A | B | C | D | E | F | G | H | |
---|---|---|---|---|---|---|---|---|
1 | Skills | |||||||
2 | APTITUDES | KNOWN | TRAINED | EXPERIENCED | VETERAN | |||
3 | Two | 100 xp | 200 xp | 300 xp | 400 xp | |||
4 | One | 200 xp | 400 xp | 600 xp | 800 xp | |||
5 | Zero | 300 xp | 600 xp | 900 xp | 1,200 xp | |||
6 | ||||||||
7 | SKILL | APTITUDE 1 | APTITUDE 2 | SKILL | APTITUDE 1 | APTITUDE 2 | ||
8 | Acrobatics | Agility | General | Logic | Intelligence | Knowledge | ||
9 | Athletics | Strength | General | Medicae | Intelligence | Fieldcraft | ||
10 | Awareness | Perception | Fieldcraft | Navigate† | Intelligence | Fieldcraft | ||
11 | Charm | Fellowship | Social | Operate† | Agility | Fieldcraft | ||
12 | Command | Fellowship | Leadership | Parry | Weapon Skill | Defense | ||
13 | Commerce | Intelligence | Knowledge | Psyniscience | Perception | Psyker | ||
14 | Common Lore† | Intelligence | General | Scholastic Lore† | Intelligence | Knowledge | ||
15 | Deceive | Fellowship | Social | Scrutiny | Perception | General | ||
16 | Dodge | Agility | Defense | Security | Intelligence | Tech | ||
17 | Forbidden Lore† | Intelligence | Knowledge | Sleight of Hand | Agility | Knowledge | ||
18 | Inquiry | Fellowship | Social | Stealth | Agility | Fieldcraft | ||
19 | Interrogation | Willpower | Social | Survival | Perception | Fieldcraft | ||
20 | Intimidate | Strength | Social | Tech-Use | Intelligence | Tech | ||
21 | Linguistics† | Intelligence | General | Trade† | Intelligence | General | ||
22 | ||||||||
23 | Characteristics | |||||||
24 | APTITUDES | SIMPLE | INTERMEDIATE | TRAINED | PROFICIENT | EXPERT | ||
25 | Two | 100 xp | 250 xp | 500 xp | 750 xp | 1,250 xp | ||
26 | One | 250 xp | 500 xp | 750 xp | 1,000 xp | 1,500 xp | ||
27 | Zero | 500 xp | 750 xp | 1,000 xp | 1,500 xp | 2,500 xp | ||
28 | ||||||||
29 | CHARACTERISTIC | APTITUDE 1 | APTITUDE 2 | Talents | ||||
30 | Weapon Skill | Weapon Skill | Offence | APTITUDES | TIER ONE | TIER TWO | TIER THREE | |
31 | Ballistic Skill | Ballistic Skill | Finesse | Two | 200 xp | 300 xp | 400 xp | |
32 | Strength | Strength | Offence | One | 300 xp | 450 xp | 600 xp | |
33 | Toughness | Toughness | Defense | Zero | 600 xp | 900 xp | 1,200 xp | |
34 | Agility | Agility | Finesse | |||||
35 | Intelligence | Intelligence | Knowledge | |||||
36 | Perception | Perception | Fieldcraft | |||||
37 | Willpower | Willpower | Psyker | |||||
38 | Fellowship | Fellowship | Social |
A | B | C | D | E | F | G | H | ||
---|---|---|---|---|---|---|---|---|---|
1 | Name | Characteristics | Alt Characteristics | Type Unless Noted | Description | Special Use | Special Use | Special Use | |
2 | Acrobatics | Agility | Strength | Full Action | Used for Keeping balance or avoid falling, jumping up or down from a height, or moving around obsticales without falling. | Contortionist: Can use his Acrobatics skill to escape from bonds as a Full Action. May also escape from a grapple by using their Acrobatics skill instead of their Agility or Strength when grappling. | Manoeuvring: The character may make a Disengage action as a Half Action if he passes a Challenging (+0) Acrobatics skill test. | Jumping: When jumping or leaping, may use the Acrobatics skill in the place of AG and S tests. When determining Falling damage, can make an Acrobatics skill test to reduce the effective distance fallen by a number of metres equal to his AGB. | |
3 | Athletics | Strength | Toughness | Full Action | Used to swim across water, pushing beyond their limits, or climbing difficult terran | Endurance: As a Free Action, can make a Difficult (–10) Athletics skill test whenever he suffers a level of Fatigue as a result of running, swimming, or climbing to ignore its effects. They can continue to take tests and ignore Fatigue gained indefinitely; however, if a test failed, they must rest for at least 4 hours and cannot use his Athletics skill again during that time. | Heft: As a Free Action, a character can make a Challenging (+0) Athletics skill test to increase his carrying capability for a single encounter. For every degree of success, Strength is increased by 10 for how much weight can carry, lift, or drag, to a max S of 100. Hefting can only be attempted once, and if failed the test, he cannot try again until the next encounter. | ||
4 | Awareness | Perception | Fellowship, Intelligence | Free Action | Used to spot walking into a ambush, search for clues or hidden items, or evesdrop on a conversation | Lip Reading: Difficulty of this test is modified –10 for every 10 metres of distance between the character and the speaker. A successful Awareness skill test reveals the general gist of the conversation. | |||
5 | Charm | Fellowship | Influence | 1 minute | Used to make someone like him for whatever reason, distract someone by drawing his focus away from others, gathering information from locals or strangers. | When Charm is used against an opponent (such as to change his mood) it is an Opposed test. Charm is opposed by Willpower. | |||
6 | Command | Fellowship | Intelligence, Strength, Willpower | Half for Simple, Full for complex | Used when wishes to send an NPC ally into an extremely dangerous situation or into open combat, or to rally his allied fighting forces or organise them in the face of a surprise attack. | Inspire: As a Full Action, the character can make a Challenging (+0) Command test to inspire one or more of his followers. Inspired followers receive a +10 on their next skill or characteristic test. | Terrify: As a Reaction,can try to counter the effects of Fear in his allies should they fail their WP test. Make a Command skill test opposed by the WP of the Fearcausing creature. Both the character and the creature add +10 to their rolls for each level of Fear they possess. If the character is successful, his allies ignore the effects of Fear | ||
7 | Commerce | Intelligence | Fellowship | 1 minute, or more for complex deals | Used to gain a bonus when attempting a Requsition test, wishes to track down a rare item, whats to know how much an item is worth. | When Commerce is used against an opponent it is always an Opposed test. Commerce opposes, and is opposed by, either Commerce or Willpower. | Evaluate: A success tells the character the Availability of the item he is evaluating, while a failure tells him nothing. If he fails by more than 3 degrees of failure, the GM should give him a false Availability. | ||
8 | Common Lore | Intelligence | Fellowship | Free Action | Used when Player might know something about the situatuon, location or individual, or wants to know a specific detail about common subject | Unlike some other skills, Common Lore has multiple Specialisations | |||
9 | Deceive | Fellowship | Intelligence, Tech-Use | 1 minute, or more for complex deceeption | Used to tell a convincing lie, distract someone with rambling nonsense, or trying to disguise themself. | Disguise: Can create a disguise for himself, given time and raw materials. The time taken depends greatly on the complexity of the disguise whenever the disguise comes under scrutiny to see through it. | |||
10 | Dodge | Agility | Reaction | Used to dodge a attack in melee, ranged, or to avoid hazards. | Dive for Cover: If there is cover with a number of metres equal to the character’s AGB and not prone, they can alternatively Dive for Cover as a Reaction against a ranged attack instead of trying to Evade. He makes an Ordinary (+10) Dodge test; if he succeeds, he leaps and gains the Prone. They are still hit by the attack, but benefits from AP granted by the cover for that attack. | ||||
11 | Forbidden Lore | Intelligence | Fellowship | Free Action | Used when seeking information about potential cult activity, to learn about the opertions of dreaded Eldar, or the proper procedure to summon a Daemon. | ||||
12 | Inquiry | Fellowship | Intellgence, Perception | One hour or more | Used when trying to track down a local crime lord, attempting to learn the attidues of the local populace, or information of a specific type of locations of a shop or tavern. | ||||
13 | Interrogation | Willpower | Fellowship | One hour or more | Used when attempting to learn avout battle plans from a commander, forcing a Imperial Adept to reveal hidden information, or have a cultist reval a hidden meeting place. | ||||
14 | Intimidate | Strength | Willpower | Full Action | Used when they want someone to get out of the way, to coerce someone into acting a certain way, or trying to make an opponent back down from a fight. | ||||
15 | Linguistics | Intelligence | Fellowship | Free Action | Used to decipher an archaic verison, wishes to compose a movie piece of prose, or conveying a subtle subtext of a message with a limited vocabulary. | ||||
16 | Logic | Intelligence | Agility | 1 minute, or more for complex problem | Used when solving a riddle, looking for clues in vast amounts of unreleated information, trying to win a game of chance. | Gambling: In a typical game, each participant wagers an amount, though these are typically the same, and makes an Opposed test with the Logic skill. The character with the most degrees of success or fewest degrees of failure wins the pot. | Ciphers and Decoding: A character can use the Logic skill to unravel ciphers and codes. This usually takes a great deal of time In general, these tests should be Difficult (–10) at the easiest, unless the cipher is already partially decoded or the character has akey available to aid his efforts. | ||
17 | Medicae | Intelligence | Intellgence, Perception | Full Action | Used to apply first aid to a wounded ally, to diagnose an affliction and work out a treatment, or perform a surgical procedure to removal of a organ or implanting a cybernetic | First Aid: make a Challenging(+0) Medicae test, with a –10 penalty if Heavily Damaged or a –10 penalty for every point of Critical damage. If he succeeds, he removes damage equal to his IB, plus one additional point of damage per degree of success he scores on the test (removing Critical damage before normal damage). A given individual can only be treated with first aid once every 24 hours, and only so long as he is not also under extended care. | Extended Care: Can treat paitents equal to their IB, pluse one per assistant. number, he suffers a –10 penalty on his Medicae tests for extended care. For each assistant trained in the Medicae skill assisting in. At the end of each 24-hour period of extended care, the primary healer must perform an Ordinary (+10) Medicae test. If he succeeds, his patients remove twice the normal amount of damage normally recovered by their natural rates of healing. | Diagnose: On individuals, a successful skill test yields the name of the ailment and basic treatments. When used on groups, a successful skill test can prevent the spread of diseaseor mitigate the effects of malnutrition as determined by the Game Master and dependent on the nature (and virulence) | |
18 | Navagate (Surface) | Intelligence | Perception | 1 minute for simple location; 1d5 hours for plotting courses or routes. | Used to to make a journey across unfamiliar terrain, lost and needs to get his bearings in a strange place, or wishes to create a map showing the quickest route from one point to another. | ||||
19 | Navagate (Stellar) | Intelligence | Perception | 1 minute for simple location; 1d5 hours for plotting courses or routes. | Used to make a journey within a star system, find a ship stranded in an unknown region of space, or wishes to find the quickest route from one location withina system (such as a planet) to another location in the system, wishes to find the quickest route from one location within a system (such as a planet) to another location in the system. | ||||
20 | Navagate (Warp) | Intelligence | Perception | 1 minute for simple location; 1d5 hours for plotting courses or routes. | Used to Guide a starship through the Warp, or Convert a journey into a Warp route Chart | ||||
21 | Operate (Surface) | Agility | Intelligence | Half Action | Used to drive a vehicle in combat, wishes to push vehicle beyond its normal limits, or attempting to manoeuvre though a crowed highway. | ||||
22 | Operate (Aeronautica) | Agility | Intelligence | Half Action | Used to piloting a vehicle in a combat situation, fly beyond its limit, or trying to land in diffcult terran. | ||||
23 | Operate (Voidship) | Agility | Intelligence | Half Action | Used for manoeuving or overseeing the use of a macrobattery, orbital laser, or ship's weaponry. | ||||
24 | Parry | Weapon Skill | Reaction | Used to deflect blows in melee | |||||
25 | Psyniscience | Perception | Willpower | Half Action | Used for hunting for the location of daemons, determining weather a psyker has used his power recentlym or trying to find a weak point between realspace and the Warp. | ||||
26 | Scholastic Lore | Intelligence | Fellowship | Free Action | Used to recount legends from the past, to understand a obscure law, or being able to identify a rare beast. | ||||
27 | Scrurity | Intelligence | Fellowship | Half Action | Used to tell if someone is lying, to collate information and conclusions from a report, or able to interpert augur or auspex reading and knowing the results of them. | ||||
28 | Security | Intelligence | Agility | 1 minute, reduced by 10 seconds for each degree of success. | Used to open a locked door, break into a cogiator and discover and its secrets, or lay traps for a ambush. | Traps: Can fashion and set traps, The time, resources, and damage caused by these kinds of traps depend on the GM’s discretion and the materials involved given enough time and raw resources. | |||
29 | Sleight of Hand | Agility | Intelligence | Half Action, or can be performed as a Free Action withan additional –10 penalty. | Used to attempt to steal something from the target's pocket, to seek to palm ecidence at a crime scene, or tries to plant illegal narcotics into a suspects robes. | ||||
30 | Stealth | Agility | Intelligence | Free Action | Used to scout an enmy force without being detected, wants to sneak up on a foe and kill him quietly, or wishes to follow someone without arousing suspicion. | Shadowing: Stealth can be used to shadow others and follow them unseen, either on foot, in vehicles, or even in shuttles and starships. Stealth skill tests for shadowing are always Opposed tests against the opponent’s Awareness. A single Stealth skill test is sufficient to follow the opponent unseen for 5 minutes per degree of success. | |||
31 | Survial | Perception | Agility, Intelligence | Full Action | Used to find food or water in a hostile environment, to start a fire with homemade tools, or trying to track a foe across a hive. | Crafting: Survival can be used to make all kinds of primitive devices,from cloaks and stone buildings to spears and armour. | Tracking: A character can use the Survival skill to follow the signs left by his quarry, allowing him to hunt his targets down. A cunning or devious quarry might attempt to conceal or erase any tracks, for example, andin cases where an opponent has attempted to do this he should make an Opposed test against the prey’s Stealth. | Wrangling: Characters can tame, train, and potentially ride animals theyencounter in their travels, from wild grox to noble Warhorse breeds. Both taming and training beasts are Extended tests, theduration of which is determined by the nature and temperamentof the creature involved. Wrangling is of no use against cyber or psy-bonded animals, nor against any creatures with true sentience. | |
32 | Tech Use | Intelligence | Agility | 1 minute, or more for more complex systems. | Used to repair a broken weapon or vehicle, to push a piece of technology beyond its normal limits, or trying to detrmine how to use unknow technology. | Crafting: can be used to make all kinds of technical devices,from simple clockwork and steam engines to advancedweaponry and armour. The time, difficulty, and materialsit takes to create these items are greatly dependent on their complexity. | Demolitions: Success on a Tech-Use skill test indicates a character has successfully planted an explosive charge, and set it with the trigger of his choice. Defusing charges also falls under the Tech-Use skill, with an Opposed test against the Tech-Use skill test of the individual who set the explosives. Winning the test indicatesthat the bomb has been defused. Simple failure means that while the charge has not been disarmed, neither has it gone off. Four or more degrees of failure indicate the characterhas set off the device, suffering the consequences of the explosion. | ||
33 | Trade | Intelligence | Agility, Fellowship | Variable depending on task and complexity. | Used to prepare a meal for high ranking officers, wishes to carve his sigil on a chainsword, or seeks to uncover the remains of a lost colony. |
A | B | C | D | |
---|---|---|---|---|
1 | Action | Type | Subtype | Description |
2 | Aim | Varies | Concentration | Grants +10 (Half) or +20 (Full) bonus to character’s next attack. |
3 | All Out Attack | Full | Attack, Melee | Give up that round’s Evasion reaction to gain +30 WS. |
4 | Brace Heavy Weapon | Half | Miscellaneous | Support a Heavy weapon for proper firing. |
5 | Called Shot | Full | Attack, Concentration, Melee or Ranged | Attack a specific location on a target with a –20 to WS or BS. |
6 | Charge | Full | Attack, Melee, Movement | Move up to 3x AgB (last 4m in straight line at enemy), +20 to WS. |
7 | Defensive Stance | Full | Concentration, Melee | Gain an additional Reaction. Opponents suffer –20 WS. |
8 | Delay | Full | Miscellaneous | May take any Half Action before character’s next turn. |
9 | Disengage | Full | Movement | Break from melee without incurring a free attack. |
10 | Evasion | Reaction | Movement/Melee | Used with Dodge (Movement) or Parry (Melee) skill to avoid attacks. |
11 | Feint | Half | Melee | Opposed WS test; if character wins, his next Melee attack cannot be Evaded. |
12 | Focus Power | Varies | Varies | Use a Psychic Power. |
13 | Full Auto Burst | Half | Attack, Ranged | Grants –10 BS, one hit for every DoS; Jam on 94+ result; 2m spread. |
14 | Grapple | Varies | Attack, Melee | Affect a Grappled opponent or escape from a Grapple. |
15 | Guarded Action | Half | Concentration, Melee/Ranged | Grants –10 to WS or BS, +10 to all Evasion tests until start of next turn. |
16 | Jump or Leap | Full | Movement | Jump vertically or leap horizontally. |
17 | Knock Down | Half | Attack, Melee | Try to knock an opponent to the ground. |
18 | Lightning Attack | Half | Attack, Melee | Grants –10 WS, one hit for every DoS. |
19 | Manoeuvre | Half | Melee, Movement | Opposed WS test; if character wins, move enemy 1 metre. |
20 | Move | Varies | Movement | Move up to Agility bonus (Half Action) or 2x Agility bonus (Full Action). |
21 | Overwatch | Full | Attack, Concentration, Ranged | Shoot targets coming into a set 45° kill zone, also forces Pinning tests. |
22 | Ready | Half | Miscellaneous | Ready a weapon or an item. |
23 | Reload | Varies | Miscellaneous | Reload a ranged weapon. |
24 | Run | Full | Movement | Move 6x Agility bonus, enemies get –20 BS and +20 WS to hit character |
25 | Semi-Auto Burst | Half | Attack, Ranged | Grants +0 BS, additional hit for every two additional DoS; jam on 94+; 2m spread. |
26 | Stand/Mount/ Dismount | Half | Movement | Stand up from being Prone, mount or dismount a riding beast, enter or leave a vehicle, or move within a vehicle. |
27 | Standard Attack | Half | Attack, Melee or Ranged | Grants +10 to WS or BS, make one melee or ranged attack; jam on 96+ result. |
28 | Stun | Full | Attack, Melee | Try to Stun an opponent. |
29 | Suppressing Fire | Full | Attack, Ranged | Set 30° or 45° arc at 1/2 range, target must make Pinning test, –20 BS. |
30 | Swift Attack | Half | Attack, Melee | Grants +0 WS, additional hit for every two additional DoS. |
31 | Tactical Advance | Full | Concentration, Movement | Move from cover to cover. |
32 | Use a Skill | Varies | Concentration, Miscellaneous | Character may use a skill. |
A | B | |
---|---|---|
1 | Roll 1d100 and add +10 for every degree of failure after the first on the Fear test | |
2 | Roll | Result |
3 | 01–20 | The character is badly startled. He can only take a single Half Action during his next turn, but afterward he acts normally. |
4 | 21–40 | Fear grips the character and he begins to shake and tremble. He suffers a –10 penalty on all tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping Out of It, page 286). |
5 | 41–60 | Reeling with shock, the character backs away from the source of his Fear. He cannot willingly approach the object of his Fear, but can otherwise act normally, with a –10 penalty on all tests until the end of the encounter. |
6 | 61–80 | The character is frozen by terror. He can take no actions until he recovers himself (see Shock and Snapping Out of It, page 286). After snapping out of it, he makes all tests with a –10 penalty for the rest of the encounter. |
7 | 81–100 | Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so, can only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of It (see Shock and Snapping Out of It, page 286) to regain control. |
8 | 101–120 | Fainting dead away, the character keels over and remains Unconscious for 1d5 rounds. Once he regains consciousness, he is still shaken and takes all tests with a –10 penalty until the end of the encounter. |
9 | 121–130 | Totally overcome, the character screams and vomits uncontrollably for 1d5 rounds. During this time he can do nothing, and drops anything he is holding. Afterward, until the end of the encounter, the character can only take a single Half Action each turn. |
10 | 131–140 | The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or attacking with whatever he has at hand. This effect lasts until the character Snaps Out of It (see Shock and Snapping Out of It, page 286), or until he is knocked Unconscious or otherwise incapacitated. |
11 | 141–160 | The character crumples to the ground for 1d5+1 rounds and begins sobbing, babbling, and tearing at his own flesh, and can do nothing else. Even after he returns to his senses, he is a complete mess, and suffers a –20 penalty on all tests until the end of the encounter. |
12 | 160–170 | The character’s mind snaps. He becomes catatonic for 1d5 hours; for that time, he is Unconscious and cannot be roused. |
13 | 171+ | The character is so overcome with terror that his heart stops: he must make a Challenging (+0) Toughness test or die. If he succeeds, the character still falls Unconscious for 1d5 hours, and cannot be roused for that time. |
A | B | |
---|---|---|
1 | Roll 1d100 and add +10 for every degree of failure after the first on the Trauma test | |
2 | Roll | Result |
3 | 01–40 | The character becomes withdrawn and quiet. He suffers a –10 penalty to all Fellowship based tests for 3d10 hours. |
4 | 41–70 | The character must compulsively perform an action (such as fevered praying, frantically cleaning a weapon, etc.) and pays little attention to anything else. He suffers a –10 penalty toall test based on Intelligence, Fellowship, and Perception. This effect lasts for 3d10 hours. |
5 | 71–100 | The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception-based tests and is at a –10 penalty to Willpower tests for the next 1d5 days. |
6 | 101–120 | The character suffers from a temporary Severe phobia (see Gaining Mental Disorders, page 287). This effect lasts for 1d5 days. |
7 | 121–130 | The character reacts to the slightest stressor pressure by becoming extremely agitated. When performing any task that involves a test, the character must first pass a Willpower testor suffer a –10 modifier to the test. During combat encounters, he suffers a –10 penalty on all tests. This effect lasts for 1d5 days. |
8 | 131–140 | The character suffers vivid and extreme nightmares whenever he tries to sleep. The next day, and for a further 1d10 days, the character is exhausted by a lack of sleep and gains 1 levelof Fatigue. |
9 | 141–150 | The character is struck dumb and is unable to speak. This lasts for 1d5 days. |
10 | 151–160 | Extremely distressed and unfocused, the character refuses to eat or drink, and looks to be in a terrible state. Reduce all of the character’s characteristics by 10 (to a minimumof 1) for 1d10 days. |
11 | 161–170 | The character suffers a fit of hysterics, and becomes temporarily blind or deaf for 1d10 days. |
12 | 171+ | The character becomes completely traumatised and virtually unresponsive. He cannot initiate actions, but can be gently led. This effect lasts for 1d10 days. |
A | B | |
---|---|---|
1 | Roll | Effect |
2 | 01–10 | Palsy: The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by 1d10. |
3 | 11–15 | Dark-hearted: The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by 1d10. |
4 | 16–20 | Ill-fortuned: Chance seems to mock this Acolyte at the most crucial of opportunities. Whenever this character uses a Fate point, roll 1d10. On a result of 7–10, the Fate point has no effect but is spent anyway. |
5 | 21–25 | Skin Afflictions: The character is plagued by boils, scabs, weeping sores and other disgusting features across his body. He suffers a –20 penalty to all Charm tests. |
6 | 26–30 | Night Eyes: Light pains the character, echoing the growing stain on his soul. Unless he shields his eyes, he suffers a –10 penalty on all tests made in an area of bright light. |
7 | 31–33 | Morbid: The character finds it hard to concentrate as his mind turns increasingly macabre and he becomes prone to tortured, gloom filled trains of thought. Reduce his Intelligence by 1d10. |
8 | 34–45 | Witch Mark: The character develops some minor physical deformity or easily concealable mutation. It is small, but perhaps enough to consign him to death if found out by a fanatical witch hunter. |
9 | 46–50 | Fell Obsession: This functions like the Obsession Disorder on page 288, but in this case the character is obsessed by something sinister or malign (such as collecting finger-bone trophies, etc.). |
10 | 51–55 | Irrational Nausea: The character feels sick at the sight, sound, or smell of something otherwise innocuous (such as prayer books and holy items, bare flesh, human laughter, fresh food, etc.). When he encounters an object of his revulsion he must make a Toughnesstest or suffer a –10 penalty to all tests as long as he remains in its presence. |
11 | 56–60 | Wasted Frame: The character’s pallor becomes corpse-like and his muscles waste away. Reduce his Strength by 1d10. |
12 | 61–63 | Night Terrors: The character is plagued by daemonic visions in his sleep. This functions identically to the Horrific Nightmares Disorder on page 289. |
13 | 64–70 | Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to fully heal. Reduce the character’s Toughness by 1d10. |
14 | 71–75 | Distrustful: The character cannot conceal the distrust and antipathy he has for others. He suffers a –10 penalty to Fellowship tests when dealing with strangers. |
15 | 76–80 | Malign Sight: The world seems to darken, tarnish, and rot if the character looks at anything too long. Reduce the character’s Perception by 1d10. |
16 | 81–83 | Ashen Taste: Food and drink taste foul and provide little sustenance to the character, and he can barely stomach eating. Recovering levels of Fatigue takes twice as long for him than normal (see page 233). |
17 | 84–90 | Bloodlust: Murderous rage is never far from the character’s mind. After suffering damage (after Armour and Toughness bonus) in combat, he must succeed at a Willpower test to allow his enemies to flee, be captured, or incapacitated, rather than killing them outright, even if his intent is otherwise. |
18 | 91–93 | Blackout: The character suffers from inexplicable blackouts. When they occur and what happens during them is up to the GM, who should inform the player the details of what (if anything) he remembers on awakening. |
19 | 94–100 | Strange Addiction: The character has a near-uncontrollable craving for some bizarre and unnatural substance (such as rose petals, fresh blood, widows’ tears, etc.). This acts like a Minor Disorder for Compulsion (see page 288), but is freakish enough to cause serious suspicion if discovered. |
A | B | |
---|---|---|
1 | Roll | Effect |
2 | 01–06 | Bestial Hide: The character’s skin becomes toughened with layers of thick scales or chitin, and he gains the Natural Armour (2) trait. |
3 | 07–11 | Unnatural Arms: Twisted appendages (shrivelled arms, hooked talons, or fleshy tendrils) emerge from this character’s spine or torso. He gains the Multiple Arms (CB) trait. |
4 | 12–17 | Sightless Orbs: This character’s eyes become sightless, cracked windows into a soul afflicted with a growing corruption. He gains Blind and Unnatural Senses (CBx10) traits. |
5 | 18–25 | Swollen Brute: This character becomes bloated, his muscles expanding and his form becoming excessively corpulent or disturbingl ymuscular (or perhaps both). This character’s Toughness and Strength characteristics are permanently increased by 10, but his Agility bonus is reduced by 1 for purposes of movement. |
6 | 26–30 | Deathsight: This character’s mind becomes twisted, his eyes showing him countless possible annihilations of anything or anyone hegazes upon for more than a few moments. Once per game session, this character may increase the damage of one attack he has madeby his Corruption bonus. If he does so, he gains 1 Corruption point. |
7 | 31–36 | Cursed Fleshmetal: This character’s armour and cybernetic implants become fused with his flesh, and even regenerate. Removing any of these items requires a Challenging (+0) Medicae test; if the test fails, he suffers 1d5 Rending damage to a randomly selected limb that ignores Armour. He can make an Ordinary (+10) Toughness test to repair items merged with him, in the same manner as a Tech-Use test to repair the same equipment, but suffers 1 Corruption point. |
8 | 37–43 | Razor Fangs: This character’s teeth grow long, turning into tearing fangs. This character gains an unarmed attack that inflicts 1d5+CB Rending damage, pen 2. He permanently reduces his Fellowship characteristic by 1d5. |
9 | 44–49 | Excessive Legs: This character develops extra legs that support his form, suspending his upper torso above a centauroid lower body. This character gains the Quadruped trait with a number of extra legs equal half to his Corruption bonus (rounded up). |
10 | 50–54 | Wings: Massive feathered or leathery wings erupt from this character’s spine, and he gains the Flyer (CBx2) trait. |
11 | 55–60 | Serpentine Tail: This character’s legs wither while his spine elongates into a serpentine tail that supports his body. He gains the Crawler trait and gains an unarmed attack that can strike for 1d10 Impact damage, Pen 0. |
12 | 61–69 | Searing Blood: This character’s veins are filled with searing acids in place of blood, though somehow the corrosive effects do not burn his own flesh. Whenever he suffers Blood Loss, the foul liquid erupts and inflicts 1d5+CB Energy damage, Pen 0, to each other character within 1d5 metres. |
13 | 70–77 | Witch-Curse: A small stigma in the shape of a maddening rune appears on this character’s body, marking him as touched by Chaos. He gains the Psyker trait (or adds 1 to an existing psy rating) and freely learns any 1 psychic power that costs 100 xp or less. Whenever he attempts to use this power, he gains 1d5 Corruption points. |
14 | 78–84 | Bone-Blades: This character’s bones grow long, twisted spurs that sprout painfully from his flesh on his command. This character gains an unarmed attack that inflicts 1d10+CB Rending damage, Pen 0. Whenever he makes an attack with this weapon, this character suffers Blood Loss unless he passes a Challenging (+0) Toughness test. |
15 | 85–89 | Cannibalistic Urge: Blood and marrow become as wine and bread to this character, and normal food no longer sates the hunger of his soul. Once per game session, he can remove 1d5 damage by consuming human flesh. Each time he does so, he gains 1 Corruption point. |
16 | 90–92 | Corrupted Flesh: Instead of blood, when this character’s flesh is torn asunder, horrific insects, worms, or flitting creatures spill forth. Whenever he suffers damage, this character gains the Fear (1) trait for 1d5 rounds. |
17 | 93–94 | It Will Not Die!: This character is touched by the power of the Warp, and fortune twists to keep him alive regardless of the terrible wounds he suffers, as if it is the will of some dark being that resides beyond the veil of reality. He can no longer burn a Fate point to survive lethal injuries. Whenever this character would die, he instead survives by the narrowest margin as if he had burned a Fate point and gains 1d10+5 Corruption points. |
18 | 95–97 | Warp Gaze: Whatever this character looks upon burns with the fire of the Warp, and all who see his eyes despair. This character gainsa 20m ranged attack that strikes with 1d10+CB Energy damage and the Spray quality. Each time he uses this attack, he gains 1d5Corruption points. Characters struck with this attack must make a Challenging (+0) Fear (1) test. |
19 | 98–99 | Warp Regeneration: Corruption seethes through this character’s flesh, sewing his body back together time and time again whether he wills it or not. Whenever this character suffers damage, he makes a Challenging (+0) Toughness test. If he succeeds, he gains the Regeneration (CB) trait for 1 round and gains 1d5 Corruption points. |
20 | 100 | The Warp Made Manifest: This character becomes a Daemon-like creature, capable of reshaping reality itself at his whim. He gains the Daemonic (CB), Fear (2), From Beyond, and Warp Instability traits. He can also use his Willpower characteristic in place of anyother characteristic for any test he is called upon to take. |
A | B | C | D | E | F | |
---|---|---|---|---|---|---|
1 | Homeworlds | Feral World | Forge World | Highborn | Hive World | Shrine World |
2 | Bonus Characteristic 1 | Strength | Intelligence | Fellowship | Agility | Fellowship |
3 | Bonus Characteristic 2 | Toughness | Toughness | Influence | Perception | Willpower |
4 | Negative Characteristic | Influence | Fellowship | Toughness | Willpower | Perception |
5 | Fate Threshold | 2 | 3 | 4 | 2 | 3 |
6 | Emperor's Blessing | 3+ | 8+ | 10+ | 6+ | 6+ |
7 | Home World Bonus | The Old Ways: A Feral World character's Low-Tech weapons lose any present Primitive Qualities and gain the Proven (3) Quality. | Omnissiah's Chosen: A Forge World character gains the Technical Knock or Weapon-Tech Talent. | Breeding Counts: A Highborn character reduces Influence losses by 1, to a minimum loss of 1. | Teeming Masses in Metal Mountains: A Hive World character moves through crowds as if they were open terrain and gains a +20 bonus to Navigate (Surface) Tests in closed spaces. | Faith in the Creed: When spending a Fate Point, a Shrine World character's number of Fate Points are not reduced on a 1d10 result of 1. |
8 | Home World Aptitude | Toughness | Intelligence | Fellowship | Perception | Willpower |
9 | Wounds | 9+1d5 | 8+1d5 | 9+1d5 | 7+1d5 | 8+1d5 |
10 | Page | PG 32 CB | PG 34 CB | PG 36 CB | PG 38 CB | PG 40 CB |
11 | ||||||
12 | Homeworlds | Garden World | Research Station | Voidborn | Agri-World | Feudal World |
13 | Bonus Characteristic 1 | Fellowship | Intelligence | Intelligence | Fellowship | Perception |
14 | Bonus Characteristic 2 | Agility | Perception | Willpower | Strength | Weapon Skill |
15 | Negative Characteristic | Toughness | Fellowship | Strength | Agility | Intelligence |
16 | Fate Threshold | 2 | 3 | 3 | 2 | 3 |
17 | Emperor's Blessing | 4+ | 8+ | 5+ | 7+ | 6+ |
18 | Home World Bonus | Serenity of the Green: A garden world character halves the duration (rounded up) of any result from Table 8-11: Shock or Table 8-13: Mental Traumas, and can remove Insanity points for 50xp per point. | Pursuit of Data: Whenever character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialization of his choice. The GM is the final arbiter of whether the two specializations are related. | Child of the Dark: A Voidborn character gains a the Strong Minded Talent and a +30 bonus to movement tests in zero gravity. | Strength from the Land: An agri-world Character starts with the Brutal Charge (2) trait. | At Home in Armor: A feudal world character ignores the maximum Agility value imposed by any armor he is wearing. |
19 | Home World Aptitude | Social | Knowledge | Intelligence | Strength | Weapon Skill |
20 | Wounds | 7+1d5 | 8+1d5 | 7+1d5 | 8+1d5 | 9+1d5 |
21 | Page | PG 28 EO | PG 30 EO | PG 42 CB | PG 24 EI | PG 26 EI |
22 | ||||||
23 | Homeworlds | Frontier World | Death World | Daemon World | Penal Colony | Quarantine World |
24 | Bonus Characteristic 1 | Ballistic Skill | Agility | Willpower | Toughness | Ballistic Skill |
25 | Bonus Characteristic 2 | Perception | Perception | Perception | Perception | Intelligence |
26 | Negative Characteristic | Fellowship | Fellowship | Fellowship | Influence | Strength |
27 | Fate Threshold | 3 | 2 | 3 | 3 | 3 |
28 | Emperor's Blessing | 7+ | 5+ | 4+ | 8+ | 9+ |
29 | Home World Bonus | Rely on None but Yourself: A frontier world character gains a +20 bonus to Tech-use test when applying personal weapon modifications, and a +10 bonus when repairing damaged items. | Survivor 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. | Touched by the Warp: Begins with one Rank in the Psyniscience skill. Should he gain this skill again in a later step of character creation, he instead gains one additional Rank in the skill. Note that he cannot purchase more Ranks of this skill unless he acquires the Psyker aptitude. This character also begins with 1d10+5 Corruption points. | Finger on the Pulse: One survives a penal colony by instinctively knowing who is in charge and who is a threat. A penal colony character begins with one Rank in the Common Lore (Underworld) and Scrutiny skills,and starts with the Peer (Criminal Cartels) talent. | Secretive by Nature: Those who manage to leave a quarantine world learn how to keep secrets. Whenever the warband’s Subtlety would decrease, it decreases by 2 less (to a minimum reduction of 1)./vcl l. I. I. I l |
30 | Home World Aptitude | Ballistic Skill | Fieldcraft | Willpower | Toughness | Fieldcraft |
31 | Wounds | 7+1d5 | 9+1d5 | 7+1d5 | 10+1d5 | 8+1d5 |
32 | Page | PG 28 EI | PG 26 EO | PG 26 EB | PG 28 EB | PG 30 EB |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Backgrounds | Adeptus Administratum | Adeptus Arbites | Adeptus Astra Telepathica | Adeptus Mechanicus |
2 | Starting Skills | Commerce or Medicae, Common Lore (Adeptus Administratum), Linguistics (High Gothic),Logic, Scholastic Lore (Pick One) | Awareness, Common Lore (Adeptus Arbites, Underworld), Inquiry or Interrogation, Intimidate, Scrutiny | Awareness, Common Lore (Adeptus Astra Telepathica), Deceive or Interrogation, Forbidden Lore (the Warp),Psyniscience or Scrutiny | Awareness or Operate (Pick One), Common Lore (Adeptus Mechanicus), Logic, Security, Tech |
3 | Starting Talents | Weapon Training (Las or Solid Projectile) | Weapon Training (Shock or Solid Projectile) | Weapon Training (Las, Low-Tech) | Mechadendrite Use (Utility),Weapon Training (Solid Projectile) |
4 | Starting Equipment | Laspistol or stub automatic, Imperial robes, autoquill, Chrono, dataslate, medi-kit | Shotgun or shock maul, Enforcer light carapace armor or carapace chest plate, 3 doses of stimm, manacles, 12 lho sticks | Laspistol, staff or whip, light flak cloak or flak vest, micro-bead or psy focus | Autogun or hand cannon, monotask servo-skull (utility) or optical Mechadendrite, Imperial robes, 2 vials of sacred unguents |
5 | Background Bonus | Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.). | The Face of the Law: An Arbitrator can intimidation and Interrogation test, and can substitute his Willpower bonus for his degrees of success on these tests. | The Constant Threat: When the character or an ally within 10 meters triggers a roll on the Table 6-2: Psychic Phenomenon (pg 196) Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus. Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait (pg 138). | Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.). Starting Trait: Mechanicus Implants (pg 137). |
6 | Background Aptitude | Knowledge or Social | Offence or Defense | Defense or Psyker | Knowledge or Tech |
7 | Page | PG 46 CB | PG 48 CB | PG 50 CB | PG 52 CB |
8 | |||||
9 | Backgrounds | Adeptus Ministorum | Imperial Guard | Outcast | Adepta Sororitas |
10 | Starting Skills | Charm, Command, Common Lore (Adeptus Ministorum),Inquiry or Scrutiny, Linguistics (High Gothic) | Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface) | Acrobatics or Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth | Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics (High Gothic), Medicae or Parry |
11 | Starting Talents | Weapon Training (Flame) or Weapon Training (Low-Tech, Solid Projectile) | Weapon Training (Las, Low-Tech) | Weapon Training (Chain, and Las or Solid Projectile) | Weapon Training (Flame or Las, Chain) |
12 | Starting Equipment | Hand flamer (or Warhammer and stub revolver), Imperial robes or flak vest, backpack, glow-globe, monotask servo | Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armor, grapnel and line,12 lho sticks, magnoculars | Autopistol or laspistol, chainsword, armored body glove or flak vest, injector, 2 doses of obscura or slaught | Hand Flamer or laspistol, chainblade, armoured bodyglove, chrono, dataslate, stab light, micro-bead |
13 | Background Bonus | Faith is All: When spending a Fate point to gain a+10 bonus to any one test, an Adeptus Ministorum character gains a +20 bonus instead. | Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman's last turn, the Guardsman can re-roll any results of 1 or 2 damage rolls. | Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue. | Incorruptible Devotion: Whenever an Adepta Sororitas Character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead. |
14 | Background Aptitude | Leadership or Social | Fieldcraft or Leadership | Fieldcraft or Social | Offence or Social |
15 | Page | PG 54 CB | PG 56 CB | PG 58 CB | PG 30 EI |
16 | |||||
17 | Backgrounds | Mutant | Heretek | Imperial Navy | Rogue Trader |
18 | Starting Skills | Acrobatics or Athletics, Awareness, Deceive or Intimidate,Forbidden Lore (Mutants), Survival | Deceive or Inquiry, Forbidden Lore (pick one), Medicae or Security, Tech-Use, Trade (pick one) | Athletics, Command or Intimidate, Common Lore (Imperial Navy), Navigate (Stellar), Operate (Aeronautica or Voidship) | Charm or Scrutiny, Commerce, Common Lore (Rogue Traders), Linguistics (pick one alien language), Operate (Surface or Aeronautica) |
19 | Starting Talents | Weapon Training (Low-Tech, Solid Projectile) Also one of the following: Amphibious, Dark-sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1) | Weapon Training (Solid Projectile) Mechanicus Implants Trait | Weapon Training (Chain or Shock, Solid Projectile) | Weapon Training (Las or Solid Projectile, Shock) |
20 | Starting Equipment | Shotgun (or stub revolver and great weapon), grapnel and line, heavy leathers, combat vest, 2 doses of stimm | Stub revolver with 2 extra clips of Expander bullets or Man-Stopper rounds, 1 web grenade, combi-tool, flak cloak, filtration plugs, 1 dose of de-tox, dataslate, stab light | Combat shotgun or hand cannon, chainsword or shock whip, flak coat, rebreather, micro-bead | Laspistol or autopistol (fitted with Compact weapon upgrade), shock maul, mesh cloak or carapace chestplate, auspex, chrono |
21 | Background Bonus | Twisted Flesh: A Mutant character can always choose to fail any test associated with resisting malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8-16 to gain a mutation instead. A Mutant character begins play with 10 Corruption points.Instead of rolling as normal for malignancy or mutation, roll 5d10 on Table 8-16 (See pg 292 CB) to determine a starting mutation. | 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. | Close Quarters Discipline: An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range, and with whom he is engaged in melee. | 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. |
22 | Background Aptitude | Fieldcraft or Offence | Finesse or Tech | Offence or Tech | Finesse or Social |
23 | Page | PG 32 EI | PG 32 EO | PG 34 EO | PG 36 EO |
24 | |||||
25 | Backgrounds | Exorcised | |||
26 | Starting Skills | Awareness, Deceive or Inquiry, Dodge, Forbidden Lore (Daemonology), Intimidate or Scrutiny | |||
27 | Starting Talents | Hatred (Daemons), Weapon Training (Solid Projectile, Chain) | |||
28 | Starting Equipment | Autopistol or stub revolver, shotgun, chainblade, Imperial robes, 3 doses of obscura or tranq, disguise kit or excruciator kit, rebreather, stab light or glow-globe | |||
29 | Background Bonus | An Exorcised character starts with one Malignancy Chosen from Table 8–15: Malignancies (see pg 290 CB). Touched by a Daemon: An Exorcised character counts his Insanity bonus as 2 higher for purposes of avoiding Fear Tests (pg 289 of the Dark Heresy Core Rulebook).Additionally, he can never again become possessed by the same Daemon that once possessed him. | |||
30 | Background Aptitude | Defence or Knowledge | |||
31 | Page | PG 32 EB |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | Rolls | Assassin | Chirurgeon | Desperado | Hierophant | |
2 | Role Aptitudes | Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Finesse, Perception | Fieldcraft, Intelligence, Knowledge, Strength, Toughness | Agility, Ballistic Skill, Defense, Fellowship, Finesse | Fellowship, Offence, Social, Toughness, Willpower | |
3 | Role Talent | Jaded or Leap Up | Resistance (Pick One) or Takedown | Catfall or Quick Draw | Double Team or Hatred (Pick One) | |
4 | Role Bonus | Sure Kill: In addition to the normal uses of Fate points(pg 293), when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts. | Dedicated Healer: In addition to the normal uses of Fate points (pg 293), 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. | Move and Shoot: Once per round, after performing Move action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action. | Sway the Masses: In addition to the normal uses of Fate points (pg 293), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus. | |
5 | Page | PG 62 CB | PG 64 CB | PG 66 CB | PG 68 CB | |
6 | ||||||
7 | Rolls | Mystic | Sage | Seeker | Warrior | |
8 | Role Aptitudes | Defense, Intelligence, Knowledge, Perception, Willpower | Intelligence, Knowledge, Perception, Tech, Willpower | Fellowship, Intelligence, Perception, Social, Tech | Ballistic Skill, Defense, Offence, Strength, Weapon Skill | |
9 | Role Talent | Resistance (Psychic Powers) or Warp Sense | Ambidextrous or Clues from the Crowds | Keen Intuition or Disarm | Iron Jaw or Rapid Reload | |
10 | Role Bonus | Stare into the Warp: A Mystic character starts the game with the Psyker elite advance (pg 90). It is recommended that a character who wishes to be a Mystic have a Willpower of at least 35. | Quest for Knowledge: In addition to the normal uses of Fate points (pg 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus. | Nothing Escapes My Sight: In addition to the normal uses of Fate points (pg 293), a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus. | Expert at Violence: In addition to the normal uses of Fate points (pg 293), after making a successful attack test, but before determining hits, a Warrior character may spend 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. | |
11 | Page | PG 70 CB | PG 72 CB | PG 74 CB | PG 76 CB | |
12 | ||||||
13 | Rolls | Fanatic | Penitent | Ace | Crusader | |
14 | Role Aptitudes | Leadership, Offence, Toughness, Weapon Skill, Willpower | Agility, Fieldcraft, Intelligence, Offence, Toughness | Agility, Finesse, Perception, Tech, Willpower | Knowledge, Offence, Strength, Toughness, Willpower | |
15 | Role Talent | Deny the Witch or Jaded | Die Hard or Flagellant | Hard Target or Hotshot Pilot | Bodyguard or Deny the Witch | |
16 | Role Bonus | Death to All Who Oppose Me!: In addition to the normal uses of Fate points, a Fanatic character may spend a Fate point to count as having the Hatred talent against his current foe for the duration of the encounter. Should he choose to leave combat against a Hated foe in that encounter, however, he gains 1 Insanity point. | Cleansing Pain: Whenever a Penitent character suffers 1 or more points of damage (after reductions for Toughness bonus and Armour), he gains a +10 bonus to the first test he makes before the end of his next turn. | Right Stuff: In addition to the normal uses of Fate points , an Ace character may spend a Fate point to automatically succeed at an Operate or Survival skill test involving vehicles or living steeds with a number of degrees of success equal to his Agility bonus. | Smite the Unholy: In addition to the normal uses of Fate Points (see pg 293 CB), 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. | |
17 | Page | PG 34 EI | PG 36 EI | PG 38 EO | PG 34 EB |
A | B | C | D | E | F | G | |
---|---|---|---|---|---|---|---|
1 | Rolls | Divination Prophecies | Divination Effects | Rolls | Divination Prophecies | Divination Effects | |
2 | 01 | Mutation without, corruption within. | Roll once on the Malignancies table and apply the result. | 50-54 | Dark dreams lie upon the heart. | Whenever this character would roll on the Malignancies table, he may instead select any one result and gain that Malignancy. | |
3 | 02-05 | Trust in your fear. | Increase this character's Perception by 5. He also gains the Phobia Mental Disorder. | 55-59 | Violence solves everything. | Increase this character's Weapon Skill or Ballistic Skill characteristic by 3. Reduce his Agility or Intelligence characteristic by 3. | |
4 | 06-09 | Humans must die so that humanity can endure. | This character gains the Jaded talent. If he already possesses this talent, increase his Willpower characteristic by 2 instead. | 60-63 | Ignorance is a wisdom of its own. | Reduce this character's Perception characteristic by 3. The first time he would gain 1 or more Insanity points each session, he reduces that amount by 1 (to a minimum of 0) instead. | |
5 | 10-13 | The pain of the bullet is ecstasy compared to damnation. | Reduce this character's Agility characteristic by 3. The first time this character suffers Critical damage each session, roll a 1d10. On a result of 10, he does not suffer any Critical Effects, though the damage still counts as Critical Damage. | 64-67 | Only the insane have the strength to prosper. | Increase this character's Willpower characteristic by 3. The first time he would gain 1 or more Insanity points each session, he gains that amount plus 1 instead. | |
6 | 14-17 | Be a boon to your allies and the bane of your enemies. | The character gains the Hatred (choose any one) talent. If he already possessed this talent, increase his Strength characteristic by 2 instead. | 68-71 | A suspicious mind is a healthy mind. | Increase this character's Perception characteristic by 2. Additionally, he may re-roll Awareness tests to avoid being Surprised. | |
7 | 18-21 | The wise learn from the deaths of others. | Increase this character's Agility or Intelligence Characteristic by 3. Reduce his Weapon Skill of Ballistic skill characteristic by 3. | 72-75 | Suffering is an unrelenting instructor. | Reduce this character's Toughness characteristic by 3. The first time that this character suffers any damage each session, he gains a +20 bonus to the next test he makes before the end of his next turn. | |
8 | 22-25 | Kill the alien before it can speak its lies. | This character gains the Quick Draw talent. If he already possesses this talent, increase his Agility characteristic by 2 instead. | 76-79 | The only true fear is dying without your duty done. | This character gains the Resistance (Cold, Heat, or Fear) talent. If he already possesses this Talent, increase his Toughness characteristic by 2 instead. | |
9 | 26-29 | Truth is subjective. | Increase this character's Perception by 3. The first time he would gain 1 or more Corruption points each session, he gains that amount plus 1 instead. | 80-83 | Only in death does duty end. | The first time this character would suffer Fatigue each session, he suffers that amount of Fatigue minus 1 (to a minimum of 0) instead. | |
10 | 30-33 | Thought begets Heresy. | Reduce this character's Intelligence by 3. The first time he would gain 1 or more Corruption points each session, he reduces that amount by 1 (to a minimum of 0) instead. | 84-87 | Innocence is an illusion. | This character gains the Keen Intuition talent. If he already possesses this talent, increase his Intelligence characteristic by 2 instead. | |
11 | 34-38 | Heresy begets Retribution. | Increase this character's Fellowship or Strength characteristic by 3. Reduce his Toughness or Willpower characteristic by 3. | 88-91 | To war is human. | This character gains the Dodge skill as a Known skill (rank 1). If he already posses this skill, increase his Agility characteristic by 2 instead. | |
12 | 39-43 | A mind without purpose wanders in dark places. | When gaining Mental Disorders, the character may choose to gain a new Disorder instead of increasing the severity of an existing Disorder. | 92-95 | There is no substitute for zeal. | This character gains the Clues from the Crowds talent. If he already possesses this talent, increase his Fellowship characteristic by 2 instead. | |
13 | 44-49 | If a job is worth doing, it is worth dying for. | Increase this character's Toughness or Willpower characteristic by 3. Reduce his Fellowship or Strength characteristic by 3. | 96-99 | Even one who has nothing can still offer his life. | When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of 10, he survives whatever grievous wound would have killed him but does not reduce his Fate threshold. | |
14 | 100 | Do not ask why you serve. Only ask how. | Increase this character's Fate threshold by 1. |
A | B | C | D | E | F | ||
---|---|---|---|---|---|---|---|
1 | Elite Advance | Inquisitor | Psyker | Untouchable | Sister of Battle | Astropath | |
2 | Cost | 1000 XP | 300 XP | 300 xp | 750 xp | 300 xp | |
3 | Prerequisites | Influence: 75 Emperor's Blessing: Do something to impress the Emperor. See Becoming an Inquisitor on page 88 of Core Rule Book. GM Guidance: If GM allows it. | Willpower: 40 A Beacon in the Warp: Cannot be an Untouchable 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 a rogue psyker. | A Void in the warp: Cannot be a Psyker | Influence 50 Willpower 40 Adepta Sororitas Background can undertake the harsh training to become Sisters of Battle. | Sanctioned Psyker: A character must possess the Psyker elite advance and the Adeptus Astra Telepathica background in order to gain the Astropath elite advance. | |
4 | Instant Changes | Gains the Peer (Inquisition) talent, the Forbidden Lore (Pick One) skill, and the Leadership Aptitude. | Gains the Psyker Trait, the Psyker aptitude, and a psy rating of 1. Can not become a Untouchable for any reason. If the character does not have the Sanctioned trait he gains 1d10+3 corruption points. | Can no longer become a Psyker for any reason. Gains Resistance (Psychic powers) talent. Fellowship characteristic always count as half (rounding up) in value. Anyone with a psy rating or Psyniscience skill, the fellowship counts as 1. Can never gain nor benefit from positive effects of psychic powers or other related unnatural talents, traits, or abilities that call on the warp. Automatically ignores any effects from Psychic Phenomena and gains +30 to resists Perils of the warp. | Gain the Peer (Adepta Sororitas) and Weapon Training (Bolt) talents, the Scholastic Lore (Tactica Imperialis) skill, and the Willpower aptitude. | Gains the Soul Bound trait. Rather than choosing a side effect, the character permanently loses his sight. Gains the Unnatural Senses (X) trait, where X equals the Astropath’s Willpower characteristic. | |
5 | Unlocked Advances | Gains access to a special set of talents. | Can purchase psychic powers. Can advance psy rating. To do this, the character spends an amount of experience equal to 200 multiplied by his new psy rating value. | Gains access to a special set of talents. | Gains access to a special set of talents. | Gains access to a special set of talents. | |
6 | Talents | Complete Control | Bane of Demon | Blessed Martyrdom | Bound to the Highest Power | ||
7 | Tier | T2 | T2 | T2 | T3 | ||
8 | Prerequisites | Perception 45 | Willpower 40 | Ceaseless Crusader, Shielding Faith | Warp Lock | ||
9 | Aptitudes | Intelligence, Social | Defense, Willpower | Leadership, Willpower | Willpower, Defence | ||
10 | Detail | Spend a Fate point to increase or decrease his warband bonus at any time. | Creatures with the Warp Instability trait within WPB meters of the Untouchable suffer a penalty on their Willpower test to remain in real space equal to five times the Untouchable WPB. | Whenever this character burns Fate threshold to survive a mortal blow, each other friendly character who witnesses her miraculous survival regains 1 spent Fate point and When dies in battle, each other friendly character who witnesses regains all spent Fate points. | The Astropath may spend a Fate Point to ignore a result on Table 6–2: Psychic Phenomena (see pg 196 CB) he has rolled, completely negating its effects. Doing so requires him to distance himself from the Warp, and he cannot use the Focus Power action or sustain psychic powers until the start of his next turn. | ||
11 | Talents | Fated | Demonic Anathema | Ceaseless Crusader | Supreme Telepath | ||
12 | Tier | T3 | T3 | T1 | T3 | ||
13 | Prerequisites | Inspired Intuition, Shield of Contempt, Strength through Conviction | Warp Anathema, Willpower 55 | Willpower 45 | Fellowship 40, Willpower 50 | ||
14 | Aptitudes | Knowledge, Willpower | General, Willpower | Leadership, Willpower | General, Fellowship | ||
15 | Detail | Increases his Fate threshold by one. | All creatures with the Daemonic trait within WPB meters of the character do not gain any benefits from that trait. | As a free action, this character may spend a Fate point to ignore the effects of Fatigue until the end of the encounter as well each other friendly character within 30 metres removes 1 level of Fatigue. | Before making a Focus Power test to manifest a power from the Telepathy discipline or the Astropath elite advance, the Astropath may spend a Fate point to increase his psy rating by an amount equal to half his Willpower bonus (rounded down) for that test. | ||
16 | Talents | Inspired Intuition | Null Field | Cleanse with Fire | Second Sight | ||
17 | Tier | T2 | T3 | T2 | T2 | ||
18 | Prerequisites | Intelligence 50 | Psychic Null, Willpower 50 | Ballistic Skill 40 | Perception 35 | ||
19 | Aptitudes | Perception, Social | General, Willpower | Willpower, Offence | Perception, Willpower | ||
20 | Detail | May spend a Fate point to gain exceptional insight into his immediate status. | The effects of Psychic Null apply to all characters within WPB meters of the character. | When attacking with the Flame quality, can re-roll any result lower than their willpower bonus on damage rolls. | The value of the Astropath’s Unnatural Senses trait increases to twice his Willpower characteristic. | ||
21 | Talents | Jack of all Trades | Psychic Null | Divine Vengeance | Soul Ward | ||
22 | Tier | T2 | T2 | T2 | T3 | ||
23 | Prerequisites | Intelligence 45 | Willpower 40 | Cleanse with Fire, Ballistic Skill 45 | Strong Minded, Willpower 50 | ||
24 | Aptitudes | General, Knowledge | Defense, Willpower | Ballistic Skill, Offence | Defence, Willpower | ||
25 | Detail | Gains all unknown non-Specialist skills as Known skills (Rank 1) | Gains the Deny the Witch talent. Gains a +20 bonus against psychic attacks and Opposed tests for psychic powers. stacks with Resistance (Psychic Powers) and can be purchased multiple times; each time a character purchases it, increase the bonus it grants by +5. | The first time in each combat that this character inflicts Righteous Fury upon an enemy, she regains 1 spent Fate point. | The Astropath may re-roll Willpower tests he must make due to results on Table 6–2: Psychic Phenomena or Table 6–3: Perils of the Warp, tests to avoid gaining mutations, and tests to resist daemonic possession. | ||
26 | Talents | Master of all Trades | Soulless Aura | Emperor's Guidance | Warp Awareness | ||
27 | Tier | T3 | T1 | T2 | T2 | ||
28 | Prerequisites | Intelligence 55, Jack of all Trades | Willpower 30 | Insanity 25, Furious Zeal | Warp Sense | ||
29 | Aptitudes | General, Knowledge | Finesse, Willpower | Willpower, Offence | Perception, Psyker | ||
30 | Detail | Advances all Known skills (rank 1) to Trained (rank 2). | Enemy characters within WPB meters suffer a -10 to Charm and Deceive tests. | As a Free Action, this character may spend a Fate point to increase the penetration of her weapon by her Insanity bonus until the end of her next turn. | The Astropath may use his Psyniscience skill in place of his Awareness skill for Awareness tests. | ||
31 | Talents | Shared Destiny | Warp Anathema | Furious Zeal | |||
32 | Tier | T1 | T3 | T1 | |||
33 | Prerequisites | Willpower 40 | Warp Disruption, Willpower 55 | Insanity 10, Hatred (Anyone) | |||
34 | Aptitudes | Fellowship, Leadership | Intelligence, Willpower | Weapon Skill, Offence | |||
35 | Detail | May spend two Fate points as a Free Action to grant another character within 10 meters a Fate point. Likewise, any character in 10 meters may spend two Fate points as a Free Action to grant this character a Fate point. | Characters affected by Warp Disruption reduce their psy rating by 2. Talent can be purchased multiple times; each time a character purchases it the reduction in psy rating increases by 1. | This character adds her Insanity bonus to damage she inflicts with melee attacks against targets included in one or more of her Hatred talents. | |||
36 | Talents | Shield of Contempt | Warp Bane | Spirit of the Martyr | |||
37 | Tier | T2 | T3 | T2 | |||
38 | Prerequisites | Willpower 50 | Warp Disruption, Willpower 55 | Insanity 20, Furious Zeal | |||
39 | Aptitudes | Defense, Toughness | General, Willpower | Willpower, Defence | |||
40 | Detail | Whenever this character would gain any amount of Corruption points, he may spend a Fate point to gain 0 instead | The effects of Warp Disruption apply to all characters with a psy rating within two times WPB meters of the character, instead of the normal amount. | As a free action, this character may spend a Fate point to gain additional Armour points on all locations equal to her Insanity bonus until the end of her next turn. | |||
41 | Talents | Strength Through Conviction | Warp Disruption | Shielding Faith | |||
42 | Tier | T2 | T2 | T1 | |||
43 | Prerequisites | Willpower 50 | Willpower 45 | Deny the Witch | |||
44 | Aptitudes | Defense, Willpower | Perception, Willpower | Willpower, Defence | |||
45 | Detail | Whenever this character would gain any amount of Insanity points, he may spend a Fate point to gain 0 instead. | All characters with a psy rating within WPB meters of the character reduce their base psy rating by 1 while they remain within range. Characters reduced to a psy rating of 0 cannot use any psychic powers. | When using the Deny the Witch talent to make an Evasion reaction against a psychic power, this character may spend a Fate point to automatically pass the test with a number of degrees of success equal to her Willpower bonus. If she does so, the psyker must make a Fear test against a Fear rating of 1. | |||
46 | Talents | Will of the Inquisitor | Zealots Passion | ||||
47 | Tier | T3 | T3 | ||||
48 | Prerequisites | Fated, Intelligence 50, Perception 50, Willpower 55 | Fellowship 35, Spirit of the Martyr | ||||
49 | Aptitudes | Knowledge, Willpower | Fellowship, Offence | ||||
50 | Detail | Before rolling the d100 when making a test, may spend one Fate point to count as having rolled a result of 01 on that roll. | As a Free Action, this character may spend a Fate point and choose a foe. Until the end of the encounter, she and each of her allies within ten times her Willpower bonus in metres count as possessing the Hatred talent against that kind of enemy. |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Talent | Prerequisites | Aptitude 1 | Aptitude 2 | Tier | Benefit | Page | |||||||||
2 | Ambidextrous | Ag 30 | Weapon Skill | Ballistic Skill | T1 | The penalty for attacks with both weapons in the same turn drops to -10. | PG 123 CB | |||||||||
3 | Blind Fighting | Per 30 | Perception | Fieldcraft | T1 | Ignores all penalties for fighting with a melee weapon while suffering from obscured vision | PG 123 CB | |||||||||
4 | Bodyguard | Agility 35 | Agility | Defence | T1 | After an enemy makes a successful attack against an ally, the character may use a Reaction to move up to his Half Move distance in order to interpose himself between the attacker and target. The attack is then resolved against the character instead of the originaltarget. In the case of a melee attack, the character may also attempt to Parry the attack as part of his Reaction. | PG 60 EB | |||||||||
5 | Catfall | Ag 30 | Agility | Fieldcraft | T1 | Reduces the effective distance of all falls by a number of metres equal to his Agility bonus. Also adds +20 to his Acrobatics skill tests when using Jump | PG 124 CB | |||||||||
6 | Clues from the Crowds | Fel 30 | General | Social | T1 | Once per day, he can re-roll a test made to gather information from a group of people. | PG 124 CB | |||||||||
7 | Die Hard | WP 40 | Willpower | Defence | T1 | Test Willpower to avoid Fatigue from Blood Loss with a Challenging (+0) Willpower test. | PG 125 CB | |||||||||
8 | Disarm | Ag 30 | Weapon Skill | Defence | T1 | As a Full Action, may make an Opposed Weapon Skill test and force opponent to drop weapon. If 3 or more DoS, can steal weapon. | PG 125 CB | |||||||||
9 | Double Team | – | General | Offence | T1 | Gain additional +10 for outnumbering opponent. | PG 126 CB | |||||||||
10 | Enemy† | – | General | Social | T1 | Suffers a -10 times X penalty to Fellowship and Influence tests when dealing with group. | PG 126 CB | |||||||||
11 | Ferric Summons | Ferric Lure Implants, Mechanicus Implants | Willpower | Tech | T1 | Can summon larger metallic objects up to 2 kilograms per point of his Willpower bonus, and can summon such objects up to 40 metres. | PG 127 CB | |||||||||
12 | Flagellant | WP 30 | Offence | Toughness | T1 | a Full Action, suffering 1d5-2 for +10 WP. | PG 57 EI | |||||||||
13 | Frenzy | – | Strength | Offence | T1 | May spend one full round to enter Frenzy gaining +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence, and Fellowship and is immune to Fear, Pinning, Stunning effects, and the effects of Fatigue; he cannot Parry, retreat, or flee. He remains Frenzied for the duration of the combat, and cannot use psychic powers while Frenzied. After combat ends can make a Willpower test to snap out and cannot Frenzy again for at least an hour. | PG 127 CB | |||||||||
14 | Grenadier | Ballistic Skill 35 | Ballistic Skill | Finesse | T1 | When the character misses with a thrown weapon or weapon with the Blast quality, he may reduce the distance it scatters by a number of metres up to half his BS bonus | PG 62 EO | |||||||||
15 | Iron Jaw | T 40 | Toughness | Defence | T1 | Test Challenging (+0) Toughness Test to overcome Stunning. | PG 128 CB | |||||||||
16 | Jaded | WP 40 | Willpower | Defence | T1 | Ignore mundane horrors. | PG 128 CB | |||||||||
17 | Keen Intuition | Int 35 | Perception | Social | T1 | Can retry Awareness test once with –10 modifier. | PG 129 CB | |||||||||
18 | Leap Up | Ag 30 | Agility | General | T1 | Stand as a Free Action. | PG 129 CB | |||||||||
19 | Leaping Dodge | Agility 35, Rank 2 in the Dodge skill | Agility | Defence | T1 | When he would make an Agility test to avoid attacks from weapons with the Spray quality, he may make the test using his Dodge (Ag) skill instead. | PG 63 EO | |||||||||
20 | Mounted Warrior | Rank 2 (Trained) in any Operate skill or Rank 2(Trained) in Survival skill, Ballistic Skill 30 or Weapon Skill 30 | Weapon Skill / Ballistic Skill | Offence | T1 | Reduces any penalty for making attacks (Melee or Ranged) from a moving vehicle or mount by 10 for each advance. | PG 58 EI | |||||||||
21 | Nowhere to Hide | Per 30 | Perception | Offence | T1 | Can add DoS from the attack to reduce armour value of cover. | PG 130 CB | |||||||||
22 | Peer† | Fel 30 | Fellowship | Social | T1 | Character has good reputation amongst chosen group with bonus to Fellowship tests increases to +10 times X. Additionally, when the character acquires his talent, also increases his Influence by 1. | PG 130 CB | |||||||||
23 | Quick Draw | – | Agility | Finesse | T1 | Draw weapon as Free Action. | PG 131 CB | |||||||||
24 | Rapid Reload | – | Agility | Fieldcraft | T1 | Reduce reload time by half time. | PG 131 CB | |||||||||
25 | Resistance† | – | Toughness | Defence | T1 | Gain +10 bonus to particular resistance test. | PG 131 CB | |||||||||
26 | Skilled Rider | Rank 2 in any Operate skill | Agility | Fieldcraft | T1 | Whenever the character would be thrown from or tossed about within his vehicle, he makes an Ordinary (+10) Agility test. If he succeeds, the character may choose to either land safely on his feet or retain in his original position in the vehicle. In addition, once per round the character can attempt an Ordinary (+10) Agility test to Mount or Dismount a vehicle as a Free Action. | PG 63 EO | |||||||||
27 | Sound Constitution | – | Toughness | General | T1 | Gain an additional wound. | PG 131 CB | |||||||||
28 | Takedown | – | Weapon Skill | Offence | T1 | Make special attack to stun opponent. | PG 132 CB | |||||||||
29 | Technical Knock | Int 30 | Intelligence | Tech | T1 | Un-jam gun as Half Action. | PG 132 CB | |||||||||
30 | Warp Sense | Psy Rating, Psyniscience, Per 30 | Perception | Psyker | T1 | Allows Psyniscience test as Free Action. | PG 133 CB | |||||||||
31 | Weapon Training† | – | General | Finesse | T1 | Use Weapon Group without penalty. | PG 133 CB | |||||||||
32 | Weapon-Tech | Tech Use +10, Int 40 | Intelligence | Tech | T1 | May enhance any Melta, Plasma, Power, or Exotic weapon by increases the weapon’s damage and penetration by an amount equal to the character’s Intelligence bonus until the end of the round once per encounter. | PG 133 CB | |||||||||
33 | Ambassador Imperialis | Fellowship 35, Intelligence 35 | Perception | Social | T2 | Any penalty to Interaction skill tests for dealing with xenos or non-Imperial NPCs by 20. In addition, once per encounter, he can reroll a failed Interaction skill test when interacting with such an NPC. | PG 62 EO | |||||||||
34 | Archivator | Intelligence 40 | Knowledge | Social | T2 | A Scholastic Lore or Forbidden Lore test utilising sources of recorded information of any sort can re-roll with -10. | PG 62 EO | |||||||||
35 | Armor-Monger | Int 35, Tech-Use, Trade (Armourer) | Intelligence | Tech | T2 | Gains an extra amount of Armor points equal to his Intelligence bonus. Takes an hour each day. | PG 123 CB | |||||||||
36 | Battle Rage | Frenzy | Strength | Defence | T2 | Can Parry while Frenzied, and can re-roll a failed test to snap out of Frenzy or resist entering Frenzy if they choose. | PG 123 CB | |||||||||
37 | Bulging Biceps | S 45 | Strength | Offence | T2 | Remove bracing requirement from Heavy weapons, and +20 to his Athletics skill test when using Heft. | PG 123 CB | |||||||||
38 | Bulwark of Faith | Willpower 45, Iron Faith | Defence | Willpower | T2 | When passing a Fear test caused by a Daemon, the Daemon suffers 1 Energy damage ignoring armour and Toughness bonus for each degree of success on the Fear test. | PG 60 EB | |||||||||
39 | Combat Master | WS 30 | Weapon Skill | Defence | T2 | Opponents get no bonus for outnumbering the character. | PG 124 CB | |||||||||
40 | Constant Vigilance† | Int 35 or Per 35, Awareness +10 | Perception | Defence | T2 | Can use Per or Int instead of Ag for Initiative rolls, and rolls two dice (picking higher) for the result. | PG 124 CB | |||||||||
41 | Contact Network | Cover-Up, Int 35 | Fellowship | Leadership | T2 | Use Fellowship instead of Influence for Requisition tests. | PG 124 CB | |||||||||
42 | Coordinated Interrogation | S 40 or WP 40, Clues from the Crowds, Rank 1 (Known) Interrogation | Intelligence | Social | T2 | Has a +10 bonus to all Interrogate tests, additional +5 for others who also have Coordinated Interrogation | PG 124 CB | |||||||||
43 | Counter Attack | WS 40 | Weapon Skill | Defence | T2 | May make a Standard Attack after successful Parry with -20 to Weapon Skill. | PG 125 CB | |||||||||
44 | Cover-Up | Int 35 | Intelligence | Knowledge | T2 | Can reduce Influence by 1 to gain 1d5 Subtlety. | PG 125 CB | |||||||||
45 | Daemonhunter | Forbidden Lore (Daemonology), Willpower 40 | Offence | Willpower | T2 | May re-roll failed Awareness and Psyniscience Tests to detect the presence of Daemons. In addition, his attacks against Daemons gain the Proven (3) quality. | PG 60 EB | |||||||||
46 | Daemonologist | Psy rating 3, Willpower 45, Forbidden Lore (Daemonology) | Psyker | Willpower | T2 | When the character takes the Focus Power action and the target of the psychic power is a Daemon, he gains a +10 bonus to the Focus Power test. At the GM’s discretion, this bonus may apply to other tests, such as rituals to summon or bind a Daemon. | PG 60 EB | |||||||||
47 | Deny the Witch | WP 35 | Willpower | Defence | T2 | Can use Willpower to Evade against psychic attacks. | PG 125 CB | |||||||||
48 | Devastating Assault | WS 35 | Weapon Skill | Offence | T2 | Successful All Out Attack grants, may make a second All Out Attack once per turn. | PG 125 CB | |||||||||
49 | Double Tap | Two-Weapon Wielder | Finesse | Offence | T2 | A second ranged attack against the same target, grants a+20 bonus if scored 1 or more DoS. | PG 125 CB | |||||||||
50 | Exotic Weapon Training | – | Intelligence | Finesse | T2 | Gain proficiency with one exotic weapon type. | PG 127 CB | |||||||||
51 | Face in a Crowd | Fel 35, Clues from the Crowds | Fellowship | Social | T2 | Can use Fellowship instead of Agility when Shadowing. | PG 127 CB | |||||||||
52 | Field Vivisection | Ballistic Skill or Weapon Skill 40, Forbidden Lore (Xenos–Any), Rank 2 in the Medicae skill | Ballistic Skill/ Weapon Skill | Knowledge | T2 | When using the Called Shot action with a melee or ranged attack (depending on the Specialisation) against a target for which the character has the appropriate Forbidden Lore (Xenos) skill, he makes a Medicae (WS) or Medicae (BS) test in place of the normal Weapon Skill or Ballistic Skill test. | PG 62 EO | |||||||||
53 | Hard Target | Ag 40 | Agility | Defence | T2 | –20 to hit character when he Charges or Runs. | PG 128 CB | |||||||||
54 | Harden Soul | Willpower 35, 10 Corruption points | Defence | Willpower | T2 | Whenever the character would gain Corruption points, he may reduce the amount gained by half (rounded up) and gain Insanity points equal to the amount reduced. | PG 61 EB | |||||||||
55 | Hardy | T 40 | Toughness | Defence | T2 | Character always heals as if Lightly Damaged. | PG 128 CB | |||||||||
56 | Hatred† | – | Weapon Skill | Social | T2 | Gain +10 bonus to attack Weapon Skill tests. Must make a Challenging (+0) Willpower test to retreat or surrender. | PG 128 CB | |||||||||
57 | Hip Shooting | BS 40, Ag 40 | Ballistic Skill | Finesse | T2 | As a Full Action, can both move up to his Full Move rate and make a single shot attack with a ranged weapon per weapon. | PG 128 CB | |||||||||
58 | Hotshot Pilot | Rank 2 in Survival or any Operate skill, Agility 35 | Agility | Tech | T2 | On an succesful Operate test, he may voluntarily suffer 1 level of Fatigue to add a number of DoS equal to half of his Agility bonus. When failed an Operate test, he may voluntarily suffer 1 level of Fatigue in order to reduce the degrees of failure by an amount equal to his Agility bonus, to a minimum of 1. | PG 62 EO | |||||||||
59 | Independent Targeting | BS 40 | Ballistic Skill | Finesse | T2 | Fire at multiple targets more than 10 metres apart when firing two weapons. | PG 128 CB | |||||||||
60 | Inescapable Attack† | BS 40 or WS 40, Per 35 | Weapon Skill / Ballistic Skill | Finesse | T2 | Attacker imposes penalty on all evasion attempts made against this attack equal to 10 times the total degrees of success scored on the attack test. | PG 128 CB | |||||||||
61 | Inspiring Aura | Halo of Command | Leadership | Willpower | T2 | can affect allies of any kind with the Terrify special use for the Command skill (pg 101 CB). This need not represent threats and intimidation, but might represent inspiring words, encouragement, or sheer steadfastness in the face of terrifying foes. | PG 61 EB | |||||||||
62 | Iron Resolve | Resistance (Fear), Jaded | Defence | Willpower | T2 | After failing a Fear or Pinning test, the character can re-roll the test with a –10 modifier. | PG 61 EB | |||||||||
63 | Killing Strike | WS 50 | Weapon Skill | Offence | T2 | Spend Fate point to make melee attacks unavoidable. | PG 129 CB | |||||||||
64 | Lexographer | Rank 3 in Linguistics (Any) | Intelligence | Knowledge | T2 | The character can attempt any Linguistics skill in which he is not trained as an untrained skill test as if it were not a Specialist skill. | PG 63 EO | |||||||||
65 | Luminen Shock | Luminen Capacitors, Mechanicus Implants | Weapon Skill | Tech | T2 | Counts as a melee weapon that inflicts 1d10 plus his WPB in Energy damage, with Pen 0 and the Shocking quality. Must pass a Toughness test or suffer 1 level of Fatigue after attack. | PG 129 CB | |||||||||
66 | Maglev Transcendence | Maglev Coils, Mechanicus Implants | Intelligence | Tech | T2 | Can hover for a number of minutes equal to 1d10 plus twice his Toughness bonus. He can move his Run speed when making a Half Move action and suffers no damage from falling if the coils are active. Each use drains half the power stored in the coils (can use the coils twice before recharging them). | PG 129 CB | |||||||||
67 | Marksman | BS 35 | Ballistic Skill | Finesse | T2 | No penalties for firing at long or extreme range. | PG 130 CB | |||||||||
68 | Mechadendrite Use† | Mechanicus Implants | Intelligence | Tech | T2 | Gain ability to use certain Mechadendrites. Weapon or Utility. | PG 130 CB | |||||||||
69 | One-on-One | Weapon Skill 40 | Finesse | Weapon Skill | T2 | When fighting a single enemy in melee combat, the character scores extra degrees of success on successful Weapon Skill tests equal to half of his Weapon Skill bonus (rounded down). | PG 61 EB | |||||||||
70 | Penitent Psyker | Psy rating, Strong Minded, Willpower 40 | Psyker | Defence | T2 | psyker or ally within 10 metres target of a psychic power suffer any number of levels of Fatigue, each level grants +10 to opposed test to resist or avoid. | PG 58 EI | |||||||||
71 | Precision Killer† | BS 40 or WS 40 | Ballistic Skill/ Weapon Skill | Finesse | T2 | No penalty to making Called Shot in either Ranged or Melee Combat. | PG 130 CB | |||||||||
72 | Prosanguine | Auto Sanguine Implants, Mechanicus Implants | Toughness | Tech | T2 | Spend 10 minutes and make a Tech-Use test to heal 1d5 damage. Rolls 96 or higher, loses the ability for one week. | PG 131 CB | |||||||||
73 | Purity of Hatred | Hatred (Any) | Offence | Willpower | T2 | Attacks gain the Vengeful (9) quality against opponents of Hatred group. | PG 58 EI | |||||||||
74 | Rites of Banishment | Common Lore (Imperial Creed) +10 or Forbidden Lore (Daemonology) | Offence | Willpower | T2 | 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. | PG 61 EB | |||||||||
75 | Strong Minded | WP 30, Resistance (Psychic Powers) | Willpower | Defence | T2 | May reroll failed WP tests to resist psychic powers. | PG 131 CB | |||||||||
76 | Swift Attack | WS 30 | Weapon Skill | Finesse | T2 | May make multiple melee attacks. | PG 131 CB | |||||||||
77 | Tainted Psyker | Psy rating, Rank 2 (Trained) in Psyniscience Skill, 10 Corruption points | Knowledge | Psyker | T2 | 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 but adds +5 to rolls on Table 6-2 Psychic Phenomena | PG 58 EI | |||||||||
78 | Two-Weapon Wielder† | – | Weapon Skill/ Ballistic Skill | Finesse | T2 | Attacks with two weapons count as being part of the same Half Action, and both tests made to attack with the weapons suffer a –20 penalty. | PG 132 CB | |||||||||
79 | Unarmed Specialist | Ambidextrous, Ag 35, WS 35 | Strength | Offence | T2 | When fighting unarmed, attacks hit as Deadly Natural Weapons and user can re-roll damage. | PG 132 CB | |||||||||
80 | Warp Conduit | Psy Rating, Strong Minded, WP 50 | Willpower | Psyker | T2 | Spend Fate point to add 1d5 to psy rating however he adds +30 to rolls on Table 6–2: Psychic Phenomena | PG 132 CB | |||||||||
81 | Whirlwind of Death | WS 40 | Weapon Skill | Finesse | T2 | As a Half Action, may make one Standard Attack action with a melee weapon against a foe, plus one additional Standard Attack action with the same weapon targeting each other foe also engaged in melee combat with the character beyond the first (to a maximum number of attacks up to his Weapon Skill bonus). | PG 133 CB | |||||||||
82 | Witch Finder | Rank 2 (Trained) in the Forbidden Lore (Psykers)skill, Willpower 45 | Knowledge | Perception | T2 | Counts as possessing the Psyniscience skill at Rank 1 (Known), even though he is not a psyker. | PG 58 EI | |||||||||
83 | Xenosavant | Rank 3 in Forbidden Lore (Xenos–Any) | Intelligence | Knowledge | T2 | The character can attempt any Forbidden Lore (Xenos) test in which he is not trained as an untrained skill test as if it were not a Specialist skill. | PG 63 EO | |||||||||
84 | Adamantium Faith | Jaded, Resistance (Fear), WP 45 | Willpower | Defence | T3 | Subtract Willpower bonus from his degrees of failure on a failed Fear or Pinning test. If this reduces the result to zero or less, he counts as having passed the Fear test with 1 degree of success. | PG 123 CB | |||||||||
85 | Aegis of Contempt | Shared Destiny, Shield of Contempt, Hatred (any) | Defence | Leadership | T3 | Character or an ally within 10 metres gains Corruption, reduce the amount by 1 to a min of 0. | PG 57 EI | |||||||||
86 | Assassin Strike | Ag 40, Acrobatics | Weapon Skill | Fieldcraft | T3 | After a melee attack, a Challenging (+0) Acrobatics skill test allows to move at half rate as a Free Action. Only once per round, and opponent does not receive a free attack. | PG 123 CB | |||||||||
87 | Bastion of Iron Will | Psy Rating, Strong Minded, WP 40 | Willpower | Psyker | T3 | Adds 5 x his psy rating to any Opposed test when defending against psychic powers. | PG 123 CB | |||||||||
88 | Blademaster | WS 30, Weapon Training (any Melee) | Weapon Skill | Finesse | T3 | When attacking with any bladed weapon, can re-roll one missed attack per round. | PG 123 CB | |||||||||
89 | Crushing Blow | WS 40 | Weapon Skill | Offence | T3 | Add half WS bonus (Round up) to damage inflicted in melee. | PG 125 CB | |||||||||
90 | Daemonic Disruption | Bane of the Daemon, Willpower 50, Untouchable elite advance | Willpower | General | T3 | Whenever a creature with the Warp Instability trait makes a successful attack test against this character, it must immediately test for Warp Instability after resolving the attack. | PG 60 EB | |||||||||
91 | Dark Soul | Hardened Soul, 20 Corruption points | Toughness | Willpower | T3 | When the character would test to gain a mutation as a result of increasing Corruption, he may choose to automatically pass the test. If he does, he also gains a Malignancy and increases his Corruption total by 1d10. | PG 60 EB | |||||||||
92 | Deathdealer | BS 45 or WS 45 | Perception | Finesse | T3 | Selects the Specialisation that matches the prerequisite used in purchase (Melee with Weapon Skill, Ranged with Ballistic Skill). Attack in that combat type inflicts Critical damage, add his Perception bonus to the damage result. | PG 125 CB | |||||||||
93 | Delicate Interrogation | Fel 50, Coordinated Interrogation | Intelligence | Finesse | T3 | Reduce Subtlety loss by 1d5 when conducting an Interrogation. If this results in a negative number increase the warband’s Subtlety by 1. | PG 125 CB | |||||||||
94 | Divine Protection | Ballistic Skill 45, Willpower 35 | General | Finesse | T3 | Attacks using Spray quality only effects enemies. | PG 57 EI | |||||||||
95 | Eye of Vengeance | BS 50 | Ballistic Skill | Offence | T3 | Spend 1 Fate point to add the number of DoS scored on the attack test to damage and Penetration. | PG 127 CB | |||||||||
96 | Favored by the Warp | WP 35 | Willpower | Psyker | T3 | Roll twice for Psychic Phenomena and choose result. | PG 127 CB | |||||||||
97 | Flash of Insight | Int 40, Contact Network, Coordinated Interrogation | Perception | Knowledge | T3 | Spend 1 Fate point to reveal a clue. | PG 127 CB | |||||||||
98 | Halo of Command | Fel 40, WP 40 | Fellowship | Leadership | T3 | Affect NPCs within 100xFelB metres with Social skills. | PG 127 CB | |||||||||
99 | Hammer Blow | Crushing Blow | Strength | Offence | T3 | When he uses an All Out Attack action to make a single attack, he can add half his Strength bonus (rounded up) to the weapon’s penetration. The attack also counts as having the Concussive (2) weapon quality. | PG 128 CB | |||||||||
100 | Hull Down | Rank 2 in Survival or any Operate skill | Agility | Fieldcraft | T3 | When the character takes a vehicle combat action with the Movement subtype, his vehicle or steed counts the value of its Size trait as being one lower for purposes of attack modifiers and the benefits of cover until the start of his next turn. | PG 62 EO | |||||||||
101 | Indomitable Conviction | Shared Destiny, Strength through Conviction, Resistance (Fear), Jaded | Leadership | Willpower | T3 | Character or an ally within 10 metres gains Insanity, reduce the amount by 1 to a min of 0. | PG 57 EI | |||||||||
102 | Infused Knowledge | Int 40, Lore (anyone) | Intelligence | Knowledge | T3 | counts as having all Common Lore and Scholastic Lore skills at rank 1 (Known). | PG 128 CB | |||||||||
103 | Instrument of His Will | Willpower 50 | Offence | Willpower | T3 | After making a successful attack against a Daemon (this can include striking it with a psychic power), the character may spend a Fate point to increase the damage of the first hit he inflicts as part of that attack by an amount equal to twice his Willpower bonus. This additional damage ignores armour and Toughness bonus. | PG 61 EB | |||||||||
104 | Into the Jaws of Hell | Adamantium Faith, Halo of Command, Will of the Inquisitor | Leadership | Willpower | T3 | Subtract the fellowship bonus from DoF for failed Fear or Pinning test. | PG 57 EI | |||||||||
105 | Iron Faith | Iron Resolve | Defence | Willpower | T3 | The character is immune to the effects of the Baneful Presence trait. | PG 61 EB | |||||||||
106 | Lightning Attack | Swift Attack | Weapon Skill | Finesse | T3 | Character may make many melee attacks with single roll. | PG 129 CB | |||||||||
107 | Luminen Blast | Luminen Shock, Luminen Capacitors, Mechanicus Implants | Ballistic Skill | Tech | T3 | Counts as being equipped with a single shot Pistol weapon with a 10m range and deals 1d10 plus twice his Willpower bonus in Energy damage. Must pass a Toughness test or suffer 1 level of Fatigue after attack. | PG 129 CB | |||||||||
108 | Mastery† | Rank 4 in selected skill | Intelligence | Knowledge | T3 | May spend Fate point to succeed on test if the final modifier to his skill test is Challenging (+0) or better, score a number of degrees of success equal to the characteristic bonus. | PG 130 CB | |||||||||
109 | Mighty Shot | BS 40 | Ballistic Skill | Offence | T3 | Add half BS (rounding up) bonus to ranged damage rolls. | PG 130 CB | |||||||||
110 | Never Die | WP 50, T 50 | Toughness | Defence | T3 | Ignore penalties from Critical damage by spending Fate point. Once the encounter ends, the effects trigger as normal. | PG 130 CB | |||||||||
111 | Preternatural Speed | WS 40, Ag 50 | Agility | Offence | T3 | Double speed when charging. | PG 130 CB | |||||||||
112 | Push the Limit | Rank 2 in Survival or any Operate skill, Tech-Use | Perception | Tech | T3 | Once per round, the character may add +20 to an Operate test however, if he fails the test by 4 or more degrees of failure, immediately roll 1d5 on Table 7–32: Motive Systems Critical Hit effects and apply the result. If he is riding a living mount, roll 1d5 on Table 7–18: Impact Critical effects – Leg | PG 63 EO | |||||||||
113 | Sanctic Purity | Daemonologist, Favoured by the Warp, Willpower 50 | Psyker | Willpower | T3 | 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. | PG 61 EB | |||||||||
114 | Shield Wall | Ambidextrous, Weapon Skill 40 | Defence | Weapon Skill | T3 | When armed with a shield, the character can re-roll one failed Evasion test to Parry an attack per round. | PG 61 EB | |||||||||
115 | Sprint | – | Agility | Fieldcraft | T3 | Move more quickly in combat. | PG 131 CB | |||||||||
116 | Step Aside | Agility 40, Dodge or Parry | Agility | Defence | T3 | Can make additional Dodge or Parry attempt per round. | PG 131 CB | |||||||||
117 | Superior Chirurgeon | Rank 2 in Medicae skill | Intelligence | Fieldcraft | T3 | Gain +20 to Medicae tests, bonuses to first aid tests and only suffers a –10 penalty for those suffering Critical damage. | PG 131 CB | |||||||||
118 | Target Selection | BS 50 | Ballistic Skill | Finesse | T3 | May shoot into melee without penalty. Also an Aim action beforehand, prevents any chance of hitting friendly targets as well. | PG 132 CB | |||||||||
119 | Thunder Charge | S 50 | Strength | Offence | T3 | Break enemies with armoured charge. | PG 132 CB | |||||||||
120 | True Grit | T 40 | Toughness | Defence | T3 | Reduce Critical damage taken. | PG 132 CB | |||||||||
121 | Two-Weapon Master | Ag 45, Ambidextrous, BS 40 or WS 40, Two-Weapon Wielder (Melee, Ranged) | Finesse | Offence | T3 | No penalties when fighting with two single handed weapons. | PG 132 CB | |||||||||
122 | Warp Lock | Psy Rating, Strong Minded, WP 50 | Willpower | Psyker | T3 | Ignore Psychic Phenomenon once per session. Suffers 1d5 Energy damage to the Head location (not reduced by Armour or Toughness) as a result, and cannot make any Focus Power tests or sustain other psychic powers until the beginning of his next turn. | PG 133 CB | |||||||||
123 | Weapon Intuition | Exotic Weapon Training (Any) | Intelligence | Finesse | T3 | The character reduces the penalty for using a weapon without the proper training by 10. | PG 63 EO |
A | B | C | D | E | F | G | |
---|---|---|---|---|---|---|---|
1 | TRAITS | BENEFIT | Page | TRAITS | BENEFIT | Page | |
2 | Amorphous | May increase or decrease its Size trait value by 1 as a Free Action. Also has the Crawler trait. | PG 134 CB | Natural Armor | Gain additional Armor points to all locations and stacks with worn armour, but not with the Machine trait. | PG 137 CB | |
3 | Amphibious | Creature can breathe underwater. | PG 134 CB | Natural Weapons | Counts as being armed even when not wielding weapons, with attacks deal 1d10 points of damage plus its SB. Can make attacks with its Natural Weapons using its Weapon Skill, though it cannot Parry with its natural weapons, nor can it be disarmed unless, of course, its limbs are hacked off. In general, creatures with Natural Weapons are immune to the Power Field quality, as it is assumed they have enough teeth, claws, or spines to ignore a few being removed. Natural weapons have the Primitive (7) weapon quality unless stated otherwise in the profile. | PG 137 CB | |
4 | Auto-stabilized | Always counts as braced. | PG 134 CB | Phase | Switch between incorporeal and corporeal as a Half Action. | PG 137 CB | |
5 | Baneful Presence | All suffer a –10 penalty to Willpower tests taken while within X metres of the creature. | PG 134 CB | Psyker | Creature has a psy rating of 1 or more. | PG 138 CB | |
6 | Bestial | Automatically passes Survival skill tests, test a Challenging (+0) Willpower test when frightened, startled, or injured. If it fails, the creature flees. | PG 134 CB | Quadruped | Movement equals AB×2. With more than four legs may gain this trait as well, increasing their movement as indicated above but adding an additional 2 | PG 138 CB | |
7 | Blind | Cannot see. The Blind Fighting talent reduces the penalty to Weapon Skill tests as normal for Blind creatures, from –30 to –15. | PG 134 CB | Regeneration | Each round, at the start of its turn, the creature can make a Toughness test to remove an amount of damage indicated in the parentheses after the trait. | PG 138 CB | |
8 | Brutal Charge | Deals an extra (X) points of damage on each hit it inflicts that turn. | PG 134 CB | Sanctioned | Avoid Corruption from Psyker elite advance; start at psy rating 2. | PG 138 CB | |
9 | Burrower | The number in parentheses (X) indicates its speed when burrowing. Can burrow through soil, rock, sand. When burrows, it leaves behind a tunnel. Characters with a Size trait value lower than the borrower can enter these areas without impediment. At the end of each round after the borrower passes, roll 1d10; on a result of 5 or lower, the tunnel collapses behind. | PG 134 CB | Size | Determines creature size and benefits. | PG 138 CB | |
10 | Crawler | The base move for a creature with this trait is half its normal movement rate (roundup) as determined by its Agility bonus, but it does not take penalties for moving over difficult terrain. | PG 134 CB | Sonar Sense | Perceive surroundings flawlessly within 30 meters. Other within this 30 metre range that succeed on a Difficult (–10) Awareness skill can detect the echoing. | PG 138 CB | |
11 | Daemonic | With this trait increase their Toughness bonus against all damage by the number indicated in the parentheses (X), in the same manner as an Unnatural Characteristic, and stack if the latter also increases Toughness. This increase is negated by damage inflicted from force weapons, psychic powers, holy attacks, or other creatures with this trait. Daemonic creatures also have the Undying trait, and gain benefits when using psychic powers. | PG 135 CB | Soul Bound | Bound to a particular group or creatures in exchange for certain benefits. Upon becoming soul-bound, the psyker must choose one of the following effects: 3d10 Insanity points, the permanent loss of his sight, permanent loss of 1d10 points from one characteristic, or a random mutation. | PG 138 CB | |
12 | Dark-sight | Can see in darkness and never takes a penalty for fighting in areas of dim or no lighting. | PG 135 CB | Stampede | Failed Willpower test causes creature to flee, trampling anything in its path. Anyone in the way suffers a single hit from the creature’s Natural Weapons (or 1d5+SB Impact damage if it does not have that trait). One stampeding creature automatically causes all other creatures with the same trait within sight to stampede as well. The stampede lasts until the source of danger is no longer visible or for 1d10 minutes, whichever occurs last. | PG 138 CB | |
13 | Deadly Natural Weapons | Gains all the benefits of the Natural Weapons trait, except that its attacks no longer have the Primitive weapon quality. | PG 135 CB | Stuff of Nightmares | Become immune to most conditions that would harm normal creatures. Count as having the Undying trait, and are completely immune to most environmental hazards, Blood Loss, and Stunning. They also ignore any Critical Effect other than one that would destroy them outright, unless it was caused by a psychic power, force weapon, or holy attack. | PG 138 CB | |
14 | Fear | Always has an associated rating (1–4). This is indicated by the number in parentheses (X). When a character encounters a creature with this trait, must make a Willpower test with a penalty based on the creature’s Fear rating. If he succeeds, the character suffers no ill effects; if he fails, he must roll on Table 8-11: Shock, adding +10 to the roll for every degree of failure on the test. | PG 136 CB | Sturdy | +20 bonus to resist grapple, Knock Down, and Takedown. | PG 139 CB | |
15 | Flyer | Fly and enter any altitude. (X) indicates its speed when flying. This number replaces the creature’s Agility bonus for movement actions while airborne. | PG 136 CB | Touched by the Fates | NPC has Fate points. | PG 139 CB | |
16 | From Beyond | Their minds are beyond the petty frailties and precarious sanity of a mortal mind. Such a creature is immune to Fear, Pinning, Insanity points, and psychic powers used to cloud, control, or delude its mind. | PG 136 CB | Toxic | Gain poisonous attack. When damaged must make a Toughness test at the end of his turn with a penalty equal to 10 times the number in parentheses (X), or suffer 1d10 points of Energy damage not reduced by Armour or Toughness. | PG 139 CB | |
17 | Hoverer | Fly and enter the hover altitude flying no higher than two metres. The number in parentheses (X) indicates its speed when hovering; this number replaces its Agility bonus for purposes of calculating Movement while airborne. | PG 136 CB | Undying | It cannot be harmed by diseases, poisons, or toxic effects. It also has no need to breathe, and thus can survive unaided in a vacuum. | PG 139 CB | |
18 | Incorporeal | Insubstantial and weightless, cannot be affected by mundane weaponry. Gain the Hoverer (6) trait and a +30 bonus on Stealth tests due to their ability to merge with objects and nearly silent movement. Also immune to normal weapons, which simply pass ineffectually through its body. Daemons, psychic powers, Warp creatures, other Incorporeal creatures, and opponents armed with force weapons can all injure an Incorporeal creature normally. An Incorporeal creature cannot usually affect the mortal world, and thus cannot damage normal opponents unless it has a suitable special ability or talent. | PG 136 CB | Unnatural Characteristic | Increases one characteristic bonus. | PG 139 CB | |
19 | Machine | Machines do not breathe, are immune to vacuum, extremes of cold, and mind-influencing psychic effects. Machines have a certain number of Armour points (indicated by the number in parentheses). This armour stacks with worn armour, but not with the Natural Armour trait, and can damage from Fire | PG 136 CB | Unnatural Senses | Perceive surroundings by uncanny means. Includes a range in metres indicated by the number in parentheses (X). | PG 139 CB | |
20 | Mechanicus Implants | Character has mechanical augmentations. Cranial circuitry, Cyber-mantle, Electro-Graft, Electoo Inductors, and Potenia Coil. | PG 137 CB | Warp Instability | If a creature with this trait takes damage and does not deal any damage or Insanity points to another creature by the end of its next turn, it must make a Willpower test. The creature suffers 1 point of damage for failing, plus 1 additional point of damage for each degree of failure. If this would deal damage equal to (or in excess of) the creature’s wounds, it is cast back into the Warp. | PG 139 CB | |
21 | Mind Lock | If faced with a situation outside of its programming and with no recognised master to issue orders, the creature must pass a Routine (+20) Intelligence test or be Stunned for 1 round. | PG 137 CB | Warp Weapons | Creature's attacks ignore armor, unless the armour is created from psychoactive materials or is somehow warded against the Warp. Force fields still work against these attacks normally. | PG 139 CB | |
22 | Multiple Arms | exact number of arms is indicated in parentheses (X), so with Multiple Arms (4) has four arms total. It gains a +10 bonus on Athletics tests involving climbing and swimming. In addition, for each full pair of arms it has (the Multiple Arms value divided by 2) 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 to wield for this to take effect. Note that a creature still requires the Two-Weapon Wielder talent to make multiple attacks in the same turn. | PG 137 CB |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Weapon Quality | Effect | Weapon Quality | Effect | |
2 | Accurate | Grants +10 Bonus to hit if used with Aim, Basic weapons add +1d10 damage per two extra DoS (max +2d10) when firing a single shot (pg 145). | Power Field | When Parrying (or being Parried by) a weapon that lacks this quality, there is a 75% chance of destroying the opponent’s weapon. | |
3 | Balanced | Grants +10 Bonus to Parry skill when using this weapon. | Primitive (X) | Weapon’s damage dice never count as rolling higher than (X). | |
4 | Blast (X) | All within the weapon’s blast radius in metres are hit. Roll Hit Location and damage individually for each character affected. | Proven (X) | Weapon’s damage dice never count as rolling lower than (X). | |
5 | Concussive (X) | Target must pass Toughness test with penalty equal to 10 times (X) or be Stunned. Target is possibly knocked Prone. | Razor Sharp | If the attack results in three or more DoS, double weapon Pen. | |
6 | Corrosive | Permanently reduces Armour points in Hit Location by 1d10. Excess AP damage is dealt as damage to character. | Recharge | When fired, cannot be fired again in the next round. | |
7 | Crippling (X) | Cripples the target until the end of the encounter. Crippled characters take (X) damage when performing more than a Half Action. | Reliable | Weapon only jams on unmodified roll of 100. Weapons that do not roll to hit do not jam. | |
8 | Daemonbane | Weapon gain the Vengeful (8) quality and their damage is not reduced by the target’s Toughness bonus. | Sanctified | This weapon deals Holy damage to Daemonic and Warp creatures. | |
9 | Defensive | Grants +15 bonus to Parry and –10 penalty to hit when using this weapon. | Scatter | At Point Blank range, weapon gains +10 to hit and +3 damage. At Short Range, weapon gains +10 to hit. Any longer ranges, weapon suffers –3 damage. | |
10 | Felling (X) | Weapon reduces a target’s Unnatural Toughness bonus by (X) when calculating damage from this weapon. | Shocking | If weapon causes damage, the target must make a Challenging (+0) Toughness test or be Stunned for rounds equal to DoF. | |
11 | Flame | Target must make an Agility test or be set on fire (pg 145). | Smoke (X) | Creates cloud with radius of (X) metres lasting 1d10+10 rounds. | |
12 | Flexible | This weapon cannot be parried, but can be used to parry attacks. | Snare (X) | Target must make an Agility test with penalty equal to 10 times (X) or be immobilised. An immobilised target can attempt no other actions except to try to escape the bonds. He can make a Full Action to burst the bonds (a Strength test) or wriggle free (an Agility test) in his turn. He is considered Helpless until he escapes. | |
13 | Force | Normal weapon unless wielded by a psyker (pg 145). | Spray | Weapon projects a 30° arc cone out to the weapon’s range. No roll to hit; all creatures in path must make a Challenging (+0) Agility test or be struck. | |
14 | Graviton | Weapon inflicts additional damage equal to AP (pg 146). | Storm | Double number of hits inflicted on target (and ammo expended). | |
15 | Hallucinogenic (X) | This weapon induces hallucinations (pg 146). | Tainted | Weapons inflict additional damage equal to the value of the user’s Corruption bonus or Daemonic (X) trait value (whichever is higher). | |
16 | Haywire (X) | Weapon generates a Haywire field (pg 147). | Tearing | Roll one extra dice for damage, take the best results. | |
17 | Inaccurate | Weapon gains no bonus from Aiming. | Toxic (X) | Targets damaged by weapon must make a Toughness test with penalty of X times 10 or suffer an extra 1d10 damage of same type of first Toxic damage that round (not reduced by Armour or Toughness). | |
18 | Indirect (X) | Weapon can fire at targets out of line of sight. Shots scatter Xd10 metres (pg 147). | Twin-linked | Grants +20 Bonus to hit and uses twice as much ammunition. Two or more DoS inflicts 1 additional hit; reload time is doubled. | |
19 | Lance | Weapon increases its penetration based on DoS from attack. | Unbalanced | Grants –10 Penalty to Parry skill when using this weapon. | |
20 | Maximal | Weapon has a second, more powerful, fire setting. | Unreliable | Weapon jams on roll of 91 or higher. | |
21 | Melta | Weapon doubles its Pen when firing at Short range. | Unwieldy | Cannot be used to Parry or make Lightning Attacks. | |
22 | Overheats | Attack roll of 91 or more to hit causes Overheat (pg 148). | Vengeful (X) | Inflicts Righteous Fury on damage rolls of X or higher. |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Name | Family | Class | Range | RoF | Damage | Pen | Clip | Reload | Special Qualities | Weight | Availability | Page # | Notes | |||||||||||||
2 | Bolt Pistol | Bolt | Pistol | 30m | S/2/‒ | 1d10+5 Explosive | 4 | 8 | Full | Tearing | 3.5 kg | Very Rare | DH2 - 151 | ||||||||||||||
3 | Boltgun | Bolt | Basic | 100m | S/3/‒ | 1d10+5 Explosive | 4 | 24 | Full | Tearing | 7 kg | Very Rare | DH2 - 151 | ||||||||||||||
4 | Godwyn-De’az Bolt Pistol | Bolt | Pistol | 40m | S/2/‒ | 1d10+5 Explosive | 4 | 10 | Full | Reliable, Tearing | 3 kg | Extremely Rare | PG 42 EI | ||||||||||||||
5 | Godwyn-De’az Bolter | Bolt | Basic | 90m | S/2/‒ | 1d10+5 Explosive | 4 | 30 | Full | Reliable, Tearing | 6 kg | Very Rare | PG 42 EI | ||||||||||||||
6 | Godwyn-De’az Heavy Bolter | Bolt | Heavy | 140m | –/–/6 | 1d10+8 Explosive | 5 | 80 | Full | Reliable, Tearing | 35 kg | Extremely Rare | PG 42 EI | ||||||||||||||
7 | Godwyn-De’az Storm Bolter | Bolt | Basic | 80m | S/2/4 | 1d10+5 Explosive | 4 | 60 | Full | Reliable, Storm, Tearing | 8 kg | Near Unique | PG 42 EI | ||||||||||||||
8 | Heavy Bolter | Bolt | Heavy | 150m | ‒/‒/6 | 1d10+8 Explosive | 5 | 60 | Full | Tearing | 40 kg | Very Rare | DH2 - 151 | ||||||||||||||
9 | Psycannon | Bolt | Heavy | 120m | ‒/2/5 | 2d10+5 Explosive | 5 | 40 | 3 Full | Daemonbane, Reliable, Tearing | 20 kg | Near Unique | PG 41 EB | Auto-Stabilised trait while in use, and are always of at least Good craftsmanship. They ignore all protective benefits granted by psychic powers and inflict +2 additional damage for every point of the wielder’s psy rating. | |||||||||||||
10 | Storm Bolter | Bolt | Basic | 90m | S/2/4 | 1d10+5 Explosive | 4 | 60 | Full | Storm, Tearing | 9 kg | Extremely Rare | DH2 - 151 | ||||||||||||||
11 | Chainaxe | Chain | Melee | ‒ | ‒ | 1d10+4 Rending | 2 | ‒ | ‒ | Tearing, Two-Handed | 13 kg | Scarce | DH2 - 158 | Two-handed weapon. | |||||||||||||
12 | Chainblade | Chain | Melee | ‒ | ‒ | 1d10+1 Rending | 1 | ‒ | ‒ | Tearing | 2 kg | Scarce | DH2 - 158 | ||||||||||||||
13 | Chainsword | Chain | Melee | ‒ | ‒ | 1d10+2 Rending | 2 | ‒ | ‒ | Balanced, Tearing | 6 kg | Average | DH2 - 158 | ||||||||||||||
14 | Eviscerator | Chain | Melee | ‒ | ‒ | 2d10 Rending | 9 | ‒ | ‒ | Razor Sharp, Tearing, Two-Handed, Unwieldy | 15 kg | Very Rare | DH2 - 159 | ||||||||||||||
15 | Condemnor | Exotic | Basic | 100m | S/–/– | 1d10+4 Rending | 2 | 1 | 2 Full | Accurate, Reliable | 8 kg | Rare | PG 42 EI | Combines a boltgun with a single-shot crossbow | |||||||||||||
16 | Digi-Weapon | Exotic | Pistol | 3 m | S/–/– | † | † | 1 | † | 0.5 kg | Near Unique | PG 42 EO | Damage, penetration, and weapon qualities are of what profile of weapon is made after. One hour recharge between shots. | ||||||||||||||
17 | Firesprite Needler | Exotic | Pistol | 30 m | –/4/8 | 1d10+2 R | 2 | 16 | 2 Full | Inaccurate, Toxic (2) | 1.5 kg | Extremely Rare | PG 42 EO | Compact, Forearm Weapon Mounting, and Silencer modifications. | |||||||||||||
18 | Ghost Blade | Exotic | Melee | 1d10+5 E | 6 | 0 | Felling (4), Razor Sharp, Overheats | 6 kg | Extremely Rare | PG 43 EO | When a Ghostblade Overheats, it is damaged and counts as a regular sword until repaired. Its weight includes the backpack power supply. | ||||||||||||||||
19 | Grav Pistol | Exotic | Pistol | 15m | S/‒/‒ | 1d10+3 Impact | 6 | 6 | Full | Concussive (1), Graviton | 3 kg | Near Unique | DH2 - 156 | ||||||||||||||
20 | Graviton Grenade | Exotic | Throw | SBx3 | S/–/– | 1d10+7 I | 1 | Blast (3), Concussive (3), Graviton | 1 kg | Near Unique | PG 43 EO | ||||||||||||||||
21 | Graviton Gun | Exotic | Basic | 30m | S/3/‒ | 1d10+6 Impact | 8 | 9 | 2 Full | Concussive (2), Graviton | 6 kg | Extremely Rare | DH2 - 156 | ||||||||||||||
22 | Graviton Hammer | Exotic | Melee | 2d10+5 I | 7 | Concussive (3), Graviton | 8 kg | Near Unique | PG 43 EO | Two-handed weapon. | |||||||||||||||||
23 | Hellrifle | Exotic | Basic | 300m | S/‒/‒ | 1d10+4 Rending | 4 | ‒ | ‒ | Felling (2) | 10 kg | Very Rare | PG 40 EB | ||||||||||||||
24 | Integration Cannon | Exotic | Heavy | 100 m | S/–/– | 4d10+4 I | 8 | 6 | 3 Full | Blast (5), Concussive (0), Inaccurate | 65 kg | Near Unique | PG 43 EO | 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. | |||||||||||||
25 | Needle Pistol | Exotic | Pistol | 30m | S/‒/‒ | 1d10 Rending | 0 | 6 | Full | Accurate, Felling (1), Toxic (5) | 1.5 kg | Very Rare | DH2 - 156 | Built-in silencer | |||||||||||||
26 | Needle Rifle | Exotic | Basic | 180m | S/‒/‒ | 1d10 Rending | 0 | 6 | 2 Full | Accurate, Felling (1), Toxic (5) | 2 kg | Very Rare | DH2 - 156 | Built-in silencer | |||||||||||||
27 | Purgatus Crossbow | Exotic | Basic | 50m | S/–/– | 1d10+5 Impact | 0 | 5 | 2 Full | Reliable | 16 kg | Rare | PG 44 EI | Can use any type of shotgun and crossbow ammunition, as well as its own Purgatus Stakes | |||||||||||||
28 | Quillgun | Exotic | Basic | 120 m | S/–/– | † | † | 3 | Full | † | 6 kg | Very Rare | PG 43 EO | Silencer modification | |||||||||||||
29 | Silver Shield | Exotic | Melee | 1d5+1 I | 1 | Defensive | 5 kg | Extremely Rare | PG 43 EO | 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. | |||||||||||||||||
30 | Silverseine Launcher | Exotic | Heavy | 60m | S/‒/‒ | 1d10 Impact | 0 | 1 | 2 Full | Blast (4), Reliable, Sanctified, Snare (2) | 25 kg | Very Rare | PG 41 EB | Double their Snare value against the Daemonic trait. Any such adversary trapped must also test for Warp Instability at the start of each round. | |||||||||||||
31 | Web Pistol | Exotic | Pistol | 30m | S/‒/‒ | ‒ | 0 | 1 | Full | Snare (0) | 3.5 kg | Very Rare | DH2 - 156 | Web dissolve away after 1d5 hours. | |||||||||||||
32 | Webber | Exotic | Basic | 50m | ‒ | ‒ | 0 | 1 | 2 Full | Blast (5), Snare (1) | 8 kg | Rare | DH2 - 156 | Web dissolve away after 1d5 hours. | |||||||||||||
33 | Fire Bomb | Explosives | Thrown | SBx3m | S/‒/‒ | 1d10+2 Energy | 0 | 1 | ‒ | Blast (2), Flame | 0.5 kg | Plentiful | DH2 - 157 | Cannot be used with launcher weapons and cannot be thrown. Require Half Action to ready. | |||||||||||||
34 | Melta Bomb | Explosives | ‒ | ‒ | S/‒/‒ | 6d10 Energy | 12 | 1 | ‒ | Blast (2), Flame, Melta, | 12 kg | Very Rare | DH2 - 157 | Cannot be used with launcher weapons and cannot be thrown. | |||||||||||||
35 | Brazier of Holy Fire | Flame | Melee | ‒ | ‒ | 1d10+5 Energy | 3 | ‒ | ‒ | Flame, Unbalanced | 6 kg | Very Rare | PG 45 EI | Any character who can draw line of sight to an ally wielding an active Brazier of Holy Fire gains a +10 bonus to his Willpower tests. Additionally, it can be used as a heavy flamer with a clip size of 1. Once fired, it loses the Flame quality in melee until it is reloaded, a process that takes roughly 20 minutes and involves several special hymns. | |||||||||||||
36 | Cerberus Heavy Flamer | Flame | Heavy | 30m | S/2/– | 1d10+5 Energy | 3 | 8 | 2 Full | Flame, Reliable, Spray | 40 kg | Very Rare | PG 42 EI | Includes the backpack fuel supply | |||||||||||||
37 | Fire Gauntlets | Flame | Melee | ‒ | ‒ | 1d10 Impact | 2 | ‒ | ‒ | Flame, Unbalanced | 1 kg | Very Rare | PG 46 EI | ||||||||||||||
38 | Flamer | Flame | Basic | 20m | S/‒/‒ | 1d10+4 Energy | 2 | 6 | 2 Full | Flame, Spray | 6 kg | Scarce | DH2 - 152 | ||||||||||||||
39 | Gorgon Chemical Flamer | Flame | Basic | 20m | S/–/– | 1d10+4 Energy | 2 | 6 | 2 Full | Corrosive, Felling (1), Flame, Spray, Toxic (2) | 8 kg | Very Rare | PG 42 EI | Cannot use other Flame ammunition. | |||||||||||||
40 | Hand Flamer | Flame | Pistol | 10m | S/‒/‒ | 1d10+4 Energy | 2 | 2 | 2 Full | Flame, Spray | 3.5 kg | Rare | DH2 - 152 | ||||||||||||||
41 | Heavy Flamer | Flame | Heavy | 30m | S/‒/‒ | 1d10+5 Energy | 4 | 10 | 2 Full | Flame, Spray | 45 kg | Rare | DH2 - 152 | ||||||||||||||
42 | Hydra Flamer Array | Flame | Basic | 8m | S/–/– | 1d10+4 Energy | 2 | 10 | 2 Full | Flame, Proven (3), Spray | 10 kg | Very Rare | PG 42 EI | Gains the Fear (1) trait when fired until the end of the encounter. The Hydra’s Spray quality affects a 90° cone. Includes the backpack fuel supply | |||||||||||||
43 | Incinerator | Flame | Basic | 30m | S/‒/‒ | 1d10+6 Energy | 6 | 10 | 2 Full | Daemonbane, Flame, Spray | 3 kg | Extremely Rare | PG 40 EB | 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. | |||||||||||||
44 | Animus Hammer | Force | Melee | ‒ | ‒ | 2d10+10 Energy | 4 | ‒ | ‒ | Daemonbane, Force, Power Field, Unwieldy | 8 kg | Near Unique | PG 42 EB | Acts as a psy-focus, and adds +1 to their psy rating. Add the user’s SBx2 to the damage. | |||||||||||||
45 | Force Hammer | Force | Melee | ‒ | ‒ | 2d10 Rending | 0 | ‒ | ‒ | Force, Unbalanced | 10 kg | Extremely Rare | PG 42 EB | Requires two hands to use, unless the wielder has a Strength bonus of 5 or higher. | |||||||||||||
46 | Force Staff | Force | Melee | ‒ | ‒ | 1d10 Impact | 2 | ‒ | ‒ | Force, Two-Handed | 2 kg | Extremely Rare | DH2 - 160 | ||||||||||||||
47 | Force Sword | Force | Melee | ‒ | ‒ | 1d10+1 Rending | 2 | ‒ | ‒ | Balanced, Force | 5 kg | Near Unique | DH2 - 160 | ||||||||||||||
48 | Nemesis Daemon Hammer | Force | Melee | ‒ | ‒ | 2d10+1 Energy | 8 | ‒ | ‒ | Daemonbane, Force, Power Field, Unwieldy | 10 kg | Near Unique | PG 43 EB | Is a one-handed weapon, but when used with two hands it gains the Concussive (X) quality, where X equals the user’s psy rating. Add the user’s SBx2 to the damage. | |||||||||||||
49 | Santus Hammer | Force | Melee | ‒ | ‒ | 2d10+6 Energy | 4 | ‒ | ‒ | Balanced, Concussive (4), Daemonbane, Force, Power Field | 6 kg | Near Unique | PG 43 EB | A two-handed weapon. It also includes an exterminator cartridge (pg 163 CB) loaded with Incinerator ammunition (pg 40 EB). Add the user’s SBx2 to the damage. | |||||||||||||
50 | Tempus Hammer | Force | Melee | ‒ | ‒ | 2d10+4 Energy | 6 | ‒ | ‒ | Daemonbane, Force, Power Field, Unwieldy | 14 kg | Near Unique | PG 43 EB | Once per game session, as a Full Action, a character wielding Tempus may smite the ground, causing a blast with a radius of 2d10 metres. Each other character in this area must make a Hard (–20) Agility test or lose a Half Action during his next turn; if a character fails with two or more degrees of failure, he loses his Full Action instead. This is a two-handed weapon. Add the user’s SBx2 to the damage. | |||||||||||||
51 | “Ironfaith” Incense Grenade | Grenades/Missiles | Throw | SBx3 | S/‒/‒ | 1d10 Explosive | 0 | 1 | ‒ | Daemonbane, Sanctified, Smoke (3) | 0.5 kg | Rare | PG 41 EB | Whenever a character suffers a hit from this grenade, enters its smoke, or begins his turn within the smoke, he suffers Energy damage equal to his Corruption bonus or his Daemonic (X) trait(whichever is higher), ignoring armour and Toughness bonus. | |||||||||||||
52 | Abyssal Charge | Grenades/Missiles | Throw | SBx3 | S/‒/‒ | 1d10+4 Explosive | 4 | 1 | ‒ | Blast (3), Crippling (2), Tainted | 0.5 kg | Extremely Rare | PG 40 EB | ||||||||||||||
53 | Argent Globe | Grenades/Missiles | Throw | SBx3 | S/‒/‒ | 2d10 Explosive | 2 | 1 | ‒ | Blast (3), Crippling (3)†, Sanctified | 0.5 kg | Extremely Rare | PG 40 EB | ||||||||||||||
54 | Blind Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Smoke (2) | 0.5 kg | Scarce | DH2 - 157 | ||||||||||||||
55 | Choke Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | Special | 0 | 1 | ‒ | Blast (3) | 0.5 kg | Scarce | DH2 - 157 | within radius must make a Toughness test each turn; failure inflicts one level of Fatigue. Four or more DoF suffers a 1d10 Toughness damage. Lasts for 2d5 rounds, or less in adverse weather conditions. | |||||||||||||
56 | Frag Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | 2d10 Explosive | 0 | 1 | ‒ | Blast (3) | 0.5 kg | Common | DH2 - 157 | ||||||||||||||
57 | Frag Missile | Grenades/Missiles | ‒ | ‒ | S/‒/‒ | 2d10+2 Explosive | 2 | ‒ | ‒ | Blast (5) | 1 kg | Average | DH2 - 157 | ||||||||||||||
58 | Hallucinogen Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Blast (6), Hallucinogenic | 0.5 kg | Scarce | DH2 - 157 | ||||||||||||||
59 | Haywire Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Haywire (2) | 0.5 kg | Very Rare | DH2 - 157 | ||||||||||||||
60 | Krak Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | 2d10+4 Explosive | 6 | 1 | ‒ | Concussive (0) | 0.5 kg | Rare | DH2 - 157 | Gain Vengeful (9) against vehicles. | |||||||||||||
61 | Krak Missile | Grenades/Missiles | ‒ | ‒ | S/‒/‒ | 3d10+8 Explosive | 8 | ‒ | ‒ | Concussive (3), Proven (2) | 1 kg | Scarce | DH2 - 157 | Gain Vengeful (9) against vehicles. | |||||||||||||
62 | Photon Flash Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Blast (6), | 0.5 kg | Rare | DH2 - 158 | Must pass an Ordinary (+10) Agility test or be blinded for a number of rounds equal to his DoF. | |||||||||||||
63 | Psychotroke Grenade | Grenades/Missiles | Thrown | SBx3m | S/–/– | ‒ | ‒ | 1 | ‒ | Blast (3), Hallucinogenic (4) | l kg | Rare | PG 44 EI | Respirators and sealed armour grant no bonuses against these grenades. For every degree of failure on a Toughness test to resist the grenade’s effects, add +1 to the roll (to a maximum of 10) on Table 5–3: Hallucinogen Effects | |||||||||||||
64 | Psyk-Out Grenade | Grenades/Missiles | Thrown | SBx3m | S/–/– | 1d10 Explosive | 0 | 1 | ‒ | Blast (3), Smoke (3) | 1 kg | Extremely Rare | PG 44 EI | Any psyker caught within the grenade’s blast radius, or who enters the cloud created by its Smoke quality before it dissipates (1d5 rounds), must take a Very Hard (–30) Willpower test or have his psy rating temporarily reduced by 1 for every degree of failure. If a psyker fails the test by two or more degrees of failure, he must also immediately roll on Table 6–2: Psychic Phenomena. Every six hours, a psyker automatically recovers 1 point of psy rating lost this way. Additionally, any attempt to manifest a psychic power from within the cloud automatically fails. | |||||||||||||
65 | Psyk-Out Grenade | Grenades/Missiles | Throw | SBx3 | S/‒/‒ | 1d10 Explosive | 0 | 1 | ‒ | Blast (3), Smoke (3) | 1 kg | Extremely Rare | PG 41 EB | Whenever a character with the Psyker trait suffers a hit from this grenade, enters its smoke, or begins his turn within the smoke, he must make a Very Hard (–30) Willpower test or have his psy rating temporarily reduced by 1 for every degree of failure. If the character fails the test by two or more degrees of failure, he must also immediately roll on Table 6–2: Psychic Phenomena. Every six hours, a psyker automatically recovers 1 point of psy rating lost this way. Additionally, any attempt to manifest a psychic power from within the cloud automatically fails. | |||||||||||||
66 | Rad Grenade | Grenades/Missiles | Thrown | SBx3m | S/–/– | 1d10 Energy | 0 | 1 | ‒ | Blast (2) | 1 kg | Very Rare | PG 44 EI | When struck must immediately make a Hard (–20) Toughness test or suffer 2d10 Toughness damage. | |||||||||||||
67 | Smoke Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Smoke (4) | 0.5 kg | Common | DH2 - 158 | ||||||||||||||
68 | Spore Bomb | Grenades/Missiles | Thrown | SBx3m | S/–/– | ‒ | ‒ | 1 | ‒ | Blast (5) | 2 kg | Very Rare | PG 45 EI | Any character within the blast radius suffers mind-mould | |||||||||||||
69 | Stun Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Blast (3), Concussive (2) | 0.5 kg | Common | DH2 - 158 | ||||||||||||||
70 | Tears of the Emperor | Grenades/Missiles | Thrown | SBx3m | S/–/– | 1d10 Explosive | 0 | 1 | ‒ | Blast (2), Sanctified | ‒ | Near Unique | PG 45 EI | 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 suffers a –20 penalty to the tests it makes for this trait until the end of the encounter | |||||||||||||
71 | Web Grenade | Grenades/Missiles | Thrown | SBx3m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Blast (3), Snare (2) | 0.5 kg | Rare | DH2 - 158 | Web dissolve away after 1d5 hours. | |||||||||||||
72 | Whitefire Grenade | Grenades/Missiles | Thrown | SBx3m | S/–/– | 1d10+4 Explosive | 3 | 1 | ‒ | Blast (3), Corrosive, Flame, Smoke (5), Toxic (2) | 1 kg | Extremely Rare | PG 45 EI | 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 inflicts 1d10 Impact damage with the Corrosive and Toxic (2) qualities and must test for suffocation | |||||||||||||
73 | Hot-shot Lasgun | Las | Basic | 60m | S/3/‒ | 1d10+4 Energy | 7 | 30 | 2 Full | 6 kg | Rare | DH2 - 154 | Do not benefit from the Las Weapon Variable Setting rules. | ||||||||||||||
74 | Hot-shot Laspistol | Las | Pistol | 20m | S/2/‒ | 1d10+4 Energy | 7 | 40 | 2 Full | 4 kg | Rare | DH2 - 154 | Do not benefit from the Las Weapon Variable Setting rules. | ||||||||||||||
75 | Lasgun | Las | Basic | 100m | S/3/‒ | 1d10+3 Energy | 0 | 60 | Full | Reliable | 4 kg | Common | DH2 - 153 | Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen but uses 4 ammo, loses Reliable, and gains Unreliable | |||||||||||||
76 | Laslock | Las | Basic | 70m | S/‒/‒ | 1d10+4 Energy | 0 | 1 | Half | Unreliable | 4 kg | Plentiful | DH2 - 153 | Do not benefit from the Las Weapon Variable Setting rules. | |||||||||||||
77 | Laspistol | Las | Pistol | 30m | S/2/‒ | 1d10+2 Energy | 0 | 30 | Half | Reliable | 1.5 kg | Common | DH2 - 153 | Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen but uses 4 ammo, loses Reliable, and gains Unreliable | |||||||||||||
78 | Long-Las | Las | Basic | 150m | S/‒/‒ | 1d10+3 Energy | 1 | 40 | Full | Accurate, Felling (4), Reliable | 4.5 kg | Scarce | DH2 - 154 | Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen but uses 4 ammo, loses Reliable, and gains Unreliable | |||||||||||||
79 | Grenade Launcher | Launcher | Basic | 60m | S/‒/‒ | † | † | 6 | 2 Full | † | 12 kg | Average | DH2 - 154 | Uses grenades as its ammo and uses its profile. | |||||||||||||
80 | Missile Launcher | Launcher | Heavy | 300m | S/‒/‒ | † | † | 1 | Full | † | 35 kg | Rare | DH2 - 154 | Uses Missiles as its ammo and uses its profile. | |||||||||||||
81 | Arquebus | Low-Tech | Basic | 45m | S/–/– | 2d10+2 Impact | 2 | 1 | 2 Full | Concussive (1), Inaccurate, Unreliable | 8 kg | Common | PG 42 EI | 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 fired, an arquebus also creates a cloud with the Smoke (1) quality that lasts for 1d5-1 rounds. | |||||||||||||
82 | Axe of Retribution | Low-Tech | Melee | ‒ | ‒ | 2d10 Rending | 6 | ‒ | ‒ | Felling (2), Sanctified | 8 kg | Near Unique | PG 45 EI | Two-handed melee weapon. | |||||||||||||
83 | Bolas | Low-Tech | Thrown | 10m | S/‒/‒ | ‒ | 0 | 1 | ‒ | Inaccurate, Snare | 1.5 kg | Average | DH2 - 154 | ||||||||||||||
84 | Bow | Low-Tech | Basic | 30m | S/‒/‒ | 1d10 Rending | 0 | 1 | Half | Primitive (6), Reliable | 2 kg | Common | DH2 - 154 | Two-handed weapon. | |||||||||||||
85 | Castigator Heavy Crossbow | Low-Tech | Heavy | 70m | S/–/– | 1d10+6 Impact | 1 | 14 | 2 Full | Concussive (2), Reliable | 12kg | Scarce | PG 44 EI | Whenever inflicts damage on a target that has the Size trait with a value of 5 or lower, that target is knocked Prone. | |||||||||||||
86 | Crossbow | Low-Tech | Basic | 30m | S/‒/‒ | 1d10 Rending | 0 | 1 | 2 Full | Primitive (7) | 3 kg | Common | DH2 - 154 | ||||||||||||||
87 | Deliverance Light Crossbow | Low-Tech | Pistol | 15m | S/–/– | 1d10 Rending | 0 | 1 | Half | Primitive (7) | 1 kg | Rare | PG 42 EI | If given a forearm weapon mounting, the Deliverance’s range is not reduced. Tests to find a concealed Deliverance suffer a –20 penalty, and it counts as having a built-in silencer | |||||||||||||
88 | Drake’s Claw | Low-Tech | Heavy | 200m | S/–/– | 2d10+2 Explosive | 2 | 1 | – | Blast (3), Crippling (1), Inaccurate, Primitive (7), Tearing | 6 kg | Rare | PG 42 EI | Single use item and cannot be reloaded. | |||||||||||||
89 | Flail of Chastisement | Low-Tech | Melee | ‒ | ‒ | 1d10+8 Rending | 2 | ‒ | ‒ | Crippling (2), Flexible, Primitive (8), Snare (2) | 3 kg | Rare | PG 45 EI | A target who escapes from this weapon’s Snare quality is no longer affected by its Crippling quality. | |||||||||||||
90 | Flintlock Pistol | Low-Tech | Pistol | 15m | S/–/– | 1d10+2 Impact | 0 | 1 | 2 Full | Inaccurate, Primitive (8), Unreliable | 3 kg | Common | PG 42 EI | Counts as a truncheon when used in melee combat. | |||||||||||||
91 | Great Weapon | Low-Tech | Melee | ‒ | ‒ | 2d10 Rending | 0 | ‒ | ‒ | Unbalanced, Two-Handed | 7 kg | Scarce | DH2 - 160 | Two-handed weapon. | |||||||||||||
92 | Hunting Lance | Low-Tech | Melee | ‒ | ‒ | 2d10+3 Explosive | 7 | ‒ | ‒ | Concussive (3) | 4 kg | Scarce | DH2 - 160 | After a successful attack is made with this weapon, its tip is destroyed and it is treated as a staff. | |||||||||||||
93 | Improvised | Low-Tech | Melee | ‒ | ‒ | 1d10-2 Impact | 0 | ‒ | ‒ | Primitive (7), Unbalanced | ‒ | ‒ | DH2 - 160 | ||||||||||||||
94 | Knife | Low-Tech | Melee | ‒ | ‒ | 1d5 Rending | 0 | ‒ | ‒ | ‒ | 1 kg | Plentiful | DH2 - 160 | ||||||||||||||
95 | Knife | Low-Tech | Thrown | 5m | S/‒/‒ | 1d5 Rending | 0 | ‒ | ‒ | ‒ | 1 kg | Plentiful | DH2 - 160 | ||||||||||||||
96 | Longflame | Low-Tech | Heavy | 200m | S/–/– | 1d10 Rending | 0 | 1 | ‒ | Blast (4), Flame, Inaccurate, Primitive (8) | 6 kg | Rare | PG 42 EI | Single use item and cannot be reloaded. | |||||||||||||
97 | Man-Catcher | Low-Tech | Melee | 2m | ‒ | 1d10 Impact | 0 | ‒ | ‒ | Snare (4), Unwieldy | 8 kg | Scarce | PG 46 EI | Two-handed melee weapon. May spend a Half Action each round to maintain a hold of his victim | |||||||||||||
98 | Musket | Low-Tech | Basic | 30m | S/–/– | 1d10+3 Impact | 0 | 1 | 2 Full | Inaccurate, Primitive (8), Unreliable | 7 kg | Common | PG 44 EI | Counts as a staff when used in melee combat | |||||||||||||
99 | Praesidium Protectiva | Low-Tech | Melee | ‒ | ‒ | 1d10 Impact | 0 | ‒ | ‒ | Defensive | 14 kg | Very Rare | PG 46 EI | The Praesidium Protectiva adds +4 AP to the body and the arm holding the device, and also acts as a force field with a protection rating of 35. It is only available to Acolytes with the Adepta Sororitas background | |||||||||||||
100 | Rune Weapon (Sword) | Low-Tech | Melee | ‒ | ‒ | 1d10 Rending | 0 | ‒ | ‒ | Balanced, Tainted, Tearing, Vengeful (8) | 3 kg | Near Unique | PG 43 EB | When triggering Righteous Fury, he gains 1d5 Corruption points. | |||||||||||||
101 | Shield | Low-Tech | Melee | ‒ | ‒ | 1d5 Impact | 0 | ‒ | ‒ | Defensive | 3 kg | Common | DH2 - 160 | Attacks suffer a –20 penalty instead of the normal penalty from the Defensive quality. | |||||||||||||
102 | Snapper Repeating Rifle | Low-Tech | Basic | 50m | S/2/– | 1d10+3 Impact | 0 | 8 | 2 Full | Inaccurate, Overheats, Primitive (8), Unreliable | 45 kg | Very Rare | PG 44 EI | If used as improvised melee weapon and scores two or more degrees of failure on the Weapon Skill test, its mechanisms snap and it is damaged. | |||||||||||||
103 | Spear | Low-Tech | Melee | ‒ | ‒ | 1d10 Rending | 0 | ‒ | ‒ | Primitive (8), Two-Handed | 3 kg | Common | DH2 - 160 | Two-handed weapon. | |||||||||||||
104 | Staff | Low-Tech | Melee | ‒ | ‒ | 1d10 Impact | 0 | ‒ | ‒ | Balanced, Primitive (7), Two-Handed | 3 kg | Plentiful | DH2 - 160 | Two-handed weapon. | |||||||||||||
105 | Stealth Claw | Low-Tech | Melee | ‒ | ‒ | 1d10+4 Rending | 4 | ‒ | ‒ | Felling (2), Razor Sharp, Sanctified | 1.5 kg | Very Rare | PG 43 EB | Has the Compact modification. When a character successfully inflicts a hit as part of an All Out Attack action using a stealth claw, he inflicts additional damage equal to his psy rating. | |||||||||||||
106 | Sword | Low-Tech | Melee | ‒ | ‒ | 1d10 Rending | 0 | ‒ | ‒ | Balanced | 3 kg | Common | DH2 - 160 | ||||||||||||||
107 | Truncheon | Low-Tech | Melee | ‒ | ‒ | 1d10 Impact | 0 | ‒ | ‒ | Primitive (7) | 2 kg | Plentiful | DH2 - 160 | ||||||||||||||
108 | Unarmed | Low-Tech | Melee | ‒ | ‒ | 1d5-3 Impact | 0 | ‒ | ‒ | ‒ | ‒ | DH2 - 226 | |||||||||||||||
109 | Wailing Trident | Low-Tech | Melee/ Thrown | 6 m | ‒ | 1d10+8 Rending | 4 | ‒ | ‒ | Balanced, Crippling (3), Felling (3), Sanctified | 9 kg | Very Rare | PG 43 EB | A two-handed weapon. | |||||||||||||
110 | Warhammer | Low-Tech | Melee | ‒ | ‒ | 1d10+3 Impact | 1 | ‒ | ‒ | Concussive (1), Primitive (8), Two-Handed | 4.5 kg | Scarce | DH2 - 160 | Two-handed weapon. | |||||||||||||
111 | Whip | Low-Tech | Melee | 3m | ‒ | 1d10 Rending | 0 | ‒ | ‒ | Flexible, Primitive (6) | 2 kg | Average | DH2 - 160 | ||||||||||||||
112 | Inferno Pistol | Melta | Pistol | 10m | S/‒/‒ | 2d10+10 Energy | 12 | 3 | Full | Melta | 3 kg | Near Unique | DH2 - 155 | ||||||||||||||
113 | Meltagun | Melta | Basic | 20m | S/‒/‒ | 2d10+10 Energy | 12 | 5 | Full | Melta | 15 kg | Very Rare | DH2 - 155 | ||||||||||||||
114 | Plasma Gun | Plasma | Basic | 90m | S/2/‒ | 1d10+7 Energy | 6 | 40 | 5 Full | Maximal, Overheats | 18 kg | Very Rare | DH2 - 155 | ||||||||||||||
115 | Plasma Pistol | Plasma | Pistol | 30m | S/2/‒ | 1d10+6 Energy | 6 | 10 | 3 Full | Maximal, Overheats | 4 kg | Very Rare | DH2 - 155 | ||||||||||||||
116 | Sentinel Plasma Rifle | Plasma | Basic | 120m | S/5/10 | 1d10+5 Energy | 3 | 40 | Full | Reliable | 20 kg | Extremely Rare | PG 44 EI | ||||||||||||||
117 | Desoleum Power Blade | Power | Melee | ‒ | ‒ | 1d10+3 Energy | 5 | ‒ | ‒ | Power Field | 2 kg | Very Rare | PG 42 EO | ||||||||||||||
118 | Desoleum Power Blade | Power | Melee | – | – | 1d10+3 E | 5 | – | – | Power Field | 2kg | Very Rare | PG 42 EO | Compact modification | |||||||||||||
119 | Ebenus Hammer | Power | Melee | ‒ | ‒ | 2d10+6 Energy | 10 | ‒ | ‒ | Daemonbane, Power Field, Unwieldy | 16 kg | Near Unique | PG 43 EB | An Ebenus hammer acts as a null rod (pg 177 CB) and grants the wielder the Deny The Witch talent. Add the user’s SBx2 to the damage. | |||||||||||||
120 | Omnissian Axe | Power | Melee | ‒ | ‒ | 2d10+4 Energy | 6 | ‒ | ‒ | Power Field, Two-Handed, Unbalanced | 8 kg | Extremely Rare | DH2 - 161 | Two-handed weapon and functions as a Combi-tool. | |||||||||||||
121 | Ordo Malleus Power Glaive | Power | Melee | ‒ | ‒ | 1d10+8 Energy | 5 | ‒ | ‒ | Balanced, Power Field, Proven (4), Sanctified | 4.5 kg | Extremely Rare | PG 43 EB | Grants the wielder an additional +10 bonus to Parry tests, and is a two-handed weapon. | |||||||||||||
122 | Power Axe | Power | Melee | ‒ | ‒ | 1d10+7 Energy | 7 | ‒ | ‒ | Power Field, Two-Handed, Unbalanced | 6 kg | Very Rare | DH2 - 161 | Two-handed weapon. | |||||||||||||
123 | Power Fist | Power | Melee | ‒ | ‒ | 2d10 Energy | 9 | ‒ | ‒ | Power Field, Unwieldy | 13 kg | Very Rare | DH2 - 161 | ||||||||||||||
124 | Power Maul (High) | Power | Melee | ‒ | ‒ | 1d10+5 Energy | 4 | ‒ | ‒ | Power Field, Shocking | 3.5 kg | Very Rare | DH2 - 161 | When used with two hands it gains the Concussive (0) quality. | |||||||||||||
125 | Power Maul (Low) | Power | Melee | ‒ | ‒ | 1d10+1 Energy | 2 | ‒ | ‒ | Shocking | 3.5 kg | Very Rare | DH2 - 161 | When used with two hands it gains the Concussive (0) quality. | |||||||||||||
126 | Power Shield | Power | Melee | ‒ | ‒ | 1d10 Energy | 1 | ‒ | ‒ | Defensive, Power Field | 6 kg | Extremely Rare | PG 43 EB | Adds 4 Armour points to the wearer’s Body and the Arm holding the shield. | |||||||||||||
127 | Power Stake | Power | Melee | ‒ | ‒ | 1d10+7 Energy | 5 | ‒ | ‒ | Power Field, Sanctified, Unbalanced | 1 kg | Very Rare | PG 46 EI | Inflicts an additional 1d10 Energy damage for every point of psy rating the target possesses. Grants a +10 bonus to all Interaction tests made with those aligned with the Ordo Hereticus. | |||||||||||||
128 | Power Sword | Power | Melee | ‒ | ‒ | 1d10+5 Energy | 5 | ‒ | ‒ | Balanced, Power Field | 3 kg | Very Rare | DH2 - 161 | ||||||||||||||
129 | Thunder Hammer | Power | Melee | ‒ | ‒ | 2d10+4 Energy | 10 | ‒ | ‒ | Concussive (2), Power Field, Unwieldy | 16 kg | Very Rare | PG 43 EB | Is a one-handed weapon, but it inflicts an additional +2 damage when used with two hands. Add the user’s SBx2 to the damage. | |||||||||||||
130 | Electro-Flail | Shock | Melee | ‒ | ‒ | 1d10+2 Rending | 0 | ‒ | ‒ | Flexible, Shocking | 4.5 kg | Rare | PG 45 EI | ||||||||||||||
131 | Shock Maul | Shock | Melee | ‒ | ‒ | 1d10+3 Impact | 0 | ‒ | ‒ | Shocking | 2.5 kg | Scarce | DH2 - 161 | ||||||||||||||
132 | Shock Whip | Shock | Melee | 3m | ‒ | 1d10+1 Impact | 0 | ‒ | ‒ | Flexible, Shocking | 3 kg | Extremely Rare | DH2 - 161 | ||||||||||||||
133 | Autocannon | Solid Projectile | Heavy | 300m | S/3/‒ | 3d10+8 Impact | 6 | 24 | 2 Full | Reliable | 40 kg | Very Rare | DH2 - 155 | ||||||||||||||
134 | Autogun | Solid Projectile | Basic | 100m | S/3/10 | 1d10+3 Impact | 0 | 30 | Full | ‒ | 5 kg | Average | DH2 - 155 | ||||||||||||||
135 | Autopistol | Solid Projectile | Pistol | 30m | S/‒/6 | 1d10+2 Impact | 0 | 18 | Full | ‒ | 1.5 kg | Average | DH2 - 155 | ||||||||||||||
136 | Hand Cannon | Solid Projectile | Pistol | 35m | S/‒/‒ | 1d10+4 Impact | 2 | 5 | 2 Full | ! | 3 kg | Scarce | DH2 - 155 | Two Handed to fire. | |||||||||||||
137 | Heavy Stubber | Solid Projectile | Heavy | 100m | ‒/‒/8 | 1d10+4 Impact | 3 | 80 | 2 Full | ‒ | 30 kg | Rare | DH2 - 156 | ||||||||||||||
138 | Shotgun | Solid Projectile | Basic | 30m | S/‒/‒ | 1d10+4 Impact | 0 | 8 | 2 Full | Scatter | 5 kg | Average | DH2 - 156 | ||||||||||||||
139 | Shotgun (Combat) | Solid Projectile | Basic | 30m | S/3/‒ | 1d10+4 Impact | 0 | 18 | Full | Scatter | 6.5 kg | Scarce | DH2 - 156 | ||||||||||||||
140 | Sniper Rifle | Solid Projectile | Basic | 200m | S/‒/‒ | 1d10+4 Impact | 3 | 20 | Full | Accurate, Reliable | 5 kg | Scarce | DH2 - 156 | ||||||||||||||
141 | Stub Automatic | Solid Projectile | Pistol | 30m | S/3/‒ | 1d10+3 Impact | 0 | 9 | Full | ‒ | 1.5 kg | Average | DH2 - 156 | ||||||||||||||
142 | Stub Revolver | Solid Projectile | Pistol | 30m | S/‒/‒ | 1d10+3 Impact | 0 | 6 | 2 Full | Reliable | 1.5 kg | Plentiful | DH2 - 156 |
A | B | C | D | E | F | |
---|---|---|---|---|---|---|
1 | Weapon Mods | Weight | Availability | Description | Upgrades | Page |
2 | Auxiliary Grenade Launcher | 2.5kg | Rare | Can fire either the launcher or the weapon attached to, but not both. Range of 45 meters with Damg and Pen of the loaded grenade, and can be fired Indirectly. Cannot reload during combat. | Any Las, Solid Projectile, or Bolt weapons of the Basic class | PG 162 CB |
3 | Backpack Ammo Supply | 15kg | Scarce | Increases the clip size of the weapon to five times its current clip size, but it cannot be reloaded in combat. | Any Bolt, Flame, Las, Melta, Plasma, and Solid Projectile weapon. | PG 162 CB |
4 | Compact | x1/2 | Average | Halves the weight, Clip size, and range and reduces damage by 1. –20 to attempt to find. | Any Pistol or any Las, Solid Projectile, Flame, Bolt, or Plasma weapon of the Basic class. | PG 162 CB |
5 | Custom Grip | ‒ | Rare | Grants +5 to any BS or WS for owner and -5 of all others. | Any weapon | PG 162 CB |
6 | Deactivated Safety Features | ‒ | Rare | May Ready another weapon or draw another item as part of the same action. | Any weapon | PG 162 CB |
7 | Expanded Magazine | 1kg | Scarce | Increases clip size by half (rounded up) | Ranged weapons | PG 163 CB |
8 | Exterminator | 1kg | Common | Rather than firing the weapon as normal, can use as a half action. Counts as a Standard Attack with a flamer | Any weapon except Pistol or Thrown. | PG 163 CB |
9 | Fire Selector | 1kg | Rare | Swap ammo types without reloading. Can hold 3 different ammo's | Any Bolt, Launcher, and Solid Projectile weapon of the Pistol or Basic class. | PG 163 CB |
10 | Fluid Action | ‒ | Rare | When using Semi-Auto Burst, counts as scoring one additional DoS. Also reload increased by Half Action. | Any ranged weapon capable of Semi-Automatic fore. | PG 163 CB |
11 | Forearm Weapon Mounting | 1kg | Scarce | Upgrade reduces range by 1/3. | Any Las, Low-Tech, Solid Projectile, Bolt, or Melta of the Pistol class. | PG 163 CB |
12 | Melee Attachment | 2kg | Plentiful | The ranged weapon counts as a spear when used in melee combat. | Any Basic ranged weapon. | PG 163 CB |
13 | Modified Stock | ‒ | Scarce | Gains +2 bonus on a Half Action or +4 bonus for a Full Action for aim. | Any Weapon | PG 163 CB |
14 | Mono | ‒ | Scarce | Loses the Primitive quality (if it had it) and has its penetration increased by 2. No effect when power field is active. | Any Low-Tech or Power Melee weapon. | PG 163 CB |
15 | Motion Predictor | 0.5kg | Very Rare | Gains +10 BS to Semi-Auto Burst or Full Auto. | Any Ranged weapon (except Low-Tech) Capable of Semi-Auto or Full Auto. | PG 163 CB |
16 | Omni-Scope | 2kg | Very Rare | Combines the benefits of a preysense sight, red-dot laser sight, and telescopic sight. | Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. | PG 163 CB |
17 | Photo Sight | 0.5kg | Very Rare | No penalties due to darkness. | Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. | PG 163 CB |
18 | Pistol Grip | ‒ | Rare | Can be wielded in one hand without -20 penalty. Range is halved. | Any Basic ranged weapon. | PG 164 CB |
19 | Preysense Sight | 0.5kg | Very Rare | Suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception tests in the dark. | Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. | PG 164 CB |
20 | Quick-Release | ‒ | Rare | The weapon reduced by a Half Action, to a minimum of a Half Action. | Any ranged weapon. | PG 164 CB |
21 | Red-Dot Laser Sight | 0.5kg | Scarce | Gains +10 to BS when firing a single shot. | Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. | PG 164 CB |
22 | Reinforced | 20% | Scarce | Weapon weight increased by 20%. Ranged weapons receives +1 bonus to damage when used as an improvised weapon. Only destroyed on a result of 41 or higher when Parried by a weapon with the Power Field quality. | Any Weapon | PG 164 CB |
23 | Sacred Inscriptions | ‒ | Scarce | Gains a +10 bonus to Pinning tests. | Any Weapon | PG 164 CB |
24 | Silencer | 0.5kg | Plentiful | Tests to hear shots made suffer -20 and can only attempt at half the normal distance. | Any Solid Projectile weapon of the Basic or Pistol class. | PG 164 CB |
25 | Suspensors | x1/2 | Extremely Rare | Counts as having the Auto-stabilized trait and so always counts as being braced. | Any Heavy Weapon | PG 164 CB |
26 | Targeter | 1.5kg | Rare | If there is a final penalty to a BS test when using a weapon with a targeter, it is reduced by ten. | Any Las, Solid Projectile, Bolt, or Heavy weapon. | PG 165 CB |
27 | Telescopic Sight | 1kg | Average | Ignores penalties for Long and Extreme range, as long as the shooter is benefitting from a Full Action to Aim. | Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. | PG 165 CB |
28 | Tox Dispenser | 0.75kg | Rare | Gain the Toxic (2) quality for one round. A tox dispenser can be used 10 times before requiring refilling. | Any Low-Tech or Chain Melee Weapon | PG 165 CB |
29 | Tripod/Bipod | 2kg | Average | 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. | Any Basic or Heavy weapon. | PG 165 CB |
30 | Truesilver Gilding | ‒ | Very Rare | 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. | Any Low-Tech melee weapon. | PG 45 EB |
31 | Truesilver Weaving | ‒ | Extremely Rare | 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. | Any Launcher, Low-Tech, or Solid Projectile ranged weapon. | PG 45 EB |
32 | Vox-Operated | 0.5kg | Rare | With spoken commands, the operator can fire his gun, switch firing modes, and also change ammunition (should it be fitted with a fire selector). | Any Pistol, Basic, Launcher, or Heavy weapon that is not of the Low-Tech type | PG 165 CB |
33 | Warpleech Canister | 1kg | Very Rare | Gains the Crippling (2) quality against targets with the Daemonic trait. Each canister contains enough liquid to last for 40 rounds. | Any Solid Projectile weapon without a silencer. | PG 45 EB |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Name | Availability | Effect | Used with | Page |
2 | Amputator Shells | Extremely Rare | Add 2 to the weapon damage. | Stub revolvers, stub automatics, shotguns (all types), sniper rifles, hand cannons, autopistols, and autoguns. | PG 165 CB |
3 | Ataractic Quill | Very Rare | Adds Concussive (5) and Reliable | Quillgun | PG 43 EO |
4 | Bleeder Rounds | Rare | Damage from bleeder rounds and suffers Blood Loss for 1d5 rounds or treated. | Stub revolvers, stub automatics, hand cannons, autopistols, and autoguns. | PG 165 CB |
5 | Dumdum Bullets | Scarce | Add 2 to the weapon, but Armour points count double against them. | Stub revolvers, stub automatics, sniper rifles, and hand cannons. | PG 165 CB |
6 | Emperor’s Light Thermal Bolts | Rare | Using thermal bolts loses the Primitive and Accurate qualities (if it has them), but gains +1d10 Energy damage, penetration 6, and the Melta and Inaccurate qualities. These bolts weigh twice as much as regular crossbow bolts. | Crossbows. | PG 46 EI |
7 | Emperor’s Wrath Shard Bolts | Scarce | Gains the Crippling (2) quality. | Crossbows. | PG 46 EI |
8 | Expander Rounds | Scarce | Add 1 to a weapon's damage and penetration. | Stub revolvers, stub automatics, sniper rifles, autopistols, and autoguns. | PG 165 CB |
9 | Explosive Arrows/Quarrels | Scarce | Suffer -10 penalty but change damage type to Explosive, remove the Primitive quality, and gains Blast (1). | Bows and crossbows. | PG 166 CB |
10 | Heretic’s Match Incendiary Rounds | Scarce | Gains the Flame and Unreliable qualities, and loses the Blast quality (if it had it). | Bows, Crossbows, Shotguns. | PG 47 EI |
11 | Hot-Shot Charge Packs | Scarce | Adds 1 to its damage, gains Tearing, and penetration of 4. Also loses Reliable quality and clip size is reduced to 1. | Laspistols, lascarbines, lasguns, and long las weapons. | PG 166 CB |
12 | Inferno Shells | Rare | Gains the Flame quality. | Shotgun and all Bolt weapons. | PG 166 CB |
13 | Man-Stopper Bullets | Scarce | Adds 3 to weapon's penetration. | Stub revolvers, stub automatics, hand cannons, sniper rifles, autopistols, and autoguns. | PG 166 CB |
14 | Purgatus Stakes | Extremely Rare | Gains the Sanctified quality. Further, whenever a target with eithe 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. | Purgatus Crossbow only. | PG 47 EI |
15 | Purity Bolts | Very Rare | A weapon using purity bolts gains the Haywire (2) quality. | Crossbows. | PG 47 EI |
16 | Sanctified Ammunition | Rare | Using this type of fuel or ammunition gains the Sanctified quality. | Bows, Crossbows, Flame, Solid Projectile weapons. | PG 47 EI |
17 | Scrambler Rounds | Rare | Adds the Hallucinogenic (2) and Recharge qualities. | Bolt and Solid Projectile weapons | PG 166 CB |
18 | Silver Stakes | Very Rare | Gains the Sanctified quality and inflicts an additional 1d10 damage against targets with the Daemonic or Psyker trait. | Crossbows. | PG 47 EI |
19 | Tempest Bolt Shells | Near Unique | Changes weapon's damage to Energy and grant Shocking quality. They also add 3 damage to targets with the Machine trait. | Bolt pistols, boltguns, and heavy bolters. | PG 166 CB |
20 | Theta-Pattern Concussion Bolts | Very Rare | 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. | Crossbows. | PG 47 EI |
21 | Theta-Pattern Shock Bolts | Very Rare | Gains the Shocking quality. In addition, if the target fails its Toughness test from the Shocking effect by three or more degrees, it becomes Unconscious instead of Stunned for a number of rounds equal to his degrees of failure. | Crossbows. | PG 47 EI |
22 | Tox Rounds | Scarce | Adds Toxic (1) quality but reduces damage by 2 | Bolt and Solid Projectile weapons | PG 166 CB |
23 | Veneum Quill | Scarce | Adds Toxic (4) and Reliable | Quillgun | PG 43 EO |
24 | Abyssal Bolt | Very Rare | Gains the Crippling (2) and Tainted quality, but loses the Reliable and/or Sanctified qualities (if the weapon has them). | Bolt weapons, crossbows. | PG 44 EB |
25 | Nitidus Rounds | Very Rare | When a psyker suffers damage from this weapon, he must make a Difficult (–10) Willpower test or be Stunned for a number of rounds equal to his degrees of failure. When a target with the Warp Instability trait suffers damage from this weapon, it must immediately test for Instability with a –10 penalty. | Combat shotguns, shotguns | PG 44 EB |
26 | Psybolts | Extremely Rare | Gains the Daemonbane And Sanctified qualities, ignores all protective benefits granted by psychic powers, and inflicts +1 damage for every point of the user’s psy rating. | Bolt Weapons | PG 44 EB |
27 | Psyflame | Very Rare | Gains the Sanctified quality and ignores any protective benefits granted by psychic powers. Targets in its area of effect suffer a penalty to the Agility test to avoid it equal to 5 times the psyker’s psy rating. | Flame Weapons | PG 44 EB |
A | B | C | D | E | F | G | H | I | J | ||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Name | Type | Location | AP | Max Ag | Protection Rating | Weight | Availability | Note | Page | |
2 | Armoured Bodyglove | Basic | Arms, Body, Legs | 2 | – | 5 kg | Rare | PG 168 CB | |||
3 | Chainmail Suit | Basic | Arms, Body, Legs | 3 | 35 | 15 kg | Common | PG 168 CB | |||
4 | Feudal World Plate | Basic | All | 5 | 25 | 30 kg | Scarce | PG 168 CB | |||
5 | Heavy Leathers | Basic | Arms, Body | 1 | – | 5 kg | Common | PG 168 CB | |||
6 | Imperial Robes | Basic | Arms, Body, Legs | 1 | – | 4 kg | Average | PG 168 CB | |||
7 | Mould Suit | Basic | All | – | 40 | 10 kg | Rare | Grants a +40 bonus to any Toughness test made to resist the effects of gasses, as well as a +10 bonus for resisting extreme temperatures and being set on fire. Contains rebreather for 5 hours. If takes more than 5 points of damage in a single round, the suit becomes damaged and require repair. | PG 168 CB | ||
8 | Obsidian Plate | Basic | Body | 6 | 35 | – | 35 kg | Very Rare | Gains the Resistance (Psychic Powers) talent, or an additional +10 to tests to resist psychic powers if the character already has this talent. Obsidian plate counts it's listed Armour points as triple against hits inflicted by Psychic Bolts. A psyker wearing obsidian plate cannot push his psychic powers, and reduces his psy-rating by 3 (to a minimum of 1) | PG 46 EB | |
9 | Xenos Hide Vest | Basic | Body | 6 | 50 | 20 kg | Very Rare | PG 48 EI | |||
10 | Carapace Chestplate | Carapace | Body | 6 | 55 | 7 kg | Rare | PG 168 CB | |||
11 | Carapace Gauntlets | Carapace | Arms | 5 | – | 2 kg | Rare | PG 168 CB | |||
12 | Carapace Greaves | Carapace | Legs | 5 | – | 3 kg | Rare | PG 168 CB | |||
13 | Carapace Helm | Carapace | Head | 4 | – | 2 kg | Rare | PG 168 CB | |||
14 | Enforcer Light Carapace | Carapace | All | 5 | 45 | 15 kg | Rare | PG 168 CB | |||
15 | Militarum Tempestus Carapace | Carapace | All | 6 | 45 | 15 kg | Very Rare | PG 168 CB | |||
16 | Flak Cloak | Flak | Arms, Body, Legs | 3 | 55 | 8 kg | Scarce | Counts 1 AP higher against Blast. | PG 168 CB | ||
17 | Flak Coat | Flak | Arms, Body | 3 | 60 | 5 kg | Scarce | Counts 1 AP higher against Blast. | PG 168 CB | ||
18 | Flak Gauntlets | Flak | Arms | 2 | – | 1 kg | Average | Counts 1 AP higher against Blast. | PG 168 CB | ||
19 | Flak Helmet | Flak | Head | 2 | – | 2 kg | Average | Counts 1 AP higher against Blast. | PG 168 CB | ||
20 | Flak Vest | Flak | Body | 3 | 60 | 5 kg | Average | Counts 1 AP higher against Blast. | PG 168 CB | ||
21 | Imperial Guard Flak Armour | Flak | All | 4 | 50 | 11 kg | Scarce | Counts 1 AP higher against Blast. | PG 168 CB | ||
22 | Light Flak Cloak | Flak | Arms, Body, Legs | 2 | 55 | 4 kg | Scarce | Counts 1 AP higher against Blast. | PG 168 CB | ||
23 | Conversion Field | Force Field | – | – | – | 50 | 1 kg | Extremely Rare | If blocks more than 12 points of damage from a single attack, counts as a Photon Flash Grenade. User not affected. | PG 48 EI | |
24 | Displacer Field | Force Field | – | – | – | 55 | 2 kg | Near Unique | When successfully blocks an attack, user jumps in a random direction. Roll 3d10 for meters travelled. If all 3 numbers rolled are the same then user dose not re-emerge for 1d5 rounds and gains 1 Corruption for each round. If activated when unexpected, user can not act for one round. | PG 49 EI | |
25 | Field Wall Generator | Force Field | – | – | – | 65 | 18 kg | Very Rare | consists of two or more generators. Turning on or off a generator requires a Full Action, which also activates all other linked generators. A linear force field then forms between each generator, 1.5 metres high and up to 8 metres in length. The barrier acts as cover, so only parts of the body protected by the field wall gain force field protection. If a wall section overloads, then only that portion between the two generators shuts down | PG 169 CB | |
26 | Flare Shield | Force Field | – | – | – | 25 | 3 kg | Extremely Rare | Protection rating 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. | PG 169 CB | |
27 | Icon of the Just | Force Field | – | – | – | 55 | 0.5 kg | Extremely Rare | Opponents with the Daemonic trait suffer a –10 penalty to attack tests and Focus Power tests against the wearer. | PG 46 EB | |
28 | Power Field (Personnel) | Force Field | – | – | – | 80 | 50 kg | Near Unique | Bulky. Imposes -20 to stealth tests and dose not defend against ranged attacks made within 1 metre or melee. | PG 169 CB | |
29 | Power Field (Vehicle/Emplacement) | Force Field | – | – | – | 80 | 500 kg | Near Unique | Bulky. Imposes -20 to stealth tests and dose not defend against ranged attacks made within 1 metre or melee. | PG 169 CB | |
30 | Refractor Field | Force Field | – | – | – | 30 | 2 kg | Very Rare | Imposes a -20 on Stealth tests when active. | PG 169 CB | |
31 | Rosarius | Force Field | – | – | – | 50 | 0.6 kg | Extremely Rare | Allies who can draw a line of sight to a character with a rosarius gain a +10 bonus to Fear and Pinning tests; this is lost if the wearer dies or suffers any Critical damage. | PG 168 CB | |
32 | Mesh Cloak | Mesh | Arms, Body, Legs | 4 | 60 | – | 3 kg | Very Rare | PG 168 CB | ||
33 | Mesh Vest | Mesh | Body | 4 | – | – | 2 kg | Rare | PG 168 CB | ||
34 | Adepta Sororitas Power Armour | Power | All | 7 | 50 | – | 35 kg | Extremely Rare | Grants Unnatural Strength (1) trait and always counts as Braced. | PG 48 EI | |
35 | Heavy Power Armour | Power | All | 8 | 35 | – | 65 kg | Extremely Rare | 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 | PG 46 EB | |
36 | Light Power Armour | Power | All | 7 | 40 | – | 40 kg | Very Rare | Grants Unnatural Strength (1) trait and increases Size by 1 level. Power supply functions for 1d5 hours before needing recharging. | PG 48 EI | |
37 | Praetor Armour | Power | All | 6 | 50 | – | 16 kg | Extremely Rare | Contains an integral respirator, commlink, photo-visor, targeter, and recoil suppression sleeves, as well as a magnetic harness on the back capable of holding a single basic weapon. Any Acolyte without the Adeptus Mechanicus background gains the Enemy (Adeptus Mechanicus) talent while wearing or displaying Praetor Armour. | PG 43 EO |
A | B | C | D | E | ||
---|---|---|---|---|---|---|
1 | Name | Weight | Availability | Used With | Note | |
2 | Adamantine Chainguard | 4 kg | Very Rare | Any Armor | If the 1s digit of his attack roll is a 1, the weapon is destroyed unless it has the Power Field or Warp Weapon quality, or is otherwise immune to being destroyed. -5 to armor's Max Agility. | |
3 | Auto-Senses | 2 kg | Very Rare | Power Armor Helmet | Gains a +5 bonus to his Ballistic Skill and a +10 bonus to all Awareness tests based on Sight and Hearing. | |
4 | Brazier of Saint Roberto | 10 kg | Common | Any armour, helmet, or backpack | A brazier must be affixed to a backpack, helmet, or similarly worn item. Setting it aflame requires a Half Action and it can burn for 2 hours. Whilst alight, it acts as a glow-globe and grants a +30 bonus to all Charm and Command tests, a +10 bonus to Intimidate tests, and a –40 penalty to all Stealth tests. If the wearer is ever knocked Prone while it is lit, he must pass an Ordinary (+10) Agility test to avoid setting himself on fire. | |
5 | Ceramite Plating | 2 kg | Rare | Carapace and power armor | Provides an additional 3 Armour points of protection against attacks with the Flame or Melta qualities and other heat-based attacks. | |
6 | Devotional Iconography | 1 kg | Common | Any armour. | Gains a +10 bonus to Command tests when dealing with those faithful to the Imperium, but suffers a –10 penalty to Fellowship tests when dealing with those not loyal to the Emperor. | |
7 | Hexagrammic Wards | – | Extremely Rare | Carapace and power armor | 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 inflicted by psychic attacks. The Warp Weapon quality does not ignore the AP of this armour. | |
8 | Pentagramatic Wards | – | Extremely Rare | Any Armour | Whenever a character with the Daemonic or Warp Instability trait becomes engaged in melee with the warded armour’s wearer or begins his turn engaged with the wearer, that character must make a Hard (–20) Willpower test. If the character fails, he suffers 1d5 Energy damage per degree of failure (ignoring armour and Toughness bonus). If the character scores 4 or more degrees of success on the test, however, the pentachromatic ward shatters and the armour permanently loses this upgrade. | |
9 | Sacred Incense Burner | – | Rare | Any Armour | Must be affixed to a backpack, helmet, or similarly worn item. Setting it aflame requires a Half Action 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 Warp Instability tests. | |
10 | Truesilver Filigree | – | Very Rare | Any Armour | Any character with the Daemonic trait suffers a penalty to Weapon Skill tests equal to 5 times the wearer’s Willpower bonus. | |
11 | Unguents of Warding | Common | Any Armour | Working the unguents onto armour takes roughly one hour, and empties one container for each hit location treated. As part of the process, careful rituals must also be performed to inscribe runes and litanies into the armour. This requires a Hard (–20) Scholastic Lore (Occult) or Forbidden Lore (Imperial Creed) test for each location; failure means the unguents must be cleaned off that location and the ritual started again. For each hit location treated with Unguents of Warding, the armour grants its wearer a +5 bonus to tests to resist Fear caused by characters with the Daemonic trait and to resist psychic powers. The effects of the unguents last for one month |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Name | Weight | Availability | Notes | Page |
2 | Amasec | 1 kg | Average | BOOZE | PG 172 CB |
3 | Desoleum Fungus | – | Scarce | Lasts 1d10 rounds, and suffers 1 Fatigue. While under the effects can invert any 1d100 roll. | PG 172 CB |
4 | De-Tox | – | Rare | Clears any chemical effects. User is Stunned for 1d10 minus Toughness bonus rounds. | PG 172 CB |
5 | Frenzon | – | Very Rare | Grants Frenzied for 1d10 minutes. | PG 173 CB |
6 | Lho-Sticks | – | Common | SMOKES! Goes great with Amasec. | PG 173 CB |
7 | Obscura | – | Rare | Enters a dream like state for 1d5 hours. If in combat consider them under the effects of a hallucinogen grenade. | PG 173 CB |
8 | Ration Pack | 2 kg | Plentiful | During rest of at least 2 hours or more remove one additional level of Fatigue. | PG 173 CB |
9 | Recaf | – | Abundant | Removes 1 level of Fatigue. | PG 173 CB |
10 | Sacred Unguents | – | Very Rare | Applied to weapon as a full action and becomes immune to jamming for one clip. | PG 173 CB |
11 | Slaught | – | Scarce | Increase Agility and Perception bonus by 3 for 2d10 minutes. When over take a toughness test or suffer -20 to Agility and Perception tests for 1d5 hours. | PG 174 CB |
12 | Spook | – | Rare | Pass a Willpower test or gain 1d5 Insanity . If successful gains 1 psy rating or additional psy rating. Effects last for 1d5 hours. | PG 174 CB |
13 | Stimm | – | Average | Lasts 3d10 rounds and ignores any negative effects from damage, Critical damage, Fatigue, and cannot be stunned. When it wears off, they suffer a -20 to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. | PG 174 CB |
14 | Tranq | 1 kg | Abundant | Numbs the body and mind. | PG 174 CB |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Name | Weight | Availability | Notes | Page |
2 | Adaptive Logis-Engine | 4 kg | Extremely Rare | Place it onto the alien computer, lock, or other interface device that he wishes to crack, and make a Hard (–20) Security (Int) test. If successful, the engine accesses the alien device, and treats it like any other electronic lock for the purposes of additional tests. An Adaptive Logis-Engine takes 5 minutes to access a basic alien system, less 30 seconds for each degree of success on the user’s Security test (to a minimum of 30 seconds). | PG 42 EO |
3 | Auspex/Scanner | 0.5 kg | Scarce | When used grants +20 to awareness tests and counts as a Free Action once per turn. With a Tech-Use can see through walls less than 50 cm, has a range of 50 meters. | PG 175 CB |
4 | Auto Quill | 0 kg | Scarce | Grants +10 to recording data | PG 175 CB |
5 | Clip/Drop Harness | 2 kg | Common | Grants +30 to Climb tests and cannot fall if failed. | PG 175 CB |
6 | Combi-tool | 1 kg | Rare | Grants +10 to Tech-Use | PG 175 CB |
7 | Comm Leech | 1 kg | Very Rare | Can hack a transmission with Tech-Use. Usable for minutes equal to Degrees of Success | PG 175 CB |
8 | Dataslate | 0.5 kg | Common | The iPad's™ of the future. | PG 175 CB |
9 | Demolition Kit | 4 kg | Very Rare | Allows for setup of demo devices. Contains: Five demolition charges (count as Krak Grenades), 100 meter det-cord (burns at 10 sec per meter), and pressure detonator. | PG 175 CB |
10 | Diagnostor | 4 kg | Rare | Grants +20 to Medicae or Perception to determine proper treatment. | PG 175 CB |
11 | Disguise Kit | 2 kg | Very Rare | Make you look like someone else. +10 to deceive tests. | PG 175 CB |
12 | Excruciator Kit | 2 kg | Very Rare | Grants +20 to Interrogation tests. | PG 176 CB |
13 | Field Suture | 0.5 kg | Average | Provides +30 to Medicae tests to stop Blood Loss. | PG 176 CB |
14 | Glow-globe/stab light | 0.5kg | Abundant | It's a Flashlight. | PG 176 CB |
15 | Grapnel and Line | 2 kg | Common | A Clip-harness and Gas powered pistol to shoot a hook and line 100 m away. | PG 176 CB |
16 | Grav Chute | 15 kg | Rare | Pass a Challenging (+0) Agility test or Routine (+20) Operate (Aeronautica) test, and allows for a safe, guided fall from any height; otherwise counts as having fallen two metres for each degree of failure | PG 176 CB |
17 | Hand-Held Targeter | 0.5 kg | Scarce | Grants another +20 to their next Ballistic Skill when using weapons with Indirect quality. | PG 176 CB |
18 | Holo-Spectus | 6 kg | Very Rare | firing a holo-spectus into the air requires a Challenging (+0) Tech-Use test, after which the user gains a visual representation of the area below the hovering pict-recorder out for several kilometres. Can zoom and highlight parts allowing to survey the area around in great detail, and grants a +20 bonus to Navigate (Surface), Survival (Tracking), and Scrutiny tests. The recorder can stay airborne for 5 hours before its power cell is exhausted | PG 43 EO |
19 | Inhaler/Injector | 0.5 kg | Common | Holds drugs that can be administered as a Half Action. | PG 176 CB |
20 | Lascutter | 4 kg | Average | Cuts or welds 10 cm of metal and counts as a Heavy weapon on targets within 2 meters. | PG 176 CB |
21 | Laud Hailer | 4 kg | Scarce | Megaphone of space. | PG 176 CB |
22 | Magboots | 2 kg | Rare | Reduces Agility bonus by 2 but allows to grip to metallic surfaces. | PG 176 CB |
23 | Magnoculars | 0.5 kg | Average | Telescope. | PG 176 CB |
24 | Manacles | 1 kg | Plentiful | Handcuffs. | PG 176 CB |
25 | Medi-kit | 2 kg | Common | Grants +10 bonus to Medicae tests. | PG 176 CB |
26 | Micro-bead | 0 kg | Average | Can talk to others up to 1 km away. | PG 177 CB |
27 | Monotask Servo-Skull | 2 kg | Rare | Floating skulls that have a single function. Auger: Grants benefits of a Auspex Illumination: Lights up a 20 meter area. Land Hailer: Records speech and amplifies voice. Medicae: Counts as a Medi-kit. Utility: Counts as a Combi-tool | PG 177 CB |
28 | Multi Compass | 4 kg | Near Unique | Grants a +20 bonus to all Survival and Navigation (Surface) tests. | PG 177 CB |
29 | Multikey | 0 kg | Scarce | Gains a +30 bonus to Security test when trying to open locks. | PG 177 CB |
30 | Null Rod | 1 kg | Near Unique | 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. Also offer protection from psychic attacks by a +30 bonus to resist any psychic power that directly affects him. | PG 177 CB |
31 | Pict Recorder | 1 kg | Average | Camcorder | PG 177 CB |
32 | Psy Focus | 0 kg | Average | Grants +10 to Focus Power Tests | PG 177 CB |
33 | Regicide Set | 1 kg | Plentiful | Chess in the future and takes 1d5 hours. Can grant +10 to fellowship with the opponent the following day. | PG 177 CB |
34 | Screamer | 2 kg | Scarce | Activate by Tech-use test. It has a perception of 75 for detecting movement and when triggered sounds an alarm. | PG 177 CB |
35 | Signal Jammer | 2 kg | Rare | Jams other transmissions within 1km. | PG 178 CB |
36 | Stasis Cage. | 6 kg | Extremely Rare | Hold anything with a Size trait of 7 or lower that does not possess the Incorporeal trait for five hours (if using the battery pack. Inside cannot take any actions, and outside of cannot attack or interact with anything inside. Compacts into a flat plate 3 meters across. | PG 43 EO |
37 | Static Generator | 3 kg | Very Rare | Broadcast static to all comm systems within 30 meters | PG 178 CB |
38 | Stummer | 2 kg | Average | Dampens sound and grants +30 to Stealth test. Last for 20 minutes before needing to be recharged. | PG 178 CB |
39 | Vox-caster | 4 kg | Scarce | Offers communication to up to 100 km | PG 178 CB |
40 | Writing Kit | 2 kg | Plentiful | Pen and paper. | PG 178 CB |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Name | Weight | Availability | Notes | Page |
2 | Backpack | 2 kg | Abundant | Allows 30 kg of extra weight but requires a full action to remove object. Backpack or Combat vest can be worn at the same time. | PG 170 CB |
3 | Chameleoline Cloak | 0.5 kg | Rare | Gains +20 to stealth tests. | PG 170 CB |
4 | Chrono | 0 kg | Plentiful | Keeps time. | PG 170 CB |
5 | Clothing | 2 kg | Abundant | Cloths. | PG 170 CB |
6 | Combat Vest | 2 kg | Scarce | Holds 15 kg of items and can draw items in combat as Free Action. Backpack or Combat vest can be worn at the same time. | PG 170 CB |
7 | Concealed Holster | 1 kg | Average | Attempts to detect weapon suffers -20 penalty and ready actions cost a Half Action more. | PG 170 CB |
8 | Dead Space Earpiece | – | Very Rare | Grants +20 against Concussive tests | PG 170 CB |
9 | Explosive Collar | 3 kg | Scarce | Rang of 1 km and if out of range for more than 5 minutes collar detonates and kills the wearer instantly. Removing requires a -20 Tech-Use. If failed by 2 degrees it explodes. | PG 170 CB |
10 | Filtration Plugs | – | Common | grants +20 against gas. | PG 171 CB |
11 | Photo-Visors/Contacts | 0.5 kg | Scarce | Grants Dark-Sight trait. | PG 171 CB |
12 | Preysense Goggles | 0.5 kg | Very Rare | Grants +20 to vision in darkness. | PG 171 CB |
13 | Rebreather | 1 kg | Scarce | Immune to toxic atmospheres, even allowing him to survive underwater. Last for 1 hour and Full Action to replace. | PG 171 CB |
14 | Recoil Glove | 0.5 kg | Rare | Can fire weapons one-handed without -20 penalty. | PG 171 CB |
15 | Respirator/Gas Mask | 0.5 kg | Average | Grants +30 to resist effects of gas and can re-roll if failed. | PG 171 CB |
16 | Survival Suit | – | Average | Grants +20 to resist extreme environments. | PG 172 CB |
17 | Synskin | 2 kg | Very Rare | Grants 2 Armor to all locations not already armoured and +10 to Stealth tests. Also immuned to presysense goggles and Dark-sight trait. | PG 172 CB |
18 | Void Suit | 8 kg | Scarce | Enclosed suit for space. 12 hours of air and imposes a -10 to Agility tests | PG 172 CB |
19 | Banishing Rod | 8 kg | Very Rare | Psykers within 5 metres of one or more banishing rods cannot push psychic powers, and reduce the result of any rolls they make on Table 6–2: Psychic Phenomena by –20 (to a minimum of 1). Characters with the Daemonic trait treat this area as a treacherous environment . When used in an exorcism (pg 70 EB), each rod placed around the target of the exorcism grants a +5 bonus to the Daemonic Mastery test. | PG 47 EB |
20 | Consecrated Scrolls | 1 kg | Scarce | 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. | PG 47 EB |
21 | Empyrean Brain Mine | 1 kg | Very Rare | 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. | PG 47 EB |
22 | Psyocculum | 1.5 kg | Rare | As a Half Action, the wearer may make a Challenging (+10) Awareness test to detect psykers and characters with the Daemonic trait without the need for normal lighting until the end of the encounter. While these targets are illuminated in this way, the wearer gains a +10 bonus to his Ballistic Skill tests against them. The psyocculum distorts standard vision, however, imposing a –20 penalty to all other sight-based tests made while it is used. It also cannot be used at the same time as another piece of headgear, such as a helmet, and requires a Half Action to both put on or take off. Using a psyocculum causes the wearer to gain one level of Fatigue for every 5 minutes of operation beyond the first minute. | PG 47 EB |
A | B | C | D | |
---|---|---|---|---|
1 | Name | Availability | Benefit | Page |
2 | Augur Array | Rare | Identically to a auspex and requires concentration and a Half Action. | PG 181 CB |
3 | Autosanguine | Very Rare | Repairs minor injuries and speeds recovery. Always considered Lightly Damaged, and heals at an increased rate, removing 2 points of damage per day instead of 1. | PG 181 CB |
4 | Baleful Eye | Near Unique | Counts as a hot-shot laspistol with a range of 10m. It has no clip size, however a jamb result causes to lose sight in the eye for a number of rounds equal to the degrees of failure. | PG 182 CB |
5 | Bionic Arm | Scarce | Common mechanical arm. Craftsmanship determines bonuses. | PG 180 CB |
6 | Bionic Legs | Scarce | Common mechanical leg. Craftsmanship determines bonuses. | PG 181 CB |
7 | Bionic Respiratory System | Rare | Gain a +20 bonus to Toughness tests made to resist airborne toxins and gas. | PG 181 CB |
8 | Bionic Heart | Very Rare | Gains +1 Armour point to the Body location and Sprint talent. | PG 181 CB |
9 | Bionic Senses | Rare | Common mechanical eyes, ears, and noses. Craftsmanship determines bonuses. | PG 181 CB |
10 | Calculus Logi Upgrade | Very Rare | Grants +10 to Literacy, Logic, and Scholastic Lore tests. | PG 182 CB |
11 | Cerebral Implants | Very Rare | Restore paralysed and brain-damaged users to a semblance of normality, but with a permanent loss of 1d10 points from the character’s Weapon Skill, Ballistic Skill, Agility, Intelligence, and Fellowship characteristics. Craftsmanship determines bonuses. | PG 182 CB |
12 | Cranial Armour | Scarce | Adds +1 Armour point to the Head. | PG 182 CB |
13 | Ferric Lure Implants | Very Rare | After a Willpower test, can call an unsecured metal object into his hand; the object cannot mass more than 1 kg per point of Willpower bonus, and must be within 20 metres. Must have Mechanicus Implants trait. | PG 182 CB |
14 | Interface Port | Rare | grants a +10 bonus to Common Lore, Inquiry, or Tech-Use tests whilst connected to a relevant mechanism or data spool. | PG 182 CB |
15 | Internal Reservoir | Rare | Acts as a powerful battery. When it is fully charged, no longer gains Fatigue from using Luminen Capacitors either to recharge or attack something, but each use drains the reservoir by half. The battery fully recharges after one day of resting. | PG 182 CB |
16 | Locator Matrix | Rare | Present location to within a few meters but must know planet detail. | PG 183 CB |
17 | Luminen Capacitor | Very Rare | With a successful Toughness test, recharges or powers machinery. Difficulty depending on the nature of the powered system. | PG 183 CB |
18 | Maglev Coils | Very Rare | Using a Half Action, the user may hover 20-30 centimetres off the ground for a number of minutes equal to 1d10 plus the character’s Toughness bonus. | PG 183 CB |
19 | Mechadendrite | Very Rare | Act as additional arms. Different types offer bonuses to respected operation. | PG 183 CB |
20 | Memorance Implant | Rare | Provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value. | PG 184 CB |
21 | Mind Impulse Unit | Rare | Add a +10 bonus to Tech-Use or Operate tests used in conjunction with devices capable of MIU linking. | PG 184 CB |
22 | MIU Weapon Interface | Rare | Fires the linked ranged weapon as a Free Action during his turn. Note that he can still only take a single Action with the Attack subtype during his turn. | PG 184 CB |
23 | Respiratory Filter Implant | Rare | Grants a +20 bonus to resist inhaled poisons, gas weapons, or atmospheric toxins. | PG 185 CB |
24 | Scribe-tines | Rare | Grants +10 to all Lore skill tests. | PG 185 CB |
25 | Subskin Armour | Very Rare | Adds +2 armor to Arms, Body, and legs which stacks with armor. | PG 185 CB |
26 | Synth Muscle | Rare | Grants the Unnatural Strength (1) trait | PG 185 CB |
27 | Vocal Implant | Scarce | Works to amplify the vocal cords to an inhuman range. | PG 185 CB |
28 | Volitor Implant | Rare | 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. | PG 185 CB |
A | B | C | D | E | F | G | H | |
---|---|---|---|---|---|---|---|---|
1 | Hi John | Biomancy Powers | ||||||
2 | ||||||||
3 | Power | Invigourate | ||||||
4 | Cost | 100 xp | ||||||
5 | Prerequisite | Toughness 30 | ||||||
6 | Action | Half Action | ||||||
7 | Focus Power | Challenging (+0) Willpower test | ||||||
8 | Range | 1 m | ||||||
9 | Sustained | No | ||||||
10 | Subtype | Concentration | ||||||
11 | Effect | Remove a number of levels of Fatigue from himself and allies within range. Can remove up to psy rating and requires 12 hours of recovery after use. | ||||||
12 | Page | Page 200 CB | ||||||
13 | ||||||||
14 | Power | Smite | ||||||
15 | Cost | 200 xp | ||||||
16 | Prerequisite | Willpower 40 | ||||||
17 | Action | Half Action | ||||||
18 | Focus Power | Challenging (+0) Willpower test | ||||||
19 | Range | 20 meters x psy rating | ||||||
20 | Sustained | No | ||||||
21 | Subtype | Attack, Concentration | ||||||
22 | Effect | Shoots lightning | ||||||
23 | Page | PG 202 CB | ||||||
24 | ||||||||
25 | Power | Shape Flesh | Power | Enfeeble | ||||
26 | Cost | 200 XP | Cost | 100 xp | ||||
27 | Prerequisite | Perception 35, Toughness 30 | Prerequisite | Toughness 35 | ||||
28 | Action | Full Action | Action | Half Action | ||||
29 | Focus Power | Concentration | Focus Power | Challenging (+0) Opposed Willpower test | ||||
30 | Range | 1 meter | Range | 20 metres x psy rating | ||||
31 | Sustained | Free Action | Sustained | Half Action | ||||
32 | Subtype | Concentration | Subtype | Attack, Concentration | ||||
33 | Effect | Chooses himself or an organic target that he can physically touch. The target’s physical appearance changes to a new form of the psyker’s choosing for the duration of the power. The amount and precision of the alterations depend on the final psy rating used. | Effect | A single target in range and line of sight who opposes this power with a Toughness test. If failed, it is Stunned for one round. Also, as power remains in effect, if the target rolls doubles on any test it makes, it suffers a number of levels of Fatigue equal to half the psyker’s psy rating (rounded down). Target can only be affected by one Enfeeble power at a time | ||||
34 | Page | PG 202 CB | Page | PG 200 CB | ||||
35 | ||||||||
36 | Power | Iron Arm | Power | Endurance | Power | Life Leech | ||
37 | Cost | 400 xp | Cost | 300 xp | Cost | 400 XP | ||
38 | Prerequisite | Strength 35, Toughness 35 | Prerequisite | Toughness 30 | Prerequisite | Toughness 40 | ||
39 | Action | Half Action | Action | Half Action | Action | Full Action | ||
40 | Focus Power | Hard (-20) Willpower Test | Focus Power | Difficult (–10) Willpower test | Focus Power | Opposed Difficult (–10) Willpower test | ||
41 | Range | Self | Range | 3 metres x psy rating radius | Range | 10 metres x psy rating | ||
42 | Sustained | Free Action | Sustained | No | Sustained | Free Action | ||
43 | Subtype | Concentration | Subtype | Concentration | Subtype | Attack, Concentration | ||
44 | Effect | While this power is in effect, the psyker gains the Unnatural Toughness and Unnatural Strength traits with ratings equal to half his psy rating, rounded up. However, his flesh’s sturdier form weighs the psyker down, causing him to suffer a –10 penalty to his Agility characteristic while the power is in effect. | Effect | A number of allies in range equal to the psyker’s psy rating, plus the psyker himself, recover wounds equal to half the psyker’s psy rating, rounded up. They can also immediately overcome the effects of Pinning. This power is incredibly taxing and requires at least 12 hours of recovery before it may be used again. | Effect | Nominates a single target in range and line of sight who opposes this power with a Toughness test. If target fails, they suffers 1d10 + psy rating Toughness damage, and the psyker gains Unnatural Toughness (1) trait, with its value increased by 1 for every full 5 points of Toughness damage the power inflicts. This Unnatural Toughness trait remains for as long as the power’s effect persists. | ||
45 | Page | PG 200 CB | Page | PG 200 CB | Page | PG 201 CB | ||
46 | ||||||||
47 | Power | Warp Speed | Power | Hemorrhage | ||||
48 | Cost | 500 xp | Cost | 400 xp | ||||
49 | Prerequisite | Psy rating 5 | Prerequisite | Psy rating 4 | ||||
50 | Action | Half Action | Action | Half Action | ||||
51 | Focus Power | Difficult (–10) Willpower test | Focus Power | Challenging (+0) Willpower test | ||||
52 | Range | Self | Range | 1 m | ||||
53 | Sustained | Free Action | Sustained | No | ||||
54 | Subtype | Concentration | Subtype | Attack, Concentration | ||||
55 | Effect | The psyker gains the Unnatural Weapon Skill, Unnatural Ballistic Skill, and Unnatural Agility traits, all at values equal to his psy rating. | Effect | Nominates a single target in range and line of sight who opposes this power with a Toughness test. If failed to resist the power, suffers Energy damage equal to the psyker’s psy rating, plus one additional damage per degree of failure on its Toughness test; this damage ignores Toughness bonus and Armour. If this damage successfully kills the target, the psyker may immediately recast this psychic power as a Free Action on any legal target within 5 metres of the original target. | ||||
56 | Page | PG 202 CB | Page | PG 200 CB |
A | B | C | D | E | F | G | H | I | J | K | L | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Divination Powers | |||||||||||
2 | ||||||||||||
3 | Power | Warp Perception | ||||||||||
4 | Cost | 100 xp | ||||||||||
5 | Prerequisite | Willpower 35 | ||||||||||
6 | Action | Half Action | ||||||||||
7 | Focus Power | Challenging (+0) Psyniscience test | ||||||||||
8 | Range | Self | ||||||||||
9 | Sustained | Half Action | ||||||||||
10 | Subtype | Concentration | ||||||||||
11 | Effect | The psyker gains the Unnatural Senses (X) trait, where the X value is equal to the psy rating multiplied by 10. | ||||||||||
12 | Page | PG 204 CB | ||||||||||
13 | ||||||||||||
14 | Power | Prescience | Power | Foreboding | Power | Misfortune | ||||||
15 | Cost | 200 xp | Cost | 200 xp | Cost | Willpower 45 | ||||||
16 | Prerequisite | Psyniscience Rank 1 | Prerequisite | Psyniscience rank 1 | Prerequisitee | Half Action | ||||||
17 | Action | Half Action | Action | Reaction | Action | Difficult (–10) Opposed Willpower test | ||||||
18 | Focus Power | Challenging (+0) Psyniscience test | Focus Power | Difficult (–10) Perception test | Focus Power | 20 metres x psy rating | ||||||
19 | Range | 3 metres x psy rating radius | Range | Self | Range | 20 metres x psy rating | ||||||
20 | Sustained | Half Action | Sustained | No | Sustained | Free Action | ||||||
21 | Subtype | Concentration | Subtype | Concentration | Subtype | Attack, Concentration | ||||||
22 | Effect | For the duration of this power, the psyker and a number of allies equal to his psy rating within range, gain a bonus to their Weapon Skill and Ballistic Skill tests equal to twice the psyker’s psy rating. Allies affected by this power lose its benefit as soon as they move out of range. | Effect | In any situation where the psyker would be called upon to make an Evasion test, he may instead attempt to use this power. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion test with the number of degrees of success he scored on the Focus Power test. | Effect | The psyker nominates a single target in range and line ofsight who opposes this power with a Willpower test. If the target fails to resist the power, misfortune follows it wherever it goes. For the duration of this power, the target’s Armour points are reduced in all locations by half the psyker’s psy rating, rounded up. The target’s weapons also jam on any attack in which they fail to hit their target. | ||||||
23 | Page | PG 204 CB | Page | PG 203 CB | Page | PG 203 CB | ||||||
24 | ||||||||||||
25 | Power | Scier's Gaze | Power | Forewarning | ||||||||
26 | Cost | 200 xp | Cost | 400 xp | ||||||||
27 | Prerequisite | Psyniscience rank 2 | Prerequisite | Perception 50 | ||||||||
28 | Action | Special | Action | Half Action | ||||||||
29 | Focus Power | Challenging (+0) Psyniscience test | Focus Power | Challenging (+0) Psyniscience test | ||||||||
30 | Range | Self | Range | 3 metres x psy rating radius | ||||||||
31 | Sustained | No | Sustained | Free Action | ||||||||
32 | Subtype | Concentration | Subtype | Concentration | ||||||||
33 | Effect | To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision: drawing Tarot cards, casting runes, gazing deep into fire, or other methods as varied as the stars of the Imperium. At the end of this time, he makes his Focus Power test to project his vision over the area, with the GM revealing information based on the degrees of success | Effect | For the duration of this power, a number of allies within range equal to the psyker’s psy rating, plus the psyker himself, gain a bonus to all Evasion tests equal to twice the psyker’s psy rating. Allies affected by this power lose its benefits as soon as they move out of range. | ||||||||
34 | Page | PG 204 CB | Page | PG 203 CB | ||||||||
35 | ||||||||||||
36 | Power | Precognition | Power | Winding Fate | Power | Perfect Timing | ||||||
37 | Cost | 400 xp | Cost | 500 xp | Cost | 300 xp | ||||||
38 | Prerequisite | Perception 45, Willpower 45 | Prerequisite | Perception 50 | Prerequisite | Perception 55 | ||||||
39 | Action | Full Action | Action | Full Action | Action | Half Action | ||||||
40 | Focus Power | Hard (–20) Psyniscience test | Focus Power | Difficult (–10) Psyniscience test | Focus Power | Difficult (–10) Psyniscience test | ||||||
41 | Range | 5 metres x psy rating radius | Range | Self | Range | 3 metres x psy rating radius | ||||||
42 | Sustained | No | Sustained | No | Sustained | Half Action | ||||||
43 | Subtype | Concentration | Subtype | Concentration | Subtype | Concentration | ||||||
44 | Effect | The psyker gains a number of re-rolls equal to his psy rating that last until the beginning of the his next turn. For the duration of that round, whenever the psyker or an ally in range makes a test or damage roll, the psyker may spend one of the rerolls to allow that ally to re-roll all dice involved in the roll. If the psyker is killed or rendered Unconscious before the beginning of his next turn, all remaining re-rolls are lost. | Effect | The vision lasts for a number of seconds equal to the twice the psy rating, and can be from the subject’s future or past a number of days equal to the psy rating. The higher the psy rating, the more the psyker can control what his flashes focus on (at the GM’s discretion). | Effect | For the duration of this power, the psyker and a number of allies equal to his psy rating within range, ignore the effects of cover when firing on a target. If their attacks would strike a Hit Location on the enemy that would benefit from cover, that benefit is ignored. Allies affected by this power lose its benefits as soon as they move out of range. | ||||||
45 | Page | PG 203 CB | Page | PG 205 CB | Page | PG 203 CB |
A | B | C | D | E | F | G | H | I | J | K | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Pyromancy | ||||||||||
2 | |||||||||||
3 | Power | Manipulate Flame | |||||||||
4 | Cost | 100 xp | |||||||||
5 | Prerequisite | Willpower 35 | |||||||||
6 | Action | Half Action | |||||||||
7 | Focus Power | Routine (+20) Willpower test | |||||||||
8 | Range | 10 metres x psy rating | |||||||||
9 | Sustained | Half Action | |||||||||
10 | Subtype | Attack | |||||||||
11 | Effect | Chooses a patch of fire in range and line of sight with a radius no greater than PR metres. Each round, he can either extinguish or control the fire. If he extinguishes the fire, this power ends and the fire goes out. If he controls the fire, he can move it up to a number of metres equal to his psy rating per round along a flammable surface. | |||||||||
12 | Page | PG 208 CB | |||||||||
13 | |||||||||||
14 | Power | Fiery Form | Power | Fire Shield | Power | Spontaneous Combustion | Power | Flame Breath | |||
15 | Cost | 400 xp | Cost | 300 xp | Cost | 200 xp | Cost | 300 xp | |||
16 | Prerequisite | Psy rating 4 | Prerequisite | Agility 40 | Prerequisite | Willpower 40 | Prerequisite | Psy Rating 3 | |||
17 | Action | Half Action | Action | Half Action | Action | Half Action | Action | Half Action | |||
18 | Focus Power | Difficult (-10) Willpower test | Focus Power | Challenging (+0) Willpower test | Focus Power | Ordinary (+10) Willpower test | Focus Power | Challenging (+0) Willpower test | |||
19 | Range | Self | Range | 20 metres x psy rating | Range | 20 metres x psy rating | Range | 20 metres x psy rating | |||
20 | Sustained | Half Action | Sustained | Free Action | Sustained | No | Sustained | No | |||
21 | Subtype | Concentration | Subtype | Concentration | Subtype | Attack | Subtype | Attack | |||
22 | Effect | Psychic Attack. Effect: While this power is in effect, all of the psyker attacks deal additional Energy damage equal to his psy rating and gain the Flame quality. In addition, at the end of each of the psyker Blast centred on his location. Each character within the area of the blast, with the exception of the psyker himself, are struck. | Effect | Any character in range and line of sight that successfully strikes the psyker with an attack immediately suffers Energy damage equal to the psyker rating. The degrees of success on this attack are equal to those from the Focus Power test, and the inflicted damage is not reduced by Armour or Toughness bonus. | Effect | Psychic Attack. Burst into flames. | Effect | Psychic Attack. Shoot flames from breath and eyes. | |||
23 | Page | PG 206 CB | Page | PG 206 CB | Page | PG 208 CB | Page | ||||
24 | |||||||||||
25 | Power | Cauterise | Power | Molten Beam | Power | Sunburst | |||||
26 | Cost | 300 xp | Cost | 400 xp | Cost | 400 xp | |||||
27 | Prerequisite | Willpower 45 | Prerequisite | Psy rating 4 | Prerequisite | Psy rating 4 | |||||
28 | Action | Half Action | Action | Half Action | Action | Half Action | |||||
29 | Focus Power | Challenging (+0) Willpower test | Focus Power | Challenging (+0) Willpower test | Focus Power | Challenging (+0) Willpower test | |||||
30 | Range | 1 meter | Range | 5 metres x psy rating | Range | 20 metres x psy rating | |||||
31 | Sustained | No | Sustained | No | Sustained | No | |||||
32 | Subtype | Concentration | Subtype | Attack | Subtype | Attack | |||||
33 | Effect | The psyker chooses himself or another character he can physically touch. If the target is suffering from Blood Loss, successfully using the power removes that condition. | Effect | Psychic Attack. Flame Beam. | Effect | Psychic Attack. Nova of fire. | |||||
34 | Page | PG 206 CB | Page | PG 208 CB | Page | PG 208 CB | |||||
35 | |||||||||||
36 | Power | Inferno | |||||||||
37 | Cost | 500 xp | |||||||||
38 | Prerequisite | Psy rating 5 | |||||||||
39 | Action | Half Action | |||||||||
40 | Focus Power | Difficult (-10) Willpower test | |||||||||
41 | Range | 10 meters x psy rating | |||||||||
42 | Sustained | No | |||||||||
43 | Subtype | Attack, Concentration | |||||||||
44 | Effect | Psychic Attack. Disco Inferno | |||||||||
45 | Page | PG 207 CB |
A | B | C | D | E | F | G | H | I | J | K | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Telekinesis | ||||||||||
2 | |||||||||||
3 | Power | Telekinetic Control | |||||||||
4 | Cost | 100 xp | |||||||||
5 | Prerequisite | Willpower 35 | |||||||||
6 | Action | Half Action | |||||||||
7 | Focus Power | Routine (+20) Willpower test | |||||||||
8 | Range | 10 metres x psy rating | |||||||||
9 | Sustained | Half Action | |||||||||
10 | Subtype | Concentration | |||||||||
11 | Effect | The psyker chooses an object in range and line of sight with a weight no greater than 2 x PR kilograms. At the beginning of each of his turns, he can move the object in any direction up to a number of metres equal to twice his psy rating. If the object ever leaves the range of the power, the power ends. | |||||||||
12 | Page | PG 211 CB | |||||||||
13 | |||||||||||
14 | Power | Assail | |||||||||
15 | Cost | 200 xp | |||||||||
16 | Prerequisite | Willpower 40 | |||||||||
17 | Action | Half Action | |||||||||
18 | Focus Power | Ordinary (+10) Willpower test | |||||||||
19 | Range | 20 metres x psy rating | |||||||||
20 | Sustained | No | |||||||||
21 | Subtype | Attack, Concentration | |||||||||
22 | Effect | Psychic Attack. If the psyker scores at least three degrees of success on the Focus Power test for this attack, the target is also thrown 1d5 metres away and knocked Prone. Certain especially large targets such as battle tanks, Greater Daemons, and Titans are immune to this effect at the Game Master's discretion. | |||||||||
23 | Page | PG 209 CB | |||||||||
24 | |||||||||||
25 | Power | Telekine Shield | Power | Crush | Power | Objuration Mechanicum | |||||
26 | Cost | 200 xp | Cost | 300 xp | Cost | 300 xp | |||||
27 | Prerequisite | Intelligence 40 | Prerequisite | Willpower 45 | Prerequisite | Intelligence 40 | |||||
28 | Action | Half Action | Action | Half Action | Action | Half Action | |||||
29 | Focus Power | Routine (+20) Willpower Test | Focus Power | Challenging (+0) Opposed Willpower test | Focus Power | Challenging (+0) Willpower test | |||||
30 | Range | Self | Range | 10 metres x psy rating | Range | 10 metres x psy rating | |||||
31 | Sustained | Free Action | Sustained | No | Sustained | No | |||||
32 | Subtype | Concentration | Subtype | Attack, Concentration | Subtype | Concentration | |||||
33 | Effect | For the duration of the power, all of the psyker's Hit Locations count as being protected by cover with an Armour Value equal to half this power damaged just like normal cover by damage that exceeds the shield's Armour Value (pg 229). If the shield is reduced to 0 Armour points, the power stops, and is no longer sustained. | Effect | Psychic Attack. The psyker nominates a single target in range and line ofsight who opposes this power with a Toughness test. If the target fails to resist the power, it suffers the attack below. | Effect | The psyker chooses a point anywhere within range and line of sight. This power creates a Haywire Field (page 147 CB) centred at this point, with a radius in metres equal to the psyker psy rating. | |||||
34 | Page | PG 211 CB | Page | PG 209 CB | Page | PG 209 CB | |||||
35 | |||||||||||
36 | Power | Telekine Dome | Power | Shockwave | |||||||
37 | Cost | 300 xp | Cost | 300 xp | |||||||
38 | Prerequisite | Psy rating 4 | Prerequisite | Willpower 50 | |||||||
39 | Action | Half Action | Action | Half Action | |||||||
40 | Focus Power | Challenging (+0) Willpower test | Focus Power | Challenging (+0) Willpower test | |||||||
41 | Range | 5 metres x psy rating | Range | Self | |||||||
42 | Sustained | Free Action | Sustained | No | |||||||
43 | Subtype | Concentration | Subtype | Attack, Concentration | |||||||
44 | Effect | The psyker chooses a point in range and line of sight, and creates a dome of invisible energy centred on that point with a radius equal to half the psyker psy rating, rounding up. Each ally standing inside the dome gains a number of Armour points equal to the psy rating to all Hit Locations against any attack that originated outside of the dome radius. However, characters may still physically pass through the dome at no penalty. | Effect | Psychic Attack. Each character in the area of effect (other than the psyker) suffers the damage. He is also pushed directly away from the psyker a number of metres equal to the psyker | |||||||
45 | Page | PG 211 CB | Page | PG 210 CB | |||||||
46 | |||||||||||
47 | Power | Gate of Infinity | Power | Vortex of Doom | |||||||
48 | Cost | 400 xp | Cost | 400 xp | |||||||
49 | Prerequisite | Psy rating 5 | Prerequisite | Psy Rating 5 | |||||||
50 | Action | Extended Action (3) | Action | Half Action | |||||||
51 | Focus Power | Hard (-20) Willpower test | Focus Power | 5 x metres | |||||||
52 | Range | 1 kilometres x psy rating | Range | Difficult (-10) Willpower test | |||||||
53 | Sustained | No | Sustained | Half Action | |||||||
54 | Subtype | Concentration | Subtype | Attack, Concentration | |||||||
55 | Effect | The psyker chooses a point anywhere within 5 metres times his psy rating, and opens a gate to the Immaterium at that point. He then chooses a point within range of the power, and opens an exit to the gate at that location. The psyker must be aware of the location in which he is opening the exit to the gate, either having visited it before, seen it from afar, or simply studied it on a map. The gate lasts for a number of rounds equal to the psyker psy rating, and has a radius in metres equal to the psyker rating as well. For the duration of the power, the two sides of the gate are linked, and any person or objects may pass between them freely provided they can fit through the gate. This power is incredibly taxing and requires at least 12 hours of recovery before it may be used again. | Effect | Psychic Attack. The psyker chooses a point in range and line of sight, and creates a vortex of energy centred on that point that starts with a radius of 2 metres. Each character who is touching the vortex at the end of the psyker's turn suffers damage. The psyker cannot voluntarily stop sustaining this power. Instead, at the beginning of each turn the psyker is sustaining the vortex, he must make a Challenging (+0) Willpower test with -5 per meter of the vortex's current radius. If passed, he may: Increase or decrease the radius by a meter or move it meters equal to psy rating. If the psyker fails the Willpower test to sustain the vortex,its radius increases by one metre and it moves a number of metres equal to the psyker's psy rating in a random direction. If the vortex ends and the vortex disappears. If the vortex larger than the psyker's psy rating, it explodes and destroys the vortex. The psyker is hit by this damage regardless of his proximity | |||||||
56 | Page | PG 209 CB | Page | PG 211 CB |
A | B | C | D | E | F | G | H | I | J | K | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Telepathy | ||||||||||
2 | |||||||||||
3 | Power | Telepathic Link | |||||||||
4 | Cost | 100 xp | |||||||||
5 | Prerequisite | Willpower 35 | |||||||||
6 | Action | Half Action | |||||||||
7 | Focus Power | Difficult (-10) Opposed Willpower test | |||||||||
8 | Range | 20 metres x psy rating | |||||||||
9 | Sustained | No | |||||||||
10 | Subtype | Concentration | |||||||||
11 | Effect | The psyker chooses a person in range and line of sight who opposes this power with a Willpower test. If the target fails, the psyker can either read the person's thoughts or send a mental message. | |||||||||
12 | Page | PG 214 CB | |||||||||
13 | |||||||||||
14 | Power | Erasure | Power | Hallucination | Power | Psychic Shirek | |||||
15 | Cost | 100 xp | Cost | 200 xp | Cost | 300 xp | |||||
16 | Prerequisite | Fellowship 40 | Prerequisite | Fellowship 40 | Prerequisite | Psy Rating 3 | |||||
17 | Action | Full Action | Action | Half Action | Action | Half Action | |||||
18 | Focus Power | Challenging (+0) Opposed Willpower test | Focus Power | Challenging (+0) Opposed Willpower test | Focus Power | Challenging (+0) Willpower test | |||||
19 | Range | 5 metres x psy rating | Range | 10 metres x psy rating | Range | 10 metres x psy rating | |||||
20 | Sustained | No | Sustained | No | Sustained | No | |||||
21 | Subtype | Concentration | Subtype | Concentration | Subtype | Attack | |||||
22 | Effect | The psyker chooses a single foe in range and line of sight who opposes this power with a Willpower test. If he fails, the psyker removes a memory of a recent event from the target The psyker can only remove an amount of time from the target memory up to 10 x PR minutes, and the event removed cannot have occurred more than PR hours prior to the use of this power. The enemy is left with a gap in his memory, with no recollection of what occurred during that time. | Effect | The psyker nominates a single target in range and line of sight who opposes this power with a Willpower test. If the target fails to resist the power, it must roll on Table 5-3: Hallucinogenic Effects and immediately apply the effects. The effect rolled on the table lasts for a number of rounds equal to half the psyker | Effect | Psychic Attack. Loud Noises. | |||||
23 | Page | PG 212 CB | Page | Page | PG 213 CB | ||||||
24 | |||||||||||
25 | Power | Dominate | Power | Mental Fortitude | Power | Terrify | Power | Invisibility | |||
26 | Cost | 200 xp | Cost | 300 xp | Cost | 400 xp | Cost | 400 xp | |||
27 | Prerequisite | Willpower 40 | Prerequisite | Adamantium Faith | Prerequisite | Fellowship 45 | Prerequisite | Agility 30 Psy rating 4 | |||
28 | Action | Full Action | Action | Half Action | Action | Half Action | Action | ||||
29 | Focus Power | Challenging (+0) Opposed Willpower test | Focus Power | Difficult (-10) Willpower test | Focus Power | Difficult (-10) Opposed Willpower test | Focus Power | ||||
30 | Range | 5 metres x psy rating | Range | 10 metres x psy rating | Range | 10 metres x psy rating | Range | ||||
31 | Sustained | No | Sustained | Free Action | Sustained | No | Sustained | ||||
32 | Subtype | Concentration | Subtype | Concentration | Subtype | Concentration | Subtype | ||||
33 | Effect | The psyker nominates a number targets in range and line of sight up to half his psy rating (rounded up) who oppose this power with a Willpower test. Each target that fails to resist the power must follow a simple command given by the psyker. If command is a potentially suicidal act, each target receives a +20 to its Willpower test to Oppose the power. In all cases, the command must be achievable in a single round. | Effect | For the duration of this power, a number of allies up to the psyker's psy rating within range count as having the Adamantium Faith talent. Allies affected by this power lose its benefits as soon as they move out of range. | Effect | The psyker nominates a single target in range and line of sight who opposes this power with a Willpower test. If the target fails to resist the power, it must roll on Table 8-11: Shock adding +10 times the psyker's psy rating to the roll in place of the normal additions for degrees of failure, and immediately apply the effects. | Effect | The psyker nominates a single target within range and line of sight or himself. For the duration of the power, the target counts having the Stealth skill at Known (rank 1), and gains a bonus to Stealth tests equal to +5 times the psyker's psy rating. Additionally, all ranged attacks made against the target suffer a penalty equal to -5 times the Psyker's psy rating, if the target moves beyond the power's range, it ends. | |||
34 | Page | PG 212 CB | Page | PG 212 CB | Page | PG 214 CB | Page | PG 212 CB | |||
35 | |||||||||||
36 | Power | Puppet Master | |||||||||
37 | Cost | 400 xp | |||||||||
38 | Prerequisite | Fellowship 55 | |||||||||
39 | Action | Full Action | |||||||||
40 | Focus Power | Difficult (-10) Opposed Willpower test | |||||||||
41 | Range | 10 metres x psy rating | |||||||||
42 | Sustained | Special | |||||||||
43 | Subtype | Concentration | |||||||||
44 | Effect | The psyker nominates a single target in range and line ofsight with total wounds no greater than 3 times the psyker's psy rating, who opposes this power with a Willpower test. If the target fails to resist the power, it is controlled by the psyker like a puppet. For the duration of the power, the psyker can divide his Actions between himself and the target. The dominated target uses its own Characteristics, but at -10. If at any point the psyker would make the target perform a potentially suicidal action, the target can attempt a Challenging (+0) Opposed Willpower test to try to break free of the power. Additionally, the power breaks as soon as the target moves out of range. | |||||||||
45 | Page | PG 214 CB |
A | B | C | D | E | F | G | H | |
---|---|---|---|---|---|---|---|---|
1 | Sanctic | |||||||
2 | ||||||||
3 | Power | Psychic Communion | ||||||
4 | Cost | 100 xp | ||||||
5 | Prerequisite | Perception 35 | ||||||
6 | Action | Full Action | ||||||
7 | Focus Power | Ordinary (+10) Willpower test | ||||||
8 | Range | 10 metres x PR | ||||||
9 | Sustained | Free Action | ||||||
10 | Subtype | Concentration | ||||||
11 | Effect | Select a number of allies up to psy rating within range. While the power persists, the psyker and his affected allies add +2 to their Initiative. This can change an already established Initiative order. | ||||||
12 | Page | PG 56 EB | ||||||
13 | ||||||||
14 | Power | Exorcism | Power | Word of the Emperor | ||||
15 | Cost | 200 xp | Cost | 200 xp | ||||
16 | Prerequisite | Willpower 40 | Prerequisite | Fellowship 30 | ||||
17 | Action | Full Action | Action | Half Action | ||||
18 | Focus Power | Difficult (–10) Opposed Willpower test | Focus Power | Difficult (–10) Willpower test | ||||
19 | Range | 5 meters x PR | Range | 10 metres x PR | ||||
20 | Sustained | Half Action | Sustained | Half Action | ||||
21 | Subtype | Attack, Concentration | Subtype | Concentration | ||||
22 | Effect | Select a single target character with the Daemonic trait, which opposes the power with a Willpower test. If the psyker wins the opposed test, the character suffers Willpower damage equal to the user’s psy rating for each degree of success on the psyker’s test. | Effect | Whilst the power remains in effect, whenever a character within range takes an Attack action targeting the psyker, the attacker must pass a Challenging (+0) Willpower test or suffer a –5 penalty to his attack roll for each degree of failure. | ||||
23 | Page | PG 55 EB | Page | PG 56 EB | ||||
24 | ||||||||
25 | Power | Banishment | Power | Purge Soul | Power | Hammerhand | ||
26 | Cost | 300 xp | Cost | 200 xp | Cost | 300 xp | ||
27 | Prerequisite | Psy rating 3 | Prerequisite | Willpower 35 | Prerequisite | Psy Rating 3 | ||
28 | Action | Full Action | Action | Half Action | Action | Half Action | ||
29 | Focus Power | Hard (–20) Willpower test | Focus Power | Difficult (–10) Opposed Willpower test | Focus Power | Difficult (–10) Willpower test | ||
30 | Range | 10 metres x PR | Range | 10 metres x PR | Range | 5 metres x PR | ||
31 | Sustained | No | Sustained | No | Sustained | Free Action | ||
32 | Subtype | Attack, Concentration | Subtype | Attack, Concentration | Subtype | Concentration | ||
33 | Effect | Select a target in range and line of sight, which must possess the Warp Instability trait. The targeted Daemon must immediately make a Willpower test, with a –5 penalty for each degree of success on the Focus Power test. The target suffers 1 point of Energy damage per DoF on the test, ignoring Toughness bonus and armour. If this would deal damage equal to or in excess of the target’s remaining wounds, it is immediately cast back into the Warp. | Effect | Chooses a target within range and line of sight, who opposes the power with a Willpower test. If the psyker wins the Opposed test, the target suffers 1 point of Energy damage per degree of success on the test, plus an amount equal to the target’s Corruption bonus, ignoring armour and Toughness bonus. | Effect | Select a number of allies within range equal to his PR (which may include the psyker). While the power persists, the affected characters gain the Unnatural Strength (X) trait where X is equal to the user’s psy rating, or increases their existing trait’s value by 4. This benefit ends if a character moves out of range. | ||
34 | Page | PG 54 EB | Page | PG 56 EB | Page | PG 55 EB | ||
35 | ||||||||
36 | Power | Sanctuary | Power | Cleansing Flame | ||||
37 | Cost | 400 xp | Cost | 300 xp | ||||
38 | Prerequisite | Willpower 45 | Prerequisite | Psy raging 4 | ||||
39 | Action | Full Action | Action | Half Action | ||||
40 | Focus Power | Challenging (+0) Willpower test | Focus Power | Challenging (+0) Willpower test | ||||
41 | Range | Self | Range | 5 metres x PR | ||||
42 | Sustained | Half Action | Sustained | No | ||||
43 | Subtype | Concentration | Subtype | Attack, Concentration | ||||
44 | Effect | Select a number of allies up to psy rating (which may include the psyker) within 10 metres x psy rating. For the duration of the power, each affected character benefits from a force field with a protection rating of 5 x PR and no overload chance. In addition, Daemons must pass a Challenging(+0) Willpower test in order to move toward an affected character. | Effect | Psychic Attack. | ||||
45 | Page | PG 56 EB | Page | PG 54 EB | ||||
46 | ||||||||
47 | Power | Holocaust | ||||||
48 | Cost | 500 xp | ||||||
49 | Prerequisite | Psy rating 5 | ||||||
50 | Action | Full Action | ||||||
51 | Focus Power | Hard (–20) Willpower test | ||||||
52 | Range | Self | ||||||
53 | Sustained | Full Action | ||||||
54 | Subtype | Attack, Concentration | ||||||
55 | Effect | Psychic Attack. Emits a psychic blast centred on himself. He is not affected by the blast, but each turn the psyker sustains the power he suffers 1d10+psy rating Energy damage, ignoring armour and Toughness bonus. | ||||||
56 | Page | PG 56 EB |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | |||||
2 | |||||
3 | Power | Summoning | |||
4 | Cost | 50 xp | |||
5 | Prerequisite | Willpower 35 | |||
6 | Action | Full Action | |||
7 | Focus Power | Challenging (+0) Willpower tes | |||
8 | Range | Self | |||
9 | Sustained | Free Action | |||
10 | Subtype | Concentration | |||
11 | Effect | As long as this power is sustained, the psyker gains a bonus of +10 x psy rating to Forbidden Lore (Daemonology) tests made to summon Daemons. | |||
12 | Page | PG 58 EB | |||
13 | |||||
14 | Power | Cursed Earth | Power | Dark Flame | |
15 | Cost | 100 xp | Cost | 100 xp | |
16 | Prerequisite | Willpower 40 | Prerequisite | 10 Corruption points | |
17 | Action | Full Action | Action | Half Action | |
18 | Focus Power | Difficult (–10) Willpower test | Focus Power | Challenging (+0) Willpower test | |
19 | Range | 1 metre x psy rating | Range | 5 metres x psy rating | |
20 | Sustained | Free Action | Sustained | No | |
21 | Subtype | Concentration | Subtype | Attack, Concentration | |
22 | Effect | Selects an area of ground with a radius in metres equal to psy rating. While the power is sustained, Daemons standing within this area increase the value of their Daemonic trait by half psy rating and receive a bonus of +5 x psy rating to Warp Instability tests. In addition, psychic powers used within the affected area add +10 to Focus Power tests and rolls on Table 6–2: Psychic Phenomena (pg 196 CB). Those in the presence of the Cursed Earth may experience disturbing Warp phenomena | Effect | Psychic Attack. Any character who suffers damage from Dark Flame must succeed at an Easy (+30) Willpower test or gain 1 Corruption point for each degree of failure. | |
23 | Page | PG 57 EB | Page | PG 57 EB | |
24 | |||||
25 | Power | Incursion | Power | Infernal Gaze | |
26 | Cost | 100 xp | Cost | 200 xp | |
27 | Prerequisite | 20 Corruption points | Prerequisite | 15 Corruption points, Willpower 45 | |
28 | Action | Full Action | Action | Half Action | |
29 | Focus Power | Difficult (–10) Willpower test | Focus Power | Difficult (–10) Willpower test | |
30 | Range | Self | Range | 5 metres x psy rating | |
31 | Sustained | Free Action | Sustained | No | |
32 | Subtype | Concentration | Subtype | Attack, Concentration | |
33 | Effect | As long as this power remains in effect, the psyker gains a bonus to his Daemonic Mastery tests (pg 59) of +10 x psy rating. | Effect | Affects all characters within range and line of sight, friend and foe, who do not possess the Daemonic trait. Each affected character opposes the power with a Challenging (+0) Willpower test. Any character who fails suffers Energy damage equal to the user’s psy rating plus Corruption bonus, ignoring armour and Toughness bonus, and gains Insanity points and Corruption points equal to half the user’s psy rating. | |
34 | Page | PG 57 EB | Page | PG 57 EB | |
35 | |||||
36 | Power | Sacrifice | Power | Possession | |
37 | Cost | 100 xp | Cost | 200 xp | |
38 | Prerequisite | Willpower 45 | Prerequisite | 20 Corruption points | |
39 | Action | Half Action | Action | Full Action | |
40 | Focus Power | Ordinary (+10) Willpower test | Focus Power | Difficult (–10) Willpower test | |
41 | Range | Self | Range | Self | |
42 | Sustained | No | Sustained | Free Action | |
43 | Subtype | Concentration | Subtype | Concentration | |
44 | Effect | 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. | 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 (pg 127 of the Dark Heresy Core Rulebook). 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 (pg 69). | |
45 | Page | PG 58 EB | Page | PG 57 EB |
A | B | C | D | E | F | G | H | ||
---|---|---|---|---|---|---|---|---|---|
1 | Name | Family | Type | Focus Power | Range | Damage | Pen | Special | |
2 | Smite | Biomancy | Barrage | Challenging (+0) Willpower test | 20 x PR | 1d10+PR Energy | 4 | ||
3 | Dark Flame | Malefic | Bolt | Challenging (+0) Willpower test | 5 m x PR | 1d10+PR+CB Energy | CB | Flame, Spray | |
4 | Fiery Form | Pyromancy | Blast | Difficult (-10) Willpower test | Self | 1d10+PR Energy | 0 | Blast (PR), Flame | |
5 | Fire Shield | Pyromancy | Bolt | Challenging (+0) Willpower test | 20 x PR | PR Energy | 0 | Flame | |
6 | Flame Breath | Pyromancy | Barrage | Challenging (+0) Willpower test | 20 x PR | 1d10+2+2xPR Energy | 0 | Flame | |
7 | Inferno | Pyromancy | Blast | Difficult (-10) Willpower test | 10m x PR | 2d10+3xPR Energy | 0 | Blast (PR), Flame | |
8 | Molten Beam | Pyromancy | Bolt | Challenging (+0) Willpower test | 5m x PR | 1d10+5+3xPR Energy | 2xPR | Melta | |
9 | Spontaneous Combustion | Pyromancy | Bolt | Ordinary (+10) Willpower test | 20 x PR | 1d10+2+2xPR Energy | 0 | Flame | |
10 | Sunburst | Pyromancy | Storm | Challenging (+0) Willpower test | 20 x PR | 1d10+2+2xPR Energy | 0 | Flame | |
11 | Cleansing Flame | Sanctic | Bolt | Challenging (+0) Willpower test | 5M x PR | 1d10+PR+WPB Energy | 0 | Flame, Sanctifies, Spray | |
12 | Holocaust | Sanctic | Blast | Hard (–20) Willpower test | Self | 1d10xPR Energy | 0 | Blast (PR), Flame, Warp Weapon | |
13 | Assail | Telekinesis | Bolt | Ordinary (+10) Willpower test | 20 x PR | 1d10+PR Impact | 2 | ||
14 | Crush | Telekinesis | Bolt | Challenging (+0) Willpower test | 10m x PR | 1d10+PR Impact | 2 | Snare (PR/2) | |
15 | Shockwave | Telekinesis | Blast | Challenging (+0) Willpower test | Self | 1d10+PR Explosive | 0 | Blast (PR) | |
16 | Vortex Explosion | Telekinesis | Blast | Difficult (-10) Willpower test | 2d10+4xPR Explosive | † | Blast (2xPR), †Pen=current vortex radius | ||
17 | Vortex of Doom | Telekinesis | Blast | Difficult (-10) Willpower test | 5 m x PR | 2d10+2xPR Explosive | † | Blast (2), †Pen=current vortex radius | |
18 | Psychic Shriek | Telepathy | Bolt | Challenging (+0) Willpower test | 10m x PR | 1d10+2+2xPR Explosive | 0 | Concussive (1) |
A | B | C | D | E | F | G | H | I | J | K | L | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | ||||||||||||
2 | Power | Aura of Fear | Power | Deja Vu | Power | Foretelling | Power | Ignite | Power | Ill Omen | Power | Impel |
3 | Cost | 200 xp | Cost | 200 xp | Cost | 100 xp | Cost | 100 xp | Cost | 200 xp | Cost | 100 xp |
4 | Prerequisite | Fellowship 35, 5+ Insanity points | Prerequisite | Willpower 35 | Prerequisite | Perception 35 | Prerequisite | Willpower 30 | Prerequisite | Rank 1 (Known) in the Psyniscience skill | Prerequisite | Willpower 30 |
5 | Action | Full Action | Action | Half Action | Action | Full Action | Action | Half Action | Action | Full Action | Action | Half Action |
6 | Focus Power | Hard (–20) Willpower test | Focus Power | Opposed Difficult (–10) Willpower test | Focus Power | Difficult (–10) Willpower test | Focus Power | Challenging (+0) Willpower test | Focus Power | Difficult (–10) Willpower test | Focus Power | Ordinary (+10) Willpower test |
7 | Range | Self | Range | 5 metres x psy rating | Range | 5 metres x psy rating | Range | 5 metres x psy rating | Range | 10 metres x psy rating | Range | 5 metres x psy rating |
8 | Sustained | Half Action | Sustained | No | Sustained | No | Sustained | Half Action | Sustained | No | Sustained | No |
9 | Subtype | Concentration | Subtype | Concentration | Subtype | Concentration | Subtype | Attack, Concentration | Subtype | Concentration | Subtype | Attack, Concentration |
10 | Effect | The psyker gains the Fear (1) trait as long as he sustains this power but Instead of rolling for Psychic Phenomena should the situation call for it, the psyker instead must take a Fear (4) test and also suffer Warp Shock. | Effect | The psyker selects a single target, who opposes the test with an Ordinary (+10) Willpower test. If the psyker succeeds, the target must repeat his last exploit, such as firing a gun at a target who is no longer there or diving for cover from a grenade that has already detonated. This repeated deed counts as the target’s Action for the round. If the action would be obviously harmful to the target (but not to an ally), the target automatically wins the Opposed test (scoring 1 more degree of success than the psyker). | Effect | The psyker chooses a single character or item within range and receives a brief and unclear image of the future, giving him a rough idea of one thing that will happen to the target within a number of minutes up to the psyker’s PR. The GM decides what information the psyker receives, with additional degrees of success on the Focus Power test yielding more important information. For example, the psyker might learn that the character will be the target of an attack or will himself become violent, or that a cogitator will be accessed by an unknown individual. The psyker cannot select himself as the target of this power. | Effect | Creates a small flame, approximately a centimetre across, at a point within range and line of sight. The flame is not large or hot enough to inflict damage, but can illuminate roughly a 5 metre radius. It can also ignite combustible materials at the GM’s discretion, with the chance of igniting an object increasing the longer the psyker sustains the power. If the target of this power is a character, he must pass a Challenging (+0) Agility test each round the psyker sustains the power after the first, or catch fire. The target gains a +30 bonus to this test on any round during which he performs an action with the Movement subtype. | Effect | The psyker chooses a single target within range and line of sight, who opposes this power with a Challenging (+0) Logic test. If the power is used during structured time and the target fails to resist, he suffers a –10 penalty to all tests for PR rounds. If used during narrative time, the psyker instead chooses a time within the next PR hours for the target to experience the omen. The GM determines the effects on the target’s behaviour, but a likely result is that the target rethinks his current course of action or direction he is travelling. The GM should use the psyker’s degrees of success and PR, as well as his suggestion for the form of the omen, in determining the outcome. | Effect | The psyker chooses a target, which can be an object or character, and pushes it directly away from him a number of metres equal to his psy rating substituting the psyker’s PR and WPB for SB and TB. If the target is a character, he opposes the power with a Challenging (+0) Strength test. If the target fails with two or more degrees of failure, he is also knocked Prone. If the psyker wins by 3 or more degrees of success, the target suffers 1d5+PR damage and 1 level of Fatigue. |
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12 | ||||||||||||
13 | Power | Luck | Power | Suggestion | Power | Summon Vermin | Power | Weapon Jinx | Power | Word of Beasts | ||
14 | Cost | 100 xp | Cost | 200 xp | Cost | 100 xp | Cost | 100 xp | Cost | 100 xp | ||
15 | Prerequisite | Perception 30 | Prerequisite | Rank 1 (Known) in the Deceive skill | Prerequisite | Fellowship 30 | Prerequisite | Fellowship 35 | Prerequisite | Fellowship 35 | ||
16 | Action | Half Action | Action | Full Action | Action | Full Action | Action | Half Action | Action | Half Action | ||
17 | Focus Power | Challenging (+0) Awareness test | Focus Power | Difficult (–10) Opposed Willpower test | Focus Power | Challenging (+0) Willpower test | Focus Power | Difficult (–10) Willpower test | Focus Power | Difficult (–10) Opposed Willpower test | ||
18 | Range | Self | Range | 1 metres x psy rating | Range | 1 kilometre x psy rating | Range | 10 meters | Range | 10 meters | ||
19 | Sustained | No | Sustained | No | Sustained | No | Sustained | No | Sustained | No | ||
20 | Subtype | Concentration | Subtype | Concentration | Subtype | Concentration | Subtype | Concentration | Subtype | Concentration | ||
21 | Effect | If the Focus Power test is successful, the psyker gains a bonus of 5 plus his psy rating on the next test he attempts this round. If the psyker fails the Focus Power test by 2 or more degrees of failure, his misguided attempt to call on the Warp backfires, and the resultant psychic ripples inflict a penalty equal to twice his psy rating on his next test this round. | Effect | The psyker convinces the target of a small, but potentially important lie. The target opposes this with a Challenging (+0) Willpower test, which the GM should modify based on the credibility and scope of the lie. In the case of clearly impossible lies, the target succeeds automatically (scoring 1 more degree of success than the psyker). For instance, a human psyker might suggest that a guard has already checked his identification, but would have no possibility of convincing that same guard that the psyker is a Space Marine. | Effect | A number of small animals–such as rats, snakes, and similar small creatures–up to the psyker’s PR within range come to the psyker’s current location as quickly as possible. The time until the creatures appear depends on their speed and proximity, and they are likely to arrive over the course of several rounds or minutes. Once the creatures arrive, they behave normally and are not compelled to obey the psyker. | Effect | The psyker chooses a number of ranged weapons within range up to the psyker’s psy rating, with each Best craftsmanship weapon counting as two weapons for the purposes of this power. Affected weapons count as Poor craftsmanship until repaired. If the psyker’s degrees of success on the Focus Power test exceed the psy rating of the power, then the affected weapons also jam immediately. Should the psyker fail the test with 2 or more degrees of failure, his own ranged weapons jam immediately. | Effect | The psyker opens a limited telepathic link with an animal, which resists the power with a Challenging (+0) Willpower test. If the psyker succeeds, he chooses one of the following effects: Impression Reading: The psyker receives a mental impression of the animal’s recent experiences. These are not thoughts in the sense of a sentient being, but merely vague impressions and unclear images. The GM determines the level of detail and form of the information received based on the intelligence and senses of the animal, as well as the PR of the psyker. The amount of information is based on the psyker’s degrees of success on the Focus Power test. Empathic Link: The psyker establishes a bond with the animal that persists after the telepathic link ends. The animal follows the psyker and obeys his commands to the best of its ability, exactly as if he had tamed and trained it with the Wrangling special use of the Survival skill. | ||
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