TEXT: ® ®
  CORE RULEBOOK
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  ROLEPLAYING IN THE GRIM DARKNESS 
  OF THE 41ST MILLENIUM
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  BLACK CRUSADE DESIGNED BY
  Sam Stewart
  with additional concepts by Jay Little, Mack Martin, and 
  Ross Watson
  Lead Developer
  Sam Stewart
  Written and Developed By
  Owen Barnes, Andy Chambers, Nathan Dowdell, John 
  Dunn, Tim Flanders, Andrew Fischer, Andy Hoare, Tim 
  Huckelbery, Jason Marker, Mack Martin, Kevin Rubitsky, 
  Rex Vogen, and Ross Watson
  Based on Dark Heresy, Designed By
  Owen Barnes, Kate Flack, and Mike Mason
  Editing and Proofreading
  Alex Davy, David Johnson, Richard Nicholson, 
  and Mark Pollard
  Graphic Design
  Adam Taubenheim with additional work by Brian Schomburg 
  Cover Art
  Matt Bradbury
  Interior Art
  Even Mehl Amundsen, Amy Ashbaugh, Jacob Atienza, Cristi 
  Balanescu, Dimitri Bielak, John Blanche, Lin Bo, Yoann 
  Boissonnet, Alberto Bontempi, João Bosco, Alex Boyd, 
  Matt Bradbury, Christopher Burdett, Dmitry Burmak, West 
  Clendinning, Paul Dainton, Alex Drummond, Ioan Dumi, 
  Ame En, Dave Gallagher, Miko Granlund. Zachary Graves, 
  Alex Iglesias, Jason Juta, Timo Karhula, Igor Kieryluk, Julian 
  Kok, Karl Kopinski, Adam Lane, Ian Miller, David Nash, 
  Germán Nóbile, Hector Ortiz, Tikos Péter, Arkady Roytman, 
  Adrian Smith, David Sondered, Florian Stitz, Nikolay 
  Stoyanov, Frank Walls, Anslem Zielonka
  Managing Art Director
  Andrew Navaro
  Art Direction
  Kyle Hough
  Production Management
  Eric Knight
  Licensing and Development Coordinator
  Deb Beck
  Executive Game Designer
  Corey Konieczka
  Executive Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  GAMES WORKSHOP
  Licensing Manager
  Owen Rees
  Head of Licensing
  Andy Jones
  Head of Intellectual Property
  Alan Merrett
  Special Thanks to the Playtesters
  See page 396 for a full list.
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Game Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Black Crusade, 
  the foregoing marks’ respective logos, Black Crusade, and all associated marks, logos, places, names, creatures, races and race insignia/
  devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 
  40,000 universe and the Black Crusade game setting are either ®, ™, and/or © Games Workshop Ltd 2000–2011, variably registered 
  in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights 
  reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any 
  form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  ISBN: 978-1-61661-143-9 Product Code: BC01 Print ID: 1075JUN11
  Printed in China
  For more information about the BLACK CRUSADE line, free downloads, answers to rule queries, or just to pass on 
  greetings, visit us online at
  www.FantasyFlightGames.com
  CREDITS
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  Contents
  It is the 41st Millennium... ....................................................7
  Embrace the Power of Chaos ................................................8
  What is a Roleplaying Game? ...............................................8
  What’s in this book? ...............................................................9
  Introduction
  The Realm of Chaos ............................................................ 10
  Nurgle .................................................................................... 12
  Khorne................................................................................... 14
  Slaanesh ................................................................................. 16
  Tzeentch ................................................................................ 18
  The Age of the Imperium ................................................... 20
  Origins of the Imperium ..................................................... 24
  The Great Crusade ............................................................... 25
  The Horus Heresy ................................................................ 26
  The Imperium at War .......................................................... 29
  The Servants of Chaos ........................................................ 30
  Chapter I: Playing the Game
  Game Dice ............................................................................ 34
  Characteristics ...................................................................... 34
  Characteristics and Characteristic Bonuses....................... 35
  Tests ....................................................................................... 35
  The Core Mechanic ............................................................. 35
  Skill Tests .............................................................................. 36
  Degrees of Success and Failure .......................................... 36
  Extended Tests...................................................................... 37
  Opposed Tests ...................................................................... 37
  Test Difﬁ culty ....................................................................... 38
  Movement ............................................................................. 38
  Structured and Narrative Time ........................................... 39
  Climbing ............................................................................... 40
  Jumping and Leaping .......................................................... 40
  Swimming ............................................................................. 41
  Carrying, Lifting, and Pushing Objects ............................ 41
  Lighting ................................................................................. 42
  Flying..................................................................................... 43
  The Effects of Gravity ......................................................... 43
  Glory, Goals, and Epic Destinies ........................................ 44
  Epic Destinies ....................................................................... 44
  Chapter II: Character Creation
  Creating a Heretic ................................................................ 46
  Stage 1: Choose a Race ....................................................... 48
  Stage 2: Generate Characteristics ....................................... 51
  Stage 3: Select an Archetype .............................................. 53
  Champion ............................................................................. 54
  Chosen................................................................................... 56
  Forsaken ................................................................................ 58
  Sorcerer ................................................................................. 60
  Apostate ................................................................................. 62
  Heretek .................................................................................. 64
  Renegade ............................................................................... 66
  Psyker .................................................................................... 68
  Stage 4: Explore the Passions  ............................................ 70
  Stage 5: Spend Experience Points ...................................... 74
  Stage 6: Equipment and Corruption .................................. 82
  Stage 7: Embrace the Dark Gods ....................................... 83
  Chapter III: Skills
  Using Skills ........................................................................... 90
  Skill Tests .............................................................................. 90
  Specialist Skills ..................................................................... 91
  Skill Descriptors ................................................................... 91
  Gaining Skills ....................................................................... 92
  Skill Ranks ............................................................................ 93
  Skill Descriptions ................................................................. 93
  Chapter IV: Talents and Traits
  Using Talents ......................................................................114
  Gaining Talents ..................................................................114
  Talent Descriptions ............................................................118
  Minions ...............................................................................135
  Creating Minions ...............................................................135
  Examples of Minions .........................................................139
  Traits ....................................................................................139
  Trait Descriptions ...............................................................139
  Chapter V: Armoury
  Acquiring Equipment ........................................................146
  Craftsmanship .....................................................................146
  Weapons ..............................................................................147
  Weapon Special Qualities ..................................................148
  Las Weapons .......................................................................153
  Solid Projectile Weapons ..................................................153
  Bolt Weapons ......................................................................156
  Melta Weapons ...................................................................157
  Plasma Weapons .................................................................158
  Flame Weapons ...................................................................158
  Launchers ............................................................................159
  Grenades and Missiles .......................................................159
  3
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  Exotic Weapons ..................................................................160
  Chain Weapons ..................................................................162
  Power Weapons ..................................................................162
  Exotic Melee Weapons ......................................................165
  Force Weapons....................................................................167
  Shock Weapons ..................................................................167
  Primary Weapons ...............................................................167
  Modifying Weapons ..........................................................168
  Weapon Upgrades ..............................................................169
  Weapon Downgrades ........................................................170
  Standard Ammunition .......................................................172
  Special Ammunition ...........................................................172
  Armour ................................................................................173
  Armour Upgrades ...............................................................177
  Force Fields .........................................................................178
  Gear .....................................................................................179
  Clothing and Worn Gear ..................................................179
  Drugs and Consumables....................................................181
  Tools ....................................................................................184
  Wargear ...............................................................................187
  Cybernetics .........................................................................188
  Bionics Replacement Limbs and Body Parts ..................189
  Implant Systems .................................................................189
  Daemon Weapons ..............................................................194
  Using Daemon Weapons ...................................................194
  Daemon Weapon Attributes ..............................................195
  Creating Daemon Weapons ..............................................199
  Example Daemon Weapons ..............................................201
  Chapter VI: Psychic Powers
  Psykers in the 41st Millennium .......................................204
  Psychic Powers in Black Crusade ....................................205
  Psy Ratings .........................................................................205
  Using Psychic Powers ........................................................206
  Psychic Strength .................................................................206
  Focus Power Test ................................................................208
  Psychic Bolts .......................................................................209
  Corruption ..........................................................................209
  Psychic Phenomena ...........................................................209
  Unaligned Powers ..............................................................213
  Nurgle Powers ....................................................................215
  Slaanesh Powers .................................................................217
  Tzeentch Powers ................................................................218
  Exalted Powers ...................................................................220
  Telepathy .............................................................................223
  Telekinesis ...........................................................................225
  Divination ...........................................................................226
  Rites and Rituals ................................................................228
  Performing Chaos Rituals .................................................228
  Using Rituals in Games .....................................................229
  The Daemonic Mastery Test .............................................229
  Example Chaos Rituals .....................................................229
  Chapter VII: Combat
  Narrative Time vs. Structured Time .................................232
  Narrative Time ....................................................................232
  Structured Time ..................................................................232
  Combat Overview ..............................................................232
  Using Actions .....................................................................234
  The Attack ..........................................................................240
  Unarmed Combat ...............................................................243
  Two-Weapon Fighting ......................................................243
  Combat Circumstances ......................................................245
  Injury ...................................................................................247
  Wounds ................................................................................247
  Fatigue .................................................................................256
  Characteristic Damage .......................................................256
  Critical Hit Charts .............................................................248
  Conditions and Special Damage ......................................256
  Fire .......................................................................................257
  Falling ..................................................................................257
  Stunned ...............................................................................257
  Suffocation ..........................................................................256
  Unconsciousness .................................................................256
  Vacuum ................................................................................256
  Healing ................................................................................258
  Chapter VIII: The Game Master
  The Role of the GM ..........................................................260
  The Basics ...........................................................................261
  Embracing Chaos: Evoking the Setting ..........................262
  Themes in BLACK CRUSADE ..............................................262
  How to Run a BLACK CRUSADE Campaign.....................263
  Styles of Play ......................................................................263
  Non-Player Characters ......................................................264
  Rewards ...............................................................................266
  Experience Points ...............................................................266
  Infamy .................................................................................266
  An Epic Destiny .................................................................267
  Motivations .........................................................................267
  Ultimate Destiny: Lead a Black Crusade.........................268
  Compacts ............................................................................269
  Compacts Overview ..........................................................270
  Preparing a Compact .........................................................270
  Execution of a Compact ....................................................272
  Objectives............................................................................272
  Complications .....................................................................273
  Completing a Compact .....................................................274
  Balance in the Game ..........................................................274
  Interaction ...........................................................................276
  Interaction Skills ................................................................276
  Terror and Madness ...........................................................277
  Fear ......................................................................................277
  Insanity ................................................................................278
  Using BLACK CRUSADE with other Games ......................280
  Chapter IX: Corruption and Infamy
  Corruption ..........................................................................288
  Corruption Points ..............................................................288
  The Corruption Track .......................................................289
  Services to Chaos ...............................................................289
  The Price of Failure ...........................................................290
  Gifts of the Gods ................................................................290
  Rewards of Slaanesh ..........................................................299
  Rewards of Nurgle .............................................................300
  Rewards of Khorne ............................................................301
  Rewards of Tzeentch .........................................................302
  Infamy .................................................................................304
  Gaining Infamy  .................................................................304
  Beneﬁ ts of Infamy ..............................................................304
  4
  
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  Chapter X: A Galaxy in Flame
  The Hated Imperium .........................................................311
  The Adeptus ........................................................................311
  The Calixis Sector ..............................................................316
  The Koronus Expanse ........................................................318
  The Jericho Reach ..............................................................320
  The Fall of the Eldar .........................................................322
  The Screaming Vortex .......................................................323
  The Denizens of the Screaming Vortex ..........................326
  The Gloaming Worlds .......................................................327
  The Inner Ring ...................................................................336
  The Lower Vortex ..............................................................338
  The Myriad Warbands of the Vortex ...............................340
  Warband Conﬂ icts .............................................................340
  The Legend of the Necrons ..............................................343
  The Dark Eldar...................................................................344
  Travel in the Screaming Vortex ........................................345
  Chapter XI: Adversaries
  Hordes .................................................................................348
  Using a Horde ....................................................................349
  Servants of the Dark Gods ................................................351
  Daemons and Warp Entities  ............................................351
  Daemon Princes .................................................................358
  Heretics ................................................................................360
  Forces of the Imperium .....................................................363
  Xenos  ..................................................................................368
  Necrons ...............................................................................368
  Eldar Harlequins ................................................................371
  Dark Eldar...........................................................................373
  Chapter XII: False Prophets
  The Temple of Lies ............................................................376
   Temple layout ....................................................................376
  The GM’s Brief ...................................................................378
  The Story Thus Far... .........................................................378
  Adventure Plot ....................................................................379
  Plot Hooks: Beginning the Adventure ............................381
  Arrival: Carrion Corpse  ....................................................383
  To the Temple of Lies ........................................................384
  Arrival ..................................................................................385
  The Descent ........................................................................389
  To Copax’s Surprise… ......................................................389
  Escape to Carrion Corpse .................................................390
  Off Planet ...........................................................................390
  NPC Appendix ...................................................................391
  Index ....................................................................................393
  Character Sheet ..................................................................397
  5
  
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  Foreword
  I
  n January, 2008, Warhammer 40,000 fans received 
  something many of them had been waiting for decades—a 
  roleplaying game set in the grim darkness of the 41st 
  Millennium. Soon after, what would become the Warhammer 
  40,000 Roleplay development team here at Fantasy Flight 
  Games received three books, a Game Master’s kit, and a box. 
  The books were the ﬁ rst three books of the DARK HERESY 
  line; the Core Rulebook, the Inquisitor’s Handbook, and the 
  adventure Purge the Unclean. Inside the box were more than 
  500 sheets of printouts—the manuscript for the next book in 
  the line, DISCIPLES OF THE DARK GODS.
  Now, more than three and a half years later, those four 
  books have grown into four game lines (and more than thirty 
  books and other products), each exploring a different facet of 
  the Warhammer 40,000 universe. 
  DARK HERESY, the ﬁ rst of the lines, introduced fans to 
  Warhammer 40,000 Roleplay through service to the secretive 
  Inquisition of the Imperium of Man. DARK HERESY presented 
  the Imperium of Man at “street level,” with the players 
  experiencing the life of an Imperial citizen amongst the 
  cyclopean hive cities and towering monuments to mankind. 
  In DARK HERESY, life is gritty, brutal, and all too often short. 
  ROGUE TRADER, the second line, took Warhammer 40,000 
  Roleplay a step further. As Rogue Traders, players were 
  handed a ship, a Warrant of Trade, and most importantly, the 
  freedom to go off and use it. Players could explore, ﬁ ght, and 
  even steal whatever they can ﬁ nd in the dark void beyond 
  the known stars, bound only by the limits of their own 
  ambition. Of course, that selfsame ambition can often lead 
  them into dangerous situations, when they encounter ancient 
  secrets best left undisturbed. In ROGUE TRADER, the tone 
  shifts between high adventure and Lovecraftian horror, often 
  without warning.
  The third line, DEATHWATCH, upped the stakes yet again. 
  One of the most iconic aspects of Warhammer 40,000 are 
  the Adeptus Astartes, the mighty Space Marines. As a member 
  of the alien hunting Deathwatch, the players could take on 
  the role of an Adeptus Astartes. Now, with players becoming 
  warriors deadly enough to laugh at the dangers of the last 
  two game lines, DEATHWATCH took some of the greatest 
  threats in the Warhammer 40,000 universe and threw them 
  at the players. Tyranid Hive Tyrants, Tau battlesuits, entire 
  armies of lesser foes, and even the Greater Daemons of Chaos. 
  In DEATHWATCH, the action is fast, deadly, and non-stop in 
  the ﬁ ght against Mankind’s most deadly foes.
  So now, Fantasy Flight Games is taking the next step in 
  Warhammer 40,000 Roleplay, in allowing players to take on 
  the role of those self-same foes. In each of the previous game 
  lines, gamers have been playing as servants, allies, and even 
  champions of the Imperium. Now, for the ﬁ rst time, you can 
  play its mortal enemies, the servants of the Ruinous Powers 
  and the disciples of the Dark Gods. 
  We wanted BLACK CRUSADE to complement the work we’ve 
  done on previous game lines, while taking Warhammer 40,000 
  Roleplay in a bold new direction. To that end we didn’t rest on 
  our laurels. We’ve added in new means of character generation, 
  new and re-imagined mechanics, and new experiences, 
  bundling that all up with a fascinating and frightening new 
  setting nestled amongst the sectors, expanses, and war zones 
  of our other lines. Our goal was to create a game that not only 
  offered a new way to play Warhammer 40,000 Roleplay, but 
  also would prove an invaluable resource to anyone playing one 
  of our other games. After all, Chaos is so often the arch nemesis 
  in Warhammer 40,000, so what better source for the ultimate 
  villains than a book devoted to the Ruinous Powers? 
  In the end, we feel we’ve created a book that remains true 
  to the game that so many love, while at the same time giving 
  players exciting new adventures and experiences. BLACK 
  CRUSADE promises to be the next step in a bright and thrilling 
  future for Warhammer 40,000 Roleplay. So grab some D10s 
  and pencils, ﬁ nd some friends, and crack open this book and 
  start playing BLACK CRUSADE! 
  Oh, and death to the False Emperor!
  Happy gaming,
  The Warhammer 40,000 Roleplay Team
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  7
  It is the 41st Millennium...
  F
  or more than a hundred centuries the Emperor has sat immobile on the Golden 
  Throne of Earth. He is the master of mankind by the will of the gods, and 
  master of a million worlds by the might of his inexhaustible armies. He is a 
  rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the 
  Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he 
  may never truly die. 
  Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets 
  cross the Daemon-infested miasma of the warp, the only route between distant stars, 
  their way lit by the Astronomicon, the psychic manifestation of the Emperor’s will. 
  Vast armies give battle in his name on uncounted worlds. Greatest 
  amongst 
  his soldiers are the Adeptus Astartes, the Space Marines, 
  bio-engineered super-warriors. Their comrades in arms are 
  legion: the Imperial Guard and countless planetary defence 
  forces, the ever-vigilant Inquisition and the Tech-Priests 
  of the Adeptus Mechanicus, to name but a few. But 
  for all their multitudes, they are barely enough to 
  hold off the ever-present threat from aliens, heretics, 
  mutants—and worse. 
  To be a man in such times is to be one amongst 
  untold billions. It is to live in the cruellest and most 
  bloody regime imaginable. These are the tales of those 
  times. Forget the power of technology and science, 
  for so much has been forgotten, never to be re-learned. 
  Forget, the promise of progress and understanding, for 
  in the grim dark future there is only war. There is no 
  peace amongst the stars, only an eternity of carnage and 
  slaughter, and the laughter of thirsting gods.
  Yet there are those who rise above the teeming masses, 
  rejecting the conformity and servility of mankind. The 
  ignorant call them traitors, heretics, lost, and damned—but they 
  know themselves as the Disciples of the Dark Gods.
  Vast armies give battle in his name on uncounted worlds. Greatest 
  amongst 
  his soldiers are the Adeptus Astartes, the Space Marines, 
  Vast armies give battle in his name on uncounted worlds. Greatest 
  his soldiers are the Adeptus Astartes, the Space Marines, 
  Vast armies give battle in his name on uncounted worlds. Greatest 
  bio-engineered super-warriors. Their comrades in arms are 
  his soldiers are the Adeptus Astartes, the Space Marines, 
  bio-engineered super-warriors. Their comrades in arms are 
  his soldiers are the Adeptus Astartes, the Space Marines, 
  legion: the Imperial Guard and countless planetary defence 
  bio-engineered super-warriors. Their comrades in arms are 
  legion: the Imperial Guard and countless planetary defence 
  bio-engineered super-warriors. Their comrades in arms are 
  forces, the ever-vigilant Inquisition and the Tech-Priests 
  legion: the Imperial Guard and countless planetary defence 
  forces, the ever-vigilant Inquisition and the Tech-Priests 
  legion: the Imperial Guard and countless planetary defence 
  of the Adeptus Mechanicus, to name but a few. But 
  forces, the ever-vigilant Inquisition and the Tech-Priests 
  of the Adeptus Mechanicus, to name but a few. But 
  forces, the ever-vigilant Inquisition and the Tech-Priests 
  for all their multitudes, they are barely enough to 
  of the Adeptus Mechanicus, to name but a few. But 
  for all their multitudes, they are barely enough to 
  of the Adeptus Mechanicus, to name but a few. But 
  hold off the ever-present threat from aliens, heretics, 
  for all their multitudes, they are barely enough to 
  hold off the ever-present threat from aliens, heretics, 
  for all their multitudes, they are barely enough to 
  To be a man in such times is to be one amongst 
  untold billions. It is to live in the cruellest and most 
  To be a man in such times is to be one amongst 
  untold billions. It is to live in the cruellest and most 
  To be a man in such times is to be one amongst 
  bloody regime imaginable. These are the tales of those 
  times. Forget the power of technology and science, 
  bloody regime imaginable. These are the tales of those 
  times. Forget the power of technology and science, 
  bloody regime imaginable. These are the tales of those 
  for so much has been forgotten, never to be re-learned. 
  times. Forget the power of technology and science, 
  for so much has been forgotten, never to be re-learned. 
  times. Forget the power of technology and science, 
  Forget, the promise of progress and understanding, for 
  for so much has been forgotten, never to be re-learned. 
  Forget, the promise of progress and understanding, for 
  for so much has been forgotten, never to be re-learned. 
  in the grim dark future there is only war. There is no 
  Forget, the promise of progress and understanding, for 
  in the grim dark future there is only war. There is no 
  Forget, the promise of progress and understanding, for 
  peace amongst the stars, only an eternity of carnage and 
  in the grim dark future there is only war. There is no 
  peace amongst the stars, only an eternity of carnage and 
  in the grim dark future there is only war. There is no 
  Yet there are those who rise above the teeming masses, 
  rejecting the conformity and servility of mankind. The 
  Yet there are those who rise above the teeming masses, 
  rejecting the conformity and servility of mankind. The 
  Yet there are those who rise above the teeming masses, 
  ignorant call them traitors, heretics, lost, and damned—but they 
  rejecting the conformity and servility of mankind. The 
  ignorant call them traitors, heretics, lost, and damned—but they 
  rejecting the conformity and servility of mankind. The 
  know themselves as the Disciples of the Dark Gods.
  ignorant call them traitors, heretics, lost, and damned—but they 
  know themselves as the Disciples of the Dark Gods.
  ignorant call them traitors, heretics, lost, and damned—but they 
  
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  Embrace the 
  Power of 
  Chaos
  W
  elcome to BLACK CRUSADE, a roleplaying game 
  of personal power, betrayal, and forging an epic 
  destiny with one’s own hands. You take on the roles 
  of heretics, worshippers of the Dark Gods of Chaos ﬁ ghting 
  against the crumbling monolith that is the Imperium of Man. 
  The Imperium is the massive empire of humanity, 
  stretching from one end of the galaxy to the other. However, 
  it is beset on all sides by threats; both human and alien. It is 
  also a harsh, cold regime, enforcing its rule with the iron ﬁ st 
  of its mighty armies. The Imperial Guard, the Imperial Navy, 
  and above all, the genetically enhanced superhuman warriors 
  of the Adeptus Astartes, the mighty Space Marines.
  Though the galaxy of the Imperium is vast, there is another 
  realm, alongside which the Imperium is nothing in comparison. 
  The Realms of Chaos, the warp, the immaterium, all are names 
  humanity has given this parallel dimension. None, however, 
  can hope to encompass it, for the warp is a realm of inﬁ nite 
  size, inﬁ nite possibilities, and inﬁ nite madness. 
  Humanity makes use of the warp. Starships travel 
  through it to reach the far ends of the galaxy, 
  astropaths send messages through it that would 
  take centuries to travel across realspace, and those 
  blessed (or cursed) with psychic potential can 
  manipulate the warp’s energy to do miraculous and 
  terrible things. However, the immaterium is 
  far from a resource to be harvested, or 
  even an ally to be trusted. The warp 
  is a realm of swirling emotions, 
  of thought made manifest, 
  and of the purest chaos. Deep 
  in the darkest corners of the 
  immaterium, vast, unknowable intelligences 
  move like sharks beneath the surface of 
  the ocean. They 
  speak to mankind, 
  offering power 
  at a price. 
  And 
  though 
  the price may be steep, 
  it is one many gladly pay. 
  As a disciple of the Ruinous 
  Powers, you have turned 
  your 
  back 
  on 
  the 
  Imperium. You 
  have abandoned the oppressive society of mankind, and 
  turned to those unknowable entities within the warp: the 
  Dark Gods of Chaos.  Now you ﬁ ght for your new masters, or 
  only for yourself, to gain plunder, glory, and infamy. Perhaps 
  you will gain enough power to lead your own armies, rising 
  up to command your own Black Crusade!
  BLACK CRUSADE centres around a small group of powerful 
  individuals, the warband. You, the players, take on the role 
  of members of that warband, either as Traitor Legionnaires 
  (Space Marines who have turned from the Imperium and 
  embraced Chaos) or powerful human renegade and heretic 
  Disciples of the Dark Gods. Though you have only yourselves 
  to rely on, you are some of the most formidable warriors and 
  dangerous adversaries in the galaxy, and there is much you 
  can accomplish with your own hands. 
  The game focuses on your warband’s rise to power and 
  glory. Your characters must be resourceful, powerful, and bold 
  to succeed. As you accomplish great deeds and defeat powerful 
  foes you accrue more infamy and fortune. Meanwhile, you are 
  constantly being infused with the attentions of the Ruinous 
  Powers, attentions which can have very real effects and corrupt 
  you in body and mind even as they give you greater abilities 
  and powers. You must earn enough renown and infamy to 
  impress the gods and be elevated to immortal daemonhood 
  upon your end. Perhaps you may even be one of the very 
  few skilled enough to earn the infamy required to 
  lead your own Black Crusade before your apotheosis. 
  WHAT IS A 
  ROLEPLAYING GAME?
  In a roleplaying game (or RPG), you create an alter 
  ego, a ﬁ ctional character that is your avatar within the 
  game world. Perhaps you create a honourable warrior, a 
  cunning sorcerer, or a leader who inspires loyalty 
  through dark magniﬁ cence. Next, you 
  and your friends direct your 
  characters through a series 
  of adventures. Imagine 
  reading a fantasy 
  novel, watching 
  an action movie, 
  or following a 
  television series—
  except instead of passively 
  watching or reading the 
  story unfold, you control one 
  of the characters, making his 
  decisions, selecting his actions, 
  and even speaking for him. 
  Instead of waiting to see how the 
  story unfolds, you directly affect 
  and even determine the outcome 
  of the story.
  8
  can hope to encompass it, for the warp is a realm of inﬁ nite 
  size, inﬁ nite possibilities, and inﬁ nite madness. 
  Humanity makes use of the warp. Starships travel 
  through it to reach the far ends of the galaxy, 
  astropaths send messages through it that would 
  take centuries to travel across realspace, and those 
  blessed (or cursed) with psychic potential can 
  manipulate the warp’s energy to do miraculous and 
  terrible things. However, the immaterium is 
  far from a resource to be harvested, or 
  even an ally to be trusted. The warp 
  is a realm of swirling emotions, 
  of thought made manifest, 
  and of the purest chaos. Deep 
  in the darkest corners of the 
  immaterium, vast, unknowable intelligences 
  move like sharks beneath the surface of 
  the ocean. They 
  speak to mankind, 
  offering power 
  at a price. 
  And 
  though 
  the price may be steep, 
  it is one many gladly pay. 
  As a disciple of the Ruinous 
  Powers, you have turned 
  your 
  back 
  on 
  the 
  Imperium. You 
  impress the gods and be elevated to immortal daemonhood 
  upon your end. Perhaps you may even be one of the very 
  few skilled enough to earn the infamy required to 
  lead your own Black Crusade before your apotheosis. 
  WHAT IS A 
  ROLEPLAYING GAME?
  In a roleplaying game (or RPG), you create an alter 
  ego, a ﬁ ctional character that is your avatar within the 
  game world. Perhaps you create a honourable warrior, a 
  cunning sorcerer, or a leader who inspires loyalty 
  through dark magniﬁ cence. Next, you 
  and your friends direct your 
  characters through a series 
  of adventures. Imagine 
  reading a fantasy 
  novel, watching 
  television series—
  except instead of passively 
  watching or reading the 
  story unfold, you control one 
  of the characters, making his 
  decisions, selecting his actions, 
  and even speaking for him. 
  Instead of waiting to see how the 
  story unfolds, you
  and even determine the outcome 
  of the story.
  8
  
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  How can you affect these events? How do you decide what 
  happens? That is the role of the game itself. Roleplaying games 
  such as BLACK CRUSADE provide a framework of rules that 
  describe how to design your character and have him interact 
  with the world within the game. Rules cover situations like 
  sword ﬁ ghts, delicate negotiations, or inﬁ ltrating an Imperial 
  stronghold to destroy it. Often, the rules require you to roll 
  dice when performing an action, with some results indicating 
  success and others indicating failure. While the rules provide 
  structure and guidelines to the game, dice add the element of 
  chance. After all, success would not be so sweet if you had no 
  chance of failing! 
  At ﬁ rst, RPGs like BLACK CRUSADE seem like they have 
  a lot of rules. However, as you read the book you will soon 
  see that the rules are actually quite simple, easy to remember, 
  and even intuitive. BLACK CRUSADE is built on a simple set of 
  base mechanics. Once you grasp the basic mechanics, the rest 
  is easily understood.
  To adjudicate these rules, each game has a Game Master 
  (or GM). The GM is you, or one of your friends, chosen by 
  consensus of your group. Unlike everyone else, the GM does 
  not control a single character. Instead, the GM runs the game, 
  presenting the story and the myriad of situations that come 
  with it. He controls the people your character meets in the 
  game, controls the encounters and strange occurrences that 
  shape your decisions as to your actions, and is basically both 
  the game’s narrator and the referee. 
  All of the other players control characters within the 
  world, around which the story resolves. These characters are 
  known as the Player Characters (also referred to as the PCs or 
  Heretics). During the game, the players describe the intentions 
  and actions of their characters to the GM, who then decides 
  (based on the rules) whether those actions succeed or fail, and 
  how their words and deeds affect the story.
  WHAT’S IN THIS BOOK?
  BLACK CRUSADE is divided into twelve chapters. They are:
  INTRODUCTION
  The section you are reading right now. It provides an overview 
  of BLACK CRUSADE and roleplaying in general, then goes into 
  detail about the galaxy in the 41st Millennium. This provides 
  the background you need to understand the Warhammer 
  40,000 universe.
  CHAPTER I: PLAYING THE GAME
  This character explains the core mechanics of BLACK CRUSADE.
  CHAPTER II: CHARACTER CREATION
  This chapter takes you step by step through the process of 
  creating your character and advancing him during the game.
  CHAPTER III: SKILLS
  From Awareness to Forbidden Lores, each character has a 
  variety of Skills he can employ. This chapter describes them 
  and how they can be used.
  CHAPTER IV: TALENTS & TRAITS
  Every character also has certain special abilities that make him 
  unique, such as Swift Attack or Cold Hearted. This chapter 
  describes these Talents and Traits.
  CHAPTER V: ARMOURY
  This character describes some of the tools, armour, and 
  weapons your character may use or encounter.
  CHAPTER VI: PSYCHIC POWERS
  The warp may grant strange and supernatural powers to 
  certain characters. This chapter details the psychic powers 
  available to those characters, how they work, and how they 
  might go wrong.
  CHAPTER VII: COMBAT
  This chapter describes the rules for ﬁ ghting combat 
  encounters, from minor skirmishes with a single foe to 
  massive battles against a horde of enemies.
  CHAPTER VIII: THE GAME MASTER
  The GM has a special role to play in any RPG, and this 
  chapter explains how to best fulﬁ l that role. In addition, this 
  chapter contains rules for Fear, experience, and Compacts. 
  CHAPTER IX: CORRUPTION 
  AND INFAMY
  As characters accomplish great deeds, they earn Infamy, and as 
  they garner the attentions of the warp, they earn Corruption. 
  The interactions of these mechanics are described here. 
  CHAPTER X: A GALAXY IN FLAME
  The Screaming Vortex is a massive warp storm, but within 
  are countless worlds isolated from the Imperium. This is the 
  setting for BLACK CRUSADE.
  CHAPTER XI: ADVERSARIES
  From the deadly Harlequins to the servants of the hated 
  Imperium, this chapter provides a host of enemies for you to face.
  CHAPTER XII: FALSE PROPHETS
  This book includes an adventure optimized for starting 
  characters. A mysterious invitation provides the spring-board 
  for intrigue, chaos, and the introduction of larger adventures.
  9
  
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  The Galaxy
  “In its hubris, mankind claims dominion over the galaxy. However, 
  their realm is naught but a few ﬂ ickering candles in a vast and 
  hungry darkness.”
  –A Treatise on the End of the Imperium, denounced and burned 
  in 800.M41
  T
  he vast spiral of the galaxy stretches across over 
  100,000 light years and swells to 12,000 light years 
  thick at its hub. It contains hundreds of billions of stars 
  and untold millions of habitable planets. Through long ages 
  the galaxy has seen successive civilisations rise and fall without 
  end. Some never reached other stars and died stillborn on their 
  birth worlds, while others rose to dominate vast swathes of 
  the galaxy before collapsing back into dissolution and anarchy. 
  The ﬁ rst phase of human expansion across the galaxy is lost 
  in the distant past, obliterated by twenty thousand years of 
  subsequent regression and rebuilding. In the current era the 
  so-called Imperium of Mankind is only the latest ascendant to 
  mount a throne set upon the ruins of earlier, greater ages. 
  The Imperium is mighty, centred around the high 
  concentration of human worlds in the galactic west and alleging 
  a divine right to the fealty of all mankind through its control 
  of the cradle of Humanity itself: Sacred Terra. A million worlds 
  fall beneath the dominion of the corpse-god that the Imperials 
  call the Emperor; it controls countless armies billions strong and 
  ﬂ eets of starships beyond number. Yet for all the Imperium’s 
  tremendous strength its million worlds are but pinpricks of light 
  and order in the midst of the howling darkness of the galaxy. 
  For every world that feels the autocratic boot of the Adepts of 
  Terra upon its throat, a thousand others lie undiscovered in the 
  void. There are alien empires thriving and multiplying in the 
  outer reaches as well as ﬁ ercely independent human domains 
  that refuse to acknowledge the Emperor’s laws. 
  Beyond the reach of the zealots of the Imperial creed it is 
  also possible to ﬁ nd the signs of eldritch powers that pre-date 
  the Age of the Imperium. Some say that the seeds of man’s 
  salvation can be found there, the strength to win freedom 
  from the corpse-god Emperor on Terra and wreak terrible 
  vengeance for the broken promises of the Great Crusade. 
  Outside the feeble light cast by the Emperor’s domains 
  there are many who remember the old ways of worship and 
  sacriﬁ ce, and many that still know of the power of the gods. 
  The Realm of 
  Chaos
  “What is our realm but a cracked mirror? A ﬁ lthy window that 
  shows a broken reﬂ ection of the glory that lies beyond our sight! 
  What tawdry hovels are these? Towers of silver and gold they would 
  be in the Empyrean’s gaze! Or ﬁ sh! Or ﬂ owers! Or a seraglio of 
  silken lovers! Every colour, every sense, every action, every reaction, 
  every infraction is reﬂ ected and magniﬁ ed a thousand times. 
  Gods and heroes dwell in that invisible realm in castles of cloud 
  and grandeur, transcendent beings of wisdom and power  beyond our 
  comprehension! We who toil through the dross of mortal existence 
  can never know the ultimate blessings of uncertainty, but we can 
  embrace the path of change! The hidden glories of Immaterium lie all 
  about us, waiting for us to notice and claim them as our birthright!”
  –Demagogue Xentrias in his epistles to the Ghaudians
  I
  nsane savants argue that the material universe experienced 
  by mortals represents only the tip of the iceberg and 
  unseen realms exist just beyond perception. They say 
  that the limitless depths of the Realm of Chaos surround 
  10
  tremendous strength its million worlds are but pinpricks of light 
  and order in the midst of the howling darkness of the galaxy. 
  For every world that feels the autocratic boot of the Adepts of 
  Terra upon its throat, a thousand others lie undiscovered in the 
  void. There are alien empires thriving and multiplying in the 
  –Demagogue Xentrias in his epistles to the Ghaudians
  I
  nsane savants argue that the material universe experienced 
  by mortals represents only the tip of the iceberg and 
  unseen realms exist just beyond perception. They say 
  that the limitless depths of the Realm of Chaos surround 
  outer reaches as well as ﬁ ercely independent human domains 
  that refuse to acknowledge the Emperor’s laws. 
  that the limitless depths of the Realm of Chaos surround 
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  10
  Be proud on this day of your ascension to manhood. Now that you have seen two hands of winters pass you are children no more. 
  Breathe deep of the dream smoke and listen. On this, your first trip into the men’s yurt, I impart to you a great mystery of our people 
  (the tale of our origins) so that you might know your place in the universe.
  In the beginning there was the void, and only the void, and the gods moved across the face of the void and they were made wholly of 
  it. Some will tell you that a void is a nullity, a nothingness. They are fools. The void is everything; its infinitude encompasses all 
  possibilities and their ultimate annihilation. 
  It pleased the gods to shape the void as they passed through it, giving it form at their fancy for a time before their makings collapsed back into 
  primordial sea. When the gods met they battled and coupled in equal measure, their shapeless offspring sleeting into the void to lie forgotten in the 
  shadows. So it was for an eternity, with only the void lit by the fire and lightning of the gods at sport.
  Eventually tiring of the vastness the gods at last laid aside their differences and determined to create a Reality for their mutual pleasure. They 
  took turns naming the laws they would make for the place: 
  The Warrior ruled that the strong would always dominate the weak. He did this because he knew his followers would triumph as they were mighty and warlike. 
  The Prince decreed that the heart would always rule over the head. He did this because he knew that the honeyed tongues of his followers would be 
  able to sway their enemies through desire. 
  The Deacon demanded that all beings should be mortal, so that which lived must inevitably die. He did this because he knew that then all would 
  ultimately come to rest within the narrow houses of his domain.” 
  The Magus forbore to name any single rule of his own and instead reserved the right to make exceptions later as he saw fit, with much grumbling 
  from his fellows.
  The gods were satisfied that they had shaped the crude frame upon which mortal life would be borne, each taking a part of it eternally as their own. 
  They went on to shape the universe as they saw fit. They made a thousand times a thousand laws; that things fall down and not up, that fire needs 
  air to burn, that rock should be solid, that water should flow, on and on they went, now trying to outdo one another in the many ways to bring restriction 
  upon the formless void. Their laws crystallised inside the primordial ocean and became the skein that we know as the loom of fate, and upon that skein 
  the detritus that we know as Reality began to gather. 
  So it was that our miserable, mortal realm was made and life stumbled forth, a plaything for the god’s sport woven from the dross of primordial 
  Chaos by their passing whimsy. So think not to call upon the gods and have them hear your prayers, they gave us the gift of all that we are and they 
  care nothing for it. Less than the dust beneath their feet are we.
  - Three Wolf, truth-talker of the Red Hunters drill-clan, Messia.
  
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  and infuse the tiny chips of physicality that are planets and 
  suns to mortal eyes. They declare that what humanity sees as 
  “reality” is only a mask, a cloak of normality over the vast and 
  swirling ocean known as the Immaterium, the warp, or the 
  Realm of Chaos. 
  The raw, unfocused energy of the Realm of Chaos forms a 
  parallel dimension to the material universe, a place of inﬁ nite 
  possibilities where emotion and symbolism hold sway. The 
  Realm changes constantly, ebbing and ﬂ owing in different 
  locales as it does so. The ﬂ ows, swirls, and eddies that it creates 
  can form patterns and designs, drawing similar energies into 
  themselves until they achieve a level of consciousness and 
  purpose. When they ﬁ nd the courage to acknowledge the 
  existence of such powers men call them the Chaos gods. 
  Many nameless gods have been cast up by the warp only 
  to be swept away again by the slow beat of aeons, but four 
  great powers of Chaos seem eternal; Khorne the Blood God, 
  Slaanesh the Prince of Pleasures, Nurgle the Lord of Decay, 
  and Tzeentch the Changer of the Ways.
  In primitive cultures countless creation myths are told of 
  the formless void before the coming of the gods. In some 
  tales the gods are said to have shaped the world from parts of 
  themselves, in others they slay a great beast and use its bones 
  to lay the foundation of creation, in others the mortal realm 
  is formed from the debris left by their great battles with one 
  another. Seers and magicians of more studious societies make 
  complex arguments for the material universe having given 
  birth to the Chaos Powers rather than vice-versa. They hold 
  that the ocean of primordial essence that we now see as the 
  seething Realm of Chaos was calm and undisturbed until it 
  began to be altered by mortal passions and desires. 
  Materially it matters little what came ﬁ rst. The Chaos 
  Powers are real, tangible forces in both the Realm of Chaos 
  and the material universe. They absorb the energies of 
  countless souls in turmoil, waxing ever stronger on the hopes 
  and fears of mortals until they have become truly god-like 
  entities.  If mortals truly gave birth to the entities that have 
  become the Ruinous Powers no hint of mortal frailty remains. 
  The gods of Chaos represent absolutes completely unsullied 
  by indecision or mercy. 
  Even beyond the Realm of Chaos there are some that 
  give their fealty to the Ruinous Powers. Those that proclaim 
  themselves followers of the Chaos gods must cleave their own 
  path, and soon learn to fear the “blessings” of their deities. 
  Countless gibbering madmen have declared that they have seen 
  the true face of Chaos and received messages from the gods. 
  Physical corruption, mutation and stigmata are apt to sprout 
  from the followers of Chaos like unholy fruit. Even so many that 
  lust for power disregard such risks, thinking they can evade the 
  consequences of meddling with powers beyond comprehension. 
  The gods care nothing for their followers or their machinations, 
  granting them unimaginable power or withdrawing it from them 
  just as quickly as their ﬁ ckle whims decree. Mortals are mere 
  playthings to them, to be used and cast aside at will, at best 
  the objects of momentary fascination. Perhaps they know that 
  once the process of a soul’s corruption has begun it becomes 
  inevitable, and that the taint of Chaos will bring living souls 
  to the gods whether they declare themselves devout or not. It 
  is more likely the Ruinous Powers are simply unaware of the 
  mass of mortality in any conscious sense because their state of 
  existence and motivations are too vast and alien to comprehend. 
  The gods of Chaos are such remote and terrifying entities that 
  most mortals only hope only to escape their notice. 
  11
  “reality” is only a mask, a cloak of normality over the vast and 
  swirling ocean known as the Immaterium, the warp, or the 
  Realm of Chaos. 
  The raw, unfocused energy of the Realm of Chaos forms a 
  parallel dimension to the material universe, a place of inﬁ nite 
  possibilities where emotion and symbolism hold sway. The 
  Realm changes constantly, ebbing and ﬂ owing in different 
  locales as it does so. The ﬂ ows, swirls, and eddies that it creates 
  can form patterns and designs, drawing similar energies into 
  themselves until they achieve a level of consciousness and 
  purpose. When they ﬁ nd the courage to acknowledge the 
  existence of such powers men call them the Chaos gods. 
  Many nameless gods have been cast up by the warp only 
  to be swept away again by the slow beat of aeons, but four 
  great powers of Chaos seem eternal; Khorne the Blood God, 
  Slaanesh the Prince of Pleasures, Nurgle the Lord of Decay, 
  and Tzeentch the Changer of the Ways.
  In primitive cultures countless creation myths are told of 
  the formless void before the coming of the gods. In some 
  tales the gods are said to have shaped the world from parts of 
  themselves, in others they slay a great beast and use its bones 
  to lay the foundation of creation, in others the mortal realm 
  is formed from the debris left by their great battles with one 
  another. Seers and magicians of more studious societies make 
  complex arguments for the material universe having given 
  birth to the Chaos Powers rather than vice-versa. They hold 
  that the ocean of primordial essence that we now see as the 
  seething Realm of Chaos was calm and undisturbed until it 
  began to be altered by mortal passions and desires. 
  
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  NURGLE
  “Indeed the very process of construction and creation foreshadows 
  destruction and decay. The palace of today is tomorrow’s ruin, the 
  maiden of the morning is the crone of the night, and the hope of a 
  moment is but the foundation stone of everlasting regret.”
  –The Lost and the Damned
  One of the four great Chaos powers is Nurgle. He is most 
  commonly called the Lord of the Decay but he is known 
  many names; the Fly Lord, the Great Corruptor, the Master 
  of Pestilence. The power of Nurgle is embodied in entropy, 
  morbidity, disease and physical corruption. Of the four great 
  powers Nurgle is said to be the one most involved with the 
  plight of mortals. Through the gifts of raging fevers and 
  shaking chills Nurgle’s hand is upon them from cradle to grave. 
  Few escape the touch of Nurgle in their lives. He is 
  sometimes called the Lord of All because all things, no matter 
  how strong and secure, fall to physical corruption in the end. 
  Every Chaos power embodies the hopes, fears and other 
  strong emotions generated by mortal beings. In the case of 
  Nurgle, their fear of death and disease is the source of his 
  greatest power. The mortal’s unconscious response to that fear—
  the desperation to cling to life no matter what the cost—gives 
  Nurgle an opening into their souls. The whispered prayer of a 
  parent over a fever-struck child, the anguished pleas of the dying 
  man for one more day of life; these are meat and drink to Nurgle.
  Nurgle is typically depicted as an immense, bloated 
  humanoid, his body swollen with putrefaction. His skin 
  is shown as leathery and necrotic, his surface pocked with 
  running sores, swelling buboes and oozing wounds. Internal 
  organs bulging with decay spill through splits in the ruptured 
  skin to hang like bunches of scrofulous grapes around his vast 
  girth. Nurgle is often illustrated with hordes of tiny daemons 
  bursting forth from its pustules and suckling upon foulness. 
  The deranged worshippers of the Lord of Pestilence say 
  that he concocts diverse contagions to inﬂ ict on the material 
  universe for his  amusement, and many of the most infectious 
  and horrible diseases are Nurgle’s proudest creations. It is 
  their belief that those who die caught in the grip of one of 
  Nurgle’s terrible poxes are swept directly to his realm. 
  Those that sing the praises of Nurgle loud enough are 
  sometimes spared so that they can spread his blessings further, 
  for the church of the Fly Lord is always open to all. Nurgle 
  has many supplicants but there are few with the fortitude to 
  declare themselves as his champions. The few that can survive 
  Great Corruptor’s manifold blessings exhibit a feverish, morbid 
  energy and a preternatural resistance to physical damage.
  The power of Nurgle waxes and wanes as his pandemics 
  sweep across the galaxy. When untold billions fall prey to the 
  newest plagues his strength can overshadow that of any of the 
  other Chaos powers for a period. At other times the power of 
  Nurgle withers away to lie quiescent until circumstances are 
  ripe for it to erupt forth once more. 
  Those that fashion themselves Champions of Nurgle represent 
  a dire threat to densely populated worlds, where close-packed 
  populations are vulnerable to a single contagion. Ships in the 
  void are particularly vulnerable to disease and many dying crews 
  have beseeched the Lord of Decay for his intercession. Such was 
  the fate of the Death Guard Legion when it became marooned in 
  the warp on the long journey to Earth during the Horus Heresy. 
  12
  
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  While they lay becalmed in the Immaterium, a mysterious 
  contagion spread from one to another of the Death Guard’s ships 
  until the entire ﬂ eet was infected. Even the reinforced physiology of 
  the Space Marines could not ﬁ ght off the dire plague as it bloated 
  the guts, distended the ﬂ esh and rotted its victims from the inside. It’s 
  said that when even the Legion’s Primarch, Mortarion, fell victim to 
  the plague he cried out to the Powers of Chaos in his delirium. His 
  desperation to save himself and his Legion called forth Nurgle, and 
  Mortarion became his Champion. Thus, the Death Guard Legion 
  has enjoyed the favour of Nurgle for the last ten thousand years.
  THE DAEMONS OF NURGLE
  The daemons of Nurgle are truly putrid in their appearance 
  and sickening to look upon. Their ﬂ esh pulses with the fever-
  heat of corruption, their innards push through lesions in their 
  putrid skin and their bodies ooze with sticky slime. In contrast 
  to their hideous appearance, Nurgle’s daemons are cheerful, 
  energetic beings that show a disturbingly friendly demeanour. 
  They are jovial in their work and show great pride in their 
  accomplishments, interpreting the groans of the afﬂ icted as 
  expressions of gratitude justly won by their efforts. 
  The most powerful daemons of Nurgle are called Great 
  Unclean Ones. Great Unclean Ones are facsimiles of the god 
  himself both physically and in spirit. Every Great Unclean One 
  is also Nurgle himself in some sense, and their followers often 
  refer to them as “Papa” or “Father Nurgle.” Great Unclean Ones 
  are seldom deathlike or morbid in character; in fact, they are 
  usually  motivated by the same trivial enthusiasms that drive the 
  living. They are gregarious and even sentimental in their nature 
  with a remarkable fondness for their followers. They often refer 
  to their followers as their “Children” and take great pride in their 
  appearance and oddly endearing behaviour.
  The common daemons of Nurgle are known as Plaguebearers. 
  These have a more approximately humanoid shape and lurch 
  along on stick-thin limbs. Plaguebearers have single eye and a 
  single horn, and chant in continuous monotone. They are also 
  called the “Tallymen of Nurgle,” as it is said that they constantly 
  strive to enumerate the endlessly changing number of plagues 
  and poxes in the universe. Despite their decrepit appearance 
  Plaguebearers are extremely dangerous in battle. A single scratch 
  from their rusted swords is sufﬁ cient to bestow a plague that 
  sends its host to Nurgle’s realm without delay.
  The lowliest servants of Nurgle are the Nurglings, tiny daemons 
  that look like miniature representations of Nurgle himself. They 
  are mischievous, agile and constantly active slinking in the 
  shadows of his champions or gathering in squealing hordes 
  around Great Unclean Ones. Swarms of Nurglings overwhelm 
  their enemies through sheer weight in numbers, using their 
  scrabbling, diseased claws to pull down larger opponents so that 
  they can gnaw at them with ﬁ lth-caked fangs.
  Nurgle is the age-old enemy of the Chaos Power Tzeentch, the 
  Lord of Change. Their energies come from diametrically opposing 
  beliefs; Tzeentch’s power derives from hope and changing 
  fortune while Nurgle’s comes from deﬁ ance born out of despair 
  and hopelessness. The followers of Nurgle often pit themselves 
  against those of Tzeentch in complex political intrigues in the 
  mortal realm, forever attempting to mire his schemes for change 
  in dull minded conservatism and parochial self-interest. Their 
  corrupting inﬂ uence is often successful in thwarting the Architect 
  of Fate and they erode at his accomplishments constantly, safe in 
  the knowledge that whatever survives the collapse into entropy 
  becomes their inheritance.
  13
  to their followers as their “Children” and take great pride in their 
  appearance and oddly endearing behaviour.
  appearance and oddly endearing behaviour.
  13
  13
  I have found records that Dr. Linschoten travelled widely on Aog before his eventual death. In his travels 
  he spread rots and agues without number through the pricking of patients with infected instruments and the 
  dispensing of contaminated potions. His notions of treatment through exposure exceeded sanity to the point 
  where he cultivated the diseases of those in his charge as a farmer tends his crops, more solicitous of the 
  distempers themselves than the mortal flesh that bore them.
  - Interrogator Jorgan Malpire, during his investigations of the Aog Port-Moon
  DLinschoten 6.567.544.M41
  I, Magir Linschoten, am recently arrived to the port moon of Aog, to fill the post of chief chirurgeon in the port’s largest mercy-house, the Alburae.
  DLinschoten 6.580.544.M41
  On Aog, while the priestly classes deal with matters spiritual, the Qaidyas look to the ailments of the body. The Qaidyas, of course, practice Eyuridea and as with Eyuridic 
  physicians elsewhere they had reached their heyday centuries before my arrival. Inbreeding, blind and unquestioning obedience to ancient texts and a failure to innovate have gradually 
  diminished their capabilities. They are still held in great regard for all that, and many local customs honour them. Not least of these is their entitlement to wear a special broad-
  brimmed hat hung with chimes that is forbidden to all others. I have determined to win myself a Qaidya’s hat to prove my ability to the natives.
  DLinschoten 6.583.544.M41
  The sicknesses and diseases of Aog that are most common come with the change of the seasons and the weather. There is a sickness called mordexijn that steals upon the men it 
  weakens, making them cast out all that is inside their bodies and oft times their lives as well. The bloody flux is very common and as dangerous as the plague. They have many 
  continual fevers that are burning agues that consume men such that within four or five days they are whole or dead. This sickness is very common and dangerous, but the natives do 
  cure it with herbs and ointments. I have petitioned the elder Qaidya to teach me this recipe, but the Qaidites are as jealous of their recipes as they are of their newborn sons.
  DLinschoten 6.600.544.M41
  The Alburae is filled to bursting point. They lie in the corridors and between the bunks in the ward. The street outside is filled with those too poor to gain admittance. 
  A hot fever-wind has blown from the hills for weeks without surcease. Men fall in the streets and are dead before they can crawl to their homes. The sweet scent 
  of putrefaction hangs over everything, a thick and evil cloud that saps the will and dulls the mind. While the Qaidyas send up prayers with their drums, I have 
  tried every method of treatment known to me; I have dispensed every medicine and tincture I have mixed since my days of apprenticeship. All of it avails me naught. 
  Day by day the corpse-piles grow higher.
  DLinschoten 6.611.544.M41
  Uzao, the master of Qaidyas came to the Alburae this morn. He is a wizened old creature with a hat so broad that his attendants bore its chiming brim aloft on 
  poles. He laughed aloud at our efforts and told me the Lord of Flies would show mercy only when his tally was fully made. In desperation I beseeched him for 
  his aid and a clear understanding of the all-destroying ague no matter the cost. I feel my humility and my heartfelt plea must have moved him for he has promised 
  to conduct me to his ceremonies and show to me his secret power. 
  DLinschoten 6.615.544.M41
  A miracle!  The terrible plague is broken, ebbing away as if it were the Great Lake at low tide. Men on the brink of death awaken as if from a fevered dream, 
  stand and walk from the Alburae showing no hint of sickness. Uzao’s wisdom astounds me, his view of the body not in anatomical terms but in aetheric ones revealing 
  the folly of my prior thinking. A man must be treated whole, in body and spirit both, to pave the way for his survival. The unction that Uzao has taught me, a simple 
  blessing of his primitive gods, wields greater curative powers than anything I have witnessed previously. I have sworn not to speak of the sights I saw so I restrain 
  myself only to this—I have come to an apotheosis of mind and spirit.
  
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  KHORNE
  “Servants of the Lord of Slaughter stood from horizon to horizon, 
  ﬁ lling the air with their shrieks, gibbers and howls of blood. Their battle 
  banners strained in the coppery wind that blew across the ranks. It was 
  a banner of deepest, darkest red, with but a single rune and a legend of 
  simple devotion: Blood for the Blood God. At some secret signal all fell 
  silent and then came a single shriek of dark and bloody loyalty, a pact 
  of hate and death. It echoed from leathered skins, and grew to shake the 
  clouds... and far above the daemons’ ranks, there was an answering roar 
  of bloody approval, torn from Khorne’s brazen throat.”
  –The Tome of Blood
  Khorne is the Blood God, the angry and murderous lord of battle. 
  He is said to be the warrior god whose bellows of insatiable rage 
  echo through time and space back to the ﬁ rst act of violence 
  ever committed. Devotees of the Ruinous Powers have debated 
  forcefully about the primogenesis of the Blood God for millennia. 
  Some hold that it was the will of Khorne that ﬁ rst impelled a 
  primitive to seize a rock and brain one of his fellows in a ﬁ t 
  of murderous rage, thereby triggering the spiral of violence that 
  fed the Chaos Power into the formidable force it has become. 
  Others declare that it was the ﬁ rst mortal impulses of fury that 
  breathed life into Khorne, and that he represents the primitive 
  lust for violence lurking in every mortal heart. However, the true 
  disciples of Khorne care nothing for such debates as they are 
  fully engaged with slaying all that come to hand.
  Khorne’s followers are the most ferocious warriors in 
  the universe, and the Blood God abhors magic, sorcery and 
  other unworthy tricks. The blood of magi is said to make a 
  particularly welcome sacriﬁ ce to Khorne’s unquenchable thirst. 
  Some justify their slaughter through honour, bravery or pride 
  but the most fanatical know that only the bloodshed matters. 
  Khorne’s disciples believe that  His great throne of brass 
  sits upon a mountain of skulls in the midst of a sea of blood, 
  evidence the sacriﬁ ce of his countless followers slain in battle and 
  the multitudes killed in his name. They hold that Khorne is the 
  Chaos Power that embodies mindless and absolute violence, the 
  wild blood lust that, once unleashed, yearns to destroy everyone 
  within reach whether they be friend or foe. Such true believers 
  are few in number and they grow fewer all the time as his 
  devoted followers gleefully send one another into his embrace, 
  knowing that Khorne cares not from where the blood ﬂ ows. 
  Depictions of Khorne often show him as a titanic, armoured 
  ﬁ gure covered from head to foot in plates of strange and alien 
  design. The ﬁ gure’s armour is usually elaborately carved and 
  worked with a repeating skull motif while his head is covered 
  by a great winged helm showing a bestial, snarling face 
  beneath. In most images, Khorne bears a rune-covered sword 
  or axe, though in more primitive cultures he is often shown 
  only with ﬁ sts or claw-like hands.
  In spite his apparently self-destructive aspects Khorne is 
  overtly the most potent and active of all the Chaos Powers. 
  Endless wars and bloodshed in the mortal realm fuel it with 
  the skulls of the slain, constantly drawn into its raging depths. 
  Khorne needs no honeyed promises or convoluted plots to 
  draw mortals into his realm; the anger and fury lurking just 
  below their civilised demeanour is often more than enough. 
  The path to Khorne’s domain can be just as slippery as any 
  represented by the other, more subtle Ruinous Powers. The 
  instinct to violence is a necessary one in a hostile universe, 
  and is lauded in protectors or liberators. Many societies must 
  14
  In spite his apparently self-destructive aspects Khorne is 
  overtly the most potent and active of all the Chaos Powers. 
  Endless wars and bloodshed in the mortal realm fuel it with 
  the skulls of the slain, constantly drawn into its raging depths. 
  Khorne needs no honeyed promises or convoluted plots to 
  draw mortals into his realm; the anger and fury lurking just 
  below their civilised demeanour is often more than enough. 
  The path to Khorne’s domain can be just as slippery as any 
  represented by the other, more subtle Ruinous Powers. The 
  instinct to violence is a necessary one in a hostile universe, 
  and is lauded in protectors or liberators. Many societies must 
  
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  literally ﬁ ght to survive and they celebrate their members for 
  their ability to defend themselves and others. 
  So it is that soldiers, commanders, and even law enforcers 
  begin their slow slide into Khorne’s embrace with the noblest of 
  intentions. A desire to protect their loved ones warps gradually 
  into a determination to ﬁ ght back against those that threaten 
  them. Martial pride and a sense of brotherhood are fostered to 
  protect against hostile outsiders, and the authorities direct the 
  urge to inﬂ ict harm against those designated as undesirable. 
  Under the banners of protection wars are begun that consume 
  whole populations, under the guise of efﬁ ciency bombs are 
  dropped and death camps are built, under the proclamation of 
  necessity billions of lives are destroyed. 
  Outside the constraints of the Corpse-God’s Imperium, 
  those that go into battle commonly beseech Khorne in one 
  of his warrior-god aspects to grant them some measure of his 
  boundless fury. Victories are dedicated to one of his many 
  names and defeats are repaid with blood sacriﬁ ces to win 
  back his favour. Leaders of opposing armies strive to show 
  that the favour of the Blood God is with them, and his 
  greatest Champions are capable of winning the support of 
  entire planets with the very rumour of their presence. Many 
  of Khorne’s mortal followers strive for conquest on a vast 
  scale by training armies and gathering ﬂ eets to hurl against 
  the universe. Their success or failure is a matter of no import 
  to him, as Khorne waxes strongest wherever mortal ambitions 
  clash, regardless of the outcome. 
  THE DAEMONS OF KHORNE
  Daemons of Khorne are fearsome entities of the kind most 
  commonly associated with terrifying legends. Their horns, 
  fangs, blood-red hides, and blazing eyes leave little doubt as 
  to their murderous intent, and their ferocity is truly matchless. 
  Only a fool treats with the daemons of Khorne without a ready 
  source of blood sacriﬁ ces to trade for his own life. If a petitioner 
  can evade death long enough a bargain is easy enough to 
  strike—the ravening entities desire only to be unleashed on 
  a victim, any victim, and joyfully charge into battle at the 
  ﬁ rst opportunity. Of course such daemonic cohorts make for 
  dangerous allies, apt to turn upon any that come within their 
  reach, but for many that serves their purposes admirably.
  The greater daemons of Khorne are known as Bloodthirsters 
  and said to be the most favoured of his servants. Bloodthirsters 
  exist purely for combat and combat alone. Their bloodlust 
  extends far beyond mortal comprehension, and they attack 
  everything within reach with terrible ferocity. They do not 
  know fear, other than of Khorne, and act regardless of the cost 
  or consequences, although the usual consequences are death 
  for whatever they face. Their immense pride in their ﬁ ghting 
  abilities rarely permits them to call upon allies or servants and 
  they usually rely purely upon their own strength and skill.
  The rank and ﬁ le of Khorne’s vast daemonic legions are 
  called Bloodletters. These are said to be formed from the 
  mightiest mortal souls that met their deaths drenched in 
  blood. Reborn as Bloodletters they appear as horned, red-
  scaled, man-like ﬁ ends with elongated skulls and black 
  tongues lolling from fang-ﬁ lled jaws. They clutch razor-
  edged hellblades in their taloned claws, weapons honed to 
  perfection on the souls of all those that have fallen in battle 
  with the armies of Khorne. Like all daemons of Khorne, the 
  ferocity of Bloodletters is boundless, and they attack any 
  foe without hesitation. A horde of Bloodletters in battle 
  is an almost unstoppable force, their power exponentially 
  increasing in magnitude as the frenzied slaughter continues.
  Great and terrible beasts also attend the ranks of the Blood 
  God’s legions, the so-called Juggernauts and Flesh Hounds 
  of Khorne. Flesh Hounds are lean and deadly hunters that 
  pursue their prey relentlessly across the trackless Realms 
  of Chaos. Those with witch-sight babble about blood-
  red hounds that hunt them through their dreams, whose 
  rage-ﬁ lled howls continue to echo in their waking minds. 
  Juggernauts are hulking, bestial amalgams of machine and 
  metal. Piston-like limbs drive the Juggernaut’s brass-skinned 
  body forward with the force of a battering ram, crushing 
  its victims with appalling force. These monstrous beasts are 
  ridden by daemons and champions in battle. 
  Khorne hates and despises the Chaos Power Slaanesh 
  above all others. The self-indulgent sensuality of the Prince 
  of Pleasure is an affront to the warrior instincts of Khorne. 
  The sense of duty, honour, and self-sacriﬁ ce that fuels part of 
  Khorne’s existence is an anathema to the followers of Slaanesh, 
  and the very antithesis of their own philosophy of self-
  indulgent pleasure seeking. The daemonic servants of Khorne 
  and Slaanesh often attack each other on sight, and their mortal 
  followers are often no less eager to join battle. 
  However, Khorne also has little respect for Tzeentch, the Arch 
  Conspirator. Tzeentch’s patronage of wizards and manipulators 
  intensiﬁ es the antipathy between their respective followers and 
  they are frequently in conﬂ ict. However, both Powers make 
  common cause when the prospect for bloodletting is great and 
  Tzeentch’s unguessable schemes can be advanced through their 
  mutual efforts. At such times the star of Chaos waxes strong 
  in the mortal realm as the two most potent gods temporarily 
  join forces and send their legions to war. Such mercurial pacts 
  seldom endure for long before Khorne’s disciples or Tzeentch’s 
  manipulators inevitably turn on their erstwhile allies. 
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  manipulators inevitably turn on their erstwhile allies. 
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  “And lo’ we beheld a Daemon Lord come in the full panoply of battle. At his passing the trees gibber with rage, the earth writhes at his presence, 
  and the stones shout their hate to the uncaring sky. He hunts the enemies of his Master, for his meat is mortal flesh and his wine mortal blood.
  At his left hand moans a Daemon, bound in the shape of an axe. Its songs of blood and hatred echo forth, and fill the sky with a wailing that stirs 
  the dead. At his right hand stand lesser Daemons, huntsmen all, straining at the leashes of the hounds. They chomp upon the shades and spirits 
  they have harried, throwing morsels of innocence to each other, so that all may sample the sweetest of meats.
  Behind him wait the Legions of his Master, arrayed in armour ﬂ uted and chased with gold, brighter than the sun and darker than midnight. Each holds a 
  shrieking sword, and each shrieks in disharmony with his blade. Each joins the chorus of Chaos, a promise worse than death for those who hear it.”
  
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  SLAANESH
  “Take care lest your protests become tiresome. I have asked for 
  so little! Anyone would think that I had asked you to sacriﬁ ce 
  yourselves and your sons! And yet, in Slaanesh’s boundless and 
  pleasing mercy, I have asked only for your daughters. Surely you 
  would not deny me my small enjoyments?”
  –Tyrell, Renegade Lord of Arden IX
  Slaanesh is also known as the Lord of Pleasure, or the Prince 
  of Chaos. It is the Ruinous Power dedicated to the pursuit 
  of hedonistic pleasures and the overthrow of constraints. It 
  is said that Slaanesh is the youngest of all the Chaos gods, 
  and was brought into being by the decadence of the galaxy-
  spanning Eldar civilisation. Slowly, over many centuries, 
  the projected lusts and desires of the highly-psychic Eldar 
  coalesced in the warp to create the new power. As the entity 
  grew, the Eldar themselves were increasingly affected by its 
  inﬂ uence, driven to new heights of depravity in pursuit of 
  their jaded lusts. The spiral became tighter as the increasingly 
  frenzied activities of the Eldar spurred Slaanesh towards full 
  wakefulness, even as its dreams stirred their darkest desires. 
  The Eldar race became trapped by its own dark nature, 
  one that asserted itself more and more as Slaanesh’s inﬂ uence 
  grew. The more it drove them into moral, social and artistic 
  decadence the more the Eldar fought against it, but it was a 
  hopeless struggle. Slaanesh was like an expanding balloon, 
  straining outwards as pressure built inside, and it was only a 
  matter of time before it burst. In the moment of Slaanesh’s birth 
  the golden empire of the Eldar was irrevocably shattered. The 
  terrible psychic scream of the newborn god shattered heaven 
  and earth, its shock-wave spreading outward through the warp 
  to deal a numbing blow to the soul of every living thing. 
  It was too much for the psychically attuned Eldar to 
  endure. Their souls were drawn into the growing Power of 
  Slaanesh and their bodies evaporated as Chaos boiled into 
  their minds. The warp energy unleashed by Slaanesh’s birth 
  tore out the heart of the old Eldar empire and transformed 
  into it the vast region of warp overlap now called the Eye 
  of Terror. Wherever Eldar populations were densest, the 
  warp literally spilled through their minds and into realspace, 
  creating new areas of warp overlap all over the galaxy. 
  The once-proud Eldar were left a broken, hunted people 
  scattered through space, bitter with the knowledge that if not 
  for them, Slaanesh—the Depraved One, the Great Serpent, 
  She Who Thirsts—would never have been born. 
  Slaanesh represents the locus of the fallen Eldar race’s deepest 
  desires; the yearning for luxury and hedonistic over-indulgence, 
  the exercise of cruel and unnatural passions, the pursuit of 
  forbidden vices and unspeakable carnality. The Pleasure Lord 
  always holds open the  thrilling promise of the forbidden and 
  the exotic beyond the boundaries of moral and societal laws. 
  The siren call of its illicit pleasures draws everything from jaded 
  planetary governors to mass pleasure cults onto Slaanesh’s paths. 
  Of all the Chaos Powers the Prince of Pleasure can offer the 
  greatest temptations to the common man, those without any 
  desire to be conquering warriors or clever sorcerers. The ﬁ rst 
  weavings of Slaanesh’s subtle inﬂ uence can be as humble as a 
  desire for rest or as simple as an end to hunger and he is said to 
  capture many souls both willing and unwilling in his nets. 
  The followers of the Prince of Chaos pursue ever-greater 
  heights of experience, seeking pleasure in increasingly 
  extreme and outrageous fashion. Slaanesh’s inﬂ uence often 
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  reaches into the upper echelons of hierarchies where the 
  greatest luxury and privilege resides, corrupting nobility and 
  wealthy families. It can be seen at its most insidious among 
  those that strive for rectitude, as if the Prince of Chaos takes 
  particular joy in corrupting those that dare to proclaim 
  themselves as upright souls. Even the most pious pontiff must 
  rest sometime, and when he does the unconscious desires 
  in his dreams betray him to the Master of Carnal Joys. The 
  more civilised a society becomes, the more frequently seeds 
  of corruption planted by Slaanesh sprout within it. As leisure 
  becomes widespread the unconscious wants of the many are 
  led down dark paths by the subtle inﬂ uence of Slaanesh. 
  Countless worlds have fallen into complete anarchy when 
  Slaanesh pleasure cults became so widespread that all order 
  was lost in an insane frenzy of self-gratiﬁ cation. On many, 
  the Fall of the Eldar is reenacted in microcosm as society 
  collapses and the howling winds of Chaos ravage the world 
  through the minds of its psykers. The handful of gibbering 
  survivors that are sometimes left behind are so changed 
  by the experience that they can no longer be called in any 
  sense mortal or sane. Certain Inquisitors of the Imperium 
  have cultivated a particular loathing of the followers of the 
  Slaanesh for the corruption they spread so readily through 
  the corpse-god’s mortal realm. Their efforts to suppress the 
  pursuit of pleasure inevitably brings an ever-widening wide 
  circle of recidivists, smugglers, criminals, and black marketers 
  into contact with Slaanesh’s mortal adherents. 
  Depictions of Slaanesh show it as an androgynous or 
  hermaphroditic being of unearthly, unnatural and disturbing 
  beauty. Two pairs of slender horns rise from the god’s ﬂ owing 
  golden hair. Slaanesh is often depicted wearing luxuriantly-
  lined, form-ﬁ tting armour and bearing a jade sceptre that is 
  said to be his greatest treasure. His worshippers engage in great 
  orgies involving every vice and perversity to praise the Lord 
  of Pleasure, where the death of many through exhaustion and 
  over-stimulation is taken to be a sign of the Prince’s favour. His 
  devotees say that any extremity of sensation or emotion can 
  open communion with Slaanesh, for the echoes of his birth 
  scream reside in every mortal soul. They pursue a rapturous, 
  tortured, orgasmic drug-fuelled state of hyper-sensuality, their 
  souls burning bright and hot like shooting stars as they plunge 
  ever deeper into the psychic maelstrom that is Slaanesh.
  THE DAEMONS OF SLAANESH
  The Daemons of Slaanesh possess some elements of the perverse 
  and unnatural beauty of their master, a beauty that provokes 
  loathing and desire in equal measure. Their very presence evokes 
  a tide of sensuality strong enough to drown a living soul, while 
  their seductive promises can enslave even the stoutest heart. 
  Their physical forms are both beguiling and monstrous, fairness 
  and foulness intermingling to blast the soul of the viewer with 
  their monstrous dichotomy.
  The greater daemons of Slaanesh are called Keepers of Secrets; 
  gorgeous, terrible beings that are said to hear the secret whispers 
  made in every soul. Few can describe the sensations of shameful 
  lust and dark ecstasy that attends a Keeper of Secrets, a heady 
  tocsin of fear and fulﬁ lment that can shiver a mortal mind into 
  pieces. Making a pact with a greater daemon of Slaanesh is the 
  most thrilling and dangerous thing to undertake in the universe. 
  A Keeper of Secrets takes a gloating, sadistic pleasure in breaking 
  down the last barriers to full ecstatic rapture, mercilessly shearing 
  away the last dignities and presumptions of a snared soul until it 
  is left naked and quivering before its bestial lusts. 
  The lesser daemons of Slaanesh are known as Daemonettes. 
  They are lithe-bodied, crab-clawed creatures with attractive, 
  pale faces marred by fanged mouths and green, saucer-like eyes. 
  Their hypnotic, blasphemous beauty is as much a weapon as 
  their razor-sharp claws, blinding their enemies with a mixture 
  of revulsion and lust. Daemonettes have been known to weave 
  perverse sorceries with their lascivious dancing and singing, 
  corrupting the senses and bafﬂ ing the mind with altered 
  realities. Their laughter charms the senses as the tinkling of 
  delicate chimes, even as they precisely and painfully tear their 
  victims limb from limb. 
  Daemonettes often ride upon weird, bipedal beasts known as 
  the Steeds of Slaanesh. These are spindle-limbed, ﬂ eet-footed 
  beings that are faster than any mortal steed, with impossibly 
  long whip-like tongues protruding from their vaguely equine 
  heads. The questing tongue delivers a paralysing shiver 
  of unholy ecstasy to whatever it touches, rendering its prey 
  helpless before the attentions of its rider.
  Slaanesh is said to have little interest in the other Chaos 
  Powers, being too caught up in his own pleasures to be interested 
  in alliances or co-operation. However, the followers of Khorne 
  with their boorish beliefs in bloodshed for its own sake are 
  particular enemies. Cults dedicated to Khorne and Slaanesh clash 
  frequently in the mortal realm just as their daemonic legions are 
  believed to battle endlessly in the Realm of Chaos. 
  Slaanesh’s comparative weakness in direct confrontations 
  is balanced by his endless capacity for corruption, often even 
  leading Khorne’s faithful astray through their own battle lust. A 
  widespread and technologically advanced conﬂ ict is particularly 
  vulnerable to Slaanesh’s inﬂ uence as a single well-placed convert 
  can have the means to wreck a ﬂ eet or destroy an entire city. 
  Wherever Khorne’s followers become most strident those of 
  the Slaanesh can be found working subtly in the background to 
  bring about their opponents’ downfall.
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  a tide of sensuality strong enough to drown a living soul, while 
  bring about their opponents’ downfall.
  a tide of sensuality strong enough to drown a living soul, while 
  their seductive promises can enslave even the stoutest heart. 
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  Servants of Slaanesh, by their incantations, conjuration and accursed crafts, have seduced, depraved and corrupted both 
  Man and Beast, bringing them low in the sight of others. Numberless are their enormities and horrid offences; heinous and 
  wicked their every action. Revelling in perversity and debasement, twisted in mind and body, these insidious servitors of the 
  Pleasure Lord take delight in all manner of abominable and unclean deeds. The denizens of Slaanesh spread the depravity of Chaos to 
  the unwary and uncaring with heretical crimes that cry out against nature and the true order of the world.
  Amassed on the ﬁ eld of battle, the electric colours of their contorted forms offend the eye as their diseased lewdness offends the 
  mind. Half-bared torsos of pink and blue boast of unreined lust; others display limbs of glistening greens and yellows—pale shades of 
  corruption which belie the darkness they hide inside. They have abandoned the last vestiges of true decency and sacriﬁ ced their humanity 
  to serve the Dark Power of the Master of Carnal Joys and spread his corruption among the innocent.
  
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  TZEENTCH
  “You claim to be a plotter beyond compare because your plan 
  anticipates failure and turns it to success? When your failures put 
  schemes into motion that in turn ﬂ ounder, only to spawn new designs 
  whose failure is all part of some master plot... then you still cannot 
  master the schemes of the Changer of Ways.” 
  –De’Lanishel, Eldar Warlock
  The enigmatic Chaos Power Tzeentch is known by many 
  titles including the Changer of the Ways, the Master of 
  Fortune, the Great Conspirator, and the Architect of Fate. 
  These titles reﬂ ect its masterly comprehension of the twisting 
  paths of destiny, history, intrigue, and plots. The hopes and 
  plans of every man and every nation whisper through its 
  many-chambered mind. Its all-seeing eye watches as plots 
  unfold and intrigues alter the course of history. 
  Although far from the ﬁ rst to exhibit such traits, mankind is 
  a notably volatile and ambitious species. Tzeentch feeds upon 
  the need and desire for change that is so much a part of human 
  nature. All men dream of wealth, freedom and a better tomorrow. 
  The conﬂ uence of these desires creates a powerful impetus for 
  change, just as the ambitions of leaders create a force that can 
  change history. Tzeentch is the embodiment of that force.
  Tzeentch is not content to merely observe the fulﬁ lment 
  and disappointments brought by the passage of time. It works 
  its own schemes, plans so complex and convoluted that they 
  touch upon the lives of every mortal, whether they know it or 
  not. Tzeentch’s true intentions are hidden behind layer upon 
  layer of interweaving plots so convoluted and so long-term 
  that no mortal can hope to understand them. Perhaps Tzeentch 
  plans to overthrow the other Chaos Powers, or to extend his 
  dominion across mortal realms, or to achieve some unguessable 
  apotheosis. Perhaps Tzeentch plots endlessly because that is its 
  driving force, and its schemes can never achieve fruition as they 
  twist constantly into new plans and conspiracies.
  Whatever Tzeentch’s ultimate purpose, he pursues it 
  by manipulating individual lives and thereby altering the 
  course of history. The aura of magic and power around the 
  god Tzeentch commonly draws inﬂ uential people into its 
  orbit; leaders, generals, and merchant princes looking for a 
  way to pursue their ambitions or overcome their enemies. A 
  glimpse of the future can be all that it takes to win a political 
  conﬂ ict or close a deal, a simple spell might bury evidence of 
  wrongdoing where no investigator would ever ﬁ nd it. All of 
  these  possibilities make irresistible temptations for those that 
  dare to follow the path of Tzeentch.
  A subtle nudge here or there and these inﬂ uential 
  individuals can in turn enmesh millions of lives in Tzeentch’s 
  grand schemes, lending it a disproportionate amount of power 
  in comparison to its number of followers. However, few of 
  Tzeentch’s plots are straightforward, and many at ﬁ rst appear 
  contradictory or even seem to act against its own interests. 
  Only the Changer of the Ways can see all the threads of 
  potential futures weaving on the loom of fate. 
  Of all the Chaos Powers, Tzeentch is said to be the most 
  accomplished magician. Warp-magic is one of the most potent 
  of all the agents of change and wielding it requires matchless 
  ambition and hunger for power. Those who style themselves 
  Champions of Tzeentch are often sorcerers of the most 
  powerful kind. Any individual that pursues the learning of 
  warp lore eventually discovers Tzeentch and feel the subtle tug 
  of the rewards it can offer. Of all the Chaos Powers, Tzeentch 
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  can appear the most rational and safest to deal with, granting 
  huge dividends in exchange for seemingly inconsequential 
  demands. Of course, it quickly becomes clear that once they 
  are caught up in Tzeentch’s schemes, there is no escape.
  Images purported to depict Tzeentch are rare, and normally 
  conﬂ icting in their nature. Some show him as having the 
  characteristics of birds or ﬁ sh but most depict the Master of 
  Magic as a long-armed, manlike ﬁ gure with its face sunk low 
  down between his shoulder blades. Huge, asymmetrically 
  curving horns appear to spring from the ﬁ gure’s shoulders. Those 
  that claim to have witnessed the Changer of the Ways in their 
  dreams say that his skin crawls with constantly changing faces 
  leering and mocking the onlooker. As Tzeentch speaks, these 
  faces sometimes echo what he says with subtle but important 
  differences, or provide a commentary that throws doubt on the 
  words spoken. They say that the ﬁ rmament about the Architect 
  of Fate is heavy with brooding magic. Languid coils of essence 
  weave like thick smoke around its head, forming subtle patterns. 
  The vagrant forms of people and places appear in the vapours as 
  Tzeentch’s mercurial mind contemplates their fate.
  THE DAEMONS OF TZEENTCH
  Daemons of Tzeentch are highly magical, with the lesser forms 
  being entirely formed from constantly shifting patterns of 
  unstable warp-energy. Greater daemons of Tzeentch are known 
  as Lords of Change. These are described as massive, birdlike 
  entities that are surrounded by a bright shifting aura of sorcery. 
  Their bodies and wings shimmer with a thousand iridescent 
  colours and their claws are said to be glittering diamonds. The 
  gaze of a Lord of Change can penetrate the very depths of a 
  mortal’s soul, reading the thread of his fate and his ultimate 
  destiny at a glance. 
  Lords of Change are possessed of all the scintillating 
  brilliance and deep wisdom of their master, but each is its 
  own creature with its own agenda. It is not uncommon for the 
  agents of different Lords of Change to clash in pursuit of their 
  own schemes, no doubt by the design of Tzeentch himself. It 
  is said that no being in the Realm of Chaos understands the 
  ﬂ ow of the warp as naturally as they do, and that bargaining 
  for their help brings success in the most desperate of schemes. 
  However, a pact with a Lord of Change is as convoluted and 
  inescapable as a web of steel, and the soul of the supplicant is 
  the price for even the smallest morsel of wisdom.
  The lesser daemons of Tzeentch are living ﬂ ames of warp 
  energy that cavort and twist in time to insane piping. They 
  ﬂ icker along invisible patterns of change and fate in the 
  Empyrean, brieﬂ y whirling into existence where the winds of 
  magic blow strongly enough. Mortals know of two kinds of 
  Tzeentch lesser daemons, Horrors and Flamers.
  Horrors of Tzeentch possess long, gangling limbs protruding 
  from a thick, trunk-like torso with no head. The Horror’s leering 
  face normally appears in its chest but may shift from moment 
  to moment, slithering away to another part of their anatomy at 
  random. Glowing warp energies wreath Horrors with pink and 
  blue light as they bray and cackle blasphemously, their sucker-
  tipped ﬁ ngers drooling with warp stuff. In combat Horrors 
  playfully pull apart their enemies and burn them with aetheric 
  ﬁ res. Striking them only splits them into miniature versions of 
  themselves which caper and gibber with undiminished vigour. 
  The so-called Flamers of Tzeentch are even more strange and 
  disturbing entities than the Horrors. They display no man-like 
  characteristics at all, appearing only as thick trunk of living ﬂ ame 
  topped by waving tendrils spouting tongues of pink warp-ﬁ re. An 
  inhuman, beaked visage can sometimes be glimpsed on the torso 
  of the being but its voice is only the roar and crackle of ﬂ ames. 
  Daemons of Tzeentch are capable of granting great powers to 
  their followers. They may perform seemingly complex magical 
  undertakings by instinct, making rites and summons with 
  a level of energy that a mortal sorcerer could never dream of 
  wielding. Thus, according to Tzeentch’s unguessable whims, a 
  mass of Horrors might open a warp rift through their collective 
  efforts, or just as likely close one, or disperse a dozen seemingly 
  unrelated incantations, causing rifts to open or close in the future.
  Mention should also be made of the Discs of Tzeentch, 
  shark-like predators of warp space that are sometimes used 
  as mounts by Champions and Daemons of the Changer of 
  the Ways. These beings take the shape of ﬂ attened, plate-
  like creatures rimmed with vicious teeth and spikes to slice 
  through their prey. In the endless depths of the Realm of 
  Chaos shoals of these creatures mercilessly hunt lost souls, 
  but Tzeentch’s followers know the secrets of capturing them 
  and binding them to service as fast and agile mounts.
  The antithesis of the Chaos Power Tzeentch is that of 
  Nurgle, the Lord of Decay. Tzeentch’s energy is derived from 
  the excitement and will to change, the desire to forge one’s own 
  destiny, refashion fortune and gain power. Nurgle’s power comes 
  from a deﬁ ant brand of hopelessness and despair, a moribund 
  acceptance of the way things are born out and a determination 
  to keep plodding forward regardless. In stark contrast, Tzeentch’s 
  followers are often drawn to spark change and revolution in 
  civilised societies, endlessly challenging the established order 
  and breaking open the body politic before it rots from within.
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  energy that cavort and twist in time to insane piping. They 
  ﬂ icker along invisible patterns of change and fate in the 
  and breaking open the body politic before it rots from within.
  and breaking open the body politic before it rots from within.
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  And let it be noted that I saw the Gloaming Worlds of the Screaming Vortex, those corrupted spheres that have drunk so deeply of the winds of Chaos. There I beheld the Chaoticians 
  of Q’sal. These Chaos sorcerers wielded magic in manifold blasphemies apt to scourge the mind’s eye, and controlled their entire world. A voice spoke in my vision, saying that their 
  society is one forged from magic and technology in equal measure. As it spoke I saw that they did indeed make many a foul reﬂ ection of the righteous paths of the Omnissiah. 
  On Q’sal, bound daemons appeared to serve as machine spirits would in other worlds, animating cold metal at their master’s command. Sorcerers soared aloft in vessels impelled 
  by warp-magics so powerful that they could pierce even the turbulent tides of the Immaterium surrounding their world and carry themselves across the void. On benighted worlds 
  they made great trade from pirates and renegades that bought their wares, tithing souls for ships and armaments destined to bring great woe to the citizens of the Imperium.
  The voice spoke again and told me that the Chaoticians profess to follow no single chaos power, and acknowledge no gods. I saw that they were contemptuous of mysticism and 
  mummery, calling their pursuits a science in which knowledge is revered above all else. I saw also that the Chaoticians of Q’sal would pose a more dire threat to other worlds were it 
  not for their proclivity for scheming against one another. Their great power was so fully absorbed in plotting the downfall of their immediate rivals that it was rare for their schemes 
  extend beyond Q’sal itself. I perceived then that their scheming served some higher power and was of such dire portent that its culmination could never be permitted.
  On hearing of this vision those who study such matters have offered me the ﬁ rm opinion that the Chaoticians of Q’sal have become enmeshed by the Great Conspirator. 
  Little do they realise that their hubris and ambition are nurtured by a power that they dismiss as mere superstition—Tzeentch, the Architect of Fate.
  – Excerpt from Inquisitor Melkam Rang’s Librus Heretica Delirium
  
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  The Age of the 
  Imperium
  “You are not free whose liberty is won by the rigour of other, more 
  righteous souls. You are merely protected. Your freedom is parasitic; 
  you take and offer nothing in return. You who have enjoyed freedom, 
  who have done nothing to earn it, your time has come.” 
  –Inquisitor Czevak’s address to the council of Ryanti
  O
  ver one hundred centuries ago the all-powerful 
  Emperor of Mankind was interred in a huge stasis 
  crypt called the Golden Throne in the bowels of 
  the Imperial palace on Ancient Terra. He has not moved or 
  spoken in thousands of years, but his legacy lives on in the vast 
  Imperium he helped to forge through an era of violence and 
  conquest. In the intervening span the Imperium has slowly 
  crumbled, battered by wars from without and dissension 
  from within, but it remains unbelievably powerful. A million 
  worlds united in the name of Humanity; monotheistic, 
  xenophobic, paranoiac, and fuelled by war. With its vast ﬂ eets 
  and uncounted armies the Imperium remains probably the 
  single most powerful entity in the galaxy.
  The Adepts of Terra cling to power ferociously, ruling on 
  in the name of the corpse on the Golden Throne despite the 
  Emperor’s millennia-long silence. They hold the worlds of the 
  Imperium in a constant state of terror, proselytising their zealotry 
  and feeding the fears of the populace to keep them cowed and 
  malleable. An Imperial citizen is raised from birth to believe that 
  unseen forces are gathering to attack them and that their way 
  of life could be destroyed at any moment, and that only the 
  Emperor stands between them and damnation. Under the guise 
  of protection whole populations are held hostage to authoritarian 
  controls; searches, seizures and summary executions are routinely 
  justiﬁ ed under the banner of omnipresent threat.
  The Imperium thrives on war and oppression. Its weapon 
  factories and shipyards run night and day, arming its forces, 
  and faceless conscripts by the billion are hurled into conﬂ icts 
  they cannot win. Imperial citizens are indoctrinated from birth 
  to hate and fear outsiders, and at any given time the Imperium 
  is ﬁ ghting dozens of genocidal conﬂ icts. This perpetual state 
  of war and fear has served the Imperium well over its many 
  centuries of existence, reinforcing its self-righteous declaration 
  of itself as defender of humanity while driving a wedge 
  between itself and other races. The Imperium’s ponderous, 
  gargantuan military grinds relentlessly forward seeking new 
  wars to embroil itself in, driven by its own momentum and 
  blind arrogance. Some joke that an outbreak of peace would 
  be the greatest disaster that could ever befall the Imperium, but 
  in truth the Adepts of Terra are quite able to ﬁ nd enemies in 
  their own ranks. Planets groaning too loudly beneath Imperial 
  tithes are quickly branded as “traitors” or “heretics” and just 
  as quickly feel the iron heel of the Imperial military on their 
  necks.
  On loyalist Imperial worlds witch hunts are actively promoted 
  by the authorities, in particular mutants and psykers are mercilessly 
  singled out and hunted down. Mutants are killed out of hand 
  on many planets amidst calls for ‘genetic purity’, but in places 
  where they are too numerous and too vital to the economy wipe 
  out they are pushed into an underclass despised and feared by 
  “normals.” Psykers have the crueller fate by far. The Imperium 
  lays claim to any individual showing the slightest psychic ability. 
  Periodically, often decades apart, the ominous Black Ships and the 
  agents of the the dreaded Inquisition come to each Imperial world 
  to demand its crop of psykers for processing on distant Terra. 
  The slightest ﬂ icker of potential is enough for the Inquisitors, and 
  their holds are ﬁ lled with  thousands,  young and old.
  All but the tiniest fraction of those who enter the Black 
  Ships are never heard from again. Legends abound of their 
  eventual fate; some say that their souls are fed to the Emperor 
  and that a thousand are sacriﬁ ced every day just to keep his 
  guttering life-spark vital. Others say the psykers are blinded 
  and castrated in both their bodies and powers, and that once 
  diminished they are joined to a great choir that endlessly 
  chants mindless praises to the God-Emperor into the uncaring 
  void. Whatever the fate of the psykers may be, the coming 
  of the Black Ships is a great terror for any world, and their 
  appearance frequently triggers rioting and rebellions from 
  peoples unwilling to give up their own family members to 
  feed the Imperium’s voracious appetite. Such resistance is 
  ruthlessly crushed by whatever means necessary.
  The Imperium is said to encompass a million worlds but 
  accurate numbers are impossible to gauge. In the time taken for 
  reports to cross the galaxy conquered worlds are regained and 
  new ones are lost more quickly than Administratum scriveners 
  can update their ponderous data stacks. The worlds of the 
  Imperium include every conceivable type, from isolated colonies 
  to thriving hive worlds, from mono-culture agri-worlds and vast 
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  orbital forges; wherever man has made a place for himself in the 
  galaxy he stands beneath the shadow of the Imperial eagle. 
  As has been proven in the past, if the forces of the 
  Imperium could ever be uniﬁ ed and set to a single purpose 
  there is nothing they could not achieve. Fortunately for the 
  other inhabitants of the galaxy human endeavour has been 
  thwarted by the unthinkable distances involved in their 
  sprawling empire, internal dissension, and inter-departmental 
  rivalry. Even with the illusion of centralised control given by 
  the Adeptus Terra, parts of the Imperium tens of thousands 
  of light years apart can do little to support one another 
  in practical terms. Instead rulership often devolves down 
  to loosely aligned sub-sets of the most inﬂ uential worlds 
  colluding to exploit their immediate neighbours under the 
  guise of Imperial authority. The Imperium has been far more 
  successful in creating a common cultural and philosophical 
  centre by dominating science, education, and the arts on 
  worlds from one side of the galaxy to the other.
  THE ADEPTUS TERRA
  The Emperor has not spoken a word or moved a muscle in the ten 
  thousand years since he was placed within the Golden Throne. 
  The mechanisms of Imperial control that have built up over the 
  millennia to ostensibly rule in his name are vast and intricate, an 
  interlocking series of Ordo and Adeptus organisations set up to 
  spy on one another while keeping planetary populations in line. 
  They are also frequently blind, autocratic and counterproductive. 
  The powers they wield are frightening and the forces they are 
  able to bring to bear can, and do, destroy entire worlds for daring 
  to defy Imperial authority. 
  Most Imperial citizens fervently hope that the offices 
  of the Imperium never touch upon their lives. That does 
  not prevent billions of them being swept up in endless 
  wars or liquidated in the vast pogroms instituted by 
  over-zealous Imperial servants. The core organisation 
  of the Adeptus Terra is unthinkably huge, the ancient 
  priesthood of Earth billions upon billions strong just on 
  Terra itself. From here the web of its influence extends 
  across the galaxy and its power rests upon every Imperial 
  world. No man is free from its strictures, and no world 
  beyond its titanic reach.
  THE ADMINISTRATUM
  The Adeptus Terra is divided and sub-divided into countless 
  subordinate departments and divisions large and small. The 
  whole is so vast that no one can enumerate with certainty the 
  exact number and purpose of all the parts of it. For example 
  the innumerable scribes, assayers, clerks, and functionaries 
  of the Adeptus Terra are known as the Administratum. 
  Each sub-department of the Administratum has their own 
  writs, legislation, authorisations and areas of responsibility 
  painstakingly preserved and passed down from generation to 
  generation of its membership. In some cases sub-departments 
  exist that are still supposed to report to senior echelons that 
  have long since been abolished, others exist for the express 
  purpose of destroying data collected before it can be seen 
  by anyone. In the Administratum, a hundred centuries of 
  toil has erected a massive ediﬁ ce to mediocrity and rote, 
  with positions handed over from father to son and dogma 
  completely replacing logic. Under its auspices superstition 
  and ritual have become enshrined as unbreakable law. 
  The monumental structure of the Adeptus Terra drives 
  deep into the heart of human existence for those living 
  beneath the Imperium’s shadow. Facts, censuses, and tithes are 
  taken and gathered with mechanical regularity. On Ancient 
  Terra, mountainous cogitator banks absorb input and spit out 
  projections, robed priests dutifully record the results, and pass 
  them along to others with no understanding of their contents. 
  Policy is made and orders are issued with little thought or 
  consideration of the outcome, the interlocking wheels of 
  bureaucracy grinding slowly forward like the mechanism of 
  an ancient and ponderous clock. Armies may be dispatched to 
  wars long ﬁ nished,  or tithes of food taken from famine-struck 
  peoples, but the Adeptus Terra is too vast and monolithic to 
  even perceive, let alone correct, such oversights.
  Legend has it that the priesthood of Earth has expanded 
  its bureaucracy across so much of the planet’s surface that 
  grass and water have long since become forgotten memories 
  buried under kilometres of rockcrete and plasteel. It’s said 
  that miles-long queues of supplicants snake through the grey, 
  faceless wastelands of administration blocks awaiting to see 
  someone in authority. To undertake a journey to Terra is far 
  beyond the means of most citizens, but millions do so each 
  year only to become caught in a labyrinth of centuries-old 
  bureaucracy. In some cases petitioners are born of parents 
  waiting in line, grow old, and eventually die giving their place 
  to their own offspring. “Queue wars” are frequent occurrences 
  when ragged hordes of desperate citizens reach their breaking 
  point and must be brought to bay with the shock mauls and 
  shotcannon of the Adeptus Arbites.
  A MATTER OF PERSPECTIVE
  The history and viewpoints of the Imperium change 
  drastically, depending on whom you ask. To some, 
  the Imperium of Man is a bulwark against the tides 
  of darkness, a brutal but necessary defence against 
  forces that would rip humanity asunder. To others, it 
  is a harsh, crumbling monolith, lashing out with blind 
  fury against those who want to save mankind and lift 
  them to their true potential. It is an obstacle, and one 
  that must be overcome at all costs. 
  Which is correct? Both, and neither. All depends 
  on one’s point of view. A champion of the Imperium 
  such as a Space Marine Brother Captain or Puritan 
  Inquisitor likely takes the former view, or perhaps 
  holds the Imperium in even higher regard. On the other 
  hand, a Champion of the Ruinous Powers (perhaps one 
  of the Traitor Legions of Chaos Space Marines) almost 
  certainly takes the latter view. 
  Needless to say, the following text is penned from 
  the viewpoint of the Disciples of the Dark Gods, those 
  who ﬁ ght against the Imperium of Man, and the forces 
  of order in all their forms. Is it correct? That is for the 
  reader to decide.
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  THE ADEPTUS MECHANICUS
  One huge agency of particular note is the Adeptus 
  Mechanicus, sometimes called the Cult Mechanicus or the 
  Tech-Priests of Mars. The Adeptus Mechanicus are the 
  jealous guardians of Earth’s technological knowledge. The 
  cult owns and administrates the planet Mars, the seat of 
  their power and the source of many of the ships, weapons, 
  and technically advanced machinery used in the Imperium. 
  Other Mechanicus Forge worlds exist scattered across the 
  galaxy, places of incalculable value to the Imperial war effort. 
  Tech-priests and their lobotomised servitors can be found 
  on virtually every Imperial controlled world tending to its 
  machines and factories. 
  The Adeptus Mechanicus is as much an arcane cult as a 
  scientiﬁ c body, obsessed with ﬁ nding and restoring ancient 
  sources of technology but placing little value on research and 
  development of new ideas—indeed, such pursuits are viewed 
  as a dangerous form of heresy by some. Older technology is 
  valued the most, rote-learning and repetition have replaced 
  understanding, and much of the Mechanicus’ greatest 
  knowledge is completely forbidden to outsiders as well as 
  its most of its own membership. The followers of the Cult 
  Mechanicus earnestly believe that all technology is inhabited 
  by “machine spirits” that must be tended and supplicated with 
  the correct rites to ensure continuing function.
  THE PLANETARY GOVERNORS 
  Only a handful of planets are administered directly by the 
  Adeptus Terra, the Ministorum or the Imperial Space Marines. 
  Beyond the precincts of Earth, the Adeptus Terra generally 
  exercises its control of other worlds through its appointment of 
  their Planetary Governors. These are local rulers lent Imperial 
  support in exchange for their unquestioning loyalty. A Planetary 
  Governor holds the nominal rank of Imperial Commander 
  within the Adeptus Terra and is in turn held directly responsible 
  for the order and productivity of their world. If they are 
  successful, the Administratum is content to take no further 
  interest in their world beyond collecting its tithes, leaving the 
  governor free to rule as he sees ﬁ t. Withholding tithes and 
  failure to keep order or execute Imperial decrees in a timely 
  fashion are grounds for summary execution. 
  The Planetary Governor’s role is a critical one; he or she 
  must continually walk on a knife’s edge between the wants 
  of their own society and the requirements of the Imperium. 
  The exchange with the Imperium is not always entirely 
  one-sided; the trade and technology gained may improve a 
  world, and Imperial forces backed up by more rigorous laws 
  make it a safer place. However, with so many worlds living 
  under a continual state of martial law, the populations they 
  control are often opposed Imperial rule, and their higher 
  echelons especially so. It falls to the Planetary Governor to 
  enforce unpopular new laws and extract additional taxation 
  while placating a dizzying plethora of Imperial authorities, 
  departments, and ofﬁ ces with their own demands. 
  Some Planetary Governors try to balance the needs of their 
  society against the demands of the Imperium with varying 
  degrees of success, although liberal agendas are frowned upon 
  by those in high ofﬁ ce. Most Planetary Governors take the 
  easy route and dedicate themselves only to appeasing their 
  Imperial masters no matter what the cost to their homeworld. 
  Indentured servitude, strip mining, and mass industrialisation 
  become common practices on such “civilised” worlds. Rebels 
  and dissenters can always be crushed with the ready and often 
  uninvited assistance of a number of Imperial agencies. In the cycle 
  of oppression that develops the Planetary governor increasingly 
  comes to rely on the Imperium for their support to keep his or 
  her position, the Imperium in turn calls for higher tithes to justify 
  their support and the Planetary Governor becomes less popular 
  still. The stronger the grip the Imperium gains on a world the 
  less likely the Planetary Governor is to rebel.
  ENFORCEMENT AND CONTROL
  The Adeptus Terra controls the Adeptus Arbites, the Adeptus 
  Mechanicus, the Adeptus Astra Telelpathica, and the Adeptus 
  Astronomica as well as (through the subordinate bureaucracy 
  of the Administratum) the Imperial Guard and Fleet. While 
  he remains a loyal member of the Adeptus Terra, a Planetary 
  Governor has some measure of authority over the elements 
  of these powerful organisations stationed on their world. 
  However, the moment a world attempts to leave Imperial 
  rule, these vital organs of justice, technology, communication, 
  navigation, security and transportation are duty-bound to 
  violently resist.
  Once in a while brave or foolish Planetary Governor is 
  motivated by ambition, frustration, caprice or a thousand other 
  factors to begin to working towards secession from Imperial 
  rule. Such ambitions are apt to draw attention from ofﬁ ces of the 
  Adeptus Terra that are only spoken of in frightened whispers. 
  The strangely altered agents of the Ofﬁ cio Assassinorum may 
  be dispatched to remove the offending parties surgically, or the 
  entire rebellious world may feel the retributive hammer of the 
  Imperial Space Marines, the dreaded Adeptus Astartes.
  On some worlds Space Marines are hero-worshipped as 
  liberators, but on most they are known as terrifying oppressors, 
  the mailed ﬁ st of Imperial rule. Space Marines are created 
  through extensive genetic modiﬁ cation of feral children specially 
  bred for the purpose on planets artiﬁ cially kept at a particularly 
  nasty stage in their development by their Imperial commanders. 
  Over an extended training period, the developing adolescents are 
  weeded out, hypno-conditioned, and indoctrinated to become 
  loyal killers for the corpse-throne on Terra. A fully grown Space 
  Marine warrior stands taller than a man with hulking muscles, 
  double hearts, and armoured black carapace bonded to his ﬂ esh. 
  Some of the more exotic varieties of Space Marines exhibit fangs 
  or spit acid, and many are believed to participate in bloodthirsty, 
  barbaric, and even cannibalistic rites.
  Armed and armoured with the best equipment the Imperium 
  can supply, a force of Space Marines can shatter armies many 
  times their own size. Each Space Marine is worth a hundred 
  warriors in battle, their deadly prowess greatly magniﬁ ed by 
  the fear they strike in ordinary humans. The Adeptus Astartes 
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  are completely ruthless and highly efﬁ cient, they recognise 
  no division of combatant and non-combatant. Planetary laws, 
  borders and codes of conduct are irrelevant to them. They 
  kill, burn, and destroy anything that gets in their way. When 
  the Imperium chooses to wipe out a planet’s population in its 
  entirety such grisly work invariably falls to the Space Marines, 
  creatures of the Emperor with no sense of humanity or remorse.
  The great apparatus of the Imperium is almost entirely 
  controlled by the Adeptus Terra, forming the greatest empire 
  mankind has ever known. However, two branches of the 
  Imperium fall outside the direct auspices of the priesthood 
  of Ancient Earth; the Adeptus Ministorum, also known as the 
  Ecclesiarchy, and the ofﬁ ces of the Inquisition.
  THE ADEPTUS MINISTORUM
  Adherents of the Imperial Creed maintain that their Emperor 
  has transcended mortal plane of existence and yet watches 
  over them still, guiding the faithful through ecstatic dreams 
  and visions. A great church called the Adeptus Ministorum 
  has been built up around this faith whose zealous practitioners 
  seek to spread their beliefs to other worlds. 
  Living under the harsh conditions of Imperial rule has 
  inspired pious spirituality in many cultures, and the moment 
  the Emperor was enthroned a plethora of Imperial cults sprang 
  up on thousands of different worlds proclaiming true insight 
  into His wishes. The Adeptus Ministorum has attempted 
  to embody all of  these different creeds and purge them of 
  “undesirable elements” as they shepherd them towards a 
  common set of beliefs. Many times great heresies and schisms 
  have torn the Ecclesiarchy asunder, leading to vast religious 
  wars, most notably during the Age of Apostasy when a galaxy-
  wide conﬂ ict erupted between its followers. 
  The strength of the Adeptus Ministorum can be gauged by the 
  fact that, despite such embarrassments, it still wields enormous 
  power. The head of the church, the Ecclesiarch, is one of the High 
  Lords of Terra and entire worlds fall under his direct jurisdiction. 
  Untold billions of Imperial pilgrims travel to far-ﬂ ung Shrine 
  Worlds and Holy Terra itself at the urging of their preachers and 
  confessors, creating vital economic links between disparate parts 
  of the Imperium. Missionaries carry word of the God-Emperor 
  to unbelievers in the fringes of Imperial space, frequently ﬁ nding 
  instead the martyrdom they so earnestly seem to seek. The word 
  of the Ecclesiarch can unleash crusading armies of Frateris and 
  Sororitas billions strong, and many Imperial servants learned 
  their ﬁ rst duties in the Ecclesiarchy-run orphanages of the Schola 
  Progenium. The highly trained battle-sisters of Adepta Sororitas 
  sniff out impurity or heresy with almost legendary fervour.
  Much like the Administratum the Adeptus Ministorum 
  has become an organisation of bewildering complexity and 
  vast redundancy. A teetering hierarchy of cardinals, bishops, 
  confessors, clerics, novices, missionaries, monks and preachers 
  theoretically owe their allegiance to the Ecclesiarch in his 
  palace on Earth. In practice there are frequent conﬂ icts of 
  interest between cults on far-ﬂ ung worlds as the intolerance 
  that underpins the Ecclesiarchy virtually tells its adherents to 
  view each other as heretics. The social changes inﬂ icted by the 
  Ecclesiarchy can be both deep and long term as their followers 
  tend to constantly agitate for more puritanical laws, exclusion of 
  outsiders and increased capital punishment. 
  THE INQUISITION
  By far the most shadowy and frightening organisation of 
  the Imperium is the dreaded Inquisition. The Inquisition 
  operates across the Imperium and beyond with no limitation 
  on its power or access. The Inquisitorial Seal opens all doors, 
  and silences all arguments. Anyone, be they an Imperial 
  Commander or the lowliest drudge, is subject to an Inquisitor’s 
  authority. Inquisitors are empowered to ensure the survival of 
  the Imperium, however extreme the measures required, and no 
  matter the cost. They undertake any deed, no matter how vile 
  or underhanded it may be, to discharge their sacred trust.
  An Inquisitor is subject to no one; the only censure he 
  might receive must come from his fellow Inquisitors, and 
  each is constantly examining the others for signs of heresy 
  or treachery. Different Inquisitors pursue their work in many 
  different ways. Some are overt and use terror to bring the 
  enemies of the Imperium into the open; they think nothing 
  of burning ten thousand citizens alive to catch a single traitor. 
  Other Inquisitors conceal themselves in order to move among 
  criminals and lowlifes listening for words of heresy or sedition. 
  Yet others might pose as nobles, ship captains or renegades, 
  worming their way into the conﬁ dences of conspirators. 
  Although they are few in number, the Inquisition exerts a 
  disproportionate hold on the imagination of the average 
  citizen. The consequences of attracting the Inquisition’s 
  attention can be cataclysmic; a world deemed irretrievably 
  corrupt by an Inquisitor can be subject to Exterminatus—the 
  systematic annihilation of all life.
  There are some who whisper that the greatest enemies 
  of the Inquisitors are actually each other. It is said that 
  radical philosophies have emerged which lead to Inquisitors 
  deliberately starting rebellions, unleashing forbidden lore or 
  attacking other Imperial institutions. They say this secret war 
  between puritans and radicals is the source of much of the 
  turmoil within the Imperium, with the Inquisitors creating 
  their own enemies and vanquishing them in a perpetual 
  power play between a handful of deranged individuals.
  ORIGINS OF THE 
  IMPERIUM
  Humankind spread across the stars far before the rise of the 
  Imperium. Long ago in a forgotten golden age innumerable 
  worlds were settled by humans, and dozens of different 
  cultures ﬂ ourished across the great wheel of the galaxy. Within 
  the Imperium this ﬁ rst great expansion by humanity is known 
  as the Dark Age of Technology. That Age is believed to have 
  begun slowly, as multi-generational colony ships crawled across 
  the void at sub-light speeds. However, as mankind discovered 
  the secrets of warp travel their expansion accelerated rapidly. 
  Whole worlds were terraformed by these ﬁ rst waves of 
  colonists, and their handiwork is still apparent thousands 
  of years later. Many of the scientiﬁ c wonders of that age 
  are unparalleled in modern times, and most of the greatest 
  creations made by the ancients are reckoned irretrievably lost 
  during the ensuing Age of Strife. Tech-scholars and auto-
  savants of the Adeptus Mechanicus obsessively seek out 
  traces of technology left from the Dark Age of Technology, 
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  as its sophistication far exceeds anything built later. Some 
  few artefacts are found from time to time, objects that have 
  endured down the millennia due to the craftsmanship and 
  forethought of their makers. On occasion a ship that has lain 
  trapped in the tides of the warp for aeons is cast out into the 
  material universe and brings with it a treasure house of Dark 
  Age technology for those bold enough to seize it. Whatever 
  the source might be, the adherents of the Cult Mechanicus 
  descend on Dark Age technology like a pack of jackals. Their 
  Explorator ﬂ eets comb the stars constantly, and are always 
  alert for the slightest rumour.
  One discovery that has been key to the rise of the Imperium is 
  Standard Template Construction technology—the STC system, 
  as it has become known. It appears that the technomancers of 
  the earliest times created a robust automated factory program 
  to support their emerging colony worlds, complex systems 
  that could be adapted to local conditions and use a variety of 
  raw materials. Templates have been found for everything from 
  gigantic plasma reactors to steam-driven traction engines that 
  were created to fulﬁ l the needs of the colonists. However, most 
  of the templates from the Dark Age of Technology are lost, 
  and as such, the even a single template is a treasure beyond 
  compare. Each new discovery is dutifully ﬁ led and hidden 
  away in the archives of the Adeptus Mechanicus. Knowledge 
  is power in the Imperium, and in many ways the STC system 
  embodies the highest knowledge mankind can now achieve.
  The Dark Age of Technology exists only in myth in modern 
  times, and the causes of its ending are poorly understood. Many 
  cultures share similar stories of a breakdown of the golden age, 
  of entire regions becoming isolated by raging warp storms and 
  turning against themselves in crippling wars. Others tell of a 
  time of apotheosis for mankind, when mutations and psychic 
  powers became increasingly prevalent, and predatory beings 
  from warp space used such open conduits to feast on the living. 
  Worshippers of the Ruinous Powers maintain that these times 
  were the triumph of Chaos, when mankind’s ﬁ rst fumbling 
  attempts to rule over the mortal realm were cast down into 
  anarchy by cackling daemons from the warp. 
  Whatever the cause, the Dark Age of Technology gave 
  way to the Age of Strife. The patchwork remnants of human 
  civilisation fought against each other as well as the hordes of 
  aliens now swarming in to sack their worlds. Many human 
  civilisations were enslaved or completely wiped out; others 
  reverted to barbarism as order crumbled. Only worlds where 
  the rising tide of psykers was rigorously repressed evaded the 
  plummet into nightmare and madness. Earth itself became 
  completely isolated by warp storms for several thousand years, 
  collapsing into a state  of total anarchy, with savage gangs of 
  tech-pirates roving the ruins of its ravaged continents. 
  Followers of the Emperor claim that he ﬁ rst appeared 
  on Earth during the Age of Strife, and that his true name 
  and origins were obscure even then. The nameless Emperor 
  fought his way to the top of the tribes, conquering them 
  one after another. The Emperor emerged as a saviour, they 
  say, leading armies across Terra in his efforts to re-unify it. 
  The ranks of his armies swelled with eager followers and 
  conquered tribes forced to pledge fealty alike. The Emperor 
  united them all with a vision of humanity made whole once 
  more, free from slavery and the chains of barbaric ignorance. 
  He foresaw a day when his followers would leave Earth and 
  strike out across the heavens to cleanse the scattered worlds 
  of humanity of both aliens and daemons. 
  Some speculate that the Emperor must have had some 
  precognitive sense of the approaching emergence of Slaanesh 
  and the effects of that event on the warp. His psychic acuity is 
  the stuff of legend and undoubtedly it was sensitive enough 
  to sense the coming cataclysm. While Earth remained isolated 
  by warp storms the Emperor was able to ascend to Mars and 
  there he found the Tech-Priests of the Cult Mechanicus 
  still enumerating among the rusting machinery of their 
  predecessors. In perhaps his greatest coup before the creation 
  of the Imperium itself the Emperor convinced the Tech-
  Priests of Mars that he was the living embodiment of their 
  deity, the Omnissiah, and so won their fealty.
  The Emperor’s followers like to portray this joining with the 
  Cult Mechanicus as a joyous occasion, the rejoining of two parts 
  of a whole. Despite their propaganda the link was not an entirely 
  comfortable one and, as would be proven later, a large number of 
  the Tech-Priests did not truly accept the Emperor as their living 
  god. Nonetheless, with the Tech-Priests’ help the Emperor set 
  about his ﬁ nal preparation for the coming crusade across the stars. 
  Fearing that the power of Chaos would eventually corrupt 
  all of humanity at some point in the future, the Emperor set 
  about creating mankind’s replacement: the Primarchs. The 
  Primarchs were genetically engineered super-humans with 
  god-like powers, bred for strength and loyalty. The Emperor’s 
  intention was to create an entire race of super-humans from 
  the genetic template of the ﬁ rst Primarchs. He hoped that 
  his efforts would create a laboratory-bred purity completely 
  immune to the inﬂ uences of Chaos. 
  Followers of the Emperor maintain that the Primarchs 
  were never intended to truly replace mankind, rather that 
  they were to be shining examples of humans free from the 
  taint of corruption. However, the Chaos Powers perceived 
  the Emperor’s schemes and seized the foetal Primarchs 
  before they could reach maturity. Seeing the potential value 
  of the Primarchs the Ruinous Powers did not deign to 
  destroy them, instead scattering them far and wide across 
  the galaxy. The Primarchs developed independently beyond 
  the Emperor’s reach, only being rediscovered later as the 
  Great Crusade advanced. 
  Hence the Emperor lost his ﬁ rst battle with Chaos before 
  he even left Earth. The Emperor was unable to re-create the 
  Primarchs in the time left to him, and even now the birth-
  pangs of Slaanesh were becoming louder and louder as 
  the godling came to full wakefulness. Instead the Emperor 
  evolved a new plan. Using genetic material that had been 
  imprinted from the Primarchs into laboratory golems, he 
  reproduced some of their qualities as discrete biological 
  organs. By implanting these organs into young, growing 
  bodies some of the qualities of the Primarchs could be re-
  created albeit in a lessened form. In this way the ﬁ rst Space 
  Marines were created, and soon entire legions were created 
  utilising vat-grown genetic material from the Primarchs.
  Loyalists also portray this event as a source of great rejoicing 
  among the Emperor’s followers, although the reaction of the 
  veterans that had fought for his cause being supplanted in this 
  manner can be imagined to be less than effusive. Nonetheless 
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  the super-human Space Marine Legions were destined to 
  become the killing edge of the Emperor’s forces for the coming 
  crusade and within the Imperium thereafter. 
  When the Prince of Chaos, Slaanesh, ﬁ nally burst forth 
  to full waking his birth-scream shook the galaxy. Despite its 
  relative proximity to the newly-forming Eye of Terror, Earth 
  escaped much of the ruin visited elsewhere. The churning 
  warp storms surrounding Ancient Terra absorbed most of the 
  psychic shock wave before being shredded apart by it, leaving 
  the warp space around the cradle of humanity quiescent for 
  the ﬁ rst time in thousands of years. Now was the moment 
  for the reuniﬁ cation of mankind, and the Emperor’s shining 
  ﬂ eets swept outward into the darkness at his command. The 
  Imperium was forged during the centuries that followed in an 
  era of conquest and expansion known as the Great Crusade.
  THE GREAT CRUSADE
  The Emperor ﬁ rst directed his forces in pursuit of his lost 
  Primarchs, no doubt fearing to allow such god-like beings 
  to stray far from his guidance. The Emperor sought after 
  them with his psychic powers and was drawn across time and 
  space to the places where his offspring could be found. In 
  each place they found the Primarchs to be full-grown leaders 
  and warriors within their adoptive culture. The Emperor 
  must have believed his experiment to have been a success, 
   for the lost Primarchs proved to have no discernible taint of 
  corruption about them despite their brush with Chaos. 
  There are many Imperium legends of the Emperor meeting 
  one or other of his Primarchs for the ﬁ rst time during the 
  Great Crusade. Most speak of a mysterious stranger arriving at 
  the Primarch’s court and performing one or more impossible 
  deeds—usually including defeating the Primarch himself in 
  combat—before the revealing his true identity as the Emperor. 
  In the legends the awestruck Primarch pledges lifelong 
  allegiance to the Emperor and happily joins his entourage 
  immediately. It’s certain that such stories are used to mask the 
  ugly truth that several of the lost Primarchs had to be physically 
  subdued before they would agree to join the Emperor. 
  The Emperor showed great indulgence to his foundlings. As 
  each Primarch was won over they were given command over a 
  Legion of Space Marines raised from their own genetic material. 
  With their Primarch leading them a Space Marine Legion 
  became utterly unstoppable, a fearless army of super-humans 
  that would conquer or perish no matter the odds. Some felt that 
  the love the Space Marines exhibited toward their primogenitors 
  exceeded even their conditioned loyalty to the Emperor. With 
  the Emperor at its head and the Primarchs at his side, the Great 
  Crusade swept all before it. It’s likely that no greater armada has 
  ever been seen in the galaxy before or since.
  The Emperor’s forces certainly did not lack opposition, and 
  heavy ﬁ ghting marked their progress. Wherever the silver ships 
  landed the ﬂ ames of war followed. The Emperor’s followers 
  found many strange and terrible worlds where humans and 
  aliens coexisted, or Chaos reigned triumphant—these they 
  purged most mercilessly of all. Alien empires were driven 
  back and defeated by the Great Crusade; enslaved populations 
  of captive humans were set free. Psykers and mutants were 
  ruthlessly massacred and the followers of the Chaos gods 
  forced into hiding. Many aliens learned to hate and fear the 
  Imperium during the Great Crusade, and the rabid xenophobia 
  of those times has been attributed to all humans ever since.
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  In some places coalitions of human worlds had survived the 
  Age of Strife and many of these attempted to resist the Imperialist 
  onslaught from Ancient Terra. Untold billions were killed by the 
  Space Marine Legions and much precious technology was lost 
  when the Emperor’s forces resorted to brute force to overwhelm 
  more advanced worlds. The Crusade’s indiscriminate use of 
  virus bombs and cyclonic torpedoes obliterated secrets that had 
  been preserved for millennia. Increasingly the Space Marine 
  Legions began to ﬁ nd themselves deployed against human 
  populations whose only crime was an unwillingness to join 
  them. The Emperor’s message of uniﬁ cation had changed to 
  one of domination, and those that did not submit were branded 
  enemies to be righteously purged. The Great Crusade rolled 
  onward relentlessly, sustained now by its own momentum as it 
  swept outward to the very fringes of the galaxy. 
  In the wake of the crusading forces the future infrastructure 
  of empire moved into place on the conquered worlds; 
  governments and nobility became subject to the Administratum, 
  the Adeptus Arbites replaced judges and lawmakers, over time 
  even mechanicians and technologists became supplanted by 
  the Adeptus Mechanicus. Planetary Governors took control, 
  providing they met their tithes. Decrees from distant Terra 
  imposed rigorous conformity on wildly divergent peoples and 
  cultures, establishing a pattern of oppression and drudgery 
  that became the norm for life in the Imperium. Despite the 
  warning signs, the majority of humanity rose to the challenge 
  of rebuilding its ancient heritage in exchange for the promise 
  of a better future. For a time the unity and strength of the 
  Imperium seemed unstoppable, and the Powers of Chaos 
  appeared to have retreated to their own realms. It was not so.
  THE HORUS HERESY
  The Primarchs had not escaped their brush with Chaos entirely 
  untouched. As the Great Crusade wore on their dreams became 
  disturbed by the insidious whispers of the Ruinous Powers. 
  Each Primarch’s character was severely tested by the unspoken 
  urgings, each of them thinking that they alone bore such ﬂ aws. 
  The future promise of  power became a temptation for some; 
  in others their pride or martial prowess opened a path of 
  corruption. Little by little their ﬂ aws deepened into obsessions. 
  Fully half of the Primarchs eventually failed the test and were 
  seduced by the Ruinous Powers, their corruption occurring in 
  ways so subtle that they never even suspected that their own 
  loyalties were changing until it was too late.
  Horus, the greatest Primarch of them all, was utterly 
  convinced of the virtue of the martial ideals for which he fought. 
  He enjoyed the Emperor’s greatest trust and the admiration of the 
  other Primarchs, gaining the title of Warmaster. He had stood at 
  the Emperor’s side from the earliest days of the Great Crusade 
  and through the many long years that followed. Legends say that 
  they fought back-to-back at the siege of Reillis and the Emperor 
  saved Horus’ life. At the battle of Gorro, Horus is said to have 
  repaid the debt by hacking the arm from a frenzied Ork that 
  was intent on choking out the Emperor’s life. As the crusade 
  advanced the Emperor eventually returned to Terra to administer 
  his rapidly growing domain. He entrusted Horus with leading 
  the crusade along the eastern fringes, little realising that by doing 
  so he was planting the seeds of his own betrayal.
  As the Great Crusade pushed outward Horus had begun to 
  perceive the Emperor’s actions as craven and dishonourable. All 
  too often compromises were made that he felt were weak and 
  unworthy of the Master of Mankind while wanton destruction 
  was unleashed on other worlds on the slimmest pretext. The 
  Emperor abandoning the Crusade forces in favour of returning 
  to the administrative centre of the now-vast Imperium 
  conﬁ rmed Horus’ worst fears. The coming age of enlightenment 
  and understanding preached by the Emperor was nothing but a 
  mask for his own pusillanimous greed. Surely the warriors that 
  had fought so hard to conquer deserved some say in how their 
  conquests were ruled? What kind of man seeks to become sole 
  ruler of the galaxy? So, perhaps, the worms of doubt began to 
  squirm in the brilliant mind of Horus. Perhaps he even foresaw 
  a time when the Emperor would have to be rid of him—the 
  mighty warrior with no worthy opponents left to ﬁ ght.
  Horus began to quietly lay plans for rebellion. He subtly 
  sounded out the some of the other Primarchs and began the 
  slow process of gathering his far-ﬂ ung forces. Horus’ Space 
  Marine legions were gradually seduced by their sense of pride 
  and loyalty to their Primarchs into serving the Warmaster 
  above the Emperor. Initially, the Space Marines had little idea 
  that they were being led astray. The taint spread slowly and 
  subtly, and only later when they reached the point of outright 
  rebellion did their veneer of reason fall away to reveal that 
  Chaos had invaded their hearts.
  In the midst of Horus’ preparations, the Imperial Commander 
  of Istvaan III declared the whole of the Istvaan system an 
  independent principality. The Emperor, ignorant of Horus’ 
  plans, ordered him to move to pacify the rebellious system. The 
  Warmaster was unwilling to be drawn into a planetary campaign 
  just as his schemes were coming to fruition and chose instead to 
  virus bomb Istvaan III from orbit. Twelve billion souls died in a 
  matter of minutes, their rapidly rotting carcasses consumed by 
  a ﬁ restorm that enveloped the entire planet for days afterwards. 
  During the bombardment a group of loyalist Space Marines 
  discovered signs of corruption in Horus’ followers. They 
  succeeded in seizing control of the frigate Eisenstein and ﬂ ed into 
  warp space to warn the Emperor. Horus withdrew to Istvaan V 
  to marshal his forces for the confrontation to come. 
  The Emperor hesitated, shocked by the betrayal of his 
  Warmaster and unable to believe that his friend and general 
  was really marshalling forces against him.  However, even as he 
  learned of the betrayal, dissent and rebellion spread throughout 
  the Imperial Army. Meanwhile, on Mars those who had 
  denounced the Emperor as a False Omnissiah saw that their time 
  had come. The Adeptus Mechanicus’ own Fabricator-General, 
  the most powerful Magos of Mars, unleashed ancient, forbidden 
  weapons on the surface of the red planet as Tech-Priests and 
  hereteks fought for dominance. The fragile Imperium tore itself 
  apart as recently-conquered systems declared independence, and 
  newly-appointed planetary leaders seized their chance to declare 
  for the Warmaster. Confusion reigned and at ﬁ rst many failed 
  to recognise the resurgence of the Ruinous Powers, seeing the 
  conﬂ ict as a purely political one between Horus and the Emperor.
  The rot of Chaos spread quickly, passing from the 
  Warmaster’s forces to their allies and even their enemies with 
  shocking speed. Loyalists and rebels clashed on hundreds 
  of worlds across the galaxy. After an almost fatal delay the 
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  Emperor ordered seven full Space Marine legions to destroy 
  Horus and his rebel forces at Istvaan. He had recognised 
  ﬁ nally that the rebellion could only be brought to an end 
  by eliminating its ﬁ gurehead and inspiration: the Warmaster 
  Horus. More precious months were lost organising and 
  mobilising the forces to reach the other side of the galaxy. 
  Horus was not idle in the intervening time and consolidated 
  his hold on hundreds of systems by declaring himself their 
  new Emperor. Wherever Horus’ banners were raised the 
  corrupting inﬂ uence of Chaos followed.
  The Emperor’s retributive strike proved to be a disaster. 
  Of the seven Legions dispatched to destroy Horus, four of 
  them turned against the Emperor and helped massacre the 
  other loyalists instead. The Warmaster now controlled nine 
  Space Marine Legions and had eliminated three of the loyalist 
  Legions. Thus, the Horus Heresy began in earnest. 
  THE TRAITOR LEGIONS
  Nine Legions of Space Marines joined the Warmaster 
  against the Emperor, a full half of the legions of the 
  Adeptus Astartes. 
  The World Eaters
  Under the Primarch Angron, the World Eaters underwent 
  pscyho-surgery that transformed an already ﬁ erce legion into 
  bloodthirsty berserkers. When they betrayed the  Imperium, it 
  was of little surprise that the vast majority dedicated themselves 
  to Khorne. The Legion fractured after the Heresy, scattering 
  into warbands across the galaxy. However, any member of the 
  World Eaters is likely to be bloodthirsty and violent.
  As is ﬁ tting to their patron God, the World Eaters wear 
  armour as red as arterial blood, edged with brass and decorated 
  with skulls and symbols of Khorne. Most disdain long-ranged 
  warfare, preferring to close with the enemy to kill them with 
  chainaxe, power sword, and (if need be) bolt pistols. 
  The Death Guard
  The Death guard followed Horus into heresy, their sense of 
  loyalty to their Warmaster and their Primarch, Mortarion 
  triumphing over their duty to the Emperor on distant Terra. The 
  rebel Death Guard Legion was marooned in the warp during the 
  long journey to Earth to join the attack on the Imperial Palace. 
  A mysterious, unstoppable contagion spread through the trapped 
  ﬂ eet, putrefying all it touched. Mortarion himself became infected 
  and in his delirium he called upon the Powers of Chaos to aid 
  his Space Marines. Mortarion’s fevered ravings were answered by 
  Nurgle, and Mortarion became Nurgle’s Champion. 
  The Death Guard survived but they continue to bear the 
  marks of Nurgle’s ﬁ rst blessings upon them. Their once-white 
  armour became stained and cracked where the bubbling 
  foulness of their mortal bodies has erupted to the surface. 
  They bear the three-lobed mark of Nurgle rendered as ﬂ ies or 
  rotting heads upon banners and shoulder guards. Their bolt 
  guns and chainswords are caked with ﬁ lth and rust but  are 
  no less deadly. Plague and contagion have become the Death 
  Guard’s primary weapons and they can be found anywhere in 
  the galaxy spreading Nurgle’s blessings.
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  The Thousand Sons
  The path to damnation for the Thousand Sons Legion of 
  Space Marines was longer than most, but its ﬁ nal plunge more 
  complete than any. Even before the Horus Heresy the Sons’ 
  cyclopean Primarch Magnus the Red led his sons in the study 
  of arcane lore and the practice of sorcery despite the Emperor’s 
  disapproval. When Horus gathered his forces the Thousand 
  Sons tried to use their occult powers to warn the Emperor. 
  Disastrously the Emperor was mistrustful of anything tinged by 
  Chaos and declared the Thousand Sons heretics. Leman Russ 
  and the Space Wolves were sent  to devastate the Thousand 
  Sons’ homeworld of Prospero. To survive and protect their 
  accumulated wisdom, the Thousand Sons sought the patronage 
  of the Chaos power Tzeentch, Changer of the Ways, greatest 
  master of magic among the Chaos gods.  
  The surviving Thousand Sons have been split by internal 
  schisms, their pursuit of occult knowledge estranging them to 
  each other and even their cyclopean Primarch. A cabal of renegade 
  sorcerers led by their once-Chief Librarian Ahriman unleashed 
  a great magic upon the legion to prevent further mutation and 
  corruption of its members by Chaos. The Rubric of Ahriman 
  reduced most of the Thousand Sons to soulless suits of animated 
  armour, but left the surviving sorcerers unmatched in power.
  The Emperor’s Children
  The Emperor’s Children were one of the legions assigned to 
  crush Horus and his rebels on Istvaan V. During a parley the 
  legion’s primarch, Fulgrim, and his highest ranking ofﬁ cers 
  were corrupted by the decadent pastimes that Horus and 
  his Chaos-worshippers offered. Drugged, pleasured beyond 
  endurance, and ﬁ nally broken, they agreed to aid Horus. The 
  rot spread quickly through the Legion, and the Emperor’s 
  Children embraced Chaos in all its depravity. 
  Little trace can now be seen of the original armour and 
  equipment of the Emperor’s Children, covered as it is by skins 
  of iridescent fur or scales, jewels, or the fantastical renderings 
  of screaming faces or rutting beasts. The Emperor’s Children 
  ﬁ ght for sensation and sensory overload, bringing a clashing 
  cacophony of sound, colour, and energy to the battleﬁ eld.
  The Night Lords
  Led by their saturnine Primarch, Konrad Curze (also known 
  the Night Haunter) the Night Lords were greatly feared 
  even before the Heresy. Curze believed in the use of terror 
  as a weapon and his foes quickly learned to fear the night. 
  The Night Lords were one of the ﬁ rst legions to join Horus’ 
  rebellion, turning on what they saw as a weak-willed 
  Emperor incapable of having the strength to lead. Even after 
  Horus’ defeat the Night Lords have continued to wage an 
  unremitting campaign of terror against the Imperium.
  The Night Lords refuse to follow any of the Chaos Gods, 
  and have become cynical, hard-bitten, and frighteningly 
  ruthless warriors. They ﬁ ght for the pleasure of it, and for 
  the material rewards it can bring, and not for the worship 
  of some deity. They look down upon their more dedicated 
  brethren, whether they are fanatical Chaos Space Marines 
  like the World Eaters, or zealous loyalist Space Marines like 
  the Dark Angels.
  The Alpha Legion
  The Alpha Legion was the twentieth and ﬁ nal legion created 
  in the ﬁ rst founding. During the Great Crusade the legion 
  earned renown for its strict discipline and organization. The 
  Alpha Legion strove hard to outshine its brethren in all things 
  and prove their worthiness to be among the older legions. 
  The war-lust of the Alpha Legion easily led them into heresy 
  when Horus declared himself against the Emperor. Here at 
  last was their chance to prove themselves against opponents 
  just as tough, as battle hardened, and ferocious as themselves.
   The Alpha Legion did much to ravage the Eastern Fringe 
  during the Heresy, pursuing their own set of objectives far 
  from Ancient Terra. In the millennia since they have continued 
  to strike from bases hidden all over the galaxy. Unusually 
  the Alpha Legion actively cultivates cultists and rebels, 
  multiplying their impact many times over. The Inquisition 
  holds a special loathing for the Alpha Legion for their part in 
  spreading Chaos cults and fanning the embers of heresy into 
  the raging ﬁ res of outright rebellion.
  The Iron Warriors
  The Iron Warriors once formed the Emperor’s legion of siege 
  troops. They fought on a hundred worlds in the great crusade, 
  laying siege to alien citadels and the palaces of heretics with 
  equal gusto. The Iron Warrior’s Primarch, Perturabo, excelled 
  in the arts of siege and trench warfare above all else, and 
  his treatise on fortiﬁ cations and their reduction formed the 
  basis of several sections of the Tactica Imperialis. The Iron 
  Warriors betrayed the Emperor on Istvaan V, their mazes 
  of bunkers and razor wire becoming a death trap for their 
  loyalist brethren instead of the sanctuary they promised to be. 
  The Iron Warriors wear relatively unadorned armour that is 
  commonly pieced together from the older marks for its heavier 
  frontal protection. They favour heavy weaponry like lascannon 
  or missile launchers for long range engagements, although well-
  equipped Iron Warriors assault squads are also rightly feared.
  The Word Bearers
  Lorgar, Primarch of the Word Bearers legion, was a scrupulous 
  and dedicated follower of the Imperial Cult. He led his legion in 
  the building of vast monuments and immense rituals during the 
  great crusade to secure the faith of those that were conquered. 
  The Emperor rejected Lorgar’s efforts however, telling him that 
  he needed his Space Marines to ﬁ ght, not worship. Lorgar’s 
  disillusionment with the Emperor’s impiety drove him to 
  worship of the Chaos Powers, entities that truly demanded 
  worship and sacriﬁ ce from their followers. When Horus raised 
  his banner the Word Bearers followed him into rebellion along 
  with a thousand hidden cults they had established. 
  The Word Bearers fanatical zealotry has become dedicated 
  to the worship of Chaos in its purest form, unadulterated by 
  the veneration of any particular Chaos Power over the others. 
  They are the only traitor legion that still maintains the rank 
  of Chaplain, the darkly twisted individuals holding this ofﬁ ce 
  now leading their brethren in heretical prayers and insane 
  catechisms. Immense cathedrals and rune-etched monuments 
  still rise in the wake of the Word Bearer’s conquests, but now 
  they are blasphemous dedications to the glory that is Chaos.
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  The Black Legion
  The Black Legion is the only traitor legion to have changed 
  its name in its ten thousand years of exile. In the First 
  Founding the legion was created as the Luna Wolves. The 
  Emperor subsequently renamed the legion “the Sons of 
  Horus” in recognition of its accomplishments in the Ullanor 
  Crusade and in honour of its Primarch. The Sons of Horus 
  willingly followed their Primarch and Warmaster into 
  rebellion, ﬁ ghting at the very forefront of his most important 
  campaigns. When Horus was defeated by the Emperor the 
  legion’s morale was shattered; their patron, their father, was 
  gone. 
  After the battle for the Imperial palace the Sons of Horus 
  renamed themselves the Black Legion, changing their legion 
  colours to black in memory of their fallen Primarch. They 
  gave themselves to the worship of one Chaos power after 
  another and lost many of their number through possession 
  and madness. The hardened survivors lead warbands against 
  the Imperium to this day, still eager to expunge the bitter 
  memory of Horus’ defeat.
  THE IMPERIUM AT WAR
  The ﬁ ghting continued for years, and shook the nascent 
  Imperium to its foundations. The Space Marine legions, 
  the Imperial Army, the Adeptus Mechanicus, the entirety of 
  mankind’s dominion turned against itself, and ripped itself 
  asunder. The loyalists eventually began to prevail over the 
  rebel forces, but Horus knew there was still time to make a 
  decisive strike and win the war.
  Horus struck directly for his enemy’s heart and attacked 
  Earth with the full force of his Space Marine Legions. The 
  Emperor was caught unawares by the Warmaster’s audacious 
  move, and was cut off and besieged inside the Imperial palace 
  with a bare handful of loyalists to defend him. However, the 
  palace defences proved formidable and the subject people of 
  Earth rallied to protect their Emperor, so Horus was denied 
  the quick victory he had hoped for. Bitter ﬁ ghting marked 
  every phase of the siege as it dragged out for over a month. 
  Eventually, mighty war engines of the Legio Mortis breached 
  the towering outer walls and the hordes of Chaos poured 
  through into the inner palace.
  The mighty deeds recorded in the siege of the Imperial 
  palace would ﬁ ll a library in their own right, and do so in some 
  parts of the galaxy, but myth and legend has obliterated any 
  hope of knowing the real truth of events. Loyalists hold that 
  at the eleventh hour, the Emperor perceived a weakness in the 
  shields protecting Horus’ orbiting Battle Barge. According to 
  their holy books the Emperor, along with his two remaining 
  loyal Primarchs Sanguinius and Rogal Dorn, teleported aboard 
  the battle barge to confront Horus. Other sources strongly 
  imply that the Warmaster permitted the Emperor to come 
  aboard, perhaps in an effort to bring an end to the bloodshed. 
  A battle was certainly fought, and by all accounts Horus slew 
  his brother Primarch Sanguinius before himself falling prey to 
  the Emperor. The Emperor was mortally wounded in the battle 
  with Horus, and his physical body all but destroyed. 
  Rogal Dorn is said to have retrieved the Emperor’s body and 
  returned it to Earth. There it was interred within the Golden 
  Throne where it has remained, unspeaking and unmoving, 
  for ten thousand years. Pious followers of the Imperial Creed 
  believe that the spirit of the Emperor still resides within the 
  corpse on the Golden Throne, but many doubtful souls have 
  risked charges of heresy by questioning that supposition. The 
  Warmaster’s body was retrieved by his own legionaries and 
  they ﬂ ed Earth shortly afterwards. Without the key ﬁ gure of 
  Horus to hold his followers together the rebellion began to fall 
  apart. Recent converts to the Warmaster’s cause switched their 
  loyalties back to the Emperor. The Space Marine Legions turned 
  against on one another, servants now of the Ruinous Powers 
  rather than any overall strategy. As the loyalists rallied rebel 
  forces were crushed on world after world and the corrupted 
  Space Marine Legions, the Traitor Legions as they had become 
  known, were eventually pushed out of Imperial space. 
  Across the Imperium, the cult of the God-Emperor was 
  born. In following centuries it would evolve into the Adeptus 
  Ministorum and the puritanical cult of the Imperial creed. 
  The Imperium itself evolved into an entity built on the 
  foundations of fear and betrayal laid in what became known 
  as the Horus Heresy. A hundred centuries later Horus’ actions 
  are painted in the blackest terms and his turning against the 
  Emperor an unthinkable act of villainy. However, outside 
  Imperial space some remember Horus differently, as a proud 
  warrior who was unafraid to stand against the machinations 
  of the Emperor and whose vision for humanity extended 
  beyond autocratic rulership of Earth. 
  29
  with a bare handful of loyalists to defend him. However, the 
  palace defences proved formidable and the subject people of 
  Earth rallied to protect their Emperor, so Horus was denied 
  the quick victory he had hoped for. Bitter ﬁ ghting marked 
  every phase of the siege as it dragged out for over a month. 
  Eventually, mighty war engines of the Legio Mortis breached 
  the towering outer walls and the hordes of Chaos poured 
  through into the inner palace.
  The mighty deeds recorded in the siege of the Imperial 
  palace would ﬁ ll a library in their own right, and do so in some 
  parts of the galaxy, but myth and legend has obliterated any 
  as the Horus Heresy. A hundred centuries later Horus’ actions 
  are painted in the blackest terms and his turning against the 
  Emperor an unthinkable act of villainy. However, outside 
  Imperial space some remember Horus differently, as a proud 
  warrior who was unafraid to stand against the machinations 
  of the Emperor and whose vision for humanity extended 
  beyond autocratic rulership of Earth. 
  
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  the Servants 
  of Chaos
  “Who pledged his loyalty?
  The Warmaster.
  Whom did we serve in faith?
  The Warmaster.
  From whom did we take our name?
  The Warmaster.
  Who was denied to us?
  The Warmaster.
  But whom shall we remake?
  The Warmaster.
  And who shall lead us to victory?
  The Warmaster.”
  –Black Legion Catechism
  T
  he Imperium is mighty and its reach is long, but the 
  inﬁ nite Realm of Chaos is greater still. Even in the 
  material universe the Emperor’s followers only control 
  islands of light in a sea of darkness. There are many who do 
  not want the protection of the Imperium, who defy its laws 
  and seek to undermine its works. Even inside the Imperium 
  itself rebels and secessionists struggle constantly to throw 
  off the chains of oppression, particularly among the lowliest 
  underclasses created by the priesthood of Terra.
  These are the peoples that have not forgotten the taste 
  of freedom, those who would rather give their fealty to the 
  uncaring Ruinous Powers than grovel before the corpse-god 
  of distant Terra. Some are peoples who seek to escape from 
  bondage and go to any lengths to secure their release. Others 
  resist the power of the Imperium without truly knowing why 
  they do so, motivated simply by a conviction that they must 
  ﬁ ght against the tyranny it represents. All of these peoples 
  are the servants of Chaos and knowingly or unknowingly 
  they continue to ﬁ ght in the Long War begun by Horus ten 
  millennia past. 
  THOSE WHO LIVE WITHOUT
  The ﬁ rst group of those the Imperium brand as “heretics” 
  are those who live beyond Imperial control by living 
  outside the Imperium. Though the Imperium is vast, its 
  authority stretching from rim to rim of the galaxy, in reality 
  there are vast swaths of space unknown to the Imperium 
  of Man. These regions have many names, including but by 
  no means restricted to, the “outlands,” “wilderness space,” 
  and “The Halo Stars.” Within them, whole civilisations can 
  rise, prosper, and fall, without once knowing of the wider 
  Imperium that surrounds them.
  Just as the Imperium is vast beyond proper comprehension, 
  so too are the renegade warbands too many and diverse to ever 
  properly catalogue or deﬁ ne. Some may be feral tribes existing 
  on worlds deemed too insigniﬁ cant to warrant an Imperial 
  presence, their only contact limited to ambitious missionaries 
  and periodic orbital surveys by passing patrols. Others may 
  be independent ships, mining operations, and whole colonies 
  existing in regions too difﬁ cult for Imperial ships to reach. On 
  occasion entire star systems that have been isolated by warp 
  storms for centuries re-establish contact with the universe and 
  sensibly opt to keep themselves hidden from the Imperium.
  The Calixis Sector exists amongst the edges of the galaxy, 
  an established bastion of Imperial control amongst the hazy 
  borders. Thus, it is surrounded by regions of space not 
  under Imperial control. The most prominent is the Koronus 
  Expanse in the Halo Stars, linked to the Calixis Sector by a 
  ﬂ uctuating warp passage. Beyond this passage, Imperial rule 
  ends, and all manner of human civilisations exist unknown 
  and undiscovered. However, there are other outlands around 
  the Calixis Sector as well, including the Hazeroth Abyss, the 
  fringes of the Drusus Marches, and the nomad space between 
  the Calixis and bordering Ixaniad Sector. 
  These renegades are as varied as the regions of space 
  they occupy. Some come from the savage worlds of the 
  Koronus Expanse such as Naduesh and Vaporius. Others hail 
  from nomad or heretical clans such as the Meratech Pirate 
  Clans that waged war against the Calixis Sector and were 
  exterminated for their pains many centuries ago. 
   Many of the outlander clans that populate these regions 
  hold that they have survived because they learned to honour 
  the Ruinous Powers, ﬁ rmly believing that their sacriﬁ ces to 
  the gods bring bounty into their otherwise barren existence. 
  Powerful psyker-dynasties dominate some of these groups, 
  and others claim to be parties to daemonic pacts forged by 
  their ancestors when the Emperor still walked among the 
  living. Frequently these peoples take the form of extended 
  clans that share their knowledge only through their blood 
  relatives, maintaining a level of knowhow about ancient 
  technologies or local warp space conditions that astounds 
  outsiders. The Adeptus Mechanicus is particularly sensitive 
  to the existence of such hereteks (of which those in the 
  Meratech clans are a particularly egregious example) and 
  press other Imperial authorities to mobilise and capture or 
  kill them as a matter of priority.
  Even though some of these groups can trace an unbroken 
  chain of antecedents reaching all the way back to the Age of 
  Strife Imperial authorities view them all as smugglers, pirates 
  ,and renegades. Battleﬂ eet Calixis and other detachments 
  of the Imperial Navy (such as Battleﬂ eet Ixaniad) destroy 
  unregistered ships as a matter of course, and eliminate 
  known “pirate haunts” whenever they can. In consequence 
  many renegade clans have learned to be extremely wary of 
  taking actions that reveal their existence to the Imperium, 
  and when they must do so they often use elaborate measures 
  to disguise their activities.
  The ranks of the renegades are constantly being swelled by 
  those driven out by the Imperium’s policies; deposed nobles, 
  defeated warriors, disillusioned theocrats, failing merchants, 
  mutants, and psykers all ﬁ nd refuge in wilderness space. It 
  is a savage existence. Many seize anything its owner can’t 
  protect as a matter of course, although they respect armed 
  strength and they understand how to deal for mutual proﬁ t. 
  A clever and well-armed renegade can soon establish himself 
  as a king on a feral world with connections to local pirate 
  clans, and from there his ambitions might take him back into 
  Imperial space to burn and plunder. Renegades like these are 
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  particularly abhorrent individuals to Imperial eyes as they 
  exploit their knowledge of the Imperium’s defences to lead 
  attacks against vulnerable trade routes and colonies. 
  Certain renegade communities co-operate with alien races 
  for mutual proﬁ t, especially in common opposition to the 
  Imperium. Ork mercenaries, Eldar Corsairs or Stryxis traders 
  (in the case of those settlements within the Koronus Expanse) 
  may be frequent visitors at some renegade settlements. Within 
  some alien empires whole enclaves of humans exist ruled by 
  xenos overlords that grant them freedom for their loyalty. It 
  is impossible to say what bargaining and gifts may have been 
  necessary to convince aliens to work with humans, although 
  it may be that merely cursing the Emperor and his Imperium 
  was sufﬁ cient for some. The dangerous taint of zealotry 
  and xenophobia remains strong about all humans however, 
  leading to some demand for their use as bodyguards among 
  alien traders that enjoy intimidating their clients.
  Smuggling xenostech into the Imperium, along with other 
  illicit goods, is a proﬁ table activity, and the so-called Cold 
  Trade into the Calixis and neighbouring sectors from the Halo 
  Stars is dangerously proﬁ table in the eyes of the Inquisition’s 
  Ordo Calixis. Rogue Traders and Chartist captains can turn 
  vast proﬁ ts by meeting up with renegades in out-of-the-way 
  star systems. There they can trade with them for goods that 
  fetch vastly inﬂ ated prices in the Imperium. The risks are high 
  and not only because the Imperial authorities may attempt 
  to impound their ship and strip them of their license if they 
  catch them. Reaver pirate clans sometimes simply cut out the 
  middleman and seize a trader’s cargo at the rendezvous. Dealing 
  with renegades is always a risky business as good relations with 
  one group won’t extend protection from all of them. 
  Individual renegades sometimes slip into Imperium space 
  to pursue their trade, but they ﬁ nd it a dangerous place to 
  live. If caught and identiﬁ ed, they are tortured and executed 
  by the Inquisition with no hope of mercy. Memory blocks 
  and synaptic tampering are used by some groups (particularly 
  the heretic Vaol Clans of the Drusus Marches Periphery) to 
  protect their operatives—or, more accurately, the friends and 
  loved ones they would put at risk if captured. 
  THOSE WHO LIVE WITHIN
  For those with no love for the Emperor’s laws, life inside the 
  Imperium is a daily peril. Within a system where the innocent 
  are routinely persecuted, the guilty must stay especially on 
  their guard if they hope to survive. For most citizens the 
  Imperium is nothing but a source of oppression and fear, and 
  not all of those that cry out against the yoke of its authority 
  are the dedicated servants of Chaos. The religious intolerance 
  of the Ecclesiarchy persecutes entire belief systems by 
  branding them as heresy and daemon worship for the 
  slightest deviation from the dogmatic Imperial creed. Psykers 
  and mutants face a terrible fate at the hands of the Imperium, 
  at best existing as a shunned underclass where they aren’t 
  executed on sight. Political parties, labour movements, guilds 
  and even criminal organisations that were once viliﬁ ed by the 
  citizenry can sometimes become their outlet for anti-Imperial 
  sentiment when the authorities tighten their grip. 
  Fear of the Inquisition quickly drives these diverse groups 
  underground to form a hidden network of cells and covens 
  dedicated to the downfall of Imperial rule. Secret cults of 
  worshippers tend shrines dedicated to their ancient gods 
  in secret while presenting a face of bland devotion to the 
  Emperor in public. Humble workers toil in the factories while 
  they plan revolution and the overthrow of their hated bosses. 
  Wherever there is sedition and dissent the conditions become 
  ideal for the subtle spread of Chaos.
  The lure of arcane lore and unearthly power exercises a 
  fatal attraction for the ambitious and the desperate. All over 
  the galaxy, even on Mars and Ancient Terra, there are people 
  willing to dabble in matters beyond their understanding. Not 
  all of these realise they are dealing with the Powers of Chaos, 
  innocently becoming involved through warrior societies or 
  intellectual communities that may appear outwardly quite 
  benign in nature. Often a Chaos Power is venerated under 
  a different guise with a seemingly unconnected name, and a 
  host of Daemon Princes and lesser powers are worshipped by 
  different cults with just as much fervour as those dedicated to 
  Khorne, Tzeentch, Nurgle, or Slaanesh. 
  Some cultures devote themselves to Chaos in its unaligned 
  glory and see the Powers of Chaos as a pantheon of gods, 
  a polytheistic outlook common in many tribal religions. 
  Ecclesiarchy missionaries usually try to insert the Emperor 
  into such belief systems, claiming him to be more powerful 
  than the others, but change is slow to occur and the last 
  vestiges of daemon-worship are notoriously hard to stamp 
  out. Even pious-seeming monks and holy men may transpire 
  to be followers of “saints” who possess, upon closer inspection, 
  decidedly daemonic aspects. 
  Those who truly desire change sometimes go to the most 
  extreme lengths to gain the power they need to affect it. 
  Forbidden lore, suppressed knowledge, and ancient pacts 
  may offer routes to victory for an ardent freedom ﬁ ghter or 
  revolutionary where weapons and bombs fail to make an 
  impact. On some worlds, the spread of law and industry rouses 
  anarchists and madmen to oppose it, on others gentriﬁ ed 
  nobility anxious to keep control of their lands might turn 
  to the methods their forefathers used in earlier, darker ages. 
  Even the most advanced and powerful Imperial worlds have 
  their own secret cults that have hidden themselves from sight 
  for centuries while their members work tirelessly to worm 
  themselves into position of power and authority. Such cults 
  are a source of great concern to the Inquisition, none more so 
  than those that actually manage to communicate with daemons 
  directly or—worse still—summon them from the warp. 
  THOSE WHO LIVE BEYOND
  A well-established cult has the potential to tip an entire 
  world into Chaos in a very literal sense. Their greatest works 
  of sorcery can open the gates of hell itself and unleash the 
  daemonic legions of the Ruinous Powers. As the mutating 
  power of Chaos saturates the world it becomes a realm not 
  entirely of the material universe and not entirely of the warp: 
  a Daemon World where the laws of nature and reason have 
  been completely usurped by the whims of the Chaos Powers. 
  Here daemons roam freely and are constantly nourished by 
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  twisting winds of magic and mortals become their playthings 
  with a value only as champions or slaves. Daemon Worlds 
  are a sanctuary for the worshippers of Chaos with the means 
  and courage to ﬂ ee to them. The Inquisition never rests in its 
  efforts to eliminate the devotees of the Ruinous Powers, but a 
  Daemon World deﬁ es even their shadowy reach. 
  No one knows the exact number of Daemon Worlds in 
  the galaxy, nor whether all of them could truly be said to 
  even exist within the galaxy any more. Imperial Navigators 
  have reported worlds in the deep tides of the Immaterium 
  light years away from any star systems and severe warp 
  storms are said to have shifted entire planets across time 
  and space. Certainly the greatest concentration of Daemon 
  Worlds appears to be in the region called the Eye of Terror, 
  the birthing grounds of the Chaos Power Slaanesh, but 
  many other Daemon Worlds are spoken of in myth and 
  legend in different parts of the galaxy. Some hold that 
  every major warp storm has one or more Daemon Worlds 
  at its heart, the source of all the dangerous torrents of warp 
  energy that sustain it.
  Untold billions of mortals exist on Daemon Worlds, their 
  lives utterly subject to the Ruinous Powers and their bodies 
  marked by Chaos. Many are  destined to form warbands 
  battling for the amusement of their masters, hurling 
  themselves against one another while screaming praises to 
  their dark gods. Others are arranged into shufﬂ ing prayer 
  gangs that trace the path of vast runes visible only from 
  space; others might sift, weigh, and catalogue grains of 
  sand in vast deserts or endlessly build and then destroy 
  monuments that defy sanity and science. The activities 
  pursued with such vitality and fervour on Daemon Worlds 
  are often nonsensical and contradictory by nature—and apt 
  to change at a moment’s notice. 
  A few Daemon Worlds are dominated by the remnants 
  of the Traitor Legions that once followed Horus. They have 
  become training grounds, forges, and armouries for the 
  Legions’ continuing prosecution of the Long War. Entire 
  regiments are raised and destroyed under their brutal regimes, 
  the veteran survivors reformed and hurled into battle again 
  and again to forge them in the crucible of war. On these 
  hellish worlds anyone is capable climbing up from slave 
  cannon fodder through hardened veteran to valued elite with 
  sufﬁ cient skill and élan. The hardiest and most dedicated may 
  some day win a place in the Legion and have their body 
  broken by dark chirurgeons to be remade as something 
  greater than human. 
  The Traitor Legions teach their slaves to hate the Imperium 
  and to despise the Emperor with an unholy passion. Time 
  runs differently on Demon Worlds and veteran Space Marines 
  that stood beside Horus still live on a hundred centuries later 
  in the Eye of Terror and other benighted places. They bitterly 
  remember their defeat before the Imperial palace and have 
  sworn to have their vengeance against the False Emperor on 
  the Golden Throne. Incalculable woe has been unleashed on 
  the Imperium by the Traitor Legions over the millennia since 
  the Horus Heresy. These so-called “Black Crusades” have 
  ravaged the regions around the Eye of Terror and destabilised 
  huge areas elsewhere in the Imperium. 
  Even once the Imperium rallies its vast resources to re-
  conquer territory lost to a Black Crusade, the indelible taint 
  of Chaos is left behind. On recaptured worlds the incidence 
  of psykers and mutations in the liberated populations leaps 
  sharply and cultist cells are always particularly active. The 
  Traitor Legions attempt to erode Imperial power whenever they 
  can and some specialise in utilising renegade and underground 
  elements as parts of a larger conspiracy. Imperial Inquisitors 
  are particularly alert for signs that cult or pirate activity may 
  presage a larger invasion by the Traitor Legions, but with a 
  million worlds to protect their task is a nigh impossible one.
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  Chapter I: 
  Playing the 
  Game
  “I swear to make war on the Imperium and its people, and I will 
  go to my grave attempting to tear down the walls of that benighted, 
  decadent, and foolish empire. It is not I, at long last, who have 
  betrayed the Imperium, it is the Imperium who has betrayed me. It is 
  the Imperium who has betrayed us all.”
  –Commander Phineas Gage
  T
  he following chapter outlines the game’s core game 
  mechanics and how to use them to play BLACK 
  CRUSADE. It covers the dice used to play, and how to 
  make Tests and set task difﬁ culties. This chapter also covers 
  special rules for movement, lighting, gravity, and many 
  other environmental conditions that have a direct effect on 
  the Player Characters. Finally, it also touches on new game 
  mechanics dealing with Infamy, Corruption, and the goals 
  and ﬁ nal destinies of Player Characters.
  GAME DICE
  For ease of play, BLACK CRUSADE uses only ten-sided 
  polyhedral dice for its core game mechanic. Ten-sided dice 
  can be acquired online or anywhere role-playing games are 
  sold, including game stores and larger chain book stores. 
  In fact, the dice needed to play BLACK CRUSADE are likely 
  available at the very store where this book was purchased. 
  The  GM and each player need at least one pair of ten-sided 
  dice. These dice should preferably be of different colours to 
  help differentiate between the “tens” die and the “ones” die. 
  There are also special pairs of ten-sided dice that typically 
  come in sets of dice called percentile dice. One of the pair is 
  numbered 1-10 like normal dice, and the other is numbered 
  10-00. These dice are designed so that the outcome of the die 
  roll can be quickly and unquestionably ascertained.
  BLACK CRUSADE uses, at its core, two basic types of die roll, 
  the “d10” roll and the percentile roll. D10 rolls are called for 
  when the player or GM needs to generate a number between 
  one and ten (or a higher number if multiple d10 dice are 
  rolled and the results added together), perhaps when rolling 
  Damage for a weapon. When making a d10 roll, the player or 
  GM rolls the number of dice called for, three dice for a roll of 
  3d10 for example, and adds the results together (meaning the 
  results could be between 3 and 30). 
  EXAMPLE
  Haargoth, a Chaos Space Marine, is hit with a blast from a meltagun 
  which inﬂ icts 2d10+8 Energy Damage. The GM rolls two ten-sided 
  dice and gets a “4” and a “9.” He adds the two dice results, getting a 13 
  total, then adds eight more points for a total of 21 points of Damage.
  Percentile rolls are called for when a player or GM needs to 
  generate a random number from 1-100, and are perhaps the 
  most common rolls made in the game. Characteristic and Skill 
  Tests are two of the many ways in which percentile rolls are 
  used in the game. When making percentile rolls, commonly 
  abbreviated as “d%” or “d100,” the player or GM uses a pair 
  of ten-sided dice, one assigned as the “ones” digit and the 
  other assigned as the “tens” digit, to generate his number. 
  Unlike d10 rolls, the results of a percentile roll aren’t added 
  together. See Table 1–1: Percentile Roll Examples below for a 
  quick explanation of how to read a percentile roll.
  EXAMPLE
  Haargoth is searching a ruin for a hidden passage to some rumoured 
  under-chambers. Once all modiﬁ ers have been applied, the GM tells 
  Haargoth that he needs a 35 or below to ﬁ nd the passage, if it exists 
  at all. Haargoth rolls his percentile dice and gets a result of 61, well 
  over his target and a disappointing failure. 
  There are times when the rules require a roll of 1d5. To 
  make this roll the player simply rolls a ten-sided die, divides 
  the result by two, and rounds up.
  EXAMPLE
  Haargoth is attacked by an opponent with a grenade launcher, and is 
  struck with a krak grenade. The GM scores a solid hit that deals so 
  much Explosive Damage to Haargoth that it punches right through his 
  power armour and deals one point of Critical Damage. Consulting the 
  appropriate Critical Damage table the GM ﬁ nds that, along with the 
  Damage dealt by the grenade, Haargoth is also thrown backward 1d5 
  metres. The GM rolls a ten-sided die and gets a result of seven which 
  is treated as a result of four (7÷2=3.5 rounded up to four). Haargoth 
  ﬂ ies four metres and lands ﬂ at on his back.
  CHARACTERISTICS
  Characteristics  represent a character’s raw potential and natural 
  physical and mental gifts, such as his strength, agility, intelligence, 
  and skill with melee and ranged weaponry. Characteristics operate 
  on a scale of 1 to 100, and the higher the Characteristic is, the 
  more raw talent the character has  in that particular area. There 
  are 10 different Characteristics in BLACK CRUSADE, and each 
  represents a different area of mental or physical attributes. Each 
  is listed brieﬂ y here, with its common abbreviation. (Willpower, 
  for example, is often abbreviated as “WP” in game text.) 
  WEAPON SKILL (WS)
  Weapon Skill measures a character’s competence in hand-to-
  hand ﬁ ghting, whether using ﬁ sts, knives, or chainswords. 
  Table 1–1: Percentile Roll Examples
  Table 1–1: Percentile Roll Examples
  “Tens” Die
  “Ones” Die
  Result
  7
  3
  73
  4
  2
  42
  0
  1
  1
  0
  0
  100
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  BALLISTIC SKILL (BS)
  Ballistic Skill reﬂ ects a character’s accuracy with ranged 
  weapons, whether bolters, lasguns, missile launchers or even 
  throwing knives.
  STRENGTH (S)
  Strength represents how physically strong a character is. 
  TOUGHNESS (T)
  Toughness deﬁ nes how easily a character can shrug off 
  injury as well as how easily he can resist toxins, poisonous 
  environments, disease, and other physical ailments. 
  AGILITY (AG)
  Agility measure’s a character’s quickness, reﬂ exes, and poise. 
  INTELLIGENCE (INT)
  Intelligence is a measurement of a character’s acumen, reason, 
  and general knowledge. 
  PERCEPTION (PER)
  Perception describes how aware a character is of his 
  surroundings and the acuteness of his senses. 
  WILLPOWER (WP)
  Willpower demonstrates a character’s mental strength and 
  resilience; his strength and toughness of mind. It is his ability to 
  withstand the horrors of war, the terrors of the unknown, and—
  in the case of some individuals—the potency of psychic powers. 
  FELLOWSHIP (FEL)
  Fellowship is a character’s ability to interact with others, his 
  ability to charm, command, or deceive. 
  INFAMY (INF)
  Infamy is a measure of a character’s reputation and presence, 
  as well as how favoured he is by the Ruinous Powers. Infamy 
  is a unique Characteristic, and is discussed separately starting 
  on page 304. 
  CHARACTERISTICS 
  AND CHARACTERISTIC 
  BONUSES
  Each Characteristic is a number between 1 and 99, with 
  higher numbers better than lower numbers. In addition, each 
  Characteristic has a Characteristic Bonus, a number equal to 
  the tens digit of the Characteristic. For example, a character 
  with a Strength of 42 would have a Strength Bonus of 4. 
  Characteristic Bonuses are used in a wide variety of situations. 
  Characteristics are important to a Heretic for a number of 
  reasons, not least of which is that they reﬂ ect a character’s 
  ability to succeed at particular actions. Characteristics 
  are modiﬁ ed by external factors such as Skills, and can be 
  improved in a number of temporary and permanent ways. 
  Since Characteristics set the base target number for all Tests 
  in BLACK CRUSADE, high characteristics are always more 
  favourable than low characteristics. For more information 
  on how to generate characteristics and how they relate to 
  character generation, see Chapter 2: Character Creation.
  Tests
  “To become strong, you must be eternally tested.” 
  –Soloria Half-Blind of Furia
  T
  he test is the basic mechanic by which success or 
  failure is determined in BLACK CRUSADE. Whenever a 
  character performs a task or action that has a direct 
  or dramatic effect on the game—be it ﬁ ring a bolter at a 
  ﬂ eeing enemy, fast-talking an Imperial Arbitrator, healing a 
  comrade or negotiating  with a daemon—that character may 
  be called on to make a Test to determine whether their action 
  succeeded or failed. 
  THE CORE MECHANIC
  To make a Test, follow these steps.
  • Determine the Skill or Characteristic being tested. Each 
  Test identiﬁ es one Characteristic or a Skill (which is a 
  Characteristic modiﬁ ed by circumstances) to be Tested. 
  • Once the Skill or Characteristic is identiﬁ ed, take the 
  value of the Skill or Characteristic. This is a number 
  between 1 and 99. Once you have that number, identify 
  any modiﬁ ers that may affect the Test, either positive or 
  negative. Easier Tests may grant bonuses (such as +10 or 
  +20) to the Skill or Characteristic being Tested for the 
  duration of the Test, while more difﬁ cult Tests may impose 
  penalties (such as –10 or –20). In addition, actions and 
  environmental conditions may impose further modiﬁ ers. 
  Aiming a gun before ﬁ ring it may grant a bonus to a 
  Ballistic Skill Test, while running through deep snow 
  may impose a penalty to an Athletics Test. 
  SKILLS, TALENTS, AND TRAITS
  If the raw potential and natural gifts of a character 
  are described by his Characteristics, his competence, 
  prowess, and innate abilities are deﬁ ned by his Skills, 
  Talents, and Traits. Skills are learned abilities, such as 
  speaking a language or driving a vehicle, that reﬂ ect a 
  character’s training and life experience. Talents are unique 
  abilities and proﬁ ciencies that a character possesses either 
  through his intrinsic nature or from years of hard-won 
  experience. Ambidexterity, the ability to use both hands 
  equally well, is a Talent. Finally, Traits are those abilities 
  a character possesses by virtue of birth, mutation or racial 
  circumstance. Dark Sight, the ability to see in complete 
  darkness, is a Trait, as it’s not something humans are 
  normally able to do. More information on Skills can be 
  found in Chapter 3: Skills on page 89, and information 
  on Talents and Traits can be found in Chapter 4: Talents 
  and Traits on page 113.
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  • Add all the modiﬁ ers together. Positive and negative 
  modiﬁ ers may negate each other. Once all modiﬁ ers have 
  been combined, the character should be left with a ﬁ nal 
  number. This number may be greater than 100, or less than 
  zero, but typically falls between 1 and 99. 
  • Make a percentile roll (see page 34). 
  • If the result of the percentile roll is less than or equal to 
  the Skill or Characteristic being tested, after all modiﬁ ers 
  are applied, then the test succeeds.
  • If the result of the percentile roll is greater than the Skill 
  or Characteristic being tested, after all modiﬁ ers are 
  applied, then the test fails.
  • Note, that if the result of the percentile roll is a natural “1,” 
  the Test succeeds, even if the total modiﬁ ers made the Skill 
  or Characteristic less than 1. Likewise, if the result is a 
  natural “100” then the Test fails, even if the total modiﬁ ers 
  made the Skill or Characteristic greater than 100. 
  SKILL TESTS
  The Skill Test is the most common test performed in 
  BLACK CRUSADE. Each Skill is governed by a corresponding 
  Characteristic, which sets the base level of the skill on a scale 
  of 1-100. For example, Dodge is governed by the Agility 
  Characteristic and Scrutiny is governed by the Perception 
  Characteristic. To make a Skill Test, the player ﬁ rst adds all 
  relevant positive and negative modiﬁ ers determined by the 
  Game Master to the governing Characteristic. Once the ﬁ nal 
  result is tallied, the player then makes a percentile roll. A Skill 
  Test succeeds if the result of the percentile roll is equal to or 
  less than the ﬁ nal target number after all modiﬁ ers are applied. 
  A Skill Test fails if the result of the percentile roll is higher than 
  the ﬁ nal target number after all modiﬁ ers are applied.
  Succeeding at a Skill Test is always easier if a character has 
  training in the Skill being Tested. A character can attempt to 
  use any Skill untrained, but does so at a heavy disadvantage. 
  Any attempt to Test an untrained Skill suffers a –20 penalty 
  in addition to any other penalties.  For more about Skill Tests 
  and their penalties and beneﬁ ts see page 90. 
  EXAMPLE
  Emir, a corrupt Tech-Priest, is attempting to decipher an ancient 
  technical treatise found in a ruined hive. Due to the highly complex 
  nature of the text, and its antiquity, the GM decides that this is 
  a Hard (–20) Lore: Forbidden (Adeptus Mechanicus) Test. 
  Under ideal circumstances, Emir would make this test against his 
  Intelligence of 40. However, as this is a Hard Test, he suffers a –20 
  to his Characteristic and must roll under a 20 to succeed.
  CHARACTERISTIC TESTS
  There are times over the course of a BLACK CRUSADE game 
  when no amount of education or training sufﬁ ces, and a 
  player must rely simply on raw physical prowess or mental 
  acumen. Breaking through a reinforced door or resisting 
  torture are two tasks that call for Characteristic Tests.  To 
  make a Characteristic Test, ﬁ rst the Game Master determines 
  the most appropriate Characteristic for the test, then the 
  player makes a percentage roll. If the roll is less than or equal 
  to the Characteristic after any modiﬁ ers are applied, then the 
  test is successful. If the roll is higher than the Characteristic 
  after any modiﬁ ers are applied, then the test fails.
  DEGREES OF SUCCESS 
  AND FAILURE
  During a BLACK CRUSADE  game, knowing whether a test has 
  succeeded or failed is typically sufﬁ cient. There are times, 
  however, when it is helpful to know just how well a character 
  has succeeded at a given task, or just how badly he has failed. 
  This is of particular importance with social skills, such as 
  Charm and Inquiry, as well as during some combat situations 
  such as when ﬁ ring an automatic weapon. 
  Measuring a character’s Degrees of Success or Failure is a 
  rather straightforward process. Once the percentage roll for the 
  test is made, compare the outcome of the roll with the modiﬁ ed 
  AUTOMATIC SUCCESS AND FAILURE
  Although technically all actions require Tests, in 
  practice, this would greatly slow down the game and 
  make for an unpleasant and repetitious experience. 
  Therefore, particularly simple Tests such as driving a 
  groundcar along an open road, climbing a ladder, or 
  writing routine reports can be passed automatically, 
  without any test needed. A good guideline is that if 
  the Test wouldn’t have any consequences for failing, 
  no test should be required by the GM. On the other 
  hand, the GM may determine that some tasks are so 
  difﬁ cult that the character has no chance of success 
  and fails automatically. This is to avoid players whose 
  characters have no chance of accomplishing a task 
  attempting to “ﬁ sh” for a natural 1. 
  Table 1–2: Characteristic Tests
  Characteristic
  Example Tests
  Weapon Skill
  Make an attack with a melee weapon.
  Ballistic Skill
  Make an attack with a ranged weapon.
  Strength
  Break down a door, restrain a captive, 
  push over a grox.
  Toughness
  Resist poison or disease, tolerate 
  temperature extremes, stave off mutation, 
  resist hunger.
  Agility
  Determine initiative, maintain balance on 
  a narrow surface, navigate treacherous 
  terrain.
  Intelligence
  Recall an important detail, identify a 
  familiar face, solve a puzzle.
  Perception
  Notice a hidden enemy, locate a secret door, 
  gauge another person’s attitude.
  Willpower
  Resist torture or psychic powers, or 
  manifest psychic powers.
  Fellowship
  Make a good impression or inspire 
  conﬁ dence.
  Infamy
  Trade on one’s reputation.
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  Characteristic score. If the roll is lower than the Characteristic, 
  the character has gained one Degree of Success. Furthermore, 
  every 10 points by which the test succeeds grants yet another 
  Degree of Success. Conversely, if the roll is higher than the 
  Characteristic, the character has gained one Degree of Failure, 
  and gains an additional Degree of Failure for every additional 
  10 points rolled over the Characteristic.
  EXAMPLE
  Haargoth is lying in ambush with a heavy bolter for a squad of Battle-
  Brothers from the Imperial Fists chapter. Their Rhino heaves into view 
  over a nearby ridge, presenting quite an easy target. From his position, 
  Haargoth opens up on the unsuspecting Space Marines, spraying their 
  armoured vehicle with bolt shells. Haargoth’s player makes a roll against 
  his character’s Ballistic Skill of 55, scoring a 12 on the roll and rolling 
  under his target number by a whopping 43 points. Haargoth gets one 
  Degree of Success for succeeding on the test, and an additional four levels 
  of success for his lucky roll. The bulk of his shells hit home, crippling the 
  Rhino and perhaps wounding some of the Space Marines inside.
  EXTENDED TESTS
  Occasionally, a character attempts a task so complicated that 
  it requires quite a length of time to complete. In cases such 
  as these, the Game Master may require multiple Skill Tests 
  to complete the task. This is known as an Extended Test. 
  In general, each skill states within its description whether 
  it requires an Extended Test. However, the Game Master 
  may adjust the time represented by each test to best suit the 
  situation and the needs of his campaign. 
  OPPOSED TESTS
  There are times when a character needs to test himself against 
  a foe, and times like these call for an Opposed Test. In an 
  Opposed Test, each participant makes their appropriate test 
  normally and whoever succeeds wins the test. If both parties 
  succeed, the party with the most Degrees of Success wins the 
  test. If the number of successes is equal, then the party with 
  the highest  Characteristic bonus wins. If the result is still a tie, 
  then the lowest die roll wins. 
  Should both parties fail, then one of two things occurs: 
  either the test ends in a  stalemate and nothing happens, 
  or both parties re-roll until there is a clear winner. Either 
  outcome is appropriate, and is left to the GM’s discretion. 
  EXAMPLE
  Haargoth is attempting to wrest the Chapter banner from an Iron 
  Hands Standard Bearer, and the GM calls for an opposed Strength 
  Test. Haargoth’s player rolls against his character’s Strength of 48 
  while the GM rolls against the Standard Bearer’s strength of 50. 
  Haargoth’s player rolls a 47, a success but only just. The GM rolls 
  a 19 and succeeds with three levels of success, a much better roll than 
  Haargoth’s. The Iron Hands Standard Bearer maintains his grip on 
  the sacred colours and proceeds to smash Haargoth across the face 
  with the heavy staff upon which the standard is mounted.
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  TEST DIFFICULTY
  No two tests are created equal. Piloting a skimmer across an 
  open ﬁ eld is one thing, while racing through a ruined, debris-
  choked cityscape while under heavy ﬁ re is quite another. Both 
  require Pilot: Skimmer tests, but the latter is demonstrably 
  more difﬁ cult than the former. The question, however, is just 
  how much harder is piloting a skimmer through a war-torn 
  city? This is where test difﬁ culty and the Game Master’s 
  discretion come into play.
  While the difﬁ culty of a given test is occasionally clearly 
  stated by the rules, often it is left to the GM to determine 
  just how difﬁ cult an action is. Once the difﬁ culty of a 
  task has been determined, the GM needs to consult Table 
  1–3: Test Difﬁ culty to ﬁ nd the appropriate modiﬁ er. 
  The difﬁ culty modiﬁ er is then applied to the governing 
  Characteristic associated with the test before the percentile 
  roll is made.
  EXAMPLE
  Haargoth is attempting to decipher a particularly complicated 
  section of an ancient heretical text regarding known Daemon 
  Princes. Due to the age of the text and its mind-bending nature, the 
  Game Master decrees that this a Hard (–20) Forbidden Lore 
  (Daemonology) Test. Normally Haargoth would test against 
  his Intelligence of 38. In this instance, however (as this is a Hard 
  test), he suffers a –20 penalty to his Characteristic and must roll an 
  18 or less to pass the test.
  ASSISTANCE
  While going it alone certainly allows a  character to reap a 
  greater part of the glory and rewards of a given venture, 
  it is not always the best or most prudent course of action. 
  There are times during a BLACK CRUSADE game when a task 
  is so great, an obstacle so insurmountable, or an enemy so 
  implacable, that the only way for the players to succeed is to 
  work together, pooling their skills and resources.
  During a complicated or delicate test (and with the Game 
  Master’s permission), the character performing the test can 
  request the assistance of other characters in the group. 
  When the percentile roll is made, only the character who 
  is actually making the test rolls the dice, but every other 
  character giving assistance reduces the difﬁ culty of the test 
  by one step (see Table 1–3: Test Difﬁ culty). If the test 
  succeeds, the character performing the test gains an extra 
  Degree of Success.
  LIMITS ON ASSISTANCE
  While characters can assist each other in most tasks, there are 
  some restrictions and conditions that must be met.
  • To give assistance on a Skill Test, a character must have 
  training in that skill.
  • The assisting character must be adjacent to the character 
  performing the test.
  • Assistance cannot be given in performing Reactions or 
  Free Actions.
  • Assistance cannot be given on Tests made to resist 
  disease, poison, Fear, or anything else the Game Master 
  deems inappropriate. Remember, there are many Tests 
  that characters must attempt alone.
  • No more than two characters may attempt to assist 
  another on a single test.
  EXAMPLE
  Malgrave, a member of the Iron Warriors Legion, is attempting to 
  activate an artefact of heretical technology deep beneath the surface 
  of a dead hive world in order to bring power to some other ancient 
  systems. This requires the Tech-Use Skill, a Skill which the Chaos 
  Space Marine possesses. He quickly realises that despite his technical 
  prowess, the eldritch systems are beyond even his understanding, 
  and he calls upon his colleague Balthys for assistance. Balthys, a 
  wizened and knowledgeable Heretek, also has Tech-Use trained and 
  is uniquely suited to assist his accomplice, enabling him to add his 
  know-how to Malgrave’s and increase their possibility of success. 
  Thanks to the antiquity and complexity of the systems, the GM 
  declares that this is an Arduous (–40) Test. With Balthys’ help 
  however, this becomes a Very Hard (–30) Test. Furthermore, if 
  Malgrave succeeds in his test, he gains an additional Degree of 
  Success thanks to Balthys’ assistance.
  Movement
  I
  n most BLACK CRUSADE games, it is largely unnecessary 
  to worry about how fast a character can run or how long 
  it takes him to ascend the 660 stairs to the Orgion of 
  Slaanesh. There are, however, a number of situations within 
  a game, most notably during combat, when knowing how 
  fast a character can move is very important. As discussed in 
  Chapter VII: Combat, there are two different methods of 
  keeping time in a BLACK CRUSADE game, Narrative Time 
  and Structured Time, and each has its own unique rules 
  regarding movement.
  Table 1–3: Test Difﬁ culty
  Table 1–3: Test Difﬁ culty
  Difﬁ culty
  Test Modiﬁ er
  Trivial
  +60
  Elementary
  +50
  Simple
  +40
  Easy
  +30
  Routine
  +20
  Ordinary
  +10
  Challenging
  +0
  Difﬁ cult
  -10
  Hard
  -20
  Very Hard
  -30
  Arduous
  -40
  Punishing
  -50
  Hellish
  -60
  38
  
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  STRUCTURED AND 
  NARRATIVE TIME
  During Structured Time, which typically involves combat, a 
  character may take a speciﬁ c action during a round to move at 
  one of four speeds: Half Move, Full Move, Charge, or Run. The 
  number of metres a character moves at these various speeds is 
  dictated by his Agility Bonus, and can be further modiﬁ ed through 
  some Talents or Traits. Table 1–4: Structured Time Movement, 
  located below, gives more details on the various speeds.
  Often during Narrative Time, when a character isn’t 
  actively involved in combat or some other all-consuming, 
  time-sensitive task, knowing how far a character can move 
  in a given amount of time is, while perhaps not critical, still 
  important to the story. Narrative Time Movement describes 
  the standard speeds a character can move at a leisurely 
  pace under ideal circumstances. Environment and terrain, 
  discussed further below, and affect these speeds, helping 
  or hindering the characters as they travel. Table 1–5: 
  Narrative Time Movement, located below, gives more 
  details on the various speeds.
  NARRATIVE MOVEMENT AND TERRAIN
  Terrain conditions affect on how quickly a character can cover 
  ground during Narrative Time. Slogging through a waist-
  deep snow-ﬁ lled ﬁ eld is much harder than walking across 
  the broad ﬂ agstone-paved courtyard. When moving through 
  thick foliage, dense crowds, soft sand, deep mud, and other 
  similar difﬁ cult terrain, a character’s movement is halved. 
  Furthermore, the Game Master determines what, if any, 
  modiﬁ ers apply to Narrative Time due to the environment.
  HURRYING
  A character can, when called for, pick up the pace by moving 
  up to double his Narrative Time Movement for a number 
  of hours equal to his Toughness Bonus. At the end of his 
  exertion, the character must make a Challenging (+0) 
  Toughness Test or suffer 1 level of Fatigue. In addition to 
  the fatigue, a hurrying character is distracted and prone to 
  miss tiny details in his surroundings. Thanks to this he suffers 
  a –10 penalty to all Perception-based Tests. 
  In truly dire circumstances, the character may push himself 
  to the limit and continue on despite his increasing fatigue 
  and penalties. In this case, the character must continue to 
  make progressively more difﬁ cult Toughness Tests to avoid 
  accruing more levels of fatigue. For example, the character 
  suffers a –10 penalty to his Toughness Test after the second 
  time period, a –20 after the third, and so forth.
  RUNNING AND NARRATIVE TIME
  While characters can, and often do, run during Narrative 
  Time, the act of doing so is extremely tiring. When running, a 
  character triples his rate of movement. Each hour of sustained 
  running requires the character to make a Toughness Test 
  with a cumulative –10 penalty per each hour past the ﬁ rst 
  to maintain his pace. Failing the Toughness Test inﬂ icts 1 
  level of Fatigue. Running characters are even more focused 
  on the task at hand than those simply hurrying, and suffer 
  a –20 penalty to all Perception-based Tests. As in running, 
  characters may push themselves past endurance after a failed 
  test, but all penalties are cumulative.
  FORCED MARCHING
  While the standard time for marching is ten hours in a day, 
  nothing is stopping characters from continuing past that time. 
  Characters may safely press on a number of hours equal to 
  their Toughness Bonus. Beyond this, a character must make 
  a Toughness Test with a cumulative –10 penalty per hour for 
  each hour travelled beyond his Toughness Bonus. A character 
  who fails his test suffers 1 level of Fatigue. It is quite possible 
  for a character to march himself into unconsciousness. Fatigue 
  gained from forced marching is removed at the rate of one 
  level per two hours of rest. 
  MOVEMENT AND ENVIRONMENT
  Structured Time Movement Rates as listed in Table 1–4 
  assume a relatively clear and uncluttered battleﬁ eld. This is 
  rarely the case however, as few battles are held on a clear day 
  in clear hive streets or open ﬁ elds, and there can be any number 
  of obstacles present to hinder a character’s movement. Rubble 
  strewn corridors, deep snow, thick fog, deep, soft sand, dense 
  underbrush—these are but a few examples of the conditions 
  that can complicate navigation. In such conditions, a characters 
  Table 1–4: Structured Time Movement 
  (Metres/Round)
  AB
  Half Move
  Full Move
  Charge 
  Run
  0
  1/2
  1
  2
  3
  1
  1
  2
  3
  6
  2
  2
  4
  6
  12
  3
  3
  6
  9
  18
  4
  4
  8
  12
  21
  5
  5
  10
  15
  30
  6
  6
  12
  18
  36
  7
  7
  14
  21
  42
  8
  8
  16
  24
  48
  9
  9
  18
  27
  54
  10
  10
  20
  30
  60
  Table 1–5: Narrative Time Movement
  AB
  Per Minute
  Per Hour
  Per Day
  0
  12m
  0.75km
  7km
  1
  24m
  1.5km
  15km
  2
  48m
  3km
  30km
  3
  72m
  4km
  40km
  4
  96m
  6km
  60km
  5
  120m
  7km
  70km
  6
  144m
  9km
  90km
  7
  168m
  10km
  100km
  8
  192m
  12km
  120km
  9
  216m
  13km
  130km
  10
  240m
  14km
  140km
  39
  
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  Structured Time Movement Rate is halved. If a character runs 
  or charges he must succeed at a Ordinary (+10) Agility Test 
  or fall prone. Of course, the difﬁ culty of this test can be further 
  modiﬁ ed at the Game Master’s discretion based on any number 
  of factors. See Table 1–6: Treacherous Environment 
  Agility Modiﬁ ers for suggestions. 
  CLIMBING
  There are many times in a character’s experience when the 
  best way to reach a destination or bypass an obstacle is 
  by climbing. Clambering over a fence, scaling a city wall, 
  descending into a crevasse, or climbing to an ideal sniper 
  position on a rooftop are all instances where climbing is 
  required. Typically, climbing is divided into two general 
  categories: simple climbs and sheer surfaces.
  SIMPLE CLIMBS
  Simple climbs include low walls, steep hills, tall piles of rubble, 
  trees, or anything else that requires effort and concentration but 
  no real skill to accomplish. Any character with his hands free can 
  automatically accomplish a simple climb as long as he takes his 
  time and isn’t being distracted (while taking ﬁ re for example).
  If a character is hurrying, being chased, under ﬁ re, or 
  otherwise distracted, he needs to make a Challenging 
  (+0) Athletics Test to perform a simple climb. With one 
  Degree of Success, the character completes his climb at a rate 
  of one-half his Half Move speed. For each further Degree 
  of Success, the character climbs an additional metre. If the 
  Test is failed, the character falls from his starting climbing 
  position. At his discretion, the Game Master can adjust the 
  difﬁ culty of the climb to account for  any other factors that he 
  deems appropriate. Some types of climb, such as ascending a 
  sturdy ladder or steep ﬂ ight of stairs, are so simple that no test 
  should be necessary. 
  SHEER SURFACES
  Many surfaces are beyond the means of ordinary characters to 
  climb, and often require specialised training and equipment. A 
  sheer cliff with overhangs and no handholds, an icy crevasse, 
  the walls of buildings, or the massive ﬂ ying buttresses of a hive 
  city are examples of such technical climbs, and attempting a 
  climb like this requires a  Difﬁ cult (–10) Athletics Test. 
  With one Degree of Success, the character completes his 
  climb at a rate of one-half his Half Move speed. For each 
  further Degree of Success, the character climbs an additional 
  metre. If the Test is failed, the character falls from his starting 
  climbing position. Specialised tools such as grapnels and 
  clip harnesses add bonuses to Climb Tests, and are discussed 
  further in Chapter 5: Armoury.
  ABSEILING
  If a character needs to descend a sheer surface quickly, he can 
  attempt abseiling as opposed to climbing down. Abseiling 
  requires climbing gear, a drop harness, or at least a good, 
  stout line, and requires a Challenging (+0) Acrobatics Test. 
  With one Degree of Success, the character descends at a rate 
  of 10 metres per Round, plus an additional metre for every 
  additional Degree of Success. With one Degree of Failure, the 
  descent rate is reduced to 5 metres per Round. Failure by two 
  or more degrees requires the character to make a Challenging 
  (+0) Strength Test or lose his grip—and if he is not wearing 
  a drop harness or otherwise secured, he falls.
  JUMPING AND LEAPING
  A jump is a controlled vertical ascent or descent wherein a 
  character attempts to either jump as high as he can, or jump 
  safely down from an elevated surface without taking Damage. 
  If a character is pushed from a ledge, or is otherwise not 
  in control of his descent, he is not jumping, but falling (see 
  page 257). A leap is a horizontal jump by which a character 
  attempts to cover as much ground as possible. Both running 
  and leaping can beneﬁ t from a running start, and both require 
  a Full Action.
  Table 1–6: Treacherous Environment 
  Agility Modiﬁ ers
  Condition
  Difﬁ culty 
  Fog or Smoke 
  Ordinary (+10)
  Mud
  Challenging (+0)
  Shallow Water
  Challenging (+0)
  Darkness
  Difﬁ cult (–10)
  Thick Snow
  Difﬁ cult (–10)
  Underbrush
  Difﬁ cult (–10)
  Dense Crowds
  Hard (–20)
  Zero Gravity
  Hard (–20)
  Rubble
  Hard (–20)
  Tremors
  Hard (–20)
  40
  
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  STANDING VERTICAL JUMPS
  An average character can jump, from a standing position, 
  roughly one half-metre straight up as measured from the 
  ground to the bottom of his feet. Jumping distance depends 
  as much on a characters body mass as it does on his Agility or 
  Strength, so this distance tends to vary only slightly among 
  characters. A character can jump up to reach an overhead item 
  like a ledge or other handhold that is as high as his own height 
  plus about one metre for average arm length and an additional 
  half-metre for the average standing jump. A test is not usually 
  required for such a jump, though pulling oneself up onto a 
  grabbed ledge requires a Challenging (+0) Strength Test. 
  A character can attempt to safely jump down a number of 
  metres equal to his Agility Bonus by making a Challenging 
  (+0) Acrobatics Test. With one Degree of Success, he 
  lands on his feet and takes no Damage. If he gets a Degree 
  of Success but the drop is longer than his Agility Bonus, he 
  takes falling Damage (page 257) equal to the distance jumped 
  in metres beyond his Agility Bonus and he ends the Turn 
  prone. If he gets a Degree of Failure on the test he takes 
  falling Damage for the entire distance of the fall and ends the 
  turn prone. However, if he gets additional Degrees of Success 
  equal to the additional metres beyond his Agility Bonus, he 
  takes no falling Damage and does not fall prone. 
  RUNNING VERTICAL JUMPS
  With a running start of at least four metres in a straight line a 
  character can increase the height of his jumps. At the end of his 
  running jump, the character must make a Challenging (+0) 
  Acrobatics Test. If he gains a Degree of Success on the Test, 
  he can add half his Strength Bonus, rounded up, to his normal 
  vertical jump distance plus an additional half-metre for each 
  additional Degree of Success. If the character gains a Degree of 
  Failure on the test he stumbles and must succeed on an additional 
  Challenging (+0) Agility Test or fall prone. Either outcome 
  ends the character’s Turn. For every four additional metres beyond 
  the ﬁ rst four that the character runs before making the Jump, he 
  receives a +10 bonus to his Agility Test, to a maximum of +30. 
  STANDING HORIZONTAL LEAPS
  To make a Standing Horizontal Leap a character must make a 
  Challenging (+0) Acrobatics Test. With a Degree of Success, 
  the character Leaps a number of metres equal to his Strength 
  Bonus, plus another half metre for every additional Degree of 
  Success. With a Degree of Failure, the character only Leaps a 
  number of metres equal to half his Strength Bonus rounded 
  up, and each additional Degree of Failure reduces this distance 
  by another half metre (to a minimum of one-half metre). If it 
  is important, the height attained during a leap is equal to one 
  quarter the distance leapt in metres rounded up.
  RUNNING HORIZONTAL LEAPS
  As with Running Vertical Jumps, to make a Running Horizontal 
  Leap a character must have a running start of at least four metres 
  in a straight line. At the end of the movement, the character 
  makes a Challenging (+0) Acrobatics Test. With one Degree 
  of Success, the character Leaps a number of metres equal to his 
  Strength Bonus, plus another half metre for each additional 
  Degree of Success. With a Degree of Failure, the character only 
  Leaps a number of metres equal to half his Strength Bonus 
  rounded up, and each additional Degree of Failure reduces the 
  distance leapt by another half metre to a minimum of one-half 
  metre. For every four additional metres beyond the ﬁ rst four 
  that the character runs before making the Leap, he receives a 
  +10 bonus to his Agility Test, to a maximum of +30. If it is 
  important, the height attained during a leap is equal to one 
  quarter the distance leapt in metres rounded up.
  SWIMMING
  Under ideal circumstances a character doesn’t need to make a 
  Swim Test, but ideal circumstances are rare in BLACK CRUSADE. 
  Rough, choppy seas, restrained hands, heavy burdens, ﬁ ghting 
  while swimming and the like are all considered hazardous 
  conditions and require a character to make a Swim Test to move. 
  To swim under hazardous conditions, a character must make a 
  Challenging (+0) Athletics Test as a full action. With one 
  Degree of Success, the character moves a number of metres equal 
  to one-half his Strength Bonus in any direction. He may also, 
  at his discretion, simply tread water. A Degree of Failure on the 
  Swim Test indicates that the character makes no progress and 
  cannot move. A character can also swim underwater, but needs to 
  hold his breath to do so. A character who is physically incapable 
  of swimming (unconscious, paralysed, bound, etc.) automatically 
  sinks. While under water, a character risks Suffocation by 
  drowning. See page 257 for more information regarding 
  Suffocation.
  Heavy equipment, especially armour, make swimming 
  incredibly difﬁ cult. If a character is wearing armour, or is 
  otherwise heavily encumbered, all Swim Tests are Very Hard 
  (-30) and a Degree of Failure on a Swim Test automatically 
  imposes a level of Fatigue.
  SWIMMING AND NARRATIVE TIME
  Prolonged swimming, no matter the circumstances, is 
  exhausting and potentially dangerous. A character can swim 
  for a number of hours equal to his Toughness Bonus. After 
  that point, he must make an additional Toughness Test each 
  hour with a cumulative –10 penalty per hour. If a character 
  fails his Toughness Test he suffers a level of Fatigue. If a 
  swimming character falls unconscious due to Fatigue, he 
  immediately slips beneath the surface and begins to Suffocate 
  (see page 257). To determine distance covered for each hour 
  of swimming, use Table 1–5: Narrative Time Movement 
  and swap the character’s Strength Bonus for his Agility Bonus.
  CARRYING, LIFTING, AND 
  PUSHING OBJECTS
  Under normal circumstances, it’s not necessary know exactly 
  how much a character can carry, and common sense can serve 
  as a guide in most instances . In general, an average character 
  can reasonably carry a primary weapon, such as a bolter, lasgun, 
  or ﬂ amer, plus one or two secondary weapons like a pistol or 
  melee weapon, along with a few clips of extra ammunition and 
  several pieces of miscellaneous equipment in a rucksack, satchel, 
  or similar container. It is not at all reasonable however, for a 
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  character, even a very strong one, to be walking around with three 
  heavy weapons and several thousand rounds of ammo for each, 
  or for the character to have a backpack with one of everything 
  from the equipment section of Chapter 5: Armoury. There are, 
  however, times when just how much a character can lift or carry is 
  crucial information. The amount of weight a character can move 
  is dependant on the sum of his Strength and Toughness Bonus. 
  Compare the total to Table 1–7: Carrying, Pushing, and 
  Lifting to ﬁ nd out the limits of a character’s might. It is important 
  to note that certain Traits and Talents may increase these values.
  CARRYING WEIGHT
  A character’s Carrying Weight is how much he can comfortably 
  carry without suffering Fatigue and penalties to his movement. 
  If a character carries more than his weight he is Encumbered.
  LIFTING WEIGHT
  A character’s Lifting Weight represents the maximum amount of 
  weight he can pick up off the ground. A character may attempt 
  to move while holding a heavy load, but if that load exceeds his 
  Carry Weight he is Encumbered. Lifting a heavy load is a Full 
  Round Action. A character can attempt to lift more than his limit 
  by making a Challenging (+0) Strength Test. For every Degree 
  of Success achieved on a successful Test, the character gains +1 
  to the sum of his Strength Bonus and Toughness Bonus for the 
  purpose of determining limits. If the character gains two or more 
  Degrees of Failure, he immediately suffers one level of Fatigue.
  PUSHING WEIGHT
  Pushing Weight is the maximum amount of weight a character 
  can push across a smooth surface like a ship’s corridor or the 
  polished stone ﬂ oor of a dark temple. Difﬁ cult terrain can 
  make pushing objects difﬁ cult or even impossible. Pushing an 
  object is treated as a Full Round Action, and pushing weight 
  up to his limit requires no Test. A character may push weight 
  that exceeds the sum of his Toughness Bonus and Strength 
  Bonus by making a Challenging (+0) Strength Test. Each 
  Degree of Success adds +1 to the sum of the character’s 
  Strength Bonus and Toughness Bonus for the purpose of 
  determining limits. If the character gains two or more Degrees 
  of Failure, he immediately suffers one level of Fatigue.
  ENCUMBERED CHARACTERS
  A character who attempts to carry more than his normal carrying 
  limits, but less than his lifting limit, is considered Encumbered. An 
  encumbered character suffers a –10 penalty to all movement-based 
  tests and sees his Agility Bonus reduced by one for the purposes 
  of determining movement rates and Initiative. Additionally, after 
  a number of hours equal to his Toughness Bonus have passed 
  while Encumbered, the character must make a Challenging (+0) 
  Toughness Test or gain one level of Fatigue.
  THROWING OBJECTS
  There are many weapons, such as grenades and knives, that 
  are designed to be thrown, but a character can attempt to 
  throw nearly object that weighs up to half of his normal 
  Lifting Weight as indicated by Table 1–7: Carrying, Lifting, 
  and Pushing Weights. To throw an object, a character makes 
  a Challenging (+0) Strength Test. A Degree of Success 
  indicates that the object ﬂ ies a number of metres equal to 
  his Strength Bonus. For each additional Degree of Success 
  this distance is increased by a factor one, so two Degrees of 
  Success means that the character throws the object a distance 
  equal to twice his Strength Bonus, three Degrees of Success 
  means it travels three times his Strength Bonus, and so on. 
  With a Degree of Failure, the object falls short, ﬂ ying a 
  number of metres equal to half his Strength Bonus rounded 
  down. A result of 100 means that the character simply 
  dropped the object and it fell at his feet. If the thrown object 
  hits a hard surface such as a wall or vehicle, it takes 1d10+SB 
  Damage plus one for every additional Degree of Success past 
  the ﬁ rst. These rules do not apply to aerodynamic throwing 
  weapons or grenades. These weapons have a given range on 
  the weapons table and have range brackets like other weapons. 
  If the object is thrown at a speciﬁ c target, it is treated as 
  an improvised weapon and the character makes a Ballistic 
  Skill Test instead of a Strength Test. A character can attempt 
  to throw an object that weighs more than half his Lifting 
  Weight, but requires a Hard (–20) Strength Test to do so.
  LIGHTING 
  Characters in a BLACK CRUSADE game often ﬁ nd themselves 
  operating in dimly lit temples, under black, moonless skies, and 
  deep in the bowels of the underhive. As a result, the oppressive 
  darkness becomes an enemy in its own right, concealing countless 
  threats in its inky depths. An experienced character knows that a 
  reliable, portable light source like a luminen-pack is every bit as 
  important as his weapon. For ease of play, BLACK CRUSADE uses 
  three levels of light: Bright, Shadow, and Darkness. 
  Table 1–7: Carrying, Lifting & Pushing 
  Sum of SB 
  and TB
  Max 
  Carrying 
  Weight
  Max 
  Lifting 
  Weight
  Max 
  Pushing 
  Weight
  0
  0.9kg
  2.25kg
  4.5kg
  1
  2.25kg
  4.5kg
  9kg
  2
  4.5kg
  9kg
  18kg
  3
  9kg
  18kg
  36kg
  4
  18kg
  36kg
  72kg
  5
  27kg
  54kg
  108kg
  6
  36kg
  72kg
  144kg
  7
  45kg
  90kg
  180kg
  8
  56kg
  112kg
  224kg
  9
  67kg
  134kg
  268kg
  10
  78kg
  156kg
  312kg
  11
  90kg
  180kg
  360kg
  12
  112kg
  224kg
  448kg
  13
  225kg
  450kg
  900kg
  14
  337kg
  674kg
  1,348kg
  15
  450kg
  900kg
  1,800kg
  16
  675kg
  1,350kg
  2,700kg
  17
  900kg
  1,800kg
  3,600kg
  18
  1,350kg
  2,700kg
  5,400kg
  19
  1,800kg
  3,600kg
  7,200kg
  20
  2,250kg
  4,500kg
  9,000kg
  42
  
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  Bright light is any light that allows for normal vision, such 
  as sunlight, a well-lit chamber or the light of a glow-lantern. 
  Shadow conditions occur during pre-dawn and twilight hours 
  on Terra-like worlds, when a character is just out of range 
  of a light source, or when a light source is obscured by an 
  environmental effect like smoke or fog. Darkness is, of course, 
  the total absence of light. Aside from obscuring vision, Shadow 
  and Darkness conditions also have a deleterious effect on a 
  character’s movement and combat capabilities. Characters my 
  move through Shadow with no penalties, but may only move 
  at half speed or less in Darkness. A character moving faster 
  than half speed in darkness has a tendency to wander, and may 
  become disoriented and move in random directions unless they 
  succeed on a Hard (–20) Perception Test. For the effects of 
  lighting on combat, see Darkness and Fog, Mist, Shadow, 
  or Smoke on page 245.
  FLYING
  The following section describes the rules that bind everything 
  in BLACK CRUSADE blessed with the power of ﬂ ight, from 
  ﬂ ying creatures to characters with ﬂ ight-capable technology.
  ALTITUDE
  On a typical Terra-like planet, there are three broad Altitudes: 
  Hovering, Low Altitude, and High Altitude. To move up or 
  down in altitude requires a move action, and Altitude can only 
  be changed one level with a standard move action. To move 
  more than one Altitude level requires a Charge or Run action.
  HOVERING ALTITUDE
  A hovering character or creature is skimming just above the 
  ground, typically at an altitude of no greater than two metres, 
  and can move over low obstacles with ease. A hovering creature 
  can both attack and be attacked by land-bound creatures and 
  characters. Often, a creature that can hover cannot ﬂ y at other 
  altitudes, as is the case when a creature possesses the Hoverer 
  Trait (see page 141). A creature with the Hoverer trait always 
  stays at roughly the same altitude, give or take two metres, 
  even if it descends into low terrain like a crater or valley. 
  Such creatures do not willingly descend into a place that they 
  cannot escape from, much like any other creature would not 
  enter an area from which it couldn’t escape.
  LOW ALTITUDE
  A character or creature ﬂ ying at Low Altitude is beyond normal 
  melee range of land-bound threats, but still well within range 
  of most ranged attacks from such characters or creatures. A 
  Low Altitude ﬂ ier takes no penalties for attacking the ground, 
  but anyone or anything attacking it suffer a –10 penalty to 
  their Ballistic Skill Tests in addition to any normal penalties 
  for range.
  HIGH ALTITUDE
  A character or creature ﬂ ying at High Altitude is well beyond 
  the reach of any attacks coming from the ground or from Low 
  Altitude. Characters or creatures at High Altitude can only 
  attack or be attacked by others at the same altitude.
  FLYING MOVEMENT
  Flying characters and creatures are broken into two general 
  categories deﬁ ned by Traits: Hoverers and Flyers (see Chapter 
  4: Talents and Traits for information on these traits). Hoverers 
  move through the air, but are limited to an altitude of roughly 
  two metres. A Flyer isn’t limited to ground level, and can 
  ascend or descend to any altitude. Each trait has an associated 
  number in the creature’s description that describes that 
  creature’s Flying Movement. Flying Movement works just 
  like regular Movement, but only when the creature is airborn. 
  While ﬂ ying, a creature must devote a Movement Action 
  to maintaining its ﬂ ight each Turn or it falls. Half Move, Full 
  Move, Charge, and Run are all valid Actions for maintaining 
  ﬂ ight. If a hovering creature suddenly stops ﬂ ying, due to 
  being stunned or not devoting a Move Action for example, 
  it simply comes to a safe landing on the ground. If it is at 
  Low Altitude instead, it falls to the ground and suffers Falling 
  Damage (see page 257) as if it fell 15 metres. A creature that 
  falls from High Altitude suffers Falling Damage as if it fell 25 
  or more metres, based on the GM’s discretion.
  THE EFFECTS OF GRAVITY
  While the inhabited worlds of the Imperium may vary slightly 
  in gravity, the effects of gravity on game play are usually 
  minimal. Only when characters visit High Gravity or Low 
  Gravity worlds, or are caught in Zero Gravity, are movement, 
  lifting, and other factors affected.
  LOW GRAVITY WORLDS
  On worlds with Low Gravity, all characters see their Agility 
  Bonus increased by two points for the purposes of movement 
  and for determining initiative. Characters also see their 
  Strength Bonus and Toughness Bonus increased by four points 
   for the purpose of determining carrying, lifting, and pushing 
  limits. When attempting to throw an object, a character on 
  a Low Gravity world sees his Strength Bonus increased by 
  two. All jumping and leaping distances are doubled when on 
  a Low Gravity world. 
  HIGH GRAVITY WORLDS
  On worlds with High Gravity, all characters see their Agility 
  Bonus decreased by two points, to a minimum of one, for the 
  purposes of movement and for determining initiative. Characters 
  also see their Strength Bonus and Toughness Bonus decreased by 
  four points for the purpose of determining carrying, lifting, and 
  pushing limits. When attempting to throw an object, a character 
  on a Low Gravity world sees his Strength Bonus decreased by 
  two, to a minimum of zero. Finally, all jumping and leaping 
  distances are halved when on a Low Gravity world. 
  ZERO GRAVITY
  Characters in BLACK CRUSADE are most likely to encounter 
  Zero Gravity in space when there has been a signiﬁ cant 
  technological failure. Zero Gravity is considered Difﬁ cult 
  Terrain for determining movement, and making a Charge 
  or Run action requires a Hard (–20) Agility Test to avoid 
  drifting off in a random direction. Characters who fail the 
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  Agility Test are considered prone. Additionally, a character 
  starting a Move Action in zero gravity must be adjacent to a 
  ﬂ oor, wall, ceiling, deck, or other secure object so that he has 
  something to push off from.
  Glory, Goals, 
  and Epic 
  Destinies
  T
  he Heretics in BLACK CRUSADE are, ultimately, 
  running a race against both the corrupting nature of 
  Chaos and time itself. They steadily and constantly 
  accrue Infamy and Corruption. Most fall—either to the 
  blades and bolters of their enemies or twisted and mutated 
  by the Corruption that ﬁ lls their bodies and souls. However, 
  a few may transcend this fate, accumulating enough Infamy 
  that their reputation spreads across the Screaming Vortex 
  and the Dark Gods reward them for their accomplishments 
  by raising them to become Daemon Princes. A very few 
  may become so renowned, so feared, and so respected that 
  warbands and warriors across the Vortex ﬁ ght to serve under 
  their banner, hungry for the  plunder and glory that follows 
  such an individual. These select few, chosen champions 
  of the Ruinous Powers can control the Screaming Vortex 
  and forge it into a mighty horde of destruction. With that, 
  they can grasp the ultimate accomplishment—leading their 
  armies on a BLACK CRUSADE against the very Imperium they 
  warred against. 
  There are, generally speaking, two ﬁ nal destinies for BLACK 
  CRUSADE characters. Apotheosis, becoming an all-powerful 
  Daemon Prince, is the more positive of the two outcomes, 
  and is tied to the accumulation of Infamy. As an alternative to 
  becoming a Daemon Prince, some Heretics have their own 
  personal Epic Destinies that they prefer to work toward. 
  These, too, are reached through the accumulation of Infamy 
  and are some variant of the ascension to daemonhood. The 
  second—and most horrible—destiny is that the player is 
  consumed by Corruption, mutating into a barely sentient 
  creature known as Chaos Spawn. The Chaos Spawn serve 
  Chaos until their (hopefully quick) death as nothing more 
  than a monster. 
  However, there is a third possibility. Some individuals 
  may acquire so much Infamy through their glorious exploits 
  that before the tide of Corruption overcomes them, they are 
  able to rally the support and allies necessary to lead a Black 
  Crusade. Though these individuals will likely eventually reach 
  Apotheosis as well (when they obtain the prerequisite amount 
  of Corruption), they have also obtained a truly impressive 
  amount of Infamy beforehand, and risen to the ranks of the 
  most prominent Champions of Chaos. 
  More information on Infamy, Corruption, how they 
  relate to one another and what they mean to the Player 
  Characters is discussed further in Chapter 9: Corruption 
  and Infamy.
  EPIC DESTINIES
  Characters in BLACK CRUSADE may have a wide variety of 
  goals—revenge for wrongs, seeking to become a legend, 
  lead a Traitor Legion, or simply gain knowledge of the true 
  nature of the universe. These goals are likely to be determined 
  ahead of time, and are laid out in greater detail on page 267. 
  However, no matter what a character’s goals are within the 
  game, he has only three ultimate fates—death, spawndom, 
  or apotheosis. 
  DEATH
  The most common fate for Heretics is death. Whether on the 
  battleﬁ eld in mortal combat, at the tip of an assassin’s blade, 
  or one more pitfall in a perilous galaxy, most of those who 
  follow the Dark Gods die, eventually.
  SPAWNDOM
  Those Heretics who are weak, who fail too often, or who 
  take too many liberties with the favour and good will of 
  their daemonic masters are doomed to never reach their 
  Apotheosis. Instead, their bodies riddled with Corruption 
  and twisted by mutation, they become Chaos Spawn. Chaos 
  Spawn are insane, mindless abominations, twisted mockeries 
  of the mortal form. They are an all-too-present reminder of 
  the cost of weakness or failure in the service of Chaos. If 
  a Heretic accrues 100 Corruption Points before he is able 
  to realise his ultimate destiny, his form is torn asunder and 
  he is cursed to spend the rest of eternity as a creature out 
  of nightmare. Once this happens, the book is closed on this 
  character and he is removed from play. For more information 
  on Corruption and becoming a Chaos Spawn, see Chapter 
  9: Corruption and Infamy.
  APOTHEOSIS
  Those Heretics who manage to survive the dangers of a 
  hostile universe and ﬁ nd favour in the eyes of the gods may 
  be granted the ultimate boon, ascension to daemonhood 
  and transformation into a daemonic entity—a Daemon 
  Prince. With this comes power and freedom, the possibility 
  of ascending to the very heights of Chaos and becoming 
  the instrument of the Ruinous Powers’ designs. To reach 
  Apotheosis, a character must accrue 100 Infamy points, and 
  he must do so while battling with the constant creep of 
  Corruption. Once a Heretic achieves his ultimate destiny and 
  ascends to daemonhood, his story is considered over and he 
  is removed from play. For more information on Infamy and 
  Apotheosis, see Chapter 9: Corruption and Infamy.
  44
  
  CHAMPION
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  •
  SORCERER
  •
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  •
  PSYKER
  
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  Chapter II: 
  Character 
  Creation
  “Without the light of Chaos, the universe would stagnate and 
  collapse. Only through this struggle, can any advancement occur.” 
  —The Book of Magnus
  I
  n BLACK CRUSADE, players take on the role of someone 
  who has devoted himself to the Ruinous Powers—a human 
  or Chaos Space Marine who has turned against the ways 
  of the Imperium. Through this character, the players may 
  corrupt civilisations, incite religious wars, and sow havoc 
  throughout the galaxy. Each character has chosen to ally with 
  the unknowable entities that exist beyond the physical realm 
  within the eddies of the warp. This exposure has undoubtedly 
  cost some portion of the character’s sanity, but it has also 
  granted the character new insights into the nature of the 
  universe. With this knowledge comes a proportionate degree 
  of unnatural power.
  That power serves these characters well as they embark 
  upon a path of unmitigated gluttony through the galaxy. A 
  dark acolyte of Chaos is granted the opportunity to indulge 
  every whim in the service of Chaos. Each character is 
  expected to leave a swathe of destruction through the worlds 
  of the Screaming Vortex, the Calixis Sector, and the Jericho 
  Reach. Every vice that can be indulged must be undertaken to 
  promote the inﬂ uence of the Immaterium.
  The lives of a Chaos devotee are often short, though the 
  time dilation of the warp may obfuscate this. Most heroes of 
  Chaos aspire to the immeasurable power of a daemon prince, 
  but few obtain that ultimate prize. The path of Chaos is a 
  hard one, and the Ruinous Powers have little patience for 
  those who fail them. These poor wretches may be fortunate 
  to know the sweet release of death rather than the demeaning 
  punishment of eternal life as a Chaos Spawn. Throughout 
  a character’s career, the promise of power and the threat of 
  damnation are ever-present companions.
  As a follower of this unholy path, each character has a duty 
  to spread the warp’s inﬂ uence throughout the galaxy. The Dark 
  Gods have granted these Heretics their blessings, but these gifts 
  come at a price. The Dark Gods constantly seek to add to their 
  followers. Their devotees are expected to fulﬁ l this responsibility 
  just as they spread the beliefs and ways of the unknowable 
  powers through their words and deeds. The forces of the vast 
  Imperium of Man are most commonly a potent foe, but they may 
  also become allies. Any loyalist is just another person who has 
  not yet known the unholy corruption of the Dark Gods. 
  At the same time, the enemy’s foe is not necessarily an ally. 
  Xenos may be targets for corruption, or they may be targets 
  for elimination, due to their resistance to the divine word of 
  Chaos. Even other servants of the Dark Gods may work at 
  odds with the focal characters, as the mandates of Chaos are 
  all too often indecipherable and inconsistent. To successfully 
  navigate the paths of Chaos, each character must know whom 
  to trust but always have a plan that accounts for betrayal.
  CREATING A HERETIC
  Before a player can embark upon a path of destruction through 
  the galaxy, he needs to create an avatar through which he can 
  interact with the world of BLACK CRUSADE. This alter ego is 
  known as a Player Character (PC), often identiﬁ ed as a “Heretic.” 
  For many people, the  act of designing a character can be an 
  enjoyable game all by itself. While the process is straightforward, 
  the ﬁ nal variations and options can create a selection of different 
  outcomes that are nearly as vast as humanity itself. Upon ﬁ rst 
  pass, this process may seem complex. This rulebook is designed 
  to gradually clarify the process. As players continue to explore 
  the text, the processes become clear.
  In order to begin, each player needs to assemble a few 
  tools to create his character. First is a blank piece of notepaper 
  or a character sheet copied from the back of the book or 
  printed from the BLACK CRUSADE website. He also needs 
  two ten-sided dice and a pencil with a good eraser. As their 
  characters take shape, players may ﬁ nd that earlier choices 
  no longer ﬁ t their current vision for the character. Writing in 
  pencil makes these changes far easier to adopt. 
  Some players prefer to create their characters in isolation. 
  After all, designing characters—and even creating gaming 
  models to emulate them—can be a fun pastime. However, if 
  the character is to be part of an extended campaign, it may 
  be most beneﬁ cial for the players to sit down with the Game 
  Master (GM) and create their characters as a group. In this 
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  way, the players can make certain that their Player Characters 
  (Heretics) complement one another and are consistent with 
  the campaign that the GM has designed. While a group of 
  Heretics who are more focused upon destroying one another 
  than upon completing the tasks at hand may be fun for some 
  groups, this is not necessarily an ideal style of play for every 
  gaming group.
  Creating a Heretic requires the following eight stages. The 
  ﬁ rst few times that each player creates a character, he may ﬁ nd 
  it easiest to follow these in direct sequence. However, order can 
  be varied as appropriate. For a player who is familiar with the 
  process and has a strong vision of their character in mind from the 
  beginning, it is perfectly acceptable to decide upon an Archetype 
  and Race, for example, long before Characteristics are generated. 
  These steps are further detailed on the pages that follow.
  STAGE 1: CHOOSE A RACE
  The taint of Chaos may have wrought substantial changes 
  upon a character, but before these changes occurred the 
  character was either human or a Chaos Space Marine. Humans 
  are extremely variable in physical and mental capacity, with 
  a broad array of paths open to them. Chaos Space Marines 
  have undergone dramatic physical enhancements but may 
  have limited abilities outside the martial arts.
  STAGE 2: GENERATE CHARACTERISTICS
  BLACK CRUSADE uses numbers to represent most of each 
  character’s abilities. The 10 core abilities, common to all 
  characters, are named Characteristics (for more information on 
  Characteristics, see page 34. These represent the character’s 
  initial physical, mental, and social capacities. 
  STAGE 3: SELECT AN ARCHETYPE
  Within a group of characters, each may be specialised in certain 
  roles. While one might have a glib tongue, specialised in the arts 
  of persuasion, another might be focused on the acquisition of 
  knowledge, stealth, or physical prowess. A character’s archetype 
  describes a set of tasks that fall within a character’s core 
  competency. It may also be tied into how a character expects to 
  pry the title of daemon prince from the Ruinous Powers.
  STAGE 4: EXPLORE THE PASSIONS
  Every character has a reason for embracing Chaos and a particular 
  style for spreading its inﬂ uence. At this stage, the character becomes 
  more than just a set of numbers and descriptions.  Instead, he 
  becomes a fully-ﬂ eshed product of the player’s imagination with 
  understandable motivations, emotions, and goals.
  STAGE 5: SPEND EXPERIENCE POINTS
  Every character in BLACK CRUSADE begins play with 7,000 
  Experience Points (xp) to spend during creation. A portion 
  of these points may be spent when selecting Race and 
  Archetype. At this stage, players should spend any remaining 
  xp to select additional skills, talents, and traits or improve 
  Characteristics for their Heretics. These starting abilities allow 
  players to diversify a character’s expertise or to tightly focus 
  the character’s abilities for their ﬁ rst game session. Additional 
  calculated attributes are also recorded at this time.
  STAGE 6: CORRUPTION AND EQUIPMENT
  BLACK CRUSADE characters have made a conscious decision 
  to embrace the ways of Chaos. This has left a taint upon 
  their very soul, which is reﬂ ected by their Corruption. The 
  actions that they have performed in support of their Dark 
  Gods provide them with a reputation that is reﬂ ected by 
  their Infamy attribute. Their level of Infamy determines the 
  equipment with which they may begin play. Note that some 
  Equipment is provided by the character’s selections of Race 
  and Archetype.
  STAGE 7: EMBRACE THE DARK GODS 
  The four Chaos gods each offer their own distinct paths to 
  their followers. At this stage, each player needs to decide 
  if his character embraces the path of a single god or treads 
  each path lightly, as one who remains unaligned. Though the 
  character’s Devotions may change with time, the Dark Gods 
  are jealous and may take vengeance upon those who choose 
  to leave their service.
  STAGE 8: PLAY BLACK CRUSADE
  With all of this complete, players are now ready to play 
  BLACK CRUSADE! 
  ALTERNATIVE PLAY STYLES AND 
  STARTING EXPERIENCE
  Campaigns and gaming groups are remarkably true to 
  the ever-changing nature of Chaos. While these character 
  creation guidelines are the most generalised, they cannot 
  ﬁ t every situation. If a Game Master wishes to run a 
  campaign where the characters are all cultists within a 
  single hive, then the rules might be modiﬁ ed to allow only 
  human characters and decrease the starting xp to 500. 
  Alternatively, a campaign might focus on Chaos Space 
  Marines who have served the Dark Gods since the time of 
  the Horus Heresy. In this case, only Chaos Space Marine 
  characters would be permitted and the starting xp might 
  be increased to 2,000 or more points. In this case, the 
  Game Master would be encouraged to also increase the 
  starting Corruption and Infamy for these characters.
  Alternatively, some GMs may wish their characters to 
  start with more Experience, to represent more dangerous 
  veterans of Chaos. This generally means that Character 
  Creation is a more involved process, but it can lead to a more 
  “epic” play experience. The increase in starting Experience 
  is up to the group, but in general it’s recommended that the 
  GM not go beyond an additional +3000 experience, lest 
  the Heretics not have any room to grow. 
  For every +1000 starting Experience, each character 
  should also increase their starting Infamy Characteristic 
  by +3, and their starting Corruption Point total by +5. 
  If this puts their Corruption Points above one of the 
  Alignment or Mutation Thresholds, they should spend 
  all starting Experience before checking Alignment and 
  roll any Mutations last. 
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  Stage 1: 
  Choose a Race
  “Not everyone receives the attention of the Dark Gods. Only those 
  who are demonstrably exceptional are worthy of their notice.”
  – Dark Apostle Aurelius of the Word Bearers
  B
  efore doing anything else, the player must select a 
  race for his character. The Imperium of Man extends 
  throughout the galaxy and is populated by untold 
  millions of humans. A number of these humans have chosen to 
  follow the Dark Gods, forsaking the Imperium and embracing 
  the ways of the Immaterium. An extremely small number of 
  those loyal humans have undergone the extensive biological 
  enhancements to transform them into Space Marines. Over 
  the millennia, many of these Adeptus Astartes have turned 
  to the path of the Ruinous Powers as Chaos Space Marines.
  Every Game Master may choose to limit all characters 
  within a campaign to a single race. For some campaigns, it 
  may be more appropriate for all Heretics to either be humans 
  or Chaos Space Marines. Before players make this selection, 
  they should check with their Game Master to see if he 
  wishes to restrict characters in this fashion or if he is open to 
  including both races. 
  CHAOS SPACE MARINES
  Ten thousand years ago, nine of the Primarchs and their 
  attendant Space Marine Legions saw through the 
  lies that the Emperor told as he undertook 
  his Great Crusade. They realised that 
  his disavowal of the psyker and the 
  entities of the Immaterium were 
  little more than the mewling of a 
  frightened kitten. They disagreed with 
  his unwillingness to pry too deeply 
  into the lost secrets of mankind’s 
  ancient past. Most importantly, they 
  viewed his abandonment of the Great 
  Crusade and return to Terra—leaving 
  Horus and his fellow Primarchs to 
  prosecute the Crusade—as the actions 
  of an uncaring father, abandoning 
  his dutiful sons. Angered, hurt, and 
  betrayed, they took up arms against 
  their father, and tore the Imperium 
  asunder with civil war. 
  Though the Emperor’s vast armies 
  were triumphant in the end, the Dark 
  Gods rewarded those who followed 
  Horus. They, the Traitor Legions, have 
  been devoted followers of the Ruinous 
  Powers ever since, constantly striving to 
  bring the inﬂ uence of the Immaterium 
  to all those who might embrace its 
  ways. Those who have met with success 
  have continued to garner new blessings that have become 
  integrated with their superhuman natures.
  A Heretic could be one of those surviving Chaos Space 
  Marines—the time dilation of the warp could dictate that far 
  less than 10,000 years has passed for him. Alternatively, he 
  could be a recent convert—a loyalist Space Marine who realised 
  the truth cloaked by the lies of his Chapter and Imperium, and 
  joined the forces of Chaos. In either case, extensive exposure 
  to the warp and decades or centuries of endless battle may 
  have erased much of his memory. A Chaos Space Marine might 
  recall little of his origins, instead focusing only on the recent 
  events and his personal path to glory, or he may still 
  remember every grudge and grievance—now 
  millennia old—from his former life. 
  The enhancements and equipment 
  granted to Space Marines gives 
  them tremendous power over mortal 
  men. This power is addictive and a 
  veritable aphrodisiac. Those who 
  have tasted of it are drawn to ever 
  greater power,  which can make 
  them even more susceptible to 
  the siren song of Chaos. 
  The paths of a Chaos Space 
  Marine can vary broadly. 
  Some of these dark heroes 
  may have remained loyal (at 
  least in concept) to one of the 
  nine ancient Legions, though 
  they may now be part of a 
  smaller fractured warband. 
  Alternatively, they may have 
  cast off their past allegiances 
  and forsaken their former brethren, 
  moving onwards to their own ends. In 
  some instances, such a warband might 
  also include human renegades fallen 
  from the Imperium and allied with 
  the Ruinous Powers. Some may have 
  CHAOS SPACE MARINE 
  STARTING ABILITIES
  All Chaos Space Marine characters begin play with the 
  following Skills, Talents, Traits, and Equipment.
  Starting Skills: Athletics, Awareness, Common Lore 
  (War), Dodge, Forbidden Lore (Adeptus Astartes, The 
  Horus Heresy and the Long War), Linguistics (Low 
  Gothic), Navigate (Surface), Operate (Surface), Parry.
  Starting Talents: Ambidextrous, Bulging Biceps, 
  Legion Weapon Training, Heightened Senses (Hearing, 
  Sight), Nerves of Steel, Quick Draw, Resistance (Cold, 
  Heat, Poisons), Unarmed Warrior.
  Starting Traits: Amphibious, Unnatural Strength 
  (+4), Unnatural Toughness (+4).
  Starting Equipment: Legionnaire Power Armour, 
  Legionnaire Bolter or Legionnaire Bolt Pistol, Legionnaire 
  Combat Knife, four magazines for starting weapon.
  48
  lies that the Emperor told as he undertook 
  his Great Crusade. They realised that 
  his disavowal of the psyker and the 
  entities of the Immaterium were 
  little more than the mewling of a 
  frightened kitten. They disagreed with 
  his unwillingness to pry too deeply 
  into the lost secrets of mankind’s 
  ancient past. Most importantly, they 
  viewed his abandonment of the Great 
  Crusade and return to Terra—leaving 
  Horus and his fellow Primarchs to 
  prosecute the Crusade—as the actions 
  of an uncaring father, abandoning 
  his dutiful sons. Angered, hurt, and 
  betrayed, they took up arms against 
  their father, and tore the Imperium 
  Though the Emperor’s vast armies 
  were triumphant in the end, the Dark 
  Gods rewarded those who followed 
  Horus. They, the Traitor Legions, have 
  been devoted followers of the Ruinous 
  Powers ever since, constantly striving to 
  bring the inﬂ uence of the Immaterium 
  to all those who might embrace its 
  ways. Those who have met with success 
  events and his personal path to glory, or he may still 
  remember every grudge and grievance—now 
  millennia old—from his former life. 
  The enhancements and equipment 
  granted to Space Marines gives 
  them tremendous power over mortal 
  men. This power is addictive and a 
  veritable aphrodisiac. Those who 
  have tasted of it are drawn to ever 
  greater power, 
  them even more susceptible to 
  the siren song of Chaos. 
  Marine can vary broadly. 
  Some of these dark heroes 
  they may now be part of a 
  smaller fractured warband. 
  Alternatively, they may have 
  cast off their past allegiances 
  and forsaken their former brethren, 
  moving onwards to their own ends. In 
  some instances, such a warband might 
  also include human renegades fallen 
  from the Imperium and allied with 
  the Ruinous Powers. Some may have 
  
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  attracted an army of human, xenos, or even daemonic followers. 
  Others might travel the galaxy in isolation, working with 
  others only reluctantly as a means to an end. Likewise, their 
  goals can vary wildly, from the desire to avenge themselves on 
  the Imperium and Emperor that betrayed them, to the thirst 
  for power amongst their fellows, to the hunger for knowledge 
  and arcane lore. 
  While Chaos Space Marines are physically mighty, utterly 
  devoted servants of the dark powers, even they possess some 
  limitations. A Chaos Space Marine is generally incapable of 
  blending in with human society. Their enlarged physique and 
  extensive modiﬁ cations are distinctive amongst virtually every 
  human population. Their dedication to the art of war and 
  ceaseless training limits the time spent studying other subjects. 
  Their deliberate isolation from mundane society suggests that 
  their social talents are likely to have atrophied from decades or 
  centuries of disuse. They may also be unable to relate to some 
  of the basic conceptual challenges faced by those who live a 
  mundane life within the Imperium—after all, a Chaos Space 
  Marine seldom wants for food, shelter, or basic conveniences. 
  These are not absolutes, but they are challenges that Chaos 
  Space Marine characters must choose to overcome. 
  CHAOS SPACE MARINES IN 
  BLACK CRUSADE
  BLACK CRUSADE takes place in and around the Screaming 
  Vortex, a massive warp storm on the edges of Imperial Space 
  near the Imperial-controlled Calixis Sector. Far from Traitor 
  Legions of the Eye of Terror led by Abaddon the Despoiler, 
  the Traitor Legionnaires found in BLACK CRUSADE are less 
  likely to be part of large armies or live amongst the company 
  of their constant fellows, and more likely to operate alone or 
  in small warbands of no more than a dozen or so. Though 
  there are large armies within the Vortex, they are constantly 
  forming and splintering, or being ground to bits in constant 
  warfare with their fellows. Some of these warbands may even 
  include non-human followers. Scattered amongst the countless 
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  human population. Their dedication to the art of war and 
  ceaseless training limits the time spent studying other subjects. 
  Their deliberate isolation from mundane society suggests that 
  their social talents are likely to have atrophied from decades or 
  centuries of disuse. They may also be unable to relate to some 
  of the basic conceptual challenges faced by those who live a 
  mundane life within the Imperium—after all, a Chaos Space 
  of their constant fellows, and more likely to operate alone or 
  in small warbands of no more than a dozen or so. Though 
  there are large armies within the Vortex, they are constantly 
  forming and splintering, or being ground to bits in constant 
  warfare with their fellows. Some of these warbands may even 
  include non-human followers. Scattered amongst the countless 
  49
  49
  Chaos Space Marine Implants
  Like the Space Marines of the Imperium, Chaos Space Marines also have a series of special organs and 
  modifications implanted into their bodies. This section briefly describes the in-game effects of each upon 
  the Chaos Space Marine character. The Traits and Talents provided by these implants are listed in the Chaos Space 
  Marine’s starting Talents and Traits above.
  Secondary Heart: This organ contributes to the Unnatural Strength and Toughness Traits.
  Ossmodula: This implant contributes to the Unnatural Toughness Trait.
  Biscopea: This implant contributes to the Unnatural Strength Trait.
  Haemastamen: This organ contributes to the Unnatural Strength and Toughness Traits.
  Larraman’s Organ: The Chaos Space Marine only has a 5 percent chance of dying each round from Blood Loss, 
  rather than the normal 10 percent. 
  Catalepsean Node: Chaos Space Marines suffer no penalties to Perception-based Tests (such as Awareness) when 
  awake for long periods of time.
  Preomnor: This implant contributes to the Resistance (Poisons) Trait. 
  Omophagea: By devouring a portion of an enemy, a Chaos Space Marine can gain access to certain information from 
  the foe’s memories. The information he can access is at the GM’s discretion, keeping in mind what may have been 
  known by the enemy in the first place.  
  Multi-lung: This organ provides the Amphibious Trait. 
  Occulobe: This implant grants the Heightened Senses (Sight) Talent.
  Lyman’s Ear: This implant grants the Heightened Senses (Hearing) Talent.
  Sus-an Membrane: The Chaos Space Marine may voluntarily enter a form of suspended animation. To do so, 
  the character must meditate for 1d5 Rounds. This organ automatically activates if the character is knocked 
  unconscious by Critical Damage. While in suspended animation, the Chaos Space Marine’s wounds will not 
  deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (-20) 
  Medicae Test to revive a character from suspended animation.
  Melanchromic Organ: This organ contributes to the Unnatural Toughness Trait. 
  Oolitic Kidney: This organ contributes to the Resistance (Poisons) Trait. 
  Neuroglottis: This implant contributes to the Resistance (Poisons) Trait. 
  Mucranoid: The organ contributes to the Resistance (Heat, Cold) Traits. 
  Betcher’s Gland: The Chaos Space Marine may spit acid at his foes. This acts as a ranged weapon with the following 
  profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the character rolls three or more Degrees of Success on his 
  Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. 
  Progenoids: Implanted in a regular human, these glands may change his body into that of a Space Marine, or they 
  may overwhelm his physique and destroy him. The loyalist Adeptus Astartes place great stock in recovering the 
  Progenoid glands from their fallen brethren to create new Space Marines. However, many Chaos Space Marines are 
  less concerned with this. This gland has no in-game effect, though certain individuals may be interested in obtaining 
  them for nefarious purposes (such as creating more Space Marines!). 
  Black Carapace: This implant gives the Chaos Space Marine exceptional control over his power armour. Although a Space 
  Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.
  
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  worlds trapped in the Screaming Vortex, many Chaos Space 
  Marines ﬁ nd the opportunity to put their formidable powers 
  to use in furthering their own ambitions—perhaps even 
  leading their own Black Crusade one day.
  Chaos Space Marines still bear the superhuman strength 
  and resilience—the gift imparted with the implantation of the 
  geneseed that creates all Space Marines. Thus, Chaos Space 
  Marines are more resistant to the mutating effects of Chaos 
  and better able to survive the capricious attentions of the Warp. 
  A Chaos Space Marine character in BLACK CRUSADE could even 
  be a Traitor Legionnaire from one of the nine original Traitor 
  Legions in the Horus Heresy, having survived 10,000 years in 
  the warp. Over the millennia (which, due to the time dilation 
  effects of the warp, may seem like a mere hundred years to 
  him) he could have made his way to the Screaming Vortex. 
  Alternatively, he could be a more recent traitor who ﬂ ed his 
  kin into the Vortex. He could even be from the Space Marine 
  Chapter who makes their home in the Calixis Sector, the Storm 
  Wardens, or any other Chapter of Note. 
  The core skills and talents possessed by each Chaos Space 
  Marine are due to the implants and rigorous training that 
  transformed him into a superhuman entity. The nature of Space 
  Marine creation dictates that characters of this race began life 
  as a male human, though gifts of the Chaos gods may have 
  rendered that distinction meaningless. A Chaos Space Marine 
  may have additional traits and talents associated with his 
  superhuman existence beyond the ones listed here, including 
  ones that were Characteristic of the Legion into which he 
  was originally inducted. Of particular note are those acquired 
  due to devotion to one or more of the 
  Chaos gods. These additional abilities 
  may be selected during Stage 5: Spend 
  Experience Points.
  DISCIPLES OF 
  CHAOS
  Throughout the worlds of the 
  Imperium of Man, untold millions of 
  humans live their wretched lives under 
  the eternal vigilance of their deathless 
  tyrant. For many, there is little to 
  distinguish one day from another. Their 
  quiet lives of hopeless drudgery under 
  the taskmasters of the Administratum 
  offer little in the way of goals. Many 
  embrace the Ecclesiarchy’s direction 
  to worship their Emperor as a false 
  god, under the pretext of a chance at 
  salvation. Those mortals who embrace 
  Chaos instead are sometimes referred 
  to as Disciples of Chaos.
  As a human character, the Heretic 
  may be someone who has seen through 
  the lies perpetrated by those who 
  conspire with the Imperium of Man. He 
  ignored the threat of punishment imposed 
  by the totalitarian regime for the sake of 
  refuting these untruths. Instead, he embraced 
  the powers and knowledge found among the entities of the 
  Warp, believing their offerings are a path to salvation from 
  unjust tyranny and mindless drudgery. Alternatively, the 
  Heretic may be persecuted or betrayed by the Imperium. 
  Perhaps he was born a mutant or psyker, and thus subject 
  to being hunted down, killed, or enslaved. Or perhaps he 
  simply ran afoul of one of the labyrinthine Imperial laws and, 
  rather than submit to unjust punishment, fought back or ﬂ ed, 
  vowing revenge. 
  The character’s initial contact with Chaos, and his reasons for 
  heeding it, can vary substantially. Some characters are drawn to 
  power for its own sake. Perhaps he was a military commander, 
  a planetary governor, or an heir to a vast mercantile fortune. 
  Though successful by any Imperial measure, his holdings were 
  not enough to grant complacency. Whispers of forbidden 
   knowledge offered simple solutions to problems. 
  These required sacriﬁ ces, but they were of 
  no consequence—at least initially. Now 
  he plays the part of a hidden instrument 
  within the Imperial order, spreading 
  Chaos’s inﬂ uence amongst its highest 
  ofﬁ ces or working to bring the crumbling 
  ediﬁ ce of the Imperium down through 
  accidents and bookkeeping errors.
  Maybe the character sought vengeance. 
  It might be that the Imperium had unjustly 
  punished a relative, sent a close friend to 
  the Black Ships, or accidentally inﬂ icted 
  decades of starvation upon an entire 
  culture. He heard about the forbidden ways 
  and gained access to their secrets. Ignoring 
  Imperial directives, he chose to embrace his 
  chance at revenge and may even have earned 
  it. Since then, he has been obligated to 
  spread the word of his hidden masters, 
  recruiting additional servants to the cause.
  Alternatively, perhaps the character 
  was an academic, an Inquisitor, or a 
  member of the Ecclesiarchy who sought 
  out information about the ways of Chaos 
  with the goal of better understanding his 
  foe. It might be that the information seemed 
  harmless initially, but sometimes knowledge 
  can corrupt. With the very best of intentions, 
  HUMAN STARTING ABILITIES
  All human characters begin play with the following 
  Skills and Traits at no xp cost.
  Starting Skills: Common Lore (Any Two), Linguistics 
  (Low Gothic), Trade (Any One)
  Starting Trait: The Quick and The Dead
  THE QUICK AND THE DEAD
  To survive in the Vortex, particularly as a human, one 
  must be quick, both in wits and action. Sometimes fast 
  reﬂ exes can compensate for ceramite armour. All Heretics 
  with this Trait add a +2 bonus to Initiative Rolls.
  50
  was originally inducted. Of particular note are those acquired 
  due to devotion to one or more of the 
  Chaos gods. These additional abilities 
  may be selected during Stage 5: Spend 
  Throughout the worlds of the 
  Imperium of Man, untold millions of 
  humans live their wretched lives under 
  the eternal vigilance of their deathless 
  tyrant. For many, there is little to 
  distinguish one day from another. Their 
  quiet lives of hopeless drudgery under 
  the taskmasters of the Administratum 
  offer little in the way of goals. Many 
  embrace the Ecclesiarchy’s direction 
  to worship their Emperor as a false 
  god, under the pretext of a chance at 
  salvation. Those mortals who embrace 
  Chaos instead are sometimes referred 
  As a human character, the Heretic 
  may be someone who has seen through 
  the lies perpetrated by those who 
  conspire with the Imperium of Man. He 
  ignored the threat of punishment imposed 
  by the totalitarian regime for the sake of 
  refuting these untruths. Instead, he embraced 
  not enough to grant complacency. Whispers of forbidden 
  knowledge offered simple solutions to problems. 
  These required sacriﬁ ces, but they were of 
  no consequence—at least initially. Now 
  he plays the part of a hidden instrument 
  within the Imperial order, spreading 
  Chaos’s inﬂ uence amongst its highest 
  ofﬁ ces or working to bring the crumbling 
  ediﬁ ce of the Imperium down through 
  accidents and bookkeeping errors.
  It might be that the Imperium had unjustly 
  punished a relative, sent a close friend to 
  the Black Ships, or accidentally inﬂ icted 
  decades of starvation upon an entire 
  culture. He heard about the forbidden ways 
  and gained access to their secrets. Ignoring 
  Imperial directives, he chose to embrace his 
  chance at revenge and may even have earned 
  it. Since then, he has been obligated to 
  spread the word of his hidden masters, 
  recruiting additional servants to the cause.
  was an academic, an Inquisitor, or a 
  member of the Ecclesiarchy who sought 
  out information about the ways of Chaos 
  with the goal of better understanding his 
  foe. It might be that the information seemed 
  harmless initially, but sometimes knowledge 
  can corrupt. With the very best of intentions, 
  
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  he might have successfully used that information to defeat 
  the Imperium’s greatest foes. However, the scars of such 
  battles might have lingered and the dark hunger for the 
  power eventually became unbearable.
  Clearly, the motivations and methods of human characters 
  that serve the Dark Gods can vary tremendously. While they 
  are unlikely to ever achieve the raw physical abilities of a 
  Chaos Space Marine, they begin with far more opportunities 
  to choose their paths. These options can be leveraged into a 
  character that can spread the word of the Ruinous Powers 
  in ways that raw physical force could never hope to achieve.
  HUMANS IN BLACK CRUSADE
  The human Disciples of Chaos in BLACK CRUSADE are likely to 
  have fallen more recently than a Traitor Legionnaire. The ravages 
  and corruption of the warp are seldom kind to a human body 
  and psyche; and humans are simply less durable with regard 
  to the Immaterium and its effects than Chaos Space Marines. 
  Therefore it is unlikely that human Disciples of Chaos originate 
  from mankind’s distant past in the Horus Heresy or have travelled 
  from the far ends of the Imperium to reach the Screaming Vortex.
  Most of the human characters in BLACK CRUSADE come from 
  one of the regions near the Screaming Vortex. Many are former 
  inhabitants of the Calixis Sector, Imperial citizens or soldiers who, 
  for whatever reason, fell from the Emperor’s service. Hunted and 
  hounded by the corpse-god’s agents, they ﬂ ed. Most of those 
  who ﬂ ee the Imperium are captured or slain, but a lucky few 
  occasionally make it to sanctuary within the Screaming Vortex. 
  Others may have originated in the Koronus Expanse. On 
  forgotten worlds far from the light of the Astronomicon, feral 
  tribes of heathen savages have lived for millennia. They have 
  no knowledge of the Imperium or the God-Emperor, but over 
  the course of their primitive existence have turned to worship 
  older, darker gods. Such worlds may not even be so primitive, 
  but have entire civilisations cut off by lost warp-routes or 
  warp storms. Perhaps a Rogue Trader discovered this world 
  and enslaved these savages, taking them back on his ship as 
  labour. Perhaps pirate reavers arrived, seeking slaves, plunder, 
  and new recruits. Either way, such individuals found their 
  way off-world, and eventually into the Screaming Vortex. 
  Other humans were born in the Jericho Reach. While 
  they may have begun life as Imperial servants, it is just as 
  likely they were born on one of the Chaos-held worlds in 
  and around the Hadex Anomaly. In that case, though they 
  may have snuck aboard an Imperial vessel passing through 
  the Well of Night and returning to the Calixis Sector, it’s 
  more likely they travelled deep into the Hadex Anomaly and 
  journeyed through the weaving paths of warp-space to reach 
  the Screaming Vortex. In any case, such an individual is likely 
  to be hardened and embittered to the warp and the Chaos 
  gods, as they are the only life he knows.
  Finally, there are those humans born within the bounds 
  of the Screaming Vortex itself. The Screaming Vortex is 
  covered in far more detail on page 323, but sufﬁ ce to say, 
  there are multitudes of worlds on which live savage tribes, 
  glowering forges, and glittering sorcerous cities. Individuals 
  from such places may be less interested in vengeance against 
  a distant and largely unknown Imperium, but very interested 
  in wresting away the wealth clasped in its weakening claws.
  Stage 2: 
  Generate 
  Characteristics
  “A man can only be measured by his deeds. Useless statistics cannot 
  hope to reveal his true spirit.”
  – Warlord Mikhail Hassid
  C
  haracteristics represent a Heretic’s raw ability, on a 
  scale of 0 to 100, in a variety of physical and mental 
  areas. These values primarily dicta the Heretic’s 
  chance of success under stressful situations, but do offer other 
  hints about the character’s abilities. Remember that  when 
  performing a Test, players need to roll under their Heretic’s 
  Characteristic on percentile dice. The higher the relevant 
  Characteristic, the more likely the character is to succeed at 
  a Test rather than facing the consequences of failure. More 
  information on Characteristics can be found on page 34. 
  Weapon Skill (WS)
  Weapon Skill provides a measurement of a character’s 
  capabilities in melee combat, whether armed with ﬁ st, claw, 
  tooth, or chain axe.
  Ballistic Skill (BS)
  Ballistic Skill reﬂ ects the character’s accuracy with ranged 
  weapons, including bolters, lasguns, grenades, and even bows 
  and arrows. 
  Strength (S)
  Strength measures a character’s ability to lift, carry, and 
  generally apply raw physical force.
  Toughness (T)
  Toughness deﬁ nes how easily the character can shrug off 
  injury as well as how easily he can resist toxins, poisonous 
  environments, disease, and other physical ailments.
  Agility (Ag)
  Agility measures a character’s quickness, reﬂ exes, and poise.
  51
  Stage 2: 
  
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  Intelligence (Int)
  Intelligence is a measurement of a character’s acumen, reason, 
  and knowledge.
  Perception (Per)
  Perception describes how well a character perceives his 
  surroundings. It reﬂ ects the acuteness of senses.
  Willpower (WP)
  Willpower reﬂ ects a character’s ability to withstand the horrors 
  of the warp, the terrors of battle, and the dreadful inhumanities 
  that he might feel bound to inﬂ ict upon his opponents. 
  Fellowship (Fel)
  Fellowship is a character’s ability to interact with other 
  creatures, to beguile, charm, or persuade them.
  Infamy (Inf)
  Infamy is a measure of a character’s glory and reputation in the 
  Realms of Chaos, with tangible effects on a character’s abilities.
  Characteristic Bonuses
  Each Characteristic has a corresponding bonus. A 
  Characteristic Bonus equals the tens digit of the Characteristic 
  score. For example, a character with 41 Strength has a 
  Strength Bonus of four. Generally, Characteristic Bonuses 
  are used to determine the measure of success or failure in 
  situations or tests that have variable results.
  GENERATING 
  CHARACTERISTICS
  Characteristics are generated one at a time. For each, roll 
  2d10 and add the resulting numbers together. Then add a 
  base number to the result to generate the ﬁ nal Characteristic.
  The base number added to each result depends on whether 
  the character is a Human or a Chaos Space Marine. Human 
  characters add 25 to each result, while Chaos Space Marines 
  add 30. This represents the Chaos Space Marine’s higher innate 
  qualities due to his genetic development. (However, Chaos Space 
  Marine Characters receive less experience to spend at character 
  creation, so don’t worry, things balance out in the end!) 
  Follow this procedure once for each of the Characteristics 
  until results are compiled for all nine and then ﬁ ll them in 
  on the character sheet. When recording each Characteristic 
  on the character sheet, remember to write the ﬁ rst digit of 
  the number in the circle. Writing those digits in the circles 
  allows anyone to see the Characteristic Bonus values  are 
  at a glance. Note that one or more Characteristics might be 
  further modiﬁ ed by choices that the player chooses to make 
  during the later stages of character creation.
  Because these characters have been blessed by the Dark 
  Gods, each player may re-roll any one result of their choosing. 
  Should a player choose to do this, he must keep the new 
  result, even if it is worse than the old one.
  The only exception to this is Infamy. Instead of rolling 2d10 
  and adding 30, characters generate Infamy by rolling 1d5 and 
  adding 19. This can be the Characteristic players choose to 
  reroll. This is covered in more detail on page 304.
  EXAMPLE
  Jason is creating a new BLACK CRUSADE character, a Chaos Space 
  Marine, so he rolls 2d10 for his Weapon Skill Characteristic and 
  gets 11, then he adds 30 for a ﬁ nal Weapons Skill of 41. He repeats 
  this process for the rest of his Characteristics:
  Characteristic
  2d10 Roll
  Total
  Characteristic 
  Bonus
  Weapon Skill
  11 (+30)
  41
  4
  Ballistic Skill
  8 (+30)
  38
  3
  Strength
  16 (+30)
  46
  4
  Toughness
  10 (+30)
  40
  4
  Agility
  9 (+30)
  39
  3
  Intelligence
  5 (+30)
  35
  3
  Perception
  12 (+30)
  42
  4
  Willpower
  13 (+30) 
  43
  4
  Fellowship
  7 (+30)
  37
  3
  Infamy
  4 (+19)
  23
  2
  ALLOCATING POINTS
  An alternative method for generating Characteristic 
  scores is to give each player a number of Characteristic 
  points that he may assign as he wishes. In this 
  case, a Heretic begins with a score of 30 in each 
  Characteristic if he is a Chaos Space Marine and 
  25 in each Characteristic if he is a human. A player 
  may allocate a total of 100 additional points to his 
  character’s Characteristics, adding no more than 20 to 
  any one Characteristic. This method generally creates 
  characters with slightly higher than average scores.
  When using this method, characters must still 
  generate their Infamy characteristic by rolling. 
  the character is a Human or a Chaos Space Marine. Human 
  characters add 25 to each result, while Chaos Space Marines 
  add 30. This represents the Chaos Space Marine’s higher innate 
  qualities due to his genetic development. (However, Chaos Space 
  Marine Characters receive less experience to spend at character 
  MY PUPIL,
  I WISH TO GRANT YOU ADVICE THAT I WISH I HAD 
  BEEN GIVING SO MANY YEARS AGO. CHOOSE YOUR 
  SERVANTS, NOT BY THE SKILLS THEY POSSESS, BUT THEIR 
  POTENTIAL TO BE TRAINED. 
  I HAVE SEEN A LOW MUD GATHERER BRING GREAT 
  HONOUR TO THE BLOOD GOD. GATHERING MUD IN THE 
  CLAY PITS DID NOT PREPARE HIM TO SWING AND AXE. HE 
  HAD ONLY A STOUT FRAME AND A POWERFUL BUILD. I 
  MOLDED HIM AS HE MOLDED THE EARTH.
  THERE ON THE RUBBLE OF THE EMERALD TEMPLE HE 
  STOOD, A SHORT TIME LATER, COVERED IN THE BLOOD OF 
  MY ENEMIES, AND BELLOWING FOR MORE. THAT IS HOW 
  YOU MUST CHOOSE YOUR SERVANTS, YOUNG ADALAIH.
  YOU NOW HAVE UNTIL THE BELLS OF SANTBON CHIME 
  TWICE. I WILL COME FOR YOU THEN, AND I HOPE THAT 
  YOU HAVE GATHERED ABOUT YOU SERVANTS THAT WILL 
  SERVE YOUR SURVIVAL. MAY THE DARK GODS BLESS YOU 
  IN THIS TEST. PROVE YOURSELF MY PUPIL.
  52
  
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  Stage 3: Select 
  an Archetype
  F
  ictitious characters can generally be categorised into 
  speciﬁ c roles that they play within a story. These 
  roles, like the young warrior, the elder sage, or the 
  kind-hearted rogue, are sometimes referred to as Archetypes. 
  Characters in BLACK CRUSADE are often wildly different due 
  to the free-form character advancement system. However, 
  Archetypes are a broad grouping of character types that help 
  give some deﬁ nition to a character concept. 
  The next stage in character creation is to select the sort 
  of Archetype that a character could play during adventures 
  in the BLACK CRUSADE setting. Many players may already 
  have appropriate concepts in mind, in which case selecting 
  their character’s Archetype should be a straightforward 
  process. Alternatively, it might be that a character’s starting 
  Characteristics suggest a strong proclivity for a certain path. 
  This section presents eight common Archetypes for heroes 
  of Chaos. Four of these are focused on Chaos Space Marine 
  characters and four are intended for human characters. At 
  this stage, players should review their options, then select 
  one of the racially appropriate paths. Keep in mind that this 
  choice is very likely to have a strong inﬂ uence on the types of 
  situations that spotlight the character during game play. Each 
  character must select one and only one Archetype.
  Each Archetype also has a Special Ability, unique to that 
  Archetype. By selecting the Archetype, characters gain access 
  to that Special Ability as well, and may use it as long as the 
  character exists. 
  ARCHETYPE LIST
  The Champion (Chaos Space Marine): A warrior and 
  commander, leader of soldiers by either fear or devotion.
  The Chosen (Chaos Space Marine): A consumate soldier 
  and hard bitten veteran. 
  The Forsaken (Chaos Space Marine): An outcast from his 
  former allegiance, a lone wanderer who joins other warbands 
  out of neccessity. 
  The Sorcerer (Chaos Space Marine): A Chaos Space 
  Marine who has mastered the art of the psyker.
  The Apostate (Human): An inﬁ ltrator and silver-tongued 
  serpent, a powerful leader of the masses.
  The Renegade (Human): A warrior who survives on skill of 
  arms rather than brute force.
  The Heretek (Human): One initiated into the mysteries of 
  technology, a rebel from the cult of the Adeptus Mechanicus.
  The Psyker (Human): An unsanctioned and chaos-turned 
  psyker, extremely powerful and infused by the warp.
  53
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  Champion
  “Join me, brothers, and we will make the minions of the undying 
  Emperor pay for the lies and betrayal they have dealt us!”
  – Skyrar, Master of the Thirst for Vengeance
  T
  he Space Marines are superhuman in almost every way, 
  and this holds true for their treasonous brethren as 
  well. Amongst the Traitor Legions, however, there are 
  those who stand apart. These Traitor Legionnaires show the 
  traits of true leadership, honed keen by the constant struggle 
  to maintain control over warbands of fallen Adeptus Astartes. 
  Though they are known by many names, in BLACK CRUSADE 
  these individuals are known as Champions. 
  Much of the formal structure and military organisation of 
  the Traitor Legions has  disappeared over the long millennia. 
  Instead of squads following appointed sergeants, bands of 
  Chaos Space Marines tend to form around the strongest, 
  boldest, and most dangerous of their fellows. These Aspiring 
  Champions are leaders in the making, adorning their amour 
  with trophies from the slain and wielding ancient and 
  potent weapons that may date back from the Heresy itself. 
  They burn with ambition, aspiring to become more powerful 
  champions amongst their fellows. However, only the 
  most brutal and skilled can survive to become Chaos 
  Lords.
  The most powerful and ruthless Aspiring Champions 
  strive to win a coveted suit of Tactical Dreadnought 
  armour. Such armour makes them virtually immune to 
  all but the most powerful weapons and allows them 
  to easily wield weapons even a Traitor Legionnaire 
  in power armour could not carry. However, such suits 
  are extremely rare and the most common way for an 
  Aspiring Champion to win one is to challenge and slay 
  an existing Terminator in combat. Amongst a band of 
  Traitor Terminators, one usually emerges as the leader. 
  This Terminator Champion is typically an egotistical, 
  brutish man, and someone whom the other Terminators 
  aspire to become. 
  The most powerful Champions are the Chaos Lords—men 
  with vision and strength to bind both the wills of their brethren 
  and the forces of Chaos to their will. They are strong, charismatic 
  leaders with indomitable will and keen martial prowess, and are 
  often found leading massive warbands, pirate ﬂ eets, worlds, or 
  even massive Black Crusades against the Imperium.
  These are some, though not all, of the Champions one 
  may encounter amongst the ranks of the Traitor Legions. 
  PLAYING A BLACK CRUSADE CHAMPION
  The following are some of the ways a player can play 
  and portray a Chaos Space Marine Champion. Of course, 
  these should be considered guidelines and suggestions, not 
  directives nor canon. If a player comes up with their own 
  backstory and character personalities, they should feel free 
  to explore them. 
  Many Champions swear their lives and deaths to Chaos, 
  bargaining their own being in exchange for power and 
  SKILLS, TALENTS & GEAR
  Champions must be Chaos Space Marines.
  All Champions begin play with the following:
  Starting Skills: Command, Scholastic Lore (any one), 
  Charm or Deceive, Intimidate or Scrutiny
  Starting Talents: Iron Discipline, Air of Authority or 
  Disturbing Voice, Lesser Minion of Chaos or Sure Strike
  Starting Gear: Legionnaire Power Sword
  Wounds: 15+1d5
  SPECIAL ABILITY: 
  INSPIRING PRESENCE
  The Aspiring Champions are natural leaders, and often 
  shape warbands in their own image whether deliberately 
  or not. When an ally within sight of the Aspiring 
  Champion uses an Infamy Point, as a Free Action the 
  Aspiring Champion may choose to allow the ally to 
  use his Infamy Point as if he possessed the Aspiring 
  Champion’s Corruption Point level and Alignment. 
  54
  boldest, and most dangerous of their fellows. These Aspiring 
  Champions are leaders in the making, adorning their amour 
  with trophies from the slain and wielding ancient and 
  potent weapons that may date back from the Heresy itself. 
  They burn with ambition, aspiring to become more powerful 
  champions amongst their fellows. However, only the 
  most brutal and skilled can survive to become Chaos 
  Lords.
  The most powerful and ruthless Aspiring Champions 
  strive to win a coveted suit of Tactical Dreadnought 
  armour. Such armour makes them virtually immune to 
  all but the most powerful weapons and allows them 
  to easily wield weapons even a Traitor Legionnaire 
  in power armour could not carry. However, such suits 
  are extremely rare and the most common way for an 
  Aspiring Champion to win one is to challenge and slay 
  an existing Terminator in combat. Amongst a band of 
  Traitor Terminators, one usually emerges as the leader. 
  This Terminator Champion is typically an egotistical, 
  brutish man, and someone whom the other Terminators 
  aspire to become. 
  The most powerful Champions are the Chaos Lords—men 
  with vision and strength to bind both the wills of their brethren 
  and the forces of Chaos to their will. They are strong, charismatic 
  leaders with indomitable will and keen martial prowess, and are 
  often found leading massive warbands, pirate ﬂ eets, worlds, or 
  even massive Black Crusades against the Imperium.
  These are some, though not all, of the Champions one 
  may encounter amongst the ranks of the Traitor Legions. 
  PLAYING A BLACK CRUSADE CHAMPION
  The following are some of the ways a player can play 
  and portray a Chaos Space Marine Champion. Of course, 
  these should be considered guidelines and suggestions, not 
  directives nor canon. If a player comes up with their own 
  backstory and character personalities, they should feel free 
  to explore them. 
  Many Champions swear their lives and deaths to Chaos, 
  bargaining their own being in exchange for power and 
  use his Infamy Point as if he possessed the Aspiring 
  Champion’s Corruption Point level and Alignment. 
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  patronage. The rewards are great—granted the knowledge 
  and strength of the Ruinous Powers, a Champion can lead 
  armies, conquer worlds, and even achieve immortality. 
  However, even as he furthers his own ambition, the Gods 
  who favour the champion also inﬂ uence him, so that his own 
  victories also further the dominance of his patrons. 
  Leadership styles differ, even among those dedicated to 
  Chaos. The character may command respect simply by his 
  heroic actions in the name of the Dark Gods and resolute 
  faith in his followers to act upon their own beliefs. It 
  could be that his example forces them to strive ever harder 
  to fulﬁ l his high expectations of them. Alternatively, he 
  might depend upon physical force and intimidation to 
  insure his loyalty. Even among a warband of Chaos Space 
  Marines, the Champion might be the scariest entity on 
  the battleﬁ eld. He might even use the promise of rich 
  rewards—either physical or spiritual—to motivate those 
  who follow him. Regardless of his methods, though, 
  the Champion is usually a master of employing them to 
  command respect, obedience, and dedication. 
  Of course, raw leadership is useless without the cunning 
  and tactical acumen to use it properly. A Champion must 
  be as capable of discerning his foes’ weaknesses as he is of 
  identifying his own advantages. When outnumbered, as is 
  so often the case when facing the monolithic forces of the 
  Imperium, he must be capable of identifying and creating 
  situational advantages to carry the day. The universe of the 
  41st Millennium is harsh and unforgiving, and the ranks 
  of those who follow the Ruinous Powers even more so. A 
  Champion who fails to live up to their expectations—and 
  perhaps even the expectations of the capricious Ruinous 
  Powers themselves—may soon ﬁ nd himself dead or 
  transformed into a Chaos Spawn.
  A Champion may have chosen to embrace the ways of the 
  Immaterium centuries ago—due to the vagaries of the warp, 
  this might have been thousands of years as measured in the 
  physical world. He might even be a survivor of the Horus 
  Heresy. Even if he is a more recent convert, the Heretic has 
  served the Dark Gods faithfully, ﬁ rst as a standard trooper 
  within a Chaos Space Marine warband, and then later as a 
  leader of his squad.  
  Over his long decades of service, he likely fulﬁ lled a range 
  of different responsibilities. He has become familiar with 
  a broad array of military techniques and a variety of gear. 
  While he certainly has strong preferences when it comes to 
  how to pursue a battle or campaign, he has the skills and 
  knowledge necessary to use the most appropriate approach 
  for any given situation. His approach may be focused based 
  upon his particular devotions, but he has developed the 
  savvy necessary to choose the technique that is most likely to 
  succeed, even if it is at odds with his preferences.
  Most Champions are well aware of the rewards for success 
  and consequences for failure offered by the Chaos gods. They 
  yearn for the day that they might ascend to the mighty title 
  of daemon prince, and are all too willing to sacriﬁ ce anyone 
  or anything that might prevent or even delay them from 
  attaining that goal. 
  CHAMPIONS IN THE VORTEX
  The Screaming Vortex is host to numerous warbands 
  of Chaos Space Marines, which in turn have many 
  Champions amongst their ranks. However, the Traitor 
  Legionnaires in the Screaming Vortex are scattered and 
  factional, ﬁ ghting amongst each other for supremacy and 
  dominance. Also, the warbands in the Screaming Vortex 
  are often made up of a motley mix of humans and Chaos 
  Space Marines, and thus a Chaos Space Marine Champion 
  may ﬁ nd himself a part of a warband comprised entirely 
  or mostly of humans with only a few fellow Chaos Space 
  Marines at his side. 
  Over the last ten millennia, members of all nine 
  of the original Traitor Legions have found their way 
  into the Screaming Vortex, along with many renegade 
  Chaos Space Marines from later chapters. The many 
  years have done much to blur their histories, though 
  some may still retain recognisable traits of their former 
  Legion or Chapter. 
  The following are some examples of Chaos Space 
  Marine Champions found within the Screaming Vortex.
  Dark Apostle of the Word Bearers: Members of the 
  Word Bearers Legion are known for their devotion to 
  Chaos and the Ruinous Powers as a religion. It is said their 
  Primarch, Lorgar, was one of the ﬁ rst to embrace devotion 
  to Chaos, and that his inﬂ uence led to the fall of Horus. 
  Their Dark Apostles are twisted reﬂ ections of Space Marine 
  Chaplains and are able to command obedience and faith 
  with the power of their words. It is believed several such 
  individuals reside within the Screaming Vortex. 
  Member of the Alpha Legion: Members of the Alpha 
  Legion are known for utilizing complex strategies of 
  inﬁ ltration and sabotage to achieve their goals and 
  are well-suited to tactical planning. They also show a 
  willingness to work alongside non-Space Marines to 
  achieve their goals. An Alpha Legion Champion in the 
  Screaming Vortex is uniquely suited to lead a mixed 
  warband of human renegades and Traitor Legionnaires, 
  and indeed some have stepped forward to ﬁ ll that role. 
  Fallen From Grace: There are those Champions in 
  the Screaming Vortex who have ﬂ ed there, not out of 
  choice, but out of necessity. Some used to be part of 
  larger warbands. However, when they attempted to rise to 
  leadership and challenge those in command, they failed. 
  Facing death, they ﬂ ed to the Vortex, where they can 
  amass power anew, and one day have their vengeance. 
  Warlord of the Gloaming Worlds: Then there are 
  those Champions who have occupied the Vortex for 
  countless Millennia, riding the cyclical wave of glory 
  and failure. At times they may have led other warbands, 
  or ruled entire worlds in the Vortex before losing that 
  power to the tides of Fate and the warp. Now they join 
  a new warband to once again ascend within the Vortex. 
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  Chosen
  “In this galaxy, there is only war!” 
  – Adrastus, Bodyguard of Captain Fenrix the Fated
  A
  mong the damned members of the Chaos Space 
  Marine Legions, some members have a seemingly 
  innate ability to thrive through even the most hostile 
  of conditions. These most experienced and dedicated Chaos 
  Space  Marines become the Chosen, and other Chaos Space 
  Marines see them as being particularly favoured by the 
  Ruinous Powers. Chosen are even more hard-bitten, callous, 
  and deadly than other Chaos Space Marines and think 
  nothing of sacriﬁ cing the lives of their comrades to increase 
  their own standing with the gods.
  Squads of Chosen Chaos Space Marines have decades, 
  often centuries, of combat experience and have learnt how 
  to best survive the battleﬁ elds of the 41st Millennium. These 
  highly experienced and ferocious warriors are typically in the 
  vanguard of any attack, ﬁ ghting from the front where they can 
  earn the most glory and take the greatest spoils. Sometimes 
  the Chosen will use their battle 
  skills to inﬁ ltrate enemy 
  lines and set up 
  ambushes, or 
  outﬂ ank an enemy army to launch surprise attacks on the 
  opposition’s strongpoints.
  Like Champions, there are many Chaos Space Marines 
  who may be called Chosen; dedicated, deadly soldiers. 
  Chosen often band together with other such veterans 
  and may be deﬁ ned as much by the wargear they 
  wield and the tactics they prefer as their dedication 
  to a particular Ruinous Power. Both weapons 
  and tactics can be extremely varied, from close 
  combat weapons such as chainswords and 
  lightning claws, to Reaper Autocannons and 
  lascannons, and the ever-redoubtable bolter. 
  Chosen come in many forms, from the 
  raging World Eaters Berserkers to the jaded 
  Noise Marines of the Emperor’s Children, and 
  likewise their personalities vary wildly. Some 
  leap into battle with unrestrained savagery, trusting 
  in their berserker rage to overwhelm their enemies, while 
  others may rely on a methodical, stoic approach or even simple, 
  practical sorceries and dark charms to win the day. However, 
  many Chosen are professional and pragmatic. They use all 
  tools at their disposal to their fullest extent to ensure victory, 
  making them consummate and terrifying warriors. 
  PLAYING A BLACK CRUSADE CHOSEN
  The following are some of the ways a player can play and 
  portray a Chaos Space Marine Chosen. Of course, these 
  should be considered guidelines and suggestions, not 
  directives nor canon. If players come up with their own 
  backstory and character personalities, they should feel free 
  to explore them. 
  Many Chosen are far more focused on the art of 
  war than they are upon spreading the inﬂ uence of 
  Chaos. Disdaining lofty goals or devoted worship, 
  these Chosen dedicate themselves to battle instead, 
  becoming avatars of militant destruction. They live 
  for ﬁ ghting and embrace its countless forms. When 
  not actively engaged in war, they train for it, and 
  even when unable to train, their minds run ever 
  STARTING SKILLS, TALENTS & GEAR
  Chosen must be Chaos Space Marines.
  Starting Skills: Intimidate, Stealth, Dodge (+10) or 
  Parry (+10)
  Starting Talents: Lightning Reﬂ exes, Quick Draw or 
  Rapid Reload, Disarm or Double Team, Sure Strike or 
  Deadeye Shot
  Starting 
  Gear: 
  Legion 
  Bolt 
  Pistol, 
  Legion 
  Chainsword, 2 clips for Legion Bolt Pistol
  Wounds: 16+1d5
  SPECIAL ABILITY: COLD KILLER
  Chosen are masters of conﬂ ict and combat, and few 
  are better at crippling or killing their opponent. When 
  a Chosen inﬂ icts Zealous Hatred on a target, he may 
  choose to reroll the Crit Result. The second result stands. 
  56
  vanguard of any attack, ﬁ ghting from the front where they can 
  earn the most glory and take the greatest spoils. Sometimes 
  the Chosen will use their battle 
  skills to inﬁ ltrate enemy 
  lines and set up 
  ambushes, or 
  opposition’s strongpoints.
  Like Champions, there are many Chaos Space Marines 
  who may be called Chosen; dedicated, deadly soldiers. 
  Chosen often band together with other such veterans 
  and may be deﬁ ned as much by the wargear they 
  wield and the tactics they prefer as their dedication 
  to a particular Ruinous Power. Both weapons 
  and tactics can be extremely varied, from close 
  combat weapons such as chainswords and 
  lightning claws, to Reaper Autocannons and 
  lascannons, and the ever-redoubtable bolter. 
  Chosen come in many forms, from the 
  raging World Eaters Berserkers to the jaded 
  Noise Marines of the Emperor’s Children, and 
  likewise their personalities vary wildly. Some 
  leap into battle with unrestrained savagery, trusting 
  in their berserker rage to overwhelm their enemies, while 
  others may rely on a methodical, stoic approach or even simple, 
  practical sorceries and dark charms to win the day. However, 
  many Chosen are professional and pragmatic. They use all 
  tools at their disposal to their fullest extent to ensure victory, 
  making them consummate and terrifying warriors. 
  PLAYING A BLACK CRUSADE CHOSEN
  The following are some of the ways a player can play and 
  portray a Chaos Space Marine Chosen. Of course, these 
  should be considered guidelines and suggestions, not 
  directives nor canon. If players come up with their own 
  backstory and character personalities, they should feel free 
  to explore them. 
  Many Chosen are far more focused on the art of 
  war than they are upon spreading the inﬂ uence of 
  Chaos. Disdaining lofty goals or devoted worship, 
  these Chosen dedicate themselves to battle instead, 
  becoming avatars of militant destruction. They live 
  for ﬁ ghting and embrace its countless forms. When 
  not actively engaged in war, they train for it, and 
  even when unable to train, their minds run ever 
  
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  ahead to the next conﬂ ict. Though they may acknowledge 
  the Dark Gods with rites and sacriﬁ ces, this is done in a 
  pragmatic and often perfunctory manner. These Heretics offer 
  tribute to the Gods so that the Gods will help them engage 
  in their speciality and their greatest passion—war in all its 
  countless forms. 
  Their constant study and practice has invariably borne 
  fruit. Chosen are virtually peerless warriors. While they may 
  have a chosen speciality—melee combat, heavy weapons, 
  or some other combat doctrine—they are generally 
  familiar with a broad array of different techniques. Chosen 
  constantly analyse the techniques used by their opponents 
  and their allies. Between battles they often spend time either 
  incorporating new techniques into their arsenal or identifying 
  ways to counter tactics that they have seen others use. This 
  endless dedication and training sometimes grants them the 
  capability to identify an opponent’s background based upon 
  their ﬁ ghting style and prepared to counter their foe’s moves 
  long before they are undertaken.
  Chosen embrace the challenges of battle with their whole 
  being. They accept risks without question and, for many, battle 
  is an end in itself. Glory, power, and material possessions are 
  trivial concerns to these warriors, simply beneﬁ ts that come from 
  victory and allow them to continue waging war. The opportunity 
  to vanquish a foe and revel in their triumph is the reward for 
  which they strive. While they are grateful for the blessings of 
  their Dark Gods and any tools of battle they might wrench from 
  the stilled hands of their foes, the time after battle is not one for 
  celebration. Rather, it is a time for recovery so that they might 
  ensure victory over their next opponent.
  The life of a Chaos Space Marine is a hard one, but the 
  life of a Chosen may be even more challenging. The constant 
  training and overwhelming thirst for battle can begin to stress 
  even their superhuman physiques. Consequently, their lives 
  are often snuffed out early, as they continue to accept ever 
  more dangerous assignments. However, those who survive 
  become ever more dangerous. 
  These Heretics are unusual in that they seldom fear the 
  transformation to Chaos Spawn to the same extent as most other 
  servants of the Dark Gods. Though they are hardly anxious to 
  undergo such a conversion, they know that even those wretched 
  creatures are used in battle by the Ruinous Powers for all eternity. 
  While they would certainly prefer the powers and privileges 
  granted to a daemon prince, Chosen typically are less interested 
  in the responsibilities involved in leadership or rule. 
  As long as Chosen are granted opportunities for battle, 
  these characters embrace those chances with their whole 
  being. Their actions may earn them glory and the blessings 
  of their Dark Gods, but such praises are not their goal. This 
  is not due to any sense of false modesty. Rather, to these 
  stalwarts, the only glory that can be savoured is that earned on 
  the battleﬁ eld. The only praise worth remembering is the cry 
  of agony wrenched from the throat of a defeated foe. Unless 
  the recognition they receive enables them to engage in further 
  battle or defeat more and ever more capable opponents, then 
  that recognition holds no meaning to them. These characters 
  live for the rush of conﬂ ict. All other matters are to be dealt 
  with by those the Chosen view as lesser beings. They demand 
  only their armaments and a foe upon which to test them.
  CHOSEN IN THE VORTEX
  A Chosen in BLACK CRUSADE may have come from 
  any of the original nine Traitor Legions or may be 
  a more recent renegade. He may even still share an 
  afﬁ liation with his original Legion. However, in the 
  Screaming Vortex, no Legion holds sway and no 
  Chaos Lord currently dominates the warp storm. 
  Consequentially, many Chosen who ﬁ nd themselves 
  in the Vortex attach themselves to pirate wolfpacks 
  or Chaos warbands in hope of conﬂ ict. Some attempt 
  to journey to the Jericho Reach to join the ongoing 
  war there. However, with the power vacuum amongst 
  the Vortex, more are staying in anticipation of bloody 
  wars fought amongst would-be leaders. 
  Reapers of the Extinction Angels: These cold 
  killers are the most veteran warriors of the Extinction 
  Angels warband. They have focused their studies 
  to master the arts of melee combat, particularly 
  working in conjunction against hardened targets. To 
  overcome such opposition, a band of these proven 
  souls attempts to surround and overpower their foes, 
  using cooperation, misdirection, and crushing blows 
  with power weapons. In cases where opponents are 
  more numerous, the Reapers continue their pack-like 
  approach, often herding foes to one another through 
  cover during the melee. 
  Novae Armae: These brazen Chaos Space Marines 
  tread a path of domination through constant 
  innovation. Never content with their existing 
  tactics, skills, or armaments, they vigilantly quest 
  to discover new weapons and techniques. In many 
  instances, these Chosen journey to uncover rumours 
  of xenos or daemonic armaments they might 
  employ in combat. Other times, they pledge their 
  loyalty to a warband in exchange for knowledge of 
  a ﬁ ghting style or strategy. Many seek cybernetic or 
  warp-spawned mutations. While they care little of 
  the technology or rituals responsible for this gear, 
  they often work closely with Hereteks or Sorcerers 
  so that they may quickly learn how to use the 
  artefacts they uncover.
  Mercenaries: Loyalty in the Screaming Vortex is 
  reserved for those who can provide for their own. 
  Some small bands of Chosen make a business of selling 
  their loyalty in exchange for the resources needed to 
  continue in their constant battles and training. These 
  heartless warriors ﬁ ght mercilessly so that they can 
  live to ﬁ ght endlessly. They care little for any cause. 
  Rather, they are only concerned that they are kept 
  well supplied with the tools of warfare. 
  57
  
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  Forsaken
  “The gods permit me to tread my own path. Who are you to 
  question them?”
  – Malich, founder and sole member of the Burning Eye Legion
  A
  fter the Horus Heresy, as the leaderless armies of the 
  now-dead Horus retreated from the Imperium into the 
  Eye of Terror and the far corners of the galaxy, the 
  nine Traitor Legions who sided with the Warmaster eventually 
  and inevitably fractured and split. The once-cohesive Legions 
  disintegrated into a myriad of warbands, pirate crews, and 
  armies led by a host of charismatic leaders and champions of 
  Chaos. Though some of the former Legions would periodically 
  re-unite under the banner of a particularly powerful champion 
  of the Dark Gods, such as Abaddon the Despoiler, the days of 
  them ﬁ ghting as a uniﬁ ed whole were gone.
  Though many Chaos Space Marines tend to remain with 
  warbands or hosts of their fellows, there are some who break 
  with the remnants of the Legions entirely, forging their own 
  way independently of their erstwhile comrades. Whether they 
  deliberately forsake their former loyalties, be expelled by their 
  fellows for some transgression, or have some secret reason for 
  their exile depends on the individual in question. However, 
  whatever the reason, these Chaos Space Marines now walk 
  alone in the midst of a hostile universe, relying on their own 
  cunning, resourcefulness, and skill at arms to survive. 
  Occasionally, one of these forsaken Traitor Legionnaires 
  breaks his solitary existence and joins a warband for a time. 
  Often, he has his own, personal reasons for doing so, and his 
  joining may be temporary. Likewise, his new comrades 
  may distrust an individual whose true loyalties 
  are unknown or non-existent. However, few 
  can deny the beneﬁ ts of having such a 
  resourceful warrior at their side. 
  PLAYING A BLACK 
  CRUSADE FORSAKEN
  The following are some of the ways a player 
  can play and portray a Forsaken in BLACK 
  CRUSADE. Of course, these should be 
  considered guidelines and suggestions, not 
  directives nor canon. If a player comes up 
  with their own backstory and character 
  personalities, they should feel free to 
  explore them.
  The Forsaken has parted ways with other Chaos Space 
  Marines and seeks to complete his own goals. Generally, 
  these Heretics are loners, distrustful of others, and reliant 
  only on themselves. They never lack the conﬁ dence necessary 
  to complete a task, even if they lack the manpower. To 
  compensate, a Forsaken must be clever and resourceful, 
  able to thoroughly research a target and ensure his precise 
  actions succeed. This isn’t to say Forsaken refuse to join with 
  other groups—in fact, they are often working in warbands 
  of Heretics, and are among the Chaos Space Marines most 
  likely to be found working within non-Chaos Space Marine 
  warbands and organisations. Their independent attitudes 
  often make them more willing to admit that there are certain 
  tasks human Heretics can accomplish that the Forsaken 
  cannot. Though he is always mindful of his own goals and 
  continuously works towards them, these attitudes may make 
  him more likely to be a part of human warbands.
  Forsaken are sometimes drawn to a particular facet of Chaos 
  and driven to spread its 
  inﬂ uence. While this 
  might be one of 
  t h e 
  STARTING SKILLS, TALENTS & GEAR
  Forsaken must be Chaos Space Marines.
  Starting Skills: Acrobatics, Survival, Commerce or 
  Security, Common Lore (any one) or Survival +10
  Starting Talents: Hatred (Pick One), Jaded, Light 
  Sleeper or Blind Fighting, Cold Hearted or Sound 
  Constitution
  Starting Gear: Legion Chainsword, Four Legion 
  Frag Grenades, Legion Shotgun with 2 clips.
  Wounds: 15+1d5
  SPECIAL ABILITY: RESOURCEFUL
  Forsaken are well acquainted with the challenges 
  of operating alone, chief among them the need for 
  supplies. The Forsaken gains a +10 to his Infamy Test 
  when obtaining an item or items with an Availability 
  of Rare or lower. 
  58
  whatever the reason, these Chaos Space Marines now walk 
  alone in the midst of a hostile universe, relying on their own 
  cunning, resourcefulness, and skill at arms to survive. 
  Occasionally, one of these forsaken Traitor Legionnaires 
  breaks his solitary existence and joins a warband for a time. 
  Often, he has his own, personal reasons for doing so, and his 
  joining may be temporary. Likewise, his new comrades 
  may distrust an individual whose true loyalties 
  are unknown or non-existent. However, few 
  can deny the beneﬁ ts of having such a 
  The following are some of the ways a player 
  can play and portray a Forsaken in BLACK 
  . Of course, these should be 
  considered guidelines and suggestions, not 
  directives nor canon. If a player comes up 
  with their own backstory and character 
  personalities, they should feel free to 
  The Forsaken has parted ways with other Chaos Space 
  Marines and seeks to complete his own goals. Generally, 
  these Heretics are loners, distrustful of others, and reliant 
  only on themselves. They never lack the conﬁ dence necessary 
  to complete a task, even if they lack the manpower. To 
  compensate, a Forsaken must be clever and resourceful, 
  able to thoroughly research a target and ensure his precise 
  actions succeed. This isn’t to say Forsaken refuse to join with 
  other groups—in fact, they are often working in warbands 
  of Heretics, and are among the Chaos Space Marines most 
  likely to be found working within non-Chaos Space Marine 
  him more likely to be a part of human warbands.
  Forsaken are sometimes drawn to a particular facet of Chaos 
  and driven to spread its 
  inﬂ uence. While this 
  might be one of 
  t h e 
  
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  Chaos gods, it could also be a rogue daemon or even a conceptual 
  issue. While they are certainly capable of unleashing their martial 
  abilities, these abilities may well be matched by a surprising 
  knowledge, be it philosophical, political, ancient, heretical, or 
  even sorcerous. A Forsaken might be as concerned with the 
  message that a battle carries to those who hear of it as he is with 
  his success on the battleﬁ eld. This thirst for knowledge may even 
  be connected to why the Forsaken has parted ways with other 
  Chaos Space Marines.
  Alternatively a Forsaken’s goals may be utterly self-
  centred. He may desire to become a powerful warlord, or 
  simply delight in expanding his reputation as a lone and 
  incredibly deadly warrior. He may even simply seek the thrill 
  of new challenges and new locales to explore and pillage, or 
  even just wish to pillage and loot his way into wealth. 
  Forsaken are often found within the Imperium, working to 
  crumble the rotting ediﬁ ce from within. They may inspire cults, 
  foment unrest, or carry out acts of sabotage and destruction. 
  Yet, though they may form cults or subversive organisations, 
  these characters are most often too individualistic to become 
  capable leaders and are happy to let others rise to direct the 
  cults they’ve formed. Just as they continuously rebel against 
  authority, they are often incapable of respecting those who 
  obey it. The Forsaken often have no desire to rule or lead, 
  they leave that to their Legionnaire brethren. However, they 
  often have a desire to destroy, to unmake, or to gain revenge. 
  A Forsaken may have chosen to separate from his brethren, 
  or it might be due to outside inﬂ uence. In some instances, his 
  brothers in arms may have betrayed him, or they may have 
  been slaughtered. He might even have been a loyalist Space 
  Marine, who turned to the ways of Chaos and ﬂ ed his chapter. 
  Now, he operates alone or with a carefully selected cadre of 
  like-minded individuals. These others might be humans who 
  share similar beliefs and are willing to discuss them in such a 
  way that the Forsaken is capable of viewing them as near peers.
  If the Forsaken was betrayed or a sole survivor of 
  a warband, then he is likely to be engaged in a quest for 
  vengeance. The target of his fury could be an Imperial 
  organisation, but it might also be a xenos or even another 
  Chaos-aligned warband, and his vengeance may involve their 
  crippling, humiliation, or utter destruction. 
  Forsaken holding this outlook rarely plan for an existence 
  after the success of their mission. Most readily accept their 
  impending martyrdom as an acceptable price to pay for their 
  revenge. At the same time, they go to great lengths to see 
  that they live long enough to accomplish their goals. This 
  is especially true for those instances where the Forsaken’s 
  comrades in arms were slain. If he still holds a loyalty to his 
  deceased brethren, the notion that he is acting in their name 
  may be a tremendous motivation. 
  Forsaken are seldom preoccupied with the notion of 
  becoming a daemon prince. Though not against the idea of 
  Apotheosis, their goals are more focused upon their beliefs 
  and their hungers.  Conversely, they fear the doom of 
  spawndom beyond all else, particularly if their transformation 
  were to happen prior to completing the tasks to which they 
  have devoted their lives. The very notion of submitting to 
  another’s will, no matter the power behind that will, is almost 
  always anathema to the Forsaken.
  FORSAKEN IN THE VORTEX
  Forsaken, more than any other Chaos Space Marine 
  Archetype in BLACK CRUSADE, are individualists and 
  loners. Consequentially, it may matter little what their 
  origins are, as they are now consumed with their own 
  goals and desires. However, it is also possible that a 
  Forsaken is still deﬁ ned by his former allegiance, even 
  if he has renounced his prior ties long ago. 
  The following are some examples of Chaos Space 
  Marine Forsaken found within the Screaming Vortex.
  Chaos Bikers of the Outer Wastes: The freedom and 
  mobility of a Legion war bike, with its powerful engines 
  and impressive operating range, has an appeal to many 
  Forsaken. Many of the worlds in the Screaming Vortex 
  see lone Chaos Space Marine bikers roaming their most 
  desolate wastelands. These solitary warriors roam these 
  wastes exploring, raiding for supplies, and searching for 
  new foes to challenge their skills. Eventually, they might 
  join a warband in order to travel to a new world with 
  new vistas and fresh foes to vanquish. In turn, many 
  powerful warband leaders seek out these bikers. The 
  ability to range far ahead of the main force on their war 
  bikes, combined with their ingrained independence, 
  makes them invaluable scouts and raiders.
  Raptors of the Ragged Helix: Raptor is a name given 
  to Chaos Space Marine assault troops, vicious hunters 
  who can strike anywhere, falling on their foes like a 
  shrieking gale via their powerful back-mounted jump 
  packs. Such individuals often modify their armour to 
  give themselves a more terrifying appearance, such as 
  the stylised appearance of a bird of prey, and often 
  add ampliﬁ ers and voxcasters to emit piercing wails 
  and screams. Raptors see themselves as elite troops, 
  while other Chaos Space Marines often view them 
  as self-indulgent egotists. Neither is entirely wrong, 
  and it is not unlikely for one “self-indulgent egotist’s” 
  pride to result in him becoming an outcast. Amongst 
  the Screaming Vortex, the Raptors who haunt the 
  asteroid belts of the Ragged Helix are legend. Here 
  are countless miniature worlds reachable with a single 
  thrust from a jump pack. The Raptors range from 
  world to world, striking anywhere they desire within 
  the Helix. 
  Legion Exile: Many forsaken Chaos Space Marines have 
  left their fellows because they ran afoul of their fellows 
  or superiors in some way and found themselves forced to 
  ﬂ ee the warband or army for some haven. The Screaming 
  Vortex is such a place, as it offers a haven away from 
  the remnants of the Traitor Legions that is nonetheless 
  situated at the intersection of several vital regions of space. 
  Here they are able to pursue their plans and launch their 
  raids, while still having a place to fall back and regroup.
  59
  
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  Sorcerer
  “Those who ignore the blessings of the gods of the warp are doomed 
  to suffer at their hands.”
  – Musim, Advisor to Arn-Ord the Merciless
  A 
  Space Marine Librarian who pledges his soul to 
  Chaos becomes a Sorcerer and is gifted by his new 
  gods. Some think of these gifts as magical, for those 
  who receive them come to think of themselves as having the 
  energy of the universe at their command. During the Heresy, 
  Librarians and other Legions dedicated themselves to Chaos 
  and received new psychic powers. The only exception were 
  the Librarians of the World Eaters, who were hunted down 
  and slain by their brethren as a bloody sacriﬁ ce to Khorne, 
  for the Chaos God of anger hates all practitioners of sorcery. 
  Not only during the Horus Heresy have Librarians been 
  tempted to draw upon sorcery. For those who already tread 
  a ﬁ ne line between righteous power and damnation, the 
  temptation to wield the energy of Chaos for selﬁ sh means can 
  be overwhelming. Although Space Marine Librarians are tested 
  for the mental fortitude to withstand daemonic possession and 
  lures of the Dark Gods, and are constantly monitored by the 
  Chapter, there are those who still succumb. 
  The line between psychic power and raw sorcery is blurred, 
  and every time a Librarian uses his powers he is risking 
  corruption. He may  overreach his abilities, unwittingly 
  drawing on more power than he can control, and by 
  these means attract the attention of the Chaos Gods. 
  From that moment, he must endure cold whispers in 
  his dreams, visions of immortality and promises of 
  untold power. 
  There are those who cannot withstand this 
  incessant temptation, and fall to Chaos. These 
  characters are among the most iconic archeytpes of Chaos 
  for they have embraced the Ruinous Powers in open deﬁ ance 
  of the dictates of the Imperium. Sorcerers of Chaos are 
  viliﬁ ed and feared, one of the most hated foes of the Imperial 
  Inquisition, who consider them the most severe of blights 
  upon the galaxy.
  PLAYING A BLACK CRUSADE SORCERER
  The following are some of the ways a player can play and 
  portray a Sorcerer of Chaos. Of course, these should be 
  considered guidelines and suggestions, not directives 
  nor canon. If players come up with their own 
  backstory and character personalities, they 
  should feel free to explore them. 
  The promise of virtually limitless 
  power often wakes a dark thirst for 
  ever-greater power in the Sorcerer’s 
  soul. Now, the Heretic enthusiastically 
  makes virtually any sacriﬁ ce for the 
  satisfaction of feeding this newfound 
  addiction. Knowledge, artefacts, sorcerous 
  spells—all may be vehicles to feed his 
  desire. Such a character has no hope, or 
  STARTING SKILLS, TALENTS & GEAR
  Sorcerers of Chaos must be Chaos Space Marines.
  Starting Skills: Psyniscience, Scholastic Lore 
  (Occult), Deception or Scrutiny, Forbidden Lore 
  (Daemons) or Forbidden Lore (Psykers)
  Starting Talents: Psy Rating (x2), Up to 500 xp worth of 
  Psychic Powers chosen from the  Unaligned, Divination, 
  Telepathy, or Telekinesis Disciplines (see Chapter VI: The 
  Powers of the Warp), Meditation or Mimic
  Starting Traits: Psyker
  Starting Gear: Legion Bolt Pistol, Force Weapon
  Wounds: 15+1d5
  SPECIAL ABILITY: SORCERER
  The Heretic gains the Psyker Trait (listed above), a Psy 
  Rating of 2, and 1 Corruption Point. When determining 
  Psychic Strength (see page 206), he counts as Bound.  
  60
  a ﬁ ne line between righteous power and damnation, the 
  temptation to wield the energy of Chaos for selﬁ sh means can 
  be overwhelming. Although Space Marine Librarians are tested 
  for the mental fortitude to withstand daemonic possession and 
  lures of the Dark Gods, and are constantly monitored by the 
  Chapter, there are those who still succumb. 
  The line between psychic power and raw sorcery is blurred, 
  and every time a Librarian uses his powers he is risking 
  overreach his abilities, unwittingly 
  drawing on more power than he can control, and by 
  these means attract the attention of the Chaos Gods. 
  From that moment, he must endure cold whispers in 
  his dreams, visions of immortality and promises of 
  There are those who cannot withstand this 
  incessant temptation, and fall to Chaos. These 
  characters are among the most iconic archeytpes of Chaos 
  for they have embraced the Ruinous Powers in open deﬁ ance 
  of the dictates of the Imperium. Sorcerers of Chaos are 
  viliﬁ ed and feared, one of the most hated foes of the Imperial 
  Inquisition, who consider them the most severe of blights 
  PLAYING A BLACK CRUSADE SORCERER
  The following are some of the ways a player can play and 
  portray a Sorcerer of Chaos. Of course, these should be 
  considered guidelines and suggestions, not directives 
  nor canon. If players come up with their own 
  backstory and character personalities, they 
  The promise of virtually limitless 
  makes virtually any sacriﬁ ce for the 
  satisfaction of feeding this newfound 
  addiction. Knowledge, artefacts, sorcerous 
  addiction. Knowledge, artefacts, sorcerous 
  spells—all may be vehicles to feed his 
  desire. Such a character has no hope, or 
  
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  wish, for redemption. Rather, they live for the purpose of 
  satisfying their dark lords so that they might receive ever 
  more potent blessings. 
  Many of these Heretics have made the deliberate decision 
  to dedicate their lives to Slaneesh, Nurgle, or Tzeentch, 
  though some choose to avoid dedicating themselves to a 
  particular power. Khorne, however, speciﬁ cally obliterates 
  any psyker who would beseech him for power. Sorcerers revel 
  in the ways of the warp and the Dark Gods, often invoking 
  them by name as they strive to extend their inﬂ uence upon the 
  material world. Though less powerful than a full daemonic 
  manifestation, the physical capabilities of a Chaos Space 
  Marine in conjunction with their extensive knowledge and 
  training in the dark arts yields a being capable of unleashing 
  a vast array of destructive and corrupting powers. They 
  have seen things that are far beyond mortal comprehension, 
  wielding powers that they cannot begin to understand. 
  Such Heretics constantly seek out additional sources of 
  esoteric and forbidden information. They have studied a broad 
  array of arcane knowledge, including xenos practices, legends, 
  and secrets long thought lost. No targets or types of data may 
  be off limits. While they are likely to favour arcane knowledge 
  tied to the dark arts, they realise that the Ruinous Powers may 
  have uses for seemingly mundane bits of data. Virtually any 
  information is useful as it could be enough to persuade their 
  sponsors to empower them yet further. The notion of forbidden 
  knowledge is anathema to these Heretics, as they know that 
  their personal destinies transcend any mortal strictures.
  Heretics that choose this are conﬁ dent that they can 
  one day achieve the title of daemon prince, but they do 
  not patiently wait for that day to arrive. Rather, they hunt 
  down additional knowledge, securing it for themselves and 
  guarding it zealously. As they continue this search, they also 
  spread the inﬂ uence of their gods wherever they go, leaving 
  the taint of the warp in their wake and initiating countless 
  mortals into the ways of Chaos.
  Most Sorcerers of Chaos are members of a larger warband. 
  This can lead to conﬂ ict, as the sorcerer is rarely willing to 
  accept the commands of its leader, unless that leader has the 
  force of will and strength of arms to maintain an iron command. 
  Many warbands have splintered when a Sorcerer of Chaos 
  attempted to take command, leading a portion of the members 
  towards a goal distinct from that of the warlord. This may even 
  result in the warlord’s death, reminding his fellows of the risk 
  of maintaining such a powerful individual as an advisor.
  One thing that deﬁ nes a Sorcerer of Chaos in BLACK CRUSADE 
  is the powers they wield. As described on page 212, there are a 
  multitude of Psychic Powers, some of which may be oriented with 
  one of Tzeentch, Nurgle, or Slaanesh (Khorne has no patience for 
  psykers, and does not grant psychic powers). Sorcerers dedicated 
  to a speciﬁ c Chaos God may be able to call upon that God’s most 
  awesome powers, but at the exclusion of others. 
  Unaligned Sorcerers, on the other hand, call upon all the 
  Chaos gods and thus may wield powers oriented towards any 
  of the Ruinous Powers. However, their lack of dedication 
  means they may not have access to a particular God’s most 
  potent abilities. 
  SORCERERS IN THE VORTEX
  Sorcerers within the Screaming Vortex show 
  their devotions to the Ruinous Powers in a variety 
  of different ways. Some travel beyond its boundaries 
  to aggressively recruit new followers to the ways 
  of Chaos, thus granting their cruel sponsors more 
  followers. Others choose a path of devotion to a 
  particular deity, embracing everything that lord 
  offers. Yet others devote every moment of their 
  time to uncovering lost secrets and discovering new 
  information. For these Heretics, the source of the 
  lore is far less important than the knowledge and the 
  power it represents. 
  Plague Priest of Mire: These Heretics are dedicated 
  to spreading the inﬂ uence of their dark sponsors 
  through the gift of his pestilence, making their 
  home on the pestilential world of Mire deep within 
  the Vortex. Through their link to the Immaterium, 
  these potent psykers invoke the glories of the Lord 
  of Decay upon their unwitting opponents. As the 
  Dark God’s diseases take hold, the Plague Priest’s 
  foes often become the latest additions to his army. As 
  these new followers embrace the ways of Chaos, the 
  Sorcerer’s potency grows with additional blessings 
  from his dark sponsor. 
  Sorcerer King: In some cases, a Sorcerer seeks to 
  hold worldly power in conjunction with his stores 
  of arcane knowledge and ability. For these Heretics, 
  an army of followers offer more direct solutions to 
  obtain hidden knowledge—and protection from 
  others who might seek to take the treasures that they 
  have acquired. Sorcerers who follow this path often 
  maintain a holding within the Screaming Vortex, 
  where they can store their arcane resources and 
  mentor their disciples. These rulers may then venture 
  forth from their holdings to retrieve artefacts and 
  components for their rituals that they undertake in the 
  names of the Ruinous Powers. 
  Unholy Curator: A rare few Heretics are more 
  concerned with acquiring knowledge of any kind, so 
  that they might offer it in supplication to their Dark 
  Gods. These potent Sorcerers use their talents to strip 
  knowledge and secrets from the minds of any prey 
  they encounter. This information is then carefully 
  archived in the hopes that it might be used to garner 
  a boon from their unholy sponsors. Heretics of this 
  path often travel extensively, constantly in search of 
  any new information so that it might be provided to 
  the Chaos Gods.
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  Apostate
  “The corpse-emperor cannot hear your pleas, but there are others who 
  are happy to grant your every wish.”
  –Archdeacon Gabriel Huang of the Holy Oath
  T
  he forces of the Imperium maintain a stalwart barrier 
  against Chaos intrusions within the worlds and 
  organizations of their monolithic realm. Between 
  the incessant speeches of the Ecclesiarchy and the ruthless 
  enforcement of the Inquisition and the Adeptus  Arbites, 
  the Imperial Creed is effectively reinforced. Through the 
  ministrations of the Adeptus Administratum and the legions 
  of Imperial bureaucracy, the rule of Imperial law is brutally 
  maintained. However, every so often one of those within that 
  vast bureaucracy falls from grace. When this happens, the 
  consequences can be disastrous. 
  Those who served within the 
  Imperium’s inner workings can 
  be ideally placed and equipped 
  to destabilise the very structures 
  they spent a lifetime creating 
  and supporting.
  Some Apostates 
  may 
  be 
  newly turned against the Imperium, whether through some 
  personal rebellion against the Imperial Creed, succumbing 
  to the dark lure of power, or any number of other reasons. 
  These may begin their work against the Imperium in the 
  very organizations they serve in. Apostate preachers and 
  cardinals may subtly twist the words they speak, using 
  their ﬁ nely honed powers of persuasion to change beliefs 
  until their ﬂ ocks have become unwitting servants of Chaos. 
  Traitorous members of the Administratum may redirect funds 
  and supplies into their own coffers, starving entire planets to feed 
  his own greed. Meanwhile, treasonous Munitorum agents may 
  subtly alter orders so that entire Guard regiments are redirected 
  from critical warzones, or even assault the wrong worlds. 
  Other Apostates are long-time foes of the Imperium and may 
  even be the ﬁ rst agents of Chaos to begin an incursion upon a 
  target world. They enter the planet under the cover of an Imperial 
  loyalist. These Heretics begin their subterfuge under the pretence 
  of an honest merchant or a loyal servant of the Ministrorum. Only 
  once they have established a presence and friendly relationships 
  with the world’s residents can their true work begin. 
  These characters may rely upon subtlety, perhaps calling 
  controversial facets of the Imperial Creed or seemingly 
  pointless bureaucratic procedures into question. As they 
  develop a sense of trust with their targets, they can begin to 
  gradually draw those subjects to the path of the Chaos Gods. 
  STARTING SKILLS, TALENTS & GEAR
  Apostates must be Human.
  Characteristic Bonus: Apostates gain +5 Fellowship.
  Starting Skills: Awareness, Charm, Command, 
  Deceive, Scholastic Lore (any three), Forbidden Lore 
  (any three), Inquiry, Dodge or Parry, Intimidate or 
  Commerce, Charm +10 or Deceive +10, Command 
  +10 or Inquiry +10, Security or Stealth or Logic
  Starting Talents: Air of Authority, Hatred (any 
  one), Peer (any one), Total Recall, Unshakeable Will, 
  Weapon Training (Las, Primary), Disturbing Voice or 
  Radiant Presence, Polyglot or Mimic, Inspire Wrath or 
  Iron Discipline or Lesser Minion of Chaos
  Starting Gear: Good-Craftsmanship Laspistol, Best-
  Craftsmanship Sword or Common Craftsmanship 
  Power Blade, Flak Armour or Mesh Armour, Chaos 
  symbol pendant, unholy tomes, 2 laspistol clips.
  Wounds: 9+1d5
  SPECIAL ABILITY: 
  SERPENT’S TONGUE
  The Apostate is a master of inﬁ ltration, deception, 
  and seduction, allowing him to ingratiate himself 
  with organisations who would normally kill him 
  on sight. Once per game session, the Apostate may 
  make a Challenging Charm or Deceive Test to gain 
  the Peer Talent with one organisation of his choice 
  for the remainder of the session. If the Apostate has 
  a Fellowship of 55 or higher, he can gain the Peer (2) 
  Talent for a chosen organisation instead.
  62
  maintained. However, every so often one of those within that 
  vast bureaucracy falls from grace. When this happens, the 
  consequences can be disastrous. 
  Those who served within the 
  Imperium’s inner workings can 
  be ideally placed and equipped 
  to destabilise the very structures 
  they spent a lifetime creating 
  and supporting.
  Some Apostates 
  may 
  be 
  newly turned against the Imperium, whether through some 
  personal rebellion against the Imperial Creed, succumbing 
  to the dark lure of power, or any number of other reasons. 
  These may begin their work against the Imperium in the 
  very organizations they serve in. Apostate preachers and 
  cardinals may subtly twist the words they speak, using 
  their ﬁ nely honed powers of persuasion to change beliefs 
  until their ﬂ ocks have become unwitting servants of Chaos. 
  Traitorous members of the Administratum may redirect funds 
  and supplies into their own coffers, starving entire planets to feed 
  his own greed. Meanwhile, treasonous Munitorum agents may 
  subtly alter orders so that entire Guard regiments are redirected 
  from critical warzones, or even assault the wrong worlds. 
  Other Apostates are long-time foes of the Imperium and may 
  even be the ﬁ rst agents of Chaos to begin an incursion upon a 
  target world. They enter the planet under the cover of an Imperial 
  loyalist. These Heretics begin their subterfuge under the pretence 
  of an honest merchant or a loyal servant of the Ministrorum. Only 
  once they have established a presence and friendly relationships 
  with the world’s residents can their true work begin. 
  These characters may rely upon subtlety, perhaps calling 
  controversial facets of the Imperial Creed or seemingly 
  pointless bureaucratic procedures into question. As they 
  develop a sense of trust with their targets, they can begin to 
  gradually draw those subjects to the path of the Chaos Gods. 
  Craftsmanship Sword 
  Power Blade, Flak Armour 
  symbol pendant, unholy tomes, 2 laspistol clips.
  Wounds: 
  SPECIAL ABILITY: 
  SERPENT’S TONGUE
  The Apostate is a master of inﬁ ltration, deception, 
  and seduction, allowing him to ingratiate himself 
  with organisations who would normally kill him 
  on sight. Once per game session, the Apostate may 
  make a Challenging Charm or Deceive Test to gain 
  the Peer Talent with one organisation of his choice 
  for the remainder of the session. If the Apostate has 
  a Fellowship of 55 or higher, he can gain the Peer (2) 
  Talent for a chosen organisation instead.
  62
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  PLAYING A BLACK CRUSADE APOSTATE
  The following are some of the ways a player can play and 
  portray an Apostate. Of course, these should be considered 
  guidelines and suggestions, not directives nor canon. If 
  a player comes up their own backstory and character 
  personalities, they should feel free to explore them. 
  An Apostate is a master of deception, manipulation, and 
  misdirection. He can quickly read people’s reactions and gauge 
  how they are likely to think and feel. Though he likely lacks any 
  moral integrity and possibly emotional responses, he is intimately 
  familiar with these weaknesses and knows how to use them to 
  control other people. He can comfortably lie to control his prey, 
  choosing falsehoods carefully to ﬁ t his targets.
  Much more than a simple conﬁ dence artist, many Apostates 
  are motivated by a deep spiritual devotion to their cause. A 
  Heretic who follows this path may believe that only through 
  a willing dedication to Chaos may humanity achieve their 
  ultimate potential and salvation. In some cases, an Apostate 
  ﬁ rmly believes that he is in direct communion with a speciﬁ c 
  Chaos God. As a consequence, he is likely to be very strongly 
  devoted to this deity, viewing that entity as his personal sponsor. 
  In other cases, the Apostate sees himself as the voice of all the 
  Gods, not one in particular, and offers prayers and sacriﬁ ces to 
  whichever deity may be appropriate as the situation calls.
  His zeal is unparalleled; he believes his cause is not just right 
  but also vital. Through his twisted worldview, the Apostate 
  believes that he really is helping those that he draws to the 
  corrupting inﬂ uence of the Dark Gods. Even when confronted 
  with the brutal consequences of his actions, he is likely to 
  identify them as acceptable costs. Some must fall by the wayside 
  as examples for those who might achieve the greater blessings. 
  Apostates are often deﬁ ned by their skill in leadership and 
  corruption and these attendant skills must often be learned. Thus, 
  many Apostates begin their lives as a part of the very Imperium 
  they later decide to destroy. He might have served within the 
  Ecclesiarchy, spreading the word of the false God-Emperor to all 
  who would listen. It could be that that at the heart of his faith he 
  discovered a core of death, decay, and corruption, which left him 
  disenfranchised. Alternatively, the Apostate might have served 
  the Administratum. It could be that he had even established 
  himself politically, and manoeuvred his way into the position 
  of a planetary governor—or covertly pulled the strings of the 
  ofﬁ cial governor. From these lofty heights, he was exposed to 
  the back room manipulations of the populace and might even 
  have taken part in deciding about acceptable losses and other 
  sacriﬁ ces for the continued survival of his world.
  For most Apostates, the call to power is a vicious cycle. Even 
  when they manage their greatest triumphs, they look over the 
  horizon or across the stars and begin to plan for their next 
  objective. As the Dark Gods grant them boons, they may also 
  feed this lust through sibilant whispers of additional blessings 
  that could come as ever more challenging tasks are offered. 
  Ultimately, this hunger for power must lead an Apostate 
  towards the path of a daemon prince. From the moment 
  they realise the amount of control that comes with this lofty 
  transformation, their very souls ache for the blessing. Of course, 
  in striving for this goal, they must make ever-greater sacriﬁ ces 
  and accept ever-greater risks along the way. Few manage to attain 
  their aspirations before their lives are cut short through failure. 
  APOSTATES IN THE VORTEX
  The Archetype of Apostate presents a broad concept, 
  which may apply to any number of individuals across the 
  galaxy. Any character who has garnered the opportunity 
  to spread the word of Chaos among potential recruits 
  and used it could be an Apostate. The examples who 
  have established a presence within the Screaming Vortex 
  commonly follow one of these paths: 
  Former Member of the Calixian Ecclesiarchy: The 
  Ecclesiarchy in the Calixis Sector is rife with hidden 
  intrigues, cults, and undiscovered corruption. The 
  Inquisition works tirelessly to purge it, but there are 
  always those who slip through the cracks. A former priest, 
  confessor, or cardinal in the Ecclesiarchy is a charismatic 
  and charming individual, able to convince those that not 
  only is he a trusted ally, but things they may have believed 
  all their lives are incorrect. His knowledge of the Imperial 
  Creed and the particulars of faith in the Calixis Sector 
  allow him to twist that faith in others, so that without 
  realising it, he can tempt them on the path to Chaos.
  Disenfranchised Member of the Jericho Adeptus 
  Munitorum: An Apostate in the Munitorum would 
  be ideally placed to see the futile waste of men and 
  supplies in the Crusade to conquer the Jericho Reach. 
  Through this he may have realised the impotence of the 
  Imperium, and this stoked the ﬁ res of revolution in his 
  heart. Such individuals have an unparalleled knowledge 
  of the Imperial war machine, and may be able to develop 
  a rapport with unsuspecting members of the Imperial 
  Guard. Such a Heretic might see actions against the 
  Imperial War Machine as the ultimate way to save the 
  lives of untold human soldiers who would otherwise be 
  fed into the meat grinder of the Jericho Reach.
  Interloper within Sector Governor Hax’s Lucid 
  Court: An Apostate in the Lucid Court of the Calixis 
  Sector Governor Marius Hax would be ideally placed 
  to see the waste and corruption of the Imperial and 
  planetary nobility  and inspire him to prey on that 
  corruption. These individuals may be able to worm 
  their way into the highest strata of Imperial society, 
  able to bring it down from within. As his inﬂ uence 
  spreads, such a Heretic could draw the nobility of an 
  ever-broader region to the ways of the Ruinous Powers.
  Corrupted Rogue Trader of the Koronus Expanse: 
  In the role of a travelling merchant and diplomat, a 
  Rogue Trader is uniquely suited to establish contact 
  with the governments of many Imperial worlds in 
  a relatively short time frame. From this position, an 
  Apostate could establish an interplanetary network 
  dedicated to the promulgation of heretical beliefs. This 
  could quickly enable the heretic to assemble a potent 
  and diverse force with a broad range of resources.
  63
  
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  Heretek
  “The path of the Omnissiah has left humanity dithering in the 
  darkness, incapable of advancing on the paths of knowledge. 
  Embracing the warp reveals technology that the primitives on Mars 
  could never dream of wielding.”
  – Magos Caine of the Five-Fold Path
  L
  ong ago, during the darkest hours of the Horus Heresy, 
  the Legions of the Adeptus Astartes turned against each 
  other. However, they were not the only organisation 
  subjected to schism. The Mechanicum, the Tech-priests of Mars 
  and keepers of the secrets of technology, dissolved into war. The 
  renegades sided with the Warmaster Horus, unleashing dark 
  technologies and dabbling in warp heresy, before ﬁ nally being 
  driven from Mars by the resurgent loyalists. Those renegades 
  ﬂ ed the Imperium into the far corners of the galaxy. There they 
  became the ﬁ rst Hereteks, a dark mechanicus, corrupted Tech-
  Priests enthralled to the warp 
  and heretical technologies. 
  As these technophiles 
  embraced 
  their 
  new 
  masters and the ways 
  of the warp, they 
  ignored all of the 
  strictures 
  that 
  the Adeptus 
  Mechanicus chose to embrace. Consequently, their research 
  often extends speciﬁ cally towards areas that are forbidden 
  to loyalist Tech-Priests. These include sapient technological 
  artefacts, the physiology of the psyker, the ways of the 
  Immaterium, and the vast array of xenos technologies. 
  Because of the nature of their split, these fallen Tech-
  Magos lack a central authority or consistent belief structure. 
  Because of this, their ideology is far more diverse than that 
  of their former brethren within the Adeptus Mechanicus. 
  Hereteks may shun the Omnissiah as a false god, worship 
  him as a part of the Ruinous Powers, or simply ignore their 
  former beliefs to focus on their research. 
  PLAYING A BLACK CRUSADE HERETEK
  The following are some of the ways a player can play and 
  portray a Heretek. Of course, these should be considered 
  guidelines and suggestions, not directives nor canon. If a 
  player comes up with their own backstory and character 
  personalities, they should feel free to explore them. 
  Even among the open-minded Explorators of the Adeptus 
  Mechanicus, there are subjects which must be avoided at all cost. A 
  Heretek enthusiastically violates those strictures, exploring xenos 
  technology, archeotech from the Age of Strife, and dabbling in 
  matters of the warp. He may even be bold enough to develop 
  entirely new devices, innovating and combining components in 
  forbidden manners. He might even go so far as to share the tools 
  of his trade and the secrets of its ways with those who have not 
  been trained by the Cult of the Machine God.
  Now he actively seeks out new technology and continuously 
  experiments with new techniques in matters that his former 
  brethren forbid. He no longer believes that any information, 
  experiment, or device can be ignored. Rather, he deliberately 
  focuses on those technologies that the cult’s teachings once 
  taught him to avoid, with particular  interest in fusing the 
  warp with technology. Few things are beyond the Heretek’s 
  scope of interest, though inevitably many of his inventions 
  and constructions tend towards the tools of war. 
  As he builds these weapons for his fellow devotees, 
  the Heretek has also invariably rebuilt his own body. It 
  may be that he has few organic components left and 
  those that remain are often marked by the blessings of 
  the Chaos gods. His enhancements not only improve 
  his technological acumen, they also invariably grant 
  him additional abilities in combat. He is likely to be much 
  hardier as well as much more capably armed.
  Some think of those referred to as Hereteks to be a 
  uniﬁ ed force, like the Adeptus Mechanicus itself. This is not 
  the case—there is no galaxy-spanning Heretek organization. 
  Rather, there are countless ﬁ efdoms and Forges, each ruled by 
  a fallen Magos (or several Magi) powerful enough to dominate 
  cadres of their fellows and enslave thralls and servants. Just as 
  amongst the warbands of the Traitor Legions, the corrupted 
  Tech-Priests ﬁ ght and war amongst each other, or even exist 
  aloof and apart. 
  Hereteks often follow a path of constant innovation. He 
  may be capable of powering devices directly from the warp and 
  controlling them with summoned spirits. He might dabble with 
  concepts of mechanical sapience, memory transference, or even 
  attempt to capture and preserve souls within his devices. Many of 
  64
  driven from Mars by the resurgent loyalists. Those renegades 
  driven from Mars by the resurgent loyalists. Those renegades 
  ﬂ ed the Imperium into the far corners of the galaxy. There they 
  ﬂ ed the Imperium into the far corners of the galaxy. There they 
  became the ﬁ rst Hereteks, a dark mechanicus, corrupted Tech-
  became the ﬁ rst Hereteks, a dark mechanicus, corrupted Tech-
  Priests enthralled to the warp 
  and heretical technologies. 
  As these technophiles 
  embraced 
  their 
  new 
  masters and the ways 
  of the warp, they 
  ignored all of the 
  strictures 
  that 
  the Adeptus 
  guidelines and suggestions, not directives nor canon. If a 
  player comes up with their own backstory and character 
  personalities, they should feel free to explore them. 
  Even among the open-minded Explorators of the Adeptus 
  Mechanicus, there are subjects which must be avoided at all cost. A 
  Heretek enthusiastically violates those strictures, exploring xenos 
  technology, archeotech from the Age of Strife, and dabbling in 
  matters of the warp. He may even be bold enough to develop 
  entirely new devices, innovating and combining components in 
  forbidden manners. He might even go so far as to share the tools 
  of his trade and the secrets of its ways with those who have not 
  been trained by the Cult of the Machine God.
  Now he actively seeks out new technology and continuously 
  experiments with new techniques in matters that his former 
  brethren forbid. He no longer believes that any information, 
  experiment, or device can be ignored. Rather, he deliberately 
  focuses on those technologies that the cult’s teachings once 
  taught him to avoid, with particular 
  warp with technology. Few things are beyond the Heretek’s 
  scope of interest, though inevitably many of his inventions 
  and constructions tend towards the tools of war. 
  As he builds these weapons for his fellow devotees, 
  the Heretek has also invariably rebuilt his own body. It 
  may be that he has few organic components left and 
  those that remain are often marked by the blessings of 
  the Chaos gods. His enhancements not only improve 
  his technological acumen, they also invariably grant 
  him additional abilities in combat. He is likely to be much 
  hardier as well as much more capably armed.
  Some think of those referred to as Hereteks to be a 
  uniﬁ ed force, like the Adeptus Mechanicus itself. This is not 
  the case—there is no galaxy-spanning Heretek organization. 
  Rather, there are countless ﬁ efdoms and Forges, each ruled by 
  a fallen Magos (or several Magi) powerful enough to dominate 
  cadres of their fellows and enslave thralls and servants. Just as 
  amongst the warbands of the Traitor Legions, the corrupted 
  Tech-Priests ﬁ ght and war amongst each other, or even exist 
  aloof and apart. 
  Hereteks often follow a path of constant innovation. He 
  may be capable of powering devices directly from the warp and 
  controlling them with summoned spirits. He might dabble with 
  concepts of mechanical sapience, memory transference, or even 
  attempt to capture and preserve souls within his devices. Many of 
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  these inventors mindlessly hew to the idea that new information 
  is always better than established techniques. For them, the joy 
  of a new idea or the recovery of an unknown technique is an 
  exhilarating triumph, even if that idea or technique has already 
  been made obsolete. With each new development, his passion for 
  further success grows as does his hunger for new information. 
  The Heretek is often driven by his hunger for knowledge 
  and is willing to use the Ruinous Powers as a source. At other 
  times, he seeks out legends of xenotech and archeotech. He may 
  even coordinate raids upon Imperial strongholds for the sole 
  purpose of recovering their records of such legends. In many 
  Hereteks’ minds, there is no greater cause than technological 
  advancement. Any sacriﬁ ces may be made towards that end. 
  It is relatively rare for a Heretek to earn a title of daemon 
  prince. All too often, these characters end up transformed into 
  a component of one of their own creations, with too little 
  left of his own physical body to even receive such a reward. 
  However, those who are granted this boon continue to spread 
  their warp-tainted technology across the galaxy.
  HERETEKS IN THE VORTEX
  There are countless Hereteks or their equivalent 
  scattered across the galaxy. Those encountered in the 
  Screaming Vortex are most likely to hail from the 
  regions surrounding it. A BLACK CRUSADE Heretek’s 
  career may have begun on one of these worlds. 
  The Lathes: The Lathe Worlds are the principle Forge 
  Worlds in the Calixis Sector. Though they stringently 
  work to apply their dogmatic principles to all things 
  they do, there are those Tech-Priests who reject such 
  hidebound thinking and rebel. A Heretek who hailed 
  from the Lathes comes from a dogmatic background and 
  may well have succumbed to the lure of Chaos while 
  researching sequestered knowledge from the dark days of 
  the Horus Heresy and the schism in the Mechanicus, or 
  even forbidden research from the Dark Age of Technology. 
  These characters are likely to focus on accruing additional 
  artefacts and data necessary to expand upon the research 
  which led to their banishment.
  The Explorator Fleets: The Adeptus Mechanicus 
  sends Explorator Fleets deep into the Koronus 
  Expanse, seeking lost knowledge. The Explorator 
  Magos are already predisposed to curiosity and easily 
  tempted into exploring secrets they should not. Warp-
  tainted or xenos technology may hold an unhealthy 
  fascination to them and it is entirely possible for one to 
  discover something that sets him ﬁ rmly on the path to 
  damnation. Hereteks who follow this path are likely to 
  be dominated by their curiosity.
  The Forgotten Worlds: There are worlds within the 
  Koronus Expanse, such as the war-world of Zayth, 
  where humanity has been out of touch from the 
  Imperium for millennia, and the Tech-priest orders 
  have been corrupted by innovation and unrestricted 
  thought. Such experimentation may lead entire schools 
  of these technologists to the path of Chaos. Individuals 
  subjected to these beliefs might also beseech the 
  Ruinous Powers for protection when their heretical 
  ways are discovered by the Imperium and persecuted. 
  The Dark Forges: There are Forges that have long 
  fallen to Chaos, feudal bastions of dark engineering 
  and damned craftsmanship, such as Forges Castir and 
  Polix on the Hollows and the war-forges of Sammech in 
  the Hadex Anomaly. A Heretek from these forges may 
  have never trained under the stiﬂ ing strictures of the 
  Adeptus Mechanicus and may have startling and radical 
  viewpoints on the nature of the Machine God and its 
  interaction with Chaos. They are likely to be the strangest 
  and most terrifying of their brethren, to the point of 
  barely being recognisable as human. Their research may 
  be completely esoteric or it might be so focused on the 
  paths of the Ruinous Powers that all who viewed it could 
  be overwhelmed by its malevolence.
  STARTING SKILLS, TALENTS & GEAR
  A Heretek must be Human.
  Characteristic Bonus: Hereteks gain +5 Intelligence.
  Starting Skills: Logic, Common Lore (Adeptus 
  Mechanicus, Tech), Tech Use, Dodge or Parry, Security or 
  Tech Use +10, Forbidden Lore (Archeotech) or Forbidden 
  Lore (Xenos) or Forbidden Lore (Warp), Scholastic Lore 
  (Astromancy) or Scholastic Lore (Chymistry) 
  Starting Trait: Mechanicus Implants (see page 144).
  Starting Talents: Die Hard, Technical Knock, 
  Weapon Training (Las, Primary, Shock), Weapon 
  Training (Bolt) or Weapon Training (Plasma) or Weapon 
  Training (Power), Mechadendrite Training (Weapon) 
  or Mechadendrite Training (Utility), Meditation or 
  Total Recall, Armour-Monger or Weapon-Tech, Lesser 
  Minion of Chaos (Must be servitor or servo-skull) or 
  Cold Hearted, Enemy (Adeptus Mechanicus)
  Starting Gear: Best-Craftsmanship Lascarbine, 
  Common-Craftsmanship 
  Power 
  Axe 
  or 
  Good 
  Craftsmanship Great Weapon (Greataxe), Light 
  Carapace Armour, any two Good Craftsmanship 
  cybernetics, unholy unguents, combi-tool, dataslate, 
  Optical Mechadendrite or Utility Mechadendrite or 
  Ballistic Mechadendrite with Laspistol, Lumenin 
  Capacitors or Maglev Coils or Ferric Lure Implants
  Wounds: 12+1d5
  SPECIAL ABILITY: TRAITOR TO MARS
  The Heretek was once a Tech-Priest of Mars (or has 
  been equipped by those who were). He still possesses 
  the tools of his former life. The Heretek gains the 
  Mechanicus Implants Trait (listed above), as well as two 
  Good Craftsmanship Cybernetics of his choice (also listed 
  above). In addition, he gains the Binary Chatter ability. 
  This ability increases the loyalty of all minions who are 
  servitors or other cybernetic constructions by 10. 
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  Renegade
  “We live for Chaos so that we may die for ourselves.”
  —Grand Marshall Angelica Benoit of the Free 
  Systems Coalition
  T
  he Imperium is a brutal, totalitarian regime, an iron 
  monolith of vast bureaucracy bound together by ancient 
  oaths and intractable laws. However, this monolith 
  sits upon a foundation of countless trillions of citizens and, 
  with such numbers under its control, it is no surprise that the 
  Imperium is often beset by rebellions against its oppressive rule. 
  Such revolts may be populist uprisings of the dregs of Imperial 
  populations—mutants, unskilled labourers, and indentured 
  workers. Perhaps they feel they have little to l o s e 
  and much to gain should their revolt succeed, 
  o r 
  perhaps they have been inﬁ ltrated by the subtle 
  messages of the Ruinous Powers and have sworn 
  their souls to a darker allegiance. 
  Alternatively, these revolts may be well planned 
  and co-ordinated defections of powerful military 
  forces, such as entire regiments (or even armies!) 
  of Imperial Guard and planetary defence forces or 
  starships in the Imperial Navy. Sometimes, entire planets 
  or star systems make the decision to break from Imperial 
  rule, setting off devastating and lengthy wars. The 
  Imperium seldom forgives such actions and ﬁ ghts 
  what it considers vilest treason to a bitter and 
  violent end. 
  Many such rebellions are led by 
  powerful individuals, men and 
  women of authority who 
  have been corrupted by 
  the power they possess 
  (or sometimes, by the 
  power 
  offered 
  to 
  them by the warp). 
  Now, these renegades 
  seek to break away from 
  the Imperium’s constricting 
  laws and freedom-stiﬂ ing 
  oppression, or they seek to 
  grasp such power for themselves. 
  PLAYING A BLACK 
  CRUSADE RENEGADE
  The following are some of the ways a player can 
  play and portray a Renegade in BLACK CRUSADE. 
  Of course, these should be considered guidelines 
  and suggestions, not directives nor canon. If a 
  player comes up their own backstory and character 
  personalities, they should feel free to explore them. 
  Once a loyal soldier of the Imperium, the 
  Renegade has lost faith in the crumbling monolith. 
  Now he ﬁ ghts against it, believing he is capable of 
  defeating the titanic, but rotting, foe. He might belong 
  to a cell of several traitors within a small portion of 
  an Imperial Hive or he might command a ﬂ eet of warp-
  capable ships attempting to liberate multiple systems from 
  the Imperium’s inﬂ uence. The difference between these is 
  a matter of scope, but the Renegade’s philosophical stance 
  holds true in either situation. 
  Most Renegades believe the only way for any change in 
  the Imperium to occur is through the rigorous application of 
  military force. Negotiation is not an option; the time has come 
  for action. Whether his motives are revenge on the institution 
  that wronged him, power and glory, or freedom against an 
  unjust system, most Renegades conclude their opponents are 
  even more objectionable than the Ruinous Powers. At least 
  the Chaos Gods are admittedly amoral and self-serving. In 
  contrast, servants of the Imperium pretend to perform their 
  destructive actions in the name of their deathless God-
  Emperor. This hypocrisy has sickened them and they ﬁ rmly 
  believe that they must be eliminated for the good of humanity 
  and his own personal glory.
  These characters are not necessarily strongly devoted 
  to the cause of Chaos. Instead, many have chosen their 
  new allegiance because it was the only alternative 
  option available. These devotees might see  the price 
  of their soul and eternal torment as the price 
  that must be paid so that others might live in 
  freedom. Renegades with this outlook may be 
  shocked to discover that they are unable to 
  separate ways from Chaos or be stunned 
  to discover that there are heinous 
  costs to pay for the blessings that 
  they have received.
  Alternatively, 
  these 
  characters might be power-
  mad despots who seek 
  nothing more than their 
  own personal ﬁ efdoms. It 
  may be that they revel in 
  the slaughter. Perhaps 
  the strictures of the Imperium were 
  shackles that they have thrown aside. 
  Now, they can freely exert their martial 
  ways for their own personal glories.
  A Renegade almost always has a 
  strong military background and a selection 
  of allies that assist him in exploiting those 
  talents. Though he lacks the raw physical 
  capabilities of a Chaos Space Marine, he 
  is far more capable of inconspicuously 
  inﬁ ltrating Imperial society. He can 
  comfortably blend in among mundane 
  human populations so that he might 
  conduct acts of sabotage, incite revolution, or 
  perform covert assassinations. 
  Unfortunately, a Renegade is also less likely 
  to have been exposed to the full horrors of the 
  warp. Though he has doubtless been unhinged 
  as part of his initiations into the dark pacts, his 
  exposure has been comparatively limited. It is 
  likely that his mind lacks the necessary resiliency 
  to truly survive comprehensive interactions with 
  66
  populations—mutants, unskilled labourers, and indentured 
  workers. Perhaps they feel they have little to l o s e 
  and much to gain should their revolt succeed, 
  o r 
  perhaps they have been inﬁ ltrated by the subtle 
  messages of the Ruinous Powers and have sworn 
  their souls to a darker allegiance. 
  Alternatively, these revolts may be well planned 
  and co-ordinated defections of powerful military 
  forces, such as entire regiments (or even armies!) 
  of Imperial Guard and planetary defence forces or 
  starships in the Imperial Navy. Sometimes, entire planets 
  or star systems make the decision to break from Imperial 
  rule, setting off devastating and lengthy wars. The 
  Imperium seldom forgives such actions and ﬁ ghts 
  what it considers vilest treason to a bitter and 
  Many such rebellions are led by 
  powerful individuals, men and 
  women of authority who 
  have been corrupted by 
  the power they possess 
  (or sometimes, by the 
  power 
  offered 
  to 
  them by the warp). 
  Now, these renegades 
  seek to break away from 
  the Imperium’s constricting 
  laws and freedom-stiﬂ ing 
  oppression, or they seek to 
  grasp such power for themselves. 
  PLAYING A BLACK 
  CRUSADE RENEGADE
  The following are some of the ways a player can 
  play and portray a Renegade in BLACK CRUSADE. 
  Of course, these should be considered guidelines 
  and suggestions, not directives nor canon. If a 
  player comes up their own backstory and character 
  personalities, they should feel free to explore them. 
  Once a loyal soldier of the Imperium, the 
  Renegade has lost faith in the crumbling monolith. 
  Now he ﬁ ghts against it, believing he is capable of 
  defeating the titanic, but rotting, foe. He might belong 
  to a cell of several traitors within a small portion of 
  destructive actions in the name of their deathless God-
  Emperor. This hypocrisy has sickened them and they ﬁ rmly 
  believe that they must be eliminated for the good of humanity 
  and his own personal glory.
  These characters are not necessarily strongly devoted 
  to the cause of Chaos. Instead, many have chosen their 
  new allegiance because it was the only alternative 
  option available. These devotees might see
  of their soul and eternal torment as the price 
  that must be paid so that others might live in 
  freedom. Renegades with this outlook may be 
  shocked to discover that they are unable to 
  separate ways from Chaos or be stunned 
  to discover that there are heinous 
  costs to pay for the blessings that 
  they have received.
  Alternatively, 
  these 
  characters might be power-
  mad despots who seek 
  nothing more than their 
  own personal ﬁ efdoms. It 
  may be that they revel in 
  the slaughter. Perhaps 
  the strictures of the Imperium were 
  shackles that they have thrown aside. 
  Now, they can freely exert their martial 
  ways for their own personal glories.
  A Renegade almost always has a 
  strong military background and a selection 
  of allies that assist him in exploiting those 
  talents. Though he lacks the raw physical 
  capabilities of a Chaos Space Marine, he 
  is far more capable of inconspicuously 
  inﬁ ltrating Imperial society. He can 
  comfortably blend in among mundane 
  human populations so that he might 
  conduct acts of sabotage, incite revolution, or 
  perform covert assassinations. 
  Unfortunately, a Renegade is also less likely 
  to have been exposed to the full horrors of the 
  warp. Though he has doubtless been unhinged 
  as part of his initiations into the dark pacts, his 
  exposure has been comparatively limited. It is 
  likely that his mind lacks the necessary resiliency 
  to truly survive comprehensive interactions with 
  
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  the Ruinous Powers. Because of this, the Renegade may 
  have a less complete understanding of his allies and the full 
  consequences of his devotion to Chaos. 
  These Heretics are ones who have been forced to make a 
  very difﬁ cult decision to turn against the Imperium. These 
  characters grew up in the protective arms of the Imperium. 
  They were sufﬁ ciently devoted to it that they chose to join 
  its militant arm, or at least a planetary defence force. Since 
  that time, the Imperium has failed the Renegade. It might be 
  that his unit was deployed as a suicide squad. It might be that 
  while he was serving off planet, another force destroyed his 
  home and all that he held dear. It could even be that military 
  restrictions prevented him from taking the measures he felt 
  were necessary. Whatever the cause, he has taken the most 
  imaginably severe response to that disappointment. 
  A Renegade is unlikely to aspire to the title of Daemon 
  Prince and might not even be aware of that possibility. 
  Similarly, he might be naive to the consequences for failure. 
  In fact, mutations and other blessings might come as a 
  complete surprise if he is granted them as either punishment 
  or reward. Instead, his goals are likely temporal—focused on 
  overthrowing at least some portion of the Imperium. While 
  following that path, he might focus on honing his combat 
  abilities, acquiring additional forces and equipment, or 
  converting other military units to his cause. 
  RENEGADES IN THE VORTEX
  Most of the Renegades found in the Screaming 
  Vortex are former Imperial servants, often from the 
  Imperium’s militant arms. However, some may have 
  grown up amongst the savage and heathen tribes in 
  the Screaming Vortex, earning their infamy in the most 
  vicious bloodletting imaginable.
  However, these denizens of the Screaming Vortex 
  have taken up arms in deﬁ ance against the Imperium, 
  and in the eyes of the Adeptus Terra, this makes them 
  renegades, traitors, and heretics. This is whether they 
  are a former Imperial Guardsman from the Jericho 
  Reach or a heathen warrior on a planet deep within 
  the Vortex who never heard of the Imperium until he 
  joined a passing Chaos warband. Under Imperial law, 
  death is all these men and women in the Screaming 
  Vortex have to look forward to, and that simply makes 
  them ﬁ ght all the harder in return. 
  The following are some examples of human 
  Renegades found within the Screaming Vortex: 
  Former Imperial Guardsman of the Achilus 
  Crusade: Far more soldiers of the Imperial Guard fall 
  prey to Chaos than the Imperium would admit. Many 
  of these end up as cannon-fodder in the warbands of 
  the Ruinous Powers or slain on the bayonets of their 
  still-loyal former comrades. However, some rise to 
  possess power amongst the constant conﬂ ict between 
  warbands and win respect. These individuals have 
  a particularly martial background and are usually 
  consummate soldiers. They may hail from the Imperial 
  Guard regiments found in the Calixis Sector or the 
  multitude of soldiers in the Crusade for the Jericho 
  Reach. The Crusade may have even driven them to 
  rebel, as multitudes of soldiers are thrown into the 
  meat-grinder of Tyranids, Tau, and the Chaos worlds. 
  Former Battleﬂ eet Calixis Ofﬁ cer: The Imperial Navy 
  is ever on the watch for ofﬁ cers who may turn traitor. 
  Those who do are in the unique position of starting a 
  mutiny that may take control of an entire voidship, a 
  priceless prize. Therefore, those who do succeed are 
  charismatic and shrewd leaders, with a ﬁ rm grasp of 
  naval tactics and the principles of starship navigation. A 
  former Navy ofﬁ cer may come from Battleﬂ eet Calixis 
  or the Crusade Fleet in the Jericho Reach.
   Former Calixian Conclave Inquisitor: By far, some 
  of the most dangerous Renegades in the Screaming 
  Vortex are those rare former members of the Ordo 
  Calixis Inquisition. Whether Acolytes who succumbed 
  to Chaos or fully ﬂ edged Radical Inquisitors who delved 
  to deeply into forbidden powers, a fallen member of 
  the Inquisition is a valuable ally and implacable enemy, 
  for their knowledge of the Imperium’s innermost 
  workings is second to none.
  STARTING SKILLS, TALENTS & GEAR
  Renegades must be Human.
  Characteristic Bonus: Renegades gain +3 Weapon 
  Skill and +3 Ballistic Skill.
  Starting Skills: Athletics, Awareness, Dodge, Parry, 
  Scholastic Lore (Tactica Imperialis), Common Lore (War), 
  Operate (any one), Command or Intimidate, Dodge +10 
  or Parry +10, Survival or Stealth, Tech Use or Medicae
  Starting Talents: Jaded, Quick Draw, Rapid Reload, 
  Weapon Training (Chain, Las, Primary, SP, SP), Heavy 
  Weapon Training (Any One), Weapon Training (Bolt) 
  or Weapon Training (Shock), Catfall or Combat Sense, 
  Sure Strike or Deadeye Shot or Marksman, Double Team 
  or Disarm or Takedown, Ambidextrous or Hip Shooting
  Starting Gear: Best-Craftsmanship Lasgun or Good 
  Craftsmanship Boltgun or Common Craftsmanship 
  Plasma Gun or Common Craftsmanship Heavy 
  Flamer, Best-Craftsmanship Laspistol or Common 
  Craftsmanship Bolt Pistol, Best Craftsmanship 
  Chainsword or Common-Craftsmanship Power Mace, 
  Carapace Armour, medikit, dataslate with annotated 
  version of Tactica Imperialis
  Wounds: 10+1d5
  SPECIAL ABILITY: ADROIT
  The Renegade is a skilful and talented individual who 
  substitutes raw power for honed ability. The Renegade 
  must select one Characteristic at Character Creation. 
  Throughout the game, he adds one additional Degree of 
  Success to successful Tests involving that Characteristic 
  (this includes Skill and Characteristic Tests). 
  67
  
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  Psyker
  “What you do not understand is that I am the future of humanity, 
  while you fools are its distant past. Let me show you mankind’s destiny.”
  – Kataria Skol, Scrying-Wyrd of Blasted Station
  I
  n the Imperium of Man, the Adeptus Astra Telepathica 
  oversees the recruitment and training of psykers for use 
  throughout the Adeptus Terra (and the Imperium as a whole). 
  The Adeptus deliberately ensures these sanctioned psykers are 
  unquestioningly loyal and meticulously trained, as well as both 
  hidebound by nature and inﬂ exible in their approach to the 
  powers they wield. This is no error on the part of the Imperium, 
  instead it is a deliberate defence cultivated by the psykers’ tutors. 
  The souls of humans burn in the warp and those 
  of psykers more brightly than most. The 
  entities of that alien realm are drawn to 
  those souls like moths to ﬂ ames, eager 
  to devour and consume them. However, 
  a dullard’s mind is far less appetising to 
  a Daemon and likely to be passed over 
  in favour for sweeter meats. 
  However, 
  there 
  are 
  those 
  psykers who have not been 
  trained by the Adeptus Astra 
  Telepathica. These may be 
  quick-witted 
  and 
  self-taught 
  wyrds 
  whose 
  intstincts 
  and 
  intuition have been honed by a 
  lifestyle spent as a fugitive from 
  the Black Ships and Inquisition 
  who gather their brethren for 
  deliverance unto the Adeptus 
  Astra Telepathica. Alternatively, 
  they may be feral mystics and 
  shamans on backwater planets 
  with no inkling of the source 
  of their power, individuals 
  whose powers have only just 
  awakened, or those who have 
  simply slipped through the 
  cracks of the Imperium’s monstrous 
  bureaucracy. There are even those 
  psykers who are entirely black-hearted 
  and dangerous individuals, and even those 
  who willingly embrace the seductive power 
  of the Dark Gods of the Warp. Collectively, the 
  Imperium knows these individuals as rogue psykers.
  Not all rogue psykers are heretics, ne’er-do-wells, 
  or traitors. However, the psykers in the Screaming 
  Vortex are exactly that. Be they the warp-dabblers 
  from Calthion V, the Scrying-Wyrds of the Ragged 
  Helix, part of the Cabals of Q’Sal, or one of countless 
  others, those psykers in the Screaming Vortex have 
  recognised the powers of the warp and accepted the 
  gifts of the Dark Gods. The psykers of the Screaming 
  Vortex, for their part, can truly be numbered amongst 
  the Disciples of the Dark Gods.  
  PLAYING A BLACK CRUSADE PSYKER
  The following are some of the ways a player can play and 
  portray a Psyker in BLACK CRUSADE. Of course, these should 
  be considered guidelines and suggestions, not directives nor 
  canon. If a player comes up with their own backstory and 
  character personalities, they should feel free to explore them.
  Unlike the sanctioned and bound psykers of the Imperium, 
  shackled with words and rites, the Psyker in BLACK CRUSADE 
  is not bound or controlled. His only limits are those set by 
  his own mind, and he often embraces his psychic abilities as a 
  glorious source of boundless power. This conduit also means 
  Psykers are often short-lived, consumed by a tidal rush of 
  energy ﬂ owing through their body. However, those able to 
  master the currents of the warp and bend them to their will 
  become some of the most dangerous and potent servants of the 
  Ruinous Powers.
  Because of his constant interaction 
  with the warp, a Psyker is often a conduit 
  for entities native to the Immaterium to 
  enter into the physical realm. At times, he 
  might summon daemons as a deliberate 
  action, though other times, their arrival 
  may be entirely accidental. Either 
  situation can prove dangerous for 
  the Psyker, as capricious beings 
  such as daemons may not 
  appreciate being summoned.
  Some Psykers who turn 
  to the Ruinous Powers devote 
  their lives to a particular 
  entity of Chaos, showing 
  a certain afﬁ nity for that 
  God’s manifestations. Other 
  Psykers remain unaligned 
  to any particular God, 
  preferring to call on 
  any and all as they 
  choose. 
  Prior to embracing 
  the ways of Chaos, 
  the Psyker might not 
  have been aware of his 
  psychic potential. It may 
  be that he used his powers 
  inadvertently, or it might 
  be that he had never even 
  attempted to exert his mental force 
  in such a manner. The teachings of the 
  Imperial Cult are strict and countless 
  psykers deny their own abilities for fear 
  of an Inquisitorial Black Ship. All of 
  that likely changed as the Psyker drew 
  upon his abilities—possibly reluctantly—
  opening and exposing himself to the warp. 
  Eventually, his powers would come 
  to full bloom.  These ﬁ rst wavering steps 
  towards Chaos may have been taken to 
  save the lives of innocents or as part of an 
  effort to save him from Inquisitorial agents. 
  68
  powers they wield. This is no error on the part of the Imperium, 
  instead it is a deliberate defence cultivated by the psykers’ tutors. 
  The souls of humans burn in the warp and those 
  of psykers more brightly than most. The 
  entities of that alien realm are drawn to 
  those souls like moths to ﬂ ames, eager 
  to devour and consume them. However, 
  a dullard’s mind is far less appetising to 
  a Daemon and likely to be passed over 
  in favour for sweeter meats. 
  However, 
  there 
  are 
  those 
  psykers who have not been 
  trained by the Adeptus Astra 
  Telepathica. These may be 
  quick-witted 
  and 
  self-taught 
  wyrds 
  whose 
  intstincts 
  and 
  intuition have been honed by a 
  lifestyle spent as a fugitive from 
  the Black Ships and Inquisition 
  who gather their brethren for 
  deliverance unto the Adeptus 
  Astra Telepathica. Alternatively, 
  they may be feral mystics and 
  shamans on backwater planets 
  with no inkling of the source 
  of their power, individuals 
  whose powers have only just 
  awakened, or those who have 
  simply slipped through the 
  cracks of the Imperium’s monstrous 
  bureaucracy. There are even those 
  psykers who are entirely black-hearted 
  and dangerous individuals, and even those 
  who willingly embrace the seductive power 
  of the Dark Gods of the Warp. Collectively, the 
  Imperium knows these individuals as rogue psykers.
  Not all rogue psykers are heretics, ne’er-do-wells, 
  or traitors. However, the psykers in the Screaming 
  Vortex are exactly that. Be they the warp-dabblers 
  Vortex are exactly that. Be they the warp-dabblers 
  from Calthion V, the Scrying-Wyrds of the Ragged 
  Helix, part of the Cabals of Q’Sal, or one of countless 
  others, those psykers in the Screaming Vortex have 
  recognised the powers of the warp and accepted the 
  gifts of the Dark Gods. The psykers of the Screaming 
  Vortex, for their part, can truly be numbered amongst 
  the Disciples of the Dark Gods.  
  master the currents of the warp and bend them to their will 
  become some of the most dangerous and potent servants of the 
  Ruinous Powers.
  Because of his constant interaction 
  with the warp, a Psyker is often a conduit 
  for entities native to the Immaterium to 
  enter into the physical realm. At times, he 
  might summon daemons as a deliberate 
  action, though other times, their arrival 
  may be entirely accidental. Either 
  situation can prove dangerous for 
  the Psyker, as capricious beings 
  such as daemons may not 
  appreciate being summoned.
  Some Psykers who turn 
  to the Ruinous Powers devote 
  their lives to a particular 
  entity of Chaos, showing 
  a certain afﬁ nity for that 
  God’s manifestations. Other 
  Psykers remain unaligned 
  to any particular God, 
  preferring to call on 
  any and all as they 
  choose. 
  Prior to embracing 
  the ways of Chaos, 
  the Psyker might not 
  have been aware of his 
  psychic potential. It may 
  be that he used his powers 
  inadvertently, or it might 
  be that he had never even 
  attempted to exert his mental force 
  in such a manner. The teachings of the 
  Imperial Cult are strict and countless 
  psykers deny their own abilities for fear 
  of an Inquisitorial Black Ship. All of 
  that likely changed as the Psyker drew 
  that likely changed as the Psyker drew 
  upon his abilities—possibly reluctantly—
  opening and exposing himself to the warp. 
  Eventually, his powers would come 
  to full bloom.  These ﬁ rst wavering steps 
  towards Chaos may have been taken to 
  save the lives of innocents or as part of an 
  effort to save him from Inquisitorial agents. 
  
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  However, the purity of his motivations mattered naught. 
  Ultimately, his conversion to the path of the damned was a 
  swift transformation.
  Psykers turned to Chaos, due to their innate connection to 
  the warp, may well have a particular entity who serves as their 
  patron. While this entity is dramatically less powerful than one 
  of the Dark Gods, it can certainly reveal secrets and offer training 
  to a Psyker. Of course, it is quite likely this entity has no interest 
  in selﬂ essly aiding the Psyker. Instead, it may hope to draw 
  the power-hungry fool into a web of deceit where the psyker 
  ﬁ nally overreaches his grasp, and inadvertently offers himself to 
  be consumed by his supposed ally. On the other hand, a canny 
  Psyker may recognise this threat, and string the creature along 
  for as long as possible before betraying it ﬁ rst. (This offers an 
  interesting roleplaying opportunity for GMs and players, and 
  something they could explore in the course of the game). 
  These Psykers seldom have the presence of mind to create 
  extensive plans or consider lofty goals, though there are 
  always exceptions to this. Rather, these witches often live in 
  the moment, embracing each instant and the blessings of the 
  warp that come with it. 
  This lack of foresight also dictates that few Psykers who 
  fall speciﬁ cally crave the title of daemon prince. While 
  they might hunger for the powers that come with such 
  a transformation, these characters are seldom anxious to 
  assume that level of authority. While they wield immeasurable 
  energies in the names of their Dark Gods, the Psykers’ lives 
  often end abruptly when they attempt to push themselves 
  beyond their limits or disappoint their sponsors. 
  PSYKERS IN THE VORTEX
  The path to becoming a rogue psyker, wyrd, or 
  witch are as varied as the psykers who tread them—
  which is to say inﬁ nitely so. Within the Screaming 
  Vortex there are countless psykers, each different 
  from the next, with wildly different origins and 
  backgrounds. A Psyker could have come from any 
  number of locations and backgrounds in and around 
  the Screaming Vortex, from a wild shaman on a feral 
  world to a powerful warp-witch on a Reaver warship.
  Escapee of the Black Ships: The rogue psyker 
  may be a former citizen of the Calixis Sector (or an 
  Imperial world in the Jericho Reach) who manifested 
  psychic powers. Doomed to be captured by the 
  Imperium’s security forces and placed on a Black Ship 
  to be transported to Terra, he managed to escape. 
  Such individuals are hunted by the Imperium and 
  fear and hate it with equal measure. They are also the 
  most familiar with Imperial society—and likely view 
  their powers as a mutation. 
  Wyrd of the Koronus Expanse: On worlds far from 
  the Imperium, psykers are born without knowledge or 
  understanding of the warp. To such individuals, these 
  powers are magic or sorcery and, thus, those who wield 
  them are known as wyrds, witches, and sorcerers. These 
  rogue psykers may believe they must use their powers 
  with charms, rituals, gestures, or words, and because 
  belief shapes abilities, in a way they do. Such individuals 
  are likely obsessed with occult lore and superstition. 
  Fallen Sanctioned Psyker of the Imperium: Almost 
  any sanctioned Imperial psyker, from Astropaths to the 
  Primaris Psykers of the Imperial Guard, is constantly 
  tempted by the power offered through the warp. 
  Sometimes, that temptation proves too hard to resist 
  and they tap into powers they should not. Though 
  they started life as a Sanctioned Psyker, the Imperium 
  still regards them as gone rogue and hunts them as 
  vigorously as they would any other. Sometimes more 
  so, infact—often an Imperial Psyker knows full well the 
  peril of what he’s done, and done so willingly anyway.
  Warp-witch of the Vortex: It likely comes as no 
  surprise that the Screaming Vortex harbours more 
  than its fair share of mutants and psykers, what with 
  its constant exposure to the warp. Though most 
  of the warp-dabblers on the Vortex’s many worlds 
  spend their too-short lives dabbling with powers 
  beyond their comprehension before it inevitably 
  consumes them, some manage to master the tides 
  of warp energy seething within. These psykers may 
  rise above their petty upbringings and join one of 
  the many warbands that roam the Vortex. There 
  they lend their considerable abilities in exchange for 
  promises of aid and further power. 
  STARTING SKILLS, TALENTS & GEAR
  Psykers must be Human.
  Characteristic Bonus: Psykers gain +5 Willpower.
  Starting Skills: Awareness, Psyniscience, Forbidden 
  Lore (Psykers), Deceive or Intimidate, Dodge or Parry
  Starting Talents: Psy Rating 3, Jaded, Up to 500 xp 
  worth of Psychic Powers chosen from the  Unaligned, 
  Divination, Telepathy, or Telekinesis Disciplines 
  (see Chapter VI: The Powers of the Warp), Weapon 
  Training (Primary), Weapon Training (Las) or Weapon 
  Training (SP) or Weapon Training (Shock), Warp Sense 
  or Child of the Warp
  Starting Traits: Psyker
  Starting Gear: Common Craftsmanship Laspistol 
  or Common Craftsmanship Stub Revolver, Good 
  Craftsmanship Sword or Common Craftsmanship 
  Neural Whip, Flak Cloak, Psy-focus, dataslate ﬁ lled 
  with arcane lore.
  Wounds: 8+1d5
  SPECIAL ABILITY: CHAOS PSYKER
  The Heretic is an unsanctioned psyker with access 
  to the powers of the warp. He begins play with the 
  Psyker Trait (listed above), a Psy Rating of 3, and 1d5 
  Corruption Points. In addition, when determining his 
  Psychic Strength (see page 206) he counts as Unbound. 
  69
  
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  Stage 4: 
  Explore the 
  Passions 
  “Plumb the depths of the warp, embrace its madness, and show its 
  glory to those who fear it.”
  – Sanctifer LeVay, Cult of the Sacred Union
  P
  rior to this point in the character creation process, all 
  effort has been focused on creating a set of numbers 
  and key words that determine what the newly generated 
  character can do. The next portion of the process is about 
  determining why he performs those actions. For many players, 
  their character’s personality only truly develops over the course 
  of multiple game sessions. While that is perfectly acceptable, 
  this portion of the process provides a few initial hooks to that 
  personality. This stage also provides an opportunity for players 
  to weave their character’s physical appearance.
  GENDER AND APPEARANCE
  For humans, a Heretic’s sexual identity and appearance are 
  entirely of the player’s own choosing. There are many common 
  stereotypes based upon their archetypes and path of Devotion: 
  psykers are often gaunt, followers of Nurgle often dishevelled, 
  and so forth. However, players need not feel bound by these. It 
  is entirely possible that the character blends in well in order to 
  better spread his dark master’s inﬂ uence. Alternatively, he may 
  be a living embodiment of his god’s dark vision. 
  For Chaos Space Marines, their sex and gender must be 
  male, due to the requirements of the geneseed (although 
  millennia of mutation and the inﬂ uence of the warp may 
  render this distinction meaningless). His power armour is 
  likely painted in a scheme consistent with his warband and 
  divine sponsor. However, his appearance beneath his helmet 
  and any modiﬁ cations to the armour’s appearance are entirely 
  up to each player’s discretion.
  Players should keep in mind as they make these decisions 
  that all of this is subject to change through game play. The 
  blessings of the Ruinous Powers may cause a character’s 
  appearance to change radically. Decisions made during 
  character creation are unlikely to last for the character’s entire 
  adventuring career.
  PERSONALITY
  In many ways, each Heretic’s personality is deﬁ ned by his 
  Failings (see page 73). While those aspects are undoubtedly 
  core to his methods and beliefs, it is likely that there are 
  additional key elements as well. At this stage, it may be 
  worthwhile to consider other elements of the character’s 
  psyche. The more thoroughly better that each player deﬁ nes 
  HEIGHT AND WEIGHT
  These attributes are determined by choice rather than referencing a chart and dice rolls. However, the initial racial choice 
  should play a major factor in dictating these values. Human characters are loosely restricted in size by their physiology. 
  Humanity has diversiﬁ ed tremendously over the millennia, but even spreading across the stars, the basics of anatomy 
  can only be stretched so far. Adult humans range in height from about 1.2 to 2.1 metres in height. Anything outside of 
  that range would be remarkable. A healthy adult has a weight that is proportionate to their height. On the extreme low 
  end, a very short person might be healthy weighing as little 30 kilograms. At the opposite extreme, a very tall person 
  could weigh in at over 100 kilograms without appearing obese. Of course, the ravages of Chaos might place a Heretic’s 
  weight well outside the range of what is healthy. 
  For Chaos Space Marines, these values are a little less variable. When clad in power armour, these characters typically 
  stand 2.1 metres in height. Depending upon their gear load out, they may range in weight from 500–1,000 kilograms. 
  Again, the blessings of their dark masters may vary this or their physiology might have simply interacted with their 
  geneseed in an unusual fashion that placed them outside of this range.
  70
  psyche. The more thoroughly better that each player deﬁ nes 
  psyche. The more thoroughly better that each player deﬁ nes 
  
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  their character at this point, the more easily they may be able 
  to make swift decisions that are consistent with the character’s 
  outlook during game play. One of the easiest ways to establish 
  these aspects is to consider a few questions at this time. Many 
  answers to these questions are proposed in the descriptions 
  of the archetypes and the paths of the Dark Gods. The ones 
  that players choose to employ for their characters may even 
  come as a revelation.
  Why did the Heretic Embrace Chaos?
  For many characters, the decision to join forces with the 
  Dark Gods was made with the best of intentions. Perhaps 
  the Heretic sought knowledge or salvation. For others, the 
  decision came out of a need for vengeance or anger. The 
  reasons for this decision invariably colour the character’s 
  relation with his dark sponsors. As their relationship began, 
  so too is it likely to continue and eventually terminate. 
  The answer to this question may set the tone for a character’s 
  entire career. It may be that, in spite of their passion for the 
  unholy, there remains some seed of regret at their soul. If such 
  a weakness exists, their gods and their opponents may seek it 
  out and use it against them. Alternatively, it may be that the 
  character is a ruthless force of destruction with little capacity 
  for rational thought. This too can be a tool and a ﬂ aw.
  What does the Heretic Desire?
  Each Heretic’s deepest cravings are invariably associated with 
  their path to Chaos. Since they chose to embrace the Ruinous 
  Powers, many of these desires have certainly come to fruition. 
  However, as these lusts are indulged, new ones invariably emerge. 
  It is likely that as the character’s career continues, these needs 
  become ever more central to his life. Players should choose these 
  heartfelt desires carefully, as the character’s foes are likely to learn 
  of them and attempt to use them to manipulate him. 
  These needs might be physical power, unholy secrets, 
  control over others, or even a greed for immeasurable wealth. 
  Any of these goals can further powers of Chaos, but they 
  might also lead to a character’s destruction. As players choose 
  the nature of the Heretic’s lusts, consider also to what lengths 
  he might go to obtain them.
  Whom does the Heretic Hate?
  The galaxy is ﬁ lled with those who would do the Heretic 
  harm. At times, even the character’s closest allies might be 
  willing to take advantage of a moment of weakness. The list 
  of potential foes is endless. In order to establish a character’s 
  true passions, this must be narrowed.
  A character may have an unfulﬁ lled desire for vengeance. 
  This could target an Imperial Institution, a breed of xenos, or 
  even another Chaos warband. Players should consider both 
  Table 2–1: Prides
  D10 Roll 
  (Optional)
  Pride
  Description
  1
  Beauty
  The Heretic deﬁ nes himself by his physical appearance. He takes pride in his physical form and is 
  even known and revered for it. Characteristic modiﬁ er: +2 Infamy, –4 Willpower.
  2
  Charm
  The Heretic expects the respect and obedience of those around him. He revels in their worship, 
  praise, and self-sacriﬁ ce in his name, and depends upon their assistance. Characteristic modiﬁ er:
  +5 Fellowship, –5 Toughness.
  3
  Craftsmanship
  No one has the combination of talent and training to create in the same way as the Heretic. He is a 
  master artist whose works will be admired by all denizens of the galaxy until the stars grow cold. 
  Characteristic modiﬁ er: +1 Infamy, +3 Agility, +3 Intelligence, –3 Weapon Skill, –3 Ballistic Skill.
  4
  Devotion
  The character’s faith in the Chaos sustains him. He is conﬁ dent that there never has been nor 
  will there ever be another follower of the cause as self-sacriﬁ cing. He believes that this grants 
  him a special status to the Dark Gods, but is wont to rely on this instead of his own strength.
  Characteristic modiﬁ er: +5 Willpower, –5 Strength.
  5
  Fortitude
  The Heretic is strong and tough, able to shrug off blows that might kill a lesser man. Though his 
  fortitude is impressive, it comes at a cost of ﬂ exibility and adaptability. Characteristic modiﬁ er:
  +5 Toughness, –3 Agility, –3 Intelligence.
  6
  Foresight
  The character believes that he is aware of the actions and schemes of everyone and everything 
  around him. He constantly observes those around him, believing that the knowledge will allow 
  him to control them. This does make the character rather cold around others. Characteristic 
  modiﬁ er: +5 Perception, –5 Fellowship.
  7
  Logic
  The Heretic believes that his daunting intellect grants him the ability to understand and resolve 
  every situation in the most efﬁ cient and effective manner imaginable. Characteristic modiﬁ er:
  +5 Intelligence, –5 Perception.
  8
  Martial Prowess
  The Heretic actively seeks out combat as a way to prove himself and can never refuse a challenge to do 
  battle, no matter the odds. Characteristic modiﬁ er: +5 Weapon Skill, –5 Intelligence.
  9
  Grace
  The Heretic is proud of his grace and speed, so much so that he disdains the vulgarity of ranged 
  combat and delights in engaging his opponents up close.  Characteristic modiﬁ er: +5 Agility, 
  –5 Ballistic Skill.
  10
  Wealth
  The character has deﬁ ned himself entirely by his possessions. Others must look upon the grandeur and 
  seethe with jealousy. Starting Equipment: The character makes an extra Acquisition Test with a +20 
  bonus prior to beginning play. Characteristic modiﬁ er: –3 Willpower.
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  why the character feels this thirst and how he is likely to 
  choose to slake it.
  Alternatively, a character could simply despise a particular 
  race or organisation. His anger might be expended at moments 
  of opportunity rather than as a central focus of his life’s work. 
  Even if this approach is taken, knowing his methods and 
  justiﬁ cations are crucial to understanding his psyche.
  NAME
  The name the Heretic uses is likely one that he chose when 
  he embraced the Dark Gods. His life prior to that rebirth is 
  of no meaning to him. All that matters now are his passions 
  and his dedication to forwarding the inﬂ uence of the Ruinous 
  Powers. As such, his name should strike fear into his victims 
  and serve to spread his own infamy.
  For many characters, their name is taken from that of a 
  famous traitor. Countless devotees of Chaos have the hubris 
  to take the name Horus when they entreat their new masters. 
  Others delve further into the legends of the distant past to 
  choose names such as Fawkes, Alcibiades, Brutus, or Iscariot. 
  Table 2-2: Disgraces
  d10 Roll 
  (Optional)
  Disgrace
  Description
  1
  Betrayal
  The Heretic believes in looking out for his own interests ﬁ rst and foremost. Those around him are 
  assets for only as long as they may be useful to his needs. Once their usefulness has been completed, 
  their survival is subject to his whim of the moment. Starting Corruption: +5 Corruption. 
  Untrustworthy: The character receives a –10 Situational Modiﬁ er to all Charm attempts. 
  2
  Deceit
  As all of reality is little more than a matter of perception, truth is a relative concept. This Heretic 
  exploits that philosophy to the utmost. Much of what he says is compulsively cloaked in falsehood. 
  Even in the most strict of circumstances, he feels tempted to colour the truth. Characteristic 
  modiﬁ er: +2 Infamy, –4 Perception.
  3
  Dread
  Something in the Heretic’s past haunts him; a fear that dominates his life. Though he may ignore it 
  for a time, it never leaves him completely. Characteristic modiﬁ er: +5 Perception, –5 Willpower.
  4
  Destruction
  Defeating a foe is never sufﬁ cient. Opponents must be utterly annihilated, their works destroyed, and 
  their reputations laid waste. Opportunities to spread suffering, by any means, must be fully embraced; as 
  mortal suffering may beneﬁ t the Ruinous Powers. Characteristic modiﬁ er: +2 Infamy, –4 Fellowship.
  5
  Gluttony
  Consumption is a passion for this character. He revels in using up any available resources for the 
  simple thrill of its expenditure. It may be that he consumes vast quantities of food, but it could also 
  be entertainment, natural resources, or the time of those with whom he interacts. Starting Wounds:
  +2 Wounds. Characteristic modiﬁ er: –5 Agility.
  6
  Greed
  Often, when this character sees something novel, he is overcome by a passion to possess it. The 
  item in question need not be useful, but the compulsion is much stronger if it is unique or rare. This 
  urge may even overcome the necessities of a task at hand. Starting Corruption: +4 Corruption. 
  Overwhelming Need: The character receives a –10 Situational Modiﬁ er to all Commerce attempts.
  7
  Hubris
  The Heretic’s self-conﬁ dence and bluster vastly exceeds his abilities. He never fears or even considers 
  failure. Instead, he engages in every challenge, often with little consideration for what preparations might 
  be necessary or the consequences of failure. Characteristic modiﬁ er: +2 Infamy, –4 Intelligence.
  8
  Regret
  In the past, this character performed some deed that continues to haunt his mind. He is constantly 
  plagued by guilt for this decision and its consequences. He is constantly driven to make amends for 
  the act but remains incapable of compensating the victims. Starting Corruption: +5 Corruption. 
  Haunted: Opponents always receive a +10 Situational Modiﬁ er when attempting to use 
  Intimidation against the character.
  9
  Waste
  When a person has achieved a level of wealth that material concerns are no longer an issue, then 
  the ability to frivolously waste materials can be a joy in itself. This Heretic embraces that joy, even 
  at those times when he can ill afford to do so. He destroys resources for the simple pleasure of their 
  destruction. Characteristic modiﬁ er: +2 Infamy, –4 Willpower.
  10
  Wrath
  Anger is a constant companion and drive for this Heretic. He ﬁ rmly believes that the universe actively 
  conspires against him, and that his success can only be achieved by exacting his vengeance upon his 
  oppressors. Characteristic modiﬁ er: +5 Perception, –2 Willpower. Starting Wounds: –1 Wound. 
  HISTORY
  A character’s actions prior to embracing the ways of 
  Chaos are largely irrelevant to their current life. When 
  the Heretic joined the army of his dark masters, he 
  was born anew. In some instances, he may even have 
  undertaken a signiﬁ cant physical transformation as 
  part of this rebirth. In other cases, the rebirth was 
  largely metaphorical.
  In any case, because of this primal separation, a 
  character’s history prior to joining with Chaos does not 
  have as large a mechanical effect on whom they are. 
  Their homeworld, for example, is so far in the past that 
  any inﬂ uence it may have had on them has long since 
  vanished. Of course, their past may well have an effect on 
  their personality, but this is largely left up to roleplaying.  
  The only exception to this may be those actions 
  undertaken since embracing his new masters. These 
  activities might contribute to his Corruption and Infamy.
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  Other Heretics show their devotion to the Ruinous Powers 
  by assuming a name intended solely to strike fear into the 
  hearts of their enemies. Some such names are little more than 
  adjectives or common words in a foreign tongue or High 
  Gothic words mashed together. These names may reveal the 
  character’s methodology and their loyalty. Names such as Pox 
  Mortis, Schwarzteufel, or Warpcaster might be appropriate for 
  a character who wishes to spread their infamy in this manner.
  The choice of a name should reﬂ ect the character’s 
  personality. It may also change as a character develops 
  through play. He may earn additional titles through his 
  accomplishments or through a change in his ambitions. The 
  Dark Gods are a ﬁ ckle lot; their followers may be as well. 
  FAILINGS
  The act of rebellion requires a certain amount of Pride. 
  Characters who were born to the Imperium have been 
  subjected to a lifetime’s worth of lessons about the dangers 
  of Heresy and the Daemonic. Even those who lived on feral 
  worlds were undoubtedly warned of the risks of tampering 
  with the unknown. In spite of these warnings, the Heretic 
  deliberately chose to embrace the risks associated with a life 
  in service to the Ruinous Powers. Accepting these risks is a 
  sure sign that the character believed that he was above them; 
  a clear sign of enormous pride and hubris.
  The reverse side of that coin is the notion of Disgrace. Just 
  as a character is immensely proud of some acts, other acts 
  leave him with a deep sense of shame. In embracing Chaos, 
  at least some small portion of his pride was proven false. 
  He needed to make an unexpected sacriﬁ ce. To this day, he 
  regrets having made that decision. This regret eats away at his 
  soul and causes him to sometimes act in ways to make up for 
  his past failings.
  Pride and Disgrace represent a character’s greatest Failings. 
  These facets of his persona allow the character to become a 
  Table 2-3: Example Motivations
  d10 Roll 
  (Optional)
  Motivation
  Description
  1
  Arcane
  The character is obsessed with uncovering lost and forbidden knowledge. Discovering and keeping 
  these secrets drove him to embrace Chaos. His drive to continue this practice has not lessened. 
  Starting Corruption: +4 Corruption, +2 Intelligence. Characteristic modiﬁ er: –3 Strength.
  2
  Ascendancy
  Mortal power is ﬂ eeting and life is short. The Heretic wishes to overcome both of these limitations by 
  assuming a permanent level of at least daemonic power, but preferably a transformation to the divine 
  and unholy. Starting Wounds: –2 Wounds. Characteristic modiﬁ er: +5 Willpower.
  3
  Dominion
  Some seek to control all they can survey, then travel to ﬁ nd new lands to conquer. The character 
  wishes to have dominion over the galaxy itself, demanding that all lesser beings bow down to 
  acknowledge his authority over them. Characteristic modiﬁ er: +1 Infamy, +2 Willpower, +2 
  Fellowhip, –4 Agility. Starting Wounds: –1 Wound. 
  4
  Immortality
  The character fears death in all its varied forms, or simply desires to live for eternity. To overcome 
  this, he is willing to take whatever means are necessary to insure his continued survival; the 
  means might be mechanical, warp spawned, or some unholy combination of the two. Starting 
  Wounds: +2 Wounds. Characteristic modiﬁ er: –5 Weapon Skill.
  5
  Innovation
  While uncovering lost knowledge is a worthy cause, it pales behind the glories of creating 
  completely new forms of technology or psychic phenomena. This Heretic has embraced the ways 
  of Chaos so that he might use its powers to create new tools and uncover information that was 
  previously beyond the limitations of mortals. Starting Corruption: +2 Corruption. Starting 
  Characteristics: +3 Intelligence. Starting Wounds: –2 Wounds.
  6
  Legacy
  The Heretic has embraced his mortality by believing that he has a destiny to inﬂ uence the universe 
  that extends far beyond his lifespan. This character seeks to change galactic history in a powerful way 
  that will be remembered through the millennia. However, such actions may lead him to not think 
  intelligently about a situation. Characteristic modiﬁ er: +2 Infamy, –4 Intelligence.  
  7
  Nihilism
  The character ﬁ rmly believes that he is the centre of all existence. Everything else is but a product 
  of his imaginative subconscious. He has no moral restrictions to his actions, rather he engages 
  every whim because he believes he is entitled to do so. Starting Corruption: +5 Corruption. 
  Characteristic modiﬁ er: –3 Willpower.
  8
  Perfection
  The character holds himself and all of his allies to an impossible standard of perfection, in at 
  least one area of his life. However, attempting to reach this ideal ensures other aspects slacken. 
  Characteristic modiﬁ er: +5 to any one Characteristic, –3 to any two other Characteristics. 
  9
  Vengeance
  In the past, this character was a victim. Since then, he has vowed to make those who have 
  slighted him pay for their actions. He is willing to make every sacriﬁ ce necessary to right this 
  wrong and to prevent anyone from ever hurting him again. Starting Wounds: +2 Wounds. 
  Characteristic modiﬁ er: –5 Perception.
  10
  Violence
  For some, violence is not a means to an end but an end in itself. This character revels in 
  the wanton destruction of any who could be vulnerable to his actions. He has no fear of 
  repercussions, for he believes he is the most potent force of destruction in the galaxy. Starting 
  Corruption: +5 Corruption. Characteristic modiﬁ er: –3 Intelligence.
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  more compelling agent in the stories that players craft with 
  their game group. They form the critical basis for the character’s 
  decision to embrace the Dark Gods. Just as these aspects were 
  key to his rebirth as a servant of Chaos, they are also vital to his 
  continued decline into the ways of raucous corruption. 
  Players must choose one Pride and one Disgrace 
  from Tables 2–1 and 2–2. If they like, they may roll 
  randomly for them, however, this is not required.  
  As a result of these rolls, the Heretic’s Characteristics 
  may change. Modiﬁ cations from Failings do not count as 
  Advancements for purposes of determining Alignment. 
  USING FAILINGS
  In addition to the modiﬁ ers received from their Failings, 
  characters may also receive a situational bonus to any 
  Test directly related to one of their Failings. If the Game 
  Master and the other players agree that the acting player is 
  currently role playing to their character’s Failing—accepting 
  inconvenient situational modiﬁ ers, performing actions that 
  reﬂ ect the Failing rather than following an easy solution, 
  and even advancing the ways of Chaos at the Heretic’s own 
  expense—they may agree to grant the character a bonus to 
  the test performed. This bonus is called an Incursion. 
  An Incursion grants the character an additional +10 
  situational modiﬁ er to the situation, as the beings of the 
  Immaterium grant their blessings. In extraordinary situations, 
  the Game Master may choose to grant an even larger bonus. 
  This should depend upon the situation and the overall role 
  playing involved. In these situations, Game Masters should 
  propose a value to all players, who may then offer their own 
  input about the reward and degree of difﬁ culties that the 
  character has undertaken. 
  MOTIVATIONS
  Every character who follows the path of the Chaos continues 
  along that path because of their passion and drive. This drive is 
  represented by their Motivation. A character’s short-term goals 
  may change from adventure to adventure, but his Motivation is 
  unlikely to change. These unholy drives are lifelong objectives, 
  which may not even be achievable within a mortal lifetime. 
  Players must choose one Motivation from Table 2–3. If 
  they like, they may roll randomly for them, however, this is 
  not required. 
  Stage 5: Spend 
  Experience 
  Points
  “Celebrate the blessings of the Gods! They grant us the abilities to 
  overcome those fools who would ignore their powers.”
  – Archdeacon Gabriel Huang
  A
  fter choosing a race and considering an Archetype, 
  it is time to begin to truly customise the Player 
  Character. By the end of this stage, every Heretic 
  should be statistically distinctive. There are a myriad of 
  options presented at this point. The tables presented in this 
  section grant players the ability to create a unique character 
  that presents them with a window into the darkest portions 
  of the 40K Universe.  
  STARTING EXPERIENCE
  All BLACK CRUSADE characters begin play with starting 
  experience points. These, along with the choices made 
  during the process of the character’s Archetype, help deﬁ ne a 
  character and ensure he is unique. 
  The amount of starting experience for a Heretic is based 
  primarily on whether the character is a Chaos Space Marine 
  or a Disciple of Chaos (a human character). Chaos Space 
  Marines have less starting experience, while Disciples of 
  Chaos have more. This reﬂ ects the fact  that for a “mere” human 
  to survive long enough to obtain power and recognition (in 
  other words, become a player character!), he must have gone 
  through trying experiences. 
  • Disciples of Chaos characters in BLACK CRUSADE have 
  1,000 starting experience to spend.
  • Chaos Space Marine characters in BLACK CRUSADE have 
  500 starting experience to spend.
  Characters can spend as much of this experience as they 
  wish before the game begins (although they may save some 
  or all of it to spend later, if they wish). 
  THE FIVE ALIGNMENTS
  As characters develop, players must keep in mind the idea of 
  their character’s alignment loyalty. Each character’s loyalties 
  directly affect the costs of their continued development. 
  Because this modiﬁ es the character’s developmental costs, it 
  is critical to keep track of the number of advances that each 
  character has taken towards Devotion to a deity. Although it 
  is nigh impossible for a character to begin the game Devoted 
  to a certain Chaos God, depending on his choices he may 
  quickly end up Devoted to one or another.
  It is always necessary to be mindful of a character’s 
  Alignment to the four Chaos gods. A subset of the 
  Characteristics, Skills, Talents, and Traits are associated with 
  each of the four powers. If a player has purchased any of 
  those speciﬁ c associated abilities for his character, then the 
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  character may have earned a Devotion to one of the unholy 
  powers. To determine this, keep a tally of the number of 
  abilities purchased and their afﬁ liation with each deity. At 
  certain points during the game (see “Checking Alignment”) 
  they should compare the number of abilities they have 
  purchased with afﬁ liations. If they have ﬁ ve more abilities (in 
  total) associated with one particular deity than they have with 
  any of the other Chaos gods, then they are said to be Aligned 
  to that god’s path. 
  All Archetypes start as unaligned, and any  advances 
  granted as part of the Archetype do not count towards 
  Alignment. Also, note, that Advances that are unaligned do 
  not have an Alignment. Therefore, taking them does not count 
  as taking advances towards being unaligned. A character is 
  unaligned only if he is not Aligned to any of the four Gods.
  Every time an advance is taken, it may modify a character’s 
  standings with the Ruinous Powers. Refer to Table 2-5: 
  Advances by Alignment to see which Advances are associated 
  with each deity’s path. Purchases made from their patron’s path 
  receive a discount for remaining True to their path. To purchase 
  advances associated with an Opposed deity, the character must 
  pay an increased cost. Purchases made from an Allied deity pay 
  the normal listed cost for the advance. Refer to Table 2-4: Allies 
  and Opponents to see the allegiances of the Chaos gods. 
  When purchasing an Advance, note down its Alignment 
  on the Heretic’s Character Sheet. 
  CHECKING ALIGNMENT
  Whenever a Heretic earns 10 Corruption Points (in other 
  words, when they hit the thresholds of 10, 20, 30, and so-
  forth), they check Alignment. This means they compare how 
  many Advancements they have purchased that are afﬁ liated 
  with each Chaos Power. If they have changed Alignment (by 
  having ﬁ ve more advancements dedicated to any one Chaos 
  Power than any other), then they switch their Alignment to 
  the God in question. This may change the cost of any future 
  Advances. The Heretic will not check Alignment again until 
  the next Corruption Point threshold. 
  (Also, Heretics pay costs for advancements based on their 
  current Alignment, not the Alignment they may be trying to 
  obtain in the future). 
  It is possible for a Heretic to gain enough Corruption 
  during the later stages of Character Creation that he may 
  pass one of the Thresholds. If this occurs, the Heretic does 
  not check Alignment until Character Creation is completely 
  ﬁ nished and all starting Experience has been spent. 
  CHARACTERISTIC ADVANCES
  A Characteristic Advance is an increase to a character’s 
  raw abilities. When players buy a Characteristic Advance, 
  they add +5 to the Characteristic on their character sheet. 
  Characteristic Advancements are divided into four progression 
  levels. These are as follows:
  • Simple: A small fulﬁ llment of the character’s potential.
  • Intermediate: A signiﬁ cant improvement to the character’s 
  capabilities.
  • Trained: Active, focused effort upon improving the 
  character’s prowess.
  • Expert: The limit of the character’s natural capabilities.
  As players set about increasing a Characteristic for their 
  characters, the Heretics must progress through each of the 
  progression levels in turn, starting at Simple and ending with 
  Expert. Characteristic advancement prices are based upon the 
  attributes relationship to the character’s patron deity. Note 
  that only Strength, Toughness, Fellowship, and Willpower 
  have afﬁ liated deities. All other Characteristics—Weapon 
  Skill, Ballistic Skill, Agility, Intelligence, Perception, and 
  Infamy are grouped under unaligned.
  Also note that each time a character purchases a +5 
  Advance, this counts as one purchase for the purposes of 
  checking Alignment. So a character who purchases four 
  Strength Advances would have 4 points towards Alignment 
  with Khorne. 
  As the chart indicates, the ﬁ rst +5 increase to a Khorne 
  Devotee’s Strength costs 100 xp; the next +5 (the 
  Intermediate progression level) costs 250 xp; a further +5 
  improvement (the Trained progression level) costs 500 xp; 
  while the ﬁ nal possible improvement (Expert progression 
  level) costs 750 xp. If that same character were to attempt to 
  MATCHING BLACK CRUSADE 
  CHARACTERS WITH OTHER 
  GAME LINES
  Readers who have played the other Warhammer 
  40,000 Roleplay games may wonder how a BLACK 
  CRUSADE character matches up against characters from 
  other game lines. Since BLACK CRUSADE characters do 
  not use Career Ranks (and the cost of Skills and Talents 
  are different across game lines), this comparison can 
  be slightly tricky. However, before spending starting 
  experience, a BLACK CRUSADE human is the rough 
  equivalent of a 7,000 experience character from 
  Dark Heresy, Rogue Trader, or Deathwatch. A BLACK 
  CRUSADE Chaos Space Marine is the rough equivalent 
  of an 8,000 experience character. 
  Table 2-4: Allies and Opponents
  Path
  Khorne
  Nurgle
  Slaanesh
  Tzeentch
  Unaligned
  Khorne
  True
  Allied
  Opposed
  Opposed
  Allied
  Nurgle
  Allied
  True
  Opposed
  Opposed
  Allied
  Slaanesh
  Opposed
  Opposed
  True
  Allied
  Allied
  Tzeentch
  Opposed
  Opposed
  Allied
  True
  Allied
  Unaligned
  Allied
  Allied
  Allied
  Allied
  Allied
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  Table 2-5: Advances by Alignment
  Alignment
  Characteristic
  Skills
  Talents
  Khorne
  Strength
  Athletics
  Command
  Parry
  Battle Rage
  Berserk Charge
  Blademaster
  Blood God’s Contempt
  Combat Master
  Crushing Blow
  Flesh Render
  Frenzy
  Furious Assault
  Hammer Blow
  Hatred†
  Killing Strike
  Lightning Attack
  Pity the Weak
  Street Fighting
  Storm of Iron
  Swift Attack
  Thunder Charge
  Unarmed Master
  Unarmed Warrior
  Whirlwind of Death
  Nurgle
  Toughness
  Intimidate
  Medicae
  Survival
  Baleful Dirge
  Bulging Biceps
  Corpus Conversion
  Die Hard
  Disturbing Voice
  Fearless
  Hardy
  Iron Jaw
  Jaded
  Master Chirurgeon
  Mighty Shot
  Nerves of Steel
  Never Die
  Prosanguine
  Resistance†
  Sound Constitution
  True Grit
  Unshakeable Will
  Unnatural Vigour
  War Cry
  Slaanesh
  Fellowship
  Acrobatics
  Charm
  Deceive
  Dodge
  Air of Authority
  Assassin Strike
  Catfall
  Crippling Strike
  Demagogue
  Excessive Wealth
  Hard Target
  Inspire Wrath
  Into the Jaws of Hell
  Iron Discipline
  Leap Up
  Lightning Reﬂ exes
  Mimic
  Precise Blow
  Preternatural Speed
  Radiant Presence
  Rapid Reaction
  Rapid Reload
  Sprint
  Sure Strike
  Unremarkable
  Tzeentch
  Willpower
  Forbidden Lore†
  Logic
  Psyniscience
  Scrutiny
  Bastion of Iron Will
  Blasphemous 
  Incantation
  Blind Fighting
  Combat Formation
  Crack Shot
  Deadeye Shot
  Eye of Vengeance
  Favoured by the Warp
  Foresight
  Heightened Senses†
  Infused Knowledge
  Light Sleeper
  Mediation
  Paranoia 
  Polyglot
  Strong Minded
  Total Recall
  Warp Conduit
  Warp Lock
  Warp Sense
  Wisdom of the Ancients
  Unaligned
  Agility
  Ballistic Skill
  Infamy
  Intelligence
  Perception
  Weapon Skill
  Commerce
  Common Lore†
  Operate†
  Slight of Hand
  Stealth
  Inquiry
  Linguistics†
  Navigation†
  Scholastic Lore
  Security
  Tech-Use
  Trade
  Awareness
  Ambidextrous
  Ancient Warrior
  Armour-Monger
  Arms Master
  Betrayer
  Blade Dancer
  Bolter Drill
  Child of the Warp
  Cold Hearted
  Combat Sense
  Counter Attack
  Cursed Heirloom
  Deﬂ ect Shot
  Disarm
  Double Team
  Enemy
  Exotic Weapon Training
  Ferric Summons
  Greater Minion of Chaos
  Gunslinger
  Heavy Weapon Training†
  Hip Shooting
  Hotshot Pilot
  Independent Targeting
  Legion Weapon Training
  Lesser Minion of Chaos
  Luminen Blast
  Luminen Shock
  Maglev Transcendence
  Marksman
  Master Enginseer
  Mastery†
  Mechadendrite Use†
  Minion of Chaos
  Orthoproxy
  Peer
  Psy Rating
  Quick Draw
  Raptor
  Sacriﬁ ce
  Sharpshooter
  Sidearm
  Step Aside
  Takedown
  Target Selection
  Technical Knock
  Two-Weapon Wielder†
  Unholy Devotion
  Weapon Training†
  Weapon-Tech
  †Denotes Specialist Skill or Talent Group
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  raise Fellowship, which is afﬁ liated with the Opposed deity, 
  then those costs would be 500 xp, 750 xp, 1,000 xp, and 
  2,500 xp, respectively.
  The costs for Characteristic Advances are cumulative. So 
  a player couldn’t just pay 500 xp for a +10 increase in a 
  Characteristic associated with an Allied deity for their character. 
  Instead, that player would pay 250 xp for the Simple Advance, 
  and then pay 500 xp for the Intermediate Advance.
  The only exception to this is Infamy, which may be 
  purchased at a ﬂ at rate of 500 xp per +5 advance. This may be 
  done as many times as the player likes, so long as his Infamy 
  Characteristic is lower than 40. If his Characteristic is 40 or 
  higher, he may not purchase Infamy advances, he must earn 
  Infamy through his actions (see page 304).
  EXAMPLE
  Going back to Jason and his Champion, Mordecai, when he ﬁ rst chose to 
  purchase a Strength Increase, he was on the path of unaligned. Because of 
  this, the Simple Strength Characteristic advancement counted as an Allied 
  purchase. This had a price of 250 xp for the +5 Characteristic increase. 
  Later, after Mordecai has embarked upon the path of Khorne, Jason 
  decides to purchase the Intermediate Strength Characteristic advancement. 
  Because he is a devotee of Khorne, this counts as a True purchase. The 
  price for this +5 Characteristic Increase is an additional 250 xp.
  SKILL ADVANCES
  Characters learn new skills or improve existing skills by 
  selecting skill advances. As with Characteristic Advances, the 
  cost in xp of a Skill advance is affected by the path of their 
  Devotion. This represents Heretics following certain paths 
  ﬁ nding more interest in learning Skills that pertain to their 
  path, rather than non-related Skills. Skill advances are divided 
  into four progression levels. These are as follows:
  • Known: The character can use the Skill without penalty.
  • Trained: The character receives a  +10 on all Skill Tests 
  when using the skill.
  • Experienced: The character receives a +20 on all Skill 
  Tests when using the skill. This bonus replaces the 
  beneﬁ t for being Trained.
  • Veteran: The character receives a +30 on all Skill Tests 
  when using the skill. This bonus replaces the beneﬁ t for 
  being Experienced.
  When improving a skill, a character must progress through 
  each of the progression levels in turn, starting at Known and 
  ending with Veteran. So for example, players may not choose 
  to pay for the Trained Skill Advance for their character 
  without ﬁ rst purchasing the Known Skill Advance. Note that 
  characters may have received the Known or Trained Advance 
  already as part of their Racial or Archetype selections. Table 
  2-5:Advances by Alignment indicates with which deity’s path 
  a particular skill is associated. Table2-4: Allies and Opponents 
  describes the relationship of another deity with that of each 
  character’s path.
  Also note that each time a character purchases a progression 
  level in a Skill (Known, Trained, Experienced, or Veteran), 
  this counts as one purchase for the purposes of checking 
  Alignment. So a character who purchases Veteran (+30) 
  Psyniscience has four points in Alignment towards Tzeentch 
  (unless one of those advances came as part of his Archetype, 
  in which case that particular advance doesn’t count).
  EXAMPLE
  Now that Mordecai is ﬁ rmly on the path of Khorne, Jason decides 
  to purchase the Evasion Skill. Because this is a True Skill, the 
  Known rank has a purchase price of 100 xp. If he were to choose to 
  improve his Charm Skill—associated with Slaanesh—from Known 
  to Trained, it would cost him a further 500 xp, as it would be an 
  Opposed Skill Advance.
  Please refer to Chapter III: Skills for more information 
  on selecting Skills and Skill descriptions. Before choosing any 
  Specialist Skill Advances, please refer to page 91 for information 
  on selecting the individual Specialisations necessary. 
  TALENT ADVANCES
  Talents are enhancements that permit a Character to use 
  his natural abilities in new fashions. These may provide 
  a situational bonus to the use of a skill or Characteristic. 
  Other talents provide speciﬁ c unusual ways for a character 
  to take advantage of his equipment. Please refer to Chapter 
  IV: Talents and Traits for detailed descriptions of all of 
  these Talents.
  Psychic Powers are also purchased using Talent Advances. 
  Please refer to Chapter VI: The Powers of the Warp for 
  Table 2-6: Characteristic Advancement Costs
  Patron Status
  Simple
  Intermediate
  Trained
  Expert
  True
  100 xp
  250 xp
  500 xp
  750 xp
  Allied
  250 xp
  500 xp
  750 xp
  1,000 xp
  Opposed
  500 xp
  750 xp
  1,000 xp
  2,500 xp
  Table 2-7: Skill Advance Costs
  Patron Status
  Known
  Trained
  Experienced
  Veteran
  True
  100 xp
  200 xp
  400 xp
  600 xp
  Allied
  200 xp
  350 xp
  500 xp
  750 xp
  Opposed
  250 xp
  500 xp
  750 xp
  1000 xp
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  more information on Psychic Powers. Note also that the cost 
  in xp for Psychic Powers is variable. Each Psychic Power’s 
  price is detailed in its description within that chapter. In order 
  to purchase a Psychic Power that has an afﬁ liation with one 
  of the Dark God’s, the character must ﬁ rst be Devoted to that 
  god. This Power then counts as a Talent Advance along that 
  deity’s path. 
  As with Characteristics and skills, many talents are 
  afﬁ liated with the paths of speciﬁ c Chaos gods. Talents which 
  are typical of that deity’s followers are less expensive for 
  those on the Dark God’s path. Those talents which are more 
  commonly used by devotees of other Ruinous Powers are 
  more expensive for the character to acquire. Refer to Table 
  2-9: Talent Advance Costs for the speciﬁ c costs in xp.
  In addition to their divine associations, Talents are 
  divided into Tiers. Tiers are simply ways of representing that 
  some Talents are more powerful (and therefore cost more 
  experience) than others. Therefore, all Tier One Talents cost 
  the same (though the prices may change depending on a 
  character’s alignment), all Tier Two Talents cost the same, 
  and all Tier Three Talents cost the same. 
  However, Tier Two and Three Talents (as well as Tier 
  One Talents) often have prerequisites that must be met before 
  the Talent can be purchased. In this way, BLACK CRUSADE 
  characters may ﬁ nd themselves needing to purchase lower 
  Tier Talents before they buy higher Tier Talents. 
  Specialist Talents
  Some talents are designated as Specialist Talents. These talents 
  may be selected more than one time, with a different speciality 
  each time. Please refer to page 118 for more information. 
  Taking Talents Multiple Times
  Some Talents may be taken multiple times, in which case this 
  will be noted in the Talent description. There are only a few of 
  these Talents, the  most prominent being Sound Constitution 
  (which increases a Heretic’s Wounds) and Psy Rating (which 
  increases a Heretic’s Psy Rating). When taking these Talents 
  subsequent times, simply pay the experience cost each time. 
  However, it should be noted that most Talents that can be 
  taken multiple times have a hard limit—a maximum number 
  of times they can be taken.
  MARKS OF CHAOS
  Those characters who are deeply ingrained upon the path 
  of Alignment to a deity may earn that Dark God’s Mark. A 
  mark imparts particular abilities upon a character when it is 
  received. When a character has taken twenty advances upon 
  a single path of Devotion, their persistence will attract that 
  sponsor’s attention. If the character has at least ﬁ ve more 
  Advances from that path than from any other Dark God, then 
  Table 2-8: Skills and Associations
  Skill
  Characteristic Afﬁ liation
  Page
  Acrobatics
  Agility
  Slaanesh
  93
  Athletics
  Strength
  Khorne
  95
  Awareness
  Perception
  unaligned
  95
  Charm
  Fellowship
  Slaanesh
  96
  Command
  Fellowship
  Khorne
  97
  Commerce
  Intelligence
  unaligned
  97
  Common Lore Intelligence
  unaligned
  98
  Deceive
  Fellowship
  Slaanesh
  99
  Dodge
  Agility
  Slaanesh
  99
  Forbidden Lore Intelligence
  Tzeentch
  100
  Inquiry
  Intelligence
  unaligned
  100
  Interrogation
  Willpower
  unaligned
  101
  Intimidate
  Strength
  Nurgle
  101
  Linguistics†
  Intelligence
  unaligned
  102
  Logic
  Intelligence
  Tzeentch
  102
  Medicae
  Intelligence
  Nurgle
  103
  Navigation†
  Intelligence
  unaligned
  105
  Operate†
  Agility
  unaligned
  105
  Parry
  Weapon Skill
  Khorne
  107
  Psyniscience
  Perception
  Tzeentch
  107
  Scholastic Lore Intelligence
  unaligned
  108
  Scrutiny
  Perception
  Tzeentch
  108
  Security
  Intelligence
  unaligned
  109
  Slight of Hand Agility
  unaligned
  109
  Stealth
  Agility
  unaligned
  110
  Survival
  Perception
  Nurgle
  110
  Tech-Use
  Intelligence
  unaligned
  110
  Trade
  Intelligence
  unaligned
  111
  †Specialist Skill
  Table 2-9: Talent Advance Costs
  Patron Status
  Tier One
  Tier Two
  Tier Three
  True
  200 xp
  300 xp
  400 xp
  Allied
  250 xp
  500 xp
  750 xp
  Opposed
  500 xp
  750 xp
  1000 xp
  KHORNE AND PSYKERS
  The Blood God Khorne has a speciﬁ c hatred of psykers 
  and sorcerers and will not suffer their presence. This 
  can prove to be interesting if a Psyker or Sorcerer takes 
  enough advances that he becomes Aligned to Khorne. 
  In game terms, those Aligned to Khorne may never 
  use Psychic Powers, even if they possess the Psyker 
  Trait. As long as they are Aligned to Khorne, they also 
  do not count as having the Psyker Trait. 
  If such an individual later leaves Khorne’s 
  Alignment, they can use their Psychic Powers and 
  count as psykers as normal. 
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  Table 2-10: Tier One Talents
  Name
  Prerequisites
  Beneﬁ t
  Devotion
  Page
  Ambidextrous
  Ag 30
  Use either hand equally well–reduce penalties for using two 
  weapons.
  unaligned
  118
  Ancient Warrior
  Fel 35, WP 35
  Veteran of the Long War. 
  unaligned
  118
  Cold Hearted
  —
  Immune to seduction, resistant to Charm.
  unaligned
  120
  Combat Sense
  Per 30
  Use Per bonus instead of Ag bonus for initiative. 
  unaligned
  121
  Cursed Heirloom
  —
  Gain ancient item Heretic must always carry.
  unaligned
  121
  Disarm
  Ag 30
  Force opponent to drop weapon.
  unaligned
  122
  Double Team
  Double Team
  —
  Gain additional +10 for outnumbering opponent.
  Gain additional +10 for outnumbering opponent.
  unaligned
  unaligned
  122
  122
  Enemy
  —
  A group or organisation despises the Heretic.
  unaligned
  123
  Ferric Summons
  Ferric Lure Implants, 
  Mechanicus Implants
  Can summon larger metallic objects.
  unaligned
  124
  Legion Weapon 
  Training
  Chaos Space Marine
  Use any Traitor Legion weapon without penalty.
  unaligned
  127
  Lesser Minion of 
  Chaos
  Fel 40
  Gain a lesser minion.
  unaligned
  127
  Orthoproxy
  —
  +20 bonus to resist mind control or interrogation.
  unaligned
  129
  Peer
  Fel 30
  Character has good reputation amongst chosen group.
  unaligned
  129
  Quick Draw
  —
  Draw weapon as Free Action.
  unaligned
  130
  Raptor
  Operate (Auronautica)
  Increased damage when using jump pack.
  unaligned
  130
  Takedown
  —
  Make special attack to stun opponent.
  unaligned
  131
  Technical Knock
  Int 30
  Un-jam gun as Half Action.
  unaligned
  131
  Weapon-Tech
  Tech Use +10, Int 40
  Increase potency of advanced weaponry.
  unaligned
  134
  Weapon Training†
  —
  Use Weapon Group without penalty. 
  unaligned
  134
  Berserk Charge
  —
  Gain +20 bonus to hit when charging.
  Khorne
  119
  Flesh Render
  Weapon Training 
  (Chain)
  Inﬂ icts more damage with Tearing Quality.
  Khorne
  124
  Frenzy
  —
  Enter psychotic rage to gain combat bonuses.
  Khorne
  124
  Pity the Weak
  S 35, WP 35
  Bonuses to Intimidate or Command with weak individuals.
  Khorne
  129
  Street Fighting
  WS 30
  Add half WS to Critical Damage.
  Khorne
  131
  Unarmed Warrior
  WS 35, Ag 35
  Improves unarmed attacks.
  Khorne
  133
  Die Hard
  WP 40
  Improves chances of surviving Blood Loss.
  Nurgle
  122
  Disturbing Voice
  —
  +10 to Intimidate, –10 to Charm.
  Nurgle
  122
  Iron Jaw
  T 40
  Test Toughness to overcome Stunning.
  Nurgle
  126
  Jaded
  WP 40
  Ignore mundane horrors.
  Nurgle
  126
  Resistance†
  —
  Gain +10 bonus to particular resistance test. 
  Nurgle
  131
  Sound Constitution
  —
  Gain an additional Wound.
  Nurgle
  131
  Air of Authority
  Fel 30
  Affect more targets with Command
  Slaanesh
  118
  Catfall
  Ag 30
  Reduce falling damage.
  Slaanesh
  120
  Excessive Wealth
  Inf 40
  Character has more resources.
  Slaanesh
  123
  Leap Up
  Ag 30
  Stand as Free Action.
  Slaanesh
  126
  Lightning Reﬂ exes
  —
  Roll twice and take highest for Initiative rolls. 
  Slaanesh
  127
  Mimic
  —
  Character can copy voices.
  Slaanesh
  128
  Radiant Presence
  Fel 45
  Character has bewitching aura.
  Slaanesh
  130
  Rapid Reload
  —
  Reduce reload time.
  Slaanesh
  130
  Sure Strike
  WS 30
  Reduce penalties for melee called shots.
  Slaanesh
  132
  Unremarkable
  —
  Heretic is easily forgotten.
  Slaanesh
  133
  Psychic Power†
  Psyker
  May take one psychic power.
  Special
  130
  Blind Fighting
  Per 30
  Suffer half usual penalties for obscured vision.
  Tzeentch
  120
  Combat Formation
  Int 40
  Use Intelligence bonus for initiative. 
  Tzeentch
  121
  Deadeye Shot
  BS 30
  Reduce penalties for ranged called shots.
  Tzeentch
  122
  Heightened Senses†
  —
  Gain +10 bonus to particular sense.
  Tzeentch
  125
  Light Sleeper
  Per 30
  Count as awake even when sleeping.
  Tzeentch
  127
  Meditation
  —
  Character may enter trance to ignore fatigue. 
  Tzeentch
  128
  Polyglot
  Int 40, Fel 30
  Character has innate grasp of languages. 
  Tzeentch
  129
  Total Recall
  Int 30
  Character can remember trivial facts and minor details. 
  Tzeentch
  132
  Warp Sense
  Psy Rating, Psyniscience, 
  Per 30
  Allows Psyniscience Test as Free Action. 
  Tzeentch
  133
  †Talent group.
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  Table 2-11: Tier Two Talents
  Name
  Prerequisites
  Beneﬁ ts
  Devotion
  Page
  Armour-Monger
  Int 35, Tech Use, Trade 
  (Armourer)
  Increase the efﬁ cacy of physical armour.
  unaligned
  118
  Betrayer
  Cold Hearted, Intimidate
  Kill minions or allies for beneﬁ ts.
  unaligned
  119
  Child of the Warp
  Psy Rating
  Persistent Psychic Phenomena and potential psy 
  Persistent Psychic Phenomena and potential psy 
  rating boost.
  unaligned
  120
  Counter Attack
  WS 40
  May attack after successful Parry.
  unaligned
  121
  Deﬂ ect Shot
  Ag 50
  Add WS Bonus to AP against Primitive ranged 
  Add WS Bonus to AP against Primitive ranged 
  attacks.
  unaligned
  122
  Exotic Weapon Training
  —
  Gain proﬁ ciency with one exotic weapon.
  unaligned
  124
  Hip Shooting
  BS 40, Ag 40
  Character may shoot when moving. 
  unaligned
  125
  Hotshot Pilot
  Ag 40, Operate (any one)
  Heretic can drive or ﬂ y anything.
  unaligned
  126
  Independent Targeting
  BS 40
  Fire at multiple targets more than 10 metres 
  Fire at multiple targets more than 10 metres 
  apart.
  unaligned
  126
  Luminen Shock
  Luminen Capacitors, Mechanicus 
  Implants
  Heretic can discharge energy in melee attack.
  Heretic can discharge energy in melee attack.
  unaligned
  127
  Maglev Transcendence
  Maglev Coils/Mechanicus 
  Implants
  Heretic can hover for longer periods of time.
  Heretic can hover for longer periods of time.
  unaligned
  127
  Marksman
  BS 35
  No penalties for ﬁ ring at long or extreme range.
  No penalties for ﬁ ring at long or extreme range.
  unaligned
  127
  Mechadendrite Use†
  Mechanicus Implants
  Gain ability to use certain Mechadendrites.
  Gain ability to use certain Mechadendrites.
  unaligned
  128
  Minion of Chaos
  Fel 45, Infamy 30
  Gain a minion.
  unaligned
  128
  Sacriﬁ ce
  Psy Rating
  Kill sentient being to augment ritual.
  unaligned
  131
  Sharpshooter
  BS 40, Deadeye Shot
  Decrease penalty for ranged called shots.
  unaligned
  131
  Two-Weapon Wielder†
  —
  May ﬁ ght with two weapons.
  unaligned
  132
  Battle Rage
  Frenzy
  Parry while frenzied
  Khorne
  119
  Combat Master
  WS 30
  Opponents get no bonus for outnumbering 
  Opponents get no bonus for outnumbering 
  Heretic.
  Khorne
  121
  Furious Assault
  WS 35
  On a successful WS Test, gain free second attack.
  On a successful WS Test, gain free second attack.
  Khorne
  125
  Hatred†
  —
  Gain +10 bonus to attack hated creatures.
  Khorne
  125
  Killing Strike
  WS 50
  Spend Infamy Point to make melee attacks 
  Spend Infamy Point to make melee attacks 
  unavoidable. 
  Khorne
  126
  Storm of Iron
  BS 45, Weapon Training (any 
  one ranged)
  Adds half WS to Damage against Hordes.
  Khorne
  131
  Swift Attack
  WS 30
  May make multiple melee attacks.
  Khorne
  132
  Unarmed Master
  WS 45, Ag 40, Unarmed Warrior Deadly ﬁ ghter while unarmed.
  Khorne
  133
  Whirlwind of Death
  WS 40
  Make one attack for each melee opponent. 
  Make one attack for each melee opponent. 
  Khorne
  134
  Baleful Dirge
  Disturbing Voice, Intimidate +10 WP Test or suffer –10 to next roll.
  Nurgle
  119
  Bulging Biceps
  S 45
  Remove bracing requirements for certain 
  weapons.
  Nurgle
  120
  Corpus Conversion
  Psy Rating, Human
  Use blood for power.
  Nurgle
  121
  Hardy
  T 40
  Character always heals as if lightly wounded.
  Character always heals as if lightly wounded.
  Nurgle
  125
  Nerves of Steel
  —
  Reroll Pinning Tests.
  Nurgle
  128
  Prosanguine
  Black Blood/Autosanguine, 
  Mechanicus Implants
  Test to heal 1d5 damage.
  Nurgle
  129
  Unshakeable Will
  WP  35
  May reroll failed Fear Tests.
  Nurgle
  133
  Crippling Strike
  WS 50
  Add +2 to melee Crit Damage.
  Slaanesh
  121
  Hard Target
  Ag 50
  –20 to hit character when he Charges or Runs.
  –20 to hit character when he Charges or Runs.
  Slaanesh
  125
  Inspire Wrath
  Air of Authority
  Inspire crowds to hatred and anger.
  Slaanesh
  126
  Iron Discipline
  Fel 30
  Followers resist Pinning and Fear.
  Slaanesh
  126
  Precise Blow
  WS 40, Sure Strike
  Reduce penalty for melee called shots.
  Slaanesh
  129
  Rapid Reaction
  Ag 40
  Test Ag to ignore surprise.
  Slaanesh
  130
  Crack Shot
  BS 50
  Add +2 to ranged Crit Damage.
  Tzeentch
  121
  Foresight
  Int 30
  Contemplate to gain +10 bonus to next Test.
  Contemplate to gain +10 bonus to next Test.
  Tzeentch
  124
  Paranoia 
  —
  Heretic always alert for danger.
  Tzeentch
  129
  Strong Minded
  WP 30, Resistance (Psychic 
  Techniques)
  May re-roll failed WP Tests to resist psychic 
  May re-roll failed WP Tests to resist psychic 
  powers. 
  Tzeentch
  131
  Warp Conduit
  Psy Rating, Strong Minded, 
  WP 50
  Spend Infamy Point to get +1d5 to Psy Rating.
  Spend Infamy Point to get +1d5 to Psy Rating.
  Tzeentch
  133
  Wisdom of the Ancients
  Int 40
  Spend Infamy Point to gain insight into situation.
  Spend Infamy Point to gain insight into situation. Tzeentch
  Tzeentch
  133
  133
  †Talent group.
  80
  
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   Table 2-12: Tier Three Talents
  Name
  Prerequisites
  Beneﬁ ts
  Devotion
  Page
  Arms Master
  WS 40, BS 40, Weapon Training 
  (any two)
  Less penalty for using weapons untrained.
  unaligned
  119
  Blade Dancer
  WS 40, Two Weapon Wielder 
  (Melee)
  Reduced penalties for ﬁ ghting with two melee 
  weapons. 
  unaligned
  119
  Bolter Drill
  Weapon Training (Bolt), BS 40
  Additional DoS when ﬁ ring Bolt weapons. 
  unaligned
  120
  Greater Minion of 
  Chaos
  Fel 55, Infamy 50
  Gain a greater minion.
  unaligned
  125
  Gunslinger
  BS 40, Two-Weapon Wielder 
  (Ballistic)
  Reduce penalties for ﬁ ghting with two pistols.
  unaligned
  125
  Luminen Blast
  Luminen Shock, Luminen 
  Capacitors, Mechanicus Implants
  May discharge stored energy as ranged attack.
  unaligned
  127
  Master Enginseer
  Tech Use +20, Mechanicus 
  Implants
  Can spend Infamy Points to automatically succeed 
  on Tech-Use Tests.
  unaligned
  128
  Mastery†
  Rank 4 in Selected Skill
  May spend Infamy Point to automatically succeed 
  Test concerning selected Skill.
  unaligned
  128
  Psy Rating
  Psyker
  Character increases psychic potential.
  unaligned
  129
  Sidearm
  WS 40, BS 40, Two Weapon 
  Wielder (Ballistic, Melee)
  Reduce penalties for ﬁ ghting with pistol and 
  melee weapon.
  unaligned
  131
  Step Aside
  Agility 40, Dodge, Parry
  May make additional Dodge or  Parry attempt.
  unaligned
  131
  Target Selection
  BS 50
  May shoot into melee without penalty.
  unaligned
  132
  Unholy Devotion
  Minion of Chaos
  Minions take hits for the Heretic.
  unaligned
  133
  Blademaster
  WS 30, Weapon Training (any 
  melee)
  Reroll missed attack, once per round.
  Khorne
  119
  Blood God’s Contempt
  Frenzy, WP 40
  Spend Infamy Point to gain resistance to Psychic 
  Powers.
  Khorne
  120
  Crushing Blow
  WS 40
  Add half WS Bonus to damage inﬂ icted in melee.
  Khorne
  121
  Hammer Blow
  Crushing Blow
  Make a Thunderous single strike with a melee 
  weapon.
  Khorne
  125
  Lightning Attack
  Swift Attack
  Heretic may make many melee attacks with single 
  roll.
  Khorne
  127
  Thunder Charge
  S 50
  Break enemies with armoured charge.
  Khorne
  132
  Fearless
  Nerves of Steel
  Immune to Fear and Pinning.
  Nurgle
  124
  Master Chirurgeon
  Mediacae +10
  Perform advanced medical procedures. 
  Nurgle
  127
  Mighty Shot
  BS 40
  Add half BS Bonus to ranged damage rolls.
  Nurgle
  128
  Never Die
  WP 50, T 50
  Ignore penalties from Critical Damage by 
  spending Infamy Point.
  Nurgle
  128
  True Grit
  T 40
  Reduce Critical Damage taken.
  Nurgle
  132
  War Cry
  S 50, WP 50, Disturbing Voice
  Gain Fear Rating with fearsome war cry.
  Nurgle
  133
  Assassin Strike
  Ag 40, Acrobatics
  After making melee attack, test Acrobatics to 
  move.
  Slaanesh
  119
  Demagogue
  Inspire Wrath
  Affect larger groups with Charm and Intimidate.
  Slaanesh
  122
  Into the Jaws of Hell
  Iron Discipline, Fel 50
  Followers ignore fear and pinning.
  Slaanesh
  126
  Preternatural Speed
  WS 40, Ag 50
  Doubles speed when charging.
  Slaanesh
  129
  Sprint
  —
  Move more quickly in combat.
  Slaanesh
  131
  Bastion of Iron Will
  Psy Rating, Strong Minded, 
  Willpower 40
  Gain bonus to Opposed Tests defending against 
  psychic powers.
  Tzeentch
  119
  Blasphemous 
  Incantation
  Psy Rating
  Incant secret words of power to enhance abilities.
  Tzeentch
  119
  Eye of Vengeance
  BS 50
  Increase chances of Zealous Hatred.
  Tzeentch
  124
  Favoured by the Warp
  WP 35
  Roll twice for Psychic Phenomena and choose. 
  Tzeentch
  124
  Infused Knowledge
  Int 40, Lore (any one)
  Know a little bit about everything.
  Tzeentch
  126
  Warp Lock
  Psy Rating, Strong Minded, 
  Willpower 50
  Ignore Psychic Phenomenon once per session.
  Tzeentch
  133
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  they earn the mark of their respective Chaos God. Once a 
  Mark is earned, it is kept for as long as they remain true to 
  their Devotion.
  No expenditure of xp is required to receive a Mark of Chaos. 
  It is instead a reward from the Ruinous Powers directly to those 
  servants who are most true to their ways. Note that Marks may 
  also be received via Gifts of the Gods on pages 299–303.  
  If a character ever leaves a path of Devotion that has earned 
  them a Mark of Chaos, they immediately  lose the Mark and all 
  associated beneﬁ ts. In addition, they incur the wrath of their 
  former sponsor. At the time they leave the path that garnered 
  them the Mark, they must immediately roll twice upon Table 
  9–1: Gifts of the Gods (see page 291) and pick the worse result 
  (the GM is the ﬁ nal arbitrator whether a result is bad or not).
  Note that there is no Mark for being unaligned.
  Mark of Khorne
  Characters that have earned the Mark of Khorne are marked 
  by the Blood God, either as a physical mark emblazoned on 
  a prominent part of their body or a more secretive but no less 
  permanent mark upon one’s soul. While the sigil causes no 
  wound Damage, it continually weeps blood. These characters are 
  constantly driven to spill additional blood for their dark patron. 
  Beneﬁ ts: The character gains the Resistance (Psychic Powers) 
  Talent, the Brutal Charge Trait, and Unnatural Strength (+2) 
  if he does not already have them. In addition to these Talents, 
  the Mark may grant further bonuses as determined by the 
  GM and may be a pre-requisite when performing rituals and 
  interacting with various beings of the warp, etc. 
  Mark of Nurgle
  Heretics with the Mark of Nurgle are marked by the Plague 
  Father, either as a physical mark corroded into their corrupted 
  ﬂ esh or a more secretive but no less permanent mark upon 
  one’s soul. The sigil constantly weeps pus like a viciously 
  festering wound, though this causes them no Wound Damage. 
  These characters are compelled to constantly spread Nurgle’s 
  Rot throughout the galaxy.
  Beneﬁ ts: The character gains the Stuff of Nightmares and 
  Unnatural Toughness (+1) Traits. In addition to these Talents, 
  the Mark may grant further bonuses as determined by the 
  GM and may be a prerequisite when performing rituals and 
  interacting with various beings of the warp.  
  Mark of Slaanesh
  Recipients of Slaanesh’s mark are marked by the Lord of 
  Pleasure, either as a perfectly formed mark upon their body 
  or a more secretive but no less permanent mark upon one’s 
  soul. Characters who bear this Mark must attempt to seduce 
  those they encounter to the paths of lust and greed.
  Beneﬁ ts: The character gains the Heightened Senses (All) 
  Talent and the Unnatural Fellowship (+2) Trait. In addition, 
  the Mark may grant further bonuses as determined by the 
  GM, and may be a prerequisite when performing rituals and 
  interacting with various beings of the warp, etc.
  Mark of Tzeentch
  Heretics with the Mark of Tzeentch are marked by the Master 
  of Fate, either as a physical mark emblazoned on a prominent 
  part of their body, or a more secretive but no less permanent 
  mark upon one’s soul. The emblem constantly glimmers with a 
  distracting sparkle that ﬂ ickers at the corner of the eye, almost 
  like a gateway to the warp. These characters are constantly 
  compelled to discover hidden secrets, to share with their Dark 
  God.
  Beneﬁ ts: The character gains the Unnatural Willpower (+1) 
  Trait and the Psy Rating (+1) Talent. If he does not already 
  have it, he also gains the Psyker Trait. In addition to these 
  Talents, the Mark may grant further bonuses as determined 
  by the GM and may be a prerequisite when performing rituals 
  and interacting with various beings of the warp.
  Stage 6: 
  Equipment and 
  Corruption
  “It is not enough to defeat your foe. His people must be ravaged, his 
  homeland laid waste, and his reputation laid bare. Only then will 
  your name be known as a true servant of the gods.”
  – Battlelord Octavius Kohl
  A
  t this stage players may choose to acquire additional 
  adventuring gear for their characters. Rather 
  than tracking particular amounts of currency, his 
  ability to acquire gear is determined by his Infamy. As this 
  value increases, he is more likely to have ransacked critical 
  installations to acquire unusual objects. In addition, other 
  devotees of the Dark Gods may know him by reputation and 
  offer powerful artefacts to him as gifts to garner his favour as 
  well as that of his dark master.
  As a character performs more of these heinous deeds, the 
  Immaterium gains ever-greater inﬂ uence over his thoughts and 
  even his body. The degree to which the malevolence has inﬁ ltrated 
  his essence is measured by the Corruption attribute. As this value 
  increases, the Heretic also receives additional blessings and gifts 
  from the Ruinous Powers. Determining his starting Corruption 
  value is essential to beginning that process of development.
  EQUIPMENT
  At this time, players may begin to reap the rewards for their 
  characters’ heinous past crimes. Each character starts with a 
  number of pieces of additional equipment. The Heretic can 
  select a number of pieces of gear, each piece with a total 
  Acquisition modiﬁ er of –10 (see page 306). The number of 
  pieces of gear available at this stage is equal to the Heretic’s 
  current Infamy bonus. See Chapter V: Armoury for more 
  information on the selections available. No Test is required 
  to obtain this equipment; so long as the equipment has a 
  total Acquisition modiﬁ er no worse than –10, the Heretic 
  gains it automatically. 
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  In addition, the Game Master may choose to grant his 
  Heretics additional starting equipment. It is suggested that 
  any such gear be no rarer than Common Availability. See 
  Availability, page 306 for more information. 
  EXAMPLE
  In creating Mordecai, Jason has a 24 Infamy. Since his Infamy Bonus 
  is 2, he may select 2 pieces of additional starting equipment. He chooses 
  a Meltagun for his ﬁ rst. The Meltagun is Very Rare, which entails a 
  –20 modiﬁ er. However, he’s only getting one, which brings with it 
  a +10 modiﬁ er. Combined, the modiﬁ ers total out to –10,allowed 
  for starting equipment. His second piece of equipment will be a 
  Demolitions Charge. The charge is Rare with a –10 modiﬁ er. This 
  means that Mordecai can afford to get 4 of them (a Minor amount, 
  that comes with a +0 modiﬁ er, brings the total modiﬁ er to –10). 
  CORRUPTION
  All characters begin play with a Corruption of 0. Over the 
  course of their careers, this value increases as they commit 
  additional heinous crimes. These acts, undertaken to spread 
  the inﬂ uence of their dark  masters, lead their souls ever 
  further down the path to the daemonic. The unholy nature 
  of their despicable actions marks their very essence, making 
  additional feats of destruction ever easier.
  As their Corruption increases, Heretics are rewarded with 
  the blessings of the Dark Gods. For more information on this 
  path towards destruction or salvation, refer to Chapter 9: 
  Corruption and Infamy.
  Stage 7: 
  Embrace the 
  Dark Gods
  “The Dark Gods are our fears and our dreams made manifest. Their 
  hungers are the same as humanity’s, simply on a far vaster scale.”
  – Cardinal Xaphan, Saviour of Vraks
  T
  he next important stage in creating a Heretic is to choose 
  a Dark God’s path to follow. Not every character need 
  select a patron and some characters are limited in their 
  selections due to their previous choices. A character’s choice 
  of patron deity serves to guide their development as they 
  pursue their agendas in the path of Chaos. Their patron may 
  also dictate the sorts of tasks that they choose to undertake 
  and the methods they use to accomplish their goals. For 
  example, loyalists of Slaanesh are far more likely to choose 
  to manipulate their prey with social cues, while a devotee 
  of Nurgle might terrify his minions by spreading disease 
  and corruption amongst the unworthy. Characters who have 
  chosen a patron deity through the use of Advances are said to 
  have a Devotion to that god.
  Prior to making this decision, it is important to know that 
  in latter stages of character creation, the Heretic’s options 
  become restricted based upon this choice. A psyker Devoted 
  to Tzeentch ﬁ nds it far more challenging to master the arts of 
  melee combat than a warrior of Khorne. Please keep in mind 
  that the character’s choice of Devotion need not be permanent. 
  As a character continues to develop in his understanding of the 
  Ruinous Powers, he may choose to change his Devotion. This 
  might be due to a new understanding of the ways of Chaos 
  or it might simply be that the character is drawn to fulﬁ l an 
  alternative role. In the event this happens, a character’s future 
  advancement paths may change at that time.
  Every BLACK CRUSADE character must choose to follow 
  one of these paths. Those with a particular penchant for melee 
  combat may wish to consider the path of Khorne. Heretics who 
  embrace the notion of spreading fear, disease, and corruption 
  may choose to Devote themselves to Nurgle. Characters 
  that specialise in the arts of manipulation and seduction are 
  likely to consider following the path of Slaanesh. Those who 
  have an unparalleled hunger for knowledge are most likely 
  to observe the myriad ways of Tzeentch. Finally, those who 
  prefer to keep their options open, or are hesitant to over-
  specialise, may elect to consider themselves unaligned.
  One important point players need to consider is that 
  following the path of one of the Dark Gods does not mean the 
  character has become a devoted servant or devout worshipper 
  of that deity. On the contrary, it is far more likely that the 
  Heretic is devoted to himself and his own goals rather than 
  the goals of some incomprehensible deity. Thus, a devotee to 
  Khorne may not kill to give Khorne skulls. Instead, he may 
  kill to accomplish his goal of revenge. Even when he offers 
  his kills to Khorne, he does this so that Khorne will favour 
  him and make him stronger. Likewise, a devotee of Slaanesh 
  does not seek out debauched pleasures because Slaanesh 
  demands it. Rather he does so because he enjoys tasting these 
  forbidden fruit. The fact that Slaanesh seems to delight and 
  favour such hedonism is no concern, though it does not stop 
  him from enjoying the Dark God’s rewards as a result.
  However, as a Heretic spends ever more time on a certain 
  path, his goals and desires may grow to match those of the 
  Ruinous Power he emulates. The warrior of Khorne cares 
  more about killing and less about the vengeance itself, while 
  the devotee of Slaanesh seeks ever-more-debased indulgences, 
  even those that did not interest him previously. 
  Of all these paths, the path of the unaligned is the one 
  where a Heretic may remain truest to himself. Though he 
  gives each Ruinous Power their due, and may invoke the 
  names of any and all of the Dark Gods, he resists becoming 
  dependant on them. In turn, while he may not receive their 
  favour, his will remains his own.
  SELECTING A PATH
  At this stage of creation, players do not need to spend any 
  points or roll any dice. Instead, it is recommended that they 
  consider the different paths and select one that seems most 
  appropriate for their character. During the later stages, each 
  player can then purchase the necessary abilities so that his 
  character can best fulﬁ l the yearnings of his dark sponsor. It is 
  only during the character creation steps that follow—and his 
  continuing adventures—that a Heretic can fully embrace his 
  patron deity.
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  During the later stages of character creation, and as players 
  develop their characters, they choose the character’s path of 
  Devotion when purchasing Advances. Many of the available 
  talents have an afﬁ liation in their description that associates 
  them with one of the Chaos gods. If a character ever has three 
  more Advances that are associated with a speciﬁ c Ruinous 
  Power than any other, then they are said to be Devoted to 
  that Dark God. If a character’s selected Talents and Traits 
  do not favour a particular deity in this fashion, then they are 
  followers of unaligned. 
  EXAMPLE
  When selecting Advances, Jason begins by selecting Iron Jaw, Survival, 
  Sound Constitution twice, and Hardy. Because these all have the key 
  word “Nurgle,” and his character has no other Talents, his character 
  has taken 5 Talents with the Nurgle keyword and is on the path of 
  Nurgle. If Jason receives 10 Corruption Points before selecting any 
  more advances, then he would become Aligned to Nurgle.
  If he then selects a Talent with the key word “Khorne,” he would 
  only have 4 more Talents aligned to Nurgle than any other Gods. 
  However, his alignment would not change until he received 10 more 
  Corruption Points. At that stage, he would return to being unaligned. 
  To remain upon Nurgle’s path, he would ﬁ rst have to choose another 
  Advance with the key word “Nurgle.” 
  For more information regarding Talent selection, see Stage 
  5: Spend Experience Points on page 74.
  KHORNE
  “Blood for the Blood God! Skulls for the Skull Throne!”
  —Battlecry of the Berserkers of Khorne
  Devotees of Khorne have a boundless passion for violence in 
  their Blood God’s name. They journey through the warp all 
  across the galaxy to commit acts of violence wherever they 
  may. Often bearing his iconography and wearing his colours 
  of blood red and bronze, they spread Khorne’s inﬂ uence 
  through the fear his name represents. 
  Heretics who choose this path choose the path of the 
  bloodthirsty killer and peerless warrior alike. Khorne desires 
  bloodshed, war, and destruction. Those who provide this receive 
  his gifts—strength, skill at arms, and boundless rage—in return. 
  Some followers of Khorne are crazed killers, infused with his 
  wrath and empowered by rage. They seek out wanton slaughter, 
  with the simple logic that one foe’s blood is as good as the 
  next and each kill provides another skull for Khorne’s throne. 
  Other devotees of Khorne are martial paragons, driven to self 
  improvement so that they might seek out worthy and dangerous 
  foes on the ﬁ eld of battle. The notion of offering up the skull of 
  a skilled opponent appeals to them and they feel Khorne looks 
  favourably on their efforts. Neither follower of Khorne has use for 
  mercy or compassion, though martial honour can be a common 
  trait amongst certain groups of his devotees. Interestingly, a 
  Khornate warrior is not necessarily a cruel individual. Though 
  cruelty amongst his followers certainly exists, many feel their 
  god does not care how one’s blood is spilled, so long as it is 
  through violence. Simply put, acts of sadism waste time. 
  The path of Khorne is a lethal one, both to their foes and, 
  on some occasions, to their companions. When devotees of 
  Khorne are in the heights of an ecstatic battle fever, they can 
  be overcome by bloodlust and even attack their allies as they 
  rejoice in the act of the slaughter. Again, many believe their 
  god cares not from whence his skulls come. 
  The most common view of a Khornate warband is one 
  who is indiscriminate and reckless, desiring only to commit 
  violence with abandon and seldom discriminating in their target 
  selection.  At times, even victory is of a lesser concern when 
  weighed against their desire for slaughter.  While this is true in 
  many cases, especially the infamous World Eaters Traitor Legion 
  whose Berserkers are known for their brutality and violence, 
  there are those Khornate warbands who do not ﬁ t this mould. 
  Though no less dedicated to the Blood God, they plan their 
  violence with methodical precision and careful strategy and 
  scorn reckless rage as less effective than sharply focused anger. In 
  effect, anyone who channels anger into acts of brutality becomes 
  a follower of Khorne, though many would not be aware of their 
  brief devotion. As the resultant violence spreads through the 
  galaxy, Khorne’s inﬂ uence and power travels with it. 
  While Khorne spreads his inﬂ uence through all acts of 
  brutality, he is most drawn to those acts committed in close 
  quarters and by strength of arm alone. Because of this, his 
  inﬂ uence drives his devotees to strongly favour melee combat. 
  Some may even depend solely upon weapons that require them 
  to close within arm’s reach. In this way, they can be certain to 
  smell and taste the blood that they spill in Khorne’s name.
  Of course, for those followers who fall in battle, Khorne 
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  offers no sympathy. The Dark God has no patience for 
  weakness or incompetence. Rather, he demands a steady 
  supply of blood be spilled so that it might ﬂ ow over the 
  mountain of skulls beneath his throne of bronze. Those who 
  provide such offerings are rewarded by his Ruinous Power. 
  Those who fail provide offerings through their own deaths.
  When Khorne does see ﬁ t to reward his followers, his 
  blessings most often take the form of abilities that enhance a 
  character’s capacity for melee combat. As Heretics continue in 
  the service of Khorne, their skills and hunger for battle alike 
  may become elevated to unparalleled levels, allowing them to 
  better serve their dark patron.
  DEDICATING A CHARACTER TO KHORNE
  There is one important restriction to keep in mind when 
  considering the path of Khorne. This Dark God hates the 
  manipulative ways of psykers every bit as much as he despises 
  those who preach the notion of peace and compassion. 
  Psykers who attempt to turn to Khorne’s path lose their 
  mental powers.  Similarly, characters who have some measure 
  of compassion—whether that compassion is an act or a 
  reality—may not be well suited to the path of Khorne. 
  During the latter stages of character creation, and 
  throughout their career progression, devotees to Khorne 
  need to choose talents and traits that are speciﬁ cally focused 
  upon melee combat. Staying upon the Blood God’s path also 
  allows the character to more easily attain these abilities than 
  those who are not true to Khorne’s ways. As the number and 
  potency of these abilities increase, the character may draw 
  the full attention of the Blood God. Those who manage to 
  achieve his notice are granted the Mark of Khorne. This mark 
  permeates their very being with a constant lust for slaughter 
  and an even greater capacity for engaging in it.
  Talents that are tied to the Blood God are indicated by 
  the fact that they have the keyword “Khorne.” These include 
  Frenzy, Berserk Charge, and others tied to melee combat 
  (though by no means all). 
  NURGLE
  “Only in the corruption of decay can we return to the purity from 
  which life sprang.”
  —Oath of the Malignant Order
  Those who choose to follow Nurgle’s path are dedicated to 
  the spread of disease and corruption throughout the galaxy. 
  Wherever they travel, the masses die in agony as their bodies 
  are overwhelmed by disease. There are no lasting cures for the 
  contagions they spread through their Dark God’s blessings. 
  Rather, those who manage to resist seem to merely increase 
  their suffering with each passing moment as they delay the 
  inevitable. Further, their corruption affects not just the body, 
  but the mind and soul as well. 
  Those who espouse Nurgle embrace the power of disease 
  and decay, knowing that eventually every living thing in the 
  universe must fall prey to these inescapable forces. Some do 
  this through the nihilistic desire for rot and entropy, the belief 
  that everything, even the universe itself, eventually dies and 
  disintegrates. Others, however, worship Nurgle through their 
  desire to endure and survive. For, as paradoxical as it might 
  seem, Nurgle encompasses life as well as death and survival 
  as well as decay. Rot and corrosion result in new life, virulent 
  plagues, bacteria, and fungi feeding on the corpses of the dead, 
  growing stronger on entropy. Thus, in a certain way, Nurgle 
  represents the cycle of life and death, and his devotees are often 
  blessed with supernatural endurance. Though they may suffer 
  every ravage and symptom of Nurgle’s plagues, they survive 
  them with their dark master’s blessing. 
  Heretics who follow this path may also be unusually 
  patient, a patience possessed by their unique perspective. 
  Their continued survival means they often feel they can simply 
  outlast problems, surviving while those who oppose them die. 
  Even if they have no desire to wait that long, a devotee to 
  Nurgle is often methodical and precise, potentially verging 
  on ponderous. Many of Nurgle’s followers also possess a 
  deeply morbid humour, mirth borne from the knowledge that 
  no matter how much they suffer, they shall endure.  
  Those warbands dedicated to Nurgle often rely on the gifts 
  of their deity to destroy targets—disease, rot, and decay. Potent 
  viral weaponry, corrosive gasses, and necrotic weapons are all 
  favoured by Nurgle, and such devices make him especially 
  feared by his foes. Weakening their foes is sound tactically, as 
  it allows devotees of Nurgle to survive and conserve their own 
  strength, and the act of weakening and poisoning is thought to 
  please their master. In this manner, Nurgle may conservatively 
  preserve his own forces just as he exhausts those of his prey. 
  At the same time, some who are infected by Nurgle’s 
  diseases embrace the corruption rather than falling prey to 
  it. As they begin to come to grips with their mortality, they 
  reach out for any hope of survival. Nurgle listens for those 
  who beg for survival, and may choose to grant his blessings 
  upon some of those who have been infected. 
  Many who follow the Lord of Decay have been granted 
  blessings that make them far more resistant to his diseases. 
  In some cases, these blessings are immediately obvious. For 
  these Heretics, their bodies are trapped in a state of perpetual 
  decay. Their equipment, though it remains effective for them, 
  might also have the appearance of extensive decrepitude. This 
  can make concealing their presence far more challenging. 
  However, not all of Nurgle’s followers show these effects on 
  the outside of their bodies, even if they are a festering hive 
  of corruption within. Their inconspicuous appearance may 
  make them doubly effective at spreading Nurgle’s gifts. 
  This state of decay often provides some resistance to other 
  forms of physical damage. Those who have been granted extensive 
  blessings of Nurgle may exist in a veritable state of near death, 
  with bodies composed as much of gangrenous tissue as living.
  DEDICATING A CHARACTER TO NURGLE
  Not all Heretics are equally well suited to follow the path 
  of the Lord of Decay. As his followers often bear distinctive 
  signs of his handiwork, they are virtually incapable of 
  intermingling with Imperial society. Between the stench of 
  disease and their malformations, they may be easily detected. 
  Characters that intend to follow a path of social manipulation 
  may be better served by following another of the Dark Gods. 
  During the latter stages of character creation, and 
  throughout their career progression, Heretics connected to 
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  Nurgle need to choose Talents and Traits that are speciﬁ cally 
  focused upon survival, resisting death, and spreading disease. 
  As the number and potency of these abilities increase, the 
  character may draw the full attention of the Lord of Decay. 
  Those who manage to achieve his notice are granted the 
  Mark of Nurgle. This mark permeates their very being with 
  the most virulent of plagues and the ability to spread them. 
  Talents that are tied to the Lord of Decay are indicated by 
  the fact that they have the keyword “Nurgle.” These include 
  Hardy, Sound Constitution, Resistance, and others which are 
  speciﬁ cally tied to healing and enhanced physical toughness. 
  SLAANESH
  “Embrace your hunger, your lust, your desire. The universe is ours for 
  the taking!”
  —Sanctifer LeVay, Cult of the Sacred Union
  Followers of the Prince of Pleasure are devoted to excess 
  and indulgence. They eagerly indulge their desires, no matter 
  how dark or debased. As these Heretics travel through the 
  galaxy, they constantly strive to experience new excesses, and 
  if that seduces new victims, then so much the better. Those 
  who taste of Slaanesh’s rites and survive are invariably drawn 
  to ever more indulgences, and thus start down the track of 
  devotion to Slaanesh. 
  Devotees of Slaanesh revel in self indulgence and hedonism. 
  They are interested in pleasing themselves and notions of 
  restraint or sacriﬁ ce are foreign and unwanted. However, 
  the nature of that excess varies wildly. Not all devotees of 
  Slaanesh are devoted to physical debauchery. Gastronomic 
  delights, novel sounds and smells, one’s own appearance, or 
  even the thrill of victory in battle are all pleasures pursued 
  by Slaanesh’s devotees. In the service of Slaanesh, physical 
  punishment has no meaning—it is a perverse form of 
  pleasure in and of itself. Rather, the only thing analogous to a 
  punishment might be the endless repetition of a tedious act or 
  the complete isolation from the world of sensation.
   Some Heretics can only draw pleasure from carnal 
  experiences. They are masters of seduction, wielding both 
  pleasure and pain as their tools. Inhuman beauty often 
  characterises these Heretics. Frequently, their besotted prey 
  are only too willing to comply with the unholy requests of 
  these unearthly beauties.
  Other Heretics prefer to engage the mind and emotions 
  as they engage the body. For them, their seduction may 
  proceed from works of art or philosophy. They present awe-
  inspiring pieces as bait to entrap those who are drawn to their 
  magniﬁ cence. Some of these Heretics even seed the galaxy 
  with artefacts they have crafted, speciﬁ cally to draw upon their 
  prey’s greed to compel them into worship of Slaanesh. These 
  masterpieces invariably bear the taint of the warp.  A painting 
  may bear a spectacularly rendered malformation, or a poem or 
  symphony might have an unnatural rhythm that corrupts the 
  mind, and twists it towards the ways of Slaanesh. Similarly, 
  philosophical texts could alter the mind of the reader as he 
  engages it, twisting him to the ways of this Ruinous Power. 
  Slannesh’s devotees constantly strive to seduce new allies 
  to their cause, as the seduction and corruption of each new 
  victim offers a completely novel experience. Slaanesh’s 
  followers are often incredibly persuasive beings, able to 
  seduce with words, gestures, or lies.  Of course, their methods 
  of seduction and their goals as they corrupt their prey may 
  vary substantially, but the ability to persuade is very common.
  In some ways, the addiction to experience that Slaanesh 
  grants these devotees is a blessing that overcomes many of 
  the punishments that he might mete out. For just as these 
  devotees crave the pleasures of the ﬂ esh and mind, they also 
  crave the most severe of agonies. On those occasions when 
  a devotee of Slaanesh is tortured to death, the Heretic’s last 
  words might be wails of ecstasy and devotion to the Prince of 
  Chaos. Because of this, those who follow the path of Slaanesh 
  are sometimes more prone to attempt riskier undertakings 
  than those who follow the other Chaos gods.
  DEDICATING A CHARACTER TO SLAANESH
  For some characters, the Prince of Pleasure may not be the 
  most appropriate Ruinous Power to follow.  His path focuses on 
  the abilities to persuade, understand, and deceive, and this may 
  not be interesting for some characters. While exceptions to this 
  rule exist, these characters may wish to spend time upon other 
  paths before returning to the way of Slaanesh. Since Slaanesh 
  champions self indulgence in all its forms, however, his path is 
  thematically appropriate for a wide range of Heretics.
  During the latter stages of character creation, and 
  throughout their career progression, Heretics connected to 
  the Prince of Pleasure must choose Talents and Traits that are 
  speciﬁ cally focused upon the arts of persuasion and seduction. 
  Loyalty to Slaanesh permits these characters to easily attain 
  these abilities. As the number and potency of these abilities 
  increase, the character may draw the full attention of the 
  Prince of Pleasure. Those who manage to achieve his notice 
  are granted the Mark of Slaanesh. This mark transforms their 
  very being into an entity of inhuman beauty. These creatures 
  may turn many to their cause with only a few words. 
  Talents that are tied to the Prince of Pleasure are indicated 
  by the fact that they have the keyword “Slaanesh.” These 
  include Air of Authority, Demagogue, and Rapid Reaction. 
  TZEENTCH
  “All is Dust.”
  —Battlecry of the Thousand Sons
  There are those who say that the Lord of Destiny knows the 
  fate of every living being. Of those who believe this, some 
  try to ﬁ ght against their nature. These fools often create their 
  own destruction as they attempt to do battle with the very 
  essence of their beings. Others accept this truth and embrace 
  their nature. In so doing, their eyes can be opened to the 
  world beyond themselves. Many of these who have come to 
  grips with the essence of reality choose to follow the path of 
  Tzeentch, the Architect of Fate. 
  Heretics that embrace the path of the Changer of the 
  Ways are drawn ever more deeply into a web of truths, both 
  philosophical and scientiﬁ c. In the path of their dark lord, 
  these devotees truly learn that knowledge is the key that can 
  be used to unlock tremendous power. For some, this power 
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  is a true manifestation of the energies from the warp. For 
  others, the power is a metaphor for control. These characters 
  discover hidden truths and use those secrets to control the 
  actions of those they meet.
  Many who follow Tzeentch cannot abide a mystery. These 
  characters amass knowledge in all its myriad ways. Often, 
  they are the purest of researchers—coveting knowledge for 
  its own sake, rather than for some useful purpose. They strive 
  for the thrill of discovery, and each new revelation offers 
  new vistas of research. As one puzzle is assembled, countless 
  others appear to be solved in turn.
  At times, however, an esoteric bit of knowledge that 
  they have acquired can become incredibly useful. It might 
  be that they are suddenly capable of blackmailing prey into 
  following their directives. On other occasions, they might be 
  aware of a foe’s weakness, even if their target is not. It could 
  be that they are intimately familiar with a piece of xenotech 
  or archeotech, thanks to the knowledge provided by their 
  dark sponsor. For some, it may even be that the knowledge 
  they have acquired has granted them the ability to commune 
  with the warp, revelling in the very essence of Chaos and 
  experiencing the constant glories of creation.
  Tzeentch expects those who follow his path to earn his 
  devotion. Though his knowledge is limitless, he hordes 
  that information, doling it out to those who serve him only 
  in accordance with his grand schemes. In order to earn 
  the Dark God’s continued benevolence, they must also 
  provide him with inﬂ uence and revelations. He expects his 
  followers to discover the most intelligent of minds and 
  draw them into his paths. The thrill of research and 
  discovery can be a powerful temptress. When the 
  proffered discoveries reveal whole new ﬁ elds of 
  research, their seductive potency becomes orders 
  of magnitude more powerful. Some of those 
  who follow Tzeentch’s paths may view the 
  universe with knowledge that is simply 
  incomprehensible to those who have not 
  beheld his majesty.
  Many of the most powerful psykers 
  and sorcerers in the service of Chaos 
  are followers of Tzeentch, for the Lord 
  of Fate is the master of mental abilities 
  in all their myriad forms, including 
  psychic powers, magic, and sorcery. 
  Those who study the darkest arts frequently 
  possess the mental acuity consistent with a 
  follower of the Architect of Fate. As they search 
  out new ways and new techniques, uncovering 
  dark secrets and deciphering forbidden 
  puzzles, they are fulﬁ lling the desires 
  of this Ruinous Power. Among these, 
  accepting that they serve Tzeentch is 
  often little more than a triﬂ e. For as 
  they come to grips with their Dark God’s 
  ways, they may abruptly realise that they 
  have been serving him for their entire lives. 
  DEDICATING A CHARACTER TO TZEENTCH
  Some characters may ﬁ nd that the Master of Fortune’s ways 
  are not suited to their approach. Those unwilling to use 
  secrecy, accumulate knowledge, and indulge in plots and 
  plans are ill-suited to Tzeentch’s path. They must change 
  tactics as appropriate to the situation and constantly 
  develop new tactics. Those who prefer a single solution to 
  every problem, particularly if that tactic is one that lacks 
  all subtlety, may not be well-suited to this path. Those 
  who do not appreciate the miracle of discovery and the 
  magniﬁ cence of holding knowledge hostage may wish to 
  choose an alternative patron. 
  During the latter stages of character creation, and 
  throughout their career progression, Heretics connected to 
  the Architect of Fate must choose talents and traits that are 
  speciﬁ cally connected to knowledge in its countless ways 
  and uses.  For many, this includes the paths of the psyker 
  and sorcerer. Loyalty to Tzeentch permits his devotees to 
  more easily attain these abilities than those who are not true 
  to his ways. As the number and potency of these abilities 
  increase, the character may draw the full attention of the 
  Great Conspirator. Those who manage to achieve his notice 
  are granted the Mark of Tzeentch. This mark transforms their 
  very being into a physical manifestation of the spiritual energy 
  of the warp. By their very presence, they become a living 
  gateway between the physical realm and the Immaterium. 
  Talents that are tied to the Changer of the Ways are 
  indicated by the fact that they have the keyword “Tzeentch.” 
  These include Eidetic Memory and Favoured by the 
  Warp among others. 
  UNALIGNED
  “We are Returned! Death to the False 
  Emperor!”
  —War cry of the Black Legion
  Chaos represents the primal force of 
  destruction throughout the universe. 
  Without its inﬂ uence, the universe would 
  remain a statically consistent place, with 
  no hope for change or development. Only 
  through the ﬁ res of change can evolution 
  and progress occur. That which is must be 
  broken down so that it might be supplanted 
  by that which has yet to come. Those who 
  are “unaligned” do not dedicate themselves 
  to a single Ruinous Power. Instead, they 
  may offer homage to all, one, or none as the 
  situation demands.  
  Describing characters as followers of a “path” 
  of unaligned is often a bit of an exaggeration. 
  Characters with this devotion are simply those 
  who have not chosen to embrace the path of a 
  speciﬁ c Dark God. Some of these Heretics may 
  call upon a speciﬁ c Dark God as appropriate to 
  a situation at hand. Others may vocally endorse 
  a speciﬁ c god, but not hew to that entity’s path. 
  87
  the Dark God’s continued benevolence, they must also 
  provide him with inﬂ uence and revelations. He expects his 
  followers to discover the most intelligent of minds and 
  draw them into his paths. The thrill of research and 
  discovery can be a powerful temptress. When the 
  proffered discoveries reveal whole new ﬁ elds of 
  research, their seductive potency becomes orders 
  of magnitude more powerful. Some of those 
  who follow Tzeentch’s paths may view the 
  universe with knowledge that is simply 
  incomprehensible to those who have not 
  Many of the most powerful psykers 
  and sorcerers in the service of Chaos 
  are followers of Tzeentch, for the Lord 
  of Fate is the master of mental abilities 
  in all their myriad forms, including 
  psychic powers, magic, and sorcery. 
  Those who study the darkest arts frequently 
  possess the mental acuity consistent with a 
  follower of the Architect of Fate. As they search 
  out new ways and new techniques, uncovering 
  dark secrets and deciphering forbidden 
  puzzles, they are fulﬁ lling the desires 
  of this Ruinous Power. Among these, 
  accepting that they serve Tzeentch is 
  often little more than a triﬂ e. For as 
  they come to grips with their Dark God’s 
  ways, they may abruptly realise that they 
  have been serving him for their entire lives. 
  Talents that are tied to the Changer of the Ways are 
  indicated by the fact that they have the keyword “Tzeentch.” 
  These include Eidetic Memory and Favoured by the 
  Warp among others. 
  UNALIGNED
  “We are Returned! Death to the False 
  Emperor!”
  Chaos represents the primal force of 
  destruction throughout the universe. 
  Without its inﬂ uence, the universe would 
  remain a statically consistent place, with 
  no hope for change or development. Only 
  through the ﬁ res of change can evolution 
  and progress occur. That which is must be 
  broken down so that it might be supplanted 
  by that which has yet to come. Those who 
  are “unaligned” do not dedicate themselves 
  to a single Ruinous Power. Instead, they 
  may offer homage to all, one, or none as the 
  situation demands.  
  Describing characters as followers of a “path” 
  of unaligned is often a bit of an exaggeration. 
  Characters with this devotion are simply those 
  who have not chosen to embrace the path of a 
  speciﬁ c Dark God. Some of these Heretics may 
  call upon a speciﬁ c Dark God as appropriate to 
  a situation at hand. Others may vocally endorse 
  a speciﬁ c god, but not hew to that entity’s path. 
  
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  Others might eschew the whole notion of unholy metaphysics, 
  instead pursuing their own personal goals and desires. 
  Generally speaking, however, these characters despise the 
  Imperium and desire its destruction, whether this is because 
  of a personal vendetta, the belief that it is an unchanging 
  monolith dedicated only to self preservation, or some other 
  reason entirely. These agents of Chaos believe that in order 
  for humanity to complete their conquest of the galaxy, 
  they must ﬁ rst rebuild themselves. Only after this has been 
  accomplished can mankind begin to come to grips with their 
  ascendancy to embrace the ways of the Immaterium.
  Keep in mind that unaligned characters are not necessarily 
  heroic revolutionaries. While there are exceptions, they do not 
  ﬁ ght for justice, liberty, or to establish a civilisation dedicated 
  to peace and higher learning. These Heretics ﬁ ght because of 
  their own pride, ambition, anger, or any number of other self-
  serving reasons. They have no qualms about instituting their 
  own systems of oppression, nor do they object to spreading 
  grief, tragedy, and injustice by their very actions. Their paths 
  are not dedicated to the good of the population as a whole. 
  Instead, they embrace the ways of the Immaterium, often so 
  that they can simply revel in the destruction that their unholy 
  power can inﬂ ict. 
  These Heretics are also not beyond the notice of the 
  Chaos gods, or the notice of other entities that travel the 
  depths of the Warp. While they do not directly serve any 
  speciﬁ c Ruinous Power, neither do they escape their notice 
  or enjoy their protection. Any of the four Dark Gods may 
  attempt to garner inﬂ uence with an unaligned character, both 
  by granting blessings and making requests for service. In this 
  way, these followers may gain blessings associated with any 
  of those powers. In turn, an unaligned Heretic often has no 
  problem with calling on any of the Dark Gods to aid him in 
  a particular task—usually the one most suitable depending 
  on the situation. 
  Similarly, other lesser powers may also make contact with 
  these Heretics. Some of these daemons, though far weaker 
  in power than the Dark Gods, command far more inﬂ uence 
  and arcane majesty than any human mind could hope to 
  comprehend. At times, these entities might set tasks before 
  Heretics who follow this path. Through their inﬂ uence, they 
  may receive tremendous blessings, or they may be damned to a 
  life of hideous transformation within the conﬁ nes of the Warp. 
  While this path offers the broadest variety of opportunities 
  to its followers, it also provides the least security and direction. 
  Those who work with the lesser powers of the warp may 
  not fully appreciate the nature of those entities with whom 
  they deal. A daemonic power might make promises to the 
  character that it is incapable of fulﬁ lling. Similarly, if a 
  Heretic upon this path angers one of the Dark Gods, he has 
  no patron to turn to for protection. These characters must 
  carefully consider their decisions and remain conservative in 
  the risks they accept. Otherwise, a dark power might simply 
  overwhelm their meagre resources and consign the Heretic 
  and his followers to their cause permanently.
  KEEPING A CHARACTER UNALIGNED
  While some poor damned, deluded souls may think they can 
  follow the path of the unaligned to play the various gods 
  against the other, this is a foolish and futile notion. The Dark 
  Gods are completely unknowable and incomprehensible, and 
  one might as well attempt to outwit a hurricane. Of course, a 
  Heretic might maintain these foolish beliefs, but not because 
  he is succeeding in his deluded quest. More likely, his pitiful 
  musings have merely been disregarded by capricious entities 
  far more powerful than himself. 
  Other devotees may only be unaligned brieﬂ y. It may be 
  that they have fallen out of favour with their current patron. It 
  might also be that they have heard the siren song of one of the 
  other Ruinous Powers. As they transition their loyalties, they 
  may brieﬂ y consider the ways of the full spectrum of Chaos. 
  Some might even begin a transition, but then fail to complete 
  it as they discover the full glory of a more independent Heretic.
  Yet other devotees of the Ruinous Powers may choose to 
  follow the path of the unaligned because none of the four 
  Chaos gods exemplify their beliefs. For example, such a 
  character might embrace the glories of combat, but prefer 
  to show more discipline than is permitted for those on the 
  path of Khorne. Alternatively, they might hew too closely to 
  the paths of two or more of the Dark Gods. Such a character 
  might be a powerful sorcerer, Devoted to Tzeentch, who also 
  engages in the manipulative and seductive ways of Slaanesh. 
  These Heretics, who forge their own paths, are most likely to 
  remain unaligned.
  Finally, there are those for whom the idea of pledging 
  oneself to any master is anathema. By remaining unaligned, 
  these individuals believe they remain independent and true 
  to themselves. In a way this is true, for the less they immerse 
  themselves in one particular path, the less likely their goals and 
  ideologies are to shift and merge with a single Ruinous Power. 
  For those Heretics who have an interest and methodology 
  that is consistent with one of the four Chaos gods, remaining 
  unaligned is a poor choice. These characters are better served 
  by accepting the gifts that the Ruinous Powers seek to grant 
  them directly for their loyalty. Such characters also ﬁ nd that 
  they are more capable of advancing within their specialities 
  than a character who attempts to forge their own, unaligned, 
  path. It is only when the restrictions of their speciﬁ c paths 
  become too overwhelming that these Heretics should even 
  consider the ways of being unaligned.
  During the latter stages of character creation, and 
  throughout their career progression, Heretics that wish to 
  remain unaligned must be careful to balance their selections 
  of Talents. While they may choose any Talents for which they 
  meet the prerequisites, they should avoid over-specialising in 
  any path associated with a speciﬁ c Ruinous Power. If they 
  choose to accept a disproportionate number of talents or Traits 
  that are tied to a single deity, they instead become associated 
  with that Dark God’s path. As a consequence, they move from 
  being unaligned and become a devotee of that god. 
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  Chapter III: 
  Skills
  “Knowledge is a sharpened blade in willing hands and the eager 
  mind a razors edge to sink deep into the ﬂ esh of your foes.”
  –Zygthu Hel, Anointed Sorcerer of the Burning Path
  C
  unning and strength alone are not enough  to walk the 
  path to glory; a true servant of the Dark Powers must 
  also be knowledgeable, insightful, and skilled. After all, 
  what use are the tools of destruction if one does not know how 
  to use them? And what use is the will to ﬁ ght a foe without the 
  knowledge of how best to defeat him? A true champion of the 
  gods uses this kind of knowledge like a blade, cutting down 
  those that oppose him or carving away the dead meat of his own 
  retinue in his endless quest to gain favour with his dark masters. 
  Knowledge and skill also often mark the difference between 
  those that draw the eye of the gods and those that are destined 
  to fall at their feet writhing in agony as their ﬂ esh twists, their 
  bones snap, and they end their days as gibbering spawn.
  IN BLACK CRUSADE these abilities are represented by 
  Skills and are the basis for a character’s capabilities and the 
  ways in which he can interact with the Warhammer 40,000 
  universe. Whether a character wants to use Survival to track a 
  wounded beast, Athletics to swim across a ﬁ lth choked canal, 
  or Operator to drive an Imperial battle tank, Skills form an 
  integral part of all characters in measuring their ability and 
  competence at tasks and allowing them unique options during 
  game play. More often than not when the GM asks a player to 
  complete a task or overcome a challenge the player’s character 
  will need to pass a Skill Test to determine the outcome.
  USING SKILLS
  Skills can be used in a wide variety of situations from 
  deciphering an ancient and cryptic pre-Heresy text or to 
  sneak past a murder servitor. When a Skill Test is required 
  it is set by the GM based either on the actions of the PC 
  or as a response to the actions of NPCs and game events. 
  The outcomes of successful or unsuccessful Skill Tests can 
  vary widely and are covered in more detail in the individual 
  descriptions of each Skill. 
  SKILL  TESTS
  All Skills are based on a Characteristic. When a character makes 
  a Skill Test he is testing a Characteristic. If he rolls equal or less 
  than his Characteristic on a 1d100 then he has been successful, if 
  he rolls higher then he has failed. More details on Characteristics 
  and Tests can be found in Chapter I: Playing the Game. 
  EXAMPLE
  Nick’s character Azlyon is attempting to climb down the outside of 
  a war-torn hab. Since this presents a challenge, and success is not 
  guaranteed, the GM asks Nick to make an Athletics Skill Test for 
  Azlyon. Athletics is based on Strength and so Nick notes Azlyon 
  has a Strength of 35. Nick then rolls 1d100 and scores a 27. He 
  has rolled less than his character’s Strength and so has passed his 
  Athletics Skill Test. Azlyon descends from the ruin without incident. 
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  OPPOSED SKILL TESTS
  Sometimes the outcome of a Skill Test depends on the actions 
  of others and how well they can spot, argue, or hide from 
  the character. In these instances the GM may call for an 
  Opposed Skill Test. In an Opposed Skill Test, both the PC 
  and the NPC, or the force opposing him, make a Skill Test as 
  detailed above. Both parties then work out how much they 
  have passed (or failed) their test by with the largest margin 
  of success (or least margin of failure) indicating the winner. 
  More details on Opposed Skill Tests can be found in Chapter 
  I: Playing the Game.
  EXAMPLE
  Having negotiated the ruined hab block, Azlyon runs into an 
  Ashlander scavenger. To see if the Ashlander spots Azlyon as he tries 
  to duck away and hide the GM calls for an Opposed Test between 
  the Awareness Skill of the Ashlander and Azlyon’s Stealth Skill. 
  The Ashlander then rolls 1d100 against his Perception (the base 
  characteristic for Awareness) of 37 and scores a 41, while Azlyon 
  rolls 1d100 against his Agility (the base characteristic for Stealth) 
  of 47 and scores a 77. Even though both the Ashlander and Azlyon 
  failed their test Azlyon failed by a larger margin than his opponent 
  and so has lost the Opposed Test. Spotting Azlyon as he tries to hide 
  the Ashlander readies his meat-hewer and moves in to attack. 
  Guidelines on which Skills require Opposed Tests and the 
  Skills which opposed them can be found in the individual 
  Skill descriptions below.
  MODIFYING SKILL TESTS
  Quite often circumstances make a Skill test either harder or 
  easier, increasing or decreasing the character’s chances for 
  success. In these instances the GM applies modiﬁ ers to the Skill 
  Test to represent the difﬁ culty or ease of the task, such as a bonus 
  when trying to detect a large and obvious threat with Awareness 
  or a penalty when trying to swim across a fast ﬂ owing river 
  with Athletics. Modiﬁ ers to Skill Tests can also come from other 
  sources such as Talents, Traits, and Gear and can be found in 
  Chapter IV: Talents and Traits and Chapter V: Armoury. 
  Characters can gain bonuses to their Skill Tests for having higher 
  Ranks in Skills as detailed in Gaining Skills below. 
  EXAMPLE
  Azlyon is attempting to land a troop transport after descending 
  from low orbit. Entering the atmosphere he ﬂ ies straight into a storm 
  front. To maintain control of the craft the GM makes Azlyon make 
  an Operate (Aeronautica) Skill Test, imposing a –20 penalty for the 
  severity of the storm. Azlyon rolls 1d100 against his Agility of 47 
  and scores a 34. Normally this would be a success. However, he must 
  subtract 20 from the Characteristic due to the penalty for the storm, 
  reducing it to 27 and thus resulting in a failure. 
  UNTRAINED SKILL USE
  It is unlikely that a character is trained in the use of every 
  Skill; focusing instead on the mastery of a few and proﬁ cient 
  knowledge of a handful of others. However, a character can 
  still use Skills in which they have no training when needs 
  must, such as attempting to hide from an enraged Flesh Hound 
  or trying to climb out of a pit of corpses before drowning in 
  rotting ﬂ esh. In these instances the character makes a Skill 
  Test as normal but suffers a –20 penalty in addition to any 
  other modiﬁ ers.
  There are several exceptions to this rule, but only when 
  dealing with certain Skills which require a level of ability that 
  cannot be attempted by the untrained, such as knowledge of 
  the dark history of a particular daemon prince, commanding 
  a Mars-class Battlecruiser, or speaking ﬂ uently with an Eldar 
  Corsair in its own language. Which Skills are Specialist Skills 
  is indicated both in the Skill list.
  SPECIAL USES
  Several Skill entries have subsections that detail a speciﬁ c, focused 
  use outside its usual employment. These sections spotlight a 
  particularly creative of interesting uses of the Skill, allowing for 
  greater variety of Skill applications. Special Uses and their effects 
  can be found at the end of each relevant Skill description.
  SPECIALIST SKILLS
  Some Skills are not just one Skill but many, representing 
  a specialisation within the Skill itself. These are known as 
  Specialist Skills and whenever a character learns a Specialist 
  Skill they must choose a particular specialisation within it. 
  Specialisations represent such things as speciﬁ c knowledge of 
  places, people and events, the ability to read and understands 
  maps as well as the ability to plot a course across a world 
  or the stars themselves, and the ability to speak, read or 
  understand one of the countless languages, codes or glyphs 
  used by the races of the 41st millennium.
  A character may take a Specialist Skill more than once, 
  taking a new  speciality each time he takes the Skill. If a 
  character takes a Specialist Skill more than once (each time 
  choosing a new  speciality), each speciality is treated as a 
  separate Skill and must be advanced in Rank individually.
  EXAMPLE
  Example: Nick is taking a new Skill for his character Azlyon. He 
  decides to have Azlyon learn the Operator Skill so that he can drive 
  a newly acquired dust-skiff. Azlyon already has the Operator Skill 
  with a specialisation in Spacecraft, and so takes Operator with a 
  specialisation in Skimmer as a new Skill. Though it uses the same 
  base characteristic, for all purposes Nick treats this as adding a new 
  Skill to his character. 
  A list of the individual specialities within each Specialist 
  Skill can be found within the individual Skill descriptions.
  SKILL DESCRIPTORS
  Some Skills fall into broad categories that use common rules. 
  These descriptors allow both players and GMs to instantly 
  identify the appropriate rules section from Chapter I: 
  Playing the Game for their resolution. These categories 
  include: Crafting, Interaction, Investigation, and Movement.
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  CRAFTING SKILLS
  Crafting Skills allow characters to create things from parts 
  or raw materials. These creations can vary from exotic drugs 
  and custom weapons to disturbing works of art and ﬁ endish 
  traps. The GM sets up an appropriate Extended Test for 
  the task, and its resolution follows the guidelines in the 
  Crafting sidebar.
  INTERACTION SKILLS
  All Skills with the Interaction descriptor involve interplay 
  with others. The difﬁ culty of these  Skill Tests depends on the 
  individual’s disposition towards the character, as deﬁ ned by 
  the GM, and according to the circumstances of the encounter. 
  See page 276 of Chapter VIII: The Game Master for more 
  information on NPC disposition.
  INVESTIGATION SKILLS
  Most of the Skills with the Investigation descriptor allow 
  characters to collect information from various sources, and 
  require Extended Tests as characters try to gather detailed 
  intelligence on their foes or their mission. The GM determines 
  the proper time frame for the test using the guidelines found 
  in the descriptions of the Skills and his own common sense 
  based on the task at hand, as it takes far longer to uncover the 
  secret base of a rival cult than it does to scout the  location of 
  an armoured column.
  MOVEMENT SKILLS
  Skills with the Movement descriptor all relate to a character’s 
  mobility, anything from daring leaps across chasms to 
  climbing up sheer cliffs. They involve the ability to move 
  across, through, over, or between a character’s environment. 
  Movement Skills are all adversely affected by reductions to 
  the character’s mobility (such a crippling injuries to limbs) or 
  environmental factors as detailed on page 40.
  Gaining Skills
  As the Heretics survive adventures and develop during 
  game play they naturally become more competent and the 
  range of their abilities expands and strengthens. A Player’s 
  USING ALTERNATIVE 
  CHARACTERISTICS
  Every Skill has a base Characteristic indicated in its 
  description that is used to test against when making a 
  Skill Test. Most of the time this is the Characteristic a 
  character uses to determine success or failure. However, 
  in some circumstances, when setting a Skill Test, the 
  GM may wish to substitute an alternative characteristic 
  which better suits the situation.  
  EXAMPLE
  Azlyon is attempting to camouﬂ age his dust-skiff while he 
  travels off on foot. The GM decides that he should use the 
  Stealth Skill. He also decides that hiding a vehicle has little 
  to do with Agility (the base characteristic for Stealth) and 
  more to do with Perception and whether or not Azlyon 
  notices he has left some part of it exposed. Therefore 
  Azlyon makes a Stealth Skill Test (factoring any bonuses 
  for talents, gear or extra Ranks in the Skill) testing against 
  his Perception rather than his Agility. 
  INTERACTION SKILLS AND CROWDS
  It is possible for a skilled commander or masterful 
  orator to inﬂ uence or control groups of people at 
  the same time. When a character uses a Skill with 
  the Interaction descriptor he can if he chooses affect 
  a number of people up to his Fellowship Bonus, 
  provided they can all clearly hear and understand him. 
  If it is an Opposed Test then the character only makes 
  one roll and compares the result to the rolls of each of 
  the people he is trying to affect to determine success.
  Table 3-1: Skill Ranks
  Rank
  Beneﬁ t
  One (Known)
  Use the Skill without the –20 penalty 
  for being untrained.
  Two (Trained)
  +10 on all Tests with this Skill†.
  Three (Experienced)
  +20 on all Tests with this Skill†.
  Four (Veteran)
  +30 on all Tests with this Skill†.
  †Characters only use the highest bonus
  †Characters only use the highest bonus.
  †Characters only use the highest bonus.
  †Characters only use the highest bonus
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  Character learns new Skills and improves existing ones, 
  getting steadily better and unlocking new options during 
  play and new ways of overcoming challenges. Skills like 
  other kinds of advances are bought, either during character 
  creation or during play, by spending experience points. 
  The amount of experience points a Skill costs depends its 
  Rank and a character’s afﬁ liation to the gods as detailed in 
  Chapter II: Character Creation.
  SKILL RANKS
  Simply knowing a Skill is very different from having 
  mastered its use and different characters are likely to be 
  able to use different Skills at varying levels. To represent 
  this, all of a character’s Skills are ranked from one to 
  four, representing his level of ability. The benefits of 
  having a Skill at a higher Rank is detailed on Table 
  3-1: Skill Ranks.
  Skill 
  Descriptions
  T
  he following are a series of in-depth descriptions of 
  the Skills in BLACK CRUSADE, their uses, and other 
  valuable information.
  ACROBATICS (AGILITY)
  Acrobatics covers feats of agile movement, graceful motion, 
  and mastery of balance and form. With this Skill characters can 
  leap nimbly across yawing chasms, maintain their balance on 
  the pitching ship deck  or fall gracefully to the ground without 
  snapping their limbs. In combat a skilled acrobat can summersault, 
  ﬂ ip or cartwheel away from foes, twisting his body out of reach of 
  their enemy or slipping past them in a blur of motion. 
  The GM may call on players to use the Acrobatics Skill when:
  • They must avoid falling over on unstable ground.
  • They wish to jump down from a height and land well.
  • They want to move over or around a foe or obstacle in 
  their path without breaking their stride.
  Table 3-2: Skill List
  Skills
  Characteristic
  Alignment
  Descriptors
  Acrobatics
  Agility
  Slaanesh
  Movement
  Athletics
  Strength
  Khorne
  Movement
  Awareness
  Perception
  unaligned
  —
  Charm
  Fellowship
  Slaanesh
  Interaction, Investigation
  Command
  Fellowship
  Khorne
  Interaction
  Commerce
  Intelligence
  unaligned
  Interaction, Investigation
  Common Lore †
  Intelligence
  unaligned
  Interaction, Investigation
  Deceive
  Fellowship
  Slaanesh
  Interaction, Investigation
  Dodge
  Agility
  Slaanesh
  Movement, Combat
  Forbidden Lore††, †
  Intelligence
  Tzeentch
  Interaction, Investigation
  Inquiry
  Intelligence
  unaligned
  Interaction, Investigation
  Interrogation
  Willpower
  unaligned
  Interaction, Investigation
  Intimidate
  Willpower
  Nurgle
  Interaction, Investigation
  Linguistics†
  Intelligence
  unaligned
  Interaction, Investigation
  Logic
  Intelligence
  Tzeentch
  Investigation
  Medicae
  Intelligence
  Nurgle
  —
  Navigation †
  Intelligence
  unaligned
  —
  Operate (Surface)
  Agility
  unaligned
  —
  Operate (Aeronautica) 
  ††
  Agility
  unaligned
  —
  Operate (Voidship) ††
  Intelligence
  unaligned
  —
  Parry
  Weapon Skill
  Khorne
  Combat
  Psyniscience
  Perception
  Tzeentch
  —
  Scholastic Lore†
  Intelligence
  unaligned
  Interaction, Investigation
  Scrutiny
  Perception
  Tzeentch
  Interaction, Investigation
  Security
  Intelligence
  unaligned
  —
  Slight of Hand
  Agility
  unaligned
  —
  Stealth
  Agility
  unaligned
  Movement
  Survival
  Perception
  Nurgle
  Crafting, Movement
  Tech-Use
  Intelligence
  unaligned
  Crafting, Investigation
  Trade †
  Intelligence
  unaligned
  Crafting, Interaction
  †Denotes a Specialist Skill
  ††Denotes a Skill that cannot be used untrained.
  †Denotes a Specialist Skill
  ††Denotes a Skill that cannot be used untrained.
  †Denotes a Specialist Skill
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  CRAFTING
  It is possible with the right skills and materials for a character to create their own items, either crafting basic gear and equipment 
  like spears and storm-cloaks, brewing up herbal remedies or even advanced drugs and medicines, and building advanced gear 
  such as automatic riﬂ es or grenades. To create an item a character needs three things: the right Skill, materials, and time.
  CRAFTING SKILLS
  There are three different kinds of crafting Skills, each one covering the creation of different kinds of items.
  Chem-Use: This Skill allows a character to create all manner of drugs and poisons as detailed on page 181 of Chapter 
  V: Armoury. With the GM’s permission players may even create new drugs and poisons based on the venom of slain 
  creatures or to mimic the effect of certain worlds or environments. When creating drugs or poisons a character always 
  needs at least a small sample of the substance he is trying to create.
  Survival: This Skill allows a character to create any kind of primitive device or basic items such as clothing or foodstuffs. 
  Survival can be used to craft any item with the Primitive Special Quality or any Primary Weapon (see Chapter V: 
  Armoury). With the GM’s permission players may also create any simple item with this Skill provided it can be fashioned 
  from unprocessed materials and lacks any complex moving parts (i.e. clothing, a cart, a hovel, etc.).
  Tech-Use: This Skill allows a character to create complex or technical devices such as those commonly created within the 
  forges of Imperial worlds. With the GM’s permission any weapon, armour, explosive or piece of tech can be created using this 
  Skill. However, unlike Survival and Chem-Use, many items created using this Skill are ﬁ endishly complex or their design a 
  closely guarded secret and are only available to character with the right knowledge and access to advanced workshops. 
  MATERIALS
  When creating an item a character must have access to the right materials, otherwise he cannot make it. Whether or not 
  these materials are on hand is up to the GM, though common sense should play a part (i.e. a character on a Feral world is 
  going to have access to lots of basic materials good for the Survival Skill but might have trouble ﬁ nding the complex parts 
  or manufacturing base needed to make an autogun). Once it has been determined whether or not the materials are on hand, 
  the GM then decides if the character needs to expend any resources acquiring them. As a general rule, when creating items 
  using the Tech-Use Skill (or the  Chem-Use Skill when creating advanced drugs such as those not occurring naturally) 
  characters must always buy materials. Items crafted with Survival, on the other hand, can other be made from “found” 
  materials, such as fashioning a bow when in a forest, or making a spear from scrap metal in an underhive.
  When acquiring materials for crafting determine the items Availability and then decrease it by one step (i.e. Average 
  items become Common, Common items become Plentiful, etc.). The character then makes an Acquisition Test to buy the 
  materials just as if he were buying an item. Once he has the materials he can then try to create the item.
  TIME
  Creating an item takes time and is always an Extended Test set by the GM. The length of the Extended Test and the 
  time it takes depends on the complexity of the item. While both these factors are up to the GM he can use Table 3–3: 
  Crafting Items as a guideline.
  TABLE 3–3: CRAFTING ITEMS
  Type of Item
  Time
  Extended Test Successes
  Chem Use Items
  Natural Drugs/Poisons
  1d5 hours
  4
  Synthetic Drugs/Poisons
  2d10 hours
  8
  Survival Items
  Weapons
  1d5 hours
  5
  Armour
  1d10 hours
  6
  Gear
  1d5 Hours
  3
  Tech-Use Items†
  Weapons
  1d5 Days
  8
  Armour
  1d10 Days
  12
  Gear
  1d5 Days
  8
  †Note in the case of Tech-Use, characters cannot create items they would not have access to designs for.
  The GM can also modify Crafting tests depending on factors such as the presence of assistants, the workshop or lab 
  available or an excess of funding or materials. Some example modiﬁ ers for crafting can be found in the individual Skill 
  descriptions for Chem-Use, Survival, and Tech-Use.
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  EXAMPLE MODIFIERS
  +30
  Moving in an open environment with Earth-like 
  gravity, or completely unarmoured. 
  +20
  Moving through an open forest or tall grass ﬁ eld, or with 
  hands free of weapons or other objects.
  +10
  Moving in a low gravity environment, wearing armour 
  only on torso.
  +0
  Moving across rubble or debris, or in loose and 
  shifting sand.
  –10
  Moving in obstructed terrain, or in heavy armour.
  –20 
  Moving in zero gravity or with both hands tied 
  behind one’s back.
  –30
  Moving in an environment with gravity three times 
  Terran standard.
  Skill Use: Full Action unless otherwise noted.
  ATHLETICS (STRENGTH)
  Athletics is the ability to run long distances, climb sheer 
  surfaces ,and swim strongly without tiring or faltering. 
  It encompasses all manner of strength and brawn  based 
  tasks that a character may undertake; a skilled athlete can 
  run for miles, heft mighty loads, or cross fast-ﬂ owing rivers 
  with relative ease. Athletics also allows a character to push 
  themselves to greater levels of endurance and shrug off the 
  effects of fatigue when running, swimming, or climbing. 
  The GM may call on players to use the Athletics Skill when:
  • They must swim across a body of water or try to stay aﬂ oat.
  • They wish to push themselves beyond their limits and 
  keep going even when exhausted.
  • They want to climb a cliff or cross extremely rough ground.
  A character’s background may dispose him more towards 
  certain types of athletics. Not all skilled climbers make excellent 
  swimmers, though both may have similar upper body strength. 
  A GM can keep this in mind when determining the difﬁ culty 
  of a Test. For example, a character from a desert world or a 
  Heretek with extensive augmentic parts could be required to 
  make more difﬁ cult Athletics Tests to swim across a river than a 
  character who grew up on an aquatic hive world. 
  EXAMPLE MODIFIERS
  +30
  Climbing a ladder in a hurry or swimming in 
  perfectly calm water.
  +20
  Climbing across a gantry or swimming with some 
  method of staying aﬂ oat.
  +10
  Climbing the outside of a hive or swimming with 
  specialised gear (i.e. ﬂ ippers).
  +0
  Climbing a rough rock wall with protruding stones, 
  or swimming across a deep lake.
  –10
  Climbing a brick wall or swimming a slow river.
  –20
  Climbing a ferrocrete wall without climbing aids or 
  swimming against a current.
  –30 
  Climbing up a slick plasteel bulkhead or swimming 
  in a storm.
  Skill Use: Full Action unless otherwise noted.
  AWARENESS (PERCEPTION)
  Awareness is a character’s ability to understand and be aware 
  of his surroundings and is vital to all characters who wish 
  to see danger coming. A  character skilled in Awareness is 
  able to notice small details, sounds or smells before others 
  and interpret what they might be and where they might be 
  coming from. Awareness is most often used when trying to 
  spot hidden foes or ambushes, though it can also be used to 
  ﬁ nd hidden objects.
  SPECIAL USES FOR ACROBATICS
  The following are certain special uses for the Acrobatics Skill.
  CONTORTIONIST
  A character can use his Acrobatics Skill to escape from bonds or the grip of a foe by twisting and turning his body. As 
  a Full Action a character may make an Acrobatics Skill Test to free themselves from bonds, such as rope, manacles or 
  the like. This test may only be attempted once to escape restraints; if he fails to free themselves the ﬁ rst time then he is 
  simply too tightly bound and unable to contort his way free. The GM may modify this test depending on the quality of 
  the bonds the character is trying to escape from.
  Characters may also use Acrobatics to escape from a grapple (see page 243) by using their Acrobatics Skill instead of 
  their Agility or Strength when grappling.
  MANOEUVRING
  In combat, a character capable of acrobatics can more easily avoid foes or retreat from combat without harm. The 
  character may make a Disengage Action (see page 235) as a Half Action (rather than a Full Action) if he makes an 
  Acrobatics Skill Test.
  JUMPING
  A well-trained acrobat excels at jumping, leaping, and lessening the effect of falls by folding their body as they hit the 
  ground. When jumping or leaping (see page 40) a character may use his Acrobatics Skill in the place of Agility and 
  Strength tests. When falling a character can make an Acrobatics Skill Test to reduce the distance fallen by a number of 
  metres equal to their Agility Bonus.
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  In general, Awareness is used when trying to spot items 
  or individuals that are either hidden or difﬁ cult to notice. 
  Scrutiny is used to interpret hidden emotions, motivations, 
  or other undercurrents. So while spotting someone hidden 
  utilises Awareness, telling when someone lies requires 
  Scrutiny (page 108).
  When Awareness is used against an opponent (such as 
  to spot an ambush) it is an Opposed Test (see page 91). 
  Awareness opposes and is opposed by Stealth.
  The GM may call players to use the Awareness Skill when:
  • They are walking into an ambush or being spied upon 
  by a hidden foe.
  • They want to search an area for clues or ﬁ nd a hidden item.
  EXAMPLE MODIFIERS
  +30
  Detecting the approach of a tank, or spotting a jungle 
  clearing containing a Marauder bomber from the air.
  +20
  Detecting a Hulking creature’s passage or noticing a 
  vehicle behind rubble.
  +10
  Detecting a small object in the open or spying a 
  camouﬂ aged artillery piece. 
  +0
  Spotting someone in a crowd or searching a room.
  –10
  Detecting a well-laid ambush or searching a building 
  for a speciﬁ c document.
  –20
  Finding a speciﬁ c spent bolt round on a battleﬁ eld.
  –30 
  Noticing an assassin in a darkened room or searching 
  through planetary records for a shipping manifest.
  Skill Use: Free Action made in reaction to something.
  CHARM (FELLOWSHIP)
  Charm is the ability to sway the reactions of others or impress 
  people with a smile and kind word. A character with the Charm 
  Skill can turn a hostile situation into a friendly one or ingratiate 
  their way into secure places past suspicious guards. Charm 
  need not be used whenever a character speaks to someone in 
  a pleasant manner, but  should be used whenever he wishes to 
  modify a character’s disposition and opinions, or persuade them 
  to do something they may not have any interest or reason to do.
  When Charm is used against an opponent (such as to 
  change their mood) it is an Opposed Test (see page 91). 
  Charm is opposed by Willpower.
  The GM may call on players to use the Charm Skill when:
  • They want to make someone like them.
  • They wish to distract someone by drawing their focus 
  away from others
  • They are gathering information from locals or strangers
  EXAMPLE MODIFIERS
  +30
  Subject is already very friendly or loyal or the 
  character is obviously harmless.
  +20
  Subject is friendly, or the character adds incentive 
  such as a bribe.
  +10
  Subject is naturally talkative or the character is of a 
  favoured gender or social class.
  +0
  Subject is ambivalent to the character, or has no prior 
  reason to do what the character suggests.
  –10
  Subject doesn’t wants to be bothered, or the character 
  is rude or aggressive.
  –20
  Subject is suspicious of the character, or the character 
  heavily armed.
  –30 
  Subject is actively hostile, or the character has 
  wronged the subject previously.
  Skill Use: One minute or more (the length of a conversation, 
  though brief interactions may provide opportunities as well).
  SPECIAL USES FOR ATHLETICS
  The following are special uses for the Athletics Skill.
  ENDURANCE
  Trained athletes are extremely ﬁ t and can push 
  themselves far beyond the ability of normal people. 
  As a Free Action, a character with the Athletics Skill 
  may make an Athletics Skill Test at –10 whenever they 
  suffer a level of Fatigue (see page 256) as a result of 
  running, swimming, or climbing to ignore its effects. 
  The character may continue to take tests and ignore 
  Fatigue gained in this way indeﬁ nitely; however as soon 
  as he fails a test he must rest for at least 4 hours and 
  cannot use his Athletics Skill again during that time.
  HEFT
  Athletes are also known for their strength and can 
  lift great weights for short periods of time. As a Free 
  Action, a character may make an Athletics Skill Test to 
  increase their carrying capability for a single Encounter. 
  For every Degree of Success the character achieves his 
  Strength is increased by 10 for the purposes of how 
  much weight they can carry, lift, or drag (see page 41) to 
  a maximum of modiﬁ ed Strength of 100. Hefting may 
  only be attempted once, and if the character fails the test 
  he may not try again until the next Encounter.
  SPECIAL USES FOR AWARENESS
  These are special uses for the Awareness Skill. 
  LIP READING
  Lip reading allows a character to effectively understand 
  a conversation even though he cannot hear it. The 
  character must have a clear view of the speaker’s mouth 
  and understand the language used by the target. The 
  difﬁ culty of this test is modiﬁ ed by –10 for every 10 
  metres of distance between the character and the speaker. 
  The GM may assign other penalties for darkness, fog, or 
  other factors affecting vision. However, magnoculars or 
  other vision enhancing devices may offset this penalty 
  or provide a bonus. A successful Awareness Skill Test 
  reveals the general gist of the conversation. Additional 
  Degrees of Success reveal correspondingly more 
  information. One successful Test is enough to follow the 
  conversation for the span of roughly one topic.
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  COMMAND (FELLOWSHIP)
  Command is the ability to effectively lead men into combat 
  and direct their actions  against the enemy. This Skill 
  allows a character to control the actions of his followers or 
  change their standing orders in a combat situation quickly 
  and accurately without the chance for misinterpretation or 
  mistake. Command can also be used to inspire men to greater 
  feats of courage or bloodthirstiness as well as to counter the 
  effects of fear through the threat of violence.
  The GM may call a player to use the Command Skill when:
  • They wish to take control of an NPC under their 
  command in combat.
  • They need to rally their followers or organise them in the 
  face of a surprise attack.
  • They want their followers to execute a battleﬁ eld tactic 
  such as “hold,” “attack” or “retreat.”
  EXAMPLE MODIFIERS
  +30
  Followers have high morale or commands are very 
  simple to follow.
  +20
  Followers are performing well known tasks or 
  commands can be followed out quickly.
  +10
  Followers outnumber their foes or commands are 
  familiar to the followers.
  +0
  Commands are complex or the commander is newly 
  in charge of the subjects.
  –10
  Followers are outnumbered by their foes.
  –20
  Followers are performing unfamiliar tasks or 
  commands need to be interpreted.
  –30 
  Followers have very low morale or commands are 
  very complex or hazardous.
  Skill Use: Half Action for simple commands, Full Action for 
  more involved direction.
  COMMERCE 
  (INTELLIGENCE)
  Commerce is an understanding of wealth, value, and 
  exchange and how to use it to either make coin or procure 
  goods and services for the best price possible. This Skill 
  covers everything to do with deal making and business 
  from bartering over chickens in a Feral world market to 
  engineering interstellar trade agreements and ensuring a 
  SPECIAL USES FOR COMMAND
  These are certain unique uses for the Command Skill.
  INSPIRE
  A charismatic commander can try to inspire his followers to greater efforts through praise, careful direction, or threats of 
  violence. As a Full Action the character can make a Command Skill Test to inspire one or more of his followers. Inspired 
  followers receive a +10 on their next Skill or Characteristic Test.
  Example: Azlyon is trying to smash his way into an ofﬁ cers’ wardroom aboard an Imperial frigate in order to murder 
  its occupants. Yelling threats at the mutants under his command he attempts to increase their efforts to break down the 
  door. Using a Full Action (and thus not helping with the door himself) Azlyon makes a Command Test. If he is successful 
  his followers gain a +10 on their next Characteristic Test (in this case a Strength Test to open the door) increasing the 
  odds that Azlyon reaches those Imperial ofﬁ cers.
  TERRIFY
  A commander can use the Command Skill to terrify his followers into fearing him more than a Fear-causing foe. As a 
  Reaction a character can try to counter the effects of Fear (see page 277) in his troops should they fail their Willpower test 
  against a Fear-causing foe. Make a Command Skill Test opposed by the Willpower of the Fear-causing 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 followers 
  may ignore the effects of Fear from this creature for the encounter (they are simply more scared of their own commander).
  EXAMPLE
  Hyr the Unspeakable is exploring the darkened corridors of a space hulk when his retinue stumbles into a ravenous Genestealer. 
  Immediately his followers must make a Willpower Test to resist the fear caused by the vile alien, but fail their tests miserably, to a 
  man. Before working out the effects of the Fear on his followers Hyr (having passed his own Fear test) tries to rally them with his own 
  terrifying presence as a Reaction. Hyr now makes a Command Test opposed by the Willpower of the Genestealer; Hyr adds +10 as he 
  has a Fear rating of 1 (in addition to any other bonuses he might have to his Command Skill) and the Genestealer adds +20 for their 
  Fear rating of 2. Fortunately for Hyr he wins the contest and his followers overcome their fear of the beast, more afraid of what Hyr 
  might do to them should they run, and ﬂ ing themselves into the fray. 
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  healthy proﬁ t. Commerce also includes an understanding 
  of the value of things and can be used to appraise items or 
  evaluate something potential worth.
  When Commerce is used against an opponent (such as to 
  broker a trade deal or haggle over a piece of gear) it is always 
  an Opposed Test (see page 91). Commerce opposes and is 
  opposed by either Commerce or Willpower.
  The GM may call a player to use the Commerce Skill when:
  • They want to get a good price for something.
  • They wish to start a lucrative business venture.
  • They are trying to ﬁ gure out how much an item or raw 
  material might be worth.
  EXAMPLE MODIFIERS
  +30
  Dealing with a highly-trusted merchant.
  +20
  Dealing with a trusted merchant.
  +10
  Dealing with a merchant who owes the character a 
  favour.
  +0
  Dealing with an unknown individual.
  –10
  Dealing with a merchant which is suspicious of the 
  character.
  –20
  Dealing with an alien merchant.
  –30 
  Dealing with an openly hostile merchant.
  Skill Use: One minute on average, longer for complex deals.
  COMMON LORE 
  (INTELLIGENCE)
  All Common Lore Skills represent the common knowledge an 
  individual might know about general information, procedures, 
  divisions, traditions, famed individuals, and superstitions of a 
  particular world, group, organisation, or race. This Skill differs 
  from Scholastic Lore, which represents scholarly learning one 
  might gain through study and research, and Forbidden Lore, 
  which involves hidden or proscribed knowledge. Common 
  Lore deals with basic information gained from prolonged 
  exposure to a culture or area. 
  Unlike other Skills, Common Lore has multiple Specialisations. 
  See page 91 for more information on how these Specialisations 
  work.  The Specialisations for this Skill are as follows:
  Adeptus Arbites: Knowledge of the various arms and 
  sub-sects of the Arbites, including details of rank structure, 
  common procedures, and the basic tenets of Imperial Justice.
  Adeptus Astra Telepathica: Knowledge of how psykers 
  are recruited and trained for the Adeptus Terra, including 
  how Astropaths are used throughout the Imperium, and the 
  basics of sending and receiving astro-telepathic messages.
  Adeptus Mechanicus: A general understanding of 
  the symbols and practices of the Adeptus Mechanicus. For 
  Heretics, this also includes a general understanding of those 
  who left the hidebound strictures of the Mechanicus to strike 
  out on their own. 
  Administratum: Broad knowledge of the labyrinthine 
  workings, rules, traditions, and dictates of the Adeptus 
  Administratum.
  Ecclesiarchy: Understanding of the structure of the 
  Adeptus Ministorum and its role in the worship of the Emperor.
  Imperial Creed: Knowledge of the rites, practices, 
  and personages of the Imperial Cult, the most common 
  observances, festivals, and holidays in honour of the Emperor.
  Imperial Guard: Basic information about the ranking system, 
  logistics, structure, and basic tactical and strategic practices of the 
  Imperial Guard, as well as particularly famed regiments.
  Imperial Navy: Basic information about the ranks, 
  customs, uniforms, and particular traditions of the Imperial 
  Navy, as well as famous admirals and ships.
  Imperium: Knowledge of the segmenta, sectors, and well 
  SPECIAL USES FOR COMMERCE
  These are certain unique uses for the Commerce Skill.
  BARTER
  Commerce can be used by a character to barter for personal items and gain a better than normal price. As part of buying an item 
  a character may make a Commerce Skill Test opposed by either the seller’s Commerce or Willpower (whichever is better). For 
  every Degree of Success a character achieves he can temporarily add 2 to his Infamy (see page 304) for a subsequent Acquisition 
  Test to buy the item. A character may only use barter when they are buying items for themselves face to face with the seller.
  EVALUATE
  A character can use the Commerce Skill to determine the worth of an item or commodity. The GM should make this 
  roll in secret, modifying the result depending on the Availability of the item or commodity in question (see above for 
  example modiﬁ ers). A success tells the player the Availability of the item they are evaluating, while a failure tells them 
  nothing. If they fail by more than three Degrees of Failure the GM should give them a false Availability. 
  EXAMPLE
  Azlyon is examining a newly-acquired Imperial ofﬁ cer’s powersword with a mind to selling it. Powerswords are normally Very Rare, 
  however this is an exceptional quality weapon with gilt edges and inlaid gems making it Extremely Rare. The GM secretly makes a 
  Commence Skill Test for Azlyon. Unfortunately for Azlyon he is both untrained (suffering a –20 penalty) and only has an Intelligence 
  of 29, modifying his Skill Test to a dismal 09. The GM rolls a 57, more than three Degrees of Success more than Azlyon’s modiﬁ ed 
  Skill. Because of the margin of failure the GM tells Azlyon’s player that the sword is a cheap fake and only of Common Availability.
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  known worlds of the Imperium, including the Calixis Sector.
  Jericho Reach: Information concerning the basic layout 
  of the Jericho Reach and the events taking place there.
  Koronus Expanse: Information concerning the general 
  astrography of the Expanse, including known warp passages, 
  regions, and legends of what may be found there.
  Screaming Vortex: Knowledge about the myriad worlds, 
  factions, and stories of the Screaming Vortex.
  Tech: An understanding of simple litanies and rituals to 
  soothe and appease machine spirits.
  War: Knowledge of great battles, notable commanders, 
  heroes, and famous stratagems employed by those who ﬁ ght 
  against the Imperium.
  The GM may call a player to use a Common Lore Skill when:
  • The GM feels the player’s character may know something 
  about a current situation, location, or individual. 
  • The character wants to know a speciﬁ c detail about a 
  common subject. 
  EXAMPLE MODIFIERS
  +30
  Remembering the name of a broad region.
  +20
  Remembering generally known facts about a 
  region.
  +10
  Learning general information about a speciﬁ c planet.
  +0
  Remembering speciﬁ c information about a speciﬁ c 
  planet or well-known location on a planet.
  –10
  Learning information about a large city.
  –20
  Learning information about a small settlement.
  –30 
  Remembering information learned about a speciﬁ c 
  individual relatively unknown to most people.
  Skill Use: Free Action.
  DECEIVE (FELLOWSHIP)
  Deceive is the art of lying or fooling others into believing 
  something which is not true. A character skilled in Deceive 
  is adept at convincing others of falsehoods, hiding their 
  true intent from those around them or concealing some 
  of the truth. Deceive can also be used to create a disguise, 
  given the proper time and materials, which can be used to 
  either hide their own appearance or even impersonate the 
  appearance of another.
  When Deceive is used against  an opponent (such as to 
  convince someone of a lie or fool them with a disguise) it is 
  always an Opposed Test (see page 91). Deceive opposes and 
  is opposed by Awareness.
  The GM may call players to use the Deceive Skill when:
  • They want to tell a convincing lie.
  • They wish to distract someone with rambling nonsense.
  • They are trying to disguise themselves.
  EXAMPLE MODIFIERS
  +30
  Telling a lie that is supported by what a person can 
  see, creating a simple disguise meant to fool a stranger.
  +20
  Telling a lie which is partially true or only very 
  slightly false.
  +10
  Telling a lie to someone who wants to believe it.
  +0
  Telling a lie to someone unknown to the character or 
  creating a complex disguise with aid of props or kits.
  –10
  Telling a lie to someone who is already suspicious 
  of the character.
  –20
  Telling a lie to someone who has been deceived by 
  the character before.
  –30 
  Telling a lie that contradicts what a person can see 
  or disguising oneself as a close friend or loved one.
  Skill Use: One minute, longer for complex deceptions.
  DODGE (AGILITY)
  Dodge is the ability to avoid blows in melee, duck incoming 
  ﬁ re or leap out of the way of falling debris. It combines 
  nimbleness of movement with trained reﬂ exes and an 
   awareness of all kinds of danger. A character can use his 
  Dodge Skill to dodge either melee attacks or ranged attacks. 
  Dodging attacks is a made in response to a foe’s successful 
  attack. A success indicates that the attack has been avoided 
  and it does not hit the character. In the case of attacks which 
  cause multiple hits (such as automatic ﬁ re) each Degree of 
  Success a character achieves on his Dodge Test discounts 
  one hit from the attack. Any excess hits not discounted by 
  dodging are then applied to the character as normal.
  The GM may call on a player to use the Dodge Skill when:
  • They are attacked in melee.
  • They are attacked with a ranged weapon.
  • They need to avoid hazards such as falling wreckage or 
  leap from a collapsing bridge.
  SPECIAL USES FOR DECEIVE
  These are certain special uses for the Deceive Skill.
  DISGUISE
  A character with the Deception Skill can create a 
  disguise for themselves, given enough time and a few 
  raw materials. The time taken depends greatly on 
  the complexity of the disguise; simply putting on an 
  enemy’s uniform or covering the character’s face with 
  ﬁ lth may take minutes, while trying to change gender, 
  race, or mimic a speciﬁ c individual may take hours, 
  days, or longer. The GM decides how long formulating 
  a disguise takes and if the character has the materials at 
  hand. Once the disguise is donned the GM then secretly 
  tests for the player (using his Deception Skill and any 
  appropriate modiﬁ ers) whenever the disguise comes 
  under scrutiny (an opposed test against the Awareness 
  of whoever is trying to see through the disguise). If a 
  disguise passes this ﬁ rst test then it need not test again 
  unless something changes (suspicion is cast on the 
  character or a more observant NPC arrives).
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  EXAMPLE MODIFIERS
  +30
  Character can easily detect the attack and has at 
  least a round to avoid it.
  +20
  Character has full cover between him and an attack.
  +10
  Character has half cover between him and an attack.
  +0
  Character is avoiding an attack in the open. This is 
  the default modiﬁ er for Dodge in combat.
  –10
  Character is on loose ground, mud, or knee-deep water.
  –20
  Character is in waist-deep water.
  –30 
  Character is unable to see the source of the attack.
  Skill Use: Reaction.
  FORBIDDEN LORE 
  (INTELLIGENCE)
  All Forbidden Lore Skills represent knowledge forbidden 
  or hidden to the average citizen of the Imperium of Man. 
  In many cases, it is a heinous crime to even possess such 
  knowledge. Though a Heretic in BLACK CRUSADE has 
  nothing but contempt for the Imperium’s restrictions, such 
  knowledge is forbidden for a reason, and is often highly 
  dangerous. In other cases, those within the group in 
  question wish to keep such knowledge secret, and may go 
  great lengths to ensure this.
  Forbidden Lore has several different Specialisations. 
  Specialisations are described in greater detail on page 91. The 
  Specialisations are as follows:
  Adeptus Mechanicus: An in-depth understanding of 
  followers of the Machine God, including such things as their 
  rituals, observances, common beliefs, core philosophies, and 
  speciﬁ c knowledge of the Universal Laws. 
  Adeptus Astartes: Knowledge of  the practices, 
  organisation, and homeworlds of the Imperial Space Marines 
  and their Chapters including blasphemous knowledge of 
  their rites, rituals, and beliefs.
  Codex Astartes: Understanding and interpreting the 
  Codex Astartes and how it relates to the organisation, 
  deployment, and tactics of the Space Marine Chapters.
  Archeotech: Knowledge of the great, lost tech devices of 
  past times and clues to their mysterious functions and purposes.
  Daemonology: Lore about some of the most infamous 
  warp entities and their twisted physical manifestations.
  Heresy: Wisdom concerning acts and practices deemed 
  heretical by the Imperium, the most contemptible heretics of 
  history, and their acts.
  The Horus Heresy and Long War: The origins and 
  history of the 10,000-year-long war between the forces of 
  the Ruinous Powers and the Imperium of Man.
  The Inquisition: Understanding the secretive organisation 
  of the Imperium, its common tenets, and famous Inquisitors.
  Mutants: The study of stable and unstable mutations within 
  humanity, their cancerous inﬂ uence and mutagenic development 
  over time, and some of the studies and books on the topic.
  Navigators: Secret knowledge about the Navis Nobilite 
  families, their breeding programs, common mutations, and 
  prominent patriarchs.
  Pirates: Knowledge of the scourge of the warp lanes, their 
  tactics, infamous vessels, and inhuman captains.
  Psykers: Skill in identifying psykers, the physical effects 
  of their powers, the danger they cause, and the general extent 
  of their capabilities.
  The Warp: An understanding of the energy of the warp, 
  its interaction and interrelation with realspace, and how its 
  tides and eddies affect travel between the stars.
  Xenos: Knowledge of the minor and major alien species 
  known to the Imperium, the threat they pose, and their 
  general appearance.
  A successful Forbidden Lore Test imparts information from 
  the GM to the player. The GM may impart more information 
  if the Test scores additional Degrees of Success. 
  The GM can require a player to make a Forbidden Lore 
  Test when he:
  • Seeks information about potential cults active on an 
  Imperial world. 
  • Wishes to learn about the dangers the Inquisition may 
  pose to a potential undertaking.
  • Wishes to learn more about the mysterious monoliths on 
  a desert world. 
  • Seeks information on the operations of the dreaded 
  Eldar or their dark kin.
  • Desires to learn the True Name of a powerful daemon. 
  • Seeks the proper procedure to summon a warp-spawn.
  • Wishes to know more about psykers and psychic abilities, 
  or the powers they can bring to bear.
  • Must recall information about the Traitor Legions and 
  their ongoing war against the Imperium.
  EXAMPLE MODIFIERS
  +30
  Learning of the existence of xenos races such as the 
  Orks or Tyranids.
  +20
  Learning of the warp and what it is.
  +10
  Remembering the existence of a heretical text.
  +0
  Learning of the nature and events of the Horus Heresy.
  –10
  Remembering obscure xenos races in local regions of 
  space such as the Rak’Gol.
  –20
  Understanding details of the nature and motives of 
  Daemons and warp entities.
  –30 
  Learning a Daemon’s True Name.
  Skill Use: Free Action.
  INQUIRY (FELLOWSHIP)
  Inquiry is used to gain  information by asking questions, 
  stimulating conversation, or simply eavesdropping. Unlike 
  Charm or Intimidate, which focus on changing a character’s 
  disposition or inﬂ uencing speciﬁ c individuals, Inquiry focuses 
  on gaining information from large groups, and may involve a 
  great deal of time and effort. One or two Degrees of Success 
  may reveal basic information about an area, population group, 
  or individuals, while additional Degrees of Success on a 
  successful Inquiry Test may allow the GM to impart more 
  valuable or secretive information to his players.
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  The GM can require a player to make an Inquiry Test 
  when he:
  • Is trying to track down a local crime lord in a hive. 
  • Attempts to learn the attitudes of the local populace 
  towards their leaders.
  • Seeks a speciﬁ c type of location such as a shop or tavern.
  EXAMPLE MODIFIERS
  +30
  Subject is already very friendly or loyal or answering 
  the questions works towards the subject’s best 
  interests.
  +20
  Subject is friendly, or the character adds incentive 
  such as a bribe.
  +10
  Subject is naturally talkative or the character is of a 
  favoured gender or social class.
  +0
  Subject is ambivalent to the character, or has no prior 
  reason to interact with the character.
  –10
  Subject doesn’t wants to be bothered, or the character 
  is rude or aggressive.
  –20
  Subject is suspicious of the character, or the character 
  is inquiring about information the subject wants 
  secret.
  –30 
  Subject is actively hostile or answering questions 
  likely results in serious problems for the subject.
  Skill Use: One hour or more, depending on the nature of the 
  inquiries, the size of the group targeted, and information sought.
  INTERROGATION 
  (WILLPOWER)
  Interrogation allows a character to extract information 
  from an unwilling subject. The application differs from 
  torture, where a subject often says anything to stop 
  the ordeal. Rather, it represents skilled application of 
  psychology, various devices, serums, and other techniques. 
  The GM may modify the difﬁ culty of the test according 
  to the availability of tools, facilities, and other conditions. 
  Interrogation is always an Opposed Test, pitting the 
  character’s Intimidation Skill against an opponent’s 
  Willpower. If the character wins the Opposed Test, he gets 
  one answer for each Degree of Success. If his opponent 
  wins the Opposed Test, he gets nothing of worth. Two or 
  more Degrees of Failure inﬂ ict 1d10 plus the character’s  
  Willpower Bonus in Damage to the subject, and prevents 
  any further interrogation for 1d5 days. If the character 
  suffers four or more Degrees of Failure, he deals the same 
  Damage and the subject gains a +30 bonus to Willpower 
  Tests made to resist Interrogation at the character’s hands 
  or his allies. Each Interrogation Test inﬂ icts one level of 
  fatigue on the target.
  The GM can require a player to make an Interrogation Test 
  when he:
  • Attempts to force an Imperial Adept to reveal information 
  about his superiors. 
  • Is attempting to learn about battle plans from an Imperial 
  Guard captain.
  EXAMPLE MODIFIERS
  +30
  Subject has no reason to resist the interrogator, and 
  actively cooperates.
  +20
  Subject is terriﬁ ed of interrogator.
  +10
  Subject is frightened of the interrogator.
  +0
  Subject has a good reason to resist, or sees himself as 
  the interrogator’s equal.
  –10
  Subject feels he is the interrogator’s better.
  –20
  Subject is conﬁ dent in an impending rescue.
  –30 
  Subject would suffer far worse fate than what the 
  interrogator would do if he answered questions.
  Skill Use: One hour or more, depending on the invasiveness of 
  the interrogation and the subject.
  INTIMIDATE (STRENGTH)
  Intimidate is a character’s ability to frighten others into 
  either doing what he tells them or giving up information. 
  A character skilled in Intimidation can bully their way past 
  guards, terrify locals into giving up their secrets, or even force 
  foes to back down from a ﬁ ght for fear of the consequences. 
  When Intimidation is used against an opponent (such as to 
  scare them into doing the character’s bidding or make them 
  back down from a ﬁ ght) it is an Opposed Test (see page 91). 
  Intimidation is opposed by Willpower. 
  Intimidate is a Skill that is particularly likely to beneﬁ t from 
  the use of Alternate Characteristics (see page 92),  as characters 
  may use many creative means to scare their opponents. For 
  example, a Heretic may threaten an individual with his powerful 
  allies or dire retribution, which may allow him to use Intelligence 
  to see how inventive the Heretic can be with his threats, or 
  Fellowship to see how convincing he can be. 
  The GM may call a player to use the Intimidation Skill when:
  • They want someone to get out of their way.
  • They wish to extract information from a hostile or 
  resisting NPC.
  • They are trying to make an opponent back down from 
  a ﬁ ght.
  EXAMPLE MODIFIERS
  +30
  Opponent is obviously inferior to the character (i.e. 
  grot, slave, etc.).
  +20
  Opponent is at a disadvantage to the character, such 
  as being outnumbered or wounded.
  +10
  Opponent is weaker than the character (either in 
  physical stature or social status).
  +0
  Opponent is the physical or social equal of the 
  character.
  –10
  Opponent is stronger than the character (either in 
  physical stature or social status).
  –20
  Opponent has an obvious advantage over the 
  character, such as better weapons or more men.
  –30 
  Opponent is considerably more powerful than the 
  character, such as a planetary ruler or warlord.
  Skill Use: Full Action.
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  LINGUISTICS 
  (INTELLIGENCE)
  Linguistics covers all kinds of spoken and written languages, 
  including codes, ciphers, and secret tongues. A character with 
  the Linguistics Skill has learnt to speak, read, and  write (if it 
  has a written form) a particular language, code or cipher. No 
  test is normally required to use Linguistics as it pertains to 
  normal speaking, reading, or writing.
  Any character who has Linguistics as a Skill knows how 
  to read and write in their primary language (which for most 
  Heretics is Low Gothic). 
  Linguistics is a Specialist Skill (see page 91) and requires a 
  player to choose a speciality when ﬁ rst taken. The Linguistics 
  Skill may be taken more than once, each time with a new 
  speciality.
  The GM may call on players to use the Linguistics 
  Skill when:
  • They must decipher an old or archaic version of their 
  language.
  • They wish to write a moving or particularly disturbing 
  piece of prose.
  • They are trying to convey a message using subtext or a 
  limited vocabulary.
  EXAMPLE MODIFIERS
  +30
  Deciphering a language with the aid of a lexicon.
  +20
  Deciphering a primitive language based on a known 
  language.
  +10
  Deciphering a code in Low Gothic.
  +0
  Deciphering a code in High Gothic.
  –10
  Deciphering a code in a local language.
  –20
  Deciphering an ancient or forgotten language 
  (i.e. ancient Terrian)/Understanding a language 
  unknown to the Heretic, but based on human 
  language. 
  –30 
  Deciphering a completely alien language (i.e. Eldar)/
  Understanding a language both unknown to the 
  Heretic and without any relationship to known 
  languages.
  Skill Use: Free Action. 
  LOGIC (INTELLIGENCE)
  Logic is the ability to think logically, solve puzzles and 
  dissect information rationally and quickly. A character skilled 
  in Logic can detect patterns where others cannot, see how 
  each piece ﬁ ts together into a whole and gather meaning 
  from chaos. In addition to ﬁ nding clues, solving riddles, or 
  completing puzzles, Logic can also be  used to help a character 
  in games and endeavours where chance plays a large part such 
  as gambling.
  The GM may call on players to use the Logic Skill when:
  • They must solve a riddle or puzzle.
  • They are looking for clue in a vast amount of unrelated 
  information.
  • They are trying to win at a game of chance.
  EXAMPLE MODIFIERS
  +30
  Puzzle or riddle is very basic with few possible 
  solutions.
  +20
  Puzzle or riddle is already partially complete.
  +10
  Puzzle or riddle is similar to one the character has 
  solved before.
  +0
  A straightforward but new puzzle.
  –10
  Puzzle or riddle is long or buried in excessive 
  meaningless information.
  –20
  Puzzle or riddle is incomplete and requires the 
  character to ﬁ ll in the blanks.
  –30 
  Puzzle or riddle is of alien origin or created by a 
  completely inhuman mind.
  Skill Use: One minute, or longer for particularly complex 
  problems.
  SPECIAL USES FOR LOGIC
  These are some of the special uses of Logic.
  GAMBLING
  A character can use Logic when participating in games 
  of chance rather than simply relying on blind luck. 
  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. 
  However, this only covers Gambling if the character 
  is attempting to win by playing the game correctly—
  analysing the odds and playing intelligently. Gamblers 
  often can use blufﬁ ng, deception, and outright cheating 
  in order to win. In this case, Deceive may be used to 
  bluff or trick an opponent, while Sleight of Hand may 
  be used to palm cards or alter results. These would be 
  opposed by Scrutiny and Awareness, respectively. 
  CIPHERS AND DECODING
  A Heretic can use the Logic Skill to decode ciphers and 
  codes. This usually takes a great deal of time (days or 
  weeks of prolonged work) and the difﬁ culty depends 
  greatly on whether the Heretic has a key or the number 
  of examples of the cipher available. In general, these 
  Tests should be Difﬁ cult (–0) at the easiest, unless the 
  cipher is already partially decoded or the Heretic has 
  a key available. 
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  MEDICAE (INTELLIGENCE)
  Medicae is an understanding of the biologis sciences and 
  how to set broken bones, heal wounds, or even perform 
  complicated surgery such as attaching a bionic limb. A 
  character with the Medicae Skill can apply ﬁ rst aid to his 
  comrades, diagnose an illness, or  remove an organ (and keep 
  the patient alive given the right equipment). The Medicae 
  Skill also relies heavily on certain tools (see Chapter V: 
  Armoury) for more complex procedures, and even a simple 
  medikit can make a signiﬁ cant difference to the effects of 
  this Skill. 
  The GM may call on players to use the Medicae Skill when:
  • They want to apply ﬁ rst aid to a wounded comrade.
  • They wish to diagnose an afﬂ iction and work out a 
  suitable treatment.
  • They are trying to perform a surgical procedure such as 
  the removal of a limb or organ.
  EXAMPLE MODIFIERS
  +30
  Healing a critical wound in a fully-stocked 
  Surginarium with the aid of medical servitors.
  +20
  Healing a critical wound in a hive med-lab with 
  well-trained assistants. 
  +10
  Healing a critical wound in a ﬁ eld hospital with 
  trained assistants
  +0
  Healing a non-critical injury in the ﬁ eld.
  –10
  Healing a critical wound without assistance.
  –20
  Healing a critical wound exposed to the elements.
  –30 
  Healing a critical wound in the midst of a combat 
  or battle.
  SKILL USE: Full Action.
  DIFFERENT LANGUAGES
  There are many different languages in the galaxy, and Linguistics does not automatically allow a Heretic to know them 
  all (although the Skill may make it easier to understand them). What languages a Heretic knows is largely based on his 
  background. All Heretics know Low Gothic, while some Apostates highly placed in the Imperium before their fall may 
  know High Gothic and Chaos Space Marines are likely to know the Chapter Runes that pertain to their Chapter. 
  If a Heretic does not know a certain language, Linguistic Tests pertaining to that language should be much more 
  difﬁ cult (or even impossible) than if he does know the language. However, Heretics can use Linguistics to learn new 
  languages. Doing this requires an Extended Linguistics Test, with a difﬁ culty based on the difﬁ culty of the Language. 
  The time required can be weeks or months, depending on the Heretic’s intelligence and diligence. 
  The following are some example languages.  
  Chapter Runes: Each Chapter of the Adeptus Astartes (and the Traitor Legions) has its own form of ciphers used to 
  communicate between its warriors. These are closely guarded secrets they are almost never taught to those outside the 
  Chapter or Legion; and as such form a reliable way for those within the Chapter or Legion to quickly identify each other.
  Chaos Marks: There are countless symbols and signs used by followers of the various Dark Powers, each with its 
  own subtle meaning or speciﬁ c purpose.
  Eldar: Though no human can hope to capture the subtle nuances and sub-tones of this extremely complex and 
  ancient language, it is enough to make one’s meaning clear.
  High Gothic: The ofﬁ cial language of the Imperium, used by Imperial ofﬁ cials, nobility, members of the Ecclesiarchy, 
  and those involved in high-level negotiations.
  Imperial Codes: Both the Imperial Navy and the Imperial Guard employ a battle language which comprises mostly 
  of numbers and acronyms. Incomprehensible to those who do not know its meaning, it allows them to quickly signal for 
  reinforcements, identify enemies, and call down ﬁ re support or artillery barrages.
  Kroot: The native chirping language of the Kroot is almost impossible for a human to emulate, however with 
  training and a good ear it can be understood.
  Low Gothic: The common tongue of the Vortex (and most places humans are found), used by countless humans.
  Mercenary Cant: Many mercenary companies operate in the Vortex, and each has an abbreviated, clipped battle 
  language for orders and commands. Though there are some commonalities, each is essentially unique.
  Ork: More grunts and physical violence than an actual language, it is possible for humans to speak and understand 
  it, though it is doubtful they would be able to survive a conversation. 
  Techna-Lingua: The ofﬁ cial language of the Adeptus Mechanicus (and its dark counterpart), this binary language 
  has been optimised for rapid communication of technical data and servitor commands.
  Tau: The language of the Tau Empire, spoken by the Tau themselves and shared by their multitude of alien subjects.
  Underworld: Crime lords have used ciphers since before the time of the False-Emperor, and their sophistication has 
  only increased over time. Each organisation uses their own to deter competition.
  Xenos Markings: Many aliens make extensive use of symbolism and icons. Understanding these markings allows a broad 
  understanding of their meaning such as where a tribe has marked its boundaries or areas they have marked as “dangerous.”
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  SPECIAL USES FOR MEDICAE 
  These are some of the special uses for ﬁ rst aid.
  FIRST AID
  Heretics can use the Medicae Skill to perform ﬁ rst aid for the injured, removing a small amount of Damage by suturing 
  lacerations, bandaging abrasions, and plugging punctures. A successful Medicae Test removes Damage equal to your 
  Intelligence Bonus on Lightly Damaged Characters or one Damage Point from Heavily or Critically Damaged Characters.
  EXTENDED CARE
  Using the Medicae Skill for extended care speeds the healing process. A character can properly treat a number of 
  patients equal to their Intelligence Bonus. For every assistant the character has add an additional one to this number 
  or the character’s Intelligence Bonus again if the assistant also have the Medicae Skill (regardless of their ability). Each 
  additional patient imposes a cumulative –10 penalty to the character’s Medicae Tests to provide extended care. For 
  Lightly Damaged patients, make one test at the end of each day. For heavily or Critically Damaged patients, test once 
  at the end of each week. Success allows a patient to remove twice the normal Damage—removing Critical Damage 
  ﬁ rst—plus one point for each Degree of Success. Failure does not adversely affect patients, who heal at the normal rate. 
  Two or three Degrees of Failure indicates that all Lightly and Heavily Damaged patients take one Damage each, using 
  sudden death to resolve any Critical Damage (see page 247). Four or more Degrees of Failure indicates all patients take 
  1d10 Damage, using sudden death to resolve Critical Damage.
  For additional information on Healing, see Chapter VII: Combat.
  EXAMPLE
  Hakor Bloodsight is treating a group of 12 wounded heretic guardsmen. He has an Intelligence Bonus of four and three assistants, 
  one of whom also has medical training. This means he can effectively treat 10 patients (Four for his IB, four for again for the trained 
  assistant and two for the two untrained assistants). Since this is two less than the 12 he wants to treat, he suffers a –20 (–10 for each 
  extra patient) to his Medicae Tests when administering extended care.
  DIAGNOSE
  The Medicae Skill can also be used to diagnose disease and other ailments, both on one’s fellow characters and also on 
  large groups. On individuals, a successful Skill test yields the name of the ailment and basic treatments. When used on 
  groups, a successful Skill test can prevents the spread of disease or mitigate the effects of malnutrition as determined by 
  the GM and dependant on the nature (and virulence) of the disease.
  CHEM USE
  The Medicae Skill can be used to cover a character’s understanding of drugs, poisons, chemicals, and toxins. A skilled 
  chymist can both create and identify such compounds as well as know how best to use them either for medicinal effects 
  or in combat against their enemies. Chem-Use is also useful in diagnosing those suffering from toxins and poisons or 
  ﬁ nding antidotes to treat them.
  Applying Poisons and Chemicals: Particularly virulent or dangerous chemicals may require a Medicae Test to 
  administer or apply to a weapon. This Test is usually Challenging, and failure by four or more degrees may indicate that 
  something has gone seriously wrong with the dosage or application and the applicant suffers the adverse affects of the 
  chemical or poison. 
  Crafting: Medicae can be used to make all kinds of drugs and poisons from animal venom and healing unguents 
  to Stimm and Spook. The time, difﬁ culty, and materials it takes to create these items is greatly dependant on their 
  complexity, the kind of lab the character has and their access to recipes or assistance. See the Crafting sidebar on page 
  94 for the kinds of things which can be created using Medicae.
  Antidotes: A chymist may manufacture an antidote if they can identify the poison or toxin and have the right 
  material to hand. To create an antidote the character must have a sample of the poison in question or a sample of blood 
  from the person he is trying to treat. The character must also have at least a basic medkit. He then makes an Extended 
  Test requiring a number of Degrees of Success set by the GM depending on the strength of the poison; as a guideline 
  this can be four for weak poisons, seven for average poisons and 10 for strong poisons. Success nets 2d10 doses of 
  antidote for that speciﬁ c poison. Creating an antidote takes 1d10 hours. The GM can modify these tests depending on 
  the materials available (granting bonuses for labs and assistants).
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  NAVIGATE (SURFACE) 
  (INTELLIGENCE)
  Navigate is the ability to plot a course from one point to another, 
  either on the surface of a planet or across the stars. A character 
  with the Navigate Skill is able to ﬁ nd their way quickly and 
  efﬁ ciently even when far from familiar landmarks; this could 
  mean successfully navigating through a dense jungle or a 
  crowded hive city. Navigate can also be used to guide a ship from 
  world to world or through the maelstrom of the warp.
  Navigation Surface covers the ability to Navigate across 
  terrestrial environments from frozen tundra to sweltering 
  jungles as well as  navigating man made environments such as 
  hive cities or subterranean complexes. 
  The GM may call a player to use the Navigate Skill when:
  • They want to make a journey across unfamiliar terrain.
  • They become lost or wake up in a strange place and need 
  to get their bearings.
  • To ﬁ nd the quickest route from one point to another.
  EXAMPLE MODIFIERS
  +30
  Navigating familiar or well travelled routes.
  +20
  Navigating with the aid of extensive charts or a 
  guide.
  +10
  Navigating open terrain (i.e. lunar deserts or ash 
  plains) with clear landmarks.
  +0
  Navigating in a forest during the day.
  –10
  Navigating at night or during bad weather.
  –20
  Navigating without the aid of any equipment or 
  maps.
  –30 
  Navigating a constantly-changing environment, such 
  as shifting sand dunes.
  Skill Use: One minute for simple location; 1d5 hours for 
  plotting courses or routes.
  NAVIGATE (STELLAR) 
  (INTELLIGENCE)
  Navigate is the ability to plot a course from one point to 
  another, either on the surface of a planet or across the stars. 
  A character with the Navigate Skill is able to ﬁ nd their way 
  quickly and efﬁ ciently even when far from familiar landmarks; 
  this could mean successfully navigating through a dense 
  jungle or a crowded hive city. Navigate can also be used to 
  guide a ship from world to world or through the maelstrom 
  of the warp.
  Navigation (Stellar) is the ability to plot a course across 
  real space using stars, planets and other celestial phenomena. 
  This ability is primarily used aboard voidships.
  The GM may call on a player to use the Navigate Stellar 
  Skill when:
  • They want to make a journey across a star system.
  • They ﬁ nd their ship stranded in an unknown region of 
  space.
  • They wish to ﬁ nd the quickest route from one point to 
  another.
  EXAMPLE MODIFIERS
  +30
  Navigating familiar or well travelled routes in one 
  star system.
  +20
  Navigating between star systems with the aid of 
  extensive charts or a guide.
  +10
  Navigating between two planets in an open star system.
  +0
  Navigating between star systems without a guide.
  –10
  Navigating around stellar anomalies such as a pulsar.
  –20
  Navigating through an asteroid ﬁ eld or ice ﬁ eld.
  –30 
  Navigating in a hazardous environment, such as a binary 
  star system with a black hole and fractured planets.
  Skill Use: One half hour for simple location; 1d5 hours for 
  plotting courses or routes.
  NAVIGATE (WARP) 
  (INTELLIGENCE)
  Navigate is the ability to plot a course from one point to 
  another, either on the surface of a planet or across the stars. 
  A character with the Navigate Skill is able to ﬁ nd their 
  way quickly and efﬁ ciently even when far from familiar 
  landmarks; this could mean successfully navigating through 
  a dense jungle or a crowded hive city. Navigate can also be 
  used to guide a ship from world to world or through the 
  maelstrom of the warp.
  Navigation (Warp) is the rare ability to navigate not reality, 
  but the shifting and ever-changing vista of the warp. This 
  is most commonly used by those who must guide voidships 
  with a warp engine through the immaterium.
  The GM may call on a player to use the Navigate (Warp) 
  Skill when:
  • They must guide a starship through the warp.
  EXAMPLE MODIFIERS
  +30
  Navigating familiar or well travelled routes. 
  +20
  Navigating with the aid of extensive charts or the 
  Astronomicon.
  +10
  Navigating established warp routes.
  +0
  Navigating between two nearby systems in the warp.
  –10
  Navigating off established warp routes.
  –20
  Navigating without the aid of any equipment or 
  maps.
  –30 
  Navigating in a warp storm.
  Skill Use: One minute for simple location; 1d5 hours for 
  plotting courses or routes.
  OPERATE (SURFACE) 
  (AGILITY)
  Operate encompasses the ability to control and direct all 
  manner of vehicles and heavy equipment. This can include 
  everything from void ships the size of cities or macro batteries 
  to land speeders or jump packs. A character with this Skill 
  is adept at piloting, driving, or operating a particular type 
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  of vehicle or machine. No test is normally required to pilot 
  or drive a vehicle unless it is in a combat situation or other 
  unusual circumstances (i.e. extremely rough terrain, high 
  speed, etc.).
  Operate (Surface) covers the ability to pilot any vehicle 
  that primarily operates on the surface of a planet. Groundcars, 
  walkers, treaded vehicles, boats, and skimmers (hovering or 
  ﬂ ying vehicles that must remain very low the ground) can all 
  be piloted using Operate (Surface). 
  The GM may call players to use the Operate Skill when:
  • They are piloting or driving a vehicle in combat situation.
  • They wish to push their vehicle or machine beyond its 
  normal limits.
  • They are directing ﬁ re from the turrets on a vehicle in an 
  adverse situation.
  EXAMPLE MODIFIERS
  +30
  Driving in situation outside of combat and without 
  danger of crashing.
  +20
  Driving with the aid of a dedicated cogitator/
  machine spirit.
  +10
  Driving quickly but on a clear road.
  +0
  Driving in combat but in an open area.
  –10
  Driving at excessive speeds.
  –20
  Driving in bad weather such as storms or high 
  winds.
  –30 
  Driving while also ﬁ ghting in close combat.
  Skill Use: Half Action.
  OPERATE (AERONAUTICA) 
  (AGILITY)
  Operate encompasses the ability to control and direct all 
  manner of vehicles and heavy equipment. This can include 
  everything from void ships the size of  cities or macro 
  batteries to land speeders or jump packs. A character 
  with this Skill is adept at piloting, driving or operating a 
  particular type of vehicle or machine. No test is normally 
  required to pilot or drive a vehicle unless it is in a combat 
  situation or other unusual circumstances (i.e. extremely 
  rough terrain, high speed, etc.).
  Operate (Aeronautica) covers the ability to pilot any vehicle 
  that operates in three dimensions. This primarily covers 
  atmospheric ﬂ iers such as the Imperial Navy Thunderbolt 
  or Chaos Hell Blade and Hell Talon, but also includes small 
  manoeuvrable voidcraft such as landers, shuttles, starﬁ ghters, and 
  bombers. Piloting jump packs is also covered by this ability. 
  The GM may call on players to use the Operate Skill when:
  • They are piloting a vehicle in combat situation.
  • They wish to push their vehicle or machine beyond its 
  normal limits.
  EXAMPLE MODIFIERS
  +30
  Flying in situation outside of combat and without 
  danger of crashing.
  +20
  Flying with the aid of a dedicated cogitator/
  machine spirit.
  +10
  Flying with the aid of a navigator or co-pilot.
  +0
  Flying in combat but in open skies.
  –10
  Flying at high speeds, performing fast manoeuvres.
  –20
  Flying in bad weather such as storms or high winds.
  –30 
  Flying in a damaged aircraft while in combat, 
  performing high-gee manoeuvres while ﬂ ying 
  through a canyon.
  Skill Use: Half Action.
  OPERATE (VOIDSHIP) 
  (INTELLIGENCE)
  Operate encompasses the ability to control and direct all 
  manner of vehicles and heavy equipment. This can include 
  everything from voidships the size of cities or macro batteries 
  to land speeders or jump packs. A character with this Skill 
  is adept at piloting, driving or operating a particular type of 
  vehicle or machine. No test is normally required to pilot or 
  drive a vehicle unless it is in a combat situation or other unusual 
  circumstances (i.e. extremely rough terrain, high speed, etc.).
  DIFFERENT VEHICLE TYPES
  These are some of the vehicles that can be piloted by 
  Operate (Surface). 
  Bike: Powered bikes such as those used by the 
  Adeptus Astartes or the Adeptus Arbites as well as any 
  two-wheeled powered vehicle.
  Hover/Skimmer: Land speeders, suspensor platforms 
  and vehicles which hold themselves aloft with rockets, 
  jets or anti-grav engines but are not true aircraft.
  Tracked: Tracked vehicles from the humble Chimera 
  to the mighty Land Raider; includes most kind of 
  tanks used by the Imperium. 
  Walker: Vehicles which use legs rather than wheels 
  or jets to move such as Imperial Guard sentinels and 
  Eldar War Walkers.
  DIFFERENT AERONAUTICA TYPES
  These are some of the vehicles that can be piloted by 
  Operate (Aeronautica).
  Flyers: Atmospheric aircraft such as Marauder Bombers 
  or Thunderbolt ﬁ ghters, also includes all manner of non-
  standard ﬂ yers whether they are driven by propellers, air 
  balloons or some other more esoteric methods.
  Jump Pack/Grav Chute: The use and operation 
  of personal equipment such as Jump Pack and Grav 
  Chutes: When to deploy them, how to take off and 
  land with them and how to ﬁ ght while wearing them. 
  Spacecraft: Small void craft such as interceptor ﬁ ghters, 
  shuttles (often also capable of entering a planet’s 
  atmosphere), boarding craft, or man-guided torpedoes.
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  Operate (Voidship) covers the ability to pilot large void-
  faring vessels often kilometres long. Any space-going 
  vessel that requires a captain and large crew and cannot be 
  conceivably piloted by a single individual is operated by 
  Operate (Voidship). 
  The GM may call players to use the Operate Skill when:
  • They are manoeuvring a voidship.
  • They are overseeing the use of a massive weapon such as 
  a macrobattery or orbital laser.
  EXAMPLE MODIFIERS
  +30
  Piloting a voidship in clear space.
  +20
  Piloting a voidship in an open orbit around a moon.
  +10
  Piloting a voidship in a cluttered orbit around a 
  large planet.
  +0
  Piloting a voidship in a formation with other vessels.
  –10
  Performing stressful combat manoeuvres.
  –20
  Piloting a voidship through an asteroid belt.
  –30 
  Avoiding being caught in a warp rift.
  Skill Use: Half Action.
  PARRY (WEAPON SKILL)
  Parry is the ability to avoid blows in melee, either deﬂ ecting 
  them using one’s hands or weapons, or evading them 
  entirely through quick reﬂ exes. A character targeted by 
  melee attacks can parry these attacks using Parry. Parrying 
  is a Reaction (and as such can usually  only be attempted 
  once each turn) and can only be used against close combat 
  attacks from foes engaged with the character in melee. A 
  success indicates that the attack has been parried and does 
  not hit the character. In the case of attacks which cause 
  multiple hits (such as those from a foe with the Lightning 
  Attack Talent) each Degree of Success a character achieves 
  on his Parry test discounts one hit from the attack. Any 
  excess hits not discounted by parrying are then applied to 
  the character as normal.
  The GM may call on players to use the Parry Skill when:
  • They are attacked in melee.
  EXAMPLE MODIFIERS
  +30
  Character can easily detect the attack and has at least 
  a round to avoid it.
  +20
  Character has a large obstruction between him and 
  the attack.
  +10
  Character has partial cover between him and the attack.
  +0
  Character is avoiding an attack in the open. This is 
  the default modiﬁ er for Parry in combat.
  –10
  Character is on unstable ground, or calf deep water.
  –20
  Character is in waist deep water.
  –30 
  Character is unable to see the source of the attack.
  Skill Use: Reaction.
  PSYNISCIENCE 
  (PERCEPTION)
  Those with the Psyniscience Skill sense the currents and 
  eddies of the Warp and Immaterium. Characters can use 
  the Skill to detect the presence or absence of daemons, the 
  use of psychic powers, psychic phenomena, disturbances, or 
  areas where the ﬂ ow of the Immaterium has been unsettled 
  or disrupted. Unless otherwise noted a character can use the 
  Psyniscience Skill to detect entities, locales, and events up to 
  a number of kilometres away equal to their Perception Bonus. 
  A GM may increase this range for particularly powerful 
  events or creatures. The general results of Psyniscience tests 
  are summarised on Table 3–4: Psyniscience.
  The GM may call a player to use the Psyniscience Skill when:
  • They are hunting for the location of a daemon.
  • They wish to determine whether a psyker has used his 
  powers recently in the area.
  • They are trying to ﬁ nd a weak point between the 
  Materium and the Immaterium.
  EXAMPLE MODIFIERS
  +30
  Detecting the presence of a Greater Daemon.
  +20
  Detecting the presence of a major daemonic 
  incursion.
  +10
  Detecting the presence of a minor daemonic 
  incursion.
  +0
  Detecting the presence of a nearby warp entity.
  –10
  Detecting the presence of a daemon among a large 
  group of psykers.
  –20
  Detecting the presence of a daemon several 
  kilometres away.
  –30 
  Detecting the presence of a daemon somewhere in 
  the midst of a hive city.
  Skill Use: Full Action
  WHAT IS A VOIDSHIP?
  A voidship is a large (often hundreds of metres or even 
  several kilometres in length) starship, a vessel designed 
  to travel in deep space. Some are capable of travelling 
  through the warp, and even those that are not are still 
  massive vessels. Piloting such vessels is less about 
  agility and reﬂ exes, and more about the intelligence to 
  make correct decisions and select proper manoeuvres. 
  Table 3-4: Psyniscience
  DoS
  Result
  One
  Awareness of Immaterium disruption or 
  number of entities present.
  Two
  Approximate direction of the phenomena or 
  creatures.
  Three 
  Rough location of the Warp creatures or beings 
  affecting the Immaterium.
  Four
  Exact position of the creatures or psykers present.
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  SCHOLASTIC LORE 
  (INTELLIGENCE)
  All Scholastic Lore Skills represent information that a 
  Heretic would need to learn in a formal setting or institution 
  of learning, whether from a knowledgeable mentor, an 
  organisation, or even the careful study of rare tomes. Unlike 
  Common Lore, this information is not readily available to the 
  average inhabitant of a planet, but unlike Forbidden Lore, it is 
  not forbidden or proscribed. 
  Scholastic Lore has several Specialisations (see page 91). 
  These Specialisations are as follows:
  Astromancy: A knowledge of stars, singularities, and the 
  worlds around them, as well as theoretical understanding of 
  how to use telescopes, astrolithic charts, and the like.
  Beasts: An understanding of the genus and families of 
  animals and familiarity with the characteristics and appearance 
  of many semi-sentient creatures.
   Bureaucracy: A familiarity with the rules and regulations 
  involved with governments, particularly the Adeptus 
  Administratum and their many and varied departments, 
  bureaus, and policies.
  Chymistry: A knowledge of chemicals, their alchemical 
  applications in a number of uses, and their prevalence or 
  scarcity throughout the Imperium.
  Cryptology: An understanding of codes, ciphers, 
  cryptographs, secret languages, and numerical keys. This may 
  be used to either create or decipher encryption.
  Heraldry: A grasp of the principles and devices of Heraldry, 
  as well as a knowledge of the most common seals and heraldic 
  devices used by the Imperium’s most noble houses and families.
  Imperial 
  Warrants: 
  Information 
  concerning 
  the 
  establishment, legal scope, and use of the warrants used to by 
  Rogue Traders, as well as the most well known and dynastic 
  warrants of the Imperium.
  Imperial Creed: An understanding of the speciﬁ c 
  rituals and practices of the Ecclesiarchy, from the traditional 
  construction of their temples to speciﬁ c points from its texts. 
  This information may be used to conduct the rituals for others.
  Judgement: Knowledge of the proper punishments for the 
  myriad of crimes and heresies punishable by Imperial law. 
  Legend: Going beyond archaic knowledge, this 
  encompasses most secretive portions of Imperial history, such 
  as the Dark Age of Technology, the Age of Strife, the Great 
  Crusade, and the Horus Heresy.
  Navis Nobilite: Lore concerning the family trees, 
  contracts, and histories of the great houses of the Navigators.
  Numerology: An understanding of the mysterious link 
  between numbers and the physical universe, from Catastrophe 
  theory to the Sadleirian litany.
  Occult: An understanding of occult rituals and theories, 
  as well as the better-known mystical uses of occult items.
  Philosophy: Knowledge concerning the theories of 
  thought, belief, existence, and other intangibles. As it also 
  includes logic and debate, it may be used for argument or 
  creating philosophical works.
  Tactica Imperialis: The theories of the Tactica Imperialis, 
  as well as other systems of troop deployment and battle 
  techniques used by the Imperium. This knowledge may be 
  used to devise a battle plan or deduce the likely ﬂ ow of war 
  fought by Imperial forces.
  The GM may call on a player to make a Scholastic Lore 
  (History) Test when:
  • He wishes to recount legends from mankind’s past.
  • He wishes to know what a Standard Template Construct is. 
  • He wishes to understand an obscure ruling made by a 
  Judge of the Adeptus Arbites.
  • Decipher the complex legal relationship between an Imperial 
  Governor and the local Administratum representative.
  • Decipher the workings of a complex piece of technology. 
  • He seeks to identify a rare beast.
  • He is making a philosophical argument.
  EXAMPLE MODIFIERS
  +30
  Studying a broad history of the Imperium, focusing 
  only on “approved” topics.
  +20
  Conducting research in a well-stocked library.
  +10
  Learning the particulars of the Imperial Creed.
  +0
  Researching a speciﬁ c philosophical point.
  –10
  Studying occult rituals.
  –20
  Breaking down a particular chemical formula.
  –30 
  Compiling a complete history of the Horus Heresy.
  Skill Use: Free Action.
  SCRUTINY
  The Scrutiny Skill helps assess the people or objects a 
  Heretic encounters. The Heretic can use Scrutiny to gauge an 
  individual’s truthfulness, determine his motives, and appraise 
  his personality and temperament. It can also be used to analyse 
  an object or display in detail, determining information that 
  may be hidden or simply not readily apparent. 
  In general, Scrutiny is used to interpret hidden emotions, 
  motivations, or details unnoticeable unless subjected to a 
  detailed analysis. Awareness is used when trying to spot items 
  or individuals. So while spotting someone hidden would be 
  Awareness, telling when someone lying would be Scrutiny.
  The GM might call a player to use the Scrutiny Skill when:
  • His character wants to tell if someone’s lying.
  • His character wants to discern information and 
  conclusions from a report. 
  • He is interpreting augur or auspex readings and 
  determining what they mean.
  EXAMPLE MODIFIERS
  +30
  Judging the mood of a close friend.
  +20
  Judging a comrade’s mood.
  +10
  Judging the mood of someone you have met before. 
  +0
  Reading an Augur or Auspex readout.
  –10
  Judging an alien’s mood.
  –20
  Judging a Tech-Priest’s mood.
  –30 
  Judging a servitor’s mood.
  Skill Use: Half Action.
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  SECURITY (INTELLIGENCE)
  Security deals with overcoming locks and safeguards, breaking 
  into secure places or protecting them from intrusion. A 
  character with the Security Skill is trained bypass locks or hack 
  codes, whether using cogitators and tech or simple mechanical 
  devices. Characters with Security are also able to safeguard 
  systems and locals by making their passive defences more 
  secure, even setting traps for unwary intruders and thieves.
  The GM may call players to use the Security Skill when:
  • They want to open a locked door.
  • They wish to hack a cogitator and discover its secrets.
  • They are laying traps for an ambush or to protect a camp.
  EXAMPLE MODIFIERS
  +30
  Lock is very crude or simple in design. 
  +20
  Hacking a simple cogitator security system with a 
  powerful machine-spirit.
  +10
  Lock is poorly maintained or parts are not working
  +0
  Deactivating a standard security system with basic 
  but required tools.
  –10
  Lock is well made and maintained.
  –20
  Lock is well made and of a complex design with 
  multiple parts.
  –30 
  Lock is of alien manufacture or ﬁ endishly complex.
  Skill Use: Full Action or longer, depending on complexity of 
  lock or security system.
  SLEIGHT OF HAND 
  (AGILITY)
  Heretics use Sleight of Hand for any task that requires a 
  combination of deception and dexterity. Examples include 
  palming small objects, picking pockets, or performing tricks. 
  The GM sets the Difﬁ culty of the Test based on the size of 
  the object and the intensity of observation. This is always an 
  Opposed Test against the opponent’s Awareness or Scrutiny. 
  The GM may call on a player to use the Sleight of Hand 
  Skill when:
  • He attempts to steal something from the target’s pocket.
  • He must palm something so nobody notices.
  EXAMPLE MODIFIERS
  +30
  Stealing from a sleeping Ogryn.
  +20
  Picking an Ork’s pocket.
  +10
  Palming a key on a table while others are not paying 
  attention to you.
  +0
  Picking a human’s pocket.
  –10
  Taking a data slate while speaking to someone.
  –20
  Stealing from the King of Eyes.
  –30 
  Taking a knife from a Kroot’s belt.
  Skill Use: Half Action, or Free Action with an additional 
  –10 penalty. 
  SPECIAL USES FOR SECURITY
  These are some special uses for the Security Skill.
  TRAPS
  A character with the Security Skill can fashion and set 
  traps given enough time and raw resources. Traps can 
  range from hiding a live grenade under a corpse (set 
  to explode when rolled over) to elaborate spiked pits, 
  dead falls or rigged shotguns. The time, resources, and 
  Damage caused by these kinds of traps depends on the 
  GMs discretion and the materials involved (see Chapter 
  V: Armoury and Chapter VII: Combat for guidelines on 
  weapon Damage and perils). The chance that a trap goes 
  off as planned or that the character avoids detection by its 
  victims depends on the character’s Security Skill. This is 
  either a Skill Test (modiﬁ ed depending on circumstance 
  or the complexity of the trap) made secretly by the GM 
  to see it works, or an opposed test against the victims 
  Awareness to spot the trap (before it goes off).
  EXAMPLE
  Azlyon is ﬂ eeing from an Imperial bounty hunter in the ruins 
  of an ancient hive city. To slow down his pursuer, he decides 
  to quickly rig a grenade in a doorway. The GM decides that 
  the trap is simple enough that it should work if the bounty 
  hunter fails to spot it. Azlyon then makes an Opposed 
  Security Test against the bounty hunter’s Awareness, which 
  he manages to win. The trap works and the grenade goes off 
  at the bounty hunter’s feet... boom!
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  STEALTH (AGILITY)
  Stealth is the ability to remain unseen, either while moving 
  through a crowd or the open markets of an Agri-world. A 
  character with the Stealth Skill can move silently or conceal 
  themselves from others, either to escape from their foes or 
  take them by surprise. Stealth also allows a character follow 
  opponents while moving through crowds, following them 
  while not appearing to do so.  Finally, Stealth can be used to 
  move quietly.
  When Stealth is used against an opponent (such as to hide 
  from a foe or shadow a target) it is an Opposed Test (see page 
  91). Stealth opposes and is opposed by Awareness.
  The GM may call on players to use the Stealth Skill when:
  • They are trying to scout an enemy force.
  • They want to sneak up on a foe and kill him quietly.
  • They wish to follow someone without arousing suspicion.
  EXAMPLE MODIFIERS
  +30
  Sneaking past a sleeping enemy without waking them.
  +20
  Sneaking past a foe with the aid of pitch darkness 
  and plenty of cover.
  +10
  Sneaking past a tired or distracted foe.
  +0
  Sneaking past a competent guard who has no reason to 
  be suspicious.
  –10
  Sneaking past a suspicious or alert foe.
  –20
  Sneaking past a foe with no cover available.
  –30 
  Sneaking past a suspicious foe with no cover in 
  broad daylight.
  Skill Use: Free Action as part of Movement.
  SURVIVAL (PERCEPTION)
  Survival is the mastery of ones environment away from the 
  protection of dwellings, villages or cities. A character with 
  the Survival Skill can live off the land, ride beasts, and predict 
  weather with only a minimum of equipment and without 
  the need for  resupply or support. Survival can be used to 
  create primitive items such as bows or blades as well as 
  basic clothing. Survival is also used to track prey (human or 
  otherwise) across all kinds of terrain by following the telltale 
  signs they leave on the environment around them. 
  The GM may call on a player to use the Survival Skill when:
  • They want to ﬁ nd food or water in a hostile environment.
  • They wish to start a ﬁ re with no tools.
  • They are trying to track a foe through the underhive.
  EXAMPLE MODIFIERS
  +30
  Tracking a bleeding foe or a Massive foe.
  +20
  Tracking a foe across soft dirt, ash or mud.
  +10
  Tracking a foe only minutes after his passing.
  +0
  Tracking a foe through a forest.
  –10
  Tracking a foe while moving rapidly (i.e. running or 
  force marching).
  –20
  Tracking a foe at night or during a storm.
  –30 
  Tracking a foe days after their passing over hard 
  rock or across shallow waterways.
  Skill Use: Full Action.
  TECH-USE (INTELLIGENCE)
  Tech-Use is the ability to use and interact with all 
  manner of mysterious technological devices as well as 
  create them. A character with Tech-Use can expertly 
  operate common equipment such as vox or pict-casters 
  SPECIAL USES
  The following is a special use for Stealth. 
  SHADOWING
  Stealth can be used to shadow others and follow them 
  unseen, either on foot, in vehicles or even in shuttles 
  and starships. On foot it might involve using physical 
  cover or the press of bodies coming off mid-shift; in a 
  vehicle techniques might include false turns or using 
  a Cargo-8 as cover; aboard ships it can entail the use 
  of asteroids or other stellar objects or busy space lanes 
  around major systems. Stealth Skill Tests for shadowing 
  are always Opposed Tests against the opponent’s 
  Awareness. A single Stealth Skill Test is sufﬁ cient to 
  follow the opponent unseen for ﬁ ve minutes for each 
  Degrees of Success.
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  though they might not understand the inner working of 
  such things. Tech-Use can also be used to build basic or 
  complex technical devices with the right amount of time 
  and materials. Tech-Use is more an understanding of the 
  Blessing of the Omnissiah and the rites of the Machine 
  Cult than it is an actual knowledge of the science behind 
  technology—in the 41st Millennium, however, this 
  amounts to the same thing.
  The GM may call a player to use the Tech-Use Skill when:
  • They want to repair a broken weapon or vehicle.
  • They wish to push a device beyond its normal capabilities.
  • Trying to ﬁ gure out how a piece of unknown tech works.
  EXAMPLE MODIFIERS
  +30
  Repairing a common device with ample parts 
  available (i.e. changing the barrel of a lasgun).
  +20
  Repairing a device with few ﬁ ne moving parts (i.e. 
  carapace armour).
  +10
  Repairing a device with the aid of a Tech-priest or 
  Mech-Servitor.
  +0
  Performing work on complicated devices.
  –10
  Repairing a severely damaged device with complex 
  parts (i.e. a data slate with a bullet hole).
  –20
  Repairing an ancient device or ﬁ xing a device 
  without all the pieces available.
  –30 
  Repairing an alien device or one with a machine 
  spirit (i.e. a cogitator).
  Skill Use: One minute, or more for more complex systems.
  TRADE (INTELLIGENCE)
  Trade Skills allow the Heretics to create things, from contracts 
  to starships. At the GM’s discretion, Explorers with this 
  Skill can earn additional Proﬁ t Factor plying a trade. They 
  can identify the work of particularly famous or infamous 
  craftsmen, or recall information concerning items of their 
  trade.
  Trade Tests can represent the  work of hours, weeks, or 
  months depending on the complexity of the task at hand. 
  However, Tests that involve the examination of an item to 
  recall information require a Full Action.
  Archaeologist: Used to locate, examine, and analyze 
  ancient ruins and artefacts.
  Armourer: Used to design, upgrade, and forge weaponry, 
  from personal arms to starship batteries.
  Astrographer: Used to create two and three-dimensional 
  representations of stellar locations and warp routes.
  Chymist: Used to create poisons, drugs, and a wide 
  variety of other compounds.
  Cryptographer: Used to create or decode ciphers, codes 
  and other puzzles.
  Explorator: Used in the exploration of unknown 
  stellar regions, knowledge of procedures, supplies needed, 
  and so-forth.
  Linguist: Used to learn or decipher new languages, both 
  spoken and written.
  Remembrancer: Used to recount events in a variety of art 
  forms, from sculpture to poetry.
  Scrimshawer: Used to inscribe patterns, text, and art onto 
  a variety of materials.
  SPECIAL USES FOR SURVIVAL
  These are some of the special uses for the Survival Skill.
  CRAFTING
  Survival can be used to make all kinds of primitive devices from cloaks and stone buildings to spears and traps. The time, 
  difﬁ culty and materials it takes to create these items is greatly dependant on their complexity, the kind of workshop the 
  character has and their access to designs or assistance. See the Crafting sidebar on page 94 for the kinds of things which 
  can be created using Survival.
  TRACKING
  A character can use the Survival Skill to follow the signs left by his quarry, allowing him to hunt them down. Following 
  obvious tracks does not require a Skill Test, and is considered part of a character’s movement. In instances where the 
  time or elements have eroded the signs or where the very environment makes seeing them difﬁ cult, such as darkness or 
  fog, Survival Skill Tests are required. The modiﬁ ers for this test depend on the condition of the traces and the tracker’s 
  surroundings. A cunning or devious quarry may attempt to conceal or erase their tracks. In any case where an opponent 
  has attempted to do this, make an Opposed Test made against the prey’s Stealth.
  WRANGLING
  Characters can tame, train, and potentially ride animals they encounter in their travels, from Spine-Hounds to the noble warhorse 
  breeds. Both taming and training beasts are Extended Tests, the duration of which is determined by the nature and temper of the 
  creature involved. Once an animal has been broken to its master’s will—or at least formed a partnership for particularly strong-
  willed beasts—directing it or issuing commands is a Half Action. Wild animals, or those trained for hostility and aggression, can 
  have their Disposition changed by one level for every two Degrees of Success, up to a maximum of three levels by a Full Action 
  use of this Skill. GMs may impose penalties for animals that have been well trained or those with uncommon Willpower and 
  Intelligence. Wrangling is of no use against cyber or psy-bonded animals, or against any xenos with true sentience.
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  Shipwright: Used to design, upgrade, and create void-
  capable vessels.
  Soothsayer: Used to “foretell” the future by a number of 
  interpretative arts, though its effectiveness is suspect.
  Technomat: Used to maintain and repair technological 
  devices, but through rote memorization rather than true 
  understanding.
  Voidfarer: Used in the day-to-day operation, logistics, 
  and defence of starships.
  EXAMPLE MODIFIERS
  +30
  Making a simple product with plentiful tools.
  +20
  Making a more complex product, such as a 
  scrimshawed design, but with good tools and 
  plenty of time.
  +10
  Doing mediocre work quickly.
  +0
  Brewing a somewhat complex poison with basic 
  supplies under a time limit.
  –10
  Constructing Good-Craftsmanship carapace armour.
  –20
  Constructing Good-Craftsmanship Power Armour.
  –30 
  Constructing or working on ancient tech-relics, such 
  as Terminator armour.
  Skill Use: Variable depending on task and complexity.
  SPECIAL USES FOR TECH-USE
  The following are some special uses for the Tech-Use Skill.
  CRAFTING
  Tech-Use can be used to make all kinds of technical devices from simple clockwork and steam engines to advanced 
  weaponry and armour. The time, difﬁ culty and materials it takes to create these items is greatly dependant on their 
  complexity, the kind of workshop the character has, and their access to designs or Adeptus Mechanicus knowledge. See 
  the Crafting sidebar on page 94 for the kinds of things which can be created using Tech-Use.
  DEMOLITIONS
  Tech-Use can be used to determine the effectiveness of explosive devices, which is greatly dependent upon the skill 
  with which they are placed. Success on a Tech-Use Skill Test indicates a character has successfully planted an explosive 
  charge, set with the trigger of his choice. Possible triggers are only limited by a character’s imagination, and can 
  include trip wires, timers, proximity sensors or remote activators. Failure indicates that the explosives fail to go off 
  when triggered, though the character does not know this until the time of activation. Four or more Degrees of Failure 
  indicated the character has set the device off prematurely and it explodes while being set! Some tasks, such as rigging a 
  building for demolition or bringing down massive suspension bridge, require an Extended Test. The GM sets difﬁ culty 
  and duration depending on the extent of the undertaking. When placing explosives, make sure to note the total Degrees 
  of Success and the die roll, as it may be used in an Opposed Test if someone attempts to diffuse a character’s hard work.
  Defusing charges also falls under the Tech-Use Skill. Make an Opposed Test against the Tech-Use Skill Test of the 
  individual who set the explosives. Winning the test indicates that the bomb has been diffused. Simple failure means that 
  while the charge has not been disarmed, neither has it gone off. Four or more Degrees of Failure indicates the character 
  has set off the device, suffering the consequences of the explosion. Defusing multiple charges or complex trigger 
  mechanisms may require an Extended Test as determined by the GM.
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  USING AND GAINING 
  TALENTS
  •
  TALENT LIST
  •
  MINIONS
  •
  TRAITS
  
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  Chapter IV: 
  Talents and 
  Traits
  “How can I even begin to explain to such a creature as you the ways 
  in which I am superior? Blessed as I am, it is the mastery of my ﬂ esh 
  and my mind which have separated me from the common man and 
  granted me the right to bask in the glory of the gods themselves!”
  –Ardent Grey, Master of Bladed Spire
  T
  hose who seek the attention of the gods must be exceptional 
  individuals; men and women who stand head and shoulders 
  above their peers and who are capable of feats of arms, 
  sorcery, and sophistry to make lesser beings weep with terror. It 
  is not enough to merely know how to wield a weapon or sway 
  a crowd with honeyed words—a true champion must go beyond 
  this kind of mundane mastery and learn ancient secrets and hidden 
  techniques to best his foes, becoming unique and powerful in his 
  own right. This is the place Talents hold within the building 
  blocks of a BLACK CRUSADE character, and more than any other 
  factor mark him as an individual amongst the screaming hordes of 
  supplicants to the might of the Ruinous Powers.
  Talents are special abilities and proﬁ ciencies that a character 
  possesses either through their intrinsic nature or through the 
  application of well-practised experience. This is in contrast to 
  Skills which represent abilities gained by learning or training. 
  A Talent is an ability which a character is either capable of 
  or is not, whereas a skill is something that they can be better 
  at by degrees. When a character deﬂ ects an impossible blow 
  with his powersword, falls from an extreme height without 
  taking harm and predicts the future using cold hard logic he 
  is using Talents. On the path to glory the right Talents can 
  make the difference between magniﬁ cent success in the eyes 
  of the gods or dismal failure and an ignominious end.
  USING TALENTS
  Talents differ from Skills, in that a player usually does not 
  need to use an Action or test to utilise the ability. They are 
  always in effect, and many Talents give bonuses to tests or 
  allow Actions not available to the common man. In essence, 
  once a character has a Talent, its beneﬁ ts are always applied 
  to his Actions unless speciﬁ cally noted otherwise.
  GAINING TALENTS
  Talents represent a myriad of special abilities for characters 
  reﬂ ecting their skill  at arms, speciﬁ c relationships and reputations 
  they might have, or any number of other things that make them 
  better than the average inhabitant of the 41st millennium. Just 
  as with Skills, a character starts play with a number of Talents 
  depending on their background and allegiances (see Chapter 
  II: Character Creation) and then acquire more as they improve 
  during play by spending experience points. The amount of 
  experience points required to purchase a Talent depends on its 
  Tier and a character’s afﬁ liation to the gods as detailed on page 
  74 in Chapter II: Character Creation.
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  Table 4-1: Tier 1 Talents
  Talent Name
  Prerequisite
  Beneﬁ t
  Air of Authority
  Fel 30
  Affect more targets with Command
  Ambidextrous
  Ag 30
  Use either hand equally well,reduce penalties for wielding two 
  weapons.
  Ancient Warrior
  Fel 35, WP 35
  Veteran of the Long War. 
  Berserk Charge
  —
  Gain +30 bonus to hit when charging.
  Blind Fighting
  Per 30
  Suffer half usual penalties for obscured vision.
  Catfall
  Ag 30
  Reduce falling Damage.
  Cold Hearted
  —
  Immune to seduction, resistant to Charm.
  Combat Formation
  Int 40
  Use Intelligence bonus for initiative. 
  Combat Sense
  Per 30
  Use Per bonus instead of Ag bonus for initiative. 
  Cursed Heirloom
  —
  Gain ancient item Heretic must always carry.
  Deadeye Shot
  BS 30
  Reduce penalties for ranged called shots.
  Die Hard
  WP 40
  Improves chances of surviving Blood Loss.
  Disarm
  Ag 30
  Force opponent to drop weapon.
  Disturbing Voice
  —
  +10 to Intimidate, –10 to Charm.
  Double Team
  —
  Gain additional +10 for outnumbering opponent.
  Enemy
  —
  A group or organisation despises the Heretic.
  Excessive Wealth
  Inf 40
  Character has more resources.
  Ferric Summons
  Ferric Lure Implants, 
  Mechanicus Implants
  Can summon larger metallic objects.
  Flesh Render
  Weapon Training (Chain)
  Inﬂ icts more Damage with weapons that have the Tearing 
  Quality.
  Frenzy
  —
  Enter psychotic rage to gain combat bonuses.
  Heightened Senses†
  —
  Gain +10 bonus to particular sense.
  Iron Jaw
  T 40
  Test Toughness to overcome Stunning.
  Jaded
  WP 40
  Ignore mundane horrors.
  Leap Up
  Ag 30
  Stand as Free Action.
  Legion Weapon Training
  Chaos Space Marine
  Use any Traitor Legion weapon without penalty.
  Lesser Minion of Chaos
  Fel 40
  Gain a Lesser Minion.
  Light Sleeper
  Per 30
  Count as awake even when sleeping.
  Lightning Reﬂ exes
  —
  Roll twice and take highest for Initiative rolls. 
  Meditation
  —
  Character may enter trance to ignore fatigue. 
  Mimic
  —
  Character can copy voices.
  Orthoproxy
  —
  +20 bonus to resist mind control or interrogation.
  Peer
  Fel 30
  Character has good reputation amongst chosen group.
  Pity the Weak
  S 35, WP 35
  Bonuses to Intimidate or Command with weak individuals.
  Polyglot
  Int 40, Fel 30
  Character has innate grasp of languages. 
  Psychic Power†
  Psyker
  May take one psychic power.
  Quick Draw
  —
  Draw weapon as Free Action.
  Radiant Presence
  Fel 45
  Character has bewitching aura.
  Rapid Reload
  —
  Reduce reload time.
  Raptor
  Operate (Auronautica)
  Increased Damage when using jump pack.
  Resistance†
  —
  Gain +10 bonus to particular resistance test. 
  Sound Constitution
  —
  Gain an additional Wound.
  Street Fighting
  WS 30
  Add half WS to Critical Damage.
  Sure Strike
  WS 30
  Reduce penalties for melee called shots.
  Takedown
  —
  Make special attack to stun opponent.
  Technical Knock
  Int 30
  Un-jam gun as Half Action.
  Total Recall
  Int 30
  Character can remember trivial facts and minor details. 
  Unarmed Warrior
  WS 35, Ag 35
  Improves unarmed attacks.
  Unremarkable
  —
  Heretic is easily forgotten.
  Warp Sense
  Psy Rating, Psyniscience, Per 
  30
  Allows Psyniscience Test as Free Action. 
  Weapon-Tech
  Tech Use +10, Int 40
  Increase potency of advanced weaponry.
  Weapon Training†
  —
  Use Weapon Group without penalty. 
  †Denotes Specialist Talent.
  †Denotes Specialist Talent.
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  Table 4-2: Tier 2 Talents
  Talent Name
  Prerequisite
  Beneﬁ t
  Armour-Monger
  Int 35, Tech Use, Trade (Armourer)
  Increase the efﬁ cacy of physical armour.
  Baleful Dirge
  Disturbing Voice, Intimidate +10
  WP Test or suffer –10 to next roll.
  Battle Rage
  Frenzy
  Parry while frenzied
  Betrayer
  Cold Hearted, Intimidate
  Kill minions or allies for beneﬁ ts.
  Bulging Biceps
  S 45
  Remove bracing requirements for certain weapons.
  Child of the Warp
  Psy Rating
  Persistent Psychic Phenomena and potential Psy 
  Rating boost.
  Combat Master
  WS 30
  Opponents get no bonus for outnumbering Heretic.
  Counter Attack
  WS 40
  May attack after successful Parry.
  Corpus Conversion
  Psy Rating, Human
  Use blood for power.
  Crack Shot
  BS 50
  Add +2 to ranged Crit Damage.
  Crippling Strike
  WS 50
  Add +2 to melee Crit Damage.
  Deﬂ ect Shot
  Ag 50
  Add WS Bonus to AP against Primitive ranged attacks.
  Exotic Weapon Training
  —
  Gain proﬁ ciency with one exotic weapon.
  Foresight
  Int 30
  Contemplate to gain +10 bonus to next Test.
  Furious Assault
  WS 35
  On a successful WS Test, gain free second attack.
  Hard Target
  Ag 50
  –20 to hit character when he charges or runs.
  Hardy
  T 40
  Character always heals as if lightly wounded.
  Hatred†
  —
  Gain +10 bonus to attack hated creatures.
  Hip Shooting
  BS 40, Ag 40
  Character may shoot when moving. 
  Hotshot Pilot
  Ag 40, Operate (any one)
  Heretic can drive or ﬂ y anything.
  Independent Targeting
  BS 40
  Fire at multiple targets more than 10 metres apart.
  Inspire Wrath
  Air of Authority
  Inspire crowds to hatred and anger.
  Iron Discipline
  Fel 30
  Followers resist pinning and fear.
  Killing Strike
  WS 50
  Spend Infamy Point to make melee attacks 
  unavoidable. 
  Luminen Shock
  Luminen Capacitors, Mechanicus Implants Heretic can discharge energy in melee attack.
  Maglev Transcendence
  Maglev Coils/Mechanicus Implants
  Heretic can hover for longer periods of time.
  Marksman
  BS 35
  No penalties for ﬁ ring at long or extreme range.
  Mechadendrite Use†
  Mechanicus Implants
  Gain ability to use certain Mechadendrites.
  Minion of Chaos
  Fel 45, Infamy 30
  Gain a minion.
  Nerves of Steel
  —
  Reroll Pinning Tests.
  Paranoia 
  —
  Heretic always alert for danger.
  Precise Blow
  WS 40, Sure Strike
  Reduce penalty for melee called shots.
  Prosanguine
  Black Blood (Autosanguine), Mechanicus 
  Implants
  Test to heal 1d5 Damage.
  Rapid Reaction
  Ag 40
  Test Ag to ignore surprise.
  Sacriﬁ ce
  Psy Rating
  Kill sentient beings to augment rituals.
  Sharpshooter
  BS 40, Deadeye Shot
  Decrease penalty for ranged called shots.
  Strong Minded
  WP 30, Resistance (Psychic Techniques)
  May reroll failed WP Tests to resist psychic powers.
  Storm of Iron
  BS 45, Weapon Training (any one ranged) Adds half WS to Damage against Hordes.
  Swift Attack
  WS 30
  May make multiple melee attacks.
  Two-Weapon Wielder†
  —
  May ﬁ ght with two weapons.
  Unarmed Master
  WS 45, Ag 40, Unarmed Warrior
  Deadly ﬁ ghter while unarmed.
  Unshakeable Will
  WP 35
  May reroll failed Fear Tests.
  Warp Conduit
  Psy Rating, Strong Minded, WP 50
  Spend Infamy Point to get +1d5 to Psy Rating.
  Whirlwind of Death
  WS 40
  Make one attack for each melee opponent. 
  Wisdom of the Ancients
  Int 40
  Spend Infamy Point to gain insight into situation.
  †Denotes Specialist Talent.
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  TALENT TIERS AND CATEGORIES
  Not all Talents are created equal and some are 
  unashamedly better than others. For this reason all 
  Talents are divided into three levels, or Tiers, rated one 
  to three, with one being the weakest and three being 
  the most powerful. Tiers primarily exist to price Talents, 
  as higher-Tier Talents have a greater cost. In addition, 
  higher-Tier Talents are more likely to have Prerequisites 
  than lower-Tier Talents. 
  When selecting Talents a character can choose any 
  talent from any Tier. However, he should be mindful that 
  some Talents have Prerequisites. A character must meet the 
  prerequisites before he takes the Talent. 
  TALENT PREREQUISITES
  Several Talents require the Heretic to possess a prerequisite 
  before their selection. This represents a certain innate ability 
  level required to employ speciﬁ c Talents, or a Skill or other 
  Talent necessary to access more advanced capabilities. These 
  prerequisites may take the form of Skills, Talents, Characteristic 
  scores, or even special abilities. 
  Table 4-3: Tier 3 Talents
  Talent Name
  Prerequisite
  Beneﬁ t
  Arms Master
  WS 40, BS 40, Weapon Training (any two)
  Less penalty for using weapons untrained.
  Assassin Strike
  Ag 40, Acrobatics
  After making melee attack, test Acrobatics to move.
  Bastion of Iron Will
  Psy Rating, Strong Minded, Willpower 40
  Gain bonus to Opposed Tests defending against 
  psychic powers.
  Blademaster
  WS 30, Weapon Training (any melee)
  Reroll missed attack, once per round.
  Blade Dancer
  WS 40, Two-Weapon Wielder (Melee)
  Reduced penalties for ﬁ ghting with two melee weapons. 
  Blasphemous Incantation
  Psy Rating
  Incant secret words of power to enhance abilities.
  Blood God’s Contempt
  Frenzy, WP 40
  Spend Infamy Point to resist Psychic Powers.
  Bolter Drill
  Weapon Training (Bolt), BS 40
  Additional DoS when ﬁ ring Bolt weapons. 
  Crushing Blow
  WS 40
  Add half WS Bonus to Damage inﬂ icted in melee.
  Demagogue
  Inspire Wrath
  Affect larger groups with Charm and Intimidate.
  Eye of Vengeance
  BS 50
  Increase chances of Zealous Hatred.
  Favoured by the Warp
  WP 35
  Roll twice for Psychic Phenomena and choose. 
  Fearless
  Nerves of Steel
  Immune to Fear and Pinning.
  Greater Minion of Chaos
  Fel 55, Infamy 50
  Gain a Greater Minion.
  Gunslinger
  BS 40, Two-Weapon Wielder (Ballistic)
  Reduce penalties for ﬁ ghting with two pistols.
  Hammer Blow
  Crushing Blow
  Make a Thunderous single strike with a melee 
  weapon.
  Infused Knowledge
  Int 40, Lore (any one)
  Know a little bit about everything.
  Into the Jaws of Hell
  Iron Discipline, Fel 50
  Followers ignore fear and pinning.
  Lightning Attack
  Swift Attack
  Heretic may make many melee attacks with single roll.
  Luminen Blast
  Luminen Shock, Luminen Capacitors, 
  Mechanicus Implants
  May discharge stored energy as ranged attack.
  Master Chirurgeon
  Mediacae +10
  Perform advanced medical procedures. 
  Master Enginseer
  Tech Use +20, Mechanicus Implants
  Can spend Infamy Points to automatically succeed on 
  Tech-Use Tests.
  Mastery†
  Rank 4 in Selected Skill
  May spend Infamy Point to automatically succeed on 
  Test.
  Mighty Shot
  BS 40
  Add half BS Bonus to ranged Damage rolls.
  Never Die
  WP 50, T 50
  Ignore penalties from Critical Damage by spending 
  Infamy Point.
  Preternatural Speed
  WS 40, Ag 50
  Doubles speed when charging.
  Psy Rating
  Psyker
  Character increases psychic potential.
  Sidearm
  WS 40, BS 40, Two-Weapon Wielder 
  (Ballistic, Melee)
  Reduce penalties for ﬁ ghting with pistol and melee 
  weapon.
  Sprint
  —
  Move more quickly in combat.
  Step Aside
  Agility 40, Dodge, Parry
  May make additional Dodge or Parry attempt.
  Target Selection
  BS 50
  May shoot into melee without penalty.
  Thunder Charge
  S 50
  Break enemies with armoured charge.
  True Grit
  T 40
  Reduce Critical Damage taken.
  Unholy Devotion
  Minion of Chaos
  Minions take hits for the Heretic.
  War Cry
  S 50, WP 50, Disturbing Voice
  Gain Fear Rating with fearsome war cry.
  Warp Lock
  Psy Rating, Strong Minded, Willpower 50
  Ignore Psychic Phenomenon once per session.
  †Denotes Specialist Talent.
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  Talent 
  Descriptions
  The Heretic can ﬁ nd a complete listing of the Talents available 
  in BLACK CRUSADE on Table 1–1: Tier 1 Talents, Table 
  1–2: Tier 2 Talents, and Table 1–3: Tier 3 Talents, and 
  the full explanation of each Talent below. 
  AIR OF AUTHORITY
  Tier: 1
  Prerequisite: Fellowship 30
  The character was born to command, either motivating or 
  terrifying those  under their charge. When making Command 
  Skill Tests, the character may affect a number of targets equal 
  to 10 times his Fellowship bonus. If the character has Minions 
  (see page 135) they are also more devoted to him and add 
  +10 to their Loyalty when in his presence. This talent has no 
  effect on hostile targets, and only affects NPCs.
  AMBIDEXTROUS
  Tier: 1
  Prerequisite: Agility 30
  This talent does not represent true ambidexterity so much as 
  sufﬁ cient training with both hands to make the distinction 
  mute. The character may use either hand equally well for any 
  task, and does not suffer the –20 penalty for actions using 
  his off hand. 
  Special: When combined with the Two-Weapon Wielder 
  Talent, the penalty for making attacks with both weapons in 
  the same Turn drops to –10. 
  ANCIENT WARRIOR
  Tier: 1
  Prerequisite: Fellowship 35, Willpower 35
  The character is either a veteran of the Long War or has 
  served with those that have fought in its many wars down 
  the centuries. Though the character does not need to be a 
  Chaos Space Marine to take this talent it is rare for those 
  outside their ranks to possess it. This Talent must be taken 
  at Character Creation. The character can command special 
  respect from other veterans of the Long War and gains a +10 
  to all Fellowship Tests and Skill Tests based on Fellowship 
  when dealing with such NPCs. In addition, Chaos Space 
  Marine Minions of the character increase their loyalty by 
  +10. Long War weaponry is also easier for him to obtain and 
  all weapons with the word “Legion” in the title count as one 
  Availability category easier than normal (i.e. Rare becomes 
  Scarce, Scarce becomes Average, etc.). Finally, veterans of the 
  Long War are despised by the Imperium and the Adeptus 
  Astartes especially, and should the character’s past become 
  known by these powers it is likely to end in blood... 
  ARMOUR-MONGER
  Tier: 2
  Prerequisite: Intelligence 35, Tech-Use, Trade (Armourer)
  The character is a skilled armourer and constantly tinkers and 
  improves his armour or keeps it in pristine shape by repairing the 
  slightest Damage it sustains. With years of training the character 
  has even learned to enhance the protection afforded by his armour 
  and learned how to use it in its optimum fashion. The character 
  increases the Armour Points of any armour he wears by 2 on all 
  locations it would normally cover as long as he has at least an 
  hour each day to clean and repair it or make minor modiﬁ cations. 
  This bonus applies only to armour worn by the character as it 
  combines his training as much as his skill at armoury.
  SPECIALIST TALENTS
  Several talents are not one talent but many and require 
  a character to select a speciﬁ c specialisation when 
  taking the talent. Thus, when selecting the Peer talent, 
  a character would also choose a speciﬁ c group or 
  organisation from those listed within the talent, such 
  as Peer (Eldar). Each time a character gains the talent 
  they are in effect taking a new talent, and must choose 
  a different specialisation, so the next time a character 
  selected Peer he might opt for Peer (Dark Mechanicus). 
  In many cases group listings are representative as 
  opposed to all inclusive, so even though groups like 
  the “Alpha Legion and the Serrated Query” are not 
  speciﬁ cally listed in the Peer specialisations, a character 
  could still choose them with the approval of the GM.
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  ARMS MASTER
  Tier: 3
  Prerequisite: Weapon Skill 40, Ballistic Skill 40, Weapon 
  Training (any two)
  The Heretic is a true master of weapons and there is practically 
  nothing he cannot pick up and use with ease, from boltguns 
  to plasma pistol or powerblades to shock mauls. When the 
  Heretic uses a weapon he is untrained in, he only suffers a 
  –10 penalty, rather than a –20. The only exceptions to the 
  Arms Master Talent are exotic weapons, which are so unusual 
  or rare that they always require their own weapon training 
  Talents to use without penalty and gain no bonus when 
  combined with this talent.
  ASSASSIN STRIKE
  Tier: 3
  Prerequisite: Agility 40, Acrobatics
  The character’s natural agility and graceful martial forms turn 
  him into a dervish of death on the battleﬁ eld. After making 
  a melee attack, a successful Acrobatics Skill Test allows the 
  character to move at half rate as a Free Action. The character’s 
  opponent does not receive a free attack resulting from this 
  move. The character may only make this move once per round.
  BALEFUL DIRGE
  Tier: 2
  Prerequisite: Disturbing Voice, Intimidate+10
  The character can sing an unnatural droning dirge which 
  makes the skin of those nearby crawl and their minds shy 
  away from its discordant notes. Singing the dirge takes some 
  concentration and requires a Half Action each round to 
  maintain. All creatures which can hear the character within 
  a 30-metre radius must make a Willpower Test or suffer a 
  –10 on their next roll. As long as the dirge is maintained, all 
  those affected by it must test each turn to see if they suffer its 
  effects. Once a creature passes a Willpower Test however, it 
  has completely overcome the dirge and is not affected by it 
  for the remainder of the encounter.
  BASTION OF IRON WILL
  Tier: 3
  Prerequisite: Psy Rating, Strong Minded, Willpower 40
  The character’s sheer willpower and psychic focus have 
  become one and the same over years of practice and training, 
  such that their combined use is second nature. The character 
  adds 5 x his Psy Rating on any Opposed Test involving 
  defending against the Psyniscience Skill or Psychic Powers.
  BATTLE RAGE
  Tier: 2
  Prerequisite: Frenzy
  Long experience and indomitable will have allowed the 
  character to master the beast within; directing its rage while 
  keeping his head despite the howling bloodlust in his mind. 
  The character may Parry while frenzied. In addition such is 
  the character’s control he may reroll a failed roll to snap out 
  of Frenzy or resist entering Frenzy if he so chooses.
  BERSERK CHARGE
  Tier: 1
  Prerequisite: None
  The character has learned to put the whole force of his 
  momentum behind his weapon blows and when the character 
  charges into combat, few can stand before him. If the 
  character uses the Charge Action, he gains a +30 bonus to 
  Weapon Skill instead of +20.
  BETRAYER
  Tier: 2
  Prerequisite: Cold Hearted, Intimidate
  The character has little regard for the lives of others should it 
  advance his goals. Once per game session the character may 
  kill either an allied NPC (i.e. an NPC which is openly friendly 
  toward the PC and trusts him) or one of his own Minions. 
  Such calculated cruelty boosts the Heretic’s reputation, 
  granting him a +10 bonus on his next Infamy Test if the 
  victim was an NPC and +20 if it was a Minion (and harder to 
  replace). Killing NPCs and Minions usually has consequences 
  as well which should be determined by the GM.
  BLADEMASTER
  Tier: 3
  Prerequisite: Weapon Skill 30, Weapon Training (any melee)
  The character’s mastery of bladed weapons and his martial 
  disciplines has no peer. When attacking with any bladed 
  weapon, including chainswords, axes, and powerswords, the 
  character may reroll one missed attack per round.
  BLADE DANCER
  Tier: 3
  Prerequisite: Weapon Skill 40, Two-Weapon Wielder (Melee)
  The character has mastered the difﬁ cult ability to wield a 
  blade or other melee weapon in either hand making expert 
  simultaneous attacks as he weaves a deadly pattern of steel. 
  When armed with two singled handed melee weapons with 
  the Balanced Quality, the character reduces the penalties for 
  Two-Weapon Fighting (see page 243) by 10 (so –20 would 
  drop to –10). If taken with the Ambidextrous Talent, this 
  drops the penalty to +0. 
  BLASPHEMOUS INCANTATION 
  Tier: 3
  Prerequisite: Psy Rating
  As a realm of coherent thought and tangible emotion, the warp 
  is inﬂ uenced by the minds of mortals. Using complex formulae 
  and ritualistic incantations to focus and direct thoughts, a 
  mortal mind can exert inﬂ uence over the Immaterium more 
  easily. However, the tiniest slip in focus and concentration, the 
  slightest mispronunciation in the incantation, can result in the 
  warp being unleashed in a dangerous and destructive manner. 
  Using a power with an incantation increases the Focus Power 
  Test by a Half Action, as the psyker requires a few moments to 
  speak the required words. Powers for which the Focus Power 
  Test takes a Reaction cannot be used with an invocation. Using 
  a power with an invocation grants the psyker a +1 bonus to his 
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  Psy Rating, after determining Psychic Strength. This bonus to 
  PR does not inﬂ uence the Psychic Strength in any way; their 
  beneﬁ t is applied after determining whether a power is used 
  at the Unfettered, Fettered or Push level. However, the psyker 
  must add +20 to any roll on the Psychic Phenomena table. 
  Finally, any result of 91 or higher on the Focus Power Test is 
  an automatic failure that results in Perils of the Warp. 
  BLIND FIGHTING
  Tier: 1
  Prerequisite: Perception 30
  Years of practice and development of other senses allows 
  the character to ﬁ ght in close combat without the beneﬁ t 
  of sight. This talent reduces all penalties for ﬁ ghting with 
  a melee weapon while suffering from obscured vision by 
  half (rounded up), permitting the character to ﬁ ght in fog, 
  smoke or darkness more effectively. See page 245 for a full 
  list of attack penalties based on lighting and vision. Note this 
  talent only improves a character’s chances to hit with melee 
  weapons and has not effect on ranged weapon attacks.
  BLOOD GOD’S CONTEMPT
  Tier: 3
  Prerequisite: Frenzy, Willpower 40
  The character spends the time before battle armouring 
  himself against the power of the warp by cursing the names 
  of sorcerers and showing his fearlessness before his feeble 
  power and all those who wield the power of the warp. This 
  talent may be used at any time by a character as long as he 
  has at least an hour to perform his ritual of contempt (a player 
  may say his character has already  performed the ritual before 
  play begins if the GM agrees). The character must also spend 
  one Infamy Point.
  During the game session whenever the character is the subject 
  of the effects of a psychic power, daemonic power or other warp 
  based power, he may make a Willpower Test (make this test 
  before any tests he would normally be permitted to resist the 
  effects of the power). If the Willpower test is passed the character 
  is unaffected by the psychic power. If the test is failed then the 
  psychic power affects him as normal and he becomes Frenzied in 
  addition to any other effects (see page 124).
  The effects of this talent only apply to powers that directly 
  affect the character (such as targeted powers or powers which 
  catch him in their area of effect) and not powers which may 
  harm him indirectly (such as attack from summoned daemons 
  or falling or ﬂ ung debris from a telekinetic). In addition, 
  powers used by friendly psykers must also be resisted (and 
  also cause Frenzy should he fail to resist them). A power that 
  is resisted by a character using this talent is not nulliﬁ ed and 
  others are affected by it as normal. 
  BOLTER DRILL
  Tier: 3
  Prerequisite: Weapon Training (Bolter), BS 40
  The character is a master of the boltgun, either because of his 
  training in the Space Marine Legions or because of long years 
  of practise and copious amounts of ammo. The character 
  can use bolters of all types to unleash devastating volleys of 
  disciplined ﬁ re that can cut down his enemies like the sweep 
  of a scythe. When ﬁ ring any class of Bolt weapon on full or 
  semi-auto the character may score one additional Degree of 
  Success (provided the Test is successful) if he does not take a 
  Move Action in his turn. 
  BULGING BICEPS
  Tier: 2
  Prerequisite: Strength 45
  Whereas a weaker man would be sent ﬂ ying when using 
  heavy weapons, the character’s strong physique allows him to 
  remain standing. The character can ﬁ re heavy weapons using 
  Semi-Auto Burst or Full Auto Burst without bracing, and he 
  does not suffer the -30 penalty for failing to brace. In addition 
  whenever the character uses the Athletics Heft Special Skill 
  Use (see page 96) he may add +20 to his Athletics Skill Test 
  to reﬂ ect his massive muscles. 
  CATFALL
  Tier: 1
  Prerequisite: Agility 30
  Gymnastic ability and natural balance enables the character to 
  fall great distances without harm. The character automatically 
  reduces the distance of all falls by a number of metres equal to 
  his Agility Bonus, ignoring this distance as if it did not exist. 
  In addition the character adds +20 to his Acrobatics Skill 
  Tests when using the Jump Special Skill Use as it pertains to 
  reducing Damage from falling.
  COLD HEARTED
  Tier: 1
  Prerequisite: None
  The character is almost devoid of sentiment or physical lusts 
  and is seldom swayed by the emotions of others, almost 
  to an unnatural degree. Seduction attempts against him 
  automatically fail, and he gains a +20 to his Willpower 
  when making Opposed Tests against an opponent using 
  the Charm Skill. Taking this Talent gives the character one 
  Corruption Point.
  CHILD OF THE WARP
  Tier: 2
  Prerequisite: Psy Rating
  As a result of prolonged exposure to the warp and excessive use 
  of psychic powers the character has become saturated with warp 
  energy. This grants greater connection to the warp and increases 
  the character’s Psy Rating by +1 when he chooses to Push (see 
  Chapter VI: Powers of the Warp). The downside, however, is 
  that the warp is always partially manifest in his presence and he 
  generates constant psychic phenomena. At the start of each game 
  session the character should roll 1d10 on Table 4-4: Child 
  of the Warp to determine the nature of these persistent effects 
  which follow him for the duration of the session.
  Alternatively, with the GM’s consent the player may select 
  one phenomena from the following list that always effects 
  him, eliminating the need to roll each session.
  Note that the character still suffers from Psychic 
  Phenomena and Perils of the Warp as normal. 
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  COMBAT FORMATION
  Tier: 1
  Prerequisite: Intelligence 40
  The character has directed his comrades to be prepared for 
  danger, planning out his actions for  many contingencies if 
  attacked. Before rolling initiative, all members of the group 
  (including the character) add +1 to his Initiative Rolls. Any 
  member of the group may also choose to use the Intelligence 
  Bonus of the character for their initiative roll rather than their 
  own Agility Bonus.
  COMBAT MASTER
  Tier: 2
  Prerequisite: Weapon Skill 30
  The character’s weapon seems to be everywhere at once, 
  keeping many more opponents at bay in close combat than 
  would seem possible. Opponents ﬁ ghting the character in 
  hand-to-hand combat gain no bonuses for Ganging Up (see 
  page 245).
  COMBAT SENSE
  Tier: 1
  Prerequisite: Perception 40
  The character has the ability to consciously recognise the 
  prodding of his subconscious as it reacts to his preternaturally 
  sharp senses, giving the character an edge that mere speed 
  cannot match. The character may use his Perception Bonus in 
  place of his Agility Bonus when rolling Initiative.
  COUNTER ATTACK
  Tier: 2
  Prerequisite: Weapon Skill 40
  The character’s lightning ripostes are things of deadly beauty; 
  swift and invisible as the wind. After successfully parrying an 
  opponent’s attack, the character may immediately make an 
  attack against that opponent using the weapon with which he 
  parried as a Free Action even though it is not his turn. This 
  attack suffers a –20 penalty and may not be combined with 
  any ability which allows more than one hit or attack such as 
  Lighting Attack or Two-Weapon Fighting. 
  CORPUS CONVERSION 
  Tier: 2
  Prerequisite: Psy Rating, Human
  To the truly dedicated Sorcerer, the ﬂ esh is a ﬂ eeting 
  inconvenience, a transitory shell to contain his glory until 
  he ascends to something greater. Such beings, whether truly 
  blessed by the Dark Gods, or merely insane, are willing to burn 
  his ﬂ esh in exchange for power, gathering the corrosive power 
  of the Warp and holding it within muscle, bone, sinew and hair 
  until the time comes to unleash it. A psyker with the Corpus 
  Conversion Talent gains access to this Path to Power, and may 
  elect to use it before he attempts his Focus Power Test. The 
  psyker may gain a number of bonus Degrees of Success no 
  greater than his Toughness Bonus on his Focus Power Test. 
  However, for every Degree of Success gained in this way, 
  the psyker suffers 1d10 Toughness Damage (note, this is not 
  permanent Toughness Damage) and one Corruption Point as 
  the energies of the warp poison his body from within. Traitor 
  Legion characters may not beneﬁ t from Corpus Conversion; 
  the taint-resistant metabolism of the Astartes makes them 
  incapable of burning away his ﬂ esh to fuel warp-based powers.
  CRACK SHOT
  Tier: 2
  Prerequisite: Ballistic Skill 50
  The character can place his shots where it inﬂ icts more 
  harm such as at creases, gaps or joints in armour. When the 
  character’s ranged attack causes Critical Damage, add +2 to 
  the Damage result.
  CRIPPLING STRIKE
  Tier: 2
  Prerequisite: Weapon Skill 50
  The character can land his blows precisely where they inﬂ ict 
  the most harm, cutting into seams or hammering at weak 
  points. When the character’s melee attack causes Critical 
  Damage add +2 to the Damage result.
  CRUSHING BLOW
  Tier: 3
  Prerequisite: Weapon Skill 40
  The character can channel the kinetic energy of his entire 
  body into close combat attacks. The character adds half his 
  Weapon Skill Bonus to Damage he inﬂ icts in melee.
  CURSED HEIRLOOM
  Tier: 1
  Prerequisite: None
  Passed down through the ages, the character has come into 
  possession of an ancient ancestral heirloom. The character may 
  choose any weapon (melee or ranged) or armour from Chapter 
  V: Armoury with an Availability of Very Rare or less without 
  the need to make an Acquisition Test. He must, however, roll 
  Table 4-4: Child of the Warp
  Roll Effect
  1
  Warp Echo: All noises cause echoes regardless of the 
  surroundings.
  2
  Unholy Stench: The air around the psyker is permeated 
  with a bizarre and foul smell.
  3
  Hoarfrost: A thin coating of frost covers everything 
  within 10 metres.
  4
  Aura of Taint: Animals within 30 metres become 
  spooked and agitated.
  5
  Memory Worm: People who see the psyker forget 
  something trivial.
  6
  Spoilage: Food and drink go bad in a 10-metre radius.
  7
  Haunting Breeze: Winds surround the psyker blowing 
  light objects about within 10 metres.
  8
  Distorted Reﬂ ections: Mirrors and other reﬂ ective 
  surfaces within 10 metres are distorted.
  9
  Unnatural Decay: Plant life within 10 metres of the 
  psyker withers and dies.
  0
  Bloody Tears: Blood weeps from stone and wood 
  within 10 metres of the psyker.
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  1d5 once for the item on Table 4-5: Cursed Heirloom 
  giving it a permanent curse. He is now bonded to the item and 
  even if it is lost, destroyed, or stolen it always somehow turns 
  up in its original condition at the start of the next game session. 
  Such items also usually come with a history of their own and 
  the GM should feel free to have the item’s past come back to 
  haunt the character from time to time.  
  DEADEYE SHOT
  Tier: 1
  Prerequisite: Ballistic Skill 30
  The character’s rock-steady hand and hawk-like eyesight 
  make him a dreaded marksman. No target, however precise, 
  can escape his crosshairs. When making a Called Shot (see 
  page 234) ranged attack, the character reduces the penalty by 
  10 (so a –20 becomes a –10 instead).
  DEFLECT SHOT
  Tier: 2
  Prerequisite: Agility 50
  The character’s weapons move with such speed that they 
  can deﬂ ect thrown weapons and shots ﬁ red from primitive 
  weapons. When the character is armed with a readied melee 
  weapon they add his Weapon Skill Bonus to his armour points 
  on all locations (even unarmed locations) when calculating 
  Damage from hits from ranged weapons with the Primitive 
  Special Quality or Thrown weapons.
  DEMAGOGUE
  Tier: 3
  Prerequisite: Air of Authority
  The character has learned the techniques required to 
  inﬂ uence large audiences. When the character uses the Charm 
  or Intimidate Skill to affect more than one person they may 
  affect up to a 100 times his Fellowship Bonus. In addition 
  such is the character’s natural magnetism and charisma that 
  he adds +10 to the loyalty of all his Minions.
  DIE HARD
  Tier: 1
  Prerequisite: Willpower 40
  Through either willpower or sheer stubbornness, the Heretic 
  refuses to die. When he suffers from blood loss, he may roll 
  twice to avoid death.
  DISARM
  Tier: 1
  Prerequisite: Agility 30
  The character can wrest weapons from his opponent’s hands 
  through practised technique or brute force. If in close combat, 
  the character may use a Full Action to disarm his foe by 
  making an Opposed Weapon Skill Test. If the character wins 
  the test, the enemy drops his weapon at his feet. Should the 
  character obtain three or more Degrees of Success, he may 
  take the enemy’s weapon from him.
  DISTURBING VOICE 
  Tier: 1
  Prerequisite: None
  The character’s voice has particularly baleful or menacing qualities, 
  causing others to quail before it. The character gains a +10 bonus 
  to all Intimidate Skill Tests, but suffers a –10 penalty to Fellowship 
  Tests when dealing with others in a non-threatening manner, 
  such as animals, children or the easily startled. In addition, the 
  character is more adept at instilling fear in his followers and when 
  using the Special Skill Use Terrify (see page 97), and adds +10 to 
  his Command Skill Test to counter the effects of Fear.
  DOUBLE TEAM
  Tier: 1
  Prerequisite: None
  The character has experience ﬁ ghting in paired teams that work 
  together to take down their enemies. When ganging up on 
  an opponent, the character gains an additional +10 bonus to 
  Weapon Skill Tests. If one or more of the other allies ganging up 
  on the opponent have this Talent, both gain an additional +10 
  bonus, for a total of +20. This bonus is in addition to the normal 
  bonus gained from Ganging Up on an opponent (see page 245).
  Table 4-5: Cursed Heirloom
  Roll Effect
  1
  Bloodthirsty: The item has an unnatural taste for 
  blood and can sense death with a lust that seems almost 
  human. Whenever the character kills a living creature 
  he must make a Willpower Test or use his next action 
  to put another round into—or make another swing 
  at—the corpse.
  2
  Unsettling: The sight of the item is unnerving to 
  anyone with half a brain, and though the character can’t 
  tell why people don’t like it everyone subconsciously 
  avoids it. The ﬁ rst time in each game session that the 
  character makes a Fellowship Test or a Skill Test using 
  the Fellowship Characteristic he must reroll the result if 
  it is a success.
  3
  Jinxed: Something about the item seems to bring bad 
  luck to those nearby, spreading its own misery to the 
  character’s companions. If the item is a ranged weapon, 
  whenever it Jams all nearby ranged weapons also Jam. 
  If the item is a melee weapon, whenever the character 
  rolls minimum Damage all other nearby melee weapons 
  inﬂ ict minimum Damage until the start of the characters 
  next turn. If the item is a suit of armour whenever the 
  character is hit by a weapon with a Pen equal or greater 
  than his AP all other suits of armour nearby have their 
  APs reduced by half (round up) until the start of his 
  next turn. Jinxed affects items within 20 metres of the 
  character whether they can see him or not.  
  4
  Doomed: The item seems determined to kill its 
  master and add him to the long list of previous owners 
  now sleeping in the soil. The ﬁ rst time in each game 
  session the character spends an Infamy Point roll a die: 
  on a result of 9 the Infamy Point has not effect but is 
  still spent. 
  5
  Toxic: Touched by the unhallowed hands of those 
  dedicated to Nurgle in times past the item has taken 
  on the taint of disease and decay which it passes on to 
  the character while he carried it. The ﬁ rst time in each 
  game session that the character makes a Toughness 
  Test or a Skill Test using the Toughness Characteristic 
  he must reroll the result if it is a success.
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  ENEMY 
  Tier: 1
  Prerequisite: None
  Specialisations: Adeptus Arbites, Adeptus Astra Telepathica, 
  Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, 
  Adeptus Titanicus, Administratum, Astropaths,  Daemon Prince, 
  Ecclesiarchy, Chartist Captains, Imperial Guard, Imperial Navy, 
  Inquisition, Navigators, Ofﬁ cio Assassinorum, Planetary Defence 
  Forces, Planetary Governors or Warlords, Rogue Trader, Schola 
  Progenium, Scholastica Psykana, Traitor Legions
  The opposite of Peer; the character is particularly despised 
  and possibly hunted by a speciﬁ c social group or organisation. 
  The character suffers an additional –10 penalty to Fellowship 
  Tests when dealing with this group and the GM may use 
  them to complicate his life from time to time.
  Unlike other talents this talent does not cost any experience 
  points to purchase and cannot be taken as an advance. Instead the 
  GM and player may agree to award this talent when appropriate 
  to the adventure or campaign. This talent can be removed with 
  an Elite Advance, and the approval of the GM, if the character 
  has redeemed himself with the group in question.
  This Talent may be awarded multiple times for the same 
  group, in which case it should be listed as Enemy (X), with X 
  equalling the number of times the Talent has been awarded. 
  This can be used to represent groups who particularly hate 
  the Heretic, and want to see him dead. In game terms, the 
  penalty to Fellowship Tests increases to –10 times X, with 
  X being the number of times the Talent has been awarded.
  EXCESSIVE WEALTH
  Tier: 1
  Prerequisite: Infamy 40
  For whatever reason the character has more resources and hard 
  currency than normal, perhaps because he have been granted a 
  large boon by his secret masters, have found a cache of hidden 
  supplies in the wastes of the Vortex, or he have simply stolen it. 
  POWERS WITHIN AND WITHOUT
  The Vortex is a complex place ruled by lords and princes uncounted all under the watchful eye of the gods themselves. Added 
  to these internal masters the Vortex exists in the shadow of the Imperium and many of those which come to the Vortex come 
  from its ranks or bring with them connections to its great organisations. The Imperium itself is a vast machine made up of many 
  divisions and sub-divisions of authority, power and responsibility. In addition to the many layers of organisation within the 
  Imperium, there are countless more that exist outside the ofﬁ cial architecture of power, or exist only within particular locales. 
  • Administratum: The vast bureaucracy of the Imperium that administers its domains.
  • Adeptus Arbites: The keepers of Imperial law and enforcers of loyalty to the Golden Throne. 
  • Adeptus Astartes: The genetically enhanced, power armour clad angels of death.
  • Astra Telepathica: The organisation that trains and sanctions Imperial Psykers.
  • Adeptus Mechanicus: The Tech-priests who are the preservers and fabricators of technology.
  • Adepta Sororitas: The female holy orders who include the Sisters of Battle.
  • Adeptus Titanicus: The Titan Legions whose vast war machines shake planets when they walk.
  • Astropaths: The telepaths who unite the Imperium through telepathic communication.
  • Chartist Captains: The masters of space craft who voyage within the bounds of the Imperium.
  • Heretical Cult: The countless cults of the Vortex can vary greatly in their power and intent.
  • Daemon Princes: Lords of the warp and heralds of the gods.
  • Dark Mechanicus: The dark cousins to the Adeptus Mechanicus.
  • Ecclesiarchy: The keepers of faith in the Emperor’s divinity.
  • Imperial Guard: The Imperium’s vast armies of men and women.
  • Imperial Navy: The forces of warships that defend the worlds of the Imperium.
  • Inquisition: The secretive protectors of the Emperor’s dominion.
  • Navigators: The mutants whose abilities allow starships to pass through the warp.
  • Ofﬁ cio Assassinorum: The secret bringers of death.
  • Planetary Defence Force: The military forces raised on planets to defend against invaders.
  • Rogue Trader: One of those who voyage beyond the bounds of the Imperium. 
  • Schola Progenium: The schools that teach orphans of Imperial ofﬁ cials.
  • Scholastica Psykana: The organisation that trains and sanctions Imperial Psykers.
  • Traitor Legions: Fallen brothers of the Adeptus Astartes ﬁ lled with hate and dark purpose.
  • Warlords: Ranging from planetary masters to petty chieftains.
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  The character gains a +10 bonus to his Infamy whenever he makes 
  an Acquisition Test representing his increased ability to buy goods. 
  EXOTIC WEAPON TRAINING
  Tier: 2
  Prerequisite: None
  Specialisations (each single exotic weapon)
  The character is trained to use a particularly obscure type of 
  weapon, allowing him to use armaments few others have ever 
  seen. Weapons requiring this unique talent are noted in their 
  armoury descriptions. When a character attempts to use a 
  weapon he does not have the correct Weapon Training Talent 
  for, he suffers a –20 penalty to any relevant Weapon Skill or 
  Ballistic Skill Test. Unlike other kinds of weapons training this 
  talent applies only to a single weapon and not a class of weapons.
  EYE OF VENGEANCE
  Tier: 3
  Prerequisite: Ballistic Skill 50
  The character can focus his intent on where it is likely to do 
  most damage to  his enemy and then strike them down with 
  a single shot. Before making a Standard Attack ranged attack 
  action, the character may spend an Infamy Point. If he does so, 
  his attack deals +X Damage and gains +X Pen, where X equals 
  the number of Degrees of Success scored on the attack roll. 
  FAVOURED BY THE WARP
  Tier: 3
  Prerequisite: Willpower 35
  Whenever a Power Roll results in Psychic Phenomena, the 
  character may roll one additional time on that table and take 
  the more favourable result. Perils of the Warp affect him as 
  normal—such is the capacious nature of the gods that not 
  even the “favoured” can avoid their gaze from time to time...
  FEARLESS
  Tier: 3
  Prerequisite: Nerves of Steel
  Through hard experience with horrifying situations, fear no 
  longer commands the character’s actions. The character is 
  immune to the effects of Fear and Pinning, but disengaging 
  from combat or backing down from a ﬁ ght is difﬁ cult for him 
  to stomach and as such requires a successful Willpower Test.
  FERRIC SUMMONS
  Tier: 1
  Prerequisite: Ferric Lure Implants, Mechanicus Implants
  The Heretic can call an unsecured metal object to his hand 
  as with Ferric Lure Implants, but may summon objects of up 
  to 2 kilograms per point of his Willpower Bonus and may 
  summon objects up to 40 metres distant. 
  FLESH RENDER
  Tier: 1
  Prerequisite: Weapon Training (Chain)
  The character has a taste for the massive damage that can be 
  inﬂ icted with chain weapons and other melee weapons that 
  rip apart the ﬂ esh of his enemies. When inﬂ icting Damage 
  with a melee weapon that has the Tearing Quality, the 
  character rolls two additional die for Damage, rather than 
  the normal one for using a Tearing weapon, and discards the 
  lowest two Damage dice results. 
  FORESIGHT
  Tier: 2
  Prerequisite: Intelligence 30
  Logic and analysis do for the character what animal entrails 
  and the bones claim to do for the superstitious masses. By 
  careful consideration of all the possible consequences, and 
  examination of all evidence and information, the character 
  can identify the best path for success. By spending ten 
  minutes studying or analysing a problem, the character gains 
  a +10 bonus to his next Intelligence Test or a Skill Test based 
  on Intelligence.
  FRENZY
  Tier: 1
  Prerequisite: None
  The character’s temper and passion boil just below the surface of 
  his psyche, mostly held in check by his rational mind, but easily 
  released when needed. If the character spends one full round 
  fuelling his anger—through ﬂ agellation, drugs, or other means—
  on the next round he goes into an uncontrolled rage, gaining a 
  +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, 
  but suffering a –20 penalty to Ballistic Skill, Intelligence and 
  Fellowship. The character must attack the nearest enemy in melee 
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  combat if possible. If he is not engaged with the nearest enemy, 
  he must move towards that enemy and engage it if possible. The 
  character does not take obviously suicidal actions such as leaping 
  off a building in order to engage someone on the ground, but he 
  does take any actions that has a reasonable opportunity to engage 
  in melee with the nearest enemy. While Frenzied, he is immune to 
  Fear, Pinning, stunning effects, the effects of Fatigue, and he may 
  not Parry, retreat, or ﬂ ee. He remains Frenzied for the duration 
  of the combat. Characters may not use psychic powers whilst in 
  Frenzy. After combat ends, or if there are no more eligible targets 
  for the character to attack he can make a Willpower Test to snap 
  out of his Frenzy. If he fails he must continue to attack, favouring 
  NPCs over PCs. Each successive round however he may make 
  another Willpower Test, with a cumulative +10 Bonus to return 
  to a stable state of mind and come out of Frenzy. After Frenzying a 
  character may not Frenzy again for at least an hour as he recovers 
  his mental and physical strength.
  FURIOUS ASSAULT
  Tier: 2
  Prerequisite: Weapon Skill 35
  The character’s speed and martial prowess allow him to 
  land several blows where lesser combatants land one. If 
  the character successfully hits his target using the All Out 
  Attack Action, he may spend his Reaction (and thus not 
  being able to parry or dodge until his next turn) to make an 
  additional attack using the same bonuses or penalties as the 
  original attack.
  GREATER MINION OF CHAOS
  Tier: 3
  Prerequisite: Fellowship 55, Infamy 50
  Though various means the character has acquired a Greater 
  Minion. Such a Minion may almost be as powerful as the character 
  themselves and come in a myriad of forms such as a brutal Chaos 
  Space Marine, a potent Heretic Sorcerer or a hulking mutant 
  monstrosity. Details on creating a Greater Minion can be found 
  on page 135. This talent may be taken more than once, each 
  time adding another Greater Minion to the character’s retinue.
  GUNSLINGER
  Tier: 3
  Prerequisite: Ballistic Skill 40, Two-Weapon Wielder
  The character has trained with pistols for so long that they are 
  like extensions of his own body, barely requiring conscious 
  thought to aim and ﬁ re. When armed with two pistol-class 
  weapons, both of which he can use single-handedly, the 
  character reduces the penalty for Two-Weapon Fighting by 10 
  (so –20 would drop to –10). If taken with the Ambidextrous 
  Talent, this drops the penalty to +0.
  HAMMER BLOW
  Tier: 3
  Prerequisite: Crushing Blow
  The character strikes a single blow with such focus and force 
  that it breaks armour and pulps ﬂ esh as it strikes. When the 
  character makes an All Out Attack manoeuvre to make a 
  single melee attack he may add half his Strength Bonus to 
  the weapon’s Armour Penetration. The attack also counts as 
  having the Concussive (2) Special Quality to represent the 
  shocking force of the blow’s impact.
  HARD TARGET
  Tier: 2
  Prerequisite: Agility 40
  Light-footed, the character dodges and weaves through 
  combat with a lithe grave, skills learned from long years in 
  the line of ﬁ re. When the character performs a Charge or Run 
  action, opponents suffer a –20 penalty to Ballistic Skill Tests 
  made to hit the character with a ranged weapon. This penalty 
  continues until the start of the character’s next turn.
  HARDY
  Tier: 2
  Prerequisite: Toughness 40
  The character’s constitution rebounds quickly from shock or 
  injury. When undergoing medical treatment or healing from 
  injures , the character always recovers Damage as if lightly 
  wounded regardless of the level of Damage he has sustained. 
  HATRED
  Tier: 2
  Prerequisite: None
  Specialisations: Adeptus Arbites, Adeptus Astartes, Adeptus 
  Mechanicus, Adepta Sororitas, Chaos Space Marines, Daemons, 
  Ecclesiarchy, Heretics, Imperial Guard, Imperial Navy, 
  Inquisition, Mutants, Psykers, Renegades, Xenos (speciﬁ c)
  A group, organisation or race has wronged the character in 
  the past, fuelling this animosity. When ﬁ ghting opponents of 
  that group in close combat, the character gains a +10 bonus 
  to all Weapon Skill Tests made against him. The character also 
  ﬁ nds it difﬁ cult to back down from a ﬁ ght with his hated foe 
  and must make a Willpower Test to retreat or surrender when 
  ﬁ ghting him unless massively outnumbered or outclassed.
  HEIGHTENED SENSES
  Tier: 1
  Prerequisite: None
  Specialisations: Sight, Sound, Smell, Taste, Touch
  Either genetics or augmetics have rendered one of the character’s 
  senses superior to others. When the character gains this Talent, 
  select one of the ﬁ ve senses: The character gains a +10 bonus 
  to any tests speciﬁ cally involving this sense. Thus, Heightened 
  Senses (Sight) would apply to an Awareness Test to see a ﬂ ock of 
  Shale Crows, but not to a Ballistic Skill Test simply because the 
  character is using his eyes. This talent may be taken more than 
  once, each time with a different specialisation.
  HIP SHOOTING
  Tier: 2
  Prerequisite: Ballistic Skill 40, Agility 40
  The character’s prowess with ranged weapons is such that he can 
  still ﬁ re accurately without his eye behind the sights. As a Full 
  Action, the character may both move up to his Full Move rate 
  and make a single attack with a ranged weapon. This attack can 
  only be a single shot and may not be a semi or full automatic 
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  ranged attack. Characters with the Two-Weapon Fighting talent 
  may use this talent with Hip Shooting to make two single shots 
  if he is armed with a ranged weapon in either hand.
  HOTSHOT PILOT
  Tier: 2
  Prerequisite: Agility 40, Operate (any one)
  The character can pilot or drive vehicles as if they were 
  extensions of his own body and has a natural understanding 
  of anything with wheels, wings or legs. The character counts 
  as having all Operate Skills (essentially, he can drive or ﬂ y 
  anything) at Rank 1 (Known). If he wishs to later improve his 
  Operate Skills they must be bought using experience points 
  (from Rank 1) as normal.
  Such is his skill he also adds one Degree of Success to any 
  successful Operate Tests. 
  INFUSED KNOWLEDGE
  Tier: 3
  Prerequisite: Intelligence 40, Lore (any one)
  The character has been infused with a great wealth of lore and 
  knowledge, either through punishing noetic techniques, by 
  arcane methods kept secret by the guardians of technology and 
  knowledge, or a dark pact with the gods for secret lore. The 
  character counts as having all Common Lore and Scholastic 
  Lore (essentially, he knows something about everything) at 
  Rank 1 (Known). If he wishes to later improve his Lore Skills 
  they must be bought using experience points (from Rank 1) 
  as normal. Such is his skill that he also adds one Degree of 
  Success to any successful Common or Scholastic Lore Tests.
  INDEPENDENT TARGETING
  Tier: 2
  Prerequisite: Ballistic Skill 40
  The character has developed his peripheral vision and 
  situational awareness to a point where he can ﬁ re in two 
  directions within a split second. When ﬁ ring two weapons 
  as part of a single action (using the Two-Weapon Fighting 
  talent), the targets need not be less than 10 metres apart.
  INSPIRE WRATH
  Tier: 2
  Prerequisite: Air of Authority
  The character’s personal vitriol and bitter hatred is so 
  ingrained in his being that the character can inspire the same 
  hate in others. As a Full Action, the character can make a 
  Charm Test to grant the effects of the Hatred Talent to any 
  people in his immediate vicinity. Success on the test grants 
  the Hatred Talent to the listeners (with the object of hate 
  chosen by the character) for the duration of an encounter. 
  Listeners can resist the effects of the characters speech (and 
  therefore not be burdened with his chosen hatred) by passing 
  an Opposed Willpower Test against the character’s Charm 
  Skill Test. Inspire Wrath affects up to 10 times the character’s 
  Fellowship, which can be increased with the use of the 
  Demagogue Talent as normal. Both players and GMs should 
  bear in mind, however, that once a crowd has been inspired 
  to hatred or mindless anger the effects can be unpredictable... 
  INTO THE JAWS OF HELL
  Tier: 3
  Prerequisite: Iron Discipline, Fellowship 50
  The Heretic’s leadership is so stern and terrifying that his 
  followers would rather die at the hands of a Grey Knight 
  Terminator than disobey him. His followers become immune 
  to the effects of Fear and Pinning as long as he is physically 
  there to lead them and they can see him leading by example. 
  Heretics cannot beneﬁ t from the Into the Jaws of Hell of 
  another Heretic.
  IRON DISCIPLINE
  Tier: 2
  Prerequisite: Fellowship 30
  Iron sharpens iron. The character does not coddle his subordinates 
  nor motivate them through kindness. The character’s stalwart 
  example and stern leadership exhorts them with steel instead of 
  spoils. If the character is visible to his followers, either in person 
  or via vox- or pict-caster, they may reroll failed Willpower Tests 
  made to resist Fear and Pinning. Heretics cannot beneﬁ t from the 
  Iron Discipline of another Heretic. 
  IRON JAW 
  Tier: 1
  Prerequisite: Toughness 40
  The character has taken blows from Orks and given back 
  as good as he got. The character can bounce back from 
  most strikes without ill effects. If ever Stunned, a successful 
  Toughness Test allows the character to ignore the effects.
  JADED
  Tier: 1
  Prerequisite: Willpower 30
  The character’s wide travels have shown him both wonders 
  and horrors beyond the ken of most. The galaxy has thrown 
  its worst at the character and he has yet to ﬂ inch. Dead bodies, 
  xenos creatures, and other terrifying but natural occurrences 
  do not elicit Fear Tests. Terrors of the Warp still affect the 
  character normally.
  KILLING STRIKE
  Tier: 2
  Prerequisite: Weapon Skill 50
  With expert precision the character can land blows which 
  defy his opponent’s ability to counter, sliced through his 
  defences as surely as a powerblade cuts ﬂ esh. When making 
  an All Out Attack, the character may spend one Infamy Point 
  to choose to make that melee attack unavoidable with the 
  Parry or Dodge Skills. Other means of stopping attacks (such 
  as Shadow Fields or Displacement Fields) are unaffected. 
  LEAP UP
  Tier: 1
  Prerequisite: Agility 30
  A combination of athletic ability and speed allow the 
  character to spring to his feet in virtually any circumstance. 
  The character may stand up as a Free Action. 
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  LEGION WEAPON TRAINING
  Tier: 1
  Prerequisite: Chaos Space Marine
  Chaos Space Marines spend years becoming proﬁ cient with 
  all manner of weapons, and by the time a Space Marine 
  enters service in a Legion he has not only trained with 
  both heavy and melee weapons, but used those weapons on 
  countless battle ﬁ elds. Chaos Space Marines are proﬁ cient 
  with all weapons of the Bolt, Chain, Melta, Plasma, Power, 
  Flame, Primary, Las, Solid Projectile, Thrown, and Launcher 
  categories. In essence the only weapons that a Chaos Space 
  Marine is not proﬁ cient with are Exotic Weapons; for these he 
  must acquire individual Talents as normal. 
  LESSER MINION OF  CHAOS
  Tier: 1
  Prerequisite: Fellowship 35
  Though various means the character has acquired a Lesser Minion. 
  Such a Minion is considerably less powerful than the character, 
  though useful nevertheless. Minions come in a myriad of forms 
  such as a brutal subservient cultist, a tainted servitor, or a feral 
  xenos hound. Details on creating a Lesser Minion can be found 
  on page 135. This Talent may be taken more than once, each time 
  adding another Lesser Minion to the character’s retinue.
  LIGHT SLEEPER
  Tier: 1
  Prerequisite: Perception 30
  The slightest change in conditions or the slightest disturbance 
  brings the character from sleep to full awareness, remaining 
  alert even in slumber. The character is always assumed to be 
  awake, even when asleep, for the purposes of Awareness Tests 
  or surprise. Unfortunately, the character’s sleep is not deep 
  and can be frequently interrupted, resulting in a less-than-
  cheery disposition when awake.
  LIGHTNING ATTACK
  Tier: 3
  Prerequisite: Swift Attack
  The character’s speed with weapons is legendary, allowing 
  him to launch ﬂ urries of attacks in melee. A Heretic with this 
  Talent may make the Lightning Attack Combat Action (see 
  page 238). 
  LIGHTNING REFLEXES
  Tier: 1
  Prerequisite: None
  The character always expects trouble, even in the most 
  innocuous situations, allowing him to act quickly when 
  needed. When making an Initiative Roll the character may 
  roll twice and add the highest of the two dice result to his 
  Agility Bonus.
  LUMINEN BLAST
  Tier: 3
  Prerequisites: Luminen Shock, Luminen Capacitors, 
  Mechanicus Implants
  The energies charged in the Heretic’s Luminen Capacitors 
  can be expelled in a ranged attack with a Ballistic Skill Test 
  directing this energy against a single target within 10 metres 
  inﬂ icting 1d10 plus twice the character’s Willpower Bonus 
  in Energy Damage with Pen 2 and the Shocking and Blast 
  (X) Quality. X equals any value between 1 and the Heretic’s 
  Intelligence Bonus, chosen by the Heretic at the time of ﬁ ring. 
  The attack uses a Half Action to accomplish (counting as a 
  Single Attack Action) and the character must pass a Toughness 
  Test when he uses this ability or gain a level of Fatigue.
  LUMINEN SHOCK
  Tier: 2
  Prerequisites: Luminen Capacitors, Mechanicus Implants
  The energies charged in the Heretic’s Luminen Capacitors can 
  be expelled as he grapples with an opponent. By making a 
  successful melee attack (without penalties for being unarmed) 
  or instead of doing Damage during a grapple, the Heretic 
  may deal 1d10 plus his Willpower Bonus in Energy Damage 
  with Pen 2 and the Shocking Quality. 
  MAGLEV TRANSCENDENCE
  Tier: 2
  Prerequisite: Maglev Coils/Mechanicus Implants
  The Heretic has learned how to better use his inbuilt maglev 
  coils. He may hover for a number of minutes equal to 1d10 
  plus twice his Toughness bonus. He may move his Run speed 
  when making a Half Move Action, and suffers no Damage 
  from falling if the Coils are active. Each use expends half 
  the power stored in the coils (therefore he may use the Coils 
  twice before recharging them).
  MARKSMAN
  Tier: 2
  Prerequisite: Ballistic Skill 35
  The character’s steady hand and eagle eye allows him to keep 
  crosshairs steady on any target, regardless of range. Distance is no 
  protection against the character’s marksmanship and he suffers no 
  penalties for Ballistic Skill Tests at long or extended range. 
  MASTER CHIRURGEON
  Tier: 3
  Prerequisite: Medicae +10
  The character’s advanced medical skills enable him to knit ﬂ esh 
  with deft mastery. The character’s exceptional education in 
  the use of the Narthecium, Med-Slate and supplemental drugs 
  give his patients an enormous advantage. The character gains 
  a +10 bonus on all Medicae Skill Tests. Any successful heal 
  attempt (including Heavily and Critically wounded patients) 
  by the character heals 2 additional Wounds. If his patient is in 
  danger of losing a limb from a Critical Hit (see Chapter VII: 
  Combat), the character provides the patient with a +20 bonus 
  to the Toughness Test to prevent limb loss.
  MASTER ENGINSEER
  Tier: 3
  Prerequisite: Tech Use +20, Mechanicus Implants
  The character’s knowledge of engines and their machine spirits 
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  surpasses that of the hidebound savants of the Omnissiah and 
  their blinkered thinking. The character can almost feel the 
  plasma pulsing through a reactor’s conduits as if it were his 
  own veins.  The character gains a +10 bonus on Tech-Use Skill 
  Tests. The Heretic may spend an Infamy Point to automatically 
  succeed on a Tech-Use Skill Test for enhancement, repair, or 
  upgrade of a machine’s system, taking the minimum amount 
  of time possible on the task. In addition at the GM’s discretion 
  the character may repair objects without all the parts at hand, 
  jury-rigging a working device as good as the original.
  MASTERY
  Tier: 3
  Prerequisite: Rank 4 in Selected Skill
  Specialisations: Any Skill
  The character has become a consummate master of a 
  single skill and can perform feats with it that would bafﬂ e 
  lesser men. The character may spend an Infamy Point to 
  automatically pass a Skill Test with his chosen skill provided 
  the ﬁ nal modiﬁ er to his Skill Test is 0 or greater. In addition 
  to simply passing the test the character passes it by a number 
  of Degrees of Success equal to the Characteristic Bonus of its 
  associated Characteristic. This Talent may be taken more than 
  once, each time for a different Skill. 
  MECHADENDRITE USE
  Tier: 2
  Prerequisite: Mechanicus Implants
  Specialisations: Weapon, Utility
  The character is trained in the use of a particular kind of 
  Mechendrite (extra mechanical arms often sprouting from a 
  cyber mantle mounted on the character’s back) in much the 
  same way as Weapon Training allows the use of weapons. 
  Though there are many different types of Mechadendrite, 
  this talent divides them into two categories:
  Weapon: Mechadendrites of this type end in either ranged 
  or close combat weapons, and have the supplemental support 
  and strength necessary for combat.
  Utility: Including such varied types as Machine Spirit 
  Interface, Manipulator, Medicae, Utility, Optical and 
  countless others, these Mechadendrites generally require less 
  hardy mountings, but all interface with the Cyber Mantle in 
  a similar manner.
  MEDITATION
  Tier: 1
  Prerequisite: None
  The character has mastered his body and its reactions by the 
  practice of meditative techniques, shutting down unnecessary 
  functions that enables him to refresh both body and mind. 
  Success on a Willpower Test and 10 minutes without 
  interruption removes one level of Fatigue.
  MIGHTY SHOT
  Tier: 3
  Prerequisite: Ballistic Skill 40
  The character knows the weak points in every armour and 
  material, and has the skill to ensure that his shots land exactly 
  where they do the most damage. The character adds half his 
  Ballistic Skill Bonus to Damage the character inﬂ ict with a 
  ranged weapon.
  MIMIC 
  Tier: 1
  Prerequisite: None
  Vox synthesisers, training, or innate abilities allow the 
  character to accurately mimic the voice of another. The 
  character must study the voice patterns of his intended target 
  for at least one hour for proper imitation, and speak the same 
  language. The character cannot accurately copy the voice of 
  a xenos due to the difference in physiology and the subtle 
  complexities of most alien languages. Listeners must pass 
  a Scrutiny Skill Test with a –10 penalty to penetrate the 
  deception. If the character’s study relied on vox recordings, or 
  comm-link conversations rather than in-person observation, 
  then there is no penalty to the Scrutiny Skill Test to see 
  through it. The character’s deception automatically fails if the 
  listener can clearly see him.
  MINION OF CHAOS
  Tier: 2
  Prerequisite: Fellowship 45, Infamy 30
  Though various means the character has acquired a Minion. 
  Such a Minion is less powerful than the character, though 
  tougher than most and come in a variety of forms such as a 
  disturbing wyrd sorcerer, a well-trained traitor guardsman, or 
  a bloodthirsty alien mercenary. Details on creating a Minion 
  can be found on page 135. This talent may be taken more 
  than once, each time adding another Minion to the character’s 
  retinue.
  NERVES OF STEEL
  Tier: 2
  Prerequisite: None
  Long years on the battleﬁ eld enable the character to remain 
  calm as ﬁ re rains down all around him. The character may 
  reroll failed Willpower Tests to avoid or recover from Pinning. 
  In addition is seldom impressed by the aggressive displays 
  of his enemies and gains a +10 to Willpower Tests when 
  resisting the effects of enemy Intimidation Skill attempts. 
  NEVER DIE
  Tier: 3
  Prerequisite: Willpower 50, Toughness 50
  The character’s will or devotion to the gods can sustain him 
  when his ﬂ esh fails him. The character can spend one Infamy 
  Point to ignore the effects of injury, Fatigue, and Stunning 
  for a single combat. This talent does not prevent the Damage, 
  but allows the character to temporarily ignore its effects for 
  the duration of the combat. Death still affects him normally. 
  ORTHOPROXY
  Tier: 1
  Prerequisite: None
  Either part of the character’s brain has been removed or 
  an inhibitor such as a reason inhibitor circuit has been 
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  implanted within the character’s skull, allowing him ignore 
  mental strain that would affect a more “complete” person. 
  The character receives a +20 bonus to Willpower Tests 
  made to resist mind control or interrogation. He tends not 
  to get jokes, however.
  PARANOIA
  Tier: 2
  Prerequisite: None
  The character knows that danger lurks behind every corner 
  and knows the galaxy hits him with everything it has as soon 
  as he let his guard down. The character gains a +2 bonus 
  on Initiative rolls, and the GM may secretly test using the 
  character’s Perception to notice hidden threats. The price of 
  this eternal vigilance is a twitchy disposition and the inability 
  to relax.
  PEER
  Tier: 1
  Prerequisite: Fellowship 30
  Specialisations: Adeptus Arbites, Adeptus Astra Telepathica, 
  Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, 
  Adeptus Titanicus, Administratum, Astropaths, Daemon 
  Prince, Ecclesiarchy, Chartist Captains, Imperial Guard, 
  Imperial Navy, Inquisition, Navigators, Ofﬁ cio Assassinorum, 
  Planetary Defence Forces, Planetary Governors or Warlords, 
  Rogue Trader, Schola Progenium, Scholastica Psykana, 
  Traitor Legions
  The character knows how to deal with a particular social 
  group or organisation. The character gains a +10 bonus to all 
  Fellowship Tests when interacting with this chosen group and 
  at the GM’s discretion my call upon them for favours from time 
  to time. The GM and player may agree to award this talent 
  when appropriate to the adventure or campaign, though the 
  character must still pay the experience cost for the talent as 
  normal. For some more details on groups which can be Peers 
  see the Powers Within and Without sidebar on page 123.
  This Talent may be awarded multiple times for the same 
  group, in which case it should be listed as Peer (X), with X 
  equalling the number of times the Talent has been awarded. 
  This can be used to represent groups who particularly like 
  the Heretic, and may even be staunch allies. In game terms, 
  the bonus to Fellowship Tests increases to +10 times X, with 
  X being the number of times the Talent has been awarded.
  PITY THE WEAK
  Tier: 1
  Prerequisite: Strength 35, Willpower 35
  Despised are the weak for they cannot stand alone against 
  the power of the gods. The character has nothing but 
  contempt for those less powerful than himself and gains a 
  +10 on Command, Commerce, Deception, and Intimidation 
  Skill Tests when opposed by someone with either a 
  Strength or Willpower Characteristic lower than themselves. 
  Unfortunately, the character also has trouble hiding his 
  contempt from such people and suffers a –10 to Charm Skill 
  Tests when dealing the same people.
  POLYGLOT
  Tier: 1
  Prerequisite: Intelligence 40, Fellowship 30
  The character has an innate ability to derive meaning from 
  unknown languages, and can make himself understood 
  using this intuitive grasp. The character can make untrained 
  Skill Tests with the Linguistics Skill even though it is a 
  Specialist Skill. Being a Polyglot is not the same as having 
  a true knowledge of a language, and characters must make a 
  Linguistics Skill Test (along with the –20 modiﬁ er for being 
  untrained) to have more than the most basic conversations or 
  exchanges of ideas.
   PRECISE BLOW
  Tier: 2
  Category: Weapon Skill 40, Sure Strike
  The character’s eye, hand, and weapon act seamlessly together, 
  placing the characters blows where he intends. When making 
  a Called Shot (see page 234) melee attack, the character 
  reduces the penalty by 10 (so a –20 becomes a –10 instead). 
  If combined with Sure Strike, this reduces the penalty to 0.
  PRETERNATURAL SPEED
  Tier: 3
  Prerequisite: Weapon Skill 40, Agility 50
  The character is a swift moving bringer of death; a living, 
  bloody scythe before whom foes fall like corn before the 
  reaper. When making a Charge Move the character doubles 
  his normal charge movement (i.e. a character with an AB of 3 
  has a charge movement of 9 metres, which is then doubled to 
  18 metres by the Preternatural Speed Talent).
  PROSANGUINE
  Tier: 2
  Prerequisite: Black Blood (Autosanguine) Implants, 
  Mechanicus Implants
  Through iron will or warp-spawned powers, the Heretek may 
  boost his Black Blood implants to greater levels of effort. He 
  must spend 10 minutes in mediation and make a Tech-Use 
  Test. If he succeeds, he heals 1d5 points of Damage plus one 
  additional point of Damage for every two Degrees of Success. 
  If he rolls a 96 or higher, he loses the ability to use his Black 
  Blood implants or the Prosanguine Talent for one week. 
  PSY RATING
  Tier: 3
  Prerequisite: Psyker
  The character is a psyker, his power in game terms rated on a 
  scale of 1 to 10, where  Psy Rating 1 is the lowest to warrant 
  the attentions of the gods and tap into the warp, and a rating 
  of 10 represents one of the most powerful sorcerers or daemon 
  princes in existence. See Chapter VI: The Powers of the Warp for 
  detailed rules on the game mechanics of this ability. Increasing 
  a character’s Psy Rating represents that character unlocking 
  more of his psychic potential and becoming more and more 
  powerful. A character may take this talent multiples times. Each 
  time this talent is taken the character’s Psy Rating is increased 
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  by 1, to a maximum of 10. An increase in Psy Ratings in BLACK 
  CRUSADE does not give additional Psychic Powers. Characters 
  must have the Psyker Trait to take this Talent. This means that 
  only Sorcerers or Wyrds can take Psy Rating, unless a character 
  gains the Psyker Trait by some other means. 
  A character may not purchase a higher Psy Rating 
  than his Willpower Bonus plus his Corruption Bonus. 
  If Heretics start play with a higher Psy Rating (or gain 
  a higher Psy Rating through some other means), this 
  simply means he cannot make further purchases until their 
  combined bonuses increases.
  PSYCHIC POWER 
  Tier: 1
  Prerequisite: Psyker
  Either through training or natural development, the 
  character has learned an additional Psychic Power. This 
  power must be selected from one of the powers presented 
  in Chapter VI: Psychic Powers. The experience cost and 
  requirements for psychic powers are not the same as other 
  Talents (as detailed on page 77) and can instead be found 
  in Chapter VI: Psychic Powers. Characters must have the 
  Psyker trait to take this talent.
  QUICK DRAW 
  Tier: 1
  Prerequisite: None
  The character has practiced so frequently with his weapons 
  that they practically leap into his hands in response to a 
  simple thought. The character can draw and ready a weapon 
  as a Free Action when the character is armed with a Pistol or 
  Basic-class ranged weapon, or a melee weapon that can be 
  wielded in one hand. 
  RADIANT PRESENCE
  Tier: 1
  Prerequisite: Fellowship 30
  There is something wondrous and bewitching about the 
  character, the way he holds himself and the look in his eyes 
  that puts people at ease, blurring their minds and drawing 
  their focus like moths to a ﬂ ame. Everyone within 20 metres 
  that can see the character feels a touch of euphoria just by 
  being near him and suffer lessened effects from things that 
  would upset of distress them. Those affected gain a +10 
  to Willpower Tests to resist Fear or against Intimidation 
  attempts. This ability affects all those close to the character 
  indiscriminately, though not the character himself.
  RAPID REACTION
  Tier: 2
  Prerequisite: Agility 40
  The character has honed his reactions to a razor’s edge, 
  allowing him to act while most stand dumbfounded. When 
  surprised or ambushed, a successful Agility Test allows the 
  character to act normally.
  RAPID RELOAD
  Tier: 1
  Prerequisite: None
  The ﬁ ring ranges and weapon drill chambers are the 
  character’s constant abode, and hours of reloading countless 
  magazines or power cells means that he can replace them 
  without looking and without thinking. The character halves 
  all reload times, rounding down. Thus, Half Action reload 
  become a Free Action, a Full Action reload becomes a Half 
  Action and so on.
  RAPTOR
  Tier: 1
  Prerequisite: Operate (Aeronautica) 
  Many warriors of the Ruinous Powers, especially those of 
  the Space Marine Legions, use jump packs so that he might 
  close quickly with his foes and rip them to pieces face to 
  face. When the character makes a Charge Action using a Jump 
  Pack his melee attack deals an extra d10 of Damage for every 
  two Degrees of Success he scores on his Weapon Skill Test to 
  a maximum of two extra d10.
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  RESISTANCE
  Tier: 1
  Prerequisite: None
  Specialisations: Cold, Fear, Heat, Poisons, Psychic Powers
  The character’s background, experience, training, exposure, 
  or plain stubbornness has developed a resistance within him. 
  Each time the character select this talent, choose one area of 
  resistance. The character gains a +10 bonus when making 
  tests to resist the effects of this group. The character’s GM 
  may wish to approve certain choices or have them justiﬁ ed by 
  the character’s past.
  SACRIFICE 
  Tier: 2
  Prerequisite: Psy Rating
  The Chaos Gods are said to demand blood and sacriﬁ ce from 
  their followers, and those on the path to glory are  always 
  eager to offer such things in exchange for greater power. 
  For sorcerers in particular, the offering of blood and life 
  allow more ambitious use of their powers. A psyker with 
  the Sacriﬁ ce Talent may ritually prepare and slay a sacriﬁ cial 
  victim (which must be a human or intelligent xenos). It takes 
  a Forbidden Lore (Warp) Skill Test, taking 2d5 minutes to 
  prepare and anoint a bound and helpless sacriﬁ cial victim. 
  Once prepared, it takes a Full Round action to slay the 
  victim. In the subsequent turn, the psyker gains a +5 bonus 
  to his Focus Power Test for every Degree of Success scored 
  on Forbidden Lore (Warp) Skill Test. In addition, should any 
  Psychic Phenomena or Perils of the Warp occur, the effects 
  are focused through the dying victim. Any effects that would 
  normally affect the psyker instead cause the body to burn to 
  ash in a blaze of iridescent warp-ﬂ ame, dealing 1d10 Energy 
  Damage to anyone within three metres of the victim (gaining 
  the Warp Weapon trait and increasing the area to a ﬁ ve-metre 
  radius if it was caused by Perils of the Warp). 
  SHARPSHOOTER
  Tier: 2
  Prerequisite: Ballistic Skill 40, Deadeye Shot
  The Heretic’s steady hand and eagle eye allow him to place 
  shots or strikes exactly where he wants. When making a 
  Called Shot (see page 234), the character reduces the penalty 
  by 10 (so a –20 becomes a –10 instead). If combined with 
  Deadeye shot, this reduces the penalty to 0. 
  SIDEARM
  Tier: 3
  Prerequisite: Two-Weapon Wielder
  Many champions of the gods, and despised captains of the 
  Imperium, favour ﬁ ghting with both blade and pistol. When 
  armed with a pistol and melee weapon in either hand (which 
  the character could normally use single-handedly), the 
  character reduces the penalty for Two-Weapon Fighting by 10 
  (so –20 would drop to –10). If taken with the Ambidextrous 
  Talent, this drops the penalty to +0.
  SOUND CONSTITUTION
  Tier: 1
  Prerequisite: None
  The character gains an additional Wound. The character 
  may purchase this Talent multiple times up to his Toughness 
  Bonus. When a character has gained this Talent multiple 
  times note the number of times it has been taken after the 
  talent, such as Sound Constitution (3).
  SPRINT
  Tier: 3
  Prerequisite: None
  The character can move at great speeds. When taking a Full 
  Move Action, the character can move an extra number of 
  metres equal to his Agility Bonus. When taking the run action, 
  the character may double his movement for one round. The 
  character gains one level of Fatigue if he uses this Talent two 
  turns in a row.
  STEP ASIDE
  Tier: 3
  Prerequisite: Agility 40, Dodge, Parry
  The character can sway his body out of the path of an 
  attack, causing it to pass through thin air, or turn his blade 
  in mid-swing to deﬂ ect a blow. The character may make an 
  additional Evasion attempt (either a dodge or a parry) once 
  per round. In effect, this gives the character a second Reaction 
  that may only be used for Dodge or Parry attempts, allowing 
  two dodges, two parries or a dodge and a parry in a turn. 
  However, the character may still only attempt a single dodge 
  or parry against each individual attack.
  STORM OF IRON
  Tier: 2
  Prerequisite: Ballistic Skill 40, Weapon Training (any 
  ranged)
  When facing the massed enemies, the Heretic lays down a 
  storm of ﬁ repower that even the most foolhardy cannot push 
  through. When the Heretic deals Damage to a Horde with a 
  semi-auto burst, a full-auto burst, or a weapon with the Spray 
  or Blast Qualities, the Heretic deals additional Damage to the 
  Horde equal to half his Ballistic Skill Bonus. This additional 
  Damage is applied once per attack, not once per hit.
  STREET FIGHTING
  Tier: 1
  Prerequisite: Weapon Skill 30
  The character is adept at close and dirty ﬁ ghting, favouring 
  small weapons or even his bare hands to take down his foes. 
  When armed with a knife (powered, chain or otherwise), 
  similar small weapon, or simply armed with his bare hands, he 
  adds his Weapon Skill Bonus to any Critical Damage he inﬂ icts.
  STRONG MINDED
  Tier: 2
  Prerequisite: Willpower 30, Resistance (Psychic Techniques)
  The Heretic’s mind acts as a fortress against psychic attacks. He 
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  may reroll failed Willpower Tests to resist any Psychic Powers 
  that affect his mind. Psychic Powers that have a physical effect, 
  such as Doombolt, are unaffected by this Talent. 
  SURE STRIKE
  Tier: 1
  Category: Weapon Skill 30
  The character’s eye, hand and weapon act seamlessly together, 
  placing the characters blows where he intends. When making 
  a Called Shot (see page 234) melee attack, the character 
  reduces the penalty by 10 (so a – 20 becomes a –10 instead).
  SWIFT ATTACK
  Tier: 2
  Prerequisite: Weapon Skill 30
  The character’s speed with weapons is legendary, allowing him 
  to launch ﬂ urries of attacks in melee. When a character makes a 
  melee attack, he scores one hit on the initial Degree of Success 
  on his Weapon Skill Test, plus one additional hit for every 
  two additional Degrees of Success. Additional hits are counted 
  as separate hits for all intents and purposes, roll their Damage 
  separately and are reduced by Armour and Toughness as normal. 
  Additional hits are made against the same body location as the 
  original hit. When using Dodge or Parry against a Swift Attack 
  then each Degree of Success scored with a Dodge or Parry Skill 
  Test negates one hit from the Swift Attack.
  If a character is ﬁ ghting with a weapon in either hand or 
  beneﬁ ts from a Talent or Power which allows him to make 
  more than one attack in his turn only one of his attacks 
  may be a Lightning Attack and have the chance of scoring 
  additional hits. Melee weapons with the Unwieldy Special 
  Quality cannot be used to make Lightning Attacks.
  TAKEDOWN
  Tier: 1
  Prerequisite: None
  As a Half Action or when making a Charge Attack the 
  character may declare that he is attempting a takedown against 
  an opponent in melee combat. He then roll to hit (using his 
  Weapon Skill) as normal; using any modiﬁ ers for weapons and 
  talents (or the +20 bonus from Charging). If the character 
  hits and would have done at least one point of Damage (after 
  reduction for Armour and Toughness) it is ignored, but the 
  character’s opponent must make a Challenging (+0) Toughness 
  Test or be stunned for 1 round and knocked prone. In addition, 
  when performing a Stun Action, the character does not suffer a 
  –20 penalty to his Weapon Skill.
  TARGET SELECTION
  Tier: 3
  Prerequisite: Ballistic Skill 50
  The character’s dread gaze marks out his chosen victim, and 
  not even the riotous confusion of close combat interferes. The 
  character may shoot into melee with no penalty. If he aims 
  beforehand, he can avoid any chance of hitting friendly targets. 
  TECHNICAL KNOCK 
  Tier: 1
  Prerequisite: Intelligence 30
  Either through the ease of long practice, or the proper ritual 
  to appease a weapon’s machine spirit, the character can clear 
  stoppages with a simple knock or solid smack of his hand to a 
  weapon. The character may un-jam any gun as a Half Action, 
  but may only use this talent on one weapon per round. The 
  character must touch the weapon (often quickly and violently) 
  to make this talent work.
  THUNDER CHARGE
  Tier: 3
  Prerequisite: Strength 50
  The character charges into combat using his body as an 
  additional weapon to push foes away or to the ground. 
  Driven by rage and momentum, the impact of such a charge 
  can knock a foe ﬂ ying or bring them their knees. When the 
  character makes a Charge Action he can barrel through foes 
  to get to his target. Make an Opposed Strength Test between 
  the character and each foe in his way (i.e., each foe his charge 
  would take him past or through). Those that fail are knocked 
  to the ground. Once the character has tested to knock down 
  those in his way, he may complete his Charge and make his 
  attacks against his intended target. 
  TOTAL RECALL
  Tier: 1
  Prerequisite: Intelligence 30
  Mental conditioning or mental augmentation enables the 
  character to record and recall great amounts of information, 
  effectively granting him a perfect memory. The character can 
  automatically remember trivial facts or pieces of information 
  the character might feasibly have picked up in the past. When 
  dealing with more detailed, complex or obscure facts, such as 
  the exact layout of a defence network, the GM may require a 
  successful Intelligence Test to recall the information.
  TRUE GRIT
  Tier: 3
  Prerequisite: Toughness 40
  The character is able to shrug off wounds that would fell 
  lesser men. Whenever the character suffers Critical Damage 
  (after reduction for Armour and Toughness) reduce the 
  amount by his Toughness Bonus (to a minimum of 1).
  TWO-WEAPON WIELDER
  Tier: 2
  Category: Melee, Ranged
  Intensive training allows the character to use a weapon in 
  each hand when needed. When armed with two one-handed 
  weapons (either melee or ranged weapons), after making 
  a Half Action Attack (this can be a Single Attack, a Swift 
  Attack, or a Lightning Attack with a melee weapon, or a 
  single shot, semi-auto burst, or full-auto burst with a ranged 
  weapon), he may make a Half Action Attack following the 
  same restrictions with the other weapon. (in effect, this allows 
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  the character to attack twice in a round; once from each of his 
  weapons). Both tests made to attack with the weapons suffer 
  a –20 penalty. 
  This Talent may be taken twice, each time with a different 
  focus (melee or ranged). If a character possesses both Talents, 
  then he may ﬁ ght with one melee and one ranged weapon. 
  This talent may be enhanced by the Ambidextrous, Blade 
  Dancer, Gunslinger and Sidearm talents.
  UNARMED MASTER
  Tier: 2
  Prerequisite: Weapon Skill 45, Agility 40, Unarmed Warrior
  The Heretic possesses unparalleled mastery of unarmed combat. 
  He counts as having the Deadly Natural Weapon Trait. 
  UNARMED WARRIOR
  Tier: 1
  Prerequisite: Weapon Skill 35, Agility 35
  Due to extensive training in techniques of unarmed combat 
  the character has gained the Natural Weapon Trait (see page 
  142) improving all his unarmed attacks from 1d5-3 to 1d10 
  Primitive (7) and meaning he counts as armed even when 
  facing opponents with weapons while bare handed. 
  UNHOLY DEVOTION
  Tier: 3
  Prerequisite: Minion of Chaos
  The character’s Minions are fanatically devoted to him and would 
  gladly die in his name. Whenever the character would be hit by a 
  ranged attack he can make an Agility Test for any of his Minions 
  which are no further away from him than his Agility Bonus in 
  metres. If he passes the test then they suffer the hit instead as 
  they have thrown themselves in front of their master, and all the 
  hits effects are worked out against the Minion. Provided they 
  are close enough any number of Minions may try to protect the 
  character in this way—forming a human shield against harm. 
  This Talent only works with Minions and not allied NPCs no 
  matter how favourably they view the character!
  UNREMARKABLE
  Tier: 1
  Prerequisite: None
  Something about the character’s face just doesn’t stick in 
  people’s memories. The character can more easily blend 
  into crowds or pass himself off as a nobody. Any attempts 
  to recall the character’s face or spot him in a crowd suffer 
  a –20 penalty. In addition the character gains a +20 when 
  using the Deceive Skill to either convince someone he has 
  never seen or met him before or if he is trying to appear 
  harmless and ordinary. Naturally this Talent doesn’t work if 
  the character wears distinctive clothes or armour, or carries 
  unique weaponry—a Chaos Space Marine hiding in a crowd 
  of Imperial citizens is pretty easy to spot, especially since they 
  are probably running screaming in all directions...
  UNSHAKEABLE WILL
  Tier: 2
  Prerequisite: Willpower 35
  The character’s faith in the gods and in himself are so strong 
  that he can face any danger with a sneer and a ready insult. 
  The character may reroll any failed Willpower Tests to avoid 
  the effects of Fear.
  WAR CRY
  Tier: 3
  Prerequisite: Strength 50, Willpower 50, Disturbing Voice
  There is something supernatural about the character’s 
  bellowing voice, its tones ﬁ lled with the wails of daemons and 
  its words repellent to the mind, causing terror in the weak. 
  The character may declare at the start of any of his turns that 
  he is making a war cry as a Free Action. All creatures within a 
  50-metre radius treat the character as if he had a Fear Rating 
  of 1 provided they can hear him (though they do not need 
  to be able to  see him) until the start of his next turn. While 
  screaming his bloodcurdling war cry, the character may not 
  communicate in any other way. Making a war cry is taxing 
  however and at the end of any encounter in which it is used 
  (even if only for a single turn) the character suffers a level of 
  Fatigue. 
  WARP CONDUIT
  Tier: 2
  Prerequisite: Psy Rating, Strong Minded, Willpower 50
  The sheer power of the character’s mind allows the character 
  to channel vast amounts of Warp Energy when he chooses to 
  exert himself. When Pushing (see page 207), the character 
  may spend one Infamy Point to add 1d5 to his Psy Rating. 
  Channelling such vast amounts of power is dangerous, 
  however, and he must add +30 to any resultant Psychic 
  Phenomenon rolls.
  WARP LOCK
  Tier: 3
  Prerequisite: Psy Rating, Strong Minded, Willpower 50
  The character has learned to swiftly cut himself off from 
  the warp to protect himself from harm and cocoon his mind 
  against the worst of its effects. Once per game session the 
  character may ignore a Psychic Phenomenon result he has 
  rolled (including a result which would indicate rolling on the 
  Perils of the Warp Table) completely negating its effects. Such 
  rapid dislocation from the warp is stressful and traumatic to 
  the character’s mind, however, and he suffers 1d5 Damage 
  (not reduced by armour or Toughness) as a result, and may 
  not make any Focus Power Tests or sustain other Psychic 
  Powers until the beginning of his next Turn. 
  WARP SENSE
  Tier: 1
  Prerequisite: Psy Rating, Psyniscience, Perception 30
  The character’s senses have evolved to perceive the Warp in 
  parallel with the physical world. After gaining this talent, 
  using the Psyniscience Skill requires a Free Action instead of 
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  a Half Action. In addition, the character can passively detect 
  psychic effects and entities without the need to actively seek 
  them out. Whenever the character could detect such warp 
  signature or creature the GM may allow him to make a 
  Psyniscience Skill Test to detect it, in the same way he might 
  use Awareness to spot an ambush without knowing it is there. 
  WEAPON-TECH
  Tier: 1
  Prerequisite: Tech  Use +10, Intelligence 40
  The character has developed an extensive understanding of 
  advanced technological weapons and their functions, opening 
  them up and learning what makes them tick, hum or click. 
  Once per combat, the character can enhance his weapon 
  increasing it ﬁ repower and deadliness. For one Round per 
  combat Encounter, a weapon personally wielded by the 
  character from the Melta, Plasma, Power, or Exotic category 
  increases its Damage and Penetration by an amount equal to 
  his Intelligence Bonus.
  WEAPON TRAINING
  Tier: 1
  Prerequisite: None
  Specialisations: Bolt, Chain, Heavy, Las, Launcher, Melta, 
  Plasma, Power, Primary, Shock, Solid Projectile and Throwing
  The character can employ some of the most devastating 
  weapons of the battleﬁ eld. The character can use all weapons 
  with Class: Pistol, Basic, Heavy, Throwing, and Melee within 
  the group he has selected with this talent. When a character 
  attempts to use a weapon he does not have the correct Weapon 
  Training Talent for, he suffers a –20 penalty to any relevant 
  Weapon Skill or Ballistic Skill Test. This talent may be taken 
  more than once, each time with a different specialisation.
  WHIRLWIND OF DEATH
  Tier: 2
  Prerequisite: Weapon Skill 40, Weapon Training (any melee)
  When facing massed opponents in combat the character 
  becomes a whirlwind of death, moving, hacking, gutting, and 
  beheading with ceaseless fury. When attacking a Horde, the 
  character deals additional Magnitude damage equal to half 
  his Weapon Skill Bonus. 
  WISDOM OF THE ANCIENTS 
   
  Tier: 2
  Prerequisite: Intelligence 40
  The character has survived many wars, seen much and been 
  favoured with the experience of countless ancient warriors 
  during his life. Within his mind and soul he holds the well 
  of knowledge and wisdom that stretches back to the early 
  years of the Long War. The character may spend an Infamy 
  Point to get insight on a situation and ask the GM a question 
  (which he should answer as helpfully as possible) about the 
  immediate situation which his character faces. The question 
  can be anything the character might legitimately know from 
  stories he has heard or his own experience. For example, when 
  raiding an Imperial cruiser the question might be “where are 
  the Navigator’s quarters.”
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  Minions
  “True power is not what you can do for yourself but what your 
  minions can do for you.”
  – Talasta Veletin, First Lady of the Gilded House
  T
  he greatest champions of the Dark Gods seldom stand 
  alone, nor do they do all their own dirty work. Instead 
  they can call upon legions of fanatical servants and 
  followers, each one enamoured of the champion and willing 
  to spend their life for his cause. Characters are no different, 
  and as they grow in power they can gather a following of 
  creatures and warriors to their side to aid them in their rise 
  to glory, using the strong backs and sharp blades of their 
  underlings to advance their own interests, and even compel 
  them to die in their stead should the need arise—as it so often 
  does upon the path to glory.
  Minions are special followers which Heretics can gain for 
  themselves much as they might acquire a lasting reputation or 
  a piece of valued equipment. Unlike the aid of friendly NPCs 
  which may be ﬂ eeting and half-hearted (and still subject to the 
  control of the GM) a Minion is under the direct control of the 
  player just like his own character and though it might not always 
  follow his orders to the letter it is as loyal as followers are likely 
  to get. In time players can even gather a number of Minions 
  for their Heretic which bolsters his ﬁ ghting abilities; grants him 
  access to Skills, Talents, and Traits he might not have; and—
  most importantly—die for him should he so choose.
  CREATING MINIONS
  When a Heretic takes a Minion Talent (either Greater Minion 
  of Chaos, Minion of Chaos, or Lesser Minion of Chaos), they 
  gain the service of a Minion. Minions do not spontaneously 
  appear out of nowhere, of course, and a player needs to come 
  up with a reason why his  Heretic has acquired the Minion, 
  usually worked out with the aid of the GM. This could be as 
  simple as buying a slave from a feral world market or enticing 
  a soldier away from his warlord with the promise of glory and 
  coin, or as complex as making a lasting pact with a powerful 
  organisation like a Chaos Space Marine Legion and gaining 
  the “assistance” of one of their warriors. The GM may also 
  offer a character a Minion as part of an adventure, should an 
  NPC become tied to the PCs and wish to enter their service 
  (in this case the character still needs to take the appropriate 
  Minion Talent). However it occurs, Minions should be added 
  to a character during downtime between adventures or game 
  sessions; after all bonds of loyalty taking time to strengthen.
  Once a character has acquired a Minion a player can then 
  create it using the rules below. There are no restrictions on 
  what Characteristics, Skills, Talents or Traits a Minion can 
  have beyond those imposed by being a Lesser, Normal or 
  Greater Minion. The GM does however have ﬁ nal say over a 
  Minion’s abilities before it enters play. All Minions fall into 
  three categories of ascending power:
  • Lesser (chosen using the Lesser Minion of Chaos Talent)
  • Normal (chosen using the Minion of Chaos Talent)
  • Greater (chosen using the Greater Minion of Chaos Talent)
  Which type of Minion it is determines the level of its 
  characteristics and its access to Skills, Talents, and Traits. Apart 
  from these factors, however, there are no other restrictions on 
  the exact form a Minion may take and players are encourage 
  to be inventive.
  CHARACTERISTICS
  All Minions have a set of characteristics just like PCs and NPCs 
  representing their various strengths and weaknesses. Minions 
  have a pool of points which they can divide amongst their 
  characteristics depending on their level of power. When creating 
  a Minion divide up these points between Weapon Skill, Ballistic 
  Skill, Strength, Toughness, Agility, Intelligence, Perception, 
  Willpower and Fellowship. A Minion’s characteristics cannot 
  be less than 01 (i.e. players must put at last 1 point into each 
  characteristic when creating them) and cannot be exceed a certain 
  value as determined by the power level of the Minion. The only 
  exception is Infamy, which cannot be bought for minions.
  • Lesser: The Minion has 100 points to spread among its 
  characteristics with no one characteristic higher than 30.
  • Normal: The Minion has 175 points to spread among its 
  characteristics with no one characteristic higher than 35.
  • Greater: The Minion has 250 points to spread among its 
  characteristics with no one characteristic higher than 40.
  EXAMPLE
  Nick has acquired a Minion for his character, a combat servitor 
  salvaged from a space hulk and tainted by long exposure to the 
  warp. Because he wants his Minion to be a bit more powerful 
  than an ordinary servitor he takes the Minion of Chaos Talent 
  making his Minion Normal in power. The ﬁ rst step is creating the 
  servitor’s characteristics. As it is Normal he has 175 points to create 
  its characteristics, though no one characteristic can exceed 35. He 
  decides that it is strong and tough, with reasonable speed and senses, 
  and skilled in close combat. He therefore chooses the following set 
  of characteristics: Weapon Skill 35, Ballistic Skill 01, Strength 
  35, Toughness 35, Agility 24, Intelligence 10, Perception 24, 
  Willpower 10 and Fellowship 01. 
  MENAGERIE OF CHAOS
  The Vortex is ﬁ lled with both the weird, the wonderful 
  and the utterly terrifying. Allies and enemies come in 
  countless shapes and forms, from the more recognisable 
  ﬂ otsam and jetsam of the Imperium (renegade humans, 
  corrupted servitors, and chaos worshipping rogue 
  psykers) to the worst kinds of xenos or creatures of the 
  warp (Eldar pirates, Ork mercenaries, and, of course, 
  daemons). Unburdened by the oppressive social systems 
  of the Imperium there is no limit on the kinds of Minions 
  a character might acquire as long as he is able to coax 
  a creature into his service, usually though either the 
  promise of wealth and reward or the threat of death and 
  pain (or both). As such there are no restrictions on the 
  kinds of Minions a character can have, provided they are 
  created using the rules for Minions presented below and 
  they are approved by the GM.
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  WOUNDS AND MOVEMENT
  A Minion’s Wounds and its Movement rate are both derived 
  from its characteristics (though they may be altered later 
  by the selection of certain Talents and Traits). A Minion’s 
  Movement is based on its Agility Bonus, in the same way as a 
  PC, using Table 1-4: Structured Time Movement on page 39. 
  A Minion’s Wounds are equal to twice its Toughness Bonus.
  EXAMPLE
  Nick’s tainted combat servitor has an Agility Bonus of 2 making 
  its Half Move 2, Full Move 4, Charge 6 and Run 12. It also have 
  a Toughness Bonus of 3 giving it 6 Wounds. If he later selects 
  Unnatural Toughness, he has to adjust its wound Totals.
  SKILLS
  Just like their masters, Minions have access to a number of 
  Skills, often at varying levels of mastery. The number and ranks 
  of these Skills is dependent on the Minions level of power. 
  GMs may also restrict access to certain Skills for Minions 
  (such as Lore or Operate Skills) if there is no reasonable way 
  the Minion could have learned them. Unless the GM states 
  otherwise, all Minions start with one Linguistics Skill of the 
  players’ choice, allowing it to communicate. 
  • Lesser: The Minion may choose 4 Skills at Rank 1 
  (Trained).
  • Normal: The Minion may choose 6 ranks of Skills (either 
  6 different Skills or fewer Skills at higher ranks) with no 
  one skill higher than Rank 2 (Trained).
  • Greater: The Minion may choose 9 ranks of Skills (either 
  9 different Skills or fewer Skills at higher ranks) with no 
  one skill higher than Rank 3 (Experienced).
  EXAMPLE
  Nick now selects Skills for his tainted servitor. As it is a Normal Minion 
  he can choose up to 6 ranks of Skills. He selects Athletics at rank 2, 
  Awareness at rank 1, Evasion at rank 2 and Stealth at rank 1.
  TALENTS
  A Minion’s abilities can be further enhanced by the addition 
  of Talents giving it greater abilities with which to aid its 
  master. Talents are a vital part of a Minion and like Traits 
  really deﬁ ne its nature and whether it is a skill orator, 
  bookish scholar or expert assassin. The number and types of 
  Talents a Minion can take is dependent on its level of power. 
  When selecting Talents Minions must select their Talents 
  following all the normal prerequisite rules, such as having 
  the Psyker Trait for psychic Talents. GMs may also restrict 
  access to certain Talents for Minions if it does not ﬁ t with 
  their background. Finally, unless the GM specially determines 
  otherwise, Minions cannot take any of the Minion Talents. 
  • Lesser: The Minion may choose 5 Talents none of which 
  can be greater than Tier 1. 
  • Normal: The Minion may choose 7 Talents none of 
  which can be greater than Tier 2. 
  • Greater: The Minion may choose 11 Talents up to and 
  including Tier 3.
  EXAMPLE
  Next Nick selects Talents for his Minion. He wants it to be a horror 
  in close combat and quite hard to put down. As a Normal Minion, the 
  tainted servitor can choose 7 Talents none of which may be higher than 
  Tier 2. He selects: Berserk Charge (Melee Tier 1), Flesh Render (Melee 
  Tier 1), Frenzy (Mental Tier 1), Sound Constitution (Physical Tier 
  1), Two Weapon Fighting (Melee, Ranged Tier 2), Weapon Training 
  (Chain) (Melee, Ranged Tier 1) and Crippling Strike (Melee Tier 2).
  TRAITS
  More than anything else, Traits determine the true nature 
  of a Minion and whether it is a ravening daemon, soulless 
  machine or hulking beast. The number and types of Traits a 
  Minion can take is dependant on the Minions level of power. 
  Some Traits also have variable levels indicated by a number 
  in parenthesis (X) denoting extra armour, multiple arms or 
  similar things. When taking a trait the number of this variable 
  depends on the power level of Minion as noted below and if 
  a range of numbers is shown the player may choose a number 
  from within that range. The only exception to this is the 
  Unnatural Characteristic trait which may not have a variable 
  number higher than the Minions associated characteristic 
  bonus (in effect this trait may not more than double any one 
  UNIQUE MINIONS
  While there are a wide variety of Minions that 
  characters can create with the rules as presented here, 
  both players and GMs may want to include more 
  powerful or unique Minions in their games. This could 
  be because they want a Minion with more Skills or 
  Talents than normal or one that has more powerful 
  Traits, an existing trait at a higher level or one which 
  comes with more potent gear. In all of these cases the 
  GM can alter the abilities of Minions to suit his needs 
  if he so chooses, allowing players to alter the rules to 
  match their vision of the Minion they want to create. 
  The GM should keep in mind however that Minions 
  should still not be more powerful that the character 
  they serve, after all a Minion which can best a PC in 
  most areas is not really a Minion at all... 
  THEY’RE NOT LIKE US
  Though Minions follow the same fundamental rules (i.e. 
  Characteristics, Skills, Talents, etc.) as Player Characters, 
  they are not created in the same way and therefore are 
  not as powerful or diverse as a true character. This is 
  entirely intentional as Minions are just that: followers, 
  servants, and allies. They are not of the same calibre or 
  destiny as a PC and should never overshadow them or 
  outshine them during the course of an adventure. Even 
  potent Minions like daemons and Chaos Space Marines, 
  as powerful as they are, are likely not to be the equal of 
  a Heretic in every way, being weaker examples of their 
  kind than if they were PCs.
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  characteristic bonus). Minions which take the Daemonic trait 
  also gain the Warp Instability trait.
  GMs may also restrict access to certain Traits for Minions 
  if it does not ﬁ t with their background. In addition, if the 
  Minion odes not take the Size Trait, it is assumed to be Size 
  (4), the size of an average human.
  Lesser 
  The Minion may select up to 3 Traits from the following 
  list: Amphibious, Amorphous, Auto-stabilised, Bestial, Blind, Brutal 
  Charge, Burrower (1-5), Crawler, Hoverer (1-4), Machine (1-2), 
  Multiple Arms (1-2), Natural Armour (1-4), Natural Weapons, 
  Quadruped, Size (1-10), Sonar Sense, Soul-bound, Stampede, Sturdy, 
  Toxic (1), Unnatural Senses.
  Normal
  The Minion may select up to 5 Traits from the following 
  list: Amphibious, Amorphous, Auto-stabilised, Bestial, Blind, Brutal 
  Charge, Burrower (1-8), Crawler, Dark-sight, Deadly Natural 
  Weapons, Fear (1), Hoverer (1-6), Machine (1-4), Multiple Arms 
  (1-3), Natural Armour (1-6), Natural Weapons, Psyker, Quadruped, 
  Regeneration (1-2), Size (1-10), Sonar Sense, Soul-bound, Stampede, 
  Sturdy, Toxic (1-3), Undying, Unnatural Characteristic (1-3), 
  Unnatural Senses.
  Greater
  The Minion may select up to 7 Traits from the following 
  list: Amphibious, Amorphous, Auto-stabilised, Bestial, Blind, Brutal 
  Charge, Burrower (1-10), Crawler, Daemonic, Dark-sight, Deadly 
  Natural Weapons, Fear (1-2), Flyer (1-6), From Beyond, Hoverer (1-
  10), Machine (1-6), Multiple Arms (1-4), Natural Armour (1-8), 
  Natural Weapons, Psyker, Quadruped, Regeneration (1-4), Size (1-
  10), Sonar Sense, Soul-bound, Stampede, Stuff of Nightmares, Sturdy, 
  Toxic (1-4), Undying, Unnatural Characteristic (1-4), Unnatural 
  Senses, Warp Weapons.
  Trading Traits
  Some variables may be improved further by sacriﬁ cing the 
  number of Traits a Minion could normally take. Players may 
  further improve the Machine, Burrower, Flyer, Hoverer, and 
  Natural Armour Traits in this way. For every trait they do not 
  take they may increase a variable of one of these Traits by 1. 
  EXAMPLE
  Nick’s tainted servitor is a Normal Minion and so can have up 
  to 5 Traits. He chooses the Dark Sight, Machine (4), Unnatural 
  Strength (3) and Unnatural Toughness (3). Rather than choosing a 
  ﬁ fth trait Nick decides to instead sacriﬁ ce his ﬁ fth choice to increase 
  his servitor’s Machine by 1 point to Machine (5).
  EQUIPMENT
  The arming and armouring of Minions is largely the 
  responsibility of their masters and a favoured Minion is 
  usually one with the best weapons and equipment. Minions 
  do bring some gear with them when they join the service of 
  the character as determined by their level of power. Minions 
  may only take Common Craftsmanship equipment.
  • Lesser: The Minion may choose one suit of armour 
  and one ranged weapon or one melee weapon with an 
  Availability of Scarce or lower.
  • Normal: The Minion may choose one suit of armour 
  and two ranged weapons or two melee weapons (or one 
  melee and one ranged weapon) with an Availability of 
  Rare or lower. They may forgo taking one weapon to 
  take another with an Availability of Very Rare instead.
  • Greater: The Minion may choose one suit of armour 
  with an Availability of Extremely Rare or lower (if 
  power armour, it may only have one sub-system of the 
  players’ choice) and two ranged weapons and two melee 
  weapons with an Availability of Very Rare or lower. They 
  may forgo taking one weapon to take another with an 
  Availability of Extremely Rare instead.
  Players may forgo taking one of their weapons or armour 
  to take other equipment with an equivalent Availability 
  instead. At the GM’s discretion Minions may also come with 
  backup weapons (of Common availability or lower) and 
  other small items and gear such as clothing, drugs, or tech, 
  provided it is neither expensive or difﬁ cult to ﬁ nd. Players 
  cannot choose equipment for their character’s Minions which 
  the Minion cannot use itself, nor can Minions give up their 
  equipment readily when they enter play. Once a Minion is in 
  the service of a character they have only what he gives them 
  from this point on.
  EXAMPLE
  Nick wants his tainted servitor to have some potent close combat 
  weapons. As his Minion is Normal, he can choose one suit of 
  armour and two ranged or two melee weapons of Scarce or lower 
  Availability. He chooses a pair of chainswords for the servitor 
  (Scarce Availability) which counts as its two melee weapons. Though 
  he could purchase some armour, Nick decides that his servitor looks 
  more thematic without it, and forgoes the armour. 
  LOYALTY
  The ﬁ nal aspect of creating a Minion is to determine its Loyalty. 
  This is a measure of the Minion’s devotion to the character 
  and how readily it follows commands in their absence, or 
  the lengths the Minion goes to in the character’s name. A 
  Minion’s Loyalty is equal to the character’s Fellowship. 
  Whenever the character’s Fellowship changes, for whatever 
  reason, the Minion’s Loyalty also changes.
  The effects of Loyalty and how it can be used to command 
  Minions on page 138.
  EXAMPLE
  Nick’s character has a Fellowship of 32, giving his tainted servitor 
  a Loyalty of 32.
  CREATING A RETINUE
  Characters can if they choose take more than one Minion 
  by taking the various Minion Talents more than once. As 
  a guideline characters cannot have more Minions that their 
  Fellowship Bonus, though these Minions can be of any level 
  of power (i.e. Lesser, Normal or Greater). Players should 
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  keep in mind that there is a difference between Minions and 
  friendly NPCs, and while they may only have three or four 
  Minions they may still command an army of NPC warriors 
  and servants.
  USING MINIONS
  Minions differ from NPCs in that they are not controlled by 
  the GM. Instead they are controlled by the player in the same 
  way as his own character. In effect, a Minion represents an 
  additional, weaker character run by the player, augmenting 
  his abilities in the game and presenting him with different 
  ways to overcome challenges. Minions are not, however, 
  completely subservient to their character’s will (even the most 
  fanatical of followers are not completely infallible), and in 
  certain situations may not do what the character wants (or 
  they might just get it wrong).
  Whenever a player wants one of his character’s Minions 
  to either:
  • Risk their life (combat does not count provided the 
  character is ﬁ ghting alongside them)
  • Perform a task out of character (i.e., refrain from attacking 
  a hated foe or from looting the dead)
  • Follow orders in their absence (i.e., left on guard duty or 
  sent off to kill someone)
  The GM makes a Loyalty Test for the Minion. The GM 
  rolls  1d100 against the Minions Loyalty (see page 137), 
  if the roll is equal or less that its Loyalty then the Minion 
  performs exactly as the player wishes, if the roll is greater 
  than its Loyalty then its nerve has failed or something has 
  gone wrong and the GM takes control of the Minion for the 
  remainder of the encounter.
  EXAMPLE
  Nick’s tainted servitor has been sent to kill an informant in the 
  underhive while his character takes care of other matters. Because 
  the Minion is performing a task on its own, the GM make a Loyalty 
  Test for it. Rolling against the tainted servitor’s Loyalty of 32 the 
  GM scores a 47, a failure! As a result the GM takes control of the 
  Minion for the duration of the mission and decides the outcome—
  doubtlessly there are some fresh bodies in the underhive tonight, 
  though it looks like the informant is not going to be among them...
  IMPROVING MINIONS
  Unlike Heretics, Minions do not improve as the character gains 
  experience, and are set at the level at which they entered play, 
  based on the Talent taken to acquire them. With the GM’s 
  permission, however, players may upgrade their Minions by 
  upgrading the Talent associated with them. For instance, a Lesser 
  Minion, acquired with the Lesser Minion of Chaos Talent, could 
  become a Normal Minion if the player took the Minion of 
  Chaos Talent. In this case the old Talent is either discarded (and 
  its experience goes toward the new Talent) or the character can 
  acquire a new Minion for it. In both cases characters must still 
  follow all the Normal prerequisites for acquiring Talents.
  When this occurs the player goes back through Minion 
  creation with his Minion and adds Characteristic Points, 
  Skills, Talents, Traits and gear to make up the difference 
  between its current level and its new level. For instance a 
  Lesser Minion which became a Normal Minion would have 
  another 70 points to spend on characteristics and could raise 
  characteristics up to 30.
  EXAMPLE
  Nick’s character has had his tainted servitor for a while and wants to 
  upgrade its abilities. He takes the Greater Minion of Chaos Talent 
  (spending experience points and meeting the prerequisites) and moves 
  the tainted servitor up to Greater status. This allows him to go back 
  through Minion creation and add additional Characteristic Points, 
  Skills, Talents, Traits and gear to make up the difference between its 
  current level (Normal) and its new level (Greater). Nick can now 
  choose to either discard his Minion of Chaos Talent (provided he 
  doesn’t need it as a prerequisite) and use its experience points to pay 
  for part of the Greater Minion of Chaos Talent, or he could acquire 
  a new Minion of Chaos.
  REPLACING MINIONS
  It is likely that sooner or later a character’s Minions are 
  going to die (or he is going to grow bored with them and 
  dismiss them from his service, possibly violently). When this 
  happens the character does not lose the Talent used to gain 
  the Minion. Instead he may create a new Minion to ﬁ ll the 
  TAINTED SERVITOR
  After centuries drifting in the warp aboard an unshielded 
  vessel, this combat servitor has been restored to life to serve 
  the agents of the Dark Gods.
  the agents of the Dark Gods.
  Tainted Servitor
  6
  6
  35 01 35 35 24 10 24 10 0 1 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 2/4/6/12 
  Wounds: 13
  Skills: Athletics (+10), Awareness (+0), Parry (+10), Stealth 
  (+0)
  Talents: Berserk Charge, Flesh Render, Frenzy, Sound 
  Constitution (1), Two Weapon Fighting, Weapon Training 
  (Chain), Crushing Blow.
  Traits: Dark Sight, Machine (5), Unnatural Strength (+3) 
  and Unnatural Toughness (+3)
  Weapons: Paired Chainswords (Dam 1d10+8, Pen 2, 
  Balanced, Tearing)
  Armour: 5 on all locations (Machine Trait)
  Gear: None
  Loyalty: 32
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  slot left behind, in effect gaining a Minion for the Talent in 
  the same manner as when he ﬁ rst took it. Replacing Minions 
  is not an instant process, however, and unless there are 
  exceptional circumstances, as determined by the GM (such as 
  a loyal allied NPC already with the group and eager to serve), 
  it can only take place in downtime between adventures (i.e., 
  at some point the character would be able to go off and ﬁ nd 
  a new Minion). Replacement Minions follow all the normal 
  rules for Minions and are created in the same way and are 
  subject to GM approval.
  EXAMPLE
  After a long and distinguished service, Nick’s tainted servitor is 
  destroyed at the hands of an enraged Daemonhost. At the end of the 
  adventure Nick’s character can now replace the tainted servitor with 
  a Greater Minion (as he still retains the Greater Minion of Chaos 
  Talent the servitor was linked to). Perhaps the Daemonhost might be 
  open to some kind of deal..
  EXAMPLES OF MINIONS
  The following are some examples of potential minions 
  characters might gain through the Minion Talent.
  LESSER MINION
  Servo-skull: Through the Hoverer and Machine Trait, a 
  high Agility and Awareness, and sacriﬁ cing weaponry for 
  equipment such as an Auspex or a light source, a Heretic can 
  build a servo-skull drone to use.
  Canid: A four legged  hunting and tracking animal can be 
  represented by the Quadruped, Bestial, and Natural Weapons 
  Traits. In this case, forgoing weapons and equipment would 
  make sense, unless the animal has been cybernetically improved.
  MINION
  Tainted Servitor: The Tainted Servitor proﬁ le on the 
  opposite page is a good example of a mechanical Minion able 
  to ﬁ ght for its master.
  Feral Warrior: In this case, forgoing most Traits makes the 
  most sense, as does equipping a heathen barbarian with a 
  Great Weapon or Axe and primitive fur armour. Such an 
  individual would have high Strength and Toughness, but 
  likely suffer in Intelligence and Fellowship. 
  GREATER MINION
  Horror of Tzeentch: Binding a daemon to one’s service is risky, 
  but the beneﬁ ts can outweigh the cost. In this case, the Daemonic 
  Trait would be a must, and the Pysker Trait could be interesting as 
  well. Psy Rating would be needed, and Deadly Natural Weapons 
  make sense for a daemonic entity. In this case the GM could bend 
  the normal Alignment rules for psychic powers and allow the 
  Daemon to take a thematic Tzeentch power to use.
  Chaos Space Marine: A Chaos Marine is a powerful ally 
  indeed, though dangerous and mercurial. A Chaos Space 
  Marine Minion is going to be a shadow of the player character 
  version, but still doable. Unnatural Strength and Toughness, 
  Power Armour, and a Legion Bolter get the job done.
   Traits
  “A daemon is such a beautiful beast—a foreigner to the Materium 
  and yet perfectly formed to rend ﬂ esh and break the minds of men.”
  – Eylis Anilas, Arch-Demagogue of the Faded Host
  S
  kills and Talents represent ability and knowledge gained 
  over the course of a character’s life. Traits, by contrast, 
  are innate abilities gained by virtue of birth and racial 
  circumstance. They may be gained through other means later 
  in life, but they are almost never gained through choice. As 
  indicated in Chapter II: Character Creation, player characters 
  may acquire certain Traits as a result of their origins, experience 
  or other factors that make them who and what they are.
  TRAIT DESCRIPTIONS
  The rules for each trait can be found in the descriptions 
  below. In some cases, a trait has a variable level, indicating a 
  number of armour points, arms or some other factor. In these 
  cases the trait has an (X) after its title, where X indicates the 
  level at which a creature has the trait.
  AMPHIBIOUS
  The creature can breathe water as well as air and can stay 
  underwater indeﬁ nitely without the need to surface. If this 
  trait is taken by a creature with the ability to breathe a 
  substance other than air (i.e. water, ammonia, carbon-dioxide 
  etc) then it can breathe air as well as its native atmosphere.
  AMORPHOUS
  An amorphous creature which has a malleable form, capable 
  of squeezing its body or expanding it. It can change size 
  by one-step in either direction, though doing so does not 
  change its speed. Creatures with this trait determine their 
  movement rates using one-half their Agility Bonus rounded 
  up. Amorphous creatures are often missing  senses and so rely 
  on the Unnatural Senses Trait to perceive their surroundings.
  AUTO-STABILISED
  The creature always counts as braced when ﬁ ring heavy 
  weapons and therefore may ﬁ re a ranged weapon on full or 
  semi-automatic without taking the Brace action ﬁ rst without 
  suffering any penalties to hit.
  BESTIAL
  A creature with this trait is animalistic, tending to behave 
  instinctively rather than rationally. No matter how high its 
  Intelligence score is, it is still bestial. A creature with this trait 
  never needs to make a Survival Skill Test whilst in its natural 
  habitat. Unless starving or desperate, a bestial creature must 
  make a Willpower Test when frightened, startled or injured. 
  On a failed test, the creature ﬂ ees. 
  BLIND
  Blind creatures automatically fail all tests based on vision 
  and automatically fail all Ballistic Skill Tests. Such creatures 
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  take a –30 penalty to Weapon Skill Tests and most other 
  tests that ordinarily involve or are beneﬁ ted by vision. Note 
  that this Trait indicates not only that the creature cannot see 
  but that it also has no other senses which would provide the 
  same beneﬁ t as eyes. The Blind Fighting Talent reduces the 
  penalties to Weapon Skill Tests as normal for Blind creatures, 
  reducing it from –30 to –15. 
  BRUTAL CHARGE (X)
  A creature with this trait deals an extra (X) points of damage 
  per attack when it charges in the same round.
  BURROWER (X)
  A creature with this trait can move through solid objects 
  by burrowing through them. The number in parenthesis 
  (X) indicates its speed when burrowing. Such creatures can 
  burrow through soil, rock, sand, and so on, though some 
  (expressed in the creature entry) can burrow through metal. 
  When a creature burrows, it leaves behind a tunnel. Creatures 
  of one-size smaller than the creature that created  the tunnel 
  can enter these areas without impediment. There’s a 50% 
  chance each round that the tunnel collapses behind the 
  creature.
  CRAWLER
  Worms, serpents, and similar creatures crawl and slither rather 
  than walk. The base move for a creature with this trait is half 
  their normal movement rate (round up) as determined by their 
  Agility Bonus, but they do not take penalties for moving over 
  difﬁ cult terrain.
  DAEMONIC (X)
  Daemonic creatures are creatures of the warp, but can 
  manifest in real space either through sheer strength of will, 
  hunger, or occult rituals. Creatures with this trait increase 
  their Toughness Bonus against all Damage by the number 
  indicated in the parenthesis (X) in the same manner as an 
  Unnatural Characteristic (see Unnatural Characteristics trait 
  on page 144). The effects of this trait stack with the effects 
  of the Unnatural Characteristic trait. This increase is negated 
  by Damage inﬂ icted by force weapons, psychic powers, holy 
  attacks, or other creatures with this trait. Daemonic creatures 
  are also immune to poison and disease. Creatures with the 
  Daemonic trait also gain beneﬁ ts when using Psychic Powers 
  as detailed in Chapter VI: The Powers of the Warp.
  DARK-SIGHT
  A creature with this trait sees normally even in areas of total 
  darkness, and never takes a penalty for ﬁ ghting in areas of 
  dim or no lighting.
  FEAR (X)
  A creature with this trait has an unnerving appearance. The 
  fear of it always has an associated rating (1–4) to reﬂ ect 
  just how awful the creature is to behold and is indicated by 
  the number in parenthesis (X). The higher the Fear Rating 
  the harder it is for others to resist going insane from the 
  Table 4-6: Traits
  Trait
  Description
  Amphibious
  Creature can breathe underwater.
  Amoprhous
  Creature is a slow blob.
  Auto-stabilised
  Always counts as Braced
  Bestial
  Creature is an animal, automatically 
  passes Survival Skill Tests, tests 
  Willpower to avoid ﬂ eeing.
  Blind
  Cannot see.
  Brutal Charge
  Extra damage on a charge.
  Burrower
  Move by digging.
  Crawler
  No penalties for moving over difﬁ cult 
  terrain.
  Daemonic
  Increase Toughness Bonus against 
  normal weapons, immune to disease 
  and poison.
  Dark-sight
  See in darkness.
  Deadly Natural 
  Weapon
  Natural weapons lose Primitive Quality.
  Fear
  Forces others to make Fear Tests to 
  avoid shock and madness.
  Flyer
  Has the ability to ﬂ y.
  From Beyond
  Immune to Fear, Pinning, Insanity 
  Points, and mind-affecting powers.
  Hoverer
  Can hover above the ground.
  Incorporeal
  Insubstantial and weighless, cannot be 
  affected by mundane weaponry.
  Machine
  Creature gains immunities and 
  resistances.
  Multiple Arms
  Additional limbs grant extra attacks.
  Natural Weapons
  Unnarmed attacks deal 1d10+SB 
  damage.
  Phase
  Switch between incorporeal and 
  corporeal as a half action.
  Possession
  Take control of another creature.
  Psyker
  Creature has a Psy Rating of 1 or more, 
  can use psychic powers.
  Quadruped
  Movement equals ABx2
  Regeneration
  Test Toughness to remove damage.
  Size
  Determines creature size and beneﬁ ts.
  Sonar Sense
  Percieve surroundings ﬂ awlessly within 
  30 metres.
  Soul-bound
  Bound to a particular group or creature 
  in exchange for certain beneﬁ ts.
  Stampede
  Failed WP Test causes creature to ﬂ ee, 
  trampling everything in its path.
  Stuff of Nightmares Gain appalling list of immunities.
  Sturdy
  +20 bonus to resist grapple and 
  takedown.
  Swarm
  Made of a swarm of tiny creatures.
  Touched by the 
  Fates
  Has Fate Points
  Toxic
  Attackers take damage.
  Undying
  The creature is immune to many 
  environmental and natural dangers.
  Unnatural 
  Characteristic
  Increases one Characteristic’s Bonus
  Unnatural Senses
  Preceive surroundings by uncanny 
  means.
  Warp Instability 
  Creature must deal damage if damaged, 
  or be cast back to the warp.
  Warp Weapon
  Attacks ignore armour entirely.
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  encounter, as shown on Table 4-7: Fear Ratings.
  When a character encounters a creature with this Trait, 
  they must make a Willpower Test, modiﬁ ed by the severity 
  of the creature’s trait. On a success, the character may act 
  as normal. On a failure, the character must roll on Table 
  8-4: Shock (see page 277), adding +10 to the roll for every 
  Degree of Failure by which the Willpower Test was failed. 
  FLYER (X)
  A creature with this trait has the natural ability to ﬂ y, 
  whether with broad leathery wings, strange Warp energies, 
  or inﬂ atable gas sacs. The number in parenthesis (X) indicates 
  its speed when ﬂ ying. This number replaces the creature’s 
  Agility Bonus for movement Actions. For more details on 
  ﬂ ying, see Chapter I: Playing the Game.
  FROM BEYOND
  The mind of a creature with this trait is beyond the petty 
  frailties and precarious sanity of a mortal mind. It is immune 
  to Fear, Pinning, Insanity Points, and psychic powers used to 
  cloud, control, or delude its minds.
  DEADLY NATURAL WEAPONS
  This creature’s natural attacks are powerful enough to crush 
  plasteel or punch through armour. The creature gains all the 
  beneﬁ ts of the Natural Weapons Trait, except that its attacks 
  no longer have the Primitive Special Quality.
  HOVERER (X)
  Creatures with this trait have a limited capability for ﬂ ight, 
  ﬂ ying no higher than two metres. The number in parenthesis 
  (X) indicates its speed when hovering. This number replaces 
  its Agility Bonus for purposes of calculating Movement. For 
  more details on ﬂ ying, see Chapter I: Playing the Game.
  INCORPOREAL
  Incorporeal creatures are insubstantial and weightless, able to 
  pass through solid objects such as walls and weapons. An 
  incorporeal creature gains a +30 bonus on Stealth Tests due 
  to their ability to merge with objects and the fact they make 
  practically no sounds  when they move. Incorporeal creatures 
  gain the Hoverer (6) trait. An incorporeal creature is also 
  immune to normal weapons—they simply pass through its 
  body as if it wasn’t there. Daemons, psychic powers, warp 
  creatures, other incorporeal creatures, and opponents armed 
  with force weapons may all injure an incorporeal creature 
  normally. An incorporeal creature can’t normally affect 
  the mortal world, and thus can’t Damage non-incorporeal 
  opponents unless it has a suitable special ability or Talent. 
  Creatures with the Incorporeal trait can Damage other 
  creatures with the Incorporeal trait normally.
  Certain devices can keep an incorporeal creature at bay, most 
  notably the Gellar Field of a spaceship. Creatures with this 
  trait cannot pass through such a ﬁ eld.
  MACHINE (X)
  A creature with the Machine trait is fashioned from inorganic 
  materials and is generally more rigorous then ﬂ eshy folks. 
  Machines do not breathe, are immune to the effects of a 
  vacuum, extremes of cold, any mind-inﬂ uencing psychic 
  effect, and their Armour Points apply toward ﬁ re Damage. 
  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.
  MULTIPLE ARMS (X)
  This creature has more than one pair of arms. The exact number 
  of arms is indicated in parenthesis (X), so a Genestealer with 
  Multiple Arms (4) has four arms total. It gains a +10 bonus on 
  Athletics Tests involving climbing and swimming. In addition, 
  for each pair of arms it has—the Multiple Arms value divided 
  by 2—it may make an additional attack as if wielding multiple 
  melee weapons (the creature must either have natural weapons 
  or actual melee weapons to wield for this to take effect). Note, 
  that a creature still requires Two Weapon Wielder (Melee) to 
  make multiple attacks in the same turn. 
  Table 4-7:Fear Rating
  Fear Rating
  Penalty
  Disturbing (1)
  0
  Frightening (2)
  -10
  Horrifying (3)
  -20
  Terrifying (4)
  -30
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  NATURAL ARMOUR (X)
  This creature has a naturally tough hide or an exoskeleton, 
  affording it some protection against attacks. The number 
  in parenthesis (X) indicates how many Armour Points the 
  creature gains to all locations. This trait does not stack with 
  armour. This armour stacks with worn armour, but not with 
  the Machine Trait.
  NATURAL WEAPONS
  This creature has sharp claws, teeth, spines or some other 
  natural weapon with which it can slice and dice its foes. It 
  counts as being armed even when not wielding weapons. Its 
  attacks deal 1d10 points of Damage plus its Strength Bonus. 
  The creature may 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’s assumed they 
  have enough teeth, claws, or spines to ignore a few being 
  removed.) Natural weapons have the Primitive (7) Special 
  Quality, unless stated otherwise in the proﬁ le.
  PHASE
  A creature with this trait can transform its body into an insubstantial 
  state, passing ghost-like through solid objects or barriers of any 
  sort. This trait functions exactly like the Incorporeal trait, except 
  the creature may become solid or insubstantial by spending a 
  Half Action. Phase carries additional limitations. A creature in 
  a phased state cannot cross psychically charged barriers, holy 
  wards, or energy ﬁ elds designed to ﬂ ux space or manipulate the 
  warp, such as a Gellar Field or a Void Shield.
  PSYKER
  Whether due to unnatural inﬂ uences, the study of forbidden 
  lore, or simply sheer force of will, this individual is a Psyker, 
  and can bend the Immaterium to his will. Though this Trait 
  has no beneﬁ ts on its own, it allows characters to purchase the 
  Psyniscience Skill and the Psy Rating and Psychic Power Talents. 
  POSSESSION
  Certain spirit-beings and denizens of the warp have the ability to 
  possess mortal bodies. This is a far more insidious and damaging 
  process than most forms of mental control, or even the power of 
  the strongest psykers to “wear” the bodies of others, as the very 
  fabric of the assaulting warp being is merged with the victim’s 
  living body on a fundamental level so as to allow it to remain 
  in our reality. The mechanisms by which these possessions occur 
  in the game are detailed below, although circumstance and the 
  nature of the entity itself may vary. Note that Daemonhosts, 
  being extraordinary powerful examples of deliberate, ritualistic 
  possessions, designed to  bind and control daemons in living 
  vessels, are a special case and dealt with separately.
  The Possession Attack
  The entity must be within a few metres of its intended 
  victim and use a Full Action. The creature and target make 
  Opposed Willpower Tests each round until either the entity 
  or the victim achieve a total of ﬁ ve Degree of Success over 
  the other—this is cumulative over several rounds. If the entity 
  wins, it successfully possesses its victim. If their victim wins, 
  he has repelled the entity who may not attempt to possess him 
  again for 24 hours. A repelled entity also takes 1d10 points of 
  Damage which is not reduced by armour or Toughness.
  The Effects of Possession
  A possessing entity takes control utterly, binding itself to its 
  victim, and is capable of commanding the body to function 
  regardless of pain and injury, (and indeed might delight 
  in damaging or altering it to suit its whims). The victim 
  increases its Strength and Toughness Characteristics by 10 
  and gains 1d10+3 Wounds. The victim uses the possessing 
  entity’s Intelligence, Perception, Willpower, and Fellowship, 
  and uses the entity’s Psy Rating and powers in place of its 
  own (if any). Likewise, the possessed creature uses any mind-
  related Skills and Talents had by the entity and loses its own.
  The entity may also attempt to recall memories and Skills 
  from its victim with a successful Intelligence Test. In the case 
  of possession by daemon the victim has a good chance of 
  becoming immediately mutated, and likely becomes further 
  mutated the longer the possession continues (see Chapter 
  IX: Corruption and Infamy for more details on mutation).
  Surviving Possession
  Should the victim survive and the entity be cast out by exorcism 
  or some other means, then the ordeal deals 2d10 points of 
  Table 4-8: Size
  Size
  To Hit Modiﬁ er
  Stealth
  Base Movement
  Miniscule (1) (Autoquill, Knife)
  –30
  +30
  AB–3
  Puny (2) (Bolt pistol, Servo-skull)
  –20
  +20
  AB–2
  Weedy (3) (Gretchin, Human Child)
  –10
  +10
  AB–1
  Average (4) (Human, Eldar)
  0
  0
  AB
  Hulking (5) (Ork Nob, Armoured Space Marines)
  +10
  –10
  AB+1
  Enormous (6) (Sentinel Walker, Krootox)
  +20
  –20
  AB+2
  Massive (7) (Battle Tank, Greater Daemon)
  +30
  –30
  AB+3
  Immense (8) (Land Raider, Great Knarloc)
  +40
  –40
  AB+4
  Monumental (9) (Squiggoth, Baneblade)
  +50
  –50
  AB+5
  Titanic (10) (Reaver Battle Titan, Ordinatus War Machine)
  +60
  –60
  AB+6
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  permanent Damage to the character’s Toughness and Willpower 
  Characteristics. In addition, the victim gains 1d10 Insanity 
  Points. If they are, like the Heretic player characters, immune to 
  Insanity Points, they gain 1d10 Corruption Points instead.
  QUADRUPED
  Quadrupeds are much quicker over a distance than their bipedal 
  counterparts. There movement is double that normally indicated 
  by their Agility Bonus (see page 39). This trait is intended to 
  cover creatures with hind legs and forepaws. Creatures with 
  more than four legs may gain this Trait as well increasing their 
  movement as indicated above but adding an addition 2 to their 
  ﬁ nal movement rate (after doubling) for each set of legs beyond 
  the ﬁ rst two (i.e. +2 for 6 legs, +4 for 8 legs etc).
  REGENERATION (X)
  Creatures with this trait heal very quickly. Each round, at 
  the start of its turn, the creature makes a Toughness Test to 
  removes an amount of Damage indicated in the parenthesis 
  after the trait. It loses this trait when slain.
  SIZE (X)
  Creatures come in one of ten different size categories, as 
  shown on Table 4-8: Size. Size affects movement, how well 
  the creature can hide and move undetected and how easy or 
  hard it is to strike in combat. When calculating movement, 
  apply the size modiﬁ er ﬁ rst, and then other modiﬁ ers from 
  other Traits or Talents (such as Quadruped). For the purposes 
  of comparison, a human is a Size (4) creature. Note, a 
  creature’s movement cannot be reduced to less than 1. 
  SONAR SENSE
  A creature with this trait perceives its surroundings by 
  emitting a frequency noise, allowing the creature to locate the 
  position of any solid object within 30 metres. Other creatures 
  within this 30 metre range, and that succeed on an Awareness 
  Skill Test at -10, may detect the curious keening.
  SOUL-BOUND
  The soul of this creature is bound to a higher power or being, 
  in return for a measure of protection. When this Trait is ﬁ rst 
  gained, the entity to which the soul is bound must be decided. 
  Many Imperial psykers, especially Astropaths, are soul-bound 
  to the Emperor, for example, whereas Chaos Sorcerers may be 
  bound to one of the Ruinous Powers. A soul-bound psyker 
  rolls an additional die when forced to roll on the Perils of 
  the Warp table, discarding whichever one he chooses to get 
  a more favourable result. (Essentially, he may replace either 
  the ones die or the tens die with the extra die he rolls) Upon 
  becoming soul-bound, a character must choose one of the 
  following effects: 1d10 Insanity Points (this does not apply to 
  Heretics, as they do not suffer Insanity), the permanent loss of 
  their sight, permanent loss of 1d10 from one Characteristic, 
  or a random mutation. In addition, a soul-bound character 
  is permanently indebted to the entity, which undoubtedly 
  entails all manner of other duties and consequences.
  STAMPEDE
  Whenever a creature with this trait fails a Willpower Test, it 
  automatically stampedes, charging in a straight line forwards 
  as far as possible, overrunning anything in its path until the 
  source of danger has escaped or is crushed under hoof, taking 
  Damage equal to the creature’s Natural Weapon Damage (or 
  1d5+SB I if it doesn’t have one). One stampeding creature 
  automatically causes all other creatures within sight to 
  stampede. The stampede lasts until the source of danger is 
  no longer visible or for 1d10 minutes, whichever occurs last. 
  STURDY
  Sturdy creatures are hard to move and thus gain a +20 bonus to 
  tests made to resist grappling and uses of the Takedown Talent.
  SWARM
  Too small to do much on their own, swarms overwhelm their 
  opponents via sheer weight of numbers. A swarm is often a mass 
  of Miniscule or Puny creatures. Any attack from a weapon 
  that does not either have the Blast, Flame, Spray, or Scatter 
  Qualities only inﬂ icts half Damage. In most circumstances, 
  a swarm creature cannot be Grappled,  Knocked Down, or 
  Pinned, and the swarm may “pour” through suitable small 
  openings such as ducts, vents, and the like, but they may 
  not Jump. The swarm is counted as being destroyed once 
  all its Wounds are lost. The swarm’s attacks have a variable 
  Penetration value (roll each time an attack lands), representing 
  its ability to engulf their victims and attack vulnerable areas.
  THE STUFF OF NIGHTMARES
  Some warp entities are so terribly powerful the will 
  perpetuating their bodies in our reality is almost impossible 
  to break or disrupt. Such entities are completely immune to 
  the effects of poisons, diseases, the need to breathe, most 
  environmental hazards, bleeding, stunning. They also ignore 
  any critical result other than one that would destroy them 
  outright, unless it was caused by a psychic power, force 
  weapon, or holy attack.
  TOUCHED BY THE FATES (X)
  The creature or NPC has a number of Fate Points shown in 
  parenthesis (X). It may use these Fate Points in exactly the same 
  way as Player Characters and may even ‘burn’ a Fate Point to 
  survive death and destruction at the GM’s discretion. The rules 
  for Zealous Hatred also apply to this creature or NPC. 
  TOXIC (X)
  A creature with this trait is poisonous Some weapons rely 
  on toxins and poisons to do their damage. Anyone that 
  successfully deals damage to a Toxic creature must make a 
  Toughness Test with a penalty equal to 10 times the number 
  in parenthesis (X) or suffer 1d10 points of Damage (of the 
  same type as the weapon which inﬂ icted the hit) not reduced 
  by armour or Toughness. For example a creature with Toxic 
  (4) would impose a –40 on Toughness Tests. Some creatures 
  may carry additional effects with their toxins or inﬂ ict more 
  Damage as indicated in their individual descriptions. 
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  UNDYING
  This creature has a strange and ill understood physiology. It 
  cannot be harmed by diseases, poisons, or toxic effects. It has 
  no need to breathe and can survive unaided in a vacuum.
  UNNATURAL CHARACTERISTIC (X)
  One or more of the creature’s Characteristics is unnatural. This 
  is indicated by a number which is then added directly to the 
  creature’s Characteristic Bonus. For example, a creature with a 
  Strength of 41 normally has a 4 Strength Bonus. If the creature 
  had Unnatural Characteristic Strength (3) then its Strength Bonus 
  increases to 7 (4+3). A creature may have this Trait more than 
  once. Each time, it is applied to a new Characteristic. In addition, 
  whenever someone with an Unnatural Characteristic succeeds on 
  a Test utilizing that Characteristic, they gain a number of bonus 
  Degrees of Success equal to half of their Unnatural Characteristic. 
  UNNATURAL SENSES (X)
  The creature can perceive its surroundings using senses other 
  than sight or hearing, using special organs, ﬁ ne hairs, or some 
  other disturbing trait to make itself aware of what’s around it. 
  This trait always includes a range in metres indicated by the 
  number in parenthesis (X).
  WARP INSTABILITY
  Most warp-entities have a tenuous hold on our reality, often 
  maintained only by horror and bloodshed, and may be disrupted 
  if sufﬁ cient harm can be done to their manifested forms. If a 
  creature with this trait takes Damage and does not deal Damage 
  or Insanity Points on other creatures by the end of its next turn, 
  it must make a Willpower Test. The creature takes 1d5 Damage 
  for failure, plus 1 Damage for each Degree of Failure. This 
  Damage cannot be prevented by any means including armour 
  and Toughness. If this would deal Damage equal to or in excess 
  of the creature’s Wounds, it is cast back into the warp.
  WARP WEAPONS
  Creatures with this trait have weapons that are partially 
  insubstantial, able to ignore such mundane things as armour 
  or cover. Natural weapons and attacks made by a creature 
  with this trait ignore physical armour unless it is created from 
  psychoactive materials or is somehow warded against the 
  warp. Force ﬁ elds still work against these attacks normally.
  TRAIT: MECHANICUS IMPLANTS
  The character was a servant of the Machine-God before his fall, or has been augmented by those who were. Therefore, 
  he has access to implants beyond the ken of other heretics.
  Although technically these are augmentations or cybernetic upgrades, the implantation of such devices is reserved for 
  a select group, and consists of far more than simply obtaining these upgrades. 
  ELECTRO-GRAFT
  The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this 
  allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such 
  as skull shunts, ﬁ nger probes, or spine jacks.
  ELECTOO INDUCTORS 
  Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are 
  wired into the nervous system, where they derive power from the bio-electrical emanations of the ﬂ esh and the sacred 
  mysteries of the Potenia Coil. They can be used to emit or siphon power in many ways. 
  RESPIRATOR UNIT
  A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. 
  The unit puriﬁ es the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also 
  contains a vox-synthesiser capable of transmitting the voice in a variety of ways. 
  CYBER-MANTLE
  The Cyber-mantle is a  framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. 
  As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the 
  Omnissiah, this cyber-mantle is often referred to as “the true ﬂ esh.” 
  POTENTIA COIL
  Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce 
  various types of ﬁ elds. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.
  CRANIAL CIRCUITRY
  Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit 
  within housing bolted onto the skull, whilst others nestle within the brain itself.
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  RANGED WEAPONS
  •
  MELEE WEAPONS
  •
  ARMOUR
  •
  DRUGS, 
  CONSUMABLES, 
  TOOLS, AND GEAR
  •
  CYBERNETICS
  •
  DAEMON WEAPONS
  
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  Chapter V: 
  Armoury
  “Strength is an illusion conjured by man’s cunning, the weapons he 
  wields and his willingness to use them to tear the faces from his foes.”
  –Seventh Tenant of the Blood Child
  V
  iolence is the currency of the Vortex. The visceral 
  tearing of the chainsword or the satisfying thump 
  of the bolter are music to the ears of the servants of 
  the Dark Gods, who revel in the destruction and death they 
  can bring. From the hated Imperium which surrounds them, 
  the inhabitants of the Vortex are armed and armoured largely 
  by the forges of their foes; weapons produced in the billions 
  and scattered across the void until they ﬁ nd their way into 
  the waiting hands of heretics and renegades. Unbound by the 
  restraints of the Ordos and the Adepta, the followers of the 
  gods often modify, subvert, or alter their weapons, sometimes 
  even passing on the taint of Chaos to them. 
  Weapons, armour and equipment are vital to a character’s 
  survival and his chances of overcoming his foes. A character 
  becomes much more effective when carrying the right gun 
  or wearing a good suit of armour, improving his chances of 
  winning ﬁ ghts and continuing his existence to bring glory 
  to the gods. This chapter covers all manner of equipment 
  available to characters in BLACK CRUSADE, from humble 
  laspistols and auspexes up to potent suits of power armour 
  and plasma cannons. 
  ACQUIRING EQUIPMENT
  To acquire wargear, a character must ﬁ rst be able to afford it 
  and ﬁ nd it (or steal it from the corpses of his foes!). Characters 
  begin play with certain weapons, armour, or gear depending 
  on their choices when they are created (see Chapter II: 
  Character Creation). All other gear must either be purchased 
  (or found) during game play or during downtime between 
  game sessions. The acquiring of all equipment is dependant 
  on the Availability of the item and the Infamy (constituting 
  his inﬂ uence and resources) of the character. For rules on 
  using Infamy to acquire equipment see page 305.
  CRAFTSMANSHIP
  Craftsmanship represents the quality of an item, how 
  well it has been made or the kinds of  materials used in its 
  creation. All items have a Craftsmanship (usually Common) 
  which can alter its performance in the game. The effects 
  of Craftsmanship depend on the item or service and can 
  vary widely. Weapons and armour all use the same rules for 
  Craftsmanship, as detailed below; other items and services 
  will come into play less often and can be determined by 
  the GM. As a rule, though, a Poor service may take longer 
  and have lessened effects, while a Poor item may fail at an 
  inopportune time. By contrast a Good or Best service will 
  take less time and come with extras included in the price, 
  while a Good or Best item will be well-made and survive 
  harsh treatment. The effect Craftsmanship has on an items 
  value and its cost to the Character to acquire can be found in 
  Chapter I: Playing the Game. 
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  A DARK AGE OF TECHNOLOGY
  In the 41st Millennium most technology is a mystery to 
  man. Many of its secrets have been lost to the endless 
  march of time and the cursed ignorance and superstition 
  spread by the servants of the False Emperor. Within 
  the Vortex, characters may understand the rudiments 
  of how their wargear and weapons work, but more 
  likely they know only how to make it function and not 
  what magic goes on beneath its metal casing. Tech-
  priests, of course, understand a little more and know it 
  is always wise to show respect to the spirit that resides 
  within a machine and placate it with rituals and rites; 
  after all, only those who wish their gun to fail in the 
  midst of battle would ignore these observances.
  RANGED WEAPON CRAFTSMANSHIP
  Poor: Shoddy and dangerous to use, this weapon has the 
  Unreliable Quality. If the weapon already has this Quality 
  then it jams on any failed rolled to hit.
  Common: No effects. This is the default Craftsmanship for 
  ranged weapons in this chapter. 
  Good: This weapon is constructed well, and loses the 
  Unreliable Quality. If it does not have the Unreliable Quality, 
  it gains the Reliable Quality. If it already has this Quality there 
  is no further effect beyond the obvious ﬁ ne workmanship of 
  the weapon.
  Best: As ﬁ ne a piece of craftsmanship as can be found, this 
  weapon never suffers from jamming or overheating, treating 
  any such results as a miss.
  MELEE WEAPON CRAFTSMANSHIP
  Poor: Lax craftsmanship or poorly balanced work means this 
  weapon inﬂ icts a –10 on all Weapon Skill Tests made with it.
  Common: No effects. This is the default Craftsmanship for 
  melee weapons in this chapter. 
  Good: An eye towards balance and design means this weapon 
  grants a +5 bonus to all Weapon Skill Tests made with it.
  Best: Superior materials and superb design means this 
  weapon grants a +10 bonus to all Weapon Skill Tests made 
  with it, and increases the damage it deals by +1. 
  ARMOUR CRAFTSMANSHIP
  Poor: Badly ﬁ tted, designed or damaged, Poor armour is 
  difﬁ cult to wear. Characters wearing Poor armour take a –10 
  penalty to all Agility Tests.
  Good: Well constructed and better ﬁ tting, this armour 
  is easier to wear. It also aids the wearer in non-combat 
  situations, granting him +5 to the social test of his choice 
  whilst wearing it. This could include +5 to a Charm Test for 
  a gleaming suit of brass armour, or +5 to an Intimidation Test 
  when interrogating a captured ofﬁ cial for particularly horriﬁ c 
  symbols carved into the plating.
  Best: This ﬁ nely wrought and perfectly ﬁ tted armour is like 
  donning a second skin. This armour has the same bonus 
  as Good Quality plus weighs half the normal amount and 
  increases the AP by 1. 
  Weapons
  “A weapon unused is a weapon wasted.”
  –Barlagst, Proprietor of Visceral Torment
  W
  eapons are divided into several groups covering a 
  wide variety of armaments, including everything 
  from crossbows and plasma cannons to all manner of 
  close combat weaponry. Unless they are of Poor Craftsmanship, 
  all weapons come with the appropriate holster or carrying strap 
  as part of their cost.
  All  weapons have a proﬁ le that is presented using the 
  following statistics, providing players and GMs with all the 
  relevant information needed to use them:
  Name: The weapon’s title.
  Class: What type of weapon, whether a melee, thrown, 
  pistol, basic or heavy weapon.
  • Melee weapons can be used in close combat. When using 
  a melee weapon a character adds his SB to the Damage 
  he inﬂ icts.
  • Thrown weapons cover anything propelled by muscle 
  power alone and includes knives, axes, spears, and the like. 
  Unless they are also classed as melee, thrown weapons 
  cannot be used in close combat (or if they do, they count 
  as improvised weapons). When using a thrown weapon a 
  character adds his SB to the Damage he inﬂ icts (with the 
  exception of explosives such as grenades).
  • Pistol weapons are ﬁ red one-handed and can be used in 
  close combat. However, when a pistol is used in close 
  combat, the ﬁ rer gains no bonuses or penalties to hit for 
  range or targeting equipment. Pistols with the Scatter 
  Quality ﬁ red in melee are considered to be ﬁ ring at 
  Point-Blank range. However, they do not gain a +30 
  bonus for being at Point-Blank range.
  • Basic weapons normally require two hands but can be 
  used one-handed with a –20 penalty to hit.
  • Heavy weapons always require two hands and must 
  be braced in some way, usually either on a bipod or 
  tripod but possibly on a windowsill or sandbag (or the 
  ﬁ rer’s shoulder in the case of missile launchers), to be 
  ﬁ red without penalties. Firing a heavy weapon without 
  bracing incurs a –30 penalty to hit and prohibits Semi-
  Auto and Full Auto ﬁ re.
  Range: This number is used to determine how far the 
  weapon can be accurately ﬁ red in metres. A weapon’s Short 
  Range is half this number while its Long Range is double this 
  number (for ranged bonuses and penalties see Chapter VII: 
  Combat, pages 245-246). Weapons cannot be ﬁ red at targets 
  more than four times their range distance.
  RoF (Rate of Fire): This indicates whether a weapon can 
  be ﬁ red either on Semi-Auto or Full Auto and how many 
  rounds/charges it expends when doing so. A weapon’s RoF 
  has three entries to indicate the modes in which it can be 
  ﬁ red. The ﬁ rst entry indicates whether the weapon can be 
  ﬁ red singly (with an S). The second entry indicates whether 
  a weapon can be ﬁ red semi-automatically, and the number 
  listed describes the shots ﬁ red. Finally, the third entry 
  describes if the weapon can be ﬁ red on full automatic. Any 
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  USING WEAPONS UNTRAINED
  If a character does not posses the appropriate Talent to 
  use a weapon (see Chapter IV: Talents and Traits) he 
  will not be able to use it as effectively as normal. When 
  a character attempts to use a weapon he does not have 
  the correct Weapon Training Talent for, he suffers a –20 
  penalty to any relevant Weapon Skill or Ballistic Skill 
  Test. If the weapon does not use a Test to hit (such as 
  a ﬂ amer) then this penalty is instead applied as a bonus 
  (i.e. +20) to tests by his targets to avoid the attack.
  mode in which the weapon cannot be ﬁ red is indicated with 
  a “—,” though some weapons can be ﬁ red in more than one 
  mode. If this is the case each of its different rates of ﬁ re will 
  be listed in its proﬁ le. Characters must choose which mode 
  they are ﬁ ring their weapon in before making their attack.
  Dam (Damage): The Damage the weapon does and the 
  type of Damage it inﬂ icts, for the purpose of Critical Hits (as 
  shown in brackets): (E) Energy, (X) Explosive, (R) Rending, 
  (I) Impact.
  Pen (Penetration): Reﬂ ects how good the weapon is 
  at cutting through armour. When a shot or blow from this 
  weapon hits a target, reduce the target’s Armour Points by 
  the weapon’s Penetration, with results of less than 0 counting 
  as 0 (i.e., the armour provides no protection at all). Then 
  calculate Damage as normal. For example, if a weapon with 
  a Penetration of 3 hits a target with 5 Armour Points, the 
  target will only count as having 2 Armour Points against any 
  Damage the hit causes. Note that Penetration has no effect on 
  ﬁ elds, but it does affect cover.
  Clip: How many rounds/charges the weapon holds when 
  fully loaded.
  Rld (Reload): How many Actions the weapon takes to 
  reload. This is generally Half (for a Half Action) or Full (for 
  a Full Action). Some weapons can take a number of Actions 
  over several Rounds. The number of Rounds is given as a 
  number, for example 2Full means that reloading takes two 
  Full Rounds.
  Special: This indicates if the weapon has any special 
  qualities, such as creating a blast when ﬁ red or needing to 
  recharge between shots.
  Wt (Weight): Represents how much the weapon weighs 
  in kg (kilograms).
  Availability: This identiﬁ es the weapon’s Availability and 
  is used when making Acquisition Tests to buy the weapon 
  (see page 306).
  WEAPON SPECIAL 
  QUALITIES
  Some weapons possess special qualities to represent such 
  factors as special Damage or unusual effects. The following is 
  a list of the most widely used weapon qualities. Many Special 
  qualities have an X in parenthesis after their name denoting a 
  variable number of 1 or more depending on the strength or 
  size of the effect. The value of this number as it relates to each 
  individual weapon with this Special Quality can be found on 
  the weapon table.
  ACCURATE
  Some weapons are designed with precision in mind and 
  respond superbly to skilled hands. They grant an additional 
  bonus of +10 to the ﬁ rer’s Ballistic Skill when used with an 
  Aim Action, in addition to the bonus granted from Aiming. 
  When ﬁ ring a single shot from a single Basic Weapon with 
  the Accurate Quality beneﬁ ting from the Aim action, the 
  attack gains an extra 1d10 Damage for every two Degrees of 
  Success to a maximum of two extra 1d10. These extra d10s 
  cannot generate Zealous Hatred.
  BALANCED
  Some weapons, such as swords and knives, are designed so 
  that the weight of the hilt balances the weight of the blade, 
  making the weapon easier to wield. Balanced weapons grant 
  a +10 bonus to Parry Tests when using this weapon. Even 
  if the wielder is using multiple Balanced weapons, he only 
  gains the bonus once.
  BLAST (X)
  Many missiles, grenades and some guns create an explosion 
  when they hit their target. When working out a hit from a 
  Blast weapon, anyone within the weapon’s blast radius in 
  metres (indicated by the number in parenthesis) is also hit. 
  Roll Damage once and apply it to each person affected by 
  the blast.
  CONCUSSIVE (X)
  Some weapons create a deafening blast or shock wave when 
  they hit. When target is struck by a Concussive weapon, 
  must take a Toughness Test with a penalty equal to 10 times 
  the number in parenthesis (X). For example a weapon with 
  Concussive (2) would impose a –20 on Toughness Tests, 
  and Concussive (0) would be a Test with no penalty. If he 
  fails, target is stunned for 1 round per Degree of Failure. 
  Additionally, if the target takes Damage greater than his 
  Strength Bonus, the target is knocked Prone.
  CRIPPLING (X)
  Particularly cruel or deadly weapons sometimes include 
  things like living barbs or shards that remain in their victims’ 
  wounds causing them immense pain and even slowly killing 
  them. When a target suffers at least one wound from this 
  weapon they count as being “crippled” for the remainder of 
  the encounter or until healed of all Damage. If a crippled 
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  character takes more than a Half Action on their turn, they 
  suffer Rending Damage equal to the number in parenthesis 
  (X). This Damage is not reduced by armour or Toughness.
  DEFENSIVE
  A Defensive weapon, such as a shield, is intended to be used 
  to block attacks and is awkward when used for making attacks. 
  Defensive weapons grant a +15 bonus to tests made when used 
  to Parry, but take a –10 penalty when used to make attacks.
  DEVASTATING (X)
  If the target is a horde, a successful hit from this weapon 
  reduces the Horde’s Magnitude by an additional amount 
  equal to X. 
  FELLING (X)
  To kill powerful foes often requires fearsome weapons or special 
  rounds with the ability to punch through even the toughest 
  hides. When calculating damage from Felling weapons, reduce 
  the target’s Unnatural Toughness Bonus by the number in 
  parenthesis (X). Felling only reduces Unnatural Toughness, not 
  the target’s base Toughness Bonus. The reduction occurs for 
  calculating Damage only, and does not persist. 
  FLAME
  Some weapons belch great gouts of ﬂ ame, igniting anything 
  they strike. If a target of a Flame attack is hit (even if he 
  suffers no Damage), he must succeed on an Agility Test or be 
  set on ﬁ re (see page 247).
  FLEXIBLE
  Some weapons are made up of a multitude of loosely-
  connected segments, such as chains, while others, such as 
  whips, are woven from supple hides. These kinds of weapons 
  lash about when used to attack and cannot be Parried. 
  FORCE
  Used exclusively by psykers, these weapons combine 
  archeotech circuitry pattern with rare psycho-reactive 
  crystals to channel their mental power into deadly, reality-
  rending force. Force weapons can take many forms, and 
  comprise several specialised variants, but are largely restricted 
  to swords, staves, and axes. Any melee weapon with the 
  Primitive Quality can be a Force weapon, and increases its 
  Availability to Extremely Rare. Unless wielded by a psyker, 
  Force weapons simply count as normal weapons of their type 
  and are not considered to have the Force Quality.
  In the hands of a wielder with a Psy Rating, their true power 
  is revealed. For every point of Psy Rating the wielder has, 
  the weapon’s Damage and Penetration increase by +1. If the 
  weapon possesses the Primitive Quality, it loses this Quality. 
  For example, a Force sword wielded by a character with 
  Psy Rating 3 would inﬂ ict 1d10+3 (plus SB) and have a 
  Penetration of 3. In addition to normal Damage, whenever 
  a psyker Damages an opponent, he may, as a Free Action, 
  channel psychic force and killing will into the blade. This 
  requires a Focus Power Test using Opposed Willpower. For 
  every Degree of Success, the Force weapon’s wielder deals an 
  additional 1d10 E Damage, ignoring the victim’s Armour and 
  Toughness Bonus. Force weapons cannot be destroyed by a 
  power weapon’s ﬁ eld.
  GYRO-STABILISED
  The weapon has a small auto-stabilisation unit that is typically 
  built towards the end of the barrel. While not as powerful as 
  a suspensor, the gyro-stabiliser helps keep the weapon levelled 
  at the optimal ﬁ ring angle. A Gyro-Stabilised weapon never 
  counts its target as being farther than Long Range (normal 
  maximum range still applies). Heavy weapons with this Quality 
  reduce the penalty for ﬁ ring without Bracing to –20. 
  HALLUCINOGENIC (X)
  Hallucinogenic weapons use drugs or mind-altering exotic 
  energy to disorient or disable their targets, often inducing 
  a variety of short-lived psychological states and delusions. 
  When a creature takes a hit from a Hallucinogenic weapon it 
  must make a Toughness Test with a penalty equal to 10 times 
  the number in parenthesis (X) or suffer a temporary delusion 
  and roll 1d100 on Table 5-1: Hallucinogenic Effects. 
  Respirators and sealed armour provide a +20 bonus to this 
  Test. The effects last for 1 Round, plus 1 additional Round 
  for every Degree of Failure.
  HAYWIRE (X)
  Haywire weapons make use of microwaves or electromagnetic 
  radiation to destroy the inner workings of machines and 
  tech. Everything within the ﬁ eld’s radius, indicated by the 
  number in parenthesis, is affected: Haywire (3) would affect 
  an area with a three metre radius. Roll 1d100 on Table 
  5–2: Haywire Field Effects (adding any modiﬁ ers from the 
  weapon) to determine the strength of the effect. As the ﬁ eld 
  slowly dissipates, the strength lessens one step in severity each 
  round until it becomes Insigniﬁ cant (i.e., a result of Major 
  Disruption would become Minor Disruption the following 
  round and then cease to have an effect the round after that). 
  Additional Haywire attacks in the same area do not stack but 
  instead create a new effect that will either be ignored if lower 
  than the current effect or replaced if higher.
  INACCURATE
  Inaccurate weapons are either far too cumbersome to aim 
  properly or lack any kind of reliable sights. These weapons 
  never gain a bonus from Aiming.
  MAXIMAL
  Maximal weapons have two ﬁ re settings allowing the wielder 
  to either use the weapon at its lower setting to conserve ammo 
  and allow a higher rate of ﬁ re, or make single powerful blasts 
  requiring the weapon to recharge between shots. Before making 
  an attack the user can choose to either ﬁ re the weapon normally, 
  in which case it uses the proﬁ le detailed on Table 5-3: Ranged 
  Weapons, or to ﬁ re it on Maximal. When the weapon is ﬁ red 
  on Maximal it adds 10 to its range, adds 1d10 to its Damage 
  and +2 to its Penetration. If it has the Blast Quality then this is 
  improved by +2, i.e., a weapon with Blast (3) become Blast (5). 
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  Table 5-1: Hallucinogenic Effects
  Roll Effects
  1
  Bugsbugsbugsbugs! The character drops to the ﬂ oor, ﬂ ailing and screaming as he tries to claw off imaginary insects 
  devouring his skin and ﬂ esh. In game terms, the character is Stunned.
  2
  My hands…! The character believes his hands have turned into slimy tentacles, or perhaps the ﬂ esh has begun to strip 
  off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the 
  duration staring at his hands and screaming. In game terms, the character is Stunned.
  3
  They’re coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/ﬂ oor/bushes and 
  opens ﬁ re. The character must spend each Turn ﬁ ring at a random piece of terrain within his line of sight. Any creatures caught in 
  the line of ﬁ re are subject to attacks as normal. Each round, choose a new target at random (use the scatter diagram on page 244 to 
  determine what direction that is, with a “7” meaning he shoots the ground, and a “0” meaning he ﬁ res wildly into the air).
  4
  Nobody can see me! The character believes he is invisible and wanders aimlessly, making faces at those around him. He 
  waddles about in random directions each round (use the scatter diagram on page 244), using a Full Action to move. The 
  character retains his Reactions.
  5
  I can ﬂ y! The sky looks so big and inviting, the character ﬂ aps his arms trying to imitate a pterasquirrel. He may do nothing 
  but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, 
  with the usual consequences for falling—appalling Damage or death being the usual outcomes.
  with the usual consequences for falling—appalling Damage or death being the usual outcomes.
  6
  They’ve got it in for me… The character is overcome with paranoia, believing even his own comrades are out to get 
  him. On the character’s Turn, he must move to a position of cover, getting out of line of sight from any other characters. He 
  remains hidden until the effect ends.
  7
  They got me, mother… The character believes that the gas is toxic and collapses to the ﬂ oor as if dead—he counts as 
  being helpless. Any other character who sees him “die” must pass an Intelligence Test or they think the character is dead too.
  8
  I’ll take you all on! The character is ﬁ lled with a burning rage and a desire for violence. The character enters a Frenzy (see 
  page 124) and attacks the closest opponent.
  9
  I’m only little! The character believes he has shrunk to half his normal size, and everything else is big and frightening now. 
  All other characters count as having a Fear Rating of 3 to the character.
  0
  The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up his leg. If 
  holding a gun, he shoots himself with it, or if not, he hits himself in the leg with whatever melee weapon he is holding. If the 
  character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with it. Randomly 
  determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals normal Damage.
  The weapon also uses three times the normal amount of ammo 
  per shot and gains the Recharge Quality.
  MELTA
  Using intense blasts of heat to excite particles and carve away 
  armour, these weapons can slag even the hardest materials 
  if ﬁ red from a close enough range. This weapon doubles its 
  Penetration when ﬁ ring at Short Range.
  OVERHEATS
  Certain weapons are prone to overheating, either because of poor 
  design or because they ﬁ re unstable superheated ammunition. 
  An unmodiﬁ ed roll to hit of 91 or higher causes the weapon to 
  Overheat. When this happens the wielder immediately suffer a 
  single hit from the weapon to his arm (left or right, depending 
  on which hand he favours). Once the hit has been resolved the 
  wielder must then make an Agility Test or drop the weapon as 
  a Free Action. Whether or not the wielder drops the weapon, 
  it must spend the following round cooling down and cannot 
  be used. Weapons with this Special Quality never jam; and jam 
  result indicates they Overheat instead.
  POWER FIELD
  A ﬁ eld of power ﬂ ickers around weapons with this Quality, 
  increasing its Damage and Penetration. Such modiﬁ ers are 
  already included in the weapon’s proﬁ le. When a character 
  successfully uses this weapon to Parry an attack (or his own 
  attack is parried) by a weapon without the Power Field, 
  Natural Weapon, or Warp Weapon Quality or Trait, he has a 
  75% chance of destroying his attacker’s weapon.
  PRIMITIVE (X)
  Crude and basic in design, these kinds of weapons, while still 
  deadly, are less effective than more modern weapons. When 
  rolling for Damage with these weapons, any dice roll greater 
  than the number in parenthesis (X) counts as that number. For 
  example a weapon with Primitive (7) would count all Damage 
  rolls of 8, 9 or 0 as 7. These weapons still require a Damage 
  score of 0 to generate Zealous Hatred as normal.
  PROVEN (X)
  Weapons with a Proven Quality always inﬂ ict massive trauma 
  and treat any die roll for Damage lower than the Proven rating (as 
  indicated by the number in parenthesis) as if it were the Proven 
  rating instead. Thusly, a Proven (3) weapon would treat any die 
  roll of 1 or 2 as a 3 for the purposes of calculating Damage.
  RAZOR SHARP
  Certain weapons or ammunition have the ability to slice 
  right through armour if they hit just right. If the wielder 
  scores three or more Degrees of Success when rolling to hit 
  with this weapon, double this weapon’s Pen when resolving 
  the hit.
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  RECHARGE
  Because of the volatile nature of the weapon’s ammunition 
  or due to the way it ﬁ res, the weapon needs time between 
  shots to Recharge. The weapon must spend the Round after 
  ﬁ ring building up a charge and cannot be ﬁ red—in effect the 
  character can only ﬁ re the weapon every other Round.
  RELIABLE
  Patterned on tried-and-true technology, Reliable weapons 
  seldom fail. Reliable weapons only Jam on an unmodiﬁ ed hit 
  roll of 00. Reliable weapons with the Spray Quality or which 
  do not make hit rolls never Jam. 
  SANCTIFIED
  These weapons are blessed against the forces of Chaos. Any 
  Damage inﬂ icted by a Sanctiﬁ ed weapon counts as Holy 
  Damage. Holy damage does not have any integral effects, but 
  works different against some Daemonic and Warp creatures 
  (see page 140).
  SCATTER
  The standard ammunition of these weapons spreads out when 
  ﬁ red, hitting more of the target. At Point Blank Range this 
  weapon gains a +10 to hit and inﬂ icts an additional +3 Damage. 
  At Short Range it gains an additional +10 to hit. At Long or 
  Extreme Range it suffers –3 Damage (to a minimum of 0).
  SHOCKING 
  Shocking weapons can Stun their opponents with a powerful 
  surge of energy. A target that takes a hit from a Shocking 
  weapon must make a Challenging (+0) Toughness Test. If 
  he fails, he is Stunned for a number of Rounds equal to his 
  Degrees of Failure.
  SMOKE (X)
  Rather than inﬂ icting Damage, these weapons throw up dense 
  clouds of smoke to create cover. When a hit is scored from 
  a weapon with the Smoke Quality, it creates a smokescreen 
  a number of metres in diameter from the point of impact 
  equal to the number in parenthesis (X). This screen lasts for 
  1d10+10 Rounds, or less in adverse weather conditions (see 
  the effects of Smoke on page 243).
  SPRAY
  Spray weapons project a cone of missiles, liquid or ﬁ re out 
  to the range of the weapon. Unlike other weapons, Spray 
  weapons have just one range, and when ﬁ red, hit all those in 
  their area of effect. The wielder does not need to Test Ballistic 
  Skill; he simply ﬁ res the weapon. All creatures in the weapon’s 
  path, a cone-shaped area extending in a 30-degree arc from 
  the ﬁ rer out to the weapon’s range, must make an Agility 
  Test or be struck by the attack and take Damage normally. 
  Cover does not protect characters from attacks made by Spray 
  weapons unless it completely conceals them. Because Spray 
  weapons make no roll to hit, they are always considered to hit 
  targets in the body, and will Jam if the ﬁ rer rolls a 9 on any of 
  his Damage dice (before adding any bonuses).
  SNARE (X)
  Weapons with this Quality are designed to entangle enemies. 
  On a successful hit, the target must make an Agility Test with 
  a penalty equal to 10 times the number in parenthesis (X) or 
  be immobilised. For example, a weapon with Snare (1) would 
  impose a –10 on Agility Tests. An immobilised target can attempt 
  no other actions except to try to escape the bonds. He can attempt 
  to burst the bonds (a Strength Test) or wriggle free (an Agility 
  Test) in his Turn. Both tests are made with the same penalty as 
  the original test. The target is considered helpless until he escapes.
  STORM
  A weapon with the Storm Quality unleashes shots at rapid 
  speed, often through use of a double-barrelled design. This 
  Quality doubles the number of hits inﬂ icted on the target 
  and the amount of ammunition expended. For example, when 
  ﬁ ring a weapon with the Storm Quality in fully automatic 
  mode, each degree of success yields two additional hits (to a 
  maximum of twice the weapon’s Full Automatic rate of ﬁ re).
  TEARING
  Tearing weapons are vicious devices, often using multitudes 
  of fast-moving jagged teeth to rip into ﬂ esh and bone or 
  simply blasting massive wounds in ﬂ esh. These weapons roll 
  one extra die for Damage, discarding the lowest die rolled.
  151
  Table 5–2: Haywire Field Effects
  Roll Field Strength
  1-2
  Insigniﬁ cant: There is no noticeable effect on 
  nearby technology.
  3-4
  Minor Disruption: All actions utilising technology, 
  including ﬁ ring Ranged weapons without the Primitive 
  Quality, Tech-Use Tests, and any physical actions 
  attempted while wearing power armour or employing 
  cybernetics suffer a –10 penalty. The Base Movement of 
  anyone in power armour is reduced by 1.
  5-6
  Major Disruption: All actions utilising technology, 
  including ﬁ ring Ranged weapons without the 
  Primitive Quality, Tech-Use Tests, and any physical 
  actions attempted while wearing power armour or 
  employing cybernetics suffer a –20 penalty. The Base 
  Movement of anyone in power armour is reduced by 
  3. Melee weapons with technological components 
  function as a Primitive weapon of the analogous type.
  7-8
  Dead Zone: Technology within the affected 
  area completely ceases to function. Power armour 
  becomes unpowered, reducing the wearer’s 
  movement to 1. Characters with cybernetic 
  replacements to any internal organ(s) suffer one level 
  of Fatigue each round they remain in the Dead Zone. 
  Melee weapons with technological components (i.e., 
  power swords) function as a Primitive weapon of 
  their type.
  9-0
  Prolonged Dead Zone: As Dead Zone (if this 
  result is rolled, the ﬁ eld lasts for two rounds as it 
  lessens to Dead Zone during the following round).
  
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  TOXIC (X)
  Some weapons rely on toxins and poisons to do their 
  damage. Anyone that takes Damage from a Toxic weapon, 
  after reduction for armour and Toughness Bonus, must 
  make a Toughness Test with a penalty equal to 10 times the 
  number in parenthesis (X) or suffer an additional 1d10 points 
  of Damage (of the same type as the weapon which inﬂ icted 
  the hit) not reduced by armour or Toughness. For example, 
  a weapon with Toxic (4) would impose a –40 on Toughness 
  Tests. Some weapons or creatures may carry additional effects 
  with their toxins or inﬂ ict more Damage as indicated in their 
  individual descriptions.
  TAINTED 
  These weapons are infused with the power of Chaos, and 
  manifest the corruption in their bearer. Weapons with this 
  Quality add their wielder’s Corruption Point Bonus (the 10s 
  column of their Corruption Point total) to Damage dealt. 
  TWIN-LINKED
  A simple way to increase the ﬁ repower of a weapon is to 
  strap two of them together! Twin-linked weapons represent 
  two of the same kind of weapon ﬁ xed together and rigged to 
  ﬁ re simultaneously with a single squeeze of the trigger. When 
  ﬁ ring a Twin-Linked weapon the wielder can choose to either 
  gain a +10 to hit or an additional hit if they score at least one 
  successful hit. Twin-Linked weapons expend twice their RoF 
  in ammunition with each shot.
  UNBALANCED
  Heavy and difﬁ cult to ready after an attack, these kinds of 
  weapons impose a –10 penalty to any Parry Skill Tests when 
  wielding this weapon. Unbalanced weapons cannot be used 
  to make Lightning Attacks.
  UNRELIABLE
  Certain weapons misﬁ re more often than normal because they 
  are badly maintained or constructed. An Unreliable weapon 
  suffers a Jam on a roll of 91 or higher, even if ﬁ red on Semi- 
  or Full Auto.
  UNWIELDY
  Huge and often top-heavy, Unwieldy weapons are too 
  awkward to be used defensively. Unwieldy weapons cannot 
  be used to Parry. Unwieldy weapons cannot be used to make 
  Lightning Attacks.
  WARP WEAPON
  Rare weapons are sometimes composed of the raw power 
  of the Warp or crafted with foul sorcery to hold its power 
  and make them anathema to all living things. Warp weapons 
  ignore Armour and the AP generated from cover. Force ﬁ elds 
  and armour specially warded work normally against them.
  CURRENCIES WITHIN THE VORTEX
  Within the Vortex, currency is either tied to the masters 
  of individual worlds (and secured against their own 
  fortunes) or is itself intrinsically valuable (such as coinage 
  minted from precious metals or rare gemstones). This 
  means that characters are likely to encounter a dizzying 
  array of coins, tokens and notes during their travels, 
  like the Rubal Shards of Hyshabore, said to be made 
  from pieces broken off the crystal palace of the Daemon 
  Prince himself, to the Blood Notes of the Shadeling 
  Warrens, stained by a drop of blood from all those who 
  touch them. Some places even use Imperial currencies 
  such as Throne Gelt from the Calixis Sector, though 
  carrying large amounts of such wealth brings its own 
  perils within the Vortex and might mark one out as an 
  agent of the Imperium. Whatever form currency takes, 
  its effects remain the same for the characters for buying 
  and selling gear and goods, though the GM should 
  feel free to make up his own methods for transaction 
  dependant on where the characters ﬁ nd themselves. 
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  LAS WEAPONS
  Produced by the millions on countless forge worlds, laser or 
  “las” weapons are by far the most numerous type of weapon 
  throughout the dominions of mankind. While somewhat 
  complex to manufacture, their STC template is well known and 
  their extreme ruggedness and ease of use makes them common 
  throughout the Vortex, and a favoured tool of Chaos worshippers 
  for the minimal training and strength required to ﬁ re one.
  HELL HAMMER LASCANNON
  A common variant of the man-portable lascannon used by the 
  Imperial Guard, the Hell Hammer is a large bulky weapon 
  that usually has a crew of two or three men, or one Traitor 
  Legionnaire. Though it is awkward to wield, it can ﬁ re laser 
  beams with enough force to punch through a battle tank.
  LASGUN
  Produced in the trillions, the lasgun (created in hundreds of 
  local and Imperial patterns) varies in shape and appearance 
  but remains a reliable and functional infantry riﬂ e. Though 
  there are more powerful weapons, few rival the lasgun’s 
  dependability and robustness.  
  Lasgun variable setting: Certain patterns of lasguns 
  have a variable setting option, allowing them to ﬁ re higher-
  powered bursts. This is especially true amongst the renegades 
  of the Screaming Vortex, who are not forced by Mechanicus 
  strictures to maintain their weapons to some artiﬁ cial 
  standard. Lasguns may be ﬁ red on overcharge mode, dealing 
  +1 Damage but using two shots worth of ammunition per 
  shot ﬁ red. Additionally, they may be ﬁ red on overload mode, 
  dealing +2 Damage and gaining +2 Penetration. In this case 
  they use four shots worth of ammunition per shot ﬁ red, lose 
  Reliable, and gain Unreliable. 
  LASPISTOL
  As common as the lasgun, the laspistol 
  is the backup weapon of choice for both 
  Imperial forces and many of their foes. 
  It is a favoured sidearm for Imperial and 
  Renegade ofﬁ cers alike, and shares the 
  lasgun’s reliability. 
  Laspistols beneﬁ t from the lasgun variable setting rule. 
  LAS CARBINE
  A cut-down version of the lasgun, the las carbine makes a 
  good backup weapon, often given to vehicle crews or support 
  staff. Their smaller construction (they have shorter barrels 
  and often come with folding stocks) mean they are popular 
  with those who wish to carry a concealed weapon as well. Las 
  carbines can be ﬁ red with one hand at only a –10 penalty, 
  rather than the normal –20 penalty for basic weapons. 
  Las Carbines beneﬁ t from the lasgun variable setting rule. 
  LONG-LAS
  Favoured by snipers, the long-las is a specially modiﬁ ed version 
  of the lasgun constructed for added range and accuracy. As 
  it’s name implies, a long-las has a much longer barrel than a 
  lasgun, both to increase range and prevent overheating.
  A long-las beneﬁ ts from the variable setting rule. 
  M41 MULTI-LASER
  Often found mounted on vehicles as a counter to infantry and 
  light vehicles, the multi-laser is a multi-barrelled gatling laser with 
  an impressive rate of ﬁ re. However, its blasts lack the penetration 
  of the lascannon, making it less effective against heavy armour.
  SOLID PROJECTILE 
  WEAPONS
  Commonly known as slug-throwers, these weapons are 
  exceedingly common throughout the Vortex. Most alien 
  races have their own versions as well, as it’s a fairly simple 
  technology that is easy to manufacture. People of all types 
  commonly carry one kind or another for their basic protection 
  or livelihood.
  AUTOGUN
  Autoguns are cheap and easy to produce weapons, popular when 
  lasguns are not available. A typical weapon may not be incredibly 
  accurate or as reliable as a lasgun, but will make up for it with 
  a high rate of ﬁ re and cheap ammunition. Most autoguns ﬁ re 
  solid low-calibre slugs from standardised clips, and the design is 
  ubiquitous enough that many xenos have their own variants.  
  153
  Las Carbines beneﬁ t from the lasgun variable setting rule. 
  beams with enough force to punch through a battle tank.
  Reliable, and gain Unreliable. 
  
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  Table 5-3: Ranged Weapons
  Table 5-3: Ranged Weapons
  Las Weapons
  Name
  Class
  Range
  Range RoF
  Dam
  Pen Clip Rld
  Special
  Wt.
  Availability
  Hell Hammer 
  Lascannon
  Heavy
  300m
  300m
  S/–/–
  5d10+10 E
  10
  5
  2 Full
  Proven (3)
  55kg
  Extremely 
  Rare
  Lasgun
  Basic
  100m
  100m
  S/3/–
  1d10+3 E
  0
  60
  Full
  Reliable
  4kg
  Common
  Laspistol
  Pistol
  30m
  30m
  S/2/–
  1d10+2 E
  0
  30
  Half
  Reliable
  1.5kg
  Common
  Las Carbine
  Basic
  75m
  75m
  S/2/–
  1d10+3 E
  0
  60
  Half
  Reliable
  2.5kg
  Common
  Long-Las
  Basic
  150m
  150m
  S/–/–
  1d10+3 E
  1
  40
  Full
  Accurate, Reliable,
  Felling (4)
  4.5kg
  Scarce
  M41 Multilaser
  Heavy
  150m
  150m
  –/–/5
  2d10+10 E
  2
  100
  2 Full
  Reliable
  35kg
  Very Rare
  Solid Projectile Weapons
  Name
  Class
  Range
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Autogun
  Basic
  100m
  100m
  S/3/10
  1d10+3 I
  0
  30
  Full
  —
  5kg
  Average
  Autopistol
  Pistol
  30m
  30m
  S/–/6
  1d10+2 I
  0
  18
  Full
  —
  1.5kg
  Average
  Assault Shotgun
  Basic
  30m
  30m
  S/3/–
  1d10+4 I
  0
  12
  2 Full
  Scatter
  5.5kg
  Scarce
  Bow
  Basic
  40m
  40m
  S/–/–
  1d10 R
  0
  1
  Half
  Primitive (6), Reliable
  2kg
  Plentiful
  Crossbow
  Basic
  30m
  30m
  S/–/–
  1d10+1 R
  0
  1
  2 Full
  Primitive (7)
  3kg
  Average
  Flintlock Pistol
  Pistol
  15m
  15m
  S/–/–
  1d10+2 I
  0
  1
  3 Full
  Primitive (8), 
  Innacurate, Unreliable
  3kg
  Common
  Flintlock Musket
  Basic
  30m
  30m
  S/–/–
  1d10+3 I
  0
  1
  5 Full
  Primitive (8), 
  Innacurate, Unreliable
  7kg
  Common
  Hand Cannon
  Pistol
  35m
  35m
  S/–/–
  1d10+4 I
  2
  5
  2 Full
  —
  3kg
  Scarce
  Harpoon Gun
  Heavy
  40m
  40m
  S/–/–
  2d10+2 R
  0
  1
  4 Full
  Crippling (5), 
  Primitive (9), Snare (1) 18kg
  Scarce
  Heavy Stubber
  Heavy
  100m
  100m
  –/–/8
  1d10+5 I
  3
  75
  2 Full
  —
  30kg
  Rare
  Legion Shotgun
  Basic
  30m
  30m
  S/2/–
  1d10+6 I
  0
  10
  2 Full
  Reliable, Scatter
  10kg
  Very Rare
  M34 Autocannon Heavy
  300m
  300m
  S/3/–
  3d10+8 I
  6
  20
  2 Full
  Reliable
  40kg
  Very Rare
  Reaper 
  Autocannon
  Heavy
  300m
  300m
  S/4/–
  3d10+8 I
  6
  40
  2 Full
  Reliable, Twin-Linked
  60kg
  Extremely 
  Rare
  Shotgun
  Basic
  30m
  30m
  S/–/–
  1d10+4 I
  0
  8
  2 Full
  Scatter
  5kg
  Plentiful
  Stub Automatic
  Pistol
  30m
  30m
  S/3/–
  1d10+3 I
  0
  9
  Full
  —
  1.5kg
  Average
  Stub Revolver
  Pistol
  30m
  30m
  S/–/–
  1d10+3 I
  0
  6
  2 Full
  Reliable
  1.5kg
  Plentiful
  Stub Riﬂ e
  Basic
  120m
  120m
  S/–/–
  1d10+3 I
  1
  5
  Full
  Accurate
  5.5kg
  Average
  Bolt Weapons
  Name
  Class
  Range
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Bolter
  Basic
  100m
  100m
  S/3/–
  1d10+5X
  4
  24
  Full
  Tearing
  7kg
  Very Rare
  Bolt Pistol
  Pistol
  30m
  30m
  S/2/–
  1d10+5X
  4
  8
  Full
  Tearing
  3.5kg
  Very Rare
  Combi-Bolter
  Basic
  80m
  80m
  S/3/–
  1d10+5X
  4
  32
  2 Full
  Tearing, Twin Linked
  12kg
  Extremely 
  Rare
  Heavy Bolter
  Heavy
  150m
  150m
  –/–/6
  1d10+8X
  5
  60
  Full
  Tearing
  40kg
  Very Rare
  Legion Bolter
  Basic
  100m
  100m
  S/3/–
  1d10+9X
  4
  24
  Full
  Tearing
  10kg
  Extremely 
  Rare
  Legion Bolt 
  Pistol
  Pistol
  30m
  30m
  S/2/–
  1d10+9X
  4
  8
  Full
  Tearing
  5.5kg
  Extremely 
  Rare
  Legion Combi-
  bolter
  Basic
  80m
  80m
  S/4/–
  1d10+9X
  4
  32
  2 Full
  Tearing, Twin-Linked
  15kg
  Extremely 
  Rare
  Legion Heavy 
  Bolter
  Heavy
  150m
  150m
  –/–/6
  1d10+12X
  5
  60
  Full
  Tearing
  45kg
  Extremely 
  Rare
  Melta Weapons
  Name
  Class
  Range
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Inferno Pistol
  Pistol
  10m
  10m
  S/–/–
  2d10+10E 
  12
  3
  Full
  Melta
  3kg
  Extremely 
  Rare
  Legion Meltagun
  Basic
  20m
  20m
  S/–/–
  2d10+13E
  12
  6
  2 Full
  Melta
  17kg
  Extremely 
  Rare
  Meltagun
  Basic
  20m
  20m
  S/–/–
  2d10+10E
  12
  5
  2 Full
  Melta
  15kg
  Very Rare
  Multi-melta
  Heavy
  60m
  60m
  S/–/–
  2d10+16E
  12
  12
  2 Full
  Melta, Blast (1)
  40kg
  Very Rare
  154
  
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  AUTOPISTOL
  A common weapon for hivers and 
  scum, the autopistol is a pistol 
  capable of a high rate of ﬁ re and 
  access to a variety of ammo types.
  ASSAULT SHOTGUN
  The assault shotgun is a combat-ready version of the 
  standard pump-action shotgun. The ability to ﬁ re on 
  semi-auto makes the assault shotgun a dangerous 
  weapon, able to ﬁ ll entire rooms with a hail of 
  indiscriminate and deadly buckshot.
  BOW
  One of the oldest weapons in civilisation, 
  bows 
  can 
  range 
  from 
  primitive 
  constructions of wood and sinew to 
  weapons made from ﬁ ne composites and 
  wire micro-ﬁ bres. Their primary utility is 
  silence, as they are relatively ineffective 
  compared to modern weapons.
  CROSSBOW
  This slightly more sophisticated version of 
  the bow uses a stock and winch to increase 
  tension and ﬁ re a bolt or quarrel over a longer 
  distance. These weapons can be used even by the 
  unskilled, which is their primary selling point.
  Simple Operation: The penalty for using this 
  weapon without proﬁ ciency is reduced by 10 (i.e., the 
  usual –20 would be reduced to a –10).
  FLINTLOCK PISTOL AND 
  FLINTLOCK MUSKET
  Flintlock weapons are precursors to modern ﬁ rearms, 
  muzzle-loading single-shot black powder weapons with 
  limited accuracy and short range. Amongst the feral tribes 
  that populate the savage worlds of the Vortex, such weapons 
  may be considered a sign of status. However, against power 
  armour (and even the ﬂ ak 
  armour 
  of 
  the 
  Imperial 
  Guard) such weapons are 
  woefully ineffective. 
  HAND CANNON
  A heavier version of the stub gun, hand cannons are popular 
  with those who have the arm strength to wield them. They ﬁ re 
  massive slugs that can turn unfortunates into chunks of meat, but 
  generally have a low rate of ﬁ re and small ammo capacity. A hand 
  cannon has a massive recoil, and imposes a –10 penalty to hit 
  with it. This penalty is negated if the wielder uses two hands, has 
  compensation equipment 
  such as recoil gloves, or a 
  Strength Bonus of 5 or 
  higher (with or without 
  Unnatural Strength). 
  Table 5-3: Ranged Weapons (Cont)
  Plasma Weapons
  Name
  Class
  Range RoF
  Dam
  Pen Clip Rld
  Special
  Special
  Wt.
  Availability
  Legion Plasma 
  Gun
  Basic
  100m
  S/2/–
  1d10+12E
  10
  24
  5 Full
  Maximal, Overheats
  Maximal, Overheats
  18kg
  Very Rare
  Legion Plasma 
  Pistol
  Pistol
  30m
  S/2/–
  1d10+10E
  8
  12
  3 Full
  Maximal, Overheats
  Maximal, Overheats
  4kg
  Very Rare
  Plasma Cannon
  Heavy
  150m
  S/–/–
  2d10+12E
  10
  16
  5 Full
  Blast (3), Maximal, 
  Blast (3), Maximal, 
  Overheats
  Overheats
  40kg
  Very Rare
  Plasma Gun
  Basic
  90m
  S/2/–
  1d10+8E
  10
  20
  5 Full
  Maximal, Overheats
  Maximal, Overheats
  18kg
  Very Rare
  Plasma Pistol
  Pistol
  40m
  S/2/–
  1d10+7E
  8
  10
  3 Full
  Maximal, Overheats
  Maximal, Overheats
  4kg
  Very Rare
  Flame Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Special
  Wt.
  Availability
  Flamer
  Basic
  20m
  S/–/–
  1d10+4E
  2
  6
  2 Full
  Flame, Spray
  Flame, Spray
  6kg
  Common
  Hand Flamer
  Pistol
  10m
  S/–/–
  1d10+4E
  2
  2
  Full
  Flame, Spray
  Flame, Spray
  3.5kg
  Scarce
  Heavy Flamer
  Heavy
  30m
  S/–/–
  1d10+8E
  5
  10
  2 Full
  Flame, Spray
  Flame, Spray
  20kg
  Rare
  Legion Flamer
  Basic
  20m
  S/–/–
  1d10+9E
  4
  6
  2 Full
  Flame, Spray
  Flame, Spray
  10kg
  Scarce
  Legion Heavy 
  Flamer
  Heavy
  30m
  S/–/–
  1d10+12E
  6
  15
  2 Full
  Flame, Spray
  Flame, Spray
  25kg
  Very Rare
  Launcher Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Special
  Wt.
  Availability
  Grenade Launcher Basic
  60m
  S/–/–
  †
  †
  6
  2 Full
  †
  12kg
  Average
  Missile Launcher
  Heavy
  300m
  S/–/–
  †
  †
  1
  Full
  †
  35kg
  Rare
  †The Dam, Pen and Special of Launcher weapons is dependant on the grenade or missile used. 
  †The Dam, Pen and Special of Launcher weapons is dependant on the grenade or missile used. 
  155
  ASSAULT SHOTGUN
  The assault shotgun is a combat-ready version of the 
  standard pump-action shotgun. The ability to ﬁ re on 
  semi-auto makes the assault shotgun a dangerous 
  weapon, able to ﬁ ll entire rooms with a hail of 
  indiscriminate and deadly buckshot.
  BOW
  This slightly more sophisticated version of 
  the bow uses a stock and winch to increase 
  tension and ﬁ re a bolt or quarrel over a longer 
  distance. These weapons can be used even by the 
  unskilled, which is their primary selling point.
  Simple Operation: 
  weapon without proﬁ ciency is reduced by 10 (i.e., the 
  usual –20 would be reduced to a –10).
  with it. This penalty is negated if the wielder uses two hands, has 
  155
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  HARPOON GUN
  This projectile weapon ﬁ res a long, barbed spear attached to 
  a rope or chain, allowing the operator to reel in a helpless 
  target. Such weapons are popular amongst the reavers in pirate 
  wolfpacks, as they can be used as impromptu boarding devices 
  or to maim a victim then pull them close for a “personal kill.” 
  If a target is snared by a Harpoon Gun, the operator can 
  make an Opposed Strength Test with the target as a Full Action 
  on his next turn. If he succeeds, he pulls the target a number of 
  metres directly towards him equal to the Degrees of Success.
  HEAVY STUBBER
  The heavy stubber is a popular weapon amongst military 
  forces and gangers alike, as—like most solid projectile 
  weaponry—they are easily maintained and reasonably 
  reliable. Heavy stubbers are large, belt-fed heavy weapons, 
  often with long vented barrels. Though not as devastating as 
  a heavy bolter or autocannon, they lay down an impressive 
  rate of ﬁ re and can shred infantry and unarmoured vehicles. 
  Heavy stubbers are typically employed with a bipod or 
  tripod mount to avoid the punishing recoil, though some 
  tough individuals may be able to carry them with extensive 
  bracing harnesses or suspensors. Many patterns use an 
  ammunition belt of 100 rounds, though this often requires 
  a loader to ensure the feed doesn’t jam. However, heavy 
  stubbers can also be purchased with a smaller drum magazine 
  of 40 rounds that does not require a loader.
  M34 AUTOCANNON
  An autocannon is a crew-served heavy weapon, a self-
  loading high calibre cannon that uses dense solid shells to 
  punch through armour. Though unable to fully penetrate the 
  ceramite of Space Marine power armour, they decimate light 
  to medium vehicles and see widespread use in the Imperial 
  Guard and many renegade armies. 
  The M34 autocannon is an older version of a common 
  Imperial Guard pattern in the Jericho Reach, and uses a tripod 
  mount. It can be manned by one person, though it ideally 
  employs a crew of two to move and set up. 
  REAPER AUTOCANNON
  The Reaper Autocannon is a particular type of double-
  barrelled autocannon, no longer employed by the forces of 
  the Emperor. It is often seen amongst the ranks of Chaos 
  Terminators, who use the heavy volume of ﬁ re it lays down 
  to great effect, giving warbands an ability to take out heavy 
  troops and light armour at range. 
  SHOTGUN (HUMAN AND LEGION)
  Shotguns ﬁ re a smoothbore cartridge full of pellets (though 
  some Heretics prefer to ﬁ ll the cartridge with wire twists or 
  even glass shards for particularly painful wounds), so one shot 
  ﬁ res a high-speed cloud of lead. These robust and practical 
  weapons are popular amongst pirate raiders and underhive 
  enforcers, as they can wreak havoc in close quarters. 
  Some shotguns are speciﬁ cally designed to be used 
  by Space Marines, although most of these were originally 
  possessed by the Space Marine Scouts of loyalist Chapters 
  and “requisitioned” by the Traitor Legionnaires. 
  STUB AUTOMATIC
  The stub automatic ﬁ res larger-bore 
  projectiles than the autopistol, in single 
  shot or semi-auto modes. Like other solid 
  projectile weapons, its primary advantages 
  are that its cheap and easy to maintain.
  STUB REVOLVER
  The stub revolver is an ancient pistol design, 
  using a revolving chamber to hold stub 
  rounds. Though the design is exceedingly 
  primitive, it survives because it is also 
  exceedingly reliable—with few moving 
  parts and a simple loading mechanism. 
  STUB RIFLE
  The stub riﬂ e is a common sight across the galaxy, a hunting 
  riﬂ e ﬁ ring large-bore stub rounds. Like most solid projectile 
  weapons, its primary beneﬁ t is ease of construction and 
  maintenance. Though dismissed as a pitiful civilian weapon by 
  some, the accuracy of a stub riﬂ e means many rebellions begin 
  with one well-placed shot to an Imperial ofﬁ cial’s head.
  BOLT WEAPONS
  Bolters are bulky assault weapons which ﬁ re self-propelled mass-
  reactive shells called bolts, set to explode just after penetration 
  for  maximum lethality. Bolter ammunition is expensive and 
  difﬁ cult to manufacture, and there are many warlords who carry 
  bolt weapons but never ﬁ re them due to the scarcity of ammo, 
  especially within the Vortex. The standard bolter round is .75 
  calibre with a super-dense metallic core and diamantine tip; other 
  variant shells exist for specialised purposes, such as penetrating 
  armour plating or conducting silent assassinations.
  BOLTGUN
  The boltgun (also referred to as a “bolter”) is a powerful 
  weapon that confers much prestige to the wielder. Many are 
  heirloom weapons, taken in ritual duels or armed conﬂ icts and 
  passed down through generations of owners. This version of 
  bolter is designed to be used by an un-augmented human, 
  although the recoil is still murderous. 
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  of 40 rounds that does not require a loader.
  and “requisitioned” by the Traitor Legionnaires. 
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  BOLT PISTOL
  Large and intimidating pistols capable of decapitating a 
  man with a single shot, bolt pistols are rare outside of elite 
  Imperial forces, ofﬁ cer cadres of armies, or especially skilled 
  or resourceful Heretics. This version of the bolt pistol is 
  designed to be used by an un-augmented human, giving the 
  lucky bearer superior ﬁ repower at his hip.
  COMBI-BOLTER
  The combi-bolter is a precursor 
  to the Imperial storm bolter—
  essentially two bolters welded 
  together with a linked ﬁ ring 
  mechanism. The result is an 
  unwieldy and heavy weapon, 
  but one that possesses an 
  impressive rate of ﬁ re.
  HEAVY 
  BOLTER
  The heavy bolter is 
  a common weapon 
  amongst 
  the 
  armed 
  forces of the Imperium, and 
  over the last ten millennia has become 
  a common weapon in the hands of the 
  Imperium’s enemies as well. The fully 
  automatic, tripod or bipod-mounted 
  weapon spews out a torrent of mass-
  reactive bolts with a much higher calibre than regular boltgun 
  ammo. The armour-penetrating explosive rounds can destroy 
  vehicles and make mincemeat out of even heavy infantry. 
  LEGION BOLT WEAPONS
  Just as the Adeptus Astartes of the Imperium wield weapons 
  beyond the heft of mere mortals, so to do the Traitor Legions 
  arm themselves with larger bolt weapons that ﬁ re far more 
  powerful rounds. Those of the Chaos Space Marines are often 
  true relic weapons, possibly even left over from the Heresy 
  itself, and thus are possessed by ancient and murderous 
  machine spirits. The blood-thirst of their weapons is kept in 
  check only by the formidable will of their fearsome masters. 
  The Legion boltgun, bolt pistol, combi-bolter, and heavy 
  bolter share many design similarities with their non-Legion 
  variations, the most sizeable difference being the more 
  powerful rounds and more reliable mechanisms. They also 
  count as Legion weapons, and thus follow the rules concerning 
  non-Legionaires wielding Traitor Legion weapons.
  MELTA WEAPONS
  Melta weapons emit devastatingly intense but short-ranged 
  blasts of heat which can melt through almost any material. 
  Also known as cookers or melters, most types of melta induce 
  highly-pressurised gases from an ammunition canister into an 
  unstable sub-molecular state and direct the resulting energies 
  down the barrel. Melta usage is accompanied by a distinctive 
  hissing sound as the beam boils away the water in the air, 
  then a roaring blast as the beam reduces the target to charred 
  scraps or molten slag, hardly recognisable as remains.
  INFERNO PISTOL
  Rare and often exquisitely-
  crafted pistols capable of cutting 
  through almost any armour, 
  inferno pistols are relics that are 
  almost impossible for anyone 
  within or outside the Imperium 
  to reproduce. Arcane processes  
  compact melta technology down to the size of a pistol, and 
  although they have extremely limited clips, a single shot 
  at close range can slag a Terminator in his tracks or burn 
  through the hull armour on a Land Raider tank. 
  MELTAGUN
  The most common melta weapons are meltaguns, given to 
  infantry as a portable, close-ranged anti-tank weapon. They 
  are equally effective against the heaviest infantry, as they can 
  cook through any armour. 
  MULTI-MELTA
  The multi-melta is a 
  much larger version 
  of 
  the 
  meltagun 
  that can project its 
  devastating ﬁ re over 
  longer 
  distances. 
  This makes it even 
  more effective against enemy 
  tanks, though the sheer size of the 
  weapon often requires it to be mounted on a vehicle as well. 
  Only a Chaos Space Marine has the brute strength to carry 
  such a weapon into battle, and some do just that.
  LEGION MELTAGUN
  The Chaos Space Marines make good use of meltaguns, 
  though they favour a larger version that can put more heat on 
  a target, dealing greater Damage. Legion meltaguns count as 
  Legion weapons, and thus follow the rules concerning non-
  Legionaires wielding Traitor Legion weapons.
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  to the Imperial storm bolter—
  impressive rate of ﬁ re.
  The heavy bolter is 
  a common weapon 
  amongst 
  the 
  armed 
  forces of the Imperium, and 
  over the last ten millennia has become 
  a common weapon in the hands of the 
  Imperium’s enemies as well. The fully 
  automatic, tripod or bipod-mounted 
  weapon spews out a torrent of mass-
  MELTAGUN
  The most common melta weapons are meltaguns, given to 
  infantry as a portable, close-ranged anti-tank weapon. They 
  are equally effective against the heaviest infantry, as they can 
  cook through any armour. 
  MULTI-MELTA
  The multi-melta is a 
  much larger version 
  of 
  the 
  meltagun 
  that can project its 
  devastating ﬁ re over 
  longer 
  distances. 
  This makes it even 
  more effective against enemy 
  tanks, though the sheer size of the 
  
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  PLASMA WEAPONS
  Plasma weapons work using hydrogen fuel suspended in a 
  photonic state in either fuel ﬂ asks or backpack containers. 
  As the fuel is fed into the miniature fusion core inside the 
  weapon, the hydrogen energises into a plasma state, held in 
  the core by powerful magnetic conﬁ nement ﬁ elds. When 
  ﬁ red, the ﬁ elds dilate open and the plasma is ejected via a 
  linear magnetic accelerator in a bolt of superheated matter 
  akin to a solar ﬂ are in appearance and temperature.
  PLASMA CANNON
  Fearsome to behold, the 
  plasma cannon drenches 
  an area in molten plasma 
  when it ﬁ res—burning, 
  melting, and dissolving 
  almost 
  everything 
  it 
  touches. These weapons 
  are so large they require a 
  backpack fuel canister, though only 
  a Space Marine or their Traitor brethren would think about 
  carrying such a weapon into battle. More often, plasma cannons 
  are mounted on vehicles, which can carry the specialised cooling 
  equipment needed to prevent catastrophic overheating. Like 
  many plasma weapons, plasma cannons can be ﬁ red on 
  maximal mode, in which case they become truly devastating. 
  PLASMA GUN
  The 
  plasma 
  gun 
  is 
  potent weapon capable 
  of punching a glowing 
  hole in almost any target, 
  though they are dangerous to use and difﬁ cult to ﬁ nd. The 
  ravaging energies held in check by the magnetic containment 
  ﬁ elds sometimes burst from their restraints  and pour out of the 
  weapon’s specialised cooling vents. Though the weapon itself 
  remains intact, the unfortunate wielding it often does not prove 
  as lucky. However, plasma weapons are so rare and valued it’s 
  often better that the weapon survive than the wielder. 
  PLASMA PISTOL
  The plasma pistol packs most of the 
  power of a plasma gun into a smaller 
  package, making it an extremely 
  deadly sidearm. Often a sign of 
  status and carried by powerful 
  warlords or high-ranking commanders, few weapons of its 
  size pack as much ﬁ repower. 
  LEGION PLASMA WEAPONS
  The Traitor Legions have long made use of larger plasma 
  weapons containing hydrogen fuel in a higher quantum state, 
  making them both more powerful and more dangerous to wield. 
  The Legion plasma gun and Legion plasma pistol are simply 
  more potent versions of the plasma gun and plasma pistol, thus 
  both count as Legion weapons, and follow the rules concerning 
  non-Legionnaires wielding Traitor Legion weapons.
  FLAME WEAPONS
  Flame weapons project ﬁ re upon their foes and use a fuel 
  generically referred to as promethium, though it can also be a 
  home-made concoction or other chemical brew depending on 
  the local technology level. Most are a mono-propellant fuel which 
  ignites via a smaller pilot ﬂ ame at the tip of the barrel, though 
  some ﬂ amers use binary hypergolic fuels. Once produced, the 
  intense jet that spurts from the barrel creates a torrent of liquid 
  ﬁ re, which spreads out in an inferno that burns even underwater, 
  leaving enemies hard pressed to put out the ﬁ re.
  FLAMER
  The ﬂ amer or ﬂ ame 
  gun comes in a wide 
  variety of designs and 
  patterns, but all are ideal 
  for ﬂ ushing out enemies in 
  cover and putting groups of 
  foes to the torch. The two most 
  common variants of ﬂ amers either have a 
  detachable fuel canister under the barrel or a hose connecting 
  to a backpack canister.
  A ﬂ amer can have a backpack fuel canister instead of a 
  detachable clip. The backpack canister must be worn on the 
  user’s back, doubles the ﬂ amer’s clip size, and adds 10 kg to 
  the weight. The Availability remains unchanged. 
  HAND FLAMER
  Flame 
  pistols 
  or 
  hand 
  ﬂ amers 
  are 
  miniaturized 
  versions of the larger ﬂ amer. 
  Small enough to carry in 
  one hand, these weapons are 
  favoured by assault troops which can ﬁ re them once or twice 
  as they close with the enemy.
  HEAVY 
  FLAMER
  The 
  heavy 
  ﬂ amer 
  is 
  a 
  larger and more 
  c u m b e r s o m e 
  version of the 
  ﬂ amer. 
  It 
  is 
  often mounted on vehicles, 
  though it is just reasonable enough in 
  size to be carried by an individual trooper. 
  Any lack of accuracy is more than offset by the wide gout 
  of burning promethium that is almost impossible to dodge. 
  Heavy ﬂ amers must be fuelled by backpack fuel canisters—
  the weight is already part of the weapon proﬁ le, but again, 
  the canister must be worn on the user’s back.
  LEGION FLAME WEAPONS
  The Traitor Legions are able to carry larger-bore ﬂ ame 
  weapons with greater fuel reserves. These weapons can spit 
  out more promethium at a time, and thus deal more Damage. 
  158
  PLASMA CANNON
  Fearsome to behold, the 
  plasma cannon drenches 
  an area in molten plasma 
  when it ﬁ res—burning, 
  melting, and dissolving 
  almost 
  everything 
  it 
  touches. These weapons 
  are so large they require a 
  backpack fuel canister, though only 
  deadly sidearm. Often a sign of 
  The 
  heavy 
  ﬂ amer 
  is 
  a 
  larger and more 
  c u m b e r s o m e 
  version of the 
  ﬂ amer. 
  It 
  is 
  often mounted on vehicles, 
  though it is just reasonable enough in 
  variety of designs and 
  patterns, but all are ideal 
  for ﬂ ushing out enemies in 
  cover and putting groups of 
  
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  Both the Legion Flamer and the Legion Heavy Flamer count 
  as Legion weapons, and follow the rules concerning non-
  Legionnaires wielding Traitor Legion weapons.  
  LAUNCHERS
  True weapons of war, Launchers send missiles spiralling into 
  enemies or hurl grenades much farther than a man could throw. 
  Launchers differ from most weapons in that their effectiveness 
  is wholly determined by the ammunition they use.
  GRENADE 
  LAUNCHER
  Simple in design, 
  grenade 
  launchers 
  are 
  usually 
  little 
  more 
  than 
  smoothbore 
  launchers, 
  often fed from  revolving 
  chambers. Their primary usefulness is the ability to ﬁ re a wide 
  variety of grenades, from krak and frag grenades to more 
  specialised loads such as smoke, gas, and ﬂ ares.
  MISSILE 
  LAUNCHER
  Similar 
  to 
  the 
  grenade 
  launcher, 
  missile launchers ﬁ re 
  self-propelled 
  and 
  self-guided missiles 
  over 
  long 
  distances. 
  Missile launchers are commonly used for 
  anti-vehicle duties, but can be loaded with a wide 
  variety 
  of warheads. This makes them extremely versatile heavy 
  weapons. Missile launchers can be shoulder-mounted and 
  ﬁ red by one person, but usually require teams of two—the 
  second acting as a loader and spotter. 
  GRENADES AND MISSILES
  Grenades and missiles are munitions which can either be hurled 
  by hand (in the case of grenades) or launched from a grenade 
  or missile launcher. Both have a variety of effects and can stun, 
  entangle or kill targets depending on the munitions used. Unless 
  otherwise noted, any grenade may either be thrown by hand or 
  ﬁ red from a grenade launcher. Missiles may only be ﬁ red from 
  a missile launcher. When buying grenades, due to their relative 
  cheapness and disposable nature, a successful Acquisition Test 
  provides 10 grenades of the type being purchased.
  BLIGHT GRENADE
  Most commonly created using radioactive or biological waste, 
  a Blight Grenade is a crude but deadly grenade which can 
  poison an area and everything within it. These weapons are 
  particularly popular amongst the followers of Nurgle, who 
  delight in the use of poisons and contamination. 
  These weapons ignore armour unless it is environmentally 
  sealed. When used the cloud of noxious fumes and poisons 
  remains in effect for 1d10 Rounds. Anyone entering the blast 
  area takes 1d10 Energy damage with the Toxic Quality. Again, 
  this damage ignores armour unless environmentally sealed. 
  FRAG
  Fragmentation or Frag grenades and missiles are ﬁ lled with 
  shot, heavy wire, or metallic shards to create high-velocity 
  shrapnel fragments when they explode, making them deadly 
  when used against infantry.
  Table 5–4: Grenades and Missiles
  Name
  Class
  Range
  RoF
  Dam
  Pen Clip
  Rld
  Special
  Wt.
  Availability
  Blight Grenade
  Thrown SBx3
  S/–/– 2d10 E
  0
  1
  —
  Toxic (2), Blast (6)
  .5kg
  Scarce
  Frag Missile
  —
  —
  —
  2d10+2 X
  2
  —
  —
  Blast (5), Devastating (1)
  .5kg
  Average
  Krak Missile
  —
  —
  —
  3d10+8 X
  8
  —
  —
  Concussive (3), Proven 
  (2)
  .5kg
  Scarce
  Frag Grenade
  Thrown SBx3
  S/–/– 2d10 X
  0
  1
  —
  Blast (3)
  .5kg
  Common
  Krak Grenade
  Thrown SBx3
  S/–/– 2d10+4 X
  6
  1
  —
  Concussive (0)
  .5kg
  Rare
  Hallucinogen 
  Grenade
  Thrown SBx3
  S/–/– —
  0
  1
  —
  Hallucinogenic (2), 
  Blast (6)
  .5kg
  Scarce
  Haywire Grenade Thrown SBx3
  S/–/– —
  0
  1
  —
  Haywire (3)
  .5kg
  Rare
  Legion Frag 
  Grenade
  Thrown SBx3
  S/–/– 2d10+2 X
  0
  1
  —
  Blast (4)
  .7kg
  Scarce
  Legion Krak 
  Grenade
  Thrown SBx3
  S/–/– 2d10+8 X
  6
  1
  —
  —
  .7kg
  Rare
  Photon Flash
  Thrown SBx3
  S/–/– —
  0
  1
  —
  Blast (10)
  .5kg
  Rare
  Smoke Grenade
  Thrown SBx3
  S/–/– —
  0
  1
  —
  Smoke
  .5kg
  Common
  Stun Grenade
  Thrown SBx3
  S/–/– —
  0
  1
  —
  Blast (3), Concussive (2) .5kg
  Common
  Web Grenade
  Thrown SBx3
  S/–/– —
  0
  1
  —
  Snare (2)
  .5kg
  Rare
  159
  LAUNCHER
  Simple in design, 
  grenade 
  launchers 
  are 
  usually 
  little 
  more 
  than 
  MISSILE 
  LAUNCHER
  Similar 
  to 
  the 
  grenade 
  launcher, 
  missile launchers ﬁ re 
  self-propelled 
  and 
  self-guided missiles 
  over 
  long 
  distances. 
  Missile launchers are commonly used for 
  
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  HALLUCINOGEN
  Hallucinogen grenades induce a variety of short-lived psychological 
  states and delusions in its targets literally making them go mad.
  HAYWIRE
  Designed to take out tech and vehicles, a well-placed haywire 
  grenade shuts down electrical systems within its ﬁ eld of effect.
  KRAK
  Krak grenades and missiles use concentrated explosives to punch 
  holes in armoured targets such as vehicles or bunkers. The shaped 
  warheads makes them impractical for anti-personnel work. 
  PHOTON FLASH 
  Photon Flash grenades release a brilliant burst of light that 
  blinds opponents. Everyone in the blast radius must make an 
  Ordinary (+10) Agility Test or be blinded for a number of 
  rounds equal to their Degrees of Failure.
  SMOKE
  Smoke grenades release a dense cloud that obscures vision.
  STUN
  Stun Grenades use a combination of a loud explosive and 
  ﬂ ash of light to momentarily incapacitate targets.
  WEB
  Web grenades release a mass of tangled goo that envelops 
  targets, literally stopping them in their tracks.
  LEGION GRENADES
  A Traitor Legionnaire can carry larger and more potent 
  explosive grenades than a regular human, though many of 
  them utilise regular grenades when supplies are hard to ﬁ nd. 
  Legion Frag and Krak grenades follow all the rules for Legion 
  weapons.
  EXOTIC WEAPONS
  Some weapons defy classiﬁ cation or are rare enough to only be 
  found occasionally in the hands of warriors within the Vortex. 
  This includes rare alien weaponry, ancient pieces of archeotech, 
  or unique devices created by a Vortex Daemon Prince or 
  warlord for his own personal use. Each is not only rare but also 
  difﬁ cult to operate. Such weapons require  specialised training, 
  and each must be mastered separately with a different Talent.
  NOISE MARINE BLASTMASTER 
  The Noise Marines of Slaanesh are warriors whose senses are 
  jaded and dulled by centuries of excess. Only the most extreme 
  sensations stir them, hence their use of sonic weaponry. The 
  louder and more discordant the noise, the more extreme the 
  emotional reaction provoked, and sonic weapons use sonic 
  waves to produce deafeningly loud, psycho-sonically and 
  pyrotechnically explosive results. 
  The Blastmaster is a heavy weapon that focuses a throbbing bass 
  note into an explosive crescendo that can burst eyeballs and rupture 
  organs. The punishing sonic waves can even rupture and shatter 
  armour, making the Blastmaster an effective anti-tank weapon. 
  A Blastmaster can be ﬁ red on two settings. If on the 
  “Explosive Crescendo” setting, it counts as a Heavy Weapon in 
  all respects. If on the “Hail of Noise” setting, it ﬁ res off short, 
  discordant riffs instead of a single pulse, allowing it to be ﬁ red 
  on the move. Then it counts as a Basic Weapon in all respects. 
  NOISE MARINE DOOM SIREN
  The Doom Siren is an arrangement 
  of pipes and tubes that connects to 
  a helmet and magniﬁ es the bearer’s 
  war cries and howls of ecstatic 
  pleasure into a manic shockwave 
  of destruction. 
  The Doom Siren mounts onto 
  the bearer’s shoulders, leaving 
  both of the bearer’s hands free to 
  carry other weapons or perform 
  other tasks.
  NOISE MARINE SONIC BLASTER
  A Sonic Blaster unleashes waves of crippling and distorted 
  harmonics to rip targets apart. Many Noise Marines equipped 
  with such weapons use them with manic intensity. They run 
  up and down through the various chords and sliding scales 
  so that these devices perpetually howl with a mixture of 
  agony and ecstasy.
  When ﬁ red on Full Auto, the Sonic Blaster counts as a 
  Heavy Weapon in all respects (including needing to brace).
  THROWING GRENADES
  Throwing grenades requires no special training or 
  Talents and is resolved using a Ballistic Skill Test 
  including any modiﬁ ers (such as range). On a miss, the 
  thrown grenade goes in a random direction—see the 
  scatter diagram on page 244.
  FUMBLING GRENADES AND DUDS
  Whenever a jam results from throwing a grenade 
  or ﬁ ring a grenade launcher or similar weapon (see 
  Weapon Jams, page 245), something unfortunate has 
  happened. Roll 1d10. On any result other than 10, the 
  explosive is simply a dud and nothing happens. On a 
  10, the explosive detonates immediately with the effect 
  centred on the attacker. If the explosive was ﬁ red from 
  a launcher, it detonates in the barrel, having its normal 
  effect as well as destroying the weapon.
  160
  on the move. Then it counts as a Basic Weapon in all respects. 
  
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  Using Sonic Weaponry
  Sonic Weapons do not require ammunition as other weapons 
  do. Instead they are designed to amplify and focus noise into 
  a weapon. They often do require some sort of power source. 
  Most Sonic Weapons, speciﬁ cally those designed for the Noise 
  Marines of Slaanesh, are designed to be hooked into the bearer’s 
  power armour, drawing directly from the armour’s power supply.
  To use a Sonic Weapon, the bearer must be wearing a set of 
  power armour (Legion, Human, or light). The Sonic Weapon has 
  cables and leads that are attached directly into the armour’s power 
  supply. As long as the armour has power, the Sonic Weapon 
  functions, and does not require reloading or ammunition. 
  RAZOR WEB
  Using the same tech as a conventional Imperial webber or web 
  gun, the razor web ﬁ res a solid spray of web material, mixed 
  with long barbed mono-ﬁ lament strands. Not only does this 
  entangle and entrap the victim, it also rends and tears him with 
  a multitude of vicious barbs as he tries to free himself.
  REAVER LONG RIFLE
  A common sniper riﬂ e variant within the Vortex, the reaver long 
  riﬂ e ﬁ res heavy glass and iron darts loaded with virulent toxins 
  guided by a coherent sighting beam. This makes it accurate 
  and extremely deadly, but difﬁ cult to use with precision.
  SPLINTER RIFLE
  A weapon used by the decadent and cruel Dark Eldar, the 
  splinter riﬂ e ﬁ res crystalline ammunition shattered and 
  propelled by a powerful magno-electric pulse. These shards 
  are covered in incredibly virulent and fast-acting toxins, the 
  better to ensure a painful death.
  SPORE CASTER
  These strange and completely unpleasant weapons hail 
  from certain worlds in the Screaming Vortex with especially 
  bizarre biologies. Spores harvested from the bulbous 
  fungi of these worlds can be especially virulent, and are 
  loaded into high-pressure air launchers. The resulting 
  noxious mash can incapacitate a target with psychopathic 
  hallucinations, making the weapon especially popular with 
  certain Slaanesh worshippers. 
  STATIC REPEATER
  This ancient weapon of unknown origin has been recovered 
  from the surface of the planet Kurse, deep within the Vortex. 
  The static repeater ﬁ res bolts of electromagnetic energy 
  from a revolving chamber, bursts that disrupt and destroy 
  technological artefacts, or at the very least cause them to 
  malfunction spectacularly. Such devices are particularly 
  sought after by the Magos of Forge Polix, who have no means 
  to search Kurse on their own, as their rivals on Forge Castir 
  dominate nearby space. 
  WARP-RENDER CANNON
  Forge Castir has long experimented with weaponry and items 
  powered through warp-tainted means, and this brutal device 
  is one of their triumphs. This weapon is massive, built around 
  a black and unstable core that can destabilise reality, opening 
  brief portals to the Warp within a target, to spectacular effect.
  Table 5—5: Exotic Ranged Weapons
  Name
  Class
  Range RoF
  Dam
  Pen Clip Rld
  Special
  Wt.
  Availability
  Noise Marine 
  Blastmaster (Explosive 
  Crescendo)
  Heavy
  250m
  S/–/–
  3d10+10
  8
  —
  —
  Blast (4), Devastating 
  (2)
  41kg
  Near Unique
  Noise Marine 
  Blastmaster (Hail of 
  Noise)
  Basic
  150m
  S/2/–
  1d10+12E
  6
  —
  —
  Devastating (1), Storm
  41kg
  Near Unique
  Noise Marine Doom 
  Siren
  Basic
  30m
  S/–/–
  1d10+12 E
  9
  —
  —
  Spray
  18kg
  Extremely Rare
  Noise Marines Sonic 
  Blaster
  Basic
  100m
  S/2/4
  1d10+9 E
  4
  —
  —
  —
  21kg
  Extremely Rare
  Razor Web
  Basic
  50m
  S/–/–
  1d10+2 R
  3
  6
  2 Full Blast (2), Crippling 
  (3), Snare (1)
  12kg
  Extremely Rare
  Reaver Long Riﬂ e
  Basic
  150m
  S/–/–
  1d10+4 R
  2
  4
  Full
  Accurate, Felling (3), 
  Toxic (0)
  3kg
  Scarce
  Splinter Riﬂ e
  Basic
  100m
  S/3/5
  1d10+2 R
  3
  200
  2 Full Toxic (4)
  2.5kg
  Extremely Rare
  Spore Caster
  Basic
  10m
  S/–/–
  —
  0
  1
  2 Full
  Devastating (5), 
  Hallucinogenic (3), 
  Spray
  5kg
  Extremely Rare
  Static Repeater
  Basic
  80m
  S/4/–
  1d10+1 E
  0
  4
  Full
  Haywire (1), Storm
  3kg
  Near Unique
  Warp Cannon
  Heavy
  100m
  S/–/–
  3d10 E
  0
  8
  4 Full Blast (3), Recharge, 
  Warp Weapon
  30kg
  Near Unique
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  CHAIN WEAPONS
  Chain weapons have been a popular choice for warriors from 
  the days of the Great Betrayal. Brutal and merciless, they were 
  the perfect assault weapon for the Crusades. All use rapidly 
  whirling chains of serrated metallic teeth that run across the 
  weapon’s striking edge, ensuring that even a glancing blow 
  can rip apart armour and reduce ﬂ esh to gory ruin. Few users 
  bother to disguise their loud engine noise, preferring the 
  recognisable sound and sight of the weapon to instil greater 
  terror in their foes. 
  To use chain weapons the Heretic must have the Weapon 
  Training (Chain) Talent.
  CHAINAXE (LEGION AND 
  HUMAN VARIANT)
  Combining the heft and fury of an 
  axe with the terrible rending teeth 
  of a chain weapon, the chainaxe is a 
  favourite implement of many warriors. 
  Heavy and brutal, they are the perfect 
  messenger to inﬂ ict their user’s righteous 
  hate on their foes. The Roth-pattern chainsword 
  is one of the more common variants seen in the 
  sector, used by both loyalists and heretics alike. 
  The ancient Deimos-pattern Mark II Legion 
  chainaxe is much more powerful, drawing on 
  the additional support from the wearer’s power 
  armour to drive the heavier chains at greater 
  speeds. The Legion variant is a Legion weapon 
  and follows all the rules for the use of  Legion 
  weapons. This is a one-handed melee weapon.
  CHAIN DAGGER
  Small in size, these miniature weapons can easily be brought 
  into play from hidden holsters. Their increased deadliness can 
  literally give an edge in knife ﬁ ghts. This is a one-handed 
  melee weapon.
  CHAIN HALBERD
  A rare variation more widely seen in underhive forces within 
  the Calixis Sector, chain halberds feature a long staff with a 
  double-sided chainblade operating only towards the end of 
  the weapon. They can be used as either a slashing or thrusting 
  weapon, with the lighter weight from the smaller chainblade 
  allowing for more ﬂ exible defensive manoeuvres, the 
  thrusting attacks preferred in the crowded and claustrophobic 
  underhive passages. This is a two-handed melee weapon.
  CHAINSWORD (LEGION AND 
  HUMAN VARIANT)
  As the name suggests, chainswords are roughly sword-like 
  in shape with a large ﬂ at housing containing the chain. 
  Chainsword variants often used by Chaos followers often 
  have the entire blade chassis opened to expose the chained 
  teeth. This makes the weapon more dangerous to both user 
  and victim, but for a truly dedicated warrior this is of little 
  concern. Like all their weapons, the chainswords used by 
  Legion forces are longer and heavier, ﬁ t only to be carried by 
  these mightiest of warriors. The Legion variant is a Legion 
  weapon and follows all the rules for the use of Legion 
  weapons. This is a one-handed melee weapon.
  PHOBOS-PATTERN CHAIN GREATSWORD 
  This huge two-handed weapon can run almost two meters in 
  length, with a long grip and weighted pommel to allow for some 
  semblance of balance in use. The chained teeth are exposed along 
  the entire length, so that the user can swing it in both directions 
  in combat more like a ﬂ ail than a real sword. Originally used 
  in Forge Polix as a tool for ripping apart large bulkheads and 
  armour during construction, the tool was repurposed by warriors 
  of Khorne who found it brutally effective on the battleﬁ eld. This 
  is a two-handed melee weapon.
  XERXES ARM-MOUNTED CHAINBLADE
  This ancient weapon design uses a chainblade afﬁ xed to an 
  integrated forearm covering an armoured gauntlet and power 
  supply. Heavy and solid, it can tear open bunker doors or 
  armoured chestplates while keeping the hand free to use a 
  ranged weapon. This bulkier assembly bears resemblance 
  to a crude chainﬁ st, scrapped together by Heretek denizens 
  within the Vortex. This is a one-handed melee weapon. Note: 
  this weapon can be used while gripping another weapon in 
  the same hand, however the wielder must choose the weapon 
  with which he is attacking on a given turn.
  POWER WEAPONS
  Power weapons come in a variety of designs each featuring a 
  disruptive energy ﬁ eld comprised of crackling discharge that runs 
  along the weapon’s striking edge. This ﬁ eld impacts with terrible 
  force, enough to slice apart most armour and rend limbs with 
  horriﬁ c ease. This means the actual design of power weapons 
  does not always matter—some, such as the power sword, utilise 
  regular weapon designs, while others (such as the Crosius of the 
  Adeptus Astartes Chaplains) appear to be harmless badges of 
  ofﬁ ce until the power ﬁ eld activates. Most can operate effectively 
  as a regular Primary weapon when not powered (essential if their 
  power is exhausted or disabled in the midst of combat). 
  To use power weapons, a character must have the Weapon 
  Training (Power) Talent. If not activated, the weapon counts 
  as a Primary weapon of the most appropriate type. 
  FALLEN MAGOS POWER AXE
  Those Tech-priests who renounce the False Omnissiah 
  sometimes keep their Cult Mechanicus Power Axes, but 
  transform them into even more powerful weapons as a sign 
  of their proper allegiance. These axes count as containing a 
  combi-tool. The user may also attempt to corrupt Imperial 
  technologies and their Machine Spirits while interfacing 
  with them on a successful Very Hard (–30) Tech-Use Test, 
  162
  CHAINAXE (LEGION AND 
  Combining the heft and fury of an 
  axe with the terrible rending teeth 
  of a chain weapon, the chainaxe is a 
  favourite implement of many warriors. 
  Heavy and brutal, they are the perfect 
  messenger to inﬂ ict their user’s righteous 
  hate on their foes. The Roth-pattern chainsword 
  is one of the more common variants seen in the 
  sector, used by both loyalists and heretics alike. 
  The ancient Deimos-pattern Mark II Legion 
  chainaxe is much more powerful, drawing on 
  the additional support from the wearer’s power 
  armour to drive the heavier chains at greater 
  speeds. The Legion variant is a Legion weapon 
  and follows all the rules for the use of Legion 
  weapons. This is a one-handed melee weapon.
  weapons. This is a one-handed melee weapon.
  
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  rendering them damaged and unusable except by fellow 
  Hereteks. This is a two-handed melee weapon.
  LEGION CHAINFIST
  Perhaps 
  the 
  most 
  devastating 
  melee 
  weapon 
  commonly 
  used by a Legion, a 
  chainﬁ st combines the 
  disruptive energies of 
  a power ﬁ st with the 
  rending strength of a chainblade. The huge 
  gauntlet resembles a power ﬁ st with a short reinforced 
  double chainblade extending from the glove. Too heavy 
  even for Chaos Space Marines in power armour, only those 
  wearing Terminator suits can operate such a weapon properly. 
  Chainﬁ sts were originally designed for use in boarding 
  actions, where they would be used to tear open voidcraft 
  bulkheads or breach even the redoubtable of barricades. They 
  have since been repurposed by chaos terminators, who use 
  them to great effect against even the most heavily armoured 
  adversaries. Each gauntlet is as bulky as a power ﬁ st and 
  cannot be used for any but the most basic manipulative tasks 
  (for example, one could not use a weapon or pick up a quill, 
  but may be able to manipulate a heavy iron girder).
  This is a Legion weapon, and follows all the rules for 
  Legion weapons. It may only be used in Terminator armour. 
  This weapon double’s the user’s Strength Bonus. This is a 
  one-handed melee weapon. 
  LIGHTNING CLAW
  Lightning Claws are a variant 
  of power ﬁ st technology 
  most commonly used 
  with 
  Terminator 
  armour, trading sheer 
  crushing power for 
  several 
  razor-sharp 
  blades that extend from 
  the armoured glove. Each blade 
  would be lethal even without their 
  power ﬁ eld enclosure, but when activated, the claws can 
  slice apart almost any material with ease. Early models of 
  Terminator Armour featured a single claw, allowing the 
  warrior to carry a ranged weapon in the other gauntlet. Later 
  conﬁ gurations would specialise in dual claw-usage, but many 
  still prefer the single claw for greater tactical ﬂ exibility. This 
  variant of Lightning Claw requires power armour to use, but 
  can be used by Legionnaires or humans. 
  Lightning Claws do an additional point of Damage per 
  Degree of Success on the Attack roll. When used as a pair, 
  they instead do 2 additional points of Damage per Degree of 
  Success. Each is very bulky, and cannot be used for any but 
  the most basic manipulative tasks (for example, one could not 
  use a weapon or pick up a quill, but may be able to manipulate 
  a heavy iron girder). This is a one-handed melee weapon.
  POWER AXE (LEGION AND 
  HUMAN VARIANT)
  These weapons are a favourite of many elite assault squads, 
  for while somewhat unwieldy to use they can hack apart 
  most foes in a single strike. Even when not wreathed 
  in their glowing power-ﬁ eld energies they make for a 
  formidable weapon. Legion variants are as intimidating 
  and deadly as their wielders, capable of slicing a foe in 
  two with ease. The Legion variant is a Legion weapon and 
  follows all the rules for the use of Legion weapons. This is 
  a one-handed melee weapon.
  POWER BLADE
  Easily concealable, these small knives are invaluable for inﬁ ltration 
  missions where more obvious weapons would be impractical. 
  Commonly they take the form of thin daggers and rely on the 
  strength of their power ﬁ eld to maintain the integrity of the blade 
  when used to strike. This is a one-handed melee weapon.
  POWER FIST
  Power ﬁ sts are the ultimate in 
  crushing force, amplifying 
  the user’s strength many 
  times such that little can 
  withstand their might. When 
  activated, energy ﬁ elds surround 
  the oversized gauntlet and when 
  the wearer punches or grips 
  a target it results in showers of ﬂ esh and bone, ruptured 
  armour, and holed hull plating. They are a standard weapon 
  for Terminator-suited Chaos Space Marines, but others 
  adopt backpack mounted power supplies to wear them in 
  lesser armours. This weapon doubles the user’s Strength 
  Bonus. This is a one-handed melee weapon.
  POWER MACE
  Developed early in the Crusades, the power mace was 
  a simple adoption of the newly rediscovered power 
  ﬁ eld technologies. Each is a relatively straightforward 
  construction with a thumb activator in the haft to energise 
  the weapon; once powered the mace can strike blows of 
  impressive force. Many variants such as the Deimos-
  pattern Virge weapon included symmetrical ﬂ anges of 
  spiked adamantium to better penetrate armour. This is a 
  one-handed melee weapon. However, when used with two 
  hands, it gains the Concussive (0) Quality.
  163
  LEGION CHAINFIST
  Perhaps 
  the 
  most 
  devastating 
  melee 
  weapon 
  commonly 
  used by a Legion, a 
  disruptive energies of 
  a power ﬁ st with the 
  rending strength of a chainblade. The huge 
  LIGHTNING CLAW
  Lightning Claws are a variant 
  of power ﬁ st technology 
  most commonly used 
  with 
  Terminator 
  armour, trading sheer 
  crushing power for 
  several 
  razor-sharp 
  blades that extend from 
  the armoured glove. Each blade 
  would be lethal even without their 
  withstand their might. When 
  activated, energy ﬁ elds surround 
  the oversized gauntlet and when 
  the wearer punches or grips 
  
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  Table 5–6: Melee Weapons
  Chain Weapons
  Chain Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
  Arm-mounted 
  Chainblade
  Melee
  —
  1d10+2 R
  3
  Tearing
  5 kg
  Rare
  Chain Dagger
  Melee
  —
  1d10+1 R
  2
  Tearing
  2 kg
  Rare
  Chain Greatsword
  Melee
  —
  2d10+2 R
  3
  Tearing, Unbalanced
  16 kg Scarce
  Chainaxe (human)
  Melee
  —
  1d10+4 R
  2
  Tearing
  13 kg Average
  Chainaxe (Legion)
  Melee
  —
  1d10+5 R
  3
  Tearing
  14 kg Extremely Rare
  Chainsword (human)
  Melee
  —
  1d10+2 R
  2
  Tearing, Balanced
  6 kg
  Average
  Chainsword (Legion)
  Melee
  —
  1d10+3 R
  3
  Tearing, Balanced
  10 kg Extremely Rare
  Chain Halberd
  Melee
  —
  1d10+3 R
  3
  Tearing
  8 kg
  Rare
  Power Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
  Fallen Magos Power Axe Melee
  —
  2d10+4 E
  6
  Power Field, Unbalanced
  9 kg
  Extremely Rare
  Legion Chainﬁ st
  Melee
  —
  2d10† E
  10
  Power Field, Tearing, Unwieldy
  48 kg Extremely Rare
  Lightning Claw
  Melee
  —
  1d10+6 E
  8
  Power Field, Proven (4), Special
  30 kg Extremely Rare
  Power Axe (human)
  Melee
  —
  1d10+7 E
  6
  Power Field, Unbalanced
  8 kg
  Extremely Rare
  Power Axe (Legion)
  Melee
  —
  1d10+8 E
  7
  Power Field, Unbalanced
  10 kg Extremely Rare
  Power Blade
  Melee
  —
  1d10+3 E
  5
  Power Field
  3 kg
  Very Rare
  Power Fist (human)†
  Melee
  —
  2d10 E
  8
  Power Field, Unwieldy
  13 kg Very Rare
  Power Fist (Legion)†
  Melee
  —
  2d10 E
  9
  Power Field, Unwieldy
  25 kg Extremely Rare
  Power Mace ††
  Melee
  —
  1d10+6 E
  4
  Power Field
  8 kg
  Extremely Rare
  Power Scythe
  Melee
  —
  1d10+7 E
  7
  Power Field, Unbalanced
  9 kg
  Very Rare
  Power Sword (human)
  Melee
  —
  1d10+5 E
  5
  Power Field, Balanced
  3 kg
  Very Rare
  Power Sword (Legion)
  Melee
  —
  1d10+6 E
  6
  Power Field, Balanced
  5 kg
  Extremely Rare
  Exotic Melee Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
  Axon Razor
  Melee
  —
  1d5 R
  4
  Crippling (5), Razor Sharp, 
  1 kg
  Near Unique
  Bone Maul
  Melee
  —
  2d10 I
  2
  Unbalanced, Tainted
  7 kg
  Near Unique 
  Fang Dagger
  Melee
  —
  1d10 R
  2
  Warp Weapon
  2 kg
  Near Unique
  Flensing Blade
  Melee
  —
  1d10+5 R
  3
  Razor Sharp, Balanced
  2 kg
  Extremely Rare
  Q’sal Glass Dagger
  Melee
  —
  1d10+2 R
  6
  Toxic (1)
  1 kg
  Extremely Rare
  Hellblade†††
  Melee
  —
  1d10+6 R
  10
  Balanced, Power Field, Special
  3 kg
  Unique
  Frozen Shard
  Melee
  —
  1d10+6 R
  8
  Balanced, Felling (3)
  2 kg
  Extremely Rare
  Velklir Rapier
  Melee
  —
  1d10+7 E
  7
  Balanced, Flexible, Razor Sharp, 
  Special
  1 kg
  Unique
  Plague Sword
  Melee
  —
  1d10+3 R
  4
  Balanced, Toxic (2) ††††
  2 kg
  Extremely Rare
  Searing Blade
  Melee
  —
  1d10+6 E
  7
  Balanced
  3 kg
  Near Unique 
  Force Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
  Force Rod
  Melee
  —
  1d5 I
  0
  Force
  1 kg
  Near Unique
  Force Scythe
  Melee
  —
  1d10+4 R
  3
  Unbalanced, Force
  10 kg Near Unique 
  Force Staff
  Melee
  —
  1d10 I
  0
  Balanced, Force
  4 kg
  Near Unique
  Force Sword
  Melee
  —
  1d10+2 R
  2
  Balanced, Force
  8 kg
  Near Unique
  Staff of Change
  Melee
  —
  1d10+5 I
  5
  Force, Warp Weapon
  4 kg
  Unique
  Shock Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
  Shock Maul
  Melee
  —
  1d10 I
  0
  Shocking
  3 kg
  Scarce
  Electro-Flail
  Melee
  —
  1d10+2 I
  0
  Flexible Shocking
  5 kg
  Rare
  Neural Whip
  Melee
  3m
  1d10+1 R
  0
  Flexible, Shocking
  4 kg
  Rare
  † Chainﬁ sts and Power Fists double the user’s Strength Bonus when adding to Melee Damage.
  †† Concussive (0) when used with two hands.
  ††† Hellblades add an additional 2 Damage for every death it inﬂ icted in that combat.
  †††† Plague Weapons inﬂ ict 1d10 Wounds and 1d5 Toughness Damage when the Toxic Test is failed. 
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  POWER SCYTHE 
  (HUMAN AND LEGION)
  An early weapon that seemed to disappear during 
  the Crusades, the power scythe never established 
  itself and was ﬁ nally discontinued by Munitorum 
  decree in M34. It still remains popular with the 
  eternal legions and their human allies however, 
  especially for those who follow Father Nurgle. 
  It has a farther reach than many power weapons, 
  and the long blade can cut a swath of deadly energy 
  across several foes in one arc. The Legion variant is a 
  Legion weapon and follows all the rules for the use of 
  Legion weapons. This is a two-handed melee weapon.
  POWER SWORD (HUMAN 
  AND LEGION)
  Often the signature weapons of elite warriors, 
  power swords are perhaps the most dangerous of 
  melee weapons. In the hands of skilled swordsman, they 
  combine a deadly offence with a nearly impenetrable defence. 
  They come in a variety of shapes and styles, and entire 
  schools are devoted to their mastery. The Legion variant is a 
  Legion weapon and follows all the rules for the use of Legion 
  weapons. This is a one-handed melee weapon. 
  EXOTIC MELEE WEAPONS
  Even amongst the wide range of melee weapons available 
  to Heretics ﬁ ghting the Long War, there are those weapons 
  that stand out from the rest due to their unusual nature, 
  singular construction, or rare availability. Exotic weapons are 
  those outside the normal bounds of access and to carry one 
  marks the Heretic as a personage of note even amongst the 
  remarkable comrades in his ﬁ ght. They also require special 
  training to be used properly, so to use exotic weapons you 
  must have the Weapon Training (Exotic) Talent for that 
  speciﬁ c weapon. 
  AXON RAZOR
  Believed to originate from archeotech scavenged from the 
  charred ruins of Kurse, this particularly sadistic relic has seen 
  increased reproduction in the Screaming Vortex in recent 
  centuries. Each appears to be a paper thin blade upwards of 
  half a meter in length and seemingly too fragile to be of any 
  harm. It slices through ﬂ esh with little or no actual tissue 
  damage, instead tearing into nerve ganglions and causing 
  agonising pain that can drop a foe as if they had been 
  disembowelled. Those who delight more in suffering than in 
  the actual kill ﬁ nd it a wonderful weapon, as it can be used 
  over and over without permanent damage to the subject. 
  Axon Razors never cause any actual Damage but always count 
  as doing Damage when they hit for the purposes of the weapon’s 
  Crippling Quality. This is a one-handed melee weapon. 
  BONE MAUL
  A common weapon of the feral tribes on The Writhing World, 
  each dull grey bone maul is covered with runic etchings from the 
  world’s biomancers and stains of ancient ﬂ esh and blood. Each is 
  also much heavier and stronger than any normal  bone. With each 
  bloody impact the maul becomes cleaner and brighter than when 
  the battle began, until its foe is dead and it appears as gleaming 
  ivory. After the battle it slowly tarnishes again, until it returns to 
  its original dull grey. This is a two-handed melee weapon.
  FANG DAGGER
  Taken from some great unknown beast in the Vortex, these 
  daggers are roughly 30cm in length with a slight arc to their 
  smooth dark grey shape. The tips of these daggers are near 
  adamantium sharp, making many wonder what predator they 
  may have come from, and what prey they must have hunted 
  Table 5–6: Melee Weapons (Cont)
  Primary Weapons
  Primary Weapons
  Name
  Class
  Range
  Range
  Dam
  Pen
  Special
  Wt
  Availability
  Armoured Gauntlet
  Melee
  —
  1d5+1 I
  0
  Primitive (6)
  1 kg
  Average
  Legion Combat Knife
  Melee
  —
  1d10 R
  2
  2 kg
  Very Rare
  Axe
  Melee
  —
  1d10+1 R
  0
  Unwieldy
  4 kg
  Average
  Great Weapon
  Melee
  —
  2d10
  0
  Unbalanced
  7 kg
  Scarce
  Hammer
  Melee
  —
  1d10+1 I
  0
  Primitive (9), Unbalanced
  4 kg
  Common
  Improvised
  Melee
  —
  1d10 I
  0
  Primitive (7), Unbalanced
  Varies Plentiful
  Knife
  Melee/
  Thrown
  —
  1d5 R
  0
  1 kg
  Plentiful
  Scythe
  Melee
  —
  1d10+4 R
  3
  Unbalanced, Felling (1)
  6 kg
  Common
  Shield
  Melee
  —
  1d10 I
  0
  Primitive (6), Defensive
  3 kg
  Common
  Spear
  Melee
  —
  1d10 R
  0
  Primitive (8), 
  3 kg
  Common
  Staff
  Melee
  —
  1d10 I
  0
  Primitive (7), Balanced
  3 kg
  Plentiful
  Sword
  Melee
  1d10 R
  0
  Balanced
  3 kg
  Common
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  1d10 R
  —
  1d10 I
  —
  1d10 R
  POWER SCYTHE 
  (HUMAN AND LEGION)
  An early weapon that seemed to disappear during 
  An early weapon that seemed to disappear during 
  the Crusades, the power scythe never established 
  the Crusades, the power scythe never established 
  itself and was ﬁ nally discontinued by Munitorum 
  itself and was ﬁ nally discontinued by Munitorum 
  decree in M34. It still remains popular with the 
  decree in M34. It still remains popular with the 
  eternal legions and their human allies however, 
  eternal legions and their human allies however, 
  especially for those who follow Father Nurgle. 
  especially for those who follow Father Nurgle. 
  It has a farther reach than many power weapons, 
  It has a farther reach than many power weapons, 
  and the long blade can cut a swath of deadly energy 
  and the long blade can cut a swath of deadly energy 
  across several foes in one arc. The Legion variant is a 
  across several foes in one arc. The Legion variant is a 
  Legion weapon and follows all the rules for the use of 
  Legion weapon and follows all the rules for the use of 
  Legion weapons. This is a two-handed melee weapon.
  Legion weapons. This is a two-handed melee weapon.
  Often the signature weapons of elite warriors, 
  power swords are perhaps the most dangerous of 
  melee weapons. In the hands of skilled swordsman, they 
  remarkable comrades in his ﬁ ght. They also require special 
  training to be used properly, so to use exotic weapons you 
  must have the Weapon Training (Exotic) Talent for that 
  speciﬁ c weapon. 
  AXON RAZOR
  Believed to originate from archeotech scavenged from the 
  charred ruins of Kurse, this particularly sadistic relic has seen 
  increased reproduction in the Screaming Vortex in recent 
  centuries. Each appears to be a paper thin blade upwards of 
  half a meter in length and seemingly too fragile to be of any 
  harm. It slices through ﬂ esh with little or no actual tissue 
  damage, instead tearing into nerve ganglions and causing 
  agonising pain that can drop a foe as if they had been 
  disembowelled. Those who delight more in suffering than in 
  the actual kill ﬁ nd it a wonderful weapon, as it can be used 
  over and over without permanent damage to the subject. 
  Axon Razors never cause any actual Damage but always count 
  as doing Damage when they hit for the purposes of the weapon’s 
  weapons. This is a one-handed melee weapon. 
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  that demanded such powerful teeth. Some have noted that each 
  is also imbued with faint Warp energies and at microscopic 
  examination the tip appears indistinct as if it were blurred, 
  making them wonder if they even came from this reality. These 
  rare weapons are often possessed as signs of power and coveted 
  by the warlords and Chaos pirates that prowl the Vortex.
  Fang Daggers inﬂ ict one Corruption Point on the wielder 
  and target each time they inﬂ ict Zealous Hatred. This is a 
  one-handed melee weapon.
  FLENSING BLADE
  The reﬁ ned version of the more common meatworking knife, a 
  ﬂ ensing blade is designed for actual combat where its wide and 
  thin surface can slide to the bone, removing ﬂ esh in long strips 
  of raw meat. Most are perhaps a meter long and made of special 
  ceramics that can hold the edge despite their thinness. All are 
  a product of underground cults of carnivores commonly found 
  amongst the crews of vessels that frequent the Screaming Vortex. 
  These sadistic cults take special delight in making their foes part 
  of their ceremonial feasts. This is a one-handed melee weapon.
  Q’SAL GLASS DAGGER
  Glass daggers are crystalline blades, beloved by the sorceror-
  technocrats of Q’sal and a common tool of assassination 
  among their glass-towered cities. The entire dagger is made 
  from a single crystal length, including the hilt which is 
  wrapped in leather or plastic so it can be gripped effectively. 
  Despite the name each is almost indestructible until they 
  pierce ﬂ esh and are bathed in blood, at which point a small 
  part sheers away and shatters into tiny fragments. The 
  resulting wound becomes badly infected as the pieces rot into 
  black ooze, necrotizing the surrounding tissue. Many Death 
  Cultists literally kill for the chance to use such a blade, as the 
  lingering death that results if not quickly treated gains them 
  much status with their peers. This is a one-handed melee 
  weapon.
  HELLBLADE
  The feared Bloodletters, warrior-daemons of 
  Khorne, wield these powerful Warp-forged 
  blades. On very rare occasions a mortal has 
  bested one of these Daemons and claimed this 
  potent weapon. A jagged metal sword, blackened 
  but edged with glowing red embers, a hellblade is 
  the physical manifestation of the sheer bloodlust of 
  the user. Few mortals have the strength of will to 
  wield such a weapon. However, the more blood 
  it sheds the more powerful it becomes, glowing 
  with ever-stronger crimson hues as blood ﬂ ows. 
  Hellblades inﬂ ict more Damage with 
  every kill, and add +2 to their base Damage 
  for every death caused during a combat (this 
  resets after every combat encounter). The sword 
  is infested with a malign spirit, however, and never 
  wishes to be put away. The user must take a Very 
  Hard (–30) Willpower Test in order to remove it 
  from his hand or place it in a scabbard. This is a 
  one-handed melee weapon.
  FROZEN SHARD
  Legend says that these blades are tiny shards of the Frozen 
  Heart of the Screaming Vortex, gifted by the Runic Powers 
  themselves to their champion in ancient millennia. Passed 
  from owner to owner over many centuries, the clean clear 
  blades are impossible to disguise as no paint or masking can 
  adhere to their frictionless surface. Their points slide across 
  armour to ﬁ nd the smallest joint or defect, and can pierce 
  through ﬂ esh in a whisper-like strike that is almost unrealized 
  until arterial blood shoots out as the blade is withdrawn. This 
  is a one-handed melee weapon.
  VELKLIR RAPIER
  Many of the sorcerers of Velklir on Q’sal are accompanied 
  by elite bodyguards as they make their deals with warbands 
  and pirates. These bodyguards are expertly trained and carry 
  a unique pattern of sword that sends chills down the spine of 
  even the most seasoned slaver. Any Heretic who fancies himself 
  a swordsman would sell his soul for this weapon, or preferably 
  someone else’s. Impossibly thin, the blade seems more a ray of 
  light than metal and shimmers with an iridescent milky-white 
  colour. It is also seemingly unbreakable no matter what massive 
  weapons it might act to parry. In combat the blade twists and 
  bends towards its target as if it was guiding its tip itself, when 
  removed blood drips off as if the weapon was disdainful of such 
  an easy kill. Users often feel overly tired after these combats, 
  but this seems a very small price to pay. 
  After the rapier is used to kill an opponent, the user must take a 
  Challenging (-0) Toughness Test or suffer one level of Fatigue 
  as the rapier literally drains them of their life force, the better to 
  make further kills. This is a one-handed melee weapon.
  PLAGUE WEAPONS
  Each of these corroded iron blades is coated with rust and 
  numerous diseases, the better to spread Father Nurgle’s 
  blessing across the galaxy. Only those pure in his sight such 
  as his Plague Marines are granted such a weapon, and any 
  NON-CHAOS SPACE MARINES 
  USING LEGION WEAPONS
  The weapons and armour of the Legion were fashioned 
  for gods, not men, and anyone other than a Chaos Space 
  Marine will have trouble using them. Legion Power 
  Armour can only be used by Chaos Space Marines as 
  other characters, even those of suitable stature, lack the 
  implants and training to use it. Legion Weapons can 
  be used by other characters but count as a Class larger 
  than normal (Pistols count as Basic, Basic as Heavy, 
  Heavy weapons remain Heavy). Legion melee weapons 
  requiring one hand to use would require two hands 
  for a non-Legion warrior to use, while two-handed 
  weapons could not be used at all.
  In addition, non-Legion characters using Legion 
  weapons incur a –20 to all attack rolls in addition to any 
  penalties for being untrained. This penalty is negated 
  only if a character has Unnatural Strength (+4) or higher. 
  166
  The feared Bloodletters, warrior-daemons of 
  Khorne, wield these powerful Warp-forged 
  blades. On very rare occasions a mortal has 
  blades. On very rare occasions a mortal has 
  bested one of these Daemons and claimed this 
  bested one of these Daemons and claimed this 
  potent weapon. A jagged metal sword, blackened 
  potent weapon. A jagged metal sword, blackened 
  but edged with glowing red embers, a hellblade is 
  but edged with glowing red embers, a hellblade is 
  the physical manifestation of the sheer bloodlust of 
  the physical manifestation of the sheer bloodlust of 
  the user. Few mortals have the strength of will to 
  the user. Few mortals have the strength of will to 
  wield such a weapon. However, the more blood 
  wield such a weapon. However, the more blood 
  it sheds the more powerful it becomes, glowing 
  it sheds the more powerful it becomes, glowing 
  with ever-stronger crimson hues as blood ﬂ ows. 
  with ever-stronger crimson hues as blood ﬂ ows. 
  Hellblades inﬂ ict more Damage with 
  Hellblades inﬂ ict more Damage with 
  every kill, and add +2 to their base Damage 
  every kill, and add +2 to their base Damage 
  for every death caused during a combat (this 
  for every death caused during a combat (this 
  resets after every combat encounter). The sword 
  resets after every combat encounter). The sword 
  is infested with a malign spirit, however, and never 
  is infested with a malign spirit, however, and never 
  wishes to be put away. The user must take a 
  wishes to be put away. The user must take a Very 
   in order to remove it 
   in order to remove it 
  from his hand or place it in a scabbard. This is a 
  from his hand or place it in a scabbard. This is a 
  and pirates. These bodyguards are expertly trained and carry 
  a unique pattern of sword that sends chills down the spine of 
  even the most seasoned slaver. Any Heretic who fancies himself 
  a swordsman would sell his soul for this weapon, or preferably 
  someone else’s. Impossibly thin, the blade seems more a ray of 
  light than metal and shimmers with an iridescent milky-white 
  colour. It is also seemingly unbreakable no matter what massive 
  weapons it might act to parry. In combat the blade twists and 
  bends towards its target as if it was guiding its tip itself, when 
  removed blood drips off as if the weapon was disdainful of such 
  an easy kill. Users often feel overly tired after these combats, 
  but this seems a very small price to pay. 
  After the rapier is used to kill an opponent, the user must take a 
  Challenging (-0) Toughness Test 
  as the rapier literally drains them of their life force, the better to 
  make further kills. This is a one-handed melee weapon.
  PLAGUE WEAPONS
  
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  lesser being suffering even the slightest wound is gifted with 
  one of his innumerable creations such as Nurgle’s Rot or the 
  Weeping Pox. The Toxic Quality on this weapon inﬂ icts 1d5 
  Toughness Damage in addition to 1d10 damage. This is a 
  one-handed melee weapon.
  SEARING BLADE
  A golden sickle-shaped sword somewhat akin to an elongated 
  axe in appearance, this blade uses only its single wide cutting 
  edge in combat. Its singular appearance makes it a favoured 
  weapon for many of the cults that reside in the Screaming 
  Vortex, where they claim inspiration from mighty empires 
  of ages before the False Emperor took power. The metal of 
  archeotech or xenos origin is what makes it truly unique 
  though, for each bloody slice instantly ignites with intense heat 
  strong enough to cook ﬂ esh into blackened ruin. The blade 
  itself remains cool however, merely awaiting the opportunity 
  to burn its next victim. This is a one-handed melee weapon.
  FORCE WEAPONS
  Force Weapons are unique in that they will only function to 
  their full potential when wielded by a true psyker, whose mental 
  energies turn these ordinary looking weapons into devices of 
  terrifying power. They can take the forms of almost any normal 
  hand weapon such as a sword, axe,  halberd, or hammer, though 
  they may appear unusual with crystalline lattices running 
  through the blade or elaborate runes along the hilt. Some date 
  back to the Great Crusades, where psykers became too valuable 
  a weapon to be ignored—no matter the misguided dictates of 
  the False Emperor. To use Force Weapons, the character must 
  have the Weapon Training (Primary) Talent.
  FORCE STAFF
  Like force rods, a force staff can pass as a harmless item that 
  would not cause alarm, appearing to the naked eye to be a 
  simple walking stick. More ostentatious psykers, however, 
  carry staffs with elaborate ornamentation (typically depicting 
  their patron god), the better to announce their presence. A 
  force staff also act as a Psy-Focus (see page 186) as long as it 
  is gripped with one hand (though like all staves, two hands 
  are needed to properly use it as a weapon). This is a two-
  handed melee weapon.
  FORCE SWORD
  Appearing to be a simple but unusually coloured or etched 
  blade, a force sword allows a well-trained psyker to fully 
  channel his mental and martial abilities in combat. It is the 
  mark of a truly powerful psyker to carry one and use it 
  skillfully. This is a one-handed melee weapon.
  STAFF OF CHANGE 
  Filled with rainbows of arcane energies that seem eager to 
  leave their glassy prison, these crystalline staffs appear too 
  fragile to be used as a weapon. It strikes with an impact that 
  seems many times its weight however, as if drawing force 
  from outside itself and its user. This weapon inﬂ icts 1 random 
  mutation on the target if the attack generates Zealous Hatred 
  (if this would kill the target, he is reduced to a gibbering, 
  harmless, and disgusting spawn), but if the psyker fails the 
  Focus Power test, then the wielder gains 1 Corruption Point 
  instead. This weapon requires two hands to use.
  SHOCK WEAPONS
  Shock weapons are designed to augment their attacks by 
  administering a powerful incapacitating electrical charge to 
  the target. This allows them to be used in a nonlethal capacity, 
  though they are still capable of cutting ﬂ esh and breaking 
  bone. To use shock weapons, characters must have the Melee 
  Weapon Training (Shock) Talent.
  SHOCK MAUL
  Commonly use by lackey forces such as Adeptus Arbites and 
  Enforcer squads on countless worlds to enforce the will of their 
  False Emperor, shock mauls are club-like weapons. They have 
  an adjustable charge setting, which can range from a mild but 
  painful strike to a heavy stun, enough to drop a charging rioter 
  in their tracks. This is a one-handed melee weapon.
  ELECTRO-FLAIL
  These whips are lined with electrical conduit lines, so that 
  the already-painful lash from the short metal tendrils inﬂ icts 
  unbearable electrical agony as well. Most are attached to short 
  handle grips, or even act as actual replacements for entire 
  arms. This is a two-handed melee weapon.
  NEURAL WHIP
  Neural whips are more often used to kill opponents via painful 
  lacerations. Each resembles a normal whip, but with thicker, 
  metallic lines and larger heavy-impact weights at the end of each 
  cord. Even without the charge, lashes can rip open ﬂ esh or tear 
  apart primitive armours. This is a one-handed melee weapon.
  PRIMARY WEAPONS
  Weapons such as spears, axes, and knives were perhaps the ﬁ rst 
  tools invented and still remain brutally effective at dispatching 
  denizens of the corpse-god. Even the most technologically adept 
  warrior will still carry a simple but effective weapon like these 
  with them at all times, as will any prudent individual no matter 
  how “civilised” their planet may claim to be. For those acting to 
  167
  one-handed melee weapon.
  in their tracks. This is a one-handed melee weapon.
  in their tracks. This is a one-handed melee weapon.
  
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  discard the corrupt Imperium, weapons like these are essential, 
  for there can be no telling when the next power recharge might 
  come or mechanical repair facility may be found. 
  To use primary weapons effectively the user must have the 
  Weapon Training (Primary) Talent. Certain Primary weapons 
  may also be thrown as a ranged weapon, in which case they 
  are labelled as Thrown weapons.
  ARMOURED GAUNTLET
  These simple metallic gloves are worn over the hand to 
  allow a degree of protection and to add to combat damage. 
  Sometimes they include small spikes or cutting edges to 
  further increase the blood shed by each blow. This is a one-
  handed melee weapon.
  LEGION COMBAT KNIFE
  A formidable weapon and one that only the great warriors 
  of the Chaos Space Marines would call a mere knife—if 
  it were not for the too-wide grip, humans could use these 
  impressive blades as swords. Tough and thick, these knives 
  are designed for in-close ﬁ ghting and stabbing and are often 
  the last weapon a Space Marine will use when all else has run 
  out of ammunition or power. This is a Legion weapon and 
  follows all the rules for the use of Legion weapons. This is a 
  one-handed melee weapon.
  AXE
  Many a Heretic will swear their axe is their most prized 
  weapon, valuing its simplicity and brutality. With each strike 
  they can fully express their hatred of the Imperium, with 
  each cleave they chop away at the hypocrisy and failure 
  maintained by the its deluded followers. This is a one-handed 
  melee weapon.
  GREAT WEAPON
  The catchall term for the larger and heavier version of most 
  melee weapons, these require two hands unless the user has 
  exceptional strength. Be they giant axes, massive hammers, or 
  even huge swords, they all are exceptionally brutal weapons 
  that inﬂ ict serious damage with each strike. This is a two-
  handed melee weapon.
  HAMMER
  Hammers are larger versions of the regular hand tool, using a 
  massive weighted end to inﬂ ict a harder and deadlier blow. As 
  they can be carried openly by workers, they are doubly useful 
  for Heretics plotting raids against Imperial installations. This 
  is a one-handed melee weapon.
  IMPROVISED
  As the name suggests, improvised weapons are any heavily 
  weighted object a Heretic ﬁ nds themselves using when there 
  is nothing else available. They can range from broken table 
  legs to heavy rocks to severed limbs; using the butt end of 
  a ranged weapon such as an autogun will also count as an 
  improvised weapon. This also includes drive chains, lengths 
  of wire used as a garrotte, and in general any item not 
  designed to be a weapon but used in combat. This is a one-
  handed melee weapon (although at the GM’s discretion some 
  may require two hands instead).
  KNIFE
  Few warriors use a knife as their primary weapon, but fewer 
  indeed would ever be caught without at least one of them 
  as a backup. Most hive gangers wouldn’t feel appropriately 
  dressed without at least three on their person, and those 
  who seek discretion prefer at least one secreted away should 
  problems ensue. This is a one-handed melee weapon.
  SCYTHE
  A common ﬁ eldworker’s tool, scythes are also deadly in 
  combat where their sharp blades and long reach make them 
  effective in mowing ﬂ esh as well as grain. This is a two-
  handed melee weapon.
  SHIELD
  Many warriors carry some kind of protective device in one 
  hand when going into melee combat, ranging from primitive 
  rectangles of reinforced wood to sophisticated sheets of 
  plasteel. This is a one-handed melee weapon.
  SPEAR
  A common hunting tool, spears are also common in feral and 
  medieval worlds where they can be used to impale charging 
  ﬁ ghters or their steeds. This is a one-handed melee weapon.
  STAFF
  A basic length of wood or plasteel, a staff is a common 
  enough sight that few would be concerned upon seeing one 
  being carried. In the hands of a master however, they can 
  easily dispatch even armoured warriors in seconds. This is a 
  two-handed melee weapon.
  SWORD
  The generic name for the basic hand-blade, the sword is 
  perhaps the most widely used melee weapon. Relatively easy 
  to manufacture, even untrained ﬁ ghters can carry one into 
  combat with some measure of success. Swords can range from 
  mass-produced blades of cheap metal to lightweight plasteel, 
  with elaborate versions made from Tyranid talons or petriﬁ ed 
  bones. However, as with most melee weapons, it is more the 
  skill of the user than the actual weapon that determines the 
  winner of the conﬂ ict. This is a one-handed melee weapon.
  Modifying 
  Weapons
  I
  n addition to varying levels of Craftsmanship, weapons 
  can be modiﬁ ed in a variety of ways. Guns can have 
  upgrades such as sights and variant types of ammo while 
  blades can have monoﬁ lament edges or enhanced power 
  ﬁ elds. Alternately weapons can also be downgraded (making 
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  them cheaper and easier to ﬁ nd and buy), reducing their 
  effectiveness. All of these factors can signiﬁ cantly change a 
  weapon’s properties, such as the Damage it inﬂ icts, its range 
  or any additional effects it has on its target.
  WEAPON UPGRADES
  Weapon upgrades improve either a ranged or melee weapon 
  in some way, but also make it more expensive by decreasing 
  its Availability. Every upgrade a weapon has decreases 
  its Availability by one step to a maximum of Unique. If a 
  character is upgrading a weapon he already possesses then 
  he must make an Acquisition Test for his weapon’s current 
  Availability. Upgrades need to either be applied by characters 
  with the Tech Skill or by NPCs trained in its use.
  Each upgrade can only be used with certain types of 
  weapons as detailed on Table 5–7: Weapon Upgrades. 
  There is no limit to the number of upgrades a weapon can 
  have, though weapons cannot  have conﬂ icting upgrades (i.e., 
  upgrades that would cancel each other out or make no sense, 
  such as taking both Belt Feed and Extended Magazine) or 
  multiples of the same upgrade or same type of upgrade (a gun 
  can only have one kind of sight, for instance).
  EXAMPLE
  Example: Nick wants his character to upgrade his shotgun with an 
  Extended Magazine so that it holds more shells. A shotgun has an 
  Availability of Common and so he must make an Acquisition Test against 
  this Availability (with any modiﬁ ers for the weapon’s Craftsmanship) 
  to buy the upgrade. If successful, his newly-modiﬁ ed shotgun changes 
  its Availability to Average (one step more difﬁ cult and expensive to 
  acquire). Alternatively, if he wanted to buy a shotgun that already has 
  an Extended Magazine he would make an Acquisition Test against an 
  Availability of Average (one step more difﬁ cult and expensive to acquire 
  than a normal, unmodiﬁ ed shotgun).
  BELT FEED
  The weapons conventional magazine has been removed 
  and replaced with a belt feed attachment and open bolt 
  mechanism. This allows both increased rate of ﬁ re and clip 
  size but makes it more prone to jamming. The weapon adds 
  2 to its full auto RoF (though only if it has a full auto RoF of 
  at least 1 before being upgraded) and increases its clip size to 
  100 unless it is already higher. It gains the Unreliable Special 
  Quality and loses the Reliable Special Quality if it has it.
  CENSER ATTACHMENT 
  When added to any pole weapon such as a staff or ﬂ ail, these 
  censers can be lit to emit perfumed smoke, diseased vapours, 
  euphoric substances, or other gases as desired. The effects of 
  this depend on the gas or vapour used.
  DUELLIST’S GRIP
  True artists of the blade favour this stylised hilt grip, allowing 
  them to wield their weapon with greater ﬂ exibility in 
  swordplay. Such a grip adds +5 to Parry Tests made with 
  this weapon. 
  EXTENDED MAGAZINE
  The addition of a drum magazine or extended sickle clips 
  gives the weapon more rounds before it needs to be reloaded. 
  This upgrade increases the weapon’s clip size by 25 percent, 
  rounding up.
  FIRE SELECTOR
  For weapons that can use differing ammunition rounds, a 
  shot selector can be ﬁ tted for ease of switching from one 
  type to another. A weapon with a ﬁ re selector can have up to 
  three different clips added to it (this is included as part of the 
  upgrade). At the start of the shooter’s Turn, he can use his ﬁ re 
  selector as a Free Action to choose which clip he wishes to 
  draw ammo from that round.
  MAG-LOCK HOLSTER/SCABBARD
  A magnetic plate attached to the character’s body allows him 
  to holster a melee or ranged weapon simply by sticking it 
  to the outside of his armour. The weapon seems to hover 
  over his body and is much faster to ready than normal. The 
  character may ready a weapon with this upgrade as a Free 
  Action.
  MELEE ATTACHMENT
  Bayonets, chain blades, and other long-bladed combat 
  attachments can be ﬁ tted to most ranged weapons, making 
  them more useful in assaults. A weapon with a melee 
  attachment counts as a spear in close combat.
  Table 5–7: Weapon Upgrades
  Name
  Can Upgrade
  Belt Feed
  Any Bolt or Solid Projectile 
  weapon
  Censer Attachment
  Any Two-handed Melee weapon
  Duellist’s Grip
  Any Balanced Melee weapon
  Extended Magazine
  Any Pistol or Basic weapon
  Fire Selector
  Any Weapon with a clip size of 
  2+ and the ability to take multiple 
  ammo types.
  Mag-lock Holster/
  Scabbard
  Any Pistol, Basic, Thrown, or 
  Melee weapon
  Melee Attachment
  Any Basic weapon
  Mono
  Any Melee weapon
  Photo Sight
  Any Ranged weapon
  Pistol Grip
  Any Basic weapon
  Recoil Bafﬂ ing
  Any weapon with a Full Auto rate 
  of ﬁ re
  Red Dot Laser Sight
  Any Pistol or Basic weapon
  Silencer
  Any Pistol or Basic weapon
  Spread Limiter
  Any weapon with a Semi-or Full 
  Auto rate of ﬁ re, or the Scatter 
  Quality
  Storm Field
  Any weapon with the Power Field 
  Quality 
  Suspensor
  Any Heavy weapon
  Telescopic Sight
  Any ranged weapon
  Venom Drip
  Any bladed Primary or Chain 
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  MONO
  Mono weapons have specially-fashioned blades with superﬁ ne 
  edges, which can easily cut through armour and never lose 
  their edge. Mono weapons lose the Primitive Quality and 
  add a +2 bonus to their Penetration. The Mono upgrade can 
  be applied to a power weapon, but it has no effect whilst 
  the power ﬁ eld is active. If the power ﬁ eld is ever lost or 
  deactivated, the Mono upgrade’s bonuses will then apply.
  The Mono upgrade may be applied to any melee weapon, but 
  when applied to close combat weapons that do not use an edge 
  (e.g., hammers, mauls, etc.), it should be described in a different 
  way. GMs are encouraged to come up with interesting deﬁ nitions 
  for non-edged weapons with the Mono upgrade. For example, a 
  hammer with the Mono upgrade could be deﬁ ned as having a 
  pneumoshock enhancement. The in-game effects remain the same.
  PHOTO SIGHT
  This is a weapon sight that enhances ambient light levels, 
  improving the user’s vision and ability to see in the dark. A 
  character using a Photo Sight suffers no penalties due to darkness.
  PISTOL GRIP
  A fairly ubiquitous upgrade, this simply modiﬁ es a weapon 
  to add an extra (or “pistol”) grip to a Basic ranged weapon. 
  This allows the weapon to be wielded in one hand without 
  suffering the usual –20 penalty. However, when wielding a 
  Basic weapon with a pistol grip one-handed, the weapon’s 
  range is halved. Note that the weapon can still be wielded two-
  handed without the penalty. Also, note that this does not turn 
  Basic Weapons into Pistol weapons, meaning they cannot be 
  used in conjunction with the Gunﬁ ghter Talent, for example. 
  The GM has ﬁ nal say over what weapons can beneﬁ t 
  from a pistol grip. However, certain Basic weapons that are 
  either particularly heavy (such as melta weapons and plasma 
  weapons) or particularly unwieldy (such as a long-las or sniper 
  riﬂ e) cannot be wielded one-handed even with a pistol grip, 
  though they certainly may have one for aesthetic purposes 
  (many weapons do in fact possess “pistol” grips, but cannot 
  be wielded one-handed).
  RECOIL BAFFLING
  Though the use of cunning compensators and counter-
  velocity breaks, the weapon is much easier to handle when 
  ﬁ red on full auto. The wielder suffers no penalty to hit when 
  moving and ﬁ ring the weapon on full auto.
  RED-DOT LASER SIGHT
  This is a laser sight that grants a +10 bonus to Ballistic 
  Skill Tests when the weapon is ﬁ red on single shot. The 
  only drawback of the Red-Dot sight is there is a chance for 
  foes to ‘spot the dot’ allowing them sense an attack before it 
  happens. A Hard (–20) Perception Test allows the target to 
  notice the dot and possibly take preventive action.
  SILENCER
  Silencers lower the noise (and ﬂ ash to a degree) from a 
  weapon’s discharge, preventing detection of the shot. 
  Awareness Tests to hear shots made with a silenced weapon 
  suffer an additional –20 penalty and can only be attempted at 
  half the normal distance for detecting gunshots.
  SPREAD LIMITER
  An extended barrel and chamber compressors mean that each 
  round in a burst or shatter shot retains a closer grouping. 
  When determining hit locations for Semi and Full Auto 
  bursts using Table 7-2: Multiple Hits (see page 240), each 
  location is struck twice before moving on to the next location 
  indicated. Weapons with the Scatter Special Quality with this 
  upgrade suffer no reduction to their Damage for ﬁ ring at 
  Long range, but gain no bonus to hit at any range.
  STORM FIELD
  A power weapon can be ﬁ tted with an overcharged generator to 
  increase the output of its power ﬁ eld, though it is not without 
  risk as the cracking halo of energy can sometime be as dangerous 
  to the user as his foes. The weapon increases its Damage and 
  Penetration by 2 and any weapon without the Power Field, Force, 
  Natural Weapon, or Warp Weapon Quality or Trait which parries 
  or is parried by a weapon with a Storm Field is automatically 
  destroyed. If the wielder rolls an unmodiﬁ ed 91-00 when making 
  attacks with the weapon he has been touched by the ﬁ eld and 
  takes one hit from the weapon that cannot be evaded (do not add 
  the bearer’s Strength Bonus to this damage roll).
  SUSPENSORS
  These anti-grav plates and studs attach to a weapon or piece of 
  equipment, making the use of heavy or cumbersome devices 
  much easier by offsetting some of their weight. Suspensors 
  reduce the weight of a weapon by one-half. When ﬁ ring a 
  weapon with suspensors, the operator always counts as braced.
  TELESCOPIC SIGHT
  Telescopic sights magnify the target’s image, and are 
  especially useful for long-range shots that need to hit a very 
  speciﬁ c target location. A weapon with a telescopic sight 
  ignores penalties for Long and Extreme range as long as the 
  shooter takes a Full Action to Aim.
  VENOM DRIP
  Many servants of the Dark Gods, especially followers of 
  Father Nurgle, are eager to share their latest toxic creations 
  with their foes. A Venom Drip will continually secrete the 
  stored liquids across the blade, ensuring that it will seep 
  into any cut and bring even more suffering to the wretched 
  lackeys of the corpse-god. This upgrade gives the weapon the 
  Toxic (0) Quality, though this may change depending on the 
  speciﬁ c venom used.
  WEAPON DOWNGRADES
  Weapon downgrades limit a weapon in some way by reducing 
  its effectiveness. These kinds of  weapons are common in the 
  Vortex where heretics and warlords must scavenge arms for 
  their soldiers from among the ﬂ otsam and jetsam of the 
  Imperium and the broken wargear of their foes. When buying 
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  a weapon a character can choose to buy it with a downgrade. 
  A weapon with a downgrade increases its Availability by 
  one step, making it cheaper and easier to ﬁ nd. Downgrades 
  cannot be applied to a weapon a character already owns, and 
  downgrades cannot be removed or reversed once applied to a 
  weapon. Weapons may not have more than one downgrade.
  Each downgrade can only be used with certain types of 
  weapons as detailed on Table 5-8: Weapon Downgrades. 
  Downgraded weapons may incorporate upgrades as normal 
  using the rules above provided they do not contradict or 
  cancel the effects of the downgrade in any way.
  EXAMPLE
  Example: Looking for a cheap weapon, Nick buys a shotgun for his 
  character with the Homemade Rounds downgrade. This reduces the 
  shotgun’s Availability from Common to Plentiful.
  AMMO GLUTTON
  Due to poor design or an erratic rate of ﬁ re, the weapon uses 
  up more ammunition than it should without any noticeable 
  improvement in performance. For every shot the weapon ﬁ res 
  it uses up two rounds of ammo.
  CURSED METAL
  Crafted from a strange or alien material which hums and 
  glows, the weapon can be dangerous to the user if held for 
  too long. At the end of every combat in which the weapon is 
  used (even if only once) the wielder must make a Toughness 
  Test or suffer 1 Wound without reduction for armour or 
  Toughness.
  FERAL MANUFACTURE
  The weapon has been created by primitives on a feral world; 
  cobbled together from half-understood plans using crude 
  local components. The weapon gains the Primitive (7) Quality. 
  FIENDISH RECOIL
  Almost completely devoid of any kind of recoil compensation, 
  the weapon bucks and leaps about in the wielder’s hands 
  when he ﬁ res it at its full rate of ﬁ re. When ﬁ ring the weapon 
  on Full Auto the wielder suffers a –10 to hit or a –20 if he 
  moves in the same round.
  HOMEMADE ROUNDS
  Re-chambered by some forgotten armourer, the weapon has 
  been designed to be used with an outdated or hard-to-ﬁ nd 
  ammo. This means the majority of the rounds its uses will 
  be crafted from crude modiﬁ cations or poor replacements. 
  The weapon reduces the Damage it deals by –1 and gains 
  the Unreliable Quality, or loses the Reliable Quality instead 
  if it possesses that Quality. Characters can, of course, try to 
  ﬁ nd the speciﬁ c ammo for their unusual weapon using the 
  rules below for Special Ammunition, counting a clip for the 
  weapon as Average Availability, which will negate the effects 
  of the downgrade when used.
  NOXIOUS DISCHARGE
  When the weapon is ﬁ red, it expels waste from vents along its 
  barrel, creating a noxious cloud around the ﬁ rer. Each time the 
  wielder ﬁ res the weapon he creates a smoke cloud one metre 
  in diameter (see page 243 for rules on Smoke) that surrounds 
  him. The cloud remains until the end of his following turn.
  OVERLOADED FRAME
  Excessively bulky and robust in construction, the weapon is 
  difﬁ cult to move and must be set up before it can be ﬁ red. 
  The weapon must be braced to ﬁ re in the same way as a 
  Heavy Weapon (see page 147), though the ﬁ rer need not use 
  a bipod, tripod or similar mounting.
  SCAVENGED
  In the Vortex, bone-pickers constantly scavenge the endless 
  ﬁ elds of war for weapons, hammering them back into shape 
  so they may be sold back to warlords to spread further 
  carnage. A scavenged weapon is made of mismatched parts 
  or has been poorly repaired. Scavenged ranged weapons gain 
  the Unreliable Special Quality and lose the Reliable Quality if 
  they have it. Scavenged melee weapons become Unbalanced 
  and lose the Balanced Quality if they have it. In addition, if a 
  Scavenged weapon ever rolls an unmodiﬁ ed 00 on an attack 
  roll it is destroyed, as it simply falls apart.
  SINGLE SHOT
  Quite often the easiest way to make a weapon easier and 
  cheaper to manufacture is to simplify its design. Like the well 
  known Las-Lock, a single shot weapon is a version capable of 
  only ﬁ ring a single round at a time, sacriﬁ cing rapid ﬁ re and 
  reload speed for ease of use. A single shot weapon reduces its 
  RoF to S/-/- and its clip size to 1. As some compensation it 
  gains the Reliable Special Quality if it does not have it.
  SLOW RECHARGE
  Poor power supply or damaged conduits means the weapon 
  ﬁ res slower than it normally would as it needs time between 
  shots to build back up its power. The weapon gains the 
  Recharge Special Quality.
  Table 5–8: Weapon Downgrades 
  Table 5–8: Weapon Downgrades 
  Name
  Name
  Can Upgrade
  Ammo Glutton
  Ammo Glutton
  Any weapon
  Cursed Metal
  Cursed Metal
  Any weapon
  Feral Manufacture
  Feral Manufacture
  Any ranged weapon
  Fiendish Recoil
  Fiendish Recoil
  Any weapon with a Full Auto rate 
  of ﬁ re
  Homemade Rounds
  Homemade Rounds
  Any Bolt or Solid Projectile 
  weapon
  Noxious Discharge
  Noxious Discharge
  Any ranged weapon
  Overloaded Frame
  Overloaded Frame
  Any Basic weapon
  Scavenged
  Scavenged
  Any weapon
  Single Shot
  Single Shot
  Any weapon with a Full or Semi 
  Auto rate of ﬁ re
  Slow Recharge
  Slow Recharge
  Any Las or Melta weapon
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  Ammunition
  A
  mmunition is as vital to a gun as air is to a human, 
  and without it a gun is little more than another useless 
  lump of tech. Ammo falls into two types: Standard and 
  Special. Standard ammo is readily available and can be found 
  almost anywhere, while Special ammo is far harder to come by, 
  but can dramatically transform the performance of a weapon.
  RULE OF THREE
  Keeping track of exactly how much ammunition a character 
  is carrying at any one time can be more bookkeeping than 
  players or GMs prefer. If the GM chooses he can use the Rule 
  of Three. This simply states that each character carries three 
  reloads of standard ammunition for each of their weapons at 
  the start of the game session.
  However, in BLACK CRUSADE, ammunition and equipment 
  are not readily available or easily found. Keeping track of 
  ammunition can add a feeling of realism and interest to a 
  game, and thus is the default playstyle.
  STANDARD AMMUNITION
  Unless the GM speciﬁ cally decides otherwise, characters 
  always have access to standard ammunition for their 
  weapons. This covers the basic kinds of bullets, bolts, slugs, 
  arrows, shot, promethium, charge packs or needles the 
  weapon requires to ﬁ re using its proﬁ le detailed on Table 
  5-3: Ranged Weapons . In the case of weapons which can 
  ﬁ re multiple types of standard ammunition, such as missile 
  launchers, characters can be assumed to carry both kinds of 
  ammo. Character’s need not make Acquisition Tests to buy 
  this basic ammo and as long as they could reasonably lay 
  their hands on it (i.e. they can scavenge it from the dead or 
  trade for it) then they should be allowed to carry as much 
  as they like. When determining encumbrance, each clip of 
  ammo is 10% of the weapon’s weight. 
  SPECIAL AMMUNITION
  A variety of specialised ammo exists for most weapons, from 
  armour piercing man-stoppers to explosive arrows for primitive 
  bows. These specialised types of ammo can alter the Damage, 
  Penetration or Special qualities of a weapon. Special ammo can 
  only be used with certain weapons as detailed on Table 5-9: 
  Special Ammunition. Only one kind of ammunition can be 
  used at a time, and their effects can’t be combined. A clip of 
  special ammo weights as much as a standard clip for its weapon 
  type (i.e. 10% the weapon weight). Special Ammunition is 
  Acquired by the clip, not the round.
  AMPUTATOR SHELLS
  Explosive and ﬁ lled with micro-shrapnel, these bullets are 
  designed to shear ﬂ esh and shatter bone, shredding bodies 
  and blowing limbs away. Amputator Shells add +2 to Damage 
  rolls. When used in any weapon with the Scatter Quality, the 
  weapon loses the Scatter Quality.
  BARBED ROUNDS
  Barbed rounds are hollow shells or glass-tipped bullets ﬁ lled 
  with hundreds of tiny razor ﬁ laments which scatter within the 
  wound and continue to rip and cut the target until removed. 
  The weapon gains the Crippling (1) Quality.
  DUMDUM BULLETS
  These heavy blunt bullets cause maximum tissue damage and 
  can tear apart soft targets, though they are less effective against 
  armour. Dumdum bullets add +2 to the weapon’s Damage, but 
  reduce a weapon’s Pen by 2 to a minimum of 0. If the weapon 
  has Pen 0, these bullets add +1 to the weapon’s Damage instead.
  EXPLOSIVE ARROWS
  Explosive arrows and quarrels might be crudely tipped with 
  shells or treated with a variety of unstable alchemical compounds. 
  Attacks with these arrows suffer a –10 to hit, Damage becomes 
  Explosive (X), and the weapon loses the Primitive Quality.
  HELLFIRE BOLT ROUNDS
  Originally created by the Imperium to combat the Tyranid 
  threat, these bolt rounds contain a powerful mutagenic acid 
  that eats through living material with horriﬁ c speed. Several 
  Chaos Space Marine warbands in the Vortex have taken these 
  rounds from the bodies of Loyalist Space Marines and used 
  them in turn. The weapon gains the Toxic (3) Quality and 
  inﬂ icts Zealous Hatred on a 9 or 10 when used against living 
  targets. When used with a Heavy Bolter, these rounds change 
  the weapon’s RoF to S/–/– and add the Blast (3) Quality. 
  When used against a Horde, each Hit from a Hellﬁ re Round 
  deals 1 additional damage to the Horde’s Magnitude.
  Table 5–9: Special Ammunition
  Name
  Can Upgrade
  Availability
  Amputator Shells
  Hand Cannons, 
  Shotguns (any type), 
  Stub Revolvers, Stub 
  Automatics
  Scarce
  Barbed Rounds
  Any Solid Projectile 
  weapon
  Scarce
  Dumdum Bullets
  Any Solid Projectile 
  weapon
  Average
  Explosive Arrows
  Bow, Crossbow
  Scarce
  Hellﬁ re Bolt 
  Rounds
  Any Bolt weapon
  Very Rare
  High-grade 
  Promethium
  Any Flame weapon
  Scarce
  Hot-shot Charge 
  Pack
  Any Las Pistol or Basic 
  weapon
  Average
  Inferno Shells
  Any Solid Projectile 
  Pistol or Basic weapon
  Scarce
  Man-Stopper 
  Bullets
  Any Solid Projectile 
  Pistol or Basic weapon
  Scarce
  Metal Storm 
  Rounds
  Any Bolt weapon
  Very Rare
  Puriﬁ ed Plasma
  Any Plasma weapon
  Very Rare
  Stalker Bolt 
  Rounds
  Any Bolt weapon
  Very Rare
  Tox Rounds
  Any Solid Projectile 
  Pistol or Basic weapon
  Average
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  HIGH-GRADE PROMETHIUM
  Most promethium is poorly reﬁ ned or has already been 
  through the engines of a shuttle or generator before it ﬁ nds 
  its way into the canisters of a ﬂ amer; high-grade promethium, 
  as the name suggests, is of a much better quality and allows 
  a ﬂ amer to ﬁ re further with a cleaner jet. The weapon adds 
  20 to its range.
  HOT-SHOT CHARGE PACK
  This is a powerful charge pack for a las weapon, favoured by 
  snipers. Each hot-shot charge pack is good for only a single 
  shot. A weapon using a hot-shot charge adds 3 to its Damage, 
  gains the Tearing Special Quality, and gains a Penetration of 
  4. However, the weapon loses its Reliable Quality, and its clip 
  is reduced to one.
  INFERNO SHELLS
  These shells contain a volatile, clinging gel that ignites on contact 
  with the target. The weapon gains the Flame Special Quality.
  MAN-STOPPER BULLETS
  These densely tipped bullets are designed to punch through 
  armour. A weapon using man-stopper bullets changes its 
  Penetration to 3.
  METAL STORM BOLT ROUNDS
  Tipped with proximity detonators, these rounds explode after 
  leaving the barrel, spraying out cones of shrapnel and making 
  them ideal for dealing with massed foes or those behind cover. 
  The weapon’s Damage and Penetration are both reduced by 2 
  but it gains the Blast (2) Quality.
  PURIFIED PLASMA
  With experience and the right equipment an armourer 
  can create a more pure mix of plasma for plasma weapons 
  mitigating their reputation of constantly overheating. The 
  weapon loses the Overheating Special Quality.
  STALKER BOLT ROUNDS
  Designed for sniping these rounds make a bolt weapon 
  almost completely silent as the round exits the weapon with 
  only a hushed hiss. Awareness Tests to hear shots made with 
  stalker rounds suffer an additional –30 penalty and can only 
  be attempted within 30 metres of the ﬁ rer. However, reduce 
  this weapon’s Damage by 2. 
  TOX ROUNDS
  Tox rounds are either covered in biological contaminates 
  or are radioactive and can cause excessive tissue damage if 
  they find their way to flesh. The weapon gains the Toxic 
  (2) Quality.
  Armour
  “Only a fool ﬁ ghts without armour. My hate keeps me strong, but my 
  armour keeps me alive.” 
  – Captain Berzias, Iron Warriors Commander 
  I
  t is a true indication of Imperial hypocrisy that though the 
  sheep prattle on about how their faith in their False Emperor is 
  their best defence, almost all go into battle layered in as much 
  armour as possible. A Heretic knows better; there may be gods 
  watching and perhaps aiding him as it suits them, but it is his own 
  responsibility to defend himself against a hostile galaxy. This may 
  range from millennia-old suits of power armour that predate the 
  Imperium itself to the latest protective energy ﬁ elds stolen from 
  assassinated planetary governors. Combat squads of course will 
  wear military armour, whilst saboteurs or terrorists must rely on 
  less obvious defensive gear such as simple padded cloaks. 
  Whatever the form, armour provides Armour Points (AP) to 
  various locations on a  character’s body. In addition some kinds 
  of armour have special properties noted in their description. 
  Armour Type: The type of armour it is.
  Location(s) Covered: What locations the armour covers, 
  a combination of arms, legs, body and head. Some armour 
  covers the entire body and is noted as covering “All.”
  AP (Armour Points): How many armour points the armour 
  provides for the locations covered.
  Wt (Weight): Represents how much the weapon weighs 
  in kilograms. For information on how much a character can 
  carry refer to Chapter 1: Playing the Game.
  Availability: This identiﬁ es the weapons availability (see 
  Availability, page 306).by 1. 
  MIXING ARMOUR
  A character can mix pieces of armour, however their protective 
  qualities do not “stack.” In cases where an area which is 
  covered by multiple pieces of armour is struck, the highest 
  Armour Points are used. If a character wearing heavy leathers 
  and xenos hides is hit in the body for example, the lower 
  Armour Points of the Heavy Leathers (AP 2) are ignored, and 
  the Armour Points of the xenos hides (6) are used for the 
  purposes of calculating Damage.
  PRIMITIVE ARMOUR
  While not always of primitive manufacture, these armours 
  are all basic and suited more to the casual violence of a 
  taproom brawl than defending against the high-powered 
  weapons of the 41st millennia. Mostly made from animal 
  hides or wrought metal, these generally provide only minimal 
  protection in real combat situations. 
  FLAK ARMOUR
  Designed to be easily mass produced for armed forces, ﬂ ak 
  armour contains layers of ablative and impact-absorbent 
  material and is effective against most small arms and nearby 
  explosions and resultant shrapnel. It counts as 1 AP higher 
  against indirect hits from a weapon with the Blast Quality. 
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  Tox rounds are either covered in biological contaminates 
  or are radioactive and can cause excessive tissue damage if 
  they find their way to flesh. The weapon gains the Toxic 
  (2) Quality.
  
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  MESH ARMOUR
  Mesh armour is made of thousands of linked thermoplas cells forming 
  a fabric like material. Most are sophisticated and lightweight, able to 
  withstand most impacts or heat energy by becoming momentarily 
  ridged, spreading and dissipating the attack. 
  CARAPACE ARMOUR
  Made of layered plates of armaplas, ceramite or other highly 
  durable material, carapace armour is effective but generally 
  heavy to wear. The stiff plates cannot easily cover ﬂ exible 
  areas such as joints but offer signiﬁ cantly better protection 
  than lighter kinds of armour.
  POWER ARMOUR (LEGION AND HUMAN)
  Power armour is the standard by which all forms of human 
  protection are measured. The ﬁ rst forms of power armour 
  were constructed in humanity’s distant past. However, during 
  the time of the Great Crusade, the Emperor ensured to equip 
  his Legions with power armour. When the Warmaster Horus 
  rebelled and half the Legions joined him, they took their 
  power armour with them. 
  Power armour protects the wearer with massive ceramite 
  plates, and offers not only superior defence, it also augments 
  the user’s strength from electrically motivated micro-ﬁ bre 
  bundles running along the ceramite plates.
  Table 5–10: Armour
  Primitive Armour
  Name
  Locations Covered
  AP
  Wt
  Availability
  Underhive Leathers
  Arms, Body
  1
  5 kg
  Common
  Quilted Vest
  Body
  2
  2 kg
  Common
  Beast Furs
  Body
  2
  10.2 kg
  Average
  Chainmail Coat
  Arms, Body, Legs
  3
  28 kg
  Average
  Flak Armour
  Name
  Locations Covered
  AP
  Wt
  Availability
  Flak Helmet
  Head
  2
  2 kg
  Average
  Flak Gauntlets
  Arms
  2
  1 kg
  Average
  Light Flak Cloak
  Arms, Body Legs
  2
  4 kg
  Scarce
  Flak Vest
  Body
  3
  5 kg
  Average
  Flak Jacket
  Arms, Body
  3
  5 kg
  Average
  Flak Cloak
  Arms, Body, Legs
  3
  8 kg
  Scarce
  Guard Flak Armour
  All
  4
  11 kg
  Scarce
  Mesh Armour
  Name
  Locations Covered
  AP
  Wt
  Availability
  Mesh Cowl
  Head
  3
  1 kg
  Rare
  Mesh Gloves
  Arms
  3
  1 kg
  Rare
  Mesh Vest
  Body
  4
  1 kg
  Rare
  Mesh Combat Cloak
  Arms, Body, Legs
  4
  2 kg
  Very Rare
  Carapace Armour
  Name
  Locations Covered
  AP
  Wt
  Availability
  Carapace Helm
  Head
  4
  2 kg
  Rare
  Carapace Vembraces
  Arms
  5
  2 kg
  Rare
  Carapace Greaves
  Legs
  5
  3 kg
  Rare
  Light Carapace
  Arms, Body, Legs
  5
  15 kg
  Rare
  Chest Carapace Plate
  Body
  6
  7 kg
  Rare
  Heavy Carapace
  All
  6
  17 kg
  Very Rare
  Power Armour 
  Name
  Locations Covered
  AP
  Wt
  Availability
  Light Power Armour
  All
  7
  40 kg
  Very Rare
  Power Armour
  All
  8
  65 kg
  Extremely Rare
  Legion Power Armour
  All
  8
  100 kg
  Extremely Rare
  Terminator Armour
  All
  14
  400 kg
  Near Unique
  Legion Terminator Armour
  All
  14
  450 kg
  Near Unique
  Exotic Armour
  Name
  Locations Covered
  AP
  Wt
  Availability
  Obsidian Armour†
  Arms, Body, Legs
  7
  4 kg
  Unique 
  Xenos Hides
  Arms, Body
  6
  9.5 kg
  Rare
  † Obsidian Armour negates the Force Quality in any weapons used against its wearer
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  Some Traitor Legionnaires still have their original power 
  armour suits, preserved through diligent effort or by the 
  vagaries of the Warp. Others have newer marks of power 
  armour—looted from fallen foes or because the Chaos Space 
  Marine in question is a more recent convert to the Ruinous 
  Powers. Some may even have mismatched suits, with pieces 
  replaced piecemeal as they fail. 
  However, the Traitor Legionnaires are not the only ones 
  who possess power armour. During the Great Crusade and 
  in the 10,000 years since, suits of power armour have been 
  constructed for human physiology. These “human” suits 
  of power armour do not possess all of the complex sub-
  systems of the Legion power armour, but they make humans 
  formidable warriors nonetheless. 
  All forms of power armour (Legion and Human) offer the 
  following beneﬁ ts and penalties:
  • Light power armour adds +10 to the wearer’s 
  Strength Characteristic. 
  • Power armour adds +20 to the 
  wearer’s Strength characteristic and 
  increases his size by one step (for 
  example a human who is average size 
  would become hulking). Note that 
  Chaos Space Marines possess the 
  Black Carapace, meaning they do not 
  count their size as one step higher.
  • Power armour also requires a 
  constant power supply, which must 
  be carried by the wearer (usually as a 
  back pack). A standard power supply 
  lasts for 24 hours before it needs to 
  be replaced or recharged.
  • While protective, armoured gloves 
  are not ideal for ﬁ ne manipulation. 
  Delicate tasks suffer a –10 penalty 
  unless using equipment designed 
  to be used with power armour 
  (generally, equipment designed to 
  be used by Legions falls into this 
  category). 
  • Legion power armour is even larger 
  t h a n 
  regular power armour, and is designed speciﬁ cally to be 
  used with Legion weapons. Unless they have undergone 
  certain modiﬁ cations (at the very least the removal or 
  modiﬁ cation of trigger guards!) non-Legion ranged 
  weapons cannot be used with Legion power armour. 
  POWER ARMOUR SUB-SYSTEMS
  Power armour is more than simply protective gear. It is 
  also deﬁ ned by its numerous sub-systems, a host of devices 
  that augment the wearer’s combat prowess until he is the 
  consummate warrior. Some of these systems are shared across 
  human and Legion power armour, while others are limited to 
  the Traitor Adeptus Astartes only. 
  However, the Disciples of Chaos do not have access to the 
  resources of the Imperium, including its massive foundries, 
  forges, manufactorums, and supply depots. Many suits of 
  power armour were originally Imperial in manufacture, 
  having fallen into the hands of renegades centuries or even 
  millennia ago. Though they may have started with their 
  systems entirely intact, years without proper maintenance and 
  replacement parts means certain sub-systems may no longer 
  be operable. 
  Whenever someone obtains (or begins play) with a suit 
  of power armour, they may choose three sub-systems from 
  the following lists as sub-systems that are still operational. 
  Legion power armour and human power armour may select 
  sub-systems from the general power armour sub-systems list. 
  In addition, Legion power armour may select from the Legion 
  power armour sub-systems list.
  General Power Armour Sub-systems
  The following sub-systems can be a part of any suit of 
  power armour:
  • Auto-senses: So long as the bearer is wearing his 
  helmet, he gains the Dark Sight Trait and Heightened 
  Senses (+10 to relevant Tests) for Sight 
  and Sound. Input ﬁ ltering provides 
  immunity to photon ﬂ ash grenades 
  and stun grenades. (These beneﬁ ts stack 
  with any bonuses Chaos Space Marines 
  may get from their organs and implants). 
  In addition, the wearer gains the ability 
  to make the Called Shot Action as a 
  Half Action.
  • 
  Osmotic Gill Life Sustainer: 
  With the helmet on, the armour 
  is environmentally sealed and can 
  maintain an adequate oxygen supply as 
  long as the armour is powered.
  • 
  Vox Link: Serves as a standard 
  vox and a channel for any more sophisticated 
  data transmissions the suit or its wearer 
  can access. If the suit has a working 
  bio-monitor, it can transmit information 
  through this link, permitting other power 
  armour wearers to view an ally’s vitals.
  • 
  Magnetised Boot Soles: These 
  electromagnetically equipped boot soles 
  allow the user to adhere to metallic surfaces such as 
  exterior hull plating. When activated, reduce the wearer’s 
  Agility by half (this also affects Movement), but the wearer 
  may otherwise move normally in low or zero-gravity areas 
  provided there is a suitable surface to walk on. 
  • Sustainable Power Source: Whether a miniature stacked 
  atomic pile or something more esoteric, the backpack 
  power supply of this armour is effectively everlasting. 
  This suit of armour does not need to be recharged or 
  replenished to operate. 
  Legion Power Armour Sub-systems
  The following sub-systems can be a part of Legion suits of 
  power armour only:
  • Enhanced Ceramite Plating: This armour has AP 10 on 
  the Body, instead of AP 8.
  • Bio-monitor and injectors: More extensive than stim-
  injectors, if the internal cogitator detects a problem with 
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  Light power armour adds +10 to the wearer’s 
  While protective, armoured gloves 
  are not ideal for ﬁ ne manipulation. 
  helmet, he gains the Dark Sight Trait and Heightened 
  Senses (+10 to relevant Tests) for Sight 
  with any bonuses Chaos Space Marines 
  • 
  vox and a channel for any more sophisticated 
  data transmissions the suit or its wearer 
  
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  the wearer’s vital signs, it can administer pain suppressors, 
  combat stimms, and anti-toxins. This provides the 
  following beneﬁ ts: The wearer gains a +10 bonus to all 
  tests to resist the Toxic Quality, toxins, or other poisons. 
  The armour has 6 doses of pain suppressors, each of 
  which allows the wearer to ignore Characteristic Damage 
  or Characteristic penalties from Critical Effects for 1d10 
  rounds per dose. Finally, if the wearer is Stunned, the effect 
  lasts for one round before being negated by the armour.
  • Nutrient Recycling: Filters in the armour capture and 
  purify body waste, re-constituting it into a nutrient 
  solution that is intravenously returned to the body. This 
  can sustain the wearer for some time, but not indeﬁ nitely. 
  For every two weeks without any other source of 
  nourishment, make a Difﬁ cult (–10) Toughness Test 
  or suffer one level of Fatigue that cannot be eliminated 
  until nourishment is consumed. 
  • Recoil Suppression: The wearer may ﬁ re Basic ranged 
  weapons one-handed. Ranged weapons not classed as 
  Pistols still may not be used in close combat. 
  TERMINATOR ARMOUR 
  (LEGION AND HUMAN)
  Tactical Dreadnought or Terminator armour is the ultimate 
  in personal armour. Originally designed for close quarters 
  combat on board space hulks and other tight areas, Terminator 
  armour is much more resilient than the more traditional 
  power armour worn by Chaos Space Marines. A single suit of 
  Terminator armour can turn an already formidable combatant 
  into an unstoppable juggernauts of destruction.
  Terminator armour, like power armour, can be designed 
  for Humans and Chaos Space Marines. Like power armour, 
  both variants have certain intrinsic beneﬁ ts and penalties:
  • Terminator armour has powerful micro-ﬁ bre bundles 
  that grant +30 to the wearer’s Strength characteristic.
  • The massive bulk of the armour increases the wearer’s size by 
  one step (so for example a human who is average size would 
  become hulking). In the case of Chaos Space Marines, the Black 
  Carapace does not provide its standard bonus (Terminator 
  armour is just too big!) so they also count as Hulking.
  POWER ARMOUR CUSTOMIZATION
  Unique is the suit of armour that survives a conﬂ ict unscathed. Through centuries of combat, hundreds of repairs, and 
  the corruptive inﬂ uence of the Warp, power armour changes over time. Each suit has its own quirks, presenting unique 
  advantages to the Heretic who has grown accustomed to it. Roll 1d10 on the Armour Customization chart when a 
  character ﬁ rst acquires a set of Power Armour or Terminator Armour. Additional customization is possible with GM 
  permission, although doing so requires more than simply testing. For instance, a character who wishes to add “Scavenged 
  Reconstruction” to his armour must slay several loyal Space Marines and take their armour to add to his own. 
  Roll
  Customization Result
  1
  Scavenged Reconstruction: This suit of armour has been rebuilt from the armour of loyal Space Marines. It may have been 
  repainted in the wearers chosen heraldry, but the icons and distinct markings are still visible, although probably defaced. When 
  dealing with other Adeptus Astartes (both loyal and traitor) the character gains +10 to all Infamy, Intimidate or Command tests. 
  Non-Traitor Legionnaires must re-roll this result.
  2
  Power Supply Tampering: The Power supply of the armour has been augmented to provide more power and to output that power into 
  attached weaponry. A character can attach any Pistol or Basic Las weapon or any Pistol Melta, Plasma, or Flame weapon. That weapon no 
  longer requires reloading, never running out of ammunition unless the power supply is disabled. Additionally, the weapon is connected 
  by a thick cable and may not beneﬁ t from the Quick Draw Talent.
  3
  Horns: Large horns and a re-enforced neck guard allow the wearer to charge into battle, knocking weapons away as he rushes 
  forward. The wearer may not be parried (but may still be dodged) when making a Charge.
  4
  Spikes: Dozens of ﬁ nger sized spikes jut from the armour at strategic locations. Anyone attempting to make an unarmed attack 
  against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per degree of failure.
  5
  Careful Maintenance: This armour has been carefully maintained by the user over its service. It looks almost new. Choose two 
  additional sub-systems that the armour still has functioning (see page 175).
  6
  Chain Bandoliers: Several lengths of chain wrap around the body of the armour, providing additional protection from melee 
  strikes. Any non-Power Field melee attack that hits the body must test to see if it is damaged as if being parried by a Power 
  Weapon (see page 162).
  7
  Chain Loinguard: Worn around the waist, this protective garment helps defend the legs from attack, allowing the wearer to stay 
  mobile. Any Critical Effect to the legs is reduced by 2.
  8
  Devotional Iconography: The armour is clearly dedicated to the service of one particular Chaos God. The wearer gains +10 
  to Command tests made against Daemons and targets devoted to that Chaos God. In addition, all Lesser Daemons of the chosen 
  Chaos God not under someone else’s command or control automatically treat the wearer as their commander. The character suffers 
  a -10 to all Fellowship tests made against Deamons and targets devoted to a Chaos Gods opposed to the chosen Chaos God.
  9
  Remnants of Mutation: This armour was once worn by another who adapted it to function with a physical mutation. The armour 
  remembers this mutation and longs for a bearer with similar physical properties. Select one of the following mutations: Animal Hybrid, 
  Bestial, Winged, Boneless, Eye-Stalks, Centauroid, Flaming Skull, Grossly Fat, Slayer Limb, Additional Limb, Tail, Magniﬁ cent 
  Horns, or Tentacle. When the wearer must next roll on Table 9-1: Gifts of the Gods he automatically gets this result instead.
  10
  The Black Legion’s Armour: This armour once belonged to a member of the Black Legion, and it’s dedication to the unaligned 
  Chaos provides additional protection to its wearer. A Chaos Space Marine wearing this armour treats its armour rating as 1 higher 
  on all locations if he is not aligned to a Chaos God. Non-Traitor Legionnaires must re-roll this result.
  176
  
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  • Terminator armour possesses superior actuator 
  and stabilisation systems, granting the Auto-
  Stabilised Trait and allowing Heavy weapons 
  to be ﬁ red one-handed.
  • Terminator armour possesses superior 
  auto-senses. So long as the armour 
  has a functioning Auto-senses sub-
  system, the wearer also counts as 
  being equipped with an auspex.
  • The loyalist Space Marine sets of 
  Terminator armour include a Crux 
  Terminatus, an icon that declares 
  the wearer’s worth and contains 
  a 
  powerful 
  protective 
  ward. 
  The Traitor Legions disdain such 
  traditions, as the very act of obtaining 
  and 
  wearing 
  Terminator 
  armour 
  proves one’s worth, and the Crux 
  Terminatus is a symbol of the hated 
  Imperium. Instead, they make use 
  of the armour’s inbuilt protection, 
  laced with warp-spawned charms. 
  Terminator armour counts as having 
  a force ﬁ eld (see page 178) with a 
  protection rating of 35. However, as this represents shots 
  glancing off the armour’s strongest surfaces, there is no 
  chance for an overload.
  • A character in Terminator armour cannot Run, suffers a –20 
  to Agility, and cannot Dodge (but may still Parry).
  • Terminator armour is designed to work with a limited 
  variety of weapons, some of which the Traitor Legionnaires 
  can no longer obtain. Attempts have been made to adapt 
  the armour to different weapons, with limited success. A 
  Heretic in Terminator armour may only use the following 
  weapons: Combi-bolter (this may also include any other 
  variants of a combi-bolter, such as a bolter-melta or 
  bolter-plasma combination), Chainﬁ st, Lightning Claw, 
  Power Axe, Power Fist, Power Mace, Power Scythe, Power 
  Sword, Thunder Hammer, Reaper Autocannon, Heavy 
  Flamer, Daemon Weapon, Force Weapon (any variant).
  • Terminator armour also requires a constant power supply, 
  which must be carried by the wearer (usually as a back 
  pack). A standard power supply lasts for 24 hours before 
  it needs to be replaced or recharged.
  • Armoured gloves are not ideal for ﬁ ne manipulation. Delicate 
  tasks suffer a –10 penalty unless using equipment designed 
  to be used with power armour (generally, equipment 
  designed to be used by Legions falls into this category). 
  EXOTIC ARMOUR
  The armours described above are the common forms seen 
  throughout Imperial space on countless worlds and battleﬁ elds, 
  but there are others that stand out no matter the setting. These 
  are crafted by alien hands or arcane forges, and though they 
  might seldom be found in the Imperium, in the renegade 
  realms beyond Imperial control such items are easier to obtain.
  OBSIDIAN ARMOUR
  Meteorite slag, voidship hulls, and even the ruins from 
  dead invaders are melted down and reforged 
  into metallic sections then consecrated to 
  the Dark Gods in daemonic ceremonies to 
  form this rare armour. Performed deep in 
  the bowels of Forge Castir, these rituals can 
  last months as the members of the Dark 
  Mechanicus work to forge this armour. As 
  the baleful prayers take hold this foreign 
  alloy becomes darker, eventually making 
  even the blackest night glow softly 
  around its edges even as it shames the 
  shackles of gravity to become less heavy. 
  As the metal spurns luminosity it also 
  refuses the weapons of cowardly sorcerers, 
  laughing along with its wearer as their force 
  weapons are reduced to base metal or wood. 
  XENOS HIDES
  The galaxy teems with beasts as-yet 
  uncatalogued by mankind, who have 
  surrendered their shells, pelts, and 
  skins to create crude but effective protections. Chitin 
  harder than steel, fur that can rip ﬂ esh, serrated quills, tanned 
  leathers that resist the sharpest blade—all these and more can 
  be found in a limitless galaxy once the mind is open enough 
  to search beyond the shackles of Imperial life. 
  ARMOUR UPGRADES
  Like weapons, armour can beneﬁ t from a myriad of upgrades 
  and modiﬁ cations. Heretics often pride themselves in their 
  uniqueness, and modifying one’s armour can provide those 
  beneﬁ ts. Upgrades can be added to any purchase of armour. 
  Every upgrade a piece of armour has increases its Availability 
  by one step to a maximum of  Unique. If a character is 
  upgrading armour he already possesses then he must make 
  an Acquisition Test for his armour’s current Availability. 
  Upgrades need to either be applied by characters with the 
  Trade Armourer Skill or by NPCs trained in its use.
  Each armour upgrade may only be used with certain types 
  of armour (see Table 5–11: Armour Upgrades). 
  ABLATIVE
  Ablative is constructed from thin layers of material designed to 
  burn or break off when struck as it absorbs the impact or energy 
  of the attack. This is especially popular in chest and shoulder 
  plating. Ablative materials provide +5 AP to the armour 
  upgraded. However, every hit against the armour reduces the 
  AP by one, until the armour is reduced to its standard AP.
  CERAMITE
  This popular heat-resistant coating offers excellent resistance to 
  heat-based weapons such as ﬂ amers or melta-weapons. Ceramite 
  coatings add 3 points of Armour Protection against any such 
  thermal weapons or heat-based attacks to that location. 
  177
  Terminator armour possesses superior actuator 
  and stabilisation systems, granting the Auto-
  Stabilised Trait and allowing Heavy weapons 
  Terminator armour possesses superior 
  traditions, as the very act of obtaining 
  and 
  wearing 
  Terminator 
  armour 
  proves one’s worth, and the Crux 
  Terminatus is a symbol of the hated 
  OBSIDIAN ARMOUR
  Meteorite slag, voidship hulls, and even the ruins from 
  dead invaders are melted down and reforged 
  into metallic sections then consecrated to 
  the Dark Gods in daemonic ceremonies to 
  form this rare armour. Performed deep in 
  the bowels of Forge Castir, these rituals can 
  laughing along with its wearer as their force 
  weapons are reduced to base metal or wood. 
  XENOS HIDES
  
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  INSULATED
  This armour has been modiﬁ ed with cooling regulators and ﬂ uid 
  dispersal tubes under the plates, to allow for greater survivability 
  in adverse environments. Heretics with Insulated upgrades to 
  their armour do not need to take Toughness Tests due to hot 
  temperatures or environments (within reason, as this will not 
  protect against the extreme heat of being burned, for example). 
  REFRACTORY
  Reﬂ ective or Refractory armour coatings can redirect and 
  dissipate laser bolts through layers of microscopic crystals 
  embedded in its surface. Highly expensive and hard to maintain 
  (as simple mud can render it useless), it is also decorative and 
  easily disguised as an ornamental affectation. Those armour 
  locations upgraded in this manner count as having 3 extra 
  Armour Points against attacks from Las Weapons. 
  SPIKES
  These wicked talons of metal or bone are often afﬁ xed to 
  armour, both for ornamentation and to inﬂ ict vicious strikes 
  against any foe that would dare get too near the wearer. Any 
  melee hits against the wearer to a spike-covered part of their 
  body result in the attacker suffering 1d5+1 R Damage to the 
  attacker (Dodge or Parry can negate, as the attacker attempts 
  to twist out of the way). In addition, so long as the upgraded 
  armour covers the wearer’s arms, the wearer always counts as 
  being armed with a Knife (page 168) in melee. 
  THERMAL 
  These extra layers of cloth or electrically-powered heaters 
  ﬁ tted under regular armour allow the user to better survive in 
  arctic locations. Heretics with thermal upgrades to their armour 
  do not need to take Toughness Tests due to cold temperatures 
  or environments (within reason, as this will not protect against 
  the extreme cold of a liquid nitrogen sea, for example).
  VAC-SEALED
  This armour has been modiﬁ ed with seals around joints, and 
  has a helmet rebreather and self-contained air supply. Heretics 
  with Vac-Sealed upgrades to their armour can survive in 
  vacuum (or other environments with a hostile atmosphere) 
  for 6 hours without suffering adverse affects. After that time, 
  they run out of oxygen and suffocate. 
  Force Fields
  “To watch their faces as their bullets ﬂ icker and fall at my feet is to 
  also watch the faith in their corpse-god fall.”
  – Raceen D’Uborll, Despot of Ardenz IV
  T
  here are many situations when wearing overt armour 
  is either impractical or impossible, and a more subtle 
  means of protection is necessary. Defensive force ﬁ elds 
  are one solution, as they are generally easily concealable and 
  very effective though usually difﬁ cult to acquire and maintain. 
  Each is often a rare antique that may date back to the Great 
  Crusade, and are ideal for inﬁ ltrators or assassins. 
  A character may only beneﬁ t from one ﬁ eld at a time, 
  regardless of how many different ﬁ elds he may have 
  equipped. When a character wearing an active ﬁ eld is 
  attacked, roll d100. If the result is lower than or equal to 
  the ﬁ eld’s protection rating, the attack is nulliﬁ ed and has 
  no effect on the protected character (although the attack 
  may have an impact on the character’s surroundings or other 
  nearby characters, such as weapons with the Blast Quality). 
  Fields may also overload. Compare the d100 roll to avoid 
  Damage to the chart below. If the result is lower than or 
  equal to the listed number, the ﬁ eld is overloaded and ceases 
  to function until it is recharged or repaired (requiring the 
  Mechanism Replenishment upgrade or a successful Very 
  Hard (–30) Tech-Use Test).
  REFRACTOR FIELD
  Perhaps the most common type of ﬁ eld protection, refractor 
  ﬁ elds are generally the  size of an eyepiece and can easily be worn 
  as a disguised broach or other ornamentation. When active, they 
  disperse an attack through the wide area of the ﬁ eld effect, 
  effectively negating it. When active, though, they surround the 
  wearer with a soft haze of light, making them easily noticeable 
  in low lighting or night. They impose a –10 penalty to any tests 
  requiring Stealth to succeed in such situations. 
  CONVERSION FIELD
  Also known as Flare Fields, these work by converting the 
  energy of an attack into blinding light, allowing them to 
  negate much higher forces and delivering a disorientating 
  visual blast as well. 
  If the ﬁ eld blocks more than 12 points of Damage from a 
  single attack, the release of light is strong enough to act as a 
  photon ﬂ ash grenade burst centred on the wearer (see page 
  160). The character wearing the conversion ﬁ eld is unaffected 
  by this burst of light.
  Table 5—11: Armour Upgrades
  Name
  Weight per 
  location
  Can Upgrade
  Ablative
  +2 kg
  Flak, Mesh, Carapace, and 
  Power armour
  Ceramite
  +2 kg
  Any
  Insulated
  +1 kg
  Any
  Refractory
  +1 kg
  Mesh
  Spikes
  +1.5 kg
  Flak, Carapace, Power
  Thermal
  +1 kg
  Any
  Vac-Sealed
  +2 kg
  Mesh, Carapace, or Power 
  Armour that covers all 
  locations
  Table 
  5—12: 
  Field 
  Craftsmanship 
  and Overload
  Field Craftsmanship
  Overload Roll
  Poor
  01-15
  Common
  01-10
  Good
  01-05
  Best
  1
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  DISPLACER FIELD
  Displacer ﬁ elds are very powerful but also more risky than 
  other ﬁ elds. Instead of absorbing or shunting away the 
  energy of an attack, they instead shift the wearer away 
  from the attack using miniature warp-jump technologies. 
  This action is usually automatically triggered by the attack 
  through unfathomable sensors, though a user can manually 
  activate the device if desired. This ﬂ ickering into and then 
  back from the dangers of the Empyrean is often as hazardous 
  as the actual attack, however. 
  Roll 3d10 for the number of metres travelled—the wearer 
  will always emerge on solid footing and in a suitable empty 
  space. If all three dice come up with the same number (e.g. three 
  sevens), then the user does not re-emerge for 1d5 Rounds and 
  gains 1 Corruption point from exposure to strange energies. If 
  the activation is unexpected, then the wearer cannot act for a 
  Round while he regains his sense of place.
  POWER FIELD
  While most ﬁ eld devices are small enough to be easily disguised 
  or concealed, power ﬁ elds, though highly effective, are also the 
  most obtrusive and overt. The smallest are heavy backpack-sized 
  affairs, while larger models are the size of sentry weapons and 
  can defend entire vehicles or installations. The force wall they 
  project can deﬂ ect away the strongest of attacks, but sustained 
  use drains energy very quickly. Personal units can only be 
  active for an hour before depletion, and are so large that users 
  are automatically Encumbered. Larger units can protect entire 
  vehicles or emplacements, and are so large they cannot be carried. 
  A power ﬁ eld causes the air to visibly ripple and crackle 
  with static discharge, imposing a –20 penalty on all Tests 
  requiring stealth to succeed. It also does not defend against 
  ranged attacks made within 1 metre or attacks in melee.
  Gear
  “Strip the bodies. It amuses me to use their own devices against them.”
  – Khol the Despoiler
  I
  t takes more than just weapons to maintain the struggle 
  against the dominating might of the corrupt Imperium; 
  a Heretic hoping to live to ﬁ ght another day needs a 
  wide range of equipment, accessories, and other  devices to 
  not only pull off successful missions but also keep out of 
  the attention of local Enforcers, Inquisitors, and other lackey 
  agents. From prosaic items such as backpacks and chronos to 
  the rareﬁ ed like null rods and grav chutes, everything has a 
  place in the Long War that will one day see a throne emptied 
  of its corpse-god. 
  CLOTHING AND 
  WORN GEAR
  From the silky, eye-searing robes of a Tzeentch sorcerer to 
  the rags of an underhive cultist, there are as many styles of 
  clothing in the galaxy as there are planets. Generic clothing 
  is assumed to be readily available (Availability Common or 
  better) and includes cheap or simple jewellery, boots, masks, 
  hats, and other accoutrements. For more exotic gear and 
  clothing, consult the following entries.
  BACKPACK
  A regular carrying device worn with shoulder straps, these 
  vary with style and form. Each can usually carry approximately 
  50 kilograms; Good and Best Craftsmanship versions can 
  carry an additional 10 and 20 kg respectively. 
  BARBED RING/VENOM NAIL
  Two common assassin’s tools, these allow for an unobtrusive 
  kill that can escape the scrutiny of even the closest bodyguards. 
  Barbed Rings are stylish but deadly and carry a concealed 
  barb that can be activated by a special pressure point on the 
  bottom. Venom nails are a false coverings afﬁ xed over (or 
  replacing) the user’s actual ﬁ ngernail. Sandwiched between 
  the layers that make up the false nail is a layer of poison, 
  released to the blade-like tip of the nail when it is compressed 
  and readily applied to any target by scratching or cutting 
  the ﬂ esh. Targets must pass a Very Hard (–30) Toughness 
  Test or take 2d10 wounds ignoring Armour or Toughness 
  Bonus. Good Craftsmanship models will delay the illness for 
  1 hour, while Poor models only cause 1d10 wounds. Best 
  Craftsmanship models deal 1d10+10 wounds, as well as the 
  bonus for Good Craftsmanship. 
  CAMELEOLINE CLOAK
  Cameleoline material is made up of mimic ﬁ bres that blend the 
  coloration of the wearer into their surroundings and are the 
  garb of choice for snipers. A character wearing a cameleoline 
  cloak gains a +20 bonus to Concealment Tests. If the wearer 
  remains stationary, any Ballistic Skill tests to target him suffer 
  a –30 penalty. 
  CLIP/DROP HARNESS
  These are useful when operating on rooftops or rappelling 
  down buildings and consist of a coiled safety line with a 
  Table 5-13: Force Fields
  Name
  Protection Rating
  Weight kg
  Availability
  Conversion Field
  50
  1
  Extremely Rare
  Displacer Field
  55
  2
  Near Unique
  Power Field (Personal)
  80
  50
  Near Unique
  Power Field (Vehicle/Emplacement)
  80
  500
  Very Rare
  Refractor Field
  30
  2
  Very Rare
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  stout magnetic or hook ﬁ xture, all attached to a belt or torso 
  harness. A character using a clip harness to descend a vertical 
  surface gains a +30 bonus to Climb Tests and cannot fall if 
  they fail. Common harnesses can hold 150kg, while Good 
  can support 200 kg.
  DEADSPACE EARPIECE
  Each of these devices can limit high-volume sonic disturbances 
  such as explosions by automatically detecting and dampening 
  the excessive noise down to a tolerable level. Users may take 
  Toughness Tests against any sonic effects or against the 
  auditory effects of a Concussive weapon with a +20 bonus. 
  EXPLOSIVE COLLAR & CONTROLLER
  Worn by too many of those unjustly imprisoned by their 
  Imperium, these collars serve to keep the so-called “penal 
  legionnaires” in check before they are allowed to die for their 
  corpse-god’s amusement. They come with a remote controller 
  that can detonate the collar at ranges up to one kilometre, 
  killing the wearer instantly and inﬂ icting 1d10 Explosive 
  Damage to anyone within three meters. The control unit can 
  also remove the collar but removing the collar without the 
  controller requires a Hard (–20) Tech-Use Test. A failure of 
  three or more Degrees indicates the collar explodes. 
  FILTRATION PLUGS
  These simple plugs of porous ﬁ bres are worn in each nostril 
  to screen out most pollutants and harmful gases. A character 
  wearing ﬁ ltration plugs gains a +20 bonus to any Toughness 
  Test made to resist the effects of damaging gases. Good 
  Craftsmanship models add another +10 bonus, while poor 
  models must be replaced after ﬁ ve hours usage as the ﬁ lter 
  becomes clogged and unusable. 
  PHOTO-VISORS/CONTACTS
  These advanced lenses are designed to enhance low-level 
  light so that even in the darkest nights users can see almost as 
  well as in daylight. Characters wearing these gain the Dark 
  Sight trait (see page 140). Good Craftsmanship visors also 
  dampen the effects of Photon Flash Grenades, making the 
  wearer immune to their effects.
  PREYSENSE GOGGLES
  Preysense goggles allow the wearer to see thermal images in low 
  lighting, revealing hidden bodies (and other heat sources) against 
  the coolness surrounding them. Poor Craftsmanship models 
  cannot belie their true nature and are bulky goggles with glowing 
  lenses; Good and Best Craftsmanship models can be disguised to 
  appear to be normal (if elaborate) eyeglasses. A character wearing 
  these goggles suffers no penalties due to darkness and gains a 
  +20 bonus to vision-based Perception Tests at night. 
  REBREATHER
  Rebreathers are designed to keep the wearer alive in even the 
  most toxic atmospheres. Consisting of a mask or helmet, each 
  contains an air supply and a character wearing a rebreather 
  is immune to the effects of gases and can even survive 
  underwater at limited depths. The air canisters last only for 
  about one hour and then must be replaced, which takes a full 
  action. Good Craftsmanship models last two hours while poor 
  ones take two full actions to replace the canister. Replacement 
  canisters are Scarce.
  RECOIL GLOVE
  These specialised gauntlets use interlocking plates connected 
  with memory wire so that when the user grips a weapon, 
  it locks together into a rigid strut around the hand and 
  wrist and prevents wrist or arm damage when the weapon 
  discharges. A character using a recoil glove can ﬁ re a basic 
  weapon with one hand without the normal –20 penalty 
  and pistol weapons that require two hands can be used one-
  handed without penalty. Larger and higher-quality models 
  (Best Craftsmanship versions) even allow a human to ﬁ t their 
  hands around a Legion ranged weapon, reducing the recoil 
  and size penalty for using one by –10 (so a –20 penalty 
  would become a –10 penalty). Note that specialised weapon 
  training will still be required to use the weapon properly, 
  without which the untrained penalty of –20 would still apply.
  RESPIRATOR/GAS MASK
  A simple breathing mask that covers the nose and mouth or 
  entire face, these offer much better protection than ﬁ ltration 
  THE CLOTHING OF A HERETIC
  Here are some examples of clothing that can be found 
  across the galaxy, worn by Heretics depending on 
  their rank and means. 
  DREG RAGS (POOR CRAFTSMANSHIP)
  Many of the common folk suffering in the Imperium 
  wear whatever they can ﬁ nd or salvage from rubbish 
  bins, or from corpses. Many a champion has started 
  their path to power while wearing such humble 
  garments, having nowhere to go but up. 
  FURNACE SUIT (COMMON CRAFTSMANSHIP)
  The common workman’s clothing on most so-called 
  civilised worlds, these cheap outﬁ ts are the norm for the 
  bulk of the populace and the bulk of heretics as well. 
  BODYGLOVE (GOOD CRAFTSMANSHIP)
  The mark of specialised labourers and higher ranking 
  operatives in the Long War, these form-ﬁ tting suits can 
  range from softplas sheaths to enhanced materials with 
  integrated cooling coils. Many are worn under other 
  clothing or armour. 
  SACRIFICIAL ROBES (BEST CRAFTSMANSHIP)
  Many rites require obedience and purity not only in 
  the sacriﬁ ce but also for the worshippers, where only 
  the ﬁ nest clothing will sufﬁ ce. These robes are made of 
  microfabrics that softly sway even without a breeze, and 
  when decorated with appropriately profane runes and 
  dabbed with unholy ichor will ensure a successful ritual. 
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  plugs. A character wearing a respirator gains a +30 bonus to 
  Toughness Tests made to resist the effects of gas and may re-
  roll failed results. Good Craftsmanship models add another 
  +10 bonus, while poor models must be replaced after 10 
  hours usage as the ﬁ lter becomes clogged and unusable.
  SURVIVAL SUIT
  When working in harsh and extreme conditions (especially 
  when it is not known in advance what they will be), survival 
  suits are a must. No matter if it is too hot or too cold, the suit can 
  maintain proper body temperature and hydration via excellent 
  insulation capabilities. Using the differential between body temp 
  and outside temp to drive thermoelectric power cells, it also has 
  reclamation systems for turning sweat into drinking water. Most 
  suits come complete with a hood, as well as goggles to protect 
  the head and face. While it will not protect forever, for medium 
  duration emergencies it will help sustain life until a rescue. 
  The suit grants a +20 bonus to any tests against the effects 
  of extreme environments. Good and Best Craftsmanship suits 
  grant a +25 and +30 bonus, respectively, while poor outﬁ ts 
  will only last three days before their internal mechanisms falter 
  and need removal from the extreme temperatures to recharge. 
  SYNSKIN
  Synskin is a bio-reactive body glove with an inert non-
  reﬂ ective surface that moulds itself to the wearers form. It 
  grants 2 armour points to all locations not already armoured 
  and the wearer gains a +10 bonus to Stealth Tests. It also 
  renders the wearer invisible to the use of infra-red goggles 
  and Dark Sight. 
  VOID SUIT
  Void suits are clumsy affairs designed to protect a user against 
  vacuum. A Common Craftsmanship void suit has 12 hours 
  of air and imposes a –10 penalty to Agility Tests. Poor 
  Craftsmanship versions have six hours of air, while Good and 
  Best Craftsmanship versions eliminate the Agility penalty. 
  TROPHY RACK
  Many champions of Chaos proudly carry the marks of their 
  victories on elaborate racks mounted to their armour or 
  backpacks, such as banners representing their Legion or the 
  powers they worship or to which they owe their allegiance. 
  These often include the skulls or helmets of their vanquished 
  foes, readily visible for all to see the might of the true powers 
  and weakness of the False Emperor. Opponents making melee 
  attacks against the wearer suffer a –5 to Weapon Skill Tests 
  due to terror upon seeing the trophies (at a GM’s discretion, 
  certain opponents, primarily those immune to Fear, beasts, 
  or mechanical constructs, are immune to the effects of the 
  trophies). The user also gains +10 to Intimidation Tests but 
  suffers a –10 to any Stealth Tests. 
  DRUGS AND 
  CONSUMABLES
  Ingesting mind, mood, or constitution-modifying substances 
  into the body has been a habit of humanity since time 
  immemorial. Now, in the 41st Millennium, there is an entire 
  galaxy of drugs to choose from. The Screaming Vortex is 
  home to a unique selection of drugs and tonics, many of 
  which can be found in this chapter.
  ALCOHOL
  Alcohol is perhaps the oldest drug used by mankind and 
  perhaps the most diverse in form, and as mankind moved 
  across the galaxy discovering new plant life even more 
  methods of fermentation were invented. In its cheapest 
   form, rotgut booze is the catchall term for the foul tasting 
  but powerful brews that are also useful as industrial solvents 
  and impromptu explosives. More reﬁ ned distillations such as 
  amasec and raenka represent the other end of the spectrum 
  and are usually reserved for the foppish elite rather than the 
  workers who toil to produce them. 
  Alcohol grants the user +10 to any Toughness tests, and 
  may also be used in some ﬁ rst aid situations to deaden pain or 
  cleanse a wound. Users may suffer from drunkenness if they 
  are not wary, and must take an Ordinary (+10) Toughness 
  Test after imbibing with modiﬁ ers based on the beverage (Poor 
  Craftsmanship is a Challenging (+0) Toughness Test, while 
  Good and Best are a Routine (+20) and Easy (+30) Test, 
  respectively). Failure means they suffer a –10 penalty to Agility, 
  Perception, Intelligence, and Willpower based tests for the next 
  hour plus one additional hour for every Degree of Failure. 
  BLUE FIRE (DRUG)
  Also known as Cerulean Flames to the nobility and other social 
  elites and simply Blue to hive gangers, blue ﬁ re comes as small 
  crystals that shine as if they had absorbed the sky on a perfectly 
  clear day. When dropped in a vessel of water they dissolve, 
  releasing a heatless ﬂ ame of an even stronger hue. Users quickly 
  breathe the cold ﬁ re into their lungs, where it rapidly travels in 
  shivering tingles through the nerveways to the brain, lighting their 
  eyes into glowing sapphires and igniting psychic consciousness. 
  Blue ﬁ re lasts for 1d10 rounds and allows the user to re-
  roll any Focus Power Test attempts made during that time. His 
  Table 5—14: Clothing
  Name
  Wt
  Availability
  Backpack
  1 kg
  Plentiful
  Barbed Ring/Venom Nail
  —
  Extremely Rare
  Cameleoline Cloak
  1 kg
  Rare
  Clip/Drop Harness
  2 kg
  Common
  Deadpsace Earpiece
  —
  Very Rare
  Explosive Collar & Controller
  1 kg
  Rare
  Filtration Plugs
  —
  Common
  Photo-Visor/Contacts
  0.5 kg
  Scarce
  Preysense Goggles
  0.5 kg
  Very Rare
  Rebreather
  1 kg
  Scarce
  Recoil Glove
  0.5 kg
  Common
  Respirator/Gas Mask
  0.5 kg
  Average
  Survival Suit
  5 kg
  Very Rare
  Synskin
  2 kg
  Very Rare
  Trophy Rack
  2 kg
  Very Rare
  Void Suit
  8 kg
  Plentiful
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  soul burns brighter than normal during this time, however, and 
  even Fettered power levels can trigger Psychic Phenomena as 
  if they were Unfettered. The user must also make a Difﬁ cult 
  (–10) Willpower Test or gain +1 Corruption Point when 
  using this. This counts as gaining Corruption through a failing.
  D-DUST (DRUG)
  Though its full name is daemon dust, few use that term 
  openly as loyalist ears may be listening. Others call it bone, 
  for legend has it that this chalky white powder ﬂ ecked with 
  pink threads is the milled remains of those beings not native 
  to this reality. Still others claim it is the dusty residue they 
  exhaled in deep panting breaths, burning the air with the 
  warp-energies running through their unnatural lungs. Those 
  who sell it only smile softly, knowing that those wise enough 
  to learn the truth are wise enough never to use it. 
  A dose of “dust” or “d” is commonly inhaled through the 
  nostrils or rubbed into the gums and acts quickly, transporting 
  the arcane energies throughout the body and lasting for 2d5 
  rounds. The user must make a Hard (–20) Willpower Test 
  to keep the drug under control; if successful the user gains the 
  Daemonic Trait. If successful by two Degrees of Success he also 
  gains the Phase Trait; if three or more he also gains the Warp 
  Weapons Trait. If he fails his body is wracked with terrible 
  contortions; he falls to the ground Stunned for the duration 
  and gains a Corruption point for every round it lasts. If he fails 
  by three or more Degrees, he gains one Mutation as well. 
  DE-TOX (DRUG)
  A common component in many combat kits, this powerful 
  drug can negate the effects of most dangerous toxins if 
  administered fast enough. A dose immediately ends the 
  ongoing effects, both positive and negative, of any drugs, 
  toxins or gases affecting the character (unless the effect states 
  that de-tox is not effective against them).
  Using de-tox is both painful and debilitating, causing such 
  unpleasant side effects as expulsion of ﬂ uids from almost 
  every bodily oriﬁ ce. Upon taking this drug, a character is 
  stunned for a number of rounds equal to 1d10 minus his 
  Toughness Bonus. A result of 0 or less means the character 
  suffers no ill-effects.
  FRENZON (DRUG)
  The generic name for a variety of combat drugs often used 
  within penal legion units, frenzon is also used by underhive 
  pitﬁ ghters and mercenary kill-teams. Once administered, the 
  subject becomes fearless and fanatical in combat, gaining 
  the Frenzy and Fearless Talents but also a –10 penalty to all 
  Intelligence based tests. A single does lasts for 1d10 minutes.
  LHO STICKS
  A commonly-used mild narcotic, lho is made from dried plant 
  leaves, which when set alight produce a smoke that carries 
  the addictive drug into the lungs. The leaves are wrapped 
  with special papers or whole leaves to create a stick, easy to 
  carry and easy to use. Some users make their own (perhaps 
  not trusting others in this matter) while most use the mass-
  produced sticks. Higher-end versions may be made from 
  compressed whole leaves wrapped together into a thicker 
  stick, or instead use special pipes to hold the burning leaves. 
  Inhaling lho puts the user in a mildly relaxed state for 1d5 
  hours but otherwise has no in-game effects. 
  LIGATURE OILS
  Extracted from properly-sacriﬁ ced captives and brewed to 
  speciﬁ c standards, these liquids are highly prized by renegade 
  technomats and Tech-Priests who have broken free of the 
  oppressive cults of their brethren. If applied to a weapon (a Full 
  Action) it will become immune to jamming for one game session. 
  MORTIS (DRUG)
  Mortis acts to shut down metabolic processes to a near death 
  level, rendering the user a corpse to all but the most dedicated 
  of examiners. Users who have taken Mortis are so near death 
  for the following 4d10 minutes that any Tests to determine the 
  user’s status suffer a –30 penalty, with failure indicating the 
  user is dead. Good Craftsmanship doses can be administered 
  so the user can specify how long they last (up to 1 hour), while 
  Poor doses only offer a –10 penalty to Tests. 
  OBSCURA (DRUG)
  One of more common illegal narcotics, obscura is widespread 
  due to the many smugglers and distributors operating across 
  Imperial space any beyond. As an old and established drug, the 
  effects have become standardised and are relatively dependable. 
  Obscura can be ingested in a number of ways from injection, 
  inhalation, skinpatch, and more. Obscura users enter a pleasant 
  dream-like state for 1d5 hours (if required to engage in combat 
  consider them under the effects of a hallucinogen grenade, see 
  page 150). Once they wake, they enter a deep depression for 
  1d10 hours unless another dose of obscura is taken.
  EXCESSIVE DRUG USE AND 
  ADDICTION
  When the same drug is used too often in a short period 
  of time, there is a chance for it to have a diminished 
  effect as the user builds up an immunity or tolerance. 
  A Heretic using more than one dose of a drug in a 24 
  hour period must make a Toughness Test for each use 
  after the ﬁ rst, with a cumulative –10 penalty. Should 
  the test fail the drug has no useful effect and further 
  doses have no useful effect for a full 24 hours 
  Excessive drug use can also lead to Addiction. Every 
  time the effects of one of the drugs indicated below wears 
  off, the user must take a Routine (+20) Willpower 
  Test with a –5 modiﬁ er for every dose taken in the 
  last week. Failure means the user is Addicted and will 
  suffer one level of Fatigue unless he gets another dose 
  (should this dose trigger the Excessive Drug User test 
  above, it must be successfully passed for it to overcome 
  the Fatigue loss). The Heretic (should he so choose) can 
  overcome the Addiction by passing Very Hard (–30) 
  tests for both Willpower and Toughness. 
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  PLAS (DRUG)
  Most wastrels of the nobility use this biomorphic chemical 
  to mildly alter their facial features for such frivolities as 
  romantic assignation or humour. Others apply it in stronger 
  doses to let them meld their ﬂ esh more painfully, rearranging 
  the ﬂ esh into new forms and new identities for clandestine 
  rendezvous’ or other more serious applications. When applied 
  to the skin, plas softens it to the consistency of soft wax for 
  roughly ﬁ ve minutes, allowing the user to reshape it into new 
  forms. Multiple applications allow even the ﬂ esh underneath 
  to be moulded but with intense pain. These will gradually 
  ware off in 1d5 days causing pain proportional to the extent 
  of modiﬁ cation. This gives the subject a +30 against any 
  Perception tests to determine his true identity and also to fool 
  anyone into believing the false one. Poor doses will only do 
  +10 to the same, while Good Craftsmanship applications will 
  last 1-10 days as desired. 
  RECAF
  Technically not a drug, this popular beverage does contain 
  natural chemicals that act as a mild stimulant. As it is primarily 
  made from native ground and boiled plant leaves, the ﬂ avour 
  and effects will vary depending on the world of origin (and 
  sometimes even depending on the locale on the planet). Recaf 
  has no in-game effect.
  REZ (DRUG)
  This unnatural drug is also known as resonate. Users emit a 
  balm of soothing psychic energies, placating denizens of the 
  aetheric realms and calming unruly Warp disturbances. Only 
  few care to know how it is made, as only the most powerful 
  of slain sorcerers can provide the raw ingredients. For it is 
  their ground bones, especially from those who summoned but 
  were consumed by daemons, that make up each dose. 
  Rez requires an Easy (+30) Willpower Test to activate 
  after taking a dose and lasts for a number of minutes equal 
  to the Degrees of Success multiplied by 10. During that time 
  the user may subtract 2d10 from any rolls on the Psychic 
  Phenomena or Perils of the Warp tables. Failing the Willpower 
  Test, however, immediately triggers Psychic Phenomena. 
  ROSE (DRUG)
  Many a Chaos worshipper has had to depart from the strict 
  conﬁ nes of Imperial society as their desires for new sensations 
  become too extreme. For such adventurers, Rose is the drug 
  of choice, as it heightens all sensory input to a thrilling 
  degree. The slightest touch becomes a razor’s caress, the 
  softest whisper a sonic dagger of delight. A dose of rose lasts 
  for roughly three hours. During that time the user gains the 
  Dark Sight Trait and gains a +20 bonus to Perception based 
  Tests. If the user ever passes a Test by ﬁ ve Degrees or more, 
  however, he becomes overloaded by sensations and must take 
  a Challenging (+0) Willpower Test or become Stunned 
  for 1d5 rounds. 
  SCAB (DRUG)
  Scab is a favourite drug for those who follow the Lord of 
  Plagues. Each dose of the thick purplish liquid worms into the 
  user’s body with the sickening sensation that the gelatinous 
  mess is somehow alive. For one hour the skin turns a sickly 
  greyish-green and crusts over. Though the user looks deathly 
  ill, the drug actually gives him +1 Toughness bonus for the 
  hour. Multiple doses do not stack, and every use past the ﬁ rst 
  in a 24 hour period inﬂ icts 1d10+10 Agility Damage as the 
  user is wracked by crippling pain. 
  SLAUGHT (DRUG)
  Also known as “onslaught,” this drug heightens awareness 
  and improves reaction time, speeding up the user but causing 
  fatigue and neural damage with prolonged use. A dose 
  increases the user’s Agility Bonus and Perception Bonus by 3 
  for 2d10 minutes; after that the user must take a Challenging 
  (+0) Toughness Test or take a –20 penalty to Agility and 
  Perception Tests for 1d5 hours.
  SPUR (DRUG)
  Spur is a powerful stimulant that increases overall stamina, ideal 
  for nasty ﬁ reﬁ ghts or assaults where a quick burst of energy is 
  literally a lifesaver, but with a serious depressive crash occurring 
  afterwards. Each dose lasts 2d10 minutes, during which the 
  user cannot be Stunned and takes no Fatigue. Afterwards 
  however the character takes –20 Penalty for Toughness and 
  Agility Tests for one hour, as well as one Fatigue level for every 
  two they would have received while the drug was active. 
  Spur is very habit forming, and tests to withstand Addiction 
  must be taken at a –10 penalty. 
  STIMM (DRUG)
  Stimm provides short-term energy and stamina to users, 
  allowing them overcome pain and bodily harm in order to 
  keep ﬁ ghting no matter what. Each dose of lasts 3d10 rounds 
  and during this time a character ignores any negative effects 
  Table 5—15: Drugs and Consumables
  Table 5—15: Drugs and Consumables
  Name
  Wt
  Availability
  Alcohol†
  0.5 kg
  Common (Poor), Average 
  (Common) Scarce (Good)
  Blue Fire†
  —
  Extremely Rare
  D-dust†
  —
  Unique 
  De-Tox
  —
  Rare
  Frenzon†
  —
  Very Rare
  Lho Sticks†
  —
  Common
  Ligature Oils
  —
  Rare
  Mortis†
  —
  Very Rare
  Obscura†
  —
  Rare
  Plas
  —
  Very Rare
  Recaf
  —
  Abundant
  Rez†
  —
  Extremely Rare
  Rose†
  —
  Rare
  Scab†
  —
  Extremely Rare
  Slaught†
  —
  Scarce
  Spur†
  —
  Average
  Stimm†
  —
  Average
  †Indicates a drug that can cause Addiction.
  †Indicates a drug that can cause Addiction.
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  to their characteristics from Damage or Critical Damage and 
  cannot be stunned. When it wears off, the character takes a 
  –20 penalty to Strength, Toughness and Agility Tests for one 
  hour as their body recovers from the cumulative Damage. 
  TOOLS
  In the Screaming Vortex, being prepared can mean the difference 
  between life and death. From forging Imperial documents to 
  blasting through a voidship’s hull, the servants of the Dark 
  Powers must have the right tools for the job. These are just a 
  sample of the many tools available througout the Vortex.
  AUSPEX/SCANNER
  The standard Imperial detection device, these are used to 
  detect energy emissions, motion, biological life-signs, and 
  other information. A character using an auspex gains a +20 
  bonus to Awareness Tests and may make a Tech-Use test to 
  use it to spot things not normally possible to human senses 
  such as invisible gases, nearby signs of life, non-visible 
  radiation, or other things as speciﬁ ed. The standard range 
  for an Auspex is 50m, though walls more than 50cm thick 
  and certain shielding materials can block the scanner. Good 
  Craftsmanship models increase the bonus to +30, but Poor 
  Craftsmanship models can only penetrate 20cm of material. 
  CARTOGRAPH
  Heretics often operate far from their normal locals, and 
  cartographs are essential in allowing them to know exactly 
  where they are so that their operations can unfold smoothly. 
  Poor Craftsmanship models are no more than maps loaded 
  onto a graphical data-slate, while advanced models can store 
  entire worlds in multi-level modes and even link with orbital 
  satellites to provide exact current location and heading. A 
  standard Cartograph grants +5 to Navigation (Surface) Tests, 
  while Good Craftsmanship versions grant +10. 
  CHRONO
  Chronos are hand-held or wrist-worn timepieces, generally 
  dependable and simple to use. Most citizens of any means 
  carry one, with fancy versions able to link into planetary 
  datastreams for precision. 
  COMBI-TOOL
  Most combi-tools are small compact devices, ﬁ lled with fold-
  out and extending probes, blades, hooks, and socket-plugs 
  ideal for coaxing operation from recalcitrant machinery, 
  repairing damaged devices, and in general bending errant 
  machine spirits to the will of the user. Using a combi-tool 
  grants a +10 bonus to Tech-Use Tests.
  COMM LEACH
  A heretical item unless properly consecrated by Mechanicus 
  lackeys, a comm leach allows a Heretic to tap into vox signals 
  or data transmissions. Advanced versions can copy broadcasts, 
  allowing them to be hidden for later retrieval. 
  DATA-SLATE
  Flat and rectangular, data-slates are widespread throughout 
  Imperial space and are used to store text and other media. 
  Cheap versions can only hold a single ﬁ le and cannot be 
  altered, while superior slates can be reconﬁ gured with different 
  information from manual input or machine transmission and 
  even transmit the data to other devices. Since they are seen 
  throughout the Imperium, most authorities would never 
  think to closely examine what information was actually on a 
  slate carried by a “loyal” citizen in their daily business. 
  DEMOLITION CHARGE
  Such explosives are relatively easy to use, ideal for those 
  whose devotion is greater than their technical expertise. They 
  are frequently used in simple destruction against closed doors, 
  obscuring walls, or valuable bridges or landing zones. The 
  stats given represent a charge weighing 1kg (note that it is 
  possible to rig multiple charges together, thus increasing their 
  destructive capability). When a demolition charge explodes, 
  anyone (or anything) caught within its blast radius takes 
  3d10 Explosive Damage plus an additional 1d10 Damage for 
  every kilogram used. The blast radius of the charge is equal to 
  the number of kilograms used times ﬁ ve metres. Demolition 
  charges can even be thrown as an improvised (and risky) 
  form of grenade. For setting and defusing explosives see the 
  Demolition Skill in Chapter III: Skills, page 112.
  DEMOLITION KIT
  These kits are ﬁ lled with all manners of supplies and materials 
  for crafting explosives, including timers such as detcord and 
  det-tape along sensory systems to trigger the explosion. In the 
  hands of an expert, there are few Imperial installations that 
  can withstand what such a kit can produce. Each kit includes 
  supplies for ﬁ ve demolition charges, ﬁ ve binary charges, 100 
  meters of det-cord that burns at a rate of one metre per 10 
  seconds, and ﬁ ve simple pressure-release detonators. Good 
  Craftsmanship kits include variable burn det-cord and advanced 
  detonators that can trigger from motion or thermal imaging. 
  DISGUISE KIT
  For those attempting to overthrow the hated Imperium, 
  the ability to obscure true identity is very valuable. A good 
  disguise kit can ensure a Heretic does not attract the improper 
  attention and perhaps even throws suspicions towards others. 
  Contents can range from basic makeup and prosthetic ﬂ esh 
  appliances to elaborate skin dyes, vocal augmentors, and even 
   false dermal layering to fool gene scanners. 
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  ECLIPSE PULSATOR
  These archeotech devices are a common ﬁ nd for scavengers 
  picking through the ancient ruins on Kurse. Members of the 
  Dark Mechanicus have spent decades puzzling over these 
  relics and have yet to unlock their secrets. The smooth metal 
  device slowly builds up a charge until it can be felt vibrating 
  and humming with energy. When triggered, the device 
  emanates a pulse of energy that negates any force ﬁ elds, 
  psychic protections, or other unnatural defences within 10 
  metres of the device for 1d5 rounds. Once used, the device 
  requires a day to recharge before it can be used again.
  FORGERY KIT
  The perfect accessory for a disguise kit, this can help get a 
  Heretic through the most oppressive of Imperial security checks 
  or be used to create “newly found” documents discrediting 
  their simpering saints. They can be used to alter ident cards, 
  create fake work orders, or even produce travel slates allowing 
  transport across the Imperium on ofﬁ cial business. 
  GLOW-GLOBE/LAMP
  Sturdy and reliable, glow-globes illuminate many an Imperial 
  paveway and cathedral. Most portable ones are roughly the 
  size of a clenched ﬁ st and can shine strong, yellowish light a 
  dozen or so meters in width, lasting roughly ﬁ ve hours before 
  their power pack needs recharging or replacing. 
  GRAPNEL & LINE
  Grapnels use a small launcher or gas-gun to ﬁ re a hooked or 
  magnetic grapnel, connected to the launcher with a coiled 
  100m length of thin but strong line. Once the grapnel 
  attaches to the desired spot such as a rooftop, a Heretic can 
  manually climb the line or activate a powered winch. In an 
  emergency it can also be used as a crude ranged weapon in 
  the same manner as a single-shot crossbow. Common sets can 
  hold 150kg, while Good or Best can support 200 kg. 
  INJECTOR
  Most specialised drugs are not in easy-to-take pill form and 
  require injectors; these can take many forms from cheap low-
  tech disposable syringes up to sophisticated hypo-sprays and 
  even bio-attuned skin patches. An injector can hold one dose 
  of any drug, which a character may administer as a Half Action.
  LASCUTTER
  Ideal for slicing open doors and bulkheads, lascutters were 
  originally designed for mining where their short range but intense 
  cutting beam could chop apart even the toughest rock. Most 
  models can cut or weld around 10cm of metal depending on 
  the thickness involved. They are large and cumbersome to use, 
  however, precluding their effectiveness in combat situations. When 
  needed they can be ﬁ red as a Melee weapon (Dam 4d10+10 E, 
  Pen 10, Clip 5, Rld 2 Full) but only at stationary targets. 
  LAUD HAILER
  Bringing the word of truth to the masses requires great 
  volume, and a laud hailer is the perfect tool. Each can amplify 
  normal speech levels such that many hundreds can hear easily 
  despite the best efforts of their minders.
  MAGNOCULARS
  Even for those who see clearly amidst the smoke and lies of 
  the Imperium, there are times for aids to vision. Magnoculars 
  offer aid in long distance imaging, with advanced models also 
  providing ranges, heat signatures, target positions, and even 
  pic snapshots for later analysis. 
  MEDI-KIT
  Small, compact, and reliable, medi-kits are an essential part 
  of anyone operating outside of Imperial society or away from 
  easy access to medicae support. Each has a diagnostic cogitator 
  complete with bio-scanner and probes, along with chemicals, 
  drugs, and other means to treat a variety of injuries and 
  ailments and will grant a +20 to those using it in conjunction 
  with the Medicae Skill. Advanced models include such items 
  as tox wands, synth-skin applicators, and other aids usually 
  available only to the wealthiest of the Imperial elite. These 
  gain the +20 bonus even if not possessing the Medicae Skill, 
  but weight +3 kg and are Rare instead of Common. 
  MICRO-BEAD
  The standard means for communication between a cohort 
  of Heretics operating in the ﬁ eld, a micro-bead or comm-
  bead provides short-range communication out to about one 
  kilometre (depending on weather conditions and intervening 
  terrain however). Each ﬁ ts discretely in the ear with higher 
  Craftsmanship models nearly undetectable in casual inspection. 
  MULTIKEY
  A multikey is the perfect accompaniment for any Heretic seeking 
  entrance to locked Imperial doors, the better to pry away the 
  secrets hidden behind them. Multikeys can open almost all 
  standard locks, making then illegal for most citizens to possess 
  for understandable reasons and meaning most are carefully 
  hidden away in boot heals or cloak padding. A Heretic using 
  a multikey gains a +20 bonus to any Security Test when trying 
  to open locks. There are no varying Craftsmanships of this item.
  NULL ROD
  Imperial psykers are perhaps the saddest examples of how 
  the Imperium denigrates its slaves; beings who should be 
  unfettered to best realise their powers are shackled and bound 
  to become lapdogs for their lessers. Still, they represent a threat 
  until they can be swayed to the true path, and a null rod allows 
  those unblessed with psychic defences to keep their powers in 
  check. Most often appearing as obsidian cylinders of roughly 
  30cm crawling with arcane energies, a null rod can negate the 
  powers of any psykers within 2d10 meters, causing them to 
  take all tests to use any psychic powers with a –30 Penalty. 
  They also offer personal protection from psychic attacks by 
  granting a +30 bonus to resist any psychic power that directly 
  affects him. A null rod also has such furious energy that it acts 
  as a power weapon when used as a club or truncheon (use the 
  proﬁ le for a power sword without the Balanced Quality). 
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  PICT RECORDER
  Pict recorders can capture images into simple still images or 
  holographic video imagery, depending on the model, with 
  playback capability on large built-in screens. 
  PROMETHIUM
  Promethium is the common name for Imperial petrochemical-
  based liquid fuel reﬁ ned from a variety of raw minerals and 
  ores. It is also the catchall brand for most the chemicals that 
  make ﬂ amer weapons so deadly, as it will burn without oxygen 
  and adheres to targets to excruciating burning effect. It can 
  also be used to create improvised anti-personnel explosives 
  and bombs, detonating with 1d10 E per kilogram used and a 
  blast radius of four times the kilogram amount. Those caught 
  in the blast must take an Agility Test or catch on ﬁ re.
  PSY-FOCUS
  Also known as warp-totems or mind-eyes, a psy-focus allows 
  those blessed with Warp powers to more easily channel their 
  powers. It could be an ancestral bone, irradiated crystal, the 
  twisted metal shrapnel fragment removed from a murdered 
  spouse, or even an otherwise unremarkable object normally 
  found anywhere. But in the hands of a psyker ready to use 
  his powers against an Imperium that would sentence him to 
  death or worse, the item is a mighty accessory. When a psyker 
  with a psy-focus makes a Focus Power Test (see Chapter VI: 
  Psychic Powers, page 208) he gains a +10 bonus.
  RENDERING APOTHECARIUM
  The human body contains a great many ﬂ uids and organic 
  compounds that are valuable components for arcane rituals or 
  other ceremonies. Most cultists who engage in such practices 
  will construct or acquire a rendering apothecarium whereby a 
  fallen comrade—or better still, the remains of a hated Imperial 
  servant—can be broken apart into more useful substances such 
  as tallow fat, sanctiﬁ cation oils, bonemeal, marrowjuice, and 
  many more delights. One corpse can be rendered into materials 
  that will grant a +20 to Focus Power Tests requiring sacriﬁ ce or 
  profane symbols. Most are very large, but Best Craftsmanship 
  constructions are no larger than a small footlocker. 
  SCRAP CODE GENERATOR
  Highly dangerous to possess, this mechanism is tech-heresy 
  of the most wondrous kind. When coupled with most 
  sanctiﬁ ed Imperial machine spirits, it will inﬂ ict electronic 
  virus-patterns into the datacurrents, disrupting the currents 
  and inducing electronic seizures. The shattered remnants of 
  the machine spirit can be reformatted into a more pliable 
  and useful conﬁ guration, with new loyalties and functions. 
  This device requires a Hard (–20) Tech-Use Test, but if 
  successful the machine operated on will give up its secrets 
  and obey commands in the future with only a Simple (+40) 
  Tech-Use Test. 
  SCREAMER
  Relatively easy to operate, these proximity alarms alert their 
  users to incoming dangers by setting off a horrendous noise. 
  To activate, the player must succeed on a Tech-Use Test, but 
  the GM will roll this test in secret; players will not know how 
  well the device is working until later on, if they are lucky! 
  Once set, a screamer has a Perception of 75 for the purposes 
  of detecting sounds or motions. If it detects an intruder, it 
  sounds its alarm, which can be heard anywhere out to one 
  kilometre. Doors, walls and other barriers may reduce the 
  alarm’s range. Simple models (Poor Craftsmanship) will only 
  detect loud noises or fast movements nearby while more 
  advanced models (Good Craftsmanship) can be programmed 
  to speciﬁ c sound, movement, or even odour ranges and can 
  also have more subtle warning methods (such as screaming 
  only into comm channels). 
  SIGNAL JAMMER
  As the name suggests, this device acts to overpower local vox, 
  data or other transmissions so that outsiders cannot receive them. 
  Basic models are overt and obvious, such that the transmitting 
  agencies will know they are being jammed. Sophisticated 
  versions will emit precisely-tuned frequencies that dampen out 
  transmissions without anyone detecting the action. 
  Table 5—16: Tools
  Name
  Wt
  Availability
  Auspex/Scanner
  1 kg
  Scarce
  Cartograph
  1 kg
  Rare
  Chrono
  —
  Average
  Combi-Tool
  1 kg
  Rare
  Comm Leach
  1 kg
  Very Rare
  Data-slate
  0.5 kg
  Common
  Demolition Charge
  1 kg
  Rare
  Demolitions Kit
  8 kg
  Very Rare
  Disguise Kit
  1 kg
  Rare
  Forgery Kit
  1 kg
  Very Rare
  Glow-Globe/Lamp
  0.5 kg
  Abundant
  Grafﬁ tio Paints
  1 kg
  Plentiful
  Grapnel & Line
  2 kg
  Average
  Injector
  0.5 kg
  Average
  Lascutter
  4 kg
  Scarce
  Laud Hailer
  2 kg
  Rare 
  Scrap Code Generator
  3 kg
  Extremely Rare
  Magnoculars
  0.5 kg
  Average
  Medi-kit
  2 kg
  Common
  Micro-bead
  —
  Average
  Multikey
  —
  Scarce
  Null Rod
  1 kg
  Near Unique
  Pict Recorder
  1 kg
  Average
  Promethium
  1 kg
  Average
  Psy-Focus
  —
  Average
  Rendering Apothecarium 20 kg
  Extremely Rare
  Screamer
  2 kg
  Scarce
  Signal Jammer
  2 kg
  Rare
  Static Generator
  3 kg
  Very Rare
  Stummer
  2 kg
  Average
  Torture Tools
  2 kg
  Rare
  Unholy Icon
  0.5 kg
  Extremely Rare
  Vox-Caster
  4 kg
  Scarce
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  STATIC GENERATOR
  Simple but obvious, this emits a powerful sphere of white noise 
  across commonly used transmission frequencies within 30 metres. 
  Comm devices will not function, but it will also be clear to all 
  users that they are being disrupted and the device easily located. 
  Still, when set on a timer and placed next to a transmission tower 
  they are effective for short-duration sabotage. 
  STUMMER
  The reverse of a screamer but more advanced, these analyse 
  nearby ambient sound, generate dampening waves to cancel 
  out those same noises. An active stummer grants a +30 bonus 
  to Silent Move Tests for about 20 minutes of continuous use 
  before it needs recharging (taking about one hour).
  TORTURE TOOLS
  Most Imperial servants are sadly recalcitrant when questioned 
  and require persuading to give up information. A skilled 
  questioner will call on his tools in cases such as these, blades 
  of varying sharpness, needles of all sizes, chemicals and 
  drugs, thermal drills, neural probes, and many other items to 
  enhance the dialogue process. A character with a torture kit 
  gains a +20 bonus to all Interrogation Tests.
  UNHOLY ICON
  These are very dangerous to possess in Imperial space, 
  especially in the eyes of the Ministorum’s rabid lapdogs. 
  Though they may take almost any form, each would be 
  immediately recognisable as blasphemous to any loyal 
  citizen, and may bring retribution or welcoming recognition 
  depending on the true loyalty involved. This adds +20 to 
  any Charm Tests to fellow Heretics. If found, it immediately 
  triggers Hatred and Frenzy in any Imperial servants. 
  VOX-CASTER
  A vox is a standard and reliable communication device used to 
  transmit over long distances, including to and from orbiting 
  vessels. This allows communications with other who have 
  vox-casters. Standard ranges are 100 kilometres, though 
  higher Craftsmanship versions have longer ranges.
  WARGEAR
  Beyond weapons and armour, there are other pieces of 
  equipment necessary to wage war. 
  COMBAT WEBBING HARNESS
  Designed to be worn over outer clothing, these allow a 
  warrior ready access to combat gear such as ammunition 
  packs, sidearm weapons, and grenades. Common styles 
  include hip packs, holsters, bandoliers, and vests and can hold 
  20 kg comfortably. Good models can hold an extra 10 kg, but 
  Poor versions hold 15 kg. 
  GRAV CHUTE
  Gravitic suspensors slow down a falling wearer for a 
  manageable landing; at high energy settings they can even 
  create a short-duration hovering effect. Rarely seen outside of 
  the reviled Imperial Storm Trooper units, each is often more 
  valuable than the user and ﬁ reﬁ ghts may break out to recover 
  them from fallen corpses. 
  Grav chutes are pre-programmed to activate at a speciﬁ ed 
  altitude; a roll of 1 on a d10, though, indicates failure and 
  an Ordinary (+10) Agility Test or Routine (+20) Operate 
  (Aeronautica) Test to reach the emergency manual drogues 
  must be made before things get more exciting. The user will 
  fall another 100 meters each time he attempts this test.
  The activation process takes another 50 meters of descent, 
  but once activated the user falls relatively slowly and can land 
  with little or no mishap with an Easy (+30) Agility Test. 
  Failure by three or more Degrees inﬂ icts 1d10 I Damage to 
  the user’s legs, however, as he ends up falling badly. 
  HELMET AUGMENTATIONS
  While a basic helmet will offer simple cranial protection, 
  speciﬁ c upgrades can also add advanced vox links, targeting 
  feeds, visual augmentations, combat data readouts, and 
  more. These can include the beneﬁ ts of wearing such items 
  as preysense goggles, a rebreather, photo-visor, vox-caster, 
  or micro-bead, with standard upgrades containing all but 
  preysense goggles. Good Craftsmanship models contain the 
  goggles as well, while the user can only choose two of the 
  above for Poor models. 
  JUMP PACK
  These huge backpacks contain powerful turbofans or even 
  rocket engines; users can ﬁ re them to lift high into the air 
  and then swoop down to attack. Jump packs are also useful in 
  leaping over high obstacles and reaching rooftops in a single 
  bound, or without sufﬁ cient training more frequently impacting 
  messily into a wall.  They are more powerful than grav chutes 
  and allow for multiple uses in a combat engagement, but they 
  are also much more expensive, noisy, and cumbersome to use. 
  Most are used by Legion assault forces but smaller versions can 
  be worn safely by mere humans. 
  A user must have the Operate (Aeronautica) Skill to use a 
  jump pack. The standard model allows a safe descent from 
  any height along with an unlimited series of short jumps 
  of up to double his Base Movement, avoiding any ground 
  obstacles and landing at the end of each Round’s movement. 
  Alternatively, the pack can be used to duplicate the Flyer (12) 
  trait for up to a minute at a time. On-board fuel supplies will 
  be exhausted after an hour of continual use. 
  MELTA-BOMB
  Perhaps the most powerful portable explosive in existence, 
  melta-bombs use mango-adhesives to adhere to metallic 
  surfaces where they detonate with a lethal shaped charge 
  of intense heat, similar in effect to a melta weapon. They 
  are ideal for destroying bulkheads, vehicle hulls, and other 
  heavily armoured targets. The common Imperial variety is 
  roughly domed in shape but heavy and unwieldy. Handles 
  on the casing instead allow the user to heft the bomb and 
  slap it into place against the target surface but are impractical 
  to throw (especially should the explosive side be facing the 
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  user when it detonates). A melta-bomb explodes with 6d10 
  E Damage, Penetration 12 with a range of two meters. Any 
  survivors must take an Agility Test or catch on ﬁ re. 
  PSYCHIC HOOD
  Psychic Hoods are ancient and arcane devices that allow a 
  psyker protection against psychic attacks through networks 
  of psychically-attuned crystals woven into the material 
  surrounding the wearer’s cranium. They are primarily 
  integrated into Power or Terminator armour, though some 
  are worn simply as a helmet or elaborate headdress. A Heretic 
  wearing one may spend his Reaction to attempt to nullify a 
  power used by another psyker within a range in meters equal 
  to the character’s Willpower, said Reaction to be announced 
  before the other psyker has made his Focus Power roll. The 
  wearer ﬁ rst makes a Focus Power (Willpower) Test, with every 
  Degree of Success imposing a –10 penalty on the enemy’s 
  Focus Power Test. Alternatively the wearer may try to nullify 
  a power that affects him directly, no matter the range. He 
  makes the same test as before, and if successful is unaffected 
  by the power but other targets or areas are affected as normal 
  by the power. Note that a nulliﬁ cation test may trigger psychic 
  phenomena based on the Psychic Strength as normal. The 
  hood also grants the wearer a +5 bonus to all Focus Power 
  Tests, including nulliﬁ cation attempts as described above. 
  Cybernetics
  “All ﬂ esh decays, and all metal rusts. But the metal will last longer... 
  long enough to see the corpse-god buried forever.”
  —Glomar Rho, Brassmeister of Aleph Nine
  M
  ankind has been replacing defective or destroyed 
  body parts for countless ages, so it is no surprise 
  that in these dark  millennia that mechanical 
  augmentations and bionic replacements are relatively 
  commonplace. Depending on the individual’s wealth, social 
  status, or role in the vast oppressiveness of Imperial authority, 
  these may range from simple and obvious replacements to 
  sophisticated designs that are not only indistinguishable 
  from the real thing but actually improve performance. For 
  the Heretic, cybernetics represent another tool to use against 
  their hated foes. For many, no matter how much of the corpus 
  becomes brass and plasteel, it is worth the price if it means 
  becoming closer to their grand goal. 
  The Machine Cult venerates such augmentations; it is 
  difﬁ cult to ﬁ nd any member of that pedantic organisation 
  without several bionic limbs or mechanical implantations 
  in their misguided quest to attain closeness to their sham 
  Omnissiah. Those who have broken from the sect retain many 
  of their augmentations, and most continue these upgrades—
  but now with clearer eyes (or reprogrammed bionic versions). 
  For other Heretics, the violence of the struggle means bionic 
  replacements are an inevitability, else they permanently lose 
  use of the limb or other body part forever. The violence also 
  makes replacements and augmentations attractive for superior 
  combat or espionage skills as well. 
  Across Imperial space, the levels of availability for such 
  devices vary with local superstitions and technological 
  levels, as will the reaction to the more overt bionics (which 
  can often be used to a Heretic’s advantage when dealing 
  with backward savages). Each different cybernetic system 
  grants the user different beneﬁ ts (and sometimes penalties) 
  depending on its Craftsmanship (see Craftsmanship, 
  page 146). The exception to this is Best Craftsmanship 
  cybernetics. Unless otherwise noted, these provide no 
  additional beneﬁ ts beyond those of Good Craftsmanship, 
  but are more impressive in the construction and design. The 
  availability listed below represents Common cybernetics. All 
  mechadendrites are considered to be of Good Craftsmanship 
  unless otherwise noted.
  Table 5–17: Wargear
  Name
  Wt
  Availability
  Combat Webbing Harness
  1 kg
  Scarce
  Grav Chute
  15 kg
  Rare
  Helmet Augmentations
  1 kg
  Rare
  Jump Pack
  25 kg
  Rare
  Melta-bomb
  12 kg
  Very Rare
  Psychic Hood
  2 kg
  Extremely Rare
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  BIONICS REPLACEMENT 
  LIMBS AND BODY PARTS
  Bionic replacement limbs are assumed to operate at the 
  same level of strength and dexterity as the host body, as 
  otherwise they might rip themselves out by over-stressing the 
  surrounding tissue. They are generally more robust than ﬂ esh, 
  however, and as such add +2 to the owner’s Toughness Bonus 
  against hits scored to the particular location. Damage taken to 
  such locations count towards Damage to the character; Critical 
  Damage dealt to these locations  applies as normal but biological 
  damage such as bleeding simply renders the mechanical limb 
  useless as linkages fail or hydraulic ﬂ uids leak away. Critical 
  Damage to a limb that results in the owner’s death still causes 
  death, as the limb explodes with terrible shrapnel or discharges 
  lethal currents directly into the body. 
  Note that replacement and additional limbs including 
  mechadendrites can only be used to perform tasks that 
  the owner knows how to do; a Heretic with a Medicae 
  Mechadendrite must have the Medicae Skill in order to take 
  advantage of the extra abilities the limb grants. Any bonuses 
  and penalties associated with the mechanical limb relate only 
  to tests made using the limb and characters sporting two bionic 
  limbs do not gain double the bonus; rather they may apply the 
  bonus regardless of which bionic limb they are using.
  BIONIC ARM
  One of the more common replacement limbs to be found, 
  Common Craftsmanship versions ape a normal hand and arm 
  exactly, retaining strength, dexterity and sense of touch. 
  Poor Craftsmanship versions are more cumbersome and 
  visibly artiﬁ cial; halve the owner’s Agility score where matters 
  of ﬁ ne dexterity are involved. In addition, Weapon Skill and 
  Ballistic Skill Tests made when using the limb take a –5 penalty. 
  Good bionic arms improve on natural design and provide 
  a +10 bonus on Agility Tests requiring delicate manipulation. 
  Best Craftsmanship arms add a +10 bonus to Strength 
  Tests using the arm and can be used to store small items such 
  as pistol ammo clips inside concealed interior compartments. 
  BIONIC LEGS
  In the basic common version, locomotion bionics are fully 
  integrated into the hip with spinal link and allow a Heretic to 
  walk, run, and climb at human norm levels. 
  Poor Craftsmanship models, however, are lumbering affairs 
  that reduce a Heretic’s movement rate by one (rounding up), 
  and when running the user must succeed on an Agility Test 
  or fall at the end of his movement. 
  Good Craftsmanship level artiﬁ cial legs grant the owner 
  the Sprint Talent and add a +20 bonus to Athletics Tests 
  made to jump or leap.
  BIONIC RESPIRATORY SYSTEM
  Bionic respiratory systems are often a must due to damage 
  caused by the often exceedingly toxic atmospheres to be 
  found in many settings. Common Craftsmanship bionic lungs 
  and implanted respiratory systems allow the user to breathe 
  as normal and gain a +20 bonus to Toughness Tests made to 
  resist airborne toxins and gas weapons. 
  Poor bionic lungs offer the same beneﬁ ts as the Common 
  system, but require louder mechanical ﬁ ltration systems and users 
  suffer a –20 penalty to all Silent Move checks. They are also 
  overall less effective in blood oxygenatation and all tests involving 
  strenuous physical activity are increased by one level of difﬁ culty.
  Good bionic lungs count as a full life support system, so 
  if for any reason the user’s own respiratory system fails, his 
  bionic lungs will keep his blood oxygenated. These systems 
  are generally unnoticeable when designed to be so. 
  MECHANICUS ASSIMILATION
  This process is used either by the truly fanatical or the 
  devastatingly injured, the user’s body is rebuilt with interlaced 
  bionic replacements, augmenting and supporting the biological 
  systems. Now almost as much metal as ﬂ esh, the Heretic gains 
  the Machine Trait (see page 141) with Armour points equal 
  to the number of times this replacement upgrade is acquired. 
  When taken multiple times, note the number, as in “Mechanicus 
  Assimilation 3” when taken three times.
  There are no Poor Craftsmanship versions of cybernetic, 
  and Good and Best Craftsmanship versions simply make the 
  upgrade less noticeable. Hereteks count this upgrade as Rare, 
  as opposed to Extremely Rare. 
  IMPLANT SYSTEMS
  The human body is merely the ﬁ rst stage, a canvas upon which 
  a Heretic can not only create new artistic improvements but also 
  fashion new tools to aid them in the Long War. Below are some 
  of the more frequently used artiﬁ cial implants available, granting 
  new abilities and allowing for further mechanical upgrades. 
  ATTACHING BIONICS AND IMPLANTS
  Simply acquiring implants or bionics is but the ﬁ rst 
  step, as a Heretic will also require both the resources 
  and skilled labour to have them installed. Usually 
  operations of this kind are only available at signiﬁ cant 
  medicae facilities and in societies with ready access to 
  higher technologies, though there are underground 
  resources that can be called upon when necessary. 
  Once a chirurgeon is located who is willing to 
  perform the work, the operation takes 2d10 days, 
  minus one day for each point of the patient’s Toughness 
  Bonus to a minimum of one day (however, the GM 
  can decide certain operations take longer). The GM 
  must make the ﬁ nal determination as to the operation’s 
  overall difﬁ culty; a sufﬁ ciently advanced facility may 
  allow it to be considered automatic. A disgraced 
  underhive tech-adept being paid in illegal drugs, on 
  the other hand, might require a series of Medicae or 
  even Tech-Use Tests for success, and failure could lead 
  to such things as permanent crippling or blood loss 
  (see Chapter 1: Playing the Game).
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  BALLISTIC MECHADENDRITE
  A common upgrade for many combat-oriented Hereteks, this 
  two-metre mechanical limb emerges from the shoulder or 
  back and is covered with writhing power conduits. It may 
  be armed with any Pistol-class weapon with the Compact 
  Upgrade. The Heretic may attack with this weapon as his 
  Reaction. A Heretic must have the appropriate Mechadendrite 
  Use Talent to operate this implant.
  BLADE-TINES
  Long, thin blades sprout from one of the Heretic’s hands, 
  razor sharp and useful as scalpels or cutting weapons. The 
  hand must be completely rebuilt to accommodate this, and 
  most versions feature long, spindly ﬁ ngers that can extend 
  past the blades to allow for dextrous tasks. The full appearance 
  is decidedly unpleasant and even downright sinister. 
  The blade-tines grant the Heretic +5 to Medicae Tests, +5 
  to Interrogation Tests, and can be used as a melee weapon in 
  close combat, dealing 1d5+2 (plus Strength Bonus) Damage 
  with a Penetration of 2.
  Good Craftsmanship versions can vibrate the blades at high 
  frequencies, increasing the cutting power. The weapons gain 
  the Tearing Trait. Best Craftsmanship versions also include 
  drug producing bio-mechanical glands, with thin tubules to 
  carry the venomous liquids to small openings underneath the 
  blades. This grants the weapons the Toxic (0) Quality. 
  Poor Craftsmanship versions only deal 1d5 plus Strength 
  Bonus Damage without any Penetration. 
  BLACK BLOOD (AUTOSANGUINE)
  A combination of microtech from the Dark Ages and obscene 
  xenos biotech ﬂ ows though veins now forever tainted. The 
  minions of the Omnissiah refer to this as Autosanguine, 
  but those who call themselves the Dark Mechanicus know 
  it as Black Blood. Too small to see but powerful in their 
  vast numbers, these machines can repair minor injuries and 
  speed healing. When applying healing the Heretic is always 
  considered Lightly Wounded; he also heals much faster than 
  mere mortals and removes two points of Damage per day. 
  CEREBRAL IMPLANTS
  Commonly used to repair a severely damaged brain or 
  hopefully augment its abilities, these often risky implant 
  systems represent a major step from simply replacing a limb 
  to altering a Heretic from human to mechanism. 
  Common-level implants can 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. 
  Poor versions restore brain function but destroy the personality 
  and memories of the subject, rendering them no better than a 
  servitor, and as such are unsuitable for player characters (though 
  a Heretic may encounter many an unfortunate fellow Chaos 
  worshipper who has suffered such a fate). 
  Good cerebral implants are very rare even among the elite 
  and powerful, and are exceedingly difﬁ cult to arrange, becoming 
  Near Unique in availability. These bestow Unnatural Intelligence 
  (+2) (see page 144) and grants +20 bonuses to Logic and Lore 
  Tests for the superior mental capabilities they now enjoy.
  CHEM INJECTOR
  Many Heretics who rely on pharmacological boosts in combat 
  have taken this implant, allowing them to inject themselves as 
  needed with the chemicals they crave. One dose of a single 
  drug may be loaded into the injector via a skin-mounted port 
  (if this implant is taken multiple times, then multiple drugs 
  may be loaded). The user may activate the injector as a Half 
  Action requiring a Routine (+20) Willpower Test. A Failure 
  means that injector has malfunctioned, and will require a 
  Challenging (+0) Tech-Use Test to repair. 
  CRANIAL ARMOUR
  Microstrips of plasteel are bonded directly to the skull in subdermal 
  layers, allowing for extra protection against head injury. 
  Common Craftsmanship armour grants the user one 
  extra Armour Point in the head location. Poor versions do 
  the same, but permanently reduce the wearer’s Intelligence 
  Characteristic by one due to the screws driven into the skull.
  Good Craftsmanship armour grants +1 AP and also subtract 
  one from any Critical Effects to the head
  CYBERNETIC SENSES
  Most human senses can be artiﬁ cially duplicated, allowing 
  radiation ruined eyes or eardrums ruptured by concussion 
  blasts to be replaced. Some Heretics even attempt to improve 
  on their natural abilities or create new ones via these artiﬁ cial 
  implants, to further delve into new realms of sensation. 
  Common systems are usually obviously artiﬁ cial and 
  often oversized (especially optical implants) but duplicate 
  the approximate human range of senses adequately with no 
  further game effects.
  Poor cybernetic senses are inferior to base humanity’s level, 
  often with static in the hearing, failures in colour vision, or 
  taste buds that make everything taste like cloth. Users must 
  take a –20 penalty to tests made involving the cybernetic sense.
  Good Craftsmanship implants grant the Heightened Senses 
  Talent for that particular sense, and a +20 bonus to tests made 
  to resist attacks on the sense itself (such as deafening noises 
  or blinding ﬂ ashes). Basic and advanced cyber-eyes may also 
  incorporate telescopic sights (counting as a telescopic sight, 
  see page 170 for more details), a full photo-visor, and/or a 
  system allowing the Dark Sight trait (see page 140). Likewise 
  basic or advanced cybernetic hearing may also include an 
  internal micro-bead system. Each of these “extra” upgrades 
  counts as a separate implant for the purposes of acquisition. 
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  EMBEDDED AUSPEX 
  Expanding the realms of the senses is a common desire and 
  this implant allows a Heretic a glimpse at what rewards true 
  devotion might bring. Concentrating (a Half Action) allows 
  the user to duplicate the effects of special sensory system. 
  Common implants function as a standard Auspex (see page 
  184). Poor models offer only a single detection ability (either 
  heat, harmful radiation, or electromagnetic ﬁ elds) with only a 
  20m range. Good systems act as a full Auspex but also allow a 
  re-roll on Perception based tests when it is in use. 
  FLESH REPLENISHMENT
  This implant system allows a Heretic to reinvigorate themselves by 
  drawing on the energies of external machines. When in contact 
  with a functioning machine, fully-charged battery, or other power 
  source, the subdermal induction ports can allow the user to siphon 
  off energy into their own body by making a Toughness Test 
  with a +10 bonus. Success removes one level of Fatigue plus one 
  additional level for each additional Degree of Success as the power 
  energises neural and muscle tissue, or alternatively can recharge 
  their Internal Reservoir if they have that implant as well. 
  INTERNAL RESERVOIR 
  This implant acts as a powerful battery, storing energy for various 
  implants and especially for functions that require energy to be 
  expelled in rapid or violent fashions. When fully charged, the 
  user will no longer gain fatigue from using Luminen Capacitors 
  either to recharge something or offensively, but each use of 
  those implants drains the reservoir by 50%. The battery will be 
  full recharged after one day of resting. 
  FERRIC LURE IMPLANTS
  Powerful electromagnets are implanted in the Heretic, 
  allowing him to cast forth a net of invisible energy as a Full 
  Action requiring a successful Challenging (+0) Willpower 
  Test and call an unsecured metal object into his hand. The 
  object cannot mass more than 1kg per point of Willpower 
  Bonus and must be within 20 metres, and the user must 
  already have Mechanicus Implants for this system to function. 
  This implant can be improved by certain Talents (page 124). 
  INTERFACE PORT
  The Heretic now has a mechanical port implanted in his body, 
  commonly in the rear of the neck, which can be connected to 
  machines via his own data ports. This allows the user faster 
  and smoother access to the valuable information within, and 
  grants a +10 bonus to Common Lore, Inquiry, or Tech-Use 
  Tests whilst connected to a relevant mechanism or data spool. 
  LUMINEN CAPACITORS
  The Heretic’s internal energies, either through biological or 
  artiﬁ cial sources, are channelled into capacitors buried into 
  the ﬂ esh where they can be tapped to recharge items or even 
  released in devastating attacks. 
  With a successful Toughness Test, the character may 
  recharge or power machinery. This requires one minute of 
  mental focus and meditation. The difﬁ culty of the Toughness 
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  Test varies depending on the nature of the powered system.
  • Ordinary (+10): Simple Power Cell, Illuminator
  • Challenging (+0): Weapon Charge Pack, Data-Slate, 
  Bridge Terminal
  • Difﬁ cult (–10): Shuttle electronics, Servo-Skull
  • Hard (–20): Lascannon Charge Pack, Servitor, Bridge 
  Hololith
  • Very Hard (–30): Cogitator Core, Reactor Machine 
  Spirit, Xenos Technology
  The device call also be used offensively, however it requires 
  Talents to use properly (see page 127). Only a Heretic with 
  Mechanicus Implants may use this device.
  Poor Craftsmanship variants impose a –10 penalty to all 
  Toughness Tests made to use them (in effect, the Toughness 
  Tests become one Degree more difﬁ cult). Good Craftsmanship 
  variants grant a +10 bonus to all Toughness Tests made to 
  use them (in effect, making the Tests one Degree easier). 
  MAGLEV COILS
  Archeotech systems of powerful gravimetric coils are implanted 
  in the body, allowing the user to become unshackled from 
  gravity’s grasp for short periods. 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. The character must employ a Half Action each round 
  to concentrate operating this implant and may use the other 
  action to move normally. The character can slow their rate of 
  descent when falling so long as this implant is active when 
  the character reaches the ground, reducing all falling Damage 
  to 1d10+3 Impact. Each time the character activates the 
  coils, it drains the stored power and cannot be used again 
  until recharged (taking one day). 
  MANIPULATOR MECHADENDRITE
  Possibly the most common form of mechadendrite, this artiﬁ cial 
  limb is a great aid to those working in industrial or technical 
  areas and allows a Heretic to lift greater weights and more 
  easily operate industrial gear. It can extend out to 1.5m and 
  grants the user +20 to Strength Tests; the viscous gripping and 
  crushing pincers can also tether the user to gantries or suitably 
  heavy objects as a Free Action. The heavy metal pincers may 
  be used in combat to make melee attacks. The Heretic may 
  strike with it as his Reaction for the round or use it to make a 
  Standard Attack (so long as it is only used once per round). The 
  Manipulator Mechadendrite deals 1d10+2 I Damage. 
  While powerful, the manipulator is not subtle and attempts 
  to use it for such tasks as data-slate typing, inscribing sacriﬁ cial 
  etchings, handling delicate objects, or the like will only end with 
  ruined equipment or failed summoning. A Heretic must have the 
  appropriate Mechadendrite Use Talent to operate this implant.
  MEDICAE/TORTURE MECHADENDRITE
  Made of thin, dextrous, two-metre tubes of metal and plasteel 
  tipped with a variety of fascinating needles and blades, this 
  mechadendrite can either heal or harm depending on a Heretic’s 
  intent. In most cases it can provide medical and surgical 
  assistance, granting a +10 bonus to Medicae Tests. It houses 
  six injector pistons; each may be ﬁ lled with one dose of a drug 
  and must be supplied and replaced separately (these can also 
  be used to inject the user). Built-in ﬂ esh staplers may be used 
  to staunch blood loss as a Half Action while the chainscalpel 
  attachment reduces the difﬁ culty of limb amputation to 
  Challenging (+0) and deals 1d5 Rending Damage in combat, 
  acting as an Improvised weapon. For those more interested in 
  Table 5-18: Cybernetics
  Name
  Availability
  Ballistic Mechadendrite
  Very Rare
  Bionic Arm
  Scarce
  Bionic Legs/Locomotion
  Scarce
  Bionic Respiratory System
  Rare
  Black Blood
  Very Rare
  Blade-tines
  Rare
  Cerebral Implants
  Very Rare
  Chem Injector
  Rare
  Cranial Armour
  Scarce
  Cybernetic Senses
  Rare
  Embedded Auspex
  Rare
  Flesh Replenishment
  Extremely Rare
  Ferric Lure Implants
  Very Rare
  Luminen Capacitor
  Very Rare
  Interface Port
  Rare
  Internal Reservoir
  Rare
  Servo-Arm
  Extremely Rare
  Maglev Coils
  Very Rare
  Manipulator Mechadendrite
  Very Rare
  Mechanicus Assimilation
  Extremely Rare
  Medicae/Torture Mechadendrite
  Very Rare
  Mind Impulse Unit (MIU)
  Rare
  Nerve Induction Tines
  Rare
  Optical Mechadendrite
  Very Rare
  Pheromone Generator
  Very Rare
  Respiratory Implant
  Rare
  Skeletal Petrifaction
  Rare
  Synthmuscle
  Rare
  Tox Nails
  Scarce
  Utility Mechadendrite
  Very Rare
  192
  acting as an Improvised weapon. For those more interested in 
  acting as an Improvised weapon. For those more interested in 
  
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  answers than mending, the blades and needles grant the user 
  +10 bonus to Interrogation Tests. This mechadendrite may be 
  shoulder or sternum mounted and the Heretic must have the 
  appropriate Mechadendrite Use Talent for operation. 
  MIND IMPULSE UNIT (MIU)
  Also known as sense-links, these arcane implants allow direct 
  interface with a machine or technological device. A basic MIU 
  rig involves a single spinal or cortex connector, while the 
  advanced variant will also include wrist connector probes (and 
  possibly mechadendrite connectors) in addition to the ﬂ esh plug.
  Common models add a +10 bonus to Tech-Use, Pilot or Drive 
  Tests used in conjunction with devices capable of MIU linking. 
  Poor systems are not properly tuned to the user’s brainwaves 
  and require a successful Willpower Test to use. They impose 
  a –10 penalty when attempting to interface with the device. 
  Good models, however, are perfectly tuned and the user 
  feels the interfaced devices as if they were parts of their own 
  body, even to specially modiﬁ ed weapons. They grant a +10 
  bonus to Tech-Use, Pilot, Drive, Logic, Inquiry and Weapon 
  Skill Tests when interfaced with MIU systems.
  NERVE INDUCTION TINES
  Thin ﬂ exible metal spikes are implanted underneath the 
  ﬁ ngernails, where they can emerge to a length of 5cm. Their 
  nano-sharp ends enclose electrochemical induction ports, and 
  can slice into skin to reach vulnerable nerves underneath to 
  create excruciating pain or pleasure. This grants the user +20 
  to Interrogation Tests against prone or restrained subjects or 
  alternatively +20 to Charm Tests against the same. 
  OPTICAL MECHADENDRITE
  This implant is highly ﬂ exible and can extend to 3m in length 
  and the thinness of a bullet, with a tip covered with cameras and 
  optical sensors. Ideal for inspection and detection even at the 
  microscopic level, it grants a +10 bonus to all Perception-based 
  tests and may also be used as a telescopic sight. The infra-red 
  torch and sensors incorporated mean no penalties due to darkness 
  and gains the user a +20 bonus to vision-based Perception Tests 
  at night. If the user chooses, the end may also be mounted 
  with a tiny but powerful glow-globe. This mechadendrite may 
  be shoulder or sternum mounted, and a Heretic must have the 
  appropriate Mechadendrite Use Talent for operation.
  PHEROMONE GENERATOR
  A combination of biological glands and injection systems, 
  this implant allows the user to exude unseen but powerful 
  chemicals into the air through modiﬁ ed sweat glands on a 
  Routine (+20) Willpower Test. Charm Tests will gain a +10 
  bonus, rising to +20 if the test is taken in an enclosed area 
  with little or no strong air movement. 
  RESPIRATORY IMPLANT
  A simple and reliable procedure, this implant introduces 
  microsieves and ﬁ ltration screens into the airway so that the 
  Heretic can breath even the most foully polluted Imperial air 
  with no side effect, duplicating the action of a Respirator. 
  SERVO-ARM
  Utilised by the renegade Mechanicus Hereteks, these massive 
  manipulators contain powerful crushing pincers designed 
  for ﬁ eld repairs but also useful in combat as well. Each is 
  integrated into the user’s armour to offset the heavy weight 
  and power requirements. 
  A Servo-Arm can extend up to 1.5m from its shoulder or 
  back mounting and has a ﬁ xed Strength value of 75 with 
  Unnatural Strength (+7) – the user always uses this, no 
  matter his own Strength or any other factors. The powerful 
  mandibles allow him to lift heavy objects or tether himself to 
  a suitable anchor as a Free Action. 
  Against Imperial foes, a servo-arm is as mighty in battle as 
  it is useful in repairs. The Heretic may strike with it as his 
  Reaction for the round or use it to make a Standard Attack (so 
  long as it is only used once per round). It hits using his Weapon 
  Skill, dealing 2d10+14 Impact Damage with Pen 10. 
  Exceptional Craftsmanship from Heretek artisans (Best 
  Craftsmanship versions) can improve the model, increasing 
  the Strength to 85 (increasing Damage to 2d10+15) and 
  granting +10 to any Grapple Tests. 
  A Heretic must have the appropriate Mechadendrite Use 
  Talent to operate this implant.
  SKELETAL PETRIFACTION 
  More a chemical treatment than an implant, metallic ﬂ uids are 
  injected into bone marrow in a series of painful operations. 
  The skeletal system incorporates them into the bone structure, 
  making them heavier, stronger, and more damage resistant. 
  A Heretic so altered gains the Bulging Biceps and (often 
  literally) Iron Jaw Talents, and gains a +2 bonus to Damage 
  for all unarmed attacks.
  SYNTHMUSCLE 
  Ropey strands of vat-grown muscle tissue, thick with slurried 
  nutrients and laced with ﬂ akweave, are woven into existing 
  muscle groups granting increased strength of varying levels. 
  Heretics gain Unnatural Strength 1; Best Craftsmanship grafts 
  grant Unnatural Strength 4 but also impose a -10 to any Agility 
  Tests due to the newly misshapen and unnatural body shape.
  UTILITY MECHADENDRITE
  This 2m mechadendrite incorporates a selection of useful tools 
  and attachments, counting as a combi-tool and granting a +10 
  bonus to all Tech-Use Tests. It also contains six injector pistons 
  each ﬁ lled with one dose of Ligature Oil; these must be supplied 
  and replaced separately. The limb is ﬁ tted with a Censer (see page 
  169), allowing it to billow fumes every 15 minutes with effects 
  depending on the acquired ingredients. This can alternatively 
  belch smoke clouds that may be employed in melee combat to 
  distract and choke, imposing a –5 penalty to Weapon Skill Tests 
  made by all living creatures within a two-metre radius for one 
  round. This is a Half Action. Unless the censer is deactivated, all 
  Perception Tests relying on a sense of smell made to detect the 
  Heretic gain a +10 bonus. Also useful in combat is the cutting 
  blade found at the end of one tip, counting as a knife with the 
  Defensive Quality and Mono upgrade. A Heretic must have the 
  appropriate Mechadendrite Use Talent to operate this implant.
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  Daemon 
  Weapons
  “For seventeen long centuries have I remained in this blade, conﬁ ned 
  within these metal walls. During all of my time of imprisonment you 
  are the ﬁ rst I have seen who is worthy to bear me into battle. Come, 
  take my hilt, and I will serve you in the manner of my kind, drawing 
  blood of your enemies, protecting you in the midst of the ﬁ ght, 
  bringing you safely home again. Now, draw me from the scabbard 
  and test the ﬁ neness of my balance. See how easily I swing, how my 
  keen edge cleaves the air. A good choice, am I not?
  Willingly you picked me up. Your ﬁ rst mistake. Willingly you drew 
  me. Your second mistake. I do not allow my servants to make three 
  mistakes, foolish mortal…”
  – Antinichus, Daemon of the Bloody Blade
  O
  f all the tools employed to slay those who oppose the 
  glory of Chaos, daemon weapons are amongst those 
  most feared and least understood. Each contains the 
  bound essence of a daemon, railing against its imprisonment 
  and conferring upon the weapon great and terrible powers far 
  beyond the capabilities of mundane weaponry.
  Most daemon weapons contain only petty or bestial 
  daemons, as such beasts are  easier to summon, bind and 
  control. The greatest of them, however, contain beings of 
  horriﬁ c potency who once could slay armies single-handed and 
  that now comprise weapons so powerful that they defy reason.
  This section contains detailed rules for daemon weapons, 
  allowing brave Heretics to attempt to control such willful and 
  deadly weapons, or even dare to create their own, or suffer 
  greatly in the attempt.
  USING DAEMON WEAPONS
  Amongst the most deadly and terrifying of all the tools of the 
  arch-enemy, daemon weapons vary immensely in appearance, 
  in construction, and in effect, but all share a few similarities: 
  all are indisputably lethal, all are unnaturally durable, and all 
  contain a savage monstrosity that desires nothing more than 
  the freedom to wreak havoc upon the material world.
  The greatest proportion of daemon weapons are simple 
  devices—blades, mauls, axes, and the like. However, a small 
  portion of them, often wrought by more creative and cunning 
  artisans, are created from guns or other advanced weaponry. 
  Regardless of their nature, however, all daemon weapons 
  share the following basic qualities:
  Lethality: In addition to any other powers and abilities 
  they grant, daemon weapons are unnatural, hungering things 
  that delight in slaughter and destruction. Daemon weapons 
  with the Primitive Quality lose it, and all daemon weapons 
  add the bound entity’s Willpower Bonus to their Damage 
  and penetration values. In addition, due to their blasphemous 
  nature, any weapon which originally had the Sanctiﬁ ed 
  Quality loses it when it is turned into a daemon weapon. 
  Finally, any ranged daemon weapons lose their original 
  clip size and reload time—the daemon within produces the 
  ammunition, and consequently the weapon need never be 
  reloaded again, though it also can only use a single standard 
  type of ammunition.
  Uncanny Resilience: Regardless of their appearance and 
  apparent construction, daemon weapons are extraordinarily 
  difﬁ cult to damage. They count as having a natural armour of 
  20, and will not be destroyed if used to Parry or are Parried 
  by weapons with Power Fields or similar effects. If a daemon 
  weapon is somehow destroyed, roll immediately on Table 
  6–3: Perils of the Warp (see page 211). On any result 
  which indicates a daemonic manifestation, it is the daemon 
  within the weapon which is released, at which point it will 
  likely attempt to slaughter every living creature it can ﬁ nd.
  The Beast Within: All daemon weapons, as is their 
  nature, contain within them a bound and enslaved warp 
  entity, subjugated to the will of its wielder. In most daemon 
  weapons, this creature will be relatively weak, incapable 
  of anything but instinctive fury and unending bloodlust. 
  However, more ambitious artisans have been known to try to 
  bind more powerful entities into weapons, and some of the 
  greatest gifts of the Dark Gods are legendary and terrifying 
  weapons containing powerful daemons. The more powerful 
  the bound daemon, the more powerful the weapon, and the 
  greater the risk to the wielder.
   In order to wield a daemon weapon, the user must ﬁ rst 
  succeed in a Daemonic Mastery Test (see page 229), with 
  the daemon suffering a penalty equal to –5 x the Binding 
  Strength determined when the weapon was created. Success 
  cows the weapon into obedience. After this point, should 
  the wielder’s concentration slip—should he be stunned or 
  rendered unconscious, or should his Willpower fall below 
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  that of the bound daemon—then the daemon will attempt to 
  assert control, forcing another Daemonic Mastery Test. If, at 
  any point, the wielder fails a Daemonic Mastery Test, then the 
  daemon within the weapon may attempt a possession test (see 
  page 229). If the attack succeeds, the wielder has succumbed 
  and the daemon takes control over his body, enslaving him 
  instead of the other way around.
  DAEMON WEAPON 
  ATTRIBUTES
  Daemon weapons may display an almost limitless variety of 
  different powers and attributes, which the beast within can 
  grant grudgingly to its wielder, or by simple side-effect of its 
  presence. The lists below illustrate some of the possibilities.
  A daemon weapon may include attributes from the 
  Unaligned list and any one other list—a  daemon-possessed 
  ﬂ amer could not have attributes from both the Slaanesh and 
  Nurgle lists, for example, but it could take attributes from the 
  Unaligned and Tzeentch lists.
  Each list is presented as a d100 table, which is rolled on 
  to determine a given daemon weapon’s powers when it is 
  created. Each table has entries which require rolls of greater 
  than 100 to gain, representing powers beyond the reach of 
  most daemons. When rolling on any of the Attribute tables, 
  the daemon’s Infamy characteristic may be added to the 
  roll, representing the heights of power that the greatest of 
  daemons can achieve, as described later in this section.
  UNALIGNED WEAPON ATTRIBUTES
  The following are attributes for unaligned Daemon Weapons.
  Accursed
  The daemon bound within this weapon is terrifyingly 
  powerful, almost too powerful to be contained in this way. 
  The creature’s fury at being bound into an inanimate object, 
  and the inhuman hatred it feels for all mortals, result in the 
  weapon becoming far deadlier than it would normally be.
  Effects: A weapon with this attribute deals an additional 
  1d10 Damage and has the Felling (4) Quality. 
  Howling
  The daemon’s displeasure manifests as a savage, unsettling 
  howl whenever the weapon is used. The sound is one not 
  swiftly or easily forgotten, and those who hear it ﬁ nd that it 
  haunts their nightmares, accompanied by ﬂ eeting glimpses of 
  the creature that created that terrible noise.
  Effects: A weapon with this attribute grants the wielder 
  the Fear (1) Trait (or increases any Fear Trait he may already 
  have by +1) on any turn where he attacks with the weapon.
  Impervious
  The daemon within the weapon is a powerful creature indeed, 
  unconcerned by the trivial blows of mortal weapons. This 
  unholy resilience is conferred not only to the weapon, but 
  to the wielder as well, who will ﬁ nd that the attacks of his 
  enemy will be deterred by the shifting energies of the warp.
  Effects: A weapon with this attribute grants the wielder 
  a force ﬁ eld with a Protection Rating equal to the bound 
  daemon’s Willpower characteristic. However, being daemonic 
  rather than technological in nature, the ﬁ eld will not 
  overload. Instead, should the d100 roll to avoid Damage be 
  any double, then the wielder must immediately roll on Table 
  6–2: Psychic Phenomena and apply the result.
  Impossibly Sharp
  Sharper than the keenest mono-edge blade, these weapons 
  glide through armour with contemptuous ease. The creatures 
  bound within these weapons hold the protection of mortal 
  armour in the greatest of scorn, honing their edges to 
  impossible sharpness.
  Effects: A weapon with this attribute has the Warp 
  Weapon Quality. 
  Piercing
  The daemon within this weapon seeks ﬂ esh eagerly, desiring 
  only to rend and tear at skin and muscle, and to shatter bone. 
  Its vile urges lead it to drag itself deep into the bodies of 
  those it wounds, injuring them greatly.
  Effects: Whenever a weapon with this attribute inﬂ icts 
  Critical Damage, the weapon deals additional Damage equal 
  to the daemon’s Willpower Bonus.
  Vicious
  This weapon is twisted, barbed, and serrated in ways that 
  make it seem particularly savage. Powered melee weapons 
  growl or hiss with an animalistic malice, while guns snarl and 
  bark as they ﬁ re. Weapons so altered cause vicious wounds, 
  faintly and impossibly reminiscent of those caused by a wild 
  animal.
  Effects: A weapon with this attribute gains the Tearing 
  Quality. If it already has the Tearing Quality, then it gains 
  the Razor Sharp Quality instead. If it already has both those 
  qualities, it gains the Proven (2) Quality.
  Voidchill
  The daemon bound within this weapon is content to sit 
  out its imprisonment with nothing but patient malice and 
  cold detachment. So icy is its demeanour that the weapon it 
  inhabits plunges to impossibly cold temperatures and bears 
  with it an aura of killing cold.
  Effects: Whenever a weapon with this attribute inﬂ icts a 
  wounding hit, it also causes 1d10 Toughness Damage.
  Wounding
  Dark splinters mar the edge of this weapon, or form from its 
  ammunition, or otherwise ﬁ nd their way into the wounds this 
  weapon inﬂ icts, working their way deep into the ﬂ esh of the 
  enemy, driven by the bound daemon’s spite. These slivers of 
  hate do little alone, but can cause agonising pain if the victim 
  moves too swiftly.
  Effects: A weapon with this attribute gains the 
  Crippling Quality, with a value equal to the bound 
  daemon’s Willpower Bonus.
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  KHORNE WEAPON ATTRIBUTES
  The following are attributes for Khorne Daemon Weapons.
  Bloodlust
  This weapon craves battle, and constantly seeks to drive its 
  wielder into combat. Nothing but endless conﬂ ict will sate 
  this weapon’s desires, and it will do everything it can to 
  achieve that goal.
  Effects: A weapon with this attribute forces the wielder 
  to make a Challenging (+0) Willpower Test or enter a 
  Frenzied state (as per the Frenzy Talent, see page 124) when 
  drawing the weapon. The wielder may attempt, as a Full 
  Action at any later point, a Difﬁ cult (–10) Willpower Test 
  to sheathe the weapon and end the Frenzied state.
  Blood Tracker
  Khorne’s hounds can track any foe, any prey, over any 
  distance, across space and time. No creature can elude 
  Khorne’s hunting dogs forever, and weapons bound with 
  these daemons are renowned for their ability to find foes 
  anywhere.
  Effects: A weapon with this attribute grants the wielder 
  the Unnatural Senses Trait, with a range equal to the Daemon’s 
  Willpower characteristic.
  Fuelled By Slaughter
  This blade contains the roaring, bellowing essence of one of 
  Khorne’s most powerful daemons, driven by bloodshed and 
  slaughter. Its essence suffuses the weapon, drawing upon the 
  death and carnage it inﬂ icts to strengthen the wielder.
  Effects: Whenever a weapon with this attribute is used 
  to slay a living creature (creatures with the Daemonic or 
  Machine Trait are not considered to be living creatures for 
  this purpose), the wielder immediately regains 1d10 wounds, 
  up to his normal maximum.
  Null
  Khorne’s loathing of wizards and witchcraft knows no limits, 
  and many of the Blood God’s favoured creatures share that 
  hatred. When bound into a weapon, that hatred manifests as a 
  disbelief in the power of sorcery that deﬁ es that power rendering 
  witches and wyrds powerless against the weapon’s wielder.
  Effects: Any psychic power which includes the wielder of 
  this weapon as a target suffers an additional –20 penalty on 
  the Focus Power Test. 
  Rampage
  Many of Khorne’s servant creatures are monstrosities of brass 
  and bone and blood, creatures for whom slaughter is not the 
  murder of one creature at a time, but rather a bloodbath of 
  gouged and trampled bodies, a maelstrom of carnage. When 
  bound into a weapon, these creatures leave nothing but 
  destruction in their wake.
  Effects: When making a Charge Attack using a weapon 
  with this attribute, the weapon’s wielder may instead make a 
  Furious Impact. When using Furious Impact, the wielder moves 
  its normal charge distance in a straight line towards a single 
  target. If the weapon’s wielder engages the target, that target 
  and any other creatures, friend or foe, within 1 metre of the 
  original target, suffer the weapon’s Damage. The target and any 
  other struck creatures hit by this attack may make Reactions 
  as normal to avoid the Damage. The weapon’s wielder does 
  not need to roll to hit in order to use Furious Impact. Furious 
  Impact may only be used once every other round.
  Skulltaker
  The weapon desires nothing but to rend the ﬂ esh and take the 
  skulls of mortals, and it guides its wielder to that grisly end.
  Effects: A weapon with this attribute suffers no penalty to 
  perform a Called Shot attack, and may make that attack as a 
  Half Action, so long as it is targeted against the enemy’s head.
  Spiteful
  These weapons contain the bound and furious spirit of 
  an unwilling daemon, imprisoned for the sole purpose of 
  inﬂ icting terrible injuries as these spirits lash out at any and 
  all within reach. Such weapons are vicious, spiteful things, 
  railing against their imprisonment.
  Effects: A weapon with this attribute gains the Felling 
  (2) Quality. 
  Thirsting
  Khorne cares not from whence the blood ﬂ ows, and neither 
  does the daemon within this weapon. The desire to spill 
  blood is this weapon’s only instinct, and the weapon struggles 
  against all restraint to slake that singular desire. With every 
  wound it inﬂ icts, the weapon drinks deeply of the victim’s 
  blood, leaving them drained and lethargic.
  Effects: A weapon with this attribute inﬂ icts a level of 
  Fatigue with every wounding hit. 
  NURGLE WEAPON ATTRIBUTES
  The following are attributes for Nurgle Daemon Weapons.
  Bile-quenched
  During the process of this weapon’s creation, it was heated in 
  a furnace fuelled by the ﬂ esh of lepers and quenched in the 
  bile of those who have died from plagues, forever making it a 
  tool of the Plague God and sealing the daemon deeply within 
  it. The daemon’s vile nature, emanating through disease-
  forged metals, causes nausea and distress in those it strikes.
  Effects: A weapon with this Quality causes a creature it 
  wounds to lose one of their half actions next turn, as nausea 
  and dizziness overwhelms the creature’s concentration. 
  Certain creatures, such as those with the From Beyond, 
  Daemonic, or Machine Trait, are immune. 
  Degeneration
  The weapon is corroded and discoloured, tainted irrevocably 
  by the daemon within. With every blow, a foe’s body becomes 
  increasingly palsied and disoriented, unable to act to the 
  fullest of their ability.
  Effects: A weapon with this attribute deals 1d10 Agility 
  Damage with every wounding hit. This is a disease effect.
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  Embodiment of Decay
  A vile mucous clings to this weapon, and bloated, mutant 
  ﬂ ies seem perpetually to buzz around it, yet no other living 
  thing seems able to tolerate its presence, with plants and small 
  animals nearby sickening and dying from mere proximity.
  Effects: Any mundane plant, and any animal with a size 
  of Puny or smaller and a TB of 2 or less, will sicken and die 
  if it remains within a number of metres equal to the daemon’s 
  Willpower Bonus for more than one round. All other creatures 
  suffer a –10 penalty on all Toughness Tests within that distance.
  Enfeebling
  The weapon’s jaundiced appearance, and the way it writhes as if 
  in pain, suggest it bears a vile malaise. The daemon within saps 
  the strength of those it wounds, leaving them sluggish and feeble.
  Effects: A weapon with this attribute deals 1d10 Strength 
  Damage with every wounding hit. This is a disease effect.
  Herald of Decay
  The weapon exudes an aura that promises disease and decay 
  to all nearby, which manifests as a noxious vapour, ﬁ lled 
  with buzzing of verminous insects and echoing with the 
  death-rattle of the diseased. Only the greatest of daemons 
  could create such a foul aura, which makes every wound a 
  potentially lethal one.
  Effects: A weapon with this attribute produces an aura of 
  decay that leaves a rancid ﬁ lm within open wounds, causing 
  greater pain as the slightest scratch can become infected. This 
  aura extends around the weapon, when drawn, a number of 
  metres equal to the daemon’s Willpower Bonus. Within this 
  range, all attacks that deal Explosive or Rending Damage gain 
  the Toxic (1) and Felling (1) qualities, as does this weapon, 
  regardless of the type of Damage it deals.
  Pestilent Stench
  The weapon is cursed with a foul smell that drives others to 
  distraction. Few creatures can bear to stand near the rancid 
  stench of rot and corruption.
  Effects: All creatures within an area with a radius of the 
  daemon’s Willpower Bonus in metres, except those Devoted 
  to Nurgle, suffer a –10 penalty on all Weapon Skill, Ballistic 
  Skill, Agility, Intelligence and Perception Tests due to feelings 
  of nausea and revulsion.
  Plague Carrier
  Sealed within this weapon by runes of entropy and decay and 
  bound by litanies of contagion written upon human skin and 
  sealed with wax of human fat is one of Grandfather Nurgle’s 
  creations, a plague in the form of a daemon that chuckles to 
  itself as it spreads from victim to victim.
  Effects: A weapon with this attribute contains a virulent 
  disease that spreads to anything it wounds. The weapon gains 
  the Toxic (3) Quality, which deals 2d10 Toughness Damage 
  upon a failed Toughness Test and makes the target contagious 
  for the next seven rounds. Any who touch his ﬂ esh or bodily 
  ﬂ uids within that time must pass a Challenging (+0) Toughness 
  Test or also suffer 2d10 Toughness Damage and become 
  contagious for the next seven rounds, as described above.
  Stream of Corruption
  The weapon, bloated and distended by the daemon’s presence, 
  drips with black bile and diseased blood. Upon depressing a 
  bony stud near the weapon’s grip, it expels a spray of vile, 
  polluted ﬂ uids towards the enemy, coating them in rancid, 
  corrosive ﬁ lth.
  Table 5–19: Daemon Weapon Attributes
  Table 5–19: Daemon Weapon Attributes
  Unaligned Weapon Attributes
  Unaligned Weapon Attributes
  D100 Roll
  Attribute
  01-20
  Voidchill
  21-40
  Vicious
  41-60
  Piercing
  61-80
  Wounding
  81-100
  Impossibly Sharp
  101-120
  Impervious
  121-140
  Howling
  141+
  Accursed
  Khorne Weapon Attributes
  Khorne Weapon Attributes
  D100 Roll
  Attribute
  01-20
  Bloodlust
  21-40
  Thirsting
  41-60
  Blood Tracker
  61-80
  Null
  81-100
  Rampage
  101-120
  Spiteful
  121-140
  Skulltaker
  141+
  Fuelled By Slaughter
  Slaanesh Weapon Attributes
  Slaanesh Weapon Attributes
  D100 Roll
  Attribute
  01-20
  Envenomed
  21-40
  Lashing
  41-60
  Shrieking
  61-80
  Swiftness
  81-100
  Soporiﬁ c Musk
  101-120
  Glittering
  121-140
  Entrancing Aura
  141+
  Commanding Presence
  Nurgle Weapon Attributes
  Nurgle Weapon Attributes
  D100 Roll
  Attribute
  01-20
  Bile-quenched
  21-40
  Enfeebling
  41-60
  Degeneration
  61-80
  Embodiment of Decay
  81-100
  Plague Carrier
  101-120
  Stream of Corruption
  121-140
  Pestilent Stench
  141+
  Herald of Decay
  Tzeentch Weapon Attributes
  Tzeentch Weapon Attributes
  D100 Roll
  Attribute
  01-20
  Mutating
  21-40
  Spellbound
  41-60
  Mind Eater
  61-80
  Warp Flame
  81-100
  Illusory
  101-120
  Living Magic
  121-140
  Sorcerous Force
  141+
  Fateweaver
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  Effects: A weapon with this attribute gains an additional 
  form of attack, which may be used instead of the weapon’s 
  normal attack – the weapon may not be used to attack using 
  both the Stream of Corruption and its normal method in the 
  same turn. It is considered to be a Basic Weapon with a range 
  of 30m, and deals 2d10 plus the daemon’s Willpower Bonus 
  in Impact Damage, with the Felling (2), Spray, Stream, Toxic 
  (3) and Warp Weapon qualities.
  SLAANESH WEAPON ATTRIBUTES
  The following are attributes for Slaanesh Daemon Weapons.
  Commanding Presence
  The daemon’s force of personality and innate charisma 
  produce a weapon which almost glows with undeniable 
  authority, making the wielder difﬁ cult to dismiss.
  Effects: A weapon with this attribute, when drawn, grants 
  the wielder the Unnatural Fellowship trait, with a rating 
  equal to half the daemon’s Willpower Bonus, rounding up.
  Entrancing Aura
  The daemon is well-versed in spells of enticement and desire, 
  and weaves them about the weapon, making its motion 
  impossible to ignore, grabbing attention and refusing to 
  release it, leaving the entranced enemy exposed to attack.
  Effects: A melee weapon with this Quality, when drawn, 
  allows the wielder to Feint as a Free Action once per turn. 
  Ranged weapons gain no additional effect.
  Envenomed
  The weapon appears to be made, in part, of fragile bone or 
  glass, with many tiny openings from which seep a translucent 
  ﬂ uid. Its touch is deadly, its bite more so, as daemonic venom 
  is transferred into the target’s wounds. 
  Effects: A weapon with this attribute gains the Toxic 
  Quality, with a rating equal to half the daemon’s Willpower 
  Bonus, rounding up.
  Glittering
  The daemon cannot help but entice and enthral, and its essence 
  causes the weapon to shine with a distracting iridescence, that 
  grasps the target’s attention at the last and most crucial moment.
  Effects: Any attempt to use the Dodge or Parry Skill to 
  avoid attacks from a weapon with this attribute suffer an 
  additional –10 penalty.
  Lashing
  The weapon, like the daemon within it, has an ophidian 
  Quality to it, writhing and shifting with sinuous grace in the 
  wielder’s hands. When it attacks, it lashes out, extending far 
  further than it should be able to reach.
  Effects: A melee weapon with this attribute gains the 
  Flexible Quality, cannot be parried and can attack from up to the 
  daemon’s Willpower Bonus in metres away, in a similar manner 
  to a whip. A ranged weapon with this Quality, due to the way it 
  shifts and elongates, gains the Gyro-stabilised Quality.
  Shrieking
  The weapon’s construction is bizarre, containing many tiny 
  hollows and furrows that catch the air as it moves, emitting 
  noises that sound faintly like the wrathful howls of the daemon 
  within. Upon striking an enemy, this wailing reaches a crescendo, 
  driving deep into the target’s mind and causing intense pain.
  Effects: A weapon with this attribute gains the Concussive 
  (2) Quality.
  Soporiﬁ c Musk
  The daemon’s presence causes the weapon to exude a thin, 
  iridescent pink mist that clouds reality in a dream-like haze. 
  For those devoted to the Prince of Sensations, this is of no 
  concern, but for others, this delusion occludes the senses and 
  slows reaction time.
  Effects: A weapon with this attribute causes all creatures 
  within the daemon’s Willpower Bonus in metres to suffer a 
  –20 penalty to Perception and Agility. This penalty does not 
  apply to creatures Devoted to Slaanesh.
  Swiftness
  This weapon may contain one of Slaanesh’s beasts, swift 
  creatures that can outpace most mortal beasts. Its presence 
  within this weapon confers some of the creature’s ﬂ eet nature 
  to its wielder.
  Effects: A weapon with this attribute, when drawn, grants 
  the target the Unnatural Agility trait at a rating equal to half 
  the daemon’s Willpower Bonus, rounding up.
  TZEENTCH WEAPON ATTRIBUTES
  The following are attributes for Tzeentch Daemon Weapons.
  Fateweaver
  The daemon within the weapon is well-versed in the ever-
  shifting tapestry of fate that inﬂ uences all things, and knows 
  how to inﬂ uence destiny for its own ends.
  Effects: The possessor of a weapon with this attribute 
  gains an additional two Infamy Points, as if his Infamy were 
  20 points higher.
  Illusory
  The daemon within the weapon is a master of lies and 
  deception, twisting reality about the weapon in order to 
  conceal its nature and purpose.
  Effects: The weapon appears to be a normal weapon of its 
  type unless the observer passes a Hard (–20) Awareness Test. 
  In addition, the weapon’s deceptive nature imposes a –10 penalty 
  on all Dodge and Parry Tests to avoid its attacks.
  Living Magic
  Tzeentch is the master of sorcery, and many of its daemons 
  are skilled in the arcane arts. From deep within the weapon, 
  the daemon whispers the secrets of sorcery to the wielder, for 
  reasons all its own.
  Effects: While a weapon with this attribute is drawn, the 
  wielder gains a bonus to Focus Power Tests equal to twice the 
  daemon’s Willpower Bonus.
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  Mind Eater
  The weapon leaves no visible wounds, no mark to demonstrate 
  its passage. It appears as a baroque, impossible construct of 
  smoke and crystal, and the daemon within does not feed 
  upon ﬂ esh and blood, but upon intellect and awareness.
  Effects: A weapon with this attribute rolls for Damage as 
  normal, ignoring Toughness Bonus and Armour. However, no 
  wounds are caused by the attack; instead, the weapon deals 
  Intelligence and Perception Damage, with the total Damage 
  rolled divided evenly between the two characteristics.
  Mutating
  The weapon’s form is inconstant, perpetually shifting and 
  changing, as if constantly in ﬂ ux. The daemon within, railing 
  against its conﬁ nement, seeks to change its prison, yet can ﬁ nd 
  no contentment in any one form, and inﬂ icts this unending 
  change upon those it wounds.
  Effects: A weapon with this attribute forces any creature 
  wounded by it to make a Challenging (+0) Toughness Test 
  or roll on Table 9–1: Gifts of the Gods (see Chapter IX: 
  Corruption and Infamy) and apply the results immediately 
  as their forms are altered by the power of the weapon. At the 
  GM’s discretion, lesser creatures may be mutated directly into 
  a vile but harmless spawn and count as killed.
  Spellbound
  Etched onto this weapon, and bound within the weapon 
  alongside the maleﬁ c will of its daemonic inhabitant, is a 
  single spell that can be unleashed upon the wielder’s enemies.
  Effects: A weapon with this attribute confers upon the 
  wielder a single psychic power, chosen when the weapon 
  is created, which is cast using the daemon’s Willpower 
  characteristic, and any Psy Rating it may have, requiring the 
  normal action to use that psychic power. The Focus Power 
  Test for this power suffers an additional –10 penalty for every 
  100xp the power costs after the ﬁ rst. The weapon can only 
  use the power at the Unfettered power level.
  Sorcerous Force
  The weapon crackles with arcane power, indicating a greater 
  power lurking just beneath the surface, barely suppressed. Upon 
  tasting the ﬂ esh of its foes, the daemon within can unleash that 
  power, blasting them with the raw power of the warp.
  Effects: A weapon with this attribute may, upon 
  dealing Damage, make an Opposed Willpower Test using 
  the daemon’s Willpower and that of the target. Every 
  Degree of Success deals an additional 
  1d10 Energy Damage.
  Warp Flame
  Unnatural ﬁ res are a frequent part of the arcane lore related to 
  Tzeentch, and many of Tzeentch’s daemons are wrought from 
  the ﬁ res of the warp. The daemon within the weapon is one 
  such creature, giving the weapon a lambent glow that rises to 
  a hellish inferno when it is used to attack.
  Effects: A weapon with this attribute gains the Flame 
  Quality. If it is a melee weapon, it gains the Proven (3) 
  Quality as well. If it is a ranged weapon, it gains the Reliable 
  and Warp Weapon qualities.
  CREATING DAEMON 
  WEAPONS
  To wield a daemon weapon is a relatively simple matter, 
  requiring only sufﬁ cient will to dominate the daemon within. 
  To create such a weapon, however, is a far more complex 
  affair, requiring considerable preparation and posing many 
  challenges to be overcome.
  For those who craft arms for the servants of Chaos, the 
  process of binding  daemons into weaponry is amongst the 
  highest of arts, requiring great and far-reaching knowledge 
  and extraordinary skill to accomplish without being torn 
  apart by the daemons they intend to bind.
  PREPARATION
  The ﬁ rst and most crucial step involved in creating a daemon 
  weapon is obtaining the weapon. While in theory a daemon 
  can be bound to any weapon, in practise it is extremely difﬁ cult 
  to force a daemon to inhabit a mundane vessel. Instead, Chaos 
  artisans employ weapons crafted speciﬁ cally for the purpose 
  of binding a daemon into, or weapons with an appropriate 
  legacy of slaughter. The former are specially prepared for the 
  act of binding, while the latter are imbued with the echoes of 
  grand emotion, to which daemons can easily be drawn and 
  within which they can be easily entrapped.
  Wrought for Purpose
  These weapons are carefully crafted, in a manner deﬁ ned by 
  ancient and bizarre rituals. Surfaces are inlaid with micro-
  etched runes, too small for the eye to see, while the weapon’s 
  form is carefully crafted into shapes reminiscent of the 
  daemon that the weapon is being created to contain. The 
  most carefully-wrought examples cunningly conceal the true-
  name of the daemon within their construction, or mimic the 
  patron deity of the intended inhabitant.
  To craft a weapon for the purpose of creating a daemon 
  weapon requires a Tech-Use Test, modiﬁ ed by the weapon’s 
  availability and Craftsmanship (see Table 5–20: Difﬁ culty 
  and Time by Availability)—rarer weapons are more difﬁ cult 
  to craft in the ﬁ rst place. Additional embellishments, such as 
  creating the weapon as an item of devotion for a particular 
  Chaos God, or working the intended daemon’s true name 
  into the design, each impose an additional –10 penalty. If 
  the penalty would be greater than –60, the task is impossibly 
  complex, beyond the ability of mortal craftsmen to achieve.
  Designing and creating a weapon in this way takes an 
  amount of time determined by the weapon’s availability 
  199
  Degree of Success deals an additional 
  Degree of Success deals an additional 
  1d10 Energy Damage.
  
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  and Craftsmanship; more complex weapons take longer to 
  manufacture. See Table 5–20: Difﬁ culty and Time by 
  Availability for details.
  Upon successfully creating a weapon for this purpose, 
  record the number of Degrees of Success scored on the Tech-
  Use Test—this will be relevant later.
  Legacy of Slaughter
  As an alternative to creating a weapon from scratch, an artisan 
  may seek out a weapon which contains what sorcerers and 
  dark scholars refer to as a “sympathetic emotional resonance.” 
  This means that the weapon itself has seen sufﬁ cient use 
  in war and ritual, or has some particular connection to the 
  daemon or its patron, to be powerfully charged with emotion 
  to make it an ideal vessel for daemonic binding.
  Finding such weapons is not an easy matter, and it often 
  requires many months or years of searching to ﬁ nd the ideal 
  item. Once a potential candidate has been located, it takes a 
  Very Hard (–30) Psyniscience Test to conﬁ rm the presence 
  or absence, and the strength of a suitable emotional charge, 
  with more Degrees of Success granting more information. 
  This is described on Table 5–21: Legacy of Slaughter.
  With weapons, the strength of an emotional charge normally 
  depends on the lives it has taken. Other factors can be relevant, 
  such as the bond between a particular wielder and the weapon 
  (for example, weapons created to commemorate a particular 
  event or heirlooms passed between generations), but few things 
  charge a weapon with emotion like the transition from life to 
  death. The effects of this emotional charge are detailed later in 
  this section. It is up to the GM to determine what sort of weapon 
  this may be, and how many lives it has taken. 
  SUMMONING
  A key element of creating a daemon weapon is, unsurprisingly, 
  the daemon itself. Few daemons desire to be bound into a 
  small inanimate object and given little to no freedom to slake 
  their savage desires. (binding a daemon into a vehicle or a 
  mortal host is far easier by comparison, as the daemon retains 
  mobility and freedom of action), and consequently few 
  daemons will willingly comply with a summoner’s demands 
  if he intends to create a daemon weapon.
  Summoning a daemon for this purpose requires a ritual, as 
  described on pages 228, in Chapter VI: Psychic Powers, 
  which also provides a few sample summoning rituals. However, 
  if the daemon becomes aware of a character’s intent to bind it 
  into a weapon, it gains a +20 bonus on its Willpower Test to 
  resist any Daemonic Mastery Tests the character attempts until 
  it is successfully bound. Daemons have long memories for such 
  things, and do not easily forget those to attempt to enslave them.
  BINDING
  With the weapon and the daemon both prepared, the matter 
  of binding the two together is the next stage of the process. 
  Binding a daemon into a weapon is a lengthy and difﬁ cult 
  ritual, with many risks for those involved. There are a great 
  many tales of those who have attempted this ritual and failed, 
  only to be torn to pieces by the daemon they sought to bind.
  The ritual to bind a daemon into a weapon is described 
  below, and follows the rules for rites and rituals described on 
  pages 228, in Chapter VI: Psychic Powers.
  FORGE THE ACCURSED WEAPON
  This ritual binds a daemon into a single weapon of the 
  Heretic’s choosing, sealing them together into a single hellish 
  device.
  Requirements: An appropriate weapon must be selected and 
  anointed in a ritualistic fashion, and a ritual performed in a space 
  with some signiﬁ cance. One example is the weapon is anointed 
  in human blood, daubing blasphemous runes upon it, and a single 
  daemon must be summoned and held under the Heretic’s control. 
  An example location might be one where the veil between reality 
  and the warp is thin, or upon ground which is sacred to an enemy 
  of Chaos and has been deﬁ led through sacriﬁ ce and iconoclastic 
  acts. An example ceremony is one in which the weapon and the 
  daemon must be within a ritual circle painted in a mixture of 
  blood and bone dust and marked with runes of binding and 
  enslavement. In addition, eight cultists must assist the ritual, 
  bound in chains of black iron, chanting for eight hours before the 
  ritual begins, and sacriﬁ ced to the Dark Gods at its conclusion. 
  A Hellish (–60) Forbidden Lore (Warp or Daemonology) 
  Test is required to successfully perform the ritual, modiﬁ ed by 
  Table 5–22: Summoning Ritual Modiﬁ ers. The GM should 
  also apply any other modiﬁ ers he feels are appropriate.
  Effects: The daemon is bound within the weapon, creating a 
  Table 
  5–20: 
  Difﬁ culty 
  and 
  Time 
  by Availability
  Availability
  Modiﬁ er
  Time Taken
  Ubiquitous
  Easy (+30)
  24 hours
  Abundant
  Routine (+20)
  2 days
  Plentiful
  Ordinary (+10)
  5 days
  Common
  Challenging (+0)
  10 days
  Average
  Difﬁ cult (–10)
  20 days
  Scarce
  Hard (–20)
  30 days
  Rare
  Very Hard (–30)
  60 days
  Very Rare
  Arduous (–40)
  90 days
  Extremely Rare
  Punishing (–50)
  6 months
  Near Unique
  Hellish (–60)
  1 year
  Unique
  Hellish (–60), reroll 
  successful tests
  2 years
  Craftsmanship
  Modiﬁ er
  Time Taken
  Poor
  +10
  x1/2
  Common
  +0
  –
  Good
  –10
  x2
  Best
  –30
  x3
  Table 5–21: Legacy of Slaughter
  Table 5–21: Legacy of Slaughter
  Degrees of Success
  Degrees of Success Information Gained
  1
  Presence or absence of an emotional 
  charge.
  2
  Strength of the emotional charge.
  3+
  Whether the emotional charge is 
  aligned to a particular Chaos God or 
  a particular known daemon (if any).
  200
  
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  daemon weapon. Total the number of Degrees of Success gained 
  on the test to complete the ritual—this is the Binding Strength, 
  which is used to determine the power of the weapon.
  Duration: The resulting daemon weapon is permanent, 
  unless the daemon is somehow released.
  Cost: The ritual is taxing to even the most powerful 
  of Heretics, drawing upon their fundamental essence and 
  leeching it away. Every participant in the ritual suffers 2d10 
  Damage to every Characteristic. In addition, the surging 
  energies of the warp cause a single immediate roll on Table 
  6–2: Psychic Phenomena.
  The Price of Failure: The binding fails to take and the 
  daemon breaks free of the Heretic’s control, moving to slaughter 
  the mortal that presumed to enslave it, and any other creature 
  that gets in its way. Further, the massive amounts of gathered 
  warp energy intended for the ritual are unleashed, resulting in 
  an immediate roll on Table 6–6: The Contempt of the Warp, 
  modiﬁ ed by +10 for every Degree of Failure after the ﬁ rst.
  DETERMINE ABILITIES
  Once bound into the weapon, the daemon is trapped, unable 
  to free itself and forced to serve whoever wields and can master 
  it. The weapon gains the abilities listed in the Using Daemon 
  Weapons section, on page 194, and a number of rolls on the 
  Daemon Weapon Attribute tables determined by both the 
  strength of the daemon and the strength of the bindings.
  A daemon weapon gains one roll on a single one of the 
  Daemon Weapon Attribute tables (chosen before rolling) 
  for every point of the daemon’s Willpower Bonus, less one 
  for every point of Binding Strength determined when the 
  weapon was created, to a minimum of one attribute. All 
  daemon weapons may have attributes from the Unaligned 
  table, but only daemons aligned to a particular Chaos God 
  may roll on the attribute table for that Chaos God. When 
  rolling to determine a daemon weapon’s attributes, a single 
  roll on any one of the available tables may be modiﬁ ed by 
  adding the daemon’s Infamy characteristic to the roll.
  EXAMPLE
  A Bloodletter of Khorne with an Infamy of 24 has been bound 
  into an Axe, with a total Binding Strength of 1. As the daemon’s 
  Willpower Bonus is 3, it may make two rolls for daemon weapon 
  attributes, on either the Unaligned or Khorne Weapon Attribute 
  tables. To one these rolls it may add its Infamy of 24, giving it a 
  chance of more powerful attributes.
  MALICE AND MACHINATIONS
  Daemons loathe the bondage and enslavement that a daemon 
  weapon represents, regarding such captivity and the indignity 
  of being forced to serve mortals as one of the greatest 
  imaginable insults to beings born of hate and nightmares.
  Daemons intelligent or lucid enough to communicate with 
  mortals frequently express their loathing this way, speaking 
  into the mind of their wielder to convey scorn or mockery, 
  deriding their skills and their decisions at every opportunity. 
  While impotent to act against their wielder directly, they are 
  ever-vigilant for the moment when they can push to seize 
  control of their wielder’s body and vent their frustrations.
  Perhaps more dangerous, however, are those daemons 
  which act neutral towards their wielder, or even those who 
  provide helpful advice on occasion. Such daemon weapons 
  are a terrible peril, for the daemon within is a patient and 
  cunning beast, and every word it speaks is likely just one 
  more step towards some eventual and terrible goal. 
  EXAMPLE DAEMON 
  WEAPONS
  Across the Screaming Vortex, and in parts beyond, many 
  weapons and the beasts within them have gained as much infamy 
  as the champions that have borne them. Beasts of this nature are 
  seldom powerful enough to forge such a reputation alone, but in 
  the hands of the servants of the dark gods, the least of daemons 
  can be a fearsome blade against the vassals of the corpse-god.
  Table 5–22: Summoning Ritual Modiﬁ ers
  Condition (Combine any of the following that apply to arrive 
  at a net modiﬁ er no greater than +60 or –60)
  Modiﬁ er
  Power of the Daemon
  –1/2 Daemon’s Infamy
  Weapon Wrought for Purpose: Degrees of Success on Tech-Use Test
  +5 per Degree of Success
  Legacy of Slaughter: Killed 100,000 or more
  +30
  Legacy of Slaughter: Killed 10,000 or more, but fewer than 100,000
  Legacy of Slaughter: Daemon has encountered the weapon before
  Legacy of Slaughter: History is sympathetic to daemon’s patron god
  Weapon Wrought for Purpose: Weapon is inscribed with the daemon’s True Name
  +20
  Legacy of Slaughter: Killed 1,000 or more, but fewer than 10,000
  Weapon Wrought for Purpose: Weapon’s creation reﬂ ects the nature of the daemon’s patron god
  Weapon Wrought for Purpose: Weapon’s creation reﬂ ects the nature of the daemon’s patron god
  Weapon is a Primary Melee Weapon
  Weapon is Best Craftsmanship
  Legacy of Slaughter: Weapon was a holy relic of an enemy of Chaos and is being deﬁ led 
  Legacy of Slaughter: Weapon is a Legacy Weapon
  +10
  Weapon is Good Craftsmanship
  +0
  Weapon is Common Craftsmanship
  –10
  Weapon Wrought for Purpose: Weapon’s creation reﬂ ects the nature of a god opposed to the daemon
  –20
  Legacy of Slaughter: History is sympathetic with a god opposed to the daemon
  Legacy of Slaughter: Weapon has never drawn blood
  –30
  201
  
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  Each of these weapons is Unique, and should never be available 
  simply through testing Infamy, as gaining such treasured items is 
  never as simple as rolling dice. 
  GORESEEKER
  Containing a Flesh Hound 
  of Khorne, this razor-fanged 
  axe confers those creatures’ 
  best known traits upon the 
  one who wields it. It was last 
  seen in the hands of the Aspiring 
  Champion Gorath Varix, leading a 
  warband of Khorne Berserkers during 
  a raid on Midael. Varix was conﬁ rmed dead 
  in the battle’s aftermath, but the weapon was 
  nowhere to be found.
  Goreseeker is an Axe with a Willpower 
  characteristic of 40, a Binding Strength of 2, and the 
  Blood Tracker and Null attributes, granting the wielder 
  the Unnatural Senses (40) Trait and imposing a –20 
  penalty on all Focus Power Tests for psychic powers that 
  target him.
  VILEMAW
  Once 
  borne 
  into 
  battle 
  by 
  Ahn Sokar, the 
  Icon 
  Bearer 
  and 
  later Coryphaus of 
  the Word Bearers’ 
  39th 
  Host, 
  this 
  Bolter somehow found its way to a 
  makeshift shrine of bone and steel on 
  the reaver world of Iniquity, awaiting 
  a worthy master. Though the beast within is only a minor 
  warp entity, little more than an astral spectre, the weapon itself is a 
  relic of the Traitor Legions, proud and belligerent, and unwilling 
  to suffer the touch of mortals. With every unworthy soul who 
  attempts to claim this weapon, the shrine grows a little larger.
  Vilemaw is a Legion Bolter with a Willpower characteristic 
  of 28, a Binding Strength of 2 and the Vicious attribute, 
  granting the weapon the Razor Sharp Quality.
  AN’GARRACH
  A weapon perhaps more infested than possessed, An’garrach 
  has a long history and has changed hands more times 
  than anyone cares to recollect. A Legion chainsword 
  containing the bound essence of one or more 
  Nurglings, An’garrach exists to spread illness, and 
  is too stupid a creature to realise 
  the indignity of its situation. More 
  enthusiastic than most daemon 
  weapons, it revs its motor and 
  drools pus-ﬁ lled oil with annoying 
  regularity, perhaps explaining its 
  frequent change of ownership.
  An’garrach is a Legion Chainsword 
  with a Willpower of 28, a Binding Strength 
  of 3, and the Degeneration attribute, inﬂ icting 
  1d10 Agility Damage with every wounding hit.
  KRZ’AT’TCHAL
  Once a weapon proudly serving the Imperial 
  Guard many thousands of years ago, the ﬂ amer 
  now known as Krz’at’tchal has been a daemon 
  weapon for so long that it barely remembers existence 
  beyond the bizarre ﬂ esh and steel of its prison. Once a Flamer 
  of Tzeentch, the daemon now projects its many-coloured 
  ﬂ ames through the mutated nozzle of the ﬂ amer it calls home.
  Krz’at’tchal is a Flamer with a Willpower of 40, a Binding 
  Strength of 2, and the Mutating and Warp Fire attributes, 
  granting the weapon the Reliable and Warp Weapon qualities, 
  and forcing all creatures wounded by the weapon to make a 
  Challenging (+0) Toughness Test or begin to mutate.
  NACH’RA’AEL THE HUNGERING
  The ﬁ nal prison of the Daemon Prince Nach’ra’ael, this sword 
  was crafted speciﬁ cally to hold the daemon by artisans enslaved 
  by a rival’s warband, the name of which is long lost to history. A 
  horriﬁ cally powerful weapon, the blade seems to move between 
  the worlds of the Screaming Vortex seemingly at random, 
  appearing occasionally in the hands of a warlord powerful 
  enough to claim it without succumbing to the weapon’s 
  inhabitant. In this, Nach’ra’ael perhaps has the last laugh, for it 
  has managed to reclaim former glories by possessing unworthy 
  wielders.
  Nach’ra’ael is a Sword with a Willpower of 75, a Binding 
  Strength of 4, and the Accursed, Impossibly Sharp, and Vicious 
  attributes, adding 
  +1d10 to its Damage, and the 
  Felling 
  (4), 
  Tearing, and Warp Weapon 
  Qualities.
  Table 5–23: Notable Daemon Weapons
  Name
  Class
  Range RoF
  Goreseeker
  Melee
  –
  –
  1d10+6 R
  4
  Unbalanced
  4 kg
  Vilemaw
  Basic
  100m
  S/3/–
  1d10+11 X
  6
  Razor-Sharp, Tearing
  18 kg
  An’garrach
  Melee
  –
  –
  1d10+5 R
  6
  Balanced, Tearing
  10 kg
  Krz’at’tchal the Soulburner
  Basic
  30m
  S/–/–
  1d10+8 E
  8
  Flame, Reliable, Spray, Warp Weapon
  6 kg
  Nach’ra’ael the Hungering
  Melee
  –
  –
  2d10+7 R
  7
  Balanced, Felling (4), Tearing, Warp Weapon 3 kg
  202
  best known traits upon the 
  one who wields it. It was last 
  seen in the hands of the Aspiring 
  Champion Gorath Varix, leading a 
  warband of Khorne Berserkers during 
  a raid on Midael. Varix was conﬁ rmed dead 
  in the battle’s aftermath, but the weapon was 
  Goreseeker is an Axe with a Willpower 
  characteristic of 40, a Binding Strength of 2, and the 
  Blood Tracker and Null attributes, granting the wielder 
  the Unnatural Senses (40) Trait and imposing a –20 
  penalty on all Focus Power Tests for psychic powers that 
  enthusiastic than most daemon 
  weapons, it revs its motor and 
  drools pus-ﬁ lled oil with annoying 
  regularity, perhaps explaining its 
  frequent change of ownership.
  with a Willpower of 28, a Binding Strength 
  of 3, and the Degeneration attribute, inﬂ icting 
  1d10 Agility Damage with every wounding hit.
  KRZ’AT’TCHAL
  Once a weapon proudly serving the Imperial 
  Guard many thousands of years ago, the ﬂ amer 
  now known as Krz’at’tchal has been a daemon 
  weapon for so long that it barely remembers existence 
  beyond the bizarre ﬂ esh and steel of its prison. Once a Flamer 
  of Tzeentch, the daemon now projects its many-coloured 
  ﬂ ames through the mutated nozzle of the ﬂ amer it calls home.
  Strength of 2, and the Mutating and Warp Fire attributes, 
  VILEMAW
  Once 
  borne 
  into 
  battle 
  by 
  Ahn Sokar, the 
  Icon 
  Bearer 
  and 
  later Coryphaus of 
  the Word Bearers’ 
  39th 
  Host, 
  this 
  Bolter somehow found its way to a 
  makeshift shrine of bone and steel on 
  the reaver world of Iniquity, awaiting 
  granting the weapon the Reliable and Warp Weapon qualities, 
  and forcing all creatures wounded by the weapon to make a 
  Challenging (+0) Toughness Test 
  NACH’RA’AEL THE HUNGERING
  The ﬁ nal prison of the Daemon Prince Nach’ra’ael, this sword 
  was crafted speciﬁ cally to hold the daemon by artisans enslaved 
  by a rival’s warband, the name of which is long lost to history. A 
  horriﬁ cally powerful weapon, the blade seems to move between 
  the worlds of the Screaming Vortex seemingly at random, 
  appearing occasionally in the hands of a warlord powerful 
  enough to claim it without succumbing to the weapon’s 
  is too stupid a creature to realise 
  the indignity of its situation. More 
  enthusiastic than most daemon 
  weapons, it revs its motor and 
  drools pus-ﬁ lled oil with annoying 
  regularity, perhaps explaining its 
  An’garrach is a Legion Chainsword 
  with a Willpower of 28, a Binding Strength 
  of 3, and the Degeneration attribute, inﬂ icting 
  1d10 Agility Damage with every wounding hit.
  Once a weapon proudly serving the Imperial 
  Guard many thousands of years ago, the ﬂ amer 
  now known as Krz’at’tchal has been a daemon 
  weapon for so long that it barely remembers existence 
  warp entity, little more than an astral spectre, the weapon itself is a 
  relic of the Traitor Legions, proud and belligerent, and unwilling 
  to suffer the touch of mortals. With every unworthy soul who 
  attempts to claim this weapon, the shrine grows a little larger.
  Vilemaw is a Legion Bolter with a Willpower characteristic 
  of 28, a Binding Strength of 2 and the Vicious attribute, 
  A weapon perhaps more infested than possessed, An’garrach 
  has a long history and has changed hands more times 
  than anyone cares to recollect. A Legion chainsword 
  containing the bound essence of one or more 
  has managed to reclaim former glories by possessing unworthy 
  wielders.
  Nach’ra’ael is a Sword with a Willpower of 75, a Binding 
  Strength of 4, and the Accursed, Impossibly Sharp, and Vicious 
  attributes, adding 
  +1d10 to its Damage, and the 
  Felling 
  (4), 
  Tearing, and Warp Weapon 
  Qualities.
  Table 5–23: Notable Daemon Weapons
  RoF
  Dam
  Pen Special
  Wt.
  Unbalanced
  4 kg
  
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  Chapter 
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  “The fool, the coward, and the ignorant proclaim that the warp is a 
  realm of unknowable peril and indescribable terror, that it is the hell 
  of countless ancient myths and legends. This is a lie, told by those 
  whose authority is based on lies, to keep the masses terriﬁ ed of the 
  unknown. The warp is limitless in power and its secrets are inﬁ nite; 
  it is knowledge and strength, life and death, and the untapped 
  potential to make and remake worlds. It takes only the discipline and 
  the will to shape it; those who lack that clarity of purpose are liable 
  to be shaped by it instead.” 
  – Ahzek Ahriman of the Thousand Sons
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  sykers, sorcerers, witches, warlocks, wyrds… the names 
  for beings able to touch the warp are many. These 
  individuals have the capability to reach into the warp 
  and grasp from within it the power to shape the world, bending 
  reality to their wills. Collectively, these feats of deﬁ ance against 
  the material universe are known as psychic powers, sorcery, 
  witchcraft, spells or a variety of other names, dependent upon 
  who wields those powers and how they are regarded.
  While these powers are regarded with fear and suspicion 
  within the Imperium, this is not the case everywhere. Amongst 
  the servants of the Ruinous Powers, the psychic gift is often 
  regarded as a blessing from the Gods. It is seen as a means 
  for mortals to contact the realm of daemons and gain insight 
  into the desires of unknowable entities. The least of them are 
  a resource to be expended, their fragile minds and frail ﬂ esh 
  burning away under the harsh light of the warp, but the greatest 
  of them are terrifying to behold, becoming literal conduits for 
  the power of change, and no longer entirely  mortal.
  But the Imperium and the servants of Chaos are not the 
  only forces that possess psykers. Many renegades and traitors 
  stand outside the Imperium without seeking the Dark Gods 
  for favour, and a great many alien species possess powerful 
  psykers of their own, from the enigmatic and subtly powerful 
  seers of the Eldar, to the brutal and unpredictable Weirdboyz 
  of the Orks, to the horriﬁ c witch-beasts that lead the endless 
  tide of the Tyranid menace, and many more besides.
  PSYKERS IN THE 41ST 
  MILLENNIUM
  Psykers take many forms and ﬁ ll many roles across the galaxy, 
  employed by many races, civilisations and factions, and these 
  rare and exceptional individuals are variously revered and 
  reviled by those who employ their abilities.
  WITCHES AND WYRDS
  While many psykers do not survive the ﬁ rst manifestation 
  of their powers, those who do—and manage to avoid being 
  abducted or murdered by the agents of the Imperium—can 
  learn to harness great power. Most of these are born to 
  isolated or outlaw communities, or upon worlds completely 
  beyond the reach of the Imperium, but a few can be found 
  deep within the heart of the corpse-emperor’s domain, 
  eluding the persecution of the authorities.
  These psykers rarely have the stability of those who 
  have been enslaved and subjected to the “Sanctioning” of 
  the Imperium, but can attain frightening degrees of power, 
  their minds unconstrained by the dogmatic training that 
  characterises the Sanctioned. Such wyrds are highly sought 
  after by those of nefarious intent, and many ﬁ nd sanctuary in 
  the service of the Ruinous Powers, gaining peers who have 
  suffered the same persecution and peril, and ﬁ nding routes to 
  previously unimaginable power.
  SORCERERS OF CHAOS
  In the dark days of the Horus Heresy, the Librarians—the 
  battle-psykers of the Adeptus Astartes—of those legions that 
  followed Horus swiftly devoted their minds and souls to the 
  glory of the Dark Gods, becoming vessels for greater power 
  than they could ever have grasped while still in the servitude 
  of the False Emperor. While the best known of these are the 
  sorcerers of the Thousand Sons, most of those legions had 
  Librarians who swore their eternal allegiance to Chaos.
  In the millennia since the Long War began, many of the 
  Adeptus Astartes have renounced their loyalty to the Golden 
  Throne and sworn themselves to Chaos, and amongst this number 
  have been many Librarians who cast off the shackles of their old 
  masters and embraced a greater power. In addition, as the Legions 
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  have replenished their numbers, they have unearthed those with 
  psychic talent, who become sorcerers or die in the attempt.
  CHILDREN OF THE WARP
  Amongst the greatest and deadliest of all psykers are, 
  perhaps unsurprisingly, those who hail from the depths of 
  the Immaterium. The daemons of the warp manipulate its 
  energies instinctively, naturally and without the same risks 
  that plague mortal psykers.
  Not all daemons draw upon the warp to manifest what 
  mortals know as psychic powers—those that manifest from 
  the power of Khorne, for example, do not call upon the 
  Immaterium in this way—but those that do can achieve it 
  without the mental discipline and ritualistic techniques that 
  characterise mortal psykers. The greatest of daemons can tear 
  at the fabric of reality with a scorn that only a creature born 
  of pure hate could manage, unleashing impossible, horriﬁ c 
  energies that deﬁ le all they touch.
  SLAVES OF THE CORPSE-EMPEROR
  For a civilisation that claims to abhor the witch, the Imperium 
  employs a vast number of psykers and other beings able to touch 
  the warp. The Imperium is reliant on Astropaths to communicate 
  across the vast distances of space, Navigators to guide their 
  starships through the void, Librarians to ﬁ ght beside their armies, 
  and more besides. This hypocritical use of so many psykers is 
  often cited by seditious cultists to draw people to their cause.
  The psykers of the Imperium bind their powers to fearful 
  dogma and the psychic bondage of the False Emperor, unable 
  to grasp the true potential of their abilities and frequently 
  unwilling to embrace the powers they possess, viewing them 
  as a dangerous, necessary evil. To view one’s own gifts with 
  fear and loathing is considered the greatest of follies by 
  witches and sorcerers who have embraced Chaos.
  XENOS PSYKERS
  Beyond the multitudes of humanity, there are many alien 
  species that possess psykers of their own, although often 
  very different in form and ability to those of mankind. The 
  brutish, unpredictable Weirdboyz of the Orks are deadly 
  when surrounded by the bellowing masses of their kin, while 
  species such as the Stryxis employ arcana that is the stuff 
  of nightmares. Meanwhile, the savage psyker-beasts of the 
  Tyranids ﬁ ll the warp with a shadow that hinders the talents 
  of all other psykers, drawing deep from an alien source unlike 
  the raw energies of the Immaterium.
  Of all the species in the galaxy, one stands as vehemently 
  opposed to the glory of Chaos as the servants of the 
  Imperium: the Eldar. Though their numbers are dwindling, 
  their psykers—known as Seers and Warlocks—are subtle and 
  powerful, able to call upon the warp deftly and carefully, to 
  view the future with clarity unmatched by all but the greatest 
  of daemons. The Eldar are vigilant and careful about contact 
  with Chaos, terriﬁ ed of the glories they could achieve in the 
  embrace of the Dark Gods and incapable of reaching the 
  heights of power that lay within their grasp if they were not 
  so afraid of the true power of the warp.
  LIVING ANATHEMA
  Amongst the greatest weapons mankind possesses against Chaos 
  are so-called Untouchables, beings whose very existence is 
  anathema to the glories of Chaos. Lacking a true presence in the 
  warp, they are not psykers, but rather the complete opposite. Their 
  mere presence dulls the talents of psykers nearby, hindering or 
  even blocking their ability to draw upon the warp. They cannot 
  be seen by the witch-sight of psykers or daemons.
  As beﬁ ts such vile creatures, their presence is unsettling to 
  those around them, who can detect the wrongness that they 
  embody, forcing them to live isolated lives. Daemons suffer 
  even more greatly in their presence, their substance corroded 
  by mere proximity to an Untouchable.
  Psychic Powers 
  in Black 
  Crusade
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  sychic powers are the physical manifestation of a 
  psyker’s abilities, and mark him as distinct from any 
  other kind of character. In BLACK CRUSADE, Psychic 
  Powers are available to comparatively few characters, 
  typically only those from the Chaos Space Marine Sorcerer 
  or Human Psyker Archetypes, or those who have dedicated 
  themselves to Tzeentch, though others may develop these 
  gifts as they grow in power and inﬂ uence. Over the course of 
  their adventures, Heretics are likely to encounter a variety of 
  enemies with psychic powers, from the Warlocks of the Eldar 
  to the Sanctioned Psykers and Librarians of the Imperium 
  and the sorcerers of rival Chaos-worshippers. In all cases, 
  the GM and players should use the rules presented here to 
  represent a psyker’s deadly gifts.
  PSY RATINGS
  Psy Rating (PR) is a raw measure of a psyker’s power and his 
  ability to draw power from the warp. The higher a psyker’s 
  PR, the more powerful he will be. PR usually ranges from 
  1 (a petty warp-witch or thrall psyker) to 10 (a monstrous 
  Greater Daemon of Tzeentch or manipulative Eldar Farseer), 
  though in some extremely special cases, it may go higher still. 
  PR is used to determine the potency of all Psychic Powers, 
  such as range, area effect, or Damage. To have any access to 
  Psychic Powers, a character must  have a PR of at least 1.
  A starting Sorcerer has a Psy Rating of 2, while a starting 
  Psyker has a Psy Rating of 3. Unlike other characteristics, 
  however, Psy Rating is increased by spending Experience 
  Points in a similar manner to gaining Talents. This represents 
  the character’s natural potential, his training, and the powers 
  he has bargained for (see Chapter II: Character Creation). 
  Characters may not purchase a Psy Rating higher than their 
  Corruption Point Bonus (the tens digit of their Corruption Point 
  Total) plus their Willpower Bonus. Although Heretics may start 
  with a higher Psy Rating, this simply means they cannot make 
  further purchases until their Corruption Point Total increases. 
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  USING PSYCHIC POWERS
  When a psyker, such as a Sorcerer or Psyker, wishes to use a 
  Psychic Power, he must ﬁ rst choose how much power he is 
  pouring into the ability, and any other methods he is using 
  to draw upon and focus the power of the warp. Then he 
  must make a Focus Power Test (typically, but not always, a 
  Willpower Test, modiﬁ ed by the difﬁ culty of the power and 
  the character’s effective Psy Rating), to see if it manifests. 
  Finally, if the test is successful, the power will take effect. 
  Depending on how much  energy the psyker used and what 
  methods he used to bolster his efforts, there may also be 
  additional consequences. The step-by-step process for using a 
  Psychic Power is described below:
  • Choose the Power Level (Fettered, Unfettered or 
  Push): The power level at which the psyker uses his 
  power (reﬂ ecting how deeply he is drawing from the 
  warp) inﬂ uences the likelihood of the psyker successfully 
  manifesting the power, and also determines whether there 
  are any unwanted side effects such as Psychic Phenomena.
  • Select any other Paths to Power: Whether giving up a 
  portion of his own essence, sacriﬁ cing the life of another, 
  or employing ritual tools and blasphemous invocations, 
  the psyker applies the beneﬁ ts of any of these additional 
  methods of gaining power.
  • Make a Focus Power Test: In most cases, this is a 
  Willpower Test (though there are some exceptions) the 
  difﬁ culty of which depends on the power, and which 
  is modiﬁ ed further based on the power level chosen. In 
  some cases, determined by the power, the target may 
  Oppose this test (see page 37 for Opposed Tests).
  • Apply the Effects: Depending on the psyker’s ﬁ nal Psy 
  Rating (as determined by the power level he has chosen), 
  the power will have variable effects, such as increased 
  range, area of effect, or Damage. Depending on the factors 
  described above, the power may also generate Psychic 
  Phenomena or even Perils of the Warp. It is also at this 
  point that the consequences of any Paths to Power chosen 
  take effect.
  PSYCHIC STRENGTH
  Whenever a psyker uses a power, he is drawing energy from 
  the warp and channelling it into physical effects. However, 
  opening such a conduit to the warp is always dangerous, 
  and the psyker incurs a chance of causing disturbances 
  in the warp that have undesired side-effects. In extreme 
  cases, these disturbances may even lead to the opening of 
  an uncontrolled rift between reality and the warp with 
  potentially fatal consequences. By minimising the amount of 
  power he draws, a psyker can reduce or eliminate the chances 
  of side-effects such as Psychic Phenomena or Perils of the 
  Warp (see pages 210-211). Equally, he can draw deeper from 
  the well of the warp to boost his powers beyond his normal 
  capabilities. Of course, such power always comes with greater 
  risk of unleashing unintended effects or even summoning 
  unwanted visitors from beyond. The precise effects of Psychic 
  Phenomena vary based on the nature of the psyker: the 
  soul-bound lackey psykers of the Imperium, the Librarians 
  of the Space Marines, and the Sorcerers of the Chaos Space 
  Marines draw on less power but may use it more safely, while 
  unsanctioned witches and mortal wyrds are subject to harsher 
  Table 6–1: Psychic Strength 
  Table 6–1: Psychic Strength 
  Class of Psyker
  Fettered (Psy 
  Rating/2)
  Unfettered (Psy 
  Rating)
  Push (Psy Rating +1 
  to +3/+4)
  Sustaining Powers
  Bound: Chaos 
  Space Marine 
  sorcerers, 
  Librarians, and 
  sanctioned mortal 
  psykers such as 
  Astropaths. 
  Make a Focus Power Test, 
  counting Psy Rating as 
  half normal. No chance 
  to manifest Psychic 
  Phenomena.
  If the psyker rolls doubles 
  during a Focus Power 
  Test, roll on the Psychic 
  Phenomena Table (see 
  page 160).
  May add up to +3 to Psy 
  Rating when Pushing.
  Roll on the Psychic 
  Phenomena Table, adding 
  +10 to the total. 
  +10 to all rolls on the 
  Psychic Phenomena 
  Table, decrease Psy 
  Rating by 1 per power. 
  Unbound: Wyrds, 
  renegade psykers
  and mortal 
  sorcerers
  Make a Focus Power Test, 
  counting Psy Rating as 
  half normal. No chance 
  to manifest Psychic 
  Phenomena.
  If the psyker rolls doubles 
  during a Focus Power 
  Test, roll on the Psychic 
  Phenomena Table (see page 
  160), adding +10 to the 
  total.
  May add up to +5 to 
  Psy Rating. Make a 
  check against the Psychic 
  Phenomena Table at +5 
  per +1 rating desired, 
  up to a maximum of 
  +5/+25.
  +10 to all rolls on the 
  Psychic Phenomena 
  Table, decrease Psy 
  Rating by 1 per power. 
  Daemonic:
  psychic daemons, 
  Daemonhosts, and 
  daemon princes
  May not use powers at 
  the fettered level.
  If the psyker rolls doubles 
  during a Focus Power 
  Test, roll on the Psychic 
  Phenomena Table (see 
  page 160), adding +10 
  to the total. The psyker is 
  not affected by the result, 
  though those around him 
  may be, unless the result 
  causes Perils of the Warp.
  May add up to +4 to 
  Psy Rating. Make a 
  check against the Psychic 
  Phenomena Table at +10 
  per +1 rating desired, 
  up to a maximum of 
  +4/+40. The psyker is 
  not affected by the result, 
  though those around him 
  may be, unless the result 
  causes Perils of the Warp.
  +10 to all rolls on the 
  Psychic Phenomena 
  Table, decrease Psy 
  Rating by 1 per power. 
  The psyker is not affected 
  by the result, though 
  those around him may 
  be, unless the result 
  causes Perils of the Warp.
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  effects, but can draw more deeply in return, and those who 
  are no longer mortal (that is, those with the Daemonic Trait) 
  remain largely unperturbed by such trivial ﬂ uctuations of the 
  Warp, and suffer far less severe effects. These varying effects 
  are described on Table 6–1: Psychic Strength.
  When a psyker uses a power, he has a choice of using it at 
  one of three different levels:
  • Fettered: The psyker holds back his full power and 
  carefully channels energy from the warp, hopefully using 
  just enough to manifest the power but not enough to 
  trigger unnatural or dangerous effects. When any psyker 
  uses a power at the Fettered level, he must make a Focus 
  Power Test (see below) to manifest the power. The limited 
  power involved means that the psyker must halve his PR 
  (rounding up) when determining the bonus applied to 
  the Focus Power Test and any effects the power has. 
  However, regardless of the results of the Focus Power 
  Test, there is no risk of triggering Psychic Phenomena.
  • Unfettered: The psyker puts the full weight of his 
  ability into the power and embraces the raging powers of 
  the warp. When a Psyker uses a power at the Unfettered 
  level, he must make a Focus Power Test (see below) to 
  manifest the power. As he is using his full natural ability, 
  he uses his full PR when determining the bonus applied 
  to his Focus Power Test and any effects the power has. 
  However, should he roll a double (that is, both the tens 
  dice and the units dice come up with the same number), 
  he will suffer from an unexpected surge in the warp and 
  must roll on Table 6–2: Psychic Phenomena. Note 
  that it is still possible for a psyker to successfully pass his 
  Focus Power Test (thus successfully activating the power) 
  and still suffer Psychic Phenomena.
  • Push: The psyker draws deeply and greedily from the 
  warp, and hurls as much power forth as he possibly can 
  in an attempt to manifest truly wondrous and terrifying 
  effects. When using a power at the Push level, he must 
  make a Focus Power Test (see below) to manifest the 
  power. As the psyker is drawing deeply and recklessly 
  from the warp, he may add +3 or more (depending on 
  the type of the Psyker; this is detailed on Table 6–1: 
  Psychic Strength) to his Psy Rating when determining 
  the bonus applied to his Focus Power Test and any 
  effects the power has. However, regardless of the test’s 
  result, the psyker will automatically generate a signiﬁ cant 
  disturbance in the warp and must roll twice on Table 
  6–2: Psychic Phenomena, applying one or both 
  results, depending on the psyker’s nature as described 
  in Table 6–1: Psychic Strength. Additionally, Pushing 
  a power is taxing—if a psyker using this level of power 
  rolls a double on his Focus Power Tests, he suffers a level 
  of Fatigue from the effort.
  EXAMPLE
  Vandar Herroth is a powerful Wyrd with a Willpower of 55 and 
  a Psy Rating of 6. When using his psychic powers at the Unfettered 
  power level, Vandar’s Focus Power Tests (before being modiﬁ ed 
  by the power) that use Willpower will succeed on an 85 or less 
  (Willpower 55, + Psy Rating 6 x 5).
  PATHS TO POWER
  Simply reaching into the warp and bending it into shape with 
  raw willpower is but one way of manifesting psychic powers. 
  Those who delve deeply into warp-lore and heed the whispers 
  of daemons know of other ways, techniques and methods by 
  which the warp can be woven, teased and sung into shape. A 
  few of these techniques are described here. These techniques 
  may be used in conjunction with manifesting psychic powers, 
  subject to the GM’s approval. However, part of the reason 
  they exist is that psychic powers are seen in many different 
  ways, from magic to mental prowess. Since psychic abilities 
  rely on belief and will, these systems can actually aid in the 
  manifestation of psychic abilities, and also provide a thematic 
  way for characters to use their powers. 
  BLASPHEMOUS INCANTATION
  As a realm of coherent thought and tangible emotion, the warp 
  is inﬂ uenced by the minds of mortals. Using complex formulae 
  and ritualistic incantations to focus and direct thoughts, a 
  mortal mind can exert inﬂ uence over the Immaterium more 
  easily. However, the tiniest slip in focus and concentration, the 
  slightest mispronunciation in the incantation, can result in the 
  warp being unleashed in a dangerous and destructive manner.
  Using a Power with an incantation increases the Focus Power 
  Test by a Half Action, as the psyker needs a few moments to 
  speak the required words. Powers for which the Focus Power 
  Test takes a Reaction cannot be used with an invocation. Using 
  a power with an invocation grants the psyker a +1 bonus to 
  his Psy Rating, after determining Psychic Strength. This bonus 
  to PR does not inﬂ uence the Psychic Strength in any way; the 
  beneﬁ t is applied after determining whether a power is used 
  at the Unfettered, Fettered or Push level. However, the psyker 
  must add +20 to any roll on the Psychic Phenomena table. 
  Finally, any result of 91 or higher on the Focus Power Test is 
  an automatic failure that results in Perils of the Warp.
  EXAMPLE
  Urulek is a Daemonic Sorcerer with a Willpower of 52 and a Psy 
  Rating of 7, who prepares to use the Pestilent Earth power at the 
  Unfettered power level with an incantation. His total Psy Rating is 
  now 8, which adds +40 to his Focus Power Test, which is a Hard 
  (–20) Willpower Test, for a total chance of success of 72 or less.
  CORPUS CONVERSION
  To the truly dedicated sorcerer, the ﬂ esh is a ﬂ eeting inconvenience, 
  a transitory shell to contain his glory until he ascends to something 
  greater. Such beings, whether truly blessed by the Dark Gods, or 
  merely insane, are willing to burn their ﬂ esh in exchange for power, 
  gathering the corrosive power of the warp and holding it within 
  muscle, bone, sinew and hair until the time comes to unleash it.
  A psyker with the Corpus Conversion Talent gains access to 
  this Path to Power, and may elect to use it before he attempts 
  his Focus Power Test. The psyker may gain a number of bonus 
  Degrees of Success no greater than his Toughness Bonus on his 
  Focus Power Test. However, for every Degree of Success gained 
  in this way, the psyker suffers 1d10 Toughness Damage as the 
  energies of the Immaterium poison his body from within.
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  Traitor Adeptus Astartes characters may not beneﬁ t from 
  Corpus Conversion; the taint-resistant metabolism of the 
  Chaos Space Marines makes them incapable of burning away 
  their ﬂ esh to fuel warp-based powers.
  EXAMPLE
  Vandar Herroth has a Willpower of 55 and a Psy Rating of 6. 
  Attempting to obliterate a group of Enforcers with the Doombolt 
  power, he turns to the Corpus Conversion power to bolster his 
  efforts. He is restraining his efforts, using the power at the Fettered 
  level, requiring a Focus Power Test result of 80 or less. He succeeds, 
  with a roll of 43, scoring four Degrees of Success. To this he adds 
  an additional Degree of Success from Corpus Conversion, taking 
  1d10 Toughness Damage in the process, allowing him to unleash 
  ﬁ ve bolts from the power.
  PROFANE SYMBOLS
  Sorcerers have many ways to draw upon and unleash their 
  power, but one that is frequently observed is the use of sigils, 
  symbols and other means of marking people and areas, 
  binding power to them. A burning sign on the ﬂ esh or armour 
  of an ally, or a roughly-daubed emblem upon the ground, or 
  even a puddle of corrupted blood spat from the sorcerer’s 
  mouth can seal a power into another person or location.
  Any power with a range of Self can be cast upon an ally, 
  painting arcane symbols upon his ﬂ esh or armour. The normal 
  duration of the Focus Power Test does not apply—it instead 
  takes six rounds to manifest the power, at the end of which the 
  Focus Power Test is made, with an additional –10 penalty. If 
  this is successful, the power takes effect, though all the power’s 
  normal effects are applied to the ally rather than the sorcerer. The 
  recipient must spend the actions to sustain the power’s effect, 
  though all other effects of sustaining a power affect the sorcerer.
  Any power with a radius centred on the sorcerer may be 
  cast upon a location, marking the ground or another ﬁ xed, 
  immovable point in some blasphemous manner. The normal 
  duration of the Focus Power Test does not apply; it instead 
  takes six rounds to manifest the power, at the end of which 
  the Focus Power Test is made, with an additional –20 penalty. 
  If this is successful, the power takes effect, though all the 
  power’s normal effects are instead centred upon the chosen 
  point. The sorcerer must sustain the power as normal.
  SACRIFICE
  The Chaos Gods are said to demand blood and sacriﬁ ce from 
  their followers, and those on the path to glory are always 
  eager to offer such things in exchange for greater power. For 
  sorcerers in particular, the offering of blood and life allow 
  more ambitious use of their powers.
  A psyker with the Ritual Slaughterer Talent may ritually 
  prepare and slay a sacriﬁ cial victim (which must be a human 
  or intelligent xenos). It takes a Difﬁ cult (–10) Forbidden 
  Lore (The Warp) Test, taking 2d5 minutes to prepare and 
  anoint a bound and helpless sacriﬁ cial victim. Once prepared, 
  it takes a Full Round action to slay the victim.
  In the subsequent turn, the psyker gains a +5 bonus to his 
  Focus Power Test for every Degree of Success scored on the 
  Forbidden Lore (The Warp) Test. In addition, should any 
  Psychic Phenomena or Perils of the Warp occur, the effects 
  will be focussed through the dying victim. Any effects which 
  normally would affect the psyker instead cause the body to 
  burn to ash in a blaze of iridescent warp-ﬂ ame, dealing 1d10 
  Energy Damage to anyone within three metres of the victim 
  (gaining the Warp Weapon trait and increasing the area to a 
  ﬁ ve-metre radius if it was caused by Perils of the Warp). 
  UNNATURAL WILLPOWER
  Some particularly powerful creatures have wills of iron, a 
  mental discipline far beyond the normal limits of the human 
  mind, granting them the ability to more effectively bend 
  the power of the warp into the desired form. Creatures 
  and Characters with Unnatural Willpower can make for 
  terrifyingly potent psykers, their personality imprinted upon 
  the ﬂ ows and tides of the Immaterium. Remember, a Focus 
  Power Test is still a Test based on a Characteristic, and thus 
  receives additional Degrees of Success on a successful Test.
  FOCUS POWER TEST
  Any use of a psychic power begins with a Focus Power 
  Action (see page 236), which requires a Focus Power Test to 
  determine whether or not the power manifests successfully, 
  and how potent its effects are. The amount of time this action 
  takes is determined by the power being used, and may be a 
  Free Action, Half Action, Full Action or Reaction.
  In most cases, a Focus  Power Test is a Willpower Test, 
  modiﬁ ed by the difﬁ culty of the power being used, and the Psy 
  Rating of the psyker, which grants a +5 bonus to the test for 
  every point of Psy Rating the psyker uses for that power. If this 
  test is passed, the power has manifested, while failing the test 
  means that the power does not manifest and nothing happens, 
  though the action is still used regardless of whether the power 
  takes effect. A result of 91 or higher always indicates failure, 
  regardless of any other factors. In many cases, the number of 
  Degrees of Success scored when passing the Focus Power Test 
  determines some of the effects of the power—when this is the 
  case, it will be noted in the power’s description.
  Many powers also indicate an Opposed Test, especially 
  when used against an unwilling foe. If the Focus Power Test 
  is an Opposed Test, the psyker must successfully pass the Test 
  and gain more Degrees of Success than at least one of his 
  opponents to activate the power. Note that even if the psyker 
  gathers fewer Degrees of Success than his opponent and does 
  not activate the power, he still can generate a disturbance in 
  the warp if using the power at Unfettered or Push level. When 
  resisting an Opposed Focus Power Test, a psyker may select a 
  Power Level for any Willpower Test to resist a power, adding 
  his Psy Rating as normal to the Test.
  SUSTAINING PSYCHIC POWERS
  Some psychic powers can be sustained for a prolonged period 
  of time, as noted in their description. A psyker may sustain such 
  powers without the need to make further rolls, taking only a small 
  amount of effort to sustain a single power. However, attempting 
  to maintain multiple powers at once becomes increasingly taxing, 
  dividing the psyker’s attention between several simultaneous 
  effects and requiring ever-greater amounts of concentration.
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  Any power that can be sustained has a listed Action which 
  deﬁ nes how much effort the power requires to sustain—for 
  example, a power with a Sustain Requirement of Half Action 
  requires a Half Action each turn to sustain its effects. If the psyker 
  is only attempting to sustain a single power, this is enough to 
  maintain the effects. Any power that does not have the required 
  action spent to sustain it ends at the end of the psyker’s turn.
  Sustaining multiple powers is more difﬁ cult and more 
  tiring. Any character attempting to sustain two or more 
  powers at once must spend the longest action from the 
  Sustain Requirements of all the powers being sustained, 
  and reduces the effective Psy Rating for each power by 
  the number of powers being sustained. More perilous still, 
  the amount of energy the psyker is attempting to wield 
  becomes unstable, swiftly going out of control at the most 
  minor slip of concentration. Should the psyker cause Psychic 
  Phenomena while sustaining more than one power, then he 
  should add +10 to the result rolled on Table 6–2: Psychic 
  Phenomena for every power after the ﬁ rst being sustained.
  CUMULATIVE EFFECTS
  Modiﬁ ers, Characteristic increases, and other beneﬁ ts generated 
  by psychic powers do not stack—only the highest applies.
  RANGE AND LINE OF SIGHT
  Unless noted in its description, a psychic power that directly 
  targets an individual or thing requires a psyker to have line 
  of sight toward (or otherwise be ‘aware’ of ) the target. The 
  target must also be within the power’s stated range.
  PSYCHIC BOLTS
  A number of powers produce blasts or bolts of energy that 
  inﬂ ict direct harm in a manner not dissimilar to a weapon. 
  Powers of this type all follow the same basic rules. The psyker 
  must nominate a single target within range and line of sight; 
  if the Focus Power Test is successful, then the target has been 
  successfully hit. There are three further variations on this: 
  Psychic Barrages, Psychic Storms, and Psychic Blasts.
  A Psychic Barrage is a cluster of bolts of energy, similar to 
  a semi-automatic weapon. If the Focus Power Test succeeds, 
  then the psyker produces one psychic bolt for the initial 
  Degree of Success, plus one for every two additional Degrees 
  of Success. The number of hits scored in this manner may 
  not exceed the psyker’s effective Psy Rating when using this 
  power. The ﬁ rst hit must strike the initially-chosen target, 
  while any subsequent hits may strike either the initial target 
  or any other targets within two metres, providing all of the 
  targets are within range and line of sight. 
  A Psychic Storm is many bolts of energy, similar to an 
  automatic weapon. If the Focus Power Test succeeds, then 
  the psyker produces a number of psychic bolts equal to the 
  number of Degrees of Success. The number of hits scored in 
  this manner may not exceed the psyker’s effective Psy Rating 
  when using this power. The ﬁ rst hit must strike the initially-
  chosen target, while any subsequent hits may strike either the 
  initial target or any other targets within two metres, providing 
  all of the targets are within range and line of sight.
  A Psychic Blast detonates to cover a wide area, affecting 
  multiple targets simultaneously. The psyker must nominate a 
  single point in space anywhere within range and line of sight. 
  If the Focus Power Test is successful, then every target within 
  the radius of the Psychic Blast is hit by the power.
  Psychic Bolts of all kinds may be dodged as if they were 
  any other kind of ranged attack. A successful Dodge Test is 
  sufﬁ cient to avoid a normal Psychic Bolt. Dodging a Psychic 
  Storm or Psychic Blast is resolved in the same way as dodging 
  Auto-Fire or Area Effect Attacks (see page 235).
  CORRUPTION
  A number of powers are less a matter of reaching into the 
  warp and bending its energies to a psyker’s will, but rather the 
  unleashing of the taint polluting the psyker’s body, distorting 
  the material world with the warp-spawned corruption that 
  seethes within them.
  Corruption powers differ from normal Psychic Powers 
  in a number of ways, the ﬁ rst of which being the nature of 
  the Focus Power Test. In place of Willpower or any other 
  characteristic, Corruption powers utilise the character’s 
  Corruption value, modiﬁ ed as normal by the power’s 
  Difﬁ culty and the Psy Rating used for the power.
  Corruption powers cannot be used at the Fettered power 
  level; the very act of unleashing a corruption power prevents 
  the restraint necessary to Fetter a power. In addition, the 
  Sacriﬁ ce or Incantation Paths to Power cannot be used with 
  Corruption powers—the spontaneous and instinctive nature 
  of these powers prevents such preparation and ritual.
  Finally, all Corruption powers have additional effects that 
  take place when they cause Psychic Phenomena, which is 
  further described in the section on Psychic Phenomena, below.
  DETECTING PSYCHIC POWERS
  Psykers are attuned to the warp around them, as are 
  daemons and other warp entities, able to sense the currents 
  and eddies caused by other psykers dipping into the ﬂ ow 
  of the Immaterium. When psychic powers are in effect in a 
  psyker’s presence, he can make a Psyniscience Test in order 
  to determine their source (see page 107 for details on the 
  Psyniscience Skill and its uses).
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  Psychic 
   Phenomena
  When a psyker reaches deeper into the warp to power his 
  abilities, there is always the chance of the Empyrean bleeding 
  into reality, a factor which is at the very least disturbing and 
  disconcerting, and which may be destructive or disruptive to 
  the very fabric of reality. Sometimes this manifestation of the 
  warp is unique to the Psyker, but in general it is as unpredictable 
  as the warp itself. Some effects can include a dramatic drop 
  in temperature, ghostly voices, feelings of unease, or nearby 
  vegetation shrivelling and dying. In rare instances, full-scale 
  warp breaches with the direst of consequences can occur.
  When a psyker uses his power at the Unfettered level or Push 
  level, he risks generating such a disturbance in the warp. Any 
  Unfettered Focus Power Test that results in a double on the dice, 
  or any power used at the Push level, means that the psyker must 
  roll on Table 6–2: Psychic Phenomena. Particularly high rolls 
  on this table can result in the psyker having to roll on Table 6–3: 
  Perils of the Warp. A few powers, as noted in their descriptions, 
  cause other effects upon the material world when they manifest.
  Table 6–2: Psychic Phenomena
  Roll
  Effect
  01-03
  Dark Foreboding: A faint breeze blows past the sorcerer and those near him, and everyone gets the feeling that 
  somewhere in the galaxy something unfortunate just happened.
  04-05
  Warp Echo: For a few moments, all noises cause echoes, regardless of the surroundings.
  06-08
  Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
  09-11
  Mind Warp: The psyker suffers a –5 penalty to Willpower Tests until the start of his next turn as his own inherent 
  phobias, suspicions and hatreds surge to the surface of his mind in a wave of unbound emotion.
  12-14
  Hoarfrost: The temperature plummets for an instant, and a thin coating of frost covers everything within 3d10 metres.
  15-17
  Aura of Taint: All animals within 1d100 metres become spooked and agitated; Characters with Psyniscience can pinpoint 
  the psyker as the cause.
  18-20
  Memory Worm: All people within line of sight of the psyker forget something trivial.
  21-23
  Spoilage: Food and drink go bad in a 5d10 metre radius.
  24-26
  Haunting Breeze: Winds whip up around the psyker for a few moments, blowing light objects around and guttering 
  ﬁ res within 3d10 metres.
  27-29
  Veil of Darkness: For a brief moment (effectively the remainder of the round), the area within 3d10 metres is plunged 
  into immediate darkness.
  30-32
  Distorted Reﬂ ections: Mirrors and other reﬂ ective surfaces within a radius of 5d10 metres distort or shatter.
  33-35
  Breath Leech: Everyone (including the psyker) within a 3d10 metre radius becomes short of breath for one round and 
  cannot make any Run or Charge actions.
  36-38
  Daemonic Mask: For a ﬂ eeting moment, the psyker takes on a daemonic appearance and gains a Fear rating of 1 until the 
  start of the next turn. However, he also gains one Corruption Point.
  39-41
  Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
  42-44
  Spectral Gale: Howling winds erupt around the psyker, requiring him and everyone within 4d10 metres to make an Easy 
  (+30) Agility or Strength Test to avoid being knocked to the ground. 
  45-47
  Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of 
  people inside this area, they appear to be crying blood.
  48-50
  The Earth Protests: The ground suddenly shakes, and everyone (including the psyker) within a 5d10 metre radius must 
  make a Routine (+10) Agility Test or be knocked down.
  51-53
  Actinic Discharge: Static electricity ﬁ lls the air within 5d10 metres causing hair to stand on end and unprotected 
  electronics to short out, while the psyker is wreathed in eldritch lightning.
  54-56
  Warp Ghosts: Ghostly apparitions ﬁ ll the air within 3d10 metres around the psyker, ﬂ ying about and howling in pain for 
  a few brief moments. Everyone in the radius (except the psyker himself ) must test against a Fear rating of 1.
  57-59
  Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself) rises 1d10 metres into the air 
  as gravity brieﬂ y ceases. Almost immediately, everything crashes back to earth, suffering falling Damage as appropriate for the 
  distances fallen.
  60-62
  Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to 
  hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
  63-65
  The Furies: The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 wounds in Damage 
  (ignoring armour, but not Toughness Bonus) and he must test against Fear (2).
  66-68
  Shadow of the Warp: For a split second, the world changes in appearance, and everyone within 1d100 metres has brief 
  but horriﬁ c glimpse of the shadow of the warp. Everyone in the area (including the psyker) must make a Difﬁ cult (–10) 
  Willpower Test or gain 1d5 Corruption Points.
  69-71
  Tech Scorn: The machine spirits reject your unnatural ways. All un-warded technology within 5d10 metres malfunction 
  momentarily, and all ranged weapons Jam (see Chapter I: Playing the Game), whilst characters with cybernetic implants 
  must pass a Routine (+10) Toughness Test or suffer 1d5 Damage, ignoring Toughness Bonus and Armour.
  72-74
  Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres (with the exception of the Psyker) to 
  become Frenzied for a Round and suffer 1d5 Corruption Points unless they can pass a Difﬁ cult (–10) Willpower Test.
  75+
  Perils of the Warp: The warp opens in a maelstrom of energy. Roll on Table 6–3: Perils of the Warp, page 211 instead.
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  Table 6–3: Perils of the Warp
  Roll
  Effect
  01-05
  The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprepared mind. He must 
  make a Challenging (+0) Willpower Test or be stunned for 1d5 rounds.
  06-09
  Warp Burn: A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers 2d5 
  wounds, ignoring Toughness Bonus and Armour, and is stunned for 1d5 Rounds.
  10-13
  Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 rounds, and everyone within 
  3d10 metres must make a Routine (+10) Willpower Test or be Stunned for one round.
  14-18
  Psy Blast: There is an explosion of power and the psyker is thrown 3d10 metres into the air, falling to the ground 
  moments later (see page 257 for Falling Damage).
  19-24
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  next hour and gains 2d5 Corruption Points.
  25-30
  Locked In: The power cages the psyker’s mind in an ethereal prison, tormented by visions of the warp. The psyker falls to 
  the ground in a catatonic state. Each round thereafter, he must spend a full action to make a Difﬁ cult (–10) Willpower Test. 
  On a success, his mind is freed and restored to his body, haunted by his experiences but otherwise unharmed.
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  Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 rounds 
  (for one minute in narrative time) in the exact location. He suffers one point of permanent Toughness and Intelligence 
  damage as his body and mind rebel against the experience, and gains 1d5 Corruption Points.
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  Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects, but the power targets the psyker instead. 
  If the power is beneﬁ cial, it deals 1d10+5 Energy Damage (ignoring armour) to the psyker instead of its normal effect.
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  Warp Whispers: The voices of daemons ﬁ ll the air within 4d10 metres of the psyker, whispering terrible secrets 
  and shocking truths. Everyone in the area (including the psyker ) must make a Hard (–20) Willpower Test or suffer 
  1d5 Corruption Points and an equal amount of Willpower Damage. In addition, whether or not the psyker passes the 
  Willpower Test, he still suffers an additional 1d5+5 Willpower Damage.
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  Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker 
  and a random being (note, this cannot be a daemon, untouchable or other “soulless” creature) within 50 metres swap 
  consciousness for 1d10 rounds. This may be allies or enemies. Each creature retains its Weapon Skill, Ballistic Skill, 
  Intelligence, Perception, Willpower and Fellowship during the swap, but all other Characteristics are of the new host 
  body. If either body is slain, the effect ends immediately and both parties return to their original bodies. Both suffer 1d5 
  Intelligence Damage from the experience. If there are no creatures within range, the psyker becomes catatonic for 1d5 
  rounds while his mind wanders the warp. This journey causes 1d10 Willpower Damage, 1d10 Intelligence Damage and 
  1d10 Corruption Points.
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  Dark Summoning: Khorne’s wrath swells at the arrogance of the psyker, and he sends a Bloodletter to deal with the fool. (see 
  Chapter XI: Adversaries) The Bloodletter rips into existence within 3d10 metres of the psyker, for a number of rounds equal to 
  1d5 plus the daemon’s Toughness Bonus. The psyker’s turn immediately ends, and the Daemon may take its turn immediately. It 
  detests the psyker and focuses all of its attacks upon the fool that unwittingly summoned it. It will not attack anyone else, even if 
  others attack it. 
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  Rending the Veil: The air vibrates with images of cackling daemons and the kaleidoscopic taint of the warp is rendered 
  visible. All sentient creatures (any creature with an Intelligence characteristic) within 1d100 metres must test against Fear 
  (2). The psyker must Test against Fear (4) instead. This effect lasts for 1d5 rounds.
  73-78
  Blood Rain: A psychic storm erupts, covering an area of 5d10 metres in which everyone must pass a Challenging 
  (+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic 
  powers used in the area automatically invoke Perils of the Warp for 1d5 rounds, in addition to any Psychic Phenomena 
  those powers cause. The psyker gains 1d5+1 Corruption Points.
  79-82
  Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 metres 
  (including the psyker) takes 1d10+8 Energy Damage with a Pen of 5. The psyker may not Dodge this, or stop the attack 
  with a Field Save. In addition, all of the psyker’s clothing and gear is destroyed, leaving him naked and smoking on the 
  ground. The psyker may use no further powers for 1d5 hours after the event.
  83-86
  Mass Possession: Daemons ravage the mind of every living thing within 1d100 metres. Every character in the area must 
  resist a possession attack (see the Possession Trait in Chapter IV: Talents and Traits; the attacker is a random Lesser 
  Daemon). This possession will last for no more than 2d10 rounds, after which the daemons are cast back into the warp.
  87-90
  Reality Quake: Reality buckles around the psyker, and an area radiating out 3d10 metres from him is sundered: solid 
  objects alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending Damage, ignoring 
  armour (and unable to be dodged). Warded objects, daemons and untouchables halve the Damage rolled.
  91-99
  Grand Possession: A grand and terrible warp entity takes interest in the psyker’s soul, descending from the warp to 
  seize the mortal’s body for its own purposes. A Greater Daemon chosen by the GM attempts to possess the psyker (see the 
  Possession Trait in Chapter IV: Talents and Traits). Even if the daemon fails, the psyker still suffers 2d10 Toughness 
  Damage, and will forever add +10 to all rolls on the Psychic Phenomena and Perils of the Warp tables as his body now 
  serves as a conduit to the power of the warp. If the character dies while possessed, the Greater Daemon manifests in the 
  real world for a number of days equal to its Toughness Bonus or until it is destroyed. 
  00
  Annihilation: The psyker is immediately and irrevocably destroyed, burned to nothing by the screaming ﬁ res of the 
  Immaterium or dragged into the deepest maelstrom of the warp. The psyker may not spend Infamy to recover from this 
  death, he is irrevocably destroyed. There is a chance that a daemonic entity of some sort appears in the psyker’s place—
  the type of daemon that appears is determined by the GM, based on how powerful the psyker was—more powerful 
  psykers draw more powerful daemons. The percentage chance that the daemon appears is equal to the psyker’s Willpower 
  characteristic (roll a d100, if the result is equal to or under the characteristic, the daemon appears).
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  Psychic Powers
  “From the warp, power. But power alone is nothing without form or 
  purpose. From desire, will. But will alone is pointless without the 
  power to make those desires real. Only by melding the two can one 
  ﬁ nd freedom from this cloying, stagnant reality.”
  – Excerpt from Book IX of the Sibylline Incitements 
  P
  sychic powers work in much the same way as Skills and 
  allow a psyker character to manifest effects and abilities. 
  Sorcerers and wyrds tap into the raw and untamed power 
  of the warp, learning powers when inspiration, experimentation 
  or daemonic providence provide the opportunity.
  Many sorcerers and wyrds had some training in the use 
  of psychic powers before their rebirth as servants of the Dark 
  Gods, and while they may forsake those teachings during their 
  awakening, remnants of that training linger, to be joined by the 
  divinely-inspired powers granted to them by their new masters.
  The following section contains several disciplines of psychic 
  powers. Five of them—Unaligned, Nurgle, Slaanesh, Tzeentch, 
  and Exalted—are intended for Chaos-worshipping characters 
  only. The others—Telepathy, Telekinesis and Divination may be 
  used by psyker characters of any species or allegiance, and are 
  designed to be used as much by NPCs opposing the Heretics as by 
  Chaos psykers. Therefore, an unaligned Heretic may freely select 
  powers from the Unaligned, Exalted, Telepathy, Telekinesis, and 
  Divination Disciplines. A Heretic who is Aligned to a speciﬁ c 
  Chaos Power loses the ability to select Exalted Powers, but may 
  take powers from his God-speciﬁ c Discipline instead. 
  UNALIGNED POWERS
  These powers are the common techniques of most Chaos 
  sorcerers, abilities that tap into the seething, corrosive nature 
  of the Immaterium in its purest, elemental state. Unaligned 
  powers provide a broad but basic array of abilities that may 
  be employed by any Sorcerer.
  NURGLE POWERS
  The powers of the Grandfather of Pestilence are insidious, 
  repulsive and debilitating. Sorcerers of Nurgle leave mewling, 
  diseased corpses and desecrated earth in their wake, their 
  powers spreading hellish, warp-spawned diseases.
  SLAANESH POWERS
  The Prince of Pleasure grants powers that ravage the mind and 
  reach deeply into the soul of their victims. Sorcerers of Slaanesh 
  delight in spreading pain, extremes of sensation and delusions.
  TZEENTCH POWERS
  The Lord of Deceit and Sorcery blesses and patronises 
  many sorcerers, granting them great powers of change and 
  desolation. Tzeentch sorcerers revel in the death they create, 
  for the change from alive to dead is amongst the greatest of 
  changes a mortal being can cause or suffer.
  EXALTED POWERS
  Amongst greatest and most terrifying of sorcerers are those 
  able to balance the favour of all four Great Powers and remain 
  free from their grasp. Exalted powers are those achievable 
  only by sorcerers capable of treading this ﬁ ne line.
  TELEPATHY
  For a psyker, the mind is a powerful tool, a device to be feared 
  and respected. Able to reach into the minds of others to steal 
  away thoughts and inﬂ uence instincts, a skilled telepath can 
  cause havoc if he chooses to do so.
  TELEKINESIS
  The will of a sufﬁ ciently-potent telekine can rend steel and 
  pulverise ﬂ esh with nothing more than willpower. Their wills 
  are literally as strong as iron, able to greatly inﬂ uence the 
  material world with a single thought.
  DIVINATION
  The warp is beyond time and physical dimension, and a cunning 
  psyker can gaze into its depths to learn secrets from other places 
  and times. It takes great skill to discern knowledge of worth from 
  the inﬁ nite reaches of the Immaterium, and many lack the talent 
  to gain more than vague insights, but for those who can ﬁ nd 
  what they seek, the rewards of divination are great.
  ALIGNED POWERS
  Certain powers, Nurgle, Slaanesh, and Tzeentch Powers, are 
  Aligned with that god. This has several effects. 
  First, taking one of these powers counts as an Advancement 
  that furthers a Heretic’s alignment with that God. Someone 
  Aligned to Nurgle taking Nurgle’s Rot increases his Alignment to 
  Nurgle by 1. Secondly, Aligned Powers may only be used if the 
  psyker in question is Aligned to that speciﬁ c God. For example, if 
  a Nurgle sorcerer with Nurgle’s Rot later becomes unaligned, he 
  may no longer use that Psychic Power. Note that the psyker does 
  not “lose” the power, he just cannot use it. If he later returns to be 
  Aligned to Nurgle, he can again use Nurgle’s Rot. He does not 
  have to purchase the power a second time. In a similar fashion, 
  Exalted Powers can only be used by psykers who are unaligned. 
  POWER FORMAT
  Each Psychic Power is presented using the following format:
  Name: The power’s name.
  Alternate Names: A variety of alternate names commonly 
  used to refer to the power. Some are used by Chaos psykers, 
  others by Astartes Librarians, Astropaths and Eldar Farseers.
  Value: This number represents the amount of Experience 
  required to learn the power. Psychic powers may be purchased 
  with Experience Points.
  Prerequisites: Some techniques require the psyker to have 
  learnt other ways to use his abilities, or devoted his soul to 
  a particular Chaos God. The psyker must possess the Powers 
  (or other prerequisites) listed in order to learn the power.
  Action: The Focus Power Action (see page 236) required 
  to activate the power. This is usually a Free Action, Half 
  Action, Full Action, Reaction or an Extended Action. 
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  Focus Power: This states the Characteristic used in Focus 
  Power Tests to activate this power (normally Willpower, but 
  occasionally other characteristics are used), and whether the 
  Focus Power Test is Opposed. The difﬁ culty of the power is 
  also noted here.
  Range: The range at which the power can be used is 
  usually expressed in metres or kilometres multiplied by the 
  PR at which the power was used. If the range is a radius, this 
  is always measured with the psyker at its centre. Radius is also 
  considered to a sphere around the psyker and so will extend 
  up, down and in every other direction.
  Sustained: This states whether the power can be sustained 
  (see page 208), and what action is required to sustain the 
  power. This entry will always be one of the following: No, 
  Free Action, Half Action, or Full Action.
  Description: This details the power’s effects, including variable 
  effects that the psyker’s Psy Rating, or the Degrees of Success 
  from the Focus Power Test, have on the power’s ﬁ nal strength. 
  Whenever a power’s description refers to the psyker’s Psy Rating, 
  it means the PR at which he manifests the power, modiﬁ ed by the 
  power level (Fettered, Unfettered, or Push) he chose.
  Psychic Phenomena: Some powers cause alternate or 
  additional Psychic Phenomena. If the power uses only the 
  normal Psychic Phenomena rules, this section will be absent.
  UNALIGNED POWERS
  These powers are the basic list of powers, not linked to any 
  one of the Chaos Gods, though sorcerers aligned to one of 
  the Great Powers often use variants of these powers.
  ABHORRENT WARD [CORRUPTION]
  Alternate Names: Repulsive Shield, Mantle of Esh’raiik, 
  Bulwark of Detestation
  Value: 300xp
  Prerequisites: Corruption 30+, Psy Rating 4
  Action: Half Action
  Focus Power: Challenging (+0) Corruption Test
  Range: Self
  Sustained: Half Action
  Subtype: Concentration
  Description: The Sorcerer’s tainted soul draws to it the 
  denizens of the warp, who clamour to his presence. At his 
  command, they can press against the skin of reality, their 
  shrieks and howls and the visions they inﬂ ict horriﬁ c to 
  behold. Few beings have the mental fortitude to gaze upon 
  a being surrounded by a cacophonous swarm of daemons, 
  disrupting their ability to target him.
  While this power remains in effect, any creature attempting 
  to target the Sorcerer with any form of attack must attempt 
  a Willpower Test, with a –5 times the Sorcerer’s Psy Rating 
  penalty. If the attacker succeeds at this test, he may attack as 
  normal. However, failure means that his revulsion prevents him 
  attacking. He may choose another target to attack instead.
  Psychic Phenomena: The pressure of daemonic horde 
  tearing at the fabric of existence thins the veil, making it risky 
  for psykers to draw too deeply from the warp. While this 
  power remains in effect, any psyker within 30m must add 
  +20 to all rolls on the Psychic Phenomena table (including 
  any generated by this power). 
  DOOMBOLT
  Alternate  Names: Shards of Malice, Fist of Ruin
  Value: 200xp
  Prerequisites: None
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 20 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: Known by a variety of names, the Doombolt is 
  a common destructive power utilised by a great many Chaos 
  magos to strike down their foes. Formed from the coalesced spite 
  and loathing of the Sorcerer, they are corrosive bolts of dark 
  energy, raining down like black hail upon the enemy. As the 
  Sorcerer conjures these bitter projectiles with clenched ﬁ sts, he 
  ﬁ lls the air with the stench of brimstone and the booming roar 
  of daemons for the brief moment of the power’s manifestation.
  Doombolt is a Psychic Barrage that deals 1d10+ Psy 
  Rating Energy Damage with a Pen of 8.
  FOUL CAGE
  Alternate Names: Chains of Torment, Bonds of Flesh
  Value: 300xp
  Prerequisites: Psy Rating 4
  Action: Full Action
  Focus Power: Opposed Challenging (+0) Willpower Test
  Range: 25 metres x Psy Rating
  Sustained: Half Action
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  Subtype: Attack, Concentration
  Description: Great long bonds of warp-spawned ropes, 
  chains, and lengths of barbed sinew erupt from the ground 
  and wind themselves around any creatures within reach. These 
  bonds ensnare and constrict as if alive, and sprout barbs and 
  thorns which dig deep into the ﬂ esh of those so ensnared.
  Foul Cage is a Psychic Blast with a radius equal to the 
  power’s Psy Rating, that deals 1d10+3 R Damage with the 
  Crippling (1d10), Snare (2) and Tearing qualities.
  GIFT OF CHAOS
  Alternate Names: Fleshy Curse, Indigo Fire of Change, 
  Festus’ Transﬁ guration
  Value: 400xp
  Prerequisites: Psy Rating 5, Infamy 40+
  Action: Half Action
  Focus Power: Opposed Hard (–20) Willpower Test
  Range: 1 metre x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer tears a miniscule hole in reality for the 
  briefest of moments, exposing a single foe to the full splendour 
  of the warp. In seconds, their ﬂ esh is remade anew by the glory 
  of Chaos, creating a howling, screaming mass of corrupted matter 
  that thrashes and ﬂ ails as it succumbs to mutation after mutation.
  The target opposes this power with a Toughness Test. 
  If the target wins, it suffers no Damage. If it loses, it suffers 
  1d10 Damage +2 per Degree of Failure, ignoring Toughness 
  Bonus and Armour. If the target loses the Test by four or more 
  Degrees, the target mutates, immediately suffering a random 
  Gift of Gods (see page 291)—at the GM’s discretion, minor 
  NPCs or adversaries can simply be transformed into a mewling, 
  disgusting, and harmless Chaos Spawn, effectively killing them.
  HATESTORM
  Alternate Names: Dream of Rage, Deluge of Fury
  Value: 400xp
  Prerequisites: Psy Rating 4, Frenzy, Hatred (Any One)
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Willpower Test
  Range: 5 metres x Psy Rating radius
  Sustained: Half Action
  Subtype: Attack
  Description: The Sorcerer calls upon the dark gods to gift 
  him with a portion of their own hatred, and becomes the 
  crackling focus of an aura of dark energy. Anyone caught 
  within this explosion of unholy power ﬁ nds himself with a 
  psychotic hatred of all living things, hurling themselves at 
  their foes at the ﬁ rst opportunity. The hellish psychic echoes 
  of the warp are easy for a Sorcerer to ﬁ nd, though a challenge 
  to control, often proving overwhelming for the unsuspecting.
  While this power remains in effect, the Sorcerer, and all 
  creatures within the power’s radius immediately enter a Frenzied 
  state, as if they had the Frenzy Talent. They will remain in this state 
  for as long as they remain within the power’s radius. The Sorcerer 
  may continue to manifest psychic powers even while Frenzied. 
  HOST OF FIENDS
  Alternate Names: Cavalcade of Horrors, Cacophonous Mass
  Value: 200xp
  Prerequisites: Psy Rating 3
  Action: Full Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 5 metres per Psy Rating radius
  Sustained: Free Action
  Subtype: Attack, Concentration
  Description: The veil between reality and the warp is made 
  thin and porous, allowing even the least of daemons to scratch 
  and claw at the edge of the universe, their distant shrieks and 
  howls and the nightmarish images they produce tormenting 
  all mortals within their reach. Those who call such forces into 
  being revel in the blasphemy they inﬂ ict and the suffering 
  that comes from their presence.
  All of the Sorcerer’s enemies within range of this power suffer 
  a –2 x PR penalty to all Willpower Tests. In addition, every time 
  a creature affected by this power fails a Willpower Test, they gain 
  1d5 Corruption Points for every Degree of Failure.
  WARPTIME
  Alternate Names: Swift as Karanak, Gods’ Speed
  Value: 400xp
  Prerequisites: Psy Rating 4
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Willpower Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The timeless nature of the warp grants the 
  cunning Sorcerer the means to defy the normal limits of time, 
  hastening his movements and reﬂ exes such that his enemies 
  appear to be moving in slow motion. Many liken it to the 
  terrifying speed of Khorne’s hunting hound, a ﬁ gure that 
  holds particular horror for psykers.
  The Sorcerer gains the Unnatural Weapon Skill, Unnatural 
  Ballistic Skill and Unnatural Agility traits, all at values equal 
  to his Psy Rating.
  WIND OF CHAOS [CORRUPTION]
  Alternate Names: Stream of Corruption, Scintillating 
  Cascade, Blue Fire of Tzeentch, Whirlwind of Fangs
  Value: 300xp
  Prerequisites: Corruption 30+
  Action: Half Action
  Focus Power: Opposed Challenging (+0) Corruption Test
  Range: 5 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  PSY RATING IN PSYCHIC POWERS
  Unless speciﬁ cally stated otherwise, all modiﬁ ers in a 
  power equal to Psy Rating are based on the Psy Rating 
  used when manifesting the power. This means that if 
  the sorcerer manifests a power at the Fettered Level, a 
  power that has effects based on Psy Rating is going to 
  do less than if he Pushes.
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  Description: Reaching deep into the corruption within 
  his soul, the Sorcerer unleashes a wave of energy that leaves 
  devastation in its wake. Depending upon the devotions of 
  the Sorcerer, the nature of this outpouring of corrupt power 
  varies—those devoted to Nurgle produce a stream of bilious 
  ﬁ lth, while a rain of hypnotic luminescence or glittering 
  golden light characterises the powers of a Slaanesh Sorcerer. 
  Every Sorcerer’s Wind of Chaos is subtly different, coloured 
  by their own prejudices and insanity.
  The Sorcerer produces a torrent of foul energy in a 
  30-degree cone out to the power’s range, similar to a weapon 
  with the Spray quality. Creatures caught within the spray 
  may oppose the Focus Power Test with an Agility Test. Any 
  creature that does not successfully avoid the power’s effects 
  suffers 2d10 + Psy Rating Energy Damage with the  Felling 
  (2), Tainted, and Warp Weapon Qualities, plus a single 
  additional Quality determined by the Sorcerer’s alignment.
  If used by a Tzeentch Sorcerer, Wind of Chaos gains the 
  Flame quality. If used by a Slaanesh Sorcerer, Wind of Chaos 
  gains the Shocking quality. If used by a Nurgle Sorcerer, Wind 
  of Chaos gains the Toxic quality. If used by an unaligned 
  Sorcerer, Wind of Chaos gains the Tearing quality.
  Psychic Phenomena: The psychic residue of the power’s 
  effects lingers on every surface for a few moments longer, 
  whether ablaze with guttering azure ﬂ ame, spattered in 
  ﬁ lth, or coated in a ﬁ ne glittering dust imbued with the 
  echoes of sensation. Until the start of the Sorcerer’s next 
  turn, every creature within 3d10 metres of the Sorcerer 
  suffers a –10 penalty on all Willpower Tests due to the 
  disconcerting and disruptive aftereffects of the Wind 
  of Chaos. This is in addition to any normal Psychic 
  Phenomena that might be manifested.
  NURGLE POWERS
  These seven powers are linked to Nurgle, and selecting them 
  takes a Sorcerer further down the path of Nurgle worship. 
  All Toughness Tests made to resist an Opposed Focus Power 
  Test for a Nurgle power are considered to be tests to resist a 
  poison or disease, and  consequently any Talents, Traits, or 
  special abilities that grant bonuses to resist poisons or diseases 
  grant their usual bonus.
  CHOIR OF POXES
  Alternate Names: Litany of Pestilence, Delirious Chant
  Value: 100xp
  Prerequisites: Aligned Nurgle
  Action: Full Action
  Focus Power: Difﬁ cult Opposed (–10) Willpower Test
  Range: 30 metres
  Sustained: No
  Subtype: Attack, Concentration
  Description: As enacted by Nurgle’s daemonic legions, the 
  Sorcerer’s throat rattles with the names of every disease he has 
  ever suffered from, and every disease that Nurgle has ever gifted 
  mortals with. Those caught within earshot of this pestilential 
  incantation ﬁ nd themselves wracked with spasms of pain and 
  delirium, as the Sorcerer speaks the true names of different 
  diseases, invoking plagues both ancient and yet to occur.
  Creatures caught within range of this power may oppose the 
  Focus Power Test with a Toughness Test, suffering an additional 
  –10 penalty if they have the Heightened Senses (Hearing) 
  Talent. Any creature that fails to resist this power takes 1d10 + 
  Psy Rating Damage and is stunned until the start of its next turn.
  INVIOLABLE FLESH
  Alternate Names: Efﬂ uent Form, Vigour Mortis
  Value: 200xp
  Prerequisites: Aligned Nurgle, Toughness 40+
  Action: Half Action
  Focus Power: Hard (–20) Willpower Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The Sorcerer’s ﬂ esh twists and changes to 
  resemble the blessed efﬂ uents of the Plague God, becoming 
  crusted with ﬁ lth and foulness such that the blows of the 
  enemy do not cut so deep. Gifted with such a pestilential form, 
  the Sorcerer can shrug off injuries that would fell a lesser man.
  While this power is in effect, the Sorcerer gains the 
  Unnatural Toughness Trait with a rating equal to the sorcerer’s 
  Psy Rating. However, so encumbered by ﬁ lth is the Sorcerer 
  that he suffers a –10 penalty to his Agility characteristic.
  LEPER’S CURSE
  Alternate Names: Dessicant Word, Thousandth Necrotic 
  Invocation, The Final Curse
  Value: 400xp
  Prerequisites: Mark of Nurgle, Psy Rating 5
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
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  Range: 5 metres x Psy Rating
  Sustained: None
  Subtype: Attack, Concentration
  Description: Whispering an incantation taught to him by a 
  Plaguebearer, the Sorcerer focuses a stream of decay into one of 
  his victim’s body parts. At this foul command, the victim’s ﬂ esh 
  and bone wither away in a display of glorious atrophy, leaving 
  shrivelled ruin in the spell’s wake. Some sorcerers know this as 
  the Thousandth Necrotic Invocation, one in a long list of vile 
  syllables beloved of the Grandfather of Pestilence and capable 
  of inﬂ icting terrible afﬂ ictions upon their victims.
  This power is a Psychic Bolt that causes the target to suffer a 
  single Rending Critical Effect equal to 1d10. Leper’s Curse does 
  not do Damage to Wounds, but can cause limb loss, blood loss, 
  or even death, depending on the Critical Effect.An opponent can 
  only be targeted by the Leper’s Curse once per combat.
  NURGLE’S ROT [CORRUPTION]
  Alternate Names: The Destroyer Hive, Heart of Contagion, 
  Pandemic’s Herald
  Value: 400xp
  Prerequisites: Corruption 30+, Aligned Nurgle
  Action: Half Action
  Focus Power: Challenging (+0) Corruption Test
  Range: 5 metres x Psy Rating radius
  Sustained: Half Action
  Subtype: Attack, Concentration
  Description: The grandest and most infamous of Nurgle’s 
  contagions, Nurgle’s Rot is known by many names and has 
  appeared on countless worlds, leaving entire populations desolated 
  by this terrible daemonic pathogen. Nurgle’s devoted sorcerers 
  take on all manner of diseases, serving as host to the creations 
  of the Lord of Plagues. From this seething mass of decay and 
  entropy, these devotees of pestilence summon forth the psychic 
  echo of this paragon of plagues, inﬂ icting it upon those nearby.
  The infectious gift of Nurgle is cast outward to embrace all 
  who stray too near to the Sorcerer. Creatures within range of 
  the Sorcerer while this power remains in effect suffer 1d10 + 
  Psy Rating Damage, with the Tainted and Toxic (4) qualities. 
  The damage ignores Armour unless it is environmentally 
  sealed. Those Devoted to Nurgle are unaffected by this power. 
  Psychic Phenomena: While this power remains in effect, 
  the air within the power’s range is ﬁ lled with a thick, acrid 
  fog and swarms of massive bloated ﬂ ies. Any creature within 
  range that is not devoted to Nurgle suffers a –5 penalty to 
  Weapon Skill, Ballistic Skill, Intelligence, Perception and 
  Fellowship Tests as the foul vapour and buzzing ﬂ ies hinder 
  their concentration and drive them to distraction. This is in 
  addition to any normal Psychic Phenomena.
  FIELD OF PESTILENCE
  Alternate Names: Pestilent Earth, The Plaguefather’s Quagmire
  Value: 300xp
  Prerequisites: Aligned Nurgle
  Action: Full Action
  Focus Power: Hard (–20) Willpower Test
  Range: 5 metres x Psy Rating radius
  Sustained: Free Action
  Subtype: Concentration
  Description: While touching the ground beneath his feet, 
  the Sorcerer conjures forth a wave of pestilence and decay, 
  turning hardened soil into a morass of greenish-grey sludge. 
  Many sorcerers invoke litanies of infertility or speak prayers 
  of desecration, while others trace abhorrent runes in the 
  dirt or pour jars of diseased blood onto the ground. Many 
  sorcerers believe that this power was granted to mortals by 
  one of the most renowned of Nurgle’s daemons.
  While this power remains in effect, the ground around the 
  Sorcerer, which moves as he does (centred on him at all times), 
  becomes swamp-like. Any creature—with the exception of 
  the Sorcerer himself—within the power’s radius must pass a 
  Challenging (+0) Agility Test or fall whenever attempting 
  to move faster than a normal Half Action movement rate.
  PUTREFYING EMBRACE
  Alternate Names: Epidemic Touch, Hand of Filth
  Value: 200xp
  Prerequisites: Mark of Nurgle
  Action: Half Action
  Focus Power: Very Hard (–30) Willpower Test
  Range: Self
  Sustained: Yes
   Subtype: Concentration
  Description: The Sorcerer reaches out with arms dripping 
  in foulness, to corrupt anything he touches. A single touch 
  spreads stinking pus and other vile ﬂ uids, deﬁ ling anything 
  they are left upon.
  The sorcerer’s unarmed melee attacks deal 1d10+Psy 
  Rating I Damage and gain the Toxic (3) Quality, and he 
  counts as having the Deadly Natural Weapons Trait. The 
  Sorcerer’s Strength Bonus is not added to the Damage.
  RAIN OF FOULNESS
  Alternate Names: Torrent of Decay, the Grandfather’s Gift
  Value: 300xp
  Prerequisites: Aligned Nurgle
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 20m x Psy Rating
  Sustained: Half Action
  Subtype: Attack, Concentration
  Description: At the Sorcerer’s command, the skies ﬁ ll with 
  brooding, discoloured clouds that split open and pour ﬁ lth 
  and rotten blood down upon the Sorcerer’s foes. Few can do 
  little more than ﬂ ee from this downpour of vileness. The most 
  devout of Nurgle’s sorcerers speak of this power as being a 
  gift from Grandfather Nurgle, bestowed upon the world from 
  the Plague Lord’s domain.
  This power is a Psychic Blast with a radius of 1+ the 
  Degrees of Success on the Focus Power Test. Anyone caught 
  within the area of effect suffers 1d10+7 I Damage with a Pen 
  equal to Psy Rating and the Toxic (3) Quality, and must take 
  a Pinning Test.
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  SLAANESH POWERS
  These six powers are linked to Slaanesh, and selecting them 
  takes a Sorcerer further down the path of Slaanesh worship.
  ACQUIESCENCE
  Alternate Names: Moment of Submission, Silver Haze
  Value: 300xp
  Prerequisites: Devoted to Slaanesh, WP 50+, Psy Rating 4
  Action: Half Action
  Focus Power: Challenging (+0) Opposed Willpower Test
  Range: 20 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer conjures a spark of delusion, 
  overwhelming the target’s mind with contradictory thoughts 
  and feelings that drive him to distraction, incapable of 
  performing any action amidst the psychic fog. Slaanesh 
  sorcerers sometimes describe the power as a silvery fog that 
  overwhelms all sensation, conjured with entrancing words 
  whispered under the breath.
  The Sorcerer nominates a single enemy within range, who 
  resists the power with a Willpower Test. Every Degree of 
  Success on the Sorcerer’s Focus Power Test causes the victim to 
  be Stunned for 1 turn. Losing the Test by ﬁ ve or more Degrees 
  causes the victim to be rendered unconscious instead.
  ECSTATIC OBLIVION
  Alternate Names: Pleasure from Pain, Desolate Soul
  Value: 250xp
  Prerequisites: Mark of Slaanesh, Toughness 40+, Psy Rating 4
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: Self 
  Sustained: Free Action
  Subtype: Concentration
  Description: The Sorcerer summons up every ﬂ ickering 
  moment of stray emotion he can ﬁ nd within the Immaterium, 
  and draws them into himself, overwhelming his own senses 
  and rendering him oblivious to the sensations of battle around 
  him. Many sorcerers become addicted to the sensations they 
  conjure, burning away their soul with warp-spawned ecstasy.
  While this power remains in effect, the Sorcerer cannot be 
  stunned or rendered unconscious, nor is he affected by fatigue. 
  In addition, he is so addled by sensation that he can push his 
  body far beyond its normal limits, gaining Unnatural Strength 
  and Unnatural Agility at a value equal to half the Sorcerer’s Psy 
  Rating. However, he suffers a –20 penalty to all Perception Tests.
  HELLSHRIEK [CORRUPTION]
  Alternate Names: Eidolon’s Call, Psyren Song
  Value: 400xp
  Prerequisites: Mark of Slaanesh, Corruption 50+
  Action: Half Action
  Focus Power: Challenging (+0) Corruption Test
  Range: 3 metres x Psy Rating radius
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer reaches deep into the warp and 
  produces a soul-shattering noise that inﬂ icts terrible pain upon 
  those that hear it. Many sorcerers attribute this power to the 
  genetic tampering of Fabius Bile during the early days of the 
  Heresy, and to the engineered talents of Lord-Commander 
  Eidolon of the Emperor’s Children.
  A Hellshriek is a Psychic Blast centred on the Sorcerer. 
  Any creature within the area of effect, with the exception of 
  the Sorcerer, suffers 2d10 + Psy Rating Rending Damage 
  with the Concussive (1) and Warp Weapon Qualities.
  Psychic Phenomena: The shrieking cry of the Sorcerer 
  reverberates through the warp, echoing for moments after the 
  initial blast of sound, lingering in the ears and minds of those 
  nearby. Until the start of the Sorcerer’s next turn, all creatures 
  within range of the power suffer a –20 penalty to all Perception 
  Tests. This is in addition to any normal psychic phenomena.
  LASH OF SUBMISSION
  Alternate Names: Bond of Dominion, Beam of Slaanesh
  Value: 400xp
  Prerequisites: Aligned Slaanesh, Willpower 50+, Psy Rating 4
  Action: Half Action
  Focus Power: Challenging Opposed (+0) Willpower Test
  Range: Psy Rating metres
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer projects a lurid, glowing cord of 
  energy that wraps itself around his enemies, worming itself 
  into their minds and overwhelming their will for a few brief 
  moments. Many sorcerers take a perverse pleasure in making 
  others dance like puppets for them, becoming enthralled by 
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  the power and dominance they can exert and delighting in 
  the horriﬁ c acts they can make others perform.
  The Sorcerer nominates a single creature within range and 
  line of sight, which may resist the power using a Willpower 
  Test. If the test is failed, then the creature’s actions, for a 
  number of turns equal to the Sorcerer’s Psy Rating, are chosen 
  by the Sorcerer instead. The victim may only perform a single 
  half action each turn he is controlled, and may not perform 
  any action with the Concentration subtype.
  SOUL’S SECRETS UNLEASHED
  Alternate Names: Mastery of the Soul, The Dark Prince’s 
  Whisper, Insidious Utterances
  Value: 500xp
  Prerequisites: Mark of Slaanesh, WP 50+, Psy Rating 6
  Action: Full Action
  Focus Power: Very Hard (–30) Opposed Willpower Test
  Range: 25 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer becomes a mouthpiece for the 
  inﬁ nite voice of Slaanesh, crawling deep into the mind of 
  a chosen victim, calling forth the darkest desires from the 
  depths of his victim’s soul, unleashing them and giving them 
  free reign. Slaanesh sorcerers consider this power to be the 
  greatest of blessings they can bestow upon a mortal soul.
  The Sorcerer nominates a single creature within range, who 
  may resist this power with a Willpower Test (the opposing Test 
  for the Focus Power Test). If this test is failed, then the victim’s 
  darkest impulses take control of his mind for a number of turns 
  equal to the Sorcerer’s Psy Rating. During this time, he acts in 
  accordance with the most destructive side of his personality, 
  unrestrained by self-control, and attacks the nearest target 
  (creature, Heretic, or NPC) with his most powerful weapons. He 
  will not take suicidal actions such as leaping off a building to 
  attack someone in melee, but he still takes otherwise foolhardy 
  risks and automatically passes Willpower Tests to resist Fear or 
  Pinning. He is also immune to stunning and the effects of Fatigue.
  SYMPHONY OF PAIN
  Alternate Names: N’Kari’s Concerto, Malignant Song
  Value: 300xp
  Prerequisites: Mark of Slaanesh, Toughness 40+, Psy Rating 4
  Action: Full Action
  Focus Power: Hard (–20) Willpower Test
  Range: 5 metres x Psy Rating radius
  Sustained: Half Action
  Subtype: Attack, Concentration
  Description: The Sorcerer casts his arms wide, as if conducting 
  a great orchestra of cavorting daemons that howl and dance 
  around his echo within the Immaterium. Their siren call warps 
  the minds of those nearby, causing blinding sheets of pain.
  This power emanates from the Sorcerer in all directions, out 
  to the listed radius. All creatures within that range—excepting 
  those Devoted to Slaanesh—while the power remains in effect, 
  are stunned for one turn and gain a number of levels of Fatigue 
  equal to the Sorcerer’s Psy Rating if they roll a double on any 
  Test they make for any Action they attempt.
  TZEENTCH POWERS
  These nine powers are linked to Tzeentch, and selecting them 
  will take a Sorcerer further down the path of Tzeentch-worship.
  BOLT OF CHANGE
  Alternate Names: Crimson Fire of Tzeentch, M’Kachan’s 
  Wrath, The Inevitable Gift
  Value: 500xp
  Prerequisites: Mark of Tzeentch, WP 50+, Psy Rating 5
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 10 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer focuses his will and his wrath into 
  a searing bolt of warp-ﬂ ame—often red, due to the pervasive 
  lore of the many-coloured ﬁ res of Tzeentch—that reduces 
  enemies to twitching masses of mutating gore, or swirling 
  whirlwinds of iridescent ash. Few substances can withstand 
  the corrupting energies of a Bolt of Change.
  Bolt of Change is a Psychic Bolt that deals Xd10 Energy 
  Damage with a Pen of 9 (where X equals the sorcerer’s Psy 
  Rating), and with the Felling (Psy Rating) Quality. In addition, 
  a living creature struck by a Bolt of Change must immediately 
  make a Challenging (+0) Toughness Test. Failure indicates 
  that the target gains 1d5 Corruption Points for every Degree 
  of Failure. Five or more Degrees of Failure indicates that the 
  target becomes subject to swift and catastrophic mutation, 
  transforming into a Chaos Spawn that swiftly collapses into a 
  puddle of shrieking ichor.
  BOON OF TZEENTCH
  Alternate Names: The Cyclops’ Gift, Emerald Flame of 
  Tzeentch
  Value: 300xp
  Prerequisites: Aligned Tzeentch, Psy Rating 4
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: Self
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer reaches deep into the warp for 
  greater power, bolstering his already  potent abilities further. 
  Many sorcerers learn this power from ancient copies and 
  fragments of the Book of Magnus, conjuring a searing green 
  ﬁ re that augments sorcerous might in those strong enough to 
  wield it, and which may immolate those who grasp foolishly 
  at the power it provides.
  The Sorcerer gains a bonus to his Psy Rating for every 
  Degree of Success he scores on the Focus Power Test, which 
  may only be used on the next power the Sorcerer uses and 
  only if that power is used at the Unfettered power level or 
  Higher. However, upon using that bonus Psy Rating, the 
  Sorcerer suffers an immediate hit, dealing 1d5 plus Psy 
  Rating of the second power Damage with a Pen of 4 and 
  the Shocking Quality. This hit cannot be Dodged, Parried, or 
  blocked through a Field Save.
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  FLICKER
  Alternate Names: Warpstep, Ephemeral Passage, Violet 
  Fire of Transition
  Value: 400xp
  Prerequisites: Mark of Tzeentch, Willpower 50+, Psy 
  Rating 4 
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Willpower Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The Sorcerer creates a shimmering ﬁ eld of 
  unreality around him, his image becoming transparent and 
  intermittent as he ﬂ ickers between reality and the warp. In 
  this manner, he may step through solid objects as if they were 
  air, and the blows of the enemy pass through him as if he 
  were nothing more than a holographic image.
  For as long as this power remains in effect, the Sorcerer gains 
  the Incorporeal Trait (see Chapter IV: Talents and Traits), 
  and counts his Agility Bonus as equal to the Sorcerer’s Psy 
  Rating for the purposes of determining how far he may move, 
  and he may move as easily vertically as horizontally. While 
  in this state, the Sorcerer cannot cross psychically charged 
  barriers, holy wards or energy wards designed to bend reality 
  or manipulate the warp, such as a Gellar Field or Void Shield.
  GHOLAM CURSE
  Alternate Names: Puppetmaster Sigil, Dance of Lies
  Value: 300xp
  Prerequisites: Aligned Tzeentch, 
  Willpower 50+, Psy Rating 5 
  Action: Half Action
  Focus Power: Challenging (+0) 
  Opposed Willpower Test
  Range: 20 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: 
  The 
  Sorcerer 
  reaches into the mind of an 
  enemy, and bends their body 
  to his will. Many sorcerers 
  conjure sigils that appear 
  upon the victim, and whisper 
  commands that the victim’s body 
  will obey without question.
  The Sorcerer must target a 
  single enemy within range and 
  line of sight, who may resist the 
  power with a Willpower Test. If 
  the target fails the test, then his 
  actions in his next turn may 
  be decided by the Sorcerer. 
  The victim cannot deal 
  damage to himself with his 
  actions. Any tests the victim 
  attempts while controlled by 
  the Sorcerer gains a bonus equal 
  to twice the Sorcerer’s Psy Rating.
  MANTLE OF LIES
  Alternate Names: Changeling, Veil of Illusion
  Value: 200xp
  Prerequisites: 
  Aligned 
  Tzeentch, 
  Intelligence 
  40+, 
  Fellowship 40+ 
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Willpower Test
  Range: 25 metres x Psy Rating
  Sustained: Half Action
  Subtype: Concentration
  Description: The Sorcerer calls upon the Weaver of Fates to 
  bless him with the power of confusion. An illusion is woven 
  over the Sorcerer and a target of his choice, and even the closest 
  allies of the victim can seldom see the truth of the matter.
  The Sorcerer nominates a single enemy within range and 
  line of sight. While this power remains in effect, the Sorcerer 
  appears to be the target, and the target appears to be the 
  Sorcerer. The illusion is almost ﬂ awless, and is difﬁ cult for 
  even the most careful observers to see through. A creature can 
  attempt an Awareness Test, with a penalty equal to ﬁ ve times 
  the Sorcerer’s Psy Rating, in order to see through the illusion.
  MINDSCOURGE
  Alternate Names: Death of Thought
  Value: 300xp
  Prerequisites: Aligned Tzeentch, Hatred (any), Psy Rating 5 
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 25 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: At ﬁ rst, all the 
  victim feels is a sharp stabbing 
  pain in his head. However, the 
  Sorcerer has placed a sliver of 
  psychic energy in the victim’s 
  mind, 
  which 
  will 
  inﬂ ict 
  debilitating pain as it moves 
  through the victim’s psyche, 
  leaving him ultimately comatose.
  This power is a Psychic Bolt 
  which deals 1d10 + Psy Rating 
  Energy Damage with the Warp 
  Weapon and Shocking Qualities. 
  After suffering Damage from 
  this power, the target suffers 
  1d5 Damage to Intelligence, 
  Willpower and Fellowship every 
  turn for a number of turns equal 
  to the Degrees of Success on the 
  Focus Power Test. This power 
  can only affect creatures with a 
  mind, so non-Heretics with the 
  Machine Trait, plant life, and 
  other creatures at the GM’s 
  discretion may be unaffected.
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   Puppetmaster Sigil, Dance of Lies
  Aligned Tzeentch, 
  Willpower 50+, Psy Rating 5 
   Challenging (+0) 
   20 metres x Psy Rating
   Attack, Concentration
   
  The 
  Sorcerer 
  reaches into the mind of an 
  enemy, and bends their body 
  to his will. Many sorcerers 
  conjure sigils that appear 
  upon the victim, and whisper 
  commands that the victim’s body 
  will obey without question.
  The Sorcerer must target a 
  single enemy within range and 
  line of sight, who may resist the 
  power with a Willpower Test. If 
  the target fails the test, then his 
  actions in his next turn may 
  be decided by the Sorcerer. 
  attempts while controlled by 
  the Sorcerer gains a bonus equal 
  to twice the Sorcerer’s Psy Rating.
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 25 metres x Psy Rating
  Sustained: No
  Subtype:
  Description:
  victim feels is a sharp stabbing 
  pain in his head. However, the 
  Sorcerer has placed a sliver of 
  psychic energy in the victim’s 
  mind, 
  which 
  will 
  inﬂ ict 
  through the victim’s psyche, 
  leaving him ultimately comatose.
  This power is a Psychic Bolt 
  which deals 1d10 + Psy Rating 
  Energy Damage with the Warp 
  Weapon and Shocking Qualities. 
  After suffering Damage from 
  this power, the target suffers 
  1d5 Damage to Intelligence, 
  Willpower and Fellowship every 
  turn for a number of turns equal 
  to the Degrees of Success on the 
  Focus Power Test. This power 
  can only affect creatures with a 
  mind, so non-Heretics with the 
  Machine Trait, plant life, and 
  other creatures at the GM’s 
  discretion may be unaffected.
  
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  PROTEAN FORM [CORRUPTION]
  Alternate Names: Flesh of Clay, Chimeric Transmutation, 
  Blue Fire of Transformation
  Value: 500xp
  Prerequisites: Mark of Tzeentch, Corruption 50+, 
  Toughness 50+, Willpower 50+, Psy Rating 6, Corpus 
  Conversion
  Action: Full Action
  Focus Power: Challenging (+0) Corruption Test
  Range: Self
  Sustained: Free Action
  Subtype: Attack, Concentration
  Description: The Sorcerer distends and warps his form into a 
  new and horriﬁ c shape, channelling the power of Chaos into his 
  own corrupt ﬂ esh to bless his enemies with a glorious image of 
  change. Sorcerers of Tzeentch consider this power to be amongst 
  the greatest blessings Tzeentch can bestow upon a mortal—the 
  power to change themselves into any form they choose.
  Upon successfully using this power, the Sorcerer gains 
  Unnatural Characteristics equal to twice his Psy Rating, divided as 
  he chooses amongst his Characteristics. Alternately, the Sorcerer 
  may choose to gain a number of Traits from the following list, each 
  Trait taking the place of two points of Unnatural Characteristics 
  he would gain normally. Amphibious, Amorphous, Burrower (2), 
  Flyer (3), Deadly Natural Weapons, Multiple Arms (1), Natural 
  Armour (2), Sonar Sense, Sturdy, Unnatural Senses (5). Traits with 
  a value in parenthesis can be taken multiple times, each time after 
  the ﬁ rst adding +1 to the listed value.
  However, so unstable is the Sorcerer’s form that he cannot 
  easily maintain his shape, gaining the Warp Instability Trait. 
  Should he be reduced to 0 wounds, the power’s effects end 
  immediately, leaving the Sorcerer Stunned until the end of his 
  next turn as his body swiftly returns to its natural shape.
  Psychic Phenomena: The constant stream of warp energy 
  pouring through the Sorcerer’s body causes ripples in reality 
  that cannot easily be contained. At the start of the Sorcerer’s 
  turn, every turn this power remains in effect, roll on Table 
  6–2: Psychic Phenomena and apply the result immediately, 
  re-rolling results of 75 or higher. The second results stand.
  PSYPHON
  Alternate Names: Thoughtleech, Violet Flame of Deprivation
  Value: 200xp
  Prerequisites: Aligned Tzeentch, Willpower 40+, Psy Rating 4
  Action: Half Action
  Focus Power: Challenging (+0) Opposed Willpower Test
  Range: 5 metres x Psy Rating
  Sustained: Free Action
  Subtype: Attack, Concentration
  Description: The Sorcerer locks his gaze with a victim, 
  drawing away his will and using that stolen mental strength 
  to bolster his own. Frequent use of this power has been 
  known to result in a coma or braindeath for the victim, and 
  leave ﬂ eeting echoes of memory in the Sorcerer.
  The Sorcerer nominates a single enemy within range and line 
  of sight, who may resist this power with a Willpower Test. If 
  the target fails to resist, he suffers 2d10 Willpower Damage, and 
  the Sorcerer gains Unnatural Willpower (1), +1 for every full 5 
  points of Willpower Damage the power inﬂ icts. This Unnatural 
  Willpower remains for as long as the power’s effects persist.
  VILE REVELATION
  Alternate Names: Orange Fire of Prophecy, Harrowing 
  Glimpse of Destiny, The Unforeseen Future
  Value: 300xp
  Prerequisites: Mark of Tzeentch, Perception 50+, Psy Rating 5
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Opposed Perception Test
  Range: Self
  Sustained: Half Action
  Subtype: Concentration
  Description: The Sorcerer feels the shifts and ﬂ ows of the warp 
  keenly, and can discern brief slivers of events yet to come from 
  this morass of swirling potential. Many Sorcerers are driven mad 
  by the visions they receive from the Immaterium.
  While this power remains in effect, the Sorcerer can see 
  enough of the future to grant him an advantage in his endeavours. 
  The Sorcerer gains a bonus on all tests while this power remains 
  in effect equal to twice his Psy Rating. However, he suffers 1d5 
  points of Intelligence Damage every turn this power is in effect.
  EXALTED POWERS
  These powers are powerful and difﬁ cult to obtain, though 
  several of them are simply more powerful versions of Unaligned 
  powers. An Exalted power can only be obtained by those who 
  manage to walk the narrow path between the Ruinous Powers, 
  and consequently may only be purchased and used by characters 
  who are not aligned to any one of the Chaos Gods. These powers 
  represent an unaligned psyker’s ability to draw power from each 
  and every Ruinous Power to shape his psychic abilities. 
  BLASPHEMY MADE FLESH 
  [CORRUPTION]
  Alternate Names: Transcendence of Esh’raiik, Desolation 
  of the Soul
  Value: 500xp
  Prerequisites: Corruption 60+, Psy Rating 6, Abhorrent Ward
  Action: Half Action 
  Focus Power: Difﬁ cult (–10) Corruption Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The Sorcerer’s soul is the foulest of blasphemies, 
  utterly awful to behold and almost impossible for mortal beings 
  to look upon him without feeling nauseous or repelled. So vile is 
  the Sorcerer’s nature that daemons swarm around him, desperate 
  to tear through the veil and revel in the horror of the Sorcerer’s 
  presence. This power, and its lesser version, was devised by the 
  sorcerer Esh’raiik to turn his foulness into an advantage. 
  While this power remains in effect, any creature attempting 
  to target the Sorcerer—with a melee attack, a ranged attack, 
  a psychic power, or any other form of attack – must attempt 
  a Willpower Test, with a –5 times the Sorcerer’s Psy Rating 
  penalty. If the attacker passes the Test, he may attack as normal. 
  However, failure means his revulsion prevents him attacking, 
  wasting the action and any remaining actions that turn. 
  220
  
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  Psychic Phenomena: The pressure of daemonic horde tearing 
  at the fabric of existence thins the veil, making it risky for psykers 
  to draw too deeply from the warp. While this power remains in 
  effect, any psyker within 30m who causes Psychic Phenomena 
  automatically rolls a 100, causing Perils of the Warp. 
  HELLISH BLAST
  Alternate Names: Savage Conjuration, Ygethmor’s Wrath
  Value: 600xp
  Prerequisites: Psy Rating 5, Hatred (any)
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 30 metres x Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer reaches into the warp for pure 
  destructive force, gathering up raw hatred and the most 
  concentrated spite. The sorcerer Ygethmor, who has long 
  been an advisor to Warmaster Abaddon, calls down anger 
  and fury and coalesced wrath in a skull-like conjuration made 
  of black ﬂ ame and crimson lightning.
  This power is a Psychic Blast with a radius of the Sorcerer’s 
  Psy Rating in metres, which deals 3d10 + Psy Rating Energy 
  Damage with a Pen of 10 and the Flame and Tearing Qualities.
  MAELSTROM OF RAGE
  Alternate Names: Slaughterer’s Song, Deepest Fury
  Value: 400xp
  Prerequisites: Psy Rating 6, Frenzy, Hatred (Any One)
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 10 metres x Psy Rating radius
  Sustained: Half Action
  Subtype: Attack
  Description: The Sorcerer reaches deep into the warp, 
  bringing forth the deepest, darkest rage and hatred he can 
  ﬁ nd, unleashing it upon all those nearby. While there are no 
  sorcerers devoted to Khorne, many do offer up prayers to the 
  Blood God, seeking to beseech the source of all rage.
  While this power remains in effect, the Sorcerer and all 
  creatures within the power’s radius immediately enter a Frenzied 
  state, as if they had the Frenzy Talent. In addition, they gain 
  the Hatred Talent against all enemies. They will remain in this 
  state for as long as they remain within the power’s radius.
  PRIMORDIAL ANNIHILATION 
  [CORRUPTION]
  Alternate Names: Laughter of Thirsting Gods
  Value: 1000xp
  Prerequisites: Psy Rating 7, Corruption 70+
  Action: Full Action
  Focus Power: Hard (–20) Corruption Test
  Range: 10 metres x Psy Rating radius
  Sustained: No
  Subtype: Attack, Concentration
  Description: The Sorcerer unleashes the raw power of the 
  warp into reality, burning away the sham of the material 
  universe. Few things can stand before the relentless tide of 
  the Immaterium, and fewer emerge unscathed. Many sorcerers 
  think of this power as being a reﬂ ection of the true nature of 
  the Chaos Gods, the purest manifestation of their desires.
  Primordial Annihilation must be used at the Push power 
  level. This power is a Psychic Blast, centred on the Sorcerer 
  himself, with a radius equal to the range of the power. All 
  creatures within the radius, except for the Sorcerer himself, take 
  a single hit dealing 1d10 Energy Damage times the Sorcerer’s 
  Psy Rating, with the Flame and Warp Weapon qualities.
  Psychic Phenomena: The warp boils forth in an unstoppable 
  tide, doing far more than simply burn away everything in its path. 
  Roll twice on Table 6–3: Perils of the Warp and apply both 
  effects immediately, instead of any normal Psychic Phenomena.
  SHATTERTIME
  Alternate Names: Sunder the Clock, Deﬁ le Time
  Value: 400xp
  Prerequisites: Psy Rating 6, Precognition
  Action: Half Action
  Focus Power: Hard (–20) Willpower Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The Sorcerer draws upon the timeless nature of 
  the warp and uses it to unravel the hindrances of linear time, 
  stepping from moment to moment in no particular order.
  The Sorcerer gains the Unnatural Weapon Skill, Unnatural 
  Ballistic Skill, and Unnatural Agility Traits, all at values equal to 
  his Psy Rating. In addition, the Sorcerer can choose to vanish 
  from reality during any given round, for a total number of rounds 
  (which do not have to be consecutive) equal to the Degrees of 
  Success on the Focus Power Test. He will reappear in exactly the 
  same place he vanished from when he chooses to reappear.
  SUNDER THE VEIL
  Alternate Names: The Calling, Summoning the Horde
  Value: 500xp
  Prerequisites: Psy Rating 5, Forbidden Lore (Warp) +20
  Action: Full Action
  Focus Power: Arduous (–40) Willpower Test
  Range: 10 metres per Psy Rating radius
  Sustained: Half Action
  Subtype: Attack, Concentration
  Description: The veil between reality and the warp is 
  breached, allowing daemons to pour through and wreak 
  havoc upon the material universe for a brief time. To be able 
  to tear open the veil with a thought is considered by many 
  sorcerers to be the pinnacle of arcane might.
  The Sorcerer creates an area of the listed radius, within which 
  the barrier between warpspace and reality is broken. Within this 
  area, all psychic powers must be used at the Push power level, 
  and +20 is added to all rolls on the Psychic Phenomena table. 
  Further, for every Degree of Success on the Focus Power Test, a 
  single lesser daemon of the Sorcerer’s choice will manifest within 
  the area, each remaining for a number of rounds equal to the 
  Sorcerer’s Psy Rating before it vanishes back into the warp. This 
  power may not be re-used until its effects have ended.
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  TELEPATHY
  Telepaths are able to contact and control the minds of others. 
  From outright mental domination to subtle tricks of perception, 
  telepaths can mould and shape thoughts with little more than a 
  whim. However, to be able to hear the minds of all those around 
  them, to feel the overﬂ owing emotions of mortal creatures and 
  remain sane requires great discipline, and many telepaths are 
  incapable of completely blocking out the perpetual chatter of 
  other minds. Many telepaths develop a loathing for others as a 
  result, while others lose sight of their own self, overwhelmed 
  by quirks of personality and beliefs that lodge in their minds 
  over many years of telepathic contact. Only a few have the 
  strength of will and certainty of belief to resist such fates.
  The depth and potency of a telepath’s powers are 
  determined by his Psy Rating. At Psy Rating 1-2, the psyker 
  can only send and receive messages equivalent to verbal 
  communication. At Psy Rating 3-4, the psyker can send and 
  receive visual communications as well, though these are only 
  in black and white, and will often have a dreamlike quality 
  or otherwise be somewhat indistinct. At Psy Rating 5-6, any 
  images will be crisp, clear, in colour and  accompanied by 
  other sensory input—sound, taste, etc.—as appropriate. At 
  Psy Rating 7 or higher, the psyker sends so powerfully that 
  any communication at higher than the Fettered power level 
  comes across as “shouting” unless used carefully.
  COMPEL
  Alternate Names: Subversion, Puppetmaster
  Value: 200xp
  Prerequisites: Delude, Thought Sending
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Opposed Willpower Test
  Range: 5 metres per Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The psyker reaches into the target’s mind and 
  forces him to perform an action against his will. The most 
  powerful of psykers can force a man to take his own life, 
  overwhelming even the basic survival instinct. Few psykers 
  are that powerful, but the havoc that a ruthless psyker can 
  cause by bending minds is still considerable.
  The psyker must nominate a single target within range 
  and line of sight, who may resist with a Willpower Test. If 
  the psyker succeeds, the target must follow his commands. 
  The commands must be simple and achievable within a single 
  round. Some examples include “Flee,” “Fall,” “Attack the closest 
  target,” and so forth. If the command is a potentially suicidal 
  act, the target gets a +20 to his Opposed Willpower Test.
  DELUDE
  Alternate Names: Witch’s Deception, Obfuscate
  Value: 100xp
  Prerequisites: Thought Sending
  Action: Half Action
  Focus Power: Challenging (+0) Opposed Willpower Test
  Range: 1 metre per Psy Rating
  Sustained: Free Action
  Subtype: Concentration
  Description: The psyker clouds the target’s perceptions, 
  tricking him into feeling that the psyker is someone to be 
  trusted implicitly, reacting positively to interactions with him. 
  The deceptive potential of psykers is a constant fear for the 
  authorities of the Imperium and for good reason, as renegade 
  witches throughout the history of mankind have used their 
  powers to subvert and defy authority ﬁ gures.
   The psyker must nominate a single target within range 
  and line of sight, who may resist with a Willpower Test. 
  While this power remains in effect, the psyker gains a +5 
  x Psy Rating bonus to all Interaction Skill Tests against that 
  target. Note that this power is not “mind control” as such 
  and the psyker cannot force others to act against their better 
  judgement or harm themselves, nor does it obscure acts of 
  overt hostility by the psyker.
  INSPIRE
  Alternate Names: Embolden, Defy Fear
  Value: 100xp
  Prerequisites: Thought Sending, Resistance (Fear)
  Action: Half Action
  Focus Power: Challenging (+0) Opposed Willpower Test
  Range: 3 metres per Psy Rating radius
  Sustained: Free Action
  Subtype: Concentration
  Table 6–4: Mind Probe
  Rounds of Contact
  Information Learned
  One – Initial Contact
  The psyker makes initial contact, and learns basic information about the target, such as his name, mood, 
  and his approximate state of physical and mental health.
  Two – Surface 
  Thoughts
  The psyker can now sense the thoughts foremost in the target’s mind, such as immediate fears and 
  concerns, conscious lies, and so forth. The target’s Corruption level is also now known to the psyker.
  Three – Short Term 
  Memory
  The psyker can now sort through the target’s most recent memories, covering the last twelve hours or since 
  the target last slept. Less casual information the target may be keeping secrets—such as simple passwords 
  or recent experiences he might wish to hide—may also be found at this level. The target’s Infamy 
  characteristic, if any, is also now known to the psyker.
  Four – Subconscious
  The psyker gains detailed knowledge of people, places and/or objects that the target considers as 
  important and how they relate to each other. The target’s beliefs, motivations and personal goals are 
  revealed, as are any contacts or complicated hidden ciphers. The psyker is also aware of the pivotal 
  moments in the target’s life.
  Five – Broken Mind
  The psyker may plunder the target’s mind at will. Any information contained in the target’s psyche is an 
  open book for the psyker. The psyker can also identify implanted memories or personalities.
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  Description: The psyker can bolster the resolve of his 
  comrades with waves of emotion that drive away fears and 
  heighten righteous spite. Eldar Warlocks and Imperial Savants 
  alike employ powers of this sort to strengthen the wills of their 
  allies against impossible odds and terrifying adversaries.
  A number of allies within range equal to the psyker’s Psy 
  Rating, plus the psyker himself, may immediately overcome 
  the effects of pinning, and gain a +10 bonus to all Willpower 
  Tests to resist the effects of Fear while this power remains in 
  effect. Allies affected by this power lose its beneﬁ ts as soon as 
  they move out of range.
  MIND LINK
  Alternate Names: Warp Whisper, Silent Voice
  Value: 200xp
  Prerequisites: Thought Sending
  Action: Half Action
  Focus Power: Ordinary (+10) Willpower Test
  Range: 1 kilometre per Psy Rating
  Sustained: Free Action
  Subtype: Concentration
  Description: A natural development of the simplest telepathic 
  techniques, the psyker forms a lingering mental bond between 
  himself and several others, allowing them to share thoughts over 
  considerable distances. Chaos cultists regard such communication 
  as the speech of the daemonic, a truer, purer way of conveying 
  information, and secret organisations of all kinds value the swift 
  and silent communion that telepathy allows.
  While this power remains in effect, a number of willing 
  creatures equal to the psyker’s Willpower Bonus are mentally 
  linked, allowing them to communicate instantly and silently. 
  This power requires line of sight between the psyker and all 
  the other participants at the moment the power is used, but 
  once the power is in effect, line of sight is no longer necessary.
  MIND PROBE
  Alternate Names: Thoughtworm, Deep Interrogation, Thief 
  of Memory
  Value: 200xp
  Prerequisites: Thought Sending
  Action: Half Action
  Focus Power: Challenging (+0) Opposed Willpower Test
  Range: 1 metre per Psy Rating
  Sustained: Full Action
  Subtype: Attack, Concentration
  Description: The psyker reaches into the mind of a single 
  creature, unravelling the layers and defences within it to uncover 
  thoughts both obvious and hidden. The servants of the Inquisition 
  frequently employ such methods to interrogate particularly 
  resistant suspects, and it is for this reason that they are so feared 
  by enemies of the Imperium, but they are far from the only group 
  who employ psykers to steal secrets from the minds of their foes.
  It takes ﬁ ve rounds of sustained effort to completely probe 
  the mind of an individual. It requires a Focus Power Test, 
  opposed by the target’s Willpower Test, each round the power 
  is sustained, with the same modiﬁ ers as the initial test to use the 
  power (though there is no chance of Psychic Phenomena for 
  any round after the ﬁ rst). If the psyker wins the Focus Power 
  Test, he gleans information from the target’s mind, depending 
  on how long he has successfully maintained the power. If the 
  psyker fails the Focus Power Test, he is ejected from the target’s 
  mind, unable to dig any deeper, and the power’s effects end. 
  However, the psyker retains any knowledge he has already 
  gained from the power’s use up until that point.
  A psyker can attempt to perform this power subtly, 
  preventing the target from knowing that his mind has been 
  inﬁ ltrated. This changes the Focus Power Test to a Hard (–20) 
  Opposed Willpower Test, and the power may only be used at 
  the Fettered power level.
  PSYCHIC SCREAM
  Alternate Names: The Banshee’s Wail, Splinter of Agony, 
  Soul-killer
  Value: 300xp
  Prerequisites: Thought Sending
  Action: Half Action
  Focus Power: Hard (–20) Willpower Test
  Range: 5 metres per Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The psyker’s mind unleashes a wave of psychic 
  force that resonates in the target’s mind, inﬂ icting great pain 
  that can injure or incapacitate an enemy. The Eldar tell of the 
  wail of the banshee that calls souls from their body, a cry that 
  is felt rather than heard, while many psykers both sanctioned 
  and renegade know of telepathic attacks that can wrack a 
  mind with agony and wound the soul.
  This power is a Psychic Bolt which deals 1d10 Explosive 
  Damage, +2 for every point of Psy Rating, with the Shocking 
  and Warp Weapon Qualities. The target suffers a penalty to his 
  Toughness Test to resist the effects of the Shocking quality equal 
  to –5 x the psyker’s Psy Rating. Additionally, if successfully used, 
  this power will always hit the target’s head—as the power affects 
  the target’s mind directly—rather than a random location.
  THOUGHT SENDING
  Alternate Names: Echo of Thought, Whispered Will
  Value: 100xp
  Prerequisites: None
  Action: Free Action
  Focus Power: Simple (+40) Opposed Willpower Test
  Range: 1 kilometre per Psy Rating radius
  Sustained: No
  Subtype: None
  Description: The psyker can send his thoughts into the 
  minds of those around him. This is the most crude and basic 
  of telepathic techniques, known to vast numbers of psykers of 
  many species and allegiance.
  The psyker can broadcast a short message—no more than one 
  sentence per Psy Rating—to a number of individuals (no more 
  than two for each Degree of Success scored on the Focus Power 
  Test), or indiscriminately to every single creature within range.
  Minds who do not wish to be contacted in this way may 
  resist with a Willpower Test, gaining a +20 to their test if 
  they do not share a language with the psyker, as many of the 
  mind’s processes are still linked to the structure of language.
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  TELEKINESIS
  The art of telekinesis is the translation of mental imperative 
  into physical force. Telekines—practitioners of this 
  discipline—gather together emotion and mental strength, 
  using powerful psychic energy to inﬂ uence the motion of 
  objects and defy the laws of physics.
  FORCE BOLT
  Alternate Names: Kurnous’ Arrow, Mind-bullet, Destructive 
  Impulse, Furious Echo
  Value: 200xp
  Prerequisites: Mind over Matter
  Action: Half Action
  Focus Power: Ordinary (+10) Willpower Test
  Range: 10 metres per Psy Rating
  Sustained: No
  Subtype: Attack
  Description: The psyker gathers up his will, coalescing it 
  into a ﬁ st-sized bolt. The Eldar, when inclined to tell of their 
  lore at all, speak of the arrows of the hunter-god Kurnous that 
  strike invisibly and silently, while the psykers of the Imperium, 
  when not teaching of bland and clinical telekinesis, speak of 
  destructive thoughts and righteous fury given physical form.
  This power is a Psychic Bolt that deals 1d10+2 Impact 
  Damage, +2 per point of Psy Rating, with a Pen of 0. If the 
  psyker hits after scoring at least four Degrees of Success 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 at the GM’s discretion).
  FORCE STORM
  Alternate Names: The Maiden’s Scorn, Witch-Barrage, 
  Telekinetic Onslaught
  Value: 350xp
  Prerequisites: Force Bolt, Mind over Matter
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Willpower Test
  Range: 10 metres per Psy Rating
  Sustained: No
  Subtype: Attack, Concentration
  Description: The psyker’s will is extended out into a great 
  ﬂ urry of bolts of invisible force, akin to a storm of ﬁ re from 
  an automatic weapon. The scholars of the Imperium maintain 
  chain-bound grimoires of witch-lore that speak of barrages 
  of ghostly force, or onslaughts of telekinetic brutality, while 
  Eldar Warlocks sing songs of Lileath, the Maiden, whose ire 
  manifested as punishing blasts that shine like moonlight.
  This power is a Psychic Storm that deals 1d10 Impact 
  Damage +3 per point of Psy Rating, with a Pen of 0.
  MIND OVER MATTER
  Alternate Names: Spectral Hands, Ethereal Motion
  Value: 100xp
  Prerequisites: None
  Action: Half Action
  Focus Power: Willpower Test; Special – See Below
  Range: 5 metres per Psy Rating
  Sustained: Half Action
  Subtype: Attack (if used to throw target), Concentration
  Description: The basic talent of telekinesis is a versatile 
  and immensely useful tool in any psyker’s arsenal, a valuable 
  means of exerting his will upon his immediate surroundings. 
  Human psykers, whether sanctioned by the Imperium or 
  lurking in the shadows beneath so-called civilisation, speak 
  of reaching out with hands of spectral presence, or imbuing 
  objects with motion or inertia that should otherwise not exist.
  A psyker with this power may use it in one of three ways: 
  constant motion, rapid push or forceful throw. When using 
  constant motion, the Focus Power Test is Routine (+20), 
  and the psyker may move any object within range and 
  line of sight that weighs no more than 10kg x Psy Rating. 
  Objects moved in this way can only be moved too slowly to 
  be used to attack, and when released the object drifts slowly 
  to the ground.
  When using a rapid push, the Focus Power Test is Ordinary 
  (+10), and Opposed by a Strength Test from a single target 
  within range and line of sight. If the target fails the test, he 
  is thrown backwards Psy Rating metres, plus an additional 
  metre for every Degree of Success on the Focus Power Test.
  When using a forceful throw, the Focus Power Test is 
  Challenging (+0), and allows the psyker to lift an object 
  weighing no more than 5kg x Psy Rating and thrown at 
  an enemy within range, hitting them to deal 1d10 Impact 
  Damage +1 for every 5kg of the object’s weight.
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  PRECISION TELEKINESIS
  Alternate Names: Subtle Will, Geisthand, Iridescent Grasp 
  of Edriané, 
  Value: 100xp
  Prerequisites: Mind over Matter
  Action: Half Action
  Focus Power: Challenging (+0) Willpower Test
  Range: 5 metres per Psy Rating
  Sustained: Half Action
  Subtype: Concentration
  Description: The true Telekine does not just manipulate large 
  objects with clumsy force. Precision and care are essential for 
  the more complex applications of telekinetic force. Adeptus Astra 
  Telepathica Savants speak of the subtle will as a state of calm 
  determination, while Eldar legend tells of the seeress Edriané, 
  whose gifts produced a psychic touch of peerless dexterity.
  This power allows the psyker to perform any task he could 
  accomplish with his bare hands, such as operating complex controls, 
  picking a pocket, wielding a weapon or grabbing an adversary. In any 
  situation where the task in question would require a Characteristic 
  Test, the psyker substitutes his Willpower instead. The psyker’s Psy 
  Rating substitutes for his Strength Bonus while using this power.
  TELEKINETIC SHIELD
  Alternate Names: Bulwark, Kineshield, Bunker of Will
  Value: 200xp
  Prerequisites: Mind over Matter, Willpower 45+
  Action: Half Action
  Focus Power: Ordinary (+10) Willpower Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The psyker constructs a barrier of denial and 
  deﬁ ance that deﬂ ects the attacks of his enemies as if it were a solid 
  object. Ancient, long-buried lore from the time of the Heresy calls 
  these manifestations Kineshields, and explains that great psykers 
  of the past could once protect squads, or even armies, of warriors 
  beneath great and impervious barriers of this sort.
  While this power remains in effect, the psyker is considered 
  to have all locations protected by cover with an AP value 
  equal to his PR. This cover is not ignored by weapons with 
  the Warp Weapon Quality.
  TELEKINETIC WEAPON
  Alternate Names: Keenest Edge, Wyrd-knife, Ephemeral Razor
  Value: 200xp
  Prerequisites: Mind over Matter
  Action: Half Action
  Focus Power: Difﬁ cult (–10) Willpower Test
  Range: Self
  Sustained: Free Action
  Subtype: Attack, Concentration
  Description: The psyker’s mind cuts deeper than any 
  mortal blade, manifesting as an impossibly sharp blade of 
  psychic force that shears through ﬂ esh and armour with 
  contemptuous ease. Rumours abound of psychic murder-cults 
  in the depths of hive-worlds that employ these powers as 
  tools of assassination, slaying without any tangible weapon.
  While this power remains in effect, the psyker bears a sword 
  of telekinetic force, which imposes no penalty for lacking the 
  required Weapon Training Talent. The psyker may use the 
  Telekinetic Weapon as he would any other melee weapon, 
  and the blade may be parried, though it cannot be destroyed 
  by weapons with the Power Field quality. The weapon deals 
  1d10 plus Psy Rating Rending Damage with a Pen equal 
  to the psyker’s Psy Rating. This is further modiﬁ ed by the 
  wielder’s Strength Bonus as normal for a melee weapon.
  DIVINATION
  Diviners seek to discern the hidden past and know the course 
  of future events. Their abilities allow them to look into the 
  Immaterium to ﬁ nd the answers they  seek. However, this 
  discipline is not an easy one to master—to look upon the warp 
  is taxing and even dangerous, often leading to insanity for 
  those not fully prepared to embrace the glory of the aethyr.
  Unlike most powers, some of those in the Divination 
  discipline make Focus Power Tests based on Psyniscience 
  instead of Willpower, as they are far more reliant on the 
  awareness of the psyker than his strength of mind.
  PRECOGNITION
  Alternate Names: Momentary Foresight, Defy the Crone, 
  Fortune’s Favour
  Value: 100xp
  Prerequisites: Psyniscience Rank 1
  Action: Half Action
  Focus Power: Ordinary (+10) Psyniscience Test
  Range: Self
  Sustained: Free Action
  Subtype: Concentration
  Description: The psyker’s mind skims the warp for glimpses 
  of the immediate future, seeking to discern threats to himself so 
  that he may avoid them. Many latent psykers are unknowing of 
  the gift they possess, considering their survival to be a matter of 
  luck, while Eldar seers describe it as an act of deﬁ ance against 
  the fate-weaving Crone Goddess, Morai-Heg.
  While this power remains in effect, the psyker gains a 
  bonus to all Evasion Tests equal to twice his Psy Rating.
  Table 6–5: Personal Augury Results
  Table 6–5: Personal Augury Results
  D e g r e e s 
  of Success Result
  1
  Doom: The psyker receives a symbolic warning 
  of the greatest peril or obstacle faced by the 
  target in question. This is a vague hint about 
  what is to come.
  2
  Malign Inﬂ uences: The psyker gains intuition 
  of the target’s doom, and a further two negative 
  inﬂ uences that the target will face.
  3
  Benign Factors: The psyker gains an 
  additional impression of the greatest advantage 
  or weapon the target has in their possession.
  4+
  Fate: The psyker is aware of all the previous 
  effects, and may also offer a single sentence of 
  cryptic advice to the target.
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  PRETERNATURAL AWARENESS
  Alternate Names: Unavoidable Sight
  Value: 100xp
  Prerequisites: Precognition
  Action: Half Action
  Focus Power: Challenging (+0) Psyniscience Test
  Range: Self
  Sustained: Free Action
  Subtype: Attack, Concentration
  Description: The psyker’s perceptions are focussed on his 
  immediate surroundings, searching for even the slightest 
  disturbance or most minor change. 
  While this power remains in effect, the psyker gains 
  the Unnatural Perception Trait, at a rating equal to his Psy 
  Rating. In addition, he gains a bonus to his Initiative equal to 
  the Degrees of Success on his Focus Power Test.
  PRECOGNITIVE DODGE
  Alternate Names: Whispers of Fate, Prophet’s Escape
  Value: 200xp
  Prerequisites: Precognition
  Action: Reaction
  Focus Power: Difﬁ cult (–10) Perception Test
  Range: Self
  Sustained: No
  Subtype: Concentration
  Description: The psyker’s awareness of the warp grants him the 
  means to elude his opponents’ attacks without needing to rely on 
  mortal reﬂ exes. It takes a skilled psyker to reﬂ exively observe the 
  warp in this way, and such a difﬁ cult technique is often performed 
  only by the most potent of diviners, such as Eldar Farseers. 
  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 had passed an Evasion Test.
  PERSONAL AUGURY
  Alternate Names: Tarot Reading, Casting the Runes
  Value: 200xp
  Prerequisites: Precognition
  Action: Special
  Focus Power: Challenging (+0) Psyniscience Test
  Range: 1 metre
  Sustained: No
  Subtype: Concentration
  Description: The psyker’s gaze is cast upon the inﬁ nite tides of the 
  warp, to seek out the future of a single, speciﬁ c individual. While 
  supposedly something of a staple of soothsayers and other petty 
  seers, it takes real skill to gain more than the vaguest impressions. 
  The Emperor’s Tarot is a common method within the Imperium, 
  while Eldar Farseers typically employ tiny, psychically conductive 
  runes to divine the future, but untold billions of different methods 
  exist within the myriad civilisations across the galaxy.
  To begin with, the power’s target must specify a circumstance 
  that he wishes to have divined. This may be as detailed as “What 
  forces defend the Mechanicus Basilica on Belacane?” or as vague 
  as “How can I attain glory and power in the name of the Dark 
  Gods?” The more precise the question, the more speciﬁ c the 
  reading may be. Once the question is established, the psyker and 
  the target spend the next thirty minutes using assorted psychic 
  foci—drawing Tarot cards, sifting through the entrails of exotic 
  beasts, casting runes, gazing deep into ﬁ re or toxin-saturated 
  water, or any of countless other methods. At the end of this time, 
  the psyker makes his Focus Power Test to discern the weave of the 
  target’s future. Each Degree of Success reveals more information, 
  as explained on Table 6–5: Personal Augury Results.
  GLIMPSE
  Alternate Names: Moment of Insight, Witch’s Ruse, 
  Outcome Thief
  Value: 100xp
  Prerequisites: Precognition
  Action: Half Action
  Focus Power: Challenging (+0) Psyniscience Test
  Range: Self
  Sustained: No
  Subtype: None
  Description: The psyker reaches into the warp to grasp 
  a single moment from the possible futures arrayed before 
  him—a moment in which he succeeds at a particular task—
  and the trials and travails that could prevent that moment 
  coming to pass. Unscrupulous psykers have frequently used 
  this technique to perform all manner of illicit tasks, their 
  Table 6–6: The Contempt of the Warp
  Roll
  Effect
  01-50
  Ignored: Silence and stillness greet the Heretic’s efforts; he has failed, but survived unscathed.
  51-80
  Mocked: Howls of daemonic laughter ﬁ ll the tortured air, and the character’s worst secrets and shames are hurled at him 
  Howls of daemonic laughter ﬁ ll the tortured air, and the character’s worst secrets and shames are hurled at him 
  in mockery. The character gains 1d5 Corruption Points.
  81-90
  Struck Down: The character is blasted with the raw energies of the warp, and take 2d10 Energy Damage with the Warp 
   The character is blasted with the raw energies of the warp, and take 2d10 Energy Damage with the Warp 
  Weapon Quality. The foully seething energies ﬁ ll the character, and he gains 1d10 Corruption Points.
  Weapon Quality. The foully seething energies ﬁ ll the character, and he gains 1d10 Corruption Points.
  91-100
  Assailed: For the Heretic’s presumption, a minor daemon is dispatched to deal with him. A minor daemon or similar 
  For the Heretic’s presumption, a minor daemon is dispatched to deal with him. A minor daemon or similar 
  warp entity (chosen by the GM) appears in the midst of the ritual. This daemon is not subject to Mastery. If the ritual 
  warp entity (chosen by the GM) appears in the midst of the ritual. This daemon is not subject to Mastery. If the ritual 
  was to summon a daemon, then that daemon is summoned, but it is not subject to Mastery and will attack the would-be-
  was to summon a daemon, then that daemon is summoned, but it is not subject to Mastery and will attack the would-be-
  summoner immediately.
  101-120
  Possessed: Chaos repays the Heretic’s arrogance by making him its plaything, and an Unclean Spirit—or worse—
  Chaos repays the Heretic’s arrogance by making him its plaything, and an Unclean Spirit—or worse—
  attempts to overthrow his mind. If the ritual was to summon a daemon, then that daemon is summoned, but is not subject 
  attempts to overthrow his mind. If the ritual was to summon a daemon, then that daemon is summoned, but is not subject 
  to Mastery, and will attempt to possess the would-be summoner.
  121+
  Devoured: Reality is sundered as the Heretic is sucked screaming into the warp or devolved into a mindless, mewling 
  Reality is sundered as the Heretic is sucked screaming into the warp or devolved into a mindless, mewling 
  puddle of twisted ﬂ esh. The character is worse than dead.
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  uncanny proﬁ ciency in a vast range of tasks due as much to 
  prophetic talent as to any mundane skill.
  The psyker gains a bonus equal to ﬁ ve times his Psy Rating 
  on the ﬁ rst non-Evasion Skill Test he performs before the end 
  of his next turn.
  PRECOGNITIVE STRIKE
  Alternate Names: Khaine’s Ruthless Blade, Templar’s 
  Foresight
  Value: 300xp
  Prerequisites: Precognition, Precognitive Dodge
  Action: Free Action
  Focus Power: Difﬁ cult (–10) Psyniscience Test
  Range: Self
  Sustained: No
  Description: To discern one’s own future is sometimes 
  deemed easier than discerning the futures of others—to 
  look for the echoes of one’s own soul, rather than those 
  of unfamiliar foes. However, the psyker has learned to 
  do just that, seeing the way his foes ﬁ ght and discerning 
  moments of weakness, discerning opportunities to strike. 
  Eldar Warlocks often turn this technique to their advantage, 
  striking with uncanny accuracy.
  The psyker gains a bonus on the ﬁ rst Weapon Skill or Ballistic 
  Skill Test during this turn, equal to +5 x his Psy Rating.
  Rites and 
  Rituals
  “The grand horror of the warp touches many minds; it is not 
  merely the mind of the witch that can delve into the depths of 
  the Immaterium. Through grand rituals and arcane rites, the 
  devoted can speak to the Gods and beseech them for favour.” 
  – Vandar Herroth, the Architect of Blasphemy
  S
  orcery, warpcraft, magic, call it what you 
  will, it is a real and deadly force in the 
  41st Millennium. The Imperium regard 
  this “dark magic” as a great evil, a dire peril 
  that awaits any who delve into knowledge 
  of the forbidden. The truth of the matter 
  is far more complex, a mess of paradox 
  and contradiction.
  What is known for certain is that 
  through the use of certain mimetic 
  formulae 
  and 
  esoteric 
  equations, 
  expressed variously as simple verbal or 
  somatic patterns or through complex 
  rituals of murder and discord, the stuff of 
  the warp can be drawn through the fabric 
  of reality. This warpcraft can be made to 
  alter and corrupt physical matter, imbue 
  objects with unnatural power, mutate ﬂ esh, 
  summon forth entities from the Immaterium, 
  and even create deliberate breaches or rifts in the 
  structure of the universe. To undertake such vile rites or even to 
  search out the means to do so within the Imperium is a crime 
  punishable by death and excommunication.
  The maleﬁ c arts must either be independently researched, 
  experimented with and honed with practice—a process fraught 
  with peril—or be gleaned through the equally treacherous process 
  of tutelage under a master occultist or even a daemonic entity. As 
  such, knowledge of these dark rituals is typically fragmentary 
  and paradoxical, for what one sorcerer can accomplish with a 
  gesture and an incantation, another will require sigils painted on 
  the ﬂ oor and the blood of the murdered.
  “Chaos ritual” is a catchall term that covers the diverse rites, 
  occult formulae, and strange ceremonies by which the warp 
  can be called upon to alter reality or its denizens summoned 
  forth to erupt into the physical universe. Chaos rituals can take 
  a potentially endless variety of forms and are often inconsistent, 
  malign and irrational things, employing insane formula and 
  centred on damaging reality in some way. Such a ritual acts like a 
  ﬂ are unleashed into the endless dark tides of the warp beyond in 
  order to attract the attention of daemons and ease their passage 
  through the veil or perhaps used to create a speciﬁ cally desired 
  buckling of physical laws and a release of occult energies that 
  can be controlled and channelled by the ritual’s conductor for his 
  own ends. Warp rituals are horriﬁ cally dangerous things whose 
  potential scope is limited only by the depraved imagination of 
  mankind and the ageless malevolence of the Ruinous Powers.
  PERFORMING CHAOS 
  RITUALS
  In game terms, Chaos rituals are there to achieve speciﬁ c 
  effects. A particular ritual might exist to summon a 
  daemon, possess an unwilling victim, contact a powerful 
  entity, taint an area with unholy forces, foretell the future, 
  animate the dead or simply rip open reality and let 
  the daemons have their way… the list is potentially 
  endless. As a general rule of thumb, the more 
  complex and potent the effect to be achieved, 
  the more difﬁ cult the ritual will be to 
  accomplish.
  Rituals require time and preparation 
  to perform, and there are many 
  difﬁ culties in successfully carrying 
  them out. These are either owing 
  to the requirements of particular 
  components (rare substances, 
  sacriﬁ cial victims and the 
  like) or other more arcane 
  needs such as a particular 
  astrological alignment, the 
  fact that a particular locale 
  must be used, etc.  Another 
  difﬁ culty worth noting is, 
  of course, the attention of 
  hostile forces (such as agents 
  of the Imperium or the Eldar). 
  Attracting such attention can make 
  life very difﬁ cult for the maleﬁ c cultist.
  Subject to such an endless variety of uses, Chaos 
  rituals seldom have much consistency. However, human 
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  “The grand horror of the warp touches many minds; it is not 
  “The grand horror of the warp touches many minds; it is not 
  merely the mind of the witch that can delve into the depths of 
  merely the mind of the witch that can delve into the depths of 
  the Immaterium. Through grand rituals and arcane rites, the 
  the Immaterium. Through grand rituals and arcane rites, the 
  devoted can speak to the Gods and beseech them for favour.” 
  devoted can speak to the Gods and beseech them for favour.” 
  – Vandar Herroth, the Architect of Blasphemy
  – Vandar Herroth, the Architect of Blasphemy
  orcery, warpcraft, magic, call it what you 
  orcery, warpcraft, magic, call it what you 
  will, it is a real and deadly force in the 
  will, it is a real and deadly force in the 
  41st Millennium. The Imperium regard 
  41st Millennium. The Imperium regard 
  this “dark magic” as a great evil, a dire peril 
  this “dark magic” as a great evil, a dire peril 
  that awaits any who delve into knowledge 
  that awaits any who delve into knowledge 
  of the forbidden. The truth of the matter 
  of the forbidden. The truth of the matter 
  is far more complex, a mess of paradox 
  is far more complex, a mess of paradox 
  What is known for certain is that 
  through the use of certain mimetic 
  formulae 
  and 
  esoteric 
  equations, 
  formulae 
  and 
  esoteric 
  equations, 
  expressed variously as simple verbal or 
  expressed variously as simple verbal or 
  somatic patterns or through complex 
  somatic patterns or through complex 
  rituals of murder and discord, the stuff of 
  rituals of murder and discord, the stuff of 
  the warp can be drawn through the fabric 
  the warp can be drawn through the fabric 
  of reality. This warpcraft can be made to 
  of reality. This warpcraft can be made to 
  alter and corrupt physical matter, imbue 
  alter and corrupt physical matter, imbue 
  objects with unnatural power, mutate ﬂ esh, 
  objects with unnatural power, mutate ﬂ esh, 
  summon forth entities from the Immaterium, 
  summon forth entities from the Immaterium, 
  and even create deliberate breaches or rifts in the 
  and even create deliberate breaches or rifts in the 
  structure of the universe. To undertake such vile rites or even to 
  structure of the universe. To undertake such vile rites or even to 
  daemon, possess an unwilling victim, contact a powerful 
  entity, taint an area with unholy forces, foretell the future, 
  animate the dead or simply rip open reality and let 
  the daemons have their way… the list is potentially 
  endless. As a general rule of thumb, the more 
  complex and potent the effect to be
  the more difﬁ cult the ritual will be to 
  accomplish.
  Rituals require time and preparation 
  to perform, and there are many 
  difﬁ culties in successfully carrying 
  them out. These are either owing 
  to the requirements of particular 
  components (rare substances, 
  sacriﬁ cial victims and the 
  like) or other more arcane 
  needs such as a particular 
  astrological alignment, the 
  fact that a particular locale 
  must be used, etc.  Another 
  difﬁ culty worth noting is, 
  of course, the attention of 
  hostile forces (such as agents 
  of the Imperium or the Eldar). 
  Attracting such attention can make 
  life very difﬁ cult for the maleﬁ c cultist.
  Subject to such an endless variety of uses, Chaos 
  rituals seldom have much consistency. However, human 
  
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  suffering and death are an integral part of most (the release 
  of emotional and psychic energy is as meat and drink to the 
  denizens of the warp), and what magi sometimes call the “Rule 
  of Sympathy” often applies. That is to say, sympathetic objects 
  and rites are used to help create the desired effect. So for 
  example, a ritual to summon a daemon of the Lord of Decay 
  might well involve the use of rancid offal, rusted implements 
  and diseased and contaminated sacriﬁ cial victims—all objects 
  of sympathy to the nature of the creature being called upon.
  Alternatively, the ritual might be structured to help weaken the 
  barriers between reality and the warp. In such cases, during the 
  rites, hallucinogenic drugs, tortuous incantations and numbing 
  trances might be employed to attune the minds of the celebrants 
  to visions of the beyond that may crawl their way through the 
  rupturing synapses of the onlookers to take physical form.
  USING RITUALS IN GAMES
  The number of Chaos Rituals that exist within the 41st 
  Millennium is immense, and they serve a crucial purpose to 
  ongoing games, granting access to great powers and greater 
  monstrosities, but not without cost or difﬁ culty. Chaos Rituals 
  follow a basic structure which is presented below.
  CHAOS RITUAL TEMPLATE
  A ritual can be deﬁ ned by the following criteria.
  Description: This section describes what the ritual is for, 
  why it is carried out, its origin and any other pertinent facts.
  Requirements: What is needed to perform the ritual-speciﬁ c 
  components, time, place, etc., as well as any Skill Tests, Corruption 
  or Infamy level, known Talents or Traits needed to make the ritual 
  work properly. How well these Tests are made and the wider 
  makeup of the ritual may affect the quality of the results achieved. 
  Many factors both esoteric and mundane may affect a ritual’s 
  chance of success. Particular examples for daemonic rituals can be 
  found on Table 6–7: Summonining Ritual Modiﬁ ers.
  Effects: The successful effect of the ritual.
  Duration: How long the ritual’s effects last.
  Cost: The cost in physical and spiritual terms to those that carry 
  out the ritual; from physical harm to the wrath of the daemonic.
  The Price of Failure: All attempts to control the warp have 
  an unpleasant cost should they fail. These consequences 
  are listed here, usually represented by Psychic Phenomena, 
  immediate Perils of the Warp, or in the speciﬁ c cases of 
  summoning or warp-rift opening rituals, an effect called 
  Contempt of the Warp as detailed in Table 6–6: The 
  Contempt of the Warp.
  THE DAEMONIC 
  MASTERY TEST
  Commanding a daemon is no minor thing, as even the least of 
  entities that may answer a sorcerer’s call are malign creatures 
  of rage and hate that would sooner rend a mortal apart for 
  sport than serve one. In order to control a summoned daemon, 
  a battle of wills is fought psychically between the summoner 
  and the daemon, represented by an Opposed Willpower Test 
  taking a Full Action to perform. If the summoner is a psyker, 
  he may add a +5 bonus to his test for every point of Psy 
  Rating he has. This test is further modiﬁ ed by the criteria 
  listed on Table 6–7: Summoning Ritual Modiﬁ ers, by 
  Daemonic Presence, and by any other pertinent factors.
  If the summoner wins the contest, he may command the 
  daemon to do his bidding, and it will follow his spoken and 
  telepathic instructions clearly and accurately. If the summoner 
  fails the Test, then the daemon is free to do as it wishes, and will 
  usually start by seeking to take out its rage upon the summoner.
  BREAKING MASTERY
  Daemons are alien-minded and untrustworthy things at the 
  best of times, and it is always wise to simply summon them 
  to do what they are best suited for—slaughter and butchery. 
  If the daemon is forced to go against its fundamental nature 
  in some way, it may attempt to break the summoner’s control, 
  forcing a second Mastery Test, with a negative modiﬁ er for 
  the controller of –30.
  EXAMPLE CHAOS RITUALS
  Below is a selection of commonly used rituals, known by 
  many of those who truck with the Ruinous Powers.
  CALL THE LORD OF SKULLS’ SOLDIER
  While Khorne employs no sorcerers, he is nevertheless frequently 
  reliant upon the acts of mortals to bring his daemons into the 
  material universe. Employed by cultists intent upon murder, this 
  Table 6–7: Summoning Ritual Modiﬁ ers
  Modiﬁ er Condition (Combine any applicable modiﬁ ers to arrive at a net modiﬁ er with a total of +60 or –60)
  Condition (Combine any applicable modiﬁ ers to arrive at a net modiﬁ er with a total of +60 or –60)
  +30
  The summoner knows the daemon’s True Name.
  The summoner has the Mark of the daemon’s patron god.
  +20
  “The Stars are Right”—auspicious circumstances.
  The summoner has sworn allegiance to the daemon’s master or cause, or is Devoted to the daemon’s patron god.
  The summoner has sworn allegiance to the daemon’s master or cause, or is Devoted to the daemon’s patron god.
  +10
  Ritual follows the “Rule of Sympathy.”
  The daemon has been provided with a suitable sacriﬁ ce to partake of upon its arrival
  The summoner has an artefact connected to the daemon.
  +0
  The summoner knows the daemon’s allegiance and kind.
  –10
  The summoner knows little of what is being called up.
  –20
  The summoner has sworn allegiance to a master or cause, or is Devoted to a patron god opposed to that of the daemon.
  The summoner has sworn allegiance to a master or cause, or is Devoted to a patron god opposed to that of the daemon.
  –30
  The summoner knows nothing of what is being called up.
  The summoner recently summoned or commanded daemons of an opposing allegiance.
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  ritual summons a Bloodletter, one of the daemonic footsoldiers 
  of Khorne, to do their bidding and slaughter their enemies.
  Requirements: The ritual must take place at the site of battle 
  or murder and requires an inscribed summoning circle marked 
  out with invocations and sigils sacred to the Blood God. Braziers 
  of boiling blood and burning coals must be placed at the cardinal 
  points of the circle, and an adult human who has killed another 
  during his life or a predatory beast must be ritually killed and 
  bled to summon the daemon as the correct prayers to the Lord 
  of Skulls are roared with bestial fervour. A Hard (–20) Lore 
  (Daemonology) Test is required to successfully conduct the 
  ritual, modiﬁ ed by Table 6–7: Summoning Ritual Modiﬁ ers. 
  If the daemon is successfully summoned, then a Daemonic 
  Mastery Test must immediately be taken in order to control it.
  Effects: A Bloodletter (see page 352) appears at the centre 
  of the summoning circle.
  Duration: Once summoned, the Bloodletter remains corporeal 
  for 1d5+5 rounds, plus an additional round for every Degree of 
  Success on the test to complete the ritual. This duration may be 
  extended further by areas where the veil between reality and the 
  warp is thin, or if the daemon slays enough living creatures to 
  empower it further (this last is up to the GM, however he should 
  keep in mind that daemons are often empowered by death and 
  bloodshed, and may remain in the material realm longer because 
  of it.) At the GM’s Discretion, the ritual may be enacted to summon 
  a daemon for a speciﬁ c task. In that case, the daemon may remain 
  corporeal long enough to accomplish this. 
  Cost: Whether successful or not, the ritual causes an 
  immediate roll on Table 6–2: Psychic Phenomena. Further, 
  the mindless rage that accompanies a ritual to Khorne forces 
  all participants to make a Challenging (+0) Willpower 
  Test or enter a frenzied state, as per the Frenzy Talent (see 
  page 124), lashing out at all those nearby. This may prevent 
  the Daemonic Mastery Test being attempted.
  The Price of Failure: Failure results in a Test for the 
  Contempt of the Warp (see Table 6–6: Summoning Ritual 
  Modiﬁ ers), modiﬁ ed by +10 for every Degree of Failure 
  after the ﬁ rst.
  SUMMON SLAANESH’S HANDMAIDEN
  The servants of the Prince of Torments are many and varied, 
  but most numerous amongst them are the Daemonettes, 
  handmaidens and courtiers to their master and creator. Cultists 
  of excess draw Daemonettes into the material world to partake 
  of mortal sensation or to engage in orgies of destruction.
  Requirements: The ritual must take place in a location 
  where great debauchery and excess has taken place, and requires 
  an inscribed summoning circle marked out with invocations and 
  symbols sacred to the Dark Prince. Braziers of hallucinogenic 
  incense and vast quantities of intoxicating elixirs are spread 
  around the ritual site. Six adult humans made delirious by 
  blessed narcotics must be slashed with anointed knives, marked 
  with daemonic runes, and then murdered. A Hard (–20) Lore 
  (Daemonology) Test is required to successfully conduct the 
  ritual, modiﬁ ed by Table 6–7: Summoning Ritual Modiﬁ ers. 
  If the daemon is successfully summoned, then a Daemonic 
  Mastery Test must immediately be taken in order to control it.
  Effects: A Daemonette (see page 353) appears at the 
  centre of the summoning circle.
  Duration: Once summoned, the Daemonette remains 
  corporeal for 1d5+5 rounds, plus an additional round for 
  every Degree of Success on the test to complete the ritual. 
  This duration may be extended further by areas where the 
  veil between reality and the warp is thin, or if the daemon 
  slays enough living creatures to empower it further. At the 
  GM’s Discretion, the ritual may be enacted to summon a 
  daemon for a speciﬁ c task. In that case, the daemon may 
  remain corporeal long enough to accomplish this.
  Cost: Whether successful or not, the ritual causes an 
  immediate roll on Table 6–2: Psychic Phenomena. Further, 
  the overwhelming ecstasy that accompanies a ritual to Slaanesh 
  forces all participants to make a Challenging (+0) Willpower 
  Test or become Stunned as they writhe in joy and agony. This 
  may prevent the Daemonic Mastery Test being attempted.
  The Price of Failure: Failure results in a Test for the 
  Contempt of the Warp (see Table 6–6: Summoning Ritual 
  Modiﬁ ers), modiﬁ ed by +10 for every Degree of Failure after 
  the ﬁ rst.
  SUMMON THE CACKLING SPELLFIEND
  The Horrors of Tzeentch are bizarre, unpredictable creatures 
  wrought from ﬂ ame and magic and twisted ﬂ esh, frequently called 
  upon by sorcerers and cultists to wreak havoc upon the world, 
  their myriad limbs and pseudopodia spitting arcane ﬂ ame with 
  the kind of insane abandon that only a daemon could manage.
  Requirements: The ritual must take place in a location 
  desolated by ﬁ re or magic and requires an inscribed summoning 
  circle marked out with symbols sacred to the Changer of Ways. 
  Enchanted braziers spewing multi-coloured smoke and ﬂ ame are 
  arrayed at random points around the circle and an adult human 
  branded with arcane runes, to be reduced to ashes by magic 
  and ﬂ ame at the culmination of the ritual. A Hard (–20) Lore 
  (Daemonology) Test is required to successfully conduct the 
  ritual, modiﬁ ed by Table 6–7: Summoning Ritual Modiﬁ ers. 
  If the daemon is successfully summoned, then a Daemonic 
  Mastery Test must immediately be taken in order to control it.
  Effects: A Pink Horror (see page 254) appears at the 
  centre of the summoning circle.
  Duration: Once summoned, the Pink Horror remains 
  corporeal for 1d5+5 rounds, plus an additional round for 
  every Degree of Success on the test to complete the ritual. 
  This duration may be extended further by areas where the 
  veil between reality and the warp is thin, or if the daemon 
  slays enough living creatures to empower it further. At the 
  GM’s Discretion, the ritual may be enacted to summon a 
  daemon for a speciﬁ c task. In that case, the daemon may 
  remain corporeal long enough to accomplish this.
  Cost: Whether successful or not, the ritual causes an 
  immediate roll on Table 6–2: Psychic Phenomena, adding 
  +20 to the roll due to the inﬂ ux of untamed arcane power 
  that accompanies Tzeentch rituals.
  The Price of Failure: Failure results in a Test for the Contempt 
  of the Warp (see Table 6–6: Contempt of the Warp), modiﬁ ed 
  by +10 for every Degree of Failure after the ﬁ rst.
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  •
  INJURY
  •
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  •
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  CONDITIONS
  •
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  Chapter VII: 
  Combat
  “Come. My axe thirsts.” 
  —Warlord Crox
  T
  he galaxy is a dangerous place, especially for those who 
  choose to leave behind the relative safety of established 
  worlds and explore the unknown. Over the course of 
  their travels, Heretics are bound to encounter all manner of 
  people, aliens, and worse that would see them dead. Unless 
  the characters plan to spend their lives running away from 
  their enemies, they will have to ﬁ ght. As a result, combat can 
  form a key component to a BLACK CRUSADE game.
  This section refers speciﬁ cally to combat between two or 
  more individuals. The Horde rules at the end of the chapter 
  allow players to adapt these rules to represent a small group of 
  characters against a large-scale opposing force.
  NARRATIVE TIME VS. 
  STRUCTURED  TIME
  The passage of time is ﬂ exible in a game of BLACK CRUSADE 
  and subject to the GM’s discretion, based on the needs of the 
  story and the choices the players make. Sometimes the GM only 
  needs to convey a very loose sense of time, which is known as 
  Narrative Time. In other situations, especially combats, more 
  precise time keeping is necessary, and the GM should adopt 
  what is known as Structured Time.
  NARRATIVE TIME
  Many situations in a game of BLACK CRUSADE do not require 
  precise time keeping. It is usually enough to know if a certain 
  action takes a few minutes, about an hour, several weeks, 
  or anything in between. Narrative Time is most often used 
  outside of combat and other situations where the precise 
  order of actions is unimportant.
  STRUCTURED TIME
  In contrast to the abstract approach of Narrative Time, 
  Structured Time is important for resolving complex 
  Encounters, such as combat, when every second counts and 
  the order in which things happen is crucial. Structured Time 
  is divided into Rounds, Turns, and Actions.
  ROUNDS
  A Round consists of every character participating in the Encounter 
  taking one Turn each. It is assumed that characters act more or 
  less simultaneously in an Encounter, so a Round is approximately 
  ﬁ ve seconds long, regardless of how many characters are involved.
  TURNS
  Each character in an Encounter gets one Turn each Round. During 
  a character’s Turn, he can perform one or more Actions. While 
  characters’ Turns overlap each other slightly, Turns are resolved in 
  a speciﬁ c order known as Initiative Order (see page 233).
  ACTIONS
  A character can perform one or more Actions on his Turn. If a 
  character is performing multiple Actions during his Turn, the 
  order in which they are resolved may or may not matter. For 
  example, a character could draw his pistol and then move a 
  few metres, or he could move ﬁ rst and then draw his pistol, 
  but either way the end result is the same. However, if the 
  same character wants to shoot his pistol, he obviously needs 
  to draw it ﬁ rst! Actions are described in detail on page 233.
  COMBAT OVERVIEW
  Combat is usually resolved using Structured Time divided 
  into Rounds, Turns, and Actions. Each  character, including 
  NPCs, takes one Turn each Round. The order in which Turns 
  are resolved depends on Initiative Order. When a new combat 
  begins, follow these steps to determine what happens.
  STEP 1: SURPRISE
  At the beginning of a combat, the GM determines if any characters 
  are Surprised. This can only happen once at the beginning of a 
  combat, and there will be many combats wherein nobody is 
  Surprised. A Surprised character loses his Turn on the ﬁ rst Round 
  of combat because he has been caught unawares by his enemies. If 
  no one is Surprised, move immediately to Step Two.
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  STEP 2: ROLL INITIATIVE
  At the start of the ﬁ rst Round, each character rolls for 
  Initiative. Each character rolls 1d10 and adds his Agility 
  Bonus (the tens digit of his Agility characteristic). The result 
  of the roll applies to all successive Rounds in the combat.
  STEP 3: DETERMINE INITIATIVE ORDER
  The GM ranks all the Initiative rolls, including those of the 
  NPCs, from highest to lowest. This is the order in which the 
  characters take their Turns during each Round of combat.
  STEP 4: COMBATANTS TAKE TURNS
  Starting with the character at the top of the Initiative Order, 
  each character takes a Turn. The character currently taking his 
  Turn is known as the active character. During his Turn, the active 
  character can perform one or more Actions. Once his Actions 
  have been resolved, the next character in the Initiative Order 
  becomes the active character and takes his Turn, and so forth.
  STEP 5: ROUND ENDS
  Once each character has taken a Turn, the Round is over. Any 
  lingering effects that specify a duration of “until the end of 
  the Round” now end.
  STEP 6: REPEAT STEPS 4–5 AS NEEDED
  Continue to play successive Rounds until the combat is 
  complete or until the event that triggered the switch from 
  Narrative Time to Structured Time is resolved.
  INITIATIVE
  Initiative determines the order in which participants act during 
  each Round. To determine Initiative, roll 1d10 and add the 
  result to the character’s or NPC’s Agility Bonus. The GM rolls 
  the Initiative for any NPCs and creatures present. To keep things 
  simpler, it is recommended that the GM make one Initiative roll 
  for an entire group of similar enemies. After each combatant 
  (or group of combatants) has determined his Initiative, the GM 
  makes a list and places them in order, from highest to lowest. 
  This is known as the Initiative Order, which is the order the 
  combatants act in each Round, until the combat is over.
  If more than one character has the same Initiative, they act 
  in order from the highest Agility to the lowest. If they also have 
  the same Agility, then each should roll a die, with the highest 
  going ﬁ rst. Most combats last for multiple Rounds, but each 
  combatant’s Initiative is only determined once at the start of the 
  combat. Once the Initiative Order has been established, it usually 
  remains the same from Round to Round. If new combatants join 
  in the middle of the ﬁ ght, simply determine their Initiatives 
  normally and insert them into the Initiative Order.
  ACTIONS
  During each normal Round, every character gets a Turn to 
  act. On his Turn, a character can take one or more Actions. 
  There are  ﬁ ve types of Actions in BLACK CRUSADE, and every 
  action also has one or more subtypes.
  Types of Actions
  Every Action is categorised into one of the following types: 
  Full Actions, Half Actions, Reactions, Free Actions, and 
  Extended Actions.
  Full Actions
  A Full Action requires a character’s complete attention to 
  accomplish. A character can take one Full Action on his Turn 
  and cannot take any Half Actions. Grappling an opponent is 
  an example of a Full Action.
  Half Actions
  A Half Action is fairly simple; it requires some effort or 
  concentration, but not so much that it consumes a character’s 
  entire Turn. A character can take two different Half Actions on 
  his Turn instead of taking one Full Action. Readying a weapon 
  or making a Standard Attack are both examples of Half Actions.
  SURPRISE
  Surprise only affects the beginning of a new combat. It is up to the GM to decide if any of the combatants are Surprised. 
  Ultimately, this comes down to a judgement call on the GM’s part, based on the circumstances and the Actions of the various 
  combatants leading up to the encounter. The GM should take the following into account when determining Surprise:
  • Is anyone hiding? Successful use of the Concealment Skill before the combat may mean that some combatants are 
  hidden. Extremely wary characters may oppose this with an Awareness Test.
  • Is anyone sneaky? Successful use of the Silent Move Skill may have positioned some characters for an ambush. Again, 
  wary opponents may oppose this with an Awareness Test.
  • Are there any unusual circumstances that would mask the approach of attackers? This can cover nearly anything, from 
  pouring rain to whining engines to nearby explosions.
  • Are there any distractions? It’s possible that something quite distracting is going on. A cultist’s attention may be so 
  ﬁ xated on the sermon of his confessor that he doesn’t notice his attackers approaching. 
  Bearing all of this in mind, the GM must decide which combatants are Surprised. While it’s often the case that one entire 
  side or the other is Surprised, there can be individual exceptions. If no one is Surprised, proceed with the combat as normal.
  A Surprised character loses his Turn in the ﬁ rst Round. He can do nothing except stand dumbfounded. Furthermore, 
  a non-Surprised attacker receives a +30 bonus to Weapon Skill and Ballistic Skill Tests made to attack a Surprised 
  target. After the Surprise Round completely resolves, all Surprised characters recover their wits and can act normally. All 
  combatants then roll for Initiative and the combat proceeds normally.
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  Reactions
  A Reaction is a special Action made in response to some 
  event, such as an attack. A character receives one Reaction 
  each Round, which may only be used when it is not his Turn. 
  Examples include making an Evasion test to avoid an attack.
  Free Actions
  A Free Action takes only a moment and requires no real effort 
  by the character. Free Actions may be performed in addition to 
  any other Actions on a character’s Turn, and there is no formal 
  limit to the number of Free Actions one character can take. The 
  GM should use common sense to set reasonable limits on what 
  can be done in a few seconds. Examples of Free Actions include 
  dropping an item or speaking a few words.
  Extended Actions
  Some Actions take more time than a single Round to complete. 
  Once a character commits to an Extended Action, he is considered 
  to be working towards completing it for as long as necessary. If 
  the character abandons the Extended Action, or is interrupted, all 
  progress towards completing the Extended Action is lost.
  Action Subtypes
  Into addition to its type, every Action is also categorised into 
  one or more subtypes. Action subtypes don’t do anything 
  in and of themselves, but they are used to clarify what a 
  character is and is not allowed to do in a variety of special 
  circumstances. For example, a character that is Immobilised 
  cannot perform any Actions with the Movement subtype.
  USING ACTIONS
  During his Turn, a character may perform one Full Action or two 
  different Half Actions. A character could, for example, make a 
  charge attack (Full Action) or aim and shoot (two Half Actions). It’s 
  important to remember that a Round is only a few seconds long, 
  so the character’s Turn within that Round is but a few moments.
  Any Action can be combined with talking, banter, battle 
  cries and other short verbal expressions—these are considered 
  Free Actions. It is left to the GM to decide what a player 
  might be able to say in that amount of time. A wry aside to a 
  companion or a terse insult of an enemy is always reasonable, 
  but recounting the intimate details of one’s seven duels-to-
  the-death between swings of a power sword should probably 
  count as something more than just a Free Action.
  Most Actions are started and completed within the active 
  character’s same Turn. For example, a character does not begin a 
  Charge on one Turn and ﬁ nish it on a later Turn or a later Round; 
  he performs the entire Charge (which is a Full Action) at once on 
  his Turn. However, there are two broad exceptions: reactions are 
  always performed when it is not the reacting character’s Turn, and 
  Extended Actions always take more than one Round to complete.
  In addition, characters in Black Crusade may only take 
  one action with the Attack subtype and one action with the 
  Concentration subtype during their turn. They may still take 
  Reactions with the Concentration or Attack subtype during 
  the same round, since this does not happen during their Turn. 
  Note that sustaining psychic powers (most of which have the 
  Concentration subtype) does not count as taking actions. 
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  ACTION DESCRIPTIONS
  These Actions provide players with options in combat.
  Aim
  Type: Half Action or Full Action 
  Subtype: Concentration
  The active character takes extra time to make a more precise 
  attack. Aiming as a Half Action grants a +10 bonus to the 
  character’s next attack, while aiming as a Full Action grants a 
  +20 bonus to the character’s next attack. The next action the 
  Aiming character performs must be an attack or the beneﬁ ts of 
  Aiming are lost. Aiming beneﬁ ts are also lost if the character 
  performs a Reaction before making his attack. Aiming can be 
  used with both melee and ranged attacks.
  All Out Attack
  Type: Full Action 
  Subtypes: Attack, Melee
  The character makes a furious melee attack at the expense of 
  personal safety. He makes one melee attack with a +30 to his 
  Weapon Skill, but he cannot make Dodge or Parry attempts 
  until the start of his next Turn.
  Brace Heavy Weapon
  Type: Half Action 
  Subtype: Miscellaneous
  Heavy weapons  must be braced before they can be ﬁ red 
  accurately. Bracing a Heavy weapon can involve using a 
  bipod or tripod, propping the weapon up on a windowsill or 
  sandbags, or simply assuming a wide stance or kneeling. When 
  a Heavy weapon is ﬁ red without being braced, the attacker 
  suffers a –30 to his Ballistic Skill Test (in addition to any other 
  penalties). Once this action is made, the weapon is braced, and 
  remains braced until the character moves it. Once a Heavy 
  weapon has been braced, the ﬁ rer cannot move without losing 
  the beneﬁ ts of bracing. However, the user can still traverse his 
  weapon 45 degrees (or sometimes more) depending on the 
  type of bracing. For example, a weapon braced in the notch of 
  a broken wall would have a limited traverse, while a weapon 
  with a full tripod could potentially traverse up to 180 degrees.
  Called Shot
  Type: Full Action 
  Subtypes: Attack, Concentration, Melee or Ranged
  The active character attempts to attack a speciﬁ c or vulnerable 
  area on his target. The attacker declares a location on his target 
  (e.g., Head, Body, Left Arm, Right Arm, Left Leg, or Right Leg) 
  and makes an attack following all the rules for Standard Attacks, 
  except the test is either a Hard (–20) Weapon Skill or Ballistic 
  Skill Test (depending on whether the attack is melee or ranged). 
  (Therefore, he does not get the usual +10 bonus for Standard 
  Attacks.) If he succeeds, he skips the Determine Hit Location step 
  of the attack and instead hits the declared location. At the GM’s 
  discretion, this attack may be used to aim at speciﬁ c locations on 
  monsters or within the environment, such as shooting a door lock 
  from across the room or disabling a wall-mounted vid-recorder. 
  
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  Charge
  Type: Full Action 
  Subtypes: Attack, Melee, Movement
  The character rushes at his target and delivers a single melee 
  attack. The target must be at least four metres away, but still 
  within the attacker’s Charge Move (see Table 9-31: Structured 
  Time Movement). The last four metres of the Charge must be 
  in a straight line so the attacker can build speed and line up 
  with his target. Once the attacker reaches his target, he may 
  make one of the following Actions: a Standard Attack (melee 
  only), Swift Attack, or All Out Attack. In doing so he follows 
  all of the rules for these Actions, however these Actions are 
  considered to be a part of the Charge Action. If the Charging 
  character is unarmed, he can attempt to Grapple his opponent 
  instead of inﬂ icting Damage. See Grappling, page 237.
  Defensive Stance
  Type: Full Action 
  Subtype: Concentration, Melee
  The character makes no attacks and instead concentrates entirely 
  on self-defence. Until the start of his next Turn, the character 
  may only use his Reactions to make the Evasion Reaction, but 
  may make one additional Reaction, and all opponents suffer a 
  –20 penalty to Weapon Skill Tests made to attack him.
  Delay
  Type: Half Action
  Subtype: Miscellaneous
  Instead of acting immediately, the character waits for an 
  opportunity. When a character chooses Delay, his Turn ends, 
  but he reserves a delayed Half Action for later use. Any time 
  before the start of his next Turn, the character can perform 
  a delayed Half Action of his choice. If the delayed Half 
  Action is not used before the start of the character’s next 
  turn, it is lost. If two or more characters both attempt to 
  perform delayed Half Actions at the same time, they must 
  make an Opposed Agility Test to see who acts ﬁ rst.
  Disengage
  Type: Full Action 
  Subtype: Movement
  The character breaks off from melee combat and may take a 
  Half Move. Opponents that were engaged with the character 
  do not gain any free attacks. See the Fleeing sidebar for more 
  details.
  Evasion
  Type: Reaction 
  Subtype: Movement (Dodge) or Melee (Parry)
  Evasion is a Reaction that a character can perform when it is 
  not his Turn. After a character is hit, but before Damage is 
  rolled, the character can attempt to avoid the attack by making 
  a Dodge or Parry Test. A character must be aware of the attack 
  in order to make the test. If the test succeeds, the character gets 
  out of the way at the last moment and the attack is considered 
  to have missed (and thus no Damage is rolled). If the Evasion 
  Test fails, the attack connects and deals Damage normally. If 
  the attack is a Ranged Attack, the character must test his Dodge 
  Skill. If the attack is a Melee Attack, he may test either his 
  Dodge or his Parry Skill. The default difﬁ culty for this Test is 
  Challenging (+0) before any applicable modiﬁ ers. 
  Evading Auto-Fire, Multiple Attacks, and Area 
  Effect Attacks
  Some attacks—such as those made with grenades, ﬂ amers, 
  or guns ﬁ ring semi-automatic or fully-automatic bursts,—are 
  especially difﬁ cult to avoid. When Dodging an area effect 
  weapon (such as a ﬂ amer), a successful Dodge Test moves the 
  character to the edge of the area of effect, as long as it is no 
  further away than the character’s Agility Bonus in metres. If 
  the character would need to move further than this to avoid the 
  attack, then the Dodge Test automatically fails. When Evading 
  Full Auto or Semi-Auto Bursts, each Degree of Success on the 
  Dodge Test negates one additional hit.
  When Evading Swift or Lightning Attacks, each Degree of 
  Success on the Dodge or Parry Test negates one additional hit. 
  Feint
  Type: Half Action 
  Subtype: Melee
  The character attempts to use guile and combat training to trick 
  his opponent into a mistake. The character and his target make 
  an Opposed Challenging (+0) Weapon Skill Test. If 
  the active character wins, his next melee attack against 
  that 
  same 
  target 
  during this turn 
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  Instead of acting immediately, the character waits for an 
  opportunity. When a character chooses Delay, his Turn ends, 
  but he reserves a delayed Half Action for later use. Any time 
  before the start of his next Turn, the character can perform 
  a delayed Half Action of his choice. If the delayed Half 
  The character breaks off from melee combat and may take a 
  Half Move. Opponents that were engaged with the character 
  do not gain any free attacks. See the Fleeing sidebar for more 
  Evasion is a Reaction that a character can perform when it is 
  not his Turn. After a character is hit, but before Damage is 
  rolled, the character can attempt to avoid the attack by making 
  a Dodge or Parry Test. A character must be aware of the attack 
  in order to make the test. If the test succeeds, the character gets 
  out of the way at the last moment and the attack is considered 
  to have missed (and thus no Damage is rolled). If the Evasion 
  Test fails, the attack connects and deals Damage normally. If 
  the attack is a Ranged Attack, the character must test his Dodge 
  an Opposed Challenging (+0) Weapon Skill Test. If 
  the active character wins, his next melee attack against 
  that 
  same 
  target 
  during this turn 
  
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  cannot be Evaded. If the active character’s next Action is anything 
  other than a Melee Attack Action, the advantage of Feinting is lost.
  Focus Power
  Type: Varies by Power
  Subtype: Varies by Power
  This Action is used to manifest Psychic Powers in combat. Every 
  Psychic Power speciﬁ es an action type and one or more subtypes. 
  For more information, see Chapter 6: Psychic Powers.
  Full Auto Burst
  Type: Half Action 
  Subtype: Attack, Ranged
  The character hurls a roaring burst of fully-automatic gunﬁ re at his 
  enemies. The attacker must be wielding a ranged weapon capable 
  of fully automatic ﬁ re to take this action. If the character has a 
  pistol in each hand, both capable of fully automatic ﬁ re, he may 
  ﬁ re both with this action (see Two-Weapon Fighting, page 242).
  The attacker makes a Ballistic Skill Test with a –10 bonus 
  to his attack.  If he succeeds, he scores one hit with his weapon 
  per Degree of Success. The number of extra hits scored in this 
  manner cannot exceed the weapon’s fully automatic rate of ﬁ re. 
  Extra hits can either be allocated to the original target or any 
  other targets within two metres, provided none of the new targets 
  would have been harder to hit than the original target. If extra 
  hits are allocated to the same target, use Table 7–2: Multiple Hits 
  to determine the extra Hit Locations. Remember, the ﬁ rst hit is 
  always determined by reversing the numbers of the dice result 
  made to perform the test (see The Attack, page 240).  
  Grapple
  Type: Half or Full Action 
  Subtype: Attack, Melee
  This action is only used when a character is already engaged in a 
  Grapple. See Grappling, page 241, for rules on starting a Grapple. 
  If the active  character is controlling the Grapple, the ﬁ rst thing he 
  Table 7–1: Combat Actions
  Action
  Type
  Subtype(s)
  Description
  Aim
  Half/Full
  Concentration
  +10 bonus to hit as a Half Action or +20 to hit as a Full Action on 
  the character’s next attack, or target a speciﬁ c body location.
  All Out Attack
  Full 
  Attack, Melee
  +30 to WS, cannot Dodge or Parry.
  Brace Heavy Weapon Half
  Miscellaneous
  Prepare to ﬁ re a heavy weapon.
  Called Shot
  Full
  Attack, Concentration, 
  Melee or Ranged
  Attack a speciﬁ c location on the target with a –20 to WS or BS.
  Charge
  Full
  Attack, Melee, Movement
  Must move at least 4 metres, +20 to WS.
  Defensive Stance
  Full
  Concentration, Melee
  Gain an additional Reaction, opponents suffer –20 to WS.
  Delay
  Half
  Miscellaneous
  Before character’s next Turn, he may take any Half Action.
  Disengage 
  Full
  Movement
  Break off from melee and move.
  Dodge
  Reaction
  Miscellaneous
  Test Dodge to negate a hit.
  Feint
  Half
  Melee
  Opposed WS Test, if character wins, his next attack cannot be 
  Dodged or Parried.
  Focus Power
  Varies
  Varies
  Use a psychic power.
  Full Auto Burst 
  Half
  Attack, Ranged
  –10 to BS, one hit for every Degree of Success.
  Grapple
  Half/Full
  Attack, Melee
  Affect a Grappled opponent or escape from a Grapple.
  Guarded Attack 
  Full
  Attack, Concentration, 
  Melee
  –10 WS, +10 to Parry and Dodge.
  Jump or Leap
  Full
  Movement
  Jump vertically or leap horizontally.
  Knock-Down 
  Half
  Attack, Melee
  Try to knock an opponent to the ground.
  Lightning Attack
  Half
  Attack, Melee
  –10 to WS, one hit per Degree of Success.
  Manoeuvre
  Half
  Attack, Melee, Movement
  Opposed WS Test, if character wins, move enemy 1 meter.
  Move
  Half/Full
  Movement
  Move up to movement as Half Action or twice movement as Full Action.
  Move up to movement as Half Action or twice movement as Full Action.
  Overwatch
  Full
  Attack, Concentration, 
  Ranged
  Shoot targets coming into a set kill zone.
  Parry
  Reaction
  Melee
  Test Weapon Skill to negate a hit.
  Ready 
  Half
  Miscellaneous
  Ready a weapon or item.
  Reload
  Varies
  Miscellaneous
  Reload a ranged weapon.
  Run 
  Full
  Movement
  Move triple, enemies get –20 BS and +20 WS.
  Semi-Auto Burst
  Half
  Attack, Ranged
  +0 to BS, additional hit for every two additional Degrees of Success.
  +0 to BS, additional hit for every two additional Degrees of Success.
  Stand/Mount
  Half
  Movement
  Stand up or mount a riding beast or vehicle.
  Standard Attack 
  Half
  Attack, Melee or Ranged
  +10 to WS or BS, make one melee or ranged attack.
  Stun
  Full
  Attack, Melee
  Try to Stun an opponent.
  Suppressing Fire 
  Full
  Attack, Ranged
  Force opponents to take cover, –20 to BS.
  Swift Attack
  Half
  Attack, Melee
  +0 to WS, additional hit for every two additional Degrees of Success.
  +0 to WS, additional hit for every two additional Degrees of Success.
  Tactical Advance
  Full
  Concentration, Movement Move from cover to cover.
  Use A Skill
  Varies
  Miscellaneous
  Character may use a Skill.
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  must do on his Turn is declare Grapple as a Full Action in order 
  to maintain the Grapple; if he does not declare Grapple as a Full 
  Action, the Grapple immediately ends. After that, he can choose 
  one of the following Controller Grapple Options:
  Controller Grapple Options
  • Damage Opponent: The controller of the Grapple 
  can attempt to Damage his opponent with brute force 
  by making an Opposed Strength Test with the Grappled 
  opponent. If the active character wins, he inﬂ icts unarmed 
  Damage (1d5–3+SB) to his opponent’s body location 
  and one level of Fatigue. If the grappled opponent wins 
  the Opposed Strength Test, no Damage is dealt, but he 
  is still grappled. This action can beneﬁ t from Assistance. 
  There are certain Talents and Traits that may modify 
  these numbers.
  • Throw Down Opponent: The controller of the 
  Grapple can attempt to wrestle his Grappled opponent to 
  the ground by making an Opposed Strength Test. This 
  test can beneﬁ t from Assistance. If the active character 
  wins, the Grappled opponent becomes prone.
  • Push Opponent: The controller of the Grapple can 
  attempt to force his Grappled opponent to move. This is 
  resolved with an Opposed Strength Test, which can beneﬁ t 
  from Assistance. If the active character succeeds, he pushes 
  his opponent one metre in a direction of his choice, plus one 
  additional metre for each Degree of Success. This pushed 
  distance cannot exceed the active character’s Half Move 
  distance. The active character must move with his Grappled 
  opponent in order to maintain the Grapple, or he can 
  choose to let go of his opponent, which ends the Grapple, 
  but allows the active character to keep his ground.
  • Ready: The controller of the Grapple can ready one of 
  his own items. Or if the GM allows, he can use the Ready 
  Action to grab an item belonging to his Grappled opponent.
  • Stand: If both Grappling participants are on the ground, 
  the controller of the Grapple can regain his feet with 
  this action. He can also attempt to drag his Grappled 
  opponent up with him by making an Opposed Strength 
  Test. This test can beneﬁ t from Assistance. If the 
  controller of the Grapple wins, both participants stand.
  • Use Item: The controller of the Grapple can use a 
  readied item.
  Grappled Target Options
  If the active character is the target of the Grapple, the ﬁ rst thing 
  he must do on his Turn is declare Grapple as a Half Action—
  this is part of the penalty for being Grappled. After that, he can 
  choose one of the following Grappled Target Options:
  • Break Free: The Grappled target can attempt to break 
  free of the Grapple by making an Opposed Strength 
  Test against the controller of the Grapple. This test can 
  beneﬁ t from Assistance. If the active character wins, he 
  breaks free and may perform any Half Action.
  • Slip Free: The Grappled target can attempt to wriggle 
  out of the Grapple by making a Challenging (+0)
  Contortionist Skill Test. If he succeeds, he slips free and 
  may perform any Half Action.
  • Take Control: The Grappled target can attempt to take 
  control of the Grapple by making an Opposed Strength 
  Test against his Grappling opponent. This test can 
  beneﬁ t from Assistance. If the active character wins, he 
  becomes the controller of the Grapple and his opponent 
  becomes the Grappled target. The active character may 
  then immediately perform one of the Controller Grapple 
  Options, but he cannot take any other Half Actions.
  Size Differences
  If one participating Grappler is larger than the other (see 
  Size, page 249), the larger Grappler counts an extra Degree 
  of Success per size category difference on all successful 
  Opposed Tests performed within the Grapple.
  Guarded Action
  Type: Half Action 
  Subtype: Concentration, Melee (Parry), Ranged (Dodge)
  The character’s next actions are careful and guarded, making 
  sure he remains well poised to defend himself. The character 
  suffers a –10 penalty to any Weapon Skill Tests or Ballistic 
  Skill Tests made this turn, but he gains a +10 bonus to all 
  Evasion Tests until the start of his next Turn.  
  Jump or Leap
  Type: Full Action 
  Subtype: Movement
  The character can Jump vertically, or Leap horizontally. If the 
  character is engaged in melee, each opponent he is engaged 
  with can make a free Standard Attack against the character. 
  See Movement, page 40, for details on Jumping and Leaping.
  Knock Down
  Type: Half Action 
  Subtype: Attack, Melee
  The attacker smashes his opponent in the hopes of knocking 
  him off his feet. Make an Opposed Strength Test. If the 
  attacker wins, the target is knocked prone and must use a 
  Stand Action on his Turn to regain his feet. If the attacker 
  FLEEING AND LEAVING MELEE 
  Sometimes the best course of action in combat is to get 
  away from danger by any means necessary. A character 
  can voluntarily ﬂ ee from an opponent or be forced to ﬂ ee 
  because of Fear, a Psychic Power, or some other effect. 
  When a character ﬂ ees under his own control, he may take 
  any of the following Actions: Disengage, Move, or Run. 
  When a character ﬂ ees against his will, he must Run. 
  LEAVING MELEE  
  If a character is engaged in melee with one or more 
  opponents and he leaves combat with them (such as 
  ﬂ eeing or moving to another target) without using the 
  Disengage Action, each of his opponents gets a free 
  Standard Attack against the ﬂ eeing character. Such a 
  free attack is made in addition to any other attacks the 
  combatant receives during his Turn.
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  succeeds by two or more Degrees of Success, he may choose 
  to inﬂ ict 1d5–3+SB Damage and one level of Fatigue on the 
  target. If the target wins the Opposed Strength Test, he keeps 
  his footing. If the target wins by two or more Degrees of 
  Success, the attacker is knocked prone instead. If the attacker 
  spent a Half Action to move before performing the Knock 
  Down Attack, he gains a +10 bonus to the test.
  Lightning Attack
  Type: Half Action 
  Subtype: Attack, Melee
  This action may only be taken if the attacker has the Lightning 
  Attack Talent. With fury and precision the attacker strikes 
  his target multiple times in close combat. The attacker must 
  be armed with a melee weapon or be able to make unarmed 
  attacks to take this Action. If he is armed with two melee 
  weapons, he may attack with both as per the rules for Two 
  Weapon Fighting. Unbalanced or Unwieldy melee weapons 
  cannot be used to make a Lightning Attack.
  The attacker makes a Weapon Skill Test with a –10 bonus. 
  Success indicates he has hit his target with his melee weapon 
  once for every Degree of Success. The number of hits scored 
  cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can 
  either be allocated to the original target or any other targets the 
  character is in melee with, provided none of the new targets 
  would have been harder to hit than the original target. If extra 
  hits are allocated to the same target, use Table 7–2: Multiple 
  Hits to determine the extra Hit Locations. Remember, the ﬁ rst 
  hit is always determined by reversing the numbers of the dice 
  result made to perform the test (see The Attack, page 240).
  If the attacker is wielding a second weapon in his off hand, 
  he may make an additional attack as part of this action. See 
  Two Weapon Fighting on page 242. 
  Manoeuvre
  Type: Half Action 
  Subtype: Melee, Movement
  By using superior footwork and aggression, the attacker can 
  force his opponent to move by making an Opposed Weapon 
  Skill Test with his opponent. If he succeeds, the opponent 
  must move one metre in the direction of the attacker’s choice. 
  If desired, the attacker can advance one metre as well. The 
  opponent cannot be forced into another character or some 
  other obstacle (such as wall).
  Move
  Type: Half or Full Action 
  Subtype: Movement
  The active character can spend a Half Action to move a 
  number of metres equal to his Agility Bonus. As a Full Action, 
  he may move twice that distance. If the Active character ends 
  his movement adjacent to an opponent, he may engage that 
  opponent in melee. If the active character moves away from 
  an opponent with whom his in engaged, that opponent may 
  make a free Standard Attack against the active character.
  Overwatch
  Type: Full Action 
  Subtype: Attack, Concentration, Ranged
  The active character guards a speciﬁ c area or target, poised to 
  shoot at an opportune moment. When Overwatch is declared, 
  the active character establishes a kill zone consisting of any 
  general area, such as a corridor or tree line, that encompasses 
  a 45-degree arc in the direction that active character is facing. 
  The active character then speciﬁ es either Standard Attack, Full 
  Auto Burst, or Semi-Auto Burst, along with the conditions 
  under which he will perform the chosen attack. At any time the 
  speciﬁ ed conditions are met before the start of the character’s 
  next Turn, he can perform that attack. If this attack occurs at the 
  same time as another character’s Action, the character with the 
  higher Agility acts ﬁ rst. If both characters have the same Agility, 
  they make an Opposed Agility Test to see who acts ﬁ rst. 
  Additionally, targets caught in the kill zone must make a 
  Challenging (+0) Pinning Test or become Pinned (see Pinning 
  on page 244). If a character on Overwatch performs any Actions 
  or Reactions, such as Evasion, his Overwatch immediately ends. 
  Note this does not include Free Actions, such as speech.
  Ready
  Type: Half Action 
  Subtype: Miscellaneous
  The active character draws a weapon or retrieves an object 
  stowed in a pouch or pocket. A weapon or item can also be 
  properly stowed away with this action (but note that simply 
  dropping an item is considered a Free Action). This Action 
  can also be used to do things such as apply a medi-patch, 
  inject stimm or some other kind of drug, coat a blade with 
  poison, and so forth. Ready can be declared twice in the same 
  Turn if it is used on two different weapons or items.
  Reload
  Type: Half, Full, or Extended Action (Varies by Weapon)
  Subtype: Miscellaneous
  The active character can reload a ranged weapon. The amount 
  of time the Reload Action takes depends on the weapon. See 
  Chapter 5: Armoury for details. Note that any Reload Action that 
  is spread across more than one Round is an Extended Action.
  Run
  Type: Full Action 
  Subtype: Movement
  The active character runs, covering a distance equal to his 
  Run Movement (see Table 9-31: Structured Time Movement). 
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  This makes the character harder to hit with ranged weapons, 
  but easier prey for melee attacks. Until the beginning of the 
  character’s next turn, ranged attack made against him suffer 
  a –20 penalty to Ballistic Skill Tests, but melee attacks gain a 
  +20 bonus to Weapon Skill Tests.
  Semi-Auto Burst
  Type: Half Action 
  Subtype: Attack, Ranged
  With cold precision, the active character shoots a burst of 
  semi-automatic gunﬁ re at his enemies. The attacker must be 
  wielding a ranged weapon capable of semi-automatic ﬁ re to 
  take this action. If the character has a pistol in each hand, 
  both capable of semi-automatic ﬁ re, he may ﬁ re both with 
  this action (see Two-Weapon Fighting, page 242).
  The attacker makes a Ballistic Skill Test with a +0 bonus. 
  A dice result of 94 to 00 indicates the weapon has Jammed 
  (see Weapon Jams, page 245). If he hits, he scores a hit for 
  the initial Degree of Success plus an additional hit for every 
  two additional Degrees of Success. The number of extra hits 
  scored in this manner cannot exceed the weapon’s semi-
  automatic rate of ﬁ re. Extra hits can either be allocated to 
  the original target or any other targets within two metres, 
  provided none of the new targets would have been harder 
  to hit than the original target. If extra hits are allocated to 
  the same target, use Table 7–2: Multiple Hits to determine 
  the extra Hit Locations. Remember, the ﬁ rst hit is always 
  determined by reversing the numbers of the dice result made 
  to perform the test (see The Attack, page 244). 
  If the character is armed with two weapons, he may make a 
  secondary attack with his other weapon as part of this action. 
  See Two Weapon Fighting on page 242.
  Stand/Mount
  Type: Half Action 
  Subtype: Movement
  If the active character is on the ground, he can stand. If he 
  is already standing, he can mount a riding beast or a vehicle.
  Standard Attack
  Type: Half Action 
  Subtype: Attack, Melee or Ranged
  The active character makes either one melee attack by testing 
  Weapon Skill with a +10 bonus or one ranged attack by 
  testing Ballistic Skill with a +10 bonus. Success inﬂ icts one 
  hit on the target. For more information on making a Standard 
  Attack, see page 240. If the attacking character is unarmed, 
  he can attempt to Grapple his opponent instead of inﬂ icting 
  Damage. See Grappling, page 241.
  If the character is armed with two weapons, he may make a 
  secondary attack with his other weapon as part of this action. 
  See Two Weapon Fighting on page 242.
  Stun
  Type: Full Action 
  Subtype: Attack, Melee
  If the active character is unarmed or armed with a melee weapon, 
  he can strike to Stun instead of attempting to land a killing blow. 
  The attacker makes a Hard (–20) Weapon Skill Test. If the attack 
  succeeds, roll 1d10 and add the attacker’s Strength Bonus. This 
  result is compared to the targets total of his Toughness Bonus +1 
  per Armour Point protecting his head. If the attacker’s roll is equal 
  or higher, the target is stunned for a number of rounds equal to the 
  difference between the rolls and gains one level of Fatigue.
  Suppressing Fire
  Type: Full Action 
  Subtype: Attack, Ranged
  The active character unleashes a devastating hail of ﬁ repower to 
  force his opponents to take cover. This action requires a weapon 
  capable of semiautomatic or fully automatic ﬁ re (see Rate of Fire, 
  page 147). When Suppressing Fire is declared, the active character 
  establishes a kill zone which is any general area, such as a corridor 
  or tree line, that encompasses a 45-degree arc in the direction the 
  active character is facing. Then, as part of the Action the character 
  ﬁ res a Full Auto or Semi-Auto Burst (as per the Full-Auto and 
  Semi-Auto Burst Actions) and expends the appropriate ammo. All 
  targets within the kill zone must make a Difﬁ cult (–10) Pinning 
  Test or become Pinned (see page 244). If the attacker ﬁ red a Full 
  Auto burst, the Pinning Test is Hard (–20) instead. 
  The character does not roll to hit following the usual 
  penalties or bonuses of the Full Auto and Semi-Auto Burst 
  Actions. Instead the character makes a Ballistic Skill Test with 
  a –20 penalty to see if his gunﬁ re has hit anything. A roll of 
  94–100 on the test indicates the weapon has Jammed (see 
  Weapon Jams, page 245). If the Ballistic Skill Test succeeds, 
  the GM assigns the hit to a random target within the kill zone. 
  Furthermore, every two Degrees of Success scores an extra 
  hit against another random victim. Use of the Suppressive 
  Fire action does not affect the defensive beneﬁ ts of armour or 
  cover. The number of hits scored may not exceed the weapon’s 
  fully automatic Rate of Fire. Use Table 7–2: Multiple Hits to 
  determine Hit Locations against the same target. The active 
  character cannot choose to fail this Ballistic Skill Test. 
  Swift Attack
  Type: Half Action 
  Subtype: Attack, Melee
  This action may only be taken if the attacker has the Swift Attack 
  Talent. With fury and precision the attacker strikes his target 
  multiple times in close combat. The attacker must be armed with 
  a melee weapon or be able to make unarmed attacks to take this 
  Action. If he is armed with two melee weapons, he may attack 
  with both as per the rules for Two Weapon Fighting. 
  The attacker makes a Weapon Skill Test with a +0 bonus. 
  Success indicates he has hit his target with his melee weapon 
  once for the initial Degree of Success, plus once for every 
  two additional Degrees of Success. The number of hits scored 
  cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can 
  either be allocated to the original target or any other targets the 
  character is in melee with, provided none of the new targets 
  would have been harder to hit than the original target. If extra 
  hits are allocated to the same target, use Table 7–2: Multiple 
  Hits to determine the extra Hit Locations. Remember, the ﬁ rst 
  hit is always determined by reversing the numbers of the dice 
  result made to perform the test (see The Attack below).
  239
  
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  If the character is armed with two weapons, he may make a 
  secondary attack with his other weapon as part of this action. 
  See Two Weapon Fighting on page 242.
  Tactical Advance
  Type: Full Action 
  Subtype: Concentration, Movement
  The active character moves from one position of cover 
  to another position of cover. In so doing, he may cover a 
  distance up to his Full Move. For the duration of the move, he 
  is considered to beneﬁ t from the cover he left, even though he 
  is moving in the open for a brief time.
  Use a Skill
  Type: Half, Full, or Extended Action (Varies by circumstance) 
  Subtypes: Concentration, Miscellaneous
  The active character may use a Skill. This usually involves 
  making a Skill Test. This can be an Extended Action, 
  depending on the Skill and the circumstances.
  Other Actions
  If a player wants to do something not covered by the Actions 
  described here, the GM should make a judgement about how 
  long something might take and what type of Action it would 
  be. Generally, most Actions should be resolved with some 
  sort of test: Characteristic Test, Skill Test or Opposed Test. 
  Keep in mind that a Round is only a few seconds long, which 
  is a very limited amount of time to accomplish a task.
  THE ATTACK
  The most common Action in combat is the attack—the 
  characters are ﬁ ghting, after all. Whether armed with a melee 
  or ranged weapon, the process is the same. Before an attack 
  is made, the GM should verify that the attack is even possible 
  by checking the basic requirements for the attack. Melee 
  attacks require the attacker to be engaged in melee combat 
  with his target. Ranged attacks cannot be made  if the attacker 
  is engaged in melee unless he is ﬁ ring a pistol-class weapon. 
  In either case, the attacker must be aware of his target. See the 
  Spray and Pray sidebar for additional information. Assuming 
  Table 7–2: Multiple Hits
  First Hit
  Second Hit
  Third Hit
  Fourth Hit
  Fifth Hit
  Each Additional Hit
  Head
  Head
  Arm
  Body
  Arm
  Body
  Arm
  Arm
  Body
  Head
  Body
  Arm
  Body
  Body
  Arm
  Head
  Arm
  Body
  Leg
  Leg
  Body
  Arm
  Head
  Body
  240
  
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  the attack is possible, follow these steps:
  • Step One: Apply Modiﬁ ers to Attacker’s Characteristic
  • Step Two: Attacker Makes a test
  • Step Three: Attacker Determine Hit Location
  • Step Four: Attacker Determines Damage
  • Step Five: Target Applies Damage
  STEP ONE: APPLY MODIFIERS TO 
  ATTACKER’S CHARACTERISTIC
  A melee attack requires the attacker to make a Weapon Skill 
  Test. A ranged attack requires the attacker to make a Ballistic 
  Skill Test. There are many instances where one or more 
  factors make performing an attack easier or more difﬁ cult 
  than normal. For example, using the Full Auto Burst attack 
  action imposes a –10 penalty to the attacker’s Ballistic Skill 
  Test, whereas a Standard Attack grants a +10 bonus whether 
  the attack is melee or ranged. If a situation calls for two or 
  more bonuses or penalties, simply combine all modiﬁ ers 
  together and apply the total to the appropriate Characteristic. 
  The maximum total bonus that can be applied to a test is +60. 
  Conversely, the maximum total penalty that can be applied to 
  a test is –60. When adjudicating difﬁ culty, common sense 
  should prevail. Regardless of the usual limits on test penalties, 
  some actions are simply impossible.
  EXAMPLE
  Azar wants to use a Standard Attack action to shoot his laspistol 
  at an Imperial Guardsman. Azar’s Ballistic Skill is 45 and he is 
  at Short Range, which grants him a +10 bonus. Helgath spends 
  a Half Action to Aim, granting him another +10 bonus. In 
  addition, the Standard Attack conﬁ rs a +10 bonus to the attack 
  roll as well. However, there is a lot of heavy mist in the area so 
  Helgath will suffer a –20 penalty for that. After all bonuses and 
  penalties have been combined, Helgath will need to roll 55 or less 
  on his Ballistic Skill Test to hit the Guardsman (45 + 10 + 10 
  + 10 - 20 = 55).
  STEP TWO: ATTACKER MAKES A TEST
  After the modiﬁ ed Characteristic has been determined, the 
  attacker makes a Weapon Skill Test if he is performing a 
  melee attack or a Ballistic Skill Test if performing a ranged 
  attack. Both of these are resolved like any other test. If the 
  roll is equal to or less than the modiﬁ ed Characteristic, the 
  attack hits.
  EXAMPLE
  Azar makes a Ballistic Skill Test by rolling percentile dice and gets 
  14, which is less than his modiﬁ ed Ballistic Skill of 55. His attack 
  hits the Imperial Guardsman.
  Dodge and Parry Reactions
  When a target is hit by an attack, it may have a chance to 
  negate the hit with a Dodge or Parry Reaction. See Combat 
  Actions, page 234 for details on resolving each of these 
  Reactions. If the Dodge or Parry attempt is successful, the 
  attack is negated and no Damage is dealt.
  EXAMPLE
  After Azar’s las shot hits the Guardsman, the GM rules that the 
  soldier will attempt to Dodge the attack. The Guardsman’s Agility 
  is 30, and has Dodge trained, so he must roll under a 30 to avoid 
  the burning hot las shot. The GM rolls for the Guardsman and gets 
  a 56. The Guardsman fails to dodge the attack.
  STEP THREE: ATTACKER DETERMINES 
  HIT LOCATION
  On a successful hit, the attacker needs to determine where the 
  hit landed. Using the percentile dice result from the attacker’s 
  Weapon Skill or Ballistic Skill Test, reverse the order of the digits 
  (e.g., a roll of 32 becomes 23, a roll of 20 becomes 02, and so 
  on) and compare this number to Table 7–3: Hit Locations.
  EXAMPLE
  Azar’s Ballistic Skill Test to hit the Guardsman resulted in a 
  percentile dice roll of 14. He reverses these digits and gets 41. 
  Consulting Table 8–2: Hit Locations, he sees he has hit the 
  Guardsman’s body.
  STEP FOUR: ATTACKER 
  DETERMINES DAMAGE
  After the hit location has been determined, the attacker 
  determines the Damage dealt by his attack. Each weapon has 
  a Damage listing, which is usually a die roll, plus or minus 
  a number. Roll the appropriate die and apply any indicated 
  modiﬁ ers. Finally, if the attack involved a melee weapon, add 
  the attacker’s Strength Bonus. The result is the Damage total. 
  For all attack rolls, count the Degrees of Success. The attacker 
  may choose to replace the result on a single Damage die with 
  the number of Degrees of Success from his attack roll. If the 
  attack inﬂ icts more than one die of Damage, the attacker may 
  replace the result on one die of his choice with the Degrees 
  of Success from the attack roll. If a natural 10 is rolled on any 
  Damage die, there is a chance of Zealous Hatred.
  EVASION REACTIONS 
  When a target is hit by an attack, it may have a chance 
  to negate the hit with an Evasion (see page 235) 
  reaction. If the Evasion attempt is successful, then the 
  attack is negated and no Damage is dealt.
  Table 7–3: Hit Locations
  Roll
  Location
  01–10
  Head
  11–20
  Right Arm
  21–30
  Left Arm
  31–70
  Body
  71–85
  Right Leg
  86-00
  Left Leg
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  ZEALOUS HATRED
  When rolling Damage after a successful attack, if any die 
  rolled results in a natural 10 (rolling the 10 result on a 10 
  sided die), a particularly bloody and spectacular hit may be 
  inﬂ icted. (This also includes a result of 10 when rolling 1d5 
  for Damage.) After resolving the effects of the hit, one of two 
  things may happen.
  If the attack dealt damage after being reduced by armour 
  and Toughness Bonus, then the shot becomes more severe. 
  The attacker then rolls 1d5 and consults the Critical Hit 
  Table appropriate to the Damage type and location of the 
  original attack. The target suffers all effects listed, even if 
  the attack itself did not do Damage.  However, the target 
  does not count as having suffered a Critical Hit. In other 
  words, if he takes Damage during later turns it will affect his 
  Wounds, not directly stack onto worsening Critical effects. 
  Talents that modify Critical Damage (such as Crack Shot 
  and Crippling Strike) do not modify the critical effects 
  generated by Zealous Hatred, and these critical effects do not 
  stack if a target suffers Zealous Hatred multiple times. Each 
  roll is applied as a separate effect.
  However, if the attack does not do any damage once reduced 
  by armour and Toughness Bonus, then the attack deals 1 point 
  of damage, not reduced by armour or Toughness. This is the 
  extent of the Zealous Hatred effect for this attack, the victim 
  does not suffer a roll on a Critical Hit Table. This represents 
  some weapons simply not being potent enough to deal major 
  damage, but still able to do harm through a “lucky hit.” 
  Zealous Hatred for Heretics and NPCs
  In BLACK CRUSADE, Zealous Hatred is something that both 
  Heretics and NPCs can inﬂ ict and suffer from. This means 
  if a Imperial Guardsman shoots a player character and rolls 
  a 10 for Damage, then the player character suffers a 1d5 
  Critical result. This makes combat gritty, dangerous, and 
  more dynamic, as Heretics can now suffer from ﬂ avourful 
  (and often awful) Critical effects, and may leave combat with 
  interesting new scars. 
  However, in order to ensure that combat does not bog 
  down too much, when a low level NPC (a faceless soldier 
  or minion, usually an unnamed NPC not central to the story 
  plot) suffers Zealous Hatred, he is simply slain instead. This 
  allows for faster paced combat, and also “lucky shots” on the 
  part of the Heretics. 
  Finally, if the GM desires, he can choose to reserve Zealous 
  Hatred for Heretics and high level NPCs only (so only named, 
  important NPCs can inﬂ ict it on the characters). This makes 
  for a faster-paced, more “epic” game as the Heretics may easily 
  shrug off most attacks. It also ensures that combat moves 
  more quickly. However, the GM should probably refrain 
  from doing this unless he ﬁ nds his combat bogging down 
  excessively. After all, it’s not Warhammer 40,000 Roleplay if 
  the player characters don’t suffer a few scars along the way!
  EXAMPLE
  Azar has hit the Guardsman with his laspistol and proceeds to make 
  his Damage roll. A laspistol deals 21d10+2 points of Damage. 
  Helgath rolls 1d10 and gets an 8, a good hit! He adds this to the 2 
  for a total of 10 damage dealt to the unlucky Guardsman.
  If Azar had been lucky enough to roll a 10 instead of the 8, he 
  would have also been able to roll 1d5 on Table 7–8: Energy Effects: 
  Body, and applied those effects to the poor Guardsman as well.
  STEP FIVE: TARGET APPLIES DAMAGE
  From the Damage total, the target subtracts his Toughness Bonus 
  and any Armour Points that protect the location hit by the attack. 
  If this reduces the Damage to zero or less, the target shrugs off 
  the attack. Any remaining Damage is recorded by the target as 
  Damage. If the target’s Damage equals or exceeds his Wounds, 
  he notes any excess Damage as Critical Damage and the GM 
  consults the appropriate table based on the type of Damage, the 
  location hit, and the amount of Critical Damage accumulated. 
  See Critical Damage on page 245 for more information.
  EXAMPLE
  Azar’s laspistol pistol shot has struck the Guardsman’s body for 10 
  total Damage. The GM notes the target’s Toughness Bonus is 3 and 
  he is wearing Guard Flak, which provides 4 points of armour.  The 
  laspistol has no AP, so the Guardsman can apply 7 total damage 
  reduction to the attack. This means he suffers only 3 damage, and 
  since he has 10 Wounds, could suffer 7 more Damage before he’s in 
  trouble. He takes aim at poor Azar, who’d better be ready to dodge!
  UNARMED COMBAT
  Not every ﬁ ght in BLACK CRUSADE requires bolters and power 
  swords. Some conﬂ icts can be settled the old-fashioned way with 
  ﬁ sts (not to mention feet and, if you’re a dirty scummer, teeth). To 
  make an unarmed attack, the attacker must be engaged in melee 
  with his opponent. The attacker then makes a Challenging 
  (+0) Weapon Skill Test, or if his opponent is armed with a 
  weapon, a Hard (–20) Weapon Skill Test. If the unarmed 
  TACTICAL COMBAT MAPS 
  (OPTIONAL)
  During large combats, some players may want visual 
  references to help keep track of enemy positions, as well as 
  their own. The GM can accomplish this by sketching out 
  simple overhead maps on paper. Many game stores also 
  sell large game mats that you can draw on with wet-erase 
  markers. These mats are usually pre-printed with squares 
  grids or hex patterns to make measuring distances quick 
  and easy. Tactical combat maps can be drawn to any scale, 
  and some roleplayers like to combine large-scale maps 
  with miniatures where a one inch square represents one 
  square meter. While tactical combat maps can be very 
  useful, they are not necessary to play BLACK CRUSADE. 
  Many roleplayers prefer to use rich narrative descriptions 
  to allow fellow players to simply imagine all the action. 
  This requires players to keep a snapshot of the relative 
  positions of all combatants in their heads, but it also allows 
  for greater freedom in detailing the events of a combat.
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  attack hits, it deals 1d5 – 3 Impact Damage, plus the character’s 
  Strength Bonus. In addition, a successful hit that inﬂ icts Damage 
  equal to or greater than the target’s Toughness Bonus also inﬂ icts 
  one level of Fatigue. During unarmed combat, if a 10 is rolled on 
  a die for Damage, the rules for Zealous Hatred apply with 10s 
  counting as 5s in terms of Damage caused. As with most melee 
  attacks, an Unarmed attack can be Parried.
  GRAPPLING
  Instead of inﬂ icting Damage with an unarmed attack, a 
  character can attempt to Grapple his opponent. Attempting 
  a Grapple is a melee attack that uses either a Charge Action 
  or a Standard Attack Action. The attacker makes a Weapon 
  Skill Test as normal. The target of the Grapple may use a 
  Reaction, if able, to avoid the attack. If the attack is successful, 
  the attacker and the target are  Grappling, with the attacker 
  controlling the Grapple. The controller of the Grapple can 
  end it any time as a Free Action.
  In a Grapple, all of the following apply:
  • Participants in a Grapple cannot use Reactions.
  • Participants in a Grapple are considered to be engaged 
  in melee combat.
  • Participants in a Grapple can only use the Grapple Action.
  • As a Free Action, the controller of the Grapple can 
  voluntarily end the Grapple on his Turn.
  • Other attackers gain a +20 bonus to Weapon Skill Tests 
  to hit any target engaged in a Grapple.
  • Only two characters can be engaged in the same Grapple, 
  but up to two other characters can lend Assistance to each 
  Grappler in certain situations. See the Grapple Action on 
  page 237 for details.
  TWO-WEAPON FIGHTING
  Many warriors ﬁ ght with a weapon in either hand. There are 
  advantages and disadvantages to this style of ﬁ ghting. While it 
  offers some improved opportunities to make attacks, it reduces 
  the chances of successfully striking a target. Unless the two-
  weapon ﬁ ghter has the Ambidextrous talent, it is important 
  to consider which hand is his primary hand and which is his 
  secondary hand; players should have these details noted on 
  their Heretics’ character sheets.
  The following apply when ﬁ ghting with two weapons:
  • The character may use any melee weapons or ranged 
  weapons that can be reasonably used in one hand. This 
  is generally pistol-class ranged weapons (though some 
  Basic-class weapons may have modiﬁ cations that allow 
  them to be used with one hand), and melee weapons that 
  note they are one-handed weapons in their description.
  • The character may use either hand to make an attack. 
  Attacks made using the character’s secondary hand suffer 
  a –20 penalty to Weapon Skill or Ballistic Skill Tests.
  • If the character has the Two-Weapon Wielder Talent, he 
  may attack with both weapons, but each attack suffers a 
  Table 7–4: Cover Examples
  Cover Type
  Armour Points
  Armour-glas, Generatoria Pipes, thin 
  metal
  4
  Flakboard, storage crate, sandbags, ice
  8
  Cogitator Bank, Stasis Pod
  12
  Rockcrete, hatchway, thick iron, stone
  16
  Armaplas, bulkhead, Plasteel
  32
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  –20 penalty to the Weapon Skill or Ballistic Skill Test, 
  plus an additional –20 penalty for attacks made with his 
  secondary hand. If the character has the Ambidextrous 
  Talent, the penalty to the attack made by his secondary 
  hand disappears completely, and the penalty for ﬁ ghting 
  with two weapons drops to –10. (Other Talents or 
  situational modiﬁ ers may further affect these modiﬁ ers.)
  • If the character is wielding at least one melee weapon, he 
  may use the Parry Skill to perform an Evasion Reaction once 
  each Round as normal with this weapon, though he still 
  may not Evade more than once in a Round. This Weapon 
  Skill Test is not an attack, and therefore it does not suffer the 
  standard penalty for attacks made using a secondary hand.
  • If a character with the Two-Weapon Wielder (Melee) 
  Talent is armed with two melee weapons, he may perform 
  a melee Attack Action (either a Standard Attack, Swift 
  Attack, or Lightning Attack) with one of these weapons. 
  He may then perform a melee Attack Action (either a 
  Standard Attack, Swift Attack, or Lightning Attack) with 
  the other weapon, with any applicable modiﬁ ers to the 
  Test. This attack may be against any target in melee. 
  • If a character with the Two-Weapon Wielder (Melee) and 
  Two Weapon Wielder (Ballistic) Talent is armed with a 
  melee weapon in one hand and a pistol in the other, he may 
  perform a melee Attack Action (either a Standard Attack, 
  Swift Attack, or Lightning Attack) or ranged Attack Action 
  (such as Standard Attack, Semi-Auto Burst, or Full-Auto 
  Burst) with one weapon. He may then make a second melee 
  Attack Action or ranged Attack Action with his secondary 
  weapon. Any pistol hits must be against targets in melee. 
  Resolve each attack separately by testing Weapon Skill for 
  the melee weapon and Ballistic Skill for the pistol.
  • If a character with the Two-Weapon Wielder (Ballistic) 
  Talent is armed with two pistols (or two other ranged 
  weapons that can reasonably be wielded in one hand), he 
  may perform a ranged Attack Action (either a Standard 
  Attack, Semi-Auto Burst, or Full-Auto Burst) with one 
  of these weapons. If he does so, he may perform another 
  ranged Attack Action (either a Standard Attack, Semi-Auto 
  Burst, or Full Auto Burst) with his second weapon.
  • When ﬁ ring a ranged weapon with each hand, the character 
  may ﬁ re each weapon on a different mode, for example, 
  one on full automatic and one on semi-automatic. When 
  ﬁ ring a full automatic weapon in each hand, the character 
  may only lay down one area of suppressive ﬁ re.
  • The character may ﬁ re two weapons at different targets, 
  though the targets must be within 10 metres of each other.
  STRAY SHOTS (OPTIONAL RULE)
  GMs keen on reinforcing the merciless nature of the 41st 
  millennium may rule that if a character shooting into a 
  melee combat misses his target by a small margin (one 
  Degree of Failure or less), the attack instead hits another 
  target engaged in the same melee. The GM might also 
  rule that anyone shooting into a melee combat with 
  a Semi-Auto Burst or Full Auto Burst must allocate 
  multiple hits to different targets engaged in the melee.
  Table 7–5: Combat Difﬁ culty Summary
  Difﬁ culty Skill Modiﬁ er
  Example
  Easy +30
  Attacking a Surprised or 
  Unaware target.
  Shooting a Massive target.
  Shooting a target at Point 
  Blank Range.
  Routine +20
  Melee attacks against a foe 
  who is outnumbered three 
  to one or more.
  Attacking a Stunned 
  opponent.
  Shooting an Enormous 
  target.
  Ordinary +10
  Melee attacks against a foe 
  who is outnumbered two 
  to one.
  Attacking a Prone 
  opponent with a melee 
  weapon.
  Attacking from higher 
  ground.
  Shooting a Hulking target.
  Shooting a target at Short 
  Range.
  Challenging +0
  A Standard Attack.
  Difﬁ cult –10
  Any test whilst Fatigued.
  Attacking or Dodging 
  whilst in the mud or heavy 
  rain.
  Shooting a target at Long 
  Range.
  Shooting a Prone target.
  Shooting a Scrawny target.
  Hard –20
  Shooting into melee 
  combat.
  Dodging whilst Prone.
  Making an unarmed attack 
  against an armed opponent.
  Melee attacks in darkness.
  Shooting at a target in fog, 
  mist or shadow.
  Shooting a Puny target.
  Using a weapon without 
  the correct Talent.
  Very Hard –30
  Attacking or Dodging in 
  deep snow.
  Firing a heavy weapon that 
  has not been Braced.
  Shooting a Minuscule 
  target.
  Shooting a target at 
  Extreme range.
  Shooting at a completely 
  concealed target.
  Shooting at a target in 
  darkness.
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  COMBAT CIRCUMSTANCES
  BLACK CRUSADE offers endless potential for gripping, 
  dramatic, white-knuckle action. Combat is essential element 
  for such action, and each combat, from simple corridor shoot-
  outs to titanic civilisation-crushing battles, should offer 
  unique experiences. The combat circumstances described 
  in this section offer many ways to help make every combat 
  exciting, varied, and dangerous.
  Combat circumstances can be used to reﬂ ect the effects of 
  terrain, the weather, tactical situations, and a variety of other 
  factors. Many circumstances alter the difﬁ culty of tasks by 
  providing bonuses or penalties to tests, while others provide 
  opportunities for characters to leverage good fortune, or 
  exploit misfortunes that befall their enemies. Heretics should 
  make as much use of beneﬁ cial circumstances as possible. A 
  good plan, suitable equipment or skilful use of tactics can 
  often make the difference between life and death for a Heretic. 
  The following circumstances are some of the most common 
  ones encountered in combat. For situations not covered here, 
  use these as a guide. Remember, the GM has the ﬁ nal say 
  about the Difﬁ culty of any particular test or the outcome of 
  any unusual situation.
  COVER
  Cover is a vital part of surviving a ﬁ reﬁ ght and a good Heretic 
  knows that you go for your cover ﬁ rst and then draw your gun. 
  There are no penalties to Ballistic Skill Tests made to attack 
  targets standing partly behind cover. However, there is a chance 
  that the shot may hit the cover rather than the target. It is up 
  to the Heretic to decide which parts of his body he is exposing 
  when behind cover, but as a general rule, a character ﬁ ring 
  around or over cover will have his body and legs concealed. 
  If the shot would hit a body location that is concealed behind 
  cover, work out the Damage against the Armour Points of the 
  cover instead, with any excess being applied to the target as 
  normal (see Table 7–4: Cover Examples for a guide to the 
  Armour Points of different kinds of cover).
  Damaging Cover
  Cover is not invulnerable. Attacks can damage or destroy the 
  protection afforded by cover. Each successful hit against cover 
  that deals any amount of Damage in excess of the Armour 
  Points it provides reduces the cover’s Armour Points by 1. 
  DARKNESS
  Weapon Skill Tests made in darkness are regarded as Hard 
  (–20), while Ballistic Skill Tests are regarded as Very 
  Hard (–30). While a character is concealed by darkness, 
  Concealment Skill Tests are Routine (+20).
  DIFFICULT TERRAIN
  Weapon Skill and Evasion Tests made whilst standing in 
  difﬁ cult terrain, such as mud, are Difﬁ cult (–10). Tests made 
  whilst standing in arduous terrain, such as deep snow or slick 
  ice, are Very Hard (–30).
  ENGAGED IN MELEE
  If an attacking character is adjacent to his target, both the 
  character and his target are considered to be engaged in melee.
  Shooting into Melee Combat
  Ballistic Skill Tests made to hit a target engaged in melee combat 
  are Hard (–20). If one or more characters engaged in the melee 
  is Stunned, Helpless, or Unaware, this penalty is ignored.
  EXTREME RANGE
  Targets that are at a distance of more than three times the range 
  of a character’s weapon are at Extreme Range. Ballistic Skill Tests 
  made to hit targets at Extreme Range are Very Hard (–30).
  FATIGUED
  When a character is Fatigued, all his tests, including any 
  Weapon Skill and Ballistic Skill Tests, suffer a –10 penalty.
  FOG, MIST, SHADOW OR SMOKE
  Ballistic Skill Tests made to attack targets concealed by fog, 
  mist, shadow, or smoke are Hard (–20). While a character is 
  concealed by fog, mist, or shadow, Concealment Skill Tests 
  are Ordinary (+10).
  GANGING UP
  A character has an advantage when he and his allies engage the 
  same foe in melee combat. If a group of characters outnumber 
  their opponent two to one, their Weapon Skill Tests are Ordinary 
  (+10). If a group of characters outnumber their opponent by three 
  to one or more, their Weapon Skill Tests are Routine (+20).
  HELPLESS TARGETS
  Weapon Skill Tests made to hit a sleeping, unconscious, or 
  otherwise helpless target automatically succeed. When rolling 
  Damage against such a target, roll twice and add the results.
  HIGHER GROUND
  Characters standing on higher ground, such as on a table, hill, or 
  atop of a mound of dead comrades, have an advantage. Weapon 
  Skill Tests made by these characters are Ordinary (+10).
  LONG RANGE
  Targets that are at a distance of more than double the range of 
  a character’s weapon are at Long Range. Ballistic Skill Tests 
  made to hit targets at Long Range are Difﬁ cult (–10).
  MISSING AND SCATTERING
  Sometimes, when ﬂ inging a thrown weapon, it’s important to 
  know where the weapon lands should the attacker fail his Ballistic 
  Skill Test. On a failed roll, the GM rolls 1d10 and consults the 
  following Scatter Diagram. Roll 1d5 to determine the number 
  of metres the weapon travels in the indicated direction. This is 
  also used with weapons with the Blast Quality—they affect a 
  wide enough area that if the shot goes awry, it may still Damage 
  something, even if it’s not the original target. 
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  SCATTERING IN ZERO GRAVITY
  The consequences of throwing dangerous objects in a zero 
  gravity environment can be both amusing and deadly. One 
  way of determining exactly where that errant krak grenade 
  ﬂ oats after it bounces off the bulkhead is to roll twice on the 
  scatter diagram, once for the X axis and once for the Y axis.
  PINNING
  Being shot at is a terrifying experience at the best of times, 
  and even the most inexperienced Heretics know to keep their 
  heads down when the bullets and bolt shells start ﬂ ying. 
  Pinning represents a character’s survival instincts telling him 
  to stay in cover. Certain combat actions or other circumstances 
  call on their targets to make a Pinning Test (Challenging 
  (+0) Willpower Test). On a success, the character may act 
  normally. On a failure, the character becomes Pinned.
  Being Pinned
  A Pinned character may only take Half Actions. Additionally, 
  he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned 
  character is in cover relative to the attacker that Pinned him, he 
  may not leave it except to retreat (provided he can remain in 
  cover while doing so). If he is not in cover when Pinned he must 
  use his next Turn to reach cover. If there is no cover nearby, he 
  must move away from the attacker that Pinned him. A character 
  can make a Challenging (+0) Willpower Test at the end of 
  his Turn to escape Pinning, in which case he may act as normal 
  on his next Turn. This test is Easy (+30) if the character has 
  not been shot at since his last Turn or is under cover. A character 
  engaged in melee combat automatically escapes Pinning. 
  POINT-BLANK RANGE
  When a character makes a ranged attack against a target that is 
  two metres away or closer, that target is at Point-Blank Range. 
  Ballistic Skill Tests made to attack a target at Point Blank Range 
  are Easy (+30). This bonus does not apply when the attacker 
  and the target are engaged in melee combat with each other. 
  For weapons with a short range of less than 3 metres, Point-
  Blank Range is 1 metre less than the weapon’s short range.
  PRONE
  A character is considered Prone any time he is lying on the 
  ground. Weapon Skill Tests made to attack Prone targets are 
  Ordinary (+10), but Ballistic Skill Tests made to hit Prone 
  targets are Difﬁ cult (–10) unless the attacker is at Point Blank 
  Range. A character who is Prone suffers a –10 penalty to Weapon 
  Skill Tests and a –20 penalty to Evasion Tests. Unless a character 
  is engaged in a Grapple, he can drop Prone as a Free Action.
  SHORT RANGE
  Targets that are at a distance of less than half the Range of 
  a character’s weapon are at Short Range. Ballistic Skill Tests 
  made to attack targets at Short Range are Ordinary (+10).
  SIZE
  Size is an important factor when shooting ranged weapons 
  because it’s usually easier to hit a larger target. All characters and 
  creatures in BLACK CRUSADE have a deﬁ ned size category, and it 
  should be relatively easy for the GM to assign appropriate size 
  categories to objects as needed. Use Table 4–8: Size (page 142) 
  for determining bonuses and penalties based on a target’s size.
  STUNNED TARGETS
  WS and BS Tests to attack Stunned targets are Routine (+20).
  UNAWARE TARGETS
  When a character has no idea that he about to be attacked, 
  he is considered an Unaware target. Usually, this happens at 
  the beginning of a combat when one or more characters are 
  Surprised (see page 232). Weapon Skill or Ballistic Skill Tests 
  made to attack Unaware targets are Easy (+30).
  WEAPON JAMS
  Weapons may jam either through extreme age, maltreatment of 
  their machine spirit, or just plain poor design. An unmodiﬁ ed result 
  of 96 to 00, in addition to being an automatic miss, also indicates 
  the weapon has jammed. A Jammed weapon cannot be ﬁ red 
  until it is cleared. Clearing a Jam is a Full Action which requires a 
  Ballistic Skill Test. If the test is successful then the Jam has been 
  cleared, though the weapon needs to be reloaded and any ammo 
  in it is lost. If the test is failed, the weapon is still Jammed, though 
  the character can attempt to clear it again next Round.
  Note: Some weapons, such as plasma guns, grenades and 
  missiles, are particularly dangerous to use. For these weapons, refer 
  to their descriptions and Weapon Special Qualities (see Chapter V: 
  Armoury). Semi-automatic and fully automatic ﬁ re also increases 
  the likelihood of Jamming. This is described within the Semi-
  Auto Burst, Full Auto Burst and Suppressing Fire Actions.
  WEATHER AND UNNATURAL CONDITIONS
  Weapon Skill and Ballistic Skill Tests made to attack whilst 
  enduring harsh weather or unnatural conditions, such as 
  heavy rain, an ash storm, or standing knee-deep in waves of 
  fungus, are considered Hard (–20), unless stated otherwise 
  (see Chapter 1: Playing the Game).
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  Target
  1
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  3
  4
  5
  8
  6–7
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  Injury
  C
  ommon physical injuries to BLACK CRUSADE characters 
  are represented by Damage and Fatigue. Additionally, 
  characters can also experience several types of 
  Conditions and Special Damage such as ﬁ re, suffocation, and 
  limb loss. It is important to know how much physical abuse 
  a character can take and a key measurement of this is how 
  many Wounds he possesses.
  WOUNDS
  Wounds are a measurement of how much punishment a 
  character can take before suffering debilitating effects and 
  ultimately death. Every character in BLACK CRUSADE has 
  speciﬁ ed number of Wounds. Wounds do not normally deplete. 
  Even when a character is injured, that injury does not decrease 
  his Wounds. Instead, a character’s Wounds simply serve as a 
  threshold, and the injury is recorded on his character sheet as 
  Damage. When a character’s Damage exceeds his Wounds, he 
  is in real trouble.
  DAMAGE
  Damage is physical trauma dealt to a character. Characters 
  can suffer Damage a number ways, including being shot 
  by a boltgun, lacerated by daemon claws, falling into a 
  lava-ﬁ lled crevasse, exposure to the hard vacuum of space, 
  and so forth. When a character suffers Damage, record the 
  amount on his character sheet. That Damage remains with 
  the character until it is removed over time by natural healing, 
  or the character receives medical attention (see page 256). 
  Damage is cumulative; each time a character suffers Damage, 
  the amount is added to any previous Damage he had.
  Each time a character is dealt Damage, there may be an 
  opportunity for him to reduce it before it is applied to his 
  total. By default, a character reduces incoming Damage by an 
  amount equal to his Toughness Bonus. Armour can also help 
  further reduce  Damage. If the source of the Damage struck a 
  body location protected by armour, the incoming Damage is 
  reduced by an amount equal to the Armour Points provided by 
  the armour. It is important to note that some sources of Damage 
  ignore armour and/or Toughness; such cases are always 
  detailed in the description of the Damage source. As long as 
  a character’s total Damage is equal to or less than his Wounds, 
  his body still functions normally. If a character’s Damage ever 
  exceeds his Wounds, he begins to take Critical Damage. 
  DAMAGE TYPES
  All Damage is divided up into ﬁ ve types: Energy (lasers, ﬁ re, 
  plasma), Explosive (grenades, bolt rounds), Impact (clubs, 
  bullets, falling), and Rending (swords, claws). If a source of 
  Damage does not specify a type, treat it as Impact. Damage 
  Type is usually only important for determining Critical 
  Effects resulting from Critical Damage.
  CRITICAL DAMAGE
  Whenever a character’s total Damage exceeds his Wounds, he 
  begins to take  Critical Damage. Each time a character suffers 
  Critical Damage, he also suffers one or more Critical Effects. These 
  are determined by consulting the appropriate Critical Effect Table 
  based on the affected body location (Arm, Body, Head, or Leg) 
  and the Damage type (Energy, Explosive, Impact, or Rending).
  As with normal Damage, Critical Damage is cumulative 
  and remains with the character until he either heals naturally 
  over time or receives medical attention (see page 256). 
  Each Critical Effect also has its own duration (including 
  permanent). If a Critically Damaged character suffers more 
  Damage, the amount is added to his existing Critical Damage 
  and a new set of Critical Effects are applied based on his total 
  Critical Damage (assuming he is still alive).
  REMOVING DAMAGE
  Characters automatically remove Damage (both ordinary and 
  Critical Damage) over time through natural healing. Medical 
  attention and some psychic powers can also remove Damage. 
  The rate of Damage removal depends on several factors and is 
  fully explained in Healing, page 256.
  FATIGUE
  Not all injuries in BLACK CRUSADE are lethal. Exhaustion, 
  combat trauma, or swapping licks with bare ﬁ sts can all leave 
  a character battered, but more or less intact. Fatigue measures 
  the amount of non-lethal injury a character can take over the 
  247
  the amount of non-lethal injury a character can take over the 
  
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  Table 7–7: Energy Critical Effects - Arm
  Critical 
  Damage
  Critical Effect
  1
  The attack grazes the target’s arm, causing it to spasm uncontrollably.  All tests involving that arm suffer a 
  –30 penalty for 1d5 Rounds.
  2
  The attack smashes into the arm, sending currents of energy crackling down to the ﬁ ngers and up to the 
  shoulder. The arm is useless for 1d5 Rounds and the target takes 1 level of Fatigue.
  3
  The attack causes energy to course through the target’s arm leaving him Stunned for 1 Round, and the arm 
  is useless until the target receives medical treatment.
  4
  The shock of the attack causes the character to temporarily lose control of his autonomous functions. He is 
  Stunned for 1 Round and is knocked Prone. The arm is useless for 1d10 Rounds.
  5
  The arm suffers superﬁ cial burns inﬂ icting no small amount of pain on the target. The target may only take a 
  Half Action in his next round, and he suffers 1d5 levels of Fatigue. 
  6
  The attack wreathes the arm in ﬂ ame, scorching clothing and armour, and temporarily fusing together 
  the target’s ﬁ ngers. The target suffers 1d5 Weapon Skill and Ballistic Skill Damage , suffers 1d5 levels of 
  Fatigue, and must make a Challenging (+0) Toughness Test or lose the use of the hand permanently.
  7
  With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to 
  crack or even shatter. The target’s arm is broken and until it is repaired the target counts as only having one 
  arm. The target is Stunned for 1 Round, and suffers 1d5 levels of Fatigue.
  8
  Energy sears through the arm at the shoulder, causing the shoulder joint to explode and the arm is  severed 
  from the body. The target must take a Challenging (+0) Toughness Test or become Stunned for 1d5 
  Rounds. In addition the target suffers 1d10 levels of Fatigue. The target now only has one arm.
  9
  Fire consumes the target’s arm, burning the ﬂ esh to a crisp right down to the bone. The target must make an 
  immediate Challenging (+0) Toughness Test or die from shock. If he survives, however, the target suffers 
  1d10 levels of Fatigue and is Stunned for 1 Round. The target now only has one arm.
  10
  The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he 
  immediately dies from shock, clutching his smoking stump.
  Table 7–8: Energy Critical Effects - Body
  Critical 
  Damage
  Critical Effect
  1
  A blow to the target’s body steals the air from his lungs. The target can take only a Half Action on his next Turn.
  2
  The blast punches the air from the target’s body. The target must make a Challenging (+0) Toughness 
  Test or be knocked Prone.
  3
  The attack cooks the ﬂ esh on the chest and abdomen, inﬂ icting 2 levels of Fatigue and 1d5 Toughness Damage.
  4
   The energy ripples all over the character, scorching his body with horrid third-degree burns and inﬂ icting 
  1d10 levels of Fatigue. The target may only take a Half Action on his next Round.
  5
  The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. 
  The target is knocked to the ground and must make an Agility Test or catch ﬁ re (see Special Damage).  The 
  Target must make a Challenging (+0) Toughness Test or be Stunned for 1 Round.
  6
  Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the 
  wound. The target is knocked to the ground, Stunned for 1d10 Rounds, and suffers 1d5 levels of Fatigue. In 
  addition, he must make a Challenging (+0) Agility Test or catch ﬁ re (see Special Damage on page 247).
  7
  The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense 
  heat. The target is Stunned for 2d10 Rounds and suffers 1d10 permanent Toughness Damage.
  8
  As the attack washes over the target, his skin turns black and peels off while melted fat seeps from his clothing 
  and armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Toughness and Agility 
  until he receives medical treatment. The extensive scarring deals 2d5 permanent Fellowship Damage.
  9
  The target is completely encased in ﬁ re, melting his skin and popping his eyes like superheated eggs. He 
  falls to the ground a blackened corpse.
  10+
  As above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes. 
  Unless they can make a successful Evasion Test, all creatures within 1d5 metres take 1d10+5 Explosive 
  Damage. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate 
  where the target’s body lies with the normal effects.
  where the target’s body lies with the normal effects.
  248
  
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  Table 7–9: Energy Critical Effects - Head
  Table 7–9: Energy Critical Effects - Head
  Critical 
  Damage Critical Effect
  1
  A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except 
  A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except 
  Toughness) for 1 Round.
  2
  The blast of energy dazzles the target, leaving him Blinded for 1 Round.
  The blast of energy dazzles the target, leaving him Blinded for 1 Round.
  3
  The attack cooks off the target’s ear, leaving him with a partially burned stump of cartilage and deafened 
  The attack cooks off the target’s ear, leaving him with a partially burned stump of cartilage and deafened 
  until he receives ﬁ rst aid or waits for 1d5 hours.
  until he receives ﬁ rst aid or waits for 1d5 hours.
  4
  The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the 
  The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the 
  injury. The attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.
  injury. The attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.
  5
  A blast of energy envelopes the target’s head, burning his face and hair, crisping his skin, and causing him to 
  A blast of energy envelopes the target’s head, burning his face and hair, crisping his skin, and causing him to 
  scream like a stuck Grox. In addition to losing his hair, he is blinded for 1d10 Rounds, Stunned for 1 Round, 
  scream like a stuck Grox. In addition to losing his hair, he is blinded for 1d10 Rounds, Stunned for 1 Round, 
  and takes 1 permanent Fellowship Damage
  and takes 1 permanent Fellowship Damage
  6
  The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the 
  The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the 
  next 1d10 hours and suffers 1d5 permanent Fellowship Damage and 1 permanent Perception Damage. The 
  next 1d10 hours and suffers 1d5 permanent Fellowship Damage and 1 permanent Perception Damage. The 
  target also suffers 1d5 levels of Fatigue.
  target also suffers 1d5 levels of Fatigue.
  7
  In a gruesome display, the ﬂ esh is burned from the target’s head, exposing charred bone and muscle 
  In a gruesome display, the ﬂ esh is burned from the target’s head, exposing charred bone and muscle 
  underneath. The target is blinded permanently and suffers 1d10 levels of Fatigue. Also, roll 1d10. This is the 
  The target is blinded permanently and suffers 1d10 levels of Fatigue. Also, roll 1d10. This is the 
  target’s new Fellowship, unless their Fellowship is already 10 or less, in which case don’t bother rolling, as 
  target’s new Fellowship, unless their Fellowship is already 10 or less, in which case don’t bother rolling, as 
  nobody really notices the difference.
  nobody really notices the difference.
  8
  The target’s head is destroyed in a convocation of ﬁ ery death. He does not survive.
  The target’s head is destroyed in a convocation of ﬁ ery death. He does not survive.
  9
  Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending ﬂ aming chunks of 
  Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending ﬂ aming chunks of 
  meat ﬂ ying at those nearby. The target is no more.
  meat ﬂ ying at those nearby. The target is no more.
  10
  As above, except the target’s entire body catches ﬁ re and runs off headless 2d10 metres in a random 
  As above, except the target’s entire body catches ﬁ re and runs off headless 2d10 metres in a random 
  direction (use the scatter diagram on page 244). Anything ﬂ ammable it passes, including characters, must 
  direction (use the scatter diagram on page 244). Anything ﬂ ammable it passes, including characters, must 
  make a Challenging (+0) Agility Test
  Challenging (+0) Agility Test or catch ﬁ re (see Special Damage, page 247).
  Table 7–10: Energy Critical Effects - Leg
  Table 7–10: Energy Critical Effects - Leg
  Critical 
  Damage Critical Effect
  1
  The blast of energy sears the ﬂ esh and bone of the target’s leg, leaving a nasty burn scar. The target may not 
  The blast of energy sears the ﬂ esh and bone of the target’s leg, leaving a nasty burn scar. The target may not 
  Run or Charge for 2 Rounds.
  Run or Charge for 2 Rounds.
  2
  The attack ﬂ ash-fries the target’s leg, cooking chunks of ﬂ esh into char. The target must pass a 
  The attack ﬂ ash-fries the target’s leg, cooking chunks of ﬂ esh into char. The target must pass a Challenging 
  (+0) Toughness Test or suffer 1 level of Fatigue.
   or suffer 1 level of Fatigue.
  3
  The blast causes a nasty compound fracture in the target’s leg. The target reduces his Movement by half 
  The blast causes a nasty compound fracture in the target’s leg. The target reduces his Movement by half 
  (rounding up), and the target may not run or charge. The effects to the target’s Movement persist until the 
  (rounding up), and the target may not run or charge. The effects to the target’s Movement persist until the 
  target receives medical attention.
  target receives medical attention.
  4
  A solid blow to the leg sends currents of agony coursing through the target. The target suffers 1 level of 
  A solid blow to the leg sends currents of agony coursing through the target. The target suffers 1 level of 
  Fatigue and reduces his Movement by half (rounding up) for 1d10 Rounds. The Target is knocked Prone.
  Fatigue and reduces his Movement by half (rounding up) for 1d10 Rounds. The Target is knocked Prone.
  5
  The target’s leg endures horriﬁ c burn Damage, fusing clothing and armour with ﬂ esh and bone. The target suffers 1 
  The target’s leg endures horriﬁ c burn Damage, fusing clothing and armour with ﬂ esh and bone. The target suffers 1 
  level of Fatigue and reduces his movement by half (rounding up) for 2d10 Rounds.  The target is knocked Prone.
  level of Fatigue and reduces his movement by half (rounding up) for 2d10 Rounds.  The target is knocked Prone.
  6
  The attack burns the target’s foot, charring the ﬂ esh and emitting a foul aroma. The target must make a 
  The attack burns the target’s foot, charring the ﬂ esh and emitting a foul aroma. The target must make a 
  Challenging (+0) Toughness Test 
  Challenging (+0) Toughness Test or lose the foot. On a success, the targetreduces his movement by 1/2 
  (rounding up) until he receives medical attention. In addition, the target suffers 2 levels of Fatigue.
  (rounding up) until he receives medical attention. In addition, the target suffers 2 levels of Fatigue.
  7
  The energy attack fries the leg, leaving it a mess of blackened ﬂ esh. The leg is broken and until repaired, the 
  The energy attack fries the leg, leaving it a mess of blackened ﬂ esh. The leg is broken and until repaired, the 
  target counts as having lost the leg. The target must take a 
  target counts as having lost the leg. The target must take a Challenging (+0) Toughness Test or become 
  Stunned for 1 Round. In addition the target suffers 1d5 levels of Fatigue. The target now only has one leg.
  Stunned for 1 Round. In addition the target suffers 1d5 levels of Fatigue. The target now only has one leg.
  8
  Energy sears through the bone, causing the leg to be severed. The target must take a 
  Energy sears through the bone, causing the leg to be severed. The target must take a Challenging (+0) 
  Toughness Test or become Stunned for 1 Round. In addition the target suffers 1d10 levels of Fatigue and 
   or become Stunned for 1 Round. In addition the target suffers 1d10 levels of Fatigue and 
  is suffering from Blood Loss. The target now only has one leg.
  is suffering from Blood Loss. The target now only has one leg.
  9
  The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a 
  The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a 
  Challenging (+0) Toughness Test
  Challenging (+0) Toughness Test or die from shock. The leg is utterly lost.
  10
  In a terrifying display of power, the leg immolates and ﬁ re consumes the target completely. The target dies in 
  In a terrifying display of power, the leg immolates and ﬁ re consumes the target completely. The target dies in 
  a matter of agonising seconds
  a matter of agonising seconds
  249
  
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  Table 7–11: Explosive Critical Effects - Arm
  Critical 
  Damage
  Critical Effect
  1
  The attack throws the limb backwards, painfully jerking it away from the body, inﬂ icting 1 level of Fatigue.
  2
  The force of the blast snaps the bones of the arm in half. The target drops anything held in the hand and 
  must pass a Challenging (+0) Toughness Test or be Stunned for 1 Round,
  3
  The explosion removes 1 ﬁ nger (and the tips from up to 1d5 others) from the target’s hand. The target 
  suffers 1d10 WS and BS damage, and anything carried in the hand is destroyed. If this is an explosive such 
  as a hand grenade, it goes off. Messy (use result 9 instead).
  4
  The blast rips the sinew of the arm straight from the bone. He  is Stunned for 1 Round, and the limb is useless until 
  medical attention is received. The target must make a Challenging (+0) Toughness Test or suffer Blood Loss.
  Challenging (+0) Toughness Test or suffer Blood Loss.
  Challenging (+0) Toughness Test
  5
  Fragments from the explosion tear into the target’s hand, ripping away ﬂ esh and muscle alike. He must 
  immediately make an Ordinary (+10) Toughness Test or lose his hand. If he succeeds, he suffers 1 
  permanent Weapon Skill and Ballistic Skill Damage from the damaged nerves. 
  6
  The explosive attack shatters the bone and mangles the ﬂ esh turning the target’s arm into a red ruin, 
  inﬂ icting 1d5 levels of Fatigue. The target’s arm is broken and, until repaired, the target counts as having 
  only one arm. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss.
  7
  In a violent hail of ﬂ esh, the arm is blown apart. The target must immediately make a Challenging (+0) 
  Toughness Test or die from shock. On a success, the target is Stunned for 1d10 rounds, suffers 1d10 levels 
  of Fatigue, and suffers Blood Loss. He now only has one arm.
  8
  The arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with 
  it. The target is sent screaming to the ground, where he dies in a pool of his own blood and organs.
  9
  With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood 
  droplets. In addition, if the target was carrying a weapon with a power source in his hand (such as a power 
  sword or chainsword) then it explodes, dealing 1d10+5 Impact Damage to anyone within two metres.
  10
  As above, except if the target is carrying any ammunition it explodes dealing 1d10+5 Impact Damage 
  to anyone within 1d10 metres (this is in addition to Damage caused by exploding power weapons noted 
  above). If the target is carrying any grenades or missiles, these too detonate on his person.
  Table 7–12: Explosive Critical Effects - Body
  Critical 
  Damage
  Critical Effect
  1
  The explosion ﬂ ings the target backwards 1d5 metres. The target is knocked Prone.
  2
  The target is blown backwards 1d5 metres by a terriﬁ c explosion, taking 1 level of Fatigue per metre 
  travelled.  The target is knocked Prone.
  3
  The power of the explosion rends ﬂ esh and bone with horriﬁ c results. The target must make a Challenging 
  (+0) Toughness Test or suffer from Blood Loss and be Stunned for 1 Round.
  4
  The force of the blast sends the target sprawling to the ground. The target is knocked backwards 1d5 
  metres, Stunned for 1 Round, and is knocked Prone.
  5
  Concussion from the explosion knocks the target to the ground and turns his innards into so much ground 
  meat. The target must immediately make a Challenging (+0) Toughness Test or suffer Blood Loss and 1 
  permanent Toughness damage. The target then suffers 1d5 levels of Fatigue and is knocked prone.  
  6
  Chunks of the target’s ﬂ esh are ripped free by the force of the attack leaving large, weeping wounds. The target 
  is Stunned for 1 Round, may only take a Half Action in his next Round, and is now suffering Blood Loss.
  7
  The explosive force of the attack ruptures the target’s ﬂ esh and scrambles his nervous system, knocking him 
  to the ground. The target suffers Blood Loss, is knocked Prone, is Stunned for 1d10 Rounds, and must make 
  a Challenging (+0) Toughness Test or fall unconscious.
  8
  The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, 
  killing him instantly.
  9
  Pieces of the target’s body ﬂ y in all directions as he is torn into bloody gobbets by the attack. In addition, if 
  the target is carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to anyone within 1d10 
  metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person.
  10
  As above, except anyone within 1d10 metres of the target is drenched in gore and must make a Challenging (+0) 
  Agility Test or suffer a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight.
  Agility Test or suffer a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight.
  Agility Test
  250
  
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  Table 7–13: Explosive Critical Effects - Head
  Table 7–13: Explosive Critical Effects - Head
  Critical 
  Damage Critical Effect
  1
  The explosion leaves the target confused. He can take only a Half Action on his next Turn.
  The explosion leaves the target confused. He can take only a Half Action on his next Turn.
  2
  The ﬂ ash and noise leaves the target Blinded and Deafened for 1 Round. 
  The ﬂ ash and noise leaves the target Blinded and Deafened for 1 Round. 
  3
  The detonation leaves the target’s face a bloody ruin from scores of small cuts. Permanent scarring is very 
  The detonation leaves the target’s face a bloody ruin from scores of small cuts. Permanent scarring is very 
  likely.  The target suffers 2 levels of Fatigue and must make a 
  likely.  The target suffers 2 levels of Fatigue and must make a Challenging (+0) Toughness Test or suffer 
  1d10 points of Perception and Fellowship damage.
  1d10 points of Perception and Fellowship damage.
  4
  The force of the blast knocks the target to the ground and senseless.  The target suffers 1d10 Intelligence 
  The force of the blast knocks the target to the ground and senseless.  The target suffers 1d10 Intelligence 
  Damage and is knocked Prone. He must also pass a 
  Damage and is knocked Prone. He must also pass a Challenging (+0) Toughness Test or suffer 1 
  permanent Intelligence Damage and be stunned for 2 Rounds.
  permanent Intelligence Damage and be stunned for 2 Rounds.
  5
  The explosion ﬂ ays the ﬂ esh from the target’s face and bursts his eardrums with its force. The target is 
  The explosion ﬂ ays the ﬂ esh from the target’s face and bursts his eardrums with its force. The target is 
  Stunned for 1d10 Rounds and is permanently deafened. Finally, the target gains hideous scars—he suffers 1 
   permanently deafened. Finally, the target gains hideous scars—he suffers 1 
  point of permanent Fellowship Damage.
  6
  The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the 
  The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the 
  neck for the next few minutes. Needless to say this is instantly fatal.
  neck for the next few minutes. Needless to say this is instantly fatal.
  7
  Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is 
  Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is 
  carrying any ammunition it explodes dealing 1d10+5 Impact Damage to any creatures within 1d5 metres. If 
  carrying any ammunition it explodes dealing 1d10+5 Impact Damage to any creatures within 1d5 metres. If 
  the target was carrying grenades or missiles, these too explode on the target’s person.
  the target was carrying grenades or missiles, these too explode on the target’s person.
  8
  In a series of unpleasant explosions the target’s head and torso peel apart, leaving a gory mess on the ground. For 
  In a series of unpleasant explosions the target’s head and torso peel apart, leaving a gory mess on the ground. For 
  the rest of the ﬁ ght, anyone moving over this spot must make a 
  the rest of the ﬁ ght, anyone moving over this spot must make a Challenging (+0) Agility Test or fall Prone.
  9
  The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get 
  The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get 
  much deader than this, except…
  10
  As above, except such is the unspeakably appalling manner in which the target was killed, that any of the 
  As above, except such is the unspeakably appalling manner in which the target was killed, that any of the 
  target’s allies who are within two metres of where the target stood, must make an immediate 
  target’s allies who are within two metres of where the target stood, must make an immediate Challenging 
  (+0) Willpower Test or spend their next Turn ﬂ eeing from the attacker.
  or spend their next Turn ﬂ eeing from the attacker.
  Table 7–14: Explosive Critical Effects - Leg
  Table 7–14: Explosive Critical Effects - Leg
  Critical 
  Damage Critical Effect
  1
  A glancing blast sends the character backwards one metre. The target must make a 
  A glancing blast sends the character backwards one metre. The target must make a Challenging (+0) 
  Toughness Test or be knocked Prone.
  2
  The force of the explosion takes the target’s feet out from under him. He is knocked Prone and may  only 
  The force of the explosion takes the target’s feet out from under him. He is knocked Prone and may  only 
  take Half Move movement Actions for 1d5 Rounds.
  take Half Move movement Actions for 1d5 Rounds.
  3
  The concussion causes the target’s leg to fracture, inﬂ icting 2d10 Agility damage. 
  The concussion causes the target’s leg to fracture, inﬂ icting 2d10 Agility damage. 
  4
  The explosion sends the target spinning through the air. The target is flung 1d5 metres away from 
  The explosion sends the target spinning through the air. The target is flung 1d5 metres away from 
  the explosion. It takes the target a Full Action to regain his feet, and his Movement is reduced by half 
  the explosion. It takes the target a Full Action to regain his feet, and his Movement is reduced by half 
  (rounding up) for 1d10 Rounds.
  5
  Explosive force removes part of the target’s foot and scatters the ragged remnants over a wide area. The 
  Explosive force removes part of the target’s foot and scatters the ragged remnants over a wide area. The 
  target suffers 1 permanent Agility damage. The target must make a 
  target suffers 1 permanent Agility damage. The target must make a Difﬁ cult (–10) Toughness Test or 
  suffer 1d5 levels of Fatigue.
  6
  The concussive force of the blast shatters the target’s leg bones and splits apart his ﬂ esh, inﬂ icting 1d10 
  The concussive force of the blast shatters the target’s leg bones and splits apart his ﬂ esh, inﬂ icting 1d10 
  levels of Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. The target 
  levels of Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. The target 
  must also make an immediate Challenging (+0) Toughness Test
  Challenging (+0) Toughness Test or permanently lose his foot. 
  7
  The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately make a 
  The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately make a 
  Challenging (+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for 
  or die from shock. On a successful Test, the target is still Stunned for 
  1d10 Rounds, suffers 1d10 levels of Fatigue and suffers Blood Loss. He now has only one leg.
  1d10 Rounds, suffers 1d10 levels of Fatigue and suffers Blood Loss. He now has only one leg.
  8
  The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood 
  The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood 
  pumping from the ragged stump: instantly fatal.
  9
  The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, 
  The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, 
  clothing, and armour hurtling off in all directions. Anyone within two metres suffers 1d10+2 Impact Damage.
  clothing, and armour hurtling off in all directions. Anyone within two metres suffers 1d10+2 Impact Damage.
  10
  As above, except in addition, if the target is carrying any ammunition, it explodes dealing 1d10+5 
  As above, except in addition, if the target is carrying any ammunition, it explodes dealing 1d10+5 
  Impact Damage to anyone within 1d10 metres. If the target is carrying any grenades or missiles, these too 
  Impact Damage to anyone within 1d10 metres. If the target is carrying any grenades or missiles, these too 
  detonate on the target’s person.
  251
  
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  Table 7–15: Impact Critical Effects - Arm
  Critical 
  Damage Critical Effect
  1
  The attack strikes the target’s limb, with a powerful blow, causing him to drop anything held in that hand.
  The attack strikes the target’s limb, with a powerful blow, causing him to drop anything held in that hand.
  2
  The strike leaves a deep bruise, possibly causing minor fractures in the arm. The target suffers 1 level of Fatigue.
  The strike leaves a deep bruise, possibly causing minor fractures in the arm. The target suffers 1 level of Fatigue.
  3
  The impact crushes ﬂ esh and bone. The target drops whatever was held in that hand, and must make a 
  The impact crushes ﬂ esh and bone. The target drops whatever was held in that hand, and must make a 
  Challenging (+0) Toughness Test or suffer 1d10 WS and BS damage.
  4
  The impact smashes into the arm or whatever the target is holding, ripping it away and leaving the target 
  The impact smashes into the arm or whatever the target is holding, ripping it away and leaving the target 
  reeling from pain. The target is Stunned for 1 Round  and drops whatever he was holding in his arm. There is a 
  reeling from pain. The target is Stunned for 1 Round  and drops whatever he was holding in his arm. There is a 
  10 percent chance that anything the target was holding in that hand is damaged and unusable until repaired.
  10 percent chance that anything the target was holding in that hand is damaged and unusable until repaired.
  5
  Muscle and bone take a pounding as the attack rips into the arm. The limb is useless until the target receives 
  Muscle and bone take a pounding as the attack rips into the arm. The limb is useless until the target receives 
  medical attention. 
  6
  The attack pulverises the target’s hand, crushing and breaking 1d5 ﬁ ngers . The target suffers 1 level of Fatigue 
  The attack pulverises the target’s hand, crushing and breaking 1d5 ﬁ ngers . The target suffers 1 level of Fatigue 
  and must immediately make a Challenging (+0) Toughness Test or suffer 2 permanent WS and BS damage.
   or suffer 2 permanent WS and BS damage.
  Challenging (+0) Toughness Test or suffer 2 permanent WS and BS damage.
  Challenging (+0) Toughness Test
  7
  With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood 
  With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood 
  onto the ground. The arm is broken and, until repaired, the target counts as having only one arm. The target 
  onto the ground. The arm is broken and, until repaired, the target counts as having only one arm. The target 
  suffers from Blood Loss.
  8
  The force of the attack takes the arm off just below the shoulder, showering blood and gore across the 
  The force of the attack takes the arm off just below the shoulder, showering blood and gore across the 
  ground. The target must immediately make a Challenging (+0) Toughness Test 
   Challenging (+0) Toughness Test or die from shock. If he 
  passes the Test, he is still Stunned for 1d10 rounds, suffers 1d5 levels of Fatigue and is suffers from Blood 
  levels of Fatigue and is suffers from Blood 
  Loss. He now only has one arm.
  9
  In a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he 
  In a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he 
  twists about in agony for a few seconds before collapsing to the ground and dying.
  twists about in agony for a few seconds before collapsing to the ground and dying.
  10
  As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing 
  As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing 
  and armour fragments ﬂ y about like shrapnel. Anyone within 2 metres of the target suffers 1d5–3 Impact 
  and armour fragments ﬂ y about like shrapnel. Anyone within 2 metres of the target suffers 1d5–3 Impact 
  Damage to a random location (see Table 7–2: Hit Locations).
  Table 7–16: Impact Critical Effects - Body
  Critical 
  Damage
  Critical Effect
  1
  A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on 
  A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on 
  his next Turn.
  2
  The impact punches the air from the target’s body, inﬂ icting 1 level of Fatigue and knocking the target Prone.
  The impact punches the air from the target’s body, inﬂ icting 1 level of Fatigue and knocking the target Prone.
  3
  The attack breaks a rib and the target is knocked Prone. The target is also Stunned for 1 Round.
  The attack breaks a rib and the target is knocked Prone. The target is also Stunned for 1 Round.
  4
  The blow batters the target, shattering a rib. The target suffers 1d10 Toughness Damage and must make a 
  The blow batters the target, shattering a rib. The target suffers 1d10 Toughness Damage and must make a 
  Challenging (+0) Agility Test or be knocked Prone.
  5
  A solid blow to the chest pulverises the target’s innards, and he momentary doubles over in pain, clutching 
  A solid blow to the chest pulverises the target’s innards, and he momentary doubles over in pain, clutching 
  himself and crying in agony. The target  is Stunned for 2 Rounds and must make an 
  himself and crying in agony. The target  is Stunned for 2 Rounds and must make an Ordinary (+10) 
  Toughness Test.
  6
  The attack knocks the target sprawling on the ground. The target is ﬂ ung 1d5 metres away from the 
  The attack knocks the target sprawling on the ground. The target is ﬂ ung 1d5 metres away from the 
  attacker and falls Prone (if the target strikes a wall or other solid object, he stops). The target suffers 1d5 
  attacker and falls Prone (if the target strikes a wall or other solid object, he stops). The target suffers 1d5 
  levels of Fatigue and is Stunned for 2 Rounds.
  7
  With an audible crack, 1d5 of the target’s ribs break. The target can either lay down and stay still awaiting 
  With an audible crack, 1d5 of the target’s ribs break. The target can either lay down and stay still awaiting 
  medical attention (a successful Medicae Test sets the ribs) or continue to take Actions, though each Round 
  medical attention (a successful Medicae Test sets the ribs) or continue to take Actions, though each Round 
  there is a 20% chance that a jagged rib pierces a vital organ and kills the character instantly. The target 
  there is a 20% chance that a jagged rib pierces a vital organ and kills the character instantly. The target 
  suffers 1d5 permanent Toughness Damage.
  8
  The force of the attack ruptures several of the target’s organs and knocks him down, gasping in wretched 
  The force of the attack ruptures several of the target’s organs and knocks him down, gasping in wretched 
  pain. The target suffers Blood Loss and suffers 1d10 permanent Toughness Damage.
  pain. The target suffers Blood Loss and suffers 1d10 permanent Toughness Damage.
  9
  The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood 
  The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood 
  before crumpling to the ground dead.
  10
  As above, except the target is thrown 1d10 metres away from the attack. Anyone in the target’s path must 
  As above, except the target is thrown 1d10 metres away from the attack. Anyone in the target’s path must 
  make a Challenging (+0) Agility Test or be knocked Prone.
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  Table 7–18: Impact Critical Effects - Leg
  Critical 
  Damage
  Critical Effect
  1
  A blow to the leg results in deep bruises and teeth-clenching pain. The target suffers 1 level of Fatigue.
  2
  A grazing strike against the leg slows the target. The target’s Movement is reduced by half (rounding up) for 1 
  Round, and he must make a Challenging (+0) Toughness Test or be Stunned for 1 Round and fall Prone.
  Challenging (+0) Toughness Test or be Stunned for 1 Round and fall Prone.
  Challenging (+0) Toughness Test
  3
  A powerful impact causes micro fractures in the target’s bones, inﬂ icting considerable agony. The target 
  suffers 2d10 Agility Damage, and is knocked Prone.
  4
  A solid blow to the leg sends lightning agony coursing through the target. The target suffers 1d10 Agility 
  Damage and is knocked Prone.
  5
  The blow breaks the target’s leg, leaving him Stunned for 1 Round and reducing his movement by to 1 
  metre until he receives medical attention. The target is also knocked Prone.
  6
  Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an 
  immediate Challenging (+0) Toughness Test or permanently lose the use of his foot. The target’s Movement is 
  Challenging (+0) Toughness Test or permanently lose the use of his foot. The target’s Movement is 
  Challenging (+0) Toughness Test
  reduced by 1/2 (rounding up) until medical attention is received. The target suffers 2 levels of Fatigue.
  7
  With a nasty crunch, the leg is broken and the target is knocked Prone mewling in pain. The target 
  falls to the ground with a broken leg and, until it is repaired, he counts as only having one leg. The 
  target is Stunned for 2 Rounds.
  8
  The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately 
  make a Challenging (+0) Toughness Test or die from shock. The target suffers from Blood Loss and 
  suffers 1d5 permanent Agility Damage. He now only has one leg.
  9
  The hit rips apart the ﬂ esh of the leg, causing blood to spray out in all directions. Even as the target tries 
  futilely to stop the sudden ﬂ ood of vital ﬂ uid, he falls to the ground and dies in a spreading pool of gore.
  10
  As above, but such is the agony of the target’s death that his piteous screams drowns out all conversation 
  within 2d10 metres for the rest of the Round.
  Table 7–17: Impact Critical Effects - Head
  Table 7–17: Impact Critical Effects - Head
  Critical 
  Damage
  Critical Effect
  1
  The impact ﬁ lls the target’s head with a terrible ringing noise. The target must make a Challenging (+0) 
  Toughness Test or suffer 1 level of Fatigue.
  2
  The attack causes the target to see stars. The target suffers a ––10 penalty to any Perception or Intelligence 
  Tests for 1d5 Rounds.
  3
  The target’s nose breaks in a torrent of blood, blinding him for 1 Round. The target must make a 
  Challenging (+0) Toughness Test or be Stunned for 1 Round..
  4
  The concussive strike staggers the target. The target must make a Challenging (+0) Toughness Test or be 
  Stunned for 1 Round and knocked Prone.
  5
  The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round and staggers 
  backwards 1d5 metres. He suffers 1 permanent Intelligence damage.
  6
  The target’s head is snapped back by the attack leaving him staggering around trying to control mind-
  numbing pain. The target is Stunned for 1d5 Rounds, knocked backwards 1d5 metres,  must make a 
  Challenging (+0) Agility Test or be knocked Prone.
  7
  The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is 
  Stunned for 1d10 Rounds and halves all movement for 1d10 hours.
  8
  Blood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not 
  survive the experience.
  9
  The target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone 
  within 4 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their 
  next Turn as gore gets in their eyes or on their visors.
  10
  As above, except that the attack was so powerful that it passes through the target and may hit another target 
  nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the 
  same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon 
  they may immediately make another attack (with the same weapon) against any target standing directly 
  behind the original target and still within range of their weapon.
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  Table 7–19: Rending Critical Effects - Arm
  Critical 
  Damage Critical Effect
  1
  The slashing attack tears anything free that was held in this arm.
  2
  Deep cuts cause the target to drop whatever was held and inﬂ icts 1 level of Fatigue.
  3
  The atack shreds the target’s arm into ribbons, causing the target to scream in pain. The target drops whatever 
  was held in that hand and must make a successful Challenging (+0) Toughness Test or suffer Blood Loss.
  Challenging (+0) Toughness Test or suffer Blood Loss.
  Challenging (+0) Toughness Test
  4
  The attack ﬂ ays the skin from the limb, ﬁ lling the air with blood and the sounds of his screaming. The target 
  falls Prone from the agony and takes 2 levels of Fatigue. The limb is useless for 1d10 Rounds.
  5
  A bloody and very painful looking furrow is opened up in the target’s arm. The target suffers from Blood Loss and 
  vomits all over the place in agony. He drops anything held and the limb is useless without medical attention. 
  6
  The blow mangles ﬂ esh and muscle as it hacks into the target’s hand, liberating 1d5 ﬁ ngers in the process 
  (a roll of a 5 means that the thumb has been sheared off ). The target is Stunned for 1 Round and must 
  immediately make a Challenging (+0) Toughness Test or lose the use of his hand.
  7
  The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin. The 
  target suffers 1d10 Strength Damage. The arm is broken and, until repaired, the target counts as having only 
  one arm. In addition, numerous veins have been severed and the target is now suffering from Blood Loss.
  8
  With an assortment of unnatural, wet ripping sounds, the arm ﬂ ies free of the body trailing blood behind it in a 
  crimson arc. The target must immediately make a Challenging (+0) Toughness Test or die from shock. If he 
  Challenging (+0) Toughness Test or die from shock. If he 
  Challenging (+0) Toughness Test
  passes the Test, he is Stunned for 1d10 Rounds and suffers Blood Loss. He now has only one arm.
  9
  The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and 
  killing the target instantly.
  10
  As above. However, as the arm falls to the ground its ﬁ ngers spasm uncontrollably, pumping the trigger of any 
  held weapon. If the target was carrying a ranged weapon there is a 5% chance that a single randomly determined 
  target within 2d10 metres is hit by these shots, in which case resolve a single hit from the target’s weapon.
  Table 7–20: Rending Critical Effects - Body
  Critical 
  Damage
  Critical Effect
  1
  If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. If 
  he is wearing armour, there is no effect. Phew!
  2
  A powerful slash opens a painful rent in the target’s body. He suffers 1 level of Fatigue and must make a 
  Challenging (+0) Toughness Test or be Stunned for 1 Round.
  3
  The attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is 
  Stunned for 1 Round and must make a Challenging (+0) Toughness Test or suffer from Blood Loss.
  4
  The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The 
  target suffers from Blood Loss and is Stunned for 1 Round.
  5
  A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting 
  to move through this pool of blood must succeed on an Agility Test or fall Prone. The target suffers 1d10 
  Toughness Damage and also suffers Blood Loss.
  6
  The mighty attack takes a sizeable chunk out of the target and knocks him to the ground as he 
  clutches the oozing wound, shrieking in pain. The target is knocked Prone and suffers 1d10 
  Toughness Damage and Blood Loss.
  7
  The attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a 
  medic can bind them in place with a successful Medicae Test), or ﬁ ght on regardless and risk a 20% chance each 
  turn that his middle splits open, spilling his intestines all over the ground, causing an additional 2d10 Damage. In 
  either case, the target suffers  1d5 permanent Toughness Damage and is now suffering Blood Loss.
  8
  With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target 
  must make a Challenging (+0) Toughness Test or die. If he passes, he suffers 1d10 permanent Toughness 
  Damage, is stunned for 1 Round, and now suffers Blood Loss.
  9
  The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on 
  to the ground before him. The target is now quite dead.
  10
  As above, except that the area and the target are awash with gore. For the rest of the ﬁ ght, anyone moving 
  within four metres of the target’s corpse must make make a Challenging (+0) Agility Test or fall Prone.
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  Table 7–21: Rending Critical Effects - Head
  Critical 
  Damage Critical Effect
  1
  The attack tears a painful the target’s face, meaning he suffers 1 level of Fatigue. If the target is wearing a 
  helmet, there is no effect.
  2
  The attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring 
  into the target’s eyes, he suffers a –10 penalty to both Weapon Skill and Ballistic Skill for the next 1d10 
  Turns. The target must pass a Challenging (+0) Toughness Test or suffer from Blood Loss.
  3
  The attack rips open the target’s face, leaving him Stunned for 1d5 Rounds. If the target is wearing a helmet, 
  the helmet is torn off. The target suffers Blood Loss.
  4
  The attack slices across one of the target’s eye sockets, possibly scooping out the eye. He must make a Routine 
  (+20) Toughness Test or lose the eye (augmetics can repair this). He also suffers 1d10 Perception Damage
  (+20) Toughness Test or lose the eye (augmetics can repair this). He also suffers 1d10 Perception Damage
  (+20) Toughness Test
  5
  The attack tears the target’s helmet from his head. If wearing no helmet, the target loses an ear instead, 
  becoming Deafened until he receives medical attention. If he loses an ear, he must also must pass a 
  Challenging (+0) Toughness Test or suffer 1 point of permanent Fellowship Damage. 
  6
  As the blow rips violently across the target’s face—it takes with it an important feature. Roll 1d10 to see 
  what the target has lost. 1–3: Eye (see Permanent Effects on page 247), 4–7: Nose (the target suffers 1d10 
  permanent Fellowship Damage), 8–10: Ear (the target suffers 1d10 permanent Fellowship Damage.) In 
  addition, the target is now suffering Blood Loss and suffers 1d5 levels of Fatigue.
  7
  In a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently blinded and 
  has his Fellowship permanently reduced to 1d10, and also now has trouble speaking without slurring his 
  words. In addition, the target is suffering from Blood Loss and is Stunned for 1 Round.
  8
  The blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his 
  cheek like spilled jelly. He’s dead before he hits the ground.
  9
  With a sound not unlike a wet sponge being torn in half, the target’s head ﬂ ies free of its body and sails 
  through the air, landing harmlessly 2d10 metres away with a soggy thud. The target is instantly slain.
  10
  As above, except the target’s neck spews blood in a torrent, drenching all those nearby and forcing them to 
  make a Challenging (+0) Agility Test. Anyone who fails the Test, suffers a –10 penalty to his Weapon 
  Skill and Ballistic Skill Tests for 1 Round as gore ﬁ lls his eyes or fouls his visor.
  Table 7–22: Rending Critical Effects - Leg
  Critical 
  Damage Critical Effect
  1
  The attack knocks the limb backwards, painfully twisting it awkwardly. The target suffers 1 level of Fatigue.
  2
  The target’s kneecap splits open. He must make a Challenging (+0) Agility Test or fall Prone and suffer 
  from Blood Loss as the already damaged extremity hits the ground.
  3
  The attack rips a length of ﬂ esh from the leg, causing blood to gush from the wound. The target suffers 1d5 
  Agility Damage and suffers Blood Loss.
  4
  The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. The target’s 
  Movement is reduced by 1/2 (rounding up)  until medical attention is received. In addition, he is knocked 
  Prone and suffers 1d10 Agility Damage.
  5
  In a spray of blood, the target’s leg is deeply slashed, exposing bone, sinew and muscle. The target suffers Blood 
  Loss, and must make a Challenging (+0) Toughness Test or suffer 1 point of permanent Agility Damage.
  6
  The blow slices a couple of centimetres off the end of the target’s foot. The target must make an immediate 
  Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, the target’s 
  Movement is reduced by half (rounding up). In either case, the target suffers Blood Loss.
  7
  The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is 
  broken and, until repaired, the target counts as having only one leg. In addition, the level of maiming is such 
  that the target is now suffering from Blood Loss. He also is Stunned for 1 Round and is knocked Prone.
  8
  In a single bloody hack the leg is lopped off the target, spurting its vital ﬂ uids across the ground. The target 
  must immediately make a Challenging (+0) Toughness Test or die from shock. On a success, the target is 
  Stunned for 1d10 Rounds, and suffers Blood Loss. He now has only one leg.
  9
  With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony before dying.
  10
  As above, except that the tide of blood is so intense that, for the remainder of the battle, anyone making a Run or 
  Charge Action within six metres of the target this Turn must make a Challenging (+0) Agility Test or fall over.
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  course of game play. Characters gain Fatigue from certain 
  types of attacks, Grappling, some Critical Effects, and other 
  Actions that push them beyond safe limits.
  Fatigue is measured in levels. A character can take a number 
  of levels of Fatigue equal to his Toughness Bonus and still 
  function, albeit with some side-effects. Should a character 
  take a number of levels of Fatigue in excess of his Toughness 
  Bonus, he collapses, unconscious for 10–TB minutes; after 
  the character awakens, his levels of Fatigue revert to a number 
  equal to his Toughness Bonus. Characters suffering from any 
  level of Fatigue suffer a –10 penalty to all Tests.
  REMOVING FATIGUE
  Fatigue goes away with time. Each hour of normal rest (not 
  counting states of unconsciousness) that includes no combat, no 
  Psychic Powers, and no other strenuous activity, removes one level 
  of Fatigue. Six consecutive hours of rest remove all Fatigue.
  CHARACTERISTIC DAMAGE
  Some Psychic Powers, poisons, diseases and other hazards 
  circumvent a character’s Wounds and deal Damage directly 
  to a Characteristic. Characteristic Damage cannot reduce a 
  Characteristic below zero. Characteristic Damage may also 
  affect the corresponding Characteristic Bonus. Table 9-10: 
  Effects of Zero Characteristic Scores summarises what 
  happens when a particular Characteristic is reduced to zero.
  REMOVING CHARACTERISTIC DAMAGE
  Unless otherwise speciﬁ ed, Characteristic Damage is never 
  permanent. A character automatically recovers one point of 
  Characteristic Damage each hour, regardless of his activity 
  level. The GM may allow certain types of medical attention 
  to remove Characteristic Damage at a faster rate.
  CONDITIONS AND SPECIAL 
  DAMAGE
  Common injuries are far from the only forms of bodily harm 
  facing those who dare to venture into the unknown. Heretics 
  may ﬁ nd themselves set on ﬁ re, suffering from massive loss of 
  blood, broken bones, or facing a permanent amputation. All 
  of these, and more, are collectively known as Conditions and 
  Special Damage.
  AMPUTATED LIMBS
  A character that loses body parts (except for his head, which 
  almost certainly means death) is also affected by Blood Loss 
  and must be treated for it quickly. If the character lives, 
  someone with the Medicae Skill must be found to adequately 
  treat the stump to ensure that it heals well. If no medic is 
  available, there is only a 20% chance that the stump will heal 
  over. If it does not, the amputee dies a horrible death from 
  infection after 1d10 days. Whether or not it heals naturally 
  or a medic treats it, the character does not start removing 
  Damage for 1d10+2 days. Assuming the character survives 
  all of the above, he’ll also have to cope with the disagreeable 
  side-effects of the lost limb, which are explained below.
  Lost Hand
  The character suffers a –20 penalty on all Skill and Characteristic 
  Tests that rely on the use of two hands and he cannot wield 
  two-handed weapons. A shield can be  strapped to the injured 
  arm, however. Should this be the character’s primary hand, he 
  must cope with the customary –20 penalty to Weapon Skill 
  Tests made to attack with weapons using his secondary hand. 
  For every 100 xp he spends, he can reduce this penalty by 10.
  If a character loses both hands, he should either secure at 
  least one replacement or get someone to sharpen his teeth.
  Lost Arm
  As with a lost hand, but a character cannot strap a shield to the 
  arm since he no longer has it. Losing both arms is just as bad, 
  plus it’s a bit difﬁ cult to reach those hard-to-clean spots. 
  Lost Eye
  Losing one eye permanently reduces a character’s Ballistic Skill 
  by –10. In addition, he suffers a –20 penalty to all Skill and 
  Characteristics Tests that rely on sight. Should a character have 
  the misfortune to lose both eyes, he becomes blinded (see below).
  Lost Foot
  The character permanently reduces all his movement by half 
  (round up) and suffers a –20 penalty to all movement Actions 
  as well as Skill and Characteristic Tests that rely on mobility, 
  such as Shadowing. Losing both feet makes it hard to walk, 
  though perhaps the Heretic can grow tentacles to compensate... 
  Lost Leg
  Treat this as a lost foot, but the character cannot use the Dodge 
  Skill. Losing both legs renders the character half the person he 
  was, but the good news is he also becomes half the target.
  Table 7–6: Effects of Zero Characteristic
  Characteristic
  Effect
  Zero Weapon Skill
  The character may not make tests based 
  on this Characteristic.
  Zero Ballistic Skill
  The character may not make tests based 
  on this Characteristic.
  Zero Strength
  The character collapses into 
  unconsciousness.
  Zero Toughness
  The character dies.
  Zero Agility
  The character is paralysed, helpless, 
  and can take no Actions.
  Zero Intelligence
  The character slips into a dreamless 
  coma and is treated as helpless.
  Zero Perception
  The character is bereft of his senses 
  and suffers a –30 penalty to all Tests 
  (except Toughness) until he recovers.
  Zero Willpower
  The character collapses into a 
  nightmare-ﬁ lled sleep.
  Zero Fellowship
  The character withdraws into a 
  catatonic state. He may not speak or 
  take Tests based on this Characteristic.
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  BLINDED
  A blind character automatically fails all tests based on vision and 
  automatically fails all Ballistic Skill Tests. He also suffers a –30 
  penalty to Weapon Skill Tests and most other tests that ordinarily 
  beneﬁ t from vision. Needless to say, most Heretics ﬁ nd blindness 
  very inconvenient, but any member of the Inquisition will tell 
  them they don’t need their eyes to see the truth.
  BLOOD LOSS
  Blood Loss is a Critical Effect that can result from Critical Damage. 
  Characters suffering from Blood Loss have a 10% chance of dying 
  each Round unless treated in some way. If the suffering character is 
  conscious, he may attempt a Difﬁ cult (–10) Medicae Test each 
  Round to staunch the bleeding. If the character is also trying to 
  simultaneously engage in strenuous activity, such as running away 
  from whatever caused the Blood Loss, attempts to staunch the 
  bleeding instead require a Very Hard (–30) Medicae Test. If the 
  suffering character is not conscious, or doesn’t fancy his chances, 
  another character may attempt the test.
  DEAFENED
  The character cannot hear at all, or at least not well enough 
  to communicate with others. Until the character recovers or 
  has his disability repaired, he automatically fails any Skill or 
  Characteristic Test that relies on hearing. Apart from having 
  trouble communicating with his fellow Heretics, the GM is free 
  to decide what effects a deaf character will have on the game.
  FIRE
  A character suffers Damage from ﬁ re each Round he is 
  exposed to it. At the beginning of each Round after the ﬁ rst 
  in which a character is exposed to the same source of ﬂ ames 
  (or if he is hit by a weapon with the Flame Special Quality 
  or suffers certain Toxic Critical Effects), he must make a 
  Challenging (+0) Agility Test or catch on ﬁ re.
  Once a character is on ﬁ re, he suffers 1d10 Damage (ignoring 
  armour) and takes 1 level of Fatigue each Round until the ﬁ re 
  is extinguished. All Damage from ﬁ re is Energy Damage—if 
  the location is not otherwise speciﬁ ed, use the body location. 
  While on ﬁ re, a character must make a Challenging (+0) 
  Willpower Test at the beginning of each of his Turns in order 
  to be able to take Actions normally; otherwise, he may only run 
  around and scream, counting as a Full Action. A character that 
  is on ﬁ re may try to extinguish the ﬂ ames by dropping prone 
  and making a Hard (–20) Agility Test as a Full Action.
  The GM can make this test easier or harder depending on 
  environmental conditions and whether the blazing character 
  is able to receive any help from nearby allies.
  FALLING
  Characters can fall off things for all manner of reasons, though 
  the results are usually the same. To work out Damage from 
  falling, simply roll 1d10 and add +1 per metre the character 
  fell. Use Table 7–3: Hit Locations to determine which part of 
  the body hits the ground ﬁ rst. Armour offers no protection 
  against falls. Damage from falling is Impact Damage. The GM 
  may adjust the Damage depending on the type of surface 
  landed upon as well abnormal gravity conditions, and so forth.
  STUNNED
  In addition to Damage and Fatigue, characters may also 
  become Stunned due to certain attacks or effects. Weapon 
  Skill and Ballistic Skill Tests to hit Stunned characters are 
  considered Routine (+20). In addition, Stunned characters 
  cannot take Actions or Reactions such as Evasion. A Stunned 
  character is not helpless or unaware.
  SUFFOCATION
  There are many ways to suffocate, including drowning, smoke 
  inhalation, and exposure to certain toxins. The rate of suffocation 
  depends on the character’s activity level. If a character is actively 
  trying to conserve oxygen, he can hold his breath for a number 
  of minutes equal to his Toughness Bonus. If a character is instead 
  engaged in strenuous activity (combat, swimming, and so forth) 
  he may hold his breath for a number of Rounds equal to twice 
  his Toughness Bonus. While holding his breath, a character 
  must make a Challenging (+0) Toughness Test each minute 
  (if conserving oxygen) or each Round (if engaged in strenuous 
  activity). If he fails, he suffers one level of Fatigue. Remember, 
  any amount of Fatigue imposes a –10 penalty to all Tests, and 
  if a character ever has a number of levels of Fatigue in excess 
  of his Toughness Bonus, he immediately falls unconscious for 
  10 minutes. If the character has not gained a fresh source of 
  oxygen by the end of the allotted time, he automatically falls 
  unconscious regardless of his levels of Fatigue. If a character is 
  both unconscious and deprived of a fresh source of oxygen, he 
  dies after a number or Rounds equal to his Toughness Bonus.
  UNCONSCIOUSNESS
  Unconsciousness is usually a temporary state that typically 
  results from excessive levels of Fatigue or Critical Damage. 
  The duration of a state of unconsciousness is usually included 
  in the description of the effect that caused it, but if no other 
  duration is given, unconsciousness lasts for 10 minutes.
  An unconscious character is completely unaware of his 
  surroundings and cannot take any actions. He is also treated 
  as a helpless target (see page 243). If a character falls into 
  unconsciousness due to excessive levels of Fatigue, he recovers 
  some of that Fatigue when he awakens. See Fatigue, page 246.
  USELESS LIMBS
  Certain Critical Effects indicate a risk of permanently losing 
  the use of a limb unless the affected character succeeds at a 
  Challenging (+0) Toughness Test. Should a character with 
  the Medicae Skill assist the injured  character, the victim gains 
  a +20 bonus to such a test. Even if the test is successful, the 
  limb must be held in a sling for 1d5+1 weeks and is useless 
  during this time.
  Should the Toughness Test fail, the limb must be removed, 
  requiring a character with the Medicae Skill to succeed at a 
  Difﬁ cult (–10) Medicae Test. Should this fail, the limb still 
  comes off, but the surgery inﬂ icts 1d10 Damage to the limb—
  almost always Critical Damage. Should the amputee live, the 
  limb comes off, but he suffers Blood Loss and must be treated 
  for it. Once this has been dealt with, the chirurgeon must treat 
  the wound as if it were an amputated limb (see above).
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  VACUUM
  There is nothing good about being exposed to vacuum. 
  There are two main ways this unfortunate event could occur: 
  a character can be suddenly thrust into an airless, pressureless 
  environment (such as being expelled from an airlock), or 
  they can be slowly affected (such as being on a star ship as 
  atmosphere is vented into space).
  If exposed to vacuum, a character may survive unharmed 
  for a number of Rounds equal to his Toughness Bonus. 
  Unless he has an oxygen source, he will begins to suffer from 
  the effects of Suffocation. At the end of each Round after this, 
  he suffers 1d10 Explosive Damage from depressurisation. If 
  he is in the vacuum of space, at the end of each Round make 
  a Challenging (+0) Toughness Test or suffer 1d10 Energy 
  Damage from the extreme cold. Both ignore armour and 
  Toughness Bonus. If a character dies in space, it takes ﬁ ve 
  Rounds for his corpse to freeze. If a frozen corpse suffers any 
  Damage, it shatters into thousands of blood-red ice shards. 
  If a character is trapped in a gradually worsening atmosphere, 
  he may survive unharmed for a number of Rounds equal to 
  twice his Toughness Bonus. At the end of this time, he begins to 
  experience suffocation and depressurisation as detailed previously. 
  However, the damage is only 1d5 instead of 1d10.
  HEALING
  A character will inevitably suffer Damage 
  during his explorations of the galaxy. 
  As a character accumulates Damage, 
  he progresses through three different 
  states: 
  Lightly 
  Damaged, 
  Heavily 
  Damaged, and Critically Damaged. 
  LIGHTLY DAMAGED
  A character is considered Lightly Damaged if he 
  has taken Damage equal to or less than twice his 
  Toughness Bonus. A Lightly Damaged character 
  removes one Damage per day through natural 
  healing. If a Lightly Damaged character devotes 
  an entire day to bed rest, he removes an amount of 
  Damage equal to his Toughness Bonus.
  HEAVILY DAMAGED
  A character is Heavily Damaged whenever he has 
  taken more Damage than twice his Toughness 
  Bonus. A Heavily Damaged character removes 
  one Damage per week though natural 
  healing. If a Heavily Damaged character 
  devotes an entire week to complete rest, 
  he removes an amount of Damage equal 
  to his Toughness Bonus. Once a Heavily 
  Damaged character’s Damage is equal to or 
  less than his Toughness Bonus, he becomes 
  Lightly Damaged.
  CRITICALLY DAMAGED
  A character is Critically Damaged whenever 
  he has taken Damage in excess of his Wounds. 
  Critical Damage does not heal on its own—it requires 
  medical attention. With rest and medical attention, a character 
  removes one point of Critical Damage per week. After all 
  Critical Damage has been removed, a character becomes 
  Heavily Damaged instead. 
  MEDICAL ATTENTION
  Medical attention can range from the application of healing 
  drugs to a successful Medicae Test. Medical attention can provide 
  immediate recovery or can speed the process of natural healing. 
  For additional information, see the Medicae Skill on page 83.
  CYBERNETIC AND BIONIC REPLACEMENTS
  It is possible to restore lost limbs with bionic replacements; 
  sometimes a character may prefer to lop off a perfectly good 
  arm to gain the beneﬁ ts of having a cybernetic replacement. See 
  Chapter 5: Armoury. 
  258
  twice his Toughness Bonus. At the end of this time, he begins to 
  experience suffocation and depressurisation as detailed previously. 
  However, the damage is only 1d5 instead of 1d10.
  A character will inevitably suffer Damage 
  A character is considered Lightly Damaged if he 
  has taken Damage equal to or less than twice his 
  Toughness Bonus. A Lightly Damaged character 
  removes one Damage per day through natural 
  healing. If a Lightly Damaged character devotes 
  an entire day to bed rest, he removes an amount of 
  A character is Heavily Damaged whenever he has 
  taken more Damage than twice his Toughness 
  Bonus. A Heavily Damaged character removes 
  one Damage per week though natural 
  healing. If a Heavily Damaged character 
  devotes an entire week to complete rest, 
  he removes an amount of Damage equal 
  to his Toughness Bonus. Once a Heavily 
  Damaged character’s Damage is equal to or 
  less than his Toughness Bonus, he becomes 
  A character is Critically Damaged whenever 
  he has taken Damage in excess of his Wounds. 
  
  ROLE OF THE GM
  •
  EVOKING THE SETTING
  •
  EXPERIENCE AND 
  GOALS
  •
  COMPACTS
  •
  INTERACTION
  •
  TERROR AND MADNESS
  •
  INTERACTING WITH 
  OTHER GAMES
  
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  Chapter VIII: 
  The Game 
  Master
  “We are ﬁ nished, you and I. Because you are unjust, unfair, unkind. 
  I will block you! I swear it! I will hinder and harm your so-called 
  Imperium I will ruin your works, as you have ruined mine.”
  –Cardinal Maurius Castille before his disappearance
  I
  n BLACK CRUSADE, players assume the roles of men and 
  women who have, for any of a number of reasons, fallen out 
  with the Imperium and left the light of the God-Emperor 
  behind. Hereteks, Traitor Legionnaires, deeply corrupt Imperial 
  ofﬁ cials, and all manner of apostates, renegades, mutants, and 
  outcasts make up the ranks of the Followers of Chaos. While 
  their personal motivations and short-term goals are as varied as 
  the individual players themselves, they generally share the same 
  long-term goal, the utter destruction of the Imperium of Man. 
  In BLACK CRUSADE, the characters seek to accomplish this 
  by beginning a Black Crusade of their own. They seek to 
  either tear down the worlds in the Calixis Sector, Koronus 
  Expanse, or Jericho Reach in violent bloodshed, or unite the 
  squabbling and disparate factions of the Screaming Vortex. 
  Whatever they choose, they then must build a vast army from 
  this base and launch it into the unprotected Imperium. 
  To this end they plot and scheme, wage bloody wars, steal, 
  loot, corrupt, and destroy the works of the God-Emperor with 
  unrelenting zeal. While the players are responsible for breathing 
  life into their characters, it is the Game Master’s responsibility 
  to bring their bloody, desperate existence to reality. 
  THE ROLE OF THE GM
  In BLACK CRUSADE one member of the group must take on 
  the responsibilities of Game Master, or GM. Game Masters 
  can be thought of as a combination of screen writer and ﬁ lm 
  director. Where the players are like actors, men and women 
  playing roles within the game world, the GM is responsible 
  for everything else. He creates the worlds the players inhabit, 
  and within those worlds he sets the scene, guides the plot, and 
  decides the outcome  of the players’ actions. While comparing 
  a roleplaying game to a ﬁ lm production is a handy way to 
  understand what goes into running and playing a game, it’s 
  not a perfect analogy. Where in a ﬁ lm the director has near 
  absolute control, a roleplaying game is more a collaborative 
  effort between the players and the Game Master. For while the 
  GM sets the stage, it is ultimately the players’ responsibility to 
  decide their characters’ actions and drive the story.
  Along with creating the world and guiding the plot, the 
  Game Master also plays an important role as an adjudicator and 
  referee, the ﬁ nal word in all matters of game rules and mechanics. 
  As in any game, BLACK CRUSADE uses a clearly deﬁ ned ruleset 
  to determine the outcome of players’ actions and to determine 
  the magnitude of success, or failure, of their endeavours. It is the 
  Game Master’s job to decide when and where these rules are 
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  applied and how they are interpreted to ensure the game runs as 
  smoothly as possible. In doing so, the Game Master must remain 
  impartial and fair, like any good referee, to ensure that his players 
  are enjoying the game and generally having a good time.
  Game Masters are also responsible for providing the game’s 
  plot, or at least a general plot outline with which the players 
  interact. In general, these plots are known as adventures or 
  scenarios. Everything the players want or need to know about 
  their world is created by the GM, and it is his responsibility 
  to make the world and plot gripping enough to keep players’ 
  interest. Additionally, while the Game Master guides the 
  players, provides them with worlds to explore, and rewards 
  them for their efforts, he also stands against them in a way. 
  Along with creating the world and acting as impartial judge, 
  the GM is responsible for setting obstacles in the players’ 
  path, challenging them at every turn, and playing the role 
  of every enemy from the lowliest hive-scum to the loftiest 
  Imperial ofﬁ cial. It is these dual roles, as both guide and 
  antagonist, that give the Game Master his great challenges.
  While at ﬁ rst glance taking on the role of Game Master 
  seems daunting, his is perhaps the most rewarding task of all. 
  For it is the Game Master who gets the satisfaction of bringing 
  enjoyment to his players, and seeing his worlds come to life.
  THE BASICS
  As it is the Game Master’s responsibility to shape and guide 
  the story for the enjoyment of the players, he necessarily 
  needs to be more prepared than the rest of the group. Before 
  the GM takes on the responsibility of running a game, there 
  are a few key things he should consider.
  Know the Rules: The GM must know at least as much 
  about the rules as the players, if not more. This means that 
  the GM should read as much of this book as possible before 
  running his ﬁ rst game. Knowing the rules is also important to 
  the GM in his role as ﬁ nal arbiter in all rules and mechanics 
  questions. Familiarity with the rules allows the GM to speak 
  with authority on the subject, and can reduce out of game 
  discussions of rules minutiae. 
  Know the Plot: In a BLACK CRUSADE game, the players 
  and their characters are, essentially, the darkness eating away at 
  the heart of the Imperium of Man in the waning years of the 
  41st Millennium. They are the subject of dark tales, parables 
  used by the Commissariat to ensure fear and obedience among 
  their troopers. However, while the players are indeed powerful, 
  debased individuals with many grandiose plans, it is the Game 
  Master who creates the world in which they live and the plots 
  that they follow. As stated earlier, the GM also controls the 
  group’s enemies and allies, and keeps track of all the little details 
  that immerse the players in the story. While roleplaying is largely 
  a collaborative process, the GM is under no obligation to tell 
  players everything that happens. Rather, he simply sets the scene 
  and responds to the players’ actions. This means that the GM 
  isn’t required to know every detail of the scenario, but he should 
  know at least where it starts and where it’s headed. Plots can 
  be as simple as “kill the commander of the Highland Guard on 
  Damaris,” or as complex as “destabilize an entire Imperial system, 
  corrupt its leaders, and prepare it for sacriﬁ ce to Slaanesh.” 
  A more detailed plot tends to make the GM’s life easier. If 
  he has done all of his work on the front-end, creating NPCs, 
  detailing locations, preparing various in-game rewards for 
  the players, and plotting out a few contingency scenarios, he 
  won’t need to create things from whole cloth in the middle of 
  a game session, therefore keeping the game running smoothly 
  and at a good pace. Whether a scenario is complex or basic, 
  however, preparation done by a Game Master rarely goes to 
  waste. Game Masters can also use pre-designed and published 
  adventures, such as the one featured in Chapter XII. The 
  advantage of these pre-generated adventures is that the GM’s 
  work is largely done already.
  Be Flexible: It’s a well known fact that every plan is a good 
  one up until ﬁ rst contact, and this certainly applies to roleplaying 
  games. No matter how much time and effort a Game Master puts 
  into his game, players will largely do as they please. This usually 
  means chasing off after red herrings and spurious leads, killing 
  CHOOSING THE GAME MASTER
  When organising a game of BLACK CRUSADE, one player 
  must take on the role of the Game Master. While this 
  person can be nominated by his peers, it is better if the 
  Game Master takes on this job of his own volition. A 
  game run by a volunteer Game Master is usually better 
  as the GM is more enthusiastic about the job at hand. 
  Typically, the Game Master is chosen well beforehand, 
  as it is usually the Game Master who ﬁ rst owns the core 
  rulebook and who organises the game in the ﬁ rst place, 
  creating a story and drawing together his players. It 
  is also common that over the course of a game, other 
  players may want to try their hand at GMing, sharing 
  the work and creating adventures all their own. This 
  allows players more creative control over a game, and 
  can be very rewarding as GM tag-team adventures can 
  lead to plots and campaigns with more depth and detail.
  DELEGATING TO PLAYERS
  There is little doubt that the lion’s share of the work of 
  running a roleplaying game falls to the Game Master. He 
  does not need to go it alone, however, when it comes to 
  organising the adventure and gathering the ingredients 
  for a successful game. This is where players can help 
  out, doing things like bringing miniatures, dice, pencils 
  and paper, snacks, and handling any of the other little 
  details that make a night of gaming truly enjoyable. 
  One of the most important contributions a player can 
  make to a game is in helping the GM add detail and depth 
  to his setting. For example, rather than the GM creating 
  the details of Cardinal Castille, an important part of a PC’s 
  background, the GM can ask the player to write up a brief 
  description of this background. This means that the player 
  is adding to the world, and gives the GM some extra detail 
  that he can work into the story at a later date. By allowing 
  players to create these kinds of background details, they 
  become more invested in the story while making the GM’s 
  job easier and the group’s playing experience richer.
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  important NPCs at inopportune times, ignoring plot altogether, 
  and generally running roughshod over the GM’s careful work. 
  While it is certainly their right to do so, and always enjoyable to 
  test the limits of the Game Master’s story, it can be quite difﬁ cult 
  to handle for inexperienced or inﬂ exible GMs. To deal with the 
  vagaries of strong-willed players, Game Masters should always 
  be ﬂ exible when it comes to their stories, ready to alter or even 
  scrap a story or plot point if the players prove uninterested. 
  Be Prepared: It often falls to the Game Master to make sure 
  that the group has access to the various materials (in addition 
  to this book) needed for an evening of gaming. This usually 
  means having on hand a supply of dice, pencils, scratch paper, 
  and perhaps some miniatures for helping work out locations 
  during combat. Some GM’s also like to keep each player’s 
  character sheet between sessions lest they go astray. A list of 
  basic roleplaying supplies can be found on page 34.
  EMBRACING CHAOS: 
  EVOKING THE SETTING
  BLACK CRUSADE takes place in the Warhammer 40,000 universe, 
  a grim and deadly place where the mindless and fanatical 
  followers of an ancient, irrelevant corpse-god slowly grind the 
  galaxy beneath an armoured boot heel. The average citizen of 
  the million worlds of the Imperium of Man is a slave, bound not 
  by chains but by ignorance, superstition, and fear. The Imperium 
  of Man is at its ﬁ nal end, beset from without by vile xenos and 
  crumbling from within thanks to mutation, entropy, and sheer 
  inertia. Throughout all of these threats weaves the maddening 
  dream of Chaos, its agents forever whispering from the shadows 
  their message of truth, freedom, power, and everlasting glory.
  The players are these messengers, insurgents, malcontents, 
  apostates, heretics, and free thinkers from the worlds of the Calixis 
  Sector, the Koronus Expanse, the Jericho Reach, and even beyond. 
  They strive endlessly against one another and against the monolithic 
  machine of the Imperium. They seek to uncover knowledge hidden 
  away in the dark places of the galaxy for aeons, to deliver untold 
  pain and suffering to their enemies, or to wade across the countless 
  battleﬁ elds of the galaxy bathed in the blood of their foes. They have 
  ﬂ ed from Imperial tyranny, running to the one place of sanctuary 
  they can ﬁ nd—the Screaming Vortex, a rift in reality itself. The 
  Screaming Vortex is full of disunited factions, waiting for a strong 
  leader to emerge and unite them under one banner. The Heretics 
  must strive to grasp power and prestige amongst these myriad 
  factions of the Vortex, unite them, forge them into a cohesive army, 
  and lead a massive Black Crusade against the Imperium they despise. 
  It is ultimately the job of the Game Master to bring the 
  players’ world to life and allow them the opportunity to reach 
  their ﬁ nal destiny. Part of achieving this, and of adding life and 
  immersion to the BLACK CRUSADE game, is in understanding 
  the underlying themes of this unique setting.
  THEMES IN BLACK 
  CRUSADE
  BLACK CRUSADE, and the Warhammer 40,000 universe within 
  which the game resides, is unique among countless science-
  ﬁ ction settings. To better evoke the feeling and atmosphere 
  of the grim, dark future in which BLACK CRUSADE is set, the 
  Game Master should familiarise himself with its key themes. 
  Using these themes can ﬁ rmly cement a game in the 41st 
  Millennium and helps develop the game’s characters.
  GLORY
  What glory is there in the Imperium of Man? What glory 
  can be found in following an ancient, corpse-god and his 
  legions of mindless servants? Those who blindly follow the 
  God-Emperor and conform to the capricious strictures of the 
  Imperium of Man are forever doomed to be chattel. They are 
  seen by the Lords of Terra simply as tools to be used, grist to 
  be ground by its massive war machine. No one, not the most 
  powerful Sector Lord or Imperial Navy Admiral, can escape his 
  fate while still under the heel of the Adeptus Terra. Those who 
  follow the path of Chaos, however, want more than the soul-
  crushing anonymity and brutal degradation that is daily life in 
  the Imperium. They have cast off a world where initiative is 
  frowned upon, creativity is punished, and questioning authority 
  carries a death penalty for the freedom inherent in Chaos. It is 
  through the powers of Chaos that they will make their mark 
  on history, and their names will live forever on the lips of the 
  cowering sheep within the Imperium.
  HEDONISM
  Lust is mankind’s most powerful motivator, and has been since 
  its earliest days. Lust for power, for glory, for the ﬂ esh, and 
  other, darker desires have driven men and women to the greatest 
  heights and plunged them headlong into the deepest pits of sin 
  and despair since time out of mind. The Imperium’s  people 
  are bound by laws, both religious and secular, and by common 
  morality. Outmoded ideas of piety, modesty, and moderation 
  still plague Imperial worlds. Not so in the Realms of Chaos, 
  however, for in Chaos lies total freedom. Only in Chaos are 
  individuals able, indeed encouraged, to indulge themselves and 
  to peruse their deepest and most heartfelt desires.
  POWER
  True power, like true glory, is ﬂ eeting and illusory in the 
  Imperium of Man. A powerful man in the Imperium may lead 
  armies, ﬂ eets, or planets, but he is still mortal. Indeed, most 
  Imperial citizens die without ever realising their true potential. 
  Those that embrace Chaos, however, soon come to understand 
  the true nature of power. It is in Chaos that ultimate power 
  is found, for what is an Imperial Guard Regiment when 
  compared with the raw and terrible power of a daemon prince 
  RULE ZERO
  One of the most important rules for the GM is Rule Zero. 
  Simply put, Rule Zero says that the GM is expected 
  to exercise common sense and good judgement in his 
  game. He is allowed to supersede the game rules in the 
  interest of ensuring that the game runs smoothly, the 
  stories are interesting, and everyone has a good time.
  The GM should also remember that excessive or 
  arbitrary use of Rule Zero usually results in an empty 
  gaming table. Simply put, don’t abuse it!
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  and his host of daemonic warriors? Who can stand against the 
  might of the savage Traitor Legions? There are many types of 
  power—indeed, as many as there are those who seek it. Some 
  seek power through knowledge, others seek power over men, 
  and still others seek power over life and death itself. Whatever 
  their desires, those who seek power ﬁ nd it eventually in Chaos.
  VENGEANCE
  The Imperium has much to answer for in the eyes of many in 
  the galaxy. An organisation so monolithic and so powerful that 
  it considers the callous destruction of entire worlds an acceptable 
  sacriﬁ ce has more enemies than friends, and indeed has made 
  many enemies of its own people. Those who seek vengeance 
  against the Imperium for some slight or crime, real or imagined, 
  ﬁ nd numerous powerful allies among the adherents of Chaos. 
  While it is a truly desperate avenue through which to seek 
  vengeance, most who do are already so consumed with rage that 
  they would burn the entire galaxy down to get their justice. For 
  them the jump to Chaos is a very short one indeed.
  How to Run a 
  Black Crusade 
  Campaign
  “Only the strongest shall arise to lead the Black Crusade.”
  —The Prophecy of Ruin
  I
  n a BLACK CRUSADE game, players take on the role of 
  disparate groups of Chaos adherents. While they have their 
  own personal goals and desires, these Heretics are bound 
  together in a common cause—the utter obliteration of the 
  Imperium of Man. In the eyes of the Adeptus Terra and the 
  citizens of the Imperium, the players are debased and wicked, 
  men and women who would sell their services, their bodies, 
  indeed their immortal souls for the chance of a glory or power. 
  A select few may grasp the glory necessary to receive elevation 
  and honour by the Ruinous Powers, and ascend to daemonhood. 
  A very few may claim the power necessary to become a true 
  Champion of Chaos and lead a BLACK CRUSADE—a massive 
  war against the Imperium and the forces of Order. 
  While running a game wherein the players are not bound to 
  the laws of the Imperium of Man leaves a Game Master with a 
  plethora of plot options, it also presents some unique challenges 
  not usually inherent in other “heroic” style games. As adherents 
  of Chaos, the Heretics are the enemy of human civilization. They 
  are the gibbering madness from behind the stars that Priests of 
  the Ecclesiarchy preach against from their pulpits. As such, every 
  respectable door is closed to them, and every man’s hand is turned 
  against them. They are constantly hunted, hounded from world 
  to world and sector to sector by agents of the Inquisition and the 
  Adeptus Astartes. At the same time, however, from their point of 
  the view the Imperium  is the ultimate enemy of mankind, and 
  they are the few who stand against it. Of course, some may see 
  themselves as utterly black-hearted as well. 
  Of course, no one would choose a life like this if there 
  weren’t fantastic rewards inherent in it. Aside from worldly 
  wealth, glory, and power, the ultimate reward for an ardent 
  follower of Chaos is nothing less than ascension to the ranks 
  of the most powerful of the daemonic host. It is this apotheosis, 
  above nearly all else, that drives an adherent of Chaos in his 
  burning quest to see the Imperium burn. Every heretic knows 
  that once his work is done, there is a chance, however small, 
  that he will take his rest at his Master’s side as a Daemon Prince 
  where he will abide forever in the glories of Chaos.
  STYLES OF PLAY
  BLACK CRUSADE has within it a number of unique styles of 
  play that focus on different aspect of the Chaos adherent’s 
  struggle against the Imperium and give the Game Master some 
  guidance in deciding what sort of game he’d like to run. None 
  of the following styles are exclusive, and Game Masters are 
  encouraged to mix them, or create new ones, as he sees ﬁ t.
  MILITANTS
  Armed conﬂ ict is a constant in the Warhammer 40,000 universe. 
  Ork Waaaghs! consume whole systems, the Imperial Navy 
  clashes endlessly with the ﬂ eets of treacherous xenos, crafty 
  Rogue Traders swindle and cheat their way across the void and 
  leave behind them the dried husks of exploited worlds, and the 
  Adeptus Astartes wages bloody campaigns on countless worlds. 
  Parts of the galaxy have been embroiled in nothing but war for 
  decades or even centuries, and countless guardsmen are sent to 
  ﬁ ght and die on front lines that haven’t changed for generations. 
  This galaxy full of endless blood, war, and suffering is 
  the backdrop against which BLACK CRUSADE is set. Many 
  in the galaxy have taken up arms and pledged to wage war 
  against the monolithic might of the Imperium of Man. The 
  battleﬁ elds of the Imperium teem with the disenfranchised, 
  the mad, and the opportunistic glory hound, all claiming 
  greater or lesser degrees of allegiance to the Ruinous Powers. 
  Some serve in private military concerns, in the armies of 
  fallen or independent worlds, or as the ofﬁ cers and crew 
  of ravening pirate vessels. Others ﬁ ght from the shadows, 
  organised in loosely afﬁ liated cells of insurgents and rebels, 
  sowing terror and discord through sabotage and violence. 
  Still others are the ancient and terrible Traitor Legionnaires, 
  the fallen Chaos Space Marines who long ago followed their 
  Primarchs into the Eye of Terror. This is the world into which 
  the Heretics have been born. A universe of eternal war can 
  only be defeated by responding in kind. 
  CORRUPTORS OF MEN
  While the sowing of terror and despair through force of arms 
  is certainly the most expedient way of pursuing the goals 
  of Chaos, there are times when assassinations or wholesale 
  slaughter simply will not serve. There are situations that call for 
  subtlety and guile, when a silver tongue and a dubious promise 
  will do more damage than a dozen Traitor Legionnaires. The 
  Lords of the Imperium of Man have become as neglectful 
  parents, and they have abdicated their responsibility to care 
  for and nurture their peoples. The galaxy is a place where 
  even the most basic requests for food, shelter, and protection 
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  are met by either an uncaring, byzantine bureaucracy or by 
  the iron ﬁ st of the Imperial war machine. Is it little wonder 
  then that even the most faithful Imperial servant or the most 
  ardent and loyal Space Marine could be tempted by simply 
  the promise of a little freedom, charity, or luxury. Everyone, 
  as they say, has his price. No one understands this better than 
  Heretics in the service of Chaos.
  SEEKERS OF PROSCRIBED KNOWLEDGE
  There are many who claim that power, true power, comes from 
  knowledge. No one is more acutely aware of this than the Lords 
  of Terra. They have carefully ingrained in their populace not 
  only a blinding ignorance, but a ﬁ erce pride in that ignorance. 
  Whole branches of mankind’s knowledge have been cut off 
  or shut away by the thought police of the Imperium because 
  it was considered “blasphemous” or “too dangerous” for the 
  common populace to possess. Countless schools of political 
  and philosophical thought have been erased. The sciences have 
  either been lost totally or their understanding so diminished 
  that they are reduced to little more than technological dogma 
  and require baroque rituals to perform even the simplest of 
  tasks. Soon, if the Imperium has its way, mankind will fully 
  regress to benighted barbarism as the last vestiges of his great 
  intellectual legacy are wiped away by fearful, small-minded 
  fools. Heretics in BLACK CRUSADE live in a galaxy in which a 
  closed mind is a cherished thing, and those who would think 
  for themselves are regularly betrayed to the authorities by their 
  friends, families, and neighbours. They have cast off the chains 
  of their ignorance, however. They have removed their blinders 
  and have rejected the lies that they were fed for so long. Many 
  seek proscribed knowledge in the dark places of the galaxy 
  so that it may be disseminated, shared among the peoples of 
  the Imperium in an effort to enlighten them, to lead them 
  from their darkness. Others are interested in knowledge for its 
  own sake, and are content to simply collect secrets and facts as 
  others would collect art or Ecclesiarchcal trinkets. Still more 
  seek out hidden and forgotten secrets to further their power. 
  NON-PLAYER CHARACTERS
  Among the various important jobs a Game Master must 
  undertake, one of the most demanding and potentially 
  rewarding is creating and controlling  the various individuals, 
  KEEPING BLACK CRUSADE ON TRACK
  On its surface, running a BLACK CRUSADE game seems a daunting task indeed. None of the typical motivations found 
  in other games are present in Black Crusade. Selﬂ essness is scoffed at, and heroism is derided. Nothing is saved, only 
  perverted or destroyed by the players—Heretics who represent mankind’s greatest and most insidious threat, Chaos. How, 
  then, is a Game Master expected to keep everything together, maintain a fun and challenging roleplaying experience 
  for his players, and prevent the game from devolving into mindless and senseless violence and other degenerate acts?
  While it is true that the Heretics in a BLACK CRUSADE game are by no means paragons of light and virtue, this fact 
  should not give the character carte blanche to simply act like a mindless pack of psychopaths and remorseless killing 
  machines. They may consider themselves untouchable by any kind of law or morality and might simply go about 
  their work killing anyone whom they encounter with no thought to the repercussions, under the guise of “playing in 
  character.” Along with game mechanics such as Corruption and the built-in lifespan limits of BLACK CRUSADE campaigns, 
  the Game Master also has a number of roleplaying options for keeping players on track.
  TEMPTING FATE
  In BLACK CRUSADE, it’s a simple fact that the players are always at risk of being discovered by those who would do them 
  harm. By nature, much of the work of Heretics must be done in the shadows, and requires a certain amount of restraint and 
  subtlety. While violence and brutality are part of life in the Imperium of Man, and even more so in the service of Chaos, 
  players should not turn to it needlessly. Those players who ﬂ aunt their nature and engage in random acts of violence quickly 
  draw negative attention to themselves. Imperial forces such as the Inquisition and the Arbites are very dangerous. However, 
  even within the Screaming Vortex, there is always the risk of picking a ﬁ ght with someone far more powerful.
  SURVIVAL OF THE FITTEST
  It is always prudent to remind the players that no matter how mighty they are in sorcery, Infamy, or brute force, there is always 
  something bigger than they are. Powerful enemies lurk everywhere, and it behoves players to remember that when their reach 
  begins to exceed their grasp. The Imperium is indeed a vast, crumbling state on the verge of collapse, but like an old and 
  cunning animal, its age and general lethargy should never be mistaken for weakness. The Imperium still has its teeth; the 
  Inquisition, the Adeptus Astartes, The Imperial Navy and Imperial Guard, the Sisters of Battle, and even the Rogue Traders. 
  HONOUR AMONG THIEVES
  While for a player it may be fun to imagine oneself as a hard-charging, self-sufﬁ cient, independent operator who doesn’t need 
  the help of others to do the bidding of his masters, the brutal truths of the Heretics’ existence quickly proves this idea wrong. 
  Everyone, including the most debased adherents of the Ruinous Powers, needs colleagues, allies, contacts, and servants to 
  get their work done. Stabbing other players in the back, selling out contacts or employers, or disobeying the wishes of their 
  daemonic masters is an excellent way to fail in accomplishing larger tasks. In BLACK CRUSADE, where powerful enemies and 
  treacherous allies plague the characters, the Heretics must hang together, for if they do not, they shall surely hang separately.
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  allies, and enemies with which his players interact. These 
  Non-Player Characters (NPCs) form an important part of 
  any game. NPCs can include the players’ contacts, close 
  allies, suppliers, and fellow cultists, as well as all belligerents 
  and enemies of the players such as the Adeptus Arbites, 
  the Imperial Guard, and even the dreaded and indomitable 
  Adeptus Astartes. Enemies are fairly easy to create and run, 
  as they are largely encountered in combat and the combat 
  rules adequately cover their reactions, which are typically 
  violent. Details on common enemies, their tactics, and their 
  capabilities can be found in Chapter XI: Adversaries.
  While the players will typically encounter more than their 
  share of enemies during a game of BLACK CRUSADE, not 
  everyone they meet will be in violent opposition to them. Some 
  will be friends, some simply contacts or allies of convenience, 
  and some will fall into that dangerous grey area between friend 
  and foe. It is in situations like these that the Game Master 
  must think more carefully about how the NPCs will react to 
  the players, and how the PCs’ actions can affect the NPC’s 
  reactions either positively or negatively. For more information 
  on NPC Dispositions and how the players can inﬂ uence the 
  reactions of NPCs, see Interaction on page 276.
  GUIDELINES FOR BLACK CRUSADE NPCS
  As is the case with players, every NPC is an individual and 
  can and should be run with his own unique personality and 
  motivations. That being said, there are some basic guidelines 
  that the GM should bear in mind when utilising NPCs. These 
  guidelines are intended to assist the GM in situations where 
  he is unsure what an NPC would do or how he would react 
  to the actions of the players.
  NPC Motivations
  The most important thing a Game Master can know about 
  an NPC is what motivates that NPC. A captive Imperial 
  Guard commander being held and tortured for information 
  will react quite differently than a corrupt member of the 
  Ecclesiarchy who is feeding the players information regarding 
  Imperial Guard movements in exchange for daemonic favour. 
  For the most part, an NPC’s motivations need not be terribly 
  complicated. They typically centre around a single selﬁ sh (or 
  selﬂ ess) goal, such as a desire for wealth and glory or duty to 
  the God-Emperor. What is important in this case is that the 
  NPC’s motivation gives the GM a clear guide for how the 
  NPC will react in a number of situations.
  Coming to a Bloody End
  Just as in real life, very few people in the 41st millennium 
  have a death wish. This instinct for self preservation means 
  that most foes will ﬂ ee from conﬂ ict when things aren’t going 
  their way (especially those without a great deal of worldly 
  or combat experience). Others will surrender, throwing 
  themselves on the mercy of the players rather than face certain 
  annihilation. Even foes who have a reputation for ﬁ ghting to 
  the death, such as the tenacious and deadly Adeptus Astartes 
  or the alien Tyranids, may surrender or retreat in the face of 
  overwhelming force, especially if that force is backed up by 
  a host of daemons. 
  Don’t Steal the PC’s Thunder
  It is important to remember that the players are the stars of the 
  story, not the NPCs. Not that NPCs can’t play very important 
  roles in the story as supporting characters or occasional saviours 
  stepping in to save the day and snatch victory from the jaws 
  of defeat. Indeed, knowing that there is a powerful benefactor 
  that will sometimes render aid and succour can be a comfort to 
  most players. In general, it is imperative that the responsibility 
  for the success or failure of any given undertaking rests squarely 
  on the shoulders of the PCs. A Game Master’s over reliance 
  on powerful and omnipotent NPCs who hog the spotlight, 
  get all the action, and constantly step in to save the day can 
  lead quickly either to resentment on the PCs who feel they are 
  being cheated out of their playing experience, or to the players 
  relying to heavily on the NPCs to rescue them when the going 
  gets tough. Players should feel that their achievements are the 
  result of their own actions and force of will, and that the glory 
  that they win in the service of Chaos is theirs alone.
  Naming NPCs
  Having a list of generic names on hand can be of great help 
  to a GM during a game session. Any game world is populated 
  with countless secondary and lesser NPCs with which players 
  may come in contact. Having a name for, say, a shopkeeper of 
  middling importance or the commander of the local constabulary 
  on hand is yet another way for the GM to keep the interest of his 
  players and get them more fully immersed in the story.
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  Rewards
  “My reward exists nowhere on this mortal plane. Instead, my 
  everlasting reward lies in the warp.”
  —Talien Meers, Traitor Legionnaire.
  H
  eretics toil away in the service of Chaos for a number 
  of reasons. Indeed, the motivations of the fallen are 
  as varied as the Heretics themselves. Like any other 
  individual, however, Heretics are motivated by both corporeal 
  and spiritual rewards. Aside from more mundane rewards like 
  money, power, prestige, and glory, most Heretics are working 
  toward an ultimate goal, and it is through their service to the 
  Ruinous Powers that they seek to fulﬁ l their wishes. Rewards are 
  a way for Game Masters to give their players something tangible 
  for their achievements while they work toward whatever epic 
  destiny they’ve chosen. There are a number of different kinds of 
  rewards that a player can receive through game play, including 
  such things as Experience Points, Infamy, and Corruption.
  EXPERIENCE POINTS
  The most basic type of reward in BLACK CRUSADE is Experience 
  Points (xp). Experience Points are a measure of a character’s 
  personal power, even more so than Corruption or Infamy. 
  Players gain xp through their actions during game sessions, and 
  spend them to buy new Skills and Talents, as well as Advances. 
  The more experienced a character is, the more xp he possesses, 
  and the more xp he possesses the better he is at confronting 
  and overcoming challenges  within the game. Succeeding at 
  challenges such as besting a foe in combat, solving a complex 
  problem, or dominating a social situation through sheer 
  charisma is all dependant on the careful spending of xp. Due 
  to the fact that Experience Points relate directly to a character’s 
  power, how much xp and how often the Game Master doles it 
  out determines how quickly his characters rise in power.
  There are two primary ways for the Game Master to award 
  Experience Points to his players: the Abstract Method and the 
  Detailed Method.
  ABSTRACT METHOD
  The Abstract Method is the easiest method of awarding xp, and 
  therefore highly recommended for beginning Game Masters 
  or those new to the setting. This method relies simply on the 
  amount of time spent gaming and ensures a steady and smooth 
  rise in power for the characters. For each game session, the 
  Game Master should award each player 500 xp as a base, plus 
  small bonuses for any exceptional roleplaying. This method 
  assumes a game session lasts roughly 4 hours. For longer or 
  shorter sessions, the GM can adjust the xp awards accordingly.
  DETAILED METHOD
  A more complex method of awarding Experience Points is also 
  available for those GMs who prefer a more hands-on and detail 
  oriented approach to player awards. In the Detailed Method, 
  each reward is broken down on a case-by-case basis, and 
  players gain Experience Points for completing speciﬁ c tasks. 
  For this method to work however, the GM needs to assign a 
  value to each Encounter. For example, a gaming session may 
  involve inﬁ ltrating a docked Imperial Navy frigate, making 
  contact with the lower-decks death cult, deposing the ship’s 
  ofﬁ cers, and absconding with the ship. In this case, each of 
  these Encounters would be worth a pre-determined amount of 
  Experience Points that would be awarded once the players had 
  successfully completed the Encounter.
  Table 8–1: Encounter Difﬁ culty gives examples of 
  general Encounter difﬁ culties and their value in Experience 
  Points. To work out the difﬁ culty of an Encounter, consider 
  how much it taxes the players’ resources, how dangerous the 
  Encounter is, and what it costs in time and equipment. 
  When using the Detailed Method, it is important to 
  remember to award Experience Points only for meaningful 
  Encounters and obstacles. Relatively simple obstacles should 
  award very little in the way of Experience Points, and trivial 
  Encounters, such as a simple bit of haggling with a merchant, 
  should award none at all. Giving Experience Points too 
  willingly, or for trivial matters, cheapens the gaming experience 
  and tempts players to embark on the wholesale slaughter of 
  entire worlds simply for the “experience.” Likewise, as the 
  players gain power, some challenges will become so easily 
  overcome that they will be worth little to no Experience Points.
  ROLEPLAYING AWARDS
  Game Masters may also offer Experience Points to players for 
  exceptional roleplaying. The amount of these awards is left up to 
  the Game Master’s discretion, and typically range from between 
  100 and 500 xp. The GM should be careful, however, only to 
  give out those awards when he feels that a player is particularly 
  deserving and usually only when the player has done something 
  extraordinary, such as taking an action that puts his character in 
  mortal danger because it is “what his character would do.”
  INFAMY
  Infamy, like Experience Points, is a measure of how powerful 
  a Heretic is. It reﬂ ects how successful he has been in doing the 
  work of the Ruinous Powers, how well known, or infamous, he 
  is throughout the Imperium, and how easily he is able to gain 
  the favour of the Chaos Gods and obtain aid and resources from 
  other adherents of Chaos. Infamy can and should be doled out 
  by the Game Master for the completion of Compacts and for any 
  other work done in the service of Chaos, or it can be purchased 
  with Experience Points when a character gains additional 
  experience. More information on the speciﬁ cs of Infamy can be 
  found in Chapter IX: Corruption and Infamy.
  Table 8–1: Encounter Difﬁ culty
  Difﬁ culty
  XP Award
  Easy 
  50
  Routine
  70
  Ordinary
  100
  Average
  130
  Challenging
  170
  Hard
  200
  Very Hard
  250
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  An Epic Destiny
  W
  hile the ultimate goal of some Heretics is simply to 
  ascend to daemonhood and take their rightful place 
  in the pantheon of Chaos, there are those that have 
  deeper, more ambitious desires. For most, the accumulation 
  of Infamy and the possibility of Apotheosis, as discussed in 
  Chapter IX: Corruption and Infamy, are merely a means to 
  an end. They are simply among the many steps taken to further 
  their ultimate goal of leading a Black Crusade against the 
  forces of the Imperium. A Black Crusade is a rare and frightful 
  occurrence, a massive, sector-spanning campaign brought 
  about when a particularly charismatic or powerful leader is able 
  to unite the squabbling forces of Chaos and  align them toward 
  a common goal. They can blot out the stars themselves, killing, 
  devouring, or corrupting everything they touch.
  It takes a takes a group of truly powerful individuals to lead 
  a Black Crusade. Heretics who would do so must put aside their 
  differences and focus on the larger goal of uniting the disparate 
  Chaos forces in the Screaming Vortex. They must be meticulous in 
  their plotting and scheming. They must choose their companions 
  and minions well. They must take the long view, plan for the 
  worst, and wring every bit of monetary, military, otherworldly, or 
  political gain from each Encounter. Only through pooling their 
  resources and working together can a group of Heretics hope to 
  gain enough Infamy, inﬂ uence, and power to focus the energies 
  of the Chaos adherents in the Vortex. 
  MOTIVATIONS
  If a character has chosen to pursue the goal of leading a Black 
  Crusade, that character should choose from one of the following 
  motivations to help ﬂ esh out his ideas. The following are a few 
  more common motivations that might drive the average Heretic, 
  but they are in no way an exhaustive list. If players don’t ﬁ nd 
  anything that appeals to them in the following list, they should 
  be encouraged to create their own Motivation with the help of 
  the Game Master. Ultimately, Motivations have no mechanical 
  beneﬁ ts within the game. Instead, they are roleplaying aids 
  intended to give a player a deeper understanding of his 
  character’s goals and motivations, and to give the Game Master 
  plot hooks tailored to an individual character.
  CRUSADER
  The Heretic seeks only to ﬁ ght, and lead men into glorious 
  battle. Through might and force of will, the player’s ultimate 
  goal is to become a powerful warlord, organise the disparate 
  elements of Chaos in the Screaming Vortex under his banner, 
  and to use this might to wage war on the Imperium by 
  means of a Black Crusade. At his command will be countless 
  willing soldiers and ranks upon ranks of daemons and twisted 
  creatures of the warp. His name will be spoken in hushed 
  tones throughout the Imperium, held in respect by those who 
  adhere to Chaos and in fear by his enemies. 
  BELOVED LEADER
  The Heretic who chooses Beloved Leader as his Epic Destiny 
  seeks to carve his own realm out of the Imperium, to lord 
  over whole vast stretches of space, and to be the ultimate ruler 
  of billions of souls. It matters little how he goes about this, 
  whether through military might or politics or sorcery or sheer 
  duplicity, all that matters is that he is the unquestioned lord and 
  master of his domain. A Black Crusade could be led by such an 
  individual—though he may not be a military mastermind, he 
  may certainly command armies none the less. 
  COMPLETE KNOWLEDGE
  Many who follow Chaos obsessively scour the galaxy for all 
  manner of secret, lost, or proscribed knowledge. Some treat this 
  knowledge as a commodity, as knowledge for its own sake. To 
  others it is too precious, and must be hoarded and kept secret.  The 
  Heretic who chooses Complete Knowledge as his Epic Destiny 
  may seem unlikely to lead a Black Crusade, but knowledge is 
  power in the galaxy and thus is guarded more securely than mere 
  riches. A Black Crusade could issue forth with such a seeker at its 
  head (or perhaps safely behind a useful and disposable “leader”) 
  in order to conquer and gain such information. 
  ARCANE POWERHOUSE
  Often the ultimate goal of Psykers and Sorcerers is to become 
  not simply a daemon, but the living embodiment of psychic or 
  sorcerous power. They seek to become a physical conduit for 
  warp energies, unlock secrets, and unearth teachings thought 
  lost long ago. To become an Arcane Powerhouse is to become 
  a being of pure psychic or sorcerous energy, a creature every 
  bit as fundamentally alien and blasphemous as any daemon or 
  xenos. Such an individual could easily lead a Black Crusade, 
  for lesser beings would ﬂ ock to his banner, certain that this 
  individual was only one small step away from becoming a god. 
  I AM BECOME LEGEND
  The Heretic seeks to become nothing less than a legend 
  throughout the galaxy. Perhaps he desires that his enemies 
  forever curse his name or that his actions and exploits are 
  cemented in the mass consciousness of the galaxy and spoken 
  of long after he is gone. Maybe he wishes to become a 
  nightmare, a name to strike fear into the hearts of mortal men 
  and a fabled bogey-man to cow unruly children. Whatever 
  the case, the Heretic will not rest until his name is on the lips, 
  or in the nightmares, of every soul in the Imperium. Those 
  who lead the Black Crusades certainly fall into this category, 
  as such a terror is the Imperium’s most horrible nightmare. 
  The Final Fate
  M
  echanically, a Heretic’s career is limited by the 
  amount of Corruption Points he accumulates. 
  Corruption Points are discussed in more detail 
  in Chapter IX. However, it is important to note that a 
  Heretic starts with 0 Corruption Points (though he may 
  generate some during character creation). The chances for 
  decreasing a Heretic’s Corruption are few to none, and in 
  general his Corruption Point total only increases. Once he 
  accumulates 100 Corruption Points, his character retires. 
  How the character retires is up to the amount of Infamy he’s 
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  accumulated during his career. If he gains a certain amount 
  of Infamy, the Heretic’s end is a glorious apotheosis. If he has 
  not, it is ignoble spawndom.
  In general, there are four fates that await each character. 
  The three ﬁ rst and most likely fates are as follows:
  • Death: The universe is a dangerous place, and many 
  would-be Disciples of the Dark Gods will die in the 
  attempt. If the character dies and this death reduces 
  his Infamy total to 0 or lower (see page 307), he dies 
  permanently. The player must begin a new character. 
  • Spawndom: If the character gains 100 Corruption 
  Points before gaining the required total of Infamy, he is 
  too infused with the Gifts and attentions of the Gods, and 
  his ﬂ esh succumbs to their malign inﬂ uence. His body 
  mutates into something horrible and bestial, a Chaos 
  Spawn. A Chaos Spawn is a disgusting, mindless mass of 
  oozing ﬂ esh, mouths, tentacles, and eyes. In essence, the 
  character is now dead (certainly he is unplayable). The 
  player must begin a new character. 
  • Apotheosis: If the character does reach the required 
  amount of Infamy by the time he obtains 100 Corruption 
  Points, then his fame and glory have become so great 
  that the Gods favour him with the ultimate reward. He 
  becomes a Daemon Prince, an immortal daemonic dweller 
  of the Realms of Chaos. Although he still exists, he is 
  now more than mortal, with whims and goals far different 
  from those within his ﬂ eshy, mortal form. Though some 
  groups may want to continue playing their character as a 
  daemon prince (and if the GM likes, he can certainly go 
  down this path), in the standard game his character is now 
  unplayable. The player should start a new character. 
  Some players might wonder if all the NPCs in BLACK 
  CRUSADE (indeed, in the Warhammer 40,000 universe) are 
  on this same track, and all can look forward to the same fates. 
  In short, yes. Eventually one of these three fates comes to 
  all, Disciples of the Dark Gods and Traitor Legionaries alike. 
  However, most minor characters in BLACK CRUSADE continue 
  their minor lives without attracting too many attentions from 
  the Ruinous Powers, and without earning Infamy amongst 
  their peers. Eventually they die, unknown and unnoticed. 
  Other famous characters, such as Abaddon the Despoiler and 
  Huron Blackheart of the Red Corsairs, are more ﬁ xtures in 
  the setting than NPCs. Though they will indeed suffer some 
  ﬁ nal fate, that is beyond the scope of this game. 
  This is different for the Player Characters, however. As 
  the heroes (or villains, depending on your point of view) in 
  BLACK CRUSADE, their path is vastly accelerated. That is why 
  their characters may meet their ﬁ nal fate within the course of 
  a few short campaigns. 
  INFAMY GOALS
  The amount of Infamy a character must obtain before they 
  reach their Corruption Point threshold is set by the GM. Before 
  a campaign begins, a GM should set the threshold of Infamy 
  he wants his players to reach. This is a set amount of Infamy 
  they must earn before their characters max out on Corruption. 
  The threshold set determines how easy it will be for the 
  characters to gain Apotheosis, instead of death or spawndom. 
  In effect, this is setting the game’s Difﬁ culty level. Though 
  the GM can select any amount of Infamy he likes, here are 
  some suggestions for levels.
  • 75 Infamy or higher: This is a fairly easy threshold for 
  most characters to reach, and easy to maintain as well. 
  Players should have little difﬁ culty Ascending their 
  characters to Apotheosis. 
  • 90 Infamy or higher: This is a more difﬁ cult threshold 
  for characters to reach, and also more difﬁ cult to 
  maintain once there. Characters are just as likely to fail 
  and become Spawn as they are to reach Apotheosis. 
  • 100 Infamy or higher: This is a difﬁ cult threshold to reach. 
  Just as importantly, this is a difﬁ cult threshold to maintain, 
  as characters may lose Infamy as easily as they gain it. 
  Only the strongest will reach Apotheosis in this game. 
  ULTIMATE DESTINY: LEAD 
  A BLACK CRUSADE
  One of the ultimate goals in BLACK CRUSADE is to amass the 
  power and the authority to lead a Black Crusade, a massive 
  army of Chaos that swarms through the Imperium of Man, 
  destroying and pillaging all in its path. However, to lead a 
  Black Crusade requires a singular force of will, and only the 
  very strongest and most infamous characters can succeed. 
  In game terms, if a character earns 140 Infamy before reaching 
  100 Corruption Points, he had obtained the level of Infamy 
  equalled only by the very greatest champions of the Ruinous 
  Powers. He has the authority, the renown, and the reputation to 
  forge a mighty army and lead a Black Crusade. At this point, the 
  endgame of the campaign begins (see “The Endgame” sidebar). 
  268
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  Needless to say, earning this Infamy does not automatically 
  grant a character a Black Crusade. Such an odyssey should 
  never be simply a matter of reaching a threshold. The 140 
  Threshold simply provides a tangible mechanical goal to 
  obtain. Once this goal is obtained, the GM can either end 
  the game with an epic narrative or he can have the players 
  play out the raising, organising and mustering of the Black 
  Crusade (see “The Endgame” sidebar). 
  It is likely only one Heretic in an entire group will obtain 
  the pre-requisite Infamy to lead a Black Crusade. However, 
  it is possible that two or more of the Heretics may cross the 
  threshold (or, if the game continues, that more of the group 
  crosses the threshold in the course of the events). In this 
  case, what happens next is up to the players. Two equally 
  infamous Heretics working together could likely organise 
  and lead and even more powerful Black Crusade than one 
  could working alone. However, whether or not the Heretics 
  can stand working together (each knows that they could 
  be the sole leader of the Crusade if their erstwhile ally was 
  simply removed), is up to the players. It’s just as likely that 
  the last couple of sessions are taken up by intrigues and 
  plots within the warband, or even an orgy of ﬁ gurative or 
  literal backstabbing. The Heretics may even go their separate 
  ways, each racing the others to rally as many forces as they 
  can to their banner. Perhaps the Black Crusade begins with 
  each leading his armies against the others, before the winner 
  marches out to engage the Imperium. 
  Compacts
  “A compact is only as good as the names that are signed to it.” 
  – Orrin Peth, Mercenary.
  W
  hen dealing with ﬁ ercely independent agents 
  such as those portrayed in BLACK CRUSADE, 
  it can sometimes be difﬁ cult for a group of 
  player characters to reach consensus on a course of action. 
  Therefore, in BLACK CRUSADE when the player characters 
  assemble to form a group, one of the processes by which the 
  group forms a concensus and a common plot for their game is 
  the Compact. Compacts are game aids, not necessarily actual 
  “in-game” documents, created by the GM and the players to 
  guide and shape the game they are planning.
  As a game mechanic, Compacts serve dual roles, both vitally 
  important to a BLACK CRUSADE game. First, they provide 
  a framework within which the players can undertake to 
  pursue their ﬁ nal destinies.  Second, they provide clear goals 
  and a deﬁ ned end point, giving every BLACK CRUSADE game 
  convenient start, middle, and end points that allow a Game 
  Master to suspend or end a game at appropriate times. Compacts 
  are drawn up for everything from a simple assassination to the 
  full scale invasion and corruption of a large Imperial-held star 
  cluster, and the Game Master can string together as many as he 
  sees ﬁ t to serve the needs of his story. 
  THE ENDGAME
  Accumulating Infamy, rallying the forces of Chaos, and leading an actual crusade can be considered the endgame scenario 
  of a BLACK CRUSADE game. By the time players have embarked on their Crusade, they will have either achieved Apotheosis 
  or gathered together the Chaos forces within the Screaming Vortex under their banner (or both). They will have become, 
  for all intents and purposes, living demi-gods with the full might of the Ruinous Powers at their beck and call. If a Black 
  Crusade game reaches this point, the Game Master has essentially two choices as to how to proceed. One is to end the game 
  on this note with the knowledge that the players have done their utmost to bring death and ruin to the hated Imperium. At 
  this point, the game can end with the narrative account of the players’ characters leading a mighty Black Crusade into the 
  Imperium’s heart, causing mayhem, destruction, and possibly even carving their own empire into what once was Imperial 
  space. At this point, the game ends, and the group can begin a new Black Crusade game—perhaps switching GM duties 
  so that the previous GM can have a go as part of the group, and one of the players can try their hand at running the game. 
   The second, and perhaps even more rewarding outcome, is to play out the entirety of the Crusade, perhaps having 
  the players either stay with their characters or make new characters who are taking part in this new Crusade under the 
  command of their old, retired characters. This could span weeks, months, or even years of real time and lead to countless 
  epic adventures and Imperium-shattering consequences. 
  RUNNING A BLACK CRUSADE
  Of these, the most ambitious option is to run the Black Crusade with the existing characters. Such a goal is possible, 
  though it requires a great deal of work on the part of the players and the GM. 
  The most important point to note is the transition between a relatively small warband consisting of the Heretics and 
  a few notable NPCs, and a game in which the Heretics are directing entire armies and navies. At this scale, attempting 
  to run combats that cover the actions of each individual becomes impossible. Instead, the GM should strive to approach 
  combat narratively, describing the ﬂ ow of action generally without speciﬁ cally rolling for each soldier. In the midst of 
  massive battles, he can have the Heretics ﬁ ght speciﬁ c battles (or combat actions within larger battles) that may have a 
  critical outcome on the conﬂ ict around them. For example, the Heretics could be sent to destroy an enemy Titan, storm 
  the opponent’s command centre, or even engage the enemy general in an epic duel of honour. 
  The GM can also have the Heretics make Skill and Characteristic Tests which have an abstract effect on the combat as a 
  whole. A series of successful Command Tests may determine whether a larger battle is won or lost, while a Common Lore (War) 
  Test may allow an entire armoured column to ﬂ ank an enemy position. A similar approach can be taken with naval conﬂ icts.
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  COMPACTS OVERVIEW
  Compacts are drawn up in the following three broad steps.
  PREPARING A COMPACT
  The initial step in creating a Compact typically happens in the 
  downtime before actual play begins and represents the Heretics 
  coming together for some nefarious purpose. It covers all the 
  various minutiae that goes into planning a major endeavour 
  such as choosing a leader, mustering resources, and making 
  sure things will go as smoothly as possible once the action 
  begins. The following are the steps to draw up a Compact.
  Convene: One of the PCs or an NPC (the GM) will make a call 
  to Convene for the purposes of a new Compact. Once assembled, 
  the group must choose the Scope of the Compact, deﬁ ne the 
  Primary and Secondary objectives, and elect the Anointed. 
  Choose the Anointed: At the beginning of the planning 
  stages, each group of Heretics must choose, in their own way, one 
  of their number to lead the group in the execution of the Compact. 
  There are a number of ways the Anointed can be chosen, but it 
  is ultimately up to the players. The Anointed can be either the 
  character who convened the PCs or someone whose unique talents 
  and abilities make him well suited to be the leader or primary 
  mover of the Compact, and his responsibilities include making 
  command decisions and making sure the Compact stays on track.
  Muster Resources: With his own contacts and specialities, 
  each PC will bring something different to the table. When the 
  group musters resources, they essentially pledge some sort of 
  resource (materiel, knowledge, contacts, etc.) to the Compact. 
  Dedicate the Compact: The PCs have the option of 
  dedicating a Compact to either Chaos as a whole or one of 
  the speciﬁ c Chaos Gods. While not required, doing so will 
  bring some sort of bonus to the Compact, but always with 
  some sort of complication, stipulation, or penalty for failure.
  EXECUTING A COMPACT
  Once the planning has been done, the Compact is Executed 
  and gameplay begins. Compacts have a Primary Objective 
  and a number of Secondary and Tertiary Objectives that are 
  set by the players during the planning stages. Once each 
  Objective is met, then the Compact is complete. Objectives 
  are successful when the Game Master says so.
  Primary Objective: This is the main thrust of the Compact, 
  and can be something as simple as an assassination or the theft 
  of an artefact up to the complete corruption of an entire star 
  system. The Primary Objective is largely an end result, and is 
  realised by completing a number of Secondary Objectives.
  Secondary Objectives: The Compact will state a number 
  of Secondary Objectives that will need to be completed for the 
  group to succeed at the Primary Objective. Each Secondary 
  Objective should be designed in such a way as to let each player 
  have a hand in the completion of the Compact. For Example: 
  The Primary Objective is to destabilise an Imperial Planet and 
  turn it to Chaos. The Secondary  Objectives could be Sabotage 
  the Infrastructure (Hereteks), Foment Political Upheaval (Fallen 
  Imperial Ofﬁ cials), Spread Terror through attacks/riots/
  invasions (Traitor Legionnaires/Fallen Imperial Ofﬁ cials). 
  Personal or Tertiary Objectives: Each player will 
  choose a Tertiary or Personal Objective that is related to 
  the completion of the Primary Objective and known only 
  to themselves and the GM. This may or may not conﬂ ict 
  with those of other players, and sets the stage for inter-party 
  conﬂ ict and role-playing opportunities.
  Complications: Complications reﬂ ect the ﬁ ckle nature of 
  Chaos. Each Compact will have one Complication that can 
  either be chosen by the GM or determined randomly. Typical 
  Complications include treachery, interference, and bad intelligence.
  REWARDS
  When all Objectives have been met and the Compact is 
  completed, the Heretics reap the fruits of their dark labours. 
  Rewards for completing Compacts come in three forms; 
  Experience Points, Infamy, and Secondary Rewards. No 
  matter what their nature, all rewards are based on the success 
  of the Compact, the execution of all Secondary and any 
  Personal Objectives, and any other outstanding efforts on the 
  part of individual Heretics or the group as a whole.
  PREPARING A COMPACT
  A fair amount of hard work goes  into the preparation of a 
  Compact. Along with the typical gathering of resources 
  and extensive planning sessions, there is also the work of 
  wrangling a disparate band of strong-willed Heretics and 
  COMPACTS AND SCOPE
  Depending on the nature of the Primary Objective, the Compact falls into one of the following Scopes. Each Scope dictates 
  how many Secondary Objectives need to be met to fulﬁ l the Primary Objective, and spells out the Infamy rewards.
  • Undertaking: The smallest Scope, an Undertaking requires 4 to 6 Secondary Objectives, can take as little as a few 
  weeks up to a few months, and grants 3 Infamy for completion. Undertakings are typically something relatively 
  straight forward, such as the assassination of a high-ranking military ofﬁ cer or the corruption of a hive overseer.
  • Operation: Operations are the second largest Scope, and typically the most common. They require 6-8 Secondary 
  Objectives for completion of the Primary Objective, require months of planning and work to complete, 
  and grant 6 Infamy for completion. Operations can be quite complex, and can include destroying an asteroid mining 
  operation that supplies a major Imperial World or sabotaging or stealing a particular warship from the Imperial Navy.
  • Enterprise: Enterprises are usually grand, sweeping schemes that can take years to come to fruition. They are 
  incredibly complex, requiring large amounts of skill, mettle, and resources to complete. They require 8 to 12 
  Secondary Objectives to complete, and grant 12 Infamy upon completion. Enterprises can include such 
  things as corrupting a Sector Lord or invading a star cluster to gather more worlds and slaves for a Daemon Prince.
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  getting them to agree on one course of action. The following 
  section lays out the guidelines for building Compacts, and 
  give both the GM and the Heretics the tools that they need to 
  make truly spectacular and engrossing adventures.
  CALLING TO CONVENE
  Once the decision has been made to draw up a Compact, 
  the ﬁ rst step is to convene the involved parties. A meeting 
  to create a Compact can be the beginning of a new Black 
  Crusade campaign, or could happen during an existing game 
  at the behest of one of the Heretics or an NPC. Once the 
  meeting has been called and the parties are gathered, the ﬁ rst 
  order of business is for the group to choose the Scope of the 
  Compact and set the Primary and Secondary Objectives.
  The Scope of a Compact (see page 270) is a measure of the 
  required outlay in time, resources, and effort for the it to be 
  executed successfully. There are three Scopes: Undertakings, 
  Operations, and Enterprises, and each comes with its own 
  unique challenges and requirements for completion. The 
  Scope of a Compact is largely dictated by the nature of its 
  Primary Objective. The Primary Objective is the ultimate goal 
  to which all the signatories of the Compact are working, and 
  contains within it a number of secondary objectives that need 
  to be met to complete the Compact. There are also Personal 
  or Tertiary Objectives chosen by each Heretic, which are 
  discussed further in the section on Executing the Compact.
  CHOOSING THE ANOINTED
  Once the Scope and Primary Objective has been established, 
  the Heretics must then elect the Anointed. The Anointed is 
  typically the Heretic who called to convene, but often times 
  is another character whose unique talents, knowledge, and 
  abilities make them more suited to be the leader for the 
  Compact. Either way, the Anointed is the primary mover on the 
  Compact, and is responsible for not only a large portion of the 
  planning that goes into it, but also for negotiating compromises 
  among the Heretics and breaking deadlocks in the event that 
  no decisions can be made due to indecision or disagreement.
  Choosing someone to lead them and be responsible for 
  their success or failure should be left up to the Heretics. 
  Typically, the role of Anointed is given to the player who 
  conceived the Compact in the ﬁ rst place. There are times, 
  however, when another PC is more appropriate for the role 
  of Anointed, or the Compact was conceived by the GM. This 
  is typically the case when the Compact is proposed by a 
  player who doesn’t possess the skills or experience needed to 
  successfully complete the endeavour. 
  Alternately, the Anointed could be an NPC, perhaps a contact 
  of the Heretics’ or a mysterious stranger hiring them for some 
  particularly dastardly deed. While this takes away a fair amount 
  of the Heretics’ freedom to plan their own endeavours, it also 
  absolves them of a majority of the responsibility for the success 
  or failure of the Compact. When an NPC is the Anointed, 
  the players are only answerable to the NPC, who is generally 
  answerable to a greater power, whereas when a PC is the 
  Anointed, it is the Heretics themselves who are on the hook.
  No matter where the Anointed comes from, it is important 
  to remember—and it should be clearly stated by the Game 
  Master—that he is not a tyrant, nor does he get to order the 
  other players around and have them do his bidding with no 
  questions asked. In this role he is more a facilitator. He brings 
  the Heretics together and offers them a chance for some wealth 
  and glory, and acts as a mediary and as the face of the group 
  when dealing with major contacts, employers, or masters.
  EXAMPLE
  The meeting to draw up the Compact was called by one of the PCs, 
  a corrupt ofﬁ cial of the Administratum. The Compact itself calls for 
  the invasion and destruction of a poorly guarded Imperial world, 
  a task more suited to someone used to martial ways. One of the PCs 
  is a Traitor Legionnaire, and is chosen as the Anointed due to his 
  military and war-making abilities.
  MUSTERING RESOURCES
  Even the simplest and smallest of Compacts requires resources 
  and effort to bring it to completion. As part of his individual 
  responsibilities toward the completion of the Compact, each 
  signatory must dedicate some resource to the endeavour as a 
  whole. What the resource consists of is left up to the Heretics, 
  and can include such things as contacts, operating capital, 
  weapons, unique and useful training or knowledge, allies who 
  owe them, or anything else they believe will help their cause. 
  DUTIES OF THE ANOINTED
  The role of Anointed is one that brings great power but also a fair amount of worry and responsibility to the Heretic 
  who has been chosen for it. He is the leader of the group in all matters regarding the execution of the current Compact, 
  and is largely answerable for its success or failure. In his capacity as the leader and responsible party, the Anointed has 
  the following responsibilities related to the Compact:
  • If at any point the Heretics are at loggerheads as to the best course of action, it falls to the Anointed to make the ﬁ nal 
  decision. When deciding on a course of action, he should carefully weigh input from all the characters, as well as the 
  current circumstances and any other information that the GM sees ﬁ t to provide. As stated earlier, it is important to 
  remember that the Anointed isn’t there to order the other players around; instead he is there to make sure that the 
  Compact is executed successfully at all costs.
  • Responsibility for successful completion of the Compact and the majority of contact with any and all superiors, 
  employers, major allies, and Daemons falls squarely on the shoulders of the Anointed. It is up to him to keep any 
  important NPCs apprised of the ongoing situation regarding the Compact, and he acts as the face of the group when 
  it comes to negotiating and making new contacts within the auspices of the Compact.
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  Anything needed for the execution of the Compact that cannot 
  or will not be provided by the signatories is the responsibility of 
  the Anointed. Once a resource is pledged to the Compact, the 
  Heretic who promised it is under strict obligation to deliver on his 
  promise. Failure to provide the promised resource or a sufﬁ cient 
  replacement results in the individual in question suffering –1 
  Infamy and gaining a general reputation among one’s peers and 
  superiors as unreliable.
  DEDICATION TO THE GODS
  Once the Objectives have been settled on, the Anointed elected, 
  the resources gathered, and the Compact drawn up, the ﬁ nal step 
  before the Heretics embark on their work is to dedicate the whole 
  endeavour to the Ruinous Powers. Depending on the Scope of 
  the Compact, Heretics can choose to dedicate the whole to one 
  or more of the Chaos Gods or to nothing at all. Dedicating a 
  Compact to the Ruinous Powers grants a Compact bonuses to 
  the Infamy gained for completion. Of course, as with anything 
  dealing with Chaos, the penalties for failure are swift and harsh.
  In addition to the speciﬁ c bonuses listed below, a 
  Dedicated Compact grants an additional +1d5 Infamy on 
  successful completion, plus +1d5 Corruption Points to each 
  individual involved, whether the Compact succeeds or fails. 
  However, failing a Dedicated Compact means each individual 
  involved loses 1d5 Infamy instead. He still gains the +1d5 
  Corruption Points, but this is seen as gaining Corruption 
  through a Failing (see page 290).
  BLOOD FOR THE BLOOD GOD
  A Compact with marked martial Objectives can be dedicated 
  to Khorne, and reap the favour of the Lord of Blood. All 
  Heretics involved in a Compact dedicated to Khorne enjoy 
  a temporary +5 bonus to either their Ballistic Skill or their 
  Weapon Skill for the duration of the Compact.
  PLAGUE AND DEATH
  Any Compact drawn up to corrupt the pure, spread disease, 
  or destroy something beautiful and beloved will greatly 
  please Papa Nurgle. All who take part in executing a Compact 
  dedicated to The Lord of Plagues enjoy a temporary +5 to 
  their Toughness for the duration of the Compact. 
  SINS OF THE FLESH
  Slaanesh is the ultimate hedonist, and enjoys all pleasures 
  great and small. Any Compact dedicated to She Who Thirsts 
  temporarily grants each Heretic involved in the Compact 
  temporarily gain a +5 bonus to his Fellowship for the duration 
  of the Compact. 
  BLASPHEMOUS CONSPIRACY
  Tzeentch watches over those Heretics who fashion themselves 
  as agents of change, and will sanctify any acts that deal with 
  conspiracy, revolution, social upheaval, forced mutation, or 
  sorcery. Any Compact dedicated to the Lord of Change grants 
  a temporary +5 to either the Intelligence or Willpower Bonus 
  of all Heretics involved for the duration of the Compact. 
  Execution of a 
  Compact
  O
  nce all the ﬁ ne details have been worked out, each 
  Heretic has made his mark on the document and 
  promised his support, and the entire endeavour has 
  been dedicated to the Ruinous powers, the time comes to execute 
  the Compact. The execution of a Compact is the meat of a 
  BLACK CRUSADE game, for it is in carrying out the Compact and 
  pursuing the Secondary Objectives that the actual roleplaying 
  takes place. Every action that the players take is inﬂ uenced not 
  only by the agreements detailed in the Compact, but by their ever 
  shifting allegiances to one another and to the Ruinous Powers.
  OBJECTIVES
  Objectives are the heart of a Compact, and give the document 
  its shape and Scope. There is the Primary Objective which 
  simply states the ultimate goal of the Compact, the Secondary 
  Objectives which are steps that must be completed to fulﬁ l the 
  Primary Objective, and Personal or Tertiary Objectives that are 
  private goals of each Heretic that, while related to the Primary 
  Objective, may be at cross purposes with the goals of the other 
  Heretics in the group and of the group at large.
  PRIMARY OBJECTIVES
  No matter its Scope, every Compact is based around a single 
  Primary Objective. The Primary Objective is the thrust of the 
  entire document, and every action taken under the auspices of 
  completing a Compact works to fulﬁ l its ultimate goal. While 
  it is the foundation of the Compact, the Primary Objective 
  is more a mission statement or ultimate goal rather than 
  something worked toward directly. Only in the completion 
  of the numerous Secondary Objectives can the Primary 
  Objective be completed and the Compact ﬁ nished.
  SECONDARY OBJECTIVES
  Each Compact states a number of Secondary Objectives that 
  need to be completed for the group to accomplish the Primary 
  Objective. Each Secondary Objective should be designed in such 
  a way as to let each player have a hand in the completion of the 
  Compact. For Example: The Primary Objective is to destabilise an 
  Imperial Planet and turn it to Chaos. The Secondary Objectives 
  could be sabotage the planet’s infrastructure (Hereteks), foment 
  political upheaval (Apostates), sow terror through attacks/riots/
  invasions (Traitor Legionnaires/Renegades), and enlist the aid of 
  any cults on the planet (Sorcerers and Psykers). This gives each 
  Heretic in the group many possibilities for strong roleplaying 
  as he is required to bring his knowledge and talents to bear to 
  complete the Objective and allows him to have a direct hand 
  in the completion of the Compact. It also gives him not only a 
  chance to shine in a “starring role” in the story, but also a deeper 
  investment in the story and the fate of the group as a whole. 
  Aside from the intrinsic value in completing the Primary 
  Objective, the completion of Secondary Objectives also 
  carries its own reward. Completing a Secondary Objective 
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  gives each Heretic involved in the Compact +2 Infamy, 
  on top of any more physical rewards gained during game 
  play, the rewards from Personal and Tertiary Objectives, and 
  the ﬁ nal reward from the Primary Objective.
  PERSONAL AND TERTIARY OBJECTIVES
  Not every Heretic will be dedicated to the completion of the 
  Compact on the same level. While successful execution of a 
  Compact is vitally important to both the Heretics’ survival and 
  their ascension through Chaos, they still have their own personal 
  motivations and loyalties that are often at odds with those of 
  their colleagues. Once the Secondary Objectives are ﬂ eshed out, 
  each player then chooses a Tertiary or Personal Objective that is 
  related to the completion of the Primary Objective and known 
  only to themselves and the GM. This may or may not conﬂ ict 
  with those of other players, and sets the stage for inter-party 
  conﬂ ict and strong role-playing opportunities. 
  Using the earlier example of a Compact based around the 
  destabilisation of an Imperial Planet, one of the Secondary 
  Objectives could be removing the planetary governor as a threat 
  to the endeavour. While it is agreed that the governor must be 
  neutralised, the Heretics may have differing ideas as to how this 
  should be accomplished. Some believe he should be killed, others 
  believe he should be corrupted and made a puppet, and no matter 
  what the actual wording of the Secondary Objective says, the 
  Heretics will each go about the task in their own way, possibly 
  leading to much misunderstanding and inter-party tension.
  Another example of how to use Personal Objectives is 
  through the institution of what are essentially “side missions” 
  called Tertiary Goals during game play. Situations like these 
  can either be sketched out during the planning stages of the 
  Compact, or they can come to the fore during the natural course 
  of the game. This again allows for the characters to pursue their 
  own goals which may or may not be in alignment with those of 
  the Compact or the rest of the party.
  No matter what their nature, Personal and Tertiary 
  goals carry with them the potential for both great reward 
  and crippling punishment. The completion of a Tertiary 
  or Personal goal nets the Heretic an additional 1d5 
  Infamy on top of all other rewards gained through the 
  execution of the Compact.
  COMPLICATIONS
  No plan, no matter how well crafted, is ever brought to 
  completion as it was envisioned at the outset. This is doubly 
  true for Compacts, which rely not only on fallible individuals 
  but also on the ﬁ ckle nature of Chaos for their completion. 
  Unbeknownst to the players, the Game Master should pick 
  one of the following Complications to occur at some point 
  during execution of the Heretic’s Compact. Alternately, if 
  nothing here suits the Game Master, he should feel free to 
  concoct his own complications as ﬁ ts his campaign.
  THE WRONG FOOT
  Sometimes luck just simply isn’t with the Heretics, and a 
  Compact is over nearly before it begins. When a Compact starts 
  out on the wrong foot, some misfortune has struck the Heretics 
  even before they begin the bulk of their work. This complication 
  means that one of the Secondary Objectives of the Compact 
  automatically fails, and the Heretics will need to re-evaluate their 
  plans and see how best to go forward. Perhaps a shipment of 
  food that was slated to be tainted with disease was delivered 
  early, or the asteroid mining operation targeted for destruction 
  is being visited by a powerful Rogue Trader ﬂ otilla. Whatever 
  the case may be, the Heretics are now left with a serious problem 
  that could jeopardise the outcome of the Compact.
  CROSS PURPOSES
  The adherents of Chaos aren’t a monolithic, well-organised 
  operation like the Adeptus Terra or the Imperial Navy. There 
  is only a rough hierarchy, and certainly no coherent command 
  structure. Instead, the agents of Chaos operate on their own or 
  in small cells at the behest of numerous employers, masters, and 
  Daemon Princes. Over the course of the game, it comes to the 
  players’ attention that there is another group of NPC Heretics 
  working in the area on a Compact similar to their own. This can 
  either mean allies (or patsies) for the PCs or rivals that need to be 
  eliminated before their operation complicates the players’. 
  LOGISTICAL NIGHTMARE
  In Chaos nothing is certain, least of all regular deliveries of men 
  and materiel. At some point during game play, the Heretics’ 
  logistical chain collapses, and some important resource fails to 
  arrive in time, if at all. This could mean something as simple 
  as a provided weapon for an assassination was not left in the 
  proper drop area, or that a ship full of renegades gets lost in 
  the warp and doesn’t arrive in time for a planetary invasion. A 
  Logistical Nightmare provides endless complications for the 
  players, especially if the item or resource that is lost or doesn’t 
  arrive in time is something that an individual Heretic pledged 
  to provide during the planning of the Compact.
  BAD INTELLIGENCE
  At some point during the planning stages of the Compact, the 
  Heretics come into possession of some bad intelligence. Perhaps 
  the Imperial Navy battlegroup that was supposed to be away 
  on manoeuvres is, in fact, still in port and not ready to leave 
  for another month, or a temple said to exist on a deathworld 
  does not, in fact, exist at all. If a group of Heretics suffers bad 
  intelligence, the Game Master changes the nature of one of 
  the Compact’s Secondary Objectives without the players’ 
  knowledge. Whatever the nature of the bad intelligence, this is 
  sure to complicate the Heretics’ work and require some quick 
  thinking and good roleplaying on the part of the players.
  TREACHERY
  Someone, either a traitor in the Heretics’ organisation or a 
  rival cell of Chaos adherents, has tipped off the Imperial 
  authorities to the players’ plans. Imperial presence will be 
  increased wherever the characters plan on going, they will 
  be hounded by the Inquisition and the Adeptus Arbites 
  (and perhaps even the Adeptus Astartes), and anything they 
  declared as a target will be heavily guarded. The Heretics will 
  need to quickly re-evaluate the situation, and not only deal 
  with the increased difﬁ culty of their endeavours, but also root 
  out the source of the treachery and neutralise it.
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  Completing a 
  Compact
  A 
  Compact is completed once all Secondary Objectives, 
  and any Personal or Tertiary Objectives, are completed 
  to the satisfaction of the Game Master. This brings 
  about the end of a chapter in the lives of the Heretics.
  It may be that the Heretics have reached their ﬁ nal destiny 
  through the work of the Compact, whether spawndom, death, 
  or apotheosis, and they can begin a new game. However, if 
  the Heretics still have a ways to go before their ﬁ nal fate, 
  the players should write up another Compact and continue 
  their dark work together. This is typically the case when the 
  players are still enjoying playing Heretics or are invested 
  enough in their characters that they wish to see them through 
  to their ultimate reward.
  REWARDS
  Rewards for bringing a Compact successfully to completion can 
  be great indeed, and range from the intangible (Experience Points, 
  power, and Infamy) to the very  tangible indeed (wealth, weapons, 
  and other physical trappings of success). All of these combined 
  make joining in and completing Compacts a very tantalising 
  prospect to the Heretics, and one whose rewards, at least in the 
  eyes of those involved, greatly outweigh the penalties for failure.
  EXPERIENCE
  Throughout the execution of a Compact, the characters will 
  accrue their share of Experience as is typical in a BLACK 
  CRUSADE game. Heretics are rewarded Experience Points 
  for defeating enemies, successfully overcoming obstacles, 
  and good roleplaying. Experience Points and how they are 
  awarded is discussed at length on page 266.
  INFAMY
  Infamy is the primary reward for completing Compacts, and 
  the main motivation for those Heretics who are involved. 
  Infamy is both currency and reputation among the adherents of 
  Chaos, and Compacts bring it to the Heretics in great amounts. 
  Depending on the Scope and the completion of Secondary 
  and any Personal or Tertiary Objectives, a Heretic could 
  gain dozens of Infamy Points, and be that much closer to his 
  ultimate destiny. For more information on Infamy, its uses, and 
  how it’s awarded, see Chapter IX: Corruption and Infamy. 
  SECONDARY REWARDS
  Aside from Experience Points and Infamy, players have the 
  opportunity to acquire many more tangible awards through 
  the execution of a Compact. These rewards could be anything 
  from a Daemon weapon or the favour or a Mechanicus forge 
  full of technology to the pure geneseed of a loyalist Space 
  Marine or the favour of a Daemon Prince. Like Experience 
  and Infamy, any secondary rewards gained by the players are 
  at the discretion of the Game Master, and should come about 
  through involvement in the game and good roleplaying.
  Balance in the 
  Game
  “You humans are weak! See the strength of my arm, the might of my 
  armour. How can you hope to match me?”
  –Magnus Thrice-fated, moments before his death by plasma ﬁ re.
  O
  ne issue unique to BLACK CRUSADE is that it 
  encompasses two classes of characters with very 
  different power levels, Human Disciples of Chaos 
  and Chaos Space Marines. Unless the players’ warband ends 
  up being entirely one type of character or another, GMs must 
  take into  account that the two types of characters may be 
  more or less proﬁ cient in certain scenarios.
  The most obvious distinction is in combat. By virtue of their 
  Unnatural Strength and Unnatural Toughness, plus beginning 
  the game with Legion power armour and having access to Legion 
  weapons, Chaos Space Marines gain some distinct advantages. 
  First, on average their melee and ranged attacks deal 4-7 more 
  damage than the attacks of their human counterparts. They are 
  also able to absorb roughly 6-8 more damage than their human 
  counterparts, although if the humans procure power armour this 
  difference decreases slightly, down to a 4-6 damage difference.
  Nevertheless, GMs should be aware that their Chaos Space 
  Marine characters are going to come across as more proﬁ cient in 
  straight damage dealing, and more survivable when being attacked 
  back. This is not necessarily a bad thing—Chaos Space Marines 
  are supposed to be brutally proﬁ cient warriors, after all! The GM 
  should never be afraid to present a combat where the warband’s 
  Chaos Space Marines can wade into melee (or blast away at 
  range), tossing enemies left and right with bloodthirsty abandon. 
  This reafﬁ rms the idea that the characters are superhuman when 
  it comes to war, and also can give them an inﬂ ated sense of their 
  own invulnerability—which a canny GM can play on later.
  However, there will always come times when the GM 
  wants everyone to feel like they’re succeeding in combat. 
  There are several ways to accomplish this without overly 
  complicating the game or making anyone feel coddled. 
  USING HORDES
  Hordes are a tool by which the GM can threaten powerful 
  characters such as Chaos Space Marines with lesser enemies, 
  such as large packs of beasts or platoons of human soldiers. 
  This is why Hordes do additional  damage and their attacks 
  cannot be evaded (see page 340). However, this additional 
  damage and inability to evade means that most Human 
  characters ﬁ nd it impossible to stand up to their attacks.
  However, if a GM wants to put a warband up against 
  Hordes, there are several steps he can take to ensure the 
  survival of non-Chaos Space Marine characters. 
  • When engaging human Heretics, Hordes do not roll 
  additional damage based on its Magnitude. Instead, a Horde 
  makes a number of attacks equal to the Horde’s magnitude 
  divided by 10, rounding up (so a magnitude 30 horde would 
  make 3 attacks) against each human Heretic.
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  • A Horde’s attacks can be Evaded by human characters. 
  • Human characters do not gain bonuses to hit the Horde 
  based on its size. 
  This represents the human characters ﬁ ghting a Horde 
  slightly more cautiously, either only engaging several 
  individual members of the Horde at a time, or standing clear 
  and pelting the Horde with gunﬁ re. In turn, the majority of 
  the Horde do not bring their full attacks to bear against the 
  characters, as much of their attentions are focused elsewhere 
  (possibly on the Chaos Space Marines in the warband!). 
  It should be stressed that this is primarily intended to allow 
  both Chaos Space Marines and Humans to ﬁ ght the same 
  opponents. If a warband is comprised entirely of Humans, the 
  GM can simply avoid using Hordes altogether if he prefers. On 
  the other hand, some Human characters may become so powerful 
  and deadly that they are the equals of Chaos Space Marines in 
  damage output and survivability, and should be treated as such. 
  HIGH PENETRATION, FELLING, AND 
  TARGET PRIORITY
  Another means by which the GM can threaten his Chaos Space 
  Marine characters without devastating the Human characters 
  are through certain types of weapons and attacks. For example, 
  weapons with very high Pen (Armour Penetrating) abilities are 
  proportionally more effective against Chaos Space Marines 
  than Humans (provided those Humans aren’t wearing power 
  armour or Terminator armour, that is). A character wearing ﬂ ak 
  armour is going to suffer just as much damage from a hellgun 
  with an AP of 7 as he is from a bolter with an AP of 4. However 
  a character wearing power armour is going to be more worried 
  about the hellgun than the bolter because he has more armour 
  for the weapon to get through. 
  Likewise, the Felling Quality on speciﬁ c weapons is notably 
  dangerous to Chaos Space Marines because it ignores some or 
  all of their Unnatural Toughness, which most other characters 
  do not possess. These weapons help even the playing ﬁ eld.
  Now, the GM should be cautioned against constantly pitting 
  his Chaos Space Marine characters against an endless stream of 
  enemies perfectly equipped to overcome their innate strengths. 
  This will quickly become frustrating to the players and could 
  even ruin a perfectly fun game, since the players are likely to have 
  selected these characters speciﬁ cally because of those strengths. 
  However, he should also remember that his NPCs don’t have to 
  behave without common sense. If a group of adversaries have 
  one weapon best suited for taking down a Chaos Space Marine, 
  they are likely to recognise him as the biggest threat and use said 
  weapon against him. Likewise, when using a group of mixed 
  adversaries (such as another warband or even an Imperial force 
  led by a loyalist Space Marine) it makes a lot of sense that the 
  toughest enemies are going to go after the toughest players. 
  By sprinkling combats with a couple dangerous challenges 
  for the Chaos Space Marines in a warband, the GM can 
  enliven their experience, as well as make the players with 
  Human characters feel their fellows are pulling their weight 
  and dealing with threats they couldn’t handle on their own.
  OUTSIDE OF COMBAT
  Outside of combat, Chaos Space Marines may seem better, 
  because of their +5 bonus in every Characteristic. However, 
  this is not always the case. 
  First, the Human Archetypes begin play with more Skills and 
  Talents than the Chaos Space Marine Archetypes, as well as a 
  Characteristic bonus in the Characteristic most integral to their 
  character. Humans also begin play with an additional 500 starting 
  experience. Between these various sources, Human characters 
  can have characters who have just as high Characteristics in the 
  two or three Characteristics that matter most to their character 
  concept, and have more access to Skills and Talents. This means 
  Humans are more likely to excel outside of combat, just as Chaos 
  Space Marines are more likely to excel inside of combat. 
  The GM should always keep in mind his characters’ strengths 
  and weaknesses, and try to plan his adventures with a variety of 
  activities that play to each of them. As just one example, if the 
  adventure begins with combat for the two Chaos Space Marine 
  characters, it should follow with some investigative opportunities 
  for the Knowledge-based Heretek, and ﬁ nish with a climatic 
  social confrontation for the Apostate to whip a crowd of Imperial 
  citizens into a riotous frenzy against their oppressors. 
  SINGLE TYPE WARBANDS
  A ﬁ nal option for the GMs and the players is to play BLACK 
  CRUSADE entirely as Chaos Space Marines or human Disciples 
  of Chaos. Though this limits the choices of the players, it also 
  may allow for some very thematic games, such as an all-human 
  warband inﬁ ltrating an Imperial hive and starting a cult, or a 
  group of Traitor Legionnaires ﬁ ghting on the front lines of the 
  Jericho Reach.
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  Interaction
  “A silver tongue is often a better solution to a problem than a strong arm.”
  – Thalien Hax, Charm-master of the Reaving Triad
  N
  ot every Encounter Heretics have will be at 
  gunpoint. In their day-to-day work undermining 
  the Imperium, players come into contact with 
  the full spectrum of scum and villainy operating in the 
  underbelly of the galaxy, from the lowliest hive-scum 
  to high-ranking ofﬁ cials and powerful Traitor Legion 
  warlords. Knowing how best to deal with these individuals 
  can make all the difference between success and failure. It is 
  important to keep in mind that anyone could be a potential 
  ally, contact, or co-conspirator, and treating them well can 
  present a valuable resource to the Heretics’ efforts.
  INTERACTION SKILLS
  Chapter III: Skills presents a number of Interaction Skills 
  such as Charm, Command, Deception, and Intimidate. 
  To make a good impression a  character would use Charm; 
  to issue orders he would use Command; to cheat or lie he 
  would use Deceive; and to frighten he would use Intimidate. 
  Together, these Skills offer the discreet tools for interacting 
  with the people of the Imperium.
  USING INTERACTION SKILLS
  During a game session, a player doesn’t need to make 
  Interaction Tests every time he has a conversation or makes a 
  transaction. For simple actions that carry little or no jeopardy, 
  the player simply plays the role of his character. The 
  outcome of these interactions between the character 
  and the NPCs are then determined by the Game 
  Master. However, a player should make an 
  appropriate Skill Test if there are consequences 
  for failure or if success would serve to advance 
  the plot in a considerable way. Examples that 
  would require a Skill Test include attempting 
  to convince an NPC to do something that is 
  dangerous to them in some way, or in direct 
  violation of that NPC’s morality or honour, 
  such as accepting a bribe or murder for hire. 
  Ultimately, when a player does or does not need to 
  make a Skill Test is up to the Game Master’s discretion, 
  and he has ﬁ nal say on the outcome of the Encounter.
  EXAMPLE
  Samshir is attempting to convince a low-ranking Imperial Guard 
  ofﬁ cer to abandon his post and take his men with him. Because this 
  would be incredibly harmful to the young ofﬁ cer, and completely 
  against his training, the GM decided that Samshir needs to make a 
  Deception Test to convince the ofﬁ cer that doing so would, in fact, 
  be a good idea.
  DISPOSITIONS
  When making an Interaction Skill Test, there are a number 
  of variables that dictate the ﬁ nal difﬁ culty of the Test. Such 
  situations can include atmosphere, situation, and an NPC’s 
  particular circumstances. Most important, however, is how 
  the NPC is disposed toward the Player Characters—how 
  the character regards the NPC and what feelings (or lack 
  thereof ) the NPC displays. The NPC’s disposition, which is 
  always set by the GM, determines the base difﬁ culty of any 
  Encounter. Other factors can adjust the difﬁ culty up or down 
  as the situation demands and as the GM sees ﬁ t. Table 8–2: 
  Dispositions provides sample dispositions based on speciﬁ c 
  Tests and their corresponding difﬁ culty.
  With an Interaction Test, the target’s disposition improves 
  one step per Degree of Success. Likewise, the target’s 
  disposition worsens one step per Degree of Failure. Generally, 
  a target’s disposition must be Indifferent toward the players 
  to do as requested. Even then, the target will only do what 
  the players ask about 50% of the time if left unsupervised. 
  Each step above Indifferent improves that chance by 10%. 
  Under close supervision, the base chance increases by 20%.
  INTERACTION AND GROUPS
  When a player uses an Interaction Skill against a 
  group, such as when commanding a ship’s crew 
  or Traitor Legion warband, he resolves the 
  test as described earlier with the disposition 
  of the group set by the GM based on the 
  group’s overall attitude toward the players. 
  The player makes the Test as normal, and 
  with one Degree of Success he affects a 
  number of individuals in the group equal 
  to his Fellowship Bonus. Note that certain 
  Talents can increase the number of 
  individual targets a player can affect.
  Table 8–2: Dispositions
  Difﬁ culty
  Modiﬁ er
  Charm
  Command
  Deception
  Intimidate
  Easy
  +30
  Infatuated
  Fanatical
  Gullible
  Terriﬁ ed
  Routine
  +20
  Affectionate
  Devoted
  Trusting
  Frightened
  Ordinary
  +10
  Favourable
  Loyal
  Accepting
  Startled
  Challenging
  +0
  Indifferent
  Indifferent
  Indifferent
  Indifferent
  Difﬁ cult
  -10
  Disdainful
  Resentful
  Suspicious
  Brave
  Hard
  -20
  Contemptuous
  Disloyal
  Sceptical
  Courageous
  Very Hard
  -30
  Disgusted
  Mutinous
  Disbelieving
  Foolhardy
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  During a game session, a player doesn’t need to make 
  Interaction Tests every time he has a conversation or makes a 
  transaction. For simple actions that carry little or no jeopardy, 
  the player simply plays the role of his character. The 
  outcome of these interactions between the character 
  and the NPCs are then determined by the Game 
  Master. However, a player should make an 
  appropriate Skill Test if there are consequences 
  such as accepting a bribe or murder for hire. 
  Ultimately, when a player does or does not need to 
  make a Skill Test is up to the Game Master’s discretion, 
  and he has ﬁ nal say on the outcome of the Encounter.
  Under close supervision, the base chance increases by 20%.
  INTERACTION AND GROUPS
  When a player uses an Interaction Skill against a 
  group, such as when commanding a ship’s crew 
  or Traitor Legion warband, he resolves the 
  test as described earlier with the disposition 
  of the group set by the GM based on the 
  
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  Terror and 
  Madness
  T
  he 41st Millennium is a dark and horriﬁ c place where 
  countless billions of souls inhabit a universe that seems 
  bent on their utter destruction. Hostile aliens ply the stars 
  thirsting for the blood of mankind, cells of traitors, terrorists, and 
  rebels fester in the dark places of the Imperium like boils, and 
  things from out of nightmare gibber and claw at the very fabric 
  of reality, their only goal to feast and corrupt. As adherents to the 
  tenets of Chaos, Heretics embrace this terror. They husband fear 
  and madness, nurture it, and visit it upon the agents and citizens 
  of the Imperium of Man wherever they are found.
  The following rules the many threats to the mind and 
  soul that abound in the 41st Millennium, and how the Player 
  Characters relate to them. Fear deals with how the constant 
  terror of existence affects both the hardened Heretic and the 
  more susceptible commoners that they deal with. Insanity 
  deals with the long-term effects of constant exposure to the 
  Ruinous powers and how this exposure affects the Player 
  Characters. During combat Encounters, the only rules used 
  from this chapter are those for Fear. The effects of Insanity 
  are dealt with in the aftermath of battle rather than during it.
  FEAR
  Fear comes into effect when a person or creature faces  unnatural 
  horrors and mind-bending foes, or when he is called upon to 
  battle terrifying xenos, insane perversions of science, and the 
  nightmarish entities of the warp. When a PC is confronted by 
  such a terrifying event or adversary, he must make a Fear Test. A 
  Fear Test is a Willpower Test modiﬁ ed by how frightening the 
  event or creature is. If the PC succeeds on the Fear Test he may 
  continue to act as normal. If he fails, he succumbs to Fear.
  Table 8–3: Fear Test Difﬁ culties shows the penalties 
  to Fear Tests based on the level of the source of Fear (some 
  things are more terrifying than others, after all!).
  HARBINGERS OF DOOM
  Heretics in BLACK CRUSADE do not process fear the way normal 
  men do. As individuals who trucks with daemon princes and 
  gibbering ﬁ ends from the warp on a day to day basis, mundane 
  horrors have little to no effect on the PCs. Only something 
  truly mind-breaking can shake a Heretic’s hardened will and 
  send him screaming. Therefore, Heretics gain a number of 
  bonuses against Fear. Note, that there are two Columns of Test 
  Modiﬁ ers. The ﬁ rst is for “normal” individuals. The second is 
  for Heretic player characters only, unless speciﬁ cally noted. The 
  different modiﬁ ers represent a Heretic being inured against fear 
  to a greater degree than his foes. 
  When facing numerous Fear-causing foes, the Heretic 
  only counts the highest source of Fear each round. In other 
  words, they must only make one Fear Test each Round. In 
  addition, Heretics may modify any rolls on the Shock Table 
  by their Infamy Characteristic, to a minimum of 1. The more 
  infamous a Heretic is, the less he is effected by sources of fear.
  Table 8–3: Fear Test Difﬁ culties
  Degree of Fear
  Test 
  Modiﬁ er
  Heretic Test 
  Modiﬁ er
  Fear (1) Disturbing
  0
  +10
  Fear (2) Frightening
  –10
  +0
  Fear (3) Horrifying
  –20
  –10
  Fear (4) Terrifying
  –30
  –20
  Table 8–4: Shock
  Roll a d100 and add +10 for every Degree of Failure.
  Roll
  Result
  01–20
  The character is badly startled. He may only take a single Half Action during his next Turn, but afterwards he may act normally.
  21–40
  Fear grips the character and he begins to shake and tremble. He is at 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 278).
  41–60
  Reeling with shock, the character slowly backs away from the thing that confronts him. The character cannot willingly approach 
  the object of his Fear, but may otherwise act normally, albeit with a –10 penalty on all tests for the rest of the Encounter. 
  61–80
  The character is frozen in terror. He may take no Actions until he snaps out of it. After snapping out of it, the character 
  makes all tests with a –10 penalty for the rest of the Encounter. 
  81–100
  Panic grips the character. He must ﬂ ee the source of his Fear as fast as he can. If he is prevented from doing so he may only take 
  Half Actions and is at a –20 penalty to all tests. Once away from the Fear, he must successfully Snap Out of It to regain control. 
  101–120
  The character faints dead away, and remains unconscious for 1d5 rounds. Once he regains consciousness, he is still shaken 
  and suffer a –10 penalty to all tests for the remainder of the Encounter. 
  121–130
  Totally overcome, the character vomit uncontrollably for 1d5 rounds. During this time he can do nothing but retch and drops 
  anything he is holding. Afterwards and after the Encounter the character may only make one Half Action per turn until he can rest.
  131–140
  The character laughs hysterically and attacks anything near him in a manic frenzy, ﬁ ring wildly or using any weapon he 
  has at hand. This effect lasts until the character Snaps Out of It or is knocked unconscious.
  141–160
  The creature or character slumps helplessly to the ground where he can do nothing but weep, gibber, and tear at his own 
  ﬂ esh for 1d5+1 rounds. 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.
  161–170
  The character’s mind completely breaks. He becomes catatonic for 1d5 hours and cannot be roused.
  171’+
  The character is so overcome with fear that his heart stops and he must make a Challenging (+0) Toughness Test. If he 
  succeeds on the test he falls catatonic for 1d5 hours and cannot be roused. If he fails the Toughness Test he dies.
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  FAILING THE FEAR TEST
  If a character or creature fails a Fear Test in a combat situation, 
  he must immediately roll on Table 8–4: Shock, adding 
  +10 to the roll for each Degree of Failure. Once the roll is 
  made, the effects are applied immediately to the character. 
  If a character fails a Fear Test in a non-combat situation, he 
  becomes unnerved and suffers a –10 penalty to any Skill or 
  Characteristic Test that requires concentration. This penalty 
  lasts as long as the character remains in the vicinity of the 
  object of his Fear, and simply leaving for a moment and then 
  returning doesn’t negate this.. 
  SHOCK AND SNAPPING OUT OF IT
  Characters may be able to shake some of the lingering effects 
  of their Fear off after the initial shock has worn off. Where 
  speciﬁ ed on Table 8–4: Shock, a character may attempt to 
  “snap out of it.” To snap out of it, a character must make a 
  Challenging (+0) Willpower Test at the beginning of his 
  next turn. If the Willpower Test is successful, the character 
  regains his senses, shrugs off the effects, and may act normally. 
  If the character fails the Willpower Test, the effects continue 
  and he may try again on his next turn.
  INSANITY
  The mere fact of his survival means that the mind of even the least 
  experienced Heretic has been scourged by sights and knowledge 
  so blasphemous and so horriﬁ c that they would have ﬂ ayed bare 
  the mind of a lesser man. Heretics in a BLACK CRUSADE game are 
  considered to already have 100 Insanity Points, to have lost their 
  minds, and to have come through the other side of madness a 
  functional but fundamentally changed person. While Heretics do 
  not accrue Insanity Points as characters do in other Warhammer 
  40,000 games, over time they do tend to acquire small mental 
  tics known as Disorders. 
  Typically, disorders manifest in the aftermath of something 
  horriﬁ c or emotionally traumatic for the character. If a Heretic 
  fails a Fear Test by more than four Degrees of Failure, 
  they must make a Challenging (+0) Willpower Test once 
  the Encounter is over. If the character fails the Willpower Test, 
  he acquires a Disorder related to the Chaos God to which he 
  is dedicated by rolling on the appropriate table. If the character 
  is not dedicated to a particular Chaos God, the Game Master 
  chooses a table for the character. This could indicate that while 
  the character has no afﬁ nity for a  speciﬁ c Chaos God, perhaps 
  one of the Lords of Chaos has taken an interest in him. Game 
  Masters may also, at their discretion, call for a Willpower Test 
  to avoid manifesting a disorder, perhaps after a particularly 
  challenging and arduous span of physical or mental exertion. 
  This serves to further represent the ﬁ ckle nature of Chaos.
  FEAR GUIDELINES
  Fear Tests in non-combat situations are very much the 
  Game Master’s call and should in no way be considered 
  mandatory. They are best used to drive home the 
  horriﬁ c nature of a location or artefact and even at 
  important junctures to weaken the Players’ allies. The 
  following are some guidelines for setting Degrees of 
  Fear outside of combat situations.
  • Fear 1—Disturbing: Viewing the scene of a 
  particularly gruesome murder, minor unknown 
  paranormal or psychic phenomena such as strange 
  lights, spectral voices, weeping statues and the like.
  • Fear 2—Frightening: Meeting someone you know 
  to be dead, being buried alive, major supernatural 
  paranormal or psychic phenomena such terrifying 
  storms summoned by the wrath of powerful psykers. 
  • Fear 3—Horrifying: Sudden, shocking, or 
  inexplicable death (the man next to you on the 
  shuttle suddenly dies, vomiting maggots), massive 
  xenos creatures of fangs and tentacles, the dead 
  rising across an entire planet.
  • Fear 4—Terrifying: Encountering the dreaded Grey 
  Knights of the Imperium, facing a Bloodthirster, 
  staring unprotected into the warp.
  Table 8–5: Followers of Tzeentch Disorders
  Roll
  Disorder
  0–20
  Obsessive Cleanliness: The character is terriﬁ ed of ﬁ lth, rot, and disease. He goes to great lengths to keep himself, his 
   The character is terriﬁ ed of ﬁ lth, rot, and disease. He goes to great lengths to keep himself, his 
  possessions, and his surroundings clean, and will avoid dirty things or places at all costs. Whenever confronted with such 
  possessions, and his surroundings clean, and will avoid dirty things or places at all costs. Whenever confronted with such 
  individauls or situations, he must make a Difﬁ cult (–10) Willpower Test.
  Difﬁ cult (–10) Willpower Test. Failure means that the character is overwhelmed by 
  disgust and refuses to enter the unclean area or interact with the ﬁ lthy object or person.
  disgust and refuses to enter the unclean area or interact with the ﬁ lthy object or person.
  21–40
  Conspiracy Theorist: The character sees conspiracies everywhere, even in the most mundane situations. Conspiracies seem to be the 
  The character sees conspiracies everywhere, even in the most mundane situations. Conspiracies seem to be the 
  only subject he is capable of discussing, and he ﬁ nds a way to work his theories in to every conversation. He suffers a –5 penalty to all 
  only subject he is capable of discussing, and he ﬁ nds a way to work his theories in to every conversation. He suffers a –5 penalty to all 
  Interaction Tests that do not involve others who agree with his theories or directly relate to “uncovering” his current pet conspiracy. 
  Interaction Tests that do not involve others who agree with his theories or directly relate to “uncovering” his current pet conspiracy. 
  41–60  
  Rule of Nine: The character is obsessed with Tzeentch’s sacred number, nine. Whenever he can, he will arrange items in groups or 
  The character is obsessed with Tzeentch’s sacred number, nine. Whenever he can, he will arrange items in groups or 
  stacks of nine, considers naturally occurring instances of the number or a multiple (a ﬂ ower with 27 petals, a ship with 18 decks, a 
  stacks of nine, considers naturally occurring instances of the number or a multiple (a ﬂ ower with 27 petals, a ship with 18 decks, a 
  system with nine worlds, etc.) to be especially portentous, as well as dates and times of day that contain nine or multiples thereof. 
  system with nine worlds, etc.) to be especially portentous, as well as dates and times of day that contain nine or multiples thereof. 
  61–80  
  Dark Magiks: The character is convinced that he is a powerful sorcerer. While this is, in fact, occasionally the case, more likely the 
  The character is convinced that he is a powerful sorcerer. While this is, in fact, occasionally the case, more likely the 
  character has few or no powers at all. He is obsessed with all things arcane. He collects ancient and blasphemous tomes (whether he 
  character has few or no powers at all. He is obsessed with all things arcane. He collects ancient and blasphemous tomes (whether he 
  understands them or not), icons, and anything else related to sorcery or psychic power. The character suffers –5 to all Interaction Tests 
  understands them or not), icons, and anything else related to sorcery or psychic power. The character suffers –5 to all Interaction Tests 
  when dealing with normal individuals due to his boorish nature and need to let everyone know that he is a powerful sorcerer. When in 
  when dealing with normal individuals due to his boorish nature and need to let everyone know that he is a powerful sorcerer. When in 
  the presence of actual psykers, he suffers a –10 penalty on all Interaction Tests, due more to the actual sorcerers losing patience with him.
   psykers, he suffers a –10 penalty on all Interaction Tests, due more to the actual sorcerers losing patience with him.
  actual psykers, he suffers a –10 penalty on all Interaction Tests, due more to the actual sorcerers losing patience with him.
  actual
  81–100
  Self Improvement: The character is driven to constantly change and improve himself. His clothing, his speech, even his loyalties are in 
   The character is driven to constantly change and improve himself. His clothing, his speech, even his loyalties are in 
  ﬂ ux. He is forever scarring, branding, tattooing, or modifying his body through cybernetics or forced mutation. Due to his constant and 
  ﬂ ux. He is forever scarring, branding, tattooing, or modifying his body through cybernetics or forced mutation. Due to his constant and 
  rapid evolution, the character suffers –5 to all Interaction tests, as those around him are unsure who they deal with on a day to day basis.
  rapid evolution, the character suffers –5 to all Interaction tests, as those around him are unsure who they deal with on a day to day basis.
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  Table 8–8: Followers of Khorne Disorders 
  Roll
  Disorder
  0–20
  Blind Hatred: The character has developed a burning hatred for a particular enemy. On the ﬁ eld of battle, the character will 
  seek out this enemy and destroy it, even neglecting more obvious or powerful foes to pursue the target of his enmity. When his 
  particular ﬁ xation is on the ﬁ eld of battle, the character must make a Challenging (+0) Willpower Test to ﬁ ght any other foe 
  until his chosen target is destroyed or driven off.
  21–40
  Frenzy: During combat, the character can become consumed by Khorne’s rage and ﬂ y into a frenzy. Unless the character makes 
  a Hard (–10) Willpower Test, he will attack whatever target is nearest at hand, including allies and inanimate objects, with 
  whatever weapons he has at hand.
  41–60  
  Blood Soaked: The character has developed a taste for blood and an overwhelming desire to drink it. The character must indulge in his 
  thirst for blood once a week. If he has not satiated his hunger within the previous week, he suffers a –5 penalty to any Skill Tests that 
  require concentration. For every subsequent week he goes without, he suffers an additional –5 penalty to a maximum of –20. During 
  this time he will be irritable, distracted, and generally unpleasant to be around. As soon as he gets to a place where he can satisfy his 
  need, typically on a battleﬁ eld, he seeks it out immediately, often recklessly and with little thought to any consequences.
  61–80  
  Abstemious: This puritanical character follows a code of strict abstinence. He rejects most worldly pleasures, especially pleasures of the 
  ﬂ esh, for the austere life of a warrior ascetic. He considers himself a a purist of combat and military matters, and when dealing with those 
  who do not share his single-minded focus, he suffers –10 to all Interaction Tests.
  81–100
  Dead Inside: This character has seen things on the battleﬁ eld, unspeakable things, and they have seared his soul. The character 
  is brooding, quiet, and withdrawn most of the time and tends to stare ﬁ xedly into space and speak in a ﬂ at, monotone voice. His 
  presence is unnerving, and he suffers a –10 penalty to all Interaction Tests.
  Table 8–6: Followers of Nurgle Disorders
  Roll
  Disorder
  0–20
  Entropy: This character’s mere presence seems to cause the breakdown of anything within his possession. Weapons jam, vox 
  systems malfunction, and vehicles become unreliable. Any items such as weapons, armour, gear, clothing, ammunition, vehicles, or 
  anything else that has a Craftsmanship Rating has its rating reduced by one step while in the character’s possession.
  21–40
  Self-Mortiﬁ cation: The character is constantly cutting, ﬂ agellating, scarring, and branding himself for no other reason 
  than it seems the thing to do. He suffers a –10 penalty to all Interaction tests die to his mutilated appearance.
  41–60  
  Garrulous: This character’s entire life is an open book, he has no secrets and is eager and willing to share even his darkest 
  dreams and desires with anyone who will listen. It is also nearly impossible for him to keep a secret and is not to be trusted 
  with sensitive information, although he may claim otherwise. Whenever he is called upon to withhold information, the 
  character needs to succeed on a Hard (–10) Willpower Test or give up the information.
  61–80  
  Slovenly: The character despises art, grace, and ﬁ nery. He is uncouth, ﬁ lthy and unwashed, casually destructive, and 
  generally unpleasant to be around. He goes out of his way to despoil beauty, despises art and music, and is generally proud 
  in his shabbiness. This character suffers a –10 penalty to any Interaction Tests when dealing with high society, strict 
  military hierarchies, or anyone considered reﬁ ned or an aesthete. 
  81–100 A Touch of Plague: This character’s body is consumed by some chronic disease. While it is not contagious, it slowly 
  consumes the character from the inside. Thanks to his illness, this character sees his Toughness reduced by 5.
  Table 8–7: Followers of Slaanesh Disorders
  Roll
  Disorder
  0–20
  Unspeakable Urge: The character has a deep and hidden desire so unspeakable it is absolutely perverse. The character must indulge in 
  his desire once a week. If he has not satiated his hunger within the previous week, he suffers a –5 penalty to any Skill Tests that require 
  concentration as his mind becomes distracted with thoughts of his desire. For every subsequent week he goes without, he suffers an 
  additional –5 penalty to a maximum of –20. During this time he is irritable, distracted, distant, and generally unpleasant. 
  21–40
  Irenic: The character disdains physical confrontation, and looks down upon those who do so as uncouth barbarians. When dealing 
  with soldiers, mercenaries, Traitor Legionnaires, or other such individuals, the character suffers a –10 penalty to all Interaction Tests.
  41–60  
  Absolute Pleasure: The character’s sense of touch has been heightened, and he experiences both pleasure and pain much more 
  intensely than a normal man. Unless he takes special care to distance himself from physical sensations, by wearing gloves or 
  heavy clothes for example, he suffers a –5 penalty to any skill tests that require concentration, as even the slightest pressure or 
  the lightest breeze distracts him with either delicious pleasure or exquisite agony. 
  61–80  
  Secretive: Even among a fellowship who values secrets, the character’s obsessive need to hold secrets is remarkable. While this makes 
  them generally trustworthy when it comes to protecting information, it also makes them nearly worthless in roles where communication 
  and exchange of information are necessary such as Compact negotiations or even delivering messages. Characters with this disorder 
  have a +5 bonus to any Willpower Tests made to resist giving information to interrogators or torturers, but must make a Difﬁ cult 
  (–10) Willpower Test to answer even the simplest questions, or pass on the most mundane information in regular conversation. 
  (–10) Willpower Test to answer even the simplest questions, or pass on the most mundane information in regular conversation. 
  (–10) Willpower Test
  81–100
  Perfectionist: The character is never satisﬁ ed with the state of himself, his surroundings, and his lot in life. He is forever 
  ﬁ ddling and dithering, ﬁ xing, or attempting to ﬁ x, some perceived ﬂ aw in something that seems only to matter to him. Unless 
  he can make a Challenging (+0) Willpower Test when required by the Game Master, the player suffers –5 to any skills that 
  require concentration until he can make whatever ﬂ aw is distracting him “just right.” 
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  Using Black 
  Crusade with 
  other Games
  “While vile mutants still draw breath, there can be no peace. While 
  obscene heretics’ hearts still beat, there can be no respite. While 
  faithless traitors still live, there can be no forgiveness.”
  – Verse I of XXV of the Silver Skulls Catechism of Hate
  T
  he BLACK CRUSADE roleplaying game provides a 
  wide range of possibilities, from insidious inﬁ ltration, 
  to malicious schemes to epic battle, and every other 
  endeavour that awaits a servant of Chaos upon the Path 
  to Glory. A Heretic may face many enemies during his 
  blasphemous endeavours, and while an assortment of foes can 
  be found within this book and others in the BLACK CRUSADE 
  line, a nearly limitless assortment of adversaries can be found 
  within the other games in the WARHAMMER 40,000 ROLEPLAY 
  line, taking both from lists of NPCs, and using the character 
  creation rules in those games to create entirely unique nemeses 
  to confront a group of Heretics. Similarly, BLACK CRUSADE 
  provides players of DARK HERESY, ROGUE TRADER and 
  DEATHWATCH with a vast array of potential foes to overcome.
  Additionally, these other games contain a wealth of 
  setting material useful to a Black Crusade game, providing 
  worlds of intrigue, the perils of wilderness space and blood-
  soaked warzones for Heretics to ravage and corrupt, which 
  are touched upon elsewhere in this book and explored in 
  greater detail within the DARK HERESY, ROGUE TRADER and 
  DEATHWATCH rulebooks and supplements.
  Players of one or more of these games will be familiar 
  with the basic system used in BLACK CRUSADE, and will have 
  noticed the changes between BLACK CRUSADE and the other 
  WARHAMMER 40,000 ROLEPLAY games. What follows in this 
  section are some ideas for combining the various games and 
  accounting for the differences between them.
  BRINGING DARK HERESY 
  INTO BLACK CRUSADE
  DARK HERESY deals with the servants of the Inquisition, a 
  common foe for the forces of Chaos. These lackeys of the 
  false Emperor range from the faceless, expendable minions 
  known as Acolytes, to the mighty and  fearsome Throne 
  Agents and Inquisitors who command them.
  The lowest of Acolytes, many of whom are yet to truly 
  prove themselves to their masters, are hardly the most 
  dangerous of foes, but their presence and the nature of their 
  masters is what makes them a threat to a group of Heretics—
  being discovered by such wretched creatures is amongst the 
  swiftest ways to draw the lethal attention from deadlier and 
  more powerful enemies.
  Those more powerful enemies are described in the DARK 
  HERESY supplement ASCENSION, covering Inquisitors, the Magi 
  of the Adeptus Mechanicus, Adeptus Arbites Judges, Imperial 
  Assassins and the like; these foes could pose a serious challenge 
  PSYCHIC POWERS IN DARK HERESY AND BLACK CRUSADE
  The psychic powers rules presented in this book offer a different interpretation to the rules for psychic powers and 
  sorcery found in DARK HERESY, and the differences between the two are considerable. Below are a number of notes and 
  guidelines for transferring powers between the two systems.
  Psy Rating is Psy Rating, regardless of the system. Anything that increases a power threshold in DARK HERESY increases 
  the difﬁ culty of the Focus Power Test in BLACK CRUSADE. A rough guideline is that every 5 points of increase in threshold 
  worsens the difﬁ culty of the Focus Power Test by one step (so from Challenging to Difﬁ cult, or from Hard to Very Hard).
  Talents or other abilities that grant a bonus to Power Rolls (such as Discipline Focus) instead add to Focus Power 
  Tests. Each +1 bonus to a Power Roll translates to a +5 to the Focus Power Test.
  To use the Psychic Strength listed here, simply determine whether a given psyker is Bound, Unbound or Daemonic 
  (the matter should, in most cases, be fairly simple to determine) and use the rules here accordingly.
  Those wishing to convert material over from the DARK HERESY line will ﬁ nd that any of the psychic powers found 
  there can be represented by taking a themed psychic discipline and its ancillary powers as appropriate psychic techniques 
  centred on it. The Minor and Major Arcana in DISCIPLES OF THE DARK GODS and THE RADICAL’S HANDBOOK should, as 
  Sorcery powers, all be considered Unaligned Psychic Powers in BLACK CRUSADE.
  • Untouchables: An Untouchable reduces the Psy Rating of any psyker (within 5 metres) by 5. All other rules for 
  Untouchables are unchanged.
  • Sorcerers: The servants of Chaos have transcended such petty notions as the division between psychic power and 
  sorcerous might; the techniques embodied by sorcery are covered by the normal Psychic Power rules in BLACK 
  CRUSADE. Any DARK HERESY (or ROGUE TRADER) character with the Sorcery talent are treated as an Unbound Psyker 
  of equivalent Psy Rating, with the Blasphemous Invocations talent.
  • Daemons and Warp Entities: Such creatures are far more commonly encountered in BLACK CRUSADE, and their 
  natures are already accounted for by the psychic power rules. All creatures with the Daemonic or Stuff of Nightmares 
  Trait are, naturally, considered to be Daemonic Psykers.
  As a ﬁ nal recommendation, any power converted from DARK HERESY to BLACK CRUSADE should, in the interests of 
  scaling the effects properly, count any effect based on the psyker’s Willpower Bonus as being based on Psy Rating instead.
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  to a group of Heretics both because of their personal prowess 
  and because of the resources they have at their disposal.
  In some cases, the blind fools who serve the Imperium 
  dabble in the powers of the Ruinous Powers, believing that 
  they can turn the tools of Chaos against it. The supplement 
  THE RADICAL’S HANDBOOK details such individuals. More 
  importantly, since a Radical in the Inquisition is often 
  willing to use the tools of Chaos to ﬁ ght Chaos, the goals 
  of a Radical Inquisitor and a Chaos warband may be very 
  similar, whether they be to obtain proscribed knowledge, 
  summon fell powers, or defeat more Puritan forces of 
  the Imperium. THE RADICAL’S HANDBOOK can prove to 
  be a valuable collection of cults, proscribed knowledge, 
  daemonic weapons, and so-forth. 
  This is merely the tip of the iceberg, with other DARK 
  HERESY supplements providing a range of other characters to 
  encounter and overcome.
  The servants of the Imperium aside, the other major 
  consideration when drawing upon DARK HERESY material 
  is the setting. The Calixis Sector has long been a cesspit 
  of murder and corruption, largely untouched by open war 
  but ripe for inﬁ ltration by those who would undermine 
  the Imperium. Indeed, cults and conspiracies are numerous 
  within the Sector, which may pose a problem from those 
  who seek to inﬁ ltrate it, unwilling to see rival heretics claim 
  glory which is rightfully theirs. Being a realm of intrigue and 
  conspiracy, most Traitor Legionnaires are often unsuitable, 
  lacking the necessary subtlety to move amongst the masses 
  of mankind, and far better suited to open warfare. However, 
  some exceptional individual Traitor Legionnaires may be able 
  to play the game of inﬁ ltration and deception. 
  Here are a few adventure seeds for BLACK CRUSADE groups 
  adventuring within the Calixis Sector:
  • The world of Tranch has long been at war, with mutant rebels 
  still opposing the Imperium long after their leaders escaped 
  or were captured or slain. The rebels are ripe for further 
  corruption, requiring guidance from those enlightened to 
  the glory of Chaos to turn Tranch into a corpse-choked 
  monument to desecration and wanton bloodshed.
  • Inquisitor Orten Hezail, a known Radical, has absconded 
  from a cult purge on Malﬁ  with a powerful artefact 
  blessed by the Ruinous Powers. He must be found and 
  shown the error of his ways – whether corrupted or slain, 
  the Inquisitor cannot be permitted to keep the artefact. 
  BRINGING BLACK CRUSADE 
  INTO DARK HERESY
  Eliminating dangerous heretics is a common part of DARK 
  HERESY campaigns, and BLACK CRUSADE provides an ample 
  source of varied and deadly foes for Acolytes or Throne Agents 
  to confront and overcome. However, the Heretics produced 
  using the BLACK CRUSADE rules are typically powerful, too 
  dangerous to be considered common foes, but rather champions 
  of the Dark Gods, the vilest breed of heretics.
  TRANSFERRING CHARACTERS
  BLACK CRUSADE characters technically start at zero Corruption, but this is simply done for ease of bookkeeping. In 
  fact, their Corruption Track begins where the other 40,000 Roleplay Games’ end. So, when a character gains 100 
  Corruption Points in one of the other games, he can transfer over to BLACK CRUSADE. 
  To transfer a character, use the following steps:
  • Reduce Corruption to 0, resetting to use the Black Crusade Corruption Track. This does not represent the character 
  losing Corruption, simply starting afresh on the new Track.
  • Remove any Malignancies and Mutations. For every three Malignancies or Mutations removed (rounding up), generate 
  one Gift of the Gods by rolling once on Table 9–1: Gifts of the Gods. 
  • Insanity Points are no longer tracked and can be disregarded. Mental Disorders, however, can be maintained so long 
  as they are thematic to the character in question.
  • Characteristics remain the same. Each character generates an Infamy Characteristic by rolling 1d5 and adding 19. 
  This is the character’s new Infamy score. 
  • The character keeps one Skill at the the Trained level, and one Talent for which he has the necessary pre-requisites, 
  for every 1000 Experience the character possessed when he reached 100 Corruption Points. He discards all remaining 
  Talents and Skills. If he possesses a Psy Rating, he keeps it, as well as up to three Psychic Powers he already possessed. 
  • The character selects one Archetype. He does not gain the Skills, Talents, or Traits associated with that Archetype, but he 
  does gain the Special Ability. A character may not select a Chaos Marine only Archetype unless his character was previously 
  a Space Marine, and vise versa. Likewise, a character may not select the Psyker or Sorcerer Archetype unless he was already 
  a character with Psy Rating, in which case he also maintains his current Psy Rating instead of adopting the one listed.
  The new character then proceeds as normal.
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  For those of a more radical bent, BLACK CRUSADE provides 
  an assortment of blasphemous tools to turn against the Dark 
  Gods and their servants—sorcerous powers, daemonic and 
  warp-touched weaponry, and profane rituals can be found 
  within this book, and can as easily be used by dabblers in the 
  vile arts as the true chosen of Chaos.
  Finally, however, ambitious players and GMs can attempt to 
  bring together a grand campaign, following the progression 
  of a band of Acolytes as they become more and more Radical 
  in nature. Eventually, they embrace the powers of Chaos, 
  perhaps even unknowingly, and fall from grace to join the 
  ranks of the damned. 
  The key to running this campaign is Corruption. All of the 
  Warhammer 40,000 games track the Corruption Points a character 
  obtains, and except in some very rare circumstances, Corruption 
  can only be gained, it cannot be lost. In DARK HERESY (as well as 
  ROGUE TRADER and DEATHWATCH), once a character reaches 100 
  Corruption Points he is retired, lost to join the Disciples of the 
  Dark Gods and effectively unplayable. However, when merging 
  DARK HERESY and BLACK CRUSADE, his career may have just 
  begun. See the “Transferring Characters” sidebar. 
  BRINGING ROGUE TRADER 
  INTO BLACK CRUSADE
  ROGUE TRADER characters are swashbuckling explorers 
  as much as anything else, but people who reach too far or 
  delve too deeply can frequently encounter the inﬂ uences of 
  the Ruinous Powers. Warp-tainted cultures, and their dead 
  remnants, can be found in the depths of the void, and the 
  servants of Chaos are as likely to see out their lore, their 
  treasures and their wealth as those explorers driven by greed 
  and ambition. 
  ROGUE TRADER’s biggest difference from the other 
  WARHAMMER 40,000 ROLEPLAY games is the presence of 
  rules for ship-to-ship combat. The addition of these rules 
  can add extensively to a BLACK CRUSADE game, granting 
  powerful starships to savage and cruel Heretics and giving 
  them the means to terrorise worlds and drown the stars 
  themselves in blood. However, those who wage war amongst 
  the stars may add the might of the Imperial Navy to the 
  adversaries they may face.
  The Koronus Expanse is a vast and haunted realm, ﬁ lled 
  with renegades, traitors, monsters and the ruins of warp-
  cursed civilisations. The slumbering power that can be found 
  in the Expanse and the vulnerable colonies founded by the 
  lackeys of the Emperor can both serve as a great incentive 
  for Heretics to begin raiding and plundering the Koronus 
  Expanse. What follows are a number of adventure seeds for 
  BLACK CRUSADE groups adventuring within the Expanse:
  • The cursed world of Iniquity calls to the black hearts of 
  those touched by Chaos, piercing the veil and whispering 
  secrets to their souls. What horrors lie beneath this foul 
  world remain unknown, in spite of the great numbers 
  of reavers, renegades and pirates that have ﬂ ocked there, 
  but whatever it is, it has power… and power exists to be 
  claimed by the strong and the cunning.
  • Port Wander, the last  stronghold between the Koronus 
  Expanse and the Calixis Sector, is a place ﬁ lled with 
  power struggles and squabbling factions. With trafﬁ c 
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  For those of a more radical bent, 
   provides 
  servants of Chaos are as likely to see out their lore, their 
  servants of Chaos are as likely to see out their lore, their 
  
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  passing into and out of the Expanse stopping at Port 
  Wander, all manner of ideas and groups deemed contrary 
  to the Imperium can lodge themselves within the depths 
  of the station. To plant the seeds of discord and sedition 
  within the gateway to the Calixis Sector would be a great 
  boon indeed, allowing the Disciples of the Dark Gods to 
  reach more easily into the False Emperor’s domain.
  BRINGING BLACK CRUSADE 
  INTO ROGUE TRADER
  Groups such as Karrad Vall’s Reavers, the Saynay Clan and 
  the many and varied pirates and renegades that roam the 
  Expanse are a continual threat to attempts to colonise and 
  exploit those uncharted regions. All are in constant need of 
  cruel and dangerous men to bolster their ranks, and the BLACK 
  CRUSADE rules can provide a limitless supply of dread reavers 
  and malicious corsairs to complicate an Explorer’s endeavours.
  The nightmare realm of the Screaming Vortex is an 
  unlikely setting for ROGUE TRADER games, but some 
  Explorers may be brave or foolhardy enough to try and 
  venture into the eye of the storm, whether to bring war to 
  the hellish worlds within, or to ﬁ nd resources to exploit. 
  The perils of voyaging into an ancient and enduring Warp 
  Storm are great, but for many ROGUE TRADERS, perils are 
  frequently accompanied by great rewards.
  BRINGING DEATHWATCH 
  INTO BLACK CRUSADE
  Amongst the mightiest and most terrible foes the servants 
  of Chaos can face are the Adeptus Astartes, and this is what 
  DEATHWATCH brings to the table. Ancient hatreds run deep 
  between those Adeptus Astartes still loyal to the Emperor 
  and those who have embraced Chaos. Few Space Marines, 
  on either side of this divide, will pass up the opportunity to 
  wage war against their hated brothers. This ancient conﬂ ict, 
  ten millennia old, is known as the Long War, and so long as 
  one warrior on each side still draws breath, it will continue, 
  as ﬁ erce and savage as it was when brother ﬁ rst turned against 
  brother during the Horus Heresy.
  DEATHWATCH characters are deadly combatants armed 
  with the ﬁ nest wargear, deadlier than all but their opposite 
  numbers and the most blessed of Heretics, and their presence 
  indicates that violence is a strong possibility. For Traitor 
  Legion characters, a DEATHWATCH character is a hated foe and 
  worthy adversary to face in single combat. For Disciples of 
  Chaos characters, they represent a different obstacle, a thing 
  to be avoided or circumvented, or even manipulated, rather 
  than confronted directly.
  The Jericho Reach is an ideal location for Heretics with 
  a mind for slaughter, being on the front lines of an Imperial 
  Crusade and with a  seething Warp Anomaly at its heart. 
  An entire portion of the Achilus Crusade’s advance has 
  grounded itself against the forces of Chaos, leaving many 
  Table 8–9: Skill Changes
  Black Crusade 
  Skill
  Previous Warhammer 40,000 
  Roleplay Skills
  Acrobatics
  Acrobatics, Contortionist
  Athletics
  Climb, Swim
  Awareness
  Awareness, Lip Reading, Search
  Charm
  Charm, Performer
  Commerce
  Barter, Commerce, Evaluate (with 
  regards to an item’s worth only)
  Logic
  Logic, Gambling, Tactics
  Linguistics
  Ciphers, Literacy, Secret Tongue, 
  Speak Language
  Medicae
  Chem-Use, Medicae
  Operate
  Drive, Pilot
  Parry
  Not previously a skill; any character 
  with cheap WS advances, or a WS of 
  50+ should have the Parry skill
  Stealth
  Concealment, Silent Move, 
  Shadowing
  Survival
  Survival, Tracking, Wrangling
  Tech-Use
  Demolitions, Tech-Use
  *Toughness
  Carouse
  †Carouse has been removed and should now be resolved with a 
  Toughness Characteristic test.
  Table 8–10: Talent Changes
  Black Crusade Talent
  Previous Warhammer 40,000 Roleplay Talent
  Blood God’s Contempt
  Abhor the Witch
  Cold-Hearted
  Chem-Geld
  Raptor
  Death from Above
  Never Die
  Duty unto Death
  Baleful Dirge
  Feedback Screech
  Demagogue
  Master Orator
  War Cry
  Rite of Fear
  Warp Lock
  Rite of Sanctioning, Warp Afﬁ nity
  Unshakeable Will
  Unshakeable Faith
  Weapon Training
  Pistol Weapon Training, Basic Weapon Training, Heavy Weapon Training; individual 
  Weapon Training talents in BLACK CRUSADE cover a different range of weapons than those 
  BLACK CRUSADE cover a different range of weapons than those 
  BLACK CRUSADE
  in previous games.
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  worlds ripe for slaughter. Against so massive a force as a 
  Crusade, the forces of Chaos have many opportunities to 
  gain glory and infamy. Below are a number of adventure 
  hooks for BLACK CRUSADE campaigns focussed on events in 
  the Jericho Reach: 
  • The fallen Magi of Samech seek the darkest of machine 
  lore, and will pay handsomely for those who deliver it 
  to them. Magos Kallikos has heard rumours of secret, 
  ancient technology being concealed by the forces of 
  the Imperium, locked away within one of the fortiﬁ ed 
  stations of the Deathwatch, and will gift whomever 
  brings these secrets to him with a mighty haul of ancient 
  and powerful warp-cursed technology.
  • Deep within the Jericho Reach, beneath the baleful 
  crimson glow of the Hadex Anomaly, lays Varrus, once 
  capitol world of the Jericho Sector. Upon this burning, 
  Warp-scarred world can be heard the voices of untold 
  billions of cultists and vat-slaves, prostrating themselves 
  in devotion to the warp rift that dominates the skies 
  above. From time to time, the leaders of this legion of 
  devotees summon new Champions of Chaos to perform 
  some foul and seemingly pointless task as part of some 
  grand and vile plan. 
  BRINGING BLACK 
  CRUSADE INTO 
  DEATHWATCH
  While the Deathwatch are focussed primarily upon protecting 
  mankind from the myriad threats posed by Xenos species, 
  they are not ignorant of the danger presented by traitors and 
  heretics, and as already noted, are frequently honour-bound 
  by ancient oaths of hate and vows of loathing to combat the 
  forces of Chaos.
  To confront and slay a Champion of the Dark Gods in 
  single combat is amongst the noblest and most honourable 
  acts a warrior of the Adeptus Astartes can perform, a 
  feat that shall earn him renown and the respect of 
  his brethren. Few Adeptus Astartes would deny 
  that the war against Chaos is a righteous 
  one and each battle a sacred duty to 
  expunge the taint of betrayal. The 
  BLACK CRUSADE rules provide the 
  means to produce a wide variety 
  of accursed champions, deadly 
  enough to threaten even the 
  mighty Adeptus Atartes.
  It would be unusual 
  for Space Marines of 
  the 
  Deathwatch 
  to 
  venture deep into the 
  nightmarish 
  realms 
  Table 8–11: Trait Changes
  Black Crusade Trait Changes
  Changes
  Brutal Charge
  Brutal Charge
  This trait, rather than giving a ﬂ at +3 bonus to damage, adds (X) damage to attacks made on 
  the same round as the charge.
  Daemonic
  Daemonic
  The trait no longer multiplies Toughness Bonus, but rather increases it by a static value.  A good 
  rule of thumb is that a 3-5 point increase to Toughness Bonus is functionally equivalent to 
  doubling the characteristic bonus. 
  Deadly Natural 
  Deadly Natural 
  Weapons
  Weapons
  Previously named Improved Natural Weapons
  Multiple Limbs (X)
  Multiple Limbs (X)
  Previously known as Multiple Arms, this gave a ﬂ at modiﬁ er. Now it varies depending on how 
  many additional arms the creature possesses.
  Quadruped
  Quadruped
  This trait, rather than multiplying movement rates, adds a ﬂ at bonus of +2 for every pair of 
  legs beyond the ﬁ rst. The movement values of creatures should be recalculated to take this into 
  account.
  Toxic
  Toxic
  This trait now deals damage to anyone who successfully attacks the creature, and the Toughness 
  test takes a penalty equal to ten times the number in parenthesis (X).
  Unnatural 
  Unnatural 
  Characteristics
  Characteristics
  These traits no longer multiply characteristic bonuses, but rather increase them by a ﬂ at value. A 
  good rule of thumb is that a 3-5 point increase to a characteristic’s bonus is functionally equivalent 
  to a level of the ‘old’ Unnatural Characteristics rules.
  Unnatural Speed
  Unnatural Speed
  This trait no longer exists. Unnatural Agility now increases movement values where it did not 
  before, rendering Unnatural Speed redundant
  USING BLACK CRUSADE TO 
  GENERATE NPCS
  Another way to use BLACK CRUSADE is as a source 
  book to generate the ultimate villains and nemesis for 
  other Warhammer 40,000 Roleplay games. Using the 
  Character Creation rules in Chapter 2, GMs can build 
  villains that will challenge and defy their groups, villains 
  they could not create using standard sourcebooks. If a 
  GM wishes to make an especially unique and notable 
  villain, he should be sure to use the Infamy rules, and 
  probably give said villain some Gifts of the Gods from 
  Chapter 9. He can even provide him with some of the 
  unique psychic powers from Chapter 6. 
  284
  To confront and slay a Champion of the Dark Gods in 
  single combat is amongst the noblest and most honourable 
  acts a warrior of the Adeptus Astartes can perform, a 
  feat that shall earn him renown and the respect of 
  his brethren. Few Adeptus Astartes would deny 
  that the war against Chaos is a righteous 
  one and each battle a sacred duty to 
  expunge the taint of betrayal. The 
   rules provide the 
  means to produce a wide variety 
  of accursed champions, deadly 
  enough to threaten even the 
  mighty Adeptus Atartes.
  It would be unusual 
  for Space Marines of 
  the 
  Deathwatch 
  to 
  
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  such renegades call home, but the notion of several Chapters 
  of the Adeptus Astartes seeking to purge the taint from  a 
  region like the Screaming Vortex with a punitive Crusade is 
  not impossible, and could present an extremely unusual type of 
  DEATHWATCH campaign.
  DEATH TO THE 
  FALSE EMPEROR
  Some of the most common mechanical questions for 
  integrating characters from different games are covered here, 
  although this discussion is by no means exhaustive, and the 
  ﬁ ner points must always be up to the GM’s judgement. When 
  running a game using characters or other elements from 
  more than one Warhammer 40,000 Roleplay game, the GM 
  should select a primary game. In other words, is this a BLACK 
  CRUSADE game involving radical Inquisitorial agents, or a 
  DARK HERESY game that includes Traitor Legionnaires and 
  other Heretics? The game should be run under the mechanics 
  of the primary game. All game play follows the Playing the 
  Game and Combat Chapters of the primary game and that 
  system’s rules for Psychic Powers.
  However, characters from games other than the primary 
  should use their own system’s rules for character creation 
  and progression. The character’s access to Skills and Talents 
  is therefore also based on their own system, though with 
  any differences in the Skill or Talent’s wording or rules, the 
  primary game takes priority. This is particularly important 
  with regard to BLACK CRUSADE, as many Skills, Talents, 
  Traits and Weapon Qualities have changed in small but 
  signiﬁ cant ways from the versions found in previous games. 
  The remainder of this section covers in broad and simple 
  terms some the biggest differences that may affect characters 
  created from games other than BLACK CRUSADE.
  Playing the Game: Two signiﬁ cant elements of note are 
  the inclusion of Infamy, and a change to the way Degrees of 
  Success and Degrees of Failure are calculated.
  • Infamy represents the character’s reputation, the 
  fear that accompanies his name, and the attention 
  of the Chaos Gods. While Infamy is an appropriate 
  characteristic for BLACK CRUSADE characters, it doesn’t 
  as easily translate to the other, more Imperial-centric 
  games, where characters instead have Fate Points, to 
  represent the favour of the God-Emperor. In BLACK 
  CRUSADE terms, characters not devoted to the Dark 
  Gods have the Touched By the Fates trait, which grants 
  them a number of Infamy Points, representing boons 
  equivalent to Fate Points, luck, divine favour or other, 
  similar advantages. If BLACK CRUSADE characters are 
  used in other games, they should similarly be given the 
  Touched by the Fates trait in place of their Infamy.
  • Degrees of Success and Failure in the previous games 
  begin at 0, for succeeding or failing by less than 10, with 
  a single degree for every 10 by which the test was passed 
  or failed. BLACK CRUSADE instead begins at 1 degree 
  for the most basic level of success, adding an additional 
  degree for every 10 as above. The overall difference is of 
  Table 8–12: Weapon Quality Changes
  Black Crusade Weapon Quality
  Black Crusade Weapon Quality
  Changes
  Changes
  Concussive (X)
  Concussive previously had no variable value; Concussive weapons from previous 
  Concussive previously had no variable value; Concussive weapons from previous 
  books should be treated as Concussive (1)
  books should be treated as Concussive (1)
  Felling (X)
  Felling weapons no longer simply remove levels of Unnatural Toughness. The 
  Felling weapons no longer simply remove levels of Unnatural Toughness. The 
  change to Unnatural Characteristics means that a value of 3-5 is appropriate for a 
  change to Unnatural Characteristics means that a value of 3-5 is appropriate for a 
  weapon from a previous game with Felling (1) 
  weapon from a previous game with Felling (1) 
  Flame, Spray
  The old Flame quality has now been split into two – one covering the chance of 
  The old Flame quality has now been split into two – one covering the chance of 
  igniting a target, the other covering the manner of attack. All weapons that had 
  igniting a target, the other covering the manner of attack. All weapons that had 
  a chance of setting a target alight have the new Flame quality, while all weapons 
  a chance of setting a target alight have the new Flame quality, while all weapons 
  that previously had the Flame quality should now have both Flame and Spray.
  that previously had the Flame quality should now have both Flame and Spray.
  Primitive
  Primitive has changed from a weapon type to a Quality (Primitive weapons are 
  Primitive has changed from a weapon type to a Quality (Primitive weapons are 
  now Primary weapons). Old Primitive weapons should, as a rule of thumb, gain 
  now Primary weapons). Old Primitive weapons should, as a rule of thumb, gain 
  Primitive (8) instead, unless there is some compelling reason for it to have a 
  Primitive (8) instead, unless there is some compelling reason for it to have a 
  higher or lower value.
  higher or lower value.
  Reliable
  Reliable weapons now jam on an unmodiﬁ ed roll of 00
  Reliable weapons now jam on an unmodiﬁ ed roll of 00
  Scatter
  The change to this quality can be applied without difﬁ culty to weapons from the 
  The change to this quality can be applied without difﬁ culty to weapons from the 
  previous games.
  Shocking
  The character is now stunned for rounds equal to degrees of failure on the 
  The character is now stunned for rounds equal to degrees of failure on the 
  Thoughness test, not half the Damage he suffered.
  Thoughness test, not half the Damage he suffered.
  Snare
  Snare previously had no variable value; weapons with Snare from previous books 
  Snare previously had no variable value; weapons with Snare from previous books 
  should be treated as Snare (1)
  should be treated as Snare (1)
  Toxic
  Toxic previously had no variable value; weapons with the Toxic quality from 
  Toxic previously had no variable value; weapons with the Toxic quality from 
  previous books should be treated as Toxic (1)
  previous books should be treated as Toxic (1)
  Twin-Linked
  The change to this quality can be applied without difﬁ culty to weapons from the 
  The change to this quality can be applied without difﬁ culty to weapons from the 
  previous games.
  Unbalanced, Unwieldy
  Weapons with these properties can no longer be used to make Lightning Attacks.
  Weapons with these properties can no longer be used to make Lightning Attacks.
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  one degree in either direction, and elements converted 
  across from other games should be adjusted to account 
  for this change.
  Skills: A number of skills present in previous games have 
  been consolidated into a smaller number of broad skills in 
  BLACK CRUSADE. In addition, the system for Skill Mastery 
  has changed slightly, adding an additional level of mastery 
  that didn’t exist prior to Black Crusade. Table 8–9: Skill 
  Changes summarizes these changes.
  In addition, the Invocation skill has been removed. 
  With regards to Skill Mastery, any character with a +20 
  in a given skill and the Talented talent for that skill should 
  be considered to have at the Veteran Skill Rank in BLACK 
  CRUSADE terms. Players should notice that, in turn, there is no 
  longer a “Talented” Skill that provides +10 to a chosen Skill. 
  Talents: A number of talents presented in previous games 
  have been changed or renamed in BLACK CRUSADE, the main 
  details of which have been summarised in Table 8–10: 
  Talent Changes.
  In addition, a number of abilities that were previously 
  talents have now been redeﬁ ned as bionic implants augmented 
  by Talents, though the effects have largely remained the same.
  Traits: A number of traits presented in previous games 
  have been changed or renamed in BLACK CRUSADE, the main 
  details of which have been summarised in Table 8–11: 
  Trait Changes.
  The change to Unnatural Characteristics is particularly 
  significant when dealing with player characters, 
  specifically Ascension-level DARK HERESY characters, 
  all DEATHWATCH characters, and Xenos characters from 
  ROGUE TRADER. The characteristic bonuses of all such 
  characters should be recalculated when transferring them 
  into BLACK CRUSADE.
  Weapon Qualities: A number of weapon qualities 
  presented in previous games have been changed or renamed 
  in BLACK CRUSADE, the main details of which have been 
  summarised in Table 8–12: Weapon Quality Changes.
  In addition, the matter of Astartes and Legion 
  equipment should be addressed; such items are not for 
  the hands of mortals, and are essentially equivalent in 
  background terms. For the purposes of compatibility, 
  any item (especially weapons) denoted as being Legion 
  or Astartes should function identically to its equivalent 
  from the primary game – so a DEATHWATCH character in 
  BLACK CRUSADE would use the rules for a Legion Bolter 
  for his Astartes Bolter, while a Traitor Legionnaire in 
  DEATHWATCH would use the rules for an Astartes Bolter 
  when wielding his Legion Bolter.
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  CORRUPTION
  •
  GIFTS OF THE GODS
  •
  REWARDS OF THE 
  GODS
  •
  INFAMY
  
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  Chapter IX: 
  Corruption 
  and Infamy
  “The Path to Glory is the path to destruction; yours, or your enemy’s…”
  —Magister Khalistim Bhewko
  T
  he central theme of BLACK CRUSADE is the journey the 
  Heretics tread as they progress along the path to glory. 
  None can predict exactly what will occur at the end of that 
  journey; whether an aspiring champion will be found wanting or 
  granted the ultimate reward of apotheosis to daemonhood. The 
  character’s progression along the path to glory is measured, in 
  game terms, by two factors: Corruption and Infamy.
  In the simplest terms, Corruption is a measure of the favour 
  in which the Ruinous Powers hold the character, while Infamy 
  describes his standing amongst his peers. The former can be 
  thought of as a reﬂ ection of his status within the Realm of 
  Chaos, and the latter as a measure of his status within the material 
  realm. As a Player Character progresses along the path to glory, 
  he amasses Corruption Points, which, among other effects, 
  result in him gaining mutations. These are physical, mental, and 
  spiritual changes wrought upon him by the Ruinous Powers, 
  sometimes in recognition of some great service the character has 
  performed, sometimes in answer to his prayers, and sometimes 
  even as a punishment. Infamy is measured by its own score on 
  the character’s proﬁ le, and is used as a gauge of the character’s 
  temporal power, how much inﬂ uence he holds over his allies, and 
  how much awe he inspires in his enemies. Lastly, both measures 
  count towards the character’s ultimate fate, as described on page 
  267, The Final Fate.
  Corruption
  “The warp ﬂ ows through my body like blood ﬂ ows through yours.”
  –Algar the Blessed
  C
  orruption is a measure of the favour the Ruinous Powers 
  have bestowed upon a character, or how steeped in 
  the dark energies of the warp his soul has become. 
  For characters in the DARK HERESY, ROGUE TRADER, and 
  DEATHWATCH games,  Corruption is a bad thing. Once they 
  reach a certain threshold of it, their souls are lost and who they 
  are is destroyed, leaving the campaign to answer a new calling 
  steeped in Chaos. But BLACK CRUSADE characters know the 
  truth of it, for they have already crossed that invisible line. Their 
  eyes are open to the truth of the universe. Where the deluded 
  Acolytes, Explorers, and Battle-Brothers who serve the weakling 
  Imperium see corruption, those who tread the Path to Glory 
  see favour, power, and opportunity. In effect, a BLACK CRUSADE 
  character has already crossed the line so feared by mere mortals 
  and is now master of his own destiny. He will rise or fall, gain 
  eternal power or damnation, become a mindless Chaos Spawn, 
  or ascend to daemonhood, all by the power of his will, the 
  strength of his arm, and the favour of the Ruinous Powers.
  CORRUPTION POINTS
  BLACK CRUSADE characters aspire to the ultimate power granted 
  by apotheosis—the ascension to daemonhood. Very few, however, 
  ever attain such a fate, for the power of the warp and the favour 
  of the Dark Gods is a terrible thing that no mere mortal soul 
  can hope to contain. Most are overwhelmed by the power, body 
  and spirit unable to bear the soul-searing vigour of Chaos. Their 
  bodies are overcome with mutation and they devolve to mindless 
  spawn—thrashing masses of tentacle and teeth. A very few do 
  ﬁ nd sufﬁ cient strength of mind, body, and soul to resist the all-
  consuming energies and to wield them as weapons in the service 
  of the Dark Gods. These are granted apotheosis, and they ascend 
  to become daemon princes, the ultimate traitors to Humanity and 
  champions of the Ruinous Powers.
  As a character progresses through an ongoing campaign, he 
  garners Corruption Points (CPs). Starting out at 0, these slowly 
  rise until they eventually reach 100. At various points along the 
  way the character earns the right to beseech the Ruinous Powers 
  for their favour, or else he draws the unsought attention of one 
  of the Dark Gods by his deeds alone. At that point, the character 
  rolls on Table 9-1: Gifts of the Gods to determine which Gift 
  of the Gods he has earned. But the powers of Chaos are often 
  ﬁ ckle, capricious, or downright cruel, and there is no guarantee 
  the character will be gifted with a power he desired.
  When the character ﬁ nally reaches 100 CPs, his journey is 
  complete. How it will end depends very much on the deeds he 
  288
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  has performed in the name of the Ruinous Powers. One who 
  has embraced the full power of Chaos, discarded the petty 
  limitations of his mortal soul, defeated every foe, and steeped 
  himself utterly in the darkling energies of the warp might—just 
  might—earn apotheosis. More likely, however, he will be found 
  wanting and condemned to the gibbering insanity of existence 
  as a spawn. For more on this subject, see page 267.
  THE CORRUPTION TRACK
    The BLACK CRUSADE character sheet contains a section to 
  keep track of how many Corruption Points the character has 
  amassed. This is important because at certain points along 
  the  track the character must generate a Gift of the Gods, 
  as detailed over the next few pages. A Disciple of Chaos 
  character generates a Gift of the Gods when he reaches 10, 
  20, 40, 60, and 80 CPs. Traitor Legionnaires, having been 
  created stronger in body and spirit than normal men, generate 
  Gifts of the Gods at 10, 30, 60, and 90 CPs.
  Corruption Points can either be awarded at the end of a 
  game session with Experience or during a game session as 
  events take place. However, any effects such as Gifts should 
  be resolved at the end of the session. 
  SERVICES TO CHAOS
  Corruption Points can be earned in many different ways and 
  the GM is always free to issue them as he sees ﬁ t. There are some 
  circumstances, however, that are sure to expose the character to 
  the power of Chaos and for which Corruption Points will be 
  earned. By undertaking these services to Chaos, the character 
  is wantonly courting the attentions of the Ruinous Powers, 
  deliberately seeking to indulge the passions associated with 
  each, and gain some measure of dark benediction in return. 
  The following instances should result in the character 
  gaining Corruption Points, as well as Infamy, at the GM’s 
  discretion. Note that all of these are guidelines, and if the GM 
  decides that a Heretic does not receive Corruption or Infamy 
  from a certain action, his decision is ﬁ nal. More information 
  on Infamy can be found on page 304, but some examples of 
  how it’s gained is listed here.
  Slaying a great hero of the Imperium in one-on-one combat 
  earns the character 1d5 Corruption Points, plus, if the enemy had 
  any Fate or Infamy Points (see page 363 for more information on 
  Fate and Infamy), an equivalent additional ammount.
  Leading or assisting in the performing of a Ritual (see 
  page 228) earns the character 1d5 Corruption Points.
  Deﬁ ling a sacred place of the hated Imperial Creed 
  earns the character 1-2 Infamy plus 1-3 Corruption Points, 
  depending on how sacred the location was.
  Being present at the summoning of a Greater Daemon 
  exposes the character to such baleful energies that he gains 
  1d5 Corruption Points. Additionally, gaining the services of 
  the daemon may be worth 1-2 Infamy. 
  Sowing doubt in the hearts of a large number of the 
  Emperor’s followers by way of duplicity and blasphemy earns 
  the character 2 Corruption Points and 1 Infamy.
  SERVICES TO THE CHAOS POWERS
  Characters that have embraced one of the Dark Gods ﬁ nd 
  their drives and passions aligned with those of their patron 
  power, and so additional Corruption Points are awarded for 
  performing the following dark deeds.
  Characters Embracing Khorne
  Defeating a superior number of dangerous enemies (at least as 
  powerful as the PC) in close combat earns 1 Corruption Point.
  Slaying a Champion of Slaanesh earns the character 1d5 
  Corruption Points and 2 Infamy.
  Embarking on an enterprise of bloodshed and combat most 
  would consider suicidal (such as single-handedly assaulting 
  the walls of an Imperial Bastion) earns the character between 
  1 and 3 Infamy, depending on the odds stacked against the 
  character (GM’s discretion).
  Characters Embracing Slaanesh
  Killing a foe (one at least as dangerous as the PC) through torment, 
  torture, or Slaanesh psychic powers earns 1 Corruption Point.
  Slaying a Champion of Khorne earns the character 1d5 
  Corruption Points and 2 Infamy.
  Indulging in acts of desecration and blasphemy above and 
  beyond the norm (such as nailing an Imperial Saint to the 
  gates of a burning basilica or corrupting a high ofﬁ cial of 
  the Administratum or member of the Ecclesiarchy) earns the 
  character between 1 and 3 Infamy depending on the excess 
  of the desecration (GM’s discretion).
  Characters Embracing Nurgle
  Killing a powerful foe (at least as dangerous as the PC) 
  with poison, disease, or Nurgle psychic powers earns 1 
  Corruption Point.
  Slaying a Champion that has embraced Tzeentch earns the 
  character 1d5 Corruption Points and 2 Infamy.
  Wiping out or infecting large populations with disease 
  or contagions earns the character between 1 and 3 Infamy 
  depending on the depths of the deception (GM’s discretion).
  Characters Embracing Tzeentch
  Slaying a powerful enemy (one at least as dangerous as the 
  PC) using a psychic power is worth 1 Corruption Point.
  Killing a Champion of Chaos that is Aligned with Nurgle 
  earns the character 1d5 Corruption Points and 2 Infamy.
  Seeding insanity and falsehood amongst the ranks of the 
  foe with masterful deceptions earns the character between 1 
  and 3 Infamy depending on the deception (GM’s discretion).
  CORRUPTION AND THE 
  COMMON CITIZEN
  While Heretics tracking Corruption is a vital part of BLACK 
  CRUSADE, minor NPCs track Corruption differently, as they 
  are likely beneath the notice of the Ruinous Powers and 
  warrant only a cursory damnation. This also has the added 
  beneﬁ t of helping the GM with bookkeeping. Whenever a 
  minor NPC suffers 10 Corruption, he is instantly killed (or 
  transformed into a vile but harmless Chaos Spawn).
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  THE PRICE OF FAILURE
  Just as it is possible to gain power by furthering the fell ends 
  of the Ruinous Powers, so too is it possible to anger them and 
  invoke their wrath. The path to glory is paved with the bones 
  of those who aspired to power but fell short in some way, 
  earning punishment in the form of all manner of curses, random 
  mutations and afﬂ ictions. The price of failure is expressed by 
  the gain of Corruption Points. This, of course, is not the Dark 
  Gods granting favour to the Heretic. Instead, the Dark Gods 
  are hastening his decent into spawndom by infusing him with 
  the warp. 
  Whenever a Heretic passes a point on the Corruption Point 
  Track by gaining Corruption via a failure, he still rolls on the 
  Gifts of the Gods Chart. However, he only rolls once: he may 
  not modify it with his Infamy bonus, he may not attempt to 
  generate a Reward if he is Devoted to a speciﬁ c God, and he 
  may not roll twice if he is Unaligned. He is stuck with what 
  he gets. Of course, this may turn out to be a beneﬁ cial roll—
  but it may not. It’s all in the hands of the Gods.  
  When a GM grants Corruption Points through a Failing, 
  he should always be sure to grant a random amount (1d5 or 
  1d10 being the most obvious choices). Gaining a mutation 
  through a Failing is one of the most punishing outcomes, and 
  it is better if there’s a random chance of this happening, or not 
  happening, depending on the dice and the will of the Gods.
  • Being defeated in combat by a great hero of the Imperium 
  is a Failing that causes the character to gain 1d5 Corruption.
  • Failing to complete a Compact’s Primary Objective is a 
  Failing that grants 1d10+5 Corruption. 
  FAILING THE CHAOS POWERS
  Characters that have embraced one of the Dark Gods gain many 
  advantages by doing so, but they also run greater risks. Failing in 
  the service of one of the four Chaos Powers results is a Failing 
  resulting in the gain of Corruption Points, as detailed below.
  Aligned to Khorne: Being defeated in a one-on-one 
  duel in close combat is a Failing that causes the character to 
  gain 1 Corruption Point.
  Aligned to Slaanesh: Denying a desired excess or 
  ignoring a unique chance to corrupt or desecrate a foe is a 
  Failing that causes the character to gain 1 Corruption Point.
  Aligned to Nurgle: Failing a Characteristic Test resulting 
  from a Critical Injury or passing out due to Fatigue is a Failing 
  that causes the character to gain 1 Corruption Point.
  Aligned to Tzeentch: Being defeated by an enemy psyker or 
  being incapacitated by psychic phenomena or Perils of the Warp 
  is a Failing that causes the character to gain 1 Corruption Point.
  Gifts of the 
  Gods
  “These fangs, this armoured shell, these are as much gifts as this ﬁ ne 
  blade I wield.”
  —Algar the Blessed
  E
  ventually, a character will reach a point along the 
  Corruption Track at which he becomes entitled and 
  required to generate a Gift of the Gods. This should be 
  done between adventures, during the ‘down time’ in which 
  processes like advancement are dealt with. 
  Chaos is anything but predictable, and so Gifts of the 
  Gods can take any number of forms. Some are changes to a 
  character’s appearance that clearly mark him out as devoted 
  to the Ruinous Powers. Others cause shocking changes in the 
  character’s body or even to his mind. 
  Despite the unpredictable nature of Chaos, the strongest 
  of its servants are sometimes able to impose their will on the 
  shifting tides of the warp. To represent this, a character 
  may modify the result of his roll for a Gift Chaos by 
  a number up to his Infamy bonus (the ﬁ rst digit of his 
   Infamy score). Thus, a character with a high Infamy score 
  will be able to tailor his mutations to some extent, while those 
  newly setting out on the Path to Glory must accept the blessings 
  of the Ruinous Powers regardless of the forms they take.
  Many Gifts of the Gods has two effects. The ﬁ rst describes 
  those that apply to every character who receives the Gift, 
  whether or not they are  aligned to a speciﬁ c Chaos God. The 
  second effect is applied to those who have embraced a speciﬁ c 
  Dark God—these characters beneﬁ t from both effects.
  Characters that are Unaligned may roll twice and choose 
  the result they prefer, after which they may modify the result 
  by their Infamy bonus. 
  ADDICTION
  Exposure to the raw stuff of Chaos twists and alters the character’s 
  brain chemistry to such an extent that he develops an all-consuming 
  addiction to one particular substance. The object of the addiction 
  can be almost anything, from the last thing he ate to something he 
  has never even heard of, so ﬁ ckle are the effects of the warp.
  The GM should choose a substance for the character to 
  be addicted to (the more bizarre the better!). During any 
  Encounter in which the character does not feed his addiction 
  he suffers –10 to all Skill Tests until he does so. With the GM’s 
  consent, the addiction can be slaked before the Encounter 
  begins, but this should not be abused.
  ADDITIONAL LIMB
  The growth of additional limbs is common amongst those 
  who seek to wield the power of Chaos as a weapon, and such 
  a gift allows the character to ﬁ ght more effectively and carry 
  more weapons. Some notable renegades receive the gift several 
  times over, taking on the appearance of some multi-armed or 
  many-legged spider god able to wield a small arsenal of guns 
  or use their limbs to climb otherwise unscaleable heights.
  EXCESSIVE INFAMY
  Infamy is intended to be earned primarily through two 
  means: purchase via experience and by accomplishing 
  Compacts. The other means listed here are to encourage 
  thematic and cinematic actions on the part of the PCs, not 
  as a way to quickly ramp up Infamy. In general, a Heretic 
  cannot gain more than 5 Infamy from these actions in a 
  single session unless a GM speciﬁ cally decides otherwise. 
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  The character gains the Multiple Arms Trait, with a value equal 
  to the number of limbs he started out with, plus one for each time 
  this gift is applied. He may choose what type it is and whether 
  it has a hand, claw, or other appendage attached. Roll on Table 
  9-2: Limb Table to determine where the limb is located.
  Khorne: The limb is bristling with bony spikes. Any unarmed 
  attacks made using the limb have the Tearing Quality.
  Slaanesh: The limb is unnaturally lithe and dextrous. Any 
  unarmed attacks made using the limb are carried out at +10 
  to the character’s Weapon Skill. 
  Nurgle: The limb oozes necrotic slime and terminates in 
  a drooling oriﬁ ce. Any unarmed attacks made with the limb 
  has the Toxic (1) Quality.
  Tzeentch: The limb writhes and darts in an unpredictable 
  manner, granting the character the Disarm Talent, which he 
  may use as a Free Action so long as he is making an unarmed 
  attack using the limb.
  ANIMAL HYBRID
  The character’s body is fused with that of a beast, creating a 
  bizarre hybrid combining the most lethal qualities of both. Far 
  more than a cosmetic mutation, the character’s very essence takes 
  on something of that of the animal it merges with, altering his 
  thought patterns to something other than a human’s. However, 
  his abilities to think and reason are largely unaffected, unlike 
  those unfortunates who suffer the  Bestial Gift. 
  Unless the character is dedicated to a Chaos Power, roll 
  on Table 9-4 to determine what type of animal the character 
  fuses with. The character should be played in such a manner 
  as to play up the characteristics of the creature, and the GM 
  should award additional Experience Points to reﬂ ect this.
   Khorne: The character takes on the characteristics of a 
  feral bull, his face elongating to accommodate great horns 
  and his skin growing a leathery texture.
  Slaanesh: The character’s features become disturbingly 
  snakelike, his tongue becomes long and sinuous, and his skin 
  becomes smooth and hard.
  Nurgle: The character’s features begin to resemble those 
  of a slug, his mouth becomes lamprey-like, and his skin 
  oozes foul slime.
  Tzeentch: The character’s body becomes bird-like, his 
  legs becoming back-jointed while his jaw and nose fuse and 
  stretch to become a sharp beak.
  GM GUIDANCE: INVENTING 
  MUTATIONS
  The Gifts, Rewards, and Afﬂ ictions described in this 
  chapter provide an enormous amount of scope for 
  creating some truly unique and memorable characters, 
  but players and GMs should always feel free to invent 
  more. Perhaps a player has a particular image of his 
  character in mind, or the GM decides to bestow a unique 
  mutation based on an event in the campaign. Inventing 
  new mutations is a great way of individualising a 
  character and driving the story forward. The only real 
  consideration is that, having determined whether it is 
  to be a Gift, Reward, or Afﬂ iction that is received, the 
  new mutation ﬁ ts the general category.
  Table 9-1: Gifts of the Gods
  D100 Roll
  Gift Received
  D100 Roll
  Gift Received
  1-2
  Addiction
  51-52
  Infernal Will
  3-6
  Animal Hybrid
  53-54
  Inside Out
  7-9
  Bestial
  55-56
  Pseudo-daemonhood
  10-11
  Blood Substitution
  57-59
  Intelligent Cyst
  12-13
  Blasted Senses
  60-61
  Warp-Eater
  14-16
  Winged
  62-63
  Limb Loss
  17
  Blessed Fits
  64-67
  Magniﬁ cent Horns
  18-19
  Steel-hearted
  68-69
  Warped Appearance
  20-21
  Boneless
  70
  Mechanoid
  22-23
  Burning Body
  71
  Nerveless Ennui
  24-26
  Chaos Organ
  72-73
  Pervasive Miasma
  27
  Cyclops
  74-75
  Projectile Attack
  28-30
  Darksoul
  76-77
  Grossly Fat
  31
  Dimensional Instability
  78
  Slayer Limb
  32-33
  Emaciated
  79-80
  Strange Voice
  34-35
  Eye of Chaos
  81-84
  Additional Limb
  36-37
  Eye-stalks
  85-86
  Strange Walk
  38-39
  Centauroid
  87-89
  Tail
  40-42
  Featureless Face
  90-94
  Tentacle
  43-45
  Illusion of Normalcy
  95
  Vampiric Addiction
  46
  Flaming Skull
  96-97
  Warp-touched
  47-48
  Headless
  98-99
  Warpsight
  49-50
  Icon of Blasphemy
  100
  Wreathed in Chaos
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  BESTIAL
  While the character does not completely mutate into a beast, 
  he adopts the physical appearances and mannerisms of a 
  certain type of animal. Unfortunately, while he is still capable 
  of intelligent thought, his bestial mannerisms make it more 
  difﬁ cult.
  Permanently reduce the character’s Intelligence by 
  1d10+5 and his Willpower by 1d10+5. However, increase 
  his Strength by 1d5+1. Additionally, roll on Table 9-4 to 
  determine exactly what animal’s traits the character’s adopted, 
  as the character will undergo cosmetic changes (scales, fur, or 
  a forked tongue)  from the  mutation as well.
  BLOOD SUBSTITUTION
  Something other than blood pumps through the character’s veins, 
  though the exact substance is dependent upon his own character 
  or that of his patron. Ordinarily, the exact nature of the blood 
  substitution has little relevance and may even be unknown to 
  the character until he is wounded. When that happens, the warp-
  tinged ﬂ uid spews forth, forming a weapon in its own right.
  Should the character ever be wounded and suffer Damage that 
  leads to Blood Loss (see page 257), one randomly determined 
  character within 1 metre immediately takes 1d10 Impact Damage 
  unless he can pass a Difﬁ cult (–10) Agility Test.
  Khorne: Lava courses through the character’s veins. The 
  Damage described above has the Flame Quality.
  Slaanesh: The substance in the character’s veins is highly 
  corrosive. The Damage described above has the Tearing Quality.
  Nurgle: Ravening maggots spill from the wound. The 
  Damage described above has the Toxic Quality.
  Tzeentch: Upon being wounded, the character’s body 
  emits a wave of warp energy. The Agility Test to avoid the 
  damage is Hard (–20).
  BLASTED SENSES
  The raw power of Chaos blasts the character’s senses—
  burning out nerve endings and searing the brain’s ability to 
  translate what his perceptions are trying to tell it.  
  The character is unable to use one randomly determined 
  sense from the following list (sight, hearing, smell, or touch), 
  with all the penalties that may apply. However, his body 
  does compensate slightly for this deformity and he gains 
  the Heightened Senses Trait for one different, randomly 
  determined, sense. At the GM’s discretion, the character can 
  obtain cybernetic augmentation to partially overcome a loss of 
  sight or hearing, although even then the character still suffers 
  a –10 penalty to all Awareness Tests made with that sense. 
  BLESSED FITS
  The character is prone to bouts of severe seizures—shaking 
  uncontrollably, frothing at the mouth, and thrashing about 
  wildly. Many consider these ﬁ ts to be special gifts from the 
  gods, during which the afﬂ icted is experiencing intimate 
  communion with the Ruinous Powers.
  Should the character ever declare that he is using an 
  Infamy Point to reroll a failed Test and then fail on the reroll, 
  he is struck by a seizure and Stunned for 1d10 Rounds. When 
  he awakens, however, he does not count as having used the 
  Infamy Point.
  BONELESS
  Some of the character’s bone tissue dissolves into his blood 
  stream, weakening him while at the same time making his 
  body more ﬂ exible. There are those who may be disgusted 
  with his constantly shifting features.
  The character permanently loses 1d10+10 Strength, but 
  gains 1d5+2 Agility.
  BURNING BODY
  The character’s body is wreathed in empyreal ﬂ ames. While 
  his own body is unaffected, others who approach too close 
  may be burned or consumed entirely.
  The character’s body is constantly aﬂ ame and may damage 
  his surroundings, betray his presence, and the like, as determined 
  by the GM. In addition, any enemy landing a blow on him with 
  their bare hands or attempting to grapple with him must pass 
  a Challenging (+0) Agility Test or immediately take 1d10 E 
  Damage. In addition, the character always has a light.
  Khorne: The ﬂ ames in which the character is wreathed 
  are those of Khorne’s forges. They inﬂ ict 2d10 Damage, but 
  REVERSING GIFTS AND AFFLICTIONS
  It is possible, indeed quite likely, that PCs will be bestowed with mutations they would rather not have. In some ways this is 
  the price of walking the path to glory, but particular combinations of mutations might really inconvenience a character, while 
  others might simply run counter to the vision the player had for how he wanted his character to develop. The GM is responsible 
  for keeping his players entertained and engaged, and may have to take this into account as the campaign progresses.
  So, what to do if a player is truly unhappy with the mutations his character has received? Here are a couple of suggestions.
  Firstly, the character could petition the Ruinous Powers to rid him of some curse they have sent down upon him. This 
  should take the form of a ritual of some sort, perhaps with the character trading something of value to him or performing 
  some deed in the name of the Dark Gods. An Infamy test would be appropriate, modiﬁ ed according to how convincing the 
  player’s case is and by whatever offerings he has made. Of course, failing the test might result gaining additional Corruption 
  as a Failing; the Ruinous Powers have taken exception to the character’s presumption and ingratitude.
  Another solution is to allow Gifts of the Gods attained later in the campaign to replace mutations gained earlier on. 
  Thus, a player whose character has gained a less than desirable mutation can ﬁ nd some solace in the fact that it may be 
  overcome later on, and he can work towards doing so. In fact, this should result in a far more engaging gaming experience 
  as the character’s long-term goals evolve over the course of the campaign.
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  make it all but impossible for the character to hide in any way 
  (as is appropriate for a champion of the Lord of Battles!).
  Slaanesh: Slaanesh has gifted the character with a wreath 
  of invisible ﬂ ames. They will not betray the character’s 
  presence, and unless an enemy is forewarned or has a special 
  ability, he will not know of them until it is too late. In 
  addition, the ﬂ ames no longer count as a light source.
  Nurgle: Corpse-gas ﬂ ames release a choking scent. Instead 
  of their normal effects, all living creatures in melee with the 
  Heretic must pass an Ordinary (+10) Toughness Test or 
  take 1d5 Toughness Damage. 
  Tzeentch: Writhing multi-hued ﬂ ames scar the soul as well 
  as the body. In addition to the regular effects, enemies who take 
  Damage from this ability also receive 1 Corruption Point. 
  CENTAUROID
  The character’s entire lower body has been replaced with 
  that of a hoofed quadruped, creating a bizarre, centauroid 
  form. In many cases the beast in question is entirely random, 
  and may be drawn from some alien  world never before 
  witnessed by man. In other cases, the creature is one that 
  strikes terror into the hearts of all who face it, or that grants 
  some special ability drawn from its very nature.
  The character gains the Quadruped Trait, and his body 
  from the waist down is replaced by that of an animal 
  determined by rolling on Table 9-4.
  Khorne: The body with which the character is fused has 
  skin as hard as brass, granting him an additional +2 Armour 
  Points to attacks that strike his legs.
  Slaanesh: The animal’s body is especially lithe and agile, 
  granting him +10 to all Acrobatics Skill Tests.
  Nurgle: The skin of the animal’s body oozes with necrotic 
  slime, increasing his movement by a further +2.
  Tzeentch: The animal’s feet are replaced with splayed 
  suckers, granting the character the Sturdy Trait.
  CHAOS ORGAN
  This gift confers upon the character an organ or appendage 
  normally only found attached to a daemon of one of the 
  Ruinous Powers. Such a gift is sure to be regarded with awe 
  by other mortals, who will regard it as a sure sign of the 
  character’s favour in the eyes of his otherworldly patrons.
  The character gains some aspect of one of the many daemons 
  of Chaos. This could take the form of unnatural eyes burning 
  with daemonic ﬁ re, long grasping talons replacing hands, cloven 
  hooves, or other, more insidious mutations. The Heretic may 
  select one of the following Traits: Natural Weapons, Heightened 
  Senses (any one), or Unnatural Characteristic (+1) (any one). He 
  and the GM then determine what daemonic organ contributed 
  this Trait—a Bloodletter’s eyes, a Flesh Hound’s nose, the 
  rending claws of a Horror, or something altogether stranger.
  Khorne: The character sprouts a set of horns resembling those 
  of a Bloodletter. The character gains the Furious Assault Talent.
  Slaanesh: One of the character’s hands (randomly determined) 
  is replaced by the razor-sharp crab claw of a Daemonette. The 
  character gains the Natural Weapons (Claws) Trait, in addition 
  this weapon has the Razor Sharp Quality. However, the Heretic 
  may not hold or wield anything in that hand. 
  Nurgle: The character’s belly swells with fetid corpse gas, 
  his entrails pushing horribly through the distended rupture. 
  The character gains the Regeneration (1) Trait.
  Tzeentch: The character gains an additional arm, topped 
  with a distended claw like those of a Horror of Tzeentch. The 
  character gains the Multiple Limbs Trait, with the exception 
  that this additional limb can melt into his body and vanish or 
  reappear at the Heretic’s whim (a Full Action in game terms).
  CYCLOPS
  The character has been cursed by the ﬁ ckle will of Chaos. 
  In return for one of his eyes, he is given the ability to see 
  something of the future. Unfortunately, the only part of the 
  future he is able to see is his own death, and he turns maudlin 
  or enraged as he dwells upon his doom and seeks to plot how 
  it might be avoided.
  One of the character’s eyes seals over or turns into a gaping 
  socket. He permanently loses 1d5 Perception and counts as 
  having the Conspiracy Theorist Disorder (see page 278).
  DARKSOUL
  The character radiates the power of the warp and his soul 
  glows darkly with the blessings of the Ruinous Powers. His 
  eyes ﬂ icker with the lambent energies of the warp and the air 
  chills with his passing.
  The character gains the Fear 1 (Disturbing) Trait or, if 
  he already causes Fear, increases the level by +1, up to a 
  maximum of 4 (Terrifying).
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  Khorne: Enemy warriors know that they are facing 
  a champion of the Lord of Battles himself, and tremble in 
  fear. Enemy warriors (Imperial Guardsmen, planetary defence 
  force troops, Space Marines, etc.) count the character’s Fear 
  rating as one level higher.
  Slaanesh: The character strikes especial terror into the hearts 
  of those who worship the False Emperor of Mankind, for they 
  know that no extreme of sacrilege is beyond him. Enemies such 
  as Adepta Sororitas, Inquisitors, and members of the Ecclesiarchy 
  count the character’s Fear rating as one level higher. 
  Nurgle: The character is especially horrifying to those who 
  consider themselves lost or abandoned. When facing renegades, 
  lost colonists, or anyone else beyond the Imperium’s boundaries, 
  the character’s Fear rating is counted as one level higher.
  Tzeentch: Enemy psykers ﬁ nd the character especially 
  disturbing, instinctively knowing that they are in the presence 
  of a servant of the Architect of Fate. Enemies with psychic 
  powers count the character’s Fear rating as one level higher.
  DIMENSIONAL INSTABILITY
  The character’s connection to the physical realm begins to 
  slip, his consciousness segueing between real space and the 
  Realm of Chaos. At times, he appears to fade away entirely as 
  he walks the otherworld of daemons  and fell gods. 
  Once per session, the character may choose to be subject 
  to the Incorporeal Trait for a number of consecutive Rounds 
  equal to his Corruption Bonus. 
  Khorne: So raw is the character’s hatred that he can strike 
  his foes from beyond the veil of reality. If the character passes 
  a Very Hard (-30) Willpower Test, he may make melee 
  attacks while Incorporeal.
  Slaanesh: The servants of Slaanesh sometimes utilise this 
  state to invade the dreams and nightmares of their enemies, 
  whispering subtle lies at the edge of consciousness, or else 
  they assume ethereally beguiling forms to bewitch their foes. 
  If the character passes a Very Hard (–30) Willpower Test, 
  he gains +30 to all Interaction Tests while Insubstantial.
  Nurgle: If the character can pass a Very Hard (–30) 
  Willpower Test, he gains the Fear 1 (Disturbing) Trait while 
  Incorporeal or, if he already cause Fear, increase the level by 
  +1 while Incorporeal (up to a maximum of Fear 4).
  Tzeentch: If the character can pass a Very Hard (–30) 
  Willpower Test, he may use Psychic Powers while Incorporeal.
  EMACIATED
  The character’s frame withers until he is all but skeletal and he 
  becomes weak and frail. He is afﬂ icted by an eternal hunger that 
  can never be satiated as all but the merest fraction of the food 
  he imbibes is claimed by the warp, never to strengthen his body.
  The character suffers a –20 penalty from Fatigue, rather 
  than a –10.
  EYE OF CHAOS
  If the eyes are the window to the soul, then what gazes 
  out from behind the character’s gaze is something far from 
  mortal. His fell gaze is imbued with the weirdling light of the 
  empyrean, and to fall under it is to have one’s soul desiccated 
  as if looking into the warp itself.  
  The character gains the Psyniscience Skill or, if he already 
  possesses the Skill, advances it by +10. 
  Khorne: The rage of the Blood God himself radiates from 
  the champion’s eyes. The character gains the Intimidation Skill 
  or, if he already possesses the Skill, advances it by +10.
  Slaanesh: The character sees into the soul of his victim, 
  recognising lies and deceit. The character gains the Interrogation 
  Skill, or, if he already possesses the Skill, advances it by +10.
  Nurgle: Nurgle promises deliverance from pain and 
  suffering. The character gains the Charm Skill, or, if he 
  already possesses the Skill, advances it by +10.
  Tzeentch: The character’s eyes shine with the multihued 
  gaze of the Lord of Lies. The character gains the Deceive 
  Skill, or, if he already possesses the Skill, advances it by +10.
  EYE-STALKS
  The ﬁ ckle nature of Chaos imprints itself upon the character, 
  extending his eyes out of their sockets and causing them to 
  wave above his head on elongated stalks. Though better able 
  to see his surroundings, the danger to his exposed eyeballs 
  should not be understated.
  The character permanently gains 1d5 Perception, but 
  whenever he suffers Critical Damage to the head (for any 
  reason) he adds +1 to the result. Additionally, he may not be 
  able to wear certain helmets, though the eye-stalks can coil up.
  FEATURELESS FACE
  The character’s features fade away to nothing, leaving him 
  without eyes, nose, or mouth. Despite appearances, the character 
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  is left with his senses intact and, in addition, has no need to take in 
  physical sustenance, gaining nourishment from the imperceptible 
  ebb and ﬂ ow of Chaos itself. The effect of this afﬂ iction varies, for 
  while the character cannot speak in the conventional manner, he 
  is both intensely disturbing and powerfully intimidating.
  The character has no need to eat or drink to survive (and 
  can see normally even without eyes), but he cannot speak 
  (though he may be able to communicate in other ways, such 
  as telepathically or with hand-signs). Any Interaction Tests 
  (except Intimidation Tests) suffer a –20 penalty.
  FLAMING SKULL
  The champion’s skin is seared away by unnatural ﬂ ames that 
  may never be extinguished.
  The character gains the Fear (1) Trait or, if he already 
  causes Fear the rating is increased by one level to a maximum 
  of 4 (Terrifying). His Fellowship is reduced by 10+2d10, to 
  a minimum of 1. This may also cause additional disorders 
  depending on the character’s temperament and personality. 
  GROSSLY FAT
  The character’s ﬂ esh swells and distorts, muscle turning to 
  blubber before his very eyes and expanding until he is two or 
  three times his previous mass. 
  The character permanently loses 1d10+10 Agility and 
  1d10+2 Fellowship, but does permanently gain 1d10 Toughness 
  and the Size (Hulking) Trait (if he does not have it already). 
  HEADLESS
  The touch of Chaos causes the character’s head to shrink into his 
  shoulders, until his features are merged into his upper chest.
  The character is slow to react in combat and always 
  counts as rolling a 1 for Initiative Tests. However, any 
  attacks that hit the head count as hitting the chest 
  location instead.  
  ICON OF BLASPHEMY
  The character embodies all that is blasphemous to those 
  who blindly worship the False Emperor of Mankind. His 
  blasphemies take many forms, from iconoclastic scripts 
  tattooed upon his skin to a mocking resemblance to a ﬁ gure 
  such as an Imperial Saint. Some are capable of channelling 
  their very essence into their blasphemies, and these are truly 
  a scourge on the weakling Imperium of Man.
  Once per session, the character may unveil or unleash his 
  blasphemy upon his foe. For one round, he gains the Fear 3 
  (Horrifying) Trait. 
  Khorne: By passing a Hard (–20) Strength Test, the 
  character may extend the the effect for an additional Round.
  Slaanesh: By passing a Hard (–20) Fellowship Test, 
  the character may extend the length of the effect for an 
  additional Round.
  Nurgle: By passing a Hard (–20) Toughness Test, 
  the character may extend the length of the effect for an 
  additional Round.
  Tzeentch: By passing a Hard (–20) Willpower Test, 
  the character may extend the length of the effect for an 
  additional Round.
  ILLUSION OF NORMALITY
  Perhaps the most bizarre of all Gifts of the Gods is that which 
  lends the recipient the outward appearance of complete 
  normality when he is, in fact, a seething mass of mutation and 
  corruption. To most, the character appears to have the unaltered 
  form he was born with, while to those touched by the warp the 
  truth is more likely to be visible, and truly horriﬁ c.
  The character gains the Unremarkable Trait, regardless of how 
  many mutations he has, what weapons he is carrying, or even if 
  he is a Chaos Space Marine. This gift is more than a quirk, it is an 
  active power, and as such it may be detected by enemies using the 
  Psyniscience Skill. For each Gift the character has, deduct 5 from 
  the difﬁ culty of the Psyniscience Test.
  Khorne: The character’s enemies are always Surprised 
  (see page 233) when he attacks.
  Slaanesh: The character gains +20 to all Deceive Skill Tests.
  Nurgle: The character’s range of Nurgle’s Rot (either 
  the mutation or the psychic power) is now 2 x his 
  Corruption Bonus.
  Tzeentch: The number of mutations the character has does 
  not affect enemy Psynesicence Tests made to detect his presence.
  INFERNAL  WILL
  The needs and desires of the mortal realm hold no power over 
  the character, and his drives and passions are entirely those of 
  the warp. He is motivated by the will of the empyrean, and 
  his deeds make little sense to mere mortals.
  The character is entirely immune to the effects of Fear. 
  Should the character fail any Skill Test by four or more 
  Degrees, however, he must immediately roll on Table 8–4: 
  Shock and apply the result. 
  Khorne: If the Skill Test was for a Skill aligned with 
  Khorne (see page 93), the character may adjust the result 
  rolled up to an amount equal to his Corruption Bonus.
  Slaanesh: If the Skill Test was for a Skill aligned with 
  Slaanesh (see page 93), the character may adjust the result 
  rolled up to an amount equal to his Corruption Bonus.
  Nurgle: If the Skill Test was for a Skill aligned with 
  Nurgle (see page 93), he may adjust the result rolled up to an 
  amount equal to his Corruption Bonus.
  Tzeentch: If the Skill Test was for a Skill aligned with 
  Tzeentch (see page 93) the character may adjust the result 
  rolled up to an amount equal to his Corruption Bonus.
  INSIDE OUT
  Occasionally, the dark things that lurk within the warp cause 
  a man’s innards to burst through his ﬂ esh so that his body 
  appears clothed in a hideous skin of glistening organs—a 
  ﬁ ckle caprice that cannot be understood by mere mortals.
  The character suffers a –30 penalty to all Interaction Skill Tests 
  (except Intimidate Tests), but gains a +20 to Intimidate Tests.
  INTELLIGENT CYST
  A new, cyst-like organ grows inside the character’s body, 
  developing a mind and will of its own. Periodically, the cyst 
  attempts to gain control of the character’s body and, when 
  it does so, it pursues its own ends, which may be entirely 
  different from those of the character.
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  The cyst gains brief control whenever the host’s 
  concentration slips. Should the character ever fail an 
  Interaction Skill Test, he fails it by two additional Degrees 
  of Failure, as the Cyst momentarily causes him to do or say 
  something contrary to his interests.
  LIMB LOSS 
  The unknowable powers of the warp claim one of the 
  character’s limbs, leaving behind nothing but a healed stump. 
  Most ﬁ nd that the lost limb still feels like it is there, while 
  others claim to feel the pain  of its slow dissolution somewhere 
  in the depths of the Empyrean.
  The character loses one randomly determined limb.
  MAGNIFICENT HORNS
  The character is blessed with an impressive set of horns, 
  which serve as both weapons and status symbols amongst the 
  ranks of the lost and the damned.
  The character gains +10 Loyalty with any Minions he 
  may have. In addition, whenever he makes a Charge Action, 
  his attack cannot be Parried. 
  Khorne: Only Minions dedicated to the Blood God gain 
  the Loyalty bonus.
  Slaanesh: Only Minions dedicated to the Dark Prince 
  gain the Loyalty bonus.
  Nurgle: Only Minions dedicated to the Lord of Decay 
  gain the Loyalty bonus.
  Tzeentch: Only Minions dedicated to the Architect of 
  Fate gain the Loyalty bonus.
  MECHANOID
  The recipient’s body is fused with the machine, his bone 
  replaced with metal and his muscles with pistons. His psyche 
  is absorbed into the new form, until nothing of the biological 
  remains at all. The resultant machine is the ultimate blasphemy 
  to the Tech-Priests of Mars, and an object of adoration to the 
  Dark Mechanicus. Its function obeys no laws of the machine 
  and its internal workings are anathema to logic and reason.
  The character gains the Machine (+1) Trait.
  Khorne: The character’s skin is gleaming bronze, granting 
  him the Natural Armour (3) Trait.
  Slaanesh: The character’s muscles are replaced with an 
  impossibly ﬁ ne mesh of micro actuators, granting him +1 to 
  Initiative Checks.
  Nurgle: The character’s already-formidable frame is 
  fortiﬁ ed still further by an array of mechanical callipers, 
  granting him the Sturdy Trait.
  Tzeentch: The character’s senses are enhanced by a 
  complex web of machine receptors, granting him +10 to all 
  Awareness Tests.
  NERVELESS ENNUI
  The character is incapable of feeling physical stimuli, caring 
  for neither the kiss of lips nor the caress of the blade. 
  The character’s physical senses are so dulled that he feels little 
  in the way of pain. The character ignores the –10 penalty when 
  suffering Fatigue. However, any Awareness Tests based on sensing 
  by touch are counted as one level of difﬁ culty harder. 
  Khorne: Whenever the character suffers Critical Damage 
  (after reduction for Armour and Toughness) reduce the 
  amount by his Corruption Bonus (to a minimum of 1).
  Slaanesh: The character may reroll any failed attempts 
  to resist the effects of torture or seduction based on the 
  application of physical stimuli. 
  Nurgle: The character’s resistance is heightened even 
  more. He must suffer a number of levels of Fatigue equal to 
  2 + his Toughness Bonus before he is knocked unconscious. 
  Tzeentch: While the character’s physical senses are dulled, 
  his supernatural ones are greatly heightened. He adds +20 to 
  the result of all Psyniscience Skill Tests.
  PERVASIVE MIASMA
  A drastic imbalance in the character’s humours brought about 
  by prolonged exposure to the baleful energies of the warp 
  causes him to be surrounded by the creeping, noxious stench 
  of brimstone and corruption.
  When the character fails Stealth Tests, he gains an 
  additional Degree of Failure.
  PROJECTILE ATTACK
  The character is gifted with the ability to summon forth a 
  stream of unreal matter brewed from the raw stuff of Chaos. 
  The stream is generally projected from the recipient’s mouth, 
  and the exact nature this matter assumes upon leaving the 
  character’s body varies enormously. 
  The character may make a Standard Attack Half Action to 
  unleash a projectile attack with the following proﬁ le; Range: 
  10m; Rate of Fire: S/-/-; Damage: 1d10+5; Penetration 3; 
  Spray, Smoke. Obviously, the character may not make this 
  attack if he is wearing an enclosed helmet!
  Khorne: The matter forms a sheet of raging ﬁ re. The 
  attack gains the Flame Quality.
  Slaanesh: The stream of matter twists and writhes as 
  incorporeal limbs entwine the victim. The attack gains the 
  Shocking Quality.
  Nurgle: The nature of the substance spewing forth from 
  the character’s innards is best left unsaid. The attack gains the 
  Toxic Quality.
  Tzeentch: The character vomits the raw stuff of the warp 
  itself. The attack gains the Warp Weapon Quality.
  PSEUDO-DAEMONHOOD
  A gift held by many as both a curse and a blessing, the 
  recipient’s body is twisted and mutated until they come to 
  resemble that of one of the myriad lesser daemons of the 
  warp, such as the dreaded Ebon Geist, the mournful Dispayre, 
  or the savage Manripper. The character’s very nature becomes 
  melded with the warp and his perception of the material 
  universe fades while that of the unreal beyond is magniﬁ ed a 
  thousand-fold.
  The character gains the Fear 4 (Terrifying) and Warp 
  Instability Traits. If the character is ever banished to the 
  warp, the GM will have to determine the length of time he is 
  banished for and the conditions of his return. If not dedicated 
  to one of the Chaos Powers, his appearance mutates to 
  resemble a hideous, bestial ﬁ end.
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  Khorne: The character assumes something of the 
  appearance and nature of a Bloodletter. He gains the Brutal 
  Charge Trait.
  Slaanesh: The character’s body and soul mutates so that it 
  comes to resemble that of a Daemonette. The character gains 
  the Unnatural Agility (+2) Trait.
  Nurgle: The character changes so that he appears to be a 
  Plaguebearer. The character gains the Undying Trait.
  Tzeentch: The character’s form twists so that it resembles 
  a Horror. The character gains the Blessing of Tzeentch. This 
  counts as a force ﬁ eld with a Protection Rating of 20, but it 
  cannot be overloaded (see page 178).
  SLAYER LIMB
  One of the character’s limbs fuses with a weapon, either one 
  he already owns or a new weapon granted as part of the 
  gift. The limb becomes a twisted mass of  metal and ﬂ esh, 
  mechanisms and muscles ﬂ owing together while blood vessels 
  and ammunition feeds become as one. Any trigger mechanism 
  the character had before is bypassed and it operates with but 
  a thought. The character’s metabolism hybridises with the 
  working of the weapon, and the two become as one, such 
  that it can even derive power or ammunition from his body.
  The player must choose one weapon carried by his character 
  to become fused with his body. The weapon conjoins with 
  a single limb of the player’s choice, replacing it from the 
  elbow (or equivalent joint) down (and therefore replacing 
  any hands). The weapon may be of any type, and henceforth 
  never requires reloading or any other type of maintenance. 
  If the character is Aligned to a God, his weapon may gain 
  additional Qualities if it does not already have them. 
  Khorne: The weapon gains the Tearing Quality.
  Slaanesh: The weapon gains the Crippling (1d5) Quality.
  Nurgle: The weapon gains the Toxic (1) Quality.
  Tzeentch: The weapon gains the Warp Weapon Quality.
  STEEL-HEARTED
  Some have seen into the depths of the warp and, know how 
  trivial the concerns of mortals truly are. The character’s heart 
  is steeled to the terrors of the material universe, and only 
  what lies beyond it concerns him.
  The character counts Fear caused by enemies as one level 
  lower than described in that enemy’s proﬁ le. If the enemy 
  causes Fear (1), then no effects are suffered at all. 
  Khorne: When facing Fear-causing enemy warriors 
  (Imperial Guard, planetary defence troops, Space Marines, 
  etc.), the enemy’s Fear rating is reduced by a further level.
  Slaanesh: When facing enemies dedicated to the worship of 
  the corpse-god of the Imperium (such as Adepta Sororitas, priests, 
  etc.) who cause Fear, their rating is reduced by a further level.
  Nurgle: Fear effects caused by any other servants of 
  Chaos are counted as a further Fear level lower.
  Tzeentch: Any Fear effect caused by an enemy with any 
  psychic ability is reduced by a further level.
  STRANGE VOICE
  The character’s vocal chords are twisted and distorted as 
  Chaos ebbs and ﬂ ows through his body. A lucky few ﬁ nd 
  their voices have become deep and resounding, while the less 
  fortunate are left sounding like a Grot with cranial distemper 
  or merely incomprehensible. More likely, a character may ﬁ nd 
  that his voice ﬂ uctuates depending on the situation.
  At the beginning of the game session, roll 1d10. If the 
  result is a 4 or lower, the character gains +10 to Intimidate 
  Skill Tests, but suffers –10 to Stealth Tests. If the result is a 5 
  or higher, he suffers –20 to all Interaction Tests. These effects 
  last until the end of the game session.
  STRANGE WALK
  Any number of afﬂ ictions could result in the character suffering 
  from a strange walk—from a minor change in proportions 
  to an acute imbalance of the mind. This may result in the 
  character gaining a disturbing gait, perhaps appearing to slide 
  across the ground, or something more debilitating, such as a 
  crabwise shufﬂ e or a rigid, straight-legged march. 
  The character’s movement rate is halved.
  TAIL
  The powers of the warp have granted the character the gift 
  of an impressive tail. More than a mere status symbol, the tail 
  makes a formidable weapon too.
  The character gains an additional attack, made using the 
  tail and counting as a normal, unarmed attack. 
  Khorne: The gift takes the form of a scorpion’s tail and 
  has the Toxic Quality.
  Slaanesh: The tail takes the form of a writhing, darting tentacle, 
  and attacks made with it add +20 to the character’s Weapon Skill.
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  Nurgle: The tail resembles the gristly abdomen of a huge ﬂ y, 
  the tip of which seeps a noxious gruel of vile liquid. The effect 
  is to reduce the Initiative of all enemies within 20 metres by 20.
  Tzeentch: The tail is prehensile and dextrous, and may be 
  used to carry and operate a weapon, just like a normal arm.
  TENTACLE
  One of the character’s limbs shrivels and warps into a boneless 
  tentacle or, in some cases, a writhing mass of them extending 
  from where the limb once was.
  Randomly determine which limb is affected. If it is an arm 
  then the character may not bear any weapons with that limb 
  (in effect, he can only wield one-handed weapons). If it is a leg 
  then his movement rate is reduced by 1. However, having a 
  tentacle does give him a +10 bonus to Grapple Tests and, may 
  allow him to reach into tight spaces such as ventilation ducts.
  VAMPIRIC ADDICTION
  The character is infused with a burning desire to partake of 
  a particular substance and, soon becomes unable to function 
  normally without doing so on a regular basis. Despite the 
  drawbacks, the character is able to draw power from his addiction, 
  which he utilises to propel himself further along the path to glory.
  The character is addicted to a substance chosen by the 
  player with the GM’s approval. The substance should be 
  something obtained from a living creature, such as the blood, 
  marrow, or cranial ﬂ uid. In any session in which the character 
  partakes of this substance, he counts his Infamy Points as 
  one higher than normal for the remainder of the session. 
  If he does not partake in the substance by the end of the 
  session, he permanently loses 1 Toughness.  Note that it is not 
  necessarily vital that the victim “providing” the substance die 
  in the process, meaning the character could theoretically use 
  his minions as willing (or not-so-willing) donors.
  WARP-EATER
  Physical sustenance tastes as ashes to the character and, 
  instead of imbibing normal food and drink, he must derive 
  nourishment from the inﬁ nite fount of the warp. Doing so 
  carries certain risks, however.
  The character need never eat or drink, and so may survive for 
  extended periods while others wither away and die. However, 
  once per month he must take a Challenging (+0) Toughness 
  Test. If he fails, he gains 1d5+1 Corruption as if from a Failing.
  Khorne: Followers of Khorne may assuage their warp 
  hunger by slaying the foes of the Blood God. For every foe 
  slain throughout the month, the character gains a +5 bonus 
  to the Toughness Test.
  Slaanesh: Those who serve the Dark Prince of Chaos may 
  slake their thirst through acts of blasphemy and excess. For 
  every such deed committed, the character gains a +10 bonus 
  to the Toughness Test.
  Nurgle: By gifting mortals with the delights of Nurgle, 
  the character may keep his hunger at bay. For every victim 
  he infects with disease, or kills with an attack with the Toxic 
  Quality, the character gains a +5 bonus to the Toughness Test.
  Tzeentch: To the followers of the Great Schemer, lies and 
  deceit are more delicious than the ﬁ nest wine. For every lie 
  of consequence told to further one’s own goals, the character 
  gains a +10 bonus to the Toughness Test.
  WARP-TOUCHED
  Those who pursue glory by walking the path of Chaos are 
  all but immune to what mortals call madness, for they have 
  already seen and done things that would shatter the frail 
  minds of the Emperor’s lapdogs. However, some are afﬂ icted 
  by such capricious or contrary natures that they appear all but 
  insane to others, expressing themselves and pursuing goals all 
  but impenetrable to many around them.
  The character must roll on a Disorder Table (page 278) 
  appropriate to the character’s Alignment. If the character is 
  unaligned, then the GM chooses a Disorder Table to roll on.
  WARPED APPEARANCE
  The character’s appearance mutates and changes with the 
  Immaterium’s touch, making him utterly unmistakable.
  The player and GM should work together to determine some 
  way the character’s appearance has warped, whether it be skin 
  stained with coloured blotches, purple hair, black veins running 
  beneath the skin, or something even more hideous. Whatever 
  the cosmetic affect, the character suffers a –20 to any Tests 
  made to disguise himself or cover up his appearance.
  WARPSIGHT
  The character is able to see the world as it really is – the souls 
  of mortals gutter like lanterns in the night while the predators 
  of the warp circle all about like sharks scenting blood. 
  The character literally sees the souls of his enemy. All 
  Awareness Tests gain a +10 bonus; however, any Scrutiny 
  Tests suffer a –10 penalty as the character is less able to see 
  such mundane things as facial expressions.
  WINGED
  The Ruinous Power hear the character’s pleas for aid and 
  bestow upon him a pair of mighty pinions with which he is 
  able to soar through the air and visit death from above upon 
  the heads of his enemies.
  The character gains the Flyer Trait at a movement rate 
  equal to his Agility Bonus x 2. 
  Khorne: The character’s wings are black and bat-like.
  Slaanesh: Gossamer-thin pinions sprout from the 
  character’s back.
  Nurgle: The character’s wings are those of an overgrown ﬂ y.
  Tzeentch: The wings are feathered, like those of a Greater 
  Daemon of Tzeentch.
  WREATHED IN CHAOS
  The warp so infuses the character that it leaks from his 
  very pores and coils from his eyes, nose, and mouth. 
  The character gains a +10 bonus to all Interaction Skill 
  Tests with fellow Disciples of the Dark Gods. Against others, 
  such as xenos or inhabitants of the hated Imperium, he gains 
  a +10 to Intimidate Tests only. 
  Khorne: The heat of Khorne’s infernal forges causes the air 
  around the character to ripple and distort. When engaged in 
  melee, his enemies suffer a –10 penalty to their Weapon Skill.
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  Slaanesh: The character is enveloped in a soporiﬁ c musk, 
  which distracts and confuses opponents. All enemies within 
  10 metres suffer –10 Willpower.
  Nurgle: A cloud of disease-ridden flies constantly 
  buzzes around the character. All enemies within 10 metres 
  suffer –5 Initiative.
  Tzeentch: Arcs of aetheric power crackle and seethe from 
  the character’s body, grounding through anything he touches. 
  The character adds +2 to melee Damage rolls. 
  Rewards of the 
  Dark Gods
  T
  hose characters that are Dedicated to one of the four 
  Dark Gods of Chaos are entitled to generate a reward 
  of their patron god instead of rolling for a Gift of the 
  Gods. To do this, the character must ﬁ rst pass a Challenging 
  (+0) Infamy Test. Success means that he has gained the 
  attention of his patron god, who bestows a reward upon him 
  and he may roll on the relevant table. Failure means he must 
  generate a Gift of the Gods instead.
  Note that some of these Rewards are Marks of the various 
  Chaos Gods. These work in the same way as the Marks found 
  on page 78. If a character already has a Mark, then he must reroll 
  this result. However, he can gain a Mark as a Reward without 
  having 20 advances in that God—he need only have 5 advances 
  (counting as Devoted). If he ever leaves the path of Devotion to 
  that God, he loses the Mark as described on page 78. 
  REWARDS OF SLAANESH
  To gain the fell attentions of the Dark Prince of Chaos, a would-
  be champion must drive his body and soul beyond every excess 
  in the eternal quest for perfection. He must mould himself into a 
  living embodiment of unremitting sacrilege and dark perfection. 
  Few survive the quest, but for those who do, an entirely unheard 
  of dimension of sensation and experience awaits. 
  DAEMONIC NAME
  The character is granted a secret name, derived from the 
  impossible vowels and consonants voiced in the sibilant, 
  lilting tongue of the servants of Slaanesh.  
  The character gains+1d5 Infamy. However, if the name is 
  ever  discovered by a foe  the foe gains the use of an additional 
  Infamy Point (or Fate Point) when battling this character. The 
  most powerful servants of Chaos gain countless names, and 
  so this gift may be taken multiple times.
  DAEMON WEAPON
  The character is gifted with one of the most cherished blessings 
  a servants of the Ruinous Powers can ever receive—a Daemon 
  Weapon, imbued with the essence of a daemon of Chaos.
  The character may generate a Daemon Weapon, bound with 
  the essence of a Daemonette, as described on page 192.
  FACE OF SLAANESH 
  The visage of the Dark Prince of Chaos is, to most mere mortals 
  at least, both utterly horrifying and achingly beautiful to 
  behold. Neither male nor female, human nor alien, it transﬁ xes 
  the soul and obliterates all other desires. Having looked upon 
  such a face, all others are mere empty husks. The character’s 
  face assumes the merest fraction of Slaanesh’s countenance and 
  all who look upon him are utterly enslaved by his dark allure.  
  The character gains the Fear 2 (Frightening) Trait (or 
  increases his Fear Rating by +1 to a maximum of 4 if he already 
  has it) plus the Peer (Mortal Followers of Slaanesh) Talent.
  Table 9-2: Limb Table
  Use this table when a Gift calls to determine a limb to 
  be affected.
  D100 Roll
  Limb
  01-16
  Right Arm
  17-23
  Right Hand
  24-31
  Right Hand Fingers
  32-47
  Left Arm
  48-55
  Left Hand
  56-63
  Left Hand Fingers
  64-71
  Right Leg
  72-79
  Right Foot
  80-82
  Right Foot Toes
  83-90
  Left Leg
  91-97
  Left Foot
  98-100
  Left Foot Toes
  Table: 9-3 Bodily Location Table
  Use this table when a Gift calls to determine a location 
  on a character’s body.
  D100 Roll
  Limb
  1-5 
  Head
  6-9
  Face
  10-21
  Neck
  22-37
  Right Arm
  38-53
  Left Arm
  54-70
  Torso
  71-87
  Right Leg
  88-100
  Left Leg
  Table 9-4: Random Creatures
  Use this table when required to randomly generate an 
  animal, for example when a character becomes a hybrid 
  or takes on the characteristics of a particular creature.
  D100 Roll
  Creature
  1
  Avian
  2
  Cattle (Grox, Bull, Ram, Goat, etc.)
  3-4
  Insect
  5-6
  Primate
  7-8
  Reptile
  9-10
  Vermin
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  HERMAPHRODITE 
  Slaanesh is said to be both male and female, and neither, for 
  mere mortal perception cannot begin to quantify its true nature 
  and such terms are but pale shadows of the terrible truth. The 
  character’s body is changed to reﬂ ect something of this state, 
  assuming the characteristic single breast so common amongst 
  the servants of the Dark Prince of Chaos, as well as features 
  that are disturbingly attractive yet ultimately sexless. The 
  character becomes an object of adoration to all around him, 
  whether male or female, and ﬁ nds his own identity assuming 
  an amorphous, genderless quality where such petty mortal 
  qualities as masculinity and femininity become meaningless.
  Whenever the character passes any Interaction Test, double 
  the number of Degrees of Success by which it is passed.
  MARK OF SLAANESH 
  So driven is the character, so darkly does his soul shine in 
  the stygian depths of the Sea of Souls, that he attracts the 
  ﬂ eeting notice of the Dark Prince of Chaos. Slaanesh touches 
  the character, bestowing upon him his mark and claiming his 
  soul for all eternity. Having been touched in such a manner, 
  the character is driven to such extremes of ambition and 
  desire that entire worlds will tremble to hear his name, and 
  no experience is forbidden to his dark desire.
  The character gains the Heightened Senses (All) Talent and 
  the Unnatural Fellowship (+2) Trait. In addition, the Mark 
  may grant further bonuses as determined by the GM, and 
  may be a prerequisite when performing rituals and interacting 
  with various beings of the warp, etc.
  ONE THOUSAND AND ONE SENSES
  Those most touched by the power of the Dark Prince are 
  driven to ever-greater extremes of experience, the sensations 
  of the material universe growing duller by the year. Most 
  ﬁ nd themselves prisoners of their own senses and unable 
  to experience sensations beyond those perceptible to the 
  mortal body they were born into. The character has been 
  gifted with an entirely new and previously unheard of array 
  of sensory perceptions, the merest of which makes those 
  he was born with pale into insigniﬁ cance. Armed with his 
  new perceptions, he sets out into the universe once more, 
  determined to experience each to the fullest extent possible.
  Whenever the character passes an Awareness Skill Test, double 
  the number of Degrees of Success by which it is passed.
  REWARDS OF NURGLE
  Unlike his brother the Blood God, Grandfather Nurgle is ever-
  willing to answer the pleas of the weak and the dispossessed. 
  To the Plague God, such pathetic mewling is a joyful chorus 
  and it is his greatest pleasure to grant eternal life to those on the 
  verge of death. Even greater is the jest that in accepting his gift, 
  they damn themselves for an eternity and become the means 
  by which countless more contract Nurgle’s glorious plagues.
  CORPULENT IMMENSITY
  The character’s frame swells and distorts until he comes 
  to resemble the massive form of Papa Nurgle himself. His 
  innards bloat and swell, his skin sloughs off, and pus weeps 
  from open sores, yet he is blessed with a vigour and strength 
  entirely at odds with his appearance. 
  The character gains an additional +5 Wounds, but may not 
  make a Run Action. He also gains the Size (Enormous) Trait.
  DAEMONIC NAME 
  Nurgle’s tallymen know the name of every disease ever to 
  beset the mortal realm and they know the true name of the 
  character too. The name is revealed to the recipient and 
  bestowed upon him, granting him equal status to the denizens 
  of Father Nurgle’s bountiful Garden of Decay.
  The character gains +1d5 Infamy. However, if the name is 
  ever discovered by a foe, the foe gains the use of an additional 
  Infamy Point (or Fate Point) when battling this character. The 
  most powerful servants of Chaos gain countless names, and 
  so this gift may be taken multiple times.
  Table 9-5: Rewards of Slaanesh
  Table 9-5: Rewards of Slaanesh
  D100 Roll
  Reward Received
  Reward Received
  01-16
  Daemonic Name
  Daemonic Name
  17-32
  Daemon Weapon
  Daemon Weapon
  33-48
  Face of Slaanesh
  Face of Slaanesh
  49-64
  Hermaphrodite
  Hermaphrodite
  65-84
  Mark of Slaanesh
  Mark of Slaanesh
  85-100
  One Thousand and One Senses
  One Thousand and One Senses
  MUTATIONS AND TIME
  It is assumed that any mutations a Heretic receives 
  appear at some point during the campaign’s downtime, 
  some appearing in a ﬂ ash of blinding light, others 
  growing over the course of a few days. This is 
  especially suitable when the PCs are assumed to have 
  returned to their lair and there is no immediate threat 
  or demand on their time. However, sometimes a Gift 
  of Chaos might be earned after a gaming session that 
  ended on a cliffhanger, in which case the player would 
  not have time to go off and pray or perform any other 
  ritual to call on the aid of the Ruinous Powers. The GM 
  might delay the process to a more convenient time, or 
  it could be assumed that the character utters a hurried 
  request for aid in the midst of a battle and, amazingly, 
  the Dark Gods answer. The Games Master might 
  decide to award the Gift instantly, or it could take a 
  few hours or days to “grow in,” depending on the Gift 
  and the situation in which the recipient ﬁ nds himself. 
  Depending on the nature of the mutation, the character 
  might undergo some temporary disablement—an arm 
  mutating into a tentacle might be entirely useless until 
  the process is complete, for example.
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  DAEMON WEAPON
  The character is gifted with one of the most cherished blessings 
  a servant of the Ruinous Powers can ever receive—a Daemon 
  Weapon, imbued with the essence of a daemon of Chaos.
  The character may generate a Daemon Weapon, bound 
  with the essence of a Plaguebearer, as described on page 192 
  in the Armoury Chapter.
  FACE OF NURGLE 
  The character is blessed with the most disgusting visage 
  possible—that of Father Nurgle himself. His ﬂ esh becomes 
  swollen and great lumps of it slough off entirely, revealing 
  putrescent corruption beneath. Despite his loathsome, deathly 
  countenance, the character’s eyes twinkle with Nurgle’s 
  mischievous humour and darkling beneﬁ cence, and tiny 
  Nurglings prance and caper in the putrid phlegm drooling 
  from his ever-grinning maw.
  The character gains the Fear 2 (Frightening) Trait (or 
  increases his Fear Rating by +1 to a maximum of 4 if he already 
  has it) plus the Peer (Mortal Followers of Nurgle) Talent.
  MARK OF NURGLE
  The character is branded as a servant of Grandfather Nurgle 
  and a place in the eternal cavalcade through the Gardens of 
  the Plaguefather is reserved for him.
  The character gains the Stuff of Nightmares and Unnatural 
  Toughness (+1) Traits. In addition to these Talents, the Mark 
  may grant further bonuses as determined by the GM and may 
  be a prerequisite when performing rituals and interacting 
  with various beings of the warp.
  NURGLE’S ROT
  Nurgle’s Rot is the most virulent and pleasing of all of 
  Nurgle’s countless plagues, and the character is blessed to be 
  its host. While the character himself does not fall victim to 
  the rot, his very touch can bestow it upon another, consuming 
  and destroying it. 
  The character may spend a Full Action and roll a d100. If 
  he rolls equal to or under his Corruption Point Total (in effect, 
  he Tests Corruption) everyone within a number of metres 
  equal to his Corruption Point bonus suffers 1d10 Damage 
  with the Tainted and Toxic (4) qualities. The Damage from 
  this power ignores Armour unless it is environmentally sealed. 
  Those Devoted to Nurgle are unaffected by this power. 
  NURGLING INFESTATION
  The character’s skin stretches and writhes as loathsome shapes 
  gestate beneath its surface. Soon after, the shapes become 
  boils and then seeping pustules from which tiny Nurglings 
  are hatched. These tiny creatures live in the recesses of the 
  character’s body, ﬁ nding warmth and sustenance in the most 
  unlikely of places. They are ﬁ ercely loyal to their host and 
  ﬁ ght viscously to defend their home from attack.
  Once per combat the character may spill its distended guts 
  and, in so doing, instantly summon a number of Nurglings 
  equal to its Toughness Bonus.
  REWARDS OF KHORNE
  Few indeed are the warriors who gain any notice from the Lord 
  of Battles, but those who do are truly amongst the most potent 
  of ﬁ ghters in the entire galaxy. Many come to lead vast hordes of 
  blood-hungry savages, conquering worlds, systems, and sectors 
  using the power they have been granted. In truth, Khorne cares 
  nothing for these champions, for the strongest are strongest alone 
  and only the weak seek the aid of others.
  COLLAR OF KHORNE
  A brass collar, cruelly spiked  and engraved with the sigils of the 
  Blood God, materialises around the character’s neck. Forged in 
  Khorne’s weapons-foundries, it may never be removed, but its 
  blessings will protect the recipient from enemy sorcerers.
  This gift works in the same manner as the Blood God’s 
  Contempt Talent (see page 120), except no Willpower Test is 
  required to resist psychic powers.
  Table 9-6: Rewards of Nurgle
  Table 9-6: Rewards of Nurgle
  D100 Roll
  Reward Received
  Reward Received
  01-14
  Corpulent Immensity
  Corpulent Immensity
  15-28
  Daemonic Name
  Daemonic Name
  29-42
  Daemon Weapon
  Daemon Weapon
  43-56
  Face of Nurgle
  Face of Nurgle
  56-72
  Mark of Nurgle
  Mark of Nurgle
  73-86
  Nurgle’s Rot
  Nurgle’s Rot
  87-100
  Nurgling Infestation
  Nurgling Infestation
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  DAEMONIC NAME
  The Blood God turns his vast consciousness towards the 
  character for but the briefest instant, and recognises the mortal 
  as one of his own. He bestows, or reveals, the character’s true 
  name, as he is known to the denizens of the Realm of Chaos. 
  The character gains +1d5 Infamy. However, if the name is 
  ever discovered by a foe  the foe gains the use of an additional 
  Infamy Point (or Fate Point) when battling this character. The 
  most powerful servants of Chaos gain countless names, and 
  so this gift may be taken multiple times.
  DAEMON WEAPON
  The character is gifted with one of the most cherished blessings 
  a servant of the Ruinous Powers can ever receive—a Daemon 
  Weapon, imbued with the essence of a daemon of Chaos..
  The character may generate a Daemon Weapon, bound with 
  the essence of a Bloodletter, as described on page 192.
  FACE OF KHORNE
  The Blood God bestows upon the character something of 
  his own visage—or a manifestation of it that mortals might 
  be able to perceive, at least. The face is the very essence of 
  bloodshed, its eyes shining with the inner light of Khorne’s 
  bone-furnaces and the nostrils billowing the thick black 
  smoke of every funeral pyre ever burnt.
  The character gains the Fear 2 (Frightening) Trait (or 
  increases his Fear Rating by +1 to a maximum of 4 if he already 
  has it), plus the Peer (Mortal Followers of Khorne) Talent.
  FLESH-FUSED WEAPON
  The Blood God answers the champion’s prayers by instilling 
  one of his favoured weapons with a portion of his power and 
  fusing it with the champion’s own body.
  One of the character’s primary weapons fuses with one of 
  the character’s arms. This weapon may not be removed, but it 
  counts as Best-Craftsmanship if it did not previously, never 
  requires maintenance, cannot be destroyed, and never runs out of 
  ammunition. This weapon may be made into a Legacy Weapon. 
  HAND OF KHORNE
  One of the character’s hands swells to two or three times its 
  former size and the nails become distended and as hard as 
  iron. The Hand of Khorne is the tool by which the Blood 
  God’s will is enacted, and that will is nothing less than the 
  slaughter of every living soul in existence.
  Attacks made with the Hand of Khorne do not count as 
  Unarmed and deal 2d10 plus Strength Bonus Damage with a 
  Penetration of 8. (see page 243).
  MARK OF KHORNE
  The fell skull rune of Khorne is branded on the character’s 
  ﬂ esh, claiming his soul for the Blood God for all time and 
  marking him as one of Khorne’s Chosen.
  The character gains the Resistance (Psychic Powers) 
  Talent, the Brutal Charge Trait, and Unnatural Strength (+2) 
  if he does not already have them. In addition to these Talents, 
  the Mark may grant further bonuses as determined by the 
  GM and may be a pre-requisite when performing rituals and 
  interacting with various beings of the warp, etc.
  PURITY OF AGGRESSION
  The character is blessed with the utter clarity of Khorne’s will, 
  all emotions other than those that fuel bloodshed driven from 
  his mind. No foe is beyond his hatred, and the feeling is mutual.
  The character gains the Enemy (Everyone) Talent, as well 
  as the Hatred (Everyone) Talent.
  REWARDS OF TZEENTCH
  To attain the blessings of the Changer of the Ways, a mortal must 
  demonstrate the ability to perceive something of his impossible 
  schemes, see the nature of reality for what it truly is, and bend 
  that reality to his own will. In accepting Tzeentch’s gifts, the 
  mortal is granted power and perspective that would shatter the 
  minds of all but one in a million—even a billion—men.
  CHANGING OF THE WAYS 
  Exposure to the raw, unknowable will of Tzeentch causes the 
  character to undergo a complete change in his outward appearance 
  and he assumes a form more pleasing to the God of Change.
  The character loses consciousness for d10 hours, and when 
  he awakens ﬁ nds that all of the gifts he has previously been 
  granted are gone, and replaced with new ones. Randomly 
  generate replacements for each gift, ensuring that the new 
  gifts fall under the same categories  as those they are replacing. 
  If the character does not have any mutations, reroll. 
  DAEMON WEAPON
  The character is gifted with one of the most cherished blessings 
  a servant of the Ruinous Powers can ever receive—a Daemon 
  Weapon, imbued with the essence of a daemon of Chaos.
  The character may generate a Daemon Weapon, bound 
  with the essence of a Horror, as described on page 192.
  DAEMONIC NAME 
  The character calls upon Tzeentch and Tzeentch recognises 
  one of his own, revealing to the recipient the name by which 
  he is known in the Realm of Chaos.
  The character gains +1d5 Infamy. However, if the name is 
  ever discovered by a foe  the foe gains the use of an additional 
  Infamy Point (or Fate Point) when battling this character. The 
  most powerful servants of Chaos gain countless names, and 
  so this gift may be taken multiple times.
  Table 9-7: Rewards of Khorne
  D100 Roll
  Reward Received
  01-12
  Collar of Khorne
  13-24
  Daemonic Name
  25-36
  Daemon Weapon
  37-48
  Face of Khorne
  49-60
  Flesh-Fused Weapon
  61-72
  Hand of Khorne
  73-88
  Mark of Khorne
  89-100
  Purity of Aggression
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  ECSTATIC DUPLICATION 
  The character is granted a most bizarre reward—one that 
  truly beﬁ ts Tzeentch’s inscrutable ways. Upon his death, 
  the character’s body dissolves and melts, running in greater 
  shimmering rivulets until its mass reforms into two Blue 
  Horrors, the lesser daemons of Tzeentch.
  If the character dies, he is immediately replaced by two 
  Blue Horrors (see page 354), which the player may control for 
  the remainder of the Encounter. Don’t forget that these two 
  lesser daemons each become two Pink Horrors should they be 
  slain. The character may still burn Infamy to survive, in which 
  case he returns at the beginning of the next game session after 
  congealing out of the remains of the daemons he became. 
  FACE OF TZEENTCH 
  The God of Change grants the character a face resembling 
  his own. His features pucker and take on something of 
  the inscrutable visage of Tzeentch, they shift and change 
  constantly, his eyes, nose, and mouth moving around his face 
  in a most disturbing manner.
  The character gains the Fear 2 (Frightening) Trait (or 
  increases his Fear Rating by +1 to a maximum of 4 if 
  he already has it), plus the Peer (Mortal Followers of 
  Tzeentch) Talent.
  FLAMING ARM 
  One of the character’s arms is replaced with the arm of a 
  Flamer of Tzeentch, and he is able to project from its blunt tip 
  a stream of mutating ﬂ ame.
  One randomly determined arm is replaced by that of a 
  Flamer of Tzeentch, a twisting limb capped with a hand that can 
  become a gaping, tooth-ringed mouth that belches ﬂ ame. The 
  Character may use it to make ranged attacks as if it was a weapon 
  with the following proﬁ le: (10m; S/–/–; 1d10+Intelligence 
  Bonus E Damage; Pen 0; Spray, Tainted, Warp Weapon). 
  MASSIVE INTELLECT
  Exposure to the will of Tzeentch gifts the character with a 
  vastly swollen intellect, enabling him to perceive something 
  of the God of Change’s great scheme and align his own 
  thoughts and deeds with it.
  Whenever the character passes a Logic Skill Test, double 
  the number of Degrees of Success by which it is passed.
  MARK OF TZEENTCH 
  Tzeentch shares with the character but a minute portion of his 
  grand scheme for the universe, just enough to empower the 
  recipient without blasting his soul to a cinder. The character 
  is marked forever, the arcane rune of Tzeentch burned into his 
  ﬂ esh and his soul claimed by the God of Change.
  The character gains the Unnatural Willpower (+1) Trait and 
  the Psy Rating (+1) Talent. If he does not already have it, he 
  also gains the Psyker Trait. He now counts as a Bound psyker, 
  as the reward binds him to Tzeentch. In addition to these 
  Talents, the Mark may grant further bonuses as determined by 
  the GM, and may be a prerequisite when performing rituals 
  and interacting with various beings of the warp.
  WARPSMITH
  The character is rewarded with the ability to manipulate the 
  tides of the warp as if he were born in its unknowable depths 
  and not the mortal realm. 
  The character gains the Psy Rating (+2) Talent, plus the 
  Psyker Trait if he does not already have it. He now counts as 
  a Bound psyker, as the reward binds him to Tzeentch. 
  Table 9-8: Rewards of Tzeentch
  D100 Roll
  Reward Received
  01-11
  Changing of the Ways
  12-22
  Daemonic Name
  23-33
  Daemon Weapon
  34-44
  Ecstatic Duplication
  45-55
  Face of Tzeentch
  56-66
  Flaming Arm
  67-78
  Mark of Tzeentch
  79-89
  Massive Intellect
  90-100
  Warpsmith
  CHAOS CAN BE PRETTY 
  CHAOTIC SOMETIMES…
  Chaos is a gloriously anarchic thing, and it is entirely 
  unshackled by the petty laws of the material universe. 
  It is anachronistic and illogical, and rarely makes sense. 
  However, when it comes to character development this 
  can present some issues, such as seemingly incompatible 
  combinations of mutations. Obviously, a character 
  whose legs and lower torso have been replaced with a 
  maggot form can’t develop cloven hooves, as he has no 
  feet to mutate. Players and Games Masters should always 
  strive to imagine how the characters’ mutations actually 
  manifest and, if a particular result appears not to make 
  any sense and no justiﬁ cation for it can be imagined, 
  simply reroll the result. This should never be used as 
  an excuse to reject undesirable Gifts, however, and the 
  GM’s guidance and permission must be sought ﬁ rst.
  In addition, players may ﬁ nd that many mutations 
  alter the character’s form to such an extent that they 
  ﬁ nd wearing conventional armour or operating some 
  devices difﬁ cult or impossible. A character who likes to 
  wear power armour and who grows an additional head 
  for example will have to have his armour altered by his 
  heretek attendants. This issue should be borne in mind by 
  players and GMs, and the Infamy system used to have the 
  armour, weapon, etc. altered or replaced if necessary. 
  303
  
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  Infamy
  “My name is Crox, Warlord of Warlords. Look upon my works, ye 
  mighty, and despair!”
  –Inscribed upon a shattered monument on Ch’Kar
  I
  nfamy is the tenth Characteristic for characters in BLACK 
  CRUSADE and is a Characteristic not all characters possess. 
  In many ways, it follows all the rules for Characteristics as 
  listed on page 34 and is very similar to Weapon Skill, Strength, 
  Intelligence, and the rest. However, Infamy has additional rules 
  as well, which sets this Characteristic apart from the others. 
  In BLACK CRUSADE, Infamy is the mechanical representation 
  of a character’s reputation and standing amongst his allies, 
  enemies, and the dark and terrible powers that inhabit the 
  warp. It is also a representation of a character’s force of 
  will, his legendary status. A character with a high Infamy 
  Characteristic does not simply have a reputation as an 
  infamous and powerful individual—his high Infamy means 
  that in some ways he is a more powerful individual. 
  Infamy allows Heretics to perform amazing feats, 
  accomplish herculean tasks, and even survive certain death. 
  However, just as Infamy can be gained, it can also be lost. 
  Death, dishonour, and defeat can all reduce Infamy, leaving a 
  Heretic unknown and unheralded, one more damned soul in a 
  galaxy of ignoble failures. Such a fate is often worse than death, 
  and can damn one as surely as a bolt shell to the brain. 
  Infamy is intertwined with Corruption, and both complement 
  and interact with the other. The relationship between Infamy 
  and Corruption is discussed later in this section. 
  GAINING INFAMY 
  Infamy can be gained in several 
  ways, and gaining Infamy is one 
  of the principle goals of BLACK 
  CRUSADE characters. A more 
  accomplished, powerful Heretic 
  is likely to have more Infamy, 
  whereas new Heretics start with 
  a much smaller amount.
  All 
  BLACK 
  CRUSADE 
  characters start with 19+1d5 
  Infamy. They gain additional 
  Infamy through one of the 
  following ways.
  PURCHASE AS AN 
  ADVANCE
  The ﬁ rst way to gain Infamy is the 
  most typical for Characteristics. 
  Heretics can spend experience 
  points to purchase advancements 
  in Infamy (see page 77). This 
  follows all the rules for purchasing 
  Characteristic 
  advancements, 
  with two differences. The ﬁ rst is 
  that Infamy has a single experience 
  point cost for each +5 advancement purchase, which is more 
  expensive than most Characteristic advancement costs. The cost 
  to purchase +5 Infamy is always 500 experience. In addition, so 
  long as a character’s Infamy is 40 or higher, the character cannot 
  purchase Infamy via experience points. The second difference is 
  there is no limit to the number of times one may purchase an 
  Infamy advancement (so long as his Infamy is below 40). 
  This represents a Heretic gaining Infamy (renown and 
  reputation) through his actions, he is literally leveraging his 
  experiences to gain fame. This is the easiest way to gain Infamy, 
  but it’s also the most expensive. A Heretic who spends all his 
  experience to gain Infamy may ﬁ nd himself without other Skills. 
  GAIN AS A REWARD
  The second way to gain Infamy is through rewards. Just like 
  spending experience points represents a Heretic leveraging 
  his experience to gain renown, a Heretic’s deeds often 
  directly result in him gaining Infamy. In fact, a Compact’s 
  most common reward is additional Infamy (see page 274). 
  This is an appealing way to gain Infamy, as the Heretic does not 
  have to spend experience points. However, a Compact’s rewards 
  can be hard to obtain and failure can result in harsh penalties. For 
  most Heretics, the wisest course of action is a balance between 
  purchasing Infamy and winning it through accomplishments. 
  BENEFITS OF INFAMY
  Infamy offers a great many beneﬁ ts, the ﬁ rst and foremost 
  of which is a set of abilities similar to Fate Points (for more 
  information on what Fate Points are, see page 363). Unlike other 
  games in the Warhammer 40,000 Roleplay universe, BLACK 
   CRUSADE’s PCs do not gain Fate Points. This is because Fate is 
  a representation of the God-Emperor’s favour, and Heretics in 
  BLACK CRUSADE have strayed far from 
  His light. However, Heretics make 
  their own luck, through their own 
  prowess and the capricious favour 
  of their vicious gods.  
  INFAMY POINTS
  Instead of Fate Points, Heretics possess 
  Infamy Points. Infamy Points are 
  very similar to Fate Points. Heretics 
  can spend them to accomplish certain 
  exceptional abilities during games. The 
  primary difference is how they are 
  earned, and how they are lost. 
  Each Heretic has a number of 
  Infamy Points equal to his Infamy 
  Characteristic Bonus. Therefore, 
  a Heretic with an Infamy of 38 
  would have 3 Infamy Points, as 
  the tens value of his Infamy is 3. 
  During a game session, a Heretic 
  may spend Infamy Points to 
  accomplish certain exceptional 
  abilities. Infamy Points spent in 
  this way are replenished at the 
  start of the next game session. 
  304
  GAINING INFAMY 
  Infamy can be gained in several 
  ways, and gaining Infamy is one 
  BLACK 
  The ﬁ rst way to gain Infamy is the 
  most typical for Characteristics. 
  ’s PCs do not gain Fate Points. This is because Fate is 
  ’s PCs do not gain Fate Points. This is because Fate is 
  a representation of the God-Emperor’s favour, and Heretics in 
  a representation of the God-Emperor’s favour, and Heretics in 
  BLACK CRUSADE
  His light. However, Heretics make 
  their own luck, through their own 
  prowess and the capricious favour 
  of their vicious gods.  
  INFAMY POINTS
  Instead of Fate Points, Heretics possess 
  Infamy Points. Infamy Points are 
  very similar to Fate Points. Heretics 
  can spend them to accomplish certain 
  exceptional abilities during games. The 
  primary difference is how they are 
  earned, and how they are lost. 
  Infamy Points equal to his Infamy 
  Characteristic Bonus. Therefore, 
  a Heretic with an Infamy of 38 
  would have 3 Infamy Points, as 
  the tens value of his Infamy is 3. 
  During a game session, a Heretic 
  start of the next game session. 
  
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  EXCEPTIONAL ABILITIES
  The ﬁ rst beneﬁ t of Infamy is that each Heretic gains 
  certain exceptional abilities. These abilities allow the Heretic 
  to manipulate situations by mitigating bad results or turning 
  mishaps into fortune, and Heretics with more Infamy can do 
  this more often than Heretics with less. This may be because 
  the Chaos Powers favour those more renowned and infamous 
  for their dark deeds, or simply because those who have 
  gained such infamy are more skilled and simply better than 
  the average individual. 
  Table 9-9: Infamy Abilities lists the exceptional abilities 
  gained through Infamy. 
  Notice that what exceptional abilities the Heretic may 
  use depend on the number of Corruption Points the Heretic 
  has accrued. At 0-20 Corruption, the Heretic’s abilities are 
  comparatively minor (though still useful), while at 21-60 and 
  61-100, the abilities become much more powerful. Therefore, 
  a Heretic who wants to gain more from his Infamy’s abilities 
  must also increase his Corruption Point total, allowing the 
  essence of the warp to permeate and change him. 
  It should be noted that a Heretic can always use the 
  exceptional abilities of a lower tier, as well as the tier his 
  Corruption Point total currently places him on. Certain 
  abilities improve in higher tiers, however. 
  Finally, those who dedicate themselves to a speciﬁ c Chaos 
  Power (see page 74) ﬁ nd their exceptional abilities change 
  as well, as to better represent the power they’ve dedicated 
  themselves to. Table 9-10: Infamy Abilities and Chaos 
  Powers lists these changes. In each case, one of the Infamy 
  abilities is ampliﬁ ed, while others are decreased or lost. However, 
  those who remain undedicated use the Infamy abilities listed in 
  Table 9-9 unchanged. They do not gain these special bonuses, 
  but they do not sacriﬁ ce anything in return either.
  Unless stated otherwise, (such as abilities that apply 
  to making Characteristic Tests), a Heretic may use these 
  exceptional abilities at any point during their turn. 
  As stated previously, each Heretic may use these special 
  abilities up to a number of times equal to their Infamy bonus 
  during a single game session. 
  ATTAINING ITEMS
  The second use for Infamy is attaining items. Unlike the Imperium 
  of Man, the Realms of Chaos and the outcast worlds beyond the 
  Imperium’s light have no economy, little societal structure, and 
  certainly no  currency. A Heretic cannot simply purchase the items 
  he needs at some sort of bazaar or store. Rather, if he cannot 
  scavenge or pillage what he needs, he must obtain it from his 
  fellow outcasts and renegades through a complex web of favours, 
  bribes, inﬂ uence, and outright extortion. 
  In BLACK CRUSADE, this is represented through Infamy 
  Tests. Infamy, like every other Characteristic, can be Tested, 
  and successful Tests may allow the Heretic to obtain items or 
  services from the world around him.
  The process can be divided into two parts. The ﬁ rst is 
  determining what the Heretic wants to purchase and whether that 
  Table 9-9 Infamy Abilities
  CP 
  Level
        Infamy Bonus
  0-20
  • The Heretic immediately removes all levels of 
  Fatigue he is currently suffering.
  • The Heretic immediately heals 1d5 Wounds, and 
  any Critical Damage (though the effects of any 
  Critical Damage or Critical Hits are not removed).
  • The Heretic may add a +10 bonus to a single 
  Test before rolling.
  21-60
  • The Heretic immediately heals 1d5+1 Wounds 
  and any Critical Damage (though the effects of any 
  Critical Damage or Critical Hits are not removed). 
  • The Heretic may reroll any failed Characteristic 
  Test, using the same penalties and bonuses as 
  the original Test. He must use the results of the 
  second roll. Only one re-roll per Test is allowed. 
  • The Heretic may add one Degree of Success to 
  a successful Test. 
  61-100
  • The Heretic immediately heals 1d10 Wounds and 
  any Critical Damage (though the effects of any 
  Critical Damage or Critical Hits are not removed). 
  • The Heretic rolls a 10 for his Initiative Roll. 
  • The Heretic immediately recovers from 
  being Stunned. 
  Table 9-10: Infamy Abilities and Chaos Powers
  Chaos God
  Infamy Bonus
  Infamy Drawback
  Nurgle
  At all Tiers, when rolling to regain Wounds by spending 
  Infamy Points, the Heretic always counts as rolling the 
  maximum number.
  The Heretic may not spend Infamy Points to reroll 
  failed Characteristic Tests.
  Khorne
  At Tier 2, the Heretic may spend 1 Infamy Point to instantly 
  succeed on a Weapon Skill or Ballistic Skill Characteristic 
  Test with one Degree of Success. The Heretic may only do 
  this if he has not already rolled the Test.
  When rolling to regain Wounds by spending Infamy 
  Points, the Heretic reduces the number of Wounds 
  regained by 2, to a minimum of 1. 
  Slaneesh
  At Tier 2, when suffering a Critical Hit, the Heretic may 
  immediately spend 1 Infamy Point to ignore any effects 
  generated by that hit, except for permanent limb or 
  appendage loss, death, and becoming Stunned.  
  The Heretic may not spend Infamy Points to recover 
  from being Stunned. 
  Tzeentch
  At Tier 1, the Heretic may spend Infamy Points to add 
  one Degree of Success to a successful Test. At Tier 2, the 
  Heretic may spend Infamy Points to add 1d5 Degrees of 
  Success to a successful Test. 
  The Heretic may not spend Infamy Points to gain a 
  +10 bonus to a Characteristic Test. 
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  is available based on their location. Essentially, certain locations 
  are less likely to have certain items than other locations—a world 
  of feudal tribes is unlikely to have lasguns and plasma weapons 
  may be completely unheard of, while a corrupted Forge run by a 
  Dark Mechanicus Magos may provide such tech-relics with ease.
  The second step is to make the Test to acquire the item. The 
  Infamy Test is modiﬁ ed based on the rarity of the item, the 
  craftsmanship of the item, and the number of items the Heretic 
  wishes. The following examines both of these steps in detail.
  Determining Availability
  Before obtaining an item or service, the Heretic must determine 
  if the item or service is currently available in the location he 
  currently occupies. This is done by following these steps:
  • The player determines what item or service his character 
  wants, and informs the GM.
  • The player looks up the Availability of the item or service. 
  • The GM then determines whether the item is likely to be 
  available in the Heretic’s current location. When doing 
  this, the GM should use his own judgement, but remember 
  that a rare tech-relic might be available even on the most 
  primitive worlds. It just may be much harder to get (see 
  Table 9-11). However, if the GM decides the item is 
  impossible to obtain, this is the last word on the matter. 
  The Heretic will have to search elsewhere. If it is available, 
  the player and GM proceed to the Test.
  Acquisition Test
  To obtain the item or service, the Heretic makes an Infamy 
  Test. The difﬁ culty of the Test is modiﬁ ed by four factors, 
  and all modiﬁ ers (positive and negative) should be included 
  before the Test is made. The four factors are as follows:
  • The Availability Rating of the item or service.
  • The quantity of the item(s) or service(s). 
  • The Craftsmanship of the item or service.
  • The rarity modiﬁ ers based on the current location.
  • Each of these modiﬁ ers can be found on Table 9-11 
  Infamy Test Modiﬁ ers. 
  Once all modiﬁ ers have been determined, the Heretic makes 
  the modiﬁ ed Infamy Test. If he succeeds, he obtains the item 
  or service. If he fails, he does not. He may not try to obtain 
  that item or service again unless his circumstances change—i.e., 
  his Infamy increases, he travels to a different location, or he 
  accomplishes something in game that would make obtaining 
  the item or service he was looking for more likely. 
  If the total modiﬁ ers add up to more than 100, the Heretic 
  obtains the item without having to roll. Clearly, such a trivial item 
  is almost beneath such a powerful individual’s notice. However, 
  if the total modiﬁ ers add up to less than 0, then the item is 
  completely unavailable and the Heretic may not roll for it at all. 
  Players and GMs should both note, however, that these are 
  simply the bare mechanics for obtaining items and services. In the 
  course of playing BLACK CRUSADE, this process should never be 
  as simple (and frankly, boring) as a series of dice rolls. Instead, the 
  GM and player should collaborate to narrate the process. 
  At its core, Acquisition Tests are a Heretic using his reputation 
  to obtain what he wants. Therefore, one of the ﬁ rst things the 
  GM should consider is where and whom this item might be 
  coming from, since it’s unlikely to appear from nothing. The 
  options are practically unlimited, but could include:
  The headman of a feral tribe on a warp-ravaged planet 
  has hoarded a collection of items passed down amongst 
  his people for generations. He may offer one to appease a 
  powerful warrior of the Dark Gods.
  A pirate reaver crew may make their plunder available 
  to those of sufﬁ cient power and renown in exchange for 
  something in return.
  The Dark Mechanicus Magos of a corrupted Forge could 
  offer an item to a renowned Chaos disciple, either to enlist 
  his aid or to avoid bringing wrath and ruin upon his Forge.
  The player, for his part, should consider whether his character 
  is obtaining the items through charm and guile, promises of aid 
  or trade, or even the threat of terrible retribution. The success 
  or failure of the Test shows whether his tactics were successful 
  or not, and also may provide future plot devices. If a rival 
  warband denies the Heretic aid, he may return in the future 
  for revenge, while a tribe that gifts the Heretic with an ancient 
  power sword may be valuable allies in future efforts. 
  Finally, note that any attempts to use Infamy to obtain 
  items on an Imperial world suffer a –10 penalty in addition 
  to any other penalties.
  Table 9-11 Acquisition Test Modiﬁ ers
  Table 9-11 Acquisition Test Modiﬁ ers
  Availability
  Modiﬁ er
  Modiﬁ er
  Example
  Ubiquitous
  +70
  +70
  -
  Abundant
  +50
  +50
  -
  Plentiful
  +30
  +30
  -
  Common
  +20
  +20
  -
  Average
  +10
  +10
  Scarce
  +0
  +0
  Rare
  -10
  -10
  Very Rare
  -20
  -20
  Extremely Rare
  -30
  -30
  Near-Unique
  -50
  -50
  Unique
  -70
  -70
  Amount
  Modiﬁ er
  Modiﬁ er
  Example
  Single
  +10
  +10
  1 item
  Minor
  +0
  +0
  2-4 items
  Signiﬁ cant
  –10
  –10
  5-10 items
  Vast
  –20
  –20
  11-100 items
  Legion
  –40
  –40
  101-1000 items
  Impposible
  –60
  –60
  1001+ items
  Craftsmanship
  Modiﬁ er
  Modiﬁ er
  Example
  Poor
  +10
  +10
  Bone weapon
  Common
  +0
  +0
  Common robes
  Good
  –10
  –10
  Heretek-crafted weapon
  Best
  –20
  –20
  Finely-wrought weapon 
  crafted by a Dark 
  Mechanicus Magos
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  Obtaining Services
  Sometimes a Heretic may require the services of individuals 
  outside his warband. This could be anything from a daemonic 
  familiar to a warband of Chaos Space Marines. 
  Obtaining services is accomplished following the same 
  rules as obtaining items—through an Infamy Test. The GM 
  should set an Availability for the service, using Table 9-13 as 
  a guide. The GM should also consider how long the service 
  lasts. As a note, this method of obtaining services should 
  only be used if those performing the service are subservient 
  to the Heretic. If the Heretic is trying to convince his equals 
  to perform a task, he should use an Opposed Infamy Test as 
  dictated in “Manipulating Others.” 
  Manipulating Others
  Heretics may well ﬁ nd that they must convince others to do 
  their bidding, either subtly or directly. This may be a power 
  struggle between rival warbands deep within the Screaming 
  Vortex or compelling a hive world cult. In this case, the GM 
  can require a contested Infamy Test. 
  Using Infamy to manipulate others takes the form of an 
  opposed Test between the Heretic’s Infamy versus the Infamy 
  of the individual or organisation he is trying to manipulate. 
  Both sides Test against their Infamy characteristic. Whoever 
  scores the greater number of successes (or less failures), wins 
  the Test. If the individual or organisation does not have an 
  Infamy Characteristic, the GM can grant it an appropriate 
  Infamy Characteristic for the purposes of the Test, using 
  Table 9-12 as a guide. 
  Should the Heretic win, he can force his opponent to 
  do his bidding or obey his commands on a single speciﬁ c 
  topic. This does not grant the Heretic complete authority to 
  force his opponent to obey his whims forever, however, and 
  depending on how the Heretic interacts with his opponent, 
  he may well create an implacable enemy for the future.
  DEATH AND CONSEQUENCES
  The third way Heretics use Infamy is to survive death. It is 
  common for particularly renowned or infamous individuals to 
  be thrust into deadly situations, only to survive against the odds 
  and return to plague the galaxy later.  In BLACK CRUSADE, the 
  Heretics accomplish this by permanently sacriﬁ cing Infamy.
  When a Heretic is killed (whether he suffers Critical 
  Damage that results in death or dies by some other means 
  such as drowning or suffocation) in a game of BLACK 
  CRUSADE, instead of dying he may permanently reduce his 
  Infamy Characteristic by a set amount to avoid death. This 
  represents the Heretic avoiding his fate due to the skills and 
  abilities that made him so infamous in the ﬁ rst place (or 
  perhaps the Chaos Gods taking an interest in preserving a 
  particularly renowned champion of theirs). However, his 
  Infamy is permanently reduced because death—even a 
  narrowly-avoided one or temporary one—is a failure of sorts. 
  After all, it means that the Heretic was defeated, even if that 
  defeat was not permanent. 
  When the Heretic is killed and wishes to sacriﬁ ce Infamy to 
  survive, he can choose to decrease his Infamy permanently by 
  10+1d10. If he does so, he is incapacitated for the remainder 
  of any combat or scene that he was participating in, and any 
  future combats or scenes in the session. He may be able interact 
  with other Heretics and NPCs, but is basically crippled and 
  bedridden for the remainder of the game session. However, he 
  cannot be killed by any other  events during that session. 
  Table 9-12: Example Infamy Scores
  Infamy Score Example
  0
  A lowly servant beneath contempt.
  1-5
  Gangers, Mercenaries or Thugs.
  6-9
  Gang Leader or Mercenary Sergeant.
  10-19
  Crime Lord of a Small City, ruthless 
  Mercenary Captain.
  20-29
  Commander of a Cruiser-class vessel, 
  Seer who is “right” most of the time, 
  Daemonhost, minor warband leader.
  30-39
  General of an army, Master of a hive.
  40-49
  Commander of a grand cruiser, conqueror 
  of a world, strong warband leader.
  50-59
  Commander of a ﬂ otilla, Greater Daemon.
  60-75
  Mighty warband leader, commander of a 
  Fleet.
  76-90
  Enslaver of multiple worlds.
  91-100
  Sorcerer who can destroy a world on a whim, 
  a powerful Daemon Prince.
  101-129
  An ancient and powerful Greater Daemon 
  who has the favour of its diety.
  130-139
  Supreme Commander of a Black Crusade 
  into Imperial space.
  140-149
  A powerful and near-immortal agent of a 
  Dark God such as Kharne the Betrayer.
  150+
  Abbadon the Despoiler
  Abbadon the Despoiler
  OBTAINING ITEMS AND SERVICES 
  FOR OTHERS
  As each Heretic possesses his own Infamy Characteristic, 
  it may occur to warbands to “game the system” and 
  designate one of their own (the one with the highest 
  Infamy) as the Heretic who handles obtaining all items for 
  the entire group. Though this is acceptable on occasion, 
  persistent use of this tactic goes against the spirit of Black 
  Crusade, where each individual should rely on his own 
  resources and resourcefulness to succeed. Therefore, GMs 
  have access to the following optional rule:
  THE PERILS OF DEPENDENCE
  When a Heretic makes an Infamy Test to obtain an item 
  or service solely to give it to another member of his 
  warband, the recipient of the item or service must make 
  his own Infamy Test, with no modiﬁ ers. If he succeeds, he 
  receives the “gift” with no penalties. However if he fails, 
  his own Infamy decreases by 1. By relying on the “charity” 
  of others, he proves himself subservient to others, and 
  unable to rely on his own infamous reputation. Of course, 
  those who pass the Test are apparently infamous enough 
  that a certain number of “gifts” is simply to be expected as 
  tribute to their greatness!
  307
  
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  Alternatively, he can choose to decrease his Infamy 
  permanently by 8+1d10. If he does so, he is reduced to one 
  Wound, but is still able to ﬁ ght and continue participating 
  in combats and scenes during the session. However, this also 
  means he can be killed again, as well. 
  In either situation, he also gains +1d10 Corruption Points 
  for his Failure. This counts as a Failing, so if it would push 
  him over a Corruption Point Threshold, he must follow the 
  rules for Failings laid out on page 290. 
   If, however, a Heretic is killed and sacriﬁ cing Infamy would 
  reduce his Infamy characteristic to zero, he dies permanently 
  and cannot be revived or recovered by any means. 
  Note that in some cases a decrease in Infamy may decrease 
  a Heretic’s Infamy Bonus, and thus decrease his Infamy Points. 
  If this happens in the midst of a game session, the Heretic 
  immediately reduces his number of Infamy Points starting 
  with unspent Infamy Points. Such is the capriciousness of 
  his dark masters!
  Table 9-13: Example Service Availabilities and Modiﬁ ers
   Service
  Modiﬁ er
  Arranging transport (voidship or “other”) from one world in the Screaming Vortex to another world 
  within the Screaming Vortex for up to 5 people.
  Average
  Arranging reasonably safe voidship transport from within the Screaming Vortex to a world in the Calixis 
  Sector or Koronus Expanse.
  Scarce
  Purchasing the services of a cruiser for a year.
  Near Unique
  Gaining unfettered access to a library of warp secrets and prophecies.
  Very Rare
  Convincing a Greater Daemon to teach a Warp Ritual capable of transporting a small warband to any 
  world within the Screaming Vortex.
  Extremely Rare
  Purchasing a slave.
  Abundant
  Purchasing a slave-gladiator.
  Common
  Purchasing the services of a skilled slave-trainer.
  Rare
  Utilizing a Skilled scholar or artisan.
  Scarce
  Utilizing basic, unskilled labour.
  Plentiful
  Acquiring the Head of an Imperial Commissar.
  Scarce
  Having damaged equipment repaired.
  Penalty equal to 
  Availability of equipment 
  +10.
  Hiring a thug as hired muscle.
  Ubiquitous
  Hiring a hive gang to attack a rival.
  Plentiful
  Hiring a trained mercenary.
  Scarce
  Gaining the services of a Traitor Legionnaire.
  Extremely Rare
  Hiring a trained assassin to kill a target.
  – Target’s Infamy Score
  TRADE
  Often, a Heretic may ﬁ nd it more advantageous to trade for an item or service, rather than demand it outright. This may 
  also prove useful if the Heretic has items he has obtained in the course of his adventures that he no longer wants. As 
  stated previously, trading should be part of the roleplaying narrative between the player and the GM. However, here are 
  the rules for the mechanical beneﬁ ts from trading when making an Infamy Test to obtain items.
  First, determine the Availability of the item and its subsequent modiﬁ er, as listed on Table 9–11. If the modiﬁ er is 
  negative, trading it grants a positive modiﬁ er to the current Infamy Test equal to the opposite of the negative modiﬁ er. 
  So, for example, trading a Rare hellpistol (normally a –10 modiﬁ er) would grant a +10 modiﬁ er to the current Infamy 
  Test. If the modiﬁ er is positive, trading it grants a ﬂ at +5 modiﬁ er. 
  Next, determine the Craftsmanship of the item and its subsequent modiﬁ er, as listed on Table 9–11. If the modiﬁ er 
  is negative, trading it grants a positive modiﬁ er to the current Infamy Test equal to the opposite of the negative modiﬁ er. 
  So trading a Good Craftsmanship sword (normally a –10 modiﬁ er) would grant a +10 modiﬁ er to the current Infamy 
  Test. If the modiﬁ er is positive (i.e., the item is poor or common craftsmanship) it grants no bonus to the Infamy Test. 
  Finally, determine the quantity of the items the player wishes to trade and their subsequent modiﬁ er, as listed on Table 
  9–11. If the modiﬁ er is negative, trading it grants a positive modiﬁ er to the current Infamy Test equal to the opposite of the 
  negative modiﬁ er. So, for example, trading a three grenades (normally a –10 modiﬁ er) would grant a +10 modiﬁ er to the 
  current Infamy Test. If trading a single item (normally a +0 modiﬁ er), it grants no bonus to the Infamy Test.
  At the GM’s discretion, items may grant higher or lower bonuses for trading than they would normally depending 
  on the circumstances of the trade. For example, a Common Craftsmanship sword will grant a greater bonus on a Feral 
  world because it is incredibly useful but beyond the local populace’s ability to produce, whereas a Forge will likely ﬁ nd 
  it an amusing trinket as best. 
  308
  
  THE HATED 
  IMPERIUM
  •
  THE SCREAMING 
  VORTEX
  •
  THE GLOAMING 
  WORLDS
  •
  THE INNER RING
  •
  THE LOWER VORTEX
  •
  INHABITANTS OF 
  THE VORTEX
  
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  Chapter X: 
  A Galaxy in 
  Flame
  “Let the Galaxy Burn.”
  —Warmaster Horus.
  G
  ames of BLACK CRUSADE take place not in a single 
  locale, but in several, depending upon the type 
  of campaign the Games Master and the players 
  are looking for. In essence, the type of game the group 
  wants to pursue determines which setting is used, but of 
  course games can change setting, and therefore tone, as a 
  campaign progresses.
  The core location for the BLACK CRUSADE game is the 
  interior of the vast warp storm known as the Screaming 
  Vortex. Here, reality and the beyond merge together and 
  the characters interact with gods and daemons. They ﬁ ght 
  for power and glory, seeking to impose their will upon 
  their surroundings and to gain dominance over their rivals. 
  The Screaming Vortex has a host of shattered empires and 
  squabbling warlords, each attempting to dominate their 
  rivals in short-sighted struggle. Though there are powerful 
  individuals at work within the Vortex, they have not yet 
  emerged from the shadows to take control. Some are waiting 
  to see if a rival might emerge, while others still work to amass 
  power. Whatever the reason, however, this leaves a power 
  vacuum within the Vortex. This, combined with the churning 
  warp currents that surround the edges of the Vortex, are what 
  keeps those within isolated and unnoticed from the galaxy 
  at large. However, were someone able to unite the scattered 
  forces within the Vortex, forging them into a cohesive 
  ﬁ ghting force, then they would have a force to be reckoned 
  with. A force worthy of being called a Black Crusade.  
   Heretics in BLACK CRUSADE ﬁ nd themselves working 
  amongst these scattered warlords and shattered worlds. Though 
  they have few resources beyond their own ambition, they stand 
  as good a chance as any other in rising to the heady heights of 
  power within the Vortex—and then using that power to realise 
  their ultimate ambitions in the greater galaxy beyond.
  Outside of the Screaming Vortex is to be found three other 
  settings, each of which are described in brief later on in this 
  chapter, and in great detail in their own, dedicated line of rule 
  books (more on this in the sidebar on page 311).
  The Calixis Sector is a region of space rigidly controlled 
  by the Imperium, yet seething with conspiracy and heresy. 
  Whether inﬁ ltrating the courts of noble houses or rallying 
  an army of disaffected mutant slave labourers, the player 
  characters will be opposed by the agents of the Imperial 
  Inquisition, and may even be confronted with one of the 
  mighty Inquisitor Lords of the Ordo Malleus.
  Beyond the Calixis Sector lies the Koronus Expanse, a 
  region only recently opened up to exploration. As such, the 
  Imperium holds no more power here than can be imposed by 
  lance and broadside, and numerous petty empires and pirate 
  kingdoms exist in the vastness beyond the Koronus Passage. 
  However, other powers haunt the Expanse and countless dark 
  secrets await discovery. Campaigns set in the Koronus Expanse 
  see the player characters seeking out forbidden relics with the 
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  power to level entire civilisations and treading ground denied 
  to the gods themselves. Those who crave temporal power 
  might strive to build an entire empire amongst the dead stars 
  of the Koronus Expanse, but they will have to defend it, for 
  covetous eyes will surely be cast their way.
  The last setting is the distant, war-torn region called the 
  Jericho Reach. Once a thriving Imperial sector, the Reach 
  was long ago lost, ﬁ rst to warp storms and then to anarchy. 
  Recently, a new passage through the warp has made the Reach 
  accessible again, and vast armies have ﬂ ooded in to reclaim the 
  region. But the worlds of the Reach have long ago declared 
  themselves masters of their own fate and many will not yield to 
  the Imperium’s conquering armies. Campaigns set in the Jericho 
  Reach are all about war; the characters standing against the hosts 
  of the Imperium and earning unheard of glory in the process.
  But beware—the servants of the hated corpse-emperor 
  ever seek to oppose those who tread the path to glory, but 
  for those with the strength and the ambition, ultimate power 
  awaits amongst the stars.
  The Hated 
  Imperium
  “A million worlds, a billion battleﬁ elds, a trillion foes...”
  —Angron, Daemon-Primarch of the World Eaters
  T
  he servants of the Emperor, in their supreme arrogance, 
  claim to rule a stellar domain encompassing two thirds 
  and more of the galaxy. They divide their realm into 
  Segmentae, sectors, and sub-sectors, and delegate  absolute 
  power to the class of planetary governors called Imperial 
  Commanders. Yet, the Imperium is not a solid bloc with 
  discrete borders. Rather, it is a collection of autonomous, only 
  loosely-aligned worlds spread impossibly thin across the vast 
  expanse of the void. Countless other empires and realms exist 
  in the same volume of space as is claimed by mankind, from 
  isolationist human pocket states to entire sectors overrun by 
  aliens such as the barbarous Orks. Thus, the Imperium’s wars 
  are not fought to defend its borders, for it has none. War is 
  everywhere and a constant state of being, for enemies are to 
  be found at every turn. Alien invaders loom from the stygian 
  depths of interstellar space while rebels rise up from the 
  underhive to overthrow hated planetary governments. Entire 
  systems declare their independence from the Imperium, only 
  to be brought brutally to heel by the overwhelming and 
  endless tides of the Imperium’s military forces. 
  For ten thousand years, those who see the truth of the 
  universe have decried the Imperium’s worship of their false 
  god, preaching that only by embracing that which lies but a 
  thought away, seething on the other side of the insubstantial 
  veil, will mankind know its full potential. For ten thousand 
  years, the servants of the corpse-god have prosecuted those 
  who speak the truth. But those who embrace Chaos know 
  that one day the mighty ediﬁ ce of lies that is the Imperium 
  will be torn down—the rubble crushed to dust and the entire 
  mass set to the ﬂ ame. Most care not what comes after. They 
  care merely that the hated Imperium shall fall at their hand.
  THE ADEPTUS
  The deluded servants of the Emperor segregate and categorise 
  themselves based on an ancient and labyrinthine system of 
  castes, many of which a man is born into and has no hope 
  of ever escaping. In fact, the path to glory leading to the 
  Realm of Chaos is one of the few routes out of this stultifying 
  existence, and the voice of the beyond whispers into the 
  heart of even the most outwardly-subservient adept. Many 
  are driven to risk all for even a chance to escape the drudgery 
  of their existence, selling their soul for the small chance of 
  freedom offered by the Ruinous Powers.
  THE ADMINISTRATUM
  Largest by far of all the institutions is the Administratum, a galaxy-
  spanning order of scribes, assessors, archivists, and administrators 
  who seek, in their hubris, to impose order on the anarchic 
  workings of the Imperium. Their task is an utterly impossible 
  one, for the systems built up over ten thousand years and more 
  teeter on the brink of total failure. The entire administration is 
  rotting away from its hollow  innards, countless millions of scribes 
  engaged in entirely pointless tasks for their entire lives. Tithe 
  assessors greedily collate the punitive charges they will levy for 
  tithes unpaid for centuries, ignorant or uncaring of the fact that 
  the worlds from which such demands are made have long ago 
  fallen to invasion, rebellion, or decay. Bloodlines of archivists 
  spend generations hunting down long lost documents, simply 
  to complete an index that no one will ever have any reason to 
  consult. Strategic-prognosticators pronounce what resources a 
  given region will require in decades or centuries to come, and 
  entire armies are raised to garrison fortress-cities long ago reduced 
  to rubble. All such endeavours are pursued because they always 
  DARK HERESY, ROGUE TRADER 
  AND DEATHWATCH
  BLACK CRUSADE is but one roleplaying game in the 
  Warhammer 40,000 Roleplay line. In the DARK HERESY 
  game, players take the role of Inquisitorial Acolytes as 
  they battle the numerous conspiracies and intrigues 
  that plague the Calixis Sector. In time, some may even 
  ascend to become mighty Inquisitors and their peers. In 
  the ROGUE TRADER game, players take the role of space-
  born explorers as they seek undreamed of wealth and 
  power beyond the borders of the Imperium in the nigh 
  limitless Koronus Expanse. In DEATHWATCH, the players 
  are Space Marines, each drawn from a different Chapter 
  and engaged upon the Long Watch against the hideous 
  xenos threats that assail the Jericho Reach.
  Needless to say, BLACK CRUSADE might take the 
  characters to any of these places, and so Game Masters 
  have a wealth of source material to draw upon. The 
  other core rulebooks and their numerous supplements 
  present reams of setting information, describing places 
  and characters those who walk the path to glory might 
  visit or encounter. 
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  have been, and to consider otherwise is heresy of the very worst 
  kind. The Administratum seeks order, but those who walk the 
  path to glory know that only in Chaos is freedom truly found.
  THE ADEPTUS ASTRA TELEPATHICA
  Like many of the  Imperium’s institutions, the Adeptus Astra 
  Telepathica is vital to its continued existence and, without it, the 
  entire galaxy might be submerged beneath a howling ocean of 
  Chaos. The Adeptus Astra Telepathica’s main task is to recruit 
  and train psykers, and they do so by gathering up those whose 
  powers have become manifest, and transporting them in the 
  bleak holds of the Black Ships to Terra. Those psykers judged 
  strong enough to resist the whispers of the Dismal Depths are 
  trained to use their powers in the name of the Imperium. Some 
  are judged too weak to be allowed to practise their abilities in 
  such a way, and these may be “soul-bound” to the Emperor, a 
  ritual in which the psyker’s body and soul are blasted, his senses 
  burned away, and his spirit tethered to the dead thing that sits 
  atop the Golden Throne of Terra. Most, however, are judged 
  undeserving of life, and these are fed to the Emperor, millions 
  every year, to feed his insatiable hunger and, ostensibly, to power 
  the blinding beacon of the Astronomican that shines out from 
  Terra and guide the vessels of the ﬂ eets through the depths of 
  the warp.
  THE ADEPTUS ARBITES
  The Adeptus Arbites represents the face of Imperial justice upon 
  countless worlds, the black-armoured “Judges” responsible for 
  enforcing the tyranny that is the Pax Imperium. While planetary 
  laws are the responsibility of local Enforcers, the Judges seek out 
  heresy and rebellion, their spy-lens studded Precinct-Fortresses 
  a hated symbol of oppression and often the ﬁ rst target of an 
  uprising. These bastions of despotism are charged with standing 
  long enough for an Astropathic plea for aid to be transmitted in 
  the event of invasion or uprising, and so are often high priority 
  targets of those seeking power of their own.
  THE ADEPTUS MINISTORUM
  One of the most hated institutions of the Imperium is the 
  Adeptus Ministorum, also known as the Ecclesiarchy. While 
  the exact expression of this galaxy-spanning faith differs 
  as much on a local level as the cultures of every one of the 
  Imperium’s million and more worlds, its central beliefs remain 
  constant from one end of the galaxy to the other. The Imperial 
  Creed dictates total submission to the so-called God-Emperor 
  of Mankind to the exclusion of all other powers. Furthermore, 
  the ofﬁ cers of the Ecclesiarchy see heresy and corruption 
  wherever they look, preaching for their ﬂ ocks to turn on even 
  their loved ones should they suspect taint within their home 
  or workplace. Thus, the Imperial Creed often sows the seeds 
  of the heresy itself, and has only itself to blame when the 
  entire false doctrine is proved a lie and set to the torch.
  The Adeptus Ministorum has at its disposal an order 
  of utterly dedicated warrior-women known as the Adepta 
  Sororitas or, colloquially, as the “Sisters of Battle.” The Battle 
  Sisters are tasked with purging corruption and heresy from the 
  teeming masses of humanity, a mission they fulﬁ l with bolter, 
  ﬂ amer, and melta. While the Sisters of Battle ﬁ ght any and all 
  threats to the Imperium, they reserve their most bitter hatred for 
  those who have turned from the worship of their corpse-god, 
  whether mutant, heretic, rogue psyker, or disciple of Chaos. 
  THE INQUISITION
  Perhaps the most feared of the Imperium’s institutions is the so-
  called “Holy” Ordos of the Emperor’s Inquisition. Inquisitors 
  are free-ranging agents answerable only to the High Lords of 
  Terra and empowered to use their judgement and nigh-unlimited 
  powers to prosecute the enemies of the Imperium in any way they 
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  see ﬁ t. The only practical limitations on an Inquisitor’s powers 
  are those imposed by his peers. In theory, and often in practise, 
  they have the power to raze planets. Despite their unifying 
  mission, the ranks of the Inquisitors are fractured and divided by 
  a myriad of wildly divergent doctrines. Each presents a different 
  means of defeating the Imperium’s foes and, while countless 
  different viewpoints exist, most are counted as falling on one 
  side or the other of the divide between Puritan and Radical. It 
  is the continuous struggle between these two opposing camps 
  that maintains balance within the Inquisition, and the struggle 
  frequently escalates to violence, bloodshed and outright war. 
  Some Inquisitors, especially those of the daemon-hunting Ordo 
  Malleus, even wield the tools of Chaos in their battle, believing 
  they can turn the weapons of the Ruinous Powers against them. 
  Such fools are ever welcomed into the ranks of the damned.
  THE ADEPTUS ASTARTES  
  The Space Marines of the Adeptus Astartes are at once the 
  Ruinous Powers’ most implacable enemy and their most 
  valued source of power. It was from the ranks of the Emperor’s 
  genetically engineered super human warriors that the ﬁ rst Traitor 
  Legionnaires stepped forth, and ever since, the turning of a single 
  Space Marine has been the equal to the servitude of a thousand 
  mortal supplicants. Unlike most men, the Space Marines are told 
  something of the truth of the nature of Chaos, and because of 
  this they hold the Ruinous Powers in special contempt, their 
  bodies and souls steeled against its gifts. Yet, when a Space 
  Marine can be turned to the path to glory, he is fated to become 
  a great champion of the Dark Gods, his superhuman potency 
  entirely dedicated to the glory of the Ruinous Powers. 
  Most potent of all the Space Marine Chapters are the Grey 
  Knights and the Deathwatch. The former combats those dedicated 
  to the Ruinous Powers, while the latter comprises the most skilled 
  alien hunters in the Imperium. In a galaxy of corruption and 
  betrayal, it stands as a startling testament that no Grey  Knight 
  has ever turned from his duty to tread the path of glory. It goes 
  without saying that were this to happen, the Dark Gods would 
  ﬁ nd a servant nearly as mighty as Warmaster Horus himself. 
  THE IMPERIAL NAVY
  The Imperial Navy is the main means by which the Imperium 
  projects its vast military power the length and breadth of the 
  galaxy. Each of the ﬁ ve Segmentae into which the Imperium 
  is divided has a Segmentum Fortress world, from which many 
  hundreds of warships set sail across the void to prosecute the 
  Emperor’s wars. Even the lightest vessel has a crew of many 
  thousands of souls, often press ganged to serve and doomed 
  to die a painful death from immolation or exposure in the guts 
  of a burning ship. For a great many Imperial worlds, a periodic 
  visit from a long range patrol vessel is the only contact the 
  world will have with the Imperium at large in an entire 
  generation, and the event may be cause for great celebration 
  or desperate lamentation, depending on the ship’s mission.
  THE IMPERIAL GUARD
  The Imperial Guard provides the Imperium with nigh-limitless 
  reserves of common soldiery, from the drilled and disciplined 
  Shock Troopers of Cadia to the savage and barbarous Skull 
  Takers of Canak. Every world in the Imperium is required by 
  ancient writ to provide one-tenth of its military for service 
  off-world, and every planet with sufﬁ cient population levels, 
  regardless of its technological base, must do so. Warriors clad 
  in primitive chainmail ﬁ ght shoulder to shoulder with men 
  protected by shock-actuated carapace shell and, while neither 
  may understand a word of the other’s dialect, both ﬁ ght 
  ultimately for their desiccated corpse-god.
  THE ADEPTUS MECHANICUS
  In a galactic empire scrabbling amongst the ruin of its ancestors’ 
  long-lost glories, technology is akin to an arcane art and it falls 
  to the Tech-priests of the Adeptus Mechanicus to maintain what 
  little of the works of their ancestors remains. Based on the Red 
  Planet, the so-called ‘Priesthood of Mars’ jealously guards its 
  technological secrets and the common man is entrusted with 
  barely enough knowledge of the machine to activate a lumen 
  bulb. The Adeptus Mechanicus is, in essence, an entirely separate 
  division of the Imperium with its own religious doctrines, its own 
  planets, and its own armies. Just like the greater Imperium, the 
  Tech-priests are riven with factionalism and there exists within 
  its ranks those who have turned to the path to glory, utilising the 
  power that only Chaos can grant to further their own ends. These 
  “Hereteks” fuse the boundless power of the warp with technology 
  forbidden to their peers on pain of death, and are amongst the 
  most feared and dedicated adherents of the Ruinous Powers.
  THE NAVIGATOR HOUSES
  The Navigator Houses of the Navis Nobilite are a race apart from 
  the bulk of humanity, and without their services the Imperium 
  would be nothing but a collection of isolated worlds with 
  contact between systems all but impossible. Navigators are born 
  with a unique mutation—the “Navigator Gene”—that allows 
  them to look into the depths of the warp, and to steer a warp 
  capable vessel by reference to the distant Astronomican that 
  shines form Terra. Most mortals would be driven utterly insane 
  in the blink of an eye were they to look into the Sea of Souls 
  in this way; the Navigators are all but unique in their ability. 
  Renegades dedicated to the Ruinous Powers utilise both rogue 
  Navigators and sorcerers with analogous powers to steer their 
  vessels through the shifting tides of the Empyrean, steering not 
  by the sickly illumination cast by the Astronomican, but by other, 
  more powerful beacons only they can look upon.
  ROGUE TRADER HOUSES
  For the vast majority of the Imperium, life is ceaseless toil and 
  death the only release. Most labour every waking hour and many 
  are forced to sleep beneath, or within a stone’s throw, of the 
  workstation they will attend for their entire lives. Many men 
  never see beyond the labour hall in which they live and work, 
  and the notion of leisure is entirely anathema. Those born into 
  the Rogue Trader Houses are one of the few exceptions to this 
  rule, for they represent an ultra-privileged class of explorers and 
  merchant princes who, uniquely, are granted the right of conquest 
  of worlds beyond the Imperium’s control. Rogue Traders are 
  often scoundrels or merciless warlords, their ofﬁ cial Warrant of 
  Trade granting them writ to deal with long lost human worlds 
  and newly contacted xenos species however they see ﬁ t. 
  313
  
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  Cypra Mundi
  Holy Terra
  Ruins of Caliban
  Cadia
  Nemesis Tessera
  Mordian
  Valhal
  Port Maw
  Chiros
  Joura
  Ryza
  Luther Mcintyre
  Krieg
  Elysia
  H
  A
  L
  O
  S
  T
  A
  R
  S
  S E G M E N T U M
  P A C I F I C U S
  S E G M E N T U M
  S O L A R
  S E G M E N T U M
  T E M P E S T U S
  S E G M E N T U M
  O B S C U R U S
  H E L L - S T A R S  O F  T H
  G A R O N  N E B U L A
  O C U L A R I S
  T E R R I B U S
  Medrengard
  CELESTIAL PHENOMENA: Warp Storm
  NAME: 
   
  Screaming Vortex
  BORDERING REGIONS: Calixis Sector
   
   
  Koronus Expanse
  SPACE OCCUPIED:  
  Unknown  (size ﬂ uctuates)
  GRAVITY RANGE: 
  -3.2 G — 7,021,475,403G
  TEMPERATURE RANGE:  
  -274 C — 100,000,000+ C
  PLANETS PRESENT: 
  Unknown
  TITHE GRADE: 
  Aptus Non
  GEOGRAPHY: 
  N/A
  AUTHORITY:  
  None
  Conventional wisdom by Navis Nobilite representatives on 
  Scintilla states that nothing beyond warp entities can survive 
  within the Screaming Vortex.  
   
   Imperial World 
  Inquisition Stronghold 
  Space Marine Homeworld 
  Cardinal World             
  Iniquity
  Vraks
  The Frozen Heart
  Kathalon
  Scintilla
  Gates of Fire
  Xana II
  
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  Baal
  Maelstrom
  Gryphone IV
  Bakka
  Dimmamar
  Attila
  Blackreach
  Angelis
  Desperation
  Sable
  Calderis
  a
  U L T I M A
  S E G M E N T U M
  G A T E S 
  O F  V A R L
  D O M I N I O N 
  O F  S T O R M S
  M O R D A N T 
  Z O N E
  G
  H
  O U
  L
   
  S
  T
  A R S
  E 
  .And in the 41st Millenium, the Imperium stands, a mighty bulwark of glorious Humanity against the myriad 
  foes who would assail it. The Lords of Terra beat their breasts and dare all those who would think to assault 
  this mighty fastness. “Our dominion stretches from one spiral arm of the galaxy to the other,” they cry. 
  “Who dares to stand against the numbers of our armies, the strength of our ﬂ eets, the fury of our Angels 
  of Death?” 
  Yet, there are those who dare. For ten thousand years mankind has imagined itself ensconced within a mighty 
  fortress, safe, warm, and protected. They ignore the truth; they are not so far removed from their primitive 
  forbears, the savages who huddled around a ﬂ ickering campﬁ re and tried to ignore the hungry shapes that 
  prowled just outside their feeble light. Far from a vast dominion, the Imperium is simply scattered lights 
  against a vast and terrible void. And now, just as then, there are wolves in the darkness. 
  The enemies of the Imperium are legion. They howl in the night and scratch at the gates as the pitiful 
  masses cower in their beds. They pray to their long-dead god that the gates will protect them, but no gates 
  can hold forever. The Imperium will fall. And when it does, who then will survive? What of humanity will 
  last against the ages? The defenceless, leaderless masses of mankind? Or those few who dared to become the 
  most dangerous monsters of all?
  –Excerpt from THE APPROACHING NIGHT, declared Hereticus Extremis 811.M41 
  “Most voidsmen, even the grizzled veterans of a thousand voyages, are wise enough to fear the warp storm. And with good reason, 
  I assure you. 
  “Imagine, if you will, that you stand on the prow of an ancient sea-going vessel as it skims across the waves of a vast ocean. Behind 
  you the sun lights up the waves, turning them all to shimmering sapphires and emeralds. But as you pull away from land, clouds 
  gather on the horizon. Huge thunderheads that stretch as far as the eye can see, reaching from the tips of the waves up into the sky 
  so high you can’t see their tops. The clouds boil, angry, black, and shot through with blue crackles of lightning, and you realize 
  that there’s no going around this storm. You’ll have to sail through.
  “The waves whip up, turning into gaping hungry maws, each eager to swallow your ship whole. You’re tossed and buffeted, as if 
  the storm is trying to break the ship open, to get inside with you. And the devil of it is, the storm is trying to get in. It wants 
  to crack your ship open and eat you whole. And just when you realize that, you hear the sounds of things, riding on the wind and 
  coming for your soul.
  “No, they’re wise to fear the warp storm. The only mistake they make is calling it a ‘storm’ at all. The name implies something 
  natural, and there is nothing natural about a warp storm.”
  –Navigator Araxis Tkal.
     Imperial Navy                 Imperial Guard                         Forge World                     Renegade World                Daemon World
     Imperial Navy                 Imperial Guard                         Forge World                     Renegade World                Daemon World
  Samech
  Samech
  The Blood Trinity
  The Blood Trinity
  T H E  H A D E X 
  A N O M A L Y
  Venkrous
  
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  While beyond the power of the Imperium, Rogue Traders are, 
  quite literally, a law unto themselves, and many have difﬁ culty 
  acquiescing to the rule of the Adeptus Terra when they return 
  to Imperial space. Through contact with strange cultures and 
  alien empires, many Rogue Traders have a unique perspective 
  on the universe, and many harbour doctrines they dare not 
  speak of with outsiders. Many are epicureans and dilettantes of 
  exquisitely reﬁ ned tastes, having seen and experienced things 
  out in the trackless void that very few others ever will. Through 
  contact with the dark things that lurk in the black void, Chaos 
  often creeps into a Rogue Trader’s heart, who may believe 
  themselves able to wield its power without paying the price. 
  They are wrong, but few realise it before their soul is lost.
  THE OFFICIO ASSASSINORUM
  Few are the enemies of the Imperium who gain such renown 
  and infamy that they earn the ire of the High Lords of Terra—
  the council that rules in the name of the Emperor. Those who 
  do so are warlords and conquerors with the power to set entire 
  sectors to the torch. The High Lords have a special weapon 
  that they utilise only against such enemies—the agents of the 
  Ofﬁ cio Assassinorum. Imperial Assassins are the most fearsome 
  exponents of  the arts of death, reared almost from birth to kill in 
  the manner favoured by the Temple in which they are tutored. 
  Some Temples favour killing by poison, others by a well-placed 
  hyper-velocity bullet. Some utilise assassins able to change their 
  very form and inﬁ ltrate their target’s inner circle, while others 
  are in effect living bombs, monsters powered by the warp. None 
  outside of the Senatorum Imperialis know how many Temples 
  exist, but Imperial Assassins are one of the very few foes who 
  hold any fear for a champion of the Dark Gods, for the most 
  powerful warlords must be ever watchful for the assassin’s knife 
  glinting in the darkness or the taint of poison in his victuals. 
  The Calixis 
  Sector
  “A chalice, brimming with corruption and brutality; it awaits but a 
  strong enough arm to upturn it…”
  —Lord Ingus Fell, Bringer of Decay.
  T
  he Imperium represents a vast swathe of space, all of 
  it claimed by mankind in the name of its withered 
  corpse-god, but in truth, only an inﬁ nitesimal fraction 
  of systems are controlled, let alone settled, by the Imperium or 
  even by humans. Since mankind ﬁ rst set out to dominate the 
  stars, he has claimed small clusters of systems, and around these 
  stable warp routes have been charted, so that each cluster is as 
  a chain of islands in the midst of a vast ocean. The million or 
  so worlds directly controlled by the Imperium are, therefore, to 
  be found in fairly dense groupings called sectors, and the gulfs 
  between each is known as Wilderness Space. Even amongst 
  the two hundred or so settled worlds within the average sector, 
  space is a deeply horrifying place and most of the Emperor’s 
  subjects turn their faces away from the dark night sky for fear 
  of what horrors may descend to consume them body and soul.
  The Calixis Sector is one such conglomeration of worlds 
  cleaving to one another for warmth in the frozen depths of 
  the void. A relatively young sector, Calixis was founded a little 
  over a millennia ago by the Lord Militant Angevin, a celebrated 
  Warmaster who conquered vast swathes of what was previously 
  known as the Calyx Expanse in the name of the Imperium. 
  Calixis is located far from the Imperium’s centres of power, 
  out towards the halo zones of the galactic north. Like so 
  many other sectors, it is vulnerable to attack from both within 
  and without, but unlike the older sectors nearer to the Terran 
  Marches and other heartlands, it does not have innumerable 
  armies or ﬂ eets to call upon, nor are its worlds the fortiﬁ ed 
  bastions of regions such as the Cadian Gate. 
  Calixis is comprised of over two hundred worlds, ranging 
  in character from little more than frontier colonies to teeming 
  hive worlds with populations in the billions. The sector is 
  host to lethal Death Worlds on which every native life form is 
  determined to consume any invader and the polluted, ironclad 
  Forge Worlds of the Adeptus Mechanicus. Planetary populations 
  exist in a staggering range of circumstances; some are feral 
  barbarians capable of constructing no tools more advanced than 
  sharp sticks, while some live out their entire lives in the artiﬁ cial 
  gravity of orbital space stations the size of cities. The capital 
  of the sector is the hive world of Scintilla, its rulers meeting at 
  the so-called Lucid Palace. Along with the war torn world of 
  Iocanthos and the hellish mining world of Sepheris Secundus, 
  Scintilla completes the triumvirate of worlds upon which the 
  sector’s fortunes are founded. Though a warzone over which the 
  armies of numerous petty warlords continuously clash, Iocanthos 
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  is a lynchpin world in the sector, for it is one of the few places 
  in the galaxy where “Ghostﬁ re” pollen can be found—a core 
  ingredient in many varieties of combat drugs. The sector 
  government is content to allow the planet’s warlords to ﬁ ght 
  for dominance of the Ghostﬁ re harvest, and every ﬁ ve years an 
  Administratum tithe ﬂ eet sets in at Port Suffering to gather the 
  Imperium’s due from whichever warlord happens to be in the 
  ascendant. Sepheris Secundus is the source of the majority of the 
  sector’s raw material, without which the foundries of the Forge 
  Worlds and the labour halls of the Hive Worlds would fall silent. 
  Sepheris Secundus is also of vital importance to the sector’s agri-
  worlds, for it is capable of producing no foodstuffs of its own to 
  feed its indentured workforce.
  THE TYRANT STAR
  To date, Calixis has avoided the all-consuming, total war that 
  has lain waste to so many other regions, yet it is far from 
  untouched by strife and wars and rumours of wars abound. 
  The worlds of the Calixis Sector are riven with heresy and 
  corruption and its stars are haunted by a stellar phenomenon 
  that none can explain in the form of the Tyrant Star. Wherever 
  this black sun manifests, madness and bloodshed prevail, with 
  entire planetary populations surrendering themselves utterly 
  to rampant anarchy at the merest hint of its appearance. 
  The presence of the Tyrant Star and the myriad of 
  prophecies and cults that have developed around it has led to a 
  disproportionate number of Inquisitors operating in the sector. 
  While some sectors are entirely bereft of Inquisitorial presence, 
  Calixis is host to  hundreds of Inquisitors and, in all likelihood, 
  thousands of their agents. The so-called ‘Tyrantine Cabal’ is 
  ever vigilant for the next appearance of the Tyrant Star, and 
  dedicated to rooting out the evil that inevitably follows in its 
  wake. Savants of all castes meticulously collate what details 
  they can of the star’s appearance, though many are driven mad 
  by their studies. To date, the so-called “Hereticus Tenabrae” 
  has yet to give up any of its secrets, to the Inquisition or to its 
  enemies, and the race to unlock its mysteries is cause for war 
  between opposed parties, each jealous of the other’s intentions. 
  What the Tyrantine Cabal does not realize is that the Tyrant 
  Star has a presence beyond the bounds of the Calixis Sector 
  and may have an even greater impact than any suspect.
  THE CALIXIAN CONCLAVE
  Given that the Calixis Sector is beset by such a massive weight 
  of taint and corruption, some of it directly related to the Tyrant 
  Star, much of it merely coincidental, the Inquisition represents 
  a major power bloc amongst the sector’s ruling institutions. 
  Administrative power is vested in planetary governments, and 
  the interests of the Imperium at large represented by the Sector 
  Governor Lord Marius Hax, but the  true masters of the Calixis 
  Sector are the Inquisitors of the Calixian Conclave, the body into 
  which every Inquisitor operating in the sector is gathered. The 
  Conclave is chaired by Lord Inquisitor Caidin, a shadowy ﬁ gure 
  only ever seen in public wearing a mask that obscures his features 
  and his true identity. The Conclave maintains numerous holdings 
  throughout the sector, both overt and secret, but the most visible 
  sign of its power are the three bleak and imposing towers of the 
  Tricorn Palace on the sector’s capital world of Scintilla. 
  While the conclave seeks to battle the myriad foes that 
  assail the Calixis Sector, its members are far from united in 
  their vision of how this should be accomplished. Rival factions 
  vie constantly for power within the Conclave, wars of words 
  raging across the ﬂ oor of the High Council while across the 
  sector cells of Inquisitorial agents murder one another in the 
  name of their masters. Radicals and Puritans denounce one 
  another as deluded ideologues or dangerous heretics, while 
  doctrines as divergent as those espoused by the dreaded outcast 
  Phaeonites or the bombastic Thorians vie for dominance in the 
  hearts and minds of the most powerful of men. 
  CHAOS AND THE CALIXIS SECTOR
  The Calixis Sector appears to those with the perspective to 
  perceive such things to be seething with cult activity, each of 
  its worlds tainted with countless heretical and blasphemous 
  bodies. Some point to the spectral haunting of the Tyrant Star 
  as the cause of this endemic corruption, while others have 
  come to believe that the star might represent some form of 
  stellar executioner drawn to the concentration of sin and ready 
  to enact the ﬁ nal judgement upon the guilty. Some suspect that 
  the entire region has always been tainted, even before it was 
  settled by mankind. They hold that Lord Militant Angevin 
  fought long and bitter wars against an empire of debased aliens 
  whose name has been struck from all records and that some 
  taint of them remains to poison the soul of man.
  Of late, those who tread the path to glory have begun to 
  ﬂ ock to the spinward marches of the sector, drawn there by a 
  new war that, if allowed to do so, might one day engulf the 
  entire sub-sector. Warp-worshipping cults and heretic warbands 
  are mustering on the verges, and some even claim to have sighted 
  the Tyrant Star, its ghostly black halo shimmering in the void.
  Most of those who tread the path to glory are to be found 
  operating within the existing structure of the Calixis Sector’s 
  institutions. They exist at every level, from the Inquisitor who has 
  strayed too far into heretical doctrine to the data-loom operator 
  who harbours a murderous hatred for the overseer who denies him 
  an hour away from his workstation to attend a loved one’s funeral. 
  A lay-tech denied access to the inner workings of the machine 
  he operates may turn to the Logicians, an outcast splinter of the 
  Cult Mechanicus, for knowledge otherwise forbidden to him. 
  Idle nobles the sector over collect illicit xenos curios, any one of 
  which might harbour some taint that poisons the soul and leads 
  to damnation. Those born bearing the mark of the mutant might 
  not have been created inherently evil, but many experience such 
  brutal oppression that the Ruinous Powers offer the only means of 
  survival in the galaxy of bloodshed and hardship. 
  Nowhere within the Calixis Sector is beyond the reach 
  of the Ruinous Powers, from the sanctums of the Abbey of 
  the Dawn on Iocanthos to the secret cloisters of the daemon-
  hunting Inquisitors of the Ordo Malleus. No planetary governor 
  is immune to the whispers of daemons that haunt him by night, 
  promising undreamed-of power in return for just a few “favours.” 
  No Judge enforcing the Emperor’s laws on the cruel streets of 
  the hive bottom is so zealous as to be able to ignore the desire 
  to simply burn the entire city down, purging the guilty and the 
  innocent at once. Chaos is everywhere, but a thought and a 
  promise away, ever ready to consume the souls of the weak and 
  empower those of the strong beyond mortal imagining.
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  The Koronus 
  Expanse
  “Such secrets lie waiting beneath cold, dead stars. To reach out and 
  take them, to be tested body and soul and found worthy… that is the 
  fate I crave and the path I chose to walk. ”
  – Duke Lassarack Hass, reaver-seer of the outer Expanse.
  W
  ith each sector in the Imperium representing little 
  more than a cluster of settled worlds adrift and 
  all but alone in the vast depths of the void, the 
  majority of the galaxy is uncharted and unexplored. The 
  star charts refer to those regions not directly controlled by 
  the Imperium as “Wilderness Space,” and such places are the 
  subject of numerous voidfarers tales. Some are said to be 
  haunted by the ghosts of long dead xenos species, others to 
  be in thrall to dark alien empires. Many are no doubt strewn 
  with human worlds colonised in lost ages and long since 
  fallen to savagery. Most  Wilderness Space zones are entirely 
  uncharted, while some are slowly opening up to exploration, 
  some previously legendary warp routes having been 
  discovered or forged. Such regions form the ragged frontiers 
  of the Imperium, where humanity vies with the xenos, the 
  outcast, and worse for control of the stars. The laws of the 
  Imperium do not apply in such places, except where they can 
  be imposed by force of arms or force of will.
  To the galactic northeast of the Calixis Sector lies such a 
  region. Beset by the awe-inspiring Great Warp Storms, the area 
  has been the subject of voidfarers myth and legend for millennia, 
  since before the Calixis Sector was founded, in fact. Many have 
  attempted to penetrate its mysteries over the years, following 
  after whispered prophecies of a region of riches undreamed of 
  tantalisingly close on the far side of the storms. Tales abound 
  of “golden shores”—worlds where the treasures of long dead 
  civilisations lay scattered all about just waiting to be gathered up 
  by those with the wit and the courage to seek them out. 
  For centuries, the region beyond the Great Warp Storms was 
  written off by many as a dream never to be fulﬁ lled. Yet, despite 
  the risks, there were ever those insane enough to attempt the 
  voyage. Eventually, the Rogue Trader Purity Lathimon broke 
  through the storms into the expanse beyond. The warp passage 
  she discovered became known as the Koronus Passage, or “the 
  Maw,” and the region beyond the “Koronus Expanse.” A ﬂ ood of 
  explorers followed in her wake. Many perished, their souls cast 
  adrift in the ethereal currents of the Great Warp Storms. Cautious 
  explorers established a number of waypoints along its length, 
  the “Stations of Passage” that formed a string of stepping-stones 
  through the raging tides. In time, Navigators serving the great 
  Rogue Trader Houses learned something of the capricious nature 
  of the Maw and plotted routes through it that could be made in a 
  handful of warp jumps, or even a single, well-plotted leap. 
  At the Calixis Sector end of the Maw is Port Wander, a void 
  station that represents the last bastion of Imperial rule before 
  the traveller passes beyond the Imperium and into the lawless 
  reaches beyond. Having made the perilous run through the 
  Maw, the next stop is the void colony of Footfall. This vast space 
  station is a conglomeration of structures and a den of recidivism 
  and anarchy where the laws of the Imperium do not apply. At 
  Footfall, aliens who would be shot on sight on most Imperial 
  worlds coexist with cold traders, mercenaries, slavers, and pirates. 
  An Inquisitor might hold no more power there than a beggar 
  and the only rules that apply are favour and ﬁ repower. 
  With the charting of the Maw and the establishment of 
  Footfall, the Koronus Expanse was opened up for exploitation, 
  yet for every treasure it yields a thousand lives are sacriﬁ ced upon 
  the altar of hubris and ambition. The systems closest to Footfall 
  are relatively well charted, yet the further one travels from the 
  Maw the less trustworthy the charts become. No one has ever 
  charted the full extent of the Koronus Expanse. The furthest 
  systems exist as little more than names and associated legends, 
  and beyond these lie the Rifts of Hecaton. What might lie within 
  and beyond the rifts is a mystery for a future age, for far less than 
  a tenth part of the Koronus Expanse itself has yet been charted.
  WINTERSCALE’S REALM
  Sebastian Winterscale was perhaps the most celebrated of 
  Rogue Traders to have penetrated the Koronus Expanse and 
  he set his name to a cluster of systems relatively near to the 
  Maw. Winterscale was said to be the unwanted son of one of 
  the powerful ruling houses of the distant Ophidian Sector, 
  granted a Warrant of Trade as a means of ridding his clan 
  of an inconvenient heir. The proximity of “Winterscale’s 
  Realm” to the guttering light of civilisation should not be 
  confused with safety, for the region is the ﬁ nal resting place 
  of more Rogue Traders than almost any other in the entire 
  Expanse. Its worlds are said to be the fount of all the legends 
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  of wealth ever to have been told of the Koronus Expanse, 
  where treasures abound for the taking. Some claim that an 
  entire system of paradise worlds orbits a bright, gem-like 
  star deep inside Winterscale’s Realm; worlds of stunning 
  natural beauty where priceless jewels are scattered across the 
  ground, where the oceans are pure, the air clean, and the 
  rolling lands populated by herds of docile grazers. Needless 
  to say, countless explorers have perished in the search for this 
  system, and no doubt many more will. 
  Sebastian Winterscale himself is long passed, but his 
  descendants are yet a power in the Koronus Expanse and 
  jealous of any who would despoil the region named for their 
  celebrated ancestor. Chief amongst these is the redoubtable 
  Calligos, who constantly demonstrates his willingness to 
  ﬁ ght those who threaten his dominance—whether they ﬁ ght 
  under the Star of Chaos or the Aquila. 
  THE EGARIAN DOMINION
  Deep within Winterscale’s Realm is to be found a cluster of four 
  systems known as the Egarian Dominion, each star of a similar 
  type and orbited by worlds long cast to extinction by some 
  cataclysm of stellar proportions. These arid, windswept planets 
  were once the abode of the long dead Egarians, the only trace of 
  the species’ existence the cyclopean Maze Cities left behind in the 
  blasted wastes. Precious little of the Egarians remain and they are 
  the subject of numerous dark legends. Some claim the Egarians 
  were corrupted by a species so fell that only a handful within 
  the Calixis Sector even know their name. These are the Yu’Vath, 
  a species of warp-worshipping aliens that occupied the Calyx 
  Expanse before the coming of the Angevin Crusade and against 
  whom the Imperium fought a long and terrible war. Perhaps, it is 
  whispered, the Egarians were corrupted by the Yu’Vath, granted 
  powers that doomed them to total extinction. Indeed, traces 
  of such a terrible fate are to be found throughout the Koronus 
  Expanse and some claim that the Rifts of Hecaton are evidence of 
  the catastrophic devastation it wrought upon the stars themselves. 
  What power might have caused hundreds of suns to gutter and 
  die is a secret many have sold their very souls to discern.
  THE RAK’GOL
  While the Yu’Vath are thought, or at least sincerely hoped, to 
  be long extinct, their legacy is thought to be very much alive in 
  the form of the marauding Rak’Gol. A species of eight-limbed 
  aliens with an utterly insatiable appetite for wanton slaughter, the 
  Rak’Gol haunt the depths of the Koronus Expanse and represent a 
  major threat to explorers. These savage aliens cannot be reasoned 
  with and exhibit few outward signs of intelligence other than 
  the ability to construct and utilise extremely effective wargear. 
  Exactly how they traverse the void has yet to be discovered, 
  and an issue that greatly concerns many amongst the Adeptus 
  THE MAW
  The common factor linking the Calixis Sector, the Koronus Expanse, and the Jericho Reach is the warp conduit known as the 
  Maw. Initially, the Maw consisted of the route connecting the Calixis Sector to the Koronus Expanse, but in latter decades 
  it was found to be much more. Deep within the Koronus Passage, explorers discovered a huge, crescent-shaped structure of 
  utterly alien origin ﬂ oating in the deep void. Thanks to the actions of the courageous scouts, the object was found to be one 
  terminus of a Warp Gate, a stable passage through the warp with the other end and an identical object situated thousands of 
  light years away beyond the Eastern Fringe. Traversing this vast distance takes mere seconds. The passage made possible by 
  the stable route is known as the Jericho-Maw Warp Gate, and its existence is of such strategic importance that travel through it 
  is one-way for all but the most trusted  individuals. While the strategic value of being able to ship entire armies from one end 
  of the galaxy to the other is all but unsurpassable, so too is the risk of invaders attacking the Eastern Fringe penetrating into 
  the Imperium’s heartlands by way of this route. To reconquer the Jericho Reach, the Imperium has committed vast reserves of 
  troops, dispatched in secret to a warzone that scant few know is not in the Calixis Sector, but on the other side of the galaxy.
  THE 13TH STATION OF PASSAGE
  While the existence of the Jericho-Maw Warp Gate is known only to a select few within the upper echelons of the 
  Imperium’s ruling institutions, other secrets yet await within the churning passage. One such place is the legendary 13th 
  Station of Passage, a location within the Maw known only to those who walk the path to glory. Who discovered it remains 
  a mystery, though surely it must have been some mad renegade Navigator or perhaps a warp-lorn Rogue Trader whose soul 
  he had sold in return for such terrible knowledge. Some link the discovery to both the Haarlock and the Winterscale lines, 
  though no solid evidence exists for either assertion. The exact location of the station is unknowable to non-sorcerers, for it 
  takes the form of an empty region in the void several hundred kilometres in diameter. Over the centuries, this empty space 
  has come to be orbited by a dark halo of debris, countless frozen corpses from sacriﬁ ces dedicated to the Ruinous Powers.
  The 13th Station of Passage represents a point of conﬂ uence, where the raging tides of the Maw and the tendrils of the 
  Screaming Vortex meet. It is, in effect, a branch of the Koronus Passage, and the only route into and out of the Screaming 
  Vortex its denizens routinely utilise (though there are certainly others). Other routes are too dangerous for most, and the 
  13th Station of Passage is only attempted after due obeisance and sacriﬁ ce has been made, as is born witness by the halo 
  of twisted, bloodless corpses slowly orbiting it. In fact, so dense is the cloud of offerings that vessels moving into the 
  conﬂ uence to make warp jumps must push through it while the frozen bodies thud against the outer hull.
  Via the 13th Station of Passage, the denizens of the Screaming Vortex can access both the Calixis Sector and the 
  Koronus Expanse. Furthermore, they can, if they are extremely cautious, pass through the Jericho-Maw Warp Gate, 
  though most prefer secreting themselves on Imperial transports to sneak through the powerful Navy blockade.
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  Mechanicus and the Ordo Xenos. What is known of the Rak’Gol 
  is that they appear to have some connection with the Yu’Vath, 
  for they seek out and capture signs of the Yu’Vath wherever they 
  may be found. Perhaps they are seeking to uncover long lost 
  Yu’Vath weapons, or perhaps they share something of their dark, 
  warp-worshipping character. Perhaps Chaos has touched the 
  hearts of the Rak’Gol, and in their own way they are serving the 
  Ruinous Powers as surely as any Traitor Legionnaire.
  CHAOS AND THE KORONUS EXPANSE
  The Koronus Expanse is the hunting ground of many enemies of 
  the Imperium, from the barbarous Orks to bitter Imperial exiles, 
  but greatest of these voidfaring predators are the Chaos Reavers. 
  Pirates and slavers pledged to the glory of the Dark Gods, 
  Chaos Reavers prowl the warp routes, eager for the blood of 
  the foolish and the unwary. Agile and well-armed reaver vessels 
  wait in ambush amongst the outer clouds of those systems that 
  draw explorers, pouncing savagely before the prey can react. The 
  reavers cripple their targets in short order and board them before 
  repelling crews can be mustered. Once on board, the reavers 
  unleash an orgy of bloodshed as they slaughter all resistance, 
  working their way towards the bridge and the ﬁ nal confrontation 
  with the vessel’s master and his guards. Having gained control of 
  the ship, the reavers put it and its crew to a range of uses. Useful 
  vessels are captured as prizes and converted to pirate ships, while 
  the best the captured crew can hope for is a quick death. Most 
  are enslaved, to be sold into a cruel life of misery to one of the 
  petty empires to be found in the expanse. Others are slaughtered 
  in the name of the Ruinous Powers, or forced to serve in the 
  pirate hordes, or press-ganged as crew.
  Many different reaver groups prowl the Expanse. One such 
  group are the damned hosts of Iniquity, under the control of 
  Karrad Vall, the Faceless Lord. These debased brigands have, 
  as their home, a world many believe to host beneath its blasted 
  surface something utterly malign and born of the warp. 
  It is not only in the hearts of hunters and reavers that the touch 
  of the Ruinous Powers is to be found in the Koronus Expanse, 
  for like many regions of its type, the area is host to countless 
  worlds settled countless millennia ago and subsequently lost to 
  humanity. Such worlds are entirely ignorant of the greater galaxy, 
  their ancestors having lost contact with mankind long before the 
  birth of the Emperor and the rise of the Imperium. Yet, Chaos 
  lurks in the hearts of men despite the speciﬁ cs of their existence, 
  and even the most isolated colonist is not deaf to its whispers. 
  Indeed, the populations of many such worlds exist in such abject 
  misery and ignorance that the Dark Gods are their only succour. 
  Wilderness Space is strewn with worlds entirely in the thrall of 
  the Ruinous Powers, some so steeped in the power of the warp 
  that they are the hunting ground of daemons.
  For those who tread the path to glory, the Koronus Expanse 
  represents an opportunity to forge his own destiny according 
  to his own vision. He might attempt to build an empire, or 
  simply to satiate his bloodlust in endless attacks upon those who 
  would stray beyond the borders of the Imperium. Others seek 
  to uncover ancient secrets and, in so doing, gain immeasurable 
  power. These are the most dangerous, for should they ever gain 
  the power they seek they will plunge once more through the 
  Maw and visit upon the Imperium of Mankind doom that it has 
  not known in ten thousand years.
  The Jericho 
  Reach
  “Let the Emperor send forth his zealous hosts. I have my own, blessed 
  by the Lords of the Warp. Here I stand, and here they shall die!”
  – Hordemaster Ghaneth.
  I
  t is commonly held that the Imperium is so beset by 
  conﬂ ict and anarchy that there is only war, and for the 
  vast majority of the corpse-god’s subjects, this is quite 
  literally the case. No world in the Imperium is immune to 
  the touch of war, from the most isolated colony to the most 
  overpopulated hive world. Xenos slavers prey on those worlds 
  too weak to defend themselves, while billions-strong armies 
  of the Lost and the Damned pour through the Cadian Gate to 
  assault of the fortress worlds around the Eye of Terror. Those 
  not doomed to a life of servitude bound to a data-loom or a 
  cipher-lathe are instead swept up in the planet-wide raisings 
  of the Imperial Guard. Regiment after regiment is tithed and 
  shipped out to a distant warzone with no hope or expectation 
  of ever seeing their home world again.
  Although it is not always known by their planetary 
  populations, many of the Imperium’s worlds fall within 
  the boundary of a warzone. In such regions, the military 
  hierarchy of the Imperium has ultimate control, and any price 
  will be paid to stem the tide of invasion or insurrection. Entire 
  worlds can be depopulated at a single command, and turned 
  into vast, planetary-scale bastions, weapons testing grounds 
  or training facilities. A planet’s entire industrial capacity 
  might be ordered to be turned over to the production of war 
  materiel, perhaps even billions upon billions  of examples of 
  a single item such as lasgun power packs or ﬂ ak vests. Other 
  worlds might be allowed to fall to invasion, their populations 
  slaughtered by savage invaders so that the Imperium can 
  launch a more effective counter-attack at some later time of its 
  own choosing. The High Lords Militant care not that billions 
  should perish as they sip vintage amesec while pouring over 
  strategium holos representing entire sectors.
  There exist a great many different types of warzone, from 
  those ﬁ ghting a desperate defence against overwhelming odds, 
  to those engulfed in bitterly fought civil war. Perhaps the 
  most all-encompassing type of war, however, is the Crusade, 
  a vast undertaking in which uncounted armies and ﬂ eets go 
  forth into the void to capture, or recapture, enormous swathes 
  of the galaxy in the name of the Emperor. 
  The Achilus Crusade is one such war of conquest, launched 
  in 777.M41 to reclaim a region of space long thought lost 
  to the Imperium—the Jericho Reach. Centred on the old 
  Jericho Sector, the region was lost to roiling Warp Storms and 
  slipped from the Imperium’s control millennia ago, but with 
  the discovery of the Jericho-Maw warp passage, re-conquest 
  became possible and the Achilus Crusade was launched.
  The Jericho Reach is a region consumed by total war. The 
  Imperium’s vast armies are engaged on three fronts and the 
  bold words of those who preached the crusade have long 
  turned to ashes in their mouths as each front has ground to 
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  a halt against a different enemy, all of which offer far greater 
  resistance than any ever expected. The northernmost portion 
  of the warzone is the Orpheus Salient, which is engaged in 
  a desperate effort to hold back the alien bio-vessels of the 
  Tyranid Hive Fleet Dagon. The southernmost area is the Canis 
  Salient, where a grinding war of attrition is being fought 
  against the expansionist Tau. In the centre is the greatest of 
  the three—the Acheros Salient, where billions of warriors are 
  committed to an effort to rid the central area of the Jericho 
  Reach of the servants of Chaos.
  THE ACHEROS SALIENT
  The Acheros Salient was launched with the intention of 
  clearing out the main opposition to the conquest of the Jericho 
  Reach—the numerous worlds in the thrall of the Ruinous 
  Powers. When the Imperium ﬁ rst returned to the Jericho Reach, 
  its leaders expected to ﬁ nd scattered and isolated worlds with 
  populations that would welcome their liberators with open 
  arms. Needless to say, the Imperium was caught unawares when 
  this did not transpire and those populations rose up against it 
  instead. Bogged down in the central zone of the Reach, the 
  crusade was forced to commit ever-greater numbers to the 
  Herculean effort of reclaiming these worlds from the clutches 
  of those who tread the path to glory. Decades into the crusade, 
  the Imperium has made scant progress against the numerous 
  warlords opposing the Acheros Salient, though every year 
  millions of lives are cast upon the pyres of fruitless war.
  THE HADEX ANOMALY
  At the centre of the Jericho Reach lies a raging warp 
  phenomenon known as the Hadex Anomaly. Scholars, savants, 
  and madmen have striven to classify the anomaly in line with 
  others of its type, such as the Eye of Terror, the Maelstrom, 
  and the Gates of Fire, yet it continues to defy all classiﬁ cation. 
  Though clearly a warp/real space overlap like most other 
  similar events, the Hadex Anomaly exerts an exotic effect not 
  just upon the physical realm but on the temporal as well. In 
  their vain efforts to understand the anomaly, Imperial savants 
  have claimed it seems to “spew time” in to the surrounding 
  region, disrupting the ﬂ ow of events and occasionally 
  reordering them entirely.
  THE DEATHWATCH
  Throughout the long centuries during which the Jericho Reach 
  was cut off from the greater Imperium, one body remained 
  where all others had had ﬂ ed. That body was a group of 
  Space Marines drawn from the unique Chapter known as the 
  Deathwatch.  From its hidden and impregnable Watch Fortress 
  in the Erioch system, and from dozens of smaller Watch 
  Stations, the black-armoured battle-brothers, each a veteran 
  alien-hunter drawn from another Chapter, engaged in the so-
  called Long Watch. Exactly what the Deathwatch are standing 
  vigil against is unknown, perhaps even to themselves, yet they 
  have continued to enact their missions even with the coming 
  of the Achilus Crusade. Sometimes, the Deathwatch and the 
  crusade cooperate, pooling their resources to ﬁ ght their mutual 
  enemies, but just as often they appear to be pursuing entirely 
  different missions. Though the Deathwatch operate alongside 
  the alien-hunting Ordo Xenos of the Inquisition and comprise 
  Battle-Brothers highly experienced in battling the xenos, they 
  are an implacable foe of all who stand against the Imperium. 
  They undertake missions of their own devising, as well as 
  lending aid to other bodies such as the daemon-hunting Ordo 
  Malleus, the witch-hunting Ordo Hereticus, and even partook 
  of a joint operation with the ill-fated Ordo Chronos before that 
  organisation’s agents vanished.
  CHAOS AND THE JERICHO REACH
  The Jericho Reach is a region steeped in the fell energies of the 
  warp, a place where the ambitious and the bold can earn true 
  glory and power unheard of. A man could raise a millions-strong 
  army dedicated to the Ruinous Powers and lead it in person 
  against a similar number of the Emperor’s deluded lapdogs. 
  Few other regions offer such glory, for here the Imperium is 
  the aggressor, rather than the defender, and its armies are being 
  held at bay as ever-greater numbers are fed into the eternal meat 
  grinder of war. Entire planets have been transformed into blasted 
  battleﬁ elds, tattered banners bearing the fell runes of the Dark 
  Gods ﬂ uttering proudly overhead. Death stalks such places in a 
  myriad of forms and the servants of Chaos are manifold. Crazed 
  cultists bellow their praises to the roiling skies while Chaos Titans 
  make the earth tremble with their passing. The mighty Traitor 
  Legionnaires ﬁ ght side by side with renegades and mutants and 
  the most powerful of sorcerers open gateways to hell through 
  which the daemonic legions swarm. The stars around the Hadex 
  Anomaly truly belong to the Ruinous Powers and their mortal 
  servants are dedicated to holding them against any enemies. .
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  The Fall of the 
  Eldar
  “We owe the Eldar a great debt of gratitude. If it were not for their 
  voices, we could not have our choir. If it were not for their chisels, we 
  would not have our blades. Remember to thank them when you run 
  them through.”
  —Andrada, the Gore-Diva
  A
  ncient and mysterious, the Eldar are enigmatic aliens 
  who never speak openly of their terrible past. Before 
  mankind, their empire spanned the galaxy. Their 
  whims decided the fate of worlds and quenched the ﬁ ercest 
  suns. Now, they are all but extinct—the last fragments of a 
  shattered civilisation plunged into constant warfare. They 
  have been reduced to a scattered and nomadic race, as those 
  who had retained enough sanity to ﬂ ee before the Fall did 
  so on mighty vessels called Craftworlds. It is on these world-
  ships that the last remnants of the Eldar civilisation drift 
  amongst the stars.
  The Eldar will not describe their downfall to any member of a 
  “lesser race,” but much of the story can be gleaned from fragmented 
  sources. The Eldar succumbed to extremes of experience, their 
  senses so ﬁ nely attuned they perceived the heights and depths 
  of agony and ecstasy. Throughout a long period of decline, the 
  intensity of emotion generated by the Eldar’s excess began to 
  coalesce within the warp. A new power was being formed, 
  growing stronger with every indulgence. This entity dozed ﬁ tfully, 
  its dreams fed by the Eldar’s deeds. These dreams leaked back to 
  the Eldar psyche and the race plunged into further extremes.
  In time, the Eldar people sank to the lowest depths of depravity 
  and the sleeping power awoke. The Chaos god Slaanesh was 
  born and its birth cries decimated the race, drawing the spirits of 
  billions of Eldar into the warp to be consumed by the newborn 
  god. The worst destruction occurred at the heart of their galaxy-
  spanning empire, where the warp erupted into real space. An area 
  almost twenty thousand light years across was engulfed in the 
  very stuff of Chaos, known today as the Eye of Terror.  The Eye 
  is an area of warp/real space interface—a vast, open wound upon 
  the very fabric of reality constantly weeping ﬁ lth and corruption. 
  The Eye of Terror is known to be home to the darkest evils of 
  the galaxy. At the height of the Horus Heresy the Traitor Legions 
  were driven from Terra and naturally sought shelter within 
  the Realm of Chaos. Some legions claimed new home worlds, 
  moulding each to their own perverse designs. The followers of the 
  different Chaos Powers ﬁ ght one another in an eternal struggle 
  for supremacy for the resources to be found within the Eye of 
  Terror, but they are at their most deadly on the very rare occasions 
  when they cease ﬁ ghting one another and turn their attentions to 
  the material universe outside the Eye. Few have managed to unite 
  the disparate factions in this manner, but Abaddon the Despoiler, 
  once the chosen lieutenant of Horus, is such a being, moulding 
  the Traitor  Legions, mutant armies, and daemon hordes into Black 
  Crusades that pillage and destroy the sectors around the Eye.
  The Eye of Terror provides the means by which the Traitor 
  Legions terrorise the Imperium for ten thousand years, as time 
  within that impossible realm is as distorted as it is within 
  the warp itself. Ten millennia after the events of the Horus 
  Heresy, the very same traitors who ﬂ ed from the armies of the 
  Imperium still embark upon their Black Crusades.
  THE BLACK LIBRARY
  The Eldar know more of Chaos than mankind ever 
  will, and still more was lost during the Fall. A single 
  source of Eldar knowledge has remained untouched and 
  inviolate since the Fall. In a hidden location, some say 
  at the centre of the Webway—the Eldar’s network of 
  stable warp tunnels that crosses the galaxy—rests the 
  tomes, books, scrolls, and codices describing the Eldar’s 
  knowledge of the warp. The forbidden lore of the Black 
  Library describes the blandishments, inﬂ uences, forms, 
  creatures, perils, promises, and horrors of Chaos. 
  The existence of the Black Library is known to only a 
  few and entry is allowed to even fewer individuals. The 
  library defends itself against the weak and those who 
  would misuse its knowledge by refusing entry to all except 
  those who have acknowledged and tempered the Chaos 
  within themselves. The immature, who are still vulnerable 
  to the promises and seductions of Chaos, ﬁ nd that they 
  are unable to pass through its gateway. As a result, only 
  the Solitaires of the Eldar Harlequin troupes are allowed 
  to come and go freely, although some say that a human, 
  perhaps an Inquisitor, has also been allowed to do so.
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  The Screaming 
  Vortex
  “Listen! Listen, don’t you hear? They sing to us, such a sad lament…”
  —Last recorded words of the Navigator Sol Burgundus.
  T
  he Screaming Vortex is one of the zones within the 
  region known as the Great Warp Storms. It takes the form 
  of a vast, seething cauldron of empyreal energies which, 
  while not as large, are every bit as intense as those spewing 
  forth from the Eye of Terror, the Maelstrom, or any other 
  such warp/real space overlap. As a warp storm, the Screaming 
  Vortex is a region of space beset by the unreal forces of the 
  warp, where the thin skein between reality and that impossible 
  dimension has been torn viciously asunder. A volume of space 
  far larger than the average Imperial sector is to all intents and 
  purposes cut adrift from the physical universe, the laws of 
  nature no longer applying within. Beyond the boundaries of 
  the Screaming Vortex, the Ruinous Powers hold sway and for a 
  mortal to even contemplate crossing into its weirdling energies 
  is insanity of the very worst kind. The interior of the Vortex 
  cannot be described in terms that even the greatest mortal mind 
  could comprehend, and so descriptions are largely limited to 
  the worlds on its verges and, when describing those places 
  further in, to allegory and myth. 
  The Screaming Vortex is so named because the ebb and 
  ﬂ ow of its tides are accompanied by a concomitant wailing, 
  audible to psykers and sorcerers. The most gifted of psykers 
  can hear the ceaseless, discordant wailing that emanates from 
  the Vortex from dozens, sometimes hundreds, of light years 
  away, their dreams haunted by once beautiful faces turned 
  ashen by fear and shrill, plaintive screams for mercy. The 
  closer those gifted of the psyker’s arts travel to the Vortex, 
  the louder and more desperate the screaming becomes. Soon, 
  it is not only in his dreams but in his every waking hour that 
  the psyker hears the wailing, and most are driven to the very 
  brink of sanity by the experience. On occasion, such as when 
  the tides of the gibbous storm wax, the screams are so loud 
  that even those born without the power of the psyker can 
  hear them, scratching at the edge of their sanity and seeming 
  to beg them for a mercy that none have the power to grant.
  THE BIRTH OF THE 
  SCREAMING VORTEX
  The Screaming Vortex has existed in its present form for at least 
  ten thousand years, though the use of the standard measure is of 
  little relevance to such a region. Some places within its borders 
  appear to have existed in their eternal torment since the very 
  beginning of time, while others have endured aeons of pain in 
  what to an outside witness might appear only the blink of an 
  eye. Despite the difﬁ culty in quantifying such a phenomena, some 
  accounts of its beginnings do, in fact, exist. No single, deﬁ nitive 
  record describes the entire truth, and such accounts range from 
  the jealously guarded heirloom data-dumps of the very oldest 
  Navigator Houses to the mad gibberings of warp-touched hell-
  seers. Given the nature of these scattered sources, there is scant 
  chance of any one scholar ever collating them into something 
  resembling even a portion of the truth, unless some very highly 
  placed agent of the Inquisition were to turn to the path to glory. 
  What follows then is but one possible account, of one possible 
  truth. Those who believe such accounts are to be pitied, for their 
  souls are already lost to the dread powers of Chaos.
  The zone now known as the Screaming Vortex was once, 
  so one tale recounts, a bountiful region strewn with paradise 
  worlds. These realms were so perfect in form and placement 
  that they could only have been created by the deliberate will 
  of beings as powerful as gods, perhaps as havens for the Eldar 
  and the other beatiﬁ c child-species that dwelled there. For 
  aeons, the Eldar and others existed in a state of perfection 
  and glory, at one with their creators and all of the dimensions 
  of this universe and others. Then came what some called a 
  plague and others a war, but may have been both at once. The 
  perfect worlds were scoured and, while the creator-beings 
  that had wrought them battled valiantly to protect them, all 
  were lost. Those few that survived the war that had destroyed 
  their heaven knew misery and deprivation.
  It is said that most of the survivors left in a great exodus, each 
  of the species dispersing to a different corner of the galaxy. In 
  time, they would forget the place of their birth and war upon 
  one another until barely one one- hundredth of their number 
  remained, all others slain by the hands of those with whom 
  they had once shared heaven. But some Eldar stayed behind, 
  resolved to rebuild their paradise by their own hands, though 
  their creators had long ago disappeared from the galaxy.
  How long the survivors toiled to rebuild their heaven-worlds 
  cannot be measured by any constant of the physical universe. 
  Generation after generation gave their all in their labours, that 
  children they would never know might one day dwell in heaven. 
  Eventually, so it is told, these ancients stood ready to place the 
  last stone, resplendent on the very brink of eternity.
  Then the universe descended into a new hell, one that was 
  an order  of magnitude worse than the plague that had cast 
  down the Heaven-worlds. The galaxy-spanning civilisation 
  of the Eldar fell and, in a single moment, Slaanesh, the Dark 
  Prince of Chaos, was born. The new god’s birthing-cries 
  resounded throughout eternity, and civilisations the universe 
  over were cast down. The warp erupted as it never had 
  before and the homeworlds of the Eldar were consumed. The 
  epicentre of this cataclysm was the Eye of Terror, a seething 
  warp storm of immense proportions occupying the former 
  realms of the Eldar. Other worlds were consumed as well and 
  other warp storms sprung into being around them.
  At the very instant of heaven’s reconstitution, the entire 
  region was consumed in a seething cauldron of Chaos. The warp 
  erupted into the material universe, creating a wholly unnatural 
  storm as the stuff of reality and anti-reality ﬂ owed together. 
  Those who had laboured to rebuild their heaven were obliterated 
  body and soul, yet something of them remained, and would do 
  so for all eternity. The cries of anguish they voiced at the very 
  instant of their destruction would echo through the storm for all 
  of eternity, cries born of unbounded torment at seeing all their 
  works cast down by the sins of the greater Eldar civilisation.
  Thus was born the Screaming Vortex. The storms 
  unleashed at the moment of the Fall of the Eldar rage as 
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  ARBUTHNOT
  Q’SAL
  GHIBELLINE
  GUELPH
  POTENTIAL LOCATION 
  OF THE WRECK OF 
  THE KASSERKRATCH
  SPATIAL ANOMALY 
  IDENTIFIED: 
  HARROWED SPACE
  DWIMMER
  BERIN AND ASPHODEL
  MIRE
  MAMON
  FURIA
  CRUCIBLE
  CRUCIBLE
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  THE ASCENDANT 
  THE ASCENDANT 
  SPIRAL
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  THE GATES OF 
  MOMENT
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  THE LOST GATE
  KYMERUS
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  PYURULTIDE
  EXILE
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  ETERNITY
  OBREX
  
  THE 13TH STATION 
  OF PASSAGE
  HINDRANCE
  XURUNT
  STURM AND DRANG
  THE HOLLOWS
  SACGRAVE
  GULLET
  MESSIA
  LOCATION OF 
  FORBIDDEN PORTAL
  THE RAGGED HELIX
  APHEXIS
  MELANCHOLIA
  THE FLAMING TOMB
  SPATIAL ANOMALY 
  IDENTIFIED: THE 
  CAT’S CRADLE
  THE RAGGED HELIX
  REALSPACE ANOMALY 
  IDENTIFIED: ANATHEMA
  DREAD KORVASKA
  WAR-MOONS OF 
  TALAX
  WAR-MOONS OF 
  REALSPACE ANOMALY 
  SADARIX 
  PILLARS OF 
  ETERNITY
  SCOURED LANDS
  
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  wildly as ever, and the cries of those lost within resound just 
  as loudly. Though the souls of the lost are gone forever, their 
  bitter lament continues, an eternal warning of the fell power 
  of the Primordial Annihilator and its unbounded potential to 
  destroy all that is, or could one day be, good in the world.
  Of the interior of the Screaming Vortex, the adepts and 
  savants of the Imperium know next to nothing, except 
  perhaps that which they discount as the ranting of madmen 
  and heretics. To date, many of the warlords of the Screaming 
  Vortex have concerned themselves with their eternal struggle 
  for supremacy over the worlds entrapped within its boiling 
  storms. Yet, there are those within who seek to inﬁ ltrate 
  humanity for their own ends, just as there are those without 
  who seek a way into the Vortex and to harbour its unknowable 
  energies. It is only a matter of time before a warlord gains 
  such power as to unite his fractious peers and lead them in 
  a Black Crusade against the domains of the hated Emperor. 
  This may be all it takes to make the Screaming Vortex as 
  feared a place as the Eye of Terror, and the name of that 
  warlord as dreaded as that of Abbadon the Despoiler or even 
  Warmaster Horus himself.
  THE DENIZENS OF THE 
  SCREAMING VORTEX
  The Screaming Vortex encompasses a vast region of the void, a far 
  larger area than was originally occupied by the Heaven-worlds, 
  if even the smallest part of that legend is to be taken as truth. As 
  its currents wax and wane, so other worlds have been dragged 
  into its depths and many still exist in a damned state, beyond 
  the knowledge of the Imperium. The peoples of many of these 
  worlds have never known the Emperor, their lands having been 
  sucked into the Vortex long before the coming of the Imperium.
  More importantly, the dimensions of the physical universe 
  cease to apply within the Vortex. It’s said that the outer storms 
  that form the boundaries of the Vortex are “as thin as a curtain 
  and as thick as a thousand generations,” and that is the best 
  description to be found of this region. Truly the worlds of the 
  Screaming Vortex may be so close that a Heretic can jump from 
  one to another, yet so far that such a leap may take a hundred 
  years to complete. 
  No form of uniﬁ ed government can possibly exist amongst 
  the denizens of the Vortex and, even if it could, very few 
  would ascent to be ruled in such a manner. In the Vortex, men 
  are either slave or master, for any other existence is anathema 
  to a region ruled according to the whims of Chaos. 
  THE EMPYREAL REALMS
  To the distant observer, the Screaming Vortex appears as an 
  area of roiling, lambent energies ﬂ ickering in the darkness of 
  interstellar space. The voidborn know not to look too long 
  at such things, for to do so is to invite insanity at best and 
  damnation at worst. Some say the swirling energies coalesce 
  into screaming mouths as large as entire star systems and 
  terriﬁ ed eyes open wide to implore the onlooker for mercy. 
  Commonly, vessels navigating through real space in the 
  vicinity of the Vortex and other, similar phenomena lower 
  their warp-shutters as they would in the depths of the warp 
  itself, so that none may become soul-tranced by the whirling 
  energies. Were a vessel to close upon the Vortex, it would be 
  buffeted by ever more violent tides until navigation became 
  DAEMON WORLDS
  Daemon Worlds were once planets created and ruled by the processes and laws of nature. Yet, through some cataclysmic 
  incursion, they are now entirely claimed by the warp, forming permanent islands of the Immaterium in the midst of 
  real space. A daemon can move unhindered from the warp to one of the Daemon Worlds and the four Great Powers 
  continuously compete to possess them. Armies of daemons and their living allies ﬁ ght huge and bloody battles to 
  determine which of the Chaos Powers will hold sway. These battles often last for hundreds of years, so that the 
  entire world becomes little more than a gigantic arena where the opposing forces are pitched against each other. They 
  represent the eternal conﬂ ict between the Ruinous Powers, manifested in a very real way through the deeds and drives of 
  those who would serve them. The generals of these armies are Greater Daemons and daemon princes, the latter because 
  they were once alive and understand the nature of both the material universe and the immaterial Realm of Chaos. Once 
  a daemon prince has conquered a world, he claims it as it own to rule in his patron’s name as he wishes.
  When a daemon prince takes control of his hard-won world he uses his mighty powers to reshape it to a form that pleases 
  him. Because of this, every world is different and all are equally spectacular in their own way. Some are host to oceans bubbling 
  viscera, while some are shaped into grinning skulls visible from millions of miles away. Some have landscape that could only be 
  possible in the warp, such as mountains ﬂ oating in the sky or volcanoes into which rivers of lava ﬂ ow backwards.
  The mortal population of a Daemon World serves Chaos in two equally important ways. Mortals provide the 
  manpower for the armies of Chaos, especially for the armies that invade the material universe. Mortals worship the 
  uncaring Chaos Powers and in so doing swell their presence in the warp. 
  Although the Eye of Terror seethes with almost perceptual war, not every mortal creature is necessarily harnessed to battle. 
  Only those who are brave enough to ﬁ ght their way to freedom from the slave-pits, prayer gangs, and black factories may ﬁ ght 
  in the name of Chaos and so draw power from it. The remainder serve through work and worship. Slaves are rewarded in the 
  bitter way of Chaos, learning to love the lash. They become frenzied with pleasure as they approach extremes of self-sacriﬁ ce, 
  trying to outdo their neighbours in their efforts to please their overlords. Many populations labour not in the daemonic 
  foundries, but in planet-sized prayer-hordes. Countless millions are whipped into a fervour of devotion, the warp resounding 
  to their frenzied prayers while the Ruinous Powers growing all the more powerful through their sacriﬁ ce.
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  all but impossible. At that point, the vessel would be cast 
  upon the currents of the storm and washed up wherever 
  the capricious and unknowable energies of the Immaterium 
  willed (if it was not destroyed outright). 
  The arrangement of the interior of the Screaming Vortex is 
  beyond describing in sane or rational terms and only the most 
  warp-scathed Navigator would attempt to map its depths. 
  Despite this, there are those steeped in forbidden knowledge 
  who perceive patterns and forms in the roiling depths and who 
  have come to understand something of the storm’s ways. Over 
  countless generations, insane astromancers and warp-readers have 
  come to recognise certain features and pronounced names for the 
  various regions within. The terms such men use to describe the 
  inner workings of the Screaming Vortex are as rabid blasphemy 
  to the scions of the Navigator Houses, who renounce them utterly. 
  Such terms of reference include the “ﬂ uvial disjunctions,” the 
  “antecedent counter-conﬁ gurations,” the “paradolian observances,” 
  the “atemporal conjurations,” and the “amalgam horizons.” All of 
  these features can be broadly categorised as belonging to one of 
  the three zones within the Screaming Vortex—the Gloaming 
  Worlds, the Inner Ring, and the Lower Vortex.
  THE GLOAMING WORLDS
  The Gloaming Worlds represent the outer fringe of the 
  Screaming Vortex—a shell consisting of several hundred 
  systems. Such worlds are well beyond the reach or the 
  desire of the Imperium, for they are so steeped in the 
  fell energies ﬂ owing from the Vortex that none save 
  the most insane Lord Militant would consider 
  invading them. The Gloaming Worlds hang 
  trapped in the eerie, ﬂ ickering glow of the 
  storm, as precious but ﬂ awed jewels 
  suspended in lambent amber. Those 
  few Navigators who have dared cast 
  their warp eye towards the Gloaming 
  Worlds know of those closest to the 
  Koronus Passage, yet the vast majority 
  are entirely unknown, and indeed 
  unknowable, to the Imperium.
  None can say for sure how 
  many of the Gloaming Worlds are 
  inhabited, and such is the ebb and 
  ﬂ ow of the storm that a planet 
  teeming with life on one sighting 
  may show no sign of ever having 
  harboured a single cell the next time 
  it is seen. Some are fought over by 
  insane 
  megalomaniac 
  warlords, 
  while others are avoided at all costs. 
  So unpredictable are the currents 
  of the Screaming Vortex that even 
  these outer worlds are isolated from one 
  another and few warlords have ever managed to capture 
  and control more than a handful at any one time. 
  Still more of the Gloaming Worlds exist in little 
  more than name, including cursed Arbuthnot, hated 
  Dwimmer, the bitter binary twins Sturm and Drang, murderous 
  Guelph, jealous Ghibelline, and blasted Hindrance.
  XURUNT
  Xurunt is one of the more stable and populous worlds to 
  be found in the Screaming Vortex. It takes the form of an 
  extremely large, rocky planet orbiting the star Canares in the 
  layer of seventh ﬂ uvial transgression. Despite the massive 
  size of the world, the gravity on Xurunt exists within normal 
  parameters due to its allegedly hollow core. 
  The surface of Xurunt is dominated by several great 
  landmasses separated by small seas too acidic to support any 
  but the most hardy and truculent forms of life. At some point 
  the landmasses of Xurunt were civilized; the marks of ancient 
  roadways cross the land, and faint traces of ruined cities still 
  exist in some areas. Some great cataclysm evidently overtook 
  the inhabitants of Xurunt—perhaps at the moment of being 
  drawn into the Screaming Vortex, or more likely later as 
  order broke down and terror stalked the streets. The current 
  inhabitants of Xurunt do not speak of such times and regard 
  the virtually obliterated ruins of cities with superstitious fear.
  The population of Xurunt is  made up of numerous ﬁ erce 
  nomadic tribes, the Xur, that move ceaselessly over the wide 
  prairies of the interior. In the long summer months when 
  different tribes meet, they ﬁ ght; each attempting to kill and 
  enslave the other without any thought of parley. The way 
  of the Xur is dominance and a powerful tribe can quickly 
  amass a mighty thrall-train and great herds of Xurunsh, 
  the Grox-like beast that the Xur use for mounts, 
  food, and transportation. However, a tribe too 
  overburdened with plunder soon has every other 
  tribe attempting to steal any Xurunsh and 
  slaves it can’t protect in an endless cycle 
  of conﬂ ict. 
  During the short, hard Xurunt 
  winter the nomads studiously 
  ignore one another unless 
  provoked, 
  some 
  tribes 
  withdrawing 
  to 
  fortiﬁ ed 
  camps on mesas while others 
  migrate to warmer climes 
  in the world’s equatorial 
  belt. On a few celebrated 
  occasions a warlord has 
  emerged that was known for 
  being especially formidable as 
  he would campaign through 
  the winter, being given the 
  acclamation of Sacanta or 
  “Frost Father.” 
  Xur 
  warriors 
  admire 
  ﬂ amboyant bravery in battle 
  above all else and treasure the 
  polished skulls of their enemies 
  more than gold or jewels. The 
  Xur are unruly and hard to 
  command but make for skilled 
  and fearless opponents. Xur combat 
  is fast and furious, a swift exchange of 
  missiles followed by a thunderous charge into 
  close combat. Clever warlords try to ﬁ x their opponent’s 
  attention and then catch them with an unexpected charge from 
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  The Gloaming Worlds represent the outer fringe of the 
  Screaming Vortex—a shell consisting of several hundred 
  systems. Such worlds are well beyond the reach or the 
  desire of the Imperium, for they are so steeped in the 
  fell energies ﬂ owing from the Vortex that none save 
  the most insane Lord Militant would consider 
  invading them. The Gloaming Worlds hang 
  trapped in the eerie, ﬂ ickering glow of the 
  storm, as precious but ﬂ awed jewels 
  suspended in lambent amber. Those 
  few Navigators who have dared cast 
  their warp eye towards the Gloaming 
  Worlds know of those closest to the 
  Koronus Passage, yet the vast majority 
  are entirely unknown, and indeed 
  None can say for sure how 
  many of the Gloaming Worlds are 
  inhabited, and such is the ebb and 
  ﬂ ow of the storm that a planet 
  teeming with life on one sighting 
  may show no sign of ever having 
  harboured a single cell the next time 
  it is seen. Some are fought over by 
  insane 
  megalomaniac 
  warlords, 
  while others are avoided at all costs. 
  So unpredictable are the currents 
  of the Screaming Vortex that even 
  these outer worlds are isolated from one 
  another and few warlords have ever managed to capture 
  and control more than a handful at any one time. 
  Still more of the Gloaming Worlds exist in little 
  more than name, including cursed Arbuthnot, hated 
  Dwimmer, the bitter binary twins Sturm and Drang, murderous 
  of the Xur is dominance and a powerful tribe can quickly 
  amass a mighty thrall-train and great herds of Xurunsh, 
  the Grox-like beast that the Xur use for mounts, 
  food, and transportation. However, a tribe too 
  overburdened with plunder soon has every other 
  tribe attempting to steal any Xurunsh and 
  slaves it can’t protect in an endless cycle 
  of conﬂ ict. 
  During the short, hard Xurunt 
  winter the nomads studiously 
  ignore one another unless 
  provoked, 
  some 
  tribes 
  withdrawing 
  to 
  fortiﬁ ed 
  camps on mesas while others 
  migrate to warmer climes 
  in the world’s equatorial 
  belt. On a few celebrated 
  occasions a warlord has 
  emerged that was known for 
  being especially formidable as 
  he would campaign through 
  the winter, being given the 
  acclamation of Sacanta or 
  “Frost Father.” 
  ﬂ amboyant bravery in battle 
  above all else and treasure the 
  polished skulls of their enemies 
  more than gold or jewels. The 
  Xur are unruly and hard to 
  command but make for skilled 
  and fearless opponents. Xur combat 
  is fast and furious, a swift exchange of 
  missiles followed by a thunderous charge into 
  close combat. Clever warlords try to ﬁ x their opponent’s 
  
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  ﬂ anks or rear. Such tactics are so well-worn that few Xur will 
  fall for them, the ﬁ ght devolving into a series of skirmishes as 
  the ﬂ anking forces clash. Outlanders expecting only a primitive 
  frontal charge can, and do, get caught out, however, as the 
  burned wrecks of several ships on Xurunt’s surface mutely testify. 
  In most tribes both sexes are trained to ﬁ ght from the 
  moment they are old enough to sit on a Xurunsh. They must 
  become proﬁ cient with the three-meter long lance-goad used 
  to control the hulking creature, as well as lead-weighted javelins 
  and the powerful horn recurve bows favoured by the Xur. 
  Lethal as they are in the hands of Xur warrior, all of these 
  weapons are secondary to the deadly power of the Xurunsh 
  itself, a veritable moving mountain of muscle, scale, and 
  horn. What little love Xur warriors have is reserved for their 
  mounts. Especially quick and powerful beasts are lauded and 
  pampered, bedecked with precious stones and ﬁ nely woven 
  cloth. Metal armour is more often seen worn by Xurunsh than 
  by their riders—slitted eye plates, neck and belly armour 
  being most common. Claw sheathes and impaling spikes 
  add to the Xurunsh’s already imposing proﬁ le. The most 
  renowned Xurunsh are often remembered in legend and song 
  long after their rider’s legacy has faded. 
  Across the whole of the vast surface of Xurunt only eight 
  structures remain that are greater than knee-high stumps. 
  These are huge, pot-bellied idols to a bull-headed deity the 
  Xur call Baphtar. These gigantic bronze constructions are 
  several hundreds metres tall and of unknown origin, said by 
  the tribesmen to be gifts of the gods. Each is different in 
  details, but all portray the same ﬁ gure squatting back on its 
  hooves with ﬁ sts clenched and head tipped back with jaws 
  agape as if caught in a moment of bellowing rage. By ancient 
  law, any combat that takes place within sight of one of the 
  towering idols is dedicated to Baphtar’s honour and no slaves 
  or Xurunsh are permitted to be taken alive. 
  Each winter a tribe under a mighty warlord that has waxed 
  powerful in the summer months will encamp themselves around 
  an idol of Baphtar. The very ﬁ ercest battles will occur where 
  two or more tribes arrive to claim the honour. Afterwards, in 
  a succession of long, frenzied ceremonies, the warlord makes 
  numerous sacriﬁ ces and dedicates his victories to Baphtar’s 
  name. Ritual combats occur between the tribes’ warriors and 
  adolescents are tested most stringently at this time. To become 
  an adult within Baphtar’s sight is felt to be an especially 
  portentous sign and is marked with branding of the celebrants. 
  Any show of weakness is met with immediate bloodshed to 
  expunge the sin before Baphtar becomes wrathful.
  By the arrival of spring the tribes that return from the idols 
  can be reduced to just a handful of warriors. The Xur fear 
  these ‘chosen of Baphtar’ for their battle fury and the legends 
  that tell of chosen returning armed weapons of lightning 
  or unstoppable brazen Xurunsh that neither ate nor drank. 
  According to Xur myth the most worthy warriors are carried 
  up by Baphtar himself to join his iron hosts and ﬁ ght in the 
  Long War. Often no one at all returns from an idol, and each 
  is surrounded by a parched white plain made of the skulls of 
  the unworthy supplicants. 
  The Xur have few metal working skills and hold labours like 
  mining in contempt as a task ﬁ t only for slaves. The main source of 
  their worked metal comes from hunting the great clanking creatures 
  they call Onir, or dragons. The Onir burrow up periodically from 
  beneath the surface of Xurunt, huge multi-limbed metal beasts 
  covered in wheels and rods that are more reminiscent of crabs 
  than reptiles. The Xur have learned how to hunt the lumbering 
  constructs by vaulting on their backs and blinding them, a daring 
  feat that wins high renown among the tribes for the survivors. 
  The Onir retaliate with gouts of ﬂ ames and rotating blades 
  but can seldom escape the tribesmen for long; once immobilised 
  the great beast is stripped to its gleaming metal skeleton. Hull 
  plates are beaten into blades and Xurunsh armour, rods are 
  reshaped into lance-goads, wires made into halters, lariats, and 
  garrottes. Every part of the Onir is used, with even the bones 
  being dragged away by teams of Xurunsh to be incorporated 
  in the tribe’s winter camp. The Xur understand that Onir are 
  not real creatures and maintain that they are made by beings 
  that live in the hollow center of their world that they call 
  Svartlings—a troglodytic race, possible the mutated survivors 
  of the ﬁ rst city-builders or some other strange beings deposited 
  on Xurunt by the caprices of the Screaming Vortex.
  Most Xur view Svartlings with fear and mistrust but some 
  among their number are said to have dealings with them by 
  going deep beneath the earth into caves or ﬁ ssures. Such 
  Xur risk becoming sorcerers and outcasts in the eyes of their 
  fellows if they are discovered, although the magical gifts to 
  be won have tempted many. A Xur sorcerer is said to predict 
  the weather and speak over limitless distances, summon 
  lightning, and blind their enemies with a gesture.
  Q’SAL
  At the juncture of the sixth and seventh anteciduals of the 
  Screaming Vortex, a particularly persistent whorl of warp energy 
  surrounds the sorcerer’s world of Q’sal. Here the sorcerer-
  technocrats of the cities of Tarnor, Velklir and Surgub have held 
  sway for over eight hundred centuries by their own reckoning, 
  an almost inconceivable timespan in realspace terms. The high 
  loremasters of Velklir maintain that Q’sal lay at the heart of the 
  Screaming Vortex in the earliest days of is formation, but has 
  gradually moved from the centre towards the periphery, the 
  scrollwardens of Surgub counter that they have irrefutable proof 
  that Q’sal began at the periphery and is moving to the center. 
  The archivist-savants of Tarnor can add their weight to neither 
  view,  having been struck mute by decree of the arch qaestor of 
  Tarnor for a period of not less than two centuries in censure for 
  their outrageous utterances. So it goes on Q’sal.
  Q’sal is a rich and prosperous world that would seem familiar 
  to the inhabitant of a civilized world of the Imperium. The clean 
  lines of its glass-towered cities overlook plains covered with well-
  tended agriculture, its air is alive with the movement of ﬂ ying 
  craft. In space, a docking ring and shipyards work constantly 
  and a variety of sleek-hulled vessels can be found moored there. 
  On closer inspection, all of this seemingly ordinary activity 
  reeks of the most potent warp-spawned sorcery; everything 
  from daemon-forged engines to voidships powered by rune-
  inscribed menhirs. Spells and cantrips are implicit in every kind 
  of technology in an arcane fusion of magic and science.
  A great many peculiarities append to the inhabitants of each 
  of the three cities, but as a rule the people of Q’sal appear to 
  be handsomely featured humans, neither young nor old, and 
  with children and the inﬁ rm never to be seen. They treat all 
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  outworlders with disdain and, for the most part, view them 
  as errant slaves to be taken in hand as necessary. On occasion, 
  machinations between the three cities lead one or more of them 
  to open up trade with outworlders for an extended period of 
  time—or to just as abruptly cease it. When trade is underway, 
  the soulforges of Q’sal work day and night while demented 
  choirs of captive daemons pipe spells of alteration and change. 
  The sorceror-technocrats will trade for only one thing—
  souls, living in the form of slaves or already captive in traps or 
  stones. When available, the weapons and ships of Q’sal fetch 
  astronomical prices and are easily recognised by their sinuous 
  curves and deadly efﬁ ciency. The dark tales that cling to the 
  artefacts of Q’sal do little to dissuade eager warlords and pirate 
  kings, even though by some twist of fate they often lead to the 
  meteoric rise and then fall of their owners.  
  The three cities of Q’sal are highly distinct from one another 
  and frequently at war, covert or overt, over a variety of imaginary 
  slights and antiquated territorial claims. Full war between the 
  cities has not been visited upon Q’sal in several centuries for fear 
  of the great terrors unleashed. In past times, ﬂ eets of sorcerous 
  ﬂ oating silver towers attended by squadrons of ﬂ ying warlocks 
  ravaged the landscape while legions of unleashed daemons 
  fought to mutually assured destruction in an orgy of violence. 
  A number of locations on the surface still bear the scars of such 
  conﬂ ict, places where reality is worn thin and daemons are held 
  in check only with the most stringent pacts and wards. 
  Some hold that the three current cities are only the survivors 
  of an original nine, the remainder destroyed in internecine 
  wars before the current reckoning of time began on Q’sal. A 
  fragile peace has emerged with the three factions, carefully 
  balanced by pacts stating that overt hostility by one of their 
  number will be met forcefully by the other two together. The 
  sorcerer-technocrats still ﬁ nd loopholes and exceptions in 
  plenty to prosecute their schemes, but reality-cracking magics 
  are kept in check.
  The city of Surgub is built on an island in the bay of the great 
  river Crelix and claims to be the oldest settlement of Q’sal—a 
  claim hotly refuted by Tarnor and Velklir. Surgub is ruled over 
  by fourteen Factors with palaces in the highest steeples of the 
  city. They meet in a strict pattern according to lunar phases. 
  By their decree, any action that might distract them from their 
  deliberations at such times is punishable by death, banishment, 
  or reward according to their whimsy-a decision ordinarily 
  made according to the manner of business they were attending 
  to. In the past, infractions have been recorded for a multitude 
  of activities including whistling, not whistling, riotous public 
  assembly, incontinent verbosity, unwelcome eruptions, and snark.
  The measure of a Sorcerer’s worth in Surgub is determined 
  by the height of his tower, a law that has caused the city to grow 
  vertically into a crown of crystalline spikes many kilometers high. 
  The highest ranked sorcerers seldom descend from the heights, 
  living out their lives in the clouds far beyond the grip of common 
  mire beneath. The sorcerers of Surgub often weave warp-
  enchantments to levitate them several inches above the ground 
  when they must go abroad, in keeping with a belief of their city 
  that a sorcerer setting foot upon the earth loses his powers.
  The city of Velklir lies at the southern extremities of a chain 
  of mountains far to the north. Velklir is ruled over by a tyrant 
  elected every forty-nine years and, by tradition, the features 
  of past tyrants are carved into the rocks surrounding Velklir. 
  Over the centuries this practice has covered the ﬂ anks of the 
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  A number of locations on the surface still bear the scars of such 
  conﬂ ict, places where reality is worn thin and daemons are held 
  conﬂ ict, places where reality is worn thin and daemons are held 
  in check only with the most stringent pacts and wards. 
  in check only with the most stringent pacts and wards. 
  Some hold that the three current cities are only the survivors 
  Some hold that the three current cities are only the survivors 
  of an original nine, the remainder destroyed in internecine 
  of an original nine, the remainder destroyed in internecine 
  wars before the current reckoning of time began on Q’sal. A 
  wars before the current reckoning of time began on Q’sal. A 
  fragile peace has emerged with the three factions, carefully 
  fragile peace has emerged with the three factions, carefully 
  that a sorcerer setting foot upon the earth loses his powers.
  The city of Velklir lies at the southern extremities of a chain 
  of mountains far to the north. Velklir is ruled over by a tyrant 
  elected every forty-nine years and, by tradition, the features 
  of past tyrants are carved into the rocks surrounding Velklir. 
  Over the centuries this practice has covered the ﬂ anks of the 
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  Harrowed Space
  Beneath the second fluvial transgression of the Screaming Vortex a thick ribbon of warp-flow marks the location known as 
  Harrowed Space. Legends say that the gods at play once grew frustrated with the confines of their pitch and flung a world 
  out of the Vortex to make more space, dragging a gouge in the swirling currents of the warp that persists to this day. The high 
  witch-scryers of Velklir on Q’sal maintain that such talk is nonsense and that their calculations clearly indicate the existence of an 
  entity at Giant’s Stride. They believe that the anomaly is created by the slow pulse of the sleeping power they call Mystolarampharr 
  the Cardinal of Lost Hours. Certainly the normal psychic screaming of the Vortex dulls to a dull, regular throb in the vicinity of 
  Harrowed Space, a pulse that grows more powerful the closer a ship comes to the anomaly itself.
  In realspace Harrowed Space is seen as a bruise-coloured nebula shot through with gossamer thin veils of exotic matter ejected from 
  transient warp rifts that plague the region. Strange entities flit between these  rents in reality, gremlin-like sprites that try to lure ships 
  to destruction with false signals and distress calls. The Giant’s Stride is tumultuous and highly dangerous region to enter, with 
  unpredictable crosscurrents and warp eddies always on hand to sweep an unwary vessel into the inescapable clutches of the Vortex. 
  A brave and determined captain armed with the correct star charts or the benefits of daemonic patronage might pass through these 
  dangers to find the true entrance to the warp flow at Harrowed Space. Navigating successfully through this fast-moving cataract 
  of energy can shrink a travel time of months or weeks down to days or even hours. Areas of the Screaming Vortex that would be 
  completely impossible to reach otherwise can be reached via Harrowed Space for those with the courage to risk passage. Some whisper that 
  at the right junctures it is even possible to slingshot through the flow and escape the Vortex completely. The pirate-seeress Zegule 
  the Red is said to have led a fleet of ships through Harrowed Space to raid realspace on three separate occasions before suddenly 
  vanishing without trace after an argument with her pact-bound daemonic guide.
  Despite the potential rewards only the most desperate or overconfident slavers, pirates and smugglers will steer via Harrowed 
  Space regularly. Many ships that make the attempt come to grief in its clutches and the region is littered with their wrecked 
  hulks cast out of the tides of the warp for an hour, a day or a year. Swarms of scavengers are drawn the edges of the region to 
  plunder the lost ships as they are often fat with goods from distant worlds. All too often the scavengers become victims themselves, 
  their ramshackle ships caught in the vicious undertow and dragged to their doom.
  
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  mountains with hundreds of stern, hollow-eyed patrician faces, 
  giving Velklir its more common name of “The City of Faces.” 
  Velklir’s towers are squat, round-bodied structures of green 
  glass often broader than they are tall. 
  Velklir’s sorcerers show a great passion for astronomy and 
  the tops of many of the towers are given to arcane observatories 
  and gigantic astrolabes. The astronomer-scientists of Velklir 
  strive to carefully track every heavenly movement and astral 
  conjunction in the Screaming Vortex. They obsessively make 
  complex calculations, plot horoscopes, and predict the ﬂ ux 
  of the warp to discover the most auspicious periods for their 
  undertakings. It’s said that a sorcerer from Velklir can guide 
  a vessel through the Immaterium with astounding accuracy, 
  rivalling even the mutant Navigators of the Imperium, and that 
  the greatest warbands repay Velklir for their assistance with a 
  great tithe of souls. Even a Velklir star-chart is a great aid. 
  The city of Tarnor occupies a region of irrigated desert west of 
  Velklir. Seen from afar it appears as a mass of domes and spheres 
  tinted a thousand scintillating colours; whorls of amber, vermillion, 
  carmine shot through with bubbles of cobalt, puce, lavender, and 
  sienna. The sight of Tarnor gleaming beneath the desert sun can 
  strike the unprotected blind. At sunset, the innumerable hues of 
  cityscape merge to make colours unnamed in ordinary reality. The 
  shadows cast are not those of Tarnor, but other cities in other times 
  and places, making a grotesque shadowplay of the future. 
  The sorcerers of Tarnor wear a variety of placid-seeming 
  masks whenever in public, changing them several times daily in 
  correspondence to chimes rung throughout the city. The spoken 
  word is frowned upon and a complex system of ritualized gestures 
  is used to undertake most transactions. A visitor that abides by 
  THE ISLANDS OF THE 
  RAGGED HELIX
  At the very edge of the Gloaming Worlds, where 
  reality bleeds away on the approach to the Inner Ring, 
  is to be found a region known as the Ragged Helix. 
  Entrapped within the impossible energies that mark the 
  convergence of the two regions is what appears to be a 
  chain of asteroids many millions of miles in length. Each 
  asteroid has its own atmosphere—some breathable, 
  others instantly deadly. Each rock, which can vary in 
  size from a planetoid to a tiny island, is linked to the 
  next by an invisible  anchor and a tendril of atmosphere, 
  allowing mortals to step from one to the next. While 
  some of these wild islands of rock are mere metres apart, 
  others are many miles, forcing travellers to cross unseen 
  bridges through the void, never quite knowing what 
  might await them on the next island.
  The larger of the islands of the Ragged Helix are 
  fought over bitterly, and many host mighty fortresses. 
  A number have been turned over to the production of 
  weapons and warships, attended by the fell minions of 
  the Dark Mechanicus. These islands are an awesome 
  sight indeed, mighty ships of war tethered to the slowly 
  dancing rock islands in preparation for battle against 
  their masters’ foes, or the servants of the corpse-god 
  of the Imperium.
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  these strictures will ﬁ nd themselves feasted and entertained in 
  great style by their silent hosts, though cautionary stories abound 
  of guests causing offense by exclamations of delight. 
  Part of the Tarnor sorcerers’ obsessive silence extends 
  from their bizarre love of music. It is said that a sorcerer of 
  Tarnor can’t pass music being played without stopping to 
  listen and that they will bestow amazing gifts on those that 
  bring them a new kind of instrument or an unheard tune. 
  By night, the curving streets of Tarnor echo with the weird 
  strains of otherworldly melodies and alien harmonies. The 
  mad profusion of instruments achieves a dissonance that can 
  at times overwhelm the senses and blast the ears, or at others 
  transport the soul on sublime breezes to a place of paradise. 
  BERIN AND ASPHODEL
  The worlds of Berin and Asphodel orbit the poisonous star 
  Velaj on the very fringes of ninth ﬂ uvial interstial. Both are 
  comparatively new additions to the Vortex having been 
  drawn inside it only a few centuries ago. Both worlds were 
  ravaged utterly in the process and long since reverted to 
  wild barbarism of the worst kind. Where these worlds were 
  plucked from is impossible to say. They may have once lain at 
  fringes of the Screaming Vortex and  were absorbed in a slow 
  expansion of its extent, or they may have been drawn into a 
  vagrant funnel from just about anywhere in the galaxy. 
  The current inhabitants of Berin and Asphodel certainly 
  keep no records of the times before their arrival in the 
  Screaming Vortex. Two xenos species have risen to complete 
  dominance on the planets; innumerable clans of Feral 
  Orks infest Berin and countless Kroot Septs have overrun 
  Asphodel. Primitive warfare is endemic to both planets and 
  the inhabitants’ energies are normally fully absorbed in 
  ﬁ ghting other Clans or Septs in vicious battles for survival. 
  Most of Asphodel is a dim, swampy morass completely 
  overgrown by scum-sucking Nendya trees trailing long beards 
  of burn-moss. Throughout this noisome, twilit environment lithe 
  Kroot warriors stalk their foes, laying traps and setting ambushes. 
  The tribes live a nomadic existence, weaving temporary villages 
  in the treetops as they move from place to place. Horrid 
  cannibalistic feasts take place before leaping ﬁ res and the night 
  air is always alive with the angry grumble of distant drums. 
  The Kroot on Asphodel seem to have retained only the 
  barest vestiges of technology in any form. The most complex 
  devices they can make are primitive ﬂ intlock Kroot riﬂ es. The 
  swamps of Asphodel are rife with Krootox, Kroothounds, and 
  other, much stranger divergent branches of Kroot evolution. It 
  seems likely that the surviving Kroot are gradually devolving 
  into a completely animalistic state, and in the long term, the 
  last vestiges of their limited civilisation could disappear from 
  Asphodel completely. Only in the mountains of Lun do the 
  Kroot Master Shapers still retain the full memories of their 
  craft. These strange beings spend their lives shaping even 
  stranger progeny—great moon moths and sinuous aether 
  wurms of great size. They wait and watch the skies for the 
  return of Berin, the ﬁ ery heaven of their myths.
  The Orks of Berin dwell on a planet dominated by parched 
  deserts and pitiless dust storms. Water and metal ores are rare 
  commodities on Berin, to the point where even the Feral Ork 
  tribes are hampered by the lack of resources. The Orks themselves 
  are gnarled and tough, their green hides burned almost black by 
  the poisonous star Vejin and scoured by the relentless winds. 
  Each tribe guards its own watering hole ferociously and makes 
  constant attempts to seize others so that it can expand its 
  numbers. With typical Ork ingenuity, all manner of vehicles are 
  used to cross the waterless deserts and come to blows with one 
  another—everything from stitched-hide airships to rocket sleds. 
  Many of the tribes are notably proﬁ cient at mining the sands for 
  chemicals to make crude explosives and exhibit a love of rockets 
  that far exceeds all reason. Others tribes produce large numbers 
  of the wild psykers known as Weirdboyz capable of unleashing 
  unpredictable but deadly powers in battle.
  When one tribe does succeed in conquering another 
  and taking a second watering hole, the victorious Warboss 
  can rarely keep both places under control thanks to the 
  overweening ambitions of his underlings. The limitations 
  imposed by Berin’s harsh geography and climate make 
  building a great empire impossible. At their worst, the deadly 
  dust storms circling the planet can rage for weeks at a time and 
  reach strengths that strip an Ork to the bone in minutes. Even 
  tribal strongholds can be obliterated by the largest storms, 
  like the great permanent tempests the Orks call Ulg, Bur, and 
  Zzuk. These thousand kilometre wide circular storms sweep 
  randomly across the surface of Berin, sometimes clashing and 
  destroying all in their path. The Orks believe demons stalk 
  the hearts of these great maelstroms, tearing Orks to shreds 
  and etching their bones with curious, spiralling script. 
  On both Berin and Asphodel, only one event takes 
  precedence over the eternal cycles of blood-debt and 
  vendetta—the time when their sister-planet looms large in 
  the sky. Then every Shaper or Warboss turns their thoughts 
  to migrating to a new world. The erratic orbits of Berin and 
  Asphodel bring them within just a few million kilometres 
  of one another. From Asphodel, countless moon moths and 
  aether wurms take ﬂ ight, migrating across the void to the 
  orange ball of Berin. Heavily adapted Kroot cling to their 
  backs for the crossing, surviving the passage by burrowing 
  into their ﬂ esh to suckle like giant ticks. From Berin, swarms 
  of rockets blast skyward towards the grey circle of Asphodel 
  in reply, and huge rocks tear free from the desert sands—
  propelled aloft by gangs of chanting Weirdboys to carry 
  mobs of ecstatic warriors to battle. 
  The two streams of invaders meet and intermingle, the 
  ferocity of both sides often driving them to do battle in the 
  empty fastness between their worlds. Such battles usually 
  mean death for victor and vanquished alike, with any survivors 
  doomed to be taken by the ever-hungry void. War erupts 
  across the face of both worlds when the skies ﬁ ll with enemies 
  from the other world. Only a handful survive the crossing 
  and the subsequent (often disastrous) landfalls, but they are 
  enough to make great gains at ﬁ rst. The bravest and strongest 
  ﬁ ghters from both worlds are so busy trying to invade the 
  other that they leave their home defences woefully weak. 
  However, to date no force of invaders seems to have survived 
  long enough to be found alive in a subsequent alignment. As 
  their sister-planet wanes in the sky all of the tribes left behind 
  invariably turn against any aliens to be found on their own 
  world. In a quite exemplary display of unity, they prosecute 
  a genocidal campaign against the interlopers, only returning 
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  to the normal business of killing their own kind when every 
  invading Ork or Kroot on the planet has been destroyed.
  Pirates ﬁ nd Berin and Asphodel to be excellent recruiting 
  grounds for bands of ferocious savages. The cult of travelling 
  to the stars is so ﬁ rmly embedded in both the Kroot and 
  the Orks that they willingly serve anyone with a starship, 
  crowning the captain of any passing tramp vessel as king, 
  emperor, or god as takes their fancy. The buccaneer Clavis 
  Moreff is said have employed entire squadrons of Kroot 
  riding aether wurms in his attack on the living gardens of 
  Endhriesh and much woe came upon the Arch-horticultralist 
  thereby. The sixth Shadow-Margrave of Sacgrave had a 
  company of Orks recruited from Berin much feared for their 
  cannibalistic proclivities. Most captains limit themselves to a 
  few bravoes recruited from either Berin or Asphodel (the two 
  species ﬁ ght incessantly if placed in the same crew). They 
  make excellent ﬁ rst mates and boarding party leaders, with 
  exceptional hand-to-hand combat skills and senses honed to 
  perfection by life on their deadly homeworlds. 
  However, dealing with the natives is not entirely without 
  its risks. A few ships have found themselves overrun by over-
  enthusiastic Orks from Berin and promptly crashed into the 
  surface of their world with disastrous results. The Kroot of 
  Asphodel can be apt to assail passing vessels and try to force 
  their way aboard to demand passage from their unwilling hosts. 
  THE HOLLOWS
  Within the Screaming Vortex lies a peculiar world that could 
  not otherwise exist, taking advantage of the Vortex’s unusual 
  eddies and tides of warp matter. This world is known as the 
  Hollows, and the name aptly describes its bizarre nature—from 
  afar, the Hollows resembles a half-eaten fruit, little more than a 
  single hemisphere with a thick stem of rock extending beneath 
  it. Once, the Hollows was a relatively normal planet, but the 
  rivalry between two Dark Magi  has stripped enormous amounts 
  of the planet’s once-abundant resources until nearly half of it was 
  fully consumed by massive-scale deep core mining. The planet’s 
  molten heart cooled and congealed long ago—were it not 
  suspended in the reality-bending realm of the Screaming Vortex, 
  the Hollows would have long since broken apart into asteroids.
  On one side of the Hollows’ remaining hemisphere lies Forge 
  Castir. This is one of two Dark Mechanicus installations on the 
  planet that constructs twisted devices that are often possessed 
  by daemonic entities or are designed to manipulate warp 
  energy as both weapon and power source. The undisputed lord 
  of Forge Castir is a Dark Magos known only as the Exospectre, 
  a towering creature of slithering mechadendrites wrapped in 
  mouldering, ragged robes. Some claim that the Exospectre was 
  once a trusted Archmagos, possibly one of the near-mythical 
  Lords Dragon who police the Mechanicus from within.
  Forge Castir is ever at war with its twin, a sprawling 
  complex on the other side of the hemisphere known as Forge 
  Polix. Designed and controlled by Magos Onuris, Forge Polix 
  is a frenzied centre of heavy industry, creating ﬁ nely-crafted 
  suits of protective power armour, lumbering war engines, and 
  various voidship components that are traded to numerous 
  warbands and warp-entities alike.
  No one is certain what began the conﬂ ict between the 
  two forges, but the Hollows are constantly beset by battles 
  erupting across its remaining hemisphere. Orbital strikes, tech-
  assassins, and teeming hordes of tech-renegades are among 
  the most mundane of weapons wielded in this struggle for 
  supremacy. For the last decade, the Exospectre has held the 
  upper hand, and Magos Onuris grows ever more desperate to 
  secure a gambit that will achieve victory over his rival.
  THE WRITHING WORLD
  A number of legends surround the worlds of the Screaming 
  Vortex, many of them cautionary tales or nightmarish parables 
  of death and despair. Upon seeing the Writhing World for the 
  ﬁ rst time, there are few who would dispute that this blighted 
  planet has inspired many such dark stories.
  From orbit, the Writhing World appears as a dirty-brown orb, 
  its surface in constant subtle motion. The planet is seemingly 
  composed of huge, continent-sized tendrils of worm-like ﬂ esh, 
  perpetually slithering by small degrees in a bewildering pattern 
  that has driven many strong men to madness.
  There are no certain records of what may lie beneath the 
  ever-squirming layers of the planet’s surface, but there are 
  dozens of theories that either describe the Writhing World 
  as the birthplace of some ancient, malevolent god or the 
  battleground for an apocalyptic battle, and that the planet 
  itself is a long-forgotten weapon from that conﬂ ict.
  Regardless of these speculations, the Writhing World has 
  somehow become home to a number of scattered, feral human 
  tribes, eking out a primitive existence amongst the tendril-
  ridges and ﬂ esh-mountains. Massive, mobile organic constructs 
  called “crawling citadels” scuttle across the planet’s surface, each 
  a mighty tower controlled by a powerful sorcerer or biomancer. 
  These sorcerer-kings sometimes approach wanderers and 
  warbands with offers of safe passage across the treacherous 
  worm-wastes in return for technology or secret knowledge.
  Another minor mystery related to the Writhing World is the 
  existence of four small moons in its orbit, each verdant with 
  primitive plant and animal life forms. Although these moons are 
  uninhabited, each is claimed by one of the sorcerer-kings as his 
  private reserve, and there are many stories amongst the tribes that 
  the moons are home to the souls of the damned and the source 
  of the sorcerer-kings’ power. Between these moons lies a thick 
  chain of asteroids and a ring system. Those who ﬂ y within the 
  rings ﬁ nd that each chunk and particle is also made of worm-like 
  tendrils on a smaller scale, aping the planet they orbit.
  KURSE
  A baleful, guttering ember of a world, Kurse lurks like a canker 
  within the Screaming Vortex as a common port-of-call to many 
  warbands and Chaos pirates. Untold ages ago, Kurse was once 
  a thriving civilised world, rich in machines and lore from the 
  Dark Age of Technology. Ultimately, the world was embroiled 
  in a ﬁ restorm of savage war, where unspeakable weapons were 
  unleashed in search of a ﬁ nal victory. Thus, the world as it was 
  had been cast down, its great cities and centres of learning 
  smashed to rubble, its advanced civilisation reduced to brutality.
  Ongoing toxic chemical reactions have created seas of 
  simmering ﬁ re, and the remaining continents are marred by 
  massive irradiated pits, many of which extend down to expose 
  the planet’s molten core. The majority of Kurse’s environment 
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  is completely uninhabitable, with only a few regions spared 
  the ravages of cataclysm. The planetary population is mostly 
  composed of mutants and cannibals, surviving on the 
  remnants of their former glory, carefully hidden away before 
  the planet’s ugly fate or unearthed from the rubble afterwards.
  A ring of asteroids in near orbit have been ﬁ tted to sustain 
  life by the Dark Magi of Forge Castir, and a number of these 
  habitats serve as crude gladiatorial pits where mutants and other 
  survivors from Kurse are pitted against one another for bloody 
  sport. Warp hounds, Ogryn brutes, and other such creatures 
  are common amongst these makeshift arenas to add particular 
  spice to the contests or to serve as slaves or bodyguards.
  Kurse’s true value to the denizens of the Screaming Vortex 
  is as a breeding ground for warriors and mutants to ﬁ ll the 
  holds of Chaos pirate vessels or to serve in the armies of 
  aspiring Champions of Chaos. Occasionally, some warbands 
  make their way to Kurse in order to plunder lost archeotech 
  or ancient data-vaults from the ruins on the planet’s surface.
  MALIGNIA
  Largely dominated by thick, temperate—and tropical-forest 
  growth, Malignia appears at ﬁ rst to be a stable and welcoming 
  planet that could easily be found in nearly any region of the 
  galaxy. This appearance is a deceit, a lie to tempt and seduce the 
  unwary into the lush, green hell of Malignia’s ecosystem. Beneath 
  the treetop canopy, Malignia is a twilight maze that rarely 
  glimpses any sunlight. These forests are home to a vast variety 
  of ﬁ erce predatory life-forms, so many that they have never been 
  fully catalogued. Some of the more well-known creatures include 
  the bloated sabre-lion, the cunning shade-mauler, and the utterly 
  lethal poison of the crawling death. Malignia’s plant life is no less 
  dangerous; twisted growths of bone and ivory intertwine with 
  waist-thick vines and sword-like, iron-hard thorns.
  Many legends claim that the warlord Sikari the Vile 
  constructed a pleasure-palace on the southern continent, a 
  hunting lodge built from the bones of his enemies. If true, 
  then the warlord’s plentiful servants and wealth may abide 
  there still, defended by ancient void-shields, automated 
  defence guns, and the warlord’s coterie of concubine-witches.
  SACGRAVE 
  From realspace, Sacgrave appears to be a ﬁ st-shaped gnarl of 
  black rock barely the size of a small moon. Sacgrave’s warp-
  shadow, however, is out of all proportion to its physical presence. 
  It stands athwart the third ﬂ uvial extension where its anomalous 
  presence breaks that comparatively calm channel into the raging 
  ﬁ fth and sixth interstices. From this position Sacgrave dominates 
  a large part of the Screaming Vortex as many vessels are pushed 
  close by it as they battle the raging currents. The dense rock 
  of Sacgrave has been seared across every inch of its surface by 
  raging warp storms, leaving it black as soot and twisted into a 
  thousand fantastically faceted pillars. 
  No one knows who originally settled on Sacgrave and built 
  the ﬁ rst fortiﬁ cations there, but they are constructed on a truly 
  monumental scale. Thickly buttressed towers of basalt and onyx 
  rise across its angular landscape, crowned with jagged battlements 
  of adamantium and unbreakable crystal. In many places, the 
  towers are clustered so thickly that they interlink, forming 
  bastions and strongholds according to no logical pattern. A maze 
  of vaults and tunnels are driven deep into the rock beneath them, 
  so deep their furthest reaches have never been explored. The 
  place was clearly not made for humans: its doorways gape wide 
  enough for six men to walk abreast, its steps are knee high and 
  its lofty ceilings disappear into shadows high above. 
  Later inhabitants adapted Sacgrave to their own purposes; 
  studding the towers with weapon pits and augury systems, 
  adding landing pads and docking booms, emplacing plasma 
  furnaces and void shield generators in dark, silent vaults. For 
  centuries, a succession of robber tyrants and pirate kings held 
  sway over Sacgrave and its walls are soaked with the blood of 
  innocents. The last claimant of the fortress were the enigmatic 
  Shadow-Margraves who sought to clone a dynasty through 
  the dark arts of gene-manipulation and heretek science.
  Some reckoned the original Shadow-Margrave of Sacgrave 
  to be a renegade from the Imperium. According to different 
  tales, he was a Rogue Trader that became trapped in the Vortex, 
  or a radical Inquisitor ﬂ eeing Puritanical opposition, or a 
  rebellious nobleman avoiding Imperial justice. Others hold 
  to darker tales, that the Margrave emerged from the depths 
  of the Lower Vortex, and that he was a thing neither daemon 
  nor mortal. It is a certainty that the Shadow-Margrave ruled 
  Sacgrave with a rod of iron and extorted a heavy tithe from 
  passing ships to pay for his obsession. Over time and after a 
  great deal of bloodshed, the Shadow-Margraves succeeded in 
  bringing order to the fractious pirate clans and bending them 
  to his will. 
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  Under the Shadow-Margraves’ reign, the pirate ﬂ eets of 
  Sacgrave swelled from a handful of ships to vast armadas. 
  Bloodthirsty crews from all over the Vortex ﬂ ocked to their 
  banners for the promise of plunder and wanton slaughter they 
  offered. Their raids escalated until whole worlds were ravaged 
  by red-handed reavers, their miserable inhabitants enslaved 
  or butchered out of hand. Some whispered that the Shadow-
  Margrave had pretensions of taking over the Gloaming Worlds 
  and forging an empire, or even taking their armadas beyond 
  the Screaming Vortex to confront the Imperium itself.
  Perhaps that vow held the seeds of the Shadow-Margraves’ 
  destruction, their wishes being granted by some precocious 
  daemon lord when a ﬂ eet arrived unexpectedly in the vicinity of 
  Sacgrave. The pirates attacked without hesitation, squadrons of 
  shark-nosed raiders blasting into space to assault the ﬂ eet while 
  their heavier vessels hurriedly readied themselves for battle. 
  As the raiders closed, they were shocked to see that the 
  vessels were not  reavers. They were not even human. Instead, 
  the sweeping solar sails of an Eldar battleﬂ eet eclipsed the stars. 
  A mighty Eldar warhost of the Craftworld Kaelor and a dozen 
  corsair ﬂ eets bore down on Sacgrave. Against them, the hard-
  bitten renegades threw themselves into a ﬁ ght to the death.
  The Eldar blasted the ﬁ rst wave of pirates from the skies with 
  mercilessly accurate gunnery even as they closed to bring their 
  own weapons to bear. The darkness around Sacgrave lit with 
  the dying agonies of countless vessels, falling to the terrible 
  brightness of the Eldar macro-lasers. The immense Dragon 
  ship Un’Alash Denasal—The Fury of Dawn—led the vanguard, its 
  powerful pulsar lances burning a half-dozen raiders to cinders. 
  Finally, the larger pirate cruisers rose to engage and the battle 
  became less one-sided. The Slaughter-class cruiser Benediction 
  of Vax led the charge, its captain Indolous the Gorger directing 
  a ferocious hail of ﬁ re against the Wraithship Fate of Eternity. 
  Though his augurs were fooled by ghost-shapes, Indolous 
  simply closed until he could see the vessel with his own eyes. 
  Fiery explosions enveloped his prey, the elegant lines of the 
  Eternity crumpling and burning under a terrible bombardment.
  Indolous had little time to enjoy his victory as moments 
  later the Benediction of Vax was sliced in two by a spread of 
  torpedoes from the Shadow-class Cruiser Forgotten Twilight. 
  As the Benediction disintegrated in a violent burst of plasma, 
  the Eldar Corsairs hit the Chaos Reavers from the side, 
  pummelling their ships with salvos of torpedoes. 
  The pirate captains that escaped the battle swore afterwards 
  that it was lost in that moment, as ﬁ rst one ship then another 
  turned away to escape the infernal cauldron of ﬁ re, their great 
  armada unequal to the test of ﬁ ghting opposing warships on 
  even terms. The Eldar harried them relentlessly, releasing clouds 
  of fast-moving attack craft to chase down the ﬂ eeing ships.
  Sacgrave provided no protection for those that ﬂ ed to it. The 
  Eldar swept in to pound the fortress like the ﬁ sts of an angry 
  god. Mighty towers shuddered under the impacts of torpedoes 
  and pulsar lances until they cracked, toppled and melted into 
  lakes of slag. Elegant craft descended to the surface, disgorging 
  troupes of brightly hued warriors whose grinning masks mocked 
  those they slew. None could stand against the warrior dancers, 
  or their allies. It is said that amongst the warriors strode four 
  knights clad in silver armour. Even the most hardened Chaos 
  Reaver crumpled against the fury of their bolt-rounds, or died 
  from the reaping strikes of their swords and halberds. 
  In despair, the surviving pirates scattered in all directions as best 
  they could. The Shadow-Margraves ﬂ ed aboard their powerful 
  grand cruiser, the Kasserkratch—its capacious holds crammed 
  with looted treasure, if the legends are true. The Eldar and their 
  mysterious allies vanished as suddenly as they appeared, caring 
  not for the survivors of Sacgrave. Some wonder if their goal was 
  to see the alliance of the Shadow-Margraves split asunder, so that 
  they would be stayed from fell deeds in the distant future.
  The Shadow-Margraves of Sacgrave vanished as well, 
  though myths and rumours about them still abound. The 
  bombardment ruined Sacgrave but it did not completely 
  destroy it. Even the hellish fury of their warheads was not 
   enough to topple all of the towers or  penetrate the deepest 
  vaults. Over time, scavengers and pirates have crept back in 
  to Sacgrave to occupy the surviving towers. The scattered 
  groups lack a single strong leader and skirmish incessantly 
  as they pick through the chaotic landscape of tumbled basalt 
  walls and shattered buttresses. Persistent stories of huge 
  fortunes found buried in the rubble bring a steady inﬂ ux of 
  new hopefuls to Sacgrave, feeding a permanent community 
  of weaponsmiths and ammo merchants in the upper vaults. 
  To date no vast fortunes have been unearthed on Sacgrave, 
  although everyone knows a story about someone who really 
  knew someone who struck it rich. Less-rewarding prizes have 
  certainly been found —unstable warheads, autonomous battle 
  constructs or ravening xenos from ancient and unpleasant 
  menageries. Every single scavenger that has entered the lowest 
  accessible vaults has failed to return, prompting yet more tales 
  about how the vengeful ghost of the original Shadow-Margrave 
  is down below guarding his last and greatest treasures. Some 
  hold, rather, that the original builders of Sacgrave never left, 
  and that the reverberations of the destruction wrought above 
  have awoken them from their slumber in the deepest vaults. 
  Now they stalk through the darkness and enact unspeakable 
  punishments on any that dare to venture into their realm. 
  Whatever strange and deadly denizens lurk in the lower 
  vaults, they have failed to quell the ardour of the treasure 
  seekers and instead created a brisk trade in maps, guides, and 
  protective charms for the entrepreneurs dwelling above.
  THE ANATHEMA
  Drifting on the very edge of the Gloaming Worlds is 
  a small pinprick of icy reality called by the denizens 
  of the Screaming Vortex the Anathema. For some 
  unknowable reason, the energies that seethe and boil 
  across the Vortex do not touch this small volume of 
  space, seeming instead to ﬂ ow around and recoil from 
  it. What lies within the Anathema has never been 
  determined, but some refer to it as a region of order in 
  the midst of disorder, of hated purity amongst glorious 
  sin, or as cold silence in an ocean of roiling cacophony. 
  Some have even claimed it marks the ﬁ nal resting place 
  of a great hero of the Imperium. Whatever the truth, 
  those of the Vortex fear and hate it as much as those 
  who dwell in the material realm hate the Screaming 
  Vortex or even the Eye of Terror.
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  THE WRECK OF THE KASSERKRATCH
  The Kasserkratch was once the most feared ship in the 
  Screaming Vortex. According to myth, it was constructed 
  by the sorcerers of Sugrub. A mighty Repulsive-class Grand 
  Cruiser with powerful reactors and heavy armour in sloping 
  facets of adamantine and ceramite scores of metres thick, the 
  vessel carried a weight of armament and ordnance that could 
  reduce a continent to ruins with a single salvo.  
  Sugrub eventually lost the Kasserkratch to the Tyrant of 
  Larv in a game of regicide. To their great consternation, the 
  Tyrant used it to raid Sugrub itself, seizing a great fortune in 
  the glittering yellow diamonds. The Tyrant did not escape the 
  outraged sorcerers’ vengeance for long. He is said to have been 
  found dead inside his locked quarters aboard the Kasserkratch 
  the very next day. The tyrant’s vizier, a tall sepulchral xenos 
  called Fellhehiam, eventually took control of the vessel after 
  forty days and nights of vicious battle against usurpers and 
  traitors among his own followers. 
  Fellhehiam took the Kasserkratch on raids all across the 
  Gloaming Worlds, even striking as far as the Inner Ring. He 
  feared no warp-spawned horror and spurned the dangerous rip-
  tides of the Vortex with seeming impunity. His long and bloody 
  reign as the captain of the Kasserkratch was ended by treachery 
  when he was devoured by six of his own offspring. The leaderless 
  ship plunged on through the warp as the crew warred amongst 
  themselves to seize control of it, deluging the corridors and 
  compartments with blood and gore. No faction could emerge 
  victorious, before the vessel became caught by the whirling 
  crosscurrents of the sixth interstitial and emerged at Sacgrave. 
  In respect for the ship’s formidable reputation, the Shadow-
  Margraves forbore renaming it when they took control of the 
  vessel, and the Kasserkratch remained a part of their armada for 
  many centuries afterwards. In the fall of Sacgrave, the surviving 
  Shadow-Margraves ﬂ ed aboard the great ship and plunged into 
  the furious tides of the warp. No one knows what happened to 
  the vessel’s crew, but it is said that the wreck of the Kasserkratch 
  has reappeared several times within the Vortex, cast up for a time 
  by the howling currents before dragged back into their embrace. 
  The kilometres-long spearhead shape of its hull is unmistakeable, 
  even crushed and torn by relentless tides. A ghostly halo of debris 
  hangs about the dark hull of the Kasserkratch and its spires and 
  steeples are split by a jagged rift where the spine of the ship has 
  been broken, a crooked black grin etched across the crenellated 
  ramparts by some unthinkable force. 
  No scavenger or pirate has ever returned from boarding the 
  Kasserkratch. Some have been lost moments after setting foot 
  aboard as the doomed wreck plunged back into the warp. Others 
  have lived long enough to report back for a short time before 
  communications fell ominously silent. Their frightened whispers 
  described ﬁ nding the remains of other adventurers grotesquely 
  altered, followed by strange sounds and then only silence. The 
  curse that hangs about the wreck of the Kasserkratch seems to 
  have done nothing to dim the siren’s call of its treasures. 
  MESSIA 
  Messia is a blasted, rocky world in the outer reaches of the 
  Gloaming Worlds choked by a thick, poisonous atmosphere. The 
  brightest day on Messia is a sepia-tinted twilight when its ﬁ erce 
  white star, Xoson, burns its away through the pollutant streams 
  in the air to scorch the earth. Acid-storms and storm-force winds 
  scour the surface at regular intervals, forcing its hardy inhabitants 
  to shelter below ground for extended periods. Messia’s only 
  slight redeeming feature is that it spins very slowly, taking more 
  than a year to complete one rotation. Conditions on the cooler 
  night side offer some relief from the burning glare of Xoson. 
  On the nightside of Messia, chill mists cover a landscape that is 
  rapidly overgrown with slimes and fungi growing from hardy 
  spores lodged in the blasted rock. Larger creatures start to break 
  out of their underground burrows to take advantage of Messia’s 
  long night to hunt and procreate before ﬂ eeing back beneath the 
  rocks at the coming of the dawn.
  Two great anular cities exist on Messia; Mekonta and 
  Zanok, at the north and south poles respectively. In each 
  place half, of the city is ruined through the long Messia day 
  while its inhabitants remain in the other nighttime half of 
  the city feverishly repairing damage on the dusk edge even 
  as they are abandoning structures along the dawn edge. This 
  gives both cities a decrepit, patchwork appearance, made 
  up of conical roofs of iron plating covering rough walls of 
  acid-eaten rock. Higher sciences are long lost on Messia, but 
  the polyglot inhabitants of the cities still work with metal, 
  building engines, vehicles, and ﬁ rearms with passable skill. 
  The demand for promethium to drive their engines and heat 
  the cities during the long  Messia night forces them to send 
  frequent expeditions out into the wastes. Semi-nomadic 
  “drill-barons” take their giant rigs out into the morass on the 
  nightside or the blazing desert of the dayside. 
  Such expeditions are well armed and escorted with a variety 
  of armour-plated land cruisers and stubber-armed attack bikes. 
  In the wastes they might meet all manner of aggressive wildlife 
  from swarms of hairless mole-rats to giant acid-spitting leeches. 
  Clashes between the rival drill-barons over particularly choice 
  sumps are not uncommon. Two of the hundred-meter-long drill 
  rigs in battle is a sight to behold as they clash like prehistoric 
  beasts, monstrous drill bits rending into one another as their 
  outriders circle like dervishes. The stakes are high and the 
  ﬁ ghting desperate. The gang of a losing rig will be reduced 
  to scavenging and piracy, desperately seeking another rig to 
  capture before their own fuel runs out.
  These skirmishes pale in comparison to the danger posed 
  by Messia’s ever-present mutant hordes. Whatever catastrophe 
  originally blotted out Messia left horrifying contagions that 
  create vast populations of feral wasteland mutants. On the cool 
  night side the mutants walk slowly with a shambling gait. As 
  the night wears on, they bulk out and mutate monstrously, 
  soon banding together to hunt for blood and warm red ﬂ esh 
  to feed their unspeakable hunger. A moving rig is relatively 
  safe, crushing its way through the mindless crowds, but when 
  the rig stops to drill, the outriders must form a constantly-
  moving protective ring to keep the mutants at bay. 
  Curiously, the mutant hordes seem to be most drawn 
  towards the dawn edge of Messia and undergo a strange 
  transformation as they emerge into Xoson’s unrelenting glare. 
  Their bloated ﬂ esh hisses and sizzles as the mutants wither into 
  mummy-like scuttling things. Mutants found on the day-side 
  are fast and ferocious, capable of using weapons and planning 
  ambushes, and even of turning captured vehicles against their 
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  former owners. On the day-side, a rig is most vulnerable while 
  moving, and its escorting vehicles probe ahead constantly 
  looking for traps or deadfalls set by the devious mutants. 
  The mutants migrate constantly towards the dusk edge where 
  the fall of night drops. The day-side mutants must ﬂ ee as chilling 
  mists enwrap the land. After lying putrefying and insensible in 
  the muck for a time their withered bodies rise again and the cycle 
  continues as they begin their shufﬂ ing march towards the dawn. 
  THE TYRANT STAR
  The Tyrant Star is a baneful phenomenon that appears 
  randomly throughout the Vortex, bringing doom and 
  destruction wherever it appears. The coming of the Tyrant 
  Star signals catastrophe, its baleful appearance in the heavens 
  a dire portent to sorcerers, shamans, and spirit talkers across 
  the Gloaming Worlds. 
  The Tyrant Star may not be a true star at all, for it appears 
  as an utterly black star, eclipsing actual stars that provide light 
  to worlds, so that only their crackling corona appears around a 
  perfect eclipse. However, the star emits its own, terrible light, 
  a malevolent lambency that allows sight without illumination. 
  Under the light of the Tyrant Star, worlds are ravaged by 
  strange phenomena; time can run backwards, inanimate matter 
  may become murderously animated or the dead may rise even 
  as horriﬁ c plagues and waves of uncontrolled mutation beset 
  the survivors. Slavers and scavengers often descend on worlds 
  shattered beyond all recognition by the Devil Star’s passage.
  The reaver bands that plague the Calixis Sector tell stories 
  about how the worlds there have also been beset on occasion 
  by the Tyrant Star. They claim  some of the Imperium suspect 
  the forces of the Ruinous Powers at work in its manifestation. 
  However, no champion or warband leader within the 
  Screaming Vortex has boasted of this deed. To date, even 
  the Choir on the Mountain in Q’Sal have not discovered the 
  origins of the Tyrant Star (much less what it actually is), despite 
  many sacriﬁ ces to their masters.  
  What impels the Tyrant Star along its course is unknown. 
  Many believe the Tyrant Star to be a conscious entity, a god 
  or daemon from the Inner Vortex travelling through the 
  Gloaming Worlds. Some pray for their realm to be visited by 
  this harbinger and given the true gift of enlightenment, or 
  purgation or Chaos unleashed according to their creed. Some 
  pray for their world to be spared and sacriﬁ ce their ﬁ rst born 
  to appease the Tyrant Star when it shines black in the sky. For 
  most, the Tyrant Star is only another terror in a lifetime ﬁ lled 
  with strange and terrible occurrences, they try to eke out their 
  existence and survive its coming as best they can.
  THE CAT’S CRADLE 
  The Cat’s Cradle lies at the innermost reaches of the Gloaming 
  Worlds, a tortured region of space heavily inﬂ uenced by 
  warps, currents raging at the boundary of the Inner Ring. 
  The laws of the physical universe break down completely 
  so close to the worlds of the Inner Ring and are usurped by 
  daemonically-driven whimsy. The region is rife with worlds, 
  some orbiting stars, some drifting alone in space. Many of 
  them are illusory, others bear glittering civilisations that rise, 
  expand, and disappear like soap bubbles, and most are mired 
  in a fey, superstitious medievalism and completely unaware of 
  the existence of anything beyond their own realm. 
  Interstitial paths exist between worlds so its possible 
  to literally walk from one to another. Possibly they are 
  remnants of older paths rent from the webway in the Fall 
  of the Eldar, or perhaps more naturally occurring fractures 
  in reality that can be exploited to move from place to place. 
  Some Aethermancers have speculated that the Cat’s Cradle 
  was formed by the collision of two star systems as they were 
  drawn into the Screaming Vortex. They believe the death 
  agonies of their inhabitants mired the area in its own complex 
  set of reefs, calms and crosscurrents within the Vortex. 
  Strange, daemon-inspired enclaves of various sorts exist in 
  the cradle, moving in some unknowable pattern from place to 
  place. A few sorcerers of great power choose to make their 
  homes in the region and are greatly feared by its inhabitants. 
  Those seeking the Inner Ring must pass through the Cat’s 
  Cradle and the sorcerers try to entrap any such petitioners out 
  of sheer spite and petty malice. Unable to muster the courage 
  to seek the deeper truths of the Vortex, the sorcerers bar the 
  route to others with webs of trickery and deceit.
  THE INNER RING
  Beyond the porous, outer shell of the Gloaming Worlds is to 
  be found the zone referred to as the Inner Ring. This region of 
  the Screaming Vortex represents a wildly ﬂ uctuating warp/real 
  space overlap, the systems within it existing in a blasphemous 
  hybrid where neither the laws of the material realm nor the 
  anarchy of the warp fully hold sway. Reality in the Inner Ring 
  is a malleable thing, a hybrid medium shaped by the whim of 
  the denizens of the Empyrean, and by those few mortals with 
  the strength of will to impose their own desires upon it. 
  There are six major inhabited worlds within the Inner Ring 
  and numerous other planets; all are so beset by the raging storm 
  they are beyond the ambitions of even the most insane warlord. 
  These worlds all exist in a wild ﬂ ux. At times they become so 
  instilled with the raw power of the warp that daemons and 
  other creatures can walk upon them freely and the mad whims 
  of the Empyrean rule supreme. At other times, the warp appears 
  to recede or recoil from them, and the inhabitants experience 
  a painfully brief period of relative calm. In truth, however, the 
  tides of the warp always return, and so the worlds of the Inner 
  Ring exist in a kind of purgatory, standing on the very edge of 
  the precipice. Perhaps one day the Inner Ring will collapse and 
  the warp will claim its worlds for all eternity.
  Some say that the planets of the Inner Ring and beyond 
  were once a clutch of maiden worlds of the ancient Eldar, 
  twisted beyond all recognition at the moment of the birth of 
  Slaanesh and the creation of the Screaming Vortex. Countless 
  warp-whisperers and arcano-prognosts have lost their sanity 
  and their souls attempting to scry such things, and most with 
  an ounce of insight avoid such knowledge at all costs.
  APHEXIS
  The outer-most of the Inner Ring’s major planets, Aphexis 
  is a bleak world of grey, half-dead plains. Its skies know 
  neither day nor night, and the star around which it orbits 
  never quite rises above the horizon, no matter where on the 
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  surface the observer might be. Aphexis is inhabited by a fairly 
  large population, the people every bit as grey as their world. 
  Seemingly devoid of individual character or will, the people 
  of Aphexis lead half-lives, shufﬂ ing across the ashen plains 
  of their world and barely interacting with one another at all. 
  Many warlords have imposed their will over bleak Asphodel, 
  yet rarely found the effort worthwhile. On numerous occasions, 
  the people have been rounded up and enslaved, made to work 
  or ﬁ ght in the names of new and uncaring masters. It seems 
  the Aphexis people accept such turns of fate without comment, 
  yet have such scant regard for their own lives that they soon 
  invoke the wrath of their overseers. Those who have enslaved 
  the Aphexisians have often resorted to ﬂ ogging thousands to 
  death as an example to the rest to work harder, yet always 
  found such methods entirely unsuccessful. 
  MELANCHOLIA
  The second major orb of the Inner Ring is a windswept 
  planet beset by hailstorms and driving rains. Its peoples exist 
  in a seemingly permanent state of misery, forced by the cruel 
  whim of the denizens of the warp  to live their lives bereft of 
  even the barest necessities of life. By some unnatural law, no 
  stone may be set upon another on Melancholia, and so the 
  population may never ﬁ nd respite from the driving, freezing 
  winds that assail them every minute of their pitiful lives.
  Despite outward appearances to the contrary, the inhabitants 
  of Melancholia harbour such desires as would make the most 
  brazen of the Dark Prince’s devotees blush. Inside, they seethe 
  with lust and yearn to spill blood, yet their environs constantly 
  dampen their lust and reduce their lives to cold misery and 
  drudgery. It is said that to remove a man from Melancholia and 
  take him elsewhere is to unleash the beast he has nurtured in 
  his heart his entire life, and such men make the cruellest, most 
  bloodthirsty, and most imaginatively blasphemous champions 
  of the Ruinous Powers in all existence.
  MIRE
  Beyond Melancholia is to be found the world of Mire—a fetid, 
  clammy planet of swamps and endless plains of sucking mud. 
  The inhabitants grub about the stinking depths of the mud 
  ﬂ ats for what little sustenance they can ﬁ nd, ever encrusted 
  with layer upon layer of hard-packed ﬁ lth. So scarce are 
  sources of nutrition on Mire that when even the smallest grub 
  or root is uncovered, entire tribes go to war with one another. 
  Incoherent and barbarous, the savages brain one another with 
  precious rocks or pull one another down into the cold depths 
  where they share a hideous, mutual demise. 
  On several occasions, warlords have taken tribes of Mirens 
  away, forcing them to serve as slave-warriors in their hordes. 
  Mirens make brutally effective foot soldiers and are known 
  for their propensity to rip open the bellies of those they have 
  slain, plunging their arms inside the corpses in search of the 
  choicest meats denied them on the world of their birth.
  MAMMON
  The world of Mammon is a rubble-strewn wasteland, its surface 
  blasted by a war that has raged since the beginning of time. 
  Mammon is bereft of natural resources and its populace is divided 
  into two opposed factions, each coveting what riches the other 
  has managed to amass over the millennia. The war is fought with 
  every possible means, from blunt clubs made of the bones of the 
  fallen to arcane technologies traded from other worlds within the 
  Vortex. Yet, no rouse or stratagem has ever amounted to any gain 
  other than that measured in the lives of the fallen.
  While the peoples of Mammon are amongst the most warlike 
  and aggressive to be found anywhere in the galaxy, in outward 
  appearance they are quite the opposite. Men and women go to 
  war in the vestments of some debased clergy and bedecked with 
  the symbols of the Imperial Creed. Their leaders are at once 
  generals and demagogues, their glittering cloth of gold robes 
  ragged and bloodstained. Clearly, some cruel jest of a truly cosmic 
  scale must be at work on Mammon, for its inhabitants believe 
  themselves true servants of the God-Emperor of Humanity. They 
  offer praises to him on Terra even as they slay one another and 
  rob the bodies of anything that can be carried away. The cities of 
  Mammon are constructed of loot taken from the enemy, teetering 
  fortresses, and unsound towers of riches undreamed of forming 
  the residence of the cardinals-militant. Such places rarely stand 
  for long, however, as the eternal tides of war sweep them away. 
  FURIA
  Furia is a world of black skies above even blacker, depthless 
  oceans, the preternaturally calm waters haunted by creatures 
  that most believe to be some vile hybrid of beast and 
  daemon. The populace clings to existence on ramshackle 
  ﬂ oating shanty-skiffs made from the ﬂ otsam and jetsam of 
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  the galaxy’s countless wars. How such debris washes up 
  on Furia none can rationally explain. The people of Furia 
  are adept at fashioning everything from junker warships to 
  shelter-arks from the shells of burned out tanks and the hulls 
  of the wrecked starships that continuously bubble up from 
  the depths.
  The people of Furia exist on the knife-edge of oblivion, 
  ﬁ ghting a battle for survival against the vile daemon-
  leviathans that rise without warning from the glass-calm seas 
  to drag entire ﬂ oating towns to their deaths. Thousands of 
  sucker-clad tentacles rear up from the waters and diamond-
  sharp beaks snap and rend. Only those ﬂ oating communities 
  that have managed to salvage and repair functional ranged 
  weaponry have a chance of surviving such attacks, using 
  rusted old heavy stubbers and guttering lascannons to keep 
  the beasts at bay another day longer. 
  THE FLAMING TOMB
  Beyond Furia, the boiling energies of the storm intensify on 
  the approach to the so-called Lower Vortex. The last of the 
  major worlds of the Inner Ring encountered before reaching 
  that boundary is the Flaming Tomb, a planet of blackened 
  rock islands aﬂ oat on oceans of ﬂ aming lava. The air is ﬁ lled 
  with clouds of noxious gas so dense in places they can kill 
  with a single breath. Tsunamis of raging magma rise up to 
  swamp what little solid ground  exists and when the tides of 
  the Vortex wax and the screaming obscures all other sounds, 
  beings of solid lava are said to rise from the searing seas 
  and stalk the land, their footprints glowing orange in their 
  passing. Needless to say, life on the world known as the 
  Flaming Tomb is a brutal and often short affair. 
  The population exists as feral refugees, each determined 
  to hold on to what little territory they can win. The tribes 
  of the Flaming Tomb are aided in their ceaseless battles by a 
  caste of pyromancers able to manipulate ﬁ re in all its forms, 
  and use it as a weapon against their enemies. The most 
  powerful of these sorcerers are able to summon ﬁ restorms 
  capable of razing the lands of their foes to ashes and calling 
  blazing comets to crash down from the burning skies. The 
  services of the pyromancers of the Flaming Tomb are highly 
  valued by the warlords of the Screaming Vortex, who will 
  pay any price to have one at their side when marching to 
  war against their foes.
  THE LOWER VORTEX
  At the heart of the Screaming Vortex is to be found a region 
  that deﬁ es all logic and explanation. Those steeped in warp-
  lore refer to it as a zone of icy calm, an eye about which the 
  relentless energies of the storm ceaselessly rotate. They claim that 
  there are numerous cursed worlds located within, worlds entirely 
  consumed by the energies of the warp. The so-called Lower 
  Vortex is a zone where the raw stuff of Chaos is—if the warp-
  seers are to be trusted—so densely packed as to exist in an almost 
  solid state. In truth, mortal frames of reference cannot begin to 
  conceptualise such a phenomena, and it is doubtful that any who 
  have witnessed the place have survived to recount anything of 
  their experience. 
  Only three of the worlds locked within the depths of 
  the Lower Vortex are commonly known, though there are 
  doubtless many more. All are what the Imperium’s savants term 
  “Daemon Worlds.” They are not true planets so much as aetheric, 
  otherworldly realms, existing at once within and beyond the 
  area of real space occupied by the Screaming Vortex. They are 
  entirely subsumed within the warp, as one with the Realm of 
  Chaos, and, as such, subject to the whims of the Ruinous Powers. 
  They are constantly reshaped according to eternal battles raging 
  between the Dark Gods. One instant they may be planet-wide 
  plains of dried bones, the next oceans of putrefaction. Time 
  has no meaning whatsoever in the Lower Vortex, and even 
  the subjective perceptions of the onlooker are twisted beyond 
  all recognition. What seems a day might last an aeon, while a 
  lifetime passes in the blink of an eye. The Lower Vortex is the 
  abode of daemons and gods, and it is theirs’ to do with as they 
  please. Mortals have no place there, this side of death at least, and 
  THE FORBIDDEN PORTAL
  Upon the sides of a black and blasted mountain torn 
  from the surface of some long extinct world lies an 
  imposing gate, wrought in psychoplastic pseudo-bone 
  by the fair hands of long dead artisans and sealed 
  from within so that none may pass. Numerous are 
  the warlords who have raised millions-strong armies 
  of deluded mortals, and expended them upon that 
  unbreakable gate inﬂ icting no more than a scratch. 
  What lies beyond the gate can only be guessed at, but 
  there are tales that it periodically opens to allow the 
  passage of small troupes of warriors utterly dedicated 
  to the defeat of Chaos in all its forms.
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  woe betide he who seeks to impose his will upon its denizens.
  It is said that the boundary between the Inner Ring and the 
  Lower Vortex is guarded by a cadre of Greater Daemons, and 
  that any mortal seeking to cross over that rubicon must ﬁ nd a 
  way around them. He must face the wrath of a Bloodthirster 
  of Khorne and be tempted beyond mortal tolerance by one of 
  Slaanesh’s Keepers of Secrets. Following that, he must overcome 
  the most virulent plagues one of Nurgle’s Great Unclean Ones 
  can concoct and, ﬁ nally, resist the reality-splitting insanity of 
  one of Tzeentch’s Lords of Change. Such trials take a myriad of 
  forms, and no two are ever exactly alike. Most end in the utter 
  destruction of the intruder’s soul, but a bare few are allowed to 
  pass into the Lower Vortex and to tread the Realm of Chaos itself.
  CRUCIBLE
  The ﬁ rst of the known Daemon Worlds within the Lower 
  Vortex is known to warp-seers and heretics as Crucible, and 
  it is a realm of pain and torment beyond anything even the 
  most debased of mortals can imagine. This pain, so it is said, 
  is born of that experienced by the original denizens of the 
  Heaven-worlds at the moment their existence was ended and, 
  no matter which of the Chaos powers is in the ascendance, 
  that pain is so relentlessly intense it can never be erased. 
  The nature of Crucible depends on which of the Dark Gods 
  and their daemon legions has control over it. When Khorne is in 
  the ascendance, it is a realm of crude violence and savage anger 
  meted out on the souls of mortals who died in battle. When 
  Slaanesh rules, the violence is enacted tenderly, as a gift between 
  lovers. When Nurgle gains power over the Daemon World, the 
  entrapped souls experience an eternity of decay and rebirth. 
  When Tzeentch resides on Crucible, the pain is that of sanity 
  torn asunder as the self is lost amidst seas of madness.
  CONTRITION
  Beyond Crucible lies what many believe to be the 
  penultimate world of the Screaming Vortex: Contrition. The 
  realm exists as a daemonic city, its structure continuously 
  cast down and rebuilt as each of the Dark Gods gains and 
  looses ascendancy. Daemons are said to hold court in the 
  City of Contrition, concocting the most imaginative lies they 
  whisper into the hearts of mortals. It is said that the entire 
  daemonic metropolis resounds to the cacophonous lies of 
  its otherworldly populace, the daemons vying continuously 
  with one another to invent ever-more-preposterous schemes 
  to ensnare the souls of mankind.
  Those mortals entrapped by the daemons’ duplicity are 
  said to be dragged back to Contrition, to be imprisoned 
  within the dungeons deep in its bowels. What fate awaits 
  such entrapped souls in those grim oubliettes is beyond the 
  imagining of even the most warp-touched heretic.
  THE FROZEN HEART
  At the very centre of the Screaming Vortex lies the Daemon 
  World legend names the Frozen Heart. If Crucible and Contrition 
  are beyond mortal experience, then the Frozen Heart is entirely 
  unknown, though numerous, and often contradictory myths 
  and visions make mention of its nature. Some say it is a realm 
  populated by the shades of the most vile of traitors, once mighty 
  heroes whose souls have been blasted by their fell deeds and 
  who now exist as insubstantial and ever-fading remnants of all 
  they once were. Others say that in the Frozen Heart the eternal 
  struggle between the Dark Gods is in perfect balance, and as such 
  the warp itself is eternally motionless. Some have even claimed 
  the Frozen Heart is the graveyard of ancient gods, consecrated 
  ground upon which none but the immortal may tread. In truth, 
  all of these things and none of them may be true; and besides, 
  mortal minds could never comprehend the truth and stay sane.
  There is a legend concerning the Frozen Heart. It is said 
  that within the centre of the world is the unknowable dynamo 
  that keeps the Vortex in its perpetual raging state. It is even 
  said that if someone could master this power, they could calm 
  portions of the Vortex, allowing ﬂ eets and armies to escape its 
  grasp and burst forth to conquer and plunder. 
  The Gates of Moment
  All across the Screaming Vortex lies small irregularities, rip-tides, and eddies through which countless souls 
  have attempted to journey and subsequently been lost. A few of these are genuinely linked to other places and, 
  in the case of the Gates of Moment, other times.
  The Gates of Moment is actually a moon within the Screaming Vortex, one that orbits the worlds of the 
  Inner Ring, randomly spinning from one world’s embrace to another at a moment. It is a normally unremarkable 
  worldlet, with a harsh atmosphere and scrubland climate. However, what makes it fascinating is that this world 
  seems to exist in multiple locations at once. 
  Those wandering the surface of this world may randomly ﬁ nd themselves walking on the surface of the Gates 
  of Moment deep within the Hadex Anomaly, across the galaxy in the Jericho Reach. Those within or near the 
  Anomaly say the Gates of Moment has existed within the Anomaly for as long as they know and to walk across 
  their moonlet’s surface may pitch them into the Screaming Vortex. Some travellers also claim that they have 
  walked across the surface of the world and ended up in other parts of the galaxy, or even in other galaxies entirely. 
  Nobody knows just how many times and places the Gates of  Moment are truly linked to. 
   It is said that the worlds swallowed up by the Hadex Anomaly exist in a time frame all their own and 
  cause and effect follow no law there. Some travellers might ﬁ nd themselves visiting the ancient capital of the 
  old Jericho Sector, Verronus itself, long before its fall. Others ﬁ nd themselves ﬂ ung far into the future, into or 
  beyond the ﬁ nal battle said to await the galaxy. 
  One legend states that an obscure and secretive group of Imperial Inquisitors were consumed attempting to 
  close the Gates of Moment permanently, though most dismiss such stories as myth.
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  Those who 
  Live Within
  “Though the ground may open and devour you at any moment, that’s 
  a small price for freedom in my eyes.”
  —Cachek the Deranged of the Writhing World, now deceased. 
  T
  hough it may seem impossible to the scribes and 
  savants of the Imperium, there are those who live 
  and even thrive within the Screaming Vortex. Many 
  are the inhabitants of the aforementioned worlds and often 
  they remain trapped on their lonely sphere (particularly the 
  feral inhabitants of the many primitive worlds in the Vortex). 
  These are described with their aformentioned planets.
  However, there are also those who travel amongst the 
  worlds, who have the power or resourcefulness to journey 
  from planet to planet. Foremost amongst these are the 
  warbands that wander the Screaming Vortex.
  THE MYRIAD WARBANDS 
  OF THE VORTEX
  The warbands of the Screaming Vortex are a disparate and varied 
  bunch, ragged warriors brought together by fate or chance, 
  ﬁ ghting together to further common goals or advance their own, 
  private agendas. Just as the Vortex itself has no deﬁ ned size, there 
  is no counting the number of warbands that wander it. 
  There is no deﬁ ning a warband, no archetypical mould 
  that a warband springs from. However, there are several 
  similar characteristics. Warbands are often small, ranging 
  from several to several dozen members. Though a warband 
  could easily become larger, this has seldom happened in the 
  Screaming Vortex of late. This is  because most warbands are 
  brought together because the members share similar goals or 
  ambitions, or see the warband as a chance to further their own 
  goals. Such individuals are often prideful and independent. 
  When their goals are met, the warband may well splinter and 
  fracture, its members leaving according to their whims. 
  Just as the warbands of the Screaming Vortex are inﬁ nitely 
  varied, so are those who join them. Beyond their shared status 
  as outcasts and renegades from the Imperium, the members 
  may be anyone from a powerful Chaos Space Marine of one 
  of the Traitor Legions to a feral chieftain of a barbarian planet. 
  However, the one trait they all share is that they are exceedingly 
  competent individuals. The cutthroat and dangerous life in 
  a wandering warband sees anyone who cannot look out for 
  themselves torn to bits (sometimes literally) by their peers.
  However, on occasion an individual or select few will rise 
  to lead a warband through force of arms or force of will. Such 
  individuals must be charismatic leaders or dread warriors, but if 
  they succeed, they may well see more warriors ﬂ ock to join their 
  warband. Eventually, entire warbands may pledge themselves 
  to their cause, or even entire worlds and pirate ﬂ eets. Finally, 
  should their power and reputation grow far enough, these 
  leaders may have entire armies under their command, primed 
  for bloody, full-scale war. Thus, a Black Crusade can be born. 
  WARBAND CONFLICTS
  It appears to many citizens of the Imperium of Mankind 
  that the armies of Chaos are a uniﬁ ed ﬁ ghting force. This, 
  however, could not be further from the truth, as the armies of 
  Chaos are often a fractured and disorganized group, formed 
  into warbands and held together by alliances of convenience.
  The denizens of the Screaming Vortex cannot be herded, 
  they must be lead. Occasionally, a leader will become powerful 
  enough to call warriors to his banner. They rarely follow out 
  of a sense of loyalty or devotion to chaos. Rather, they ﬁ ght 
  for their own glory and self-preservation. A powerful warlord 
  may be fearsome enough that possible death at an enemies 
  hands is far preferable to certain destruction at his. 
  The resources and glory a heretic may garner is also a 
  potent lure. Many ﬂ ock to his banner simply to further their 
  own goals. A rogue admiral may lend his forces to a raid 
  or long-term campaign for a price. His services purchased 
  with a promise of proﬁ t and resources to further his own 
  goals. Warriors may wish to pay homage to their masters, 
  slaughtering in his service. The ﬂ ag these rogues ﬁ ght under 
  is inconsequential, it is only the slaughter that is important.
  It is this fact that make the forces of Chaos appear uniﬁ ed 
  to the observers within the Imperium of Mankind. The 
  traitors ﬁ ght as armies, taking orders from commanders and 
  operating as a uniﬁ ed force. They war, also, with each other.
  Warbands within the Screaming Vortex often ﬁ nd 
  themselves in conﬂ ict with each other. Resources are scarce 
  and bloodshed may be the only means to acquiring such 
  precious commodities. Rivalries and feuds are not uncommon 
  amongst warbands on the same planet or operating in the 
  same system. It is, in fact, far more uncommon that they 
  would not make war against each other. Only the charismatic 
  (or frightening) leadership of a powerful champion can force 
  them to work together.
  Piratical raids are not uncommon. A warband may assault 
  another simply to steal from them, taking what they want 
  and doing as much damage as possible in the process. Often, 
  two or more warbands will come to blows over the rights to a 
  resource, such as a manufactorium. These wars are often quick 
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  ambitions, or see the warband as a chance to further their own 
  goals. Such individuals are often prideful and independent. 
  goals. Warriors may wish to pay homage to their masters, 
  slaughtering in his service. The ﬂ ag these rogues ﬁ ght under 
  is inconsequential, it is only the slaughter that is important.
  It is this fact that make the forces of Chaos appear uniﬁ ed 
  to the observers within the Imperium of Mankind. The 
  traitors ﬁ ght as armies, taking orders from commanders and 
  operating as a uniﬁ ed force. They war, also, with each other.
  Warbands within the Screaming Vortex often ﬁ nd 
  themselves in conﬂ ict with each other. Resources are scarce 
  and bloodshed may be the only means to acquiring such 
  precious commodities. Rivalries and feuds are not uncommon 
  amongst warbands on the same planet or operating in the 
  same system. It is, in fact, far more uncommon that they 
  would not make war against each other. Only the charismatic 
  (or frightening) leadership of a powerful champion can force 
  them to work together.
  Piratical raids are not uncommon. A warband may assault 
  another simply to steal from them, taking what they want 
  another simply to steal from them, taking what they want 
  and doing as much damage as possible in the process. Often, 
  two or more warbands will come to blows over the rights to a 
  resource, such as a manufactorium. These wars are often quick 
  goals. Such individuals are often prideful and independent. 
  When their goals are met, the warband may well splinter and 
  fracture, its members leaving according to their whims. 
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  The Ascendant Spiral
  This unpredictable tide within the Screaming Vortex has been 
  described as a sub-current connecting the Lower Vortex and the 
  Gloaming Worlds, and while travellers may pass through it, they may 
  only do so in one direction-from the Lower Vortex to the Gloaming 
  Worlds, and not the other way. Every now and then a mortal appears 
  at the upper terminus of the Ascendant Spiral who has visited the 
  Lower Vortex and looked upon its darkling face. While most of these 
  individuals are little more than raving maniacs, a few are gifted of 
  power and knowledge only granted to those who have conversed with 
  the highest servants of the Ruinous Powers, and passed every test 
  set before them. Such individuals harbour a special hatred for the 
  denizens of the Imperium, and invariably seek to gather a Black 
  Crusade and bring death and destruction to the Domains of Man 
  in a galaxy-rending orgy of bloodshed.
  
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  and brutal, attacks directed towards leadership and defences. 
  Less forward-thinking attacks have left many a resource mere 
  smouldering ruins, useless even to the victor.
  The desire to attain resources from a more powerful adversary 
  is a common reason for a warband to form in the ﬁ rst place. 
  Disparate groups and loners may require each other’s aid to wage 
  a long term campaign against a more prosperous (and better 
  equipped) foe. While these alliance may be short lived, it may 
  also be the beginning of a  more permanent arrangement. A 
  warband that rises to power through the exploitation of resources 
  often relies on their wealth to wage war, promising mercenaries 
  a share in their conquests or future aid. While petty squabbles 
  over trinkets motivate some warbands, differences in ideology 
  may also cause conﬂ ict. Those certain of their divine right to 
  conquer are often opposed by those with the same goals. While 
  those motivated by temporal power or resources can be forced to 
  retreat or be cowed, an enemy who is pure of purpose must be 
  utterly obliterated. 
  However, amongst the varied warbands there are those who 
  even now struggle for supremacy amongst the Vortex. Any who 
  wish to rise to control the Vortex must challenge them or perish. 
  THE WARBAND OF SEKTOTH
  Sektoth the False Whisper is a master manipulator and leader 
  of a rather piratical warband. He and the Thousand Sons at 
  his command strike without warning against anyone who 
  has resources he requires in his research of the Rubric of 
  Arhiman. Dozens of lesser psykers have  fallen under his sway, 
  exchanging their martial utility for the honour of cowering 
  at the hem of Sektoth’s robe. His warband is large, with 
  hundreds of elite warriors that report to him and thousands 
  of lesser soldiers who die at his bidding.
  When Sektoth desires the holdings of another warband he 
  moves decisively and quickly. His light frigate, The Unyielding, 
  arrives in orbit and hides behind a nearby astral body. He 
  deploys his psykers into the local population to disrupt the 
  daily operations of his target. His minions report to him 
  telepathically, collecting information as they commit sabotage.
  What happens next has never been the same twice. Sektoth 
  tends to prefer tactics that turn his enemies on themselves. He 
  once garnered enough power to drive an entire planet mad with 
  a single word whispered in every citizens’ mind. This preference 
  is not absolute, as he is not afraid to use more direct methods. 
  He reduced the Gardens of the Exquisite Delight to swampland 
  by commandeering a hijacked Iconoclast Destroyer and crashing 
  the kilometre-long warship into an ocean on the far side of the 
  world, wrecking the planet’s climate in the processes. 
  In the wake of this seemingly random act, Sektoth harvests 
  what proﬁ t he requires and leaves the vultures to pick the 
  bones. Often, the resources expended far out-strip what he 
  could possibly gain. Unknowable as his actions are, however, 
  he is guided by a dark resolve and is granted resources by an 
  impossibly powerful benefactor.
  CAPTAIN KORGIN, THE WORLD-REAVER
  Reaper of the Gloaming Worlds, Champion of the Dark Pits, 
  The Shadow Duellist, The World-Reaver, Captain Korgin is 
  known by many names, all feared throughout the Vortex. The 
  dread pirate commands a squadron of warships that roam 
  from world to world, warring and pillaging with whomever 
  crosses his path. Thus far, his successes have been many and 
  his riches have swelled accordingly. However, each victory 
  only increases his thirst for conquest. 
  Korgin leads his squadron from the bridge of his Slaughter-
  class cruiser, the Adversarius Aeternam. However, the backbone of 
  his ﬂ eet are a pair of Hellbringer light cruisers, specialist planetary 
  assault vessels manufactured in Chaos-controlled worlds like 
  Iniquity and the shipyards of the Ragged Helix. The Rapere and 
  the Praedus are both well equipped for assaulting and plundering 
  worlds, with powerful prow bombardment cannons, launch bays 
  full of Swiftdeath ﬁ ghters, and spinal mounted Dreadclaw drop 
  pod bays full of howling berserker hordes of pirate reavers. 
  When the warlord arrives over a world, he offers one chance to 
  surrender unconditionally. Should the cowering populace accept, 
  Korgin honours their surrender. Though a devotee to the Blood 
  God, he believes only the skulls of worthy adversaries should be 
  sent to the throne of his master. Those who surrender are certainly 
  not that, and he and his band merely plunder valuables, supplies, 
  and slaves to ﬁ ll their hold and leave. However, Korgin makes 
  it a point to take something of great value from the world he 
  plunders, whether an ancient artefact, a beloved leader as a slave, 
  or even a famous document held in high regard. He does this in 
  hopes of goading that world to ﬁ ght the next time he arrives.
  If a world does resist, Korgin unleashes the full forces at his 
  disposal. With ruthless cunning he demolishes his opposition 
  with quick, savage strikes to defences, then swarms across the 
  world with his reavers. He grants his foes the highest honour in 
  his eyes, a ﬁ ghting chance and a noble death in combat. Often, 
  that death is delivered at the point of his own blade.  However, 
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  at times Korgin comes across an especially accomplished 
  warrior and offers him a chance to join his warband.
  Korgin ceases raiding only to return to the Ragged Helix, 
  where he has several fastnesses amongst the rocks. Ancient and 
  terrible oaths bind him from plundering the Helix, so he enjoys 
  a wary truce with most of its denizens. However, within his 
  fortress-asteroids, he has the stockpiled wealth of many worlds.
  Korgin imagines amassing enough wealth to draw a vast 
  army to his cause within the Screaming Vortex, with which 
  he can conquer anyone within who still deﬁ es him. With the 
  uniﬁ ed Vortex at his back, he wishes to carve out his own 
  dark empire amongst the vulnerable worlds of the Calixis 
  Sector—the Empire of Korgin the World Reaver. 
  SOLORIA HALF-BLIND
  A refugee of the Imperium, Soloria manifested her psychic 
  powers at a young age. When the Inquisition came for her, her 
  parents resisted, and were cut down before her eyes. She leapt 
  on the killers, screaming with rage, but the Storm Troopers 
  brutally subdued her with the butts of their hellguns. Soloria 
  lost two things that day—her left eye, and any fealty she 
  might have had for the Imperium of Man. 
  Through guile and her newfound powers, she escaped the 
  Black Ship before it left Scintilla. Stowing away on vessel 
  after vessel, she eventually found herself travelling aboard 
  a tramp freighter in the Maw when the Screaming Vortex 
  swelled and plucked the hapless vessel from its course. 
  However, death was not Soloria’s fate. The transport crashed 
  deep within the Vortex on the ocean world of Furia. She escaped 
  the ﬂ oundering wreck, to be rescued by one of the scum-barges 
  that travels the oceans. Even then, her fate should have been 
  sealed. The lives of those of Furia are usually measured in a few 
  short years, but again Soloria proved destined for something more. 
  When the daemon-spawn leviathans came to devour her 
  barge, she met them at the prow of her vessel. One’s skull she 
  crushed with a gesture. Another, she wracked with  terrible 
  lightning, scouring ﬂ esh from bones. The third lunged at her, 
  only to stop as she dominated its puny mind. Soloria sent her 
  new pet deep into the depths of the ocean, to lift the wreck of 
  the transport to the surface. Her new-found servants aboard the 
  barge gladly aided her in restoring a measure of its spaceﬂ ight 
  and, after many years of work, they left Furia, never to return.
  Soloria wanders the Vortex with only one goal in mind— 
  vengeance on the Imperium that robbed her of her family and 
  her life. She gathers fellow Imperial outcasts to her banner, 
  with a focus on those who also fell prey to the Black Ships. 
  Eventually, she will amass enough power to rip through the 
  Calixis Sector. Her goal: Scintilla, for she wishes to see the 
  Tricorn Palace of the Inquisition burn beneath her gaze. 
  VORXEC CALVARIUS
  Within the ranks of the loyalist Adeptus Astartes, it is the 
  Chaplain’s duty to not only tend the souls of his chapter 
  brothers, but to walk among them as a living reminder that 
  they are the Angels of Death, that they are destruction made 
  manifest.  To stir the hearts of his fellow Space Marines a 
  Chaplain recites the Catechisms of Hate, prayers and proverbs 
  extolling the space marine and his role as death incarnate. 
  For most members of the Adeptus Astartes, these directives 
  are but a means to an end, their particular method of safe-
  guarding the Imperium of Man against the manifold threats 
  of Xenos, Heretic, and Daemon.  For Vorxec Calvarius, former 
  Chaplain of the Silver Skulls Chapter, death and destruction 
  are the ends for which he was made the means.  
  When he was but a Battle-Brother, Calvarius was a man 
  dedicated to not only thwart the enemies of man, but to 
  annihilate them wholly.  His fervor made him a sure candidate 
  for the Reclusiam and within the span of a few decades he was 
  made Chaplain.  However, during his second century of service, 
  Calvarius participated in the purging of the Plague World of 
  Horestis, commanding a half-company of Silver Skulls.
  Horestis was a world infused by Chaos, dedicated wholly to 
  the Lord of Decay. Fighting across the fungal-ridden Rot Fields, 
  and purging the corroded spires of Hive Tortentus, Calvarius 
  watched his fellow Space Marines drop around him, consumed 
  by the virulent plagues. When the warp rifts opened, and the 
  legions of Nurgle spewed forth, Calvarius fought them with 
  Crosius and bolter, even as his brothers fell to the corroded 
  blades of the foe. Finally, Calvarius stood alone, surrounded 
  by masses of Nurgle’s horde. As the chuckling bulk of a Great 
  Unclean One approached, Calvarius ﬁ nally went down on one 
  knee. If the Daemon thought Calvarius was submitting, it was 
  mistaken, for the Chaplain knelt to contact the warships in orbit. 
  The cloud-wracked sky shattered, sundered by a ferocious 
  barrage of missiles. Each missile’s warhead contained the 
  tools of Exterminatus, the dreaded Life Eater Virus, and the 
  epicentre of the strike centred on Calvarius and the Great 
  Unclean One. The virus consumed all life on the world, 
  releasing so much oxygen into the atmosphere that the very 
  air caught ﬁ re and burned out.
  The Imperial warships left Horestis, secure in the knowledge 
  that nothing had survived. But they were wrong. Alone amongst 
  an entire world, even amongst the daemonic legions that asailled 
  it, Vorxec Calvarius somehow survived. He lay crippled and near 
  death for forty-nine days, sustained by his own formidable will 
  and by something else, some dark force that would not let him 
  pass. As he lay there, the Reclusiarch was overcome by a glorious 
  revelation. The Imperium and all life in the galaxy ultimately 
  served the Lord of Decay. All life died, and if bringing death was 
  his sacred calling, why should he not do so in the name of he 
  who was responsible for the ultimate death of all? 
  Vorxec Calvarius knew from that moment onward that his 
  loyalty lay not with the God-Emperor, crumbling on his Golden 
  Throne, but with the Lord of Flies, Father Nurgle himself.  At 
  that moment he rose from where he lay, his body miraculously 
  healed but a new fever burning within his mind. As if guided 
  by fate, a renegade reaver vessel had recently arrived in orbit, 
  hoping to salvage what they could from the dead world. Vorxec 
  killed the landing party, then returned to their ship, demanding 
  passage on pain of death. For several decades he wandered the 
  galaxy, from one outbreak of pestilence to the next, collecting 
  a multitude of plagues that he might spread their contagion 
  throughout the realms of men and alien.  
  Vorxec has now gathered to him a small band of able warriors, 
  each a host to innumerable afﬂ ictions.  He has returned to his place 
  as spiritual leader and his liturgies of pestilence and catechisms 
  of infection stir in the zealous hearts of his followers.  With his 
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  devoted retinue in tow, he plies the stars, from world to world, 
  system to system, miring the galaxy in vicious epidemics. 
  THE LEGEND OF 
  THE NECRONS
  In the deepest catacombs of the Temple of Lies on Kymeris, 
  recorded prophecies of the oldest High Oracles tell of an 
  ancient race that spanned the galaxy long before mankind 
  stood upright on the plains of ancient Terra. This race fought 
  a war in the heavens with another, even more powerful race, 
  the mythical Old Ones. Who won and lost is not told by 
  the prophecies, but it is said at  the end of the war the ﬁ rst 
  race sealed themselves across the galaxy in vast tomb-worlds. 
  There they sleep, until a time preordained by their lord, at 
  which point they will awaken to reclaim what once was theirs. 
  The prophesy only adds that the sleeping race has no 
  truck with the warp, and despises its chaotic movements and 
  inﬂ uence on reality. It closes with a single word, written by a 
  different hand than the remainder of the prophecy. Necron.  
  AETEHK THE WATCHER
  Legends of the infamous are currency on many worlds within 
  the Screaming Vortex. It is often unnecessary to differentiate 
  truth from ﬁ ction, as the heralds of the Dark Gods may 
  weave reality from lies. Rare is one who would wish 
  his name to be spoken in whispers, instead fealty is 
  demanded in endless tales of conquest.
  Aetehk desires no notoriety. His armies of 
  glimmering soldiers descend in silence to tear 
  the matter from their victims. His name 
  is spoken in fearful gasps by the 
  downtrodden. No matter how 
  cruel their masters, the arrival 
  of Aetehk is a fate worse than 
  anything their own lords could 
  conjure. It is said that those devoured 
  by the pale green light of his agents are 
  not simply disintegrated—their souls are 
  destroyed, shaved bit by bit from the whole.
  When the Necron forces of Aetehk 
  descend upon a planet they leave few 
  survivors, but through a few eyewitness 
  accounts and the divination of seers, the signs 
  of his arrival are the backbone of many myths. Only 
  one man has reported to have seen Aetehk himself, 
  and his name is said to have been dredged from the 
  prophecies of the High Oracle of the Temple of Lies 
  on Kymeris and pieced together via the diligent studies 
  of Armat’Hek, Sorcerer-Champion of the Thousand Sons 
  Legion. However, this creature features heavily in prophetic 
  visions and apocryphal legends of destruction and massacre.
  The ﬁ rst part of every story begins the same way. A band 
  of soldiers stop to rest and, as they 
  do, the sands around them erupt. 
  Iron skeletons with long ﬂ ensing 
  blades for ﬁ ngers slaughter the 
  warriors. One soldier manages to 
  escape, running on foot to the nearest town. He expires 
  from fear after delivering his last dire warning. “Beware 
  the Flayed Ones.”
  The second act of the tale often involves a large city. As 
  terriﬁ ed refugees arrive from the outlying towns, the lords 
  of the city begin to grow increasingly concerned with the 
  attacks. As they prepare to defend themselves from an attack 
  from the outlying territory, they are descended upon from 
  above. Pyramids of living metal ﬂ oat down from the sky. 
  Glowing portals open within their surface and hundreds of 
  steel soldiers march forth from within, impossible numbers 
  for the vessel’s hold. The city is lost, those few who survive 
  describe their brethren torn apart by blasts of energy, every 
  molecule pulled one by one from their bodies.
  The ﬁ nal part of the tale varies based on the location 
  and the person telling the tale, though every version tells of 
  insectile creatures moving amongst the ruins, hunting and 
  gathering metals and other materials. The creatures described 
  in the third act always vary in size, wildly switching from 
  hordes of tiny scarab-like creatures that cover the ground in 
  a skittering wave, to massive ﬂ oating spiders with rending 
  claws, to sinuous monsters able to move through solid matter. 
  Only one version of the legends has anyone communicating 
  with these spectres. In this version, Lord Vorsk of the Dagger 
  Tongues—and cunning schemer—
  ﬁ ghts the legions of metal warriors 
  to a standstill before encountering 
  Aetehk himself. It was said Vorsk 
  was able to reason with Aetehk, the 
  two joining forces to purge the space 
  hulk Last Damnation of its secrets and 
  riches.
  The truth of the matter is possibly more 
  and less sinister at the same time. Aetehk is 
  indeed a Necron, a powerful and dangerous 
  leader of his kind. Aetehk’s motives are 
  still unknown, as are the reasons he would 
  operate within the Screaming Vortex in 
  the ﬁ rst place, but he is simply harvesting 
  resources. Many attempts to triangulate 
  his armies location have proven fruitless. The 
  only warnings of where he will strike come 
  from the Choir on the Mountain, a cadre 
  of warp-seers ensconced on Q’Sal. 
  Their 
  discording 
  voices 
  silence for a moment, 
  and then in toneless 
  cadence they speak 
  an 
  indecipherable 
  set of co-ordinates. 
  They then return to their 
  endless maelstrom of tones, but exactly 
  ﬁ ve verses (roughly six months) later, 
  Aetehk’s forces decimate a location. If the coordinate 
  system sung by the Choir on the Mountain could 
  ever be unravelled, it is possible that Aetehk himself 
  could be defeated... or even bargained with.
  343
  AETEHK THE WATCHER
  Legends of the infamous are currency on many worlds within 
  Legends of the infamous are currency on many worlds within 
  the Screaming Vortex. It is often unnecessary to differentiate 
  the Screaming Vortex. It is often unnecessary to differentiate 
  truth from ﬁ ction, as the heralds of the Dark Gods may 
  truth from ﬁ ction, as the heralds of the Dark Gods may 
  weave reality from lies. Rare is one who would wish 
  weave reality from lies. Rare is one who would wish 
  his name to be spoken in whispers, instead fealty is 
  his name to be spoken in whispers, instead fealty is 
  demanded in endless tales of conquest.
  Aetehk desires no notoriety. His armies of 
  glimmering soldiers descend in silence to tear 
  the matter from their victims. His name 
  is spoken in fearful gasps by the 
  downtrodden. No matter how 
  cruel their masters, the arrival 
  of Aetehk is a fate worse than 
  anything their own lords could 
  conjure. It is said that those devoured 
  by the pale green light of his agents are 
  not simply disintegrated—their souls are 
  destroyed, shaved bit by bit from the whole.
  When the Necron forces of Aetehk 
  descend upon a planet they leave few 
  survivors, but through a few eyewitness 
  accounts and the divination of seers, the signs 
  of his arrival are the backbone of many myths. Only 
  of his arrival are the backbone of many myths. Only 
  one man has reported to have seen Aetehk himself, 
  one man has reported to have seen Aetehk himself, 
  and his name is said to have been dredged from the 
  and his name is said to have been dredged from the 
  prophecies of the High Oracle of the Temple of Lies 
  prophecies of the High Oracle of the Temple of Lies 
  on Kymeris and pieced together via the diligent studies 
  on Kymeris and pieced together via the diligent studies 
  of Armat’Hek, Sorcerer-Champion of the Thousand Sons 
  of Armat’Hek, Sorcerer-Champion of the Thousand Sons 
  Legion. However, this creature features heavily in prophetic 
  Legion. However, this creature features heavily in prophetic 
  visions and apocryphal legends of destruction and massacre.
  visions and apocryphal legends of destruction and massacre.
  The ﬁ rst part of every story begins the same way. A band 
  The ﬁ rst part of every story begins the same way. A band 
  of soldiers stop to rest and, as they 
  do, the sands around them erupt. 
  Iron skeletons with long ﬂ ensing 
  blades for ﬁ ngers slaughter the 
  warriors. One soldier manages to 
  claws, to sinuous monsters able to move through solid matter. 
  Only one version of the legends has anyone communicating 
  with these spectres. In this version, Lord Vorsk of the Dagger 
  Tongues—and cunning schemer—
  ﬁ ghts the legions of metal warriors 
  to a standstill before encountering 
  Aetehk himself. It was said Vorsk 
  was able to reason with Aetehk, the 
  two joining forces to purge the space 
  hulk Last Damnation
  riches.
  The truth of the matter is possibly more 
  and less sinister at the same time. Aetehk is 
  indeed a Necron, a powerful and dangerous 
  leader of his kind. Aetehk’s motives are 
  still unknown, as are the reasons he would 
  operate within the Screaming Vortex in 
  the ﬁ rst place, but he is simply harvesting 
  resources. Many attempts to triangulate 
  his armies location have proven fruitless. The 
  only warnings of where he will strike come 
  from the Choir on the Mountain, a cadre 
  of warp-seers ensconced on Q’Sal. 
  Their 
  discording 
  voices 
  silence for a moment, 
  set of co-ordinates. 
  They then return to their 
  endless maelstrom of tones, but exactly 
  ﬁ ve verses (roughly six months) later, 
  Aetehk’s forces decimate a location. If the coordinate 
  system sung by the Choir on the Mountain could 
  ever be unravelled, it is possible that Aetehk himself 
  could be defeated... or even bargained with.
  
  X: A Galaxy in Flame
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  THE DARK ELDAR
  The dark paths of the Eldar webway wind from one end of 
  the galaxy to the other. While vast tracts of space are sealed 
  behind runebound portals not even a god may pass through, 
  other zones forbidden to the bulk of the galaxy are accessible 
  by those with the means to do so. The Screaming Vortex is one 
  such place, few Craftworld Eldar or Exodites would consider 
  setting foot within its churning depths unless perhaps the fate 
  of his entire species hung in the balance. However, there are 
  other Eldar who have no compulsions about entering such 
  places. The Dark Eldar of Commorragh, a cruelly beautiful 
  people who exist in a time and place outside of reality, slip 
  through the ragged weft and weave of reality to emerge 
  wherever their vile whims draw them. The Screaming Vortex 
  is one such place.
  While no mere human has ever witnessed the process, it is 
  surmised by the hell-seers of the Vortex that the Dark Eldar 
  gain entry to the region not via the 13th Station of Passage, 
  but by way of the place called the Forbidden Portal. Plenty 
  of humans, as well as other sentient beings, have witnessed 
  the process of the Dark Eldar passing from the Screaming 
  Vortex—for they come to scour the worlds for slaves. 
  The feral peoples on many worlds in 
  the Vortex are hearty, hale, and 
  often competent and dangerous 
  combatants. Those the Dark Eldar 
  can enslave are dragged through 
  the Forbidden Portal and back to 
  the dark city of Commorragh. 
  There, the lucky few gain a 
  quick death. The majority are 
  condemned to fuel the Dark 
  Eldar’s eternal thirst for pain 
  and suffering, or thrust into 
  the ﬁ ghting arenas of the 
  Wyches as entertainment 
  for the wicked masses.
  However, the Dark Eldar see 
  the Screaming Vortex as far more 
  than a fertile supply of slaves. To 
  many of the decadent, jaded, 
  and often incredibly ancient Dark 
  Eldar, nothing thrills their withered 
  souls quite like a challenge. The 
  warbands of the Screaming Vortex 
  contain skilled and dangerous 
  warriors (and devious plotters), and 
  hunting them down and bringing 
  them to battle is likely guaranteed 
  to thrill the rotting heart of the 
  most decadent Archon.  
  Those Dark Eldar groups that routinely pass through the 
  Forbidden Portal can be split into two main bodies. The ﬁ rst 
  is the Kabal of Crimson Woe, a Kabal engaged in the ceaseless 
  battle for power  within the dark city. Outwardly, the Kabal 
  swears fealty to Asdrubael Vest, the supremely cruel master 
  of Commorragh, yet some have questioned their objectives 
  in coming to the Screaming Vortex. Perhaps they seek more 
  than the slaves the primitive feral worlds can provide. Perhaps, 
  silvered tongues whisper while coal-dark eyes glint, the 
  Crimson Woe seeks some weapon to wield against Vect. To 
  date, the master of Commorragh has been content to watch 
  the Kabal of the Crimson Woe from afar, inﬁ ltrating several of 
  his agents into their midst to report back should any sign of 
  treachery rear its head. The leaders of the Kabal are, of course, 
  well aware that their ranks are compromised in this manner, for 
  such is the norm in the deadly courts of the Dark Eldar.
  The Kabal of the Crimson Woe is known to the servants 
  of the hated Emperor, for they have ranged far and wide, 
  including several realspace raids into the Calixis Sector. To 
  date, these raids have been comparatively small scale, and 
  certainly not anywhere as calamitous as those ordered by 
  Asdrubael Vect and involving the forces of numerous Kabals. 
  In their incursions into the Screaming Vortex and the Calixis 
  Sector both, the Kabal has earned itself a cruel reputation and 
  many bitter enemies, though none so dangerous as their own 
  ultimate lord and master, Asdrubael Vect.
   The second group calls itself the Children of Thorns, and 
  r e p r e s e n t s 
  a Kabal of 
  outcast Wyches, 
  Hellions, Reaver 
  gangs and disgraced 
  nobles. 
  Instead 
  of 
  surrendering to the inevitable 
  doom 
  that 
  Commorragh 
  normally visits upon such 
  dregs, the Children of Thorns 
  have determined to reclaim 
  their fate and strike back against 
  their oppressors. The group aims 
  to replicate the fete of Asdrubael Vect 
  himself, who rose from the lowest station to 
  topple the old noble order of Commorragh 
  and take control of the dark city for himself. 
  The Children of Thorns range far and wide in 
  their activities, collecting slaves and weapons 
  and taking them back to Commorragh, where 
  they arm their followers lurking in the deepest, 
  darkest sub-reality sinks of the city. While 
  the Crimson Woe desires the overthrow of 
  Vect so that they themselves may replace 
  him, the Children of Thorns seek to 
  raze the entire ediﬁ ce to the ground, 
  tearing down the 
  344
  surmised by the hell-seers of the Vortex that the Dark Eldar 
  gain entry to the region not via the 13th Station of Passage, 
  but by way of the place called the Forbidden Portal. Plenty 
  of humans, as well as other sentient beings, have witnessed 
  the process of the Dark Eldar passing from the Screaming 
  Vortex—for they come to scour the worlds for slaves. 
  The feral peoples on many worlds in 
  the Vortex are hearty, hale, and 
  often competent and dangerous 
  combatants. Those the Dark Eldar 
  can enslave are dragged through 
  the Forbidden Portal and back to 
  the dark city of Commorragh. 
  There, the lucky few gain a 
  quick death. The majority are 
  condemned to fuel the Dark 
  Eldar’s eternal thirst for pain 
  and suffering, or thrust into 
  the ﬁ ghting arenas of the 
  Wyches as entertainment 
  for the wicked masses.
  However, the Dark Eldar see 
  the Screaming Vortex as far more 
  than a fertile supply of slaves. To 
  many of the decadent, jaded, 
  and often incredibly ancient Dark 
  Eldar, nothing thrills their withered 
  souls quite like a challenge. The 
  challenge. The 
  challenge
  warbands of the Screaming Vortex 
  contain skilled and dangerous 
  warriors (and devious plotters), and 
  hunting them down and bringing 
  them to battle is likely guaranteed 
  to thrill the rotting heart of the 
  most decadent Archon.  
  of the hated Emperor, for they have ranged far and wide, 
  including several realspace raids into the Calixis Sector. To 
  date, these raids have been comparatively small scale, and 
  certainly not anywhere as calamitous as those ordered by 
  Asdrubael Vect and involving the forces of numerous Kabals. 
  In their incursions into the Screaming Vortex and the Calixis 
  Sector both, the Kabal has earned itself a cruel reputation and 
  many bitter enemies, though none so dangerous as their own 
  ultimate lord and master, Asdrubael Vect.
   The second group calls itself the Children of Thorns, and 
  r e p r e s e n t s 
  a Kabal of 
  outcast Wyches, 
  Hellions, Reaver 
  gangs and disgraced 
  nobles. 
  Instead 
  of 
  surrendering to the inevitable 
  doom 
  that 
  Commorragh 
  normally visits upon such 
  dregs, the Children of Thorns 
  have determined to reclaim 
  their fate and strike back against 
  their oppressors. The group aims 
  to replicate the fete of Asdrubael Vect 
  himself, who rose from the lowest station to 
  topple the old noble order of Commorragh 
  and take control of the dark city for himself. 
  The Children of Thorns range far and wide in 
  their activities, collecting slaves and weapons 
  and taking them back to Commorragh, where 
  they arm their followers lurking in the deepest, 
  darkest sub-reality sinks of the city. While 
  the Crimson Woe desires the overthrow of 
  Vect so that they themselves may replace 
  him, the Children of Thorns seek to 
  raze the entire ediﬁ ce to the ground, 
  tearing down the 
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  old order and replacing it with their own. It is not known 
  if Vect is yet aware of their activities, though it can scarce 
  be imagined that one who rose to power in such a manner 
  would not take every precaution to ensure that others did not 
  attempt to imitate him.
  And some say that another group utilises the Forbidden Portal, 
  though not to make slave raids. Who these bright-clad and deadly 
  graceful warrior hunters might be, none can say, for no Disciple 
  of Chaos has ever faced one in battle and lived to tell the tale.
  TRAVEL IN THE 
  SCREAMING VORTEX
  The regions of the Screaming Vortex present a unique 
  challenge to space travel, for many regions and realms within 
  it exist half-within the warp, and half-without. These twilight 
  zones are merely one hazard, for the nature of the Screaming 
  Vortex itself makes navigating a voidship through the 
  region using conventional means sheer madness, a difﬁ cult 
  proposition even under the best circumstances.
  However, those who tread the path of glory and have the 
  favour of the dark gods may often ﬁ nd their path through the 
  treacherous tides of the Screaming Vortex. Some make pacts 
  with creatures of the warp, guided by the seductive whispers 
  of a daemon. Others employ crude witchcraft, reading the 
  tides of the warp in the entrails of a ritual sacriﬁ ce. The truly 
  desperate or insane trust entirely to fate and chart their course 
  almost at random, believing that a safe passage indicates the 
  dark gods have judged them worthy.
  For those who prefer the mundane, if (mostly) reliable method 
  of a starship, many warbands prefer to capture an Imperial vessel 
  during a raid upon a nearby region such as the Calixis Sector or the 
  Koronus Expanse (or claim one of the locally constructed vessels 
  in the Vortex or the Koronus Expanse, such as the Iconoclast 
  raider). Particularly aggressive or ambitious warbands often prey 
  upon rival groups closer to their home ground, plundering the 
  ship of those who dare to threaten their own rise to greatness. 
  However, voidships are not the only method to slake one’s 
  wanderlust within the Screaming Vortex. Treacherous warp 
  portals exist that connect a number of regions in the Vortex, 
  a most treacherous method that is nonetheless popular with 
  many sorcerers and psykers. Additionally, one may make a 
  pact with a creature of the warp, bargaining for a daemon 
  to use some of its eldritch powers to whisk one away to 
  another place in the blink of an eye. There are also bizarre 
  machines constructed by the Hereteks of Forge Castir that 
  tunnel through the warp via dangerously unstable technology 
  created under the reality-bending properties of the Vortex. 
  These examples are but a few of the means that disciples of 
  the dark gods have wielded to traverse the materium.
  This is not to say that all warbands have a burning desire to travel 
  far; some are perfectly content to limit themselves to uncontested 
  rule of a single world, or prefer the plentiful opportunities for 
  glory such as those found in realms like the Ragged Helix.
  GM GUIDANCE: THE SCREAMING VORTEX AS CAMPAIGN SETTING
  The various regions within the Screaming Vortex provide a wide range of possibilities for GMs and players, and 
  accommodate a variety of campaign styles. However, one of the primary ways in which the GM might use the setting 
  is as a platform for the player characters to gain ascendancy over their many rivals, earning themselves the blessings of 
  the Ruinous Powers before turning their attentions on the wider galaxy beyond.
  The Screaming Vortex is divided into broad regions, which the GM can use to steadily advance the narrative as the 
  campaign progresses. Initially, player characters will ﬁ nd themselves facing many others intent upon the same goal as 
  themselves—power. The ideal place to start out is amongst the many and varied locations within the Gloaming Worlds. 
  GMs can tailor adventures set in this region to the tastes of the players and the abilities of their characters, engaging 
  them in all manner of power struggles, assassinations, dubious alliances, and outright wars, gaining the blessings of the 
  Ruinous Powers as they go. As they proceed, the GM can introduce other NPCs who are also striving to gain control of 
  the Screaming Vortex and raise a Black Crusade of their own. These are rivals who must be either crushed, dominated, 
  or dealt with in some creatively cunning way. 
  Having received the attentions of the Chaos Gods and earned a few Gifts, ambitious characters might turn their gaze 
  to the potentially more dangerous areas of the Vortex. The Inner Ring presents a number of locations more steeped in 
  the raw power of Chaos, and GMs should ensure that encounters set here are an order of magnitude more dangerous, but 
  potentially more rewarding, than those set in the Gloaming Worlds. By setting foot in the Inner Ring the Heretics are 
  openly declaring their intentions and courting both glory and damnation in equal measures. Such encounters should pit 
  the characters against the middle tier of foes—powerful sorcerers, daemonic Heralds, Chaos Space Marine champions 
  and the likes, and should never be undertaken lightly.
  The Lower Vortex should remain a distant and threatening place, at least until the characters have gained sufﬁ cient power to 
  face its horrors. The exact nature of those horrors depends very much on the type of campaign the GM wishes to run, but he 
  should always bear in mind that the planets within the Lower Vortex are outright Daemon Worlds—the Heretics should expect 
  to face the most powerful of foes, including Greater Daemons, enormous Hordes of lesser daemons, and other such threats.
  By then, of course, having walked the path to glory from the Gloaming Worlds to the Lower Vortex and faced all the 
  horrors within, the Heretics will truly have gained the blessings of the Ruinous Powers. The secrets of the Lower Vortex, 
  especially, can give them world-shaking powers, the kind that may allow them to guide ﬂ eets of ships out of the Vortex and 
  have vast armies ﬂ ocking to their banner. With such massive power and forbidden knowledge at their ﬁ ngertips, they can 
  begin a Black Crusade against their foes. Only then are they ready to enact their vengeance on the hated Imperium of Man!
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  COVENANT X
  A myriad of markets exist in the Screaming Vortex, from crude 
  bazaars where slaves and precious resources are bartered and 
  sold to more organised traders who exchange weapons and 
  tech to stranger beings who deal only in souls and ﬂ esh. 
  Speak to any one of these merchants, and one name is often 
  heard whispered in common: Covenant X.
  This is the name taken by a wolfpack of opportunistic pirate 
  raiders who have banded together around a pair of dominant 
  mutal traits: avarice and greed. The Covenant is primarily made 
  up of captains who possess small voidships, mostly Iconoclast- 
  or Idolator-class raiders. These  captains have a loose alliance 
  with many of the worlds of the Vortex and offer their services 
  to warbands that are rich enough in wealth and slaves to attract 
  their attention. However, most captains that are part of the 
  Covenant are a selﬁ sh and untrustworthy breed, a lesson that 
  many unwary warbands have learned to their sorrow when 
  jettisoned out of a void-lock halfway to their destination.
  THE GOLDEN SHIPS OF Q’SAL
  The ships that the sorcerer-technocrats of Q’Sal produce in 
  their shipyards are prized within the Screaming Vortex; lithe, 
  fast vessels of wondrously small stature (some so small that 
  they need only a few thousand crew or less). These vessels 
  can navigate the currents of the Vortex with prodigious 
  accuracy and enviable reliability. However, the joke is that 
  these vessels are unable to exist outside the Vortex, breaking 
  up on the shoals of hard reality as the complex enchantments 
  that animate them quickly unravel. Thus, many hardened void 
  pirates prefer more “mundane” vessels. Though they may not 
  be as fast, they are far less likely to fail one who wishes to 
  travel beyond the 13th Station of Passage.
  SKRA’KALICHAUST THE SCHEMER
  Skra’kalichaust the Schemer is a mischievous Greater Daemon 
  of Tzeentch who seems to take delight in the ongoing 
  struggles for glory amongst the warbands of the Screaming 
  Vortex. This daemon is one of the enigmatic Lords of Change 
  who serve Tzeentch, a matchless sorcerer who appears to be 
  using warbands in the Screaming Vortex as pieces in some 
  greater game. Skra’kalichaust has made bargains with a 
  number of Warbands within the Vortex, granting them power 
  or passage from one world to another in return for seemingly 
  innocuous services or favours.
  However, these pacts should not be made lightly, a fact 
  that is made clear in the tale of Skartos Blackskull. Skartos 
  and his warband were once on the ascendant, and many 
  predicted that he would soon gain the daemon princedom 
  that he sought so passionately. However, Skartos made a 
  badly-worded agreement with the Schemer in order to launch 
  an ambush against a rival warband. At the end of the battle, 
  the Lord of Change demanded his due... and promptly razed 
  Skartos and his entire warband into oblivion.
  THE BRASS DOOR
  The constant shriek that gives the Screaming Vortex its name 
  is heard most clearly by psykers and other beings closely 
  attuned to the warp. Occasionally, the wailing seems to form 
  words and phrases rather than simple noise, whispers that 
  chant dire promises and dark supplications into the soul.
  Many psykers and sorcerers who spend a great deal of 
  time in or near the Screaming Vortex have witnessed such 
  whisperings, and are left with the knowledge of how to 
  summon the aid of the Brass Door by a silent act of will. The 
  Door never appears the same way twice, but it often takes 
  the shape of a monolithic structure of polished brass and 
  gleaming bone—a gateway with a single, huge door in the 
  centre. The Door has taken appearances as wildly different 
  as a simple wooden gate or a huge, half-organic construction 
  of venting steam, writhing ﬂ esh, and interlocking cogwheels.
  Those who summon the Brass Door instinctually know 
  the price for its aid. Always there is a price, and always it is 
  different; one time, the Door may demand a pint of living 
  blood, whilst another time the Door may merely require a 
  memory of shared pain. If the price is paid, the Brass Door 
  unlocks and swings open, forming a warp portal to the 
  desired destination. So far as it may be conﬁ rmed, the Brass 
  Door has never opened to any location other than those 
  found within the Screaming Vortex, but some have claimed 
  to have used the Door to travel as far as Gathalamor, a truly 
  vast distance away.
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  The Prophecy of the Harrowing of the Screaming Vortex
  One of the few mentions of the Screaming Vortex to be found within the canon of Malleus lore is an obscure prophecy, held 
  in a stasis tomb deep beneath the Calixian Ordo Malleus facility of Treacher’s Cloister. This prophecy describes a “Second 
  War in Heaven,” in which the Screaming Vortex will be subject to a harrowing, its worlds assailed by the hated armies of 
  order. As Treacher’s Cloister is currently in the hands of an outcast faction within the Calixian Ordo Malleus, the scroll 
  on which the Prophecy of Harrowing is written is beyond the reach of those who would study it, its exact words lost until 
  the cloister is reclaimed.
  
  HORDES
  •
  DAEMONS AND 
  WARP ENTITIES
  •
  HERETICS
  •
  FORCES OF THE 
  IMPERIUM
  •
  XENOS
  
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  Chapter XI: 
  Adversaries
  “Who can stand before the might of Chaos?”
  –Darvenorax, Champion of the Word Bearers Legion
  T
  he way of Chaos is fraught with conﬂ ict and violence. 
  Even the lowliest acolyte faces death with each passing 
  moment. This is the way of things within the warp, 
  where ambition runs high and power is the currency of 
  trade. To survive the mutating eddies and rampant hostility 
  of the warp is to embrace conﬂ ict for one’s own gain.  For 
  beings of such unchecked aggression and rapacious greed, 
  the vast expanse of real space offers little better conditions. 
  Hunted as heretics and usurpers by the forces of mankind, 
  the controlled space of the Imperium offers little succor to 
  the hated devotees of Chaos. Likewise, though they are less 
  numerous, the myriad cultures of the xenos races present an 
  equally hostile opposition to the servants of the Dark Gods.  
  In BLACK CRUSADE, adversaries can be divided into three 
  broad types: Troops, Elites, and Masters. 
  • Troops are basic soldiers and minor combatants. Alone 
  they are not incredibly dangerous, but in large groups 
  they are a threat. A human Disciple of Chaos can usually 
  handle two Troops without a problem, and Troops 
  generally only threaten a Traitor Legionnaire when in 
  a Horde. Consequentially, Troops are the most common 
  type of adversary to be formed into Hordes.
  • Elites are more powerful foes, dangerous adversaries 
  who can be a real threat to a warband member. An Elite 
  is roughly an equal adversary for a Traitor Legionnaire, 
  and it should take two human Disciples of Chaos to kill 
  one unless they are particularly well armed or skilled 
  combatants. Elites should only be formed into Hordes on 
  rare occasions, and never against a warband that’s primarily 
  made up of humans. Some particularly dangerous Elites 
  may require two or more Traitor Legionnaires to slay.
  • Masters are incredibly dangerous individuals, powerful 
  foes for an entire warband. They are either incredibly 
  formidable combatants, consummate leaders who enhance 
  the abilities of their minions, or in some cases both. A 
  Master should require the attentions of an entire warband 
  to defeat, and should never be formed into a Horde. 
  Hordes
  “The Legionnaire that scoffs at a lasgun has not charged across an 
  open ﬁ eld against a  hundred of them.”
  –Maor the Scarred, Siege-Champion of the Scargivers
  T
  he enemies of Chaos can attack in vast numbers—
  howling zealots, skittering Hordes, and ranked 
  warriors. Alone, such enemies would stand no chance 
  against a Heretic. In large groups, however, they can pose an 
  overwhelming threat. Hordes have the potential to harm Heretics 
  by sheer weight of ﬁ re and numbers. The rules presented here 
  are intended to help Game Masters reﬂ ect these massed forces 
  that the characters may face in battle. It is important to note 
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  that not every enemy is suitable to form a Horde. The GM 
  should use his discretion to decide whether an enemy can 
  form a Horde. For example, it is unlikely that 50 jungle snakes 
  would be a threat to a Heretic, even as a Horde! However, 50 
  Tyranid Hormagaunts will certainly threaten a trained Cadre of 
  Chaos Space Marines. When a creature has a Special Quality 
  for its attacks (e.g., Tearing or Toxic), the default method is to 
  apply that Quality to all of the attacks for a Horde made up of 
  that creature. However, the GM should use his discretion for 
  when the Quality should not apply (for instance, if over half of 
  the creatures in the Horde do not possess that Quality). Also, 
  certain Qualities for the Horde’s attacks can make an encounter 
  with a Horde particularly dangerous.
  USING A HORDE
  A Horde should be treated by the Games Master as a single vast 
  creature. The Horde has the same proﬁ le as the base creature 
  which makes up its numbers. A Cult Zealot Horde, for example, 
  has the same proﬁ le as an individual Cult Zealot on page 360. 
  The only exception to this is that a Horde replaces the individual 
  creature’s Wounds value with its Magnitude and location based 
  armour with a single armour value. 
  MAGNITUDE
  A Horde is a vast number of one type of enemy or creature 
  attacking in large numbers. The abstract number of enemies 
  making up such a Horde are reﬂ ected in the Horde’s 
  Magnitude. This represents the Horde’s determination and 
  numbers as an abstract value: one point of Magnitude does 
  not equal one individual enemy or creature.
  HORDE TRAITS
  A creature entry may have a Trait listed that has (Horde) 
  written next to it. These Traits represent the way particular 
  creatures ﬁ ght in large numbers and only apply when that 
  creature is used as the basis of a Horde. 
  ATTACKING A HORDE
  A character can damage a Horde by shooting it with ranged 
  weapons or attacking it in melee. These attacks are treated as if 
  they are against a single creature even though they may represent 
  mowing down ranks of enemies or scything through many foes. 
  Characters must still roll to hit a Horde, but a size bonus 
  should apply to these tests based on the Horde’s Magnitude.
  Weapons that can ﬁ re on full or semi-auto cause additional 
  hits. These hits must be allocated against the Horde and not 
  any individual Lieutenants or Masters that may also be present. 
  Hordes do not normally Dodge or Parry Attacks. At the GM’s 
  discretion, a Horde can Dodge or Parry attacks just as a single 
  creature does, representing the attacker still killing or wounding 
  individual members of the Horde but not enough to affect 
  overall Magnitude. A Horde’s melee weapons are immune to 
  being shattered by a weapon with Power Field Quality (see page 
  179) when Parried (this is an abstraction—in fact, the Horde’s 
  weapons are being destroyed, but there are plenty more where 
  those came from). Multiple enemies attacking the same Horde do 
  not gain the beneﬁ ts of Ganging Up (see page 245).
  DAMAGING A HORDE
  Each hit that causes any amount of damage reduces a Horde’s 
  Magnitude by one. Therefore, an attack that, after accounting 
  for armour and Toughness Bonus, causes 15 points of 
  damage reduces the Horde’s Magnitude by 1. The deliberate 
  consequence of this is that sustained ﬁ re and blast weapons 
  are much more effective against Hordes than weapons which 
  ﬁ re only one shot; a lascannon is a weapon for destroying 
  tanks, not mowing down large numbers of infantry. 
  Weapons that inﬂ ict Explosive Damage (X) gain a bonus 
  against Hordes and count as having inﬂ icted one additional 
  Hit per Attack after all other Hits have been applied.
  Locations are not used when ﬁ ghting a Horde. A Horde 
  has a single armour value that is applied to all damage rather 
  than different armour values for different locations.
  Hordes may be Pinned as normal (with the entire Horde 
  making a single Willpower Test). However, Hordes gain a bonus 
  to their Willpower Tests to resist pinning equal to its Magnitude.
  MELEE
  When ﬁ ghting against a Horde in Melee, a Space Marine 
  inﬂ icts one hit for every two Degrees of Success on his 
  Weapon Skill Test. Melee weapons with the Power Field 
  Quality inﬂ ict one additional hit.
  BLAST WEAPONS
  A Blast weapon that hits a Horde hits a number of times equal 
  to its Blast value. So a grenade with Blast (4) will automatically 
  hit four times if successfully lobbed into the Horde.
  FLAME WEAPONS
  A ﬂ ame weapon used on a Horde hits it a number of times equal 
  to one quarter of the weapon’s range (rounding up), plus 1d5. So 
  a ﬂ ame weapon with a range of 10 hits a Horde 1d5+3 times.
  A Horde cannot be set on ﬁ re and does not suffer the lingering 
  effects of ﬁ re (see page 257); instead, any damage and effects of 
  ﬁ re are assumed to be included in the Magnitude damage.
  ZEALOUS HATRED AND HORDES
  Zealous Hatred has no additional effect on Hordes. This is 
  because each hit is only affecting one individual in the larger 
  Horde. No matter how brutal the kill, it has little effect on the 
  dead individual’s comrades. 
  PSYCHIC POWERS
  Psychic Powers that do direct damage inﬂ ict damage against 
  a Horde in the same manner as ranged weapons (particularly 
  Table 11–1: Example Horde Magnitudes
  Table 11–1: Example Horde Magnitudes
  Magnitude
  Descriptive 
  Equivalent
  Size and To 
  Hit Modiﬁ er
  30
  A mob
  Massive (+30)
  60
  A thronged phalanx
  A thronged phalanx
  Immense (+40)
  90
  A massed assault
  Monumental (+50)
  120
  A tide of foes
  Titanic (+60)
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  powers with the Psychic Storm and Psychic Blast qualities). At 
  the GM’s discretion, certain psychic powers (such as Compel) 
  that do not damage may still inﬂ ict “hits,” meaning that portions 
  of the Horde have been convinced not to attack, and so forth. In 
  this case, the number of hits inﬂ icted should equal the Degrees of 
  Success on the Focus Power Test. Furthermore, the GM should 
  take care to adjudicate the effects of certain psychic powers (such 
  as Rain of Corruption) in speciﬁ c situations against Hordes (such 
  as a Horde tightly packed into a small space).
  BREAKING A HORDE
  When a Horde’s Magnitude is reduced by 25% in a turn, it 
  must make a Willpower Test when it is its turn to act again. If 
  it passes, it may continue to act. If it fails, it breaks and ﬂ ees 
  at its highest move value. 
  If the Horde’s Magnitude is less than 50% of its starting value, 
  it suffers a –10 to the Willpower Test. If the Horde’s Magnitude 
  is less than 25% of its starting value, it will automatically break. 
  Hordes composed of enemies with the Fearless talent do 
  not have to test to see if they break as their Magnitude is 
  eroded: they have to be wiped out to the last. 
  HORDES ATTACKING
  A Horde can make both melee attacks against enemies in close 
  proximity and ranged attacks at enemies that are at a distance in a 
  single turn as an attack action.
  Melee: A Horde attacks all adjacent enemies, or enemies that 
  are in close proximity (the GM is the ﬁ nal arbiter of determining 
  if a target is in close proximity). A Horde that has multiple 
  attacks from being armed with two weapons or the Swift Attack 
  or Lightning Attack Talents may use its full number of attacks 
  against every eligible target. Although a Horde represents a 
  large number of attackers, a Horde does not gain the beneﬁ ts of 
  Ganging Up (see page 245). Instead, the Horde’s sheer weight of 
  numbers is represented by the fact that its target may not Dodge 
  or Parry. Melee Attacks made by Hordes cannot be Parried or 
  Dodged unless otherwise noted. 
  Ranged: A Horde may make ranged attacks equal to the ﬁ rst 
  digit of its Magnitude. Thus, a Magnitude 25 Horde can make 
  two ranged attacks. Any additional hits from sustained ﬁ re can be 
  applied to any eligible target. Therefore, if the heretics hit Brother 
  Silas well enough that they cause an extra hit with their stub 
  autos, the additional hit will be applied to Brother Silas.
  Modiﬁ ers of range and sustained ﬁ re apply as normal, but a 
  Horde can never aim. Ammo expenditure and Jamming never 
  applies to Hordes—they always have extra bullets.
  DAMAGE CAUSED BY HORDES
  Any attack from a Horde that hits has the damage it causes 
  increased by a number of d10s equal to the Horde’s Magnitude 
  divided by ten, with a maximum bonus of +2d10. This is in 
  addition to the normal damage dealt by the weapon that the 
  Horde is armed with. It will also include the Strength Bonus 
  added to damage caused by melee weapons. The damage is 
  reduced by the target’s Toughness bonus and armour as normal. 
  Thus, a Magnitude 25 Horde of heretics armed with axes will 
  add 2d10 to the normal damage that a heretic would do with its 
  axe (1d10+5) and, therefore, causes 3d10+5 damage if they hit 
  in combat. Likewise, the same mob armed with autopistols will 
  cause 3d10+2 damage with its ranged attacks. This represents a 
  Heretic being mobbed with enemies that strike it countless times 
  or bullets striking like rain on a single target.
  Generally, the attacks of a Horde may not be Dodged or 
  Parried—this represents the Horde’s sheer volume of ﬁ repower. 
  At the GM’s discretion, he may choose to allow certain attacks 
  from a Horde to be Dodged as normal.
  For example, a Horde of Imperial Guardsmen may possess a 
  single missile launcher amongst their number. Since the entire 
  horde is not ﬁ ring missiles (they are instead ﬁ ring lasguns), 
  the missile launcher does not beneﬁ t from the Horde’s abilities 
  regarding ranged attacks, and therefore receives no bonus damage 
  and may be Dodged normally.
  Hordes cannot inﬂ ict Zealous Hatred unless speciﬁ cally noted 
  otherwise. The damage they could deal is taken into account with 
  the extra dice they roll.
  HORDE VERSUS HORDE 
  COMBAT
  Occasionally, there will be cause for two Hordes to face off against 
  each other.  Whether this is an army of renegades facing Imperial 
  Guardsmen or two opposing factions of Chaos Zealots trying 
  to prove whose Patron is superior, combat works similar to the 
  basic Horde rules.  Treat each Horde as if they were an individual 
  character and follow the rules outlined above for calculating their 
  Damage.  When determining the bonus To Hit modiﬁ er for size, 
  use the difference between them, with the smaller Horde receiving 
  the beneﬁ t.  For example, a Magnitude 30 Horde of Zealots is 
  ﬁ ghting a Magnitude 60 Horde of Guardsmen.  The Zealots 
  would receive a +10 To Hit modiﬁ er on all attacks made against 
  the Horde of Guardsmen.  Individual Player-characters involved 
  in Horde versus Horde combat have the option of ﬁ ghting as 
  individuals or ﬁ ghting as part of the Horde.  If they choose to 
  ﬁ ght as part of the Horde, they will still act on their own Initiative, 
  but they may only use Psychic Powers or Daemonic Gifts to 
  differentiate themselves from the Hordes basic attacks.  A character 
  may choose to leave a Horde as a Half Action.
  CREATING A HORDE 
  To create a Horde is simply a matter of taking a low level adversary 
  (usually a Troops adversary, but sometimes an Elite) and replacing 
  its wounds with a Magnitude value desired by the GM. Use Table 
  11–1: Example Magnitudes to determine the desired value. 
  The one exception is any creature with the Swarm rule. 
  Swarms are similar to Hordes, but represent groups of even 
  lesser enemies, and the rules do not combine.
  NPC WEAPON TRAINING
  In the cases of all NPC proﬁ les, the GM should 
  assume that they are proﬁ cient in any weapon they 
  are equipped with. There may be some NPCs where 
  it makes more sense for them not to be able to use a 
  weapon they are carrying, but in general any weapon 
  an adversary possesses is one he’s prepared to use.
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  Servants of 
  the Dark Gods
  “The creatures I have seen are glorious and vile in their own measure. 
  Their form is a perfect vision of the Gods’ dark will. None can 
  match the majesty of these vicious beasts.”
  –Vexal Tav, Wyrd
  T
  he gods of Chaos are not forgiving masters, nor are 
  they caring or generous. Despite this, the power they 
  offer their supplicants is an enticing gift; a gift for 
  which many willingly ﬂ ock to the servitude of Chaos. Those 
  who strive to earn these gifts are a dangerous lot, both to 
  their victims in real space and to their supposed comrades 
  in service. Few beings are as ambitious as those who throw 
  in their lot with the destructive powers of Chaos and for the 
  sake of their ambition they can be terrifying enemies.  
  DAEMONS & WARP ENTITIES 
  The warp is a twisted place of pure emotion and passion, 
  existing beyond the logic and reason of realspace.  The beings 
  spawned in the warp are twisted and illogical creatures, devoid 
  of compassion or mercy and existing only to serve the whims of 
  their dark masters, the gods of Chaos. These beings, or daemons 
  as they are called by mortals, are nearly all shaped by the whims 
  of the Dark Gods, given forms to suit their master’s dark desires 
  and wicked plans. However, there are those few daemons shaped 
  by the violent and unpredictable winds of the warp itself. These 
  are often the souls of mortals, lost in the depths of the warp 
  thanks to the vile actions of the mortal being in life.  
  Daemons are creatures of the warp, only able to exist in 
  realspace in rare circumstances, such as when summoned by 
  supplicants of the dark gods through aeons-old arcane rituals 
  or by tearing their way through the minds of unstable psykers. 
  In these cases, the daemons wreak havoc on the universe 
  around them, seeing nothing but stiﬂ ing order and unchecked 
  regularity about them and needing, by their very nature, to 
  impose their own chaotic natures on their surroundings. The 
  sheer malevolence of daemonic creatures is astounding to 
  most mortals and such monsters are rightly feared.  
  NETHER SWARM
  There are those who believe that Furies are common daemons 
  formed from the souls of those  mortals who would use the power 
  of Chaos for their own ends rather than serve any of the Dark 
  Powers. It is said that these souls of lesser mortals are twisted 
  and corrupted by the power of the warp until they are shaped 
  into hellish ﬁ gures of death and pain. It is said that the only 
  respite for these wretched beasts are brief forays into realspace, 
  where they might inﬂ ict their horriﬁ c torment on others. On 
  rare occasions, a pack of Furies will become trapped in realspace, 
  cut off from the warp and the terrible realm which sustains their 
  existence. Usually in such cases the creatures would simply fade, 
  screaming into nothingness. When caught outside the warp 
  in the strange currents and eddies of the Screaming Vortex, 
  however, something entirely inexplicable happens. In these rare 
  cases, the pack of daemons slowly begins to wither and atrophy, 
  their warp-infused bodies losing their vitality, yet they still live 
  on, tormented by their separation from the warp but unable to 
  simply vanish from existence. The only means by which the 
  swarm of gargoyle-like beings may remain in existence is by 
  feasting on the misery, pain, and torment of mortal souls. As 
  such, these swarms of creatures from the nether seek out groups 
  of living beings in desperate attacks. In combat these creatures are 
  frenzied, driven mad by their metaphysical hunger and without 
  heed of their own safety.  They swarm as one, seeming to possess 
  a single mind born of their desolation and consuming need to 
  inﬂ ict agony. A blur of fang and claw, the swarm of warp-spawn 
  tear their victims to pieces, ﬂ aying ﬂ esh from bone and gorging 
  themselves on the resultant fear and torment.  
  Eventually these horrors, shrivelled and wizened, will cease to 
  exist entirely, their forms devoured by the exertion of remaining 
  in realspace. Should the nether swarm ﬁ nd a suitable locale to 
  inhabit, where their depredations may continue unhindered 
  indeﬁ nitely, this dissolution may take years to come to pass—
  though it is inevitable, as no amount of pain and agony inﬂ icted 
  can ever fully restore these vile creatures to full existence.  
  can ever fully restore these vile creatures to full existence.  
  can ever fully restore these vile creatures to full existence.  
  Nether Swarm (Troop)
  3
  35 11 16 22 52 11 38 21 0 9 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 5/10/15/30 
  Wounds: 60
  Armour: None 
  Total TB: 3
  Skills: Awareness (Per), Dodge (Ag) +20, Stealth (Ag) +20
  Talents: Heightened Sense (Smell).
  Traits: Bestial, Daemonic (+1), Flyer (5), From Beyond, 
  Deadly Natural Weapons, Size (Puny), Swarm.
  Weapons: Claws and Bites (2d10 R; Pen 1d5; Tearing).
  Daemonic Presence: All enemies within 5 metres of a 
  Nether Swarm suffer a –5 penalty to Willpower Tests.
  Withering Bites: The needle teeth of the Nether Swarm break, 
  festering in the wounds they inﬂ ict. Anyone who suffers one or 
  more Wounds from a Nether Swarm reduces their Toughness by 
  10 for 1d10 minutes as the teeth shards chew away at his veins.
  †The Nether Swarm is intended to be used as a Horde, as one withered 
  Fury is hardly a threat. If the GM needs to use an individual, each 
  creature has 2 Wounds.
  BLOODLETTER
  Bloodletters are the lesser servants of the Blood God, forming the 
  core of his vast Daemonic Legions. Peerless and deadly warriors, 
  they are amongst the most skilled warriors in the galaxy. Armed 
  with dreaded Hellblades, great two-handed weapons said to be 
  as sharp as Khorne’s own hatred, the can hew apart the stroutest 
  adversary in a shower of steaming gore. 
  The body of a Bloodletter is a deep gore-red and their 
  humanoid bodies are topped with bestial snarling faces, 
  burning pupil-less eyes, and horned elongated craniums that 
  seem reminiscent of great war-helms. Their long, sinewy 
  limbs possess an infamous strength, as renowned as the 
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  ferocity of their charges and the grim battle lust with which 
  they tear apart anyone who opposes them. Everywhere they 
  go, they are surrounded by the stench of blood.
  Unlike other Daemons, Bloodletters march to war in 
  regimented formations, for their creator is the Lord of Battle. 
  Lines of the Daemons manoeuvre in ranks with supernatural 
  precision, advancing in disciplined maniples. However, these 
  echelons quickly break up after contact with the enemy, as each 
  Bloodletter competes to slay as many of the foe as possible. 
  Bloodletter competes to slay as many of the foe as possible. 
  Bloodletter (Elite)
  7
  8
  50 12 42 42 40 30 30 34 1 4 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 4/8/12/24 
   
  Wounds: 22
  Armour: None 
  Total TB: 8
  Skills: Athletics (S), Awareness (Per), Dodge (Ag), Forbidden 
  Lore (Daemonology) (Int), Intimidate (S) +10, Parry (WS) 
  +20, Survival (Per). 
  Talents: Battle Rage, Berserk Charge, Blademaster, Combat 
  Master, Crippling Strike, Crushing Blow, Frenzy, Furious 
  Assault, Swift Attack. 
  Traits: Daemonic (4), Fear (2), From Beyond, Size (Hulking), 
  Unnatural Strength (+3), Warp Instability.
  Weapons:  Hellblade (1d10 + 13 R; Pen 10; Balanced, 
  Power Field, weapon deals +2 damage for every foe it kills).
  Daemonic Presence: All enemies within 10 metres of a 
  Bloodletter suffer –10 penalty to Willpower Tests.
  Blood for the Blood God: Creatures of Khorne suffer 
  no penalties from gore and blood—all critical hit effects 
  involving gore and blood (such as requiring an Agility Test 
  not to fall over) do not apply to creatures of Khorne.
  BRAZEN MYRMIDON 
  The martial legions of the Blood God struggle eternally, slaves 
  to their own violent natures, revelling in slaughter, whether it be 
  of mortal beings or of their own brethren. Of these warp-born 
  soldiers, Bloodletters are the most well known, their discipline 
  and ferocity legendary. Bloodletters compete with each other 
  to garner the favour of their god; they possess a twisted code 
  of honour among their own. This honour is based solely on 
  personal prowess; those who display extraordinary martial ability 
  are awarded the greatest glory. When one of these champions of 
  slaughter is felled and their daemonic essence banished back into 
  the warp,  it is a great loss for the legions of Khorne.  
  On the Hollows, a planet-wide war has raged for centuries. 
  In their drive to invent new and horriﬁ c ways to deal death, the 
  smiths of Forge Castir have found a way to permanently steal 
  a feared warrior from the ranks of the Blood God’s armies. By 
  forging a daemonic body out of brass and inscribing it with vile 
  runes of power, the artiﬁ cers are able to bind the wayward essence 
  of a slain daemon to a new and terrible form. Brazen myrmidons 
  are rare, as it is incredibly difﬁ cult to create these creatures, but 
  those that are formed are renowned and feared in equal measure. 
  The myrmidons appear as brass suits of hellish, baroque armour, 
  capped with the elongated, horned skull of a powerful Bloodletter. 
  The thick plates of the armour are etched with runes in the tongue 
  of Chaos and the joints weep unnaturally with the blood of the 
  bound daemon’s victims. Prior to the binding process, the smiths 
  seek to recover the Herald’s massive Hellblade from the site of the 
  daemon’s destruction, that the myrmidon may carry their own 
  sword. Should they be unable to obtain the blade, they instead 
  equip the  myrmidon with twin blades forged of warp-infused 
  steel and wreathed in infernal ﬂ ames. 
  These Myrmidons are bound within their warp-forged armour, 
  turning them into utterly loyal and unquestioning followers of 
  the Exospectre. Newly provided with their powerful, armoured 
  forms, Brazen Myrmidons wade among the foul creations of 
  Forge Castir, bringing death with every stroke.  
  Forge Castir, bringing death with every stroke.  
  Forge Castir, bringing death with every stroke.  
  Brazen Myrmidon (Elite)
  9
  50 12 42 52 30 26 33 20 1 4 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 30
  Armour: Brass Armour (8 All) 
  Total TB: 9
  Skills: Athletics (S), Awareness (Per), Dodge (Ag), Intimidate 
  (S) +10, Parry (WS) +20, Survival (Per). 
  Talents: Ambidextrous, Battle Rage, Berserk Charge, 
  Blademaster, Combat Master, Crippling Strike, Crushing 
  Blow, Frenzy, Furious Assault, Lightning Attack, Swift Attack, 
  Two-Weapon Wielder. 
  Traits: Daemonic (+4), Fear (2), From Beyond, Size 
  (Hulking), Unnatural Strength (+3).
  Weapons:  Hellblade (1d10 + 15 R; Pen 0; Balanced, Power 
  Field, Special†) or two Flame-blades (1d10+7, Pen 3; Flame, 
  Razor Sharp).
  †This weapon deals +2 damage for every death inﬂ icted in combat, 
  resetting after every encounter.
  352
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  CACKLING ABOMINATION 
  The perverse nature of the Dark Eldar is legendary among both 
  the thronged masses of humanity and the twisted hordes of 
  chaos. Even among a people so twisted, torturous and feared, 
  there are those who set themselves apart in such matters. The 
  Haemonculi of the Dark Eldar are those specialists. Twisted 
  ﬁ gures of arcane science, the Haemonculi seek understanding 
  and perfection through the inﬂ iction of pain and torture. To 
  this end, they create vile monsters through wicked surgeries 
  and ﬂ esh-melding, often shattering the minds of their victims 
  in the process. From this awful practice, an abhorrent beast 
  has been brought into being and become a ﬁ erce threat in the 
  Screaming Vortex.  
  Seeking better understanding of the connection between 
  his own people and the Lord of Dark Delights, a truly mad 
  Haemonculi, whose name is lost to history, set about his 
  work on the pseudo-real ﬂ esh of a daemonic being. For this 
  experiment, he chose one of the servants of Slaanesh—a 
  Daemonette.  It was not long before he realised that the 
  daemons of the warp lack not only mortality, but also lack 
  fear. Its ﬂ esh made of incomprehensible warp-stuff and a 
  mind in no way recognisable to mortal comprehension, the 
  Daemonette was an impossible subject for the Haemonculi’s 
  sadistic experimentation.  In a moment of desperate genius 
  the Haemonculus used arcane magic to bind the spirit of the 
  Daemonette to the body of an Eldar slave. The internal battle 
  that raged within the terriﬁ ed Eldar’s soul killed the wretched 
  captive, but not before the Daemonette took control of its 
  body, warping it physically and devouring what was left of its 
  broken mind.  This new Daemonhost became the subject of 
  experiments so bizarre that they defy description.
  The creature that remained was a perverted horror, forever 
  trapped in realspace—the very ﬁ rst Cackling Abomination. 
  These twisted monstrosities look like nothing so much as 
  contorted and stretched Eldar, their distended arms ending 
  in long-ﬁ ngered hands, tipped with slashing talons. The 
  Cackling Abomination seeks only to spread its madness, 
  which seeps from it like a foul odour.  Its face drawn tightly 
  into a terrifying jester’s gin, the  beast creeps with eerie silence, 
  seeking to surprise and subdue its foes, not kill them outright. 
  Once it has its victims secure, the beast cavorts madly, cackling 
  with insane glee as it performs horriﬁ c torments upon them.  
  with insane glee as it performs horriﬁ c torments upon them.  
  Cackling Abomination  (Elite)
  10
  7
  56 12 34 53 51 13 14 28 0 8 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 7/14/21/42  
  Wounds: 35
  Armour: None 
  Total TB: 10
  Skills: Athletics (S), Dodge (Ag) +10, Intimidate (S) +10, 
  Parry (WS), Survival (Per).
  Talents: Ambidextrous, Combat Master, Die Hard, Disturbing 
  Voice, Hard Target, Iron Jaw, Leap Up, Lightning Attack, 
  Lightning Reﬂ exes, Preternatural Speed, Swift Attack, Two 
  Weapon Wielder (Melee).
  Traits: Daemonic (+5), Dark Sight, Deadly Natural 
  Weapons, Fear (3), From Beyond, Multiple Arms (4), 
  Unnatural Agility (+2).
  Weapons: Spindle Claws (1d10+4 R; Pen 0; Felling (2), 
  Tearing, Warp Weapons).
  Aura of Insanity: Crazed laughter ﬁ lled with mocking secrets 
  ﬁ ll the minds of all those around a Cackling Abomination. 
  Anyone within 10m of a Cackling Abomination suffers a –20 
  penalty to all Perception and Willpower Tests.
  Driven to Madness: Once per combat encounter, the 
  Cackling Abomination may unleash the full horror of its warp 
  madness, driving insanity into the very minds of its opponents 
  as the raw light of the warp shines through its crazed grin. 
  As a Free Action, it can force all creatures facing the Cackling 
  Abomination to make a Challenging (+0) Willpower Test. 
  For every Degree of Failure they gain 1 Corruption Point (if 
  a Heretic) or 2 Insanity Points (if something that can suffer 
  insanity). If a Heretic fails the Test by four or more Degrees 
  of Failure, they generate a Disorder as well (see page 278).
  DAEMONETTES OF SLAANESH
  Desire is universal. Desire is the single thing which drives 
  every soul in the Galaxy—desire for position, for favour, for 
  power, for glory, for physical gratiﬁ cation, for slaughter.  The 
  Lord of Dark Delights knows this and his power is bolstered 
  by each and every greedy soul. Slaanesh is made stronger 
  by each gluttonous excess, by each narcissistic perfection, 
  by every pleasure experienced at the expense of one’s soul. 
  To this end, the Prince of Pleasure created the Daemonettes, 
  beings of pure desire and temptation. Daemonettes are 
  twisted mockeries of both male and female forms, combined 
  into a hermaphroditic whole which is both alluring and 
  revolting. Their large, opaline eyes burn with malicious 
  lust and their cruel, fanged mouths water at the thought of 
  another corrupted soul.  Despite their obviously daemonic 
  visage, mortals cannot help but be drawn to Daemonettes, 
  whose unearthly features always appear irresistibly attractive 
  to the viewer. Clouded by the heady musk which these 
  beguiling daemons exude, mortals ﬁ nd themselves enthralled 
  and driven mad by desire and passion.  
  Such is the allure of the Daemonettes that their victims 
  ﬁ nd themselves overcome with longing, even in the midst 
  of combat. Beings of Chaos and violence as much as passion 
  and seduction, the Daemonettes ﬁ ght with otherworldly 
  grace and murderous bloodlust. The daemonic nature of these 
  creatures becomes unmistakable when provoked, as their faces 
  twist into terrifying snarls and cackling grins, their arms form 
  wicked claws and their enticing voices become shrieks of 
  sadistic glee. Dancing from foe to foe, packs of Daemonettes 
  scythe through the battleﬁ eld, their enemies defenceless as 
  stalks of wheat, entranced by their seductive movements and 
  intoxicating musk.  
  353
  
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  Daemonette (Elite)
  8
  37 22 38 44 51 13 14 28 0 8 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Movement: 5/10/15/30  
  Wounds: 18
  Armour: None 
  Total TB: 8
  Skills: Acrobatics (Ag), Athletics (S), Awareness (Per), Dodge 
  (Ag), Parry (WS), Psyniscience (Per).
  Talents: Heightened Senses (All), Swift Attack.
  Traits: Daemonic (4), Dark Sight, Fear 2, From Beyond, 
  Natural Weapon (Pincer Claw), Warp Instability.
  Weapons: Pincer Claw (1d10+3 R, Pen 3, Razor Sharp, 
  Tearing).
  Soporiﬁ c Musk: The tantalising allure of the Daemonette 
  entrances and beguiles victims. Dodge and Parry Tests made 
  against attacks made by a Daemonette suffer a –10 penalty.
  Daemonic Presence: All enemies within 10 metres of a 
  Daemonette suffer –10 penalty to Willpower Tests.
   
  HORROR 
  Horrors are possibly the most bizarre of all Daemons. They have 
  stubby, pink bodies with long,  gangly arms and legs, and no 
  head. Though their leering faces normally appear in the middle 
  of their chest, they can vanish at any moment and reappear on 
  some random part of their anatomy. They band together on the 
  battleﬁ eld in cheerful, colourful mobs, dancing and cavorting 
  erratically across the battleﬁ eld to the rhythm of their own 
  cacophonous humming. As they cackle and laugh, they casually 
  hurl a barrage of arcane missiles of ever-changing hues to 
  pummel their foes.
  Even though they are nearly useless at ﬁ ghting in melee, 
  Horrors are difﬁ cult to eliminate. They surround themselves 
  with arcane protections and can regenerate missing limbs 
  with nonchalant ease. When they are cleaved with a well-
  placed blow, they reveal a truly unique and bizarre defence.
  The Daemon simply splits into two halves, which reshape 
  themselves into smaller, blue-hued copies of the original. 
  These two new Daemons change personalities as well as 
  colours, becoming petty and morose, constantly whining and 
  squabbling amongst each other about whose fault it was that 
  they ended up Blue Horrors instead of Pink. However, they 
  are just as dangerous as in their original form. 
  are just as dangerous as in their original form. 
  Pink Horror (Elite)
  6
  23 35 35 33 30 30 30 32 1 0 - -
  WS
  BS
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 18
  Armour: None 
  Total TB: 8
  Skills: Awareness (Per), Dodge (Ag), Psyniscience (Per), 
  Speak Language (Any one).
  Talents: None.
  Traits: Daemonic (+3), Fear (2), From Beyond, Deadly Natural 
  Weapons Multiple Arms (1d5)†, Strange Physiology, Warp 
  Instability.
  Weapons: Warpﬁ re (30m; S/3/–; 1d10+10 E; Pen 6), 
  Claws (1d10+5; Pen 2). 
  Daemonic Presence: All enemies within 10 metres of a 
  Pink Horror suffer a –10 penalty to Willpower Tests.
  Blue Horrors: When a Pink Horror is slain, it vanishes and is 
  replaced by two Blue Horrors (the Blue Horrors appear within 
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  1m of the Pink Horror when it was slain, assuming there is 
  room). Blue Horrors act as independent creatures and have the 
  same statistics as a Pink Horror with the following changes: 
  reduce Wounds to 9, reduce Strength to 20, reduce the damage 
  of the claws to 1d10+3. When using Pink Horrors as a Horde, 
  this rule applies differently; reduce all damage dealt to the 
  Horde’s Magnitude by half, rounding up.
  Blessing of Tzeentch: Pink and Blue Horrors are blessed by 
  their patron. This has the same effect as a Force Field (page 
  178) with a Strength of 20 that does not overload.
  †As the Pink Horror does not have Two Weapon Wielder, the value of its 
  Multiple Arms does not matter, and often changes from Round to Round.
  JUGGERNAUT
  The warforges of Khorne are hellish places of toil and ﬂ ame, 
  blood and death.  These dread foundries have produced many 
  of the vilest artefacts in the galaxy.  The warp-gifted artisans 
  who lay hammer to anvil and pump the brass bellows forge 
  twisted mechanical augmentations and heavy armoured plates 
  for the servants of Khorne’s realm. These wicked artiﬁ cers 
  long ago mastered the binding of daemons to their creations, 
  shackling warp-spawned beasts to new forms, creating 
  powerful steeds and living  engines of Khorne’s fury.
  The Juggernaut of Khorne is one such artefact. These brass 
  behemoths pump burning blood and breathe ash and ﬂ ame. 
  Shaped in the vague form of a rhinoceros and a bull, these beasts 
  stand over two metres tall at the shoulder and their daemon-
  fused brass bodies are so heavy that they are capable of smashing 
  through buildings in unstoppable charges. Thickly armoured, 
  Juggernauts can withstand even the most concentrated small-arms 
  ﬁ re and are all but invulnerable to mundane melee weaponry. 
  Their bulk is useful for more than just protection, as a charge from 
  a Juggernaut has been known to topple tanks and decimate lines 
  of infantry. Juggernauts are ﬁ erce melee combatants, goring with 
  their horns, throwing their massive bodies violently to pulverise 
  those around them, and devouring the enemy with their wickedly 
  toothy maw. As constructs of Khorne, these beasts of the Blood 
  God have been inscribed with runes to nullify magic and, as such, 
  are even more resilient to the attacks of psykers and xenos witches. 
  Many a devotee of the Lord of the Skull Throne has sought 
  to master a Juggernaut and to make it their daemonic steed. 
  To master a Juggernaut is no small task, as the rider must 
  possess undeniable martial prowess. Some have chosen to 
  subdue the beast in single combat so that they might reforge 
  the armoured backs of the Juggernaut to form the saddle. 
  The devotee of the Blood God must constantly overcome the 
  insatiable lust for violence possessed by the behemoth. It is 
  the greatest of Khorne’s soldiers who know when and where 
  to unleash this beast’s violent hate. Matched together, rider 
  and steed, their capacity for destruction is staggering.  
  and steed, their capacity for destruction is staggering.  
  Juggernaut (Elite)
  10
  10
  45 01 55 55 22 15 18 40 1 5 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 6/12/18/36  
  Wounds: 20
  Armour: Natural Armour (6 All) 
  Total TB: 10
  Skills: Awareness (Per) +20.
  Talents: Berserk Charge, Frenzy.
  Traits: Bestial, Brutal Charge, Daemonic (+5), Dark Sight, 
  Fear (3), From Beyond, Deadly Natural Weapons, Natural 
  Armour (6), Quadruped, Size (Enormous), Unnatural Strength 
  (+5), Warp Instability.
  Weapons: Horn and Hoof (1d10+10 I; Pen 2; Concussive [2]).
  Daemonic Presence: All enemies within 10 metres of a 
  Juggernaut suffer –10 penalty to Willpower Tests.
  Blood for the Blood God: Creatures of Khorne suffer 
  no penalties from gore and blood—all critical hit effects 
  involving gore and blood (such as requiring an Agility Test 
  not to fall over) do not apply to creatures of Khorne.
  Furious Impact: Instead of performing a normal charge, the 
  Juggernaut may use Furious Impact. When using Furious Impact, 
  the Juggernaut moves its normal charge distance in a straight line 
  towards a single target. If the Juggernaut engages the target, that 
  target and anyone, friend or foe, within one metre of the original 
  target suffers 1d10+10 Impact Damage with the Concussive (2) 
  Quality. The target and any other targets hit by this attack may 
  make a Dodge Reaction as normal to avoid the damage. The 
  Juggernaut does not need to roll to hit in order to use Furious 
  Impact. Furious Impact may only be used once per combat.
  PLAGUEBEARER
  For some, the greatest terror is the failure of the mortal shell. 
  Decay, pestilence, and rot are constants in a galaxy populated 
  with an uncountable number of living souls. Life begets ﬁ lth 
  and plague, and in a twisted mockery of this fact, it is human 
  life which begets the lesser daemons of the Lord of Flies. When 
  Nurgle’s ubiquitous Rot consumes the body of a human victim, 
  the soul is likewise consumed. This process brings into being 
  the wretched Plaguebearers. These one-eyed daemons appear as 
  frail, wasted human bodies with bloated stomachs, long gangling 
  arms, and broad mouths full of broken fangs and dripping with 
  infectious spittle. Their foreheads are peaked with a single 
  ivory horn, crusted with dried blood, mucus and pus. In their 
  gnarled hands, they carry thick, rusty cleavers and broad slashing 
  blades which they use on the battleﬁ eld to spread their virulent 
  infections. Surrounded by a thick cloud of enormous black ﬂ ies, 
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  they are a horriﬁ c foe, even from across the ﬁ eld of battle, as 
  their host buzzes with the wings of the ﬂ ies and rumbling with 
  a dolorous dirge. The body of a Plaguebearer appears weak and 
  fragile, but their constant exposure to the vilest concoctions of 
  Nurgle’s cauldron has made them unnaturally resilient.  Inured 
  to pain, ignorant of the idea of injury, they ﬁ ght on, even 
  laughing at the sight of their own dismemberment. 
  The attitude of a Plaguebearer is often more frightening to 
  mortals than their appearance. They solemnly drudge along, 
  steady in the suffering and despair they cause. This is not some 
  sadistic pleasure, like that of Slaanesh, but rather a determined 
  appreciation of Nurgle’s genius, a devotion of his art and an 
  acknowledgment of eventual disintegration of all things. Their 
  wish to spread disease is driven by their wish to share their 
  Father’s gifts with the galaxy.  As they march, they chant out the 
  list of poxes, plagues, and pestilence their Father has created, 
  ever certain in their growing number and increasing virulence.  
  ever certain in their growing number and increasing virulence.  
  Plaguebearer (Elite)
  5
  10
  35 21 43 56 30 28 31 35 1 1 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 20
  Armour: None 
  Total TB: 10
  Skills: Awareness (Per), Psyniscience (Per), Scholastic Lore 
  (Numerology) (Int), Speak Language (any one) (Int).
  Talents: Crippling Strike.
  Traits: Daemonic (+5), Dark Sight, Fear 3, From Beyond, 
  Natural Weapons, Unnatural Strength (+1), Warp Instability.
  Weapons: Claws and teeth (1d10+7 R; Primitive (6), Tearing, 
  Toxic ) or Plague Sword (1d10+8 R, Pen 4, Balanced, Toxic [2]).
  Infected Wounds: Whenever a target fails the Toxic Test 
  from a Plaguebearer’s attacks they also suffer 1d5 Toughness 
  Damage. This takes into account the Plague Sword’s rules.
  Vomit: As a Half Action, a Plaguebearer can vomit on one 
  victim within ﬁ ve metres. It must succeed on a Ballistic Skill 
  Test to hit its foe. The target may Dodge the spew but may 
  not Parry it. On a successful hit, the vomit deals 1d10+5 
  Damage. If the attack would deal Critical Damage, the vomit 
  deals 2d10 points of Toughness Damage.
  Daemonic Presence: All enemies within 10 metres of a 
  Juggernaut suffer –10 penalty to Willpower Tests.
  SCREAMER OF TZEENTCH
  The winds of Chaos carry many dangers—mutation, 
  madness, and corruption. Unfortunately for the teeming 
  masses of mankind, their immense Imperium relies on these 
  warp-winds for its very survival. Careful plotting of a route 
  through the warp is necessary to avoid the more well-known 
  warp-storms. The Gellar ﬁ elds present in all warp-capable 
  ships protect against most other daemonic dangers which 
  the ship would likely encounter. There is always a hole in 
  even the best defence, however, a chink in  any suit of armour. 
  The beasts known by the common voidman as sky-sharks are 
  drawn to these holes like moths to a ﬂ ame. 
  These sky-sharks, or Screamers, sail through the warp in 
  immense schools, seeking out warp-translated starships, on 
  which they feed. Screamers look like nothing so much as 
  long-bodied manta rays with viciously barbed tails, fanged 
  maws, and comet tails of scintillating light.  The jaws of these 
  daemonic creatures are strong enough to cut through even the 
  thickest areas of a starship’s hull, though it is their instinctual 
  cunning that makes them truly dangerous.  
  Occasionally, these beasts will be brought into real space by 
  devotees of their master and creator, Tzeentch, to serve on the 
  battleﬁ eld or to act as twisted and dangerous hunting beasts. In 
  combat, Screamers earn their moniker by projecting powerful 
  screeches, stunning their foes and sewing panic amongst enemy 
  forces. They capitalise on these moments of disruption to swoop 
  down into enemy ranks en masse, free from retaliation.  Some 
  devotees of Tzeentch bind these swift beasts to serve them as 
  infernal mounts. Warping their graceful form, the magician 
  stretches the creature’s warp-spawned ﬂ esh onto a frame of 
  wicked blades and burning steel. These daemonic constructs 
  are known as Discs of Tzeentch and provide their riders with 
  incredible speed and manoeuvrability.  
  incredible speed and manoeuvrability.  
  incredible speed and manoeuvrability.  
  Screamer (Elite)
  8
  30 02 45 45 50 15 43 40 0 3 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 8/16/24/48  
  Wounds: 15
  Armour: None 
  Total TB: 8
  Skills: Awareness (Per) +20.
  Traits: Daemonic (4), Fear 2, Flyer (8), From Beyond, Deadly 
  Natural Weapons (Warp Maw), Warp Instability.
  Armour: None. 
  Weapons: Warp Maw (1d10+5 E; Pen 12; Felling [3] Razor 
  Sharp, Tearing).
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  GREAT UNCLEAN ONE
  While the other three gods of Chaos create powerful daemonic 
  subjects to serve them, ﬁ ght for them, and lead their armies, 
  Grandfather Nurgle’s daemonic followers are his children, his 
  beloved family. Delighting in their successes and playfully 
  cajoling in their failure, the Father of Plagues is ever watchful of 
  his offspring, encouraging them to ever greater antics in his name. 
  As near-facsimiles of their putrid creator, the Great Unclean Ones 
  are bombastic abominations of infection and decay. Despite their 
  truly vile existence, Great Unclean Ones possess a near limitless 
  capacity for joviality and morbid joy at the horrors they inﬂ ict. 
  Wide, leering mouths ﬁ lled with cracked, stained teeth dominate 
  their thick, squat heads crowned with broken, ichor-covered 
  antlers. Long, lolling tongues hang from their jaws, dripping 
  with infectious saliva.  Their immense bodies, often towering 
  over a dozen meters, are rife with weeping sores and split ﬂ esh, 
  spilling their bowels about their bloated abdomens. As they heft 
  their colossal bulk about the battleﬁ eld, their ﬁ ery buboes split 
  to disgorge giggling Nurglings, who tumble down the folds of 
  their massive bellies.  
  Great Unclean Ones long ago became inured to pain, a 
  result of their abundant infections, plagues, and virulent 
  sores. Their truly massive size and their ability to withstand 
  injury and pain make them dangerous adversaries, as they 
  can withstand astounding amounts of damage before ﬁ nally 
  falling to the attacks of their foes. These daemon-lords 
  possess a hellish prowess, which seems at odds with their bulk 
  and squat stature. They barrel into their enemies, laughing 
  boisterously, all the while laying about them with colossal 
  rusty cleavers and seven-headed ﬂ ails.  The thick cloud of 
  ﬂ ies which feast at their open sores disrupt the attacks of their 
  enemies and spread the putrid diseases of their host. All the 
  while, the cooing Nurglings form a hideous vanguard for 
  their Papa and in a playful gesture do all they can to help 
  spread their Father’s beloved plagues to those nearest him.  
  Great Unclean Ones conduct the affairs of Nurgle with 
  tenacity and paternal guidance. They encourage their underlings 
  to revel in Nurgle’s decay and pestilence, while jumping on 
  every chance to spread new plagues. When leading the armies 
  of the Father of Plagues, Great Unclean Ones ﬁ ght with a 
  good-natured joy that suggests they know that their cause will 
  eventually win out. They may even be right, for there is only 
  one true constant in the galaxy: decay.  
  Great Unclean One (Master) 
  10
  22
  49 42 56 77 21 56 43 70 2 8 5 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 6/12/18/32  
  Wounds: 232
  Armour: None 
  Total TB: 22
  Skills: Awareness (Per) +10, Command (Fel), Forbidden Lore 
  (Daemonology) (Int) +20, Intimidate (S) +20, Logic (Int), 
  Medicae (Int), Parry (WS), Psyniscience (Per) +20, Scrutiny 
  (Per), Survival (Per).
  Talents: Crippling Strike, Crushing Blow, Demagogue, 
  Disturbing Voice, Hammer Blow, Hardy, Swift Attack, Takedown, 
  Thunder Charge, Unarmed Master.  
  Weapons: Giant Plaguesword (2d10+12 E, Pen 4, Balanced, 
  Toxic [4]).
  Traits: Amphibious, Daemonic (+5), Dark-sight, Fear (4), 
  From Beyond, Regeneration (5), Size (Immense), Sturdy, 
  Unnatural Strength (+5), Unnatural Toughness (+10), The 
  Stuff of Nightmares.
  Daemonic Presence: All enemies within 20 metres of a Great 
  Unclean One suffer –10 penalty to Willpower Tests and Toughness 
  Tests (not, however, an enemy’s Toughness Characteristic). 
  Touched By Nurgle: The Great Unclean One may use 
  any Nurgle Psychic Power and passes the Focus Power Test 
  automatically with 1d5 Degrees of Success. He counts as 
  having a Psy Rating of 7.
  LORD OF CHANGE
  Constant change, mutation, and evolution are the physical 
  hallmarks of the servants of Tzeentch. These beings, beholden 
  to the God of ambition, magic and knowledge, rarely rest in 
  any single form for long. They exist in an eternal struggle 
  for perfection through change.  For most, it is a material 
  perfection they seek. For those truly devoted to the ways of 
  Tzeentch, physical perfection comes as a distant second to 
  mental and metaphysical perfection. Among all his servants, 
  the Lords of Change have most closely attained this wholly 
  unattainable notion of perfection. Beings of overwhelming 
  mental acumen, commanding awe-inspiring magical powers 
  and possessed of peerless skills of manipulation and deceit, 
  the Lords of Change are rightly feared throughout the galaxy. 
  Their reputation for twisting the ambitions of men and alien 
  into contorted monuments of perversion is enough to drive 
  even the most humble agent to paranoia and suspicion.  
  In realspace, these creatures appear as towering beings with 
  gangling limbs, vast feathered wings, and a hook-beaked head 
  resting on a long, crooked neck. Their hunched shoulders are 
  often draped with what looks like the robes of a high priest or 
  a court wizard from ages long-past. Their bent, bird-like legs 
  are scaly and end in vicious talons; their lank arms terminate in 
  broad, clawed hands. Their enormous wings sprout from their 
  shoulders and are of an indeterminate colour, seeming to change 
  their hue and tone with each passing second. Most Lords of 
  Change carry long ceremonial staves, which they use to channel 
  their considerable psychic power. These powerful daemonic 
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  servants of Tzeentch carry themselves with a regal grace, though 
  when driven to action their savagery is remarkable.  
   Few beings in the galaxy can claim to possess greater stores 
  of knowledge than a Lord of Change, and this holds true on 
  the battleﬁ eld as well. The greater daemons of Tzeentch craft 
  strategies and tactics as though battles were game-boards and 
  their forces were merely pieces. They utilise their great magic 
  to steer the ﬂ ow of battle and bolster their own forces as well 
  as to annihilate their enemies. The battle plans of these beings 
  of supernatural genius seem to script the engagements as much 
  as anticipate possible events. Should a Lord of Change be 
  confronted with a being with psychic powers comparable to its 
  own, it is not unheard of for the greater daemons of Tzeentch 
  to wade into close-quarters combat. Their incredible reach 
  and sharp talons are the match of most mortals should these 
  powerful psykers ever resort to such a confrontation.  
  powerful psykers ever resort to such a confrontation.  
  Great Unclean One (Master) 
  16
  16
  54 63 45 63 54 99 72 81 4 5 5 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 5/10/15/30  
  Wounds: 180
  Armour: None 
  Total TB: 16
  Skills: Awareness (Per), Command (Fel)+20, Commerce 
  (Int), Common Lore (All) (Int) +20, Deceive (Fel)+20, 
  Dodge (Ag), Forbidden Lore (All) (Int)+20, Inquiry (Fel)+10, 
  Interrogation (WP)+10, Intimidate (S), Logic (Int)+20, 
  Linguistics (Int)+20, Medicae (Int),  Parry (WS), Psyniscience 
  (Per), Scholastic Lore (All) (Int)+20, Scrutiny (Per)+20.
  Talents: Combat Master, Resistance (Psychic Powers) Swift 
  Attack, Strong Minded.
  Traits: Daemonic (+5), Dark-sight, Fear (4), Flyer (5), 
  From Beyond, Sturdy, Unnatural Strength (+12), Unnatural 
  Toughness (+5),  The Stuff of Nightmares.
  Master of Plotters: All Daemons of Tzeentch are master 
  schemers, their very essence a primal form of deceit 
  and treachery, and the Lords of Change are the greatest 
  masterminds of all. No matter the circumstances, a Lord of 
  Change always has a plan. Once per session, the Lord of 
  Change may add a number of Degrees of Success equal to his 
  Intelligence Bonus to any one Test.
  Supreme Sorcerer: The Lord of Change may activate any 
  Tzeentch or Unaligned Power; he passes the Focus Power 
  Test automatically with 1d5 Degrees of Success. He counts as 
  having a Psy Rating of 9.
  Weaver of Fates: Lord of Change can turn its gaze upon a 
  mortal and alter their fate. Once per round, as a Reaction, the 
  Lord of Change may force a target to pass a Challenging (+0) 
  Agility or Challenging (+0) Willpower Test. If the target 
  fails, it must immediately spend an Infamy Point as the Lord of 
  Change sees ﬁ t. The target may be forced to heal themselves, 
  reroll a failed  Test or any other use they could normally make.
  Daemonic Presence: All enemies within 20 metres of a 
  Great Unclean One suffer –20 penalty to Willpower Tests. 
  DAEMON PRINCES
  While the majority of daemons are created from nothingness 
  by one of the gods of Chaos, or spring forth from the chaos-
  stuff of the warp unbidden, there are rare instances when a 
  mortal is granted the gift of infernal immortality and formed 
  into the vilest of abominations. These terrifying entities, 
  examples of the worst mankind is capable of, are raised above 
  the more common daemons and placed in positions of power 
  by their patron deity.  Earning the favour of the Dark Powers 
  is no small task and the rewards for such deeds are rarely 
  pleasant and are deadly as often as not. With each heinous 
  act the mortal is granted a single gift. In time, these blessings 
  either elevate the devotee to power or crush him under the 
  weight of mutation and madness. Few have the willpower to 
  withstand the  overwhelming blessings of the Chaos gods, but 
  those who do are horrors beyond mortal understanding.  
  Some daemon princes rise to power through military might, 
  laying waste to the forces of the Imperium one planet at a time. 
  Others are master corruptors, twisting entire systems to the sway 
  of the dark gods. Still others spread malignant corruption, both 
  physical and spiritual, to topple the most hardy souls.  The most 
  well known of the daemon princes are the Primarchs of the 
  traitor legions from the time of the Horus Heresy. These god-like 
  beings were the best of mankind and yet they turned to the will 
  of Chaos. Those that remain lord over daemon worlds in the 
  Eye of Terror to this day and their power is feared by all and 
  jealously coveted by only the foolish. Whatever their methods, 
  these masterminds, generals, and butchers represent the greatest 
  achievement of the supplicants of Chaos, the 
  highest form to which a devotee can aspire. 
  There is no standard form of a daemon 
  prince, as each is a monster truly 
  and thankfully unique to the 
  Galaxy.
  358
  these masterminds, generals, and butchers represent the greatest 
  these masterminds, generals, and butchers represent the greatest 
  achievement of the supplicants of Chaos, the 
  achievement of the supplicants of Chaos, the 
  highest form to which a devotee can aspire. 
  highest form to which a devotee can aspire. 
  There is no standard form of a daemon 
  There is no standard form of a daemon 
  prince, as each is a monster truly 
  prince, as each is a monster truly 
  and thankfully unique to the 
  and thankfully unique to the 
  Galaxy.
  
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  AX’SENAEA THE THRICE-POSSESSED, THE 
  EXECUTRIX PRIMARIS OF LAODOMIDA
  Few beings in the Screaming Vortex can claim to have 
  impressed the Lord of Dark Delights with their conceit, 
  their vanity, and their hubris. Those who do typically earn 
  the jealousy of Slaanesh, not admiration, as such things 
  are beneath the god of indulgence and self-obsession. 
  However, one being caught the eye of Slaanesh and 
  received a nod of true admiration. In her struggle for self-
  perfection and vainglory, Ax’senaea, called the Thrice-
  Possessed, damned her  people to eternal anguish and 
  impressed even the Prince of Excess.  
  Long before the days of the Angevin Crusade, while the 
  Calixis sector languished beyond Imperial control, the planet 
  of Laodomida spun its lazy orbit around a star in what is now 
  the Drusus Marches. A system far from any other, Laodomida 
  was an isolated place of planetary intrigue and politics. A 
  world consumed with its own extravagance, the intrigues of 
  the ruling class were usually harmless enough, occasionally 
  devolving into dynastic assassinations and scandals, but rarely 
  all-out warfare.  Into this world was born Ax’senaea, last born 
  child of a minor noble family.
  By her third decade, the woman who would end her world 
  had spent her entire life among the courts and war-rooms of 
  her powerful kin. Oft-ignored in favour of her more aggressive 
  siblings, Ax’senaea was left to turn inward and ponder the darkest 
  regions of her own soul.  Seeing her position, forgotten among 
  her rivals, as little more than a matter for self-improvement, 
  Ax’senaea quickly rose to power by mercilessly removing her 
  competition. In only a few years she had decimated her dynasty 
  and seized control, while keeping its holdings intact. It was not 
  enough for the newly-minted Executrix Primaris, though—she 
  still had too little control over her world, her own psyche.  
  Believing them to be manifestations of her own skills 
  and knowledge, she collected a court of learned sages and 
  strategists, putting each to death after she mastered their 
  knowledge. Among these men was a secret sorcerer of Chaos. 
  Hoping that it would end in her death, the sorcerer taught 
  Ax’senaea the process by which to bind a powerful servant of 
  Slaanesh to her own soul.  His plan—that the despotic woman 
  could not hope to command such a creature—was foiled by 
  her overwhelming will and self-obsession. Though the ritual 
  was long and exhausting, Ax’senaea was able to crush the 
  daemonic entity beneath the weight of her indomitable will.  
  Now possessed of the power of a Keeper of Secrets, the 
  vain woman murdered the sorcerer and slew the remainder 
  of her cabinet. She used her newly acquired warp-sorcery to 
  exert more direct control over her subjects and her enemies, 
  twisting their minds to her will, driving them mad with desire 
  or jealousy, or eviscerating them with a thought. She continued 
  to abuse the daemon within her for decades, draining its 
  essence to fuel her ambitions and maintain her youth until 
  she consumed its power, banishing it back into the Warp and 
  binding a new Keeper of Secrets within.  
  Over the following century she consumed a second and 
  third daemon entirely, and plunged her world into utter chaos 
  and conﬂ ict. She corrupted the souls of the ruling class the 
  world over and spurred the populace to acts of subservience 
  and adoration, sacriﬁ ce and murder, all so that she might prove 
  the control she had over what she saw as her own psyche, her 
  own body and mind. When her world was entirely under 
  her own control, she spread to the other in-system planets, 
  conquering, dominating, and commanding the countless 
  billions touched by her inﬂ uence.  When the third daemon-
  soul withered and vanished within her, Ax’senaea performed 
  the ritual yet again, hoping to devour the power of a fourth 
  greater daemon. It was then that Slaanesh granted the woman 
  daemonhood, both out of disdain for his most powerful 
  servants and in adoration of the woman who had twisted the 
  minds and souls of billions with her dark perfection.  
   Pulled into the warp by the possessive jealousy of 
  Ax’senaea herself, its puppet-populace living out her every 
  wicked excess, Laodomida now spins aimlessly through the 
  warp, a world re-formed daily by the ﬁ ckle whims of its 
  insane mistress. Despite the gifts of the Prince of Pleasure, 
  Ax’senaea remains mad, consumed by her own self-obsession 
  and solipsism. Her deranged mind has now turned to the 
  beings of the warp, and to her mad eyes they are simply 
  rebellious aspects of her nature, needing to be controlled as 
  much as any world in realspace. 
  much as any world in realspace. 
  Ax’senaea (Master)
  11
  14
  12
  74 67 59 62 81 57 64 69 7 6 9 5
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 14/28/56/112 
  Wounds: 105
  Armour: Flesh-fused Power Armour (8 All but Head) 
  Total TB: 14
  Skills: Athletics (S), Dodge (Ag) +10, Intimidate (S) +10, 
  Parry (WS), Survival (Per).
  Talents: Ambidextrous, Combat Master, Die Hard, Disturbing 
  Voice, Hard Target, Iron Jaw, Leap Up, Lightning Attack, 
  Lightning Reﬂ exes, Preternatural Speed, Psy Rating (6), Swift 
  Attack. 
  Traits: Daemonic (+3), Dark Sight, Deadly Natural Weapons, 
  Fear (3), Size (6), Unnatural Agility (+4), Unnatural Strength 
  (+6), Unnatural Toughness (+5), Warp Instability.
  Weapons: Claws (2d10+8 R, Pen 0; Tearing), Whip of Perverse 
  Agony (1d10+8 R; Pen 3; Flexible, Razor Sharp, Special†).
  Favoured by Slaanesh: Ax’senaea has access to any Slaanesh 
  psychic power, and may use them as a Daemonic psyker. 
  Subjugation at First Sight: Anyone who looks upon 
  Ax’senaea is so taken with her majesty that they must defend 
  her. Anyone who looks upon her must make an Easy (+20) 
  Willpower Test or be unable to move as they stare upon 
  Ax’senaea in dumbstruck awe. If they fail by more than two 
  degrees of failure, they immediately move to defend Ax’senaea 
  against any attackers. When attempting to ﬁ ght Ax’senaea, it 
  is advisable that one keep their eyes closed.
  †The Whip of Perverse Agony makes Lightning Attacks at a +10 
  bonus, rather than a –10 penalty. Ax’senaea may make melee attacks 
  against anyone within 3 meters using the whip. 
  359
  
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  HERETICS
  Among the masses of mankind there are those desperate 
  enough, power hungry enough, or hopeless enough to turn 
  away from all they are taught and beseech the Dark Powers 
  for aid and succour. Many do so without ever realising the 
  import of their actions, knowing little to nothing of the 
  forces with which they truck. Others face the darkness with 
  open eyes, fully aware of what they do and embracing their 
  corruption. Indeed, there are even those who were touched by 
  Chaos before they were even born, brought into the galaxy 
  bearing the malignant mark of the warp.  
  Mankind as a whole fears these men and women and declares 
  them traitors and heretics. Hunted by the Imperium and reviled 
  by the masses of humanity, many of those who embrace Chaos 
  shroud themselves in secrecy and deceit while others rise up 
  against the forces of the Imperium and lead great rebellions and 
  revolutions throughout human controlled space. Still others seek 
  out the maddening tumult of the warp, so they might serve their 
  gods directly. Only a rare few achieve greatness in the service of 
  the Chaos gods, but those who do are beings to be feared. These 
  power-hungry individuals are willing to do anything or sacriﬁ ce 
  anyone to attain their goals and please their dark masters.  
  CULT ZEALOT
  The lowliest of mortal worshippers of the Chaos gods, but 
  also the most numerous, are the members of the secretive 
  cults throughout the Imperium. Found among nearly every 
  strata of Imperial society, few suspect their true motivations. 
  These wretched cowards embrace the darkness inwardly 
  while performing the duties of their regular life unchanged, 
  refusing to make  their twisted faith known for fear of torture 
  and death. When discovered, their true devotion exposed for 
  all to see, these vile souls are driven mad by the prospect of 
  the purge which awaits them, doing whatever it takes to ﬂ ee 
  if possible or, if not, to silence those who know their secret.  
  Coming as they do from nearly any level of Imperial station, 
  cultists bring a variety of arms to bear. When confronted 
  directly, they use whatever they have at their disposal to protect 
  themselves and fulﬁ l the will of their gods.  Many cultists 
  possess a fanatical devotion to their patron deity and would 
  rather sacriﬁ ce themselves than see their master’s plans foiled.  
  rather sacriﬁ ce themselves than see their master’s plans foiled.  
  Cult Zealot (Troop)
  26 24 28 31 27 22 31 24 2 2 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
   
  Movement: 2/4/6/12 
   
  Wounds: 8
  Armour: Flak Vest (3 Chest) 
  Total TB: 3
  Skills: Deceive (Fel), Forbidden Lore (Daemonology) (Int), 
  Forbidden Lore (Heresy) (Int), Intimidate (S).
  Talents: Double Team, Unremarkable.
  Weapons: Makeshift Sword (1d10+2 R; Pen 0; Unbalanced), 
  Stub Automatic (Psitol; 30m; 1d10+3 I, Pen 0, S/3/-, Clip 
  9, Reload Full).
  Gear: Small Charm, cheap clothes or unwashed robes, 2 clips.
  MUTANT DEVOTEE 
  Despite their best efforts, the powers of the Imperium are 
  unable to curb the forces of Chaos from acting on the masses 
  of humanity. Throughout the whole of humankind, twisted 
  creatures exist, the result of Chaos’ manipulations.  Primarily 
  found in the lower levels of Imperial society, these mutants scrape 
  by in an existence both reviled and tenuous. Many such “twists,” 
  as they are often called by their betters, embrace their warped 
  form, believing themselves true children of Chaos and devoting 
  themselves to the will of the dark gods out of desperation and 
  despair. Many cults and traitor militia include mutants such as 
  these, ﬁ lling out the rank and ﬁ le, as well as being utilised as 
  shock troopers thanks to their hearty and resilient forms.  
  The majority of these mutants are little more than men 
  with twisted and malformed limbs and visages, though some 
  are truly horriﬁ c beings, blessed with the worst mutations 
  the nightmare intelligence of the warp can offer.  These 
  creatures might possess snapping claws, thickened, chitinous 
  hides, vestigial limbs and eyes, lashing, venomous tails and 
  tongues, or worse. Rhyme and reason play no part in the 
  shaping of these wretched creatures and the possible forms 
  are limitless. Many bear arms in the service of their masters, 
  though without exception these are makeshift and shoddy.  
  though without exception these are makeshift and shoddy.  
  Mutant Devotee (Troop)
  5
  36 22 42 34 21 18 23 22 1 3 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
   
  Movement: 2/4/6/12 
   
  Wounds: 12
  Armour: Tough Hide (2 All) 
  Total TB: 5
  Skills: Forbidden Lore (Daemonology) (Int), Forbidden Lore 
  (Heresy) (Int), Intimidate (S), Parry (WS).
  Talents: Frenzy, Lightning Attack†.
  Traits: Natural Weapons, Natural Armour (2 All), Unnatural 
  Toughness (+2).
  Weapons: Chitinous Appendage (1d10+6 I; Pen 0; Primitive 
  [9]) or Venamous Barb (1d10+4 R; Pen 3; Primitive [8] 
  Toxic), Shoddy Shotgun (Basic; 20m; S/–/–; 1d10+4 I; Pen 
  0; Clip 6; Reload Full; Innacurate; Scatter, Unreliable).
  Gear: Foul meat, fouled clothing, rope belt, 2d10 shotgun shells.
  †Note that a Mutant Devotee may not make a Swift Attack.
  CURSED ORACLE
  The gods of Chaos are unpredictable with their gifts, and while 
  some may seem the greatest of blessings, their reality may be a 
  foul curse. It is well known that psykers possess abilities which 
  both allow them access to the powers of the warp and put both 
  their soul and sanity at risk. Occasionally, a chaos psyker will be 
  given a truly magniﬁ cent gift, but one few mortals are capable 
  of handling—glimpses into the strands of future fate. Such 
  knowledge can unravel even the strongest mind and those blessed 
  with this gift are often driven mad by it. Despite this, their insane 
  mutterings come to pass with relative frequency and few can deny 
  the power of their knowledge.  If discovered by a more powerful 
  source, these babbling mystics are often made into advisers and 
  their powers channelled to direct the actions of their new master. 
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  In addition to their foresight, being so blessedly open a vessel 
  to the powers of Chaos grants these oracles impressive psychic 
  abilities. In the rare case that an oracle masters his visions without 
  being driven mad, they are a truly fearsome force, utilising their 
  psychic powers to direct the course of entire empires.  
  psychic powers to direct the course of entire empires.  
  Cursed Oracle (Elite)
  28 34 38 36 35 45 3 8 49 3 3 0 7
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
   
  Movement: 2/4/6/12 
   
  Wounds: 12
  Armour: Reinforced Robes (3 All but Head) 
  Total TB: 3
  Skills: Forbidden Lore (Daemonology, Heresy) (Int), 
  Intimidate (S), Parry (WS), Psyniscience (WP) +10.
  Talents: Psy Rating 4, Strong Minded, Warp Sense.
  Weapons: Sword (1d10+3 R, Pen 0).
  Psychic Powers: Doombolt, Precognition, Precognitive 
  Dodge, Glimpse.
  FALLEN DEMAGOGUE  
  Among the teeming masses of the Imperium, it is the rare man 
  who walks a lighted path. Ignorance is a virtue and knowledge 
  only breeds doubt. For citizens of  the Imperium, the words of 
  a powerful orator are worth far more than enlightenment and 
  whole crusades have begun on the passionate words of a blazing 
  zealot. That the populace of the Imperium is so easily swayed by 
  such speeches is both a blessing and a curse, for such zealotry can 
  easily be turned against mankind. When a great persuader of men 
  falls from his standing within the Imperium to the worship of the 
  dark powers, he becomes a powerful force for his new masters, 
  fomenting rebellion and sedition throughout entire systems. 
  When bolstered by the powers of Chaos, these agitators become 
  forces of change, infecting the minds of their listeners with visions 
  of glorious anarchy and destruction. Demagogues command the 
  fanatical loyalty of dozens, if not thousands, of devotees, each 
  of whom would rush headlong into the ﬂ ame should he merely 
  suggest it. This level of control can be far more dangerous than 
  even the most powerful weaponry or sorcery, and few of the great 
  rebellions and heresies throughout Imperial history have come to 
  pass without the igniting spark of such instigators. However, only 
  the most cunning agitators can provoke the masses from behind 
  the scenes, inspiring chaos and rebellion in their followers while 
  remaining hidden from the burning gaze of the Inquisition.  
  remaining hidden from the burning gaze of the Inquisition.  
  Fallen Demagogue (Master)
  8
  32 41 40 40 36 45 33 47 5 8 2 3
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
   
  Wounds: 35
  Armour: Xenos Mesh (4 all) 
  Total TB: 4
  Skills: Awareness (Per), Commerce (Fel) +10, Charm +20, 
  Command (Fel)+20, Common Lore (Daemonology, The 
  Warp) (Int), Dodge (Ag), Intimidate (S) +10, Interrogation 
  (WP)+10 Parry (WS).
  Talents: Air of Authority. Demagogue, Inspire Wrath, Hatred (Any)
  Traits: Unnatural Fellowship (+3), Fear (1). 
  Weapons: Xenos Altered Pistol (Pistol; 30m; S/3/–; 
  1d10+5 E; Pen 4; Clip 20; Reload 2Full), Barbed Neural 
  Whip (1d10+5; Pen 4; Flexible, Shocking, Tearing).
  Gear: 1d10x1000 Thrones, heretical tracts, countless 
  followers, 3 clips for pistol.
  My Dear Child: The Fallen Demagogue commands followers 
  with unswerving loyalty, their obedience assured unto death. The 
  Fallen Demagogue may gently rebuke those under his command 
  with but a word, causing 1 Wound to each (roll once for all those 
  affected, Hordes suffer 1d5 Magnitude damage instead). Those 
  so rebuked are immune to Fear (3) and lower, and Pinning.
  Defend Me!: Whenever the Fallen Demagogue is targeted by a 
  ranged attack, he may make a Challenging (+0) Fellowship 
  Test. On a success, one ally within 3 metres moves up to 3 
  metres to intercept the attack and becomes the target instead.
  Minions: The Fallen Demagogue is always accompanied by 
  1d10+10 Mutant Devotees or equivalent Troops, as well as a 
  Magnitude 50 Horde of Cult Zealots. The GM may provide 
  more competent minions as the situation warrants.
  APOSTATE PARAGON
  A ﬁ ery demagogue might turn the hearts of men from the 
  commands of their masters and a powerful witch might 
  wreak havoc throughout an entire system, but there are few 
  men more able to demoralise an entire people than a hero 
  turned traitor. The Imperium has its fair share of heroes—
  ﬁ ghting men and women whose grit and daring have foiled 
  evil, crushed rebellion, and spread the dominion of man 
  through the stars. Stories of such ﬁ gures are told throughout 
  the Imperium, and local heroes gain the stature of saints 
  among the people of their system. These heroes are often 
  said to be without ﬂ aw, peerless in their devotion to mankind 
  and above reproach. Despite the stories of their heroics, all 
  men have weaknesses; all men have desires and dark dreams. 
  It is just these sorts of men whom the powers of Chaos most 
  enjoy preying upon, twisting their sense of pride and self-
  aggrandisement until they are little more than slaves to their 
  own jealous ambitions. Figures such as Horus and Goge 
  Vandire still stand in the minds of the populace, sewing doubt 
  and paranoia to counter the hope and faith in such heroes.  
  Prior to their fall, ﬁ gures of such reputation and standing 
  are afforded every luxury. When they ﬁ nally turn on their 
  one-time allies, they often bring the full might of those 
  resources to bear, wielding mighty weaponry and armour 
  against their new foes. These paragons of war match skill and 
  armament with the gifts granted them by their new masters.  
  armament with the gifts granted them by their new masters.  
  Apostate Paragon (Master)
  2
  7
  5
  48 48 53 42 40 34 38 50 4 0 4 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement:4/8/12/24 
   
   
  Wounds: 35
  Armour: Light Power Armour (7 All) 
  Total TB: 5
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  Skills: Athletics (S), Awareness (Per), Charm (Fel), Command 
  (Fel) +30, Dodge (Ag), Intimidate (S) +20, Parry (WS) +20, 
  Survival (Per).
  Talents: Blademaster, Combat Master, Crippling Strike, 
  Crushing Blow, Swift Attack.
  Traits: Unnatural Strength (2), Unnatural Toughness (1), 
  Unnatural Weapon Skill (2)
  Weapons: Chainglaive (1d10+12 R, Pen 5, Tearing), 
  Bolter (Basic; 100m; S/3/–; 1d10+5 X; Pen 4; Clip 24; 
  Reload Full; Tearing)
  Gear: 5 bolter clips, any items of Extremely Rare scarcity or 
  lower, as appropriate to the character. May possess a voidship.
  TECH-ASSASSINS
  The tools of war crafted by the Adeptus Mechanicus vary 
  wildly, including such extremes as tiny weapons the size 
  of a single ﬁ nger to massive Ordinatus engines capable of 
  levelling entire mountains. Those Magi who have turned 
  their backs upon the orthodox Cult Mechanicus are often 
  even more inventive. The designs of these traitor tech-
  heretics often create bizarre fusions of technology and the 
  corruptive energies of the warp. In the Screaming Vortex, one 
  such invention is the Tech-Assassin. No two Tech-Assassins 
  are alike; each one is an individual hand-crafted masterpiece, 
  tuned and optimized for a particular style of murder. Because 
  of their specialised nature, Tech-Assassins are subtle but 
  signiﬁ cant factors on the battleﬁ eld. They scout ahead of the 
  main force, ghosting into an enemy position to remove an 
  important leader or sabotage a vital resource.
  On the half-world of the Hollows, the Dark Magos known 
  only as the Exospectre has spent centuries perfecting his 
  preferred weapon of  choice: the Maestro pattern Tech-Assassin. 
  These swift and lethal servants are his most ﬁ endish designs 
  and are armed with all manner of unspeakably lethal weapons. 
  Maestro pattern Tech-Assassins are gaunt, spindly creatures, 
  swathed in ragged robes and notable for the cruel gleam of 
  their tripartite hunter-optics from beneath their hoods. Far 
  more autonomous and capable than any servitor, Tech-
  Assassins ceaselessly hunt their prey once on the trail of their 
  assigned target. A Tech-Assassin may lie in wait for weeks at a 
  time, patiently motionless, until the chosen enemy is detected 
  by inbuilt augur arrays. Only then does the creature explode 
  into motion, its robes ﬂ aring like the wings of a raptor as it 
  stoops to the strike. Gravity plates allow the Tech-Assassin to 
  move effortlessly over nearly any terrain. Its torso contains a 
  powerful quantum ﬁ eld generator that shrouds the creature from 
  detection, confounding tech-sensors and confusing the naked 
  eye with shifting patterns that blend with its surroundings.
  The Maestro pattern’s hands contain a series of serrated, 
  retractable power-blades and it is usually equipped with an MIU-
  linked shoulder-mounted hellgun. However, the most dangerous 
  weapon employed by the Maestro pattern is the tesseract bomb. 
  When activated, this devastating weapon shunts a portion of its 
  surroundings into a pocket dimension, violently disrupting the 
  molecular structure of anything caught in the blast.
  In addition, the Exospectre commonly installs a command 
  circuit into the Maestro pattern and accompanies it with a 
  pack of hell-constructs named Velocireapers. These beast-like 
  creatures are a form of lobo-chipped servitor, built around 
  a sophisticated sentinel array and armed with razor-sharp 
  fangs and claws. Savage and feral, the Velocireapers must be 
  precisely controlled by the Tech-Assassin’s command circuit 
  lest they frenzy and attack anyone nearby.
  lest they frenzy and attack anyone nearby.
  Tech-Assassin (Master)
  8
  8
  50 50 42 42 41 35 43 36 1 0 1 0
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 6/12/18/36  
   
  Wounds: 35
  Armour: Machine Trait  (6 All) 
  Total TB: 8
  Skills: Acrobatics (Ag) +20, Athletics (S) +20, Awareness 
  (Per) +20, Common Lore (Tech, War) (Int), Dodge (Ag) 
  +20, Forbidden Lore (Adeptus Mechanicus, the Warp) (Int), 
  Interrogation (WP), Logic (Int), Linguistics (Techna-lingua) 
  (Int), Navigation (Surface) (Int), Operate (Aeronautica) (Ag), 
  Parry (WS), Scrutiny (Per), Security (Int) +10, Stealth (Ag) 
  +20, Survival (Per) +10, Tech-Use (Int) +20.
  Talents: Ambidextrous, Assassin Strike, Blade Dancer, Cold 
  Hearted, Combat Master, Deadeye Shot, Disturbing Voice, 
  Hard Target, Leap Up, Lightning Attack, Lightning Reﬂ exes, 
  Rapid Reaction, Step Aside, Swift Attack, Total Recall, Two-
  Weapon Wielder (Melee), Whirlwind of Death.
  Traits: Dark-sight, Fear 1 (Disturbing), Hoverer (6), Machine 
  (6), Mechanicus Implants, Unnatural Strength (+4), Unnatural 
  Toughness (+4).
  Armour: None (All 6).
  362
  
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  Weapons: Two Implanted power-blades (1d10+8 E; Pen 
  8; Balanced, Power Field), MIU-linked shoulder-mounted 
  hellgun (Basic; 50m; S/2/–; 1d10+4 E; Pen 7; Clip 40; 
  Reload Full; Reliable, Tearing), Tesseract Bomb (Thrown; 
  24m; S/–/–; 4d10+6 E; Pen 6; Clip –; Reload –; Blast [5], 
  Concussive [2], Crippling [1d5]).
  Cybernetics: Black blood, blade-tines, embedded auspex, 
  interface port, ﬂ esh replenishment.
  Gear: Ragged robes, multi-key, bandolier with three tesseract 
  bombs, 1d5+2 Velocireapers, 4 clips for Hellgun.
  Quantum Field: The quantum ﬁ eld makes the Tech-Assassin 
  difﬁ cult to locate or target for ranged ﬁ re. The Tech-Assassin 
  gains a +20 bonus to all Stealth Tests and may make a Stealth 
  Test even whilst being directly observed. In addition, all 
  ranged attacks against the Tech-assassin suffer a -20 penalty. 
  ranged attacks against the Tech-assassin suffer a -20 penalty. 
  Velocireaper (Elite)
  6
  45 - - 50 45 50 14 31 18 - - - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 10/20/30/60  
   
  Wounds: 20
  Armour: Machine Trait  (4 All) 
  Total TB: 6
  Skills: Athletics (S) +20, Awareness (Per) +20, Dodge (Ag) 
  +30, Stealth (Ag) +20, Survival (Per) +20.
  Talents: Assassin Strike,  Hard Target, Lightning Reﬂ exes, 
  Swift Attack.
  Traits: Bestial, Blind, Deadly Natural Weapons (Fangs and 
  Claws), Quadruped, Machine (4), Unnatural Toughness (2).
  Armour: None (All 4). 
  Weapons: Fangs and claws (1d10+5 R; Pen 4; Razor Sharp).
  Hollows Pattern Sentinel Array: This device allows the user 
  to “see” in all directions, and may detect targets through walls, 
  undergrowth, trees, or other obstructions, or in darkness or other 
  conditions when normal sight would be obscured. Solid walls 
  at least one metre thick (and without openings) block the Array. 
  This counteracts the Blind Trait, but the Array may be targeted 
  with a Called Shot Action. If the Called Shot hits and deals 
  damage, the Velocireaper reverts to being blind.
  The user may also use the array to “lock on” to a speciﬁ c target 
  as a Half Action (or he may load a speciﬁ c bio-metric readout 
  into the Array beforehand, in which case the Array locks on 
  automatically). The Array may track that target up to 100 metres 
  away and always distinguishes between it and other targets. 
  Forces of the 
  Imperium
  “Long have the snivelling masses of mankind confounded our plans.  
  Not today, my friends.  Today the teeming billions of this world will 
  be our instrument of victory!”
  –Greval Truchalt, Cult Magos. 
  T
  he Imperium of man is a behemoth of human achievement. 
  The teeming hordes of mankind are so vast that it can 
  appear that the xenos races and devotees of Chaos border 
  extinction by comparison.  Due to their numbers alone, mankind 
  is a grave threat to the plots of the denizens of the warp. The 
  forces arrayed against the acolytes of Chaos run the gamut from 
  lowly civilian to mighty Grey Knight and the agents of the Dark 
  Powers are beset on all sides within the Imperium.  
  ADMINISTRATUM ADEPT 
  A galactic empire as vast as the Imperium of Man is not a simple 
  thing to manage. The Administratum exists on nearly all of 
  the billions of planets under Imperial control, collecting taxes, 
  managing resources, and conducting near-inﬁ nite number of 
  other administrative duties each world requires for support and 
  inclusion in the Imperial whole. For these tasks, there are hundreds 
  of thousands of adepts in the employ of the Administratum on 
  each planet. These adepts are largely collectors and counters and 
  certainly not warriors. When confronted with violence, ﬂ ight 
  and panic are the most common response.    
  and panic are the most common response.    
  Administratum Adept (Troop)
  22 2 3 24 34 26 29 25 22 2 3 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 2/4/6/12 
   
  Wounds: 5
  Armour: None 
  Total TB: 3
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Linguistics (Int)+10, Trade (any one).
  Talents: None.
  Weapons: Unarmed (1d5–1 I; Pen 0).
  Gear: Robes, data-slate, 1d5 Thrones, auto-quill, parchment.
  INFAMY, FATE POINTS, AND NON-HERETICS
  In previous Warhammer 40,000 Roleplay games, the role of Infamy Points was taken by a similar mechanic called Fate Points. 
  In BLACK CRUSADE, certain Imperial Characters do possess Infamy Characteristics (they are infamous to the Heretics, if nothing 
  else!). However, instead of Infamy Points, they have Fate Points, signs of the God-Emperor’s blessing. These work mechanically 
  the same as Infamy Points, and may be used as if they were Infamy Points at level 2 (providing the +1 Degree of Success, 1d5+1 
  wounds, or re-roll failed Tests). In addition, NPCs with Fate Points may permanently lose one Fate Point (rather than burn 
  Infamy) to survive otherwise deadly situations—although GMs should be wary of using this if it doesn’t ﬁ t the plot!
  INFAMY FOR NPCS
  Certain powerful NPCs possess Infamy, representing their particularly potent abilities and dread reputations. An NPC 
  with Infamy has Infamy Points equal to his Infamy Bonus, and may be used as if they were Infamy Points at Level 2.
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  IMPERIAL GUARDSMAN 
  The largest military force in the Imperium, spanning the 
  breadth of human-space, is the Imperial Guard. This behemoth 
  of manpower and military might is responsible for countless 
  military victories throughout the centuries. Employing massed 
  infantry, armoured companies of battle tanks, and barrages of 
  artillery, the Imperial Guard is deployed to grind the enemies 
  of man out of existence. The Imperial Guard is not a precision 
  military instrument; it is a blunt hammer with which the 
  Adeptus Terra crushes its foes. The sheer numbers involved in 
  an Imperial Guard engagement are often staggering, hundreds 
  of thousands of soldiers and support personnel directed to one 
  purpose in any given theatre of war.  
  Most Guardsmen are soldiers trained with a baseline of 
  combat skills, though veterans of even a single campaign 
  are treated with incredible respect by their peers. Many 
  Guardsman platoons are made up of citizen-conscripts or 
  even penal world inmates sentenced to years of service for 
  their crimes. All told, the average Guardsman is a mediocre 
  soldier at best, armed with the  common lasgun or autogun 
  and armoured in inexpensive ﬂ ak armour. Their training 
  affords them the bare minimum in battleﬁ eld manoeuvres and 
  coordination, though when faced en masse, this is usually all 
  that is needed for victory.  
  that is needed for victory.  
  Imperial Guardsman (Troop)
  35 35 35 35 35 28 31 25 2 5 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 10
  Armour: Guard Flak Armour (4 All) 
  Total TB: 3
  Skills: Awareness (Per), Athletics (S), Common Lore 
  (Imperium, War) (Int), Dodge (Ag), Operate (Ground) (Ag), 
  Speak Language (Low Gothic) (Int), Stealth (Ag).
  Talents: Nerves of Steel, Rapid Reload, Takedown.
  Weapons: Guard Issue Lasgun (Basic; 100m; S/3/—; 
  1d10+3 E; Pen 0; Clip 60; Reload Full, Variable Setting), 
  Combat Knife (1d5+3; Pen 0), 3 Frag Grenades (Thrown; 
  9m; S/–/–; 2d10 X; Pen 0; Clip 1; Reload —; Blast [3]).
  Gear: Guard Uniform, micro-bead, respirator, 4 clips for 
  lasgun, Imperial Infantryman’s Uplifting Primer.
  BOUNTY HUNTER 
  The members of the Inquisition guard their secrets jealously for 
  fear that the knowledge of what horrors they face may corrupt 
  the hearts and distort the minds of lesser men. Despite this, 
  there are those who have seen the darkness and faced corruption 
  willingly and come out the other side unscathed. The threats 
  faced by the Calixian Inquisition are beyond counting and 
  there are vast stretches of void where the ofﬁ cial agents of the 
  Inquisition hold no sway. There comes a time when the services 
  of such men is needed for the safety of the masses. When a 
  rogue psyker or fugitive heretic ﬂ ees the bounds of Imperial 
  space into the frontier regions of the galaxy, the agents of the 
  Calixian Inquisition, few as they are, are likely to employ an 
  experienced bounty hunter to retrieve them. 
  There are a near-inﬁ nite variety of Bounty Hunters in the 
  galaxy, from cold-hearted individuals who work only for Thrones 
  and kill anyone who stands in their way, to doughty and reliable 
  veterans who behave according to their own code of honour. They 
  work for an equally varied assortment of clients, from the Imperial 
  Adeptus and planetary nobles to merchant factors and even xenos 
  agents. However, to be successful in a dangerous profession, each 
  must have proven themselves capable of dangerous and potentially 
  fatal tasks. The bounty hunters employed by the Ordo Calixis 
  are often reliable and resolute, willing to use whatever means, 
  methods, and tactics necessary to recover their prey and bring 
  them to the fearsome punishments of their Inquisitorial masters 
  within the Tricorn Palace on Scintilla. Existing on the fringes of 
  Imperial law, bounty hunters of this sort may possess strange and 
  fantastic technology, sometimes even of xenos origin. It is for this 
  reason that the services of such men are typically employed by 
  those Inquisitors of a more radical bent.  
  those Inquisitors of a more radical bent.  
  Bounty Hunter (Elite)
  41 48 41 41 45 36 39 38 3 6 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 4/8/12/24 
   
  Wounds: 18
  Armour: Light Carapace (5 All) 
  Total TB: 4
  Skills: Awareness (Per) +10, Common Lore (Imperium) (Int), 
  Concealment (Ag), Dodge (Ag)+20, Drive (Ground Vehicle) 
  (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S) +10, 
  Medicae (Int), Parry (WS) +20, Security (Ag), Shadowing 
  (Ag), Silent Move (Ag), Speak Language (Low Gothic) (Int), 
  Tracking (Int).
  Talents: Deadeye Shot, Disarm, Hip Shooting, Quick Draw, 
  Marksman, Nerves of Steel, Rapid Reaction, Sharpshooter, 
  Swift Attack, Takedown, Unarmed Warrior.
  Weapons: Chainsword (1d10+6 R; Pen 2; Balanced, 
  Tearing), Semi-Auto Hand Cannon with amputator rounds 
  (Pistol, 35m; S/2/–; 1d10+6 I; Pen 2; Clip 8; Reload 2 Full) 
  or Splinter Riﬂ e (Basic; 60m; S/3/5; 1d10+2 R; Pen 3; Clip 
  200; Reload 2 Full; Toxic [4]), 3 Stun Grenades (Thrown; 
  12m; S/–/–; —; Blast [3], Concussive [2]).
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  Gear: 3 clips for ranged weapon, respirator, manacles, data 
  slate of bounties, Good Craftsmanship bionic eye.
  Low Blow: Bounty Hunters are practiced in hitting their 
  opponents in their vitals. Whenever they make a Called 
  Shot Attack, their attack gains the Razor Sharp and Tearing 
  Qualities (if it didn’t have them already). 
  GREY KNIGHT 
  As the Space Marines are angels of death, ready to face any threat 
  to mankind, the Grey Knights are the shining paladins who 
  defend the Imperium against the daemon, the stalwart bulwark 
  against the darkness of the warp.  Selected from only the most 
  promising psykers taken by the Black Ships of the Inquisition, 
  the Grey Knights are Space Marines said to have received their 
  geneseed directly from the Emperor himself. Each is a holy 
  warrior and psyker as far beyond the Space Marines as those 
  mighty warriors are beyond mankind. To the common man, the 
  Grey Knights are beyond legend, no folk tales are told to ease the 
  cares of a fearful populace. Few ever have the chance to witness 
  these mythic ﬁ gures in the ﬂ esh and fewer still live to tell the tale. 
  Amongst the  tides of the Immaterium, the Grey Knight is a feared 
  legend, terrifying those to whom fear is otherwise unknown.  
  Few can boast the arsenal of a Grey Knight, as they are 
  provided with the ﬁ nest equipment and supported by the 
  multitude of Forge worlds throughout the Imperium. Each 
  member of the Grey Knights wades into battle in the ﬁ nest 
  suits of Aegis Terminator Armour, each a masterpiece of 
  armour-craft and a holy relic of the Inquisition. Each suit 
  is adorned with holy amulets, anointed with sacred oils, 
  carved with arcane runes of warding, and laced through 
  with psycho-conductive latticework. In this way, the wearer 
  is girded against the attacks of psykers and warp-spawn in 
  addition to the incredible physical resilience offered by the 
  ceramite and adamantine shell. The sacred incense which 
  burns in the braziers hung from the armour’s massive frame is 
  cloying and heady, disorienting to daemons and witches alike. 
  The Nemesis Force Weapons of the Grey Knights are nearly 
  unique throughout the Imperium and feared throughout 
  the warp. These psychically-attuned weapons are fashioned 
  in all manner of shapes and vicious forms, and each glows 
  with ﬁ erce light and is capable of cleaving through even the 
  thickest daemon-hide. Each Grey Knight is also armed with a 
  blessed storm bolter, often loaded with psycho-reactive shells 
  which shred the resilient husks of daemonic entities.  
  Grey Knight Space Marine (Elite)
  11
  8
  55 45 75 45 40 43 42 56 40 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 25
  Armour: Terminator Armour (14 All) 
  Total TB: 8
  Fate Points: 2
  Skills: Athletics (S), Awareness (Per)+10, Common Lore 
  (War), Dodge(Ag)+20, Forbidden Lore (Adeptus Astartes), 
  Linguistics, Navigate (Surface), Operate (Surface), Parry 
  (WS)+20, Psyniscience (Per) +20.
  Talents: Ambidextrous, Bulging Biceps, Hatred (Daemons), 
  Hatred (Chaos Space Marines), Heightened Senses (Hearing, 
  Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, 
  Poisons, Psychic Powers), Psy Rating 2, Swift Attack, True 
  Grit, Unarmed Warrior.
  Traits: Amphibious, Unnatural Strength (4), Unnatural 
  Toughness (4).
  Weapons: Astartes Storm Bolter (100m, S/2/4, 1d10+9 X, 
  Pen 4, Clip 60, Rld Full, Reliable, Tearing, Storm), Nemesis 
  Force Sword (1d10+13 R, Pen 8, Balanced, Force, Sanctiﬁ ed).
  Gear: 5 Bolter Clips, Force Field (Field Rating 35).
  Astartes Enhancements: Space Marines have all the organs 
  and other enhancements of Chaos Space Marines found on 
  page 49.
  Grey Knight Psyker: Grey Knights are psykers, and have 
  access to Psychic Powers from the Divination and Telepathy 
  Disciplines as the GM sees ﬁ t. In general they do not use 
  offensive Psychic Powers from these Disciplines, relying on 
  their Force Weapons and Nemesis Hammer Hand.
  Nemesis Hammer Hand: The Pysker hardens his muscles 
  and brings down the wrath of the God-Emperor of Mankind 
  in powerful strikes with his melee weapon. This is a Psychic 
  Power that requires a Challenging (+0) Willpower Test, 
  requires a Half Action to manifest and is a Free Action to 
  Sustain. While active, this power adds 4 to the Unnatural 
  Strength trait of any Grey Knight allies within 10 metres.
  †The Grey Knight’s Strength includes the +30 Strength from the Grey 
  Knight’s Terminator Armour.
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  MINISTORUM CLERIC 
  Throughout the Imperium, men and women toil in the service 
  of the corpse-emperor, committing themselves to lifelong tasks 
  which inwardly they know to be meaningless. The despair and 
  contempt this futility causes among the masses is only blunted by 
  the vain  words of hope and immortality preached by the members 
  of the Ministorum, the monolithic institution devoted to the 
  worship and praise of the Emperor of Man.  Tending the souls 
  of so many billions of Imperial citizens is no easy matter and the 
  Ministorum is a spiritual and administrative juggernaut as a result. 
  The clerics who perform the daily rites and prayers in the name of 
  their corpse-emperor are devoted slaves to their church, men and 
  women whose faith is unwavering and contagious.  These clerics 
  ﬁ ll a number of roles from planetary minister, to guard or naval 
  chaplain, to frontier missionary.  Their theological rhetoric can 
  stir the masses from the desperate toil of Imperial life and reassure 
  them of the purpose of their work and the glory of the Emperor. 
  Their prayers in battle are a blow to the forces of Chaos, and their 
  faith makes them fearless before the darkness.
  Ministorum Cleric (Elite)
  38 24 30 41 29 29 25 22 4 0 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 2/4/6/12 
   
  Wounds: 14
  Armour: Chain Reinforced Robes (3 All except Head) 
  Total TB: 4
  Skills: Awareness (Per), Charm (Fel), Common Lore (Imperial 
  Creed) (Int), Linguistics (Int), Parry (WS) +10, Scholastic 
  Lore (Imperial Creed) (Int) +10, Speak Language (High 
  Gothic, Low Gothic) (Int).
  Talents: Air of Authority, Demagogue, Hatred (Chaos Space 
  Marines, Daemons, Heretics, Mutants, Psykers, Renegades, 
  Xenos [All], Unshakable Faith (counts as Unshakable Will). 
  Weapons: Chainsword (1d10+5 R; Pen 3; Balanced, 
  Tearing), Shotgun (Basic; 30m; S/–/–; 1d10+4 I; Pen 0; 
  Clip 8; Reload 2 Full; Scatter).
  Gear: Ecclesiastical robes, prayer book.
  Confessor 
  On the ﬁ eld of battle, the soldiers of the Imperium are faced with 
  horrors which can drive a jaded mind mad, twist a courageous 
  heart to cowardice and wrench a faithful man to heresy. To guard 
  against such terrors, the servants of the corpse-emperor employ 
  men and women whose devotion to the Ecclesiarchy is fanatical 
  in the extreme. Though they are also clerics of the Adeptus 
  Ministorum, these champions of the faith inspire their charges to 
  acts of incredible daring and fervour, their righteousness acting 
  as a beacon of hope to those around them. Their prayers gird 
  their followers against physical harm from the creatures of the 
  warp and the psychic lashing of errant witches. 
  As a sign of their courage and faith, these spiritual soldiers 
  of the Imperium wield powerful melee weaponry, rushing 
  headlong into the enemy, ﬁ rm in their belief that the Emperor 
  will guard them from harm. Indeed, the prayers and rites of 
  these blessed warriors spell doom for the daemons of the 
  warp, their blades wreathed in holy ﬂ ames and their souls 
  armoured with words of faith. Believing battle to be an act 
  of true faith, these faithful servants anoint their weapons with 
  the shed blood of the enemies of mankind and lay low those 
  who would harm the men and women in their care.  
  Confessors are Elite foes that use the Ministorum Cleric 
  Proﬁ le, with the following changes:
  • Increase WS and S by +10. 
  • Add Dodge (Ag) +20 to their Skill List.
  • Add Blademaster, Crushing Blow, Frenzy, Iron Jaw and 
  Resistance (Psychic Powers) to their Talent List. The bonus 
  for Crushing Blow is included in their weapon proﬁ le.
  • Replace their weapons with a Chain Greatsword 
  (2d10+8 R; Pen 3; Sanctiﬁ ed, Tearing, Unwieldy).
  In addition, Confessors gain the following special ability:
  Litany of Hate: The Confessor’s loud condemnation of all 
  things Anti-Imperial allow him to share his Hatred with those 
  around him. So long as he is able to speak, all allies within 
  earshot count as possessing all of his Hatred Talents.
  SPACE MARINE 
  The most impressive ﬁ ghting force of the Imperium of Man, 
  these Angels of Death are the most feared warriors in human-
  controlled space. The corpse-emperor created the Space Marines 
  to take his Great Crusade to the farthest reaches of the galaxy, 
  to push the boundaries of human-space far beyond anything 
  attempted previously. To lead these soldiers in their eternal 
  warfare, the Emperor created the Primarchs, clones of his own 
  genetic material and warriors of mythic proportions. The Space 
  Marines themselves are genetically modiﬁ ed super-soldiers whose 
  genes have been enhanced by those of the Primarchs. As a result, 
  Space Marines possess incredible strength, vigour, and reﬂ exes. 
  In addition, they have endured rigourous psycho-conditioning to 
  make them fearless shock troops, merciless and unquestioningly 
  loyal to their Imperial masters. Now the Space Marines, bereft 
  of their Primarchs and their Emperor, their legions fractured 
  into mere chapters, hopelessly guard the ﬂ oundering masses of 
  humanity from the teeming threats of the Void.  
  In addition to their training and genetic modiﬁ cations, the 
  Space Marines are outﬁ tted with the ﬁ nest wargear, weaponry, 
  and armour. Their iconic power armour is the epitome of 
  Imperial armour-craft. Worn as a second skin, the Space Marine 
  moves swiftly and comfortably in his armour, as if it were little 
  more than sackcloth. The reverence with which the Space 
  Marines hold the boltgun is a sign of their intensive training. 
  The boltgun is an indispensable tool in the hands of the Space 
  Marine, used to protect mankind from the manifold dangers 
  of the galaxy, without as well as within. The Angels of Death 
  are skilled in all manner of warfare, in every theatre of war, 
  in every style of engagement. They toil endlessly within their 
  fortress monasteries and battle barges to prepare themselves for 
  every possible combat scenario. As a result, the Space Marines 
  are adaptable in the extreme, capable of changing their tactics 
  at a moment’s notice to overcome any situation. There are few 
  threats more dangerous to a Heretic than a Space Marine.  
  366
  
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  Space Marine (Elite)
  10
  8
  45 45 65 45 40 40 42 44 40 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 5/10/15/30  
  Wounds: 20
  Armour: Power Armour (8 All, 10 Body) 
  Total TB: 8
  Skills: Athletics, Awareness, Common Lore (War), Dodge, 
  Forbidden Lore (Adeptus Astartes, War), Linguistics, Navigate 
  (Surface), Operate (Surface), Parry.
  Talents: Ambidextrous, Bulging Biceps, Heightened Senses 
  (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance 
  (Cold, Heat, Poisons), True Grit, Unarmed Warrior.
  Traits: Amphibious, Unnatural Strength (4), Unnatural Toughness (4).
  Weapons: Astartes Bolter (100m, S/3/–, 1d10+9 X, Pen 
  4, Clip 24, Rld Full, Reliable, Tearing), Astartes Bolt Pistol 
  (100m, S/2/–, 1d10+9 X, Pen 4, Clip 8, Rld Full, Reliable, 
  Tearing), Astartes Combat Knife (1d10 +8R, Pen 0).
  Gear: Four Bolt Clips.
  Astartes Enhancements: Space Marines have all the organs 
  and enhancements of Chaos Space Marines found on page 49.
  †Strength includes the bonus from the Space Marine’s Power Armour.
  INQUISITOR VICTORIA ALDRICH 
  Victoria Aldrich has never been a woman to take her work lightly. 
  Even as a lowly acolyte, Aldrich was well known for her verve 
  and vigour. Her master, a venerable and cunning Ordo Hereticus 
   Inquisitor named Yusuph Trevar, brought Aldrich under his wing 
  speciﬁ cally for the enthusiasm with which she approached the 
  job of rooting out heretical and daemonic infestation. Trevar 
  had spent his centuries-long career battling the horrors of the 
  warp with his wits, outsmarting his foes, and annihilating them 
  with arcane sciences and his immense psychic power. A zealot 
  like Aldrich was the perfect counterbalance to his methodical 
  trickery. After years in Trevar’s service, the bombastic and learned 
  acolyte had learned much of her master’s ways and tempered 
  her enthusiasm with cunning and planning, while retaining the 
  gusto which was her hallmark. Aldrich is now an Inquisitor in 
  her own right with over a century of service to her credit. She 
  continues to hound the spawn of Chaos with energy and ardour, 
  bringing the full weight of her Inquisitorial position and her 
  substantial personal prowess to bear on the enemies of man. 
  As an upfront sort of Inquisitor, avoiding the secretive tactics 
  of the skulking investigators among her brethren, Aldrich enjoys 
  the full support of her Ordo and regularly avails herself of their 
  armouries. While only rarely necessary, Victoria will not shirk 
  from invoking the Malleus Remit to conscript the aid of whatever 
  military forces and requisition whatever armament necessary to 
  halt a warp incursion or lay waste to a daemonic beachhead in 
  realspace. Though she spends much of her time pursuing and 
  eliminating cults and foul plots against the forces of the Ruinous 
  Powers on Imperial worlds, she has never shirked from battling 
  the maleﬁ c and daemonic directly. On the battleﬁ eld, Aldrich is 
  an intimidating ﬁ gure. A tall woman, just under two metres, she 
  wears her characteristic storm-coat (concealing protective mesh 
  armour and other, more esoteric defences) and wielding a broad 
  power-spear—a powerful relic of a bygone age—Aldrich moves 
  with conﬁ dent purpose in battle. Snapping orders over the hiss 
  of her plasma pistol, she charges into the ranks of Hellblade-
  wielding Bloodletters or cavorting Horrors of Tzeentch with 
  abandon, sending them back to the hellish pit from which they 
  were spawned.  
  Aldrich has survived countless battles against the lesser 
  minions of Chaos, engagements which many say she had no 
  business winning. Aldrich has come to rely on this good fortune, 
  hurling herself into conﬂ icts which seem hopeless, trusting in 
  the Emperor to protect her as she sets about the enemies of 
  the Imperium. Against the more powerful servants of the Dark 
  Powers, Aldrich takes a more pragmatic approach, learned from 
  her one-time master, Trevar. She treats each as a true threat to 
  mankind and gathers as much information as possible about her 
  target, that she may face her foe as well prepared as possible, 
  confronting them with sacred chants, holy weapons, and prayers 
  sure to contain or banish the hellish entity.  
  sure to contain or banish the hellish entity.  
  sure to contain or banish the hellish entity.  
  Victoria Aldrich (Master)
  58 58 45 45 31 56 57 54 42 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 35
  Armour: Concealed Mesh (5 All) 
  Total TB: 4
  Fate Points: 4
  Skills: Athletics (S), Awareness (Per)+10, Command (Fel) 
  +20, Common Lore (War, Imperium, Ecclesiarchy) (Int), 
  Dodge (Ag)+20, Forbidden Lore (Warp, Daemons, Psykers) 
  (Int), Interrogation (WP) +20, Linguistics (Int), Parry 
  (WS)+30, Psyniscience (Per) +20.
  367
  (WS)+30, Psyniscience (Per) +20.
  (WS)+30, Psyniscience (Per) +20.
  
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  Talents: Air of Authority, Crippling Strike, Crushing 
  Blow, Hatred (Daemons), Iron Discipline, Into the Jaws of 
  Hell, Lightning Attack, Nerves of Steel, Resistance (Psychic 
  Powers), Psy Rating 4, Swift Attack, True Grit.
  Weapons: Anointed Plasma Pistol (Pistol; 40m; S/2/—, 
  1d10+8; Pen 8; Clip 20; Rld 4 Full; Proven 4, Maximal, 
  Sanctiﬁ ed, Never Overheats), The Twice-Blessed Spear 
  (1d10+10 R, Pen 12, Balanced, Force, Sanctiﬁ ed).
  Gear: 2 Plasma Pistol Clips, Sanctiﬁ ed Field (Field Rating 
  50, Overloads on a 01), Inquisitorial Rosette
  Psychic Powers: Victoria Aldrich possess all of the psychic 
  powers from the Telekinesis Discipline (see page 225). In 
  addition, she possess the Nemesis Hammer Hand Psychic 
  Power.  
  Nemesis Hammer Hand: The Pysker hardens her muscles 
  and brings down the wrath of the God-Emperor of Mankind 
  in powerful strikes with her melee weapon. This is a Psychic 
  Power that requires a Challenging (+0) Willpower Test, 
  requires a Half Action to manifest and is a Free Action to 
  Sustain. While active, this power adds 4 to the Unnatural 
  Strength trait of any ally within 10 metres.
  Inquisitorial Mandate: Harsh and powerful is the 
  Inquisition, and Victoria Aldrich wields that power as deftly 
  as she wields her spear. As a Free Action or Reaction she may 
  spend one Fate Point to allow all allies beneﬁ ting from her 
  Into the Jaws of Hell Talent to make an additional Attack 
  Action during their turn (they may still only make two Half 
  Actions or one Full Action). 
  Xenos 
  “Something slumbered in the darkness of that world, something 
  abhorrent, something anathema.  That something has stirred; that 
  something has arisen...”  
  –Harda’al, of the Prophets of the Blighted Path 
  T
  he galaxy is vast, and ﬁ lled with far more life than 
  simply humans. Strange races walk beneath alien 
  suns, and terrible xenos assault the Imperium from 
  all sides. One might think that those who have forsake the 
  Imperium may make common cause with the xenos that 
  oppose it, however they would be wrong more often than 
  not. Capricious and unknowable are the ways of the xenos. 
  NECRONS
  The Necrons are an immortal legion of metal soldiers, 
  the result of the vilest betrayal and a force of unmitigated 
  destruction. The Imperium as a whole is still ignorant to 
  the threat that looms beneath the surface of worlds dotting 
  the galaxy. These abominations have existed since  before 
  mankind and even before the Eldar Empire; it is possible that 
  the Necrons predate any race living today. It is thought that 
  these metal soldiers act under the guidance of more powerful 
  forces and vague reports and pict-recordings have shown 
  enormous ethereal beings of godlike power or tall, stern 
  Necrons bearing long staffs or wearing ragged cloaks. 
  Stories tell of an ancient race, desperate and dying, which 
  made pacts with these god-beings to ensure their immortality. 
  It is said that among the god-beings there was a peerless 
  trickster, and through his machinations the dying people 
  were trapped in their immortal shells. Since that time, the 
  race lay dormant on their tomb worlds, awaiting a time when 
  they might once again rise to eminence. The few reports 
  which have circulated of attacks by these grave-silent legions 
  depict a foe entirely without mercy or morality. They kill 
  without hesitation and few know the fate of the unfortunate 
  victims who are taken alive. The Disciples of Chaos have long 
  suspected a forgotten force slumbered beneath the surface of 
  worlds scattered throughout the galaxy. To gain command 
  over the secrets of these ancient terrors, some Champions 
  have delved into the silent tombs. None of these ambitious 
  warriors have ever returned.  
  SCARAB 
  The tiny worker drones of the Necron legions, these metal 
  constructs swarm about the ranks of Necron foot-soldiers, a 
  hovering carpet of living metal ready to rebuild their fallen 
  or reduce their foes to little more than slag. Carried aloft 
  on miniature anti-grav generators, Scarabs are made of the 
  same living metal as the rest of their kind and, as a result, are 
  incredibly resilient for their size. They constantly gather and 
  repair the fallen, including their fellow Scarabs. Combined with 
  their incalculable numbers, this ensures that they are all but 
  impossible to permanently destroy. Their tiny mandibles 
  contain a miniaturised disrupter ﬁ eld which they use to carve 
  their way through enemy armour and dismember their fallen 
  comrades, that they might be reassembled easily. While rather 
  inconsequential individually, their sheer numbers make them 
  a force to be feared on the battleﬁ eld, should they turn their 
  attention from repairs.    
  attention from repairs.    
  Scarab (Troop)
  35 05 10 20 35 05 20 20 05 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Inf
  Movement: 4/8/16/32 
  Wounds: 40
  Armour: Machine Trait (4 All) 
  Total TB: 2
  Skills: Stealth (Ag) +20.
  Talents: Swift Attack
  Traits: Hoverer (4), Size (2), Machine (4), Deadly Natural 
  Weapons (Disruptor Field), Swarm.
  Weapons: Disruptor Field (2d10+1 R; Pen 1d5, Gauss).
  Repair: Scarabs can swarm over Necrons, assisting their 
  reconstruction efforts. Any Scarab Swarm may choose to 
  assist all Necrons within 8 metres in this way as a Full Action, 
  raising the Necron’s Regeneration Trait by +5.
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  FLAYED ONE 
  While the Necrons themselves may be cold, emotionless 
  warrior machines, they certainly seem to understand the 
  havoc fear can wreak among their enemies. Flayed Ones share 
  a similar chassis to the Warriors, though hunched and ﬁ tted 
  with vicious combat blades rather than skeletal hands. They 
  make use of stealth and inﬁ ltration to strike deep into enemy 
  lines and commit horriﬁ c atrocities among the support and 
  non-combatants, using their bladed ﬁ ngers to skin their foes. 
  They drape these fresh hides over their living-metal frames, 
  and their ghoulish appearance often breaks the morale of 
  their enemies before the bulk of the forces even arrive. These 
  masters of stealth and close-quarters combat display an agility 
  which seems at odds with their heavy metallic shells, giving 
  credence to the notion that Necron constructs are as much 
  arcana as they are engineering.    
  arcana as they are engineering.    
  Flayed One (Elite)
  8
  8
  4
  45 30 45 45 25 15 30 40 15 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 5/10/15/30 
  Wounds: 20
  Armour: Machine Trait (6 All) 
  Total TB: 8
  Skills: Intimidate (S)+10, Logic (Int)+20, Stealth (Ag) +20, 
  Tech-Use (Int)+20.
  Talents: Swift Attack.
  Traits: Size (5), Machine (6), Unnatural Agility (+2), 
  Unnatural Strength (+4), Unnatural Toughness (+4), 
  Regeneration 5
  Weapons: Blades (1d10+8 R; Pen 4; Razor Sharp).
  IMMORTAL
  The god-beings of the Necrons did not bestow their perverse 
  gifts without forethought and purpose. The legion of living 
  metal they created was shaped with direction and design, each 
  body crafted to a speciﬁ c end, each soul  entombed in steel for 
  a known fate. In this way, the deiﬁ c creators of the Necrons 
  made an unstoppable army, eternal and devastating. To ﬁ ll the 
  ranks they made the Warriors. To sustain their forces indeﬁ nitely 
  they tasked the chittering Scarabs. To render their enemies little 
  more than lifeless dust on the battleﬁ eld they engineered the 
  Immortals. Housing the souls of their favoured devotees within 
  their most brutal constructs, the artiﬁ ce of the Necron gods 
  created the perfect shock trooper, avatars of devastation and 
  invulnerability.  
  These towering soldiers of silent death are monuments to the 
  destructive technologies of the Necron legions. Standing over 
  two metres tall, Immortals resemble enormous Necron Warriors 
  with armour and armament to match their incredible size. Their 
  armoured frames can withstand volleys of small arms ﬁ re and, 
  given their living metal composition, can shrug off even the 
  mightiest artillery. They carry gauss blasters, large twin-barrelled 
  models of the Warrior’s gauss ﬂ ayer, which can lay waste to entire 
  formations of enemy troops and easily rend the heaviest armour 
  useless. Immortals are also fearsome melee combatants. Armed 
  with cleaving axe-blades mounted at the end of their gauss 
  blasters, their strength, size, and resistance to all but the most 
  vicious killing stroke make them the match of any combatant.  
  vicious killing stroke make them the match of any combatant.  
  vicious killing stroke make them the match of any combatant.  
  Immortal (Elite)
  10
  10
  30 45 55 55 35 40 30 40 15 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 5/10/15/30 
  Wounds: 30
  Armour: Machine Trait (8 All) 
  Total TB: 10
  Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
  Talents: Crack Shot.
  Traits: Size (5), Machine (8), Unnatural Strength (+5), 
  Unnatural Toughness (+5), Regeneration 5.
  Weapons: Guass Blaster (100m, 2d10 E, Pen 5, S/4/—, 
  Gauss). Weapon Blade (1d10+10 R; Pen 2; Unwieldy).
  WARRIOR 
  The glinting metal skull and skeletal chassis of a Necron Warrior 
  is a bone-chilling sight on the battleﬁ eld. The basic trooper 
  of the Necron legions, these warrior-machines are the most 
  ubiquitous Necron form. They are simple in function, but the 
  technology to which they owe their existence is beyond even 
  WEAPON QUALITY: GAUSS
  Gauss weapons are terrifying examples of advanced 
  technology. Gauss weapons generate Zealous Hatred 
  on a 9 or 10, and if they would not deal damage when 
  generating Zealous Hatred, they deal 1d5 Wounds 
  instead of 1 (see page 242). In addition, they generate 
  Zealous Hatred against vehicles on a 9 or 0, even if 
  they do not deal damage.
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  the most skilled tech-savant. It has been reported that each 
  individual Warrior is shaped from some sort of self-repairing 
  metallic substance. This material, dubbed “living metal” in ofﬁ cial 
  records, is entirely unknown outside the Necrons themselves. 
  This substance is capable of repairing even the most grievous 
  damage, given enough time, and it is not unknown for disabled 
  Necron soldiers to return to a functioning state several times 
  over the course of a single engagement. If entirely disabled, the 
  remains of a Necron construct phase from reality using some sort 
  of powerful teleportation technology. It is postulated that these 
  remains return to a safe location aboard a Necron Tomb Ship 
  for repairs. It is for this reason that no actual remains of Necron 
  technology have ever been found for study.  
  Another aspect of Necron technology that has been heavily 
  speculated upon is their gauss weaponry. The mainstay weapons 
  technology of the Necrons, the gauss ﬂ ayer and its derivatives, 
  use arcane sciences to magnetically strip their target of its 
  armour, ﬂ esh, and bone, one atom at a time. These horriﬁ c 
  devices leave no trace of their victims, literally vaporising them, 
  and work as well on the thick armour of vehicles, buildings, 
  and even bunkers as they do on human ﬂ esh—devastating 
  weapons against which there is little protection.  
  weapons against which there is little protection.  
  Necron Warrior (Elite)
  8
  8
  30 45 45 45 25 25 30 40 15 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 20
  Armour: Machine Trait (6 All) 
  Total TB: 8
  Skills: Intimidate (S)+10, Logic (Int)+20, Tech-Use (Int)+20.
  Talents: Crack Shot.
  Traits: Size (5), Machine (6), Unnatural Strength (+4), 
  Unnatural Toughness (+4), Regeneration 5.
  Weapons: Gauss Flayer (Basic; 100m; 1d10+8 E; Pen 3; 
  S/2/—; Clip —; Reload —; Gauss), Weapon Blade (1d10+8 
  R; Pen 2; Unwieldy).
  TOMB STALKER 
  During their epochs-long dormancy, the god-masters of the 
  Necrons left their sepulchres guarded by silent, tireless machines. 
  Of these great engines, the most fearsome known to the 
  unfortunate masses of mankind is the Tomb Stalker.  The Tomb 
  Stalker is an enormous mass of living-metal carapace teeming 
  with ﬂ ashing legs and possessed of a murderous will. Easily the 
  size of a dozen men, this centipede-like construct makes use of 
  arcane phase-generators, allowing it to stalk the tomb-worlds of 
  its slumbering lords, burrowing through solid ground.  It uses its 
  powerful senses to trail its prey from miles away and can sense 
  the frenzied rhythm of a  panicked heartbeat through hundreds of 
  metres of solid stone.  The Stalker’s immense size combines with 
  its natural capacity for regeneration to create a nearly indestructible 
  creature. Even beyond the more common warriors of the Necron 
  legions, these insectoid creatures continue to thrash and ﬁ ght with 
  deadly ferocity despite damage or dismemberment. The individual 
  segments of the killing-machine seem drawn to one another and 
  will reconstitute themselves to reform the whole should they come 
  back into contact.  
  370
  segments of the killing-machine seem drawn to one another and 
  segments of the killing-machine seem drawn to one another and 
  will reconstitute themselves to reform the whole should they come 
  will reconstitute themselves to reform the whole should they come 
  back into contact.  
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  Erupting from the earth itself, the Tomb Stalker attacks 
  without warning, barrelling into its prey and bringing its mass 
  and multitude of limbs to bear. Should its targets escape its 
  terrifying grasp, the tomb stalker possesses two gauss-ﬂ ayers, 
  making it a fearsome combatant at range as well as in close-
  quarters. Only encountered on the tomb worlds of the Necrons, 
  these constructs are the fearsome guardians of their sepulchres. 
  The stalkers have been likewise tasked for the battleﬁ eld. Their 
  phasing capability pairs with their unerring sensor-array to 
  make them fearsome hunters of important personnel. Given its 
  massive size, the Tomb Stalker is capable of rending tanks to 
  little more than shrapnel, and overwhelming all but the most 
  immense xenos creature or daemonic entity.  
  immense xenos creature or daemonic entity.  
  Tomb Stalker (Master)
  12
  14
  55 30 60 60 55 30 30 30 05 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 4/8/16/32 
   
  Wounds: 90
  Armour: Machine Trait (8 All) 
  Total TB: 14
  Skills: Intimidate (S)+10, Logic (Int)+20, Stealth (Ag)+20, 
  Tech-Use (Int)+20.
  Talents: Ambidextrous, Gunslinger, Independent Targeting, 
  Swift Attack, Two Weapon Weilder, Whirlwind of Death.
  Traits: Crawler, Dark Sight, Size (6), Regeneration (5), 
  Machine (8), Sturdy, Unnatural Senses (150), Unnatural 
  Strength (+6), Unnatural Toughness (+8).
  Weapons: Brutal Blades (2d10+12 R; Pen 12; Razor Sharp), 
  Crushing Legs (1d10+12; Pen 6), Two Gauss Flayers (Basic; 
  100m; 1d10+8 E; Pen 3; S/2/—; Clip —; Reload —; Gauss).
  Phase Tunneling: Tomb Stalkers can erupt from anywhere, 
  attacking from walls or the ground. Tomb Stalkers can move 
  through solid, inert (unliving) matter at their regular speed, 
  burrowing and boring holes even in solid rock and collapsing 
  the tunnel behind it. It never suffers penalties for difﬁ cult terrain.
  Multi-target Protocols: The Tomb Stalker has advanced 
  targeting routines, and may use both Gauss Flayers with Two 
  Weapon Wielder (Ballistic) as if they were pistols. It may 
  also target any two targets in range, as per the Independent 
  Targeting Talent. 
  A Thousand Legs: As a Half Action the Tomb Stalker may 
  make one attack with its Crushing Legs against every target 
  in melee.  These attacks follow all the rules for Standard 
  Attacks except they gain a +0 bonus instead of the standard 
  +10 bonus. It may still make an attack with its Brutal Blades 
  as a second Half Action (an exception to the normal rules to 
  multiple attack actions).
  ELDAR HARLEQUINS
  Among the inscrutable Eldar race there exists a troupe of 
  masked warrior-dancers called the Harlequins, devotees 
  of their Laughing God and driven foes of Chaos. These 
  mysterious entertainers travel the Webway between the folds 
  of space, constantly moving from craftworld to ﬂ eet among 
  the Eldar people. They bring with them the epic tales of their 
  race, passing them on to each dwindling generation of the 
  Eldar with their exquisite dance and evocative mummery. Of 
  these stories the greatest, though most rarely repeated, is the 
  Dance Without End, the story of the Fall. In this dark morality 
  tale, the Harlequins re-enact the Fall of the Eldar Empire 
  and the creation of Slaanesh—the dark result of their own 
  decadence. With their dance, the Harlequins aim to keep the 
  moral fresh in the minds of their audience and by so doing, 
  combat the darker inﬂ uences on the Eldar soul. Few beings in 
  the galaxy are as single-minded in their opposition to Chaos 
  as the Harlequins. Fierce combatants all, their performances 
  turn to death-dances on the ﬁ eld of battle. Seeming to appear 
  from nowhere, troupes of these enigmatic warriors bring only 
  terror and death to the servants of the Dark Powers. 
  HARLEQUINS
  Acting a variety of parts, including the ancient Eldar people, 
  within the Dance without End, troupers make up the bulk of a 
  Harlequin troupe. While the most numerous, these performers 
  are nevertheless potent combatants against the forces of 
  Chaos. Their supernatural grace and skill on the battleﬁ eld 
  surpasses that of all but the most highly-trained Imperial 
  soldier or xenos menace, and few men will ever live to see 
  such a glorious and terrifying sight as a Harlequin troupe in 
  the midst of their Dance of Death. In addition to their own 
  innate skill, all Harlequins make use of technology beyond 
  even the rest of the Eldar people. Their costumes, each a gaudy 
  and colourful motley patterned with stripes and cheques, are 
  known as holo-suits, each causes their image to burst into a 
  cloud of innumerable colourful crystals which dance and swirl 
  violently as the Harlequin moves. They wear anti-gravity “ﬂ ip-
  belts,” which allow them to perform feats of acrobatics on the  
  battleﬁ eld far beyond their already impressive natural ability.   
  When dealing death on the battleﬁ eld, the Harlequins make 
  use of a limited number of impressive weapons, mainly focused 
  on close combat to better make use of their extraordinary 
  agility. Troupers most often wield the shuriken pistols common 
  to many Eldar warrior, alongside keen, slender blades. Many 
  will supplement this armament with the horriﬁ c Harlequin’s 
  Kiss. This innocuous-looking weapon rests on the back of 
  the forearm and consists of a sharp tapered tube backed by 
  a compact casing ﬁ lled with monoﬁ lament wire. This wire is 
  vomited forth into a victim after the tube has pierced the armour 
  or hull of the intended target. It takes only a split-second for 
  the ﬁ lament to ﬂ ail around the innards of the intended target, 
  liquefying them from the inside out.  
  liquefying them from the inside out.  
  Harlequin (Elite)
  8
  60 45 38 36 57 42 54 59 56 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 8/16/24/48  
  Wounds: 15
  Armour: Xenos Mesh (3 All) 
  Total TB: 3
  Skills: Acrobatics (Ag)+30, Athletics (S)+20, Awareness (Per) 
  +20, Charm (Fel)+10, Command (Fel), Deceive (Fel)+20, 
  Dodge (Ag)+20, Forbidden Lore (Daemonology) (Int), Parry 
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  (WS) +20, Scrutiny (Per), Slight of Hand (Ag)+10, Stealth 
  (Ag)+20. 
  Talents: Ambidextrous, Blade Dancer, Combat Master, 
  Hard Target, Leap Up, Lightning Attack, Lightning Reﬂ exes, 
  Sidearms, Step Aside, Swift Attack, Two-Weapon Wielder 
  (Ranged, Melee).
  Traits: Unnatural Agility (+3).
  Weapons: Harlequin’s Kiss (1d10+8 R; Pen 10; Tearing), 
  Shuriken Pistol (Pistol; 30m; S/3/5; 1d10+2 R; Pen 4; Clip 
  40; Reload 2 Full; Razor Sharp; Reliable).
  Flip Belt: The ﬂ ip belt allows the user to manipulate gravity, 
  moving with astounding grace. The user ignores penalties for 
  Difﬁ cult Terrain and can reroll failed Dodge Tests.
  Holo-suit: The holo-suit generates multiple images of the 
  user. This is treated as a Force Field with a ﬁ eld rating of 35 
  that cannot be overloaded.
  SHADOWSEER
  Shadowseers are the dreaded psykers of the Harlequins, 
  specialists in manipulation, disorientation, and fear. During 
  performances, Shadowseers act as the storytellers of the troupe. 
  They take on the role of fate, subtly inﬂ uencing the emotions 
  of the audience with their psychic abilities in order to engage 
  them in the experience fully. Their part in the Dance of Death 
  is little different, though the purpose is far more sinister. They 
  make use of their psychic powers to terrify and disable their 
  foes and protect their own against attack.  
   It is said that the smooth, mirrored surfaces of the 
  featureless masks worn by Shadowseers reﬂ ect back the worst 
  nightmares of those who look into them. Psychic ampliﬁ ers 
  intensify this effect, preying on a victim’s own fears to 
  incapacitate them. Shadowseers wield powerful hallucination 
  grenades, called creidann, which produce  hellish visions in 
  the minds of those caught in their blasts. The Shadowseers 
  enhance these phantasms to reduce their adversaries to 
  trembling heaps, consumed by their own terror.  
  Beyond these simple pieces of equipment, Shadowseers 
  possess incredible psychic talents. They use these powers in 
  concert with their masks and creidann to dishearten their 
  foes completely, that they might be dispatched all the more 
  easily by the troupe. In addition, Shadowseers employ their 
  psychic might to augment the distracting and disorienting 
  nature of their troupe. The troupe’s holo-suits are made all the 
  more potent by the Shadowseer’s ability to confound their 
  opponents, projecting thousands more scintillating forms 
  about the band as they leap and dance across the battleﬁ eld.  
  about the band as they leap and dance across the battleﬁ eld.  
  Shadowseer (Master)
  9
  62 47 42 41 59 55 59 62 61 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 9/18/27/52  
  Wounds: 28
  Armour: Xenos Mesh (3 All) 
  Total TB: 4
  Skills: Acrobatics (Ag)+20, Athletics (S)+10, Awareness (Per), 
  Charm (Fel)+10, Command (Fel), Deceive (Fel)+20, Dodge 
  (Ag)+20, Forbidden Lore (Daemonology) (Int)+20, Parry (WS), 
  Scrutiny (Per), Slight of Hand (Ag)+20, Stealth (Ag)+20. 
  Talents: Talents: Ambidextrous, Blade Dancer, Blademaster, 
  Combat Master, Hard Target, Leap Up, Lightning Attack, 
  Lightning Reﬂ exes, Psy Rating 8, Sidearms, Step Aside, Swift 
  Attack, Two-Weapon Wielder (Ranged, Melee), Warp Lock
  Traits: Fear (2) †, Unnatural Agility (+4).
  Weapons: Witchblade (1d10+14; Pen 8; Power Field, 
  Balanced, gains Pen equal to Shadowseer’s base Psy Rating), 
  4 Creidann (Thrown; 12m; S/—/—; —; Pen 0; Clip 1; Blast 
  [5], Hallucinogenic [4]).
  Equipment: Rune stones.
  Psychic Powers: The Shadowseer is a prodigious psyker and 
  knows all powers from the Telepathy, Divination, and Telekinesis 
  Powers found on pages 223-228. In addition, the Shadowseer 
  knows the Veil of Tears Psychic Power as noted below.
  Veil of Tears: This is a psychic power with the subtype of 
  Concentration. It requires an Ordinary (+10) Willpower 
  Test to manifest, and may be manifested and sustained as a Free 
  Action. While this power is active, any enemies wishing to make 
  a ranged attack or ranged Psychic Attack at the Shadowseer or 
  any ally within a radius equal to the power’s Psy Rating must 
  pass a Very Hard (–30) Awareness Test. If they fail, they must 
  still attack but their shots go wild and miss completely (they 
  cannot hit no matter what they roll). This power may not be 
  Pushed, but using it never generates Psychic Phenomena. 
  Flip Belt: The ﬂ ip belt allows the user to manipulate gravity, 
  moving with astounding grace. The user ignores penalties for 
  Difﬁ cult Terrain and can reroll failed Dodge Tests.
  Holo-suit: The holo-suit generates multiple images of the 
  user. This is treated as a Force Field with a ﬁ eld rating of 35 
  that cannot be overloaded.
  †The Fear Trait only affects those in melee with the Shadowseer, and 
  does not take affect if for some reason the target cannot see.
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  DARK ELDAR
  Wicked slavers and pirates, the Dark Eldar traverse the galaxy 
  through their hidden Webway, striking without warning and 
  leaving only terror and destruction in their wake. Knowing little 
  of either, few people recognise the difference between the Dark 
  Eldar and their tamer cousins, but those that do know what terrible 
  fate lies in store for the ignorant souls who regard the Dark Eldar 
  as anything other than pure evil. The Dark Eldar represent the 
  worst tendencies of the Eldar race from before the Fall. Unwilling 
  or unable to abandon their vile ways, the Dark Eldar live in 
  constant terror of Slaanesh. The Lord of Dark Delights claims a 
  tight hold on the soul of every Dark Eldar, forever draining their 
  essence to feed his own wicked thirst. To stave off this draining, 
  the Dark Eldar indulge in deeds of the vilest sadism imaginable, 
  performing acts of terror and pain on others so that their victim’s 
  suffering might, for a time, replenish their own  withering souls. 
  For those dedicated to the Dark Gods, the Dark Eldar 
  represent tempestuous neutrality. Sometimes allies, sometimes 
  bitter rivals, the servants of Chaos and the Dark Eldar keep 
  a watchful eye on one another, neither ever truly trusting the 
  other, but occasionally working to the same ends. Among the 
  devotees of Chaos, it is whispered that a few of their number 
  have even lived among the fallen Eldar and learned the secrets 
  of their tortures and ﬂ esh-shaping, though it is certain that 
  even these daring souls only ever scratched the surface of the 
  Dark Eldar’s vast well of arcane knowledge.  
  KABALITE WARRIOR
  Dark Eldar society is made up of clans of ﬁ erce warriors, 
  known as Kabals. These Kabals gather together around an 
  Archon, a particularly cruel and heartless marauder who can 
  promise his followers frequent slaughter and the continuous 
  spread of misery and pain. Given their desperate need for such 
  sadism, those warlords most able to live up to this promise 
  often gather about them enormous ﬂ eets of piratical Eldar.  
  Within these Kabals, the bulk of the forces are made up of 
  vicious Eldar raiders. These warriors prefer armaments which 
  enhance their already supernatural speed and grace. They wear 
  lightweight, ﬂ exible armor, leaving them unhindered in their 
  lightning raids. The majority carry a cruel weapon known as the 
  splinter riﬂ e.  Utilising anti-grav technology, this sadistic weapon 
  ﬁ res thin shards of poisoned crystal at phenomenal speeds, 
  piercing armour with ease and inﬂ icting horriﬁ cally painful 
  wounds on their targets. Many splinter riﬂ es bear wicked mono-
  blades at the end of their long barrels, making them useful for 
  close-quarters ﬁ ghting. For raids on starships or hive-cities, where 
  combat is likely to take place in tight corridors, many 
  Warriors carry mono-knives and splinter 
  pistols, miniaturised versions 
  of the common splinter riﬂ e. 
  Kabalite Warriors are also 
  known to carry specialist 
  weaponry in certain circumstances. Through a process unknown 
  to any outside their own, the Dark Eldar have mastered a volatile 
  and dangerous substance known as dark matter. When necessary, 
  warriors use large weapons known as dark lances, which ﬁ re a 
  massive, focused stream of dark matter that rips through even 
  the most heavily-armoured target. To clear massed infantry, the 
  Dark Eldar employ a weapon called the disintegrator, which hurls 
  large globs of impure dark matter into the air, engulﬁ ng entire 
  formations with the devastating material.
  formations with the devastating material.
  Kabalite Warrior (Troop)
  8
  46 41 34 39 57 33 45 31 44 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 8/16/24/48  
  Wounds: 12
  Armour: Kabalite Armour (4 All) 
  Total TB: 3
  Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Command 
  (Fel), Deceive (Fel), Dodge (Ag)+10, Intimidate (S) +20, 
  Parry (WS), Scrutiny (Per), Slight of Hand (Ag), Stealth (Ag). 
  Talents: Combat Master, Hard Target, Leap Up, Lightning 
  Reﬂ exes, Pity the Weak.
  Traits: Unnatural Agility (+3).
  Weapons: Splinter Riﬂ e (Basic; 100m; S/3/5; 1d10+2 R; 
  Pen 3; Clip 200; Reload 2 Full; Toxic [4] ), Poisoned Blade 
  (1d5+3 R; Pen 2; Toxic [0]).
  MANDRAKE
  Few beings inspire fear among a race so cruel and perverse as 
  the Dark Eldar, but there is a creature whose black soul frightens 
  even the most jaded Archon, and it is one with which the fallen 
  Eldar are intimately familiar. The Mandrake is a creature of pure 
  hatred and shadow, come from another dimension to slake their 
  avarice for souls and the intangible manifestations of pain and 
  suffering. Beings of inky blackness, their vaguely humanoid 
  forms are mantled with swirls of cold light, which seem to burn 
  brighter as they gorge on misery and pain. While Mandrakes 
  appear 
  mostly 
  humanoid, 
  their movements belie their 
  unnatural nature and 
  those 
  who 
  see 
  them ﬁ nd them 
  u n s e t t l i n g 
  in 
  the 
  373
  enhance their already supernatural speed and grace. They wear 
  enhance their already supernatural speed and grace. They wear 
  lightweight, ﬂ exible armor, leaving them unhindered in their 
  lightweight, ﬂ exible armor, leaving them unhindered in their 
  lightning raids. The majority carry a cruel weapon known as the 
  lightning raids. The majority carry a cruel weapon known as the 
  splinter riﬂ e.  Utilising anti-grav technology, this sadistic weapon 
  splinter riﬂ e.  Utilising anti-grav technology, this sadistic weapon 
  ﬁ res thin shards of poisoned crystal at phenomenal speeds, 
  ﬁ res thin shards of poisoned crystal at phenomenal speeds, 
  piercing armour with ease and inﬂ icting horriﬁ cally painful 
  piercing armour with ease and inﬂ icting horriﬁ cally painful 
  wounds on their targets. Many splinter riﬂ es bear wicked mono-
  wounds on their targets. Many splinter riﬂ es bear wicked mono-
  blades at the end of their long barrels, making them useful for 
  blades at the end of their long barrels, making them useful for 
  close-quarters ﬁ ghting. For raids on starships or hive-cities, where 
  close-quarters ﬁ ghting. For raids on starships or hive-cities, where 
  combat is likely to take place in tight corridors, many 
  combat is likely to take place in tight corridors, many 
  Warriors carry mono-knives and splinter 
  pistols, miniaturised versions 
  of the common splinter riﬂ e. 
  Kabalite Warriors are also 
  known to carry specialist 
  appear 
  mostly 
  humanoid, 
  their movements belie their 
  unnatural nature and 
  those 
  who 
  see 
  them ﬁ nd them 
  u n s e t t l i n g 
  in 
  the 
  
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  extreme. When viewed up close, the face of a Mandrake is a 
  smooth slate, which only occasionally manifests a pair of eyes or 
  a mouth, each burning with cold light from within.  Wreathed in 
  a rime of frost, the otherworldly creatures are able to channel this 
  cold ﬁ re to wrack their foes with icy blasts. In battle, these beings 
  of darkness wield hellish cleavers, serrated blades, and sickles, the 
  rusty armaments of a daemonic butcher.  
  These beings of ineffable darkness work alongside the 
  Dark Eldar under pacts of loyalty and service sworn between 
  themselves and the Kabal’s Archon, in exchange for payments of 
  slaves or other, more esoteric costs. A Mandrake may ask for a 
  shadow, a heartbeat, or a true name as payment. While they are 
  notorious liars and betrayers, few Archons fail to honour their 
  pacts with the Mandrakes, as it is believed that the tattered skins 
  the Mandrakes wear about their legs are the ﬂ ayed ﬂ esh of those 
  who have broken faith with them. The Dark Eldar tell tales of 
  Mandrakes clawing their way through the shadows of the living 
  to enter reality and drag their victims back to their dark hell.  
  to enter reality and drag their victims back to their dark hell.  
  Mandrake (Elite)
  6
  8
  52 32 45 32 58 31 32 36 28 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 8/16/24/48  
  Wounds: 18
  Armour: None 
  Total TB: 3
  Skills: Acrobatics (Ag), Awareness (Per), Command (Fel), 
  Deceive (Fel), Dodge (Ag)+20, Intimidate (S), Parry (WS)+10, 
  Scrutiny (Per), Slight of Hand (Ag), Stealth (Ag)+30. 
  Talents: Combat Master, Hard Target, Leap Up, Lightning 
  Reﬂ exes, Pity the Weak, Swift Attack.
  Traits: Phase, Unnatural Agility (+3), Unnatural 
  Strength (+2)
  Weapons: Sickle Blade (1d10+9 R, Pen 3, 
  Razor Sharp, Tearing).
  Baleﬁ re: Mandrakes have the power 
  to syphon their enemy’s life force to 
  empower their own fell arcane prowesses. 
  If a Mandrake has killed a sentient creature 
  within the past 24 hours, they may use their 
  Baleﬁ re attack. Baleﬁ re is a ranged weapon 
  with the following proﬁ le (Basic; 50m; 
  S/3/—; 1d10+6 E; Pen 4; Clip —; Reload 
  —; Flaming). In addition, the pseudo-living 
  ﬂ ames of the baleﬁ re force any target struck by 
  it to make a Pinning Test. If they would already be 
  forced to make a Pinning Test, the difﬁ culty increases 
  by 10.
  INCUBUS
  Among the Dark Eldar, an Archon holds his position 
  only by his ability to defend it; loyalty and trust are 
  entirely alien concepts. The only sure way to ascend 
  the ranks of the Dark Eldar hierarchy is to assassinate 
  the one who holds the position above you. As such, 
  no Archon 
  would dare trust his own followers to guard him in battle. For 
  those in power, there is only one recourse for protection beyond 
  their own personal skill: the peerless warriors known as Incubi. 
  Loyal only to their own caste, these cold killers have no need 
  for political manoeuvring and advancement. The Incubi are 
  paragons of martial skill, trained in every possible form of melee 
  weapon, though unwavering in their preference of the klaive, a 
  brutal weapon of perfect form and balance. Only the Klaivex, the 
  most skilled members of their caste, deviate from their dedication 
  to the klaive, and even these wield a variation of the exemplar 
  blade. These demi-klaives are a matched pair of blades, which 
  can be used separately or linked together to form a truly massive 
  blade. The Klaivex may also carry a bloodstone, an artefact 
  forged from the shattered soulstone of an Eldar Exarch, brutally 
  stripped from a vanquished foe.  
  Incubi master the art of death for one simple reason: killing. 
  Murder is the only thing that drives the Incubi, as their lust 
  for death has overcome all other thirsts, even their need for 
  pain and misery. Their dedication to martial excellence is only 
  a means to an end, and they have no reverence or respect for 
  it as an ideal; it is merely the tool with which they harvest 
  their crop of fallen adversaries. 
  their crop of fallen adversaries. 
  Incubus (Elite)
  8
  53 32 40 42 58 31 32 36 28 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 8/16/24/48 
   
  Wounds: 23
  Armour: Incubus Warsuit (8 All) 
  Total TB: 4
  Skills: Acrobatics (Ag), Awareness (Per), 
  Command (Fel), Deceive (Fel), Dodge 
  (Ag) +10, Intimidate (S), Parry (WS)+10, 
  Scrutiny (Per), Slight of  Hand (Ag), 
  Stealth (Ag).
  Talents: Ambidextrous, Blademaster, 
  Combat 
  Master, 
  Counter 
  Attack, 
  Crippling Strike, Disarm, Hammer 
  Blow, Hard Target, Leap Up, Lightning 
  Reﬂ exes, Pity the Weak, Sure Strike, 
  Swift Attack.
  Traits: Unnatural Agility (+3).
  Weapons: Klaive (1d10+12 E, Pen 
  8, Power Field,). If one of the Incubi is 
  the Klaivex (a squad leader), he may be 
  armed with two Demi-Klaives (1d10+8 
  E; Pen 6; Power Field) which can be 
  joined together to form a two-handed 
  weapon (1d10+16 E; Pen 8; Unwieldy, Power 
  Field) and a Bloodstone (Basic; 10m; 1d10+3 
  E; Pen 7; Spray).
  374
  Deceive (Fel), Dodge (Ag)+20, Intimidate (S), Parry (WS)+10, 
  Scrutiny (Per), Slight of Hand (Ag), Stealth (Ag)+30. 
  Combat Master, Hard Target, Leap Up, Lightning 
  Reﬂ exes, Pity the Weak, Swift Attack.
   Phase, Unnatural Agility (+3), Unnatural 
  Sickle Blade (1d10+9 R, Pen 3, 
  Mandrakes have the power 
  to syphon their enemy’s life force to 
  empower their own fell arcane prowesses. 
  If a Mandrake has killed a sentient creature 
  within the past 24 hours, they may use their 
  Baleﬁ re attack. Baleﬁ re is a ranged weapon 
  with the following proﬁ le (Basic; 50m; 
  S/3/—; 1d10+6 E; Pen 4; Clip —; Reload 
  —; Flaming). In addition, the pseudo-living 
  ﬂ ames of the baleﬁ re force any target struck by 
  it to make a Pinning Test. If they would already be 
  forced to make a Pinning Test, the difﬁ culty increases 
  Among the Dark Eldar, an Archon holds his position 
  only by his ability to defend it; loyalty and trust are 
  entirely alien concepts. The only sure way to ascend 
  the ranks of the Dark Eldar hierarchy is to assassinate 
  the one who holds the position above you. As such, 
  Movement:
  Armour:
  Skills: Acrobatics (Ag), Awareness (Per), 
  Command (Fel), Deceive (Fel), Dodge 
  (Ag) +10, Intimidate (S), Parry (WS)+10, 
  Scrutiny (Per), Slight of 
  Stealth (Ag).
  Talents:
  Combat 
  Master, 
  Counter 
  Attack, 
  Crippling Strike, Disarm, Hammer 
  Blow, Hard Target, Leap Up, Lightning 
  Reﬂ exes, Pity the Weak, Sure Strike, 
  Swift Attack.
  Traits:
  Weapons: 
  8, Power Field,). If one of the Incubi is 
  the Klaivex (a squad leader), he may be 
  armed with two Demi-Klaives (1d10+8 
  E; Pen 6; Power Field) which can be 
  joined together to form a two-handed 
  weapon (1d10+16 E; Pen 8; Unwieldy, Power 
  Field) and a Bloodstone (Basic; 10m; 1d10+3 
  E; Pen 7; Spray).
  
  THE TEMPLE OF 
  LIES
  •
  THE GM’S BRIEF
  •
  THE ADVENTURE
  •
  NPC APPENDIX
  
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   Chapter 
  XII: False 
  Prophets
  “And so they descended, the Daemon-Gods. They gathered warped 
  metals from the battleﬁ elds of Nissen with which to shape his ﬂ esh. 
  They procured ﬂ ame from the funerary pyre to give him life. But, in 
  their inﬁ nite wisdom, they gathered the fruit of the Tree of Demitre, 
  that which all man covets, and placed it where otherwise would be a 
  heart, that he may desire dominion over the souls of man…”
  –The birth of Tor from the Torestus, author unknown
  F
  alse Prophets is a short adventure to unify a newly 
  formed group of Heretics and bring them together. 
  Within the Screaming Vortex is the world of Kymerus. 
  A veritable wasteland, Kymerus is known for its intense 
  temperatures, continent-sized, wind-scoured plateaux, and 
  lifeless landscapes. Besides the breathable air, Kymerus 
  contains few features that encourage life.
  Here, many years ago, the vessel Light of Ascension came to 
  its ﬁ nal rest after being battered by the storms of the Halo 
  Margins. Why it escaped from certain destruction in the grips of 
  the storms, none can say. Those corpses found in the wreckage 
  displayed visages of such pain and despair that the Acolytes of 
  Tzeentch who live on Kymerus named the place deﬁ led and 
  erected a temple upon the ruins—the Temple of Lies.
  In False Prophets, the Heretics arrive at the temple, on invitation, 
  to receive a reading of their destiny from the temple’s Mendacious 
  Oracle, the infamous Renkard Copax. After ascending the 
  labyrinthine central tower (perhaps taking a moment to explore a 
  lore-ﬁ lled chamber on the way), Renkard receives them. He asks 
  strange questions of the Heretics to ensure that his predictions 
  are correct and concern them directly. When satisﬁ ed, rather 
  than dispensing his prophetic visions to the Heretics, he instead 
  delivers them into the hands of a detachment of deadly warriors 
  and psykers—his invitation to the temple is a trap. If they survive, 
  the Heretics must escape the Temple and ﬁ nd Copax, confronting 
  him as he meets with powers more deadly than even him. Should 
  they defeat Copax, they can make their way to Carrion Corpse, 
  the planet’s one space port and the Heretic’s only hope to escape 
  Kymerus, before making way toward new adventures.
  This short adventure provides Game Masters with a means 
  to unify—if tenuously—an otherwise disparate group of 
  individuals through a shared destiny of galaxy-shaking 
  importance. Additionally, False Prophets has leading material 
  for future adventures ideal for a long running campaign but 
  that can be easily modiﬁ ed or outright changed to suit other 
  ideas GMs might have. Before running False Prophets, GMs 
  should prepare with an eye toward certain factors. The design 
  of this particular adventure leaves abundant space for Heretics 
  of every kind to shine as individuals. GMs should get to know 
  the backgrounds of each of the Heretics and their past as a 
  group (if they have one) in order to ﬁ ll in what the Torestus 
  has to say about their destiny.
  The Temple 
  of Lies
  S
  ince its founding, the Temple of Lies serves as a 
  repository of truths, a site for supplicants seeking 
  favour from the God of Change and Master of Sorcery, 
  and a bastion for those in search of knowledge beyond 
  mundane grasp. The land encompassing the base of the 
  Temple embraces its sacred sights: the warped metal holds 
  of the destroyed Light of Ascension scattered across miles of 
  foothills and the preserved remains of the unfortunate crew, 
  both of which serve as shrines and occasional living quarters 
  for temple functionaries. Built upon the largest portion of the 
  wreckage are the main halls of the temple itself, a structure of 
  twisting metal encircled by Screamer-drawn chariots.
  Within, vast stores of knowledge ﬁ ll shelf after shelf in 
  cold, voluminous chambers, lightly populated with studious 
  devotees and servitor caretakers. Tomes and data slates on 
  various and sundry topics enlighten scholars within the 
  labyrinthine tower, organised in such an unintelligible way 
  that it requires an experienced guide to ﬁ nd anything. Of 
  note is the Akrinus Chamber, named for the founder of the 
  temple itself, where the most valuable texts are stored. Among 
  them are tomes of stories, few with any reference to historical 
  context, that are thought to have prophetic value and are only 
  ever examined by special guests and the temple’s masters. As 
  a rule, the higher a chamber is positioned within the temple, 
  the more important the content hoarded therein and therefore 
  the more tightly it is secured. Beyond the lowest sections of 
  the Temple, special permissions must be granted for explorers 
  to gain access to the vast stores of information.
   TEMPLE LAYOUT
  Surrounding the temple, reaching ﬁ ve kilometres in every 
  direction away from the tower at its centre, is an arid and 
  wreckage-strewn wasteland known simply as the temple 
  gardens. Devoid of all but the hardiest plant life, the place can 
  hardly qualify as a garden. Left in much the same condition 
  as when it came to rest, the temple ordered sections of metal 
  pealed away from the hunks of wreckage that make up its 
  frame to serve as entrances when the damage from the landing 
  did not create openings on its own. Rarely seen patrolling 
  the gardens (and then only at a distance) are strange, 
  amorphous guardians wrought from daemomic ﬂ ame. Their 
  twisted visage is enough to make even a man seasoned in the 
  mysteries of the warp cringe and, thus, even as they choose to 
  remain unseen, a wise man behaves himself in order to avoid 
  a potential encounter.
  The gates at the entrance to the temple grounds are 
  immense steel monstrosities, towering over even the tallest 
  who enter. Like the barrier that surrounds the garden itself, 
  the gates are composed of a series of vertical bars covered in 
  woody, dead vines. The barrier stands ﬁ fty feet tall, but at the 
  top of each bar is a wicked spike to deter trespassers from 
  getting in too easily. Six guards make up the daytime gate 
  watch, reduced to two in the evening hours.
  376
  
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  The main gates of the temple tower open into a large 
  room that once served as a command bridge, now gutted, 
  reconstructed as an entrance hall, and decorated with paintings 
  and sculptures of the deeds and visages of those whose 
  destinies were foretold there. Beyond the gates, the rare invitee 
  privileged with the opportunity to draw knowledge from the 
  debased tower walks a short hall at the end of which emerges 
  an immense conical room—the Chamber of Stairs. A quarter-
  kilometre at its base, the chamber comes nearly to a point at 
  its apex. Flights of randomly-arrayed stairs ﬁ ll the room. Some 
  ascend in straight trajectories, suddenly turning in another 
  direction when blocked by a wall, while others spiral or wind 
  freely. The chaotic knotted structure leads to sudden collisions 
  between different stairs, providing shortcuts to different 
  sections of the tower. Some of the stairways do not even obey 
  the laws of physics, spiralling sideways or looping upside 
  down. Those who walk them can ﬁ nd it utterly disconcerting. 
  With a signiﬁ cant amount of time and the freedom to 
  explore, a Heretic might become sufﬁ ciently familiar with the 
  tower to navigate it on his own and even memorise a shortcut or 
  two. Otherwise, the Heretics must rely on the temple’s guides: 
  robed, hunchbacked ﬁ gures who speak in sibilant whispers and 
  sometimes lead Heretics astray for their own ends.
  The temple lacks ﬂ oors. Instead, doorways to the various 
  storerooms of lore appear wherever the stairs meet with 
  the walls or, in some cases, are held in mid-air by the stairs 
  themselves through the same warp-spawned magiks that 
  hold the stairs aloft. Collapsed stairways leave some doors 
  inaccessible and the confusing architecture only complicates 
  the process of repairing such damage. Though the doors 
  appear to be scattered across the walls without logic or order, 
  rooms of lore still manage to ﬁ ll every metre of space between 
  the Chamber of Stairs and the temple’s outer walls.
  At the very top of the Chamber of Stairs is set a simple 
  trap door, leading up through the ceiling and into the 
  Akrinus Chamber. The ﬂ oor of this room is covered with 
  a cacophonous array of rugs, tables, stepladders, and stacks 
  of tomes. The room is capped by a glass cone revealing a 
  sky cluttered with clouds and heat lightning. Normally the 
  room stores the temple’s most sacred texts, but—unknown 
  to the Heretics—most of the tomes currently present are not 
  those normally housed in its profane shelves. Rather than risk 
  the sacred texts amid the carnage that the High Oracle has 
  planned, he has had them replaced with worthless replicas.
  Occasional guardians patrol the maze of passages throughout 
  the temple, armed and armoured warriors bound to servitude 
  and bearing the insignia of Tzeentch. Additionally, wyrd-thieves, 
  chaos rogue psykers with telepathic abilities, steal about the 
  shadowed recesses of the temple, probing the minds of visitors 
  to insure that their intentions are benign, if not sympathetic, to 
  the temple’s aims. These individuals appear as nothing more than 
  caretakers themselves, making them an integral and clandestine 
  element of the temple’s defence. Additionally, bound lesser 
  daemons patrol the periphery of the temple, their presence alone 
  enough to warn the uninvited to keep clear.
  THE TEMPLE’S PURPOSE
  In the centuries after its construction, the temple has come to 
  serve a rare oracular purpose. Those men whose futures enter the 
  prophetic visions of the temple’s High Oracle, whether noted 
  for their great deeds or those events yet unseen, have on rare 
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  occasions been invited to the bowels of the temple to receive 
  knowledge of the future and their place in it. These invitations 
  draw the attention of powerful forces and individuals, sometimes 
  leading to opportunity and sometimes to adversity. Regardless, 
  once such an invitation has been sent, the recipient’s name 
  spreads across the Screaming Vortex. In addition to possible 
  assassination attempts and conﬂ icts, a number of interests may 
  freely provide shelter, transportation, supplies, and protection 
  to such individuals; although such gifts are offered with the 
  understanding that a return favour is in order. Only invited 
  guests may receive the attention of the temple’s oracle, although 
  this has not stopped many pilgrims from trying.
  The GM’s Brief
  T
  he following is a brief summary of the plot of False 
  Prophets, plus the plot and background of the adventure 
  that has happened before the Heretics get involved.
  THE STORY THUS FAR...
  High Oracle Renkard Copax administers the temple’s 
  business indirectly through a legion of functionaries and 
  underlings. His chief ceremonial duty is to dispense prophetic 
  proclamations as they come to him in his studies of the texts 
  within the Akrinus Chamber. These proclamations are few 
  and far between at best; his arcane studies require forging 
  connections between the content of seemingly unrelated 
  tomes and painstaking research to distinguish which texts 
  are purely ﬁ ctional and which contain enough truth to be 
  useful. While channelling the warp with psychic power and 
  anchoring his mind in these texts, visions present themselves 
  as portals to the future. These visions contain both direct 
  images of real people and events as well as metaphors drawn 
  from the anchoring texts themselves.
  Copax recently sent missives to the Heretics. An ancient 
  tome,  once discarded as mere ﬁ ction, came to Copax’s attention 
  and upon considering it, he received a vision: he foresaw an 
  event of revolutionary but cataclysmic proportions. Unknown 
  to the Heretics, he has summoned them, not to divulge their 
  place in the future of the Screaming Vortex, but instead to alter 
  the course of history by destroying them before this prophecy 
  can be fulﬁ lled. Wishing to prevent any mishap by sending 
  assassins and potentially losing track of his marks, he has 
  chosen to summon them directly into the temple where he 
  can be sure they are properly taken care of. Though renowned 
  for his wisdom, Copax may have underestimated the Heretics. 
  Now, his overreaching hubris may prove his downfall.
  The tome from which this prophecy was derived is called 
  the Torestus, an epic saga detailing the life of Tor, a half-god 
  hero, and his trials to save his people. Tor’s adventures lead 
  to political upheaval and revolutionary change. Analogous 
  events relevant to the Screaming Vortex and the mystical 
  visions it inspired set the Mendacious Oracle on edge. He 
  believes that the current era is drawing to an end and that 
  the Heretics have a place in the coming times of change and 
  upheaval. Additionally, his prophecy has shown his own 
  SPECULATIONS
  Given the tremendous power the temple wields, rumours concerning the veracity and role of its prophecies abound. 
  Many assume that the prophecies are accurate, if vague, and a testament to the temple’s power. Others believe that the 
  temple uses its reputation for credibility to dispense lies and manipulate the powerful toward its own ends. Whatever the 
  case, investigations into the matter have met with no success.
  Be that as it may, many of those invited and who survive the ordeal to see their destinies come to fruition, have led 
  lives noted in the annals of the Screaming Vortex.
  CAPTAIN THEOFUS KREELI
  This pirate was a mere boy when the temple summoned him from his home on Q’sal. The temple foretold that his life would 
  end in the void but not before achieving greatness as master of a tremendous and powerful ship. Such are the hearts of men 
  that he chose to fulﬁ l his destiny by becoming one of the most despicable pirates ever known. Now a part of Covenant X, 
  he is a powerful force in the Screaming Vortex and a potential contender to unite the Vortex under his banner. 
  BINDING OF THE XUR
  Several centuries prior to the current High Oracle’s tenure at the Temple of Lies, High Oracle Selanai left Kymerus 
  on a mission to Xurunt. His arcane musings led him to believe that a great warrior among the Xur would band the 
  warring tribes together and form the basis for a rapidly developing and expansive civilisation. As it turns out, this never 
  occurred—though the seeds of the prophecy may still be at work. The warrior managed to band an unprecedented 
  number of tribes together but fell in battle. Though his legacy fell apart, a small number of tribes remained together in 
  a tight confederacy, perhaps forming the basis of a new civilisation.
  FACTIONS OF Q’SAL
  Without any reference to ﬁ nal outcomes, the many episodes of political and military activity on Q’sal make their way 
  into the premonitions of the High Oracles. This includes predicting the leadership of several dozen factors, tyrants, and 
  sorcerers as well as wars, assassinations, and other plots. Why exactly does Q’sal show up so often in the predictions of 
  the High Oracles? Some believe that the planet’s powerful technological resources have led the temple to meddle for its 
  own gain. Whether its predictions are mystical or political in nature, their veracity is unparalleled.
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  downfall and destruction, linked to the rise and success of the 
  Heretics; thus, his selﬁ sh interest in seeing the Heretics dead.
  However, the situation has grown even more dangerous for 
  Copax. The Temple of Lies has long attracted the attentions of 
  powerful allies. Chief amongst them is a warband comprised 
  solely of Word Bearers Chaos Space Marines known as the 
  Prophets of the Blighted Path. These frightening warriors have 
  long maintained their presence within the Screaming Vortex. The 
  Prophets maintain a powerful strength within their fastness, an 
  orbital fortress trailing the world known as the Flaming Tomb, as 
  close to the Inner Vortex as any have gone. However, under the 
  guidance of the Dark Apostle Naberus they have abstained from 
  the constant warfare that grips the many warbands of the Vortex. 
  Instead, it is said they desire to see the rise of a great leader in the 
  Screaming Vortex, one who can lead a war of destruction on the 
  Imperium and allow them to follow in its wake, converting the 
  survivors to the worship of Chaos. 
  Naberus maintains spies within the Temple and the 
  Prophets know that Copax has foreseen the rise of a powerful 
  new warband in the Vortex (though he is unaware of the 
  details of the prophecy, including Copax’s eminent doom). 
  He hopes that these may be the “great leader(s)” he has been 
  waiting for. To that end, he has dispatched four of his warband 
  to the Temple. These four are to meet with Copax and, more 
  importantly, meet and evaluate the Heretics during their 
  prophecy. If these Heretics prove to be whom the prophecy 
  claims, Naberus wants to establish ties with them now.
  The impending arrival of the Prophets of the Blighted 
  Path means that Copax feels he’s running out of time. He 
  wants the Heretics eliminated before the Word Bearers arrive 
  and has set plans in motion to do just that.
  THE TORESTUS
   
  A leather-bound tome, noted to have been copied by scribe 
  several times in order to preserve the integrity and artistry 
  of the piece, rests in the Akrinus Chamber and has done so 
  for more centuries than any can remember. The vellum pages 
  reek with age but boast such feats of calligraphy as to be 
  considered a masterpiece. The literature takes the form of an 
  epic poem that oscillates between direct narrative and verses 
  of complex depth and polysemy.
  Tor, the hero of the poem, is a  homunculus of a man, forged 
  from materials that would both serve to protect him and deﬁ le 
  his enemies. A pantheon of daemonic patrons, an alliance of the 
  maleﬁ c, planned his life out as the hero of his people, the Darisians. 
  Enemy city-states surround Daris, populated by cultists of false 
  gods who see the pantheon of Daris as a threat to the world itself. 
  The deamon-gods of Daris value the strong, the cunning, and 
  man’s will against the righteousness, piety, and meekness touted 
  by the false gods. Tor stumbles upon the lairs of mythological 
  monsters, sails hostile seas beset by storm, and conceives plots of 
  cruel conquest in the arenas of human politics and desire in the 
  many cities he encounters on his journeys. These adventures read 
  more like a collection of stories than a chronological narrative and 
  at times it is hard to follow where one ends and another begins. 
  In the end, though, Tor succeeds in extending the dominion of 
  Daris over the deﬁ led lands of his enemies.
  The daemon pantheon was wise when crafting Tor’s half-
  mortal soul, however. In order to prevent him from becoming so 
  powerful that he should threaten their sovereignty, they forged 
  in him a seed of desire that would grow over time, a desire for 
  tyranny over men. The eventual corruption of his soul led to a 
  means of destroying him. As a being of great power that could 
  otherwise rival the daemonic fathers, he would instead focus on 
  taking power over man and ultimately die a puppet of his very 
  own creators. Interestingly, much of this manuscript is missing, 
  leaving the copy of the Torestus incomplete, a compilation of 
  stories rather than a conjoined narrative. For example, the 
  explanation of this seed of corruption occurs at the beginning 
  of the text and the last several pages are missing, leaving the 
  story—and details of Tor’s fate—a mystery.
    Until recently, the text remained on a high shelf out of the 
  Oracle’s view. It was by chance that he decided to search that 
  part of the chamber to revisit some other tomes and stumbled 
  across the tome. His readings initiated a series of powerful 
  visions that concern the Heretics directly as major players in 
  the fate of the Screaming Vortex. However, a portion of the 
  epic suggests that a great seer would fall from his high station 
  but it leaves no speciﬁ c details as to how. Thinking of himself 
  as the great seer, Copax has foolishly decided to cheat fate 
  and destroy the Heretics before destiny claims him.
  ADVENTURE PLOT
  The primary objective of False Prophets is straightforward—
  escape the Temple of Lies after securing the Torestus. The adventure 
  begins with the Heretics travelling to Kymerus and arriving on 
  the planet’s surface. There they must journey to the Temple, 
  receiving the opportunity to explore it. During this time, they are 
  also ambushed by a rival warband—petty warriors angered that 
  the Heretics are receiving this prophecy instead of them. 
  Prior to the main action, Heretics have ample opportunities 
  to further their individual or selﬁ sh goals while developing 
  relationships with one another. Some individual goals can 
  cause conﬂ ict within the group. GMs should play this up, 
  making the most of character development while keeping the 
  importance of the main plot at the forefront so that potential 
  conﬂ icts do not get out of hand.
  After getting a chance to explore the temple, Mendacious 
  Oracle Renkard Copax invites them to the Akrinus Chamber 
  under the pretence of discussing his visions. He uses this meeting 
  to ensure his guests are indeed those the prophecy refers to. Once 
  satisﬁ ed that they are who they claim to be, he closes the Torestus, 
  leaves it on a table, and exits the room as guards and renegade 
  psykers enter the chamber and attempt to ﬁ nish the Heretics off.
  Only Renkard and the few guards present in the Akrinus 
  Chamber are aware of the clandestine operation to destroy 
  the Heretics. Renkard wants no hint of his plans to be made 
  available to anyone who might bleed them out. However, before 
  he springs his trap, the Word Bearers Chaos Space Marines of 
  the Prophets of the Blighted Path arrive at the Temple. Copax 
  cannot afford to ignore such powerful allies, and thus when he 
  springs his ambush he must leave the chamber to meet with 
  them, trusting in his henchmen to ﬁ nish the Heretics off. 
  Assuming they survive the betrayal, the Heretics take the 
  Torestus from the table and begin their escape. They have to 
  navigate their way down the stairs (avoiding or engaging 
  Inevitable Guards on the way), then arrive at the Temple 
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  THE ORACLE’S VISIONS AND TOR’S ADVENTURES
  The speciﬁ c contents of the Mendacious Oracle’s visions 
  and the adventures of Tor and the Darisians are up to the 
  GM to decide based on the backgrounds and goals of the 
  Heretics in his group. These visions should both tie the 
  Heretics together and involve them in such a way as to 
  make this adventure of personal interest to each of them. 
  For players who have not come up with goals for their 
  Heretic, use the Torestus to plant some suggestions. After 
  all, this is their grand destiny.
  GMs should invent city-states in the Torestus 
  narrative that serve as analogies to places of interest in 
  the Screaming Vortex and the Imperium beyond. Such 
  analogies should never be clean and direct but require 
  some interpretation on the part of the Heretics. Use these 
  analogies as sources of potential exploits, making the 
  Heretics feel as though the Torestus is an analogy of their 
  own adventures. The Torestus should mainly foreshadow 
  events and provide vague clues but never directly state 
  how an objective should be achieved. Additionally, the 
  connection between a story in the Torestus and an event 
  in the Screaming Vortex may remain far from obvious 
  before the event starts taking place. This means GMs 
  don’t need to come up with every story at once but 
  instead can come up with a story when, in game, it 
  becomes apparent that there is a relation.
  The details of the revolutionary change the Heretics 
  are supposed to undertake are left intentionally vague so 
  that GMs can put together grand plans for the Heretics in 
  their games. However, an obvious place to start concerns 
  the current power vacuum and struggles for supremacy 
  between the rival warbands in the Screaming Vortex 
  and could play into the concept of organizing and leading a Black Crusade. Players may also come up with interesting 
  interpretations of stories that do not ﬁ t perfectly with a GMs plans. When that is the case, it does not hurt to reward them 
  by changing the story a bit to ﬁ t their interpretation. This gives players a more direct role in a major aspect of a roleplaying 
  game—collaborative storytelling. 
  Another interesting aspect of the Torestus is that it’s incomplete. Great chunks of it are missing and the GM can 
  have his players discover sections throughout their adventures. This way, the GM does not have to introduce the entire 
  Torestus at once, but can dole it out as needed to further the adventures of the players. 
  SAMPLE STORY: THE BARBARIANS OF MAUL
  Tor came upon a haphazard collection of shacks and hovels after completing a long journey, desperate for food and 
  shelter. He discovered, to his dismay, that the thieves and wretches that settled here were in as poor a shape as he. As it 
  turned out, the band had experienced regular visitations from its own dead—walking corpses from a battle that took 
  place on the land many years ago. They haunted the countryside and attacked travellers, forcing travellers to seek shelter 
  within the settlement’s walls. Tor agreed to rescue them in exchange for nothing more than shelter and food—and a 
  promise of fealty should he become king of Daris later. They agreed to his demands.
  After he discovered that the dead could not rest because the rival band’s ancestors had recently been restored to power 
  and controlled the very lands the deceased once protected, Tor challenged the ruling descendant to mortal combat. Though 
  he nearly died after being tricked into giving the ruler the upper hand, Tor ﬁ nally won the battle. The victory came with a 
  cost, however: the defeated rival became an enemy that challenged him, even after he became the ruler of Daris.
  An adventure based on this section of the epic poem might involve the Heretics when times are hard, wandering into 
  a war between rival warbands. They join up with the one and make some demands in exchange for their help. The true 
  reason the opposing warband is encroaching on the others turf is because of a local despot, recently returned to power, 
  who desires the conﬂ ict for his own ends. The canny villain realises that the Heretics are a threat and leads them into a 
  trap, but eventually they win the battle. As a consequence, they gain respect but also make an enemy of the rival warband.
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  entrance, where Copax is informing the Word Bearers that 
  the Heretics were tragically killed before arriving, making 
  it unlikely they were the ones foretold in the Torestus. The 
  Heretics’ appearance puts the lie to his claims, at which point he 
  desperately attempts to call on Daemonic allies and Inevitable 
  Guards to eliminate the Word Bearers and the Heretics. 
  Whether or not the Heretics realise the Prophecy immediately 
  by killing Copax, they must ﬂ ee the Temple of Lies and Kymerus 
  as they are pursued by the vengeful warriors of the Temple. 
  Should they escape, they may have earned a dubious ally in the 
  Prophets of the Blighted Path. They also now possess a strange 
  tome that could hold the key to their ascension—the Torestus. 
  PLOT HOOKS: BEGINNING 
  THE ADVENTURE
  The following are several suggestions for beginning the 
  adventure—hooks that can get the Heretics interested in 
  the Temple of Lies and the prophecy. As this is an adventure 
  intended for beginning or low experience (less than 2,000) 
  characters, the GM may approach the beginning of the 
  adventure in several ways. 
  For a completely new group of Heretics, the GM can 
  choose to have them begin in completely different parts of 
  the Screaming Vortex, each according to their backstory. In 
  this case, the GM can have the Temple’s agents approach each 
  Heretic individually, bringing them each to Kymeris seperately 
  and having them assemble at Carrion Corpse before travelling 
  to the Temple as a group. This works well within the plot 
  of the adventure and allows the GM to assemble the entire 
  warband without such actions seeming forced.
  On the other hand, it is possible the warband is already 
  assembled as a group. The GM may have even already run his 
  group through a short adventure. In this case, the GM can have 
  the Temple approach the Heretics as a group, likely using the 
  Invitation to Greatness General Hook. This works the same 
  way as the ﬁ rst option, simply with less time waiting in Carrion 
  Corpse for the rest of the group to assemble. (Of course, if the 
  GM needs to introduce a new player character, he can have them 
  summoned separately and meet the group at Carrion Corpse). 
  In either situation, the Temple of Lies spares no expense in 
  making sure that the missive arrives at its intended mark and is 
  hand delivered by a temple demagogue even to the most remote 
  reaches of the Screaming Vortex. The various demagogues 
  responsible for striding the span of the Screaming Vortex in 
  search of the Heretics may take months to ﬁ nd them and, once 
  they are found, must make the long journey back to the temple. 
  In any case, Covenant X owes the temple several favours and 
  has taken as its mission the transport of the Heretics to and from 
  their meeting with the Mendacious Oracle.
  The demagogue in charge of administering this invitation is 
  Elika The Seer, the Mendacious Oracle’s second in command, 
  though depending on the GMs plans and how organised the 
  Heretics are as a group, several demagogues may be working 
  under her and deliver the invitations in her stead. If the GM needs 
  the name of a ship to transport the Heretics he should use the 
  Bloodscent, an Idolator-class raider starship that has been furnished 
  by the Covenant X. Such is the nature of the Screaming Vortex 
  that wherever the Heretics are currently, the voyage takes a week.
  Some of the plot hooks contain different demegogue 
  characters. These characters can be mixed, traded, or replaced 
  entirely amongst the hooks as the GM sees ﬁ t.
  Some hooks provide Tertiary Goals as well that work better 
  for speciﬁ c individuals than others. Use these hooks to provide 
  individuals with incentive to go off on their own and achieve 
  personal goals while visiting the Temple. Some are speciﬁ cally 
  at odds with others: Heretics may have to work together to 
  succeed, but that doesn’t mean that they should not compete 
  over the details. Even if the GM uses the Invitation to Greatness 
  Hook for all the characters, he can still use the other hooks to 
  give certain characters Tertiary Goals. 
  INVITATION TO GREATNESS
  (GENERAL HOOK)
  For an established group of Heretics, this hook provides a 
  hook for the entire group. Elika the Seer hands the Heretics 
  the invitation and offers a detailed explanation of the 
  temple’s history to those interested. Her skills of observation 
  serve her well, as does her social acumen: if the Heretics seem 
  suspicious, she obliges by being reassuring. If they seem 
  not to care, she keeps things short, smoothly facilitating 
  the journey to the temple. In any case, she treats them in a 
  friendly and deferential manner. All arrangements have been 
  made to transport the group to Kymerus. Apparently, the 
  Mendacious Oracle has done some research on his marks and 
  knows them well enough that his demagogue can provide for 
  them accordingly.
  When Elika arrives and hands the Heretics their respective 
  invitations, read the following:
  “Please excuse my intrusion, masters,” begs a markedly stout, middle-
  aged woman dressed in robes of animal hide. She bows quite low as 
  if to show she were not worthy of your presence, but the act reeks of 
  manipulation and false ﬂ attery. “I’ve been sent on a mission by the 
  Mendacious Oracle of the Temple of Lies—surely you’ve heard of 
  him? He begs you accept his invitation; so important is it that he 
  threatened me with death were I not to impart these precise words: 
  ‘the future of the Screaming Vortex depends on it.’”
  She then hands the Heretics their invitations (page 
  392) and explains the details concerning the Covenant X’s 
  transportation methods and other arrangements. It is not 
  unlikely that they have heard of the Temple, as it has a place 
  in the history of the Vortex as either a site of great religious 
  signiﬁ cance or as a player of political games. In any case, the 
  Temple is a famous store of texts both ancient and recent. 
  Rarely do folk of common birth have the opportunity to 
  peruse the shelves of lore. Given the breadth of knowledge 
  to be gained from a visit, provide the Heretics with the 
  following tertiary objective.
  Tertiary Goal: The Temple of Lies provides an opportunity 
  for Heretics to delve into lore normally too arcane or rare to 
  access otherwise. Anyone willing to do some digging and 
  spend some time in research during their brief visit may 
  purchase one Common, Forbidden, or Scholastic Lore Skill 
  at half the current cost.
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  FIND DAMON’S THIRD TREATISE ON 
  MATTERS RARE (PSYKER, SORCERER, OR 
  APOSTATE CHARACTER HOOK)
  Over ten thousand years ago, a man now only known as Damon 
  wrote the theoretical treatise on psychic matters of his time, 
  Damon’s Third Tretis on Matters Rare. Access to the remnants of 
  the tome require a chaperone and a special invitation to one of 
  the highest chambers of the Temple of Lies. Even then, some 
  portions of it remain off limits to any other than the temple’s 
  highest  magisters, barred from even the most important of guests.
  A missive arrives—the Mendacious Oracle’s invitation—
  hand-delivered by a demagogue named Onaeus the Strange. 
  Perhaps a bit overly formal, Onaeus appears no stranger than 
  any other cultist of the God of Change. He answers any of the 
  Heretics’ questions though provides only mundane details such as 
  the location of the temple, the name of the Mendacious Oracle, 
  and, of course, the importance of the invitation. It just so happens 
  that an invitation of this nature provides access to the chamber 
  where the text is stored. Upon receiving this invitation,  a 
  successful Routine (+20) Scholastic Lore (Archaic, Legend, 
  Occult, or Philosophy) Test or a Routine (+20) Forbidden 
  Lore (Daemonology, Heresy, Mutants, Psykers, or Xenos) 
  Test allows the Heretic to “remember” that this rare grimoire is 
  rumoured to exist in the Temple. The GM should emphasize that 
  this is incredibly valuable and something the Heretic would like 
  to take for himself. Read aloud or paraphrase the following:
  A robed ﬁ gure approaches you as though he were a familiar friend 
  and nods pleasantly. “I am most pleased to make your acquaintance, 
  I am Onaeus from the Temple of Lies. I realise this is a most strange 
  occurrence, but I must deliver you this message from my master, the 
  Mendacious Oracle Renkard Copax. Do oblige us and accept.” He 
  hands you a small missive, sealed in dark red, crusted wax.
  Tertiary Goal: Steal the remains of Damon’s Third Treatise. 
  A Heretic who successfully does so receives 2 Infamy and 
  250 Experience.
  DESTROY DESPICABLE SORCERY 
  (KHORNE CHARACTER HOOK)
  The Heretic receives the invitation from a lowly coward of 
  a demagogue, Tristam Denieri. He fears the recipient of the 
  missive and would prefer to move on as quickly as possible. He 
  uses contempt and sarcasm as a means to cover his insecurity 
  in the Heretic’s presence. Once the invitation is delivered and 
  the Heretic’s questions have been answered, Denieri arranges 
  for the trip to Kymerus. Read the following:
  A short, snivelling man with a nose not unlike a swine’s approaches 
  you. He looks hardly up to the task to speak with you in the way 
  he gathers his robes in sweaty palms and grits his teeth. “It is to my 
  dismay that my station in life leads me to the task of errand boy but 
  as I am sure a person like you must understand, I have little choice,” 
  he sneers. “The master of the Temple of Lies bids me give you this,” 
  he hands you a missive sealed in dark red, crusted wax. 
  Either the Heretic himself remembers (or perhaps an ally 
  informs him) that the temple houses a number of artefacts, 
  some of signiﬁ cant value. One such artefact, Damon’s Third 
  Treatise on Matters Rare, would surely win the Heretic a name 
  in history as well as strike a blow against the cowardly, 
  weakling followers of Tzeentch.
  Tertiary Goal: Destroy the treatise. This objective may take 
  longer than the adventure itself, especially if another Heretic 
  has taken it for himself. Once successful however, the Heretic 
  receives 2 Infamy and 250 Experience.
  SACRED FLESH (NURGLE 
  CHARACTER HOOK)
  The sole privilege to study the twisted ﬂ esh of the crew of 
  the Light of Ascension has been left in the hands of the minions 
  of Tzeentch. An interested party, the daemon-possessed 
  savant Gresh, recently learned that the Mendacious Oracle 
  of the Temple of Lies has sent an invitation to a devotee of 
  Nurgle and approaches that Heretic in hopes of hiring him 
  to secure a sample or two of the tainted Imperial ﬂ esh stored 
  on display in the temple’s garden shrines. Past attempts to 
  secure such a sample have failed. Gresh is known as the 
  Plaguehunter of the infamous Vorxec Calvarius (see page 
  342), and believes the ﬂ esh is something he could bring to 
  his master. Given the Heretic’s potential as a man of destiny 
  in the Screaming Vortex, the Gresh has decided to give it 
  another try.
  The temple’s invitation is delivered by Elika The Seer 
  (see the read-aloud text from the “Invitation to Greatness” 
  section).  She approaches and invites them. At a later point, 
  when the Heretic ﬁ nds himself alone, Gresh approaches him. 
  Read aloud or paraphrase the following:
  The air around you suddenly chills and you catch the whiff of 
  rot and decay. A hunched ﬁ gure in tattered robes steps out from 
  the nearby shadows, shadows you could have sworn held nothing. 
  The ﬁ gure holds up its hands. “Please, master, I mean you no 
  harm.” When it speaks, it sounds as if two mouths are speaking at 
  almost the same time and, when it raises its head, you see why. Under 
  the hood is an elderly man, with another face grown into the side of 
  his head and neck. The face apes his speech in a high-pitched voice.
  “I am Gresh, emissary of the Dread Calvarius. I have learned 
  you are travelling to the Temple of Lies. While you are there, I 
  was wondering if you would be interested in carrying out a task? 
  My master would be...most grateful.” 
  Tertiary Goal: Attain and deliver a sample of twisted 
  ﬂ esh to Gresh. If successful, the Heretic receives 2 Infamy and 
  200 Experience, as well as a favour from a powerful warband 
  leader in the Screaming Vortex (which is partially where the 
  Infamy comes from). 
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  Arrival: 
  Carrion Corpse 
  C
  arrion Corpse is the planet of Kymerus’ sole spaceport, 
  and thus the lifeline for those meagre few who scratch 
  a living on the  planet’s surface. This is where the 
  Heretics land upon the Bloodscent’s arrival. Read aloud or 
  paraphrase the following:
  Your travels aboard the Bloodscent were generally unnotable. 
  The ship’s Captain, one Volin De’Trax, kept to himself during 
  the journey and most of his several thousand crew did likewise. 
  In fact, they treated your presence as if it was both auspicious and 
  dangerous in equal measure and avoided you accordingly. Such 
  is the stigma associated with the Mendacious Oracle’s summons. 
  Once in orbit over Kymerus, you descended to the surface via 
  one of the starship’s landers, a boxy, ungainly craft. From the air, 
  the spaceport of Carrion Corpse is a desolate and unappealing 
  location. A few scattered buildings dug into rocky hillsides, 
  along with three landing bays hollowed into a nearby cliff face. 
  Your shuttle lands in the central bay, and no sooner have you left 
  the ship than it takes off, headed back into orbit. 
  Elika The Seer leads you from the deserted bay. “I must travel 
  ahead to announce your presence at the Temple,” she informs you.
  Approximately ﬁ ve miles separate the village and the temple itself 
  and only two or so miles between the port and the temple’s shrine 
  garden. Temperatures range to the extreme, reaching below freezing 
  at night to well over 110 degrees during the day. What diversity 
  the climate has in temperature it lacks in seasons—over the planet’s 
  entire surface, the year is dry and follows consistent, daily oscillations 
  of heat and cold. The sky ranges from a reddish-orange to a sickly 
  pale green between dawn and dusk and a dark blue to black after 
  sundown. One moon, Elorum, orbits the world followed by a trail of 
  meteoroids that occasionally shower through Kymerus’ atmosphere. 
  The soil is dry, supports only weeds that seem to thrive on the rotting 
  ﬂ esh of the few animal species to call Kymerus home, and ranges in 
  colour between brown, amber, and brick red.
  The port provides a place for the Heretics to assemble, 
  and, also, to wait if the GM is using the Mendacious Oracle’s 
  invitation to assemble the group of player characters for the 
  ﬁ rst time. Depending on whether or not the group has any 
  interest in Carrion Corpse, the GM can have them simply stay 
  the night, before proceeding to the Temple during the next day. 
  Alternatively, he can have the wait take several days. While the 
  wait takes place, the Heretics are afforded access to the Temple 
  grounds, just not the Mendacious Oracle himself. This gives the 
  Heretics a short time to try and accomplish some Tertiary Goals, 
  but also gives the Mendacious Oracle time to plot his ambush. 
  Accommodations have been set in the shattered remains of a 
  Halo heavy lift barge and the hillside it crashed into. Theon is a 
  vile wretch who laid claim to the barge so that he could swindle 
  those in desperate need of shelter of their goods and coin. Theon 
  received a great many juvenat treatments and, though he does not 
  reveal his age, appears to be no more than twenty years old. He 
  surrounds himself with youth as best he can and shows an obvious 
  discomfort with the aged. In fact, he is seriously deranged and has 
  a pathological loathing of those his senior that on occasion has 
  led him to commit debauched and clandestine murders against 
  aged patrons. Any Heretics who appear old are likely to receive 
  little warmth from Theon, though they are safe enough as they 
  have arrived under the Temple’s protection.
  Still, if not friendly, he at least treats patrons in a businesslike 
  fashion and leaves them to their own devices. Private rooms have 
  been reserved for the Heretics to help avoid possible intrusions 
  from any who may plot against the Mendacious Oracle’s guests.
    In the port, the Heretics may search for information related 
  to the temple, Kymerus, and the local gossip with little effort. 
  With a Routine (+20) Inquiry Test, the Heretics can secure 
  any piece of the following information. The more successes on 
  the Test, the more information the GM can reveal:
  • Carrion Corpse, composed of no more than 200 occupants 
  at any time, subsists off of modest importation from other 
  worlds in order to feed and maintain its inhabitants. These 
  include preservative-laden and non-perishable foodstuffs, 
  water rations (since most of the water on Kymerus is in its 
  atmosphere), and basic supplies to support the world’s few 
  functioning corpse-starch vats. In exchange, most settlements 
  on the planet mine ores to be exported. More costly imports 
  come in the form of delicacies and ﬁ nery for the Temple, 
  delivered via ancient compacts with nearby worlds. 
  • The port exchanges services with the Temple for its main 
  source of income, but makes little proﬁ t after importation 
  costs. Renkard Copax, though formally only in power over 
  the temple, has signiﬁ cant inﬂ uence over the port, which is 
  “run” by a loose and shifting alliance of several port elders.
  • The same families have populated the port and served the 
  temple for generations—birth defects and peculiar behaviour 
  abound, as do minor and disturbing mutations brought on 
  by the Vortex itself. In most cases, they cannot afford to hire 
  a ship to take them off of Kymerus and ﬁ nd that there are 
  worse trappings than living in the temple’s shadow. Even 
  still, Mendacious Oracle Renkard Copax is known for his 
  excesses and though ports interact with him personally 
  only on rare occasions—he disappears for months at a time 
  when exploring texts of lore and other curiosities—when 
  he demands entertainment, death, dismemberment, and 
  humiliation follow. If it were not for his tremendous power 
  in the Screaming Vortex and his considerable defences—at 
  least compared to the capabilities of the port’s inhabitants 
  themselves—they would do away with him post haste.
  • Many villagers distrust Theron, but none are willing to say 
  why. This information is inferred from observation rather 
  than carousing with the locals. His small staff is youthful, 
  and many seem unnaturally so. His guests range in ages, 
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  however, though he shows a preference for the younger 
  among them and treats the others with outright disdain 
  when he knows he can get away with it. The port offers 
  no other accommodations and, given the extreme nature of 
  the environment, most elect to stick it out at the lift barge 
  regardless of the way they are treated.
  A CHALLENGE OF ARMS 
  (OPTIONAL ENCOUNTER)
  The Heretics’ arrival in the Carrion Corpse does not go unnoticed 
  and, once they are settled, the GM can use this encounter to 
  reinforce the lawless and chaotic nature of the Screaming Vortex, 
  as well as the inhabitants’ worship of the Ruinous Powers. 
  A warrior who calls himself the Disciple of Crox lives just 
  outside Carrion Corpse, scratching a meagre existence in the 
  barrens of Kymerus. So blessed with the Gifts of the Blood God 
  Khorne that he is barely human, he wanders the world seeking 
  fellow warriors to challenge to single combat. Thus far, he has 
  not been bested, and he dedicates each kill to Khorne. He is a 
  wandering berserker without the sanity to leave this planet.
  Now, having seen the shuttle land at Carrion Corpse, he travels 
  into town to seek a new foe. The locals have learned to avoid the 
  Disciple, and his own code of honour means he does not kill 
  those who do not accept his challenge. However, the Heretics 
  may be another matter.
  From outside of the barge, you hear a roaring bellow, echoing around 
  Carrion Corpse. “I am the Disciple of Crox,” a deep voice shouts. 
  “Who will challenge a champion of the Lord of Skulls?”
  Looking outside, you see a massive giant of a man, clad in 
  plates of ceramite armour heavily caked in blood and dust. His 
  face is hidden behind a steel mask, worked into the snarling visage 
  of a dog. He carries one weapon: a long, two-handed chainaxe. 
  After a long moment, the giant shouts again. “I am the Disciple 
  of Crox! Who will challenge a champion of the Lord of Skulls?”
  The Disciple remains outside the tavern for the entire 
  night, shouting his challenge. If none answer by that point, 
  he gives up and wanders away (the tavern’s patrons inform 
  the Heretics of this). However, the Heretics may decide to 
  answer the Disciple’s challenge. 
  The guidelines of the challenge are simple. Single combat, 
  melee weapons only, and no quarter given. The proﬁ le for the 
  Disciple is provided on page 390:
  If a devotee of Khorne, Nurgle, or an unaligned Heretic 
  challenges and defeats the Disciple, they gain +1 Infamy. The 
  Disciple is well known on Kymerus and beyond (via the supply 
  ships that regularly stop here) and such a feat earns respect. 
  If a devotee of Slaanesh or Tzeentch challenges and defeats the 
  Disciple, they gain +1 Infamy and +2 Corruption Points, as their 
  dark patron delights in the slaying of a rival’s champion. 
  However, if the Heretics attack the Disciple en masse, or try 
  to kill him with ranged weaponry or offensive psychic powers, 
  the Disciple goes berserk and tries to kill as many of them as 
  possible before falling. The Heretics gain no Infamy and, in fact, 
  gain +2 Corruption Points due to Khorne’s disfavour. This counts 
  as earning Corruption Points through a Failing. 
  To the Temple 
  of Lies
  U
  ntil the Mendacious Oracle summons the Heretics, 
  they have full and free access to the temple’s dark 
  libraries, shrines, and attendants. This is a rare gift, 
  an honour accorded only to individuals of high stature 
  and power within the Vortex (the Heretics being some of 
  these individuals). A half-track groundcar operated by a 
  surly individual named Orick takes them back and forth 
  from the temple and its garden of shrines. Unlike those few 
  malcontents who live at Carrion Corpse, he is a servant of the 
  Temple and has even travelled a bit around the Screaming 
  Vortex. He despises the temple’s atmosphere and prefers the 
  company of the locals to the demagogues, library servitors, 
  and faceless guards that haunt the place, and relates best with 
  those who tell tales of battle and stellar travel to dry talk 
  and dusty archives. When not carting the elite back and forth 
  between Carrion Corpse and the temple, he brings supplies, 
  slaves, and the occasional sacriﬁ ce to the Temple.  
   Orick may prove to be a potent ally of the Heretics 
  towards the end of the adventure. Orick lets on that he would 
  like to lead another life but feels burdened by his work on 
  Kymerus and is unable to raise the necessary funds to board a 
  ship and leave for good. The Mendacious Oracle’s dominance 
  and eccentric tastes takes its toll on Orick’s spirits. This may 
  prove useful at the adventure’s climax. 
  Orick, like the port’s inhabitants, is aware that the Heretics 
  have been summoned for the Mendacious Oracle to read them 
  their fate. He can provide cautionary tales to dissuade them 
  from snooping around where they don’t belong—namely 
  the Akrinus Chamber prior to being called in by Renkard 
  Copax. He serves as a good source of information regarding 
  the temple’s defences (see The Temple of Lies section above 
  for more details) and might volunteer that information to 
  someone willing to reward him with an interesting story or 
  two. Furthermore, he is very familiar with the gardens and 
  shrines around the temple itself and suggests the Heretics visit 
  what he terms “the preservatories,” where the remains of the 
  Light of Ascension’s crew are kept. 
  The Heretics trip to the Temple is uneventful, unless the 
  GM wishes to add in the Death on Small Wings encounter.
  DEATH ON SMALL WINGS 
  (OPTIONAL ENCOUNTER)
  This encounter is designed to be added almost anywhere in the 
  ﬁ rst part of the adventure, but is likely best used the ﬁ rst time 
  the Heretics travel to the Temple of Lies. At the GM’s discretion, 
  it can either be a brief but memorable combat encounter to 
  emphasise the bizarre nature of the worlds in the Screaming 
  Vortex, or it can be one facet of the Mendacious Oracle’s plots.
  When the Light of Ascension crashed, most aboard died. 
  Some, however, did not. Among them were the majority of 
  the ship’s sizeable Cherub population. The tiny mechanical 
  minions swarmed from the wreck, into the wilds of Kymerus. 
  Through means unknown, their population has swelled since 
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  then and their feral and spiteful natures have changed them 
  from ﬂ ying nuisance to winged menace. Stranger still, they 
  have mutated signiﬁ cantly, gifted by the God of Change with 
  additional tiny limbs, poison drenched fangs, or scaly ﬂ esh. 
  Now large ﬂ ocks of the little terrors wait amongst the rocky 
  outcroppings of the wilds, ready to swoop down on lone 
  travellers or small groups and tear them to bloody bits. 
  When the Heretics venture outside the town (the Feral 
  Cherubs won’t attack anyone within Carrion Corpse or the 
  Temple, as they are somewhat cowardly and frightened of large 
  groups), they can make a Difﬁ cult (–10) Awareness Test to 
  note that they’re followed at a great distance by a strange-
  looking winged creature. At some point, the GM can require 
  them to travel through a steep-sided ravine (it doesn’t matter 
  where this ravine is, but ideally it can be on the road between 
  Carrion Corpse and the Temple). At this point the Heretics 
  can make an Opposed Challenging (+0) Awareness Test 
  versus an Ordinary (+10) Stealth Test by the Feral Cherubs 
  to see the creatures creeping around the rocks, preparing to 
  strike. Anyone who passed the previous Awareness Test gains a 
  +10 bonus to this Test. Those who fail the Opposed Test are 
  Surprised for the ﬁ rst Round of Combat.
  The Cherubs swarm in as a Horde, attacking until they 
  fall below Magnitude 10, at which point the survivors ﬂ ee 
  madly in all directions. If the warband contains no Chaos 
  Space Marines, 10 individual Cherubs attack instead.
  If the horde attacks when the warband is travelling to the 
  Temple with their guide, Orick, he hides under his truck 
  squeezing off random and ineffectual shots with a pump 
  action shotgun until they’re gone. The GM can choose to have 
  this simply be a random encounter with Kymerus’s “wildlife.” 
  However, if he prefers to play up the conspiracy aspects of 
  the game, he can have Copax summon the Cherubs, unable to 
  resist the chance to try eliminating the Heretics before they get 
  to his Temple. If the GM wishes to go this route, a Difﬁ cult 
  (–10) Psyniscience Test after the conﬂ ict reveals the stench 
  of psychic manipulation and gives the Heretic an idea that 
  someone was pushing these things to do his or her bidding.
  ARRIVAL
  When the Heretics ﬁ rst arrive to the Temple, read aloud or 
  paraphrase the following:
  You crest the last hill and ﬁ nally see the Temple of Lies. A vast 
  ﬁ eld of wreckage and rubble stretches out before you, many square 
  kilometres across. In the centre of the ﬁ eld, dug deep into the ground, 
  is a starship. Long ago, a titanic voidship crashed into Kymerus’s 
  surface. The impact broke the vessel, though it was not destroyed 
  entirely, leaving the monolithic ruins amidst a vast plain of debris. 
  You can see that in the centuries since, someone has built on 
  the vessel, adding double doors in the side so large that you can 
  make them out from several miles away. You can also just make 
  out the tiny shapes of Screamers of Tzeentch, daemonic ﬂ yers 
  circling around the Temple. Some even appear to be pulling disk-
  shaped chariots through the air.
  Members of the Inevitable Guard escort the Heretics on 
  their visit to the gardens in order to prevent any mishaps with 
  any of the other patrons. The grounds are also patrolled by 
  Screamers of Tzeentch, barely kept in check by the powers 
  of the Oracle. They sometimes obey the commands of the 
  Guards, though they are murderous and likely to hunt and kill 
  anyone they ﬁ nd alone near the Temple. 
  The preservatories number four in total and are arrayed 
  somewhat evenly about the temple grounds inside some of 
  the larger pieces of Light of Ascension’s hull. Specimens include 
  crushed, incinerated, and impaled bodily remains, preserved 
  as though just killed. Each specimen is kept in a sphere of 
  multi-coloured sorcery, preserving the item indeﬁ nitely. 
  Among the most interesting sights are the visages of members 
  of the bridge crew. Studied by an anatomist from the temple 
  many centuries ago, it was determined that the musculature of 
  the crew’s faces has been reconﬁ gured somehow, causing the 
  faces to be contorted into expressions otherwise impossible in 
  a human face but still quite obviously expressions of pain and 
  despair. Eyelids pulled open beyond sanity, tongues literally 
  twisted, and muscles anchored on teeth or to other parts of 
  the face entirely rather than on the jaw are a few examples. 
  These unpleasant displays are considered to be the touch of a 
  daemon of some skill and malicious ability, possibly even the 
  hand of a Greater Daemon of Tzeentch itself.
  INSIDE THE TOWER
  Once the Heretics have had their ﬁ ll of the various sites 
  about the gardens, Orick brings them to the temple tower 
  and directs them to the gate. He remains outside but keeps 
  a vox bead set to a channel to receive messages from the 
  Heretics should they decide to communicate with him or 
  require assistance. Just inside, guides await to assist the guests 
  and prevent uninvited individuals from entering the tower 
  at all. Heretics may take personal guides or go as a group, 
  depending on their goals, and may request access to almost 
  all tower libraries. 
  As a rule, the rarer the knowledge, the greater the ascent up 
  the stairs is to reach it. Heretics who climb to any signiﬁ cant 
  height and show an interest in the architecture or the possibility 
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  of having to navigate the labyrinthine stairs themselves may 
  make a Very Hard (–30) Awareness or a Difﬁ cult (–10) 
  Navigation Ground Test. Success allows them to navigate 
  the Chamber without a guide, getting where they want to 
  go. Furthermore, Heretics trained in the Psyniscience skill 
  may make an Ordinary (+10) Psyniscience Test to reveal 
  infrequent attempts to probe visitors’ minds for ill intent.
  If the Heretic is attempting to take something or 
  destroy something in the libraries, he should make a Hard 
  (–20) Willpower Test, opposed by a Challenging (+0) 
  Psyniscience Test by the Temple Psyker. If he is aware of the 
  psyker’s intrusion (i.e., via a successful Psyniscience Test of his 
  own) the Willpower Test becomes Ordinary (+10) instead. If 
  the Heretic wins, his thoughts and intentions are hidden from 
  the psyker. If he loses, his plots are revealed. Guards follow the 
  Heretic and noticeably hold him in suspicion. This is done to 
  dissuade him from causing trouble whilst not discouraging him 
  from remaining long enough to meet with the Mendacious 
  Oracle. If the Heretic attempts to vandalise, steal, or otherwise 
  harm the temple’s property, the Inevitable Guards interfere and 
  kill (or at least imprison) him.
  Successfully detecting the mental probes allows the Heretic 
  to subvert them and, if he wishes, subvert attempts to probe 
  the minds of his allies as well. Only one success is necessary, 
  even when crossing the path of other temple psykers—the 
  probes are neither potent nor subtle, and their prevention is 
  quite easy as long as one is aware they are at work.
  Each individual chamber is a repository of forbidden and 
  lost knowledge dedicated to a speciﬁ c set of topics ranging 
  from bestiaries and medicae libraries to asteroid geology, 
  daemonology, and Imperial history. Knowledge concerning 
  most any subject lurks here on a shelf or left on one of the 
  various crystalline plinths that strech across the centre of the 
  room. Each room is guarded, two armed men at the door, and 
  attended by at least one temple ofﬁ cial. No space is spared and 
  walls are covered from ﬂ oor to ceiling with texts and more; 
  ﬂ oor space equally well covered with tables, chairs, carts, and 
  servitors who perform menial tasks. Depending on the nature 
  of the room, more than tomes may be found. For instance, 
  there are rooms full of voidmaps and anatomical specimens 
  alongside tomes on geography and anatomy. Though the 
  rooms are arranged in some arcane order, their portals bear 
  no marks to distinguish them. The rooms also shift and warp 
  subtly, and if one tarries on a room too long, they may look 
  up to ﬁ nd the layout completely different than before.
  THE SUMMONS
  At a point convenient for the GM, the Mendacious Oracle 
  summons the Heretics to the Akrinus Chamber through his 
  demagogue, Elika the Seer. She collects them one by one if 
  necessary, requesting that they interrupt their activities in the 
  temple and make haste, for the Mendacious Oracle is not a 
  SECURING A SAMPLE
  A mission during daytime to attain a sample of the perverse ﬂ esh is likely impossible. Still, with all the crowds and guards 
  present, a Heretic could examine the space to determine how thorough the preservatories’ security systems are. A successful 
  Ordinary (+10) Awareness Test reveals patterns in the guard’s movements as well as areas occluded from their view. 
  A series of obstacles must be overcome to gain a sample of the crew’s ﬂ esh. First, the Heretic must get through the gates 
  or over the fence and into the gardens themselves. The gates are closed during the evening dark. A canny Heretic might hide 
  until that time, making an Opposed Stealth Test against the guards Awareness (assume the guards have a 45 on this Test). If he 
  tries to get in by climbing the fence, he has to make a Challenging (+0) Athletics Test to climb up the bars and a Difﬁ cult 
  (–10) Acrobatics Test to get over the bars without suffering any damage from the spikes while doing so. The Athletics Test 
  is straightforward—if he passes it, he climbs the fence. If not, he must try again and, if he fails by three or more degrees, he 
  draws the attention of a guard. Success on the Acrobatics Test results in the Heretic climbing over the fence without harm.  For 
  each degree of failure on the Acrobatics Test, the Heretic suffers 1 damage not reduced by armour or Toughness bonus from the 
  spikes above the gate. The spikes are ensorcelled and twist to dig cruelly into the Heretic’s ﬂ esh—if he takes damage he counts 
  as being damaged by a Crippling (2) weapon until he can ﬁ nd medical attention and the wounds strangely refuse to heal.
  Finally, he may decide to attack the guards at the gates, but this obviously means altering his relationship with the temple in 
  a signiﬁ cant way. The guards let no one into the temple grounds under any circumstances in the late hours of the night unless 
  they belong to the temple in some ofﬁ cial way, and such an occurrence is a rarity. The guards hold a key to the gate which may 
  be won by either killing or incapacitating one of them. Should this happen, unless the Heretic can conceal his tracks and keep 
  his antics a secret, the Inevitable Guards capture him as soon as they are able. It is possible the Mendacious Oracle may take 
  this opportunity to dispose of the Heretic secretly, but only if he feels his companions will not learn of his treachery. 
  Otherwise, the Seer leads the Heretic into the Temple and summons a ﬂ oating disk. She offers them a stark choice. Step onto 
  the disk and await the Prophecy or die. She explains the Oracle does not want them dead, but if they resist they have no choice. 
  Should the Heretics accept the disk, they will not be harmed, but will not be able to take any actions until the Prophecy.
  In reality, Copax would love to kill off the Heretics, but is afraid of arousing the suspicions of any companions and 
  would rather kill them all at the same time. 
  Once inside the gardens, the Heretic must then sneak into one of the preservatories, again making a Challenging (+0) 
  Stealth Test opposed by a Challenging (+0) Awareness Test made by a single guard patrolling the garden. If he fails, the 
  guard attempts to arrest the Heretic and, if he resists, calls for help from the two guards at the gate (assuming they are not yet 
  slain). Once successfully in one of the preservatories, the Heretic must then succeed on a Challenging (+0) Security Test or, 
  if not trained in the Security Skill, a Hard (–20) Tech-Use Test to deactivate a casket and gain a sample of the ﬂ esh.
  386
  
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  patient man. On the way up, she explains how honoured they 
  should be to receive this audience but warns them to watch 
  how they conduct themselves in his presence. Her warnings 
  come from personal experience; the Mendacious Oracle takes 
  his position seriously, suffers no insult, is known for his 
  volatile temper, and is not one to be triﬂ ed with.
   The Seer lifts a large, square trapdoor ﬁ tted into the ceiling 
  of the Chamber of Stairs leading to the Akrinus Chamber. The 
  scent of dust and old paper lingers on the still air. Renkard sits 
  at a table near the centre of the room, at ﬁ rst so engrossed in 
  the text before him—the Torestus—that he is unaware that his 
  guests have arrived. Read aloud or paraphrase the following:
  “Leave us, slave,” the Copax mutters as he closes an old tome before 
  him. Elika steps down through the adamantium trapdoor and locks 
  it closed. “It’s a shame to think that the future of the temple lies 
  in that pathetic thing, don’t you agree? It seems disgraceful that 
  this illustrious place should be left in her quite incapable hands. 
  Fortunately, that will not have to be the case... and that is part of 
  the reason I have summoned you here. Make yourselves comfortable 
  in this retreat of mine. Come, we have much to discuss.” 
  After this introduction, the High Oracle begins to question the 
  Heretics about their past. If they appear defensive or unwilling 
  to answer his questions, he assures them that this is merely a 
  matter of protocol, to make sure that he is dealing with the right 
  individuals. The GM should make use of the information his 
  players gave him, including all the dirt the Heretics want to keep 
  from one another. Renkard Copax’s goal here is to ensure that 
  the Heretics are the men and women he is looking for. They are, 
  of course—he simply needs to dig through their biographies 
  for a short time to ascertain that for himself. As they speak to 
  him, he consults the Torestus, seemingly to verify what they are 
  telling him. Make a point of this as the Heretics talk with the 
  Mendacious Oracle, the text should become important and they 
  should be curious about what it has to do with them by the time 
  the conversation is over with. He’s aware that they may have 
  secrets to keep from one another and would prefer to not rouse 
  their emotions unduly and create any conﬂ ict before the process 
  is done. Even still, he can ask questions that reveal glimpses of 
  their past without revealing his true motives. Individually, the 
  Heretics should suspect one another—when their backgrounds 
  are truly suspicious, that is —by the end of their encounter with 
  the Mendacious Oracle without knowing any gory details.
  Partway through the Mendacious Oracle’s questioning, he is 
  interrupted by a wisp of multi-hued warp-stuff that drifts through 
  the ﬂ oor of the chamber, appearing to be a cloud of smoke 
  that twists and writhes constantly. This is a daemonic familiar 
  belonging to the Mendacious Oracle. In a rasping and whispery 
  voice, it informs him that his “other guests” have arrived. Copax 
  looks surprised and a bit distraught before recovering his poise 
  and dismissing the familiar. If the Heretics ask him about these 
  “other guests,” he mutters something about other supplicants and 
  insists they should proceed to the Foretelling of the Torestus.
  FINDING THE THIRD TREATISE
  Working on his own, a Heretic who knows of the text 
  must spend several hours or even days to locate it in the 
  upper reaches of the temple tower. GMs should allow the 
  Heretic sufﬁ cient time to access the tome and attempt to 
  steal or destroy it, whatever his goal might be. This search 
  requires a series of Awareness Tests, each followed by a 
  Logic Test to process the strange system of organisation 
  used to arrange the temple’s libraries. A successful 
  Difﬁ cult (–10) Awareness Test shows that after ﬁ ve 
  hours of careful searching, some headway has been made 
  and the Heretic may attempt a Challenging (+0) Logic 
  Test to locate the text itself. Failing this Awareness Test 
  means that his searching has been frustrated by dead ends, 
  wrong turns, and ﬁ ve hours lost. Once access has been 
  gained to the Chamber that holds it, some sleight of hand 
  and stealth—represented by a Challenging (+0) Stealth 
  Test—is required to take a look at or even steal it.
  If, on the other hand, the Heretic asks a guide to 
  take him to the text, the guide leads him to the librarian 
  speciﬁ cally in charge of the text who then supervises 
  the Heretic until he completes his viewing—even if 
  that should take several hours or several visits. Stealing 
  or destroying the text under these circumstances 
  proves to be quite difﬁ cult without attracting a direct 
  confrontation with a number of Inevitable Guards. 
  Some very careful social manoeuvring is required and 
  even then, the librarian knows that losing the text 
  means signiﬁ cant consequences, perhaps even death, 
  and is unlikely to let it out of his sight.
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  Of course, these “other guests” are actually the Prophets of 
  the Blighted Path. Copax now knows his time has run out—
  he must spring his trap and dispose of the Heretics, while he 
  goes to deal with the Word Bearers. 
  THE CONVERSATION DIES
  The Mendacious Oracle smiles upon deciding that the 
  information he gathered sufﬁ ciently identiﬁ es the Heretics as 
  the men he seeks. He thanks them for their time and tells 
  them that he is ready to provide an explanation and the 
  Foretelling they have been promised. He closes the tome after 
  reading a line or two. Read the following:
  The Mendacious Oracle gathers stray hairs behind his ear with a 
  fungus infected ﬁ ngernail and begins to laugh, at ﬁ rst a chuckle and 
  then uproariously. “Fools!” he laughs at you, and thrusts his open 
  hands into the air, gesturing toward the storm-ridden sky. The glass 
  ceiling shatters, sending shards out into the wind as chariots pulled by 
  ray-like monstrosities wheel overhead. In the same instance, Copax 
  makes a vicious swiping motion downwards with his outstretched 
  ﬁ nger, drawing a glowing line in mid-air. He steps behind the line, 
  vanishing as if the line represents some invisible corner. In his wake, 
  a complete, unnatural silence blankets the room.
  From overhead, a number of men leap into the room as 
  the Screamer chariots pass close by. The ﬁ ve guards and two 
  psykers (plus one additional guard per Heretic in the group) 
  intend this battle to go quickly and smoothly without attracting 
  the attention of others in the tower. Regardless of what they 
  intend, the guards do not get the massacre they are looking 
  for, but give the Heretics a good ﬁ ght. Using his sorcery, the 
  Mendacious Oracle puts a barrier against sound up, deadening 
  all noise within the Akrinus Chamber. The chamber is thirty 
  metres in diameter, leaving plenty of space for everyone to 
  manoeuvre. The periphery is lined with tome-shelves that 
  extend out sideways into the room like the spokes on a wheel. 
  Tables can be ﬂ ipped for cover and offer some protection as 
  they are heavy and made of twisted metal (a more common 
  element on a world nearly bereft of wood). The GM should use 
  the Cursed Oracle proﬁ le on page 360 for the Temple Psyker. 
  The Inevitable Guard proﬁ les are provided on page 391.
   As the battle rages, wind whips around the exposed room, 
  tossing tomes and knocking people about. However, the 
  battle is completely silent. Copax’s charm against sound stills 
  any noise generated within the room. The Screamers continue 
  to ﬂ y overhead, letting out terrifying screeches, but these are 
  the only sounds audible. 
  The silence imposes a –20 penalty to all Awareness Tests and, 
  at the GM’s discretion, Talents like Heightened Senses (Hearing) 
  do not provide their usual beneﬁ ts. In addition, if the GM feels 
  it will not unduly frustrate his players, he can require them to 
  abstain from planning any strategy during the battle, instead 
  only announcing what their characters do during their turns. 
  (Although if a Heretic has a means of communicating other than 
  words, such as telepathy, this is a perfect opportunity to use it!)
  Halfway through the battle (if half or more of the assailants 
  are eliminated), Copax’s ﬁ nal insurance against the Heretics 
  strikes. A phase-assassin, a silent killer imbued with warp-sigils 
  that grant her exceptional stealth and strength, attacks from 
  behind the Heretics.  Copax has one of these ﬁ endish killers 
  on retainer from the Sorcerers of Q’Sal. She attacks the closest 
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  Heretic, attempting to cripple more than kill—if she generates 
  Zealous Hatred she moves on to the next Heretic. Her goal is 
  to disrupt the Heretics so the remaining guards can kill them.
  After battle, if the Heretics decide to keep one guard for 
  interrogation—they should have a number of questions at 
  this point—the guard knows little. A successful Very Hard 
  (–30) Intimidation or Interrogation Test reveals that the 
  Mendacious Oracle offered this particular group of trusted 
  guards a signiﬁ cant reward for both killing the Heretics and 
  staying their mouths at the drinking dens including in the 
  company of the temple’s followers. 
  The Torestus sits at the table where the Mendacious Oracle 
  left it just prior to the battle. Though exposed like the rest of 
  the debris in the room, the tome sits calm as though in the 
  eye of a storm. If the Heretics need a reminder after the ﬁ ght, 
  GMs should give it to them. After all, it is the key item of this 
  adventure and the gateway to many more.
  In addition, the Phase-Assassin wields a true Daemon 
  Weapon, a short stabbing sword with a ﬂ at black blade shot 
  through with red, glowing veins. It contains a spiteful but 
  unnamed warp spirit, with a Willlpower of 38 and three 
  Attributes (Vicious twice and Wounding), giving it the proﬁ le 
  found in the Phase-Assassin’s stats.
  THE DESCENT
  Assuming the Heretics survive the attack, they now need to 
  decide on what to do next. What they likely are unaware of 
  is that besides the Mendacious Oracle and the Chaos Space 
  Marines currently at the temple entrance, no one from the 
  temple is aware of their predicament. Should they decide to 
  descend the tower without ﬁ ring bolter and brandishing sword, 
  they should run into few problems. That said, signiﬁ cant and 
  obvious injuries also signify that something is amiss just as well 
  as drawn weaponry. If, on the other hand, they exit ready for 
  battle, guards and temple psykers move quickly to apprehend 
  them and investigate the Akrinus Chamber.
  Several factors from early scenes are important to this 
  descent. If the Heretics paid attention during their explorations 
  of the tower—and succeeded on either their Awareness or 
  Navigation Tests—they can make their own way down with 
  little backtracking or dead ends. Also, if the Heretics succeeded 
  in stalling the efforts of the temple psykers with a Psyniscience 
  Test, psychic powers used to track them are equally thwarted.
  In either case, failure on these checks should result in an 
  escalation of the challenge to escape. Unsuccessfully studying or 
  memorising the passages and winding stairs leads to dead ends, 
  more time trying to get out, and, if the Heretics let on that they 
  killed the guards in the Akrinus Chamber, combat encounters in 
  precarious places. If the Heretics failed to protect their minds from 
  the temple psykers and their continual scanning, their thoughts 
  are plain to see, meaning they can be tracked and identiﬁ ed as 
  foes of the temple regardless of mundane attempts to mask this.
  Alerted guards shoot without talking. If the Heretics make 
  a point of trying to talk their way out of the situation, the GM 
  can give them a chance, but more likely than not, the guards act 
  as if the Heretics are armed and dangerous—which, of course, 
  they are. Feats of deception or intimidation are required at least, 
  and may provide additional time to escape, but little more.
  TO COPAX’S SURPRISE…
  If suffering a surprise attack and having to navigate stories of 
  labyrinthine stairs, possibly while being chased by a number 
  of hostile guards and psykers were not enough, the Heretics 
  must now deal with the Mendacious Oracle himself.
  Copax has just met the four Word Bearers Chaos Space 
  Marines at the entrance to the Temple. The only other occupants 
  are ranks of Inevitable Guards, drawn up in an escort formation. 
  The Oracle, with his back to you, is triumphantly discussing 
  something with a group of four Chaos Space Marines clad in 
  crimson armour and wearing the insignia of the Word Bearers. 
  One looks with surprise at you and the Oracle turns. Shock 
  drains the blood from his face and he staggers backwards. 
  “What is this, Copax?” one of the Word Bearers growls. “If 
  the prophesied ones never reached the Temple as you claimed, 
  then who are these?” 
  Copax opens his mouth to speak, but one of the other Chaos 
  Space Marines cuts him off. “They are proof of his treachery!” 
  he snarls, reaching for his bolter. “The Prophets of the Blighted 
  Path will see you dead, Copax!” 
  At this, Copax realizes he has nothing to lose. He slams his 
  staff to the ground and, as one, the guards fall on the Word 
  Bearers, striving to kill them. With them distracted, he turns 
  on the Heretics, attempting to ﬁ nish them off himself. 
  Copax has one ﬁ nal trick up his sleeve, and it is possibly 
  his most deadly. Long ago, he acquired a Tesseract Box from 
  the infamous Hereteks of Forge Polux. Inside the labyrinthine 
  twists of the pocket dimension, he trapped a Cackling 
  Abomination traded from a Dark Eldar Haemonculus. His 
  ﬁ rst action in combat is to draw and throw the Tesseract 
  Box to the ﬂ oor, where it breaks open and the Abomination 
  bounds forth, diving on the Heretics. The combat proceeds 
  with the Heretics ﬁ ghting Copax and the Abomination, and 
  the Word Bearers ﬁ ghting the Guards.
  MODERATION IN ALL THINGS, 
  EVEN ENCOUNTERS
  Descending the tower is something of a free-for-all, 
  requiring GMs to think on their feet and make plans 
  based the Heretic’s wound totals and what the Players 
  seem to be enjoying. If the group enjoys the risks and 
  glory of combat, feel free to throw in as many encounters 
  as is prudent and keeps the fun coming. If the Heretics 
  fared poorly against the initial group of guards, cut back 
  the combat and focus the challenge on navigating out 
  of the tower itself. Utilise their wit and skills at stealth, 
  deception, and physical endurance (after all, descending 
  story after story of shifting stairs is no mean task). Finally, 
  the most challenging combat scene comes near the end of 
  the adventure. GMs should pace the descent with that in 
  mind—nothing kills the fun more than jumping into the 
  big ﬁ ght broken, bruised, and out of ﬁ repower.
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  The combat involving the Word Bearers and the Inevitable 
  Guards can happen cinematically without the GM playing it out. 
  Basically, so long as the Heretics win against the Abomination 
  and Copax, then the Word Bearers clean up the Guards, losing 
  one of their own in the process. After the battle, they do not 
  attack the Heretics, but approach them cautiously, asking if they 
  are the individuals summoned by Copax to hear the prophecy. If 
  the Heretics acknowledge this, they stow their weapons.  
  “I see,” the Word Bearer says. “Then Copax sought to avoid his 
  fate. He has long been an ally of my master, the Dark Apostle 
  Naberus. However, my master suspected the prophecy may 
  contain the whispers of Copax’s own demise in addition to the 
  ascension of new powers within the Vortex. Perhaps he sought to 
  eliminate you to avoid his own entwined fate.”
  “Regardless, it is my master’s will that you survive this day. 
  My name is Corvis. If you ask our favour, myself and my 
  brethren will see you off Kymerus.”
  Though they are likely not needed, if a GM requires stats 
  for the Word Bearers he can use the Space Marine proﬁ le 
  found on page 367 (though the Word Bearers are actually 
  Chaos Space Marines, they share enough similarities with their 
  loyalist counterparts that they can be used for this adventure). 
  ESCAPE THE PLANET
  Having successfully escaped death at the hands of a murderous 
  oracle, the Heretics must ﬁ nd a way to the Carrion Corpse 
  before being hounded by forces from the Temple of Lies. The 
  Temple is full of guards, psykers, and seers, all of whom wish 
  the Heretics dead once the Mendacious Oracle falls.
  There are two ways for the Heretics to get to the port (unless 
  they either want to walk or get creative, such as hijacking one 
  of the Screamer Chariots). If they allied with the Word Bearers, 
  they have their own transportation: a Chaos Rhino APC waiting 
  outside. The Word Bearers and the Heretics mount the vehicle 
  (one of the Word Bearers as the driver) and drive off. One of 
  the Heretics can even man the pintle-mounted combi-bolter up 
  top, spraying down the Inevitable Guard in the Gardens around 
  the Temple. This shouldn’t be run as a full combat, just as a 
  harrowing escape. 
   Once in Carrion Corpse, the Word Bearers have a shuttle 
  waiting in the mountain landing bays. (The Word Bearers 
  could not summon the shuttle to pick them up, as only 
  the four of them travelled here and none wished to stay 
  with the spacecraft). The shuttle takes them into orbit, and 
  rendezvous with a slave-ship passing by Kymerus on the 
  way to Q’Sal (or wherever the GM needs the ship to go to 
  further the Heretics’ adventures.)
  If the Heretics did not ally with the Word Bearers, the GM 
  can have Orick waiting in the Gardens with his transport. Unless 
  the Heretics are bluntly diabolical and outwardly offensive, 
  they should have little difﬁ culty in swaying him toward their 
  own ends. The second that Orick suspects that the Heretics are 
  at odds with the temple, he lets on that they can negotiate with 
  him for help, with no love lost for the Mendacious Oracle.
  OFF PLANET
  At this stage, the Heretics are left with unknown allies and 
  powerful enemies. They’ve angered the Temple and the Heretics 
  should assume that they seek retribution. The new Mendacious 
  Oracle, Elika the Seer, does not know why the Heretics murdered 
  her predecessor. It is up to the GM to decide whether she ﬁ nds 
  out and how she responds if she does. On the other hand, the 
  Dark Apostle Naberus and the Prophets of the Blighted Path 
  take an interest in the Heretics. For now, they will leave them to 
  their own devices (and Corvis and his fellows leave the Heretics 
  as soon as they reach another port), but they undoubtedly will be 
  showing up again in the future. 
  Finally, there is the Torestus itself. As the Heretics delve into 
  the epic poem, they ﬁ nd a story that begins with Tor narrowly 
  escaping death or worse. What does it say happens next?
  NPC Appendix
  T
  he following is an Appendix of the notable NPCs and 
  Adversaries found in the adventure False Prophets. 
  Certain NPCs are also found in Chapter XI: 
  Adversaries. In this case, a page number is provided instead 
  of a full stat block.
  CACKLING ABOMINATION
  The Cackling Abomination is found on page 353.
  DISCIPLE OF CROX
  The Disciple of Crox is a brutal and mindless warrior 
  wandering Kymerus.
  wandering Kymerus.
  Disciple of Crox (Elite)
  8
  50 03 56 53 38 17 46 60 08 05
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 20
  Armour: 6 All 
  Total TB: 8
  Skills: Awareness +20, Dodge, Parry +10.
  USING COPAX
  Copax is surprisingly tough for his withered frame, 
  a tribute of his dark masters. However, he is not a 
  front-line combatant. He relies on his minions or his 
  Cackling Abomination to handle that, while he hangs 
  back and ﬁ ghts from afar. 
  Copax uses Foul Cage to pin his opponents in place, 
  then Gholam Curse to use his enemies against themselves. 
  He reserves Precognitive Dodge for his enemies’ most 
  dangerous attacks and, if reduced to few wounds, uses 
  Flicker to go incorporeal (at which point he relies solely 
  on Gholam Curse).  The GM should only use Bolt of 
  Change once per combat, as it’s a horrifying power.
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  Talents: Berserk Charge, Blademaster, Fearless, Rapid 
  Reaction, Swift Attack, Weapon Training (Chain).
  Traits: None.
  Weapons: Two-handed Chainaxe (2d10+5 R; Pen 2; 
  Tearing, Unbalanced).
  Armour: Blood-caked plate (6 All).
  Blood God’s Favour: The Disciple is protected by the Lord 
  of Skulls against Psychic Attacks. Any Focus Power Tests 
  made to target him with Psychic Powers suffer a –30 penalty. 
  If the challenger is a Chaos Space Marine, the GM can improve the 
  Disciple by giving him Unnatural Strength (+3) and Unnatural 
  Toughness (+3), and increasing the AP provided by his armour by +2. 
  This makes the challenge more reasonable for a Chaos Space Marine. 
  FERAL MUTATED CHERUB
  Twisted little terrors, these are the mutated descendents of the 
  Light of Ascension’s cherub population.
  Light of Ascension’s cherub population.
  Feral Mutated Cherub (Troop)
  25 05 12 20 30 03 24 11 07 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 6/12/18/36  
  Wounds: 5 (Magnitude 40)
  Armour: 1 All 
  Total TB: 2
  Skills: Awareness (Per) +20, Dodge (Ag) +10, Stealth (Ag) +20. 
  Talents: Lightning Reﬂ exes.
  Traits: Deadly Natural Weapons, Flyer (6), Machine (1), 
  Size (Puny).
  Weapons: Claws and tiny needle fangs (2d5+2 R; Pen 0)
  Armour: None.
  Swarm Attack: Feral Cherubs attack from all directions, 
  swarming their opponents. When in a Horde, the Horde 
  gains a +5 bonus to hit for every point of the Horde’s 
  Magnitude bonus. 
  INEVITABLE GUARD 
  The Inevitable Guards are imposing individuals, their faces 
  entirely enclosed in eyeless helms. When they speak, their 
  voices always sound like they’re coming from behind the 
  subject they are speaking to. They carry two-handed glaives 
  encrusted with strange runes and crackling circuitry and 
  large-bore pistols strapped to their hips.
  large-bore pistols strapped to their hips.
  Inevitable Guard (Troop)
  45 35 44 46 30 20 35 35 20 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 10
  Armour: 4 All, 6 Head 
   
  Total TB: 4 
  Skills: Awareness (Per) +10, Dodge (Ag), Intimidate (S), 
  Parry (WS) +10, Scrutiny (Per) +10. 
  Talents: Disturbing Voice, Resistance (Psychic Powers), 
  Weapon Training (Shocking, Primary, SP).
  Traits: None.
  Weapons: Ensorceled Glaive (Melee; 1d10+6 E; Pen 3; 
  Shocking, Felling (2)†), Hand Cannon with Ensorceled 
  Rounds (Pistol; Range 30m; S/–/–; 1d10+5 I; Pen 4; Clip 
  5; Rld 2Full).
  Armour: Reinforced Plate (Body 4, Arms 4, Legs 4, Head 6).
  †The Ensorceled Glaves have a disconcerting habit of crushing the 
  toughness of the most resolute foe. If the Inevitable Guard hits with 
  at least 3 Degrees of Success, the weapon becomes Felling (4) instead 
  of Felling (2). 
  MENDACIOUS ORACLE RENKARD COPAX
  Midnight blue and deep yellow robes kept fastidiously clean adorn 
  the Mendacious Oracle’s otherwise poorly-maintained, aged, 
  and skeletal frame. He keeps what is left of his thin grey hair long 
  and allows it to drop over either side of his face. Occasionally, he 
  gathers a few strands with a narrow ﬁ nger to remove them from 
  where they settle in front of his inquisitive, augmetic eye—he 
  has only one, the other lost in a conﬂ ict some long time ago. 
  His tongue, lips, and foreﬁ ngers are discoloured from the hours 
  spent daily turning the pages of illuminated texts. Occulted from 
  view by his robes are strange protrusions and malformations of 
  the torso, remnants and scars of his experimentation with the 
  sorceries of Tzeentch. In homage to the God of Change, Copax 
  has deﬁ led his own form in an attempt to ascend it toward an 
  ideal of chaotic structure and continual mutation.
    His importance in the Screaming Vortex extends well 
  beyond Kymerus and the more religiously-minded devotees 
  of Chaos. The various powers that struggle in ceaseless wars 
  for control beneﬁ t from good relations with the Mendacious 
  Oracle and, thus, an alliance made with him can shift the tides 
  of these conﬂ icts or put an end to one altogether.  
  When interacting with others, his expression suggests that 
  his mind is off elsewhere and he even mumbles to himself 
  while others are speaking and interrupts them to interject 
  with his own thoughts. Still, his memory is eidetic—he can 
  repeat verbatim exactly what he hears and analyse it with keen 
  insight into human character. He prefers listening to speech, 
  however, and rarely displays this interesting capacity. Due 
  in equal parts to his psychic ability, hermeneutic talents, and 
  social awareness, lies rarely get the better of the Mendacious 
  Oracle and regardless of how a statement is framed he deftly 
  hears it for what it is.
  Renkard Copax (Master)
  22 29 21 34 23 54 45 56 37 35
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 3/6/9/18 
   
  Wounds: 40
  Armour: None 
  Total TB: 3
  Infamy Points: 3
  Skills: Common Lore (Imperium, Koronus Expanse, Screaming 
  Vortex) +20, Deceive (Fel) (+20), Forbidden Lore (Int) 
  (Daemonology, Heresy, Mutants, Psykers, the Warp, Xenos) +30, 
  391
  
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  Inquiry (Fel), Linguistics (Int), Logic (Int) +30, Psyniscience (Int) 
  (+30), Scholastic Lore (Int) (Legend, Occult, Philosophy) +20. 
  Talents: Air of Authority, Cold Hearted, Foresight, Paranoia, 
  Psy Rating 6, Sacriﬁ ce, Strong Minded, Warp Lock.
  Psychic Powers: Bolt of Change, Foul Cage, Flicker, Gholam 
  Curse, Precognitive Dodge, any number of divinatory powers 
  not applicable in combat.
  Armour: None
  Weapons: Staff of Ofﬁ ce: (1d10+2 E; Pen 0; Balanced, 
  Primitive (7))
  Gear: Ornate Robes, trinkets, charms, ensorcelled ward†
  †Ensorcelled Ward: This trinket is empowered by Copax’s psychic powers, 
  and provides him with a Field Save of 45 that cannot overload. 
  PHASE-ASSASSIN
  One of the warp-enhanced killers of mysterious Q’Sal, this 
  Phase-Assassin is  utterly loyal to  Copax and obeys orders 
  without question.
  without question.
  Phase-Assassin (Elite)
  55 55 35 35 50 40 40 52 21 - -
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Inf
  Movement: 5/10/15/30 
  Wounds: 18
  Armour: 3 All 
  Total TB: 3
  Skills: Awareness (Per) +10, Dodge (Ag)+20,Parry (WS) 
  +20, Scrutiny (Per), Sleight of Hand (Ag) +10, Stealth 
  (Ag)+20. 
  Talents: Ambidextrous, Combat Master, Hard Target, Leap 
  Up, Lightning Attack, Lightning Reﬂ exes, Swift Attack, 
  Sidearms, Two-Weapon Wielder (Ranged and Melee).
  Traits: Phase.
  Weapons: Phase-assassin Daemon-blade (1d10+4 R; Pen 
  3; , Crippling (3), Tearing, Razor Sharp), Bolt Pistol (Pistol; 
  Range 30m; 1d10+5 X; Pen 4; Clip 8; Reload Half; Tearing).
  Armour: Augmented Body Glove (All 3).
  TEMPLE PSYKER
  Use the Cursed Oracle on page 360.
  392
  392
  392
  Invitation to The Temple of Lies
  I am pleased to inform you that a mysterious and rare event has recently occurred and though it is not yet apparent, it is an event which involves 
  you directly. I am the Mendacious Oracle of the Temple of Lies. My forbearers and I have, for many centuries, foretold the destinies of a great 
  many fortunate souls-and some unfortunate ones. It is our responsibility to receive visions from the Dark Gods and dispense them to those worthy 
  of the knowledge the gods have chosen to impart. Consider yourself one such individual.
  A vision, unlike any other I have received in my great years, has been given me and cannot be ignored. I would even go to so great a length as to 
  demand you come to me on Kymerus, rather than merely extend my invitation. I say this because to fail to impart my vision would be to damn the both 
  of us in the eyes of the great Master of Magic and Fate, Tzeentch, and the other Ruinous Powers as well. Were I able to tell you on this parchment 
  what I have to say, you would readily understand, but it is only safe to speak to you here.
  Your transportation and living expenses have been arranged for. Furthermore, you will be granted access to the entirety of the temple’s services and 
  vast libraries after you arrive and forever after.
  Be assured, what you will learn from me greatly outweighs any concerns you may possess. I look forward to making your acquaintance.
  ‘Til we meet,
  Renkard Copax
  
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  Index
  A
  Acheros Salient ...............................................................................................  321
  Acrobatics (Skill) ..............................................................................................   93
  Actions .............................................................................................................  233
  Descriptions ................................................................................................  234
  Types ...........................................................................................................  233
  Addiction (Gift) ..............................................................................................  290
  Additional Limb (Gift) ...................................................................................  290
  Adeptus Administratum ...................................................................................   21
  Adeptus Arbites ..............................................................................................  312
  Adeptus Astartes .............................................................................................  313
  Adeptus Astra Telepathica ............................................................................  312
  Adeptus Mechanicus ...............................................................................  22, 313
  Adeptus Ministorum ...............................................................................  23, 312
  Administratum ................................................................................................  311
  Administratum Adept ....................................................................................  363
  Aetehk the Watcher .......................................................................................  343
  Air of Authority (Talent) ...............................................................................  118
  Alpha Legion ....................................................................................................   28
  Ambidextrous (Talent) ...................................................................................  118
  Ammunition
  Special .........................................................................................................  172
  Standard ......................................................................................................  172
  Amorphous (Trait) ..........................................................................................  139
  Amphibious (Trait) .........................................................................................  139
  Anathema ........................................................................................................  334
  Ancient Warrior (Talent) ...............................................................................  118
  Animal Hybrid (Gift) .....................................................................................  291
  Aphexis ............................................................................................................  336
  Apostate .............................................................................................................   62
  Apostate Paragon ...........................................................................................  361
  Archetypes ........................................................................................................   53
  Armour ............................................................................................................  173
  Power ...........................................................................................................  174
  Upgrades .....................................................................................................  177
  Armour-Monger (Talent) ...............................................................................  118
  Arms Master (Talent) .....................................................................................  119
  Asphodel .........................................................................................................  331
  Assassin Strike (Talent) ..................................................................................  119
  Athletics (Skill) .................................................................................................   95
  Auto-stabilised (Trait) ....................................................................................  139
  Awareness (Skill) ..............................................................................................   95
  Ax’senaea .........................................................................................................  359
  B
  Baleful Dirge (Talent) ....................................................................................  119
  Bastion of Iron Will (Talent) ........................................................................  119
  Battle Rage (Talent) .......................................................................................  119
  Berin ................................................................................................................  331
  Berserk Charge (Talent) ................................................................................  119
  Bestial (Gift) ....................................................................................................  292
  Bestial (Trait) ..................................................................................................  139
  Betrayer (Talent) .............................................................................................  119
  Black Library ..................................................................................................  322
  Blade Dancer (Talent) ....................................................................................  119
  Blademaster (Talent) ......................................................................................  119
  Blasphemous Incantation (Talent) ................................................................  119
  Blasted Senses (Gift) ......................................................................................  292
  Blessed Fits (Gift) ...........................................................................................  292
  Blind Fighting (Talent) ..................................................................................  120
  Blind (Trait) ....................................................................................................  139
  Blood God’s Contempt (Talent) ...................................................................  120
  Bloodletter ......................................................................................................  351
  Blood Substitution (Gift) ...............................................................................  292
  Bolter Drill (Talent) .......................................................................................  120
  Boneless (Gift) ................................................................................................  292
  Bounty Hunter ...............................................................................................  364
  Brass Door ......................................................................................................  346
  Brazen Myrmidon ..........................................................................................  352
  Brutal Charge (X) (Trait) ...............................................................................  140
  Bulging Biceps (Talent) .................................................................................  120
  C
  Cackling Abomination ..................................................................................  353
  Calixis Sector ..................................................................................................  316
  Carrion Corpse ...............................................................................................  383
  Carrying ............................................................................................................   41
  Catfall (Talent) ................................................................................................  120
  Centauroid (Gift) ............................................................................................  293
  Champion .........................................................................................................   54
  Chaos Organ (Gift) ........................................................................................  293
  Chaos Space Marine ........................................................................................   48
  Character Creation ...........................................................................................   46
  Characteristics ..................................................................................................   34
  Generating Characteristics ..........................................................................   56
  Charm (Skill) ....................................................................................................   96
  Child of the Warp (Talent)............................................................................  120
  Children of Thorns ........................................................................................  344
  Chosen ..............................................................................................................   56
  Climbing ...........................................................................................................   40
  Cold Hearted (Talent)....................................................................................  121
  Combat ............................................................................................................  232
  The Attack ..................................................................................................  240
  Combat Formation (Talent) ..........................................................................  121
  Combat Master (Talent) ................................................................................  121
  Combat Sense (Talent)...................................................................................  121
  Command (Skill) ..............................................................................................   97
  Commerce (Skill)..............................................................................................   97
  Common Lore (Skill) .......................................................................................   98
  Compacts ........................................................................................................  269
  Completing a Compact .............................................................................  274
  Executing a Compact ................................................................................  272
  Preparing a Compact .................................................................................  270
  Contrition .......................................................................................................  339
  Corpus Conversion (Talent) ..........................................................................  121
  Corruption ......................................................................................................  288
  Starting ..........................................................................................................   83
  Counter Attack (Talent) .................................................................................  121
  Covenant X .....................................................................................................  346
  Crack Shot (Talent) ........................................................................................  121
  Craftsmanship .................................................................................................  146
  Crawler (Trait) ................................................................................................  140
  Crippling Strike (Talent) ...............................................................................  121
  Critical Damage ..........................................................................  247, 248–255
  Cult Zealot ......................................................................................................  360
  Crushing Blow (Talent) .................................................................................  121
  Cursed Heirloom (Talent) .............................................................................  121
  Cursed Oracle .................................................................................................  360
  Cybernetics .....................................................................................................  188
  Cyclops (Gift) .................................................................................................  293
  D
  Daemonettes of Slaanesh ..............................................................................  353
  Daemonic (X) (Trait) ......................................................................................  140
  Daemon Princes .............................................................................................  358
  Daemons .........................................................................................................  351
  Daemon Weapons ..........................................................................................  194
  Attributes .....................................................................................................  195
  Creating .......................................................................................................  199
  Daemon Worlds ......................................................................................  32, 326
  Dark Eldar ............................................................................................   344, 373
  Dark Heresy ....................................................................................................  280
  Dark-sight (Trait) ...........................................................................................  140
  Darksoul (Gift)................................................................................................  293
  Deadeye Shot (Talent) ...................................................................................  122
  Deadly Natural Weapons (Trait) ...................................................................  141
  Death Guard .....................................................................................................   27
  Deathwatch ............................................................................................  283, 320
  Deceive (Skill) ...................................................................................................   99
  Deﬂ ect Shot (Talent) ......................................................................................  122
  Demagogue (Talent) .......................................................................................  122
  Dice ....................................................................................................................   34
  Die Hard (Talent) ...........................................................................................  122
  Dimensional Instability (Gift) .......................................................................  294
  Disarm (Talent) ...............................................................................................  122
  Disciple of Chaos .............................................................................................   50
  Disgraces ...........................................................................................................   72
  393
  
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  Dodge (Skill) ....................................................................................................   99 
  Disorders .........................................................................................................  278
  E
  Egarian Dominion .........................................................................................  319
  Eldar .............................................................................................  322, 323, 371
  Emaciated (Gift) .............................................................................................  294
  Emperor’s Children ..........................................................................................   28
  Enemy (Talent) ...............................................................................................  123
  Epic Destinies ..........................................................................................  44, 267
  Excessive Wealth (Talent) ..............................................................................  123
  Exotic Weapon Training (Talent) ...................................................................   75
  Experience ...............................................................................................  74, 266
  Alignment .....................................................................................................   75
  Characteristics ..............................................................................................   77
  Skills ..............................................................................................................   77
  Starting ..........................................................................................................   74
  Talents ...........................................................................................................   78
  Eye of Chaos (Gift) ........................................................................................  294
  Eye of Vengeance (Talent) .............................................................................  124
  Eye-stalks (Gift) ..............................................................................................  294
  F
  Fallen Demagogue .........................................................................................  361
  Falling..............................................................................................................  257
  Favoured by the Warp (Talent) .....................................................................  124
  Fear ..................................................................................................................  277
  Fearless (Talent) ..............................................................................................  124
  Fear (X) (Trait) ................................................................................................  140
  Featureless Face (Gift) ....................................................................................  294
  Ferric Summons (Talent) ...............................................................................  124
  Fire ...................................................................................................................  257
  Flaming Skull (Gift) .......................................................................................  295
  Flaming Tomb ................................................................................................  338
  Flayed One ......................................................................................................  369
  Flesh Render (Talent).....................................................................................  124
  Flyer (X) (Trait) ...............................................................................................  141
  Flying ................................................................................................................   43
  Forbidden Lore (Skill) ...................................................................................  100
  Forbidden Portal ............................................................................................  338
  Force Fields .....................................................................................................  178
  Foresight (Talent) ...........................................................................................  124
  Forsaken ............................................................................................................   56
  Frenzy (Talent) ...............................................................................................  124
  From Beyond (Trait) ......................................................................................  141
  Frozen Heart ...................................................................................................  339
  Furia .................................................................................................................  337
  Furious Assault ...............................................................................................  125
  G
  Game Balance .................................................................................................  274
  Game Master...................................................................................................  260
  Gates of Moment ...........................................................................................  339
  Gear .................................................................................................................  179
  Clothing and Worn Gear ..........................................................................  179
  Drugs and Consumables ...........................................................................  181
  Tools ............................................................................................................  184
  Wargear .......................................................................................................  187
  Gifts of the Gods ...........................................................................................  290
  Golden Ships ..................................................................................................  346
  Grapple ...................................................................................................  237, 243
  Gravity ...............................................................................................................   43
  Great Crusade ...................................................................................................   25
  Greater Minion of Chaos (Talent) ................................................................  125
  Great Unclean One ........................................................................................  357
  Grey Knight ....................................................................................................  365
  Grossly Fat (Gift) ............................................................................................  295
  H
  Hadex Anomaly ...................................................................................   320, 339
  Hard Target (Talent) ......................................................................................  125
  Hardy (Talent) ................................................................................................  125
  Harlequins .......................................................................................................  371
  Shadowseer .................................................................................................  372
  Harrowed Space .............................................................................................  329
  Hatred (Talent) ...............................................................................................  125
  Headless (Gift) ................................................................................................  295
  Heightened Senses (Talent) ..........................................................................  125
  Heretek ..............................................................................................................   64
  Hip Shooting (Talent) ...................................................................................  125
  Hollows ...........................................................................................................  332
  Hordes ....................................................................................................  274, 348
  Horror..............................................................................................................  354
  Horus Heresy ....................................................................................................   26
  Hotshot Pilot (Talent) ....................................................................................  126
  Hoverer (X) (Talent) .......................................................................................  141
  I
  Icon of Blasphemy (Gift) ..............................................................................  295
  Illusion of Normality (Gift)...........................................................................  295
  Immortal ..........................................................................................................  369
  Imperial Guard ...............................................................................................  313
  Imperial Guardsman ......................................................................................  364
  Imperial Navy .................................................................................................  312
  Imperium ..................................................................................................  20, 311
  Implants .............................................................................................................   49
  Incorporeal (Trait) ..........................................................................................  141
  Incubus ............................................................................................................  374
  Independent Targeting (Talent)....................................................................  126
  Infamy ....................................................................................................  289, 304
  Attaining Items ...........................................................................................  305
  Death and Consequences ..........................................................................  307
  Exceptional Abilities ..................................................................................  305
  Purchasing ..................................................................................................  304
  Infernal Will (Gift) .........................................................................................  295
  Infused Knowledge (Talent) .........................................................................  126
  Inquiry .............................................................................................................  100
  Inquisition .......................................................................................  23, 312, 317
  Inquisitor Victoria Aldrich ............................................................................  367
  Insanity ............................................................................................................  278
  Inside Out (Gift) .............................................................................................  295
  Inspire Wrath (Talent) ....................................................................................  126
  Intelligent Cyst (Gift) ....................................................................................  295
  Interrogation (Skill)........................................................................................  101
  Intimidate (Skill) ............................................................................................  101
  Into the Jaws of Hell (Talent) .......................................................................  126
  Iron Discipline (Talent) .................................................................................  126
  Iron Jaw (Talent).............................................................................................  126
  Iron Warriors ....................................................................................................   28
  J
  Jaded (Talent) ..................................................................................................  126
  Jericho Reach ..................................................................................................  320
  Juggernaut .......................................................................................................  355
  Jumping .............................................................................................................   40
  K
  Kabalite Warrior .............................................................................................  373
  Kabal of Crimson Woe ..................................................................................  344
  Kasserkratch...........................................................................................  334, 335
  Khorne ..............................................................................................................   14
  Rewards .......................................................................................................  301
  Killing Strike (Talent) ....................................................................................  126
  Korgin, The World Reaver ............................................................................  341
  Koronus Expanse ...........................................................................................  318
  Kurse ................................................................................................................  332
  Kymerus ..........................................................................................................  376
  L
  Leap Up (Talent).............................................................................................  126
  Legion Weapon Training (Talent) ................................................................  127
  Lesser Minion of Chaos (Talent) ..................................................................  127
  Lifting ................................................................................................................   41
  Lighting...........................................................................................................  102
  Lightning Attack (Talent)..............................................................................  127
  Lightning Reﬂ exes (Talent) ...........................................................................  127
  Light Sleeper (Talent) ....................................................................................  127
  Limb Loss (Gift) .............................................................................................  296
  Linguistics (Skill) ............................................................................................  102
  Logic (Skill) ....................................................................................................  127
  Lord of Change ..............................................................................................  357
  Lower Vortex ..................................................................................................  338
  Luminen Blast (Talent) ..................................................................................  127
  Luminen Shock (Talent) ................................................................................  127
  394
  
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  M
  Machine (X) (Trait) ........................................................................................  141
  Maglev Transcendence (Talent) ....................................................................  127
  Magniﬁ cent Horns (Gift) ...............................................................................  296
  Malignia ..........................................................................................................  333
  Mammon .........................................................................................................  337
  Mandrake ........................................................................................................  373
  Marksman (Talent) .........................................................................................  127
  Marks of Chaos ................................................................................................  82
  Master Chirurgeon (Talent) ..........................................................................  127
  Master Enginseer (Talent) .............................................................................  128
  Mastery (Talent) .............................................................................................  128
  Mechadendrite Use (Talent) ..........................................................................  128
  Mechanicus Implants (Trait) .........................................................................  144
  Mechanoid (Gift) ............................................................................................  296
  Medicae (Skill) ................................................................................................  103
  Meditation (Talent) ........................................................................................  128
  Melancholia ....................................................................................................  337
  Messia ..............................................................................................................  335
  Mighty Shot (Talent) .....................................................................................  128
  Mimic (Talent) ................................................................................................  128
  Minion of Chaos (Talent)..............................................................................  128
  Minions ...........................................................................................................  135
  Creating .......................................................................................................  135
  Examples .....................................................................................................  139
  Improving ...................................................................................................  138
  Replacing ....................................................................................................  138
  Using ...........................................................................................................  138
  Ministorum Cleric ..........................................................................................  366
  Mire .................................................................................................................  337
  Motivations .......................................................................................................  73
  Movement .......................................................................................................  141
  Mutant Devotee ..............................................................................................  360
  N
  Natural Armour (X) (Trait) ............................................................................  142
  Natural Weapons (Trait) ................................................................................  142
  Navigation (Skill)
  Stellar ...........................................................................................................  105
  Surface .........................................................................................................  105
  Warp ..............................................................................................................  12
  Navigator Houses ...........................................................................................  313
  Necrons .................................................................................................   343, 368
  Necron Warrior ..............................................................................................  369
  Nerveless Ennui (Gift) ...................................................................................  296
  Nerves of Steel (Talent) .................................................................................  128
  Nether Swarm .................................................................................................  351
  Never Die (Talent) .........................................................................................  128
  Night Lords ......................................................................................................  28
  Non-Player Characters ..................................................................................  264
  Nurgle ................................................................................................................  12
  Rewards .......................................................................................................  300
  O
  Ofﬁ cio Assassinorum .....................................................................................  316
  Operate (Skill)
  Aeronautica .................................................................................................  105
  Surface .........................................................................................................  106
  Voidship ......................................................................................................  106
  Orthoproxy (Talent) .......................................................................................  129
  P
  Paranoia (Talent) ............................................................................................  129
  Parry (Skill) .....................................................................................................  107
  Peer (Talent) ....................................................................................................  129
  Perils of the Warp ..........................................................................................  211
  Pervasive Miasma (Gift) .................................................................................  296
  Phase Assassin ................................................................................................  392
  Phase (Trait) ....................................................................................................  142
  Pity the Weak (Talent) ...................................................................................  129
  Plaguebearer ...................................................................................................  355
  Polyglot (Talent) .............................................................................................  129
  Possession (Trait) ............................................................................................  142
  Precise Blow (Talent) .....................................................................................  129
  Preternatural Speed (Talent) .........................................................................  129
  Prides .................................................................................................................  71
  Projectile Attack (Gift) ..................................................................................  296
  Prosanguine (Talent) ......................................................................................  129
  Pseudo-Daemonhood (Gift) .........................................................................  296
  Psychic Phenomena .......................................................................................  210
  Psychic Powers
  Divination ...................................................................................................  226
  Exalted.........................................................................................................  220
  Focus Power Test .......................................................................................  208
  Nurgle ..........................................................................................................  215
  Psychic Strength.........................................................................................  206
  Rituals..........................................................................................................  228
  Slaanesh .......................................................................................................  217
  Telekinesis ...................................................................................................  225
  Telepathy .....................................................................................................  223
  Tzeentch ......................................................................................................  218
  Unaligned ...................................................................................................  213
  Using Psychic Powers................................................................................  206
  Psychic Power (Talent) ..................................................................................  129
  Psyker ................................................................................................................   68
  Psyker (Trait) ..................................................................................................  142
  Psykers ............................................................................................................  204
  Psyniscience (Skill) ........................................................................................  107
  Psy Rating..............................................................................................  129, 205
  Psy Rating (Talent) ........................................................................................  129
  Pushing .............................................................................................................   41
  Q
  Q’Sal ................................................................................................................  328
  Quadruped (Trait) ..........................................................................................  143
  Quick Draw (Talent) ......................................................................................  130
  R
  Radiant Presence (Talent) .............................................................................  130
  Ragged Helix ..................................................................................................  330
  Rak-Gol ..........................................................................................................  319
  Rapid Reaction (Talent) ................................................................................  130
  Rapid Reload (Talent)....................................................................................  130
  Raptor (Talent) ...............................................................................................  130
  Realm of Chaos ................................................................................................   10
  Regeneration (X) (Trait).................................................................................  143
  Renegade ...........................................................................................................   66
  Resistance (Talent) .........................................................................................  131
  Rogue Trader ..................................................................................................  282
  Rogue Trader Houses ....................................................................................  313
  S
  Sacgrave ..........................................................................................................  333
  Sacriﬁ ce (Talent) .............................................................................................  131
  Scarab ..............................................................................................................  368
  Scholastic Lore (Skill) ....................................................................................  108
  Screamer of Tzeentch ....................................................................................  356
  Screaming Vortex ...........................................................................................  323
  Scrutiny (Skill) ................................................................................................  108
  Security (Skill) ................................................................................................  109
  Sektoth ............................................................................................................  341
  Sharpshooter (Talent) ....................................................................................  131
  Sidearm (Talent) .............................................................................................  131
  Size (X) (Trait) ................................................................................................  143
  Skills ..................................................................................................................   90
  Crafting .........................................................................................................   94
  Descriptors ....................................................................................................   92
  Interaction ............................................................................................  92, 276
  Specialists ......................................................................................................   91
  Tests ...............................................................................................................   90
  Untrained ......................................................................................................   91
  Skra’kalichaust the Schemer .........................................................................  346
  Slaanesh .............................................................................................................   16
  Rewards .......................................................................................................  299
  Slayer Limb (Gift) ..........................................................................................  297
  Sleight of Hand (Skill) ..................................................................................  109
  Solaria Half-Blind ..........................................................................................  342
  Sonar Sense (Trait) .........................................................................................  143
  Sorcerer .............................................................................................................   60
  Soul-bound (Trait) .........................................................................................  143
  Sound Constitution (Talent) .........................................................................  131
  Space Marine ..................................................................................................  366
  Sprint (Talent) .................................................................................................  131
  395
  
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  Stampede (Trait) .............................................................................................  143
  Stealth (Skill) ..................................................................................................  110
  Steel-Hearted (Gift)........................................................................................  297
  Step Aside (Talent) .........................................................................................  131
  Storm of Iron (Talent)....................................................................................  131
  Strange Voice (Gift)........................................................................................  297
  Strange Walk (Gift) ........................................................................................  297
  Street Fighting (Talent) .................................................................................  131
  Strong Minded (Talent) .................................................................................  131
  Structured and Narrative Time ..............................................................  39, 232
  Stunned ...........................................................................................................  257
  Sturdy (Trait)...................................................................................................  143
  Suffocation ......................................................................................................  257
  Sure Strike (Talent) ........................................................................................  132
  Survival (Skill) ................................................................................................  110
  Swarm (Trait) ..................................................................................................  143
  Swift Attack (Talent) ......................................................................................  132
  Swimming .........................................................................................................   41
  T
  Tail (Gift) .........................................................................................................  297
  Takedown (Talent) .........................................................................................  132
  Talents ......................................................................................................................  
  Gaining ........................................................................................................  114
  Tier 1 ...........................................................................................................  115
  Tier 2 ...........................................................................................................  116
  Tier 3 ...........................................................................................................  117
  Target Selection (Talent) ...............................................................................  132
  Tech-Assassins ................................................................................................  362
  Technical Knock (Talent) ..............................................................................  132
  Tech-Use (Skill) ..............................................................................................  110
  Temple of Lies ................................................................................................  376
  Tentacle (Gift) .................................................................................................  298
  Tests
  Assistance ......................................................................................................   38
  Characteristic ................................................................................................   36
  Difﬁ culty .......................................................................................................   38
  Extended .......................................................................................................   37
  Opposed ........................................................................................................   37
  Skill .........................................................................................................   36, 90
  The Cat’s Cradle ............................................................................................  336
  The Maw .........................................................................................................  319
  The Stuff of Nightmares (Trait) ...................................................................  143
  Thirteenth Station of Passage .......................................................................  319
  Thousand Sons .................................................................................................   28
  Thunder Charge (Talent) ...............................................................................  132
  Tomb Stalker ..................................................................................................  370
  Torestus .............................................................................................................  379
  Total Recall (Talent) .......................................................................................  132
  Touched by the Fates (Trait) .........................................................................  143
  Toxic (X) (Trait) ..............................................................................................  143
  Trade ................................................................................................................  111
  Traits ................................................................................................................  139
  List ...............................................................................................................  140
  True Grit (Talent) ...........................................................................................  132
  Two Weapon Fighting ...................................................................................  243
  Two-weapon Wielder (Talent) ......................................................................  132
  Tyrant Star .............................................................................................  317, 336
  Tzeentch ............................................................................................................   18
  Rewards .......................................................................................................  302
  U
  Unarmed Combat ...........................................................................................  243
  Unarmed Master (Talent) ..............................................................................  133
  Unarmed Warrior (Talent) .............................................................................  133
  Unconciousness ..............................................................................................  256
  Undying (Trait)...............................................................................................  144
  Unholy Devotion (Talent) .............................................................................  133
  Unnatural Characteristics (X) (Trait) ............................................................  144
  Unnatural Senses (X) (Trait) ..........................................................................  144
  Unremarkable (Talent) ...................................................................................  133
  Unshakeable Will (Talent) .............................................................................  133
  V
  Vacuum ............................................................................................................  256
  Vampiric Addiction (Gift) .............................................................................  298
  Velocireaper ....................................................................................................  363
  Vorxec Calvarius.............................................................................................  342
  W
  Warbands .....................................................................................  263, 270, 340
  War Cry (Talent) ............................................................................................  133
  Warp Conduit (Talent)...................................................................................  133
  Warp-Eater (Gift) ............................................................................................  298
  Warped Appearance (Gift) .............................................................................  298
  Warp Instability (Trait) ..................................................................................  144
  Warp Lock (Talent) ........................................................................................  133
  Warp Sense (Talent) .......................................................................................  133
  Warpsight (Gift) .............................................................................................  298
  Warp-Touched (Gift) ......................................................................................  298
  Warp Weapons (Trait) ....................................................................................  144
  Weapons ..........................................................................................................  147
  Bolt ..............................................................................................................  156
  Chain ...........................................................................................................  162
  Downgrades................................................................................................  170
  Exotic (Melee) .............................................................................................  165
  Exotic (Ranged) ..........................................................................................  160
  Flame ...........................................................................................................  158
  Force ............................................................................................................  167
  Grenades and Missiles ...............................................................................  159
  Las ................................................................................................................  153
  Launchers ....................................................................................................  159
  Melta ............................................................................................................  157
  Plasma .........................................................................................................  158
  Power ...........................................................................................................  162
  Primary ........................................................................................................  167
  Qualities ......................................................................................................  148
  Shock ...........................................................................................................  167
  Solid Projectiles ..........................................................................................  153
  Upgrades .....................................................................................................  169
  Weapon-Tech (Talent) ...................................................................................  134
  Weapon Training (Talent) .............................................................................  134
  Whirlwind of Death (Talent) ........................................................................  134
  Winged (Gift) ..................................................................................................  298
  Wisdom of the Ancients (Talent) .................................................................  134
  Word Bearers ....................................................................................................   28
  World Eaters .....................................................................................................   27
  Wounds............................................................................................................  247
  Healing .....................................................................................................  258w
  Wreathed in Chaos (Gift) ..............................................................................  298
  Writhing World ..............................................................................................  332
  BLACK CRUSADE PLAYTESTERS
  Fantasy Flight Games would like to thank the following for their hard work playtesting BLACK CRUSADE:
  Playtest Coordinator Ronald DeValk. “Roll Perils...” Matthew ‘H.B.M.C’ Eustace with Sean Kelly, Rob Lord, Stuart Lord, 
  and Mike ‘Rosie’s Husband’ Madani. “No Guts, No Glory!” Sean Connor with Adam Lloyd, Aaron Mcmanus-wood, 
  Stephen Pitson, and Simon Tierney. “You Bid Babies?!?” Jordan “MILLANDSON” Millward with Keri Harthoorn, Kyle 
  Harthoorn, Julia Smith, and Kieren Smith. “Unrepentant” Lachlan “Raith” Conley with Jordan Dixon, Mark McLaughlin, 
  and Brad Twaddell. “Bolter and Chainsword Group” Ryan Powell with Matt Bogart, Jon Cox, Max Hardenbrook, Matt 
  Hunt, Steve Koelzer, Anders Lang, and Richard Sanders. “Not Designed for Reentry” Sam Stewart with Justin Baller, 
  Deb Beck, Tim Flanders, Mack Martin, Thaadd Powell, Rex Vogen, and Ross Watson.
  396
  
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  CHARACTER NAME _____________________________________ PLAYER NAME _________________________________
  ARCHETYPE _________________________________RANK ____ WARBAND NAME ___________________________________
  PRIDE  ____________________________________________ DISGRACE _______________________________________________
    MOTIVATION __________________________ DESCRIPTION __________________________________________________________________
   ______________________________________________________________________________________________________________________
   ______________________________________________________________________________________________________________________
  SKILLS
  Acrobatics (Ag)
     
  Athletics (S)
     
  Awareness (Per)
     
  Charm (Fel)
     
  Command (Fel)
     
  Commerce (Int)
     
  Common Lore
     
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  Deceive (Fel)
     
  Dodge (Ag)
     
  Forbidden Lore (Int)
     
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  Inquiry (Fel)
     
  Intimidate (WP)
     
  Linguistics (Int)
     
  _______________________    
  _______________________    
  Logic (Int)
     
  Medicae (Int)
     
  Navigation (Surface) (Int)
     
  Navigation (Stellar) (Int)
     
  Navigation (Warp) (Int)
     
  Operate (Aeronautica) (Ag)
     
  Operate (Surface) (Ag)
     
  Operate (Voidship) (Ag)
     
  Parry (WS)
     
  Psyniscience (Per)
     
  Scholastic Lore (Int)
     
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  Scrutiny (Per)
     
  Security (Int)
     
  Sleight of Hand (Ag)
     
  Stealth (Ag)
     
  Tech-Use (Int)
     
  Tracking (Int)
     
  Trade (Int)
     
  _______________________    
  _______________________    
  _______________________    
  Trained 
  +10 
  +20 
  +30
  Trained 
  +10 
  +20 
  +30
  CHARACTERISTICS
  †denotes Skill Group
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Character sheet also available for download at www.FantasyFlightGames.com
  WEAPON SKILL
  (WS)
  BALLISTIC SKILL 
  (BS)
  STRENGTH
  (S)
  TOUGHNESS
  (T)
  AGILITY
  (AG)
  INTELLIGENCE
  (INT)
   PERCEPTION
  (PER)
  WILLPOWER
  (WP)
  FELLOWSHIP
  (FEL)
  INFAMY
  (INF)
  TM
  TALENTS & TRAITS
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
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  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  _______________________    
  _______________________
  _______________________    
  Deceive (Fel)
     
  Dodge (Ag)
  Dodge (Ag)
     
  Forbidden Lore (Int)
     
  _______________________
  _______________________    
  _______________________    
  _______________________
  _______________________    
  _______________________    
  Inquiry (Fel)
  Inquiry (Fel)
     
  Intimidate (WP)
     
  Linguistics (Int)
  Linguistics (Int)
     
  _______________________    
  _______________________
  _______________________    
  Logic (Int)
     
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  _______________________    
  Scrutiny (Per)
     
  Security (Int)
     
  Sleight of Hand (Ag)
     
  Stealth (Ag)
     
  Tech-Use (Int)
     
  Tracking (Int)
     
  Trade (Int)
     
  _______________________    
  _______________________    
  _______________________    
  †denotes Skill Group
  ____________________________
  ____________________________
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  ____________________________
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  ____________________________
  ____________________________
  ____________________________
  ____________________________
  Secondary Heart/Ossmodula/Biscopea/
  Haemastamen: You gain the Unnatural Strength and Toughness (+4) Traits.
  Larraman’s Organ: Only 5% chance of dying from Blood Loss.
  Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for 
  long periods of time.
  Preomnor: You gain +20 to Toughness Tests against ingested poisons.
  Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
  Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In 
  addition, you gain a +30 to Toughness Tests made to resist gases and may re-roll failed 
  results.
  Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) 
  Talents, +10 to relevant Awareness Tests.
  Sus-an Membrane: You may enter suspended animation. 
  Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, 
  including attacks with the Toxic Quality.
  Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness 
  Test. You gain a +10 to Tracking Tests against a target you have tasted.
  Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
  Betcher’s Gland: You may spit acid as a ranged weapon with the following proﬁ le:
  Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you 
  have blinded him for 1d5 Rounds.
  Progenoids: These may be retrieved with a successful Medicae Test.
  Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you 
  due to your size.
  Sus-an Membrane: You may enter suspended animation. 
  〔 SPACE MARINE ABILITIES 〕
  
  398
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  398
  398
  WOUNDS:
  TOTAL 
  CURRENT
  FATIGUE
  CRITICAL DAMAGE: _______________________
  ______________________________________
  INFAMY POINTS:
  〔       〕
  〔       〕
  TOTAL 
  CURRENT
  CORRUPTION POINTS:
  TOTAL 〔       〕
  MENTAL DISORDERS: ______________________
  ______________________________________
  ______________________________________
  MOVEMENT:
  〔      〕
  〔      〕
  HALF 
  FULL
  〔      〕
  〔      〕
  CHARGE 
  RUN
  PSYCHIC POWERS
          Psy Rating:    〔 _____ 〕              ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
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  _____________________________ ___________________________
  GEAR
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
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  XII: False Prophets
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  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  NAME
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  SPECIAL RULES
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  WEAPON
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  NAME
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  SPECIAL RULES
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  WEAPON
  NAME
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  SPECIAL RULES
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  WEAPON
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  WEAPON
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  NAME
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  SPECIAL RULES
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  CLASS 
   
  DAMAGE  
           TYPE 
                           PEN 
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  RANGE 
            ROF 
   
           CLIP 
   
  RLD
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  WEAPON
  WEAPON SKILL
  (WS)
  BALLISTIC SKILL 
  (BS)
  STRENGTH
  (S)
  TOUGHNESS
  (T)
  AGILITY
  (AG)
  INTELLIGENCE
  (INT)
   PERCEPTION
  (PER)
  WILLPOWER
  (WP)
  FELLOWSHIP
  (FEL)
  INFAMY
  (INF)
  CHARACTERISTICS
  GIFTS OF THE GODS
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  ____________________________ ____________________________
  __________________________ __________________________
  GEAR
  ____________________________ ____________________________
  ARMOUR
  HEAD
  (1-10)
  Type:
  BODY
  (31-70)
  Type:
  LEFT ARM
  (21-30)
  Type:
  RIGHT ARM
  (11-20)
  Type:
  RIGHT LEG
  (71-85)
  Type:
  LEFT LEG
  (86-00)
  Type:
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Character sheet also available for download at www.FantasyFlightGames.com
  TM
  
  399
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  XII: False Prophets
  399
  399
  ADVANCEMENTS AND ALIGNMENT
  EXPERIENCE:
  TOTAL XP EARNED 
  〔 _________________________ 〕
  TOTAL XP SPENT
  〔 _________________________ 〕
  UNSPENT XP
  〔 _________________________ 〕
  ADVANCEMENT
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________ 
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________ 
  ________________________________
  ________________________________
  The combined values of Total XP Spent and Unspent 
  XP should equal the value of Total XP Earned.
  COST
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  ADVANCEMENT
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  COST
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  KHORNE:  〔     〕
  SLAANESH:  〔     〕
  TZEENTCH:  〔     〕
  NURGLE:  〔     〕
  UNALIGNED:  〔     〕
  CURRENT ALIGNMENT:
  ____________________________
  TOTAL ALIGNMENT ADVANCES
  TM
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Character sheet also available for download at www.FantasyFlightGames.com
  
  400
  XII: False Prophets
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  400
  400
  From beyond reality, Daemons scrabble 
  and claw at the minds of mortal men. 
  The evil bubbling forth in the souls of the 
  heretical constantly strains at the seams of 
  the very fabric of space and time. From one 
  breach, enough foul beasts may pour forth to 
  consume and damn billions of Imperial souls. 
  Are you prepared?
  Daemon Hunter is a powerful resource for 
  any Dark Heresy campaign, and it features 
  the servants of the holy Ordo Malleus 
  of the Inquisition. With information 
  and background on their actions in the 
  Calixis Sector, the Daemonhunter’s 
  trade, and the Malleus armoury, Daemon 
  Hunter is the perfect companion for your 
  Dark Heresy campaigns. It even includes 
  everything you need to play as one of the 
  legendary Grey Knights!
  DH16 • Dark Heresy: Daemon 
  Hunter
  TM
  400
  400
  Fantasy
  Flight
  games
  www.FantasyFlightgames.com
  Copyright © Games Workshop Limited 2011. All rights reserved. Games Workshop, Warhammer 40,000, the Warhammer 40,000 logo, Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, 
  Dark Heresy, Daemon Hunter, Calixis Sector, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, 
  characters, products and illustrations from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000–2011, variably registered in the UK and other countries around the world. All 
  rights reserved. Published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
  
  EAN 13
  9 781616 611439
  55995
  Black Crusade 
  BC01
  ISBN: 978-1-61661-143-9
  EAN 13
  1075JUN11
  ™
  TM
  You are a Heretic; a renegade turned 
  against the oppressive government of 
  Humanity, the Imperium of Man. The 
  crumbling monolith mobilizes the might 
  of its numberless armies and deadly 
  agents, and you must stand against it.
  However, you do not stand alone. At your 
  ﬁ ngertips you have the might of ancient 
  powers, the Gods of Chaos. With their 
  gifts, you have the potential to lead a 
  Black Crusade and destroy the Imperium 
  of Man. But can you realise your destiny 
  before that power consumes you?
  ROLEPLAYING IN THE GRIM DARKNESS
  OF THE 41ST MILLENNIUM
  Play as either a powerful Chaos Space Marine or a 
  skilled and cunning Disciple of Chaos in your ﬁ ght 
  against the Imperium. Then use the freedom of 
  the Archetype character creation and advancement 
  system to build the character you want to play.
  Dynamic rules for all eventualities let you 
  handle everything from social interactions 
  to combating hordes of foes.
  Embrace the Dark Gods and earn their blessings 
  through mutations and powerful Marks of Chaos. 
  Comprehensive background on the Ruinous 
  Powers, the Imperium, and the Long War 
  against Chaos, written by Andy Chambers and 
  Warhammer 40,000 Novelist Andy Hoare.
  A full preliminary adventure thrusts your 
  players onto the path to glory and action!
  The Black Crusade core rulebook contains 
  everything you need to start your adventure 
  in the Warhammer 40,000 universe. 
  www.FantasyFlightGames.com
  ™
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Black Crusade/Rulebooks/Black Crusade - Core Rulebook.pdf