impersonate Skill test when firing a weapon with the Indirect quality. others. Inhaler/Injector These kits contain the following: Many drugs require a device to administer a dose such as a • Basic makeup: Grants a +10 bonus to Deceive tests made syringe, spray-injector, or gas flask. Each can hold one dose of to visually disguise the character any drug, which a character may administer as a Half Action. • Prosthetic appliances: Allow the character to impersonate Lascutter individuals with different facial structures. Ideal for slicing open doors and bulkheads, lascutters were • Skin dyes: Allow the character to impersonate individuals originally designed for mining, where their short-range, intense with different skin colours. cutting beam could chop apart even the toughest rock. • Vocal augmenter: Grants a +10 bonus to Deceive tests Most can cut or weld around 10cm of metal depending made to impersonate another voice. on the thickness involved. They are large and cumbersome, • Retina lenses: Allow the character to impersonate and so can only be used as a Heavy weapon (acting as a individuals with different eye colours. Meltagun without any special weapon qualities) on stationary All of the materials in this kit can be refilled to these quantities targets within 2 metres. without the use of a Requisition test as long as the character is in a location they would be available. Laud Hailer Whether belting orders over the ferocious roar of combat or Excruciator Kit addressing a crowd of thousands of the faithful, Imperial officials Most kits contain a wide range of blades, needles, chemicals, often require great volume, and a laud hailer is the perfect tool. drugs, barbed hooks, neural probes, thermal prods, and other Each can amplify normal speech levels such that an entire essential tools needed to extract the truth. crowd can hear the speaker’s words clearly. Employing an excruciator kit grants the user a +20 bonus to Interrogation tests. Magboots Heavy and bulky, these oversized boots contain electromagnets. Field Suture They allow the wearer to adhere to metallic surfaces such as Common implements found on battlefields across the Imperium, exterior hull plating, and are often found in voidship emergency field sutures are used to quickly sew shut wounds to prevent lockers. blood loss. Magboots reduce the character’s Agility bonus by 2, Field sutures provide a +30 bonus for Medicae tests but allows him to move normally when in low- or zero-gravity used to staunch Blood Loss. areas, provided there is a suitable metallic surface to wa k upon. Glow Globe/Stablight Magnoculars Glow-globes are roughly the size of a clenched fist, and These powerful vision aids can magnify distant items into can illuminate an area a dozen or so metres in radius, while clear focus, helping ensure no heresy goes unspotted. More cylindrical stablights can project a narrower, conical beam but advanced, high-quality magnoculars can also do such things at twice that distance. Both last roughly five hours before their as give range read-outs, detect heat sources, calculate target power packs need recharging or replacing. location positioning, and take pict-captures of a view for later Grapnel & Line analysis. A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 100m away. Manacles imagery. Specialised pict-servitors are essentially ambulatory No bounty hunter or Enforcer would be without several sets recorders, brought on hazardous events or missions to of these solid restraints, though they are often used to ensure autonomously capture occurrences for later codifying. sacrificial offerings do not stray from a cult’s altar or for other, Regicide Set darker purposes. A two-player game played across all classes from lowly A character bound with manacles suffers a –40 penalty refresherscrubbers to spire nobility, regicide is simple to learn to all Ballistic and Weapon Skill checks. but difficult to master. Medi-Kit A typical regicide game takes 1d5 hours, and while it Medi-kits contain synth-skin patches, antiseptics, self-sealing usually has no in-game effects, the GM can offer benefits to bandages, pressure tourniquets, and other medical aids. well-roleplayed games such as a +10 bonus to Fellowship- A standard kit grants a +10 bonus to Medicae tests so long as based tests with the opponent for the following day. the user possesses the Medicae skill. Screamer Advanced versions also contain tox wands, synth- These proximity alarms set off a piercing wail when they detect skin spray, diagnostic cogitators, and additional high-quality intruders. Screamers can detect sound, movement, and even supplies. These grant a +20 bonus to Medicae tests (whether odours. or not the user possesses the Medicae skill) but weight an extra To activate, the player must succeed on a Challenging 3kg and are of Rare Availability instead of Common. (+0) Tech-Use test, but the GM rolls this test in secret. Once set, Micro-Bead a screamer has a Perception of 75 for the purposes of detecting Also known as a bead-comm, these small devices are worn sounds or motions. If it detects an intruder, it sounds its alarm, in the ear and allow for short-range communications out to which can be heard anywhere out to one kilometre. roughly 1 kilometre. Each fits discreetly in the ear, with higher Poor craftsmanship models only detect loud noises Craftsmanship models nearly undetectable in casual inspection. or fast movements nearby. Good versions can detect specific Monotask Servo Skull sounds, movement, or even odour ranges, and can also have more subtle warning methods. Monotask models are dedicated to a single, basic function and are a common sight on many worlds. Each responds to Signal Jammer basic verbal commands, and unless otherwise commanded, As the name suggests, this device acts to overpower local vox, always hovers near its master. The types below represent only data, or other transmissions within a range of roughly 1km. a fraction of the countless patterns found across the sector. Basic models are overt and obvious, such that the transmitting • Augur: The skull carries a scanner and vox-data systems agencies know they are being jammed. Sophisticated versions to relay its findings. The character gains the benefits of an emit precisely-tuned frequencies that dampen out transmissions auspex as long as the servo-skull is within 10 metres and without anyone detecting the action. active. Stasis Cage • Illumination: The skull is fitted with a glow-globe or burning The Stasis Cage is a fast and portable method of holding xenos brazier to light an area 20 metres in radius. creatures for further study. • Laud Hailer: The servo-skull incorporates a laud-hailer, A Stasis Cage generates a field large enough to hold which can play recorded speech or amplify its master’s anything with a Size trait of 7 or lower that does not possess speech as directed. the Incorporeal trait for five hours (if using the battery pack), or • Medicae: The skull is fitted with a medicae scanner and indefinitely if connected to a power source. A creature inside tools. The character gains the benefits of a standard medi- cannot take any actions, and characters outside cannot attack kit as long as the servo-skull is within 2 metres and active. or interact with anything inside. • Utility: The skull is equipped with probes, plugs, and tools The cage itself is compact and unfurls into a flat to aid in technical tasks. The character gains the benefits of circular plate three metres across. It activates via a small a combi-tool as long as the servo-skull is nearby and active. remote mechanism; once active, it can hover with its captive Multicompass two metres above ground and can be pushed or towed as After a few seconds of analysing planetary data, a multicompass desired. can display directions, show topographical maps, point out Static Generator compass bearings, indicate altitude, and much more. Simple but obvious, this emits a powerful sphere of white noise Possessing a multicompass grants a +20 bonus to all across commonly used transmission frequencies within 30 Survival and Navigation (Surface) tests. metres. Comm devices do not function, but it is also clear to Multikey all users that they are being disrupted, and the device can be In the right hands, a multikey can open most standard Imperial easily located. locks and is thus is highly suspect for honest citizens to possess. Stummer A character with a multikey gains a +30 bonus to any Security The reverse of a screamer, a stummer blankets sound within test when trying to open locks. 5m through sonic detection and dampening projectors. Pict Recorder A character carrying an active stummer gains a +30 bonus to A relatively simple recording device, pict recorders can capture Stealth tests. A stummer typically has enough power for 20 audiovisual media. Most models can also display recorded data minutes of continuous use before needing to be recharged, a on integrated screens, with advanced models using holographic process that takes about one hour. Vox-Caster A standard Imperial long-distance communications device, voxcasters can transmit and receive to other units within 100km, and can reach most orbiting vessels overhead. Higher craftsmanship models have increased ranges, and can include encryption and other security settings. Writing Kit Simple and basic, standard writing kits contain parchment, inks, and quills for Characters to transcribe confessions, diagram important finds, and leave messages for fellow Characters. Bionic Heart Cybernetics A character with this implant gains +1 Armour point to the Body Name Availability location—this bonus stacks with any armour worn—and gains the Sprint talent. Augur Array Rare Bionic Legs Baleful Eye Near Unique These bionics are fully integrated into the hip with a spinal link, Bionic Arm Scarce and Common versions allow the user to walk, run, and climb at Bionic Legs Scarce normal human levels. • Poor craftsmanship models are lumbering affairs that reduce Bionic Respiratory System Rare a character’s Movement rate by 1, and when running, the Bionic Heart Very Rare user must succeed on an Ordinary (+10) Agility test or fall Bionic Senses Rare Prone at the end of his movement. Calculus Logi Upgrade Very Rare • Good craftsmanship bionic legs grant the owner the Sprint Cerebral Implants Very Rare talent, and add a +20 bonus to Agility tests that he makes when attempting to jump or leap. Cranial armour Scarce BionicRespiratory System Interface Port Rare Common bionic lungs and implanted respiratory systems mimic Locator Matrix Rare the action of human lungs and keep the body supplied with Memorance Implant Rare oxygen. Such characters gain a +20 bonus to Toughness tests Mind Impulse Unit (MIU) Rare made to resist airborne toxins and gas weapons. • Poor bionic lungs offer the same benefits as the Common MIU Weapon Interface Rare system, but are raucously loud affairs and characters suffer Respiratory Filter Implant Rare a –20 penalty to Stealth tests. Their generally poor oxygen Scribe-Tines Rare supply to the body means that the character suffers a –10 Subskin Armour Very Rare penalty on all tests involving strenuous physical activity. • Good bionic lungs count as a full life support system and can Synthmuscle Rare be designed to be unnoticeable if desired. Vocal Implant Scarce Volitor Implant Rare Bionic Senses Eyes, ears, and even noses are often lost through combat or accident, and replacement versions use cranial interfaces to Cybernetics allow a very close approximation to natural senses. Common Bionic Replacements systems, while usually clearly artificial and often oversized, Bionic replacement limbs are assumed to operate at the same manage to more or less duplicate the approximate human level of strength and dexterity as the body they are attached range of senses adequately and have no further game effects. to though their robust construction does add 2 to the owner’s • Poor quality cybernetic senses are problem-ridden imitations Toughness bonus against hits scored to that particular location. of the real thing. Hearing might be troubled by static, for Any critical damage that results in bleeding or some other example, or vision rendered in low-resolution monochrome. inappropriate result instead renders the bionic limb useless. A character with this system suffers a –20 penalty to tests Critical damage to a limb that results in death has the full effect. made involving the cybernetic sense. Bionic Arm • Good cybernetic senses grant a +10 bonus to tests using Bionic arms are a common replacement, and Common models that particular sense, and a +20 bonus to tests made to can mimic normal hand and arm functions, including dexterity resist attacks on the sense itself, such as deafening noises and even sense of touch. and blinding flashes. • Poor craftsmanship versions are more cumbersome and Advanced cybernetic eyes can also incorporate magnifying visibly artificial; halve the owner’s Agility characteristic lenses, a full photo-visor, or a system granting the Dark-sight (rounded up) where matters of fine dexterity are involved. trait. Advanced cybernetic ears can also include an internal In addition, Weapon Skill and Ballistic Skill tests made when micro-bead system. using the limb suffer a –5 penalty. Each additional upgrade requires a separate • Good craftsmanship bionic arms improve on natural design Requisition test to be fitted into existing cybernetic senses and provide a +10 bonus on Agility tests requiring delicate Bionic Augmentations and Implants manipulation. Augur Array • Best craftsmanship bionic arms provide a +10 bonus on These implanted devices duplicate the effects of sensor Agility tests requiring delicate manipulation and add a +10 systems that go beyond normal human senses. In all cases, bonus to Strength tests using the arm. They can be also their use requires concentration and a Half Action. Common used to store small items (such as pistol ammo clips) inside systems function identically to a standard hand-held auspex concealed interior compartments within the arm. device. • Poor systems possess only a single detection ability (heat, Memorance Implant radiation, electromagnetics, or very rarely daemonic taint) This implant is a neurally-linked datavault and pict-capture and have the limited range of 20 metres. If the augur array, often incorporating augmetic replacement of one or both is set to detect daemonic taint, it has the possibility to be eyes, that records information on people or scenes viewed. It overwhelmed and malfunction should a Warp-denizen get can then later replay that information, or overlay the present too close. view with additional data on people and objects viewed. • Good systems function as a full auspex, but also allow the It provides a +10 bonus to Trade (Loremancer) tests or character to re-roll all Perception-based tests. other tests in social situations where the recorded information Baleful Eye provides leverage or value. This legendary archaeotech bionic pattern incorporates a tiny Mind Impulse Unit (MIU) las weapon. These devices, also known as sense-links, allow the owner A character with this implant has a weapon in his eye to interface directly with a machine or technological device. that counts as a hot-shot laspistol with a range of 10m. The Common models impose no modifiers to machine spirit baleful eye can be fired even if the character’s hands are full. communication, and add a +10 bonus to Tech-Use or Operate It has no clip size, however a jam result causes the character tests used in conjunction with devices capable of MIU linking. to lose sight in the eye for a number of rounds equal to the • Poor MIU systems require a Challenging (+0) Willpower degrees of failure on the attack. test to use and impose a –10 penalty when attempting to Calculus Logi Upgrade interface with a device. These bionics are internal cogitator implants which aid in data • Good models grant a +10 bonus to commune with machine retention and processing. spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic This implant grants the user a +10 bonus to Linguistics, Logic, Skill tests made as part of interfacing with the MIU systems. and Scholastic Lore tests. MIU Weapon Interface Cerebral Implants This system allows the user to fire the linked ranged weapon Commonly used to repair a severely damaged brain or as a Free Action during his turn. Note that he can still only take (hopefully) augment its abilities, these often-risky implant a single Action with the Attack subtype during his turn. This systems represent a major step from simply replacing a limb to additional weapon must be connected to the user via the MIU altering a character from human to mechanism. weapon interface, and is usually equipped as a shoulder mount. Common-level implants can restore paralysed and Respiratory Filter Implant brain-damaged users to a semblance of normality, but with a The implant sifts out most toxic gases; inhaled particulate permanent loss of 1d10 points from the character’s Weapon matter is also filtered, making breathing easier in heavily Skill, Ballistic Skill, Agility, Intelligence, and Fellowship polluted atmospheres. characteristics. This implant grants the user a +20 bonus to resist • Poor versions restore brain function, but destroy the subject’s inhaled poisons, gas weapons, or atmospheric toxins. personality and memories, rendering them no better than a Scribe-Tines servitor, and as such are unsuitable for PCs. The hand and lower forearm are replaced with specialised and • Good cerebral implants are very rare even among high sensitive tools ideal for manipulating parchment, autoscribing, ranking Imperial officials, and are exceedingly difficult to dataslate tuning, and other efforts to record and preserve acquire, becoming Near Unique in Availability. These grant information. the user the Unnatural Intelligence (2) trait and a +20 bonus This implant gives the user a +10 bonus to all Lore skill to Logic and Lore tests. tests. Cranial armour Subskin Armour This augmentation covers or replaces most of the skull with Thin carapace plating is inserted under the skin in various layers of plasteel and gel padding to better prevent concussion locations, giving the user added protection against damage. and other brain injuries. While not as impressive as most augmentations and sometimes This implant adds +1 Armour point to the Head, and uncomfortable, subskin armour is very reliable. stacks with any worn armour on that location. This implant adds +2 Armour points to the Arms, Body, Interface Port and Legs locations, which stacks with any other Armour points The Acolyte now has a mechanical port implanted in his body, for these locations. commonly in the rear of the neck, which can be connected to Synthmuscle machines via a data cable. Ropey strands of vat-grown muscle tissue, thick with slurried This grants a +10 bonus to Common Lore, Inquiry, or nutrients and laced with flakweave, are woven into existing Tech-Use tests whilst connected to a relevant mechanism or muscle groups, granting increased strength of varying levels. data spool. This implant grants the Unnatural Strength (1) trait; Locator Matrix Best craftsmanship grafts instead grant the Unnatural Strength Micro-cogitators implanted at the base of the skull allow the user (4) trait but also impose a –10 penalty on Agility tests due to the to be aware of the direction of the planetary poles, the Acolyte’s newly misshapen and unnatural body form. present location to within a few metres, relative velocity, altitude, time of day, and other valuable information. Vocal Implant This implant is usually found with those who use their voice to project commands or proclamations. This implant works to amplify the vocal cords to an inhuman range in order to shout commands over the noise of a raging battle, and counts as using a laud hailer. Volitor Implant The subject has cranial surgery to implant neural receptors and artificial nerve routing, and can be compelled not to reveal a certain item of information, remain within a set area, or perform a specific task. If the subject attempts—or is forced—to counter this compulsion, his brain shuts down into unconsciousness, or even death for some severe volitor patterns. Maglev Coils Mechanicus Cybernetics Archaeotech systems of powerful gravimetric coils are Name Availability implanted in the body, allowing the user to become unshackled from gravity’s grasp for short periods. Autosanguine Very Rare Using a Half Action, the user may hover 20-30 Ferric Lure Implants Very Rare centimetres off the ground for a number of minutes equal to Internal Reservoir Rare 1d10 plus the character’s Toughness bonus. Luminen Capacitor Very Rare The character must employ a Half Action each round to concentrate on operating this implant and may use the other Maglev Coils Very Rare action to move normally. Mechadendrite Very Rare The character can slow his rate of descent when falling so long as this implant is active when the character reaches the ground, reducing all falling damage to a maximum of 1d10+3 Autosanguine Impact damage. This ancient and blessed microscopic technology flows as a Each time the character activates the coils, it drains metallic liquid within the character’s bloodstream, repairing the stored power and cannot be used again until recharged minor injuries and accelerating healing. (which takes 24 hours). When applying healing, the character is always Mechadendrite considered Lightly Damaged, and heals at an increased rate, Mechadendrites are mechanical attachments of brass and steel removing 2 points of damage per day instead of 1. that act as additional arms. Each is usually 2 metres in length Ferric Lure Implants when fully extended, and has a specialised function based Powerful electromagnets are implanted in the Character, around the mechanisms affixed at their end. allowing him to cast forth a net of invisible energy as a Full Unless stated otherwise, mechadendrites can only be Action after a successful Challenging (+0) Willpower test. He used to perform tasks that the owner already knows how to can call an unsecured metal object into his hand; the object do. A character must have the appropriate Mechadendrite Use cannot mass more than 1 kg per point of Willpower bonus, and talent to operate his mechadendrite, and the maximum number must be within 20 metres. He must already have Mechanicus of mechadendrites he can have installed upon his body is equal Implants trait for this system to function, and it can be improved to his Toughness bonus. through certain talents. Ballistic Internal Reservoir Designed for ranged combat, this mechadendrite is fitted with This implant acts as a powerful battery, storing energy for a weapon that functions as a laspistol that does not require various implants and for functions that require energy to be recharging. The user does not need weapon training in this expended in rapid or violent fashions. weapon class to fire the mechadendrite’s weapon without the When it is fully charged, the Character no longer gains normal untrained penalty, and can attack with this weapon as Fatigue from using Luminen Capacitors either to recharge or his Reaction. attack something, but each use of those implants drains the Manipulator reservoir by half. The battery fully recharges after one day of A heavy and powerful attachment, this mechadendrite is resting designed for heavy lifting and handling of industrial gear. It grants Luminen Capacitor the user +20 to Strength-based tests; the vicious gripping and This implanted energy source charges internal capacitors, crushing pincers can also tether the user to gantries or suitably allowing the character to recharge devices or even unleash heavy objects as a Free Action. powerful energy blasts. With a successful Toughness test, the Once per round, the character can utilise this character recharges or powers machinery. This requires one mechadendrite as a weapon by spending a Half Action or a minute of mental focus and meditation. The difficulty of the Reaction to make a Standard Attack action with it. It counts as Toughness test varies depending on the nature of the powered a melee weapon that inflicts 1d10+2 Impact damage, Pen 0. system, and the GM can impose Fatigue upon the user based While powerful, the manipulator is not subtle, and attempts to duration and amount of power used in the effort. use it for such tasks as dataslate typing, inscribing sacrificial • Ordinary (+10): Simple power cell, glow-globe etchings, handling delicate objects, or the like only ends with • Challenging (+0): Lasgun charge pack, dataslate equipment being dropped, smashed, or otherwise ruined. • Difficult (–10): Shuttle launch systems, servo-skull Medicae • Hard (–20): Lascannon charge pack, servitor This model hosts a variety of medical and surgical tools ideal • Very Hard (–30): Cogitator core, xenos technology for combat first aid, and grants a +10 bonus to Medicae and The device can also be used offensively, but requires talents to Interrogation tests. The mechadendrite houses six injector use properly. Only a Character with the Mechanicus Implants pistons, each of which may be filled with one dose of a drug. trait may use this device. In addition to providing first aid, the mechadendrite’s flesh Poor craftsmanship variants impose a –10 penalty to staplers may be used to staunch Blood Loss as a Half Action. all Toughness tests made to use them. Good craftsmanship Once per round, the character can utilise this variants grant a +10 bonus to all Toughness tests made to use mechadendrite as a weapon by spending a Half Action or a them. Reaction to make a Standard Attack action. It counts as a melee weapon with the Balanced quality that inflicts 1d5 Rending damage, Pen 0 Optical Often consisting of highly flexible, snake-like tubing, this contains pict-capture and other sensory devices for inspection and detection. It is long for a mechadendrite, extending to 3 metres, and grants a +10 bonus to all vision-based Perception tests. The mounted pictdevices allow it to examine surfaces at a microscopic level or to be used as telescopic sight. It contains an infrared torch and sensors with a range of 40m, and so within this area the user ignores combat or other penalties due to darkness. The mechadendrite is also fitted with a stablight that can be tinted a variety of different colours depending on the controller’s whim. Utility The most common type of mechadendrite, these are tipped with a variety of mechanisms for the repair and succour of blessed technologies. It counts as a combi-tool, granting a +10 bonus to all Tech-Use tests. The limb also houses six injector pistons, each of which may be filled with one dose of a sacred unguent. In addition to this, the limb contains an electrically-powered censer, which can gust incense fumes over troublesome faults. Unless the censer is deactivated, all Perception tests made to detect the Tech- Priest that rely on a sense of smell gain a +10 bonus. As a Half Action, the censer can create one “blast” of smoke every fifteen minutes, which imposes a –5 penalty to Weapon Skill tests made by all living creatures within a two- metre radius for one round. Once per round, the character can also utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action. It counts as a melee weapon with the Defensive quality that inflicts 1d5 Rending damage, Pen 2. Xenos Ranged Weapons Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Dark Eldar Origin Shardcarbine Basic 60m S/3/5 1d10 + 2 R 3 150 2 Full Storm, Toxic (1) 3kg Extremely Rare DH2 EWo pg. 45 Splinter Cannon Heavy 110m –/–/10 1d10 + 5 R 4 300 3 Full Tearing, Toxic (4) † 5kg Extremely Rare DH2 EWo pg. 46 Splinter Pistol Pistol 30m S/3/– 1d10 + 2 R 3 120 2 Full Toxic (1) † 1.5kg Very Rare DH2 EWo pg. 46 Splinter Rifle Basic 80m S/3/5 1d10 + 2 R 3 180 2 Full Toxic (1) † 2kg Extremely Rare DH2 EWo pg. 46 Eldar Origin Shuriken Cannon Heavy 60m –/–/10 1d10 + 6 R 4 200 2 Full Razor Sharp, Reliable † 18kg Extremely Rare DH2 EWo pg. 45 Shuriken Catapult Basic 80m S/3/10 1d10 + 4 R 3 120 Full Razor Sharp, Reliable 2.5kg Extremely Rare DH2 EWo pg. 45 Shuriken Pistol Pistol 30m S/3/– 1d10 + 4 R 3 60 Full Razor Sharp, Reliable 1kg Very Rare DH2 EWo pg. 45 Necron Origin Ablative Projector Basic 100m S/2/– 1d10 + 8 E 5 – – Reliable, Vengeful (9) 10kg Extremely Rare DH2 EWo pg. 50 Cascade Lance 1d10 + (Ranged) Basic 15m S/–/– 10 1 Half Proven (5), Reliable † 6kg Near Unique 12 E DH2 EWo pg. 50 Concussion Beamer Concussive (1), Pistol 30m S/3/– 2d10 + 5 X 4 – – 4kg Near Unique DH2 EWo pg. 50 Reliable Resonance Arc Basic 75m S/–/– 2d10 + 3 E 3 – – Shocking, Reliable † 20kg Extremely Rare DH2 EWo pg. 50 Ork Origin Big Shoota Basic 120m –/–/10 1d10 + 6 I 2 60 2 Full Inaccurate, Unreliable 6kg Very Rare DH2 EWo p. 47 Burna (Ranged) Flame, Spray, Basic 20m S/–/– 1d10 + 4 E 2 6 Full 8kg Very Rare DH2 EWo p. 47 Unreliable † Rokkit Launcha Blast (2), Inaccurate, Basic 150m S/–/– 2d10 + 5 X 6 1 Half 6kg Very Rare DH2 EWo p. 48 Unreliable

Shoota DH2 EWo p. 48 Basic 60m S/3/– 1d10 + 4 I 0 30 Full Inaccurate, Unreliable 4kg Rare

Slugga DH2 EWo p. 48 Pistol 20m S/3/– 1d10 + 4 I 0 18 Full INaccurate, Unreliable 2kg Rare Tau Empire Origin Kroot Rifle Basic 110m ‡ ‡ ‡ ‡ ‡ † 6kg Very Rare DH2 EWo pg. 49 Kroot Rifle – – S/2/– 1d10 + 5 E 1 6 2 Full – – – (Pulse Round) Kroot Rifle – – S/–/– 1d10 + 7 R 5 1 Half Accurate – – (Sniper Round) Pulse Carbine Basic 60m S/–/3 2d10 + 2 E 4 24 Full † 6kg Extremely Rare DH2 EWo pg. 49 Pulse Carbine – 60m S/–/– – – 1 Half Blast (12) † 0.5kg Very Rare (Photon Grenade) Pulse Pistol Pistol 40m S/2/– 2d10 + 2 E 4 16 Half – 3kg Extremely Rare DH2 EWo pg. 49 Pulse Rifle Basic 150m S/2/4 2d10 + 3 E 4 36 Half – 8kg Extremely Rare DH2 EWo pg. 49 Xenos Ranged Weapons (Continued) Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability Artefacts of the Lost Races Guldaniri Bile Blast (2), Corrosive, Projector Basic 60m S/–/– 2d10 E 6 1 – 11kg Very Rare Toxic (2) DH2 EWo p. 51 Neural Catalyser Concussive (3), Pistol 35m S/–/– 2d10 X – – – 3kg Extremely Rare DH2 EWo p. 52 Overheats † Xenarch Death-Arc Basic 100m S/3/6 1d10 + 3 E 0 90 Full Inaccurate, Shocking † 10kg Very Rare DH2 EWo p. 52 † These weapons have additional rules. ‡ The damage, penetration, and special qualities of these weapons are dependent upon the grenade or missile used.

Xenos Equipment Splinter Rifle This section covers equipment used across the Askellon Sector Many splinter rifles have cruel bladed or spiked metal by those within the Ordo Xenos and their agents, as well as a attachments, and as such each counts as a spear with the myriad of xenos technologies from all manner of alien races. Mono weapon modification when used in melee combat. Availability Melee Weapons Agoniser Dark Eldar Equipment When a character suffers Critical damage from an attack with Ranged Weapons a Best craftsmanship agoniser, his Perception characteristic is Splinter Cannon also permanently reduced by 1d5. This weapon grants the firer the Auto-Stabilised trait when in Wargear use. Clone Field Splinter Pistol The wearer of an active clone field doubles his degrees Many splinter pistols have bladed attachments, and as such of success on successful Dodge tests. Once per round, a each counts as a knife with the Mono weapon modification character wearing an active clone field may re-roll a failed when used in melee combat. Dodge test. Finally, a character wearing an active clone field

Xenos Grenades and Missiles Name Class Range RoF Dam Pen Clip Special Wt. Availability Eldar Origin Eldar Plasma Grenade Thrown SB × 3 S/–/– 1d10 + 8 E 8 1 Blast (4), Shocking 0.5kg Very Rare DH2 EWo pg. 45 Dark Eldar Origin

Ork Origin

Stikkbomb DH2 EWo pg. 48 Thrown SB × 3 S/–/– 2d10 + 5 X 2 1 Blast (2), Unreliable † 1kg Rare Tau Empire Origin Photon Grenade Thrown SB × 3 S/–/– – – 1 Blast (12) † 0.5kg Very Rare DH2 EWo pg. 49 Artefacts of the Lost Races Akvran Cutter Blast (3), Concussive (3), Thrown SB × 3 S/–/– 2d10 E 6 1 1kg Extremely Rare DH2 EWo p. 51 Proven (4) Havatian Ringblade Thrown SB × 3 S/–/– 1d10 + 6 X 6 1 Blast (2), Corrosive † 1kg Extremely Rare (Ranged) DH2 EWo p. 51 Kyaire Riveblade Thrown SB × 3 S/–/– 1d10 + 6 R – – Razor Sharp 1kg Very Rare Grenade DH2 EWo p. 51 † These weapons have additional rules. Xenos Melee Weapons Name Class Range Dam Pen Special Wt. Availability Dark Eldar Origin Agoniser Flexible, Power Field, Tearing, Melee 3m 1d10 + 3 E 6 2kg Extremely Rare DH2 EWo pg. 45 Shocking † Eldar Origin Eldar Power Sword Melee – 1d10 + 5 E 4 Balanced, Power Field 1kg Extremely Rare DH2 EWo pg. 45 Harlequin’s Kiss Melee – 1d10 + 8 R 10 Felling (4), Tearing † 1kg Extremely Rare DH2 EWo pg. 45 Necron Origin Cascade Lance (Melee)‡ Melee – 1d10 + 6 E 8 Concussive (1), Power Field † 6kg Near Unique DH2 EWo pg. 50 Molecular Blade Melee – 1d10 R 5 Corrosive, Razor Sharp, Tearing 15kg Near Unique DH2 EWo pg. 50 Ork Origin

Big Choppa‡ DH2 EWo pg. 47 Melee – 2d10 R 2 Tearing, Unbalanced 10kg Extremely Rare

Burna (Melee)‡ DH2 EWo pg. 47 Melee – 1d10 + 5 E 5 Power Field, Unwieldy 8kg Very Rare

Choppa DH2 EWo pg. 47 Melee – 1d10 + 1 R 2 Unbalanced 1kg Rare Artefacts of the Lost Races Havitian Ringblade (Melee) Melee – 1d10 + 4 R 3 Razor Sharp † 1kg Extremely Rare DH2 EWo p. 51

Talonblade DH2 EWo p. 52 Melee – 1d10 + 3 R 4 Razor Sharp, Tearing 1kg Very Rare † These weapons have additional rules. ‡ Weapon is Two-Handed ¶ Add the user’s SB × 2 to the damage. gains one extra reaction each round that he can only use to Force Fields perform the Evasion reaction. Shimmershield Eldar Equipment The shimmershield has a protection rating of 30, and its Ranged Weapons protective field extends in a 5 metre radius. It protects everyone inside against ranged attacks that originate from outside the Shuriken Cannon field’s area of effect, but not from those ranged attacks that This weapon grants the firer the Auto-Stabilised trait when in originate from within its radius or from melee attacks. use. Melee Weapons Necron Equipment Harlequin’s Kiss Melee Weapons Once it penetrates the flesh, the alien filament unspools, Cascade Lance liquefying organs and shredding internal machinery in seconds. Originally thought to be an ornate staff for melee combat, an Rare by Eldar standards, let alone the Imperium’s, it is a weapon accidental (and devastating) activation revealed it also fires a of high prestige, even among those that frown upon the use of tightly focused beam of exotic particles with enough power to xenos technology. melt tank hulls and reduce living creatures to ash.

Xenos Force Fields Name Protection Rating Weight Availability Eldar Origin

Shimmershield DH2 EWo pg. 45 30 1kg Near Unique Xenos Armour Name Locations covered AP Max Ag Wt. Availability Basic Armor

Resonance Arc on a target (after reduction for Willpower bonus), the target also When a character using a resonance arc rolls a 9 or 10 for suffers 1d5 Willpower damage. damage, or kills a target, a bolt of electricity arcs from the Xenarch Death-Arc original target to a randomly selected target within 5 metres, When a character wielding a Xenarch death-arc would inflict inflicting an additional automatic hit with the weapon’s profile on multiple hits from a single attack using this weapon, he instead the new target’s Body location. This extra hit can result in further resolves a single hit against the first hit location he struck as additional hits as the arc leaps from target to target. part of the attack. This hit inflicts 1d10+3 additional Energy Ork Equipment damage for each hit he would have inflicted beyond the first. Ork Weapons Melee Weapons Ork weapons in the hand of an ork lose the unreliable quality. Havatian Ringblade A character may use a Havatian ringblade as a melee weapon Ranged Weapons or as a grenade. If used as a grenade, it explodes on impact Burna and is destroyed. The burna has two profiles (one for melee and one for ranged combat), and requires two hands to use in either mode. Its weight includes the backpack fuel tank. Grenades and Missiles Stikkbomb A stikkbomb counts as a truncheon when used in melee combat. If a character fails a Weapon Skill test to use it this way with 3 or more degrees of failure on the test, the stikkbomb immediately detonates. Tau Empire Equipment Ranged Weapons Kroot Rifle The rifle fires bolts of plasma (or in some cases, high-density sniper rounds) over long distances. A Kroot rifle counts as a staff with the Mono weapon upgrade when used in melee combat. Pulse Carbine Each pulse carbine contains an integrated grenade launcher, making it capable of firing photon grenades as well as the standard plasma pulse rounds. Grenades & Missiles Photon Grenade A character within the blast radius of a photon grenade that detonates who lacks eye protection must make a Challenging (+0) Agility test or be blinded for a number of rounds equal to his degrees of failure. Xenos Wargear Artefacts of the Lost Races Name Weight Availability Ranged Weapons Dark Eldar Origin Neural Catalyser Clone Field DH2 EWo pg. 45 0.5kg Near Unique Damage inflicted by a neural catalyser ignores armour, and is reduced by the target’s Willpower bonus instead of its Toughness Eldar Origin bonus. Whenever a hit from a neural catalyser inflicts damage Xenos Drugs Xenos Poisons Name Weight Availability Name Weight Availability Dark Eldar Origin Rites of Sanctity (DH2 EB p. 47) Services When arrayed before the denizens of the Warp, the most crucial Type Examples Availability aspects of any given weapon often fall short. The sharpness of a blade or the explosive force of a grenade means little to Accommodations creatures that defy reality itself. Hab capsule, grox barn, taproom Low Grade Abundant The Ordo Malleus, as well as elements of the Ordo hammock Hereticus and the Adeptus Ministorum, all maintain a number Basic hab room, main cabin Mid Grade Average of rituals that take ordinary weapons and purify them for use quarters, mid-hive hostelry against these unspeakable adversaries Grand hall lodgings, high berth High Grade Rare Sanctification (DH2 EB p. 47) billet, spire suite Sanctification of a weapon involves elaborate liturgies Provisions performed along with the anointing of blessed oils. Stickrats, fungus loaf, void sweat It has an Availability of Very Rare and requires an Low Grade Abundant ale Influence of 40. This service takes at least a day for completion, Vatmeal cakes, grox stew, bowl and grants the weapon the Sanctified quality or removes the Mid Grade Average of recaf Tainted quality from the weapon. Vatmeal cakes, grox stew, bowl Purified Construction (DH2 EB p. 47) High Grade Rare of recaf Purified Construction is similar to Sanctification, but instead the Transportation craftsman completely takes apart the weapon and rebuilds it piece by piece, with complex cleansing rituals along each step Rickshaw, dust sailer, hab Low Grade Abundant conveyer of the process. This has an Availability of Near Unique, requiring an Basic autocarriage, short-range Mid Grade Average Influence of 60 and reducing the character’s Influence by 1d10. cutter, intra-hive tramway This service takes several days or even weeks to complete, Orbital shuttle, dedicated and grants the weapon the Daemonbane quality. High Grade autocarriage with driver, Rare furnished palanquin Jokaero Weapon Modifications DH2 EWo p.

52 Anyone lucky enough to hold the service of a Jokaero Services Weaponsmith has a doorway to many powerful, if random, Some services can, at the GM’s discretion, increase or decrease devices. the group’s Subtlety level. Using a Jokaero Weaponsmith DH2 EWo p. 52 A Jokaero is a Service with an Availability of Extremely Rare and requiring an Influence of 50 or higher. A character can give a weapon to a Jokaero for modification, rolling up to four times on Table 2–7: Jokaero Modifications and applying all the results. The weapon’s owner Travel through the Void can ignore or re-roll results inapplicable to that weapon. Ship Type Availability If one or more results come up as Aesthetic Alteration, Bulk Transport Abundant however, discard the other results and reduce the warband’s Subtlety by 1d5 to represent the unearthly new appearance. Passenger Ship Plentiful Each weapon takes twenty-four hours to modify and Pilgrim Ship Common the results are permanent. The Jokaero, for unknown reasons, System Ship (intra-system only) Average refuse to modify the same weapon twice. Tramp Freighter Average Void Jumper (nearby systems only) Scarce Radical methologies Table 2–10: Radical Tools lists a selection of services that are obtained using a Requisition test, just like other services. Medical Care However, whereas obtaining medical treatment, food, and transportation often occurs “off camera,” the use of these Type Examples Avl Effect services should never be a simple matter of rolling dice. After Underhive all, even making contact with an alien or xenophile is likely to be Poor Average Int 30, Medicae +0 bonecutter a considerable undertaking in itself. Standard Factory medic Scarce Int 40, Medicae +0 As always, the Game Master should modify the Availability of a service to suit the location, the current situation, Trained medicae, Good Rare Int 50, Medicae +10 med servitor and the particular resource called upon. By their very nature, these resources are few and far between, and are likely to simply Excellent Spire medicae Very Rare Int 60, Medicae +20 be unavailable in some locations, or require the characters to Jokaero Modifications Radical Tools d100 Roll Minor Power Type Availability 01–17 Aesthetic Alteration Dark Eldar Raiders Near Unique 18–20 Accurate Eldar Corsairs Extremely Rare 20–22 Balanced Exotek Very Rare 23–25 Compact Pirate Band Scarce 26–28 Custom Grip Xenator Rare 29–31 Deactivated Safety Features Xenoarcanist Very Rare 32–34 Fire Selector Xenologist Very Rare 35–37 Fluid Action Xenos Bounty Hunter Extremely Rare 38–40 Forearm Weapon Mount Xenos Mercenary Extremely Rare 41–43 Silencer

44–46 Melee Attachment might be willing to take from amongst their target, as long as the 47–49 Modified Stock facilitator provides them with useful information or some other 50–52 Mono advantage. Dealing with the Kabals is dangerous, and at the GM’s 53–55 Motion Predictor discretion, if the Requisition test results in 4 or more degrees of 56–58 Pistol Grip failure, the Dark Eldar decide to mark the characters for their 59–61 Proven (3) cruel attentions instead 62–64 Quick Release Eldar Corsairs 65–67 Razor Sharp Although enlisting the Corsairs’ aid can be greatly beneficial, simply making contact with the elusive aliens is a feat in itself, 68–70 Reinforced and negotiating a deal seems to rely as much on an Eldar 71–73 Reliable captain’s mood as the particulars of the task and payment. 74–76 Good Craftsmanship Eldar Corsairs can attack a void-based target, such as a ship 77–79 Storm or space station, whether Imperial or alien. Their advanced technology and millennia of practice ensure high efficacy. 80–82 Suspensors Additionally, the Corsairs could provide transportation 83–85 Targeter through the webway, although only humans who have earned 86–88 Tox Dispenser their grudging respect are welcome aboard Eldar ships 89–91 Twin-Linked Exotek 92–94 Vengeful (9) Exoteks are Askellian hereteks specialising in technology of non-Imperial origins. Although this largely includes xenos 95–97 Vox-Operated technology, it can also include forbidden archaeotech, or 98–100 Best Craftsmanship devices with an unclear origin from the sector’s ancient origins. Characters are likely to seek an exotek out with a specific task in mind, such as identifying the purpose or origin follow a complicated web of contacts before finally achieving of a mysterious technological artefact. their goal. If the Player Character has an appropriate Peer In addition, an exotek can repair a xenos device or talent, its bonus applies to the Requisition test. Conversely, the weapon, or modify it to allow for use by humans, such as by penalty for a relevant Enemy talent applies. adding a physical trigger mechanism where none existed, In addition, the GM should modify the Requisition or adapt it to utilise an Imperial power source or ammunition test based on the difficulty and scope of the task for which the supply. These modifications, especially where ammunition services are desired. Characters can also attempt appropriate is concerned, might have unintended side effects or modify Forbidden Lore (Xenos) tests to determine how to find and the weapon’s attributes (usually for the worse), at the GM’s acquire services, or how best to approach aliens and their discretion. associates, gaining a +10 bonus to the subsequent Requisition test for each degree of success. Pirate Band Pirates and other outlaws and outcasts who treat with aliens can A selection of Xenos Offerings provide a number of services for Acolytes. In addition to their Dark Eldar Raiders skills as raiders and brigands, they might arrange introductions The Kabals can deliver slaves of nearly any species from with xenos allies, broker trade deals or sell goods, or serve as across the galaxy, attack a colony or other vulnerable target, guides through Wilderness Space or even to xenos holdings or instil terror in the warband’s enemies. In exchange, the beyond the sector. depraved aliens expect payment in living souls, which they For each degree of success on the Requisition test, a The Consequences of Radicalism pirate band adds +10 to the character’s next Requisition test to Although alien warriors and weapons can provide great obtain xenos services or equipment. advantages for a warband, there are consequences to Xenator consider—even beyond the moral implications. Few within the Xenators are men and women who deal in alien creatures power structures of the Imperium are tolerant of aliens, and to of all types. These individuals can range from semi-legal treat with aliens or bring them onto Imperial worlds is—with few traders and trainers of wild animals for highborn collectors to exceptions—a most dire violation of Imperial law. loathsome criminals and heretics dealing in outright forbidden Radicalism and Subtlety specimens, smuggling dangerous creatures onto the worlds of A high Subtlety score can help the warband ensure its illicit the Imperium. actions go unnoticed by more traditionally minded Imperial In addition to providing specimens of flora and fauna servants, whether by avoiding notice completely or even from across the Askellon Sector and beyond, xenators can disguising themselves as members of a criminal or heretical serve as guides to death worlds and Wilderness Space. They group. might also provide information about certain xenos and their However, should their Radicalism be discovered, it traits or weakness, although are generally loath to reveal such should greatly reduce the warband’s Subtlety if they do not act secrets. The GM should modify the Requisition test based on quickly to contain the problem. Aliens and their devices are all the rarity and deadliness of the creature sought. but unseen amongst most worlds of the Imperium, and news of Xenoarcanist the presence of either is certain to spread quickly. Xenoarcanists are experts and scholars of xenos lore, learned Openly wielding xenos weapons or fighting alongside in matters that most would shudder to contemplate. alien mercenaries cannot but draw attention to the characters, A xenoarcanist can provide the characters with and warbands that hope to preserve their Subtlety must take information about alien races, both living and dead. The GM measures to conceal such tools and allies. should use the degrees of success on the Requisition test as As with other causes of Subtlety loss, the amount of the a guide to how relevant and extensive the information is. If reduction for Radical actions is a random amount determined necessary, treat the xenoarcanist as having Intelligence 45 and by the GM. three ranks in the relevant Forbidden Lore (Xenos) skill. Xenologist Xenologists are experts in alien biology and related forbidden knowledge, from outlawed gene-sculptors, to blasphemous chirurgeons, to universariat anatomists. Although some operate within authorised parameters, the line between sanctioned study and heresy is razor-thin. A xenologist can provide a number of services, from consultation on matters of alien physiology to chirurgical procedures. Characters might turn to a xenologist to tailor a poison for a particular alien, to develop an antidote for a xenos toxin or inoculation against an alien virus, or to remove a xenos parasite. A xenologist is equivalent to excellent medical care, with the addition of rank 3 in the relevant Forbidden Lore (Xenos) skills, Scholastic Lore (Chymistry), and Trade (Chymist). Xenos Bounty Hunter A xenos bounty hunter could be sent to find a heretic fleeing justice in Wilderness Space, or even a particular alien with whom the warband has crossed paths in the past. To determine whether the bounty hunter achieves its goal, add 1d5 to the degrees of success on the Character’s Requisition test and compare the result to the target’s Influence bonus or the first digit of its Threat Rating, whichever is higher. The GM should modify the difficulty of the Requisition test based on the difficulty of the assignment, and whether the target must be brought back alive. Xenos Mercenary Xenos mercenaries can attack a target or group at the Acolytes’ behest, or fight alongside them. The GM should modify the Requisition test based on the quantity of mercenaries being hired, the nature of the target, and the aliens’ willingness to work for humans. A cloud of smog with a radius of 20 metres surrounds it, which Daemonic Remnants DH2 EB p. 48 increases by 5 metres per day; any living creature within the Objects left in the wake of daemonic incursions often hold a smoke suffers the effects of suffocation after 30 minutes of power more terrible than any blasphemous symbol or alien exposure regardless of sealed armour/ breathing apparatus. artefact. Coveted by only the foolish or the damned, these The cursed bells can alternatively be the source of Warp-spawned relics twist the minds and bodies of any who quavering breaches in reality or even befoul Gellar Fields into look upon them and to use one is to sell one’s very soul to the puddles of tainted energies. It could also attract the attention of Dark Gods. the Daemon who lost it aeons ago, and wishes to reward the Balestone DH2 EB p. 48 unfortunate mortals nearby for finding its prized possession. Many Askellian Daemonologists believe Balestone to be the desiccated remains of banished Daemons. Grey and porous, Hound’s Teeth Gauntlet DH2 EB p. 48 Supposedly ripped from the mouths of slain Flesh Hounds it seems to constantly generate heat but crumbles to ash when during the Seventh Cleansing of Juno, the gauntlet is a touched misshapen collection of huge fangs arranged around a skeletal Containing the Corruption brass glove. The gauntlet acts as a focusing tool that allows the Balestone needs to be stored in stasis to counter its effects, but user to locate and track people through the Warp. the unclean heat the substance emits eventually destroys any container. Containing the Corruption Tied to a number of extremely high profile assassinations Using the Remnant throughout Askellian history, the gauntlet’s reported powers Any ritual to summon Daemons gains a +30 bonus when make it a prime goal for many different organisations. enacted within a circle or symbol of Chaos composed of Balestone. Using the Remnant A character could use the gauntlet to track targets across Coating a weapon with Balestone grants it the almost any distance, or find a path through unknown areas. The Overheats and Tainted weapon qualities, and permanently gauntlet grants a +30 bonus to any Navigate and Psyniscience removes the Sanctified quality, while covering skin with it grants tests, and Survival tests for the Tracking special use. the Daemonic (X) trait for X minutes, where X equals half the Each time the character makes such a test, he gains character’s Willpower bonus. 1d5 Corruption points, plus 1 additional Corruption point per Any character who uses Balestone gains 1d5 degree of success on the test. The GM can have it turn on Corruption points per minute of exposure, and suffers a –20 its wearer should he use it too much, sending packs of Flesh penalty to any resulting Malignancy and Mutation tests. Hounds after him for daring to use their power, or even turning Balestone could also be used for increasing the power inwards to devour his hand whole. of Malefic psychic powers, or to heighten the chances or effects In melee combat, the gauntlet acts as a sword and has of Psychic Phenomena. the Tainted and Unwieldy weapon qualities. Other possibilities Cursed Carillion DH2 EB p. 48 for the gauntlet include it enraging anyone it touches into frenzied Said to appear without warning near towns and cities across attacks, or inflicting bleeding wounds that are impossible to the sector, and always shrouded by clouds of green smog, the staunch. Carillon’s bells ring gently even in utterly still air. Over time, the noise builds to a nauseating barrage capable of sending the Realitus DH2 EB p. 49 The first Daemon Hammer created for the Conclave of Illyricum, sanest man into a pit of despair and madness. No one is sure Realitus saw only one battle before it was lost to the forces of what the Cursed Carillon actually is, other than reports that Chaos. stretch back thousands of years describing it as a series of bells surrounded by rotted parchments. Containing the Corruption Containing the Corruption Changed fundamentally by the Herald’s touch, Realitus is no longer just a weapon but a shifting conduit of Warp energy that The smog that accompanies the Carillon quickly overwhelms acts as a lightning rod for unholy . any who approach, even when they are equipped with sealed armour. Using the Remnant Using the Remnant Characters wielding Realitus could gain the Baneful Presence (X), Daemonic (X), Phase, and Warp Instability traits, where X When the Cursed Carillon appears it could stay for several equals the character’s Willpower bonus. Those who already weeks. It might move by itself to a nearby location, and seems possessed the Daemonic trait would lose the Warp Instability to vanish in a haze of smoke when attacked directly, only to trait (should they have possessed it) as the hammer now appear nearby a few moments later. sustains their physical presence. A character must take a Willpower test at the end of Characters who did not previously possess the every hour of exposure to the Carillon, with a –10 penalty for Daemonic trait gain 1d10 Corruption points for every hour they each day the Carillon has been present, gaining 1 Insanity point wield the hammer; other characters without that trait who come for every degree of failure. within 10m of the hammer must pass a Hard (–20) Willpower Mental disorders gained from the Carillon are always test for each hour they remain within this radius or gain 1d10 Obsession/Compulsion disorders focused around cataloguing Corruption points for each degree of failure. innocuous and unrelated items. Realitus could also grant the Command skill at Rank 4 A tear lasts for 6 minutes, in which time raw unreality and the Halo of Command talent, and in melee combat function pours through the opening, corrupting everything nearby. The as a Nemesis Daemon Hammer with the Tainted quality in GM may also have Daemons (especially those of Slaanesh) place of the Daemonbane quality. emerge as desired, launch Psychic Phenomena out of the tear, The unholy hammer might also draw the attention of or even cause Daemonic Possessions in nearby mortals.. the Blood God, eager for its return to battle, or even be used DH2 EW p. 52 against Khorne’s Daemons as the hammer remembers its first Profane Objects Chaos is as insidious as it is deadly, capable of enthralling even failure and is eager for vengeance. the greatest of minds and the strongest of wills. Many cultists— Spectral Flame DH2 EB p. 49 and also Witch Hunters of the Ordo Hereticus—begin their Sketches depict it as an ornate stand holding a seemingly paths to damnation thanks to a corrupted icon or unholy relic. mundane candle, with an unending, unnatural flame. The fire Animus Skull DH2 EW p. 52 reshapes itself endlessly into daemonic faces, grasping claws, Within the Askellon Sector, though, there are tales of a lost friends, and other terrors beyond imagination. servo-skull that became possessed during a turbulent Warp Containing the Corruption translation, one that now hosts a daemonic entity. The writings of Inquisitor Berenika Turchi document the item’s Questing for the Profane long history and the poor souls that fell under its influence. Her Few realise the faithful servo-skull loating nearby might be this words hinted that the flame almost has a mind of its own, and terrible mechanism. Those seeking it out might capture every promises forbidden knowledge to any who could withstand its device they find, examining each with psychic powers or other gaze. Sadly, the Inquisitor’s writings give no indication of how to eldritch probes, but never entirely certain whether it is truly extinguish the fire, and recount the tales of those who tried and mundane or cleverly hiding its true nature. failed, and the sheer madness they descended into for even looking upon the flames. Using the Object Any servo-skull might actually be the Animus Skull, as it is Using the Remnant possible it can possess other skulls when its current shell is The flame can gift those who look closely into the twisting fires destroyed. with any desired Rank in one chosen Lore skill, up to Rank 4, Its “owner” gains a +30 bonus on Tech-Use tests, after performing a Willpower test with a penalty equal to ten which is added at the GM’s discretion, especially when success times the desired Rank (Rank 3, for example, would inflict a –30 might have terrible or perverse consequences. penalty). This lasts for a number of days equal to the degrees The Animus Skull counts as having a Willpower of 60, of success on the test, but the user also gains 1d5 points of and can be ordered to grant this bonus on command via an Corruption per Rank gained. Opposed Hard (–20) Willpower test. Failing the test results in 1d10 Intelligence damage If the owner fails this test, he gains 1 Corruption point and sufers for each degree of failure. The flame can attract the attention 1 point of Intelligence damage per degree of failure on the test. of Daemons, eager to cavort with the unnatural fire or even The skull delights in other actions that cause death seeking to reclaim it back to the bosom of the Warp. and destruction, such as corrupting other machine spirits to Staring into the flame could also inflict Insanity points its bidding, or abruptly deactivating life-support or engines in on the weak, as their minds collapse from the terrible secrets vehicles. revealed to them. Bones of Cardinal Cassille DH2 EW p. 52 Void Talon DH2 EB p. 49 Many within the Ecclesiarchy fear these are the desecrated Many fear the Void Talon is actually a Daemonette’s severed remains of a holy relic from the shrine world of Ossuar. After claw, held in the material plane by ancient and long-forgotten his death while banishing a foul Daemon in the 36th Millennia, rituals. While too delicate for combat, it is sharp enough to Cardinal Cassille’s crypt became a major pilgrimage destination, rend the veil of reality and open doorways directly into the but his tomb collapsed several centuries ago and was found Immaterium. empty. Containing the Corruption Questing for the Profane There are few relics in the sector that garner as much Inquisitorial The charred bones seem to call to each other, and many have attention as the Void Talon. Even the faintest of rumours is claimed that even the smallest shard pulls softly towards its enough for an Ordo Malleus Inquisitor to abandon decades of fellow remains. Some are so tarnished and bloodstained as to vital research in the hope of finally destroying the detestable be unrecognisable, except to adepts of dark tomes or psychic device. The cults that somehow obtain the talon usually know senses. nothing of the scale of the horror they unleash, and are often the Using the Object first victims to the torrent of terror they unwittingly bring about. Having been used in numerous rituals over many decades, Using the Remnant the once-holy bones are now infused with the blasphemous Anyone might use the Void Talon to tear a literal hole in reality, energies of a thousand thousand cultists. opening up a direct to the Warp. Those brave (or If a bone suitable for combat is used to attack, it foolish) enough to stay near the opening must pass a Hellish counts as a power axe; the user does not need a Weapon (–60) Willpower test every minute or gain 1d10 Insanity and Training talent to wield it without penalty and adds twice his Corruption points for each degree of failure. Corruption bonus to the damage inlicted. The owner gains the Enemy (Adeptus Ministorum) (5) talent, and members of that Each character who witnesses the event gains a organisation (or others at the GM’s discretion) gain the Hatred number of Corruption points equal to his Fate threshold. and Frenzy talents when ighting him. The item seems to bring ill-favour to those following the Smaller bones could also be used to aid in dark rites, Imperial Creed, perhaps depressing the number of Fate points daemonic summonings or bindings, or even act as protection available for those loyal to the Emperor, or twisting Fate point against holy weapons and psychic attacks. usage into results that inlict horrific outcomes. Each translation into the Warp should be a horrific event if the Aquila is aboard, Candles of Ending DH2 EW p. 52 with flickering Gellar fields and cracking hull plates. Most accounts relate that these eight ivory-coloured candles can only be lit after the wicks are dipped in the fresh blood of Chalice of Tears DH2 EW p. 53 the owner. They are never diminished with use, though; no wax This ornate metallic cup is said to be covered with elaborate melts, and wicks remain untouched. The lames on each dance filigree and complex designs of an almost hypnotic nature. as if in harsh winds, but burn so strongly that the air screams Many scholars of the malefic hold that it originally contained the as if in agony. While lit, they are believed to weaken the barriers tears of redeemed heretics, who wept with rediscovered love to the Immaterium and allow Warp energies to drip into real for the Emperor before being properly executed. Now, though, space. more fear the veracity of tales that it is always filled with tears Questing for the Profane that did not come from any human or natural creature at all. Many cults seek the candles for unholy rites, such as binding Spilling the shimmering, pungent liquid within has been linked Daemonhosts or attracting the Pandaemonium, based on the to many accounts of breaches of reality into the Immaterium legendary connections to the Warp the candles are said to and daemonic possessions. grant. Questing for the Profane Using the Object Many heretics are certain the chalice contains unique waters Lighting the candles does not require fresh blood, though the that grant immortality or immediate ascension to blessed user is encouraged to perform similar obscene rites when daemonhood, and have made elaborate rituals in preparation setting each aflame. for its discovery. Other schools believe it has the tears of a A user who does this gains 1d10 Corruption points, banished power of the Warp, and can summon this monster to and an additional 1d10 points if he did not have Corruption prior bound servitude. to the candles’ use. Using the Object When all eight are lit, they grant a +30 bonus to any He who dares to drink from the chalice must spend a Half activities within 9 metres that draw upon the Warp for power, Action to make a Very Hard (–30) Willpower test, followed by a and creatures in that range with the Warp Instability trait lose Challenging (+0) Corruption test. this trait while they remain in the afected area. He removes an amount of damage equal to the sum of The candles can have other efects as well, such as the degrees of success from these tests or can remove 1 point increasing the chances for Psychic Phenomena, causing the of Critical damage, but also gains 1 Corruption point for each results from psychic powers to vary wildly, or even causing point of any type of damage removed. Sanctified items to grow listless and ineffective as the unholy Otherwise, he is overcome by the unnatural liquids light from the candles burns reality itself. and gains 1 Corruption point for each degree of failure summed from the two tests; on three or more degrees of failure, he also Carmine Aquila DH2 EW p. 53 triggers a roll on Table 6–2: Psychic Phenomena and adds ten Stories of this tarnished sigil appearing after Warp translations times the degrees of failure to the result. within vessels across Askellian space, from humble system- In the hands of those without Corruption, the chalice hoppers to mighty battleships, have become common. For it might burn the skin or tempt the pure with visions in the shining to appear within a ship is the foulest of luck, and none survive waters; its waters could also be used as part of daemonic for long afterwards, as the Pandaemonium seeks out its unholy summoning rituals or desecrating a holy shrine. vengeance. Questing for the Profane Eye of Chaos DH2 EW p. 54 Few but the utterly insane would dare seek out this cursed item, This eight-sided arrangement of spiked metal is similar to other meaning countless heretics scour ships whenever travelling for obscene marks of Chaos, but at its centre is a fleshy, closed any sign of the crimson sigil. Most hope it can somehow be eye. With the proper sacrifices and profane rites, the eye opens used as a weapon against the hated Imperium, even if it means (it is claimed) to reveal a tiny spark of the Warp itself. their own deaths. Others, especially within the Ecclesiarchy, Questing for the Profane hope to ind and cleanse it of Warp-taint, or appease whatever Also known as Tzeentch’s Pupil or the Warpsoul, this item is a dark forces empower it and make it once more an icon of the dark legend amongst those who draw upon the Sea of Souls Emperor. for good or ill. Using the Object Using the Object If this cursed item is within 3 metres of an event calling for The correct rituals required to open the eye require a Very Hard Psychic Phenomena, the event instead automatically triggers a (–30) Forbidden Lore (Daemonology) test. For every degree of roll on Table 6–3: Perils of the Warp; whoever is nearest to the success, the user gains 2 Corruption points; for every degree of object counts as the triggering psyker, if needed. failure, he gains 2 Insanity points. Once opened, raw Warp energies rush through the Psykers could perhaps use the stone to gain visions icon and through its wielder for 1d10 rounds; any psychic power from Askellon’s founding, though attempts to comprehend the he manifests during that time counts as being used at twice the titanic struggles of those eras could inlict Insanity points or efective psy rating. worse. A power strengthened this way always generates Hammer of Saint Lucillus DH2 EW p. 54 Psychic Phenomena, with a bonus to the roll equal to twice the Despite no records of a Saint Lucillius in Askellian history, efective psy rating the psyker chose. his hammer appears several times throughout the sector’s Even unopened, the icon is a powerful item, and can records, often in the hands of cult leaders or firebrand military easily sway those who follow the Dark Gods to the side of its commanders. In each instance, reports speak of an incredible user or ignite a cult into violent uprisings. power that has destroyed armies and brought enemy warlords Foundation Stone of House Dane DH2 EW to their knees. Some reports also indicate a wailing noise p. 54 emanating from the hammer, a sound that grew louder with each Some hold it is a huge edifice, others a mere stone fragment, strike and sent adversaries into a frenzy. Others relate accounts but all seek it out and have even built rites around its return. of a barely perceptible halo of energy surrounding the user that They uniformly believe that it can reveal the truth of Askellon’s became brighter as nearby comrades sank to their knees in origins and the terrible betrayals that nearly destroyed the agony. Many have the user falling dead into a desiccated husk emergent sector ten millennia ago. after the battle is won, or collapsing into weeping insanity. Questing for the Profane Questing for the Profane The story of the stone is a lightning rod for rebellious and Khorne cults seem the most interested in the hammer as a potent heretical activity, making its discovery a high priority among weapon, as do other sects eager for its legendary prowess in both the faithful and the faithless. The following represent only combat. The Askellian Ecclesiarchy also seeks it out, as many a fraction of the sects, cults, and recidivist groups seeking out believe it could indeed be a holy relic of a forgotten saint. A the stone. variety of Inquisitors, especially those with Isstvanian leanings, • Danist Scions: A deluded group that truly thinks itself the have their warbands continually searching for the hammer for ancestors of House Dane, this group claims to have found their own inscrutable reasons. the stone on at least four separate occasions. Using the Object • This group claims the Foundation Stone The Shining Way: The Hammer of Saint Lucillius is an exceptionally dangerous belongs to the Emperor, and has attacked even Ecclesiarchy tool that draws strength from nearby allies and fills enemies forces in an attempt to keep supposed locations a secret. with uncontrollable anger. • A number of Inquisitors have joined the The Star of Dane: Any character using the Hammer gains the Frenzy hunt for this Slaanesh cult, which hides its activities under talent and a +5 bonus to Weapon Skill tests for each other the façade of charitable organisations spread across a friendly character within 8 metres, but each of those allies number of agri-worlds. sufers a –5 penalty to Weapon Skill tests. • Believed to be a Nurgle-dedicated The Emergent Hand: The Hammer itself counts as a Best craftsmanship cult, this group operates from the swamps of Orinoca. Its power fist with the Concussive (3) and Tearing qualities. adherents claim that one of the numerous massive lagoons At the end of combat, each other friendly character within 8 was the actual site of House Dane’s palace, and search their metres sufers one level of Fatigue and the user sufers +1d5 depths for its remains. Corruption points for each adversary he killed using the • A more recent Danic cult, whose Sons of Temperance: Hammer. fanatical members believe the Foundation Stone central The Hammer’s corrupting nature might reduce the to a mass ritual of reconciliation with the Imperium. Some Disposition of allies towards its owner, or the user could insist he within the Ordo Hereticus suspect there are links to Khorne must always wield the Hammer in favour of any other weapon, worship in these activities. as it instils him with a sense of invincibility. Using the Object Libris Maleficarum DH2 EW p. 55 Reports of the Foundation Stone vary its size from as large as Most denounced the books as trickery and subterfuge, and a Baneblade to as small as a coin held in a stasis chamber. claimed the work actually concealed daemonic rituals as well Whatever the truth, and assuming the stone even exists, as other forbidden secrets. Fresh versions surface every few Acolytes would most likely use the stone (or false rumours decades to only further stain the soul of Askellon, each one of the stone’s location) as a way of luring heretical cults and more tainted than the last as new authors reine or twist Belenos’ separatist movements out of hiding. original words into even more terrible forms. By the same token, cultists that believe they are either fighting for, or in defence of, the stone gain the Adamantium Questing for the Profane Faith talent and the Hatred talent for anyone—including rival Untold Askellian cults constantly seek a copy of the Libris cultists—attempting to take the stone (or what they think is the Maleficarum; it is likely that many already possess a copy and stone) away from them. are ready to put it to use. Whispers tell that copies exist in circulation between a number of Askellian nobles, and that an original might reside on Juno. Using the Object Questing for the Profane Unlike other Profane Objects, multiple copies of the Libris Some believe the music box to be a form of terror weapon, but Maleficarum exist. Very few retain the original’s text, and most many feel this fails to explain the euphoric and addictive nature exist as copies corrupted by cult leaders. that has made it the target of many Slaanesh cults. Those Reading the Libris requires three ranks in either the seeking it out often search for news of unusual illness outbreaks, Forbidden Lore (Daemonology) or Forbidden Lore (The Warp) or habs—or even hives—going silent as their populations fall to skill. the irresistible melodies. Some fear that if it were allowed to Acolytes can use the Libris Maleficarum when play long enough, it could enrapture an entire planet. investigating various aspects of Chaos, represented by further Using the Object bonuses to later Forbidden Lore tests, or tests to resist the As long as the user keeps playing the music box, everyone inluence of the daemonic or the profane (the GM has the final except the operator cannot leave the area or even turn away say on the exact nature of the bonuses). from the box’s user without first passing an Arduous (–40) A character gains 1d5 Corruption points for each hour Willpower test. spent studying the horrid books. Additionally, those that fail the test suffer an Addiction The GM can use the Craftsmanship ratings to to the music box, where the afflicted character gains 1d5 represent diferent versions of the Libris Maleficarum: Insanity points each day he goes without hearing the music. • Poor: The books are scarcely legible scrawls, written by GMs might want to inflict further Insanity depending someone with no real understanding of the original text. on the size of the enraptured crowds, or even have a user gain The Acolytes never gain Corruption points for reading these Corruption points as each note takes something away from his books; researching them should take at least twice as long soul. and offer very limited benefits. DH2 EW p. 56 • Common: This specimen is a typical modern example of Vocram’s Effigies The first records of the master sculptor Vocram appear only a the Libris Maleficarum and likely a copy of a copy, with a few decades after the Askellian Wars of Compliance. It is said number of annotations and additions made by this version’s he created busts of Juno’s six most powerful leaders, gifting twisted author. the perfect works of hand-quarried Desoleum quartz to each • Good: This is one of the scant few copies that retain most personage in a grand ceremony. Despite the artificer’s renown, of Inquisitor Belenos’ original text. Acolytes need only which spread to other sectors as he departed to travel the Linguistics (High Gothic) in order to study this set of books. nascent Imperium, all the busts were soon quietly hidden away • Best: This version of the Libris Maleficarum clearly bears the from public viewing after their presentation. marks of the daemonic. The leathery covers are patchworks After each noble’s death, as the legend goes, others of human and inhuman skin, and the rusty text is jagged and discovered that the effigies held more than suspected. Many uncomfortable to view. Simply being near it sends strange expected to see the busts displayed at the nobles’ grand whispers into the Acolytes’ heads, and they see shapes in funerals, but the now-masterless servants refused to go near their peripheral vision that vanish when looked at directly. An the items. Some claimed they could hear their former masters Acolyte also gains 1 Insanity point for each Corruption point screaming whenever they approached, and another asserted he gains as a result of reading this version of the foul text. that simply looking at the sculpture caused her to see visions of Madani’s Music box DH2 EW p. 56 endless flames before she blacked out. This apocryphal item originates, according to most legends, Some believe that Vocram created the busts to expose from the private workshops of amateur metalsmith Baron dark secrets, whereas others claim the busts are capable of Michellius Madani of Vouxis Prime. Roughly the size of a fat corrupting even the most pious with nothing more than a dataslate, its baroque exterior hides an impossible number of glance. Some Inquisitors posit that the busts themselves hold gears and levers that whirr frantically when the brass crank is no real power, but that it was some sorcerous enchantment on operated. Tales claim that it only plays a single piece of music— Vocram’s chisel that imbued each with a darker purpose. “Nuella’s Lament to the Fallen of Juno”—although no records Questing for the Profane remain of who Nuella was, or who the “Fallen of Juno” were. Many within Askellon see the six Effigies as some form of The sad tales relate that those hearing the song prize, and over the centuries several unscrupulous nobles have were enraptured, ignoring everything else and swaying oddly attempted to gather all six in a kind of macabre collection. Even to the ringing tune. Some scholars believe reports of mass those who understand the danger seek the busts, as each disturbances linked to the item; these describe a cacophony holds an unexplainable allure. of discordant noise emerging from a main harmony that grows louder to eventually drown out the original tune. Using the Object When the tune ceased, listeners fell to the ground as A character who owns one of the Effigies may use it to cleanse their skin erupted with lesions and unusual scars. Driven mad the taint from his soul, but at the price of his sanity. After staring without it, these wretched suferers would thrash uncontrollably, with total concentration at the disturbing marble for at least an pleading to hear the music once again. hour, he can remove any number of Corruption points. For each point removed, however, he suffers the same amount of Willpower damage, and gains twice that number of Insanity points. After each use he must roll on Table 8–15: Malignancies; should he gain a Malignancy he already possesses, he then gains an additional 1d10 Insanity points items was used, every other crystal broadcast its location as a instead. small burst of indecipherable static. The GM can also impose an Addiction to the statue; Hunting for the Relic its ownership could become a source of jealous friction within Faceless Traders place a high value on the crystals, as their the warband, or it could inflict horriic facial deformities if used to actions are far easier without the need for astropathic choirs. remove too much Corruption. Using the Relic Xenos Relics DH2 EWo p. 58 Using one of Alreen’s Diamonds is no more complicated than Occasionally a naïve explorer or fortune seeker might come using a vox-caster and a message sent from one crystal to across something equal parts wondrous and terrible, an object another arrives almost instantly, regardless of distance. that might enthral the masses, or sentence entire planets to The difficulty lies in the fact that every other crystal their doom. acts as a receiver, so anyone who has his own can listen to any message sent through the network. The Æther Cube DH2 EWo p. 58 Ultimately, a single stone is not much of a threat, but Described as roughly the size of a man’s head, the cube the potential doom the crystals represent for the entire sector is apparently expands outwards to form a sort of scaffold large what makes them so dangerous, and why any warband would enough for someone to enter. Said to suspend its user within want to locate and isolate as many as possible. a field of glowing energy, reports state that the cube creates Alternatively, characters might wish to gather crystals an artificial reality within the user’s mind. It is seemingly benign specifically to learn of the unknowable alien horrors that exist but some texts indicate that former users lay trapped within this outside of Askellon, and GMs might want to play up these risks dreamlike world, and that, without warning, the cube itself has and the dangers that might result from using one. closed with people still inside. Hunting for the Relic Cranial Leeches DH2 EWo p. 59 Numerous groups seek out the Ætheric Cube, for a variety These alien grub-like creatures have been linked to many of reasons. Many nobles yearn for the device because of its mysterious deaths and heretical actions across the sector, reported ability to create a perfect fantasy world, but just as when individuals have acted against all previous accord or many seek the cube in the hope of finding others thought lost rationality. Legends have that once a leech implants itself within the device. inside cranial tissue, either slowly insinuating itself under skin or forcibly burrowing though eyes or other soft entry points, its Using the Relic host falls under alien domination or is easily manipulated by any Activating the Ætheric Cube transforms the device into a larger around him. empty scaffold with open sides roughly three metres tall and wide. Stepping inside activates the device, instantly suspending Hunting for the Relic the user a few feet off the ground in a golden energy field. Some accounts have the leeches originating along Thule’s The cube creates whatever soothing reality the user desires, trailing edges, from one of the many worlds still unexplored in and an Acolyte can use this to both remove Fatigue and heal Wilderness Space there. Many believe that they are grown in from injury. Each hour of use counts as 24 hours of complete vats and sold through the Faceless Trade. rest. Using the Relic When the character attempts to leave the illusory field A leech can be applied to a character’s skin, and requires he must make a Willpower test, with a –10 penalty for each roughly 5 minutes to agonisingly make its way into a brain and hour he spent inside (–10 for 1 hour, –20 for 2 hours, etc.). If the spread its tendrils across neural tissue. The host becomes character fails, he gains 1d5 Insanity Points for every degree of highly suggestible, and carries out any instructions without failure. If he fails by 4 or more degrees of failure, the Ætheric hesitation unless he makes a Hellish (–60) Willpower test. He Cube collapses with him still inside. might also begin acting oddly at the GM’s discretion, performing Someone else can attempt to reactivate the cube actions that could represent the orders of his alien masters. in the hopes of finding the lost character, but must make a Removing an implanted leech (without damaging the Willpower test in the same way to escape once he finds his host) requires 6 degrees of success on an Extended Very Hard comrade. The GM could also use the device as part of an (–30) Medicae test. For every degree of failure, however, the Acolyte’s interrogation, or to allow characters to rapidly study leech causes 1d10 Impact damage on its host’s head location, some esoteric subject matter without disturbance. which cannot be reduced for any reason. If there is no concern for the host’s wellbeing, a leech Alreen’s Diamonds DH2 EWo p. 58 can be forcibly removed with no test required. Removed leeches One name scrubbed from history is that of General die within seconds, no matter the means used, and cannot be Alreen, who led a coalition of worlds with unsurpassed used again. adeptness, though if these forces were fighting for or against the nascent Imperium is still debated. After Alreen’s defeat, the Farnov’s Doorway DH2 EWo p. 59 burgeoning Cult of the Machine in Askellon discovered that Ordo Xenos Inquisitor Deynisia Farnov claimed to have located her forces coordinated their attacks across the vastness of a stable doorway out of the Askellon Sector, free from the space through the use of crystalline xenos devices that allowed machinations of the Pandaemonium. instantaneous communication to every other crystal. Testing also found that each time one of these small, roughly spherical Hunting for the Relic Once active, the user gains both the Telepathic Link Many readily dismiss Farnov’s findings and the madness she left and Terrify powers from the Telepathy discipline at an effective behind, but several outspoken Inquisitors believe that not only psy rating of 4, but the powers can only be used on the other is Farnov’s Doorway real, but that it also relates to several other person connected to the helm. mysterious artefacts known throughout the sector. Acolytes Unfettered access to another being’s mind is unusual in service to these Inquisitors have sought out locations with for even true psykers, and thus the user gains 1 Insanity point reports of the desiccated remains of aliens, especially Eldar for every degree of success or failure on any Focus Power test corpses, for fear that whoever holds the doorway might be made whilst using the helm. using the bodies to power the device. Use of the helm cannot trigger Psychic Phenomena or Using the Relic other Warp-based perils. The doorway appears to operate in the same manner as an The Remains of Narwil V DH2 EWo p. 60 Eldar webway portal, but uses living psykers as its power Core Theta’s oldest records speak of a small Explorator fleet source. that set off in the aftermath of the Horus Heresy in an attempt Acolytes with the Forbidden Lore (Psykers) can to gather technology lost during the war. Little remains of what perform a Very Hard (–30) Tech-Use test to implant a psyker it found, but there was mention of a massive alien crypt floating into the device via the various glowing cables it contains; the with the crumbling debris that was once Narwil V. Inside the psyker immediately suffers 1d5 Energy to the head location, edifice, there were twelve oddly-shaped repositories, but no ignoring armour and Toughness bonus, for each degree of sign of whatever had resided in them. failure on the test. Hunting for the Relic Once connected, a Hellish (–60) Tech-Use test is The Tech-Priests of Core-Theta have the largest stake in needed to open the doorway, with a +10 bonus for every psyker finding the items, and investigate any instance of sudden connected after the first. It remains open for 10 seconds for population decrease, or where moons or even planets have every level of combined psy rating the connected psykers been discovered reduced to orbiting rock. possess. Any psykers removed during the doorway’s operation Using the Relic suffer 2d10 Energy damage, which cannot be reduced for any The only clue to the function of these items seems to be the reason, and the device immediately shuts down. Once the remains of the planet around which the stone crypt was located doorway shuts down, all remaining connected psykers also floating amidst the other rocky debris. Based on the complex, suffer 2d10 Energy damage to the head location, ignoring angular cases in the crypt, many theorise all twelve had been armour and Toughness bonus. assembled together to form one singular, destructive device. Stepping through the doorway sends the Acolyte to Others contend the items summoned terrors from another doorway of similar design on a completely different the Immaterium or other dimensions, forces that may have planet, perhaps in a different sector, so players must be devoured the users. It is possible, though, that it could be some certain about stepping into the unknown. While the doorway form of stasis beam or teleportation device, one the natives of is open, travel is possible in both directions. The GM may use that world used to escape their fate. the doorway to bring in adversaries, especially alien ones, or Attempts to closely study and measure the form of a instead feature the doorway as something the Acolytes must Remain could lead to gaining Insanity points due to its unnatural fight to keep closed. shape, especially when a character attempts to activate it. GMs The Helm of Zachariah DH2 EWo p. 60 can have a Remain take on the effects of a weapon, cause A rare Inquisitor who made no secret of his affiliations or his Psychic Phenomena, or even create Warp breaches to release power, Jedrek Zachariah was notorious for his interrogation daemonic entities. methods. One of the Askellon Sector’s most successful Multiple Remains should increase these effects, or Inquisitors, Zachariah exposed hundreds of xenophilic cults in even cause new ones as the items meld together into shapes his time, and personally put over a thousand Faceless Traders that seem to branch into more dimensions than normal reality to the sword. Word spread that Zachariah used some form of can withstand. sorcery to extract information from captives, and some reported The Wounded Staff DH2 EWo p. 61 that the Inquisitor employed an arcane device of alien origin—a The Wounded Staff holds a reputation among many Askellian type of helm that linked him to a prisoner, and gave him full Inquisitors as a catalyst for conflict. A witch weapon of Eldar access to his mind. design, legends dating back many millennia relate that the staff Hunting for the Relic contains the collected souls of an entire craftworld lost during Various criminal organisations across the sector also seek the the Fall. device, and elements of the Faceless Trade offer a high price Hunting for the Relic for any information that might lead to the helm’s origins or the Such a concentrated source of psychic energy presents a threat hope that similar devices might exist. to any human population, and many Askellian Inquisitors of the Using the Relic Ordo Xenos fear the capabilities of the Wounded Staff. For The Helm of Zachariah is a heavy and uncomfortable helmet not them, this is not just for its potential as a weapon, but also for designed for human physiology, and features a series of twisted how the souls contained within the alien device might attempt threads that extend out from the helmet to the interrogation to whisper and enthral citizens of the Imperium. subject. Using the Relic the stone to research alien languages that might aid in other Although it mimics the form of more typical Eldar witch investigations, but the text on the obelisk shifts without warning, weaponry, the Wounded Staff is extremely dangerous to even making any tests to read the text Hard (–20). approach, let alone use. When the stone disappears, it sends a shockwave out The first time a character moves within 5 metres of the 1d10 metres. Anyone within the radius must pass an Ordinary staff, he must pass a Hard (–20) Willpower test or gain 1d10 (+0) Agility test or vanish with only their clothing and gear left Insanity points; for a psyker, this test is Arduous (–40) instead. behind. Where they reappear, if at all, is up to the Game Master. If a psyker causes any Psychic Phenomena within 20 metres of the Wounded Staff, he automatically received the Perils of the Warp result, and rolls twice on Table 6–3: Perils of the Warp, applying both results. It can be used as a force staff, but while wielding it, the user gains the Enemy (Eldar) (4) talent. Eldar characters fighting him gain a +20 Weapon Skill bonus when fighting that character as well. The staff could also be part of a scheme to trap Eldar raiders, or as a bargaining tool to ensure their cooperation in joint efforts.

The Zehnn Obelisk DH2 EWo p. 61 A stone block nearly six metres tall, the Zehnn Obelisk first appeared in an ancillary narthex within the Basilica of Valerius Risen on Juno. Materialising out of nowhere, many weeks elapsed before the basilica’s head scholar, Deacon Yennif Zehnn, learned of the stone’s presence, by which time a crowd several thousand strong was spilling out into the streets. Over the following weeks, Deacon Zehnn and his team took copious notes of the wondrous item. They described in great detail the stone’s glossy translucent texture, its inner light that glowed brighter the closer someone approached, and the etchings across its entire surface that included multiple alien languages and even some older Askellian dialects. Most disconcerting to them, though, was the way the stone hovered nearly a metre off the ground, held in place by four heavy chains that tugged at its bulk whenever it rose too quickly. Their study abruptly ended one day, four weeks after the obelisk’s appearance. It suddenly vanished, unleashing a wave of energy that appeared to annihilate everyone nearby and leaving only equipment and clothing behind. Hunting for the Relic Zehnn’s notes give a good account of the stone’s appearance, but reveal nothing of its purpose. Additionally, the way the stone vanishes and reappears at random across Askellon, combined with the length of time it takes to move from one part of the sector to another, makes tracking it down next to impossible. The Ordo Xenos seeks the obelisk both because of the potential danger it represents and because of the multiple alien texts carved into its surface. This last aspect is the most troubling, as Zehnn’s original notes talk of how the text changed every few days, and never repeated itself in either content nor language. Using the Relic The Zehnn Obelisk has no known function. Those that have encountered it mostly used it as a source of information on alien texts, but even several large-scale attempts to work out what all the text means has yielded few significant results. An Acolyte with the Linguistics (Xenos Markings), Scholastic Lore (Cryptology), Scholastic Lore (Numerology), Trade (Cryptographer), or Trade (Linguist) skills can use Daemon Weapons (DH2 EB p. 50) Preparation A Daemon weapon is an instrument of warfare with a Daemon Before one can set about creating a Daemon weapon, he of the Warp bound within. The creature within rages against its must acquire two things: the knowledge of how to do so, and confinement, even as its unholy essence suffuses the weapon, a suitable weapon. The rites of daemonic summoning and granting it powers and abilities far beyond any mundane binding can be found in certain tomes of forbidden lore, learned armament. from a master daemonologist, or even bartered for as part of a Dark Pact, all of which might inflict Corruption points. Wielding Daemon Weapons It is less difficult to coax a Daemon into an appropriate Daemon weapons display an endless variety of forms, based vessel. There are two primary categories of weapon suited for both on the method of their construction and the nature of the the creation of a Daemon weapon: those wrought specifically entity within. However, all share certain aspects in common. for that purpose, and those with a legacy of slaughter. A weapon Daemon weapons are highly dangerous, much more so than of Poor craftsmanship, or one that is damaged, can never be an ordinary weapon of their type, and unnaturally durable. forged into a Daemon weapon. • Lethality: Daemon weapons with the Primitive quality Wrought for Purpose lose it, and all add the bound entity’s Willpower bonus to By engraving a weapon with profane sigils, crafting it with their damage and penetration values. In addition, due to a form pleasing to the Daemon, or even inlaying it with a their blasphemous nature, weapons that originally had Daemon’s True Name, an artificer can create a weapon well- the Sanctified quality lose it permanently when turned suited to housing a Daemon, perhaps even a specific Warp into Daemon weapons. Damage from Daemon weapons entity. This process follows the crafting rules. Crafting such a negates the benefit of the Daemonic trait. Finally, any weapon is a tremendous undertaking, and should require many ranged Daemon weapons lose their original clip and reload days of work. In addition, crafting such a unique item imposes a values—the Daemon within produces the ammunition, and difficulty of Very Hard (–30) to crafting skill tests. consequently the weapon need never be reloaded, although As most Daemon weapons are original designs based it also cannot use any other type of ammunition. on simple weapons, Trade (Armourer) is the most appropriate • Regardless of their appearance and Uncanny Resilience: crafting skill. However, for more advanced weapons based on apparent construction, Daemon weapons are extraordinarily existing patterns, the GM might instead require the Tech-Use difficult to damage. They count as innately having 20 Armour skill to be used. points, and are not destroyed if used to Parry or are Parried Before crafting the weapon, the character must first by weapons with Power Fields or similar effects. If a Daemon make a Difficult (–10) Forbidden Lore (Daemonology) test. weapon is somehow destroyed, though, roll immediately on Some conditions, such as using instructional tomes of forbidden Table 6–3: Perils of the Warp. On any result that indicates a lore or having daemonic tutelage, modify this test, and at the daemonic manifestation, it is the Daemon within the weapon GM’s discretion a different Acolyte may make this test than the that is released, at which point it attempts to slaughter every one actually crafting the item. For each degree of success on living creature it can find—starting with the weapon’s bearer. the Forbidden Lore (Daemonology) test, crafting skill tests to • In order to wield a Daemon weapon, the The Beast Within: create the weapon receive a +5 bonus, while each degree of user must first succeed in a Difficult (–10) Daemonic Mastery failure imposes a –5 penalty. test. The Daemon suffers a penalty to this Opposed test equal Legacy of Slaughter to –5 x the Binding Strength, determined when the weapon Each time a weapon takes a life, it leaves a psychic imprint, was created. Success cows the weapon into obedience. forging an emotional link that resonates with the Warp. For this After this point, should the wielder’s concentration slip— reason, weapons with a history of death and destruction are should he be Stunned or forced Unconscious, or should his Willpower fall below that of the bound Daemon—then the entity again attempts to assert control, forcing another Daemon Mastery test. Forging Ritual Modifiers If, at any point, the wielder fails a Daemonic Mastery test, the Daemon takes control of the wielder. Once the Daemon Ritual Circumstance Modifier enslaves him, he is under its control until the weapon is removed Weapon has never taken a life -30 from his grasp. At the GM’s discretion, the controlled wielder The weapon’s creation or history reflects the -20 may attempt a further Daemonic Mastery test when conditions nature of a god opposed to the Daemon change. If the character does break free of the Daemon’s Weapon is of Common craftsmanship -10 control, he gains 1d5 Corruption points. Weapon is Best craftsmanship +10 Creating a Daemon Weapon Weapon is a Low-Tech melee weapon +10 The act of creating a Daemon weapon is gruelling and dangerous, requiring forbidden knowledge that can damn even Legacy of Slaughter: Killed 1,000 or more +10 the purest of souls. Each stage in the process has its own perils, Legacy of Slaughter: Killed 10,000 or more +20 but those who successfully forge a Daemon weapon possess a Weapon is wrought for purpose +20 uniquely deadly implement, one which can prove a great boon Legacy of Slaughter: Killed 100,000 or more +30 to the work of a Character who dares to wield it. The Daemon’s True Name is known +30 naturally more amenable to Daemons. A weapon must have a The following illustrate just some of the possibilities, truly notorious past, though, to be enticing to a creature of the and GMs are encouraged to assign different weapon qualities Warp. It is unlikely that even a seasoned Character has such or create their own unique abilities. a weapon, and finding such a weapon may well require many If desired, the weapon can also take on a personality months or years of searching. based on its host Daemon. Table 2–13: Daemon Personalities Once a candidate is in hand, a character must perform can be used to generate these, or the GM can create new ones a Very Hard (–30) Psyniscience test to confirm the presence to better match the specific type of Daemon involved. or absence of a suitable emotional charge. With 2 degrees of success on the test, he learns the strength of the emotional charge (approximately how many the weapon has slain) and with 3 or more degrees of success, learns whether the weapon resonates with a particular Chaos God or Daemon. Summoning Before the Daemon can be bound within the weapon, it must be summoned. It is important to determine the type of Daemon summoned, as the Daemon’s Willpower affects the abilities of the Daemon weapon. The specific ritual determines the type of Daemon, or specific Daemon summoned. Binding Having successfully summoned the Daemon, the character must now ritually bind it within the weapon. This requires not only forbidden knowledge of the necessary rites and actions, but a contest of wills against the Daemon. To imprison the summoned Daemon within the weapon, the summoner must succeed at a Daemonic Mastery test. The difficulty of this test is Hellish (–60), modified according to Table 2–7: Forging Ritual Modifiers. As with all Daemonic Mastery tests, this is an opposed Willpower test against the Daemon. If the Daemon knows it has been summoned to be bound within a weapon, it receives a +20 bonus to its Willpower test. The summoner’s degrees of success on the Daemonic Mastery test determines the maximum Binding Strength of the Daemon weapon. The summoner can choose to create a less strongly bound weapon if he desires, trading safety and control for greater power. Determine Abilities Once bound into the weapon, the Daemon is trapped, unable to free itself and forced to serve whoever wields and can master it. The weapon gains the abilities described under Wielding Daemon Personalities Daemon Weapons, and a number of Daemon Weapon 1d5 Attributes equal to the Daemon’s Willpower bonus minus the Attribute weapon’s Binding Strength, to a minimum of one. Roll All Daemon weapons may have attributes from General Attributes Table 2–8: General Attributes but only Daemons aligned to a Vulgar: Whenever the warband’s Subtlety would 1 particular Chaos God can roll on the god-specific tables. For decrease, it decreases by an additional 1d5. each attribute, the GM may either select which of the two tables Jealous: After the user performs an attack using to roll on, or determine one randomly. A Daemon weapon can another weapon, the Daemon weapon loses all of its 2 have attributes from both tables. The GM should also apply daemonic attributes and acts as a regular version of a powerful Subtlety modifier for warbands carrying Daemon that weapon until the end of the encounter. weapons; note that even if these weapons are well hidden, Prideful: This Daemon weapon cannot be used to 3 psykers might still detect their unholy presence. Parry attacks. Vindictive: Whenever the user fails an attack roll Daemon Weapon Attributes (DH2 EB p. 52) using this weapon, it bites him and he suffers 1 point of 4 Daemon weapons might display an almost limitless variety of Rending damage that ignores Toughness bonus and different powers and attributes, which the beast within grants armour. grudgingly to the wielder, or generates as a simple side-effect Overbearing: Whenever the user would gain 1 or more 5 of its potent presence. Insanity points, he gains that amount plus 1 instead. Daemon Weapon Attributes 1d5 Attribute Roll General Attributes 1 Voidchill: Each time the weapon inflicts a hit, the target suffers 1d10 Toughness damage. 2 Howling: While the weapon is drawn, the wielder gains the Fear (1) trait, or increases his existing Fear trait by 1. 3 Wounding: The weapon gains the Crippling (X) quality, where X equals the bound Daemon’s Willpower bonus. 4 Vicious: The weapon gains the Tearing quality. If it already possesses this quality, it instead gains the Razor Sharp quality. 5 Accursed: The weapon’s damage is increased by an additional 1d10, and it gains the Felling (4) quality. Khorne Attributes Bloodlust: Upon drawing the weapon, the user must make a Challenging (+0) Willpower test or become Frenzied, per the Frenzy 1 talent, as a Free Action. 2 Thirsting: Each time the weapon inflicts a hit, the target gains 1 level of Fatigue. 3 Null: Any psychic power targeting the wielder suffers a –20 penalty to the Focus Power test. 4 Fury: The weapon grants a +10 bonus to all attack tests its user makes with it. Skulltaker: When making a Called Shot action against the target’s head, the wielder can do so as a Half Action with a difficulty of 5 Challenging (+0). The weapon also counts as having the Vengeful (8) quality when used for the Called Shot action. Tzeentch Attributes Illusory: The weapon appears to be a normal weapon of its type unless the observer passes a Hard (–20) Awareness test. The 1 weapon imposes a –10 penalty on all Evasion tests to avoid its attacks. Mind Eater: Each time this weapon inflicts a hit, instead of dealing damage as normal, the target suffers Intelligence damage and 2 Perception damage equal to half of the weapon’s damage value (rounded up). Spellbound: The weapon confers upon the wielder a single psychic power, chosen when the weapon is created, that is 3 manifested using the characteristics of the Daemon. The Focus Power test requires the normal action for that power, and suffers a –10 penalty for every 100xp the power costs after the first. 4 Warp Flame: The weapon gains the Flame and Warp Weapon qualities. Sorcerous Force: The weapon gains the Force quality, which the wielder always activates using the Daemon’s Willpower and psy 5 rating (instead of his own). Nurgle Attributes Bile-Quenched: A creature wounded by this Daemon weapon loses a Half Action in its next turn. This does not affect creatures 1 with the From Beyond, Daemonic, or Machine traits. 2 Enfeebling: Each time the weapon inflicts a hit that causes damage, the target suffers 1d10 Strength damage. Plague Carrier: Each time this weapon inflicts a hit, it infects its target for the next 7 rounds. At the beginning of each of his turns, an infected target must make a Challenging (+0) Toughness test or suffer 2d10 Impact damage (ignoring armour and Toughness 3 bonus). Any living creature that an infected target touches also becomes infected for 7 rounds (and suffers the effects listed above as well). The bearer of the weapon is immune to this infection. Stream of Corruption: The weapon can be used make a ranged attack as a Basic weapon with a range of 30m, dealing 2d10 4 plus the Daemon’s Willpower bonus in Impact damage, with the Felling (2), Corrosive, Spray, and Toxic (3) qualities. Pestilent Stench: While the weapon is drawn, all creatures within the Daemon’s Willpower bonus in metres, except for the wielder 5 and those devoted to Nurgle, suffer a –10 penalty on Weapon Skill, Ballistic Skill, Agility, Intelligence, and Perception tests. Slaanesh Attributes 1 Envenomed: The weapon gains the Toxic (X) quality, where X equals half of the Daemon’s Willpower bonus. Lashing: A melee weapon with this attribute gains the Flexible quality and the weapon’s Range becomes a number of metres 2 equal to the Daemon’s Willpower bonus. A ranged weapon instead gains the Snare (X) quality, where X equals half the Daemon’s Willpower bonus. Swiftness: When drawn, the weapon grants the wielder the Unnatural Agility (X) trait, where X equals half of the Daemon’s 3 Willpower bonus (rounded up). Soporific Musk: All creatures except the wielder within the Daemon’s Willpower bonus in metres suffer a –20 penalty on 4 Perception and Agility tests. Entrancing Aura: A melee weapon with this attribute allows the wielder to use the Feint action as a Free Action once during each 5 of his turns. A ranged weapon with this attribute instead imposes a –10 penalty to Dodge tests that targets of attacks using it make. reality, possessing the flesh of a sacrificial victim, or bursting Daemonic Summoning (DH2 EB p. 59) forth from the body of one of the ritual participants. Several Malefic Daemonology psychic powers affect the Any character who participates in (or even witnesses) summoning of Daemons. This almost always requires a a dark ritual should gain Corruption points. ritual, which benefits from the use of certain psychic powers. The summoner is not required to be a psyker, but sorcerers Daemonic Mastery Test are undoubtedly best suited to summoning and controlling Once the Daemon appears, the summoner must succeed Daemons. in a Daemonic Mastery test in order to control it. Otherwise, The forms summoning rituals take are innumerable, the Daemon is free to act as it wills, which most likely means as Daemonologists and Warp dabblers have dredged ever attacking the summoner. more insane rites from the depths of the Warp down through A Daemonic Mastery test is an opposed Willpower test the millennia. The two things they all have in common are against the Daemon. The base difficulty for this test is Very Hard their indelible stain on the soul of the summoner and no small (–30), as Daemons are loath to serve mortals. If the summoner amount of danger, for summoning a Daemon and controlling it is a servant of the Daemon’s patron Chaos God, he receives are two distinct matters. a +10 bonus to the test. If the character knows the Daemon’s Learning the Ritual True Name, he receives a +30 bonus to the test. The GM may allow additional bonuses based on All rituals are unique, although many share certain qualities or the circumstances of the ritual, as described above (and the bear similar aspects. Before a character can attempt to summon Daemon’s Baneful Presence trait). If the summoner wins the a Daemon, he must learn a ritual or develop one through original Opposed test, the Daemon is bound to serve him for one hour research. There are numerous ways a character might obtain per degree of success. knowledge of a daemonic ritual, such as consulting malefic At the end of this time, the summoner can attempt tomes, learning under an accomplished practitioner of the dark another Daemonic Mastery test to extend his control. If at any arts, or striking a bargain with a Daemon. Regardless, learning time the Daemon is ordered to act against its nature, a further a ritual should be a major event in a campaign, one involving a Daemonic Mastery test is necessary, with a –30 penalty. great deal of roleplaying and challenge. A ritual exists to summon either a specific Daemon, in the case of Daemon Princes, Heralds, and other powerful Daemons, or a certain type of Daemon, in the case of Lesser Daemons. For each type of Daemon a diabolist wishes to summon, he must learn another ritual, or modify an existing ritual based on his own knowledge and experimentation. In either case, the process should involve roleplaying and at least one Forbidden Lore (Daemonology) test. Performing the Ritual The details of a summoning ritual vary greatly, and might include tortuous incantations, hallucinogenic drugs, human sacrifice, bloodletting, orgiastic celebration, dark artefacts, and more. The specifics of the ritual are left to the GM and player to determine, but should almost always require some material component, such as blood, a living sacrifice, ash, candles, or a profane relic. Acquiring the necessary items for a ritual might pose a challenge in itself, or might be resolved with a Requisition test. Conducting the ritual requires a Hellish (–60) Forbidden Lore (Daemonology) test. In addition to the use of psychic powers, this test might be modified based on the quality of the material components, the number of assistants or cultists helping the summoner, the time spent preparing a ritual circle, the power of the Daemon, or any number of other factors. If the summoner knows the True Name of the Daemon, he gains a +30 bonus to the test. The ritual should take at least an hour, and as long as several days, depending on the nature and power of the Daemon and the origin of the ritual. The GM should modify the time spent based on the summoner’s degrees of success on the test. Should the summoner succeed on the Forbidden Lore (Daemonology) test at the culmination of the ritual, he summons the intended Daemon. Depending on the ritual, this might take the form of the Daemon stepping through a rift in The Daemonoly Disciplines (DH2 EB p. Exorcism Value: 200 xp 54) Prerequisite: Willpower 40 Daemonology is divided into two opposed disciplines, Sanctic Action: Full Action and Malefic. The use of Malefic Daemonology is the gravest Focus Power: Difficult (–10) Opposed Willpower tes heresy to the Adeptus Astra Telepathica, the Imperium at large, Range: 5 metres × psy rating and all but the most desperate and anti-Puritan of Inquisitors. Sustained: Half Action Subtype: Attack, Concentration To Invite Corruption Effect: The psyker selects a single target character with the Practicing Malefic Daemonology and invoking the Daemonic trait, which opposes the power with a Willpower daemonic leaves an indelible stain on a psyker. test. If the psyker wins the opposed test, the character suffers Each time a psyker successfully manifests Willpower damage equal to the user’s psy rating for each a power from the Malefic Daemonology discipline, he degree of success on the psyker’s test. gains Corruption points equal to the psy rating used to Hammerhand manifest the power. This is gained after the power’s Value: 300 xp effects are resolved. Prerequisite: Psy rating 3 Action: Half Action Focus Power: Difficult (–10) Willpower test Sanctic Daemonology (DH2 EB p. 54) Range: 5 metres × psy rating The practice of Sanctic Daemonology is amongst the most Sustained: Free Action difficult arts a psyker can study, and amongst the most potent. Subtype: Concentration Many who have attempted to master the discipline have lost Effect: The psyker selects a number of allies within range their sanity or succumbed to the temptation offered by the equal to his psy rating (which may include the psyker). While darker branch of Daemonology. the power persists, the affected characters gain the Unnatural Banishment Strength (X) trait where X is equal to the user’s psy rating, or Value: 300 xp increases their existing trait’s value by 4. This benefit ends if a Prerequisite: Psy rating 3 character moves out of range. Action: Full Action Holocaust Focus Power: Hard (–20) Willpower test Value: 500 xp Range: 10 metres × psy rating Prerequisite: Psy rating 5 Sustained: No Action: Full Action Subtype: Attack, Concentration Focus Power: Hard (–20) Opposed Willpower test Effect: The psyker selects a target in range and line of sight, Range: Self which must possess the Warp Instability trait. The targeted Sustained: Full Action Daemon must immediately make a Willpower test, with a –5 Subtype: Attack, Concentration penalty for each degree of success on the Focus Power test. Effect: Each round the psyker sustains Holocaust, he emits a The target suffers 1 point of Energy damage per degree of psychic blast centred on himself. He is not affected by the blast, failure on the test, ignoring Toughness bonus and armour. If but each turn the psyker sustains the power he suffers 1d10+psy this would deal damage equal to or in excess of the target’s rating Energy damage, ignoring armour and Toughness bonus. remaining wounds, it is immediately cast back into the Warp. Cleansing Flame Value: 300 xp Holocaust Psychic Blast Prerequisite: Psy rating 4 Rng Self Dmg 1d10 × PR (E) Pen 0 Action: Half Action Special: Blast (PR), Flame, Warp Weapon Focus Power: Challenging (+0) Willpower test Range: 5 metres × psy rating Sustained: No Subtype: Attack, Concentration Effect: When a character is set on fire by this power, the Psychic Communion damage he suffers from the flames counts as having the Value: 100 xp Sanctified quality. Prerequisite: Perception 35 Action: Full Action Focus Power: Ordinary (+10) Willpower test Cleansing Flame Psychic Bolt Range: 10 metres × psy rating Rng 5m × PR Dmg 1d10 + PR + WPB (E) Pen 0 Sustained: Free Action Subtype: Concentration Special: Flame, Sanctified, Spray Effect: The psyker selects a number of allies up to psy rating Sustained: Half Action within range. While the power persists, the psyker and his Subtype: Concentration affected allies add +2 to their Initiative. This can change an Effect: The psyker selects a number of allies up to psy rating already established Initiative order. (which may include the psyker) within 10 metres x psy rating. For Purge Soul the duration of the power, each affected character benefits from Value: 200 xp a force field with a protection rating of 5 × PR and no overload Prerequisite: Willpower 35 chance. In addition, Daemons must pass a Challenging (+0) Action: Half Action Willpower test in order to move toward an affected character. Focus Power: Difficult (–10) Opposed Willpower test Word of the Emperor Range: 10 metres × psy rating Value: 200 xp Sustained: No Prerequisite: Fellowship 30 Subtype: Attack, Concentration Action: Half Action Effect: The psyker chooses a target within range and line Focus Power: Difficult (–10) Willpower test of sight, who opposes the power with a Willpower test. If the Range: 10 metres × psy rating psyker wins the Opposed test, the target suffers 1 point of Sustained: Half Action Energy damage per degree of success on the test, plus an Subtype: Concentration amount equal to the target’s Corruption bonus, ignoring armour Effect: Whilst the power remains in effect, whenever a character and Toughness bonus. within range takes an Attack action targeting the psyker, the Sanctuary attacker must pass a Challenging (+0) Willpower test or suffer a Value: 400 xp –5 penalty to his attack roll for each degree of failure. Prerequisite: Willpower 45 Action: Full Action Focus Power: Challenging (+0) Willpower test Range: Self Malefic Daemonology (DH2 EB p. 56) Dark Flame Malefic Daemonology is not viewed as a psychic discipline by Value: 100 xp the Adeptus Astra Telepathica, but as the gravest of sorcery Prerequisite: 10 Corruption points and Warpcraft. To practice this discipline is to invite corruption Action: Half Action and, should it be discovered, the branding of Excommunicate Focus Power: Challenging (+0) Willpower test Traitoris. Range: 5 metres × psy rating Cursed Earth Sustained: No Attack, Concentration Value: 100 xp Subtype: Any character who suffers damage from Dark Flame Prerequisite: Willpower 40 Effect: must succeed at an Easy (+30) Willpower test or gain 1 Action: Full Action Corruption point for each degree of failure. Focus Power: Difficult (–10) Willpower test Range: 1 metre × psy rating Sustained: Free Action Dark Flame Psychic Bolt Subtype: Concentration Effect: The psyker selects an area of ground with a radius Rng 5m × PR Dmg 1d10 + PR + B (E) Pen CB in metres equal to psy rating. While the power is sustained, Special: Flame, Spray Daemons standing within this area increase the value of their Daemonic trait by half psy rating and receive a bonus of +5 × psy rating to Warp Instability tests. In addition, psychic powers used within the affected area add +10 to Focus Power tests Infernal Gaze and rolls on Table 6–2: Psychic Phenomena. Those in the Value: 200 xp presence of the Cursed Earth may experience disturbing Warp Prerequisite: 15 Corruption points, Willpower 45 phenomena at the GM’s discretion. Action: Half Action Focus Power: Difficult (–10) Willpower test Summoning Range: 5 metres × psy rating Value: 50 xp Sustained: No Prerequisite: Willpower 35 Subtype: Attack, Concentration Action: Full Action Effect: This power affects all characters within range and line Focus Power: Challenging (+0) Willpower test of sight, friend and foe, who do not possess the Daemonic trait. Range: Self Each affected character opposes the power with a Challenging Sustained: Free (+0) Willpower test. Any character who fails suffers Energy Subtype: Concentration damage equal to the user’s psy rating plus Corruption bonus, Effect: As long as this power is sustained, the psyker gains a ignoring armour and Toughness bonus, and gains Insanity bonus of +10 × psy rating to Forbidden Lore (Daemonology) points and Corruption points equal to half the user’s psy rating. tests made to summon Daemons. Incursion Value: 100 xp Prerequisite: Willpower 45 Action: Full Action Focus Power: Difficult (–10) Willpower test Range: Self Sustained: Free Action Subtype: Concentration Effect: As long as this power remains in effect, the psyker gains a bonus to his Daemonic Mastery tests of +10 × psy rating. Possession Value: 200 xp Prerequisite: 20 Corruption points Action: Full Action Focus Power: Difficult (–10) Willpower test Range: Self Sustained: Free Action Subtype: Concentration Effect: While the power is sustained, the psyker gains the Daemonic (X) and Unnatural Strength (X) traits, where X equals half his psy rating, as well as the Deadly Natural Weapons trait. In addition, the psyker must succeed at a Challenging (+0) Willpower test each round the power is sustained or enter a Frenzied state per the Frenzy talent. While Frenzied, the psyker must continue to sustain the power (in a special exception to the prohibition on using psychic powers while Frenzied). Psychic Phenomena: A result of Psychic Phenomena when using this power means that a more powerful Daemon, as chosen by the GM, has taken the psyker’s invitation. The psyker must succeed in an Opposed Willpower test against the Daemon or become possessed. Sacrifice Value: 100 xp Prerequisite: Willpower 45 Action: Half Action Focus Power: Ordinary (+10) Willpower test Range: Self Sustained: No Subtype: Concentration Effect: This power can only be used if the psyker has inflicted damage on a target (possibly himself) since the beginning of the previous round. If the Focus Power test succeeds, the psyker gains a +5 bonus to his next Focus Power test for each point of damage inflicted (after reductions for armour and Toughness bonus) with the preceding attack. This bonus must be used within 1 hour. • Thrice-Bound: Baneful Presence (X)†, Brutal Charge Daemonhosts (DH2 EB p. 62) (3), Daemonic (4), Dark-sight, Deadly Natural Weapons A Daemonhost is a powerful Daemon ritually bound into the (Claws)††, Fear (2), From Beyond, Hoverer (2)†††, Size (5), living flesh of a human. Although a Daemon can possess Stuff of Nightmares, Unnatural Strength (3) humans, particularly psykers, such occurrences happen of the † The value of a Daemonhost’s Baneful Presence trait is equal Daemon’s choosing, and are temporary affairs. The Daemon to half its Willpower characteristic. within a Daemonhost is bound against its will, and the effects †† A Daemonhost’s natural weapons have penetration 2 and are permanent until the creature is destroyed, banishing the inflict Rending damage. Daemon back into the Warp. ††† As an unnatural being of the Warp, a Daemonhost does not Daemonhost Creation need to expend any Actions in order to remain hovering. Binding Strength Daemonhost Skills Although the exact wards and bindings vary, a Daemonhost is All Daemonhosts possess the following skills: Awareness, broadly categorised into four levels of binding strength. If the Deceive, Forbidden Lore (Daemonology, Heresy, Warp) +30, GM is creating a Daemonhost as an NPC, he chooses the and Psyniscience +20. binding strength. If the Acolytes take it upon themselves to In addition, a Daemonhost possesses skills based on its patron create a Daemonhost, the binding strength is determined by god. GMs should feel free to add additional skills, particularly the success of the ritual. Lore and Linguistics skills, as Daemons are knowledgeable far • Unbound: The result of a ritual gone wrong, a Daemonhost beyond the ken of mortals. who has broken its bindings, or the creation of a truly mad • Khorne: Athletics +10, Dodge +10, Intimidate +10 individual, an Unbound Daemonhost suffers no master and • Tzeentch: Deceive +20, Psyniscience +30 are free to utilise its full, incredible power as it sees fit. Each • Nurgle: Intimidate +20, Medicae +10 is the Warp made manifest. • Slaanesh: Awareness +10, Charm +20, Deceive +10, • Once-Bound: A Once-Bound Daemonhost is apocalyptically Dodge +10 powerful, but only barely contained. Daemonhost Talents • Twice-Bound: More tightly bound with powerful wards, a All Daemonhosts possess the Warp Sense talent, and also Twice-Bound Daemonhost uses its formidable powers as possess a number of additional talents based on their patron instructed, yet always plot against its master. god. GMs should feel free to modify these lists of talents to • Thrice-Bound: The most strongly bound from of create unique adversaries and allies for their Acolytes. Daemonhost is the least able to rebel against those who • Khorne: Ambidextrous, Combat Master, Deathdealer would control it, yet still possess inhuman strength and (Melee), Devastating Assault, Crushing Blow, Frenzy, Swift power. Attack, Two-Weapon Master, Two-Weapon Wielder (Melee) Daemonhost Characteristics • Tzeentch: Constant Vigilance (Intelligence), Favoured by To determine a Daemonhost’s characteristics, a GM has two the Warp options. He can generate characteristics randomly based on • Nurgle: Thunder Charge, True Grit the Daemon’s alignment, or if he knows a specific Daemon or • Slaanesh: Constant Vigilance (Perception), Hard Target, kind of Daemon, he can begin with those characteristics and Preternatural Speed modify them based on the Daemonhost’s binding strength. If Daemonhost Special Rules the GM prefers to generate characteristics randomly, use Table A Daemonhost receives one or more special rules based on its 2–14: Daemon Characteristics. patron god. A Daemonhost’s abilities are affected by the strength Khorne of its bindings. After determining the residing Daemon’s base A Daemonhost of Khorne gains the following special rule: characteristics, determine the characteristics of the Daemonhost Bloodthirsty: The Daemonhost’s natural weapons gain +2 based on its binding strength according to the values from Table penetration and the Tearing quality. In addition, any attack roll 2–15: Characteristic Modifier. that scores 3 or more degrees of success causes the target to Daemonhost Traits gain the Blood Loss condition. A Daemonhost of Khorne can The traits a Daemonhost possesses depend on its binding level: enter a Frenzy per the Frenzy talent as a Free Action. • Unbound: Baneful Presence (X)†, Brutal Charge (3), Tzeentch Daemonic (4), Darksight, Deadly Natural Weapons A Daemonhost of Tzeentch gains the following special rule: (Claws)††, Fear (4), From Beyond, Hoverer (5)†††, Size (5), Innate Sorcerer: The Daemonhost may re-roll any failed Focus Stuff of Nightmares, Unnatural Strength (5) Power test. However, if the result of either die on the second roll • Once-Bound: Baneful Presence (X)†, Brutal Charge is a 9, it causes Psychic Phenomena. If Psychic Phenomena (3), Daemonic (4), Dark-sight, Deadly Natural Weapons would be triggered regardless, each 9 instead adds +10 to the (Claws)††, Fear (3), From Beyond, Hoverer (4)†††, Size (5), result from Table 6–2: Psychic Phenomena. Stuff of Nightmares, Unnatural Strength (4) Nurgle • Twice-Bound: Baneful Presence (X)†, Brutal Charge A Daemonhost of Nurgle gains the following special rule: Aura (3), Daemonic (4), Dark-sight, Deadly Natural Weapons of Decay: The Daemonhost’s natural weapons gain the Toxic (Claws)††, Fear (3), From Beyond, Hoverer (3)†††, Size (5), (3) Quality. While within 10 metres of the Daemonhost, all Stuff of Nightmares, Unnatural Strength (4) weapons, armour, and equipment function as if they were of Poor craftsmanship, regardless of their actual craftsmanship, unless they possess the Sanctified weapon quality. Other items Unholy changes may also be immune to this rule at the GM’s discretion. 1d10 Slaanesh Attribute Roll A Daemonhost of Slaanesh gains the following special rule: Torturous Caress: The Daemonhost’s natural weapons gain Beweaponed Extremities: The Daemonhost’s limbs +1 penetration and the Shocking quality. In addition, its attacks 1 fuse into bony blades or other weapons. Its natural weapons inflict 2d10 damage. impose a –20 penalty to Evasion tests. Wings: Leathery, bat-like wings or pinions of sinew Daemonhost Psychic Powers and bone sprout from the Daemonhost’s back. It gains 2 All Daemonhosts other than Daemons of Khorne possess the Flyer (X) trait, where X equals twice its Agility psychic powers. A Daemonhost’s psy rating is based on its bonus. binding strength, as follows: Warp Fire: The Daemonhost burns with unholy fire. • Unbound: Psy rating 7 3 Its natural weapons’ damage type changes to Energy • Once-Bound: Psy rating 6 and gain the Flame quality. • Twice-Bound: Psy rating 5 Charred Form: The Daemonhost’s body is charred • Thrice-Bound: Psy rating 4 and smoulders from within. It is immune to Energy 4 Daemonhosts are masters of the powers of the Warp, and damage that does not come from psychic or Holy the abilities they evince are near limitless. A Daemonhost can sources. possess powers from any psychic discipline without meeting the Maddening Vapours: The Daemonhost exudes prerequisites or following the discipline tree. GMs should select 5 an unholy mist that breaks the minds of mortals. Its appropriate powers based on the Daemon’s patron god and attacks gain the Hallucinogenic (3) quality. the nature of the Daemon itself. As a guideline, a Daemonhost Insect Hive: Beneath the Daemonhost’s skin burrow 6 possesses 2000 xp worth of psychic powers. colonies of Warp-born vermin. It gains 1d10 Wounds. Note that Daemonhosts of Khorne do not possess a Serpent Nest: The Daemonhost’s body writhes with psy rating, for sorcery is anathema to the Blood God. 7 unnatural serpents or even fouler creatures. It gains Unholy changes the Toxic (4) trait. All Daemonhosts are marked by the unholy creature bound Horns: Great bestial horns sprout from the within. As time goes by, the fleshy prison of a Daemonhost 8 Daemonhost’s head. It increases the value of its Brutal Charge trait by 3. warps and twists to better reflect its occupant. GMs should feel free to embellish a Daemonhost’s disturbing physical Armoured: The Daemonhost is protected by reptilian 9 scales, bony plates, an insect-like carapace, or Warp- appearance, from contorted limbs and glowing eyes to vestigial hardened flesh. It gains the Natural Armour (5) trait. horns, weeping sores, and bloated flesh. In addition, roll on Table 2–16: Unholy Changes Seeming Normality: Discard any other Unholy Changes. Aside from the instruments of its binding to determine what game effects a Daemonhost’s form has. 10 (brandings, tattoos, etc.), the Daemonhost appears Generate one Unholy Change for a Thrice-Bound Daemonhost, utterly, perfectly normal. Increase its Fellowship by two for a Twice-Bound or Once-Bound Daemonhost, and three 1d10. for an Unbound Daemonhost. If the GM prefers, he can select appropriate results for the specific Daemon, or apply additional Traits to create a unique terror.

Daemon Characteristics Daemon of Daemon of Daemon of Daemon of Unknown Characteristic Khorne Tzeentch Nurgle Slaanesh Daemon Weapon Skill 40 + 3d10 20 + 3d10 25 + 3d10 30 + 3d10 25 + 3d10 Ballistic Skill 30 + 3d10 30 + 3d10 25 + 3d10 25 + 3d10 25 + 3d10 Strength 40 + 3d10 25 + 3d10 30 + 3d10 30 + 3d10 30 + 3d10 Toughness 30 + 3d10 30 + 3d10 40 + 3d10 30 + 3d10 30 + 3d10 Agility 30 + 3d10 25 + 3d10 20 + 3d10 40 + 3d10 30 + 3d10 Intelligence 25 + 3d10 40 + 3d10 30 + 3d10 30 + 3d10 30 + 3d10 Perception 30 + 3d10 30 + 3d10 30 + 3d10 40 + 3d10 30 + 3d10 Willpower 35 + 3d10 50 + 3d10 40 + 3d10 40 + 3d10 40 + 3d10 Fellowship 10 + 1d10 25 + 3d10 5 + 1d10 40 + 3d10 30 + 3d10 Influence 25 + 3d10 30 + 3d10 25 + 3d10 25 + 3d10 20 + 3d10 Wounds 25 + 2d10 25 + 2d10 25 + 2d10 25 + 2d10 25 + 2d10 Characteristic Modifiers Characteristic Unbound Once Bound Twice Bound Thrice Bound Weapon Skill +5 +0 +0 –5 Ballistic Skill +0 +0 +0 +0 Strength +10 +5 –5 –10 Toughness +10 +5 –5 –10 Agility +0 –5 –5 –10 Intelligence +5 +0 +0 +0 Perception +0 +0 –5 –10 Willpower +0 –5 –10 –15 Fellowship +0 +0 +0 +5 Influence +0 –5 –10 –15 Wounds +5 +0 +0 +0

Preparing a host takes 2d10 hours minus the ritual Creation of Daemonhosts (DH2 EB p. 66) leader’s Intelligence bonus, to a minimum of 1 hour. At the The creation of a Daemonhost is a laborious and dangerous end of this period, the person leading the preparations makes process that requires specific and forbidden knowledge. a Very Hard (–30) Forbidden Lore (Daemonology) test. The Damnable Knowledge GM can modify the difficulty of this test based on the quality of Before one can bind a Daemonhost, the would-be master must the instructions followed. Every degree of success on this test first know the necessary rites and processes, as well asthe provides a +5 bonus to the test to bind the Daemon, while each Daemon to be bound. There is no single ritual for binding a degree of failure imposes a –5 penalty. Daemonhost. In many cases, a ritual goes hand in hand with a particular Daemon, the rites and steps being tailored to that Summoning and Binding the Daemon Once the host is prepared, the next step is to summon the entity. Daemon to inhabit it. Once the Daemon is summoned, the Before a warband can create a Daemonhost, the summoner must succeed at a Daemonic Mastery test. The characters must obtain the requisite knowledge. The two most difficulty of this test is Hellish (–60), modified according to Table likely sources are a tome of forbidden lore or a tutor learned in 2–17: Binding Modifier. As with all Daemonic Mastery tests, this the dark arts. is an opposed Willpower test against the Daemon. The result Preparing the Host of this test indicates the highest level of binding possible, as The creation of a Daemonhost requires a living human, whose shown on Table 2–18: Binding Strength. soul is consigned to an eternity of torment upon completion of The character leading the ritual may select any binding the ritual. Preparing the host body is gruelling, and agony for the level up to that maximum. likely-unwilling host. Arcane glyphs and forbidden runes must If the summoner fails the Daemonic Mastery test by be applied to the host’s skin. As well as words of power, many 3 or more degrees of failure, the Daemon is not bound to the rituals call for the use of sanctified pins to pierce the flesh of the host at all, and is free to do as it wills—which almost invariably host, and warded chains to wrap it. means punishing the foolish mortals who sought to bind it. An Unbound Daemonhost is physically contained but uncontrolled, and likewise free to enact retribution on its summoner, except in those extraordinarily rare circumstances of a willing Daemonhost—not that such a creature can be Binding Modifiers trusted to keep its word. 1d10 Roll Modifier The Daemon’s Influence (should it have one) is –10 higher than the binder’s Binding Strength Each degree of failure when preparing the host for –5 Maximum Binding the Daemon Test Result Strength Each degree of success when preparing the host +5 1–2 Degrees of Failure Unbound for the Daemon 1–2 Degrees of Success Once-Bound The binder has previously encountered this +10 particular Daemon 3–4 Degrees of Success Twice-Bound The Daemon’s True Name is known +30 5+ Degrees of Success Trice-Bound Seed Possession Possession and Exorcism (DH2 EB p. 68) One of the greatest threats posed by the Enemy Beyond is In this type of possession, the Daemon remains within the Warp possession. Entire worlds have fallen to ruin when a single while suffusing the body and soul of the host with a small part of important leader succumbed to daemonic possession. its essence. Over time, the Daemon further corrupts the host, Possession is insidious, and a Daemon might lurk within a host forming a bridge between the Warp and reality. At first, the host for some time before the tell-tale signs reveal its presence, is likely completely unaware that anything is happening. As the working its foul plans. seed of the Daemon’s essence grows, it exerts further influence upon the host, altering his behaviour or even temporarily taking Possession in a Campaign control of his body. Although it is inevitably a temporary state of affairs, a Daemon The host might find himself with gaps in his memory, with a mortal body to work its evil can do immense damage or find himself troubled by strangely realistic nightmares of dark during a short time if it goes undetected. deeds. As time goes on, physical changes may manifest on The Nature of Possession the tainted flesh of the host, and a seed possession ultimately Consistency is anathema in the Realm of Chaos, and so it is culminates in total possession. For the game effects of seed that no two daemonic possessions are identical. The effects possession, see the Possessed Characters. of the possession vary based on the nature of the Daemon Opportunistic Possession and how the possession came about. Some possessions are Possession can occur when a Daemon takes advantage of a sudden and overwhelming, while others are subtle and gradual. mortal’s weakness to sink its claws into his soul. This is most A possessing Daemon is not bound under the control likely to happen to a psyker, particularly when he draws upon of a mortal, and is free to do as it pleases. If the Daemon’s his unnatural powers. However, the souls of nearly all humans actions do not bring it into conflict with others and lead to the burn in the Warp, and anyone could potentially attract the dread host’s destruction, eventually the Warp energies suffusing the attentions of a Daemon. possessed individual consume him, releasing the Daemon A Daemon may reach out to a potential host in within. Very rarely, an individual may survive the possession dreams or whisper to him in times of weakness, offering power, thanks to an exorcismm knowledge, or anything he desires. If not strong of will and faith, Daemonologists often broadly and roughly categorize the mortal may heed such promises and, knowingly or not, possession into two types, total possession and seed allow the Daemon to gain purchase in his soul. From there, the possession. Either type of possession can come about as an Daemon can begin the process of possession. opportunistic attack by a Daemon or from a purposeful ritual Ritual Possession enacted by mortals. Rarely, malefic cults or even Radical servants of the Inquisition Total Possession might purposefully invite a Daemon to possess a host. Such a In total possession, the Daemon fully inhabits its host, existing dark deed requires involved and blasphemous rituals designed in reality by wearing its victim like a suit of meat and bone. The to coax an entity from the Warp to inhabit a vessel, willing or possessed mortal is under the utter control of the Daemon, his otherwise. consciousness locked away in a small corner of his own mind Possessed Characters and forced to witness the horrific actions of the possessing A daemonic Nemesis might target an Acolyte for possession, entity. The possessed may exhibit immediate mutations as his or a character who delves into tomes of forbidden knowledge body struggles to contain the Warp energies within. might open his soul to daemonic intrusion. When a result on The possessed character adds +10 to his Strength and Table 6–3: Perils of the Warp indicates daemonic possession or Toughness and gains 1d10 wounds, as the Daemon is inured it arises as a result of the narrative, the player of the character to pain and cares little for damage inflicted to its host form. The and the GM can discuss whether the following rules to represent Daemon uses its own Intelligence, Perception, Willpower, and the daemonic possession for that character. Fellowship, and can utilise any psychic powers it possesses. It Because of the major changes to both the character also benefits from the Daemonic trait. and the impact on the campaign, possession should not occur At the GM’s discretion, the possessed character might without the agreement of the player. Additionally, both the GM benefit from other traits or abilities the Daemon possesses. and player should carefully consider the consequences before beginning down this dark road.

The Possession Track Corruption Total Possession Traits Unleash the Daemon Resist the Daemon 01-30 Daemonic (1), Unnatural Strength (1) 1 time per session +0 31-60 Daemonic (2), Unnatural Strength (2) 2 time per session –10 61-90 Daemonic (3), Unnatural Strength (3) 3 time per session –20 Baneful Presence (10), Daemonic (4), Fear (2), From 91-99 No limit –30 Beyond, Dark-sight, Undying, Unnatural Strength (3) When a character succumbs to possession, the player and intentions, if not on its true goals and motivations. In many and Game Master should work together to determine what cases, the Daemon seeks to preserve its host—for the time Daemon is inhabiting the character. This might be obvious from being—in which case its actions might well line up with the the situation, or may be left to the vagaries of the Warp. The GM desires of the character. has the final say on the game profile of the Daemon. Succumbing to the Daemon Effects of Possession A possessed Acolyte is likely to be mercifully slain by his Upon becoming possessed, the character gains 2d10+10 comrades or, if very fortunate, exorcised once his condition Corruption points. This can cause the character to gain becomes apparent. However, if by some chance the character Malignancies and mutations as normal. The slow-burning effects survives and his Corruption total reaches 100, he succumbs of possession are shown on Table 2–20: The Possession Track. utterly to the Daemon within. As the character’s Corruption total increases, the Daemon In a blaze of Warp fire or a ripping and twisting of flesh, takes ever-greater control, as exhibited in his unnatural abilities. the Acolyte is destroyed and the Daemon emerges in his place, In addition, while the character is possessed, he must while the unfortunate character’s soul is consigned to eternal re-roll any successful test to resist gaining Malignancies and damnation. mutations. Exorcism DH2 EB p. 70 Unleashing the Daemon Although most mortals who succumb to Daemonic possession Although the Daemon is always within the character, most of meet their fates heaped on the pyre or consumed by the Warp the time its presence remains hidden. At certain times, however, entity within, a rare and fortunate few undergo an exorcism— particularly when the character’s emotions wax strong, the and survive the ordeal. In an exorcism, the possessing Daemon Daemon bubbles to the surface in a blazing display of Warp- is driven out during an arduous ritual, leaving the exorcised born power. individual free of possession but forever changed. A possessed character can unleash the Daemon a An exorcism is a gruelling and dangerous process for limited number of times per game session, as shown on Table all involved. An exorcism is likely to fail, enraging the Daemon 2–20: The Possession Track. The Daemon can be unleashed and risking the souls of the exorcist and anyone else present. in one of two ways. The player of the possessed character It is for these reasons that exorcisms are only attempted under can choose to unleash the Daemon, which may or may not exceptional circumstances. represent the character calling upon the Daemon, depending on whether or not he is aware of it. Alternatively, the Game Master can choose to unleash Exorcism Modifiers the Daemon at an appropriate time, usually when the character Exorcism Circumstances Modifier is under great duress. Unless the character is aware of the Daemon and consciously invites it, he resists the effects with a The possessed individual is also the exorcist –10 Willpower test, the difficulty of which depends on his Corruption The exorcist does not have the proper tools –10 total, as shown on Table 2–20: The Possession Track. The Daemon’s Influence is higher than the –10 If the character succeeds on the Willpower test, he exorcist’s fights off the Daemon’s influence and maintains control. If he The exorcism occurs where the veil is weak –10 fails the test, or chooses to invite the Daemon, the Daemon is Each degree of success on the Forbidden Lore unleashed. +5 (Daemonology) test When the Daemon is unleashed, the character immediately gains the Fear (2) trait. In addition, he may The exorcism occurs on sacred ground +10 substitute any number of the Daemon’s characteristics for his The exorcist is a servant of the Daemon’s patron +10 own, as well as gain any of its skills, talents, traits, and special Chaos God abilities.The player chooses which abilities to gain, with input The Daemon’s True Name is known +30 from the GM, who has final say on what skills, talents, traits, and abilities are available. During narrative time, the effects of unleashing the Daemon last for one skill or characteristic test, or for the Performing and Exorcism duration of one scene at the GM’s discretion. In structured time, Whatever form the ritual takes, an exorcism ultimately comes the effects last for a number of rounds equal to the character’s down to a contest of wills between the exorcist and the Daemon. Corruption bonus. In most cases, the exorcist is another individual, either an ally Each time a character unleashes the Daemon, he of the possessed or someone recruited expressly to perform gains 1d5 Corruption points, +1 for each characteristic he the exorcism. However, at the GM’s discretion, a possessed substitutes and for each talent, trait, skill, or other ability he individual may attempt to exorcise himself. gains. The preparations for an exorcism can be quite involved, While unleashed, the Daemon has full control of the with the specifics depending on the particular exorcism ritual character. Depending on the needs of the game and the specific selected. Most exorcisms call for sacred incense, symbols of situation, the GM may take control of the character during faith, and a consecrated location. Practitioners of the dark arts this period, or may allow the player to continue controlling his might instead utilise profane runes and even human sacrifices. character, with input from the GM on the Daemon’s actions Ultimately the will of the exorcist that must overcome that of the possessing Daemon. Before beginning the exorcism, the exorcist makes a Challenging (+0) Forbidden Lore (Daemonology) test. For each degree of success on this test, he gains a +5 bonus to the subsequent Daemonic Mastery tests. During the exorcism, the Daemon’s presence rises to the surface of the possessed, revealing the entity that was otherwise hidden, and the Daemon’s Fear and Baneful Presence traits apply. The exorcism is resolved as an Extended Daemonic Mastery test, with each test taking 1d5 hours. The base difficulty of the Daemonic Mastery test is Very Hard (–30). Table 2–21: Exorcism Modifiers lists some example modifiers for the test. To successfully banish the Daemon, the exorcist must obtain total degrees of success in excess of the Daemon’s Willpower bonus plus the possessed individual’s Corruption bonus. Each time the exorcist fails a test, he suffers 1 level of Fatigue for each degree of failure. If this causes the exorcist to lose consciousness, he gains 1d10 Corruption points and the exorcism is a failure. Once the exorcist obtains the requisite degrees of success, the Daemon is cast out of the possessed individual. 9Ripping away the unholy essence takes a great toll on the possessed individual, however, who must pass a Challenging (+0) Toughness test or die (the character may burn Fate Threshold to survive, as normal). Surviving Possession If the possessed individual survives the exorcism, there are lasting consequences from such an unnatural experience. A formerly possessed individual experiences several changes. He gains 3d10 Insanity points, the Resistance (Psychic Powers), Resistance (Fear), and Iron Faith talents, and the Forbidden Lore (The Warp), Forbidden Lore (Daemonology), and Psyniscience +10 skills. His Fellowship and Toughness characteristics are permanently reduced by 1d10. Whenever he gains Corruption or Insanity points, he reduces the amount gained by half, and can no longer gain mutations. Finally, having learned the secrets of the entity that once occupied his flesh, he can never again become possessed by that same Daemon again. Dark Pacts Accursed Regions Throughout the Imperium’s history, Daemons have tempted In places where the veil is thin, unholy things lurk and listen just men with offers of knowledge, strength, power, and other beyond perception. A petitioner for daemonic aid might seek out desires. It was the whispered promises of the Ruinous Powers an area of unholy ground, a haunted manse, or other places that seduced Horus and tore the Imperium apart in its earliest considered ill-omened and accursed. days. Though all Daemons are liars, the energies of the Warp A psyker can sense where the veil is thin with a can fulfil such promises—yet the price is high. A man who Challenging (+0) Psyniscience test, but strange phenomena enters into a bargain with a creature of the Warp damns himself might make this proximity to the Warp clear even to a non- and betrays Mankind. psyker. Such regions have the “benefit” of allowing Warp denizens to more easily communicate with mortals. Here, a Dealing with Darkness Daemon might call to a mortal who it senses is vulnerable or There are many reasons a character might be tempted into avaricious, and those seeking to deal with a Daemon might be a Dark Pact. For some, it could be a lust for vengeance or more readily answered. personal power. Others might view it as yet another tool in Dark Summoning their arsenal, sacrificing their own souls to gain a Daemon’s aid A practitioner of the dark arts might summon a Daemon forth with against others of its kind, for the good of humanity. Some might the intention not of subduing or binding it, but bargaining with it. be convinced that their own shrewdness or willpower is enough Summoning a Daemon for this purpose follows the guidelines to deal with a Daemon and preserve their sanctity and sanity. for demon summoning, but the summoner parleys with the A Player Character might enter into just such a Dark Daemon rather than attempting a Daemonic Mastery test. This Pact during the course of the game. Such an act should be follows the normal rules for social interaction. Of course, this carefully considered by both the player and GM, as it has serious is assuming the Daemon chooses to hear the character out, ramifications for the ongoing campaign. A Dark Pact should rather than immediately eviscerate or incinerate him. always grow naturally out of the narrative and the motivations Striking the Bargain of the PC, and not be used simply as a way to improve the In order to enter into a Dark Pact, a character must have character. something to offer a Daemon. There is one thing that any A GM should give careful thought before allowing a character can offer— his soul. A petitioner might have another PC the option of entering into such a bargain, as it can also offer in mind, however, particularly if he contacts a specific impact the warband itself. If discovered, it could cause the other Daemon he has researched. If a Daemon reaches out to the characters to turn on the PC who dealt with the Daemon, or character, it likewise might have a specific payment in mind. For result in the character being branded a heretic and hunted more on the cost of a Dark Pact, see Paying the Price. down by servants of the Golden Throne. As with any high-stakes deal careful negotiation is Drawing Attention necessary when dealing with a Daemon. Whether a character Before an infernal bargain can be struck, the character must has the luxury of such is another matter, and depends on the gain the attention of a Daemon. Conditions favourable to a Dark particulars of the situation and especially the desperation of the Pact usually evolve naturally in the course of a campaign, and situation. Bargaining with a Daemon can be played out much the possibilities are limitless. For characters who intentionally like any other social interaction, and the GM might call for seek a Daemonic patron, doing so could become a focus of the use of Interaction skills as appropriate. The thoughts and gameplay. It might involve the entire warband, whether because motivations of Daemons are incomprehensible to mortals, and they are likewise radically minded, or through deception. most such tests should be at least Hard (–20). Psykers The GM may wish to assign or develop a Personality for Psyker characters should have an advantage when it comes the Daemon. Even when bargaining with one, every Daemons to gaining a daemonic patron’s attention. GMs can represent hates and despises mortals, and are unlikely to do as they this narratively, or provide a bonus of +10 × psy rating to any desire—especially if it should give the outward appearance of tests made to gain the attention of a Daemon. In some cases, subservience or a desire to render aid. A Daemon’s Disposition a Daemon might even tempt a psyker as a result on Table 6–3: begins at 15+ the character’s Corruption total. It is not necessary Perils of the Warp at the GM’s discretion. for the Daemon to pass a Disposition test in order to conclude Forbidden Lore the bargain, only for it to conclude the bargain in a way that Those who research the nature of Daemons and the Warp (mostly) complies with the PC’s understanding of such. risk attracting the attentions of the very entities they seek to However helpful and agreeable a Warp denizen might study. Scholars might feel as if they are being observed, or may appear, it can never be trusted. A Daemon readily grants a experience strange phenomena. Such experiences are not of mortal his desires as per the bargain, but also twists them if at the imagination, for the Warp responds to mortal emotions and all possible, ensuring things come about in the worst possible thoughts. A particular passage in a forgotten tome, dark runes way or to the greatest amusement of the creature. inscribed in a journal, or a Daemon’s True Name—all might draw fell attentions. Pacts and Their Effects The possibilities for the effects of Dark Pacts are as endless as the tides of the Warp. Ultimately, it is up to the GM to determine what effects a pact has based on the requests of the PC.A number of factors impact the results of a Dark Pact, including how successfully the character deals with the Daemon, how Skeins of Destiny: As an indirect result (or cause) of the Boons carefully he words his terms, and the nature of the character the character gains, someone close to him or a large population and of the Daemon, including its patron Chaos God. suffers immensely. The following are some example pacts and effects. Subverted Doom: Whenever the character burns a Fate point Each type of Dark Pact lists both Boons and Banes, for a mortal to prevent his death, a non-PC friend or ally dies instead. seldom gets quite what he bargains for when dealing with a Vicissitudes of Fate: When the character spends a Fate point, Daemon. In addition to beneficial Boons that correspond to the roll 1d10. On a result of 9, the character spends the Fate point, character’s request, the GM should assign appropriate Banes, but does not gain the desired effect. representing negative side effects of the deal with darkness. A Pact of Vengeance GM should use his judgement in determining how many and When a man cries out for revenge, his obsession echoes in the which Banes to assign, based on both the number and value of Warp. the Boons gained. Boons Pact of Survival Call and I Shall Come: One time, the character may call upon Foolishly, some individuals are willing to sacrifice their immortal his patron Daemon to appear and wreak terrible vengeance souls in order to preserve their mortal lives. upon his foes. Boons Death by a Single Word: When striking the pact, the character Infernal Vitality: The character is immune to poisons and specifies a single individual, who dies within 1d10 days, unless the effects from the Toxic quality or trait. Leech Life Force: protected by a higher power. Whenever the character kills an opponent, he recovers 1d10 Ruin: Upon striking the pact, the character specifies a family or damage. organisation, which suffers utter financial and social ruin. Timeless: The character slowly returns to the physical Slayer: When attacking the target of his vengeance (either appearance and status of his prime, and thereafter does not a specific individual or a member of a certain group), the age. In addition, the character need only spend 2 Fate points, character’s attacks gain the Vengeful (7) and Tearing qualities. rather than Burn Fate Threshold, in order to survive death. The character also counts as having the Inescapable Attack Unsettling Recovery: The character always heals all damage talent when targeting the subject of his vengeance. (including critical damage) within 24 hours, although this does Banes not restore lost limbs or restore him to life should he die. Unholy No Matter the Cost: The character becomes violent toward Resilience: The character gains the Unnatural Toughness (2) any who hinder his vengeance, gaining the Hatred talent trait. against them. Banes Obsession: The character becomes obsessed with the target Deathly Pallor: The character develops a sickly appearance of his vengeance, and concentrates on nothing else until he and is as pale as a corpse. completes it. Diseased: The character develops the symptoms of plague, Paid in Kind: The character’s vengeance leads an ally of the but remains unharmed. The Hunger: The character is always target to swear equally terrible vengeance upon him. ravenous, especially for fresh, dripping meat. Pact of Desire Verminous: Flies, maggots, rats, or other vermin always seem To gain their heart’s desires, some mortals would sacrifice to be found around the character. salvation in the name of obsession. Pact of Dominion Boons Men commonly desire power over their fellow man, and the fell Adoration: The character chooses an individual or a group, inhabitants of the Warp can grant it. who comes to love and adore him unconditionally. The GM may Boons represent this with one or more ranks in the Peer talent. Perfect Dark Favour: The character increases his Influence Undertaking: The character specifies a single work or object, characteristic by 15. In addition, he may substitute his Corruption such as a painting, musical piece, or weapon, and succeeds in total in place of his Influence characteristic for Influence tests. its creation to a degree that it can only be considered “perfect.” Destiny Writ in Shadows: When the character spends a Fate Property and Chattels: The character specifies an object, title, point, he may roll a test using his Corruption total. If successful, deed, or quantity of wealth and comes into its possession. he regains the spent Fate point. Unparalleled: The character gains a single skill at Rank 4 (+30) Commanding Presence: The character is treated with respect and the Mastery talent pertaining to that skill. by everyone he meets and never suffers a penalty on any Banes Charm, Command, or Intimidate tests he makes. Addiction: The character becomes addicted to the object of his Unquestionable Order: The character may affect characters desire or something related to it, such as a food he associates who are not technically his subordinates using the Command with a certain time in his life, or a drug that he thinks helps him skill. in some pursuit. Banes Dark Fixation: The character becomes intensely fixated on an Ill Fortune: Bad luck follows the character and his allies activity related to his desire, such as creating art, pursuing the wherever they go. The GM can interpret this through adding subject of his adoration, or maintaining his weapons. extra degrees of failure to tests they fail, or increasing test Escalation: After achieving his desire, the character develops difficulties by a random but minor amount. an uncontrollable craving for more. Pact of Knowledge Banes The institutions of the Imperium hold that ignorance is a virtue, Corruption Manifest: The character develops a mutation. for the thirst for knowledge leads to dark places. Favoured of Tzeentch: When making a Focus Power test, the Boons character generates Psychic Phenomena if either die result is Blasphemous Knowledge: The character gains a single a 9. Forbidden Lore Skill at Rank 4. Magister: The character sees the use of foul sorcery as the Dark Genius: The character increases his Intelligence favoured solution to all of his problems, even when a more characteristic by +5 or more. mundane action would suffice. Seer: The character gains the ability to receive clairvoyant Warp-Touched: Whenever the character would gain 1 or more visions, such as of distant or hidden people, places, things, or Corruption points, he gains that amount plus 1 instead. events, or of the future. The character might or might not have Paying the Price any control over how or when these visions appear. In addition to the Banes that accompany all Dark Pacts, True Savant: The character may attempt any Common Lore, Daemons almost always expect additional payment for Scholastic Lore, or Forbidden Lore skill as if he possessed the their services— although some treacherous Warp entities skill at Rank 1. If he has training in the skill, he may re-roll failed might present their bestowments as “gifts,” with the cost only tests made with that skill. becoming apparent later. The price for a Dark Pact should be Banes tailored to the individual bargain and based on the Daemon and Detached: The character’s Fellowship characteristic is reduced character. The pact can also alter the warband’s Subtlety. by 10. Should a mortal seek to renege on a Dark Pact, the Terrible Truths: The character gains 1d10 Insanity points. GM of course should also feel free to create suitably terrible Unquenchable Thirst: The character becomes obsessed with retribution for the mortal to suffer. No Daemon allows a mere seeking forbidden knowledge, to the detriment of all else. mortal to escape its clutches, and an Acolyte might gain an Pact of Might ongoing Nemesis if he tries to trick his way out of payment. Some mortals crave physical strength and martial prowess. The following are some of the possible costs a mortal Boons might pay in a Dark Pact. In addition to any other costs or Mighty: The character gains the Unnatural Strength (2) trait. effects, a character who makes a Dark Pact gains 2d10+10 Lord of Battle: The character increases his Weapon Skill Corruption points. characteristic by +5 or more. Service Reaver: Once per turn, the character may re-roll a failed Attack A mortal who enters into a Dark Pact might swear himself to test. In addition, he gains the Frenzy talent. the Daemon’s service. Instructions might come often, or years Unassailable: The character gains the Combat Master, apart, and could arrive through a number of occult means, from Counter Attack, and Step Aside talents. omens to dreams. The deeds required of the character could Banes range from horrifying to seemingly benign. In some cases, they Aspect of War: The character develops unnaturally large and might be easily concealed, or even in line with the character’s bulging muscles, a vaguely bestial countenance, claw-like normal duties against rival creatures of the Warp. fingers, or some other subtle but disturbing feature. Sacrifice Blood Rage: Whenever the character enters combat, he must Daemons often demand a sacrifice in exchange for their enter a Frenzy as his first action, if able. services. The character might be required to offer up a living Bloodthirsty: The character must succeed at a Challenging sacrifice in the Daemon’s name, corrupt the soul of another, or (+0) Willpower test to let a vanquished enemy live. perhaps remove a part of his own body or suffer a mutation or Pact of Power Malignancy pleasing to the Daemon. Some who are not born with the gift of the psyker covet such Observance power. The Daemon might require the character to undertake certain Boons rituals and dark rites that give power and succour to the unholy Familiar: The character’s patron Daemon bestows upon him entity. Such observances might be required on a regular a familiar, which might take the form of a small creature or a basis, and hiding them from his fellow Acolytes could prove daemonic humanoid of Size (3) or smaller. The familiar does challenging. not fight, but grants the psyker a +10 bonus to Focus Power tests when it is within 5 metres of him. In addition, the familiar Damnation and psyker can communicate telepathically up to a distance of A character who enters into a Dark Pact is forever beyond the 1 kilometre. Emperor’s Light, and could face numerous other consequences Power Untold: The character gains 500 xp (or possibly more) at the GM’s discretion. The character might be unable to worth of psychic powers, which cannot include powers from the manifest Sanctic psychic powers, benefit from certain faith- Sanctic Daemonology discipline. based talents, or remove Insanity points through prayer and Sorcery: The character increases his existing psy rating by 1. pilgrimage. In addition, he now counts as an Unbound psyker. Wyrd: The character gains the Psyker trait and Aptitude. • Aegis: By understanding the nature of the enemy’s Explications DH2 EWo p. 64 weaponry and preferred methods of attack, the characters Characters must often conduct research in order to further their can better defend themselves against the strange attacks of plans, from unearthing a noble’s tainted bloodline to discerning a nonhuman foe. the planet of origin of an unsettling xenos statuette. Under most • Some enemies, whether due to innate abilities, circumstances, a simple skill test of the appropriate Scholastic— Detection: esoteric technology, or mere skill, are particularly adept at or sometimes Forbidden—Lore is sufficient to uncover such evading retribution. To track such foes, the characters must information. This might represent a brief referral to a tome in the understand the nature of the foe. character’s possession, a few hours in the mouldering stacks • Some potential threats to Mankind are of a great librarium, or even consultation with other experts. Communication: not so clear-cut. In some cases, Acolytes—particularly of However, some research tasks require a consistent, concerted a more Radical bent—might seek to learn an alien or non- effort. These focussed, long-term research tasks are called Imperial culture’s language or customs, or otherwise find a Explications, and serve to illuminate the nature of a particular way to communicate. threat facing humanity and how best to combat it. • Sometimes, a xenos is so ill-understood Characters might conduct such focussed studies to Comprehension: that the warband must further investigate its nature and identify the nature—or even the true name—of a Daemon, to intentions to simply judge the threat it poses to Mankind. uncover the secret history of an ancient cult, or to trace the Only then can they determine how to proceed. buyers alien relics. In addition to the narrative implications of providing the Determine Complexity information the characters need to complete their investigation Once the characters select a subject and define their objective, and prosecute the enemies of Mankind, Explications can the GM selects an appropriate complexity for the Explication, provide tangible mechanical benefits when confronting their as shown on Table 2–8: Explication Complexity. This reflects foes. both the actual complexity of the sought after information, the Preparation difficulty in uncovering or locating it, and objective’s nature. The time increment for a given complexity indicates how frequently There are several steps the characters must take before the characters make a skill test to determine whether they have beginning an Explication. The warband must narrow the made progress towards completing the Explication. subject of the Explication and decide on an objective, gather The base difficulty is merely a recommendation for the or determine what resources they plan to use, and nominate a GM when setting the difficulty for a skill test to progress the lead researcher. Explication. As always, the final difficulty should account for all Select Subject and Objective appropriate situational modifiers. Total DoS is the recommended Before the warband can begin an Explication, the characters number of degrees of success the characters must obtain on must have a clear notion of what it is they seek, and a particular skill tests to complete the Explication, although the GM might reason for doing so. The subject of an Explication is either a modify this number, and might choose to keep it hidden from particular topic the characters want to know more about or a the players. specific question to which they seek the answer. The subject If the players feel the complexity stated by the GM of an Explication should not be overly broad, but precisely is too large for the time and resources they have available how narrow it must be depends on the specific situation that to commit to the Explication, they can narrow their subject or prompted the Explication, the characters’ existing knowledge of reduce their goals in order to arrive at a more manageable level the matter, and their goal. of complexity. Objectives Gather Resources After choosing the subject of their research, the characters An Explication requires the characters to make use of a wide must define an overall goal for the Explication. Even with a very range of research materials, and might require travelling to broad subject, an objective is needed to guide the characters’ several planets in order to access tomes and data-slates, research. The following categories cover most objectives and speak with experts or witnesses. Before beginning the the characters might have, and determine what mechanical Explication, the characters should determine the nature of benefits the group gains from success; however, if noneof their primary research tools and obtain them. Beyond mere these objectives fit the characters’ goal, the Game Master and Requisition tests, gathering resources could form the basis players can work together to define a new category and its for encounters or even brief adventures, depending on the effects. The characters should state a more specific goal within Explication’s complexity. Although these resources provide the category, if possible. them with what they need to begin the Explication, the need for As the Explication advances and additional information additional resources might arise during the Explication. comes to light, the characters can reassess and narrow their objective, or launch into new, related Explications. Nominate Lead Researcher • Eradication: Through study of the enemy’s biology, Optionally, the characters can select a lead researcher for the preferred armour, or other methods of defence, the Explication. In addition to being the primary character to attempt characters aim to prepare weapons and approaches to lay skill tests to progress the Explication, the lead researcher low and exterminate their foes. chooses a single Common Lore, Scholastic Lore, or Forbidden Lore skill in which he has at least Rank 1. Other skills may be available at the GM’s discretion. Explication Complexity Complexity Time Increment Base Difficulty Total DoS Example Perform a thorough necropsy on an unknown but Drudging One day Challenging (+0) 14 somewhat familiar alien organism. Develop a toxin (or antidote) for use against a particular Taxing One week Difficult (– 10) 12 alien species. Convoluted One month Hard (– 20) 10 Trace the origin of a particular machine spirit. Involved Four months Very Hard (–30) 8 Determine the function of a mysterious weapon. Formidable Eight months Arduous (–40) 7 Analyse the purpose of a damaged alien device. Labyrinthine One year Punishing (–50) 6 Translate the runic language of a dead species.

For purposes of advancing the Explication, all much time the character commits to actively researching, the characters in the warband can offer assistance on tests using GM may apply additional modifiers to the skill test. this skill as if they had training in it, even if they do not. This Making Progress represents the lead researcher giving the other characters basic If the character succeeds on the skill test, the warband has instruction in the lore—as it pertains to the topic at hand—such made progress in its research. Each degree of success on the as pointing them toward useful sources, and otherwise guiding skill test counts toward the total the Acolytes must accumulate and leading the group’s research. to complete the Explication. In addition, each time the Acolytes obtain 4 or more degrees of success on a skill test to progress Conducting the Explication DH2 EWo p. 66 an Explication, they reach a Breakthrough. An Explication essentially consists of a number of skill tests by If the accumulated degrees of success equal or one or more characters, with progress leading to Breakthroughs exceed the required total, the characters successfully complete that, in turn, lead to the successful completion of the Explication. the Explication. If not, one of the characters can attempt another However, the GM and players should work together to describe skill test following the appropriate time increment. the characters’ research methods, using this as a roleplaying Losing Progress opportunity. If the Acolyte fails the test, he and the rest of the warband spend Whereas one character might spend his time in the the time researching, but without making any notable progress. data-stacks of a Machine Cult temple, another might draft However, if the character fails the test with degrees of failure correspondence to his contacts across the sector, and another greater than the Intelligence bonus of the lead researcher, the might consult the Emperor’s Tarot. Characters can pursue an warband loses degrees of success equal to the difference from Explication in periods of narrative time and downtime between its accumulated total. encounters and events in a session, or even between sessions, This represents setbacks ranging from wasted with the players making any necessary rolls either at the end of time studying unrelated information to reaching inaccurate the session or the very beginning of the next session. conclusions. At the GM’s discretion, this kind of major setback Making Skill tests might require the characters to spend time greater than the Whether the Explication is the focus of the warband’s activities standard increment before attempting another skill test. or is something a single character is pursuing during downtime, the process is the same. At the end of the time period specified Breakthroughs If the character scores 4 or more degrees of success on a skill for the Explication’s complexity a single character makes a skill test to progress the Explication, the warband experiences a test using an appropriate Investigation skill. This is most likely Breakthrough. A Breakthrough is a significant advance in the a Common Lore, Scholastic Lore, or Forbidden Lore skill, but warband’s research that provides immediate benefits, even others might be possible with the GM’s permission, such as a though the Acolytes might have not yet reached their ultimate Charm test to convince a scholar to share his own findings on goal. the topic, or a Scrutiny test when subjecting a xenos relic to A Breakthrough should provide a helpful narrative closer examination. result, such as a part of the information the Acolytes are seeking Although only a single character makes a skill test, to discover. In addition, a Breakthrough provides a mechanical others can give assistance, at the GM’s discretion. Usually, benefit. The GM and players should work together to tie these the lead researcher attempts the skill test, but the GM may two facets together and explain how the Acolytes’ research so allow a different character to sometimes do so if the players far, and the Breakthrough in particular, assists them in upcoming offer a compelling reason. It is important to note that, although challenges. a character can only attempt the relevant skill test once the Breakthrough benefits requisite time increment has passed, the research does not When the characters reach a Breakthrough, all members of the need to be performed consecutively. warband gain a benefit during the next encounter or session The time increment does not require the Acolyte to pertaining to the subject of the Explication, in addition to the devote all his waking hours to the Explication, only that he is narrative effects. able to commit the bulk of his time to it. Depending on just how If the warband reaches multiple Breakthroughs before Explication Benefits the next relevant encounter or session, the bonuses are Upon successfully completing an Explication, the warband cumulative, to a maximum of three Breakthroughs. At the GM’s receives a permanent bonus relevant to the subject of the discretion, these benefits might also apply to allies with whom Explication. Table 2–9: Explication Benefits offers examples the characters share their findings. and suggestions of benefits, but the results are ultimately at the • Eradication: Characters gain a +5 bonus to WS and BS discretion of the GM. Explications of higher complexity should tests on attacks during the next encounter, or an encounter provide correspondingly greater benefits. of the warband’s (or Game Master’s) choice, with enemies The players and GM should work together to determine relevant to the subject of the Explication. a benefit based on the narrative, the characters’ motivation and • Aegis: Characters gain a +5 bonus to Evasion tests during goal, and the relevant skills and talents of the PCs. the next encounter, or an encounter of the warband’s (or GM’s) choice, with enemies relevant to the subject of the Explication. • Detection: Characters gain a +5 bonus to Perception tests (including skill tests) against the subject of the Explication during the next session, or a session of the warband’s (or GM’s) choice. • Communication: Characters gain a +10 bonus to Linguistics and Interaction skill tests to communicate with the subject of the Explication during the next session, or a session of the warband’s (or Game Master’s) choice. • Comprehension: Characters gain a +10 bonus to Investigation skill tests related to the subject of the Explication during the next session, or a session of the warband’s (or GM’s) choice. Hastening Research Sometimes the matter which the warband is researching is urgent, and the characters must find the information they seek quickly in order to avert some disaster. With sufficient willpower and recaf, the characters might push themselves to their limits. The lead researcher and any other Acolytes offering assistance in the research can voluntarily suffer one or more levels of Fatigue in order to reduce the time increment before the next skill test by one step per level of Fatigue, as shown on Table 2–8: Explication Complexity. A time increment reduced Explication Benefits below one day halves the time for each additional step, to a Ojective Example benefit minimum of six hours. Called Shots against the subject gain Until after the next skill test, the characters cannot Vengeful (9) or Felling (2). Eradication recover Fatigue or damage by resting without losing this benefit. Weapons with the Toxic (X) quality improve However, as long as the characters continue to research that value by 2 against the subject. consistently, they do not gain additional Fatigue between skill Characters treat their Armour points on all tests. locations as 1 higher against attacks from the In addition, the characters suffer a –10 penalty to skill Aegis subject. tests to advance the Explication for each step by which they Characters gain a +5 bonus to Evasion tests reduce the time increment. Some research tasks simply require against the subject’s attacks. a certain amount of time, and the GM may set a minimum time Awareness tests and Tech-Use tests to detect the subject’s presence gain a +20 bonus. increment. Detection Characters add +1 to Initiative in combat Ending the Explication DH2 EWo p. 68 against the subject. Although it is impossible to know everything on a given NPCs of the subject species or type increase subject, an Explication does reach a natural conclusion when their starting Disposition by +10, Interaction the characters learn the information or achieve the goals they skill tests targeting the subject gain a +10 Communication initially set out to. This occurs when the total degrees of success bonus. gained on skill tests to advance the Explication reaches the The cost of the relevant Peer talent is reduced by 100xp (to a minimum of 100xp) requisite number set by the GM based on the Explication’s complexity. In addition to the narrative effects of reaching Relevant Lore tests gain a +5 bonus, the cost their goal, completing it provides a permanent rules benefit to of relevant Lore skill is reduced by 100xp (to Comprehension a minimum of 100xp). characters who learn the results. The characters gain 1 to 4 Influence points depending on complexity of Explication Traits: asdasd Ork Boy (Troop) Gear: asdasd Wounds 13 Threat 10

H WS BS S 01-10

Ar Al T Ag Int 11-20 21-30

B T T T 31-70

Lr Ll T 71-85 86-00

Half 2 Full 4 Charge 8 Run 12 Threat 10 Shoota Class Basic Rng 60m RoF S/3/– Dmg 1d10 + 4 (I) Pen 0 Clip 30 Rld 1 Full Wt 4kg Avl Rare Special: Inacurate, Unreliable Choppa Class Melee Dmg 1d10 + 7 1+SB (I) Pen 2 Wt 1kg Avl Rare Special: Unbalanced

Asdasd Skills: asdasd Talents: asdasd

Changelog

Dark Heresy 2.0 Core Skills Crafting: Crafting item availability wording change to clarify “decrease item’s availability” Talents Generalised the wording for peer, enemy & hatred specialisations Adeptus Arbites Background Starting Talents: Gain both Shock and Solid Projectile weapon training instead of only one Psyker Elite Advancement Minor change for gm guidance Weapon modification descriptions Clarified fire selector usage as free action Survival Suit Added a note in the rule block about water reclamation effect Reclassifications Null Rod & Psy Focus > Wargear Enemies Beyond Force Hammer Changed damage type from Rending to Impact Praetor Armor Classified as carapace armor Enemies Within Rosarius Changed weight from 0.6kg to 0.5kg Enemies Without Services Changed wordings to be more universal instead of Askellon-focused Armoury Shuriken Pistol weight from 1.2kg to 1kg

Other Changed wordings from acolyte/explorer to character Cut down on fluff/descriptions across the board